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Searched refs:sceneNode (Results 1 – 4 of 4) sorted by relevance

/NW4C-1.3.3/include/nw/gfx/
Dgfx_SceneContext.h1103 void PushAnimatableNode(SceneNode* sceneNode) in PushAnimatableNode() argument
1105 if (sceneNode->GetAnimBinding() != NULL) in PushAnimatableNode()
1107 bool isPushed = m_AnimatableNodes.push_back(sceneNode); in PushAnimatableNode()
1120 bool TryPushAnimatableNode(SceneNode* sceneNode) in TryPushAnimatableNode() argument
1123 if (sceneNode->GetAnimBinding() != NULL) in TryPushAnimatableNode()
1125 isPushed = m_AnimatableNodes.push_back(sceneNode); in TryPushAnimatableNode()
Dgfx_AnimObject.h128 Builder& SetSceneNode(SceneNode* sceneNode) { m_SceneNode = sceneNode; return *this; } in SetSceneNode() argument
337 SceneNode* sceneNode,
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_SceneBuilder.cpp522 SceneNode* sceneNode = ut::DynamicCast<SceneNode*>(object); in BuildSceneObject() local
525 if (sceneNode != NULL && isRecursive) in BuildSceneObject()
527 BuildChildren(NULL, NULL, sceneNode, resource, allocator, deviceAllocator, false); in BuildSceneObject()
Dgfx_AnimObject.cpp129 SceneNode* sceneNode, in AnimGroup() argument
133 m_SceneNode(sceneNode), in AnimGroup()