/// <summary> /// Sets the property raw data as a Color4D. /// </summary> /// <param name="value">Color4D</param> /// <returns>True if successful, false otherwise</returns> public bool SetColor4DValue(Color4D value) { if (m_type != PropertyType.Float) { return(false); } return(SetValueAs <Color4D>(value)); }
/// <summary> /// Constructs a new instance of the <see cref="MaterialProperty"/> class. Creates a Color4D property. /// </summary> /// <param name="name">Name of the property</param> /// <param name="value">Property value</param> public MaterialProperty(String name, Color4D value) { m_name = name; m_type = PropertyType.Float; m_texIndex = 0; m_texType = TextureType.None; m_rawValue = null; SetColor4DValue(value); }
public static Color ToSuperBMDColorRGBA(this Assimp.Color4D color4) { return(new Color(color4.R, color4.G, color4.B, color4.A)); }
public static Vector3 ToXna(Assimp.Color4D color) { return(new Vector3(color.R, color.G, color.B)); }
public static Color ToMML(this Ai.Color4D value) => new Color(value.R, value.G, value.B, value.A);
private static Color GetColor(Assimp.Color4D color) { return((color == null) ? Color.clear : new Color(color.R, color.G, color.B, color.A)); }
public static Color ToColor(Assimp.Color4D c) { return(new Color(c.R, c.G, c.B, c.A)); }
private static Color GetColorFromAiColor4D(Ai.Color4D color) { return(new Color(color.R, color.G, color.B, color.A)); }
public OpenTK.Graphics.Color4 Assimp2OpenTK(Assimp.Color4D input) { return(new Color4(input.R, input.G, input.B, input.A)); }
public static Color ToMML(this Ai.Color4D value) { return(new Color(value.R, value.G, value.B, value.A)); }
// T O M G (convert to use with MonoGame) - VECTOR4 public static Vector4 ToMg(this Assimp.Color4D v) { return(new Vector4(v.R, v.G, v.B, v.A)); }