diff --git a/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Shipped.txt b/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Shipped.txt index 91b0e1a..3b9d7b9 100644 --- a/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Shipped.txt +++ b/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Shipped.txt @@ -1 +1,1879 @@ -#nullable enable \ No newline at end of file +#nullable enable +abstract SA3D.Modeling.Mesh.Chunk.PolyChunk.ByteSize.get -> uint +abstract SA3D.Modeling.Mesh.Chunk.PolyChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +abstract SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.Size.get -> ushort +const SA3D.Modeling.Animation.Motion.StructSize = 16 -> uint +const SA3D.Modeling.Mesh.Basic.BasicMaterial.StructSize = 20 -> uint +const SA3D.Modeling.Mesh.Basic.BasicMesh.StructSize = 24 -> uint +const SA3D.Modeling.Mesh.Basic.BasicMesh.StructSizeDX = 28 -> uint +const SA3D.Modeling.Mesh.Buffer.BufferCorner.StructSize = 14 -> uint +const SA3D.Modeling.Mesh.Buffer.BufferCorner.StructSizeNoColor = 10 -> uint +const SA3D.Modeling.Mesh.Buffer.BufferMaterial.StructSize = 32 -> uint +const SA3D.Modeling.ObjectData.Node.StructSize = 52 -> uint +override SA3D.Modeling.Animation.Motion.ToString() -> string! +override SA3D.Modeling.File.ModelFile.ToString() -> string! +override SA3D.Modeling.Mesh.Attach.ToString() -> string! +override SA3D.Modeling.Mesh.Basic.BasicAttach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool +override SA3D.Modeling.Mesh.Basic.BasicAttach.CheckHasWeights() -> bool +override SA3D.Modeling.Mesh.Basic.BasicAttach.Clone() -> SA3D.Modeling.Mesh.Attach! +override SA3D.Modeling.Mesh.Basic.BasicAttach.Format.get -> SA3D.Modeling.Mesh.AttachFormat +override SA3D.Modeling.Mesh.Basic.BasicAttach.RecalculateBounds() -> void +override SA3D.Modeling.Mesh.Basic.BasicAttach.ToString() -> string! +override SA3D.Modeling.Mesh.Basic.BasicMaterial.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Basic.BasicMaterial.GetHashCode() -> int +override SA3D.Modeling.Mesh.Basic.BasicMaterial.ToString() -> string! +override SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.ToString() -> string! +override SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.ToString() -> string! +override SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.ToString() -> string! +override SA3D.Modeling.Mesh.Buffer.BufferCorner.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Buffer.BufferCorner.GetHashCode() -> int +override SA3D.Modeling.Mesh.Buffer.BufferCorner.ToString() -> string! +override SA3D.Modeling.Mesh.Buffer.BufferMesh.ToString() -> string! +override SA3D.Modeling.Mesh.Buffer.BufferVertex.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Buffer.BufferVertex.GetHashCode() -> int +override SA3D.Modeling.Mesh.Buffer.BufferVertex.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.ChunkAttach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool +override SA3D.Modeling.Mesh.Chunk.ChunkAttach.CheckHasWeights() -> bool +override SA3D.Modeling.Mesh.Chunk.ChunkAttach.Clone() -> SA3D.Modeling.Mesh.Chunk.ChunkAttach! +override SA3D.Modeling.Mesh.Chunk.ChunkAttach.Format.get -> SA3D.Modeling.Mesh.AttachFormat +override SA3D.Modeling.Mesh.Chunk.ChunkAttach.RecalculateBounds() -> void +override SA3D.Modeling.Mesh.Chunk.ChunkAttach.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk.ByteSize.get -> uint +override SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.Size.get -> ushort +override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Size.get -> ushort +override SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.Size.get -> ushort +override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ByteSize.get -> uint +override SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk! +override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void +override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.Size.get -> ushort +override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.GetHashCode() -> int +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.GetHashCode() -> int +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ToString() -> string! +override SA3D.Modeling.Mesh.Chunk.VertexChunk.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.GCAttach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool +override SA3D.Modeling.Mesh.Gamecube.GCAttach.CheckHasWeights() -> bool +override SA3D.Modeling.Mesh.Gamecube.GCAttach.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCAttach! +override SA3D.Modeling.Mesh.Gamecube.GCAttach.Format.get -> SA3D.Modeling.Mesh.AttachFormat +override SA3D.Modeling.Mesh.Gamecube.GCAttach.RecalculateBounds() -> void +override SA3D.Modeling.Mesh.Gamecube.GCAttach.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.GCCorner.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Gamecube.GCCorner.GetHashCode() -> int +override SA3D.Modeling.Mesh.Gamecube.GCCorner.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.GCMesh.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.GCPolygon.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.GCVertexSet.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.ToString() -> string! +override SA3D.Modeling.Mesh.Weighted.WeightedVertex.Equals(object? obj) -> bool +override SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetHashCode() -> int +override SA3D.Modeling.Mesh.Weighted.WeightedVertex.ToString() -> string! +override SA3D.Modeling.ObjectData.LandEntry.ToString() -> string! +override SA3D.Modeling.ObjectData.LandTable.ToString() -> string! +override SA3D.Modeling.ObjectData.Node.ToString() -> string! +override SA3D.Modeling.Structs.Bounds.ToString() -> string! +override SA3D.Modeling.Structs.Color.Equals(object? obj) -> bool +override SA3D.Modeling.Structs.Color.GetHashCode() -> int +override SA3D.Modeling.Structs.Color.ToString() -> string! +override SA3D.Modeling.Structs.PointerLUT.AddEntry(uint address, object! value) -> void +override sealed SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.ByteSize.get -> uint +SA3D.Modeling.Animation.EnumExtensions +SA3D.Modeling.Animation.Frame +SA3D.Modeling.Animation.Frame.Angle.get -> float? +SA3D.Modeling.Animation.Frame.Angle.set -> void +SA3D.Modeling.Animation.Frame.Color.get -> SA3D.Modeling.Structs.Color? +SA3D.Modeling.Animation.Frame.Color.set -> void +SA3D.Modeling.Animation.Frame.EulerRotation.get -> System.Numerics.Vector3? +SA3D.Modeling.Animation.Frame.EulerRotation.set -> void +SA3D.Modeling.Animation.Frame.Frame() -> void +SA3D.Modeling.Animation.Frame.FrameTime.get -> float +SA3D.Modeling.Animation.Frame.FrameTime.set -> void +SA3D.Modeling.Animation.Frame.Intensity.get -> float? +SA3D.Modeling.Animation.Frame.Intensity.set -> void +SA3D.Modeling.Animation.Frame.Normal.get -> System.Numerics.Vector3[]? +SA3D.Modeling.Animation.Frame.Normal.set -> void +SA3D.Modeling.Animation.Frame.Point.get -> System.Numerics.Vector2? +SA3D.Modeling.Animation.Frame.Point.set -> void +SA3D.Modeling.Animation.Frame.Position.get -> System.Numerics.Vector3? +SA3D.Modeling.Animation.Frame.Position.set -> void +SA3D.Modeling.Animation.Frame.QuaternionRotation.get -> System.Numerics.Quaternion? +SA3D.Modeling.Animation.Frame.QuaternionRotation.set -> void +SA3D.Modeling.Animation.Frame.Roll.get -> float? +SA3D.Modeling.Animation.Frame.Roll.set -> void +SA3D.Modeling.Animation.Frame.Scale.get -> System.Numerics.Vector3? +SA3D.Modeling.Animation.Frame.Scale.set -> void +SA3D.Modeling.Animation.Frame.Spotlight.get -> SA3D.Modeling.Animation.Spotlight? +SA3D.Modeling.Animation.Frame.Spotlight.set -> void +SA3D.Modeling.Animation.Frame.Target.get -> System.Numerics.Vector3? +SA3D.Modeling.Animation.Frame.Target.set -> void +SA3D.Modeling.Animation.Frame.Vector.get -> System.Numerics.Vector3? +SA3D.Modeling.Animation.Frame.Vector.set -> void +SA3D.Modeling.Animation.Frame.Vertex.get -> System.Numerics.Vector3[]? +SA3D.Modeling.Animation.Frame.Vertex.set -> void +SA3D.Modeling.Animation.InterpolationMode +SA3D.Modeling.Animation.InterpolationMode.Linear = 0 -> SA3D.Modeling.Animation.InterpolationMode +SA3D.Modeling.Animation.InterpolationMode.Spline = 1 -> SA3D.Modeling.Animation.InterpolationMode +SA3D.Modeling.Animation.InterpolationMode.User = 2 -> SA3D.Modeling.Animation.InterpolationMode +SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Angle = 256 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.EulerRotation = 2 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Intensity = 1024 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.LightColor = 512 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Normal = 32 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Point = 4096 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Position = 1 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.QuaternionRotation = 8192 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Roll = 128 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Scale = 4 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Spot = 2048 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Target = 64 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Vector = 8 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.KeyframeAttributes.Vertex = 16 -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.Keyframes +SA3D.Modeling.Animation.Keyframes.Angle.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.EnsureNodeKeyframes(SA3D.Modeling.ObjectData.Node! node, SA3D.Modeling.Animation.KeyframeAttributes targets, uint endFrame) -> void +SA3D.Modeling.Animation.Keyframes.EulerRotation.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.GetFrameAt(float frame) -> SA3D.Modeling.Animation.Frame +SA3D.Modeling.Animation.Keyframes.HasKeyframes.get -> bool +SA3D.Modeling.Animation.Keyframes.Intensity.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.KeyframeCount.get -> uint +SA3D.Modeling.Animation.Keyframes.Keyframes() -> void +SA3D.Modeling.Animation.Keyframes.LightColor.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Normal.get -> System.Collections.Generic.SortedDictionary!>! +SA3D.Modeling.Animation.Keyframes.Optimize(float generalThreshold, float quaternionThreshold, float colorThreshold, bool asDegrees, uint? start = null, uint? end = null) -> void +SA3D.Modeling.Animation.Keyframes.Point.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Position.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.QuaternionRotation.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Roll.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Scale.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Spot.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Target.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Type.get -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.Keyframes.Vector.get -> System.Collections.Generic.SortedDictionary! +SA3D.Modeling.Animation.Keyframes.Vertex.get -> System.Collections.Generic.SortedDictionary!>! +SA3D.Modeling.Animation.Keyframes.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Animation.KeyframeAttributes writeAttributes, SA3D.Modeling.Structs.PointerLUT! lut, bool shortRot = false) -> (uint address, uint count)[]! +SA3D.Modeling.Animation.LandEntryMotion +SA3D.Modeling.Animation.LandEntryMotion.Frame.get -> float +SA3D.Modeling.Animation.LandEntryMotion.Frame.set -> void +SA3D.Modeling.Animation.LandEntryMotion.LandEntryMotion(float frame, float step, float maxFrame, SA3D.Modeling.Animation.NodeMotion! nodeMotion, uint textureListPointer) -> void +SA3D.Modeling.Animation.LandEntryMotion.LandEntryMotion(float frame, float step, float maxFrame, SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.Motion! motion, uint textureListPointer) -> void +SA3D.Modeling.Animation.LandEntryMotion.LandEntryMotion(float frame, float step, float maxFrame, SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.NodeMotion! nodeMotion, uint textureListPointer) -> void +SA3D.Modeling.Animation.LandEntryMotion.MaxFrame.get -> float +SA3D.Modeling.Animation.LandEntryMotion.MaxFrame.set -> void +SA3D.Modeling.Animation.LandEntryMotion.Model.get -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.Animation.LandEntryMotion.Model.set -> void +SA3D.Modeling.Animation.LandEntryMotion.NodeMotion.get -> SA3D.Modeling.Animation.NodeMotion! +SA3D.Modeling.Animation.LandEntryMotion.NodeMotion.set -> void +SA3D.Modeling.Animation.LandEntryMotion.Step.get -> float +SA3D.Modeling.Animation.LandEntryMotion.Step.set -> void +SA3D.Modeling.Animation.LandEntryMotion.TextureListPointer.get -> uint +SA3D.Modeling.Animation.LandEntryMotion.TextureListPointer.set -> void +SA3D.Modeling.Animation.LandEntryMotion.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> void +SA3D.Modeling.Animation.LandEntryMotion.WriteData(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> void +SA3D.Modeling.Animation.Motion +SA3D.Modeling.Animation.Motion.EnsureNodeKeyframes(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.KeyframeAttributes targetTypes, bool createKeyframes) -> void +SA3D.Modeling.Animation.Motion.GetFrameCount() -> uint +SA3D.Modeling.Animation.Motion.InterpolationMode.get -> SA3D.Modeling.Animation.InterpolationMode +SA3D.Modeling.Animation.Motion.InterpolationMode.set -> void +SA3D.Modeling.Animation.Motion.IsCameraMotion.get -> bool +SA3D.Modeling.Animation.Motion.IsLightMotion.get -> bool +SA3D.Modeling.Animation.Motion.IsNodeMotion.get -> bool +SA3D.Modeling.Animation.Motion.IsShapeMotion.get -> bool +SA3D.Modeling.Animation.Motion.IsSpotLightMotion.get -> bool +SA3D.Modeling.Animation.Motion.Keyframes.get -> System.Collections.Generic.Dictionary! +SA3D.Modeling.Animation.Motion.KeyframeTypes.get -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.Motion.Label.get -> string! +SA3D.Modeling.Animation.Motion.Label.set -> void +SA3D.Modeling.Animation.Motion.ManualKeyframeTypes.get -> SA3D.Modeling.Animation.KeyframeAttributes +SA3D.Modeling.Animation.Motion.ManualKeyframeTypes.set -> void +SA3D.Modeling.Animation.Motion.ModelCount.get -> uint +SA3D.Modeling.Animation.Motion.ModelCount.set -> void +SA3D.Modeling.Animation.Motion.Motion() -> void +SA3D.Modeling.Animation.Motion.Optimize(float generalThreshold, float quaternionThreshold, float colorThreshold, bool asDegrees, uint? start = null, uint? end = null) -> void +SA3D.Modeling.Animation.Motion.ShortRot.get -> bool +SA3D.Modeling.Animation.Motion.ShortRot.set -> void +SA3D.Modeling.Animation.Motion.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +SA3D.Modeling.Animation.NodeMotion +SA3D.Modeling.Animation.NodeMotion.Animation.get -> SA3D.Modeling.Animation.Motion! +SA3D.Modeling.Animation.NodeMotion.Animation.set -> void +SA3D.Modeling.Animation.NodeMotion.Label.get -> string! +SA3D.Modeling.Animation.NodeMotion.Label.set -> void +SA3D.Modeling.Animation.NodeMotion.Model.get -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.Animation.NodeMotion.Model.set -> void +SA3D.Modeling.Animation.NodeMotion.NodeMotion(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.Motion! animation) -> void +SA3D.Modeling.Animation.NodeMotion.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +SA3D.Modeling.Animation.Spotlight +SA3D.Modeling.Animation.Spotlight.far -> float +SA3D.Modeling.Animation.Spotlight.insideAngle -> float +SA3D.Modeling.Animation.Spotlight.near -> float +SA3D.Modeling.Animation.Spotlight.outsideAngle -> float +SA3D.Modeling.Animation.Spotlight.Spotlight() -> void +SA3D.Modeling.Animation.Spotlight.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils +SA3D.Modeling.File.AnimationFile +SA3D.Modeling.File.AnimationFile.Animation.get -> SA3D.Modeling.Animation.Motion! +SA3D.Modeling.File.AnimationFile.MetaData.get -> SA3D.Modeling.File.MetaData! +SA3D.Modeling.File.AnimationFile.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.File.AnimationFile.WriteToBytes() -> byte[]! +SA3D.Modeling.File.AnimationFile.WriteToFile(string! filepath) -> void +SA3D.Modeling.File.LevelFile +SA3D.Modeling.File.LevelFile.Level.get -> SA3D.Modeling.ObjectData.LandTable! +SA3D.Modeling.File.LevelFile.MetaData.get -> SA3D.Modeling.File.MetaData! +SA3D.Modeling.File.LevelFile.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.File.LevelFile.WriteToBytes() -> byte[]! +SA3D.Modeling.File.LevelFile.WriteToFile(string! filepath) -> void +SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.ActionName = 1094931534 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Animation = 1296649793 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Author = 1213486401 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Description = 1129530692 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.End = 4476485 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Label = 1279410508 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Morph = 1179799373 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.ObjectName = 1329744462 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Texture = 5784916 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaBlockType.Tool = 1280266068 -> SA3D.Modeling.File.MetaBlockType +SA3D.Modeling.File.MetaData +SA3D.Modeling.File.MetaData.ActionName.get -> string? +SA3D.Modeling.File.MetaData.ActionName.set -> void +SA3D.Modeling.File.MetaData.AnimFiles.get -> System.Collections.Generic.List! +SA3D.Modeling.File.MetaData.Author.get -> string? +SA3D.Modeling.File.MetaData.Author.set -> void +SA3D.Modeling.File.MetaData.Description.get -> string? +SA3D.Modeling.File.MetaData.Description.set -> void +SA3D.Modeling.File.MetaData.Labels.get -> System.Collections.Generic.Dictionary! +SA3D.Modeling.File.MetaData.Labels.set -> void +SA3D.Modeling.File.MetaData.MetaData() -> void +SA3D.Modeling.File.MetaData.MorphFiles.get -> System.Collections.Generic.List! +SA3D.Modeling.File.MetaData.ObjectName.get -> string? +SA3D.Modeling.File.MetaData.ObjectName.set -> void +SA3D.Modeling.File.MetaData.Other.get -> System.Collections.Generic.Dictionary! +SA3D.Modeling.File.MetaData.Other.set -> void +SA3D.Modeling.File.MetaData.Write(SA3D.Common.IO.EndianStackWriter! writer) -> uint +SA3D.Modeling.File.ModelFile +SA3D.Modeling.File.ModelFile.Format.get -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.File.ModelFile.MetaData.get -> SA3D.Modeling.File.MetaData! +SA3D.Modeling.File.ModelFile.Model.get -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.File.ModelFile.NJFile.get -> bool +SA3D.Modeling.File.ModelFile.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.File.ModelFile.WriteToBytes() -> byte[]! +SA3D.Modeling.File.ModelFile.WriteToFile(string! filepath) -> void +SA3D.Modeling.Mesh.Attach +SA3D.Modeling.Mesh.Attach.Attach() -> void +SA3D.Modeling.Mesh.Attach.Attach(SA3D.Modeling.Mesh.Buffer.BufferMesh![]! meshdata) -> void +SA3D.Modeling.Mesh.Attach.GetDisplayMeshes() -> (SA3D.Modeling.Mesh.Buffer.BufferMesh![]! opaque, SA3D.Modeling.Mesh.Buffer.BufferMesh![]! transparent) +SA3D.Modeling.Mesh.Attach.Label.get -> string! +SA3D.Modeling.Mesh.Attach.Label.set -> void +SA3D.Modeling.Mesh.Attach.MeshBounds.get -> SA3D.Modeling.Structs.Bounds +SA3D.Modeling.Mesh.Attach.MeshBounds.set -> void +SA3D.Modeling.Mesh.Attach.MeshData.get -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! +SA3D.Modeling.Mesh.Attach.MeshData.set -> void +SA3D.Modeling.Mesh.Attach.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +SA3D.Modeling.Mesh.AttachFormat +SA3D.Modeling.Mesh.AttachFormat.BASIC = 1 -> SA3D.Modeling.Mesh.AttachFormat +SA3D.Modeling.Mesh.AttachFormat.Buffer = 0 -> SA3D.Modeling.Mesh.AttachFormat +SA3D.Modeling.Mesh.AttachFormat.CHUNK = 2 -> SA3D.Modeling.Mesh.AttachFormat +SA3D.Modeling.Mesh.AttachFormat.GC = 3 -> SA3D.Modeling.Mesh.AttachFormat +SA3D.Modeling.Mesh.Basic.BasicAttach +SA3D.Modeling.Mesh.Basic.BasicAttach.BasicAttach(SA3D.Common.Lookup.ILabeledArray! positions, SA3D.Common.Lookup.ILabeledArray! normals, SA3D.Common.Lookup.ILabeledArray! meshes, SA3D.Common.Lookup.ILabeledArray! materials) -> void +SA3D.Modeling.Mesh.Basic.BasicAttach.BasicAttach(System.Numerics.Vector3[]! positions, System.Numerics.Vector3[]! normals, SA3D.Modeling.Mesh.Basic.BasicMesh![]! meshes, SA3D.Modeling.Mesh.Basic.BasicMaterial[]! materials) -> void +SA3D.Modeling.Mesh.Basic.BasicAttach.ConvertToBufferMeshData(bool optimize) -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! +SA3D.Modeling.Mesh.Basic.BasicAttach.Materials.get -> SA3D.Common.Lookup.ILabeledArray! +SA3D.Modeling.Mesh.Basic.BasicAttach.Meshes.get -> SA3D.Common.Lookup.ILabeledArray! +SA3D.Modeling.Mesh.Basic.BasicAttach.Normals.get -> SA3D.Common.Lookup.ILabeledArray! +SA3D.Modeling.Mesh.Basic.BasicAttach.Positions.get -> SA3D.Common.Lookup.ILabeledArray! +SA3D.Modeling.Mesh.Basic.BasicMaterial +SA3D.Modeling.Mesh.Basic.BasicMaterial.Attributes.get -> uint +SA3D.Modeling.Mesh.Basic.BasicMaterial.Attributes.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.BasicMaterial() -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.BasicMaterial(SA3D.Modeling.Mesh.Basic.BasicMaterial template) -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampU.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampU.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampV.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampV.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Basic.BasicMaterial.DestinationAlpha.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.DiffuseColor.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Basic.BasicMaterial.DiffuseColor.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.DoubleSided.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.DoubleSided.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.EnvironmentMap.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.EnvironmentMap.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.FilterMode.get -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.Basic.BasicMaterial.FilterMode.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.FlatShading.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.FlatShading.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreLighting.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreLighting.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreSpecular.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreSpecular.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.MipmapDistanceMultiplier.get -> float +SA3D.Modeling.Mesh.Basic.BasicMaterial.MipmapDistanceMultiplier.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorU.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorU.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorV.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorV.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.PickStatus.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.PickStatus.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Basic.BasicMaterial.SourceAlpha.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularColor.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularColor.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularExponent.get -> float +SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularExponent.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.SuperSample.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.SuperSample.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.TextureID.get -> uint +SA3D.Modeling.Mesh.Basic.BasicMaterial.TextureID.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.UseAlpha.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.UseAlpha.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.UserAttributes.get -> byte +SA3D.Modeling.Mesh.Basic.BasicMaterial.UserAttributes.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.UseTexture.get -> bool +SA3D.Modeling.Mesh.Basic.BasicMaterial.UseTexture.set -> void +SA3D.Modeling.Mesh.Basic.BasicMaterial.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.Basic.BasicMesh +SA3D.Modeling.Mesh.Basic.BasicMesh.BasicMesh(SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType polygonType, SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon![]! polygons, ushort materialIndex, bool hasNormal, bool hasColor, bool hasTexcoords) -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.BasicMesh(ushort materialID, SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType polyType, SA3D.Common.Lookup.LabeledReadOnlyArray! polys, SA3D.Common.Lookup.ILabeledArray? normals, SA3D.Common.Lookup.ILabeledArray? colors, SA3D.Common.Lookup.ILabeledArray? texcoords) -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.Clone() -> SA3D.Modeling.Mesh.Basic.BasicMesh! +SA3D.Modeling.Mesh.Basic.BasicMesh.Colors.get -> SA3D.Common.Lookup.ILabeledArray? +SA3D.Modeling.Mesh.Basic.BasicMesh.Colors.set -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.MaterialIndex.get -> ushort +SA3D.Modeling.Mesh.Basic.BasicMesh.MaterialIndex.set -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.Normals.get -> SA3D.Common.Lookup.ILabeledArray? +SA3D.Modeling.Mesh.Basic.BasicMesh.Normals.set -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.PolyAttributes.get -> uint +SA3D.Modeling.Mesh.Basic.BasicMesh.PolyAttributes.set -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.PolygonCornerCount.get -> int +SA3D.Modeling.Mesh.Basic.BasicMesh.Polygons.get -> SA3D.Common.Lookup.LabeledReadOnlyArray! +SA3D.Modeling.Mesh.Basic.BasicMesh.PolygonType.get -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType +SA3D.Modeling.Mesh.Basic.BasicMesh.Texcoords.get -> SA3D.Common.Lookup.ILabeledArray? +SA3D.Modeling.Mesh.Basic.BasicMesh.Texcoords.set -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.WriteData(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> void +SA3D.Modeling.Mesh.Basic.BasicMesh.WriteMeshset(SA3D.Common.IO.EndianStackWriter! writer, bool DX, SA3D.Modeling.Structs.PointerLUT! lut) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.BasicMultiPolygon() -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.BasicMultiPolygon(uint size, bool reversed) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.BasicMultiPolygon(ushort[]! indices, bool reversed) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Clone() -> object! +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.GetEnumerator() -> System.Collections.Generic.IEnumerator! +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Indices.get -> ushort[]! +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Indices.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.NumIndices.get -> int +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Reversed.get -> bool +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Reversed.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Size.get -> uint +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.this[int index].get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.this[int index].set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType +SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.NPoly = 2 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType +SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.Quads = 1 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType +SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.Triangles = 0 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType +SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.TriangleStrips = 3 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.BasicQuad() -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.BasicQuad(ushort index1, ushort index2, ushort index3, ushort index4) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Clone() -> object! +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.GetEnumerator() -> System.Collections.Generic.IEnumerator! +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index1.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index1.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index2.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index2.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index3.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index3.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index4.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index4.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.NumIndices.get -> int +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Size.get -> uint +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.this[int index].get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.this[int index].set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.BasicTriangle() -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.BasicTriangle(ushort index1, ushort index2, ushort index3) -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Clone() -> object! +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.GetEnumerator() -> System.Collections.Generic.IEnumerator! +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index1.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index1.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index2.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index2.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index3.get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index3.set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.NumIndices.get -> int +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Size.get -> uint +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.this[int index].get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.this[int index].set -> void +SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.NumIndices.get -> int +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType type) -> SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon! +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.Size.get -> uint +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.this[int index].get -> ushort +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.this[int index].set -> void +SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.DstAlpha = 6 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.DstAlphaInverted = 7 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.One = 1 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.Other = 2 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.OtherInverted = 3 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.SrcAlpha = 4 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.SrcAlphaInverted = 5 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.BlendMode.Zero = 0 -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Buffer.BufferCorner +SA3D.Modeling.Mesh.Buffer.BufferCorner.BufferCorner() -> void +SA3D.Modeling.Mesh.Buffer.BufferCorner.BufferCorner(ushort vertexIndex) -> void +SA3D.Modeling.Mesh.Buffer.BufferCorner.BufferCorner(ushort vertexIndex, SA3D.Modeling.Structs.Color color, System.Numerics.Vector2 texcoord) -> void +SA3D.Modeling.Mesh.Buffer.BufferCorner.Color.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Buffer.BufferCorner.Color.set -> void +SA3D.Modeling.Mesh.Buffer.BufferCorner.Texcoord.get -> System.Numerics.Vector2 +SA3D.Modeling.Mesh.Buffer.BufferCorner.Texcoord.set -> void +SA3D.Modeling.Mesh.Buffer.BufferCorner.VertexIndex.get -> ushort +SA3D.Modeling.Mesh.Buffer.BufferCorner.VertexIndex.set -> void +SA3D.Modeling.Mesh.Buffer.BufferCorner.Write(SA3D.Common.IO.EndianStackWriter! writer, bool writeColor) -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Ambient.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Ambient.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.AnisotropicFiltering.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.AnisotropicFiltering.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Attributes.get -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Attributes.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.BackfaceCulling.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.BackfaceCulling.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.BufferMaterial() -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.BufferMaterial(SA3D.Modeling.Mesh.Buffer.BufferMaterial template) -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampU.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampU.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampV.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampV.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.DestinationBlendmode.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Buffer.BufferMaterial.DestinationBlendmode.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Diffuse.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Diffuse.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Flat.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Flat.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GamecubeData.get -> uint +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GamecubeData.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCMatrixID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCMatrixID.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCShadowStencil.get -> byte +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCShadowStencil.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordID.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordSource.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordSource.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordType.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.HasAttributes(SA3D.Modeling.Mesh.Buffer.MaterialAttributes attrib) -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.MipmapDistanceMultiplier.get -> float +SA3D.Modeling.Mesh.Buffer.BufferMaterial.MipmapDistanceMultiplier.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorU.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorU.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorV.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorV.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoAmbient.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoAmbient.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoLighting.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoLighting.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NormalMapping.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NormalMapping.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoSpecular.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoSpecular.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.SetAttributes(SA3D.Modeling.Mesh.Buffer.MaterialAttributes attrib, bool state) -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.SourceBlendMode.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Buffer.BufferMaterial.SourceBlendMode.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Specular.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Specular.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.SpecularExponent.get -> float +SA3D.Modeling.Mesh.Buffer.BufferMaterial.SpecularExponent.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureFiltering.get -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureFiltering.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureIndex.get -> uint +SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureIndex.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseAlpha.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseAlpha.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseTexture.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseTexture.set -> void +SA3D.Modeling.Mesh.Buffer.BufferMaterial.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.Buffer.BufferMesh +SA3D.Modeling.Mesh.Buffer.BufferMesh.BufferMesh(SA3D.Modeling.Mesh.Buffer.BufferMaterial material, SA3D.Modeling.Mesh.Buffer.BufferCorner[]! corners, uint[]? indexList, bool strippified, bool hasColors, ushort vertexReadOffset) -> void +SA3D.Modeling.Mesh.Buffer.BufferMesh.BufferMesh(SA3D.Modeling.Mesh.Buffer.BufferVertex[]! vertices, bool continueWeight, bool hasNormals, ushort vertexWriteOffset) -> void +SA3D.Modeling.Mesh.Buffer.BufferMesh.BufferMesh(SA3D.Modeling.Mesh.Buffer.BufferVertex[]? vertices, SA3D.Modeling.Mesh.Buffer.BufferMaterial material, SA3D.Modeling.Mesh.Buffer.BufferCorner[]? corners, uint[]? indexList, bool strippified, bool continueWeight, bool hasNormals, bool hasColors, ushort vertexWriteOffset, ushort vertexReadOffset) -> void +SA3D.Modeling.Mesh.Buffer.BufferMesh.Clone() -> SA3D.Modeling.Mesh.Buffer.BufferMesh! +SA3D.Modeling.Mesh.Buffer.BufferMesh.ContinueWeight.