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Searched refs:model (Results 1 – 25 of 59) sorted by relevance

123

/NW4C-1.3.3/include/nw/gfx/
Dgfx_RenderQueue.h81 IsCalculatingOnlyLayer1Functor(Model* model, ResMesh mesh) in IsCalculatingOnlyLayer1Functor()
84 model->GetRenderLayerId(mesh) == ResMaterial::TRANSLUCENCY_KIND_LAYER1; in IsCalculatingOnlyLayer1Functor()
105 AlwaysCalculatingFunctor(Model* model, ResMesh mesh) in AlwaysCalculatingFunctor()
106 { NW_UNUSED_VARIABLE(model); NW_UNUSED_VARIABLE(mesh); } in AlwaysCalculatingFunctor()
124 CalculateDepthFunctor(ModelType* model) in CalculateDepthFunctor()
125 : model(model) in CalculateDepthFunctor()
127 NW_NULL_ASSERT(model); in CalculateDepthFunctor()
128 this->resModel = model->GetResModel(); in CalculateDepthFunctor()
141 shape.GetCenterPosition(), model->WorldMatrix(), camera); in operator()
149 ModelType* model; member
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Dgfx_SceneUpdateHelper.h79 void operator() (Model* model) in operator()
82 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in operator()
91 if (!m_IsVisibleModel->IsVisible(model)) { return; } in operator()
108model->UpdateModelViewMatrixAndNormalMatrix(this->m_Camera->ViewMatrix(), isModelCoordinate); in operator()
110 u8 meshLayerId = m_LayerId | model->GetLayerId(); in operator()
121 model->UpdateModelViewMatrixAndNormalMatrix(this->m_Camera->ViewMatrix(), false); in operator()
124 ut::IsTypeOf<ParticleModel>(model) in operator()
127 meshLayerId |= model->GetLayerId(); in operator()
130 gfx::ResMeshArray meshs = model->GetResMeshes(); in operator()
134 EnqueueModelMesh(this->m_RenderQueue, model, meshLayerId, *this->m_Camera)); in operator()
Dgfx_MeshRenderer.h87 void RenderMesh(ResMesh mesh, Model* model);
107 Model* model,
118 Model* model,
Dgfx_RenderElement.h283 BasicRenderElement(ResMesh mesh, Model* model) in BasicRenderElement() argument
284 : m_Key(0), m_Mesh(mesh), m_Model(model) in BasicRenderElement()
443 const Model* model = renderElement.GetModel(); in CreateRenderKey() local
445 if (mesh.IsValid() && model) in CreateRenderKey()
447 const Material* material = model->GetMaterial(mesh.GetMaterialIndex()); in CreateRenderKey()
539 const Model* model = renderElement.GetModel(); in CreateRenderKey() local
541 if (mesh.IsValid() && model) in CreateRenderKey()
543 const Material* material = model->GetMaterial(mesh.GetMaterialIndex()); in CreateRenderKey()
638 const Model* model = renderElement.GetModel(); in CreateRenderKey() local
640 if (mesh.IsValid() && model) in CreateRenderKey()
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Dgfx_ParticleCollection.h349 ParticleModel* model = static_cast<ParticleModel*>(m_ParticleSet->GetParent()); in KillParticles() local
350 NW_NULL_ASSERT(model); in KillParticles()
351 ParticleTime time = model->ParticleAnimFrameController().GetFrame(); in KillParticles()
406 ParticleModel* model = static_cast<ParticleModel*>(m_ParticleSet->GetParent()); in KillParticle() local
407 NW_NULL_ASSERT(model); in KillParticle()
408 ParticleTime time = model->ParticleAnimFrameController().GetFrame(); in KillParticle()
Dgfx_ISceneUpdater.h63 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument
65 NW_UNUSED_VARIABLE(model); in IsVisible()
Dgfx_SceneTraverser.h69 virtual void VisitModel(Model* model);
70 virtual void VisitSkeletalModel(SkeletalModel* model);
Dgfx_ParticleSet.h331 ParticleModel* model = static_cast<ParticleModel*>(this->GetParent()); in WorldMatrix() local
332 return model->WorldMatrix(); in WorldMatrix()
345 ParticleModel* model = static_cast<ParticleModel*>(this->GetParent()); in InverseWorldMatrix() local
346 return model->InverseWorldMatrix(); in InverseWorldMatrix()
Dgfx_Model.h171 bool IsVisible(const nw::gfx::Model* model) in IsVisible()
173 return model->IsVisible() && model->IsEnabledResults(SceneNode::FLAG_IS_VISIBLE); in IsVisible()
269 ResModel model = this->GetResModel(); in GetResMeshes() local
270 NW_ASSERT(model.IsValid()); in GetResMeshes()
271 return model.GetMeshes(); in GetResMeshes()
289 ResModel model = this->GetResModel(); in GetResMeshNodeVisibilities() local
290 NW_ASSERT(model.IsValid()); in GetResMeshNodeVisibilities()
291 return model.GetMeshNodeVisibilities(idx); in GetResMeshNodeVisibilities()
Dgfx_SceneInitializer.h90 virtual void VisitModel(Model* model);
91 virtual void VisitSkeletalModel(SkeletalModel* model);
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_SceneTraverser.cpp89 void SceneTraverser::VisitModel(Model* model) in VisitModel() argument
92 this->m_SceneContext->PushSceneNode(model); in VisitModel()
93 this->m_SceneContext->PushModel(model); in VisitModel()
94 this->m_SceneContext->PushAnimatableNode(model); in VisitModel()
98 void SceneTraverser::VisitSkeletalModel(SkeletalModel* model) in VisitSkeletalModel() argument
101 this->m_SceneContext->PushSceneNode(model); in VisitSkeletalModel()
102 this->m_SceneContext->PushModel(model); in VisitSkeletalModel()
103 this->m_SceneContext->PushSkeletalModel(model); in VisitSkeletalModel()
104 this->m_SceneContext->PushAnimatableNode(model); in VisitSkeletalModel()
195 void SceneTraverser::VisitParticleModel(ParticleModel* model) in VisitParticleModel() argument
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Dgfx_SceneInitializer.cpp60 void SceneInitializer::VisitModel(Model* model) in VisitModel() argument
64 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitModel()
65 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitModel()
75 void SceneInitializer::VisitSkeletalModel(SkeletalModel* model) in VisitSkeletalModel() argument
79 nw::gfx::MaterialArray::iterator materialEnd = model->GetMaterials().second; in VisitSkeletalModel()
80 for (nw::gfx::MaterialArray::iterator material = model->GetMaterials().first; in VisitSkeletalModel()
Dgfx_MeshRenderer.cpp90 MeshRenderer::RenderMesh(ResMesh mesh, Model* model) in RenderMesh() argument
95 ResShape shape = model->GetResModel().GetShapes(mesh.GetShapeIndex()); in RenderMesh()
101 m_RenderContext->SetMaterial(model->GetMaterial(mesh.GetMaterialIndex())); in RenderMesh()
109 model, in RenderMesh()
118 ParticleModel* particleModel = static_cast<ParticleModel*>(model); in RenderMesh()
127 m_RenderContext->SetMaterial(model->GetMaterial(mesh.GetMaterialIndex())); in RenderMesh()
133 model, in RenderMesh()
148 Model* model, in RenderSeparateDataShape() argument
158 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in RenderSeparateDataShape()
160 if (m_RenderContext->GetModelCache() != model) in RenderSeparateDataShape()
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Dgfx_ParticleSceneUpdater.cpp72 ParticleModel* model = *i++; in UpdateNode() local
73 NW_NULL_ASSERT(model); in UpdateNode()
75 model->UpdateParticleFrame(); in UpdateNode()
Dgfx_SceneUpdater.cpp181 …for (SkeletalModelArray::iterator model = sceneContext->GetSkeletalModelsBegin(); model != end; ++ in UpdateSkeletalModel() local
184 if ((*model)->GetFullBakedAnimEnabled()) { continue; } in UpdateSkeletalModel()
186 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
/NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp567 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in UpdateNodes() local
569 UpdateNode(*model); in UpdateNodes()
572 if ((*model)->GetFullBakedAnimEnabled()) { continue; } in UpdateNodes()
575 if ((*model)->GetSkeleton()->IsUpdated()) { continue; } in UpdateNodes()
578 s_SkeletonUpdater->UpdateWorld((*model)->GetSkeleton(), *s_WorldMatrixUpdater); in UpdateNodes()
581 (*model)->GetSkeleton()->SetUpdated(true); in UpdateNodes()
592 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in EvaluateSkeletalAnim() local
594 …(*model)->GetAnimBinding()->Evaluate(nw::anim::ResGraphicsAnimGroup::EVALUATION_BEFORE_WORLD_UPDAT… in EvaluateSkeletalAnim()
595 …(*model)->GetAnimBinding()->Evaluate(nw::anim::ResGraphicsAnimGroup::EVALUATION_AFTER_SCENE_CULLIN… in EvaluateSkeletalAnim()
606 …for (SkeletalModelArray::iterator model = s_SkeletalModels.begin(); model != skeletalModelEnd; ++m… in UpdateFrame() local
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/NW4C-1.3.3/include/nw/gfx/res/
Dgfx_ResGraphicsFile.h499 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachModel() local
500 model != end; ++model) in ForeachModel()
502 function(*model); in ForeachModel()
529 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachMaterial() local
530 model != end; ++model) in ForeachMaterial()
532 ResMaterialArray::iterator materialEnd = (*model).GetMaterials().end(); in ForeachMaterial()
533 for (ResMaterialArray::iterator material = (*model).GetMaterials().begin(); in ForeachMaterial()
565 for (ResModelArray::iterator model = this->GetModels().begin(); in ForeachModelMaterial() local
566 model != end; ++model) in ForeachModelMaterial()
568 ResMaterialArray::iterator materialEnd = (*model).GetMaterials().end(); in ForeachModelMaterial()
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/NW4C-1.3.3/include/nw/demo/
Ddemo_Particle.h173 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in SetStepFrame() local
174 model->ParticleAnimFrameController().SetStepFrame(stepFrame); in SetStepFrame()
194 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in SetFrame() local
195 model->ParticleAnimFrameController().SetFrame(frame); in SetFrame()
246 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in Reset() local
247 model->ForeachParticleSet(nw::gfx::ParticleSetsClear()); in Reset()
248 model->ParticleAnimFrameController().SetFrame(0.f); in Reset()
279 nw::gfx::ParticleModel* model = this->GetParticleModel(i); in GetParticleSize() local
280 for (u32 j = 0; j < model->GetParticleSetsCount(); ++j ) in GetParticleSize()
282 nw::gfx::ParticleSet* particleSet = model->GetParticleSets(j); in GetParticleSize()
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/NW4C-1.3.3/demos/gfx/DynamicMaterialDemo/sources/
DDynamicMaterialDemo.cpp48 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument
50 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), MATERIAL_DEFAULT); in IsVisible()
58 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument
60 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), MATERIAL_CHANGE); in IsVisible()
321 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources() local
322 NW_NULL_ASSERT(model); in BuildResources()
324 if (::std::strcmp(model->GetName(), "Edge") == 0) in BuildResources()
326 model->SetVisible(false); in BuildResources()
327 s_EdgeMaterial = model->GetMaterial(0); in BuildResources()
329 else if(::std::strcmp(model->GetName(), "LutTorus") == 0) in BuildResources()
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/NW4C-1.3.3/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp521 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in UpdateNodes() local
523 UpdateNode(*model); in UpdateNodes()
564 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in SubmitView() local
566 if (!(*model)->IsVisible()) in SubmitView()
571 (*model)->UpdateModelViewMatrixAndNormalMatrix(s_BaseCamera->ViewMatrix(), false); in SubmitView()
593 for (ModelArray::iterator model = s_Models.begin(); model != modelEnd; ++model) in RenderScene() local
595 if ((*model)->IsVisible()) in RenderScene()
597 nw::gfx::ResMeshArray resMeshes = (*model)->GetResMeshes(); in RenderScene()
604 if ((*model)->IsMeshVisible(*mesh)) in RenderScene()
606 s_MeshRenderer->RenderMesh(*mesh, *model); in RenderScene()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DSmModel.cpp214 SmModel* model = new SmModel(); in Duplicate() local
230 model->m_SkeletalModel = skeletalModel; in Duplicate()
231 model->m_Duplicated = true; in Duplicate()
232 model->m_pSceneNode = static_cast<nw::gfx::SceneNode*>(model->m_SkeletalModel); in Duplicate()
234 model->SetLayerId( this->GetLayerId() ); in Duplicate()
238 model->m_AnimEvaluatorArray.CopyFrom( m_AnimEvaluatorArray ); in Duplicate()
240 return model; in Duplicate()
DSmSceneCtrl.cpp45 nw::gfx::Model* model = element.GetModel(); in operator ()() local
46 model->PreRenderSignal()(model, mesh, m_RenderContext); in operator ()()
47 m_MeshRenderer->RenderMesh(mesh, model); in operator ()()
48 model->PostRenderSignal()(model, mesh, m_RenderContext); in operator ()()
/NW4C-1.3.3/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp267 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim() argument
269 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim()
275 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim()
328 model->SetSkeletalAnimObject(blender); in InitializeSkeletalAnim()
340 InitializeMaterialAnim(nw::gfx::Model* model) in InitializeMaterialAnim() argument
342 nw::gfx::AnimGroup* animGroup = model->GetMaterialAnimGroup(); in InitializeMaterialAnim()
393 model->SetMaterialAnimObject(blender); in InitializeMaterialAnim()
403 UpdateBlender(nw::gfx::SkeletalModel* model) in UpdateBlender() argument
407 if (model == NULL) in UpdateBlender()
413 nw::gfx::AnimObject* skeletalAnimObject = model->GetSkeletalAnimObject(); in UpdateBlender()
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/NW4C-1.3.3/sources/libraries/demo/
Ddemo_Utility.cpp487 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in GetAnimGroup() local
488 NW_ASSERT(model); in GetAnimGroup()
489 animGroup = model->GetMaterialAnimGroup(); in GetAnimGroup()
494 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in GetAnimGroup() local
495 NW_ASSERT(model); in GetAnimGroup()
496 animGroup = model->GetVisibilityAnimGroup(); in GetAnimGroup()
585 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in BindAnimationObject() local
586 NW_ASSERT(model); in BindAnimationObject()
587 model->SetMaterialAnimObject(animObject); in BindAnimationObject()
592 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(object); in BindAnimationObject() local
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/NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp48 virtual bool IsVisible(const nw::gfx::Model* model) in IsVisible() argument
50 return nw::ut::CheckFlag(model->GetUserParameter<u32>(), SHADOW_CASTER); in IsVisible()
483 InitializeSkeletalAnim(nw::gfx::SkeletalModel* model) in InitializeSkeletalAnim() argument
485 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim()
491 nw::gfx::ResSkeletalModel resModel = model->GetResSkeletalModel(); in InitializeSkeletalAnim()
511 model->SetSkeletalAnimObject(evaluator); in InitializeSkeletalAnim()
676 nw::gfx::Model* model = nw::ut::DynamicCast<nw::gfx::Model*>(node); in BuildResources() local
677 NW_ASSERT(model->GetMaterialCount() != 0); in BuildResources()
679 nw::gfx::Material* material = model->GetMaterial(0); in BuildResources()
971 nw::gfx::Model* model = element.GetModel(); in operator ()() local
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