commit a143ea22c7bea5f10fda8de944ca658d53a4a180 Author: Fr0zka Date: Thu Apr 30 12:24:52 2026 +0200 Ajout du projet Depths sur Git diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..87e01b9 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,45 @@ +# Normalisation des fins de ligne +* text=auto + +# Fichiers UE5 → LFS +*.uasset filter=lfs diff=lfs merge=lfs -text +*.umap filter=lfs diff=lfs merge=lfs -text +*.ubulk filter=lfs diff=lfs merge=lfs -text +*.uptnl filter=lfs diff=lfs merge=lfs -text +*.uexp filter=lfs diff=lfs merge=lfs -text + +# Textures / Images +*.png filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text +*.jpeg filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.bmp filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.exr filter=lfs diff=lfs merge=lfs -text +*.xcf filter=lfs diff=lfs merge=lfs -text +*.hdr filter=lfs diff=lfs merge=lfs -text + +# Modèles 3D +*.fbx filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text +*.3ds filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text + +# Audio +*.wav filter=lfs diff=lfs merge=lfs -text +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.flac filter=lfs diff=lfs merge=lfs -text + +# Vidéo +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.mov filter=lfs diff=lfs merge=lfs -text +*.avi filter=lfs diff=lfs merge=lfs -text + +# Binaires compilés +*.dll filter=lfs diff=lfs merge=lfs -text +*.exe filter=lfs diff=lfs merge=lfs -text +*.pdb filter=lfs diff=lfs merge=lfs -text +*.lib filter=lfs diff=lfs merge=lfs -text +*.a filter=lfs diff=lfs merge=lfs -text +*.so filter=lfs diff=lfs merge=lfs -text \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..9eac8f2 --- /dev/null +++ b/.gitignore @@ -0,0 +1,94 @@ +# ============================================ +# Unreal Engine +# ============================================ + +# Dossiers générés +Binaries/* +Plugins/**/Binaries/* +Build/* +Saved/* +Intermediate/* +Plugins/**/Intermediate/* +DerivedDataCache/* + +# Whitelist fichiers Build spécifiques +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt +!Build/**/*.ico + +# Built data des maps +*_BuiltData.uasset + +# ============================================ +# IDE / Fichiers projet générés +# ============================================ + +# Visual Studio +.vs/ +*.sln +*.suo +*.opensdf +*.sdf +*.VC.db +*.VC.opendb + +# Xcode +*.xcodeproj +*.xcworkspace + +# Rider / CLion +.idea/ +*.user + +# ============================================ +# Compilés +# ============================================ + +*.slo +*.lo +*.o +*.obj +*.gch +*.pch +*.so +*.dylib +*.dll +*.mod +*.lai +*.la +*.a +*.lib +*.exe +*.out +*.app +*.ipa + +# ============================================ +# Packaging +# ============================================ + +*.pak +*.sig + +# ============================================ +# OS +# ============================================ + +Thumbs.db +Desktop.ini +*.log + +# ============================================ +# Projet Depths +# ============================================ + +# Maps de dev personnelles +Content/Maps/*_Dev_*.umap +Content/Maps/__ExternalActors__/*_Dev_*/ + +# Packs Marketplace (référence temporaire) +# Content/_Marketplace/ + +# DotNet (UE5.3+) +.dotnet/ \ No newline at end of file diff --git a/Config/DefaultEditor.ini b/Config/DefaultEditor.ini new file mode 100644 index 0000000..e21cc38 --- /dev/null +++ b/Config/DefaultEditor.ini @@ -0,0 +1,14 @@ +[UnrealEd.SimpleMap] +SimpleMapName=/Game/FirstPersonBP/Maps/FirstPersonExampleMap + +[EditoronlyBP] +bAllowClassAndBlueprintPinMatching=true +bReplaceBlueprintWithClass= true +bDontLoadBlueprintOutsideEditor= true +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] ++Profiles=(ProfileName="Epic Headquarters",bSharedProfile=True,bIsEngineDefaultProfile=True,bUseSkyLighting=True,DirectionalLightIntensity=1.000000,DirectionalLightColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SkyLightIntensity=1.000000,bRotateLightingRig=False,bShowEnvironment=True,bShowFloor=True,bShowGrid=False,EnvironmentColor=(R=0.200000,G=0.200000,B=0.200000,A=1.000000),EnvironmentIntensity=1.000000,EnvironmentCubeMapPath="/Engine/EditorMaterials/AssetViewer/EpicQuadPanorama_CC+EV1.EpicQuadPanorama_CC+EV1",bPostProcessingEnabled=True,PostProcessingSettings=(bOverride_TemperatureType=False,bOverride_WhiteTemp=False,bOverride_WhiteTint=False,bOverride_ColorSaturation=False,bOverride_ColorContrast=False,bOverride_ColorGamma=False,bOverride_ColorGain=False,bOverride_ColorOffset=False,bOverride_ColorSaturationShadows=False,bOverride_ColorContrastShadows=False,bOverride_ColorGammaShadows=False,bOverride_ColorGainShadows=False,bOverride_ColorOffsetShadows=False,bOverride_ColorSaturationMidtones=False,bOverride_ColorContrastMidtones=False,bOverride_ColorGammaMidtones=False,bOverride_ColorGainMidtones=False,bOverride_ColorOffsetMidtones=False,bOverride_ColorSaturationHighlights=False,bOverride_ColorContrastHighlights=False,bOverride_ColorGammaHighlights=False,bOverride_ColorGainHighlights=False,bOverride_ColorOffsetHighlights=False,bOverride_ColorCorrectionShadowsMax=False,bOverride_ColorCorrectionHighlightsMin=False,bOverride_ColorCorrectionHighlightsMax=False,bOverride_BlueCorrection=False,bOverride_ExpandGamut=False,bOverride_ToneCurveAmount=False,bOverride_FilmSlope=False,bOverride_FilmToe=False,bOverride_FilmShoulder=False,bOverride_FilmBlackClip=False,bOverride_FilmWhiteClip=False,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_ChromaticAberrationStartOffset=False,bOverride_bMegaLights=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomMethod=False,bOverride_BloomIntensity=False,bOverride_BloomGaussianIntensity=False,bOverride_BloomThreshold=False,bOverride_Bloom1Tint=False,bOverride_Bloom1Size=False,bOverride_Bloom2Size=False,bOverride_Bloom2Tint=False,bOverride_Bloom3Tint=False,bOverride_Bloom3Size=False,bOverride_Bloom4Tint=False,bOverride_Bloom4Size=False,bOverride_Bloom5Tint=False,bOverride_Bloom5Size=False,bOverride_Bloom6Tint=False,bOverride_Bloom6Size=False,bOverride_BloomSizeScale=False,bOverride_BloomConvolutionIntensity=False,bOverride_BloomConvolutionTexture=False,bOverride_BloomConvolutionScatterDispersion=False,bOverride_BloomConvolutionSize=False,bOverride_BloomConvolutionCenterUV=False,bOverride_BloomConvolutionPreFilterMin=False,bOverride_BloomConvolutionPreFilterMax=False,bOverride_BloomConvolutionPreFilterMult=False,bOverride_BloomConvolutionBufferScale=False,bOverride_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_CameraShutterSpeed=False,bOverride_CameraISO=False,bOverride_AutoExposureMethod=False,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=False,bOverride_AutoExposureMaxBrightness=False,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=False,bOverride_AutoExposureBiasCurve=False,bOverride_AutoExposureMeterMask=False,bOverride_AutoExposureApplyPhysicalCameraExposure=False,bOverride_HistogramLogMin=False,bOverride_HistogramLogMax=False,bOverride_LocalExposureMethod=False,bOverride_LocalExposureHighlightContrastScale=False,bOverride_LocalExposureShadowContrastScale=False,bOverride_LocalExposureHighlightContrastCurve=False,bOverride_LocalExposureShadowContrastCurve=False,bOverride_LocalExposureHighlightThreshold=False,bOverride_LocalExposureShadowThreshold=False,bOverride_LocalExposureDetailStrength=False,bOverride_LocalExposureBlurredLuminanceBlend=False,bOverride_LocalExposureBlurredLuminanceKernelSizePercent=False,bOverride_LocalExposureHighlightThresholdStrength=False,bOverride_LocalExposureShadowThresholdStrength=False,bOverride_LocalExposureMiddleGreyBias=False,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=False,bOverride_Sharpen=False,bOverride_FilmGrainIntensity=False,bOverride_FilmGrainIntensityShadows=False,bOverride_FilmGrainIntensityMidtones=False,bOverride_FilmGrainIntensityHighlights=False,bOverride_FilmGrainShadowsMax=False,bOverride_FilmGrainHighlightsMin=False,bOverride_FilmGrainHighlightsMax=False,bOverride_FilmGrainTexelSize=False,bOverride_FilmGrainTexture=False,bOverride_AmbientOcclusionIntensity=False,bOverride_AmbientOcclusionStaticFraction=False,bOverride_AmbientOcclusionRadius=False,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=False,bOverride_AmbientOcclusionBias=False,bOverride_AmbientOcclusionQuality=False,bOverride_AmbientOcclusionMipBlend=False,bOverride_AmbientOcclusionMipScale=False,bOverride_AmbientOcclusionMipThreshold=False,bOverride_AmbientOcclusionTemporalBlendWeight=False,bOverride_RayTracingAO=False,bOverride_RayTracingAOSamplesPerPixel=False,bOverride_RayTracingAOIntensity=False,bOverride_RayTracingAORadius=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=False,bOverride_ColorGradingLUT=False,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldMinFstop=False,bOverride_DepthOfFieldBladeCount=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldSqueezeFactor=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldUseHairDepth=False,bOverride_DepthOfFieldPetzvalBokeh=False,bOverride_DepthOfFieldPetzvalBokehFalloff=False,bOverride_DepthOfFieldPetzvalExclusionBoxExtents=False,bOverride_DepthOfFieldPetzvalExclusionBoxRadius=False,bOverride_DepthOfFieldAspectRatioScalar=False,bOverride_DepthOfFieldMatteBoxFlags=False,bOverride_DepthOfFieldBarrelRadius=False,bOverride_DepthOfFieldBarrelLength=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurTargetFPS=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ReflectionMethod=False,bOverride_LumenReflectionQuality=False,bOverride_ScreenSpaceReflectionIntensity=False,bOverride_ScreenSpaceReflectionQuality=False,bOverride_ScreenSpaceReflectionMaxRoughness=False,bOverride_ScreenSpaceReflectionRoughnessScale=False,bOverride_UserFlags=False,bOverride_RayTracingReflectionsMaxRoughness=False,bOverride_RayTracingReflectionsMaxBounces=False,bOverride_RayTracingReflectionsSamplesPerPixel=False,bOverride_RayTracingReflectionsShadows=False,bOverride_RayTracingReflectionsTranslucency=False,bOverride_TranslucencyType=False,bOverride_RayTracingTranslucencyMaxRoughness=False,bOverride_RayTracingTranslucencyRefractionRays=False,bOverride_RayTracingTranslucencySamplesPerPixel=False,bOverride_RayTracingTranslucencyShadows=False,bOverride_RayTracingTranslucencyRefraction=False,bOverride_RayTracingTranslucencyMaxPrimaryHitEvents=False,bOverride_RayTracingTranslucencyMaxSecondaryHitEvents=False,bOverride_RayTracingTranslucencyUseRayTracedRefraction=False,bOverride_DynamicGlobalIlluminationMethod=False,bOverride_LumenSceneLightingQuality=False,bOverride_LumenSceneDetail=False,bOverride_LumenSceneViewDistance=False,bOverride_LumenSceneLightingUpdateSpeed=False,bOverride_LumenFinalGatherQuality=False,bOverride_LumenFinalGatherLightingUpdateSpeed=False,bOverride_LumenFinalGatherScreenTraces=False,bOverride_LumenMaxTraceDistance=False,bOverride_LumenDiffuseColorBoost=False,bOverride_LumenSkylightLeaking=False,bOverride_LumenSkylightLeakingTint=False,bOverride_LumenFullSkylightLeakingDistance=False,bOverride_LumenRayLightingMode=False,bOverride_LumenReflectionsScreenTraces=False,bOverride_LumenFrontLayerTranslucencyReflections=False,bOverride_LumenMaxRoughnessToTraceReflections=False,bOverride_LumenMaxReflectionBounces=False,bOverride_LumenMaxRefractionBounces=False,bOverride_LumenSurfaceCacheResolution=False,bOverride_RayTracingGI=False,bOverride_RayTracingGIMaxBounces=False,bOverride_RayTracingGISamplesPerPixel=False,bOverride_PathTracingMaxBounces=False,bOverride_PathTracingSamplesPerPixel=False,bOverride_PathTracingMaxPathIntensity=False,bOverride_PathTracingEnableEmissiveMaterials=False,bOverride_PathTracingEnableReferenceDOF=False,bOverride_PathTracingEnableReferenceAtmosphere=False,bOverride_PathTracingEnableDenoiser=False,bOverride_PathTracingIncludeEmissive=False,bOverride_PathTracingIncludeDiffuse=False,bOverride_PathTracingIncludeIndirectDiffuse=False,bOverride_PathTracingIncludeSpecular=False,bOverride_PathTracingIncludeIndirectSpecular=False,bOverride_PathTracingIncludeVolume=False,bOverride_PathTracingIncludeIndirectVolume=False,bMobileHQGaussian=False,BloomMethod=BM_SOG,AutoExposureMethod=AEM_Histogram,TemperatureType=TEMP_WhiteBalance,WhiteTemp=6500.000000,WhiteTint=0.000000,ColorSaturation=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrast=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGamma=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGain=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffset=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastShadows=(X=1.000000,Y=1.000000,Z=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++Profiles=(ProfileName="Grey 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R=0.500000,G=1.000000,B=0.400000,A=0.390000),LensFlareTints[4]=(R=0.500000,G=0.800000,B=1.000000,A=0.310000),LensFlareTints[5]=(R=0.900000,G=1.000000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=False,bShowMeshEdges=True) ++Profiles=(ProfileName="Grey Ambient",bSharedProfile=True,bIsEngineDefaultProfile=True,bUseSkyLighting=True,DirectionalLightIntensity=4.000000,DirectionalLightColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SkyLightIntensity=2.000000,bRotateLightingRig=False,bShowEnvironment=True,bShowFloor=True,bShowGrid=True,EnvironmentColor=(R=0.200000,G=0.200000,B=0.200000,A=1.000000),EnvironmentIntensity=1.000000,EnvironmentCubeMapPath="/Engine/EditorMaterials/AssetViewer/T_GreyAmbient",bPostProcessingEnabled=False,PostProcessingSettings=(bOverride_TemperatureType=False,bOverride_WhiteTemp=False,bOverride_WhiteTint=False,bOverride_ColorSaturation=False,bOverride_ColorContrast=False,bOverride_ColorGamma=False,bOverride_ColorGain=False,bOverride_ColorOffset=False,bOverride_ColorSaturationShadows=False,bOverride_ColorContrastShadows=False,bOverride_ColorGammaShadows=False,bOverride_ColorGainShadows=False,bOverride_ColorOffsetShadows=False,bOverride_ColorSaturationMidtones=False,bOverride_ColorContrastMidtones=False,bOverride_ColorGammaMidtones=False,bOverride_ColorGainMidtones=False,bOverride_ColorOffsetMidtones=False,bOverride_ColorSaturationHighlights=False,bOverride_ColorContrastHighlights=False,bOverride_ColorGammaHighlights=False,bOverride_ColorGainHighlights=False,bOverride_ColorOffsetHighlights=False,bOverride_ColorCorrectionShadowsMax=False,bOverride_ColorCorrectionHighlightsMin=False,bOverride_ColorCorrectionHighlightsMax=False,bOverride_BlueCorrection=False,bOverride_ExpandGamut=False,bOverride_ToneCurveAmount=False,bOverride_FilmSlope=False,bOverride_FilmToe=False,bOverride_FilmShoulder=False,bOverride_FilmBlackClip=False,bOverride_FilmWhiteClip=False,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_ChromaticAberrationStartOffset=False,bOverride_bMegaLights=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomMethod=False,bOverride_BloomIntensity=False,bOverride_BloomGaussianIntensity=False,bOverride_BloomThreshold=False,bOverride_Bloom1Tint=False,bOverride_Bloom1Size=False,bOverride_Bloom2Size=False,bOverride_Bloom2Tint=False,bOverride_Bloom3Tint=False,bOverride_Bloom3Size=False,bOverride_Bloom4Tint=False,bOverride_Bloom4Size=False,bOverride_Bloom5Tint=False,bOverride_Bloom5Size=False,bOverride_Bloom6Tint=False,bOverride_Bloom6Size=False,bOverride_BloomSizeScale=False,bOverride_BloomConvolutionIntensity=False,bOverride_BloomConvolutionTexture=False,bOverride_BloomConvolutionScatterDispersion=False,bOverride_BloomConvolutionSize=False,bOverride_BloomConvolutionCenterUV=False,bOverride_BloomConvolutionPreFilterMin=False,bOverride_BloomConvolutionPreFilterMax=False,bOverride_BloomConvolutionPreFilterMult=False,bOverride_BloomConvolutionBufferScale=False,bOverride_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_CameraShutterSpeed=False,bOverride_CameraISO=False,bOverride_AutoExposureMethod=False,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=False,bOverride_AutoExposureMaxBrightness=False,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=False,bOverride_AutoExposureBiasCurve=False,bOverride_AutoExposureMeterMask=False,bOverride_AutoExposureApplyPhysicalCameraExposure=False,bOverride_HistogramLogMin=False,bOverride_HistogramLogMax=False,bOverride_LocalExposureMethod=False,bOverride_LocalExposureHighlightContrastScale=False,bOverride_LocalExposureShadowContrastScale=False,bOverride_LocalExposureHighlightContrastCurve=False,bOverride_LocalExposureShadowContrastCurve=False,bOverride_LocalExposureHighlightThreshold=False,bOverride_LocalExposureShadowThreshold=False,bOverride_LocalExposureDetailStrength=False,bOverride_LocalExposureBlurredLuminanceBlend=False,bOverride_LocalExposureBlurredLuminanceKernelSizePercent=False,bOverride_LocalExposureHighlightThresholdStrength=False,bOverride_LocalExposureShadowThresholdStrength=False,bOverride_LocalExposureMiddleGreyBias=False,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=False,bOverride_Sharpen=False,bOverride_FilmGrainIntensity=False,bOverride_FilmGrainIntensityShadows=False,bOverride_FilmGrainIntensityMidtones=False,bOverride_FilmGrainIntensityHighlights=False,bOverride_FilmGrainShadowsMax=False,bOverride_FilmGrainHighlightsMin=False,bOverride_FilmGrainHighlightsMax=False,bOverride_FilmGrainTexelSize=False,bOverride_FilmGrainTexture=False,bOverride_AmbientOcclusionIntensity=False,bOverride_AmbientOcclusionStaticFraction=False,bOverride_AmbientOcclusionRadius=False,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=False,bOverride_AmbientOcclusionBias=False,bOverride_AmbientOcclusionQuality=False,bOverride_AmbientOcclusionMipBlend=False,bOverride_AmbientOcclusionMipScale=False,bOverride_AmbientOcclusionMipThreshold=False,bOverride_AmbientOcclusionTemporalBlendWeight=False,bOverride_RayTracingAO=False,bOverride_RayTracingAOSamplesPerPixel=False,bOverride_RayTracingAOIntensity=False,bOverride_RayTracingAORadius=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=False,bOverride_ColorGradingLUT=False,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldMinFstop=False,bOverride_DepthOfFieldBladeCount=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldSqueezeFactor=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldUseHairDepth=False,bOverride_DepthOfFieldPetzvalBokeh=False,bOverride_DepthOfFieldPetzvalBokehFalloff=False,bOverride_DepthOfFieldPetzvalExclusionBoxExtents=False,bOverride_DepthOfFieldPetzvalExclusionBoxRadius=False,bOverride_DepthOfFieldAspectRatioScalar=False,bOverride_DepthOfFieldMatteBoxFlags=False,bOverride_DepthOfFieldBarrelRadius=False,bOverride_DepthOfFieldBarrelLength=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurTargetFPS=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ReflectionMethod=False,bOverride_LumenReflectionQuality=False,bOverride_ScreenSpaceReflectionIntensity=False,bOverride_ScreenSpaceReflectionQuality=False,bOverride_ScreenSpaceReflectionMaxRoughness=False,bOverride_ScreenSpaceReflectionRoughnessScale=False,bOverride_UserFlags=False,bOverride_RayTracingReflectionsMaxRoughness=False,bOverride_RayTracingReflectionsMaxBounces=False,bOverride_RayTracingReflectionsSamplesPerPixel=False,bOverride_RayTracingReflectionsShadows=False,bOverride_RayTracingReflectionsTranslucency=False,bOverride_TranslucencyType=False,bOverride_RayTracingTranslucencyMaxRoughness=False,bOverride_RayTracingTranslucencyRefractionRays=False,bOverride_RayTracingTranslucencySamplesPerPixel=False,bOverride_RayTracingTranslucencyShadows=False,bOverride_RayTracingTranslucencyRefraction=False,bOverride_RayTracingTranslucencyMaxPrimaryHitEvents=False,bOverride_RayTracingTranslucencyMaxSecondaryHitEvents=False,bOverride_RayTracingTranslucencyUseRayTracedRefraction=False,bOverride_DynamicGlobalIlluminationMethod=False,bOverride_LumenSceneLightingQuality=False,bOverride_LumenSceneDetail=False,bOverride_LumenSceneViewDistance=False,bOverride_LumenSceneLightingUpdateSpeed=False,bOverride_LumenFinalGatherQuality=False,bOverride_LumenFinalGatherLightingUpdateSpeed=False,bOverride_LumenFinalGatherScreenTraces=False,bOverride_LumenMaxTraceDistance=False,bOverride_LumenDiffuseColorBoost=False,bOverride_LumenSkylightLeaking=False,bOverride_LumenSkylightLeakingTint=False,bOverride_LumenFullSkylightLeakingDistance=False,bOverride_LumenRayLightingMode=False,bOverride_LumenReflectionsScreenTraces=False,bOverride_LumenFrontLayerTranslucencyReflections=False,bOverride_LumenMaxRoughnessToTraceReflections=False,bOverride_LumenMaxReflectionBounces=False,bOverride_LumenMaxRefractionBounces=False,bOverride_LumenSurfaceCacheResolution=False,bOverride_RayTracingGI=False,bOverride_RayTracingGIMaxBounces=False,bOverride_RayTracingGISamplesPerPixel=False,bOverride_PathTracingMaxBounces=False,bOverride_PathTracingSamplesPerPixel=False,bOverride_PathTracingMaxPathIntensity=False,bOverride_PathTracingEnableEmissiveMaterials=False,bOverride_PathTracingEnableReferenceDOF=False,bOverride_PathTracingEnableReferenceAtmosphere=False,bOverride_PathTracingEnableDenoiser=False,bOverride_PathTracingIncludeEmissive=False,bOverride_PathTracingIncludeDiffuse=False,bOverride_PathTracingIncludeIndirectDiffuse=False,bOverride_PathTracingIncludeSpecular=False,bOverride_PathTracingIncludeIndirectSpecular=False,bOverride_PathTracingIncludeVolume=False,bOverride_PathTracingIncludeIndirectVolume=False,bMobileHQGaussian=False,BloomMethod=BM_SOG,AutoExposureMethod=AEM_Histogram,TemperatureType=TEMP_WhiteBalance,WhiteTemp=6500.000000,WhiteTint=0.000000,ColorSaturation=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrast=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGamma=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGain=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffset=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetShadows=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetMidtones=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetHighlights=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorCorrectionHighlightsMin=0.500000,ColorCorrectionHighlightsMax=1.000000,ColorCorrectionShadowsMax=0.090000,BlueCorrection=0.600000,ExpandGamut=1.000000,ToneCurveAmount=1.000000,FilmSlope=0.880000,FilmToe=0.550000,FilmShoulder=0.260000,FilmBlackClip=0.000000,FilmWhiteClip=0.040000,SceneColorTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SceneFringeIntensity=0.000000,ChromaticAberrationStartOffset=0.000000,BloomIntensity=0.675000,BloomGaussianIntensity=1.000000,BloomThreshold=-1.000000,BloomSizeScale=4.000000,Bloom1Size=0.300000,Bloom2Size=1.000000,Bloom3Size=2.000000,Bloom4Size=10.000000,Bloom5Size=30.000000,Bloom6Size=64.000000,Bloom1Tint=(R=0.346500,G=0.346500,B=0.346500,A=1.000000),Bloom2Tint=(R=0.138000,G=0.138000,B=0.138000,A=1.000000),Bloom3Tint=(R=0.117600,G=0.117600,B=0.117600,A=1.000000),Bloom4Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom5Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom6Tint=(R=0.061000,G=0.061000,B=0.061000,A=1.000000),BloomConvolutionIntensity=1.000000,BloomConvolutionScatterDispersion=1.000000,BloomConvolutionSize=1.000000,BloomConvolutionTexture=None,BloomConvolutionCenterUV=(X=0.500000,Y=0.500000),BloomConvolutionPreFilterMin=7.000000,BloomConvolutionPreFilterMax=15000.000000,BloomConvolutionPreFilterMult=15.000000,BloomConvolutionBufferScale=0.133000,BloomDirtMask=None,BloomDirtMaskIntensity=0.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),DynamicGlobalIlluminationMethod=Lumen,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,LumenRayLightingMode=Default,LumenSceneLightingQuality=1.000000,LumenSceneDetail=1.000000,LumenSceneViewDistance=20000.000000,LumenSceneLightingUpdateSpeed=1.000000,LumenFinalGatherQuality=1.000000,LumenFinalGatherLightingUpdateSpeed=1.000000,LumenFinalGatherScreenTraces=True,LumenMaxTraceDistance=20000.000000,LumenDiffuseColorBoost=1.000000,LumenSkylightLeaking=0.000000,LumenSkylightLeakingTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LumenFullSkylightLeakingDistance=1000.000000,LumenSurfaceCacheResolution=1.000000,ReflectionMethod=Lumen,LumenReflectionQuality=1.000000,LumenReflectionsScreenTraces=True,LumenFrontLayerTranslucencyReflections=False,LumenMaxRoughnessToTraceReflections=0.400000,LumenMaxReflectionBounces=1,LumenMaxRefractionBounces=0,ScreenSpaceReflectionIntensity=100.000000,ScreenSpaceReflectionQuality=50.000000,ScreenSpaceReflectionMaxRoughness=0.600000,bMegaLights=True,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,CameraShutterSpeed=60.000000,CameraISO=100.000000,DepthOfFieldFstop=4.000000,DepthOfFieldMinFstop=1.200000,DepthOfFieldBladeCount=5,AutoExposureBias=1.000000,AutoExposureBiasBackup=0.000000,bOverride_AutoExposureBiasBackup=False,AutoExposureApplyPhysicalCameraExposure=True,AutoExposureBiasCurve=None,AutoExposureMeterMask=None,AutoExposureLowPercent=10.000000,AutoExposureHighPercent=90.000000,AutoExposureMinBrightness=-10.000000,AutoExposureMaxBrightness=20.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,HistogramLogMin=-10.000000,HistogramLogMax=20.000000,LocalExposureMethod=Bilateral,LocalExposureHighlightContrastScale=1.000000,LocalExposureShadowContrastScale=1.000000,LocalExposureHighlightContrastCurve=None,LocalExposureShadowContrastCurve=None,LocalExposureHighlightThreshold=0.000000,LocalExposureShadowThreshold=0.000000,LocalExposureDetailStrength=1.000000,LocalExposureBlurredLuminanceBlend=0.600000,LocalExposureBlurredLuminanceKernelSizePercent=50.000000,LocalExposureHighlightThresholdStrength=1.000000,LocalExposureShadowThresholdStrength=1.000000,LocalExposureMiddleGreyBias=0.000000,LensFlareIntensity=1.000000,LensFlareTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LensFlareBokehSize=3.000000,LensFlareThreshold=8.000000,LensFlareBokehShape=None,LensFlareTints[0]=(R=1.000000,G=0.800000,B=0.400000,A=0.600000),LensFlareTints[1]=(R=1.000000,G=1.000000,B=0.600000,A=0.530000),LensFlareTints[2]=(R=0.800000,G=0.800000,B=1.000000,A=0.460000),LensFlareTints[3]=(R=0.500000,G=1.000000,B=0.400000,A=0.390000),LensFlareTints[4]=(R=0.500000,G=0.800000,B=1.000000,A=0.310000),LensFlareTints[5]=(R=0.900000,G=1.000000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=False,bShowMeshEdges=False) + diff --git a/Config/DefaultEditorPerProjectUserSettings.ini b/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000..bde2f25 --- /dev/null +++ b/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,2 @@ +[ContentBrowser] +ContentBrowserTab1.SelectedPaths=/Game/FirstPersonBP \ No newline at end of file diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 0000000..a54561e --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,317 @@ +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="Projectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Projectile",CustomResponses=,HelpMessage="Preset for projectiles") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Projectile") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Interact") ++EditProfiles=(Name="Trigger",CustomResponses=((Channel="Projectile",Response=ECR_Ignore))) +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + +[/Script/EngineSettings.GameMapsSettings] +EditorStartupMap=/Game/Depths/World/Surface/L_Surface.L_Surface +LocalMapOptions= +TransitionMap= +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +GameInstanceClass=/Script/Engine.GameInstance +GameDefaultMap=/Game/Depths/World/Surface/L_Surface.L_Surface +ServerDefaultMap=/Engine/Maps/Entry +GlobalDefaultGameMode=/Game/Depths/Core/GM_Enis.GM_Enis_C +GlobalDefaultServerGameMode=None + +[/Script/Engine.RendererSettings] +r.Mobile.ShadingPath=0 +r.Mobile.AllowDeferredShadingOpenGL=False +r.Mobile.SupportGPUScene=True +r.Mobile.AntiAliasing=1 +r.Mobile.FloatPrecisionMode=0 +r.Mobile.AllowDitheredLODTransition=False +r.Mobile.VirtualTextures=False +r.DiscardUnusedQuality=False +r.AllowOcclusionQueries=True +r.MinScreenRadiusForLights=0.030000 +r.MinScreenRadiusForDepthPrepass=0.030000 +r.PrecomputedVisibilityWarning=False +r.TextureStreaming=True +Compat.UseDXT5NormalMaps=False +r.VirtualTextures=True +r.VirtualTexturedLightmaps=False +r.VT.TileSize=128 +r.VT.TileBorderSize=4 +r.VT.AnisotropicFiltering=False +r.VT.EnableAutoImport=False +bEnableVirtualTextureOpacityMask=True +r.MeshPaintVirtualTexture.Support=True +r.MeshPaintVirtualTexture.TileSize=32 +r.MeshPaintVirtualTexture.TileBorderSize=2 +r.MeshPaintVirtualTexture.UseCompression=True +r.StaticMesh.DefaultMeshPaintTextureSupport=True +r.MeshPaintVirtualTexture.DefaultTexelsPerVertex=4 +r.MeshPaintVirtualTexture.MaxTextureSize=4096 +r.vt.rvt.EnableBaseColor=True +r.vt.rvt.EnableBaseColorRoughness=True +r.vt.rvt.EnableBaseColorSpecular=True +r.vt.rvt.EnableMask4=True +r.vt.rvt.EnableWorldHeight=True +r.vt.rvt.EnableDisplacement=True +r.vt.rvt.HighQualityPerPixelHeight=True +WorkingColorSpaceChoice=sRGB +RedChromaticityCoordinate=(X=0.640000,Y=0.330000) +GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) +BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) +WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) +r.LegacyLuminanceFactors=False +r.ClearCoatNormal=False +r.DynamicGlobalIlluminationMethod=2 +r.ReflectionMethod=0 +r.ReflectionCaptureResolution=128 +r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True +r.Lumen.HardwareRayTracing=True +r.Lumen.HardwareRayTracing.LightingMode=0 +r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False +r.Lumen.TraceMeshSDFs=0 +r.Lumen.ScreenTracingSource=0 +r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=True +r.MegaLights.EnableForProject=False +r.RayTracing.Shadows=False +r.Shadow.Virtual.Enable=1 +r.RayTracing=True +r.RayTracing.RayTracingProxies.ProjectEnabled=True +r.RayTracing.UseTextureLod=False +r.PathTracing=True +r.GenerateMeshDistanceFields=True +r.DistanceFields.DefaultVoxelDensity=0.200000 +r.Nanite.ProjectEnabled=True +r.AllowStaticLighting=False +r.NormalMapsForStaticLighting=False +r.ForwardShading=False +r.VertexFoggingForOpaque=True +r.SeparateTranslucency=True +r.TranslucentSortPolicy=0 +TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) +r.LocalFogVolume.ApplyOnTranslucent=False +xr.VRS.FoveationLevel=0 +xr.VRS.DynamicFoveation=False +r.CustomDepth=1 +r.CustomDepthTemporalAAJitter=True +r.PostProcessing.PropagateAlpha=False +r.Deferred.SupportPrimitiveAlphaHoldout=False +r.DefaultFeature.Bloom=True +r.DefaultFeature.AmbientOcclusion=True +r.DefaultFeature.AmbientOcclusionStaticFraction=True +r.DefaultFeature.AutoExposure=False +r.DefaultFeature.AutoExposure.Method=0 +r.DefaultFeature.AutoExposure.Bias=1.000000 +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.800000 +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.800000 +r.DefaultFeature.MotionBlur=False +r.DefaultFeature.LensFlare=False +r.TemporalAA.Upsampling=True +r.AntiAliasingMethod=0 +r.MSAACount=4 +r.DefaultFeature.LightUnits=2 +r.DefaultBackBufferPixelFormat=4 +r.ScreenPercentage.Default=100.000000 +r.ScreenPercentage.Default.Desktop.Mode=1 +r.ScreenPercentage.Default.Mobile.Mode=0 +r.ScreenPercentage.Default.VR.Mode=0 +r.ScreenPercentage.Default.PathTracer.Mode=0 +r.Shadow.UnbuiltPreviewInGame=True +r.StencilForLODDither=False +r.EarlyZPass=3 +r.EarlyZPassOnlyMaterialMasking=False +r.Shadow.CSMCaching=False +r.DBuffer=True +r.ClearSceneMethod=1 +r.VelocityOutputPass=0 +r.Velocity.EnableVertexDeformation=2 +r.SelectiveBasePassOutputs=False +bDefaultParticleCutouts=False +fx.GPUSimulationTextureSizeX=1024 +fx.GPUSimulationTextureSizeY=1024 +r.AllowGlobalClipPlane=False +r.GBufferFormat=1 +r.MorphTarget.Mode=True +r.MorphTarget.MaxBlendWeight=5.000000 +r.SupportSkyAtmosphere=True +r.SupportSkyAtmosphereAffectsHeightFog=True +r.SupportExpFogMatchesVolumetricFog=False +r.SupportLocalFogVolumes=True +r.SupportCloudShadowOnForwardLitTranslucent=False +r.LightFunctionAtlas.Format=0 +r.VolumetricFog.LightFunction=True +r.Deferred.UsesLightFunctionAtlas=True +r.SingleLayerWater.UsesLightFunctionAtlas=False +r.Translucent.UsesLightFunctionAtlas=False +r.Translucent.UsesIESProfiles=False +r.Translucent.UsesRectLights=False +r.Translucent.UsesShadowedLocalLights=False +r.GPUCrashDebugging=False +vr.InstancedStereo=False +r.MobileHDR=True +vr.MobileMultiView=False +r.Mobile.UseHWsRGBEncoding=False +vr.RoundRobinOcclusion=False +r.MeshStreaming=False +r.HeterogeneousVolumes=True +r.HeterogeneousVolumes.Shadows=False +r.Translucency.HeterogeneousVolumes=False +r.WireframeCullThreshold=5.000000 +r.SupportStationarySkylight=True +r.SupportLowQualityLightmaps=True +r.SupportPointLightWholeSceneShadows=True +r.Shadow.TranslucentPerObject.ProjectEnabled=False +r.Water.SingleLayerWater.SupportCloudShadow=False +r.Substrate=False +r.Substrate.OpaqueMaterialRoughRefraction=False +r.Refraction.Blur=True +r.Substrate.Debug.AdvancedVisualizationShaders=False +r.Substrate.EnableLayerSupport=False +r.Material.RoughDiffuse=False +r.Material.EnergyConservation=False +r.Material.DefaultAutoMaterialUsage=True +r.OIT.SortedPixels=False +r.HairStrands.LODMode=True +r.SkinCache.CompileShaders=True +r.VRS.Support=True +r.SkinCache.SkipCompilingGPUSkinVF=False +r.SkinCache.DefaultBehavior=1 +r.SkinCache.SceneMemoryLimitInMB=128.000000 +r.Mobile.EnableStaticAndCSMShadowReceivers=True +r.Mobile.EnableMovableLightCSMShaderCulling=True +r.Mobile.Forward.EnableLocalLights=1 +r.Mobile.Forward.EnableClusteredReflections=False +r.Mobile.AllowDistanceFieldShadows=True +r.Mobile.EnableMovableSpotlightsShadow=False +r.GPUSkin.Support16BitBoneIndex=False +r.GPUSkin.Limit2BoneInfluences=False +r.SupportDepthOnlyIndexBuffers=False +r.SupportReversedIndexBuffers=False +r.Mobile.AmbientOcclusion=False +r.Mobile.DBuffer=False +r.GPUSkin.UnlimitedBoneInfluences=False +r.GPUSkin.AlwaysUseDeformerForUnlimitedBoneInfluences=False +r.GPUSkin.UnlimitedBoneInfluencesThreshold=8 +DefaultBoneInfluenceLimit=(Default=0,PerPlatform=()) +MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) +r.Mobile.ScreenSpaceReflections=False +r.Mobile.SupportsGen4TAA=True +bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) +bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) +VisualizeCalibrationColorMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor +VisualizeCalibrationCustomMaterialPath=None +VisualizeCalibrationGrayscaleMaterialPath=/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Scalable +AppliedDefaultGraphicsPerformance=Scalable + +[/Script/Engine.Engine] +NearClipPlane=5.000000 + ++ActiveGameNameRedirects=(OldGameName="TP_FirstPersonBP",NewGameName="/Script/Depths") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPersonBP",NewGameName="/Script/Depths") + +[/Script/AIModule.AISystem] +bForgetStaleActors=True + +[/Script/Engine.UserInterfaceSettings] +UIScaleRule=ShortestSide + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=7A2A31774B5E9098C827EABAEBB3AEC5 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/NavigationSystem.RecastNavMesh] +RuntimeGeneration=Dynamic + +[/Script/NavigationSystem.NavigationSystemV1] +bGenerateNavigationOnlyAroundNavigationInvokers=True + +[SystemSettings] +r.Streaming.PoolSize=800 + +[TextureLODGroups] +TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point) +TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point) + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 0000000..5cdf8b5 --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,114 @@ +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=9E9EF6EB4FAB9175DC927C8CF6B9B707 +ProjectName=ProjetGameJam + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Development +BuildTarget= +FullRebuild=False +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bUseIoStore=True +bUseZenStore=False +bMakeBinaryConfig=False +bGenerateChunks=False +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +WriteBackMetadataToAssetRegistry=Disabled +bWritePluginSizeSummaryJsons=False +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=4 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=English +-CulturesToStage=en ++CulturesToStage=en +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=False +bTreatWarningsAsErrorsOnCook=False +bSkipEditorContent=False +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=DebugKeyStorePassword +-IniKeyDenylist=DebugKeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=AppStoreConnectKeyPath +-IniKeyDenylist=AppStoreConnectIssuerID +-IniKeyDenylist=AppStoreConnectKeyID +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=DebugKeyStorePassword ++IniKeyDenylist=DebugKeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=AppStoreConnectKeyPath ++IniKeyDenylist=AppStoreConnectIssuerID ++IniKeyDenylist=AppStoreConnectKeyID ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=HordeStorageServers +-IniSectionDenylist=StorageServers +-IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings ++IniSectionDenylist=HordeStorageServers ++IniSectionDenylist=StorageServers ++IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings ++MapsToCook=(FilePath="/Game/Depths/World/Surface/L_Surface") ++MapsToCook=(FilePath="/Game/Depths/World/Underground/ProceduralLevels/L_BigChamber") ++MapsToCook=(FilePath="/Game/Depths/World/Underground/ProceduralLevels/L_StartVariantA") ++MapsToCook=(FilePath="/Game/Depths/World/Underground/ProceduralLevels/L_TinyGalery") ++MapsToCook=(FilePath="/Game/Depths/World/Underground/ProceduralLevels/L_TinyOreChamber") +bRetainStagedDirectory=False +CustomStageCopyHandler= + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 0000000..dfa23e0 --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,123 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Cosmos_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=None +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + +[EnhancedInputPlatformSettings_Windows EnhancedInputPlatformSettings] +bShouldLogMappingContextRedirects=False + +[/Script/EnhancedInput.EnhancedInputDeveloperSettings] +bEnableUserSettings=True + diff --git a/Content/BP_FX_fog_Card.COPY b/Content/BP_FX_fog_Card.COPY new file mode 100644 index 0000000..45289b3 --- /dev/null +++ b/Content/BP_FX_fog_Card.COPY @@ -0,0 +1,616 @@ +Begin Object Class=/Script/Engine.Blueprint Name="BP_FX_fog_Card" + Begin Object Class=/Script/UnrealEd.SceneThumbnailInfo Name="SceneThumbnailInfo_0" + End Object + Begin Object Class=/Script/Engine.EdGraph Name="UserConstructionScript" + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_7" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_1" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_101" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_0" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_100" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_IfThenElse Name="K2Node_IfThenElse_1" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_2" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_3044" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_240" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_17" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_14" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_15" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_189" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_188" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_187" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_16" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_8" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_185" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_184" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_183" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_182" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_181" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_180" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_13" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_12" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_11" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_10" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_9" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_8" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_7" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_164" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_4" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_6" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_3" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_30" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_29" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_1" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_0" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_3569" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_6978" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_6976" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_FunctionEntry Name="K2Node_FunctionEntry_0" + End Object + End Object + Begin Object Class=/Script/Engine.EdGraph Name="EventGraph" + Begin Object Class=/Script/BlueprintGraph.K2Node_Event Name="K2Node_Event_2" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_Event Name="K2Node_Event_1" + End Object + Begin Object Class=/Script/BlueprintGraph.K2Node_Event Name="K2Node_Event_0" + End Object + End Object + Begin Object Name="SceneThumbnailInfo_0" + End Object + Begin Object Name="UserConstructionScript" + Begin Object Name="K2Node_VariableGet_7" + VariableReference=(MemberName="InstancedStaticMesh",bSelfContext=True) + NodePosX=640 + NodeGuid=E1126E5C4123FBF21B730F9CD4F6A651 + CustomProperties Pin (PinId=057E36B741DD91A5D27BD2B10E3BF16A,PinName="InstancedStaticMesh",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.InstancedStaticMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_6 974148434032B954B672B38EBEED78EB,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=81A99C6F4322630736124E83162B7ECB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_1" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=4464 + NodePosY=16 + NodeGuid=E6CA481641685548A9D52E8FBFB4A3E8 + CustomProperties Pin (PinId=769ACD4D48B42B9598A0B79FDF4C8A8B,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_IfThenElse_1 2075571F4B3024F8B1BA8BA0235B36B2,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=C0C3C15D459EEEFE4CE1A1B19DE14E5A,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=42A7F4174A702C867B625F8DB7BC6B08,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=3F61453647E46588B72EECB934E9E9F5,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="useRandomMovement",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=496048B440470ED767058FA3C04D10EA,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_101" + VariableReference=(MemberName="detail texture tiling",MemberGuid=59DE96F34A4755CC6ED038A78F5A5FC3,bSelfContext=True) + NodePosX=3200 + NodePosY=704 + NodeGuid=7816701645941DC718F48297BA28D4AF + CustomProperties Pin (PinId=23974CEB4C2C55C5815625B6A50B0944,PinName="detail texture tiling",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_0 496048B440470ED767058FA3C04D10EA,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=B909560B40CB7D347845CE88EE6CC810,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_0" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=3520 + NodePosY=400 + ErrorType=1 + NodeGuid=D7FD585B4A11FB4436A824BDBC75EB89 + CustomProperties Pin (PinId=769ACD4D48B42B9598A0B79FDF4C8A8B,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_17 45D1907B48DF38A32A26538DEDF7B377,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=C0C3C15D459EEEFE4CE1A1B19DE14E5A,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_IfThenElse_1 8F6E75A64C9F44089272418F2C2BFC75,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=42A7F4174A702C867B625F8DB7BC6B08,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=3F61453647E46588B72EECB934E9E9F5,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="detail noise tiling",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=496048B440470ED767058FA3C04D10EA,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_101 23974CEB4C2C55C5815625B6A50B0944,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_100" + VariableReference=(MemberName="use Random Direction",MemberGuid=7C571B2E4C5824FB244B74B7D495C80F,bSelfContext=True) + NodePosX=3872 + NodePosY=-32 + NodeGuid=4DAEE82E44AECAB6E05E08962A29C508 + CustomProperties Pin (PinId=1CD201E447418DF15C5C06A6D55197CF,PinName="use Random Direction",Direction="EGPD_Output",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="false",AutogeneratedDefaultValue="false",LinkedTo=(K2Node_IfThenElse_1 87BDFC62436995AB057284BF6C0BB355,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=0767CB044C95219144F9AD812152A00D,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_IfThenElse_1" + NodePosX=4160 + NodePosY=-80 + NodeGuid=CA8CBD4C454A486C4694359E7D8737BA + CustomProperties Pin (PinId=8F6E75A64C9F44089272418F2C2BFC75,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_0 C0C3C15D459EEEFE4CE1A1B19DE14E5A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=87BDFC62436995AB057284BF6C0BB355,PinName="Condition",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,DefaultValue="true",AutogeneratedDefaultValue="true",LinkedTo=(K2Node_VariableGet_100 1CD201E447418DF15C5C06A6D55197CF,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=3798398F479589931F2380A1145EE6CA,PinName="then",PinFriendlyName=NSLOCTEXT("K2Node", "true", "true"),Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_2 769ACD4D48B42B9598A0B79FDF4C8A8B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=2075571F4B3024F8B1BA8BA0235B36B2,PinName="else",PinFriendlyName=NSLOCTEXT("K2Node", "false", "false"),Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_1 769ACD4D48B42B9598A0B79FDF4C8A8B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_2" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=4464 + NodePosY=-224 + NodeGuid=75D4D563458F23BF5559CC8734E75D77 + CustomProperties Pin (PinId=769ACD4D48B42B9598A0B79FDF4C8A8B,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_IfThenElse_1 3798398F479589931F2380A1145EE6CA,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=C0C3C15D459EEEFE4CE1A1B19DE14E5A,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=42A7F4174A702C867B625F8DB7BC6B08,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=3F61453647E46588B72EECB934E9E9F5,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="useRandomMovement",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=496048B440470ED767058FA3C04D10EA,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="1",AutogeneratedDefaultValue="0.0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_3044" + bIsPureFunc=True + FunctionReference=(MemberParent=Class'"/Script/Engine.KismetMathLibrary"',MemberName="Conv_LinearColorToVector") + NodePosX=2848 + NodePosY=656 + NodeGuid=63630C3F46D1DCB071E632AB70BA8CBB + CustomProperties Pin (PinId=76C958724860A40CF518A392EC1EEDAC,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.KismetMathLibrary"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultObject="/Script/Engine.Default__KismetMathLibrary",PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=474F47F045F15C693C12FCA1282ADE49,PinName="InLinearColor",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.LinearColor"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_240 229CA3424BA2EC7B34282FAD7CA479D2,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=0E08CBD648EDF8F73CD666862FE2AD88,PinName="ReturnValue",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Vector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",LinkedTo=(K2Node_CallFunction_17 01A59FEC4BD93803EF9DBBB47AD18407,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_240" + VariableReference=(MemberName="tint",MemberGuid=6BE822014F93C60BC16FBABC0EC7039C,bSelfContext=True) + NodePosX=2624 + NodePosY=656 + NodeGuid=318DD9244670CD9619946EA0B11B01F1 + CustomProperties Pin (PinId=229CA3424BA2EC7B34282FAD7CA479D2,PinName="tint",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.LinearColor"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_3044 474F47F045F15C693C12FCA1282ADE49,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=6D2907E044B0CD66AC8F0289713C0C92,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_17" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetVectorParameterValueOnMaterials") + NodePosX=3088 + NodePosY=400 + NodeGuid=BE315D1642AEDEDC98E61BB59BCD36C3 + CustomProperties Pin (PinId=BB652830441A78C124E2B8A50F70C025,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_16 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin 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multiplier",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_10 530A446044C7462021BEA9A59615B871,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=A605901E4D5AFE0C7DBD129BBD5C28DC,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_182" + VariableReference=(MemberName="fresnel power",MemberGuid=CD0951A24F6C1AF75BBFC18B703E3E51,bSelfContext=True) + NodePosX=2352 + NodePosY=-336 + NodeGuid=B80C20D2497E03E0EB29BEA6DA8AF18D + CustomProperties Pin (PinId=33970B4849E6B00A6F55219E015F8B82,PinName="fresnel power",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_9 530A446044C7462021BEA9A59615B871,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9A6734524807196CC4DDBBBD02545864,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_181" + VariableReference=(MemberName="fog thickest distance",MemberGuid=673789D645EB088DA18FB78B5F10EA4F,bSelfContext=True) + NodePosX=1968 + NodePosY=-336 + NodeGuid=B4F59134463022CB683BF4BF794F47E8 + CustomProperties Pin (PinId=FFDD3581421C9FAAA995F8A4CBC8587B,PinName="fog thickest distance",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_8 530A446044C7462021BEA9A59615B871,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=4062FF3A4DDE187BE6F1B286EF8FB969,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_180" + VariableReference=(MemberName="detail intensity exponent",MemberGuid=0E23E1AC48E4CE1B712E1D88088405DB,bSelfContext=True) + NodePosX=1488 + NodePosY=-336 + NodeGuid=601E69FB4B3B38E7FC9AF28C87F268DC + CustomProperties Pin (PinId=94E248414C5D26F352767CB7E61FEA71,PinName="detail intensity exponent",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_7 530A446044C7462021BEA9A59615B871,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=AAFDD3904D6BFEA1501614A447352771,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_13" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=2176 + NodePosY=400 + NodeGuid=16DD1A0D49279B56E08948B8A44635F1 + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_12 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_16 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="Xspeed",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_15 EB3840DC4A3B688D6F3B1DAB18133A94,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_12" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=1728 + NodePosY=400 + NodeGuid=D6752AAA4A2129C10612368288D0832C + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_11 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_13 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="transition distance",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_185 5057401C40C2A9B5E2C79A94D4583AD5,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_11" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=3376 + NodePosY=-592 + NodeGuid=447F522E46804EC6075DF9892878877D + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_10 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_12 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="overall intensity exponent",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_184 992C0796447DE7AA2EE99E986AC570CC,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_10" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=3008 + NodePosY=-592 + NodeGuid=56D52A0E44B9AB0875B925841D7FE40A + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_9 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_11 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="overall intensity multiplier",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_183 F4E0799541EC91F63784E991E15A7CB8,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_9" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=2576 + NodePosY=-592 + NodeGuid=D5F07C684668BB7061E7C8BB0A09AF0E + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_8 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_10 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="fresnel exponent",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_182 33970B4849E6B00A6F55219E015F8B82,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_8" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=2192 + NodePosY=-592 + NodeGuid=1B5B3721469C48CA9C6982BB33788DE4 + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_7 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_9 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="fog thickest distance",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_181 FFDD3581421C9FAAA995F8A4CBC8587B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_7" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=1776 + NodePosY=-592 + NodeGuid=526EA1854587E14CBC6AC889BFC04981 + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_6 9BC8F3164F001687B46A408447B38150,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_8 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_4 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="detail intensity exponent",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_180 94E248414C5D26F352767CB7E61FEA71,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_164" + VariableReference=(MemberName="depth fade",MemberGuid=37012AC346332FDDFB040AB5FCB2710E,bSelfContext=True) + NodePosX=672 + NodePosY=96 + NodeGuid=D03CBD274F067D0A3F1B1C9BA854B044 + CustomProperties Pin (PinId=B58FB4E846EEF5255CDF359D7B008E84,PinName="depth fade",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_6 530A446044C7462021BEA9A59615B871,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=C215AF4C437C95CF7630E38452D83950,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_4" + VariableReference=(MemberName="InstancedStaticMesh",bSelfContext=True) + NodePosX=1440 + NodePosY=-64 + NodeGuid=6A16439244BCECE2B8B9C5AA37C982AC + CustomProperties Pin (PinId=057E36B741DD91A5D27BD2B10E3BF16A,PinName="InstancedStaticMesh",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.InstancedStaticMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_7 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_8 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_9 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_10 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_11 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_12 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_13 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_16 974148434032B954B672B38EBEED78EB,K2Node_CallFunction_17 4A368EA2480EE9F67786809F0089AF86,K2Node_CallFunction_2 42A7F4174A702C867B625F8DB7BC6B08,K2Node_CallFunction_1 42A7F4174A702C867B625F8DB7BC6B08,K2Node_CallFunction_0 42A7F4174A702C867B625F8DB7BC6B08,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=81A99C6F4322630736124E83162B7ECB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_6" + FunctionReference=(MemberParent=Class'"/Script/Engine.MeshComponent"',MemberName="SetScalarParameterValueOnMaterials") + NodePosX=864 + NodePosY=-80 + ErrorType=1 + NodeGuid=11F98F3E45C150E4C390F989D3C63255 + CustomProperties Pin (PinId=B5692F75474E48462579EA9E5904737D,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_6978 9102B2C949353547D07BFA986E9A9920,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9BC8F3164F001687B46A408447B38150,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_7 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=974148434032B954B672B38EBEED78EB,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_7 057E36B741DD91A5D27BD2B10E3BF16A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=44C48CA940A92850E21D0FBBBB6B18BE,PinName="ParameterName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="depth fade",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=530A446044C7462021BEA9A59615B871,PinName="ParameterValue",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=True,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_164 B58FB4E846EEF5255CDF359D7B008E84,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_3" + VariableReference=(MemberName="InstancedStaticMesh",bSelfContext=True) + NodePosX=-512 + NodePosY=48 + NodeGuid=D0CC6CA246F5C85C8C10EFBBAD026C88 + CustomProperties Pin (PinId=244804A441666F69958AC5B075682124,PinName="InstancedStaticMesh",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.InstancedStaticMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_3569 82F6EB174866C3CC3C5A63B951C447A3,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=852C14294B08E0E37DD08A92B9AD60E8,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_30" + VariableReference=(MemberName="fog material",MemberGuid=8E66426D44E7C84DAAE2B3BA78D01974,bSelfContext=True) + NodePosX=32 + NodePosY=64 + NodeGuid=92D541D141D8BC7B41ADA6A1CD6779D4 + CustomProperties Pin (PinId=B2F41EF74F85C6501BCEA9A398636B52,PinName="fog material",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MaterialInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_6978 805D21BA4863EBF67E6345A2A1D36C0B,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=4F9435D7462D32775075F890754BCF0A,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_29" + VariableReference=(MemberName="InstancedStaticMesh",bSelfContext=True) + NodeGuid=F6F88A7F423C940E48B2EF904E7BBA26 + CustomProperties Pin (PinId=E9BF32AF414B79B556A2C099EA867E59,PinName="InstancedStaticMesh",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.InstancedStaticMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_CallFunction_6978 1F91AD0648A08660F387888065A319A2,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=82413E2944FA356263DDD384E6F7E78D,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_1" + VariableReference=(MemberName="Plane scale Y",MemberGuid=C662ED034A59EDA6D81ED6AE8B247625,bSelfContext=True) + NodePosX=-816 + NodePosY=224 + NodeGuid=D7E7FD504715F31A6A3D8DBF09F06CF2 + CustomProperties Pin (PinId=E6B9F91A4B48DD192895D7A4C533E600,PinName="Plane scale Y",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_6976 92876F0B4E5B79BC547804BCC1D15C42,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=B1E5C55444908325DBB27D8FA0AB2DA5,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_VariableGet_0" + VariableReference=(MemberName="Plane scale X",MemberGuid=B520E26C4A5CBB3F7EF89984E8155417,bSelfContext=True) + NodePosX=-816 + NodePosY=176 + NodeGuid=0D2D5BD14BEADFD9ED7A799F55B48D2F + CustomProperties Pin (PinId=9772A70149EEF82CF80247B409E072FA,PinName="Plane scale X",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_CallFunction_6976 1E2CC5A74969E8EE8B60EDA0146D0BAE,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9C82D74C47634B6F03BF80BB85D4EDDD,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=BlueprintGeneratedClass'"/Game/Medieval_Environment/Asset/Blueprints/BP_FX_fog_Card.BP_FX_fog_Card_C"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_3569" + FunctionReference=(MemberParent=Class'"/Script/Engine.SceneComponent"',MemberName="SetRelativeScale3D") + NodePosX=-224 + NodePosY=-80 + NodeGuid=50589FCC4DF14112FA372F937F896CAC + CustomProperties Pin (PinId=F23592CA402165B72BA2FA97B589616A,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_FunctionEntry_0 78AAF97647B61DD9FBB91A958EC268F8,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=37F213AA4D56104C9E010BB9ED18F8E5,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_6978 CA7A38DB4AA478EB2A6040B5639EDE32,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=82F6EB174866C3CC3C5A63B951C447A3,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SceneComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,LinkedTo=(K2Node_VariableGet_3 244804A441666F69958AC5B075682124,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=CA5BE5454C35AAA79E259B8C403BBDB6,PinName="NewScale3D",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Vector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",LinkedTo=(K2Node_CallFunction_6976 F6AD212E4ECFB62093DC988661055796,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_6978" + FunctionReference=(MemberParent=Class'"/Script/Engine.PrimitiveComponent"',MemberName="CreateDynamicMaterialInstance") + NodePosX=272 + NodePosY=-80 + NodeGuid=477FCD6F480538D2549B3E8FD8325536 + CustomProperties Pin (PinId=CA7A38DB4AA478EB2A6040B5639EDE32,PinName="execute",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_3569 37F213AA4D56104C9E010BB9ED18F8E5,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9102B2C949353547D07BFA986E9A9920,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_6 B5692F75474E48462579EA9E5904737D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=1F91AD0648A08660F387888065A319A2,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.PrimitiveComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_VariableGet_29 E9BF32AF414B79B556A2C099EA867E59,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=CD80CC4C4EB4A0B52181B2A23697A3F3,PinName="ElementIndex",PinType.PinCategory="int",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0",AutogeneratedDefaultValue="0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=805D21BA4863EBF67E6345A2A1D36C0B,PinName="SourceMaterial",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MaterialInterface"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_30 B2F41EF74F85C6501BCEA9A398636B52,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=06228F844AA4898B32F7C4B2273F176E,PinName="OptionalName",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="None",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=CC90D5214C9598DADB2FB4A31480E520,PinName="ReturnValue",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.MaterialInstanceDynamic"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_CallFunction_6976" + bIsPureFunc=True + FunctionReference=(MemberParent=Class'"/Script/Engine.KismetMathLibrary"',MemberName="MakeVector") + NodePosX=-528 + NodePosY=160 + NodeGuid=4CF196F44DE357DB75AE0DBBBD62F4BC + CustomProperties Pin (PinId=1C86C5964AC005027934E0A67F536B1C,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.KismetMathLibrary"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultObject="/Script/Engine.Default__KismetMathLibrary",PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=1E2CC5A74969E8EE8B60EDA0146D0BAE,PinName="X",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_0 9772A70149EEF82CF80247B409E072FA,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=92876F0B4E5B79BC547804BCC1D15C42,PinName="Y",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(K2Node_VariableGet_1 E6B9F91A4B48DD192895D7A4C533E600,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=EDBD46704ABA4CA8A334C7AFE26886E5,PinName="Z",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="1.0",AutogeneratedDefaultValue="0.0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=F6AD212E4ECFB62093DC988661055796,PinName="ReturnValue",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Vector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",LinkedTo=(K2Node_CallFunction_3569 CA5BE5454C35AAA79E259B8C403BBDB6,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_FunctionEntry_0" + FunctionReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="UserConstructionScript") + NodePosX=-640 + NodePosY=-64 + NodeGuid=CE34462146334BBE2FFC959629CCEBF5 + CustomProperties Pin (PinId=78AAF97647B61DD9FBB91A958EC268F8,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,LinkedTo=(K2Node_CallFunction_3569 F23592CA402165B72BA2FA97B589616A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Schema=Class'"/Script/BlueprintGraph.EdGraphSchema_K2"' + Nodes(0)=K2Node_FunctionEntry'"K2Node_FunctionEntry_0"' + Nodes(1)=K2Node_CallFunction'"K2Node_CallFunction_6976"' + Nodes(2)=K2Node_CallFunction'"K2Node_CallFunction_6978"' + Nodes(3)=K2Node_CallFunction'"K2Node_CallFunction_3569"' + Nodes(4)=K2Node_VariableGet'"K2Node_VariableGet_0"' + Nodes(5)=K2Node_VariableGet'"K2Node_VariableGet_1"' + Nodes(6)=K2Node_VariableGet'"K2Node_VariableGet_29"' + Nodes(7)=K2Node_VariableGet'"K2Node_VariableGet_30"' + Nodes(8)=K2Node_VariableGet'"K2Node_VariableGet_3"' + Nodes(9)=K2Node_CallFunction'"K2Node_CallFunction_6"' + Nodes(10)=K2Node_VariableGet'"K2Node_VariableGet_4"' + Nodes(11)=K2Node_VariableGet'"K2Node_VariableGet_164"' + Nodes(12)=K2Node_CallFunction'"K2Node_CallFunction_7"' + Nodes(13)=K2Node_CallFunction'"K2Node_CallFunction_8"' + Nodes(14)=K2Node_CallFunction'"K2Node_CallFunction_9"' + Nodes(15)=K2Node_CallFunction'"K2Node_CallFunction_10"' + Nodes(16)=K2Node_CallFunction'"K2Node_CallFunction_11"' + Nodes(17)=K2Node_CallFunction'"K2Node_CallFunction_12"' + Nodes(18)=K2Node_CallFunction'"K2Node_CallFunction_13"' + Nodes(19)=K2Node_VariableGet'"K2Node_VariableGet_180"' + Nodes(20)=K2Node_VariableGet'"K2Node_VariableGet_181"' + Nodes(21)=K2Node_VariableGet'"K2Node_VariableGet_182"' + Nodes(22)=K2Node_VariableGet'"K2Node_VariableGet_183"' + Nodes(23)=K2Node_VariableGet'"K2Node_VariableGet_184"' + Nodes(24)=K2Node_VariableGet'"K2Node_VariableGet_185"' + Nodes(25)=K2Node_VariableGet'"K2Node_VariableGet_8"' + Nodes(26)=K2Node_CallFunction'"K2Node_CallFunction_16"' + Nodes(27)=K2Node_VariableGet'"K2Node_VariableGet_187"' + Nodes(28)=K2Node_VariableGet'"K2Node_VariableGet_188"' + Nodes(29)=K2Node_VariableGet'"K2Node_VariableGet_189"' + Nodes(30)=K2Node_CallFunction'"K2Node_CallFunction_15"' + Nodes(31)=K2Node_CallFunction'"K2Node_CallFunction_14"' + Nodes(32)=K2Node_CallFunction'"K2Node_CallFunction_17"' + Nodes(33)=K2Node_VariableGet'"K2Node_VariableGet_240"' + Nodes(34)=K2Node_CallFunction'"K2Node_CallFunction_3044"' + Nodes(35)=K2Node_CallFunction'"K2Node_CallFunction_2"' + Nodes(36)=K2Node_IfThenElse'"K2Node_IfThenElse_1"' + Nodes(37)=K2Node_VariableGet'"K2Node_VariableGet_100"' + Nodes(38)=K2Node_CallFunction'"K2Node_CallFunction_0"' + Nodes(39)=K2Node_VariableGet'"K2Node_VariableGet_101"' + Nodes(40)=K2Node_CallFunction'"K2Node_CallFunction_1"' + Nodes(41)=K2Node_VariableGet'"K2Node_VariableGet_7"' + bAllowDeletion=False + GraphGuid=7ADDF63044D53D87D483DC80AFD0588B + End Object + Begin Object Name="EventGraph" + Begin Object Name="K2Node_Event_2" + EventReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="ReceiveTick") + bOverrideFunction=True + NodePosY=400 + EnabledState=Disabled + bCommentBubblePinned=True + bCommentBubbleVisible=True + NodeComment="This node is disabled and will not be called.\nDrag off pins to build functionality." + NodeGuid=895F91B84903926BA6DFDCA603C8C408 + CustomProperties Pin (PinId=DDEC3A07471B97F6454961BA6B8316B3,PinName="OutputDelegate",Direction="EGPD_Output",PinType.PinCategory="delegate",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="ReceiveTick"),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=7215B55F4650789883E5F0AFF5867FAD,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=True,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=04D680D24270C79DDF71F4830B07E3AF,PinName="DeltaSeconds",PinToolTip="Delta Seconds\nFloat",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_Event_1" + EventReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="ReceiveActorBeginOverlap") + bOverrideFunction=True + NodePosY=200 + EnabledState=Disabled + bCommentBubblePinned=True + bCommentBubbleVisible=True + NodeComment="This node is disabled and will not be called.\nDrag off pins to build functionality." + NodeGuid=69E10E0E4FBD38BC29349EA2B14B584A + CustomProperties Pin (PinId=266DCD0C49FF829CFBCCB1892398578C,PinName="OutputDelegate",Direction="EGPD_Output",PinType.PinCategory="delegate",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="ReceiveActorBeginOverlap"),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=46C4C1D540A77CD2F415BF95DE841A8C,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=080540C44ABBD913D012C281F11DD2FB,PinName="OtherActor",PinToolTip="Other Actor\nActor Object Reference",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.Actor"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Begin Object Name="K2Node_Event_0" + EventReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="ReceiveBeginPlay") + bOverrideFunction=True + EnabledState=Disabled + bCommentBubblePinned=True + bCommentBubbleVisible=True + NodeComment="This node is disabled and will not be called.\nDrag off pins to build functionality." + NodeGuid=2B0B33834C13D41087F41C9AB298D09D + CustomProperties Pin (PinId=085A8237438B51BE60F9EF9834E5679E,PinName="OutputDelegate",Direction="EGPD_Output",PinType.PinCategory="delegate",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(MemberParent=Class'"/Script/Engine.Actor"',MemberName="ReceiveBeginPlay"),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + CustomProperties Pin (PinId=9D94422142B12F00635299B5BC325A0D,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) + End Object + Schema=Class'"/Script/BlueprintGraph.EdGraphSchema_K2"' + Nodes(0)=K2Node_Event'"K2Node_Event_0"' + Nodes(1)=K2Node_Event'"K2Node_Event_1"' + Nodes(2)=K2Node_Event'"K2Node_Event_2"' + bAllowDeletion=False + GraphGuid=6FEF4B7A406841E68B92B09AA7AF9D5F + End Object + ParentClass=Class'"/Script/Engine.Actor"' + BlueprintSystemVersion=2 + SimpleConstructionScript=SimpleConstructionScript'"BP_FX_fog_Card_C:SimpleConstructionScript_0"' 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Thanks for purchasing Ultra Dynamic Sky! +This short readme should cover all the basics, but if you have any questions or run into any problems, please email me at everettgunther@gmail.com +Also, there are tooltips for just about every setting on the sky and weather, so if you're confused about what something does, hover over it for a specific explanation. +----- +ADDING THE SKY TO YOUR SCENE +----- +First make sure you delete from your scene any existing lights for the sun, moon, and skylight, as well as any existing fog actors, sky spheres, or sky atmosphere actors. +If after doing this there is still some ambient light present, that probably means there's still static light in the lightmaps from the previous lighting solution, so run a lighting build (from the Build dropdown on the main toolbar) to clear that out. +Drag the Ultra_Dynamic_Sky actor into your scene from the Blueprints folder. +The default state of the sky will use the built in light components for the sun, moon and sky light, and all three will be movable by default. If you need to, you can adjust their mobility using the settings in the Component Selection and Mobility category. +----- +SETTING THE TIME OF DAY +----- +Change the Time of Day property in Basic Controls to adjust the time of day the system will start with. If you need more control over the path of the Sun, you can also adjust Sun Angle and Sun Inclination in the Sun category. +The Time of Day variable is a single float from 0 to 2400. This is to simplify things like setting and animating the time. But if you need, you can access the Time at runtime as an Hours/Minutes/Seconds value using the "Get Time of Day in Real Time Format" function or as a DateTime structure using "Get Current Date and Time". +If you want to adjust the specific times that the sun comes up and goes down, you can do that with the Dawn Time and Dusk Time settings, also in Basic Controls. For setting up a realistic sun based on world coordinates, see the section below about the Simulation category. +----- +SETTING THE SKY MODE +----- +In Basic Controls, there is a setting called Sky Mode. This controls some fundamental things. Specifically the type of dynamic clouds and whether or not the system uses the Sky Atmosphere for coloring. Here is a quick explanation of each option:>1. Volumetric Clouds - Enabled by default, this sky mode uses a field of full 3D volumetric clouds. This can offer + the most realistic visuals, but at a performance cost that may be too much for some projects/platforms. +2. Static Clouds - Designed to mimic the look of the volumetric clouds but as a static cloud texture. Much lower performance cost than volumetric clouds. Incompatible with aurora effects. This mode does its best to adapt to cloud density so it can still be used with weather effects, but the cloud formations being static makes those transitions much less natu +ral looking. +3. 2D Dynamic Clouds - Dynamic clouds drawn using panning 2D textures. +4. No Clouds - This mode uses no dynamic clouds at all. +5. 2D Clouds using Color Curves - The 2D Clouds, but paired with UDS's old solution for color. This utilizes color curves to determine all of the colors which make up the sky. Often not as realistic as sky atmosphere, but it has the benefit of a lighter performance cost and is totally customizable by editing the curves in the Legacy Color category. +6. Volumetric Aurora - Sacrifices clouds to render full 3D aurora effects. Adjustable using the settings in the Aurora category. +7. No Clouds Using Color Curves - Similar to the above option for 2D Clouds with Color Curves, but without the clouds. This is basically as stripped down as the sky material can possibly be.If you decide to use Volumetric Clouds, also take note of the setting called Volumetric Cloud Rendering Mode, in the Volumetric Clouds category. It determines how the vol +umetric clouds are rendered and has a large impact on performance and quality. It also determines if volumetric clouds can render over opaque objects. +----- +ADJUSTING THE CLOUDS +----- +In the Basic Controls category, you can make adjustments to the cloudiness using the Cloud Coverage property. +In the Volumetric Clouds category, you can adjust settings for the 3D Volumetric Clouds. Some key things adjustable here include the altitude of the clouds, their scale, and their density. +In the 2D Dynamic Clouds category, you'll find all the settings relating to the look of the 2D clouds, from softness and shading effects to the noise texture used to generate the clouds. +In the Cloud Movement category, you can change the clouds' speed as they move across the sky. You can set the Cloud Speed variable to 0 if you want the clouds to be static. To adjust the formation of static clouds, you can use the Cloud Phase property. Note that if you have UDW also placed in your scene, the cloud speed will be controlled from there, using t +he current wind speed/direction, so it will not be editable on UDS. +In Cloud Shadows, you can also enable and disable the cloud shadows cast by the sun and moon. It's highly recommended to leave this enabled. You can also adjust how soft cloud shadows are and how intensely they darken the light. +----- +MANUALLY POSITIONING THE SUN AND MOON +----- +If you'd like the sun or moon to ignore time of day and position them manually in an easy way, that is possible. +For the sun, check "Manually Position Sun Target" in the Sun category. +For the moon, check "Manually Position Moon Target" in the Moon category. +Then, with UDS selected, click on the blue diamond shaped widget for the Sun Target or the Moon Target. Simply move them to reposition the sun or moon at any angle. +----- +ADJUSTING THE SKY ATMOSPHERE SETTINGS +----- +The Sky Atmosphere is what determines the coloring of the sky, by default. +UDS by default will control some of these atmosphere settings based on current cloud coverage. You can adjust how/if it controls these settings from the Sky Atmosphere category on UDS. +To directly control all of the sky atmosphere settings yourself, look to the component list at the top of the details panel for UltraDynamicSky. Find the "SkyAtmosphere" component and select it. You should now see all of the settings for the component. The settings categories labeled "Atmosphere" are the most relevant ones for adjusting the look of the sky. +----- +ADJUSTING THE MOON AND STARS +----- +You can adjust the Moon in several ways in the Moon category. You can change its scale in the sky, its inclination and angle (the path it takes across the sky), its color, and its intensity. You can also adjust the moon's phase, from 0 to 27. +The Moon category also contains settings for the moon's directional light. It's color, intensity, and if it casts shadows. +In the Stars category you can change the intensity of the stars, when they appear at night, the speed they move, and their color. +From these categories you can also select your own custom texture for the moon or the stars. +----- +SETTING UP A DAY/NIGHT CYCLE +----- +In the Animate Time of Day category, check the box labelled Animate Time of Day. When you play the game, the sky will animate indefinitely, starting at the time of day you have selected. You can change the Day Length and Night Length as well, which is entered in a value of minutes. +Note that time will only move forward if you have Movable selected for the Sun's mobility. +If you have Simulate Real Sun enabled in the Simulation category, the speed time moves is determined by Simulation Speed, not Day Length and Night Length. +----- +CONFIGURING THE SKY LIGHT +----- +In the Sky Light category, Sky Light Mode determines the source for the sky light cube map. There are three options:>1. Capture Based: The sky light will generate a cubemap by capturing the sky. By default, this method uses the real time capture option. If real time capture isn't necessary for your project, you can disable the real time capture from the Capt +ure Based Sky Light category. Note that Real Time Capture is not supported by all platforms, and is incompatible with Volumetric Fog. +2. Custom Cubemap: A simple static cubemap texture, set using the Custom Cubemap option below. +3. Cubemap with Dynamic Color Tinting: This method uses a flat grayscale cubemap and tints it dynamically with color to align well with the time of day. This is a good balanced option as its dynamic without requiring recapturing, and supports all platforms.Each Sky Light Mode has its own category of settings specific to the mode, found beneath the main Sky L +ight category. +----- +SIMULATING REAL SUN, MOON AND STARS USING DATE, TIME, AND COORDINATES +----- +In the Simulation category, you can enable settings which use a simplified astronomical simulation to map the position of the Sun, Moon and Stars.>• Simulate Real Sun will override the position of the sun, using a calculated position for the location, date and time provided. +• Simulate Real Moon will do the same for the Moon, and will also calculate the appropriate phase and orientation for the moon texture for the given time and location. +• Simulate Real Stars will replace the default tiling star texture with an accurate 360 degree starmap, pitched and angled correctly for the location and time. Note that the star map texture used for this is very high resolution, at 8192 x 8192. Consider that before using it on platforms which will downscale textures to a maximum size. +• Latitude and Longitude are how you'll input the desired location to be simulated. Make sure you also adjust the Time Zone, so that the Time of Day will be interpreted as expected for that location. The Time Zone is entered as a UTC offset. For example, the UTC offset for Eastern Standard Time is -5. +• Year, Month and Day control the date of the simulation. The day will automatically increment forward at midnight. Leap Years are taken into account. Also, these variables are replicated, so the current date will be shared by all clients if using networking. +• North Yaw can be adjusted to rotate the simulated compass directions clockwise. By default, +X is the direction of North. +• Simulation Speed controls how fast Time of Day is animated, if both Animate Time of Day and Simulate Real Sun are enabled. By default, the speed is set to 1, which is roughly a realistic speed. +• True Real Time can be enabled if you want your simulation to always reflect the actual current date and time at the simulated location. It does this by ignoring the Time of Day variable and instead timing the simulation using the system's reported UTC time. Note that because this accesses the current UTC time directly, it disregards the Time Zone setting. +• Apply Daylight Savings Time will change how the Time of Day is interpreted by the simulation. It will also make Time of Day change by 1 hour when the changeover happens twice a year. Because of this, if any Simulation option is enabled, all other Time of Day relevant systems will adapt to DST as well, to keep the system in sync with itself. You can adjust +the time ranges of Daylight Savings Time from the advanced dropdown of the Simulation category. +• Date Controls UDW Season will adjust the Season variable on Ultra Dynamic Weather, if you have one in your map. It will do this using the current date, and the season will change with the time of year.Notes on the Accuracy of these Astronomical Calculations:>Because blueprint math isn't capable of the floating point precision necessary to do the complete v +ersions of the appropritate astronomical algorithms, what I've created here is my own approximation. It leaves out complicating nuances such as the eccentricity of the earth's orbit, or the irregularity of the earth's shape, in favor of making the calculation more managable for blueprint math. That said, I've done a lot of back and forth testing, and my appr +oximations of the sun's position were never more than a little over a degree off from the results given by the complete algorithm, and that deviation is a worst case scenario. Typically the deviation was only in fractions of a degree. Again, based on my own tests. You may find edge cases where the deviation is worse. Still, I think the accuracy of the sun is + sufficient for almost all practical applications. +The accuracy of the Moon's position is more variable than the sun's. The Moon's orbit is calibrated using it's position in 2017. So, any date within several decades of that should be generally accurate. At the very least, the moon should generally appear in the correct constellation and have the right phase. +The stars position should actually be pretty much completely accurate. This is because the north pole of the Earth and the celestial north pole are the same thing, making the calculations much simpler to have total accuracy. +----- +ANIMATING THE SKY WITH SEQUENCER +----- +Here are some tips for animating UDS using sequencer:>• To animate Time of Day directly, you should disable the "Animate Time of Day" setting on UDS, and keyframe the Time of Day variable. When animating with the Time of Day variable, it's okay to go past 2400. The system will understand this and proceed forward in time with a new day. +• To animate the cloud coverage, you can keyframe the Cloud Coverage variable on UDS, but only if you don't have an Ultra Dynamic Weather actor in your scene. If you do, you should keyframe the Cloud Coverage variable on UDW instead. +• To directly animate cloud movement, first set Cloud Speed to 0 (or set Cloud Speed Multiplier to 0 on UDW if you have a UDW actor in your scene). Disable "Randomize Cloud Formation on Run" and "Clouds Move with Time of Day" as well. Then in sequencer, animate using the Cloud Phase variable. This will allow you to directly control cloud movement in a way th +at will play back the same way every time. +• If you need to animate a variable on UDS which isn't exposed to sequencer by default, you'll need to expose it in the variable settings. To do this, open UDS in the blueprint editor, and find the variable in the variable list. With it selected, find the option in the details panel called "Expose to Cinematics". Check this, and the variable will be availabl +e in sequencer for keyframing. +• For tips about animating weather, see the section about sequencer in the Weather Basics chapter of the readme. +----- +OPTIMIZING FOR PERFORMANCE +----- +With everything enabled at the highest quality, UDS can be demanding for some hardware to run. Here are some suggestions if the performance cost is too high for your project.If Using Volumetric Clouds:>• Try adjusting the View Sample Count Scale and Shadow Sample Scale. Reducing these will lower the cost of the volumetric rendering, but can introduce noise a +nd artifacts. +• Only use one layer of volumetric clouds. The option to use 2 layers is disabled by default because it has a significant performance cost.If Using 2D Dynamic Clouds:>• Try enabling the option to use only one 2D cloud layer. This can reduce the cost of the sky shader. +• Try the Sky Mode called "2D Clouds using Color Curves (Legacy Mode)". This mode derives all of its colors from curves instead of the sky atmosphere simulation. The coloring is less realistic as a result, but the performance cost is reduced.Misc Performance Tips>• Turn off Aurora effects in the Aurora category. These are actually disabled by default, as the +y add a signifigant instruction count cost to the shader. If performance is a priority, consider disabling these. +• Reduce the "Material Quality Level" scalability setting. The sky shader will reduce some minor aspects of its visuals based on Material Quality Level, including forcing a single cloud layer when quality is set to low. The Volumetric Clouds change significantly with Material Quality Level as well, changing the resolution of 3D noise used as well as the numb +er of texture layers sampled for both 2D and 3D layers of the shader. +• All of the lights on UDS are movable by default, but static or stationary lighting is always going to be a more performance friendly option if it can fit your project. You can adjust the mobility of each light from the Component Selection and Mobility category. +• You can also set the Sky Mode to change on launch with the current Effects Quality set in the Game User Settings. For example, you could make it so that settings Medium and above use volumetric clouds, while Low will use static clouds. You can do this by enabling "Use Sky Mode Scalability Map" in Basic Controls, under the advanced dropdown, and adjusting t +he map. +----- +CONSIDERATIONS FOR MOBILE +----- +If building for mobile devices, take note of the Mobile category. This category does several things by default to adjust the sky for mobile platforms.