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material.py 2.4 KB

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  1. # Dummy value.
  2. #
  3. # No texture, but the value to be used as 'texture semantic'
  4. # (#aiMaterialProperty::mSemantic) for all material properties
  5. # # not* related to textures.
  6. #
  7. aiTextureType_NONE = 0x0
  8. # The texture is combined with the result of the diffuse
  9. # lighting equation.
  10. #
  11. aiTextureType_DIFFUSE = 0x1
  12. # The texture is combined with the result of the specular
  13. # lighting equation.
  14. #
  15. aiTextureType_SPECULAR = 0x2
  16. # The texture is combined with the result of the ambient
  17. # lighting equation.
  18. #
  19. aiTextureType_AMBIENT = 0x3
  20. # The texture is added to the result of the lighting
  21. # calculation. It isn't influenced by incoming light.
  22. #
  23. aiTextureType_EMISSIVE = 0x4
  24. # The texture is a height map.
  25. #
  26. # By convention, higher gray-scale values stand for
  27. # higher elevations from the base height.
  28. #
  29. aiTextureType_HEIGHT = 0x5
  30. # The texture is a (tangent space) normal-map.
  31. #
  32. # Again, there are several conventions for tangent-space
  33. # normal maps. Assimp does (intentionally) not
  34. # distinguish here.
  35. #
  36. aiTextureType_NORMALS = 0x6
  37. # The texture defines the glossiness of the material.
  38. #
  39. # The glossiness is in fact the exponent of the specular
  40. # (phong) lighting equation. Usually there is a conversion
  41. # function defined to map the linear color values in the
  42. # texture to a suitable exponent. Have fun.
  43. #
  44. aiTextureType_SHININESS = 0x7
  45. # The texture defines per-pixel opacity.
  46. #
  47. # Usually 'white' means opaque and 'black' means
  48. # 'transparency'. Or quite the opposite. Have fun.
  49. #
  50. aiTextureType_OPACITY = 0x8
  51. # Displacement texture
  52. #
  53. # The exact purpose and format is application-dependent.
  54. # Higher color values stand for higher vertex displacements.
  55. #
  56. aiTextureType_DISPLACEMENT = 0x9
  57. # Lightmap texture (aka Ambient Occlusion)
  58. #
  59. # Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
  60. # covered by this material property. The texture contains a
  61. # scaling value for the final color value of a pixel. Its
  62. # intensity is not affected by incoming light.
  63. #
  64. aiTextureType_LIGHTMAP = 0xA
  65. # Reflection texture
  66. #
  67. # Contains the color of a perfect mirror reflection.
  68. # Rarely used, almost never for real-time applications.
  69. #
  70. aiTextureType_REFLECTION = 0xB
  71. # Unknown texture
  72. #
  73. # A texture reference that does not match any of the definitions
  74. # above is considered to be 'unknown'. It is still imported
  75. # but is excluded from any further postprocessing.
  76. #
  77. aiTextureType_UNKNOWN = 0xC