122 lines
4.6 KiB
C++
122 lines
4.6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : leveledit *
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* *
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* $Archive:: /Commando/Code/wwphys/terrainmaterial.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/08/02 2:49p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __TERRAINMATERIAL_H
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#define __TERRAINMATERIAL_H
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#include "wwstring.h"
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#include "refcount.h"
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//////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////
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class TextureClass;
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class ChunkSaveClass;
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class ChunkLoadClass;
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//////////////////////////////////////////////////////////////////////
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//
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// TerrainMaterialClass
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//
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//////////////////////////////////////////////////////////////////////
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class TerrainMaterialClass : public RefCountClass
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{
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public:
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///////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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///////////////////////////////////////////////////////////////////
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TerrainMaterialClass (void);
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virtual ~TerrainMaterialClass (void);
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///////////////////////////////////////////////////////////////////
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// Public methods
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///////////////////////////////////////////////////////////////////
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//
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// Texture support
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//
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TextureClass * Peek_Texture (void) { return Texture; }
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const char * Get_Texture_Name (void) { return TextureName; }
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void Set_Texture (const char *texture_name);
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//
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// UV mapping control
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//
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void Set_Meters_Per_Tile (float value) { MetersPerTile = value; }
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float Get_Meters_Per_Tile (void) const { return MetersPerTile; }
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void Mirror_UVs (bool onoff) { AreUVsMirrored = onoff; }
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bool Are_UVs_Mirrored (void) const { return AreUVsMirrored; }
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//
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// Surface type support
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//
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void Set_Surface_Type (int type);
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int Get_Surface_Type (void) { return SurfaceType; }
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//
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// Save/load support
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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void Load_Variables (ChunkLoadClass &cload);
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protected:
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///////////////////////////////////////////////////////////////////
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// Protected methods
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///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////
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// Protected member data
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///////////////////////////////////////////////////////////////////
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StringClass TextureName;
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TextureClass * Texture;
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float MetersPerTile;
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bool AreUVsMirrored;
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int SurfaceType;
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};
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#endif //__TERRAINMATERIAL_H
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