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Searched refs:Skeleton (Results 1 – 18 of 18) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_StandardSkeleton.h34 class StandardSkeleton : public Skeleton
58 Skeleton::TransformPose::TransformArray poseTransforms,
91 …size.Add(sizeof(Skeleton::TransformPose::Transform) * resource.GetBonesCount(), Skeleton::Transfor… in GetMemorySizeInternal()
92 …size.Add(sizeof(math::MTX34) * resource.GetBonesCount(), Skeleton::TransformPose::TransformArray::… in GetMemorySizeInternal()
93 …size.Add(sizeof(math::MTX34) * resource.GetBonesCount(), Skeleton::TransformPose::TransformArray::… in GetMemorySizeInternal()
95 size += sizeof(Skeleton::TransformPose::Transform) * resource.GetBonesCount(); in GetMemorySizeInternal()
99 Skeleton::GetMemorySizeForConstruct(pSize, maxCallbacks); in GetMemorySizeInternal()
181 Skeleton::TransformPose::TransformArray poseTransforms, in StandardSkeleton()
182 Skeleton::TransformPose::TransformArray poseWorldTransforms, in StandardSkeleton()
183 Skeleton::MatrixPose::MatrixArray poseWorldMatrices, in StandardSkeleton()
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Dgfx_SkeletalModel.h56 Skeleton* sharedSkeleton; //!< 共有するスケルトンです。
141 Builder& SharedSkeleton(Skeleton* sharedSkeleton) in SharedSkeleton()
223 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal()
224 Skeleton::TransformPose::TransformArray::MEMORY_ALIGNMENT); in GetMemorySizeInternal()
226 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal()
285 Skeleton* GetSkeleton() { return m_Skeleton.Get(); } in GetSkeleton()
288 const Skeleton* GetSkeleton() const { return m_Skeleton.Get(); } in GetSkeleton()
413 GfxPtr<Skeleton>& skeleton, in SkeletalModel()
449 GfxPtr<Skeleton> m_Skeleton;
Dgfx_SkeletonUpdater.h34 class Skeleton; variable
74 Skeleton* skeleton,
85 Skeleton* skeleton,
Dgfx_Skeleton.h44 class Skeleton : public SceneObject
47 NW_DISALLOW_COPY_AND_ASSIGN(Skeleton);
56 typedef ut::Signal2<void, Skeleton*, int> CalculateMatrixSignal;
413 Skeleton( in Skeleton() function
429 virtual ~Skeleton() in ~Skeleton()
Dgfx_ISkeleton.h30 typedef Skeleton ISkeleton;
Dgfx_SceneUpdateHelper.h88 Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator()
105 const Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator()
Dgfx_RenderQueue.h184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_StandardSkeleton.cpp30 NW_UT_RUNTIME_TYPEINFO_DEFINITION(StandardSkeleton, Skeleton);
38 Skeleton::TransformPose::TransformArray poseTransforms, in Create()
47Skeleton::TransformPose::TransformArray poseWorldTransforms(resource.GetBonesCount(), allocator); in Create()
48 Skeleton::MatrixPose::MatrixArray poseWorldMatrices(resource.GetBonesCount(), allocator); in Create()
49 Skeleton::MatrixPose::MatrixArray skiningMatrices(resource.GetBonesCount(), allocator); in Create()
Dgfx_SkeletonUpdater.cpp65 Skeleton* skeleton, in UpdateWorld()
74 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld()
75 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateWorld()
78 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()
219 Skeleton* skeleton, in UpdateView()
228 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateView()
229 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateView()
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Dgfx_Skeleton.cpp30 NW_UT_RUNTIME_TYPEINFO_DEFINITION(Skeleton, SceneObject);
34 Skeleton::CreateCallbacks(os::IAllocator* allocator, int maxCallbacks, bool isFixedSizeMemory) in CreateCallbacks()
Dgfx_SkeletalModel.cpp48 GfxPtr<Skeleton> skeleton; in Create()
61Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()
149 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup()
150 Skeleton::OriginalPose& originalPose = m_Skeleton->LocalOriginalPose(); in CreateSkeletalAnimGroup()
Dgfx_MeshRenderer.cpp536 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetMatrixPalette()
538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()
539 Skeleton::MatrixPose& skiningPose = skeleton->SkiningMatrixPose(); in SetMatrixPalette()
553 Skeleton::MatrixPose* pose = in SetMatrixPalette()
Dgfx_SceneUpdater.cpp188 Skeleton* skeleton = (*model)->GetSkeleton(); in UpdateSkeletalModel()
Dgfx_RenderContext.cpp338 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetModelMatrixForSkeletalModel()
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp141 class CallbackConstraint : public nw::gfx::Skeleton::CalculateMatrixSlot
152 : nw::gfx::Skeleton::CalculateMatrixSlot(allocator), in CallbackConstraint()
167 : nw::gfx::Skeleton::CalculateMatrixSlot(allocator), in CallbackConstraint()
196 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetTargetObject()
210 virtual void Invoke(nw::gfx::Skeleton* skeleton, int boneIdx) in Invoke()
217 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
232 nw::gfx::Skeleton* m_Skeleton;
280 virtual void Invoke(nw::gfx::Skeleton* skeleton, int boneIdx) in Invoke()
287 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()
823 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmModel.cpp424 nw::gfx::Skeleton* pSkeleton = pParentSkeletalModel->GetSkeleton(); in updateConstrain()
427 nw::gfx::Skeleton::TransformPose& transformPose = pSkeleton->WorldTransformPose(); in updateConstrain()
432 …nw::gfx::Skeleton::TransformPose::Transform* transForm = transformPose.GetTransform( m_CostrainId … in updateConstrain()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResModel.h219 NW_RES_FIELD_CLASS_DECL( ResSkeleton, Skeleton ) // GetSkeleton()
/NW4C-2.0.3/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp341 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in BuildResources()