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Digimon World 3 decomp
The European version, SLES_039.36
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Draws one bone of a Model (FIGHTSTG_createMesh), from the parts of an archive. More...
#include <battle/battle_mode/model.h>
Data Fields | |
| s32 | id |
| s32 | key1 |
| s32 | key2 |
| s32 | state |
| s32 | substate |
| s32 | step |
| s32 | counter |
| s32 | paused |
| s32 | childCount |
| void * | children |
| void(* | setState )(struct Mesh *task, s32 state) |
| void(* | setSubstate )(struct Mesh *task, s32 substate) |
| void(* | setStep )(struct Mesh *task, s32 step) |
| void(* | setCounter )(struct Mesh *task, s32 counter) |
| void(* | nextState )(struct Mesh *task) |
| void(* | nextSubstate )(struct Mesh *task) |
| void(* | nextStep )(struct Mesh *task) |
| void(* | tickCounter )(struct Mesh *task) |
| void(* | update )() |
| void(* | destroy )(struct Mesh *task) |
| s32 | noBoundsCheck |
| s32 | colorMode |
| Model.setColor's. | |
| CVECTOR | color |
| void * | archive |
| ShortVec3 * | vertices |
| the count in [0].x, then the vertices | |
| ShortVec3 * | normals |
| the count in [0].x, then the normals | |
| u8 * | commands |
| see MeshDrawState | |
| ShortVec3 * | bounds |
| 9 points (FIGHTSTG_isMeshOnScreen) | |
| Vec2 | texPos |
| s32 * | screen |
| where its vertices land on screen | |
| s32 * | depth |
| and their depths in the ordering table | |
| CVECTOR * | colors |
| its normals' colors under the lights | |
| MATRIX | matrix |
| void(* | draw )(struct Mesh *mesh, s32 layerId, MATRIX *matrix) |
| void(* | drawWireframe )(struct Mesh *mesh, s32 layerId, MATRIX *matrix) |
Draws one bone of a Model (FIGHTSTG_createMesh), from the parts of an archive.
| s32 Mesh::state |
Definition at line 22 of file model.h.
Referenced by FIGHTSTG_updateMesh().
| s32 Mesh::noBoundsCheck |
Definition at line 23 of file model.h.
Referenced by FIGHTSTG_isMeshOnScreen(), and FIGHTSTG_setBoneNoBoundsCheck().
| s32 Mesh::colorMode |
Definition at line 24 of file model.h.
Referenced by FIGHTSTG_drawMesh(), and FIGHTSTG_setModelColor().
| CVECTOR Mesh::color |
Definition at line 25 of file model.h.
Referenced by FIGHTSTG_drawMesh(), and FIGHTSTG_setModelColor().
| void* Mesh::archive |
Definition at line 26 of file model.h.
Referenced by FIGHTSTG_createMesh().
| ShortVec3* Mesh::vertices |
the count in [0].x, then the vertices
Definition at line 27 of file model.h.
Referenced by FIGHTSTG_createMesh(), and FIGHTSTG_projectMesh().
| ShortVec3* Mesh::normals |
the count in [0].x, then the normals
Definition at line 28 of file model.h.
Referenced by FIGHTSTG_createMesh(), and FIGHTSTG_lightMesh().
| u8* Mesh::commands |
see MeshDrawState
Definition at line 29 of file model.h.
Referenced by FIGHTSTG_createMesh(), FIGHTSTG_drawMesh(), and FIGHTSTG_drawMeshWireframe().
| ShortVec3* Mesh::bounds |
9 points (FIGHTSTG_isMeshOnScreen)
Definition at line 30 of file model.h.
Referenced by FIGHTSTG_createMesh(), and FIGHTSTG_isMeshOnScreen().
| Vec2 Mesh::texPos |
Definition at line 31 of file model.h.
Referenced by FIGHTSTG_createMesh(), FIGHTSTG_drawMesh(), and FIGHTSTG_drawMeshWireframe().
| s32* Mesh::screen |
where its vertices land on screen
Definition at line 32 of file model.h.
Referenced by FIGHTSTG_drawMesh(), FIGHTSTG_drawMeshWireframe(), FIGHTSTG_projectMesh(), and FIGHTSTG_updateMesh().
| s32* Mesh::depth |
and their depths in the ordering table
Definition at line 33 of file model.h.
Referenced by FIGHTSTG_drawMesh(), FIGHTSTG_drawMeshWireframe(), FIGHTSTG_projectMesh(), and FIGHTSTG_updateMesh().
| CVECTOR* Mesh::colors |
its normals' colors under the lights
Definition at line 34 of file model.h.
Referenced by FIGHTSTG_drawMesh(), FIGHTSTG_drawMeshWireframe(), FIGHTSTG_lightMesh(), and FIGHTSTG_updateMesh().
| MATRIX Mesh::matrix |
Definition at line 35 of file model.h.
Referenced by FIGHTSTG_drawMesh(), FIGHTSTG_drawMeshWireframe(), FIGHTSTG_lightMesh(), FIGHTSTG_queueMeshDraw(), and FIGHTSTG_queueMeshWireframe().
Definition at line 36 of file model.h.
Referenced by FIGHTSTG_createMesh(), and FIGHTSTG_updateModel().
Definition at line 37 of file model.h.
Referenced by FIGHTSTG_createMesh(), and FIGHTSTG_updateModel().