public class Material extends java.lang.Object implements CloneableSmartAsset, java.lang.Cloneable, Savable
Material
describes the rendering style for a given
Geometry
.
A material is essentially a list of parameters
,
those parameters map to uniforms which are defined in a shader.
Setting the parameters can modify the behavior of a
shader.
| Modifier and Type | Field and Description |
|---|---|
static int |
SAVABLE_VERSION |
| Constructor and Description |
|---|
Material()
Do not use this constructor.
|
Material(AssetManager contentMan,
java.lang.String defName) |
Material(MaterialDef def) |
| Modifier and Type | Method and Description |
|---|---|
void |
clearParam(java.lang.String name)
Clear a parameter from this material.
|
Material |
clone()
Clones this material.
|
boolean |
contentEquals(java.lang.Object otherObj)
Compares two materials and returns true if they are equal.
|
int |
contentHashCode()
Works like
Object.hashCode() except it may change together with the material as the material is mutable by definition. |
Technique |
getActiveTechnique()
Returns the currently active technique.
|
RenderState |
getAdditionalRenderState()
Acquire the additional
render state to apply
for this material. |
java.lang.String |
getAssetName()
Returns the asset key name of the asset from which this material was loaded.
|
AssetKey |
getKey()
Returns the asset key that is used to track this asset for garbage
collection.
|
MaterialDef |
getMaterialDef()
Get the material definition (j3md file info) that
this
material is implementing. |
java.lang.String |
getName() |
MatParam |
getParam(java.lang.String name)
Returns the parameter set on this material with the given name,
returns
null if the parameter is not set. |
java.util.Collection<MatParam> |
getParams()
Returns a collection of all parameters set on this material.
|
ListMap |
getParamsMap()
Returns the ListMap of all parameters set on this material.
|
int |
getSortId()
Returns the sorting ID or sorting index for this material.
|
MatParamTexture |
getTextureParam(java.lang.String name)
Returns the texture parameter set on this material with the given name,
returns
null if the parameter is not set. |
boolean |
isReceivesShadows()
Check if the material should receive shadows or not.
|
boolean |
isTransparent()
Check if the transparent value marker is set on this material.
|
void |
preload(RenderManager rm)
Preloads this material for the given render manager.
|
void |
read(JmeImporter im) |
void |
render(Geometry geom,
LightList lights,
RenderManager rm)
Called by
RenderManager to render the geometry by
using this material. |
void |
render(Geometry geom,
RenderManager rm)
Called by
RenderManager to render the geometry by
using this material. |
protected void |
renderMultipassLighting(Shader shader,
Geometry g,
LightList lightList,
RenderManager rm) |
void |
selectTechnique(java.lang.String name,
RenderManager renderManager)
Select the technique to use for rendering this material.
|
void |
setBoolean(java.lang.String name,
boolean value)
Pass a boolean to the material shader.
|
void |
setColor(java.lang.String name,
ColorRGBA value)
Pass a Color to the material shader.
|
void |
setFloat(java.lang.String name,
float value)
Pass a float to the material shader.
|
void |
setFloat(java.lang.String name,
java.lang.Float value)
Pass a float to the material shader.
|
void |
setInt(java.lang.String name,
int value)
Pass an int to the material shader.
|
void |
setKey(AssetKey key)
Set by the
AssetManager to track this asset. |
void |
setMatrix4(java.lang.String name,
Matrix4f value)
Pass a Matrix4f to the material shader.
|
void |
setName(java.lang.String name)
This method sets the name of the material.
|
void |
setParam(java.lang.String name,
VarType type,
java.lang.Object value)
Pass a parameter to the material shader.
|
void |
setReceivesShadows(boolean receivesShadows)
Set if the material should receive shadows or not.
|
void |
setTexture(java.lang.String name,
Texture value)
Pass a texture to the material shader.
|
void |
setTextureParam(java.lang.String name,
VarType type,
Texture value)
Set a texture parameter.
