64 lines
1.5 KiB
Ucode
64 lines
1.5 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class TerrainLayerSetup extends Object
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native(Terrain)
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hidecategories(Object)
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collapsecategories;
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struct FilterLimit
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{
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var() bool Enabled;
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var() float Base,
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NoiseScale,
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NoiseAmount;
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};
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struct TerrainFilteredMaterial
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{
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var() bool UseNoise;
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var() float NoiseScale,
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NoisePercent;
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var() FilterLimit MinHeight;
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var() FilterLimit MaxHeight;
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var() FilterLimit MinSlope;
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var() FilterLimit MaxSlope;
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var() float Alpha;
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var() TerrainMaterial Material;
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structdefaultproperties
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{
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Alpha=1.0
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}
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};
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var() const array<TerrainFilteredMaterial> Materials;
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cpptext
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{
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/** returns the alpha that should be used in the weighting for the given material in this layer at the given world vertex
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* @param Material the filtered material that is being weighted
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* @param WorldVertex the world location of the vertex
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* @return the alpha to use for weighting
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*/
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virtual FLOAT GetMaterialAlpha(const FTerrainFilteredMaterial* Material, const FVector& WorldVertex) { return Material->Alpha; }
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// UObject interface.
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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/**
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* Called after serialization. Ensures that there are only 64 materials.
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*/
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virtual void PostLoad();
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}
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/** called from Terrain::PostBeginPlay() to allow the layer to initialize itself for gameplay
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* @note this function will be called once for each terrain the layer is part of
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*/
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simulated function PostBeginPlay();
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