Twilight Princess
Remastered version of the GameCube game
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BMD Member List

This is the complete list of members for BMD, including all inherited members.

_animancerBMD
_animationClipsBMD
_animatorBMD
_eyeTexturesBMDprivate
_forceStopMoveBMDprivate
_meshRenderersBMD
_MoveToTarget(Transform target, float maxMoveSpeed, float acceleration, float deceleration)BMDprivate
_RotateByPivot(float target)BMDprivate
_storedMaterialsBMDprivate
ActorBMD
AddClothPhysics(float maxCoefficients)BMD
AddMeshColliderToSkinned()BMDprivate
ApplyBonePositionsToAnimationTransforms(IList< SkeletonJoint > boneList, Matrix4[] boneTransforms)BMD
ApplyFirstTranslation()BMD
ArchiveBMD
BlinkRoutine()BMDprivate
BuildHierarchy(List< SkeletonJoint > joints, Dictionary< string, GameObject > jointGameObjects)BMDprivate
CachedAnimationsNormalsBMD
CachedAnimationsVertsBMD
CacheMeshesBMD
CalculateWeights()BMD
ChangeAlphaThreshold(float alphaThreshold)BMD
ChangeColor(UnityEngine.Color color)BMD
ChangeEmission(UnityEngine.Color color)BMD
CheckCachedBMD
checkForExternalCacheBMDprivate
ChildsBMD
CompressedAnimationsBMD
CopyModel(BMD originalBmd, GameObject parent)BMDstatic
CreateJointGameObjects(List< SkeletonJoint > joints, Transform parent)BMDprivate
CreateMesh(GameObject child, SHP1.Shape shape, List< Vector3 > vertices, List< Vector3 > normals, BTI bti, BTI vertexBti, MeshVertexHolder vertexHolder, Material3 mat, bool external, bool externalVertex, bool isModel, int shapeIndex, Material overwriteMaterial=null)BMD
CreateModelFromBuffer(Archive archive, string name, byte[] buffer, List< BTI > externalBTIs, GameObject o=null)BMDstatic
CreateModelFromPath(Archive archive, string name, List< BTI > externalBTIs, GameObject o=null)BMDstatic
CreateModelFromPathInPlace(Archive archive, string name, List< BTI > externalBTIs, Transform parent, bool UseRigidbody)BMDstatic
CreateShapes(GameObject targetObject=null)BMD
CreateStage(Archive archive, GameObject room, ArcFile file, string name, List< BTI > externalBTIs)BMDstatic
CreateSubMesh(GameObject target, string name)BMD
CurrentAnimationBMD
CurrentBRKBMD
CurrentBTKBMD
CurrentBTPBMDprivate
currentSpeedBMDprivate
Dialogue3DRotationBMD
DialogueIdBMD
DRW1TagBMD
EVP1TagBMD
externalBTIsBMDprivate
FindChildByPath(Transform root, string path)BMD
FindJointGameObject(SkeletonJoint joint, Transform parentTransform)BMDprivate
FixedUpdate()BMDprivate
ForceCheckBMD
frameCounterBMDprivate
GetWorldRoot()BMD
globalNormalsBMDprivate
globalVertsBMDprivate
INF1TagBMD
InitializeModelParams(ItemData data)BMD
initTranslationBMD
InterruptMove()BMD
IsAnimationPlaying()BMD
IsLinkBMD
isModelBMDprivate
IsRendererVisible(Renderer renderer)BMDprivate
JNT1TagBMD
jointGameObjectsBMD
lastAnimationNameBMD
lastExternalArchiveForAnimationBMDprivate
LoadAnimation(string bckName)BMD
LoadAnimationCurves(Archive archive, string bckName, string startBone="##STOP##")BMD
LoadAnimationCurvesInBackground(Archive archive, string bckName, string startBone="##STOP##")BMD
LoadAnimationsOnMainThreadBMD
LoadBRK(string brkName)BMD
LoadBTK(string btkName)BMD
LoadSpecificAnimation(Archive archive, string bckName, LoopType loopType=LoopType.Loop, AnimationBehavior behavior=AnimationBehavior.Stay)BMD
LoadSpecificAnimationOnMain(Archive archive, string bckName, LoopType loopType=LoopType.Loop, AnimationBehavior behavior=AnimationBehavior.Stay)BMD
LoadTagDataFromFile(byte[] buffer, EndianBinaryReader reader, int tagCount, List< BTI > externalBTIs, bool isModel)BMD
m_tevColorOverridesBMDprivate
MagicBMD
MAT3TagBMD
MaxEyeTextureBMD
MaxUpdateBMDprivate
MergeCurvesToAnimation(AnimationSetup.AnimationCurveHolder curve1, AnimationSetup.AnimationCurveHolder curve2, LoopType loopType=LoopType.Once, AnimationBehavior animationBehavior=AnimationBehavior.GoBack)BMD
meshFiltersBMDprivate
meshMaterialsBMDprivate
meshRenderersBMDprivate
MoveToTarget(Transform target, float moveSpeed, float acceleration, float deceleration)BMD
NameBMD
NumChunksBMD
OffsetBMD
OnDrawGizmos()BMDprivate
OverwriteMaterial(Material material)BMD
OverwriteMaterial(int sourceMaterialIndex, Material material)BMD
Parse(string name, byte[] buffer, List< BTI > externalBTIs, bool isModel=false, bool useRigidbody=false)BMD
PlayAnimationFromDifferentArchive(string archive, string name)BMD
PlayFacialBTP(string btpName, string external="")BMD
PlayNextState(ZeldaAnimation[] states, int currentIndex)BMDprivate
PlaySequencedAnimation(params ZeldaAnimation[] states)BMD
PreloadedBCKsBMD
PrepareAnimation()BMD
PrepareShape(GameObject target, int shapeIndex, List< BTI > externalBTIs, IList< SkeletonJoint > boneList, Matrix4[] boneTransforms, bool isModel)BMDprivate
PrepareWeights()BMD
RecursiveFindChild(Transform parent, string childName)BMDprivate
RemoveCollision()BMD
ResetRotation()BMD
RotateByPivot(float target)BMD
RotateX(int angle)BMD
RotateXShort(int shortAngle)BMD
RotateY(int angle)BMD
RotateYShort(int shortAngle)BMD
SetBaseScale(Vector3 scale)BMD
SetLocalPosition(Vector3 translation)BMD
SetLocalRotation(Vector3 translation)BMD
SetLocalScale(Vector3 scale)BMD
SetParentJoint(BMD parent, string jointName)BMD
SetParticles(int groupID, int subId)BMD
SetPosition(Vector3 translation)BMD
SetRotation(Vector3 rotation)BMD
ShortToRadians(int shortValue)BMDprivate
SHP1TagBMD
SizeBMD
specificAnimationsBMD
TEX1TagBMD
TexMatrixIndexesBMD
TextureDatasBMD
ToUrpLitShader()BMD
Translate(Vector3 translation)BMD
TranslateLocal(Vector3 translation)BMD
UpdateIndexBMD
updateIntervalBMDprivate
UseSameAnimationAsOriginalModelForCopy(BMD original)BMD
VTX1TagBMD
WeightDataGeneratorBMD