diff --git a/src/scene/Scene.php b/src/scene/Scene.php index 9f8bf92..caffd4c 100644 --- a/src/scene/Scene.php +++ b/src/scene/Scene.php @@ -1,7 +1,6 @@ diff --git a/src/scene/lights/Projection.php b/src/scene/lights/Projection.php index 47f69a8..7316a2f 100644 --- a/src/scene/lights/Projection.php +++ b/src/scene/lights/Projection.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\core\Base; class Projection extends LightBase { - /** - * 有贴图的聚光灯 - */ - const TYPE_PROJECTION = 'projection'; - /** * @var string 亮度增益:1、当发光强度单位是 artistic 类型时,可以设置此参数,这个参数是色彩模式的色值($color)、或色温模式的色温值、 * 或图像文件色值 的增益倍数,这个倍数则是由 UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、 @@ -100,8 +95,6 @@ class Projection extends LightBase public $fov = 90; - - /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/lights/Sphere.php b/src/scene/lights/Sphere.php index f5c1df6..d738325 100644 --- a/src/scene/lights/Sphere.php +++ b/src/scene/lights/Sphere.php @@ -7,12 +7,6 @@ use Blobt\Luxcore\core\Base; class Sphere extends LightBase { - /** - * 球形光、或点光 - */ - const TYPE_SPHERE = 'sphere'; - const TYPE_MAPSPHERE = 'mapsphere'; - /** * @var string 亮度增益:1、当发光强度单位是 artistic 类型时,可以设置此参数,这个参数是色彩模式的色值($color)、或色温模式的色温值、 * 或图像文件色值 的增益倍数,这个倍数则是由 UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、 diff --git a/src/scene/lights/SphereImg.php b/src/scene/lights/SphereImg.php new file mode 100644 index 0000000..9293ca9 --- /dev/null +++ b/src/scene/lights/SphereImg.php @@ -0,0 +1,22 @@ +type = self::TYPE_MAPSPHERE; + $this->id = Scene::createID(); + Base::__construct($config); + } + +} + +?> diff --git a/src/scene/lights/Spot.php b/src/scene/lights/Spot.php index 354c038..ac202bf 100644 --- a/src/scene/lights/Spot.php +++ b/src/scene/lights/Spot.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\core\Base; class Spot extends LightBase { - /** - * 聚光灯 - */ - const TYPE_SPOT = 'spot'; - /** * @var string 亮度增益:1、当发光强度单位是 artistic 类型时,可以设置此参数,这个参数是色彩模式的色值($color)、或色温模式的色温值 的 * 增益倍数,这个倍数则是由 UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、与UI界面中增益倍 diff --git a/src/scene/lights/env/CorlorConst.php b/src/scene/lights/env/CorlorConst.php index f944ae8..c46fe94 100644 --- a/src/scene/lights/env/CorlorConst.php +++ b/src/scene/lights/env/CorlorConst.php @@ -10,11 +10,6 @@ use Blobt\Luxcore\scene\lights\Visibility; class CorlorConst extends LightBase { - /** - * 天光 - */ - const TYPE_CONSTANTINFINITE = 'constantinfinite'; - /** * @var string 增益,色彩模式的色值($color) 或 色温模式的色温值(会规格化为一个普通色值) 的增益倍数,这个倍数是 * 由 UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、与UI界面中增益倍数的乘积 的计 @@ -58,6 +53,13 @@ class CorlorConst extends LightBase */ public $envLightCache; + + + /** + * @var object 一个 Visibility类 的实例 + */ + public $visibility; + /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/lights/env/HdrImage.php b/src/scene/lights/env/HdrImage.php index 302eb61..3b3e1cd 100644 --- a/src/scene/lights/env/HdrImage.php +++ b/src/scene/lights/env/HdrImage.php @@ -10,11 +10,6 @@ use Blobt\Luxcore\scene\lights\Visibility; class HdrImage extends LightBase { - /** - * 天光 - */ - const TYPE_INFINITE = 'infinite'; - /** * @var string 增益,分两种情况:1、当色彩模式开启,色温模式半闭时,这里的参数是一个HDR图像文件色值的倍数,这个倍数是由 UI界面中 * 色彩模式的色值、UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、与UI界面 @@ -79,6 +74,13 @@ class HdrImage extends LightBase + /** + * @var object 一个 Visibility类 的实例 + */ + public $visibility; + + + /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 * @param object $mapping 如需自定义非物理特性的可见性,必须传入一个 Visibility类对象,否则使用一个默认的可见性参数 diff --git a/src/scene/lights/env/Sky.php b/src/scene/lights/env/Sky.php index a47b03d..95eaae8 100644 --- a/src/scene/lights/env/Sky.php +++ b/src/scene/lights/env/Sky.php @@ -10,11 +10,6 @@ use Blobt\Luxcore\scene\lights\Visibility; class Sky extends LightBase { - /** - * 天光 - */ - const TYPE_SKY2 = 'sky2'; - //以下参数值可以接收一个太阳光实例对象相同参数进行同步 /** @@ -54,6 +49,9 @@ class Sky extends LightBase //以上参数值可以接收一个太阳光实例对象相同参数进行同步 + + + /** * @var bool 是否使用一个纯色替换天空球体的下半部分。如果场景中有阴影捕捉器,则应设置为黑色。 */ @@ -99,6 +97,14 @@ class Sky extends LightBase */ public $envLightCache; + + + /** + * @var object 一个 Visibility类 的实例 + */ + public $visibility; + + /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/lights/env/StarDistant.php b/src/scene/lights/env/StarDistant.php index 1dfe118..cdba9f8 100644 --- a/src/scene/lights/env/StarDistant.php +++ b/src/scene/lights/env/StarDistant.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\scene\lights\LightBase; class StarDistantr extends LightBase { - /** - * 遥远的恒星 - */ - const TYPE_DISTANT = 'distant'; - /** * @var string 增益,色彩模式的色值($color) 或 色温模式的色温值(会规格化为一个普通色值) 的增益倍数,这个倍数是 * 由 UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、与UI界面中增益倍数 乘以 diff --git a/src/scene/lights/env/Sun.php b/src/scene/lights/env/Sun.php index 0604af6..87eee2c 100644 --- a/src/scene/lights/env/Sun.php +++ b/src/scene/lights/env/Sun.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\lights\Visibility; class Sun extends LightBase { - /** - * 太阳 - */ - const TYPE_SUN = 'sun'; - /** * @var string 增益,分两种情况:1、当色彩模式开启,色温模式半闭时,这里的参数是一组小数形式RGB三通道的HDR色值,这个色值是由 UI界面中色彩模 * 式的色值、UI界面中曝光参数(2的n次方,2底数,n是UI界面中曝光参数设置的值)、与UI界面中增益倍数的乘积 的 @@ -61,6 +56,13 @@ class Sun extends LightBase public $relsize = 1; + + /** + * @var object 一个 Visibility类 的实例 + */ + public $visibility; + + /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/materials/CarPaint.php b/src/scene/materials/CarPaint.php index dc61ca9..c4f62d6 100644 --- a/src/scene/materials/CarPaint.php +++ b/src/scene/materials/CarPaint.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class CarPaint extends MaterialsBase { - /** - * 车漆材质,高光光泽度流程,使用此类材质不能设置不透明度 - */ - const TYPE_CARPAINT = 'carpaint'; - /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/Cloth.php b/src/scene/materials/Cloth.php index ef2ff0d..b26cc81 100644 --- a/src/scene/materials/Cloth.php +++ b/src/scene/materials/Cloth.php @@ -6,10 +6,6 @@ use Blobt\Luxcore\scene\Scene; class Cloth extends MaterialsBase { - /** - * 布料材质,高光光泽度流程 - */ - const TYPE_CLOTH = 'cloth'; /** * 预设的布料, diff --git a/src/scene/materials/Disney.php b/src/scene/materials/Disney.php index d89ad48..a0ba2ef 100644 --- a/src/scene/materials/Disney.php +++ b/src/scene/materials/Disney.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Disney extends MaterialsBase { - /** - * Disney材质,这是一种金属度流程的材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制,并加入次表面、涂层、薄膜的效果控制, - * 是满足大多数材质调节的一种通用材质。 - */ - const TYPE_DISNEY = 'disney'; /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 diff --git a/src/scene/materials/Glass.php b/src/scene/materials/Glass.php index 5050d03..ee2f6c3 100644 --- a/src/scene/materials/Glass.php +++ b/src/scene/materials/Glass.php @@ -6,11 +6,6 @@ use Blobt\Luxcore\scene\Scene; class Glass extends MaterialsBase { - - /** - * 普通的透明材质类型,高光光泽度流程 - */ - const TYPE_GLASS = 'glass'; /** * @var string 透射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 diff --git a/src/scene/materials/GlassArch.php b/src/scene/materials/GlassArch.php index daf0b33..c228ff9 100644 --- a/src/scene/materials/GlassArch.php +++ b/src/scene/materials/GlassArch.php @@ -6,13 +6,6 @@ use Blobt\Luxcore\scene\Scene; class GlassArch extends MaterialsBase { - - /** - * 一种没色散属性的薄的透明材质类型,高光光泽度流程,使用这种类型的材质,色散参必须要被禁用。用于薄薄的玻璃,折射不重 - * 要的地方(在传输过程中跳过折射,传播alpha和阴影光线。如果不使用此选项,还可以将输出节点中的阴影颜色 - * 设置为白色,从而实现相同的效果,同时保持相机光线的折射,如果玻璃板的边缘可见,效果会更好。) - */ - const TYPE_ARCHGLASS = 'archglass'; /** * @var string 透射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 diff --git a/src/scene/materials/GlassRough.php b/src/scene/materials/GlassRough.php index 218e08c..5a423a7 100644 --- a/src/scene/materials/GlassRough.php +++ b/src/scene/materials/GlassRough.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class GlassRough extends MaterialsBase { - /** - * 粗糙玻离材质类型,高光光泽度流程 - */ - const TYPE_ROUGHGLASS = 'roughglass'; - /** * @var string 透射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/Glossy.php b/src/scene/materials/Glossy.php index 4ceb45b..772ee6f 100644 --- a/src/scene/materials/Glossy.php +++ b/src/scene/materials/Glossy.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Glossy extends MaterialsBase { - /** - * Glossy材质,这是一个高光光泽度流程的材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制,是满足大多数以 高光光泽度流程 调节材质的一种通用材质。 - */ - const TYPE_GLOSSY = 'glossy2'; - /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/GlossyCoating.php b/src/scene/materials/GlossyCoating.php index 098b493..de1976f 100644 --- a/src/scene/materials/GlossyCoating.php +++ b/src/scene/materials/GlossyCoating.php @@ -7,12 +7,6 @@ use Blobt\Luxcore\scene\Scene; class GlossyCoating extends MaterialsBase { - /** - * GlossyCoating材质,这是一个高光光泽度流程的材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制, - * 是满足大多数以 高光光泽度流程 调节材质的一种通用材质。使用此类材质不能设置不透明度 - */ - const TYPE_GLOSSYCOATING = 'glossycoating'; - /** * @var string 一个材质类的实例,(材质数组的某个键名) */ diff --git a/src/scene/materials/GlossyTranslucent.php b/src/scene/materials/GlossyTranslucent.php index 7409f3e..55e5108 100644 --- a/src/scene/materials/GlossyTranslucent.php +++ b/src/scene/materials/GlossyTranslucent.php @@ -7,12 +7,6 @@ use Blobt\Luxcore\scene\Scene; class GlossyTranslucent extends MaterialsBase { - /** - * GlossyTranslucent材质,这是一个高光光泽度流程的半透明材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制, - * 是满足大多数以 高光光泽度流程 调节材质的一种通用材质。使用此类材质不能设置不透明度 - */ - const TYPE_GLOSSYTRANSLUCENT = 'glossytranslucent'; - /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/MaterialsBase.php b/src/scene/materials/MaterialsBase.php index 6dafa4c..c7b2378 100644 --- a/src/scene/materials/MaterialsBase.php +++ b/src/scene/materials/MaterialsBase.php @@ -10,6 +10,34 @@ use Blobt\Luxcore\scene\lights\Emission; class MaterialsBase extends BaseCfg { + /** + * 材质类型 + */ + const TYPE_DISNEY = 'disney'; //Disney材质,这是一种金属度流程的材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制,并加入次表面、涂层、薄膜的效果控制, + //是满足大多数材质调节的一种通用材质。 + const TYPE_MIX = 'mix'; //材质混合 + const TYPE_TWOSIDED = 'twosided'; //双面材质 + const TYPE_MATTE = 'matte'; //磨砂材质,高光光泽度流程 + const TYPE_ROUGHMATTE = 'roughmatte'; //粗糙的磨砂材质,高光光泽度流程 + const TYPE_MATTETRANSLUCENT = 'mattetranslucent'; //半透明的磨砂材质,高光光泽度流程 + const TYPE_GLOSSY = 'glossy2'; //Glossy材质,这是一个高光光泽度流程的材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制,是满足大多数以 高光光泽度流程 调 + //节材质的一种通用材质。 + const TYPE_GLOSSYCOATING = 'glossycoating'; //GlossyCoating材质,这是一个高光光泽度流程的材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制,是满足大多数以 高光光泽 + //度流程 调节材质的一种通用材质。使用此类材质不能设置不透明度 + const TYPE_GLOSSYTRANSLUCENT = 'glossytranslucent'; //GlossyTranslucent材质,这是一个高光光泽度流程的半透明材质,但它将漫反射、高光反射、光泽反射、吸收的基本属性进行分离控制,是满足大多数以 + //高光光泽度流程 调节材质的一种通用材质。使用此类材质不能设置不透明度 + const TYPE_GLASS = 'glass'; //普通的透明材质类型,高光光泽度流程 + const TYPE_ARCHGLASS = 'archglass'; //一种没色散属性的薄的透明材质类型,高光光泽度流程,使用这种类型的材质,色散参必须要被禁用。用于薄薄的玻璃,折射不重要的地方(在传输过程中跳 + //过折射,传播alpha和阴影光线。如果不使用此选项,还可以将输出节点中的阴影颜色设置为白色,从而实现相同的效果,同时保持相机光线的折射,如果玻 + //璃板的边缘可见,效果会更好。) + const TYPE_ROUGHGLASS = 'roughglass'; //粗糙玻离材质类型,高光光泽度流程 + const TYPE_NULL = 'null'; //空的材质 + const TYPE_METAL = 'matal2'; //金属度流程的金属材质 + const TYPE_MIRROR = 'mirror'; //镜面材质,金属度 + const TYPE_CARPAINT = 'carpaint'; //车漆材质,高光光泽度流程,使用此类材质不能设置不透明度 + const TYPE_CLOTH = 'cloth'; //布料材质,高光光泽度流程 + const TYPE_VELVET = 'velvet'; //丝绒材质,,高光光泽度流程 + /** * @var string 材质类型 */ diff --git a/src/scene/materials/Matte.php b/src/scene/materials/Matte.php index 1ac4cbc..5e98919 100644 --- a/src/scene/materials/Matte.php +++ b/src/scene/materials/Matte.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Matte extends MaterialsBase { - /** - * 磨砂材质,高光光泽度流程 - */ - const TYPE_MATTE = 'matte'; - /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/MatteRough.php b/src/scene/materials/MatteRough.php index 087ea2d..1af2e18 100644 --- a/src/scene/materials/MatteRough.php +++ b/src/scene/materials/MatteRough.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class MatteRough extends MaterialsBase { - /** - * 粗糙的磨砂材质,高光光泽度流程 - */ - const TYPE_ROUGHMATTE = 'roughmatte'; - /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/MatteTranslucent.php b/src/scene/materials/MatteTranslucent.php index 5f1572d..d5aa9ee 100644 --- a/src/scene/materials/MatteTranslucent.php +++ b/src/scene/materials/MatteTranslucent.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Roughmatte extends MaterialsBase { - /** - * 半透明的磨砂材质,高光光泽度流程 - */ - const TYPE_MATTETRANSLUCENT = 'mattetranslucent'; - /** * @var string 反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/Metal.php b/src/scene/materials/Metal.php index 4bed386..4d061f7 100644 --- a/src/scene/materials/Metal.php +++ b/src/scene/materials/Metal.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Metal extends MaterialsBase { - /** - * 金属度流程的金属材质 - */ - const TYPE_METAL = 'matal2'; - /** * @var string 菲列尔参数,一个textures(贴图数组)中的某个键名,只能是“fresnelconst(预设的菲列尔参数)”、 * “fresnelcolor(颜色的菲列尔)”两个类型的帖图。 diff --git a/src/scene/materials/Mirror.php b/src/scene/materials/Mirror.php index 0ca5a5e..a31099d 100644 --- a/src/scene/materials/Mirror.php +++ b/src/scene/materials/Mirror.