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//============================================================================= // Material: Abstract material class // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Material extends Core.Object native hidecategories(Object) collapsecategories noexport; var() Material FallbackMaterial; var Material DefaultMaterial; var const transient bool UseFallback; // Render device should use the fallback. var const transient bool Validated; // Material has been validated as renderable. #if IG_RENDERER // rowan: material type enum... lets us do fast casting on materials // NOTE: THIS MUST BE KEPT IN SYNC WITH DECL IN UNMATERIAL.H enum EMaterialType { MT_Material, // combiner MT_Combiner, #if IG_GLOW // glow material type MT_GlowMaterial, MT_BlurMaterial, #endif // modifiers MT_ModifierStart, MT_Modifier, MT_ColorModifier, MT_FinalBlend, MT_MaterialSequence, MT_MaterialSwitch, MT_OpacityModifier, // texture modifiers MT_TexModifierStart, MT_TexModifier, MT_TexCoordSource, MT_TexEnvMap, MT_TexMatrix, MT_TexOscillator, MT_TexPanner, MT_TexRotator, MT_TexScaler, MT_TexModifierEnd, MT_ModifierEnd, // rendered materials MT_RenderedMaterialStart, MT_RenderedMaterial, MT_Shader, MT_ProjectorMaterial, MT_ParticleMaterial, MT_TerrainMaterial, MT_VertexColor, // constant materials MT_ConstantMaterialStart, MT_ConstantMaterial, MT_ConstantColor, MT_FadeColor, MT_ConstantMaterialEnd, // bitmap materials MT_BitmapMaterialStart, MT_BitmapMaterial, MT_ScriptedTexture, MT_ShadowBitmapMaterial, // textures MT_TextureStart, MT_Texture, MT_Cubemap, MT_TextureEnd, MT_BitmapMaterialEnd, MT_RenderedMaterialEnd, }; var const EMaterialType MaterialType; // NOTE: this has to be an int, so the native impl can use an enum directly #endif // IG_RENDERER #if IG_EFFECTS //WARNING! Please do not change or move entries in this enum! // ONLY add new MaterialVisualTypes to the END of this list. //This list should be kept in sync with System/material_visual_types.lst, // which is read by the IGEffectsConfigurator. enum EMaterialVisualType { MVT_Default, MVT_Concrete, MVT_Carpet, MVT_Dirt, MVT_Mud, MVT_Glass, MVT_Grass, MVT_Ice, MVT_Metal, MVT_MetalCatwalk, MVT_Rubble, MVT_Sand, MVT_Snow, MVT_Water, MVT_Stone, MVT_VegitationRigid, MVT_VegitationSoft, MVT_WaterPipe, MVT_Wood, MVT_Armour, MVT_Flesh, MVT_Bone, #if IG_TRIBES3 // rowan: new material types needed MVT_RockWasteland, MVT_RockRocky, MVT_RockMeadows, MVT_BeaglePipes, MVT_Energy, // glenn: energy type for energy barriers, boundary volumes etc. #endif }; //tcohen: these are clasifications of the material for purposes of the effects system var(MaterialType) int MaterialSoundType; var(MaterialType) EMaterialVisualType MaterialVisualType; #endif //IG_EFFECTS #if IG_SHARED // Paul: functions to retreive the uSize & vSize of the material function int GetUSize(); function int GetVSize(); #endif function Reset() { if( FallbackMaterial != None ) FallbackMaterial.Reset(); } function Trigger( Actor Other, Actor EventInstigator ) { if( FallbackMaterial != None ) FallbackMaterial.Trigger( Other, EventInstigator ); } defaultproperties { FallbackMaterial=None DefaultMaterial=Texture'Engine_res.DefaultTexture' #if IG_RENDERER // rowan: set Materialtype for quick casts MaterialType = MT_Material #endif } |
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