Searched refs:TransformPose (Results 1 – 7 of 7) sorted by relevance
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()112 virtual TransformPose& LocalTransformPose() { return m_Pose; } in LocalTransformPose()118 virtual const TransformPose& LocalTransformPose() const { return m_Pose; } in LocalTransformPose()124 virtual TransformPose& WorldTransformPose() { return m_WorldTransformPose; } in WorldTransformPose()130 virtual const TransformPose& WorldTransformPose() const { return m_WorldTransformPose; } in WorldTransformPose()181 Skeleton::TransformPose::TransformArray poseTransforms, in StandardSkeleton()[all …]
62 class TransformPose65 NW_DISALLOW_COPY_AND_ASSIGN(TransformPose);78 TransformPose() {} in TransformPose() function81 explicit TransformPose(TransformArray& transforms) : m_Transforms(transforms) {} in TransformPose() function323 virtual TransformPose& LocalTransformPose() = 0;329 virtual const TransformPose& LocalTransformPose() const = 0;335 virtual TransformPose& WorldTransformPose() = 0;341 virtual const TransformPose& WorldTransformPose() const = 0;
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()
38 Skeleton::TransformPose::TransformArray poseTransforms, in Create()47 … Skeleton::TransformPose::TransformArray poseWorldTransforms(resource.GetBonesCount(), allocator); in Create()
74 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld()75 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateWorld()228 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateView()229 Skeleton::TransformPose& worldPose = skeleton->WorldTransformPose(); in UpdateView()
61 … Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()149 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup()
427 nw::gfx::Skeleton::TransformPose& transformPose = pSkeleton->WorldTransformPose(); in updateConstrain()432 …nw::gfx::Skeleton::TransformPose::Transform* transForm = transformPose.GetTransform( m_CostrainId … in updateConstrain()