📄 materialslistitem.as
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package org.papervision3d.core.components.as3.collections
{
/**
* MaterialsListItem is used by the component to provided settings for materials to be used in a collada scene. The 3 Material types it supports are "File", "Bitmap" and "MovieClip".
* </p>
* <p>When setting a material to "File", the external bitmap will be loaded at Design-time.</p>
* <p>When setting a meterial to "MovieClip" or "Bitmap", a ColorMaterial (green) will be used to represent the material at design-time. At run-time, you should see your material used on the models.</p>
* <p>One feature of the MaterialsListItem is that you can set the properties for a Bitmap or MovieClip and still setup up a temporary File location for Designtime.
* <ol>
* <li>Create a new texture by hitting the "+" sign after you bring up the dialog.</li>
* <li>Define your properties for the Material</li>
* <li>Include not only the LinkageID, but a file location as well. The file location would point to a bitmap for designtime adjustments and rendering.</li>
* <li>When you're ready to compile, change the materialType back to it's intended type ("Bitmap" or "MovieClip").</li>
* </ol>
* </p>
* <p>
* This allows you to keep all of your settings while allowing a stand-in bitmap to be loaded at designtime.
* </p>
*/
public class MaterialsListItem
{
[Inspectable (name="materialName", type="String")]
/**
* The name given to a texture after importing into a 3D application (IE: 3D Studio Max, Maya, Blender).
* The Collada object will use this as reference as to which material to use for texturing the objects that have been assigned the same material.
*/
public var materialName :String = "";
[Inspectable (name="materialLocation", type="String")]
/**
* If an external file is being used, this is the relative or absolute URL of the file
*/
public var materialLocation :String = "";
[Inspectable (name="materialType", defaultValue="Bitmap", type="String")]
//[Inspectable (name="materialType", defaultValue="Bitmap", enumeration="Bitmap, File, MovieClip", type="list")]
/**
* There are 3 types of materials that can be used with this component:
* </p>
* <p>
* <ul>
* <li>BitmapAssetMaterial: BitmapAssetMaterial - a bitmap defined in the library</li>
* <li>BitmapFileMaterial: BitmapFileMaterial - an external bitmap file</li>
* <li>MovieMaterial: MovieMaterial - an external bitmap file</li>
* <li>MovieAssetMaterial: MovieAssetMaterial - a MovieClip defined in the library</li>
* </ul>
* </p>
*/
public var materialType :String = "BitmapAssetMaterial";
[Inspectable (name="animated", defaultValue=false, type="Boolean")]
/**
* Boolean flag indicating whether or not the material should be redrawn in the render loop
*/
public var animated :Boolean = true;
[Inspectable (name="singleSided", defaultValue=true, type="Boolean")]
/**
* Boolean flag indicating whether or not the material should be drawn on both sides
*/
public var singleSided :Boolean = true;
[Inspectable (name="transparent", defaultValue=true, type="Boolean")]
/**
* If set to true, preserves the alpha information of the Material being used
*/
public var transparent :Boolean = true;
[Inspectable (name="interactive", defaultValue=false, type="Boolean")]
/**
* Boolean flag indicating whether or not the material is Interactive. If set to true, the DisplayObject3D this material
* is assigned to will dispatch mouse events.
*/
public var interactive :Boolean = false;
[Inspectable (name="precision", defaultValue=1, type="Number")]
/**
* If you're using a precision material, this is the setting for how precise you want it to be. A setting of one is pretty accurate.
*/
public var precision :Number = 1;
[Inspectable (name="minimumRenderSize", defaultValue=2, type="Number")]
/**
* If you're using a precision material, this is the setting for how small your triangles can be before the recursion loop will draw the face
*/
public var minimumRenderSize :Number = 2;
[Inspectable (name="precisionMaterial", defaultValue=false, type="Boolean")]
/**
* Boolean flag indicating whether or not the material is Interactive. If set to true, the DisplayObject3D this material
* is assigned to will dispatch mouse events.
*/
public var precisionMaterial :Boolean = false;
/**
* whether or not to apply smoothing to the bitmap fill on the triangles of this material
*/
[Inspectable (name="smooth", defaultValue=false, type="Boolean")]
public var smooth :Boolean = false;
}
}
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