コード例 #1
0
        // Functions
        //---------------------------------------------------------
        // Keyframe -> File
        public void SetAnimKeyframe(int unitID, apAnimKeyframe animKeyframe)
        {
            _unitID = unitID;

            _keyframeUniqueID = animKeyframe._uniqueID;
            _linkedKeyframe   = animKeyframe;

            _frameIndex    = animKeyframe._frameIndex;
            _isKeyValueSet = animKeyframe._isKeyValueSet;

            _isActive = animKeyframe._isActive;

            _isLoopAsStart = animKeyframe._isLoopAsStart;
            _isLoopAsEnd   = animKeyframe._isLoopAsEnd;

            _loopFrameIndex = animKeyframe._loopFrameIndex;

            _activeFrameIndexMin = animKeyframe._activeFrameIndexMin;
            _activeFrameIndexMax = animKeyframe._activeFrameIndexMax;

            _activeFrameIndexMin_Dummy = animKeyframe._activeFrameIndexMin_Dummy;
            _activeFrameIndexMax_Dummy = animKeyframe._activeFrameIndexMax_Dummy;

            //Curve 정보
            _curve_PrevTangentType = animKeyframe._curveKey._prevTangentType;
            _curve_PrevSmoothX     = animKeyframe._curveKey._prevSmoothX;
            _curve_PrevSmoothY     = animKeyframe._curveKey._prevSmoothY;
            _curve_NextTangentType = animKeyframe._curveKey._nextTangentType;
            _curve_NextSmoothX     = animKeyframe._curveKey._nextSmoothX;
            _curve_NextSmoothY     = animKeyframe._curveKey._nextSmoothY;

            //Control Param 타입이면
            //Control Param의 어떤 값에 동기화되는가
            _conSyncValue_Int     = animKeyframe._conSyncValue_Int;
            _conSyncValue_Float   = animKeyframe._conSyncValue_Float;
            _conSyncValue_Vector2 = animKeyframe._conSyncValue_Vector2;

            //Modifier Mesh 타입일때
            _isModMeshType = animKeyframe._linkedModMesh_Editor != null;
            _isModBoneType = animKeyframe._linkedModBone_Editor != null;

            //>> Transform만 저장한다.
            _modTransformMatrix = new apMatrix();
            _modMeshColor       = Color.black;
            _modVisible         = true;

            if (_isModMeshType)
            {
                _modTransformMatrix.SetMatrix(animKeyframe._linkedModMesh_Editor._transformMatrix);
                _modMeshColor = animKeyframe._linkedModMesh_Editor._meshColor;
                _modVisible   = animKeyframe._linkedModMesh_Editor._isVisible;
            }
            else if (_isModBoneType)
            {
                _modTransformMatrix.SetMatrix(animKeyframe._linkedModBone_Editor._transformMatrix);
            }
        }
コード例 #2
0
        public apLinkedMatrix SetMatrixWrap(apMatrix matrixWrap, CALCULATE_TYPE calculateType, float lerpIfInterpolation = 1.0f)
        {
            _valueType = VALUE_TYPE.MatrixWrap;
            if (_matrixWrap == null)
            {
                _matrixWrap = new apMatrix(matrixWrap);
            }
            else
            {
                _matrixWrap.SetMatrix(matrixWrap);
            }
            _calculateType = calculateType;
            if (_calculateType == CALCULATE_TYPE.Interpolation)
            {
                _lerp = lerpIfInterpolation;
            }

            _weight   = 1.0f;
            _isWeight = false;

            _weightCalAdded   = 1.0f;
            _isWeightCalAdded = false;

            return(this);
        }
コード例 #3
0
        /// <summary>
        /// Parent의 Matrix를 추가한다. (Parent x This)
        /// </summary>
        /// <param name="matrix_parentTransform"></param>
        //public void AddWorldMatrix_Parent(apMatrix3x3 matrix_parentTransform)
        public void AddWorldMatrix_Parent(apMatrix matrix_parentTransform)
        {
            //_matrix_TF_Cal_Parent = matrix_parentTransform.MtrxToSpace * _matrix_TF_Cal_Parent;
            ////_calculateTmpMatrix.SRMultiply(matrix_parentTransform, true);
            ////_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

            _matrix_TF_ParentWorld.SetMatrix(matrix_parentTransform);
        }
コード例 #4
0
        public void SetModifiedTransform(apMatrix matrix_modified)
        {
            ////_calculateTmpMatrix_Local.SRMultiply(matrix_modified, true);//Parent
            //_calculateTmpMatrix_Local.SRMultiply(matrix_modified, false);//Child

            //_matrix_TF_Cal_Local = _calculateTmpMatrix_Local.MtrxToSpace;

            _matrix_TF_LocalModified.SetMatrix(matrix_modified);
        }
コード例 #5
0
        // Functions
        //--------------------------------------------
        public void ReadyToCalculate()
        {
            _matrix.MakeMatrix();

            //변경
            //[Parent World x To Parent x Local TF] 조합으로 변경

            if (_matrix_TF_ParentWorld == null)
            {
                _matrix_TF_ParentWorld = new apMatrix();
            }
            if (_matrix_TF_ParentWorldWithoutMod == null)
            {
                _matrix_TF_ParentWorldWithoutMod = new apMatrix();
            }
            if (_matrix_TF_ToParent == null)
            {
                _matrix_TF_ToParent = new apMatrix();
            }
            if (_matrix_TF_LocalModified == null)
            {
                _matrix_TF_LocalModified = new apMatrix();
            }
            if (_matrix_TFResult_World == null)
            {
                _matrix_TFResult_World = new apMatrix();
            }
            if (_matrix_TFResult_WorldWithoutMod == null)
            {
                _matrix_TFResult_WorldWithoutMod = new apMatrix();
            }
            if (_invMatrix_TFResult_World == null)
            {
                _invMatrix_TFResult_World = new apMatrix();
            }
            if (_invMatrix_TFResult_WorldWithoutMod == null)
            {
                _invMatrix_TFResult_WorldWithoutMod = new apMatrix();
            }


            _matrix_TF_ParentWorld.SetIdentity();
            _matrix_TF_ParentWorldWithoutMod.SetIdentity();
            _matrix_TF_ToParent.SetIdentity();
            _matrix_TF_LocalModified.SetIdentity();

            //ToParent는 Pivot이므로 고정
            _matrix_TF_ToParent.SetMatrix(_matrix);

            _matrix_TFResult_World.SetIdentity();
            _matrix_TFResult_WorldWithoutMod.SetIdentity();
            _invMatrix_TFResult_World.SetIdentity();
            _invMatrix_TFResult_WorldWithoutMod.SetIdentity();

            CalculatedLog.ReadyToRecord();
        }
コード例 #6
0
        // Functions
        //--------------------------------------------
        public void ReadyToCalculate()
        {
            _matrix.MakeMatrix();

            //_matrix_TF_Cal_Parent = apMatrix3x3.identity;
            //_matrix_TF_Cal_Local = _matrix.MtrxToSpace;

            //if(_calculateTmpMatrix == null)
            //{
            //	_calculateTmpMatrix = new apMatrix();
            //}
            //_calculateTmpMatrix.SetIdentity();
            //_calculateTmpMatrix.SetMatrix(_matrix);

            //if(_calculateTmpMatrix_Local == null)
            //{
            //	_calculateTmpMatrix_Local = new apMatrix();
            //}
            //_calculateTmpMatrix_Local.SetIdentity();
            //_calculateTmpMatrix_Local.SetMatrix(_matrix);

            //변경
            //[Parent World x To Parent x Local TF] 조합으로 변경

            if (_matrix_TF_ParentWorld == null)
            {
                _matrix_TF_ParentWorld = new apMatrix();
            }
            if (_matrix_TF_ToParent == null)
            {
                _matrix_TF_ToParent = new apMatrix();
            }
            if (_matrix_TF_LocalModified == null)
            {
                _matrix_TF_LocalModified = new apMatrix();
            }
            if (_matrix_TFResult_World == null)
            {
                _matrix_TFResult_World = new apMatrix();
            }
            if (_matrix_TFResult_WorldWithoutMod == null)
            {
                _matrix_TFResult_WorldWithoutMod = new apMatrix();
            }

            _matrix_TF_ParentWorld.SetIdentity();
            _matrix_TF_ToParent.SetIdentity();
            _matrix_TF_LocalModified.SetIdentity();

            //ToParent는 Pivot이므로 고정
            _matrix_TF_ToParent.SetMatrix(_matrix);

            _matrix_TFResult_World.SetIdentity();
            _matrix_TFResult_WorldWithoutMod.SetIdentity();
        }
コード例 #7
0
        // Functions
        //------------------------------------------------------
        // Bone -> File
        //------------------------------------------------------
        public void SetBone(int unitID, apBone bone)
        {
            _unitID   = unitID;
            _uniqueID = bone._uniqueID;

            _name = bone._name;

            _defaultMatrix.SetMatrix(bone._defaultMatrix);
            _localMatrix.SetMatrix(bone._localMatrix);
            _worldMatrix.SetMatrix(bone._worldMatrix);

            _targetBone = bone;            //<<Export할때도 연결해주자
        }
コード例 #8
0
        //Link 함수의 내용은 Bake 시에 진행해야한다.
        public void Bake(apBone bone)
        {
            _uniqueID    = bone._uniqueID;
            _meshGroupID = bone._meshGroupID;
            _defaultMatrix.SetMatrix(bone._defaultMatrix);


            _deltaPos   = Vector2.zero;
            _deltaAngle = 0.0f;
            _deltaScale = Vector2.one;

            _localMatrix.SetIdentity();

            _worldMatrix.SetIdentity();

            _color       = bone._color;
            _shapeWidth  = bone._shapeWidth;
            _shapeLength = bone._shapeLength;
            _shapeTaper  = bone._shapeTaper;

            _optionLocalMove = bone._optionLocalMove;
            _optionIK        = bone._optionIK;

            _isIKTail = bone._isIKTail;

            _IKTargetBoneID = bone._IKTargetBoneID;
            _IKTargetBone   = null;          //<<나중에 링크

            _IKNextChainedBoneID = bone._IKNextChainedBoneID;
            _IKNextChainedBone   = null;          //<<나중에 링크


            _IKHeaderBoneID = bone._IKHeaderBoneID;
            _IKHeaderBone   = null;          //<<나중에 링크


            _isIKAngleRange     = bone._isIKAngleRange;
            _IKAngleRange_Lower = bone._IKAngleRange_Lower;
            _IKAngleRange_Upper = bone._IKAngleRange_Upper;
            _IKAnglePreferred   = bone._IKAnglePreferred;


            _isIKCalculated       = false;
            _IKRequestAngleResult = 0.0f;



            _transformLocalMatrix.SetIdentity();
        }
コード例 #9
0
 public void SetMatrixWrap(apMatrix matrixWrap, CalculateType calculateType, bool isWeighted, float weight)
 {
     _valueType = UnitValueType.MatrixWrap;
     if (_val_MatrixWrap == null)
     {
         _val_MatrixWrap = new apMatrix(matrixWrap);                    //<<복사를 하자
     }
     else
     {
         _val_MatrixWrap.SetMatrix(matrixWrap);
     }
     _calculateType = calculateType;
     _isWeighted    = isWeighted;
     _weight        = weight;
 }
コード例 #10
0
        public void MakeTransformMatrix()
        {
            //[R]
            _matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);
            _matrix_TFResult_World.RMultiply(_matrix_TF_LocalModified);
            _matrix_TFResult_World.RMultiply(_matrix_TF_ParentWorld);

            _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ToParent);
            _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ParentWorld);

            //Inverse는 반대로 계산한다.
            _invMatrix_TFResult_World.SetMatrix(_matrix_TF_ParentWorld);
            _invMatrix_TFResult_World.RInverse(_matrix_TF_LocalModified);
            _invMatrix_TFResult_World.RInverse(_matrix_TF_ToParent);

            _invMatrix_TFResult_WorldWithoutMod.SetMatrix(_matrix_TF_ParentWorldWithoutMod);
            _invMatrix_TFResult_WorldWithoutMod.RInverse(_matrix_TF_ToParent);
        }
コード例 #11
0
        public override bool Save(object target, string strParam)
        {
            base.Save(target, strParam);

            apModifiedBone modBone = target as apModifiedBone;

            if (modBone == null)
            {
                return(false);
            }

            _key_MeshGroupOfMod  = modBone._meshGroup_Modifier;
            _key_MeshGroupOfBone = modBone._meshGroup_Bone;
            _key_Bone            = modBone._bone;

            _transformMatrix.SetMatrix(modBone._transformMatrix);
            return(true);
        }
コード例 #12
0
ファイル: apOptTransform.cs プロジェクト: kirsi0/Sheepy
        /// <summary>
        /// CalculateStack을 업데이트 한다.
        /// Pre-Update이다. Rigging, VertWorld는 제외된다.
        /// </summary>
        public void UpdateCalculate_Pre()
        {
//#if UNITY_EDITOR
//			Profiler.BeginSample("Transform - 1. Stack Calculate");
//#endif

            //1. Calculated Stack 업데이트
            if (_calculatedStack != null)
            {
                _calculatedStack.Calculate_Pre();
            }

//#if UNITY_EDITOR
//			Profiler.EndSample();
//#endif


//#if UNITY_EDITOR
//			Profiler.BeginSample("Transform - 2. Matrix / Color");
//#endif

            //2. Calculated의 값 적용 + 계층적 Matrix 적용
            if (CalculatedStack.MeshWorldMatrixWrap != null)
            {
                //변경전
                //_calclateTmpMatrix.SRMultiply(_calculatedStack.MeshWorldMatrixWrap, true);
                //_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

                //변경후
                _matrix_TF_LocalModified.SetMatrix(_calculatedStack.MeshWorldMatrixWrap);

                //if(_calculatedStack.MeshWorldMatrixWrap.Scale2.magnitude < 0.8f)
                //{
                //	Debug.Log(name + " : Low Scale : " + _calculatedStack.MeshWorldMatrixWrap.Scale2);
                //}
            }

            if (CalculatedStack.IsAnyColorCalculated)
            {
                _meshColor2X          = CalculatedStack.MeshColor;
                _isVisible            = CalculatedStack.IsMeshVisible;
                _isAnyColorCalculated = true;
            }
            else
            {
                _meshColor2X = _meshColor2X_Default;
                _isVisible   = _isVisible_Default;
            }
            if (!_isVisible)
            {
                _meshColor2X.a        = 0.0f;
                _isAnyColorCalculated = true;
            }


            //추가 11.30 : Extra Option
            if (_calculatedStack.IsExtraDepthChanged)
            {
                if (_func_ExtraDepthChanged != null)
                {
                    _func_ExtraDepthChanged(this, _calculatedStack.ExtraDeltaDepth);
                }
            }
            if (_calculatedStack.IsExtraTextureChanged)
            {
                _isExtraTextureChanged = true;
                _extraTextureData      = _calculatedStack.ExtraTextureData;
                if (_extraTextureData == null)
                {
                    _isExtraTextureChanged = false;
                }
            }

            if (_isExtraTextureChanged_Prev != _isExtraTextureChanged ||
                _extraTextureData_Prev != _extraTextureData)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
                {
#endif
                //Extra-Texture 이벤트가 발생하거나 해지되어서 상태가 바뀌었을 경우
                //또는 새로운 텍스쳐가 발생했을 경우
                if (_childMesh != null)
                {
                    if (_isExtraTextureChanged)
                    {
                        //> 텍스쳐 교체 이벤트가 발생했다.
                        //현재 처리중인 텍스쳐를 먼저 저장한 뒤, 교체
                        _extraDefaultTexture = _childMesh.GetCurrentProcessedTexture();
                        _childMesh.SetExtraChangedTexture(_extraTextureData._texture);
                    }
                    else
                    {
                        //>텍스쳐를 해지해야한다. 저장했던 값으로 되돌린다.
                        _childMesh.SetExtraChangedTexture(_extraDefaultTexture);
                    }
                }
#if UNITY_EDITOR
            }
#endif
                _isExtraTextureChanged_Prev = _isExtraTextureChanged;
                if (_isExtraTextureChanged)
                {
                    _extraTextureData_Prev = _extraTextureData;
                }
                else
                {
                    _extraTextureData_Prev = null;
                }
            }



            if (_parentTransform != null)
            {
                //변경 전
                //_calculateTmpMatrix.SRMultiply(_parentTransform.CalculatedTmpMatrix, true);
                //_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

                //변경 후
                _matrix_TF_ParentWorld.SetMatrix(_parentTransform._matrix_TFResult_World);
                _matrix_TF_ParentWorld_NonModified.SetMatrix(_parentTransform._matrix_TFResult_WorldWithoutMod);

                //색상은 2X 방식의 Add
                _meshColor2X.r  = Mathf.Clamp01(((float)(_meshColor2X.r) - 0.5f) + ((float)(_parentTransform._meshColor2X.r) - 0.5f) + 0.5f);
                _meshColor2X.g  = Mathf.Clamp01(((float)(_meshColor2X.g) - 0.5f) + ((float)(_parentTransform._meshColor2X.g) - 0.5f) + 0.5f);
                _meshColor2X.b  = Mathf.Clamp01(((float)(_meshColor2X.b) - 0.5f) + ((float)(_parentTransform._meshColor2X.b) - 0.5f) + 0.5f);
                _meshColor2X.a *= _parentTransform._meshColor2X.a;

                if (_parentTransform._isAnyColorCalculated)
                {
                    _isAnyColorCalculated = true;
                }
            }

            if (_meshColor2X.a < VISIBLE_ALPHA
                //|| !CalculatedStack.IsMeshVisible
                )
            {
                _isVisible            = false;
                _meshColor2X.a        = 0.0f;
                _isAnyColorCalculated = true;
            }