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Mirror extends MaterialsBase { - /** - * 镜面材质,金属度 - */ - const TYPE_MIRROR = 'mirror'; - /** * @var string 反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/materials/Mix.php b/src/scene/materials/Mix.php index 3757a1f..6e97f94 100644 --- a/src/scene/materials/Mix.php +++ b/src/scene/materials/Mix.php @@ -6,10 +6,6 @@ use Blobt\Luxcore\scene\Scene; class Mix extends MaterialsBase { - /** - * 混合材质 - */ - const TYPE_MIX = 'mix'; /** * @var string 材质1,(材质数组的某个键名) diff --git a/src/scene/materials/NullMaterial.php b/src/scene/materials/NullMaterial.php index ca59f00..f01353a 100644 --- a/src/scene/materials/NullMaterial.php +++ b/src/scene/materials/NullMaterial.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class NullMaterial extends MaterialsBase { - /** - * 空的材质 - */ - const TYPE_NULL = 'null'; - /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 */ diff --git a/src/scene/materials/TwoSided.php b/src/scene/materials/TwoSided.php index 2011da8..40e2855 100644 --- a/src/scene/materials/TwoSided.php +++ b/src/scene/materials/TwoSided.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\scene\Scene; class TwoSided extends MaterialsBase { - /** - * 双面材质 - */ - const TYPE_TWOSIDED = 'twosided'; - /** * @var string 正面材质,(材质数组的某个键名) */ diff --git a/src/scene/materials/Velvet.php b/src/scene/materials/Velvet.php index 98194e6..3adcb4f 100644 --- a/src/scene/materials/Velvet.php +++ b/src/scene/materials/Velvet.php @@ -6,10 +6,6 @@ use Blobt\Luxcore\scene\Scene; class Velvet extends MaterialsBase { - /** - * 丝绒材质,,高光光泽度流程 - */ - const TYPE_VELVET = 'velvet'; /** * @var string 漫反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 diff --git a/src/scene/texture/TextureBase.php b/src/scene/texture/TextureBase.php index e80a303..52d4a7a 100644 --- a/src/scene/texture/TextureBase.php +++ b/src/scene/texture/TextureBase.php @@ -7,6 +7,94 @@ use Blobt\Luxcore\scene\BaseCfg; class TextureBase extends BaseCfg { + /** + * 程序纹理类型 + */ + const TYPE_IMAGEMAP = 'imagemap'; //应用外部图像文件的程序纹里 + const TYPE_BRICK = 'brick'; //瓷砖的程序纹理 + const TYPE_FBM = 'fbm'; //分数布朗运动的程序纹理,可以生成类似白色云团、及类似白色云团纹理的大理石纹效果 + const TYPE_CHECKERBOARD2D = 'checkerboard2d'; //2D棋盘格的程序纹理 + const TYPE_CHECKERBOARD3D = 'checkerboard3d'; //3D棋盘格的程序纹理 + const TYPE_MARBLE = 'marble'; //大理石模拟的程序纹理,以分数布朗运动生成类似大理石条形纹理 + const TYPE_WRINKLED = 'wrinkled'; //分数布朗运动的程序纹理,可以生成类似烟雾、及类似石材纹理效果 + const TYPE_FRESNELCOLOR = 'fresnelcolor'; //金属材质的菲列尔反射参数,只适合金属度流程的金属材质 + const TYPE_FRESNELCONST = 'fresnelconst'; //金属材质的菲列尔反射参数,只适合金属度流程的金属材质 + const TYPE_OBJECTID = 'objectid'; //按模型不同ID随机以Raw着色的程序纹理 + const TYPE_OBJECTIDCOLOR = 'objectidcolor'; //按模型不同ID随机以色值着色的程序纹理 + const TYPE_OBJECTIDNORMALIZED = 'objectidnormalized'; //按模型不同ID随机规格化着色的程序纹理 + const TYPE_POSITION = 'position'; //位置着色的程序纹理 + const TYPE_RANDOM = 'random'; //随机明度的程序纹理 + const TYPE_SHADINGNORMAL = 'shadingnormal'; //法线着色的程序纹理 + + /** + * Blender原生程序纹理类型 + */ + const TYPE_BLENDER_BLEND = 'blender_blend'; //搅拌 + const TYPE_BLENDER_CLOUDS = 'blender_clouds'; //云絮 + const TYPE_BLENDER_DISTORTEDNOISE = 'blender_distortednoise'; //畸变劋波 + const TYPE_MAGIC = 'magic'; //幻彩效果 + const TYPE_BLENDER_MUSGRAVE = 'blender_musgrave'; //马氏分形 + const TYPE_BLENDER_NOISE = 'blender_noise'; //澡波 + const TYPE_BLENDER_STUCCI = 'blender_stucci'; //斯氏分形 + const TYPE_BLENDER_WOOD = 'blender_wood'; //木纹 + const TYPE_BLENDER_MARBLE = 'blender_marble'; //大理石 + const TYPE_BLENDER_VORONOI = 'blender_voronoi'; //沃罗诺伊图 + + /** + * 合成类型 + */ + const TYPE_ABSOLUTE = 'absolute'; //绝对值 + const TYPE_ADD = 'add'; //相加 + const TYPE_CLAMP = 'clamp'; //嵌制 + const TYPE_DIVIDE = 'divide'; //相除 + const TYPE_DOTPRODUCT = 'dotproduct'; //累积 + const TYPE_GREATERTHAN = 'greaterthan'; //大于 + const TYPE_LESSTHAN = 'lessthan'; //小于 + const TYPE_MAKEFLOAT3 = 'makefloat3'; //通道合并(三个输入颜色别分抽出一个通道,然后合并) + const TYPE_MIX = 'mix'; //混合 + const TYPE_MODULO = 'modulo'; //取模 + const TYPE_POWER = 'power'; //能量乘方 + const TYPE_REMAP = 'remap'; //重映射(将一张输入的纹理重新映射) + const TYPE_ROUNDING = 'rounding'; //四舍五入 + const TYPE_SCALE = 'scale'; //正片叠底 + const TYPE_SPLITFLOAT3 = 'splitfloat3'; //通道分离(单通道输出) + const TYPE_SUBTRACT = 'subtract'; //相减,反转 + + /** + * 发光纹理类型 + */ + const TYPE_BLACKBODY = 'blackbody'; //灯泡 + const TYPE_IRREGULARDATA = 'irregulardata'; //预设自然的灯泡型谱 + + /** + * 贴图调色类型 + */ + const TYPE_BRIGHTCONTRAST = 'brightcontrast'; //亮度、对比度 + const TYPE_HSV = 'hsv'; //色相、饱各度、亮度 + + /** + * 贴图变形(偏移、扭曲) + */ + const TYPE_DISTORT = 'distort'; //贴图变形(偏移、扭曲) + + /** + * 凹凸类型 + */ + const TYPE_NORMALMAP = 'normalmap'; //法线法线纹理,可将一个输入的纹理转化成法线纹理 + + /** + * 值 + */ + const TYPE_CONSTFLOAT1 = 'constfloat1'; //将一个浮点型数值作为纹理输出 + const TYPE_CONSTFLOAT3 = 'constfloat3'; //将一个浮点型的RGB色值作为纹理输出 + + /** + * 三面(三轴向)纹理映射 + */ + const TYPE_TRIPLANAR = 'triplanar'; //三面(三轴向)纹理映射 + + + /** * @var string 贴图类型 */ @@ -22,6 +110,8 @@ class TextureBase extends BaseCfg */ public $registerId; + + /** * @param object $value 接收的是一个 由自身set函数 所接收到的值,本函数可以被这些类set函数调用, * 并判断set函数接收到值是否合法,合法则返回$value,否则抛出一个异常 diff --git a/src/scene/texture/composite/Absolute.php b/src/scene/texture/composite/Absolute.php index 08fe469..90c801d 100644 --- a/src/scene/texture/composite/Absolute.php +++ b/src/scene/texture/composite/Absolute.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Absolute extends TextureBase { - /** - * 贴图合成:绝对值 - */ - const TYPE_ABSOLUTE = 'absolute'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Add.php b/src/scene/texture/composite/Add.php index a3d3772..e7294e7 100644 --- a/src/scene/texture/composite/Add.php +++ b/src/scene/texture/composite/Add.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Add extends TextureBase { - /** - * 贴图合成:相加 - */ - const TYPE_ADD = 'add'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Clamp.php b/src/scene/texture/composite/Clamp.php index b3abc28..26da943 100644 --- a/src/scene/texture/composite/Clamp.php +++ b/src/scene/texture/composite/Clamp.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Clamp extends TextureBase { - /** - * 贴图合成:嵌制 - */ - const TYPE_CLAMP = 'clamp'; - /** * @var string 颜色通道,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Divide.php b/src/scene/texture/composite/Divide.php index 69ed154..cae2101 100644 --- a/src/scene/texture/composite/Divide.php +++ b/src/scene/texture/composite/Divide.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Divide extends TextureBase { - /** - * 贴图合成:相除 - */ - const TYPE_DIVIDE = 'divide'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Dotproduct.php b/src/scene/texture/composite/Dotproduct.php index 277ace5..5ade136 100644 --- a/src/scene/texture/composite/Dotproduct.php +++ b/src/scene/texture/composite/Dotproduct.