Castle Game Engine: X3DNodes: Class TMaterialNode

# Class TMaterialNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TMaterialNode = class(TAbstractMaterialNode)` ## Description no description available, TAbstractMaterialNode description follows no description available, TAbstractAppearanceChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractAppearanceChildNode TAbstractMaterialNode TMaterialNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;`
| `function Opacity: Single;`
| `function ShininessExp: Single;`
| `function MaterialInfo: TX3DMaterialInfo;`
| `function OnlyEmissiveMaterial: boolean;`
### Properties
| `property FdAmbientIntensity: TSFFloat read FFdAmbientIntensity;`
| `property FdDiffuseColor: TSFColor read FFdDiffuseColor;`
| `property FdEmissiveColor: TSFColor read FFdEmissiveColor;`
| `property FdShininess: TSFFloat read FFdShininess;`
| `property FdSpecularColor: TSFColor read FFdSpecularColor;`
| `property FdTransparency: TSFFloat read FFdTransparency;`
| `property FdFogImmune: TSFBool read FFdFogImmune;`
| `property FdMirror: TSFFloat read FFdMirror;`
| `property FdReflSpecular: TMFColor read FFdReflSpecular;`
| `property FdReflDiffuse: TMFColor read FFdReflDiffuse;`
| `property FdTransSpecular: TMFColor read FFdTransSpecular;`
| `property FdTransDiffuse: TMFColor read FFdTransDiffuse;`
| `property FdReflSpecularExp: TSFFloat read FFdReflSpecularExp;`
| `property FdTransSpecularExp: TSFFloat read FFdTransSpecularExp;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
| `class function ForVRMLVersion(const Version: TX3DVersion): boolean; override;`
| `function Opacity: Single;`
Opacity is just a 1 - FdTransparency.Value. Defined for your comfort — for OpenGL you will usually want to pass Opacity, not Transparency.
| `function ShininessExp: Single;`
`ShininessExp` is just 128 * FdShininess.Value, this is the "real" exponent indicated by shininess field value. Defined for your comfort — for any graphic library you will usually want to pass the "real" exponent given by this function, not just value of shininess field.
| `function MaterialInfo: TX3DMaterialInfo;`
Create material information based on this node. Returned TX3DMaterialInfo is valid only as long as this node instance.
| `function OnlyEmissiveMaterial: boolean;`
Only emissiveColor is non-zero, which means that the material behaves like unlit. When ambient and diffuse and specular colors are all zero, then this material is similar to unlit material (in X3D: "Appearance.material=NULL" case), but it's color/transparency is still configurable (using FdEmissiveColor and FdTransparency fields). We can optimize this case when rendering.
### Properties
| `property FdAmbientIntensity: TSFFloat read FFdAmbientIntensity;`
| `property FdDiffuseColor: TSFColor read FFdDiffuseColor;`
| `property FdEmissiveColor: TSFColor read FFdEmissiveColor;`
| `property FdShininess: TSFFloat read FFdShininess;`
| `property FdSpecularColor: TSFColor read FFdSpecularColor;`
| `property FdTransparency: TSFFloat read FFdTransparency;`
| `property FdFogImmune: TSFBool read FFdFogImmune;`
| `property FdMirror: TSFFloat read FFdMirror;`
| `property FdReflSpecular: TMFColor read FFdReflSpecular;`
| `property FdReflDiffuse: TMFColor read FFdReflDiffuse;`
| `property FdTransSpecular: TMFColor read FFdTransSpecular;`
| `property FdTransDiffuse: TMFColor read FFdTransDiffuse;`
| `property FdReflSpecularExp: TSFFloat read FFdReflSpecularExp;`
| `property FdTransSpecularExp: TSFFloat read FFdTransSpecularExp;`
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