|
void |
setTransparent(boolean transparent)
Set the transparent value marker.
|
void |
setVector2(java.lang.String name,
Vector2f value)
Pass a Vector2f to the material shader.
|
void |
setVector3(java.lang.String name,
Vector3f value)
Pass a Vector3f to the material shader.
|
void |
setVector4(java.lang.String name,
Vector4f value)
Pass a Vector4f to the material shader.
|
protected int |
updateLightListUniforms(Shader shader,
Geometry g,
LightList lightList,
int numLights,
RenderManager rm,
int startIndex)
Uploads the lights in the light list as two uniform arrays.
* |
void |
write(JmeExporter ex) |
public static final int SAVABLE_VERSION
public Material(MaterialDef def)
public Material(AssetManager contentMan, java.lang.String defName)
public Material()
public java.lang.String getAssetName()
This value will be null
unless this material was loaded
from a .j3m file.
public java.lang.String getName()
public void setName(java.lang.String name)
name
- the name of the materialpublic void setKey(AssetKey key)
CloneableSmartAsset
AssetManager
to track this asset.
Only clones of the asset has this set, the original copy that
was loaded has this key set to null so that only the clones are tracked
for garbage collection.setKey
in interface CloneableSmartAsset
key
- The AssetKey to setpublic AssetKey getKey()
CloneableSmartAsset
getKey
in interface CloneableSmartAsset
public int getSortId()
The sorting ID is used internally by the system to sort rendering of geometries. It sorted to reduce shader switches, if the shaders are equal, then it is sorted by textures.
public Material clone()
clone
in interface CloneableSmartAsset
clone
in class java.lang.Object
public boolean contentEquals(java.lang.Object otherObj)
otherObj
- the material to compare to this materialpublic int contentHashCode()
Object.hashCode()
except it may change together with the material as the material is mutable by definition.public Technique getActiveTechnique()
The technique is selected automatically by the RenderManager
based on system capabilities. Users may select their own
technique by using
selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
.
selectTechnique(java.lang.String, com.jme3.renderer.RenderManager)
public boolean isTransparent()
setTransparent(boolean)
public void setTransparent(boolean transparent)
This value is merely a marker, by itself it does nothing.
Generally model loaders will use this marker to indicate further
up that the material is transparent and therefore any geometries
using it should be put into the transparent
bucket
.
transparent
- the transparent value marker.public boolean isReceivesShadows()
setReceivesShadows(boolean)
public void setReceivesShadows(boolean receivesShadows)
This value is merely a marker, by itself it does nothing.
Generally model loaders will use this marker to indicate
the material should receive shadows and therefore any
geometries using it should have the ShadowMode#Receive
set
on them.
receivesShadows
- if the material should receive shadows or not.public RenderState getAdditionalRenderState()
render state
to apply
for this material.
The first call to this method will create an additional render state which can be modified by the user to apply any render states in addition to the ones used by the renderer. Only render states which are modified in the additional render state will be applied.
