Home
last modified time | relevance | path

Searched refs:skeletalModel (Results 1 – 16 of 16) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_SceneUpdateHelper.h84 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()
Dgfx_SkeletalModel.h300 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()
Dgfx_RenderContext.h364 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);
Dgfx_MeshRenderer.h131 SkeletalModel* skeletalModel,
Dgfx_SceneContext.h515 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()
/NW4C-2.0.3/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp98 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 …]
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_MeshRenderer.cpp163 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()
Dgfx_RenderContext.cpp333 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()
/NW4C-2.0.3/demos/Nw4cDemo/sources/
DSmModel.cpp220 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()
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_Utility.cpp504 … 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()
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp192 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()
/NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp740 … 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()
/NW4C-2.0.3/include/nw/demo/
Ddemo_Utility.h533 nw::gfx::SkeletalModel* skeletalModel = in BindAnimation() local
535 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation()
/NW4C-2.0.3/demos/gfx/MultiAnimationDemo/sources/
DMultiAnimationDemo.cpp428 …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()
/NW4C-2.0.3/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp340 nw::gfx::SkeletalModel* skeletalModel = static_cast<nw::gfx::SkeletalModel*>(node); in BuildResources() local
341 nw::gfx::Skeleton* skeleton = skeletalModel->GetSkeleton(); in BuildResources()
/NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp688 … 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()