56 lines
1.1 KiB
C++
56 lines
1.1 KiB
C++
// Copyright 2020 Phyronnaz
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#pragma once
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#include "CoreMinimal.h"
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#include "VoxelMaterial.h"
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#include "VoxelMinimal.h"
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#include "UObject/Interface.h"
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#include "VoxelPhysicsPartSpawnerInterface.generated.h"
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class AStaticMeshActor;
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class UStaticMesh;
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class UMaterialInterface;
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class FVoxelData;
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class AVoxelWorld;
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USTRUCT(BlueprintType)
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struct FVoxelPositionValueMaterial
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel")
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FIntVector Position = FIntVector(ForceInit);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel")
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float Value = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel")
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FVoxelMaterial Material = FVoxelMaterial(ForceInit);
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};
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// Represents the result for a single part
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UINTERFACE(BlueprintType)
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class VOXEL_API UVoxelPhysicsPartSpawnerResult : public UInterface
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{
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GENERATED_BODY()
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};
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class VOXEL_API IVoxelPhysicsPartSpawnerResult : public IInterface
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{
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GENERATED_BODY()
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};
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UINTERFACE(BlueprintType)
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class VOXEL_API UVoxelPhysicsPartSpawner : public UInterface
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{
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GENERATED_BODY()
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};
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class VOXEL_API IVoxelPhysicsPartSpawner : public IInterface
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{
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GENERATED_BODY()
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public:
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};
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