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Searched refs:animGroup (Results 1 – 25 of 31) sorted by relevance

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/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_AnimBinding.cpp35 AnimGroup* animGroup = m_AnimGroups[animGroupIdx]; in Evaluate() local
38 … if (animGroup == NULL || animGroup->GetResGraphicsAnimGroup().GetEvaluationTiming() != timing) in Evaluate()
57 EvaluateSimple(animGroup, static_cast<AnimEvaluator*>(animObj)); in Evaluate()
61 EvaluateTransformSimple(animGroup, static_cast<TransformAnimEvaluator*>(animObj)); in Evaluate()
66 EvaluateBlender(animGroup, animObj); in Evaluate()
73 void AnimBinding::EvaluateSimple(AnimGroup* animGroup, AnimEvaluator* evaluator) in EvaluateSimple() argument
75 …NW_ASSERT(!(animGroup->GetResAnimGroup().GetFlags() & anim::ResAnimGroup::FLAG_IS_CALCULATED_TRANS… in EvaluateSimple()
88 EvaluateMember(animGroup, memberIdx, evaluator, lastTargetObjIdx, targetObjSkipFlag); in EvaluateSimple()
93 void AnimBinding::EvaluateTransformSimple(AnimGroup* animGroup, TransformAnimEvaluator* evaluator) in EvaluateTransformSimple() argument
95 …NW_ASSERT(animGroup->GetResAnimGroup().GetFlags() & anim::ResAnimGroup::FLAG_IS_CALCULATED_TRANSFO… in EvaluateTransformSimple()
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Dgfx_SkeletalModel.cpp162 AnimGroup* animGroup = AnimGroup::Builder() in CreateSkeletalAnimGroup() local
168 if (animGroup == NULL) in CreateSkeletalAnimGroup()
175 const int animMemberCount = animGroup->GetMemberCount(); in CreateSkeletalAnimGroup()
179 animGroup->GetResAnimGroupMember(memberIdx); in CreateSkeletalAnimGroup()
185 animGroup->SetTargetObjectIndex(memberIdx, boneIdx); in CreateSkeletalAnimGroup()
186 animGroup->SetOriginalValue(memberIdx, originalPose.GetTransform(boneIdx)); in CreateSkeletalAnimGroup()
189 animGroup->SetTargetObject(memberIdx, object); in CreateSkeletalAnimGroup()
193 animBinding->SetAnimGroup(animGroupIdx, animGroup); in CreateSkeletalAnimGroup()
194 m_SkeletalAnimGroup = animGroup; in CreateSkeletalAnimGroup()
197 SetupAnimGroup(animGroup, m_FullBakedAnimEnabled); in CreateSkeletalAnimGroup()
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Dgfx_Model.cpp112 Model::BindMaterialAnim(AnimGroup* animGroup) in BindMaterialAnim() argument
114 const int animMemberCount = animGroup->GetMemberCount(); in BindMaterialAnim()
118 animGroup->GetResAnimGroupMember(memberIdx); in BindMaterialAnim()
123 animGroup->SetTargetObjectIndex(memberIdx, matIdx); in BindMaterialAnim()
124animGroup->SetTargetPtr(memberIdx, GetMaterialAnimTargetPtr(pMat, resAnimGroupMember, false)); in BindMaterialAnim()
128 animGroup->SetTargetObject(memberIdx, object); in BindMaterialAnim()
134 animGroup->SetOriginalValue( in BindMaterialAnim()
142 Model::BindVisibilityAnim(AnimGroup* animGroup) in BindVisibilityAnim() argument
146 const int animMemberCount = animGroup->GetMemberCount(); in BindVisibilityAnim()
150 animGroup->GetResAnimGroupMember(memberIdx); in BindVisibilityAnim()
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Dgfx_Fog.cpp435 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local
441 if (animGroup == NULL) in CreateAnimGroup()
448 BindAnim(animGroup); in CreateAnimGroup()
450 animBinding->SetAnimGroup(0, animGroup); in CreateAnimGroup()
451 m_AnimGroup = animGroup; in CreateAnimGroup()
474 Fog::BindAnim(AnimGroup* animGroup) in BindAnim() argument
478 const int animMemberCount = animGroup->GetMemberCount(); in BindAnim()
482 animGroup->GetResAnimGroupMember(memberIdx); in BindAnim()
489 animGroup->SetTargetObject(memberIdx, object); in BindAnim()
493 animGroup->SetTargetPtr(memberIdx, target); in BindAnim()
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Dgfx_TransformAnimEvaluator.cpp305 void TransformAnimEvaluator::ResetNoAnimMember(AnimGroup* animGroup, anim::ResAnim animData) in ResetNoAnimMember() argument
309 for (int memberIdx = 0; memberIdx < animGroup->GetMemberCount(); ++memberIdx) in ResetNoAnimMember()
336 static_cast<CalculatedTransform*>(animGroup->GetTargetPtr(memberIdx)); in ResetNoAnimMember()
339 static_cast<const math::Transform3*>(animGroup->GetOriginalValue(memberIdx)); in ResetNoAnimMember()
