//private void BlendMatrix_ITP(apMatrix prevResult, apMatrix nextResult, float prevWeight, float nextWeight)
        private void BlendMatrix_ITP(apMatrix prevResult, apMatrix nextResult, float nextWeight)
        {
            //prevResult._pos = ((prevResult._pos * prevWeight) + (nextResult._pos * nextWeight)) / (prevWeight + nextWeight);
            //prevResult._angleDeg = ((prevResult._angleDeg * prevWeight) + (nextResult._angleDeg * nextWeight)) / (prevWeight + nextWeight);
            //prevResult._scale = ((prevResult._scale * prevWeight) + (nextResult._scale * nextWeight)) / (prevWeight + nextWeight);

            //float totalWeight = prevWeight + nextWeight;
            //if(totalWeight <= 0.0f)
            //{
            //	return;
            //}

            //float totalWeight = 1.0f;

            //prevResult.LerpMartix(nextResult, nextWeight / totalWeight);
            prevResult.LerpMartix(nextResult, nextWeight);
        }
Пример #2
0
 public void BlendMatrix_ITP(apMatrix curMatrix, apMatrix itpLayer, float itpWeight)
 {
     curMatrix.LerpMartix(itpLayer, itpWeight);
 }