Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEdModeBrushes.cpp
luc eygasier 8f5e6ffb66 Adds Landscape resolution restriction when in Restricted Mode (example: UEFN), preventing to create landscape if the wanted resolution exceed currently supported safe limits.
Applied to:
* New Landscapes, new imported landscape
* Import Landscape tool
* Add component tool

#jira UE-149015
#preflight 627e98d97c26e247735ca7d1
#rb Michael.Balzer, Jonathan.Bard

#ROBOMERGE-AUTHOR: luc.eygasier
#ROBOMERGE-SOURCE: CL 20187875 via CL 20189504 via CL 20189506 via CL 20189507
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20191648 by luc eygasier in ue5-main branch]
2022-05-13 18:58:05 -04:00

1439 lines
52 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Materials/MaterialInstanceConstant.h"
#include "EngineUtils.h"
#include "EditorViewportClient.h"
#include "LandscapeToolInterface.h"
#include "LandscapeProxy.h"
#include "LandscapeGizmoActor.h"
#include "LandscapeEdMode.h"
#include "LandscapeEditorObject.h"
#include "LandscapeRender.h"
#include "LevelUtils.h"
//
// FLandscapeBrush
//
bool GInLandscapeBrushTransaction = false;
void FLandscapeBrush::BeginStroke(float LandscapeX, float LandscapeY, FLandscapeTool* CurrentTool)
{
if (!GInLandscapeBrushTransaction)
{
GEditor->BeginTransaction(FText::Format(NSLOCTEXT("UnrealEd", "LandscapeMode_EditTransaction", "Landscape Editing: {0}"), CurrentTool->GetDisplayName()));
GInLandscapeBrushTransaction = true;
}
}
void FLandscapeBrush::EndStroke()
{
if (ensure(GInLandscapeBrushTransaction))
{
GEditor->EndTransaction();
GInLandscapeBrushTransaction = false;
}
}
//
// FLandscapeBrushCircle
//
class FLandscapeBrushCircle : public FLandscapeBrush
{
TSet<ULandscapeComponent*> BrushMaterialComponents;
TArray<UMaterialInstanceDynamic*> BrushMaterialFreeInstances;
protected:
FVector2f LastMousePosition;
UMaterialInterface* BrushMaterial;
TMap<ULandscapeComponent*, UMaterialInstanceDynamic*> BrushMaterialInstanceMap;
bool bCanPaint;
virtual float CalculateFalloff(float Distance, float Radius, float Falloff) = 0;
/** Protected so that only subclasses can create instances of this class. */
FLandscapeBrushCircle(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: LastMousePosition(0, 0)
, BrushMaterial(LandscapeTool::CreateMaterialInstance(InBrushMaterial))
, bCanPaint(false)
, EdMode(InEdMode)
{
}
public:
FEdModeLandscape* EdMode;
// FGCObject interface
virtual void AddReferencedObjects(FReferenceCollector& Collector) override
{
Collector.AddReferencedObject(BrushMaterial);
// Allow any currently unused material instances to be GC'd
BrushMaterialFreeInstances.Empty();
Collector.AddReferencedObjects(BrushMaterialComponents);
Collector.AddReferencedObjects(BrushMaterialInstanceMap);
// If a user tool removes any components then we will have bad (null) entries in our TSet/TMap, remove them
// We can't just call .Remove(nullptr) because the entries were hashed as non-null values so a hash lookup of nullptr won't find them
for (auto It = BrushMaterialComponents.CreateIterator(); It; ++It)
{
if (*It == nullptr)
{
It.RemoveCurrent();
}
}
for (auto It = BrushMaterialInstanceMap.CreateIterator(); It; ++It)
{
if (It->Key == nullptr || It->Value == nullptr)
{
It.RemoveCurrent();
}
}
}
virtual void LeaveBrush() override
{
for (ULandscapeComponent* Component : BrushMaterialComponents)
{
if (Component)
{
Component->EditToolRenderData.ToolMaterial = nullptr;
Component->UpdateEditToolRenderData();
}
}
TArray<UMaterialInstanceDynamic*> BrushMaterialInstances;
BrushMaterialInstanceMap.GenerateValueArray(BrushMaterialInstances);
BrushMaterialFreeInstances += BrushMaterialInstances;
BrushMaterialInstanceMap.Empty();
BrushMaterialComponents.Empty();
bCanPaint = false;
}
virtual void BeginStroke(float LandscapeX, float LandscapeY, FLandscapeTool* CurrentTool) override
{
FLandscapeBrush::BeginStroke(LandscapeX, LandscapeY, CurrentTool);
LastMousePosition = FVector2f(LandscapeX, LandscapeY);
}
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override
{
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
ALandscapeProxy* Proxy = LandscapeInfo->GetLandscapeProxy();
const float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
const float TotalRadius = EdMode->UISettings->BrushRadius / ScaleXY;
const float Radius = (1.0f - EdMode->UISettings->BrushFalloff) * TotalRadius;
const float Falloff = EdMode->UISettings->BrushFalloff * TotalRadius;
FIntRect Bounds;
Bounds.Min.X = FMath::FloorToInt(LastMousePosition.X - TotalRadius);
Bounds.Min.Y = FMath::FloorToInt(LastMousePosition.Y - TotalRadius);
Bounds.Max.X = FMath::CeilToInt( LastMousePosition.X + TotalRadius);
Bounds.Max.Y = FMath::CeilToInt( LastMousePosition.Y + TotalRadius);
TSet<ULandscapeComponent*> NewComponents;
bool bHasUnloadedComponents = false;
// Adjusting the brush may use the same keybind as moving the camera as they can be user-set, so we need this second check.
if (!ViewportClient->IsMovingCamera() || EdMode->IsAdjustingBrush(ViewportClient->Viewport))
{
// GetComponentsInRegion expects an inclusive max
LandscapeInfo->GetComponentsInRegion(Bounds.Min.X, Bounds.Min.Y, Bounds.Max.X - 1, Bounds.Max.Y - 1, NewComponents);
bHasUnloadedComponents = LandscapeInfo->HasUnloadedComponentsInRegion(Bounds.Min.X, Bounds.Min.Y, Bounds.Max.X - 1, Bounds.Max.Y - 1);
}
// Remove the material from any old components that are no longer in the region
TSet<ULandscapeComponent*> RemovedComponents = BrushMaterialComponents.Difference(NewComponents);
for (ULandscapeComponent* RemovedComponent : RemovedComponents)
{
BrushMaterialFreeInstances.Push(BrushMaterialInstanceMap.FindAndRemoveChecked(RemovedComponent));
RemovedComponent->EditToolRenderData.ToolMaterial = nullptr;
RemovedComponent->UpdateEditToolRenderData();
}
// Set brush material for components in new region
TSet<ULandscapeComponent*> AddedComponents = NewComponents.Difference(BrushMaterialComponents);
for (ULandscapeComponent* AddedComponent : AddedComponents)
{
UMaterialInstanceDynamic* BrushMaterialInstance = nullptr;
if (BrushMaterialFreeInstances.Num() > 0)
{
BrushMaterialInstance = BrushMaterialFreeInstances.Pop();
}
else
{
BrushMaterialInstance = UMaterialInstanceDynamic::Create(BrushMaterial, nullptr);
}
BrushMaterialInstanceMap.Add(AddedComponent, BrushMaterialInstance);
AddedComponent->EditToolRenderData.ToolMaterial = BrushMaterialInstance;
AddedComponent->UpdateEditToolRenderData();
}
BrushMaterialComponents = MoveTemp(NewComponents);
// Set params for brush material.
