Searched refs:TransformPose (Results 1 – 7 of 7) sorted by relevance
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()110 virtual TransformPose& LocalTransformPose() { return m_Pose; } in LocalTransformPose()116 virtual const TransformPose& LocalTransformPose() const { return m_Pose; } in LocalTransformPose()122 virtual TransformPose& WorldTransformPose() { return m_WorldTransformPose; } in WorldTransformPose()128 virtual const TransformPose& WorldTransformPose() const { return m_WorldTransformPose; } in WorldTransformPose()179 Skeleton::TransformPose::TransformArray poseTransforms, in StandardSkeleton()[all …]
60 class TransformPose63 NW_DISALLOW_COPY_AND_ASSIGN(TransformPose);76 TransformPose() {} in TransformPose() function79 explicit TransformPose(TransformArray& transforms) : m_Transforms(transforms) {} in TransformPose() function321 virtual TransformPose& LocalTransformPose() = 0;327 virtual const TransformPose& LocalTransformPose() const = 0;333 virtual TransformPose& WorldTransformPose() = 0;339 virtual const TransformPose& WorldTransformPose() const = 0;
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()
36 Skeleton::TransformPose::TransformArray poseTransforms, in Create()45 … Skeleton::TransformPose::TransformArray poseWorldTransforms(resource.GetBonesCount(), allocator); in Create()
72 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld()73 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateWorld()226 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateView()227 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateView()
59 … Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()147 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup()
425 nw::gfx::Skeleton::TransformPose& transformPose = pSkeleton->WorldTransformPose(); in updateConstrain()430 …nw::gfx::Skeleton::TransformPose::Transform* transForm = transformPose.GetTransform( m_CostrainId … in updateConstrain()