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Dotproduct extends TextureBase { - /** - * 贴图合成:累积 - */ - const TYPE_DOTPRODUCT = 'dotproduct'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/GreaterThan.php b/src/scene/texture/composite/GreaterThan.php index 04250df..b1beffb 100644 --- a/src/scene/texture/composite/GreaterThan.php +++ b/src/scene/texture/composite/GreaterThan.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class GreaterThan extends TextureBase { - /** - * 贴图合成:大于 - */ - const TYPE_GREATERTHAN = 'greaterthan'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/LessThan.php b/src/scene/texture/composite/LessThan.php index 0abb8bd..b6ba020 100644 --- a/src/scene/texture/composite/LessThan.php +++ b/src/scene/texture/composite/LessThan.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class LessThan extends TextureBase { - /** - * 贴图合成:小于 - */ - const TYPE_LESSTHAN = 'lessthan'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/MakeFloat3.php b/src/scene/texture/composite/MakeFloat3.php index b506020..42ae1fe 100644 --- a/src/scene/texture/composite/MakeFloat3.php +++ b/src/scene/texture/composite/MakeFloat3.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class MakeFloat3 extends TextureBase { - /** - * 贴图合成:通道合并(三个输入颜色别分抽出一个通道,然后合并) - */ - const TYPE_MAKEFLOAT3 = 'makefloat3'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Mix.php b/src/scene/texture/composite/Mix.php index 5f190fe..927f75c 100644 --- a/src/scene/texture/composite/Mix.php +++ b/src/scene/texture/composite/Mix.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Mix extends TextureBase { - /** - * 贴图合成:混合 - */ - const TYPE_MIX = 'mix'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Modulo.php b/src/scene/texture/composite/Modulo.php index 8df3d2e..a8b4c1d 100644 --- a/src/scene/texture/composite/Modulo.php +++ b/src/scene/texture/composite/Modulo.php @@ -7,12 +7,7 @@ use Blobt\Luxcore\core\Base; class Modulo extends TextureBase { - - /** - * 贴图合成:取模 - */ - const TYPE_MODULO = 'modulo'; - + /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Power.php b/src/scene/texture/composite/Power.php index baf7e42..739cae9 100644 --- a/src/scene/texture/composite/Power.php +++ b/src/scene/texture/composite/Power.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Power extends TextureBase { - /** - * 贴图合成:能量乘方 - */ - const TYPE_POWER = 'power'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Remap.php b/src/scene/texture/composite/Remap.php index 3bb1f6d..9136ead 100644 --- a/src/scene/texture/composite/Remap.php +++ b/src/scene/texture/composite/Remap.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Remap extends TextureBase { - /** - * 贴图合成:重映射(将一张输入的纹理重新映射) - */ - const TYPE_REMAP = 'remap'; - /** * @var string 输入源(颜色通道),一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Rounding.php b/src/scene/texture/composite/Rounding.php index c0a1b3f..6894c43 100644 --- a/src/scene/texture/composite/Rounding.php +++ b/src/scene/texture/composite/Rounding.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Rounding extends TextureBase { - /** - * 贴图合成:四舍五入 - */ - const TYPE_ROUNDING = 'rounding'; - /** * @var string 颜色通道,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/Scale.php b/src/scene/texture/composite/Scale.php index 58bf163..d0130c5 100644 --- a/src/scene/texture/composite/Scale.php +++ b/src/scene/texture/composite/Scale.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Scale extends TextureBase { - /** - * 贴图合成:相减正片叠底 - */ - const TYPE_SCALE = 'scale'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/composite/SplitFloat3.php b/src/scene/texture/composite/SplitFloat3.php index d8f8d9d..fc0bba6 100644 --- a/src/scene/texture/composite/SplitFloat3.php +++ b/src/scene/texture/composite/SplitFloat3.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class SplitFloat3 extends TextureBase { - /** - * 贴图合成:通道分离(单通道输出) - */ - const TYPE_SPLITFLOAT3 = 'splitfloat3'; - /** * 三原色通道 */ diff --git a/src/scene/texture/composite/Subtract.php b/src/scene/texture/composite/Subtract.php index 42155c8..dec596c 100644 --- a/src/scene/texture/composite/Subtract.php +++ b/src/scene/texture/composite/Subtract.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Subtract extends TextureBase { - /** - * 贴图合成:相减 - */ - const TYPE_SUBTRACT = 'subtract'; - /** * @var string 颜色通道1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/deformation/Distort.php b/src/scene/texture/deformation/Distort.php index 50b2bcb..b2d2452 100644 --- a/src/scene/texture/deformation/Distort.php +++ b/src/scene/texture/deformation/Distort.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Distort extends TextureBase { - /** - * 贴图变形(偏移、扭曲) - */ - const TYPE_DISTORT = 'distort'; - /** * @var string 颜色通道(输入源),一个小数形式的色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/luminous/BlackBody.php b/src/scene/texture/luminous/BlackBody.php index 58b32a1..3cac72a 100644 --- a/src/scene/texture/luminous/BlackBody.php +++ b/src/scene/texture/luminous/BlackBody.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class IrregularData extends TextureBase { - /** - * 光源 - */ - const TYPE_BLACKBODY = 'blackbody'; - /** * 预设的光源 */ diff --git a/src/scene/texture/luminous/IrregularData.php b/src/scene/texture/luminous/IrregularData.php index a11ba97..8105466 100644 --- a/src/scene/texture/luminous/IrregularData.php +++ b/src/scene/texture/luminous/IrregularData.php @@ -9,17 +9,12 @@ class IrregularData extends TextureBase { /** - * 灯泡型谱 - */ - const TYPE_IRREGULARDATA = 'irregulardata'; - - /** - * @var string 不规则波长 + * @var string 自然的不规则波长 */ public $wavelengths = PresetLamp::TYPE_WAVELENGTHS; /** - * @var string 不规则波长 + * @var string 预设的灯泡型谱 */ public $data = PresetLamp::TYPE_NATURAL_DAYLIGHT; diff --git a/src/scene/texture/mapping/Mapping.php b/src/scene/texture/mapping/Mapping.php index 7f184fe..22911d4 100644 --- a/src/scene/texture/mapping/Mapping.php +++ b/src/scene/texture/mapping/Mapping.php @@ -6,42 +6,23 @@ use Blobt\Luxcore\scene\BaseCfg; class Mapping extends BaseCfg { + /** - * 以模型的UV坐标,调整贴图变换参数的类型 - */ - const TYPE_UVMAPPING2D = 'uvmapping2d'; - - /** - * 以模型的UV坐标,调整贴图随机变换参数的类型 - */ - const TYPE_UVRANDOMMAPPING2D = 'uvrandommapping2d'; - - /** - * 以模型的本地坐标,调整贴图三维变换参数的类型 - */ - const TYPE_LOCALMAPPING3D = 'localmapping3d'; - - /** - * 以世界坐标,调整贴图三维变换参数的类型 - */ - const TYPE_GLOBALMAPPING3D = 'globalmapping3d'; - - /** - * 以模型的本地坐标,调整贴图三维随机变换参数的类型 - */ - const TYPE_LOCALRANDOMMAPPING3D = 'localrandommapping3d'; - - /** - * 以模型的UV坐标,调整贴图三维变换参数的类型 + * 铺贴类型 */ - const TYPE_UVMAPPING3D = 'uvmapping3d'; + const TYPE_UVMAPPING2D = 'uvmapping2d'; //以模型的UV坐标,调整贴图变换参数的类型 + const TYPE_UVRANDOMMAPPING2D = 'uvrandommapping2d'; //以模型的UV坐标,调整贴图随机变换参数的类型 + const TYPE_LOCALMAPPING3D = 'localmapping3d'; //以模型的本地坐标,调整贴图三维变换参数的类型 + const TYPE_GLOBALMAPPING3D = 'globalmapping3d'; //以世界坐标,调整贴图三维变换参数的类型 + const TYPE_LOCALRANDOMMAPPING3D = 'localrandommapping3d'; //以模型的本地坐标,调整贴图三维随机变换参数的类型 + const TYPE_UVMAPPING3D = 'uvmapping3d'; //以模型的UV坐标,调整贴图三维变换参数的类型 /** * 随机种子类型 */ - const TYPE_OBJECT_ID_OFFSET = 'object_id_offset'; - const TYPE_TRIANGLE_AOV = 'triangle_aov'; + const TYPE_OBJECT_ID_OFFSET = 'object_id_offset'; //模型ID偏移 + const TYPE_TRIANGLE_AOV = 'triangle_aov'; //三角形 diff --git a/src/scene/texture/mapping/Triplanar.php b/src/scene/texture/mapping/Triplanar.php index 1a0868d..afcb758 100644 --- a/src/scene/texture/mapping/Triplanar.php +++ b/src/scene/texture/mapping/Triplanar.