示例#1
0
        // Token: 0x06001FC0 RID: 8128 RVA: 0x001876D4 File Offset: 0x001858D4
        private void UpdateVerticesBone4()
        {
            Vector3 zero = Vector3.zero;

            for (int i = 0; i < this.m_vertexCount; i++)
            {
                int   num   = i * 4;
                int   num2  = num + 1;
                int   num3  = num + 2;
                int   num4  = num + 3;
                int   num5  = this.m_boneIndices[num];
                int   num6  = this.m_boneIndices[num2];
                int   num7  = this.m_boneIndices[num3];
                int   num8  = this.m_boneIndices[num4];
                float num9  = this.m_boneWeights[num2];
                float num10 = this.m_boneWeights[num3];
                float num11 = this.m_boneWeights[num4];
                MotionState.MulPoint3x4_XYZW(ref zero, ref this.m_bones[num5], this.m_baseVertices[num]);
                if (num9 != 0f)
                {
                    MotionState.MulAddPoint3x4_XYZW(ref zero, ref this.m_bones[num6], this.m_baseVertices[num2]);
                }
                if (num10 != 0f)
                {
                    MotionState.MulAddPoint3x4_XYZW(ref zero, ref this.m_bones[num7], this.m_baseVertices[num3]);
                }
                if (num11 != 0f)
                {
                    MotionState.MulAddPoint3x4_XYZW(ref zero, ref this.m_bones[num8], this.m_baseVertices[num4]);
                }
                this.m_currVertices[i] = zero;
            }
        }
示例#2
0
        // Token: 0x06001FBF RID: 8127 RVA: 0x00187634 File Offset: 0x00185834
        private void UpdateVerticesBone2()
        {
            Vector3 zero = Vector3.zero;

            for (int i = 0; i < this.m_vertexCount; i++)
            {
                int   num  = i * 2;
                int   num2 = num + 1;
                int   num3 = this.m_boneIndices[num];
                int   num4 = this.m_boneIndices[num2];
                float num5 = this.m_boneWeights[num2];
                MotionState.MulPoint3x4_XYZW(ref zero, ref this.m_bones[num3], this.m_baseVertices[num]);
                if (num5 != 0f)
                {
                    MotionState.MulAddPoint3x4_XYZW(ref zero, ref this.m_bones[num4], this.m_baseVertices[num2]);
                }
                this.m_currVertices[i] = zero;
            }
        }