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

1438 lines
No EOL
92 KiB
C++

// Copyright 2020 Phyronnaz
#pragma once
#include "CoreMinimal.h"
#include "VoxelTools/Gen/VoxelToolsBase.h"
#include "VoxelSphereTools.generated.h"
UCLASS()
class VOXEL_API UVoxelSphereTools : public UVoxelToolsBase
{
GENERATED_BODY()
public:
/**
* Set the density in a sphere
* @see SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Value The density to set
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void SetValueSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Value,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Set the density in a sphere
* Runs asynchronously in a background thread
* @see SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Value The density to set
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void SetValueSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Value,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Set the density in a sphere
* @see SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Value The density to set
* @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 and Radius 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 SetValueSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Value,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Set the density in a sphere
* Runs asynchronously in a background thread
* @see SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Value The density to set
* @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 and Radius 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 SetValueSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Value,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Remove a sphere
* @see RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void RemoveSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Remove a sphere
* Runs asynchronously in a background thread
* @see RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void RemoveSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Remove a sphere
* @see RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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 RemoveSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Remove a sphere
* Runs asynchronously in a background thread
* @see RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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 RemoveSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Add a sphere
* @see AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void AddSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Add a sphere
* Runs asynchronously in a background thread
* @see AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void AddSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Add a sphere
* @see AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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 AddSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Add a sphere
* Runs asynchronously in a background thread
* @see AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @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 and Radius 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 AddSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Paint material in a sphere shape
* @see SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere
* @param ModifiedMaterials Record the Materials 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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param PaintMaterial The material to paint
* @param Strength The strength of the painting (preferably between 0 and 1)
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster.
* @param bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bConvertToVoxelSpace, bUpdateRender"))
static void SetMaterialSphere(
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
const FVoxelPaintMaterial& PaintMaterial,
float Strength = 1.f,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
bool bMultiThreaded = true,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Paint material in a sphere shape
* Runs asynchronously in a background thread
* @see SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere
* @param ModifiedMaterials Record the Materials 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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param PaintMaterial The material to paint
* @param Strength The strength of the painting (preferably between 0 and 1)
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void SetMaterialSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
const FVoxelPaintMaterial& PaintMaterial,
float Strength = 1.f,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Paint material in a sphere shape
* @see SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param PaintMaterial The material to paint
* @param Strength The strength of the painting (preferably between 0 and 1)
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @param OutModifiedMaterials Optional. Record the Materials 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 and Radius 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 SetMaterialSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
const FVoxelPaintMaterial& PaintMaterial,
float Strength = 1.f,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
TArray<FModifiedVoxelMaterial>* OutModifiedMaterials = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Paint material in a sphere shape
* Runs asynchronously in a background thread
* @see SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param PaintMaterial The material to paint
* @param Strength The strength of the painting (preferably between 0 and 1)
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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 SetMaterialSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
const FVoxelPaintMaterial& PaintMaterial,
float Strength = 1.f,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
const FOnVoxelToolComplete_WithModifiedMaterials& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Apply a 3x3x3 kernel
* @see ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void ApplyKernelSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Apply a 3x3x3 kernel
* Runs asynchronously in a background thread
* @see ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void ApplyKernelSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Apply a 3x3x3 kernel
* @see ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @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 and Radius 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 ApplyKernelSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Apply a 3x3x3 kernel
* Runs asynchronously in a background thread
* @see ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @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 and Radius 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 ApplyKernelSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Apply a 3x3x3 kernel to the materials
* @see ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere
* @param ModifiedMaterials Record the Materials 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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @param Mask The material channels to affect
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster.
