| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_StandardSkeleton.h | 32 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() [all …]
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| D | gfx_SkeletalModel.h | 54 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;
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| D | gfx_SkeletonUpdater.h | 32 class Skeleton; variable 72 Skeleton* skeleton, 83 Skeleton* skeleton,
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| D | gfx_Skeleton.h | 42 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()
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| D | gfx_ISkeleton.h | 28 typedef Skeleton ISkeleton;
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| D | gfx_SceneUpdateHelper.h | 86 Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator() 103 const Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator()
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| D | gfx_RenderQueue.h | 182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
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| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_StandardSkeleton.cpp | 28 NW_UT_RUNTIME_TYPEINFO_DEFINITION(StandardSkeleton, Skeleton); 36 Skeleton::TransformPose::TransformArray poseTransforms, in Create() 45 … Skeleton::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()
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| D | gfx_SkeletonUpdater.cpp | 63 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() [all …]
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| D | gfx_Skeleton.cpp | 28 NW_UT_RUNTIME_TYPEINFO_DEFINITION(Skeleton, SceneObject); 32 Skeleton::CreateCallbacks(os::IAllocator* allocator, int maxCallbacks, bool isFixedSizeMemory) in CreateCallbacks()
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| D | gfx_SkeletalModel.cpp | 46 GfxPtr<Skeleton> skeleton; in Create() 59 … Skeleton::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()
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| D | gfx_MeshRenderer.cpp | 536 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()
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| D | gfx_SceneUpdater.cpp | 186 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
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| D | gfx_RenderContext.cpp | 336 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetModelMatrixForSkeletalModel()
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| /NW4C-1.3.3/demos/gfx/ConstraintDemo/sources/ |
| D | ConstraintDemo.cpp | 139 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()
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| /NW4C-1.3.3/demos/Nw4cDemo/sources/ |
| D | SmModel.cpp | 422 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()
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| /NW4C-1.3.3/include/nw/gfx/res/ |
| D | gfx_ResModel.h | 202 NW_RES_FIELD_CLASS_DECL( ResSkeleton, Skeleton ) // GetSkeleton()
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| /NW4C-1.3.3/demos/gfx/SceneTreeDemo/sources/ |
| D | SceneTreeDemo.cpp | 339 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in BuildResources()
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