Class TMaterialProperty

DescriptionHierarchyFieldsMethodsProperties

Unit

Declaration

type TMaterialProperty = class(TObject)

Description

Store information that is naturally associated with a given material or texture in an external file. Right now this allows to define things like footsteps, toxic ground (hurts player), and bump mapping.

In the future, it should be possible to express all these properties in pure VRML/X3D (inside Appearance / Material / ImageTexture nodes). Right now, you can do this with bump mapping, see http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_bump_mapping , but not footsteps or toxic ground. In the future it should also be possible to express these properties in 3D authoring software (like Blender), and easily export them to appropriate VRML/X3D nodes. For now, this TMaterialProperty allows us to easily customize materials in a way that is not possible in Blender.

Using an external file for material properties has also long-term advantages: it can be shared across many 3D models, for example you can define footsteps sound for all grounds using the grass.png textures, in all levels, at once.

You have to load an XML file by setting MaterialProperties.URL property.

Hierarchy

  • TObject
  • TMaterialProperty

Overview

Properties

Public property TextureBaseName: string read FTextureBaseName write FTextureBaseName;
Public property FootstepsSound: TSoundType read FFootstepsSound write FFootstepsSound;
Public property Toxic: boolean read FToxic write FToxic;
Public property ToxicDamageConst: Single read FToxicDamageConst write FToxicDamageConst;
Public property ToxicDamageRandom: Single read FToxicDamageRandom write FToxicDamageRandom;
Public property ToxicDamageTime: Single read FToxicDamageTime write FToxicDamageTime;
Public property NormalMap: string read FNormalMap write FNormalMap;
Public property AlphaChannel: string read FAlphaChannel write FAlphaChannel;

Description

Properties

Public property TextureBaseName: string read FTextureBaseName write FTextureBaseName;

Texture basename to associate this property will all appearances using given texture. For now, this is the only way to associate property, but more are possible in the future (like MaterialNodeName).

Public property FootstepsSound: TSoundType read FFootstepsSound write FFootstepsSound;

Footsteps sound to make when player is walking on this material. stNone is no information is available.

Public property Toxic: boolean read FToxic write FToxic;

Is the floor toxic when walking on it.

Public property ToxicDamageConst: Single read FToxicDamageConst write FToxicDamageConst;
 
Public property ToxicDamageRandom: Single read FToxicDamageRandom write FToxicDamageRandom;
 
Public property ToxicDamageTime: Single read FToxicDamageTime write FToxicDamageTime;
 
Public property NormalMap: string read FNormalMap write FNormalMap;

Normal map texture URL. This is a simple method to activate bump mapping, equivalent to using normalMap field in an Appearance node of VRML/X3D, see http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_bump_mapping .

In case both VRML/X3D Appearance specifies normalMap and we have NormalMap defined here, the VRML/X3D Appearance is used.

Public property AlphaChannel: string read FAlphaChannel write FAlphaChannel;

Override alpha channel type for diffuse texture. The meaning and allowed values for this are the same as for alphaChannel field for texture nodes, see http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_alpha_channel_detection . Empty value (default) doesn't change the alpha channel type (set in VRML/X3D or auto-detected).