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMesh.Corners.get -> SA3D.Modeling.Mesh.Buffer.BufferCorner[]? +SA3D.Modeling.Mesh.Buffer.BufferMesh.GetCornerTriangleList() -> SA3D.Modeling.Mesh.Buffer.BufferCorner[]! +SA3D.Modeling.Mesh.Buffer.BufferMesh.GetIndexTriangleList() -> uint[]! +SA3D.Modeling.Mesh.Buffer.BufferMesh.HasColors.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMesh.HasNormals.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMesh.IndexList.get -> uint[]? +SA3D.Modeling.Mesh.Buffer.BufferMesh.Material.get -> SA3D.Modeling.Mesh.Buffer.BufferMaterial +SA3D.Modeling.Mesh.Buffer.BufferMesh.OptimizePolygons() -> void +SA3D.Modeling.Mesh.Buffer.BufferMesh.Strippified.get -> bool +SA3D.Modeling.Mesh.Buffer.BufferMesh.VertexReadOffset.get -> ushort +SA3D.Modeling.Mesh.Buffer.BufferMesh.VertexWriteOffset.get -> ushort +SA3D.Modeling.Mesh.Buffer.BufferMesh.Vertices.get -> SA3D.Modeling.Mesh.Buffer.BufferVertex[]? +SA3D.Modeling.Mesh.Buffer.BufferMesh.Write(SA3D.Common.IO.EndianStackWriter! writer) -> uint +SA3D.Modeling.Mesh.Buffer.BufferVertex +SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex() -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, ushort index) -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, ushort index, float weight) -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex(System.Numerics.Vector3 position, ushort index) -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.Equals(SA3D.Modeling.Mesh.Buffer.BufferVertex other) -> bool +SA3D.Modeling.Mesh.Buffer.BufferVertex.Index.get -> ushort +SA3D.Modeling.Mesh.Buffer.BufferVertex.Index.set -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.Normal.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Buffer.BufferVertex.Normal.set -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.Position.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Buffer.BufferVertex.Position.set -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.Weight.get -> float +SA3D.Modeling.Mesh.Buffer.BufferVertex.Weight.set -> void +SA3D.Modeling.Mesh.Buffer.BufferVertex.Write(SA3D.Common.IO.EndianStackWriter! writer, bool writeNormal) -> void +SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.AnisotropicFiltering = 2 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.BackfaceCulling = 4096 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.ClampU = 4 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.ClampV = 8 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.Flat = 1024 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.MirrorU = 16 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.MirrorV = 32 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NoAmbient = 256 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NoLighting = 128 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NormalMapping = 64 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NoSpecular = 512 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.UseAlpha = 2048 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Buffer.MaterialAttributes.UseTexture = 1 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes +SA3D.Modeling.Mesh.Chunk.ChunkAttach +SA3D.Modeling.Mesh.Chunk.ChunkAttach.ChunkAttach(SA3D.Common.Lookup.ILabeledArray? vertexChunks, SA3D.Common.Lookup.ILabeledArray? polyChunks) -> void +SA3D.Modeling.Mesh.Chunk.ChunkAttach.ChunkAttach(SA3D.Modeling.Mesh.Chunk.VertexChunk?[]? vertexChunks, SA3D.Modeling.Mesh.Chunk.PolyChunk?[]? polyChunks) -> void +SA3D.Modeling.Mesh.Chunk.ChunkAttach.PolyChunks.get -> SA3D.Common.Lookup.ILabeledArray? +SA3D.Modeling.Mesh.Chunk.ChunkAttach.PolyChunks.set -> void +SA3D.Modeling.Mesh.Chunk.ChunkAttach.VertexChunks.get -> SA3D.Common.Lookup.ILabeledArray? +SA3D.Modeling.Mesh.Chunk.ChunkAttach.VertexChunks.set -> void +SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions +SA3D.Modeling.Mesh.Chunk.PolyChunk +SA3D.Modeling.Mesh.Chunk.PolyChunk.Attributes.get -> byte +SA3D.Modeling.Mesh.Chunk.PolyChunk.Attributes.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunk.PolyChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunk.Type.get -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunk.Type.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunk.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk.BitsChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.BlendAlphaChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.DestinationAlpha.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.SourceAlpha.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.CacheListChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.List.get -> byte +SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.List.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.DrawListChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.List.get -> byte +SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.List.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DX.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DX.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DY.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DY.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DZ.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DZ.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.MaterialBumpChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UX.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UX.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UY.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UY.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UZ.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UZ.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Ambient.get -> SA3D.Modeling.Structs.Color? +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Ambient.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.DestinationAlpha.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Diffuse.get -> SA3D.Modeling.Structs.Color? +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Diffuse.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.MaterialChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Second.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Second.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SourceAlpha.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Specular.get -> SA3D.Modeling.Structs.Color? +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Specular.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SpecularExponent.get -> byte +SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SpecularExponent.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.MipmapDistanceMultiplier.get -> float +SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.MipmapDistanceMultiplier.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.MipmapDistanceMultiplierChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.SizedChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.SpecularExponent.get -> byte +SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.SpecularExponent.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.SpecularExponentChunk() -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.ChangeType(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.DoubleSide.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.DoubleSide.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.EnvironmentMapping.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.EnvironmentMapping.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.FlatShading.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.FlatShading.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.HasColors.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.HasHDTexcoords.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.HasNormals.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreAmbient.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreAmbient.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreLight.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreLight.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreSpecular.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreSpecular.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.RawSize.get -> uint +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.StripChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip[]! strips, int triangleAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.StripChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, ushort stripCount, int triangleAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.Strips.get -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip[]! +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.TexcoordCount.get -> int +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.TriangleAttributeCount.get -> int +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.TriangleAttributeCount.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UnknownAttribute.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UnknownAttribute.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UseAlpha.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UseAlpha.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampU.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampU.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampV.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampV.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.Data.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.FilterMode.get -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.FilterMode.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MipmapDistanceMultiplier.get -> float +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MipmapDistanceMultiplier.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorU.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorU.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorV.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorV.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.Second.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.Second.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.SuperSample.get -> bool +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.SuperSample.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.TextureChunk(bool second = false) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.TextureID.get -> ushort +SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.TextureID.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.PolygonAttributeCount.get -> int +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.PolygonAttributeCount.set -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.Polygons.get -> SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon![]! +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.RawSize.get -> uint +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.VolumeChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon![]! polygons, int polygonAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.VolumeChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, ushort polygonCount, int polygonAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.BlendAlpha = 1 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.CacheList = 4 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.DrawList = 5 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.End = 255 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Ambient = 18 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Ambient2 = 26 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_AmbientSpecular = 22 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_AmbientSpecular2 = 30 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Bump = 24 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Diffuse = 17 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Diffuse2 = 25 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbient = 19 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbient2 = 27 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbientSpecular = 23 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbientSpecular2 = 31 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseSpecular = 21 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseSpecular2 = 29 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Specular = 20 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Specular2 = 28 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.MipmapDistanceMultiplier = 2 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Null = 0 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.SpecularExponent = 3 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Blank = 64 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_BlankDouble = 73 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Color = 70 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTex = 66 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTexColor = 72 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTexDouble = 75 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTexNormal = 69 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Normal = 67 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Tex = 65 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_TexColor = 71 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_TexDouble = 74 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_TexNormal = 68 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.TextureID = 8 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.TextureID2 = 9 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Volume_Polygon3 = 56 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Volume_Polygon4 = 57 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.PolyChunkType.Volume_Strip = 58 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes1.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes1.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes2.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes2.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes3.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes3.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.ChunkCorner() -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Color.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Color.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Index.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Index.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Normal.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Normal.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord.get -> System.Numerics.Vector2 +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord2.get -> System.Numerics.Vector2 +SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord2.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.ChunkStrip() -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.ChunkStrip(SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner[]! corners, bool reverse) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Corners.get -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner[]! +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Reversed.get -> bool +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Size(int texcoordCount, bool hasNormal, bool hasColor, int triangleAttributeCount) -> uint +SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Write(SA3D.Common.IO.EndianStackWriter! writer, int texcoordCount, bool hdTexcoord, bool hasNormal, bool hasColor, int triangleAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Attributes.get -> uint +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Attributes.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex() -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, SA3D.Modeling.Structs.Color diffuse, SA3D.Modeling.Structs.Color specular) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, uint attribs) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, ushort index, float weight) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Diffuse.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Diffuse.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Index.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Index.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Normal.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Normal.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Position.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Position.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Specular.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Specular.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Weight.get -> float +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Weight.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute1.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute1.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute2.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute2.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute3.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute3.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ChunkVolumeQuad() -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ChunkVolumeQuad(ushort index1, ushort index2, ushort index3, ushort index4) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ChunkVolumeQuad(ushort index1, ushort index2, ushort index3, ushort index4, ushort attribute1, ushort attribute2, ushort attribute3) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index1.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index1.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index2.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index2.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index3.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index3.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index4.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index4.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.NumIndices.get -> int +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Size(int polygonAttributeCount) -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.this[int index].get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.this[int index].set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.ChunkVolumeStrip() -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.ChunkVolumeStrip(int size, bool reversed) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.ChunkVolumeStrip(ushort[]! indices, bool reversed) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Indices.get -> ushort[]! +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.NumIndices.get -> int +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Reversed.get -> bool +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Reversed.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Size(int polygonAttributeCount) -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.this[int index].get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.this[int index].set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.TriangleAttributes.get -> ushort[,]! +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute1.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute1.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute2.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute2.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute3.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute3.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ChunkVolumeTriangle() -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ChunkVolumeTriangle(ushort index1, ushort index2, ushort index3) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ChunkVolumeTriangle(ushort index1, ushort index2, ushort index3, ushort attribute1, ushort attribute2, ushort attribute3) -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index1.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index1.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index2.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index2.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index3.get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index3.set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.NumIndices.get -> int +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Size(int polygonAttributeCount) -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.this[int index].get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.this[int index].set -> void +SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon +SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.NumIndices.get -> int +SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.Size(int polygonAttributeCount) -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.this[int index].get -> ushort +SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.this[int index].set -> void +SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void +SA3D.Modeling.Mesh.Chunk.VertexChunk +SA3D.Modeling.Mesh.Chunk.VertexChunk.Attributes.get -> byte +SA3D.Modeling.Mesh.Chunk.VertexChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.VertexChunk! +SA3D.Modeling.Mesh.Chunk.VertexChunk.HasDiffuseColors.get -> bool +SA3D.Modeling.Mesh.Chunk.VertexChunk.HasNormals.get -> bool +SA3D.Modeling.Mesh.Chunk.VertexChunk.HasSpecularColors.get -> bool +SA3D.Modeling.Mesh.Chunk.VertexChunk.HasWeight.get -> bool +SA3D.Modeling.Mesh.Chunk.VertexChunk.IndexOffset.get -> ushort +SA3D.Modeling.Mesh.Chunk.VertexChunk.IndexOffset.set -> void +SA3D.Modeling.Mesh.Chunk.VertexChunk.Type.get -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunk.VertexChunk(SA3D.Modeling.Mesh.Chunk.VertexChunkType type, byte attributes, ushort indexOffset, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex[]! vertices) -> void +SA3D.Modeling.Mesh.Chunk.VertexChunk.VertexChunk(SA3D.Modeling.Mesh.Chunk.VertexChunkType type, SA3D.Modeling.Mesh.Chunk.WeightStatus weightstatus, ushort indexOffset, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex[]! vertices) -> void +SA3D.Modeling.Mesh.Chunk.VertexChunk.Vertices.get -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex[]! +SA3D.Modeling.Mesh.Chunk.VertexChunk.WeightStatus.get -> SA3D.Modeling.Mesh.Chunk.WeightStatus +SA3D.Modeling.Mesh.Chunk.VertexChunk.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Attributes = 37 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Blank = 34 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.BlankVec4 = 32 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Diffuse = 35 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.DiffuseSpecular4 = 39 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.DiffuseSpecular5 = 38 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.End = 255 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Intensity = 40 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal = 41 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal32 = 48 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal32Diffuse = 49 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal32UserAttributes = 50 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalAttributes = 44 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalDiffuse = 42 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalDiffuseSpecular4 = 46 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalDiffuseSpecular5 = 45 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalIntensity = 47 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalUserAttributes = 43 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalVec4 = 33 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.Null = 0 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.VertexChunkType.UserAttributes = 36 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType +SA3D.Modeling.Mesh.Chunk.WeightStatus +SA3D.Modeling.Mesh.Chunk.WeightStatus.End = 2 -> SA3D.Modeling.Mesh.Chunk.WeightStatus +SA3D.Modeling.Mesh.Chunk.WeightStatus.Middle = 1 -> SA3D.Modeling.Mesh.Chunk.WeightStatus +SA3D.Modeling.Mesh.Chunk.WeightStatus.Start = 0 -> SA3D.Modeling.Mesh.Chunk.WeightStatus +SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.FilterMode.Bilinear = 1 -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.FilterMode.Blend = 3 -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.FilterMode.Nearest = 0 -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.FilterMode.Trilinear = 2 -> SA3D.Modeling.Mesh.FilterMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Float32 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGB565 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGB8 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBA4 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBA6 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBA8 = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBX8 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Signed16 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Signed8 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Unsigned16 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Unsigned8 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Enums.GCEnumExtensions +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.Color0LargeIndex = 64 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.Color1LargeIndex = 256 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasColor0 = 128 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasColor1 = 512 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasNormal = 32 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasPosition = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasPositionMatrixID = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord0 = 2048 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord1 = 8192 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord2 = 32768 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord3 = 131072 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord4 = 524288 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord5 = 2097152 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord6 = 8388608 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord7 = 33554432 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.NormalLargeIndex = 16 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.PositionLargeIndex = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.PositionMatrixIDLargeIndex = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord0LargeIndex = 1024 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord1LargeIndex = 4096 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord2LargeIndex = 16384 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord3LargeIndex = 65536 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord4LargeIndex = 262144 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord5LargeIndex = 1048576 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord6LargeIndex = 4194304 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord7LargeIndex = 16777216 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.AmbientColor = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.BlendAlpha = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.DiffuseColor = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.IndexFormat = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Lighting = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.SpecularColor = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Texcoord = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Texture = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Unknown = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.VertexFormat = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.Lines = 168 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.LineStrip = 176 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.Points = 184 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.TriangleFan = 160 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.Triangles = 144 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.TriangleStrip = 152 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.ColorRGB = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.ColorRGBA = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.NormalNBT = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.NormalNBT3 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.NormalXYZ = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.PositionXY = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.PositionXYZ = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.TexCoordU = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.TexCoordUV = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord0 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord1 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord2 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord3 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord4 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord5 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord6 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord7 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoordMax = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoordNull = 255 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Identity = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix0 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix1 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix2 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix3 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix4 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix5 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix6 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix7 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix8 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix9 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Binormal = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord0 = 12 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord1 = 13 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord2 = 14 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord3 = 15 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord4 = 16 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord5 = 17 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord6 = 18 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Color0 = 19 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Color1 = 20 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Normal = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Position = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Tangent = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord0 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord1 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord2 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord3 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord4 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord5 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord6 = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord7 = 11 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump0 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump1 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump2 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump3 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump4 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump5 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump6 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump7 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Matrix2x4 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Matrix3x4 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.SRTG = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.Mask = SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatV | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorV | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatU | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorU | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.Unknown -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorU = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorV = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatU = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatV = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.Unknown = 16 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Color0 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Color1 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.End = 255 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Normal = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Position = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.PositionMatrixID = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord0 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord1 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord2 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord3 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord4 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord5 = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord6 = 11 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord7 = 12 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.GCAttach +SA3D.Modeling.Mesh.Gamecube.GCAttach.ConvertToBufferMeshData(bool optimize) -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! +SA3D.Modeling.Mesh.Gamecube.GCAttach.GCAttach(System.Collections.Generic.Dictionary! vertexData, SA3D.Modeling.Mesh.Gamecube.GCMesh![]! opaqueMeshes, SA3D.Modeling.Mesh.Gamecube.GCMesh![]! transprentMeshes) -> void +SA3D.Modeling.Mesh.Gamecube.GCAttach.OpaqueMeshes.get -> SA3D.Modeling.Mesh.Gamecube.GCMesh![]! +SA3D.Modeling.Mesh.Gamecube.GCAttach.OpaqueMeshes.set -> void +SA3D.Modeling.Mesh.Gamecube.GCAttach.OptimizePolygons() -> void +SA3D.Modeling.Mesh.Gamecube.GCAttach.OptimizeVertexData() -> void +SA3D.Modeling.Mesh.Gamecube.GCAttach.TransparentMeshes.get -> SA3D.Modeling.Mesh.Gamecube.GCMesh![]! +SA3D.Modeling.Mesh.Gamecube.GCAttach.TransparentMeshes.set -> void +SA3D.Modeling.Mesh.Gamecube.GCAttach.VertexData.get -> System.Collections.Generic.Dictionary! +SA3D.Modeling.Mesh.Gamecube.GCCorner +SA3D.Modeling.Mesh.Gamecube.GCCorner.Color0Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.Color0Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.Color1Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.Color1Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.GCCorner() -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.NormalIndex.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.NormalIndex.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionIndex.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionIndex.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionMatrixIDIndex.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionMatrixIDIndex.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord0Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord0Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord1Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord1Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord2Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord2Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord3Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord3Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord4Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord4Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord5Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord5Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord6Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord6Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord7Index.get -> ushort +SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord7Index.set -> void +SA3D.Modeling.Mesh.Gamecube.GCMesh +SA3D.Modeling.Mesh.Gamecube.GCMesh.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCMesh! +SA3D.Modeling.Mesh.Gamecube.GCMesh.GCMesh(SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter![]! parameters, SA3D.Modeling.Mesh.Gamecube.GCPolygon[]! polygons) -> void +SA3D.Modeling.Mesh.Gamecube.GCMesh.IndexFormat.