// Copyright 2020 Phyronnaz #include "VoxelNodes/VoxelGavoronoiNoiseNode.h" inline void AddGavoronoiPins(FVoxelPinsHelper& Pins) { Pins.InputPins.Add(FVoxelHelperPin("Direction X", EVoxelPinCategory::Float, "Direction of the noise", "0.5")); Pins.InputPins.Add(FVoxelHelperPin("Direction Y", EVoxelPinCategory::Float, "Direction of the noise", "0.5")); Pins.InputPins.Add(FVoxelHelperPin("Direction Variation", EVoxelPinCategory::Float, "Strength of the noise added to the direction, between 0 and 1", "0.4")); } UVoxelNode_2DGavoronoiNoise::UVoxelNode_2DGavoronoiNoise() { AddGavoronoiPins(CustomNoisePins); } UVoxelNode_2DGavoronoiNoiseFractal::UVoxelNode_2DGavoronoiNoiseFractal() { AddGavoronoiPins(CustomNoisePins); } /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// UVoxelNode_2DErosion::UVoxelNode_2DErosion() { bComputeDerivative = true; const FString ToolTip = "The derivative of the noise to erode. You can get them by ticking Compute Derivatives in the node details"; CustomNoisePins.InputPins.Add(FVoxelHelperPin("Noise DX", EVoxelPinCategory::Float, ToolTip)); CustomNoisePins.InputPins.Add(FVoxelHelperPin("Noise DY", EVoxelPinCategory::Float, ToolTip)); } #if WITH_EDITOR bool UVoxelNode_2DErosion::CanEditChange(const FProperty* InProperty) const { return Super::CanEditChange(InProperty) && InProperty->GetFName() != GET_MEMBER_NAME_STATIC(UVoxelNode_2DErosion, bComputeDerivative) && InProperty->GetFName() != GET_MEMBER_NAME_STATIC(UVoxelNode_2DErosion, FractalType); } #endif