Axiom.Animating.Skeleton.GetBoneMatrices C# (CSharp) Метод

GetBoneMatrices() приватный Метод

Populates the passed in array with the bone matrices based on the current position.
Internal use only. The array passed in must be at least as large as the number of bones. Assumes animation has already been updated.
private GetBoneMatrices ( Axiom.MathLib.Matrix4 matrices ) : void
matrices Axiom.MathLib.Matrix4
Результат void
		internal virtual void GetBoneMatrices( Matrix4[] matrices )
		{
			// update derived transforms
			this.RootBone.Update( true, false );

			/*
				Calculating the bone matrices
				-----------------------------
				Now that we have the derived orientations & positions in the Bone nodes, we have
				to compute the Matrix4 to apply to the vertices of a mesh.
				Because any modification of a vertex has to be relative to the bone, we must first
				reverse transform by the Bone's original derived position/orientation, then transform
				by the new derived position / orientation.
			*/
			int i = 0;
			foreach ( Bone bone in boneList.Values )
			{
				matrices[ i++ ] = bone.FullTransform * bone.BindDerivedInverseTransform;
			}
		}