BrawlCrate v0.41
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Public Member Functions | Properties | List of all members
BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode Class Reference
Inheritance diagram for BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode:
BrawlLib.SSBB.ResourceNodes.MoveDefEntryNode BrawlLib.SSBB.ResourceNodes.ResourceNode

Public Member Functions

override bool OnInitialize ()
 
override int OnCalculateSize (bool force)
 
override void OnRebuild (VoidPtr address, int length, bool force)
 
void Render (bool selected, int type)
 
- Public Member Functions inherited from BrawlLib.SSBB.ResourceNodes.MoveDefEntryNode
override void Rebuild (bool force)
 
override bool OnInitialize ()
 
ActionEventInfo GetEventInfo (long id)
 
override void SortChildren ()
 
ResourceNode FindNode (int offset)
 
ResourceNode GetByOffsetID (int id)
 
virtual void PostProcess ()
 
- Public Member Functions inherited from BrawlLib.SSBB.ResourceNodes.ResourceNode
void OnRenamed ()
 
List< ResourceNodeGetChildrenRecursive ()
 Used primarily to get bone lists. Kept for all resource nodes for utility. More...
 
virtual void SignalPropertyChange ()
 
virtual void Dispose ()
 
void SelectChildAtIndex (int index)
 
void UpdateProperties ()
 
void UpdateCurrentControl ()
 
virtual bool MoveUp ()
 
virtual bool MoveDown ()
 
virtual void OnMoved ()
 
virtual void DoMoveDown ()
 
virtual void DoMoveDown (bool select)
 
virtual void DoMoveUp ()
 
virtual void DoMoveUp (bool select)
 
virtual bool AddUp ()
 
virtual bool AddDown ()
 
virtual bool ToParent ()
 
void Populate (int levels=-1)
 
virtual void OnPopulate ()
 
void Initialize (ResourceNode parent, FileMap source)
 
void Initialize (ResourceNode parent, VoidPtr address, int length)
 
void Initialize (ResourceNode parent, DataSource origSource)
 
virtual void Initialize (ResourceNode parent, DataSource origSource, DataSource uncompSource)
 
virtual bool OnInitialize ()
 
virtual void Restore ()
 
virtual void Remove ()
 
virtual void RemoveChild (ResourceNode child)
 
virtual void AddChild (ResourceNode child)
 
virtual void AddChild (ResourceNode child, bool change)
 
virtual void InsertChild (ResourceNode child, int index)
 
virtual void InsertChild (ResourceNode child, bool change, int index)
 
void SetSizeInternal (int size)
 
virtual void Replace (string fileName)
 
virtual void Replace (ResourceNode node)
 
virtual void Replace (string fileName, FileMapProtect prot, FileOptions options)
 
virtual void ReplaceRaw (VoidPtr address, int length)
 
virtual void ReplaceRaw (FileMap map)
 
virtual void Export (string outPath)
 
void Export (FileStream outStream)
 
virtual void ExportUncompressed (string outPath)
 
void ExportUncompressed (FileStream outStream)
 
virtual void Rebuild ()
 
virtual void Rebuild (bool force)
 
virtual void Rebuild (VoidPtr address, int length, bool force)
 
virtual void OnRebuild (VoidPtr address, int length, bool force)
 
virtual int CalculateSize (bool force)
 
virtual int OnCalculateSize (bool force)
 
void Merge ()
 
void Merge (bool forceBuild)
 
ResourceNode FindChildByType (string path, bool searchChildren, params ResourceType[] types)
 
ResourceNode FindChildByType (string path, bool searchChildren, StringComparison compare, params ResourceType[] types)
 
ResourceNode FindChild (string path)
 
ResourceNode FindChild (string path, bool searchChildren)
 
ResourceNode FindChild (string path, StringComparison compare)
 
ResourceNode FindChild (string path, bool searchChildren, StringComparison compare)
 
ResourceNode[] FindChildrenByClassType (string path, Type type)
 
ResourceNode[] FindChildrenByType (string path, ResourceType type)
 
ResourceNode[] FindChildrenByTypeInGroup (string path, ResourceType type, byte group)
 
ResourceNode[] FindChildrenByName (string name)
 
unsafe string FindName (string name)
 
ResourceNode FindEmbeddedIndex (int index)
 
virtual unsafe byte[] MD5 ()
 Find the MD5 checksum of this node's data. If this node doesn't have any data (BRESGroupNode, for example), this method will return null. More...
 
string MD5Str ()
 Get the result of the MD5() function as a string of hexadecimal digits. If MD5() returns null, this method will return an empty string. More...
 
