// Copyright Epic Games, Inc. All Rights Reserved. /** * */ //~============================================================================= // CylinderBuilder: Builds a 3D cylinder brush. //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "Builders/EditorBrushBuilder.h" #include "CylinderBuilder.generated.h" class ABrush; UCLASS(MinimalAPI, autoexpandcategories=BrushSettings, EditInlineNew, meta=(DisplayName="Cylinder")) class UCylinderBuilder : public UEditorBrushBuilder { public: GENERATED_BODY() public: UCylinderBuilder(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); /** Distance from base to tip of cylinder */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "0.000001")) float Z; /** Radius of cylinder */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(ClampMin = "0.000001")) float OuterRadius; /** Radius of inner cylinder (when hollow) */ UPROPERTY(EditAnywhere, Category=BrushSettings, meta=(EditCondition="Hollow")) float InnerRadius; /** How many sides this cylinder 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 cylinder */ 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 BuildCylinder( int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius ); };