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Searched refs:pose (Results 1 – 5 of 5) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp74 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld() local
88 …if (pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION_… in UpdateWorld()
110 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()
117 *pose.GetTransform(index), in UpdateWorld()
133 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()
155 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()
162 *pose.GetTransform(index), in UpdateWorld()
177 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()
199 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()
206 *pose.GetTransform(index), in UpdateWorld()
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Dgfx_MeshRenderer.cpp553 Skeleton::MatrixPose* pose = in SetMatrixPalette() local
562 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()
566 offsetMatrix = *pose->GetMatrix(boneIndex); in SetMatrixPalette()
571 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()
Dgfx_SkeletalModel.cpp149 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup() local
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp217 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke() local
222 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()
287 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke() local
292 (*iter)->SetResourceBasedTransform(*pose.GetMatrix(boneIdx)); in Invoke()
823 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight() local
824 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_RenderQueue.h184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator() local
186 shape.GetCenterPosition(), *pose.GetMatrix(boneIndex), camera); in operator()