/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #define COMPILED_TERRAIN_TEXTURE_FILE_NAME "terrain/cover.ctc" #pragma pack(push,4) struct IMaterial; struct ITerrain { virtual ~ITerrain() {} struct SurfaceWeight { static const int WeightCount = 3; static const uint8 Undefined = 127; static const uint8 Hole = 128; SurfaceWeight() { Ids[0] = Ids[1] = Ids[2] = Undefined; Weights[0] = Weights[1] = Weights[2] = 0; } inline uint8 PrimaryId() const { return Ids[0]; } inline uint8 PrimaryWeight() const { return Weights[0]; } uint8 Ids[WeightCount]; uint8 Weights[WeightCount]; AUTO_STRUCT_INFO }; }; #pragma pack(pop)