Callback interface for properties which can be used to influence collada writing. More...
#include <IColladaMeshWriter.h>
Callback interface for properties which can be used to influence collada writing.
Definition at line 92 of file IColladaMeshWriter.h.
virtual irr::scene::IColladaMeshWriterProperties::~IColladaMeshWriterProperties | ( | ) | [inline, virtual] |
Definition at line 95 of file IColladaMeshWriter.h.
virtual E_COLLADA_IRR_COLOR irr::scene::IColladaMeshWriterProperties::getColorMapping | ( | const video::SMaterial & | material, |
E_COLLADA_COLOR_SAMPLER | cs | ||
) | const [pure virtual] |
Return which color from Irrlicht should be used for the color requested by collada.
Note that collada allows exporting either texture or color, not both. So color mapping is only checked if we have no valid texture already. By default we try to return best fits when possible. For example ECCS_DIFFUSE is mapped to ECIC_DIFFUSE. When ECIC_CUSTOM is returned then the result of getCustomColor will be used.
virtual video::SColor irr::scene::IColladaMeshWriterProperties::getCustomColor | ( | const video::SMaterial & | material, |
E_COLLADA_COLOR_SAMPLER | cs | ||
) | const [pure virtual] |
Return custom colors for certain color types requested by collada.
Only used when getColorMapping returns ECIC_CUSTOM for the same paramters.
virtual f32 irr::scene::IColladaMeshWriterProperties::getIndexOfRefraction | ( | const video::SMaterial & | material | ) | const [pure virtual] |
Return index of refraction for that material.
By default we don't write that.
virtual IMesh* irr::scene::IColladaMeshWriterProperties::getMesh | ( | irr::scene::ISceneNode * | node | ) | [pure virtual] |
Return the mesh for the given node. If it has no mesh or shouldn't export it's mesh you can return 0 in which case only the transformation matrix of the node will be used.
virtual f32 irr::scene::IColladaMeshWriterProperties::getReflectivity | ( | const video::SMaterial & | material | ) | const [pure virtual] |
Reflectivity value for that material.
The amount of perfect mirror reflection to be added to the reflected light
virtual E_COLLADA_TECHNIQUE_FX irr::scene::IColladaMeshWriterProperties::getTechniqueFx | ( | const video::SMaterial & | material | ) | const [pure virtual] |
Which lighting model should be used in the technique (FX) section when exporting effects (materials)
virtual s32 irr::scene::IColladaMeshWriterProperties::getTextureIdx | ( | const video::SMaterial & | material, |
E_COLLADA_COLOR_SAMPLER | cs | ||
) | const [pure virtual] |
Which texture index should be used when writing the texture of the given sampler color.
virtual f32 irr::scene::IColladaMeshWriterProperties::getTransparency | ( | const video::SMaterial & | material | ) | const [pure virtual] |
Transparency value for that material.
This value is additional to transparent settings, if both are set they will be multiplicated.
virtual E_COLLADA_TRANSPARENT_FX irr::scene::IColladaMeshWriterProperties::getTransparentFx | ( | const video::SMaterial & | material | ) | const [pure virtual] |
Return the transparence color interpretation.
Not this is only about ECCS_TRANSPARENT and does not affect getTransparency.
virtual bool irr::scene::IColladaMeshWriterProperties::isExportable | ( | const irr::scene::ISceneNode * | node | ) | const [pure virtual] |
Should node be used in scene export? (only needed for scene-writing, ignored in mesh-writing) By default all visible nodes are exported.
virtual bool irr::scene::IColladaMeshWriterProperties::useNodeMaterial | ( | const scene::ISceneNode * | node | ) | const [pure virtual] |
Return if the node has it's own material overwriting the mesh-materials.
Usually true except for mesh-nodes which have isReadOnlyMaterials set. This is mostly important for naming (as ISceneNode::getMaterial() already returns the correct material). You have to override it when exporting custom scenenodes with own materials.