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# Engine.Material

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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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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:45.151 - Created with UnCodeX