Class TMaterialNode_1

Unit

Declaration

type TMaterialNode_1 = class(TAbstractChildNode)

Description

No description available, ancestor TAbstractChildNode description follows

Abstract node type that indicates that the node may be used as a child of a grouping node, e.g. inside TAbstractX3DGroupingNode.FdChildren.

Hierarchy

Overview

Methods

Public procedure CreateNode; override;
Public destructor Destroy; override;
Public class function ClassX3DType: string; override;
Public function PureEmissive: boolean;
Public procedure ForcePureEmissive; deprecated 'use X3D with TUnlitMaterialNode';
Public class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;
Public function MaterialInfo(const AIndex: Integer = 0): TPhongMaterialInfo;

Properties

Public property FdAmbientColor: TMFColor read FFdAmbientColor;
Public property FdDiffuseColor: TMFColor read FFdDiffuseColor;
Public property FdSpecularColor: TMFColor read FFdSpecularColor;
Public property FdEmissiveColor: TMFColor read FFdEmissiveColor;
Public property FdShininess: TMFFloat read FFdShininess;
Public property FdTransparency: TMFFloat read FFdTransparency;
Public property FdMirror: TMFFloat read FFdMirror;
Public property FdReflSpecular: TMFColor read FFdReflSpecular;
Public property FdReflDiffuse: TMFColor read FFdReflDiffuse;
Public property FdTransSpecular: TMFColor read FFdTransSpecular;
Public property FdTransDiffuse: TMFColor read FFdTransDiffuse;
Public property FdReflSpecularExp: TMFFloat read FFdReflSpecularExp;
Public property FdTransSpecularExp: TMFFloat read FFdTransSpecularExp;
Public property FdFogImmune: TSFBool read FFdFogImmune;

Description

Methods

Public procedure CreateNode; override;
 
Public destructor Destroy; override;
 
Public class function ClassX3DType: string; override;
 
Public function PureEmissive: boolean;

Only the emissive color is not black (zero). This detects a special case described in VRML 1.0 specification: when ambient, diffuse and specular are all empty (no values), then emissiveColor should be used at the final color and shape should be unlit.

You should use the EmissiveColor4Single in this case.

Public procedure ForcePureEmissive; deprecated 'use X3D with TUnlitMaterialNode';

Warning: this symbol is deprecated: use X3D with TUnlitMaterialNode

Force the material pure emissive (see PureEmissive) by setting other colors to black.

Public class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;
 
Public function MaterialInfo(const AIndex: Integer = 0): TPhongMaterialInfo;

Material information based on this node. It is automatically updated when properties of this material change. Do not free it yourself, it will be automatically freed when this node is freed.

Properties

Public property FdAmbientColor: TMFColor read FFdAmbientColor;
 
Public property FdDiffuseColor: TMFColor read FFdDiffuseColor;
 
Public property FdSpecularColor: TMFColor read FFdSpecularColor;
 
Public property FdEmissiveColor: TMFColor read FFdEmissiveColor;
 
Public property FdShininess: TMFFloat read FFdShininess;
 
Public property FdTransparency: TMFFloat read FFdTransparency;
 
Public property FdMirror: TMFFloat read FFdMirror;
 
Public property FdReflSpecular: TMFColor read FFdReflSpecular;
 
Public property FdReflDiffuse: TMFColor read FFdReflDiffuse;
 
Public property FdTransSpecular: TMFColor read FFdTransSpecular;
 
Public property FdTransDiffuse: TMFColor read FFdTransDiffuse;
 
Public property FdReflSpecularExp: TMFFloat read FFdReflSpecularExp;
 
Public property FdTransSpecularExp: TMFFloat read FFdTransSpecularExp;
 
Public property FdFogImmune: TSFBool read FFdFogImmune;
 

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