>• "Volumetric Clouds Replacement" will replace volumetric clouds on mobile platforms with a different sky mode. By default the replacement is Static Clouds. +• "Real Time Capture Sky Light Replacement" will change the sky light mode to a replacement if the sky is using real time sky light capture (which isn't supported on mobile). By default, the replacement is the dynamic tinted sky light. Note that if Captured is selected for this option, it will use a static sky light capture, which requires recapturing. +• "Adjust for Mobile Renderer" will adjust a number of lighting and material settings to adjust for various features the mobile renderer doesn't support. +• "Mobile Platforms" allows you to customize the list of platform names which UDS will consider mobile and apply the mobile overrides to. The defaults are Android and IOS. +----- +USING STATIC/STATIONARY LIGHTING +----- +To make any of your lights static or stationary, you can change their moblity in the Component Selection and Mobility category. +Once lighting is built, you will still be able to make changes to the sky settings, but note that any settings which alter the lights or move them around (Like changing Time of Day) will break the lighting build and you'll have to build again. Also note that if your Sun light is set to be static/stationary, this disables the Animate Time of Day setting, as t +he sun can no longer be moved in game. +----- +CONTROLLING TIME OF DAY FROM ANOTHER ACTOR +----- +If you have your own system for time of day and need to control the sky externally, the process for that is very simple. Just have your actor change the Time of Day variable in Ultra_Dynamic_Sky and the sky will update to the change you make on its own. Just make sure Animate Time of Day is disabled on UDS so that the two aren't conflicting. +You can also set the Time of Day variable using different time structures, using the utility functions on UDS. "Set Time of Day Using Time Code" and "Set Date and Time" are ones to try. +----- +TRIGGERING EVENTS AT SUNRISE AND SUNSET +----- +There are Sunrise and Sunset event dispatchers. These could be useful for toggling lighting that you only want enabled at night, or controlling any type of blueprint that needs to know about day/night. +To use them, you'll first need to get a reference to the UDS actor in your blueprints. A simple way to do that is to use "Get Actor of Class". Then using that reference, you can bind events in your blueprint by running "Bind to Sunrise" or "Bind to Sunset". Once they're bound, these events will be called by UDS at the appropriate time. By default, the events + will fire at the exact moment the sun crosses the horizon. But you can offset that time to suit your needs using the "Sunrise Event Offset" and "Sunset Event Offset" settings in the Animate Time of Day category. +----- +ADDING AMBIENT SOUNDS CONTROLLED BY TIME AND WEATHER +----- +If you want an ambient sound actor to adjust it's volume based on if it's day or night, or based on the weather state from Ultra Dynamic Weather, there's a class included for that. +It's called "AmbientSound_Time_and_Weather_Controlled" and can be found in the Blueprints/Sound folder. +It's a child of the normal Ambient Sound class, so it works exactly the same. Just with additional logic to control the volume multiplier with time and weather. +At the top of the Sound category, you'll find the settings for this. There are volume multipliers for day and night, as well as ones for snowy/rainy/no weather. There's also a setting called Volume Multiplier Transition Time which controls how long it will take the volume multiplier to change when time/weather triggers a change. +----- +SAVING THE SKY AND WEATHER STATE FOR SAVE DATA +----- +If you need to save the current state of UDS, and UDW as well if using it, for saving in save data or just preserving the state across a level load, there are functions on UDS to do that.>"Create UDS and UDW State for Saving" will package the state of both UDS and UDW into a single struct, which you can save with your save data. It contains all the variables + for the time and current weather state. +"Apply Saved UDS and UDW State" will take in one of those saved state structs and apply it to UDS and UDW. This is to be used when loading a save or upon entering a new level. +----- +SAVING AND APPLYING CONFIGURATIONS +----- +It may be useful to save a full configuration of all the settings on UDS. You can do this using the configuration manager. You can find the configuration manager in the Blueprints folder, and run it by right clicking and selecting Run Editor Utility Widget. +In the configuration manager, you can select your existing saved configurations to apply to your UDS actor. And you can create new configurations using the save button in the bottom right, when no configuration is selected. +You will be prompted to name your new configuration and select a place to save it. You can either save to your project files, which will put the new config into the Ultra Dynamic Sky folder in your project. Or you can save to the engine content folder, which will put the config file into an Ultra Dynamic Sky folder there. If the config is saved in the projec +t, it will be accessible only from this project. If the config is saved to the engine, it will be accessible by UDS in any project using that engine version. +----- +USING LEGACY COLORING +----- +If you've selected the Sky Mode "2D Clouds Using Color Curves", the sky draws its colors from curves in the Color Curves folder. These curves are selectable from the Legacy Color category. If you make changes to them, remember to press "Refresh Settings" at the top of UDS settings in order to see the changes. +*** + + + + +PART 2 +*** +----- +WEATHER BASICS +----- +Ultra Dynamic Weather can add rain, snow, sound, material effects and more to your scene. You can control the weather changes in several different ways from random variation to directly calling a weather change. +----- +SETTING UP WEATHER IN YOUR SCENE +----- +To set up weather in your scene, first make sure you have an Ultra_Dynamic_Sky actor in your scene. The weather system will not operate without one. +To add weather, simply drag an Ultra_Dynamic_Weather actor from the Blueprints folder into your scene. It will detect the Ultra Dynamic Sky on its own and hook everything up. +----- +CHANGING THE STARTING WEATHER +----- +On the Ultra_Dynamic_Weather actor, in the Basic Controls category, you'll find all the settings to change the weather state in your map. +Weather Type will allow you to select a preset from a list of basic types. Partly Cloudy, Rainy, Blizzard, ect. Select one of these and it will be applied to all the relevant settings. +Normally, the settings entered here will define what weather the system starts with on play. +----- +ADJUSTING THE RAIN AND SNOW PARTICLES +----- +In the Rain and Snow Particles category, you'll find all the relevant settings for adjusting how precipitation particles are spawned and how they behave. +This emitter spawns particles in an area around the player camera, either in editor or in game. There are settings for how big this spawning area is and how many particles should be spawned. There is also an option to disable the particles collision. +The collision used by the rain and snow particles is very simple. It detects collision which blocks a specific channel specified in the settings as "Rain / Snow Particle Collision Channel". By default this is Visibility, so simple collision surfaces which block visibility traces will block rain and snow. +----- +SETTING UP RANDOM WEATHER VARIATION +----- +Random Weather Variation works like this: Periodically, the system will choose a new random weather type and transition to it gradually. You can define everything about how it does this, from the timing of the transition and type changes to the probability of each weather type. +If you want to enable random weather variation, you'll first need to check the box for "Use Random Weather Variation". The setting beneath that, "Start with a Random Weather Type" will determine if the settings from Basic Controls are used when the game is started, or if the system will choose a random starting weather. +Season controls which of the probability maps the system will use to choose a new weather type. By default, the settings reflect a climate with snow common in the winter and rain common in the summer. +Weather Type Change Interval controls the min and max of how long the system will hold on a given weather type before picking a new random one to transition to. +The Weather Type Probability maps contain all weather types and a corresponding probability value. This value is proportional to the rest of the values in the map. Meaning, if one type is set to 5 and the rest are set to 1, that type will be 5 times more likely to be picked. +Transition Length defines how much time is devoted to transitioning between each random type, as a fraction of the period of time before the next change. For example, if we're waiting 100 seconds until the next change and the Transition Length is 0.5, then we will spend the first 50 seconds of that time transitioning to the current type. +----- +MANUALLY CHANGING THE WEATHER STATE DURING THE GAME +----- +If you want to transition (either over time or instantly) the weather state to a new type of weather while the game is running, there are two functions to do that:>1. Change Weather Using Type - Running this function will force Ultra Dynamic Weather to start transitioning to the supplied Type, over the course of the time input. If you have Random Weather Var +iation enabled, then after maintaining it for the supplied time, it will then transition back to Random Weather Variation over the supplied time. +2. Change Weather Using Settings - This function works the same way, but instead of a Weather Type, you can supply all of the specific settings you want. +----- +CHANGING WEATHER WITH LOCATION +----- +For large maps, it may be necessary to change weather by region. You can do this by using a Weather Override Volume, found in the Weather Effects folder in Blueprints. +A weather override volume can either apply a single weather type within its space, or it can generate its own stream of random weather variation, using its own set of probability maps. You can set which mode is used in Basic Controls on the weather override volume. +To adjust the area affected by the volume, edit the points of the spline component. You can right click on a point on the spline to add new spline points. You can also scale the actor, but try to avoid non-uniform scaling. +The variable "Transition Width" controls how much space is devoted to transitioning from the outside weather state to the inside weather state. The transition is completely spatial, so ideally the transition width should be very high, to offer a smooth transition between states as the player crosses into the volume. The default transition width is small to k +eep the initial size of the actor reasonable as a starting point. An ideal transition width would typically be much larger. +You can adjust the Priority variable to control what happens when multiple volumes overlap. +The effects of the Weather Override Volumes are dependent on the position of the player, so they're only visible when the game is running. +By default, UDW will test against the weather override volumes using the current player pawn location. You can adjust this behavior from the advanced dropdown of UDW's Basic Controls. The Control Point Source Location is what determines this. +----- +SETTING UP AND CONTROLLING MATERIAL EFFECTS +----- +Ultra Dynamic Weather can control material effects which make your materials respond to changing weather. +To use the included material effect functions, add them to your material from the Materials/Weather folder or just search for "weather" in the material function library in the material editor. There are two included basic functions. "Wet Weather Effects" and "Snow Weather Effects". (Dynamic Landscape Weather Effects is intended specifically for use on ground + surfaces, and is covered in it's own section) +Wet Weather Effects can make surfaces appear wet by transitioning to a wet roughness value, appearing in the low areas of a height input first before covering the material completely. By default, it will lerp roughness to a value of 0.05 and base color will be darkened by 30%. You can adjust the specifics of how this transition looks using the inputs on the +function. If you want to vary wetness across the surface, use the Max Wetness input to do so. +Wet Weather Effects also contains two extra effects which are disabled by default, but can add a lot to specific types of surfaces. One is a Puddle effect. This will modify the normals to flatten out fully wet areas and introduce a rippling texture which responds to the current amount of rain. The other extra effect is a Dripping effect. This is good for wal +ls and vertical surfaces. It maps a dripping texture in world space to make it look like water is trickling down the surface during rain. +Snow Weather Effects operates similarly to Wet Weather Effects, but it uses a built in set of default snow textures instead of static values. These can be replaced with your own textures using the available inputs. +Both functions have tooltips for all their inputs which explain the particulars of how to use each one. I'd recommend reading through those for more advanced tips. +----- +SETTING UP DYNAMIC LANDSCAPE WEATHER EFFECTS +----- +Dynamic Landscape Weather Effects is a special material effect function which can add dynamic interactive snow coverage and puddles to a landscape (or general ground meshes), but it requires more specific setup than the other material effects. To set this up, follow these steps:>1. Add the material function into your landscape material. The function is calle +d "Dynamic Landscape Weather Effects", and can be found by searching the material palette. You should typically insert the function at the end of your landscape material graph, so that the weather effects will be applied on top of everything else. The main inputs from Base Color to World Displacement are what the function will modify with the effects, but no +ne are individually required for the function to work. Just supply whatever inputs your material makes use of. The rest of the inputs are for masking the effects in whatever way suits your material setup. I'd suggest reading their tooltips for more info on each. +2. Disable the effects you don't need. The material function has static switch parameters to enable/disable the Snow or Puddles and several small additional effects. From your landscape material instance, disable the effects your project doesn't need, to save on material instructions and texture samples. +3. On UDW, enable the setting "Enable Dynamic Landscape Weather Effects" in the category of the same name. +4. Calibrate the "Displacement Input Minimum Level" and "Displacement Input Maximum Level" if you have supplied a World Displacement input for the material function. These levels should correspond to how far the displacement will move the vertices at their min and max height level. For example, if I had a normalized displacement map, subtracted 0.5 from it a +nd multiplied by 10, then multiplied it by the vertex normal and plugged that into World Displacement, the Min and Max of that range would be -5 and 5. Calibrating this input correctly will ensure that displacement is used to affect the snow and puddle coverage correctly. +5. Add interaction components to objects you want to affect snow and puddles. The component is called "DLWE Interaction". You can find it in the Blueprints/Weather Effects folder. It is a self contained blueprint component which keeps track of its movement and when appropritate will draw compressions into the snow and ripples into the puddles. When adding th +e component, make sure to place it in the center of mass of the part of the object which will contact the ground. For example, to make a character model leave trails in the snow with their feet, you would add two DLWE Interaction components, as children of the skeletal mesh. You would set their parent socket to be the left and right foot sockets, and move th +e components so they sit in each foot's center of mass. When adding components, make sure to adjust their Size variable. This determines how far away the component will affect the landscape and how big the brush used for its effects. The size should be roughly the same as the diameter of the object. So for the character's feet, that would be rougly the lengt +h of the foot. By default, the interaction component will produce movement sound effects and particles. You can disable any of these from the component settings.For the effects, a tesellated material is obviously ideal. However, the material function can be used on a material without tesellation. If you do this, I would recommend you not use the World Positi +on Offset output on the function, as this is designed to correct shadow errors in conjunction with tesellation. +The effects are designed primarily for landscapes, but you can use them on a static mesh as well. To tell UDW and the Interaction components what surfaces the components should respond to (other than landscapes) you'll need to add physical materials to an array on UDW called "Physical Materials which Enable DLWE Interactions on Non-Landscapes". Make sure you +r static meshes are using physmats in that array, and the DLWE Interaction components will respond to their collision as they do to landscapes. Also, make sure your static mesh is of the object type for "Landscape Object Type" set on UDW. By default this is World Static. +The render target will dynamically recenter itself as your player pawn moves through the level. If you want this recentering to be based on a different location, you can do that. In UDW's Basic Controls, in the advanced dropdown, change the Control Point Location Source. This also affects how weather is changed by weather override volumes. By default the pla +yer pawn location is used, and should be a good fit for most projects. But you can change this to use the player camera location, or to control it manually using a vector variable. +For spawning sounds and particles, the interaction components approximate some of the logic happening in the material function, to dynamically determine if a spot has puddles or snow. They don't have any way of knowing about how you're masking the effects though, so you might run into situations where there are sounds and particles happening where there isn' +t snow or a puddle. To avoid this, you can have specific physical materials set to block these effects. In the advanced dropdown of the Dynamic Landscape Weather Effects category, find the physical material arrays for rain and snow. Adding to these arrays will ensure sounds and particles are not triggered on these phys mats. +----- +USING WEATHER MASK BRUSHES TO MASK MATERIAL EFFECTS +----- +By default, the material effects for snow and wetness will affect everywhere globally, across the whole scene. To mask out arbitrary spaces of either snow or wetness (or both), there is a system of Weather Mask Brushes. +You can find the Weather Mask Brush actor in the Blueprints/Weather_Effects folder. +The brush will draw a simple shape or gradient, selectable using the variable "Brush". The brush actor can also be scaled non-uniformly and rotated on the Z axis. Because the system works by drawing these shapes into a single render target, the shapes are always projected straight up and down on the Z axis. +You can adjust how much each brush affects snow or wetness with the variables "Mask Wetness" and "Mask Snow". +There is also an option, called "Cancel Masks Above". This affects the entire rectangle the brush occupies, disabling any brush masking above the height of the actor. +If you want any individual material or instance to ignore the weather mask brushes, you can use the static switch parameters "Apply Weather Mask Brushes to Wetness" and "Apply Weather Mask Brushes to Snow" to disable the effects at the material level. +The effects of the brush will fade once they reach a certain distance from the camera. This is determined by the width of the render target they draw to for the masking. You can adjust that scale in the Weather Mask Brushes category on UDW. +----- +USING WEATHER SOUND EFFECTS +----- +By default, Ultra Dynamic Weather has sound effects enabled for wind, rain and thunder. You can completely disable the sound effects using the checkbox at the top of the Sound Effects category, or you can adjust the volume of each sound there as well.The sound effects on UDW are affected by a simple system of sound occlusion by default, which periodically se +nds out traces from the camera location and adjusts sound volume and low pass filter frequency if the player is in an enclosed space. This behavior can be disabled or adjusted from the Sound Occlusion category. +From this category you can also change the sound occlusion to use the Control Point Location (player pawn location by default) if that makes more sense for your project. For example, a top down game where occlusion whould be player centric instead of camera centric. +----- +ADJUSTING THE LIGHTNING EFFECTS +----- +There are two types of lightning in Ultra Dynamic Weather. Lightning Flashes and Obscured Lightning. Lightning Flashes are the big lightning bolts which can cast light into the scene and have a directly associated loud crash of thunder. Obscured Lightning is the particle effect which looks like flashes of lightning hidden in the cloud layer. +In the Lightning category, you can adjust the interval between flashes of both lightning type. You can adjust the behavior of the light source for lightning flashes (if you want one at all) and you can enable lightning during snowy weather as well (which is disabled by default). +If you need to manually trigger a lightning flash, you can do this. Just run the function Flash Lightning. It has inputs so you can give it a custom location to spawn in. Note that this location is the position of the root of the lightning bolt, so it should be at cloud level. +----- +ADJUSTING VOLUMETRIC FOG PARTICLES +----- +Volumetric Fog Particles add an element of volumetric fog to the rain/snow particles during particularly heavy weather. This effect will only be visible if you have volumetric fog enabled on your height fog in UDS. +The "Max Fog Particle Percentage" variables control how many of the rain or snow particles will be accompanied by a fog particle. They are coupled together so that the fog particles can piggyback off of the collision calculations the rain and snow is already performing, allowing the fog particles to benefit from collision for no extra cost. +----- +CONTROLLING A WIND ACTOR +----- +You can make Ultra Dynamic Weather control a Wind Directional Source Actor using the current wind speed and direction. Just select one from the scene in the Wind Actor category. As weather changes, the speed of wind will be controlled. The amount of wind speed applied can be adjusted using a setting in that category as well. +----- +SAMPLING TEMPERATURE +----- +There is a function on UDW called "Get Current Temperature", which you can use to sample the current temperature in Fahrenheit and Celsius. This value is generated in a very simplified, approximated way, and is just meant to be used for gameplay purposes. +Here's how the temperature system works: +The system starts with a base temperature. This is determined by the current season, using the Base Temperature variables in the Temperature category. +This base value is then modified by the Factor variables in the Temperature category, using the current weather and time of day. +Then the resulting temperature is clamped inside the Valid Temperature Range. +The default values for all of these inputs are set with Fahrenheit in mind, but you can use Celsius values if you prefer. Just change the Temperature Scale at the top of the Temperature category, and supply all of the variables with your own appropriate Celsius values. +----- +MAKING AN ACTOR DETECT EXPOSURE TO WEATHER +----- +It might be necessary for an actor to query if it's exposed to weather directly. For example, if you wanted direct exposure to snow to damage a player's stamina meter. +There's a function on UDW for this. It's called "Test Actor for Weather Exposure". If you have your actor call this function, and provide a reference to itself for the Actor input, the function will output floats which describe how exposed the actor is to rain, wind and snow. These values each range from 0 to 1. They scale with the intensity of the weather a +nd the amount the actor is exposed. So for example a value of 1 for snow would mean the actor is fully exposed to snow at maximum intensity. +You could have your actor call this function periodically, and respond when the values go above a certain level. +----- +USING WEATHER WITH SEQUENCER +----- +Here are some tips for how the weather system can be animated using sequencer.>• To animate the current weather state in a way that will play back the same every time, use the exposed variables (the same ones from Basic Controls) for Cloud Coverage, Weather Intensity, Wind Intensity, and Rain/Snow. +• To animate cloud movement in a way that will play back the same every time: First, set Cloud Speed Multiplier to 0 on UDW. Then, turn off Randomize Cloud Formation On Run, in Cloud Movement on UDS. Then in Sequencer, animate the Cloud Phase variable on UDS. This will allow directly controlling cloud movement with keyframes. +• When previewing a sequence that contains rain/snow, note that the particles will not be visible during the playback preview in editor. This is just a limitation of sequencer's preview. It's unfortunate, but as of now there is no workaround. To test how particles are looking at a specific place in the animation, pause the playback there and the particles sh +ould resume. +• Lightning flashes, being animated by blueprint logic, will not be visible when previewing sequences either, though they will be visible if rendering a sequence or running one in game. If you want direct control over the timing of lightning flashes in your animation, disable Spawn Lightning Flashes on UDW, and run the UDW function Flash Lightning using an e +vent track on your sequence. The Flash Lightning function also has inputs for providing a custom location for the lightning flash. With all of this together, you can animate lightning to flash at the specific time and place in the animation that you want. +• To directly animate material effects (Wetness and Snow Coverage), first disable "Simulate Changing Material Effects with Weather" and then animate using Material Wetness and Material Snow Coverage. +----- +MATERIAL EFFECTS FOR SPECIAL CASES +----- +There are a few material functions which exist for special cases, to be used only on particular types of materials. Just like the basic functions, these are available by searching in the material editor for "Weather".>• WaterSurface_Rain_Ripples - This function exists to add raindrop ripple effects to a water shader. It takes in a normal value for the existi +ng water normals and adds the raindrop effects to the output. +• GlassWindow_Rain_Drips - This function exists to add refractive water droplets dripping down a thin glass surface like a window. It is made to be used on translucent materials only. +*** + + + + +PART 3 +*** +----- +TECHNICAL DOCUMENTATION +----- +This document of technical notes will run through the major points of how Ultra Dynamic Sky's blueprint and materials work together. It's intended for users who want to do their own modifications to expand UDS's capabilities to suit their particular project. It assumes a working knowledge of blueprint and material workflows in UE4. +----- +SYSTEM OVERVIEW +----- +To start these technical docs, here's a very broad breakdown of the two major blueprint classes included and what each handles.^Ultra Dynamic SkyUDS contains all of the components and logic for rendering the sky, the clouds, and controlling the time of day. Here's a general list of what UDS handles:>• Contains all of the visible components of the sky. The sk +y sphere, volumetric cloud and aurora components, the sky atmosphere component, directional lights for the sun and moon, and exponential height fog. +• Creates dynamic material instances for the sky, clouds and cloud shadows. The settings of these dynamic instances are controlled using the current UDS settings, based on cloud coverage and time of day. +• When the game is running, depending on the settings, UDS can advance Time of Day forward at a speed customizable in the settings. It can also periodically udpate a captured sky light, and increment the moon's phase. +• If movable, UDS will rotate the directional lights based on Time of Day. +• Settings on height fog, the sky light, and directional lights will be adjusted based on time of day and cloud coverage.^Ultra Dynamic WeatherUDW contains all of the logic for controlling weather effects and dynamic weather changes. >• Contains the niagara systems for rain, snow and obscured lightning flashes. Also contains all of the audio components for w +eather sounds. +• Contains the logic for weather changes, using both "Static" settings, meaning settings specified using specific values from the Change Weather functions, and "Random" changes, which are modified by the Random Weather Variation system. The system is designed to allow transitioning smoothly back and forth between static and random settings. +• Contains the logic for spawning lightning flashes, if enabled. +• As current weather settings are changed, material effects in a shared material parameter collection can be changed dynamically as appropriate. +• Contains logic for controlling Dynamic Landscape Weather Effects, managing the render targets and recieivng intereactions from DLWE Interaction components. +• Contains the logic for adjusting audio levels and parameters based on current weather, and occluding sound volume based on the position of the camera.These two blueprint actors, when placed into a level together, will detect each other using their construction script and can control each other's variables in some cases. UDW will take control of Cloud Cover +age and Cloud Speed when its present. +----- +MATERIALS +----- +This documentation won't cover how every detail of an entire material works, but I will try to summarize how all of the pieces fit together, so you can at least know where to look if you want to change or add something.1. Ultra_Dynamic_Sky_Mat +2. 2D_Cloud_Shadows +3. Volumetric_Clouds +4. Volumetric_Cloud_Shadows +5. Static_Clouds +6. Inside_Clouds_Fog_Particle +7. Volumetric_Aurora^Ultra_Dynamic_Sky_Mat>The structure of this material might be a little intimidating, but it should start to make more sense if you see where the path starts. +Basically, the material begins by drawing the "Base Sky Color", in that function. Legacy Coloring determines base sky coloring using some gradients from the Moon and Sun Gradients sections, whereas Sky Atmosphere coloring just uses SkyAtmosphereViewLuminance, plus Night Sky Glow. +Once base sky color is figured out, the Cloud Wisps are added on top using Ambient Color. The wispy background clouds are the static texture of stratocirrus clouds that appear behind the dynamic clouds. +After that, the sun disk is added in. The disc is drawn by comparing the sun vector "Sun Position" to the camera vector, and filtering the difference. That's then multiplied over the sun's color, which is a parameter in Legacy Coloring, and based on LightIlluminance in Sky Atmosphere. +Then, the cloud layers are lerped on top, in the "Add Dynamic Clouds" section. +The Composite Cloud Layers function contains the two "Cloud Layer" function nodes, one for each layer. +The Cloud Layer function is a pretty big beast, and this doc isn't going to get into how it all works exactly. Basically, several moving cloud textures are mapped in the Map Cloud Textures function, then filtered in a variety of ways to produce several outputs in the Output Alphas section. +• A mask alpha of the clouds, which is used to mask out the stars/auroras. +• Soft shadow alpha, which is only used for the shadowing of shine effects present when using two cloud layers. +• A blend alpha. which is used to blend the cloud color into the rest of the shader. +• And color, which is the actual RGB output which is lerped to in the main material. +The cloud layers section draws some more info from the Shading Gradients function. This section is just what it sounds like. It creates a set of 0 to 1 gradients, centered around the sun and moon. Some of this is only used for legacy coloring. +There's also a function called Cloud Distribution. This applies the density multipliers selected in the Cloud Distribution section of the UDS settings. It multiplies them over cloud density and sends them into the cloud layer functions. +Back in the master material, after the cloud layers are blended in, there's a section called "Scales intensity around the sun". This just uses a few gradients to make the sky more intense in the area around the sun (and the moon). +The next thing in the main material is the Moon, Stars and Auroras. Because these are all additive effects, they just get added together (and masked by the clouds) before being added on top of the main line. +The stars are pretty simple. It's just a single tiling texture (the green channel of wisps+stars+moonsprites) panning with stars speed, and multiplied over Stars Color and Stars Intensity. It's also multiplied over the reverse alpha of the moon before being added in, so the stars appear blocked by the moon. +The moon is mostly handled inside the Moon material function. That material function handles outputting both the gradient for the moon's glow, and the texture itself, both mapped using the Moon Light Vector. +The 2d auroras are also handled in their own function. That function basically works by overlaying a several texture samples (the amount of which is dependent on material quality) in order to produce the distinct anisotropic radial blur of the aurora. +Once the additive effects are added into the main line, the only things left is scaling with the "Overall Intensity" value, controlling the saturation using the master saturation control and boosting contrast using the constrast setting. +The main material graph is also where the logic is kept for the customized UV sets which drive the clouds, in the section Cloud UVs. UV channels 0 through 4 are handled like this in the vertex shader to reduce pixel shader instructions.^2D_Cloud_Shadows>The cloud shadows material is not too complicated. It uses four texture samples to approximate the same tw +o cloud layers the main sky material is showing. It does this using the same variables for Cloud Density, softness, speed, ect. And it filters the clouds using the same Filter_Clouds material function. Then it just uses Shadows Intensity to determine how dark the light function goes.^Volumetric_Clouds>The volumetric clouds material essentially has two parts. + One part on the left is outputting into the Volumetric Advanced Output. This controls the "conservative density", basically the 2D outline of the major cloud formations. And some global settings for cloud shading and multiscattering. +The part to the right of that outputs into a normal material output. This controls the per-sample extinction value returned by the shader as the volumetric rendering raymarches through the cloud layer. +All of this is determined by two types of textures. One is the "Clouds Basetex". These are 2D cloud textures, the same ones used by the 2D dynamic clouds. These are used to generate the conservative density, as well as add some large scale variation to a few other spots in the extinction value network. +The other texture is a 3D clouds texture used for the erosion and high frequency noise. This is what turns the clouds from 2D extrusions into realistic 3D shapes. On High and Epic material quality, there are 2 octaves of this 3D texture in use. On Low and Medium there is only 1. +Several places in the material, you'll see the Cloud Sample Attributes node in use. This allows the material to determine things based on how high in the cloud layer the sample point is.^Volumetric_Cloud_Shadows>The logic here is the same basic thing as the 2D cloud shadows, but it contains extra logic to allow it to accurately represent the real 3D size and + shape of the volumetric clouds. It also tests the function against Z location along with clouds altitude so that shadows are cast at the appropriate angle and don't appear above the cloud layer.^Static_Clouds>This is the material used to render the clouds for the "Static Clouds" sky mode. It uses a set of textures combined with the current lighting angles t +o produce an approximation of lit clouds. +The section Create Cloud Shading is what samples the textures and the lighting angles, and creates a shading mask out of them. Basically, the input textures include lighting from 4 directions + up, and these are blended using either sun direction, if it's day, or moon direction if its night. +The rest of the material blends the light and dark cloud colors together (using the same function as the sky shader's 2D clouds) and then matches all of the sky shaders extra modifications, for things like saturation and contrast control. +There's also a bit which multiplied the opacity of the clouds using cloud density, so the static clouds fade away when the sky is overcast. This transition isn't the best looking in practice, but it allows static clouds to support weather.^Inside_Clouds_Fog_Particle>This material is used by a niagara system on UDS. It increases fog density inside clouds, whe +n using volumetric fog. +The material itself just replicates the exact same logic as the volumetric cloud shader, using the same functions. It then also multiplies that by another 3D volume texture sample, to add another small scale layer of turbulence to the local fog.^Volumetric_Aurora>The material setup for the volumetric aurora is much simpler than that of the volumetric clouds. +The conservative density uses 3 2D texture samples to define the shape of the whole aurora field. Two of them are compared with a distance node to create the distinctive aurora pattern, and the third is a larger sample, multipled over that in order to vary aurora intensity across the sky. +The extinction value mostly just takes the conservative density and applies a falloff using the normalized altitude, so the aurora looks strong at the bottom and fades at the top. A second layer of the conservative density is used to combine the aurora colors, which is used for the emissive output. +----- +ULTRA DYNAMIC SKY BLUEPRINT +----- +1. Components +2. Construction Script +3. Set Sun and Moon Root Rotation +4. Update Active Variables +5. Update Static Variables +6. Event Graph^Components>• Ultra_Dynamic_Sky_Sphere: The sphere mesh for the sky. Construction script assigns this the dynamic material instance for the sky material. +• Sun_Root: This is an arrow component which acts as a placeholder for the sun's rotation, irrespective of what the actual sun light component is. +• Moon_Root: The same, but for the moon. +• SkyAtmosphere: The sky atmosphere component controls coloring of the sky and lighting when enabled. +• Sun: The built in directional light component for the sun. +• Moon: The same for the moon. +• HeightFog: The built in exponential height fog component. +• Exposure: A post process component which applies a min and max for auto-exposure. +• Capture Based Sky Light: The built in sky light component for when a capture based mode is selected. +• CubeMap Sky Light: The built in sky light component for when a custom cube map or cube map with dynamic color tinting is selected. +• VolumetricCloud: The component which renders the volumetric clouds when using that Sky Mode. +• StaticCloudsSphere: The mesh for rendering the static clouds in that sky mode. +• VolumetricAurora: The component used for rendering volumetric auroras, when that sky mode is selected. +• Inside_Cloud_Fog: A niagara particle system which renders a volumetric fog particle on the camera's position whenever the camera is inside the volumetric cloud layer. This allows the volumetric fog to increase when inside a cloud. +• Box+CloudsFogPostProcess: A post process volume which allows clouds to fog the screen when the camera goes inside them, with the box to provide the bounds for the effect so it's only applied when it needs to be.^Construction Script>The construction script handles everything that needs updating when the user changes any of the exposed variables. It does the + following, in order:>• Sets Refresh Settings to false. The refresh settings just acts as a way for the user to force constuction script to run without adjusting any settings, if necessary. +• Creates the Cloud Shadows dynamic material instance and saves it to a variable, Cloud Shadows MID. +• Clamps the Dawn Time so that it can't be set to later than the Dusk Time. +• Enables or disables the sky atmosphere component, based on if the user has selected the feature or not. +• Enables or disables the Volumetric Clouds, based on the sky mode, and enables/disables the niagara system for inside cloud fog if selected/applicable. +• Controls Cloudiness on the Weather bp if necessary and clamps other values controlled by weather. +• Sets the Sun and Moon components based on what the user has selected in the Component Selection and Mobility section. The component will be set to the internal one, set to the external actor's light component, or disabled, depending on the settings. It also sets mobility of the resultant component. +• Sets the sky light component. Similar to the sections for setting the sun and moon components, but based also on "Sky Light Mode', a setting which determines the source type for the sky light. +• Sets the fog component. Functionally the same as the moon and sun part, but without mobility. +• Creates the Sky dynamic material instance, on the Ultra Dynamic Sky Sphere, and saves it as a variable, Sky MID. The instance it is based on it determined by several boolean variables representing the different features enabled. +• Creates the material instance for the volumetric clouds material. +• All update functions are run to update lighting and material settings based on current variables. +• Exposure settings are enabled or disabled, and the exposure range is set in the post process settings. +• The sky light is recaptured if it uses a capture based Sky Light Mode. If it doesn't, the cube map is set based on which of the other two sky light modes is in use.^Set Sun and Moon Root Rotation>This function sets the rotation of the sun root component and moon root component, based on Time of Day, as well as variables relevant to the path of the sun and +moon, such as Sun Inclination and Moon Orbit Offset. +The first thing it does is create an Internal Time of Day, basically remapping Time of Day with Dawn and Dusk Time, so that Internal Time of Day has a Dawn and Dusk at 0600 and 1800. Which is necessary for the rest of the function to operate correctly. +The rest of the function is just the math for determining rotation on the sun and moon. This function just sets the root rotations. The "Update Directional Lights" function is then used to apply those rotations to the actual lights. +If Simulate options are enabled, this function runs the "Approximate Real Sun Moon and Stars" function to determine the angles.^Update Active Variables>This function sets any parameters and component settings which can change dynamically during the game, either with changing time or weather. +The vast majority of the first part should be self explanatory, as it's mostly just setting material parameters, with at most some simple math to turn the variable into the parameter. +After the first line finishes, there's a branch node where the function checks "Automatically Set Advanced Settings Using Time of Day". +If that's true, it continues to the full setup for controlling all of the time of day dependent settings, with a different section for each component. +If it's false, it sets the "advanced settings" using the advanced variables. The "advanced settings" is really only compatible with legacy color, as most of those settings only get used by that version of the material.^Update Static Variables>Functionally the same thing as the above function, but this one controls parameters and settings which are set once a +nd then remain static while the game is running.^Event Graph>The Event Graph is where the sky is initialized on event begin play and on Event Tick the sky updates any variables or components which need updating as the game is running. It handles the following:>• Day / Night Cycle: Increments Time of Day, taking into account variables like Day and Night Lengt +h, and Dawn and Dusk Time. +• Sunset / Sunrise Events: Fires event dispatchers for sunrise and sunset, at a specific time specified by the user in "Sunset Event Time" and Sunrise Event Time". +• Lunar Phase Changes: Increments the phase of the moon forward once per day. +• Periodic Sky Light Recapture: If the sky light is capture based, this forces a recapture, at a frequency set by the user. +• Refreshing the Sky: This just runs the Set Sun and Moon Rotation and Update Active Variables functions after all of the above, to refresh the lighting and sky material with the new values. +By default, most of these tick operations are affected by an optimization which distributes them across 3 frames, using the macro called "Tick Set Gate". +----- +ULTRA DYNAMIC WEATHER BLUEPRINT +----- +1. Components +2. Construction Script +3. Event Graph +4. Event Tick +5. Update Active Variables +6. Update Static Variables +7. Update Audio +8. Increment Random Weather +9. Set Material EffectsComponents>• Rain and Snow - This is the niagara system which spawns rain and snow particles. +• Lightning Light - This is the directional light which accompanies lightning flashes when the feature is enabled. +• Obscured Lightning - This is the niagara emitter for the obscured flashes of lightning. +• Audio components - The rest of the components are for the ambient audio sources. These are used only if Sound Effects are enabled. +• Post Process Wind Fog - A post component which applies a simplified volumetric effect to heavy weather, if enabled. +• The Random Weather Variation blueprint component. This handles creating the stream of random weather variation. It's handled as its own component so that the Weather Override Volume class can use the same logic.^Construction Script>First, the weather BP finds a reference to the UDS actor, so that it can control cloudiness, cloud speed, and cloud direction. +Then, once it makes sure it has a reference, it applies a weather preset if one has been selected from the dropdown. +Then, it just runs all of the update functions, including running the construction script on the UDS actor to have it update with any changed settings as well.^Event Graph>In the "Create Real Niagara Systems" section, the niagara components are disabled and replaced with newly spawned components. This is to workaround a crash which can sometimes occur on nia +gara systems that rely on camera data. +In the "Initialize Random Weather Variation" section, the RWV component is started if the feature is enabled, and its first weather setting is used to set the starting weather state. +In the "Initial Setup" section, starting variables are created and components activated to begin things like the sound occlusion system and the post process wind fog. +The Event Graph is also where the Change Weather Using Settings and Change Weather Using Type functions are located as custom events. Both of these start by setting the new versions of the target variables, then starting the transition by setting the Transition State integer and setting the old versions of the weather variables.^Event Tick>Event Tick starts +by running the logic that increments a transition, either from a static weather state to another static weather state, or into/out of random weather varitation. Then, whatever the outcome of that, it runs Update Active Variables to set the current weather variables and update everything. +The next section periodically flashes lightning on the global weather state, the interval determined by Lightning Flash Interval Random Range. +Update Dynamic Landscape Weather Effects handles all the periodic updates and recentering needed for the DLWE effects, if they're enabled.^Update Active Variables>Update Active Variables, similar to the function of the same name on UDS, updates variables, parameters and settings which can change during gameplay. +It starts by updating the "Current" weather variables, the ones which represent the visible state of the weather and sky. It does this by lerping between the static values and the current random values, based on the state of the transition system. +It then sends the updated relevant variables to the UDS actor. +The next section updates all of the active parameters on the rain and snow niagara emitter. Things like spawn rate , wind strength. Anything that changes with weather. +The Obscured Lightning gets its spawn rate based on current weather. +Then the system updates the speed on the Wind Actor if one is selected.^Update Static Variables>Same as on UDS, this function sets parameters and settings which are set once and then never updated during gameplay.^Update Audio>This function updates all of the volumes and audio parameters for the sound effects. +The dynamic wind sounds is the more complicated part of this. There are 4 main wind audio components, in the four cardinal directions. Each gets its low pass, pitch, volume set by the current weather state. And the volume is modulated by the direction of the wind as well, so that the wind sounds slightly louder from the direction the wind is coming from. +The rain and thunder sounds are simpler. The rain sound cue contains the logic for fading between the different rain sounds based on weather intensity. This section just sets that Intensity float parameter and overall volume based on a float curve.. +----- +NIAGARA SYSTEMS +----- +1. Rain_And_Snow +2. Obscured_Lightning +3. Lightning_Strike +4. Inside_Cloud_Fog +5. Dripping_Curve^Rain_and_SnowThis niagara system handles spawning for both rain particles and snow particles together, as well as the volumetric fog particles if enabled. It uses a large set of user parameters to change its behavior based on the current weather. Here's what every module of the rain and snow emitter is doing, generally. +On Emitter Update:>• In the module "Get Camera Variables" A Camera query is used to get the current camera position, and that value is compared against the last frame's camera position to extract the camera's current velocity as well. These are emitter level attriibutes. +• In the module "Determine Spawn Origin", the camera data and a number of user parameters are used to find the center point for the volume which will spawn particles for this frame.On Particle Spawn:>• The "Freeze" module decides if this particle should be snow or rain, depending on the current user parameters fed to the system by UDW. +• "Determine Specific Velocity" takes in a General Velocity from UDW which represents the average velocity of the current rain/snow particle field. It then mutates this general velocity with randomness and varies the velocity based on if this particle is snow or rain. The resulting "Specific Velocity" vector represents the exact velocity this particle will +travel at for its whole lifetime. +• The particle is initialized with its lifetime and size. +• Cylinder Location is what determines the location of the particle, using the Spawn Origin created in Emitter Update + the distribution and height variables. +• Check Collision Along Path is what handles the collision query for the particle. It's a CPU collision query against simple collision, so for performance, only one is used to handle all of the necessary behavior. The trace starts from a point set back from the particle's location, along specific velocity, and ends down its path along specific velocity. If t +he collision query hits something between the start and the particle position, it kills this particle immediately without it ever displaying. (This is because if a collision was detected in that range, the particle is probably trying to spawn indoors). If a collision is detected in the rest of the range, that point is used to determine the Death Height, and +the normal of the collided surface is saved and used to determine if a splash effect should be spawned. +• Color is determined. +• The specific velocity is applied to the particle's physics velocity. +• A random SubUV frame is selected. Both rain and snow use a 2x2 subUV sheet, so this behavior is the same for both. +• Some attributes are determined for refraction and particle doubling. Refraction is an effect which exists for both rain and snow, but is most noticable on rain particles. The amount of refraction determines how much rain particles distort their scene color sample for the refraction effect. Particle Doubling is something the rain snow particles do when weat +her intensity is very high. Basically, there's a second Sprite Renderer, which will render the rain or snow particle twice, if this particle is doubled. The double is offset backwards along the Specific Velocity, so it follows the real particle. This helps to increase the apparent density of the particle field for no extra particle calculation cost, and its +only applied at levels of weather intensity where you can't really see the doubling. +• Dynamic material parameters for the rain/snow material are calculated. Param 1 just represents if the particle is rain or snow. Param 2 Is the X refraction multiplier for the particle. Param 3 is the Y refraction multiplier. Param 4 is the overall refraction amount for the particle, different for rain and snow. +• Some attributes are calculated for volumetric fog particles. The size and camera offset of the fog, as well as the dynamic material parameters. Through the dynamic parameters, the fog takes in information about the particle's collision point so it can mask itself in 3D space to not appear at all on the opposite side of the collision surface.On Particle Upd +ate:>• "Detect if Particle Has Reached Death Height" is what determines if the particle has hit something, based on the collision data collected on particle spawn. If the particle's position is lower than the death height, the particle is killed (Alive is set to false) and Hit Ground is set to true. Though, if the particle is snow and "Snow Sticks to Surface +s" is enabled, then the particle doesn't die at this point. +• Solve Forces and Velocity applies a max speed. +• Scale Sprite Size By Speed is what makes the particles stretch out based on their speed, for an approximation of motion blur. Rain is affected by this more than snow. +• Generate Death Event is what sends the event which spawns a splash particle, in the Splash emitter to the right. +• The particle's distance from the camera is calculated. +• The alpha of the material is scaled using a curve, so that particles fade in and out at the beginning and end of their lifetimes. +• The Twirl Offset is calculated for snow particles. This is an offset to the rendered position of the main snow particle, which causes it to have a fake "twirling" motion down through the air. Fake in the sense that it doesn't represent the actual position of the particle, which is always moving in a perfectly straight line to abide by the collision system. +• The position of the particle double and the main particle is calculated, to be used on the sprite renderers. +• Current fog color, visibility, and render position is calculated. +• The current rendered scale of the main and double particles are calculated.The Splashes Emitter:>The emitter for the splashes is much simpler. It just spawns one particle when it recieves the death event from the rain and snow emitter. It also has two sprite renderers, one for looking at the splashes from sideways, and one for looking at them from above. T +hey use the same material, but with different material parameters to render differently in the shader.^Obscured_Lightning>This system spawns the passive lightning flashes which are supposed to look obscured within the cloud layer, with no visible bolt. +Like the rain and snow system, it gets camera position to use as a center for the spawning area, and its spawn rate is set by UDW using a user parameter. +The intensity of the flash is animated using an "Animate Intensity" module in particle update, which combines a base curve and a random sample of a noisy curve to create a good flickering in and out animation. +The resultant intensity is delivered to the material in the Color, through the alpha channel. +Determine Facing and Alignment Angles is what determines if the bilboard faces the camera (if the lightning is far) or faces straight down without pivoting (if the lightning is near). +The size of the sprite is also scaled by distance from the camera, so that distant flashes are more stretched horizontally, to give the impression of foreshortening.^Lightning_Strike>This system spawns a single lightning bolt, with all the accompanying sprites and fake lighting. +Lightning Flare spawns the exact same material as Obscured Lightning, using the same animation setup. It just spawns only one. +Lightning Ball and Lightning Bits are very simple derivatives of the Lightning Flare which just add extra layers to the effect. Ball is a light flare just at the root of the lightning bolt, which flashes quickly. Bits are extra flashes which happen at random times near by the root location. +Lightning Bolt is the emitter which draws the main bright line of lightning. It does this using a ribbon renderer. Basically, Lightning Bolt has a very high spawn rate, and every time it spawns in a particle, it incremements an emitter attribute called Current Particle Position using an offset called Current Offset, and it mutates the Offset randomly as well +. This leads to a particle trail that snakes downward tracing a jagged line. The individual particles animate intensity the same way the Flare does, so they path of the lightning kind of flickers and buzzes as it fades out.^Inside_Cloud_Fog>This system spawns a single volumetric fog particle which renders at camera location if the camera is within the volume +tric cloud layer. +The emitter is very simple. On Emitter Update, it gets Camera Position using a camera query. In Particle Update it checks if that camera position is inside the cloud layer, and sets visibility of the particle accordingly. +The sprite renderer uses a dynamic material instance created by UDW, which has the clouds altitude and settings set from the UDS update functions.^Dripping_Curve>This is the system contained in the Rain Drip Spline BP. It spawns the same rain particles as the Rain and Snow system, and spawns splashes using the same event structure. The main difference is how + it gets the data from the controlling BP, for the spline and the collision. +The start of the process is two user parameters, Death Heights and Positions Along Curve. These are arrays. Floats for Death Heights and vectors for Positions Along Curve. The Rain Drip Spline BP generates these arrays in a function called Create Curve Data. The Positions Along Curve is a series of locations along the spline component, evenly spaced. Death H +eights is the Z position of a collision resulting from a line trace aimed straight down from each of the positions along curve. +The emitter behavior is much the same as the rain and snow, just with some elements cut out for snow and fog behavior. The spawn location is derived from the Positions Along Curve array, and the individual Death Height for each particle is derived from the Death Heights array as well. +*** + + + + + +PART 4 +*** +----- +THE SKY COLOR FLICKERS BLACK WHEN MOVING THE CAMERA +----- +If you notice the color of the sky flickering to pitch black when the camera is moved in certain places in your level, you're probably encountering an engine bug with the sky atmosphere system. +The issue is caused in some circumstances by the camera going below the "ground" defined by the sky atmosphere component. +So the best solution is to select the Sky Atmosphere component in UDS (found in the component list at the top of the details panel) and move it down to the lowest point in your level, below where the camera can go. +----- +LIGHTING ARTIFACTS IN CLOUDY WEATHER USING RAYTRACING +----- +The raytraced reflections and global illumination cannot factor in the light function used to occlude the sun and moon during cloudy weather. As a result, with default settings, cloudy weather produces artifacts in reflections and indrect light. +There's a setting which can fix this on UDS. In Basic Controls, turn on "Dim Directional Lights with Cloud Coverage". This turns the actual intensity of the sun and moon down to 0 as clouds form, so that ray traced effects can work generally as expected. +----- +BROKEN WEATHER PARTICLES WITH RAYTRACING +----- +If you have Raytraced Translucency enabled, weather particles like rain, snow and lightning will be broken. +This is just a result of Raytraced Translucency being incompatible with translucent sprite bilboard based particles. The only fix is to disable Raytraced Translucency. You can do this on a post process volume. In the Tranlucency section, change Type to Raster. +----- +AMBIENT LIGHT NOT UPDATING AS TIME OF DAY CHANGES +----- +If you notice that the ambient light starts out looking correct, but as time of day changes, the ambient light doesn't update, it's almost certainly a problem with the sky light not updating. Here are a few possible causes of that:>If you're using the Sky Mode called "2D Clouds Using Color Curves" then this would happen because the Sky Light cannot use real +time capture without the sky atmosphere. You'll need to change to a different sky light mode when using that sky mode. I would suggest Cubemap with Dynamic Color Tinting. +If you see this problem on specific platforms, it's probably because they don't support real time sky light capture. Again, I'd recommend changing Sky Light Mode to Cubemap with Dynamic Color Tinting for a good dynamic option that works on any platform. +If you specifically notice ambient light remaining bright as night falls, you could also just have static light from an old lighting solution present in your map. To check for that, just run a lighting build, from the Build dropdown on the main editor toolbar. +----- +RAIN/SNOW PARTICLES NOT SHOWING IN SIMULATE MODE +----- +If running in editor using the "Simulate" play mode, rain and snow particles will probably not be visible. +This is just a limitation of Simulate mode and the niagara interface the particles use to access camera data. In Simulate, the particles can't get the camera location, so they only spawn around the origin. +Since this is an engine limitation, there's no workaround at this time. +----- +SNOW COVERAGE AND WETNESS IN INTERIORS +----- +After adding snow and wetness material effects to your materials, you might be disappointed to find that without additional work they show up in interiors. +This is normal. The material functions pixel and vertex shader logic have no way of knowing what context they're used in. They don't know if the surface is "inside" or not. And the best way for a material to sample that information will vary from project to project and from material to material. +Whatever method you want to use, there are inputs on the functions to mask the effects. "Max Snow Coverage" on Snow Weather Effects, "Max Wetness" on Wet Weather Effects, and "Mask Snow Coverage" and "Mask Wetness" on the DLWE function. These take in a 0 to 1 mask which completely blocks formation of snow or water at a value of 0. +A simple and cheap method of controlling this mask in a static way is to use a vertex color channel. You could plug a channel of vertex color into Max Snow Coverage and paint the mesh in the level editor to define what parts form snow, for example. +----- +DLWE INTERACTIONS NOT HAPPENING WHEN THEY SHOULD +----- +If you've set up DLWE (following the directions laid out in the DLWE section of this readme) and interactions aren't happening, here's a list of things to check:>• Make sure your landscape (or static mesh) has simple collision using the Object Type specified by "Landscape Object Type" in the DLWE settings on UDW. By default, this is World Static. +• Make certain "Enable Dynamic Landscape Weather Effects" is on. +• Make sure the DLWE Interaction component is positioned and has a size big enough to trigger interactions with the surface. +• If you've modified "Render Target Resolution" in DLWE settings, make sure you've actually changed the resolution of both the render targets in Textures/Weather to match. +----- +BRIGHT AMBIENT LIGHT IN INTERIORS +----- +If using UDS with its default setup with all movable lights, you'll notice that interior spaces recieve as much ambient sky light as exteriors. +This is because a movable sky light in UE4 isn't a shadowed light source. To have your sky light shadow interiors, you have a few options:>• The best option in many cases, providing your project can support it, is to use a static or stationary sky light. Doing this will allow realistic soft sky light shadowing to be baked into your level's lightmaps when you + run a lighting build. You can change the mobility of the sky light from the Component Selection and Mobility category. +• For a dynamic solution, you might try using Distance Field Ambient Occlusion. To enable this, make sure you've turned on the project setting "Generate Mesh Distance Fields" and the setting "SkyLight Casts Shadows" is enabled in the Sky Light category on UDS. DFAO is a realtime occlusion of the sky light contribution. If the meshes in your scene have good d +istance fields, this can offer decent occlusion of small interior spaces. But as a realtime solution based on the simplified geometry of distance fields, it will necessarily have some artifacts. +• Lastly, there's ray tracing for more of a brute force approach. Ray traced ambient occlusion and ray traced global illumination can greatly improve the realism of fully dynamic lighting in interiors. But obviously the hardware requirements are steep.If you need to stick to a movable sky light, and all you want is to adjust the sky light intensity up and do +wn based on where the player is, there's a function on UDS to make that easier to do. +"Transition Sky Light Intensity" can be called to have the sky light's intensity change over a specific amount of time. For example, when your player enters a dark cave, you could call this function to have the sky light transition to a low intensity over a few seconds. Then upon leaving the cave, call the function again to have the intensity return to norma +l. Note that of course the change to intensity is global. So if you're in an interior where you can clearly see the outdoors, this method may not be best. But it can serve well enough in some situations, and it's the cheapest and simplest way to achieve dark interiors with a movable sky light in UE4. +----- +VOLUMETRIC CLOUDS DON'T RENDER IN FRONT OF OBJECTS +----- +If using the default settings, you might notice clouds appearing incorrectly behind scenery that they should block. +By default, the volumetric clouds in UDS are optimized for typical use cases where the clouds exist entirely as a background layer. This allows them to prioritize fidelity and temporal stability. +If you need your clouds to render over the landscape/objects in your scene, the fix is simple. In the Volumetric Clouds category on UDS, just change the "Volumetric Cloud Rendering Mode" to one of the settings called "Clouds Render Over Opaque Objects". +----- +RAIN AND SNOW PARTICLES NOT COLLIDING WITH OBJECTS +----- +If you're having trouble with rain or snow particles not being blocked by objects that they seemingly should, here are a few things to check:>• Make sure the object has simple collision. The traces used by the rain and snow only check for simple collision. +• Make sure the collision profile of the object is set to block the trace channel selected on UDW as "Rain/Snow Particle Collision Channel". By default this is Visibility. Also make sure the collision response is Collision Enabled or Query Only, as queries are what the rain/snow uses. +• If rain or snow is coming through the roof of a building with a very tall ceiling, it may be that the particles aren't checking high enough for the ceiling when they spawn in. You can adjust this distance using "Ceiling Check Height" on UDW. +----- +VOLUMETRIC CLOUDS NOT SHOWING/BROKEN IN VR +----- +In 4.26 (and also UE5 as of this writing) Unreal's volumetric cloud rendering does not work in VR. It renders correctly only in one eye of the HMD. +In these versions, the problem is an engine limitation so there is no fix. The only solution in these versions is to use a different non-volumetric sky mode. 2D Dynamic Clouds and Static Clouds will work fine in VR. +4.27 has a fix for this which allows volumetric clouds to render in VR correctly. If you need volumetric clouds in VR, I would recommend using 4.27. +----- +VOLUMETRIC FOG IS DARK/CREATES A HARD CUTOFF IN THE FOG +----- +If enabling volumetric fog causes the nearby fog to lose its lighting, and produce a dark line where the local fog meets non-volumetric fog, this is caused by incompatibility with the real time sky light capture. +Volumetric fog cannot recieve light from a real time captured sky light. It's just a limitation of the engine currently. +For this reason, if you're using volumetric fog, I'd recommend changing the Sky Light Mode to "Cubemap with Dynamic Color Tinting" which doesn't rely on real time capturing. It will light the volumetric fog correctly. +----- +LIGHT ARTIFACTS WHEN INSIDE VOLUMETRIC CLOUDS +----- +When going up into the volumetric cloud layer you might notice banding/noise or other light artifacts in the volumetric rendering while in the layer. +The settings are optimized to prioritize quality from the ground, so this is normal for default settings. Here are a few settings to try adjusting to improve render quality within the layer:>• Increase "View Sample Count Scale" This scales the number of samples used in the volumetric rendering. Increasing it will reduce noise in the resolve and can fix some +artifacts if pushed high enough. Note that this will increase the performance demand of the clouds proportional to the amount you increase the setting. +• Increase "Shadow Sample Scale". This will reduce banding of shadows and make them have a smoother falloff. Again, comes with extra performance cost. +• Increase "Distance to Sample Max Count" in the advanced dropdown. This can help in particular with the horizontal band of light that can be seen from within the cloud layer. +• Reduce "Tracing Max Distance". This can also help reduce the horizontal band of light, without adjusting sample quality. But it also has an effect on the look and performance of clouds as you go below or above the layer. +----- +BLURRY BLACK LIGHTING ARTIFACTS ON MESHES +----- +If you're seeing black noisy artifacts like out of place shadows on meshes, those are probably artifacts coming from Distance Field Ambient Occlusion. +DFAO will be enabled by default if your project settings have "Generate Mesh Distance Fields" enabled. +Artifacts in DFAO are typically caused by the distance field for the object not matching the surface closely enough. In the settings for the static mesh, you might try changing its Distance Field Resolution Scale in the build settings. +You could also just disable the mesh's contribution to DFAO by turning off "Affect Distance Field Lighting" on the mesh. +If you decide you don't want DFAO at all, you can disable that by turning off "Sky Light Casts Shadows" in the Sky Light category. +----- +BLACK NOISE ARTIFACTS WITH YELLOW WARNING TEXT ON MESHES +----- +If you're seeing flickering black pixel noise on certain materials, possibly with a yellow warning message visible in the black space, the problem is probably a bad implementation of pixel depth offset on the material. +The black space + yellow warning text means that the pixel is rendering nothing due to the material being broken for that pixel. This can happen due to pixel depth offset, so the first thing I would recommend is to disconnect the Pixel Depth Offset output from the material, if it has one. +----- +EVERYTHING RENDERING BLACK AFTER ADDING UDS +----- +If after adding UDS to your scene, the entire level renders black, the cause is almost certainly exposure settings. Here's a few things to try:>• In your scene, check to see if you have any post process volumes which are controlling the exposure settings. If you do, disable those overrides so UDS can control exposure. +• In Project Settings, check the rendering setting "Extend Default Luminance Range in Auto Exposure Settings". If it's enabled, disable it and restart the editor. +• On UDS, try disabling "Use Exposure Range" in the exposure category. +----- +VOLUMETRIC CLOUDS LOOK BLURRY/STREAKY WHEN MOVING FAST +----- +By default, the volumetric clouds use a rendering mode which uses a long tail of temporal data. Because of this, when the clouds move fast, like during a time lapse, the rendering can become blurry or ghosted. +The solution is to use any of the other rendering modes. You can change the Volumetric Cloud Rendering Mode from the Volumetric Clouds category on UDS. +----- +WEATHER SOUNDS GO QUIET AT INCORRECT TIMES +----- +By default, the weather sounds on UDW use a simple system of sound occlusion to dim and muffle weather when inside interiors. +If you're noticing this happen at incorrect times, it's probably because the occlusion traces are hitting surfaces they shouldn't. You can adjust the behavior of the occlusion system (or disable it completely) from the Sound Occlusion category on UDW. +----- +WATER/OCEAN SHADER LIGHTS INCORRECTLY IN CLOUDY WEATHER +----- +If using some types of water or ocean shaders, you might notice in cloudy weather that the sun or moon appear to affect the material despite being blocked by clouds. This would be because some materials like this test the intensity and color of the active directional light without factoring in light functions. +The solution is to enable a setting on UDS, in the Basic Controls category, called "Dim Directional Lights With Cloud Coverage". This will reduce directional light intensity when cloudy so that most water shaders like this will be able to function correctly. +----- +VOLUMETRIC CLOUDS ARE TOO DARK / GRAY +----- +If the volumetric clouds look unnatrually dark, the problem is probably the directional light affecting them. +Often, this will happen if you've selected "custom actor" for the sun or moon. The built in sun and moon lights have a particular setting customized which you would need to apply to your own light to have them light volumetric clouds well. The setting is "Cloud Scattered Luminance Scale". For best results I would suggest copying the exact color from UDS' dir +ectional light components. +If you haven't selected "custom actor", the problem may instead be that you have a directional light in your scene that you've forgotten to delete before adding UDS. +----- +CANNOT ADJUST CLOUD SPEED OR DIRECTION ON UDS +----- +If you're trying to adjust Cloud Speed or Cloud Direction on UDS and cannot, that would be because you have UDW in your scene as well. +If you have UDW in your scene, cloud movement is controlled by the current wind, which is an aspect of the weather. Which is why they aren't controllable directly on UDS. +To change these with UDW in your scene, adjust the variables "Cloud Speed Multiplier" and "Wind Direction" on UDW. diff --git a/Content/UltraDynamicSky/Blueprints/README.uasset b/Content/UltraDynamicSky/Blueprints/README.uasset new file mode 100644 index 0000000..4714f51 --- /dev/null +++ b/Content/UltraDynamicSky/Blueprints/README.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:45dcbb901f7664664d55d3fac7936ba7b97b174f42b9672293a9cce3e51afb19 +size 642700 diff --git a/Content/UltraDynamicSky/Blueprints/Sound/AmbientSound_Time_and_Weather_Controlled.uasset b/Content/UltraDynamicSky/Blueprints/Sound/AmbientSound_Time_and_Weather_Controlled.uasset new file mode 100644 index 0000000..4d5b88d --- /dev/null +++ b/Content/UltraDynamicSky/Blueprints/Sound/AmbientSound_Time_and_Weather_Controlled.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid 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b/Packaged/Windows/Depths/Content/Paks/global.utoc new file mode 100644 index 0000000..ec78ab9 Binary files /dev/null and b/Packaged/Windows/Depths/Content/Paks/global.utoc differ diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/README.md b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/README.md new file mode 100644 index 0000000..15916f7 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/README.md @@ -0,0 +1,80 @@ +# MaterialX Data Libraries + +This folder contains the standard data libraries for MaterialX, providing declarations and graph definitions for the MaterialX nodes, and source code for all supported shader generators. + +## Standard Pattern Library +- [stdlib](stdlib) + - [stdlib_defs.mtlx](stdlib/stdlib_defs.mtlx) : Nodedef declarations. + - [stdlib_ng.mtlx](stdlib/stdlib_ng.mtlx) : Nodegraph definitions. + - [genglsl](stdlib/genglsl): GLSL language support. + - [lib](stdlib/genglsl/lib) : Shader utility files. + - [stdlib_genglsl_impl.mtlx](stdlib/genglsl/stdlib_genglsl_impl.mtlx) : Mapping from declarations to implementations. + - [genosl](stdlib/genosl): OSL language support. + - [lib](stdlib/genosl/lib) : Shader utility files. + - [stdlib_genosl_impl.mtlx](stdlib/genosl/stdlib_genosl_impl.mtlx) : Mapping from declarations to implementations. + - [genmdl](stdlib/genmdl): MDL language support. + - [stdlib_genmdl_impl.mtlx](stdlib/genmdl/stdlib_genmdl_impl.mtlx) : Mapping from declarations to implementations. + - Additional MaterialX support libraries for MDL are located in the [source/MaterialXGenMdl/mdl/materialx](../source/MaterialXGenMdl/mdl/materialx) package folder + - [genmsl](stdlib/genmsl): MSL language support. + - [lib](stdlib/genmsl/lib) : Shader utility files. + - [stdlib_genmsl_impl.mtlx](stdlib/genmsl/stdlib_genmsl_impl.mtlx) : Mapping from declarations to implementations. + +## Physically Based Shading Library +- [pbrlib](pbrlib) + - [pbrlib_defs.mtlx](pbrlib/pbrlib_defs.mtlx) : Nodedef declarations. + - [pbrlib_ng.mtlx](pbrlib/pbrlib_ng.mtlx) : Nodegraph definitions. + - [genglsl](pbrlib/genglsl) : GLSL language support + - [lib](pbrlib/genglsl/lib) : Shader utility files. + - [pbrlib_genglsl_impl.mtlx](pbrlib/genglsl/pbrlib_genglsl_impl.mtlx) : Mapping from declarations to implementations. + - [genosl](pbrlib/genosl) : OSL language support + - [lib](pbrlib/genosl/lib) : Shader utility files. + - [pbrlib_genosl_impl.mtlx](pbrlib/genosl/pbrlib_genosl_impl.mtlx) : Mapping from declarations to implementations. + - [genmdl](pbrlib/genmdl) : MDL language support + - [pbrlib_genmdl_impl.mtlx](pbrlib/genmdl/pbrlib_genmdl_impl.mtlx) : Mapping from declarations to implementations. + - [genmsl](pbrlib/genmsl) : MSL language support + - [pbrlib_genmsl_impl.mtlx](pbrlib/genmsl/pbrlib_genmsl_impl.mtlx) : Mapping from declarations to implementations. + +## BxDF Graph Library +- [bxdf](bxdf) + - [standard_surface.mtlx](bxdf/standard_surface.mtlx) : Graph definition of the [Autodesk Standard Surface](https://autodesk.github.io/standard-surface/) shading model. + - [gltf_pbr.mtlx](bxdf/gltf_pbr.mtlx) : Graph definition of the [glTF PBR](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#appendix-b-brdf-implementation) shading model. + - [usd_preview_surface.mtlx](bxdf/usd_preview_surface.mtlx) : Graph definition of the [UsdPreviewSurface](https://openusd.org/release/spec_usdpreviewsurface.html) shading model. + - [lama](bxdf/lama) : Graph definitions of the [MaterialX Lama](https://rmanwiki.pixar.com/display/REN24/MaterialX+Lama) node set. + +## Color Management Library +- MaterialX shader generation natively supports a small set of common spaces for input colors, with all color transforms implemented as language-independent MaterialX graphs.The canonical definitions of these color transforms may be found in the OpenColorIO configuration for [ACES 1.2](https://github.com/colour-science/OpenColorIO-Configs/tree/feature/aces-1.2-config/aces_1.2). + - lin_rec709 + - g18_rec709 + - g22_rec709 + - rec709_display + - acescg (lin_ap1) + - g22_ap1 + - srgb_texture + - lin_adobergb + - adobergb + - srgb_displayp3 + - lin_displayp3 +- [cmlib](cmlib) + - [cmlib_defs.mtlx](cmlib/cmlib_defs.mtlx) : Nodedef declarations. + - [cmlib_ng.mtlx](cmlib/cmlib_ng.mtlx) : Nodegraph definitions. + +## Target Definitions +- Each target implementation requires a target definition for declaration / implementation correspondence to work. +- The [targets](targets) folder contains definition files for the following core targets: + - GLSL : `genglsl` + - OSL : `genosl` + - MDL : `genmdl` + - MSL : `genmsl` +- Any additional target files should be added under this folder and loaded in as required. + +### Target Support +- GLSL target support is for version 4.0 or higher. +- OSL target support is for version 1.9.10 or higher. +- MDL target support is for version 1.7. +- Basic GLSL and MSL `lightshader` node definitions and implementations are provided for the following light types: + - point, directional, spot +- Shader generation does not currently support: + - `ambientocclusion` node. + - `arrayappend` node. + - `curveadjust` node. + - `displacementshader` and `volumeshader` nodes for hardware shading targets (GLSL, MSL). diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/disney_brdf_2012.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/disney_brdf_2012.mtlx new file mode 100644 index 0000000..1bf785e --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/disney_brdf_2012.mtlx @@ -0,0 +1,18 @@ + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/disney_brdf_2015.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/disney_brdf_2015.mtlx new file mode 100644 index 0000000..0eb6c90 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/disney_brdf_2015.mtlx @@ -0,0 +1,25 @@ + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/gltf_pbr.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/gltf_pbr.mtlx new file mode 100644 index 0000000..b42054a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/gltf_pbr.mtlx @@ -0,0 +1,726 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_add.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_add.mtlx new file mode 100644 index 0000000..deb6c5a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_add.mtlx @@ -0,0 +1,52 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_conductor.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_conductor.mtlx new file mode 100644 index 0000000..dc183c5 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_conductor.mtlx @@ -0,0 +1,159 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_dielectric.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_dielectric.mtlx new file mode 100644 index 0000000..68b9238 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_dielectric.mtlx @@ -0,0 +1,165 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_diffuse.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_diffuse.mtlx new file mode 100644 index 0000000..f028dbd --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_diffuse.mtlx @@ -0,0 +1,35 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_emission.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_emission.mtlx new file mode 100644 index 0000000..e9d7433 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_emission.mtlx @@ -0,0 +1,20 @@ + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_layer.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_layer.mtlx new file mode 100644 index 0000000..6d47cd6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_layer.mtlx @@ -0,0 +1,27 @@ + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_mix.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_mix.mtlx new file mode 100644 index 0000000..58a2b35 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_mix.mtlx @@ -0,0 +1,41 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_sheen.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_sheen.mtlx new file mode 100644 index 0000000..b58ecf1 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_sheen.mtlx @@ -0,0 +1,41 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_sss.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_sss.mtlx new file mode 100644 index 0000000..01db34f --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_sss.mtlx @@ -0,0 +1,73 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_translucent.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_translucent.mtlx new file mode 100644 index 0000000..85f495d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/lama/lama_translucent.mtlx @@ -0,0 +1,26 @@ + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/open_pbr_surface.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/open_pbr_surface.mtlx new file mode 100644 index 0000000..1100201 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/open_pbr_surface.mtlx @@ -0,0 +1,92 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/standard_surface.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/standard_surface.mtlx new file mode 100644 index 0000000..c7de689 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/standard_surface.mtlx @@ -0,0 +1,432 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx new file mode 100644 index 0000000..6cb6fcb --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx @@ -0,0 +1,134 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/translation/standard_surface_to_usd.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/translation/standard_surface_to_usd.mtlx new file mode 100644 index 0000000..b6e2880 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/translation/standard_surface_to_usd.mtlx @@ -0,0 +1,108 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/usd_preview_surface.