// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "LandscapeEditorPrivatePCH.h" #include "ObjectTools.h" #include "LandscapeEdMode.h" #include "ScopedTransaction.h" #include "LandscapeEdit.h" #include "LandscapeRender.h" #include "LandscapeDataAccess.h" #include "LandscapeSplineProxies.h" #include "LandscapeEditorModule.h" #include "Editor/PropertyEditor/Public/PropertyEditorModule.h" #include "LandscapeEdModeTools.h" #include "Engine/StaticMesh.h" const int32 FNoiseParameter::Permutations[256] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; // // FLandscapeToolPaintBase // template class FLandscapeToolPaintBase : public FLandscapeToolBase { public: FLandscapeToolPaintBase(FEdModeLandscape* InEdMode) : FLandscapeToolBase(InEdMode) { } virtual ELandscapeToolTargetTypeMask::Type GetSupportedTargetTypes() override { return ELandscapeToolTargetTypeMask::FromType(TToolTarget::TargetType); } }; template class FLandscapeToolStrokePaintBase : public FLandscapeToolStrokeBase { public: FLandscapeToolStrokePaintBase(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget) : Cache(InTarget) , LandscapeInfo(InTarget.LandscapeInfo.Get()) { } protected: typename ToolTarget::CacheClass Cache; ULandscapeInfo* LandscapeInfo; }; // // FLandscapeToolPaint // TODO: Split heightmap sculpting into its own stroke type // template class FLandscapeToolStrokePaint : public FLandscapeToolStrokePaintBase { TMap TotalInfluenceMap; // amount of time and weight the brush has spent on each vertex. public: // Heightmap sculpt tool will continuously sculpt in the same location, weightmap paint tool doesn't enum { UseContinuousApply = (ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap) }; FLandscapeToolStrokePaint(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget) : FLandscapeToolStrokePaintBase(InEdMode, InTarget) { } void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray& MousePositions) { // Get list of verts to update FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions); if (!BrushInfo) { return; } int32 X1, Y1, X2, Y2; BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2); // Tablet pressure float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f; // expand the area by one vertex in each direction to ensure normals are calculated correctly if (ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap) { X1 -= 1; Y1 -= 1; X2 += 1; Y2 += 1; } this->Cache.CacheData(X1, Y1, X2, Y2); // Invert when holding Shift bool bInvert = MousePositions[MousePositions.Num() - 1].bShiftDown; //UE_LOG(LogLandscape, Log, TEXT("bInvert = %d"), bInvert); bool bUseClayBrush = UISettings->bUseClayBrush && ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap; bool bUseWeightTargetValue = UISettings->bUseWeightTargetValue && ToolTarget::TargetType == ELandscapeToolTargetType::Weightmap; // The data we'll be writing to TArray Data; this->Cache.GetCachedData(X1, Y1, X2, Y2, Data); // The source data we use for editing. TArray* SourceDataArrayPtr = &Data; TArray OriginalData; if ((ToolTarget::TargetType == ELandscapeToolTargetType::Weightmap) && !bUseWeightTargetValue) { // When painting weights (and not using target value mode), we use a source value that tends more // to the current value as we paint over the same region multiple times. // TODO: Make this frame-rate independent this->Cache.GetOriginalData(X1, Y1, X2, Y2, OriginalData); SourceDataArrayPtr = &OriginalData; for (int32 Y = Y1; Y < Y2; Y++) { auto* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); auto* OriginalDataScanline = OriginalData.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = X1; X < X2; X++) { float VertexInfluence = TotalInfluenceMap.FindRef(ALandscape::MakeKey(X, Y)); auto& CurrentValue = DataScanline[X]; auto& SourceValue = OriginalDataScanline[X]; SourceValue = FMath::Lerp(SourceValue, CurrentValue, FMath::Min(VertexInfluence * 0.05f, 1.0f)); } } } FMatrix ToWorld = ToolTarget::ToWorldMatrix(this->LandscapeInfo); FMatrix FromWorld = ToolTarget::FromWorldMatrix(this->LandscapeInfo); // Adjust strength based on brush size and drawscale, so strength 1 = one hemisphere float AdjustedStrength = ToolTarget::StrengthMultiplier(this->LandscapeInfo, UISettings->BrushRadius); typename ToolTarget::CacheClass::DataType DestValue = ToolTarget::CacheClass::ClampValue(255.0f * UISettings->WeightTargetValue); float PaintStrength = UISettings->ToolStrength * Pressure * AdjustedStrength; if (ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap) { float DeltaTime = FMath::Min(FApp::GetDeltaTime(), 0.1f); // Under 10 fps slow down paint speed PaintStrength *= DeltaTime * 3.0f; // * 3.0f to partially compensate for impact of DeltaTime on slowing the tools down compared to the old framerate-dependent version } FPlane BrushPlane; TArray Normals; if (bUseClayBrush) { // Calculate normals for brush verts in data space Normals.Empty(SourceDataArrayPtr->Num()); Normals.AddZeroed(SourceDataArrayPtr->Num()); for (int32 Y = Y1; Y < Y2; Y++) { auto* SourceDataScanline_0 = SourceDataArrayPtr->GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); auto* SourceDataScanline_1 = SourceDataArrayPtr->GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); auto* NormalsScanline_0 = Normals.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); auto* NormalsScanline_1 = Normals.GetData() + (Y + 1 - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = X1; X < X2; X++) { FVector Vert00 = ToWorld.TransformPosition(FVector((float)X + 0.0f, (float)Y + 0.0f, SourceDataScanline_0[X + 0])); FVector Vert01 = ToWorld.TransformPosition(FVector((float)X + 0.0f, (float)Y + 1.0f, SourceDataScanline_1[X + 0])); FVector Vert10 = ToWorld.TransformPosition(FVector((float)X + 1.0f, (float)Y + 0.0f, SourceDataScanline_0[X + 1])); FVector Vert11 = ToWorld.TransformPosition(FVector((float)X + 1.0f, (float)Y + 1.0f, SourceDataScanline_1[X + 1])); FVector FaceNormal1 = ((Vert00 - Vert10) ^ (Vert10 - Vert11)).GetSafeNormal(); FVector FaceNormal2 = ((Vert11 - Vert01) ^ (Vert01 - Vert00)).GetSafeNormal(); // contribute to the vertex normals. NormalsScanline_0[X + 1] += FaceNormal1; NormalsScanline_1[X + 0] += FaceNormal2; NormalsScanline_0[X + 0] += FaceNormal1 + FaceNormal2; NormalsScanline_1[X + 1] += FaceNormal1 + FaceNormal2; } } for (int32 Y = Y1; Y <= Y2; Y++) { auto* NormalsScanline = Normals.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = X1; X <= X2; X++) { NormalsScanline[X] = NormalsScanline[X].GetSafeNormal(); } } // Find brush centroid location FVector AveragePoint(0.0f, 0.0f, 0.0f); FVector AverageNormal(0.0f, 0.0f, 0.0f); float TotalWeight = 0.0f; for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++) { const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y)); auto* SourceDataScanline = SourceDataArrayPtr->GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); auto* NormalsScanline = Normals.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++) { const float BrushValue = BrushScanline[X]; if (BrushValue > 0.0f) { AveragePoint += FVector((float)X * BrushValue, (float)Y * BrushValue, (float)SourceDataScanline[X] * BrushValue); FVector SampleNormal = NormalsScanline[X]; AverageNormal += SampleNormal * BrushValue; TotalWeight += BrushValue; } } } if (TotalWeight > 0.0f) { AveragePoint /= TotalWeight; AverageNormal = AverageNormal.GetSafeNormal(); } // Convert to world space FVector AverageLocation = ToWorld.TransformPosition(AveragePoint); FVector StrengthVector = ToWorld.TransformVector(FVector(0, 0, PaintStrength)); // Brush pushes out in the normal direction FVector OffsetVector = AverageNormal * StrengthVector.Z; if (bInvert) { OffsetVector *= -1; } // World space brush plane BrushPlane = FPlane(AverageLocation + OffsetVector, AverageNormal); } // Apply the brush for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++) { const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y)); auto* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); auto* SourceDataScanline = SourceDataArrayPtr->GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++) { const FIntPoint Key = ALandscape::MakeKey(X, Y); const float BrushValue = BrushScanline[X]; // Update influence map float VertexInfluence = TotalInfluenceMap.FindRef(Key); TotalInfluenceMap.Add(Key, VertexInfluence + BrushValue); float PaintAmount = BrushValue * PaintStrength; auto& CurrentValue = DataScanline[X]; const auto& SourceValue = SourceDataScanline[X]; if (bUseWeightTargetValue) { CurrentValue = FMath::Lerp(CurrentValue, DestValue, PaintAmount / AdjustedStrength); } else if (bUseClayBrush) { // Brush application starts from original world location at start of stroke FVector WorldLoc = ToWorld.TransformPosition(FVector(X, Y, SourceValue)); // Calculate new location on the brush plane WorldLoc.Z = (BrushPlane.W - BrushPlane.X*WorldLoc.X - BrushPlane.Y*WorldLoc.Y) / BrushPlane.Z; // Painted amount lerps based on brush falloff. float PaintValue = FMath::Lerp((float)SourceValue, FromWorld.TransformPosition(WorldLoc).Z, BrushValue); if (bInvert) { CurrentValue = ToolTarget::CacheClass::ClampValue(FMath::Min(FMath::RoundToInt(PaintValue), CurrentValue)); } else { CurrentValue = ToolTarget::CacheClass::ClampValue(FMath::Max(FMath::RoundToInt(PaintValue), CurrentValue)); } } else { if (bInvert) { CurrentValue = ToolTarget::CacheClass::ClampValue(FMath::Min(SourceValue - FMath::RoundToInt(PaintAmount), CurrentValue)); } else { CurrentValue = ToolTarget::CacheClass::ClampValue(FMath::Max(SourceValue + FMath::RoundToInt(PaintAmount), CurrentValue)); } } } } this->Cache.SetCachedData(X1, Y1, X2, Y2, Data, UISettings->PaintingRestriction); this->Cache.Flush(); } }; class FLandscapeToolPaint : public FLandscapeToolPaintBase> { public: FLandscapeToolPaint(FEdModeLandscape* InEdMode) : FLandscapeToolPaintBase>(InEdMode) { } virtual const TCHAR* GetToolName() override { return TEXT("Paint"); } virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Paint", "Paint"); }; }; class FLandscapeToolSculpt : public FLandscapeToolPaintBase> { public: FLandscapeToolSculpt(FEdModeLandscape* InEdMode) : FLandscapeToolPaintBase>(InEdMode) { } virtual const TCHAR* GetToolName() override { return TEXT("Sculpt"); } virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Sculpt", "Sculpt"); }; }; // // FLandscapeToolSmooth // template class FLandscapeToolStrokeSmooth : public FLandscapeToolStrokePaintBase { public: FLandscapeToolStrokeSmooth(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget) : FLandscapeToolStrokePaintBase(InEdMode, InTarget) { } void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray& MousePositions) { if (!this->LandscapeInfo) return; // Get list of verts to update FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions); if (!BrushInfo) { return; } int32 X1, Y1, X2, Y2; BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2); // Tablet pressure float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f; // expand the area by one vertex in each direction to ensure normals are calculated correctly if (ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap) { X1 -= 1; Y1 -= 1; X2 += 1; Y2 += 1; } this->Cache.CacheData(X1, Y1, X2, Y2); TArray Data; this->Cache.GetCachedData(X1, Y1, X2, Y2, Data); // Apply the brush if (UISettings->bDetailSmooth) { LowPassFilter(X1, Y1, X2, Y2, BrushInfo, Data, UISettings->DetailScale, UISettings->ToolStrength * Pressure); } else { int32 FilterRadius = UISettings->SmoothFilterKernelSize; for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++) { const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y)); auto* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++) { const float BrushValue = BrushScanline[X]; if (BrushValue > 0.0f) { int64 FilterValue = 0; int32 FilterSamplingNumber = 0; // The previous version of this clamped to X1/Y1/X2/Y2 *inside* the loop, which were always expanded by one from the BrushInfo // So the Find on the BrushInfo always gave null for anything that would have been clamped and caused it to do nothing // So now just skip iterating those by clamping first const int32 SampleX1 = FMath::Max(X - FilterRadius, BrushInfo.GetBounds().Min.X); const int32 SampleY1 = FMath::Max(Y - FilterRadius, BrushInfo.GetBounds().Min.Y); const int32 SampleX2 = FMath::Min(X + FilterRadius + 1, BrushInfo.GetBounds().Max.X); const int32 SampleY2 = FMath::Min(Y + FilterRadius + 1, BrushInfo.GetBounds().Max.Y); for (int32 SampleY = SampleY1; SampleY < SampleY2; SampleY++) { const float* SampleBrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, SampleY)); auto* SampleDataScanline = Data.GetData() + (SampleY - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 SampleX = SampleX1; SampleX < SampleX2; SampleX++) { const float SampleBrushValue = SampleBrushScanline[SampleX]; if (SampleBrushValue > 0.0f) { FilterValue += SampleDataScanline[SampleX]; FilterSamplingNumber++; } } } FilterValue /= FilterSamplingNumber; DataScanline[X] = FMath::Lerp(DataScanline[X], (typename ToolTarget::CacheClass::DataType)FilterValue, BrushValue * UISettings->ToolStrength * Pressure); } } } } this->Cache.SetCachedData(X1, Y1, X2, Y2, Data, UISettings->PaintingRestriction); this->Cache.Flush(); } }; template class FLandscapeToolSmooth : public FLandscapeToolPaintBase> { public: FLandscapeToolSmooth(FEdModeLandscape* InEdMode) : FLandscapeToolPaintBase >(InEdMode) { } virtual const TCHAR* GetToolName() override { return TEXT("Smooth"); } virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Smooth", "Smooth"); }; }; // // FLandscapeToolFlatten // template class FLandscapeToolStrokeFlatten : public FLandscapeToolStrokePaintBase { typename ToolTarget::CacheClass::DataType FlattenHeight; FVector FlattenNormal; float FlattenPlaneDist; bool bInitializedFlattenHeight; bool bTargetIsHeightmap; public: FLandscapeToolStrokeFlatten(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget) : FLandscapeToolStrokePaintBase(InEdMode, InTarget) , bInitializedFlattenHeight(false) , bTargetIsHeightmap(InTarget.TargetType == ELandscapeToolTargetType::Heightmap) { if (InEdMode->UISettings->bUseFlattenTarget && bTargetIsHeightmap) { FTransform LocalToWorld = InTarget.LandscapeInfo->GetLandscapeProxy()->ActorToWorld(); float Height = (InEdMode->UISettings->FlattenTarget - LocalToWorld.GetTranslation().Z) / LocalToWorld.GetScale3D().Z; FlattenHeight = LandscapeDataAccess::GetTexHeight(Height); bInitializedFlattenHeight = true; } } void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray& MousePositions) { if (!this->LandscapeInfo) return; if (!bInitializedFlattenHeight || (UISettings->bPickValuePerApply && bTargetIsHeightmap)) { bInitializedFlattenHeight = false; float FlattenX = MousePositions[0].Position.X; float FlattenY = MousePositions[0].Position.Y; int32 FlattenHeightX = FMath::FloorToInt(FlattenX); int32 FlattenHeightY = FMath::FloorToInt(FlattenY); this->Cache.CacheData(FlattenHeightX, FlattenHeightY, FlattenHeightX + 1, FlattenHeightY + 1); float HeightValue = this->Cache.GetValue(FlattenX, FlattenY); FlattenHeight = HeightValue; if (UISettings->bUseSlopeFlatten && bTargetIsHeightmap) { FlattenNormal = this->Cache.GetNormal(FlattenHeightX, FlattenHeightY); FlattenPlaneDist = -(FlattenNormal | FVector(FlattenX, FlattenY, HeightValue)); } bInitializedFlattenHeight = true; } // Get list of verts to update FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions); if (!BrushInfo) { return; } int32 X1, Y1, X2, Y2; BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2); // Tablet pressure float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f; // expand the area by one vertex in each direction to ensure normals are calculated correctly if (ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap) { X1 -= 1; Y1 -= 1; X2 += 1; Y2 += 1; } this->Cache.CacheData(X1, Y1, X2, Y2); TArray Data; this->Cache.GetCachedData(X1, Y1, X2, Y2, Data); // Apply the brush for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++) { const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y)); auto* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++) { const float BrushValue = BrushScanline[X]; if (BrushValue > 0.0f) { float Strength = FMath::Clamp(BrushValue * UISettings->ToolStrength * Pressure, 0.0f, 1.0f); if (!(UISettings->bUseSlopeFlatten && bTargetIsHeightmap)) { int32 Delta = DataScanline[X] - FlattenHeight; switch (UISettings->FlattenMode) { case ELandscapeToolNoiseMode::Add: if (Delta < 0) { DataScanline[X] = FMath::Lerp(DataScanline[X], FlattenHeight, Strength); } break; case ELandscapeToolNoiseMode::Sub: if (Delta > 0) { DataScanline[X] = FMath::Lerp(DataScanline[X], FlattenHeight, Strength); } break; default: case ELandscapeToolNoiseMode::Both: DataScanline[X] = FMath::Lerp(DataScanline[X], FlattenHeight, Strength); break; } } else { typename ToolTarget::CacheClass::DataType DestValue = -(FlattenNormal.X * X + FlattenNormal.Y * Y + FlattenPlaneDist) / FlattenNormal.Z; //float PlaneDist = FlattenNormal | FVector(X, Y, HeightData(HeightDataIndex)) + FlattenPlaneDist; float PlaneDist = DataScanline[X] - DestValue; DestValue = DataScanline[X] - PlaneDist * Strength; switch (UISettings->FlattenMode) { case ELandscapeToolNoiseMode::Add: if (PlaneDist < 0) { DataScanline[X] = FMath::Lerp(DataScanline[X], DestValue, Strength); } break; case ELandscapeToolNoiseMode::Sub: if (PlaneDist > 0) { DataScanline[X] = FMath::Lerp(DataScanline[X], DestValue, Strength); } break; default: case ELandscapeToolNoiseMode::Both: DataScanline[X] = FMath::Lerp(DataScanline[X], DestValue, Strength); break; } } } } } this->Cache.SetCachedData(X1, Y1, X2, Y2, Data, UISettings->PaintingRestriction); this->Cache.Flush(); } }; template class FLandscapeToolFlatten : public FLandscapeToolPaintBase> { protected: UStaticMesh* PlaneMesh; UStaticMeshComponent* MeshComponent; public: FLandscapeToolFlatten(FEdModeLandscape* InEdMode) : FLandscapeToolPaintBase>(InEdMode) , PlaneMesh(LoadObject(NULL, TEXT("/Engine/EditorLandscapeResources/FlattenPlaneMesh.FlattenPlaneMesh"))) , MeshComponent(NULL) { check(PlaneMesh); } virtual const TCHAR* GetToolName() override { return TEXT("Flatten"); } virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Flatten", "Flatten"); }; virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override { FLandscapeToolPaintBase>::Tick(ViewportClient, DeltaTime); bool bShowGrid = this->EdMode->UISettings->bUseFlattenTarget && this->EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap && this->EdMode->UISettings->bShowFlattenTargetPreview; MeshComponent->SetVisibility(bShowGrid); } virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override { bool bResult = FLandscapeToolPaintBase>::MouseMove(ViewportClient, Viewport, x, y); if (ViewportClient->IsLevelEditorClient() && MeshComponent != NULL) { FVector MousePosition; this->EdMode->LandscapeMouseTrace((FEditorViewportClient*)ViewportClient, x, y, MousePosition); const FTransform LocalToWorld = this->EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->ActorToWorld(); FVector Origin; Origin.X = FMath::RoundToFloat(MousePosition.X); Origin.Y = FMath::RoundToFloat(MousePosition.Y); Origin.Z = (FMath::RoundToFloat((this->EdMode->UISettings->FlattenTarget - LocalToWorld.GetTranslation().Z) / LocalToWorld.GetScale3D().Z * LANDSCAPE_INV_ZSCALE) - 0.1f) * LANDSCAPE_ZSCALE; MeshComponent->SetRelativeLocation(Origin, false); } return bResult; } virtual void EnterTool() override { FLandscapeToolPaintBase>::EnterTool(); ALandscapeProxy* LandscapeProxy = this->EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); MeshComponent = NewObject(LandscapeProxy, NAME_None, RF_Transient); MeshComponent->StaticMesh = PlaneMesh; MeshComponent->AttachTo(LandscapeProxy->GetRootComponent()); MeshComponent->RegisterComponent(); bool bShowGrid = this->EdMode->UISettings->bUseFlattenTarget && this->EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap && this->EdMode->UISettings->bShowFlattenTargetPreview; MeshComponent->SetVisibility(bShowGrid); // Try to set a sane initial location for the preview grid const FTransform LocalToWorld = this->EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->GetRootComponent()->GetComponentToWorld(); FVector Origin = FVector::ZeroVector; Origin.Z = (FMath::RoundToFloat((this->EdMode->UISettings->FlattenTarget - LocalToWorld.GetTranslation().Z) / LocalToWorld.GetScale3D().Z * LANDSCAPE_INV_ZSCALE) - 0.1f) * LANDSCAPE_ZSCALE; MeshComponent->SetRelativeLocation(Origin, false); } virtual void ExitTool() override { FLandscapeToolPaintBase>::ExitTool(); MeshComponent->DetachFromParent(); MeshComponent->DestroyComponent(); } }; // // FLandscapeToolNoise // template class FLandscapeToolStrokeNoise : public FLandscapeToolStrokePaintBase { public: FLandscapeToolStrokeNoise(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget) : FLandscapeToolStrokePaintBase(InEdMode, InTarget) { } void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray& MousePositions) { if (!this->LandscapeInfo) return; // Get list of verts to update FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions); if (!BrushInfo) { return; } int32 X1, Y1, X2, Y2; BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2); // Tablet pressure float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f; // expand the area by one vertex in each direction to ensure normals are calculated correctly if (ToolTarget::TargetType == ELandscapeToolTargetType::Heightmap) { X1 -= 1; Y1 -= 1; X2 += 1; Y2 += 1; } this->Cache.CacheData(X1, Y1, X2, Y2); TArray Data; this->Cache.GetCachedData(X1, Y1, X2, Y2, Data); float BrushSizeAdjust = 1.0f; if (ToolTarget::TargetType != ELandscapeToolTargetType::Weightmap && UISettings->BrushRadius < UISettings->MaximumValueRadius) { BrushSizeAdjust = UISettings->BrushRadius / UISettings->MaximumValueRadius; } bool bUseWeightTargetValue = UISettings->bUseWeightTargetValue && ToolTarget::TargetType == ELandscapeToolTargetType::Weightmap; // Apply the brush for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++) { const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y)); auto* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1); for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++) { const float BrushValue = BrushScanline[X]; if (BrushValue > 0.0f) { float OriginalValue = DataScanline[X]; if (bUseWeightTargetValue) { FNoiseParameter NoiseParam(0, UISettings->NoiseScale, 255.0f / 2.0f); float DestValue = ELandscapeToolNoiseMode::Conversion(ELandscapeToolNoiseMode::Add, NoiseParam.NoiseAmount, NoiseParam.Sample(X, Y)) * UISettings->WeightTargetValue; switch (UISettings->NoiseMode) { case ELandscapeToolNoiseMode::Add: if (OriginalValue >= DestValue) { continue; } break; case ELandscapeToolNoiseMode::Sub: DestValue += (1.0f - UISettings->WeightTargetValue) * NoiseParam.NoiseAmount; if (OriginalValue <= DestValue) { continue; } break; } DataScanline[X] = ToolTarget::CacheClass::ClampValue(FMath::RoundToInt(FMath::Lerp(OriginalValue, DestValue, BrushValue * UISettings->ToolStrength * Pressure))); } else { float TotalStrength = BrushValue * UISettings->ToolStrength * Pressure * ToolTarget::StrengthMultiplier(this->LandscapeInfo, UISettings->BrushRadius); FNoiseParameter NoiseParam(0, UISettings->NoiseScale, TotalStrength * BrushSizeAdjust); float PaintAmount = ELandscapeToolNoiseMode::Conversion(UISettings->NoiseMode, NoiseParam.NoiseAmount, NoiseParam.Sample(X, Y)); DataScanline[X] = ToolTarget::CacheClass::ClampValue(OriginalValue + PaintAmount); } } } } this->Cache.SetCachedData(X1, Y1, X2, Y2, Data, UISettings->PaintingRestriction); this->Cache.Flush(); } }; template class FLandscapeToolNoise : public FLandscapeToolPaintBase < ToolTarget, FLandscapeToolStrokeNoise > { public: FLandscapeToolNoise(FEdModeLandscape* InEdMode) : FLandscapeToolPaintBase >(InEdMode) { } virtual const TCHAR* GetToolName() override { return TEXT("Noise"); } virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Noise", "Noise"); }; }; // // Toolset initialization // void FEdModeLandscape::InitializeTool_Paint() { auto Tool_Sculpt = MakeUnique(this); Tool_Sculpt->ValidBrushes.Add("BrushSet_Circle"); Tool_Sculpt->ValidBrushes.Add("BrushSet_Alpha"); Tool_Sculpt->ValidBrushes.Add("BrushSet_Pattern"); Tool_Sculpt->ValidBrushes.Add("BrushSet_Component"); LandscapeTools.Add(MoveTemp(Tool_Sculpt)); auto Tool_Paint = MakeUnique(this); Tool_Paint->ValidBrushes.Add("BrushSet_Circle"); Tool_Paint->ValidBrushes.Add("BrushSet_Alpha"); Tool_Paint->ValidBrushes.Add("BrushSet_Pattern"); Tool_Paint->ValidBrushes.Add("BrushSet_Component"); LandscapeTools.Add(MoveTemp(Tool_Paint)); } void FEdModeLandscape::InitializeTool_Smooth() { auto Tool_Smooth_Heightmap = MakeUnique>(this); Tool_Smooth_Heightmap->ValidBrushes.Add("BrushSet_Circle"); Tool_Smooth_Heightmap->ValidBrushes.Add("BrushSet_Alpha"); Tool_Smooth_Heightmap->ValidBrushes.Add("BrushSet_Pattern"); LandscapeTools.Add(MoveTemp(Tool_Smooth_Heightmap)); auto Tool_Smooth_Weightmap = MakeUnique>(this); Tool_Smooth_Weightmap->ValidBrushes.Add("BrushSet_Circle"); Tool_Smooth_Weightmap->ValidBrushes.Add("BrushSet_Alpha"); Tool_Smooth_Weightmap->ValidBrushes.Add("BrushSet_Pattern"); LandscapeTools.Add(MoveTemp(Tool_Smooth_Weightmap)); } void FEdModeLandscape::InitializeTool_Flatten() { auto Tool_Flatten_Heightmap = MakeUnique>(this); Tool_Flatten_Heightmap->ValidBrushes.Add("BrushSet_Circle"); Tool_Flatten_Heightmap->ValidBrushes.Add("BrushSet_Alpha"); Tool_Flatten_Heightmap->ValidBrushes.Add("BrushSet_Pattern"); LandscapeTools.Add(MoveTemp(Tool_Flatten_Heightmap)); auto Tool_Flatten_Weightmap = MakeUnique>(this); Tool_Flatten_Weightmap->ValidBrushes.Add("BrushSet_Circle"); Tool_Flatten_Weightmap->ValidBrushes.Add("BrushSet_Alpha"); Tool_Flatten_Weightmap->ValidBrushes.Add("BrushSet_Pattern"); LandscapeTools.Add(MoveTemp(Tool_Flatten_Weightmap)); } void FEdModeLandscape::InitializeTool_Noise() { auto Tool_Noise_Heightmap = MakeUnique>(this); Tool_Noise_Heightmap->ValidBrushes.Add("BrushSet_Circle"); Tool_Noise_Heightmap->ValidBrushes.Add("BrushSet_Alpha"); Tool_Noise_Heightmap->ValidBrushes.Add("BrushSet_Pattern"); LandscapeTools.Add(MoveTemp(Tool_Noise_Heightmap)); auto Tool_Noise_Weightmap = MakeUnique>(this); Tool_Noise_Weightmap->ValidBrushes.Add("BrushSet_Circle"); Tool_Noise_Weightmap->ValidBrushes.Add("BrushSet_Alpha"); Tool_Noise_Weightmap->ValidBrushes.Add("BrushSet_Pattern"); LandscapeTools.Add(MoveTemp(Tool_Noise_Weightmap)); }