41 lines
1.2 KiB
C
41 lines
1.2 KiB
C
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// Copyright 2020 Phyronnaz
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#pragma once
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#include "CoreMinimal.h"
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#include "VoxelNode.h"
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#include "VoxelNodeStructs.h"
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#include "VoxelBiomeMergeNode.generated.h"
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// Merge biomes by generating nodes to do so.
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// Will also generate function separators, so you need to make all your data go through this
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// (check the Additional Data field)
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UCLASS(DisplayName = "Biome Merge", Category = "Biomes")
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class VOXELGRAPH_API UVoxelNode_BiomeMerge : public UVoxelNode
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Biomes", meta = (ReconstructNode))
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TArray<FString> Biomes;
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UPROPERTY(EditAnywhere, Category = "Config")
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float Tolerance = 0.00001;
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UVoxelNode_BiomeMerge() = default;
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virtual int32 GetMinInputPins() const override;
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virtual int32 GetMaxInputPins() const override;
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virtual int32 GetOutputPinsCount() const override;
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virtual FName GetInputPinName(int32 PinIndex) const override;
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virtual FName GetOutputPinName(int32 PinIndex) const override;
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virtual EVoxelPinCategory GetInputPinCategory(int32 PinIndex) const override;
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virtual EVoxelPinCategory GetOutputPinCategory(int32 PinIndex) const override;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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};
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