コード例 #1
0
        public void TransformChanged_Depth__MeshGroup_Setting(int depth)
        {
            if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot)
            {
                return;
            }

            if (Editor.Select.SubMeshInGroup == null && Editor.Select.SubMeshGroupInGroup == null)
            {
                return;
            }

            apRenderUnit curRenderUnit = null;
            //apMatrix curMatrixParam = null;

            object targetObj = null;

            if (Editor.Select.SubMeshInGroup != null)
            {
                curRenderUnit = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshInGroup);
                //curMatrixParam = Editor.Select.SubMeshInGroup._matrix;
                targetObj = Editor.Select.SubMeshInGroup;
            }
            else if (Editor.Select.SubMeshGroupInGroup != null)
            {
                curRenderUnit = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshGroupInGroup);
                //curMatrixParam = Editor.Select.SubMeshGroupInGroup._matrix;
                targetObj = Editor.Select.SubMeshGroupInGroup;
            }

            if (curRenderUnit == null)
            {
                return;
            }

            //Undo
            apEditorUtil.SetRecord_MeshGroup(apUndoGroupData.ACTION.MeshGroup_Gizmo_MoveTransform, Editor, Editor.Select.MeshGroup, targetObj, false, true);

            bool bSort = false;

            if (curRenderUnit.GetDepth() != depth)
            {
                //curRenderUnit.SetDepth(depth);
                Editor.Select.MeshGroup.ChangeRenderUnitDepth(curRenderUnit, depth);

                bSort = true;
                apEditorUtil.ReleaseGUIFocus();
            }
            if (bSort)
            {
                Editor.Select.MeshGroup.SortRenderUnits(true);
            }
            Editor.RefreshControllerAndHierarchy();
            Editor.SetRepaint();
        }
コード例 #2
0
        public void TransformChanged_Position__MeshGroup_Setting(Vector2 pos, int depth)
        {
            if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot)
            {
                return;
            }

            if (Editor.Select.SubMeshInGroup == null && Editor.Select.SubMeshGroupInGroup == null)
            {
                return;
            }

            apRenderUnit curRenderUnit  = null;
            apMatrix     curMatrixParam = null;

            object targetObj = null;

            if (Editor.Select.SubMeshInGroup != null)
            {
                curRenderUnit  = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshInGroup);
                curMatrixParam = Editor.Select.SubMeshInGroup._matrix;
                targetObj      = Editor.Select.SubMeshInGroup;
            }
            else if (Editor.Select.SubMeshGroupInGroup != null)
            {
                curRenderUnit  = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshGroupInGroup);
                curMatrixParam = Editor.Select.SubMeshGroupInGroup._matrix;
                targetObj      = Editor.Select.SubMeshGroupInGroup;
            }

            if (curRenderUnit == null)
            {
                return;
            }

            //Undo
            apEditorUtil.SetRecord(apUndoGroupData.ACTION.MeshGroup_Gizmo_MoveTransform, Editor.Select.MeshGroup, targetObj, false, Editor);

            bool bSort = false;

            if (curRenderUnit.GetDepth() != depth)
            {
                //curRenderUnit.SetDepth(depth);
                Editor.Select.MeshGroup.ChangeRenderUnitDetph(curRenderUnit, depth);

                bSort = true;
            }
            curMatrixParam.SetPos(pos);
            curMatrixParam.MakeMatrix();
            if (bSort)
            {
                Editor.Select.MeshGroup.SortRenderUnits(true);
            }
            Editor.SetRepaint();
        }
コード例 #3
0
            public SubUnit(apRenderUnit renderUnit, int level, bool isTarget, bool isRoot)
            {
                _isRoot   = isRoot;
                _level    = level;
                _isTarget = isTarget;
                _name     = renderUnit.Name;
                _depth    = renderUnit.GetDepth();

                _isMeshTransform = (renderUnit._meshTransform != null);

                _childUnits.Clear();
            }
コード例 #4
0
        public apGizmos.TransformParam PivotReturn__MeshGroup_Setting()
        {
            if (Editor.Select.MeshGroup == null)
            {
                return(null);
            }

            if (Editor.Select.SubMeshInGroup == null && Editor.Select.SubMeshGroupInGroup == null)
            {
                return(null);
            }
            apRenderUnit curRenderUnit  = null;
            apMatrix     curMatrixParam = null;
            apMatrix     resultMatrix   = null;
            Color        meshColor2X    = Color.gray;
            bool         isVisible      = true;

            if (Editor.Select.SubMeshInGroup != null)
            {
                curRenderUnit  = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshInGroup);
                curMatrixParam = Editor.Select.SubMeshInGroup._matrix;
                meshColor2X    = Editor.Select.SubMeshInGroup._meshColor2X_Default;
                isVisible      = Editor.Select.SubMeshInGroup._isVisible_Default;
            }
            else if (Editor.Select.SubMeshGroupInGroup != null)
            {
                curRenderUnit  = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshGroupInGroup);
                curMatrixParam = Editor.Select.SubMeshGroupInGroup._matrix;
                meshColor2X    = Editor.Select.SubMeshGroupInGroup._meshColor2X_Default;
                isVisible      = Editor.Select.SubMeshGroupInGroup._isVisible_Default;
            }

            if (curRenderUnit == null)
            {
                return(null);
            }

            if (curRenderUnit._meshTransform != null)
            {
                resultMatrix = curRenderUnit._meshTransform._matrix_TFResult_World;
            }
            else if (curRenderUnit._meshGroupTransform != null)
            {
                resultMatrix = curRenderUnit._meshGroupTransform._matrix_TFResult_World;
            }
            else
            {
                return(null);
            }

