CelticCraft/Plugins/VoxelFree/Source/VoxelGraph/Private/Examples/VoxelExample_Cave.cpp

1786 lines
61 KiB
C++

// Copyright 2020 Phyronnaz
#include "VoxelExample_Cave.h"
PRAGMA_GENERATED_VOXEL_GRAPH_START
using FVoxelGraphSeed = int32;
#if VOXEL_GRAPH_GENERATED_VERSION == 1
class FVoxelExample_CaveInstance : public TVoxelGraphGeneratorInstanceHelper<FVoxelExample_CaveInstance, UVoxelExample_Cave>
{
public:
struct FParams
{
const float Bottom_Noise_Frequency;
const float Bottom_Noise_Scale;
const int32 Bottom_Noise_Seed;
const int32 Global_Height_Seed;
const int32 Top_Noise_Seed;
const float Top_Noise_Frequency;
const float Top_Noise_Scale;
const float Bottom_Top_Merge_Smoothness;
const float Global_Height_Merge_Smoothness;
const float Global_Height_Noise_Frequency;
const float Global_Height_Noise_Scale;
const float Global_Height_Offset;
const float Cave_Height;
const float Cave_Radius;
const float Cave_Walls_Smoothness;
};
class FLocalComputeStruct_LocalValue
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt Value;
};
struct FBufferConstant
{
FBufferConstant() {}
v_flt Variable_31; // Global Height Noise Frequency = 0.005 output 0
v_flt Variable_24; // Bottom Top Merge Smoothness = 25.0 output 0
v_flt Variable_25; // Cave Walls Smoothness = 100.0 output 0
v_flt Variable_26; // Global Height Merge Smoothness = 15.0 output 0
v_flt Variable_27; // Top Noise Frequency = 0.005 output 0
v_flt Variable_28; // Bottom Noise Frequency = 0.008 output 0
v_flt Variable_15; // Cave Radius = 400.0 output 0
v_flt Variable_33; // Top Noise Scale = 150.0 output 0
v_flt Variable_34; // Bottom Noise Scale = 150.0 output 0
v_flt Variable_38; // Global Height Noise Scale = 200.0 output 0
v_flt Variable_39; // Global Height Offset = 150.0 output 0
v_flt Variable_37; // / output 0
};
struct FBufferX
{
FBufferX() {}
v_flt Variable_3; // X output 0
v_flt Variable_19; // X output 0
v_flt Variable_0; // X output 0
v_flt Variable_12; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
v_flt Variable_6; // * output 0
v_flt Variable_7; // * output 0
v_flt Variable_14; // - output 0
v_flt Variable_22; // + output 0
};
FLocalComputeStruct_LocalValue(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
// Init of Top Noise Seed = 3022
FVoxelGraphSeed Variable_29; // Top Noise Seed = 3022 output 0
Variable_29 = Params.Top_Noise_Seed;
// Init of Bottom Noise Seed = 3024
FVoxelGraphSeed Variable_30; // Bottom Noise Seed = 3024 output 0
Variable_30 = Params.Bottom_Noise_Seed;
// Init of Global Height Seed = 1447
FVoxelGraphSeed Variable_32; // Global Height Seed = 1447 output 0
Variable_32 = Params.Global_Height_Seed;
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// Global Height Noise Frequency = 0.005
BufferConstant.Variable_31 = Params.Global_Height_Noise_Frequency;
// Bottom Top Merge Smoothness = 25.0
BufferConstant.Variable_24 = Params.Bottom_Top_Merge_Smoothness;
// Cave Walls Smoothness = 100.0
BufferConstant.Variable_25 = Params.Cave_Walls_Smoothness;
// Global Height Merge Smoothness = 15.0
BufferConstant.Variable_26 = Params.Global_Height_Merge_Smoothness;
// Top Noise Frequency = 0.005
BufferConstant.Variable_27 = Params.Top_Noise_Frequency;
// Bottom Noise Frequency = 0.008
BufferConstant.Variable_28 = Params.Bottom_Noise_Frequency;
// Cave Radius = 400.0
BufferConstant.Variable_15 = Params.Cave_Radius;
// Top Noise Scale = 150.0
BufferConstant.Variable_33 = Params.Top_Noise_Scale;
// Bottom Noise Scale = 150.0
BufferConstant.Variable_34 = Params.Bottom_Noise_Scale;
// Cave Height = 100.0
v_flt Variable_36; // Cave Height = 100.0 output 0
Variable_36 = Params.Cave_Height;
// Global Height Noise Scale = 200.0
BufferConstant.Variable_38 = Params.Global_Height_Noise_Scale;
// Global Height Offset = 150.0
BufferConstant.Variable_39 = Params.Global_Height_Offset;
// /
BufferConstant.Variable_37 = Variable_36 / v_flt(2.0f);
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
FVoxelFastNoise _2D_IQ_Noise_0_Noise;
TStaticArray<uint8, 32> _2D_IQ_Noise_0_LODToOctaves;
FVoxelFastNoise _2D_Perlin_Noise_Fractal_0_Noise;
TStaticArray<uint8, 32> _2D_Perlin_Noise_Fractal_0_LODToOctaves;
FVoxelFastNoise _2D_Perlin_Noise_Fractal_1_Noise;
TStaticArray<uint8, 32> _2D_Perlin_Noise_Fractal_1_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
// Init of Bottom Noise Seed = 3024
FVoxelGraphSeed Variable_30; // Bottom Noise Seed = 3024 output 0
Variable_30 = Params.Bottom_Noise_Seed;
// Init of Global Height Seed = 1447
FVoxelGraphSeed Variable_32; // Global Height Seed = 1447 output 0
Variable_32 = Params.Global_Height_Seed;
// Init of Top Noise Seed = 3022
FVoxelGraphSeed Variable_29; // Top Noise Seed = 3022 output 0
Variable_29 = Params.Top_Noise_Seed;
// Init of 2D IQ Noise
_2D_IQ_Noise_0_Noise.SetSeed(Variable_32);
_2D_IQ_Noise_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_IQ_Noise_0_Noise.SetFractalOctavesAndGain(15, 0.5);
_2D_IQ_Noise_0_Noise.SetFractalLacunarity(2.0);
_2D_IQ_Noise_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_IQ_Noise_0_Noise.SetMatrixFromRotation_2D(40.0);
_2D_IQ_Noise_0_LODToOctaves[0] = 15;
_2D_IQ_Noise_0_LODToOctaves[1] = 15;
_2D_IQ_Noise_0_LODToOctaves[2] = 15;
_2D_IQ_Noise_0_LODToOctaves[3] = 15;
_2D_IQ_Noise_0_LODToOctaves[4] = 15;
_2D_IQ_Noise_0_LODToOctaves[5] = 15;
_2D_IQ_Noise_0_LODToOctaves[6] = 15;
_2D_IQ_Noise_0_LODToOctaves[7] = 15;
_2D_IQ_Noise_0_LODToOctaves[8] = 15;
_2D_IQ_Noise_0_LODToOctaves[9] = 15;
_2D_IQ_Noise_0_LODToOctaves[10] = 15;
_2D_IQ_Noise_0_LODToOctaves[11] = 15;
_2D_IQ_Noise_0_LODToOctaves[12] = 15;
_2D_IQ_Noise_0_LODToOctaves[13] = 15;
_2D_IQ_Noise_0_LODToOctaves[14] = 15;
_2D_IQ_Noise_0_LODToOctaves[15] = 15;
_2D_IQ_Noise_0_LODToOctaves[16] = 15;
_2D_IQ_Noise_0_LODToOctaves[17] = 15;
_2D_IQ_Noise_0_LODToOctaves[18] = 15;
_2D_IQ_Noise_0_LODToOctaves[19] = 15;
_2D_IQ_Noise_0_LODToOctaves[20] = 15;
_2D_IQ_Noise_0_LODToOctaves[21] = 15;