ResourceNode PrevSibling ()
 
ResourceNode NextSibling ()
 
override string ToString ()
 
virtual void SortChildren ()
 

Properties

override ResourceType ResourceFileType [get]
 
MDL0BoneNode BoneNode [get, set]
 
Vector3 PosOffset [get, set]
 
Vector3 Stretch [get, set]
 
float Radius [get, set]
 
string Bone [get, set]
 
bool Enabled [get, set]
 
HurtBoxZone Zone [get, set]
 
int Region [get, set]
 
int Unknown [get, set]
 
override string Name [get]
 
- Properties inherited from BrawlLib.SSBB.ResourceNodes.MoveDefEntryNode
VoidPtr _rebuildBase [get]
 
int _rebuildOffset [get]
 
VoidPtr Data [get]
 
VoidPtr BaseAddress [get]
 
MDL0Node Model [get]
 
MoveDefNode Root [get]
 
int IntOffset [get]
 
int _offset [get]
 
string HexOffset [get]
 
int Size [get]
 
bool External [get]
 
override ResourceType ResourceFileType [get]
 
- Properties inherited from BrawlLib.SSBB.ResourceNodes.ResourceNode
string FilePath [get]
 
string FileName [get]
 
string DirectoryName [get]
 
ResourceNode RootNode [get]
 
DataSource OriginalSource [get]
 
DataSource UncompressedSource [get]
 
DataSource WorkingSource [get]
 
DataSource WorkingUncompressed [get]
 
virtual bool HasChildren [get]
 
virtual ResourceType ResourceFileType [get]
 
string NodeType [get]
 
virtual string TreePathAbsolute [get]
 
virtual string TreePath [get]
 
virtual int Level [get]
 
virtual int MaxNameLength [get]
 
virtual bool AllowDuplicateNames [get]
 
virtual bool AllowNullNames [get]
 
virtual string Name [get, set]
 
ResourceNode Parent [get, set]
 
List< ResourceNodeChildren [get]
 
int Index [get]
 
int HexIndex [get]
 
bool IsCompressed [get]
 
bool HasChanged [get, set]
 
bool IsBranch [get]
 
bool HasMerged [get]
 
virtual bool AllowSaving [get, set]
 
virtual bool IsDirty [get, set]
 
virtual uint UncompressedSize [get]
 
virtual Type[] AllowedChildTypes [get]
 
virtual string Compression [get, set]
 
virtual bool RetainChildrenOnReplace [get]
 
virtual bool supportsCompression [get]
 
static MD5CryptoServiceProvider MD5Provider [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from BrawlLib.SSBB.ResourceNodes.MoveDefEntryNode
static int Compare (ResourceNode n1, ResourceNode n2)
 
static int ActionCompare (ResourceNode n1, ResourceNode n2)
 
- Static Public Member Functions inherited from BrawlLib.SSBB.ResourceNodes.ResourceNode
static ResourceNode[] FindAllSubNodes (ResourceNode root)
 
static ResourceNode FindNode (ResourceNode root, string path, bool searchChildren, StringComparison compare)
 
- Public Attributes inherited from BrawlLib.SSBB.ResourceNodes.MoveDefEntryNode
int _lookupCount
 
List< int > _lookupOffsets = new List<int>()
 
VoidPtr _entryOffset = 0
 
int _entryLength
 
int _childLength
 
MoveDefExternalNode _extNode
 
bool _extOverride = false
 
int offsetID
 
bool isExtra = false
 
- Public Attributes inherited from BrawlLib.SSBB.ResourceNodes.ResourceNode
Form _mainForm
 
string _name
 
string _origPath
 
ResourceNode _parent
 
List< ResourceNode_children = new List<ResourceNode>()
 
int _calcSize
 
EventHandler UpdateControl
 
MoveEventHandler MovedDown
 
ResourceEventHandler Renamed
 
ResourceEventHandler PropertyChanged
 
ResourceEventHandler Replaced
 
ResourceEventHandler Restored
 
ResourceChildEventHandler ChildRemoved
 
bool _isPopulating
 
bool _replaced
 
- Protected Member Functions inherited from BrawlLib.SSBB.ResourceNodes.ResourceNode
void ForceReplacedEvent ()
 
virtual void MergeInternal ()
 
