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ZhiruiLi committed Apr 5, 2023
1 parent 1889039 commit be98c40
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions posts/unreal-skeletal-animation-source-code/index.html
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</span></span></span><span style=display:flex><span><span style=color:#75715e></span> <span style=color:#66d9ef>const</span> TArray<span style=color:#f92672>&lt;</span>FBoneIndexType<span style=color:#f92672>&gt;*</span> RequiredBoneSets[<span style=color:#ae81ff>3</span>] <span style=color:#f92672>=</span> { <span style=color:#f92672>&amp;</span>LOD.ActiveBoneIndices, ExtraRequiredBoneIndices, NULL };
</span></span><span style=display:flex><span> <span style=color:#75715e>// 遍历所有骨骼集合
</span></span></span><span style=display:flex><span><span style=color:#75715e></span> <span style=color:#66d9ef>for</span> (RequiredBoneIndices : RequiredBoneSets) {
</span></span><span style=display:flex><span> <span style=color:#75715e>// 遍历每个骨骼集合中的所有骨骼,计算矩阵当前的变化矩阵,
</span></span></span><span style=display:flex><span><span style=color:#75715e></span> <span style=color:#75715e>// 对于非 master pose 的情况,这里的计算比较简单
</span></span><span style=display:flex><span> <span style=color:#75715e>// 遍历每个骨骼集合中的所有骨骼,乘上当前的变化矩阵(初始值是 identity 矩阵)
</span></span></span><span style=display:flex><span><span style=color:#75715e></span> <span style=color:#75715e>// 这里保留的是非 master pose 下的计算分支
</span></span></span><span style=display:flex><span><span style=color:#75715e></span> <span style=color:#66d9ef>for</span>(BoneIndex<span style=color:#f92672>=</span><span style=color:#ae81ff>0</span>; BoneIndex<span style=color:#f92672>&lt;</span>RequiredBoneIndices.Num(); BoneIndex<span style=color:#f92672>++</span>) {
</span></span><span style=display:flex><span> ThisBoneIndex <span style=color:#f92672>=</span> RequiredBoneIndices[BoneIndex];
</span></span><span style=display:flex><span> ReferenceToLocal[ThisBoneIndex] <span style=color:#f92672>=</span>
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