_2D_IQ_Noise_0_LODToOctaves[22] = 15;
_2D_IQ_Noise_0_LODToOctaves[23] = 15;
_2D_IQ_Noise_0_LODToOctaves[24] = 15;
_2D_IQ_Noise_0_LODToOctaves[25] = 15;
_2D_IQ_Noise_0_LODToOctaves[26] = 15;
_2D_IQ_Noise_0_LODToOctaves[27] = 15;
_2D_IQ_Noise_0_LODToOctaves[28] = 15;
_2D_IQ_Noise_0_LODToOctaves[29] = 15;
_2D_IQ_Noise_0_LODToOctaves[30] = 15;
_2D_IQ_Noise_0_LODToOctaves[31] = 15;
// Init of 2D Perlin Noise Fractal
_2D_Perlin_Noise_Fractal_0_Noise.SetSeed(Variable_30);
_2D_Perlin_Noise_Fractal_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Perlin_Noise_Fractal_0_Noise.SetFractalOctavesAndGain(3, 0.5);
_2D_Perlin_Noise_Fractal_0_Noise.SetFractalLacunarity(2.0);
_2D_Perlin_Noise_Fractal_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Perlin_Noise_Fractal_0_LODToOctaves[0] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[1] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[2] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[3] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[4] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[5] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[6] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[7] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[8] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[9] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[10] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[11] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[12] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[13] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[14] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[15] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[16] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[17] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[18] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[19] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[20] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[21] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[22] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[23] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[24] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[25] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[26] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[27] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[28] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[29] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[30] = 3;
_2D_Perlin_Noise_Fractal_0_LODToOctaves[31] = 3;
// Init of 2D Perlin Noise Fractal
_2D_Perlin_Noise_Fractal_1_Noise.SetSeed(Variable_29);
_2D_Perlin_Noise_Fractal_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Perlin_Noise_Fractal_1_Noise.SetFractalOctavesAndGain(3, 0.5);
_2D_Perlin_Noise_Fractal_1_Noise.SetFractalLacunarity(2.0);
_2D_Perlin_Noise_Fractal_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Perlin_Noise_Fractal_1_LODToOctaves[0] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[1] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[2] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[3] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[4] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[5] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[6] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[7] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[8] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[9] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[10] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[11] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[12] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[13] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[14] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[15] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[16] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[17] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[18] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[19] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[20] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[21] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[22] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[23] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[24] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[25] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[26] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[27] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[28] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[29] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[30] = 3;
_2D_Perlin_Noise_Fractal_1_LODToOctaves[31] = 3;
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
// X
BufferX.Variable_3 = Context.GetLocalX();
// X
BufferX.Variable_19 = Context.GetLocalX();
// X
BufferX.Variable_0 = Context.GetLocalX();
// X
BufferX.Variable_12 = Context.GetLocalX();
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// Y
v_flt Variable_13; // Y output 0
Variable_13 = Context.GetLocalY();
// Y
v_flt Variable_4; // Y output 0
Variable_4 = Context.GetLocalY();
// Y
v_flt Variable_20; // Y output 0
Variable_20 = Context.GetLocalY();
// 2D IQ Noise
v_flt Variable_23; // 2D IQ Noise output 0
v_flt _2D_IQ_Noise_0_Temp_1; // 2D IQ Noise output 1
v_flt _2D_IQ_Noise_0_Temp_2; // 2D IQ Noise output 2
Variable_23 = _2D_IQ_Noise_0_Noise.IQNoise_2D_Deriv(BufferX.Variable_19, Variable_20, BufferConstant.Variable_31, _2D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_2D_IQ_Noise_0_Temp_1,_2D_IQ_Noise_0_Temp_2);
Variable_23 = FMath::Clamp<v_flt>(Variable_23, -0.779186, 0.705623);
_2D_IQ_Noise_0_Temp_1 = FMath::Clamp<v_flt>(_2D_IQ_Noise_0_Temp_1, -1.482251, 1.789484);
_2D_IQ_Noise_0_Temp_2 = FMath::Clamp<v_flt>(_2D_IQ_Noise_0_Temp_2, -1.568460, 1.481016);
// 2D Perlin Noise Fractal
