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optimisation of the "bone socket" tutorial (#3864)

Less matrix operations doing.
pull/3868/head
iP 1 yıl önce
işlemeyi yapan: GitHub
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işleme
1fad8277a3
Veri tabanında bu imza için bilinen anahtar bulunamadı GPG Anahtar Kimliği: B5690EEEBB952194
1 değiştirilmiş dosya ile 2 ekleme ve 4 silme
  1. +2
    -4
      examples/models/models_bone_socket.c

+ 2
- 4
examples/models/models_bone_socket.c Dosyayı Görüntüle

@ -144,10 +144,8 @@ int main(void)
Matrix matrixTransform = QuaternionToMatrix(rotate); Matrix matrixTransform = QuaternionToMatrix(rotate);
// Translate socket to its position in the current animation // Translate socket to its position in the current animation
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z)); matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
// Rotate socket by character angle
matrixTransform = MatrixMultiply(matrixTransform, QuaternionToMatrix(characterRotate));
// Translate socket to character position
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(position.x, position.y + 0.0f, position.z));
// Transform the socket using the transform of the character (angle and translate)
matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
// Draw mesh at socket position with socket angle rotation // Draw mesh at socket position with socket angle rotation
DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform); DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);

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