Пример #1
0
            public void SetLocalDataFromBlendshapeBone(WowBone bone, WowVrcFileData.BlendshapeData.BoneData blendshapeBoneChange, float scale)
            {
                var matrix = Mat4.Identity();

                Vec3 localPosition = bone.LocalPosition;

                localPosition.X += blendshapeBoneChange.LocalTransform.position.X * scale;
                localPosition.Y += blendshapeBoneChange.LocalTransform.position.Y * scale;
                localPosition.Z += blendshapeBoneChange.LocalTransform.position.Z * scale;

                matrix = Mat4.Translate(matrix, localPosition);

                // Поврота и скейла у базовых костей нет, так что учитываем только поврот и скейл из изменений блендшейпа
                matrix = Mat4.Multiply(matrix, Mat4.FromQuat(blendshapeBoneChange.LocalTransform.rotation));
                matrix = Mat4.Scale(matrix, blendshapeBoneChange.LocalTransform.scale);

                LocalMatrix = matrix;
            }