open_toontown_panda3d/panda/src/gobj/material.I

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// Filename: material.I
// Created by: mike (05Feb99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: Material::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE Material::
Material() {
_ambient.set(1.0f, 1.0f, 1.0f, 1.0f);
_diffuse.set(1.0f, 1.0f, 1.0f, 1.0f);
_specular.set(0.0f, 0.0f, 0.0f, 1.0f);
_emission.set(0.0f, 0.0f, 0.0f, 1.0f);
_shininess = 0.0;
_flags = 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::Copy Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE Material::
Material(const Material &copy) {
operator = (copy);
}
////////////////////////////////////////////////////////////////////
// Function: Material::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE Material::
~Material() {
}
////////////////////////////////////////////////////////////////////
// Function: Material::has_ambient
// Access: Published
// Description: Returns true if the ambient color has been explicitly
// set for this material, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool Material::
has_ambient() const {
return (_flags & F_ambient) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_ambient
// Access: Published
// Description: Returns the ambient color setting, if it has been
// set. Returns (0,0,0,0) if the ambient color has not
// been set.
////////////////////////////////////////////////////////////////////
INLINE const Colorf &Material::
get_ambient() const {
return _ambient;
}
////////////////////////////////////////////////////////////////////
// Function: Material::clear_ambient
// Access: Published
// Description: Removes the explicit ambient color from the material.
////////////////////////////////////////////////////////////////////
INLINE void Material::
clear_ambient() {
_flags &= ~F_ambient;
_ambient.set(0.0f, 0.0f, 0.0f, 0.0f);
}
////////////////////////////////////////////////////////////////////
// Function: Material::has_diffuse
// Access: Published
// Description: Returns true if the diffuse color has been explicitly
// set for this material, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool Material::
has_diffuse() const {
return (_flags & F_diffuse) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_diffuse
// Access: Published
// Description: Returns the diffuse color setting, if it has been
// set. Returns (1,1,1,1) if the diffuse color has not
// been set.
////////////////////////////////////////////////////////////////////
INLINE const Colorf &Material::
get_diffuse() const {
return _diffuse;
}
////////////////////////////////////////////////////////////////////
// Function: Material::clear_diffuse
// Access: Published
// Description: Removes the explicit diffuse color from the material.
////////////////////////////////////////////////////////////////////
INLINE void Material::
clear_diffuse() {
_flags &= ~F_diffuse;
_diffuse.set(1.0f, 1.0f, 1.0f, 1.0f);
}
////////////////////////////////////////////////////////////////////
// Function: Material::has_specular
// Access: Published
// Description: Returns true if the specular color has been explicitly
// set for this material, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool Material::
has_specular() const {
return (_flags & F_specular) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_specular
// Access: Published
// Description: Returns the specular color setting, if it has been
// set. Returns (0,0,0,0) if the specular color has not
// been set.
////////////////////////////////////////////////////////////////////
INLINE const Colorf &Material::
get_specular() const {
return _specular;
}
////////////////////////////////////////////////////////////////////
// Function: Material::clear_specular
// Access: Published
// Description: Removes the explicit specular color from the material.
////////////////////////////////////////////////////////////////////
INLINE void Material::
clear_specular() {
_flags &= ~F_specular;
_specular.set(0.0f, 0.0f, 0.0f, 0.0f);
}
////////////////////////////////////////////////////////////////////
// Function: Material::has_emission
// Access: Published
// Description: Returns true if the emission color has been explicitly
// set for this material, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool Material::
has_emission() const {
return (_flags & F_emission) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_emission
// Access: Published
// Description: Returns the emission color setting, if it has been
// set. Returns (0,0,0,0) if the emission color has not
// been set.
////////////////////////////////////////////////////////////////////
INLINE const Colorf &Material::
get_emission() const {
return _emission;
}
////////////////////////////////////////////////////////////////////
// Function: Material::clear_emission
// Access: Published
// Description: Removes the explicit emission color from the material.
////////////////////////////////////////////////////////////////////
INLINE void Material::
clear_emission() {
_flags &= ~F_emission;
_emission.set(0.0f, 0.0f, 0.0f, 0.0f);
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_shininess
// Access: Published
// Description: Returns the shininess exponent of the material.
////////////////////////////////////////////////////////////////////
INLINE float Material::
get_shininess() const {
return _shininess;
}
////////////////////////////////////////////////////////////////////
// Function: Material::set_shininess
// Access: Published
// Description: Sets the shininess exponent of the material. This
// controls the size of the specular highlight spot. In
// general, larger number produce a smaller specular
// highlight, which makes the object appear shinier.
// Smaller numbers produce a larger highlight, which
// makes the object appear less shiny.
////////////////////////////////////////////////////////////////////
INLINE void Material::
set_shininess(float shininess) {
_shininess = shininess;
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_local
// Access: Published
// Description: Returns the local viewer flag. Set set_local().
////////////////////////////////////////////////////////////////////
INLINE bool Material::
get_local() const {
return (_flags & F_local) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::set_local
// Access: Published
// Description: Sets the local viewer flag. Set this true to enable
// camera-relative specular highlights, or false to use
// orthogonal specular highlights. The default value is
// true. Applications that use orthogonal projection
// should specify false.
////////////////////////////////////////////////////////////////////
INLINE void Material::
set_local(bool local) {
if (local) {
_flags |= F_local;
} else {
_flags &= ~F_local;
}
}
////////////////////////////////////////////////////////////////////
// Function: Material::get_twoside
// Access: Published
// Description: Returns the state of the two-sided lighting flag.
// See set_twoside().
////////////////////////////////////////////////////////////////////
INLINE bool Material::
get_twoside() const {
return (_flags & F_twoside) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::set_twoside
// Access: Published
// Description: Set this true to enable two-sided lighting. When
// two-sided lighting is on, both sides of a polygon
// will be lit by this material. The default is for
// two-sided lighting to be off, in which case only the
// front surface is lit.
////////////////////////////////////////////////////////////////////
INLINE void Material::
set_twoside(bool twoside) {
if (twoside) {
_flags |= F_twoside;
} else {
_flags &= ~F_twoside;
}
}
////////////////////////////////////////////////////////////////////
// Function: Material::operator ==
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool Material::
operator == (const Material &other) const {
return compare_to(other) == 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::operator !=
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool Material::
operator != (const Material &other) const {
return compare_to(other) != 0;
}
////////////////////////////////////////////////////////////////////
// Function: Material::operator <
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool Material::
operator < (const Material &other) const {
return compare_to(other) < 0;
}