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/usd_preview_surface.mtlx new file mode 100644 index 0000000..6efb288 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/bxdf/usd_preview_surface.mtlx @@ -0,0 +1,396 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/cmlib/cmlib_defs.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/cmlib/cmlib_defs.mtlx new file mode 100644 index 0000000..bee3026 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/cmlib/cmlib_defs.mtlx @@ -0,0 +1,110 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/cmlib/cmlib_ng.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/cmlib/cmlib_ng.mtlx new file mode 100644 index 0000000..8045e80 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/cmlib/cmlib_ng.mtlx @@ -0,0 +1,367 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/lights_genglsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/lights_genglsl_impl.mtlx new file mode 100644 index 0000000..b51940d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/lights_genglsl_impl.mtlx @@ -0,0 +1,13 @@ + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_directional_light.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_directional_light.glsl new file mode 100644 index 0000000..634c5fe --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_directional_light.glsl @@ -0,0 +1,5 @@ +void mx_directional_light(LightData light, vec3 position, out lightshader result) +{ + result.direction = -light.direction; + result.intensity = light.color * light.intensity; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_point_light.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_point_light.glsl new file mode 100644 index 0000000..c94b222 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_point_light.glsl @@ -0,0 +1,8 @@ +void mx_point_light(LightData light, vec3 position, out lightshader result) +{ + result.direction = light.position - position; + float distance = length(result.direction) + M_FLOAT_EPS; + float attenuation = pow(distance + 1.0, light.decay_rate + M_FLOAT_EPS); + result.intensity = light.color * light.intensity / attenuation; + result.direction /= distance; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_spot_light.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_spot_light.glsl new file mode 100644 index 0000000..b360784 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genglsl/mx_spot_light.glsl @@ -0,0 +1,13 @@ +void mx_spot_light(LightData light, vec3 position, out lightshader result) +{ + result.direction = light.position - position; + float distance = length(result.direction) + M_FLOAT_EPS; + float attenuation = pow(distance + 1.0, light.decay_rate + M_FLOAT_EPS); + result.intensity = light.color * light.intensity / attenuation; + result.direction /= distance; + float low = min(light.inner_angle, light.outer_angle); + float high = light.inner_angle; + float cosDir = dot(result.direction, -light.direction); + float spotAttenuation = smoothstep(low, high, cosDir); + result.intensity *= spotAttenuation; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/lights_genmsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/lights_genmsl_impl.mtlx new file mode 100644 index 0000000..90b4917 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/lights_genmsl_impl.mtlx @@ -0,0 +1,13 @@ + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_directional_light.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_directional_light.metal new file mode 100644 index 0000000..8f90b4e --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_directional_light.metal @@ -0,0 +1,5 @@ +void mx_directional_light(LightData light, float3 position, thread lightshader& result) +{ + result.direction = -light.direction; + result.intensity = light.color * light.intensity; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_point_light.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_point_light.metal new file mode 100644 index 0000000..b4d5b12 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_point_light.metal @@ -0,0 +1,8 @@ +void mx_point_light(LightData light, float3 position, thread lightshader& result) +{ + result.direction = light.position - position; + float distance = length(result.direction) + M_FLOAT_EPS; + float attenuation = pow(distance + 1.0, light.decay_rate + M_FLOAT_EPS); + result.intensity = light.color * light.intensity / attenuation; + result.direction /= distance; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_spot_light.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_spot_light.metal new file mode 100644 index 0000000..cfcc646 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/genmsl/mx_spot_light.metal @@ -0,0 +1,13 @@ +void mx_spot_light(LightData light, float3 position, thread lightshader& result) +{ + result.direction = light.position - position; + float distance = length(result.direction) + M_FLOAT_EPS; + float attenuation = pow(distance + 1.0, light.decay_rate + M_FLOAT_EPS); + result.intensity = light.color * light.intensity / attenuation; + result.direction /= distance; + float low = min(light.inner_angle, light.outer_angle); + float high = light.inner_angle; + float cosDir = dot(result.direction, -light.direction); + float spotAttenuation = smoothstep(low, high, cosDir); + result.intensity *= spotAttenuation; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/lights_defs.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/lights_defs.mtlx new file mode 100644 index 0000000..e8748ad --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/lights/lights_defs.mtlx @@ -0,0 +1,53 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/core.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/core.mdl new file mode 100644 index 0000000..f9fe427 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/core.mdl @@ -0,0 +1,199 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// MDL implementation of core types and supporting functions from +// MaterialX: An Open Standard for Network-Based CG Object Looks +// Document v1.37 REV2, January 19, 2020 +// and +// MaterialX: An Open Standard for Network-Based CG Object Looks +// Document v1.37 REV2, January 19, 2020 +// www.materialx.org +// in +// NVIDIA Material Definition Language 1.7 +// Language Specification +// Document version 1.7.2, January 17, 2022 +// www.nvidia.com/mdl + +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; + +// Epsilon value used in float calculations. +export const float FLOAT_EPS = 0.000001; + +// MaterialX Data Types +// NOTE: We use native MDL types where possible and rely on the translator +// to map MaterialX types to MDL types according to this table: +// +// MaterialX --> MDL +// ------------------ +// integer --> int +// boolean --> bool +// float --> float +// color3 --> color +// color4 --> struct color4 (see below) +// vector2 --> float2 +// vector3 --> float3 +// vector4 --> float4 +// matrix33 --> float3x3 +// matrix44 --> float4x4 +// string --> string, or context specific enums (see below) +// filename --> texture_2d, or other repective resource type +// geomname --> (N.A.) +// array --> T[] (deferred-size arrays) +// +// NOTE: The type mapping is not bijective, multiple types in MaterialX +// map to the same type in MDL, which can impact the translation +// of overloaded nodes to not generate mutliple identical definitions. + +// Special struct type for color4 +export struct color4 { + color rgb = color(0.0); + float a = 1.0; +}; + +// NOTE: MDL does not support operator overloading nor custom constructors, +// we use constructor-like functions defined here to help the generator +// to work with the vector and color types, as well as operator-like +// functions for the color4 type. +export color4 mk_color4( float v) { return color4( color(v), v);} +export color4 mk_color4( float r, float g, float b, float a) { return color4(color(r,g,b), a); } +export color4 mk_color4( float3 v) { return color4(color(v.x, v.y, v.z), 1.0); } +export color4 mk_color4( float4 v) { return color4(color(v.x, v.y, v.z), v.w); } +export color4 mk_color4( color v) { return color4(v, 1.0); } +export color4 mk_color4( color v, float a) { return color4(v, a); } +export color mk_color3( float r, float g, float b) { return color(r, g, b); } +export color mk_color3( float v) { return color(v); } +export color mk_color3( float2 v) { return color(v.x, v.y, 0.0); } +export color mk_color3( float3 v) { return color(v.x, v.y, v.z); } +export color mk_color3( float4 v) { return color(v.x, v.y, v.z); } +export color mk_color3( color v) { return v; } +export color mk_color3( color4 v) { return v.rgb; } +export float3 mk_float3( color4 v) { return float3(v.rgb); } +export float4 mk_float4( color4 v) { + float3 rgb = float3(v.rgb); + return float4(rgb.x, rgb.y, rgb.z, v.a); +} + +export color4 mx_add( color4 v1, color4 v2) { return color4(v1.rgb + v2.rgb, v1.a + v2.a); } +export color4 mx_add( color4 v1, float v2) { return color4(v1.rgb + v2 , v1.a + v2 ); } +export color4 mx_subtract( color4 v1, color4 v2) { return color4(v1.rgb - v2.rgb, v1.a - v2.a); } +export color4 mx_subtract( color4 v1, float v2) { return color4(v1.rgb - v2 , v1.a - v2 ); } +export color4 mx_multiply( color4 v1, color4 v2) { return color4(v1.rgb * v2.rgb, v1.a * v2.a); } +export color4 mx_multiply( color4 v1, float v2) { return color4(v1.rgb * v2 , v1.a * v2 ); } +export color4 mx_divide( color4 v1, color4 v2) { return color4(v1.rgb / v2.rgb, v1.a / v2.a); } +export color4 mx_divide( color4 v1, float v2) { return color4(v1.rgb / v2 , v1.a / v2 ); } +export float mx_mod( float x, float y) { return x - y * math::floor(x/y); } +export float2 mx_mod( float2 x, float2 y) { return x - y * math::floor(x/y); } +export float3 mx_mod( float3 x, float3 y) { return x - y * math::floor(x/y); } +export float4 mx_mod( float4 x, float4 y) { return x - y * math::floor(x/y); } +export float2 mx_mod( float2 x, float y) { return mx_mod(x, float2(y,y)); } +export float3 mx_mod( float3 x, float y) { return mx_mod(x, float3(y,y,y)); } +export float4 mx_mod( float4 x, float y) { return mx_mod(x, float4(y,y,y,y)); } + +// Parameter Expressions and Function Curves +// Idea: attach an auxiliary lookup function if an array of frame values is +// given in a attribute +export int curve_lookup( int index, int[] values, int min, int max) { + return values[::math::clamp( index, min, max) - min]; +} +export float curve_lookup( int index, float[] values, int min, int max) { + return values[::math::clamp( index, min, max) - min]; +} +export float2 curve_lookup( int index, float2[] values, int min, int max) { + return values[::math::clamp( index, min, max) - min]; +} +export float3 curve_lookup( int index, float3[] values, int min, int max) { + return values[::math::clamp( index, min, max) - min]; +} +export float4 curve_lookup( int index, float4[] values, int min, int max) { + return values[::math::clamp( index, min, max) - min]; +} +export color curve_lookup( int index, color[] values, int min, int max) { + return values[::math::clamp( index, min, max) - min]; +} + +// Enum selecting address modes for texture nodes, instead of string +export enum mx_addressmode_type { + mx_addressmode_type_constant, + mx_addressmode_type_clamp, + mx_addressmode_type_periodic, + mx_addressmode_type_mirror +}; + +// Enum selecting filter modes for texture nodes, instead of string +export enum mx_filterlookup_type { + mx_filterlookup_type_closest, + mx_filterlookup_type_linear, + mx_filterlookup_type_cubic +}; + +// Enum selecting coordinate spaces, instead of string +export enum mx_coordinatespace_type { + mx_coordinatespace_type_model, + mx_coordinatespace_type_object, + mx_coordinatespace_type_world +}; + +// Helper function mapping MaterialX coordinate spaces to MDL coordinate spaces +export state::coordinate_space mx_map_space( mx_coordinatespace_type space) { + switch (space) { + case mx_coordinatespace_type_world: + return state::coordinate_world; + case mx_coordinatespace_type_object: + return state::coordinate_object; + default: + return state::coordinate_internal; + } +} + +// Helper function mapping MaterialX coordinate space strings to MDL coordinate spaces +export state::coordinate_space mx_map_space( string space) { + if (space == "world") { + return state::coordinate_world; + } + else if (space == "object") { + return state::coordinate_object; + } + else { + return state::coordinate_internal; + } +} + +// Support return type structures for the separate[234] types +export struct mx_separate2_vector2_type { float outx = 0.0; float outy = 0.0; }; +export struct mx_separate3_color3_type { float outr = 0.0; float outg = 0.0; float outb = 0.0; }; +export struct mx_separate3_vector3_type { float outx = 0.0; float outy = 0.0; float outz = 0.0; }; +export struct mx_separate4_color4_type { float outr = 0.0; float outg = 0.0; float outb = 0.0; float outa = 0.0; }; +export struct mx_separate4_vector4_type { float outx = 0.0; float outy = 0.0; float outz = 0.0; float outw = 0.0; }; + +// Enum for blur filter type, instead of string +export enum mx_filter_type { + mx_filter_type_box, + mx_filter_type_gaussian +}; + +// Enum selecting microfacet models, instead of string +export enum mx_distribution_type { + mx_distribution_type_ggx +}; + +// Custom annotation for MDL function parameters to map between MDL and the original MaterialX graph. +// * When added to a paramater, the "name" will contain the path in the MaterialX graph starting +// from the root up to the input using `/` as separator. +export annotation origin(string name); diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/hsv.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/hsv.mdl new file mode 100644 index 0000000..3c7753a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/hsv.mdl @@ -0,0 +1,80 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// Support functions for HSV <--> RGB color conversions + +mdl 1.6; + +import ::limits::*; +import ::math::*; + +// Convert from the HSV color model to the RGB color model +export float3 mx_hsvtorgb(float3 hsv) { + // from "Color Imaging, Fundamentals and Applications", Reinhard et al., p. 442 + + float h = 6.0 * (hsv.x - math::floor(hsv.x)); + int hi = int(h); // truncate + float f = h - float(hi); + + float zy = hsv.z*hsv.y; + float a = hsv.z - zy; + float b = hsv.z - zy*f; + float c = a + zy*f; + + switch(hi) { + default: + // hue out of [0,1] range... + // fall through... + case 0: + return float3(hsv.z, c, a); + case 1: + return float3(b, hsv.z, a); + case 2: + return float3(a, hsv.z, c); + case 3: + return float3(a, b, hsv.z); + case 4: + return float3(c, a, hsv.z); + case 5: + return float3(hsv.z, a, b); + } +} + +// Convert from the RGB color model to the HSV color model +export float3 mx_rgbtohsv(float3 rgb) { + // from "Color Imaging, Fundamentals and Applications", Reinhard et al., p. 442 + // H = + // 60*(G-B)/(max-min) if R is max + // 60*(2+((B-R)/(max-min))) if G is max + // 60*(4+((R-G)/(max-min))) if B if max + // and normalize the result by dividing by 360deg + // S = (max-min)/max + // V = max + + float max = math::max(rgb.x, math::max(rgb.y, rgb.z)); + float min = math::min(rgb.x, math::min(rgb.y, rgb.z)); + float range = max - min; + float inv_range = (1.0f/6.0f)/range; + + float saturation = (max > limits::FLOAT_MIN) ? (range / max) : 0.0f; + float hue = (saturation != 0.0f) ? + ((max == rgb.x) ? ((rgb.y-rgb.z)*inv_range) // R is max + : (max == rgb.y) ? ((2.0f/6.0f) + (rgb.z-rgb.x)*inv_range) // G is max + : ((4.0f/6.0f) + (rgb.x-rgb.y)*inv_range)) // B is max + : 0.0f; // hue is undefined (assume 0) + + return float3((hue >= 0.0f) ? hue : (hue + 1.0f), saturation, max); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/noise.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/noise.mdl new file mode 100644 index 0000000..a6c1658 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/noise.mdl @@ -0,0 +1,760 @@ +// +// Copyright Contributors to the MaterialX Project +// SPDX-License-Identifier: Apache-2.0 +// + +/******************************************************************************** +MaterialX Noise Library. + +This library is a modified version of the noise library found in +Open Shading Language: +github.com/imageworks/OpenShadingLanguage/blob/master/src/include/OSL/oslnoise.h + +It contains the subset of noise types needed to implement the MaterialX +standard library. The modifications are mainly conversions from C++ to MDL. +Produced results should be identical to the OSL noise functions. + +Original copyright notice: +------------------------------------------------------------------------ +Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. +All Rights Reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: +* Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +* Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +* Neither the name of Sony Pictures Imageworks nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +------------------------------------------------------------------------ +********************************************************************************/ + +mdl 1.6; + +import ::anno::*; +import ::math::*; +import ::state::*; + +import .::core::*; +import .::swizzle::*; + +float mx_bilerp_float(float v0, float v1, float v2, float v3, float s, float t) +{ + float s1 = 1.0 - s; + return (1.0 - t) * (v0*s1 + v1*s) + t * (v2*s1 + v3*s); +} +float3 mx_bilerp_float3(float3 v0, float3 v1, float3 v2, float3 v3, float s, float t) +{ + float s1 = 1.0 - s; + return (1.0 - t) * (v0*s1 + v1*s) + t * (v2*s1 + v3*s); +} +float mx_trilerp_float(float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float s, float t, float r) +{ + float s1 = 1.0 - s; + float t1 = 1.0 - t; + float r1 = 1.0 - r; + return (r1*(t1*(v0*s1 + v1*s) + t*(v2*s1 + v3*s)) + + r*(t1*(v4*s1 + v5*s) + t*(v6*s1 + v7*s))); +} +float3 mx_trilerp_float3(float3 v0, float3 v1, float3 v2, float3 v3, float3 v4, float3 v5, float3 v6, float3 v7, float s, float t, float r) +{ + float s1 = 1.0 - s; + float t1 = 1.0 - t; + float r1 = 1.0 - r; + return (r1*(t1*(v0*s1 + v1*s) + t*(v2*s1 + v3*s)) + + r*(t1*(v4*s1 + v5*s) + t*(v6*s1 + v7*s))); +} + +// 2 and 3 dimensional gradient functions - perform a dot product against a +// randomly chosen vector. Note that the gradient vector is not normalized, but +// this only affects the overal "scale" of the result, so we simply account for +// the scale by multiplying in the corresponding "perlin" function. +float mx_gradient_float(int mxp_hash, float mxp_x, float mxp_y) +{ + // 8 possible directions (+-1,+-2) and (+-2,+-1) + int h = mxp_hash & 7; + float u = h<4 ? mxp_x : mxp_y; + float v = 2.0 * (h<4 ? mxp_y : mxp_x); + // compute the dot product with (x,y). + return (((h&1)!=0) ? -u : u) + (((h&2) != 0) ? -v : v); +} +float mx_gradient_float(int mxp_hash, float mxp_x, float mxp_y, float mxp_z) +{ + // use vectors pointing to the edges of the cube + int h = mxp_hash & 15; + float u = h<8 ? mxp_x : mxp_y; + float v = h<4 ? mxp_y : ((h==12)||(h==14)) ? mxp_x : mxp_z; + return (((h&1)!=0)?-u:u) + (((h&2)!=0)?-v:v); +} +float3 mx_gradient_float3(int3 mxp_hash, float mxp_x, float mxp_y) +{ + return float3(mx_gradient_float(mxp_hash.x, mxp_x, mxp_y), + mx_gradient_float(mxp_hash.y, mxp_x, mxp_y), + mx_gradient_float(mxp_hash.z, mxp_x, mxp_y)); +} +float3 mx_gradient_float3(int3 mxp_hash, float mxp_x, float mxp_y, float mxp_z) +{ + return float3(mx_gradient_float(mxp_hash.x, mxp_x, mxp_y, mxp_z), + mx_gradient_float(mxp_hash.y, mxp_x, mxp_y, mxp_z), + mx_gradient_float(mxp_hash.z, mxp_x, mxp_y, mxp_z)); +} +// Scaling factors to normalize the result of gradients above. +// These factors were experimentally calculated to be: +// 2D: 0.6616 +// 3D: 0.9820 +//JAN: why do those differ from osl sourcecode? +float mx_gradient_scale2d_float(float mxp_v) { return 0.6616 * mxp_v; } +float mx_gradient_scale3d_float(float mxp_v) { return 0.9820 * mxp_v; } +float3 mx_gradient_scale2d_float3(float3 mxp_v) { return 0.6616 * mxp_v; } +float3 mx_gradient_scale3d_float3(float3 mxp_v) { return 0.9820 * mxp_v; } + +/// Bitwise circular rotation left by k bits (for 32 bit unsigned integers) +int mx_rotl32(int mxp_x, int mxp_k) +{ + return (mxp_x<>>(32-mxp_k)); //note the unsigned right shift +} + +int3 mx_bjmix(int a, int b, int c) +{ + a -= c; a ^= mx_rotl32(c, 4); c += b; + b -= a; b ^= mx_rotl32(a, 6); a += c; + c -= b; c ^= mx_rotl32(b, 8); b += a; + a -= c; a ^= mx_rotl32(c,16); c += b; + b -= a; b ^= mx_rotl32(a,19); a += c; + c -= b; c ^= mx_rotl32(b, 4); b += a; + return int3(a, b, c); +} + +// Mix up and combine the bits of a, b, and c (doesn't change them, but +// returns a hash of those three original values). +int mx_bjfinal(int mxp_a, int mxp_b, int mxp_c) +{ + mxp_c ^= mxp_b; mxp_c -= mx_rotl32(mxp_b,14); + mxp_a ^= mxp_c; mxp_a -= mx_rotl32(mxp_c,11); + mxp_b ^= mxp_a; mxp_b -= mx_rotl32(mxp_a,25); + mxp_c ^= mxp_b; mxp_c -= mx_rotl32(mxp_b,16); + mxp_a ^= mxp_c; mxp_a -= mx_rotl32(mxp_c,4); + mxp_b ^= mxp_a; mxp_b -= mx_rotl32(mxp_a,14); + mxp_c ^= mxp_b; mxp_c -= mx_rotl32(mxp_b,24); + return mxp_c; +} + +// Convert a 32 bit integer into a floating point number in [0,1] +float mx_bits_to_01(int mxp_bits) +{ + return mxp_bits >=0 ? float(mxp_bits) / 4294967295.: + float(mxp_bits>>>1)/ 2147483647.; +} + +float mx_fade(float mxp_t) +{ + return mxp_t * mxp_t * mxp_t * (mxp_t * (mxp_t * 6.0 - 15.0) + 10.0); +} + +int mx_hash_int(int mxp_x) +{ + int len = 1; + int seed = int(0xdeadbeef) + (len << 2) + 13; + return mx_bjfinal(seed + mxp_x, seed, seed); +} + +int mx_hash_int(int mxp_x, int mxp_y) +{ + int len = 2; + int a, b, c; + a = b = c = int(0xdeadbeef) + (len << 2) + 13; + a += mxp_x; + b += mxp_y; + return mx_bjfinal(a, b, c); +} + +int mx_hash_int(int mxp_x, int mxp_y, int mxp_z) +{ + int len = 3; + int a, b, c; + a = b = c = int(0xdeadbeef) + (len << 2) + 13; + a += mxp_x; + b += mxp_y; + c += mxp_z; + return mx_bjfinal(a, b, c); +} + +int mx_hash_int(int x, int y, int z, int xx) +{ + int len = 4; + int a, b, c; + a = b = c = int(0xdeadbeef) + (len << 2) + 13; + a += x; + b += y; + c += z; + int3 abc = mx_bjmix(a, b, c); + a = abc.x; + b = abc.y; + c = abc.z; + a += xx; + return mx_bjfinal(a, b, c); +} + +int mx_hash_int(int x, int y, int z, int xx, int yy) +{ + int len = 5; + int a, b, c; + a = b = c = int(0xdeadbeef) + (len << 2) + 13; + a += x; + b += y; + c += z; + int3 abc = mx_bjmix(a, b, c); + a = abc.x; + b = abc.y; + c = abc.z; + a += xx; + b += yy; + return mx_bjfinal(a, b, c); +} + +int3 mx_hash_int3(int mxp_x, int mxp_y) +{ + int h = mx_hash_int(mxp_x, mxp_y); + // we only need the low-order bits to be random, so split out + // the 32 bit result into 3 parts for each channel + int3 result; + result.x = (h ) & 0xFF; + result.y = (h >>> 8 ) & 0xFF; + result.z = (h >>> 16) & 0xFF; + return result; +} + +int3 mx_hash_int3(int mxp_x, int mxp_y, int mxp_z) +{ + int h = mx_hash_int(mxp_x, mxp_y, mxp_z); + // we only need the low-order bits to be random, so split out + // the 32 bit result into 3 parts for each channel + int3 result; + result.x = (h ) & 0xFF; + result.y = (h >>> 8 ) & 0xFF; + result.z = (h >>> 16) & 0xFF; + return result; +} + +export float mx_perlin_noise_float( + float2 mxp_p = swizzle::xy( ::state::texture_coordinate(0))) +[[ + anno::noinline() +]] +{ + float ix=math::floor(mxp_p.x); + float iy=math::floor(mxp_p.y); + int X = int(ix); + int Y = int(iy); + float fx = mxp_p.x-ix; + float fy = mxp_p.y-iy; + float u = mx_fade(fx); + float v = mx_fade(fy); + float result = mx_bilerp_float( + mx_gradient_float(mx_hash_int(X , Y ), fx , fy ), + mx_gradient_float(mx_hash_int(X+1, Y ), fx-1.0, fy ), + mx_gradient_float(mx_hash_int(X , Y+1), fx , fy-1.0), + mx_gradient_float(mx_hash_int(X+1, Y+1), fx-1.0, fy-1.0), + u, v); + return mx_gradient_scale2d_float(result); +} + +export float3 mx_perlin_noise_float3( + float2 mxp_p = swizzle::xy( ::state::texture_coordinate(0))) +[[ + anno::noinline() +]] +{ + float ix=math::floor(mxp_p.x); + float iy=math::floor(mxp_p.y); + int X = int(ix); + int Y = int(iy); + float fx = mxp_p.x-ix; + float fy = mxp_p.y-iy; + float u = mx_fade(fx); + float v = mx_fade(fy); + float3 result = mx_bilerp_float3( + mx_gradient_float3(mx_hash_int3(X , Y ), fx , fy ), + mx_gradient_float3(mx_hash_int3(X+1, Y ), fx-1.0, fy ), + mx_gradient_float3(mx_hash_int3(X , Y+1), fx , fy-1.0), + mx_gradient_float3(mx_hash_int3(X+1, Y+1), fx-1.0, fy-1.0), + u, v); + return mx_gradient_scale2d_float3(result); +} + +export float mx_perlin_noise_float( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position())) +[[ + anno::noinline() +]] +{ + float ix=math::floor(mxp_p.x); + float iy=math::floor(mxp_p.y); + float iz=math::floor(mxp_p.z); + int X = int(ix); + int Y = int(iy); + int Z = int(iz); + float fx = mxp_p.x-ix; + float fy = mxp_p.y-iy; + float fz = mxp_p.z-iz; + float u = mx_fade(fx); + float v = mx_fade(fy); + float w = mx_fade(fz); + float result = mx_trilerp_float( + mx_gradient_float(mx_hash_int(X , Y , Z ), fx , fy , fz ), + mx_gradient_float(mx_hash_int(X+1, Y , Z ), fx-1.0, fy , fz ), + mx_gradient_float(mx_hash_int(X , Y+1, Z ), fx , fy-1.0, fz ), + mx_gradient_float(mx_hash_int(X+1, Y+1, Z ), fx-1.0, fy-1.0, fz ), + mx_gradient_float(mx_hash_int(X , Y , Z+1), fx , fy , fz-1.0), + mx_gradient_float(mx_hash_int(X+1, Y , Z+1), fx-1.0, fy , fz-1.0), + mx_gradient_float(mx_hash_int(X , Y+1, Z+1), fx , fy-1.0, fz-1.0), + mx_gradient_float(mx_hash_int(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0), + u, v, w); + return mx_gradient_scale3d_float(result); +} + +export float3 mx_perlin_noise_float3( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position())) +[[ + anno::noinline() +]] +{ + float ix=math::floor(mxp_p.x); + float iy=math::floor(mxp_p.y); + float iz=math::floor(mxp_p.z); + int X = int(ix); + int Y = int(iy); + int Z = int(iz); + float fx = mxp_p.x-ix; + float fy = mxp_p.y-iy; + float fz = mxp_p.z-iz; + float u = mx_fade(fx); + float v = mx_fade(fy); + float w = mx_fade(fz); + float3 result = mx_trilerp_float3( + mx_gradient_float3(mx_hash_int3(X , Y , Z ), fx , fy , fz ), + mx_gradient_float3(mx_hash_int3(X+1, Y , Z ), fx-1.0, fy , fz ), + mx_gradient_float3(mx_hash_int3(X , Y+1, Z ), fx , fy-1.0, fz ), + mx_gradient_float3(mx_hash_int3(X+1, Y+1, Z ), fx-1.0, fy-1.0, fz ), + mx_gradient_float3(mx_hash_int3(X , Y , Z+1), fx , fy , fz-1.0), + mx_gradient_float3(mx_hash_int3(X+1, Y , Z+1), fx-1.0, fy , fz-1.0), + mx_gradient_float3(mx_hash_int3(X , Y+1, Z+1), fx , fy-1.0, fz-1.0), + mx_gradient_float3(mx_hash_int3(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0), + u, v, w); + return mx_gradient_scale3d_float3(result); +} + +export float mx_cell_noise_float(float mxp_p) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p); + return mx_bits_to_01(mx_hash_int(ix)); +} + +export float mx_cell_noise_float( + float2 mxp_p = swizzle::xy( ::state::texture_coordinate(0))) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p.x); + int iy = math::floor(mxp_p.y); + return mx_bits_to_01(mx_hash_int(ix, iy)); +} + +export float mx_cell_noise_float( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position())) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p.x); + int iy = math::floor(mxp_p.y); + int iz = math::floor(mxp_p.z); + return mx_bits_to_01(mx_hash_int(ix, iy, iz)); +} + +export float mx_cell_noise_float(float4 mxp_p) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p.x); + int iy = math::floor(mxp_p.y); + int iz = math::floor(mxp_p.z); + int iw = math::floor(mxp_p.w); + return mx_bits_to_01(mx_hash_int(ix, iy, iz, iw)); +} + +export float3 mx_cell_noise_float3(float mxp_p) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p); + return float3( + mx_bits_to_01(mx_hash_int(ix, 0)), + mx_bits_to_01(mx_hash_int(ix, 1)), + mx_bits_to_01(mx_hash_int(ix, 2)) + ); +} + +export float3 mx_cell_noise_float3( + float2 mxp_p = swizzle::xy( ::state::texture_coordinate(0))) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p.x); + int iy = math::floor(mxp_p.y); + return float3( + mx_bits_to_01(mx_hash_int(ix, iy, 0)), + mx_bits_to_01(mx_hash_int(ix, iy, 1)), + mx_bits_to_01(mx_hash_int(ix, iy, 2)) + ); +} + +export float3 mx_cell_noise_float3( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position())) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p.x); + int iy = math::floor(mxp_p.y); + int iz = math::floor(mxp_p.z); + return float3( + mx_bits_to_01(mx_hash_int(ix, iy, iz, 0)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, 1)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, 2)) + ); +} + +export float3 mx_cell_noise_float3(float4 mxp_p) +[[ + anno::noinline() +]] +{ + int ix = math::floor(mxp_p.x); + int iy = math::floor(mxp_p.y); + int iz = math::floor(mxp_p.z); + int iw = math::floor(mxp_p.w); + return float3( + mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 0)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 1)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 2)) + ); +} + +export float mx_fractal_noise_float( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5) +[[ + anno::noinline() +]] +{ + float result = 0.0; + float amplitude = 1.0; + for (int i = 0; i < mxp_octaves; ++i) + { + result += amplitude * mx_perlin_noise_float(mxp_p); + amplitude *= mxp_diminish; + mxp_p *= mxp_lacunarity; + } + return result; +} + +export float3 mx_fractal_noise_float3( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5) +[[ + anno::noinline() +]] +{ + float3 result = float3(0.0); + float amplitude = 1.0; + for (int i = 0; i < mxp_octaves; ++i) + { + result += amplitude * mx_perlin_noise_float3(mxp_p); + amplitude *= mxp_diminish; + mxp_p *= mxp_lacunarity; + } + return result; +} + +export float2 mx_fractal_noise_float2( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5) +[[ + anno::noinline() +]] +{ + return float2(mx_fractal_noise_float(mxp_p, mxp_octaves, mxp_lacunarity, mxp_diminish), + mx_fractal_noise_float(mxp_p+float3(19, 193, 17), mxp_octaves, mxp_lacunarity, mxp_diminish)); +} + +export float4 mx_fractal_noise_float4( + float3 mxp_p = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5) +[[ + anno::noinline() +]] +{ + + float3 c = mx_fractal_noise_float3(mxp_p, mxp_octaves, mxp_lacunarity, mxp_diminish); + float a = mx_fractal_noise_float(mxp_p+float3(19, 193, 17), mxp_octaves, mxp_lacunarity, mxp_diminish); + return float4(c.x, c.y, c.z, a); +} + +float mx_worley_distance2(float2 p, int x, int y, int xoff, int yoff, float jitter, int metric) +{ + float3 tmp = mx_cell_noise_float3(float2(x+xoff, y+yoff)); + float2 off = float2(tmp.x, tmp.y); + + off -= 0.5f; + off *= jitter; + off += 0.5f; + + float2 cellpos = float2(float(x), float(y)) + off; + float2 diff = cellpos - p; + if (metric == 2) + return math::abs(diff.x) + math::abs(diff.y); // Manhattan distance + if (metric == 3) + return math::max(math::abs(diff.x), math::abs(diff.y)); // Chebyshev distance + // Either Euclidian or Distance^2 + return math::dot(diff, diff); +} + +float mx_worley_distance3(float3 p, int x, int y, int z, int xoff, int yoff, int zoff, float jitter, int metric) +{ + float3 off = mx_cell_noise_float3(float3(x+xoff, y+yoff, z+zoff)); + + off -= 0.5f; + off *= jitter; + off += 0.5f; + + float3 cellpos = float3(float(x), float(y), float(z)) + off; + float3 diff = cellpos - p; + if (metric == 2) + return math::abs(diff.x) + math::abs(diff.y) + math::abs(diff.z); // Manhattan distance + if (metric == 3) + return math::max(math::max(math::abs(diff.x), math::abs(diff.y)), math::abs(diff.z)); // Chebyshev distance + // Either Euclidian or Distance^2 + return math::dot(diff, diff); +} + +export float mx_worley_noise_float(float2 p, float jitter, int metric) +{ + float ix = math::floor(p.x); + float iy = math::floor(p.y); + int X = int(ix); + int Y = int(iy); + float2 localpos = float2(p.x-ix, p.y-iy); + + float sqdist = 1e6f; // Some big number for jitter > 1 (not all GPUs may be IEEE) + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float dist = mx_worley_distance2(localpos, x, y, X, Y, jitter, metric); + sqdist = math::min(sqdist, dist); + } + } + if (metric == 0) + sqdist = math::sqrt(sqdist); + return sqdist; +} + +export float2 mx_worley_noise_float2(float2 p, float jitter, int metric) +{ + float ix = math::floor(p.x); + float iy = math::floor(p.y); + int X = int(ix); + int Y = int(iy); + float2 localpos = float2(p.x-ix, p.y-iy); + + float2 sqdist = float2(1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float dist = mx_worley_distance2(localpos, x, y, X, Y, jitter, metric); + if (dist < sqdist.x) + { + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.y = dist; + } + } + } + if (metric == 0) + sqdist = math::sqrt(sqdist); + return sqdist; +} + +export float3 mx_worley_noise_float3(float2 p, float jitter, int metric) +{ + float ix = math::floor(p.x); + float iy = math::floor(p.y); + int X = int(ix); + int Y = int(iy); + float2 localpos = float2(p.x-ix, p.y-iy); + + float3 sqdist = float3(1e6f, 1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float dist = mx_worley_distance2(localpos, x, y, X, Y, jitter, metric); + if (dist < sqdist.x) + { + sqdist.z = sqdist.y; + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.z = sqdist.y; + sqdist.y = dist; + } + else if (dist < sqdist.z) + { + sqdist.z = dist; + } + } + } + if (metric == 0) + sqdist = math::sqrt(sqdist); + return sqdist; +} + +export float mx_worley_noise_float(float3 p, float jitter, int metric) +{ + float ix = math::floor(p.x); + float iy = math::floor(p.y); + float iz = math::floor(p.z); + int X = int(ix); + int Y = int(iy); + int Z = int(iz); + float3 localpos = float3(p.x-ix, p.y-iy, p.z-iz); + + float sqdist = 1e6f; + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float dist = mx_worley_distance3(localpos, x, y, z, X, Y, Z, jitter, metric); + sqdist = math::min(sqdist, dist); + } + } + } + if (metric == 0) + sqdist = math::sqrt(sqdist); + return sqdist; +} + +export float2 mx_worley_noise_float2(float3 p, float jitter, int metric) +{ + float ix = math::floor(p.x); + float iy = math::floor(p.y); + float iz = math::floor(p.z); + int X = int(ix); + int Y = int(iy); + int Z = int(iz); + float3 localpos = float3(p.x-ix, p.y-iy, p.z-iz); + + float2 sqdist = float2(1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float dist = mx_worley_distance3(localpos, x, y, z, X, Y, Z, jitter, metric); + if (dist < sqdist.x) + { + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.y = dist; + } + } + } + } + if (metric == 0) + sqdist = math::sqrt(sqdist); + return sqdist; +} + +export float3 mx_worley_noise_float3(float3 p, float jitter, int metric) +{ + float ix = math::floor(p.x); + float iy = math::floor(p.y); + float iz = math::floor(p.z); + int X = int(ix); + int Y = int(iy); + int Z = int(iz); + float3 localpos = float3(p.x-ix, p.y-iy, p.z-iz); + + float3 sqdist = float3(1e6f, 1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float dist = mx_worley_distance3(localpos, x, y, z, X, Y, Z, jitter, metric); + if (dist < sqdist.x) + { + sqdist.z = sqdist.y; + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.z = sqdist.y; + sqdist.y = dist; + } + else if (dist < sqdist.z) + { + sqdist.z = dist; + } + } + } + } + if (metric == 0) + sqdist = math::sqrt(sqdist); + return sqdist; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib.mdl new file mode 100644 index 0000000..0c11ce3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib.mdl @@ -0,0 +1,30 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// MDL implementation of all types and nodes of +// MaterialX Physically-Based Shading Nodes +// Document v1.37 REV2, July 16, 2019 (Revised October 17, 2019) +// see www.materialx.org +// in +// NVIDIA Material Definition Language 1.8 +// Language Specification +// Document version 1.8.2, May 24, 2023 +// www.nvidia.com/mdl + +mdl 1.8; + +// forward the latest version +export using .::pbrlib_1_8 import *; diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_6.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_6.mdl new file mode 100644 index 0000000..fbd6b5c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_6.mdl @@ -0,0 +1,1009 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// MDL implementation of all types and nodes of +// MaterialX Physically-Based Shading Nodes +// Document v1.37 REV2, July 16, 2019 (Revised October 17, 2019) +// see www.materialx.org +// in +// NVIDIA Material Definition Language 1.6 +// Language Specification +// Document version 1.6.1, December 16, 2019 +// www.nvidia.com/mdl + +mdl 1.6; + +import ::anno::*; +import ::df::*; +import ::math::*; +import ::state::*; + +import .::core::*; +import .::swizzle::*; + +// NOTE: We use the MDL material type to represent all PBS nodes of +// BSDF, EDF, VDF and other MaterialX material related types. +// To document, and possibly also support tool diagnostics, we +// use the ::anno::usage(string) annotation to document the +// true MaterialX type, only connections with equal usage +// annotations are correct MaterialX connections. + +// NOTE: Geometric parameters like surface normal are specified in MDL internal +// space, which is the efficient and natural way for MDL. +// TODO: Check that the generator emits proper space transform conversion +// calls where needed +// TODO: Check how MaterialX unit handling works with this +// TODO: Check if scene_units_per_meter() is applicable as well, like for displacement + +// NOTE: Some PBR nodes require multiple implementations with different +// parameter types. If those require a material type as result, we +// cannot use overlaods and must use different names. Examples are +// mix, add, multiply, and we include displacement for orthogonality. + +// NOTE: Because of the BTDFs and the VDF below them, we have to take care +// of volumetric properties in the BSDF components as well. Since IOR +// is uniform in MDL, some nodes have a limitation on how IOR works. + + +// Enum selecting scatter mode, instead of string +export enum mx_scatter_mode { + mx_scatter_mode_R, + mx_scatter_mode_T, + mx_scatter_mode_RT +}; + +// Helper function mapping MaterialX scatter mode to MDL scatter_mode enum +export df::scatter_mode mx_map_scatter_mode( + mx_scatter_mode mode +) { + switch (mode) { + case mx_scatter_mode_R: + return df::scatter_reflect; + case mx_scatter_mode_T: + return df::scatter_transmit; + default: + return df::scatter_reflect_transmit; + } +} + +export material mx_oren_nayar_diffuse_bsdf( + float mxp_weight = 1.0, + color mxp_color = color(0.18), + float mxp_roughness = 0.0, + float3 mxp_normal = state::normal() +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_weight, + layer: df::diffuse_reflection_bsdf( + tint: mxp_color, + roughness: mxp_roughness + ), + normal: mxp_normal + ) + ) +); + +// NOTE: Approximate Burley with df::diffuse_reflection_bsdf, the difference isn't big +export material mx_burley_diffuse_bsdf( + float mxp_weight = 1.0, + color mxp_color = color(0.18), + float mxp_roughness = 0.0, + float3 mxp_normal = state::normal() +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_weight, + layer: df::diffuse_reflection_bsdf( + tint: mxp_color, + roughness: mxp_roughness + ), + normal: mxp_normal + ) + ) +); + +export material mx_translucent_bsdf( + float mxp_weight = 1.0, + color mxp_color = color(1.0), + float3 mxp_normal = state::normal() +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_weight, + layer: df::diffuse_transmission_bsdf( + tint: mxp_color + ), + normal: mxp_normal + ) + ) +); + +// TODO MDL 1.8 +// * will add support for thin film above a color_custom_curve_layer node until then, thin_film will have no effect +// * thin_film(thickness: 0.0, ior: < 1.0) will be handled properly +export material mx_dielectric_bsdf( + float mxp_weight = 1.0, + color mxp_tint = color(1.0), + float mxp_ior = 1.5, + float2 mxp_roughness = float2(0.0), + float3 mxp_normal = state::normal(), + float3 mxp_tangent = state::texture_tangent_u(0), + uniform core::mx_distribution_type mxp_distribution = core::mx_distribution_type_ggx [[ anno::unused() ]], + uniform mx_scatter_mode mxp_scatter_mode = mx_scatter_mode_R, + material mxp_base = material() [[ anno::usage( "materialx:bsdf") ]], + float mxp_thinfilm_thickness = 0.0, + float mxp_thinfilm_ior = 1.0 +) [[ + anno::usage( "materialx:bsdf") +]] += let { + float coatIor = mxp_thinfilm_ior <= 0.0 ? 1.0 : mxp_thinfilm_ior; + float grazing_refl = math::max((1.0 - math::average(mxp_roughness)), 0.0); + float root_r = (mxp_ior-1)/(mxp_ior+1); + bsdf bsdf_R = df::thin_film( + thickness: mxp_thinfilm_thickness, + ior: color(coatIor), + // fresnel layer has issues if base is a diffuse transmission, use custom curve for now + // this will break thin_film but improves standard_surface with diffuse transmission + base: df::custom_curve_layer( + normal_reflectivity: root_r*root_r, + grazing_reflectivity: grazing_refl, + weight: mxp_weight, + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: mxp_roughness.x, + roughness_v: mxp_roughness.y, + tint: mxp_tint, + tangent_u: mxp_tangent, + mode: df::scatter_reflect), + base: mxp_base.surface.scattering, + normal: mxp_normal)); + + bsdf bsdf_T = df::weighted_layer( + weight: mxp_weight, + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: mxp_roughness.x, + roughness_v: mxp_roughness.y, + tint: mxp_tint, + tangent_u: mxp_tangent, + mode: df::scatter_transmit), + normal: mxp_normal); + + bsdf bsdf_RT = df::weighted_layer( + weight: mxp_weight, + layer: df::thin_film( + thickness: mxp_thinfilm_thickness, + ior: color(coatIor), + base: df::microfacet_ggx_smith_bsdf( + roughness_u: mxp_roughness.x, + roughness_v: mxp_roughness.y, + tint: mxp_tint, + tangent_u: mxp_tangent, + mode: df::scatter_reflect_transmit)), + normal: mxp_normal); + + bsdf bsdf_selected = (mxp_scatter_mode == mx_scatter_mode_R) ? bsdf_R : + ((mxp_scatter_mode == mx_scatter_mode_T) ? bsdf_T : bsdf_RT); +} in material( + surface: material_surface( + scattering: bsdf_selected + ), + // we need to carry volume properties along for SSS + ior: mxp_base.ior, + volume: mxp_base.volume +); + +// TODO MDL 1.8 +// * thin_film(thickness: 0.0, ior: < 1.0) will be handled properly +export material mx_conductor_bsdf( + float mxp_weight = 1.0, + color mxp_ior = color(0.18, 0.42, 1.37), + color mxp_extinction = color(3.42, 2.35, 1.77), + float2 mxp_roughness = float2(0.0), + float3 mxp_normal = state::normal(), + float3 mxp_tangent = state::texture_tangent_u(0), + uniform core::mx_distribution_type mxp_distribution = core::mx_distribution_type_ggx [[ anno::unused() ]], + float mxp_thinfilm_thickness = 0.0, + float mxp_thinfilm_ior = 1.0 +) [[ + anno::usage( "materialx:bsdf") +]] += let { + float coatIor = mxp_thinfilm_ior <= 0.0 ? 1.0 : mxp_thinfilm_ior; + bsdf ggx_model = df::microfacet_ggx_smith_bsdf( + roughness_u: mxp_roughness.x, + roughness_v: mxp_roughness.y, + tangent_u: mxp_tangent); + bsdf conductor = df::fresnel_factor( + ior: mxp_ior, + extinction_coefficient: mxp_extinction, + base: ggx_model); + bsdf thin_film_conductor = df::thin_film( + thickness: mxp_thinfilm_thickness, + ior: color(coatIor), + base: conductor); +} in material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_weight, + layer: thin_film_conductor, + normal: mxp_normal + ) + ) +); + +// TODO MDL 1.8 +// * will add support for thin film above a color_custom_curve_layer node until then, thin_film will have no effect +// * thin_film(thickness: 0.0, ior: < 1.0) will be handled properly +export material mx_generalized_schlick_bsdf( + float mxp_weight = 1.0, + color mxp_color0 = color(1.0), + color mxp_color90 = color(1.0), + float mxp_exponent = 5.0, + float2 mxp_roughness = float2(0.05), + float3 mxp_normal = state::normal(), + float3 mxp_tangent = state::texture_tangent_u(0), + uniform core::mx_distribution_type mxp_distribution = core::mx_distribution_type_ggx [[ anno::unused() ]], + uniform mx_scatter_mode mxp_scatter_mode = mx_scatter_mode_R, + material mxp_base = material() [[ anno::usage( "materialx:bsdf") ]], + float mxp_thinfilm_thickness = 0.0, + float mxp_thinfilm_ior = 1.0 +) [[ + anno::usage( "materialx:bsdf") +]] += let { + float coatIor = mxp_thinfilm_ior <= 0.0 ? 1.0 : mxp_thinfilm_ior; + // float avgF0 = math::average(float3(mxp_color0)); + bsdf ggx_model_R = df::microfacet_ggx_smith_bsdf( + roughness_u: mxp_roughness.x, + roughness_v: mxp_roughness.y, + tint: color(1.0), + tangent_u: mxp_tangent, + mode: df::scatter_reflect); + + bsdf ggx_model_T = df::microfacet_ggx_smith_bsdf( + roughness_u: mxp_roughness.x, + roughness_v: mxp_roughness.y, + tint: color(1.0), + tangent_u: mxp_tangent, + mode: df::scatter_transmit); +} in material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_weight, + layer: mxp_scatter_mode == mx_scatter_mode_T + ? df::color_custom_curve_layer( + normal_reflectivity: mxp_color0, + grazing_reflectivity: mxp_color90, + exponent: mxp_exponent, + layer: bsdf(), + base: ggx_model_T) + : df::thin_film( + thickness: mxp_thinfilm_thickness, + ior: color(coatIor), + base: df::color_custom_curve_layer( + normal_reflectivity: mxp_color0, + grazing_reflectivity: mxp_color90, + exponent: mxp_exponent, + layer: ggx_model_R, + base: mxp_scatter_mode == mx_scatter_mode_R + ? mxp_base.surface.scattering + : ggx_model_T)), + base: mxp_base.surface.scattering, + normal: mxp_normal + ) + ), + // we can't use the computed ior here because it's varying + // assuming that we have something glass like when transmission is used + ior: color(1.5), // color(mx_f0_to_ior(avgF0)) + + // we need to carry volume properties along for SSS + volume: mxp_base.volume +); + +export material mx_subsurface_bsdf( + float mxp_weight = 1.0 [[ anno::unused() ]], + color mxp_color = color(0.18), + float3 mxp_radius = float3(1.0), // TODO: should probably be a color in MTLX Spec + float mxp_anisotropy = 0.0, + float3 mxp_normal = state::normal() [[ anno::unused() ]] +) [[ + anno::usage( "materialx:bsdf") +]] += let { + // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf + // Phase function eccentricity 'g' has been omitted here since we pass that directly + // to anisotropic_vdf(directional_bias: g). + color albedo = color(4.09712) + + (4.20863f * mxp_color) - + math::sqrt( + 9.59217f + + 41.6808f * mxp_color + + 17.7126f * mxp_color * mxp_color); + + color albedo_sq = albedo * albedo; + + color white = color(1.0, 1.0, 1.0); + + color alpha = + (white - albedo_sq) / (white - mxp_anisotropy * albedo_sq); + + color radius_inv = white/color(mxp_radius); + + color sigma_s = alpha * radius_inv; + color sigma_a = radius_inv - sigma_s; + +} in material( + volume: material_volume( + scattering: df::anisotropic_vdf ( + directional_bias: mxp_anisotropy + ), + scattering_coefficient: sigma_s, + absorption_coefficient: sigma_a + ), + + surface: material_surface( + scattering: df::diffuse_transmission_bsdf(tint: white) + ) +); + +// TODO: MDL's sheen BSDF has no possibility to configure the base BSDF, it is +// always a diffuse BSDF. Its color is configurable through the multiscatter +// tint and can be fed through the extra mxp_diffuse_tint input. A context +// analysis in the generator can map the color of the base to this input. +export material mx_sheen_bsdf( + float mxp_weight = 1.0, + color mxp_color = color(1.0), + float mxp_roughness = 0.2, + float3 mxp_normal = state::normal(), + material mxp_base = material() [[ anno::usage( "materialx:bsdf") ]], + color mxp_diffuse_color = color(1.0) // color of the base layer, MDL supports only diffuse +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_weight, + layer: df::sheen_bsdf( + roughness: mxp_roughness, + tint: mxp_color, + multiscatter_tint: mxp_diffuse_color + ), + base: mxp_base.surface.scattering, + normal: mxp_normal + ) + ), + // we need to carry volume properties along for SSS + ior: mxp_base.ior, + volume: mxp_base.volume +); + +export material mx_thin_film_bsdf( + float mxp_thickness = 1000.0, + float mxp_ior = 1.5, + material mxp_base = material() [[ anno::usage( "materialx:bsdf") ]] +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::thin_film( + thickness: mxp_thickness, + ior: color(mxp_ior), + base: mxp_base.surface.scattering + ) + ), + // we need to carry volume properties along for SSS + ior: mxp_base.ior, + volume: mxp_base.volume +); + +// EDF Nodes + +export material mx_uniform_edf( + color mxp_color = color(1.0) +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( emission: df::diffuse_edf(), intensity: mxp_color * math::PI) + ) +); + +export material mx_conical_edf( + color mxp_color = color(1.0), + float3 mxp_normal = state::normal() + [[ + anno::unused() + ]], + uniform float mxp_inner_angle = 60.0, + uniform float mxp_outer_angle = 0.0 +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( + emission: df::spot_edf( // TODO: refine exact math of the mapping here + spread: math::radians( math::max(mxp_inner_angle, mxp_outer_angle)), + exponent: (mxp_outer_angle <= mxp_inner_angle) ? 0.0 : 1.0 + ), + intensity: mxp_color * math::PI + ) + ) +); + +export material mx_measured_edf( + color mxp_color = color(1.0), + float3 mxp_normal = state::normal() + [[ + anno::unused() + ]], + uniform light_profile mxp_file = light_profile() +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( + emission: df::measured_edf( profile: mxp_file), + intensity: mxp_color * math::PI + ) + ) +); + +// no directional factor for EDFs in MDL 1.6 +export material mx_generalized_schlick_edf( + color mxp_color0 = color(1.0) [[anno::unused()]], + color mxp_color90 = color(1.0) [[anno::unused()]], + float mxp_exponent = 5.0 [[anno::unused()]], + material mxp_base = material() [[ anno::usage( "materialx:bsdf") ]] +) [[ + anno::usage( "materialx:edf") +]] += material( + thin_walled: mxp_base.thin_walled, + surface: material_surface( + scattering: mxp_base.surface.scattering, + emission: mxp_base.surface.emission + ), + backface: mxp_base.backface, + ior: mxp_base.ior, + volume: mxp_base.volume, + geometry: mxp_base.geometry, + hair: mxp_base.hair +); + +// VDF Nodes + +export material mx_absorption_vdf( + // TODO: should probably become color3 in the MaterialX spec + float3 mxp_absorption = float3(0.0) +) [[ + anno::usage( "materialx:vdf") +]] += material( + volume: material_volume( + absorption_coefficient: color( mxp_absorption) + ) +); + +export material mx_anisotropic_vdf( + // TODO: should probably become color3 in the MaterialX spec + float3 mxp_absorption = float3(0.0), + // TODO: should probably become color3 in the MaterialX spec + float3 mxp_scattering = float3(0.0), + float mxp_anisotropy = 0.0 +) [[ + anno::usage( "materialx:vdf") +]] += material( + volume: material_volume( + scattering: df::anisotropic_vdf( directional_bias: mxp_anisotropy), + absorption_coefficient: color( mxp_absorption), + scattering_coefficient: color( mxp_scattering) + ) +); + +// Shader Nodes + +// NOTE: The MDL material with thin_walled == false uses the same material_surface +// properties for the front- and backface, the material will not be black +// from the backside as mandated by the MaterialX spec. +export material mx_surface( + material mxp_bsdf = material() [[ anno::usage( "materialx:bsdf") ]], + material mxp_edf = material() [[ anno::usage( "materialx:edf") ]], + float mxp_opacity = 1.0, + uniform float mxp_transmission_ior = 0.0 // extra parameter for setting transmission IOR +) [[ + anno::usage( "materialx:surfaceshader") +]] += let { + bsdf bsdf_node = mxp_bsdf.surface.scattering; + material_emission edf_node = mxp_edf.surface.emission; + // we need to carry volume properties along for SSS + material_volume bsdf_volume = mxp_bsdf.volume; +} in material( + thin_walled: false, + surface: material_surface( + scattering: bsdf_node, + emission: edf_node + ), + ior: mxp_transmission_ior > 0.0 ? color(mxp_transmission_ior) : mxp_bsdf.ior, + volume: bsdf_volume, + geometry: material_geometry( + cutout_opacity: mxp_opacity + ) +); + +export material mx_thin_surface( + material mxp_front_bsdf = material() [[ anno::usage( "materialx:bsdf") ]], + material mxp_front_edf = material() [[ anno::usage( "materialx:edf") ]], + material mxp_back_bsdf = material() [[ anno::usage( "materialx:bsdf") ]], + material mxp_back_edf = material() [[ anno::usage( "materialx:edf") ]], + float mxp_opacity = 1.0 +) [[ + anno::usage( "materialx:surfaceshader") +]] += let { + bsdf front_bsdf_node = mxp_front_bsdf.surface.scattering; + material_emission front_edf_node = mxp_front_edf.surface.emission; + bsdf back_bsdf_node = mxp_back_bsdf.surface.scattering; + material_emission back_edf_node = mxp_back_edf.surface.emission; + // we need to carry volume properties along for SSS + // TODO: clarify SSS behavior in MaterialX for thin-walled surfaces, + // in MDL there is only one volume property + material_volume bsdf_volume = mxp_front_bsdf.volume; +} in material( + thin_walled: true, + surface: material_surface( + scattering: front_bsdf_node, + emission: front_edf_node + ), + backface: material_surface( + scattering: back_bsdf_node, + emission: back_edf_node + ), + ior: color(1.0), + volume: bsdf_volume, + geometry: material_geometry( + cutout_opacity: mxp_opacity + ) +); + +// MDL 1.6, Volumes do not support emission. +export material mx_volume( + material mxp_vdf = material() [[ anno::usage( "materialx:vdf") ]], + material mxp_edf = material() [[ anno::usage( "materialx:edf"), anno::unused() ]] +) [[ + anno::usage( "materialx:volumeshader") +]] += material( + volume: material_volume( + absorption_coefficient: mxp_vdf.volume.absorption_coefficient, + scattering_coefficient: mxp_vdf.volume.scattering_coefficient + ) +); + +export material mx_light( + material mxp_edf = material() [[ anno::usage( "materialx:edf") ]], + color mxp_intensity = color(1.0), + float mxp_exposure = 0.0 +) [[ + anno::usage( "materialx:lightshader") +]] += let { + edf emission = mxp_edf.surface.emission.emission; + color intensity = mxp_edf.surface.emission.intensity; + color scale = (mxp_exposure == 0.0) + ? mxp_intensity + : mxp_intensity * math::pow(2, mxp_exposure); +} in material( + // TODO: check MTLX spec if we need emission on front- end backface + surface: material_surface( + emission: material_emission( + emission: emission, + intensity: intensity * scale + ) + ) +); + +// NOTE: MDL provides function overloading, but not material definition +// overlaoding. We thus try to use float3 as MDL type matching +// the MaterialX displacementshader and allow thus for an overloaded +// implementation of mxp_displacement. +// TODO: Check if this works in the translator and higher level nodes, like +// mxp_material, if not, we have to switch to the material type and +// use two different names for mxp_displacemnnt. +export material mx_displacement_float( + float mxp_displacement = 0.0, + float mxp_scale = 1.0 +) [[ + anno::usage( "materialx:displacementshader") +]] = material( + geometry: material_geometry( + displacement: mxp_displacement * mxp_scale * state::scene_units_per_meter() * state::normal() + ) +); + +export material mx_displacement_vector3( + float3 mxp_displacement = float3(0.0), + float mxp_scale = 1.0 +) [[ + anno::usage( "materialx:displacementshader") +]] = let +{ + float3 vec = (mxp_displacement.x * state::texture_tangent_u(0) + + mxp_displacement.y * state::texture_tangent_v(0) + + mxp_displacement.z * state::normal()); +} in material( + geometry: material_geometry( + displacement: vec * mxp_scale * state::scene_units_per_meter() + ) +); + + +// helper function to mix two scattering volumes: +// - combined scattering coefficient is just the sum of the two +// - VDF mixer weight is the relative probability of encountering the corresponding +// particle type +// NOTE: mixer weight should be a color, but due to a bug in current MDL compilers +// the color mixers don't accept non-uniform weights yet +export struct volume_mix_return { + color scattering_coefficient; + float mix_weight1; // mix_weight2 = 1.0 - mix_weight1, can use any mixer +}; +export volume_mix_return volume_mix( + color scattering_coefficient1, + float weight1, + color scattering_coefficient2, + float weight2) +{ + color s1 = weight1 * scattering_coefficient1; + color s = s1 + weight2 * scattering_coefficient2; + return volume_mix_return(scattering_coefficient: s, mix_weight1: math::average(s1 / s)); +} + +export material mx_mix_bsdf( + material mxp_fg = material() [[ anno::usage( "materialx:bsdf") ]], + material mxp_bg = material() [[ anno::usage( "materialx:bsdf") ]], + float mxp_mix = 0.0 +) [[ + anno::usage( "materialx:bsdf") +]] += let { + float mix = math::saturate(mxp_mix); + volume_mix_return v = volume_mix( + mxp_fg.volume.scattering_coefficient, mix, + mxp_bg.volume.scattering_coefficient, (1.0f - mix)); +} in material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mix, + layer: mxp_fg.surface.scattering, + base: mxp_bg.surface.scattering + ) + ), + // we need to carry volume properties along for SSS + ior: mxp_fg.ior, // NOTE: IOR is uniform, cannot mix here + volume: material_volume( + scattering: df::clamped_mix( + df::vdf_component[]( + df::vdf_component(v.mix_weight1, mxp_fg.volume.scattering), + df::vdf_component(1.0 - v.mix_weight1, mxp_bg.volume.scattering)) + ), + absorption_coefficient: mix * mxp_fg.volume.absorption_coefficient + + (1.0 - mix) * mxp_bg.volume.absorption_coefficient, + scattering_coefficient: v.scattering_coefficient + ) +); + +// NOTE: mixing two EDFs fails with the df::clamped_mix since the weights are uniform in MDL 1.6 +export material mx_mix_edf( + material mxp_fg = material() [[ anno::usage( "materialx:edf") ]], + material mxp_bg = material() [[ anno::usage( "materialx:edf") ]], + float mxp_mix = 0.0 +) [[ + anno::usage( "materialx:edf") +]] += let { + float mix = math::saturate(mxp_mix); +} in material( + surface: material_surface( + emission: material_emission( + emission: mxp_fg.surface.emission.emission, + intensity: mix * mxp_fg.surface.emission.intensity + + (1.0 - mix) * mxp_bg.surface.emission.intensity + ) + ) +); + +export material mx_mix_vdf( + material mxp_fg = material() [[ anno::usage( "materialx:vdf") ]], + material mxp_bg = material() [[ anno::usage( "materialx:vdf") ]], + float mxp_mix = 0.0 +) [[ + anno::usage( "materialx:vdf") +]] += let { + float mix = math::saturate(mxp_mix); + volume_mix_return v = volume_mix( + mxp_fg.volume.scattering_coefficient, mix, + mxp_bg.volume.scattering_coefficient, (1.0f - mix)); +} in material( + ior: mxp_fg.ior, // NOTE: IOR is uniform, cannot mix here + volume: material_volume( + scattering: df::clamped_mix( + df::vdf_component[]( + df::vdf_component( v.mix_weight1, mxp_fg.volume.scattering), + df::vdf_component( 1.0 - v.mix_weight1, mxp_bg.volume.scattering)) + ), + absorption_coefficient: mix * mxp_fg.volume.absorption_coefficient + + (1.0 - mix) * mxp_bg.volume.absorption_coefficient, + scattering_coefficient: v.scattering_coefficient + ) +); + +// NOTE: Adding two BSDFs is not supported in MDL, the generator would best +// analyze the context for mixing weights and replace the add with a mix. +// The provided implementation just mixes the BSDFs with equal weight. +export material mx_add_bsdf( + material mxp_in1 = material() [[ anno::usage( "materialx:bsdf") ]], + material mxp_in2 = material() [[ anno::usage( "materialx:bsdf") ]] +) [[ + anno::usage( "materialx:bsdf") +]] += let { + volume_mix_return v = volume_mix( + mxp_in1.volume.scattering_coefficient, 1.0f, + mxp_in2.volume.scattering_coefficient, 1.0f); +} in material( + surface: material_surface( + scattering: df::clamped_mix( + df::bsdf_component[]( + df::bsdf_component( 0.5, mxp_in1.surface.scattering), + df::bsdf_component( 0.5, mxp_in2.surface.scattering) + ) + ) + ), + // we need to carry volume properties along for SSS + volume: material_volume( + scattering: df::clamped_mix( + df::vdf_component[]( + df::vdf_component( v.mix_weight1, mxp_in1.volume.scattering), + df::vdf_component( 1.0 - v.mix_weight1, mxp_in2.volume.scattering)) + ), + absorption_coefficient: mxp_in1.volume.absorption_coefficient + + mxp_in2.volume.absorption_coefficient, + scattering_coefficient: v.scattering_coefficient + ) +); + +// NOTE: Adding two EDFs is not supported in MDL, the generator would best +// analyze the context for mixing weights and replace the add with a mix. +// The provided implementation just mixes the EDFs with equal weight +// and adds the intensities. +export material mx_add_edf( + material mxp_in1 = material() [[ anno::usage( "materialx:edf") ]], + material mxp_in2 = material() [[ anno::usage( "materialx:edf") ]] +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( + emission: df::clamped_mix( + df::edf_component[]( + df::edf_component( 0.5, mxp_in1.surface.emission.emission), + df::edf_component( 0.5, mxp_in2.surface.emission.emission)) + ), + intensity: mxp_in1.surface.emission.intensity + mxp_in2.surface.emission.intensity + ) + ) +); + +// NOTE: Adding two VDFs is not supported in MDL, the generator would best +// analyze the context for mixing weights and replace the add with a mix. +// The provided implementation just mixes the VDFs with equal weight. +export material mx_add_vdf( + material mxp_in1 = material() [[ anno::usage( "materialx:vdf") ]], + material mxp_in2 = material() [[ anno::usage( "materialx:vdf") ]] +) [[ + anno::usage( "materialx:vdf") +]] += let { + volume_mix_return v = volume_mix( + mxp_in1.volume.scattering_coefficient, 1.0f, + mxp_in2.volume.scattering_coefficient, 1.0f); +} in material( + // assuming mixing the IOR is the best we can do here + ior: 0.5 * mxp_in1.ior + 0.5 * mxp_in2.ior, + volume: material_volume( + scattering: df::clamped_mix( + df::vdf_component[]( + df::vdf_component( v.mix_weight1, mxp_in1.volume.scattering), + df::vdf_component( 1.0 - v.mix_weight1, mxp_in2.volume.scattering)) + ), + absorption_coefficient: mxp_in1.volume.absorption_coefficient + + mxp_in2.volume.absorption_coefficient, + scattering_coefficient: v.scattering_coefficient + ) +); + +export material mx_multiply_bsdf_color3( + material mxp_in1 = material() [[ anno::usage( "materialx:bsdf") ]], + color mxp_in2 = color(1.0) +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::tint( + tint: mxp_in2, + base: mxp_in1.surface.scattering + ) + ), + // we need to carry volume properties along for SSS + ior: mxp_in1.ior, + volume: mxp_in1.volume +); + +export material mx_multiply_bsdf_float( + material mxp_in1 = material() [[ anno::usage( "materialx:bsdf") ]], + float mxp_in2 = 1.0 +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + scattering: df::tint( + tint: color(mxp_in2), + base: mxp_in1.surface.scattering + ) + ), + // we need to carry volume properties along for SSS + ior: mxp_in1.ior, + volume: mxp_in1.volume +); + +export material mx_multiply_edf_color3( + material mxp_in1 = material() [[ anno::usage( "materialx:edf") ]], + color mxp_in2 = color(1.0) +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( + emission: mxp_in1.surface.emission.emission, + intensity: mxp_in2 * mxp_in1.surface.emission.intensity + ) + ) +); + +export material mx_multiply_edf_float( + material mxp_in1 = material() [[ anno::usage( "materialx:edf") ]], + float mxp_in2 = 1.0 +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( + emission: mxp_in1.surface.emission.emission, + intensity: mxp_in2 * mxp_in1.surface.emission.intensity + ) + ) +); + +export material mx_multiply_vdf_color3( + material mxp_in1 = material() [[ anno::usage( "materialx:vdf") ]], + color mxp_in2 = color(1.0) +) [[ + anno::usage( "materialx:vdf") +]] += material( + ior: mxp_in1.ior, + volume: material_volume( + scattering: mxp_in1.volume.scattering, + absorption_coefficient: color(1.0) + - mxp_in2 * (color(1.0) - mxp_in1.volume.absorption_coefficient), + scattering_coefficient: mxp_in2 * mxp_in1.volume.scattering_coefficient + ) +); + +export material mx_multiply_vdf_float( + material mxp_in1 = material() [[ anno::usage( "materialx:vdf") ]], + float mxp_in2 = 1.0 +) [[ + anno::usage( "materialx:vdf") +]] += material( + ior: mxp_in1.ior, + volume: material_volume( + scattering: mxp_in1.volume.scattering, + absorption_coefficient: color(1.0) + - mxp_in2 * (color(1.0) - mxp_in1.volume.absorption_coefficient), + scattering_coefficient: mxp_in2 * mxp_in1.volume.scattering_coefficient + ) +); + +export float2 mx_roughness_anisotropy( + float mxp_roughness = 0.0, + float mxp_anisotropy = 0.0 +) { + float roughness_sqr = math::clamp(mxp_roughness*mxp_roughness, core::FLOAT_EPS, 1.0); + if (mxp_anisotropy > 0.0) + { + float aspect = math::sqrt(1.0 - math::clamp(mxp_anisotropy, 0.0, 0.98)); + return float2( + math::min(roughness_sqr / aspect, 1.0), + roughness_sqr * aspect); + } + return float2(roughness_sqr); +} + +export float2 mx_roughness_dual( + float2 mxp_roughness = float2(0.0) +) { + if (mxp_roughness.y < 0.0) + mxp_roughness.y = mxp_roughness.x; + return float2( + math::clamp(mxp_roughness.x * mxp_roughness.x, core::FLOAT_EPS, 1.0), + math::clamp(mxp_roughness.y * mxp_roughness.y, core::FLOAT_EPS, 1.0)); +} + +export color mx_blackbody( + float mxp_temperature = 5000 +) { + return math::blackbody( mxp_temperature); +} + +// Supportive struct type for the two outputs of mx_artistic_ior +export struct mx_artistic_ior__result { + color mxp_ior; + color mxp_extinction; +}; + +// Converts the artistic parameterization reflectivity and edgecolor +// to complex IOR values; this is the inverse of the ​complex_ior​ node. +export mx_artistic_ior__result mx_artistic_ior( + color mxp_reflectivity = color(0.947, 0.776, 0.371), + color mxp_edge_color = color(1.0, 0.982, 0.753) +) { + color r = math::clamp( mxp_reflectivity, color(0.0), color(0.99)); + color r_sqrt = math::sqrt(r); + color n_min = (1.0 - r) / (1.0 + r); + color n_max = (1.0 + r_sqrt) / (1.0 - r_sqrt); + color n = math::lerp(n_max, n_min, mxp_edge_color); + color np1 = n + 1.0; + color nm1 = n - 1.0; + color k2 = (np1*np1 * r - nm1*nm1) / (1.0 - r); + k2 = math::max(k2, 0.0); + color k = math::sqrt(k2); + return mx_artistic_ior__result(n,k); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_7.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_7.mdl new file mode 100644 index 0000000..e7e5526 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_7.mdl @@ -0,0 +1,259 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// MDL implementation of all types and nodes of +// MaterialX Physically-Based Shading Nodes +// Document v1.37 REV2, July 16, 2019 (Revised October 17, 2019) +// see www.materialx.org +// in +// NVIDIA Material Definition Language 1.7 +// Language Specification +// Document version 1.7.2, January 17, 2022 +// www.nvidia.com/mdl + +mdl 1.7; + +// Changes since MDL 1.6 +// - Support for unbounded_mix to implement add_bsdf, add_edf, and add_vdf +// - Support for df::sheen_bsdf with a custom base BSDF +// - Support for df::directional_factor on EDFs to implement generalized_schlick_edf +// - Support for emission on VDFs + +import ::anno::*; +import ::df::*; +import ::math::*; +import ::state::*; + +// forward all unchanged definitions from the previous version +export using .::pbrlib_1_6 import mx_scatter_mode; +export using .::pbrlib_1_6 import mx_map_scatter_mode; +export using .::pbrlib_1_6 import mx_oren_nayar_diffuse_bsdf; +export using .::pbrlib_1_6 import mx_burley_diffuse_bsdf; +export using .::pbrlib_1_6 import mx_translucent_bsdf; +export using .::pbrlib_1_6 import mx_dielectric_bsdf; +export using .::pbrlib_1_6 import mx_conductor_bsdf; +export using .::pbrlib_1_6 import mx_generalized_schlick_bsdf; +export using .::pbrlib_1_6 import mx_subsurface_bsdf; +export using .::pbrlib_1_6 import mx_thin_film_bsdf; +export using .::pbrlib_1_6 import mx_uniform_edf; +export using .::pbrlib_1_6 import mx_conical_edf; +export using .::pbrlib_1_6 import mx_measured_edf; +export using .::pbrlib_1_6 import mx_absorption_vdf; +export using .::pbrlib_1_6 import mx_anisotropic_vdf; +export using .::pbrlib_1_6 import mx_surface; +export using .::pbrlib_1_6 import mx_thin_surface; +export using .::pbrlib_1_6 import mx_light; +export using .::pbrlib_1_6 import mx_displacement_float; +export using .::pbrlib_1_6 import mx_displacement_vector3; +export using .::pbrlib_1_6 import volume_mix_return; +export using .::pbrlib_1_6 import volume_mix; +export using .::pbrlib_1_6 import mx_mix_bsdf; +export using .::pbrlib_1_6 import mx_mix_vdf; +export using .::pbrlib_1_6 import mx_multiply_bsdf_color3; +export using .::pbrlib_1_6 import mx_multiply_bsdf_float; +export using .::pbrlib_1_6 import mx_multiply_edf_color3; +export using .::pbrlib_1_6 import mx_multiply_edf_float; +export using .::pbrlib_1_6 import mx_multiply_vdf_color3; +export using .::pbrlib_1_6 import mx_multiply_vdf_float; +export using .::pbrlib_1_6 import mx_roughness_anisotropy; +export using .::pbrlib_1_6 import mx_roughness_dual; +export using .::pbrlib_1_6 import mx_blackbody; +export using .::pbrlib_1_6 import mx_artistic_ior__result ; +export using .::pbrlib_1_6 import mx_artistic_ior; + + + +// To match with OSL, the sheen weight is scaled with average color as approximation of albedo. +// OSL uses the layer operator which mixes based on albedo. +export material mx_sheen_bsdf( + float mxp_weight = 1.0, + color mxp_color = color(1.0), + float mxp_roughness = 0.2, + float3 mxp_normal = state::normal(), + material mxp_base = material( + surface: material_surface( + scattering: df::diffuse_reflection_bsdf( + ))) [[ anno::usage( "materialx:bsdf") ]] +) [[ + anno::usage( "materialx:bsdf") +]] += material( + surface: material_surface( + // using the mix seems to fit OSL best, at least in the test cases + scattering: df::weighted_layer( + weight: math::average(mxp_color) * mxp_weight, + layer: df::sheen_bsdf( + roughness: mxp_roughness, + tint: mxp_color, + multiscatter_tint: color(1.0), + multiscatter: mxp_base.surface.scattering + ), + base: mxp_base.surface.scattering, + normal: mxp_normal)), + // we need to carry volume properties along for SSS + ior: mxp_base.ior, + volume: mxp_base.volume +); + + +// NOTE: Adding two BSDFs is not supported in MDL, the generator would best +// analyze the context for mixing weights and replace the add with a mix. +// The provided implementation just mixes the BSDFs with equal weight. +export material mx_add_bsdf( + material mxp_in1 = material() [[ anno::usage( "materialx:bsdf") ]], + material mxp_in2 = material() [[ anno::usage( "materialx:bsdf") ]] +) [[ + anno::usage( "materialx:bsdf") +]] += let { + volume_mix_return v = volume_mix( + mxp_in1.volume.scattering_coefficient, 1.0f, + mxp_in2.volume.scattering_coefficient, 1.0f); +} in material( + surface: material_surface( + scattering: df::unbounded_mix( + df::bsdf_component[]( + df::bsdf_component( 1.0, mxp_in1.surface.scattering), + df::bsdf_component( 1.0, mxp_in2.surface.scattering) + ) + ) + ), + // we need to carry volume properties along for SSS + volume: material_volume( + scattering: df::unbounded_mix( + df::vdf_component[]( + df::vdf_component( v.mix_weight1, mxp_in1.volume.scattering), + df::vdf_component( 1.0 - v.mix_weight1, mxp_in2.volume.scattering)) + ), + absorption_coefficient: mxp_in1.volume.absorption_coefficient + + mxp_in2.volume.absorption_coefficient, + scattering_coefficient: v.scattering_coefficient + ) +); + +// NOTE: Adding two EDFs is not supported in MDL, the generator would best +// analyze the context for mixing weights and replace the add with a mix. +// The provided implementation just mixes the EDFs with equal weight +// and adds the intensities. +export material mx_add_edf( + material mxp_in1 = material() [[ anno::usage( "materialx:edf") ]], + material mxp_in2 = material() [[ anno::usage( "materialx:edf") ]] +) [[ + anno::usage( "materialx:edf") +]] += material( + surface: material_surface( + emission: material_emission( + emission: df::unbounded_mix( + df::edf_component[]( + df::edf_component( 1.0, mxp_in1.surface.emission.emission), + df::edf_component( 1.0, mxp_in2.surface.emission.emission)) + ), + intensity: mxp_in1.surface.emission.intensity + mxp_in2.surface.emission.intensity + ) + ) +); + +export material mx_mix_edf( + material mxp_fg = material() [[ anno::usage( "materialx:edf") ]], + material mxp_bg = material() [[ anno::usage( "materialx:edf") ]], + float mxp_mix = 0.0 +) [[ + anno::usage( "materialx:edf") +]] += let { + float mix = math::saturate(mxp_mix); +} in material( + surface: material_surface( + emission: material_emission( + emission: df::unbounded_mix( + df::edf_component[]( + df::edf_component( mix, mxp_fg.surface.emission.emission), + df::edf_component( 1.0 - mix, mxp_bg.surface.emission.emission)) + ), + intensity: mix * mxp_fg.surface.emission.intensity + + (1.0 - mix) * mxp_bg.surface.emission.intensity + ) + ) +); + +// NOTE: Adding two VDFs is not supported in MDL, the generator would best +// analyze the context for mixing weights and replace the add with a mix. +// The provided implementation just mixes the VDFs with equal weight. +export material mx_add_vdf( + material mxp_in1 = material() [[ anno::usage( "materialx:vdf") ]], + material mxp_in2 = material() [[ anno::usage( "materialx:vdf") ]] +) [[ + anno::usage( "materialx:vdf") +]] += let { + volume_mix_return v = volume_mix( + mxp_in1.volume.scattering_coefficient, 1.0f, + mxp_in2.volume.scattering_coefficient, 1.0f); +} in material( + // assuming mixing the IOR is the best we can do here + ior: 0.5 * mxp_in1.ior + 0.5 * mxp_in2.ior, + volume: material_volume( + scattering: df::unbounded_mix( + df::vdf_component[]( + df::vdf_component( v.mix_weight1, mxp_in1.volume.scattering), + df::vdf_component( 1.0 - v.mix_weight1, mxp_in2.volume.scattering)) + ), + absorption_coefficient: mxp_in1.volume.absorption_coefficient + + mxp_in2.volume.absorption_coefficient, + scattering_coefficient: v.scattering_coefficient + ) +); + +export material mx_generalized_schlick_edf( + color mxp_color0 = color(1.0), + color mxp_color90 = color(1.0), + float mxp_exponent = 5.0, + material mxp_base = material() [[ anno::usage( "materialx:bsdf") ]] +) [[ + anno::usage( "materialx:edf") +]] += material( + thin_walled: mxp_base.thin_walled, + surface: material_surface( + scattering: mxp_base.surface.scattering, + emission: material_emission( + emission: df::directional_factor(mxp_color0, mxp_color90, mxp_exponent, mxp_base.surface.emission.emission), + intensity: mxp_base.surface.emission.intensity, + mode: mxp_base.surface.emission.mode) + ), + backface: mxp_base.backface, + ior: mxp_base.ior, + volume: mxp_base.volume, + geometry: mxp_base.geometry, + hair: mxp_base.hair +); + +// MDL 1.7, Volumes do support emission, but not as EDF, just emission intensity. +// A uniform emission DF is the only practical DF here. +export material mx_volume( + material mxp_vdf = material() [[ anno::usage( "materialx:vdf") ]], + material mxp_edf = material() [[ anno::usage( "materialx:edf") ]] +) [[ + anno::usage( "materialx:volumeshader") +]] += material( + volume: material_volume( + absorption_coefficient: mxp_vdf.volume.absorption_coefficient, + scattering_coefficient: mxp_vdf.volume.scattering_coefficient, + emission_intensity: mxp_edf.surface.emission.intensity + ) +); diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_8.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_8.mdl new file mode 100644 index 0000000..fb77e48 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/pbrlib_1_8.mdl @@ -0,0 +1,36 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// MDL implementation of all types and nodes of +// MaterialX Physically-Based Shading Nodes +// Document v1.37 REV2, July 16, 2019 (Revised October 17, 2019) +// see www.materialx.org +// in +// NVIDIA Material Definition Language 1.8 +// Language Specification +// Document version 1.8.2, May 24, 2023 +// www.nvidia.com/mdl + +mdl 1.8; + +// Changes since MDL 1.7 +// - Support thin-film on custom curve layer to improve generalized_schlick_bsdf, +// no new implementation required + +// forward all unchanged definitions from the previous version +export using .::pbrlib_1_7 import *; + +// without changing any source code diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/sampling.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/sampling.mdl new file mode 100644 index 0000000..1809503 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/sampling.mdl @@ -0,0 +1,181 @@ +// +// Copyright Contributors to the MaterialX Project +// SPDX-License-Identifier: Apache-2.0 +// + +mdl 1.6; + +import ::math::*; + +import .::core::*; + +// Restrict to 7x7 kernel size for performance reasons +export const int MX_MAX_SAMPLE_COUNT = 49; +// Size of all weights for all levels (including level 1) +export const int MX_WEIGHT_ARRAY_SIZE = 84; + +// This is not available in MDL so just use a "small" number +float2 dFdx(float2 uv) +{ + return uv+0.0001; +} + +float2 dFdy(float2 uv) +{ + return uv+0.0001; +} + +// +// Function to compute the sample size relative to a texture coordinate +// +export float2 mx_compute_sample_size_uv(float2 uv, float filterSize, float filterOffset) +{ + float2 derivUVx = dFdx(uv) * 0.5f; + float2 derivUVy = dFdy(uv) * 0.5f; + float derivX = ::math::abs(derivUVx.x) + ::math::abs(derivUVy.x); + float derivY = ::math::abs(derivUVx.y) + ::math::abs(derivUVy.y); + float sampleSizeU = 2.0f * filterSize * derivX + filterOffset; + if (sampleSizeU < 1.0E-05f) + sampleSizeU = 1.0E-05f; + float sampleSizeV = 2.0f * filterSize * derivY + filterOffset; + if (sampleSizeV < 1.0E-05f) + sampleSizeV = 1.0E-05f; + return float2(sampleSizeU, sampleSizeV); +} + +// +// Compute a normal mapped to 0..1 space based on a set of input +// samples using a Sobel filter. +// +export float3 mx_normal_from_samples_sobel(float[9] S, float scale) +{ + float nx = S[0] - S[2] + (2.0*S[3]) - (2.0*S[5]) + S[6] - S[8]; + float ny = S[0] + (2.0*S[1]) + S[2] - S[6] - (2.0*S[7]) - S[8]; + float nz = scale * ::math::sqrt(1.0 - nx*nx - ny*ny); + float3 norm = ::math::normalize(float3(nx, ny, nz)); + return (norm + 1.0) * 0.5; +} + +// Kernel weights for box filter +export float[MX_MAX_SAMPLE_COUNT] mx_get_box_weights(int filterSize) +{ + float[MX_MAX_SAMPLE_COUNT] W; + int sampleCount = filterSize*filterSize; + float value = 1.0 / float(sampleCount); + for (int i=0; i= 7) + { + W[0] = 0.000036; W[1] = 0.000363; W[2] = 0.001446; W[3] = 0.002291; W[4] = 0.001446; W[5] = 0.000363; W[6] = 0.000036; + W[7] = 0.000363; W[8] = 0.003676; W[9] = 0.014662; W[10] = 0.023226; W[11] = 0.014662; W[12] = 0.003676; W[13] = 0.000363; + W[14] = 0.001446; W[15] = 0.014662; W[16] = 0.058488; W[17] = 0.092651; W[18] = 0.058488; W[19] = 0.014662; W[20] = 0.001446; + W[21] = 0.002291; W[22] = 0.023226; W[23] = 0.092651; W[24] = 0.146768; W[25] = 0.092651; W[26] = 0.023226; W[27] = 0.002291; + W[28] = 0.001446; W[29] = 0.014662; W[30] = 0.058488; W[31] = 0.092651; W[32] = 0.058488; W[33] = 0.014662; W[34] = 0.001446; + W[35] = 0.000363; W[36] = 0.003676; W[37] = 0.014662; W[38] = 0.023226; W[39] = 0.014662; W[40] = 0.003676; W[41] = 0.000363; + W[42] = 0.000036; W[43] = 0.000363; W[44] = 0.001446; W[45] = 0.002291; W[46] = 0.001446; W[47] = 0.000363; W[48] = 0.000036; + } + else if (filterSize >= 5) + { + W[0] = 0.003765; W[1] = 0.015019; W[2] = 0.023792; W[3] = 0.015019; W[4] = 0.003765; + W[5] = 0.015019; W[6] = 0.059912; W[7] = 0.094907; W[8] = 0.059912; W[9] = 0.015019; + W[10] = 0.023792; W[11] = 0.094907; W[12] = 0.150342; W[13] = 0.094907; W[14] = 0.023792; + W[15] = 0.015019; W[16] = 0.059912; W[17] = 0.094907; W[18] = 0.059912; W[19] = 0.015019; + W[20] = 0.003765; W[21] = 0.015019; W[22] = 0.023792; W[23] = 0.015019; W[24] = 0.003765; + } + else if (filterSize >= 3) + { + W[0] = 0.0625; W[1] = 0.125; W[2] = 0.0625; + W[3] = 0.125; W[4] = 0.25; W[5] = 0.125; + W[6] = 0.0625; W[7] = 0.125; W[8] = 0.0625; + } + else + { + W[0] = 1.0; + } + return W; +} + +// +// Apply filter for float samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +export float mx_convolution_float(float[MX_MAX_SAMPLE_COUNT] S, float[MX_WEIGHT_ARRAY_SIZE] W, int offset, int sampleCount) +{ + float result = 0.0; + for (int i = 0; i < sampleCount; i++) + { + result += S[i]*W[i+offset]; + } + return result; +} + +// +// Apply filter for float2 samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +export float2 mx_convolution_float2(float2[MX_MAX_SAMPLE_COUNT] S, float[MX_WEIGHT_ARRAY_SIZE] W, int offset, int sampleCount) +{ + float2 result = float2(0.0); + for (int i=0; i 1.0)) + return mxp_default; + if ( mxp_vaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.y < 0.0 || mxp_texcoord.y > 1.0)) + return mxp_default; + + float returnValue = ::tex::lookup_float(tex: mxp_file, + coord: mxp_flip_v + ? float2(mxp_texcoord.x, 1.0f - mxp_texcoord.y) + : mxp_texcoord, + wrap_u: map_addressmode(mxp_uaddressmode), + wrap_v: map_addressmode(mxp_vaddressmode)); + return returnValue; +} + +export color mx_image_color3( + uniform texture_2d mxp_file = texture_2d() + [[ + anno::display_name("Filename") + ]], + uniform string mxp_layer = string("") + [[ + anno::display_name("Layer"), anno::unused() + ]], + color mxp_default = color(0.0, 0.0, 0.0) + [[ + anno::display_name("Default Color") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) + [[ + anno::display_name("Texture Coordinates") + ]], + uniform core::mx_addressmode_type mxp_uaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode U") + ]], + uniform core::mx_addressmode_type mxp_vaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode V") + ]], + uniform core::mx_filterlookup_type mxp_filtertype = core::mx_filterlookup_type(core::mx_filterlookup_type_linear) + [[ + anno::description("Enumeration {closest,linear,cubic}."), + anno::display_name("Filter Type"), + anno::unused() + ]], + uniform string mxp_framerange = string("") + [[ + anno::display_name("Frame Range"), + anno::unused() + ]], + uniform int mxp_frameoffset = int(0) + [[ + anno::display_name("Frame Offset"), + anno::unused() + ]], + uniform core::mx_addressmode_type mxp_frameendaction = core::mx_addressmode_type(core::mx_addressmode_type_constant) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Frame End Action"), + anno::unused() + ]], + uniform bool mxp_flip_v = false + [[ + anno::usage("for applying the 'fileTextureVerticalFlip' shader generator option."), + anno::hidden() + ]] +) + [[ + anno::description("Node Group: texture2d") + ]] +{ + if ( mxp_uaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.x < 0.0 || mxp_texcoord.x > 1.0)) + return mxp_default; + if ( mxp_vaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.y < 0.0 || mxp_texcoord.y > 1.0)) + return mxp_default; + + color returnValue = ::tex::lookup_color(tex: mxp_file, + coord: mxp_flip_v + ? float2(mxp_texcoord.x, 1.0f - mxp_texcoord.y) + : mxp_texcoord, + wrap_u: map_addressmode(mxp_uaddressmode), + wrap_v: map_addressmode(mxp_vaddressmode)); + return returnValue; +} + +export core::color4 mx_image_color4( + uniform texture_2d mxp_file = texture_2d() + [[ + anno::display_name("Filename") + ]], + uniform string mxp_layer = string("") + [[ + anno::display_name("Layer"), anno::unused() + ]], + core::color4 mxp_default = core::mk_color4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Default Color") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) + [[ + anno::display_name("Texture Coordinates") + ]], + uniform core::mx_addressmode_type mxp_uaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode U") + ]], + uniform core::mx_addressmode_type mxp_vaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode V") + ]], + uniform core::mx_filterlookup_type mxp_filtertype = core::mx_filterlookup_type(core::mx_filterlookup_type_linear) + [[ + anno::description("Enumeration {closest,linear,cubic}."), + anno::display_name("Filter Type"), + anno::unused() + ]], + uniform string mxp_framerange = string("") + [[ + anno::display_name("Frame Range"), + anno::unused() + ]], + uniform int mxp_frameoffset = int(0) + [[ + anno::display_name("Frame Offset"), + anno::unused() + ]], + uniform core::mx_addressmode_type mxp_frameendaction = core::mx_addressmode_type(core::mx_addressmode_type_constant) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Frame End Action"), + anno::unused() + ]], + uniform bool mxp_flip_v = false + [[ + anno::usage("for applying the 'fileTextureVerticalFlip' shader generator option."), + anno::hidden() + ]] +) + [[ + anno::description("Node Group: texture2d") + ]] +{ + if ( mxp_uaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.x < 0.0 || mxp_texcoord.x > 1.0)) + return mxp_default; + if ( mxp_vaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.y < 0.0 || mxp_texcoord.y > 1.0)) + return mxp_default; + + core::color4 returnValue = core::mk_color4(::tex::lookup_float4(tex: mxp_file, + coord: mxp_flip_v + ? float2(mxp_texcoord.x, 1.0f - mxp_texcoord.y) + : mxp_texcoord, + wrap_u: map_addressmode(mxp_uaddressmode), + wrap_v: map_addressmode(mxp_vaddressmode))); + return returnValue; +} + +export float2 mx_image_vector2( + uniform texture_2d mxp_file = texture_2d() + [[ + anno::display_name("Filename") + ]], + uniform string mxp_layer = string("") + [[ + anno::display_name("Layer"), anno::unused() + ]], + float2 mxp_default = float2(0.0, 0.0) + [[ + anno::display_name("Default Color") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) + [[ + anno::display_name("Texture Coordinates") + ]], + uniform core::mx_addressmode_type mxp_uaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode U") + ]], + uniform core::mx_addressmode_type mxp_vaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode V") + ]], + uniform core::mx_filterlookup_type mxp_filtertype = core::mx_filterlookup_type(core::mx_filterlookup_type_linear) + [[ + anno::description("Enumeration {closest,linear,cubic}."), + anno::display_name("Filter Type"), + anno::unused() + ]], + uniform string mxp_framerange = string("") + [[ + anno::display_name("Frame Range"), + anno::unused() + ]], + uniform int mxp_frameoffset = int(0) + [[ + anno::display_name("Frame Offset"), + anno::unused() + ]], + uniform core::mx_addressmode_type mxp_frameendaction = core::mx_addressmode_type(core::mx_addressmode_type_constant) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Frame End Action"), + anno::unused() + ]], + uniform bool mxp_flip_v = false + [[ + anno::usage("for applying the 'fileTextureVerticalFlip' shader generator option."), + anno::hidden() + ]] +) + [[ + anno::description("Node Group: texture2d") + ]] +{ + if ( mxp_uaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.x < 0.0 || mxp_texcoord.x > 1.0)) + return mxp_default; + if ( mxp_vaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.y < 0.0 || mxp_texcoord.y > 1.0)) + return mxp_default; + + float2 returnValue = ::tex::lookup_float2(tex: mxp_file, + coord: mxp_flip_v + ? float2(mxp_texcoord.x, 1.0f - mxp_texcoord.y) + : mxp_texcoord, + wrap_u: map_addressmode(mxp_uaddressmode), + wrap_v: map_addressmode(mxp_vaddressmode)); + return returnValue; +} + +export float3 mx_image_vector3( + uniform texture_2d mxp_file = texture_2d() + [[ + anno::display_name("Filename") + ]], + uniform string mxp_layer = string("") + [[ + anno::display_name("Layer"), anno::unused() + ]], + float3 mxp_default = float3(0.0, 0.0, 0.0) + [[ + anno::display_name("Default Color") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) + [[ + anno::display_name("Texture Coordinates") + ]], + uniform core::mx_addressmode_type mxp_uaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode U") + ]], + uniform core::mx_addressmode_type mxp_vaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode V") + ]], + uniform core::mx_filterlookup_type mxp_filtertype = core::mx_filterlookup_type(core::mx_filterlookup_type_linear) + [[ + anno::description("Enumeration {closest,linear,cubic}."), + anno::display_name("Filter Type"), + anno::unused() + ]], + uniform string mxp_framerange = string("") + [[ + anno::display_name("Frame Range"), + anno::unused() + ]], + uniform int mxp_frameoffset = int(0) + [[ + anno::display_name("Frame Offset"), + anno::unused() + ]], + uniform core::mx_addressmode_type mxp_frameendaction = core::mx_addressmode_type(core::mx_addressmode_type_constant) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Frame End Action"), + anno::unused() + ]], + uniform bool mxp_flip_v = false + [[ + anno::usage("for applying the 'fileTextureVerticalFlip' shader generator option."), + anno::hidden() + ]] +) + [[ + anno::description("Node Group: texture2d") + ]] +{ + if ( mxp_uaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.x < 0.0 || mxp_texcoord.x > 1.0)) + return mxp_default; + if ( mxp_vaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.y < 0.0 || mxp_texcoord.y > 1.0)) + return mxp_default; + + float3 returnValue = ::tex::lookup_float3(tex: mxp_file, + coord: mxp_flip_v + ? float2(mxp_texcoord.x, 1.0f - mxp_texcoord.y) + : mxp_texcoord, + wrap_u: map_addressmode(mxp_uaddressmode), + wrap_v: map_addressmode(mxp_vaddressmode)); + return returnValue; +} + +export float4 mx_image_vector4( + uniform texture_2d mxp_file = texture_2d() + [[ + anno::display_name("Filename") + ]], + uniform string mxp_layer = string("") + [[ + anno::display_name("Layer"), anno::unused() + ]], + float4 mxp_default = float4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Default Color") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) + [[ + anno::display_name("Texture Coordinates") + ]], + uniform core::mx_addressmode_type mxp_uaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode U") + ]], + uniform core::mx_addressmode_type mxp_vaddressmode = core::mx_addressmode_type(core::mx_addressmode_type_periodic) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Address Mode V") + ]], + uniform core::mx_filterlookup_type mxp_filtertype = core::mx_filterlookup_type(core::mx_filterlookup_type_linear) + [[ + anno::description("Enumeration {closest,linear,cubic}."), + anno::display_name("Filter Type"), + anno::unused() + ]], + uniform string mxp_framerange = string("") + [[ + anno::display_name("Frame Range"), + anno::unused() + ]], + uniform int mxp_frameoffset = int(0) + [[ + anno::display_name("Frame Offset"), + anno::unused() + ]], + uniform core::mx_addressmode_type mxp_frameendaction = core::mx_addressmode_type(core::mx_addressmode_type_constant) + [[ + anno::description("Enumeration {constant,clamp,periodic,mirror}."), + anno::display_name("Frame End Action"), + anno::unused() + ]], + uniform bool mxp_flip_v = false + [[ + anno::usage("for applying the 'fileTextureVerticalFlip' shader generator option."), + anno::hidden() + ]] +) + [[ + anno::description("Node Group: texture2d") + ]] +{ + if ( mxp_uaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.x < 0.0 || mxp_texcoord.x > 1.0)) + return mxp_default; + if ( mxp_vaddressmode == core::mx_addressmode_type_constant + && ( mxp_texcoord.y < 0.0 || mxp_texcoord.y > 1.0)) + return mxp_default; + + float4 returnValue = ::tex::lookup_float4(tex: mxp_file, + coord: mxp_flip_v + ? float2(mxp_texcoord.x, 1.0f - mxp_texcoord.y) + : mxp_texcoord, + wrap_u: map_addressmode(mxp_uaddressmode), + wrap_v: map_addressmode(mxp_vaddressmode)); + return returnValue; +} + +// Nodedef: ND_tiledimage_float is represented by a nodegraph: NG_tiledimage_float +// Nodedef: ND_tiledimage_color3 is represented by a nodegraph: NG_tiledimage_color3 +// Nodedef: ND_tiledimage_color4 is represented by a nodegraph: NG_tiledimage_color4 +// Nodedef: ND_tiledimage_vector2 is represented by a nodegraph: NG_tiledimage_vector2 +// Nodedef: ND_tiledimage_vector3 is represented by a nodegraph: NG_tiledimage_vector3 +// Nodedef: ND_tiledimage_vector4 is represented by a nodegraph: NG_tiledimage_vector4 +// Nodedef: ND_triplanarprojection_float is represented by a nodegraph: NG_triplanarprojection_float +// Nodedef: ND_triplanarprojection_color3 is represented by a nodegraph: NG_triplanarprojection_color3 +// Nodedef: ND_triplanarprojection_color4 is represented by a nodegraph: NG_triplanarprojection_color4 +// Nodedef: ND_triplanarprojection_vector2 is represented by a nodegraph: NG_triplanarprojection_vector2 +// Nodedef: ND_triplanarprojection_vector3 is represented by a nodegraph: NG_triplanarprojection_vector3 +// Nodedef: ND_triplanarprojection_vector4 is represented by a nodegraph: NG_triplanarprojection_vector4 + +export float mx_constant_float( + float mxp_value = float(0.