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Triplanar extends TextureBase { - /** - * 三面(三轴向)纹理映射 - */ - const TYPE_TRIPLANAR = 'triplanar'; - /** * @var string 一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/procedural/BlenderBlend.php b/src/scene/texture/procedural/BlenderBlend.php index 36b6252..1b45429 100644 --- a/src/scene/texture/procedural/BlenderBlend.php +++ b/src/scene/texture/procedural/BlenderBlend.php @@ -9,27 +9,22 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderBlend extends TextureBase { - /** - * Blender原生的混合的程序纹理 - */ - const TYPE_BLENDER_BLEND = 'blender_blend'; - /** * 渐变方向 */ - const TYPE_HORIZONTAL = 'horizontal'; - const TYPE_VERTICAL = 'vertical'; + const TYPE_HORIZONTAL = 'horizontal'; //水平方向 + const TYPE_VERTICAL = 'vertical'; //垂直方向 /** * 渐变效果 原型 */ - const TYPE_LINEAR = 'linear'; - const TYPE_QUADRATIC = 'quadratic'; - const TYPE_EASING = 'easing'; - const TYPE_DIAGONAL = 'diagonal'; - const TYPE_SPHERICAL = 'spherical'; + const TYPE_LINEAR = 'linear'; //线性 + const TYPE_QUADRATIC = 'quadratic'; //二次型 + const TYPE_EASING = 'easing'; //缓动 + const TYPE_DIAGONAL = 'diagonal'; //斜纹 + const TYPE_SPHERICAL = 'spherical'; //球形 const TYPE_HALO = 'halo'; - const TYPE_RADIAL = 'radial'; + const TYPE_RADIAL = 'radial'; //径向 /** * @var string 渐变方向,(取值:horizontal或vertical) diff --git a/src/scene/texture/procedural/BlenderClouds.php b/src/scene/texture/procedural/BlenderClouds.php index 2c88b02..0b3e8e8 100644 --- a/src/scene/texture/procedural/BlenderClouds.php +++ b/src/scene/texture/procedural/BlenderClouds.php @@ -9,29 +9,24 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderClouds extends TextureBase { - /** - * Blender原生的云絮的程序纹理 - */ - const TYPE_BLENDER_CLOUDS = 'blender_clouds'; - /** * 噪波的 柔和 与 锐利 类型 */ - const TYPE_SOFT_NOISE = 'soft_noise'; - const TYPE_HARD_NOISE = 'hard_noise'; + const TYPE_SOFT_NOISE = 'soft_noise'; //柔各 + const TYPE_HARD_NOISE = 'hard_noise'; //锐利 /** * 噪波效果 原型 */ - const TYPE_BLENDER_ORIGINAL = 'blender_original'; - const TYPE_ORIGINAL_PERLIN = 'original_perlin'; - const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; - const TYPE_VORONOI_F1 = 'voronoi_f1'; - const TYPE_VORONOI_F2 = 'voronoi_f2'; - const TYPE_VORONOI_F3 = 'voronoi_f3'; - const TYPE_VORONOI_F4 = 'voronoi_f4'; - const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; - const TYPE_CELL_NOISE = 'cell_noise'; + const TYPE_BLENDER_ORIGINAL = 'blender_original'; //blender原生 + const TYPE_ORIGINAL_PERLIN = 'original_perlin'; //原始型佩尔林 + const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; //增强型佩尔林 + const TYPE_VORONOI_F1 = 'voronoi_f1'; //沃罗诺伊图F1 + const TYPE_VORONOI_F2 = 'voronoi_f2'; //沃罗诺伊图F2 + const TYPE_VORONOI_F3 = 'voronoi_f3'; //沃罗诺伊图F3 + const TYPE_VORONOI_F4 = 'voronoi_f4'; //沃罗诺伊图F4 + const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; //沃罗诺伊图 + const TYPE_CELL_NOISE = 'cell_noise'; //细胞格噪波 /** * @var string 噪波的 柔和 与 锐利 类型,(取值:soft_noise或hard_noise) diff --git a/src/scene/texture/procedural/BlenderDistortedNoise.php b/src/scene/texture/procedural/BlenderDistortedNoise.php index d94157b..6c17c09 100644 --- a/src/scene/texture/procedural/BlenderDistortedNoise.php +++ b/src/scene/texture/procedural/BlenderDistortedNoise.php @@ -9,23 +9,18 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderDistortedNoise extends TextureBase { - /** - * Blender原生的畸变劋波的程序纹理 - */ - const TYPE_BLENDER_DISTORTEDNOISE = 'blender_distortednoise'; - /** * 噪波效果 原型 */ - const TYPE_BLENDER_ORIGINAL = 0; - const TYPE_ORIGINAL_PERLIN = 1; - const TYPE_IMPROVED_PERLIN = 2; - const TYPE_VORONOI_F1 = 3; - const TYPE_VORONOI_F2 = 4; - const TYPE_VORONOI_F3 = 5; - const TYPE_VORONOI_F4 = 6; - const TYPE_VORONOI_CRACKLE = 8; - const TYPE_CELL_NOISE = 9; + const TYPE_BLENDER_ORIGINAL = 0; //blender原生 + const TYPE_ORIGINAL_PERLIN = 1; //原始型佩尔林 + const TYPE_IMPROVED_PERLIN = 2; //增强型佩尔林 + const TYPE_VORONOI_F1 = 3; //沃罗诺伊图F1 + const TYPE_VORONOI_F2 = 4; //沃罗诺伊图F2 + const TYPE_VORONOI_F3 = 5; //沃罗诺伊图F3 + const TYPE_VORONOI_F4 = 6; //沃罗诺伊图F4 + const TYPE_VORONOI_CRACKLE = 8; //沃罗诺伊图 + const TYPE_CELL_NOISE = 9; //细胞格噪波 /** * @var string 畸变噪波效果 原型,取值是一个属于 噪波效果原型 的字符串常量 diff --git a/src/scene/texture/procedural/BlenderMagic.php b/src/scene/texture/procedural/BlenderMagic.php index 3e407ec..c0e0770 100644 --- a/src/scene/texture/procedural/BlenderMagic.php +++ b/src/scene/texture/procedural/BlenderMagic.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderMagic extends TextureBase { - /** - * Blender原生的幻彩效果的程序纹理 - */ - const TYPE_MAGIC = 'magic'; - /** * @var float 湍流,(取值:大于0的小数) */ diff --git a/src/scene/texture/procedural/BlenderMarble.php b/src/scene/texture/procedural/BlenderMarble.php index 12021a3..2776c86 100644 --- a/src/scene/texture/procedural/BlenderMarble.php +++ b/src/scene/texture/procedural/BlenderMarble.php @@ -9,36 +9,31 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderMarble extends TextureBase { - /** - * Blender原生的大理石的程序纹理 - */ - const TYPE_BLENDER_MARBLE = 'blender_marble'; - /** * 噪波的 柔和 与 锐利 类型 */ - const TYPE_SOFT_NOISE = 'soft_noise'; - const TYPE_HARD_NOISE = 'hard_noise'; + const TYPE_SOFT_NOISE = 'soft_noise'; //柔各 + const TYPE_HARD_NOISE = 'hard_noise'; //锐利 /** * 噪波效果 原型 */ - const TYPE_BLENDER_ORIGINAL = 'blender_original'; - const TYPE_ORIGINAL_PERLIN = 'original_perlin'; - const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; - const TYPE_VORONOI_F1 = 'voronoi_f1'; - const TYPE_VORONOI_F2 = 'voronoi_f2'; - const TYPE_VORONOI_F3 = 'voronoi_f3'; - const TYPE_VORONOI_F4 = 'voronoi_f4'; - const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; - const