v_flt Variable_5; // 2D Perlin Noise Fractal output 0
Variable_5 = _2D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_2D(BufferX.Variable_3, Variable_4, BufferConstant.Variable_28, _2D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_5 = FMath::Clamp<v_flt>(Variable_5, -0.643471, 0.527891);
// 2D Perlin Noise Fractal
v_flt Variable_2; // 2D Perlin Noise Fractal output 0
Variable_2 = _2D_Perlin_Noise_Fractal_1_Noise.GetPerlinFractal_2D(BufferX.Variable_0, Variable_1, BufferConstant.Variable_27, _2D_Perlin_Noise_Fractal_1_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_2 = FMath::Clamp<v_flt>(Variable_2, -0.643471, 0.527891);
// Vector Length.Vector Length
v_flt Variable_40; // Vector Length.Vector Length output 0
Variable_40 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_12, Variable_13, v_flt(0.0f));
// *
v_flt Variable_21; // * output 0
Variable_21 = Variable_23 * BufferConstant.Variable_38;
// *
BufferXY.Variable_6 = Variable_2 * BufferConstant.Variable_33;
// *
BufferXY.Variable_7 = Variable_5 * BufferConstant.Variable_34;
// -
BufferXY.Variable_14 = BufferConstant.Variable_15 - Variable_40;
// +
BufferXY.Variable_22 = Variable_21 + BufferConstant.Variable_39;
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// X
BufferX.Variable_3 = Context.GetLocalX();
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// Y
v_flt Variable_13; // Y output 0
Variable_13 = Context.GetLocalY();
// Y
v_flt Variable_4; // Y output 0
Variable_4 = Context.GetLocalY();
// Y
v_flt Variable_20; // Y output 0
Variable_20 = Context.GetLocalY();
// X
BufferX.Variable_19 = Context.GetLocalX();
// X
BufferX.Variable_0 = Context.GetLocalX();
// X
BufferX.Variable_12 = Context.GetLocalX();
// 2D IQ Noise
v_flt Variable_23; // 2D IQ Noise output 0
v_flt _2D_IQ_Noise_0_Temp_1; // 2D IQ Noise output 1
v_flt _2D_IQ_Noise_0_Temp_2; // 2D IQ Noise output 2
Variable_23 = _2D_IQ_Noise_0_Noise.IQNoise_2D_Deriv(BufferX.Variable_19, Variable_20, BufferConstant.Variable_31, _2D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_2D_IQ_Noise_0_Temp_1,_2D_IQ_Noise_0_Temp_2);
Variable_23 = FMath::Clamp<v_flt>(Variable_23, -0.779186, 0.705623);
_2D_IQ_Noise_0_Temp_1 = FMath::Clamp<v_flt>(_2D_IQ_Noise_0_Temp_1, -1.482251, 1.789484);
_2D_IQ_Noise_0_Temp_2 = FMath::Clamp<v_flt>(_2D_IQ_Noise_0_Temp_2, -1.568460, 1.481016);
// 2D Perlin Noise Fractal
v_flt Variable_5; // 2D Perlin Noise Fractal output 0
Variable_5 = _2D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_2D(BufferX.Variable_3, Variable_4, BufferConstant.Variable_28, _2D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_5 = FMath::Clamp<v_flt>(Variable_5, -0.643471, 0.527891);
// 2D Perlin Noise Fractal
v_flt Variable_2; // 2D Perlin Noise Fractal output 0
Variable_2 = _2D_Perlin_Noise_Fractal_1_Noise.GetPerlinFractal_2D(BufferX.Variable_0, Variable_1, BufferConstant.Variable_27, _2D_Perlin_Noise_Fractal_1_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_2 = FMath::Clamp<v_flt>(Variable_2, -0.643471, 0.527891);
// Vector Length.Vector Length
v_flt Variable_40; // Vector Length.Vector Length output 0
Variable_40 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_12, Variable_13, v_flt(0.0f));
// *
v_flt Variable_21; // * output 0
Variable_21 = Variable_23 * BufferConstant.Variable_38;
// *
BufferXY.Variable_6 = Variable_2 * BufferConstant.Variable_33;
// *
BufferXY.Variable_7 = Variable_5 * BufferConstant.Variable_34;
// -
BufferXY.Variable_14 = BufferConstant.Variable_15 - Variable_40;
// +
BufferXY.Variable_22 = Variable_21 + BufferConstant.Variable_39;
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Z
v_flt Variable_17; // Z output 0
Variable_17 = Context.GetLocalZ();
// Z
v_flt Variable_11; // Z output 0
Variable_11 = Context.GetLocalZ();
// -
v_flt Variable_10; // - output 0
Variable_10 = BufferXY.Variable_6 - Variable_11;
// -
v_flt Variable_9; // - output 0
Variable_9 = Variable_8 - BufferXY.Variable_7;
// -
v_flt Variable_18; // - output 0
Variable_18 = Variable_17 - BufferXY.Variable_22;
// Smooth Union.-
v_flt Variable_58; // Smooth Union.- output 0
Variable_58 = Variable_10 - Variable_9;
// Smooth Union./
v_flt Variable_59; // Smooth Union./ output 0
Variable_59 = Variable_58 / BufferConstant.Variable_24;
// Smooth Union.*
v_flt Variable_60; // Smooth Union.* output 0
Variable_60 = Variable_59 * v_flt(0.5f);
// Smooth Union.+
v_flt Variable_61; // Smooth Union.+ output 0
Variable_61 = Variable_60 + v_flt(0.5f);
// Smooth Union.Clamp
v_flt Variable_62; // Smooth Union.Clamp output 0
Variable_62 = FVoxelNodeFunctions::Clamp(Variable_61, v_flt(0.0f), v_flt(1.0f));
// Smooth Union.Lerp
v_flt Variable_63; // Smooth Union.Lerp output 0
Variable_63 = FVoxelNodeFunctions::Lerp(Variable_10, Variable_9, Variable_62);
// Smooth Union.1 - X
v_flt Variable_66; // Smooth Union.1 - X output 0
Variable_66 = 1 - Variable_62;
// Smooth Union.*
v_flt Variable_65; // Smooth Union.* output 0
Variable_65 = BufferConstant.Variable_24 * Variable_62 * Variable_66;
// Smooth Union.-
v_flt Variable_64; // Smooth Union.- output 0
Variable_64 = Variable_63 - Variable_65;
// +
v_flt Variable_35; // + output 0
Variable_35 = Variable_64 + BufferConstant.Variable_37;
// Smooth Union.-
v_flt Variable_41; // Smooth Union.- output 0
Variable_41 = BufferXY.Variable_14 - Variable_35;
// Smooth Union./
v_flt Variable_42; // Smooth Union./ output 0
Variable_42 = Variable_41 / BufferConstant.Variable_25;
// Smooth Union.*
v_flt Variable_43; // Smooth Union.* output 0
Variable_43 = Variable_42 * v_flt(0.5f);
// Smooth Union.+
v_flt Variable_44; // Smooth Union.+ output 0
Variable_44 = Variable_43 + v_flt(0.5f);
// Smooth Union.Clamp
v_flt Variable_45; // Smooth Union.Clamp output 0
Variable_45 = FVoxelNodeFunctions::Clamp(Variable_44, v_flt(0.0f), v_flt(1.0f));
// Smooth Union.1 - X
v_flt Variable_49; // Smooth Union.1 - X output 0
