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

/NW4C-1.3.3/include/nw/gfx/
Dgfx_StandardSkeleton.h32 class StandardSkeleton : public Skeleton
56 Skeleton::TransformPose::TransformArray poseTransforms,
89 …size.Add(sizeof(Skeleton::TransformPose::Transform) * resource.GetBonesCount(), Skeleton::Transfor… in GetMemorySizeInternal()
90 …size.Add(sizeof(math::MTX34) * resource.GetBonesCount(), Skeleton::TransformPose::TransformArray::… in GetMemorySizeInternal()
91 …size.Add(sizeof(math::MTX34) * resource.GetBonesCount(), Skeleton::TransformPose::TransformArray::… in GetMemorySizeInternal()
93 size += sizeof(Skeleton::TransformPose::Transform) * resource.GetBonesCount(); in GetMemorySizeInternal()
97 Skeleton::GetMemorySizeForConstruct(pSize, maxCallbacks); in GetMemorySizeInternal()
179 Skeleton::TransformPose::TransformArray poseTransforms, in StandardSkeleton()
180 Skeleton::TransformPose::TransformArray poseWorldTransforms, in StandardSkeleton()
181 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。
139 Builder& SharedSkeleton(Skeleton* sharedSkeleton) in SharedSkeleton()
221 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal()
222 Skeleton::TransformPose::TransformArray::MEMORY_ALIGNMENT); in GetMemorySizeInternal()
224 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal()
283 Skeleton* GetSkeleton() { return m_Skeleton.Get(); } in GetSkeleton()
286 const Skeleton* GetSkeleton() const { return m_Skeleton.Get(); } in GetSkeleton()
411 GfxPtr<Skeleton>& skeleton, in SkeletalModel()
447 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-1.3.3/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()
147 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup()
148 Skeleton::OriginalPose& originalPose = m_Skeleton->LocalOriginalPose(); in CreateSkeletalAnimGroup()
Dgfx_MeshRenderer.cpp536 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetMatrixPalette()
538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()
539 Skeleton::MatrixPose& skiningPose = skeleton->SkiningMatrixPose(); in SetMatrixPalette()
553 Skeleton::MatrixPose* pose = in SetMatrixPalette()
Dgfx_SceneUpdater.cpp186 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
Dgfx_RenderContext.cpp336 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetModelMatrixForSkeletalModel()
/NW4C-1.3.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp139 class CallbackConstraint : public nw::gfx::Skeleton::CalculateMatrixSlot
150 : nw::gfx::Skeleton::CalculateMatrixSlot(allocator), in CallbackConstraint()
165 : nw::gfx::Skeleton::CalculateMatrixSlot(allocator), in CallbackConstraint()
194 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetTargetObject()
208 virtual void Invoke(nw::gfx::Skeleton* skeleton, int boneIdx) in Invoke()
215 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
230 nw::gfx::Skeleton* m_Skeleton;
278 virtual void Invoke(nw::gfx::Skeleton* skeleton, int boneIdx) in Invoke()
285 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
818 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DSmModel.cpp422 nw::gfx::Skeleton* pSkeleton = pParentSkeletalModel->GetSkeleton(); in updateConstrain()
425 nw::gfx::Skeleton::TransformPose& transformPose = pSkeleton->WorldTransformPose(); in updateConstrain()
430 …nw::gfx::Skeleton::TransformPose::Transform* transForm = transformPose.GetTransform( m_CostrainId … in updateConstrain()
/NW4C-1.3.3/include/nw/gfx/res/
Dgfx_ResModel.h202 NW_RES_FIELD_CLASS_DECL( ResSkeleton, Skeleton ) // GetSkeleton()
/NW4C-1.3.3/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp339 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in BuildResources()