            //MakeTransformMatrix(); < 이 함수 부분
            //World Matrix를 만든다.
            _matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);            //변경 : ToParent -> LocalModified -> ParentWorld 순으로 바꾼다.
            _matrix_TFResult_World.RMultiply(_matrix_TF_LocalModified);       //<<[R]


            //_matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);//<<[R]

            _matrix_TFResult_World.RMultiply(_matrix_TF_ParentWorld);            //<<[R]

            //_matrix_TFResult_WorldWithoutMod.SRMultiply(_matrix_TF_ToParent, true);//ToParent는 넣지 않는다.
            //_matrix_TFResult_WorldWithoutMod.SRMultiply(_matrix_TF_ParentWorld, true);//<<[SR]

            //Without Mod는 계산하지 않았을 경우에만 계산한다.
            //바뀌지 않으므로
            if (!_isCalculateWithoutMod)
            {
                _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ToParent);                //<<[R]
                _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ParentWorld_NonModified); //<<[R]


                //리깅용 단축식을 추가한다.
                if (_childMesh != null)
                {
                    _vertLocal2MeshWorldMatrix  = _matrix_TFResult_WorldWithoutMod.MtrxToSpace;
                    _vertLocal2MeshWorldMatrix *= _childMesh._matrix_Vert2Mesh;

                    _vertWorld2MeshLocalMatrix  = _childMesh._matrix_Vert2Mesh_Inverse;
                    _vertWorld2MeshLocalMatrix *= _matrix_TFResult_WorldWithoutMod.MtrxToLowerSpace;

                    _vertMeshWorldNoModMatrix        = _matrix_TFResult_WorldWithoutMod.MtrxToSpace;
                    _vertMeshWorldNoModInverseMatrix = _matrix_TFResult_WorldWithoutMod.MtrxToLowerSpace;
                }

                _isCalculateWithoutMod = true;
            }

            //_convert2TargetMatrix4x4 = Matrix4x4.identity;
            //_convert2TargetMatrix3x3 = apMatrix3x3.identity;
            _isCamOrthoCorrection = false;
            if (_portrait._billboardType != apPortrait.BILLBOARD_TYPE.None && _childMesh != null)
            {
                Camera curCamera = _portrait.GetCamera();
                if (curCamera != null && !curCamera.orthographic)
                {
                    //Perspective 카메라라면

                    Vector3 pos_Cam = curCamera.worldToCameraMatrix.MultiplyPoint3x4(_childMesh.transform.position);
                    //Vector3 pos_Cam = (curCamera.worldToCameraMatrix * transform.localToWorldMatrix).MultiplyPoint3x4(new Vector3(_matrix_TFResult_World._pos.x, _matrix_TFResult_World._pos.y, 0));
                    float zDepth = pos_Cam.z;
                    float zRatio = zDepth / _portrait.GetZDepth();


                    //Debug.Log("pos_Cam : " + pos_Cam + " / " + zRatio);
                    //transform.tr//>>TODO
                    _isCamOrthoCorrection = true;

                    Matrix4x4 orthoConvertMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(zRatio, zRatio, 1));
                    _convert2TargetMatrix4x4 = _childMesh.transform.worldToLocalMatrix * curCamera.cameraToWorldMatrix * orthoConvertMatrix * curCamera.worldToCameraMatrix * _childMesh.transform.localToWorldMatrix;

                    _convert2TargetMatrix3x3      = apMatrix3x3.identity;
                    _convert2TargetMatrix3x3._m00 = _convert2TargetMatrix4x4.m00;
                    _convert2TargetMatrix3x3._m01 = _convert2TargetMatrix4x4.m01;
                    _convert2TargetMatrix3x3._m02 = _convert2TargetMatrix4x4.m03;

                    _convert2TargetMatrix3x3._m10 = _convert2TargetMatrix4x4.m10;
                    _convert2TargetMatrix3x3._m11 = _convert2TargetMatrix4x4.m11;
                    _convert2TargetMatrix3x3._m12 = _convert2TargetMatrix4x4.m13;

                    _convert2TargetMatrix3x3._m20 = _convert2TargetMatrix4x4.m30;
                    _convert2TargetMatrix3x3._m21 = _convert2TargetMatrix4x4.m31;
                    _convert2TargetMatrix3x3._m22 = _convert2TargetMatrix4x4.m23;

                    //Debug.Log("_convert2TargetMatrix4x4 : \n " + _convert2TargetMatrix4x4.ToString() + "\n" + "_convert2TargetMatrix3x3 : \n " + _convert2TargetMatrix3x3.ToString());
                }
            }


            //처리된 TRS
            _updatedWorldPos_NoRequest.x = _matrix_TFResult_World._pos.x;
            _updatedWorldPos_NoRequest.y = _matrix_TFResult_World._pos.y;

            _updatedWorldAngle_NoRequest = _matrix_TFResult_World._angleDeg;

            _updatedWorldScale_NoRequest.x = _matrix_TFResult_World._scale.x;
            _updatedWorldScale_NoRequest.y = _matrix_TFResult_World._scale.y;

            _updatedWorldPos   = _updatedWorldPos_NoRequest;
            _updatedWorldAngle = _updatedWorldAngle_NoRequest;
            _updatedWorldScale = _updatedWorldScale_NoRequest;



            //스크립트로 외부에서 제어한 경우
            if (_isExternalUpdate_Position)
            {
                _updatedWorldPos.x = (_exUpdate_Pos.x * _externalUpdateWeight) + (_updatedWorldPos.x * (1.0f - _externalUpdateWeight));
                _updatedWorldPos.y = (_exUpdate_Pos.y * _externalUpdateWeight) + (_updatedWorldPos.y * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Rotation)
            {
                _updatedWorldAngle = (_exUpdate_Angle * _externalUpdateWeight) + (_updatedWorldAngle * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Scaling)
            {
                _updatedWorldScale.x = (_exUpdate_Scale.x * _externalUpdateWeight) + (_updatedWorldScale.x * (1.0f - _externalUpdateWeight));
                _updatedWorldScale.y = (_exUpdate_Scale.y * _externalUpdateWeight) + (_updatedWorldScale.y * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Position || _isExternalUpdate_Rotation || _isExternalUpdate_Scaling)
            {
                //WorldMatrix를 갱신해주자
                _matrix_TFResult_World.SetTRS(_updatedWorldPos.x, _updatedWorldPos.y,
                                              _updatedWorldAngle,
                                              _updatedWorldScale.x, _updatedWorldScale.y);

                _isExternalUpdate_Position = false;
                _isExternalUpdate_Rotation = false;
                _isExternalUpdate_Scaling  = false;
            }



            //추가 : 소켓도 만들어준다.
            //Vert World를 아직 계산하지 않았지만 Socket 처리에는 문제가 없다.
            if (_socketTransform != null)
            {
                _socketTransform.localPosition = new Vector3(_matrix_TFResult_World._pos.x, _matrix_TFResult_World._pos.y, 0);
                _socketTransform.localRotation = Quaternion.Euler(0.0f, 0.0f, _matrix_TFResult_World._angleDeg);
                _socketTransform.localScale    = new Vector3(_matrix_TFResult_World._scale.x, _matrix_TFResult_World._scale.y, 1.0f);
            }

//#if UNITY_EDITOR
//			Profiler.EndSample();
//#endif


            //[MeshUpdate]는 Post Update로 전달

            //3. 자식 호출
            //자식 객체도 업데이트를 한다.
            if (_childTransforms != null)
            {
                for (int i = 0; i < _childTransforms.Length; i++)
                {
                    _childTransforms[i].UpdateCalculate_Pre();
                }
            }
        }
コード例 #13
0
        /// <summary>
        /// 4) World Matrix를 만든다.
        /// 이 함수는 Parent의 MeshGroupTransform이 연산된 후 -> Vertex가 연산되기 전에 호출되어야 한다.
        /// </summary>
        public void MakeWorldMatrix(bool isRecursive)
        {
            _localMatrix.SetIdentity();
            _localMatrix._pos      = _deltaPos;
            _localMatrix._angleDeg = _deltaAngle;
            _localMatrix._scale.x  = _deltaScale.x;
            _localMatrix._scale.y  = _deltaScale.y;

            _localMatrix.MakeMatrix();

            //World Matrix = ParentMatrix x LocalMatrix
            //Root인 경우에는 MeshGroup의 Matrix를 이용하자

