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TextureMaterial.pde
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class TextureMaterial extends Material {
// Options: NORMAL, IMAGE
// NORMAL is strongly recommended.
int textureMode = NORMAL;
// Options: CLAMP, REPEAT.
// If texture smoothing is on, then artifacts will appear
// on the edges of the sprite. Padding can be added to the
// source images as a workaround.
int textureWrap = REPEAT;
PImage texture;
TextureMaterial(PImage texture) {
super();
this.texture = texture;
}
TextureMaterial(PImage texture, int textureMode, int textureWrap) {
super();
this.texture = texture;
this.textureMode = textureMode;
this.textureWrap = textureWrap;
}
TextureMaterial(Coord position, float angle, Vector axis,
Dimension scale, PImage texture, int textureMode, int textureWrap) {
super(position, angle, axis, scale);
this.texture = texture;
this.textureMode = textureMode;
this.textureWrap = textureWrap;
}
TextureMaterial(Coord position, Quaternion rotation, Dimension scale,
PImage texture, int textureMode, int textureWrap) {
super(position, rotation, scale);
this.texture = texture;
this.textureMode = textureMode;
this.textureWrap = textureWrap;
}
TextureMaterial drawStyle(PGraphics3D r) {
super.drawStyle(r);
r.textureMode(textureMode);
r.textureWrap(textureWrap);
return this;
}
TextureMaterial draw(PGraphics3D r) {
if (noFill) {
r.noFill();
} else {
r.tint(fill);
r.texture(texture);
}
return this;
}
TextureMaterial set(Coord position,
float angle, Vector axis, Dimension scale, PImage texture,
int textureMode, int textureWrap) {
super.set(position, angle, axis, scale);
this.texture = texture;
this.textureMode = textureMode;
this.textureWrap = textureWrap;
return this;
}
TextureMaterial set(Coord position, Quaternion rotation,
Dimension scale, PImage texture, int textureMode, int textureWrap) {
super.set(position, rotation, scale);
this.texture = texture;
this.textureMode = textureMode;
this.textureWrap = textureWrap;
return this;
}
}