55 lines
1.4 KiB
Ucode
55 lines
1.4 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class TerrainMaterial extends Object
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native(Terrain)
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hidecategories(Object);
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var matrix LocalToMapping;
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enum ETerrainMappingType
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{
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TMT_Auto,
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TMT_XY,
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TMT_XZ,
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TMT_YZ
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};
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/** Determines the mapping place to use on the terrain. */
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var(Material) ETerrainMappingType MappingType;
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/** Uniform scale to apply to the mapping. */
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var(Material) float MappingScale;
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/** Rotation to apply to the mapping. */
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var(Material) float MappingRotation;
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/** Offset to apply to the mapping along U. */
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var(Material) float MappingPanU;
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/** Offset to apply to the mapping along V. */
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var(Material) float MappingPanV;
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/** The Material to apply to the terrain. */
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var(Material) MaterialInterface Material;
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/** Grayscale image to move vertices of the terrain along the surface normal. */
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var(Displacement) Texture2D DisplacementMap;
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/** The amount to sacle the displacement texture by. */
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var(Displacement) float DisplacementScale;
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cpptext
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{
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// UpdateMappingTransform
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void UpdateMappingTransform();
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// UObject interface.
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virtual void PreEditChange(UProperty* PropertyAboutToChange);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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virtual void PostLoad();
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}
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defaultproperties
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{
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MappingScale=4.0
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DisplacementScale=0.25
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}
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