Shape3D), corresponding to physical materials such as fabric, metal, plastic, glass, and wood. Each
material defines its interaction with light, for example, its reflective properties, giving it its appearance.
Note that this is a conditional feature. See ConditionalFeature.SCENE3D for more information.
| Modifier and Type | Field and Description |
|---|---|
| private final BooleanProperty |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| pack-priv final BooleanProperty | |
| pack-priv abstract NGPhongMaterial | |
| pack-priv final boolean | |
| pack-priv void | |
| pack-priv abstract void |
| dirty | back to summary |
|---|---|
| private final BooleanProperty dirty | |
| Material | back to summary |
|---|---|
| protected Material() Constructor for subclasses to call. | |
| dirtyProperty | back to summary |
|---|---|
| pack-priv final BooleanProperty dirtyProperty() | |
| getNGMaterial | back to summary |
|---|---|
| pack-priv abstract NGPhongMaterial getNGMaterial() | |
| isDirty | back to summary |
|---|---|
| pack-priv final boolean isDirty() | |
| setDirty | back to summary |
|---|---|
| pack-priv void setDirty(boolean value) | |
| updatePG | back to summary |
|---|---|
| pack-priv abstract void updatePG() | |