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Jordon Brooks 2018-04-17 23:43:50 +01:00
commit ba14820cdd
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ProceduralMeshComponent.h"
#include "VoxelActor.generated.h"
struct FMeshSection
{
TArray<FVector> Vertices;
TArray<int32> Triangles;
TArray<FVector> Normals;
TArray<FVector2D> UVs;
TArray<FProcMeshTangent> Tangents;
TArray<FColor> VertexColors;
int32 ElementID = 0;
};
UCLASS()
class MINECRAFT_API AVoxelActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AVoxelActor();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray <UMaterialInterface *> Materials;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true))
int32 randomSeed = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true))
int32 voxelSize = 200;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true))
int32 chunkLineElements = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true))
int32 chunkXindex = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true))
int32 chunkYindex = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool collision = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float xMult = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float yMult = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Weight = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float freq = 1;
UPROPERTY()
int32 chunkTotalElements;
UPROPERTY()
int32 chunkZElements;
UPROPERTY()
int32 chunkLineElementsP2;
UPROPERTY()
int32 VoxelSizeHalf;
UPROPERTY()
TArray <int32> chunkFields;
UPROPERTY()
UProceduralMeshComponent* proceduralComponent;
UFUNCTION(BlueprintNativeEvent)
TArray <int32> calculateNoise();
virtual TArray <int32> calculateNoise_Implementation();
private:
void GenerateChunk();
void UpdateMesh();
bool inRange(int32 value, int32 range);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
virtual void OnConstruction(const FTransform & Transform) override;
};