Variable_49 = 1 - Variable_45;
// Smooth Union.Lerp
v_flt Variable_46; // Smooth Union.Lerp output 0
Variable_46 = FVoxelNodeFunctions::Lerp(BufferXY.Variable_14, Variable_35, Variable_45);
// Smooth Union.*
v_flt Variable_48; // Smooth Union.* output 0
Variable_48 = BufferConstant.Variable_25 * Variable_45 * Variable_49;
// Smooth Union.-
v_flt Variable_47; // Smooth Union.- output 0
Variable_47 = Variable_46 - Variable_48;
// Smooth Intersection.-
v_flt Variable_57; // Smooth Intersection.- output 0
Variable_57 = Variable_18 - Variable_47;
// Smooth Intersection./
v_flt Variable_50; // Smooth Intersection./ output 0
Variable_50 = Variable_57 / BufferConstant.Variable_26;
// Smooth Intersection.*
v_flt Variable_51; // Smooth Intersection.* output 0
Variable_51 = Variable_50 * v_flt(0.5f);
// Smooth Intersection.-
v_flt Variable_16; // Smooth Intersection.- output 0
Variable_16 = v_flt(0.5f) - Variable_51;
// Smooth Intersection.Clamp
v_flt Variable_52; // Smooth Intersection.Clamp output 0
Variable_52 = FVoxelNodeFunctions::Clamp(Variable_16, v_flt(0.0f), v_flt(1.0f));
// Smooth Intersection.1 - X
v_flt Variable_55; // Smooth Intersection.1 - X output 0
Variable_55 = 1 - Variable_52;
// Smooth Intersection.Lerp
v_flt Variable_53; // Smooth Intersection.Lerp output 0
Variable_53 = FVoxelNodeFunctions::Lerp(Variable_18, Variable_47, Variable_52);
// Smooth Intersection.*
v_flt Variable_54; // Smooth Intersection.* output 0
Variable_54 = BufferConstant.Variable_26 * Variable_52 * Variable_55;
// Smooth Intersection.+
v_flt Variable_56; // Smooth Intersection.+ output 0
Variable_56 = Variable_53 + Variable_54;
Outputs.Value = Variable_56;
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// X
v_flt Variable_3; // X output 0
Variable_3 = Context.GetLocalX();
// Z
v_flt Variable_17; // Z output 0
Variable_17 = Context.GetLocalZ();
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// Y
v_flt Variable_13; // Y output 0
Variable_13 = Context.GetLocalY();
// Y
v_flt Variable_4; // Y output 0
Variable_4 = Context.GetLocalY();
// Y
v_flt Variable_20; // Y output 0
Variable_20 = Context.GetLocalY();
// Z
v_flt Variable_11; // Z output 0
Variable_11 = Context.GetLocalZ();
// X
v_flt Variable_19; // X output 0
Variable_19 = Context.GetLocalX();
// X
v_flt Variable_0; // X output 0
Variable_0 = Context.GetLocalX();
// X
v_flt Variable_12; // X output 0
Variable_12 = Context.GetLocalX();
// 2D IQ Noise
v_flt Variable_23; // 2D IQ Noise output 0
v_flt _2D_IQ_Noise_0_Temp_1; // 2D IQ Noise output 1
v_flt _2D_IQ_Noise_0_Temp_2; // 2D IQ Noise output 2
Variable_23 = _2D_IQ_Noise_0_Noise.IQNoise_2D_Deriv(Variable_19, Variable_20, BufferConstant.Variable_31, _2D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_2D_IQ_Noise_0_Temp_1,_2D_IQ_Noise_0_Temp_2);
Variable_23 = FMath::Clamp<v_flt>(Variable_23, -0.779186, 0.705623);
_2D_IQ_Noise_0_Temp_1 = FMath::Clamp<v_flt>(_2D_IQ_Noise_0_Temp_1, -1.482251, 1.789484);
_2D_IQ_Noise_0_Temp_2 = FMath::Clamp<v_flt>(_2D_IQ_Noise_0_Temp_2, -1.568460, 1.481016);
// 2D Perlin Noise Fractal
v_flt Variable_5; // 2D Perlin Noise Fractal output 0
Variable_5 = _2D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_2D(Variable_3, Variable_4, BufferConstant.Variable_28, _2D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_5 = FMath::Clamp<v_flt>(Variable_5, -0.643471, 0.527891);
// 2D Perlin Noise Fractal
v_flt Variable_2; // 2D Perlin Noise Fractal output 0
Variable_2 = _2D_Perlin_Noise_Fractal_1_Noise.GetPerlinFractal_2D(Variable_0, Variable_1, BufferConstant.Variable_27, _2D_Perlin_Noise_Fractal_1_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_2 = FMath::Clamp<v_flt>(Variable_2, -0.643471, 0.527891);
// Vector Length.Vector Length
v_flt Variable_40; // Vector Length.Vector Length output 0
Variable_40 = FVoxelNodeFunctions::VectorLength(Variable_12, Variable_13, v_flt(0.0f));
// *
v_flt Variable_21; // * output 0
Variable_21 = Variable_23 * BufferConstant.Variable_38;
// *
v_flt Variable_6; // * output 0
Variable_6 = Variable_2 * BufferConstant.Variable_33;
// *
v_flt Variable_7; // * output 0
Variable_7 = Variable_5 * BufferConstant.Variable_34;
// -
v_flt Variable_14; // - output 0
Variable_14 = BufferConstant.Variable_15 - Variable_40;
// +
v_flt Variable_22; // + output 0
Variable_22 = Variable_21 + BufferConstant.Variable_39;
// -
v_flt Variable_10; // - output 0
Variable_10 = Variable_6 - Variable_11;
// -
v_flt Variable_9; // - output 0
Variable_9 = Variable_8 - Variable_7;
// -
v_flt Variable_18; // - output 0
Variable_18 = Variable_17 - Variable_22;
// Smooth Union.-
v_flt Variable_58; // Smooth Union.- output 0
Variable_58 = Variable_10 - Variable_9;
// Smooth Union./
v_flt Variable_59; // Smooth Union./ output 0
Variable_59 = Variable_58 / BufferConstant.Variable_24;
// Smooth Union.*
v_flt Variable_60; // Smooth Union.* output 0
Variable_60 = Variable_59 * v_flt(0.5f);
// Smooth Union.+
v_flt Variable_61; // Smooth Union.+ output 0
Variable_61 = Variable_60 + v_flt(0.5f);
// Smooth Union.Clamp
v_flt Variable_62; // Smooth Union.Clamp output 0
Variable_62 = FVoxelNodeFunctions::Clamp(Variable_61, v_flt(0.0f), v_flt(1.0f));
// Smooth Union.Lerp
v_flt Variable_63; // Smooth Union.Lerp output 0
Variable_63 = FVoxelNodeFunctions::Lerp(Variable_10, Variable_9, Variable_62);
// Smooth Union.1 - X
v_flt Variable_66; // Smooth Union.1 - X output 0
Variable_66 = 1 - Variable_62;
// Smooth Union.*
v_flt Variable_65; // Smooth Union.* output 0
Variable_65 = BufferConstant.Variable_24 * Variable_62 * Variable_66;
// Smooth Union.-
v_flt Variable_64; // Smooth Union.- output 0
Variable_64 = Variable_63 - Variable_65;
// +
v_flt Variable_35; // + output 0
Variable_35 = Variable_64 + BufferConstant.Variable_37;
// Smooth Union.-
v_flt Variable_41; // Smooth Union.- output 0
Variable_41 = Variable_14 - Variable_35;
// Smooth Union./
