CelticCraft/Plugins/VoxelFree/Source/Voxel/Public/VoxelTools/Tools/VoxelFlattenTool.h

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2023-07-03 16:17:13 +00:00
// Copyright 2020 Phyronnaz
#pragma once
#include "CoreMinimal.h"
#include "VoxelTools/Tools/VoxelToolBase.h"
#include "VoxelFlattenTool.generated.h"
UCLASS()
class VOXEL_API UVoxelFlattenTool : public UVoxelToolBase
{
GENERATED_BODY()
public:
UPROPERTY(Category = "Tool Preview Settings", EditAnywhere, BlueprintReadWrite, meta = (HideInPanel))
TObjectPtr<UMaterialInterface> ToolMaterial = nullptr;
public:
UPROPERTY(Category = "Tool Settings", EditAnywhere, BlueprintReadWrite, meta = (UIMin = "0", UIMax = "1"))
float Strength = 0.1;
// If true, the plane used for flatten will be the same while clicking
UPROPERTY(Category = "Tool Settings", EditAnywhere, BlueprintReadWrite)
bool bFreezeOnClick = false;
// Use Average Position & Normal
// If true, use linetraces to find average position/normal under the cursor
// If false, use a single linetrace from the cursor
UPROPERTY(Category = "Tool Settings", EditAnywhere, BlueprintReadWrite)
bool bUseAverage = true;
UPROPERTY(Category = "Tool Settings", EditAnywhere, BlueprintReadWrite, meta = (InlineEditConditionToggle))
bool bUseFixedRotation = false;
// Override the normal by a fixed rotation
// The rotation is apply to Up Vector to find the plane normal
UPROPERTY(Category = "Tool Settings", EditAnywhere, BlueprintReadWrite, meta = (EditCondition = "bUseFixedRotation"))
FRotator FixedRotation { ForceInit };
// If true, will propagate materials so that the surface stays correctly painted. Expensive.
UPROPERTY(Category = "Tool Settings", EditAnywhere, BlueprintReadWrite)
bool bPropagateMaterials = true;
public:
UPROPERTY(Category = "Falloff", EditAnywhere, BlueprintReadWrite)
bool bEnableFalloff = true;
UPROPERTY(Category = "Falloff", EditAnywhere, BlueprintReadWrite, meta = (EditCondition = "bEnableFalloff"))
EVoxelFalloff FalloffType = EVoxelFalloff::Smooth;
UPROPERTY(Category = "Falloff", EditAnywhere, BlueprintReadWrite, meta = (EditCondition = "bEnableFalloff", UIMin = "0", UIMax = "1"))
float Falloff = 0.5;
public:
UVoxelFlattenTool();
//~ Begin UVoxelToolBase Interface
virtual void GetToolConfig(FVoxelToolBaseConfig& OutConfig) const override;
virtual void Tick() override;
virtual void UpdateRender(UMaterialInstanceDynamic* OverlayMaterialInstance, UMaterialInstanceDynamic* MeshMaterialInstance) override;
virtual FVoxelIntBoxWithValidity DoEdit() override;
//~ End UVoxelToolBase Interface
private:
FVector LastClickFlattenPosition = FVector::ZeroVector;
FVector LastClickFlattenNormal = FVector::UpVector;
};