- Events inherited from BrawlLib.SSBB.ResourceNodes.ResourceNode
SelectEventHandler SelectChild
 
EventHandler UpdateProps
 
MoveEventHandler MovedUp
 
ResourceEventHandler Disposing
 
ResourceChildEventHandler ChildAdded
 
ResourceChildInsertEventHandler ChildInserted
 

Member Function Documentation

◆ OnCalculateSize()

override int BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.OnCalculateSize ( bool  force)
inlinevirtual

Reimplemented from BrawlLib.SSBB.ResourceNodes.ResourceNode.

1256 {
1257 _lookupCount = 0;
1258 return 0x20;
1259 }
int _lookupCount
Definition: MoveDefNode.cs:20

◆ OnInitialize()

override bool BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.OnInitialize ( )
inlinevirtual

Reimplemented from BrawlLib.SSBB.ResourceNodes.ResourceNode.

1243 {
1244 base.OnInitialize();
1245 _offst = Header->_offset;
1246 _stretch = Header->_stretch;
1247 _radius = Header->_radius;
1248 flags = Header->_flags;
1249
1250 _name = Bone;
1251
1252 return false;
1253 }
string Bone
Definition: DataMiscNode.cs:1178
string _name
Definition: ResourceNode.cs:139
bfloat _radius
Definition: FighterDefinition.cs:897
BVec3 _stretch
Definition: FighterDefinition.cs:896
HurtBoxFlags _flags
Definition: FighterDefinition.cs:898
BVec3 _offset
Definition: FighterDefinition.cs:895

◆ OnRebuild()

override void BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.OnRebuild ( VoidPtr  address,
int  length,
bool  force 
)
inlinevirtual

Reimplemented from BrawlLib.SSBB.ResourceNodes.ResourceNode.

1262 {
1263 _entryOffset = address;
1264 FDefHurtBox* header = (FDefHurtBox*) address;
1265 header->_offset = _offst;
1266 header->_stretch = _stretch;
1267 header->_radius = _radius;
1268 header->_flags = flags;
1269 }
VoidPtr _entryOffset
Definition: MoveDefNode.cs:23
Definition: FighterDefinition.cs:894

◆ Render()

void BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Render ( bool  selected,
int  type 
)
inline
1274 {
1275 if (BoneNode == null)
1276 {
1277 return;
1278 }
1279
1280 //Coded by Toomai
1281 //Modified for release v0.67
1282
1283 //Disable all things that could be enabled
1284 GL.Disable(EnableCap.CullFace);
1285 GL.Disable(EnableCap.Lighting);
1286 GL.Disable(EnableCap.DepthTest);
1287 GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
1288
1289 switch (type)
1290 {
1291 case 0: //normal - yellow
1292 switch ((int) Zone)
1293 {
1294 case 0:
1295 GL.Color4(selected ? 0.0f : 0.5f, 0.5f, 0.0f, 0.5f);
1296 break;
1297 default:
1298 GL.Color4(selected ? 0.0f : 1.0f, 1.0f, 0.0f, 0.5f);
1299 break;
1300 case 2:
1301 GL.Color4(selected ? 0.0f : 1.0f, 1.0f, 0.25f, 0.5f);
1302 break;
1303 }
1304
1305 break;
1306 case 1: //invincible - green
1307 switch ((int) Zone)
1308 {
1309 case 0:
1310 GL.Color4(selected ? 0.0f : 0.0f, 0.5f, 0.0f, 0.5f);
1311 break;
1312 default:
1313 GL.Color4(selected ? 0.0f : 0.0f, 1.0f, 0.0f, 0.5f);
1314 break;
1315 case 2:
1316 GL.Color4(selected ? 0.0f : 0.0f, 1.0f, 0.25f, 0.5f);
1317 break;
1318 }
1319
1320 break;
1321 default: //intangible - blue
1322 switch ((int) Zone)
1323 {
1324 case 0:
1325 GL.Color4(0.0f, selected ? 0.5f : 0.0f, selected ? 0.0f : 0.5f, 0.5f);
1326 break;
1327 default:
1328 GL.Color4(0.0f, selected ? 1.0f : 0.0f, selected ? 0.0f : 1.0f, 0.5f);
1329 break;
1330 case 2:
1331 GL.Color4(0.0f, selected ? 1.0f : 0.25f, selected ? 0.25f : 1.0f, 0.5f);
1332 break;
1333 }
1334
1335 break;
1336 }
1337
1340 Vector3
1341 bonescl = BoneNode._frameMatrix
1342 .GetScale(); // TODO: FIX (maybe), using wrong scale -> should be recursive scale
1343
1344 bonescl *= _radius;
1345 Matrix m = Matrix.TransformMatrix(bonescl, bonerot, bonepos);
1346
1347 GL.PushMatrix();
1348 GL.MultMatrix((float*) &m);
1349
1350 Vector3 stretchfac =
1351 new Vector3(_stretch._x / bonescl._x, _stretch._y / bonescl._y, _stretch._z / bonescl._z);
1352 GL.Translate(_offst._x / bonescl._x, _offst._y / bonescl._y, _offst._z / bonescl._z);
1353
1354 int res = 16;
1355 double angle = 360.0 / res;
1356
1357 // eight corners: XYZ, XYz, XyZ, Xyz, xYZ, xYz, xyZ, xyz
1358 for (int quadrant = 0; quadrant < 8; quadrant++)
1359 {
1360 for (double i = 0; i < 180 / angle; i++)
1361 {
1362 double ringang1 = i * angle / 180 * Math.PI;
1363 double ringang2 = (i + 1) * angle / 180 * Math.PI;
1364
1365 for (double j = 0; j < 360 / angle; j++)
1366 {
1367 double ang1 = j * angle / 180 * Math.PI;
1368 double ang2 = (j + 1) * angle / 180 * Math.PI;
1369
1370 int q = 0;
1371 Vector3 stretch = new Vector3(0, 0, 0);
1372
1373 if (Math.Cos(ang2) >= 0) // X
1374 {
1375 q += 4;
1376 if (_stretch._x > 0)
1377 {
1378 stretch._x = stretchfac._x;
1379 }
1380 }
1381 else
1382 {
1383 if (_stretch._x < 0)
1384 {
1385 stretch._x = stretchfac._x;
1386 }
1387 }
1388
1389 if (Math.Sin(ang2) >= 0) // Y
1390 {
1391 q += 2;
1392 if (_stretch._y > 0)
1393 {
1394 stretch._y = stretchfac._y;
1395 }
1396 }
1397 else
1398 {
1399 if (_stretch._y < 0)
1400 {
1401 stretch._y = stretchfac._y;
1402 }
1403 }
1404
1405 if (Math.Cos(ringang2) >= 0) // Z
1406 {
1407 q += 1;
1408 if (_stretch._z > 0)
1409 {
1410 stretch._z = stretchfac._z;
1411 }
1412 }
1413 else
1414 {
1415 if (_stretch._z < 0)