v_flt Variable_42; // Smooth Union./ output 0
Variable_42 = Variable_41 / BufferConstant.Variable_25;
// Smooth Union.*
v_flt Variable_43; // Smooth Union.* output 0
Variable_43 = Variable_42 * v_flt(0.5f);
// Smooth Union.+
v_flt Variable_44; // Smooth Union.+ output 0
Variable_44 = Variable_43 + v_flt(0.5f);
// Smooth Union.Clamp
v_flt Variable_45; // Smooth Union.Clamp output 0
Variable_45 = FVoxelNodeFunctions::Clamp(Variable_44, v_flt(0.0f), v_flt(1.0f));
// Smooth Union.1 - X
v_flt Variable_49; // Smooth Union.1 - X output 0
Variable_49 = 1 - Variable_45;
// Smooth Union.Lerp
v_flt Variable_46; // Smooth Union.Lerp output 0
Variable_46 = FVoxelNodeFunctions::Lerp(Variable_14, Variable_35, Variable_45);
// Smooth Union.*
v_flt Variable_48; // Smooth Union.* output 0
Variable_48 = BufferConstant.Variable_25 * Variable_45 * Variable_49;
// Smooth Union.-
v_flt Variable_47; // Smooth Union.- output 0
Variable_47 = Variable_46 - Variable_48;
// Smooth Intersection.-
v_flt Variable_57; // Smooth Intersection.- output 0
Variable_57 = Variable_18 - Variable_47;
// Smooth Intersection./
v_flt Variable_50; // Smooth Intersection./ output 0
Variable_50 = Variable_57 / BufferConstant.Variable_26;
// Smooth Intersection.*
v_flt Variable_51; // Smooth Intersection.* output 0
Variable_51 = Variable_50 * v_flt(0.5f);
// Smooth Intersection.-
v_flt Variable_16; // Smooth Intersection.- output 0
Variable_16 = v_flt(0.5f) - Variable_51;
// Smooth Intersection.Clamp
v_flt Variable_52; // Smooth Intersection.Clamp output 0
Variable_52 = FVoxelNodeFunctions::Clamp(Variable_16, v_flt(0.0f), v_flt(1.0f));
// Smooth Intersection.1 - X
v_flt Variable_55; // Smooth Intersection.1 - X output 0
Variable_55 = 1 - Variable_52;
// Smooth Intersection.Lerp
v_flt Variable_53; // Smooth Intersection.Lerp output 0
Variable_53 = FVoxelNodeFunctions::Lerp(Variable_18, Variable_47, Variable_52);
// Smooth Intersection.*
v_flt Variable_54; // Smooth Intersection.* output 0
Variable_54 = BufferConstant.Variable_26 * Variable_52 * Variable_55;
// Smooth Intersection.+
v_flt Variable_56; // Smooth Intersection.+ output 0
Variable_56 = Variable_53 + Variable_54;
Outputs.Value = Variable_56;
}
};
class FLocalComputeStruct_LocalMaterial
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
MaterialBuilder.SetMaterialConfig(Init.MaterialConfig);
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
FVoxelMaterialBuilder MaterialBuilder;
};
struct FBufferConstant
{
FBufferConstant() {}
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalMaterial(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
}
};
class FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt UpVectorX;
v_flt UpVectorY;
v_flt UpVectorZ;
};
struct FBufferConstant
{
FBufferConstant() {}
};
struct FBufferX
{
FBufferX() {}
};
struct FBufferXY
{
FBufferXY() {}
};
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
}
}
void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const
{
Function0_X_Compute(Context, BufferX);
}
void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY);
}
void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs);
}
void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
}
};
class FLocalComputeStruct_LocalValueRangeAnalysis
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
TVoxelRange<T> Get() const;
template<typename T, uint32 Index>
void Set(TVoxelRange<T> Value);
TVoxelRange<v_flt> Value;
};
struct FBufferConstant
{
FBufferConstant() {}
TVoxelRange<v_flt> Variable_18; // Bottom Top Merge Smoothness = 25.0 output 0
TVoxelRange<v_flt> Variable_19; // Cave Walls Smoothness = 100.0 output 0
TVoxelRange<v_flt> Variable_20; // Global Height Merge Smoothness = 15.0 output 0
TVoxelRange<v_flt> Variable_11; // Cave Radius = 400.0 output 0
TVoxelRange<v_flt> Variable_25; // / output 0
TVoxelRange<v_flt> Variable_2; // * output 0
TVoxelRange<v_flt> Variable_3; // * output 0
TVoxelRange<v_flt> Variable_16; // + output 0
};
struct FBufferX
{
FBufferX() {}
TVoxelRange<v_flt> Variable_8; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
TVoxelRange<v_flt> Variable_10; // - output 0
};
FLocalComputeStruct_LocalValueRangeAnalysis(const FParams& InParams)
: Params(InParams)
{
}
void Init(const FVoxelGeneratorInit& InitStruct)
{
////////////////////////////////////////////////////
//////////////////// Init nodes ////////////////////
////////////////////////////////////////////////////
{
////////////////////////////////////////////////////
/////////////// Constant nodes init ////////////////
////////////////////////////////////////////////////
{
/////////////////////////////////////////////////////////////////////////////////
//////// First compute all seeds in case they are used by constant nodes ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
// Init of 2D Perlin Noise Fractal
_2D_Perlin_Noise_Fractal_2_Noise.SetSeed(FVoxelGraphSeed(1338));
_2D_Perlin_Noise_Fractal_2_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Perlin_Noise_Fractal_2_Noise.SetFractalOctavesAndGain(3, 0.5);
_2D_Perlin_Noise_Fractal_2_Noise.SetFractalLacunarity(2.0);
_2D_Perlin_Noise_Fractal_2_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Perlin_Noise_Fractal_2_LODToOctaves[0] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[1] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[2] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[3] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[4] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[5] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[6] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[7] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[8] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[9] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[10] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[11] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[12] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[13] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[14] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[15] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[16] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[17] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[18] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[19] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[20] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[21] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[22] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[23] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[24] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[25] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[26] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[27] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[28] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[29] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[30] = 3;
_2D_Perlin_Noise_Fractal_2_LODToOctaves[31] = 3;
// Init of 2D Perlin Noise Fractal
_2D_Perlin_Noise_Fractal_3_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Perlin_Noise_Fractal_3_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Perlin_Noise_Fractal_3_Noise.SetFractalOctavesAndGain(3, 0.5);
_2D_Perlin_Noise_Fractal_3_Noise.SetFractalLacunarity(2.0);
_2D_Perlin_Noise_Fractal_3_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Perlin_Noise_Fractal_3_LODToOctaves[0] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[1] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[2] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[3] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[4] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[5] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[6] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[7] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[8] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[9] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[10] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[11] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[12] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[13] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[14] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[15] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[16] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[17] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[18] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[19] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[20] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[21] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[22] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[23] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[24] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[25] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[26] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[27] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[28] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[29] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[30] = 3;
_2D_Perlin_Noise_Fractal_3_LODToOctaves[31] = 3;
// Init of 2D IQ Noise
_2D_IQ_Noise_1_Noise.SetSeed(FVoxelGraphSeed(1339));
_2D_IQ_Noise_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_IQ_Noise_1_Noise.SetFractalOctavesAndGain(15, 0.5);
_2D_IQ_Noise_1_Noise.SetFractalLacunarity(2.0);
_2D_IQ_Noise_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_IQ_Noise_1_Noise.SetMatrixFromRotation_2D(40.0);
_2D_IQ_Noise_1_LODToOctaves[0] = 15;
_2D_IQ_Noise_1_LODToOctaves[1] = 15;
_2D_IQ_Noise_1_LODToOctaves[2] = 15;
_2D_IQ_Noise_1_LODToOctaves[3] = 15;
_2D_IQ_Noise_1_LODToOctaves[4] = 15;
_2D_IQ_Noise_1_LODToOctaves[5] = 15;
_2D_IQ_Noise_1_LODToOctaves[6] = 15;
_2D_IQ_Noise_1_LODToOctaves[7] = 15;
_2D_IQ_Noise_1_LODToOctaves[8] = 15;
_2D_IQ_Noise_1_LODToOctaves[9] = 15;
_2D_IQ_Noise_1_LODToOctaves[10] = 15;
_2D_IQ_Noise_1_LODToOctaves[11] = 15;
_2D_IQ_Noise_1_LODToOctaves[12] = 15;
_2D_IQ_Noise_1_LODToOctaves[13] = 15;
_2D_IQ_Noise_1_LODToOctaves[14] = 15;
_2D_IQ_Noise_1_LODToOctaves[15] = 15;
_2D_IQ_Noise_1_LODToOctaves[16] = 15;
_2D_IQ_Noise_1_LODToOctaves[17] = 15;
_2D_IQ_Noise_1_LODToOctaves[18] = 15;
_2D_IQ_Noise_1_LODToOctaves[19] = 15;
_2D_IQ_Noise_1_LODToOctaves[20] = 15;
_2D_IQ_Noise_1_LODToOctaves[21] = 15;
_2D_IQ_Noise_1_LODToOctaves[22] = 15;
_2D_IQ_Noise_1_LODToOctaves[23] = 15;
_2D_IQ_Noise_1_LODToOctaves[24] = 15;
_2D_IQ_Noise_1_LODToOctaves[25] = 15;
_2D_IQ_Noise_1_LODToOctaves[26] = 15;
_2D_IQ_Noise_1_LODToOctaves[27] = 15;
_2D_IQ_Noise_1_LODToOctaves[28] = 15;
_2D_IQ_Noise_1_LODToOctaves[29] = 15;
_2D_IQ_Noise_1_LODToOctaves[30] = 15;
_2D_IQ_Noise_1_LODToOctaves[31] = 15;
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// Bottom Top Merge Smoothness = 25.0
BufferConstant.Variable_18 = Params.Bottom_Top_Merge_Smoothness;
// 2D Perlin Noise Fractal
TVoxelRange<v_flt> Variable_1; // 2D Perlin Noise Fractal output 0
Variable_1 = { -0.643471f, 0.527891f };
// Cave Walls Smoothness = 100.0
BufferConstant.Variable_19 = Params.Cave_Walls_Smoothness;
// Global Height Merge Smoothness = 15.0
BufferConstant.Variable_20 = Params.Global_Height_Merge_Smoothness;
// Cave Radius = 400.0
BufferConstant.Variable_11 = Params.Cave_Radius;
// Top Noise Scale = 150.0
TVoxelRange<v_flt> Variable_21; // Top Noise Scale = 150.0 output 0
Variable_21 = Params.Top_Noise_Scale;
// Cave Height = 100.0
TVoxelRange<v_flt> Variable_24; // Cave Height = 100.0 output 0
Variable_24 = Params.Cave_Height;
// 2D Perlin Noise Fractal
TVoxelRange<v_flt> Variable_0; // 2D Perlin Noise Fractal output 0
Variable_0 = { -0.643471f, 0.527891f };
// Global Height Noise Scale = 200.0
TVoxelRange<v_flt> Variable_26; // Global Height Noise Scale = 200.0 output 0
