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# Engine.TerrainInfo

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    class TerrainInfo extends Info
    	noexport
    	showcategories(Movement,Collision,Lighting,LightColor,Karma,Force)
    	native
    	placeable;

    struct NormalPair
    {
    	var vector Normal1;
    	var vector Normal2;
    };

    enum ETexMapAxis
    {
    	TEXMAPAXIS_XY,
    	TEXMAPAXIS_XZ,
    	TEXMAPAXIS_YZ,
    };

    enum ESortOrder
    {
    	SORT_NoSort,
    	SORT_BackToFront,
    	SORT_FrontToBack
    };

    #if IG_SHARED // rowan: aniamtion types for procedurally animated decolayers
    enum EAnimationType
    {
    	AT_None,
    	AT_Wind,
    };
    #endif // IG

    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;

    #if IG_SHARED // rowan: animation control
    	var() EAnimationType	AnimationType;
    	var() float				AnimationSpeed;
    	var() float				AnimationAmplitude;
    	var() float				AnimationWorldPeriod;
    #endif

    #if IG_TRIBES3	// michaelj: uniform deco layer scaling
    	var() Range			ScaleMultiplier3D;
    	var() int			GetLightingFromFinalisedMacro;
    #endif
    };

    struct DecoInfo
    {
    	var vector	Location;
    	var rotator	Rotation;
    	var vector	Scale;
    	var vector	TempScale;
    	var color	Color;
    	var int		Distance;

    #if IG_R // rowan: UniqueID for vertex shaders
    	var int		UniqueID;
    #endif
    };

    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;
    #if IG_MACROTEX // rowan:
    var const Texture				MacroTexture;
    var const Texture				FinalisedMacroTexture;
    var const Texture				RenderMacroTexture;
    var native const Matrix			MacroTextureTransform;
    #endif
    #if IG_TRIBES3	// rowan: lightmap
    var const Texture				LightmapTexture;
    var const int					BuiltCurrentLightmap;
    #endif
    var() TerrainLayer				Layers[32];
    var() array<DecorationLayer>	DecoLayers;
    var() float						DecoLayerOffset;
    var() bool						Inverted;
    #if IG_TRIBES3	// rowan: can flag terrains as always visible
    var() bool						AlwaysVisible;
    var() bool						TileTerrain;
    #endif
    #if IG_SHARED	// rowan: new editable vars
    var() transient bool			bDisableRebuildOnEdit;
    #endif

    // 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];
    #if IG_MACROTEX
    var native const vector						ToMacro[4];
    #endif // IG
    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;
    #if IG_R // rowan: TERRAIN_COLOR
    var native const array<int>					ColorStreams;
    #endif
    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;

    #if IG_SHARED // rowan: New vars
    var native const int DecolayerRenderer;
    #endif

    #if IG_TRIBES3 // rowan: space for quadtree and finalised data ptr
    var native const int QuadTree;
    var native const object FinalisedData;
    var native const int ActiveHardwareData;

    var native const array<int> HardwareIndexBuffers;
    #endif

    #if IG_R // rowan: Temporary Visibility Data
    var native const int VisibleSectorsCount;
    var native const int RenderThingsCount;
    var native const int VisibleSectors;
    var native const int SectorProjectors;
    var native const int RenderThings;
    #endif

    #if IG_TRIBES3 // dbeswick: this function is called to determine whether a projectile can hit this actor
    simulated event bool ShouldProjectileHit(Actor projInstigator)
    {
    	return true;
    }
    #endif

    defaultproperties
    {
    	Texture=Texture'Engine_res.S_TerrainInfo'
    	TerrainScale=(X=64,Y=64,Z=64)
    	bStatic=True
    	bStaticLighting=True
    	bWorldGeometry=true
        bHidden=true
    	TerrainSectorSize=16
    	bKCollisionHalfRes=False

    #if IG_SHARED // Alex:
    	bBlockHavok=true
    #endif
    }

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Class file time: ne 5.9.2004 16:01:30.000 - Creation time: st 23.5.2018 00:10:47.553 - Created with UnCodeX