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export color mx_constant_color3( + color mxp_value = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export core::color4 mx_constant_color4( + core::color4 mxp_value = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export float2 mx_constant_vector2( + float2 mxp_value = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export float3 mx_constant_vector3( + float3 mxp_value = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export float4 mx_constant_vector4( + float4 mxp_value = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export bool mx_constant_boolean( + bool mxp_value = bool(false) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export int mx_constant_integer( + int mxp_value = int(0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export float3x3 mx_constant_matrix33( + float3x3 mxp_value = float3x3(1.0,0.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export float4x4 mx_constant_matrix44( + float4x4 mxp_value = float4x4(1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0) +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export string mx_constant_string( + uniform string mxp_value = string("") +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export string mx_constant_filename( + uniform string mxp_value = string("") +) + [[ + anno::description("Node Group: procedural") + ]] +{ + return mxp_value; +} + +export float mx_ramplr_float( + float mxp_valuel = float(0.0), + float mxp_valuer = float(0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::clamp(mxp_texcoord.x, 0.0, 1.0)); +} + +export color mx_ramplr_color3( + color mxp_valuel = color(0.0, 0.0, 0.0), + color mxp_valuer = color(0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::clamp(mxp_texcoord.x, 0.0, 1.0)); +} + +export core::color4 mx_ramplr_color4( + core::color4 mxp_valuel = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_valuer = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + color rgb = math::lerp(mxp_valuel.rgb, mxp_valuer.rgb, math::clamp(mxp_texcoord.x, 0.0, 1.0)); + float a = math::lerp(mxp_valuel.a, mxp_valuer.a, math::clamp(mxp_texcoord.x, 0.0, 1.0)); + return core::color4(rgb, a);} + +export float2 mx_ramplr_vector2( + float2 mxp_valuel = float2(0.0, 0.0), + float2 mxp_valuer = float2(0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::clamp(mxp_texcoord.x, 0.0, 1.0)); +} + +export float3 mx_ramplr_vector3( + float3 mxp_valuel = float3(0.0, 0.0, 0.0), + float3 mxp_valuer = float3(0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::clamp(mxp_texcoord.x, 0.0, 1.0)); +} + +export float4 mx_ramplr_vector4( + float4 mxp_valuel = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_valuer = float4(0.0, 0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::clamp(mxp_texcoord.x, 0.0, 1.0)); +} + +export float mx_ramptb_float( + float mxp_valuet = float(0.0), + float mxp_valueb = float(0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::clamp(mxp_texcoord.y, 0.0, 1.0)); +} + +export color mx_ramptb_color3( + color mxp_valuet = color(0.0, 0.0, 0.0), + color mxp_valueb = color(0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::clamp(mxp_texcoord.y, 0.0, 1.0)); +} + +export core::color4 mx_ramptb_color4( + core::color4 mxp_valuet = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_valueb = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + color rgb = math::lerp(mxp_valuet.rgb, mxp_valueb.rgb, math::clamp(mxp_texcoord.y, 0.0, 1.0)); + float a = math::lerp(mxp_valuet.a, mxp_valueb.a, math::clamp(mxp_texcoord.y, 0.0, 1.0)); + return core::color4(rgb, a);} + +export float2 mx_ramptb_vector2( + float2 mxp_valuet = float2(0.0, 0.0), + float2 mxp_valueb = float2(0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::clamp(mxp_texcoord.y, 0.0, 1.0)); +} + +export float3 mx_ramptb_vector3( + float3 mxp_valuet = float3(0.0, 0.0, 0.0), + float3 mxp_valueb = float3(0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::clamp(mxp_texcoord.y, 0.0, 1.0)); +} + +export float4 mx_ramptb_vector4( + float4 mxp_valuet = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_valueb = float4(0.0, 0.0, 0.0, 0.0), + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::clamp(mxp_texcoord.y, 0.0, 1.0)); +} + +// Nodedef: ND_ramp4_float is represented by a nodegraph: NG_ramp4_float +// Nodedef: ND_ramp4_color3 is represented by a nodegraph: NG_ramp4_color3 +// Nodedef: ND_ramp4_color4 is represented by a nodegraph: NG_ramp4_color4 +// Nodedef: ND_ramp4_vector2 is represented by a nodegraph: NG_ramp4_vector2 +// Nodedef: ND_ramp4_vector3 is represented by a nodegraph: NG_ramp4_vector3 +// Nodedef: ND_ramp4_vector4 is represented by a nodegraph: NG_ramp4_vector4 + +export float mx_splitlr_float( + float mxp_valuel = float(0.0) + [[ + anno::display_name("Left") + ]], + float mxp_valuer = float(0.0) + [[ + anno::display_name("Right") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export color mx_splitlr_color3( + color mxp_valuel = color(0.0, 0.0, 0.0) + [[ + anno::display_name("Left") + ]], + color mxp_valuer = color(0.0, 0.0, 0.0) + [[ + anno::display_name("Right") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export core::color4 mx_splitlr_color4( + core::color4 mxp_valuel = core::mk_color4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Left") + ]], + core::color4 mxp_valuer = core::mk_color4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Right") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + color rgb = math::lerp(mxp_valuel.rgb, mxp_valuer.rgb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); + float a = math::lerp(mxp_valuel.a, mxp_valuer.a, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); + return core::color4(rgb, a); +} + +export float2 mx_splitlr_vector2( + float2 mxp_valuel = float2(0.0, 0.0) + [[ + anno::display_name("Left") + ]], + float2 mxp_valuer = float2(0.0, 0.0) + [[ + anno::display_name("Right") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export float3 mx_splitlr_vector3( + float3 mxp_valuel = float3(0.0, 0.0, 0.0) + [[ + anno::display_name("Left") + ]], + float3 mxp_valuer = float3(0.0, 0.0, 0.0) + [[ + anno::display_name("Right") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export float4 mx_splitlr_vector4( + float4 mxp_valuel = float4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Left") + ]], + float4 mxp_valuer = float4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Right") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuel, mxp_valuer, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export float mx_splittb_float( + float mxp_valuet = float(0.0) + [[ + anno::display_name("Top") + ]], + float mxp_valueb = float(0.0) + [[ + anno::display_name("Bottom") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export color mx_splittb_color3( + color mxp_valuet = color(0.0, 0.0, 0.0) + [[ + anno::display_name("Top") + ]], + color mxp_valueb = color(0.0, 0.0, 0.0) + [[ + anno::display_name("Bottom") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export core::color4 mx_splittb_color4( + core::color4 mxp_valuet = core::mk_color4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Top") + ]], + core::color4 mxp_valueb = core::mk_color4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Bottom") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + color rgb = math::lerp(mxp_valuet.rgb, mxp_valueb.rgb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); float a = math::lerp(mxp_valuet.a, mxp_valueb.a, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); return core::color4(rgb, a); +} + +export float2 mx_splittb_vector2( + float2 mxp_valuet = float2(0.0, 0.0) + [[ + anno::display_name("Top") + ]], + float2 mxp_valueb = float2(0.0, 0.0) + [[ + anno::display_name("Bottom") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export float3 mx_splittb_vector3( + float3 mxp_valuet = float3(0.0, 0.0, 0.0) + [[ + anno::display_name("Top") + ]], + float3 mxp_valueb = float3(0.0, 0.0, 0.0) + [[ + anno::display_name("Bottom") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export float4 mx_splittb_vector4( + float4 mxp_valuet = float4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Top") + ]], + float4 mxp_valueb = float4(0.0, 0.0, 0.0, 0.0) + [[ + anno::display_name("Bottom") + ]], + float mxp_center = float(0.5) + [[ + anno::display_name("Center") + ]], + float2 mxp_texcoord = float2(swizzle::xy(::state::texture_coordinate(0))) +) + [[ + anno::description("Node Group: procedural2d") + ]] +{ + return math::lerp(mxp_valuet, mxp_valueb, math::step(mxp_center, math::clamp(mxp_texcoord.x,0,1))); +} + +export float3 mx_position_vector3( + uniform core::mx_coordinatespace_type mxp_space = core::mx_coordinatespace_type(core::mx_coordinatespace_type_object) + [[ + anno::description("Enumeration {model,object,world}.") + ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(core::mx_coordinatespace_type_model); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_space); + return state::transform_point(fromSpace, toSpace, state::position()); +} + +export float3 mx_normal_vector3( + uniform core::mx_coordinatespace_type mxp_space = core::mx_coordinatespace_type(core::mx_coordinatespace_type_object) + [[ + anno::description("Enumeration {model,object,world}.") + ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(core::mx_coordinatespace_type_model); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_space); + return state::transform_normal(fromSpace, toSpace, state::normal()); +} + +export float3 mx_tangent_vector3( + uniform core::mx_coordinatespace_type mxp_space = core::mx_coordinatespace_type(core::mx_coordinatespace_type_object) + [[ + anno::description("Enumeration {model,object,world}.") + ]], + uniform int mxp_index = int(0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(core::mx_coordinatespace_type_model); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_space); + return ::math::normalize(state::transform_vector(fromSpace, toSpace, state::texture_tangent_u(mxp_index))); +} + +export float3 mx_bitangent_vector3( + uniform core::mx_coordinatespace_type mxp_space = core::mx_coordinatespace_type(core::mx_coordinatespace_type_object) + [[ + anno::description("Enumeration {model,object,world}.") + ]], + uniform int mxp_index = int(0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(core::mx_coordinatespace_type_model); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_space); + return ::math::normalize(state::transform_vector(fromSpace, toSpace, state::texture_tangent_v(mxp_index))); +} + +export float2 mx_texcoord_vector2( + uniform int mxp_index = int(0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return swizzle::xy((state::texture_coordinate(mxp_index))); +} + +export float3 mx_texcoord_vector3( + uniform int mxp_index = int(0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return state::texture_coordinate(mxp_index); +} + +export float mx_geomcolor_float( + uniform int mxp_index = int(0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geomcolor_float + float defaultValue = float(0.0); + return defaultValue; +} + +export color mx_geomcolor_color3( + uniform int mxp_index = int(0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geomcolor_color3 + color defaultValue = color(0.0, 0.0, 0.0); + return defaultValue; +} + +export core::color4 mx_geomcolor_color4( + uniform int mxp_index = int(0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geomcolor_color4 + core::color4 defaultValue = core::mk_color4(0.0, 0.0, 0.0, 0.0); + return defaultValue; +} + +export int mx_geompropvalue_integer( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + int mxp_default = int(0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_integer + int defaultValue = int(0); + return defaultValue; +} + +export bool mx_geompropvalue_boolean( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + bool mxp_default = bool(false) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_boolean + bool defaultValue = bool(false); + return defaultValue; +} + +export string mx_geompropvalue_string( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + string mxp_default = string("") [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_string + string defaultValue; + return defaultValue; +} + +export float mx_geompropvalue_float( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + float mxp_default = float(0.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_float + float defaultValue = float(0.0); + return defaultValue; +} + +export color mx_geompropvalue_color3( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + color mxp_default = color(0.0, 0.0, 0.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_color3 + color defaultValue = color(0.0, 0.0, 0.0); + return defaultValue; +} + +export core::color4 mx_geompropvalue_color4( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + core::color4 mxp_default = core::mk_color4(0.0, 0.0, 0.0, 0.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_color4 + core::color4 defaultValue = core::mk_color4(0.0, 0.0, 0.0, 0.0); + return defaultValue; +} + +export float2 mx_geompropvalue_vector2( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + float2 mxp_default = float2(0.0, 0.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_vector2 + float2 defaultValue = float2(0.0, 0.0); + return defaultValue; +} + +export float3 mx_geompropvalue_vector3( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + float3 mxp_default = float3(0.0, 0.0, 0.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_vector3 + float3 defaultValue = float3(0.0, 0.0, 0.0); + return defaultValue; +} + +export float4 mx_geompropvalue_vector4( + uniform string mxp_geomprop = string("") [[ anno::unused() ]], + float4 mxp_default = float4(0.0, 0.0, 0.0, 0.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: geometric") + ]] +{ + // Not implemented: mx_geompropvalue_vector4 + float4 defaultValue = float4(0.0, 0.0, 0.0, 0.0); + return defaultValue; +} + +export float mx_ambientocclusion_float( + float mxp_coneangle = float(90.0) + [[ + anno::description("Unit Type:angle. Unit:degrees."), + anno::unused() + ]], + float mxp_maxdistance = float(1e38) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: global") + ]] +{ + // Not implemented: mx_ambientocclusion_float + float defaultValue = float(1.0); + return defaultValue; +} + +export float mx_frame_float( +) + [[ + anno::description("Node Group: application") + ]] +{ + // Not implemented: mx_frame_float + float defaultValue = float(1.0); + return defaultValue; +} + +export float mx_time_float( + uniform float mxp_fps = float(24.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: application") + ]] +{ + return ::state::animation_time(); +} + +export float3 mx_viewdirection_vector3( + uniform core::mx_coordinatespace_type mxp_space = core::mx_coordinatespace_type_world + [[ + anno::description("Enumeration {model,object,world}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: nprlib") + ]] +{ + // Not implemented: mx_viewdirection_vector3 + float3 defaultValue = float3(0.0, 0.0, 1.0); + return defaultValue; +} + +export color mx_modulo_color3( + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return color(core::mx_mod(float3(mxp_in1), float3(mxp_in2))); +} + +export core::color4 mx_modulo_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(core::mx_mod(core::mk_float4(mxp_in1), core::mk_float4(mxp_in2))); +} + +export color mx_modulo_color3FA( + color mxp_in1 = color(0.0, 0.0, 0.0), + float mxp_in2 = float(1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return color(core::mx_mod(float3(mxp_in1), float3(mxp_in2))); +} + +export core::color4 mx_modulo_color4FA( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_in2 = float(1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(core::mx_mod(core::mk_float4(mxp_in1), float4(mxp_in2))); +} + +export core::color4 mx_invert_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_amount = core::mk_color4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(core::mk_float4(mxp_amount) - core::mk_float4(mxp_in)); +} + +export core::color4 mx_invert_color4FA( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_amount = float(1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(float4(mxp_amount) - core::mk_float4(mxp_in)); +} + +export core::color4 mx_absval_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::abs(core::mk_float4(mxp_in))); +} + +export color mx_floor_color3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return color(::math::floor(float3(mxp_in))); +} + +export core::color4 mx_floor_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::floor(core::mk_float4(mxp_in))); +} + +export color mx_ceil_color3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return color(::math::ceil(float3(mxp_in))); +} + +export core::color4 mx_ceil_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::ceil(core::mk_float4(mxp_in))); +} + +export color mx_round_color3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return color(::math::round(float3(mxp_in))); +} + +export core::color4 mx_round_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::round(core::mk_float4(mxp_in))); +} + +export core::color4 mx_power_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::pow(core::mk_float4(mxp_in1), core::mk_float4(mxp_in2))); +} + +export core::color4 mx_power_color4FA( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_in2 = float(1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::pow(core::mk_float4(mxp_in1), float4(mxp_in2))); +} + +export float mx_sin_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sin(mxp_in); +} + +export float mx_cos_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::cos(mxp_in); +} + +export float mx_tan_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::tan(mxp_in); +} + +export float mx_asin_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::asin(mxp_in); +} + +export float mx_acos_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::acos(mxp_in); +} + +export float mx_atan2_float( + float mxp_in1 = float(1.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::atan2(mxp_in1, mxp_in2); +} + +export float2 mx_sin_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sin(mxp_in); +} + +export float2 mx_cos_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::cos(mxp_in); +} + +export float2 mx_tan_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::tan(mxp_in); +} + +export float2 mx_asin_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::asin(mxp_in); +} + +export float2 mx_acos_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::acos(mxp_in); +} + +export float2 mx_atan2_vector2( + float2 mxp_in1 = float2(1.0, 1.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::atan2(mxp_in1, mxp_in2); +} + +export float3 mx_sin_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sin(mxp_in); +} + +export float3 mx_cos_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::cos(mxp_in); +} + +export float3 mx_tan_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::tan(mxp_in); +} + +export float3 mx_asin_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::asin(mxp_in); +} + +export float3 mx_acos_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::acos(mxp_in); +} + +export float3 mx_atan2_vector3( + float3 mxp_in1 = float3(1.0, 1.0, 1.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::atan2(mxp_in1, mxp_in2); +} + +export float4 mx_sin_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sin(mxp_in); +} + +export float4 mx_cos_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::cos(mxp_in); +} + +export float4 mx_tan_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::tan(mxp_in); +} + +export float4 mx_asin_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::asin(mxp_in); +} + +export float4 mx_acos_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::acos(mxp_in); +} + +export float4 mx_atan2_vector4( + float4 mxp_in1 = float4(1.0, 1.0, 1.0, 1.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::atan2(mxp_in1, mxp_in2); +} + +export float mx_sqrt_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sqrt(mxp_in); +} + +export float mx_ln_float( + float mxp_in = float(1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::log(mxp_in); +} + +export float mx_exp_float( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::exp(mxp_in); +} + +export float2 mx_sqrt_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sqrt(mxp_in); +} + +export float2 mx_ln_vector2( + float2 mxp_in = float2(1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::log(mxp_in); +} + +export float2 mx_exp_vector2( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::exp(mxp_in); +} + +export float3 mx_sqrt_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sqrt(mxp_in); +} + +export float3 mx_ln_vector3( + float3 mxp_in = float3(1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::log(mxp_in); +} + +export float3 mx_exp_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::exp(mxp_in); +} + +export float4 mx_sqrt_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::sqrt(mxp_in); +} + +export float4 mx_ln_vector4( + float4 mxp_in = float4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::log(mxp_in); +} + +export float4 mx_exp_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::exp(mxp_in); +} + +export color mx_sign_color3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return color(::math::sign(float3(mxp_in))); +} + +export core::color4 mx_sign_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::sign(core::mk_float4(mxp_in))); +} + +export core::color4 mx_clamp_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_low = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_high = core::mk_color4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::clamp(core::mk_float4(mxp_in), core::mk_float4(mxp_low), core::mk_float4(mxp_high))); +} + +export core::color4 mx_clamp_color4FA( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::clamp(core::mk_float4(mxp_in), float4(mxp_low), float4(mxp_high))); +} + +export core::color4 mx_min_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::min(core::mk_float4(mxp_in1), core::mk_float4(mxp_in2))); +} + +export core::color4 mx_min_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::min(core::mk_float4(mxp_in1), float4(mxp_in2))); +} + +export core::color4 mx_max_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::max(core::mk_float4(mxp_in1), core::mk_float4(mxp_in2))); +} + +export core::color4 mx_max_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return core::mk_color4(::math::max(core::mk_float4(mxp_in1), float4(mxp_in2))); +} + +export float3 mx_transformpoint_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + uniform string mxp_fromspace = "object", + uniform string mxp_tospace = "world" +) + [[ + anno::description("Node Group: math") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(mxp_fromspace); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_tospace); + return state::transform_point(fromSpace, toSpace, mxp_in); +} + +export float3 mx_transformvector_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + uniform string mxp_fromspace = "object", + uniform string mxp_tospace = "world" +) + [[ + anno::description("Node Group: math") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(mxp_fromspace); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_tospace); + return state::transform_vector(fromSpace, toSpace, mxp_in); +} + +export float3 mx_transformnormal_vector3( + float3 mxp_in = float3(0.0, 0.0, 1.0), + uniform string mxp_fromspace = "object", + uniform string mxp_tospace = "world" +) + [[ + anno::description("Node Group: math") + ]] +{ + state::coordinate_space fromSpace = ::core::mx_map_space(mxp_fromspace); + state::coordinate_space toSpace = ::core::mx_map_space(mxp_tospace); + return state::transform_normal(fromSpace, toSpace, mxp_in); +} + +export float2 mx_transformmatrix_vector2M3( + float2 mxp_in = float2(0.0, 0.0), + float3x3 mxp_mat = float3x3(1.0,0.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + float3 returnValue = mxp_mat * float3(mxp_in.x, mxp_in.y, 1.0); + return float2(returnValue.x, returnValue.y); +} + +export float3 mx_transformmatrix_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float3x3 mxp_mat = float3x3(1.0,0.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return mxp_mat * mxp_in; +} + +export float3 mx_transformmatrix_vector3M4( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float4x4 mxp_mat = float4x4(1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + float4 returnValue = mxp_mat * float4(mxp_in.x, mxp_in.y, mxp_in.z, 1.0); + return float3(returnValue.x, returnValue.y, returnValue.z); +} + +export float4 mx_transformmatrix_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float4x4 mxp_mat = float4x4(1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return mxp_mat * mxp_in; +} + +export float3 mx_normalmap_vector2( + float3 mxp_in = float3(0.5, 0.5, 1.0), + uniform string mxp_space = string("tangent") + [[ + anno::description("Enumeration {tangent, object}.") + ]], + float2 mxp_scale = float2(1.0, 1.0), + float3 mxp_normal = float3(::state::transform_normal(::state::coordinate_internal,::state::coordinate_world,::state::normal())), + float3 mxp_tangent = float3(state::transform_vector(::state::coordinate_internal,::state::coordinate_world,::state::texture_tangent_u(0))) +) + [[ + anno::description("Node Group: math") + ]] +{ + if (mxp_space == "tangent") + { + float3 v = mxp_in * 2.0 - 1.0; + float3 binormal = ::math::normalize(::math::cross(mxp_normal, mxp_tangent)); + return ::math::normalize(mxp_tangent * v.x * mxp_scale.x + binormal * v.y * mxp_scale.y + mxp_normal * v.z); + } + else + { + float3 n = mxp_in * 2.0 - 1.0; + return ::math::normalize(n); + } +} + +export float3 mx_normalmap_float( + float3 mxp_in = float3(0.5, 0.5, 1.0), + uniform string mxp_space = string("tangent") + [[ + anno::description("Enumeration {tangent, object}.") + ]], + float mxp_scale = float(1.0), + float3 mxp_normal = float3(::state::transform_normal(::state::coordinate_internal,::state::coordinate_world,::state::normal())), + float3 mxp_tangent = float3(state::transform_vector(::state::coordinate_internal,::state::coordinate_world,::state::texture_tangent_u(0))) +) + [[ + anno::description("Node Group: math") + ]] +{ + return mx_normalmap_vector2(mxp_in, mxp_space, float2(mxp_scale, mxp_scale), mxp_normal, mxp_tangent); +} + +export float3x3 mx_transpose_matrix33( + float3x3 mxp_in = float3x3(1.0,0.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::transpose(mxp_in); +} + +export float4x4 mx_transpose_matrix44( + float4x4 mxp_in = float4x4(1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return ::math::transpose(mxp_in); +} + +export float mx_determinant_matrix33(float3x3 mxp_in) +[[ + anno::description("Node Group: math") +]] +{ + return mxp_in[0][0] * (mxp_in[2][2]*mxp_in[1][1] - mxp_in[1][2]*mxp_in[2][1]) + + mxp_in[0][1] * (mxp_in[1][2]*mxp_in[2][0] - mxp_in[2][2]*mxp_in[1][0]) + + mxp_in[0][2] * (mxp_in[2][1]*mxp_in[1][0] - mxp_in[1][1]*mxp_in[2][0]); +} + +export float mx_determinant_matrix44(float4x4 mxp_in) +[[ + anno::description("Node Group: math") +]] +{ + float + b00 = mxp_in[0][0] * mxp_in[1][1] - mxp_in[0][1] * mxp_in[1][0], + b01 = mxp_in[0][0] * mxp_in[1][2] - mxp_in[0][2] * mxp_in[1][0], + b02 = mxp_in[0][0] * mxp_in[1][3] - mxp_in[0][3] * mxp_in[1][0], + b03 = mxp_in[0][1] * mxp_in[1][2] - mxp_in[0][2] * mxp_in[1][1], + b04 = mxp_in[0][1] * mxp_in[1][3] - mxp_in[0][3] * mxp_in[1][1], + b05 = mxp_in[0][2] * mxp_in[1][3] - mxp_in[0][3] * mxp_in[1][2], + b06 = mxp_in[2][0] * mxp_in[3][1] - mxp_in[2][1] * mxp_in[3][0], + b07 = mxp_in[2][0] * mxp_in[3][2] - mxp_in[2][2] * mxp_in[3][0], + b08 = mxp_in[2][0] * mxp_in[3][3] - mxp_in[2][3] * mxp_in[3][0], + b09 = mxp_in[2][1] * mxp_in[3][2] - mxp_in[2][2] * mxp_in[3][1], + b10 = mxp_in[2][1] * mxp_in[3][3] - mxp_in[2][3] * mxp_in[3][1], + b11 = mxp_in[2][2] * mxp_in[3][3] - mxp_in[2][3] * mxp_in[3][2]; + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +} + +export float3x3 mx_invertmatrix_matrix33( + float3x3 mxp_in = float3x3(1.0,0.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + // Not implemented: mx_invertmatrix_matrix33 + float3x3 defaultValue = mxp_in; + return defaultValue; +} + +export float4x4 mx_invertmatrix_matrix44( + float4x4 mxp_in = float4x4(1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, 0.0,0.0,0.0,1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + // Not implemented: mx_invertmatrix_matrix44 + float4x4 defaultValue = mxp_in; + return defaultValue; +} + +export float2 mx_rotate2d_vector2( + float2 mxp_in = float2(0.0, 0.0), + float mxp_amount = float(0.0) + [[ + anno::description("Unit Type:angle. Unit:degrees.") + ]] +) +[[ + anno::description("Node Group: math") +]] +{ + float angleRadians = math::radians(mxp_amount); + float sinAngle = math::sin(angleRadians); + float cosAngle = math::cos(angleRadians); + return float2(cosAngle*mxp_in.x + sinAngle*mxp_in.y, -sinAngle*mxp_in.x + cosAngle*mxp_in.y); +} + +float4x4 mx_rotationMatrix(float3 mxp_axis, float mxp_amount) +{ + float sinAngle = math::sin(mxp_amount); + float cosAngle = math::cos(mxp_amount); + float oc = 1.0 - cosAngle; + + return float4x4( + oc * mxp_axis.x * mxp_axis.x + cosAngle, oc * mxp_axis.x * mxp_axis.y - mxp_axis.z * sinAngle, oc * mxp_axis.z * mxp_axis.x + mxp_axis.y * sinAngle, 0.0, + oc * mxp_axis.x * mxp_axis.y + mxp_axis.z * sinAngle, oc * mxp_axis.y * mxp_axis.y + cosAngle, oc * mxp_axis.y * mxp_axis.z - mxp_axis.x * sinAngle, 0.0, + oc * mxp_axis.z * mxp_axis.x - mxp_axis.y * sinAngle, oc * mxp_axis.y * mxp_axis.z + mxp_axis.x * sinAngle, oc * mxp_axis.z * mxp_axis.z + cosAngle, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +export float3 mx_rotate3d_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float mxp_amount = float(0.0) + [[ + anno::description("Unit Type:angle. Unit:degrees.") + ]], + float3 mxp_axis = float3(0.0, 1.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + float angleRadians = math::radians(mxp_amount); + float4x4 m = mx_rotationMatrix(mxp_axis, angleRadians); + float4 v = m * float4(mxp_in.x, mxp_in.y, mxp_in.z, 1.0); + return float3(v.x, v.y, v.z); +} + +// Nodedef: ND_place2d_vector2 is represented by a nodegraph: NG_place2d_vector2 + +export float mx_remap_float( + float mxp_in = float(0.0), + float mxp_inlow = float(0.0), + float mxp_inhigh = float(1.0), + float mxp_outlow = float(0.0), + float mxp_outhigh = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export color mx_remap_color3( + color mxp_in = color(0.0, 0.0, 0.0), + color mxp_inlow = color(0.0, 0.0, 0.0), + color mxp_inhigh = color(1.0, 1.0, 1.0), + color mxp_outlow = color(0.0, 0.0, 0.0), + color mxp_outhigh = color(1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export core::color4 mx_remap_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_inlow = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_inhigh = core::mk_color4(1.0, 1.0, 1.0, 1.0), + core::color4 mxp_outlow = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_outhigh = core::mk_color4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + core::color4 val = mxp_outlow; + core::color4 val2 = core::mx_add(val, core::mx_subtract(mxp_in, mxp_inlow)); + core::color4 val3 = core::mx_multiply(val2, core::mx_subtract(mxp_outhigh, mxp_outlow)); + return core::mx_divide(val3, core::mx_subtract(mxp_inhigh, mxp_inlow)); +} + +export float2 mx_remap_vector2( + float2 mxp_in = float2(0.0, 0.0), + float2 mxp_inlow = float2(0.0, 0.0), + float2 mxp_inhigh = float2(1.0, 1.0), + float2 mxp_outlow = float2(0.0, 0.0), + float2 mxp_outhigh = float2(1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export float3 mx_remap_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float3 mxp_inlow = float3(0.0, 0.0, 0.0), + float3 mxp_inhigh = float3(1.0, 1.0, 1.0), + float3 mxp_outlow = float3(0.0, 0.0, 0.0), + float3 mxp_outhigh = float3(1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export float4 mx_remap_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_inlow = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_inhigh = float4(1.0, 1.0, 1.0, 1.0), + float4 mxp_outlow = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_outhigh = float4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export color mx_remap_color3FA( + color mxp_in = color(0.0, 0.0, 0.0), + float mxp_inlow = float(0.0), + float mxp_inhigh = float(1.0), + float mxp_outlow = float(0.0), + float mxp_outhigh = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export core::color4 mx_remap_color4FA( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_inlow = float(0.0), + float mxp_inhigh = float(1.0), + float mxp_outlow = float(0.0), + float mxp_outhigh = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + core::color4 val = core::mk_color4(mxp_outlow); + core::color4 val2 = core::mx_add(val, core::mx_subtract(mxp_in, core::mk_color4(mxp_inlow))); + core::color4 val3 = core::mx_multiply(val2, core::mx_subtract(core::mk_color4(mxp_outhigh), core::mk_color4(mxp_outlow))); + return core::mx_divide(val3, core::mx_subtract(core::mk_color4(mxp_inhigh), core::mk_color4(mxp_inlow))); +} + +export float2 mx_remap_vector2FA( + float2 mxp_in = float2(0.0, 0.0), + float mxp_inlow = float(0.0), + float mxp_inhigh = float(1.0), + float mxp_outlow = float(0.0), + float mxp_outhigh = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export float3 mx_remap_vector3FA( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float mxp_inlow = float(0.0), + float mxp_inhigh = float(1.0), + float mxp_outlow = float(0.0), + float mxp_outhigh = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export float4 mx_remap_vector4FA( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float mxp_inlow = float(0.0), + float mxp_inhigh = float(1.0), + float mxp_outlow = float(0.0), + float mxp_outhigh = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return mxp_outlow + (mxp_in - mxp_inlow) * (mxp_outhigh - mxp_outlow) / (mxp_inhigh - mxp_inlow); +} + +export float mx_smoothstep_float( + float mxp_in = float(0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float(mxp_low), float(mxp_high), float(mxp_in)); +} + +export color mx_smoothstep_color3( + color mxp_in = color(0.0, 0.0, 0.0), + color mxp_low = color(0.0, 0.0, 0.0), + color mxp_high = color(1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return color(::math::smoothstep(float3(mxp_low), float3(mxp_high), float3(mxp_in))); +} + +export core::color4 mx_smoothstep_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_low = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_high = core::mk_color4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return core::mk_color4(::math::smoothstep(core::mk_float4(mxp_low), core::mk_float4(mxp_high), core::mk_float4(mxp_in))); +} + +export float2 mx_smoothstep_vector2( + float2 mxp_in = float2(0.0, 0.0), + float2 mxp_low = float2(0.0, 0.0), + float2 mxp_high = float2(1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float2(mxp_low), float2(mxp_high), float2(mxp_in)); +} + +export float3 mx_smoothstep_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float3 mxp_low = float3(0.0, 0.0, 0.0), + float3 mxp_high = float3(1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float3(mxp_low), float3(mxp_high), float3(mxp_in)); +} + +export float4 mx_smoothstep_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_low = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_high = float4(1.0, 1.0, 1.0, 1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float4(mxp_low), float4(mxp_high), float4(mxp_in)); +} + +export color mx_smoothstep_color3FA( + color mxp_in = color(0.0, 0.0, 0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return color(::math::smoothstep(float3(mxp_in), float3(mxp_low), float3(mxp_high))); +} + +export core::color4 mx_smoothstep_color4FA( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return core::mk_color4(::math::smoothstep(core::mk_float4(mxp_in), float4(mxp_low), float4(mxp_high))); +} + +export float2 mx_smoothstep_vector2FA( + float2 mxp_in = float2(0.0, 0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float2(mxp_low), float2(mxp_high), float2(mxp_in)); +} + +export float3 mx_smoothstep_vector3FA( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float3(mxp_low), float3(mxp_high), float3(mxp_in)); +} + +export float4 mx_smoothstep_vector4FA( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float mxp_low = float(0.0), + float mxp_high = float(1.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return ::math::smoothstep(float4(mxp_low), float4(mxp_high), float4(mxp_in)); +} + +export float mx_curveadjust_float( + float mxp_in = float(0.0), + float2[] mxp_knots = float2[]() [[ anno::unused() ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + // Not implemented: mx_curveadjust_float + float defaultValue = mxp_in; + return defaultValue; +} + +export color mx_curveadjust_color3( + color mxp_in = color(0.0, 0.0, 0.0), + float2[] mxp_knots = float2[]() [[ anno::unused() ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + // Not implemented: mx_curveadjust_color3 + color defaultValue = mxp_in; + return defaultValue; +} + +export core::color4 mx_curveadjust_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float2[] mxp_knots = float2[]() [[ anno::unused() ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + // Not implemented: mx_curveadjust_color4 + core::color4 defaultValue = mxp_in; + return defaultValue; +} + +export float2 mx_curveadjust_vector2( + float2 mxp_in = float2(0.0, 0.0), + float2[] mxp_knots = float2[]() [[ anno::unused() ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + // Not implemented: mx_curveadjust_vector2 + float2 defaultValue = mxp_in; + return defaultValue; +} + +export float3 mx_curveadjust_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float2[] mxp_knots = float2[]() [[ anno::unused() ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + // Not implemented: mx_curveadjust_vector3 + float3 defaultValue = mxp_in; + return defaultValue; +} + +export float4 mx_curveadjust_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float2[] mxp_knots = float2[]() [[ anno::unused() ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + // Not implemented: mx_curveadjust_vector4 + float4 defaultValue = mxp_in; + return defaultValue; +} + +export color mx_luminance_color3( + color mxp_in = color(0.0, 0.0, 0.0), + uniform color mxp_lumacoeffs = color(0.2722287, 0.6740818, 0.0536895) + [[ + anno::description("Enumeration {acescg, rec709, rec2020, rec2100}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return color(::math::luminance(mxp_in)); +} + +export core::color4 mx_luminance_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + uniform color mxp_lumacoeffs = color(0.2722287, 0.6740818, 0.0536895) + [[ + anno::description("Enumeration {acescg, rec709, rec2020, rec2100}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + color rgb = color(mxp_in.rgb); + core::color4 returnValue = core::mk_color4(::math::luminance(rgb)); + returnValue.a = mxp_in.a; + return returnValue; +} + +export color mx_rgbtohsv_color3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return color(::hsv::mx_rgbtohsv(float3(mxp_in))); +} + +export core::color4 mx_rgbtohsv_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + float3 rgb = hsv::mx_rgbtohsv(float3(mxp_in.rgb)); + return core::color4(color(rgb), mxp_in.a); +} + +export color mx_hsvtorgb_color3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + return color(hsv::mx_hsvtorgb(float3(mxp_in))); +} + +export core::color4 mx_hsvtorgb_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: adjustment") + ]] +{ + float3 rgb = hsv::mx_hsvtorgb(float3(mxp_in.rgb)); + return core::color4(color(rgb), mxp_in.a); +} + +export core::color4 mx_premult_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + // Not implemented: mx_premult_color4 + core::color4 defaultValue = mxp_in; + return defaultValue; +} + +export core::color4 mx_unpremult_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + // Not implemented: mx_unpremult_color4 + core::color4 defaultValue = mxp_in; + return defaultValue; +} + +export core::color4 mx_plus_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_mix*(mxp_bg.rgb + mxp_fg.rgb)) + ((1.0-mxp_mix)*mxp_bg.rgb); + float a = (mxp_mix*(mxp_bg.a + mxp_fg.a )) + ((1.0-mxp_mix)*mxp_bg.a ); + return core::color4(rgb,a); +} + +export core::color4 mx_minus_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_mix*(mxp_bg.rgb - mxp_fg.rgb)) + ((1.0-mxp_mix)*mxp_bg.rgb); + float a = (mxp_mix*(mxp_bg.a - mxp_fg.a )) + ((1.0-mxp_mix)*mxp_bg.a ); + return core::color4(rgb,a); +} + +export core::color4 mx_difference_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_mix*math::abs(mxp_bg.rgb - mxp_fg.rgb)) + ((1.0-mxp_mix)*mxp_bg.rgb); + float a = (mxp_mix*math::abs(mxp_bg.a - mxp_fg.a )) + ((1.0-mxp_mix)*mxp_bg.a ); + return core::color4(rgb,a); +} + +export float mx_burn_float( + float mxp_fg = 0.0, + float mxp_bg = 0.0, + float mxp_mix = 1.0 +) + [[ + anno::description("Node Group: compositing") + ]] +{ + if (math::abs(mxp_fg) < core::FLOAT_EPS) + { + return 0.0; + } + return mxp_mix*(1.0 - ((1.0 - mxp_bg) / mxp_fg)) + ((1.0 - mxp_mix)*mxp_bg); +} + +export color mx_burn_color3( + color mxp_fg = color(0.0), + color mxp_bg = color(0.0), + float mxp_mix = 1.0 +) + [[ + anno::description("Node Group: compositing") + ]] +{ + float3 fg(mxp_fg); + float3 bg(mxp_bg); + return color( + mx_burn_float(fg.x, bg.x, mxp_mix), + mx_burn_float(fg.y, bg.y, mxp_mix), + mx_burn_float(fg.z, bg.z, mxp_mix) + ); +} + +export core::color4 mx_burn_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = 1.0 +) + [[ + anno::description("Node Group: compositing") + ]] +{ + return core::color4( + mx_burn_color3(mxp_fg.rgb, mxp_bg.rgb, mxp_mix), + mx_burn_float(mxp_fg.a, mxp_bg.a, mxp_mix) + ); +} + +export float mx_dodge_float( + float mxp_fg = float(0.0), + float mxp_bg = float(0.0), + float mxp_mix = 1.0 +) + [[ + anno::description("Node Group: compositing") + ]] +{ + if (math::abs(1.0 - mxp_fg) < core::FLOAT_EPS) + { + return 0.0; + } + return mxp_mix*(mxp_bg / (1.0 - mxp_fg)) + ((1.0-mxp_mix)*mxp_bg); +} + +export color mx_dodge_color3( + color mxp_fg = color(0.0), + color mxp_bg = color(0.0), + float mxp_mix = 1.0 +) + [[ + anno::description("Node Group: compositing") + ]] +{ + float3 fg(mxp_fg); + float3 bg(mxp_bg); + return color( + mx_dodge_float(fg.x, bg.x, mxp_mix), + mx_dodge_float(fg.y, bg.y, mxp_mix), + mx_dodge_float(fg.z, bg.z, mxp_mix) + ); +} + +export core::color4 mx_dodge_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + return core::color4( + mx_dodge_color3(mxp_fg.rgb, mxp_bg.rgb, mxp_mix), + mx_dodge_float(mxp_fg.a, mxp_bg.a, mxp_mix) + ); +} + +export core::color4 mx_screen_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_mix*((1.0 - (1.0 - mxp_fg.rgb) * (1 - mxp_bg.rgb)))) + ((1.0-mxp_mix)*mxp_bg.rgb); + float a = (mxp_mix*((1.0 - (1.0 - mxp_fg.a ) * (1 - mxp_bg.a )))) + ((1.0-mxp_mix)*mxp_bg.a ); + return core::color4(rgb,a); +} + +export core::color4 mx_disjointover_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + core::color4 result; + float summedAlpha = mxp_fg.a + mxp_bg.a; + if (summedAlpha <= 1) + { + result.rgb = mxp_fg.rgb + mxp_bg.rgb; + } + else + { + if (math::abs(mxp_bg.a) < core::FLOAT_EPS) + { + result.rgb = color(0.0); + } + else + { + float x = (1 - mxp_fg.a) / mxp_bg.a; + result.rgb = mxp_fg.rgb + mxp_bg.rgb * x; + } + } + result.a = math::min(summedAlpha, 1.0); + result.rgb = result.rgb * mxp_mix + (1.0 - mxp_mix) * mxp_bg.rgb; + result.a = result.a * mxp_mix + (1.0 - mxp_mix) * mxp_bg.a; + return result; +} + +export core::color4 mx_in_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = mxp_fg.rgb*mxp_bg.a * mxp_mix + mxp_bg.rgb * (1.0-mxp_mix); + float a = mxp_fg.a *mxp_bg.a * mxp_mix + mxp_bg.a * (1.0-mxp_mix); + return core::color4(rgb,a); +} + +export core::color4 mx_mask_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = mxp_bg.rgb*mxp_fg.a * mxp_mix + mxp_bg.rgb * (1.0-mxp_mix); + float a = mxp_bg.a *mxp_fg.a * mxp_mix + mxp_bg.a * (1.0-mxp_mix); + return core::color4(rgb,a); +} + +export core::color4 mx_matte_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = 1.0 +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_fg.rgb*mxp_fg.a + mxp_bg.rgb*(1.0-mxp_fg.a)) * mxp_mix + mxp_bg.rgb * (1.0-mxp_mix); + float a = (mxp_fg.a + mxp_bg.a*(1.0-mxp_fg.a)) * mxp_mix + mxp_bg.a * (1.0-mxp_mix); + return core::color4(rgb, a); +} + +export core::color4 mx_out_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_fg.rgb*(1.0 - mxp_bg.a) * mxp_mix) + (mxp_bg.rgb * (1.0-mxp_mix)); + float a = (mxp_fg.a *(1.0 - mxp_bg.a) * mxp_mix) + (mxp_bg.a * (1.0-mxp_mix)); + return core::color4(rgb,a); +} + +export core::color4 mx_over_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(1.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + color rgb = (mxp_fg.rgb + (mxp_bg.rgb*(1.0-mxp_fg.a))) * mxp_mix + mxp_bg.rgb * (1.0-mxp_mix); + float a = (mxp_fg.a + (mxp_bg.a *(1.0-mxp_fg.a))) * mxp_mix + mxp_bg.a * (1.0-mxp_mix); + return core::color4(rgb,a); +} + +export core::color4 mx_mix_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_mix = float(0.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + return core::mk_color4(::math::lerp(core::mk_float4(mxp_bg), core::mk_float4(mxp_fg), float4(mxp_mix))); +} + +export core::color4 mx_mix_color4_color4( + core::color4 mxp_fg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_bg = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_mix = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: compositing") + ]] +{ + return core::mk_color4(::math::lerp(core::mk_float4(mxp_bg), core::mk_float4(mxp_fg), core::mk_float4(mxp_mix))); +} + +// mix all parts of the material, bsdf, edf, and vdf, geometry +export material mx_mix_surfaceshader( + material mxp_fg = material() [[ anno::usage( "materialx:surfaceshader") ]], + material mxp_bg = material() [[ anno::usage( "materialx:surfaceshader") ]], + float mxp_mix = 0.0 +) [[ + anno::description("Node Group: compositing"), + anno::usage( "materialx:surfaceshader") +]] += material( + surface: material_surface( + scattering: df::weighted_layer( + weight: mxp_mix, + layer: mxp_fg.surface.scattering, + base: mxp_bg.surface.scattering + ), + emission: material_emission( + emission: df::clamped_mix( + df::edf_component[]( + df::edf_component( mxp_mix, mxp_fg.surface.emission.emission), + df::edf_component( 1.0 - mxp_mix, mxp_bg.surface.emission.emission)) + ), + intensity: mxp_mix * mxp_fg.surface.emission.intensity + + (1.0 - mxp_mix) * mxp_bg.surface.emission.intensity + ) + ), + + // we need to carry volume properties along for SSS + ior: mxp_fg.ior, // NOTE: IOR is uniform, cannot mix here + volume: material_volume( + scattering: df::clamped_mix( + df::vdf_component[]( + df::vdf_component( mxp_mix, mxp_fg.volume.scattering), + df::vdf_component( 1.0 - mxp_mix, mxp_bg.volume.scattering)) + ), + absorption_coefficient: mxp_mix * mxp_fg.volume.absorption_coefficient + + (1.0 - mxp_mix) * mxp_bg.volume.absorption_coefficient, + scattering_coefficient: mxp_mix * mxp_fg.volume.scattering_coefficient + + (1.0 - mxp_mix) * mxp_bg.volume.scattering_coefficient + ), + geometry: material_geometry( + displacement: mxp_mix * mxp_fg.geometry.displacement + + (1.0 - mxp_mix) * mxp_bg.geometry.displacement, + cutout_opacity: mxp_mix * mxp_fg.geometry.cutout_opacity + + (1.0 - mxp_mix) * mxp_bg.geometry.cutout_opacity, + normal: mxp_mix * mxp_fg.geometry.normal + + (1.0 - mxp_mix) * mxp_bg.geometry.normal + ) +); + +export material mx_mix_volumeshader( + material mxp_fg = material() [[ anno::usage( "materialx:volumeshader") ]], + material mxp_bg = material() [[ anno::usage( "materialx:volumeshader") ]], + float mxp_mix = 0.0 +) [[ + anno::description("Node Group: compositing"), + anno::usage( "materialx:volumeshader") +]] += mx_mix_surfaceshader( + mxp_fg: mxp_fg, + mxp_bg: mxp_bg, + mxp_mix: mxp_mix); + +export material mx_mix_displacementshader( + material mxp_fg = material() [[ anno::usage( "materialx:displacementshader") ]], + material mxp_bg = material() [[ anno::usage( "materialx:displacementshader") ]], + float mxp_mix = 0.0 +) [[ + anno::description("Node Group: compositing"), + anno::usage( "materialx:displacementshader") +]] += mx_mix_surfaceshader( + mxp_fg: mxp_fg, + mxp_bg: mxp_bg, + mxp_mix: mxp_mix); + +export float mx_ifgreater_float( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifgreater_color3( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifgreater_color4( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifgreater_vector2( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifgreater_vector3( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifgreater_vector4( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_ifgreater_floatI( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifgreater_color3I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifgreater_color4I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifgreater_vector2I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifgreater_vector3I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifgreater_vector4I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 > mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_ifgreatereq_float( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifgreatereq_color3( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifgreatereq_color4( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifgreatereq_vector2( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifgreatereq_vector3( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifgreatereq_vector4( + float mxp_value1 = float(1.0), + float mxp_value2 = float(0.0), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_ifgreatereq_floatI( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifgreatereq_color3I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifgreatereq_color4I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifgreatereq_vector2I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifgreatereq_vector3I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifgreatereq_vector4I( + int mxp_value1 = int(1), + int mxp_value2 = int(0), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 >= mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_ifequal_float( + float mxp_value1 = float(0.0), + float mxp_value2 = float(0.0), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifequal_color3( + float mxp_value1 = float(0.0), + float mxp_value2 = float(0.0), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifequal_color4( + float mxp_value1 = float(0.0), + float mxp_value2 = float(0.0), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifequal_vector2( + float mxp_value1 = float(0.0), + float mxp_value2 = float(0.0), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifequal_vector3( + float mxp_value1 = float(0.0), + float mxp_value2 = float(0.0), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifequal_vector4( + float mxp_value1 = float(0.0), + float mxp_value2 = float(0.0), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_ifequal_floatI( + int mxp_value1 = int(0), + int mxp_value2 = int(0), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifequal_color3I( + int mxp_value1 = int(0), + int mxp_value2 = int(0), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifequal_color4I( + int mxp_value1 = int(0), + int mxp_value2 = int(0), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifequal_vector2I( + int mxp_value1 = int(0), + int mxp_value2 = int(0), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifequal_vector3I( + int mxp_value1 = int(0), + int mxp_value2 = int(0), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifequal_vector4I( + int mxp_value1 = int(0), + int mxp_value2 = int(0), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_ifequal_floatB( + bool mxp_value1 = bool(false), + bool mxp_value2 = bool(false), + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export color mx_ifequal_color3B( + bool mxp_value1 = bool(false), + bool mxp_value2 = bool(false), + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export core::color4 mx_ifequal_color4B( + bool mxp_value1 = bool(false), + bool mxp_value2 = bool(false), + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float2 mx_ifequal_vector2B( + bool mxp_value1 = bool(false), + bool mxp_value2 = bool(false), + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float3 mx_ifequal_vector3B( + bool mxp_value1 = bool(false), + bool mxp_value2 = bool(false), + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float4 mx_ifequal_vector4B( + bool mxp_value1 = bool(false), + bool mxp_value2 = bool(false), + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + if (mxp_value1 == mxp_value2) { return mxp_in1; } return mxp_in2; +} + +export float mx_switch_float( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0), + float mxp_in3 = float(0.0), + float mxp_in4 = float(0.0), + float mxp_in5 = float(0.0), + float mxp_which = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export color mx_switch_color3( + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0), + color mxp_in3 = color(0.0, 0.0, 0.0), + color mxp_in4 = color(0.0, 0.0, 0.0), + color mxp_in5 = color(0.0, 0.0, 0.0), + float mxp_which = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + color returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export core::color4 mx_switch_color4( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in3 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in4 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in5 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_which = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + core::color4 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float2 mx_switch_vector2( + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0), + float2 mxp_in3 = float2(0.0, 0.0), + float2 mxp_in4 = float2(0.0, 0.0), + float2 mxp_in5 = float2(0.0, 0.0), + float mxp_which = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float2 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float3 mx_switch_vector3( + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0), + float3 mxp_in3 = float3(0.0, 0.0, 0.0), + float3 mxp_in4 = float3(0.0, 0.0, 0.0), + float3 mxp_in5 = float3(0.0, 0.0, 0.0), + float mxp_which = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float3 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float4 mx_switch_vector4( + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in3 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in4 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in5 = float4(0.0, 0.0, 0.0, 0.0), + float mxp_which = float(0.0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float4 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float mx_switch_floatI( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0), + float mxp_in3 = float(0.0), + float mxp_in4 = float(0.0), + float mxp_in5 = float(0.0), + int mxp_which = int(0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export color mx_switch_color3I( + color mxp_in1 = color(0.0, 0.0, 0.0), + color mxp_in2 = color(0.0, 0.0, 0.0), + color mxp_in3 = color(0.0, 0.0, 0.0), + color mxp_in4 = color(0.0, 0.0, 0.0), + color mxp_in5 = color(0.0, 0.0, 0.0), + int mxp_which = int(0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + color returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export core::color4 mx_switch_color4I( + core::color4 mxp_in1 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in2 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in3 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in4 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + core::color4 mxp_in5 = core::mk_color4(0.0, 0.0, 0.0, 0.0), + int mxp_which = int(0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + core::color4 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float2 mx_switch_vector2I( + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0), + float2 mxp_in3 = float2(0.0, 0.0), + float2 mxp_in4 = float2(0.0, 0.0), + float2 mxp_in5 = float2(0.0, 0.0), + int mxp_which = int(0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float2 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float3 mx_switch_vector3I( + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 0.0, 0.0), + float3 mxp_in3 = float3(0.0, 0.0, 0.0), + float3 mxp_in4 = float3(0.0, 0.0, 0.0), + float3 mxp_in5 = float3(0.0, 0.0, 0.0), + int mxp_which = int(0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float3 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export float4 mx_switch_vector4I( + float4 mxp_in1 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in3 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in4 = float4(0.0, 0.0, 0.0, 0.0), + float4 mxp_in5 = float4(0.0, 0.0, 0.0, 0.0), + int mxp_which = int(0) +) + [[ + anno::description("Node Group: conditional") + ]] +{ + float4 returnValue; + switch (int(mxp_which)) { + case 0: returnValue=mxp_in1; break; + case 1: returnValue=mxp_in2; break; + case 2: returnValue=mxp_in3; break; + case 3: returnValue=mxp_in4; break; + case 4: returnValue=mxp_in5; break; + default: returnValue=mxp_in1; break; + } + return returnValue; +} + +export color mx_convert_float_color3( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return color(mxp_in); +} + +export core::color4 mx_convert_float_color4( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::mk_color4(mxp_in); +} + +export float2 mx_convert_float_vector2( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float2(mxp_in); +} + +export float3 mx_convert_float_vector3( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float3(mxp_in); +} + +export float4 mx_convert_float_vector4( + float mxp_in = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float4(mxp_in); +} + +export float3 mx_convert_vector2_vector3( + float2 mxp_in = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float3(mxp_in.x, mxp_in.y, 0.0); +} + +export color mx_convert_vector3_color3( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return color(mxp_in); +} + +export float2 mx_convert_vector3_vector2( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float2(mxp_in.x, mxp_in.y); +} + +export float4 mx_convert_vector3_vector4( + float3 mxp_in = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float4(mxp_in.x, mxp_in.y, mxp_in.z, 0.0); +} + +export core::color4 mx_convert_vector4_color4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::mk_color4(mxp_in); +} + +export float3 mx_convert_vector4_vector3( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float3(mxp_in.x, mxp_in.y, mxp_in.z); +} + +export float3 mx_convert_color3_vector3( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float3(mxp_in); +} + +export float4 mx_convert_color4_vector4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::mk_float4(mxp_in); +} + +export core::color4 mx_convert_color3_color4( + color mxp_in = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::mk_color4(mxp_in); +} + +export color mx_convert_color4_color3( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return mxp_in.rgb; +} + +export float mx_convert_boolean_float( + bool mxp_in = bool(false) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float(mxp_in); +} + +export float mx_convert_integer_float( + int mxp_in = int(0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float(mxp_in); +} + +export float2 mx_combine2_vector2( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float2(mxp_in1, mxp_in2); +} + +export core::color4 mx_combine2_color4CF( + color mxp_in1 = color(0.0, 0.0, 0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::color4(mxp_in1, mxp_in2); +} + +export float4 mx_combine2_vector4VF( + float3 mxp_in1 = float3(0.0, 0.0, 0.0), + float mxp_in2 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float4(mxp_in1.x, mxp_in1.y, mxp_in1.z, mxp_in2); +} + +export core::color4 mx_combine2_color4CC( + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::color4(color(mxp_in1.x, mxp_in1.y, mxp_in2.x), mxp_in2.y); +} + +export float4 mx_combine2_vector4VV( + float2 mxp_in1 = float2(0.0, 0.0), + float2 mxp_in2 = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float4(mxp_in1.x, mxp_in1.y, mxp_in2.x, mxp_in2.y); +} + +export color mx_combine3_color3( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0), + float mxp_in3 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return color(mxp_in1, mxp_in2, mxp_in3); +} + +export float3 mx_combine3_vector3( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0), + float mxp_in3 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float3(mxp_in1, mxp_in2, mxp_in3); +} + +export core::color4 mx_combine4_color4( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0), + float mxp_in3 = float(0.0), + float mxp_in4 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return core::mk_color4(mxp_in1, mxp_in2, mxp_in3, mxp_in4); +} + +export float4 mx_combine4_vector4( + float mxp_in1 = float(0.0), + float mxp_in2 = float(0.0), + float mxp_in3 = float(0.0), + float mxp_in4 = float(0.0) +) + [[ + anno::description("Node Group: channel") + ]] +{ + return float4(mxp_in1, mxp_in2, mxp_in3, mxp_in4); +} + +export float3x3 mx_creatematrix_vector3_matrix33( + float3 mxp_in1 = float3(1.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 1.0, 0.0), + float3 mxp_in3 = float3(0.0, 0.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return float3x3( + mxp_in1[0], mxp_in1[1], mxp_in1[2], + mxp_in2[0], mxp_in2[1], mxp_in2[2], + mxp_in3[0], mxp_in3[1], mxp_in3[2]); +} + + +export float4x4 mx_creatematrix_vector3_matrix44( + float3 mxp_in1 = float3(1.0, 0.0, 0.0), + float3 mxp_in2 = float3(0.0, 1.0, 0.0), + float3 mxp_in3 = float3(0.0, 0.0, 1.0), + float3 mxp_in4 = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return float4x4( + mxp_in1[0], mxp_in1[1], mxp_in1[2], 0.0, + mxp_in2[0], mxp_in2[1], mxp_in2[2], 0.0, + mxp_in3[0], mxp_in3[1], mxp_in3[2], 0.0, + mxp_in4[0], mxp_in4[1], mxp_in4[2], 1.0); +} + + +export float4x4 mx_creatematrix_vector4_matrix44( + float4 mxp_in1 = float4(1.0, 0.0, 0.0, 0.0), + float4 mxp_in2 = float4(0.0, 1.0, 0.0, 0.0), + float4 mxp_in3 = float4(0.0, 0.0, 1.0, 0.0), + float4 mxp_in4 = float4(0.0, 0.0, 0.0, 1.0) +) + [[ + anno::description("Node Group: math") + ]] +{ + return float4x4( + mxp_in1[0], mxp_in1[1], mxp_in1[2], mxp_in1[3], + mxp_in2[0], mxp_in2[1], mxp_in2[2], mxp_in2[3], + mxp_in3[0], mxp_in3[1], mxp_in3[2], mxp_in3[3], + mxp_in4[0], mxp_in4[1], mxp_in4[2], mxp_in4[3]); +} + +// Nodedef: ND_extract_color3 is represented by a nodegraph: NG_extract_color3 +// Nodedef: ND_extract_color4 is represented by a nodegraph: NG_extract_color4 +// Nodedef: ND_extract_vector2 is represented by a nodegraph: NG_extract_vector2 +// Nodedef: ND_extract_vector3 is represented by a nodegraph: NG_extract_vector3 +// Nodedef: ND_extract_vector4 is represented by a nodegraph: NG_extract_vector4 +// Nodedef: ND_separate2_vector2 is represented by a nodegraph: NG_separate2_vector2 +// Nodedef: ND_separate3_color3 is represented by a nodegraph: NG_separate3_color3 +// Nodedef: ND_separate3_vector3 is represented by a nodegraph: NG_separate3_vector3 +// Nodedef: ND_separate4_color4 is represented by a nodegraph: NG_separate4_color4 +// Nodedef: ND_separate4_vector4 is represented by a nodegraph: NG_separate4_vector4 + +export float mx_blur_float( + float mxp_in = float(0.0), + float mxp_size = float(0.0) + [[ + anno::unused() + ]], + uniform core::mx_filter_type mxp_filtertype = core::mx_filter_type(core::mx_filter_type_box) + [[ + anno::description("Enumeration {box,gaussian}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_blur_float + float defaultValue = mxp_in; + return defaultValue; +} + +export color mx_blur_color3( + color mxp_in = color(0.0, 0.0, 0.0), + float mxp_size = float(0.0) + [[ + anno::unused() + ]], + uniform core::mx_filter_type mxp_filtertype = core::mx_filter_type(core::mx_filter_type_box) + [[ + anno::description("Enumeration {box,gaussian}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_blur_color3 + color defaultValue = mxp_in; + return defaultValue; +} + +export core::color4 mx_blur_color4( + core::color4 mxp_in = core::mk_color4(0.0, 0.0, 0.0, 0.0), + float mxp_size = float(0.0) + [[ + anno::unused() + ]], + uniform core::mx_filter_type mxp_filtertype = core::mx_filter_type(core::mx_filter_type_box) + [[ + anno::description("Enumeration {box,gaussian}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_blur_color4 + core::color4 defaultValue = mxp_in; + return defaultValue; +} + +export float2 mx_blur_vector2( + float2 mxp_in = float2(0.0, 0.0), + float mxp_size = float(0.0) + [[ + anno::unused() + ]], + uniform core::mx_filter_type mxp_filtertype = core::mx_filter_type(core::mx_filter_type_box) + [[ + anno::description("Enumeration {box,gaussian}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_blur_vector2 + float2 defaultValue = mxp_in; + return defaultValue; +} + +export float3 mx_blur_vector3( + float3 mxp_in = float3(0.0, 0.0, 0.0), + float mxp_size = float(0.0) + [[ + anno::unused() + ]], + uniform core::mx_filter_type mxp_filtertype = core::mx_filter_type(core::mx_filter_type_box) + [[ + anno::description("Enumeration {box,gaussian}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_blur_vector3 + float3 defaultValue = mxp_in; + return defaultValue; +} + +export float4 mx_blur_vector4( + float4 mxp_in = float4(0.0, 0.0, 0.0, 0.0), + float mxp_size = float(0.0) + [[ + anno::unused() + ]], + uniform core::mx_filter_type mxp_filtertype = core::mx_filter_type(core::mx_filter_type_box) + [[ + anno::description("Enumeration {box,gaussian}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_blur_vector4 + float4 defaultValue = mxp_in; + return defaultValue; +} + +export float3 mx_heighttonormal_vector3( + float mxp_in = float(0.0) [[ anno::unused() ]], + float mxp_scale = float(1.0) [[ anno::unused() ]] +) + [[ + anno::description("Node Group: convolution2d") + ]] +{ + // Not implemented: mx_heighttonormal_vector3 + float3 defaultValue = float3(0.0, 1.0, 0.0); + return defaultValue; +} + +export float mx_noise2d_float( + float mxp_amplitude = 1.0, + float mxp_pivot = 0.0, + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)) +) +{ + float value = noise::mx_perlin_noise_float(mxp_texcoord); + return value * mxp_amplitude + mxp_pivot; +} + +export float2 mx_noise2d_float2( + float2 mxp_amplitude = float2(1.0), + float mxp_pivot = 0.0, + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)) +) +{ + float3 value = noise::mx_perlin_noise_float3(mxp_texcoord); + return swizzle::xy(value) * mxp_amplitude + mxp_pivot; +} + +export float3 mx_noise2d_float3( + float3 mxp_amplitude = float3(1.0), + float mxp_pivot = 0.0, + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)) +) +{ + float3 value = noise::mx_perlin_noise_float3(mxp_texcoord); + return value * mxp_amplitude + mxp_pivot; +} + +export float4 mx_noise2d_float4( + float4 mxp_amplitude = float4(1.0), + float mxp_pivot = 0.0, + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)) +) +{ + float3 v = noise::mx_perlin_noise_float3(mxp_texcoord); + float w = noise::mx_perlin_noise_float(mxp_texcoord + float2(19, 73)); + return float4(v.x, v.y, v.z, w) * mxp_amplitude + mxp_pivot; +} + +export float mx_noise3d_float( + float mxp_amplitude = 1.0, + float mxp_pivot = 0.0, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float value = noise::mx_perlin_noise_float(mxp_position); + return value * mxp_amplitude + mxp_pivot; +} + +export float2 mx_noise3d_float2( + float2 mxp_amplitude = float2(1.0), + float mxp_pivot = 0.0, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float3 value = noise::mx_perlin_noise_float3(mxp_position); + return swizzle::xy(value) * mxp_amplitude + mxp_pivot; +} + +export float3 mx_noise3d_float3( + float3 mxp_amplitude = float3(1.0), + float mxp_pivot = 0.0, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float3 value = noise::mx_perlin_noise_float3(mxp_position); + return value * mxp_amplitude + mxp_pivot; +} + +export float4 mx_noise3d_float4( + float4 mxp_amplitude = float4(1.0), + float mxp_pivot = 0.0, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float3 v = noise::mx_perlin_noise_float3(mxp_position); + float w = noise::mx_perlin_noise_float(mxp_position + float3(19, 73, 29)); + return float4(v.x, v.y, v.z, w) * mxp_amplitude + mxp_pivot; +} + +export float mx_fractal3d_float( + float mxp_amplitude = 1.0, + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float v = noise::mx_fractal_noise_float(mxp_position, mxp_octaves, mxp_lacunarity, mxp_diminish); + return v * mxp_amplitude; +} + +export float2 mx_fractal3d_float2( + float2 mxp_amplitude = float2(1.0), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float2 v = noise::mx_fractal_noise_float2(mxp_position, mxp_octaves, mxp_lacunarity, mxp_diminish); + return v * mxp_amplitude; +} + +export float3 mx_fractal3d_float3( + float3 mxp_amplitude = float3(1.0), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float3 v = noise::mx_fractal_noise_float3(mxp_position, mxp_octaves, mxp_lacunarity, mxp_diminish); + return v * mxp_amplitude; +} + +export float4 mx_fractal3d_float4( + float4 mxp_amplitude = float4(1.0), + int mxp_octaves = 3, + float mxp_lacunarity = 2.0, + float mxp_diminish= 0.5, + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + float4 v = noise::mx_fractal_noise_float4(mxp_position, mxp_octaves, mxp_lacunarity, mxp_diminish); + return v * mxp_amplitude; +} + +export float mx_cellnoise2d_float( + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)) +) +{ + return noise::mx_cell_noise_float(mxp_texcoord); +} + +export float mx_cellnoise3d_float( + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()) +) +{ + return noise::mx_cell_noise_float(mxp_position); +} + +export float mx_worleynoise2d_float( + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)), + float mxp_jitter = 1.0 +) +{ + return noise::mx_worley_noise_float(mxp_texcoord, mxp_jitter, 0); +} + +export float2 mx_worleynoise2d_float2( + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)), + float mxp_jitter = 1.0 +) +{ + return noise::mx_worley_noise_float2(mxp_texcoord, mxp_jitter, 0); +} + +export float3 mx_worleynoise2d_float3( + float2 mxp_texcoord = swizzle::xy( ::state::texture_coordinate(0)), + float mxp_jitter = 1.0 +) +{ + return noise::mx_worley_noise_float3(mxp_texcoord, mxp_jitter, 0); +} + +export float mx_worleynoise3d_float( + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + float mxp_jitter = 1.0 +) +{ + return noise::mx_worley_noise_float(mxp_position, mxp_jitter, 0); +} + +export float2 mx_worleynoise3d_float2( + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + float mxp_jitter = 1.0 +) +{ + return noise::mx_worley_noise_float2(mxp_position, mxp_jitter, 0); +} + +export float3 mx_worleynoise3d_float3( + float3 mxp_position = state::transform_point(state::coordinate_internal, state::coordinate_object, state::position()), + float mxp_jitter = 1.0 +) +{ + return noise::mx_worley_noise_float3(mxp_position, mxp_jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/stdlib_1_7.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/stdlib_1_7.mdl new file mode 100644 index 0000000..019bbb1 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/stdlib_1_7.mdl @@ -0,0 +1,18 @@ +// +// Copyright Contributors to the MaterialX Project +// SPDX-License-Identifier: Apache-2.0 +// +// MDL implementation of all Standard Source Nodes of +// MaterialX: An Open Standard for Network-Based CG Object Looks +// Document v1.37 REV2, January 19, 2020 +// www.materialx.org +// in +// NVIDIA Material Definition Language 1.7 +// Language Specification +// Document version 1.7.2, January 17, 2022 +// www.nvidia.com/mdl + +mdl 1.7; + +// forward all unchanged definitions from the previous version +export using .::stdlib_1_6 import *; diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/stdlib_1_8.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/stdlib_1_8.mdl new file mode 100644 index 0000000..0173cfc --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/stdlib_1_8.mdl @@ -0,0 +1,449 @@ +// +// Copyright Contributors to the MaterialX Project +// SPDX-License-Identifier: Apache-2.0 +// +// MDL implementation of all Standard Source Nodes of +// MaterialX: An Open Standard for Network-Based CG Object Looks +// Document v1.37 REV2, January 19, 2020 +// www.materialx.org +// in +// NVIDIA Material Definition Language 1.8 +// Language Specification +// Document version 1.8.2, May 24, 2023 +// www.nvidia.com/mdl + +mdl 1.8; + +import ::anno::*; +import ::math::*; +import ::scene::*; +import ::state::*; + +import .::core::*; +import .::noise::*; +import .::swizzle::*; +import .::hsv::*; + +// Changes since MDL 1.7 +// - Scene data lookups used for PrimVar readers allow non-literal string names + +// forward all unchanged definitions from the previous version +export using .::stdlib_1_7 import mx_surfacematerial; +export using .::stdlib_1_7 import mx_surface_unlit; +export using .::stdlib_1_7 import mx_image_float; +export using .::stdlib_1_7 import mx_image_color3; +export using .::stdlib_1_7 import mx_image_color4; +export using .::stdlib_1_7 import mx_image_vector2; +export using .::stdlib_1_7 import mx_image_vector3; +export using .::stdlib_1_7 import mx_image_vector4; +export using .::stdlib_1_7 import mx_constant_float; +export using .::stdlib_1_7 import mx_constant_color3; +export using .::stdlib_1_7 import mx_constant_color4; +export using .::stdlib_1_7 import mx_constant_vector2; +export using .::stdlib_1_7 import mx_constant_vector3; +export using .::stdlib_1_7 import mx_constant_vector4; +export using .::stdlib_1_7 import mx_constant_boolean; +export using .::stdlib_1_7 import mx_constant_integer; +export using .::stdlib_1_7 import mx_constant_matrix33; +export using .::stdlib_1_7 import mx_constant_matrix44; +export using .::stdlib_1_7 import mx_constant_string; +export using .::stdlib_1_7 import mx_constant_filename; +export using .::stdlib_1_7 import mx_ramplr_float; +export using .::stdlib_1_7 import mx_ramplr_color3; +export using .::stdlib_1_7 import mx_ramplr_color4; +export using .::stdlib_1_7 import mx_ramplr_vector2; +export using .::stdlib_1_7 import mx_ramplr_vector3; +export using .::stdlib_1_7 import mx_ramplr_vector4; +export using .::stdlib_1_7 import mx_ramptb_float; +export using .::stdlib_1_7 import mx_ramptb_color3; +export using .::stdlib_1_7 import mx_ramptb_color4; +export using .::stdlib_1_7 import mx_ramptb_vector2; +export using .::stdlib_1_7 import mx_ramptb_vector3; +export using .::stdlib_1_7 import mx_ramptb_vector4; +export using .::stdlib_1_7 import mx_splitlr_float; +export using .::stdlib_1_7 import mx_splitlr_color3; +export using .::stdlib_1_7 import mx_splitlr_color4; +export using .::stdlib_1_7 import mx_splitlr_vector2; +export using .::stdlib_1_7 import mx_splitlr_vector3; +export using .::stdlib_1_7 import mx_splitlr_vector4; +export using .::stdlib_1_7 import mx_splittb_float; +export using .::stdlib_1_7 import mx_splittb_color3; +export using .::stdlib_1_7 import mx_splittb_color4; +export using .::stdlib_1_7 import mx_splittb_vector2; +export using .::stdlib_1_7 import mx_splittb_vector3; +export using .::stdlib_1_7 import mx_splittb_vector4; +export using .::stdlib_1_7 import mx_position_vector3; +export using .::stdlib_1_7 import mx_normal_vector3; +export using .::stdlib_1_7 import mx_tangent_vector3; +export using .::stdlib_1_7 import mx_bitangent_vector3; +export using .::stdlib_1_7 import mx_texcoord_vector2; +export using .::stdlib_1_7 import mx_texcoord_vector3; +export using .::stdlib_1_7 import mx_geomcolor_float; +export using .::stdlib_1_7 import mx_geomcolor_color3; +export using .::stdlib_1_7 import mx_geomcolor_color4; +export using .::stdlib_1_7 import mx_ambientocclusion_float; +export using .::stdlib_1_7 import mx_frame_float; +export using .::stdlib_1_7 import mx_time_float; +export using .::stdlib_1_7 import mx_modulo_color3; +export using .::stdlib_1_7 import mx_modulo_color4; +export using .::stdlib_1_7 import mx_modulo_color3FA; +export using .::stdlib_1_7 import mx_modulo_color4FA; +export using .::stdlib_1_7 import mx_invert_color4; +export using .::stdlib_1_7 import mx_invert_color4FA; +export using .::stdlib_1_7 import mx_absval_color4; +export using .::stdlib_1_7 import mx_floor_color3; +export using .::stdlib_1_7 import mx_floor_color4; +export using .::stdlib_1_7 import mx_ceil_color3; +export using .::stdlib_1_7 import mx_ceil_color4; +export using .::stdlib_1_7 import mx_round_color3; +export using .::stdlib_1_7 import mx_round_color4; +export using .::stdlib_1_7 import mx_power_color4; +export using .::stdlib_1_7 import mx_power_color4FA; +export using .::stdlib_1_7 import mx_sin_float; +export using .::stdlib_1_7 import mx_cos_float; +export using .::stdlib_1_7 import mx_tan_float; +export using .::stdlib_1_7 import mx_asin_float; +export using .::stdlib_1_7 import mx_acos_float; +export using .::stdlib_1_7 import mx_atan2_float; +export using .::stdlib_1_7 import mx_sin_vector2; +export using .::stdlib_1_7 import mx_cos_vector2; +export using .::stdlib_1_7 import mx_tan_vector2; +export using .::stdlib_1_7 import mx_asin_vector2; +export using .::stdlib_1_7 import mx_acos_vector2; +export using .::stdlib_1_7 import mx_atan2_vector2; +export using .::stdlib_1_7 import mx_sin_vector3; +export using .::stdlib_1_7 import mx_cos_vector3; +export using .::stdlib_1_7 import mx_tan_vector3; +export using .::stdlib_1_7 import mx_asin_vector3; +export using .::stdlib_1_7 import mx_acos_vector3; +export using .::stdlib_1_7 import mx_atan2_vector3; +export using .::stdlib_1_7 import mx_sin_vector4; +export using .::stdlib_1_7 import mx_cos_vector4; +export using .::stdlib_1_7 import mx_tan_vector4; +export using .::stdlib_1_7 import mx_asin_vector4; +export using .::stdlib_1_7 import mx_acos_vector4; +export using .::stdlib_1_7 import mx_atan2_vector4; +export using .::stdlib_1_7 import mx_sqrt_float; +export using .::stdlib_1_7 import mx_ln_float; +export using .::stdlib_1_7 import mx_exp_float; +export using .::stdlib_1_7 import mx_sqrt_vector2; +export using .::stdlib_1_7 import mx_ln_vector2; +export using .::stdlib_1_7 import mx_exp_vector2; +export using .::stdlib_1_7 import mx_sqrt_vector3; +export using .::stdlib_1_7 import mx_ln_vector3; +export using .::stdlib_1_7 import mx_exp_vector3; +export using .::stdlib_1_7 import mx_sqrt_vector4; +export using .::stdlib_1_7 import mx_ln_vector4; +export using .::stdlib_1_7 import mx_exp_vector4; +export using .::stdlib_1_7 import mx_sign_color3; +export using .::stdlib_1_7 import mx_sign_color4; +export using .::stdlib_1_7 import mx_clamp_color4; +export using .::stdlib_1_7 import mx_clamp_color4FA; +export using .::stdlib_1_7 import mx_min_color4; +export using .::stdlib_1_7 import mx_min_color4; +export using .::stdlib_1_7 import mx_max_color4; +export using .::stdlib_1_7 import mx_max_color4; +export using .::stdlib_1_7 import mx_transformpoint_vector3; +export using .::stdlib_1_7 import mx_transformvector_vector3; +export using .::stdlib_1_7 import mx_transformnormal_vector3; +export using .::stdlib_1_7 import mx_transformmatrix_vector2M3; +export using .::stdlib_1_7 import mx_transformmatrix_vector3; +export using .::stdlib_1_7 import mx_transformmatrix_vector3M4; +export using .::stdlib_1_7 import mx_transformmatrix_vector4; +export using .::stdlib_1_7 import mx_normalmap_float; +export using .::stdlib_1_7 import mx_normalmap_vector2; +export using .::stdlib_1_7 import mx_transpose_matrix33; +export using .::stdlib_1_7 import mx_transpose_matrix44; +export using .::stdlib_1_7 import mx_determinant_matrix33; +export using .::stdlib_1_7 import mx_determinant_matrix44; +export using .::stdlib_1_7 import mx_invertmatrix_matrix33; +export using .::stdlib_1_7 import mx_invertmatrix_matrix44; +export using .::stdlib_1_7 import mx_rotate2d_vector2; +export using .::stdlib_1_7 import mx_rotate3d_vector3; +export using .::stdlib_1_7 import mx_remap_float; +export using .::stdlib_1_7 import mx_remap_color3; +export using .::stdlib_1_7 import mx_remap_color4; +export using .::stdlib_1_7 import mx_remap_vector2; +export using .::stdlib_1_7 import mx_remap_vector3; +export using .::stdlib_1_7 import mx_remap_vector4; +export using .::stdlib_1_7 import mx_remap_color3FA; +export using .::stdlib_1_7 import mx_remap_color4FA; +export using .::stdlib_1_7 import mx_remap_vector2FA; +export using .::stdlib_1_7 import mx_remap_vector3FA; +export using .::stdlib_1_7 import mx_remap_vector4FA; +export using .::stdlib_1_7 import mx_smoothstep_float; +export using .::stdlib_1_7 import mx_smoothstep_color3; +export using .::stdlib_1_7 import mx_smoothstep_color4; +export using .::stdlib_1_7 import mx_smoothstep_vector2; +export using .::stdlib_1_7 import mx_smoothstep_vector3; +export using .::stdlib_1_7 import mx_smoothstep_vector4; +export using .::stdlib_1_7 import mx_smoothstep_color3FA; +export using .::stdlib_1_7 import mx_smoothstep_color4FA; +export using .::stdlib_1_7 import mx_smoothstep_vector2FA; +export using .::stdlib_1_7 import mx_smoothstep_vector3FA; +export using .::stdlib_1_7 import mx_smoothstep_vector4FA; +export using .::stdlib_1_7 import mx_curveadjust_float; +export using .::stdlib_1_7 import mx_curveadjust_color3; +export using .::stdlib_1_7 import mx_curveadjust_color4; +export using .::stdlib_1_7 import mx_curveadjust_vector2; +export using .::stdlib_1_7 import mx_curveadjust_vector3; +export using .::stdlib_1_7 import mx_curveadjust_vector4; +export using .::stdlib_1_7 import mx_luminance_color3; +export using .::stdlib_1_7 import mx_luminance_color4; +export using .::stdlib_1_7 import mx_rgbtohsv_color3; +export using .::stdlib_1_7 import mx_rgbtohsv_color4; +export using .::stdlib_1_7 import mx_hsvtorgb_color3; +export using .::stdlib_1_7 import mx_hsvtorgb_color4; +export using .::stdlib_1_7 import mx_premult_color4; +export using .::stdlib_1_7 import mx_unpremult_color4; +export using .::stdlib_1_7 import mx_plus_color4; +export using .::stdlib_1_7 import mx_minus_color4; +export using .::stdlib_1_7 import mx_difference_color4; +export using .::stdlib_1_7 import mx_burn_float; +export using .::stdlib_1_7 import mx_burn_color3; +export using .::stdlib_1_7 import mx_burn_color4; +export using .::stdlib_1_7 import mx_dodge_float; +export using .::stdlib_1_7 import mx_dodge_color3; +export using .::stdlib_1_7 import mx_dodge_color4; +export using .::stdlib_1_7 import mx_screen_color4; +export using .::stdlib_1_7 import mx_disjointover_color4; +export using .::stdlib_1_7 import mx_in_color4; +export using .::stdlib_1_7 import mx_mask_color4; +export using .::stdlib_1_7 import mx_matte_color4; +export using .::stdlib_1_7 import mx_out_color4; +export using .::stdlib_1_7 import mx_over_color4; +export using .::stdlib_1_7 import mx_mix_color4; +export using .::stdlib_1_7 import mx_mix_color4_color4; +export using .::stdlib_1_7 import mx_mix_surfaceshader; +export using .::stdlib_1_7 import mx_mix_volumeshader; +export using .::stdlib_1_7 import mx_mix_displacementshader; +export using .::stdlib_1_7 import mx_ifgreater_float; +export using .::stdlib_1_7 import mx_ifgreater_color3; +export using .::stdlib_1_7 import mx_ifgreater_color4; +export using .::stdlib_1_7 import mx_ifgreater_vector2; +export using .::stdlib_1_7 import mx_ifgreater_vector3; +export using .::stdlib_1_7 import mx_ifgreater_vector4; +export using .::stdlib_1_7 import mx_ifgreater_floatI; +export using .::stdlib_1_7 import mx_ifgreater_color3I; +export using .::stdlib_1_7 import mx_ifgreater_color4I; +export using .::stdlib_1_7 import mx_ifgreater_vector2I; +export using .::stdlib_1_7 import mx_ifgreater_vector3I; +export using .::stdlib_1_7 import mx_ifgreater_vector4I; +export using .::stdlib_1_7 import mx_ifgreatereq_float; +export using .::stdlib_1_7 import mx_ifgreatereq_color3; +export using .::stdlib_1_7 import mx_ifgreatereq_color4; +export using .::stdlib_1_7 import mx_ifgreatereq_vector2; +export using .::stdlib_1_7 import mx_ifgreatereq_vector3; +export using .::stdlib_1_7 import mx_ifgreatereq_vector4; +export using .::stdlib_1_7 import mx_ifgreatereq_floatI; +export using .::stdlib_1_7 import mx_ifgreatereq_color3I; +export using .::stdlib_1_7 import mx_ifgreatereq_color4I; +export using .::stdlib_1_7 import mx_ifgreatereq_vector2I; +export using .::stdlib_1_7 import mx_ifgreatereq_vector3I; +export using .::stdlib_1_7 import mx_ifgreatereq_vector4I; +export using .::stdlib_1_7 import mx_ifequal_float; +export using .::stdlib_1_7 import mx_ifequal_color3; +export using .::stdlib_1_7 import mx_ifequal_color4; +export using .::stdlib_1_7 import mx_ifequal_vector2; +export using .::stdlib_1_7 import mx_ifequal_vector3; +export using .::stdlib_1_7 import mx_ifequal_vector4; +export using .::stdlib_1_7 import mx_ifequal_floatI; +export using .::stdlib_1_7 import mx_ifequal_color3I; +export using .::stdlib_1_7 import mx_ifequal_color4I; +export using .::stdlib_1_7 import mx_ifequal_vector2I; +export using .::stdlib_1_7 import mx_ifequal_vector3I; +export using .::stdlib_1_7 import mx_ifequal_vector4I; +export using .::stdlib_1_7 import mx_ifequal_floatB; +export using .::stdlib_1_7 import mx_ifequal_color3B; +export using .::stdlib_1_7 import mx_ifequal_color4B; +export using .::stdlib_1_7 import mx_ifequal_vector2B; +export using .::stdlib_1_7 import mx_ifequal_vector3B; +export using .::stdlib_1_7 import mx_ifequal_vector4B; +export using .::stdlib_1_7 import mx_switch_float; +export using .::stdlib_1_7 import mx_switch_color3; +export using .::stdlib_1_7 import mx_switch_color4; +export using .::stdlib_1_7 import mx_switch_vector2; +export using .::stdlib_1_7 import mx_switch_vector3; +export using .::stdlib_1_7 import mx_switch_vector4; +export using .::stdlib_1_7 import mx_switch_floatI; +export using .::stdlib_1_7 import mx_switch_color3I; +export using .::stdlib_1_7 import mx_switch_color4I; +export using .::stdlib_1_7 import mx_switch_vector2I; +export using .::stdlib_1_7 import mx_switch_vector3I; +export using .::stdlib_1_7 import mx_switch_vector4I; +export using .::stdlib_1_7 import mx_convert_float_color3; +export using .::stdlib_1_7 import mx_convert_float_color4; +export using .::stdlib_1_7 import mx_convert_float_vector2; +export using .::stdlib_1_7 import mx_convert_float_vector3; +export using .::stdlib_1_7 import mx_convert_float_vector4; +export using .::stdlib_1_7 import mx_convert_vector2_vector3; +export using .::stdlib_1_7 import mx_convert_vector3_color3; +export using .::stdlib_1_7 import mx_convert_vector3_vector2; +export using .::stdlib_1_7 import mx_convert_vector3_vector4; +export using .::stdlib_1_7 import mx_convert_vector4_color4; +export using .::stdlib_1_7 import mx_convert_vector4_vector3; +export using .::stdlib_1_7 import mx_convert_color3_vector3; +export using .::stdlib_1_7 import mx_convert_color4_vector4; +export using .::stdlib_1_7 import mx_convert_color3_color4; +export using .::stdlib_1_7 import mx_convert_color4_color3; +export using .::stdlib_1_7 import mx_convert_boolean_float; +export using .::stdlib_1_7 import mx_convert_integer_float; +export using .::stdlib_1_7 import mx_combine2_vector2; +export using .::stdlib_1_7 import mx_combine2_color4CF; +export using .::stdlib_1_7 import mx_combine2_vector4VF; +export using .::stdlib_1_7 import mx_combine2_color4CC; +export using .::stdlib_1_7 import mx_combine2_vector4VV; +export using .::stdlib_1_7 import mx_combine3_color3; +export using .::stdlib_1_7 import mx_combine3_vector3; +export using .::stdlib_1_7 import mx_combine4_color4; +export using .::stdlib_1_7 import mx_combine4_vector4; +export using .::stdlib_1_7 import mx_creatematrix_vector3_matrix33; +export using .::stdlib_1_7 import mx_creatematrix_vector3_matrix44; +export using .::stdlib_1_7 import mx_creatematrix_vector4_matrix44; +export using .::stdlib_1_7 import mx_blur_float; +export using .::stdlib_1_7 import mx_blur_color3; +export using .::stdlib_1_7 import mx_blur_color4; +export using .::stdlib_1_7 import mx_blur_vector2; +export using .::stdlib_1_7 import mx_blur_vector3; +export using .::stdlib_1_7 import mx_blur_vector4; +export using .::stdlib_1_7 import mx_heighttonormal_vector3; +export using .::stdlib_1_7 import mx_noise2d_float; +export using .::stdlib_1_7 import mx_noise2d_float2; +export using .::stdlib_1_7 import mx_noise2d_float3; +export using .::stdlib_1_7 import mx_noise2d_float4; +export using .::stdlib_1_7 import mx_noise3d_float; +export using .::stdlib_1_7 import mx_noise3d_float2; +export using .::stdlib_1_7 import mx_noise3d_float3; +export using .::stdlib_1_7 import mx_noise3d_float4; +export using .::stdlib_1_7 import mx_fractal3d_float; +export using .::stdlib_1_7 import mx_fractal3d_float2; +export using .::stdlib_1_7 import mx_fractal3d_float3; +export using .::stdlib_1_7 import mx_fractal3d_float4; +export using .::stdlib_1_7 import mx_cellnoise2d_float; +export using .::stdlib_1_7 import mx_cellnoise3d_float; +export using .::stdlib_1_7 import mx_worleynoise2d_float; +export using .::stdlib_1_7 import mx_worleynoise2d_float2; +export using .::stdlib_1_7 import mx_worleynoise2d_float3; +export using .::stdlib_1_7 import mx_worleynoise3d_float; +export using .::stdlib_1_7 import mx_worleynoise3d_float2; +export using .::stdlib_1_7 import mx_worleynoise3d_float3; + +// NOTE: Not planned to be implemented. +export using .::stdlib_1_7 import mx_geompropvalue_string; + +// NOTE: No boolean scene data in MDL so it's mapped to integer. +// Returns false if the scene data is zero, true otherwise. +export bool mx_geompropvalue_boolean( + uniform string mxp_geomprop = string(""), + bool mxp_default = bool(false) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + int defaultValue = mxp_default ? 