frameMove
		/*//ret = E3DSetNewPoseByMOA(staticData->player.m_nSigID, staticData->player.m_nEventNumber );
		{
			int upperList[3];
			int upperNoList[3];
			//上半身
			upperList[0] = -1;
			upperList[1] = 0;
			upperNoList[0] = 0;

			ret = E3DSetMOAEventNoML( staticData->player.m_nSigID, staticData->player.m_nEventNumber,
				upperList, upperNoList );
		}*/

	/*if( mouse->rgbButtons[0] && mousePreious->rgbButtons[0] == FALSE) {
		if( m_nSelectedButton == ButtonType::SCENARIO ) {
			// ゲームへ進む
			staticData->m_SceneManager.set_Scene( SceneType::SELECT_MISSION );
		} else if( m_nSelectedButton == ButtonType::OPTION ) {
			// TODO Option Scene
		} else if( m_nSelectedButton == ButtonType::EXIT ) {
			PostQuitMessage( 0 );
		}
	}*/


GameScene::drawText

//	DIMOUSESTATE2* mouse = staticData->get_DIMouse()->get_CurrentState();

/*	ret = E3DTool::drawText(
		10, y,			//pos XY
		255, 255, 255, 255,	//col RGBA
		zoom,				// zoom
		"mouseX:%ld mouseY:%ld mouseZ:%ld Button[0]:%d Button[1]:%d",
		mouse->lX, mouse->lY, mouse->lZ, mouse->rgbButtons[0], mouse->rgbButtons[1]);
	if( ret ) {
		_ASSERT( 0 );
		return ret;
	}*/

/*	y += STEP;
	ret = E3DTool::drawText(
		10, y,			//pos XY
		255, 255, 255, 255,	//col RGBA
		zoom,				// zoom
		"[W/A/S/D]:Move, [Mouse]:Camera, [Shift]:Run, [F4]:Quit, [ESC]:Pause");
	if( ret ) {
		_ASSERT( 0 );
		return ret;
	}

	y += STEP;
	ret = E3DTool::drawText(
		10, y,			//pos XY
		255, 255, 255, 255,	//col RGBA
		zoom,				// zoom
		"[C+Wheel]:Zoom, [1,2,3,4,5]:???, [Tab]:Respawn");
	if( ret ) {
		_ASSERT( 0 );
		return ret;
	}

	y += STEP;
	ret = E3DTool::drawText(
		10, y,			//pos XY
		255, 255, 255, 255,	//col RGBA
		zoom,				// zoom
		"[Left Click]:Shot, [Right Click]:Change Camera, [SPACE]:Jump, [Ctrl]:Crouch");
	if( ret ) {
		_ASSERT( 0 );
		return ret;
	}
	D3DXVECTOR3 vCameraPosition;
	D3DXVECTOR3 vPlayerPosition;
	//D3DXVECTOR3 vSatellite;

	E3DGetCameraPos( &vCameraPosition );
	E3DGetPos( staticData->player.m_nSigID, &vPlayerPosition );

	y += STEP;
	ret = E3DTool::drawText(
		10, y,			//pos XY
		255, 255, 255, 255,	//col RGBA
		zoom,				// zoom
		"Camera[%5.2f,%5.2f,%5.2f], Player[%5.2f,%5.2f,%5.2f], [Wheel]:Change Weapons",//, Satellite[%f,%f,%f]",
		vCameraPosition.z, vCameraPosition.y, vCameraPosition.z,
		vPlayerPosition.x, vPlayerPosition.y, vPlayerPosition.z);
	if( ret ) {
		_ASSERT( 0 );
		return ret;
	}*/

/*	const int nMax = 100;
	char szZeroAnnounce[nMax];
	if( motid == 0 ) {
		strcpy_s( szZeroAnnounce, nMax, "**MOTION ID ZERO**");
	} else {
		strcpy_s( szZeroAnnounce, nMax, "_");
	}
	lines.push_back(TextTool::get_String( "eventno[%d], Motion ID[%d]%s, FrameNo.[%d]",
		staticData->player.m_nEventNumber, motid, szZeroAnnounce, frameno) );*/


