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

307 lines
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19 KiB
C++

// Copyright 2020 Phyronnaz
#pragma once
#include "CoreMinimal.h"
#include "VoxelTools/VoxelSurfaceEdits.h"
#include "VoxelTools/Gen/VoxelToolsBase.h"
#include "VoxelSurfaceEditTools.generated.h"
UCLASS()
class VOXEL_API UVoxelSurfaceEditTools : public UVoxelToolsBase
{
GENERATED_BODY()
public:
/**
* Apply processed voxels strengths to the voxel values
* @see ApplyStack, AddToStack
* @see EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues
* @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 ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @param DistanceDivisor Distance divisor: the new value will be divided by this. Useful if normals are bad because of clamped values
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel|Tools|Surface Edit Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "DistanceDivisor, bMultiThreaded, bRecordModifiedValues, bUpdateRender"))
static void EditVoxelValues(
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
float DistanceDivisor = 1.f,
bool bMultiThreaded = true,
bool bRecordModifiedValues = true,
bool bUpdateRender = true);
/**
* Apply processed voxels strengths to the voxel values
* Runs asynchronously in a background thread
* @see ApplyStack, AddToStack
* @see EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues
* @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 ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @param DistanceDivisor Distance divisor: the new value will be divided by this. Useful if normals are bad because of clamped values
* @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 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|Surface Edit Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "DistanceDivisor, bMultiThreaded, bRecordModifiedValues, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void EditVoxelValuesAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelValue>& ModifiedValues,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
float DistanceDivisor = 1.f,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Apply processed voxels strengths to the voxel values
* @see ApplyStack, AddToStack
* @see EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues
* @param VoxelWorld The voxel world to do the edit to
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @param DistanceDivisor Distance divisor: the new value will be divided by this. Useful if normals are bad because of clamped values
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void EditVoxelValues(
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
float DistanceDivisor = 1.f,
TArray<FModifiedVoxelValue>* OutModifiedValues = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bUpdateRender = true);
/**
* Apply processed voxels strengths to the voxel values
* Runs asynchronously in a background thread
* @see ApplyStack, AddToStack
* @see EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues
* @param VoxelWorld The voxel world to do the edit to
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @param DistanceDivisor Distance divisor: the new value will be divided by this. Useful if normals are bad because of clamped values
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void EditVoxelValuesAsync(
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
float DistanceDivisor = 1.f,
const FOnVoxelToolComplete_WithModifiedValues& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedValues = true,
bool bUpdateRender = true);
public:
/**
* Apply paint material to the processed voxels, using the processed strengths
* @see ApplyStack, AddToStack
* @see EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials
* @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 PaintMaterial The paint material to apply
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel|Tools|Surface Edit Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bUpdateRender"))
static void EditVoxelMaterials(
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVoxelPaintMaterial& PaintMaterial,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
bool bMultiThreaded = true,
bool bRecordModifiedMaterials = true,
bool bUpdateRender = true);
/**
* Apply paint material to the processed voxels, using the processed strengths
* Runs asynchronously in a background thread
* @see ApplyStack, AddToStack
* @see EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials
* @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 PaintMaterial The paint material to apply
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 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|Surface Edit Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void EditVoxelMaterialsAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVoxelPaintMaterial& PaintMaterial,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Apply paint material to the processed voxels, using the processed strengths
* @see ApplyStack, AddToStack
* @see EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials
* @param VoxelWorld The voxel world to do the edit to
* @param PaintMaterial The paint material to apply
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void EditVoxelMaterials(
AVoxelWorld* VoxelWorld,
const FVoxelPaintMaterial& PaintMaterial,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
TArray<FModifiedVoxelMaterial>* OutModifiedMaterials = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bUpdateRender = true);
/**
* Apply paint material to the processed voxels, using the processed strengths
* Runs asynchronously in a background thread
* @see ApplyStack, AddToStack
* @see EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials
* @param VoxelWorld The voxel world to do the edit to
* @param PaintMaterial The paint material to apply
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void EditVoxelMaterialsAsync(
AVoxelWorld* VoxelWorld,
const FVoxelPaintMaterial& PaintMaterial,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
const FOnVoxelToolComplete_WithModifiedMaterials& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bUpdateRender = true);
public:
/**
* Propagate the materials of the voxels, so that the new surface is painted correctly
* Must be called BEFORE EditVoxelValues!
* @see ApplyStack, AddToStack
* @see PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials
* @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 ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
UFUNCTION(BlueprintCallable, Category = "Voxel|Tools|Surface Edit Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bUpdateRender"))
static void PropagateVoxelMaterials(
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
bool bMultiThreaded = true,
bool bRecordModifiedMaterials = true,
bool bUpdateRender = true);
/**
* Propagate the materials of the voxels, so that the new surface is painted correctly
* Must be called BEFORE EditVoxelValues!
* Runs asynchronously in a background thread
* @see ApplyStack, AddToStack
* @see PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials
* @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 ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 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|Surface Edit Tools", meta = (DefaultToSelf = "VoxelWorld", AdvancedDisplay = "bMultiThreaded, bRecordModifiedMaterials, bUpdateRender, bHideLatentWarnings", Latent, LatentInfo = "LatentInfo", WorldContext = "WorldContextObject"))
static void PropagateVoxelMaterialsAsync(
UObject* WorldContextObject,
FLatentActionInfo LatentInfo,
TArray<FModifiedVoxelMaterial>& ModifiedMaterials,
FVoxelIntBox& EditedBounds,
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bUpdateRender = true,
bool bHideLatentWarnings = false);
/**
* Propagate the materials of the voxels, so that the new surface is painted correctly
* Must be called BEFORE EditVoxelValues!
* @see ApplyStack, AddToStack
* @see PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials
* @param VoxelWorld The voxel world to do the edit to
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void PropagateVoxelMaterials(
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
TArray<FModifiedVoxelMaterial>* OutModifiedMaterials = nullptr,
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = true,
bool bUpdateRender = true);
/**
* Propagate the materials of the voxels, so that the new surface is painted correctly
* Must be called BEFORE EditVoxelValues!
* Runs asynchronously in a background thread
* @see ApplyStack, AddToStack
* @see PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials
* @param VoxelWorld The voxel world to do the edit to
* @param ProcessedVoxels The processed voxels, usually obtained by applying a surface edit stack
* @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 bUpdateRender If false, will only edit the data and not update the render. Rarely needed.
*/
static void PropagateVoxelMaterialsAsync(
AVoxelWorld* VoxelWorld,
const FVoxelSurfaceEditsProcessedVoxels& ProcessedVoxels,
const FOnVoxelToolComplete_WithModifiedMaterials& Callback = {},
FVoxelIntBox* OutEditedBounds = nullptr,
bool bMultiThreaded = false,
bool bRecordModifiedMaterials = true,
bool bUpdateRender = true);
};