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Searched refs:WorldMatrixPose (Results 1 – 7 of 7) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_StandardSkeleton.h136 virtual MatrixPose& WorldMatrixPose() { return m_WorldMatrixPose; } in WorldMatrixPose() function
142 virtual const MatrixPose& WorldMatrixPose() const { return m_WorldMatrixPose; } in WorldMatrixPose() function
Dgfx_Skeleton.h347 virtual MatrixPose& WorldMatrixPose() = 0;
353 virtual const MatrixPose& WorldMatrixPose() const = 0;
Dgfx_RenderQueue.h184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SkeletonUpdater.cpp78 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateWorld()
235 Skeleton::MatrixPose::MatrixRange range = skeleton->WorldMatrixPose().GetAllMatrices(); in UpdateView()
Dgfx_SkeletalModel.cpp269 void* target = m_Skeleton->WorldMatrixPose().GetMatrix(boneIdx); in SetupAnimGroup()
Dgfx_MeshRenderer.cpp538 Skeleton::MatrixPose& matrixPose = skeleton->WorldMatrixPose(); in SetMatrixPalette()
/NW4C-2.0.3/demos/gfx/ConstraintDemo/sources/
DConstraintDemo.cpp217 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()