// Functions //------------------------------------------------ public void UpdateTransforms(float tDelta) { if (_rootOptTransform == null) { return; } //추가 //본 업데이트 1단계 _rootOptTransform.ReadyToUpdateBones(); #if UNITY_EDITOR Profiler.BeginSample("Root Unit - Update Modifier"); #endif //1. Modifer부터 업데이트 (Pre) _rootOptTransform.UpdateModifier_Pre(tDelta); #if UNITY_EDITOR Profiler.EndSample(); #endif #if UNITY_EDITOR Profiler.BeginSample("Root Unit - Calculate"); #endif //2. 실제로 업데이트 _rootOptTransform.ReadyToUpdate(); _rootOptTransform.UpdateCalculate_Pre(); //Post 작성할 것 #if UNITY_EDITOR Profiler.EndSample(); #endif //Bone World Matrix Update _rootOptTransform.UpdateBonesWorldMatrix(); //Modifier 업데이트 (Post) _rootOptTransform.UpdateModifier_Post(tDelta); _rootOptTransform.UpdateCalculate_Post(); //Post Calculate }
// Functions //------------------------------------------------ //public void RemoveAllCalculateResultParams() //{ // if (_rootOptTransform == null) // { // return; // } // _rootOptTransform.ClearResultParams(true); //} ///// <summary> ///// [Please do not use it] ///// </summary> //public void ResetCalculateStackForBake() //{ // if (_rootOptTransform == null) // { // return; // } // //_rootOptTransform.ClearResultParams(); // _rootOptTransform.ResetCalculateStackForBake(true); //} //public void DebugBoneMatrix() //{ // if (_rootOptTransform == null) // { // return; // } // //_rootOptTransform.ClearResultParams(); // _rootOptTransform.DebugBoneMatrix(); //} public void UpdateTransforms(float tDelta) { if (_rootOptTransform == null) { return; } //추가 : Flipped 체크 CheckFlippedTransform(); //--------------------------------------------------------- //#if UNITY_EDITOR // Profiler.BeginSample("Root Unit - Ready To Update Bones"); //#endif //추가 12.6 //Sorted Buffer 업데이트 준비 _sortedRenderBuffer.ReadyToUpdate(); //본 업데이트 1단계 _rootOptTransform.ReadyToUpdateBones(); //#if UNITY_EDITOR // Profiler.EndSample(); //#endif //--------------------------------------------------------- //#if UNITY_EDITOR // Profiler.BeginSample("Root Unit - Update Modifier"); //#endif //1. Modifer부터 업데이트 (Pre) _rootOptTransform.UpdateModifier_Pre(tDelta); //#if UNITY_EDITOR // Profiler.EndSample(); //#endif //--------------------------------------------------------- //#if UNITY_EDITOR // Profiler.BeginSample("Root Unit - Calculate Pre"); //#endif //2. 실제로 업데이트 _rootOptTransform.ReadyToUpdate(); _rootOptTransform.UpdateCalculate_Pre(); //Post 작성할 것 //#if UNITY_EDITOR // Profiler.EndSample(); //#endif //추가 12.6 //Extra-Depth Changed 이벤트 있을 경우 처리 - Pre에서 다 계산되었을 것이다. _sortedRenderBuffer.UpdateDepthChangedEventAndBuffers(); //--------------------------------------------------------- //#if UNITY_EDITOR // Profiler.BeginSample("Root Unit - Update Bones World Matrix"); //#endif //Bone World Matrix Update _rootOptTransform.UpdateBonesWorldMatrix(); //#if UNITY_EDITOR // Profiler.EndSample(); //#endif //------------------------------------------------------------ //#if UNITY_EDITOR // Profiler.BeginSample("Root Unit - Calculate Post (Modifier)"); //#endif //Modifier 업데이트 (Post) _rootOptTransform.UpdateModifier_Post(tDelta); //#if UNITY_EDITOR // Profiler.EndSample(); //#endif //#if UNITY_EDITOR // Profiler.BeginSample("Root Unit - Calculate Post (Update)"); //#endif _rootOptTransform.UpdateCalculate_Post(); //Post Calculate //#if UNITY_EDITOR // Profiler.EndSample(); //#endif }