Searched refs:MatrixPose (Results 1 – 7 of 7) sorted by relevance
136 virtual MatrixPose& WorldMatrixPose() { return m_WorldMatrixPose; } in WorldMatrixPose()142 virtual const MatrixPose& WorldMatrixPose() const { return m_WorldMatrixPose; } in WorldMatrixPose()148 virtual MatrixPose& SkiningMatrixPose() { return m_SkiningMatrixPose; } in SkiningMatrixPose()154 virtual const MatrixPose& SkiningMatrixPose() const { return m_SkiningMatrixPose; } in SkiningMatrixPose()183 Skeleton::MatrixPose::MatrixArray poseWorldMatrices, in StandardSkeleton()184 Skeleton::MatrixPose::MatrixArray skiningMatrices) in StandardSkeleton()203 MatrixPose m_WorldMatrixPose;204 MatrixPose m_SkiningMatrixPose;
137 class MatrixPose140 NW_DISALLOW_COPY_AND_ASSIGN(MatrixPose);151 MatrixPose() {} in MatrixPose() function154 explicit MatrixPose(MatrixArray& matrices) : m_Matrices(matrices) {} in MatrixPose() function347 virtual MatrixPose& WorldMatrixPose() = 0;353 virtual const MatrixPose& WorldMatrixPose() const = 0;359 virtual MatrixPose& SkiningMatrixPose() = 0;365 virtual const MatrixPose& SkiningMatrixPose() const = 0;
184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
78 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateWorld()83 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()128 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()172 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateWorld()235 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateView()236 …for (Skeleton::MatrixPose::MatrixArray::iterator matrix = range.first; matrix != range.second; ++m… in UpdateView()
48 Skeleton::MatrixPose::MatrixArray poseWorldMatrices(resource.GetBonesCount(), allocator); in Create()49 Skeleton::MatrixPose::MatrixArray skiningMatrices(resource.GetBonesCount(), allocator); in Create()
538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()539 Skeleton::MatrixPose& skiningPose = skeleton->SkiningMatrixPose(); in SetMatrixPalette()553 Skeleton::MatrixPose* pose = in SetMatrixPalette()
217 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()287 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke()823 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight()