CelticCraft/Plugins/VoxelFree/Source/VoxelGraph/Public/VoxelNodes/VoxelBiomeMergeNode.h

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1.2 KiB
C++

// 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<FString> 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
};