1416 {
1417 stretch._z = stretchfac._z;
1418 }
1419 }
1420
1421 if (quadrant == q)
1422 {
1423 GL.Translate(stretch._x, stretch._y, stretch._z);
1424 GL.Begin(BeginMode.Quads);
1425 GL.Vertex3(Math.Cos(ang1) * Math.Sin(ringang2), Math.Sin(ang1) * Math.Sin(ringang2),
1426 Math.Cos(ringang2));
1427 GL.Vertex3(Math.Cos(ang2) * Math.Sin(ringang2), Math.Sin(ang2) * Math.Sin(ringang2),
1428 Math.Cos(ringang2));
1429 GL.Vertex3(Math.Cos(ang2) * Math.Sin(ringang1), Math.Sin(ang2) * Math.Sin(ringang1),
1430 Math.Cos(ringang1));
1431 GL.Vertex3(Math.Cos(ang1) * Math.Sin(ringang1), Math.Sin(ang1) * Math.Sin(ringang1),
1432 Math.Cos(ringang1));
1433 GL.End();
1434 GL.Translate(-stretch._x, -stretch._y, -stretch._z);
1435 }
1436 }
1437 }
1438 }
1439
1440 // twelve edges
1441 double x1, x2, y1, y2, z1, z2;
1442
1443 // x-axis edges
1444 for (double i = 0; i < 360 / angle; i++)
1445 {
1446 double ang1 = i * angle / 180 * Math.PI;
1447 double ang2 = (i + 1) * angle / 180 * Math.PI;
1448
1449 z1 = Math.Cos(ang1);
1450 z2 = Math.Cos(ang2);
1451 y1 = Math.Sin(ang1);
1452 y2 = Math.Sin(ang2);
1453
1454 x1 = _stretch._x < 0 ? stretchfac._x : 0;
1455 x2 = _stretch._x > 0 ? stretchfac._x : 0;
1456
1457 if (y2 >= 0 && _stretch._y > 0)
1458 {
1459 y1 += stretchfac._y;
1460 y2 += stretchfac._y;
1461 }
1462
1463 if (y2 <= 0 && _stretch._y < 0)
1464 {
1465 y1 += stretchfac._y;
1466 y2 += stretchfac._y;
1467 }
1468
1469 if (z2 >= 0 && _stretch._z > 0)
1470 {
1471 z1 += stretchfac._z;
1472 z2 += stretchfac._z;
1473 }
1474
1475 if (z2 <= 0 && _stretch._z < 0)
1476 {
1477 z1 += stretchfac._z;
1478 z2 += stretchfac._z;
1479 }
1480
1481 GL.Begin(BeginMode.Quads);
1482 GL.Vertex3(x1, y1, z1);
1483 GL.Vertex3(x2, y1, z1);
1484 GL.Vertex3(x2, y2, z2);
1485 GL.Vertex3(x1, y2, z2);
1486 GL.End();
1487 }
1488
1489 // y-axis edges
1490 for (double i = 0; i < 360 / angle; i++)
1491 {
1492 double ang1 = i * angle / 180 * Math.PI;
1493 double ang2 = (i + 1) * angle / 180 * Math.PI;
1494
1495 x1 = Math.Cos(ang1);
1496 x2 = Math.Cos(ang2);
1497 z1 = Math.Sin(ang1);
1498 z2 = Math.Sin(ang2);
1499
1500 y1 = _stretch._y < 0 ? stretchfac._y : 0;
1501 y2 = _stretch._y > 0 ? stretchfac._y : 0;
1502
1503 if (x2 >= 0 && _stretch._x > 0)
1504 {
1505 x1 += stretchfac._x;
1506 x2 += stretchfac._x;
1507 }
1508
1509 if (x2 <= 0 && _stretch._x < 0)
1510 {
1511 x1 += stretchfac._x;
1512 x2 += stretchfac._x;
1513 }
1514
1515 if (z2 >= 0 && _stretch._z > 0)
1516 {
1517 z1 += stretchfac._z;
1518 z2 += stretchfac._z;
1519 }
1520
1521 if (z2 <= 0 && _stretch._z < 0)
1522 {
1523 z1 += stretchfac._z;
1524 z2 += stretchfac._z;
1525 }
1526
1527 GL.Begin(BeginMode.Quads);
1528 GL.Vertex3(x1, y1, z1);
1529 GL.Vertex3(x1, y2, z1);
1530 GL.Vertex3(x2, y2, z2);
1531 GL.Vertex3(x2, y1, z2);
1532 GL.End();
1533 }
1534
1535 // z-axis edges
1536 for (double i = 0; i < 360 / angle; i++)
1537 {
1538 double ang1 = i * angle / 180 * Math.PI;
1539 double ang2 = (i + 1) * angle / 180 * Math.PI;
1540
1541 x1 = Math.Cos(ang1);
1542 x2 = Math.Cos(ang2);
1543 y1 = Math.Sin(ang1);
1544 y2 = Math.Sin(ang2);
1545
1546 z1 = _stretch._z < 0 ? stretchfac._z : 0;
1547 z2 = _stretch._z > 0 ? stretchfac._z : 0;
1548
1549 if (x2 >= 0 && _stretch._x > 0)
1550 {
1551 x1 += stretchfac._x;
1552 x2 += stretchfac._x;
1553 }
1554