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat? +SA3D.Modeling.Mesh.Gamecube.GCMesh.OptimizePolygons() -> void +SA3D.Modeling.Mesh.Gamecube.GCMesh.Parameters.get -> SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter![]! +SA3D.Modeling.Mesh.Gamecube.GCMesh.Parameters.set -> void +SA3D.Modeling.Mesh.Gamecube.GCMesh.Polygons.get -> SA3D.Modeling.Mesh.Gamecube.GCPolygon[]! +SA3D.Modeling.Mesh.Gamecube.GCMesh.Polygons.set -> void +SA3D.Modeling.Mesh.Gamecube.GCMesh.WriteParameters(SA3D.Common.IO.EndianStackWriter! writer) -> uint +SA3D.Modeling.Mesh.Gamecube.GCMesh.WritePolygons(SA3D.Common.IO.EndianStackWriter! writer, ref SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> uint +SA3D.Modeling.Mesh.Gamecube.GCPolygon +SA3D.Modeling.Mesh.Gamecube.GCPolygon.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCPolygon +SA3D.Modeling.Mesh.Gamecube.GCPolygon.Corners.get -> SA3D.Modeling.Mesh.Gamecube.GCCorner[]! +SA3D.Modeling.Mesh.Gamecube.GCPolygon.GCPolygon() -> void +SA3D.Modeling.Mesh.Gamecube.GCPolygon.GCPolygon(SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType type, SA3D.Modeling.Mesh.Gamecube.GCCorner[]! corners) -> void +SA3D.Modeling.Mesh.Gamecube.GCPolygon.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType +SA3D.Modeling.Mesh.Gamecube.GCPolygon.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> void +SA3D.Modeling.Mesh.Gamecube.GCVertexSet +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.ColorData.get -> SA3D.Modeling.Structs.Color[]! +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.DataLength.get -> int +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.DataType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Optimize(System.Collections.Generic.IEnumerable? meshes) -> void +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.StructSize.get -> uint +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.StructType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Vector2Data.get -> System.Numerics.Vector2[]! +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Vector3Data.get -> System.Numerics.Vector3[]! +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.WriteData(SA3D.Common.IO.EndianStackWriter! writer) -> uint +SA3D.Modeling.Mesh.Gamecube.GCVertexSet.WriteHeader(SA3D.Common.IO.EndianStackWriter! writer, uint dataAddress) -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.AmbientColor.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.AmbientColor.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.GCAmbientColorParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.DestinationAlpha.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.GCBlendAlphaParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.SourceAlpha.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.DiffuseColor.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.DiffuseColor.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.GCDiffuseColorParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.GCIndexFormatParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.IndexFormat.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.IndexFormat.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.GCLightingParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.LightingAttributes.get -> ushort +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.LightingAttributes.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.ShadowStencil.get -> byte +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.ShadowStencil.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown1.get -> byte +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown1.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown2.get -> byte +SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown2.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCParameterExtensions +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.GCSpecularColorParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.SpecularColor.get -> SA3D.Modeling.Structs.Color +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.SpecularColor.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.GCTexCoordParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.MatrixID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.MatrixID.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordID.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordSource.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordSource.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordType.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.GCTextureParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.TextureID.get -> ushort +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.TextureID.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Tiling.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Tiling.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.GCUnknownParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown1.get -> ushort +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown1.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown2.get -> ushort +SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown2.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Formatting.get -> byte +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Formatting.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.GCVertexFormatParameter() -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexDataType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexDataType.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexStructType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexStructType.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType +SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexType.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter +SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Data.get -> uint +SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Data.set -> void +SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter! +SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType +SA3D.Modeling.Mesh.Weighted.BufferMode +SA3D.Modeling.Mesh.Weighted.BufferMode.Generate = 1 -> SA3D.Modeling.Mesh.Weighted.BufferMode +SA3D.Modeling.Mesh.Weighted.BufferMode.GenerateOptimized = 2 -> SA3D.Modeling.Mesh.Weighted.BufferMode +SA3D.Modeling.Mesh.Weighted.BufferMode.None = 0 -> SA3D.Modeling.Mesh.Weighted.BufferMode +SA3D.Modeling.Mesh.Weighted.WeightedMesh +SA3D.Modeling.Mesh.Weighted.WeightedMesh.Clone() -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.DependingNodeIndices.get -> System.Collections.Generic.SortedSet! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.EnsurePolygonsValid() -> bool +SA3D.Modeling.Mesh.Weighted.WeightedMesh.ForceVertexColors.get -> bool +SA3D.Modeling.Mesh.Weighted.WeightedMesh.ForceVertexColors.set -> void +SA3D.Modeling.Mesh.Weighted.WeightedMesh.HasColors.get -> bool +SA3D.Modeling.Mesh.Weighted.WeightedMesh.IsWeighted.get -> bool +SA3D.Modeling.Mesh.Weighted.WeightedMesh.Label.get -> string? +SA3D.Modeling.Mesh.Weighted.WeightedMesh.Label.set -> void +SA3D.Modeling.Mesh.Weighted.WeightedMesh.Materials.get -> SA3D.Modeling.Mesh.Buffer.BufferMaterial[]! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.RootIndices.get -> System.Collections.Generic.HashSet! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.ToAttach(SA3D.Modeling.Mesh.AttachFormat format, bool optimize, bool ignoreWeights) -> SA3D.Modeling.Mesh.Attach! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.TriangleSets.get -> SA3D.Modeling.Mesh.Buffer.BufferCorner[]![]! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.Vertices.get -> SA3D.Modeling.Mesh.Weighted.WeightedVertex[]! +SA3D.Modeling.Mesh.Weighted.WeightedMesh.WriteSpecular.get -> bool +SA3D.Modeling.Mesh.Weighted.WeightedMesh.WriteSpecular.set -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Clone() -> SA3D.Modeling.Mesh.Weighted.WeightedVertex +SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetFirstWeightIndex() -> int +SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetLastWeightIndex() -> int +SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetMaxWeightIndex() -> int +SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetWeightCount() -> int +SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetWeightMap() -> (int nodeIndex, float weight)[]! +SA3D.Modeling.Mesh.Weighted.WeightedVertex.IsWeighted() -> bool +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Normal.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Normal.set -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Normalized() -> SA3D.Modeling.Mesh.Weighted.WeightedVertex +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Position.get -> System.Numerics.Vector3 +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Position.set -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex() -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal) -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, float[]? weights) -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, int nodeCount) -> void +SA3D.Modeling.Mesh.Weighted.WeightedVertex.Weights.get -> float[]? +SA3D.Modeling.ObjectData.Enums.EnumExtensions +SA3D.Modeling.ObjectData.Enums.LandtableAttributes +SA3D.Modeling.ObjectData.Enums.LandtableAttributes.CustomDrawDistance = 4 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes +SA3D.Modeling.ObjectData.Enums.LandtableAttributes.EnableMotions = 1 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes +SA3D.Modeling.ObjectData.Enums.LandtableAttributes.LoadTexlist = 2 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes +SA3D.Modeling.ObjectData.Enums.LandtableAttributes.LoadTextureFile = 8 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes +SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.Enums.ModelFormat.Buffer = 4 -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.Enums.ModelFormat.SA1 = 0 -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.Enums.ModelFormat.SA2 = 2 -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.Enums.ModelFormat.SA2B = 3 -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.Enums.ModelFormat.SADX = 1 -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.Clip = 256 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.Modifier = 512 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoAnimate = 64 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoMorph = 128 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoPosition = 1 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoRotation = 2 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoScale = 4 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.RotateZYX = 32 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.SkipChildren = 16 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.SkipDraw = 8 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.NodeAttributes.UseQuaternionRotation = 1024 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Enums.RotationUpdateMode +SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.Keep = 2 -> SA3D.Modeling.ObjectData.Enums.RotationUpdateMode +SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateEuler = 1 -> SA3D.Modeling.ObjectData.Enums.RotationUpdateMode +SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateQuaternion = 0 -> SA3D.Modeling.ObjectData.Enums.RotationUpdateMode +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Accelerate = 2097152 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.BoundsRadiusSmall = 536870912 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.BoundsRadiusTiny = 1073741824 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.CannotLand = 64 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Chaos0Land = 8192 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Diggable = 256 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.DrawByMesh = 33554432 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.DynamicCollision = 134217728 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.EnableManipulation = 67108864 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Footprints = 1048576 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Gravity = 8388608 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Hurt = 65536 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.IncreasedAcceleration = 128 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.LowAcceleration = 16 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.LowDepth = 262144 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.NoAcceleration = 8 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.NoFriction = 4 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.NoZWrite = 16777216 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Solid = 1 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Stairs = 16384 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.TransformBounds = 268435456 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.TubeAcceleration = 131072 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unclimbable = 4096 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown11 = 2048 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown15 = 32768 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown19 = 524288 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown9 = 512 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.UseSkyDrawDistance = 32 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Visible = 2147483648 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Water = 2 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.WaterCollision = 4194304 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Waterfall = 1024 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.BoundsRadiusSmall = 536870912 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.BoundsRadiusTiny = 1073741824 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.CannotLand = 4096 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Diggable = 32 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.DynamicCollision = 134217728 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.EasyDraw = 16777216 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Footprints = 2048 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Gravity = 524288 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Hurt = 1024 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.IncreasedAcceleration = 2097152 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.LowAcceleration = 16 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoAcceleration = 8 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoFog = 4194304 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoFriction = 4 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoShadows = 32768 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Solid = 1 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Stairs = 256 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.TransformBounds = 268435456 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.TubeAcceleration = 1048576 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unclimbable = 128 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown14 = 16384 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown16 = 65536 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown17 = 131072 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown18 = 262144 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown25 = 33554432 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown26 = 67108864 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown6 = 64 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown9 = 512 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.UseSkyDrawDistance = 8388608 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Visible = 2147483648 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Water = 2 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.WaterNoAlpha = 8192 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Accelerate = 1024 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusSmall = 32 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusTiny = 64 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TransformBounds | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusSmall | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusTiny -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.CannotLand = 131072 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Chaos0Land = 1099511627776 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.CollisionMask = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Collisions | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Collisions = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Solid | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Water | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterNoAlpha | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Accelerate | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.IncreasedAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TubeAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFriction | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.CannotLand | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Unclimbable | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Stairs | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Diggable | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Hurt | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DynamicCollision | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterCollision | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Gravity -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Diggable = 1048576 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DrawByMesh = 137438953472 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DynamicCollision = 4194304 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EasyDraw = 34359738368 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EnableManipulation = 274877906944 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Footprints = 1073741824 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Gravity = 16777216 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Hurt = 2097152 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.IncreasedAcceleration = 16384 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowAcceleration = 4096 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowDepth = 8589934592 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoAcceleration = 8192 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFog = 4294967296 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFriction = 65536 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoShadows = 2147483648 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoZWrite = 68719476736 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown11 = 9007199254740992 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown15 = 18014398509481984 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown19 = 36028797018963968 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown9 = 4503599627370496 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown11 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown15 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown19 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 = 288230376151711744 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 = 576460752303423488 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 = 1152921504606846976 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 = 2305843009213693952 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 = 4611686018427387904 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 = 9223372036854775808 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 = 72057594037927936 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 = 144115188075855872 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknowns = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Solid = 2 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Stairs = 524288 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TransformBounds = 16 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TubeAcceleration = 32768 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Unclimbable = 262144 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Unknowns = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.UseSkyDrawDistance = 17179869184 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.ValidMask = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Collisions | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visuals | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visible = 1 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.VisualMask = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visuals | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visuals = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visible | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Footprints | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoShadows | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFog | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowDepth | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.UseSkyDrawDistance | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EasyDraw | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoZWrite | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DrawByMesh | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EnableManipulation | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Waterfall | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Chaos0Land -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Water = 4 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterCollision = 8388608 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Waterfall = 549755813888 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterNoAlpha = 8 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.Events.AttachUpdatedEventArgs +SA3D.Modeling.ObjectData.Events.AttachUpdatedEventArgs.NewAttach.get -> SA3D.Modeling.Mesh.Attach? +SA3D.Modeling.ObjectData.Events.AttachUpdatedEventArgs.OldAttach.get -> SA3D.Modeling.Mesh.Attach? +SA3D.Modeling.ObjectData.Events.AttachUpdatedEventHandler +SA3D.Modeling.ObjectData.Events.TransformSet +SA3D.Modeling.ObjectData.Events.TransformSet.LocalMatrix.get -> System.Numerics.Matrix4x4 +SA3D.Modeling.ObjectData.Events.TransformSet.Position.get -> System.Numerics.Vector3 +SA3D.Modeling.ObjectData.Events.TransformSet.QuaternionRotation.get -> System.Numerics.Quaternion +SA3D.Modeling.ObjectData.Events.TransformSet.Rotation.get -> System.Numerics.Vector3 +SA3D.Modeling.ObjectData.Events.TransformSet.Scale.get -> System.Numerics.Vector3 +SA3D.Modeling.ObjectData.Events.TransformSet.TransformSet() -> void +SA3D.Modeling.ObjectData.Events.TransformSet.TransformSet(System.Numerics.Matrix4x4 matrix, System.Numerics.Vector3 position, System.Numerics.Vector3 rotation, System.Numerics.Quaternion quaternionRotation, System.Numerics.Vector3 scale) -> void +SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs +SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs.NewTransforms.get -> SA3D.Modeling.ObjectData.Events.TransformSet +SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs.OldTransforms.get -> SA3D.Modeling.ObjectData.Events.TransformSet +SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs.UpdatedValues.get -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue +SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventHandler +SA3D.Modeling.ObjectData.Events.UpdatedTransformValue +SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.Position = 1 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue +SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.RotateMode = 8 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue +SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.Rotation = 2 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue +SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.Scale = 4 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue +SA3D.Modeling.ObjectData.LandEntry +SA3D.Modeling.ObjectData.LandEntry.BlockBit.get -> uint +SA3D.Modeling.ObjectData.LandEntry.BlockBit.set -> void +SA3D.Modeling.ObjectData.LandEntry.Copy() -> SA3D.Modeling.ObjectData.LandEntry! +SA3D.Modeling.ObjectData.LandEntry.LandEntry(SA3D.Modeling.ObjectData.Node! node, SA3D.Modeling.ObjectData.Enums.SurfaceAttributes surfaceAttributes) -> void +SA3D.Modeling.ObjectData.LandEntry.Model.get -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.LandEntry.Model.set -> void +SA3D.Modeling.ObjectData.LandEntry.ModelBounds.get -> SA3D.Modeling.Structs.Bounds +SA3D.Modeling.ObjectData.LandEntry.ModelBounds.set -> void +SA3D.Modeling.ObjectData.LandEntry.SurfaceAttributes.get -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +SA3D.Modeling.ObjectData.LandEntry.SurfaceAttributes.set -> void +SA3D.Modeling.ObjectData.LandEntry.Unknown.get -> uint +SA3D.Modeling.ObjectData.LandEntry.Unknown.set -> void +SA3D.Modeling.ObjectData.LandEntry.UpdateBounds() -> void +SA3D.Modeling.ObjectData.LandEntry.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> void +SA3D.Modeling.ObjectData.LandTable +SA3D.Modeling.ObjectData.LandTable.Attributes.get -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes +SA3D.Modeling.ObjectData.LandTable.Attributes.set -> void +SA3D.Modeling.ObjectData.LandTable.BufferMeshData(bool optimize) -> void +SA3D.Modeling.ObjectData.LandTable.ConvertToFormat(SA3D.Modeling.ObjectData.Enums.ModelFormat newFormat, bool optimize, bool forceUpdate = false, bool updateBuffer = false) -> void +SA3D.Modeling.ObjectData.LandTable.DrawDistance.get -> float +SA3D.Modeling.ObjectData.LandTable.DrawDistance.set -> void +SA3D.Modeling.ObjectData.LandTable.Format.get -> SA3D.Modeling.ObjectData.Enums.ModelFormat +SA3D.Modeling.ObjectData.LandTable.Geometry.get -> SA3D.Common.Lookup.ILabeledArray! +SA3D.Modeling.ObjectData.LandTable.Geometry.set -> void +SA3D.Modeling.ObjectData.LandTable.GeometryAnimations.get -> SA3D.Common.Lookup.ILabeledArray! +SA3D.Modeling.ObjectData.LandTable.GeometryAnimations.set -> void +SA3D.Modeling.ObjectData.LandTable.Label.get -> string! +SA3D.Modeling.ObjectData.LandTable.Label.set -> void +SA3D.Modeling.ObjectData.LandTable.LandTable(SA3D.Common.Lookup.ILabeledArray! geometry, SA3D.Common.Lookup.ILabeledArray! geometryAnimations, SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> void +SA3D.Modeling.ObjectData.LandTable.LandTable(SA3D.Common.Lookup.ILabeledArray! geometry, SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> void +SA3D.Modeling.ObjectData.LandTable.SortLandEntries() -> void +SA3D.Modeling.ObjectData.LandTable.TexListPtr.get -> uint +SA3D.Modeling.ObjectData.LandTable.TexListPtr.set -> void +SA3D.Modeling.ObjectData.LandTable.TextureFileName.get -> string? +SA3D.Modeling.ObjectData.LandTable.TextureFileName.set -> void +SA3D.Modeling.ObjectData.LandTable.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +SA3D.Modeling.ObjectData.Node +SA3D.Modeling.ObjectData.Node.AppendChild(SA3D.Modeling.ObjectData.Node! node) -> void +SA3D.Modeling.ObjectData.Node.Attach.get -> SA3D.Modeling.Mesh.Attach? +SA3D.Modeling.ObjectData.Node.Attach.set -> void +SA3D.Modeling.ObjectData.Node.AttachCopy() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.Attributes.get -> SA3D.Modeling.ObjectData.Enums.NodeAttributes +SA3D.Modeling.ObjectData.Node.AutoNodeAttributes() -> void +SA3D.Modeling.ObjectData.Node.BufferMeshData(bool optimize) -> void +SA3D.Modeling.ObjectData.Node.CheckHasBranchAttaches() -> bool +SA3D.Modeling.ObjectData.Node.CheckHasTreeWeightedMesh() -> bool +SA3D.Modeling.ObjectData.Node.Child.get -> SA3D.Modeling.ObjectData.Node? +SA3D.Modeling.ObjectData.Node.ChildCount.get -> int +SA3D.Modeling.ObjectData.Node.ClearAttachesFromTree() -> void +SA3D.Modeling.ObjectData.Node.ConvertAttachFormat(SA3D.Modeling.Mesh.AttachFormat newAttachFormat, bool optimize, bool ignoreWeights = false, bool forceUpdate = false, bool updateBuffer = false) -> void +SA3D.Modeling.ObjectData.Node.DeepAttachCopy() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.DeepSimpleCopy() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.Detach() -> void +SA3D.Modeling.ObjectData.Node.DetachChildren(bool remainSiblings) -> void +SA3D.Modeling.ObjectData.Node.DetachSuccessors(bool remainSiblings) -> void +SA3D.Modeling.ObjectData.Node.Duplicate() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.EulerRotation.get -> System.Numerics.Vector3 +SA3D.Modeling.ObjectData.Node.EulerRotation.set -> void +SA3D.Modeling.ObjectData.Node.GetAnimTreeNodeCount() -> int +SA3D.Modeling.ObjectData.Node.GetAnimTreeNodeEnumerable() -> System.Collections.Generic.IEnumerable! +SA3D.Modeling.ObjectData.Node.GetAnimTreeNodes() -> SA3D.Modeling.ObjectData.Node![]! +SA3D.Modeling.ObjectData.Node.GetAttachFormat() -> SA3D.Modeling.Mesh.AttachFormat? +SA3D.Modeling.ObjectData.Node.GetBranchNodeCount(bool includeSiblings) -> int +SA3D.Modeling.ObjectData.Node.GetBranchNodeEnumerable(bool includeSiblings) -> System.Collections.Generic.IEnumerable! +SA3D.Modeling.ObjectData.Node.GetBranchNodes(bool includeSiblings) -> SA3D.Modeling.ObjectData.Node![]! +SA3D.Modeling.ObjectData.Node.GetChildren() -> SA3D.Modeling.ObjectData.Node![]! +SA3D.Modeling.ObjectData.Node.GetEnumerator() -> System.Collections.Generic.IEnumerator! +SA3D.Modeling.ObjectData.Node.GetMorphTreeNodeCount() -> int +SA3D.Modeling.ObjectData.Node.GetMorphTreeNodeEnumerable() -> System.Collections.Generic.IEnumerable! +SA3D.Modeling.ObjectData.Node.GetMorphTreeNodes() -> SA3D.Modeling.ObjectData.Node![]! +SA3D.Modeling.ObjectData.Node.GetRootNode() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.GetRootParent() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.GetRootSibling() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.GetTreeAttachCount() -> int +SA3D.Modeling.ObjectData.Node.GetTreeAttachEnumerable() -> System.Collections.Generic.IEnumerable! +SA3D.Modeling.ObjectData.Node.GetTreeAttaches() -> SA3D.Modeling.Mesh.Attach![]! +SA3D.Modeling.ObjectData.Node.GetTreeNodeCount() -> int +SA3D.Modeling.ObjectData.Node.GetTreeNodeEnumerable() -> System.Collections.Generic.IEnumerable! +SA3D.Modeling.ObjectData.Node.GetTreeNodes() -> SA3D.Modeling.ObjectData.Node![]! +SA3D.Modeling.ObjectData.Node.GetWorldMatrix() -> System.Numerics.Matrix4x4 +SA3D.Modeling.ObjectData.Node.GetWorldMatrixTree() -> (SA3D.Modeling.ObjectData.Node! node, System.Numerics.Matrix4x4 worldMatrix)[]! +SA3D.Modeling.ObjectData.Node.GetWorldMatrixTreeEnumerator() -> System.Collections.Generic.IEnumerable<(SA3D.Modeling.ObjectData.Node! node, System.Numerics.Matrix4x4 worldMatrix)>! +SA3D.Modeling.ObjectData.Node.GetWorldMatrixTreeLUT() -> System.Collections.Generic.Dictionary! +SA3D.Modeling.ObjectData.Node.HasImmediates.get -> bool +SA3D.Modeling.ObjectData.Node.HasSiblings.get -> bool +SA3D.Modeling.ObjectData.Node.InsertAfter(SA3D.Modeling.ObjectData.Node! node) -> void +SA3D.Modeling.ObjectData.Node.InsertBefore(SA3D.Modeling.ObjectData.Node! node) -> void +SA3D.Modeling.ObjectData.Node.InsertChild(int index, SA3D.Modeling.ObjectData.Node! node) -> void +SA3D.Modeling.ObjectData.Node.Label.get -> string! +SA3D.Modeling.ObjectData.Node.Label.set -> void +SA3D.Modeling.ObjectData.Node.LocalMatrix.get -> System.Numerics.Matrix4x4 +SA3D.Modeling.ObjectData.Node.Next.get -> SA3D.Modeling.ObjectData.Node? +SA3D.Modeling.ObjectData.Node.NoAnimate.get -> bool +SA3D.Modeling.ObjectData.Node.NoAnimate.set -> void +SA3D.Modeling.ObjectData.Node.Node() -> void +SA3D.Modeling.ObjectData.Node.NoMorph.get -> bool +SA3D.Modeling.ObjectData.Node.NoMorph.set -> void +SA3D.Modeling.ObjectData.Node.NoPosition.get -> bool +SA3D.Modeling.ObjectData.Node.NoPosition.set -> void +SA3D.Modeling.ObjectData.Node.NoRotation.get -> bool +SA3D.Modeling.ObjectData.Node.NoRotation.set -> void +SA3D.Modeling.ObjectData.Node.NoScale.get -> bool +SA3D.Modeling.ObjectData.Node.NoScale.set -> void +SA3D.Modeling.ObjectData.Node.OnAttachUpdated -> SA3D.Modeling.ObjectData.Events.AttachUpdatedEventHandler? +SA3D.Modeling.ObjectData.Node.OnTransformsUpdated -> SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventHandler? +SA3D.Modeling.ObjectData.Node.Parent.get -> SA3D.Modeling.ObjectData.Node? +SA3D.Modeling.ObjectData.Node.Position.get -> System.Numerics.Vector3 +SA3D.Modeling.ObjectData.Node.Position.set -> void +SA3D.Modeling.ObjectData.Node.Previous.get -> SA3D.Modeling.ObjectData.Node? +SA3D.Modeling.ObjectData.Node.QuaternionRotation.get -> System.Numerics.Quaternion +SA3D.Modeling.ObjectData.Node.QuaternionRotation.set -> void +SA3D.Modeling.ObjectData.Node.RotateZYX.get -> bool +SA3D.Modeling.ObjectData.Node.Scale.get -> System.Numerics.Vector3 +SA3D.Modeling.ObjectData.Node.Scale.set -> void +SA3D.Modeling.ObjectData.Node.SetAllNodeAttributes(SA3D.Modeling.ObjectData.Enums.NodeAttributes attributes, SA3D.Modeling.ObjectData.Enums.RotationUpdateMode rotationUpdateMode = SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateEuler) -> void +SA3D.Modeling.ObjectData.Node.SetChild(SA3D.Modeling.ObjectData.Node? node) -> void +SA3D.Modeling.ObjectData.Node.SetNext(SA3D.Modeling.ObjectData.Node? node) -> void +SA3D.Modeling.ObjectData.Node.SetRotationZYX(bool newValue, SA3D.Modeling.ObjectData.Enums.RotationUpdateMode mode = SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateEuler) -> void +SA3D.Modeling.ObjectData.Node.SimpleCopy() -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.SkipChildren.get -> bool +SA3D.Modeling.ObjectData.Node.SkipChildren.set -> void +SA3D.Modeling.ObjectData.Node.SkipDraw.get -> bool +SA3D.Modeling.ObjectData.Node.SkipDraw.set -> void +SA3D.Modeling.ObjectData.Node.this[int index].get -> SA3D.Modeling.ObjectData.Node! +SA3D.Modeling.ObjectData.Node.UpdateTransforms(System.Numerics.Vector3? position, System.Numerics.Quaternion? quaternionRotation, System.Numerics.Vector3? scale) -> void +SA3D.Modeling.ObjectData.Node.UpdateTransforms(System.Numerics.Vector3? position, System.Numerics.Vector3? eulerRotation, System.Numerics.Vector3? scale) -> void +SA3D.Modeling.ObjectData.Node.UseQuaternionRotation.get -> bool +SA3D.Modeling.ObjectData.Node.UseQuaternionRotation.set -> void +SA3D.Modeling.ObjectData.Node.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +SA3D.Modeling.Strippify.TopologyException +SA3D.Modeling.Strippify.TopologyException.TopologyException(string! msg) -> void +SA3D.Modeling.Strippify.TriangleStrippifier +SA3D.Modeling.Strippify.TriangleStrippifier.RaiseTopoError.get -> bool +SA3D.Modeling.Strippify.TriangleStrippifier.RaiseTopoError.set -> void +SA3D.Modeling.Strippify.TriangleStrippifier.Strippify(int[]! triangleList) -> int[]![]! +SA3D.Modeling.Strippify.TriangleStrippifier.Strippify(T[]! triangleList) -> T[]![]! +SA3D.Modeling.Strippify.TriangleStrippifier.Strippify(T[]! triangleList, out SA3D.Common.DistinctMap! distinctMap) -> int[]![]! +SA3D.Modeling.Strippify.TriangleStrippifier.StrippifyNoDegen(T[]! triangleList, out bool[]! reversedStrips) -> T[]![]! +SA3D.Modeling.Strippify.TriangleStrippifier.TriangleStrippifier(bool raiseTopoError = false) -> void +SA3D.Modeling.Structs.Bounds +SA3D.Modeling.Structs.Bounds.Bounds() -> void +SA3D.Modeling.Structs.Bounds.Bounds(System.Numerics.Vector3 position, float radius) -> void +SA3D.Modeling.Structs.Bounds.Matrix.get -> System.Numerics.Matrix4x4 +SA3D.Modeling.Structs.Bounds.Position.get -> System.Numerics.Vector3 +SA3D.Modeling.Structs.Bounds.Position.set -> void +SA3D.Modeling.Structs.Bounds.Radius.get -> float +SA3D.Modeling.Structs.Bounds.Radius.set -> void +SA3D.Modeling.Structs.Bounds.