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Searched refs:parent_bone_id (Results 1 – 5 of 5) sorted by relevance

/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dactors.h287 int parent_bone_id; /*!< The bone to use on the actor to which it is attached */ member
H A Dactors.c1157 cal_get_actor_bone_local_position(att, att_props->parent_bone_id, NULL, att_pos); in get_actors_in_range()
1170 cal_get_actor_bone_local_position(actors_list[i], att_props->parent_bone_id, NULL, loc_pos); in get_actors_in_range()
H A Dactor_scripts.c4059 att->actor_type[actor_type].parent_bone_id = find_core_bone_id(skel, str); in parse_actor_attachment()
4060 if (att->actor_type[actor_type].parent_bone_id < 0) { in parse_actor_attachment()
/dports/devel/godot/godot-3.2.3-stable/modules/assimp/
H A Deditor_scene_importer_assimp.cpp458 …int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mNa… in _generate_scene() local
460 skeleton->set_bone_parent(current_bone_id, parent_bone_id); in _generate_scene()
/dports/devel/godot-tools/godot-3.2.3-stable/modules/assimp/
H A Deditor_scene_importer_assimp.cpp458 …int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mNa… in _generate_scene() local
460 skeleton->set_bone_parent(current_bone_id, parent_bone_id); in _generate_scene()