#include <mdldata.h>
Inheritance diagram for iModelDataMaterial:
Public Methods | |
virtual iObject* | QueryObject ()=0 |
Query the iObject for this material. | |
virtual iMaterial* | GetBaseMaterial () const=0 |
Return the base material. | |
virtual void | SetBaseMaterial (iMaterial *mat)=0 |
Set the base material. | |
virtual iMaterialWrapper* | GetMaterialWrapper () const=0 |
Return the material wrapper. | |
virtual void | SetMaterialWrapper (iMaterialWrapper *mat)=0 |
Set the base material. | |
virtual void | Register (iMaterialList *ml)=0 |
Create a material wrapper from the given material list. More... | |
virtual iModelDataMaterial* | Clone () const=0 |
Clone this texture object. More... |
This information can be stored in two different way: Either as a base iMaterial, or as a material wrapper. Conversion between the two is usually possible, but does not happen automatically.
Whatever you use the model data for determines which representation is used. As an example, exporting to a model file uses the base material. Exporting to a mesh object uses the material wrapper.
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Clone this texture object. Note: The underlying material will not be cloned! |
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Create a material wrapper from the given material list. Requires that the base material exists. |