179 lines
4.2 KiB
C++
179 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WaterBrushEffects.generated.h"
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class UTexture2D;
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class UCurveFloat;
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USTRUCT(BlueprintType)
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struct FWaterBrushEffectBlurring
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{
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GENERATED_BODY()
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FWaterBrushEffectBlurring()
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: bBlurShape(true)
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, Radius(2)
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{}
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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bool bBlurShape;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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int32 Radius;
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};
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USTRUCT(BlueprintType)
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struct FWaterBrushEffectCurlNoise
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{
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GENERATED_BODY()
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FWaterBrushEffectCurlNoise()
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: Curl1Amount(0)
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, Curl2Amount(0)
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, Curl1Tiling(16.0)
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, Curl2Tiling(3.0)
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{}
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float Curl1Amount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float Curl2Amount;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float Curl1Tiling;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float Curl2Tiling;
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};
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USTRUCT(BlueprintType)
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struct FWaterBrushEffectCurves
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{
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GENERATED_BODY()
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FWaterBrushEffectCurves()
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: bUseCurveChannel(true)
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, ElevationCurveAsset(nullptr)
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, ChannelEdgeOffset(0.0f)
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, ChannelDepth(0.0f)
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, CurveRampWidth(512.0f)
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{}
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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bool bUseCurveChannel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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TObjectPtr<UCurveFloat> ElevationCurveAsset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float ChannelEdgeOffset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float ChannelDepth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float CurveRampWidth;
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};
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USTRUCT(BlueprintType)
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struct FWaterBrushEffectDisplacement
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{
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GENERATED_BODY()
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FWaterBrushEffectDisplacement()
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: DisplacementHeight(0)
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, DisplacementTiling(0)
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, Texture(nullptr)
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, Midpoint(-128.0f)
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, Channel(0,0,0,1)
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, WeightmapInfluence(0.0f)
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{}
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float DisplacementHeight;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float DisplacementTiling;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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TSoftObjectPtr<UTexture2D> Texture;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float Midpoint;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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FLinearColor Channel;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float WeightmapInfluence;
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};
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USTRUCT(BlueprintType)
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struct FWaterBrushEffectSmoothBlending
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float InnerSmoothDistance = 0.01f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float OuterSmoothDistance = 0.01f;
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};
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USTRUCT(BlueprintType)
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struct FWaterBrushEffectTerracing
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{
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GENERATED_BODY()
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FWaterBrushEffectTerracing()
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: TerraceAlpha(0.0f)
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, TerraceSpacing(256.0f)
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, TerraceSmoothness(0.0f)
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, MaskLength(0.0f)
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, MaskStartOffset(0.0f)
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{}
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float TerraceAlpha;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float TerraceSpacing;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float TerraceSmoothness;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float MaskLength;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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float MaskStartOffset;
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};
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USTRUCT(BlueprintType)
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struct FWaterBrushEffects
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BrushEffects)
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FWaterBrushEffectBlurring Blurring;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings)
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FWaterBrushEffectCurlNoise CurlNoise;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings)
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FWaterBrushEffectDisplacement Displacement;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings)
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FWaterBrushEffectSmoothBlending SmoothBlending;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FalloffSettings)
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FWaterBrushEffectTerracing Terracing;
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};
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