TYPE_CELL_NOISE = 'cell_noise'; + const TYPE_BLENDER_ORIGINAL = 'blender_original'; //blender原生 + const TYPE_ORIGINAL_PERLIN = 'original_perlin'; //原始型佩尔林 + const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; //增强型佩尔林 + const TYPE_VORONOI_F1 = 'voronoi_f1'; //沃罗诺伊图F1 + const TYPE_VORONOI_F2 = 'voronoi_f2'; //沃罗诺伊图F2 + const TYPE_VORONOI_F3 = 'voronoi_f3'; //沃罗诺伊图F3 + const TYPE_VORONOI_F4 = 'voronoi_f4'; //沃罗诺伊图F4 + const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; //沃罗诺伊图 + const TYPE_CELL_NOISE = 'cell_noise'; //细胞格噪波 /** * 波形效果 原型 */ - const TYPE_SIN = 'sin'; //正玄波 - const TYPE_SAW = 'saw'; //锯齿波 - const TYPE_TRI = 'tri'; //三角波 + const TYPE_SIN = 'sin'; //正玄波 + const TYPE_SAW = 'saw'; //锯齿波 + const TYPE_TRI = 'tri'; //三角波 /** diff --git a/src/scene/texture/procedural/BlenderMusgrave.php b/src/scene/texture/procedural/BlenderMusgrave.php index 663bf5a..5113cbe 100644 --- a/src/scene/texture/procedural/BlenderMusgrave.php +++ b/src/scene/texture/procedural/BlenderMusgrave.php @@ -9,31 +9,26 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderMusgrave extends TextureBase { - /** - * Blender原生的马氏分形的程序纹理 - */ - const TYPE_BLENDER_MUSGRAVE = 'blender_musgrave'; - /** * 噪波效果 原型 */ - const TYPE_BLENDER_ORIGINAL = 'blender_original'; - const TYPE_ORIGINAL_PERLIN = 'original_perlin'; - const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; - const TYPE_VORONOI_F1 = 'voronoi_f1'; - const TYPE_VORONOI_F2 = 'voronoi_f2'; - const TYPE_VORONOI_F3 = 'voronoi_f3'; - const TYPE_VORONOI_F4 = 'voronoi_f4'; - const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; - const TYPE_CELL_NOISE = 'cell_noise'; + const TYPE_BLENDER_ORIGINAL = 'blender_original'; //blender原生 + const TYPE_ORIGINAL_PERLIN = 'original_perlin'; //原始型佩尔林 + const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; //增强型佩尔林 + const TYPE_VORONOI_F1 = 'voronoi_f1'; //沃罗诺伊图F1 + const TYPE_VORONOI_F2 = 'voronoi_f2'; //沃罗诺伊图F2 + const TYPE_VORONOI_F3 = 'voronoi_f3'; //沃罗诺伊图F3 + const TYPE_VORONOI_F4 = 'voronoi_f4'; //沃罗诺伊图F4 + const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; //沃罗诺伊图 + const TYPE_CELL_NOISE = 'cell_noise'; //细胞格噪波 /** * 分形效果 原型 */ - const TYPE_MULTIFRACTAL = 0; //多重分形 - const TYPE_RIDGE_MULTIFRACTAL = 1; //脊状多重分形 - const TYPE_BLEND_MULTIFRACTAL = 2; //混合式多重分形 - const TYPE_BLEND_TERRAIN = 4; //地形 + const TYPE_MULTIFRACTAL = 0; //多重分形 + const TYPE_RIDGE_MULTIFRACTAL = 1; //脊状多重分形 + const TYPE_BLEND_MULTIFRACTAL = 2; //混合式多重分形 + const TYPE_BLEND_TERRAIN = 4; //地形 /** diff --git a/src/scene/texture/procedural/BlenderNoise.php b/src/scene/texture/procedural/BlenderNoise.php index 26bff74..5559096 100644 --- a/src/scene/texture/procedural/BlenderNoise.php +++ b/src/scene/texture/procedural/BlenderNoise.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderNoise extends TextureBase { - /** - * Blender原生的澡波的程序纹理 - */ - const TYPE_BLENDER_NOISE = 'blender_noise'; - /** * @var integer 噪波深度,(取值:0-10的整数) */ diff --git a/src/scene/texture/procedural/BlenderStucci.php b/src/scene/texture/procedural/BlenderStucci.php index 299d2bb..fe1b887 100644 --- a/src/scene/texture/procedural/BlenderStucci.php +++ b/src/scene/texture/procedural/BlenderStucci.php @@ -9,36 +9,31 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderStucci extends TextureBase { - /** - * Blender原生的斯氏分形的程序纹理 - */ - const TYPE_BLENDER_STUCCI = 'blender_stucci'; - /** * 噪波的 柔和 与 锐利 类型 */ - const TYPE_SOFT_NOISE = 'soft_noise'; - const TYPE_HARD_NOISE = 'hard_noise'; + const TYPE_SOFT_NOISE = 'soft_noise'; //柔和 + const TYPE_HARD_NOISE = 'hard_noise'; //锐利 /** * 噪波效果 原型 */ - const TYPE_BLENDER_ORIGINAL = 'blender_original'; - const TYPE_ORIGINAL_PERLIN = 'original_perlin'; - const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; - const TYPE_VORONOI_F1 = 'voronoi_f1'; - const TYPE_VORONOI_F2 = 'voronoi_f2'; - const TYPE_VORONOI_F3 = 'voronoi_f3'; - const TYPE_VORONOI_F4 = 'voronoi_f4'; - const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; - const TYPE_CELL_NOISE = 'cell_noise'; + const TYPE_BLENDER_ORIGINAL = 'blender_original'; //blender原生 + const TYPE_ORIGINAL_PERLIN = 'original_perlin'; //原始型佩尔林 + const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; //增强型佩尔林 + const TYPE_VORONOI_F1 = 'voronoi_f1'; //沃罗诺伊图F1 + const TYPE_VORONOI_F2 = 'voronoi_f2'; //沃罗诺伊图F2 + const TYPE_VORONOI_F3 = 'voronoi_f3'; //沃罗诺伊图F3 + const TYPE_VORONOI_F4 = 'voronoi_f4'; //沃罗诺伊图F4 + const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; //沃罗诺伊图 + const TYPE_CELL_NOISE = 'cell_noise'; //细胞格噪波 /** * 斯氏分形 */ - const TYPE_PLASTIC = 'plastic'; //塑性 - const TYPE_WALL_IN = 'wall_in'; //内凹 - const TYPE_WALL_OUT = 'wall_out'; //外凸 + const TYPE_PLASTIC = 'plastic'; //塑性 + const TYPE_WALL_IN = 'wall_in'; //内凹 + const TYPE_WALL_OUT = 'wall_out'; //外凸 /** diff --git a/src/scene/texture/procedural/BlenderVoronoi.php b/src/scene/texture/procedural/BlenderVoronoi.php index 00811bf..3d9f171 100644 --- a/src/scene/texture/procedural/BlenderVoronoi.php +++ b/src/scene/texture/procedural/BlenderVoronoi.php @@ -9,18 +9,13 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderVoronoi extends TextureBase { - /** - * Blender原生的沃罗诺伊图的程序纹理 - */ - const TYPE_BLENDER_VORONOI = 'blender_voronoi'; - /** * 矩阵间隔 */ const TYPE_BLENDER_ORIGINAL = 'actual_distance'; //实际间隔 const TYPE_ORIGINAL_PERLIN = 'distance_squared'; //方形矩阵间隔 - const TYPE_MANHATTAN = 'manhattan'; //曼哈顿点距 - const TYPE_CHEBYCHEV = 'chebychev'; //切比雪夫 + const TYPE_MANHATTAN = 'manhattan'; //曼哈顿点距 + const TYPE_CHEBYCHEV = 'chebychev'; //切比雪夫 diff --git a/src/scene/texture/procedural/BlenderWood.php b/src/scene/texture/procedural/BlenderWood.php index c604345..07d7c39 100644 --- a/src/scene/texture/procedural/BlenderWood.php +++ b/src/scene/texture/procedural/BlenderWood.php @@ -9,44 +9,39 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class BlenderWood extends TextureBase { - /** - * Blender原生的木纹的程序纹理 - */ - const TYPE_BLENDER_WOOD = 'blender_wood'; - /** * 基础的木纹图形 */ - const TYPE_BANDS = 'bands'; //条带 - const TYPE_RINGS = 'rings'; //环 - const TYPE_BANDNOISE = 'bandnoise'; //条带噪波 - const TYPE_RINGNOISE = 'ringnoise'; //环噪波 + const TYPE_BANDS = 'bands'; //条带 + const TYPE_RINGS = 'rings'; //环 + const TYPE_BANDNOISE = 'bandnoise'; //条带噪波 + const TYPE_RINGNOISE = 'ringnoise'; //环噪波 /** * 噪波的 柔和 与 锐利 类型 */ - const TYPE_SOFT_NOISE = 'soft_noise'; - const TYPE_HARD_NOISE = 'hard_noise'; + const TYPE_SOFT_NOISE = 'soft_noise'; //柔各 + const TYPE_HARD_NOISE = 'hard_noise'; //锐利 /** * 噪波效果 原型 */ - const TYPE_BLENDER_ORIGINAL = 'blender_original'; - const TYPE_ORIGINAL_PERLIN = 'original_perlin'; - const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; - const TYPE_VORONOI_F1 = 'voronoi_f1'; - const TYPE_VORONOI_F2 = 'voronoi_f2'; - const TYPE_VORONOI_F3 = 'voronoi_f3'; - const TYPE_VORONOI_F4 = 'voronoi_f4'; - const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; - const TYPE_CELL_NOISE = 'cell_noise'; + const TYPE_BLENDER_ORIGINAL = 'blender_original'; //blender原生 + const TYPE_ORIGINAL_PERLIN = 'original_perlin'; //原始型佩尔林 + const TYPE_IMPROVED_PERLIN = 'oimproved_perlin'; //增强型佩尔林 + const TYPE_VORONOI_F1 = 'voronoi_f1'; //沃罗诺伊图F1 + const TYPE_VORONOI_F2 = 'voronoi_f2'; //沃罗诺伊图F2 + const TYPE_VORONOI_F3 = 'voronoi_f3'; //沃罗诺伊图F3 + const TYPE_VORONOI_F4 = 'voronoi_f4'; //沃罗诺伊图F4 + const TYPE_VORONOI_CRACKLE = 'voronoi_crackle'; //沃罗诺伊图 + const TYPE_CELL_NOISE = 'cell_noise'; //细胞格噪波 /** * 波形效果 原型 */ - const TYPE_SIN = 'sin'; //正玄波 - const TYPE_SAW = 'saw'; //锯齿波 - const TYPE_TRI = 'tri'; //三角波 + const TYPE_SIN = 'sin'; //正玄波 + const TYPE_SAW = 'saw'; //锯齿波 + const TYPE_TRI = 'tri'; //三角波 /** diff --git a/src/scene/texture/procedural/Brick.php b/src/scene/texture/procedural/Brick.php index 4f805a6..5c5a5ae 100644 --- a/src/scene/texture/procedural/Brick.php +++ b/src/scene/texture/procedural/Brick.php @@ -10,19 +10,14 @@ class Brick extends TextureBase { /** - * 瓷砖的程序纹理 - */ - const TYPE_BRICK = 'brick'; - - /** - * 堆切预设类型 - */ - const TYPE_STACKED = 'stacked'; - const TYPE_FLEMISH = 'flemish'; - const TYPE_ENGLISH = 'english'; - const TYPE_HERRINGBONE = 'herringbone'; - const TYPE_BASKET = 'basket'; - const TYPE_CHAIN_LINK = 'chain link'; + * 堆切预设原型 + */ + const TYPE_STACKED = 'stacked'; //堆叠切合 + const TYPE_FLEMISH = 'flemish'; //法式切合 + const TYPE_ENGLISH = 'english'; //英式切合 + const TYPE_HERRINGBONE = 'herringbone'; //人字形切合 + const TYPE_BASKET = 'basket'; //竹篮式切合 + const TYPE_CHAIN_LINK = 'chain link'; //链条式切合 /** * @var string 堆切预设类型,取值是属于堆切预设类型的某一个字符串常量 diff --git a/src/scene/texture/procedural/Checkerboard2d.php b/src/scene/texture/procedural/Checkerboard2d.php index 0b2354e..d3c5c29 100644 --- a/src/scene/texture/procedural/Checkerboard2d.php +++ b/src/scene/texture/procedural/Checkerboard2d.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class Checkerboard2d extends TextureBase { - /** - * 2D棋盘格的程序纹理, - */ - const TYPE_CHECKERBOARD2D = 'checkerboard2d'; - /** * @var string 棋盘格子颜色1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/procedural/Checkerboard3d.php b/src/scene/texture/procedural/Checkerboard3d.php index d43cf4d..f506f33 100644 --- a/src/scene/texture/procedural/Checkerboard3d.php +++ b/src/scene/texture/procedural/Checkerboard3d.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class Checkerboard3d extends TextureBase { - /** - * 3D棋盘格的程序纹理, - */ - const TYPE_CHECKERBOARD3D = 'checkerboard3d'; - /** * @var string 棋盘格子颜色1,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/procedural/Fbm.php b/src/scene/texture/procedural/Fbm.php index cd5ffb9..afd4616 100644 --- a/src/scene/texture/procedural/Fbm.php +++ b/src/scene/texture/procedural/Fbm.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class Fbm extends TextureBase { - /** - * 分数布朗运动的程序纹理,可以生成类似白色云团、及类似白色云团纹理的大理石纹效果 - */ - const TYPE_FBM = 'fbm'; - /** * @var integer 白色色块随机分布 在单位面积内 的数量比率,越小值,单位面积内分布的白色色块越少(也意味着每个色块的面积越大), * 同时 roughness参数对结果的影响力越小,反之亦然,(取值1-29的整数) diff --git a/src/scene/texture/procedural/Fresnelcolor.php b/src/scene/texture/procedural/Fresnelcolor.php index 1de1776..4006e05 100644 --- a/src/scene/texture/procedural/Fresnelcolor.php +++ b/src/scene/texture/procedural/Fresnelcolor.php @@ -4,16 +4,10 @@ namespace Blobt\Luxcore\scene\texture\procedural; use Blobt\Luxcore\scene\texture\TextureBase; use Blobt\Luxcore\scene\Scene; use Blobt\Luxcore\core\Base; -use Blobt\Luxcore\scene\texture\mapping\Mapping; class Fresnelcolor extends TextureBase { - /** - * 金属材质的菲列尔反射参数,只适合金属度流程的金属材质 - */ - const TYPE_FRESNELCOLOR = 'fresnelcolor'; - /** * @var string 反射颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/procedural/Fresnelconst.php b/src/scene/texture/procedural/Fresnelconst.php index 7332940..bed03d8 100644 --- a/src/scene/texture/procedural/Fresnelconst.php +++ b/src/scene/texture/procedural/Fresnelconst.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class Fresnelconst extends TextureBase { - /** - * 金属材质的菲列尔反射参数,只适合金属度流程的金属材质 - */ - const TYPE_FRESNELCONST = 'fresnelconst'; - /** * @var string TODO:反射属性 n,具体作用沿未明确,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/procedural/ImageMap.php b/src/scene/texture/procedural/ImageMap.php index f47e8f0..a2faecc 100644 --- a/src/scene/texture/procedural/ImageMap.php +++ b/src/scene/texture/procedural/ImageMap.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class ImageMap extends TextureBase { - /** - * 加载外部图像文件的程序纹里, - */ - const TYPE_IMAGEMAP = 'imagemap'; - /** * @var string 一个图像文件的文件名及所在路径组成的字符串 */ diff --git a/src/scene/texture/procedural/Marble.php b/src/scene/texture/procedural/Marble.php index 0c46698..0f7272f 100644 --- a/src/scene/texture/procedural/Marble.php +++ b/src/scene/texture/procedural/Marble.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class Marble extends TextureBase { - /** - * 大理石模拟的程序纹理,以分数布朗运动生成类似大理石条形纹理 - */ - const TYPE_MARBLE = 'marble'; - /** * @var integer 花纹条随机分布 在单位面积内 的数量比率,越小值,单位面积内分布的花纹条越少(也意味着每个花纹条的面积越大), * 同时 roughness参数对结果的影响力越小,反之亦然,(取值1-29的整数) diff --git a/src/scene/texture/procedural/ObjectId.php b/src/scene/texture/procedural/ObjectId.php index 63a1c1e..21bcae9 100644 --- a/src/scene/texture/procedural/ObjectId.php +++ b/src/scene/texture/procedural/ObjectId.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class ObjectId extends TextureBase { - /** - * 按模型不同ID随机以Raw着色的程序纹理 - */ - const TYPE_OBJECTID = 'objectid'; - /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 */ diff --git a/src/scene/texture/procedural/ObjectIdColor.php b/src/scene/texture/procedural/ObjectIdColor.php index 79ce679..bb48ac1 100644 --- a/src/scene/texture/procedural/ObjectIdColor.php +++ b/src/scene/texture/procedural/ObjectIdColor.php @@ -7,11 +7,6 @@ use Blobt\Luxcore\core\Base; class ObjectIdColor extends TextureBase { - - /** - * 按模型不同ID随机以色值着色的程序纹理 - */ - const TYPE_OBJECTIDCOLOR = 'objectidcolor'; /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/texture/procedural/ObjectIdNormalized.php b/src/scene/texture/procedural/ObjectIdNormalized.php index f2a72f8..ca74c8a 100644 --- a/src/scene/texture/procedural/ObjectIdNormalized.php +++ b/src/scene/texture/procedural/ObjectIdNormalized.