public static PropertyVectorCompressionSettings Create( PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z) { return(Create(x, y, z, false)); }
public static PropertyQuaternionCompression Create(PropertyFloatCompressionSettings quaternion, bool strict) { return(new PropertyQuaternionCompression { Quaternion = quaternion, QuaternionMode = true, QuaternionStrictComparison = strict }); }
public static PropertyVectorCompressionSettings Create( PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { return(new PropertyVectorCompressionSettings { X = x, Y = y, Z = z, StrictComparison = strict }); }
public void Settings_QuaternionEuler(PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { RotationEnabled = true; RotationCompression = PropertyQuaternionCompression.Create(PropertyVectorCompressionSettings.Create(x, y, z, strict)); if (RotationCompression.Euler.X.BitsRequired > 0) { RotationMask |= 1; } if (RotationCompression.Euler.Y.BitsRequired > 0) { RotationMask |= 2; } if (RotationCompression.Euler.Z.BitsRequired > 0) { RotationMask |= 4; } }
public void Settings_Vector(PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { PositionEnabled = true; PositionCompression = PropertyVectorCompressionSettings.Create(x, y, z, strict); if (PositionCompression.X.BitsRequired > 0) { PositionMask |= 1; } if (PositionCompression.Y.BitsRequired > 0) { PositionMask |= 2; } if (PositionCompression.Z.BitsRequired > 0) { PositionMask |= 4; } }
public void Settings_Quaternion(PropertyFloatCompressionSettings compression, bool strict) { RotationEnabled = true; RotationCompression = PropertyQuaternionCompression.Create(compression, strict); }
public void Settings_Float(PropertyFloatCompressionSettings compression) { Compression = compression; }
public void Settings_Vector(PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { Compression = PropertyVectorCompressionSettings.Create(x, y, z, strict); }
public static PropertyQuaternionCompression Create(PropertyFloatCompressionSettings quaternion) { return(Create(quaternion, false)); }
public void Settings_QuaternionEuler(PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { Compression = PropertyQuaternionCompression.Create(PropertyVectorCompressionSettings.Create(x, y, z, strict)); }
public void Settings_Quaternion(PropertyFloatCompressionSettings compression, bool strict) { Compression = PropertyQuaternionCompression.Create(compression, strict); }