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Searched refs:animGroup (Results 1 – 24 of 24) sorted by relevance

/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_SkeletalModel.cpp160 AnimGroup* animGroup = AnimGroup::Builder() in CreateSkeletalAnimGroup() local
166 if (animGroup == NULL) in CreateSkeletalAnimGroup()
173 const int animMemberCount = animGroup->GetMemberCount(); in CreateSkeletalAnimGroup()
177 animGroup->GetResAnimGroupMember(memberIdx); in CreateSkeletalAnimGroup()
183 animGroup->SetTargetObjectIndex(memberIdx, boneIdx); in CreateSkeletalAnimGroup()
184 animGroup->SetOriginalValue(memberIdx, originalPose.GetTransform(boneIdx)); in CreateSkeletalAnimGroup()
187 animGroup->SetTargetObject(memberIdx, object); in CreateSkeletalAnimGroup()
191 animBinding->SetAnimGroup(animGroupIdx, animGroup); in CreateSkeletalAnimGroup()
192 m_SkeletalAnimGroup = animGroup; in CreateSkeletalAnimGroup()
195 SetupAnimGroup(animGroup, m_FullBakedAnimEnabled); in CreateSkeletalAnimGroup()
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Dgfx_AnimObject.cpp262 BaseAnimEvaluator::TryBind(AnimGroup* animGroup) in TryBind() argument
264 NW_NULL_ASSERT(animGroup); in TryBind()
265 NW_ASSERT(std::strcmp(m_AnimData.GetTargetAnimGroupName(), animGroup->GetName()) == 0); in TryBind()
268 const int memberCount = animGroup->GetMemberCount(); in TryBind()
278 NW_ASSERTMSG(animGroup->GetFullBakedAnimEnabled() == m_AnimData.IsFullBakedAnim(), in TryBind()
291 const int bindTargetIdx = animGroup->GetResAnimGroupMemberIndex(member.GetPath()); in TryBind()
306 animGroup->GetResAnimGroupMember(bindTargetIdx); in TryBind()
310 m_AnimGroup = animGroup; in TryBind()
930 AnimGroup* animGroup = m_AnimGroups[animGroupIdx]; in Evaluate() local
933 … if (animGroup == NULL || animGroup->GetResGraphicsAnimGroup().GetEvaluationTiming() != timing) in Evaluate()
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Dgfx_Model.cpp110 Model::BindMaterialAnim(AnimGroup* animGroup) in BindMaterialAnim() argument
112 const int animMemberCount = animGroup->GetMemberCount(); in BindMaterialAnim()
116 animGroup->GetResAnimGroupMember(memberIdx); in BindMaterialAnim()
121 animGroup->SetTargetObjectIndex(memberIdx, matIdx); in BindMaterialAnim()
122animGroup->SetTargetPtr(memberIdx, GetMaterialAnimTargetPtr(pMat, resAnimGroupMember, false)); in BindMaterialAnim()
126 animGroup->SetTargetObject(memberIdx, object); in BindMaterialAnim()
132 animGroup->SetOriginalValue( in BindMaterialAnim()
140 Model::BindVisibilityAnim(AnimGroup* animGroup) in BindVisibilityAnim() argument
144 const int animMemberCount = animGroup->GetMemberCount(); in BindVisibilityAnim()
148 animGroup->GetResAnimGroupMember(memberIdx); in BindVisibilityAnim()
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Dgfx_Fog.cpp433 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local
439 if (animGroup == NULL) in CreateAnimGroup()
446 BindAnim(animGroup); in CreateAnimGroup()
448 animBinding->SetAnimGroup(0, animGroup); in CreateAnimGroup()
449 m_AnimGroup = animGroup; in CreateAnimGroup()
472 Fog::BindAnim(AnimGroup* animGroup) in BindAnim() argument
476 const int animMemberCount = animGroup->GetMemberCount(); in BindAnim()
480 animGroup->GetResAnimGroupMember(memberIdx); in BindAnim()
487 animGroup->SetTargetObject(memberIdx, object); in BindAnim()
491 animGroup->SetTargetPtr(memberIdx, target); in BindAnim()
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Dgfx_Light.cpp60 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local
66 if (animGroup == NULL) in CreateAnimGroup()
73 m_AnimGroup = animGroup; in CreateAnimGroup()
Dgfx_TransformAnim.cpp738 void TransformAnimEvaluator::ResetNoAnimMember(AnimGroup* animGroup, anim::ResAnim animData) in ResetNoAnimMember() argument
742 for (int memberIdx = 0; memberIdx < animGroup->GetMemberCount(); ++memberIdx) in ResetNoAnimMember()
769 static_cast<CalculatedTransform*>(animGroup->GetTargetPtr(memberIdx)); in ResetNoAnimMember()
772 static_cast<const math::Transform3*>(animGroup->GetOriginalValue(memberIdx)); in ResetNoAnimMember()
893 TransformAnimEvaluator::TryBind(AnimGroup* animGroup) in TryBind() argument
898 result = BaseAnimEvaluator::TryBind(animGroup); in TryBind()
904 ResetNoAnimMember(animGroup, m_AnimData); in TryBind()
905 m_AnimGroup = animGroup; in TryBind()
Dgfx_Camera.cpp98 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local
104 if (animGroup == NULL) in CreateAnimGroup()
111 m_AnimGroup = animGroup; in CreateAnimGroup()
/NW4C-1.3.3/include/nw/gfx/
Dgfx_AnimObject.h105 typedef bool (*PreEvaluateCallback)(AnimGroup* animGroup, int targetObjIdx);
172 AnimGroup* animGroup = new(buf) AnimGroup(m_ResAnimGroup, m_SceneNode, allocator); in Create() local
174 Result result = animGroup->Initialize(m_UseOriginalValue); in Create()
178 return animGroup; in Create()
182 SafeDestroy(animGroup); in Create()
411 bool Bind(AnimGroup* animGroup) in Bind() argument
413 return TryBind(animGroup).IsSuccess(); in Bind()
426 virtual Result TryBind(AnimGroup* animGroup) = 0;
688 void SetAnimGroup(int groupIdx, AnimGroup* animGroup) in SetAnimGroup() argument
691 m_AnimGroups[groupIdx] = animGroup; in SetAnimGroup()
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Dgfx_Fog.h323 void BindAnim(AnimGroup* animGroup);