1 : 0; + return scene::data_lookup_int(mxp_geomprop, defaultValue) == 0 ? false : true; +} + +export int mx_geompropvalue_integer( + uniform string mxp_geomprop = string(""), + int mxp_default = int(0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return scene::data_lookup_int(mxp_geomprop, mxp_default); +} + +export float mx_geompropvalue_float( + uniform string mxp_geomprop = string(""), + float mxp_default = float(0.0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return scene::data_lookup_float(mxp_geomprop, mxp_default); +} + +export color mx_geompropvalue_color3( + uniform string mxp_geomprop = string(""), + color mxp_default = color(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return scene::data_lookup_color(mxp_geomprop, mxp_default); +} + +export core::color4 mx_geompropvalue_color4( + uniform string mxp_geomprop = string(""), + core::color4 mxp_default = core::mk_color4(0.0, 0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + float3 rgbValue = float3(mxp_default.rgb); + float4 defaultValue = float4(rgbValue.x, rgbValue.y, rgbValue.z, mxp_default.a); + float4 value = scene::data_lookup_float4(mxp_geomprop, defaultValue); + return core::mk_color4(value.x, value.y, value.z, value.w); +} + +export float2 mx_geompropvalue_vector2( + uniform string mxp_geomprop = string(""), + float2 mxp_default = float2(0.0, 0.0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return scene::data_lookup_float2(mxp_geomprop, mxp_default); +} + +export float3 mx_geompropvalue_vector3( + uniform string mxp_geomprop = string(""), + float3 mxp_default = float3(0.0, 0.0, 0.0) +) + [[ + anno::description("Node Group: geometric") + ]] +{ + return scene::data_lookup_float3(mxp_geomprop, mxp_default); +} + +export float4 mx_geompropvalue_vector4( + uniform string mxp_geomprop = string(""), + float4 mxp_default = float4(0.0, 0.0, 0.0, 0.0) +) +{ + return scene::data_lookup_float4(mxp_geomprop, mxp_default); +} + +export float3 mx_viewdirection_vector3( + uniform core::mx_coordinatespace_type mxp_space = core::mx_coordinatespace_type_world + [[ + anno::description("Enumeration {model,object,world}."), + anno::unused() + ]] +) + [[ + anno::description("Node Group: nprlib") + ]] +{ + float3 internal_space_direction = + state::position() - scene::data_lookup_float3("CAMERA_POSITION", float3(0.0, 0.0, 0.0)); + + if (mxp_space == core::mx_coordinatespace_type_world) + return math::normalize(state::transform_vector( + ::state::coordinate_internal, + ::state::coordinate_world, + internal_space_direction)); + else + return math::normalize(state::transform_vector( + ::state::coordinate_internal, + ::state::coordinate_object, + internal_space_direction)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/swizzle.mdl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/swizzle.mdl new file mode 100644 index 0000000..fb87022 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/mdl/materialx/swizzle.mdl @@ -0,0 +1,1007 @@ +/* + * Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved. + * + * 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. + */ + +// Support functions to simplify conversions between vector types with swizzles +// Supported argument types: float (with implied field name x), float2, float3, +// float4, color, core::color4 (as RGB and RGBA) +// Supported return types: float, float2, float3, float4 + +mdl 1.6; + +import .::core::*; + +// Swizzles with float return type +export float x( float a) { return a; } + +export float x( float2 a) { return a.x; } +export float y( float2 a) { return a.y; } + +export float x( float3 a) { return a.x; } +export float y( float3 a) { return a.y; } +export float z( float3 a) { return a.z; } + +export float x( float4 a) { return a.x; } +export float y( float4 a) { return a.y; } +export float z( float4 a) { return a.z; } +export float w( float4 a) { return a.w; } + +export float x( color a) { return x( float3(a)); } +export float y( color a) { return y( float3(a)); } +export float z( color a) { return z( float3(a)); } + +export float x( core::color4 a) { return float3( a.rgb).x; } +export float y( core::color4 a) { return float3( a.rgb).y; } +export float z( core::color4 a) { return float3( a.rgb).z; } +export float w( core::color4 a) { return a.a; } + +// Swizzles with float2 return type +export float2 xx( float a) { return float2( a, a); } + +export float2 xx( float2 a) { return float2( a.x, a.x); } +export float2 xy( float2 a) { return float2( a.x, a.y); } +export float2 yx( float2 a) { return float2( a.y, a.x); } +export float2 yy( float2 a) { return float2( a.y, a.y); } + +export float2 xx( float3 a) { return float2( a.x, a.x); } +export float2 xy( float3 a) { return float2( a.x, a.y); } +export float2 xz( float3 a) { return float2( a.x, a.z); } +export float2 yx( float3 a) { return float2( a.y, a.x); } +export float2 yy( float3 a) { return float2( a.y, a.y); } +export float2 yz( float3 a) { return float2( a.y, a.z); } +export float2 zx( float3 a) { return float2( a.z, a.x); } +export float2 zy( float3 a) { return float2( a.z, a.y); } +export float2 zz( float3 a) { return float2( a.z, a.z); } + +export float2 xx( float4 a) { return float2( a.x, a.x); } +export float2 xy( float4 a) { return float2( a.x, a.y); } +export float2 xz( float4 a) { return float2( a.x, a.z); } +export float2 xw( float4 a) { return float2( a.x, a.w); } +export float2 yx( float4 a) { return float2( a.y, a.x); } +export float2 yy( float4 a) { return float2( a.y, a.y); } +export float2 yz( float4 a) { return float2( a.y, a.z); } +export float2 yw( float4 a) { return float2( a.y, a.w); } +export float2 zx( float4 a) { return float2( a.z, a.x); } +export float2 zy( float4 a) { return float2( a.z, a.y); } +export float2 zz( float4 a) { return float2( a.z, a.z); } +export float2 zw( float4 a) { return float2( a.z, a.w); } +export float2 wx( float4 a) { return float2( a.w, a.x); } +export float2 wy( float4 a) { return float2( a.w, a.y); } +export float2 wz( float4 a) { return float2( a.w, a.z); } +export float2 ww( float4 a) { return float2( a.w, a.w); } + +export float2 xx( color a) { return xx( float3(a)); } +export float2 xy( color a) { return xy( float3(a)); } +export float2 xz( color a) { return xz( float3(a)); } +export float2 yx( color a) { return yx( float3(a)); } +export float2 yy( color a) { return yy( float3(a)); } +export float2 yz( color a) { return yz( float3(a)); } +export float2 zx( color a) { return zx( float3(a)); } +export float2 zy( color a) { return zy( float3(a)); } +export float2 zz( color a) { return zz( float3(a)); } + +export float2 xx( core::color4 a) { return xx( float3( a.rgb)); } +export float2 xy( core::color4 a) { return xy( float3( a.rgb)); } +export float2 xz( core::color4 a) { return xz( float3( a.rgb)); } +export float2 xw( core::color4 a) { return float2( float3( a.rgb).x, a.a); } +export float2 yx( core::color4 a) { return yx( float3( a.rgb)); } +export float2 yy( core::color4 a) { return yy( float3( a.rgb)); } +export float2 yz( core::color4 a) { return yz( float3( a.rgb)); } +export float2 yw( core::color4 a) { return float2( float3( a.rgb).y, a.a); } +export float2 zx( core::color4 a) { return zx( float3( a.rgb)); } +export float2 zy( core::color4 a) { return zy( float3( a.rgb)); } +export float2 zz( core::color4 a) { return zz( float3( a.rgb)); } +export float2 zw( core::color4 a) { return float2( float3( a.rgb).z, a.a); } +export float2 wx( core::color4 a) { return float2( a.a, float3( a.rgb).x); } +export float2 wy( core::color4 a) { return float2( a.a, float3( a.rgb).y); } +export float2 wz( core::color4 a) { return float2( a.a, float3( a.rgb).z); } +export float2 ww( core::color4 a) { return float2( a.a, a.a); } + +// Swizzles with float3 return type +export float3 xxx( float a) { return float3( a, a, a); } + +export float3 xxx( float2 a) { return float3( a.x, a.x, a.x); } +export float3 xxy( float2 a) { return float3( a.x, a.x, a.y); } +export float3 xyx( float2 a) { return float3( a.x, a.y, a.x); } +export float3 xyy( float2 a) { return float3( a.x, a.y, a.y); } +export float3 yxx( float2 a) { return float3( a.y, a.x, a.x); } +export float3 yxy( float2 a) { return float3( a.y, a.x, a.y); } +export float3 yyx( float2 a) { return float3( a.y, a.y, a.x); } +export float3 yyy( float2 a) { return float3( a.y, a.y, a.y); } + +export float3 xxx( float3 a) { return float3( a.x, a.x, a.x); } +export float3 xxy( float3 a) { return float3( a.x, a.x, a.y); } +export float3 xxz( float3 a) { return float3( a.x, a.x, a.z); } +export float3 xyx( float3 a) { return float3( a.x, a.y, a.x); } +export float3 xyy( float3 a) { return float3( a.x, a.y, a.y); } +export float3 xyz( float3 a) { return float3( a.x, a.y, a.z); } +export float3 xzx( float3 a) { return float3( a.x, a.z, a.x); } +export float3 xzy( float3 a) { return float3( a.x, a.z, a.y); } +export float3 xzz( float3 a) { return float3( a.x, a.z, a.z); } +export float3 yxx( float3 a) { return float3( a.y, a.x, a.x); } +export float3 yxy( float3 a) { return float3( a.y, a.x, a.y); } +export float3 yxz( float3 a) { return float3( a.y, a.x, a.z); } +export float3 yyx( float3 a) { return float3( a.y, a.y, a.x); } +export float3 yyy( float3 a) { return float3( a.y, a.y, a.y); } +export float3 yyz( float3 a) { return float3( a.y, a.y, a.z); } +export float3 yzx( float3 a) { return float3( a.y, a.z, a.x); } +export float3 yzy( float3 a) { return float3( a.y, a.z, a.y); } +export float3 yzz( float3 a) { return float3( a.y, a.z, a.z); } +export float3 zxx( float3 a) { return float3( a.z, a.x, a.x); } +export float3 zxy( float3 a) { return float3( a.z, a.x, a.y); } +export float3 zxz( float3 a) { return float3( a.z, a.x, a.z); } +export float3 zyx( float3 a) { return float3( a.z, a.y, a.x); } +export float3 zyy( float3 a) { return float3( a.z, a.y, a.y); } +export float3 zyz( float3 a) { return float3( a.z, a.y, a.z); } +export float3 zzx( float3 a) { return float3( a.z, a.z, a.x); } +export float3 zzy( float3 a) { return float3( a.z, a.z, a.y); } +export float3 zzz( float3 a) { return float3( a.z, a.z, a.z); } + +export float3 xxx( float4 a) { return float3( a.x, a.x, a.x); } +export float3 xxy( float4 a) { return float3( a.x, a.x, a.y); } +export float3 xxz( float4 a) { return float3( a.x, a.x, a.z); } +export float3 xxw( float4 a) { return float3( a.x, a.x, a.w); } +export float3 xyx( float4 a) { return float3( a.x, a.y, a.x); } +export float3 xyy( float4 a) { return float3( a.x, a.y, a.y); } +export float3 xyz( float4 a) { return float3( a.x, a.y, a.z); } +export float3 xyw( float4 a) { return float3( a.x, a.y, a.w); } +export float3 xzx( float4 a) { return float3( a.x, a.z, a.x); } +export float3 xzy( float4 a) { return float3( a.x, a.z, a.y); } +export float3 xzz( float4 a) { return float3( a.x, a.z, a.z); } +export float3 xzw( float4 a) { return float3( a.x, a.z, a.w); } +export float3 xwx( float4 a) { return float3( a.x, a.w, a.x); } +export float3 xwy( float4 a) { return float3( a.x, a.w, a.y); } +export float3 xwz( float4 a) { return float3( a.x, a.w, a.z); } +export float3 xww( float4 a) { return float3( a.x, a.w, a.w); } +export float3 yxx( float4 a) { return float3( a.y, a.x, a.x); } +export float3 yxy( float4 a) { return float3( a.y, a.x, a.y); } +export float3 yxz( float4 a) { return float3( a.y, a.x, a.z); } +export float3 yxw( float4 a) { return float3( a.y, a.x, a.w); } +export float3 yyx( float4 a) { return float3( a.y, a.y, a.x); } +export float3 yyy( float4 a) { return float3( a.y, a.y, a.y); } +export float3 yyz( float4 a) { return float3( a.y, a.y, a.z); } +export float3 yyw( float4 a) { return float3( a.y, a.y, a.w); } +export float3 yzx( float4 a) { return float3( a.y, a.z, a.x); } +export float3 yzy( float4 a) { return float3( a.y, a.z, a.y); } +export float3 yzz( float4 a) { return float3( a.y, a.z, a.z); } +export float3 yzw( float4 a) { return float3( a.y, a.z, a.w); } +export float3 ywx( float4 a) { return float3( a.y, a.w, a.x); } +export float3 ywy( float4 a) { return float3( a.y, a.w, a.y); } +export float3 ywz( float4 a) { return float3( a.y, a.w, a.z); } +export float3 yww( float4 a) { return float3( a.y, a.w, a.w); } +export float3 zxx( float4 a) { return float3( a.z, a.x, a.x); } +export float3 zxy( float4 a) { return float3( a.z, a.x, a.y); } +export float3 zxz( float4 a) { return float3( a.z, a.x, a.z); } +export float3 zxw( float4 a) { return float3( a.z, a.x, a.w); } +export float3 zyx( float4 a) { return float3( a.z, a.y, a.x); } +export float3 zyy( float4 a) { return float3( a.z, a.y, a.y); } +export float3 zyz( float4 a) { return float3( a.z, a.y, a.z); } +export float3 zyw( float4 a) { return float3( a.z, a.y, a.w); } +export float3 zzx( float4 a) { return float3( a.z, a.z, a.x); } +export float3 zzy( float4 a) { return float3( a.z, a.z, a.y); } +export float3 zzz( float4 a) { return float3( a.z, a.z, a.z); } +export float3 zzw( float4 a) { return float3( a.z, a.z, a.w); } +export float3 zwx( float4 a) { return float3( a.z, a.w, a.x); } +export float3 zwy( float4 a) { return float3( a.z, a.w, a.y); } +export float3 zwz( float4 a) { return float3( a.z, a.w, a.z); } +export float3 zww( float4 a) { return float3( a.z, a.w, a.w); } +export float3 wxx( float4 a) { return float3( a.w, a.x, a.x); } +export float3 wxy( float4 a) { return float3( a.w, a.x, a.y); } +export float3 wxz( float4 a) { return float3( a.w, a.x, a.z); } +export float3 wxw( float4 a) { return float3( a.w, a.x, a.w); } +export float3 wyx( float4 a) { return float3( a.w, a.y, a.x); } +export float3 wyy( float4 a) { return float3( a.w, a.y, a.y); } +export float3 wyz( float4 a) { return float3( a.w, a.y, a.z); } +export float3 wyw( float4 a) { return float3( a.w, a.y, a.w); } +export float3 wzx( float4 a) { return float3( a.w, a.z, a.x); } +export float3 wzy( float4 a) { return float3( a.w, a.z, a.y); } +export float3 wzz( float4 a) { return float3( a.w, a.z, a.z); } +export float3 wzw( float4 a) { return float3( a.w, a.z, a.w); } +export float3 wwx( float4 a) { return float3( a.w, a.w, a.x); } +export float3 wwy( float4 a) { return float3( a.w, a.w, a.y); } +export float3 wwz( float4 a) { return float3( a.w, a.w, a.z); } +export float3 www( float4 a) { return float3( a.w, a.w, a.w); } + +export float3 xxx( color a) { return xxx( float3(a)); } +export float3 xxy( color a) { return xxy( float3(a)); } +export float3 xxz( color a) { return xxz( float3(a)); } +export float3 xyx( color a) { return xyx( float3(a)); } +export float3 xyy( color a) { return xyy( float3(a)); } +export float3 xyz( color a) { return xyz( float3(a)); } +export float3 xzx( color a) { return xzx( float3(a)); } +export float3 xzy( color a) { return xzy( float3(a)); } +export float3 xzz( color a) { return xzz( float3(a)); } +export float3 yxx( color a) { return yxx( float3(a)); } +export float3 yxy( color a) { return yxy( float3(a)); } +export float3 yxz( color a) { return yxz( float3(a)); } +export float3 yyx( color a) { return yyx( float3(a)); } +export float3 yyy( color a) { return yyy( float3(a)); } +export float3 yyz( color a) { return yyz( float3(a)); } +export float3 yzx( color a) { return yzx( float3(a)); } +export float3 yzy( color a) { return yzy( float3(a)); } +export float3 yzz( color a) { return yzz( float3(a)); } +export float3 zxx( color a) { return zxx( float3(a)); } +export float3 zxy( color a) { return zxy( float3(a)); } +export float3 zxz( color a) { return zxz( float3(a)); } +export float3 zyx( color a) { return zyx( float3(a)); } +export float3 zyy( color a) { return zyy( float3(a)); } +export float3 zyz( color a) { return zyz( float3(a)); } +export float3 zzx( color a) { return zzx( float3(a)); } +export float3 zzy( color a) { return zzy( float3(a)); } +export float3 zzz( color a) { return zzz( float3(a)); } + +export float3 xxx( core::color4 a) { return xxx( float3( a.rgb)); } +export float3 xxy( core::color4 a) { return xxy( float3( a.rgb)); } +export float3 xxz( core::color4 a) { return xxz( float3( a.rgb)); } +export float3 xxw( core::color4 a) { return float3( float3( a.rgb).x, float3( a.rgb).x, a.a); } +export float3 xyx( core::color4 a) { return xyx( float3( a.rgb)); } +export float3 xyy( core::color4 a) { return xyy( float3( a.rgb)); } +export float3 xyz( core::color4 a) { return xyz( float3( a.rgb)); } +export float3 xyw( core::color4 a) { return float3( float3( a.rgb).x, float3( a.rgb).y, a.a); } +export float3 xzx( core::color4 a) { return xzx( float3( a.rgb)); } +export float3 xzy( core::color4 a) { return xzy( float3( a.rgb)); } +export float3 xzz( core::color4 a) { return xzz( float3( a.rgb)); } +export float3 xzw( core::color4 a) { return float3( float3( a.rgb).x, float3( a.rgb).z, a.a); } +export float3 xwx( core::color4 a) { return float3( float3( a.rgb).x, a.a, float3( a.rgb).x); } +export float3 xwy( core::color4 a) { return float3( float3( a.rgb).x, a.a, float3( a.rgb).y); } +export float3 xwz( core::color4 a) { return float3( float3( a.rgb).x, a.a, float3( a.rgb).z); } +export float3 xww( core::color4 a) { return float3( float3( a.rgb).x, a.a, a.a); } +export float3 yxx( core::color4 a) { return yxx( float3( a.rgb)); } +export float3 yxy( core::color4 a) { return yxy( float3( a.rgb)); } +export float3 yxz( core::color4 a) { return yxz( float3( a.rgb)); } +export float3 yxw( core::color4 a) { return float3( float3( a.rgb).y, float3( a.rgb).x, a.a); } +export float3 yyx( core::color4 a) { return yyx( float3( a.rgb)); } +export float3 yyy( core::color4 a) { return yyy( float3( a.rgb)); } +export float3 yyz( core::color4 a) { return yyz( float3( a.rgb)); } +export float3 yyw( core::color4 a) { return float3( float3( a.rgb).y, float3( a.rgb).y, a.a); } +export float3 yzx( core::color4 a) { return yzx( float3( a.rgb)); } +export float3 yzy( core::color4 a) { return yzy( float3( a.rgb)); } +export float3 yzz( core::color4 a) { return yzz( float3( a.rgb)); } +export float3 yzw( core::color4 a) { return float3( float3( a.rgb).y, float3( a.rgb).z, a.a); } +export float3 ywx( core::color4 a) { return float3( float3( a.rgb).y, a.a, float3( a.rgb).x); } +export float3 ywy( core::color4 a) { return float3( float3( a.rgb).y, a.a, float3( a.rgb).y); } +export float3 ywz( core::color4 a) { return float3( float3( a.rgb).y, a.a, float3( a.rgb).z); } +export float3 yww( core::color4 a) { return float3( float3( a.rgb).y, a.a, a.a); } +export float3 zxx( core::color4 a) { return zxx( float3( a.rgb)); } +export float3 zxy( core::color4 a) { return zxy( float3( a.rgb)); } +export float3 zxz( core::color4 a) { return zxz( float3( a.rgb)); } +export float3 zxw( core::color4 a) { return float3( float3( a.rgb).z, float3( a.rgb).x, a.a); } +export float3 zyx( core::color4 a) { return zyx( float3( a.rgb)); } +export float3 zyy( core::color4 a) { return zyy( float3( a.rgb)); } +export float3 zyz( core::color4 a) { return zyz( float3( a.rgb)); } +export float3 zyw( core::color4 a) { return float3( float3( a.rgb).z, float3( a.rgb).y, a.a); } +export float3 zzx( core::color4 a) { return zzx( float3( a.rgb)); } +export float3 zzy( core::color4 a) { return zzy( float3( a.rgb)); } +export float3 zzz( core::color4 a) { return zzz( float3( a.rgb)); } +export float3 zzw( core::color4 a) { return float3( float3( a.rgb).z, float3( a.rgb).z, a.a); } +export float3 zwx( core::color4 a) { return float3( float3( a.rgb).z, a.a, float3( a.rgb).x); } +export float3 zwy( core::color4 a) { return float3( float3( a.rgb).z, a.a, float3( a.rgb).y); } +export float3 zwz( core::color4 a) { return float3( float3( a.rgb).z, a.a, float3( a.rgb).z); } +export float3 zww( core::color4 a) { return float3( float3( a.rgb).z, a.a, a.a); } +export float3 wxx( core::color4 a) { return float3( a.a, float3( a.rgb).x, float3( a.rgb).x); } +export float3 wxy( core::color4 a) { return float3( a.a, float3( a.rgb).x, float3( a.rgb).y); } +export float3 wxz( core::color4 a) { return float3( a.a, float3( a.rgb).x, float3( a.rgb).z); } +export float3 wxw( core::color4 a) { return float3( a.a, float3( a.rgb).x, a.a); } +export float3 wyx( core::color4 a) { return float3( a.a, float3( a.rgb).y, float3( a.rgb).x); } +export float3 wyy( core::color4 a) { return float3( a.a, float3( a.rgb).y, float3( a.rgb).y); } +export float3 wyz( core::color4 a) { return float3( a.a, float3( a.rgb).y, float3( a.rgb).z); } +export float3 wyw( core::color4 a) { return float3( a.a, float3( a.rgb).y, a.a); } +export float3 wzx( core::color4 a) { return float3( a.a, float3( a.rgb).z, float3( a.rgb).x); } +export float3 wzy( core::color4 a) { return float3( a.a, float3( a.rgb).z, float3( a.rgb).y); } +export float3 wzz( core::color4 a) { return float3( a.a, float3( a.rgb).z, float3( a.rgb).z); } +export float3 wzw( core::color4 a) { return float3( a.a, float3( a.rgb).z, a.a); } +export float3 wwx( core::color4 a) { return float3( a.a, a.a, float3( a.rgb).x); } +export float3 wwy( core::color4 a) { return float3( a.a, a.a, float3( a.rgb).y); } +export float3 wwz( core::color4 a) { return float3( a.a, a.a, float3( a.rgb).z); } +export float3 www( core::color4 a) { return float3( a.a, a.a, a.a); } + +// Swizzles with float4 return type +export float4 xxxx( float a) { return float4( a, a, a, a); } + +export float4 xxxx( float2 a) { return float4( a.x, a.x, a.x, a.x); } +export float4 xxxy( float2 a) { return float4( a.x, a.x, a.x, a.y); } +export float4 xxyx( float2 a) { return float4( a.x, a.x, a.y, a.x); } +export float4 xxyy( float2 a) { return float4( a.x, a.x, a.y, a.y); } +export float4 xyxx( float2 a) { return float4( a.x, a.y, a.x, a.x); } +export float4 xyxy( float2 a) { return float4( a.x, a.y, a.x, a.y); } +export float4 xyyx( float2 a) { return float4( a.x, a.y, a.y, a.x); } +export float4 xyyy( float2 a) { return float4( a.x, a.y, a.y, a.y); } +export float4 yxxx( float2 a) { return float4( a.y, a.x, a.x, a.x); } +export float4 yxxy( float2 a) { return float4( a.y, a.x, a.x, a.y); } +export float4 yxyx( float2 a) { return float4( a.y, a.x, a.y, a.x); } +export float4 yxyy( float2 a) { return float4( a.y, a.x, a.y, a.y); } +export float4 yyxx( float2 a) { return float4( a.y, a.y, a.x, a.x); } +export float4 yyxy( float2 a) { return float4( a.y, a.y, a.x, a.y); } +export float4 yyyx( float2 a) { return float4( a.y, a.y, a.y, a.x); } +export float4 yyyy( float2 a) { return float4( a.y, a.y, a.y, a.y); } + +export float4 xxxx( float3 a) { return float4( a.x, a.x, a.x, a.x); } +export float4 xxxy( float3 a) { return float4( a.x, a.x, a.x, a.y); } +export float4 xxxz( float3 a) { return float4( a.x, a.x, a.x, a.z); } +export float4 xxyx( float3 a) { return float4( a.x, a.x, a.y, a.x); } +export float4 xxyy( float3 a) { return float4( a.x, a.x, a.y, a.y); } +export float4 xxyz( float3 a) { return float4( a.x, a.x, a.y, a.z); } +export float4 xxzx( float3 a) { return float4( a.x, a.x, a.z, a.x); } +export float4 xxzy( float3 a) { return float4( a.x, a.x, a.z, a.y); } +export float4 xxzz( float3 a) { return float4( a.x, a.x, a.z, a.z); } +export float4 xyxx( float3 a) { return float4( a.x, a.y, a.x, a.x); } +export float4 xyxy( float3 a) { return float4( a.x, a.y, a.x, a.y); } +export float4 xyxz( float3 a) { return float4( a.x, a.y, a.x, a.z); } +export float4 xyyx( float3 a) { return float4( a.x, a.y, a.y, a.x); } +export float4 xyyy( float3 a) { return float4( a.x, a.y, a.y, a.y); } +export float4 xyyz( float3 a) { return float4( a.x, a.y, a.y, a.z); } +export float4 xyzx( float3 a) { return float4( a.x, a.y, a.z, a.x); } +export float4 xyzy( float3 a) { return float4( a.x, a.y, a.z, a.y); } +export float4 xyzz( float3 a) { return float4( a.x, a.y, a.z, a.z); } +export float4 xzxx( float3 a) { return float4( a.x, a.z, a.x, a.x); } +export float4 xzxy( float3 a) { return float4( a.x, a.z, a.x, a.y); } +export float4 xzxz( float3 a) { return float4( a.x, a.z, a.x, a.z); } +export float4 xzyx( float3 a) { return float4( a.x, a.z, a.y, a.x); } +export float4 xzyy( float3 a) { return float4( a.x, a.z, a.y, a.y); } +export float4 xzyz( float3 a) { return float4( a.x, a.z, a.y, a.z); } +export float4 xzzx( float3 a) { return float4( a.x, a.z, a.z, a.x); } +export float4 xzzy( float3 a) { return float4( a.x, a.z, a.z, a.y); } +export float4 xzzz( float3 a) { return float4( a.x, a.z, a.z, a.z); } +export float4 yxxx( float3 a) { return float4( a.y, a.x, a.x, a.x); } +export float4 yxxy( float3 a) { return float4( a.y, a.x, a.x, a.y); } +export float4 yxxz( float3 a) { return float4( a.y, a.x, a.x, a.z); } +export float4 yxyx( float3 a) { return float4( a.y, a.x, a.y, a.x); } +export float4 yxyy( float3 a) { return float4( a.y, a.x, a.y, a.y); } +export float4 yxyz( float3 a) { return float4( a.y, a.x, a.y, a.z); } +export float4 yxzx( float3 a) { return float4( a.y, a.x, a.z, a.x); } +export float4 yxzy( float3 a) { return float4( a.y, a.x, a.z, a.y); } +export float4 yxzz( float3 a) { return float4( a.y, a.x, a.z, a.z); } +export float4 yyxx( float3 a) { return float4( a.y, a.y, a.x, a.x); } +export float4 yyxy( float3 a) { return float4( a.y, a.y, a.x, a.y); } +export float4 yyxz( float3 a) { return float4( a.y, a.y, a.x, a.z); } +export float4 yyyx( float3 a) { return float4( a.y, a.y, a.y, a.x); } +export float4 yyyy( float3 a) { return float4( a.y, a.y, a.y, a.y); } +export float4 yyyz( float3 a) { return float4( a.y, a.y, a.y, a.z); } +export float4 yyzx( float3 a) { return float4( a.y, a.y, a.z, a.x); } +export float4 yyzy( float3 a) { return float4( a.y, a.y, a.z, a.y); } +export float4 yyzz( float3 a) { return float4( a.y, a.y, a.z, a.z); } +export float4 yzxx( float3 a) { return float4( a.y, a.z, a.x, a.x); } +export float4 yzxy( float3 a) { return float4( a.y, a.z, a.x, a.y); } +export float4 yzxz( float3 a) { return float4( a.y, a.z, a.x, a.z); } +export float4 yzyx( float3 a) { return float4( a.y, a.z, a.y, a.x); } +export float4 yzyy( float3 a) { return float4( a.y, a.z, a.y, a.y); } +export float4 yzyz( float3 a) { return float4( a.y, a.z, a.y, a.z); } +export float4 yzzx( float3 a) { return float4( a.y, a.z, a.z, a.x); } +export float4 yzzy( float3 a) { return float4( a.y, a.z, a.z, a.y); } +export float4 yzzz( float3 a) { return float4( a.y, a.z, a.z, a.z); } +export float4 zxxx( float3 a) { return float4( a.z, a.x, a.x, a.x); } +export float4 zxxy( float3 a) { return float4( a.z, a.x, a.x, a.y); } +export float4 zxxz( float3 a) { return float4( a.z, a.x, a.x, a.z); } +export float4 zxyx( float3 a) { return float4( a.z, a.x, a.y, a.x); } +export float4 zxyy( float3 a) { return float4( a.z, a.x, a.y, a.y); } +export float4 zxyz( float3 a) { return float4( a.z, a.x, a.y, a.z); } +export float4 zxzx( float3 a) { return float4( a.z, a.x, a.z, a.x); } +export float4 zxzy( float3 a) { return float4( a.z, a.x, a.z, a.y); } +export float4 zxzz( float3 a) { return float4( a.z, a.x, a.z, a.z); } +export float4 zyxx( float3 a) { return float4( a.z, a.y, a.x, a.x); } +export float4 zyxy( float3 a) { return float4( a.z, a.y, a.x, a.y); } +export float4 zyxz( float3 a) { return float4( a.z, a.y, a.x, a.z); } +export float4 zyyx( float3 a) { return float4( a.z, a.y, a.y, a.x); } +export float4 zyyy( float3 a) { return float4( a.z, a.y, a.y, a.y); } +export float4 zyyz( float3 a) { return float4( a.z, a.y, a.y, a.z); } +export float4 zyzx( float3 a) { return float4( a.z, a.y, a.z, a.x); } +export float4 zyzy( float3 a) { return float4( a.z, a.y, a.z, a.y); } +export float4 zyzz( float3 a) { return float4( a.z, a.y, a.z, a.z); } +export float4 zzxx( float3 a) { return float4( a.z, a.z, a.x, a.x); } +export float4 zzxy( float3 a) { return float4( a.z, a.z, a.x, a.y); } +export float4 zzxz( float3 a) { return float4( a.z, a.z, a.x, a.z); } +export float4 zzyx( float3 a) { return float4( a.z, a.z, a.y, a.x); } +export float4 zzyy( float3 a) { return float4( a.z, a.z, a.y, a.y); } +export float4 zzyz( float3 a) { return float4( a.z, a.z, a.y, a.z); } +export float4 zzzx( float3 a) { return float4( a.z, a.z, a.z, a.x); } +export float4 zzzy( float3 a) { return float4( a.z, a.z, a.z, a.y); } +export float4 zzzz( float3 a) { return float4( a.z, a.z, a.z, a.z); } + +export float4 xxxx( float4 a) { return float4( a.x, a.x, a.x, a.x); } +export float4 xxxy( float4 a) { return float4( a.x, a.x, a.x, a.y); } +export float4 xxxz( float4 a) { return float4( a.x, a.x, a.x, a.z); } +export float4 xxxw( float4 a) { return float4( a.x, a.x, a.x, a.w); } +export float4 xxyx( float4 a) { return float4( a.x, a.x, a.y, a.x); } +export float4 xxyy( float4 a) { return float4( a.x, a.x, a.y, a.y); } +export float4 xxyz( float4 a) { return float4( a.x, a.x, a.y, a.z); } +export float4 xxyw( float4 a) { return float4( a.x, a.x, a.y, a.w); } +export float4 xxzx( float4 a) { return float4( a.x, a.x, a.z, a.x); } +export float4 xxzy( float4 a) { return float4( a.x, a.x, a.z, a.y); } +export float4 xxzz( float4 a) { return float4( a.x, a.x, a.z, a.z); } +export float4 xxzw( float4 a) { return float4( a.x, a.x, a.z, a.w); } +export float4 xxwx( float4 a) { return float4( a.x, a.x, a.w, a.x); } +export float4 xxwy( float4 a) { return float4( a.x, a.x, a.w, a.y); } +export float4 xxwz( float4 a) { return float4( a.x, a.x, a.w, a.z); } +export float4 xxww( float4 a) { return float4( a.x, a.x, a.w, a.w); } +export float4 xyxx( float4 a) { return float4( a.x, a.y, a.x, a.x); } +export float4 xyxy( float4 a) { return float4( a.x, a.y, a.x, a.y); } +export float4 xyxz( float4 a) { return float4( a.x, a.y, a.x, a.z); } +export float4 xyxw( float4 a) { return float4( a.x, a.y, a.x, a.w); } +export float4 xyyx( float4 a) { return float4( a.x, a.y, a.y, a.x); } +export float4 xyyy( float4 a) { return float4( a.x, a.y, a.y, a.y); } +export float4 xyyz( float4 a) { return float4( a.x, a.y, a.y, a.z); } +export float4 xyyw( float4 a) { return float4( a.x, a.y, a.y, a.w); } +export float4 xyzx( float4 a) { return float4( a.x, a.y, a.z, a.x); } +export float4 xyzy( float4 a) { return float4( a.x, a.y, a.z, a.y); } +export float4 xyzz( float4 a) { return float4( a.x, a.y, a.z, a.z); } +export float4 xyzw( float4 a) { return float4( a.x, a.y, a.z, a.w); } +export float4 xywx( float4 a) { return float4( a.x, a.y, a.w, a.x); } +export float4 xywy( float4 a) { return float4( a.x, a.y, a.w, a.y); } +export float4 xywz( float4 a) { return float4( a.x, a.y, a.w, a.z); } +export float4 xyww( float4 a) { return float4( a.x, a.y, a.w, a.w); } +export float4 xzxx( float4 a) { return float4( a.x, a.z, a.x, a.x); } +export float4 xzxy( float4 a) { return float4( a.x, a.z, a.x, a.y); } +export float4 xzxz( float4 a) { return float4( a.x, a.z, a.x, a.z); } +export float4 xzxw( float4 a) { return float4( a.x, a.z, a.x, a.w); } +export float4 xzyx( float4 a) { return float4( a.x, a.z, a.y, a.x); } +export float4 xzyy( float4 a) { return float4( a.x, a.z, a.y, a.y); } +export float4 xzyz( float4 a) { return float4( a.x, a.z, a.y, a.z); } +export float4 xzyw( float4 a) { return float4( a.x, a.z, a.y, a.w); } +export float4 xzzx( float4 a) { return float4( a.x, a.z, a.z, a.x); } +export float4 xzzy( float4 a) { return float4( a.x, a.z, a.z, a.y); } +export float4 xzzz( float4 a) { return float4( a.x, a.z, a.z, a.z); } +export float4 xzzw( float4 a) { return float4( a.x, a.z, a.z, a.w); } +export float4 xzwx( float4 a) { return float4( a.x, a.z, a.w, a.x); } +export float4 xzwy( float4 a) { return float4( a.x, a.z, a.w, a.y); } +export float4 xzwz( float4 a) { return float4( a.x, a.z, a.w, a.z); } +export float4 xzww( float4 a) { return float4( a.x, a.z, a.w, a.w); } +export float4 xwxx( float4 a) { return float4( a.x, a.w, a.x, a.x); } +export float4 xwxy( float4 a) { return float4( a.x, a.w, a.x, a.y); } +export float4 xwxz( float4 a) { return float4( a.x, a.w, a.x, a.z); } +export float4 xwxw( float4 a) { return float4( a.x, a.w, a.x, a.w); } +export float4 xwyx( float4 a) { return float4( a.x, a.w, a.y, a.x); } +export float4 xwyy( float4 a) { return float4( a.x, a.w, a.y, a.y); } +export float4 xwyz( float4 a) { return float4( a.x, a.w, a.y, a.z); } +export float4 xwyw( float4 a) { return float4( a.x, a.w, a.y, a.w); } +export float4 xwzx( float4 a) { return float4( a.x, a.w, a.z, a.x); } +export float4 xwzy( float4 a) { return float4( a.x, a.w, a.z, a.y); } +export float4 xwzz( float4 a) { return float4( a.x, a.w, a.z, a.z); } +export float4 xwzw( float4 a) { return float4( a.x, a.w, a.z, a.w); } +export float4 xwwx( float4 a) { return float4( a.x, a.w, a.w, a.x); } +export float4 xwwy( float4 a) { return float4( a.x, a.w, a.w, a.y); } +export float4 xwwz( float4 a) { return float4( a.x, a.w, a.w, a.z); } +export float4 xwww( float4 a) { return float4( a.x, a.w, a.w, a.w); } +export float4 yxxx( float4 a) { return float4( a.y, a.x, a.x, a.x); } +export float4 yxxy( float4 a) { return float4( a.y, a.x, a.x, a.y); } +export float4 yxxz( float4 a) { return float4( a.y, a.x, a.x, a.z); } +export float4 yxxw( float4 a) { return float4( a.y, a.x, a.x, a.w); } +export float4 yxyx( float4 a) { return float4( a.y, a.x, a.y, a.x); } +export float4 yxyy( float4 a) { return float4( a.y, a.x, a.y, a.y); } +export float4 yxyz( float4 a) { return float4( a.y, a.x, a.y, a.z); } +export float4 yxyw( float4 a) { return float4( a.y, a.x, a.y, a.w); } +export float4 yxzx( float4 a) { return float4( a.y, a.x, a.z, a.x); } +export float4 yxzy( float4 a) { return float4( a.y, a.x, a.z, a.y); } +export float4 yxzz( float4 a) { return float4( a.y, a.x, a.z, a.z); } +export float4 yxzw( float4 a) { return float4( a.y, a.x, a.z, a.w); } +export float4 yxwx( float4 a) { return float4( a.y, a.x, a.w, a.x); } +export float4 yxwy( float4 a) { return float4( a.y, a.x, a.w, a.y); } +export float4 yxwz( float4 a) { return float4( a.y, a.x, a.w, a.z); } +export float4 yxww( float4 a) { return float4( a.y, a.x, a.w, a.w); } +export float4 yyxx( float4 a) { return float4( a.y, a.y, a.x, a.x); } +export float4 yyxy( float4 a) { return float4( a.y, a.y, a.x, a.y); } +export float4 yyxz( float4 a) { return float4( a.y, a.y, a.x, a.z); } +export float4 yyxw( float4 a) { return float4( a.y, a.y, a.x, a.w); } +export float4 yyyx( float4 a) { return float4( a.y, a.y, a.y, a.x); } +export float4 yyyy( float4 a) { return float4( a.y, a.y, a.y, a.y); } +export float4 yyyz( float4 a) { return float4( a.y, a.y, a.y, a.z); } +export float4 yyyw( float4 a) { return float4( a.y, a.y, a.y, a.w); } +export float4 yyzx( float4 a) { return float4( a.y, a.y, a.z, a.x); } +export float4 yyzy( float4 a) { return float4( a.y, a.y, a.z, a.y); } +export float4 yyzz( float4 a) { return float4( a.y, a.y, a.z, a.z); } +export float4 yyzw( float4 a) { return float4( a.y, a.y, a.z, a.w); } +export float4 yywx( float4 a) { return float4( a.y, a.y, a.w, a.x); } +export float4 yywy( float4 a) { return float4( a.y, a.y, a.w, a.y); } +export float4 yywz( float4 a) { return float4( a.y, a.y, a.w, a.z); } +export float4 yyww( float4 a) { return float4( a.y, a.y, a.w, a.w); } +export float4 yzxx( float4 a) { return float4( a.y, a.z, a.x, a.x); } +export float4 yzxy( float4 a) { return float4( a.y, a.z, a.x, a.y); } +export float4 yzxz( float4 a) { return float4( a.y, a.z, a.x, a.z); } +export float4 yzxw( float4 a) { return float4( a.y, a.z, a.x, a.w); } +export float4 yzyx( float4 a) { return float4( a.y, a.z, a.y, a.x); } +export float4 yzyy( float4 a) { return float4( a.y, a.z, a.y, a.y); } +export float4 yzyz( float4 a) { return float4( a.y, a.z, a.y, a.z); } +export float4 yzyw( float4 a) { return float4( a.y, a.z, a.y, a.w); } +export float4 yzzx( float4 a) { return float4( a.y, a.z, a.z, a.x); } +export float4 yzzy( float4 a) { return float4( a.y, a.z, a.z, a.y); } +export float4 yzzz( float4 a) { return float4( a.y, a.z, a.z, a.z); } +export float4 yzzw( float4 a) { return float4( a.y, a.z, a.z, a.w); } +export float4 yzwx( float4 a) { return float4( a.y, a.z, a.w, a.x); } +export float4 yzwy( float4 a) { return float4( a.y, a.z, a.w, a.y); } +export float4 yzwz( float4 a) { return float4( a.y, a.z, a.w, a.z); } +export float4 yzww( float4 a) { return float4( a.y, a.z, a.w, a.w); } +export float4 ywxx( float4 a) { return float4( a.y, a.w, a.x, a.x); } +export float4 ywxy( float4 a) { return float4( a.y, a.w, a.x, a.y); } +export float4 ywxz( float4 a) { return float4( a.y, a.w, a.x, a.z); } +export float4 ywxw( float4 a) { return float4( a.y, a.w, a.x, a.w); } +export float4 ywyx( float4 a) { return float4( a.y, a.w, a.y, a.x); } +export float4 ywyy( float4 a) { return float4( a.y, a.w, a.y, a.y); } +export float4 ywyz( float4 a) { return float4( a.y, a.w, a.y, a.z); } +export float4 ywyw( float4 a) { return float4( a.y, a.w, a.y, a.w); } +export float4 ywzx( float4 a) { return float4( a.y, a.w, a.z, a.x); } +export float4 ywzy( float4 a) { return float4( a.y, a.w, a.z, a.y); } +export float4 ywzz( float4 a) { return float4( a.y, a.w, a.z, a.z); } +export float4 ywzw( float4 a) { return float4( a.y, a.w, a.z, a.w); } +export float4 ywwx( float4 a) { return float4( a.y, a.w, a.w, a.x); } +export float4 ywwy( float4 a) { return float4( a.y, a.w, a.w, a.y); } +export float4 ywwz( float4 a) { return float4( a.y, a.w, a.w, a.z); } +export float4 ywww( float4 a) { return float4( a.y, a.w, a.w, a.w); } +export float4 zxxx( float4 a) { return float4( a.z, a.x, a.x, a.x); } +export float4 zxxy( float4 a) { return float4( a.z, a.x, a.x, a.y); } +export float4 zxxz( float4 a) { return float4( a.z, a.x, a.x, a.z); } +export float4 zxxw( float4 a) { return float4( a.z, a.x, a.x, a.w); } +export float4 zxyx( float4 a) { return float4( a.z, a.x, a.y, a.x); } +export float4 zxyy( float4 a) { return float4( a.z, a.x, a.y, a.y); } +export float4 zxyz( float4 a) { return float4( a.z, a.x, a.y, a.z); } +export float4 zxyw( float4 a) { return float4( a.z, a.x, a.y, a.w); } +export float4 zxzx( float4 a) { return float4( a.z, a.x, a.z, a.x); } +export float4 zxzy( float4 a) { return float4( a.z, a.x, a.z, a.y); } +export float4 zxzz( float4 a) { return float4( a.z, a.x, a.z, a.z); } +export float4 zxzw( float4 a) { return float4( a.z, a.x, a.z, a.w); } +export float4 zxwx( float4 a) { return float4( a.z, a.x, a.w, a.x); } +export float4 zxwy( float4 a) { return float4( a.z, a.x, a.w, a.y); } +export float4 zxwz( float4 a) { return float4( a.z, a.x, a.w, a.z); } +export float4 zxww( float4 a) { return float4( a.z, a.x, a.w, a.w); } +export float4 zyxx( float4 a) { return float4( a.z, a.y, a.x, a.x); } +export float4 zyxy( float4 a) { return float4( a.z, a.y, a.x, a.y); } +export float4 zyxz( float4 a) { return float4( a.z, a.y, a.x, a.z); } +export float4 zyxw( float4 a) { return float4( a.z, a.y, a.x, a.w); } +export float4 zyyx( float4 a) { return float4( a.z, a.y, a.y, a.x); } +export float4 zyyy( float4 a) { return float4( a.z, a.y, a.y, a.y); } +export float4 zyyz( float4 a) { return float4( a.z, a.y, a.y, a.z); } +export float4 zyyw( float4 a) { return float4( a.z, a.y, a.y, a.w); } +export float4 zyzx( float4 a) { return float4( a.z, a.y, a.z, a.x); } +export float4 zyzy( float4 a) { return float4( a.z, a.y, a.z, a.y); } +export float4 zyzz( float4 a) { return float4( a.z, a.y, a.z, a.z); } +export float4 zyzw( float4 a) { return float4( a.z, a.y, a.z, a.w); } +export float4 zywx( float4 a) { return float4( a.z, a.y, a.w, a.x); } +export float4 zywy( float4 a) { return float4( a.z, a.y, a.w, a.y); } +export float4 zywz( float4 a) { return float4( a.z, a.y, a.w, a.z); } +export float4 zyww( float4 a) { return float4( a.z, a.y, a.w, a.w); } +export float4 zzxx( float4 a) { return float4( a.z, a.z, a.x, a.x); } +export float4 zzxy( float4 a) { return float4( a.z, a.z, a.x, a.y); } +export float4 zzxz( float4 a) { return float4( a.z, a.z, a.x, a.z); } +export float4 zzxw( float4 a) { return float4( a.z, a.z, a.x, a.w); } +export float4 zzyx( float4 a) { return float4( a.z, a.z, a.y, a.x); } +export float4 zzyy( float4 a) { return float4( a.z, a.z, a.y, a.y); } +export float4 zzyz( float4 a) { return float4( a.z, a.z, a.y, a.z); } +export float4 zzyw( float4 a) { return float4( a.z, a.z, a.y, a.w); } +export float4 zzzx( float4 a) { return float4( a.z, a.z, a.z, a.x); } +export float4 zzzy( float4 a) { return float4( a.z, a.z, a.z, a.y); } +export float4 zzzz( float4 a) { return float4( a.z, a.z, a.z, a.z); } +export float4 zzzw( float4 a) { return float4( a.z, a.z, a.z, a.w); } +export float4 zzwx( float4 a) { return float4( a.z, a.z, a.w, a.x); } +export float4 zzwy( float4 a) { return float4( a.z, a.z, a.w, a.y); } +export float4 zzwz( float4 a) { return float4( a.z, a.z, a.w, a.z); } +export float4 zzww( float4 a) { return float4( a.z, a.z, a.w, a.w); } +export float4 zwxx( float4 a) { return float4( a.z, a.w, a.x, a.x); } +export float4 zwxy( float4 a) { return float4( a.z, a.w, a.x, a.y); } +export float4 zwxz( float4 a) { return float4( a.z, a.w, a.x, a.z); } +export float4 zwxw( float4 a) { return float4( a.z, a.w, a.x, a.w); } +export float4 zwyx( float4 a) { return float4( a.z, a.w, a.y, a.x); } +export float4 zwyy( float4 a) { return float4( a.z, a.w, a.y, a.y); } +export float4 zwyz( float4 a) { return float4( a.z, a.w, a.y, a.z); } +export float4 zwyw( float4 a) { return float4( a.z, a.w, a.y, a.w); } +export float4 zwzx( float4 a) { return float4( a.z, a.w, a.z, a.x); } +export float4 zwzy( float4 a) { return float4( a.z, a.w, a.z, a.y); } +export float4 zwzz( float4 a) { return float4( a.z, a.w, a.z, a.z); } +export float4 zwzw( float4 a) { return float4( a.z, a.w, a.z, a.w); } +export float4 zwwx( float4 a) { return float4( a.z, a.w, a.w, a.x); } +export float4 zwwy( float4 a) { return float4( a.z, a.w, a.w, a.y); } +export float4 zwwz( float4 a) { return float4( a.z, a.w, a.w, a.z); } +export float4 zwww( float4 a) { return float4( a.z, a.w, a.w, a.w); } +export float4 wxxx( float4 a) { return float4( a.w, a.x, a.x, a.x); } +export float4 wxxy( float4 a) { return float4( a.w, a.x, a.x, a.y); } +export float4 wxxz( float4 a) { return float4( a.w, a.x, a.x, a.z); } +export float4 wxxw( float4 a) { return float4( a.w, a.x, a.x, a.w); } +export float4 wxyx( float4 a) { return float4( a.w, a.x, a.y, a.x); } +export float4 wxyy( float4 a) { return float4( a.w, a.x, a.y, a.y); } +export float4 wxyz( float4 a) { return float4( a.w, a.x, a.y, a.z); } +export float4 wxyw( float4 a) { return float4( a.w, a.x, a.y, a.w); } +export float4 wxzx( float4 a) { return float4( a.w, a.x, a.z, a.x); } +export float4 wxzy( float4 a) { return float4( a.w, a.x, a.z, a.y); } +export float4 wxzz( float4 a) { return float4( a.w, a.x, a.z, a.z); } +export float4 wxzw( float4 a) { return float4( a.w, a.x, a.z, a.w); } +export float4 wxwx( float4 a) { return float4( a.w, a.x, a.w, a.x); } +export float4 wxwy( float4 a) { return float4( a.w, a.x, a.w, a.y); } +export float4 wxwz( float4 a) { return float4( a.w, a.x, a.w, a.z); } +export float4 wxww( float4 a) { return float4( a.w, a.x, a.w, a.w); } +export float4 wyxx( float4 a) { return float4( a.w, a.y, a.x, a.x); } +export float4 wyxy( float4 a) { return float4( a.w, a.y, a.x, a.y); } +export float4 wyxz( float4 a) { return float4( a.w, a.y, a.x, a.z); } +export float4 wyxw( float4 a) { return float4( a.w, a.y, a.x, a.w); } +export float4 wyyx( float4 a) { return float4( a.w, a.y, a.y, a.x); } +export float4 wyyy( float4 a) { return float4( a.w, a.y, a.y, a.y); } +export float4 wyyz( float4 a) { return float4( a.w, a.y, a.y, a.z); } +export float4 wyyw( float4 a) { return float4( a.w, a.y, a.y, a.w); } +export float4 wyzx( float4 a) { return float4( a.w, a.y, a.z, a.x); } +export float4 wyzy( float4 a) { return float4( a.w, a.y, a.z, a.y); } +export float4 wyzz( float4 a) { return float4( a.w, a.y, a.z, a.z); } +export float4 wyzw( float4 a) { return float4( a.w, a.y, a.z, a.w); } +export float4 wywx( float4 a) { return float4( a.w, a.y, a.w, a.x); } +export float4 wywy( float4 a) { return float4( a.w, a.y, a.w, a.y); } +export float4 wywz( float4 a) { return float4( a.w, a.y, a.w, a.z); } +export float4 wyww( float4 a) { return float4( a.w, a.y, a.w, a.w); } +export float4 wzxx( float4 a) { return float4( a.w, a.z, a.x, a.x); } +export float4 wzxy( float4 a) { return float4( a.w, a.z, a.x, a.y); } +export float4 wzxz( float4 a) { return float4( a.w, a.z, a.x, a.z); } +export float4 wzxw( float4 a) { return float4( a.w, a.z, a.x, a.w); } +export float4 wzyx( float4 a) { return float4( a.w, a.z, a.y, a.x); } +export float4 wzyy( float4 a) { return float4( a.w, a.z, a.y, a.y); } +export float4 wzyz( float4 a) { return float4( a.w, a.z, a.y, a.z); } +export float4 wzyw( float4 a) { return float4( a.w, a.z, a.y, a.w); } +export float4 wzzx( float4 a) { return float4( a.w, a.z, a.z, a.x); } +export float4 wzzy( float4 a) { return float4( a.w, a.z, a.z, a.y); } +export float4 wzzz( float4 a) { return float4( a.w, a.z, a.z, a.z); } +export float4 wzzw( float4 a) { return float4( a.w, a.z, a.z, a.w); } +export float4 wzwx( float4 a) { return float4( a.w, a.z, a.w, a.x); } +export float4 wzwy( float4 a) { return float4( a.w, a.z, a.w, a.y); } +export float4 wzwz( float4 a) { return float4( a.w, a.z, a.w, a.z); } +export float4 wzww( float4 a) { return float4( a.w, a.z, a.w, a.w); } +export float4 wwxx( float4 a) { return float4( a.w, a.w, a.x, a.x); } +export float4 wwxy( float4 a) { return float4( a.w, a.w, a.x, a.y); } +export float4 wwxz( float4 a) { return float4( a.w, a.w, a.x, a.z); } +export float4 wwxw( float4 a) { return float4( a.w, a.w, a.x, a.w); } +export float4 wwyx( float4 a) { return float4( a.w, a.w, a.y, a.x); } +export float4 wwyy( float4 a) { return float4( a.w, a.w, a.y, a.y); } +export float4 wwyz( float4 a) { return float4( a.w, a.w, a.y, a.z); } +export float4 wwyw( float4 a) { return float4( a.w, a.w, a.y, a.w); } +export float4 wwzx( float4 a) { return float4( a.w, a.w, a.z, a.x); } +export float4 wwzy( float4 a) { return float4( a.w, a.w, a.z, a.y); } +export float4 wwzz( float4 a) { return float4( a.w, a.w, a.z, a.z); } +export float4 wwzw( float4 a) { return float4( a.w, a.w, a.z, a.w); } +export float4 wwwx( float4 a) { return float4( a.w, a.w, a.w, a.x); } +export float4 wwwy( float4 a) { return float4( a.w, a.w, a.w, a.y); } +export float4 wwwz( float4 a) { return float4( a.w, a.w, a.w, a.z); } +export float4 wwww( float4 a) { return float4( a.w, a.w, a.w, a.w); } + +export float4 xxxx( color a) { return xxxx( float3(a)); } +export float4 xxxy( color a) { return xxxy( float3(a)); } +export float4 xxxz( color a) { return xxxz( float3(a)); } +export float4 xxyx( color a) { return xxyx( float3(a)); } +export float4 xxyy( color a) { return xxyy( float3(a)); } +export float4 xxyz( color a) { return xxyz( float3(a)); } +export float4 xxzx( color a) { return xxzx( float3(a)); } +export float4 xxzy( color a) { return xxzy( float3(a)); } +export float4 xxzz( color a) { return xxzz( float3(a)); } +export float4 xyxx( color a) { return xyxx( float3(a)); } +export float4 xyxy( color a) { return xyxy( float3(a)); } +export float4 xyxz( color a) { return xyxz( float3(a)); } +export float4 xyyx( color a) { return xyyx( float3(a)); } +export float4 xyyy( color a) { return xyyy( float3(a)); } +export float4 xyyz( color a) { return xyyz( float3(a)); } +export float4 xyzx( color a) { return xyzx( float3(a)); } +export float4 xyzy( color a) { return xyzy( float3(a)); } +export float4 xyzz( color a) { return xyzz( float3(a)); } +export float4 xzxx( color a) { return xzxx( float3(a)); } +export float4 xzxy( color a) { return xzxy( float3(a)); } +export float4 xzxz( color a) { return xzxz( float3(a)); } +export float4 xzyx( color a) { return xzyx( float3(a)); } +export float4 xzyy( color a) { return xzyy( float3(a)); } +export float4 xzyz( color a) { return xzyz( float3(a)); } +export float4 xzzx( color a) { return xzzx( float3(a)); } +export float4 xzzy( color a) { return xzzy( float3(a)); } +export float4 xzzz( color a) { return xzzz( float3(a)); } +export float4 yxxx( color a) { return yxxx( float3(a)); } +export float4 yxxy( color a) { return yxxy( float3(a)); } +export float4 yxxz( color a) { return yxxz( float3(a)); } +export float4 yxyx( color a) { return yxyx( float3(a)); } +export float4 yxyy( color a) { return yxyy( float3(a)); } +export float4 yxyz( color a) { return yxyz( float3(a)); } +export float4 yxzx( color a) { return yxzx( float3(a)); } +export float4 yxzy( color a) { return yxzy( float3(a)); } +export float4 yxzz( color a) { return yxzz( float3(a)); } +export float4 yyxx( color a) { return yyxx( float3(a)); } +export float4 yyxy( color a) { return yyxy( float3(a)); } +export float4 yyxz( color a) { return yyxz( float3(a)); } +export float4 yyyx( color a) { return yyyx( float3(a)); } +export float4 yyyy( color a) { return yyyy( float3(a)); } +export float4 yyyz( color a) { return yyyz( float3(a)); } +export float4 yyzx( color a) { return yyzx( float3(a)); } +export float4 yyzy( color a) { return yyzy( float3(a)); } +export float4 yyzz( color a) { return yyzz( float3(a)); } +export float4 yzxx( color a) { return yzxx( float3(a)); } +export float4 yzxy( color a) { return yzxy( float3(a)); } +export float4 yzxz( color a) { return yzxz( float3(a)); } +export float4 yzyx( color a) { return yzyx( float3(a)); } +export float4 yzyy( color a) { return yzyy( float3(a)); } +export float4 yzyz( color a) { return yzyz( float3(a)); } +export float4 yzzx( color a) { return yzzx( float3(a)); } +export float4 yzzy( color a) { return yzzy( float3(a)); } +export float4 yzzz( color a) { return yzzz( float3(a)); } +export float4 zxxx( color a) { return zxxx( float3(a)); } +export float4 zxxy( color a) { return zxxy( float3(a)); } +export float4 zxxz( color a) { return zxxz( float3(a)); } +export float4 zxyx( color a) { return zxyx( float3(a)); } +export float4 zxyy( color a) { return zxyy( float3(a)); } +export float4 zxyz( color a) { return zxyz( float3(a)); } +export float4 zxzx( color a) { return zxzx( float3(a)); } +export float4 zxzy( color a) { return zxzy( float3(a)); } +export float4 zxzz( color a) { return zxzz( float3(a)); } +export float4 zyxx( color a) { return zyxx( float3(a)); } +export float4 zyxy( color a) { return zyxy( float3(a)); } +export float4 zyxz( color a) { return zyxz( float3(a)); } +export float4 zyyx( color a) { return zyyx( float3(a)); } +export float4 zyyy( color a) { return zyyy( float3(a)); } +export float4 zyyz( color a) { return zyyz( float3(a)); } +export float4 zyzx( color a) { return zyzx( float3(a)); } +export float4 zyzy( color a) { return zyzy( float3(a)); } +export float4 zyzz( color a) { return zyzz( float3(a)); } +export float4 zzxx( color a) { return zzxx( float3(a)); } +export float4 zzxy( color a) { return zzxy( float3(a)); } +export float4 zzxz( color a) { return zzxz( float3(a)); } +export float4 zzyx( color a) { return zzyx( float3(a)); } +export float4 zzyy( color a) { return zzyy( float3(a)); } +export float4 zzyz( color a) { return zzyz( float3(a)); } +export float4 zzzx( color a) { return zzzx( float3(a)); } +export float4 zzzy( color a) { return zzzy( float3(a)); } +export float4 zzzz( color a) { return zzzz( float3(a)); } + +export float4 xxxx( core::color4 a) { return xxxx( float3( a.rgb)); } +export float4 xxxy( core::color4 a) { return xxxy( float3( a.rgb)); } +export float4 xxxz( core::color4 a) { return xxxz( float3( a.rgb)); } +export float4 xxxw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, float3( a.rgb).x, a.a); } +export float4 xxyx( core::color4 a) { return xxyx( float3( a.rgb)); } +export float4 xxyy( core::color4 a) { return xxyy( float3( a.rgb)); } +export float4 xxyz( core::color4 a) { return xxyz( float3( a.rgb)); } +export float4 xxyw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, float3( a.rgb).y, a.a); } +export float4 xxzx( core::color4 a) { return xxzx( float3( a.rgb)); } +export float4 xxzy( core::color4 a) { return xxzy( float3( a.rgb)); } +export float4 xxzz( core::color4 a) { return xxzz( float3( a.rgb)); } +export float4 xxzw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, float3( a.rgb).z, a.a); } +export float4 xxwx( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, a.a, float3( a.rgb).x); } +export float4 xxwy( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, a.a, float3( a.rgb).y); } +export float4 xxwz( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, a.a, float3( a.rgb).z); } +export float4 xxww( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).x, a.a, a.a); } +export float4 xyxx( core::color4 a) { return xyxx( float3( a.rgb)); } +export float4 xyxy( core::color4 a) { return xyxy( float3( a.rgb)); } +export float4 xyxz( core::color4 a) { return xyxz( float3( a.rgb)); } +export float4 xyxw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, float3( a.rgb).x, a.a); } +export float4 xyyx( core::color4 a) { return xyyx( float3( a.rgb)); } +export float4 xyyy( core::color4 a) { return xyyy( float3( a.rgb)); } +export float4 xyyz( core::color4 a) { return xyyz( float3( a.rgb)); } +export float4 xyyw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, float3( a.rgb).y, a.a); } +export float4 xyzx( core::color4 a) { return xyzx( float3( a.rgb)); } +export float4 xyzy( core::color4 a) { return xyzy( float3( a.rgb)); } +export float4 xyzz( core::color4 a) { return xyzz( float3( a.rgb)); } +export float4 xyzw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, float3( a.rgb).z, a.a); } +export float4 xywx( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, a.a, float3( a.rgb).x); } +export float4 xywy( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, a.a, float3( a.rgb).y); } +export float4 xywz( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, a.a, float3( a.rgb).z); } +export float4 xyww( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).y, a.a, a.a); } +export float4 xzxx( core::color4 a) { return xzxx( float3( a.rgb)); } +export float4 xzxy( core::color4 a) { return xzxy( float3( a.rgb)); } +export float4 xzxz( core::color4 a) { return xzxz( float3( a.rgb)); } +export float4 xzxw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, float3( a.rgb).x, a.a); } +export float4 xzyx( core::color4 a) { return xzyx( float3( a.rgb)); } +export float4 xzyy( core::color4 a) { return xzyy( float3( a.rgb)); } +export float4 xzyz( core::color4 a) { return xzyz( float3( a.rgb)); } +export float4 xzyw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, float3( a.rgb).y, a.a); } +export float4 xzzx( core::color4 a) { return xzzx( float3( a.rgb)); } +export float4 xzzy( core::color4 a) { return xzzy( float3( a.rgb)); } +export float4 xzzz( core::color4 a) { return xzzz( float3( a.rgb)); } +export float4 xzzw( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, float3( a.rgb).z, a.a); } +export float4 xzwx( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, a.a, float3( a.rgb).x); } +export float4 xzwy( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, a.a, float3( a.rgb).y); } +export float4 xzwz( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, a.a, float3( a.rgb).z); } +export float4 xzww( core::color4 a) { return float4( float3( a.rgb).x, float3( a.rgb).z, a.a, a.a); } +export float4 xwxx( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).x, float3( a.rgb).x); } +export float4 xwxy( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).x, float3( a.rgb).y); } +export float4 xwxz( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).x, float3( a.rgb).z); } +export float4 xwxw( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).x, a.a); } +export float4 xwyx( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).y, float3( a.rgb).x); } +export float4 xwyy( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).y, float3( a.rgb).y); } +export float4 xwyz( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).y, float3( a.rgb).z); } +export float4 xwyw( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).y, a.a); } +export float4 xwzx( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).z, float3( a.rgb).x); } +export float4 xwzy( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).z, float3( a.rgb).y); } +export float4 xwzz( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).z, float3( a.rgb).z); } +export float4 xwzw( core::color4 a) { return float4( float3( a.rgb).x, a.a, float3( a.rgb).z, a.a); } +export float4 xwwx( core::color4 a) { return float4( float3( a.rgb).x, a.a, a.a, float3( a.rgb).x); } +export float4 xwwy( core::color4 a) { return float4( float3( a.rgb).x, a.a, a.a, float3( a.rgb).y); } +export float4 xwwz( core::color4 a) { return float4( float3( a.rgb).x, a.a, a.a, float3( a.rgb).z); } +export float4 xwww( core::color4 a) { return float4( float3( a.rgb).x, a.a, a.a, a.a); } +export float4 yxxx( core::color4 a) { return yxxx( float3( a.rgb)); } +export float4 yxxy( core::color4 a) { return yxxy( float3( a.rgb)); } +export float4 yxxz( core::color4 a) { return yxxz( float3( a.rgb)); } +export float4 yxxw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, float3( a.rgb).x, a.a); } +export float4 yxyx( core::color4 a) { return yxyx( float3( a.rgb)); } +export float4 yxyy( core::color4 a) { return yxyy( float3( a.rgb)); } +export float4 yxyz( core::color4 a) { return yxyz( float3( a.rgb)); } +export float4 yxyw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, float3( a.rgb).y, a.a); } +export float4 yxzx( core::color4 a) { return yxzx( float3( a.rgb)); } +export float4 yxzy( core::color4 a) { return yxzy( float3( a.rgb)); } +export float4 yxzz( core::color4 a) { return yxzz( float3( a.rgb)); } +export float4 yxzw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, float3( a.rgb).z, a.a); } +export float4 yxwx( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, a.a, float3( a.rgb).x); } +export float4 yxwy( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, a.a, float3( a.rgb).y); } +export float4 yxwz( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, a.a, float3( a.rgb).z); } +export float4 yxww( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).x, a.a, a.a); } +export float4 yyxx( core::color4 a) { return yyxx( float3( a.rgb)); } +export float4 yyxy( core::color4 a) { return yyxy( float3( a.rgb)); } +export float4 yyxz( core::color4 a) { return yyxz( float3( a.rgb)); } +export float4 yyxw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, float3( a.rgb).x, a.a); } +export float4 yyyx( core::color4 a) { return yyyx( float3( a.rgb)); } +export float4 yyyy( core::color4 a) { return yyyy( float3( a.rgb)); } +export float4 yyyz( core::color4 a) { return yyyz( float3( a.rgb)); } +export float4 yyyw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, float3( a.rgb).y, a.a); } +export float4 yyzx( core::color4 a) { return yyzx( float3( a.rgb)); } +export float4 yyzy( core::color4 a) { return yyzy( float3( a.rgb)); } +export float4 yyzz( core::color4 a) { return yyzz( float3( a.rgb)); } +export float4 yyzw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, float3( a.rgb).z, a.a); } +export float4 yywx( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, a.a, float3( a.rgb).x); } +export float4 yywy( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, a.a, float3( a.rgb).y); } +export float4 yywz( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, a.a, float3( a.rgb).z); } +export float4 yyww( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).y, a.a, a.a); } +export float4 yzxx( core::color4 a) { return yzxx( float3( a.rgb)); } +export float4 yzxy( core::color4 a) { return yzxy( float3( a.rgb)); } +export float4 yzxz( core::color4 a) { return yzxz( float3( a.rgb)); } +export float4 yzxw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, float3( a.rgb).x, a.a); } +export float4 yzyx( core::color4 a) { return yzyx( float3( a.rgb)); } +export float4 yzyy( core::color4 a) { return yzyy( float3( a.rgb)); } +export float4 yzyz( core::color4 a) { return yzyz( float3( a.rgb)); } +export float4 yzyw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, float3( a.rgb).y, a.a); } +export float4 yzzx( core::color4 a) { return yzzx( float3( a.rgb)); } +export float4 yzzy( core::color4 a) { return yzzy( float3( a.rgb)); } +export float4 yzzz( core::color4 a) { return yzzz( float3( a.rgb)); } +export float4 yzzw( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, float3( a.rgb).z, a.a); } +export float4 yzwx( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, a.a, float3( a.rgb).x); } +export float4 yzwy( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, a.a, float3( a.rgb).y); } +export float4 yzwz( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, a.a, float3( a.rgb).z); } +export float4 yzww( core::color4 a) { return float4( float3( a.rgb).y, float3( a.rgb).z, a.a, a.a); } +export float4 ywxx( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).x, float3( a.rgb).x); } +export float4 ywxy( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).x, float3( a.rgb).y); } +export float4 ywxz( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).x, float3( a.rgb).z); } +export float4 ywxw( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).x, a.a); } +export float4 ywyx( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).y, float3( a.rgb).x); } +export float4 ywyy( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).y, float3( a.rgb).y); } +export float4 ywyz( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).y, float3( a.rgb).z); } +export float4 ywyw( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).y, a.a); } +export float4 ywzx( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).z, float3( a.rgb).x); } +export float4 ywzy( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).z, float3( a.rgb).y); } +export float4 ywzz( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).z, float3( a.rgb).z); } +export float4 ywzw( core::color4 a) { return float4( float3( a.rgb).y, a.a, float3( a.rgb).z, a.a); } +export float4 ywwx( core::color4 a) { return float4( float3( a.rgb).y, a.a, a.a, float3( a.rgb).x); } +export float4 ywwy( core::color4 a) { return float4( float3( a.rgb).y, a.a, a.a, float3( a.rgb).y); } +export float4 ywwz( core::color4 a) { return float4( float3( a.rgb).y, a.a, a.a, float3( a.rgb).z); } +export float4 ywww( core::color4 a) { return float4( float3( a.rgb).y, a.a, a.a, a.a); } +export float4 zxxx( core::color4 a) { return zxxx( float3( a.rgb)); } +export float4 zxxy( core::color4 a) { return zxxy( float3( a.rgb)); } +export float4 zxxz( core::color4 a) { return zxxz( float3( a.rgb)); } +export float4 zxxw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, float3( a.rgb).x, a.a); } +export float4 zxyx( core::color4 a) { return zxyx( float3( a.rgb)); } +export float4 zxyy( core::color4 a) { return zxyy( float3( a.rgb)); } +export float4 zxyz( core::color4 a) { return zxyz( float3( a.rgb)); } +export float4 zxyw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, float3( a.rgb).y, a.a); } +export float4 zxzx( core::color4 a) { return zxzx( float3( a.rgb)); } +export float4 zxzy( core::color4 a) { return zxzy( float3( a.rgb)); } +export float4 zxzz( core::color4 a) { return zxzz( float3( a.rgb)); } +export float4 zxzw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, float3( a.rgb).z, a.a); } +export float4 zxwx( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, a.a, float3( a.rgb).x); } +export float4 zxwy( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, a.a, float3( a.rgb).y); } +export float4 zxwz( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, a.a, float3( a.rgb).z); } +export float4 zxww( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).x, a.a, a.a); } +export float4 zyxx( core::color4 a) { return zyxx( float3( a.rgb)); } +export float4 zyxy( core::color4 a) { return zyxy( float3( a.rgb)); } +export float4 zyxz( core::color4 a) { return zyxz( float3( a.rgb)); } +export float4 zyxw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, float3( a.rgb).x, a.a); } +export float4 zyyx( core::color4 a) { return zyyx( float3( a.rgb)); } +export float4 zyyy( core::color4 a) { return zyyy( float3( a.rgb)); } +export float4 zyyz( core::color4 a) { return zyyz( float3( a.rgb)); } +export float4 zyyw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, float3( a.rgb).y, a.a); } +export float4 zyzx( core::color4 a) { return zyzx( float3( a.rgb)); } +export float4 zyzy( core::color4 a) { return zyzy( float3( a.rgb)); } +export float4 zyzz( core::color4 a) { return zyzz( float3( a.rgb)); } +export float4 zyzw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, float3( a.rgb).z, a.a); } +export float4 zywx( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, a.a, float3( a.rgb).x); } +export float4 zywy( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, a.a, float3( a.rgb).y); } +export float4 zywz( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, a.a, float3( a.rgb).z); } +export float4 zyww( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).y, a.a, a.a); } +export float4 zzxx( core::color4 a) { return zzxx( float3( a.rgb)); } +export float4 zzxy( core::color4 a) { return zzxy( float3( a.rgb)); } +export float4 zzxz( core::color4 a) { return zzxz( float3( a.rgb)); } +export float4 zzxw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, float3( a.rgb).x, a.a); } +export float4 zzyx( core::color4 a) { return zzyx( float3( a.rgb)); } +export float4 zzyy( core::color4 a) { return zzyy( float3( a.rgb)); } +export float4 zzyz( core::color4 a) { return zzyz( float3( a.rgb)); } +export float4 zzyw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, float3( a.rgb).y, a.a); } +export float4 zzzx( core::color4 a) { return zzzx( float3( a.rgb)); } +export float4 zzzy( core::color4 a) { return zzzy( float3( a.rgb)); } +export float4 zzzz( core::color4 a) { return zzzz( float3( a.rgb)); } +export float4 zzzw( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, float3( a.rgb).z, a.a); } +export float4 zzwx( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, a.a, float3( a.rgb).x); } +export float4 zzwy( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, a.a, float3( a.rgb).y); } +export float4 zzwz( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, a.a, float3( a.rgb).z); } +export float4 zzww( core::color4 a) { return float4( float3( a.rgb).z, float3( a.rgb).z, a.a, a.a); } +export float4 zwxx( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).x, float3( a.rgb).x); } +export float4 zwxy( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).x, float3( a.rgb).y); } +export float4 zwxz( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).x, float3( a.rgb).z); } +export float4 zwxw( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).x, a.a); } +export float4 zwyx( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).y, float3( a.rgb).x); } +export float4 zwyy( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).y, float3( a.rgb).y); } +export float4 zwyz( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).y, float3( a.rgb).z); } +export float4 zwyw( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).y, a.a); } +export float4 zwzx( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).z, float3( a.rgb).x); } +export float4 zwzy( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).z, float3( a.rgb).y); } +export float4 zwzz( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).z, float3( a.rgb).z); } +export float4 zwzw( core::color4 a) { return float4( float3( a.rgb).z, a.a, float3( a.rgb).z, a.a); } +export float4 zwwx( core::color4 a) { return float4( float3( a.rgb).z, a.a, a.a, float3( a.rgb).x); } +export float4 zwwy( core::color4 a) { return float4( float3( a.rgb).z, a.a, a.a, float3( a.rgb).y); } +export float4 zwwz( core::color4 a) { return float4( float3( a.rgb).z, a.a, a.a, float3( a.rgb).z); } +export float4 zwww( core::color4 a) { return float4( float3( a.rgb).z, a.a, a.a, a.a); } +export float4 wxxx( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).x, float3( a.rgb).x); } +export float4 wxxy( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).x, float3( a.rgb).y); } +export float4 wxxz( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).x, float3( a.rgb).z); } +export float4 wxxw( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).x, a.a); } +export float4 wxyx( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).y, float3( a.rgb).x); } +export float4 wxyy( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).y, float3( a.rgb).y); } +export float4 wxyz( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).y, float3( a.rgb).z); } +export float4 wxyw( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).y, a.a); } +export float4 wxzx( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).z, float3( a.rgb).x); } +export float4 wxzy( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).z, float3( a.rgb).y); } +export float4 wxzz( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).z, float3( a.rgb).z); } +export float4 wxzw( core::color4 a) { return float4( a.a, float3( a.rgb).x, float3( a.rgb).z, a.a); } +export float4 wxwx( core::color4 a) { return float4( a.a, float3( a.rgb).x, a.a, float3( a.rgb).x); } +export float4 wxwy( core::color4 a) { return float4( a.a, float3( a.rgb).x, a.a, float3( a.rgb).y); } +export float4 wxwz( core::color4 a) { return float4( a.a, float3( a.rgb).x, a.a, float3( a.rgb).z); } +export float4 wxww( core::color4 a) { return float4( a.a, float3( a.rgb).x, a.a, a.a); } +export float4 wyxx( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).x, float3( a.rgb).x); } +export float4 wyxy( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).x, float3( a.rgb).y); } +export float4 wyxz( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).x, float3( a.rgb).z); } +export float4 wyxw( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).x, a.a); } +export float4 wyyx( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).y, float3( a.rgb).x); } +export float4 wyyy( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).y, float3( a.rgb).y); } +export float4 wyyz( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).y, float3( a.rgb).z); } +export float4 wyyw( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).y, a.a); } +export float4 wyzx( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).z, float3( a.rgb).x); } +export float4 wyzy( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).z, float3( a.rgb).y); } +export float4 wyzz( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).z, float3( a.rgb).z); } +export float4 wyzw( core::color4 a) { return float4( a.a, float3( a.rgb).y, float3( a.rgb).z, a.a); } +export float4 wywx( core::color4 a) { return float4( a.a, float3( a.rgb).y, a.a, float3( a.rgb).x); } +export float4 wywy( core::color4 a) { return float4( a.a, float3( a.rgb).y, a.a, float3( a.rgb).y); } +export float4 wywz( core::color4 a) { return float4( a.a, float3( a.rgb).y, a.a, float3( a.rgb).z); } +export float4 wyww( core::color4 a) { return float4( a.a, float3( a.rgb).y, a.a, a.a); } +export float4 wzxx( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).x, float3( a.rgb).x); } +export float4 wzxy( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).x, float3( a.rgb).y); } +export float4 wzxz( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).x, float3( a.rgb).z); } +export float4 wzxw( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).x, a.a); } +export float4 wzyx( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).y, float3( a.rgb).x); } +export float4 wzyy( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).y, float3( a.rgb).y); } +export float4 wzyz( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).y, float3( a.rgb).z); } +export float4 wzyw( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).y, a.a); } +export float4 wzzx( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).z, float3( a.rgb).x); } +export float4 wzzy( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).z, float3( a.rgb).y); } +export float4 wzzz( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).z, float3( a.rgb).z); } +export float4 wzzw( core::color4 a) { return float4( a.a, float3( a.rgb).z, float3( a.rgb).z, a.a); } +export float4 wzwx( core::color4 a) { return float4( a.a, float3( a.rgb).z, a.a, float3( a.rgb).x); } +export float4 wzwy( core::color4 a) { return float4( a.a, float3( a.rgb).z, a.a, float3( a.rgb).y); } +export float4 wzwz( core::color4 a) { return float4( a.a, float3( a.rgb).z, a.a, float3( a.rgb).z); } +export float4 wzww( core::color4 a) { return float4( a.a, float3( a.rgb).z, a.a, a.a); } +export float4 wwxx( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).x, float3( a.rgb).x); } +export float4 wwxy( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).x, float3( a.rgb).y); } +export float4 wwxz( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).x, float3( a.rgb).z); } +export float4 wwxw( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).x, a.a); } +export float4 wwyx( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).y, float3( a.rgb).x); } +export float4 wwyy( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).y, float3( a.rgb).y); } +export float4 wwyz( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).y, float3( a.rgb).z); } +export float4 wwyw( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).y, a.a); } +export float4 wwzx( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).z, float3( a.rgb).x); } +export float4 wwzy( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).z, float3( a.rgb).y); } +export float4 wwzz( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).z, float3( a.rgb).z); } +export float4 wwzw( core::color4 a) { return float4( a.a, a.a, float3( a.rgb).z, a.a); } +export float4 wwwx( core::color4 a) { return float4( a.a, a.a, a.a, float3( a.rgb).x); } +export float4 wwwy( core::color4 a) { return float4( a.a, a.a, a.a, float3( a.rgb).y); } +export float4 wwwz( core::color4 a) { return float4( a.a, a.a, a.a, float3( a.rgb).z); } +export float4 wwww( core::color4 a) { return float4( a.a, a.a, a.a, a.a); } + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genglsl/nprlib_genglsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genglsl/nprlib_genglsl_impl.mtlx new file mode 100644 index 0000000..1a96f31 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genglsl/nprlib_genglsl_impl.mtlx @@ -0,0 +1,17 @@ + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx new file mode 100644 index 0000000..1c1a728 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx @@ -0,0 +1,17 @@ + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genmsl/nprlib_genmsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genmsl/nprlib_genmsl_impl.mtlx new file mode 100644 index 0000000..615e9d8 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genmsl/nprlib_genmsl_impl.mtlx @@ -0,0 +1,17 @@ + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genosl/nprlib_genosl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genosl/nprlib_genosl_impl.mtlx new file mode 100644 index 0000000..0b077b6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/genosl/nprlib_genosl_impl.mtlx @@ -0,0 +1,17 @@ + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/nprlib_defs.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/nprlib_defs.mtlx new file mode 100644 index 0000000..f8770e3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/nprlib_defs.mtlx @@ -0,0 +1,55 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/nprlib_ng.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/nprlib_ng.mtlx new file mode 100644 index 0000000..f3db3f5 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/nprlib/nprlib_ng.mtlx @@ -0,0 +1,114 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_fis.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_fis.glsl new file mode 100644 index 0000000..0b28f36 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_fis.glsl @@ -0,0 +1,69 @@ +#include "mx_microfacet_specular.glsl" + +vec3 mx_environment_radiance(vec3 N, vec3 V, vec3 X, vec2 alpha, int distribution, FresnelData fd) +{ + // Generate tangent frame. + X = normalize(X - dot(X, N) * N); + vec3 Y = cross(N, X); + mat3 tangentToWorld = mat3(X, Y, N); + + // Transform the view vector to tangent space. + V = vec3(dot(V, X), dot(V, Y), dot(V, N)); + + // Compute derived properties. + float NdotV = clamp(V.z, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(alpha); + float G1V = mx_ggx_smith_G1(NdotV, avgAlpha); + + // Integrate outgoing radiance using filtered importance sampling. + // http://cgg.mff.cuni.cz/~jaroslav/papers/2008-egsr-fis/2008-egsr-fis-final-embedded.pdf + vec3 radiance = vec3(0.0); + int envRadianceSamples = $envRadianceSamples; + for (int i = 0; i < envRadianceSamples; i++) + { + vec2 Xi = mx_spherical_fibonacci(i, envRadianceSamples); + + // Compute the half vector and incoming light direction. + vec3 H = mx_ggx_importance_sample_VNDF(Xi, V, alpha); + vec3 L = fd.refraction ? mx_refraction_solid_sphere(-V, H, fd.ior.x) : -reflect(V, H); + + // Compute dot products for this sample. + float NdotL = clamp(L.z, M_FLOAT_EPS, 1.0); + float VdotH = clamp(dot(V, H), M_FLOAT_EPS, 1.0); + + // Sample the environment light from the given direction. + vec3 Lw = tangentToWorld * L; + float pdf = mx_ggx_NDF(H, alpha) * G1V / (4.0 * NdotV); + float lod = mx_latlong_compute_lod(Lw, pdf, float($envRadianceMips - 1), envRadianceSamples); + vec3 sampleColor = mx_latlong_map_lookup(Lw, $envMatrix, lod, $envRadiance); + + // Compute the Fresnel term. + vec3 F = mx_compute_fresnel(VdotH, fd); + + // Compute the geometric term. + float G = mx_ggx_smith_G2(NdotL, NdotV, avgAlpha); + + // Compute the combined FG term, which is inverted for refraction. + vec3 FG = fd.refraction ? vec3(1.0) - (F * G) : F * G; + + // Add the radiance contribution of this sample. + // From https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf + // incidentLight = sampleColor * NdotL + // microfacetSpecular = D * F * G / (4 * NdotL * NdotV) + // pdf = D * G1V / (4 * NdotV); + // radiance = incidentLight * microfacetSpecular / pdf + radiance += sampleColor * FG; + } + + // Apply the global component of the geometric term and normalize. + radiance /= G1V * float(envRadianceSamples); + + // Return the final radiance. + return radiance * $envLightIntensity; +} + +vec3 mx_environment_irradiance(vec3 N) +{ + vec3 Li = mx_latlong_map_lookup(N, $envMatrix, 0.0, $envIrradiance); + return Li * $envLightIntensity; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_none.