📄 flx_addmaterial.h
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* FLEXPORTER - a flexible exporter
* Copyright (C) 2000-2003 Pierre Terdiman
* Homepage: http://www.codercorner.com/Flexporter.htm
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* This file contains the material-related exported structures.
* \file FLX_AddMaterial.h
* \author Pierre Terdiman
* \date April, 4, 2000
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __FLX_ADDMATERIAL_H__
#define __FLX_ADDMATERIAL_H__
//! The material information class.
class FLEXPORTER_API MaterialDescriptor : public ResourceDescriptor
{
public:
// Constructor / Destructor
MaterialDescriptor();
virtual ~MaterialDescriptor();
// Textures
sdword mAmbientMapID; //!< Ambient texture map (seems not to exist anymore in MAX 3)
sdword mDiffuseMapID; //!< Diffuse texture map
sdword mSpecularMapID; //!< Specular texture map
sdword mShininessMapID; //!< Shininess texture map
sdword mShiningStrengthMapID; //!< Shining Strength texture map
sdword mSelfIllumMapID; //!< Self Illum texture map
sdword mOpacityMapID; //!< Opacity texture map
sdword mFilterMapID; //!< Filter texture map
sdword mBumpMapID; //!< Bump texture map
sdword mReflexionMapID; //!< Reflexion texture map
sdword mRefractionMapID; //!< Refraction texture map
sdword mDisplacementMapID; //!< Displacement texture map
// Amounts
float mAmbientCoeff; //!< Ambient texture % [Animatable]
float mDiffuseCoeff; //!< Diffuse texture % [Animatable]
float mSpecularCoeff; //!< Specular texture % [Animatable]
float mShininessCoeff; //!< Shininess texture % [Animatable]
float mShiningStrengthCoeff; //!< Shining Strength texture % [Animatable]
float mSelfIllumCoeff; //!< Self Illum texture % [Animatable]
float mOpacityCoeff; //!< Opacity texture % [Animatable]
float mFilterCoeff; //!< Filter texture % [Animatable]
float mBumpCoeff; //!< Bump texture % [Animatable]
float mReflexionCoeff; //!< Reflexion texture % [Animatable]
float mRefractionCoeff; //!< Refraction texture % [Animatable]
float mDisplacementCoeff; //!< Displacement texture % [Animatable]
// Colors
NakedPoint mMtlAmbientColor; //!< Ambient color [Animatable]
NakedPoint mMtlDiffuseColor; //!< Diffuse color [Animatable]
NakedPoint mMtlSpecularColor; //!< Specular color [Animatable]
NakedPoint mMtlFilterColor; //!< Filter color [Animatable]
// Static properties
long mShading; //!< Material Shading
bool mSoften; //!< MaterialSoften
bool mFaceMap; //!< MaterialFaceMap
bool mTwoSided; //!< MaterialTwoSided
bool mWire; //!< MaterialWire
bool mWireUnits; //!< MaterialWireUnits
bool mFalloffOut; //!< MaterialFalloffOut
long mTransparencyType; //!< MaterialTransparencyType
// Dynamic properties
float mShininess; //!< MaterialShininess [Animatable]
float mShiningStrength; //!< MaterialShiningStrength [Animatable]
float mSelfIllum; //!< MaterialSelfIllum [Animatable]
float mOpacity; //!< MaterialOpacity [Animatable]
float mOpaFalloff; //!< MaterialOpacityFalloff [Animatable]
float mWireSize; //!< MaterialWireSize [Animatable]
float mIOR; //!< MaterialIOR [Animatable]
// Dynamic properties
float mBounce; //!< Bounce [Animatable]
float mStaticFriction; //!< Static Friction [Animatable]
float mSlidingFriction; //!< Sliding Friction [Animatable]
// Diffuse map cropping values
TextureTransform mTransform; //!< Texture transform
// Enhanced self-illum
bool mSelfIllumOn; //!< On => use the color, Off => use the value [Flexporter 1.15]
float mSelfIllumValue; //!< Self-illum value [Flexporter 1.15]
NakedPoint mSelfIllumColor; //!< Self-illum color [Flexporter 1.15]
// Extended Flexporter parameters
String mShaderFile; //!< Shader filename [Flexporter 1.17]
String mUserProps; //!< User properties [Flexporter 1.17]
sdword mDecalMapID; //!< Decal texture map [Flexporter 1.17]
sdword mDetailMapID; //!< Detail texture map [Flexporter 1.17]
sdword mBillboardMapID; //!< Billboard texture map [Flexporter 1.17]
};
#endif // __FLX_ADDMATERIAL_H__
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