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Engine.TerrainInfo


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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   transient 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;
    var() EDetailMode   DetailMode;
};


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() Texture                   VertexLightMap; // sjs
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;

// Heightmap manipulation functions
native final function PokeTerrain( vector WorldLocation, int Radius, int MaxDepth );

defaultproperties
{
     TerrainSectorSize=16
     TerrainScale=(X=64.000000,Y=64.000000,Z=64.000000)
     bUseDynamicLights=True
     bStatic=True
     bWorldGeometry=True
     Texture=Texture'Engine.S_TerrainInfo'
     bStaticLighting=True
}

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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:54.546 - Created with UnCodeX