Axiom.Core.SubEntity.GetWorldTransforms C# (CSharp) Méthode

GetWorldTransforms() public méthode

public GetWorldTransforms ( Matrix4 matrices ) : void
matrices Axiom.Math.Matrix4
Résultat void
		public void GetWorldTransforms( Matrix4[] matrices )
		{
			if ( parent.numBoneMatrices == 0 || !parent.IsHardwareAnimationEnabled )
			{
				matrices[ 0 ] = parent.ParentNodeFullTransform;
			}
			else
			{
				// TODO : Look at OGRE version
				// ??? In the ogre version, it chooses the transforms based on
				// ??? an index map maintained by the mesh.  Is that appropriate here?
				if ( parent.IsSkeletonAnimated )
				{
					// use cached bone matrices of the parent entity
					for ( int i = 0; i < parent.numBoneMatrices; i++ )
					{
						matrices[ i ] = parent.boneWorldMatrices[ i ];
					}
				}
				else
					for ( int i = 0; i < matrices.Length; i++ )
					{
						matrices[ i ] = parent.ParentNodeFullTransform;
					}
			}
		}