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_none.glsl new file mode 100644 index 0000000..f0a1da5 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_none.glsl @@ -0,0 +1,11 @@ +#include "mx_microfacet_specular.glsl" + +vec3 mx_environment_radiance(vec3 N, vec3 V, vec3 X, vec2 roughness, int distribution, FresnelData fd) +{ + return vec3(0.0); +} + +vec3 mx_environment_irradiance(vec3 N) +{ + return vec3(0.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_prefilter.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_prefilter.glsl new file mode 100644 index 0000000..778742c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_environment_prefilter.glsl @@ -0,0 +1,30 @@ +#include "mx_microfacet_specular.glsl" + +// Return the mip level associated with the given alpha in a prefiltered environment. +float mx_latlong_alpha_to_lod(float alpha) +{ + float lodBias = (alpha < 0.25) ? sqrt(alpha) : 0.5 * alpha + 0.375; + return lodBias * float($envRadianceMips - 1); +} + +vec3 mx_environment_radiance(vec3 N, vec3 V, vec3 X, vec2 alpha, int distribution, FresnelData fd) +{ + N = mx_forward_facing_normal(N, V); + vec3 L = fd.refraction ? mx_refraction_solid_sphere(-V, N, fd.ior.x) : -reflect(V, N); + + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + float avgAlpha = mx_average_alpha(alpha); + vec3 F = mx_compute_fresnel(NdotV, fd); + float G = mx_ggx_smith_G2(NdotV, NdotV, avgAlpha); + vec3 FG = fd.refraction ? vec3(1.0) - (F * G) : F * G; + + vec3 Li = mx_latlong_map_lookup(L, $envMatrix, mx_latlong_alpha_to_lod(avgAlpha), $envRadiance); + return Li * FG * $envLightIntensity; +} + +vec3 mx_environment_irradiance(vec3 N) +{ + vec3 Li = mx_latlong_map_lookup(N, $envMatrix, 0.0, $envIrradiance); + return Li * $envLightIntensity; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_generate_albedo_table.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_generate_albedo_table.glsl new file mode 100644 index 0000000..5d310e9 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_generate_albedo_table.glsl @@ -0,0 +1,10 @@ +#include "mx_microfacet_sheen.glsl" +#include "mx_microfacet_specular.glsl" + +vec3 mx_generate_dir_albedo_table() +{ + vec2 uv = gl_FragCoord.xy / $albedoTableSize; + vec2 ggxDirAlbedo = mx_ggx_dir_albedo(uv.x, uv.y, vec3(1, 0, 0), vec3(0, 1, 0)).xy; + float sheenDirAlbedo = mx_imageworks_sheen_dir_albedo(uv.x, uv.y); + return vec3(ggxDirAlbedo, sheenDirAlbedo); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_generate_prefilter_env.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_generate_prefilter_env.glsl new file mode 100644 index 0000000..41bf33a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_generate_prefilter_env.glsl @@ -0,0 +1,78 @@ +#include "mx_microfacet_specular.glsl" + +// Construct an orthonormal basis from a unit vector. +// https://graphics.pixar.com/library/OrthonormalB/paper.pdf +mat3 mx_orthonormal_basis(vec3 N) +{ + float sign = (N.z < 0.0) ? -1.0 : 1.0; + float a = -1.0 / (sign + N.z); + float b = N.x * N.y * a; + vec3 X = vec3(1.0 + sign * N.x * N.x * a, sign * b, -sign * N.x); + vec3 Y = vec3(b, sign + N.y * N.y * a, -N.y); + return mat3(X, Y, N); +} + +// Return the alpha associated with the given mip level in a prefiltered environment. +float mx_latlong_lod_to_alpha(float lod) +{ + float lodBias = lod / float($envRadianceMips - 1); + return (lodBias < 0.5) ? mx_square(lodBias) : 2.0 * (lodBias - 0.375); +} + +// The inverse of mx_latlong_projection. +vec3 mx_latlong_map_projection_inverse(vec2 uv) +{ + float latitude = (uv.y - 0.5) * M_PI; + float longitude = (uv.x - 0.5) * M_PI * 2.0; + + float x = -cos(latitude) * sin(longitude); + float y = -sin(latitude); + float z = cos(latitude) * cos(longitude); + + return vec3(x, y, z); +} + +vec3 mx_generate_prefilter_env() +{ + // The tangent view vector is aligned with the normal. + vec3 V = vec3(0.0, 0.0, 1.0); + float NdotV = 1.0; + + // Compute derived properties. + vec2 uv = gl_FragCoord.xy * pow(2.0, $envPrefilterMip) / vec2(textureSize($envRadiance, 0)); + vec3 worldN = mx_latlong_map_projection_inverse(uv); + mat3 tangentToWorld = mx_orthonormal_basis(worldN); + float alpha = mx_latlong_lod_to_alpha(float($envPrefilterMip)); + float G1V = mx_ggx_smith_G1(NdotV, alpha); + + // Integrate the LD term for the given environment and alpha. + vec3 radiance = vec3(0.0, 0.0, 0.0); + float weight = 0.0; + int envRadianceSamples = 1024; + for (int i = 0; i < envRadianceSamples; i++) + { + vec2 Xi = mx_spherical_fibonacci(i, envRadianceSamples); + + // Compute the half vector and incoming light direction. + vec3 H = mx_ggx_importance_sample_VNDF(Xi, V, vec2(alpha)); + vec3 L = -V + 2.0 * H.z * H; + + // Compute dot products for this sample. + float NdotL = clamp(L.z, M_FLOAT_EPS, 1.0); + + // Compute the geometric term. + float G = mx_ggx_smith_G2(NdotL, NdotV, alpha); + + // Sample the environment light from the given direction. + vec3 Lw = tangentToWorld * L; + float pdf = mx_ggx_NDF(H, vec2(alpha)) * G1V / (4.0 * NdotV); + float lod = mx_latlong_compute_lod(Lw, pdf, float($envRadianceMips - 1), envRadianceSamples); + vec3 sampleColor = mx_latlong_map_lookup(Lw, $envMatrix, lod, $envRadiance); + + // Add the radiance contribution of this sample. + radiance += G * sampleColor; + weight += G; + } + + return radiance / weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet.glsl new file mode 100644 index 0000000..d935798 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet.glsl @@ -0,0 +1,77 @@ +#define M_PI 3.1415926535897932 +#define M_PI_INV (1.0 / M_PI) + +float mx_pow5(float x) +{ + return mx_square(mx_square(x)) * x; +} + +// Standard Schlick Fresnel +float mx_fresnel_schlick(float cosTheta, float F0) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return F0 + (1.0 - F0) * x5; +} +vec3 mx_fresnel_schlick(float cosTheta, vec3 F0) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return F0 + (1.0 - F0) * x5; +} + +// Generalized Schlick Fresnel +float mx_fresnel_schlick(float cosTheta, float F0, float F90) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return mix(F0, F90, x5); +} +vec3 mx_fresnel_schlick(float cosTheta, vec3 F0, vec3 F90) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return mix(F0, F90, x5); +} + +// Generalized Schlick Fresnel with a variable exponent +float mx_fresnel_schlick(float cosTheta, float F0, float F90, float exponent) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + return mix(F0, F90, pow(x, exponent)); +} +vec3 mx_fresnel_schlick(float cosTheta, vec3 F0, vec3 F90, float exponent) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + return mix(F0, F90, pow(x, exponent)); +} + +// Enforce that the given normal is forward-facing from the specified view direction. +vec3 mx_forward_facing_normal(vec3 N, vec3 V) +{ + return (dot(N, V) < 0.0) ? -N : N; +} + +// https://www.graphics.rwth-aachen.de/publication/2/jgt.pdf +float mx_golden_ratio_sequence(int i) +{ + const float GOLDEN_RATIO = 1.6180339887498948; + return fract((float(i) + 1.0) * GOLDEN_RATIO); +} + +// https://people.irisa.fr/Ricardo.Marques/articles/2013/SF_CGF.pdf +vec2 mx_spherical_fibonacci(int i, int numSamples) +{ + return vec2((float(i) + 0.5) / float(numSamples), mx_golden_ratio_sequence(i)); +} + +// Generate a uniform-weighted sample in the unit hemisphere. +vec3 mx_uniform_sample_hemisphere(vec2 Xi) +{ + float phi = 2.0 * M_PI * Xi.x; + float cosTheta = 1.0 - Xi.y; + float sinTheta = sqrt(1.0 - mx_square(cosTheta)); + return vec3(cos(phi) * sinTheta, + sin(phi) * sinTheta, + cosTheta); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_diffuse.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_diffuse.glsl new file mode 100644 index 0000000..7a0ed28 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_diffuse.glsl @@ -0,0 +1,84 @@ +#include "mx_microfacet.glsl" + +// Based on the OSL implementation of Oren-Nayar diffuse, which is in turn +// based on https://mimosa-pudica.net/improved-oren-nayar.html. +float mx_oren_nayar_diffuse(vec3 L, vec3 V, vec3 N, float NdotL, float roughness) +{ + float LdotV = clamp(dot(L, V), M_FLOAT_EPS, 1.0); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + float s = LdotV - NdotL * NdotV; + float stinv = (s > 0.0f) ? s / max(NdotL, NdotV) : 0.0; + + float sigma2 = mx_square(roughness * M_PI); + float A = 1.0 - 0.5 * (sigma2 / (sigma2 + 0.33)); + float B = 0.45 * sigma2 / (sigma2 + 0.09); + + return A + B * stinv; +} + +// https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf +// Section 5.3 +float mx_burley_diffuse(vec3 L, vec3 V, vec3 N, float NdotL, float roughness) +{ + vec3 H = normalize(L + V); + float LdotH = clamp(dot(L, H), M_FLOAT_EPS, 1.0); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + float F90 = 0.5 + (2.0 * roughness * mx_square(LdotH)); + float refL = mx_fresnel_schlick(NdotL, 1.0, F90); + float refV = mx_fresnel_schlick(NdotV, 1.0, F90); + return refL * refV; +} + +// Compute the directional albedo component of Burley diffuse for the given +// view angle and roughness. Curve fit provided by Stephen Hill. +float mx_burley_diffuse_dir_albedo(float NdotV, float roughness) +{ + float x = NdotV; + float fit0 = 0.97619 - 0.488095 * mx_pow5(1.0 - x); + float fit1 = 1.55754 + (-2.02221 + (2.56283 - 1.06244 * x) * x) * x; + return mix(fit0, fit1, roughness); +} + +// Evaluate the Burley diffusion profile for the given distance and diffusion shape. +// Based on https://graphics.pixar.com/library/ApproxBSSRDF/ +vec3 mx_burley_diffusion_profile(float dist, vec3 shape) +{ + vec3 num1 = exp(-shape * dist); + vec3 num2 = exp(-shape * dist / 3.0); + float denom = max(dist, M_FLOAT_EPS); + return (num1 + num2) / denom; +} + +// Integrate the Burley diffusion profile over a sphere of the given radius. +// Inspired by Eric Penner's presentation in http://advances.realtimerendering.com/s2011/ +vec3 mx_integrate_burley_diffusion(vec3 N, vec3 L, float radius, vec3 mfp) +{ + float theta = acos(dot(N, L)); + + // Estimate the Burley diffusion shape from mean free path. + vec3 shape = vec3(1.0) / max(mfp, 0.1); + + // Integrate the profile over the sphere. + vec3 sumD = vec3(0.0); + vec3 sumR = vec3(0.0); + const int SAMPLE_COUNT = 32; + const float SAMPLE_WIDTH = (2.0 * M_PI) / float(SAMPLE_COUNT); + for (int i = 0; i < SAMPLE_COUNT; i++) + { + float x = -M_PI + (float(i) + 0.5) * SAMPLE_WIDTH; + float dist = radius * abs(2.0 * sin(x * 0.5)); + vec3 R = mx_burley_diffusion_profile(dist, shape); + sumD += R * max(cos(theta + x), 0.0); + sumR += R; + } + + return sumD / sumR; +} + +vec3 mx_subsurface_scattering_approx(vec3 N, vec3 L, vec3 P, vec3 albedo, vec3 mfp) +{ + float curvature = length(fwidth(N)) / length(fwidth(P)); + float radius = 1.0 / max(curvature, 0.01); + return albedo * mx_integrate_burley_diffusion(N, L, radius, mfp) / vec3(M_PI); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_sheen.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_sheen.glsl new file mode 100644 index 0000000..fc32ee0 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_sheen.glsl @@ -0,0 +1,92 @@ +#include "mx_microfacet.glsl" + +// http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf +// Equation 2 +float mx_imageworks_sheen_NDF(float NdotH, float roughness) +{ + float invRoughness = 1.0 / max(roughness, 0.005); + float cos2 = NdotH * NdotH; + float sin2 = 1.0 - cos2; + return (2.0 + invRoughness) * pow(sin2, invRoughness * 0.5) / (2.0 * M_PI); +} + +float mx_imageworks_sheen_brdf(float NdotL, float NdotV, float NdotH, float roughness) +{ + // Microfacet distribution. + float D = mx_imageworks_sheen_NDF(NdotH, roughness); + + // Fresnel and geometry terms are ignored. + float F = 1.0; + float G = 1.0; + + // We use a smoother denominator, as in: + // https://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_notes.pdf + return D * F * G / (4.0 * (NdotL + NdotV - NdotL*NdotV)); +} + +// Rational quadratic fit to Monte Carlo data for Imageworks sheen directional albedo. +float mx_imageworks_sheen_dir_albedo_analytic(float NdotV, float roughness) +{ + vec2 r = vec2(13.67300, 1.0) + + vec2(-68.78018, 61.57746) * NdotV + + vec2(799.08825, 442.78211) * roughness + + vec2(-905.00061, 2597.49308) * NdotV * roughness + + vec2(60.28956, 121.81241) * mx_square(NdotV) + + vec2(1086.96473, 3045.55075) * mx_square(roughness); + return r.x / r.y; +} + +float mx_imageworks_sheen_dir_albedo_table_lookup(float NdotV, float roughness) +{ +#if DIRECTIONAL_ALBEDO_METHOD == 1 + if (textureSize($albedoTable, 0).x > 1) + { + return texture($albedoTable, vec2(NdotV, roughness)).b; + } +#endif + return 0.0; +} + +float mx_imageworks_sheen_dir_albedo_monte_carlo(float NdotV, float roughness) +{ + NdotV = clamp(NdotV, M_FLOAT_EPS, 1.0); + vec3 V = vec3(sqrt(1.0f - mx_square(NdotV)), 0, NdotV); + + float radiance = 0.0; + const int SAMPLE_COUNT = 64; + for (int i = 0; i < SAMPLE_COUNT; i++) + { + vec2 Xi = mx_spherical_fibonacci(i, SAMPLE_COUNT); + + // Compute the incoming light direction and half vector. + vec3 L = mx_uniform_sample_hemisphere(Xi); + vec3 H = normalize(L + V); + + // Compute dot products for this sample. + float NdotL = clamp(L.z, M_FLOAT_EPS, 1.0); + float NdotH = clamp(H.z, M_FLOAT_EPS, 1.0); + + // Compute sheen reflectance. + float reflectance = mx_imageworks_sheen_brdf(NdotL, NdotV, NdotH, roughness); + + // Add the radiance contribution of this sample. + // uniform_pdf = 1 / (2 * PI) + // radiance = reflectance * NdotL / uniform_pdf; + radiance += reflectance * NdotL * 2.0 * M_PI; + } + + // Return the final directional albedo. + return radiance / float(SAMPLE_COUNT); +} + +float mx_imageworks_sheen_dir_albedo(float NdotV, float roughness) +{ +#if DIRECTIONAL_ALBEDO_METHOD == 0 + float dirAlbedo = mx_imageworks_sheen_dir_albedo_analytic(NdotV, roughness); +#elif DIRECTIONAL_ALBEDO_METHOD == 1 + float dirAlbedo = mx_imageworks_sheen_dir_albedo_table_lookup(NdotV, roughness); +#else + float dirAlbedo = mx_imageworks_sheen_dir_albedo_monte_carlo(NdotV, roughness); +#endif + return clamp(dirAlbedo, 0.0, 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl new file mode 100644 index 0000000..ddbc3f6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl @@ -0,0 +1,606 @@ +#include "mx_microfacet.glsl" + +// Fresnel model options. +const int FRESNEL_MODEL_DIELECTRIC = 0; +const int FRESNEL_MODEL_CONDUCTOR = 1; +const int FRESNEL_MODEL_SCHLICK = 2; +const int FRESNEL_MODEL_AIRY = 3; +const int FRESNEL_MODEL_SCHLICK_AIRY = 4; + +// XYZ to CIE 1931 RGB color space (using neutral E illuminant) +const mat3 XYZ_TO_RGB = mat3(2.3706743, -0.5138850, 0.0052982, -0.9000405, 1.4253036, -0.0146949, -0.4706338, 0.0885814, 1.0093968); + +// Parameters for Fresnel calculations. +struct FresnelData +{ + int model; + + // Physical Fresnel + vec3 ior; + vec3 extinction; + + // Generalized Schlick Fresnel + vec3 F0; + vec3 F90; + float exponent; + + // Thin film + float tf_thickness; + float tf_ior; + + // Refraction + bool refraction; + +#ifdef __METAL__ +FresnelData(int _model = 0, + vec3 _ior = vec3(0.0f), + vec3 _extinction = vec3(0.0f), + vec3 _F0 = vec3(0.0f), + vec3 _F90 = vec3(0.0f), + float _exponent = 0.0f, + float _tf_thickness = 0.0f, + float _tf_ior = 0.0f, + bool _refraction = false) : + model(_model), + ior(_ior), + extinction(_extinction), + F0(_F0), F90(_F90), exponent(_exponent), + tf_thickness(_tf_thickness), + tf_ior(_tf_ior), + refraction(_refraction) {} +#endif + +}; + +// https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf +// Appendix B.2 Equation 13 +float mx_ggx_NDF(vec3 H, vec2 alpha) +{ + vec2 He = H.xy / alpha; + float denom = dot(He, He) + mx_square(H.z); + return 1.0 / (M_PI * alpha.x * alpha.y * mx_square(denom)); +} + +// https://ggx-research.github.io/publication/2023/06/09/publication-ggx.html +vec3 mx_ggx_importance_sample_VNDF(vec2 Xi, vec3 V, vec2 alpha) +{ + // Transform the view direction to the hemisphere configuration. + V = normalize(vec3(V.xy * alpha, V.z)); + + // Sample a spherical cap in (-V.z, 1]. + float phi = 2.0 * M_PI * Xi.x; + float z = (1.0 - Xi.y) * (1.0 + V.z) - V.z; + float sinTheta = sqrt(clamp(1.0 - z * z, 0.0, 1.0)); + float x = sinTheta * cos(phi); + float y = sinTheta * sin(phi); + vec3 c = vec3(x, y, z); + + // Compute the microfacet normal. + vec3 H = c + V; + + // Transform the microfacet normal back to the ellipsoid configuration. + H = normalize(vec3(H.xy * alpha, max(H.z, 0.0))); + + return H; +} + +// https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf +// Equation 34 +float mx_ggx_smith_G1(float cosTheta, float alpha) +{ + float cosTheta2 = mx_square(cosTheta); + float tanTheta2 = (1.0 - cosTheta2) / cosTheta2; + return 2.0 / (1.0 + sqrt(1.0 + mx_square(alpha) * tanTheta2)); +} + +// Height-correlated Smith masking-shadowing +// http://jcgt.org/published/0003/02/03/paper.pdf +// Equations 72 and 99 +float mx_ggx_smith_G2(float NdotL, float NdotV, float alpha) +{ + float alpha2 = mx_square(alpha); + float lambdaL = sqrt(alpha2 + (1.0 - alpha2) * mx_square(NdotL)); + float lambdaV = sqrt(alpha2 + (1.0 - alpha2) * mx_square(NdotV)); + return 2.0 / (lambdaL / NdotL + lambdaV / NdotV); +} + +// Rational quadratic fit to Monte Carlo data for GGX directional albedo. +vec3 mx_ggx_dir_albedo_analytic(float NdotV, float alpha, vec3 F0, vec3 F90) +{ + float x = NdotV; + float y = alpha; + float x2 = mx_square(x); + float y2 = mx_square(y); + vec4 r = vec4(0.1003, 0.9345, 1.0, 1.0) + + vec4(-0.6303, -2.323, -1.765, 0.2281) * x + + vec4(9.748, 2.229, 8.263, 15.94) * y + + vec4(-2.038, -3.748, 11.53, -55.83) * x * y + + vec4(29.34, 1.424, 28.96, 13.08) * x2 + + vec4(-8.245, -0.7684, -7.507, 41.26) * y2 + + vec4(-26.44, 1.436, -36.11, 54.9) * x2 * y + + vec4(19.99, 0.2913, 15.86, 300.2) * x * y2 + + vec4(-5.448, 0.6286, 33.37, -285.1) * x2 * y2; + vec2 AB = clamp(r.xy / r.zw, 0.0, 1.0); + return F0 * AB.x + F90 * AB.y; +} + +vec3 mx_ggx_dir_albedo_table_lookup(float NdotV, float alpha, vec3 F0, vec3 F90) +{ +#if DIRECTIONAL_ALBEDO_METHOD == 1 + if (textureSize($albedoTable, 0).x > 1) + { + vec2 AB = texture($albedoTable, vec2(NdotV, alpha)).rg; + return F0 * AB.x + F90 * AB.y; + } +#endif + return vec3(0.0); +} + +// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf +vec3 mx_ggx_dir_albedo_monte_carlo(float NdotV, float alpha, vec3 F0, vec3 F90) +{ + NdotV = clamp(NdotV, M_FLOAT_EPS, 1.0); + vec3 V = vec3(sqrt(1.0 - mx_square(NdotV)), 0, NdotV); + + vec2 AB = vec2(0.0); + const int SAMPLE_COUNT = 64; + for (int i = 0; i < SAMPLE_COUNT; i++) + { + vec2 Xi = mx_spherical_fibonacci(i, SAMPLE_COUNT); + + // Compute the half vector and incoming light direction. + vec3 H = mx_ggx_importance_sample_VNDF(Xi, V, vec2(alpha)); + vec3 L = -reflect(V, H); + + // Compute dot products for this sample. + float NdotL = clamp(L.z, M_FLOAT_EPS, 1.0); + float VdotH = clamp(dot(V, H), M_FLOAT_EPS, 1.0); + + // Compute the Fresnel term. + float Fc = mx_fresnel_schlick(VdotH, 0.0, 1.0); + + // Compute the per-sample geometric term. + // https://hal.inria.fr/hal-00996995v2/document, Algorithm 2 + float G2 = mx_ggx_smith_G2(NdotL, NdotV, alpha); + + // Add the contribution of this sample. + AB += vec2(G2 * (1.0 - Fc), G2 * Fc); + } + + // Apply the global component of the geometric term and normalize. + AB /= mx_ggx_smith_G1(NdotV, alpha) * float(SAMPLE_COUNT); + + // Return the final directional albedo. + return F0 * AB.x + F90 * AB.y; +} + +vec3 mx_ggx_dir_albedo(float NdotV, float alpha, vec3 F0, vec3 F90) +{ +#if DIRECTIONAL_ALBEDO_METHOD == 0 + return mx_ggx_dir_albedo_analytic(NdotV, alpha, F0, F90); +#elif DIRECTIONAL_ALBEDO_METHOD == 1 + return mx_ggx_dir_albedo_table_lookup(NdotV, alpha, F0, F90); +#else + return mx_ggx_dir_albedo_monte_carlo(NdotV, alpha, F0, F90); +#endif +} + +float mx_ggx_dir_albedo(float NdotV, float alpha, float F0, float F90) +{ + return mx_ggx_dir_albedo(NdotV, alpha, vec3(F0), vec3(F90)).x; +} + +// https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf +// Equations 14 and 16 +vec3 mx_ggx_energy_compensation(float NdotV, float alpha, vec3 Fss) +{ + float Ess = mx_ggx_dir_albedo(NdotV, alpha, 1.0, 1.0); + return 1.0 + Fss * (1.0 - Ess) / Ess; +} + +float mx_ggx_energy_compensation(float NdotV, float alpha, float Fss) +{ + return mx_ggx_energy_compensation(NdotV, alpha, vec3(Fss)).x; +} + +// Compute the average of an anisotropic alpha pair. +float mx_average_alpha(vec2 alpha) +{ + return sqrt(alpha.x * alpha.y); +} + +// Convert a real-valued index of refraction to normal-incidence reflectivity. +float mx_ior_to_f0(float ior) +{ + return mx_square((ior - 1.0) / (ior + 1.0)); +} + +// Convert normal-incidence reflectivity to real-valued index of refraction. +float mx_f0_to_ior(float F0) +{ + float sqrtF0 = sqrt(clamp(F0, 0.01, 0.99)); + return (1.0 + sqrtF0) / (1.0 - sqrtF0); +} + +vec3 mx_f0_to_ior_colored(vec3 F0) +{ + vec3 sqrtF0 = sqrt(clamp(F0, 0.01, 0.99)); + return (vec3(1.0) + sqrtF0) / (vec3(1.0) - sqrtF0); +} + +// https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations/ +float mx_fresnel_dielectric(float cosTheta, float ior) +{ + if (cosTheta < 0.0) + return 1.0; + + float g = ior*ior + cosTheta*cosTheta - 1.0; + // Check for total internal reflection + if (g < 0.0) + return 1.0; + + g = sqrt(g); + float gmc = g - cosTheta; + float gpc = g + cosTheta; + float x = gmc / gpc; + float y = (gpc * cosTheta - 1.0) / (gmc * cosTheta + 1.0); + return 0.5 * x * x * (1.0 + y * y); +} + +void mx_fresnel_dielectric_polarized(float cosTheta, float n, out float Rp, out float Rs) +{ + if (cosTheta < 0.0) { + Rp = 1.0; + Rs = 1.0; + return; + } + + float cosTheta2 = cosTheta * cosTheta; + float sinTheta2 = 1.0 - cosTheta2; + float n2 = n * n; + + float t0 = n2 - sinTheta2; + float a2plusb2 = sqrt(t0 * t0); + float t1 = a2plusb2 + cosTheta2; + float a = sqrt(max(0.5 * (a2plusb2 + t0), 0.0)); + float t2 = 2.0 * a * cosTheta; + Rs = (t1 - t2) / (t1 + t2); + + float t3 = cosTheta2 * a2plusb2 + sinTheta2 * sinTheta2; + float t4 = t2 * sinTheta2; + Rp = Rs * (t3 - t4) / (t3 + t4); +} + +void mx_fresnel_dielectric_polarized(float cosTheta, float eta1, float eta2, out float Rp, out float Rs) +{ + float n = eta2 / eta1; + mx_fresnel_dielectric_polarized(cosTheta, n, Rp, Rs); +} + +void mx_fresnel_conductor_polarized(float cosTheta, vec3 n, vec3 k, out vec3 Rp, out vec3 Rs) +{ + cosTheta = clamp(cosTheta, 0.0, 1.0); + float cosTheta2 = cosTheta * cosTheta; + float sinTheta2 = 1.0 - cosTheta2; + vec3 n2 = n * n; + vec3 k2 = k * k; + + vec3 t0 = n2 - k2 - vec3(sinTheta2); + vec3 a2plusb2 = sqrt(t0 * t0 + 4.0 * n2 * k2); + vec3 t1 = a2plusb2 + vec3(cosTheta2); + vec3 a = sqrt(max(0.5 * (a2plusb2 + t0), 0.0)); + vec3 t2 = 2.0 * a * cosTheta; + Rs = (t1 - t2) / (t1 + t2); + + vec3 t3 = cosTheta2 * a2plusb2 + vec3(sinTheta2 * sinTheta2); + vec3 t4 = t2 * sinTheta2; + Rp = Rs * (t3 - t4) / (t3 + t4); +} + +void mx_fresnel_conductor_polarized(float cosTheta, float eta1, vec3 eta2, vec3 kappa2, out vec3 Rp, out vec3 Rs) +{ + vec3 n = eta2 / eta1; + vec3 k = kappa2 / eta1; + mx_fresnel_conductor_polarized(cosTheta, n, k, Rp, Rs); +} + +vec3 mx_fresnel_conductor(float cosTheta, vec3 n, vec3 k) +{ + vec3 Rp, Rs; + mx_fresnel_conductor_polarized(cosTheta, n, k, Rp, Rs); + return 0.5 * (Rp + Rs); +} + +// Phase shift due to a dielectric material +void mx_fresnel_dielectric_phase_polarized(float cosTheta, float eta1, float eta2, out float phiP, out float phiS) +{ + float cosB = cos(atan(eta2 / eta1)); // Brewster's angle + if (eta2 > eta1) { + phiP = cosTheta < cosB ? M_PI : 0.0f; + phiS = 0.0f; + } else { + phiP = cosTheta < cosB ? 0.0f : M_PI; + phiS = M_PI; + } +} + +// Phase shift due to a conducting material +void mx_fresnel_conductor_phase_polarized(float cosTheta, float eta1, vec3 eta2, vec3 kappa2, out vec3 phiP, out vec3 phiS) +{ + if (dot(kappa2, kappa2) == 0.0 && eta2.x == eta2.y && eta2.y == eta2.z) { + // Use dielectric formula to increase performance + float phiPx, phiSx; + mx_fresnel_dielectric_phase_polarized(cosTheta, eta1, eta2.x, phiPx, phiSx); + phiP = vec3(phiPx, phiPx, phiPx); + phiS = vec3(phiSx, phiSx, phiSx); + return; + } + vec3 k2 = kappa2 / eta2; + vec3 sinThetaSqr = vec3(1.0) - cosTheta * cosTheta; + vec3 A = eta2*eta2*(vec3(1.0)-k2*k2) - eta1*eta1*sinThetaSqr; + vec3 B = sqrt(A*A + mx_square(2.0*eta2*eta2*k2)); + vec3 U = sqrt((A+B)/2.0); + vec3 V = max(vec3(0.0), sqrt((B-A)/2.0)); + + phiS = atan(2.0*eta1*V*cosTheta, U*U + V*V - mx_square(eta1*cosTheta)); + phiP = atan(2.0*eta1*eta2*eta2*cosTheta * (2.0*k2*U - (vec3(1.0)-k2*k2) * V), + mx_square(eta2*eta2*(vec3(1.0)+k2*k2)*cosTheta) - eta1*eta1*(U*U+V*V)); +} + +// Evaluation XYZ sensitivity curves in Fourier space +vec3 mx_eval_sensitivity(float opd, vec3 shift) +{ + // Use Gaussian fits, given by 3 parameters: val, pos and var + float phase = 2.0*M_PI * opd; + vec3 val = vec3(5.4856e-13, 4.4201e-13, 5.2481e-13); + vec3 pos = vec3(1.6810e+06, 1.7953e+06, 2.2084e+06); + vec3 var = vec3(4.3278e+09, 9.3046e+09, 6.6121e+09); + vec3 xyz = val * sqrt(2.0*M_PI * var) * cos(pos * phase + shift) * exp(- var * phase*phase); + xyz.x += 9.7470e-14 * sqrt(2.0*M_PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(- 4.5282e+09 * phase*phase); + return xyz / 1.0685e-7; +} + +// A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence +// https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html +vec3 mx_fresnel_airy(float cosTheta, vec3 ior, vec3 extinction, float tf_thickness, float tf_ior, + vec3 f0, vec3 f90, float exponent, bool use_schlick) +{ + // Convert nm -> m + float d = tf_thickness * 1.0e-9; + + // Assume vacuum on the outside + float eta1 = 1.0; + float eta2 = max(tf_ior, eta1); + vec3 eta3 = use_schlick ? mx_f0_to_ior_colored(f0) : ior; + vec3 kappa3 = use_schlick ? vec3(0.0) : extinction; + + // Compute the Spectral versions of the Fresnel reflectance and + // transmitance for each interface. + float R12p, T121p, R12s, T121s; + vec3 R23p, R23s; + + // Reflected and transmitted parts in the thin film + mx_fresnel_dielectric_polarized(cosTheta, eta1, eta2, R12p, R12s); + + // Reflected part by the base + float scale = eta1 / eta2; + float cosThetaTSqr = 1.0 - (1.0-cosTheta*cosTheta) * scale*scale; + float cosTheta2 = sqrt(cosThetaTSqr); + if (use_schlick) + { + vec3 f = mx_fresnel_schlick(cosTheta2, f0, f90, exponent); + R23p = 0.5 * f; + R23s = 0.5 * f; + } + else + { + mx_fresnel_conductor_polarized(cosTheta2, eta2, eta3, kappa3, R23p, R23s); + } + + // Check for total internal reflection + if (cosThetaTSqr <= 0.0f) + { + R12s = 1.0; + R12p = 1.0; + } + + // Compute the transmission coefficients + T121p = 1.0 - R12p; + T121s = 1.0 - R12s; + + // Optical path difference + float D = 2.0 * eta2 * d * cosTheta2; + + float phi21p, phi21s; + vec3 phi23p, phi23s, r123s, r123p; + + // Evaluate the phase shift + mx_fresnel_dielectric_phase_polarized(cosTheta, eta1, eta2, phi21p, phi21s); + if (use_schlick) + { + phi23p = vec3( + (eta3[0] < eta2) ? M_PI : 0.0, + (eta3[1] < eta2) ? M_PI : 0.0, + (eta3[2] < eta2) ? M_PI : 0.0); + phi23s = phi23p; + } + else + { + mx_fresnel_conductor_phase_polarized(cosTheta2, eta2, eta3, kappa3, phi23p, phi23s); + } + + phi21p = M_PI - phi21p; + phi21s = M_PI - phi21s; + + r123p = max(vec3(0.0), sqrt(R12p*R23p)); + r123s = max(vec3(0.0), sqrt(R12s*R23s)); + + // Evaluate iridescence term + vec3 I = vec3(0.0); + vec3 C0, Cm, Sm; + + // Iridescence term using spectral antialiasing for Parallel polarization + + vec3 S0 = vec3(1.0); + + // Reflectance term for m=0 (DC term amplitude) + vec3 Rs = (T121p*T121p*R23p) / (vec3(1.0) - R12p*R23p); + C0 = R12p + Rs; + I += C0 * S0; + + // Reflectance term for m>0 (pairs of diracs) + Cm = Rs - T121p; + for (int m=1; m<=2; ++m) + { + Cm *= r123p; + Sm = 2.0 * mx_eval_sensitivity(float(m)*D, float(m)*(phi23p+vec3(phi21p))); + I += Cm*Sm; + } + + // Iridescence term using spectral antialiasing for Perpendicular polarization + + // Reflectance term for m=0 (DC term amplitude) + vec3 Rp = (T121s*T121s*R23s) / (vec3(1.0) - R12s*R23s); + C0 = R12s + Rp; + I += C0 * S0; + + // Reflectance term for m>0 (pairs of diracs) + Cm = Rp - T121s ; + for (int m=1; m<=2; ++m) + { + Cm *= r123s; + Sm = 2.0 * mx_eval_sensitivity(float(m)*D, float(m)*(phi23s+vec3(phi21s))); + I += Cm*Sm; + } + + // Average parallel and perpendicular polarization + I *= 0.5; + + // Convert back to RGB reflectance + I = clamp(XYZ_TO_RGB * I, vec3(0.0), vec3(1.0)); + + return I; +} + +FresnelData mx_init_fresnel_data(int model) +{ + return FresnelData(model, vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), 0.0, 0.0, 0.0, false); +} + +FresnelData mx_init_fresnel_dielectric(float ior) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_DIELECTRIC); + fd.ior = vec3(ior); + return fd; +} + +FresnelData mx_init_fresnel_conductor(vec3 ior, vec3 extinction) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_CONDUCTOR); + fd.ior = ior; + fd.extinction = extinction; + return fd; +} + +FresnelData mx_init_fresnel_schlick(vec3 F0) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_SCHLICK); + fd.F0 = F0; + fd.F90 = vec3(1.0); + fd.exponent = 5.0f; + return fd; +} + +FresnelData mx_init_fresnel_schlick(vec3 F0, vec3 F90, float exponent) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_SCHLICK); + fd.F0 = F0; + fd.F90 = F90; + fd.exponent = exponent; + return fd; +} + +FresnelData mx_init_fresnel_schlick_airy(vec3 F0, vec3 F90, float exponent, float tf_thickness, float tf_ior) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_SCHLICK_AIRY); + fd.F0 = F0; + fd.F90 = F90; + fd.exponent = exponent; + fd.tf_thickness = tf_thickness; + fd.tf_ior = tf_ior; + return fd; +} + +FresnelData mx_init_fresnel_dielectric_airy(float ior, float tf_thickness, float tf_ior) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_AIRY); + fd.ior = vec3(ior); + fd.tf_thickness = tf_thickness; + fd.tf_ior = tf_ior; + return fd; +} + +FresnelData mx_init_fresnel_conductor_airy(vec3 ior, vec3 extinction, float tf_thickness, float tf_ior) +{ + FresnelData fd = mx_init_fresnel_data(FRESNEL_MODEL_AIRY); + fd.ior = ior; + fd.extinction = extinction; + fd.tf_thickness = tf_thickness; + fd.tf_ior = tf_ior; + return fd; +} + +vec3 mx_compute_fresnel(float cosTheta, FresnelData fd) +{ + if (fd.model == FRESNEL_MODEL_DIELECTRIC) + { + return vec3(mx_fresnel_dielectric(cosTheta, fd.ior.x)); + } + else if (fd.model == FRESNEL_MODEL_CONDUCTOR) + { + return mx_fresnel_conductor(cosTheta, fd.ior, fd.extinction); + } + else if (fd.model == FRESNEL_MODEL_SCHLICK) + { + return mx_fresnel_schlick(cosTheta, fd.F0, fd.F90, fd.exponent); + } + else + { + return mx_fresnel_airy(cosTheta, fd.ior, fd.extinction, fd.tf_thickness, fd.tf_ior, + fd.F0, fd.F90, fd.exponent, + fd.model == FRESNEL_MODEL_SCHLICK_AIRY); + } +} + +// Compute the refraction of a ray through a solid sphere. +vec3 mx_refraction_solid_sphere(vec3 R, vec3 N, float ior) +{ + R = refract(R, N, 1.0 / ior); + vec3 N1 = normalize(R * dot(R, N) - N * 0.5); + return refract(R, N1, ior); +} + +vec2 mx_latlong_projection(vec3 dir) +{ + float latitude = -asin(dir.y) * M_PI_INV + 0.5; + float longitude = atan(dir.x, -dir.z) * M_PI_INV * 0.5 + 0.5; + return vec2(longitude, latitude); +} + +vec3 mx_latlong_map_lookup(vec3 dir, mat4 transform, float lod, sampler2D envSampler) +{ + vec3 envDir = normalize((transform * vec4(dir,0.0)).xyz); + vec2 uv = mx_latlong_projection(envDir); + return textureLod(envSampler, uv, lod).rgb; +} + +// Return the mip level with the appropriate coverage for a filtered importance sample. +// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html +// Section 20.4 Equation 13 +float mx_latlong_compute_lod(vec3 dir, float pdf, float maxMipLevel, int envSamples) +{ + const float MIP_LEVEL_OFFSET = 1.5; + float effectiveMaxMipLevel = maxMipLevel - MIP_LEVEL_OFFSET; + float distortion = sqrt(1.0 - mx_square(dir.y)); + return max(effectiveMaxMipLevel - 0.5 * log2(float(envSamples) * pdf * distortion), 0.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_shadow.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_shadow.glsl new file mode 100644 index 0000000..0a0fdb4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_shadow.glsl @@ -0,0 +1,23 @@ +// https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-8-summed-area-variance-shadow-maps +float mx_variance_shadow_occlusion(vec2 moments, float fragmentDepth) +{ + const float MIN_VARIANCE = 0.00001; + + // One-tailed inequality valid if fragmentDepth > moments.x. + float p = (fragmentDepth <= moments.x) ? 1.0 : 0.0; + + // Compute variance. + float variance = moments.y - mx_square(moments.x); + variance = max(variance, MIN_VARIANCE); + + // Compute probabilistic upper bound. + float d = fragmentDepth - moments.x; + float pMax = variance / (variance + mx_square(d)); + return max(p, pMax); +} + +vec2 mx_compute_depth_moments() +{ + float depth = gl_FragCoord.z; + return vec2(depth, mx_square(depth)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_transmission_opacity.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_transmission_opacity.glsl new file mode 100644 index 0000000..2861d06 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_transmission_opacity.glsl @@ -0,0 +1,6 @@ +#include "mx_microfacet_specular.glsl" + +vec3 mx_surface_transmission(vec3 N, vec3 V, vec3 X, vec2 alpha, int distribution, FresnelData fd, vec3 tint) +{ + return tint; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_transmission_refract.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_transmission_refract.glsl new file mode 100644 index 0000000..64e496a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/lib/mx_transmission_refract.glsl @@ -0,0 +1,14 @@ +#include "mx_microfacet_specular.glsl" + +vec3 mx_surface_transmission(vec3 N, vec3 V, vec3 X, vec2 alpha, int distribution, FresnelData fd, vec3 tint) +{ + // Approximate the appearance of surface transmission as glossy + // environment map refraction, ignoring any scene geometry that might + // be visible through the surface. + fd.refraction = true; + if ($refractionTwoSided) + { + tint = mx_square(tint); + } + return mx_environment_radiance(N, V, X, alpha, distribution, fd) * tint; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_add_edf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_add_edf.glsl new file mode 100644 index 0000000..0631c10 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_add_edf.glsl @@ -0,0 +1,4 @@ +void mx_add_edf(vec3 N, vec3 L, EDF in1, EDF in2, out EDF result) +{ + result = in1 + in2; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_anisotropic_vdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_anisotropic_vdf.glsl new file mode 100644 index 0000000..0f86c9f --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_anisotropic_vdf.glsl @@ -0,0 +1,4 @@ +void mx_anisotropic_vdf(vec3 absorption, vec3 scattering, float anisotropy, inout BSDF bsdf) +{ + // TODO: Add some approximation for volumetric light absorption. +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_artistic_ior.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_artistic_ior.glsl new file mode 100644 index 0000000..9c4e405 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_artistic_ior.glsl @@ -0,0 +1,17 @@ +void mx_artistic_ior(vec3 reflectivity, vec3 edge_color, out vec3 ior, out vec3 extinction) +{ + // "Artist Friendly Metallic Fresnel", Ole Gulbrandsen, 2014 + // http://jcgt.org/published/0003/04/03/paper.pdf + + vec3 r = clamp(reflectivity, 0.0, 0.99); + vec3 r_sqrt = sqrt(r); + vec3 n_min = (1.0 - r) / (1.0 + r); + vec3 n_max = (1.0 + r_sqrt) / (1.0 - r_sqrt); + ior = mix(n_max, n_min, edge_color); + + vec3 np1 = ior + 1.0; + vec3 nm1 = ior - 1.0; + vec3 k2 = (np1*np1 * r - nm1*nm1) / (1.0 - r); + k2 = max(k2, 0.0); + extinction = sqrt(k2); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_blackbody.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_blackbody.glsl new file mode 100644 index 0000000..55d5c87 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_blackbody.glsl @@ -0,0 +1,48 @@ +/// XYZ to Rec.709 RGB colorspace conversion +const mat3 XYZ_to_RGB = mat3( 3.2406, -0.9689, 0.0557, + -1.5372, 1.8758, -0.2040, + -0.4986, 0.0415, 1.0570); + +void mx_blackbody(float temperatureKelvin, out vec3 colorValue) +{ + float xc, yc; + float t, t2, t3, xc2, xc3; + + // if value outside valid range of approximation clamp to accepted temperature range + temperatureKelvin = clamp(temperatureKelvin, 1667.0, 25000.0); + + t = 1000.0 / temperatureKelvin; + t2 = t * t; + t3 = t * t * t; + + // Cubic spline approximation for Kelvin temperature to sRGB conversion + // (https://en.wikipedia.org/wiki/Planckian_locus#Approximation) + if (temperatureKelvin < 4000.0) { // 1667K <= temperatureKelvin < 4000K + xc = -0.2661239 * t3 - 0.2343580 * t2 + 0.8776956 * t + 0.179910; + } + else { // 4000K <= temperatureKelvin <= 25000K + xc = -3.0258469 * t3 + 2.1070379 * t2 + 0.2226347 * t + 0.240390; + } + xc2 = xc * xc; + xc3 = xc * xc * xc; + + if (temperatureKelvin < 2222.0) { // 1667K <= temperatureKelvin < 2222K + yc = -1.1063814 * xc3 - 1.34811020 * xc2 + 2.18555832 * xc - 0.20219683; + } + else if (temperatureKelvin < 4000.0) { // 2222K <= temperatureKelvin < 4000K + yc = -0.9549476 * xc3 - 1.37418593 * xc2 + 2.09137015 * xc - 0.16748867; + } + else { // 4000K <= temperatureKelvin <= 25000K + yc = 3.0817580 * xc3 - 5.87338670 * xc2 + 3.75112997 * xc - 0.37001483; + } + + if (yc <= 0.0) { // avoid division by zero + colorValue = vec3(1.0); + return; + } + + vec3 XYZ = vec3(xc / yc, 1.0, (1.0 - xc - yc) / yc); + + colorValue = XYZ_to_RGB * XYZ; + colorValue = max(colorValue, vec3(0.0)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_burley_diffuse_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_burley_diffuse_bsdf.glsl new file mode 100644 index 0000000..ddf2fe4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_burley_diffuse_bsdf.glsl @@ -0,0 +1,36 @@ +#include "lib/mx_microfacet_diffuse.glsl" + +void mx_burley_diffuse_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 color, float roughness, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + normal = mx_forward_facing_normal(normal, V); + + float NdotL = clamp(dot(normal, L), M_FLOAT_EPS, 1.0); + + bsdf.response = color * occlusion * weight * NdotL * M_PI_INV; + bsdf.response *= mx_burley_diffuse(L, V, normal, NdotL, roughness); +} + +void mx_burley_diffuse_bsdf_indirect(vec3 V, float weight, vec3 color, float roughness, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + normal = mx_forward_facing_normal(normal, V); + + float NdotV = clamp(dot(normal, V), M_FLOAT_EPS, 1.0); + + vec3 Li = mx_environment_irradiance(normal) * + mx_burley_diffuse_dir_albedo(NdotV, roughness); + bsdf.response = Li * color * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_conductor_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_conductor_bsdf.glsl new file mode 100644 index 0000000..5325505 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_conductor_bsdf.glsl @@ -0,0 +1,70 @@ +#include "lib/mx_microfacet_specular.glsl" + +void mx_conductor_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 ior_n, vec3 ior_k, vec2 roughness, vec3 N, vec3 X, int distribution, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + X = normalize(X - dot(X, N) * N); + vec3 Y = cross(N, X); + vec3 H = normalize(L + V); + + float NdotL = clamp(dot(N, L), M_FLOAT_EPS, 1.0); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + float VdotH = clamp(dot(V, H), M_FLOAT_EPS, 1.0); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + vec3 Ht = vec3(dot(H, X), dot(H, Y), dot(H, N)); + + FresnelData fd; + if (bsdf.thickness > 0.0) + fd = mx_init_fresnel_conductor_airy(ior_n, ior_k, bsdf.thickness, bsdf.ior); + else + fd = mx_init_fresnel_conductor(ior_n, ior_k); + + vec3 F = mx_compute_fresnel(VdotH, fd); + float D = mx_ggx_NDF(Ht, safeAlpha); + float G = mx_ggx_smith_G2(NdotL, NdotV, avgAlpha); + + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + + // Note: NdotL is cancelled out + bsdf.response = D * F * G * comp * occlusion * weight / (4.0 * NdotV); +} + +void mx_conductor_bsdf_indirect(vec3 V, float weight, vec3 ior_n, vec3 ior_k, vec2 roughness, vec3 N, vec3 X, int distribution, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + FresnelData fd; + if (bsdf.thickness > 0.0) + fd = mx_init_fresnel_conductor_airy(ior_n, ior_k, bsdf.thickness, bsdf.ior); + else + fd = mx_init_fresnel_conductor(ior_n, ior_k); + + vec3 F = mx_compute_fresnel(NdotV, fd); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + + vec3 Li = mx_environment_radiance(N, V, X, safeAlpha, distribution, fd); + + bsdf.response = Li * comp * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_dielectric_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_dielectric_bsdf.glsl new file mode 100644 index 0000000..d8bc1ba --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_dielectric_bsdf.glsl @@ -0,0 +1,116 @@ +#include "lib/mx_microfacet_specular.glsl" + +void mx_dielectric_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 tint, float ior, vec2 roughness, vec3 N, vec3 X, int distribution, int scatter_mode, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + X = normalize(X - dot(X, N) * N); + vec3 Y = cross(N, X); + vec3 H = normalize(L + V); + + float NdotL = clamp(dot(N, L), M_FLOAT_EPS, 1.0); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + float VdotH = clamp(dot(V, H), M_FLOAT_EPS, 1.0); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + vec3 Ht = vec3(dot(H, X), dot(H, Y), dot(H, N)); + + FresnelData fd; + vec3 safeTint = max(tint, 0.0); + if (bsdf.thickness > 0.0) + { + fd = mx_init_fresnel_dielectric_airy(ior, bsdf.thickness, bsdf.ior); + } + else + { + fd = mx_init_fresnel_dielectric(ior); + } + vec3 F = mx_compute_fresnel(VdotH, fd); + float D = mx_ggx_NDF(Ht, safeAlpha); + float G = mx_ggx_smith_G2(NdotL, NdotV, avgAlpha); + + float F0 = mx_ior_to_f0(ior); + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + vec3 dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, F0, 1.0) * comp; + bsdf.throughput = 1.0 - dirAlbedo * weight; + + // Note: NdotL is cancelled out + bsdf.response = D * F * G * comp * safeTint * occlusion * weight / (4.0 * NdotV); +} + +void mx_dielectric_bsdf_transmission(vec3 V, float weight, vec3 tint, float ior, vec2 roughness, vec3 N, vec3 X, int distribution, int scatter_mode, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + FresnelData fd; + vec3 safeTint = max(tint, 0.0); + if (bsdf.thickness > 0.0) + { + fd = mx_init_fresnel_dielectric_airy(ior, bsdf.thickness, bsdf.ior); + } + else + { + fd = mx_init_fresnel_dielectric(ior); + } + vec3 F = mx_compute_fresnel(NdotV, fd); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + + float F0 = mx_ior_to_f0(ior); + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + vec3 dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, F0, 1.0) * comp; + bsdf.throughput = 1.0 - dirAlbedo * weight; + + if (scatter_mode != 0) + { + bsdf.response = mx_surface_transmission(N, V, X, safeAlpha, distribution, fd, safeTint) * weight; + } +} + +void mx_dielectric_bsdf_indirect(vec3 V, float weight, vec3 tint, float ior, vec2 roughness, vec3 N, vec3 X, int distribution, int scatter_mode, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + FresnelData fd; + vec3 safeTint = max(tint, 0.0); + if (bsdf.thickness > 0.0) + { + fd = mx_init_fresnel_dielectric_airy(ior, bsdf.thickness, bsdf.ior); + } + else + { + fd = mx_init_fresnel_dielectric(ior); + } + vec3 F = mx_compute_fresnel(NdotV, fd); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + + float F0 = mx_ior_to_f0(ior); + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + vec3 dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, F0, 1.0) * comp; + bsdf.throughput = 1.0 - dirAlbedo * weight; + + vec3 Li = mx_environment_radiance(N, V, X, safeAlpha, distribution, fd); + bsdf.response = Li * safeTint * comp * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_displacement_float.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_displacement_float.glsl new file mode 100644 index 0000000..8dcdedb --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_displacement_float.glsl @@ -0,0 +1,5 @@ +void mx_displacement_float(float disp, float scale, out displacementshader result) +{ + result.offset = vec3(disp); + result.scale = scale; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_displacement_vector3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_displacement_vector3.glsl new file mode 100644 index 0000000..095e015 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_displacement_vector3.glsl @@ -0,0 +1,5 @@ +void mx_displacement_vector3(vec3 disp, float scale, out displacementshader result) +{ + result.offset = disp; + result.scale = scale; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_generalized_schlick_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_generalized_schlick_bsdf.glsl new file mode 100644 index 0000000..544e479 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_generalized_schlick_bsdf.glsl @@ -0,0 +1,119 @@ +#include "lib/mx_microfacet_specular.glsl" + +void mx_generalized_schlick_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 color0, vec3 color90, float exponent, vec2 roughness, vec3 N, vec3 X, int distribution, int scatter_mode, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + X = normalize(X - dot(X, N) * N); + vec3 Y = cross(N, X); + vec3 H = normalize(L + V); + + float NdotL = clamp(dot(N, L), M_FLOAT_EPS, 1.0); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + float VdotH = clamp(dot(V, H), M_FLOAT_EPS, 1.0); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + vec3 Ht = vec3(dot(H, X), dot(H, Y), dot(H, N)); + + FresnelData fd; + vec3 safeColor0 = max(color0, 0.0); + vec3 safeColor90 = max(color90, 0.0); + if (bsdf.thickness > 0.0) + { + fd = mx_init_fresnel_schlick_airy(safeColor0, safeColor90, exponent, bsdf.thickness, bsdf.ior); + } + else + { + fd = mx_init_fresnel_schlick(safeColor0, safeColor90, exponent); + } + vec3 F = mx_compute_fresnel(VdotH, fd); + float D = mx_ggx_NDF(Ht, safeAlpha); + float G = mx_ggx_smith_G2(NdotL, NdotV, avgAlpha); + + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + vec3 dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, safeColor0, safeColor90) * comp; + float avgDirAlbedo = dot(dirAlbedo, vec3(1.0 / 3.0)); + bsdf.throughput = vec3(1.0 - avgDirAlbedo * weight); + + // Note: NdotL is cancelled out + bsdf.response = D * F * G * comp * occlusion * weight / (4.0 * NdotV); +} + +void mx_generalized_schlick_bsdf_transmission(vec3 V, float weight, vec3 color0, vec3 color90, float exponent, vec2 roughness, vec3 N, vec3 X, int distribution, int scatter_mode, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + FresnelData fd; + vec3 safeColor0 = max(color0, 0.0); + vec3 safeColor90 = max(color90, 0.0); + if (bsdf.thickness > 0.0) + { + fd = mx_init_fresnel_schlick_airy(safeColor0, safeColor90, exponent, bsdf.thickness, bsdf.ior); + } + else + { + fd = mx_init_fresnel_schlick(safeColor0, safeColor90, exponent); + } + vec3 F = mx_compute_fresnel(NdotV, fd); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + vec3 dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, safeColor0, safeColor90) * comp; + float avgDirAlbedo = dot(dirAlbedo, vec3(1.0 / 3.0)); + bsdf.throughput = vec3(1.0 - avgDirAlbedo * weight); + + if (scatter_mode != 0) + { + float avgF0 = dot(safeColor0, vec3(1.0 / 3.0)); + fd.ior = vec3(mx_f0_to_ior(avgF0)); + bsdf.response = mx_surface_transmission(N, V, X, safeAlpha, distribution, fd, safeColor0) * weight; + } +} + +void mx_generalized_schlick_bsdf_indirect(vec3 V, float weight, vec3 color0, vec3 color90, float exponent, vec2 roughness, vec3 N, vec3 X, int distribution, int scatter_mode, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + FresnelData fd; + vec3 safeColor0 = max(color0, 0.0); + vec3 safeColor90 = max(color90, 0.0); + if (bsdf.thickness > 0.0) + { + fd = mx_init_fresnel_schlick_airy(safeColor0, safeColor90, exponent, bsdf.thickness, bsdf.ior); + } + else + { + fd = mx_init_fresnel_schlick(safeColor0, safeColor90, exponent); + } + vec3 F = mx_compute_fresnel(NdotV, fd); + + vec2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + vec3 comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + vec3 dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, safeColor0, safeColor90) * comp; + float avgDirAlbedo = dot(dirAlbedo, vec3(1.0 / 3.0)); + bsdf.throughput = vec3(1.0 - avgDirAlbedo * weight); + + vec3 Li = mx_environment_radiance(N, V, X, safeAlpha, distribution, fd); + bsdf.response = Li * comp * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_generalized_schlick_edf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_generalized_schlick_edf.glsl new file mode 100644 index 0000000..b09748d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_generalized_schlick_edf.glsl @@ -0,0 +1,9 @@ +#include "lib/mx_microfacet.glsl" + +void mx_generalized_schlick_edf(vec3 N, vec3 V, vec3 color0, vec3 color90, float exponent, EDF base, out EDF result) +{ + N = mx_forward_facing_normal(N, V); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + vec3 f = mx_fresnel_schlick(NdotV, color0, color90, exponent); + result = base * f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_oren_nayar_diffuse_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_oren_nayar_diffuse_bsdf.glsl new file mode 100644 index 0000000..e32590d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_oren_nayar_diffuse_bsdf.glsl @@ -0,0 +1,36 @@ +#include "lib/mx_microfacet_diffuse.glsl" + +void mx_oren_nayar_diffuse_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 color, float roughness, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + normal = mx_forward_facing_normal(normal, V); + + float NdotL = clamp(dot(normal, L), M_FLOAT_EPS, 1.0); + + bsdf.response = color * occlusion * weight * NdotL * M_PI_INV; + if (roughness > 0.0) + { + bsdf.response *= mx_oren_nayar_diffuse(L, V, normal, NdotL, roughness); + } +} + +void mx_oren_nayar_diffuse_bsdf_indirect(vec3 V, float weight, vec3 color, float roughness, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + normal = mx_forward_facing_normal(normal, V); + + vec3 Li = mx_environment_irradiance(normal); + bsdf.response = Li * color * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_roughness_anisotropy.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_roughness_anisotropy.glsl new file mode 100644 index 0000000..39d266e --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_roughness_anisotropy.glsl @@ -0,0 +1,15 @@ +void mx_roughness_anisotropy(float roughness, float anisotropy, out vec2 result) +{ + float roughness_sqr = clamp(roughness*roughness, M_FLOAT_EPS, 1.0); + if (anisotropy > 0.0) + { + float aspect = sqrt(1.0 - clamp(anisotropy, 0.0, 0.98)); + result.x = min(roughness_sqr / aspect, 1.0); + result.y = roughness_sqr * aspect; + } + else + { + result.x = roughness_sqr; + result.y = roughness_sqr; + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_roughness_dual.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_roughness_dual.glsl new file mode 100644 index 0000000..f4b5383 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_roughness_dual.glsl @@ -0,0 +1,9 @@ +void mx_roughness_dual(vec2 roughness, out vec2 result) +{ + if (roughness.y < 0.0) + { + roughness.y = roughness.x; + } + result.x = clamp(roughness.x * roughness.x, M_FLOAT_EPS, 1.0); + result.y = clamp(roughness.y * roughness.y, M_FLOAT_EPS, 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_sheen_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_sheen_bsdf.glsl new file mode 100644 index 0000000..7ecd41d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_sheen_bsdf.glsl @@ -0,0 +1,43 @@ +#include "lib/mx_microfacet_sheen.glsl" + +void mx_sheen_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 color, float roughness, vec3 N, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + vec3 H = normalize(L + V); + + float NdotL = clamp(dot(N, L), M_FLOAT_EPS, 1.0); + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + float NdotH = clamp(dot(N, H), M_FLOAT_EPS, 1.0); + + vec3 fr = color * mx_imageworks_sheen_brdf(NdotL, NdotV, NdotH, roughness); + float dirAlbedo = mx_imageworks_sheen_dir_albedo(NdotV, roughness); + bsdf.throughput = vec3(1.0 - dirAlbedo * weight); + + // We need to include NdotL from the light integral here + // as in this case it's not cancelled out by the BRDF denominator. + bsdf.response = fr * NdotL * occlusion * weight; +} + +void mx_sheen_bsdf_indirect(vec3 V, float weight, vec3 color, float roughness, vec3 N, inout BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + return; + } + + N = mx_forward_facing_normal(N, V); + + float NdotV = clamp(dot(N, V), M_FLOAT_EPS, 1.0); + + float dirAlbedo = mx_imageworks_sheen_dir_albedo(NdotV, roughness); + bsdf.throughput = vec3(1.0 - dirAlbedo * weight); + + vec3 Li = mx_environment_irradiance(N); + bsdf.response = Li * color * dirAlbedo * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_subsurface_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_subsurface_bsdf.glsl new file mode 100644 index 0000000..6ad7e21 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_subsurface_bsdf.glsl @@ -0,0 +1,34 @@ +#include "lib/mx_microfacet_diffuse.glsl" + +void mx_subsurface_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 color, vec3 radius, float anisotropy, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + normal = mx_forward_facing_normal(normal, V); + + vec3 sss = mx_subsurface_scattering_approx(normal, L, P, color, radius); + float NdotL = clamp(dot(normal, L), M_FLOAT_EPS, 1.0); + float visibleOcclusion = 1.0 - NdotL * (1.0 - occlusion); + bsdf.response = sss * visibleOcclusion * weight; +} + +void mx_subsurface_bsdf_indirect(vec3 V, float weight, vec3 color, vec3 radius, float anisotropy, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + normal = mx_forward_facing_normal(normal, V); + + // For now, we render indirect subsurface as simple indirect diffuse. + vec3 Li = mx_environment_irradiance(normal); + bsdf.response = Li * color * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_translucent_bsdf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_translucent_bsdf.glsl new file mode 100644 index 0000000..063151e --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_translucent_bsdf.glsl @@ -0,0 +1,29 @@ +// We fake diffuse transmission by using diffuse reflection from the opposite side. +// So this BTDF is really a BRDF. +void mx_translucent_bsdf_reflection(vec3 L, vec3 V, vec3 P, float occlusion, float weight, vec3 color, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + // Invert normal since we're transmitting light from the other side + float NdotL = dot(L, -normal); + if (NdotL <= 0.0 || weight < M_FLOAT_EPS) + { + return; + } + + bsdf.response = color * weight * NdotL * M_PI_INV; +} + +void mx_translucent_bsdf_indirect(vec3 V, float weight, vec3 color, vec3 normal, inout BSDF bsdf) +{ + bsdf.throughput = vec3(0.0); + + if (weight < M_FLOAT_EPS) + { + return; + } + + // Invert normal since we're transmitting light from the other side + vec3 Li = mx_environment_irradiance(-normal); + bsdf.response = Li * color * weight; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_uniform_edf.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_uniform_edf.glsl new file mode 100644 index 0000000..31e8a45 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/mx_uniform_edf.glsl @@ -0,0 +1,4 @@ +void mx_uniform_edf(vec3 N, vec3 L, vec3 color, out EDF result) +{ + result = color; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/pbrlib_genglsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/pbrlib_genglsl_impl.mtlx new file mode 100644 index 0000000..fa46173 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genglsl/pbrlib_genglsl_impl.mtlx @@ -0,0 +1,80 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genmdl/pbrlib_genmdl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genmdl/pbrlib_genmdl_impl.mtlx new file mode 100644 index 0000000..a4277bf --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genmdl/pbrlib_genmdl_impl.mtlx @@ -0,0 +1,99 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genmsl/pbrlib_genmsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genmsl/pbrlib_genmsl_impl.mtlx new file mode 100644 index 0000000..8d1d2a4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genmsl/pbrlib_genmsl_impl.mtlx @@ -0,0 +1,77 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_anisotropic_vdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_anisotropic_vdf.osl new file mode 100644 index 0000000..6d52e08 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_anisotropic_vdf.osl @@ -0,0 +1,5 @@ +void mx_anisotropic_vdf(vector absorption, vector scattering, float anisotropy, output VDF vdf) +{ + // Not implemented in vanilla OSL + vdf = 0; // volume_henyey_greenstein(color(absorption), color(scattering), color(0.0), anisotropy); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_burley_diffuse_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_burley_diffuse_bsdf.osl new file mode 100644 index 0000000..5f7d397 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_burley_diffuse_bsdf.osl @@ -0,0 +1,6 @@ +void mx_burley_diffuse_bsdf(float weight, color reflectance, float roughness, normal N, output BSDF bsdf) +{ + // TODO: Implement properly. + bsdf.response = reflectance * weight * oren_nayar(N, roughness); + bsdf.throughput = color(0.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_conductor_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_conductor_bsdf.osl new file mode 100644 index 0000000..850ff58 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_conductor_bsdf.osl @@ -0,0 +1,32 @@ +#include "../lib/mx_microfacet_specular.osl" + +void mx_conductor_bsdf(float weight, color ior_n, color ior_k, vector2 roughness, normal N, vector U, string distribution, output BSDF bsdf) +{ + bsdf.throughput = color(0.0); + + if (weight < M_FLOAT_EPS) + { + bsdf.response = 0; + return; + } + + // Calculate conductor fresnel + // + // Fresnel should be based on microfacet normal + // but we have no access to that from here, so just use + // view direction and surface normal instead + // + float NdotV = fabs(dot(N,-I)); + color F = mx_fresnel_conductor(NdotV, ior_n, ior_k); + + // Calculate compensation for multiple scattering. + // This should normally be done inside the closure + // but since vanilla OSL doesen't support this we + // add it here in shader code instead. + vector2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + color comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + + // Set ior to 0.0 to disable the internal dielectric fresnel + bsdf.response = F * comp * weight * microfacet(distribution, N, U, safeAlpha.x, safeAlpha.y, 0.0, false); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_dielectric_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_dielectric_bsdf.osl new file mode 100644 index 0000000..a17fdd4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_dielectric_bsdf.osl @@ -0,0 +1,36 @@ +#include "../lib/mx_microfacet_specular.osl" + +void mx_dielectric_bsdf(float weight, color tint, float ior, vector2 roughness, normal N, vector U, string distribution, string scatter_mode, output BSDF bsdf) +{ + if (scatter_mode == "T") + { + bsdf.response = tint * weight * microfacet(distribution, N, U, roughness.x, roughness.y, ior, 1); + bsdf.throughput = tint * weight; + return; + } + + float NdotV = clamp(dot(N,-I), M_FLOAT_EPS, 1.0); + float F0 = mx_ior_to_f0(ior); + float F = mx_fresnel_schlick(NdotV, F0); + + // Calculate compensation for multiple scattering. + // This should normally be done inside the closure + // but since vanilla OSL doesen't support this we + // add it here in shader code instead. + vector2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + float comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + + // Calculate throughput from directional albedo. + float dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, ior) * comp; + bsdf.throughput = 1.0 - dirAlbedo * weight; + + if (scatter_mode == "R") + { + bsdf.response = tint * weight * comp * microfacet(distribution, N, U, safeAlpha.x, safeAlpha.y, ior, 0); + } + else + { + bsdf.response = tint * weight * comp * microfacet(distribution, N, U, safeAlpha.x, safeAlpha.y, ior, 2); + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_generalized_schlick_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_generalized_schlick_bsdf.osl new file mode 100644 index 0000000..ee34727 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_generalized_schlick_bsdf.osl @@ -0,0 +1,38 @@ +#include "../lib/mx_microfacet_specular.osl" + +void mx_generalized_schlick_bsdf(float weight, color color0, color color90, float exponent, vector2 roughness, normal N, vector U, string distribution, string scatter_mode, output BSDF bsdf) +{ + float avgF0 = dot(color0, color(1.0 / 3.0)); + float ior = mx_f0_to_ior(avgF0); + + if (scatter_mode == "T") + { + bsdf.response = weight * microfacet(distribution, N, U, roughness.x, roughness.y, ior, 1); + bsdf.throughput = weight; + return; + } + + float NdotV = fabs(dot(N,-I)); + color F = mx_fresnel_schlick(NdotV, color0, color90, exponent); + + // Calculate compensation for multiple scattering. + // This should normally be done inside the closure + // but since vanilla OSL doesen't support this we + // add it here in shader code instead. + vector2 safeAlpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float avgAlpha = mx_average_alpha(safeAlpha); + color comp = mx_ggx_energy_compensation(NdotV, avgAlpha, F); + + // Calculate throughput from directional albedo. + color dirAlbedo = mx_ggx_dir_albedo(NdotV, avgAlpha, color0, color90) * comp; + float avgDirAlbedo = dot(dirAlbedo, color(1.0 / 3.0)); + bsdf.throughput = 1.0 - avgDirAlbedo * weight; + + // Calculate the reflection response, setting IOR to zero to disable internal Fresnel. + bsdf.response = F * comp * weight * microfacet(distribution, N, U, safeAlpha.x, safeAlpha.y, 0.0, 0); + + if (scatter_mode == "RT") + { + bsdf.response += bsdf.throughput * microfacet(distribution, N, U, safeAlpha.x, safeAlpha.y, ior, 1); + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_oren_nayar_diffuse_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_oren_nayar_diffuse_bsdf.osl new file mode 100644 index 0000000..e9d0d99 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_oren_nayar_diffuse_bsdf.osl @@ -0,0 +1,5 @@ +void mx_oren_nayar_diffuse_bsdf(float weight, color _color, float roughness, normal N, output BSDF bsdf) +{ + bsdf.response = _color * weight * oren_nayar(N, roughness); + bsdf.throughput = color(0.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_sheen_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_sheen_bsdf.osl new file mode 100644 index 0000000..e94325f --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_sheen_bsdf.osl @@ -0,0 +1,24 @@ +#include "../lib/mx_microfacet_sheen.osl" + +// TODO: Vanilla OSL doesn't have a proper sheen closure, +// so use 'diffuse' scaled by sheen directional albedo for now. +void mx_sheen_bsdf(float weight, color Ks, float roughness, vector N, output BSDF bsdf) +{ + if (weight < M_FLOAT_EPS) + { + bsdf.response = 0; + bsdf.throughput = color(1.0); + return; + } + + // TODO: Normalization should not be needed. My suspicion is that + // BSDF sampling of new outgoing direction in 'testrender' needs + // to be fixed. + vector V = normalize(-I); + + float NdotV = fabs(dot(N,V)); + float alpha = clamp(roughness, M_FLOAT_EPS, 1.0); + float albedo = weight * mx_imageworks_sheen_dir_albedo(NdotV, alpha); + bsdf.response = albedo * Ks * diffuse(N); + bsdf.throughput = 1.0 - albedo; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_subsurface_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_subsurface_bsdf.osl new file mode 100644 index 0000000..17a4aff --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_subsurface_bsdf.osl @@ -0,0 +1,6 @@ +void mx_subsurface_bsdf(float weight, color _color, vector radius, float anisotropy, normal N, output BSDF bsdf) +{ + // TODO: Subsurface closure is not supported by vanilla OSL. + bsdf.response = _color * weight * diffuse(N); + bsdf.throughput = color(0.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_surface.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_surface.osl new file mode 100644 index 0000000..589a40b --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_surface.osl @@ -0,0 +1,6 @@ +void mx_surface(BSDF bsdf, EDF edf, float opacity, output surfaceshader result) +{ + result.bsdf = bsdf.response; + result.edf = edf; + result.opacity = clamp(opacity, 0.0, 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_translucent_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_translucent_bsdf.osl new file mode 100644 index 0000000..fd56a37 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/legacy/mx_translucent_bsdf.osl @@ -0,0 +1,5 @@ +void mx_translucent_bsdf(float weight, color _color, normal N, output BSDF bsdf) +{ + bsdf.response = _color * weight * translucent(N); + bsdf.throughput = color(0.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet.osl new file mode 100644 index 0000000..2c8ff80 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet.osl @@ -0,0 +1,78 @@ +float mx_square(float x) +{ + return x*x; +} + +vector2 mx_square(vector2 x) +{ + return x*x; +} + +vector mx_square(vector x) +{ + return x*x; +} + +vector4 mx_square(vector4 x) +{ + return x*x; +} + +float mx_pow5(float x) +{ + return mx_square(mx_square(x)) * x; +} + +color mx_fresnel_conductor(float cosTheta, vector n, vector k) +{ + float c2 = cosTheta*cosTheta; + vector n2_k2 = n*n + k*k; + vector nc2 = 2.0 * n * cosTheta; + + vector rs_a = n2_k2 + c2; + vector rp_a = n2_k2 * c2 + 1.0; + vector rs = (rs_a - nc2) / (rs_a + nc2); + vector rp = (rp_a - nc2) / (rp_a + nc2); + + return 0.5 * (rs + rp); +} + +// Standard Schlick Fresnel +float mx_fresnel_schlick(float cosTheta, float F0) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return F0 + (1.0 - F0) * x5; +} +color mx_fresnel_schlick(float cosTheta, color F0) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return F0 + (1.0 - F0) * x5; +} + +// Generalized Schlick Fresnel +float mx_fresnel_schlick(float cosTheta, float F0, float F90) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return mix(F0, F90, x5); +} +color mx_fresnel_schlick(float cosTheta, color F0, color F90) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + float x5 = mx_pow5(x); + return mix(F0, F90, x5); +} + +// Generalized Schlick Fresnel with a variable exponent +color mx_fresnel_schlick(float cosTheta, float f0, float f90, float exponent) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + return mix(f0, f90, pow(x, exponent)); +} +color mx_fresnel_schlick(float cosTheta, color f0, color f90, float exponent) +{ + float x = clamp(1.0 - cosTheta, 0.0, 1.0); + return mix(f0, f90, pow(x, exponent)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet_sheen.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet_sheen.osl new file mode 100644 index 0000000..384c113 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet_sheen.osl @@ -0,0 +1,15 @@ +#include "mx_microfacet.osl" + +// Rational curve fit approximation for the directional albedo of Imageworks sheen. +float mx_imageworks_sheen_dir_albedo_analytic(float NdotV, float roughness) +{ + float a = 5.25248 - 7.66024 * NdotV + 14.26377 * roughness; + float b = 1.0 + 30.66449 * NdotV + 32.53420 * roughness; + return a / b; +} + +float mx_imageworks_sheen_dir_albedo(float NdotV, float roughness) +{ + float dirAlbedo = mx_imageworks_sheen_dir_albedo_analytic(NdotV, roughness); + return clamp(dirAlbedo, 0.0, 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet_specular.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet_specular.osl new file mode 100644 index 0000000..4ee27de --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/lib/mx_microfacet_specular.osl @@ -0,0 +1,68 @@ +#include "mx_microfacet.osl" + +// Compute the average of an anisotropic alpha pair. +float mx_average_alpha(vector2 alpha) +{ + return sqrt(alpha.x * alpha.y); +} + +// Convert a real-valued index of refraction to normal-incidence reflectivity. +float mx_ior_to_f0(float ior) +{ + return mx_square((ior - 1.0) / (ior + 1.0)); +} + +// Convert normal-incidence reflectivity to real-valued index of refraction. +float mx_f0_to_ior(float F0) +{ + float sqrtF0 = sqrt(clamp(F0, 0.01, 0.99)); + return (1.0 + sqrtF0) / (1.0 - sqrtF0); +} + +// Rational quadratic fit to Monte Carlo data for GGX directional albedo. +color mx_ggx_dir_albedo(float NdotV, float alpha, color F0, color F90) +{ + float x = NdotV; + float y = alpha; + float x2 = mx_square(x); + float y2 = mx_square(y); + vector4 r = vector4(0.1003, 0.9345, 1.0, 1.0) + + vector4(-0.6303, -2.323, -1.765, 0.2281) * x + + vector4(9.748, 2.229, 8.263, 15.94) * y + + vector4(-2.038, -3.748, 11.53, -55.83) * x * y + + vector4(29.34, 1.424, 28.96, 13.08) * x2 + + vector4(-8.245, -0.7684, -7.507, 41.26) * y2 + + vector4(-26.44, 1.436, -36.11, 54.9) * x2 * y + + vector4(19.99, 0.2913, 15.86, 300.2) * x * y2 + + vector4(-5.448, 0.6286, 33.37, -285.1) * x2 * y2; + vector2 AB = vector2(r.x, r.y) / vector2(r.z, r.w); + AB.x = clamp(AB.x, 0.0, 1.0); + AB.y = clamp(AB.y, 0.0, 1.0); + return F0 * AB.x + F90 * AB.y; +} + +float mx_ggx_dir_albedo(float NdotV, float alpha, float F0, float F90) +{ + color result = mx_ggx_dir_albedo(NdotV, alpha, color(F0), color(F90)); + return result[0]; +} + +float mx_ggx_dir_albedo(float NdotV, float alpha, float ior) +{ + color result = mx_ggx_dir_albedo(NdotV, alpha, color(mx_ior_to_f0(ior)), color(1.0)); + return result[0]; +} + +// https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf +// Equations 14 and 16 +color mx_ggx_energy_compensation(float NdotV, float alpha, color Fss) +{ + float Ess = mx_ggx_dir_albedo(NdotV, alpha, 1.0, 1.0); + return 1.0 + Fss * (1.0 - Ess) / Ess; +} + +float mx_ggx_energy_compensation(float NdotV, float alpha, float Fss) +{ + color result = mx_ggx_energy_compensation(NdotV, alpha, color(Fss)); + return result[0]; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_anisotropic_vdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_anisotropic_vdf.osl new file mode 100644 index 0000000..6b2a7d5 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_anisotropic_vdf.osl @@ -0,0 +1,6 @@ +void mx_anisotropic_vdf(vector absorption, vector scattering, float anisotropy, output VDF vdf) +{ + // TODO: Need to remap parameters to match the new closure, + // or change the MaterialX spec to OSL parameterization. + vdf = 0; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_artistic_ior.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_artistic_ior.osl new file mode 100644 index 0000000..ca7f1ec --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_artistic_ior.osl @@ -0,0 +1,17 @@ +void mx_artistic_ior(color reflectivity, color edge_color, output vector ior, output vector extinction) +{ + // "Artist Friendly Metallic Fresnel", Ole Gulbrandsen, 2014 + // http://jcgt.org/published/0003/04/03/paper.pdf + + color r = clamp(reflectivity, 0.0, 0.99); + color r_sqrt = sqrt(r); + color n_min = (1.0 - r) / (1.0 + r); + color n_max = (1.0 + r_sqrt) / (1.0 - r_sqrt); + ior = mix(n_max, n_min, edge_color); + + color np1 = ior + 1.0; + color nm1 = ior - 1.0; + color k2 = (np1*np1 * r - nm1*nm1) / (1.0 - r); + k2 = max(k2, 0.0); + extinction = sqrt(k2); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_blackbody.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_blackbody.osl new file mode 100644 index 0000000..9595133 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_blackbody.osl @@ -0,0 +1,49 @@ +void mx_blackbody(float temp, output color color_value) +{ + float xc, yc; + float t, t2, t3, xc2, xc3; + + // if value outside valid range of approximation clamp to accepted temperature range + float temperature = clamp(temp, 1667.0, 25000.0); + + t = 1000.0 / temperature; + t2 = t * t; + t3 = t * t * t; + + // Cubic spline approximation for Kelvin temperature to sRGB conversion + // (https://en.wikipedia.org/wiki/Planckian_locus#Approximation) + if (temperature < 4000.0) { // 1667K <= temperature < 4000K + xc = -0.2661239 * t3 - 0.2343580 * t2 + 0.8776956 * t + 0.179910; + } + else { // 4000K <= temperature <= 25000K + xc = -3.0258469 * t3 + 2.1070379 * t2 + 0.2226347 * t + 0.240390; + } + xc2 = xc * xc; + xc3 = xc * xc * xc; + + if (temperature < 2222.0) { // 1667K <= temperature < 2222K + yc = -1.1063814 * xc3 - 1.34811020 * xc2 + 2.18555832 * xc - 0.20219683; + } + else if (temperature < 4000.0) { // 2222K <= temperature < 4000K + yc = -0.9549476 * xc3 - 1.37418593 * xc2 + 2.09137015 * xc - 0.16748867; + } + else { // 4000K <= temperature <= 25000K + yc = 3.0817580 * xc3 - 5.87338670 * xc2 + 3.75112997 * xc - 0.37001483; + } + + if (yc <= 0.0) { // avoid division by zero + color_value = color(1.0); + return; + } + + vector XYZ = vector(xc / yc, 1.0, (1 - xc - yc) / yc); + + /// XYZ to Rec.709 RGB colorspace conversion + matrix XYZ_to_RGB = matrix( 3.2406, -0.9689, 0.0557, 0.0, + -1.5372, 1.8758, -0.2040, 0.0, + -0.4986, 0.0415, 1.0570, 0.0, + 0.0, 0.0, 0.0, 1.0); + + color_value = transform(XYZ_to_RGB, XYZ); + color_value = max(color_value, vector(0.0)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_dielectric_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_dielectric_bsdf.osl new file mode 100644 index 0000000..69773b3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_dielectric_bsdf.osl @@ -0,0 +1,15 @@ +void mx_dielectric_bsdf(float weight, color tint, float ior, vector2 roughness, normal N, vector U, string distribution, string scatter_mode, output BSDF bsdf) +{ + if (scatter_mode == "R") + { + bsdf = weight * dielectric_bsdf(N, U, tint, color(0.0), roughness.x, roughness.y, ior, distribution); + } + else if (scatter_mode == "T") + { + bsdf = weight * dielectric_bsdf(N, U, color(0.0), tint, roughness.x, roughness.y, ior, distribution); + } + else + { + bsdf = weight * dielectric_bsdf(N, U, tint, tint, roughness.x, roughness.y, ior, distribution); + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_displacement_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_displacement_float.osl new file mode 100644 index 0000000..f28985f --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_displacement_float.osl @@ -0,0 +1,4 @@ +void mx_displacement_float(float displacement, float scale, output displacementshader result) +{ + result = vector(displacement * scale); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_displacement_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_displacement_vector3.osl new file mode 100644 index 0000000..2a59cb0 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_displacement_vector3.osl @@ -0,0 +1,4 @@ +void mx_displacement_vector3(vector displacement, float scale, output displacementshader result) +{ + result = displacement * scale; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_generalized_schlick_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_generalized_schlick_bsdf.osl new file mode 100644 index 0000000..955de3c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_generalized_schlick_bsdf.osl @@ -0,0 +1,15 @@ +void mx_generalized_schlick_bsdf(float weight, color color0, color color90, float exponent, vector2 roughness, normal N, vector U, string distribution, string scatter_mode, output BSDF bsdf) +{ + if (scatter_mode == "R") + { + bsdf = weight * generalized_schlick_bsdf(N, U, color(1.0), color(0.0), roughness.x, roughness.y, color0, color90, exponent, distribution); + } + else if (scatter_mode == "T") + { + bsdf = weight * generalized_schlick_bsdf(N, U, color(0.0), color(1.0), roughness.x, roughness.y, color0, color90, exponent, distribution); + } + else + { + bsdf = weight * generalized_schlick_bsdf(N, U, color(1.0), color(1.0), roughness.x, roughness.y, color0, color90, exponent, distribution); + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_generalized_schlick_edf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_generalized_schlick_edf.osl new file mode 100644 index 0000000..84ecdfc --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_generalized_schlick_edf.osl @@ -0,0 +1,8 @@ +#include "lib/mx_microfacet.osl" + +void mx_generalized_schlick_edf(color color0, color color90, float exponent, EDF base, output EDF result) +{ + float NdotV = fabs(dot(N,-I)); + color f = mx_fresnel_schlick(NdotV, color0, color90, exponent); + result = base * f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_roughness_anisotropy.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_roughness_anisotropy.osl new file mode 100644 index 0000000..48b256e --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_roughness_anisotropy.osl @@ -0,0 +1,15 @@ +void mx_roughness_anisotropy(float roughness, float anisotropy, output vector2 result) +{ + float roughness_sqr = clamp(roughness*roughness, M_FLOAT_EPS, 1.0); + if (anisotropy > 0.0) + { + float aspect = sqrt(1.0 - clamp(anisotropy, 0.0, 0.98)); + result.x = min(roughness_sqr / aspect, 1.0); + result.y = roughness_sqr * aspect; + } + else + { + result.x = roughness_sqr; + result.y = roughness_sqr; + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_roughness_dual.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_roughness_dual.osl new file mode 100644 index 0000000..6de64c7 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_roughness_dual.osl @@ -0,0 +1,12 @@ +void mx_roughness_dual(vector2 roughness, output vector2 result) +{ + result.x = clamp(roughness.x * roughness.x, M_FLOAT_EPS, 1.0); + if (roughness.y < 0.0) + { + result.y = result.x; + } + else + { + result.y = clamp(roughness.y * roughness.y, M_FLOAT_EPS, 1.0); + } +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_subsurface_bsdf.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_subsurface_bsdf.osl new file mode 100644 index 0000000..826eee2 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_subsurface_bsdf.osl @@ -0,0 +1,5 @@ +void mx_subsurface_bsdf(float weight, color _color, vector radius, float anisotropy, normal N, output BSDF bsdf) +{ + // TODO: Subsurface closure is not supported by vanilla OSL. + bsdf = _color * weight * diffuse(N); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_surface.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_surface.osl new file mode 100644 index 0000000..452592d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/mx_surface.osl @@ -0,0 +1,6 @@ +void mx_surface(BSDF bsdf, EDF edf, float opacity, output surfaceshader result) +{ + result.bsdf = bsdf; + result.edf = edf; + result.opacity = clamp(opacity, 0.0, 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/pbrlib_genosl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/pbrlib_genosl_impl.mtlx new file mode 100644 index 0000000..7a38f0f --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/genosl/pbrlib_genosl_impl.mtlx @@ -0,0 +1,77 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/pbrlib_defs.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/pbrlib_defs.mtlx new file mode 100644 index 0000000..e63625a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/pbrlib_defs.mtlx @@ -0,0 +1,420 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/pbrlib_ng.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/pbrlib_ng.mtlx new file mode 100644 index 0000000..cfc6273 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/pbrlib/pbrlib_ng.mtlx @@ -0,0 +1,22 @@ + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_hsv.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_hsv.glsl new file mode 100644 index 0000000..923e9ea --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_hsv.glsl @@ -0,0 +1,91 @@ +/* +Color transform functions. + +These funcions are modified versions of the color operators found in Open Shading Language: +github.com/imageworks/OpenShadingLanguage/blob/master/src/liboslexec/opcolor.cpp + +It contains the subset of color operators needed to implement the MaterialX +standard library. The modifications are for conversions from C++ to GLSL. + +Original copyright notice: +------------------------------------------------------------------------ +Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. +All Rights Reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: +* Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +* Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +* Neither the name of Sony Pictures Imageworks nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +------------------------------------------------------------------------ +*/ + +vec3 mx_hsvtorgb(vec3 hsv) +{ + // Reference for this technique: Foley & van Dam + float h = hsv.x; float s = hsv.y; float v = hsv.z; + if (s < 0.0001f) { + return vec3 (v, v, v); + } else { + h = 6.0f * (h - floor(h)); // expand to [0..6) + int hi = int(trunc(h)); + float f = h - float(hi); + float p = v * (1.0f-s); + float q = v * (1.0f-s*f); + float t = v * (1.0f-s*(1.0f-f)); + if (hi == 0) + return vec3 (v, t, p); + else if (hi == 1) + return vec3 (q, v, p); + else if (hi == 2) + return vec3 (p, v, t); + else if (hi == 3) + return vec3 (p, q, v); + else if (hi == 4) + return vec3 (t, p, v); + return vec3 (v, p, q); + } +} + + +vec3 mx_rgbtohsv(vec3 c) +{ + // See Foley & van Dam + float r = c.x; float g = c.y; float b = c.z; + float mincomp = min (r, min(g, b)); + float maxcomp = max (r, max(g, b)); + float delta = maxcomp - mincomp; // chroma + float h, s, v; + v = maxcomp; + if (maxcomp > 0.0f) + s = delta / maxcomp; + else s = 0.0f; + if (s <= 0.0f) + h = 0.0f; + else { + if (r >= maxcomp) h = (g-b) / delta; + else if (g >= maxcomp) h = 2.0f + (b-r) / delta; + else h = 4.0f + (r-g) / delta; + h *= (1.0f/6.0f); + if (h < 0.0f) + h += 1.0f; + } + return vec3(h, s, v); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_math.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_math.glsl new file mode 100644 index 0000000..dc15848 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_math.glsl @@ -0,0 +1,16 @@ +#define M_FLOAT_EPS 1e-8 + +float mx_square(float x) +{ + return x*x; +} + +vec2 mx_square(vec2 x) +{ + return x*x; +} + +vec3 mx_square(vec3 x) +{ + return x*x; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_noise.