From 8e074099807d45fe66d91162ca74754ec5b2bfca Mon Sep 17 00:00:00 2001 From: Jay Stevens Date: Thu, 27 Dec 2018 16:16:50 -0800 Subject: [PATCH] Renamed source files to avoid possible conflicts. --- Content/BP_IslandGenerator.uasset | Bin 22974 -> 22698 bytes Content/BP_IslandMesh.uasset | Bin 31462 -> 32072 bytes Content/BiomeData.uasset | Bin 0 -> 1124 bytes Content/DATA_Biome.uasset | Bin 1104 -> 0 bytes Content/DATA_Elevation.uasset | Bin 1136 -> 0 bytes Content/DATA_Moisture.uasset | Bin 1128 -> 0 bytes Content/DATA_NoisyEdges.uasset | Bin 1144 -> 0 bytes Content/DATA_Rivers.uasset | Bin 1112 -> 0 bytes Content/DATA_Water.uasset | Bin 1179 -> 0 bytes Content/ElevationData.uasset | Bin 0 -> 1156 bytes Content/MoistureData.uasset | Bin 0 -> 1148 bytes Content/RiverData.uasset | Bin 0 -> 1128 bytes Content/WaterData.uasset | Bin 0 -> 1199 bytes README.md | 22 +++++-- .../Private/{Biome.cpp => IslandBiome.cpp} | 8 +-- .../{Elevation.cpp => IslandElevation.cpp} | 20 +++---- .../{Moisture.cpp => IslandMoisture.cpp} | 8 +-- .../Private/{Rivers.cpp => IslandRivers.cpp} | 10 ++-- .../Private/{Water.cpp => IslandWater.cpp} | 8 +-- .../Private/NoisyEdges.cpp | 20 ------- .../Public/{Biome.h => IslandBiome.h} | 8 +-- .../Public/{Elevation.h => IslandElevation.h} | 9 +-- .../PolygonalMapGenerator/Public/IslandMap.h | 26 ++++----- .../Public/{Moisture.h => IslandMoisture.h} | 8 +-- .../Public/{Rivers.h => IslandRivers.h} | 11 ++-- .../Public/{Water.h => IslandWater.h} | 10 ++-- .../PolygonalMapGenerator/Public/NoisyEdges.h | 54 ------------------ 27 files changed, 79 insertions(+), 143 deletions(-) create mode 100644 Content/BiomeData.uasset delete mode 100644 Content/DATA_Biome.uasset delete mode 100644 Content/DATA_Elevation.uasset delete mode 100644 Content/DATA_Moisture.uasset delete mode 100644 Content/DATA_NoisyEdges.uasset delete mode 100644 Content/DATA_Rivers.uasset delete mode 100644 Content/DATA_Water.uasset create mode 100644 Content/ElevationData.uasset create mode 100644 Content/MoistureData.uasset create mode 100644 Content/RiverData.uasset create mode 100644 Content/WaterData.uasset rename Source/PolygonalMapGenerator/Private/{Biome.cpp => IslandBiome.cpp} (53%) rename Source/PolygonalMapGenerator/Private/{Elevation.cpp => IslandElevation.cpp} (83%) rename Source/PolygonalMapGenerator/Private/{Moisture.cpp => IslandMoisture.cpp} (58%) rename Source/PolygonalMapGenerator/Private/{Rivers.cpp => IslandRivers.cpp} (79%) rename Source/PolygonalMapGenerator/Private/{Water.cpp => IslandWater.cpp} (87%) delete mode 100644 Source/PolygonalMapGenerator/Private/NoisyEdges.cpp rename Source/PolygonalMapGenerator/Public/{Biome.h => IslandBiome.h} (86%) rename Source/PolygonalMapGenerator/Public/{Elevation.h => IslandElevation.h} (91%) rename Source/PolygonalMapGenerator/Public/{Moisture.h => IslandMoisture.h} (84%) rename Source/PolygonalMapGenerator/Public/{Rivers.h => IslandRivers.h} (84%) rename Source/PolygonalMapGenerator/Public/{Water.h => IslandWater.h} (84%) delete mode 100644 Source/PolygonalMapGenerator/Public/NoisyEdges.h diff --git a/Content/BP_IslandGenerator.uasset b/Content/BP_IslandGenerator.uasset index 9a3a5735b0d3a406722eb4630761da6aa22cdcbb..37924a1dd52a5413503794237cb9030b17db4450 100644 GIT binary patch delta 5648 zcmdnDnQ_%d#t9kX$E+9_SQ!`?{POcs85kH?7`ho47-ASFMW_cdGB7YG@i8#)GcYii z2r)3oGcYh*;A3F$kzil|$$gMuVE7@yz`!BNz`$(tKQuDD-DAq`sJXV546Pt}kUo%U zEDWLyj0}rX-6nqblr@!PU|1HxfCB#i|NkH44#mm+jM99W`MIesi6w~)u5lBsv?lj6 z>P+rr^kP(<+|MW_?3$BWmRORRp9faa^fcg-3P@bYH$Stuq_ha4@fWL|9mp&x{-DgV z)FQCbzD*C-g2nj46HB0Cs;he5Z@$Ci$|%Iez`)=Hx7gRJ$!)Vf3mensEo}LWVtfn? z45;=>$#3|i_XS9#$Efc;R+Fh!*E62d01Cm7~M-|gj{{D$+KAd3GdZThlc z@;0tWZFt0fVLr;s&cMLnpOlrFT*8p*{gx5L&4+QP|KIG(Ee8n)uzlb#YrFRO;^b@| z-O0;%`ZqiCszc<#R)ghr&&{7ad1HjgM<$r~h%?wH5_|NjRCEG{{5kOTt*16tgRvjb$G4qVO~!U}*;3@`rw{~rTo!!!m$`Op9V|6d4Y!{maX z{Ad6F|L>Yy7%4INr4aYzibz2g1_lOZkN}9m0%Nd(7?V#5!j-Ut1VBnSU<^(WW3na0 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Go back to the `IslandMap` and update the water data asset to point to the one you just made, and it should "just work." + # Credits * The original code was released under the Apache 2.0 license; this C++ port of the code is also released under the Apache 2.0 license. * Poisson Disc Sampling is created using code from the [Random Distribution Plugin](https://github.com/Xaymar/RandomDistributionPlugin) and used under the Apache 2.0 license. -* Delaunay Triangulation is created [using Delaunator](https://github.com/delfrrr/delaunator-cpp) and made accessible through a number of Unreal helper functions. Something that's fairly annoying: Delaunay Triangulation is [built into the engine](https://github.com/EpicGames/UnrealEngine/blob/08ee319f80ef47dbf0988e14b546b65214838ec4/Engine/Source/Editor/Persona/Private/AnimationBlendSpaceHelpers.h), but is only accessible from the Unreal Editor. The data structures aren't exposed to other modules or Blueprint, so you can't use it without linker errors when shipping your game. The Unreal Engine code has a different license, so a third-party library has to be used. \ No newline at end of file +* Delaunay Triangulation is created [using the MIT-licensed Delaunator](https://github.com/delfrrr/delaunator-cpp) and made accessible through a number of Unreal helper functions. Something that's fairly annoying: Delaunay Triangulation is [built into the engine](https://github.com/EpicGames/UnrealEngine/blob/08ee319f80ef47dbf0988e14b546b65214838ec4/Engine/Source/Editor/Persona/Private/AnimationBlendSpaceHelpers.h), but is only accessible from the Unreal Editor. The data structures aren't exposed to other modules or Blueprint, so you can't use it without linker errors when shipping your game. The Unreal Engine code has a different license, so a third-party library has to be used. \ No newline at end of file diff --git a/Source/PolygonalMapGenerator/Private/Biome.cpp b/Source/PolygonalMapGenerator/Private/IslandBiome.cpp similarity index 53% rename from Source/PolygonalMapGenerator/Private/Biome.cpp rename to Source/PolygonalMapGenerator/Private/IslandBiome.cpp index b38a973..ecd31f8 100644 --- a/Source/PolygonalMapGenerator/Private/Biome.cpp +++ b/Source/PolygonalMapGenerator/Private/IslandBiome.cpp @@ -16,19 +16,19 @@ * limitations under the License. */ -#include "Biome.h" +#include "IslandBiome.h" -void UBiome::assign_r_coast(TArray& r_coast, UTriangleDualMesh* Mesh, const TArray& r_ocean) const +void UIslandBiome::assign_r_coast(TArray& r_coast, UTriangleDualMesh* Mesh, const TArray& r_ocean) const { unimplemented(); } -void UBiome::assign_r_temperature(TArray& r_temperature, UTriangleDualMesh* Mesh, const TArray& r_ocean, const TArray& r_water, const TArray& r_elevation, const TArray& r_moisture, float NorthernTemperature, float SouthernTemperature) const +void UIslandBiome::assign_r_temperature(TArray& r_temperature, UTriangleDualMesh* Mesh, const TArray& r_ocean, const TArray& r_water, const TArray& r_elevation, const TArray& r_moisture, float NorthernTemperature, float SouthernTemperature) const { unimplemented(); } -void UBiome::assign_r_biome(TArray& r_biome, UTriangleDualMesh* Mesh, const TArray& r_ocean, const TArray& r_water, const TArray& r_coast, const TArray& r_temperature, const TArray& r_moisture) const +void UIslandBiome::assign_r_biome(TArray& r_biome, UTriangleDualMesh* Mesh, const TArray& r_ocean, const TArray& r_water, const TArray& r_coast, const TArray& r_temperature, const TArray& r_moisture) const { unimplemented(); } diff --git a/Source/PolygonalMapGenerator/Private/Elevation.cpp b/Source/PolygonalMapGenerator/Private/IslandElevation.cpp similarity index 83% rename from Source/PolygonalMapGenerator/Private/Elevation.cpp rename to Source/PolygonalMapGenerator/Private/IslandElevation.cpp index cde1d64..5752502 100644 --- a/Source/PolygonalMapGenerator/Private/Elevation.cpp +++ b/Source/PolygonalMapGenerator/Private/IslandElevation.cpp @@ -15,9 +15,9 @@ * See the License for the specific language governing permissions and * limitations under the License. */ -#include "Elevation.h" +#include "IslandElevation.h" -TArray UElevation::find_coasts_t(UTriangleDualMesh* Mesh, const TArray& r_ocean) const +TArray UIslandElevation::find_coasts_t(UTriangleDualMesh* Mesh, const TArray& r_ocean) const { TSet coasts_t; for (FSideIndex s = 0; s < Mesh->NumSides; s++) @@ -38,7 +38,7 @@ TArray UElevation::find_coasts_t(UTriangleDualMesh* Mesh, const return coasts_t.Array(); } -bool UElevation::t_ocean(FTriangleIndex t, UTriangleDualMesh* Mesh, const TArray& r_ocean) const +bool UIslandElevation::t_ocean(FTriangleIndex t, UTriangleDualMesh* Mesh, const TArray& r_ocean) const { TArray trianglePoints = Mesh->t_circulate_r(t); int count = 0; @@ -53,17 +53,17 @@ bool UElevation::t_ocean(FTriangleIndex t, UTriangleDualMesh* Mesh, const TArray return count >= 2; } -bool UElevation::r_lake(FPointIndex r, const TArray& r_water, const TArray& r_ocean) const +bool UIslandElevation::r_lake(FPointIndex r, const TArray& r_water, const TArray& r_ocean) const { return r_water[r] && !r_ocean[r]; } -bool UElevation::s_lake(FSideIndex s, UTriangleDualMesh* Mesh, const TArray& r_water, const TArray& r_ocean) const +bool UIslandElevation::s_lake(FSideIndex s, UTriangleDualMesh* Mesh, const TArray& r_water, const TArray& r_ocean) const { return r_lake(Mesh->s_begin_r(s), r_water, r_ocean) || r_lake(Mesh->s_end_r(s), r_water, r_ocean); } -void UElevation::DistributeElevations(TArray &t_elevation, UTriangleDualMesh* Mesh, const TArray &t_coastdistance, const TArray& r_ocean, int32 MinDistance, int32 MaxDistance) const +void UIslandElevation::DistributeElevations(TArray &t_elevation, UTriangleDualMesh* Mesh, const TArray &t_coastdistance, const TArray& r_ocean, int32 MinDistance, int32 MaxDistance) const { // We initially base elevation on distance from a coast for (FTriangleIndex t = 0; t < t_coastdistance.Num(); t++) @@ -83,7 +83,7 @@ void UElevation::DistributeElevations(TArray &t_elevation, UTriangleDualM } } -void UElevation::UpdateCoastDistance(TArray &t_coastdistance, UTriangleDualMesh* Mesh, FTriangleIndex Triangle, int32 Distance) const +void UIslandElevation::UpdateCoastDistance(TArray &t_coastdistance, UTriangleDualMesh* Mesh, FTriangleIndex Triangle, int32 Distance) const { // Update the coast distance array to make sure we're still pointing to the nearest coast t_coastdistance[Triangle] = Distance; @@ -99,7 +99,7 @@ void UElevation::UpdateCoastDistance(TArray &t_coastdistance, UTriangleDu } } -void UElevation::assign_t_elevation(TArray& t_elevation, TArray& t_coastdistance, TArray& t_downslope_s, UTriangleDualMesh* Mesh, const TArray& r_ocean, const TArray& r_water, FRandomStream& DrainageRng) const +void UIslandElevation::assign_t_elevation(TArray& t_elevation, TArray& t_coastdistance, TArray& t_downslope_s, UTriangleDualMesh* Mesh, const TArray& r_ocean, const TArray& r_water, FRandomStream& DrainageRng) const { // TODO: this messes up lakes, as they will no longer all be at the same elevation @@ -205,7 +205,7 @@ void UElevation::assign_t_elevation(TArray& t_elevation, TArray& t DistributeElevations(t_elevation, Mesh, t_coastdistance, r_ocean, minDistance, maxDistance); } -void UElevation::redistribute_t_elevation(TArray& t_elevation, UTriangleDualMesh* Mesh, const TArray& r_ocean) const +void UIslandElevation::redistribute_t_elevation(TArray& t_elevation, UTriangleDualMesh* Mesh, const TArray& r_ocean) const { // SCALE_FACTOR increases the mountain area. At 1.0 the maximum // elevation barely shows up on the map, so we set it to 1.1. @@ -252,7 +252,7 @@ void UElevation::redistribute_t_elevation(TArray& t_elevation, UTriangleD } } -void UElevation::assign_r_elevation(TArray& r_elevation, UTriangleDualMesh* Mesh, const TArray& t_elevation, const TArray& r_ocean) const +void UIslandElevation::assign_r_elevation(TArray& r_elevation, UTriangleDualMesh* Mesh, const TArray& t_elevation, const TArray& r_ocean) const { const float max_ocean_elevation = -0.01; diff --git a/Source/PolygonalMapGenerator/Private/Moisture.cpp b/Source/PolygonalMapGenerator/Private/IslandMoisture.cpp similarity index 58% rename from Source/PolygonalMapGenerator/Private/Moisture.cpp rename to Source/PolygonalMapGenerator/Private/IslandMoisture.cpp index d22df56..e5614f1 100644 --- a/Source/PolygonalMapGenerator/Private/Moisture.cpp +++ b/Source/PolygonalMapGenerator/Private/IslandMoisture.cpp @@ -16,20 +16,20 @@ * limitations under the License. */ -#include "Moisture.h" +#include "IslandMoisture.h" -TSet UMoisture::find_moisture_seeds_r(UTriangleDualMesh* Mesh, const TArray& s_flow, const TArray& r_ocean, const TArray& r_water) const +TSet UIslandMoisture::find_moisture_seeds_r(UTriangleDualMesh* Mesh, const TArray& s_flow, const TArray& r_ocean, const TArray& r_water) const { unimplemented(); return TSet(); } -void UMoisture::assign_r_moisture(TArray& r_moisture, TArray& r_waterdistance, UTriangleDualMesh* Mesh, const TArray& r_water, const TSet& r_moisture_seeds) const +void UIslandMoisture::assign_r_moisture(TArray& r_moisture, TArray& r_waterdistance, UTriangleDualMesh* Mesh, const TArray& r_water, const TSet& r_moisture_seeds) const { unimplemented(); } -void UMoisture::redistribute_r_moisture(TArray& r_moisture, UTriangleDualMesh* Mesh, const TArray& r_water, float MinMoisture, float MaxMoisture) const +void UIslandMoisture::redistribute_r_moisture(TArray& r_moisture, UTriangleDualMesh* Mesh, const TArray& r_water, float MinMoisture, float MaxMoisture) const { unimplemented(); } diff --git a/Source/PolygonalMapGenerator/Private/Rivers.cpp b/Source/PolygonalMapGenerator/Private/IslandRivers.cpp similarity index 79% rename from Source/PolygonalMapGenerator/Private/Rivers.cpp rename to Source/PolygonalMapGenerator/Private/IslandRivers.cpp index ba87f2f..e00a2fd 100644 --- a/Source/PolygonalMapGenerator/Private/Rivers.cpp +++ b/Source/PolygonalMapGenerator/Private/IslandRivers.cpp @@ -16,15 +16,15 @@ * limitations under the License. */ -#include "Rivers.h" +#include "IslandRivers.h" -URivers::URivers() +UIslandRivers::UIslandRivers() { MinSpringElevation = 0.3f; MaxSpringElevation = 0.9f; } -bool URivers::t_water(FTriangleIndex t, UTriangleDualMesh* Mesh, const TArray& r_water) const +bool UIslandRivers::t_water(FTriangleIndex t, UTriangleDualMesh* Mesh, const TArray& r_water) const { TArray regions = Mesh->t_circulate_r(t); for (FPointIndex r : regions) @@ -37,7 +37,7 @@ bool URivers::t_water(FTriangleIndex t, UTriangleDualMesh* Mesh, const TArray URivers::find_spring_t(UTriangleDualMesh* Mesh, const TArray& r_water, const TArray& t_elevation, const TArray& t_downslope_s) const +TArray UIslandRivers::find_spring_t(UTriangleDualMesh* Mesh, const TArray& r_water, const TArray& t_elevation, const TArray& t_downslope_s) const { TSet spring_t; if (Mesh != NULL) @@ -60,7 +60,7 @@ TArray URivers::find_spring_t(UTriangleDualMesh* Mesh, const TAr return spring_t.Array(); } -void URivers::assign_s_flow(TArray& s_flow, UTriangleDualMesh* Mesh, const TArray& t_downslope_s, const TArray& river_t) const +void UIslandRivers::assign_s_flow(TArray& s_flow, UTriangleDualMesh* Mesh, const TArray& t_downslope_s, const TArray& river_t) const { if (Mesh) { diff --git a/Source/PolygonalMapGenerator/Private/Water.cpp b/Source/PolygonalMapGenerator/Private/IslandWater.cpp similarity index 87% rename from Source/PolygonalMapGenerator/Private/Water.cpp rename to Source/PolygonalMapGenerator/Private/IslandWater.cpp index a4281db..4bd9a75 100644 --- a/Source/PolygonalMapGenerator/Private/Water.cpp +++ b/Source/PolygonalMapGenerator/Private/IslandWater.cpp @@ -16,16 +16,16 @@ * limitations under the License. */ -#include "Water.h" +#include "IslandWater.h" #include "RandomSampling/SimplexNoise.h" -UWater::UWater() +UIslandWater::UIslandWater() { WaterCutoff = 0.0f; bInvertLandAndWater = false; } -void UWater::assign_r_ocean(TArray& r_ocean, UTriangleDualMesh* Mesh, const TArray& r_water) const +void UIslandWater::assign_r_ocean(TArray& r_ocean, UTriangleDualMesh* Mesh, const TArray& r_water) const { /* A region is ocean if it is a water region connected to the ghost region, which is outside the boundary of the map; this could be any seed set but @@ -74,7 +74,7 @@ void UWater::assign_r_ocean(TArray& r_ocean, UTriangleDualMesh* Mesh, cons #endif } -void UWater::assign_r_water(TArray& r_water, FRandomStream& Rng, UTriangleDualMesh* Mesh, const FIslandShape& Shape) const +void UIslandWater::assign_r_water(TArray& r_water, FRandomStream& Rng, UTriangleDualMesh* Mesh, const FIslandShape& Shape) const { if (Mesh) { diff --git a/Source/PolygonalMapGenerator/Private/NoisyEdges.cpp b/Source/PolygonalMapGenerator/Private/NoisyEdges.cpp deleted file mode 100644 index 19cc4f7..0000000 --- a/Source/PolygonalMapGenerator/Private/NoisyEdges.cpp +++ /dev/null @@ -1,20 +0,0 @@ -/* -* From http://www.redblobgames.com/maps/mapgen2/ -* Original work copyright 2017 Red Blob Games -* Unreal Engine 4 implementation copyright 2018 Jay Stevens -* -* Licensed under the Apache License, Version 2.0 (the "License"); -* you may not use this file except in compliance with the License. -* You may obtain a copy of the License at -* -* http://www.apache.org/licenses/LICENSE-2.0 -* -* Unless required by applicable law or agreed to in writing, software -* distributed under the License is distributed on an "AS IS" BASIS, -* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -* See the License for the specific language governing permissions and -* limitations under the License. -*/ - -#include "NoisyEdges.h" - diff --git a/Source/PolygonalMapGenerator/Public/Biome.h b/Source/PolygonalMapGenerator/Public/IslandBiome.h similarity index 86% rename from Source/PolygonalMapGenerator/Public/Biome.h rename to Source/PolygonalMapGenerator/Public/IslandBiome.h index 4b06de1..91dbc73 100644 --- a/Source/PolygonalMapGenerator/Public/Biome.h +++ b/Source/PolygonalMapGenerator/Public/IslandBiome.h @@ -21,13 +21,13 @@ #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "TriangleDualMesh.h" -#include "Biome.generated.h" +#include "IslandBiome.generated.h" /** - * + * A class which assigns biomes to parts of the island based on their attributes. */ -UCLASS() -class POLYGONALMAPGENERATOR_API UBiome : public UDataAsset +UCLASS(Blueprintable) +class POLYGONALMAPGENERATOR_API UIslandBiome : public UDataAsset { GENERATED_BODY() diff --git a/Source/PolygonalMapGenerator/Public/Elevation.h b/Source/PolygonalMapGenerator/Public/IslandElevation.h similarity index 91% rename from Source/PolygonalMapGenerator/Public/Elevation.h rename to Source/PolygonalMapGenerator/Public/IslandElevation.h index 1d9e131..fde8b1b 100644 --- a/Source/PolygonalMapGenerator/Public/Elevation.h +++ b/Source/PolygonalMapGenerator/Public/IslandElevation.h @@ -22,13 +22,14 @@ #include "Engine/DataAsset.h" #include "TriangleDualMesh.h" #include "PolygonalMapGenerator.h" -#include "Elevation.generated.h" +#include "IslandElevation.generated.h" /** - * + * A class which determines the elevation of various parts of the island, + * both above water and underwater. */ -UCLASS() -class POLYGONALMAPGENERATOR_API UElevation : public UDataAsset +UCLASS(Blueprintable) +class POLYGONALMAPGENERATOR_API UIslandElevation : public UDataAsset { GENERATED_BODY() diff --git a/Source/PolygonalMapGenerator/Public/IslandMap.h b/Source/PolygonalMapGenerator/Public/IslandMap.h index e9334be..2b3d68e 100644 --- a/Source/PolygonalMapGenerator/Public/IslandMap.h +++ b/Source/PolygonalMapGenerator/Public/IslandMap.h @@ -22,12 +22,11 @@ #include "GameFramework/Actor.h" #include "TriangleDualMesh.h" #include "IslandMapUtils.h" -#include "NoisyEdges.h" -#include "Biome.h" -#include "Elevation.h" -#include "Moisture.h" -#include "Rivers.h" -#include "Water.h" +#include "IslandBiome.h" +#include "IslandElevation.h" +#include "IslandMoisture.h" +#include "IslandRivers.h" +#include "IslandWater.h" #include "RandomSampling/SimplexNoise.h" #include "IslandMap.generated.h" @@ -46,9 +45,6 @@ public: // Modifies how we calculate drainage. UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "RNG") int32 RiverSeed; - // Options for using jagged edges on the map, to help blend between areas. - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Edges") - FNoisyEdgeOptions NoisyEdgeOptions; // The size of our map, starting at (0, 0). UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") FVector2D MapSize; @@ -89,17 +85,15 @@ public: FRandomStream DrainageRng; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") - const UBiome* Biomes; + const UIslandBiome* Biomes; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") - const UElevation* Elevation; + const UIslandElevation* Elevation; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") - const UMoisture* Moisture; + const UIslandMoisture* Moisture; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") - const UNoisyEdges* NoisyEdges; + const UIslandRivers* Rivers; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") - const URivers* Rivers; - UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Map") - const UWater* Water; + const UIslandWater* Water; UPROPERTY() TArray r_water; diff --git a/Source/PolygonalMapGenerator/Public/Moisture.h b/Source/PolygonalMapGenerator/Public/IslandMoisture.h similarity index 84% rename from Source/PolygonalMapGenerator/Public/Moisture.h rename to Source/PolygonalMapGenerator/Public/IslandMoisture.h index 894855c..a1fd903 100644 --- a/Source/PolygonalMapGenerator/Public/Moisture.h +++ b/Source/PolygonalMapGenerator/Public/IslandMoisture.h @@ -21,13 +21,13 @@ #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "TriangleDualMesh.h" -#include "Moisture.generated.h" +#include "IslandMoisture.generated.h" /** - * + * A class which determines how much moisture different areas on the island recieve. */ -UCLASS() -class POLYGONALMAPGENERATOR_API UMoisture : public UDataAsset +UCLASS(Blueprintable) +class POLYGONALMAPGENERATOR_API UIslandMoisture : public UDataAsset { GENERATED_BODY() diff --git a/Source/PolygonalMapGenerator/Public/Rivers.h b/Source/PolygonalMapGenerator/Public/IslandRivers.h similarity index 84% rename from Source/PolygonalMapGenerator/Public/Rivers.h rename to Source/PolygonalMapGenerator/Public/IslandRivers.h index 1ed474e..b299a13 100644 --- a/Source/PolygonalMapGenerator/Public/Rivers.h +++ b/Source/PolygonalMapGenerator/Public/IslandRivers.h @@ -22,13 +22,14 @@ #include "Engine/DataAsset.h" #include "PolygonalMapGenerator.h" #include "TriangleDualMesh.h" -#include "Rivers.generated.h" +#include "IslandRivers.generated.h" /** - * + * A class which determines where "springs" are on the island, and then + * generates rivers which flow downstream from these springs. */ -UCLASS() -class POLYGONALMAPGENERATOR_API URivers : public UDataAsset +UCLASS(Blueprintable) +class POLYGONALMAPGENERATOR_API UIslandRivers : public UDataAsset { GENERATED_BODY() @@ -39,7 +40,7 @@ public: float MaxSpringElevation; public: - URivers(); + UIslandRivers(); private: /** diff --git a/Source/PolygonalMapGenerator/Public/Water.h b/Source/PolygonalMapGenerator/Public/IslandWater.h similarity index 84% rename from Source/PolygonalMapGenerator/Public/Water.h rename to Source/PolygonalMapGenerator/Public/IslandWater.h index c090ee5..7285ae9 100644 --- a/Source/PolygonalMapGenerator/Public/Water.h +++ b/Source/PolygonalMapGenerator/Public/IslandWater.h @@ -22,13 +22,13 @@ #include "Engine/DataAsset.h" #include "TriangleDualMesh.h" #include "IslandMapUtils.h" -#include "Water.generated.h" +#include "IslandWater.generated.h" /** - * + * A class which determines which areas on the island are land and which are water. */ -UCLASS() -class POLYGONALMAPGENERATOR_API UWater : public UDataAsset +UCLASS(Blueprintable) +class POLYGONALMAPGENERATOR_API UIslandWater : public UDataAsset { GENERATED_BODY() @@ -42,7 +42,7 @@ public: bool bInvertLandAndWater; public: - UWater(); + UIslandWater(); public: void assign_r_ocean(TArray& r_ocean, UTriangleDualMesh* Mesh, const TArray& r_water) const; diff --git a/Source/PolygonalMapGenerator/Public/NoisyEdges.h b/Source/PolygonalMapGenerator/Public/NoisyEdges.h deleted file mode 100644 index 33a6bb9..0000000 --- a/Source/PolygonalMapGenerator/Public/NoisyEdges.h +++ /dev/null @@ -1,54 +0,0 @@ -/* -* From http://www.redblobgames.com/maps/mapgen2/ -* Original work copyright 2017 Red Blob Games -* Unreal Engine 4 implementation copyright 2018 Jay Stevens -* -* Licensed under the Apache License, Version 2.0 (the "License"); -* you may not use this file except in compliance with the License. -* You may obtain a copy of the License at -* -* http://www.apache.org/licenses/LICENSE-2.0 -* -* Unless required by applicable law or agreed to in writing, software -* distributed under the License is distributed on an "AS IS" BASIS, -* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -* See the License for the specific language governing permissions and -* limitations under the License. -*/ - -#pragma once - -#include "CoreMinimal.h" -#include "Engine/DataAsset.h" -#include "NoisyEdges.generated.h" - -USTRUCT(BlueprintType) -struct POLYGONALMAPGENERATOR_API FNoisyEdgeOptions -{ - GENERATED_BODY() -public: - UPROPERTY(EditAnywhere, BlueprintReadWrite) - float Length; - UPROPERTY(EditAnywhere, BlueprintReadWrite) - int32 Amplitude; - UPROPERTY(EditAnywhere, BlueprintReadWrite) - int32 Seed; - -public: - FNoisyEdgeOptions() - { - Length = 1.0f; - Amplitude = 8; - Seed = 0; - } -}; - -/** - * - */ -UCLASS() -class POLYGONALMAPGENERATOR_API UNoisyEdges : public UDataAsset -{ - GENERATED_BODY() - -}; -- 2.51.2