            //_invWorldMatrix_NonModified.SetIdentity();

            if (_parentBone == null)
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정


                if (_parentOptTransform != null)
                {
                    //Debug.Log("SetParentOptTransform Matrix : [" + _parentOptTransform.transform.name + "] : " + _parentOptTransform._matrix_TFResult_World.Scale2);
                    //Non Modified도 동일하게 적용
                    //렌더유닛의 WorldMatrix를 넣어주자
                    _worldMatrix.RMultiply(_parentOptTransform._matrix_TFResult_World);                    //RenderUnit의 WorldMatrixWrap의 Opt 버전

                    _worldMatrix_NonModified.RMultiply(_parentOptTransform._matrix_TFResult_WorldWithoutMod);
                }
            }
            else
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);
                _worldMatrix.RMultiply(_parentBone._worldMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정
                _worldMatrix_NonModified.RMultiply(_parentBone._worldMatrix_NonModified);
            }

            //World Matrix는 MeshGroup과 동일한 Space의 값을 가진다.
            //그러나 실제로 Bone World Matrix는
            //Root - MeshGroup...(Rec) - Bone Group - Bone.. (Rec <- 여기)
            //의 레벨을 가진다.
            //Root 밑으로는 모두 World에 대해서 동일한 Space를 가지므로
            //Root를 찾아서 Scale을 제어하자...?
            //일단 Parent에서 빼두자
            //_transformLocalMatrix.SetMatrix(_worldMatrix);


#if UNITY_EDITOR
            _shapePoint_End = new Vector2(0.0f, _shapeLength);


            _shapePoint_Mid1 = new Vector2(-_shapeWidth * 0.5f, _shapeLength * 0.2f);
            _shapePoint_Mid2 = new Vector2(_shapeWidth * 0.5f, _shapeLength * 0.2f);

            float taperRatio = Mathf.Clamp01((float)(100 - _shapeTaper) / 100.0f);

            _shapePoint_End1 = new Vector2(-_shapeWidth * 0.5f * taperRatio, _shapeLength);
            _shapePoint_End2 = new Vector2(_shapeWidth * 0.5f * taperRatio, _shapeLength);

            _shapePoint_End  = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End);
            _shapePoint_Mid1 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_Mid1);
            _shapePoint_Mid2 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_Mid2);
            _shapePoint_End1 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End1);
            _shapePoint_End2 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End2);
#endif

            if (_socketTransform != null)
            {
                //소켓을 업데이트 하자
                _socketTransform.localPosition = new Vector3(_worldMatrix._pos.x, _worldMatrix._pos.y, 0);
                _socketTransform.localRotation = Quaternion.Euler(0.0f, 0.0f, _worldMatrix._angleDeg);
                _socketTransform.localScale    = _worldMatrix._scale;
            }
            //if (string.Equals(name, "Bone 2 Debug"))
            //{
            //	//디버그를 해보자
            //	Debug.Log("------- Bone Matrix [" + name + "] ------- (Runtime)");
            //	Debug.Log("Default Matrix [" + _defaultMatrix.ToString() + "]");
            //	Debug.Log("Local Matrix [" + _localMatrix.ToString() + "]");
            //	if (_parentBone != null)
            //	{
            //		Debug.Log("Parent(" + _parentBone.name + ")");
            //		Debug.Log(">> World Matrix [" + _parentBone._worldMatrix.ToString() + "]");
            //		Debug.Log(">> World Matrix No Mod [" + _parentBone._worldMatrix_NonModified.ToString() + "]");
            //	}
            //	Debug.Log("World Matrix [" + _worldMatrix.ToString() + "]");
            //	Debug.Log("World Matrix No Mod [" + _worldMatrix_NonModified.ToString() + "]");
            //	Debug.Log("-----------------------------------------");
            //}

            //Child도 호출해준다.
            if (isRecursive && _childBones != null)
            {
                for (int i = 0; i < _childBones.Length; i++)
                {
                    _childBones[i].MakeWorldMatrix(true);
                }
            }
        }
コード例 #14
0
        // Functions
        //----------------------------------------------
        // TF/Bone -> File
        //----------------------------------------------
        public void SetSubData(int unitID,
                               apTransform_Mesh meshTransform,
                               apTransform_MeshGroup meshGroupTransform,
                               apBone bone,
                               apRetargetSubUnit parentRetargetUnit)
        {
            _unitID = unitID;

            _parentUnitID = -1;
            _childUnitIDs.Clear();

            _parentUnit = null;
            _childUnits.Clear();

            if (meshTransform != null)
            {
                _type     = TYPE.MeshTransform;
                _uniqueID = meshTransform._transformUniqueID;

                _name = meshTransform._nickName;

                _defaultMatrix.SetMatrix(meshTransform._matrix);
                _defaultColor = meshTransform._meshColor2X_Default;
                _isVisible    = meshTransform._isVisible_Default;
            }
            else if (meshGroupTransform != null)
            {
                _type     = TYPE.MeshGroupTransform;
                _uniqueID = meshGroupTransform._transformUniqueID;

                _name = meshGroupTransform._nickName;

                _defaultMatrix.SetMatrix(meshGroupTransform._matrix);
                _defaultColor = meshGroupTransform._meshColor2X_Default;
                _isVisible    = meshGroupTransform._isVisible_Default;
            }
            else if (bone != null)
            {
                _type     = TYPE.Bone;
                _uniqueID = bone._uniqueID;

                _name = bone._name;

                _defaultMatrix.SetMatrix(bone._defaultMatrix);
                _defaultColor = Color.white;
                _isVisible    = true;
            }
            else
            {
                Debug.LogError("Wrong Sub Unit");
                return;
            }

            if (parentRetargetUnit != null)
            {
                //Parent와 연결한다.

                _parentUnitID = parentRetargetUnit._unitID;
                _parentUnit   = parentRetargetUnit;

                parentRetargetUnit._childUnitIDs.Add(_unitID);
                parentRetargetUnit._childUnits.Add(this);
            }
        }
コード例 #15
0
 /// <summary>
 /// Parent의 Matrix를 추가한다. (Parent x This)
 /// </summary>
 /// <param name="matrix_parentTransform"></param>
 //public void AddWorldMatrix_Parent(apMatrix3x3 matrix_parentTransform)
 public void AddWorldMatrix_Parent(apMatrix matrix_parentTransform, apMatrix matrix_parentTransformNoMod)
 {
     _matrix_TF_ParentWorld.SetMatrix(matrix_parentTransform);
     _matrix_TF_ParentWorldWithoutMod.SetMatrix(matrix_parentTransformNoMod);
 }
コード例 #16
0
 public void SetModifiedTransform(apMatrix matrix_modified, apCalculatedLog calResultStack_CalLog)
 {
     _matrix_TF_LocalModified.SetMatrix(matrix_modified);
     CalculatedLog.LinkLog_CalculateResultStackTF(calResultStack_CalLog);
 }
コード例 #17
0
        // Functions
        //---------------------------------------------------
        // Bone to File
        //---------------------------------------------------
        public void SetBone(int unitID, apBone bone, Dictionary <int, int> boneID2UnitIDs)
        {
            _unitID = unitID;

            _boneUniqueID = bone._uniqueID;
            _linkedBone   = bone;


            _name = bone._name;

            if (bone._parentBoneID < 0)
            {
                _parentUnitID = -1;
            }
            else
            {
                _parentUnitID = boneID2UnitIDs[bone._parentBoneID];
            }

            _level = bone._level;
            _depth = bone._depth;
            _childUnitID.Clear();
            if (bone._childBoneIDs != null)
            {
                for (int i = 0; i < bone._childBoneIDs.Count; i++)
                {
                    int childID = bone._childBoneIDs[i];
                    if (childID >= 0)
                    {
                        _childUnitID.Add(boneID2UnitIDs[childID]);
                    }
                }
            }

            _defaultMatrix.SetMatrix(bone._defaultMatrix);

            _color       = bone._color;
            _shapeWidth  = bone._shapeWidth;
            _shapeLength = bone._shapeLength;
            _shapeTaper  = bone._shapeTaper;

            _optionIK = bone._optionIK;

            _isIKTail = bone._isIKTail;

            _IKTargetBoneUnitID = -1;
            if (bone._IKTargetBoneID >= 0)
            {
                _IKTargetBoneUnitID = boneID2UnitIDs[bone._IKTargetBoneID];
            }

            _IKNextChainedBoneUnitID = -1;
            if (bone._IKNextChainedBoneID >= 0)
            {
                _IKNextChainedBoneUnitID = boneID2UnitIDs[bone._IKNextChainedBoneID];
            }
            _IKHeaderBoneUnitID = -1;
            if (bone._IKHeaderBoneID >= 0)
            {
                _IKHeaderBoneUnitID = boneID2UnitIDs[bone._IKHeaderBoneID];
            }

