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daemonburrito edited this page May 3, 2011 · 8 revisions

CubicVR.Material

The Material class is used to apply color, texture and other surface properties to a Mesh's Face.

Constructor:

Material( init )

Parameters:

init - This can be undefined, a single string representing the name of the Material or an object constructor. The object constructor parameters are equivalent to the object structure with the exception of Material.textures[] being in the format Material.textures[enums.texture.map.COLOR] = [[Texture]];

Object Constructor:

  • init object
    • diffuse - Diffuse Material color, default: [1.0,1.0,1.0]
    • specular - Specular Material color, default: [0.5, 0.5, 0.5]
    • color - Material color, default: [1.0,1.0,1.0]
    • ambient - Ambient emission color, default: [0.0,0.0,0.0]
    • opacity - Opacity, default: 1.0
    • shininess - Shininess, default: 1.0
    • max_smooth - Maximum smoothing angle for this material during [[Mesh]].calculateNormals() for automatic edge splitting. default: 60.0
    • name - Name of this material, used for retrieving materials by name.
    • textures - texture configuration object
      • color - Texture to use for this material's enums.texture.map.COLOR binding.
      • envsphere - Texture to use for this material's enums.texture.map.ENVSPHERE binding.
      • normal - Texture to use for this material's enums.texture.map.NORMAL binding.
      • bump - Texture to use for this material's enums.texture.map.BUMP binding.
      • reflect - Texture to use for this material's enums.texture.map.REFLECT binding.
      • specular - Texture to use for this material's enums.texture.map.SPECULAR binding.
      • ambient - Texture to use for this material's enums.texture.map.AMBIENT binding.
      • alpha - Texture to use for this material's enums.texture.map.ALPHA binding.

Methods:

setTexture( texture, texture_type )

Purpose:

Apply Texture texture to the given texture_type of this material.

Parameters:

  • texture - A Texture based class that will be used as the image source.
  • texture_type - (optional) The destination texture type in this material. It can be one of several CubicVR.enums:
    • enums.texture.map.COLOR - apply to COLOR channel (default)
    • enums.texture.map.SPECULAR - apply to SPECULAR channel
    • enums.texture.map.NORMAL - apply to NORMAL channel, affects surface lighting
    • enums.texture.map.BUMP - apply to BUMP (or parallax) channel providing heights for a holographic depth effect
    • enums.texture.map.REFLECT - apply to REFLECT to determine areas reflections such as ENVSPHERE will be applied
    • enums.texture.map.ENVSPHERE - apply to ENVSPHERE to provide a spherical map reflection
    • enums.texture.map.AMBIENT - apply to AMBIENT to provide an ambient emission (brightness regardless of lighting)
    • enums.texture.map.ALPHA - apply as ALPHA clipping or ALPHA transparency depending on material opacity

Returns:

none

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