Searched refs:MatrixPose (Results 1 – 7 of 7) sorted by relevance
134 virtual MatrixPose& WorldMatrixPose() { return m_WorldMatrixPose; } in WorldMatrixPose()140 virtual const MatrixPose& WorldMatrixPose() const { return m_WorldMatrixPose; } in WorldMatrixPose()146 virtual MatrixPose& SkiningMatrixPose() { return m_SkiningMatrixPose; } in SkiningMatrixPose()152 virtual const MatrixPose& SkiningMatrixPose() const { return m_SkiningMatrixPose; } in SkiningMatrixPose()181 Skeleton::MatrixPose::MatrixArray poseWorldMatrices, in StandardSkeleton()182 Skeleton::MatrixPose::MatrixArray skiningMatrices) in StandardSkeleton()201 MatrixPose m_WorldMatrixPose;202 MatrixPose m_SkiningMatrixPose;
135 class MatrixPose138 NW_DISALLOW_COPY_AND_ASSIGN(MatrixPose);149 MatrixPose() {} in MatrixPose() function152 explicit MatrixPose(MatrixArray& matrices) : m_Matrices(matrices) {} in MatrixPose() function345 virtual MatrixPose& WorldMatrixPose() = 0;351 virtual const MatrixPose& WorldMatrixPose() const = 0;357 virtual MatrixPose& SkiningMatrixPose() = 0;363 virtual const MatrixPose& SkiningMatrixPose() const = 0;
182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
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()233 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateView()234 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateView()
46 Skeleton::MatrixPose::MatrixArray poseWorldMatrices(resource.GetBonesCount(), allocator); in Create()47 Skeleton::MatrixPose::MatrixArray skiningMatrices(resource.GetBonesCount(), allocator); in Create()
538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()539 Skeleton::MatrixPose& skiningPose = skeleton->SkiningMatrixPose(); in SetMatrixPalette()553 Skeleton::MatrixPose* pose = in SetMatrixPalette()
215 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()285 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()818 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight()