| /NW4C-1.3.3/sources/libraries/gfx/ |
| D | gfx_SkeletonUpdater.cpp | 69 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateWorld() local 70 NW_ASSERT(resSkeleton.IsValid()); in UpdateWorld() 71 …bool isModelCoordinate = ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDIN… in UpdateWorld() 77 …ScalingRule scalingRule = static_cast<WorldMatrixUpdater::ScalingRule>(resSkeleton.GetScalingRule(… in UpdateWorld() 88 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld() 133 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld() 177 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld() 224 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateView() local 225 NW_ASSERT(resSkeleton.IsValid()); in UpdateView() 243 ResBone bone = resSkeleton.GetBones(index); in UpdateView() [all …]
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| D | gfx_SkeletalModel.cpp | 57 ResSkeleton resSkeleton = resModel.GetSkeleton(); in Create() local 58 NW_ASSERT(resSkeleton.IsValid()); in Create() 59 … Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create() 60 ResBoneArray bones = resSkeleton.GetBones(); in Create() 68 resSkeleton, in Create() 146 ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateSkeletalAnimGroup() local 180 ResBone bone = resSkeleton.GetBones(resAnimGroupMember.GetPath()); in CreateSkeletalAnimGroup()
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| D | gfx_MeshRenderer.cpp | 537 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetMatrixPalette() local 543 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in SetMatrixPalette() 551 ResBone bone = resSkeleton.GetBones(boneIndex); in SetMatrixPalette()
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| D | gfx_RenderContext.cpp | 338 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetModelMatrixForSkeletalModel() local 339 NW_ASSERT(resSkeleton.IsValid()); in SetModelMatrixForSkeletalModel() 340 if (ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE)) in SetModelMatrixForSkeletalModel()
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| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_SkeletalModel.h | 217 ResSkeleton resSkeleton = resModel.GetSkeleton(); in GetMemorySizeInternal() local 221 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal() 224 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal() 228 resSkeleton, in GetMemorySizeInternal()
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| D | gfx_SceneUpdateHelper.h | 104 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in operator() local 107 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in operator()
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| /NW4C-1.3.3/demos/gfx/PartialAnimationDemo/sources/ |
| D | PartialAnimationDemo.cpp | 225 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 226 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 228 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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| /NW4C-1.3.3/demos/gfx/AnimationDemo/sources/ |
| D | AnimationDemo.cpp | 240 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 241 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 251 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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| /NW4C-1.3.3/demos/gfx/AnimationChangeDemo/sources/ |
| D | AnimationChangeDemo.cpp | 234 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 235 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 237 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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| /NW4C-1.3.3/demos/gfx/AnimationBlendDemo/sources/ |
| D | AnimationBlendDemo.cpp | 276 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 277 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 279 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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| /NW4C-1.3.3/demos/gfx/MultiInstanceDemo/sources/ |
| D | MultiInstanceDemo.cpp | 238 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 239 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 241 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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| /NW4C-1.3.3/include/nw/demo/ |
| D | demo_Utility.h | 533 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation() local 535 resSkeleton.GetFlags(), in BindAnimation()
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| /NW4C-1.3.3/demos/gfx/SceneTreeDemo/sources/ |
| D | SceneTreeDemo.cpp | 342 nw::gfx::ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in BuildResources() local 343 NW_ASSERT(resSkeleton.IsValid()); in BuildResources()
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| /NW4C-1.3.3/demos/Nw4cDemo/sources/ |
| D | GfxCtrl.cpp | 244 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateModel() local 245 int maxBones = resSkeleton.GetBonesCount(); in CreateModel()
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| /NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 492 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 493 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 495 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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| /NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 664 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView() local 666 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
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| /NW4C-1.3.3/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 499 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local 500 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim() 502 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
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