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{{VIServerClass|name=SceneTexture|id=111|scope=basic|class_0=Scene|class_1=SceneTexture}}
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== History ==
== History ==
{{ambox|text=History information is needed.  What changes have occured over previous versions?}}
{{ambox|text=History information is needed.  What changes have occurred over previous versions?}}
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Revision as of 23:26, 1 September 2019

VI Server Class Information
Return to VI Server Class Hierarchy
Class Name SceneTexture class
Class ID 111
Scope Basic Development Environment
Class Inheritance
Class Children

This class has no children.


The SceneTexture class is a class in the VI Server Class Hierarchy, (see also VI Server).

Properties

Show/Hide SceneTexture Properties Table

Legend
R/WReadable/Writable Permissions
RTEAvailable in the Run-Time Engine
Basic Development Environment
VI Scripting
Private
Deprecated
SceneTexture Properties Table
Property ID Short Name (English) Description R/W RTE
22C3804 ApplyMode Reads or writes how LabVIEW applies the texture to the 3D object. R/W X
22C3805 BlendColor Reads or writes the RGBA color used to blend the texture you apply to the object. Use this property when the Apply Mode property is set to With Blending.

Elements

Name Description

Red Indicates the red value. Valid values include 0 through 1.

Green Indicates the green value. Valid values include 0 through 1.

Blue Indicates the blue value. Valid values include 0 through 1.

Alpha Indicates the Alpha value. Valid values include 0 through 1.

R/W X
22C3803 FilterMode Reads or writes the method used to filter the texel colors applied to the geometry. Different values affect the quality and speed of the texture mapping. R/W X
22C3802 HorizontalWrapMode Read or writes how the texture is wrapped horizontally around a 3D object. R/W X
22C3800 Image Reads or writes the image data for a texture you apply to an object in a 3D scene.

Elements

Name Description

Image Type Reserved for future use.

Image Depth Specifies the color depth of the image, which is the number of bits to use to describe the color of each pixel in the image. Valid values include 1, 4, 8, and 24 bits per pixel. Image Depth affects how LabVIEW interprets the values of Image and Colors.

Image A 1-D array of bytes that describes the color of each pixel in the image in raster order. The value of Image Depth determines how LabVIEW interprets the value of this input.

If Image Depth is 24, each pixel has three bytes to describe its color. The first byte for each pixel describes the red value, the second byte describes the green value, and the third byte describes the blue value.

If Image Depth is 8, each pixel has one byte to describe its color. The value of each bit corresponds to an element in Colors, which stores 32-bit RGB values where the most-significant byte is zero, followed in order by red, green, and blue values. Valid values include 0 through 255.

If Image Depth is 4, the behavior is similar to when Image Depth is 8 except valid values in image include 0 through 15.

If Image Depth is 1, any value of zero in Image corresponds to element 0 in Colors. All other values correspond to element 1 in Colors.

Mask An array of bytes in which each bit describes mask information for a pixel. The first byte describes the first eight pixels, the second byte describes the next eight pixels, and so on. If a bit is zero, LabVIEW draws the corresponding pixel as transparent. If the array is empty, LabVIEW draws all pixels without transparency. If the array does not contain a bit for each pixel in the image, LabVIEW draws any pixels missing from the array without transparency.

Colors An array of RGB color values that correspond to the values in image. The value of Image Depth determines how LabVIEW interprets the value of this input.

If Image Depth is 24, LabVIEW ignores this input.

If Image Depth is 8, the array can have 256 elements.

If Image Depth is 4, the array can have 16 elements.

If Image Depth is 1, the array can have 2 elements.

Rectangle A cluster that contains coordinates that describe the bounding rectangle in which you want to draw the image. The VI clips the image to the width and height of the rectangle. The bottom and right edges of the rectangle bounds do not contain image pixels. Horizontal coordinates increase to the right, and vertical coordinates increase to the bottom.

Left—The horizontal coordinate of the left edge of the rectangle. Top—The vertical coordinate of the top edge of the rectangle. Right—The horizontal coordinate of the right edge of the rectangle. Bottom—The vertical coordinate of the bottom edge of the rectangle.

R/W X
22C380A Transformation Reads or writes the transformation you apply to the texture. The transformation must be a 4x4 2D array of single precision numbers that represents the transformation matrix you want to apply to the texture. R/W X
22C3801 VerticalWrapMode Read or writes how the texture is vertically wrapped around a 3D object. R/W X

Methods

Show/Hide SceneTexture Methods Table

Legend
RTEAvailable in the Run-Time Engine
Basic Development Environment
VI Scripting
Private
Deprecated
SceneTexture Methods Table
Method ID Short Name (English) Description RTE
22C3406 Transformation.Clear Transformation Removes any transformations previously applied to the texture. X
22C340A Transformation.Get Rotation Returns the Axis and Angle that define the rotation of the object. X
22C340C Transformation.Get Scale Returns the scale factors of the object. X
22C340B Transformation.GetTranslation Returns the translation of the object. X
22C3400 Transformation.Rotate Rotates the texture by the specified number of radians. This method performs a relative rotation from the current orientation of the texture. X
22C3402 Transformation.Scale Scales the texture by the given scale factors. This method performs a relative scale from the current position of the object. X
22C3407 Transformation.Set Rotation Rotates the texture by the specified number of radians. This method performs an absolute rotation from the current position of the texture. X
22C3409 Transformation.Set Scale Scales the texture by the specified scaling factor. This method performs an absolute scale from the current position of the texture. X
22C3408 Transformation.SetTranslation Translates the texture by the specified vector. This method performs an absolute translation from the initial position of the texture. X
22C3401 Transformation:Translate Translates the texture by the specified vector. This method performs a relative translation from the initial position of the texture. X

Events

No Events for this class.

History

Version Change(s)
LabVIEW 2018 More info to come.

See Also