| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_SkeletonUpdater.cpp | 71 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() [all …]
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| D | gfx_SkeletalModel.cpp | 59 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()
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| D | gfx_MeshRenderer.cpp | 537 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()
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| D | gfx_RenderContext.cpp | 340 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()
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_SkeletalModel.h | 219 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()
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| D | gfx_SceneUpdateHelper.h | 106 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in operator() local 109 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in operator()
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| /NW4C-2.0.3/demos/gfx/PartialAnimationDemo/sources/ |
| D | PartialAnimationDemo.cpp | 227 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()
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| /NW4C-2.0.3/demos/gfx/AnimationDemo/sources/ |
| D | AnimationDemo.cpp | 242 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()
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| /NW4C-2.0.3/demos/gfx/AnimationChangeDemo/sources/ |
| D | AnimationChangeDemo.cpp | 236 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()
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| /NW4C-2.0.3/demos/gfx/MultiInstanceDemo/sources/ |
| D | MultiInstanceDemo.cpp | 240 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()
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| /NW4C-2.0.3/demos/gfx/AnimationBlendDemo/sources/ |
| D | AnimationBlendDemo.cpp | 278 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()
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| /NW4C-2.0.3/include/nw/demo/ |
| D | demo_Utility.h | 535 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation() local 537 resSkeleton.GetFlags(), in BindAnimation()
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| /NW4C-2.0.3/demos/gfx/SceneTreeDemo/sources/ |
| D | SceneTreeDemo.cpp | 344 nw::gfx::ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in BuildResources() local 345 NW_ASSERT(resSkeleton.IsValid()); in BuildResources()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | GfxCtrl.cpp | 246 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateModel() local 247 int maxBones = resSkeleton.GetBonesCount(); in CreateModel()
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| /NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 494 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()
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| /NW4C-2.0.3/demos/gfx/LowLayerAnimationDemo/sources/ |
| D | LowLayerAnimationDemo.cpp | 666 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView() local 668 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
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| /NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 501 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()
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