BrawlCrate v0.41
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Public Member Functions | Properties | List of all members
BrawlLib.Modeling.IModel Interface Reference
Inheritance diagram for BrawlLib.Modeling.IModel:
BrawlLib.OpenGL.IRenderedObject BrawlLib.SSBB.ResourceNodes.MDL0Node

Public Member Functions

void ResetToBindState ()
 
void ApplyCHR (CHR0Node node, float index)
 
void ApplySRT (SRT0Node node, float index)
 
void ApplySHP (SHP0Node node, float index)
 
void ApplyPAT (PAT0Node node, float index)
 
void ApplyVIS (VIS0Node node, float index)
 
void ApplyCLR (CLR0Node node, float index)
 
void ApplySCN (SCN0Node node, float index)
 
void RenderVertices (bool depthPass, IBoneNode weightTarget, GLCamera camera)
 
void RenderNormals ()
 
void RenderBoxes (bool model, bool obj, bool bone, bool bindState)
 
void RenderBones (ModelPanelViewport v)
 
- Public Member Functions inherited from BrawlLib.OpenGL.IRenderedObject
void Attach ()
 
void Detach ()
 
void Refresh ()
 
void PreRender (ModelPanelViewport v)
 
Box GetBox ()
 

Properties

InfluenceManager Influences [get]
 
IBoneNode[] BoneCache [get]
 
IBoneNode[] RootBones [get]
 
IObject[] Objects [get]
 
int SelectedObjectIndex [get, set]
 
bool IsTargetModel [get, set]
 
- Properties inherited from BrawlLib.OpenGL.IRenderedObject
List< DrawCallBaseDrawCalls [get]
 
bool IsRendering [get, set]
 
bool Attached [get]
 

Additional Inherited Members

- Events inherited from BrawlLib.OpenGL.IRenderedObject
EventHandler DrawCallsChanged
 

Member Function Documentation

◆ ApplyCHR()

void BrawlLib.Modeling.IModel.ApplyCHR ( CHR0Node  node,
float  index 
)

◆ ApplyCLR()

void BrawlLib.Modeling.IModel.ApplyCLR ( CLR0Node  node,
float  index 
)

◆ ApplyPAT()

void BrawlLib.Modeling.IModel.ApplyPAT ( PAT0Node  node,
float  index 
)

◆ ApplySCN()

void BrawlLib.Modeling.IModel.ApplySCN ( SCN0Node  node,
float  index 
)

◆ ApplySHP()

void BrawlLib.Modeling.IModel.ApplySHP ( SHP0Node  node,
float  index 
)

◆ ApplySRT()

void BrawlLib.Modeling.IModel.ApplySRT ( SRT0Node  node,
float  index 
)

◆ ApplyVIS()

void BrawlLib.Modeling.IModel.ApplyVIS ( VIS0Node  node,
float  index 
)

◆ RenderBones()

void BrawlLib.Modeling.IModel.RenderBones ( ModelPanelViewport  v)

◆ RenderBoxes()

void BrawlLib.Modeling.IModel.RenderBoxes ( bool  model,
bool  obj,
bool  bone,
bool  bindState 
)

◆ RenderNormals()

void BrawlLib.Modeling.IModel.RenderNormals ( )

◆ RenderVertices()

void BrawlLib.Modeling.IModel.RenderVertices ( bool  depthPass,
IBoneNode  weightTarget,
GLCamera  camera 
)

◆ ResetToBindState()

void BrawlLib.Modeling.IModel.ResetToBindState ( )

Property Documentation

◆ BoneCache

IBoneNode [] BrawlLib.Modeling.IModel.BoneCache
get

Implemented in BrawlLib.SSBB.ResourceNodes.MDL0Node.

14{ get; }

◆ Influences

InfluenceManager BrawlLib.Modeling.IModel.Influences
get

Implemented in BrawlLib.SSBB.ResourceNodes.MDL0Node.

13{ get; }

◆ IsTargetModel

bool BrawlLib.Modeling.IModel.IsTargetModel
getset

Implemented in BrawlLib.SSBB.ResourceNodes.MDL0Node.

18{ get; set; }

◆ Objects

IObject [] BrawlLib.Modeling.IModel.Objects
get

Implemented in BrawlLib.SSBB.ResourceNodes.MDL0Node.

16{ get; }

◆ RootBones

IBoneNode [] BrawlLib.Modeling.IModel.RootBones
get

Implemented in BrawlLib.SSBB.ResourceNodes.MDL0Node.

15{ get; }

◆ SelectedObjectIndex

int BrawlLib.Modeling.IModel.SelectedObjectIndex
getset

Implemented in BrawlLib.SSBB.ResourceNodes.MDL0Node.

17{ get; set; }

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