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_noise.glsl new file mode 100644 index 0000000..3212481 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_noise.glsl @@ -0,0 +1,636 @@ +/* +Noise Library. + +This library is a modified version of the noise library found in +Open Shading Language: +github.com/imageworks/OpenShadingLanguage/blob/master/src/include/OSL/oslnoise.h + +It contains the subset of noise types needed to implement the MaterialX +standard library. The modifications are mainly conversions from C++ to GLSL. +Produced results should be identical to the OSL noise functions. + +Original copyright notice: +------------------------------------------------------------------------ +Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. +All Rights Reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: +* Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +* Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +* Neither the name of Sony Pictures Imageworks nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +------------------------------------------------------------------------ +*/ + +float mx_select(bool b, float t, float f) +{ + return b ? t : f; +} + +float mx_negate_if(float val, bool b) +{ + return b ? -val : val; +} + +int mx_floor(float x) +{ + return int(floor(x)); +} + +// return mx_floor as well as the fractional remainder +float mx_floorfrac(float x, out int i) +{ + i = mx_floor(x); + return x - float(i); +} + +float mx_bilerp(float v0, float v1, float v2, float v3, float s, float t) +{ + float s1 = 1.0 - s; + return (1.0 - t) * (v0*s1 + v1*s) + t * (v2*s1 + v3*s); +} +vec3 mx_bilerp(vec3 v0, vec3 v1, vec3 v2, vec3 v3, float s, float t) +{ + float s1 = 1.0 - s; + return (1.0 - t) * (v0*s1 + v1*s) + t * (v2*s1 + v3*s); +} +float mx_trilerp(float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float s, float t, float r) +{ + float s1 = 1.0 - s; + float t1 = 1.0 - t; + float r1 = 1.0 - r; + return (r1*(t1*(v0*s1 + v1*s) + t*(v2*s1 + v3*s)) + + r*(t1*(v4*s1 + v5*s) + t*(v6*s1 + v7*s))); +} +vec3 mx_trilerp(vec3 v0, vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec3 v5, vec3 v6, vec3 v7, float s, float t, float r) +{ + float s1 = 1.0 - s; + float t1 = 1.0 - t; + float r1 = 1.0 - r; + return (r1*(t1*(v0*s1 + v1*s) + t*(v2*s1 + v3*s)) + + r*(t1*(v4*s1 + v5*s) + t*(v6*s1 + v7*s))); +} + +// 2 and 3 dimensional gradient functions - perform a dot product against a +// randomly chosen vector. Note that the gradient vector is not normalized, but +// this only affects the overal "scale" of the result, so we simply account for +// the scale by multiplying in the corresponding "perlin" function. +float mx_gradient_float(uint hash, float x, float y) +{ + // 8 possible directions (+-1,+-2) and (+-2,+-1) + uint h = hash & 7u; + float u = mx_select(h<4u, x, y); + float v = 2.0 * mx_select(h<4u, y, x); + // compute the dot product with (x,y). + return mx_negate_if(u, bool(h&1u)) + mx_negate_if(v, bool(h&2u)); +} +float mx_gradient_float(uint hash, float x, float y, float z) +{ + // use vectors pointing to the edges of the cube + uint h = hash & 15u; + float u = mx_select(h<8u, x, y); + float v = mx_select(h<4u, y, mx_select((h==12u)||(h==14u), x, z)); + return mx_negate_if(u, bool(h&1u)) + mx_negate_if(v, bool(h&2u)); +} +vec3 mx_gradient_vec3(uvec3 hash, float x, float y) +{ + return vec3(mx_gradient_float(hash.x, x, y), mx_gradient_float(hash.y, x, y), mx_gradient_float(hash.z, x, y)); +} +vec3 mx_gradient_vec3(uvec3 hash, float x, float y, float z) +{ + return vec3(mx_gradient_float(hash.x, x, y, z), mx_gradient_float(hash.y, x, y, z), mx_gradient_float(hash.z, x, y, z)); +} +// Scaling factors to normalize the result of gradients above. +// These factors were experimentally calculated to be: +// 2D: 0.6616 +// 3D: 0.9820 +float mx_gradient_scale2d(float v) { return 0.6616 * v; } +float mx_gradient_scale3d(float v) { return 0.9820 * v; } +vec3 mx_gradient_scale2d(vec3 v) { return 0.6616 * v; } +vec3 mx_gradient_scale3d(vec3 v) { return 0.9820 * v; } + +/// Bitwise circular rotation left by k bits (for 32 bit unsigned integers) +uint mx_rotl32(uint x, int k) +{ + return (x<>(32-k)); +} + +void mx_bjmix(inout uint a, inout uint b, inout uint c) +{ + a -= c; a ^= mx_rotl32(c, 4); c += b; + b -= a; b ^= mx_rotl32(a, 6); a += c; + c -= b; c ^= mx_rotl32(b, 8); b += a; + a -= c; a ^= mx_rotl32(c,16); c += b; + b -= a; b ^= mx_rotl32(a,19); a += c; + c -= b; c ^= mx_rotl32(b, 4); b += a; +} + +// Mix up and combine the bits of a, b, and c (doesn't change them, but +// returns a hash of those three original values). +uint mx_bjfinal(uint a, uint b, uint c) +{ + c ^= b; c -= mx_rotl32(b,14); + a ^= c; a -= mx_rotl32(c,11); + b ^= a; b -= mx_rotl32(a,25); + c ^= b; c -= mx_rotl32(b,16); + a ^= c; a -= mx_rotl32(c,4); + b ^= a; b -= mx_rotl32(a,14); + c ^= b; c -= mx_rotl32(b,24); + return c; +} + +// Convert a 32 bit integer into a floating point number in [0,1] +float mx_bits_to_01(uint bits) +{ + return float(bits) / float(uint(0xffffffff)); +} + +float mx_fade(float t) +{ + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); +} + +uint mx_hash_int(int x) +{ + uint len = 1u; + uint seed = uint(0xdeadbeef) + (len << 2u) + 13u; + return mx_bjfinal(seed+uint(x), seed, seed); +} + +uint mx_hash_int(int x, int y) +{ + uint len = 2u; + uint a, b, c; + a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u; + a += uint(x); + b += uint(y); + return mx_bjfinal(a, b, c); +} + +uint mx_hash_int(int x, int y, int z) +{ + uint len = 3u; + uint a, b, c; + a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u; + a += uint(x); + b += uint(y); + c += uint(z); + return mx_bjfinal(a, b, c); +} + +uint mx_hash_int(int x, int y, int z, int xx) +{ + uint len = 4u; + uint a, b, c; + a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u; + a += uint(x); + b += uint(y); + c += uint(z); + mx_bjmix(a, b, c); + a += uint(xx); + return mx_bjfinal(a, b, c); +} + +uint mx_hash_int(int x, int y, int z, int xx, int yy) +{ + uint len = 5u; + uint a, b, c; + a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u; + a += uint(x); + b += uint(y); + c += uint(z); + mx_bjmix(a, b, c); + a += uint(xx); + b += uint(yy); + return mx_bjfinal(a, b, c); +} + +uvec3 mx_hash_vec3(int x, int y) +{ + uint h = mx_hash_int(x, y); + // we only need the low-order bits to be random, so split out + // the 32 bit result into 3 parts for each channel + uvec3 result; + result.x = (h ) & 0xFFu; + result.y = (h >> 8 ) & 0xFFu; + result.z = (h >> 16) & 0xFFu; + return result; +} + +uvec3 mx_hash_vec3(int x, int y, int z) +{ + uint h = mx_hash_int(x, y, z); + // we only need the low-order bits to be random, so split out + // the 32 bit result into 3 parts for each channel + uvec3 result; + result.x = (h ) & 0xFFu; + result.y = (h >> 8 ) & 0xFFu; + result.z = (h >> 16) & 0xFFu; + return result; +} + +float mx_perlin_noise_float(vec2 p) +{ + int X, Y; + float fx = mx_floorfrac(p.x, X); + float fy = mx_floorfrac(p.y, Y); + float u = mx_fade(fx); + float v = mx_fade(fy); + float result = mx_bilerp( + mx_gradient_float(mx_hash_int(X , Y ), fx , fy ), + mx_gradient_float(mx_hash_int(X+1, Y ), fx-1.0, fy ), + mx_gradient_float(mx_hash_int(X , Y+1), fx , fy-1.0), + mx_gradient_float(mx_hash_int(X+1, Y+1), fx-1.0, fy-1.0), + u, v); + return mx_gradient_scale2d(result); +} + +float mx_perlin_noise_float(vec3 p) +{ + int X, Y, Z; + float fx = mx_floorfrac(p.x, X); + float fy = mx_floorfrac(p.y, Y); + float fz = mx_floorfrac(p.z, Z); + float u = mx_fade(fx); + float v = mx_fade(fy); + float w = mx_fade(fz); + float result = mx_trilerp( + mx_gradient_float(mx_hash_int(X , Y , Z ), fx , fy , fz ), + mx_gradient_float(mx_hash_int(X+1, Y , Z ), fx-1.0, fy , fz ), + mx_gradient_float(mx_hash_int(X , Y+1, Z ), fx , fy-1.0, fz ), + mx_gradient_float(mx_hash_int(X+1, Y+1, Z ), fx-1.0, fy-1.0, fz ), + mx_gradient_float(mx_hash_int(X , Y , Z+1), fx , fy , fz-1.0), + mx_gradient_float(mx_hash_int(X+1, Y , Z+1), fx-1.0, fy , fz-1.0), + mx_gradient_float(mx_hash_int(X , Y+1, Z+1), fx , fy-1.0, fz-1.0), + mx_gradient_float(mx_hash_int(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0), + u, v, w); + return mx_gradient_scale3d(result); +} + +vec3 mx_perlin_noise_vec3(vec2 p) +{ + int X, Y; + float fx = mx_floorfrac(p.x, X); + float fy = mx_floorfrac(p.y, Y); + float u = mx_fade(fx); + float v = mx_fade(fy); + vec3 result = mx_bilerp( + mx_gradient_vec3(mx_hash_vec3(X , Y ), fx , fy ), + mx_gradient_vec3(mx_hash_vec3(X+1, Y ), fx-1.0, fy ), + mx_gradient_vec3(mx_hash_vec3(X , Y+1), fx , fy-1.0), + mx_gradient_vec3(mx_hash_vec3(X+1, Y+1), fx-1.0, fy-1.0), + u, v); + return mx_gradient_scale2d(result); +} + +vec3 mx_perlin_noise_vec3(vec3 p) +{ + int X, Y, Z; + float fx = mx_floorfrac(p.x, X); + float fy = mx_floorfrac(p.y, Y); + float fz = mx_floorfrac(p.z, Z); + float u = mx_fade(fx); + float v = mx_fade(fy); + float w = mx_fade(fz); + vec3 result = mx_trilerp( + mx_gradient_vec3(mx_hash_vec3(X , Y , Z ), fx , fy , fz ), + mx_gradient_vec3(mx_hash_vec3(X+1, Y , Z ), fx-1.0, fy , fz ), + mx_gradient_vec3(mx_hash_vec3(X , Y+1, Z ), fx , fy-1.0, fz ), + mx_gradient_vec3(mx_hash_vec3(X+1, Y+1, Z ), fx-1.0, fy-1.0, fz ), + mx_gradient_vec3(mx_hash_vec3(X , Y , Z+1), fx , fy , fz-1.0), + mx_gradient_vec3(mx_hash_vec3(X+1, Y , Z+1), fx-1.0, fy , fz-1.0), + mx_gradient_vec3(mx_hash_vec3(X , Y+1, Z+1), fx , fy-1.0, fz-1.0), + mx_gradient_vec3(mx_hash_vec3(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0), + u, v, w); + return mx_gradient_scale3d(result); +} + +float mx_cell_noise_float(float p) +{ + int ix = mx_floor(p); + return mx_bits_to_01(mx_hash_int(ix)); +} + +float mx_cell_noise_float(vec2 p) +{ + int ix = mx_floor(p.x); + int iy = mx_floor(p.y); + return mx_bits_to_01(mx_hash_int(ix, iy)); +} + +float mx_cell_noise_float(vec3 p) +{ + int ix = mx_floor(p.x); + int iy = mx_floor(p.y); + int iz = mx_floor(p.z); + return mx_bits_to_01(mx_hash_int(ix, iy, iz)); +} + +float mx_cell_noise_float(vec4 p) +{ + int ix = mx_floor(p.x); + int iy = mx_floor(p.y); + int iz = mx_floor(p.z); + int iw = mx_floor(p.w); + return mx_bits_to_01(mx_hash_int(ix, iy, iz, iw)); +} + +vec3 mx_cell_noise_vec3(float p) +{ + int ix = mx_floor(p); + return vec3( + mx_bits_to_01(mx_hash_int(ix, 0)), + mx_bits_to_01(mx_hash_int(ix, 1)), + mx_bits_to_01(mx_hash_int(ix, 2)) + ); +} + +vec3 mx_cell_noise_vec3(vec2 p) +{ + int ix = mx_floor(p.x); + int iy = mx_floor(p.y); + return vec3( + mx_bits_to_01(mx_hash_int(ix, iy, 0)), + mx_bits_to_01(mx_hash_int(ix, iy, 1)), + mx_bits_to_01(mx_hash_int(ix, iy, 2)) + ); +} + +vec3 mx_cell_noise_vec3(vec3 p) +{ + int ix = mx_floor(p.x); + int iy = mx_floor(p.y); + int iz = mx_floor(p.z); + return vec3( + mx_bits_to_01(mx_hash_int(ix, iy, iz, 0)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, 1)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, 2)) + ); +} + +vec3 mx_cell_noise_vec3(vec4 p) +{ + int ix = mx_floor(p.x); + int iy = mx_floor(p.y); + int iz = mx_floor(p.z); + int iw = mx_floor(p.w); + return vec3( + mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 0)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 1)), + mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 2)) + ); +} + +float mx_fractal_noise_float(vec3 p, int octaves, float lacunarity, float diminish) +{ + float result = 0.0; + float amplitude = 1.0; + for (int i = 0; i < octaves; ++i) + { + result += amplitude * mx_perlin_noise_float(p); + amplitude *= diminish; + p *= lacunarity; + } + return result; +} + +vec3 mx_fractal_noise_vec3(vec3 p, int octaves, float lacunarity, float diminish) +{ + vec3 result = vec3(0.0); + float amplitude = 1.0; + for (int i = 0; i < octaves; ++i) + { + result += amplitude * mx_perlin_noise_vec3(p); + amplitude *= diminish; + p *= lacunarity; + } + return result; +} + +vec2 mx_fractal_noise_vec2(vec3 p, int octaves, float lacunarity, float diminish) +{ + return vec2(mx_fractal_noise_float(p, octaves, lacunarity, diminish), + mx_fractal_noise_float(p+vec3(19, 193, 17), octaves, lacunarity, diminish)); +} + +vec4 mx_fractal_noise_vec4(vec3 p, int octaves, float lacunarity, float diminish) +{ + vec3 c = mx_fractal_noise_vec3(p, octaves, lacunarity, diminish); + float f = mx_fractal_noise_float(p+vec3(19, 193, 17), octaves, lacunarity, diminish); + return vec4(c, f); +} + +float mx_worley_distance(vec2 p, int x, int y, int xoff, int yoff, float jitter, int metric) +{ + vec3 tmp = mx_cell_noise_vec3(vec2(x+xoff, y+yoff)); + vec2 off = vec2(tmp.x, tmp.y); + + off -= 0.5f; + off *= jitter; + off += 0.5f; + + vec2 cellpos = vec2(float(x), float(y)) + off; + vec2 diff = cellpos - p; + if (metric == 2) + return abs(diff.x) + abs(diff.y); // Manhattan distance + if (metric == 3) + return max(abs(diff.x), abs(diff.y)); // Chebyshev distance + // Either Euclidian or Distance^2 + return dot(diff, diff); +} + +float mx_worley_distance(vec3 p, int x, int y, int z, int xoff, int yoff, int zoff, float jitter, int metric) +{ + vec3 off = mx_cell_noise_vec3(vec3(x+xoff, y+yoff, z+zoff)); + + off -= 0.5f; + off *= jitter; + off += 0.5f; + + vec3 cellpos = vec3(float(x), float(y), float(z)) + off; + vec3 diff = cellpos - p; + if (metric == 2) + return abs(diff.x) + abs(diff.y) + abs(diff.z); // Manhattan distance + if (metric == 3) + return max(max(abs(diff.x), abs(diff.y)), abs(diff.z)); // Chebyshev distance + // Either Euclidian or Distance^2 + return dot(diff, diff); +} + +float mx_worley_noise_float(vec2 p, float jitter, int metric) +{ + int X, Y; + vec2 localpos = vec2(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y)); + float sqdist = 1e6f; // Some big number for jitter > 1 (not all GPUs may be IEEE) + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float dist = mx_worley_distance(localpos, x, y, X, Y, jitter, metric); + sqdist = min(sqdist, dist); + } + } + if (metric == 0) + sqdist = sqrt(sqdist); + return sqdist; +} + +vec2 mx_worley_noise_vec2(vec2 p, float jitter, int metric) +{ + int X, Y; + vec2 localpos = vec2(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y)); + vec2 sqdist = vec2(1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float dist = mx_worley_distance(localpos, x, y, X, Y, jitter, metric); + if (dist < sqdist.x) + { + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.y = dist; + } + } + } + if (metric == 0) + sqdist = sqrt(sqdist); + return sqdist; +} + +vec3 mx_worley_noise_vec3(vec2 p, float jitter, int metric) +{ + int X, Y; + vec2 localpos = vec2(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y)); + vec3 sqdist = vec3(1e6f, 1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float dist = mx_worley_distance(localpos, x, y, X, Y, jitter, metric); + if (dist < sqdist.x) + { + sqdist.z = sqdist.y; + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.z = sqdist.y; + sqdist.y = dist; + } + else if (dist < sqdist.z) + { + sqdist.z = dist; + } + } + } + if (metric == 0) + sqdist = sqrt(sqdist); + return sqdist; +} + +float mx_worley_noise_float(vec3 p, float jitter, int metric) +{ + int X, Y, Z; + vec3 localpos = vec3(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y), mx_floorfrac(p.z, Z)); + float sqdist = 1e6f; + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float dist = mx_worley_distance(localpos, x, y, z, X, Y, Z, jitter, metric); + sqdist = min(sqdist, dist); + } + } + } + if (metric == 0) + sqdist = sqrt(sqdist); + return sqdist; +} + +vec2 mx_worley_noise_vec2(vec3 p, float jitter, int metric) +{ + int X, Y, Z; + vec3 localpos = vec3(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y), mx_floorfrac(p.z, Z)); + vec2 sqdist = vec2(1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float dist = mx_worley_distance(localpos, x, y, z, X, Y, Z, jitter, metric); + if (dist < sqdist.x) + { + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.y = dist; + } + } + } + } + if (metric == 0) + sqdist = sqrt(sqdist); + return sqdist; +} + +vec3 mx_worley_noise_vec3(vec3 p, float jitter, int metric) +{ + int X, Y, Z; + vec3 localpos = vec3(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y), mx_floorfrac(p.z, Z)); + vec3 sqdist = vec3(1e6f, 1e6f, 1e6f); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float dist = mx_worley_distance(localpos, x, y, z, X, Y, Z, jitter, metric); + if (dist < sqdist.x) + { + sqdist.z = sqdist.y; + sqdist.y = sqdist.x; + sqdist.x = dist; + } + else if (dist < sqdist.y) + { + sqdist.z = sqdist.y; + sqdist.y = dist; + } + else if (dist < sqdist.z) + { + sqdist.z = dist; + } + } + } + } + if (metric == 0) + sqdist = sqrt(sqdist); + return sqdist; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_sampling.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_sampling.glsl new file mode 100644 index 0000000..f112d03 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/lib/mx_sampling.glsl @@ -0,0 +1,91 @@ +// Restrict to 7x7 kernel size for performance reasons +#define MX_MAX_SAMPLE_COUNT 49 +// Size of all weights for all levels (including level 1) +#define MX_WEIGHT_ARRAY_SIZE 84 + +// +// Function to compute the sample size relative to a texture coordinate +// +vec2 mx_compute_sample_size_uv(vec2 uv, float filterSize, float filterOffset) +{ + vec2 derivUVx = dFdx(uv) * 0.5f; + vec2 derivUVy = dFdy(uv) * 0.5f; + float derivX = abs(derivUVx.x) + abs(derivUVy.x); + float derivY = abs(derivUVx.y) + abs(derivUVy.y); + float sampleSizeU = 2.0f * filterSize * derivX + filterOffset; + if (sampleSizeU < 1.0E-05f) + sampleSizeU = 1.0E-05f; + float sampleSizeV = 2.0f * filterSize * derivY + filterOffset; + if (sampleSizeV < 1.0E-05f) + sampleSizeV = 1.0E-05f; + return vec2(sampleSizeU, sampleSizeV); +} + +// +// Compute a normal mapped to 0..1 space based on a set of input +// samples using a Sobel filter. +// +vec3 mx_normal_from_samples_sobel(float S[9], float _scale) +{ + float nx = S[0] - S[2] + (2.0*S[3]) - (2.0*S[5]) + S[6] - S[8]; + float ny = S[0] + (2.0*S[1]) + S[2] - S[6] - (2.0*S[7]) - S[8]; + float nz = max(_scale, M_FLOAT_EPS) * sqrt(max(1.0 - nx * nx - ny * ny, M_FLOAT_EPS)); + vec3 norm = normalize(vec3(nx, ny, nz)); + return (norm + 1.0) * 0.5; +} + +// +// Apply filter for float samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +float mx_convolution_float(float S[MX_MAX_SAMPLE_COUNT], float W[MX_WEIGHT_ARRAY_SIZE], int offset, int sampleCount) +{ + float result = 0.0; + for (int i = 0; i < sampleCount; i++) + { + result += S[i]*W[i+offset]; + } + return result; +} + +// +// Apply filter for vec2 samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +vec2 mx_convolution_vec2(vec2 S[MX_MAX_SAMPLE_COUNT], float W[MX_WEIGHT_ARRAY_SIZE], int offset, int sampleCount) +{ + vec2 result = vec2(0.0); + for (int i=0; i= high) + result = 1.0; + else + result = smoothstep(low, high, val); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector2.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector2.glsl new file mode 100644 index 0000000..f0e630a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector2.glsl @@ -0,0 +1,7 @@ +#include "mx_smoothstep_float.glsl" + +void mx_smoothstep_vector2(vec2 val, vec2 low, vec2 high, out vec2 result) +{ + mx_smoothstep_float(val.x, low.x, high.x, result.x); + mx_smoothstep_float(val.y, low.y, high.y, result.y); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector3.glsl new file mode 100644 index 0000000..b609478 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector3.glsl @@ -0,0 +1,8 @@ +#include "mx_smoothstep_float.glsl" + +void mx_smoothstep_vector3(vec3 val, vec3 low, vec3 high, out vec3 result) +{ + mx_smoothstep_float(val.x, low.x, high.x, result.x); + mx_smoothstep_float(val.y, low.y, high.y, result.y); + mx_smoothstep_float(val.z, low.z, high.z, result.z); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector4.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector4.glsl new file mode 100644 index 0000000..1a2d4a9 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_smoothstep_vector4.glsl @@ -0,0 +1,9 @@ +#include "mx_smoothstep_float.glsl" + +void mx_smoothstep_vector4(vec4 val, vec4 low, vec4 high, out vec4 result) +{ + mx_smoothstep_float(val.x, low.x, high.x, result.x); + mx_smoothstep_float(val.y, low.y, high.y, result.y); + mx_smoothstep_float(val.z, low.z, high.z, result.z); + mx_smoothstep_float(val.w, low.w, high.w, result.w); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_float.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_float.glsl new file mode 100644 index 0000000..7331c48 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_float.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splitlr_float(float valuel, float valuer, float center, vec2 texcoord, out float result) +{ + result = mix(valuel, valuer, mx_aastep(center, texcoord.x)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector2.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector2.glsl new file mode 100644 index 0000000..820ac09 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector2.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splitlr_vector2(vec2 valuel, vec2 valuer, float center, vec2 texcoord, out vec2 result) +{ + result = mix(valuel, valuer, mx_aastep(center, texcoord.x)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector3.glsl new file mode 100644 index 0000000..7ac28b4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector3.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splitlr_vector3(vec3 valuel, vec3 valuer, float center, vec2 texcoord, out vec3 result) +{ + result = mix(valuel, valuer, mx_aastep(center, texcoord.x)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector4.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector4.glsl new file mode 100644 index 0000000..7edc726 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splitlr_vector4.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splitlr_vector4(vec4 valuel, vec4 valuer, float center, vec2 texcoord, out vec4 result) +{ + result = mix(valuel, valuer, mx_aastep(center, texcoord.x)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_float.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_float.glsl new file mode 100644 index 0000000..31b4992 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_float.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splittb_float(float valuet, float valueb, float center, vec2 texcoord, out float result) +{ + result = mix(valuet, valueb, mx_aastep(center, texcoord.y)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector2.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector2.glsl new file mode 100644 index 0000000..12b0bcf --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector2.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splittb_vector2(vec2 valuet, vec2 valueb, float center, vec2 texcoord, out vec2 result) +{ + result = mix(valuet, valueb, mx_aastep(center, texcoord.y)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector3.glsl new file mode 100644 index 0000000..ff468b3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector3.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splittb_vector3(vec3 valuet, vec3 valueb, float center, vec2 texcoord, out vec3 result) +{ + result = mix(valuet, valueb, mx_aastep(center, texcoord.y)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector4.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector4.glsl new file mode 100644 index 0000000..97fa787 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_splittb_vector4.glsl @@ -0,0 +1,6 @@ +#include "mx_aastep.glsl" + +void mx_splittb_vector4(vec4 valuet, vec4 valueb, float center, vec2 texcoord, out vec4 result) +{ + result = mix(valuet, valueb, mx_aastep(center, texcoord.y)); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_transformmatrix_vector2M3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_transformmatrix_vector2M3.glsl new file mode 100644 index 0000000..2afc024 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_transformmatrix_vector2M3.glsl @@ -0,0 +1,5 @@ +void mx_transformmatrix_vector2M3(vec2 val, mat3 transform, out vec2 result) +{ + vec3 res = transform * vec3(val, 1.0); + result = res.xy; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_transformmatrix_vector3M4.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_transformmatrix_vector3M4.glsl new file mode 100644 index 0000000..2e16244 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_transformmatrix_vector3M4.glsl @@ -0,0 +1,5 @@ +void mx_transformmatrix_vector3M4(vec3 val, mat4 transform, out vec3 result) +{ + vec4 res = transform * vec4(val, 1.0); + result = res.xyz; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_unpremult_color4.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_unpremult_color4.glsl new file mode 100644 index 0000000..c4503b4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_unpremult_color4.glsl @@ -0,0 +1,4 @@ +void mx_unpremult_color4(vec4 _in, out vec4 result) +{ + result = vec4(_in.rgb / _in.a, _in.a); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_float.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_float.glsl new file mode 100644 index 0000000..75368e4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_float.glsl @@ -0,0 +1,6 @@ +#include "lib/mx_noise.glsl" + +void mx_worleynoise2d_float(vec2 texcoord, float jitter, out float result) +{ + result = mx_worley_noise_float(texcoord, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_vector2.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_vector2.glsl new file mode 100644 index 0000000..1a63c0c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_vector2.glsl @@ -0,0 +1,6 @@ +#include "lib/mx_noise.glsl" + +void mx_worleynoise2d_vector2(vec2 texcoord, float jitter, out vec2 result) +{ + result = mx_worley_noise_vec2(texcoord, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_vector3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_vector3.glsl new file mode 100644 index 0000000..ee4ce42 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise2d_vector3.glsl @@ -0,0 +1,6 @@ +#include "lib/mx_noise.glsl" + +void mx_worleynoise2d_vector3(vec2 texcoord, float jitter, out vec3 result) +{ + result = mx_worley_noise_vec3(texcoord, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_float.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_float.glsl new file mode 100644 index 0000000..738d2f6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_float.glsl @@ -0,0 +1,6 @@ +#include "lib/mx_noise.glsl" + +void mx_worleynoise3d_float(vec3 position, float jitter, out float result) +{ + result = mx_worley_noise_float(position, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_vector2.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_vector2.glsl new file mode 100644 index 0000000..22bfe8d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_vector2.glsl @@ -0,0 +1,6 @@ +#include "lib/mx_noise.glsl" + +void mx_worleynoise3d_vector2(vec3 position, float jitter, out vec2 result) +{ + result = mx_worley_noise_vec2(position, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_vector3.glsl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_vector3.glsl new file mode 100644 index 0000000..ac6f712 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/mx_worleynoise3d_vector3.glsl @@ -0,0 +1,6 @@ +#include "lib/mx_noise.glsl" + +void mx_worleynoise3d_vector3(vec3 position, float jitter, out vec3 result) +{ + result = mx_worley_noise_vec3(position, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/stdlib_genglsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/stdlib_genglsl_impl.mtlx new file mode 100644 index 0000000..243a264 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genglsl/stdlib_genglsl_impl.mtlx @@ -0,0 +1,775 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_math.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_math.metal new file mode 100644 index 0000000..e073dda --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_math.metal @@ -0,0 +1,107 @@ +#define M_FLOAT_EPS 1e-8 + +float mx_square(float x) +{ + return x*x; +} + +vec2 mx_square(vec2 x) +{ + return x*x; +} + +vec3 mx_square(vec3 x) +{ + return x*x; +} + +#ifdef __DECL_GL_MATH_FUNCTIONS__ + +float radians(float degree) { return (degree * M_PI_F / 180.0f); } + +float3x3 inverse(float3x3 m) +{ + float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0]; + float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1]; + float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2]; + + float det = determinant(m); + float idet = 1.0f / det; + + float3x3 ret; + + ret[0][0] = idet * (n22 * n33 - n32 * n23); + ret[1][0] = idet * (n32 * n13 - n12 * n33); + ret[2][0] = idet * (n12 * n23 - n22 * n13); + + ret[0][1] = idet * (n31 * n23 - n21 * n33); + ret[1][1] = idet * (n11 * n33 - n31 * n13); + ret[2][1] = idet * (n21 * n13 - n11 * n23); + + ret[0][2] = idet * (n21 * n32 - n31 * n22); + ret[1][2] = idet * (n31 * n12 - n11 * n32); + ret[2][2] = idet * (n11 * n22 - n21 * n12); + + return ret; +} + +float4x4 inverse(float4x4 m) +{ + float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; + float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; + float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; + float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; + + float t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44; + float t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44; + float t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44; + float t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + float det = determinant(m); + float idet = 1.0f / det; + + float4x4 ret; + + ret[0][0] = t11 * idet; + ret[0][1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * idet; + ret[0][2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * idet; + ret[0][3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * idet; + + ret[1][0] = t12 * idet; + ret[1][1] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * idet; + ret[1][2] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * idet; + ret[1][3] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * idet; + + ret[2][0] = t13 * idet; + ret[2][1] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * idet; + ret[2][2] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * idet; + ret[2][3] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * idet; + + ret[3][0] = t14 * idet; + ret[3][1] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * idet; + ret[3][2] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * idet; + ret[3][3] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * idet; + + return ret; +} + +template +T1 mod(T1 x, T2 y) +{ + return x - y * floor(x/y); +} + +template +T atan(T y_over_x) { return ::atan(y_over_x); } + +template +T atan(T y, T x) { return ::atan2(y, x); } + +#define lessThan(a, b) ((a) < (b)) +#define lessThanEqual(a, b) ((a) <= (b)) +#define greaterThan(a, b) ((a) > (b)) +#define greaterThanEqual(a, b) ((a) >= (b)) +#define equal(a, b) ((a) == (b)) +#define notEqual(a, b) ((a) != (b)) + +#endif diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_matscalaroperators.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_matscalaroperators.metal new file mode 100644 index 0000000..2b32a45 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_matscalaroperators.metal @@ -0,0 +1,55 @@ +float3x3 operator+(float3x3 a, float b) +{ + return a + float3x3(b,b,b,b,b,b,b,b,b); +} + +float4x4 operator+(float4x4 a, float b) +{ + return a + float4x4(b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b); +} + +float3x3 operator-(float3x3 a, float b) +{ + return a - float3x3(b,b,b,b,b,b,b,b,b); +} + +float4x4 operator-(float4x4 a, float b) +{ + return a - float4x4(b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b); +} + +float3x3 operator/(float3x3 a, float3x3 b) +{ + for(int i = 0; i < 3; ++i) + for(int j = 0; j < 3; ++j) + a[i][j] /= b[i][j]; + + return a; +} + +float4x4 operator/(float4x4 a, float4x4 b) +{ + for(int i = 0; i < 4; ++i) + for(int j = 0; j < 4; ++j) + a[i][j] /= b[i][j]; + + return a; +} + +float3x3 operator/(float3x3 a, float b) +{ + for(int i = 0; i < 3; ++i) + for(int j = 0; j < 3; ++j) + a[i][j] /= b; + + return a; +} + +float4x4 operator/(float4x4 a, float b) +{ + for(int i = 0; i < 4; ++i) + for(int j = 0; j < 4; ++j) + a[i][j] /= b; + + return a; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_sampling.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_sampling.metal new file mode 100644 index 0000000..293de24 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/lib/mx_sampling.metal @@ -0,0 +1,91 @@ +// Restrict to 7x7 kernel size for performance reasons +#define MX_MAX_SAMPLE_COUNT 49 +// Size of all weights for all levels (including level 1) +#define MX_WEIGHT_ARRAY_SIZE 84 + +// +// Function to compute the sample size relative to a texture coordinate +// +vec2 mx_compute_sample_size_uv(vec2 uv, float filterSize, float filterOffset) +{ + vec2 derivUVx = dFdx(uv) * 0.5f; + vec2 derivUVy = dFdy(uv) * 0.5f; + float derivX = abs(derivUVx.x) + abs(derivUVy.x); + float derivY = abs(derivUVx.y) + abs(derivUVy.y); + float sampleSizeU = 2.0f * filterSize * derivX + filterOffset; + if (sampleSizeU < 1.0E-05f) + sampleSizeU = 1.0E-05f; + float sampleSizeV = 2.0f * filterSize * derivY + filterOffset; + if (sampleSizeV < 1.0E-05f) + sampleSizeV = 1.0E-05f; + return vec2(sampleSizeU, sampleSizeV); +} + +// +// Compute a normal mapped to 0..1 space based on a set of input +// samples using a Sobel filter. +// +vec3 mx_normal_from_samples_sobel(constant float S[9], float _scale) +{ + float nx = S[0] - S[2] + (2.0*S[3]) - (2.0*S[5]) + S[6] - S[8]; + float ny = S[0] + (2.0*S[1]) + S[2] - S[6] - (2.0*S[7]) - S[8]; + float nz = max(_scale, M_FLOAT_EPS) * sqrt(max(1.0 - nx * nx - ny * ny, M_FLOAT_EPS)); + vec3 norm = normalize(vec3(nx, ny, nz)); + return (norm + 1.0) * 0.5; +} + +// +// Apply filter for float samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +float mx_convolution_float(float S[MX_MAX_SAMPLE_COUNT], constant float W[MX_WEIGHT_ARRAY_SIZE], int offset, int sampleCount) +{ + float result = 0.0; + for (int i = 0; i < sampleCount; i++) + { + result += S[i]*W[i+offset]; + } + return result; +} + +// +// Apply filter for vec2 samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +vec2 mx_convolution_vec2(vec2 S[MX_MAX_SAMPLE_COUNT], constant float W[MX_WEIGHT_ARRAY_SIZE], int offset, int sampleCount) +{ + vec2 result = vec2(0.0); + for (int i=0; i tex; + sampler s; + int get_width() { return tex.get_width(); } + int get_height() { return tex.get_height(); } + int get_num_mip_levels() { return tex.get_num_mip_levels(); } +}; + +int get_width(MetalTexture mtlTex) { return mtlTex.get_width(); } + +float4 texture(MetalTexture mtlTex, float2 uv) +{ + return mtlTex.tex.sample(mtlTex.s, uv); +} + +float4 textureLod(MetalTexture mtlTex, float2 uv, float lod) +{ + return mtlTex.tex.sample(mtlTex.s, uv, level(lod)); +} + +int2 textureSize(MetalTexture mtlTex, int mipLevel) +{ + return int2(mtlTex.get_width(), mtlTex.get_height()); +} + +int texture_mips(MetalTexture mtlTex) +{ + return mtlTex.tex.get_num_mip_levels(); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_color3.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_color3.metal new file mode 100644 index 0000000..856d79c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_color3.metal @@ -0,0 +1,9 @@ +#include "mx_burn_float.metal" + +void mx_burn_color3(vec3 fg, vec3 bg, float mixval, out vec3 result) +{ + float f; + mx_burn_float(fg.x, bg.x, mixval, f); result.x = f; + mx_burn_float(fg.y, bg.y, mixval, f); result.y = f; + mx_burn_float(fg.z, bg.z, mixval, f); result.z = f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_color4.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_color4.metal new file mode 100644 index 0000000..48dc6bf --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_color4.metal @@ -0,0 +1,10 @@ +#include "mx_burn_float.metal" + +void mx_burn_color4(vec4 fg, vec4 bg, float mixval, out vec4 result) +{ + float f; + mx_burn_float(fg.x, bg.x, mixval, f); result.x = f; + mx_burn_float(fg.y, bg.y, mixval, f); result.y = f; + mx_burn_float(fg.z, bg.z, mixval, f); result.z = f; + mx_burn_float(fg.w, bg.w, mixval, f); result.w = f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_float.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_float.metal new file mode 100644 index 0000000..31d981d --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_burn_float.metal @@ -0,0 +1,9 @@ +void mx_burn_float(float fg, float bg, float mixval, out float result) +{ + if (abs(fg) < M_FLOAT_EPS) + { + result = 0.0; + return; + } + result = mixval*(1.0 - ((1.0 - bg) / fg)) + ((1.0-mixval)*bg); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_color3.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_color3.metal new file mode 100644 index 0000000..864a6a2 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_color3.metal @@ -0,0 +1,9 @@ +#include "mx_dodge_float.metal" + +void mx_dodge_color3(vec3 fg, vec3 bg, float mixval, out vec3 result) +{ + float f; + mx_dodge_float(fg.x, bg.x, mixval, f); result.x = f; + mx_dodge_float(fg.y, bg.y, mixval, f); result.y = f; + mx_dodge_float(fg.z, bg.z, mixval, f); result.z = f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_color4.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_color4.metal new file mode 100644 index 0000000..dc226b4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_color4.metal @@ -0,0 +1,10 @@ +#include "mx_dodge_float.metal" + +void mx_dodge_color4(vec4 fg , vec4 bg , float mixval, out vec4 result) +{ + float f; + mx_dodge_float(fg.x, bg.x, mixval, f); result.x = f; + mx_dodge_float(fg.y, bg.y, mixval, f); result.y = f; + mx_dodge_float(fg.z, bg.z, mixval, f); result.z = f; + mx_dodge_float(fg.w, bg.w, mixval, f); result.w = f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_float.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_float.metal new file mode 100644 index 0000000..f138354 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_dodge_float.metal @@ -0,0 +1,9 @@ +void mx_dodge_float(float fg, float bg, float mixval, out float result) +{ + if (abs(1.0 - fg) < M_FLOAT_EPS) + { + result = 0.0; + return; + } + result = mixval*(bg / (1.0 - fg)) + ((1.0-mixval)*bg); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_normalmap.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_normalmap.metal new file mode 100644 index 0000000..a3ffeda --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_normalmap.metal @@ -0,0 +1,21 @@ +void mx_normalmap_vector2(vec3 value, int map_space, vec2 normal_scale, vec3 N, vec3 T, out vec3 result) +{ + // Decode the normal map. + value = all(value == vec3(0.0f)) ? vec3(0.0, 0.0, 1.0) : value * 2.0 - 1.0; + + // Transform from tangent space if needed. + if (map_space == 0) + { + vec3 B = normalize(cross(N, T)); + value.xy *= normal_scale; + value = T * value.x + B * value.y + N * value.z; + } + + // Normalize the result. + result = normalize(value); +} + +void mx_normalmap_float(vec3 value, int map_space, float normal_scale, vec3 N, vec3 T, out vec3 result) +{ + mx_normalmap_vector2(value, map_space, vec2(normal_scale), N, T, result); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_float.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_float.metal new file mode 100644 index 0000000..1bca2e4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_float.metal @@ -0,0 +1,9 @@ +void mx_smoothstep_float(float val, float low, float high, out float result) +{ + if (val <= low) + result = 0.0; + else if (val >= high) + result = 1.0; + else + result = smoothstep(low, high, val); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector2.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector2.metal new file mode 100644 index 0000000..34fec59 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector2.metal @@ -0,0 +1,8 @@ +#include "mx_smoothstep_float.metal" + +void mx_smoothstep_vector2(vec2 val, vec2 low, vec2 high, out vec2 result) +{ + float f; + mx_smoothstep_float(val.x, low.x, high.x, f); result.x = f; + mx_smoothstep_float(val.y, low.y, high.y, f); result.y = f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector3.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector3.metal new file mode 100644 index 0000000..5b0a9b6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector3.metal @@ -0,0 +1,9 @@ +#include "mx_smoothstep_float.metal" + +void mx_smoothstep_vector3(vec3 val, vec3 low, vec3 high, thread vec3& result) + { + float f; + mx_smoothstep_float(val.x, low.x, high.x, f); result.x = f; + mx_smoothstep_float(val.y, low.y, high.y, f); result.y = f; + mx_smoothstep_float(val.z, low.z, high.z, f); result.z = f; + } \ No newline at end of file diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector4.metal b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector4.metal new file mode 100644 index 0000000..04dc755 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/mx_smoothstep_vector4.metal @@ -0,0 +1,10 @@ +#include "mx_smoothstep_float.metal" + +void mx_smoothstep_vector4(vec4 val, vec4 low, vec4 high, out vec4 result) +{ + float f; + mx_smoothstep_float(val.x, low.x, high.x, f); result.x = f; + mx_smoothstep_float(val.y, low.y, high.y, f); result.y = f; + mx_smoothstep_float(val.z, low.z, high.z, f); result.z = f; + mx_smoothstep_float(val.w, low.w, high.w, f); result.w = f; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/stdlib_genmsl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/stdlib_genmsl_impl.mtlx new file mode 100644 index 0000000..e8b6110 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genmsl/stdlib_genmsl_impl.mtlx @@ -0,0 +1,774 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/color4.h b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/color4.h new file mode 100644 index 0000000..dcee101 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/color4.h @@ -0,0 +1,343 @@ +// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al. +// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE + +#pragma once +#define COLOR4_H + + +// color4 is a color + alpha +struct color4 +{ + color rgb; + float a; +}; + + + +// +// For color4, define math operators to match color +// + +color4 __operator__neg__(color4 a) +{ + return color4(-a.rgb, -a.a); +} + +color4 __operator__add__(color4 a, color4 b) +{ + return color4(a.rgb + b.rgb, a.a + b.a); +} + +color4 __operator__add__(color4 a, int b) +{ + return a + color4(color(b), b); +} + +color4 __operator__add__(color4 a, float b) +{ + return a + color4(color(b), b); +} + +color4 __operator__add__(int a, color4 b) +{ + return color4(color(a), a) + b; +} + +color4 __operator__add__(float a, color4 b) +{ + return color4(color(a), a) + b; +} + +color4 __operator__sub__(color4 a, color4 b) +{ + return color4(a.rgb - b.rgb, a.a - b.a); +} + +color4 __operator__sub__(color4 a, int b) +{ + return a - color4(color(b), b); +} + +color4 __operator__sub__(color4 a, float b) +{ + return a - color4(color(b), b); +} + +color4 __operator__sub__(int a, color4 b) +{ + return color4(color(a), a) - b; +} + +color4 __operator__sub__(float a, color4 b) +{ + return color4(color(a), a) - b; +} + +color4 __operator__mul__(color4 a, color4 b) +{ + return color4(a.rgb * b.rgb, a.a * b.a); +} + +color4 __operator__mul__(color4 a, int b) +{ + return a * color4(color(b), b); +} + +color4 __operator__mul__(color4 a, float b) +{ + return a * color4(color(b), b); +} + +color4 __operator__mul__(int a, color4 b) +{ + return color4(color(a), a) * b; +} + +color4 __operator__mul__(float a, color4 b) +{ + return color4(color(a), a) * b; +} + +color4 __operator__div__(color4 a, color4 b) +{ + return color4(a.rgb / b.rgb, a.a / b.a); +} + +color4 __operator__div__(color4 a, int b) +{ + float b_inv = 1.0/b; + return a * color4(color(b_inv), b_inv); +} + +color4 __operator__div__(color4 a, float b) +{ + float b_inv = 1.0/b; + return a * color4(color(b_inv), b_inv); +} + +color4 __operator_div__(int a, color4 b) +{ + return color4(color(a), a) / b; +} + +color4 __operator__div__(float a, color4 b) +{ + return color4(color(a), a) / b; +} + +int __operator__eq__(color4 a, color4 b) +{ + return (a.rgb == b.rgb) && (a.a == b.a); +} + +int __operator__ne__(color4 a, color4 b) +{ + return (a.rgb != b.rgb) || (a.a != b.a); +} + + + +// +// For color4, define most of the stdosl functions to match color +// + +color4 abs(color4 a) +{ + return color4(abs(a.rgb), abs(a.a)); +} + +color4 ceil(color4 a) +{ + return color4(ceil(a.rgb), ceil(a.a)); +} + +color4 round(color4 a) +{ + return color4(round(a.rgb), round(a.a)); +} + +color4 floor(color4 a) +{ + return color4(floor(a.rgb), floor(a.a)); +} + +color4 sqrt(color4 a) +{ + return color4(sqrt(a.rgb), sqrt(a.a)); +} + +color4 exp(color4 a) +{ + return color4(exp(a.rgb), exp(a.a)); +} + +color4 log(color4 a) +{ + return color4(log(a.rgb), log(a.a)); +} + +color4 log2(color4 a) +{ + return color4(log2(a.rgb), log2(a.a)); +} + +color4 mix(color4 a, color4 b, float x ) +{ + return color4(mix(a.rgb, b.rgb, x), + mix(a.a, b.a, x)); +} + +color4 mix(color4 a, color4 b, color4 x ) +{ + return color4(mix(a.rgb, b.rgb, x.rgb), + mix(a.a, b.a, x.a)); +} + +float dot(color4 a, color b) +{ + return dot(a.rgb, b); +} + +color4 smoothstep(color4 edge0, color4 edge1, color4 c) +{ + return color4(smoothstep(edge0.rgb, edge1.rgb, c.rgb), + smoothstep(edge0.a, edge1.a, c.a)); +} + +color4 smoothstep(float edge0, float edge1, color4 c) +{ + return smoothstep(color4(color(edge0), edge0), color4(color(edge1), edge1), c); +} + +color4 clamp(color4 c, color4 minval, color4 maxval) +{ + return color4(clamp(c.rgb, minval.rgb, maxval.rgb), + clamp(c.a, minval.a, maxval.a)); +} + +color4 clamp(color4 c, float minval, float maxval) +{ + return clamp(c, color4(color(minval), minval), color4(color(maxval), maxval)); +} + +color4 max(color4 a, color4 b) +{ + return color4(max(a.rgb, b.rgb), + max(a.a, b.a)); +} + +color4 max(color4 a, float b) +{ + return color4(max(a.rgb, b), + max(a.a, b)); +} + +color4 min(color4 a, color4 b) +{ + return color4(min(a.rgb, b.rgb), + min(a.a, b.a)); +} + +color4 min(color4 a, float b) +{ + return color4(min(a.rgb, b), + min(a.a, b)); +} + +color4 mod(color4 a, color4 b) +{ + return color4(mod(a.rgb, b.rgb), + mod(a.a, b.a)); +} + +color4 mod(color4 a, int b) +{ + return mod(a, color4(color(b), b)); +} + +color4 mod(color4 a, float b) +{ + return mod(a, color4(color(b), b)); +} + +color4 fmod(color4 a, color4 b) +{ + return color4(fmod(a.rgb, b.rgb), + fmod(a.a, b.a)); +} + +color4 fmod(color4 a, int b) +{ + return fmod(a, color4(color(b), b)); +} + +color4 fmod(color4 a, float b) +{ + return fmod(a, color4(color(b), b)); +} + +color4 pow(color4 base, color4 power) +{ + return color4(pow(base.rgb, power.rgb), + pow(base.a, power.a)); +} + +color4 pow(color4 base, float power) +{ + return color4(pow(base.rgb, power), + pow(base.a, power)); +} + +color4 sign(color4 a) +{ + return color4(sign(a.rgb), + sign(a.a)); +} + +color4 sin(color4 a) +{ + return color4(sin(a.rgb), + sin(a.a)); +} + +color4 cos(color4 a) +{ + return color4(cos(a.rgb), + cos(a.a)); +} + +color4 tan(color4 a) +{ + return color4(tan(a.rgb), + tan(a.a)); +} + +color4 asin(color4 a) +{ + return color4(asin(a.rgb), + asin(a.a)); +} + +color4 acos(color4 a) +{ + return color4(acos(a.rgb), + acos(a.a)); +} + +color4 atan2(color4 a, float f) +{ + return color4(atan2(a.rgb, f), + atan2(a.a, f)); +} + +color4 atan2(color4 a, color4 b) +{ + return color4(atan2(a.rgb, b.rgb), + atan2(a.a, b.a)); +} + + +color4 transformc (string fromspace, string tospace, color4 C) +{ + return color4 (transformc (fromspace, tospace, C.rgb), C.a); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/matrix33.h b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/matrix33.h new file mode 100644 index 0000000..05537de --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/matrix33.h @@ -0,0 +1,165 @@ +// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al. +// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE +// +// MaterialX specification (c) 2017 Lucasfilm Ltd. +// http://www.materialx.org/ + +#pragma once +#define MATRIX33_H + + +struct matrix33 +{ + matrix m; +}; + +int isValidAs33(matrix m44) +{ + return m44[0][3] == 0 && + m44[1][3] == 0 && + m44[2][3] == 0 && + m44[3][0] == 0 && + m44[3][1] == 0 && + m44[3][2] == 0 && + m44[3][3] == 1; +} + +matrix matrix33To44 (matrix33 m33) +{ + return m33.m; +} + +// Convert an arbitrary m44 to m33 by removing the translation +//QUESTION: should we check if it's valid to represent the 4x4 as a 3x3? +matrix33 matrix44To33 (matrix m44) +{ + matrix33 m33; + m33.m = m44; + m33.m[0][3] = 0; + m33.m[1][3] = 0; + m33.m[2][3] = 0; + m33.m[3][0] = 0; + m33.m[3][1] = 0; + m33.m[3][2] = 0; + m33.m[3][3] = 1; + + return m33; +} + +matrix33 __operator__neg__(matrix33 a) +{ + matrix33 m33; + m33.m = -a.m; + return m33; +} + + +matrix33 __operator__mul__(int a, matrix33 b) +{ + matrix33 m33; + m33.m = a * b.m; + return m33; +} + +matrix33 __operator__mul__(float a, matrix33 b) +{ + matrix33 m33; + m33.m = a * b.m; + return m33; +} + +matrix33 __operator__mul__(matrix33 a, int b) +{ + matrix33 m33; + m33.m = a.m * b; + return m33; +} + +matrix33 __operator__mul__(matrix33 a, float b) +{ + matrix33 m33; + m33.m = a.m * b; + return m33; +} + +matrix33 __operator__mul__(matrix33 a, matrix33 b) +{ + matrix33 m33; + m33.m = a.m * b.m; + return m33; +} + +matrix33 __operator__div__(int a, matrix33 b) +{ + matrix33 m33; + m33.m = a / b.m; + return m33; +} + +matrix33 __operator__div__(float a, matrix33 b) +{ + matrix33 m33; + m33.m = a / b.m; + return m33; +} + +matrix33 __operator__div__(matrix33 a, int b) +{ + matrix33 m33; + m33.m = a.m / b; + return m33; +} + +matrix33 __operator__div__(matrix33 a, float b) +{ + matrix33 m33; + m33.m = a.m / b; + return m33; +} + +matrix33 __operator__div__(matrix33 a, matrix33 b) +{ + matrix33 m33; + m33.m = a.m / b.m; + return m33; +} + +int __operator__eq__(matrix33 a, matrix33 b) +{ + return a.m == b.m; +} + +int __operator__ne__(matrix33 a, matrix33 b) +{ + return a.m != b.m; +} + +float determinant (matrix33 a) +{ + return determinant(a.m); +} + +matrix33 transpose(matrix33 a) +{ + matrix33 m33; + m33.m = transpose(a.m); + return m33; +} + +point transform(matrix33 a, point b) +{ + return transform(a.m, b); +} + +vector transform(matrix33 a, vector b) +{ + return transform(a.m, b); +} + +normal transform(matrix33 a, normal b) +{ + return transform(a.m, b); +} + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/mx_funcs.h b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/mx_funcs.h new file mode 100644 index 0000000..4db654c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/mx_funcs.h @@ -0,0 +1,530 @@ +// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al. +// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE +// +// MaterialX specification (c) 2017 Lucasfilm Ltd. +// http://www.materialx.org/ + +#pragma once + +#include "color4.h" +#include "vector2.h" +#include "vector4.h" +#include "matrix33.h" + +// +// Support functions for OSL implementations of the MaterialX nodes. +// + +float mx_ternary(int expr, float v1, float v2) { if (expr) return v1; else return v2; } +color mx_ternary(int expr, color v1, color v2) { if (expr) return v1; else return v2; } +color4 mx_ternary(int expr, color4 v1, color4 v2) { if (expr) return v1; else return v2; } +vector mx_ternary(int expr, vector v1, vector v2) { if (expr) return v1; else return v2; } +vector2 mx_ternary(int expr, vector2 v1, vector2 v2) { if (expr) return v1; else return v2; } +vector4 mx_ternary(int expr, vector4 v1, vector4 v2) { if (expr) return v1; else return v2; } +matrix mx_ternary(int expr, matrix v1, matrix v2) { if (expr) return v1; else return v2; } +matrix33 mx_ternary(int expr, matrix33 v1, matrix33 v2) { if (expr) return v1; else return v2; } + + +matrix33 mx_add(matrix33 a, matrix33 b) +{ + return matrix33(matrix( + a.m[0][0]+b.m[0][0], a.m[0][1]+b.m[0][1], a.m[0][2]+b.m[0][2], 0.0, + a.m[1][0]+b.m[1][0], a.m[1][1]+b.m[1][1], a.m[1][2]+b.m[1][2], 0.0, + a.m[2][0]+b.m[2][0], a.m[2][1]+b.m[2][1], a.m[2][2]+b.m[2][2], 0.0, + 0.0, 0.0, 0.0, 1.0)); +} + +matrix33 mx_add(matrix33 a, float b) +{ + return matrix33(matrix( + a.m[0][0]+b, a.m[0][1]+b, a.m[0][2]+b, 0.0, + a.m[1][0]+b, a.m[1][1]+b, a.m[1][2]+b, 0.0, + a.m[2][0]+b, a.m[2][1]+b, a.m[2][2]+b, 0.0, + 0.0, 0.0, 0.0, 1.0)); +} + +matrix mx_add(matrix a, matrix b) +{ + return matrix( + a[0][0]+b[0][0], a[0][1]+b[0][1], a[0][2]+b[0][2], a[0][3]+b[0][3], + a[1][0]+b[1][0], a[1][1]+b[1][1], a[1][2]+b[1][2], a[1][3]+b[1][3], + a[2][0]+b[2][0], a[2][1]+b[2][1], a[2][2]+b[2][2], a[2][3]+b[2][3], + a[3][0]+b[3][0], a[3][1]+b[3][1], a[3][2]+b[3][2], a[3][3]+b[3][3]); +} + +matrix mx_add(matrix a, float b) +{ + return matrix( + a[0][0]+b, a[0][1]+b, a[0][2]+b, a[0][3]+b, + a[1][0]+b, a[1][1]+b, a[1][2]+b, a[1][3]+b, + a[2][0]+b, a[2][1]+b, a[2][2]+b, a[2][3]+b, + a[3][0]+b, a[3][1]+b, a[3][2]+b, a[3][3]+b); +} + + +matrix33 mx_subtract(matrix33 a, matrix33 b) +{ + return matrix33(matrix( + a.m[0][0]-b.m[0][0], a.m[0][1]-b.m[0][1], a.m[0][2]-b.m[0][2], 0.0, + a.m[1][0]-b.m[1][0], a.m[1][1]-b.m[1][1], a.m[1][2]-b.m[1][2], 0.0, + a.m[2][0]-b.m[2][0], a.m[2][1]-b.m[2][1], a.m[2][2]-b.m[2][2], 0.0, + 0.0, 0.0, 0.0, 1.0)); +} + +matrix33 mx_subtract(matrix33 a, float b) +{ + return matrix33(matrix( + a.m[0][0]-b, a.m[0][1]-b, a.m[0][2]-b, 0.0, + a.m[1][0]-b, a.m[1][1]-b, a.m[1][2]-b, 0.0, + a.m[2][0]-b, a.m[2][1]-b, a.m[2][2]-b, 0.0, + 0.0, 0.0, 0.0, 1.0)); +} + +matrix mx_subtract(matrix a, matrix b) +{ + return matrix( + a[0][0]-b[0][0], a[0][1]-b[0][1], a[0][2]-b[0][2], a[0][3]-b[0][3], + a[1][0]-b[1][0], a[1][1]-b[1][1], a[1][2]-b[1][2], a[1][3]-b[1][3], + a[2][0]-b[2][0], a[2][1]-b[2][1], a[2][2]-b[2][2], a[2][3]-b[2][3], + a[3][0]-b[3][0], a[3][1]-b[3][1], a[3][2]-b[3][2], a[3][3]-b[3][3]); +} + +matrix mx_subtract(matrix a, float b) +{ + return matrix( + a[0][0]-b, a[0][1]-b, a[0][2]-b, a[0][3]-b, + a[1][0]-b, a[1][1]-b, a[1][2]-b, a[1][3]-b, + a[2][0]-b, a[2][1]-b, a[2][2]-b, a[2][3]-b, + a[3][0]-b, a[3][1]-b, a[3][2]-b, a[3][3]-b); +} + + +float mx_remap(float in, float inLow, float inHigh, float outLow, float outHigh, int doClamp) +{ + float x = (in - inLow)/(inHigh-inLow); + if (doClamp == 1) { + x = clamp(x, 0, 1); + } + return outLow + (outHigh - outLow) * x; +} + +color mx_remap(color in, color inLow, color inHigh, color outLow, color outHigh, int doClamp) +{ + color x = (in - inLow) / (inHigh - inLow); + if (doClamp == 1) { + x = clamp(x, 0, 1); + } + return outLow + (outHigh - outLow) * x; +} + +color mx_remap(color in, float inLow, float inHigh, float outLow, float outHigh, int doClamp) +{ + color x = (in - inLow) / (inHigh - inLow); + if (doClamp == 1) { + x = clamp(x, 0, 1); + } + return outLow + (outHigh - outLow) * x; +} + +color4 mx_remap(color4 c, color4 inLow, color4 inHigh, color4 outLow, color4 outHigh, int doClamp) +{ + return color4(mx_remap(c.rgb, inLow.rgb, inHigh.rgb, outLow.rgb, outHigh.rgb, doClamp), + mx_remap(c.a, inLow.a, inHigh.a, outLow.a, outHigh.a, doClamp)); +} + +color4 mx_remap(color4 c, float inLow, float inHigh, float outLow, float outHigh, int doClamp) +{ + color4 c4_inLow = color4(color(inLow), inLow); + color4 c4_inHigh = color4(color(inHigh), inHigh); + color4 c4_outLow = color4(color(outLow), outLow); + color4 c4_outHigh = color4(color(outHigh), outHigh); + return mx_remap(c, c4_inLow, c4_inHigh, c4_outLow, c4_outHigh, doClamp); +} + +vector2 mx_remap(vector2 in, vector2 inLow, vector2 inHigh, vector2 outLow, vector2 outHigh, int doClamp) +{ + return vector2(mx_remap(in.x, inLow.x, inHigh.x, outLow.x, outHigh.x, doClamp), + mx_remap(in.y, inLow.y, inHigh.y, outLow.y, outHigh.y, doClamp)); +} + +vector2 mx_remap(vector2 in, float inLow, float inHigh, float outLow, float outHigh, int doClamp) +{ + return vector2(mx_remap(in.x, inLow, inHigh, outLow, outHigh, doClamp), + mx_remap(in.y, inLow, inHigh, outLow, outHigh, doClamp)); +} + +vector4 mx_remap(vector4 in, vector4 inLow, vector4 inHigh, vector4 outLow, vector4 outHigh, int doClamp) +{ + return vector4(mx_remap(in.x, inLow.x, inHigh.x, outLow.x, outHigh.x, doClamp), + mx_remap(in.y, inLow.y, inHigh.y, outLow.y, outHigh.y, doClamp), + mx_remap(in.z, inLow.z, inHigh.z, outLow.z, outHigh.z, doClamp), + mx_remap(in.w, inLow.w, inHigh.w, outLow.w, outHigh.w, doClamp)); +} + +vector4 mx_remap(vector4 in, float inLow, float inHigh, float outLow, float outHigh, int doClamp) +{ + return vector4(mx_remap(in.x, inLow, inHigh, outLow, outHigh, doClamp), + mx_remap(in.y, inLow, inHigh, outLow, outHigh, doClamp), + mx_remap(in.z, inLow, inHigh, outLow, outHigh, doClamp), + mx_remap(in.w, inLow, inHigh, outLow, outHigh, doClamp)); +} + + +float mx_contrast(float in, float amount, float pivot) +{ + float out = in - pivot; + out *= amount; + out += pivot; + return out; +} + +color mx_contrast(color in, color amount, color pivot) +{ + color out = in - pivot; + out *= amount; + out += pivot; + return out; +} + +color mx_contrast(color in, float amount, float pivot) +{ + color out = in - pivot; + out *= amount; + out += pivot; + return out; +} + +color4 mx_contrast(color4 c, color4 amount, color4 pivot) +{ + return color4(mx_contrast(c.rgb, amount.rgb, pivot.rgb), + mx_contrast(c.a, amount.a, pivot.a)); +} + +color4 mx_contrast(color4 c, float amount, float pivot) +{ + return mx_contrast(c, color4(color(amount), amount), color4(color(pivot), pivot)); +} + +vector2 mx_contrast(vector2 in, vector2 amount, vector2 pivot) +{ + return vector2 (mx_contrast(in.x, amount.x, pivot.x), + mx_contrast(in.y, amount.y, pivot.y)); +} + +vector2 mx_contrast(vector2 in, float amount, float pivot) +{ + return mx_contrast(in, vector2(amount, amount), vector2(pivot, pivot)); +} + +vector4 mx_contrast(vector4 in, vector4 amount, vector4 pivot) +{ + return vector4(mx_contrast(in.x, amount.x, pivot.x), + mx_contrast(in.y, amount.y, pivot.y), + mx_contrast(in.z, amount.z, pivot.z), + mx_contrast(in.w, amount.w, pivot.w)); +} + +vector4 mx_contrast(vector4 in, float amount, float pivot) +{ + return vector4(mx_contrast(in.x, amount, pivot), + mx_contrast(in.y, amount, pivot), + mx_contrast(in.z, amount, pivot), + mx_contrast(in.w, amount, pivot)); +} + + +vector2 mx_noise(string noisetype, float x, float y) +{ + color cnoise = (color) noise(noisetype, x, y); + return vector2 (cnoise[0], cnoise[1]); +} + +color4 mx_noise(string noisetype, float x, float y) +{ + color cnoise = (color) noise(noisetype, x, y); + float fnoise = (float) noise(noisetype, x + 19, y + 73); + return color4 (cnoise, fnoise); +} + +vector4 mx_noise(string noisetype, float x, float y) +{ + color cnoise = (color) noise(noisetype, x, y); + float fnoise = (float) noise(noisetype, x + 19, y + 73); + return vector4 (cnoise[0], cnoise[1], cnoise[2], fnoise); +} + +vector2 mx_noise(string noisetype, point position) +{ + color cnoise = (color) noise(noisetype, position); + return vector2 (cnoise[0], cnoise[1]); +} + +color4 mx_noise(string noisetype, point position) +{ + color cnoise = (color) noise(noisetype, position); + float fnoise = (float) noise(noisetype, position+vector(19,73,29)); + return color4 (cnoise, fnoise); +} + +vector4 mx_noise(string noisetype, point position) +{ + color cnoise = (color) noise(noisetype, position); + float fnoise = (float) noise(noisetype, position+vector(19,73,29)); + return vector4 (cnoise[0], cnoise[1], cnoise[2], fnoise); +} + + +float mx_fbm(point position, int octaves, float lacunarity, float diminish, string noisetype) +{ + float out = 0; + float amp = 1.0; + point p = position; + + for (int i = 0; i < octaves; i += 1) { + out += amp * noise(noisetype, p); + amp *= diminish; + p *= lacunarity; + } + return out; +} + +color mx_fbm(point position, int octaves, float lacunarity, float diminish, string noisetype) +{ + color out = 0; + float amp = 1.0; + point p = position; + + for (int i = 0; i < octaves; i += 1) { + out += amp * (color)noise(noisetype, p); + amp *= diminish; + p *= lacunarity; + } + return out; +} + +vector2 mx_fbm(point position, int octaves, float lacunarity, float diminish, string noisetype) +{ + return vector2((float) mx_fbm(position, octaves, lacunarity, diminish, noisetype), + (float) mx_fbm(position+point(19, 193, 17), octaves, lacunarity, diminish, noisetype)); +} + +color4 mx_fbm(point position, int octaves, float lacunarity, float diminish, string noisetype) +{ + color c = (color) mx_fbm(position, octaves, lacunarity, diminish, noisetype); + float f = (float) mx_fbm(position+point(19, 193, 17), octaves, lacunarity, diminish, noisetype); + return color4 (c, f); +} + +vector4 mx_fbm(point position, int octaves, float lacunarity, float diminish, string noisetype) +{ + color c = (color) mx_fbm(position, octaves, lacunarity, diminish, noisetype); + float f = (float) mx_fbm(position+point(19, 193, 17), octaves, lacunarity, diminish, noisetype); + return vector4 (c[0], c[1], c[2], f); +} + + +void mx_split_float(output float x, output int ix) +{ + ix = int(floor(x)); + x -= ix; +} + +float mx_worley_distance(vector2 p, int x, int y, int X, int Y, float jitter, int metric) +{ + vector o = cellnoise(x+X, y+Y); + o = (o - .5)*jitter + .5; + float cposx = x + o[0]; + float cposy = y + o[1]; + float diffx = cposx - p.x; + float diffy = cposy - p.y; + + if (metric == 2) + return abs(diffx) + abs(diffy); // Manhattan distance + if (metric == 3) + return max(abs(diffx), abs(diffy)); // Chebyshev distance + return diffx*diffx + diffy*diffy; // Euclidean or distance^2 +} + +float mx_worley_distance(vector p, int x, int y, int z, int X, int Y, int Z, float jitter, int metric) +{ + vector o = cellnoise(vector(x+X, y+Y, z+Z)); + o = (o - .5)*jitter + .5; + vector cpos = vector(x, y, z) + o; + vector diff = cpos - p; + + if (metric == 2) + return abs(diff[0]) + abs(diff[1]); // Manhattan distance + if (metric == 3) + return max(abs(diff[0]), abs(diff[1])); // Chebyshev distance + return dot(diff, diff); // Eucldean or distance^2 +} + +void mx_sort_distance(float dist, output vector2 result) +{ + if (dist < result.x) + { + result.y = result.x; + result.x = dist; + } + else if (dist < result.y) + { + result.y = dist; + } +} + +void mx_sort_distance(float dist, output vector result) +{ + if (dist < result[0]) + { + result[2] = result[1]; + result[1] = result[0]; + result[0] = dist; + } + else if (dist < result[1]) + { + result[2] = result[1]; + result[1] = dist; + } + else if (dist < result[2]) + { + result[2] = dist; + } +} + +float mx_worley_noise_float(vector2 p, float jitter, int metric) +{ + int X, Y; + vector2 seed = p; + float result = 1e6; + + mx_split_float(seed.x, X); + mx_split_float(seed.y, Y); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float d = mx_worley_distance(seed, x, y, X, Y, jitter, metric); + result = min(result, d); + } + } + if (metric == 0) + result = sqrt(result); + return result; +} + +vector2 mx_worley_noise_vector2(vector2 p, float jitter, int metric) +{ + int X, Y; + vector2 seed = p; + vector2 result = vector2(1e6, 1e6); + + mx_split_float(seed.x, X); + mx_split_float(seed.y, Y); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float d = mx_worley_distance(seed, x, y, X, Y, jitter, metric); + mx_sort_distance(d, result); + } + } + if (metric == 0) + result = sqrt(result); + return result; +} + +vector mx_worley_noise_vector3(vector2 p, float jitter, int metric) +{ + int X, Y; + vector2 seed = p; + vector result = vector(1e6, 1e6, 1e6); + + mx_split_float(seed.x, X); + mx_split_float(seed.y, Y); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + float d = mx_worley_distance(seed, x, y, X, Y, jitter, metric); + mx_sort_distance(d, result); + } + } + if (metric == 0) + result = sqrt(result); + return result; +} + +float mx_worley_noise_float(vector p, float jitter, int metric) +{ + int X, Y, Z; + vector seed = p; + float result = 1e6; + + mx_split_float(seed[0], X); + mx_split_float(seed[1], Y); + mx_split_float(seed[2], Z); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float d = mx_worley_distance(seed, x, y, z, X, Y, Z, jitter, metric); + result = min(result, d); + } + } + } + if (metric == 0) + result = sqrt(result); + return result; +} + +vector2 mx_worley_noise_vector2(vector p, float jitter, int metric) +{ + int X, Y, Z; + vector seed = p; + vector2 result = vector2(1e6, 1e6); + + mx_split_float(seed[0], X); + mx_split_float(seed[1], Y); + mx_split_float(seed[2], Z); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float d = mx_worley_distance(seed, x, y, z, X, Y, Z, jitter, metric); + mx_sort_distance(d, result); + } + } + } + if (metric == 0) + result = sqrt(result); + return result; +} + +vector mx_worley_noise_vector3(vector p, float jitter, int metric) +{ + int X, Y, Z; + vector result = 1e6; + vector seed = p; + + mx_split_float(seed[0], X); + mx_split_float(seed[1], Y); + mx_split_float(seed[2], Z); + for (int x = -1; x <= 1; ++x) + { + for (int y = -1; y <= 1; ++y) + { + for (int z = -1; z <= 1; ++z) + { + float d = mx_worley_distance(seed, x, y, z, X, Y, Z, jitter, metric); + mx_sort_distance(d, result); + } + } + } + if (metric == 0) + result = sqrt(result); + return result; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/vector2.h b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/vector2.h new file mode 100644 index 0000000..83fad03 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/vector2.h @@ -0,0 +1,336 @@ +// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al. +// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE + +#pragma once +#define VECTOR2_H + +// vector2 is a 2D vector +struct vector2 +{ + float x; + float y; +}; + + + +// +// For vector2, define math operators to match vector +// + +vector2 __operator__neg__(vector2 a) +{ + return vector2(-a.x, -a.y); +} + +vector2 __operator__add__(vector2 a, vector2 b) +{ + return vector2(a.x + b.x, a.y + b.y); +} + +vector2 __operator__add__(vector2 a, int b) +{ + return a + vector2(b, b); +} + +vector2 __operator__add__(vector2 a, float b) +{ + return a + vector2(b, b); +} + +vector2 __operator__add__(int a, vector2 b) +{ + return vector2(a, a) + b; +} + +vector2 __operator__add__(float a, vector2 b) +{ + return vector2(a, a) + b; +} + +vector2 __operator__sub__(vector2 a, vector2 b) +{ + return vector2(a.x - b.x, a.y - b.y); +} + +vector2 __operator__sub__(vector2 a, int b) +{ + return a - vector2(b, b); +} + +vector2 __operator__sub__(vector2 a, float b) +{ + return a - vector2(b, b); +} + +vector2 __operator__sub__(int a, vector2 b) +{ + return vector2(a, a) - b; +} + +vector2 __operator__sub__(float a, vector2 b) +{ + return vector2(a, a) - b; +} + +vector2 __operator__mul__(vector2 a, vector2 b) +{ + return vector2(a.x * b.x, a.y * b.y); +} + +vector2 __operator__mul__(vector2 a, int b) +{ + return a * vector2(b, b); +} + +vector2 __operator__mul__(vector2 a, float b) +{ + return a * vector2(b, b); +} + +vector2 __operator__mul__(int a, vector2 b) +{ + return b * vector2(a, a); +} + +vector2 __operator__mul__(float a, vector2 b) +{ + return b * vector2(a, a); +} + +vector2 __operator__div__(vector2 a, vector2 b) +{ + return vector2(a.x / b.x, a.y / b.y); +} + +vector2 __operator__div__(vector2 a, int b) +{ + float b_inv = 1.0/b; + return a * vector2(b_inv, b_inv); +} + +vector2 __operator__div__(vector2 a, float b) +{ + float b_inv = 1.0/b; + return a * vector2(b_inv, b_inv); +} + +vector2 __operator__div__(int a, vector2 b) +{ + return vector2(a, a) / b; +} + +vector2 __operator__div__(float a, vector2 b) +{ + return vector2(a, a) / b; +} + +int __operator__eq__(vector2 a, vector2 b) +{ + return (a.x == b.x) && (a.y == b.y); +} + +int __operator__ne__(vector2 a, vector2 b) +{ + return (a.x != b.x) || (a.y != b.y); +} + + + + +// +// For vector2, define most of the stdosl functions to match vector +// + +vector2 abs(vector2 a) +{ + return vector2 (abs(a.x), abs(a.y)); +} + +vector2 ceil(vector2 a) +{ + return vector2 (ceil(a.x), ceil(a.y)); +} + +vector2 round(vector2 a) +{ + return vector2 (round(a.x), round(a.y)); +} + +vector2 floor(vector2 a) +{ + return vector2 (floor(a.x), floor(a.y)); +} + +vector2 sqrt(vector2 a) +{ + return vector2 (sqrt(a.x), sqrt(a.y)); +} + +vector2 exp(vector2 a) +{ + return vector2 (exp(a.x), exp(a.y)); +} + +vector2 log(vector2 a) +{ + return vector2 (log(a.x), log(a.y)); +} + +vector2 log2(vector2 a) +{ + return vector2 (log2(a.x), log2(a.y)); +} + +vector2 mix(vector2 a, vector2 b, float x ) +{ + return vector2 (mix(a.x, b.x, x), mix(a.y, b.y, x)); +} + +vector2 mix(vector2 a, vector2 b, vector2 x ) +{ + return vector2 (mix(a.x, b.x, x.x), mix(a.y, b.y, x.y)); +} + +float dot(vector2 a, vector2 b) +{ + return (a.x * b.x + a.y * b.y); +} + +float length (vector2 a) +{ + return hypot (a.x, a.y); +} + +vector2 smoothstep(vector2 low, vector2 high, vector2 in) +{ + return vector2 (smoothstep(low.x, high.x, in.x), + smoothstep(low.y, high.y, in.y)); +} + +vector2 smoothstep(float low, float high, vector2 in) +{ + return vector2 (smoothstep(low, high, in.x), + smoothstep(low, high, in.y)); +} + +vector2 clamp(vector2 in, vector2 low, vector2 high) +{ + return vector2 (clamp(in.x, low.x, high.x), + clamp(in.y, low.y, high.y)); +} + +vector2 clamp(vector2 in, float low, float high) +{ + return clamp(in, vector2(low, low), vector2(high, high)); +} + +vector2 max(vector2 a, vector2 b) +{ + return vector2 (max(a.x, b.x), + max(a.y, b.y)); +} + +vector2 max(vector2 a, float b) +{ + return max(a, vector2(b, b)); +} + +vector2 normalize(vector2 a) +{ + return a / length(a); +} + +vector2 min(vector2 a, vector2 b) +{ + return vector2 (min(a.x, a.x), + min(b.y, b.y)); +} + +vector2 min(vector2 a, float b) +{ + return min(a, vector2(b, b)); +} + +vector2 mod(vector2 a, vector2 b) +{ + return vector2(mod(a.x, b.x), + mod(a.y, b.y)); +} + +vector2 mod(vector2 a, float b) +{ + return mod(a, vector2(b, b)); +} + +vector2 fmod(vector2 a, vector2 b) +{ + return vector2 (fmod(a.x, b.x), + fmod(a.y, b.y)); +} + +vector2 fmod(vector2 a, float b) +{ + return fmod(a, vector2(b, b)); +} + +vector2 pow(vector2 in, vector2 amount) +{ + return vector2(pow(in.x, amount.x), + pow(in.y, amount.y)); +} + +vector2 pow(vector2 in, float amount) +{ + return vector2(pow(in.x, amount), + pow(in.y, amount)); +} + +vector2 sign(vector2 a) +{ + return vector2(sign(a.x), + sign(a.y)); +} + +vector2 sin(vector2 a) +{ + return vector2(sin(a.x), + sin(a.y)); +} + +vector2 cos(vector2 a) +{ + return vector2(cos(a.x), + cos(a.y)); +} + +vector2 tan(vector2 a) +{ + return vector2(tan(a.x), + tan(a.y)); +} + +vector2 asin(vector2 a) +{ + return vector2(asin(a.x), + asin(a.y)); +} + +vector2 acos(vector2 a) +{ + return vector2(acos(a.x), + acos(a.y)); +} + +vector2 atan2(vector2 a, float f) +{ + return vector2(atan2(a.x, f), + atan2(a.y, f)); +} + +vector2 atan2(vector2 a, vector2 b) +{ + return vector2(atan2(a.x, b.x), + atan2(a.y, b.y)); +} + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/vector4.h b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/vector4.h new file mode 100644 index 0000000..6c8b399 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/include/vector4.h @@ -0,0 +1,423 @@ +// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al. +// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE + +#pragma once +#define VECTOR4_H + + +// vector4 is a 4D vector +struct vector4 +{ + float x; + float y; + float z; + float w; +}; + + + +// +// For vector4, define math operators to match vector +// + +vector4 __operator__neg__(vector4 a) +{ + return vector4(-a.x, -a.y, -a.z, -a.w); +} + +vector4 __operator__add__(vector4 a, vector4 b) +{ + return vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); +} + +vector4 __operator__add__(vector4 a, int b) +{ + return a + vector4(b, b, b, b); +} + +vector4 __operator__add__(vector4 a, float b) +{ + return a + vector4(b, b, b, b); +} + +vector4 __operator__add__(int a, vector4 b) +{ + return vector4(a, a, a, a) + b; +} + +vector4 __operator__add__(float a, vector4 b) +{ + return vector4(a, a, a, a) + b; +} + +vector4 __operator__sub__(vector4 a, vector4 b) +{ + return vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); +} + +vector4 __operator__sub__(vector4 a, int b) +{ + return a - vector4(b, b, b, b); +} + +vector4 __operator__sub__(vector4 a, float b) +{ + return a - vector4(b, b, b, b); +} + +vector4 __operator__sub__(int a, vector4 b) +{ + return vector4(a, a, a, a) - b; +} + +vector4 __operator__sub__(float a, vector4 b) +{ + return vector4(a, a, a, a) - b; +} + +vector4 __operator__mul__(vector4 a, vector4 b) +{ + return vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); +} + +vector4 __operator__mul__(vector4 a, int b) +{ + return a * vector4(b, b, b, b); +} + +vector4 __operator__mul__(vector4 a, float b) +{ + return a * vector4(b, b, b, b); +} + +vector4 __operator__mul__(int a, vector4 b) +{ + return vector4(a, a, a, a) * b; +} + +vector4 __operator__mul__(float a, vector4 b) +{ + return vector4(a, a, a, a) * b; +} + +vector4 __operator__div__(vector4 a, vector4 b) +{ + return vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); +} + +vector4 __operator__div__(vector4 a, int b) +{ + float b_inv = 1.0/b; + return a * vector4(b_inv, b_inv, b_inv, b_inv); +} + +vector4 __operator__div__(vector4 a, float b) +{ + float b_inv = 1.0/b; + return a * vector4(b_inv, b_inv, b_inv, b_inv); +} + +vector4 __operator__div__(int a, vector4 b) +{ + return vector4(a, a, a, a) / b; +} + +vector4 __operator__div__(float a, vector4 b) +{ + return vector4(a, a, a, a) / b; +} + +int __operator__eq__(vector4 a, vector4 b) +{ + return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w); +} + +int __operator__ne__(vector4 a, vector4 b) +{ + return (a.x != b.x) || (a.y != b.y) || (a.z != b.z) || (a.w != b.w); +} + + + + +// +// For vector4, define most of the stdosl functions to match vector +// + +vector4 abs(vector4 in) +{ + return vector4 (abs(in.x), + abs(in.y), + abs(in.z), + abs(in.w)); +} + +vector4 ceil(vector4 in) +{ + return vector4 (ceil(in.x), + ceil(in.y), + ceil(in.z), + ceil(in.w)); +} + +vector4 round(vector4 in) +{ + return vector4 (round(in.x), + round(in.y), + round(in.z), + round(in.w)); +} + +vector4 floor(vector4 in) +{ + return vector4 (floor(in.x), + floor(in.y), + floor(in.z), + floor(in.w)); +} + +vector4 sqrt(vector4 in) +{ + return vector4 (sqrt(in.x), + sqrt(in.y), + sqrt(in.z), + sqrt(in.w)); +} + +vector4 exp(vector4 in) +{ + return vector4 (exp(in.x), + exp(in.y), + exp(in.z), + exp(in.w)); +} + +vector4 log(vector4 in) +{ + return vector4 (log(in.x), + log(in.y), + log(in.z), + log(in.w)); +} + +vector4 log2(vector4 in) +{ + return vector4 (log2(in.x), + log2(in.y), + log2(in.z), + log2(in.w)); +} + +vector4 mix(vector4 value1, vector4 value2, float x ) +{ + return vector4 (mix( value1.x, value2.x, x), + mix( value1.y, value2.y, x), + mix( value1.z, value2.z, x), + mix( value1.w, value2.w, x)); +} + +vector4 mix(vector4 value1, vector4 value2, vector4 x ) +{ + return vector4 (mix( value1.x, value2.x, x.x), + mix( value1.y, value2.y, x.y), + mix( value1.z, value2.z, x.z), + mix( value1.w, value2.w, x.w)); +} + +vector vec4ToVec3(vector4 v) +{ + return vector(v.x, v.y, v.z) / v.w; +} + +float dot(vector4 a, vector4 b) +{ + return ((a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w)); +} + +float length (vector4 a) +{ + return sqrt (a.x*a.x + a.y*a.y + a.z*a.z + a.w*a.w); +} + +vector4 smoothstep(vector4 low, vector4 high, vector4 in) +{ + return vector4 (smoothstep(low.x, high.x, in.x), + smoothstep(low.y, high.y, in.y), + smoothstep(low.z, high.z, in.z), + smoothstep(low.w, high.w, in.w)); +} + +vector4 smoothstep(float low, float high, vector4 in) +{ + return vector4 (smoothstep(low, high, in.x), + smoothstep(low, high, in.y), + smoothstep(low, high, in.z), + smoothstep(low, high, in.w)); +} + +vector4 clamp(vector4 in, vector4 low, vector4 high) +{ + return vector4 (clamp(in.x, low.x, high.x), + clamp(in.y, low.y, high.y), + clamp(in.z, low.z, high.z), + clamp(in.w, low.w, high.w)); +} + +vector4 clamp(vector4 in, float low, float high) +{ + return vector4 (clamp(in.x, low, high), + clamp(in.y, low, high), + clamp(in.z, low, high), + clamp(in.w, low, high)); +} + +vector4 max(vector4 a, vector4 b) +{ + return vector4 (max(a.x, b.x), + max(a.y, b.y), + max(a.z, b.z), + max(a.w, b.w)); +} + +vector4 max(vector4 a, float b) +{ + return max(a, vector4(b, b, b, b)); +} + +vector4 normalize(vector4 a) +{ + return a / length(a); +} + +vector4 min(vector4 a, vector4 b) +{ + return vector4 (min(a.x, b.x), + min(a.y, b.y), + min(a.z, b.z), + min(a.w, b.w)); +} + +vector4 min(vector4 a, float b) +{ + return min(a, vector4(b, b, b, b)); +} + +vector4 mod(vector4 a, vector4 b) +{ + return vector4(mod(a.x, b.x), + mod(a.y, b.y), + mod(a.z, b.z), + mod(a.w, b.w)); +} + +vector4 mod(vector4 a, float b) +{ + return mod(a, vector4(b, b, b, b)); +} + +vector4 fmod(vector4 a, vector4 b) +{ + return vector4 (fmod(a.x, b.x), + fmod(a.y, b.y), + fmod(a.z, b.z), + fmod(a.w, b.w)); +} + +vector4 fmod(vector4 a, float b) +{ + return fmod(a, vector4(b, b, b, b)); +} + +vector4 pow(vector4 in, vector4 amount) +{ + return vector4 (pow(in.x, amount.x), + pow(in.y, amount.y), + pow(in.z, amount.z), + pow(in.w, amount.w)); +} + +vector4 pow(vector4 in, float amount) +{ + return vector4 (pow(in.x, amount), + pow(in.y, amount), + pow(in.z, amount), + pow(in.w, amount)); +} + +vector4 sign(vector4 a) +{ + return vector4(sign(a.x), + sign(a.y), + sign(a.z), + sign(a.w)); +} + +vector4 sin(vector4 a) +{ + return vector4(sin(a.x), + sin(a.y), + sin(a.z), + sin(a.w)); +} + +vector4 cos(vector4 a) +{ + return vector4(cos(a.x), + cos(a.y), + cos(a.z), + cos(a.w)); +} + +vector4 tan(vector4 a) +{ + return vector4(tan(a.x), + tan(a.y), + tan(a.z), + tan(a.w)); +} + +vector4 asin(vector4 a) +{ + return vector4(asin(a.x), + asin(a.y), + asin(a.z), + asin(a.w)); +} + +vector4 acos(vector4 a) +{ + return vector4(acos(a.x), + acos(a.y), + acos(a.z), + acos(a.w)); +} + +vector4 atan2(vector4 a, float f) +{ + return vector4(atan2(a.x, f), + atan2(a.y, f), + atan2(a.z, f), + atan2(a.w, f)); +} + +vector4 atan2(vector4 a, vector4 b) +{ + return vector4(atan2(a.x, b.x), + atan2(a.y, b.y), + atan2(a.z, b.z), + atan2(a.w, b.w)); +} + + +vector4 transform (matrix M, vector4 p) +{ + return vector4 (M[0][0]*p.x + M[1][0]*p.y + M[2][0]*p.z + M[3][0]*p.w, + M[0][1]*p.x + M[1][1]*p.y + M[2][1]*p.z + M[3][1]*p.w, + M[0][2]*p.x + M[1][2]*p.y + M[2][2]*p.z + M[3][2]*p.w, + M[0][3]*p.x + M[1][3]*p.y + M[2][3]*p.z + M[3][3]*p.w); +} + +vector4 transform (string fromspace, string tospace, vector4 p) +{ + return transform (matrix(fromspace,tospace), p); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/lib/mx_sampling.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/lib/mx_sampling.osl new file mode 100644 index 0000000..03e3d9f --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/lib/mx_sampling.osl @@ -0,0 +1,150 @@ +// Restrict to 7x7 kernel size for performance reasons +#define MX_MAX_SAMPLE_COUNT 49 +// Size of all weights for all levels (including level 1) +#define MX_WEIGHT_ARRAY_SIZE 84 + +// +// Function to compute the sample size relative to a texture coordinate +// +vector2 mx_compute_sample_size_uv(vector2 uv, float filterSize, float filterOffset) +{ + vector derivUVx = Dx(vector(uv.x, uv.y, 0.0)) * 0.5; + vector derivUVy = Dy(vector(uv.x, uv.y, 0.0)) * 0.5; + float derivX = abs(derivUVx[0]) + abs(derivUVy[0]); + float derivY = abs(derivUVx[1]) + abs(derivUVy[1]); + float sampleSizeU = filterSize * derivX + filterOffset; + if (sampleSizeU < 1.0E-05) + sampleSizeU = 1.0E-05; + float sampleSizeV = filterSize * derivY + filterOffset; + if (sampleSizeV < 1.0E-05) + sampleSizeV = 1.0E-05; + return vector2(sampleSizeU, sampleSizeV); +} + +// Kernel weights for box filter +void mx_get_box_weights(output float W[MX_MAX_SAMPLE_COUNT], int filterSize) +{ + int sampleCount = filterSize*filterSize; + float value = 1.0 / float(sampleCount); + for (int i=0; i= 7) + { + W[0] = 0.000036; W[1] = 0.000363; W[2] = 0.001446; W[3] = 0.002291; W[4] = 0.001446; W[5] = 0.000363; W[6] = 0.000036; + W[7] = 0.000363; W[8] = 0.003676; W[9] = 0.014662; W[10] = 0.023226; W[11] = 0.014662; W[12] = 0.003676; W[13] = 0.000363; + W[14] = 0.001446; W[15] = 0.014662; W[16] = 0.058488; W[17] = 0.092651; W[18] = 0.058488; W[19] = 0.014662; W[20] = 0.001446; + W[21] = 0.002291; W[22] = 0.023226; W[23] = 0.092651; W[24] = 0.146768; W[25] = 0.092651; W[26] = 0.023226; W[27] = 0.002291; + W[28] = 0.001446; W[29] = 0.014662; W[30] = 0.058488; W[31] = 0.092651; W[32] = 0.058488; W[33] = 0.014662; W[34] = 0.001446; + W[35] = 0.000363; W[36] = 0.003676; W[37] = 0.014662; W[38] = 0.023226; W[39] = 0.014662; W[40] = 0.003676; W[41] = 0.000363; + W[42] = 0.000036; W[43] = 0.000363; W[44] = 0.001446; W[45] = 0.002291; W[46] = 0.001446; W[47] = 0.000363; W[48] = 0.000036; + } + else if (filterSize >= 5) + { + W[0] = 0.003765; W[1] = 0.015019; W[2] = 0.023792; W[3] = 0.015019; W[4] = 0.003765; + W[5] = 0.015019; W[6] = 0.059912; W[7] = 0.094907; W[8] = 0.059912; W[9] = 0.015019; + W[10] = 0.023792; W[11] = 0.094907; W[12] = 0.150342; W[13] = 0.094907; W[14] = 0.023792; + W[15] = 0.015019; W[16] = 0.059912; W[17] = 0.094907; W[18] = 0.059912; W[19] = 0.015019; + W[20] = 0.003765; W[21] = 0.015019; W[22] = 0.023792; W[23] = 0.015019; W[24] = 0.003765; + } + else if (filterSize >= 3) + { + W[0] = 0.0625; W[1] = 0.125; W[2] = 0.0625; + W[3] = 0.125; W[4] = 0.25; W[5] = 0.125; + W[6] = 0.0625; W[7] = 0.125; W[8] = 0.0625; + } + else + { + W[0] = 1.0; + } +} + +// +// Apply filter for float samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +float mx_convolution_float(float S[MX_MAX_SAMPLE_COUNT], float W[MX_WEIGHT_ARRAY_SIZE], int offset, int sampleCount) +{ + float result = 0.0; + for (int i = 0; i < sampleCount; i++) + { + result += S[i]*W[i+offset]; + } + return result; +} + +// +// Apply filter for vector2 samples S, using weights W. +// sampleCount should be a square of a odd number in the range { 1, 3, 5, 7 } +// +vector2 mx_convolution_vector2(vector2 S[MX_MAX_SAMPLE_COUNT], float W[MX_WEIGHT_ARRAY_SIZE], int offset, int sampleCount) +{ + vector2 result = vector2(0.0, 0.0); + for (int i=0; i1.0)) || + (vaddressmode == "constant" && (texcoord.y<0.0 || texcoord.y>1.0))) + { + out = default_value; + return; + } + + color missingColor = default_value; + vector2 st = mx_transform_uv(texcoord); + out = texture(file.filename, st.x, st.y, "subimage", layer, "missingcolor", missingColor, "swrap", uaddressmode, "twrap", vaddressmode, "colorspace", file.colorspace); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_color4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_color4.osl new file mode 100644 index 0000000..261108b --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_color4.osl @@ -0,0 +1,21 @@ +#include "lib/$fileTransformUv" + +void mx_image_color4(textureresource file, string layer, color4 default_value, vector2 texcoord, string uaddressmode, string vaddressmode, string filtertype, string framerange, int frameoffset, string frameendaction, output color4 out) +{ + if (file.filename == "" || + (uaddressmode == "constant" && (texcoord.x<0.0 || texcoord.x>1.0)) || + (vaddressmode == "constant" && (texcoord.y<0.0 || texcoord.y>1.0))) + { + out = default_value; + return; + } + + color missingColor = default_value.rgb; + float missingAlpha = default_value.a; + vector2 st = mx_transform_uv(texcoord); + float alpha; + color rgb = texture(file.filename, st.x, st.y, "alpha", alpha, "subimage", layer, + "missingcolor", missingColor, "missingalpha", missingAlpha, "swrap", uaddressmode, "twrap", vaddressmode, "colorspace", file.colorspace); + + out = color4(rgb, alpha); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_float.osl new file mode 100644 index 0000000..8cbadb3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_float.osl @@ -0,0 +1,17 @@ +#include "lib/$fileTransformUv" + +void mx_image_float(textureresource file, string layer, float default_value, vector2 texcoord, string uaddressmode, string vaddressmode, string filtertype, string framerange, int frameoffset, string frameendaction, output float out) +{ + if (file.filename == "" || + (uaddressmode == "constant" && (texcoord.x<0.0 || texcoord.x>1.0)) || + (vaddressmode == "constant" && (texcoord.y<0.0 || texcoord.y>1.0))) + { + out = default_value; + return; + } + + color missingColor = color(default_value); + vector2 st = mx_transform_uv(texcoord); + color rgb = texture(file.filename, st.x, st.y, "subimage", layer, "missingcolor", missingColor, "swrap", uaddressmode, "twrap", vaddressmode); + out = rgb[0]; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector2.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector2.osl new file mode 100644 index 0000000..3aadbef --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector2.osl @@ -0,0 +1,18 @@ +#include "lib/$fileTransformUv" + +void mx_image_vector2(textureresource file, string layer, vector2 default_value, vector2 texcoord, string uaddressmode, string vaddressmode, string filtertype, string framerange, int frameoffset, string frameendaction, output vector2 out) +{ + if (file.filename == "" || + (uaddressmode == "constant" && (texcoord.x<0.0 || texcoord.x>1.0)) || + (vaddressmode == "constant" && (texcoord.y<0.0 || texcoord.y>1.0))) + { + out = default_value; + return; + } + + color missingColor = color(default_value.x, default_value.y, 0.0); + vector2 st = mx_transform_uv(texcoord); + color rgb = texture(file.filename, st.x, st.y, "subimage", layer, "missingcolor", missingColor, "swrap", uaddressmode, "twrap", vaddressmode); + out.x = rgb[0]; + out.y = rgb[1]; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector3.osl new file mode 100644 index 0000000..a180107 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector3.osl @@ -0,0 +1,16 @@ +#include "lib/$fileTransformUv" + +void mx_image_vector3(textureresource file, string layer, vector default_value, vector2 texcoord, string uaddressmode, string vaddressmode, string filtertype, string framerange, int frameoffset, string frameendaction, output vector out) +{ + if (file.filename == "" || + (uaddressmode == "constant" && (texcoord.x<0.0 || texcoord.x>1.0)) || + (vaddressmode == "constant" && (texcoord.y<0.0 || texcoord.y>1.0))) + { + out = default_value; + return; + } + + color missingColor = default_value; + vector2 st = mx_transform_uv(texcoord); + out = texture(file.filename, st.x, st.y, "subimage", layer, "missingcolor", missingColor, "swrap", uaddressmode, "twrap", vaddressmode); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector4.osl new file mode 100644 index 0000000..bf5f6d1 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_image_vector4.osl @@ -0,0 +1,21 @@ +#include "lib/$fileTransformUv" + +void mx_image_vector4(textureresource file, string layer, vector4 default_value, vector2 texcoord, string uaddressmode, string vaddressmode, string filtertype, string framerange, int frameoffset, string frameendaction, output vector4 out) +{ + if (file.filename == "" || + (uaddressmode == "constant" && (texcoord.x<0.0 || texcoord.x>1.0)) || + (vaddressmode == "constant" && (texcoord.y<0.0 || texcoord.y>1.0))) + { + out = default_value; + return; + } + + color missingColor = color(default_value.x, default_value.y, default_value.z); + float missingAlpha = default_value.w; + vector2 st = mx_transform_uv(texcoord); + float alpha; + color rgb = texture(file.filename, st.x, st.y, "alpha", alpha, "subimage", layer, + "missingcolor", missingColor, "missingalpha", missingAlpha, "swrap", uaddressmode, "twrap", vaddressmode); + + out = vector4(rgb[0], rgb[1], rgb[2], alpha); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_luminance_color3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_luminance_color3.osl new file mode 100644 index 0000000..8db9712 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_luminance_color3.osl @@ -0,0 +1,4 @@ +void mx_luminance_color3(color in, color lumacoeffs, output color result) +{ + result = dot(in, lumacoeffs); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_luminance_color4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_luminance_color4.osl new file mode 100644 index 0000000..bee2298 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_luminance_color4.osl @@ -0,0 +1,4 @@ +void mx_luminance_color4(color4 in, color lumacoeffs, output color4 result) +{ + result = color4(dot(in.rgb, lumacoeffs), in.a); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_mix_surfaceshader.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_mix_surfaceshader.osl new file mode 100644 index 0000000..f6a9ea6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_mix_surfaceshader.osl @@ -0,0 +1,6 @@ +void mx_mix_surfaceshader(surfaceshader fg, surfaceshader bg, float w, output surfaceshader result) +{ + result.bsdf = mix(bg.bsdf, fg.bsdf, w); + result.edf = mix(bg.edf, fg.edf, w); + result.opacity = mix(bg.opacity, fg.opacity, w); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_float.osl new file mode 100644 index 0000000..2af1bd4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_float.osl @@ -0,0 +1,5 @@ +void mx_noise2d_float(float amplitude, float pivot, vector2 texcoord, output float result) +{ + float value = noise("snoise", texcoord.x, texcoord.y); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector2.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector2.osl new file mode 100644 index 0000000..1dff4f3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector2.osl @@ -0,0 +1,5 @@ +void mx_noise2d_vector2(vector2 amplitude, float pivot, vector2 texcoord, output vector2 result) +{ + vector2 value = mx_noise("snoise", texcoord.x, texcoord.y); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector3.osl new file mode 100644 index 0000000..06d10cc --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector3.osl @@ -0,0 +1,5 @@ +void mx_noise2d_vector3(vector amplitude, float pivot, vector2 texcoord, output vector result) +{ + vector value = noise("snoise", texcoord.x, texcoord.y); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector4.osl new file mode 100644 index 0000000..6aac0ea --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise2d_vector4.osl @@ -0,0 +1,5 @@ +void mx_noise2d_vector4(vector4 amplitude, float pivot, vector2 texcoord, output vector4 result) +{ + vector4 value = mx_noise("snoise", texcoord.x, texcoord.y); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_float.osl new file mode 100644 index 0000000..23c5985 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_float.osl @@ -0,0 +1,5 @@ +void mx_noise3d_float(float amplitude, float pivot, vector position, output float result) +{ + float value = noise("snoise", position); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector2.