// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= LandscapeBlueprintSupport.cpp: Landscape blueprint functions =============================================================================*/ #include "Landscape.h" #include "LandscapeSplineRaster.h" #include "LandscapeProxy.h" #include "LandscapeSplineRaster.h" #include "Components/SplineComponent.h" #include "LandscapeSplineSegment.h" void ALandscapeProxy::EditorApplySpline(USplineComponent* InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int32 NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, ULandscapeLayerInfoObject* PaintLayer) { check(GIsEditor); #if WITH_EDITOR TArray Points; LandscapeSplineRaster::Pointify(InSplineComponent->SplineInfo, Points, NumSubdivisions, 0.0f, 0.0f, StartWidth, EndWidth, StartSideFalloff, EndSideFalloff, StartRoll, EndRoll); FTransform SplineToWorld = InSplineComponent->GetComponentTransform(); LandscapeSplineRaster::RasterizeSegmentPoints(GetLandscapeInfo(), MoveTemp(Points), SplineToWorld, bRaiseHeights, bLowerHeights, PaintLayer); #endif }