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