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SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
Used for accessing to a Material.
Material specify the appareance of a Face3D.
IMaterial
,
ITexture
Method Summary | |
int |
getAlpha()
Gets alpha value. 0=opaque Higher value make the object more transparent. 255=invisible Higher value increment the glosiness. |
int |
getAmbientColor()
Gets ambient color as an 24bit int using the following bitmask RRGGBB. |
int |
getDiffuseColor()
Gets diffuse color as an 24bit int using the following bitmask RRGGBB. |
ITexture |
getDiffuseTexture()
Gets Texture to use for diffuse color texture. |
ITexture |
getDiffuseTextureDetail()
Gets Texture to use for diffuse light detail texture. |
int |
getDiffuseTextureDetailFactor()
Gets detail texture factor. |
IMappingUV |
getMappingUV()
Gets MappingUV to use for diffuse texture color and diffuse light detail texture. |
int |
getSpecularColor()
Gets specular color as an 24bit int using the following bitmask RRGGBB. |
int |
getSpecularLevel()
Gets specular level in unit : 255 <=> 100% . |
int |
getSpecularPower()
Gets specular power. |
void |
setAlpha(int alpha)
Sets alpha value. 0=opaque Higher value make the object more transparent. 255=invisible Higher value increment the glosiness. |
void |
setAmbientColor(int color)
Sets ambient color as an 24bit int using the following bitmask RRGGBB. |
void |
setDiffuseColor(int color)
Sets diffuse color as an 24bit int using the following bitmask RRGGBB. |
void |
setDiffuseTexture(ITexture texture)
Sets Texture to use for diffuse color texture. |
void |
setDiffuseTextureDetail(ITexture texture)
Sets Texture to use for diffuse light detail texture. |
void |
setDiffuseTextureDetailFactor(int diffuseTextureDetailFactor)
Sets detail texture factor. |
void |
setMappingUV(IMappingUV mapping)
Sets MappingUV to use for diffuse texture color and diffuse light detail texture. |
void |
setSpecularColor(int color)
Sets specualar color as an 24bit int using the following bitmask RRGGBB. |
void |
setSpecularLevel(int level)
Sets specular level in unit : 255 <=> 100% . |
void |
setSpecularPower(int power)
Sets specular power. |
Methods inherited from interface dzzd.ISceneObject |
build, clearProperties, copy, getBuild, getId, getName, getProperty, getScene3D, setBuild, setId, setName, setProperty |
Methods inherited from interface dzzd.IProgress |
getCurrentState, getNextState, getProgress, isStateReached, setProgress |
Method Detail |
public IMappingUV getMappingUV()
public void setMappingUV(IMappingUV mapping)
mapping
- new MappingUV or null to removepublic int getAmbientColor()
public int getDiffuseColor()
public int getSpecularColor()
public int getSpecularLevel()
public int getSpecularPower()
public int getAlpha()
public void setAmbientColor(int color)
color
- new color.public void setDiffuseColor(int color)
color
- new color.public void setSpecularColor(int color)
color
- new color.public void setSpecularLevel(int level)
level
- new level.public void setSpecularPower(int power)
power
- new power.public void setAlpha(int alpha)
alpha
- new alpha value.public ITexture getDiffuseTexture()
public ITexture getDiffuseTextureDetail()
public void setDiffuseTexture(ITexture texture)
texture
- interface to access the Texture or null if nonepublic void setDiffuseTextureDetail(ITexture texture)
texture
- interface to access the Texture or null if nonepublic void setDiffuseTextureDetailFactor(int diffuseTextureDetailFactor)
diffuseTextureDetailFactor
- new detail factorpublic int getDiffuseTextureDetailFactor()
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