162 lines
6.9 KiB
C#
162 lines
6.9 KiB
C#
//
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// ModelMaterial.cs - describes information about a material for a 3D model
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//
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// Author:
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// Michael Becker <alcexhim@gmail.com>
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//
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// Copyright (c) 2013-2020 Mike Becker's Software
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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using System;
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using System.Collections.ObjectModel;
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using MBS.Framework.Drawing;
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namespace UniversalEditor.ObjectModels.Multimedia3D.Model
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{
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/// <summary>
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/// Describes information about a material for a 3D model.
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/// </summary>
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public class ModelMaterial : ICloneable
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{
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public class ModelMaterialCollection : Collection<ModelMaterial>
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{
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}
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private uint? mvarMapID = null;
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/// <summary>
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/// Gets or sets the name of the material.
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/// </summary>
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/// <value>The name of the material.</value>
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public string Name { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the diffuse color of the material.
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/// </summary>
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/// <value>The diffuse color of the material.</value>
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public Color DiffuseColor { get; set; } = Colors.Black;
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/// <summary>
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/// Gets or sets the specular color of the material.
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/// </summary>
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/// <value>The specular color of the material.</value>
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public Color SpecularColor { get; set; } = Colors.Black;
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/// <summary>
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/// Gets or sets the emissive color of the material.
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/// </summary>
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/// <value>The emissive color of the material.</value>
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public Color EmissiveColor { get; set; } = Colors.Black;
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/// <summary>
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/// Gets or sets the ambient color of the material.
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/// </summary>
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/// <value>The ambient color of the material.</value>
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public Color AmbientColor { get; set; } = Colors.Black;
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/// <summary>
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/// Gets or sets the index of the toon texture to use for this <see cref="ModelMaterial" />.
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/// </summary>
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/// <value>The index of the toon texture to use for this <see cref="ModelMaterial" />.</value>
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public sbyte ToonNumber { get; set; } = 0;
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/// <summary>
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/// Gets or sets the shininess of the material.
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/// </summary>
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/// <value>The shininess of the material.</value>
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public float Shininess { get; set; } = 0f;
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="ModelMaterial"/> participates in edge detection for toon rendering.
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/// </summary>
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/// <value><c>true</c> if this <see cref="ModelMaterial" /> participates in edge detection for toon rendering; otherwise, <c>false</c>.</value>
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public bool EdgeFlag { get; set; } = false;
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/// <summary>
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/// Gets or sets the number of vertices affected by this <see cref="ModelMaterial" />.
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/// </summary>
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/// <value>The number of vertices affected by this <see cref="ModelMaterial" />.</value>
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public uint IndexCount { get; set; } = 0u;
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/// <summary>
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/// Gets or sets a user-defined comment for this <see cref="ModelMaterial" />.
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/// </summary>
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/// <value>A user-defined comment for this <see cref="ModelMaterial" />.</value>
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public string Comment { get; set; } = string.Empty;
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/// <summary>
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/// Gets or sets the color of the toon edge line when <see cref="EdgeFlag" /> is set to <c>true</c>.
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/// </summary>
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/// <value>The color of the toon edge line when <see cref="EdgeFlag" /> is set to <c>true</c>.</value>
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public Color EdgeColor { get; set; } = Color.Empty;
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/// <summary>
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/// Gets or sets the size of the toon edge line when <see cref="EdgeFlag" /> is set to <c>true</c>.
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/// </summary>
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/// <value>The size of the toon edge line when <see cref="EdgeFlag" /> is set to <c>true</c>.</value>
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public float EdgeSize { get; set; } = 0f;
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public object Clone()
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{
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ModelMaterial clone = new ModelMaterial();
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clone.AmbientColor = AmbientColor;
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clone.DiffuseColor = DiffuseColor;
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clone.EdgeColor = EdgeColor;
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clone.EdgeFlag = EdgeFlag;
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clone.EdgeSize = EdgeSize;
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clone.IndexCount = IndexCount;
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clone.Name = Name;
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clone.Shininess = Shininess;
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clone.SpecularColor = SpecularColor;
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foreach (ModelTexture texture in Textures)
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{
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clone.Textures.Add(texture.Clone() as ModelTexture);
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}
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return clone;
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}
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/// <summary>
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/// Gets a collection of <see cref="ModelTexture" /> instances representing the texture animation frames contained in this <see cref="ModelMaterial" />.
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/// </summary>
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/// <value>The texture animation frames contained in this <see cref="ModelMaterial" />.</value>
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public ModelTexture.ModelTextureCollection Textures { get; } = new ModelTexture.ModelTextureCollection();
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/// <summary>
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/// Gets or sets the index of the default texture frame for this <see cref="ModelMaterial" />.
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/// </summary>
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/// <value>The index of the default texture frame for this <see cref="ModelMaterial" />.</value>
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public int TextureIndex { get; set; } = 0;
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public override string ToString()
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{
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return Name + " (" + ((Textures.Count > 0) ? (!String.IsNullOrEmpty(Textures[0].TextureFileName) ? Textures[0].TextureFileName : Textures[0].MapFileName) : AmbientColor.ToString()) + ")";
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}
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/// <summary>
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/// Gets or sets a value indicating whether the lights-out glow effect is always lit for this <see cref="ModelMaterial" /> on supported renderers.
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/// </summary>
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/// <value><c>true</c> if the lights-out glow effect is always lit for this <see cref="ModelMaterial" />; otherwise, <c>false</c>.</value>
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public bool AlwaysLight { get; set; } = false;
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/// <summary>
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/// Gets a collection of <see cref="ModelTriangle" /> instances representing the faces affected by this <see cref="ModelMaterial" />.
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/// </summary>
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/// <value>The triangles.</value>
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public ModelTriangle.ModelTriangleCollection Triangles { get; } = new ModelTriangle.ModelTriangleCollection();
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/// <summary>
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/// Gets or sets a value indicating whether the lights-out glow effect should be enabled for this <see cref="ModelMaterial" /> on supported renderers.
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/// </summary>
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/// <value><c>true</c> if the lights-out glow effect should be enabled for this <see cref="ModelMaterial" />; otherwise, <c>false</c>.</value>
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public bool EnableGlow { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether the multiple-texture animation feature should be enabled for this <see cref="ModelMaterial" /> on supported
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/// renderers.
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/// </summary>
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/// <value><c>true</c> if the multiple-texture animation feature should be enabled for this <see cref="ModelMaterial" />; otherwise, <c>false</c>.</value>
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public bool EnableAnimation { get; set; } = false;
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}
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}
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