460 TransformAnimEvaluator::TryBind(AnimGroup* animGroup) in TryBind() argument
465 result = BaseAnimEvaluator::TryBind(animGroup); in TryBind()
471 ResetNoAnimMember(animGroup, m_AnimData); in TryBind()
472 m_AnimGroup = animGroup; in TryBind()
Dgfx_BaseAnimEvaluator.cpp73 BaseAnimEvaluator::TryBind(AnimGroup* animGroup) in TryBind() argument
75 return TryBindTemplate(animGroup, BasicIndexGetterFunctor()); in TryBind()
Dgfx_Light.cpp63 AnimGroup* animGroup = AnimGroup::Builder() in CreateAnimGroup() local
69 if (animGroup == NULL) in CreateAnimGroup()
76 m_AnimGroup = animGroup; in CreateAnimGroup()
Dgfx_AnimEvaluator.cpp141 AnimEvaluator::ForceBindMaterialAnim(AnimGroup* animGroup, const char* materialName) in ForceBindMaterialAnim() argument
149 return TryBindTemplate(animGroup, ReplaceMaterialNameIndexGetterFunctor(materialName)); in ForceBindMaterialAnim()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_BaseAnimEvaluator.h83 virtual Result TryBind(AnimGroup* animGroup);
120 AnimGroup* animGroup = m_AnimGroup; in ChangeAnim() local
122 Bind(animGroup); in ChangeAnim()
371 TryBindTemplate(AnimGroup* animGroup, T indexGetter) in TryBindTemplate() argument
373 NW_NULL_ASSERT(animGroup); in TryBindTemplate()
374 NW_ASSERT(std::strcmp(m_AnimData.GetTargetAnimGroupName(), animGroup->GetName()) == 0); in TryBindTemplate()
377 const int memberCount = animGroup->GetMemberCount(); in TryBindTemplate()
387 NW_ASSERTMSG(animGroup->GetFullBakedAnimEnabled() == m_AnimData.IsFullBakedAnim(), in TryBindTemplate()
400 const int bindTargetIdx = indexGetter(animGroup, member); in TryBindTemplate()
415 animGroup->GetResAnimGroupMember(bindTargetIdx); in TryBindTemplate()
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Dgfx_AnimBinding.h217 void SetAnimGroup(int groupIdx, AnimGroup* animGroup) in SetAnimGroup() argument
220 m_AnimGroups[groupIdx] = animGroup; in SetAnimGroup()
256 const AnimGroup* animGroup = animObject->GetAnimGroup(); variable
257 NW_NULL_ASSERT(animGroup);
258 return SetAnimObject(animGroup->GetName(), animObject, objectIdx);
389 NW_FORCE_INLINE void EvaluateSimple(AnimGroup* animGroup, AnimEvaluator* evaluator);
390 …NW_FORCE_INLINE void EvaluateTransformSimple(AnimGroup* animGroup, TransformAnimEvaluator* evaluat…
393 NW_FORCE_INLINE void EvaluateBlender(AnimGroup* animGroup, AnimObject* animObj);
395 …NW_FORCE_INLINE void EvaluateTransformMember(AnimGroup* animGroup, int memberIdx, AnimObject* anim…
396 …NW_FORCE_INLINE void EvaluateTransformMemberFast(AnimGroup* animGroup, int memberIdx, TransformAni…
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Dgfx_AnimObject.h128 bool Bind(AnimGroup* animGroup) in Bind() argument
130 return TryBind(animGroup).IsSuccess(); in Bind()
143 virtual Result TryBind(AnimGroup* animGroup) = 0;
Dgfx_AnimGroup.h51 typedef bool (*PreEvaluateCallback)(AnimGroup* animGroup, int targetObjIdx);
118 AnimGroup* animGroup = new(buf) AnimGroup(m_ResAnimGroup, m_SceneNode, allocator); in Create() local
120 Result result = animGroup->Initialize(m_UseOriginalValue); in Create()
124 return animGroup; in Create()
128 SafeDestroy(animGroup); in Create()
Dgfx_AnimBlender.h75 virtual Result TryBind(AnimGroup* animGroup) in TryBind() argument
77 NW_NULL_ASSERT(animGroup); in TryBind()
79 m_AnimGroup = animGroup; in TryBind()
Dgfx_AnimEvaluator.h190 Result ForceBindMaterialAnim(AnimGroup* animGroup, const char* materialName);
376 int operator() (AnimGroup* animGroup, anim::ResMemberAnim member) in operator()
422 return animGroup->GetResAnimGroupMemberIndex(replacedPath); in operator()
Dgfx_TransformAnimEvaluator.h159 virtual Result TryBind(AnimGroup* animGroup);
422 void ResetNoAnimMember(AnimGroup* animGroup, anim::ResAnim animData);
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp284 nw::gfx::AnimGroup* animGroup = pGfxModel->GetMaterialAnimGroup(); in CreateModel() local
285 if ( !animGroup ) goto _setup_end; in CreateModel()
286 int maxMembers = animGroup->GetMemberCount(); in CreateModel()
295 bool bindResult = matAnimEvaluator->Bind( animGroup ); in CreateModel()
499 nw::gfx::AnimGroup* animGroup = light->GetAnimGroup(); in CreateSceneEnvironment() local
500 if (animGroup) in CreateSceneEnvironment()