            _isIKAngleRange     = bone._isIKAngleRange;
            _IKAngleRange_Lower = bone._IKAngleRange_Lower;
            _IKAngleRange_Upper = bone._IKAngleRange_Upper;
            _IKAnglePreferred   = bone._IKAnglePreferred;
            _isSocketEnabled    = false;
        }
コード例 #18
0
        /// <summary>
        /// Bake를 위해서 BoneMatrix를 초기화한다.
        /// </summary>
        /// <param name="isRecursive"></param>
        public void ResetBoneMatrixForBake(bool isRecursive)
        {
            _deltaPos   = Vector2.zero;
            _deltaAngle = 0.0f;
            _deltaScale = Vector2.one;

            _localMatrix.SetIdentity();
            _worldMatrix.SetIdentity();

            _worldMatrix_NonModified.SetIdentity();
            _vertWorld2BoneModWorldMatrix.SetIdentity();


            if (_parentBone == null)
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정


                if (_parentOptTransform != null)
                {
                    //Debug.Log("SetParentOptTransform Matrix : [" + _parentOptTransform.transform.name + "] : " + _parentOptTransform._matrix_TFResult_World.Scale2);
                    //Non Modified도 동일하게 적용
                    //렌더유닛의 WorldMatrix를 넣어주자
                    _worldMatrix.RMultiply(_parentOptTransform._matrix_TFResult_WorldWithoutMod);                    //RenderUnit의 WorldMatrixWrap의 Opt 버전


                    _worldMatrix_NonModified.RMultiply(_parentOptTransform._matrix_TFResult_WorldWithoutMod);
                }
            }
            else
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);
                _worldMatrix.RMultiply(_parentBone._worldMatrix_NonModified);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정
                _worldMatrix_NonModified.RMultiply(_parentBone._worldMatrix_NonModified);
            }

            _worldMatrix.SetMatrix(_worldMatrix_NonModified);

            _vertWorld2BoneModWorldMatrix  = _worldMatrix_NonModified.MtrxToSpace;
            _vertWorld2BoneModWorldMatrix *= _worldMatrix_NonModified.MtrxToLowerSpace;



            //Debug.Log("Reset Bone Matrix [" + this.name + "]");
            //Debug.Log("World Matrix [ " + _worldMatrix.ToString() + "]");

            if (isRecursive)
            {
                if (_childBones != null && _childBones.Length > 0)
                {
                    for (int i = 0; i < _childBones.Length; i++)
                    {
                        _childBones[i].ResetBoneMatrixForBake(true);
                    }
                }
            }
        }
コード例 #19
0
        /// <summary>
        /// CalculateStack을 업데이트 한다.
        /// Pre-Update이다. Rigging, VertWorld는 제외된다.
        /// </summary>
        public void UpdateCalculate_Pre()
        {
//#if UNITY_EDITOR
//			Profiler.BeginSample("Transform - 1. Stack Calculate");
//#endif

            //1. Calculated Stack 업데이트
            if (_calculatedStack != null)
            {
                _calculatedStack.Calculate_Pre();
            }

//#if UNITY_EDITOR
//			Profiler.EndSample();
//#endif


//#if UNITY_EDITOR
//			Profiler.BeginSample("Transform - 2. Matrix / Color");
//#endif

            //2. Calculated의 값 적용 + 계층적 Matrix 적용
            if (CalculatedStack.MeshWorldMatrixWrap != null)
            {
                //변경전
                //_calclateTmpMatrix.SRMultiply(_calculatedStack.MeshWorldMatrixWrap, true);
                //_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

                //변경후
                _matrix_TF_LocalModified.SetMatrix(_calculatedStack.MeshWorldMatrixWrap);

                //if(_calculatedStack.MeshWorldMatrixWrap.Scale2.magnitude < 0.8f)
                //{
                //	Debug.Log(name + " : Low Scale : " + _calculatedStack.MeshWorldMatrixWrap.Scale2);
                //}
            }

            if (CalculatedStack.IsAnyColorCalculated)
            {
                _meshColor2X          = CalculatedStack.MeshColor;
                _isVisible            = CalculatedStack.IsMeshVisible;
                _isAnyColorCalculated = true;
            }
            else
            {
                _meshColor2X = _meshColor2X_Default;
                _isVisible   = _isVisible_Default;
            }
            if (!_isVisible)
            {
                _meshColor2X.a        = 0.0f;
                _isAnyColorCalculated = true;
            }


            if (_parentTransform != null)
            {
                //변경 전
                //_calculateTmpMatrix.SRMultiply(_parentTransform.CalculatedTmpMatrix, true);
                //_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

                //변경 후
                _matrix_TF_ParentWorld.SetMatrix(_parentTransform._matrix_TFResult_World);
                _matrix_TF_ParentWorld_NonModified.SetMatrix(_parentTransform._matrix_TFResult_WorldWithoutMod);

                //색상은 2X 방식의 Add
                _meshColor2X.r  = Mathf.Clamp01(((float)(_meshColor2X.r) - 0.5f) + ((float)(_parentTransform._meshColor2X.r) - 0.5f) + 0.5f);
                _meshColor2X.g  = Mathf.Clamp01(((float)(_meshColor2X.g) - 0.5f) + ((float)(_parentTransform._meshColor2X.g) - 0.5f) + 0.5f);
                _meshColor2X.b  = Mathf.Clamp01(((float)(_meshColor2X.b) - 0.5f) + ((float)(_parentTransform._meshColor2X.b) - 0.5f) + 0.5f);
                _meshColor2X.a *= _parentTransform._meshColor2X.a;

                if (_parentTransform._isAnyColorCalculated)
                {
                    _isAnyColorCalculated = true;
                }
            }

            if (_meshColor2X.a < VISIBLE_ALPHA
                //|| !CalculatedStack.IsMeshVisible
                )
            {
                _isVisible            = false;
                _meshColor2X.a        = 0.0f;
                _isAnyColorCalculated = true;
            }

            //MakeTransformMatrix(); < 이 함수 부분
            //World Matrix를 만든다.
            _matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);            //변경 : ToParent -> LocalModified -> ParentWorld 순으로 바꾼다.
            _matrix_TFResult_World.RMultiply(_matrix_TF_LocalModified);       //<<[R]


            //_matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);//<<[R]

            _matrix_TFResult_World.RMultiply(_matrix_TF_ParentWorld);            //<<[R]

            //_matrix_TFResult_WorldWithoutMod.SRMultiply(_matrix_TF_ToParent, true);//ToParent는 넣지 않는다.
            //_matrix_TFResult_WorldWithoutMod.SRMultiply(_matrix_TF_ParentWorld, true);//<<[SR]

            //Without Mod는 계산하지 않았을 경우에만 계산한다.
            //바뀌지 않으므로
            if (!_isCalculateWithoutMod)
            {
                _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ToParent);                //<<[R]
                _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ParentWorld_NonModified); //<<[R]


                //리깅용 단축식을 추가한다.
                if (_childMesh != null)
                {
                    _vertLocal2MeshWorldMatrix  = _matrix_TFResult_WorldWithoutMod.MtrxToSpace;
                    _vertLocal2MeshWorldMatrix *= _childMesh._matrix_Vert2Mesh;

                    _vertWorld2MeshLocalMatrix  = _childMesh._matrix_Vert2Mesh_Inverse;
                    _vertWorld2MeshLocalMatrix *= _matrix_TFResult_WorldWithoutMod.MtrxToLowerSpace;

                    _vertMeshWorldNoModMatrix        = _matrix_TFResult_WorldWithoutMod.MtrxToSpace;
                    _vertMeshWorldNoModInverseMatrix = _matrix_TFResult_WorldWithoutMod.MtrxToLowerSpace;
                }

                _isCalculateWithoutMod = true;
            }



            //처리된 TRS
            _updatedWorldPos_NoRequest.x = _matrix_TFResult_World._pos.x;
            _updatedWorldPos_NoRequest.y = _matrix_TFResult_World._pos.y;

            _updatedWorldAngle_NoRequest = _matrix_TFResult_World._angleDeg;

            _updatedWorldScale_NoRequest.x = _matrix_TFResult_World._scale.x;
            _updatedWorldScale_NoRequest.y = _matrix_TFResult_World._scale.y;

            _updatedWorldPos   = _updatedWorldPos_NoRequest;
            _updatedWorldAngle = _updatedWorldAngle_NoRequest;
            _updatedWorldScale = _updatedWorldScale_NoRequest;



