/* * 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. #ifndef CRYINCLUDE_CRYCOMMONTOOLS_EXPORT_IMATERIALDATA_H #define CRYINCLUDE_CRYCOMMONTOOLS_EXPORT_IMATERIALDATA_H #pragma once class IMaterialData { public: // the handle represents an implementation specific underlying handle (like a maya pointer to a string dag name). virtual int AddMaterial(const char* name, int id, const void* handle, const char* properties) = 0; virtual int AddMaterial(const char* name, int id, const char* subMatName, const void* handle, const char* properties) = 0; virtual int GetMaterialCount() const = 0; virtual const char* GetName(int materialIndex) const = 0; virtual int GetID(int materialIndex) const = 0; virtual const char* GetSubMatName(int materialIndex) const = 0; virtual const void* GetHandle(int materialIndex) const = 0; virtual const char* GetProperties(int materialIndex) const = 0; }; #endif // CRYINCLUDE_CRYCOMMONTOOLS_EXPORT_IMATERIALDATA_H