|
@@ -119,7 +119,7 @@ export namespace TextureMesh {
|
|
flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
- xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory),
|
|
+ xrayShaded: PD.Select<boolean | 'inverted'>(false, [[false, 'Off'], [true, 'On'], ['inverted', 'Inverted']], BaseGeometry.ShadingCategory),
|
|
transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory),
|
|
transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory),
|
|
bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory),
|
|
bumpFrequency: PD.Numeric(0, { min: 0, max: 10, step: 0.1 }, BaseGeometry.ShadingCategory),
|
|
bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory),
|
|
bumpAmplitude: PD.Numeric(1, { min: 0, max: 5, step: 0.1 }, BaseGeometry.ShadingCategory),
|
|
@@ -215,7 +215,7 @@ export namespace TextureMesh {
|
|
dFlatShaded: ValueCell.create(props.flatShaded),
|
|
dFlatShaded: ValueCell.create(props.flatShaded),
|
|
dFlipSided: ValueCell.create(props.flipSided),
|
|
dFlipSided: ValueCell.create(props.flipSided),
|
|
dIgnoreLight: ValueCell.create(props.ignoreLight),
|
|
dIgnoreLight: ValueCell.create(props.ignoreLight),
|
|
- dXrayShaded: ValueCell.create(props.xrayShaded),
|
|
+ dXrayShaded: ValueCell.create(props.xrayShaded === 'inverted' ? 'inverted' : props.xrayShaded === true ? 'on' : 'off'),
|
|
dTransparentBackfaces: ValueCell.create(props.transparentBackfaces),
|
|
dTransparentBackfaces: ValueCell.create(props.transparentBackfaces),
|
|
uBumpFrequency: ValueCell.create(props.bumpFrequency),
|
|
uBumpFrequency: ValueCell.create(props.bumpFrequency),
|
|
uBumpAmplitude: ValueCell.create(props.bumpAmplitude),
|
|
uBumpAmplitude: ValueCell.create(props.bumpAmplitude),
|
|
@@ -236,7 +236,7 @@ export namespace TextureMesh {
|
|
ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded);
|
|
ValueCell.updateIfChanged(values.dFlatShaded, props.flatShaded);
|
|
ValueCell.updateIfChanged(values.dFlipSided, props.flipSided);
|
|
ValueCell.updateIfChanged(values.dFlipSided, props.flipSided);
|
|
ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight);
|
|
ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight);
|
|
- ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded);
|
|
+ ValueCell.updateIfChanged(values.dXrayShaded, props.xrayShaded === 'inverted' ? 'inverted' : props.xrayShaded === true ? 'on' : 'off');
|
|
ValueCell.updateIfChanged(values.dTransparentBackfaces, props.transparentBackfaces);
|
|
ValueCell.updateIfChanged(values.dTransparentBackfaces, props.transparentBackfaces);
|
|
ValueCell.updateIfChanged(values.uBumpFrequency, props.bumpFrequency);
|
|
ValueCell.updateIfChanged(values.uBumpFrequency, props.bumpFrequency);
|
|
ValueCell.updateIfChanged(values.uBumpAmplitude, props.bumpAmplitude);
|
|
ValueCell.updateIfChanged(values.uBumpAmplitude, props.bumpAmplitude);
|