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TerrainInfo.uc
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2003-06-23
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class TerrainInfo extends Info
noexport
showcategories(Movement,Collision,Lighting,LightColor,Karma,Force)
native
placeable;
#exec Texture Import File=Textures\Terrain_info.pcx Name=S_TerrainInfo Mips=Off MASKED=1
#exec Texture Import File=Textures\S_WhiteCircle.pcx Name=S_WhiteCircle Mips=Off MASKED=1
#exec Texture Import File=Textures\Bad.pcx Name=TerrainBad Mips=Off
#exec Texture Import File=Textures\DecoPaint.pcx Name=DecoPaint Mips=Off
struct NormalPair
{
var vector Normal1;
var vector Normal2;
};
enum ETexMapAxis
{
TEXMAPAXIS_XY,
TEXMAPAXIS_XZ,
TEXMAPAXIS_YZ,
};
enum ESortOrder
{
SORT_NoSort,
SORT_BackToFront,
SORT_FrontToBack
};
struct TerrainLayer
{
var() Material Texture;
var() Texture AlphaMap;
var() float UScale;
var() float VScale;
var() float UPan;
var() float VPan;
var() ETexMapAxis TextureMapAxis;
var() float TextureRotation;
var() Rotator LayerRotation;
var Matrix TerrainMatrix;
var() float KFriction;
var() float KRestitution;
var Texture LayerWeightMap;
};
struct DecorationLayer
{
var() int ShowOnTerrain;
var() Texture ScaleMap;
var() Texture DensityMap;
var() Texture ColorMap;
var() StaticMesh StaticMesh;
var() rangevector ScaleMultiplier;
var() range FadeoutRadius;
var() range DensityMultiplier;
var() int MaxPerQuad;
var() int Seed;
var() int AlignToTerrain;
var() ESortOrder DrawOrder;
var() int ShowOnInvisibleTerrain;
var() int LitDirectional;
var() int DisregardTerrainLighting;
var() int RandomYaw;
};
struct DecoInfo
{
var vector Location;
var rotator Rotation;
var vector Scale;
var vector TempScale;
var color Color;
var int Distance;
};
struct DecoSectorInfo
{
var array<DecoInfo> DecoInfo;
var vector Location;
var float Radius;
};
struct DecorationLayerData
{
var array<DecoSectorInfo> Sectors;
};
var() int TerrainSectorSize;
var() Texture TerrainMap;
var() vector TerrainScale;
var() TerrainLayer Layers[32];
var() array<DecorationLayer> DecoLayers;
var() float DecoLayerOffset;
var() bool Inverted;
// This option means use half the graphics res for Karma collision.
// Note - Karma ignores per-quad info (eg. 'invisible' and 'edge-turned') with this set to true.
var() bool bKCollisionHalfRes;
//
// Internal data
//
var transient int JustLoaded;
var native const array<DecorationLayerData> DecoLayerData;
var native const array<TerrainSector> Sectors;
var native const array<vector> Vertices;
var native const int HeightmapX;
var native const int HeightmapY;
var native const int SectorsX;
var native const int SectorsY;
var native const TerrainPrimitive Primitive;
var native const array<NormalPair> FaceNormals;
var native const vector ToWorld[4];
var native const vector ToHeightmap[4];
var native const array<int> SelectedVertices;
var native const int ShowGrid;
var const array<int> QuadVisibilityBitmap;
var const array<int> EdgeTurnBitmap;
var const array<material> QuadDomMaterialBitmap;
var native const array<int> RenderCombinations;
var native const array<int> VertexStreams;
var native const array<color> VertexColors;
var native const array<color> PaintedColor; // editor only
var native const Texture CollapsedLayers;
// OLD
var native const Texture OldTerrainMap;
var native const array<byte> OldHeightmap;
defaultproperties
{
Texture=S_TerrainInfo
TerrainScale=(X=64,Y=64,Z=64)
bStatic=True
bStaticLighting=True
bWorldGeometry=true
bHidden=true
TerrainSectorSize=16
bKCollisionHalfRes=False
}