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

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C++

// Copyright 2020 Phyronnaz
#pragma once
#include "CoreMinimal.h"
#include "VoxelNoiseNodes.h"
#include "VoxelNoiseNodesMacros.h"
#include "VoxelGavoronoiNoiseNode.generated.h"
// 2D Gavoronoi Noise
// This noise can be directed, and is used to fake erosion
// See https://www.shadertoy.com/view/llsGWl
UCLASS(DisplayName = "2D Gavoronoi Noise", Category = "Noise|Gavoronoi Noise")
class VOXELGRAPH_API UVoxelNode_2DGavoronoiNoise : public UVoxelNode_NoiseNode
{
GENERATED_BODY()
GENERATED_VOXELNODE_BODY()
UVoxelNode_2DGavoronoiNoise();
UPROPERTY(EditAnywhere, Category = "Gavoronoi Noise settings", meta = (UIMin = 0, UIMax = 0.5))
float Jitter = 0.45;
//~ Begin UVoxelNode_NoiseNode Interface
virtual uint32 GetDimension() const override { return 2; }
//~ End UVoxelNode_NoiseNode Interface
};
// 2D Gavoronoi Noise Fractal
// This noise can be directed, and is used to fake erosion
// See https://www.shadertoy.com/view/llsGWl
UCLASS(DisplayName = "2D Gavoronoi Noise Fractal", Category = "Noise|Gavoronoi Noise")
class VOXELGRAPH_API UVoxelNode_2DGavoronoiNoiseFractal : public UVoxelNode_NoiseNodeFractal
{
GENERATED_BODY()
GENERATED_VOXELNODE_BODY()
UVoxelNode_2DGavoronoiNoiseFractal();
UPROPERTY(EditAnywhere, Category = "Gavoronoi Noise settings", meta = (UIMin = 0, UIMax = 0.5))
float Jitter = 0.45;
//~ Begin UVoxelNode_NoiseNode Interface
virtual uint32 GetDimension() const override { return 2; }
//~ End UVoxelNode_NoiseNode Interface
};
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// 2D Erosion
// Add this to your noise to fake erosion
// From https://www.shadertoy.com/view/MtGcWh
UCLASS(DisplayName = "2D Erosion", Category = "Noise|Erosion")
class VOXELGRAPH_API UVoxelNode_2DErosion : public UVoxelNode_NoiseNodeWithDerivativeFractal
{
GENERATED_BODY()
GENERATED_VOXELNODE_BODY()
UVoxelNode_2DErosion();
public:
// Controls the jitter of the noise used for the "ravines"
UPROPERTY(EditAnywhere, Category = "Erosion settings", meta = (UIMin = 0, UIMax = 0.5))
float Jitter = 0.25;
public:
//~ Begin UVoxelNode_NoiseNode Interface
virtual uint32 GetDimension() const override { return 2; }
//~ End UVoxelNode_NoiseNode Interface
//~ Begin UObject Interface
#if WITH_EDITOR
virtual bool CanEditChange(const FProperty* InProperty) const override;
#endif
//~ End UObject Interface
};