@@ -515,12 +515,21 @@ void MeshData::TransformBuffer(const Matrix& matrix)
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for (int32 i = 0; i < blendShape.Vertices.Count(); i++)
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{
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auto& v = vv[i];
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Float3 p = Positions[v.VertexIndex], vp;
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Float3::Transform(p + v.PositionDelta, matrix, vp);
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Float3 p = Positions[v.VertexIndex];
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Float3 vp = p + v.PositionDelta;
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Float3::Transform(vp, matrix, vp);
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Float3::Transform(p, matrix, p);
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v.PositionDelta = vp - p;
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Float3::TransformNormal(v.NormalDelta, inverseTransposeMatrix, v.NormalDelta);
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v.NormalDelta.Normalize();
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Float3 n = Normals[v.VertexIndex];
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Float3 vn = n + v.NormalDelta;
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vn.Normalize();
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Float3::TransformNormal(vn, inverseTransposeMatrix, vn);
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vn.Normalize();
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Float3::TransformNormal(n, inverseTransposeMatrix, n);
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n.Normalize();
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v.NormalDelta = vn - n;
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}
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}
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