Variable_26 = Params.Global_Height_Noise_Scale;
// 2D IQ Noise
TVoxelRange<v_flt> Variable_17; // 2D IQ Noise output 0
TVoxelRange<v_flt> _2D_IQ_Noise_1_Temp_1; // 2D IQ Noise output 1
TVoxelRange<v_flt> _2D_IQ_Noise_1_Temp_2; // 2D IQ Noise output 2
Variable_17 = { -0.779186f, 0.705623f };
_2D_IQ_Noise_1_Temp_1 = { -1.482251f, 1.789484f };
_2D_IQ_Noise_1_Temp_2 = { -1.568460f, 1.481016f };
// Global Height Offset = 150.0
TVoxelRange<v_flt> Variable_27; // Global Height Offset = 150.0 output 0
Variable_27 = Params.Global_Height_Offset;
// Bottom Noise Scale = 150.0
TVoxelRange<v_flt> Variable_22; // Bottom Noise Scale = 150.0 output 0
Variable_22 = Params.Bottom_Noise_Scale;
// /
BufferConstant.Variable_25 = Variable_24 / TVoxelRange<v_flt>(2.0f);
// *
BufferConstant.Variable_2 = Variable_0 * Variable_21;
// *
BufferConstant.Variable_3 = Variable_1 * Variable_22;
// *
TVoxelRange<v_flt> Variable_15; // * output 0
Variable_15 = Variable_17 * Variable_26;
// +
BufferConstant.Variable_16 = Variable_15 + Variable_27;
}
}
void ComputeXYZWithoutCache(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
Function0_XYZWithoutCache_Compute(Context, Outputs);
}
inline FBufferX GetBufferX() const { return {}; }
inline FBufferXY GetBufferXY() const { return {}; }
inline FOutputs GetOutputs() const { return {}; }
private:
FBufferConstant BufferConstant;
const FParams& Params;
FVoxelFastNoise _2D_Perlin_Noise_Fractal_2_Noise;
TStaticArray<uint8, 32> _2D_Perlin_Noise_Fractal_2_LODToOctaves;
FVoxelFastNoise _2D_Perlin_Noise_Fractal_3_Noise;
TStaticArray<uint8, 32> _2D_Perlin_Noise_Fractal_3_LODToOctaves;
FVoxelFastNoise _2D_IQ_Noise_1_Noise;
TStaticArray<uint8, 32> _2D_IQ_Noise_1_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Compute(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
// Z
TVoxelRange<v_flt> Variable_4; // Z output 0
Variable_4 = Context.GetLocalZ();
// Y
TVoxelRange<v_flt> Variable_9; // Y output 0
Variable_9 = Context.GetLocalY();
// Z
TVoxelRange<v_flt> Variable_13; // Z output 0
Variable_13 = Context.GetLocalZ();
// Z
TVoxelRange<v_flt> Variable_7; // Z output 0
Variable_7 = Context.GetLocalZ();
// X
TVoxelRange<v_flt> Variable_8; // X output 0
Variable_8 = Context.GetLocalX();
// -
TVoxelRange<v_flt> Variable_6; // - output 0
Variable_6 = BufferConstant.Variable_2 - Variable_7;
// Vector Length.Vector Length
TVoxelRange<v_flt> Variable_28; // Vector Length.Vector Length output 0
Variable_28 = FVoxelNodeFunctions::VectorLength(Variable_8, Variable_9, TVoxelRange<v_flt>(0.0f));
// -
TVoxelRange<v_flt> Variable_14; // - output 0
Variable_14 = Variable_13 - BufferConstant.Variable_16;
// -
TVoxelRange<v_flt> Variable_5; // - output 0
Variable_5 = Variable_4 - BufferConstant.Variable_3;
// Smooth Union.-
TVoxelRange<v_flt> Variable_46; // Smooth Union.- output 0
Variable_46 = Variable_6 - Variable_5;
// -
TVoxelRange<v_flt> Variable_10; // - output 0
Variable_10 = BufferConstant.Variable_11 - Variable_28;
// Smooth Union./
TVoxelRange<v_flt> Variable_47; // Smooth Union./ output 0
Variable_47 = Variable_46 / BufferConstant.Variable_18;
// Smooth Union.*
TVoxelRange<v_flt> Variable_48; // Smooth Union.* output 0
Variable_48 = Variable_47 * TVoxelRange<v_flt>(0.5f);
// Smooth Union.+
TVoxelRange<v_flt> Variable_49; // Smooth Union.+ output 0
Variable_49 = Variable_48 + TVoxelRange<v_flt>(0.5f);
// Smooth Union.Clamp
TVoxelRange<v_flt> Variable_50; // Smooth Union.Clamp output 0
Variable_50 = FVoxelNodeFunctions::Clamp(Variable_49, TVoxelRange<v_flt>(0.0f), TVoxelRange<v_flt>(1.0f));
// Smooth Union.1 - X
TVoxelRange<v_flt> Variable_54; // Smooth Union.1 - X output 0
Variable_54 = 1 - Variable_50;
// Smooth Union.Lerp
TVoxelRange<v_flt> Variable_51; // Smooth Union.Lerp output 0
Variable_51 = FVoxelNodeFunctions::Lerp(Variable_6, Variable_5, Variable_50);
// Smooth Union.*
TVoxelRange<v_flt> Variable_53; // Smooth Union.* output 0
Variable_53 = BufferConstant.Variable_18 * Variable_50 * Variable_54;
// Smooth Union.-
TVoxelRange<v_flt> Variable_52; // Smooth Union.- output 0
Variable_52 = Variable_51 - Variable_53;
// +
TVoxelRange<v_flt> Variable_23; // + output 0
Variable_23 = Variable_52 + BufferConstant.Variable_25;
// Smooth Union.-
TVoxelRange<v_flt> Variable_29; // Smooth Union.- output 0
Variable_29 = Variable_10 - Variable_23;
// Smooth Union./
TVoxelRange<v_flt> Variable_30; // Smooth Union./ output 0
Variable_30 = Variable_29 / BufferConstant.Variable_19;
// Smooth Union.*
TVoxelRange<v_flt> Variable_31; // Smooth Union.* output 0
Variable_31 = Variable_30 * TVoxelRange<v_flt>(0.5f);
// Smooth Union.+
TVoxelRange<v_flt> Variable_32; // Smooth Union.+ output 0
Variable_32 = Variable_31 + TVoxelRange<v_flt>(0.5f);
// Smooth Union.Clamp
TVoxelRange<v_flt> Variable_33; // Smooth Union.Clamp output 0
Variable_33 = FVoxelNodeFunctions::Clamp(Variable_32, TVoxelRange<v_flt>(0.0f), TVoxelRange<v_flt>(1.0f));
// Smooth Union.Lerp
TVoxelRange<v_flt> Variable_34; // Smooth Union.Lerp output 0
Variable_34 = FVoxelNodeFunctions::Lerp(Variable_10, Variable_23, Variable_33);
// Smooth Union.1 - X
TVoxelRange<v_flt> Variable_37; // Smooth Union.1 - X output 0
Variable_37 = 1 - Variable_33;
// Smooth Union.*
TVoxelRange<v_flt> Variable_36; // Smooth Union.* output 0
Variable_36 = BufferConstant.Variable_19 * Variable_33 * Variable_37;
// Smooth Union.-
TVoxelRange<v_flt> Variable_35; // Smooth Union.- output 0
Variable_35 = Variable_34 - Variable_36;
// Smooth Intersection.-
TVoxelRange<v_flt> Variable_45; // Smooth Intersection.- output 0
Variable_45 = Variable_14 - Variable_35;
// Smooth Intersection./
TVoxelRange<v_flt> Variable_38; // Smooth Intersection./ output 0
Variable_38 = Variable_45 / BufferConstant.Variable_20;
// Smooth Intersection.*
TVoxelRange<v_flt> Variable_39; // Smooth Intersection.* output 0