EnemyManager::checkHitToPlayer
			// はぎ取り
			// ある条件でのみ発生するようにする
			/*for(int i = 0; i < Parts::MAX_NUM; i ++ ) {
				
				if( staticData->m_aryPartsValidList[i] == TRUE ) {

					if( i == Parts::CLOTH && staticData->m_nClothBreak == 0 ) {
						staticData->m_nClothBreak = 1;
						staticData->set_Texture( staticData->player->m_nSigID, "huku", Material::CLOTH_NORMAL + staticData->m_nClothBreak );
						staticData->set_Texture( staticData->player->m_nSigID, "huku_under", Material::CLOTH_NORMAL + staticData->m_nClothBreak );
						break;
					}
					// まだ着ている
					// 剥ぎ取る
					staticData->m_aryPartsValidList[i] = FALSE;
					ret = E3DSetValidFlag( staticData->player.m_nSigID, staticData->m_aryPartsIndexList[i], staticData->m_aryPartsValidList[i] );
					break;
				}

			}*/

StaticData::oneTimeSceneInit()

	/*// 透明度
	int mat = 0;
	ret = E3DGetMaterialNoByName( player.m_nSigID, "huku", &mat );
	if( ret ) {
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetMaterialAlpha( player.m_nSigID, mat, 0.5);
	if( ret ) {
		_ASSERT( 0 );
		return 1;
	}*/

/*	// 影用クォータニオン
	//E3DCreateQ( &player.m_nShadowQuatanion );
	E3DCreateQ( &player.m_nShadowUpQuatanionID );
	//E3DInitQ( player.m_nShadowQuatanionID );
	E3DInitQ( player.m_nShadowUpQuatanionID );
*/


TitleScene::render
	/*
	// 地面のチェックイン
	ret = staticData->checkInGround();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	/////////////////////////////////////////
	// プレイヤー関連
	// プレイヤーモデルチェックイン
	int status;
	if( E3DChkInView( staticData->get_SwapChainID(), staticData->player.m_nSigID, &status ) ){
		_ASSERT( 0 );
		return 1;
	}

	// 地面との接触判定
	ret = staticData->checkPlayerOnGround();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	/////////////////////////////////////////
	// 影付き描画
	staticData->renderWithShadow( TRUE, TRUE, FALSE, FALSE );

	/*static BOOL bIsFirstAfterRender = TRUE;
	// モーションブラー初期化
	if( bIsFirstAfterRender ) {
		E3DInitBeforeBlur( staticData->player.m_nSigID );
		bIsFirstAfterRender = FALSE;
	}*/


		///////////////
		// 全ビルボード描画
	/*	ret = E3DRenderBillboard( staticData->get_SwapChainID(), 0 );
		if( ret ) {
			_ASSERT( 0 );
			return ret;
		}*/

WindowProcedure
/*			} else if( wParam == VK_TAB ) {
				// リスポーン
				staticData->player.m_Game.m_fHP = staticData->player.m_Game.m_fHPMax;*/

oneTimeSceneInit()
	// 丸影用モデル
	/*ret = E3DSigLoad( "Media\\model_madogen\\shadow.sig", 0, 1.f, &player.m_nShadowSigID );
	int nShadowSigBufferSize;
	ret = E3DSaveSig2Buf( player.m_nShadowSigID, NULL, 0, &nShadowBufferSize  );
	char* m_lpShadowSigBuffer = new char[nShadowBufferSize ];

	ret = E3DSaveSig2Buf( player.m_nSigID, this->m_lpPlayerSigBuffer, nShadowBufferSize , &this->m_nPlayerSigBufferSize  );
	if(ret || this->m_nPlayerSigBufferSize == 0 ) {
		_ASSERT( 0 );
		return 1;
	}*/

