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_Vector(PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { Compression = PropertyVectorCompressionSettings.Create(x, y, z, strict); }
public void Settings_QuaternionEuler(PropertyFloatCompressionSettings x, PropertyFloatCompressionSettings y, PropertyFloatCompressionSettings z, bool strict) { Compression = PropertyQuaternionCompression.Create(PropertyVectorCompressionSettings.Create(x, y, z, strict)); }