docs: public void setWorldMatrix(int boneindex, Matrix4f mtx)
      {
          Bone	  bone = mBones[boneindex];
  
          bone.WorldMatrix.set(mtx);
          if (mSkeleton.getParentBoneIndex(boneindex) >= 0)
          {
              calcLocal(bone, mSkeleton.getParentBoneIndex(boneindex));
          }
          else
          {
              bone.LocalMatrix.set(mtx);
          }
          mNeedSync = true;
          bone.Changed = Bone.WORLD_POS | Bone.WORLD_ROT;
          if (sDebug)
          {
              Log.d("BONE", "setWorldMatrix: %s %s", mSkeleton.getBoneName(boneindex), bone.toString());
          }
      }