            //Root의 MeshGroupTransform을 추가

            apMatrix curMatrixParam_Result = new apMatrix(curMatrixParam);

            curMatrixParam_Result.RMultiply(Editor.Select.MeshGroup._rootMeshGroupTransform._matrix);

            //TODO : Pivot 수정중엔 Calculated 데이터가 제외되어야 한다.
            //Vector3 posW3 = curRenderUnit.WorldMatrixOfNode.GetPosition();
            Vector2 posW2 = resultMatrix._pos;

            if (!Editor.Select.IsMeshGroupSettingChangePivot)
            {
                return(apGizmos.TransformParam.Make(
                           posW2,                                                                     //<<Calculate를 포함한다.
                           //curMatrixParam._pos,
                           //curMatrixParam_Result._angleDeg,
                           //curMatrixParam_Result._scale,
                           resultMatrix._angleDeg,
                           resultMatrix._scale,
                           curRenderUnit.GetDepth(),
                           //curRenderUnit.GetColor(),
                           meshColor2X,
                           isVisible,
                           curRenderUnit.WorldMatrix,
                           false,
                           apGizmos.TRANSFORM_UI.Color,                                                                     //색상만 설정 가능
                           curMatrixParam._pos,
                           curMatrixParam._angleDeg,
                           curMatrixParam._scale));
            }
            else
            {
                return(apGizmos.TransformParam.Make(
                           //curMatrixParam_Result._pos,//<<Calculate를 포함한다.
                           posW2,                                                                     //<<Calculate를 포함한다.
                           //curMatrixParam._pos,
                           //curMatrixParam_Result._angleDeg,
                           //curMatrixParam_Result._scale,
                           resultMatrix._angleDeg,
                           resultMatrix._scale,

                           curRenderUnit.GetDepth(),
                           //curRenderUnit.GetColor(),
                           meshColor2X,
                           isVisible,
                           //curMatrixParam_Result.MtrxToSpace,
                           curRenderUnit.WorldMatrix,
                           false,
                           //apGizmos.TRANSFORM_UI.TRS,
                           apGizmos.TRANSFORM_UI.TRS_WithDepth                                                                //Depth 포함한 TRS
                           | apGizmos.TRANSFORM_UI.Color,                                                                     //색상도 포함시킨다.
                           curMatrixParam._pos,
                           curMatrixParam._angleDeg,
                           curMatrixParam._scale
                           ));
            }
        }
コード例 #5
0
        // Init
        //------------------------------------------------------------------------------------------------
        private void Init(apEditor editor,
                          apPortrait portrait,
                          apMeshGroup meshGroup,
                          apModifierBase modifier,
                          apModifiedMesh modMesh,
                          apRenderUnit renderUnit,
                          bool isAnimEdit,
                          apAnimClip animClip,
                          apAnimKeyframe keyframe)
        {
            _editor     = editor;
            _portrait   = portrait;
            _meshGroup  = meshGroup;
            _modifier   = modifier;
            _modMesh    = modMesh;
            _renderUnit = modMesh._renderUnit;


            _isAnimEdit    = isAnimEdit;
            _animClip      = animClip;
            _keyframe      = keyframe;
            _selectionType = _editor.Select.SelectionType;

            _targetDepth = renderUnit.GetDepth();

            _img_DepthCursor    = _editor.ImageSet.Get(apImageSet.PRESET.ExtraOption_DepthCursor);
            _img_DepthMidCursor = _editor.ImageSet.Get(apImageSet.PRESET.ExtraOption_DepthMidCursor);
            _img_MeshTF         = _editor.ImageSet.Get(apImageSet.PRESET.Hierarchy_Mesh);
            _img_MeshGroupTF    = _editor.ImageSet.Get(apImageSet.PRESET.Hierarchy_MeshGroup);

            _subUnits_All.Clear();


            apRenderUnit parentUnit    = _renderUnit._parentRenderUnit;
            apRenderUnit curRenderUnit = null;

            for (int i = 0; i < _meshGroup._renderUnits_All.Count; i++)
            {
                curRenderUnit = _meshGroup._renderUnits_All[i];

                //Parent가 같은 형제 렌더 유닛에 대해서만 처리한다.
                //단, MeshTransform일 때, Clipping Child는 생략한다.
                if (curRenderUnit._meshTransform != null && curRenderUnit._meshTransform._isClipping_Child)
                {
                    continue;
                }

                if (curRenderUnit._parentRenderUnit != parentUnit)
                {
                    continue;
                }

                SubUnit subUnit = new SubUnit(curRenderUnit, curRenderUnit._level, (curRenderUnit == _renderUnit), (curRenderUnit == _meshGroup._rootRenderUnit));
                _subUnits_All.Add(subUnit);
            }

            _subUnits_All.Sort(delegate(SubUnit a, SubUnit b)
            {
                return(b._depth - a._depth);
            });

            //여기서는 실제 Depth보다 상대적 Depth만 고려한다.
            int curDepth = 0;

            for (int i = _subUnits_All.Count - 1; i >= 0; i--)
            {
                _subUnits_All[i]._depth = curDepth;
                if (_subUnits_All[i]._isTarget)
                {
                    _targetDepth = curDepth;
                }
                curDepth++;
            }

            //이미지를 바꿀 수 있는가
            RefreshImagePreview();
        }