	// 実際に表示する数
	//m_nRenderNum = 2;

oneTimeSceneInit
	// 髪の毛とパーツを両面にする
	/*char czPartName[][100] = {
		"hear_fron-body",
		"hear_back",
		"apron",
		"cloth",
		"pants",
		"garter",
		"bra",
	};
	int MAX_PARTS_CULL = 7;
	for(int i = 0; i < MAX_PARTS_CULL; i ++ ) {
		int nPartNo = 0;
		E3DGetPartNoByName( hsid1, czPartName[i], &nPartNo );
		E3DSetRenderState( hsid1, nPartNo, D3DRS_CULLMODE, D3DCULL_CW );
	}*/

/*	//ToonEdge
	E3DCOLOR4UC redcol = { 255, 255, 0, 0 };
	ret = E3DSetToonEdge0Color( hsid1, -1, "dummy", redcol );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetToonEdge0Width( hsid1, -1, "dummy", 10.0f );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}*/

	// ビル読み込み
//	m_Building = new E3DObject();

	// モデル読み込み
	/*int hsid = 0;
	ret = E3DSigLoad( "Media\\model_madogen\\building.sig", 0, 10.f, &hsid );
	m_Building->m_nSigID = hsid;
	// 位置を設定
	E3DSetPosOnGround( hsid, this->get_GroundSigID(), MAP_HEIGHT, MAP_MIN,
		30000.f,30000.f );*/


checkObjectOnGround
		/*if( bIsPlayer == TRUE ) {
			if( player.m_nEventNumber == Motion::Evigen::DAMAGE_A ||
					player.m_nEventNumber == Motion::Evigen::DAMAGE_B )
				{
					// ダメージ

					if( player.m_Game.m_fHP <= 0 ) {
						// 死ぬ
						player.m_nEventNumber = Motion::Evigen::DEATH;
					} else {
						// モーションをもとに戻す
						this->player.m_nEventNumber = Motion::Evigen::IDLE;

						// 復帰処理
						this->restorePlayer();
					}
				}
		}*/
/*			E3DSetPosOnGround( obj->m_nSigID, 
				this->get_GroundSigID(), MAP_HEIGHT, MAP_MIN,
				vPlayerPosition.x, vPlayerPosition.z );*/

			/*if( obj->m_nShadowSigID >= 0) {
				// 丸影セット済み
				// 丸影の方向セット

				D3DXVECTOR3 vShadowUp;
				// 現在の上方向取得
				E3DMultQVec( player.m_nShadowUpQuatanionID, D3DXVECTOR3(0,1,0 ), &vShadowUp );

				float fDot = D3DXVec3Dot( &vShadowUp, &n );

				// 法線ベクトル方向へ向ける
				E3DLookAtQ( player.m_nShadowUpQuatanionID, n, D3DXVECTOR3(0,1,0), 3, 1 );

				// クォータニオンをキャラクターの姿勢として設定
				E3DSetDirQ2( player.m_nShadowSigID,  player.m_nShadowUpQuatanionID );
			}*/
/*		if( nResult != 0 ){
			vPlayerPosition.y = vAdjust.y;
			vPlayerPosition.z = vAdjust.z;
			vPlayerPosition.x = vAdjust.x;
			obj->m_Move.m_vPosition  = vPlayerPosition;
			E3DSetPos( obj->m_nSigID, obj->m_Move.m_vPosition );
			
		} else*/
/*	if( nResult != 0 ) {
		// 接地した
		//if( bIsPlayer ) {
			vPlayerPosition.z = vAdjust.z;
			vPlayerPosition.x = vAdjust.x;
	}*/

/*	// 影は常に地面の上に居る
	if( // *nResultGroundChk != 0 &&
		player.m_nShadowSigID >= 0 ) {
		E3DSetPosOnGround( player.m_nShadowSigID, nGroundSigID,
			MAP_HEIGHT, MAP_MIN, vPlayerPosition.x, vPlayerPosition.z );
	}*/

oneTimeSceneInit
	// モーションブラーテスト
	//ret = E3DSetMotionBlur( player.m_nSigID, BLUR_WORLD, 15 );//BLUR_WORLD

