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Searched refs:WorldMatrixPose (Results 1 – 7 of 7) sorted by relevance

/NW4C-1.3.3/include/nw/gfx/
Dgfx_StandardSkeleton.h134 virtual MatrixPose& WorldMatrixPose() { return m_WorldMatrixPose; } in WorldMatrixPose() function
140 virtual const MatrixPose& WorldMatrixPose() const { return m_WorldMatrixPose; } in WorldMatrixPose() function
Dgfx_Skeleton.h345 virtual MatrixPose& WorldMatrixPose() = 0;
351 virtual const MatrixPose& WorldMatrixPose() const = 0;
Dgfx_RenderQueue.h182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp76 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateWorld()
233 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateView()
Dgfx_SkeletalModel.cpp267 void* target = m_Skeleton->WorldMatrixPose().GetMatrix(boneIdx); in SetupAnimGroup()
Dgfx_MeshRenderer.cpp538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()
/NW4C-1.3.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp215 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()