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

/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp69 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateWorld() local
70 NW_ASSERT(resSkeleton.IsValid()); in UpdateWorld()
71 …bool isModelCoordinate = ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDIN… in UpdateWorld()
77 …ScalingRule scalingRule = static_cast<WorldMatrixUpdater::ScalingRule>(resSkeleton.GetScalingRule(… in UpdateWorld()
88 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
133 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
177 ResBone bone = resSkeleton.GetBones(index); in UpdateWorld()
224 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in UpdateView() local
225 NW_ASSERT(resSkeleton.IsValid()); in UpdateView()
243 ResBone bone = resSkeleton.GetBones(index); in UpdateView()
[all …]
Dgfx_SkeletalModel.cpp57 ResSkeleton resSkeleton = resModel.GetSkeleton(); in Create() local
58 NW_ASSERT(resSkeleton.IsValid()); in Create()
59 … Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); in Create()
60 ResBoneArray bones = resSkeleton.GetBones(); in Create()
68 resSkeleton, in Create()
146 ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateSkeletalAnimGroup() local
180 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.cpp338 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in SetModelMatrixForSkeletalModel() local
339 NW_ASSERT(resSkeleton.IsValid()); in SetModelMatrixForSkeletalModel()
340 if (ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE)) in SetModelMatrixForSkeletalModel()
/NW4C-1.3.3/include/nw/gfx/
Dgfx_SkeletalModel.h217 ResSkeleton resSkeleton = resModel.GetSkeleton(); in GetMemorySizeInternal() local
221 sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(), in GetMemorySizeInternal()
224 size += sizeof(Skeleton::TransformPose::Transform) * resSkeleton.GetBonesCount(); in GetMemorySizeInternal()
228 resSkeleton, in GetMemorySizeInternal()
Dgfx_SceneUpdateHelper.h104 ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in operator() local
107 ut::CheckFlag(resSkeleton.GetFlags(), ResSkeletonData::FLAG_MODEL_COORDINATE); in operator()
/NW4C-1.3.3/demos/gfx/PartialAnimationDemo/sources/
DPartialAnimationDemo.cpp225 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
226 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
228 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/AnimationDemo/sources/
DAnimationDemo.cpp240 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
241 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
251 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/AnimationChangeDemo/sources/
DAnimationChangeDemo.cpp234 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
235 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
237 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/AnimationBlendDemo/sources/
DAnimationBlendDemo.cpp276 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
277 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
279 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp238 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
239 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
241 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.3.3/include/nw/demo/
Ddemo_Utility.h533 nw::gfx::ResSkeleton resSkeleton = skeletalModel->GetSkeleton()->GetResSkeleton(); in BindAnimation() local
535 resSkeleton.GetFlags(), in BindAnimation()
/NW4C-1.3.3/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp342 nw::gfx::ResSkeleton resSkeleton = skeleton->GetResSkeleton(); in BuildResources() local
343 NW_ASSERT(resSkeleton.IsValid()); in BuildResources()
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp244 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in CreateModel() local
245 int maxBones = resSkeleton.GetBonesCount(); in CreateModel()
/NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp492 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
493 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
495 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()
/NW4C-1.3.3/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp664 nw::gfx::ResSkeleton resSkeleton = (*model)->GetSkeleton()->GetResSkeleton(); in SubmitView() local
666 … nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_MODEL_COORDINATE); in SubmitView()
/NW4C-1.3.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp499 nw::gfx::ResSkeleton resSkeleton = resModel.GetSkeleton(); in InitializeSkeletalAnim() local
500 const int maxBones = resSkeleton.GetBonesCount(); in InitializeSkeletalAnim()
502 …nw::ut::CheckFlag(resSkeleton.GetFlags(), nw::gfx::ResSkeletonData::FLAG_TRANSLATE_ANIMATION_ENABL… in InitializeSkeletalAnim()