public MaterialDef getMaterialDef()
this
material is implementing.public MatParam getParam(java.lang.String name)
null
if the parameter is not set.name
- The parameter name to look up.public MatParamTexture getTextureParam(java.lang.String name)
null
if the parameter is not set.name
- The parameter name to look up.public java.util.Collection<MatParam> getParams()
setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
public ListMap getParamsMap()
setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
public void setParam(java.lang.String name, VarType type, java.lang.Object value)
name
- the name of the parameter defined in the material definition (j3md)type
- the type of the parameter VarType
value
- the value of the parameterpublic void clearParam(java.lang.String name)
name
- the name of the parameter to clearpublic void setTextureParam(java.lang.String name, VarType type, Texture value)
name
- The name of the parametertype
- The variable type VarType
value
- The texture value of the parameter.java.lang.IllegalArgumentException
- is value is nullpublic void setTexture(java.lang.String name, Texture value)
name
- the name of the texture defined in the material definition
(j3md) (for example Texture for Lighting.j3md)value
- the Texture object previously loaded by the asset managerpublic void setMatrix4(java.lang.String name, Matrix4f value)
name
- the name of the matrix defined in the material definition (j3md)value
- the Matrix4f objectpublic void setBoolean(java.lang.String name, boolean value)
name
- the name of the boolean defined in the material definition (j3md)value
- the boolean valuepublic void setFloat(java.lang.String name, float value)
name
- the name of the float defined in the material definition (j3md)value
- the float valuepublic void setFloat(java.lang.String name, java.lang.Float value)
name
- the name of the float defined in the material definition (j3md)value
- the float valuepublic void setInt(java.lang.String name, int value)
name
- the name of the int defined in the material definition (j3md)value
- the int valuepublic void setColor(java.lang.String name, ColorRGBA value)
name
- the name of the color defined in the material definition (j3md)value
- the ColorRGBA valuepublic void setVector2(java.lang.String name, Vector2f value)
name
- the name of the Vector2f defined in the material definition (j3md)value
- the Vector2f valuepublic void setVector3(java.lang.String name, Vector3f value)
name
- the name of the Vector3f defined in the material definition (j3md)value
- the Vector3f valuepublic void setVector4(java.lang.String name, Vector4f value)
name
- the name of the Vector4f defined in the material definition (j3md)value
- the Vector4f valueprotected int updateLightListUniforms(Shader shader, Geometry g, LightList lightList, int numLights, RenderManager rm, int startIndex)
uniform vec4 g_LightColor[numLights];
//
g_LightColor.rgb is the diffuse/specular color of the light.
//
g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point,
//
2 = Spot.
uniform vec4 g_LightPosition[numLights];
//
g_LightPosition.xyz is the position of the light (for point lights)
// or the direction of the light (for directional lights).
//
g_LightPosition.w is the inverse radius (1/r) of the light (for
attenuation)
protected void renderMultipassLighting(Shader shader, Geometry g, LightList lightList, RenderManager rm)
public void selectTechnique(java.lang.String name, RenderManager renderManager)
If name
is "Default", then one of the
default techniques
on the material will be selected. Otherwise, the named technique
will be found in the material definition.
Any candidate technique for selection (either default or named)
must be verified to be compatible with the system, for that, the
renderManager
is queried for capabilities.
name
- The name of the technique to select, pass "Default" to
select one of the default techniques.renderManager
- The render manager
to query for capabilities.java.lang.IllegalArgumentException
- If "Default" is passed and no default
techniques are available on the material definition, or if a name
is passed but there's no technique by that name.java.lang.UnsupportedOperationException
- If no candidate technique supports
the system capabilities.public void preload(RenderManager rm)
Preloading the material can ensure that when the material is first used for rendering, there won't be any delay since the material has been already been setup for rendering.
rm
- The render manager to preload forpublic void render(Geometry geom, LightList lights, RenderManager rm)
RenderManager
to render the geometry by
using this material.
The material is rendered as follows:
Material.selectTechnique()
,
or the first default technique that the renderer supports
(based on the technique's requested rendering capabilities
)Technique.makeCurrent()
.
If the technique wants to use a shader to render the model, it should load it at this part -
the shader should have all the proper defines as declared in the technique definition,
including those that are bound to material parameters.
The technique can re-use the shader from the last frame if
no changes to the defines occurred.RenderState
to use for rendering. The render states are
applied in this order (later RenderStates override earlier RenderStates):Technique Definition's RenderState
- i.e. specific renderstate that is required for the shader.Material Instance Additional RenderState
- i.e. ad-hoc renderstate set per modelRenderManager's Forced RenderState
- i.e. renderstate requested by a SceneProcessor
or
post-processing filter.uses a shader
, then the uniforms of the shader must be updated.UniformBindingManager
is used for this task.single pass light mode
fills the shader's light uniform arrays
with the first 4 lights and renders the model once.multi pass light mode
light mode renders the model multiple times,
for the first light it is rendered opaque, on subsequent lights it is
rendered with alpha-additive
blending and depth writing disabled.GL1Renderer
interface):FixedFuncBinding
) that is bound to material parameters is updated. geom
- The geometry to renderlights
- Presorted and filtered light list to use for renderingrm
- The render manager requesting the renderingpublic void render(Geometry geom, RenderManager rm)
RenderManager
to render the geometry by
using this material.
