Use in over ref modifier in Math functions input parameters

This commit is contained in:
2025-12-06 23:32:47 +02:00
parent ecf074801f
commit bc4b94d2bc
136 changed files with 1824 additions and 1824 deletions

View File

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