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Searched refs:resSkeleton (Results 1 – 17 of 17) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp71 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateWorld() local
72 NW_ASSERT(resSkeleton.IsValid()); in UpdateWorld()
73 …bool isModelCoordinate = ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDIN… in UpdateWorld()
79 …ScalingRule scalingRule = static_cast<WorldMatrixUpdater::ScalingRule>(resSkeleton.GetScalingRule(… in UpdateWorld()
90 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
135 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
179 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
226 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateView() local
227 NW_ASSERT(resSkeleton.IsValid()); in UpdateView()
245 ResBone bone = resSkeleton.GetBones(index); in UpdateView()
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Dgfx_SkeletalModel.cpp59 ResSkeleton resSkeleton = resModel.GetSkeleton(); in Create() local
60 NW_ASSERT(resSkeleton.IsValid()); in Create()
61 … Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()
62 ResBoneArray bones = resSkeleton.GetBones(); in Create()
70 resSkeleton, in Create()
148 ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateSkeletalAnimGroup() local
182 ResBone bone = resSkeleton.GetBones(resAnimGroupMember.GetPath()); in CreateSkeletalAnimGroup()
Dgfx_MeshRenderer.cpp537 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetMatrixPalette() local
543 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in SetMatrixPalette()
551 ResBone bone = resSkeleton.GetBones(boneIndex); in SetMatrixPalette()
Dgfx_RenderContext.cpp340 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetModelMatrixForSkeletalModel() local
341 NW_ASSERT(resSkeleton.IsValid()); in SetModelMatrixForSkeletalModel()
342 if (ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE)) in SetModelMatrixForSkeletalModel()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_SkeletalModel.h219 ResSkeleton resSkeleton = resModel.GetSkeleton(); in GetMemorySizeInternal() local
223 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal()
226 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal()
230 resSkeleton, in GetMemorySizeInternal()
Dgfx_SceneUpdateHelper.h106 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in operator() local
109 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in operator()
/NW4C-2.0.3/demos/gfx/PartialAnimationDemo/sources/
DPartialAnimationDemo.cpp227 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
228 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
230 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/AnimationDemo/sources/
DAnimationDemo.cpp242 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
243 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
253 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/AnimationChangeDemo/sources/
DAnimationChangeDemo.cpp236 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
237 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
239 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp240 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
241 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
243 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp278 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
279 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
281 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-2.0.3/include/nw/demo/
Ddemo_Utility.h535 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation() local
537 resSkeleton.GetFlags(), in BindAnimation()
/NW4C-2.0.3/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp344 nw::gfx::ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in BuildResources() local
345 NW_ASSERT(resSkeleton.IsValid()); in BuildResources()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp246 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateModel() local
247 int maxBones = resSkeleton.GetBonesCount(); in CreateModel()
/NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp494 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
495 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
497 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp666 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView() local
668 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
/NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp501 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
502 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
504 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()