Home
last modified time | relevance | path

Searched refs:pose (Results 1 – 5 of 5) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp72 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld() local
86 …if (pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION_… in UpdateWorld()
108 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()
115 *pose.GetTransform(index), in UpdateWorld()
131 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()
153 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()
160 *pose.GetTransform(index), in UpdateWorld()
175 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()
197 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()
204 *pose.GetTransform(index), in UpdateWorld()
[all …]
Dgfx_MeshRenderer.cpp560 Skeleton::MatrixPose* pose = in SetMatrixPalette() local
569 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()
573 offsetMatrix = *pose->GetMatrix(boneIndex); in SetMatrixPalette()
578 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()
600 math::MTX34 normalMatrix(*pose->GetMatrix(boneIndex)); in SetMatrixPalette()
Dgfx_SkeletalModel.cpp127 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup() local
164 animGroup->SetTargetPtr(memberIdx, pose.GetTransform(boneIdx)); in CreateSkeletalAnimGroup()
/NW4C-1.2.23/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp222 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke() local
227 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()
732 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight() local
733 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_RenderQueue.h182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator() local
184 shape.GetCenterPosition(), *pose.GetMatrix(boneIndex), camera); in operator()