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void +SA3D.Modeling.Structs.Color +SA3D.Modeling.Structs.Color.Alpha.get -> byte +SA3D.Modeling.Structs.Color.Alpha.set -> void +SA3D.Modeling.Structs.Color.AlphaF.get -> float +SA3D.Modeling.Structs.Color.AlphaF.set -> void +SA3D.Modeling.Structs.Color.ARGB.get -> uint +SA3D.Modeling.Structs.Color.ARGB.set -> void +SA3D.Modeling.Structs.Color.ARGB4.get -> ushort +SA3D.Modeling.Structs.Color.ARGB4.set -> void +SA3D.Modeling.Structs.Color.Blue.get -> byte +SA3D.Modeling.Structs.Color.Blue.set -> void +SA3D.Modeling.Structs.Color.BlueF.get -> float +SA3D.Modeling.Structs.Color.BlueF.set -> void +SA3D.Modeling.Structs.Color.Color() -> void +SA3D.Modeling.Structs.Color.Color(byte red, byte green, byte blue) -> void +SA3D.Modeling.Structs.Color.Color(byte red, byte green, byte blue, byte alpha) -> void +SA3D.Modeling.Structs.Color.Color(float red, float green, float blue) -> void +SA3D.Modeling.Structs.Color.Color(float red, float green, float blue, float alpha) -> void +SA3D.Modeling.Structs.Color.Color(System.Numerics.Vector4 vector) -> void +SA3D.Modeling.Structs.Color.FloatVector.get -> System.Numerics.Vector4 +SA3D.Modeling.Structs.Color.FloatVector.set -> void +SA3D.Modeling.Structs.Color.GetLuminance() -> float +SA3D.Modeling.Structs.Color.Green.get -> byte +SA3D.Modeling.Structs.Color.Green.set -> void +SA3D.Modeling.Structs.Color.GreenF.get -> float +SA3D.Modeling.Structs.Color.GreenF.set -> void +SA3D.Modeling.Structs.Color.Hex.get -> string! +SA3D.Modeling.Structs.Color.Hex.set -> void +SA3D.Modeling.Structs.Color.Red.get -> byte +SA3D.Modeling.Structs.Color.Red.set -> void +SA3D.Modeling.Structs.Color.RedF.get -> float +SA3D.Modeling.Structs.Color.RedF.set -> void +SA3D.Modeling.Structs.Color.RGB565.get -> ushort +SA3D.Modeling.Structs.Color.RGB565.set -> void +SA3D.Modeling.Structs.Color.RGBA.get -> uint +SA3D.Modeling.Structs.Color.RGBA.set -> void +SA3D.Modeling.Structs.Color.SystemColor.get -> System.Drawing.Color +SA3D.Modeling.Structs.Color.SystemColor.set -> void +SA3D.Modeling.Structs.ColorIOType +SA3D.Modeling.Structs.ColorIOType.ARGB4 = 2 -> SA3D.Modeling.Structs.ColorIOType +SA3D.Modeling.Structs.ColorIOType.ARGB8_16 = 1 -> SA3D.Modeling.Structs.ColorIOType +SA3D.Modeling.Structs.ColorIOType.ARGB8_32 = 0 -> SA3D.Modeling.Structs.ColorIOType +SA3D.Modeling.Structs.ColorIOType.RGB565 = 3 -> SA3D.Modeling.Structs.ColorIOType +SA3D.Modeling.Structs.ColorIOType.RGBA8 = 4 -> SA3D.Modeling.Structs.ColorIOType +SA3D.Modeling.Structs.ColorIOTypeExtensions +SA3D.Modeling.Structs.DebugStringExtensions +SA3D.Modeling.Structs.EndianIOExtensions +SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate +SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate +SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate +SA3D.Modeling.Structs.FloatIOType +SA3D.Modeling.Structs.FloatIOType.BAMS16 = 3 -> SA3D.Modeling.Structs.FloatIOType +SA3D.Modeling.Structs.FloatIOType.BAMS32 = 4 -> SA3D.Modeling.Structs.FloatIOType +SA3D.Modeling.Structs.FloatIOType.Float = 0 -> SA3D.Modeling.Structs.FloatIOType +SA3D.Modeling.Structs.FloatIOType.Integer = 2 -> SA3D.Modeling.Structs.FloatIOType +SA3D.Modeling.Structs.FloatIOType.Short = 1 -> SA3D.Modeling.Structs.FloatIOType +SA3D.Modeling.Structs.FloatIOTypeExtensions +SA3D.Modeling.Structs.MatrixUtilities +SA3D.Modeling.Structs.PointerLUT +SA3D.Modeling.Structs.PointerLUT.Attaches.get -> SA3D.Common.Lookup.PointerDictionary! +SA3D.Modeling.Structs.PointerLUT.Motions.get -> SA3D.Common.Lookup.PointerDictionary! +SA3D.Modeling.Structs.PointerLUT.NodeMotions.get -> SA3D.Common.Lookup.PointerDictionary! +SA3D.Modeling.Structs.PointerLUT.Nodes.get -> SA3D.Common.Lookup.PointerDictionary! +SA3D.Modeling.Structs.PointerLUT.Other.get -> SA3D.Common.Lookup.PointerDictionary! +SA3D.Modeling.Structs.PointerLUT.PointerLUT() -> void +SA3D.Modeling.Structs.PointerLUT.PointerLUT(System.Collections.Generic.Dictionary! labels) -> void +SA3D.Modeling.Structs.PointerLUT.PolyChunks.get -> SA3D.Common.Lookup.PointerDictionary! +SA3D.Modeling.Structs.QuaternionUtilities +SA3D.Modeling.Structs.VectorUtilities +static readonly SA3D.Modeling.Mesh.Basic.BasicMaterial.DefaultValues -> SA3D.Modeling.Mesh.Basic.BasicMaterial +static readonly SA3D.Modeling.Mesh.Buffer.BufferMaterial.DefaultValues -> SA3D.Modeling.Mesh.Buffer.BufferMaterial +static readonly SA3D.Modeling.Mesh.Buffer.BufferMesh.DefaultColor -> SA3D.Modeling.Structs.Color +static readonly SA3D.Modeling.Mesh.Buffer.BufferMesh.DefaultNormal -> System.Numerics.Vector3 +static readonly SA3D.Modeling.Mesh.Gamecube.GCVertexSet.EndVertexSet -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.White -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.DefaultBlendParameter -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.White -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.White -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.DefaultValues -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.EnvironmentMapValues -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter +static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.DefaultValues -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter +static readonly SA3D.Modeling.Strippify.TriangleStrippifier.Global -> SA3D.Modeling.Strippify.TriangleStrippifier! +static readonly SA3D.Modeling.Structs.Color.ColorBlack -> SA3D.Modeling.Structs.Color +static readonly SA3D.Modeling.Structs.Color.ColorBlue -> SA3D.Modeling.Structs.Color +static readonly SA3D.Modeling.Structs.Color.ColorGreen -> SA3D.Modeling.Structs.Color +static readonly SA3D.Modeling.Structs.Color.ColorRed -> SA3D.Modeling.Structs.Color +static readonly SA3D.Modeling.Structs.Color.ColorTransparent -> SA3D.Modeling.Structs.Color +static readonly SA3D.Modeling.Structs.Color.ColorWhite -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Animation.EnumExtensions.ChannelCount(this SA3D.Modeling.Animation.KeyframeAttributes attributes) -> int +static SA3D.Modeling.Animation.Keyframes.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Animation.KeyframeAttributes type, SA3D.Modeling.Structs.PointerLUT! lut, bool shortRot = false) -> SA3D.Modeling.Animation.Keyframes! +static SA3D.Modeling.Animation.LandEntryMotion.Read(SA3D.Common.IO.EndianStackReader! data, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Animation.LandEntryMotion! +static SA3D.Modeling.Animation.LandEntryMotion.StructSize.get -> uint +static SA3D.Modeling.Animation.Motion.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, uint modelCount, SA3D.Modeling.Structs.PointerLUT! lut, bool shortRot = false) -> SA3D.Modeling.Animation.Motion! +static SA3D.Modeling.Animation.NodeMotion.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Animation.NodeMotion! +static SA3D.Modeling.Animation.Spotlight.Distance(SA3D.Modeling.Animation.Spotlight from, SA3D.Modeling.Animation.Spotlight to) -> float +static SA3D.Modeling.Animation.Spotlight.Lerp(SA3D.Modeling.Animation.Spotlight from, SA3D.Modeling.Animation.Spotlight to, float time) -> SA3D.Modeling.Animation.Spotlight +static SA3D.Modeling.Animation.Spotlight.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Animation.Spotlight +static SA3D.Modeling.Animation.Spotlight.StructSize.get -> uint +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.EulerToQuaternion(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX) -> System.Collections.Generic.SortedDictionary! +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.EulerToQuaternion(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX, System.Collections.Generic.SortedDictionary! result) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.EulerToQuaternion(this SA3D.Modeling.Animation.Keyframes! keyframes, float deviationThreshold, bool rotateZYX, bool clearEuler) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.GetRotationMatrices(this SA3D.Modeling.Animation.Keyframes! keyframes, bool targetQuaternion, float deviationThreshold, bool rotateZYX, out bool converted, out System.Collections.Generic.Dictionary? complementary) -> System.Collections.Generic.SortedDictionary! +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToEuler(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.Dictionary? complementary) -> System.Collections.Generic.SortedDictionary! +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToEuler(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.Dictionary? complementary, System.Collections.Generic.SortedDictionary! result) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToEuler(this SA3D.Modeling.Animation.Keyframes! keyframes, System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.Dictionary? complementary) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToQuaternion(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX) -> System.Collections.Generic.SortedDictionary! +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToQuaternion(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.SortedDictionary! result) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToQuaternion(this SA3D.Modeling.Animation.Keyframes! keyframes, System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.QuaternionToEuler(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX) -> System.Collections.Generic.SortedDictionary! +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.QuaternionToEuler(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX, System.Collections.Generic.SortedDictionary! result) -> void +static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.QuaternionToEuler(this SA3D.Modeling.Animation.Keyframes! keyframes, float deviationThreshold, bool rotateZYX, bool clearQuaternion) -> void +static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(byte[]! data) -> bool +static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(byte[]! data, uint address) -> bool +static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(SA3D.Common.IO.EndianStackReader! reader) -> bool +static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(SA3D.Common.IO.EndianStackReader! reader, uint address) -> bool +static SA3D.Modeling.File.AnimationFile.Read(SA3D.Common.IO.EndianStackReader! reader) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, uint? nodeCount, bool shortRot) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.ReadFromBytes(byte[]! data) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.ReadFromBytes(byte[]! data, uint address) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.ReadFromBytes(byte[]! data, uint address, uint? nodeCount, bool shortRot) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.ReadFromFile(string! filepath) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.ReadFromFile(string! filepath, uint? nodeCount, bool shortRot) -> SA3D.Modeling.File.AnimationFile! +static SA3D.Modeling.File.AnimationFile.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Animation.Motion! animation, SA3D.Modeling.File.MetaData? metaData = null) -> void +static SA3D.Modeling.File.AnimationFile.WriteToBytes(SA3D.Modeling.Animation.Motion! animation, SA3D.Modeling.File.MetaData? metaData = null) -> byte[]! +static SA3D.Modeling.File.AnimationFile.WriteToFile(string! filepath, SA3D.Modeling.Animation.Motion! animation, SA3D.Modeling.File.MetaData? metaData = null) -> void +static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(byte[]! data) -> bool +static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(byte[]! data, uint address) -> bool +static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(SA3D.Common.IO.EndianStackReader! reader) -> bool +static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(SA3D.Common.IO.EndianStackReader! reader, uint address) -> bool +static SA3D.Modeling.File.LevelFile.Read(SA3D.Common.IO.EndianStackReader! reader) -> SA3D.Modeling.File.LevelFile! +static SA3D.Modeling.File.LevelFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.File.LevelFile! +static SA3D.Modeling.File.LevelFile.ReadFromBytes(byte[]! data) -> SA3D.Modeling.File.LevelFile! +static SA3D.Modeling.File.LevelFile.ReadFromBytes(byte[]! data, uint address) -> SA3D.Modeling.File.LevelFile! +static SA3D.Modeling.File.LevelFile.ReadFromFile(string! filepath) -> SA3D.Modeling.File.LevelFile! +static SA3D.Modeling.File.LevelFile.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.LandTable! level, SA3D.Modeling.File.MetaData? metaData = null) -> void +static SA3D.Modeling.File.LevelFile.WriteToBytes(SA3D.Modeling.ObjectData.LandTable! level, SA3D.Modeling.File.MetaData? metaData = null) -> byte[]! +static SA3D.Modeling.File.LevelFile.WriteToFile(string! filepath, SA3D.Modeling.ObjectData.LandTable! level, SA3D.Modeling.File.MetaData? metaData = null) -> void +static SA3D.Modeling.File.MetaData.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, int version, bool hasAnimMorphFiles) -> SA3D.Modeling.File.MetaData! +static SA3D.Modeling.File.ModelFile.CheckIsModelFile(byte[]! data) -> bool +static SA3D.Modeling.File.ModelFile.CheckIsModelFile(byte[]! data, uint address) -> bool +static SA3D.Modeling.File.ModelFile.CheckIsModelFile(SA3D.Common.IO.EndianStackReader! reader) -> bool +static SA3D.Modeling.File.ModelFile.CheckIsModelFile(SA3D.Common.IO.EndianStackReader! reader, uint address) -> bool +static SA3D.Modeling.File.ModelFile.Read(SA3D.Common.IO.EndianStackReader! reader) -> SA3D.Modeling.File.ModelFile! +static SA3D.Modeling.File.ModelFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.File.ModelFile! +static SA3D.Modeling.File.ModelFile.ReadFromBytes(byte[]! data) -> SA3D.Modeling.File.ModelFile! +static SA3D.Modeling.File.ModelFile.ReadFromBytes(byte[]! data, uint address) -> SA3D.Modeling.File.ModelFile! +static SA3D.Modeling.File.ModelFile.ReadFromFile(string! filepath) -> SA3D.Modeling.File.ModelFile! +static SA3D.Modeling.File.ModelFile.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Node! model, bool nj = false, SA3D.Modeling.File.MetaData? metaData = null, SA3D.Modeling.ObjectData.Enums.ModelFormat? format = null) -> void +static SA3D.Modeling.File.ModelFile.WriteToBytes(SA3D.Modeling.ObjectData.Node! model, bool nj = false, SA3D.Modeling.File.MetaData? metaData = null, SA3D.Modeling.ObjectData.Enums.ModelFormat? format = null) -> byte[]! +static SA3D.Modeling.File.ModelFile.WriteToFile(string! filepath, SA3D.Modeling.ObjectData.Node! model, bool nj = false, SA3D.Modeling.File.MetaData? metaData = null, SA3D.Modeling.ObjectData.Enums.ModelFormat? format = null) -> void +static SA3D.Modeling.Mesh.Attach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Attach! +static SA3D.Modeling.Mesh.Attach.ReadBuffer(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Attach! +static SA3D.Modeling.Mesh.Basic.BasicAttach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, bool DX, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Basic.BasicAttach! +static SA3D.Modeling.Mesh.Basic.BasicMaterial.operator !=(SA3D.Modeling.Mesh.Basic.BasicMaterial left, SA3D.Modeling.Mesh.Basic.BasicMaterial right) -> bool +static SA3D.Modeling.Mesh.Basic.BasicMaterial.operator ==(SA3D.Modeling.Mesh.Basic.BasicMaterial left, SA3D.Modeling.Mesh.Basic.BasicMaterial right) -> bool +static SA3D.Modeling.Mesh.Basic.BasicMaterial.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Basic.BasicMaterial +static SA3D.Modeling.Mesh.Basic.BasicMesh.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Basic.BasicMesh! +static SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Read(SA3D.Common.IO.EndianStackReader! data, ref uint address) -> SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon +static SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad +static SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle +static SA3D.Modeling.Mesh.Buffer.BufferCorner.operator !=(SA3D.Modeling.Mesh.Buffer.BufferCorner l, SA3D.Modeling.Mesh.Buffer.BufferCorner r) -> bool +static SA3D.Modeling.Mesh.Buffer.BufferCorner.operator ==(SA3D.Modeling.Mesh.Buffer.BufferCorner l, SA3D.Modeling.Mesh.Buffer.BufferCorner r) -> bool +static SA3D.Modeling.Mesh.Buffer.BufferCorner.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, bool hasColor) -> SA3D.Modeling.Mesh.Buffer.BufferCorner +static SA3D.Modeling.Mesh.Buffer.BufferMaterial.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Buffer.BufferMaterial +static SA3D.Modeling.Mesh.Buffer.BufferMesh.Optimize(System.Collections.Generic.IList! input) -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! +static SA3D.Modeling.Mesh.Buffer.BufferMesh.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Buffer.BufferMesh! +static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator !=(SA3D.Modeling.Mesh.Buffer.BufferVertex left, SA3D.Modeling.Mesh.Buffer.BufferVertex right) -> bool +static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator *(float l, SA3D.Modeling.Mesh.Buffer.BufferVertex r) -> SA3D.Modeling.Mesh.Buffer.BufferVertex +static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator *(SA3D.Modeling.Mesh.Buffer.BufferVertex l, float r) -> SA3D.Modeling.Mesh.Buffer.BufferVertex +static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator +(SA3D.Modeling.Mesh.Buffer.BufferVertex l, SA3D.Modeling.Mesh.Buffer.BufferVertex r) -> SA3D.Modeling.Mesh.Buffer.BufferVertex +static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator ==(SA3D.Modeling.Mesh.Buffer.BufferVertex left, SA3D.Modeling.Mesh.Buffer.BufferVertex right) -> bool +static SA3D.Modeling.Mesh.Buffer.BufferVertex.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, bool hasNormal) -> SA3D.Modeling.Mesh.Buffer.BufferVertex +static SA3D.Modeling.Mesh.Chunk.ChunkAttach.GetActivePolyChunks(SA3D.Modeling.ObjectData.Node! model) -> System.Collections.Generic.Dictionary! +static SA3D.Modeling.Mesh.Chunk.ChunkAttach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Chunk.ChunkAttach! +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasAttributes(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasDiffuseColor(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasNormal(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasSpecularColor(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasWeights(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckIsNormal32(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckIsVec4(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckStripHasColor(this SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> bool +static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.GetIntegerSize(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> ushort +static SA3D.Modeling.Mesh.Chunk.PolyChunk.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Chunk.PolyChunk! +static SA3D.Modeling.Mesh.Chunk.PolyChunk.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Chunk.PolyChunk?[]! +static SA3D.Modeling.Mesh.Chunk.PolyChunk.WriteArray(SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.IEnumerable! chunks, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.operator !=(SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner right) -> bool +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.operator ==(SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner right) -> bool +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int texcoordCount, bool hdTexcoord, bool hasNormal, bool hasColor, int triangleAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.operator !=(SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex right) -> bool +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.operator ==(SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex right) -> bool +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int polygonAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int polygonAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip +static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int polygonAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle +static SA3D.Modeling.Mesh.Chunk.VertexChunk.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Mesh.Chunk.VertexChunk! +static SA3D.Modeling.Mesh.Chunk.VertexChunk.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Chunk.VertexChunk?[]! +static SA3D.Modeling.Mesh.Chunk.VertexChunk.WriteArray(SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.IEnumerable! chunks) -> uint +static SA3D.Modeling.Mesh.Gamecube.Enums.GCEnumExtensions.GetStructSize(SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType structType, SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType dataType) -> uint +static SA3D.Modeling.Mesh.Gamecube.GCAttach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Gamecube.GCAttach! +static SA3D.Modeling.Mesh.Gamecube.GCCorner.operator !=(SA3D.Modeling.Mesh.Gamecube.GCCorner left, SA3D.Modeling.Mesh.Gamecube.GCCorner right) -> bool +static SA3D.Modeling.Mesh.Gamecube.GCCorner.operator ==(SA3D.Modeling.Mesh.Gamecube.GCCorner left, SA3D.Modeling.Mesh.Gamecube.GCCorner right) -> bool +static SA3D.Modeling.Mesh.Gamecube.GCMesh.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, ref SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> SA3D.Modeling.Mesh.Gamecube.GCMesh! +static SA3D.Modeling.Mesh.Gamecube.GCMesh.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address, int count) -> SA3D.Modeling.Mesh.Gamecube.GCMesh![]! +static SA3D.Modeling.Mesh.Gamecube.GCMesh.WriteArrayContents(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Mesh.Gamecube.GCMesh![]! meshes) -> uint[]! +static SA3D.Modeling.Mesh.Gamecube.GCPolygon.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> SA3D.Modeling.Mesh.Gamecube.GCPolygon +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreateColor0Set(SA3D.Modeling.Structs.Color[]! colors) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreateNormalSet(System.Numerics.Vector3[]! normals) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreatePositionSet(System.Numerics.Vector3[]! positions) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreateTexcoord0Set(System.Numerics.Vector2[]! texcoords) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet![]! +static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.WriteArray(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Mesh.Gamecube.GCVertexSet![]! vertexSets) -> uint +static SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.DefaultColorParam -> ushort +static SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.DefaultNormalParam -> ushort +static SA3D.Modeling.Mesh.Gamecube.Parameters.GCParameterExtensions.Write(this SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter! parameter, SA3D.Common.IO.EndianStackWriter! writer) -> void +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.Create(SA3D.Modeling.Mesh.Weighted.WeightedVertex[]! vertices, SA3D.Modeling.Mesh.Buffer.BufferCorner[]![]! triangleSets, SA3D.Modeling.Mesh.Buffer.BufferMaterial[]! materials, bool hasColors) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.EnsurePolygonsValid(ref SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! meshes) -> void +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.FromAttach(SA3D.Modeling.Mesh.Attach! attach, SA3D.Modeling.Mesh.Weighted.BufferMode bufferMode) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.FromModel(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Mesh.Weighted.BufferMode bufferMode) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.MergeAtRoots(SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! meshes) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.MergeWeightedMeshes(System.Collections.Generic.IEnumerable! meshes) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! +static SA3D.Modeling.Mesh.Weighted.WeightedMesh.ToModel(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! meshes, SA3D.Modeling.Mesh.AttachFormat format, bool optimize, bool ignoreWeights = false) -> void +static SA3D.Modeling.Mesh.Weighted.WeightedVertex.operator !=(SA3D.Modeling.Mesh.Weighted.WeightedVertex left, SA3D.Modeling.Mesh.Weighted.WeightedVertex right) -> bool +static SA3D.Modeling.Mesh.Weighted.WeightedVertex.operator ==(SA3D.Modeling.Mesh.Weighted.WeightedVertex left, SA3D.Modeling.Mesh.Weighted.WeightedVertex right) -> bool +static SA3D.Modeling.ObjectData.Enums.EnumExtensions.CheckIsCollision(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> bool +static SA3D.Modeling.ObjectData.Enums.EnumExtensions.CheckIsVisual(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> bool +static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToSA1(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes +static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToSA2(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes +static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToUniversal(this SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToUniversal(this SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes +static SA3D.Modeling.ObjectData.Events.TransformSet.FromNode(SA3D.Modeling.ObjectData.Node! node) -> SA3D.Modeling.ObjectData.Events.TransformSet +static SA3D.Modeling.ObjectData.LandEntry.CreateWithAttach(SA3D.Modeling.Mesh.Attach! attach, SA3D.Modeling.ObjectData.Enums.SurfaceAttributes surfaceAttributes) -> SA3D.Modeling.ObjectData.LandEntry! +static SA3D.Modeling.ObjectData.LandEntry.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat modelFormat, SA3D.Modeling.ObjectData.Enums.ModelFormat tableFormat, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.ObjectData.LandEntry! +static SA3D.Modeling.ObjectData.LandTable.Read(SA3D.Common.IO.EndianStackReader! data, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.ObjectData.LandTable! +static SA3D.Modeling.ObjectData.Node.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.ObjectData.Node! +static SA3D.Modeling.Strippify.TriangleStrippifier.JoinedStripEnumerator(T[]![]! strips, bool[]? reversed) -> System.Collections.Generic.IEnumerable! +static SA3D.Modeling.Strippify.TriangleStrippifier.JoinStrips(T[]![]! strips, bool[]? reversed) -> T[]! +static SA3D.Modeling.Structs.Bounds.FromPoints(System.Collections.Generic.IEnumerable! points) -> SA3D.Modeling.Structs.Bounds +static SA3D.Modeling.Structs.Bounds.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Structs.Bounds +static SA3D.Modeling.Structs.Bounds.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Structs.Bounds +static SA3D.Modeling.Structs.Color.Distance(SA3D.Modeling.Structs.Color from, SA3D.Modeling.Structs.Color to) -> float +static SA3D.Modeling.Structs.Color.Lerp(SA3D.Modeling.Structs.Color from, SA3D.Modeling.Structs.Color to, float t) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.Color.operator !=(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> bool +static SA3D.Modeling.Structs.Color.operator *(float l, SA3D.Modeling.Structs.Color r) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.Color.operator *(SA3D.Modeling.Structs.Color l, float r) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.Color.operator +(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.Color.operator -(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.Color.operator /(SA3D.Modeling.Structs.Color l, float r) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.Color.operator ==(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> bool +static SA3D.Modeling.Structs.ColorIOTypeExtensions.GetByteSize(this SA3D.Modeling.Structs.ColorIOType type) -> int +static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this float val) -> string! +static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this System.Numerics.Quaternion quat) -> string! +static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this System.Numerics.Vector2 vector) -> string! +static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this System.Numerics.Vector3 vector) -> string! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read) -> T[]! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read) -> T[]! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadArrayWithLUT(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read, SA3D.Common.Lookup.BaseLUT! lut) -> T[]! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadArrayWithLUT(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read, SA3D.Common.Lookup.BaseLUT! lut) -> T[]! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadColor(this SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.ColorIOType type) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.EndianIOExtensions.ReadColor(this SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.ColorIOType type) -> SA3D.Modeling.Structs.Color +static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledArray! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledArray! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledReadOnlyArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledReadOnlyArray! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledReadOnlyArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledReadOnlyArray! +static SA3D.Modeling.Structs.EndianIOExtensions.ReadQuaternion(this SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> System.Numerics.Quaternion +static SA3D.Modeling.Structs.EndianIOExtensions.ReadQuaternion(this SA3D.Common.IO.EndianStackReader! reader, uint address) -> System.Numerics.Quaternion +static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector2(this SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector2 +static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector2(this SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector2 +static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector3(this SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector3(this SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollection(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection! values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write) -> uint +static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollection(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection! values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate? preWrite) -> uint +static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollectionWithLUT(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection? values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write, SA3D.Common.Lookup.BaseLUT! lut) -> uint +static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollectionWithLUT(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection? values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate? preWrite, SA3D.Common.Lookup.BaseLUT! lut) -> uint +static SA3D.Modeling.Structs.EndianIOExtensions.WriteColor(this SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.Color color, SA3D.Modeling.Structs.ColorIOType type) -> void +static SA3D.Modeling.Structs.EndianIOExtensions.WriteQuaternion(this SA3D.Common.IO.EndianStackWriter! writer, System.Numerics.Quaternion quaternion) -> void +static SA3D.Modeling.Structs.EndianIOExtensions.WriteVector2(this SA3D.Common.IO.EndianStackWriter! writer, System.Numerics.Vector2 vector2, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> void +static SA3D.Modeling.Structs.EndianIOExtensions.WriteVector3(this SA3D.Common.IO.EndianStackWriter! writer, System.Numerics.Vector3 vector3, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> void +static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetByteSize(this SA3D.Modeling.Structs.FloatIOType type) -> int +static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetPrinter(this SA3D.Modeling.Structs.FloatIOType type) -> System.Func! +static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetReader(this SA3D.Modeling.Structs.FloatIOType type) -> System.Func! +static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetWriter(this SA3D.Modeling.Structs.FloatIOType type) -> System.Action! +static SA3D.Modeling.Structs.MatrixUtilities.CreateRotationMatrix(System.Numerics.Vector3 rotation, bool ZYX) -> System.Numerics.Matrix4x4 +static SA3D.Modeling.Structs.MatrixUtilities.CreateTransformMatrix(System.Numerics.Vector3 position, System.Numerics.Quaternion rotation, System.Numerics.Vector3 scale) -> System.Numerics.Matrix4x4 +static SA3D.Modeling.Structs.MatrixUtilities.CreateTransformMatrix(System.Numerics.Vector3 position, System.Numerics.Vector3 rotation, System.Numerics.Vector3 scale, bool rotateZYX) -> System.Numerics.Matrix4x4 +static SA3D.Modeling.Structs.MatrixUtilities.GetNormalMatrix(this System.Numerics.Matrix4x4 matrix) -> System.Numerics.Matrix4x4 +static SA3D.Modeling.Structs.MatrixUtilities.ToCompatibleEuler(System.Numerics.Matrix4x4 matrix, System.Numerics.Vector3 previous, bool rotateZYX) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.MatrixUtilities.ToEuler(System.Numerics.Matrix4x4 matrix, bool rotateZYX) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.QuaternionUtilities.EulerToQuaternion(this System.Numerics.Vector3 rotation, bool rotateZYX) -> System.Numerics.Quaternion +static SA3D.Modeling.Structs.QuaternionUtilities.QuaternionToCompatibleEuler(this System.Numerics.Quaternion rotation, System.Numerics.Vector3 previous, bool rotateZYX) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.QuaternionUtilities.QuaternionToEuler(this System.Numerics.Quaternion quaternion, bool rotateZYX) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.QuaternionUtilities.RealLerp(System.Numerics.Quaternion from, System.Numerics.Quaternion to, float t) -> System.Numerics.Quaternion +static SA3D.Modeling.Structs.VectorUtilities.CalculateAverage(System.Numerics.Vector3[]! points) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.VectorUtilities.CalculateCenter(System.Collections.Generic.IEnumerable! points) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.VectorUtilities.GreatestValue(this System.Numerics.Vector3 vector) -> float +static SA3D.Modeling.Structs.VectorUtilities.NormalToXZAngles(this System.Numerics.Vector3 normal) -> System.Numerics.Vector3 +static SA3D.Modeling.Structs.VectorUtilities.XZAnglesToNormal(this System.Numerics.Vector3 rotation) -> System.Numerics.Vector3 +virtual SA3D.Modeling.Mesh.Attach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool +virtual SA3D.Modeling.Mesh.Attach.CheckHasWeights() -> bool +virtual SA3D.Modeling.Mesh.Attach.Clone() -> SA3D.Modeling.Mesh.Attach! +virtual SA3D.Modeling.Mesh.Attach.Format.get -> SA3D.Modeling.Mesh.AttachFormat +virtual SA3D.Modeling.Mesh.Attach.RecalculateBounds() -> void +virtual SA3D.Modeling.Mesh.Attach.WriteInternal(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint +virtual SA3D.Modeling.Mesh.Chunk.PolyChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.PolyChunk! \ No newline at end of file diff --git a/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Unshipped.txt b/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Unshipped.txt index 3493c77..5f28270 100644 --- a/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Unshipped.txt +++ b/src/SA3D.Modeling/PublicAPI/net7.0/PublicAPI.Unshipped.txt @@ -1,1878 +1 @@ -abstract SA3D.Modeling.Mesh.Chunk.PolyChunk.ByteSize.get -> uint -abstract SA3D.Modeling.Mesh.Chunk.PolyChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -abstract SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.Size.get -> ushort -const SA3D.Modeling.Animation.Motion.StructSize = 16 -> uint -const SA3D.Modeling.Mesh.Basic.BasicMaterial.StructSize = 20 -> uint -const SA3D.Modeling.Mesh.Basic.BasicMesh.StructSize = 24 -> uint -const SA3D.Modeling.Mesh.Basic.BasicMesh.StructSizeDX = 28 -> uint -const SA3D.Modeling.Mesh.Buffer.BufferCorner.StructSize = 14 -> uint -const SA3D.Modeling.Mesh.Buffer.BufferCorner.StructSizeNoColor = 10 -> uint -const SA3D.Modeling.Mesh.Buffer.BufferMaterial.StructSize = 32 -> uint -const SA3D.Modeling.ObjectData.Node.StructSize = 52 -> uint -override SA3D.Modeling.Animation.Motion.ToString() -> string! -override SA3D.Modeling.File.ModelFile.ToString() -> string! -override SA3D.Modeling.Mesh.Attach.ToString() -> string! -override SA3D.Modeling.Mesh.Basic.BasicAttach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool -override SA3D.Modeling.Mesh.Basic.BasicAttach.CheckHasWeights() -> bool -override SA3D.Modeling.Mesh.Basic.BasicAttach.Clone() -> SA3D.Modeling.Mesh.Attach! -override SA3D.Modeling.Mesh.Basic.BasicAttach.Format.get -> SA3D.Modeling.Mesh.AttachFormat -override SA3D.Modeling.Mesh.Basic.BasicAttach.RecalculateBounds() -> void -override SA3D.Modeling.Mesh.Basic.BasicAttach.ToString() -> string! -override SA3D.Modeling.Mesh.Basic.BasicMaterial.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Basic.BasicMaterial.GetHashCode() -> int -override SA3D.Modeling.Mesh.Basic.BasicMaterial.ToString() -> string! -override SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.ToString() -> string! -override SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.ToString() -> string! -override SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.ToString() -> string! -override SA3D.Modeling.Mesh.Buffer.BufferCorner.