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class ObjectIdNormalized extends TextureBase { - /** - * 按模型不同ID随机规格化着色的程序纹理 - */ - const TYPE_OBJECTIDNORMALIZED = 'objectidnormalized'; - /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 */ diff --git a/src/scene/texture/procedural/Position.php b/src/scene/texture/procedural/Position.php index 83a6a1f..537edd6 100644 --- a/src/scene/texture/procedural/Position.php +++ b/src/scene/texture/procedural/Position.php @@ -6,12 +6,7 @@ use Blobt\Luxcore\scene\Scene; use Blobt\Luxcore\core\Base; class Position extends TextureBase -{ - - /** - * 位置着色的程序纹理 - */ - const TYPE_POSITION = 'position'; +{ /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/texture/procedural/Random.php b/src/scene/texture/procedural/Random.php index f7f1a83..bcfd03f 100644 --- a/src/scene/texture/procedural/Random.php +++ b/src/scene/texture/procedural/Random.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Random extends TextureBase { - /** - * 随机明度的程序纹理 - */ - const TYPE_RANDOM = 'random'; - /** * @var float 明度值,一个任意的自然数,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/procedural/ShadingNormal.php b/src/scene/texture/procedural/ShadingNormal.php index 282d8f6..988bece 100644 --- a/src/scene/texture/procedural/ShadingNormal.php +++ b/src/scene/texture/procedural/ShadingNormal.php @@ -6,12 +6,7 @@ use Blobt\Luxcore\scene\Scene; use Blobt\Luxcore\core\Base; class ShadingNormal extends TextureBase -{ - - /** - * 法线着色的程序纹理 - */ - const TYPE_SHADINGNORMAL = 'shadingnormal'; +{ /** * @param array $config 接收一个数组,可以初始化当前实例化对象的各种属性 diff --git a/src/scene/texture/procedural/Wrinkled.php b/src/scene/texture/procedural/Wrinkled.php index 50b2fef..731980c 100644 --- a/src/scene/texture/procedural/Wrinkled.php +++ b/src/scene/texture/procedural/Wrinkled.php @@ -9,11 +9,6 @@ use Blobt\Luxcore\scene\texture\mapping\Mapping; class Wrinkled extends TextureBase { - /** - * 分数布朗运动的程序纹理,可以生成类似烟雾、及类似石材纹理效果 - */ - const TYPE_WRINKLED = 'wrinkled'; - /** * @var integer 烟雾团随机分布 在单位面积内 的数量比率,越小值,单位面积内分布的烟雾团越少(也意味着每个烟雾团的面积越大), * 同时 roughness参数对结果的影响力越小,反之亦然,(取值1-29的整数) diff --git a/src/scene/texture/tint/BrightContrast.php b/src/scene/texture/tint/BrightContrast.php index 25be081..0fb2bfa 100644 --- a/src/scene/texture/tint/BrightContrast.php +++ b/src/scene/texture/tint/BrightContrast.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class BrightContrast extends TextureBase { - /** - * 贴图调色:亮度、对比度 - */ - const TYPE_BRIGHTCONTRAST = 'brightcontrast'; - /** * @var string 颜色通道(输入源),一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/tint/Hsv.php b/src/scene/texture/tint/Hsv.php index dcc2e46..ff67eab 100644 --- a/src/scene/texture/tint/Hsv.php +++ b/src/scene/texture/tint/Hsv.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Hsv extends TextureBase { - /** - * 贴图调色:色相、饱各度、亮度 - */ - const TYPE_HSV = 'hsv'; - /** * @var string 颜色通道(输入源),一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/tint/Subtract.php b/src/scene/texture/tint/Subtract.php index ef5a733..89fcc91 100644 --- a/src/scene/texture/tint/Subtract.php +++ b/src/scene/texture/tint/Subtract.php @@ -8,11 +8,6 @@ use Blobt\Luxcore\core\Base; class Subtract extends TextureBase { - /** - * 贴图调色:反转 - */ - const TYPE_SUBTRACT = 'subtract'; - /** * @var string 颜色通道1(亮度),一个大于等于0小数,或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/texture/transform/NormalMap.php b/src/scene/texture/transform/NormalMap.php index 1946761..79039e1 100644 --- a/src/scene/texture/transform/NormalMap.php +++ b/src/scene/texture/transform/NormalMap.php @@ -7,10 +7,6 @@ use Blobt\Luxcore\core\Base; class ImageMap extends TextureBase { - /** - * 法线纹理,可将一个输入的纹理转化成法线纹理 - */ - const TYPE_NORMALMAP = 'normalmap'; /** * @var string 一个textures(贴图数组)中的某个键名 diff --git a/src/scene/texture/value/ConstFloat_C.php b/src/scene/texture/value/ConstFloat_C.php index 31d7295..c81d8c7 100644 --- a/src/scene/texture/value/ConstFloat_C.php +++ b/src/scene/texture/value/ConstFloat_C.php @@ -2,17 +2,10 @@ namespace Blobt\Luxcore\scene\texture\deformation; use Blobt\Luxcore\scene\texture\TextureBase; -use Blobt\Luxcore\scene\Scene; -use Blobt\Luxcore\core\Base; class ConstFloat_F extends TextureBase { - /** - * 浮点型的RGB色值 - */ - const TYPE_CONSTFLOAT = 'constfloat1'; - /** * @var string 色值,(取值:一个小数形式的色值) */ diff --git a/src/scene/texture/value/ConstFloat_F.php b/src/scene/texture/value/ConstFloat_F.php index 67d6e20..5b141dd 100644 --- a/src/scene/texture/value/ConstFloat_F.php +++ b/src/scene/texture/value/ConstFloat_F.php @@ -2,17 +2,10 @@ namespace Blobt\Luxcore\scene\texture\deformation; use Blobt\Luxcore\scene\texture\TextureBase; -use Blobt\Luxcore\scene\Scene; -use Blobt\Luxcore\core\Base; class ConstFloat_F extends TextureBase { - /** - * 浮点型的任意自然数 - */ - const TYPE_CONSTFLOAT = 'constfloat1'; - /** * @var float 值,(取值:任意自然数) */ diff --git a/src/scene/volumes/Clear.php b/src/scene/volumes/Clear.php index d584f4f..5c06403 100644 --- a/src/scene/volumes/Clear.php +++ b/src/scene/volumes/Clear.php @@ -7,8 +7,6 @@ use Blobt\Luxcore\scene\Scene; class Clear extends VolumesBase { - const TYPE_CLEAR = 'clear'; - public function __construct($config = []) { $this->type = self::TYPE_CLEAR; diff --git a/src/scene/volumes/HeteroGeneous.php b/src/scene/volumes/HeteroGeneous.php index c00b202..7492569 100644 --- a/src/scene/volumes/HeteroGeneous.php +++ b/src/scene/volumes/HeteroGeneous.php @@ -7,8 +7,6 @@ use Blobt\Luxcore\scene\Scene; class HomoGeneous extends VolumesBase { - const TYPE_HETEROGENEOUS = 'heterogeneous'; - /** * @var string 散射颜色,一个色值或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/volumes/HomoGeneous.php b/src/scene/volumes/HomoGeneous.php index af76ecd..f65dbfc 100644 --- a/src/scene/volumes/HomoGeneous.php +++ b/src/scene/volumes/HomoGeneous.php @@ -7,8 +7,6 @@ use Blobt\Luxcore\scene\Scene; class HomoGeneous extends VolumesBase { - const TYPE_HOMOGENEOUS = 'homogeneous'; - /** * @var string 散射颜色,一个色值或是一个textures(贴图数组)中的某个键名 */ diff --git a/src/scene/volumes/VolumesBase.php b/src/scene/volumes/VolumesBase.php index 8d5e1e8..4655e31 100644 --- a/src/scene/volumes/VolumesBase.php +++ b/src/scene/volumes/VolumesBase.php @@ -6,6 +6,13 @@ use Blobt\Luxcore\scene\BaseCfg; class VolumesBase extends BaseCfg { + /** + * 体积效果类型 + */ + const TYPE_CLEAR = 'clear'; //纯色清澈的 + const TYPE_HETEROGENEOUS = 'heterogeneous'; //含不同介质的体积 + const TYPE_HOMOGENEOUS = 'homogeneous'; //均质的 + /** * @var string 吸收颜色,一个小数形式的RGB色值,或是一个textures(贴图数组)中的某个键名。这里的色值是对应UI界面色值的补色, * 因为UI界面中的色值为了获得可见即可得直观的效果