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//-----------------------------------------------------------------------------
// Name: material.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetinfobase.h>
#include <Math/vec3.h>
#include <map>
struct MaterialEvent {
float max_distance;
std::string soundgroup;
bool attached;
};
struct MaterialDecal {
std::string color_path;
std::string normal_path;
std::string shader;
};
struct MaterialParticle {
std::string particle_path;
};
class AssetManager;
class Material : public AssetInfo {
std::map<std::string, std::map<std::string, MaterialEvent> > event_map;
std::map<std::string, MaterialDecal> decal_map;
std::map<std::string, MaterialParticle> particle_map;
AssetRef<Material> base_ref;
float hardness;
float friction;
float sharp_penetration;
//ASContext *context;
public:
Material(AssetManager *owner, uint32_t asset_id);
~Material() override;
int Load(const std::string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload( );
void ReportLoad() override;
void HandleEvent(const std::string &the_event, const vec3 &pos);
const MaterialEvent& GetEvent( const std::string &the_event );
const MaterialEvent& GetEvent( const std::string &the_event, const std::string &mod );
const MaterialDecal& GetDecal( const std::string &type );
const MaterialParticle& GetParticle( const std::string &type );
float GetHardness() const;
float GetFriction() const;
float GetSharpPenetration() const;
void ReturnPaths( PathSet & path_set ) override;
static AssetType GetType() { return MATERIAL_ASSET; }
static const char* GetTypeName() { return "MATERIAL_ASSET"; }
static bool AssetWarning() { return true; }
AssetLoaderBase* NewLoader() override;
};
typedef AssetRef<Material> MaterialRef;
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