            //스크립트로 외부에서 제어한 경우
            if (_isExternalUpdate_Position)
            {
                _updatedWorldPos.x = (_exUpdate_Pos.x * _externalUpdateWeight) + (_updatedWorldPos.x * (1.0f - _externalUpdateWeight));
                _updatedWorldPos.y = (_exUpdate_Pos.y * _externalUpdateWeight) + (_updatedWorldPos.y * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Rotation)
            {
                _updatedWorldAngle = (_exUpdate_Angle * _externalUpdateWeight) + (_updatedWorldAngle * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Scaling)
            {
                _updatedWorldScale.x = (_exUpdate_Scale.x * _externalUpdateWeight) + (_updatedWorldScale.x * (1.0f - _externalUpdateWeight));
                _updatedWorldScale.y = (_exUpdate_Scale.y * _externalUpdateWeight) + (_updatedWorldScale.y * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Position || _isExternalUpdate_Rotation || _isExternalUpdate_Scaling)
            {
                //WorldMatrix를 갱신해주자
                _matrix_TFResult_World.SetTRS(_updatedWorldPos.x, _updatedWorldPos.y,
                                              _updatedWorldAngle,
                                              _updatedWorldScale.x, _updatedWorldScale.y);

                _isExternalUpdate_Position = false;
                _isExternalUpdate_Rotation = false;
                _isExternalUpdate_Scaling  = false;
            }



            //추가 : 소켓도 만들어준다.
            //Vert World를 아직 계산하지 않았지만 Socket 처리에는 문제가 없다.
            if (_socketTransform != null)
            {
                _socketTransform.localPosition = new Vector3(_matrix_TFResult_World._pos.x, _matrix_TFResult_World._pos.y, 0);
                _socketTransform.localRotation = Quaternion.Euler(0.0f, 0.0f, _matrix_TFResult_World._angleDeg);
                _socketTransform.localScale    = new Vector3(_matrix_TFResult_World._scale.x, _matrix_TFResult_World._scale.y, 1.0f);
            }

//#if UNITY_EDITOR
//			Profiler.EndSample();
//#endif


            //[MeshUpdate]는 Post Update로 전달

            //3. 자식 호출
            //자식 객체도 업데이트를 한다.
            if (_childTransforms != null)
            {
                for (int i = 0; i < _childTransforms.Length; i++)
                {
                    _childTransforms[i].UpdateCalculate_Pre();
                }
            }
        }
コード例 #20
0
        /// <summary>
        /// CalculateStack을 업데이트 한다.
        /// Pre-Update이다. Rigging, VertWorld는 제외된다.
        /// </summary>
        public void UpdateCalculate_Pre()
        {
#if UNITY_EDITOR
            Profiler.BeginSample("Transform - 1. Stack Calculate");
#endif

            //1. Calculated Stack 업데이트
            if (_calculatedStack != null)
            {
                _calculatedStack.Calculate_Pre();
            }

#if UNITY_EDITOR
            Profiler.EndSample();
#endif


#if UNITY_EDITOR
            Profiler.BeginSample("Transform - 2. Matrix / Color");
#endif

            //2. Calculated의 값 적용 + 계층적 Matrix 적용
            if (_calculatedStack.MeshWorldMatrixWrap != null)
            {
                //변경전
                //_calclateTmpMatrix.SRMultiply(_calculatedStack.MeshWorldMatrixWrap, true);
                //_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

                //변경후
                _matrix_TF_LocalModified.SetMatrix(_calculatedStack.MeshWorldMatrixWrap);

                //if(_calculatedStack.MeshWorldMatrixWrap.Scale2.magnitude < 0.8f)
                //{
                //	Debug.Log(name + " : Low Scale : " + _calculatedStack.MeshWorldMatrixWrap.Scale2);
                //}
            }

            if (CalculatedStack.IsAnyColorCalculated)
            {
                _meshColor2X = CalculatedStack.MeshColor;
                _isVisible   = CalculatedStack.IsMeshVisible;
            }
            else
            {
                _meshColor2X = _meshColor2X_Default;
                _isVisible   = _isVisible_Default;
            }
            if (!_isVisible)
            {
                _meshColor2X.a = 0.0f;
            }


            if (_parentTransform != null)
            {
                //변경 전
                //_calculateTmpMatrix.SRMultiply(_parentTransform.CalculatedTmpMatrix, true);
                //_matrix_TF_Cal_ToWorld = _calculateTmpMatrix.MtrxToSpace;

                //변경 후
                _matrix_TF_ParentWorld.SetMatrix(_parentTransform._matrix_TFResult_World);
                _matrix_TF_ParentWorld_NonModified.SetMatrix(_parentTransform._matrix_TFResult_WorldWithoutMod);

                //색상은 2X 방식의 Add
                _meshColor2X.r  = Mathf.Clamp01(((float)(_meshColor2X.r) - 0.5f) + ((float)(_parentTransform._meshColor2X.r) - 0.5f) + 0.5f);
                _meshColor2X.g  = Mathf.Clamp01(((float)(_meshColor2X.g) - 0.5f) + ((float)(_parentTransform._meshColor2X.g) - 0.5f) + 0.5f);
                _meshColor2X.b  = Mathf.Clamp01(((float)(_meshColor2X.b) - 0.5f) + ((float)(_parentTransform._meshColor2X.b) - 0.5f) + 0.5f);
                _meshColor2X.a *= _parentTransform._meshColor2X.a;
            }

            if (_meshColor2X.a < VISIBLE_ALPHA
                //|| !CalculatedStack.IsMeshVisible
                )
            {
                _isVisible     = false;
                _meshColor2X.a = 0.0f;
            }

            //MakeTransformMatrix(); < 이 함수 부분
            //World Matrix를 만든다.
            _matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);            //변경 : ToParent -> LocalModified -> ParentWorld 순으로 바꾼다.
            _matrix_TFResult_World.RMultiply(_matrix_TF_LocalModified);       //<<[R]


            //_matrix_TFResult_World.RMultiply(_matrix_TF_ToParent);//<<[R]

            _matrix_TFResult_World.RMultiply(_matrix_TF_ParentWorld);            //<<[R]

            //_matrix_TFResult_WorldWithoutMod.SRMultiply(_matrix_TF_ToParent, true);//ToParent는 넣지 않는다.
            //_matrix_TFResult_WorldWithoutMod.SRMultiply(_matrix_TF_ParentWorld, true);//<<[SR]

            _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ToParent);                //<<[R]
            _matrix_TFResult_WorldWithoutMod.RMultiply(_matrix_TF_ParentWorld_NonModified); //<<[R]

#if UNITY_EDITOR
            Profiler.EndSample();
#endif


            //[MeshUpdate]는 Post Update로 전달

            //3. 자식 호출
            //자식 객체도 업데이트를 한다.
            if (_childTransforms != null)
            {
                for (int i = 0; i < _childTransforms.Length; i++)
                {
                    _childTransforms[i].UpdateCalculate_Pre();
                }
            }
        }
コード例 #21
0
        public void ReadyToUpdate()
        {
            //1. Child Mesh와 기본 Reday
            if (_childMesh != null)
            {
                _childMesh.ReadyToUpdate();
            }

            //2. Calculate Stack Ready
            if (_calculatedStack != null)
            {
                _calculatedStack.ReadyToCalculate();
            }

            //3. 몇가지 변수 초기화
            _meshColor2X = new Color(0.5f, 0.5f, 0.5f, 1.0f);

            _isVisible = true;

            //Editor에서는 기본 matrix가 들어가지만, 여기서는 아예 Transform(Mono)에 들어가기 때문에 Identity가 된다.
            //_matrix_TF_Cal_ToWorld = apMatrix3x3.identity;
            //_calculateTmpMatrix.SetIdentity();


            //변경
            //[Parent World x To Parent x Local TF] 조합으로 변경

            if (_matrix_TF_ParentWorld == null)
            {
                _matrix_TF_ParentWorld = new apMatrix();
            }
            if (_matrix_TF_ParentWorld_NonModified == null)
            {
                _matrix_TF_ParentWorld_NonModified = new apMatrix();
            }
            if (_matrix_TF_ToParent == null)
            {
                _matrix_TF_ToParent = new apMatrix();
            }
            if (_matrix_TF_LocalModified == null)
            {
                _matrix_TF_LocalModified = new apMatrix();
            }
            if (_matrix_TFResult_World == null)
            {
                _matrix_TFResult_World = new apMatrix();
            }
            if (_matrix_TFResult_WorldWithoutMod == null)
            {
                _matrix_TFResult_WorldWithoutMod = new apMatrix();
            }


            _matrix_TF_ParentWorld.SetIdentity();
            _matrix_TF_ParentWorld_NonModified.SetIdentity();
            //_matrix_TF_ToParent.SetIdentity();
            _matrix_TF_LocalModified.SetIdentity();

            //Editor에서는 기본 matrix가 들어가지만, 여기서는 아예 Transform(Mono)에 들어가기 때문에 Identity가 된다.
            _matrix_TF_ToParent.SetMatrix(_defaultMatrix);

            _matrix_TFResult_World.SetIdentity();
            _matrix_TFResult_WorldWithoutMod.SetIdentity();