FVector WorldLocation = Proxy->LandscapeActorToWorld().TransformPosition(FVector(LastMousePosition.X, LastMousePosition.Y, 0));
for (const auto& BrushMaterialInstancePair : BrushMaterialInstanceMap)
{
ULandscapeComponent* const Component = BrushMaterialInstancePair.Key;
UMaterialInstanceDynamic* const MaterialInstance = BrushMaterialInstancePair.Value;
// Painting can cause the EditToolRenderData to be destructed, so update it if necessary
if (!AddedComponents.Contains(Component))
{
if (Component->EditToolRenderData.ToolMaterial == nullptr)
{
Component->EditToolRenderData.ToolMaterial = MaterialInstance;
Component->UpdateEditToolRenderData();
}
}
MaterialInstance->SetScalarParameterValue(FName(TEXT("LocalRadius")), Radius);
MaterialInstance->SetScalarParameterValue(FName(TEXT("LocalFalloff")), Falloff);
MaterialInstance->SetDoubleVectorParameterValue(FName(TEXT("WorldPosition")), FVector4(WorldLocation.X, WorldLocation.Y, WorldLocation.Z, ScaleXY));
bCanPaint = !bHasUnloadedComponents;
if (bCanPaint)
{
const ALandscapeProxy* LandscapeProxy = Component->GetLandscapeProxy();
const ULandscapeLayerInfoObject* LayerInfo = EdMode->CurrentToolTarget.LayerInfo.Get();
if (!EdMode->CanEditLayer())
{
bCanPaint = false;
}
else if ((EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap || EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Visibility) &&
EdMode->UISettings->PaintingRestriction != ELandscapeLayerPaintingRestriction::None)
{
if (EdMode->UISettings->PaintingRestriction == ELandscapeLayerPaintingRestriction::UseComponentAllowList &&
!Component->LayerAllowList.Contains(LayerInfo))
{
bCanPaint = false;
}
else
{
const TArray<FWeightmapLayerAllocationInfo>& ComponentWeightmapLayerAllocations = Component->GetWeightmapLayerAllocations(true);
bool bExisting = ComponentWeightmapLayerAllocations.ContainsByPredicate([LayerInfo](const FWeightmapLayerAllocationInfo& Allocation) { return Allocation.LayerInfo == LayerInfo; });
if (!bExisting)
{
if (EdMode->UISettings->PaintingRestriction == ELandscapeLayerPaintingRestriction::ExistingOnly ||
(EdMode->UISettings->PaintingRestriction == ELandscapeLayerPaintingRestriction::UseMaxLayers &&
LandscapeProxy->MaxPaintedLayersPerComponent > 0 && ComponentWeightmapLayerAllocations.Num() >= LandscapeProxy->MaxPaintedLayersPerComponent))
{
bCanPaint = false;
}
}
}
}
if (bCanPaint && EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Visibility && !Component->IsLandscapeHoleMaterialValid())
{
bCanPaint = false;
}
}
MaterialInstance->SetScalarParameterValue("CanPaint", bCanPaint ? 1.0f : 0.0f);
}
}
virtual void MouseMove(float LandscapeX, float LandscapeY) override
{
LastMousePosition = FVector2f(LandscapeX, LandscapeY);
}
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InInteractorPositions) override
{
if (!bCanPaint)
{
return FLandscapeBrushData();
}
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
const float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
const float TotalRadius = EdMode->UISettings->BrushRadius / ScaleXY;
const float Radius = (1.0f - EdMode->UISettings->BrushFalloff) * TotalRadius;
const float Falloff = EdMode->UISettings->BrushFalloff * TotalRadius;
// Cap number of mouse positions to a sensible number
TArray<FLandscapeToolInteractorPosition> InteractorPositions;
if (InInteractorPositions.Num() > 10)
{
for (int32 i = 0; i < 10; ++i)
{
// Scale so we include the first and last of the input positions
InteractorPositions.Add(InInteractorPositions[(i * (InInteractorPositions.Num() - 1)) / 9]);
}
}
else
{
InteractorPositions = InInteractorPositions;
}
FIntRect Bounds;
for (const FLandscapeToolInteractorPosition& InteractorPosition : InteractorPositions)
{
FIntRect SpotBounds;
SpotBounds.Min.X = FMath::FloorToInt(InteractorPosition.Position.X - TotalRadius);
SpotBounds.Min.Y = FMath::FloorToInt(InteractorPosition.Position.Y - TotalRadius);
SpotBounds.Max.X = FMath::CeilToInt( InteractorPosition.Position.X + TotalRadius);
SpotBounds.Max.Y = FMath::CeilToInt( InteractorPosition.Position.Y + TotalRadius);
if (Bounds.IsEmpty())
{
Bounds = SpotBounds;
}
else
{
Bounds.Min = Bounds.Min.ComponentMin(SpotBounds.Min);
Bounds.Max = Bounds.Max.ComponentMax(SpotBounds.Max);
}
}
// Clamp to landscape bounds
int32 MinX, MaxX, MinY, MaxY;
if (!ensure(LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY)))
{
// Landscape has no components somehow
return FLandscapeBrushData();
}
Bounds.Clip(FIntRect(MinX, MinY, MaxX + 1, MaxY + 1));
FLandscapeBrushData BrushData(Bounds);
for (const FLandscapeToolInteractorPosition& InteractorPosition : InteractorPositions)
{
FIntRect SpotBounds;
SpotBounds.Min.X = FMath::Max(FMath::FloorToInt(InteractorPosition.Position.X - TotalRadius), Bounds.Min.X);
SpotBounds.Min.Y = FMath::Max(FMath::FloorToInt(InteractorPosition.Position.Y - TotalRadius), Bounds.Min.Y);
SpotBounds.Max.X = FMath::Min(FMath::CeilToInt( InteractorPosition.Position.X + TotalRadius), Bounds.Max.X);
SpotBounds.Max.Y = FMath::Min(FMath::CeilToInt( InteractorPosition.Position.Y + TotalRadius), Bounds.Max.Y);
for (int32 Y = SpotBounds.Min.Y; Y < SpotBounds.Max.Y; Y++)
{
float* Scanline = BrushData.GetDataPtr(FIntPoint(0, Y));
for (int32 X = SpotBounds.Min.X; X < SpotBounds.Max.X; X++)
{
float PrevAmount = Scanline[X];
if (PrevAmount < 1.0f)
{
// Distance from mouse
float MouseDist = FMath::Sqrt(FMath::Square(InteractorPosition.Position.X - (float)X) + FMath::Square(InteractorPosition.Position.Y - (float)Y));
float PaintAmount = CalculateFalloff(MouseDist, Radius, Falloff);
if (PaintAmount > 0.0f)
{
if (EdMode->CurrentTool && EdMode->CurrentTool->GetToolType() != ELandscapeToolType::Mask
&& EdMode->UISettings->bUseSelectedRegion && LandscapeInfo->SelectedRegion.Num() > 0)
{
float MaskValue = LandscapeInfo->SelectedRegion.FindRef(FIntPoint(X, Y));
if (EdMode->UISettings->bUseNegativeMask)
{
MaskValue = 1.0f - MaskValue;
}
PaintAmount *= MaskValue;
}
if (PaintAmount > PrevAmount)
{
// Set the brush value for this vertex
Scanline[X] = PaintAmount;
}
}
}
}
}
}
return BrushData;
}
};
//
// FLandscapeBrushComponent
//
class FLandscapeBrushComponent : public FLandscapeBrush
{
TSet<ULandscapeComponent*> BrushMaterialComponents;
virtual const TCHAR* GetBrushName() override { return TEXT("Component"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Component", "Component"); };
protected:
FVector2D LastMousePosition;
UMaterialInterface* BrushMaterial;
public:
FEdModeLandscape* EdMode;
FLandscapeBrushComponent(FEdModeLandscape* InEdMode)
: BrushMaterial(nullptr)
, EdMode(InEdMode)
{
UMaterial* BaseBrushMaterial = LoadObject<UMaterial>(nullptr, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial.SelectBrushMaterial"));
BrushMaterial = LandscapeTool::CreateMaterialInstance(BaseBrushMaterial);
}
// FGCObject interface
virtual void AddReferencedObjects(FReferenceCollector& Collector) override
{
Collector.AddReferencedObjects(BrushMaterialComponents);
Collector.AddReferencedObject(BrushMaterial);
}
virtual ELandscapeBrushType GetBrushType() override { return ELandscapeBrushType::Component; }
virtual void LeaveBrush() override
{
for (TSet<ULandscapeComponent*>::TIterator It(BrushMaterialComponents); It; ++It)
{
if ((*It) != nullptr)
{
(*It)->EditToolRenderData.ToolMaterial = nullptr;
(*It)->UpdateEditToolRenderData();
}
}
BrushMaterialComponents.Empty();
}
virtual void BeginStroke(float LandscapeX, float LandscapeY, FLandscapeTool* CurrentTool) override
{
FLandscapeBrush::BeginStroke(LandscapeX, LandscapeY, CurrentTool);
LastMousePosition = FVector2D(LandscapeX, LandscapeY);
}
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override
{
TSet<ULandscapeComponent*> NewComponents;
// Adjusting the brush may use the same keybind as moving the camera as they can be user-set, so we need this second check.
if (!ViewportClient->IsMovingCamera() || EdMode->IsAdjustingBrush(ViewportClient->Viewport))
{
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
if (LandscapeInfo && LandscapeInfo->ComponentSizeQuads > 0)
{
const int32 BrushSize = FMath::Max(EdMode->UISettings->BrushComponentSize, 0);
const float BrushOriginX = LastMousePosition.X / LandscapeInfo->ComponentSizeQuads - (BrushSize - 1) / 2.0f;
const float BrushOriginY = LastMousePosition.Y / LandscapeInfo->ComponentSizeQuads - (BrushSize - 1) / 2.0f;
const int32 ComponentIndexX = FMath::FloorToInt(BrushOriginX);
const int32 ComponentIndexY = FMath::FloorToInt(BrushOriginY);
for (int32 YIndex = 0; YIndex < BrushSize; ++YIndex)
{
for (int32 XIndex = 0; XIndex < BrushSize; ++XIndex)
{
ULandscapeComponent* Component = LandscapeInfo->XYtoComponentMap.FindRef(FIntPoint((ComponentIndexX + XIndex), (ComponentIndexY + YIndex)));
if (Component && FLevelUtils::IsLevelVisible(Component->GetLandscapeProxy()->GetLevel()))
{
// For MoveToLevel
if (EdMode->CurrentTool->GetToolName() == FName("MoveToLevel"))
{
if (Component->GetLandscapeProxy() && !Component->GetLandscapeProxy()->GetLevel()->IsCurrentLevel())
{
NewComponents.Add(Component);
}
}
else
{
NewComponents.Add(Component);
}
}
}
}
// Set brush material for components in new region
for (ULandscapeComponent* NewComponent : NewComponents)
{
NewComponent->EditToolRenderData.ToolMaterial = BrushMaterial;
NewComponent->UpdateEditToolRenderData();
}
}
}
// Remove the material from any old components that are no longer in the region
TSet<ULandscapeComponent*> RemovedComponents = BrushMaterialComponents.Difference(NewComponents);
for (ULandscapeComponent* RemovedComponent : RemovedComponents)
{
if (RemovedComponent != nullptr)
{
RemovedComponent->EditToolRenderData.ToolMaterial = nullptr;
RemovedComponent->UpdateEditToolRenderData();
}
}
BrushMaterialComponents = MoveTemp(NewComponents);
}
virtual void MouseMove(float LandscapeX, float LandscapeY) override
{
LastMousePosition = FVector2D(LandscapeX, LandscapeY);
}
virtual TOptional<FVector2D> GetLastMousePosition() const override
{
return LastMousePosition;
}
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InteractorPositions) override
{
// Selection Brush only works for
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
FIntRect Bounds;
// The add component tool needs the raw bounds of the brush rather than the bounds of the actually existing components under the brush
if (EdMode->CurrentTool->GetToolName() == FName("AddComponent"))
{
const int32 BrushSize = FMath::Max(EdMode->UISettings->BrushComponentSize, 0);
const float BrushOriginX = LastMousePosition.X / LandscapeInfo->ComponentSizeQuads - (BrushSize - 1) / 2.0f;
const float BrushOriginY = LastMousePosition.Y / LandscapeInfo->ComponentSizeQuads - (BrushSize - 1) / 2.0f;
const int32 ComponentIndexX = FMath::FloorToInt(BrushOriginX);
const int32 ComponentIndexY = FMath::FloorToInt(BrushOriginY);
Bounds.Min.X = (ComponentIndexX) * LandscapeInfo->ComponentSizeQuads;
Bounds.Min.Y = (ComponentIndexY) * LandscapeInfo->ComponentSizeQuads;
Bounds.Max.X = (ComponentIndexX + BrushSize) * LandscapeInfo->ComponentSizeQuads + 1;
Bounds.Max.Y = (ComponentIndexY + BrushSize) * LandscapeInfo->ComponentSizeQuads + 1;
}
else
{
if (BrushMaterialComponents.Num() == 0)
{
return FLandscapeBrushData();
}
// Get extent for all components
Bounds.Min.X = INT_MAX;
Bounds.Min.Y = INT_MAX;
Bounds.Max.X = INT_MIN;
Bounds.Max.Y = INT_MIN;
for (ULandscapeComponent* Component : BrushMaterialComponents)
{
if (ensure(Component))
{
Component->GetComponentExtent(Bounds.Min.X, Bounds.Min.Y, Bounds.Max.X, Bounds.Max.Y);
}
}
// GetComponentExtent returns an inclusive max bound
Bounds.Max += FIntPoint(1, 1);
}
FLandscapeBrushData BrushData(Bounds);
for (int32 Y = Bounds.Min.Y; Y < Bounds.Max.Y; Y++)
{
float* Scanline = BrushData.GetDataPtr(FIntPoint(0, Y));
for (int32 X = Bounds.Min.X; X < Bounds.Max.X; X++)
{
float PaintAmount = 1.0f;
if (EdMode->CurrentTool && EdMode->CurrentTool->GetToolType() != ELandscapeToolType::Mask
&& EdMode->UISettings->bUseSelectedRegion && LandscapeInfo->SelectedRegion.Num() > 0)
{
float MaskValue = LandscapeInfo->SelectedRegion.FindRef(FIntPoint(X, Y));
if (EdMode->UISettings->bUseNegativeMask)
{
MaskValue = 1.0f - MaskValue;
}
PaintAmount *= MaskValue;
}
// Set the brush value for this vertex
Scanline[X] = PaintAmount;
}
}
return BrushData;
}
};
//
// FLandscapeBrushGizmo
//
class FLandscapeBrushGizmo : public FLandscapeBrush
{
TSet<ULandscapeComponent*> BrushMaterialComponents;
const TCHAR* GetBrushName() override { return TEXT("Gizmo"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Gizmo", "Gizmo"); };
protected:
UMaterialInstanceDynamic* BrushMaterial;
public:
FEdModeLandscape* EdMode;
FLandscapeBrushGizmo(FEdModeLandscape* InEdMode)
: BrushMaterial(nullptr)
, EdMode(InEdMode)
{
UMaterialInterface* GizmoMaterial = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/MaskBrushMaterial_Gizmo.MaskBrushMaterial_Gizmo"));
BrushMaterial = UMaterialInstanceDynamic::Create(LandscapeTool::CreateMaterialInstance(GizmoMaterial), nullptr);
}
// FGCObject interface
virtual void AddReferencedObjects(FReferenceCollector& Collector) override
{
Collector.AddReferencedObjects(BrushMaterialComponents);
Collector.AddReferencedObject(BrushMaterial);
}
virtual ELandscapeBrushType GetBrushType() override { return ELandscapeBrushType::Gizmo; }
virtual void EnterBrush() override
{
// Make sure gizmo actor is selected
ALandscapeGizmoActiveActor* Gizmo = EdMode->CurrentGizmoActor.Get();
if (Gizmo)
{
GEditor->SelectNone(false, true);
GEditor->SelectActor(Gizmo, true, false, true);
}
}
virtual void LeaveBrush() override
{
for (TSet<ULandscapeComponent*>::TIterator It(BrushMaterialComponents); It; ++It)
{
if ((*It) != nullptr)
{
(*It)->EditToolRenderData.ToolMaterial = nullptr;
(*It)->UpdateEditToolRenderData();
}
}
BrushMaterialComponents.Empty();
}
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override
{
if (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo || GLandscapeEditRenderMode & ELandscapeEditRenderMode::Select)
{
ALandscapeGizmoActiveActor* Gizmo = EdMode->CurrentGizmoActor.Get();
if (Gizmo && Gizmo->TargetLandscapeInfo && (Gizmo->TargetLandscapeInfo == EdMode->CurrentToolTarget.LandscapeInfo.Get()) && Gizmo->GizmoTexture && Gizmo->GetRootComponent())
{
ULandscapeInfo* LandscapeInfo = Gizmo->TargetLandscapeInfo;
if (LandscapeInfo && LandscapeInfo->GetLandscapeProxy())
{
float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
FMatrix LToW = LandscapeInfo->GetLandscapeProxy()->LandscapeActorToWorld().ToMatrixWithScale();
FMatrix WToL = LToW.InverseFast();
UTexture2D* DataTexture = Gizmo->GizmoTexture;
FIntRect Bounds(MAX_int32, MAX_int32, MIN_int32, MIN_int32);
FVector LocalPos[4];
//FMatrix WorldToLocal = Proxy->LocalToWorld().Inverse();
for (int32 i = 0; i < 4; ++i)
{
//LocalPos[i] = WorldToLocal.TransformPosition(Gizmo->FrustumVerts[i]);
LocalPos[i] = WToL.TransformPosition(Gizmo->FrustumVerts[i]);
Bounds.Min.X = FMath::Min(Bounds.Min.X, (int32)LocalPos[i].X);
Bounds.Min.Y = FMath::Min(Bounds.Min.Y, (int32)LocalPos[i].Y);
Bounds.Max.X = FMath::Max(Bounds.Max.X, (int32)LocalPos[i].X);
Bounds.Max.Y = FMath::Max(Bounds.Max.Y, (int32)LocalPos[i].Y);
}
// GetComponentsInRegion expects an inclusive max
TSet<ULandscapeComponent*> NewComponents;
LandscapeInfo->GetComponentsInRegion(Bounds.Min.X, Bounds.Min.Y, Bounds.Max.X - 1, Bounds.Max.Y - 1, NewComponents);
float SquaredScaleXY = FMath::Square(ScaleXY);
FLinearColor AlphaScaleBias(
SquaredScaleXY / FMath::Max<float>(1.f, Gizmo->GetWidth() * DataTexture->GetSizeX()),
SquaredScaleXY / FMath::Max<float>(1.f, Gizmo->GetHeight() * DataTexture->GetSizeY()),
Gizmo->TextureScale.X,
Gizmo->TextureScale.Y
);
BrushMaterial->SetVectorParameterValue(FName(TEXT("AlphaScaleBias")), AlphaScaleBias);
float Angle = (-EdMode->CurrentGizmoActor->GetActorRotation().Euler().Z) * PI / 180.0f;
FVector4 LandscapeLocation(EdMode->CurrentGizmoActor->GetActorLocation().X, EdMode->CurrentGizmoActor->GetActorLocation().Y, EdMode->CurrentGizmoActor->GetActorLocation().Z, Angle);
BrushMaterial->SetDoubleVectorParameterValue(FName(TEXT("LandscapeLocation")), LandscapeLocation);
BrushMaterial->SetTextureParameterValue(FName(TEXT("AlphaTexture")), DataTexture);
// Set brush material for components in new region
for (ULandscapeComponent* NewComponent : NewComponents)
{
NewComponent->EditToolRenderData.GizmoMaterial = ((Gizmo->DataType != LGT_None) && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo) ? BrushMaterial : nullptr);
NewComponent->UpdateEditToolRenderData();
}
// Remove the material from any old components that are no longer in the region
TSet<ULandscapeComponent*> RemovedComponents = BrushMaterialComponents.Difference(NewComponents);
for (ULandscapeComponent* RemovedComponent : RemovedComponents)
{
if (RemovedComponent != nullptr)
{
RemovedComponent->EditToolRenderData.GizmoMaterial = nullptr;
RemovedComponent->UpdateEditToolRenderData();
}
}
BrushMaterialComponents = MoveTemp(NewComponents);
}
}
}
}
virtual void MouseMove(float LandscapeX, float LandscapeY) override
{
}
virtual TOptional<bool> InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override
{
if (InKey == EKeys::LeftMouseButton && InEvent == IE_Pressed)
{
int32 HitX = InViewport->GetMouseX();
int32 HitY = InViewport->GetMouseY();
HHitProxy* HitProxy = InViewport->GetHitProxy(HitX, HitY);
HActor* ActorHitProxy = HitProxyCast<HActor>(HitProxy);
if (ActorHitProxy && ActorHitProxy->Actor->IsA<ALandscapeGizmoActor>())
{
// don't treat clicks on a landscape gizmo as a tool invocation
return TOptional<bool>(false);
}
}
// default behaviour
return TOptional<bool>();
}
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InteractorPositions) override
{
// Selection Brush only works for
ALandscapeGizmoActiveActor* Gizmo = EdMode->CurrentGizmoActor.Get();
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
if (!Gizmo || !Gizmo->GetRootComponent())
{
return FLandscapeBrushData();
}
if (BrushMaterialComponents.Num() == 0)
{
return FLandscapeBrushData();
}
Gizmo->TargetLandscapeInfo = LandscapeInfo;
float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
// Get extent for all components
FIntRect Bounds;
Bounds.Min.X = INT_MAX;
Bounds.Min.Y = INT_MAX;
Bounds.Max.X = INT_MIN;
Bounds.Max.Y = INT_MIN;
for (ULandscapeComponent* Component : BrushMaterialComponents)
{
if (ensure(Component))
{
Component->GetComponentExtent(Bounds.Min.X, Bounds.Min.Y, Bounds.Max.X, Bounds.Max.Y);
}
}
FLandscapeBrushData BrushData(Bounds);
//FMatrix LandscapeToGizmoLocal = Landscape->LocalToWorld() * Gizmo->WorldToLocal();
const float LW = Gizmo->GetWidth() / (2 * ScaleXY);
const float LH = Gizmo->GetHeight() / (2 * ScaleXY);
FMatrix WToL = LandscapeInfo->GetLandscapeProxy()->LandscapeActorToWorld().ToMatrixWithScale().InverseFast();
FVector BaseLocation = WToL.TransformPosition(Gizmo->GetActorLocation());
FMatrix LandscapeToGizmoLocal =
(FTranslationMatrix(FVector(-LW + 0.5, -LH + 0.5, 0)) * FRotationTranslationMatrix(FRotator(0, Gizmo->GetActorRotation().Yaw, 0), FVector(BaseLocation.X, BaseLocation.Y, 0))).InverseFast();
float W = Gizmo->GetWidth() / ScaleXY; //Gizmo->GetWidth() / (Gizmo->DrawScale * Gizmo->DrawScale3D.X);
float H = Gizmo->GetHeight() / ScaleXY; //Gizmo->GetHeight() / (Gizmo->DrawScale * Gizmo->DrawScale3D.Y);
for (int32 Y = Bounds.Min.Y; Y < Bounds.Max.Y; Y++)
{
float* Scanline = BrushData.GetDataPtr(FIntPoint(0, Y));
for (int32 X = Bounds.Min.X; X < Bounds.Max.X; X++)
{
FVector GizmoLocal = LandscapeToGizmoLocal.TransformPosition(FVector(X, Y, 0));
if (GizmoLocal.X < W && GizmoLocal.X > 0 && GizmoLocal.Y < H && GizmoLocal.Y > 0)
{
float PaintAmount = 1.0f;
// Transform in 0,0 origin LW radius
if (EdMode->UISettings->bSmoothGizmoBrush)
{
FVector TransformedLocal(FMath::Abs(GizmoLocal.X - LW), FMath::Abs(GizmoLocal.Y - LH) * (W / H), 0);
float FalloffRadius = LW * EdMode->UISettings->BrushFalloff;
float SquareRadius = LW - FalloffRadius;
float Cos = FMath::Abs(TransformedLocal.X) / TransformedLocal.Size2D();
float Sin = FMath::Abs(TransformedLocal.Y) / TransformedLocal.Size2D();
float RatioX = FalloffRadius > 0.0f ? 1.0f - FMath::Clamp<float>((FMath::Abs(TransformedLocal.X) - Cos*SquareRadius) / FalloffRadius, 0.0f, 1.0f) : 1.0f;
float RatioY = FalloffRadius > 0.0f ? 1.0f - FMath::Clamp<float>((FMath::Abs(TransformedLocal.Y) - Sin*SquareRadius) / FalloffRadius, 0.0f, 1.0f) : 1.0f;
float Ratio = TransformedLocal.Size2D() > SquareRadius ? RatioX * RatioY : 1.0f; //TransformedLocal.X / LW * TransformedLocal.Y / LW;
PaintAmount = Ratio*Ratio*(3 - 2 * Ratio); //FMath::Lerp(SquareFalloff, RectFalloff*RectFalloff, Ratio);
}
if (PaintAmount)
{
if (EdMode->CurrentTool && EdMode->CurrentTool->GetToolType() != ELandscapeToolType::Mask
&& EdMode->UISettings->bUseSelectedRegion && LandscapeInfo->SelectedRegion.Num() > 0)
{
float MaskValue = LandscapeInfo->SelectedRegion.FindRef(FIntPoint(X, Y));
if (EdMode->UISettings->bUseNegativeMask)
{
MaskValue = 1.0f - MaskValue;
}
PaintAmount *= MaskValue;
}
// Set the brush value for this vertex
Scanline[X] = PaintAmount;
}
}
}
}
return BrushData;
}
};
//
// FLandscapeBrushSplines
//
class FLandscapeBrushSplines : public FLandscapeBrush
{
public:
const TCHAR* GetBrushName() override { return TEXT("Splines"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Splines", "Splines"); };
FEdModeLandscape* EdMode;
FLandscapeBrushSplines(FEdModeLandscape* InEdMode)
: EdMode(InEdMode)
{
}
virtual ~FLandscapeBrushSplines()
{
}
virtual ELandscapeBrushType GetBrushType() override { return ELandscapeBrushType::Splines; }
virtual void MouseMove(float LandscapeX, float LandscapeY) override
{
}
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InteractorPositions) override
{
return FLandscapeBrushData();
}
};
//
// FLandscapeBrushDummy
//
class FLandscapeBrushDummy : public FLandscapeBrush
{
public:
const TCHAR* GetBrushName() override { return TEXT("Circle_Dummy"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_None", "None"); };
FEdModeLandscape* EdMode;
FLandscapeBrushDummy(FEdModeLandscape* InEdMode)
: EdMode(InEdMode)
{
}
virtual ~FLandscapeBrushDummy()
{
}
virtual ELandscapeBrushType GetBrushType() override { return ELandscapeBrushType::Normal; }
virtual void MouseMove(float LandscapeX, float LandscapeY) override
{
}
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InteractorPositions) override
{
return FLandscapeBrushData();
}
};
class FLandscapeBrushCircle_Linear : public FLandscapeBrushCircle
{
protected:
/** Protected so only subclasses can create instances. */
FLandscapeBrushCircle_Linear(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushCircle(InEdMode, InBrushMaterial)
{
}
virtual float CalculateFalloff(float Distance, float Radius, float Falloff) override
{
return Distance < Radius ? 1.0f :
Falloff > 0.0f ? FMath::Max<float>(0.0f, 1.0f - (Distance - Radius) / Falloff) :
0.0f;
}
public:
static FLandscapeBrushCircle_Linear* Create(FEdModeLandscape* InEdMode)
{
UMaterialInstanceConstant* CircleBrushMaterial_Linear = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/CircleBrushMaterial_Linear.CircleBrushMaterial_Linear"), nullptr, LOAD_None, nullptr);
return new FLandscapeBrushCircle_Linear(InEdMode, CircleBrushMaterial_Linear);
}
virtual const TCHAR* GetBrushName() override { return TEXT("Circle_Linear"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Falloff_Linear", "Linear falloff"); };
};
class FLandscapeBrushCircle_Smooth : public FLandscapeBrushCircle_Linear
{
protected:
FLandscapeBrushCircle_Smooth(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushCircle_Linear(InEdMode, InBrushMaterial)
{
}
virtual float CalculateFalloff(float Distance, float Radius, float Falloff) override
{
float y = FLandscapeBrushCircle_Linear::CalculateFalloff(Distance, Radius, Falloff);
// Smooth-step it
return y*y*(3 - 2 * y);
}
public:
static FLandscapeBrushCircle_Smooth* Create(FEdModeLandscape* InEdMode)
{
UMaterialInstanceConstant* CircleBrushMaterial_Smooth = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/CircleBrushMaterial_Smooth.CircleBrushMaterial_Smooth"), nullptr, LOAD_None, nullptr);
return new FLandscapeBrushCircle_Smooth(InEdMode, CircleBrushMaterial_Smooth);
}
virtual const TCHAR* GetBrushName() override { return TEXT("Circle_Smooth"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Falloff_Smooth", "Smooth falloff"); };
};
class FLandscapeBrushCircle_Spherical : public FLandscapeBrushCircle
{
protected:
FLandscapeBrushCircle_Spherical(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushCircle(InEdMode, InBrushMaterial)
{
}
virtual float CalculateFalloff(float Distance, float Radius, float Falloff) override
{
if (Distance <= Radius)
{
return 1.0f;
}
if (Distance > Radius + Falloff)
{
return 0.0f;
}
// Elliptical falloff
return FMath::Sqrt(1.0f - FMath::Square((Distance - Radius) / Falloff));
}
public:
static FLandscapeBrushCircle_Spherical* Create(FEdModeLandscape* InEdMode)
{
UMaterialInstanceConstant* CircleBrushMaterial_Spherical = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/CircleBrushMaterial_Spherical.CircleBrushMaterial_Spherical"), nullptr, LOAD_None, nullptr);
return new FLandscapeBrushCircle_Spherical(InEdMode, CircleBrushMaterial_Spherical);
}
virtual const TCHAR* GetBrushName() override { return TEXT("Circle_Spherical"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Falloff_Spherical", "Spherical falloff"); };
};
class FLandscapeBrushCircle_Tip : public FLandscapeBrushCircle
{
protected:
FLandscapeBrushCircle_Tip(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushCircle(InEdMode, InBrushMaterial)
{
}
virtual float CalculateFalloff(float Distance, float Radius, float Falloff) override
{
if (Distance <= Radius)
{
return 1.0f;
}
if (Distance > Radius + Falloff)
{
return 0.0f;
}
// inverse elliptical falloff
return 1.0f - FMath::Sqrt(1.0f - FMath::Square((Falloff + Radius - Distance) / Falloff));
}
public:
static FLandscapeBrushCircle_Tip* Create(FEdModeLandscape* InEdMode)
{
UMaterialInstanceConstant* CircleBrushMaterial_Tip = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/CircleBrushMaterial_Tip.CircleBrushMaterial_Tip"), nullptr, LOAD_None, nullptr);
return new FLandscapeBrushCircle_Tip(InEdMode, CircleBrushMaterial_Tip);
}
virtual const TCHAR* GetBrushName() override { return TEXT("Circle_Tip"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Falloff_Tip", "Tip falloff"); };
};
// FLandscapeBrushAlphaBase
class FLandscapeBrushAlphaBase : public FLandscapeBrushCircle_Smooth
{
public:
FLandscapeBrushAlphaBase(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushCircle_Smooth(InEdMode, InBrushMaterial)
{
}
float GetAlphaSample(float SampleX, float SampleY)
{
int32 SizeX = EdMode->UISettings->AlphaTextureSizeX;
int32 SizeY = EdMode->UISettings->AlphaTextureSizeY;
// Bilinear interpolate the values from the alpha texture
int32 SampleX0 = FMath::FloorToInt(SampleX);
int32 SampleX1 = (SampleX0 + 1) % SizeX;
int32 SampleY0 = FMath::FloorToInt(SampleY);
int32 SampleY1 = (SampleY0 + 1) % SizeY;
const uint8* AlphaData = EdMode->UISettings->AlphaTextureData.GetData();
float Alpha00 = (float)AlphaData[SampleX0 + SampleY0 * SizeX] / 255.0f;
float Alpha01 = (float)AlphaData[SampleX0 + SampleY1 * SizeX] / 255.0f;
float Alpha10 = (float)AlphaData[SampleX1 + SampleY0 * SizeX] / 255.0f;
float Alpha11 = (float)AlphaData[SampleX1 + SampleY1 * SizeX] / 255.0f;
return FMath::Lerp(
FMath::Lerp(Alpha00, Alpha01, FMath::Fractional(SampleX)),
FMath::Lerp(Alpha10, Alpha11, FMath::Fractional(SampleX)),
FMath::Fractional(SampleY)
);
}
};
//
// FLandscapeBrushAlphaPattern
//
class FLandscapeBrushAlphaPattern : public FLandscapeBrushAlphaBase
{
protected:
FLandscapeBrushAlphaPattern(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushAlphaBase(InEdMode, InBrushMaterial)
{
}
public:
static FLandscapeBrushAlphaPattern* Create(FEdModeLandscape* InEdMode)
{
UMaterialInstanceConstant* PatternBrushMaterial = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/PatternBrushMaterial_Smooth.PatternBrushMaterial_Smooth"), nullptr, LOAD_None, nullptr);
return new FLandscapeBrushAlphaPattern(InEdMode, PatternBrushMaterial);
}
virtual ELandscapeBrushType GetBrushType() override { return ELandscapeBrushType::Alpha; }
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InteractorPositions) override
{
if (!bCanPaint)
{
return FLandscapeBrushData();
}
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
const float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
const float TotalRadius = EdMode->UISettings->BrushRadius / ScaleXY;
const float Radius = (1.0f - EdMode->UISettings->BrushFalloff) * TotalRadius;
const float Falloff = EdMode->UISettings->BrushFalloff * TotalRadius;
int32 SizeX = EdMode->UISettings->AlphaTextureSizeX;
int32 SizeY = EdMode->UISettings->AlphaTextureSizeY;
FIntRect Bounds;
Bounds.Min.X = FMath::FloorToInt(LastMousePosition.X - TotalRadius);
Bounds.Min.Y = FMath::FloorToInt(LastMousePosition.Y - TotalRadius);
Bounds.Max.X = FMath::CeilToInt( LastMousePosition.X + TotalRadius);
Bounds.Max.Y = FMath::CeilToInt( LastMousePosition.Y + TotalRadius);
// Clamp to landscape bounds
int32 MinX, MaxX, MinY, MaxY;
if (!ensure(LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY)))
{
// Landscape has no components somehow
return FLandscapeBrushData();
}
Bounds.Clip(FIntRect(MinX, MinY, MaxX + 1, MaxY + 1));
FLandscapeBrushData BrushData(Bounds);
for (int32 Y = Bounds.Min.Y; Y < Bounds.Max.Y; Y++)
{
float* Scanline = BrushData.GetDataPtr(FIntPoint(0, Y));
for (int32 X = Bounds.Min.X; X < Bounds.Max.X; X++)
{
float Angle;
FVector2D Scale;
FVector2D Bias;
if (EdMode->UISettings->bUseWorldSpacePatternBrush)
{
FVector2D LocalOrigin = -FVector2D(LandscapeInfo->GetLandscapeProxy()->LandscapeActorToWorld().InverseTransformPosition(FVector(EdMode->UISettings->WorldSpacePatternBrushSettings.Origin, 0.0f)));
const FVector2D LocalScale = FVector2D(
ScaleXY / (EdMode->UISettings->WorldSpacePatternBrushSettings.RepeatSize * ((float)SizeX / SizeY)),
ScaleXY / (EdMode->UISettings->WorldSpacePatternBrushSettings.RepeatSize));
LocalOrigin *= LocalScale;
Angle = -EdMode->UISettings->WorldSpacePatternBrushSettings.Rotation;
if (EdMode->UISettings->WorldSpacePatternBrushSettings.bCenterTextureOnOrigin)
{
LocalOrigin += FVector2D(0.5f, 0.5f).GetRotated(-Angle);
}
Scale = FVector2D(SizeX, SizeY) * LocalScale;
Bias = FVector2D(SizeX, SizeY) * LocalOrigin;
}
else
{
Scale.X = 1.0f / EdMode->UISettings->AlphaBrushScale;
Scale.Y = 1.0f / EdMode->UISettings->AlphaBrushScale;
Bias.X = SizeX * EdMode->UISettings->AlphaBrushPanU;
Bias.Y = SizeY * EdMode->UISettings->AlphaBrushPanV;
Angle = EdMode->UISettings->AlphaBrushRotation;
}
// Find alphamap sample location
FVector2D SamplePos = FVector2D(X, Y) * Scale + Bias;
SamplePos = SamplePos.GetRotated(Angle);
float ModSampleX = FMath::Fmod(SamplePos.X, (float)SizeX);
float ModSampleY = FMath::Fmod(SamplePos.Y, (float)SizeY);
if (ModSampleX < 0.0f)
{
ModSampleX += (float)SizeX;
}
if (ModSampleY < 0.0f)
{
ModSampleY += (float)SizeY;
}
// Sample the alpha texture
float Alpha = GetAlphaSample(ModSampleX, ModSampleY);
// Distance from mouse
float MouseDist = FMath::Sqrt(FMath::Square(LastMousePosition.X - (float)X) + FMath::Square(LastMousePosition.Y - (float)Y));
float PaintAmount = CalculateFalloff(MouseDist, Radius, Falloff) * Alpha;
if (PaintAmount > 0.0f)
{
if (EdMode->CurrentTool && EdMode->CurrentTool->GetToolType() != ELandscapeToolType::Mask
&& EdMode->UISettings->bUseSelectedRegion && LandscapeInfo->SelectedRegion.Num() > 0)
{
float MaskValue = LandscapeInfo->SelectedRegion.FindRef(FIntPoint(X, Y));
if (EdMode->UISettings->bUseNegativeMask)
{
MaskValue = 1.0f - MaskValue;
}
PaintAmount *= MaskValue;
}
// Set the brush value for this vertex
Scanline[X] = PaintAmount;
}
}
}
return BrushData;
}
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override
{
FLandscapeBrushCircle::Tick(ViewportClient, DeltaTime);
ALandscapeProxy* Proxy = EdMode->CurrentToolTarget.LandscapeInfo.IsValid() ? EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy() : nullptr;
if (Proxy)
{
const float ScaleXY = FMath::Abs(EdMode->CurrentToolTarget.LandscapeInfo->DrawScale.X);
int32 SizeX = EdMode->UISettings->AlphaTextureSizeX;
int32 SizeY = EdMode->UISettings->AlphaTextureSizeY;
FLinearColor AlphaScaleBias;
float Angle;
if (EdMode->UISettings->bUseWorldSpacePatternBrush)
{
FVector2D LocalOrigin = -FVector2D(Proxy->LandscapeActorToWorld().InverseTransformPosition(FVector(EdMode->UISettings->WorldSpacePatternBrushSettings.Origin, 0.0f)));
const FVector2D Scale = FVector2D(
ScaleXY / (EdMode->UISettings->WorldSpacePatternBrushSettings.RepeatSize * ((float)SizeX / SizeY)),
ScaleXY / (EdMode->UISettings->WorldSpacePatternBrushSettings.RepeatSize));
LocalOrigin *= Scale;
Angle = -EdMode->UISettings->WorldSpacePatternBrushSettings.Rotation;
if (EdMode->UISettings->WorldSpacePatternBrushSettings.bCenterTextureOnOrigin)
{
LocalOrigin += FVector2D(0.5f, 0.5f).GetRotated(-Angle);
}
AlphaScaleBias = FLinearColor(
Scale.X,
Scale.Y,
LocalOrigin.X,
LocalOrigin.Y);
}
else
{
AlphaScaleBias = FLinearColor(
1.0f / (EdMode->UISettings->AlphaBrushScale * SizeX),
1.0f / (EdMode->UISettings->AlphaBrushScale * SizeY),
EdMode->UISettings->AlphaBrushPanU,
EdMode->UISettings->AlphaBrushPanV);
Angle = EdMode->UISettings->AlphaBrushRotation;
}
Angle = FMath::DegreesToRadians(Angle);
FVector LandscapeLocation = Proxy->LandscapeActorToWorld().GetTranslation();
FVector4 LandscapeLocationParam(LandscapeLocation.X, LandscapeLocation.Y, LandscapeLocation.Z, Angle);
int32 Channel = EdMode->UISettings->AlphaTextureChannel;
FLinearColor AlphaTextureMask(Channel == 0 ? 1 : 0, Channel == 1 ? 1 : 0, Channel == 2 ? 1 : 0, Channel == 3 ? 1 : 0);
for (const auto& BrushMaterialInstancePair : BrushMaterialInstanceMap)
{
UMaterialInstanceDynamic* const MaterialInstance = BrushMaterialInstancePair.Value;
MaterialInstance->SetVectorParameterValue(FName(TEXT("AlphaScaleBias")), AlphaScaleBias);
MaterialInstance->SetDoubleVectorParameterValue(FName(TEXT("LandscapeLocation")), LandscapeLocationParam);
MaterialInstance->SetVectorParameterValue(FName(TEXT("AlphaTextureMask")), AlphaTextureMask);
MaterialInstance->SetTextureParameterValue(FName(TEXT("AlphaTexture")), EdMode->UISettings->AlphaTexture);
}
}
}
virtual const TCHAR* GetBrushName() override { return TEXT("Pattern"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_PatternAlpha", "Pattern Alpha"); };
};
//
// FLandscapeBrushAlpha
//
class FLandscapeBrushAlpha : public FLandscapeBrushAlphaBase
{
float LastMouseAngle;
FVector2f OldMousePosition; // a previous mouse position, kept until we move a certain distance away, for smoothing deltas
double LastMouseSampleTime;
protected:
FLandscapeBrushAlpha(FEdModeLandscape* InEdMode, UMaterialInterface* InBrushMaterial)
: FLandscapeBrushAlphaBase(InEdMode, InBrushMaterial)
, LastMouseAngle(0.0f)
, OldMousePosition(0.0f, 0.0f)
, LastMouseSampleTime(FPlatformTime::Seconds())
{
}
public:
static FLandscapeBrushAlpha* Create(FEdModeLandscape* InEdMode)
{
UMaterialInstanceConstant* AlphaBrushMaterial = LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/AlphaBrushMaterial_Smooth.AlphaBrushMaterial_Smooth"), nullptr, LOAD_None, nullptr);
return new FLandscapeBrushAlpha(InEdMode, AlphaBrushMaterial);
}
virtual FLandscapeBrushData ApplyBrush(const TArray<FLandscapeToolInteractorPosition>& InteractorPositions) override
{
if (!bCanPaint)
{
return FLandscapeBrushData();
}
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
if (EdMode->UISettings->bAlphaBrushAutoRotate && OldMousePosition.IsZero())
{
OldMousePosition = LastMousePosition;
LastMouseAngle = 0.0f;
LastMouseSampleTime = FPlatformTime::Seconds();
return FLandscapeBrushData();
}
else
{
float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
float Radius = EdMode->UISettings->BrushRadius / ScaleXY;
int32 SizeX = EdMode->UISettings->AlphaTextureSizeX;
int32 SizeY = EdMode->UISettings->AlphaTextureSizeY;
float MaxSize = 2.0f * FMath::Sqrt(FMath::Square(Radius) / 2.0f);
float AlphaBrushScale = MaxSize / (float)FMath::Max<int32>(SizeX, SizeY);
const float BrushAngle = EdMode->UISettings->bAlphaBrushAutoRotate ? LastMouseAngle : FMath::DegreesToRadians(EdMode->UISettings->AlphaBrushRotation);
FIntRect Bounds;
Bounds.Min.X = FMath::FloorToInt(LastMousePosition.X - Radius);
Bounds.Min.Y = FMath::FloorToInt(LastMousePosition.Y - Radius);
Bounds.Max.X = FMath::CeilToInt( LastMousePosition.X + Radius);
Bounds.Max.Y = FMath::CeilToInt( LastMousePosition.Y + Radius);
// Clamp to landscape bounds
int32 MinX, MaxX, MinY, MaxY;
if (!ensure(LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY)))
{
// Landscape has no components somehow
return FLandscapeBrushData();
}
Bounds.Clip(FIntRect(MinX, MinY, MaxX + 1, MaxY + 1));
FLandscapeBrushData BrushData(Bounds);
for (int32 Y = Bounds.Min.Y; Y < Bounds.Max.Y; Y++)
{
float* Scanline = BrushData.GetDataPtr(FIntPoint(0, Y));
for (int32 X = Bounds.Min.X; X < Bounds.Max.X; X++)
{
// Find alphamap sample location
float ScaleSampleX = ((float)X - LastMousePosition.X) / AlphaBrushScale;
float ScaleSampleY = ((float)Y - LastMousePosition.Y) / AlphaBrushScale;
// Rotate around center to match angle
float SampleX = ScaleSampleX * FMath::Cos(BrushAngle) - ScaleSampleY * FMath::Sin(BrushAngle);
float SampleY = ScaleSampleY * FMath::Cos(BrushAngle) + ScaleSampleX * FMath::Sin(BrushAngle);
SampleX += (float)SizeX * 0.5f;
SampleY += (float)SizeY * 0.5f;
if (SampleX >= 0 && SampleX <= (SizeX - 1) &&
SampleY >= 0 && SampleY <= (SizeY - 1))
{
// Sample the alpha texture
float Alpha = GetAlphaSample(SampleX, SampleY);
if (Alpha > 0.0f)
{
// Set the brush value for this vertex
FIntPoint VertexKey = FIntPoint(X, Y);
if (EdMode->CurrentTool && EdMode->CurrentTool->GetToolType() != ELandscapeToolType::Mask
&& EdMode->UISettings->bUseSelectedRegion && LandscapeInfo->SelectedRegion.Num() > 0)
{
float MaskValue = LandscapeInfo->SelectedRegion.FindRef(FIntPoint(X, Y));
if (EdMode->UISettings->bUseNegativeMask)
{
MaskValue = 1.0f - MaskValue;
}
Alpha *= MaskValue;
}
Scanline[X] = Alpha;
}
}
}
}
return BrushData;
}
}
virtual void MouseMove(float LandscapeX, float LandscapeY) override
{
FLandscapeBrushAlphaBase::MouseMove(LandscapeX, LandscapeY);
if (EdMode->UISettings->bAlphaBrushAutoRotate)
{
// don't do anything with the angle unless we move at least 0.1 units.
FVector2f MouseDelta = LastMousePosition - OldMousePosition;
if (MouseDelta.SizeSquared() >= FMath::Square(0.5f))
{
double SampleTime = FPlatformTime::Seconds();
float DeltaTime = (float)(SampleTime - LastMouseSampleTime);
FVector2f MouseDirection = MouseDelta.GetSafeNormal();
float MouseAngle = FMath::Lerp(LastMouseAngle, FMath::Atan2(-MouseDirection.Y, MouseDirection.X), FMath::Min<float>(10.0f * DeltaTime, 1.0f)); // lerp over 100ms
LastMouseAngle = MouseAngle;
LastMouseSampleTime = SampleTime;
OldMousePosition = LastMousePosition;
// UE_LOG(LogLandscape, Log, TEXT("(%f,%f) delta (%f,%f) angle %f"), LandscapeX, LandscapeY, MouseDirection.X, MouseDirection.Y, MouseAngle);
}
}
}
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override
{
FLandscapeBrushCircle::Tick(ViewportClient, DeltaTime);
ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo.Get();
if (LandscapeInfo)
{
float ScaleXY = FMath::Abs(LandscapeInfo->DrawScale.X);
int32 SizeX = EdMode->UISettings->AlphaTextureSizeX;
int32 SizeY = EdMode->UISettings->AlphaTextureSizeY;
float Radius = EdMode->UISettings->BrushRadius / ScaleXY;
float MaxSize = 2.0f * FMath::Sqrt(FMath::Square(Radius) / 2.0f);
float AlphaBrushScale = MaxSize / (float)FMath::Max<int32>(SizeX, SizeY);
FLinearColor BrushScaleRot(
1.0f / (AlphaBrushScale * SizeX),
1.0f / (AlphaBrushScale * SizeY),
0.0f,
EdMode->UISettings->bAlphaBrushAutoRotate ? LastMouseAngle : FMath::DegreesToRadians(EdMode->UISettings->AlphaBrushRotation)
);
int32 Channel = EdMode->UISettings->AlphaTextureChannel;
FLinearColor AlphaTextureMask(Channel == 0 ? 1 : 0, Channel == 1 ? 1 : 0, Channel == 2 ? 1 : 0, Channel == 3 ? 1 : 0);
for (const auto& BrushMaterialInstancePair : BrushMaterialInstanceMap)
{
UMaterialInstanceDynamic* const MaterialInstance = BrushMaterialInstancePair.Value;
MaterialInstance->SetVectorParameterValue(FName(TEXT("BrushScaleRot")), BrushScaleRot);
MaterialInstance->SetVectorParameterValue(FName(TEXT("AlphaTextureMask")), AlphaTextureMask);
MaterialInstance->SetTextureParameterValue(FName(TEXT("AlphaTexture")), EdMode->UISettings->AlphaTexture);
}
}
}
virtual const TCHAR* GetBrushName() override { return TEXT("Alpha"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Brush_Alpha", "Alpha"); };
};
void FEdModeLandscape::InitializeBrushes()
{
FLandscapeBrushSet* BrushSet;
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Circle"));
BrushSet->Brushes.Add(FLandscapeBrushCircle_Smooth::Create(this));
BrushSet->Brushes.Add(FLandscapeBrushCircle_Linear::Create(this));
BrushSet->Brushes.Add(FLandscapeBrushCircle_Spherical::Create(this));
BrushSet->Brushes.Add(FLandscapeBrushCircle_Tip::Create(this));
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Alpha"));
BrushSet->Brushes.Add(FLandscapeBrushAlpha::Create(this));
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Pattern"));
BrushSet->Brushes.Add(FLandscapeBrushAlphaPattern::Create(this));
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Component"));
BrushSet->Brushes.Add(new FLandscapeBrushComponent(this));
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Gizmo"));
GizmoBrush = new FLandscapeBrushGizmo(this);
BrushSet->Brushes.Add(GizmoBrush);
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Splines"));
BrushSet->Brushes.Add(new FLandscapeBrushSplines(this));
BrushSet = new(LandscapeBrushSets)FLandscapeBrushSet(TEXT("BrushSet_Dummy"));
BrushSet->Brushes.Add(new FLandscapeBrushDummy(this));
}