BabylonStandardMaterial.cs 2.1 KB

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  1. using System.Runtime.Serialization;
  2. namespace BabylonExport.Entities
  3. {
  4. [DataContract]
  5. public class BabylonStandardMaterial: BabylonMaterial
  6. {
  7. [DataMember]
  8. public float[] ambient { get; set; }
  9. [DataMember]
  10. public float[] diffuse { get; set; }
  11. [DataMember]
  12. public float[] specular { get; set; }
  13. [DataMember]
  14. public float[] emissive { get; set; }
  15. [DataMember]
  16. public float specularPower { get; set; }
  17. [DataMember]
  18. public BabylonTexture diffuseTexture { get; set; }
  19. [DataMember]
  20. public BabylonFresnelParameters diffuseFresnelParameters { get; set; }
  21. [DataMember]
  22. public BabylonTexture ambientTexture { get; set; }
  23. [DataMember]
  24. public BabylonTexture opacityTexture { get; set; }
  25. [DataMember]
  26. public BabylonFresnelParameters opacityFresnelParameters { get; set; }
  27. [DataMember]
  28. public BabylonTexture reflectionTexture { get; set; }
  29. [DataMember]
  30. public BabylonFresnelParameters reflectionFresnelParameters { get; set; }
  31. [DataMember]
  32. public BabylonTexture emissiveTexture { get; set; }
  33. [DataMember]
  34. public BabylonTexture lightmapTexture { get; set; }
  35. [DataMember]
  36. public bool useLightmapAsShadowmap { get; set; }
  37. [DataMember]
  38. public BabylonFresnelParameters emissiveFresnelParameters { get; set; }
  39. [DataMember]
  40. public BabylonTexture specularTexture { get; set; }
  41. [DataMember]
  42. public BabylonTexture bumpTexture { get; set; }
  43. [DataMember]
  44. public bool useSpecularOverAlpha { get; set; }
  45. public BabylonStandardMaterial() : base()
  46. {
  47. ambient = new[] {1.0f, 1.0f, 1.0f};
  48. diffuse = new[] { 1.0f, 1.0f, 1.0f };
  49. specular = new[] { 1.0f, 1.0f, 1.0f };
  50. emissive = new[] { 0f, 0f, 0f };
  51. specularPower = 64;
  52. useSpecularOverAlpha = true;
  53. }
  54. }
  55. }