// Pan&Pellicus 3D File Scene 
// Meshes: 24
enum MeshesID
{ 
// Mesh: Face
	obj_Face = 0,
//   Vertices: 488
//   Indices: 2418
//   Animation frames for Face: 2502
// Mesh: nefertiti
	obj_nefertiti = 1,
//   Vertices: 7981
//   Indices: 47874
//   Animation frames for nefertiti: 2502
// Mesh: japotek
	obj_japotek = 2,
//   Vertices: 812
//   Indices: 4896
//   Animation frames for japotek: 2502
// Mesh: logo_sk_new
	obj_logo_sk_new = 3,
//   Vertices: 816
//   Indices: 4872
//   Animation frames for logo_sk_new: 2502
// Mesh: room
	obj_room = 4,
//   Vertices: 8
//   Indices: 36
//   Animation frames for room: 2502
// Mesh: Chess_Board
	obj_Chess_Board = 5,
//   Vertices: 206
//   Indices: 1806
//   Animation frames for Chess_Board: 2502
// Mesh: RookW1
	obj_RookW1 = 6,
//   Vertices: 136
//   Indices: 804
//   Animation frames for RookW1: 2502
// Mesh: RookW2
	obj_RookW2 = 7,
//   Vertices: 136
//   Indices: 804
//   Animation frames for RookW2: 2502
// Mesh: RookB
	obj_RookB = 8,
//   Vertices: 136
//   Indices: 804
//   Animation frames for RookB: 2502
// Mesh: QueenB
	obj_QueenB = 9,
//   Vertices: 449
//   Indices: 2682
//   Animation frames for QueenB: 2502
// Mesh: PawnB
	obj_PawnB = 10,
//   Vertices: 145
//   Indices: 858
//   Animation frames for PawnB: 2502
// Mesh: PawnW
	obj_PawnW = 11,
//   Vertices: 145
//   Indices: 858
//   Animation frames for PawnW: 2502
// Mesh: PawnW2
	obj_PawnW2 = 12,
//   Vertices: 145
//   Indices: 858
//   Animation frames for PawnW2: 2502
// Mesh: KnightB
	obj_KnightB = 13,
//   Vertices: 167
//   Indices: 948
//   Animation frames for KnightB: 2502
// Mesh: KingB
	obj_KingB = 14,
//   Vertices: 243
//   Indices: 1440
//   Animation frames for KingB: 2502
// Mesh: KingW
	obj_KingW = 15,
//   Vertices: 243
//   Indices: 1440
//   Animation frames for KingW: 2502
// Mesh: Duck
	obj_Duck = 16,
//   Vertices: 303
//   Indices: 1698
//   Animation frames for Duck: 2502
// Mesh: chopper
	obj_chopper = 17,
//   Vertices: 678
//   Indices: 4050
//   Animation frames for chopper: 2502
// Mesh: rotor
	obj_rotor = 18,
//   Vertices: 324
//   Indices: 1884
//   Animation frames for rotor: 2502
// Mesh: vrotor
	obj_vrotor = 19,
//   Vertices: 44
//   Indices: 240
//   Animation frames for vrotor: 2502
// Mesh: Cat
	obj_Cat = 20,
//   Vertices: 4866
//   Indices: 29196
//   Animation frames for Cat: 2502
// Mesh: ring1
	obj_ring1 = 21,
//   Vertices: 2144
//   Indices: 12864
//   Animation frames for ring1: 2502
// Mesh: Torus.008
	obj_Torus_008 = 22,
//   Vertices: 350
//   Indices: 2100
//   Animation frames for Torus.008: 2502
// Mesh: ring0
	obj_ring0 = 23,
//   Vertices: 4130
//   Indices: 25032
//   Animation frames for ring0: 2502
};
// Total Vertices: 25095
// Total Triangles: 50154
// Scene Bounding Box: Min(-119.4176, -181.3292, -247.2722) Max(119.3166, 181.1954, 247.2929)
// Materials: 19
#define mat_face_details 0
// color: RGBA(0.528, 0.000, 0.000, 1.000)
#define mat_face 1
// color: RGBA(0.000, 0.956, 1.000, 1.000)
#define mat_gold 2
// color: RGBA(1.000, 0.552, 0.000, 1.000)
#define mat_nefertiti_cap 3
// color: RGBA(0.297, 0.423, 1.000, 1.000)
#define mat_japotek 4
// color: RGBA(0.608, 0.951, 1.000, 1.000)
#define mat_skids 5
// color: RGBA(0.996, 1.000, 0.788, 1.000)
#define mat_room 6
// color: RGBA(0.736, 0.736, 0.736, 1.000)
#define mat_chess_blacks 7
// color: RGBA(0.172, 0.242, 0.302, 1.000)
#define mat_chess_whites 8
// color: RGBA(0.623, 0.623, 0.623, 1.000)
#define mat_chess_border 9
// color: RGBA(0.557, 0.190, 0.000, 1.000)
#define mat_whites 10
// color: RGBA(0.741, 1.000, 0.747, 1.000)
#define mat_blacks 11
// color: RGBA(0.763, 0.703, 1.000, 1.000)
#define mat_duck_eye 12
// color: RGBA(0.236, 0.236, 0.236, 1.000)
#define mat_duck 13
// color: RGBA(0.873, 0.877, 0.000, 1.000)
#define mat_chopper 14
// color: RGBA(0.000, 0.388, 1.000, 1.000)
#define mat_rotors 15
// color: RGBA(1.000, 1.000, 1.000, 1.000)
#define mat_catgold 16
// color: RGBA(1.000, 0.679, 0.000, 1.000)
#define mat_RingBase 17
// color: RGBA(1.000, 1.000, 1.000, 1.000)
#define mat_RingSpec 18
// color: RGBA(0.278, 0.982, 1.000, 1.000)
/*
//Mesh & Materials Defines
#define obj_Face 0
#define obj_nefertiti 1
#define obj_japotek 2
#define obj_logo_sk_new 3
#define obj_room 4
#define obj_Chess_Board 5
#define obj_RookW1 6
#define obj_RookW2 7
#define obj_RookB 8
#define obj_QueenB 9
#define obj_PawnB 10
#define obj_PawnW 11
#define obj_PawnW2 12
#define obj_KnightB 13
#define obj_KingB 14
#define obj_KingW 15
#define obj_Duck 16
#define obj_chopper 17
#define obj_rotor 18
#define obj_vrotor 19
#define obj_Cat 20
#define obj_ring1 21
#define obj_Torus_008 22
#define obj_ring0 23
*/
// Cameras: 5
#define cam_FaceCamera 0
//   Animation frames for FaceCamera: 2502
#define cam_LogosCamera 1
//   Animation frames for LogosCamera: 2502
#define cam_ChessCamera 2
//   Animation frames for ChessCamera: 2502
#define cam_IntroCamera 3
//   Animation frames for IntroCamera: 2502
#define cam_CatCamera 4
//   Animation frames for CatCamera: 2502
// Lights: 7
#define lit_LogosLight 0
//   Animation frames for LogosLight: 2502
#define lit_LogosLightB 1
//   Animation frames for LogosLightB: 2502
#define lit_ChessLight 2
//   Animation frames for ChessLight: 2502
#define lit_ChessLightB 3
//   Animation frames for ChessLightB: 2502
#define lit_Point_Light 4
//   Animation frames for Point Light: 2502
#define lit_CatLight 5
//   Animation frames for CatLight: 2502
#define lit_CatLightB 6
//   Animation frames for CatLightB: 2502