            //3. 자식 호출
            //자식 객체도 업데이트를 한다.
            if (_childTransforms != null)
            {
                for (int i = 0; i < _childTransforms.Length; i++)
                {
                    _childTransforms[i].ReadyToUpdate();
                }
            }
        }
コード例 #22
0
ファイル: apBone.cs プロジェクト: luputona/Unity2D_porfolio
        ///// <summary>
        ///// 초기화/3) Parent Matrix를 넣는다. 바뀐게 없다면 더 호출하지 않아도 된다.
        ///// (에디터에서 메뉴에서 선택시, 처음 초기화시 호출해야함)
        ///// </summary>
        ///// <param name="parentMatrix"></param>
        //public void SetParentMatrix(apMatrix parentMatrix)
        //{
        //	_parentMatrix = parentMatrix;
        //}

        /// <summary>
        /// 4) World Matrix를 만든다.
        /// 이 함수는 Parent의 MeshGroupTransform이 연산된 후 -> Vertex가 연산되기 전에 호출되어야 한다.
        /// </summary>
        public void MakeWorldMatrix(bool isRecursive)
        {
            _localMatrix.SetIdentity();
            _localMatrix._pos      = _deltaPos;
            _localMatrix._angleDeg = _deltaAngle;
            _localMatrix._scale.x  = _deltaScale.x;
            _localMatrix._scale.y  = _deltaScale.y;

            _localMatrix.MakeMatrix();

            //World Matrix = ParentMatrix x LocalMatrix
            //Root인 경우에는 MeshGroup의 Matrix를 이용하자

            //_invWorldMatrix_NonModified.SetIdentity();

            if (_parentBone == null)
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);
                if (_isRigTestPosing)
                {
                    _worldMatrix.Add(_rigTestMatrix);                    //Rig Test 추가
                }
                _worldMatrix.Add(_localMatrix);

                if (_renderUnit != null)
                {
                    //Non Modified도 동일하게 적용
                    //렌더유닛의 WorldMatrix를 넣어주자
                    //_worldMatrix.RMultiply(_renderUnit._meshGroup._rootMeshGroupTransform._matrix);
                    _worldMatrix.RMultiply(_renderUnit.WorldMatrixWrap);
                    _worldMatrix_NonModified.RMultiply(_renderUnit.WorldMatrixWrapWithoutModified);

                    ////Inverse도 만들어주자
                    ////Inverse의 시작점부터
                    //if (_renderUnit._meshTransform != null)//TODO : 이거 고칠것 (MeshGroup Transform 포함하게)
                    //{
                    //	_invWorldMatrix.SetMatrix(_renderUnit._meshTransform._invMatrix_TFResult_World);

                    //	_invWorldMatrix_NonModified.SetMatrix(_renderUnit._meshTransform._invMatrix_TFResult_WorldWithoutMod);

                    //	//_invWorldMatrix_NonModified.SetIdentity();
                    //	//_invWorldMatrix_NonModified.RInverse(_renderUnit._meshTransform._invMatrix_TFResult_WorldWithoutMod);
                    //}
                }
                //else
                //{
                //	_invWorldMatrix.SetIdentity();
                //	_invWorldMatrix_NonModified.SetIdentity();
                //}
            }
            else
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);

                if (_isRigTestPosing)
                {
                    _worldMatrix.Add(_rigTestMatrix);                    //Rig Test 추가
                }
                _worldMatrix.Add(_localMatrix);
                _worldMatrix.RMultiply(_parentBone._worldMatrix);

                //주의, Parent의 NonModifiedMatrix를 적용할 것
                _worldMatrix_NonModified.RMultiply(_parentBone._worldMatrix_NonModified);

                //Inverse를 적용하자
                //_invWorldMatrix.SetMatrix(_parentBone._invWorldMatrix);
                //_invWorldMatrix_NonModified.SetMatrix(_parentBone._invWorldMatrix_NonModified);

                //_invWorldMatrix_NonModified.SetIdentity();
                //_invWorldMatrix_NonModified.RInverse(_parentBone._invWorldMatrix_NonModified);
            }

            ////Inverse 이어서 작업
            //_invWorldMatrix.RInverse(_localMatrix);
            //if(_isRigTestPosing)
            //{
            //	_invWorldMatrix.Subtract(_rigTestMatrix);
            //}

            //_invWorldMatrix.Subtract(_defaultMatrix);
            //_invWorldMatrix_NonModified.RInverse(_defaultMatrix);
            ////_invWorldMatrix_NonModified.Subtract(_defaultMatrix);

            //if (string.Equals(_name, "Bone 2 Debug"))
            //{
            //	//디버그를 해보자
            //	Debug.Log("------- Bone Matrix [" + _name + "] ------- (Editor)");
            //	Debug.Log("Default Matrix [" + _defaultMatrix.ToString() + "]");
            //	Debug.Log("Local Matrix [" + _localMatrix.ToString() + "]");
            //	if (_parentBone != null)
            //	{
            //		Debug.Log("Parent(" + _parentBone._name + ")");
            //		Debug.Log(">> World Matrix [" + _parentBone._worldMatrix.ToString() + "]");
            //		Debug.Log(">> World Matrix No Mod [" + _parentBone._worldMatrix_NonModified.ToString() + "]");
            //	}
            //	Debug.Log("World Matrix [" + _worldMatrix.ToString() + "]");
            //	Debug.Log("World Matrix No Mod [" + _worldMatrix_NonModified.ToString() + "]");
            //	Debug.Log("-----------------------------------------");
            //}

            //Child도 호출해준다.
            if (isRecursive)
            {
                for (int i = 0; i < _childBones.Count; i++)
                {
                    _childBones[i].MakeWorldMatrix(true);
                }
            }
        }
コード例 #23
0
        /// <summary>
        /// Calculate Result Statck의 업데이트 부분
        /// Pre-Update로서 VertWorld와 Rigging이 제외된다.
        /// </summary>
        public void Calculate_Pre()
        {
            //bool isFirstDebug = true;
            _cal_prevWeight  = 0.0f;
            _cal_curWeight   = 0.0f;
            _cal_resultParam = null;
            _cal_posVerts    = null;


            //Debug.Log("Is Any Vert Local : " + _isAnyVertLocal + " [" + _resultParams_VertLocal.Count +"]");
            // 1. Local Morph
            if (_isAnyVertLocal)
            {
#if UNITY_EDITOR
                Profiler.BeginSample("Calcuate Result Stack - 1. Vert Local");
#endif
                _cal_prevWeight  = 0.0f;
                _cal_curWeight   = 0.0f;
                _cal_resultParam = null;
                _cal_posVerts    = null;

                _iCalculatedParam = 0;                //<<추가 : 첫 모디파이어는 무조건 Interpolation으로 만들자

                for (int iParam = 0; iParam < _resultParams_VertLocal.Count; iParam++)
                {
                    _cal_resultParam = _resultParams_VertLocal[iParam];
                    _cal_curWeight   = _cal_resultParam.ModifierWeight;

                    if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f)
                    {
                        continue;
                    }

                    _cal_posVerts = _cal_resultParam._result_Positions;
                    if (_result_VertLocal == null)
                    {
                        Debug.LogError("Result Vert Local is Null");
                    }
                    if (_cal_posVerts == null)
                    {
                        Debug.LogError("Cal Pos Vert is Null");
                    }
                    if (_cal_posVerts.Count != _result_VertLocal.Length)
                    {
                        //결과가 잘못 들어왔다 갱신 필요
                        Debug.LogError("Wrong Vert Local Result (Cal : " + _cal_posVerts.Count + " / Verts : " + _result_VertLocal.Length + ")");
                        continue;
                    }

                    // Blend 방식에 맞게 Pos를 만들자
                    if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0)
                    {
                        for (int i = 0; i < _cal_posVerts.Count; i++)
                        {
                            _result_VertLocal[i] = BlendPosition_ITP(_result_VertLocal[i], _cal_posVerts[i], _cal_curWeight);

                            //if (isFirstDebug)
                            //{
                            //	if (_result_VertLocal[i].sqrMagnitude > 0.0f)
                            //	{
                            //		Debug.Log("Valid Result Local : " + _result_VertLocal[i]);
                            //		isFirstDebug = false;
                            //	}
                            //}
                        }

                        _cal_prevWeight += _cal_curWeight;
                    }
                    else
                    {
                        for (int i = 0; i < _cal_posVerts.Count; i++)
                        {
                            _result_VertLocal[i] = BlendPosition_Add(_result_VertLocal[i], _cal_posVerts[i], _cal_curWeight);
                        }
                    }

                    _iCalculatedParam++;
                }

#if UNITY_EDITOR
                Profiler.EndSample();
#endif
            }

            // 2. Mesh / MeshGroup Transformation
            if (_isAnyTransformation)
            {
#if UNITY_EDITOR
                Profiler.BeginSample("Calcuate Result Stack - 2. MeshGroup Transformation");
#endif
                _cal_prevWeight  = 0.0f;
                _cal_curWeight   = 0.0f;
                _cal_resultParam = null;

                _iCalculatedParam = 0;

