CelticCraft/Plugins/VoxelFree/Source/Voxel/Public/VoxelTools/Gen/VoxelLevelTools.h

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8.8 KiB
C++

// Copyright 2020 Phyronnaz
#pragma once
#include "CoreMinimal.h"
#include "VoxelTools/Gen/VoxelToolsBase.h"
#include "VoxelLevelTools.generated.h"
UCLASS()
class VOXEL_API UVoxelLevelTools : public UVoxelToolsBase
{
GENERATED_BODY()
public:
/**
* Stamps a cylinder, to quickly level parts of the world
* If additive, will stamp a smooth cylinder above Position. Else will remove one below Position
* @see Level, LevelAsync and FVoxelLevelToolsImpl::Level
* @param ModifiedValues Record the Values modified by this function. Useful to track the amount of edit done, for instance to give resources when digging
* @param EditedBounds Returns the bounds edited by this function
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the top (or bottom if subtractive) of the cylinder. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff between 0 and 1. The higher the smoother the cylinder edge.
* @param Height The height of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bAdditive Additive or subtractive edit, see node comment
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster.
* @param bRecordModifiedValues If false, will not fill ModifiedValues, making the edit faster.
* @param bConvertToVoxelSpace If true, Position, Radius and Height will be converted to voxel space. Else they will be used directly.
* @param bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel|Tools|Level Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void Level(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Falloff,
float Height,
bool bAdditive,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Stamps a cylinder, to quickly level parts of the world
* If additive, will stamp a smooth cylinder above Position. Else will remove one below Position
* Runs asynchronously in a background thread
* @see Level, LevelAsync and FVoxelLevelToolsImpl::Level
* @param ModifiedValues Record the Values modified by this function. Useful to track the amount of edit done, for instance to give resources when digging
* @param EditedBounds Returns the bounds edited by this function
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the top (or bottom if subtractive) of the cylinder. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff between 0 and 1. The higher the smoother the cylinder edge.
* @param Height The height of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bAdditive Additive or subtractive edit, see node comment
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster. Not recommended on async functions, as it might cause lag.
* @param bRecordModifiedValues If false, will not fill ModifiedValues, making the edit faster.
* @param bConvertToVoxelSpace If true, Position, Radius and Height will be converted to voxel space. Else they will be used directly.
* @param bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
* @param bHideLatentWarnings Hide latent warnings caused by calling a node before its previous call completion.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel|Tools|Level Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void LevelAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Falloff,
float Height,
bool bAdditive,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Stamps a cylinder, to quickly level parts of the world
* If additive, will stamp a smooth cylinder above Position. Else will remove one below Position
* @see Level, LevelAsync and FVoxelLevelToolsImpl::Level
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the top (or bottom if subtractive) of the cylinder. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff between 0 and 1. The higher the smoother the cylinder edge.
* @param Height The height of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bAdditive Additive or subtractive edit, see node comment
* @param OutModifiedValues Optional. Record the Values modified by this function. Useful to track the amount of edit done, for instance to give resources when digging. Will append to existing values.
* @param OutEditedBounds Optional. Returns the bounds edited by this function
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster.
* @param bConvertToVoxelSpace If true, Position, Radius and Height will be converted to voxel space. Else they will be used directly.
* @param bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void Level(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Falloff,
float Height,
bool bAdditive,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Stamps a cylinder, to quickly level parts of the world
* If additive, will stamp a smooth cylinder above Position. Else will remove one below Position
* Runs asynchronously in a background thread
* @see Level, LevelAsync and FVoxelLevelToolsImpl::Level
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the top (or bottom if subtractive) of the cylinder. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff between 0 and 1. The higher the smoother the cylinder edge.
* @param Height The height of the cylinder. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bAdditive Additive or subtractive edit, see node comment
* @param Callback Called on the game thread when the function is completed. Will not be called if the async function completes after the voxel world is destroyed.
* @param OutEditedBounds Optional. Returns the bounds edited by this function
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster. Not recommended on async functions, as it might cause lag.
* @param bRecordModifiedValues If false, will not fill ModifiedValues, making the edit faster.
* @param bConvertToVoxelSpace If true, Position, Radius and Height will be converted to voxel space. Else they will be used directly.
* @param bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void LevelAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Falloff,
float Height,
bool bAdditive,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
};