* @param bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bConvertToVoxelSpace, bUpdateRender"))
static void ApplyMaterialKernelSphere(
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
UPARAM(meta = (Bitmask, BitmaskEnum = EVoxelMaterialMask_BP)) int32 Mask = 4095,
bool bMultiThreaded = true,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Apply a 3x3x3 kernel to the materials
* Runs asynchronously in a background thread
* @see ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere
* @param ModifiedMaterials Record the Materials 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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @param Mask The material channels to affect
* @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 bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void ApplyMaterialKernelSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
UPARAM(meta = (Bitmask, BitmaskEnum = EVoxelMaterialMask_BP)) int32 Mask = 4095,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Apply a 3x3x3 kernel to the materials
* @see ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @param Mask The material channels to affect
* @param OutModifiedMaterials Optional. Record the Materials 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 and Radius 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 ApplyMaterialKernelSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
uint32 Mask = EVoxelMaterialMask::All,
TArray<FModifiedVoxelMaterial>* OutModifiedMaterials = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Apply a 3x3x3 kernel to the materials
* Runs asynchronously in a background thread
* @see ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param CenterMultiplier Multiplier of the center value
* @param FirstDegreeNeighborMultiplier Multiplier of the immediate neighbors, which share 2 coordinates with the center
* @param SecondDegreeNeighborMultiplier Multiplier of the near corners neighbors, which share 1 coordinates with the center
* @param ThirdDegreeNeighborMultiplier Multiplier of the far corners neighbors, which share 0 coordinates with the center
* @param NumIterations The number of times the kernel is going to be applied. Increase to make the effect faster, but more expensive.
* @param Mask The material channels to affect
* @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 bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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 ApplyMaterialKernelSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float CenterMultiplier = 0.037f,
float FirstDegreeNeighborMultiplier = 0.037f,
float SecondDegreeNeighborMultiplier = 0.037f,
float ThirdDegreeNeighborMultiplier = 0.037f,
int32 NumIterations = 1,
uint32 Mask = EVoxelMaterialMask::All,
const FOnVoxelToolComplete_WithModifiedMaterials& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Smooth a sphere
* @see SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void SmoothSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Smooth a sphere
* Runs asynchronously in a background thread
* @see SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void SmoothSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Smooth a sphere
* @see SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 and Radius 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 SmoothSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Smooth a sphere
* Runs asynchronously in a background thread
* @see SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 and Radius 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 SmoothSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Smooth materials in a sphere
* @see SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere
* @param ModifiedMaterials Record the Materials 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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param Mask The material channels to affect
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @param bMultiThreaded If true, multiple threads will be used to make the edit faster.
* @param bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bConvertToVoxelSpace, bUpdateRender"))
static void SmoothMaterialSphere(
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
UPARAM(meta = (Bitmask, BitmaskEnum = EVoxelMaterialMask_BP)) int32 Mask = 4095,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
bool bMultiThreaded = true,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Smooth materials in a sphere
* Runs asynchronously in a background thread
* @see SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere
* @param ModifiedMaterials Record the Materials 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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param Mask The material channels to affect
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void SmoothMaterialSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
UPARAM(meta = (Bitmask, BitmaskEnum = EVoxelMaterialMask_BP)) int32 Mask = 4095,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Smooth materials in a sphere
* @see SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param Mask The material channels to affect
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @param OutModifiedMaterials Optional. Record the Materials 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 and Radius 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 SmoothMaterialSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
uint32 Mask = EVoxelMaterialMask::All,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
TArray<FModifiedVoxelMaterial>* OutModifiedMaterials = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Smooth materials in a sphere
* Runs asynchronously in a background thread
* @see SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Strength The strength of the smoothing (preferably between 0 and 1)
* @param NumIterations The number of times the smooth is going to be applied. Increase to make smoothing faster, but more expensive.
* @param Mask The material channels to affect
* @param FalloffType The type of falloff
* @param Falloff The falloff, between 0 and 1. Set to 0 to disable.
* @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 bRecordModifiedMaterials If false, will not fill ModifiedMaterials, making the edit faster.
* @param bConvertToVoxelSpace If true, Position and Radius 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 SmoothMaterialSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
float Strength,
int32 NumIterations = 1,
uint32 Mask = EVoxelMaterialMask::All,
EVoxelFalloff FalloffType = EVoxelFalloff::Linear,
float Falloff = 0.5f,
const FOnVoxelToolComplete_WithModifiedMaterials& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Trim tool: used to quickly flatten large portions of the world
* Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
* This ensures the tool usage is relatively smooth.
* Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
* The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
* @see TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Normal The normal
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff, between 0 and 1
* @param bAdditive Whether to add or remove voxels
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void TrimSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
const FVector& Normal,
float Radius,
float Falloff,
bool bAdditive,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Trim tool: used to quickly flatten large portions of the world
* Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
* This ensures the tool usage is relatively smooth.
* Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
* The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
* Runs asynchronously in a background thread
* @see TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Normal The normal
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff, between 0 and 1
* @param bAdditive Whether to add or remove voxels
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void TrimSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
const FVector& Normal,
float Radius,
float Falloff,
bool bAdditive,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Trim tool: used to quickly flatten large portions of the world
* Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
* This ensures the tool usage is relatively smooth.
* Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
* The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
* @see TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Normal The normal
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff, between 0 and 1
* @param bAdditive Whether to add or remove voxels
* @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 and Radius 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 TrimSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
const FVector& Normal,
float Radius,
float Falloff,
bool bAdditive,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Trim tool: used to quickly flatten large portions of the world
* Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
* This ensures the tool usage is relatively smooth.
* Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
* The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
* Runs asynchronously in a background thread
* @see TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Normal The normal
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param Falloff The falloff, between 0 and 1
* @param bAdditive Whether to add or remove voxels
* @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 and Radius 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 TrimSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
const FVector& Normal,
float Radius,
float Falloff,
bool bAdditive,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Reverts the voxels inside a sphere shape to a previous frame in the undo history.
* Can be used to "paint" the undo history
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* @see RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param HistoryPosition The history position to go back to. You can use GetHistoryPosition to get it.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void RevertSphere(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
int32 HistoryPosition,
bool bRevertValues,
bool bRevertMaterials,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Reverts the voxels inside a sphere shape to a previous frame in the undo history.
* Can be used to "paint" the undo history
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* Runs asynchronously in a background thread
* @see RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param HistoryPosition The history position to go back to. You can use GetHistoryPosition to get it.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void RevertSphereAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
int32 HistoryPosition,
bool bRevertValues,
bool bRevertMaterials,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Reverts the voxels inside a sphere shape to a previous frame in the undo history.
* Can be used to "paint" the undo history
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* @see RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param HistoryPosition The history position to go back to. You can use GetHistoryPosition to get it.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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 RevertSphere(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
int32 HistoryPosition,
bool bRevertValues,
bool bRevertMaterials,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Reverts the voxels inside a sphere shape to a previous frame in the undo history.
* Can be used to "paint" the undo history
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* Runs asynchronously in a background thread
* @see RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param HistoryPosition The history position to go back to. You can use GetHistoryPosition to get it.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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 RevertSphereAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
int32 HistoryPosition,
bool bRevertValues,
bool bRevertMaterials,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
public:
/**
* Reverts the voxels inside a sphere shape to their generator value
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* @see RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender"))
static void RevertSphereToGenerator(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bRevertValues,
bool bRevertMaterials,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Reverts the voxels inside a sphere shape to their generator value
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* Runs asynchronously in a background thread
* @see RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator
* @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 center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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|Sphere Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedValues, bConvertToVoxelSpace, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void RevertSphereToGeneratorAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bRevertValues,
bool bRevertMaterials,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Reverts the voxels inside a sphere shape to their generator value
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* @see RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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 RevertSphereToGenerator(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bRevertValues,
bool bRevertMaterials,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
/**
* Reverts the voxels inside a sphere shape to their generator value
* NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
* Runs asynchronously in a background thread
* @see RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator
* @param VoxelWorld The voxel world to do the edit to
* @param Position The position of the center. In world space (unreal units) if bConvertToVoxelSpace is true. In voxel space if false.
* @param Radius The radius. In unreal units if bConvertToVoxelSpace is true. In voxels if false.
* @param bRevertValues Whether to revert values
* @param bRevertMaterials Whether to revert materials
* @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 and Radius 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 RevertSphereToGeneratorAsync(
AVoxelWorld* VoxelWorld,
const FVector& Position,
float Radius,
bool bRevertValues,
bool bRevertMaterials,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bConvertToVoxelSpace = true,
bool bUpdateRender = true);
};