mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data Added assimp importer options to asset import config settings set Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
132 lines
3.8 KiB
C++
132 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _TERRMATERIAL_H_
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#define _TERRMATERIAL_H_
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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/// The TerrainMaterial class orginizes the material settings
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/// for a single terrain material layer.
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class TerrainMaterial : public SimObject
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{
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typedef SimObject Parent;
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protected:
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///
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FileName mDiffuseMap;
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/// The size of the diffuse base map in meters
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/// used to generate its texture coordinates.
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F32 mDiffuseSize;
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///
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FileName mNormalMap;
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///
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FileName mDetailMap;
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///
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FileName mCompositeMap;
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/// The size of the detail map in meters used
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/// to generate the texture coordinates for the
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/// detail and normal maps.
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F32 mDetailSize;
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///
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F32 mDetailStrength;
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///
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F32 mDetailDistance;
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/// Normally the detail is projected on to the xy
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/// coordinates of the terrain. If this flag is true
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/// then this detail is projected along the xz and yz
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/// planes.
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bool mSideProjection;
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FileName mMacroMap;
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F32 mMacroSize;
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F32 mMacroStrength;
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F32 mMacroDistance;
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///
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F32 mParallaxScale;
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bool mIsSRGB;
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bool mInvertSmoothness;
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public:
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TerrainMaterial();
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virtual ~TerrainMaterial();
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bool onAdd();
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static void initPersistFields();
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DECLARE_CONOBJECT( TerrainMaterial );
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/// This method locates the TerrainMaterial if it exists, tries
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/// to create a new one if a valid texture path was passed, or
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/// returns a debug material if all else fails.
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static TerrainMaterial* findOrCreate( const char *nameOrPath );
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/// Returns the default warning terrain material used when
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/// a material is not found or defined.
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static TerrainMaterial* getWarningMaterial();
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const String& getDiffuseMap() const { return mDiffuseMap; }
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F32 getDiffuseSize() const { return mDiffuseSize; }
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const String& getNormalMap() const { return mNormalMap; }
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const String& getDetailMap() const { return mDetailMap; }
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const String& getMacroMap() const { return mMacroMap; }
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const String& getCompositeMap() const { return mCompositeMap; }
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F32 getDetailSize() const { return mDetailSize; }
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F32 getDetailStrength() const { return mDetailStrength; }
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F32 getDetailDistance() const { return mDetailDistance; }
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F32 getMacroSize() const { return mMacroSize; }
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F32 getMacroDistance() const { return mMacroDistance; }
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F32 getMacroStrength() const { return mMacroStrength; }
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bool useSideProjection() const { return mSideProjection; }
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F32 getParallaxScale() const { return mParallaxScale; }
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};
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#endif // _TERRMATERIAL_H_
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