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Searched refs:resSkeleton (Results 1 – 17 of 17) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp69 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateWorld() local
70 NW_ASSERT(resSkeleton.IsValid()); in UpdateWorld()
71 …bool isModelCoordinate = ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDIN… in UpdateWorld()
77 …ScalingRule scalingRule = static_cast<WorldMatrixUpdater::ScalingRule>(resSkeleton.GetScalingRule(… in UpdateWorld()
88 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
133 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
177 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
224 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateView() local
225 NW_ASSERT(resSkeleton.IsValid()); in UpdateView()
243 ResBone bone = resSkeleton.GetBones(index); in UpdateView()
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Dgfx_SkeletalModel.cpp57 ResSkeleton resSkeleton = resModel.GetSkeleton(); in Create() local
58 NW_ASSERT(resSkeleton.IsValid()); in Create()
59 … Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()
60 ResBoneArray bones = resSkeleton.GetBones(); in Create()
68 resSkeleton, in Create()
126 ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateSkeletalAnimGroup() local
160 ResBone bone = resSkeleton.GetBones(resAnimGroupMember.GetPath()); in CreateSkeletalAnimGroup()
Dgfx_MeshRenderer.cpp542 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetMatrixPalette() local
550 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in SetMatrixPalette()
558 ResBone bone = resSkeleton.GetBones(boneIndex); in SetMatrixPalette()
Dgfx_RenderContext.cpp341 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetModelMatrix() local
342 NW_ASSERT(resSkeleton.IsValid()); in SetModelMatrix()
343 if (ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE)) in SetModelMatrix()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_SkeletalModel.h210 ResSkeleton resSkeleton = resModel.GetSkeleton(); in GetMemorySizeInternal() local
214 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal()
217 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal()
221 resSkeleton, in GetMemorySizeInternal()
Dgfx_SceneUpdateHelper.h104 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in operator() local
107 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in operator()
/NW4C-1.2.23/demos/gfx/PartialAnimationDemo/sources/
DPartialAnimationDemo.cpp233 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
234 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
236 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.2.23/demos/gfx/AnimationDemo/sources/
DAnimationDemo.cpp248 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
249 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
251 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.2.23/demos/gfx/AnimationChangeDemo/sources/
DAnimationChangeDemo.cpp242 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
243 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
245 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.2.23/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp246 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
247 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
249 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.2.23/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp284 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
285 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
287 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.2.23/include/nw/demo/
Ddemo_Utility.h515 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation() local
517 resSkeleton.GetFlags(), in BindAnimation()
/NW4C-1.2.23/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp350 nw::gfx::ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in BuildResources() local
351 NW_ASSERT(resSkeleton.IsValid()); in BuildResources()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DGfxCtrl.cpp244 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateModel() local
245 int maxBones = resSkeleton.GetBonesCount(); in CreateModel()
/NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp496 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
497 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
499 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp660 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView() local
662 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
/NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp507 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
508 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
510 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()