computeWorldVertices2 method
Implementation
void computeWorldVertices2(
Bone bone, Float32List worldVertices, int offset, int stride) {
final Float32List vertexOffset = this.offset;
final double x = bone.worldX, y = bone.worldY;
final double a = bone.a, b = bone.b, c = bone.c, d = bone.d;
double offsetX = 0.0, offsetY = 0.0;
offsetX = vertexOffset[RegionAttachment.ox1];
offsetY = vertexOffset[RegionAttachment.oy1];
worldVertices[offset] = offsetX * a + offsetY * b + x; // br
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[RegionAttachment.ox2];
offsetY = vertexOffset[RegionAttachment.oy2];
worldVertices[offset] = offsetX * a + offsetY * b + x; // bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[RegionAttachment.ox3];
offsetY = vertexOffset[RegionAttachment.oy3];
worldVertices[offset] = offsetX * a + offsetY * b + x; // ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[RegionAttachment.ox4];
offsetY = vertexOffset[RegionAttachment.oy4];
worldVertices[offset] = offsetX * a + offsetY * b + x; // ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
}