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Buffer.BufferCorner.GetHashCode() -> int -override SA3D.Modeling.Mesh.Buffer.BufferCorner.ToString() -> string! -override SA3D.Modeling.Mesh.Buffer.BufferMesh.ToString() -> string! -override SA3D.Modeling.Mesh.Buffer.BufferVertex.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Buffer.BufferVertex.GetHashCode() -> int -override SA3D.Modeling.Mesh.Buffer.BufferVertex.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.ChunkAttach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool -override SA3D.Modeling.Mesh.Chunk.ChunkAttach.CheckHasWeights() -> bool -override SA3D.Modeling.Mesh.Chunk.ChunkAttach.Clone() -> SA3D.Modeling.Mesh.Chunk.ChunkAttach! -override SA3D.Modeling.Mesh.Chunk.ChunkAttach.Format.get -> SA3D.Modeling.Mesh.AttachFormat -override SA3D.Modeling.Mesh.Chunk.ChunkAttach.RecalculateBounds() -> void -override SA3D.Modeling.Mesh.Chunk.ChunkAttach.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk.ByteSize.get -> uint -override SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.Size.get -> ushort -override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Size.get -> ushort -override SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.Size.get -> ushort -override SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ByteSize.get -> uint -override SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk! -override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.InternalWrite(SA3D.Common.IO.EndianStackWriter! writer) -> void -override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.Size.get -> ushort -override SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.GetHashCode() -> int -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.GetHashCode() -> int -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ToString() -> string! -override SA3D.Modeling.Mesh.Chunk.VertexChunk.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.GCAttach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool -override SA3D.Modeling.Mesh.Gamecube.GCAttach.CheckHasWeights() -> bool -override SA3D.Modeling.Mesh.Gamecube.GCAttach.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCAttach! -override SA3D.Modeling.Mesh.Gamecube.GCAttach.Format.get -> SA3D.Modeling.Mesh.AttachFormat -override SA3D.Modeling.Mesh.Gamecube.GCAttach.RecalculateBounds() -> void -override SA3D.Modeling.Mesh.Gamecube.GCAttach.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.GCCorner.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Gamecube.GCCorner.GetHashCode() -> int -override SA3D.Modeling.Mesh.Gamecube.GCCorner.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.GCMesh.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.GCPolygon.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.GCVertexSet.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.ToString() -> string! -override SA3D.Modeling.Mesh.Weighted.WeightedVertex.Equals(object? obj) -> bool -override SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetHashCode() -> int -override SA3D.Modeling.Mesh.Weighted.WeightedVertex.ToString() -> string! -override SA3D.Modeling.ObjectData.LandEntry.ToString() -> string! -override SA3D.Modeling.ObjectData.LandTable.ToString() -> string! -override SA3D.Modeling.ObjectData.Node.ToString() -> string! -override SA3D.Modeling.Structs.Bounds.ToString() -> string! -override SA3D.Modeling.Structs.Color.Equals(object? obj) -> bool -override SA3D.Modeling.Structs.Color.GetHashCode() -> int -override SA3D.Modeling.Structs.Color.ToString() -> string! -override SA3D.Modeling.Structs.PointerLUT.AddEntry(uint address, object! value) -> void -override sealed SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.ByteSize.get -> uint -SA3D.Modeling.Animation.EnumExtensions -SA3D.Modeling.Animation.Frame -SA3D.Modeling.Animation.Frame.Angle.get -> float? -SA3D.Modeling.Animation.Frame.Angle.set -> void -SA3D.Modeling.Animation.Frame.Color.get -> SA3D.Modeling.Structs.Color? -SA3D.Modeling.Animation.Frame.Color.set -> void -SA3D.Modeling.Animation.Frame.EulerRotation.get -> System.Numerics.Vector3? -SA3D.Modeling.Animation.Frame.EulerRotation.set -> void -SA3D.Modeling.Animation.Frame.Frame() -> void -SA3D.Modeling.Animation.Frame.FrameTime.get -> float -SA3D.Modeling.Animation.Frame.FrameTime.set -> void -SA3D.Modeling.Animation.Frame.Intensity.get -> float? -SA3D.Modeling.Animation.Frame.Intensity.set -> void -SA3D.Modeling.Animation.Frame.Normal.get -> System.Numerics.Vector3[]? -SA3D.Modeling.Animation.Frame.Normal.set -> void -SA3D.Modeling.Animation.Frame.Point.get -> System.Numerics.Vector2? -SA3D.Modeling.Animation.Frame.Point.set -> void -SA3D.Modeling.Animation.Frame.Position.get -> System.Numerics.Vector3? -SA3D.Modeling.Animation.Frame.Position.set -> void -SA3D.Modeling.Animation.Frame.QuaternionRotation.get -> System.Numerics.Quaternion? -SA3D.Modeling.Animation.Frame.QuaternionRotation.set -> void -SA3D.Modeling.Animation.Frame.Roll.get -> float? -SA3D.Modeling.Animation.Frame.Roll.set -> void -SA3D.Modeling.Animation.Frame.Scale.get -> System.Numerics.Vector3? -SA3D.Modeling.Animation.Frame.Scale.set -> void -SA3D.Modeling.Animation.Frame.Spotlight.get -> SA3D.Modeling.Animation.Spotlight? -SA3D.Modeling.Animation.Frame.Spotlight.set -> void -SA3D.Modeling.Animation.Frame.Target.get -> System.Numerics.Vector3? -SA3D.Modeling.Animation.Frame.Target.set -> void -SA3D.Modeling.Animation.Frame.Vector.get -> System.Numerics.Vector3? -SA3D.Modeling.Animation.Frame.Vector.set -> void -SA3D.Modeling.Animation.Frame.Vertex.get -> System.Numerics.Vector3[]? -SA3D.Modeling.Animation.Frame.Vertex.set -> void -SA3D.Modeling.Animation.InterpolationMode -SA3D.Modeling.Animation.InterpolationMode.Linear = 0 -> SA3D.Modeling.Animation.InterpolationMode -SA3D.Modeling.Animation.InterpolationMode.Spline = 1 -> SA3D.Modeling.Animation.InterpolationMode -SA3D.Modeling.Animation.InterpolationMode.User = 2 -> SA3D.Modeling.Animation.InterpolationMode -SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Angle = 256 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.EulerRotation = 2 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Intensity = 1024 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.LightColor = 512 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Normal = 32 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Point = 4096 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Position = 1 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.QuaternionRotation = 8192 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Roll = 128 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Scale = 4 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Spot = 2048 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Target = 64 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Vector = 8 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.KeyframeAttributes.Vertex = 16 -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.Keyframes -SA3D.Modeling.Animation.Keyframes.Angle.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.EnsureNodeKeyframes(SA3D.Modeling.ObjectData.Node! node, SA3D.Modeling.Animation.KeyframeAttributes targets, uint endFrame) -> void -SA3D.Modeling.Animation.Keyframes.EulerRotation.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.GetFrameAt(float frame) -> SA3D.Modeling.Animation.Frame -SA3D.Modeling.Animation.Keyframes.HasKeyframes.get -> bool -SA3D.Modeling.Animation.Keyframes.Intensity.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.KeyframeCount.get -> uint -SA3D.Modeling.Animation.Keyframes.Keyframes() -> void -SA3D.Modeling.Animation.Keyframes.LightColor.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Normal.get -> System.Collections.Generic.SortedDictionary!>! -SA3D.Modeling.Animation.Keyframes.Optimize(float generalThreshold, float quaternionThreshold, float colorThreshold, bool asDegrees, uint? start = null, uint? end = null) -> void -SA3D.Modeling.Animation.Keyframes.Point.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Position.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.QuaternionRotation.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Roll.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Scale.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Spot.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Target.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Type.get -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.Keyframes.Vector.get -> System.Collections.Generic.SortedDictionary! -SA3D.Modeling.Animation.Keyframes.Vertex.get -> System.Collections.Generic.SortedDictionary!>! -SA3D.Modeling.Animation.Keyframes.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Animation.KeyframeAttributes writeAttributes, SA3D.Modeling.Structs.PointerLUT! lut, bool shortRot = false) -> (uint address, uint count)[]! -SA3D.Modeling.Animation.LandEntryMotion -SA3D.Modeling.Animation.LandEntryMotion.Frame.get -> float -SA3D.Modeling.Animation.LandEntryMotion.Frame.set -> void -SA3D.Modeling.Animation.LandEntryMotion.LandEntryMotion(float frame, float step, float maxFrame, SA3D.Modeling.Animation.NodeMotion! nodeMotion, uint textureListPointer) -> void -SA3D.Modeling.Animation.LandEntryMotion.LandEntryMotion(float frame, float step, float maxFrame, SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.Motion! motion, uint textureListPointer) -> void -SA3D.Modeling.Animation.LandEntryMotion.LandEntryMotion(float frame, float step, float maxFrame, SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.NodeMotion! nodeMotion, uint textureListPointer) -> void -SA3D.Modeling.Animation.LandEntryMotion.MaxFrame.get -> float -SA3D.Modeling.Animation.LandEntryMotion.MaxFrame.set -> void -SA3D.Modeling.Animation.LandEntryMotion.Model.get -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.Animation.LandEntryMotion.Model.set -> void -SA3D.Modeling.Animation.LandEntryMotion.NodeMotion.get -> SA3D.Modeling.Animation.NodeMotion! -SA3D.Modeling.Animation.LandEntryMotion.NodeMotion.set -> void -SA3D.Modeling.Animation.LandEntryMotion.Step.get -> float -SA3D.Modeling.Animation.LandEntryMotion.Step.set -> void -SA3D.Modeling.Animation.LandEntryMotion.TextureListPointer.get -> uint -SA3D.Modeling.Animation.LandEntryMotion.TextureListPointer.set -> void -SA3D.Modeling.Animation.LandEntryMotion.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> void -SA3D.Modeling.Animation.LandEntryMotion.WriteData(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> void -SA3D.Modeling.Animation.Motion -SA3D.Modeling.Animation.Motion.EnsureNodeKeyframes(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.KeyframeAttributes targetTypes, bool createKeyframes) -> void -SA3D.Modeling.Animation.Motion.GetFrameCount() -> uint -SA3D.Modeling.Animation.Motion.InterpolationMode.get -> SA3D.Modeling.Animation.InterpolationMode -SA3D.Modeling.Animation.Motion.InterpolationMode.set -> void -SA3D.Modeling.Animation.Motion.IsCameraMotion.get -> bool -SA3D.Modeling.Animation.Motion.IsLightMotion.get -> bool -SA3D.Modeling.Animation.Motion.IsNodeMotion.get -> bool -SA3D.Modeling.Animation.Motion.IsShapeMotion.get -> bool -SA3D.Modeling.Animation.Motion.IsSpotLightMotion.get -> bool -SA3D.Modeling.Animation.Motion.Keyframes.get -> System.Collections.Generic.Dictionary! -SA3D.Modeling.Animation.Motion.KeyframeTypes.get -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.Motion.Label.get -> string! -SA3D.Modeling.Animation.Motion.Label.set -> void -SA3D.Modeling.Animation.Motion.ManualKeyframeTypes.get -> SA3D.Modeling.Animation.KeyframeAttributes -SA3D.Modeling.Animation.Motion.ManualKeyframeTypes.set -> void -SA3D.Modeling.Animation.Motion.ModelCount.get -> uint -SA3D.Modeling.Animation.Motion.ModelCount.set -> void -SA3D.Modeling.Animation.Motion.Motion() -> void -SA3D.Modeling.Animation.Motion.Optimize(float generalThreshold, float quaternionThreshold, float colorThreshold, bool asDegrees, uint? start = null, uint? end = null) -> void -SA3D.Modeling.Animation.Motion.ShortRot.get -> bool -SA3D.Modeling.Animation.Motion.ShortRot.set -> void -SA3D.Modeling.Animation.Motion.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -SA3D.Modeling.Animation.NodeMotion -SA3D.Modeling.Animation.NodeMotion.Animation.get -> SA3D.Modeling.Animation.Motion! -SA3D.Modeling.Animation.NodeMotion.Animation.set -> void -SA3D.Modeling.Animation.NodeMotion.Label.get -> string! -SA3D.Modeling.Animation.NodeMotion.Label.set -> void -SA3D.Modeling.Animation.NodeMotion.Model.get -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.Animation.NodeMotion.Model.set -> void -SA3D.Modeling.Animation.NodeMotion.NodeMotion(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Animation.Motion! animation) -> void -SA3D.Modeling.Animation.NodeMotion.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -SA3D.Modeling.Animation.Spotlight -SA3D.Modeling.Animation.Spotlight.far -> float -SA3D.Modeling.Animation.Spotlight.insideAngle -> float -SA3D.Modeling.Animation.Spotlight.near -> float -SA3D.Modeling.Animation.Spotlight.outsideAngle -> float -SA3D.Modeling.Animation.Spotlight.Spotlight() -> void -SA3D.Modeling.Animation.Spotlight.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils -SA3D.Modeling.File.AnimationFile -SA3D.Modeling.File.AnimationFile.Animation.get -> SA3D.Modeling.Animation.Motion! -SA3D.Modeling.File.AnimationFile.MetaData.get -> SA3D.Modeling.File.MetaData! -SA3D.Modeling.File.AnimationFile.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.File.AnimationFile.WriteToBytes() -> byte[]! -SA3D.Modeling.File.AnimationFile.WriteToFile(string! filepath) -> void -SA3D.Modeling.File.LevelFile -SA3D.Modeling.File.LevelFile.Level.get -> SA3D.Modeling.ObjectData.LandTable! -SA3D.Modeling.File.LevelFile.MetaData.get -> SA3D.Modeling.File.MetaData! -SA3D.Modeling.File.LevelFile.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.File.LevelFile.WriteToBytes() -> byte[]! -SA3D.Modeling.File.LevelFile.WriteToFile(string! filepath) -> void -SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.ActionName = 1094931534 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Animation = 1296649793 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Author = 1213486401 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Description = 1129530692 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.End = 4476485 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Label = 1279410508 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Morph = 1179799373 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.ObjectName = 1329744462 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Texture = 5784916 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaBlockType.Tool = 1280266068 -> SA3D.Modeling.File.MetaBlockType -SA3D.Modeling.File.MetaData -SA3D.Modeling.File.MetaData.ActionName.get -> string? -SA3D.Modeling.File.MetaData.ActionName.set -> void -SA3D.Modeling.File.MetaData.AnimFiles.get -> System.Collections.Generic.List! -SA3D.Modeling.File.MetaData.Author.get -> string? -SA3D.Modeling.File.MetaData.Author.set -> void -SA3D.Modeling.File.MetaData.Description.get -> string? -SA3D.Modeling.File.MetaData.Description.set -> void -SA3D.Modeling.File.MetaData.Labels.get -> System.Collections.Generic.Dictionary! -SA3D.Modeling.File.MetaData.Labels.set -> void -SA3D.Modeling.File.MetaData.MetaData() -> void -SA3D.Modeling.File.MetaData.MorphFiles.get -> System.Collections.Generic.List! -SA3D.Modeling.File.MetaData.ObjectName.get -> string? -SA3D.Modeling.File.MetaData.ObjectName.set -> void -SA3D.Modeling.File.MetaData.Other.get -> System.Collections.Generic.Dictionary! -SA3D.Modeling.File.MetaData.Other.set -> void -SA3D.Modeling.File.MetaData.Write(SA3D.Common.IO.EndianStackWriter! writer) -> uint -SA3D.Modeling.File.ModelFile -SA3D.Modeling.File.ModelFile.Format.get -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.File.ModelFile.MetaData.get -> SA3D.Modeling.File.MetaData! -SA3D.Modeling.File.ModelFile.Model.get -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.File.ModelFile.NJFile.get -> bool -SA3D.Modeling.File.ModelFile.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.File.ModelFile.WriteToBytes() -> byte[]! -SA3D.Modeling.File.ModelFile.WriteToFile(string! filepath) -> void -SA3D.Modeling.Mesh.Attach -SA3D.Modeling.Mesh.Attach.Attach() -> void -SA3D.Modeling.Mesh.Attach.Attach(SA3D.Modeling.Mesh.Buffer.BufferMesh![]! meshdata) -> void -SA3D.Modeling.Mesh.Attach.GetDisplayMeshes() -> (SA3D.Modeling.Mesh.Buffer.BufferMesh![]! opaque, SA3D.Modeling.Mesh.Buffer.BufferMesh![]! transparent) -SA3D.Modeling.Mesh.Attach.Label.get -> string! -SA3D.Modeling.Mesh.Attach.Label.set -> void -SA3D.Modeling.Mesh.Attach.MeshBounds.get -> SA3D.Modeling.Structs.Bounds -SA3D.Modeling.Mesh.Attach.MeshBounds.set -> void -SA3D.Modeling.Mesh.Attach.MeshData.get -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! -SA3D.Modeling.Mesh.Attach.MeshData.set -> void -SA3D.Modeling.Mesh.Attach.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -SA3D.Modeling.Mesh.AttachFormat -SA3D.Modeling.Mesh.AttachFormat.BASIC = 1 -> SA3D.Modeling.Mesh.AttachFormat -SA3D.Modeling.Mesh.AttachFormat.Buffer = 0 -> SA3D.Modeling.Mesh.AttachFormat -SA3D.Modeling.Mesh.AttachFormat.CHUNK = 2 -> SA3D.Modeling.Mesh.AttachFormat -SA3D.Modeling.Mesh.AttachFormat.GC = 3 -> SA3D.Modeling.Mesh.AttachFormat -SA3D.Modeling.Mesh.Basic.BasicAttach -SA3D.Modeling.Mesh.Basic.BasicAttach.BasicAttach(SA3D.Common.Lookup.ILabeledArray! positions, SA3D.Common.Lookup.ILabeledArray! normals, SA3D.Common.Lookup.ILabeledArray! meshes, SA3D.Common.Lookup.ILabeledArray! materials) -> void -SA3D.Modeling.Mesh.Basic.BasicAttach.BasicAttach(System.Numerics.Vector3[]! positions, System.Numerics.Vector3[]! normals, SA3D.Modeling.Mesh.Basic.BasicMesh![]! meshes, SA3D.Modeling.Mesh.Basic.BasicMaterial[]! materials) -> void -SA3D.Modeling.Mesh.Basic.BasicAttach.ConvertToBufferMeshData(bool optimize) -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! -SA3D.Modeling.Mesh.Basic.BasicAttach.Materials.get -> SA3D.Common.Lookup.ILabeledArray! -SA3D.Modeling.Mesh.Basic.BasicAttach.Meshes.get -> SA3D.Common.Lookup.ILabeledArray! -SA3D.Modeling.Mesh.Basic.BasicAttach.Normals.get -> SA3D.Common.Lookup.ILabeledArray! -SA3D.Modeling.Mesh.Basic.BasicAttach.Positions.get -> SA3D.Common.Lookup.ILabeledArray! -SA3D.Modeling.Mesh.Basic.BasicMaterial -SA3D.Modeling.Mesh.Basic.BasicMaterial.Attributes.get -> uint -SA3D.Modeling.Mesh.Basic.BasicMaterial.Attributes.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.BasicMaterial() -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.BasicMaterial(SA3D.Modeling.Mesh.Basic.BasicMaterial template) -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampU.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampU.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampV.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.ClampV.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Basic.BasicMaterial.DestinationAlpha.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.DiffuseColor.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Basic.BasicMaterial.DiffuseColor.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.DoubleSided.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.DoubleSided.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.EnvironmentMap.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.EnvironmentMap.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.FilterMode.get -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.Basic.BasicMaterial.FilterMode.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.FlatShading.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.FlatShading.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreLighting.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreLighting.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreSpecular.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.IgnoreSpecular.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.MipmapDistanceMultiplier.get -> float -SA3D.Modeling.Mesh.Basic.BasicMaterial.MipmapDistanceMultiplier.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorU.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorU.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorV.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.MirrorV.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.PickStatus.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.PickStatus.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Basic.BasicMaterial.SourceAlpha.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularColor.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularColor.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularExponent.get -> float -SA3D.Modeling.Mesh.Basic.BasicMaterial.SpecularExponent.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.SuperSample.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.SuperSample.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.TextureID.get -> uint -SA3D.Modeling.Mesh.Basic.BasicMaterial.TextureID.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.UseAlpha.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.UseAlpha.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.UserAttributes.get -> byte -SA3D.Modeling.Mesh.Basic.BasicMaterial.UserAttributes.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.UseTexture.get -> bool -SA3D.Modeling.Mesh.Basic.BasicMaterial.UseTexture.set -> void -SA3D.Modeling.Mesh.Basic.BasicMaterial.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.Basic.BasicMesh -SA3D.Modeling.Mesh.Basic.BasicMesh.BasicMesh(SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType polygonType, SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon![]! polygons, ushort materialIndex, bool hasNormal, bool hasColor, bool hasTexcoords) -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.BasicMesh(ushort materialID, SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType polyType, SA3D.Common.Lookup.LabeledReadOnlyArray! polys, SA3D.Common.Lookup.ILabeledArray? normals, SA3D.Common.Lookup.ILabeledArray? colors, SA3D.Common.Lookup.ILabeledArray? texcoords) -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.Clone() -> SA3D.Modeling.Mesh.Basic.BasicMesh! -SA3D.Modeling.Mesh.Basic.BasicMesh.Colors.get -> SA3D.Common.Lookup.ILabeledArray? -SA3D.Modeling.Mesh.Basic.BasicMesh.Colors.set -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.MaterialIndex.get -> ushort -SA3D.Modeling.Mesh.Basic.BasicMesh.MaterialIndex.set -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.Normals.get -> SA3D.Common.Lookup.ILabeledArray? -SA3D.Modeling.Mesh.Basic.BasicMesh.Normals.set -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.PolyAttributes.get -> uint -SA3D.Modeling.Mesh.Basic.BasicMesh.PolyAttributes.set -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.PolygonCornerCount.get -> int -SA3D.Modeling.Mesh.Basic.BasicMesh.Polygons.get -> SA3D.Common.Lookup.LabeledReadOnlyArray! -SA3D.Modeling.Mesh.Basic.BasicMesh.PolygonType.get -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType -SA3D.Modeling.Mesh.Basic.BasicMesh.Texcoords.get -> SA3D.Common.Lookup.ILabeledArray? -SA3D.Modeling.Mesh.Basic.BasicMesh.Texcoords.set -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.WriteData(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> void -SA3D.Modeling.Mesh.Basic.BasicMesh.WriteMeshset(SA3D.Common.IO.EndianStackWriter! writer, bool DX, SA3D.Modeling.Structs.PointerLUT! lut) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.BasicMultiPolygon() -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.BasicMultiPolygon(uint size, bool reversed) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.BasicMultiPolygon(ushort[]! indices, bool reversed) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Clone() -> object! -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.GetEnumerator() -> System.Collections.Generic.IEnumerator! -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Indices.get -> ushort[]! -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Indices.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.NumIndices.get -> int -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Reversed.get -> bool -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Reversed.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Size.get -> uint -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.this[int index].get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.this[int index].set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType -SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.NPoly = 2 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType -SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.Quads = 1 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType -SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.Triangles = 0 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType -SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType.TriangleStrips = 3 -> SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.BasicQuad() -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.BasicQuad(ushort index1, ushort index2, ushort index3, ushort index4) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Clone() -> object! -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.GetEnumerator() -> System.Collections.Generic.IEnumerator! -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index1.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index1.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index2.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index2.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index3.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index3.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index4.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Index4.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.NumIndices.get -> int -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Size.get -> uint -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.this[int index].get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.this[int index].set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.BasicTriangle() -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.BasicTriangle(ushort index1, ushort index2, ushort index3) -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Clone() -> object! -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.GetEnumerator() -> System.Collections.Generic.IEnumerator! -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index1.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index1.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index2.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index2.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index3.get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Index3.set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.NumIndices.get -> int -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Size.get -> uint -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.this[int index].get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.this[int index].set -> void -SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.NumIndices.get -> int -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Mesh.Basic.Polygon.BasicPolygonType type) -> SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon! -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.Size.get -> uint -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.this[int index].get -> ushort -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.this[int index].set -> void -SA3D.Modeling.Mesh.Basic.Polygon.IBasicPolygon.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.DstAlpha = 6 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.DstAlphaInverted = 7 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.One = 1 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.Other = 2 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.OtherInverted = 3 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.SrcAlpha = 4 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.SrcAlphaInverted = 5 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.BlendMode.Zero = 0 -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Buffer.BufferCorner -SA3D.Modeling.Mesh.Buffer.BufferCorner.BufferCorner() -> void -SA3D.Modeling.Mesh.Buffer.BufferCorner.BufferCorner(ushort vertexIndex) -> void -SA3D.Modeling.Mesh.Buffer.BufferCorner.BufferCorner(ushort vertexIndex, SA3D.Modeling.Structs.Color color, System.Numerics.Vector2 texcoord) -> void -SA3D.Modeling.Mesh.Buffer.BufferCorner.Color.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Buffer.BufferCorner.Color.set -> void -SA3D.Modeling.Mesh.Buffer.BufferCorner.Texcoord.get -> System.Numerics.Vector2 -SA3D.Modeling.Mesh.Buffer.BufferCorner.Texcoord.set -> void -SA3D.Modeling.Mesh.Buffer.BufferCorner.VertexIndex.get -> ushort -SA3D.Modeling.Mesh.Buffer.BufferCorner.VertexIndex.set -> void -SA3D.Modeling.Mesh.Buffer.BufferCorner.Write(SA3D.Common.IO.EndianStackWriter! writer, bool writeColor) -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Ambient.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Ambient.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.AnisotropicFiltering.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.AnisotropicFiltering.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Attributes.get -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Attributes.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.BackfaceCulling.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.BackfaceCulling.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.BufferMaterial() -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.BufferMaterial(SA3D.Modeling.Mesh.Buffer.BufferMaterial template) -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampU.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampU.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampV.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.ClampV.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.DestinationBlendmode.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Buffer.BufferMaterial.DestinationBlendmode.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Diffuse.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Diffuse.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Flat.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Flat.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GamecubeData.get -> uint -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GamecubeData.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCMatrixID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCMatrixID.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCShadowStencil.get -> byte -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCShadowStencil.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordID.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordSource.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordSource.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Buffer.BufferMaterial.GCTexCoordType.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.HasAttributes(SA3D.Modeling.Mesh.Buffer.MaterialAttributes attrib) -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.MipmapDistanceMultiplier.get -> float -SA3D.Modeling.Mesh.Buffer.BufferMaterial.MipmapDistanceMultiplier.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorU.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorU.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorV.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.MirrorV.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoAmbient.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoAmbient.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoLighting.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoLighting.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NormalMapping.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NormalMapping.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoSpecular.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.NoSpecular.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.SetAttributes(SA3D.Modeling.Mesh.Buffer.MaterialAttributes attrib, bool state) -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.SourceBlendMode.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Buffer.BufferMaterial.SourceBlendMode.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Specular.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Specular.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.SpecularExponent.get -> float -SA3D.Modeling.Mesh.Buffer.BufferMaterial.SpecularExponent.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureFiltering.get -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureFiltering.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureIndex.get -> uint -SA3D.Modeling.Mesh.Buffer.BufferMaterial.TextureIndex.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseAlpha.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseAlpha.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseTexture.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMaterial.UseTexture.set -> void -SA3D.Modeling.Mesh.Buffer.BufferMaterial.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.Buffer.BufferMesh -SA3D.Modeling.Mesh.Buffer.BufferMesh.BufferMesh(SA3D.Modeling.Mesh.Buffer.BufferMaterial material, SA3D.Modeling.Mesh.Buffer.BufferCorner[]! corners, uint[]? indexList, bool strippified, bool hasColors, ushort vertexReadOffset) -> void -SA3D.Modeling.Mesh.Buffer.BufferMesh.BufferMesh(SA3D.Modeling.Mesh.Buffer.BufferVertex[]! vertices, bool continueWeight, bool hasNormals, ushort vertexWriteOffset) -> void -SA3D.Modeling.Mesh.Buffer.BufferMesh.BufferMesh(SA3D.Modeling.Mesh.Buffer.BufferVertex[]? vertices, SA3D.Modeling.Mesh.Buffer.BufferMaterial material, SA3D.Modeling.Mesh.Buffer.BufferCorner[]? corners, uint[]? indexList, bool strippified, bool continueWeight, bool hasNormals, bool hasColors, ushort vertexWriteOffset, ushort vertexReadOffset) -> void -SA3D.Modeling.Mesh.Buffer.BufferMesh.Clone() -> SA3D.Modeling.Mesh.Buffer.BufferMesh! -SA3D.Modeling.Mesh.Buffer.BufferMesh.ContinueWeight.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMesh.Corners.get -> SA3D.Modeling.Mesh.Buffer.BufferCorner[]? -SA3D.Modeling.Mesh.Buffer.BufferMesh.GetCornerTriangleList() -> SA3D.Modeling.Mesh.Buffer.BufferCorner[]! -SA3D.Modeling.Mesh.Buffer.BufferMesh.GetIndexTriangleList() -> uint[]! -SA3D.Modeling.Mesh.Buffer.BufferMesh.HasColors.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMesh.HasNormals.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMesh.IndexList.get -> uint[]? -SA3D.Modeling.Mesh.Buffer.BufferMesh.Material.get -> SA3D.Modeling.Mesh.Buffer.BufferMaterial -SA3D.Modeling.Mesh.Buffer.BufferMesh.OptimizePolygons() -> void -SA3D.Modeling.Mesh.Buffer.BufferMesh.Strippified.get -> bool -SA3D.Modeling.Mesh.Buffer.BufferMesh.VertexReadOffset.get -> ushort -SA3D.Modeling.Mesh.Buffer.BufferMesh.VertexWriteOffset.get -> ushort -SA3D.Modeling.Mesh.Buffer.BufferMesh.Vertices.get -> SA3D.Modeling.Mesh.Buffer.BufferVertex[]? -SA3D.Modeling.Mesh.Buffer.BufferMesh.Write(SA3D.Common.IO.EndianStackWriter! writer) -> uint -SA3D.Modeling.Mesh.Buffer.BufferVertex -SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex() -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, ushort index) -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, ushort index, float weight) -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.BufferVertex(System.Numerics.Vector3 position, ushort index) -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.Equals(SA3D.Modeling.Mesh.Buffer.BufferVertex other) -> bool -SA3D.Modeling.Mesh.Buffer.BufferVertex.Index.get -> ushort -SA3D.Modeling.Mesh.Buffer.BufferVertex.Index.set -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.Normal.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Buffer.BufferVertex.Normal.set -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.Position.