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