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# TVEd.MeshEditProps

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    //=============================================================================
    // Object to facilitate properties editing
    //=============================================================================
    //  Animation / Mesh editor object to expose/shuttle only selected editable
    //  parameters from UMeshAnim/ UMesh objects back and forth in the editor.
    //

    class MeshEditProps extends Engine.MeshObject
    	hidecategories(Object)
    	native;

    cpptext
    {
    	void PostEditChange();
    }

    // Static/smooth parts
    struct native FSectionDigest
    {
    	var() EMeshSectionMethod  MeshSectionMethod;
    	var() int     MaxRigidParts;
    	var() int     MinPartFaces;
    	var() float   MeldSize;
    };

    // LOD
    struct native LODLevel
    {
    	var() float   DistanceFactor;
    	var() float   ReductionFactor;
    	var() float   Hysteresis;
    	var() int     MaxInfluences;
    	var() bool    RedigestSwitch;
    	var() FSectionDigest Rigidize;
    };

    struct native AttachSocket
    {
    	var() vector  A_Translation;
    	var() rotator A_Rotation;
    	var() name AttachAlias;
    	var() name BoneName;
    	var() float      Test_Scale;
    	var() Engine.mesh       TestMesh;
    	var() Engine.staticmesh TestStaticMesh;
    };

    struct native MEPBonePrimSphere
    {
    	var() name		BoneName;
    	var() vector	Offset;
    	var() float		Radius;
    };

    struct native MEPBonePrimBox
    {
    	var() name		BoneName;
    	var() vector	Offset;
    	var() vector	Radii;
    #if IG_TRIBES3	// rowan:
    	var() bool		HavokOnly;
    #endif
    #if IG_TRIBES3	// Alex:
    	var() bool		NotHavok;
    #endif
    };

    #if IG_SHARED	// rowan: skeletal static mesh standins
    struct native MEPBonePrimStaticMesh
    {
    	var() name			BoneName;
    	var() vector		Offset;
    	var() staticmesh	StaticMesh;
    };
    #endif

    var const int WBrowserAnimationPtr;
    var(Mesh) vector			 Scale;
    var(Mesh) vector             Translation;
    var(Mesh) rotator            Rotation;
    var(Mesh) vector             MinVisBound;
    var(Mesh) vector			 MaxVisBound;
    var(Mesh) vector             VisSphereCenter;
    var(Mesh) float              VisSphereRadius;

    var(Redigest) int            LODStyle; //Make drop-down box w. styles...
    var(Animation) Engine.MeshAnimation DefaultAnimation;

    var(Skin) array<Engine.Material>					Material;

    // To be implemented: - material order specification to re-sort the sections (for multiple translucent materials )
    // var(RenderOrder) array<int>					MaterialOrder;
    // To be implemented: - originalmaterial names from Maya/Max
    // var(OriginalMaterial) array<name>			OrigMat;

    var(LOD) float            LOD_Strength;
    var(LOD) array<LODLevel>  LODLevels;
    var(LOD) float				SkinTesselationFactor;

    // Collision cylinder: for testing/preview only, not saved with mesh (Actor property !)
    var(Collision) float TestCollisionRadius;	// Radius of collision cyllinder.
    var(Collision) float TestCollisionHeight;	// Half-height cyllinder.

    var(Collision) array<MEPBonePrimSphere>		CollisionSpheres;		// Array of spheres linked to bones
    var(Collision) array<MEPBonePrimBox>		CollisionBoxes;			// Array of boxes linked to bones
    #if IG_SHARED	// rowan: skeletal static mesh standins
    var(Collision) array<MEPBonePrimStaticMesh> CollisionStaticMeshes;	// Array of static meshes linked to bones
    #endif

    var(Attach) array<AttachSocket>   Sockets;  // Sockets, with or without adjustment coordinates / bone aliases.
    var(Attach) bool  ApplyNewSockets;			// Explicit switch to apply changes
    var(Attach) bool  ContinuousUpdate;			// Continuous updating (to adjust socket angles interactively)

    var(Impostor) bool      bImpostorPresent;
    var(Impostor) Engine.Material  SpriteMaterial;
    var(Impostor) vector    Scale3D;
    var(Impostor) rotator   RelativeRotation;
    var(Impostor) vector    RelativeLocation;
    var(Impostor) color     ImpColor;           // Impostor base coloration.
    var(Impostor) EImpSpaceMode  ImpSpaceMode;
    var(Impostor) EImpDrawMode   ImpDrawMode;
    var(Impostor) EImpLightMode  ImpLightMode;

    defaultproperties
    {
    	Scale=(X=1,Y=1,Z=1)
    	Scale3D=(X=1.0,Y=1.0,Z=1.0)
    	Rotation=(Pitch=0,Yaw=0,Roll=0)
    	Translation=(X=0,Y=0,Z=0)
    	SkinTesselationFactor=1.0;
    	ApplyNewSockets=false;
    //#if IG_SHARED  // Ryan: Allow the user to choose if ContinuousUpdate is true or false
    	ContinuousUpdate=true;
    //#else
    //	ContinuousUpdate=false;
    //#endif
    	ImpSpaceMode=ISM_PivotVertical;
    	ImpDrawMode=IDM_Normal;
    	ImpLightMode=ILM_Unlit;

    }

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Class file time: ne 5.9.2004 16:02:20.000 - Creation time: st 23.5.2018 00:10:45.180 - Created with UnCodeX