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Buffer.BufferVertex.Position.set -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.Weight.get -> float -SA3D.Modeling.Mesh.Buffer.BufferVertex.Weight.set -> void -SA3D.Modeling.Mesh.Buffer.BufferVertex.Write(SA3D.Common.IO.EndianStackWriter! writer, bool writeNormal) -> void -SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.AnisotropicFiltering = 2 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.BackfaceCulling = 4096 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.ClampU = 4 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.ClampV = 8 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.Flat = 1024 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.MirrorU = 16 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.MirrorV = 32 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NoAmbient = 256 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NoLighting = 128 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NormalMapping = 64 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.NoSpecular = 512 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.UseAlpha = 2048 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Buffer.MaterialAttributes.UseTexture = 1 -> SA3D.Modeling.Mesh.Buffer.MaterialAttributes -SA3D.Modeling.Mesh.Chunk.ChunkAttach -SA3D.Modeling.Mesh.Chunk.ChunkAttach.ChunkAttach(SA3D.Common.Lookup.ILabeledArray? vertexChunks, SA3D.Common.Lookup.ILabeledArray? polyChunks) -> void -SA3D.Modeling.Mesh.Chunk.ChunkAttach.ChunkAttach(SA3D.Modeling.Mesh.Chunk.VertexChunk?[]? vertexChunks, SA3D.Modeling.Mesh.Chunk.PolyChunk?[]? polyChunks) -> void -SA3D.Modeling.Mesh.Chunk.ChunkAttach.PolyChunks.get -> SA3D.Common.Lookup.ILabeledArray? -SA3D.Modeling.Mesh.Chunk.ChunkAttach.PolyChunks.set -> void -SA3D.Modeling.Mesh.Chunk.ChunkAttach.VertexChunks.get -> SA3D.Common.Lookup.ILabeledArray? -SA3D.Modeling.Mesh.Chunk.ChunkAttach.VertexChunks.set -> void -SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions -SA3D.Modeling.Mesh.Chunk.PolyChunk -SA3D.Modeling.Mesh.Chunk.PolyChunk.Attributes.get -> byte -SA3D.Modeling.Mesh.Chunk.PolyChunk.Attributes.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunk.PolyChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunk.Type.get -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunk.Type.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunk.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.BitsChunk.BitsChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.BlendAlphaChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.DestinationAlpha.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Chunk.PolyChunks.BlendAlphaChunk.SourceAlpha.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.CacheListChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.List.get -> byte -SA3D.Modeling.Mesh.Chunk.PolyChunks.CacheListChunk.List.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.DrawListChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.List.get -> byte -SA3D.Modeling.Mesh.Chunk.PolyChunks.DrawListChunk.List.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DX.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DX.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DY.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DY.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DZ.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.DZ.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.MaterialBumpChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UX.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UX.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UY.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UY.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UZ.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialBumpChunk.UZ.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Ambient.get -> SA3D.Modeling.Structs.Color? -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Ambient.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.DestinationAlpha.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Diffuse.get -> SA3D.Modeling.Structs.Color? -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Diffuse.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.MaterialChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Second.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Second.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SourceAlpha.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Specular.get -> SA3D.Modeling.Structs.Color? -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.Specular.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SpecularExponent.get -> byte -SA3D.Modeling.Mesh.Chunk.PolyChunks.MaterialChunk.SpecularExponent.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.MipmapDistanceMultiplier.get -> float -SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.MipmapDistanceMultiplier.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.MipmapDistanceMultiplierChunk.MipmapDistanceMultiplierChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.SizedChunk.SizedChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.SpecularExponent.get -> byte -SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.SpecularExponent.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.SpecularExponentChunk.SpecularExponentChunk() -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.ChangeType(SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.DoubleSide.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.DoubleSide.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.EnvironmentMapping.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.EnvironmentMapping.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.FlatShading.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.FlatShading.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.HasColors.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.HasHDTexcoords.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.HasNormals.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreAmbient.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreAmbient.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreLight.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreLight.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreSpecular.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.IgnoreSpecular.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.RawSize.get -> uint -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.StripChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip[]! strips, int triangleAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.StripChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, ushort stripCount, int triangleAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.Strips.get -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip[]! -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.TexcoordCount.get -> int -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.TriangleAttributeCount.get -> int -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.TriangleAttributeCount.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UnknownAttribute.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UnknownAttribute.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UseAlpha.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.StripChunk.UseAlpha.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampU.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampU.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampV.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.ClampV.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.Data.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.FilterMode.get -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.FilterMode.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MipmapDistanceMultiplier.get -> float -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MipmapDistanceMultiplier.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorU.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorU.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorV.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.MirrorV.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.Second.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.Second.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.SuperSample.get -> bool -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.SuperSample.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.TextureChunk(bool second = false) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.TextureID.get -> ushort -SA3D.Modeling.Mesh.Chunk.PolyChunks.TextureChunk.TextureID.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.PolygonAttributeCount.get -> int -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.PolygonAttributeCount.set -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.Polygons.get -> SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon![]! -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.RawSize.get -> uint -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.VolumeChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon![]! polygons, int polygonAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunks.VolumeChunk.VolumeChunk(SA3D.Modeling.Mesh.Chunk.PolyChunkType type, ushort polygonCount, int polygonAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.BlendAlpha = 1 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.CacheList = 4 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.DrawList = 5 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.End = 255 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Ambient = 18 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Ambient2 = 26 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_AmbientSpecular = 22 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_AmbientSpecular2 = 30 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Bump = 24 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Diffuse = 17 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Diffuse2 = 25 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbient = 19 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbient2 = 27 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbientSpecular = 23 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseAmbientSpecular2 = 31 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseSpecular = 21 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_DiffuseSpecular2 = 29 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Specular = 20 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Material_Specular2 = 28 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.MipmapDistanceMultiplier = 2 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Null = 0 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.SpecularExponent = 3 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Blank = 64 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_BlankDouble = 73 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Color = 70 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTex = 66 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTexColor = 72 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTexDouble = 75 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_HDTexNormal = 69 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Normal = 67 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_Tex = 65 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_TexColor = 71 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_TexDouble = 74 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Strip_TexNormal = 68 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.TextureID = 8 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.TextureID2 = 9 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Volume_Polygon3 = 56 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Volume_Polygon4 = 57 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.PolyChunkType.Volume_Strip = 58 -> SA3D.Modeling.Mesh.Chunk.PolyChunkType -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes1.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes1.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes2.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes2.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes3.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Attributes3.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.ChunkCorner() -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Color.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Color.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Index.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Index.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Normal.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Normal.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord.get -> System.Numerics.Vector2 -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord2.get -> System.Numerics.Vector2 -SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.Texcoord2.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.ChunkStrip() -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.ChunkStrip(SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner[]! corners, bool reverse) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Corners.get -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner[]! -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Reversed.get -> bool -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Size(int texcoordCount, bool hasNormal, bool hasColor, int triangleAttributeCount) -> uint -SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Write(SA3D.Common.IO.EndianStackWriter! writer, int texcoordCount, bool hdTexcoord, bool hasNormal, bool hasColor, int triangleAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Attributes.get -> uint -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Attributes.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex() -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, SA3D.Modeling.Structs.Color diffuse, SA3D.Modeling.Structs.Color specular) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, uint attribs) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.ChunkVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, ushort index, float weight) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Diffuse.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Diffuse.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Index.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Index.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Normal.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Normal.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Position.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Position.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Specular.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Specular.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Weight.get -> float -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.Weight.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute1.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute1.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute2.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute2.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute3.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Attribute3.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ChunkVolumeQuad() -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ChunkVolumeQuad(ushort index1, ushort index2, ushort index3, ushort index4) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.ChunkVolumeQuad(ushort index1, ushort index2, ushort index3, ushort index4, ushort attribute1, ushort attribute2, ushort attribute3) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index1.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index1.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index2.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index2.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index3.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index3.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index4.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Index4.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.NumIndices.get -> int -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Size(int polygonAttributeCount) -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.this[int index].get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.this[int index].set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.ChunkVolumeStrip() -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.ChunkVolumeStrip(int size, bool reversed) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.ChunkVolumeStrip(ushort[]! indices, bool reversed) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Indices.get -> ushort[]! -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.NumIndices.get -> int -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Reversed.get -> bool -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Reversed.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Size(int polygonAttributeCount) -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.this[int index].get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.this[int index].set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.TriangleAttributes.get -> ushort[,]! -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute1.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute1.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute2.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute2.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute3.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Attribute3.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ChunkVolumeTriangle() -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ChunkVolumeTriangle(ushort index1, ushort index2, ushort index3) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.ChunkVolumeTriangle(ushort index1, ushort index2, ushort index3, ushort attribute1, ushort attribute2, ushort attribute3) -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Clone() -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index1.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index1.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index2.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index2.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index3.get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Index3.set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.NumIndices.get -> int -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Size(int polygonAttributeCount) -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.this[int index].get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.this[int index].set -> void -SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon -SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.NumIndices.get -> int -SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.Size(int polygonAttributeCount) -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.this[int index].get -> ushort -SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.this[int index].set -> void -SA3D.Modeling.Mesh.Chunk.Structs.IChunkVolumePolygon.Write(SA3D.Common.IO.EndianStackWriter! writer, int polygonAttributeCount) -> void -SA3D.Modeling.Mesh.Chunk.VertexChunk -SA3D.Modeling.Mesh.Chunk.VertexChunk.Attributes.get -> byte -SA3D.Modeling.Mesh.Chunk.VertexChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.VertexChunk! -SA3D.Modeling.Mesh.Chunk.VertexChunk.HasDiffuseColors.get -> bool -SA3D.Modeling.Mesh.Chunk.VertexChunk.HasNormals.get -> bool -SA3D.Modeling.Mesh.Chunk.VertexChunk.HasSpecularColors.get -> bool -SA3D.Modeling.Mesh.Chunk.VertexChunk.HasWeight.get -> bool -SA3D.Modeling.Mesh.Chunk.VertexChunk.IndexOffset.get -> ushort -SA3D.Modeling.Mesh.Chunk.VertexChunk.IndexOffset.set -> void -SA3D.Modeling.Mesh.Chunk.VertexChunk.Type.get -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunk.VertexChunk(SA3D.Modeling.Mesh.Chunk.VertexChunkType type, byte attributes, ushort indexOffset, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex[]! vertices) -> void -SA3D.Modeling.Mesh.Chunk.VertexChunk.VertexChunk(SA3D.Modeling.Mesh.Chunk.VertexChunkType type, SA3D.Modeling.Mesh.Chunk.WeightStatus weightstatus, ushort indexOffset, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex[]! vertices) -> void -SA3D.Modeling.Mesh.Chunk.VertexChunk.Vertices.get -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex[]! -SA3D.Modeling.Mesh.Chunk.VertexChunk.WeightStatus.get -> SA3D.Modeling.Mesh.Chunk.WeightStatus -SA3D.Modeling.Mesh.Chunk.VertexChunk.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Attributes = 37 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Blank = 34 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.BlankVec4 = 32 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Diffuse = 35 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.DiffuseSpecular4 = 39 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.DiffuseSpecular5 = 38 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.End = 255 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Intensity = 40 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal = 41 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal32 = 48 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal32Diffuse = 49 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Normal32UserAttributes = 50 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalAttributes = 44 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalDiffuse = 42 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalDiffuseSpecular4 = 46 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalDiffuseSpecular5 = 45 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalIntensity = 47 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalUserAttributes = 43 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.NormalVec4 = 33 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.Null = 0 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.VertexChunkType.UserAttributes = 36 -> SA3D.Modeling.Mesh.Chunk.VertexChunkType -SA3D.Modeling.Mesh.Chunk.WeightStatus -SA3D.Modeling.Mesh.Chunk.WeightStatus.End = 2 -> SA3D.Modeling.Mesh.Chunk.WeightStatus -SA3D.Modeling.Mesh.Chunk.WeightStatus.Middle = 1 -> SA3D.Modeling.Mesh.Chunk.WeightStatus -SA3D.Modeling.Mesh.Chunk.WeightStatus.Start = 0 -> SA3D.Modeling.Mesh.Chunk.WeightStatus -SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.FilterMode.Bilinear = 1 -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.FilterMode.Blend = 3 -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.FilterMode.Nearest = 0 -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.FilterMode.Trilinear = 2 -> SA3D.Modeling.Mesh.FilterMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Float32 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGB565 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGB8 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBA4 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBA6 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBA8 = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.RGBX8 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Signed16 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Signed8 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Unsigned16 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType.Unsigned8 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Enums.GCEnumExtensions -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.Color0LargeIndex = 64 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.Color1LargeIndex = 256 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasColor0 = 128 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasColor1 = 512 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasNormal = 32 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasPosition = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasPositionMatrixID = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord0 = 2048 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord1 = 8192 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord2 = 32768 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord3 = 131072 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord4 = 524288 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord5 = 2097152 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord6 = 8388608 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.HasTexCoord7 = 33554432 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.NormalLargeIndex = 16 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.PositionLargeIndex = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.PositionMatrixIDLargeIndex = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord0LargeIndex = 1024 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord1LargeIndex = 4096 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord2LargeIndex = 16384 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord3LargeIndex = 65536 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord4LargeIndex = 262144 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord5LargeIndex = 1048576 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord6LargeIndex = 4194304 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat.TexCoord7LargeIndex = 16777216 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.AmbientColor = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.BlendAlpha = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.DiffuseColor = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.IndexFormat = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Lighting = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.SpecularColor = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Texcoord = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Texture = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.Unknown = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType.VertexFormat = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.Lines = 168 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.LineStrip = 176 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.Points = 184 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.TriangleFan = 160 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.Triangles = 144 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType.TriangleStrip = 152 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.ColorRGB = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.ColorRGBA = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.NormalNBT = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.NormalNBT3 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.NormalXYZ = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.PositionXY = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.PositionXYZ = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.TexCoordU = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType.TexCoordUV = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord0 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord1 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord2 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord3 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord4 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord5 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord6 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoord7 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoordMax = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID.TexCoordNull = 255 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Identity = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix0 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix1 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix2 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix3 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix4 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix5 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix6 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix7 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix8 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix.Matrix9 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Binormal = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord0 = 12 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord1 = 13 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord2 = 14 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord3 = 15 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord4 = 16 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord5 = 17 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.BumpTexCoord6 = 18 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Color0 = 19 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Color1 = 20 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Normal = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Position = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.Tangent = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord0 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord1 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord2 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord3 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord4 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord5 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord6 = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource.TexCoord7 = 11 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump0 = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump1 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump2 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump3 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump4 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump5 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump6 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Bump7 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Matrix2x4 = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.Matrix3x4 = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType.SRTG = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.Mask = SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatV | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorV | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatU | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorU | SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.Unknown -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorU = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.MirrorV = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatU = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.RepeatV = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode.Unknown = 16 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Color0 = 3 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Color1 = 4 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.End = 255 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Normal = 2 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.Position = 1 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.PositionMatrixID = 0 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord0 = 5 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord1 = 6 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord2 = 7 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord3 = 8 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord4 = 9 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord5 = 10 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord6 = 11 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType.TexCoord7 = 12 -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.GCAttach -SA3D.Modeling.Mesh.Gamecube.GCAttach.ConvertToBufferMeshData(bool optimize) -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! -SA3D.Modeling.Mesh.Gamecube.GCAttach.GCAttach(System.Collections.Generic.Dictionary! vertexData, SA3D.Modeling.Mesh.Gamecube.GCMesh![]! opaqueMeshes, SA3D.Modeling.Mesh.Gamecube.GCMesh![]! transprentMeshes) -> void -SA3D.Modeling.Mesh.Gamecube.GCAttach.OpaqueMeshes.get -> SA3D.Modeling.Mesh.Gamecube.GCMesh![]! -SA3D.Modeling.Mesh.Gamecube.GCAttach.OpaqueMeshes.set -> void -SA3D.Modeling.Mesh.Gamecube.GCAttach.OptimizePolygons() -> void -SA3D.Modeling.Mesh.Gamecube.GCAttach.OptimizeVertexData() -> void -SA3D.Modeling.Mesh.Gamecube.GCAttach.TransparentMeshes.get -> SA3D.Modeling.Mesh.Gamecube.GCMesh![]! -SA3D.Modeling.Mesh.Gamecube.GCAttach.TransparentMeshes.set -> void -SA3D.Modeling.Mesh.Gamecube.GCAttach.VertexData.get -> System.Collections.Generic.Dictionary! -SA3D.Modeling.Mesh.Gamecube.GCCorner -SA3D.Modeling.Mesh.Gamecube.GCCorner.Color0Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.Color0Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.Color1Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.Color1Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.GCCorner() -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.NormalIndex.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.NormalIndex.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionIndex.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionIndex.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionMatrixIDIndex.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.PositionMatrixIDIndex.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord0Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord0Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord1Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord1Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord2Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord2Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord3Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord3Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord4Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord4Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord5Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord5Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord6Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord6Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord7Index.get -> ushort -SA3D.Modeling.Mesh.Gamecube.GCCorner.TexCoord7Index.set -> void -SA3D.Modeling.Mesh.Gamecube.GCMesh -SA3D.Modeling.Mesh.Gamecube.GCMesh.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCMesh! -SA3D.Modeling.Mesh.Gamecube.GCMesh.GCMesh(SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter![]! parameters, SA3D.Modeling.Mesh.Gamecube.GCPolygon[]! polygons) -> void -SA3D.Modeling.Mesh.Gamecube.GCMesh.IndexFormat.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat? -SA3D.Modeling.Mesh.Gamecube.GCMesh.OptimizePolygons() -> void -SA3D.Modeling.Mesh.Gamecube.GCMesh.Parameters.get -> SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter![]! -SA3D.Modeling.Mesh.Gamecube.GCMesh.Parameters.set -> void -SA3D.Modeling.Mesh.Gamecube.GCMesh.Polygons.get -> SA3D.Modeling.Mesh.Gamecube.GCPolygon[]! -SA3D.Modeling.Mesh.Gamecube.GCMesh.Polygons.set -> void -SA3D.Modeling.Mesh.Gamecube.GCMesh.WriteParameters(SA3D.Common.IO.EndianStackWriter! writer) -> uint -SA3D.Modeling.Mesh.Gamecube.GCMesh.WritePolygons(SA3D.Common.IO.EndianStackWriter! writer, ref SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> uint -SA3D.Modeling.Mesh.Gamecube.GCPolygon -SA3D.Modeling.Mesh.Gamecube.GCPolygon.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCPolygon -SA3D.Modeling.Mesh.Gamecube.GCPolygon.Corners.get -> SA3D.Modeling.Mesh.Gamecube.GCCorner[]! -SA3D.Modeling.Mesh.Gamecube.GCPolygon.GCPolygon() -> void -SA3D.Modeling.Mesh.Gamecube.GCPolygon.GCPolygon(SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType type, SA3D.Modeling.Mesh.Gamecube.GCCorner[]! corners) -> void -SA3D.Modeling.Mesh.Gamecube.GCPolygon.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCPolyType -SA3D.Modeling.Mesh.Gamecube.GCPolygon.