                //Debug.Log("Update TF - OPT");
                for (int iParam = 0; iParam < _resultParams_Transform.Count; iParam++)
                {
                    _cal_resultParam = _resultParams_Transform[iParam];
                    _cal_curWeight   = _cal_resultParam.ModifierWeight;

                    if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f)
                    {
                        continue;
                    }



                    // Blend 방식에 맞게 Matrix를 만들자 하자
                    if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0)
                    {
                        //Debug.Log("Cal TF [ITP] : " + _cal_resultParam._result_Matrix.Pos3 + " (Weight : " + _cal_curWeight + ")");

                        BlendMatrix_ITP(_result_MeshTransform, _cal_resultParam._result_Matrix, _cal_curWeight);

                        //if (_cal_resultParam._result_Matrix.Scale2.magnitude < 0.5f || _cal_curWeight < 0.5f)
                        //{
                        //	Debug.Log("Cal TF [ITP] : " + _cal_resultParam._result_Matrix.Scale2 + " > " + _result_MeshTransform.Scale2 + " (Weight : " + _cal_curWeight + ")");
                        //}

                        _cal_prevWeight += _cal_curWeight;
                    }
                    else
                    {
                        BlendMatrix_Add(_result_MeshTransform, _cal_resultParam._result_Matrix, _cal_curWeight);
                    }

                    _iCalculatedParam++;
                }

                _result_MeshTransform.MakeMatrix();

                if (_result_MeshTransform._scale.magnitude < 0.5f)
                {
                    Debug.Log("Cal TF [ITP] : " + _result_MeshTransform._scale + " (Total Weight : " + _cal_prevWeight + ")");
                }

#if UNITY_EDITOR
                Profiler.EndSample();
#endif
            }

            // 3. Mesh Color
            if (_isAnyMeshColor)
            {
#if UNITY_EDITOR
                Profiler.BeginSample("Calcuate Result Stack - 3. Mesh Color");
#endif
                _cal_prevWeight  = 0.0f;
                _cal_curWeight   = 0.0f;
                _cal_resultParam = null;

                _iCalculatedParam = 0;

                _result_IsVisible       = false;
                _nMeshColorCalculated   = 0;
                _result_CalculatedColor = false;

                for (int iParam = 0; iParam < _resultParams_MeshColor.Count; iParam++)
                {
                    _cal_resultParam = _resultParams_MeshColor[iParam];
                    _cal_curWeight   = Mathf.Clamp01(_cal_resultParam.ModifierWeight);

                    if (!_cal_resultParam.IsModifierAvailable ||
                        _cal_curWeight <= 0.001f ||
                        !_cal_resultParam.IsColorValueEnabled ||
                        !_cal_resultParam._isColorCalculated                           //<<추가 : Color로 등록했지만 아예 계산이 안되었을 수도 있다.
                        )
                    {
                        continue;
                    }                    //<<TODO


                    // Blend 방식에 맞게 Matrix를 만들자 하자
                    if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0)
                    {
                        //_result_Color = BlendColor_ITP(_result_Color, _cal_resultParam._result_Color, _cal_prevWeight, _cal_curWeight);
                        _result_Color    = apUtil.BlendColor_ITP(_result_Color, _cal_resultParam._result_Color, _cal_curWeight);
                        _cal_prevWeight += _cal_curWeight;
                    }
                    else
                    {
                        _result_Color = apUtil.BlendColor_Add(_result_Color, _cal_resultParam._result_Color, _cal_curWeight);
                    }

                    _result_IsVisible |= _cal_resultParam._result_IsVisible;
                    _nMeshColorCalculated++;

                    _result_CalculatedColor = true;                    //<<"계산된 MeshColor" Result가 있음을 알린다.

                    _iCalculatedParam++;
                }

                if (_nMeshColorCalculated == 0)
                {
                    _result_IsVisible = true;
                }


#if UNITY_EDITOR
                Profiler.EndSample();
#endif
            }
            else
            {
                _result_IsVisible = true;
            }

            //AnyBoneTransform
            if (_isAnyBoneTransform)
            {
                _cal_prevWeight  = 0.0f;
                _cal_curWeight   = 0.0f;
                _cal_resultParam = null;

                for (int iBonePair = 0; iBonePair < _resultParams_BoneTransform.Count; iBonePair++)
                {
                    OptBoneAndModParamPair boneModPair = _resultParams_BoneTransform[iBonePair];
                    apOptBone targetBone = boneModPair._keyBone;
                    List <OptModifierAndResultParamListPair> modParamPairs = boneModPair._modParamPairs;
                    if (targetBone == null || modParamPairs.Count == 0)
                    {
                        continue;
                    }

                    _iCalculatedParam = 0;
                    _result_BoneTransform.SetIdentity();

                    apMatrix lastMatrix = new apMatrix();
                    for (int iModParamPair = 0; iModParamPair < modParamPairs.Count; iModParamPair++)
                    {
                        OptModifierAndResultParamListPair modParamPair = modParamPairs[iModParamPair];

                        for (int iParam = 0; iParam < modParamPair._resultParams.Count; iParam++)
                        {
                            _cal_resultParam = modParamPair._resultParams[iParam];

                            _cal_curWeight = _cal_resultParam.ModifierWeight;

                            if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f)
                            {
                                continue;
                            }



                            // Blend 방식에 맞게 Matrix를 만들자 하자
                            if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0)
                            {
                                BlendMatrix_ITP(_result_BoneTransform, _cal_resultParam._result_Matrix, _cal_curWeight);
                                _cal_prevWeight += _cal_curWeight;
                            }
                            else
                            {
                                BlendMatrix_Add(_result_BoneTransform, _cal_resultParam._result_Matrix, _cal_curWeight);
                            }
                            lastMatrix.SetMatrix(_cal_resultParam._result_Matrix);

                            _iCalculatedParam++;
                        }
                    }

                    //참조된 본에 직접 값을 넣어주자
                    targetBone.UpdateModifiedValue(_result_BoneTransform._pos, _result_BoneTransform._angleDeg, _result_BoneTransform._scale);

                    if (_result_BoneTransform._scale.magnitude < 0.3f && targetBone.name.Contains("Pelvis"))
                    {
                        Debug.LogError("본 사이즈가 너무 작다 : " + targetBone.name + " / Num CalParam : " + _iCalculatedParam + " / 마지막 Weight : " + _cal_curWeight + " / 마지막 Matrix : " + lastMatrix.ToString());
                    }
                }
            }
        }
コード例 #24
0
        //Link 함수의 내용은 Bake 시에 진행해야한다.
        /// <summary>
        /// [Please do not use it]
        /// </summary>
        /// <param name="bone"></param>
        public void Bake(apBone bone)
        {
            _name        = bone._name;
            _uniqueID    = bone._uniqueID;
            _meshGroupID = bone._meshGroupID;
            _defaultMatrix.SetMatrix(bone._defaultMatrix);


            _deltaPos   = Vector2.zero;
            _deltaAngle = 0.0f;
            _deltaScale = Vector2.one;

            _localMatrix.SetIdentity();

            _worldMatrix.SetIdentity();

            _worldMatrix_NonModified.SetIdentity();
            _vertWorld2BoneModWorldMatrix.SetIdentity();

            _color       = bone._color;
            _shapeWidth  = bone._shapeWidth;
            _shapeLength = bone._shapeLength;
            _shapeTaper  = bone._shapeTaper;

            _optionLocalMove = bone._optionLocalMove;
            _optionIK        = bone._optionIK;

            _isIKTail = bone._isIKTail;

            _IKTargetBoneID = bone._IKTargetBoneID;
            _IKTargetBone   = null;          //<<나중에 링크

            _IKNextChainedBoneID = bone._IKNextChainedBoneID;
            _IKNextChainedBone   = null;          //<<나중에 링크


            _IKHeaderBoneID = bone._IKHeaderBoneID;
            _IKHeaderBone   = null;          //<<나중에 링크


            _isIKAngleRange = bone._isIKAngleRange;
            //이게 기존 코드
            //_IKAngleRange_Lower = bone._IKAngleRange_Lower;
            //_IKAngleRange_Upper = bone._IKAngleRange_Upper;
            //_IKAnglePreferred = bone._IKAnglePreferred;

            //이게 변경된 IK 코드
            _IKAngleRange_Lower = bone._defaultMatrix._angleDeg + bone._IKAngleRange_Lower;
            _IKAngleRange_Upper = bone._defaultMatrix._angleDeg + bone._IKAngleRange_Upper;
            _IKAnglePreferred   = bone._defaultMatrix._angleDeg + bone._IKAnglePreferred;


            _isIKCalculated       = false;
            _IKRequestAngleResult = 0.0f;
            _IKRequestWeight      = 0.0f;

            _socketTransform = null;

            _transformLocalMatrix.SetIdentity();

            _childBones = null;

            _isIKChainInit = false;
        }