| 
| 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) | 
|   | 
| void  | Attach () | 
|   | 
| void  | Detach () | 
|   | 
| void  | Refresh () | 
|   | 
| void  | PreRender (ModelPanelViewport v) | 
|   | 
| Box  | GetBox () | 
|   | 
◆ 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()
◆ 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  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ BoneCache
  
  
      
        
          | IBoneNode [] BrawlLib.Modeling.IModel.BoneCache | 
         
       
   | 
  
get   | 
  
 
 
◆ Influences
◆ IsTargetModel
  
  
      
        
          | bool BrawlLib.Modeling.IModel.IsTargetModel | 
         
       
   | 
  
getset   | 
  
 
 
◆ Objects
  
  
      
        
          | IObject [] BrawlLib.Modeling.IModel.Objects | 
         
       
   | 
  
get   | 
  
 
 
◆ RootBones
  
  
      
        
          | IBoneNode [] BrawlLib.Modeling.IModel.RootBones | 
         
       
   | 
  
get   | 
  
 
 
◆ SelectedObjectIndex
  
  
      
        
          | int BrawlLib.Modeling.IModel.SelectedObjectIndex | 
         
       
   | 
  
getset   | 
  
 
 
The documentation for this interface was generated from the following file:
- BrawlLib/Modeling/IModel.cs