| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_AnimObject.cpp | 244 BaseAnimEvaluator::TryBind(AnimGroup* animGroup) in TryBind() argument 246 NW_NULL_ASSERT(animGroup); in TryBind() 247 NW_ASSERT(std::strcmp(m_AnimData.GetTargetAnimGroupName(), animGroup->GetName()) == 0); in TryBind() 250 const int memberCount = animGroup->GetMemberCount(); in TryBind() 270 const int bindTargetIdx = animGroup->GetResAnimGroupMemberIndex(member.GetPath()); in TryBind() 285 animGroup->GetResAnimGroupMember(bindTargetIdx); in TryBind() 289 m_AnimGroup = animGroup; in TryBind() 931 AnimGroup* animGroup = m_AnimGroups[animGroupIdx]; in Evaluate() local 934 … if (animGroup == NULL || animGroup->GetResGraphicsAnimGroup().GetEvaluationTiming() != timing) in Evaluate() 954 EvaluateSimple(animGroup, static_cast<AnimEvaluator*>(animObj)); in Evaluate() [all …]
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| D | gfx_Model.cpp | 111 Model::BindMaterialAnim(AnimGroup* animGroup) in BindMaterialAnim() argument 113 const int animMemberCount = animGroup->GetMemberCount(); in BindMaterialAnim() 117 animGroup->GetResAnimGroupMember(memberIdx); in BindMaterialAnim() 122 animGroup->SetTargetObjectIndex(memberIdx, matIdx); in BindMaterialAnim() 123 … animGroup->SetTargetPtr(memberIdx, GetMaterialAnimTargetPtr(pMat, resAnimGroupMember, false)); in BindMaterialAnim() 127 animGroup->SetTargetObject(memberIdx, object); in BindMaterialAnim() 133 animGroup->SetOriginalValue( in BindMaterialAnim() 141 Model::BindVisibilityAnim(AnimGroup* animGroup) in BindVisibilityAnim() argument 145 const int animMemberCount = animGroup->GetMemberCount(); in BindVisibilityAnim() 149 animGroup->GetResAnimGroupMember(memberIdx); in BindVisibilityAnim() [all …]
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| D | gfx_SkeletalModel.cpp | 140 AnimGroup* animGroup = AnimGroup::Builder() in CreateSkeletalAnimGroup() local 146 if (animGroup == NULL) in CreateSkeletalAnimGroup() 153 const int animMemberCount = animGroup->GetMemberCount(); in CreateSkeletalAnimGroup() 157 animGroup->GetResAnimGroupMember(memberIdx); in CreateSkeletalAnimGroup() 163 animGroup->SetTargetObjectIndex(memberIdx, boneIdx); in CreateSkeletalAnimGroup() 164 animGroup->SetTargetPtr(memberIdx, pose.GetTransform(boneIdx)); in CreateSkeletalAnimGroup() 165 animGroup->SetOriginalValue(memberIdx, originalPose.GetTransform(boneIdx)); in CreateSkeletalAnimGroup() 168 animGroup->SetTargetObject(memberIdx, object); in CreateSkeletalAnimGroup() 170 animBinding->SetAnimGroup(animGroupIdx, animGroup); in CreateSkeletalAnimGroup() 171 m_SkeletalAnimGroup = animGroup; in CreateSkeletalAnimGroup()
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| D | gfx_Light.cpp | 60 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local 66 if (animGroup == NULL) in CreateAnimGroup() 73 m_AnimGroup = animGroup; in CreateAnimGroup()
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| D | gfx_TransformAnim.cpp | 735 void TransformAnimEvaluator::ResetNoAnimMember(AnimGroup* animGroup, anim::ResAnim animData) in ResetNoAnimMember() argument 739 for (int memberIdx = 0; memberIdx < animGroup->GetMemberCount(); ++memberIdx) in ResetNoAnimMember() 766 static_cast<CalculatedTransform*>(animGroup->GetTargetPtr(memberIdx)); in ResetNoAnimMember() 769 static_cast<const math::Transform3*>(animGroup->GetOriginalValue(memberIdx)); in ResetNoAnimMember() 879 TransformAnimEvaluator::TryBind(AnimGroup* animGroup) in TryBind() argument 884 result = BaseAnimEvaluator::TryBind(animGroup); in TryBind() 890 ResetNoAnimMember(animGroup, m_AnimData); in TryBind() 891 m_AnimGroup = animGroup; in TryBind()
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| D | gfx_Camera.cpp | 98 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local 104 if (animGroup == NULL) in CreateAnimGroup() 111 m_AnimGroup = animGroup; in CreateAnimGroup()
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_AnimObject.h | 105 typedef bool (*PreEvaluateCallback)(AnimGroup* animGroup, int targetObjIdx); 171 AnimGroup* animGroup = new(buf) AnimGroup(m_ResAnimGroup, m_SceneNode, allocator); in Create() local 173 Result result = animGroup->Initialize(m_UseOriginalValue); in Create() 177 return animGroup; in Create() 181 SafeDestroy(animGroup); in Create() 400 bool Bind(AnimGroup* animGroup) in Bind() argument 402 return TryBind(animGroup).IsSuccess(); in Bind() 415 virtual Result TryBind(AnimGroup* animGroup) = 0; 670 void SetAnimGroup(int groupIdx, AnimGroup* animGroup) in SetAnimGroup() argument 673 m_AnimGroups[groupIdx] = animGroup; in SetAnimGroup() [all …]
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| D | gfx_Model.h | 749 void BindMaterialAnim(AnimGroup* animGroup); 752 void BindVisibilityAnim(AnimGroup* animGroup);
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| D | gfx_TransformAnim.h | 638 virtual Result TryBind(AnimGroup* animGroup); 826 void ResetNoAnimMember(AnimGroup* animGroup, anim::ResAnim animData);
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| /NW4C-1.2.23/demos/Nw4cDemo/sources/ |
