using System.Runtime.Serialization; namespace BabylonExport.Entities { [DataContract] public class BabylonStandardMaterial: BabylonMaterial { [DataMember] public float[] ambient { get; set; } [DataMember] public float[] diffuse { get; set; } [DataMember] public float[] specular { get; set; } [DataMember] public float[] emissive { get; set; } [DataMember] public float specularPower { get; set; } [DataMember] public BabylonTexture diffuseTexture { get; set; } [DataMember] public BabylonFresnelParameters diffuseFresnelParameters { get; set; } [DataMember] public BabylonTexture ambientTexture { get; set; } [DataMember] public BabylonTexture opacityTexture { get; set; } [DataMember] public BabylonFresnelParameters opacityFresnelParameters { get; set; } [DataMember] public BabylonTexture reflectionTexture { get; set; } [DataMember] public BabylonFresnelParameters reflectionFresnelParameters { get; set; } [DataMember] public BabylonTexture emissiveTexture { get; set; } [DataMember] public BabylonTexture lightmapTexture { get; set; } [DataMember] public bool useLightmapAsShadowmap { get; set; } [DataMember] public BabylonFresnelParameters emissiveFresnelParameters { get; set; } [DataMember] public BabylonTexture specularTexture { get; set; } [DataMember] public BabylonTexture bumpTexture { get; set; } [DataMember] public bool useSpecularOverAlpha { get; set; } [DataMember] public bool disableLighting { get; set; } [DataMember] public bool useEmissiveAsIllumination { get; set; } [DataMember] public bool linkEmissiveWithDiffuse { get; set; } public BabylonStandardMaterial() : base() { ambient = new[] {1.0f, 1.0f, 1.0f}; diffuse = new[] { 1.0f, 1.0f, 1.0f }; specular = new[] { 1.0f, 1.0f, 1.0f }; emissive = new[] { 0f, 0f, 0f }; specularPower = 64; useSpecularOverAlpha = true; useEmissiveAsIllumination = false; linkEmissiveWithDiffuse = false; } } }