1555 if (x2 <= 0 && _stretch._x < 0)
1556 {
1557 x1 += stretchfac._x;
1558 x2 += stretchfac._x;
1559 }
1560
1561 if (y2 >= 0 && _stretch._y > 0)
1562 {
1563 y1 += stretchfac._y;
1564 y2 += stretchfac._y;
1565 }
1566
1567 if (y2 <= 0 && _stretch._y < 0)
1568 {
1569 y1 += stretchfac._y;
1570 y2 += stretchfac._y;
1571 }
1572
1573 GL.Begin(BeginMode.Quads);
1574 GL.Vertex3(x2, y2, z1);
1575 GL.Vertex3(x2, y2, z2);
1576 GL.Vertex3(x1, y1, z2);
1577 GL.Vertex3(x1, y1, z1);
1578 GL.End();
1579 }
1580
1581 Vector3 scale = BoneNode._frameMatrix.GetScale(); //TODO: Same problem
1582
1583 // six faces
1584 GL.Begin(BeginMode.Quads);
1585 float outpos;
1586
1587 // left face
1588 outpos = _radius / bonescl._x * scale._x;
1589 if (_stretch._x > 0)
1590 {
1591 outpos = (_stretch._x + _radius) / bonescl._x;
1592 }
1593
1594 GL.Vertex3(outpos, 0, 0);
1595 GL.Vertex3(outpos, stretchfac._y, 0);
1596 GL.Vertex3(outpos, stretchfac._y, stretchfac._z);
1597 GL.Vertex3(outpos, 0, stretchfac._z);
1598
1599 // right face
1600 outpos = -_radius / bonescl._x * scale._x;
1601 if (_stretch._x < 0)
1602 {
1603 outpos = (_stretch._x - _radius) / bonescl._x;
1604 }
1605
1606 GL.Vertex3(outpos, 0, 0);
1607 GL.Vertex3(outpos, 0, stretchfac._z);
1608 GL.Vertex3(outpos, stretchfac._y, stretchfac._z);
1609 GL.Vertex3(outpos, stretchfac._y, 0);
1610
1611 // top face
1612 outpos = _radius / bonescl._y * scale._y;
1613 if (_stretch._y > 0)
1614 {
1615 outpos = (_stretch._y + _radius) / bonescl._y;
1616 }
1617
1618 GL.Vertex3(0, outpos, 0);
1619 GL.Vertex3(0, outpos, stretchfac._z);
1620 GL.Vertex3(stretchfac._x, outpos, stretchfac._z);
1621 GL.Vertex3(stretchfac._x, outpos, 0);
1622
1623 // bottom face
1624 outpos = -_radius / bonescl._y * scale._y;
1625 if (_stretch._y < 0)
1626 {
1627 outpos = (_stretch._y - _radius) / bonescl._y;
1628 }
1629
1630 GL.Vertex3(0, outpos, 0);
1631 GL.Vertex3(stretchfac._x, outpos, 0);
1632 GL.Vertex3(stretchfac._x, outpos, stretchfac._z);
1633 GL.Vertex3(0, outpos, stretchfac._z);
1634
1635 // front face
1636 outpos = _radius / bonescl._z * scale._z;
1637 if (_stretch._z > 0)
1638 {
1639 outpos = (_stretch._z + _radius) / bonescl._z;
1640 }
1641
1642 GL.Vertex3(0, 0, outpos);
1643 GL.Vertex3(stretchfac._x, 0, outpos);
1644 GL.Vertex3(stretchfac._x, stretchfac._y, outpos);
1645 GL.Vertex3(0, stretchfac._y, outpos);
1646
1647 // right face
1648 outpos = -_radius / bonescl._z * scale._z;
1649 if (_stretch._z < 0)
1650 {
1651 outpos = (_stretch._z - _radius) / bonescl._z;
1652 }
1653
1654 GL.Vertex3(0, 0, outpos);
1655 GL.Vertex3(0, stretchfac._y, outpos);
1656 GL.Vertex3(stretchfac._x, stretchfac._y, outpos);
1657 GL.Vertex3(stretchfac._x, 0, outpos);
1658 GL.End();
1659
1660 GL.PopMatrix();
1661 }
Matrix _frameMatrix
Definition: MDL0BoneNode.cs:58
HurtBoxZone Zone
Definition: DataMiscNode.cs:1209
MDL0BoneNode BoneNode
Definition: DataMiscNode.cs:1117
Definition: Matrix.cs:14
Vector3 GetAngles()
Definition: Matrix.cs:971
static Matrix TransformMatrix(Vector3 scale, Vector3 rotate, Vector3 translate)
Definition: Matrix.cs:1214
Vector3 GetScale()
Definition: Matrix.cs:329
Vector3 GetPoint()
Definition: Matrix.cs:321
Definition: Vector3.cs:40
float _y
Definition: Vector3.cs:41
float _z
Definition: Vector3.cs:41
float _x
Definition: Vector3.cs:41

