// Copyright Epic Games, Inc. All Rights Reserved. //~============================================================================= // ConeBuilder: Builds a 3D cone brush, compatible with cylinder of same size. //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "Builders/EditorBrushBuilder.h" #include "ConeBuilder.generated.h" class ABrush; UCLASS(MinimalAPI, autoexpandcategories=BrushSettings, EditInlineNew, meta=(DisplayName="Cone")) class UConeBuilder : public UEditorBrushBuilder { public: GENERATED_BODY() public: UConeBuilder(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); /** Distance from base to tip of cone */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "0.000001")) float Z; /** Distance from base to the tip of inner cone (when hollow) */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(EditCondition="Hollow")) float CapZ; /** Radius of cone */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "0.000001")) float OuterRadius; /** Radius of inner cone (when hollow) */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(EditCondition="Hollow")) float InnerRadius; /** How many sides this cone should have */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "3", ClampMax = "500")) int32 Sides; UPROPERTY() FName GroupName; /** Whether to align the brush to a face */ UPROPERTY(EditAnywhere, Category=BrushSettings) uint32 AlignToSide:1; /** Whether this is a hollow or solid cone */ UPROPERTY(EditAnywhere, Category=BrushSettings) uint32 Hollow:1; //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface //~ Begin UBrushBuilder Interface virtual bool Build( UWorld* InWorld, ABrush* InBrush = NULL ) override; //~ End UBrushBuilder Interface // @todo document virtual void BuildCone( int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius, FName Item ); };