Use in over ref modifier in Math functions input parameters
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@@ -109,10 +109,10 @@ namespace FlaxEditor.SceneGraph.Actors
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// Skin vertex position with the current pose
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var position = positionStream.GetFloat3(j);
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Float3.Transform(ref position, ref skinningMatrices[indices[0]], out Float3 pos0);
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Float3.Transform(ref position, ref skinningMatrices[indices[1]], out Float3 pos1);
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Float3.Transform(ref position, ref skinningMatrices[indices[2]], out Float3 pos2);
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Float3.Transform(ref position, ref skinningMatrices[indices[3]], out Float3 pos3);
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Float3.Transform(position, skinningMatrices[indices[0]], out Float3 pos0);
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Float3.Transform(position, skinningMatrices[indices[1]], out Float3 pos1);
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Float3.Transform(position, skinningMatrices[indices[2]], out Float3 pos2);
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Float3.Transform(position, skinningMatrices[indices[3]], out Float3 pos3);
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position = pos0 * weights[0] + pos1 * weights[1] + pos2 * weights[2] + pos3 * weights[3];
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// Add vertex to the bone list
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@@ -269,8 +269,8 @@ namespace FlaxEditor.SceneGraph.Actors
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for (int i = 0; i < boneVertices.Count; i++)
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{
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var pos = boneTransform.WorldToLocal(boneVertices[i]);
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Vector3.Min(ref boneLocalBounds.Minimum, ref pos, out boneLocalBounds.Minimum);
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Vector3.Max(ref boneLocalBounds.Maximum, ref pos, out boneLocalBounds.Maximum);
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Vector3.Min(boneLocalBounds.Minimum, pos, out boneLocalBounds.Minimum);
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Vector3.Max(boneLocalBounds.Maximum, pos, out boneLocalBounds.Maximum);
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}
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// Add collision shape
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@@ -415,7 +415,7 @@ namespace FlaxEditor.SceneGraph.Actors
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float bkLength = bk.Length;
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if (bkLength > 0.0f)
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{
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Float3.Transform(ref bk, ref matrix, out Float3 bkA);
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Float3.Transform(bk, matrix, out Float3 bkA);
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bk = bkA / bkLength;
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}
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}
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