using System.Runtime.Serialization; namespace BabylonExport.Entities { [DataContract] public class BabylonTexture { [DataMember] public string name { get; set; } [DataMember] public float level { get; set; } [DataMember] public bool hasAlpha { get; set; } [DataMember] public bool getAlphaFromRGB { get; set; } [DataMember] public int coordinatesMode { get; set; } [DataMember] public bool isCube { get; set; } [DataMember] public float uOffset { get; set; } [DataMember] public float vOffset { get; set; } [DataMember] public float uScale { get; set; } [DataMember] public float vScale { get; set; } [DataMember] public float uAng { get; set; } [DataMember] public float vAng { get; set; } [DataMember] public float wAng { get; set; } [DataMember] public int wrapU { get; set; } [DataMember] public int wrapV { get; set; } [DataMember] public int coordinatesIndex { get; set; } [DataMember] public bool isRenderTarget { get; set; } [DataMember] public int renderTargetSize { get; set; } [DataMember] public float[] mirrorPlane { get; set; } [DataMember] public string[] renderList { get; set; } [DataMember] public BabylonAnimation[] animations { get; set; } [DataMember] public string[] extensions { get; set; } [DataMember] public int samplingMode { get; set; } public BabylonTexture() { level = 1.0f; uOffset = 0; vOffset = 0; uScale = 1.0f; vScale = 1.0f; uAng = 0; vAng = 0; wAng = 0; wrapU = 1; wrapV = 1; hasAlpha = false; coordinatesIndex = 0; samplingMode = 3; } } }