Note that this version of the render method
does not perform light filtering.geom
- The geometry to renderrm
- The render manager requesting the renderingpublic void write(JmeExporter ex) throws java.io.IOException
public void read(JmeImporter im) throws java.io.IOException


HTML is the basic structure of your webpage and then CSS is the style added to it. So most anologies that include building something can work. For building a house the blueprint, foundation, framing, walls, roof, rooms, would be HTML and then the decoration like paint or types of carpet would be CSS. comparing it to a person, their bones, skin, muscles and organs are HTML whereas the clothes they wear, style of haircut, and type of perfume they use, would be CSS.
The DOM is a little harder to incorporate into these analogies but let's give it a go... The HTML is the initial blueprint that wont change but the DOM is the implementation of that blueprint when building the house. It can be done in different ways depending on who is using it but any changes made wont affect the initial blueprint.
Boxifying is the process of breaking down a web-page design into a series of individual boxes, making it easier to understand.
The Box Model consists of margins, borders, padding and content. Together they make up every HTML element on the page. Each of these can be adjusted to create different styles, effects and spacing.


Cameron Probert
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--- layout: archive title: Zulip Chat Archive permalink: /stream/113489-new-members/topic/How.20do.20you.20set.20the.20Lean.20exec.3F.html ---
I'm working on BananaCats and figured I would reverse engineer the protocol for talking to Lean that VSCode uses. I will do this by replacing the lean.exe with my own, and forwarding commands to the real lean. So where does "elan" install Lean, and how do I specify a custom exe path?
EDIT: found the Executable path in settings. Would it be best if my app installed VSCode for the user too, so that I don't have to make any sort of Lean editor? I think so... It will have one lean file per app instance maybe, or should it be per diagram? I think per app instance, so you can have many BanCats open, and one VSCode / Lean. VSCode / Lean is much more processor intensive than my GUI code.
Thinks will be drag / droppable, so maybe if I'm dragging to the application lean.exe I can convert the objects in question into Lean data statements
you do not need to reverse engineer it
the base protocol is documented at https://github.com/Microsoft/language-server-protocol
I don't think lean is based on LSP
I would suggest modifying the vscode extension to log all JSON packets
ahh, there is a dummy lsp implementation then at https://github.com/leanprover/lean-client-js/tree/master/lean-language-server
which i guess is nonfunctional? idk
Thx
actually it probably is pretty easy to modify the extension to call lean --server | tee lean.log
instead of lean --server
Yes, I don't mean rev engineering. If I just hooked up an EXE between them, I could even maybe do the final version that way (a middle man). Well doing the EXE between and you just print the JSON...
In fact, a Lean EXE can only connect to one thing at a time, so I'd have to be the middle man anyway. There's logically no other way to do it
Lean <-> BanCats <-> VSCode
Presumably there is no need for vscode in the "final version" though?
Lean <--> VSCode -> LogFile, BanCats -> ?
There's no way I'm writing an IDE as good as VSCode
but that's not the goal, right? You just need lean to act as backend for your theorem goals
I'm going to use it in version 1.0 so that I will create a VSCode + Lean installer for us too. On OSX / Linux, I will need help on getting the VSCode equivalents (to Windows 10)
unless you are doing the text editor whole nine yards
@Mario Carneiro I want the user to be able to extend the system and be part of the Lean community as well
I'm not sure I follow. How do you envision the interaction?
