Paradox Game Engine  v1.0.0 beta06
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MeshMaterialParameters.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 
4 using System.ComponentModel;
5 
6 using SiliconStudio.Assets;
7 using SiliconStudio.Core;
8 using SiliconStudio.Paradox.Assets.Effect;
9 using SiliconStudio.Paradox.Assets.Materials;
10 using SiliconStudio.Paradox.Effects;
11 using SiliconStudio.Paradox.Effects.Data;
12 
13 namespace SiliconStudio.Paradox.Assets.Model
14 {
15  [DataContract("MeshMaterialParameters")]
17  {
19  {
20  Parameters = new ParameterCollectionData();
21  }
22 
23  /// <summary>
24  /// The name of the node the mesh is attached to.
25  /// </summary>
26  /// <userdoc>
27  /// The node the mesh is linked to in the hierarchy.
28  /// </userdoc>
29  [DataMember(10)]
30  public string NodeName;
31 
32  /// <summary>
33  /// The reference to the material.
34  /// </summary>
35  /// <userdoc>
36  /// The material the mesh uses.
37  /// </userdoc>
38  [DataMember(20)]
40 
41  /// <summary>
42  /// The mesh parameters.
43  /// </summary>
44  /// <userdoc>
45  /// The mesh-specific parameters. This will override the material parameters.
46  /// </userdoc>
47  [DataMember(60)]
49 
50  /// <summary>
51  /// The light permutation parameters
52  /// </summary>
53  /// <userdoc>
54  /// The lighting configurations the mesh supports.
55  /// </userdoc>
56  [DataMember(70)]
57  [DefaultValue(null)]
59  }
60 }
string NodeName
The name of the node the mesh is attached to.
AssetReference< LightingAsset > LightingParameters
The light permutation parameters
AssetReference< MaterialAsset > Material
The reference to the material.
Data type for SiliconStudio.Paradox.Effects.ParameterCollection.
Definition: ParadoxData.cs:31
ParameterCollectionData Parameters
The mesh parameters.
Collection of Mesh, each one usually being a different LOD of the same Model. The effect system will ...
Definition: Model.cs:23