Torque3D/Engine/source/terrain/terrMaterial.h
2012-09-19 11:15:01 -04:00

112 lines
3.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _TERRMATERIAL_H_
#define _TERRMATERIAL_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
/// The TerrainMaterial class orginizes the material settings
/// for a single terrain material layer.
class TerrainMaterial : public SimObject
{
typedef SimObject Parent;
protected:
///
FileName mDiffuseMap;
/// The size of the diffuse base map in meters
/// used to generate its texture coordinates.
F32 mDiffuseSize;
///
FileName mNormalMap;
///
FileName mDetailMap;
/// The size of the detail map in meters used
/// to generate the texture coordinates for the
/// detail and normal maps.
F32 mDetailSize;
///
F32 mDetailStrength;
///
F32 mDetailDistance;
/// Normally the detail is projected on to the xy
/// coordinates of the terrain. If this flag is true
/// then this detail is projected along the xz and yz
/// planes.
bool mSideProjection;
///
F32 mParallaxScale;
public:
TerrainMaterial();
virtual ~TerrainMaterial();
bool onAdd();
static void initPersistFields();
DECLARE_CONOBJECT( TerrainMaterial );
/// This method locates the TerrainMaterial if it exists, tries
/// to create a new one if a valid texture path was passed, or
/// returns a debug material if all else fails.
static TerrainMaterial* findOrCreate( const char *nameOrPath );
/// Returns the default warning terrain material used when
/// a material is not found or defined.
static TerrainMaterial* getWarningMaterial();
const String& getDiffuseMap() const { return mDiffuseMap; }
F32 getDiffuseSize() const { return mDiffuseSize; }
const String& getNormalMap() const { return mNormalMap; }
const String& getDetailMap() const { return mDetailMap; }
F32 getDetailSize() const { return mDetailSize; }
F32 getDetailStrength() const { return mDetailStrength; }
F32 getDetailDistance() const { return mDetailDistance; }
bool useSideProjection() const { return mSideProjection; }
F32 getParallaxScale() const { return mParallaxScale; }
};
#endif // _TERRMATERIAL_H_