| D | GfxCtrl.cpp | 282 nw::gfx::AnimGroup* animGroup = pGfxModel->GetMaterialAnimGroup(); in CreateModel() local 283 if ( !animGroup ) goto _setup_end; in CreateModel() 284 int maxMembers = animGroup->GetMemberCount(); in CreateModel() 293 bool bindResult = matAnimEvaluator->Bind( animGroup ); in CreateModel() 497 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment() local 498 if (animGroup) in CreateSceneEnvironment() 500 int maxMembers = animGroup->GetMemberCount(); in CreateSceneEnvironment() 509 bool bindResult = lightAnimEvaluator->Bind( animGroup ); in CreateSceneEnvironment() 612 nw::gfx::AnimGroup* animGroup = m_ResCamera->GetAnimGroup(); in CreateCamera() local 613 if (animGroup == NULL) // アニメーション用のアニメーショングループがありません。 in CreateCamera() [all …]
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| D | SmModel.cpp | 268 nw::gfx::AnimGroup* animGroup = m_SkeletalModel->GetSkeletalAnimGroup(); in SetAnimEvaluatorNo() local 269 if (animGroup == NULL){ NW_FATAL_ERROR("Dont have AnimGroup");; } in SetAnimEvaluatorNo() 273 bool bindResult = m_AnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo() 363 nw::gfx::AnimGroup* animGroup = m_Model->GetMaterialAnimGroup(); in SetMaterialAnim() local 364 if ( !animGroup ) return false; in SetMaterialAnim() 366 bool bindResult = animEvaluator->Bind( animGroup ); in SetMaterialAnim()
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| D | SmCamera.cpp | 229 nw::gfx::AnimGroup* animGroup = m_Camera->GetAnimGroup(); in SetAnimEvaluatorNo() local 231 if (animGroup == NULL){ NW_DEV_LOG("SmCamera:Dont have AnimGroup"); } in SetAnimEvaluatorNo() 235 bool bindResult = m_CameraAnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo()
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| /NW4C-1.2.23/demos/gfx/AnimationBlendDemo/sources/ |
| D | AnimationBlendDemo.cpp | 277 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 278 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim() 299 evaluator0->Bind(animGroup); in InitializeSkeletalAnim() 312 evaluator1->Bind(animGroup); in InitializeSkeletalAnim() 326 blender->Bind(animGroup); in InitializeSkeletalAnim() 350 nw::gfx::AnimGroup* animGroup = model->GetMaterialAnimGroup(); in InitializeMaterialAnim() local 352 if (animGroup == NULL) // アニメーション用のアニメーショングループがありません。 in InitializeMaterialAnim() 357 int maxMembers = animGroup->GetMemberCount(); in InitializeMaterialAnim() 369 evaluator0->Bind(animGroup); in InitializeMaterialAnim() 382 evaluator1->Bind(animGroup); in InitializeMaterialAnim() [all …]
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| /NW4C-1.2.23/sources/libraries/demo/ |
| D | demo_Utility.cpp | 452 nw::gfx::AnimGroup* animGroup = NULL; in GetAnimGroup() local 460 animGroup = skeletalModel->GetSkeletalAnimGroup(); in GetAnimGroup() 467 animGroup = model->GetMaterialAnimGroup(); in GetAnimGroup() 474 animGroup = model->GetVisibilityAnimGroup(); in GetAnimGroup() 481 animGroup = camera->GetAnimGroup(); in GetAnimGroup() 488 animGroup = light->GetAnimGroup(); in GetAnimGroup() 495 return animGroup; in GetAnimGroup() 506 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimationObject() local 507 if (!animGroup) in BindAnimationObject() 512 if (animObject->TryBind( animGroup ).IsFailure()) in BindAnimationObject()
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| /NW4C-1.2.23/include/nw/demo/ |
| D | demo_Utility.h | 480 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimation() local 481 if (!animGroup) in BindAnimation() 493 .MaxMembers(animGroup->GetMemberCount()) in BindAnimation() 502 .MaxMembers(animGroup->GetMemberCount()) in BindAnimation() 565 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimationBlender() local 566 if (!animGroup) in BindAnimationBlender()
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| /NW4C-1.2.23/demos/gfx/PartialAnimationDemo/sources/ |
| D | PartialAnimationDemo.cpp | 226 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 227 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim() 248 evaluator0->Bind(animGroup); in InitializeSkeletalAnim() 262 evaluator1->Bind(animGroup); in InitializeSkeletalAnim()
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| /NW4C-1.2.23/demos/gfx/AnimationDemo/sources/ |
| D | AnimationDemo.cpp | 241 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 242 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim() 262 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
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| /NW4C-1.2.23/demos/gfx/AnimationChangeDemo/sources/ |
| D | AnimationChangeDemo.cpp | 235 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 236 if (animGroup == NULL) in InitializeSkeletalAnim() 267 bool bindResult = evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
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| /NW4C-1.2.23/demos/gfx/MultiInstanceDemo/sources/ |
| D | MultiInstanceDemo.cpp | 242 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 243 NW_NULL_ASSERT(animGroup); in InitializeSkeletalAnim() 257 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
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| /NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 489 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 490 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim() 511 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
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| /NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 500 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local 501 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim() 522 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
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