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