Searched refs:pose (Results 1 – 5 of 5) sorted by relevance
72 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld() local86 …if (pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION_… in UpdateWorld()108 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()115 *pose.GetTransform(index), in UpdateWorld()131 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()153 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()160 *pose.GetTransform(index), in UpdateWorld()175 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()197 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()204 *pose.GetTransform(index), in UpdateWorld()[all …]
560 Skeleton::MatrixPose* pose = in SetMatrixPalette() local569 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()573 offsetMatrix = *pose->GetMatrix(boneIndex); in SetMatrixPalette()578 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()600 math::MTX34 normalMatrix(*pose->GetMatrix(boneIndex)); in SetMatrixPalette()
127 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup() local164 animGroup->SetTargetPtr(memberIdx, pose.GetTransform(boneIdx)); in CreateSkeletalAnimGroup()
222 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke() local227 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()732 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight() local733 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
182 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator() local184 shape.GetCenterPosition(), *pose.GetMatrix(boneIndex), camera); in operator()