RGBA color;
float diffuse;
float ambient;
- float emmit;
+ float emit;
float specular;
float power;
std::string texture;
int vcol;
Material()
- : shader(0), diffuse(1), ambient(0), emmit(0), specular(0), power(0),
+ : shader(0), diffuse(1), ambient(0), emit(0), specular(0), power(0),
vcol(0)
{}
+
+ // for python3 unicode
+ std::wstring getName()const;
+ std::wstring getTexture()const;
};
inline std::ostream &operator<<(std::ostream &os, const Material &rhs)
{
<< ", color:" << rhs.color
<< ", diffuse:" << rhs.diffuse
<< ", ambient:" << rhs.ambient
- << ", emmit:" << rhs.emmit
+ << ", emit:" << rhs.emit
<< ", specular:" << rhs.specular
<< ", power:" << rhs.power
<< ", texture:\"" << rhs.texture << '"'
std::vector<Face> faces;
Object()
- : mirror(0)
+ : depth(0), folding(0), visible(1), locking(0), shading(0),
+ smoothing(60.0f), color_type(0), mirror(0)
{}
+
+ std::wstring getName()const;
};
inline std::ostream &operator<<(std::ostream &os, const Object &rhs)
{
bool read(binary::IReader &reader);
bool read(const char *path);
- bool write(std::ostream &os);
+//#ifdef _WIN32
+ bool read(const wchar_t *path);
+//#endif
+ bool write(binary::IWriter &writer);
+ bool write(const char *path);
};
} // namespace mqo