Created
November 7, 2018 22:29
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// Fill out your copyright notice in the Description page of Project Settings. | |
#pragma once | |
#include "CoreMinimal.h" | |
#include "GameFramework/Actor.h" | |
#include "ProceduralMeshComponent.h" | |
#include "VoxelActor.generated.h" | |
UCLASS() | |
class VOXEL_API AVoxelActor : public AActor | |
{ | |
GENERATED_BODY() | |
public: | |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
TArray<MaterialInterface *> Materials; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true)) | |
int32 randomseed = 0; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true)) | |
int32 voxelSize = 200; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true)) | |
int32 chunkInlineElements = 10; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (ExposeOnSpawn = true)) | |
int32 chunkXIndex = 0; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
float xMulti = 1; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
float yMulti = 1; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
float zMulti = 1; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
float weight = 1; | |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
float freq = 1; | |
UPROPERTY() | |
int32 chunkTotalElements; | |
UPROPERTY() | |
int32 chunkZElements; | |
UPROPERTY() | |
int32 chunkLineElementsP2; | |
UPROPERTY() | |
int32 voxelSizeHalf; | |
UPROPERTY() | |
TArray <int32> chunkFields; | |
UPROPERTY() | |
UProceduralMeshComponent* proceduralComponent; | |
public: | |
// Sets default values for this actor's properties | |
AVoxelActor(); | |
protected: | |
// Called when the game starts or when spawned | |
virtual void BeginPlay() override; | |
public: | |
// Called every frame | |
virtual void Tick(float DeltaTime) override; | |
}; |
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