Searched refs:m_ReverseBindIndexTable (Results 1 – 2 of 2) sorted by relevance
116 NW_ASSERT(animData.GetMemberAnimSetCount() <= m_ReverseBindIndexTable.Capacity()); in ChangeAnim()275 const ut::MoveArray<int>& ReverseBindIndexTable() const { return m_ReverseBindIndexTable; } in ReverseBindIndexTable()278 ut::MoveArray<int>& ReverseBindIndexTable() { return m_ReverseBindIndexTable; } in ReverseBindIndexTable()356 m_ReverseBindIndexTable = ut::MoveArray<int>(memory, maxAnimMembers, &GetAllocator()); in Initialize()383 bool resultReverseResize = m_ReverseBindIndexTable.Resize(animMemberCount); in TryBindTemplate()405 m_ReverseBindIndexTable[animIdx] = NotFoundIndex; in TryBindTemplate()410 m_ReverseBindIndexTable[animIdx] = bindTargetIdx; in TryBindTemplate()446 ut::MoveArray<int> m_ReverseBindIndexTable; variable
259 const int memberIdx = m_ReverseBindIndexTable[animIdx]; in UpdateCacheImpl()