Property Documentation

◆ Bone

string BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Bone
getset
1178 {
1179 get => BoneNode == null ? flags.BoneIndex.ToString() : BoneNode.Name;
1180 set
1181 {
1182 if (Model == null)
1183 {
1184 flags.BoneIndex = Convert.ToInt32(value);
1185 Name = flags.BoneIndex.ToString();
1186 }
1187 else
1188 {
1189 BoneNode = string.IsNullOrEmpty(value) ? BoneNode : Model.FindBone(value);
1190 }
1191
1193 }
1194 }
MDL0BoneNode FindBone(string name)
Definition: MDL0Node.cs:752
MDL0Node Model
Definition: MoveDefNode.cs:44
override string Name
Definition: DataMiscNode.cs:1240
virtual void SignalPropertyChange()
Definition: ResourceNode.cs:313
string Name
Definition: IBoneNode.cs:11
int BoneIndex
Definition: FighterDefinition.cs:931

◆ BoneNode

MDL0BoneNode BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.BoneNode
getset
1117 {
1118 get
1119 {
1120 if (Model == null)
1121 {
1122 return null;
1123 }
1124
1125 if (flags.BoneIndex >= Model._linker.BoneCache.Length || flags.BoneIndex < 0)
1126 {
1127 return null;
1128 }
1129
1130 return (MDL0BoneNode) Model._linker.BoneCache[flags.BoneIndex];
1131 }
1132 set
1133 {
1134 flags.BoneIndex = value.BoneIndex;
1135 Name = value.Name;
1136 }
1137 }
ModelLinker _linker
Definition: MDL0Node.cs:45

◆ Enabled

bool BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Enabled
getset
1198 {
1199 get => flags.Enabled;
1200 set
1201 {
1202 flags.Enabled = value;
1204 }
1205 }
bool Enabled
Definition: FighterDefinition.cs:947

◆ Name

override string BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Name
get

◆ PosOffset

Vector3 BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.PosOffset
getset
1142 {
1143 get => _offst;
1144 set
1145 {
1146 _offst = value;
1148 }
1149 }

◆ Radius

float BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Radius
getset
1165 {
1166 get => _radius;
1167 set
1168 {
1169 _radius = value;
1171 }
1172 }

◆ Region

int BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Region
getset
1220 {
1221 get => flags.Region;
1222 set
1223 {
1224 flags.Region = value;
1226 }
1227 }
int Region
Definition: FighterDefinition.cs:953

◆ ResourceFileType

override ResourceType BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.ResourceFileType
get

◆ Stretch

Vector3 BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Stretch
getset
1154 {
1155 get => _stretch;
1156 set
1157 {
1158 _stretch = value;
1160 }
1161 }

◆ Unknown

int BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Unknown
getset
1231 {
1232 get => flags.Unk;
1233 set
1234 {
1235 flags.Unk = value;
1237 }
1238 }
int Unk
Definition: FighterDefinition.cs:959

◆ Zone

HurtBoxZone BrawlLib.SSBB.ResourceNodes.MoveDefHurtBoxNode.Zone
getset
1209 {
1210 get => flags.Zone;
1211 set
1212 {
1213 flags.Zone = value;
1215 }
1216 }
HurtBoxZone Zone
Definition: FighterDefinition.cs:941

The documentation for this class was generated from the following file: