Searched refs:pose (Results 1 – 5 of 5) sorted by relevance
74 Skeleton::TransformPose& pose = skeleton->LocalTransformPose(); in UpdateWorld() local88 …if (pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION_… in UpdateWorld()110 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()117 *pose.GetTransform(index), in UpdateWorld()133 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()155 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()162 *pose.GetTransform(index), in UpdateWorld()177 …if ( pose.GetTransform(index)->IsEnabledFlags(CalculatedTransform::FLAG_IS_WORLDMATRIX_CALCULATION… in UpdateWorld()199 parentLocalTransform = pose.GetTransform(parentBoneIndex); in UpdateWorld()206 *pose.GetTransform(index), in UpdateWorld()[all …]
553 Skeleton::MatrixPose* pose = in SetMatrixPalette() local562 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()566 offsetMatrix = *pose->GetMatrix(boneIndex); in SetMatrixPalette()571 matrix = pose->GetMatrix(boneIndex); in SetMatrixPalette()
149 Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); in CreateSkeletalAnimGroup() local
217 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke() local222 (*iter)->WorldMatrix() = *pose.GetMatrix(boneIdx); in Invoke()287 nw::gfx::Skeleton::MatrixPose& pose = skeleton->WorldMatrixPose(); in Invoke() local292 (*iter)->SetResourceBasedTransform(*pose.GetMatrix(boneIdx)); in Invoke()823 nw::gfx::Skeleton::MatrixPose& pose = s_SkeletalModel->GetSkeleton()->WorldMatrixPose(); in ConstrainLight() local824 s_Light->WorldMatrix() = *pose.GetMatrix(s_BoneIdx); in ConstrainLight()
184 Skeleton::MatrixPose& pose = this->model->GetSkeleton()->WorldMatrixPose(); in operator() local186 shape.GetCenterPosition(), *pose.GetMatrix(boneIndex), camera); in operator()