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> void -SA3D.Modeling.Mesh.Gamecube.GCVertexSet -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Clone() -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.ColorData.get -> SA3D.Modeling.Structs.Color[]! -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.DataLength.get -> int -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.DataType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Optimize(System.Collections.Generic.IEnumerable? meshes) -> void -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.StructSize.get -> uint -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.StructType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Vector2Data.get -> System.Numerics.Vector2[]! -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Vector3Data.get -> System.Numerics.Vector3[]! -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.WriteData(SA3D.Common.IO.EndianStackWriter! writer) -> uint -SA3D.Modeling.Mesh.Gamecube.GCVertexSet.WriteHeader(SA3D.Common.IO.EndianStackWriter! writer, uint dataAddress) -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.AmbientColor.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.AmbientColor.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.GCAmbientColorParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.DestinationAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.DestinationAlpha.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.GCBlendAlphaParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.SourceAlpha.get -> SA3D.Modeling.Mesh.BlendMode -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.SourceAlpha.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.DiffuseColor.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.DiffuseColor.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.GCDiffuseColorParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.GCIndexFormatParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.IndexFormat.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.IndexFormat.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCIndexFormatParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.GCLightingParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.LightingAttributes.get -> ushort -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.LightingAttributes.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.ShadowStencil.get -> byte -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.ShadowStencil.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown1.get -> byte -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown1.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown2.get -> byte -SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.Unknown2.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCParameterExtensions -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.GCSpecularColorParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.SpecularColor.get -> SA3D.Modeling.Structs.Color -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.SpecularColor.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.GCTexCoordParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.MatrixID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexcoordMatrix -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.MatrixID.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordID.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordID -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordID.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordSource.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordSource -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordSource.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTexCoordType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.TexCoordType.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.GCTextureParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.TextureID.get -> ushort -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.TextureID.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Tiling.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCTileMode -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Tiling.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCTextureParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.GCUnknownParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown1.get -> ushort -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown1.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown2.get -> ushort -SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.Unknown2.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Formatting.get -> byte -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Formatting.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.GCVertexFormatParameter() -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexDataType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexDataType.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexStructType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexStructType.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexType.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCVertexType -SA3D.Modeling.Mesh.Gamecube.Parameters.GCVertexFormatParameter.VertexType.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter -SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Data.get -> uint -SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Data.set -> void -SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter! -SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter.Type.get -> SA3D.Modeling.Mesh.Gamecube.Enums.GCParameterType -SA3D.Modeling.Mesh.Weighted.BufferMode -SA3D.Modeling.Mesh.Weighted.BufferMode.Generate = 1 -> SA3D.Modeling.Mesh.Weighted.BufferMode -SA3D.Modeling.Mesh.Weighted.BufferMode.GenerateOptimized = 2 -> SA3D.Modeling.Mesh.Weighted.BufferMode -SA3D.Modeling.Mesh.Weighted.BufferMode.None = 0 -> SA3D.Modeling.Mesh.Weighted.BufferMode -SA3D.Modeling.Mesh.Weighted.WeightedMesh -SA3D.Modeling.Mesh.Weighted.WeightedMesh.Clone() -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.DependingNodeIndices.get -> System.Collections.Generic.SortedSet! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.EnsurePolygonsValid() -> bool -SA3D.Modeling.Mesh.Weighted.WeightedMesh.ForceVertexColors.get -> bool -SA3D.Modeling.Mesh.Weighted.WeightedMesh.ForceVertexColors.set -> void -SA3D.Modeling.Mesh.Weighted.WeightedMesh.HasColors.get -> bool -SA3D.Modeling.Mesh.Weighted.WeightedMesh.IsWeighted.get -> bool -SA3D.Modeling.Mesh.Weighted.WeightedMesh.Label.get -> string? -SA3D.Modeling.Mesh.Weighted.WeightedMesh.Label.set -> void -SA3D.Modeling.Mesh.Weighted.WeightedMesh.Materials.get -> SA3D.Modeling.Mesh.Buffer.BufferMaterial[]! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.RootIndices.get -> System.Collections.Generic.HashSet! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.ToAttach(SA3D.Modeling.Mesh.AttachFormat format, bool optimize, bool ignoreWeights) -> SA3D.Modeling.Mesh.Attach! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.TriangleSets.get -> SA3D.Modeling.Mesh.Buffer.BufferCorner[]![]! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.Vertices.get -> SA3D.Modeling.Mesh.Weighted.WeightedVertex[]! -SA3D.Modeling.Mesh.Weighted.WeightedMesh.WriteSpecular.get -> bool -SA3D.Modeling.Mesh.Weighted.WeightedMesh.WriteSpecular.set -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Clone() -> SA3D.Modeling.Mesh.Weighted.WeightedVertex -SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetFirstWeightIndex() -> int -SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetLastWeightIndex() -> int -SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetMaxWeightIndex() -> int -SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetWeightCount() -> int -SA3D.Modeling.Mesh.Weighted.WeightedVertex.GetWeightMap() -> (int nodeIndex, float weight)[]! -SA3D.Modeling.Mesh.Weighted.WeightedVertex.IsWeighted() -> bool -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Normal.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Normal.set -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Normalized() -> SA3D.Modeling.Mesh.Weighted.WeightedVertex -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Position.get -> System.Numerics.Vector3 -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Position.set -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex() -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal) -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, float[]? weights) -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex.WeightedVertex(System.Numerics.Vector3 position, System.Numerics.Vector3 normal, int nodeCount) -> void -SA3D.Modeling.Mesh.Weighted.WeightedVertex.Weights.get -> float[]? -SA3D.Modeling.ObjectData.Enums.EnumExtensions -SA3D.Modeling.ObjectData.Enums.LandtableAttributes -SA3D.Modeling.ObjectData.Enums.LandtableAttributes.CustomDrawDistance = 4 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes -SA3D.Modeling.ObjectData.Enums.LandtableAttributes.EnableMotions = 1 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes -SA3D.Modeling.ObjectData.Enums.LandtableAttributes.LoadTexlist = 2 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes -SA3D.Modeling.ObjectData.Enums.LandtableAttributes.LoadTextureFile = 8 -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes -SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.Enums.ModelFormat.Buffer = 4 -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.Enums.ModelFormat.SA1 = 0 -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.Enums.ModelFormat.SA2 = 2 -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.Enums.ModelFormat.SA2B = 3 -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.Enums.ModelFormat.SADX = 1 -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.Clip = 256 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.Modifier = 512 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoAnimate = 64 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoMorph = 128 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoPosition = 1 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoRotation = 2 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.NoScale = 4 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.RotateZYX = 32 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.SkipChildren = 16 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.SkipDraw = 8 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.NodeAttributes.UseQuaternionRotation = 1024 -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Enums.RotationUpdateMode -SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.Keep = 2 -> SA3D.Modeling.ObjectData.Enums.RotationUpdateMode -SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateEuler = 1 -> SA3D.Modeling.ObjectData.Enums.RotationUpdateMode -SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateQuaternion = 0 -> SA3D.Modeling.ObjectData.Enums.RotationUpdateMode -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Accelerate = 2097152 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.BoundsRadiusSmall = 536870912 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.BoundsRadiusTiny = 1073741824 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.CannotLand = 64 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Chaos0Land = 8192 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Diggable = 256 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.DrawByMesh = 33554432 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.DynamicCollision = 134217728 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.EnableManipulation = 67108864 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Footprints = 1048576 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Gravity = 8388608 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Hurt = 65536 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.IncreasedAcceleration = 128 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.LowAcceleration = 16 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.LowDepth = 262144 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.NoAcceleration = 8 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.NoFriction = 4 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.NoZWrite = 16777216 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Solid = 1 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Stairs = 16384 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.TransformBounds = 268435456 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.TubeAcceleration = 131072 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unclimbable = 4096 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown11 = 2048 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown15 = 32768 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown19 = 524288 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Unknown9 = 512 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.UseSkyDrawDistance = 32 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Visible = 2147483648 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Water = 2 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.WaterCollision = 4194304 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes.Waterfall = 1024 -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.BoundsRadiusSmall = 536870912 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.BoundsRadiusTiny = 1073741824 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.CannotLand = 4096 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Diggable = 32 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.DynamicCollision = 134217728 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.EasyDraw = 16777216 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Footprints = 2048 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Gravity = 524288 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Hurt = 1024 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.IncreasedAcceleration = 2097152 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.LowAcceleration = 16 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoAcceleration = 8 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoFog = 4194304 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoFriction = 4 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.NoShadows = 32768 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Solid = 1 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Stairs = 256 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.TransformBounds = 268435456 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.TubeAcceleration = 1048576 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unclimbable = 128 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown14 = 16384 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown16 = 65536 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown17 = 131072 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown18 = 262144 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown25 = 33554432 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown26 = 67108864 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown6 = 64 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Unknown9 = 512 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.UseSkyDrawDistance = 8388608 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Visible = 2147483648 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.Water = 2 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes.WaterNoAlpha = 8192 -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Accelerate = 1024 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusSmall = 32 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusTiny = 64 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TransformBounds | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusSmall | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundsRadiusTiny -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.CannotLand = 131072 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Chaos0Land = 1099511627776 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.CollisionMask = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Collisions | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Collisions = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Solid | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Water | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterNoAlpha | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Accelerate | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.IncreasedAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TubeAcceleration | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFriction | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.CannotLand | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Unclimbable | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Stairs | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Diggable | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Hurt | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DynamicCollision | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterCollision | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Gravity -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Diggable = 1048576 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DrawByMesh = 137438953472 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DynamicCollision = 4194304 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EasyDraw = 34359738368 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EnableManipulation = 274877906944 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Footprints = 1073741824 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Gravity = 16777216 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Hurt = 2097152 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.IncreasedAcceleration = 16384 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowAcceleration = 4096 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowDepth = 8589934592 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoAcceleration = 8192 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFog = 4294967296 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFriction = 65536 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoShadows = 2147483648 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoZWrite = 68719476736 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown11 = 9007199254740992 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown15 = 18014398509481984 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown19 = 36028797018963968 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown9 = 4503599627370496 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown11 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown15 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknown19 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 = 288230376151711744 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 = 576460752303423488 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 = 1152921504606846976 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 = 2305843009213693952 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 = 4611686018427387904 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 = 9223372036854775808 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 = 72057594037927936 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 = 144115188075855872 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknowns = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Solid = 2 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Stairs = 524288 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TransformBounds = 16 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.TubeAcceleration = 32768 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Unclimbable = 262144 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Unknowns = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.UseSkyDrawDistance = 17179869184 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.ValidMask = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Collisions | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visuals | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visible = 1 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.VisualMask = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown26 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.BoundTransforms | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visuals | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA1_Unknowns | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown6 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown9 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown14 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown16 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown17 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown18 | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.SA2_Unknown25 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visuals = SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Visible | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Footprints | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoShadows | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoFog | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.LowDepth | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.UseSkyDrawDistance | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EasyDraw | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.NoZWrite | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.DrawByMesh | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.EnableManipulation | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Waterfall | SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Chaos0Land -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Water = 4 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterCollision = 8388608 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.Waterfall = 549755813888 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Enums.SurfaceAttributes.WaterNoAlpha = 8 -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.Events.AttachUpdatedEventArgs -SA3D.Modeling.ObjectData.Events.AttachUpdatedEventArgs.NewAttach.get -> SA3D.Modeling.Mesh.Attach? -SA3D.Modeling.ObjectData.Events.AttachUpdatedEventArgs.OldAttach.get -> SA3D.Modeling.Mesh.Attach? -SA3D.Modeling.ObjectData.Events.AttachUpdatedEventHandler -SA3D.Modeling.ObjectData.Events.TransformSet -SA3D.Modeling.ObjectData.Events.TransformSet.LocalMatrix.get -> System.Numerics.Matrix4x4 -SA3D.Modeling.ObjectData.Events.TransformSet.Position.get -> System.Numerics.Vector3 -SA3D.Modeling.ObjectData.Events.TransformSet.QuaternionRotation.get -> System.Numerics.Quaternion -SA3D.Modeling.ObjectData.Events.TransformSet.Rotation.get -> System.Numerics.Vector3 -SA3D.Modeling.ObjectData.Events.TransformSet.Scale.get -> System.Numerics.Vector3 -SA3D.Modeling.ObjectData.Events.TransformSet.TransformSet() -> void -SA3D.Modeling.ObjectData.Events.TransformSet.TransformSet(System.Numerics.Matrix4x4 matrix, System.Numerics.Vector3 position, System.Numerics.Vector3 rotation, System.Numerics.Quaternion quaternionRotation, System.Numerics.Vector3 scale) -> void -SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs -SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs.NewTransforms.get -> SA3D.Modeling.ObjectData.Events.TransformSet -SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs.OldTransforms.get -> SA3D.Modeling.ObjectData.Events.TransformSet -SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventArgs.UpdatedValues.get -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue -SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventHandler -SA3D.Modeling.ObjectData.Events.UpdatedTransformValue -SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.Position = 1 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue -SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.RotateMode = 8 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue -SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.Rotation = 2 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue -SA3D.Modeling.ObjectData.Events.UpdatedTransformValue.Scale = 4 -> SA3D.Modeling.ObjectData.Events.UpdatedTransformValue -SA3D.Modeling.ObjectData.LandEntry -SA3D.Modeling.ObjectData.LandEntry.BlockBit.get -> uint -SA3D.Modeling.ObjectData.LandEntry.BlockBit.set -> void -SA3D.Modeling.ObjectData.LandEntry.Copy() -> SA3D.Modeling.ObjectData.LandEntry! -SA3D.Modeling.ObjectData.LandEntry.LandEntry(SA3D.Modeling.ObjectData.Node! node, SA3D.Modeling.ObjectData.Enums.SurfaceAttributes surfaceAttributes) -> void -SA3D.Modeling.ObjectData.LandEntry.Model.get -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.LandEntry.Model.set -> void -SA3D.Modeling.ObjectData.LandEntry.ModelBounds.get -> SA3D.Modeling.Structs.Bounds -SA3D.Modeling.ObjectData.LandEntry.ModelBounds.set -> void -SA3D.Modeling.ObjectData.LandEntry.SurfaceAttributes.get -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -SA3D.Modeling.ObjectData.LandEntry.SurfaceAttributes.set -> void -SA3D.Modeling.ObjectData.LandEntry.Unknown.get -> uint -SA3D.Modeling.ObjectData.LandEntry.Unknown.set -> void -SA3D.Modeling.ObjectData.LandEntry.UpdateBounds() -> void -SA3D.Modeling.ObjectData.LandEntry.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> void -SA3D.Modeling.ObjectData.LandTable -SA3D.Modeling.ObjectData.LandTable.Attributes.get -> SA3D.Modeling.ObjectData.Enums.LandtableAttributes -SA3D.Modeling.ObjectData.LandTable.Attributes.set -> void -SA3D.Modeling.ObjectData.LandTable.BufferMeshData(bool optimize) -> void -SA3D.Modeling.ObjectData.LandTable.ConvertToFormat(SA3D.Modeling.ObjectData.Enums.ModelFormat newFormat, bool optimize, bool forceUpdate = false, bool updateBuffer = false) -> void -SA3D.Modeling.ObjectData.LandTable.DrawDistance.get -> float -SA3D.Modeling.ObjectData.LandTable.DrawDistance.set -> void -SA3D.Modeling.ObjectData.LandTable.Format.get -> SA3D.Modeling.ObjectData.Enums.ModelFormat -SA3D.Modeling.ObjectData.LandTable.Geometry.get -> SA3D.Common.Lookup.ILabeledArray! -SA3D.Modeling.ObjectData.LandTable.Geometry.set -> void -SA3D.Modeling.ObjectData.LandTable.GeometryAnimations.get -> SA3D.Common.Lookup.ILabeledArray! -SA3D.Modeling.ObjectData.LandTable.GeometryAnimations.set -> void -SA3D.Modeling.ObjectData.LandTable.Label.get -> string! -SA3D.Modeling.ObjectData.LandTable.Label.set -> void -SA3D.Modeling.ObjectData.LandTable.LandTable(SA3D.Common.Lookup.ILabeledArray! geometry, SA3D.Common.Lookup.ILabeledArray! geometryAnimations, SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> void -SA3D.Modeling.ObjectData.LandTable.LandTable(SA3D.Common.Lookup.ILabeledArray! geometry, SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> void -SA3D.Modeling.ObjectData.LandTable.SortLandEntries() -> void -SA3D.Modeling.ObjectData.LandTable.TexListPtr.get -> uint -SA3D.Modeling.ObjectData.LandTable.TexListPtr.set -> void -SA3D.Modeling.ObjectData.LandTable.TextureFileName.get -> string? -SA3D.Modeling.ObjectData.LandTable.TextureFileName.set -> void -SA3D.Modeling.ObjectData.LandTable.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -SA3D.Modeling.ObjectData.Node -SA3D.Modeling.ObjectData.Node.AppendChild(SA3D.Modeling.ObjectData.Node! node) -> void -SA3D.Modeling.ObjectData.Node.Attach.get -> SA3D.Modeling.Mesh.Attach? -SA3D.Modeling.ObjectData.Node.Attach.set -> void -SA3D.Modeling.ObjectData.Node.AttachCopy() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.Attributes.get -> SA3D.Modeling.ObjectData.Enums.NodeAttributes -SA3D.Modeling.ObjectData.Node.AutoNodeAttributes() -> void -SA3D.Modeling.ObjectData.Node.BufferMeshData(bool optimize) -> void -SA3D.Modeling.ObjectData.Node.CheckHasBranchAttaches() -> bool -SA3D.Modeling.ObjectData.Node.CheckHasTreeWeightedMesh() -> bool -SA3D.Modeling.ObjectData.Node.Child.get -> SA3D.Modeling.ObjectData.Node? -SA3D.Modeling.ObjectData.Node.ChildCount.get -> int -SA3D.Modeling.ObjectData.Node.ClearAttachesFromTree() -> void -SA3D.Modeling.ObjectData.Node.ConvertAttachFormat(SA3D.Modeling.Mesh.AttachFormat newAttachFormat, bool optimize, bool ignoreWeights = false, bool forceUpdate = false, bool updateBuffer = false) -> void -SA3D.Modeling.ObjectData.Node.DeepAttachCopy() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.DeepSimpleCopy() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.Detach() -> void -SA3D.Modeling.ObjectData.Node.DetachChildren(bool remainSiblings) -> void -SA3D.Modeling.ObjectData.Node.DetachSuccessors(bool remainSiblings) -> void -SA3D.Modeling.ObjectData.Node.Duplicate() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.EulerRotation.get -> System.Numerics.Vector3 -SA3D.Modeling.ObjectData.Node.EulerRotation.set -> void -SA3D.Modeling.ObjectData.Node.GetAnimTreeNodeCount() -> int -SA3D.Modeling.ObjectData.Node.GetAnimTreeNodeEnumerable() -> System.Collections.Generic.IEnumerable! -SA3D.Modeling.ObjectData.Node.GetAnimTreeNodes() -> SA3D.Modeling.ObjectData.Node![]! -SA3D.Modeling.ObjectData.Node.GetAttachFormat() -> SA3D.Modeling.Mesh.AttachFormat? -SA3D.Modeling.ObjectData.Node.GetBranchNodeCount(bool includeSiblings) -> int -SA3D.Modeling.ObjectData.Node.GetBranchNodeEnumerable(bool includeSiblings) -> System.Collections.Generic.IEnumerable! -SA3D.Modeling.ObjectData.Node.GetBranchNodes(bool includeSiblings) -> SA3D.Modeling.ObjectData.Node![]! -SA3D.Modeling.ObjectData.Node.GetChildren() -> SA3D.Modeling.ObjectData.Node![]! -SA3D.Modeling.ObjectData.Node.GetEnumerator() -> System.Collections.Generic.IEnumerator! -SA3D.Modeling.ObjectData.Node.GetMorphTreeNodeCount() -> int -SA3D.Modeling.ObjectData.Node.GetMorphTreeNodeEnumerable() -> System.Collections.Generic.IEnumerable! -SA3D.Modeling.ObjectData.Node.GetMorphTreeNodes() -> SA3D.Modeling.ObjectData.Node![]! -SA3D.Modeling.ObjectData.Node.GetRootNode() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.GetRootParent() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.GetRootSibling() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.GetTreeAttachCount() -> int -SA3D.Modeling.ObjectData.Node.GetTreeAttachEnumerable() -> System.Collections.Generic.IEnumerable! -SA3D.Modeling.ObjectData.Node.GetTreeAttaches() -> SA3D.Modeling.Mesh.Attach![]! -SA3D.Modeling.ObjectData.Node.GetTreeNodeCount() -> int -SA3D.Modeling.ObjectData.Node.GetTreeNodeEnumerable() -> System.Collections.Generic.IEnumerable! -SA3D.Modeling.ObjectData.Node.GetTreeNodes() -> SA3D.Modeling.ObjectData.Node![]! -SA3D.Modeling.ObjectData.Node.GetWorldMatrix() -> System.Numerics.Matrix4x4 -SA3D.Modeling.ObjectData.Node.GetWorldMatrixTree() -> (SA3D.Modeling.ObjectData.Node! node, System.Numerics.Matrix4x4 worldMatrix)[]! -SA3D.Modeling.ObjectData.Node.GetWorldMatrixTreeEnumerator() -> System.Collections.Generic.IEnumerable<(SA3D.Modeling.ObjectData.Node! node, System.Numerics.Matrix4x4 worldMatrix)>! -SA3D.Modeling.ObjectData.Node.GetWorldMatrixTreeLUT() -> System.Collections.Generic.Dictionary! -SA3D.Modeling.ObjectData.Node.HasImmediates.get -> bool -SA3D.Modeling.ObjectData.Node.HasSiblings.get -> bool -SA3D.Modeling.ObjectData.Node.InsertAfter(SA3D.Modeling.ObjectData.Node! node) -> void -SA3D.Modeling.ObjectData.Node.InsertBefore(SA3D.Modeling.ObjectData.Node! node) -> void -SA3D.Modeling.ObjectData.Node.InsertChild(int index, SA3D.Modeling.ObjectData.Node! node) -> void -SA3D.Modeling.ObjectData.Node.Label.get -> string! -SA3D.Modeling.ObjectData.Node.Label.set -> void -SA3D.Modeling.ObjectData.Node.LocalMatrix.get -> System.Numerics.Matrix4x4 -SA3D.Modeling.ObjectData.Node.Next.get -> SA3D.Modeling.ObjectData.Node? -SA3D.Modeling.ObjectData.Node.NoAnimate.get -> bool -SA3D.Modeling.ObjectData.Node.NoAnimate.set -> void -SA3D.Modeling.ObjectData.Node.Node() -> void -SA3D.Modeling.ObjectData.Node.NoMorph.get -> bool -SA3D.Modeling.ObjectData.Node.NoMorph.set -> void -SA3D.Modeling.ObjectData.Node.NoPosition.get -> bool -SA3D.Modeling.ObjectData.Node.NoPosition.set -> void -SA3D.Modeling.ObjectData.Node.NoRotation.get -> bool -SA3D.Modeling.ObjectData.Node.NoRotation.set -> void -SA3D.Modeling.ObjectData.Node.NoScale.get -> bool -SA3D.Modeling.ObjectData.Node.NoScale.set -> void -SA3D.Modeling.ObjectData.Node.OnAttachUpdated -> SA3D.Modeling.ObjectData.Events.AttachUpdatedEventHandler? -SA3D.Modeling.ObjectData.Node.OnTransformsUpdated -> SA3D.Modeling.ObjectData.Events.TransformsUpdatedEventHandler? -SA3D.Modeling.ObjectData.Node.Parent.get -> SA3D.Modeling.ObjectData.Node? -SA3D.Modeling.ObjectData.Node.Position.get -> System.Numerics.Vector3 -SA3D.Modeling.ObjectData.Node.Position.set -> void -SA3D.Modeling.ObjectData.Node.Previous.get -> SA3D.Modeling.ObjectData.Node? -SA3D.Modeling.ObjectData.Node.QuaternionRotation.get -> System.Numerics.Quaternion -SA3D.Modeling.ObjectData.Node.QuaternionRotation.set -> void -SA3D.Modeling.ObjectData.Node.RotateZYX.get -> bool -SA3D.Modeling.ObjectData.Node.Scale.get -> System.Numerics.Vector3 -SA3D.Modeling.ObjectData.Node.Scale.set -> void -SA3D.Modeling.ObjectData.Node.SetAllNodeAttributes(SA3D.Modeling.ObjectData.Enums.NodeAttributes attributes, SA3D.Modeling.ObjectData.Enums.RotationUpdateMode rotationUpdateMode = SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateEuler) -> void -SA3D.Modeling.ObjectData.Node.SetChild(SA3D.Modeling.ObjectData.Node? node) -> void -SA3D.Modeling.ObjectData.Node.SetNext(SA3D.Modeling.ObjectData.Node? node) -> void -SA3D.Modeling.ObjectData.Node.SetRotationZYX(bool newValue, SA3D.Modeling.ObjectData.Enums.RotationUpdateMode mode = SA3D.Modeling.ObjectData.Enums.RotationUpdateMode.UpdateEuler) -> void -SA3D.Modeling.ObjectData.Node.SimpleCopy() -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.SkipChildren.get -> bool -SA3D.Modeling.ObjectData.Node.SkipChildren.set -> void -SA3D.Modeling.ObjectData.Node.SkipDraw.get -> bool -SA3D.Modeling.ObjectData.Node.SkipDraw.set -> void -SA3D.Modeling.ObjectData.Node.this[int index].get -> SA3D.Modeling.ObjectData.Node! -SA3D.Modeling.ObjectData.Node.UpdateTransforms(System.Numerics.Vector3? position, System.Numerics.Quaternion? quaternionRotation, System.Numerics.Vector3? scale) -> void -SA3D.Modeling.ObjectData.Node.UpdateTransforms(System.Numerics.Vector3? position, System.Numerics.Vector3? eulerRotation, System.Numerics.Vector3? scale) -> void -SA3D.Modeling.ObjectData.Node.UseQuaternionRotation.get -> bool -SA3D.Modeling.ObjectData.Node.UseQuaternionRotation.set -> void -SA3D.Modeling.ObjectData.Node.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -SA3D.Modeling.Strippify.TopologyException -SA3D.Modeling.Strippify.TopologyException.TopologyException(string! msg) -> void -SA3D.Modeling.Strippify.TriangleStrippifier -SA3D.Modeling.Strippify.TriangleStrippifier.RaiseTopoError.get -> bool -SA3D.Modeling.Strippify.TriangleStrippifier.RaiseTopoError.set -> void -SA3D.Modeling.Strippify.TriangleStrippifier.Strippify(int[]! triangleList) -> int[]![]! -SA3D.Modeling.Strippify.TriangleStrippifier.Strippify(T[]! triangleList) -> T[]![]! -SA3D.Modeling.Strippify.TriangleStrippifier.Strippify(T[]! triangleList, out SA3D.Common.DistinctMap! distinctMap) -> int[]![]! -SA3D.Modeling.Strippify.TriangleStrippifier.StrippifyNoDegen(T[]! triangleList, out bool[]! reversedStrips) -> T[]![]! -SA3D.Modeling.Strippify.TriangleStrippifier.TriangleStrippifier(bool raiseTopoError = false) -> void -SA3D.Modeling.Structs.Bounds -SA3D.Modeling.Structs.Bounds.Bounds() -> void -SA3D.Modeling.Structs.Bounds.Bounds(System.Numerics.Vector3 position, float radius) -> void -SA3D.Modeling.Structs.Bounds.Matrix.get -> System.Numerics.Matrix4x4 -SA3D.Modeling.Structs.Bounds.Position.get -> System.Numerics.Vector3 -SA3D.Modeling.Structs.Bounds.Position.set -> void -SA3D.Modeling.Structs.Bounds.Radius.get -> float -SA3D.Modeling.Structs.Bounds.Radius.set -> void -SA3D.Modeling.Structs.Bounds.Write(SA3D.Common.IO.EndianStackWriter! writer) -> void -SA3D.Modeling.Structs.Color -SA3D.Modeling.Structs.Color.Alpha.get -> byte -SA3D.Modeling.Structs.Color.Alpha.set -> void -SA3D.Modeling.Structs.Color.AlphaF.get -> float -SA3D.Modeling.Structs.Color.AlphaF.set -> void -SA3D.Modeling.Structs.Color.ARGB.get -> uint -SA3D.Modeling.Structs.Color.ARGB.set -> void -SA3D.Modeling.Structs.Color.ARGB4.get -> ushort -SA3D.Modeling.Structs.Color.ARGB4.set -> void -SA3D.Modeling.Structs.Color.Blue.get -> byte -SA3D.Modeling.Structs.Color.Blue.set -> void -SA3D.Modeling.Structs.Color.BlueF.get -> float -SA3D.Modeling.Structs.Color.BlueF.set -> void -SA3D.Modeling.Structs.Color.Color() -> void -SA3D.Modeling.Structs.Color.Color(byte red, byte green, byte blue) -> void -SA3D.Modeling.Structs.Color.Color(byte red, byte green, byte blue, byte alpha) -> void -SA3D.Modeling.Structs.Color.Color(float red, float green, float blue) -> void -SA3D.Modeling.Structs.Color.Color(float red, float green, float blue, float alpha) -> void -SA3D.Modeling.Structs.Color.Color(System.Numerics.Vector4 vector) -> void -SA3D.Modeling.Structs.Color.FloatVector.get -> System.Numerics.Vector4 -SA3D.Modeling.Structs.Color.FloatVector.set -> void -SA3D.Modeling.Structs.Color.GetLuminance() -> float -SA3D.Modeling.Structs.Color.Green.get -> byte -SA3D.Modeling.Structs.Color.Green.set -> void -SA3D.Modeling.Structs.Color.GreenF.get -> float -SA3D.Modeling.Structs.Color.GreenF.set -> void -SA3D.Modeling.Structs.Color.Hex.get -> string! -SA3D.Modeling.Structs.Color.Hex.set -> void -SA3D.Modeling.Structs.Color.Red.get -> byte -SA3D.Modeling.Structs.Color.Red.set -> void -SA3D.Modeling.Structs.Color.RedF.get -> float -SA3D.Modeling.Structs.Color.RedF.set -> void -SA3D.Modeling.Structs.Color.RGB565.get -> ushort -SA3D.Modeling.Structs.Color.RGB565.set -> void -SA3D.Modeling.Structs.Color.RGBA.get -> uint -SA3D.Modeling.Structs.Color.RGBA.set -> void -SA3D.Modeling.Structs.Color.SystemColor.get -> System.Drawing.Color -SA3D.Modeling.Structs.Color.SystemColor.set -> void -SA3D.Modeling.Structs.ColorIOType -SA3D.Modeling.Structs.ColorIOType.ARGB4 = 2 -> SA3D.Modeling.Structs.ColorIOType -SA3D.Modeling.Structs.ColorIOType.ARGB8_16 = 1 -> SA3D.Modeling.Structs.ColorIOType -SA3D.Modeling.Structs.ColorIOType.ARGB8_32 = 0 -> SA3D.Modeling.Structs.ColorIOType -SA3D.Modeling.Structs.ColorIOType.RGB565 = 3 -> SA3D.Modeling.Structs.ColorIOType -SA3D.Modeling.Structs.ColorIOType.RGBA8 = 4 -> SA3D.Modeling.Structs.ColorIOType -SA3D.Modeling.Structs.ColorIOTypeExtensions -SA3D.Modeling.Structs.DebugStringExtensions -SA3D.Modeling.Structs.EndianIOExtensions -SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate -SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate -SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate -SA3D.Modeling.Structs.FloatIOType -SA3D.Modeling.Structs.FloatIOType.BAMS16 = 3 -> SA3D.Modeling.Structs.FloatIOType -SA3D.Modeling.Structs.FloatIOType.BAMS32 = 4 -> SA3D.Modeling.Structs.FloatIOType -SA3D.Modeling.Structs.FloatIOType.Float = 0 -> SA3D.Modeling.Structs.FloatIOType -SA3D.Modeling.Structs.FloatIOType.Integer = 2 -> SA3D.Modeling.Structs.FloatIOType -SA3D.Modeling.Structs.FloatIOType.Short = 1 -> SA3D.Modeling.Structs.FloatIOType -SA3D.Modeling.Structs.FloatIOTypeExtensions -SA3D.Modeling.Structs.MatrixUtilities -SA3D.Modeling.Structs.PointerLUT -SA3D.Modeling.Structs.PointerLUT.Attaches.get -> SA3D.Common.Lookup.PointerDictionary! -SA3D.Modeling.Structs.PointerLUT.Motions.get -> SA3D.Common.Lookup.PointerDictionary! -SA3D.Modeling.Structs.PointerLUT.NodeMotions.get -> SA3D.Common.Lookup.PointerDictionary! -SA3D.Modeling.Structs.PointerLUT.Nodes.get -> SA3D.Common.Lookup.PointerDictionary! -SA3D.Modeling.Structs.PointerLUT.Other.get -> SA3D.Common.Lookup.PointerDictionary! -SA3D.Modeling.Structs.PointerLUT.PointerLUT() -> void -SA3D.Modeling.Structs.PointerLUT.PointerLUT(System.Collections.Generic.Dictionary! labels) -> void -SA3D.Modeling.Structs.PointerLUT.PolyChunks.get -> SA3D.Common.Lookup.PointerDictionary! -SA3D.Modeling.Structs.QuaternionUtilities -SA3D.Modeling.Structs.VectorUtilities -static readonly SA3D.Modeling.Mesh.Basic.BasicMaterial.DefaultValues -> SA3D.Modeling.Mesh.Basic.BasicMaterial -static readonly SA3D.Modeling.Mesh.Buffer.BufferMaterial.DefaultValues -> SA3D.Modeling.Mesh.Buffer.BufferMaterial -static readonly SA3D.Modeling.Mesh.Buffer.BufferMesh.DefaultColor -> SA3D.Modeling.Structs.Color -static readonly SA3D.Modeling.Mesh.Buffer.BufferMesh.DefaultNormal -> System.Numerics.Vector3 -static readonly SA3D.Modeling.Mesh.Gamecube.GCVertexSet.EndVertexSet -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter.White -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCAmbientColorParameter -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter.DefaultBlendParameter -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCBlendAlphaParameter -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter.White -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCDiffuseColorParameter -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter.White -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCSpecularColorParameter -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.DefaultValues -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter.EnvironmentMapValues -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCTexCoordParameter -static readonly SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter.DefaultValues -> SA3D.Modeling.Mesh.Gamecube.Parameters.GCUnknownParameter -static readonly SA3D.Modeling.Strippify.TriangleStrippifier.Global -> SA3D.Modeling.Strippify.TriangleStrippifier! -static readonly SA3D.Modeling.Structs.Color.ColorBlack -> SA3D.Modeling.Structs.Color -static readonly SA3D.Modeling.Structs.Color.ColorBlue -> SA3D.Modeling.Structs.Color -static readonly SA3D.Modeling.Structs.Color.ColorGreen -> SA3D.Modeling.Structs.Color -static readonly SA3D.Modeling.Structs.Color.ColorRed -> SA3D.Modeling.Structs.Color -static readonly SA3D.Modeling.Structs.Color.ColorTransparent -> SA3D.Modeling.Structs.Color -static readonly SA3D.Modeling.Structs.Color.ColorWhite -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Animation.EnumExtensions.ChannelCount(this SA3D.Modeling.Animation.KeyframeAttributes attributes) -> int -static SA3D.Modeling.Animation.Keyframes.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Animation.KeyframeAttributes type, SA3D.Modeling.Structs.PointerLUT! lut, bool shortRot = false) -> SA3D.Modeling.Animation.Keyframes! -static SA3D.Modeling.Animation.LandEntryMotion.Read(SA3D.Common.IO.EndianStackReader! data, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Animation.LandEntryMotion! -static SA3D.Modeling.Animation.LandEntryMotion.StructSize.get -> uint -static SA3D.Modeling.Animation.Motion.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, uint modelCount, SA3D.Modeling.Structs.PointerLUT! lut, bool shortRot = false) -> SA3D.Modeling.Animation.Motion! -static SA3D.Modeling.Animation.NodeMotion.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Animation.NodeMotion! -static SA3D.Modeling.Animation.Spotlight.Distance(SA3D.Modeling.Animation.Spotlight from, SA3D.Modeling.Animation.Spotlight to) -> float -static SA3D.Modeling.Animation.Spotlight.Lerp(SA3D.Modeling.Animation.Spotlight from, SA3D.Modeling.Animation.Spotlight to, float time) -> SA3D.Modeling.Animation.Spotlight -static SA3D.Modeling.Animation.Spotlight.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Animation.Spotlight -static SA3D.Modeling.Animation.Spotlight.StructSize.get -> uint -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.EulerToQuaternion(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX) -> System.Collections.Generic.SortedDictionary! -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.EulerToQuaternion(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX, System.Collections.Generic.SortedDictionary! result) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.EulerToQuaternion(this SA3D.Modeling.Animation.Keyframes! keyframes, float deviationThreshold, bool rotateZYX, bool clearEuler) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.GetRotationMatrices(this SA3D.Modeling.Animation.Keyframes! keyframes, bool targetQuaternion, float deviationThreshold, bool rotateZYX, out bool converted, out System.Collections.Generic.Dictionary? complementary) -> System.Collections.Generic.SortedDictionary! -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToEuler(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.Dictionary? complementary) -> System.Collections.Generic.SortedDictionary! -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToEuler(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.Dictionary? complementary, System.Collections.Generic.SortedDictionary! result) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToEuler(this SA3D.Modeling.Animation.Keyframes! keyframes, System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.Dictionary? complementary) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToQuaternion(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX) -> System.Collections.Generic.SortedDictionary! -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToQuaternion(System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX, System.Collections.Generic.SortedDictionary! result) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.MatrixToQuaternion(this SA3D.Modeling.Animation.Keyframes! keyframes, System.Collections.Generic.SortedDictionary! source, bool wasQuaternion, float deviationThreshold, bool rotateZYX) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.QuaternionToEuler(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX) -> System.Collections.Generic.SortedDictionary! -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.QuaternionToEuler(System.Collections.Generic.SortedDictionary! source, float deviationThreshold, bool rotateZYX, System.Collections.Generic.SortedDictionary! result) -> void -static SA3D.Modeling.Animation.Utilities.KeyframeRotationUtils.QuaternionToEuler(this SA3D.Modeling.Animation.Keyframes! keyframes, float deviationThreshold, bool rotateZYX, bool clearQuaternion) -> void -static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(byte[]! data) -> bool -static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(byte[]! data, uint address) -> bool -static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(SA3D.Common.IO.EndianStackReader! reader) -> bool -static SA3D.Modeling.File.AnimationFile.CheckIsAnimationFile(SA3D.Common.IO.EndianStackReader! reader, uint address) -> bool -static SA3D.Modeling.File.AnimationFile.Read(SA3D.Common.IO.EndianStackReader! reader) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, uint? nodeCount, bool shortRot) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.ReadFromBytes(byte[]! data) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.ReadFromBytes(byte[]! data, uint address) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.ReadFromBytes(byte[]! data, uint address, uint? nodeCount, bool shortRot) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.ReadFromFile(string! filepath) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.ReadFromFile(string! filepath, uint? nodeCount, bool shortRot) -> SA3D.Modeling.File.AnimationFile! -static SA3D.Modeling.File.AnimationFile.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Animation.Motion! animation, SA3D.Modeling.File.MetaData? metaData = null) -> void -static SA3D.Modeling.File.AnimationFile.WriteToBytes(SA3D.Modeling.Animation.Motion! animation, SA3D.Modeling.File.MetaData? metaData = null) -> byte[]! -static SA3D.Modeling.File.AnimationFile.WriteToFile(string! filepath, SA3D.Modeling.Animation.Motion! animation, SA3D.Modeling.File.MetaData? metaData = null) -> void -static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(byte[]! data) -> bool -static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(byte[]! data, uint address) -> bool -static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(SA3D.Common.IO.EndianStackReader! reader) -> bool -static SA3D.Modeling.File.LevelFile.CheckIsLevelFile(SA3D.Common.IO.EndianStackReader! reader, uint address) -> bool -static SA3D.Modeling.File.LevelFile.Read(SA3D.Common.IO.EndianStackReader! reader) -> SA3D.Modeling.File.LevelFile! -static SA3D.Modeling.File.LevelFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.File.LevelFile! -static SA3D.Modeling.File.LevelFile.ReadFromBytes(byte[]! data) -> SA3D.Modeling.File.LevelFile! -static SA3D.Modeling.File.LevelFile.ReadFromBytes(byte[]! data, uint address) -> SA3D.Modeling.File.LevelFile! -static SA3D.Modeling.File.LevelFile.ReadFromFile(string! filepath) -> SA3D.Modeling.File.LevelFile! -static SA3D.Modeling.File.LevelFile.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.LandTable! level, SA3D.Modeling.File.MetaData? metaData = null) -> void -static SA3D.Modeling.File.LevelFile.WriteToBytes(SA3D.Modeling.ObjectData.LandTable! level, SA3D.Modeling.File.MetaData? metaData = null) -> byte[]! -static SA3D.Modeling.File.LevelFile.WriteToFile(string! filepath, SA3D.Modeling.ObjectData.LandTable! level, SA3D.Modeling.File.MetaData? metaData = null) -> void -static SA3D.Modeling.File.MetaData.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, int version, bool hasAnimMorphFiles) -> SA3D.Modeling.File.MetaData! -static SA3D.Modeling.File.ModelFile.CheckIsModelFile(byte[]! data) -> bool -static SA3D.Modeling.File.ModelFile.CheckIsModelFile(byte[]! data, uint address) -> bool -static SA3D.Modeling.File.ModelFile.CheckIsModelFile(SA3D.Common.IO.EndianStackReader! reader) -> bool -static SA3D.Modeling.File.ModelFile.CheckIsModelFile(SA3D.Common.IO.EndianStackReader! reader, uint address) -> bool -static SA3D.Modeling.File.ModelFile.Read(SA3D.Common.IO.EndianStackReader! reader) -> SA3D.Modeling.File.ModelFile! -static SA3D.Modeling.File.ModelFile.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.File.ModelFile! -static SA3D.Modeling.File.ModelFile.ReadFromBytes(byte[]! data) -> SA3D.Modeling.File.ModelFile! -static SA3D.Modeling.File.ModelFile.ReadFromBytes(byte[]! data, uint address) -> SA3D.Modeling.File.ModelFile! -static SA3D.Modeling.File.ModelFile.ReadFromFile(string! filepath) -> SA3D.Modeling.File.ModelFile! -static SA3D.Modeling.File.ModelFile.Write(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Node! model, bool nj = false, SA3D.Modeling.File.MetaData? metaData = null, SA3D.Modeling.ObjectData.Enums.ModelFormat? format = null) -> void -static SA3D.Modeling.File.ModelFile.WriteToBytes(SA3D.Modeling.ObjectData.Node! model, bool nj = false, SA3D.Modeling.File.MetaData? metaData = null, SA3D.Modeling.ObjectData.Enums.ModelFormat? format = null) -> byte[]! -static SA3D.Modeling.File.ModelFile.WriteToFile(string! filepath, SA3D.Modeling.ObjectData.Node! model, bool nj = false, SA3D.Modeling.File.MetaData? metaData = null, SA3D.Modeling.ObjectData.Enums.ModelFormat? format = null) -> void -static SA3D.Modeling.Mesh.Attach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Attach! -static SA3D.Modeling.Mesh.Attach.ReadBuffer(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Attach! -static SA3D.Modeling.Mesh.Basic.BasicAttach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, bool DX, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Basic.BasicAttach! -static SA3D.Modeling.Mesh.Basic.BasicMaterial.operator !=(SA3D.Modeling.Mesh.Basic.BasicMaterial left, SA3D.Modeling.Mesh.Basic.BasicMaterial right) -> bool -static SA3D.Modeling.Mesh.Basic.BasicMaterial.operator ==(SA3D.Modeling.Mesh.Basic.BasicMaterial left, SA3D.Modeling.Mesh.Basic.BasicMaterial right) -> bool -static SA3D.Modeling.Mesh.Basic.BasicMaterial.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Basic.BasicMaterial -static SA3D.Modeling.Mesh.Basic.BasicMesh.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Basic.BasicMesh! -static SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon.Read(SA3D.Common.IO.EndianStackReader! data, ref uint address) -> SA3D.Modeling.Mesh.Basic.Polygon.BasicMultiPolygon -static SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Mesh.Basic.Polygon.BasicQuad -static SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Mesh.Basic.Polygon.BasicTriangle -static SA3D.Modeling.Mesh.Buffer.BufferCorner.operator !=(SA3D.Modeling.Mesh.Buffer.BufferCorner l, SA3D.Modeling.Mesh.Buffer.BufferCorner r) -> bool -static SA3D.Modeling.Mesh.Buffer.BufferCorner.operator ==(SA3D.Modeling.Mesh.Buffer.BufferCorner l, SA3D.Modeling.Mesh.Buffer.BufferCorner r) -> bool -static SA3D.Modeling.Mesh.Buffer.BufferCorner.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, bool hasColor) -> SA3D.Modeling.Mesh.Buffer.BufferCorner -static SA3D.Modeling.Mesh.Buffer.BufferMaterial.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Buffer.BufferMaterial -static SA3D.Modeling.Mesh.Buffer.BufferMesh.Optimize(System.Collections.Generic.IList! input) -> SA3D.Modeling.Mesh.Buffer.BufferMesh![]! -static SA3D.Modeling.Mesh.Buffer.BufferMesh.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Buffer.BufferMesh! -static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator !=(SA3D.Modeling.Mesh.Buffer.BufferVertex left, SA3D.Modeling.Mesh.Buffer.BufferVertex right) -> bool -static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator *(float l, SA3D.Modeling.Mesh.Buffer.BufferVertex r) -> SA3D.Modeling.Mesh.Buffer.BufferVertex -static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator *(SA3D.Modeling.Mesh.Buffer.BufferVertex l, float r) -> SA3D.Modeling.Mesh.Buffer.BufferVertex -static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator +(SA3D.Modeling.Mesh.Buffer.BufferVertex l, SA3D.Modeling.Mesh.Buffer.BufferVertex r) -> SA3D.Modeling.Mesh.Buffer.BufferVertex -static SA3D.Modeling.Mesh.Buffer.BufferVertex.operator ==(SA3D.Modeling.Mesh.Buffer.BufferVertex left, SA3D.Modeling.Mesh.Buffer.BufferVertex right) -> bool -static SA3D.Modeling.Mesh.Buffer.BufferVertex.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, bool hasNormal) -> SA3D.Modeling.Mesh.Buffer.BufferVertex -static SA3D.Modeling.Mesh.Chunk.ChunkAttach.GetActivePolyChunks(SA3D.Modeling.ObjectData.Node! model) -> System.Collections.Generic.Dictionary! -static SA3D.Modeling.Mesh.Chunk.ChunkAttach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Chunk.ChunkAttach! -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasAttributes(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasDiffuseColor(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasNormal(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasSpecularColor(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckHasWeights(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckIsNormal32(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckIsVec4(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.CheckStripHasColor(this SA3D.Modeling.Mesh.Chunk.PolyChunkType type) -> bool -static SA3D.Modeling.Mesh.Chunk.ChunkTypeExtensions.GetIntegerSize(this SA3D.Modeling.Mesh.Chunk.VertexChunkType type) -> ushort -static SA3D.Modeling.Mesh.Chunk.PolyChunk.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Chunk.PolyChunk! -static SA3D.Modeling.Mesh.Chunk.PolyChunk.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Chunk.PolyChunk?[]! -static SA3D.Modeling.Mesh.Chunk.PolyChunk.WriteArray(SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.IEnumerable! chunks, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.operator !=(SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner right) -> bool -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner.operator ==(SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkCorner right) -> bool -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int texcoordCount, bool hdTexcoord, bool hasNormal, bool hasColor, int triangleAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkStrip -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.operator !=(SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex right) -> bool -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex.operator ==(SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex left, SA3D.Modeling.Mesh.Chunk.Structs.ChunkVertex right) -> bool -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int polygonAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeQuad -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int polygonAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeStrip -static SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, int polygonAttributeCount) -> SA3D.Modeling.Mesh.Chunk.Structs.ChunkVolumeTriangle -static SA3D.Modeling.Mesh.Chunk.VertexChunk.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Mesh.Chunk.VertexChunk! -static SA3D.Modeling.Mesh.Chunk.VertexChunk.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Chunk.VertexChunk?[]! -static SA3D.Modeling.Mesh.Chunk.VertexChunk.WriteArray(SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.IEnumerable! chunks) -> uint -static SA3D.Modeling.Mesh.Gamecube.Enums.GCEnumExtensions.GetStructSize(SA3D.Modeling.Mesh.Gamecube.Enums.GCStructType structType, SA3D.Modeling.Mesh.Gamecube.Enums.GCDataType dataType) -> uint -static SA3D.Modeling.Mesh.Gamecube.GCAttach.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.Mesh.Gamecube.GCAttach! -static SA3D.Modeling.Mesh.Gamecube.GCCorner.operator !=(SA3D.Modeling.Mesh.Gamecube.GCCorner left, SA3D.Modeling.Mesh.Gamecube.GCCorner right) -> bool -static SA3D.Modeling.Mesh.Gamecube.GCCorner.operator ==(SA3D.Modeling.Mesh.Gamecube.GCCorner left, SA3D.Modeling.Mesh.Gamecube.GCCorner right) -> bool -static SA3D.Modeling.Mesh.Gamecube.GCMesh.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, ref SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> SA3D.Modeling.Mesh.Gamecube.GCMesh! -static SA3D.Modeling.Mesh.Gamecube.GCMesh.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address, int count) -> SA3D.Modeling.Mesh.Gamecube.GCMesh![]! -static SA3D.Modeling.Mesh.Gamecube.GCMesh.WriteArrayContents(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Mesh.Gamecube.GCMesh![]! meshes) -> uint[]! -static SA3D.Modeling.Mesh.Gamecube.GCPolygon.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Mesh.Gamecube.Enums.GCIndexFormat indexFormat) -> SA3D.Modeling.Mesh.Gamecube.GCPolygon -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreateColor0Set(SA3D.Modeling.Structs.Color[]! colors) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreateNormalSet(System.Numerics.Vector3[]! normals) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreatePositionSet(System.Numerics.Vector3[]! positions) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.CreateTexcoord0Set(System.Numerics.Vector2[]! texcoords) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet! -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.ReadArray(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Mesh.Gamecube.GCVertexSet![]! -static SA3D.Modeling.Mesh.Gamecube.GCVertexSet.WriteArray(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Mesh.Gamecube.GCVertexSet![]! vertexSets) -> uint -static SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.DefaultColorParam -> ushort -static SA3D.Modeling.Mesh.Gamecube.Parameters.GCLightingParameter.DefaultNormalParam -> ushort -static SA3D.Modeling.Mesh.Gamecube.Parameters.GCParameterExtensions.Write(this SA3D.Modeling.Mesh.Gamecube.Parameters.IGCParameter! parameter, SA3D.Common.IO.EndianStackWriter! writer) -> void -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.Create(SA3D.Modeling.Mesh.Weighted.WeightedVertex[]! vertices, SA3D.Modeling.Mesh.Buffer.BufferCorner[]![]! triangleSets, SA3D.Modeling.Mesh.Buffer.BufferMaterial[]! materials, bool hasColors) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.EnsurePolygonsValid(ref SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! meshes) -> void -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.FromAttach(SA3D.Modeling.Mesh.Attach! attach, SA3D.Modeling.Mesh.Weighted.BufferMode bufferMode) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.FromModel(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Mesh.Weighted.BufferMode bufferMode) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.MergeAtRoots(SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! meshes) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.MergeWeightedMeshes(System.Collections.Generic.IEnumerable! meshes) -> SA3D.Modeling.Mesh.Weighted.WeightedMesh! -static SA3D.Modeling.Mesh.Weighted.WeightedMesh.ToModel(SA3D.Modeling.ObjectData.Node! model, SA3D.Modeling.Mesh.Weighted.WeightedMesh![]! meshes, SA3D.Modeling.Mesh.AttachFormat format, bool optimize, bool ignoreWeights = false) -> void -static SA3D.Modeling.Mesh.Weighted.WeightedVertex.operator !=(SA3D.Modeling.Mesh.Weighted.WeightedVertex left, SA3D.Modeling.Mesh.Weighted.WeightedVertex right) -> bool -static SA3D.Modeling.Mesh.Weighted.WeightedVertex.operator ==(SA3D.Modeling.Mesh.Weighted.WeightedVertex left, SA3D.Modeling.Mesh.Weighted.WeightedVertex right) -> bool -static SA3D.Modeling.ObjectData.Enums.EnumExtensions.CheckIsCollision(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> bool -static SA3D.Modeling.ObjectData.Enums.EnumExtensions.CheckIsVisual(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> bool -static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToSA1(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes -static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToSA2(this SA3D.Modeling.ObjectData.Enums.SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes -static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToUniversal(this SA3D.Modeling.ObjectData.Enums.SA1SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -static SA3D.Modeling.ObjectData.Enums.EnumExtensions.ToUniversal(this SA3D.Modeling.ObjectData.Enums.SA2SurfaceAttributes attributes) -> SA3D.Modeling.ObjectData.Enums.SurfaceAttributes -static SA3D.Modeling.ObjectData.Events.TransformSet.FromNode(SA3D.Modeling.ObjectData.Node! node) -> SA3D.Modeling.ObjectData.Events.TransformSet -static SA3D.Modeling.ObjectData.LandEntry.CreateWithAttach(SA3D.Modeling.Mesh.Attach! attach, SA3D.Modeling.ObjectData.Enums.SurfaceAttributes surfaceAttributes) -> SA3D.Modeling.ObjectData.LandEntry! -static SA3D.Modeling.ObjectData.LandEntry.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat modelFormat, SA3D.Modeling.ObjectData.Enums.ModelFormat tableFormat, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.ObjectData.LandEntry! -static SA3D.Modeling.ObjectData.LandTable.Read(SA3D.Common.IO.EndianStackReader! data, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.ObjectData.LandTable! -static SA3D.Modeling.ObjectData.Node.Read(SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> SA3D.Modeling.ObjectData.Node! -static SA3D.Modeling.Strippify.TriangleStrippifier.JoinedStripEnumerator(T[]![]! strips, bool[]? reversed) -> System.Collections.Generic.IEnumerable! -static SA3D.Modeling.Strippify.TriangleStrippifier.JoinStrips(T[]![]! strips, bool[]? reversed) -> T[]! -static SA3D.Modeling.Structs.Bounds.FromPoints(System.Collections.Generic.IEnumerable! points) -> SA3D.Modeling.Structs.Bounds -static SA3D.Modeling.Structs.Bounds.Read(SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> SA3D.Modeling.Structs.Bounds -static SA3D.Modeling.Structs.Bounds.Read(SA3D.Common.IO.EndianStackReader! reader, uint address) -> SA3D.Modeling.Structs.Bounds -static SA3D.Modeling.Structs.Color.Distance(SA3D.Modeling.Structs.Color from, SA3D.Modeling.Structs.Color to) -> float -static SA3D.Modeling.Structs.Color.Lerp(SA3D.Modeling.Structs.Color from, SA3D.Modeling.Structs.Color to, float t) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.Color.operator !=(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> bool -static SA3D.Modeling.Structs.Color.operator *(float l, SA3D.Modeling.Structs.Color r) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.Color.operator *(SA3D.Modeling.Structs.Color l, float r) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.Color.operator +(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.Color.operator -(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.Color.operator /(SA3D.Modeling.Structs.Color l, float r) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.Color.operator ==(SA3D.Modeling.Structs.Color l, SA3D.Modeling.Structs.Color r) -> bool -static SA3D.Modeling.Structs.ColorIOTypeExtensions.GetByteSize(this SA3D.Modeling.Structs.ColorIOType type) -> int -static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this float val) -> string! -static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this System.Numerics.Quaternion quat) -> string! -static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this System.Numerics.Vector2 vector) -> string! -static SA3D.Modeling.Structs.DebugStringExtensions.DebugString(this System.Numerics.Vector3 vector) -> string! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read) -> T[]! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read) -> T[]! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadArrayWithLUT(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read, SA3D.Common.Lookup.BaseLUT! lut) -> T[]! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadArrayWithLUT(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read, SA3D.Common.Lookup.BaseLUT! lut) -> T[]! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadColor(this SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.ColorIOType type) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.EndianIOExtensions.ReadColor(this SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.ColorIOType type) -> SA3D.Modeling.Structs.Color -static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledArray! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledArray! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledReadOnlyArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueAdvanceDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledReadOnlyArray! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadLabeledReadOnlyArray(this SA3D.Common.IO.EndianStackReader! reader, uint address, uint count, uint elementByteSize, SA3D.Modeling.Structs.EndianIOExtensions.ReadValueDelegate! read, string! genPrefix, SA3D.Common.Lookup.BaseLUT! lut) -> SA3D.Common.Lookup.LabeledReadOnlyArray! -static SA3D.Modeling.Structs.EndianIOExtensions.ReadQuaternion(this SA3D.Common.IO.EndianStackReader! reader, ref uint address) -> System.Numerics.Quaternion -static SA3D.Modeling.Structs.EndianIOExtensions.ReadQuaternion(this SA3D.Common.IO.EndianStackReader! reader, uint address) -> System.Numerics.Quaternion -static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector2(this SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector2 -static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector2(this SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector2 -static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector3(this SA3D.Common.IO.EndianStackReader! reader, ref uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.EndianIOExtensions.ReadVector3(this SA3D.Common.IO.EndianStackReader! reader, uint address, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollection(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection! values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write) -> uint -static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollection(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection! values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate? preWrite) -> uint -static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollectionWithLUT(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection? values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write, SA3D.Common.Lookup.BaseLUT! lut) -> uint -static SA3D.Modeling.Structs.EndianIOExtensions.WriteCollectionWithLUT(this SA3D.Common.IO.EndianStackWriter! writer, System.Collections.Generic.ICollection? values, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate! write, SA3D.Modeling.Structs.EndianIOExtensions.WriteValueDelegate? preWrite, SA3D.Common.Lookup.BaseLUT! lut) -> uint -static SA3D.Modeling.Structs.EndianIOExtensions.WriteColor(this SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.Structs.Color color, SA3D.Modeling.Structs.ColorIOType type) -> void -static SA3D.Modeling.Structs.EndianIOExtensions.WriteQuaternion(this SA3D.Common.IO.EndianStackWriter! writer, System.Numerics.Quaternion quaternion) -> void -static SA3D.Modeling.Structs.EndianIOExtensions.WriteVector2(this SA3D.Common.IO.EndianStackWriter! writer, System.Numerics.Vector2 vector2, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> void -static SA3D.Modeling.Structs.EndianIOExtensions.WriteVector3(this SA3D.Common.IO.EndianStackWriter! writer, System.Numerics.Vector3 vector3, SA3D.Modeling.Structs.FloatIOType type = SA3D.Modeling.Structs.FloatIOType.Float) -> void -static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetByteSize(this SA3D.Modeling.Structs.FloatIOType type) -> int -static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetPrinter(this SA3D.Modeling.Structs.FloatIOType type) -> System.Func! -static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetReader(this SA3D.Modeling.Structs.FloatIOType type) -> System.Func! -static SA3D.Modeling.Structs.FloatIOTypeExtensions.GetWriter(this SA3D.Modeling.Structs.FloatIOType type) -> System.Action! -static SA3D.Modeling.Structs.MatrixUtilities.CreateRotationMatrix(System.Numerics.Vector3 rotation, bool ZYX) -> System.Numerics.Matrix4x4 -static SA3D.Modeling.Structs.MatrixUtilities.CreateTransformMatrix(System.Numerics.Vector3 position, System.Numerics.Quaternion rotation, System.Numerics.Vector3 scale) -> System.Numerics.Matrix4x4 -static SA3D.Modeling.Structs.MatrixUtilities.CreateTransformMatrix(System.Numerics.Vector3 position, System.Numerics.Vector3 rotation, System.Numerics.Vector3 scale, bool rotateZYX) -> System.Numerics.Matrix4x4 -static SA3D.Modeling.Structs.MatrixUtilities.GetNormalMatrix(this System.Numerics.Matrix4x4 matrix) -> System.Numerics.Matrix4x4 -static SA3D.Modeling.Structs.MatrixUtilities.ToCompatibleEuler(System.Numerics.Matrix4x4 matrix, System.Numerics.Vector3 previous, bool rotateZYX) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.MatrixUtilities.ToEuler(System.Numerics.Matrix4x4 matrix, bool rotateZYX) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.QuaternionUtilities.EulerToQuaternion(this System.Numerics.Vector3 rotation, bool rotateZYX) -> System.Numerics.Quaternion -static SA3D.Modeling.Structs.QuaternionUtilities.QuaternionToCompatibleEuler(this System.Numerics.Quaternion rotation, System.Numerics.Vector3 previous, bool rotateZYX) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.QuaternionUtilities.QuaternionToEuler(this System.Numerics.Quaternion quaternion, bool rotateZYX) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.QuaternionUtilities.RealLerp(System.Numerics.Quaternion from, System.Numerics.Quaternion to, float t) -> System.Numerics.Quaternion -static SA3D.Modeling.Structs.VectorUtilities.CalculateAverage(System.Numerics.Vector3[]! points) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.VectorUtilities.CalculateCenter(System.Collections.Generic.IEnumerable! points) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.VectorUtilities.GreatestValue(this System.Numerics.Vector3 vector) -> float -static SA3D.Modeling.Structs.VectorUtilities.NormalToXZAngles(this System.Numerics.Vector3 normal) -> System.Numerics.Vector3 -static SA3D.Modeling.Structs.VectorUtilities.XZAnglesToNormal(this System.Numerics.Vector3 rotation) -> System.Numerics.Vector3 -virtual SA3D.Modeling.Mesh.Attach.CanWrite(SA3D.Modeling.ObjectData.Enums.ModelFormat format) -> bool -virtual SA3D.Modeling.Mesh.Attach.CheckHasWeights() -> bool -virtual SA3D.Modeling.Mesh.Attach.Clone() -> SA3D.Modeling.Mesh.Attach! -virtual SA3D.Modeling.Mesh.Attach.Format.get -> SA3D.Modeling.Mesh.AttachFormat -virtual SA3D.Modeling.Mesh.Attach.RecalculateBounds() -> void -virtual SA3D.Modeling.Mesh.Attach.WriteInternal(SA3D.Common.IO.EndianStackWriter! writer, SA3D.Modeling.ObjectData.Enums.ModelFormat format, SA3D.Modeling.Structs.PointerLUT! lut) -> uint -virtual SA3D.Modeling.Mesh.Chunk.PolyChunk.Clone() -> SA3D.Modeling.Mesh.Chunk.PolyChunk! \ No newline at end of file + \ No newline at end of file diff --git a/src/SA3D.Modeling/SA3D.Modeling.csproj b/src/SA3D.Modeling/SA3D.Modeling.csproj index c19c7a4..ea24b30 100644 --- a/src/SA3D.Modeling/SA3D.Modeling.csproj +++ b/src/SA3D.Modeling/SA3D.Modeling.csproj @@ -11,7 +11,7 @@ SA3D Model and Animation Library SA3D Model and Animation Library Reading, writing and processing library for Sonic Adventure models - 1.0.2 + 1.0.3 https://github.com/X-Hax/SA3D.Modeling https://github.com/X-Hax/SA3D.Modeling SA3D.Modeling