Dgfx_SkeletalModel.h445 void SetupAnimGroup(AnimGroup* animGroup, bool fullBakedAnimEnabled) const;
Dgfx_TransformAnim.h640 virtual Result TryBind(AnimGroup* animGroup);
849 void ResetNoAnimMember(AnimGroup* animGroup, anim::ResAnim animData);
Dgfx_Model.h763 void BindMaterialAnim(AnimGroup* animGroup);
766 void BindVisibilityAnim(AnimGroup* animGroup);
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp282 nw::gfx::AnimGroup* animGroup = pGfxModel->GetMaterialAnimGroup(); in CreateModel() local
283 if ( !animGroup ) goto _setup_end; in CreateModel()
284 int maxMembers = animGroup->GetMemberCount(); in CreateModel()
293 bool bindResult = matAnimEvaluator->Bind( animGroup ); in CreateModel()
497 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment() local
498 if (animGroup) in CreateSceneEnvironment()
500 int maxMembers = animGroup->GetMemberCount(); in CreateSceneEnvironment()
509 bool bindResult = lightAnimEvaluator->Bind( animGroup ); in CreateSceneEnvironment()
612 nw::gfx::AnimGroup* animGroup = m_ResCamera->GetAnimGroup(); in CreateCamera() local
613 if (animGroup == NULL) // アニメーション用のアニメーショングループがありません。 in CreateCamera()
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DSmModel.cpp270 nw::gfx::AnimGroup* animGroup = m_SkeletalModel->GetSkeletalAnimGroup(); in SetAnimEvaluatorNo() local
271 if (animGroup == NULL){ NW_FATAL_ERROR("Dont have AnimGroup");; } in SetAnimEvaluatorNo()
275 bool bindResult = m_AnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo()
365 nw::gfx::AnimGroup* animGroup = m_Model->GetMaterialAnimGroup(); in SetMaterialAnim() local
366 if ( !animGroup ) return false; in SetMaterialAnim()
368 bool bindResult = animEvaluator->Bind( animGroup ); in SetMaterialAnim()
DSmCamera.cpp229 nw::gfx::AnimGroup* animGroup = m_Camera->GetAnimGroup(); in SetAnimEvaluatorNo() local
231 if (animGroup == NULL){ NW_DEV_LOG("SmCamera:Dont have AnimGroup"); } in SetAnimEvaluatorNo()
235 bool bindResult = m_CameraAnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo()
/NW4C-1.3.3/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp269 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
270 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
291 evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
304 evaluator1->Bind(animGroup); in InitializeSkeletalAnim()
318 blender->Bind(animGroup); in InitializeSkeletalAnim()
342 nw::gfx::AnimGroup* animGroup = model->GetMaterialAnimGroup(); in InitializeMaterialAnim() local
344 if (animGroup == NULL) // アニメーション用のアニメーショングループがありません。 in InitializeMaterialAnim()
349 int maxMembers = animGroup->GetMemberCount(); in InitializeMaterialAnim()
361 evaluator0->Bind(animGroup); in InitializeMaterialAnim()
374 evaluator1->Bind(animGroup); in InitializeMaterialAnim()
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/NW4C-1.3.3/sources/libraries/demo/
Ddemo_Utility.cpp474 nw::gfx::AnimGroup* animGroup = NULL; in GetAnimGroup() local
482 animGroup = skeletalModel->GetSkeletalAnimGroup(); in GetAnimGroup()
489 animGroup = model->GetMaterialAnimGroup(); in GetAnimGroup()
496 animGroup = model->GetVisibilityAnimGroup(); in GetAnimGroup()
503 animGroup = camera->GetAnimGroup(); in GetAnimGroup()
510 animGroup = light->GetAnimGroup(); in GetAnimGroup()
517 return animGroup; in GetAnimGroup()
563 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimationObject() local
564 if (!animGroup) in BindAnimationObject()
569 if (animObject->TryBind( animGroup ).IsFailure()) in BindAnimationObject()
/NW4C-1.3.3/include/nw/demo/
Ddemo_Utility.h498 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimation() local
499 if (!animGroup) in BindAnimation()
511 .MaxMembers(animGroup->GetMemberCount()) in BindAnimation()
520 .MaxMembers(animGroup->GetMemberCount()) in BindAnimation()
583 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimationBlender() local
584 if (!animGroup) in BindAnimationBlender()
/NW4C-1.3.3/demos/gfx/PartialAnimationDemo/sources/
DPartialAnimationDemo.cpp218 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
219 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
240 evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
254 evaluator1->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/AnimationDemo/sources/
DAnimationDemo.cpp233 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
234 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
262 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/AnimationChangeDemo/sources/
DAnimationChangeDemo.cpp227 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
228 if (animGroup == NULL) in InitializeSkeletalAnim()
259 bool bindResult = evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp234 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
235 NW_NULL_ASSERT(animGroup); in InitializeSkeletalAnim()
249 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp485 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
486 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
507 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp492 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
493 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
514 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()