Ri2DMayaTexture

Base class for maya 2d textures (handles 2dtexturePlacement data)

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DESCRIPTION

Class Summary

class Ri2DMayaTexture : public RiMayaTexture
{
public:
// Constructors and assignment
Ri2DMayaTexture();
// place2DTexture stuff
void SetWindowTransform(const RiAffineTMatrix2 &wTrans);
void SetPlacementTransform(const RiAffineTMatrix2 &trans);
void SetMirror(bool on);
void SetWrap(bool onU, bool onV);
void SetStagger(bool on);
void SetNoise(const RiVector2 &amount);
protected:
bool DoTransform(RiMaterialRegion &hit, RiVector2 &newUV);
}; // Ri2DMayaTexture


DESCRIPTION

As of now, noise is not being used.


Ri2DMayaTexture();

Default Constructor

    Ri2DMayaTexture();

void SetWindowTransform(const RiAffineTMatrix2 &wTrans);

set the transform for the clipping window

    void SetWindowTransform(const RiAffineTMatrix2 &wTrans);

void SetPlacementTransform(const RiAffineTMatrix2 &trans);

set the transform on the surface

    void SetPlacementTransform(const RiAffineTMatrix2 &trans);

void SetMirror(bool on);

set the mirror flag (defaults to OFF)

    void SetMirror(bool on);

void SetWrap(bool onU, bool onV);

wrap instead of clip when outside coverage window.

    void SetWrap(bool onU, bool onV);

void SetStagger(bool on);

stagger (offset every other row of V by .5) defaults to OFF

    void SetStagger(bool on);

void SetNoise(const RiVector2 &amount);

Not sure exactly what this means (3D noise to UV delta? 2D to UV delta?)

    void SetNoise(const RiVector2 &amount);

bool DoTransform(RiMaterialRegion &hit, RiVector2 &newUV);

return false if uv is outside coverage window

    bool DoTransform(RiMaterialRegion &hit, RiVector2 &newUV);

All Members

public:
// Accessors
RiReal GetScalar(RiMaterialRegion &hit); // pure virtual
RiVector2 GetVector2(RiMaterialRegion &hit); // pure virtual
RiVector3 GetVector3(RiMaterialRegion &hit); // pure virtual
RiSpectrum GetSpectrum(RiMaterialRegion &hit); // pure virtual
// General Color properties
void SetDefaultColor(const RiVector3 &rgbDefault);
RiVector3 GetDefaultColor();
void SetColorGain(const RiVector3 &rgbGain);
void SetColorOffset(const RiVector3 &rgbOffset);
void SetInvertColor(bool on);
// place2DTexture stuff
void SetWindowTransform(const RiAffineTMatrix2 &wTrans);
void SetPlacementTransform(const RiAffineTMatrix2 &trans);
void SetMirror(bool on);
void SetWrap(bool onU, bool onV);
void SetStagger(bool on);
void SetNoise(const RiVector2 &amount);
protected:
RiVector3 DoColorCorrection(RiVector3 rgb);
bool DoTransform(RiMaterialRegion &hit, RiVector2 &newUV);

Ancestors

Inheritance chain for Ri2DMayaTexture:


Descendants


Generated from source by the Cocoon utilities on Fri Feb 25 15:16:02 2000 .