public Material(MaterialFlag flags, float aniParam, Image[] images) { Flags = flags; AniParam = aniParam; Textures = images.Select(image => new Texture(image, flags.HasFlag(MaterialFlag.Masked) && !flags.HasFlag(MaterialFlag.Translucent)) ).ToArray(); }
public Material(MaterialFlag flags, float aniParam, Stream[] streams) { Flags = flags; AniParam = aniParam; Textures = streams.Select(stream => { using (var br = new BinaryReader(stream)) { var width = br.ReadInt32(); var height = br.ReadInt32(); var pixels = br.ReadBytes(width * height * 4); return(new Texture((width, height), pixels, flags != MaterialFlag.Normal)); } }).ToArray(); }
public PhysicMaterialDesc() { DynamicFriction = 0.0f; StaticFriction = 0.0f; Restitution = 0.0f; DynamicFrictionV = 0.0f; StaticFrictionV = 0.0f; DirOfAnisotropy = new NxVec3(1, 0, 0); Flags = 0; FrictionCombineMode = CombineMode.AVERAGE; RestitutionCombineMode = CombineMode.AVERAGE; }
public void ClickMetalButton() { materialflag = MaterialFlag.METAL; }
public void ClickBrickButton() { materialflag = MaterialFlag.BRICK; }
public void ClickCarbonButton() { materialflag = MaterialFlag.CARBON; }
public void ClickWoodButton() { materialflag = MaterialFlag.WOOD; }
public void ClickConcreteButton() { materialflag = MaterialFlag.CONCRETE; }
static extern void SceneNode_SetMaterialFlag(IntPtr scenenode, MaterialFlag flag, bool newvalue);
public void SetMaterialFlag(MaterialFlag flag, bool val) { SceneNode_SetMaterialFlag(_raw, flag, val); }
static extern void Mesh_SetMaterialFlag(IntPtr mesh, MaterialFlag flag, bool newValue);
public void SetMaterialFlag(MaterialFlag flag, bool newValue) { Mesh_SetMaterialFlag(_raw, flag, newValue); }