Variable_39 = Variable_38 * TVoxelRange<v_flt>(0.5f);
// Smooth Intersection.-
TVoxelRange<v_flt> Variable_12; // Smooth Intersection.- output 0
Variable_12 = TVoxelRange<v_flt>(0.5f) - Variable_39;
// Smooth Intersection.Clamp
TVoxelRange<v_flt> Variable_40; // Smooth Intersection.Clamp output 0
Variable_40 = FVoxelNodeFunctions::Clamp(Variable_12, TVoxelRange<v_flt>(0.0f), TVoxelRange<v_flt>(1.0f));
// Smooth Intersection.Lerp
TVoxelRange<v_flt> Variable_41; // Smooth Intersection.Lerp output 0
Variable_41 = FVoxelNodeFunctions::Lerp(Variable_14, Variable_35, Variable_40);
// Smooth Intersection.1 - X
TVoxelRange<v_flt> Variable_43; // Smooth Intersection.1 - X output 0
Variable_43 = 1 - Variable_40;
// Smooth Intersection.*
TVoxelRange<v_flt> Variable_42; // Smooth Intersection.* output 0
Variable_42 = BufferConstant.Variable_20 * Variable_40 * Variable_43;
// Smooth Intersection.+
TVoxelRange<v_flt> Variable_44; // Smooth Intersection.+ output 0
Variable_44 = Variable_41 + Variable_42;
Outputs.Value = Variable_44;
}
};
FVoxelExample_CaveInstance(UVoxelExample_Cave& Object)
: TVoxelGraphGeneratorInstanceHelper(
{
{ "Value", 1 },
},
{
},
{
},
{
{
{ "Value", NoTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr<v_flt>>() },
},
{
},
{
},
{
{ "Value", NoTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr<v_flt>>() },
}
},
{
{
{ "Value", WithTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr_Transform<v_flt>>() },
},
{
},
{
},
{
{ "Value", WithTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr_Transform<v_flt>>() },
}
},
Object)
, Params(FParams
{
Object.Bottom_Noise_Frequency,
Object.Bottom_Noise_Scale,
Object.Bottom_Noise_Seed,
Object.Global_Height_Seed,
Object.Top_Noise_Seed,
Object.Top_Noise_Frequency,
Object.Top_Noise_Scale,
Object.Bottom_Top_Merge_Smoothness,
Object.Global_Height_Merge_Smoothness,
Object.Global_Height_Noise_Frequency,
Object.Global_Height_Noise_Scale,
Object.Global_Height_Offset,
Object.Cave_Height,
Object.Cave_Radius,
Object.Cave_Walls_Smoothness
})
, LocalValue(Params)
, LocalMaterial(Params)
, LocalUpVectorXUpVectorYUpVectorZ(Params)
, LocalValueRangeAnalysis(Params)
{
}
virtual void InitGraph(const FVoxelGeneratorInit& InitStruct) override final
{
LocalValue.Init(InitStruct);
LocalMaterial.Init(InitStruct);
LocalUpVectorXUpVectorYUpVectorZ.Init(InitStruct);
LocalValueRangeAnalysis.Init(InitStruct);
}
template<uint32... Permutation>
auto& GetTarget() const;
template<uint32... Permutation>
auto& GetRangeTarget() const;
private:
FParams Params;
FLocalComputeStruct_LocalValue LocalValue;
FLocalComputeStruct_LocalMaterial LocalMaterial;
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ LocalUpVectorXUpVectorYUpVectorZ;
FLocalComputeStruct_LocalValueRangeAnalysis LocalValueRangeAnalysis;
};
template<>
inline v_flt FVoxelExample_CaveInstance::FLocalComputeStruct_LocalValue::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_CaveInstance::FLocalComputeStruct_LocalValue::FOutputs::Set<v_flt, 1>(v_flt InValue)
{
Value = InValue;
}
template<>
inline FVoxelMaterial FVoxelExample_CaveInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Get<FVoxelMaterial, 2>() const
{
return MaterialBuilder.Build();
}
template<>
inline void FVoxelExample_CaveInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Set<FVoxelMaterial, 2>(FVoxelMaterial Material)
{
}
template<>
inline v_flt FVoxelExample_CaveInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 3>() const
{
return UpVectorX;
}
template<>
inline void FVoxelExample_CaveInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 3>(v_flt InValue)
{
UpVectorX = InValue;
}
template<>
inline v_flt FVoxelExample_CaveInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 4>() const
{
return UpVectorY;
}
template<>
inline void FVoxelExample_CaveInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 4>(v_flt InValue)
{
UpVectorY = InValue;
}
template<>
inline v_flt FVoxelExample_CaveInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 5>() const
{
return UpVectorZ;
}
template<>
inline void FVoxelExample_CaveInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 5>(v_flt InValue)
{
UpVectorZ = InValue;
}
template<>
inline TVoxelRange<v_flt> FVoxelExample_CaveInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_CaveInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Set<v_flt, 1>(TVoxelRange<v_flt> InValue)
{
Value = InValue;
}
template<>
inline auto& FVoxelExample_CaveInstance::GetTarget<1>() const
{
return LocalValue;
}
template<>
inline auto& FVoxelExample_CaveInstance::GetTarget<2>() const
{
return LocalMaterial;
}
template<>
inline auto& FVoxelExample_CaveInstance::GetRangeTarget<0, 1>() const
{
return LocalValueRangeAnalysis;
}
template<>
inline auto& FVoxelExample_CaveInstance::GetTarget<3, 4, 5>() const
{
return LocalUpVectorXUpVectorYUpVectorZ;
}
#endif
////////////////////////////////////////////////////////////
////////////////////////// UCLASS //////////////////////////
////////////////////////////////////////////////////////////
UVoxelExample_Cave::UVoxelExample_Cave()
{
bEnableRangeAnalysis = true;
}
TVoxelSharedRef<FVoxelTransformableGeneratorInstance> UVoxelExample_Cave::GetTransformableInstance()
{
#if VOXEL_GRAPH_GENERATED_VERSION == 1
return MakeVoxelShared<FVoxelExample_CaveInstance>(*this);
#else
#if VOXEL_GRAPH_GENERATED_VERSION > 1
EMIT_CUSTOM_WARNING("Outdated generated voxel graph: VoxelExample_Cave. You need to regenerate it.");
FVoxelMessages::Warning("Outdated generated voxel graph: VoxelExample_Cave. You need to regenerate it.");
#else
EMIT_CUSTOM_WARNING("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_Cave. You need to update the plugin.");
FVoxelMessages::Warning("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_Cave. You need to update the plugin.");
#endif
return MakeVoxelShared<FVoxelTransformableEmptyGeneratorInstance>();
#endif
}
PRAGMA_GENERATED_VOXEL_GRAPH_END