90 lines
3.0 KiB
Ucode
90 lines
3.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class PBRuleNodeCorner extends PBRuleNodeBase
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native(ProcBuilding)
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collapsecategories
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hidecategories(Object);
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/** Amount to split off left (and maybe right) of supplied scope, based on left/right edge angles */
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var() float CornerSize;
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/** Struct containing info about each decision angle */
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struct native RBCornerAngleInfo
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{
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/** Angle (in degrees) */
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var() float Angle;
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/** If non-zero, overrides the base CornerSize for this particular angle */
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var() float CornerSize;
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structdefaultproperties
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{
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Angle=0.0
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CornerSize=0.0
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}
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};
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/** Set of angles of corner angle, each corresponds to an output of this node */
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var() array<RBCornerAngleInfo> Angles;
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/** Angle in degrees at which point surfaces are considered co-planar, and corner mesh is not added */
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var() float FlatThreshold;
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/** If TRUE, no space left or mesh added in concave corners. */
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var() bool bNoMeshForConcaveCorners;
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/** How to adjust the roof/floor poly to fit with this corner mesh */
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var() EPBCornerType CornerType;
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/** How far from start of curve mesh region to actually chamfer/round adjust roff poly corner */
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var() float CornerShapeOffset;
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/** If CornerType is set to EPBC_Round, how many tesselation steps to take around the corner */
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var() int RoundTesselation;
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/** Controls the curvature when using EPBC_Round- essentially 'pulls' the tangent handles further. */
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var() float RoundCurvature;
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/**
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* If TRUE, look at face on the right to see how much gap to leave on right edge. If FALSE, just use CornerSize on left and right side
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* Note, this only works when rulesets have the same corner size down the entire height - when looking at adjacent face, the top-left corner size is used.
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*/
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var() bool bUseAdjacentRulesetForRightGap;
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cpptext
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{
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// PBRuleNodeBase interface
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virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
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virtual class UPBRuleNodeCorner* GetCornerNode(UBOOL bTop, AProcBuilding* BaseBuilding, INT TopLevelScopeIndex);
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// Editor
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virtual FString GetRuleNodeTitle();
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virtual FColor GetRuleNodeTitleColor();
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virtual void RuleNodeCreated(UProcBuildingRuleset* Ruleset);
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/** Update the NextRules array based on the Angles array */
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void UpdateRuleConnectors();
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/** For a given angle, return the size that this corner node will use on the left of the face */
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FLOAT GetCornerSizeForAngle(FLOAT EdgeAngle);
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}
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defaultproperties
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{
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CornerSize=256.0
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FlatThreshold=5.0
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Angles[0]=(Angle=90.0)
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Angles[1]=(Angle=-90.0)
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CornerType=EPBC_Default
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RoundTesselation=4
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RoundCurvature=1.0
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} |