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# Engine.MeshObject

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    //=============================================================================
    // MeshObject
    //
    // A base class for all Animating-Mesh-editing classes.  Just a convenient place to store
    // common elements like enums.
    //=============================================================================

    class MeshObject extends Core.Object
    	abstract
    	native;

    // Impostor render switches
    enum EImpSpaceMode
    {
    	ISM_Sprite,
    	ISM_Fixed,
    	ISM_PivotVertical,
    	ISM_PivotHorizontal,
    };
    enum EImpDrawMode
    {
    	IDM_Normal,
    	IDM_Fading,
    };
    enum EImpLightMode
    {
    	ILM_Unlit,
    	ILM_PseudoShaded,	// Lit by hardware, diverging normals.
    	ILM_Uniform,	        // Lit by hardware, all normals pointing faceward.
    };

    // Mesh static-section extraction methods
    enum EMeshSectionMethod
    {
    	MSM_SmoothOnly,    // Smooth (software transformed) sections only.
    	MSM_RigidOnly,     // Only draw rigid parts, throw away anything that's not rigid.
    	MSM_Mixed,         // Convert suitable mesh parts to rigid and draw remaining sections smoothly (software transformation).
    	MSM_SinglePiece,   // Freeze all as a single static piece just as in the refpose.
    	MSM_ForcedRigid,   // Convert all faces to rigid parts using relaxed criteria ( entire smooth sections forced rigid ).
    };

    // Animation (re-)compression methods.
    enum EAnimCompressMethod
    {
    	ACM_Raw,            // Throws away only perfectly interpolatable keys.
    	ACM_Classic,        // Throws away keys but don't quantize.
    	ACM_Quantized16bit, // Quantized quaternions, taking up 3x16 bits each.
    };

    defaultproperties
    {
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:45.198 - Created with UnCodeX