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

/NW4C-2.0.3/include/nw/gfx/
Dgfx_StandardSkeleton.h136 virtual MatrixPose& WorldMatrixPose() { return m_WorldMatrixPose; } in WorldMatrixPose()
142 virtual const MatrixPose& WorldMatrixPose() const { return m_WorldMatrixPose; } in WorldMatrixPose()
148 virtual MatrixPose& SkiningMatrixPose() { return m_SkiningMatrixPose; } in SkiningMatrixPose()
154 virtual const MatrixPose& SkiningMatrixPose() const { return m_SkiningMatrixPose; } in SkiningMatrixPose()
183 Skeleton::MatrixPose::MatrixArray poseWorldMatrices, in StandardSkeleton()
184 Skeleton::MatrixPose::MatrixArray skiningMatrices) in StandardSkeleton()
203 MatrixPose m_WorldMatrixPose;
204 MatrixPose m_SkiningMatrixPose;
Dgfx_Skeleton.h137 class MatrixPose
140 NW_DISALLOW_COPY_AND_ASSIGN(MatrixPose);
151 MatrixPose() {} in MatrixPose() function
154 explicit MatrixPose(MatrixArray& matrices) : m_Matrices(matrices) {} in MatrixPose() function
347 virtual MatrixPose& WorldMatrixPose() = 0;
353 virtual const MatrixPose& WorldMatrixPose() const = 0;
359 virtual MatrixPose& SkiningMatrixPose() = 0;
365 virtual const MatrixPose& SkiningMatrixPose() const = 0;
Dgfx_RenderQueue.h184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp78 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateWorld()
83 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()
128 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()
172 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()
235 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateView()
236 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateView()
Dgfx_StandardSkeleton.cpp48 Skeleton::MatrixPose::MatrixArray poseWorldMatrices(resource.GetBonesCount(), allocator); in Create()
49 Skeleton::MatrixPose::MatrixArray skiningMatrices(resource.GetBonesCount(), allocator); in Create()
Dgfx_MeshRenderer.cpp538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()
539 Skeleton::MatrixPose& skiningPose = skeleton->SkiningMatrixPose(); in SetMatrixPalette()
553 Skeleton::MatrixPose* pose = in SetMatrixPalette()
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp217 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
287 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
823 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight()