Inheritance diagram for DzMaterial:
Boolean DzMaterial::allowsAutoBake | ( | ) |
void DzMaterial::bakedMapChanged | ( | ) | [signal] |
Signature: "bakedMapChanged()"
Transmitted when the baked map of this material changes.
void DzMaterial::drawHighlighted | ( | Color | color | ) |
Causes this material to be drawn with a highlight in the given color. This is used by material selection tools, etc, to give visual feedback to the user about a material in the viewport.
col | The highlight color. |
void DzMaterial::enablePropagateRenderPriorityToNodes | ( | Boolean | propagateOnOff | ) |
Sets whether or not this material should propagate its render priority up to all the nodes that use it. Setting this to true will also ensure that the render priority is set for nodes that the material is assigned to at a later time.
The default behaviour is to not propagate.
propagateOnOff | Whether or not the new priority value should be applied to all nodes that use this material (this will include the top-level skeleton node when dealing with figures). |
Array DzMaterial::getAllMaps | ( | ) |
Collects all the images that are being used by this material at the current time and inserts them into the given list if they are not already there.
DzTexture DzMaterial::getBakedMap | ( | ) |
Number DzMaterial::getBaseOpacity | ( | ) |
DzTexture DzMaterial::getColorMap | ( | ) |
Color DzMaterial::getDiffuseColor | ( | ) |
Number DzMaterial::getIndex | ( | ) |
DzMaterial DzMaterial::getMaterial | ( | Number | which | ) |
String DzMaterial::getMaterialName | ( | ) |
Overridden to return the name for this material.
Number DzMaterial::getNumGLMaps | ( | ) |
int DzMaterial::getNumMaterials | ( | ) |
Number DzMaterial::getNumUVMaps | ( | ) |
DzTexture DzMaterial::getOpacityMap | ( | ) |
DzBoolProperty DzMaterial::getPropagatePriorityControl | ( | ) |
DzEnumProperty DzMaterial::getRenderPriorityControl | ( | ) |
Array DzMaterial::getShapeList | ( | ) |
This function is mainly provided for DAZ Script access. It is recommended that plugin developers use the much more efficient shapeListIterator() method instead.
DzFloatProperty DzMaterial::getSmoothAngleControl | ( | ) |
DzBoolProperty DzMaterial::getSmoothControl | ( | ) |
Number DzMaterial::getSmoothingAngle | ( | ) |
DzEnumProperty DzMaterial::getUVSetControl | ( | ) |
Boolean DzMaterial::isColorMappable | ( | ) |
Boolean DzMaterial::isHighlighted | ( | ) |
Boolean DzMaterial::isOpacityMappable | ( | ) |
Boolean DzMaterial::isOpaque | ( | ) |
Overriden by derived classes to indicate if they are opaque shader types (i.e. can be drawn first in OpenGL). If not opaque, then objects that use this material will need to be sorted back to front.
Boolean DzMaterial::isPropagateRenderPriorityToNodesEnabled | ( | ) |
Boolean DzMaterial::isSelected | ( | ) |
Retrieve selection state
Boolean DzMaterial::isSmoothingOn | ( | ) |
void DzMaterial::select | ( | Boolean | onOff | ) |
Set the selection state for this material.
onOff | If true, the material will be selected, if false, the material will be deselected. |
DzMaterial::selectionStateChanged | ( | DzMaterial | mat, | |
Boolean | onOff | |||
) | [signal] |
Signature: "selectionStateChanged(DzMaterial*,bool)"
Transmitted when the selection state of this material changes.
void DzMaterial::setBakedMap | ( | DzTexture | map | ) |
Set the 'baked' shader map for this material. This overrides any current material settings and just draws the map. This is useful for representing the results of off-line shaders that can not be represented in OpenGL - the results of the shader are 'baked' onto a texture map, and then applied to the material with this function.
img | The image that will be applied to the material instead of the current material settings. If NULL, the current baked map is cleared and the material is returned to using its current settings. |
void DzMaterial::setBaseOpacity | ( | Number | val | ) |
Set the opacity value for this material.
void DzMaterial::setColorMap | ( | DzTexture | img | ) |
Set the color ('texture') map for this material.
void DzMaterial::setDiffuseColor | ( | Color | color | ) |
Set the diffuse color for this material.
void DzMaterial::setOpacityMap | ( | DzTexture | img | ) |
Set the opactiy map for this material.
void DzMaterial::setSmoothingAngle | ( | Number | angle | ) |
Sets the smoothing angle for the material. This only has effect on the material if smoothing is enabled.
angle | The smoothing angle for the material. Any edges on the mesh where angle of the normals of the adjacent facets is less than this value will be smoothed. Higher values mean more smoothing, lower values mean less smoothing. |
void DzMaterial::setSmoothingOn | ( | Boolean | onOff | ) |
Sets whether or not smoothing is enabled for the material.
onOff | If true, smoothing is applied according to the smoothing angle. If false, no smoothing is applied to the material. |
DzMaterial::settingsChanged | ( | DzMaterial | mat | ) | [signal] |
Signature: "settingsChanged(DzMaterial*)"
Transmitted when one of the values of this material changes.
void DzMaterial::settingsChanged | ( | ) | [signal] |
Signature: "settingsChanged()"
Transmitted when one of the values of this material changes.
void DzMaterial::smoothingChanged | ( | ) | [signal] |
Signature: "smoothingChanged()"
Transmitted when the smoothing settings of this material change.
void DzMaterial::stopDrawHighlight | ( | ) |
Causes this material to stop being drawn with a highlight.
void DzMaterial::uvsChanged | ( | ) | [signal] |
Signature: "uvsChanged()"
Transmitted when the uv settings of this material change.
The render priority for the material. Render priority controls the order in which materials are handled during a render. The higher the priority, the earlier the material will be handled. If several materials have the same render priority, those materials will be handled in an arbitrary order.
The render priority on all nodes that use this material (this will include the top-level skeleton node when dealing with figures) can automatically be set to match the material's new priority by calling enablePropagateRenderPriorityToNodes() with true before calling this method.
The default render priority is RENDER_PRIORITY_NORMAL.