So if there's something missing, like some new math area, then my system can support it by adding Lean support
Is the user using your tool to edit lean files? Or are they using VSCode?
They're using my tool 100% graphically (2D graphics) to create lean code on-the-fly. This gets sent to Lean, and somehow I'd have to make VSCode update, not sure how.
But optionally they can go into VSCode to add in their custom "perfectoid spaces of the future"
I would guess that the easiest way to intervene is to make VSCode interact with your program by writing your own extension extending vscode-lean
i.e. Lean <-> VSCode <-> BanCats
The language of categories won't change, so there's less to extend with BanCats, and more so with Lean
that way you can set the protocol on the BanCats side
Interesting!
So I'll look at that plugin. Thank you!
and vscode-lean has already done the messy work of parsing the lean protocol
Right right right
:D
In about 7 months, people can start to use BananCats as an alternative way to install and use Lean.
Maybe in 1 year it will be useable
But the first release will have a proof of Yoneda's Lemma. Since that's one of my design tests of the UX.
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


Tartan-ify visualises the similarities within a single piece of music in a self-similarity matrix.
This was inspired by Song Sim and I built it (but since extended it) at Hackference. You can find the code for Tartan-ify on GitHub.
Firstly, all of the processing happens in your browser.
Tartan-ify divides the music into segments and compares each segment against every other segment. The comparisons are shown in a matrix with both axes donoting time and the colour denoting the difference between the segments at those times.
Tartan-ify does the comparison by analysing the spectrum of each segment using a Fast Fourier Transform, and then taking the sum of the difference of the power of each frequency between the segments.
To use Tartan-ify, select a piece of music and then click Tartan-ify. The tool will detect the song's BPM and use this to split the song into segments and will choose sensible defaults for the visualisation. If the BPM can't be detected, 113 BPM will be used.
The smaller the segments and the longer the song, the longer it will take to generate the visualisation.


A hackable, offline-first markdown editor for notes, code snippets, and writing that runs entirely in-browser.
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 So take that, America.
By David Browne. Click herefor the photograph.
(The Ricky
Martin portion of the article has been cut)
U.K. bad boy Robbie Williams also feels the pain (referring to a
prior mentioning of one of Ricky Martin's ballad where he
sings,"So much time, so much pain.") though he has a
different solution: "Life's too short to be afraid/So take a
pill to numb the pain." Williams knows that great pop starts
are made of strong personae as much as memorable music. So, on
his U.S. debut, The Ego Has Landed, he presents himself as
a loveable lout. He commits blasphemy ("I hope I live to see
the day the Pope gets high" in "Old Before I
Die"), compares himself to Kiss "without the
makeup" when he arises ("Strong"), and babbles
freely about his sef-indulgences that you'll feel like you're at
a group-therapy session for Oasis.
Those attributes alone would make Williams stand out, but the
anthemic splendor of The Ego Has Landed (culled from his
to U.K. albums) is more shocking than any of his drug references.
Like Ricky Martin, the album touches on everything from
the grandest of sky-high ballads ("Angels"
"Strong") to alternative bubblegum
("Millenium") to grotty corpprate rock ("Win Some,
Lose Some"). But Williams feisty personality and the
cranked-to-11 energy of his band hold everything together. And
who would have thought that a highlight would be the sublime and
sophisticated "No Regrets," which has the shimmer and
wit of the Pet Shop Boys (and their Neil Tennant on harmonies to
boot)? Williams and company stumble when they attempt over-baked
glam. But for the most part, Williams is the drinking man's
George Michael, and, bless his crude heart, he'll never let you
forget it. Grade given=A- (Ricky Martin's album received a B-)
Back


Best practice to avoid reentrancy is to finish all internal state change works before calling external function
Denial of Service in this demo shows how the original function of the contract no longer work as intended.
Demo how the parity multi-sig wallet was destroyed due to a bug in the selfdestruct call.


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Date........................................................190.
01529797
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