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Merge pull request #1588 from ousttrue/fix10/matrix_multiply_order
UnityEngine.Matrix4x4 は列ベクトル表現なので、root * parent * local の向きに乗算する必要がある…
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@@ -114,7 +114,7 @@ namespace VrmLib
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{
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if (Parent != null)
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{
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SetLocalMatrix(m * Parent.InverseMatrix, calcWorldMatrix);
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SetLocalMatrix(Parent.InverseMatrix * m, calcWorldMatrix);
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}
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else
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{
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@@ -144,7 +144,7 @@ namespace VrmLib
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public void CalcWorldMatrix(Matrix4x4 parent, bool calcChildren = true)
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{
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var value = LocalMatrix * parent;
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var value = parent * LocalMatrix;
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m_matrix = value;
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RaiseMatrixUpdated();
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