502 int maxMembers = animGroup->GetMemberCount(); in CreateSceneEnvironment()
511 bool bindResult = lightAnimEvaluator->Bind( animGroup ); in CreateSceneEnvironment()
614 nw::gfx::AnimGroup* animGroup = m_ResCamera->GetAnimGroup(); in CreateCamera() local
615 if (animGroup == NULL) // アニメーション用のアニメーショングループがありません。 in CreateCamera()
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DSmModel.cpp272 nw::gfx::AnimGroup* animGroup = m_SkeletalModel->GetSkeletalAnimGroup(); in SetAnimEvaluatorNo() local
273 if (animGroup == NULL){ NW_FATAL_ERROR("Dont have AnimGroup");; } in SetAnimEvaluatorNo()
277 bool bindResult = m_AnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo()
367 nw::gfx::AnimGroup* animGroup = m_Model->GetMaterialAnimGroup(); in SetMaterialAnim() local
368 if ( !animGroup ) return false; in SetMaterialAnim()
370 bool bindResult = animEvaluator->Bind( animGroup ); in SetMaterialAnim()
DSmCamera.cpp231 nw::gfx::AnimGroup* animGroup = m_Camera->GetAnimGroup(); in SetAnimEvaluatorNo() local
233 if (animGroup == NULL){ NW_DEV_LOG("SmCamera:Dont have AnimGroup"); } in SetAnimEvaluatorNo()
237 bool bindResult = m_CameraAnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo()
/NW4C-2.0.3/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp271 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
272 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
293 evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
306 evaluator1->Bind(animGroup); in InitializeSkeletalAnim()
320 blender->Bind(animGroup); in InitializeSkeletalAnim()
344 nw::gfx::AnimGroup* animGroup = model->GetMaterialAnimGroup(); in InitializeMaterialAnim() local
346 if (animGroup == NULL) // アニメーション用のアニメーショングループがありません。 in InitializeMaterialAnim()
351 int maxMembers = animGroup->GetMemberCount(); in InitializeMaterialAnim()
363 evaluator0->Bind(animGroup); in InitializeMaterialAnim()
376 evaluator1->Bind(animGroup); in InitializeMaterialAnim()
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/NW4C-2.0.3/sources/libraries/demo/
Ddemo_Utility.cpp498 nw::gfx::AnimGroup* animGroup = NULL; in GetAnimGroup() local
506 animGroup = skeletalModel->GetSkeletalAnimGroup(); in GetAnimGroup()
513 animGroup = model->GetMaterialAnimGroup(); in GetAnimGroup()
520 animGroup = model->GetVisibilityAnimGroup(); in GetAnimGroup()
527 animGroup = camera->GetAnimGroup(); in GetAnimGroup()
534 animGroup = light->GetAnimGroup(); in GetAnimGroup()
541 return animGroup; in GetAnimGroup()
587 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimationObject() local
588 if (!animGroup) in BindAnimationObject()
593 if (animObject->TryBind( animGroup ).IsFailure()) in BindAnimationObject()
/NW4C-2.0.3/include/nw/demo/
Ddemo_Utility.h500 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimation() local
501 if (!animGroup) in BindAnimation()
513 .MaxMembers(animGroup->GetMemberCount()) in BindAnimation()
522 .MaxMembers(animGroup->GetMemberCount()) in BindAnimation()
585 nw::gfx::AnimGroup* animGroup = GetAnimGroup(object, animationType); in BindAnimationBlender() local
586 if (!animGroup) in BindAnimationBlender()
/NW4C-2.0.3/demos/gfx/PartialAnimationDemo/sources/
DPartialAnimationDemo.cpp220 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
221 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
242 evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
256 evaluator1->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/AnimationDemo/sources/
DAnimationDemo.cpp235 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
236 if (animGroup == NULL) // スケルタルアニメーション用のアニメーショングループがありません。 in InitializeSkeletalAnim()
264 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/AnimationChangeDemo/sources/
DAnimationChangeDemo.cpp229 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
230 if (animGroup == NULL) in InitializeSkeletalAnim()
261 bool bindResult = evaluator0->Bind(animGroup); in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp236 nw::gfx::AnimGroup* animGroup = model->GetSkeletalAnimGroup(); in InitializeSkeletalAnim() local
237 NW_NULL_ASSERT(animGroup); in InitializeSkeletalAnim()
251 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim()

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