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Searched refs:Skeleton (Results 1 – 18 of 18) sorted by relevance

/NW4C-1.2.23/include/nw/gfx/
Dgfx_StandardSkeleton.h32 class StandardSkeleton : public Skeleton
56 Skeleton::TransformPose::TransformArray poseTransforms,
88 …size.Add(sizeof(Skeleton::TransformPose::Transform) * resource.GetBonesCount(), Skeleton::Transfor… in GetMemorySizeInternal()
89 …size.Add(sizeof(math::MTX34) * resource.GetBonesCount(), Skeleton::TransformPose::TransformArray::… in GetMemorySizeInternal()
90 …size.Add(sizeof(math::MTX34) * resource.GetBonesCount(), Skeleton::TransformPose::TransformArray::… in GetMemorySizeInternal()
92 size += sizeof(Skeleton::TransformPose::Transform) * resource.GetBonesCount(); in GetMemorySizeInternal()
96 Skeleton::GetMemorySizeForConstruct(pSize, maxCallbacks); in GetMemorySizeInternal()
178 Skeleton::TransformPose::TransformArray poseTransforms, in StandardSkeleton()
179 Skeleton::TransformPose::TransformArray poseWorldTransforms, in StandardSkeleton()
180 Skeleton::MatrixPose::MatrixArray poseWorldMatrices, in StandardSkeleton()
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Dgfx_SkeletalModel.h54 Skeleton* sharedSkeleton; //!< 共有するスケルトンです。
145 Builder& SharedSkeleton(Skeleton* sharedSkeleton) in SharedSkeleton()
214 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal()
215 Skeleton::TransformPose::TransformArray::MEMORY_ALIGNMENT); in GetMemorySizeInternal()
217 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal()
269 Skeleton* GetSkeleton() { return m_Skeleton.Get(); } in GetSkeleton()
272 const Skeleton* GetSkeleton() const { return m_Skeleton.Get(); } in GetSkeleton()
362 GfxPtr<Skeleton>& skeleton, in SkeletalModel()
395 GfxPtr<Skeleton> m_Skeleton;
Dgfx_SkeletonUpdater.h32 class Skeleton; variable
72 Skeleton* skeleton,
83 Skeleton* skeleton,
Dgfx_Skeleton.h42 class Skeleton : public SceneObject
45 NW_DISALLOW_COPY_AND_ASSIGN(Skeleton);
54 typedef ut::Signal2<void, Skeleton*, int> CalculateMatrixSignal;
411 Skeleton( in Skeleton() function
427 virtual ~Skeleton() in ~Skeleton()
Dgfx_ISkeleton.h28 typedef Skeleton ISkeleton;
Dgfx_SceneUpdateHelper.h86 Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator()
103 const Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator()
Dgfx_RenderQueue.h182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_StandardSkeleton.cpp28 NW_UT_RUNTIME_TYPEINFO_DEFINITION(StandardSkeleton, Skeleton);
36 Skeleton::TransformPose::TransformArray poseTransforms, in Create()
45Skeleton::TransformPose::TransformArray poseWorldTransforms(resource.GetBonesCount(), allocator); in Create()
46 Skeleton::MatrixPose::MatrixArray poseWorldMatrices(resource.GetBonesCount(), allocator); in Create()
47 Skeleton::MatrixPose::MatrixArray skiningMatrices(resource.GetBonesCount(), allocator); in Create()
Dgfx_SkeletonUpdater.cpp63 Skeleton* skeleton, in UpdateWorld()
72 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld()
73 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateWorld()
76 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateWorld()
81 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()
126 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()
170 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()
217 Skeleton* skeleton, in UpdateView()
226 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateView()
227 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateView()
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Dgfx_Skeleton.cpp28 NW_UT_RUNTIME_TYPEINFO_DEFINITION(Skeleton, SceneObject);
32 Skeleton::CreateCallbacks(os::IAllocator* allocator, int maxCallbacks, bool isFixedSizeMemory) in CreateCallbacks()
Dgfx_SkeletalModel.cpp46 GfxPtr<Skeleton> skeleton; in Create()
59Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()
127 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup()
128 Skeleton::OriginalPose& originalPose = m_Skeleton->LocalOriginalPose(); in CreateSkeletalAnimGroup()
Dgfx_MeshRenderer.cpp541 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetMatrixPalette()
543 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()
544 Skeleton::MatrixPose& skiningPose = skeleton->SkiningMatrixPose(); in SetMatrixPalette()
560 Skeleton::MatrixPose* pose = in SetMatrixPalette()
Dgfx_SceneUpdater.cpp183 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
Dgfx_RenderContext.cpp339 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetModelMatrix()
/NW4C-1.2.23/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp146 class CallbackConstraint : public nw::gfx::Skeleton::CalculateMatrixSlot
157 : nw::gfx::Skeleton::CalculateMatrixSlot(allocator), in CallbackConstraint()
172 : nw::gfx::Skeleton::CalculateMatrixSlot(allocator), in CallbackConstraint()
201 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetTargetObject()
215 virtual void Invoke(nw::gfx::Skeleton* skeleton, int boneIdx) in Invoke()
222 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
237 nw::gfx::Skeleton* m_Skeleton;
732 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmModel.cpp420 nw::gfx::Skeleton* pSkeleton = pParentSkeletalModel->GetSkeleton(); in updateConstrain()
423 nw::gfx::Skeleton::TransformPose& transformPose = pSkeleton->WorldTransformPose(); in updateConstrain()
428 …nw::gfx::Skeleton::TransformPose::Transform* transForm = transformPose.GetTransform( m_CostrainId … in updateConstrain()
/NW4C-1.2.23/include/nw/gfx/res/
Dgfx_ResModel.h202 NW_RES_FIELD_CLASS_DECL( ResSkeleton, Skeleton ) // GetSkeleton()
/NW4C-1.2.23/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp347 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in BuildResources()