| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_SceneUpdateHelper.h | 84 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in operator() local 86 if (skeletalModel) in operator() 88 Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator() 95 if (skeletalModel) in operator() 97 if (!skeletalModel->IsSharingSkeleton()) in operator() 100 skeletalModel->GetSkeleton(), in operator() 105 const Skeleton* skeleton = skeletalModel->GetSkeleton(); in operator() 115 gfx::ResMeshArray meshs = skeletalModel->GetResMeshes(); in operator() 119 … EnqueueSkeletalModelMesh(this->m_RenderQueue, skeletalModel, meshLayerId, *this->m_Camera)); in operator()
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| D | gfx_SkeletalModel.h | 300 void SwapSkeleton( SkeletalModel* skeletalModel ) in SwapSkeleton() argument 302 this->m_Skeleton.Swap(skeletalModel->m_Skeleton); in SwapSkeleton() 304 this->m_SharingSkeleton = skeletalModel->m_SharingSkeleton; in SwapSkeleton() 305 skeletalModel->m_SharingSkeleton = sharingSkeleton; in SwapSkeleton()
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| D | gfx_RenderContext.h | 364 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in NW_DEPRECATED_FUNCTION() local 365 if (skeletalModel) in NW_DEPRECATED_FUNCTION() 367 this->SetModelMatrixForSkeletalModel(skeletalModel); in NW_DEPRECATED_FUNCTION() 395 void SetModelMatrixForSkeletalModel(SkeletalModel* skeletalModel);
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| D | gfx_MeshRenderer.h | 131 SkeletalModel* skeletalModel,
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| D | gfx_SceneContext.h | 515 void PushSkeletalModel(SkeletalModel* skeletalModel) in PushSkeletalModel() argument 517 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in PushSkeletalModel() 527 bool TryPushSkeletalModel(SkeletalModel* skeletalModel) in TryPushSkeletalModel() argument 529 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in TryPushSkeletalModel()
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| /NW4C-2.0.3/demos/gfx/MultiInstanceDemo/sources/ |
| D | MultiInstanceDemo.cpp | 98 nw::gfx::SkeletalModel* skeletalModel; member 344 s_AnimModelSetTemplate.skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources() 393 NW_NULL_ASSERT(s_AnimModelSetTemplate.skeletalModel); in BuildAnimModelTemplate() 398 …s_AnimModelSetTemplate.skeletalModel->GetSkeleton()->GetResSkeleton().EnableFlags(nw::gfx::ResSkel… in BuildAnimModelTemplate() 401 …s_AnimModelSetTemplate.evaluator = InitializeSkeletalAnim(s_AnimModelSetTemplate.skeletalModel, s_… in BuildAnimModelTemplate() 481 nw::gfx::SkeletalModel* skeletalModel; in DuplicateModel() local 491 skeletalModel = nw::gfx::SkeletalModel::Builder() in DuplicateModel() 492 .SharedSkeleton( s_AnimModelSetTemplate.skeletalModel->GetSkeleton() ) in DuplicateModel() 493 .SharedMaterialModel( s_AnimModelSetTemplate.skeletalModel ) in DuplicateModel() 494 ….Create(NULL, nw::gfx::ResSceneObject(s_AnimModelSetTemplate.skeletalModel->GetResModel()), &s_Dev… in DuplicateModel() [all …]
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_MeshRenderer.cpp | 163 SkeletalModel* skeletalModel = ut::DynamicCast<SkeletalModel*>(model); in RenderSeparateDataShape() local 167 if (skeletalModel) in RenderSeparateDataShape() 169 m_RenderContext->SetModelMatrixForSkeletalModel(skeletalModel); in RenderSeparateDataShape() 197 if (skeletalModel == NULL || boneIndexCount == 0) in RenderSeparateDataShape() 215 skeletalModel, in RenderSeparateDataShape() 516 SkeletalModel* skeletalModel, in SetMatrixPalette() argument 536 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetMatrixPalette()
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| D | gfx_RenderContext.cpp | 333 RenderContext::SetModelMatrixForSkeletalModel(SkeletalModel* skeletalModel) in SetModelMatrixForSkeletalModel() argument 335 NW_NULL_ASSERT(skeletalModel); in SetModelMatrixForSkeletalModel() 338 Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetModelMatrixForSkeletalModel() 345 math::MTX34 worldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel() 349 this->m_ShaderProgram->SetWorldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel() 357 this->m_ShaderProgram->SetModelNormalMatrix(skeletalModel->NormalMatrix()); in SetModelMatrixForSkeletalModel() 359 this->m_ModelCache = skeletalModel; in SetModelMatrixForSkeletalModel()
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/ |
| D | SmModel.cpp | 220 nw::gfx::SkeletalModel* skeletalModel = nw::gfx::SkeletalModel::Builder() in Duplicate() local 224 nw::gfx::SkeletalModel* skeletalModel = nw::gfx::SkeletalModel::Builder() in Duplicate() local 229 NW_NULL_ASSERT(skeletalModel); in Duplicate() 232 model->m_SkeletalModel = skeletalModel; in Duplicate()
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| /NW4C-2.0.3/sources/libraries/demo/ |
| D | demo_Utility.cpp | 504 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(object); in GetAnimGroup() local 505 NW_ASSERT(skeletalModel); in GetAnimGroup() 506 animGroup = skeletalModel->GetSkeletalAnimGroup(); in GetAnimGroup() 602 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(object); in BindAnimationObject() local 603 NW_ASSERT(skeletalModel); in BindAnimationObject() 604 skeletalModel->SetSkeletalAnimObject(animObject); in BindAnimationObject()
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| /NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/ |
| D | ConstraintDemo.cpp | 192 nw::gfx::SkeletalModel* skeletalModel, in SetTargetObject() argument 196 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in SetTargetObject() 560 nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources() local 561 if (skeletalModel) in BuildResources() 563 s_SkeletalModel = skeletalModel; in BuildResources()
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| /NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/ |
| D | ShadowMapDemo.cpp | 740 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources() local 741 s_AnimModel = skeletalModel; in BuildResources() 743 nw::gfx::Material* material = skeletalModel->GetMaterial(0); in BuildResources() 744 NW_ASSERT(skeletalModel->GetMaterialCount() != 0); in BuildResources() 751 skeletalModel->SetUserParameter(SHADOW_CASTER); in BuildResources()
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| /NW4C-2.0.3/include/nw/demo/ |
| D | demo_Utility.h | 533 nw::gfx::SkeletalModel* skeletalModel = in BindAnimation() local 535 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation()
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| /NW4C-2.0.3/demos/gfx/MultiAnimationDemo/sources/ |
| D | MultiAnimationDemo.cpp | 428 …nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(targetObject); in BuildAnimations() local 429 NW_NULL_ASSERT(skeletalModel); in BuildAnimations() 431 skeletalModel->SetFullBakedAnimEnabled(true); in BuildAnimations()
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| /NW4C-2.0.3/demos/gfx/SceneTreeDemo/sources/ |
| D | SceneTreeDemo.cpp | 340 nw::gfx::SkeletalModel* skeletalModel = static_cast<nw::gfx::SkeletalModel*>(node); in BuildResources() local 341 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in BuildResources()
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| /NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/ |
| D | ProjectionShadowDemo.cpp | 688 … nw::gfx::SkeletalModel* skeletalModel = nw::ut::DynamicCast<nw::gfx::SkeletalModel*>(node); in BuildResources() local 689 s_AnimModel = skeletalModel; in BuildResources() 692 skeletalModel->SetUserParameter(SHADOW_CASTER); in BuildResources()
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