Class TAbstractOneSidedMaterialNode

Unit

Declaration

type TAbstractOneSidedMaterialNode = class(TAbstractMaterialNode)

Description

This item has no description. Showing description inherited from TAbstractMaterialNode.

Base node type for all Material nodes.

Hierarchy

Overview

Methods

Public procedure CreateNode; override;
Public class function ClassX3DType: String; override;

Properties

Public property FdEmissiveColor: TSFColor read FFdEmissiveColor;
Public property EmissiveColor: TCastleColorRGB read GetEmissiveColor write SetEmissiveColor;
Public property FdEmissiveTexture: TSFNode read FFdEmissiveTexture;
Public property EmissiveTexture: TAbstractSingleTextureNode read GetEmissiveTexture write SetEmissiveTexture;
Public property FdEmissiveTextureMapping: TSFString read FFdEmissiveTextureMapping;
Public property EmissiveTextureMapping: String read GetEmissiveTextureMapping write SetEmissiveTextureMapping;
Public property FdNormalTexture: TSFNode read FFdNormalTexture;
Public property NormalTexture: TAbstractTexture2DNode read GetNormalTexture write SetNormalTexture;
Public property FdNormalTextureMapping: TSFString read FFdNormalTextureMapping;
Public property NormalTextureMapping: String read GetNormalTextureMapping write SetNormalTextureMapping;
Public property FdNormalScale: TSFFloat read FFdNormalScale;
Public property NormalScale: Single read GetNormalScale write SetNormalScale;

Description

Methods

Public procedure CreateNode; override;

Create node fields and events.

Public class function ClassX3DType: String; override;

This item has no description. Showing description inherited from TX3DNode.ClassX3DType.

Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value.

Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there.

You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance.

Properties

Public property FdEmissiveColor: TSFColor read FFdEmissiveColor;

Internal wrapper for property EmissiveColor. This wrapper API may change, we advise to access simpler EmissiveColor instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property EmissiveColor: TCastleColorRGB read GetEmissiveColor write SetEmissiveColor;

Emissive color, multiplied by the EmissiveTexture, makes the shape brighter regardless of the surrounding lights. Usually used to make things glow.

Public property FdEmissiveTexture: TSFNode read FFdEmissiveTexture;

Internal wrapper for property EmissiveTexture. This wrapper API may change, we advise to access simpler EmissiveTexture instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property EmissiveTexture: TAbstractSingleTextureNode read GetEmissiveTexture write SetEmissiveTexture;

Emissive texture is multiplied by the EmissiveColor. It allows the perceived emissive factor depend on a texture, and thus vary across the surface.

Public property FdEmissiveTextureMapping: TSFString read FFdEmissiveTextureMapping;

Internal wrapper for property EmissiveTextureMapping. This wrapper API may change, we advise to access simpler EmissiveTextureMapping instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property EmissiveTextureMapping: String read GetEmissiveTextureMapping write SetEmissiveTextureMapping;

Determines texture coordinates used by EmissiveTexture.

Public property FdNormalTexture: TSFNode read FFdNormalTexture;

Internal wrapper for property NormalTexture. This wrapper API may change, we advise to access simpler NormalTexture instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property NormalTexture: TAbstractTexture2DNode read GetNormalTexture write SetNormalTexture;

Normalmap texture to perform bump mapping. See https://castle-engine.io/bump_mapping .

Public property FdNormalTextureMapping: TSFString read FFdNormalTextureMapping;

Internal wrapper for property NormalTextureMapping. This wrapper API may change, we advise to access simpler NormalTextureMapping instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property NormalTextureMapping: String read GetNormalTextureMapping write SetNormalTextureMapping;

Determines texture coordinates used by NormalTexture.

Public property FdNormalScale: TSFFloat read FFdNormalScale;

Internal wrapper for property NormalScale. This wrapper API may change, we advise to access simpler NormalScale instead, if it is defined (TODO: for now, some field types do not have a simpler counterpart).

Public property NormalScale: Single read GetNormalScale write SetNormalScale;

Emphasize (when > 1) or deemphasize (< 1) the effect of NormalTexture on the model.


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