using System.Runtime.Serialization; namespace BabylonExport.Entities { [DataContract] public class BabylonMesh : BabylonAbstractMesh { [DataMember] public string id { get; set; } [DataMember] public string parentId { get; set; } [DataMember] public string materialId { get; set; } [DataMember] public bool isEnabled { get; set; } [DataMember] public bool isVisible { get; set; } [DataMember] public bool pickable { get; set; } [DataMember] public float[] pivotMatrix { get; set; } [DataMember] public float[] positions { get; set; } [DataMember] public float[] normals { get; set; } [DataMember] public float[] uvs { get; set; } [DataMember] public float[] uvs2 { get; set; } [DataMember] public float[] colors { get; set; } [DataMember] public bool hasVertexAlpha { get; set; } [DataMember] public int[] matricesIndices { get; set; } [DataMember] public float[] matricesWeights { get; set; } [DataMember] public int[] indices { get; set; } [DataMember] public bool checkCollisions { get; set; } [DataMember] public bool receiveShadows { get; set; } [DataMember] public bool infiniteDistance { get; set; } [DataMember] public int billboardMode { get; set; } [DataMember] public float visibility { get; set; } [DataMember] public BabylonSubMesh[] subMeshes { get; set; } [DataMember] public BabylonAbstractMesh[] instances { get; set; } [DataMember] public int skeletonId { get; set; } [DataMember] public bool autoAnimate { get; set; } [DataMember] public int autoAnimateFrom { get; set; } [DataMember] public int autoAnimateTo { get; set; } [DataMember] public bool autoAnimateLoop { get; set; } [DataMember] public bool showBoundingBox { get; set; } [DataMember] public bool showSubMeshesBoundingBox { get; set; } [DataMember] public bool applyFog { get; set; } [DataMember] public int alphaIndex { get; set; } [DataMember] public int physicsImpostor { get; set; } [DataMember] public float physicsMass { get; set; } [DataMember] public float physicsFriction { get; set; } [DataMember] public float physicsRestitution { get; set; } public BabylonMesh() { isEnabled = true; isVisible = true; position = new[] { 0f, 0f, 0f }; rotation = new[] { 0f, 0f, 0f }; scaling = new[] { 1f, 1f, 1f }; billboardMode = 0; visibility = 1.0f; skeletonId = -1; pickable = true; } } }