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector2.osl new file mode 100644 index 0000000..216502a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector2.osl @@ -0,0 +1,5 @@ +void mx_noise3d_vector2(vector2 amplitude, float pivot, vector position, output vector2 result) +{ + vector2 value = mx_noise("snoise", position); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector3.osl new file mode 100644 index 0000000..cc6b241 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector3.osl @@ -0,0 +1,5 @@ +void mx_noise3d_vector3(vector amplitude, float pivot, vector position, output vector result) +{ + vector value = noise("snoise", position); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector4.osl new file mode 100644 index 0000000..10c96b4 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_noise3d_vector4.osl @@ -0,0 +1,5 @@ +void mx_noise3d_vector4(vector4 amplitude, float pivot, vector position, output vector4 result) +{ + vector4 value = mx_noise("snoise", position); + result = value * amplitude + pivot; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_normalmap.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_normalmap.osl new file mode 100644 index 0000000..79b31df --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_normalmap.osl @@ -0,0 +1,22 @@ +void mx_normalmap_vector2(vector value, string map_space, vector2 normal_scale, vector N, vector U, output vector result) +{ + // Tangent space + if (map_space == "tangent") + { + vector v = value * 2.0 - 1.0; + vector T = normalize(U - dot(U, N) * N); + vector B = normalize(cross(N, T)); + result = normalize(T * v[0] * normal_scale.x + B * v[1] * normal_scale.y + N * v[2]); + } + // Object space + else + { + vector n = value * 2.0 - 1.0; + result = normalize(n); + } +} + +void mx_normalmap_float(vector value, string map_space, float normal_scale, vector N, vector U, output vector result) +{ + mx_normalmap_vector2(value, map_space, vector2(normal_scale, normal_scale), N, U, result); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_premult_color4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_premult_color4.osl new file mode 100644 index 0000000..8e57e13 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_premult_color4.osl @@ -0,0 +1,4 @@ +void mx_premult_color4(color4 in, output color4 result) +{ + result = color4(in.rgb * in.a, in.a); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rgbtohsv_color3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rgbtohsv_color3.osl new file mode 100644 index 0000000..7315ead --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rgbtohsv_color3.osl @@ -0,0 +1,4 @@ +void mx_rgbtohsv_color3(vector _in, output vector result) +{ + result = transformc("rgb","hsv", _in); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rgbtohsv_color4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rgbtohsv_color4.osl new file mode 100644 index 0000000..92edec0 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rgbtohsv_color4.osl @@ -0,0 +1,4 @@ +void mx_rgbtohsv_color4(color4 _in, output color4 result) +{ + result = color4(transformc("rgb","hsv", _in.rgb), 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rotate_vector2.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rotate_vector2.osl new file mode 100644 index 0000000..7ac3dbf --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rotate_vector2.osl @@ -0,0 +1,7 @@ +void mx_rotate_vector2(vector2 _in, float amount, output vector2 result) +{ + float rotationRadians = radians(amount); + float sa = sin(rotationRadians); + float ca = cos(rotationRadians); + result = vector2(ca*_in.x + sa*_in.y, -sa*_in.x + ca*_in.y); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rotate_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rotate_vector3.osl new file mode 100644 index 0000000..d036fe6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_rotate_vector3.osl @@ -0,0 +1,20 @@ +matrix rotationMatrix(vector axis, float angle) +{ + vector nAxis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return matrix(oc * nAxis[0] * nAxis[0] + c, oc * nAxis[0] * nAxis[1] - nAxis[2] * s, oc * nAxis[2] * nAxis[0] + nAxis[1] * s, 0.0, + oc * nAxis[0] * nAxis[1] + nAxis[2] * s, oc * nAxis[1] * nAxis[1] + c, oc * nAxis[1] * nAxis[2] - nAxis[0] * s, 0.0, + oc * nAxis[2] * nAxis[0] - nAxis[1] * s, oc * nAxis[1] * nAxis[2] + nAxis[0] * s, oc * nAxis[2] * nAxis[2] + c, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +void mx_rotate_vector3(vector _in, float amount, vector axis, output vector result) +{ + float rotationRadians = radians(amount); + matrix m = rotationMatrix(axis, rotationRadians); + vector4 trans = transform(m, vector4(_in[0], _in[1], _in[2], 1.0)); + result = vector(trans.x, trans.y, trans.z); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_surface_unlit.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_surface_unlit.osl new file mode 100644 index 0000000..b870ef2 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_surface_unlit.osl @@ -0,0 +1,7 @@ +void mx_surface_unlit(float emission_weight, color emission_color, float transmission_weight, color transmission_color, float opacity, output surfaceshader result) +{ + float trans = clamp(transmission_weight, 0.0, 1.0); + result.bsdf = trans * transmission_color * transparent(); + result.edf = (1.0 - trans) * emission_weight * emission_color * emission(); + result.opacity = clamp(opacity, 0.0, 1.0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_time_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_time_float.osl new file mode 100644 index 0000000..895e0c5 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_time_float.osl @@ -0,0 +1,6 @@ +void mx_time_float(float fps, output float result) +{ + float frame; + getattribute("frame", frame); + result = frame / fps; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_transformmatrix_vector2M3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_transformmatrix_vector2M3.osl new file mode 100644 index 0000000..fe1937b --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_transformmatrix_vector2M3.osl @@ -0,0 +1,6 @@ +void mx_transformmatrix_vector2M3(vector2 val, matrix m, output vector2 result) +{ + point res = transform(m, point(val.x, val.y, 1.0)); + result.x = res[0]; + result.y = res[1]; +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_unpremult_color4.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_unpremult_color4.osl new file mode 100644 index 0000000..55d074c --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_unpremult_color4.osl @@ -0,0 +1,4 @@ +void mx_unpremult_color4(color4 in, output color4 result) +{ + result = color4(in.rgb / in.a, in.a); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_float.osl new file mode 100644 index 0000000..a6289c8 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_float.osl @@ -0,0 +1,4 @@ +void mx_worleynoise2d_float(vector2 texcoord, float jitter, output float result) +{ + result = mx_worley_noise_float(texcoord, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_vector2.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_vector2.osl new file mode 100644 index 0000000..b523187 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_vector2.osl @@ -0,0 +1,4 @@ +void mx_worleynoise2d_vector2(vector2 texcoord, float jitter, output vector2 result) +{ + result = mx_worley_noise_vector2(texcoord, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_vector3.osl new file mode 100644 index 0000000..b5f468a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise2d_vector3.osl @@ -0,0 +1,4 @@ +void mx_worleynoise2d_vector3(vector2 texcoord, float jitter, output vector result) +{ + result = mx_worley_noise_vector3(texcoord, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_float.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_float.osl new file mode 100644 index 0000000..b328fc7 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_float.osl @@ -0,0 +1,4 @@ +void mx_worleynoise3d_float(vector position, float jitter, output float result) +{ + result = mx_worley_noise_float(position, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_vector2.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_vector2.osl new file mode 100644 index 0000000..69c16bb --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_vector2.osl @@ -0,0 +1,4 @@ +void mx_worleynoise3d_vector2(vector position, float jitter, output vector2 result) +{ + result = mx_worley_noise_vector2(position, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_vector3.osl b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_vector3.osl new file mode 100644 index 0000000..d06d1f6 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/mx_worleynoise3d_vector3.osl @@ -0,0 +1,4 @@ +void mx_worleynoise3d_vector3(vector position, float jitter, output vector result) +{ + result = mx_worley_noise_vector3(position, jitter, 0); +} diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/stdlib_genosl_impl.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/stdlib_genosl_impl.mtlx new file mode 100644 index 0000000..c916eb3 --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/genosl/stdlib_genosl_impl.mtlx @@ -0,0 +1,777 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/stdlib_defs.mtlx b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/stdlib_defs.mtlx new file mode 100644 index 0000000..7433b0a --- /dev/null +++ b/Packaged/Windows/Engine/Binaries/ThirdParty/MaterialX/libraries/stdlib/stdlib_defs.mtlx @@ -0,0 +1,4723 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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component. +- Added a `Door Component` to add door logic and events on any actor (already implements `Door Interface`). +- Added `Dungeon` input to the `Room Constraint`'s `Check` function. +- Added a `Count Limit` built-in constraint, to limit the number of the room data generated in the dungeon. + +### Changed + +- Now, multiple bounding boxes can be defined for a room, allowing more freedom and creativity in your room design. + - You can add or remove boxes directly from the array in the `Room Data` asset. + - Edit them with the Dungeon Room editor mode. +- `Door` actors now uses the new `Door Component` for their logic. +- The doors' `Open`/`Lock` states are moved from the actors to the `Room Connection`, allowing you to lock or open individual doors earlier (e.g. during the `Initialize Dungeon` event). + +### Fixed + +- Fixed Linux compilation error + +### Deprecated + +- Deprecating `Door` actors as their logic has been moved into the `Door Component`. The `Door` actor class will be removed in a future version of the plugin. + To convert your existing doors, reparent them to the `Actor` class (or any other actor class you want) and add the `Door Component` on them. Then, bind to the events (like `On Open`, `On Lock`, etc.) to the component events instead. +- Deprecating `First Point` and `Second Point` variables of `Room Data` as they are superseded by the array `Bounding Boxes`. They will be removed in a future version of the plugin. + Conversion is automatically done on asset load, but to make it permanent and avoiding data loss when they will be removed from the plugin, you'll need to resave your assets after updating the plugin. + +## [3.7.1] - 2026-02-04 + +### Fixed + +- Fixed `Room Batch Size` setting not exposed to editor. +- Fixed `Actor Enter Room` event called instead of the `Actor Exit Room` event by the `Room Observer` component when an actor exits a room. +- Fixed random missing navmesh in some rooms after dungeon generation. + +## [3.7.0] - 2025-11-16 + +### Added + +- Added a `Get Level Room Data` node accessible from actors, even during their construction script, allowing the actor to setup itself when placed in the room. +- Added a new Data Asset called `Dungeon Settings` to allow overriding the `Room Unit` in the `Dungeon Generator` class. +- Added a compatibility list in `Door Type` assets, so different door types may be compatible +- Added `Try Place Room At Location` for custom dungeon algorithms to place a room without using a `Door Def` structure. +- Added a relevancy system for the rooms (independent from the room visibilities). + - You can set a distance from which a room is considered relevant to the player. + - A relevant room has a value to tell how close the player is to the room (the lower, the closest) with 0 the room where the player is in. + - Some new nodes in the `Room` instances are available to access this relevancy level, and an event dispatcher to be notified when this relevancy changes. +- Added room constraints: + - New base class `RoomConstraint` to create your own constraints. + - Added built-in location and direction constraints. + - Added new node `Does Pass All Constraints` to check whether a `Room Data` passes all its constraints. +- Added new node `Get Random Room Candidate` to ease the selection of a `RoomCandidate` struct, optionally using their scores as weights. + +### Changed + +- Replaced the hotfix for Steam multiplayer with a proper fix (this impact the saved dungeon, making it not compatible with previous plugin versions) +- Now the generation algorithm can be asynchronous: + - Updated the `Dungeon Generator Base` class to allow spreading the `Create Dungeon` work on multiple frames. + - Added a `Yield Generation` node to tell the generator to call the `Create Dungeon` again the next frame (must be used in the `Create Dungeon` function only). + - Updated the `Create Dungeon` function in `Dungeon Generator` to limit number of room generated per frame (can be set with `Room Batch Size` in the actor's details). +- Room Visibility system now handles properly local multiplayer (splitscreens) + - The `Get Visibility Pawn` overridable function now takes a `Player Controller` as input. +- `Filter and Sort Rooms` now checks if a room candidate passes all its constraints to include it in the output candidates. + +### Fixed + +- Fixed room visibilities to be updated properly when toggling or changing occlusion distance. + +## [3.6.4] - 2025-09-30 + +### Fixed + +- Fixed last compilation errors on Linux platforms + +## [3.6.3] - 2025-09-18 + +### Fixed + +- Fixed the saving/loading when the dungeon contains some null doors +- Removed a leftover warning message when creating the dungeon save system +- Hotfix for Steam multiplayer games (`Room Data` was garbage collected) +- Fixed a compilation error on Linux platforms + +## [3.6.2] - 2025-08-31 + +### Fixed + +- Fixed dungeon bounds rotation the proper way now (without breaking the `Room::GetBoundsExtents`) + +## [3.6.1] - 2025-08-27 + +### Fixed + +- Fixed debug dungeon bounds not properly rotated with a rotated dungeon. +- Fixed random crashes happening in editor or packaged game caused by a missing "Dungeon Graph" sub-object. +- Fixed `Count Connected Doors` node returning unconnected door count instead. + +## [3.6.0] - 2025-06-09 + +### Added + +- Custom dungeon generation algorithm now available in Blueprint too +- New `Filter And Sort Rooms` node that allows you to pick the best room and door index to fit in a specific place. +- Added several new blueprint nodes very useful when working with `Door Def` and `Vector Int`. +- Added a `Generation Success` event in the `Dungeon Generator` class, as opposite to the `Generation Failed` event. +- Internally introduced new cell-based type of room bounds, not fully used yet (only used for `Filter And Sort Rooms` at this time) but will allow great changes in the future. + +### Changed + +- Now the `Door Def` structure has read and write access in Blueprint, you can create them and update them by yourself. +- Now, `Room Connection` is accessible in Blueprint, no need to loop on room instances then door anymore. +- `Custom Room Data` instances are now created early in the generation process, allowing the use of them in the generation algorithm. + +### Fixed + +- Fixed a log message format when loading a dungeon from a save file. + +## [3.5.1] - 2025-02-28 + +### Changed + +- Updated the plugin description. + +### Fixed + +- Fixed crash on multiplayer when using subobject replication list (like in Lyra example project). + +## [3.5.0] - 2025-01-28 + +### Added + +- [EXPERIMENTAL] Added a save/load system for the dungeon, made to be easy to integrate in your save games. +- Added a `Deterministic Random` component to provide an easy access for an *independent* random stream in your actors, deterministic with the dungeon's seed. +- Added a `Simple Guid` component to easily provide a runtime guid for your actors, also compatible with the deterministic random component and the new experimental dungeon saving feature. +- Added a boolean in the `Dungeon Generator` to block interactions with the navigation system (no navmesh rebuild forced by the plugin). +- Added a boolean in the plugin settings to hide the debug drawing in game (display the debug drawings only in editor's viewport, not in PIE or packaged game) +- `Door Type` assets now have 2 new variables: + - A color variable to customize the color of the door's debug box. + - An offset variable to allow a different door offset per door type. +- Added some new nodes: + - A `Number of Room Between` node taking the `Read Only Room` interface directly as inputs. + - A `Get Room At` to retrieve a room at a certain dungeon cell. + - A node to convert a `Door Direction` enum into a `Int Vector`. + +### Changed + +- You can now search the functions in the `Rooms` variable directly in the generator, the variable getter will be created and linked automatically. +- Door debug colors are not used anymore to display the status of the doors (valid/invalid, can/can't place) because their color can be customized. +- The room's debug drawings are now always displayed when in the editor's room mode. +- Added `Room Instance` in inputs of the `Choose Door` function (the room data input is now deprecated in favor to `Get Room Data` of the room instance) + +### Deprecated + +- Deprecated the `Get Random Stream` node because the generator's random stream is not updated when using this node. You will need to use the `Random Stream` variable getter instead. + +### Fixed + +- Fixed multiple issues with multiplayer synchronization (e.g. when clients reconnect, etc.). +- Fixed compatibility of door actors with the `Room Visibility` components. Doors can now be used in room levels without visibility issues. +- Fixed UE 4.27 circular dependency error when compiling/packaging the game with the plugin. +- Fixed crash in editor's room mode when removing the `Room Data` while the Door tool is active. + +## [3.4.1] - 2024-11-21 + +### Fixed + +- Fixed compilation issues in UE 5.5 + +## [3.4.0] - 2024-10-18 + +### Added + +- Added a room count limit in plugin settings to prevent some infinite loops during the dungeon generation. +- Added various utility functions: + - `Get Connected Room Index`, `Get Doors With` and `Get Room ID` in `Room` class. + - `Get Path Between` and `NumberOfRoomBetween` in `Dungeon Graph` class (variable `Rooms` in the dungeon generator). + - `Get Owning Room` and `Get Owning Room Custom Data` in a blueprint library (accessible from any actor/component placed in room levels). + - `Get Compatible Doors`, `Has Door of Type`, `Has Custom Data`, `Get Size` and `Get Volume` in `Door Data` class. +- `Added Level Component` field in `Room Custom Data` to allow attaching a component automatically on the `Room Level` blueprint script. +- Added a `Force Visibility` node in `Room` class to force the visibility even when the player is not in it (useful for e.g. cutscenes). +- Added `Get Visibility Pawn` overridable function in the `Dungeon Generator` class to customize which pawn is used for the room visibility (useful for e.g. spectating another player). +- Split the `Dungeon Generator` into a `Dungeon Generator Base` class, allowing to create custom generation algorithms (only C++ as of now). +- Added a `Read Only Room` interface to allow access to some variables during the generation process. + - Added an input `Current Room Instance` of type `Read Only Room` in `Choose Next Room`. + - Added an input `Room Instance` of type `Read Only Room` in `On Room Added`. +- Added a node Discard Room to explicitly tell we don't want to place a room in `Choose Next Room` (prevent error when returning null) +- Added `Auto Discard Room If Null` variable in `Dungeon Generator` + +### Fixed + +- Fixed player's components triggering room visibility even when ignoring the `Room Object Type`. + +## [3.3.1] - 2024-07-18 + +### Fixed + +- Fixed random crash on clients when unloading the dungeon. +- Fixed dungeon generator's begin initialization state triggered twice (missing break). +- Added back error logs on screen even when on screen debug is disabled in plugin. +- Now support push based replication and registered subobject lists (now compatible with Lyra example project + maybe compatible with Iris network subsystem). +- Fixed Door Tool in the Dungeon Room editor mode, to allow door removal and prevent door overlap when Room Unit is smaller than Door Size. +- Fixed debug cross of locked rooms not properly rotated when the room is rotated. + +## [3.3.0] - 2024-06-23 + +### Added + +- Added a blueprint node to select a random room with weights (non-uniform random). +- Added dungeon limits for room placement. If set, rooms will not be placed outside of the limits. +- Added a `Static Room Visibility` component with reduced computation over the non-static one (used for directly placed actors in room levels that will never go out of it at runtime). +- A tag `Ignore Room Culling` can be added to directly placed actors in room levels so they will be ignored by the room level automatic occlusion (before, only replicated actors were ignored). You can use a `(Static) Room Visibility` component to manage their visibility like you want instead. +- Added a `Get Progress` function in `Dungeon Generator` class to keep track of generation progress and make progress bars easily. +- Added an `On Fail To Add Room` event, called after exhausted all tries of placing a room without success. +- Added a `Cleanup Room` function in `Room Data` class as a counterpart of the `Initialize Room` one. +- Can now tweak the max generation tries and max room placement tries in the plugin's settings. +- Added accessor to generator's `Rooms` variable in C++ outside of child classes. +- The door debug box (blue) will now turn orange if multiple doors are on the same place. +- Now the `RoomData`'s level will be automatically filled if empty when the data is selected in the Dungeon Room Editor mode. + +### Fixed + +- Crash when running in new PIE window in 'Play as Client' when a DungeonGenerator actor is in the launched level. +- Fixed missing call to `On Room Added` event for the first room. +- Fixed `RootComponent` of door actors to be able to edit them in editor. +- Fixed door actors so that they always spawn, regardless of the actor's parameter. + +## [3.2.2] - 2024-05-17 + +### Fixed + +- Fixed warning `AddReferencedObject` for UE 5.3 and newer. +- Fixed UE 5.4 compilation issues + +## [3.2.1] - 2024-05-13 + +### Fixed + +- Fixed warning `TriggerType` name conflicting with the `Enhanced Input` system. +- Fixed compilation error due to un-initialized `FMargin3D` members. +- Fixed UE 5.4 PIE issues + +## [3.2.0] - 2024-04-07 + +### Added + +- Added console commands to temporarily tweak some plugin settings during runtime (even in packaged development game) and to generate/unload dungeons. +- Added blueprint nodes to access most of the plugin settings, or to change `Occlusion Culling` and `Occlusion Distance` values. +- Added a `Flipped` output in `Choose Door` function to choose which room the door is facing. +- Added `On Actor Enter Room` and `On Actor Exit Room` delegates in the `Room Level` blueprint. +- Added `Room Observer` components that automatically binds on those new delegates. +- Added some functions to the `Room` instances to know if doors are connected or to get connected `Room` instances. +- Added room bounds center and extent blueprint accessors in `Room` instances and `Room Level`. +- Added `Can Loop` boolean in `Dungeon Generator` to be able to toggle it per-actor. +- Added optional world meshes collision checks before placing a room during the generation process. +- Added a plugin setting to change the room trigger collision type. +- Added plugin settings to customize the door's debug arrow. +- Added door deletion in `Dungeon Room` editor mode when right-clicking on an existing door with the `Door` tool. +- Added utility buttons in the `Dungeon Room` editor mode to make selected box volumes fit in the room bounds, and to delete all invalid doors. +- Added an optional camera rotation pivot at the center of the room (when `Orbit Around Actor Selection` is enabled in your Editor Preferences). + +### Fixed + +- Fixed undo/redo in `Dungeon Room` editor mode. +- Fixed the widget mode (translate, rotate, scale) while in the `Dungeon Room` editor mode to have a better actor modification while staying in this mode. +- Fixed missing includes in C++ causing sometimes compilation issues. + +### Deprecated + +- Deprecated `Can Loop` in the plugin's settings. It will be removed in a future version. Leave it ticked and use the one in the `Dungeon Generator` actor instead. + +## [3.1.2] - 2024-03-06 + +### Fixed + +- Fixed crash when compiling room level blueprint after exiting the room editor mode. +- Fixed crash at runtime when the room data reference in the room level and the level reference in room data do not match. +- Fixed debug drawings of rooms and doors not displayed in packaged development game. +- Fixed room visibility not updated when occlusion culling settings are changed at runtime in packaged game. +- Fixed compilation errors caused by missing includes that could happen sometimes when using unity build. + +## [3.1.1] - 2024-02-17 + +### Fixed + +- Workaround for the occlusion of replicated actors placed directly in a room level. +- They are now ignored by the room level, so you can add the `Room Visibility Component` on them to manage their visibility with the rooms. +- Fixed door actors wrong rotation (flipped on Y axis). +- Fixed room visibilities not updated during PIE when toggling on/off the occlusion culling or changing the occlusion distance. +- Clamp occlusion distance to 1 to get at least a visible room (the one the player is in). + +## [3.1.0] - 2024-01-28 + +### Added + +- Added an `Unload` function in the `Dungeon Generator` actor. +- Added `Door Index` output in `Choose Next Room` function. [#39] +- Added `Room Visitor` interface to create custom behaviors on actors and components when an actor enters/exits a room. +- Added door accessors from the room instances in blueprint. +- Added accessor to the `Dungeon Generator`'s random stream from room instances in blueprint. + +### Fixed + +- Replaced the custom `ProceduralLevelStreaming` class with the `LevelStreamingDynamic` using the custom instance name. +- This should be transparent for the plugin's users, but the level instances should now have recent Unreal Engine's modifications on them (>UE4.26). +- Improved network performances with the use of `Net Dormancy` to notify the Unreal's network system only when there are changes in the dungeon or door state. +- Updated the `Room Visibility Component` to use the new `Room Visitor` interface (should be transparent for plugin's users). + +## [3.0.1] - 2023-10-24 + +### Fixed + +- Fixed UE 5.3 compilation issues [#35] + +## [3.0.0] - 2023-10-14 + +### Added + +- New editor mode to ease room creation. +- New asset category to speed up data asset creation. +- Added a door type system to allow various door sizes in the dungeon [#21] . +- Added per room instance custom data. +- Added an initialization step in the dungeon generator for the room instances to be initialized before `IsValidDungeon` being called. +- Added a function to check if the player can reach one room from another (no locked room between them) [#25]. +- Added a `Spectate` blueprint node because it is not in the base unreal engine. + +### Changed + +- Moved room handling in a subclass of the `DungeonGenerator`, you can access most of the previous functions from the Rooms variable of the dungeon generator now. +- Reworked the dungeon networking: it does no longer use an RPC to generate the dungeon on all clients. Now the server generates the dungeon and replicates all rooms to the clients. The dungeon now uses a state machine to handle the generation process, allowing late joining clients to load properly the dungeon. +- Room bounds can now be in negative too. +- Room's "origin" (magenta sphere) is no longer shown since not really useful and a little confusing (can be enabled via a plugin's setting) +- New plugin icon. + +### Fixed + +- Fixed wrong seed value when the dungeon' seed is set to `Auto Increment`. +- Fixed `ContinueToAddRoom` not called with each `ChooseNextRoomData`. + +## [2.1.2] - 2023-07-18 + +### Added + +- Added an error message and the `GenerationFailed` event when the dungeon generator didn't generated a valid dungeon after exhausting all the retries (#29). Also now the dungeon will not spawn anymore in that case. + +### Fixed + +- Fixed occlusion culling system not disabled by the plugin's setting. +- Fixed compilation issues (#26). +- Fixed room triggers returned by "trace by channel" functions (#27). + +## [2.1.1] - 2023-03-26 + +### Added + +- Added `RoomData` assets validation to notify users when something is not correctly setup (levels and doors). + +### Changed + +- Make doors replicating over network, and thus usable in multiplayer games. + +### Fixed + +- Improved a little the `TriggerDoor` class with a native event to check which actors can trigger the door. +- Deprecated the `OpenDoor` and `CloseDoor` functions in favor to a unique `Open(bool)` function. +- Various fixes. + +## [2.1.0] - 2023-03-11 + +### Added + +- Added Dynamic actors occlusion culling +- Added visibility distance to occlusion culling system for room visibility + +### Changed + +- Greatly improved occlusion culling performance (using Octree instead of box overlapping) +- Improved debug drawings (draw a cross for not connected doors instead of arrows, draw current player's room in green instead of red) + +### Deprecated + +- Deprecated `RoomLockerBase` and exposed the locking state of rooms in room's level blueprints and door actors. + +## [2.0.2] - 2022-09-11 + +### Added + +- Added a DungeonGenerator parameter to place the dungeon's rooms on the actor location and rotation (default disabled) + +### Fixed + +- Removed static streaming level id, allowing multiple DungeonGenerator actors generating at the same time. +- Fixed blue bounding box for doors showing the offset in the door blueprint preview. + +## [2.0.1] - 2021-11-13 + +### Added + +- Added accessors in blueprint to get and set the seed +- Added back some utility functions to count and check existence with data types (in addition to data instances) + +## [2.0.0] - 2021-11-01 + +### Changed + +- Now use RoomData instances instead of blueprint classes + +## [1.2.2] - 2021-08-19 + +### Changed + +- Updated the year in the LICENSE file, and added the license notice in code files. + +### Fixed + +- Fixed crashes when returning none in ChooseFirstRoomData or ChooseNextRoomData. + +## [1.2.1] - 2021-04-14 + +### Fixed + +- Fixed packaging errors when installing the plugin in the engine. (now, blueprint only project can use the plugin) + +## [1.2.0] - 2021-03-25 + +### Added + +- Added an option to allow room loop in the dungeon. + +### Fixed + +- Fixed multiple instances of door at one door place. + +## [1.1.0] - 2021-02-21 + +### Added + +- Added the `Depth First` and `Breadth First` generation types. +- Added option to display the generation logs on screen too. + +### Changed + +- Refactored the DungeonGenerator code to allow override of functions in C++ as well. + +## [1.0.3] - 2021-02-16 + +### Fixed + +- Fixed a crash caused by a conflict between GC and the C++ native delete. +- Fixed a possible crash when too many rooms are generated (avoid a stack overflow from recursivity call to AddRoom) + +## [1.0.2] - 2021-01-11 + +### Fixed + +- Fixed enum EDirection ambiguity with RigLogic plugin. + +## [1.0.1] - 2019-09-10 + +### Added + +- Added Draw Debug toggle in the plugin settings. + +### Fixed + +- Fixed some bugs. + +## [1.0.0] - 2019-05-30 + +### Added + +- Initial Release + +[3.7.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.7.1...v3.8.0 +[3.7.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.4...v3.7.0 +[3.6.4]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.3...v3.6.4 +[3.6.3]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.2...v3.6.3 +[3.6.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.1...v3.6.2 +[3.6.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.6.0...v3.6.1 +[3.6.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.5.1...v3.6.0 +[3.5.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.5.0...v3.5.1 +[3.5.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.4.1...v3.5.0 +[3.4.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.4.0...v3.4.1 +[3.4.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.3.1...v3.4.0 +[3.3.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.3.0...v3.3.1 +[3.3.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.2.2...v3.3.0 +[3.2.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.2.1...v3.2.2 +[3.2.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.2.0...v3.2.1 +[3.2.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.1.2...v3.2.0 +[3.1.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.1.1...v3.1.2 +[3.1.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.1.0...v3.1.1 +[3.1.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.0.1...v3.1.0 +[3.0.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v3.0.0...v3.0.1 +[3.0.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v2.1.2...v3.0.0 +[2.1.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v2.1.1...v2.1.2 +[2.1.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v2.1.0...v2.1.1 +[2.1.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v2.0.2...v2.1.0 +[2.0.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v2.0.1...v2.0.2 +[2.0.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v2.0.0...v2.0.1 +[2.0.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.2.2...v2.0.0 +[1.2.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.2.1...v1.2.2 +[1.2.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.2.0...v1.2.1 +[1.2.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.1.0...v1.2.0 +[1.1.0]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.0.3...v1.1.0 +[1.0.3]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.0.2...v1.0.3 +[1.0.2]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.0.1...v1.0.2 +[1.0.1]: https://github.com/BenPyton/ProceduralDungeon/compare/v1.0.0...v1.0.1 +[1.0.0]: https://github.com/BenPyton/ProceduralDungeon/releases/tag/v1.0.0 diff --git a/Plugins/ProceduralDungeon/LICENSE-CeCILL-C b/Plugins/ProceduralDungeon/LICENSE-CeCILL-C new file mode 100644 index 0000000..66a0bc5 --- /dev/null +++ b/Plugins/ProceduralDungeon/LICENSE-CeCILL-C @@ -0,0 +1,489 @@ + +CeCILL-C FREE SOFTWARE LICENSE AGREEMENT + + Notice + +This Agreement is a Free Software license agreement that is the result +of discussions between its authors in order to ensure compliance with +the two main principles guiding its drafting: + + * firstly, compliance with the principles governing the distribution + of Free Software: access to source code, broad rights granted to + users, + * secondly, the election of a governing law, French law, with which + it is conformant, both as regards the law of torts and + intellectual property law, and the protection that it offers to + both authors and holders of the economic rights over software. + +The authors of the CeCILL-C (for Ce[a] C[nrs] I[nria] L[ogiciel] L[ibre]) +license are: + +Commissariat à l'Energie Atomique - 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However, any +licenses that it may have granted prior to termination of the Agreement +shall remain valid subject to their having been granted in compliance +with the terms and conditions hereof. + + Article 11 - MISCELLANEOUS + + + 11.1 EXCUSABLE EVENTS + +Neither Party shall be liable for any or all delay, or failure to +perform the Agreement, that may be attributable to an event of force +majeure, an act of God or an outside cause, such as defective +functioning or interruptions of the electricity or telecommunications +networks, network paralysis following a virus attack, intervention by +government authorities, natural disasters, water damage, earthquakes, +fire, explosions, strikes and labor unrest, war, etc. + +11.2 Any failure by either Party, on one or more occasions, to invoke +one or more of the provisions hereof, shall under no circumstances be +interpreted as being a waiver by the interested Party of its right to +invoke said provision(s) subsequently. + +11.3 The Agreement cancels and replaces any or all previous agreements, +whether written or oral, between the Parties and having the same +purpose, and constitutes the entirety of the agreement between said +Parties concerning said purpose. No supplement or modification to the +terms and conditions hereof shall be effective as between the Parties +unless it is made in writing and signed by their duly authorized +representatives. + +11.4 In the event that one or more of the provisions hereof were to +conflict with a current or future applicable act or legislative text, +said act or legislative text shall prevail, and the Parties shall make +the necessary amendments so as to comply with said act or legislative +text. All other provisions shall remain effective. Similarly, invalidity +of a provision of the Agreement, for any reason whatsoever, shall not +cause the Agreement as a whole to be invalid. + + 11.5 LANGUAGE + +The Agreement is drafted in both French and English and both versions +are deemed authentic. + + Article 12 - NEW VERSIONS OF THE AGREEMENT + +12.1 Any person is authorized to duplicate and distribute copies of this +Agreement. + +12.2 So as to ensure coherence, the wording of this Agreement is +protected and may only be modified by the authors of the License, who +reserve the right to periodically publish updates or new versions of the +Agreement, each with a separate number. These subsequent versions may +address new issues encountered by Free Software. + +12.3 Any Software distributed under a given version of the Agreement may +only be subsequently distributed under the same version of the Agreement +or a subsequent version. + + Article 13 - GOVERNING LAW AND JURISDICTION + +13.1 The Agreement is governed by French law. The Parties agree to +endeavor to seek an amicable solution to any disagreements or disputes +that may arise during the performance of the Agreement. + +13.2 Failing an amicable solution within two (2) months as from their +occurrence, and unless emergency proceedings are necessary, the +disagreements or disputes shall be referred to the Paris Courts having +jurisdiction, by the more diligent Party. + +Version 1.0 dated 2006-09-05. diff --git a/Plugins/ProceduralDungeon/LICENSE.md b/Plugins/ProceduralDungeon/LICENSE.md new file mode 100644 index 0000000..8e56432 --- /dev/null +++ b/Plugins/ProceduralDungeon/LICENSE.md @@ -0,0 +1,11 @@ +# Multi-Licensing Terms v1.0 + +This software ("Software") is available under the following licenses, with only one license applying based on the source from which you obtain it. By using this Software, you agree to the terms of the applicable license based on the source from which you obtained it. If you do not accept the terms of the applicable license, you must refrain from using the Software. + +The order of precedence from highest to lowest is as follows: + +1. **Fab EULA**: Applicable when obtained from Fab (). Full terms are available at . + +2. **CeCILL-C License**: Applicable when obtained from any source not explicitly designated above as having an alternative license (this designation may be updated in future versions of this Agreement). Full terms are available in the `LICENSE-CeCILL-C` file included with this Software or at . + +For questions regarding this Multi-Licensing Terms or the licenses, please contact us at . diff --git a/Plugins/ProceduralDungeon/ProceduralDungeon.uplugin b/Plugins/ProceduralDungeon/ProceduralDungeon.uplugin new file mode 100644 index 0000000..a61cd72 --- /dev/null +++ b/Plugins/ProceduralDungeon/ProceduralDungeon.uplugin @@ -0,0 +1,40 @@ +{ + "FileVersion": 3, + "Version": 30801, + "VersionName": "3.8.1", + "FriendlyName": "Procedural Dungeon", + "Description": "Create rich and diverse dungeon experiences that combine the best of both worlds: the creativity and precision of handmade room designs, paired with the unpredictability and excitement of procedural generation.", + "Category": "Procedural", + "CreatedBy": "Ben Pyton", + "CreatedByURL": "https://chat-cripant.com", + "DocsURL": "https://BenPyton.github.io/ProceduralDungeon", + "MarketplaceURL": "", + "SupportURL": "https://github.com/BenPyton/ProceduralDungeon/issues", + "EngineVersion": "5.7.0", + "CanContainContent": false, + "Installed": true, + "Modules": [ + { + "Name": "ProceduralDungeon", + "Type": "Runtime", + "LoadingPhase": "PreDefault", + "PlatformAllowList": [ + "Win64", + "Mac", + "Linux", + "IOS", + "Android" + ] + }, + { + "Name": "ProceduralDungeonEditor", + "Type": "Editor", + "LoadingPhase": "Default", + "PlatformAllowList": [ + "Win64", + "Mac", + "Linux" + ] + } + ] +} \ No newline at end of file diff --git a/Plugins/ProceduralDungeon/ReadMe.md b/Plugins/ProceduralDungeon/ReadMe.md new file mode 100644 index 0000000..0de9f96 --- /dev/null +++ b/Plugins/ProceduralDungeon/ReadMe.md @@ -0,0 +1,187 @@ +# Procedural Dungeon Plugin + +[![Plugin version number](https://img.shields.io/github/v/release/BenPyton/ProceduralDungeon?label=Version)](https://github.com/BenPyton/ProceduralDungeon/releases/latest) +[![Unreal Engine Supported Versions](https://img.shields.io/badge/Unreal_Engine-4.27_%7C_5.3_%7C_5.4_%7C_5.5_%7C_5.6_%7C_5.7-9455CE?logo=unrealengine)](https://github.com/BenPyton/ProceduralDungeon/releases) +[![License](https://img.shields.io/badge/License-CeCILL--C_or_Fab_EULA-blue)](LICENSE) +![Download count](https://img.shields.io/github/downloads/BenPyton/ProceduralDungeon/total?label=Downloads) +[![Actively Maintained](https://img.shields.io/badge/Maintenance%20Level-Actively%20Maintained-green.svg)](https://gist.github.com/cheerfulstoic/d107229326a01ff0f333a1d3476e068d) +[![Discord](https://img.shields.io/discord/1182461404092055574?logo=discord&logoColor=white&label=Discord&color=%235865F2)][Discord] + +## Overview + +This Unreal Engine plugin allows you to create rich, diverse dungeon experiences that combine the best of both worlds: the creativity and precision of handmade room designs, paired with the unpredictability and excitement of procedural generation. + +Rooms are handmade Unreal levels instanced in the world. +You define their size and their doors as well as several other parameters. +You code your own rules in blueprints or C++, with great flexibility and customization, to generate the dungeons ***you*** want. + +You can get this plugin on [Fab](https://www.fab.com/fr/listings/62cbdceb-ae3c-4fe4-adac-39d751a15df9) too! + +If you have any bug or crash, please [open an issue](https://github.com/BenPyton/proceduralDungeon/issues/new?template=bug_report.yml) in the Github repo.\ +If you have suggestions, questions or need help to use the plugin you can join the [Discord server][Discord] dedicated to this plugin.\ +If you want to contribute, feel free to create a pull request (*contributions to the wiki are also welcomed!*). + +## Features + +- Handcrafted rooms, giving full control of their design by the level designers. +- Generation rules defined in blueprint or C++, allowing flexible and powerful procedural generation. +- A new editor mode to ease the creation and edition of the rooms. +- Several interfaces and components for your actors (RoomVisitor, RoomObserver, DeterministicRandom, etc.) +- Different door types, allowing more complex dungeons. +- Optional room culling system, allowing to render only the relevant rooms to the player. +- Ready for multiplayer games (push model and subobject lists are implemented). +- :construction:[^experimental] Save/Load nodes for the dungeon, easy to use with any game save system (blueprint or C++) + +[^experimental]: :construction: : Experimental features + +## Example + +Some hand-made rooms defined with bounds and doors:\ +Animated GIF +Animated GIF +Animated GIF +Animated GIF +Animated GIF +Animated GIF + +Some extremely simple generation rules: + +- A special room (red) used to spawn the player. +- Then 10 rooms chosen randomly in a list (blue, green, yellow, cyan). +- Then a special room (purple) used as an end goal for the player. +- Finally 10 other rooms chosen randomly. + +Possible results:\ +Animated GIF +Animated GIF + +[Demo Video on Youtube](http://www.youtube.com/watch?v=DmyNEd0YtDE "Procedural Dungeon Demo")
+ +You can find an example project [here](https://github.com/BenPyton/DungeonExample) too. + +## How to use it + +Follow the [Getting Started guide on the wiki](https://benpyton.github.io/ProceduralDungeon/guides/Introduction) to start working with the plugin. + +If you want more details about how it works internally, you can read the [wiki](https://benpyton.github.io/ProceduralDungeon/guides/Home). + +You have also access in the wiki to all the exposed [classes and nodes](https://benpyton.github.io/ProceduralDungeon/api) in Blueprint. + +You can also join the [Discord server][Discord] dedicated to this plugin if you want to ask question or get help from the community. + +## Installation + +Install it like any other Unreal Engine plugin. + +If you have any trouble with installation, read the [Installation](https://benpyton.github.io/ProceduralDungeon/guides/Getting-Started/Installation) page of the wiki. + +## FAQ + +
+Can I generate levels during runtime? What I mean is if I can generate a new dungeon while the player is in it. + +> Yes, you can generate during runtime.\ +> If you call the `Generate` function, then the previous rooms unload, and a new dungeon generate and load new rooms.\ +> There is no map travel during the process, the player remains in the master map, only the dungeon's rooms are loaded/unloaded. + +
+ +
+How large can I make the map? + +> You are only limited by the performance of the machine your game runs on.\ +> Mostly, the performance of the dungeon depends on the complexity of your rooms/meshes, and the hardware of your computer. The more details and diversity of actors there are, the more resources will be consumed on the computer.\ +> To be able to generate a very large map, you will need to optimize the meshes/textures for the RAM and GPU, the collisions and number of dynamic actors (enemies, etc.) for CPU, etc.\ +> The simple occlusion culling system I provide in the plugin is one (rudimentary) way to optimize the GPU side (less drawing). +> It is far from perfect but a good start.\ +> You will need to do the other optimizations yourself. + +
+ +
+Can I save and load dungeons? + +> Since version 3.5 of the plugin, There are [some nodes](https://benpyton.github.io/ProceduralDungeon/guides/Advanced-Features/Saving-Dungeon) to help you easily setup a save/load of the dungeon. +> It'll need some works on your side but it is definitely possible to do it.\ +> The dungeon save should be compatible with any save system you are using. +> In C++ you can also use some functions for archive-based save systems ( `StructuredArchive` compatible too). + +
+ +
+How many different rooms can I have? + +> You can have the number of room you want, there is not really a limit in the plugin. + +
+ +
+It is pretty much up to my creativity to design whatever I want, right? If I want rooms to have enemies or anything like that, I can just create it in the level, right? + +> Yes, you can design everything you want in the room. It is the purpose of the plugin: providing a generic way to generate a dungeon, without any compromise on the DA nor the game design.\ +> If you don't want to create the rooms manually, you may use other procedural plugins (like PCG) to create the content of the rooms (I've never tested that myself though). + +
+ +
+How does the room culling work for multiplayer? + +> The room culling system built in the plugin is client side. It will show only the room where the local player is and any adjacent rooms.\ +> You can read further details about the room culling system of this plugin from the [wiki page](https://benpyton.github.io/ProceduralDungeon/guides/Advanced-Features/Occlusion-Culling).\ +> You can also disable the room culling system from the [plugin's settings](https://benpyton.github.io/ProceduralDungeon/guides/Getting-Started/Plugin-Settings) and do it yourself in another way. + +
+ +
+Is there a seed? + +> Yes, there is a seed for the dungeon generation.\ +> I made a parameter in the [`DungeonGenerator`](https://benpyton.github.io/ProceduralDungeon/guides/Getting-Started/Generating-Dungeon/Dungeon-Generator#seed-type) actor to have different types of seed: +> +> - You can have a fixed seed you can set in the actor which will be always used (useful for testing and debugging purpose, or to set manually the seed in Blueprint or C++). +> - You can have an incrementing seed, using the fixed seed for the first generation, then adding a value to it at each generation (useful for demonstration purpose). +> - You can have a random seed generated for each generation (for released game mostly, or to test quickly a lot of dungeon generations). + +
+ +
+Can I have some sort of flow to the dungeon? Like have a secret room spawn only once and have boss rooms only spawn 4 rooms? + +> Yes, you can define the flow you want for your dungeon. It is the purpose of the plugin.\ +> There is the function [`ChooseNextRoomData`][ChooseNextRoom] where you define what I call your "rules" of the dungeon.\ +> You can, for example, check a minimum number of room before spawning a secret room, and then don't spawn it if you already have one in the dungeon.\ +> If you need help on how to define your dungeon rules, you can check this [example](https://benpyton.github.io/ProceduralDungeon/guides/Best-Practices/Workflows/Dungeon-Generation-Algorithm) and get help on the [Discord server][Discord] dedicated to this plugin. + +
+ +
+Can I increase the difficulty of the dungeon? Lets say room level 1 is easy and room level 5 is hard, can I tell the dungeon to not go from level 1 to level 5? + +> Of course, you can do that sort of thing! +> For this difficulty example, you should create a child blueprint of `RoomData` class to add new parameters like a `DifficultyLevel`, which you can set a different value for each room in your `RoomData` assets.\ +> Then for example, in your [`ChooseNextRoomData`][ChooseNextRoom] function you can choose a room depending on its difficulty level compared to the difficulty level of the previous room. + +
+ +## License + +This plugin is available under different licenses depending on the source from which it was obtained: + +- The [Fab EULA](https://fab.com/eula) applies when obtained from the Fab marketplace. +- The [CeCILL-C license](https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. + +Please refer to the accompanying [LICENSE file](LICENSE.md) for further details. + +You can also take a look in [the wiki](https://benpyton.github.io/ProceduralDungeon/guides/Copyrights-and-Licenses) for the differences in the license terms. + +## *Support Me* + + If you like my plugin, please consider leaving a tip, it would mean so much to me! 😊 + +[![Ko-fi](https://img.shields.io/badge/Ko--fi-FF5E5B?logo=kofi&logoColor=fff&style=for-the-badge)](https://ko-fi.com/M4M3NW2JV) +[![Buy Me a Coffee](https://img.shields.io/badge/Buy%20Me%20a%20Coffee-FFDD00?logo=buymeacoffee&logoColor=000&style=for-the-badge)](https://buymeacoffee.com/benpyton) +[![Liberapay](https://img.shields.io/badge/Liberapay-F6C915?logo=liberapay&logoColor=000&style=for-the-badge)](https://liberapay.com/BenPyton/donate) +[![PayPal](https://img.shields.io/badge/PayPal-003087?logo=paypal&logoColor=fff&style=for-the-badge)](https://www.paypal.com/donate/?hosted_button_id=9VWP66JU5DZXN) + +[Discord]: https://discord.gg/YE2dPda2CC +[ChooseNextRoom]: https://benpyton.github.io/ProceduralDungeon/guides/Getting-Started/Generating-Dungeon/Choose-Next-Room-Data diff --git a/Plugins/ProceduralDungeon/Resources/Icon128.png b/Plugins/ProceduralDungeon/Resources/Icon128.png new file mode 100644 index 0000000..04e3e0a --- /dev/null +++ b/Plugins/ProceduralDungeon/Resources/Icon128.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bd51f7cfd9343472cd58bece8e2ae9cdf30b7338a1e69956d71a07433c1e6a9a +size 16344 diff --git a/Plugins/ProceduralDungeon/Resources/IconDoorTool.png b/Plugins/ProceduralDungeon/Resources/IconDoorTool.png new file mode 100644 index 0000000..685a13f --- /dev/null +++ b/Plugins/ProceduralDungeon/Resources/IconDoorTool.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:309cf509b18d02ee2061f33c6c8d49f5e29562274f51dfb6394c22afb993df4e +size 315 diff --git a/Plugins/ProceduralDungeon/Resources/IconEditorMode.png b/Plugins/ProceduralDungeon/Resources/IconEditorMode.png new file mode 100644 index 0000000..1f2ae40 --- /dev/null +++ b/Plugins/ProceduralDungeon/Resources/IconEditorMode.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6c4ad604b8d6c3882e69c0c9dc0c1a209a53410f84cd7656b80f3fff8ca60c5b +size 2390 diff --git a/Plugins/ProceduralDungeon/Resources/IconSizeTool.png b/Plugins/ProceduralDungeon/Resources/IconSizeTool.png new file mode 100644 index 0000000..c9d8f68 --- /dev/null +++ b/Plugins/ProceduralDungeon/Resources/IconSizeTool.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8aa171a29d996d45d206d9dd8dcc7566b2fc3bfd3f87907d80cbf13cb2b0d814 +size 353 diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/BoundsParams.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/BoundsParams.cpp new file mode 100644 index 0000000..fc70659 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/BoundsParams.cpp @@ -0,0 +1,24 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "BoundsParams.h" + +FBoxMinAndMax FBoundsParams::GetBox() const +{ + return FBoxMinAndMax( + FIntVector( + (bLimitMinX) ? -MinX : INT32_MIN, + (bLimitMinY) ? -MinY : INT32_MIN, + (bLimitMinZ) ? -MinZ : INT32_MIN + ), + FIntVector( + (bLimitMaxX) ? MaxX + 1 : INT32_MAX, + (bLimitMaxY) ? MaxY + 1 : INT32_MAX, + (bLimitMaxZ) ? MaxZ + 1 : INT32_MAX + ) + ); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/DeterministicRandomComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/DeterministicRandomComponent.cpp new file mode 100644 index 0000000..41ec89c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/DeterministicRandomComponent.cpp @@ -0,0 +1,75 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Components/DeterministicRandomComponent.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "DungeonBlueprintLibrary.h" +#include "Room.h" +#include "Interfaces/RoomActorGuid.h" +#include "DungeonGeneratorBase.h" + +namespace +{ + // Utility functions to xor 2 guids + FGuid operator^(const FGuid& A, const FGuid& B) + { + return FGuid(A.A ^ B.A, A.B ^ B.B, A.C ^ B.C, A.D ^ B.D); + } + + void operator^=(FGuid& A, const FGuid& B) + { + A = A ^ B; + } +} //namespace + +UDeterministicRandomComponent::UDeterministicRandomComponent() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +void UDeterministicRandomComponent::OnRegister() +{ + Super::OnRegister(); + + AActor* OwnerActor = GetOwner(); + const int32 Seed = GenerateDeterministicSeed(OwnerActor); + Random.Initialize(Seed); + DungeonLog_Debug("[%s] Initial seed set to: %d.", *GetNameSafe(OwnerActor), Random.GetInitialSeed()); +} + +// *WARNING*: Updating the algorithm may break systems relying on this generated seed. +// The best approach is to not rely on this generated seed. +int32 UDeterministicRandomComponent::GenerateDeterministicSeed(AActor* Actor) +{ + FGuid Guid; + int64 Salt = 0; + + // Use the guid of the actor if available. + UObject* GuidImplementer = IRoomActorGuid::GetImplementer(Actor); + if (IsValid(GuidImplementer)) + { + Guid = IRoomActorGuid::Execute_GetGuid(GuidImplementer); + } + + // Get the room ID as the salt if available. + if (const URoom* OwningRoom = UDungeonBlueprintLibrary::GetOwningRoom(Actor)) + { + Salt = OwningRoom->GetRoomID(); + + // Will also use the generator guid and seed if relevant. + if (const ADungeonGeneratorBase* Generator = OwningRoom->Generator()) + { + Guid ^= Generator->GetGuid(); + + const int64 Seed = static_cast(Generator->GetSeed()); + Salt ^= Seed << 32; + } + } + + return Random::Guid2Seed(Guid, Salt); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/DoorComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/DoorComponent.cpp new file mode 100644 index 0000000..b5e8201 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/DoorComponent.cpp @@ -0,0 +1,185 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Components/DoorComponent.h" +#include "Room.h" +#include "RoomLevel.h" +#include "RoomConnection.h" +#include "DrawDebugHelpers.h" +#include "Net/UnrealNetwork.h" +#include "Engine/Engine.h" +#include "DungeonGenerator.h" +#include "DoorType.h" +#include "ProceduralDungeonUtils.h" +#include "Utils/ReplicationUtils.h" +#include "ProceduralDungeonLog.h" + +UDoorComponent::UDoorComponent() +{ + PrimaryComponentTick.bCanEverTick = true; + bTickInEditor = true; + SetIsReplicatedByDefault(true); +} + +void UDoorComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + FDoRepLifetimeParams Params; + Params.bIsPushBased = true; + DOREPLIFETIME_WITH_PARAMS(UDoorComponent, RoomConnection, Params); +} + +// Called every frame +void UDoorComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + const URoom* RoomA = GetRoomA(); + const URoom* RoomB = GetRoomB(); + + // Tells if the door actor has been spawned by the dungeon generator or not. + // At least one of the room is valid when spawned by the dungeon generator. + // Both rooms are invalid if door has been spawned by another way. + const bool bSpawnedByDungeon = IsValid(RoomA) || IsValid(RoomB); + + // The door manages itself its own visibility only when it has been spawned by the dungeon generator. + // If the door is placed in a RoomLevel or spawned by the user in other means, it is the responsibility + // of the RoomLevel or the user to manage the door's visibility. + if (bSpawnedByDungeon) + { + const bool bRoomAVisible = IsValid(RoomA) && RoomA->IsVisible(); + const bool bRoomBVisible = IsValid(RoomB) && RoomB->IsVisible(); + + // Update door visibility + // A door is hidden ONLY when ALL those conditions are met: + // - The Room Culling is enabled. + // - The door is not `Always Visible`. + // - Both connected rooms are not visible. + // @TODO: this should not work with multiplayer games, because bHidden is replicated! + // It works only because it is updated each frame on clients too! + // The behavior will change if bHidden is updated once in a wile by an event instead! + // So, I should find another way to hide the actor... (avoiding if possible RootComponent::SetVisible) + AActor* Owner = GetOwner(); + if (IsValid(Owner)) + { + Owner->SetActorHiddenInGame(Dungeon::OcclusionCulling() + && !bAlwaysVisible + && !(bRoomAVisible || bRoomBVisible) + ); + } + } + + // Update door's lock state + // A door is locked when ALL those conditions are met: + // - The door is not `Always Unlocked`. + // - The user tells the door should be locked. + // - The door is spawned by the dungeon generator AND one of the connected rooms is locked or missing. + const bool bPrevLocked = bLocked; + const bool bRoomALocked = !IsValid(RoomA) || RoomA->IsLocked(); + const bool bRoomBLocked = !IsValid(RoomB) || RoomB->IsLocked(); + bLocked = !bAlwaysUnlocked && (ShouldBeLocked() || (bSpawnedByDungeon && (bRoomALocked || bRoomBLocked))); + + if (bLocked != bPrevLocked) + { + DungeonLog_Debug("Door %s locked: %d", *GetNameSafe(this), bLocked); + OnDoorLock(bLocked); + OnDoorLock_BP(bLocked); + OnDoorLocked.Broadcast(this, bLocked); + } + + // Update door's open state + const bool bPrevIsOpen = bIsOpen; + bIsOpen = ShouldBeOpen() && !bLocked; + if (bIsOpen != bPrevIsOpen) + { + DungeonLog_Debug("Door %s open: %d", *GetNameSafe(this), bIsOpen); + OnDoorOpen(bIsOpen); + OnDoorOpen_BP(bIsOpen); + OnDoorOpened.Broadcast(this, bIsOpen); + } + +#if ENABLE_DRAW_DEBUG + // TODO: Place it in an editor module of the plugin + if (Dungeon::DrawDebug() && GetWorld()->WorldType == EWorldType::EditorPreview) + { + FDoorDef DoorDef; + DoorDef.Direction = EDoorDirection::NbDirection; + DoorDef.Type = Type; + FDoorDef::DrawDebug(GetWorld(), DoorDef, FVector::ZeroVector); + } +#endif // ENABLE_DRAW_DEBUG +} + +void UDoorComponent::SetRoomConnection_Implementation(URoomConnection* InRoomConnection) +{ + check(OwnerHasAuthority()); + SET_COMPONENT_REPLICATED_PROPERTY_VALUE(RoomConnection, InRoomConnection); +} + +void UDoorComponent::Open(bool bOpen) +{ + if (!OwnerHasAuthority()) + return; + + if (!IsValid(RoomConnection)) + return; + + RoomConnection->SetDoorOpen(bOpen); +} + +void UDoorComponent::Lock(bool bLock) +{ + if (!OwnerHasAuthority()) + return; + + if (!IsValid(RoomConnection)) + return; + + RoomConnection->SetDoorLocked(bLock); +} + +bool UDoorComponent::ShouldBeOpen() const +{ + if (!IsValid(RoomConnection)) + return false; + + return RoomConnection->IsDoorOpen(); +} + +bool UDoorComponent::ShouldBeLocked() const +{ + if (!IsValid(RoomConnection)) + return false; + + return RoomConnection->IsDoorLocked(); +} + +URoom* UDoorComponent::GetRoomA() const +{ + if (!IsValid(RoomConnection)) + return nullptr; + + return RoomConnection->GetRoomA().Get(); +} + +URoom* UDoorComponent::GetRoomB() const +{ + if (!IsValid(RoomConnection)) + return nullptr; + + return RoomConnection->GetRoomB().Get(); +} + +bool UDoorComponent::OwnerHasAuthority() const +{ + AActor* Owner = GetOwner(); + if (!IsValid(Owner)) + return false; + + return Owner->HasAuthority(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/RoomObserverComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/RoomObserverComponent.cpp new file mode 100644 index 0000000..5cf5828 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/RoomObserverComponent.cpp @@ -0,0 +1,61 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Components/RoomObserverComponent.h" +#include "ProceduralDungeonLog.h" +#include "RoomLevel.h" + +URoomObserverComponent::URoomObserverComponent() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +void URoomObserverComponent::OnRoomEnter_Implementation(ARoomLevel* RoomLevel) +{ + DungeonLog_Debug("[Observer] '%s' Enters Room: %s", *GetNameSafe(GetOwner()), *GetNameSafe(RoomLevel)); + BindToLevel(RoomLevel, true); +} + +void URoomObserverComponent::OnRoomExit_Implementation(ARoomLevel* RoomLevel) +{ + DungeonLog_Debug("[Observer] '%s' Exits Room: %s", *GetNameSafe(GetOwner()), *GetNameSafe(RoomLevel)); + BindToLevel(RoomLevel, false); +} + +void URoomObserverComponent::OnActorEnterRoom(ARoomLevel* RoomLevel, AActor* Actor) +{ + // Just forward the call to the delegate. + ActorEnterRoomEvent.Broadcast(RoomLevel, Actor); +} + +void URoomObserverComponent::OnActorExitRoom(ARoomLevel* RoomLevel, AActor* Actor) +{ + // Just forward the call to the delegate. + ActorExitRoomEvent.Broadcast(RoomLevel, Actor); +} + +void URoomObserverComponent::BindToLevel(ARoomLevel* RoomLevel, bool Bind) +{ + if (BoundLevels.Contains(RoomLevel) == Bind) + return; + + if (!IsValid(RoomLevel)) + return; + + if (Bind) + { + RoomLevel->ActorEnterRoomEvent.AddDynamic(this, &URoomObserverComponent::OnActorEnterRoom); + RoomLevel->ActorExitRoomEvent.AddDynamic(this, &URoomObserverComponent::OnActorExitRoom); + BoundLevels.Add(RoomLevel); + } + else + { + RoomLevel->ActorEnterRoomEvent.RemoveDynamic(this, &URoomObserverComponent::OnActorEnterRoom); + RoomLevel->ActorExitRoomEvent.RemoveDynamic(this, &URoomObserverComponent::OnActorExitRoom); + BoundLevels.Remove(RoomLevel); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/SimpleGuidComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/SimpleGuidComponent.cpp new file mode 100644 index 0000000..91ed9af --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/SimpleGuidComponent.cpp @@ -0,0 +1,108 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Components/SimpleGuidComponent.h" +#include "GameFramework/Actor.h" +#include "ProceduralDungeonLog.h" + +#if GUID_DEBUG_ENABLED + #define LOG_GUID_INFO(...) DungeonLog_InfoSilent(##__VA_ARGS__) +#else + #define LOG_GUID_INFO(...) +#endif + +USimpleGuidComponent::USimpleGuidComponent() +{ + PrimaryComponentTick.bCanEverTick = false; + + LOG_GUID_INFO("[%s.SimpleGuidComponent] Construct Component", *GetNameSafe(GetOwner())); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::OnRegister() +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] Register Component", *GetNameSafe(GetOwner())); + Super::OnRegister(); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); + if (!Guid.IsValid() && IsValid(GetOwner())) + { +#if WITH_EDITOR + Guid = GetOwner()->GetActorGuid(); + LOG_GUID_INFO("-- Guid Not Valid! Retrieving Guid from actor: %s", *Guid.ToString()); +#else + LOG_GUID_INFO("-- Guid Not Valid! Can't retreive guid from actor!"); +#endif + } +} + +FGuid USimpleGuidComponent::GetGuid_Implementation() const +{ + return Guid; +} + +bool USimpleGuidComponent::ShouldSaveActor_Implementation() const +{ + return bSaveActorInDungeon; +} + +void USimpleGuidComponent::Serialize(FArchive& Ar) +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] Serialize(Ar) Component (%s)", *GetNameSafe(GetOwner()), Ar.IsLoading() ? TEXT("load") : TEXT("save")); + Super::Serialize(Ar); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::Serialize(FStructuredArchive::FRecord Record) +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] Serialize(Record) Component", *GetNameSafe(GetOwner())); + Super::Serialize(Record); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +#if GUID_DEBUG_ENABLED +void USimpleGuidComponent::PostInitProperties() +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] PostInitProperties Component", *GetNameSafe(GetOwner())); + Super::PostInitProperties(); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::PreSave(FObjectPreSaveContext SaveContext) +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] PreSave Component", *GetNameSafe(GetOwner())); + Super::PreSave(SaveContext); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::PostLoad() +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] PostLoad Component", *GetNameSafe(GetOwner())); + Super::PostLoad(); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::OnComponentCreated() +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] Created Component", *GetNameSafe(GetOwner())); + Super::OnComponentCreated(); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::InitializeComponent() +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] Initialize Component", *GetNameSafe(GetOwner())); + Super::InitializeComponent(); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} + +void USimpleGuidComponent::BeginPlay() +{ + LOG_GUID_INFO("[%s.SimpleGuidComponent] BeginPlay Component", *GetNameSafe(GetOwner())); + Super::BeginPlay(); + LOG_GUID_INFO("-- Guid: %s", *Guid.ToString()); +} +#endif diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/StaticRoomObserverComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/StaticRoomObserverComponent.cpp new file mode 100644 index 0000000..56b08d8 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/StaticRoomObserverComponent.cpp @@ -0,0 +1,63 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Components/StaticRoomObserverComponent.h" +#include "RoomLevel.h" +#include "Engine/Level.h" + +UStaticRoomObserverComponent::UStaticRoomObserverComponent() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +void UStaticRoomObserverComponent::BeginPlay() +{ + Super::BeginPlay(); + BindToLevel(true); +} + +void UStaticRoomObserverComponent::EndPlay(EEndPlayReason::Type Reason) +{ + Super::EndPlay(Reason); + BindToLevel(false); +} + +void UStaticRoomObserverComponent::OnActorEnterRoom(ARoomLevel* RoomLevel, AActor* Actor) +{ + // Just forward the call to the delegate. + ActorEnterRoomEvent.Broadcast(RoomLevel, Actor); +} + +void UStaticRoomObserverComponent::OnActorExitRoom(ARoomLevel* RoomLevel, AActor* Actor) +{ + // Just forward the call to the delegate. + ActorExitRoomEvent.Broadcast(RoomLevel, Actor); +} + +void UStaticRoomObserverComponent::BindToLevel(bool Bind) +{ + if (bBound == Bind) + return; + + ULevel* Level = GetComponentLevel(); + check(IsValid(Level)); + ARoomLevel* RoomLevel = Cast(Level->GetLevelScriptActor()); + if (!IsValid(RoomLevel)) + return; + + if (Bind) + { + RoomLevel->ActorEnterRoomEvent.AddDynamic(this, &UStaticRoomObserverComponent::OnActorEnterRoom); + RoomLevel->ActorExitRoomEvent.AddDynamic(this, &UStaticRoomObserverComponent::OnActorExitRoom); + } + else + { + RoomLevel->ActorEnterRoomEvent.RemoveDynamic(this, &UStaticRoomObserverComponent::OnActorEnterRoom); + RoomLevel->ActorExitRoomEvent.RemoveDynamic(this, &UStaticRoomObserverComponent::OnActorExitRoom); + } + bBound = Bind; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/StaticRoomVisibilityComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/StaticRoomVisibilityComponent.cpp new file mode 100644 index 0000000..05f46da --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Components/StaticRoomVisibilityComponent.cpp @@ -0,0 +1,141 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Components/StaticRoomVisibilityComponent.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "RoomLevel.h" + +UStaticRoomVisibilityComponent::UStaticRoomVisibilityComponent() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +void UStaticRoomVisibilityComponent::BeginPlay() +{ + Super::BeginPlay(); + UpdateVisibility(); + RegisterVisibilityDelegate(GetOwnerRoomLevel(), true); +} + +void UStaticRoomVisibilityComponent::EndPlay(EEndPlayReason::Type Reason) +{ + Super::EndPlay(Reason); + RegisterVisibilityDelegate(GetOwnerRoomLevel(), false); +} + +bool UStaticRoomVisibilityComponent::IsVisible() +{ + return (Dungeon::OcclusionCulling() && Dungeon::OccludeDynamicActors()) ? VisibilityEnablers.Num() > 0 : true; +} + +void UStaticRoomVisibilityComponent::SetVisible(UObject* Owner, bool Visible) +{ + const bool bOldVisible = IsVisible(); + if (Visible) + VisibilityEnablers.Add(Owner); + else + VisibilityEnablers.Remove(Owner); + + const bool bNewVisible = IsVisible(); + DungeonLog_InfoSilent("Visibility of '%s' Changed: %d (before: %d)", *GetNameSafe(GetOwner()), bNewVisible, bOldVisible); + if (bOldVisible == bNewVisible) + return; + + UpdateVisibility(); + DungeonLog_InfoSilent("Dispatch Room Visibility Event of '%s'", *GetNameSafe(GetOwner())); + OnRoomVisibilityChanged.Broadcast(GetOwner(), bNewVisible); +} + +void UStaticRoomVisibilityComponent::ResetVisible(UObject* Owner) +{ + SetVisible(Owner, false); +} + +void UStaticRoomVisibilityComponent::SetVisibilityMode(EVisibilityMode Mode) +{ + VisibilityMode = Mode; + UpdateVisibility(); +} + +ARoomLevel* UStaticRoomVisibilityComponent::GetOwnerRoomLevel() const +{ + ULevel* Level = GetOwner()->GetLevel(); + if (!IsValid(Level)) + return nullptr; + + return Cast(Level->GetLevelScriptActor()); +} + +void UStaticRoomVisibilityComponent::UpdateVisibility() +{ + CleanEnablers(); + + AActor* Actor = GetOwner(); + if (!IsValid(Actor)) + return; + + // Can't use Actor->SetActorHiddenInGame() because it is replicated over network. + // So instead we use the Root->SetVisibility() and propagate it to its children. + // TODO: try to use something better than that (non-replicated but actor-wide). + USceneComponent* Root = Actor->GetRootComponent(); + if (!IsValid(Root)) + return; + + switch (VisibilityMode) + { + case EVisibilityMode::Default: + Root->SetVisibility(IsVisible(), true); + break; + case EVisibilityMode::ForceHidden: + Root->SetVisibility(false, true); + break; + case EVisibilityMode::ForceVisible: + Root->SetVisibility(true, true); + break; + case EVisibilityMode::Custom: + // The user handles the visibility + break; + default: + checkNoEntry(); + break; + } +} + +void UStaticRoomVisibilityComponent::RegisterVisibilityDelegate(ARoomLevel* RoomLevel, bool Register) +{ + if (!IsValid(RoomLevel)) + return; + + if (Register) + RoomLevel->VisibilityChangedEvent.AddDynamic(this, &UStaticRoomVisibilityComponent::RoomVisibilityChanged); + else + RoomLevel->VisibilityChangedEvent.RemoveDynamic(this, &UStaticRoomVisibilityComponent::RoomVisibilityChanged); + + SetVisible(RoomLevel, RoomLevel->IsVisible()); +} + +void UStaticRoomVisibilityComponent::RoomVisibilityChanged(ARoomLevel* RoomLevel, bool IsVisible) +{ + DungeonLog_InfoSilent("[%s] Room '%s' Visibility Changed: %d", *GetNameSafe(GetOwner()), *GetNameSafe(RoomLevel), IsVisible); + SetVisible(RoomLevel, IsVisible); +} + +void UStaticRoomVisibilityComponent::CleanEnablers() +{ + TSet> ObjPtrToRemove; + for (TWeakObjectPtr ObjPtr : VisibilityEnablers) + { + if (!ObjPtr.IsValid()) + ObjPtrToRemove.Add(ObjPtr); + } + + for (TWeakObjectPtr ObjPtr : ObjPtrToRemove) + { + VisibilityEnablers.Remove(ObjPtr); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Door.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Door.cpp new file mode 100644 index 0000000..a9b0211 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Door.cpp @@ -0,0 +1,168 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Door.h" +#include "DoorType.h" +#include "ProceduralDungeonLog.h" +#include "Components/DoorComponent.h" + +ADoor::ADoor() +{ + PrimaryActorTick.bCanEverTick = true; + bReplicates = true; + bAlwaysRelevant = true; // prevent the doors from despawning on clients when server's player is too far + NetDormancy = ENetDormancy::DORM_DormantAll; + + DefaultSceneComponent = CreateDefaultSubobject(TEXT("SceneComponent")); + RootComponent = DefaultSceneComponent; + + DoorComponent = CreateDefaultSubobject(TEXT("DoorComponent")); +} + +void ADoor::PostInitializeComponents() +{ + Super::PostInitializeComponents(); + + if (!IsValid(DoorComponent)) + return; + + // Forward the component events to the actor events for retro-compatibility + DoorComponent->OnDoorLocked.AddDynamic(this, &ADoor::DispatchDoorLock); + DoorComponent->OnDoorOpened.AddDynamic(this, &ADoor::DispatchDoorOpen); +} + +bool ADoor::IsLocked() const +{ + if (!IsValid(DoorComponent)) + return false; + + return DoorComponent->IsLocked(); +} + +bool ADoor::IsOpen() const +{ + if (!IsValid(DoorComponent)) + return false; + + return DoorComponent->IsOpen(); +} + +void ADoor::Open(bool bOpen) +{ + if (!IsValid(DoorComponent)) + return; + + DoorComponent->Open(bOpen); +} + +void ADoor::Lock(bool bLock) +{ + if (!IsValid(DoorComponent)) + return; + + DoorComponent->Lock(bLock); +} + +bool ADoor::ShouldBeOpened() const +{ + if (!IsValid(DoorComponent)) + return false; + + return DoorComponent->ShouldBeOpen(); +} + +bool ADoor::ShouldBeLocked() const +{ + if (!IsValid(DoorComponent)) + return false; + + return DoorComponent->ShouldBeLocked(); +} + +const UDoorType* ADoor::GetDoorType() const +{ + if (!IsValid(DoorComponent)) + return nullptr; + + return DoorComponent->GetDoorType(); +} + +URoom* ADoor::GetRoomA() const +{ + if (!IsValid(DoorComponent)) + return nullptr; + + return DoorComponent->GetRoomA(); +} + +URoom* ADoor::GetRoomB() const +{ + if (!IsValid(DoorComponent)) + return nullptr; + + return DoorComponent->GetRoomB(); +} + +void ADoor::DispatchDoorLock(UDoorComponent* Component, bool IsLocked) +{ + if (IsLocked) + { + OnDoorLock(); + OnDoorLock_BP(); + } + else + { + OnDoorUnlock(); + OnDoorUnlock_BP(); + } +} + +void ADoor::DispatchDoorOpen(UDoorComponent* Component, bool IsOpened) +{ + if (IsOpened) + { + OnDoorOpen(); + OnDoorOpen_BP(); + } + else + { + OnDoorClose(); + OnDoorClose_BP(); + } +} + +bool ADoor::GetAlwaysVisible() const +{ + if (!IsValid(DoorComponent)) + return false; + + return DoorComponent->IsAlwaysVisible(); +} + +bool ADoor::GetAlwaysUnlocked() const +{ + if (!IsValid(DoorComponent)) + return false; + + return DoorComponent->IsAlwaysUnlocked(); +} + +void ADoor::SetAlwaysVisible(bool bInAlwaysVisible) +{ + if (!IsValid(DoorComponent)) + return; + + DoorComponent->SetAlwaysVisible(bInAlwaysVisible); +} + +void ADoor::SetAlwaysUnlocked(bool bInAlwaysUnlocked) +{ + if (!IsValid(DoorComponent)) + return; + + DoorComponent->SetAlwaysUnlocked(bInAlwaysUnlocked); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DoorType.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DoorType.cpp new file mode 100644 index 0000000..5084eb2 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DoorType.cpp @@ -0,0 +1,51 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DoorType.h" +#include "ProceduralDungeonUtils.h" + +UDoorType::UDoorType() + : UDataAsset() +{ + Size = Dungeon::DefaultDoorSize(); + Offset = Dungeon::DoorOffset(); +#if WITH_EDITORONLY_DATA + Color = FColor::Blue; + Description = FText::FromString(TEXT("No Description")); +#endif + bCompatibleWithItself = true; +} + +FVector UDoorType::GetSize(const UDoorType* DoorType) +{ + return IsValid(DoorType) ? DoorType->Size : Dungeon::DefaultDoorSize(); +} + +float UDoorType::GetOffset(const UDoorType* DoorType) +{ + return IsValid(DoorType) ? DoorType->Offset : Dungeon::DoorOffset(); +} + +FColor UDoorType::GetColor(const UDoorType* DoorType) +{ + return IsValid(DoorType) ? DoorType->Color : Dungeon::DefaultDoorColor(); +} + +bool UDoorType::AreCompatible(const UDoorType* A, const UDoorType* B) +{ + // If both are null, they are compatible + if (!IsValid(A) && !IsValid(B)) + return true; + + // If only one of them is null, they are not compatible + if (!IsValid(A) || !IsValid(B)) + return false; + + if (A == B) + return A->bCompatibleWithItself; + return A->Compatibility.Contains(B) || B->Compatibility.Contains(A); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonBlueprintLibrary.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonBlueprintLibrary.cpp new file mode 100644 index 0000000..705d6e1 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonBlueprintLibrary.cpp @@ -0,0 +1,208 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonBlueprintLibrary.h" +#include "Interfaces/DoorInterface.h" +#include "DoorType.h" +#include "ProceduralDungeonUtils.h" +#include "GameFramework/Actor.h" +#include "GameFramework/PlayerController.h" +#include "GameFramework/PlayerState.h" +#include "GameFramework/Pawn.h" +#include "RoomLevel.h" +#include "Room.h" +#include "RoomCustomData.h" +#include "Engine/Engine.h" // GEngine + +bool UDungeonBlueprintLibrary::IsDoorOfType(const TSubclassOf DoorClass, const UDoorType* DoorType) +{ + AActor* Door = DoorClass.GetDefaultObject(); + if (!IsValid(Door)) + return false; + + UObject* Implementer = ActorUtils::GetInterfaceImplementer(Door); + if (!IsValid(Implementer)) + return DoorType == nullptr; + + const UDoorType* ActualDoorType = IDoorInterface::Execute_GetDoorType(Implementer); + return ActualDoorType == DoorType; +} + +bool UDungeonBlueprintLibrary::CompareDataTableRows(const FDataTableRowHandle& A, const FDataTableRowHandle& B) +{ + return A == B; +} + +const ARoomLevel* UDungeonBlueprintLibrary::GetLevelScript(const AActor* Target) +{ + if (!IsValid(Target)) + return nullptr; + + if (const ARoomLevel* SelfLevel = Cast(Target)) + { + return SelfLevel; + } + + ULevel* Level = Target->GetLevel(); + if (!IsValid(Level)) + return nullptr; + + ARoomLevel* RoomLevel = Cast(Level->GetLevelScriptActor()); + if (!IsValid(RoomLevel)) + return nullptr; + + return RoomLevel; +} + +URoom* UDungeonBlueprintLibrary::GetOwningRoom(const AActor* Target) +{ + if (const ARoomLevel* SelfLevel = GetLevelScript(Target)) + { + return SelfLevel->GetRoom(); + } + return nullptr; +} + +bool UDungeonBlueprintLibrary::GetOwningRoomCustomData(const AActor* Target, TSubclassOf CustomDataClass, URoomCustomData*& CustomData) +{ + CustomData = nullptr; + URoom* OwningRoom = GetOwningRoom(Target); + if (!IsValid(OwningRoom)) + return false; + + OwningRoom->GetCustomData(CustomDataClass, CustomData); + return IsValid(CustomData); +} + +const URoomData* UDungeonBlueprintLibrary::GetLevelRoomData(const AActor* Target) +{ + if (const ARoomLevel* SelfLevel = GetLevelScript(Target)) + { + return SelfLevel->GetRoomData(); + } + return nullptr; +} + +FDoorDef UDungeonBlueprintLibrary::DoorDef_GetOpposite(const FDoorDef& DoorDef) +{ + return (DoorDef) ? DoorDef.GetOpposite() : DoorDef; +} + +// ===== Plugin Settings Accessors ===== + +FIntVector UDungeonBlueprintLibrary::IntVector_Next(const FIntVector& Vector, const EDoorDirection& Direction) +{ + return Vector + ToIntVector(Direction); +} + +FIntVector UDungeonBlueprintLibrary::IntVector_Rotate(const FIntVector& Vector, const EDoorDirection& Direction) +{ + return Rotate(Vector, Direction); +} + +FIntVector UDungeonBlueprintLibrary::Dungeon_TransformPosition(const FIntVector& LocalPos, const FIntVector& Translation, const EDoorDirection& Rotation) +{ + return Transform(LocalPos, Translation, Rotation); +} + +FIntVector UDungeonBlueprintLibrary::Dungeon_InverseTransformPosition(const FIntVector& DungeonPos, const FIntVector& Translation, const EDoorDirection& Rotation) +{ + return InverseTransform(DungeonPos, Translation, Rotation); +} + +FDoorDef UDungeonBlueprintLibrary::Dungeon_TransformDoorDef(const FDoorDef& DoorDef, const FIntVector& Translation, const EDoorDirection& Rotation) +{ + return FDoorDef::Transform(DoorDef, Translation, Rotation); +} + +FDoorDef UDungeonBlueprintLibrary::Dungeon_InverseTransformDoorDef(const FDoorDef& DoorDef, const FIntVector& Translation, const EDoorDirection& Rotation) +{ + return FDoorDef::InverseTransform(DoorDef, Translation, Rotation); +} + +FIntVector UDungeonBlueprintLibrary::IntVector_Add(const FIntVector& A, const FIntVector& B) +{ + return A + B; +} + +FIntVector UDungeonBlueprintLibrary::IntVector_Subtract(const FIntVector& A, const FIntVector& B) +{ + return A - B; +} + +bool UDungeonBlueprintLibrary::IntVector_Equal(const FIntVector& A, const FIntVector& B) +{ + return A == B; +} + +bool UDungeonBlueprintLibrary::IntVector_NotEqual(const FIntVector& A, const FIntVector& B) +{ + return A != B; +} + +FVector UDungeonBlueprintLibrary::Settings_RoomUnit() +{ + return Dungeon::RoomUnit(); +} + +FVector UDungeonBlueprintLibrary::Settings_DefaultDoorSize() +{ + return Dungeon::DefaultDoorSize(); +} + +float UDungeonBlueprintLibrary::Settings_DoorOffset() +{ + return Dungeon::DoorOffset(); +} + +bool UDungeonBlueprintLibrary::Settings_OcclusionCulling() +{ + return Dungeon::OcclusionCulling(); +} + +void UDungeonBlueprintLibrary::Settings_SetOcclusionCulling(bool Enable) +{ + Dungeon::EnableOcclusionCulling(Enable); +} + +int32 UDungeonBlueprintLibrary::Settings_OcclusionDistance() +{ + return Dungeon::OcclusionDistance(); +} + +void UDungeonBlueprintLibrary::Settings_SetOcclusionDistance(int32 Distance) +{ + Dungeon::SetOcclusionDistance(Distance); +} + +bool UDungeonBlueprintLibrary::Settings_OccludeDynamicActors() +{ + return Dungeon::OccludeDynamicActors(); +} + +// ===== Gameplay Utility Functions ===== + +void UDungeonBlueprintLibrary::Spectate(APlayerController* Controller, bool DestroyPawn) +{ + if (!Controller) + return; + + if (!Controller->HasAuthority()) + return; + + APawn* PreviousPawn = Controller->GetPawn(); + + Controller->PlayerState->SetIsSpectator(true); + Controller->ChangeState(NAME_Spectating); + Controller->bPlayerIsWaiting = true; + Controller->ClientGotoState(NAME_Spectating); + + if (DestroyPawn && IsValid(PreviousPawn)) + { + PreviousPawn->Destroy(); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGenerator.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGenerator.cpp new file mode 100644 index 0000000..c60dbaa --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGenerator.cpp @@ -0,0 +1,343 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonGenerator.h" +#include "RoomData.h" +#include "Room.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "DungeonGraph.h" + +// Sets default values +ADungeonGenerator::ADungeonGenerator() + : Super() +{ + PrimaryActorTick.bCanEverTick = true; + + GenerationType = EGenerationType::DFS; +} + +bool ADungeonGenerator::CreateDungeon_Implementation() +{ + // Only server generate the dungeon + // DungeonGraph will be replicated to all clients + if (!HasAuthority()) + return false; + + switch (CurrentState) + { + case EState::Idle: + DungeonLog_Debug("--- Idle State"); + // Maybe move from plugin settings to generator's variable? + CurrentTriesLeft = Dungeon::MaxGenerationTryBeforeGivingUp(); + CurrentState = EState::Initializing; + // No break to execute immediatly the Initializing state + case EState::Initializing: { + DungeonLog_Debug("--- Initializing State"); + --CurrentTriesLeft; + + // Reset generation data + StartNewDungeon(); + + // Create the list with the correct mode (depth or breadth) + TQueueOrStack::EMode listMode; + switch (GenerationType) + { + case EGenerationType::DFS: + listMode = TQueueOrStack::EMode::STACK; + break; + case EGenerationType::BFS: + listMode = TQueueOrStack::EMode::QUEUE; + break; + default: + DungeonLog_Error("GenerationType value is not supported."); + return false; + } + + URoomData* def = ChooseFirstRoomData(); + if (!IsValid(def)) + { + DungeonLog_Error("ChooseFirstRoomData returned null."); + } + else + { + // Create the first room + URoom* root = CreateRoomInstance(def); + AddRoomToDungeon(root, /*DoorsToConnect = */ {}, /*bFailIfNotConnected = */ false); + + // Build the list of rooms + PendingRooms.SetMode(listMode); + PendingRooms.Push(root); + + CurrentState = EState::AddingRooms; + } + // No break to execute immediatly the AddingRooms state + } + case EState::AddingRooms: { + DungeonLog_Debug("--- AddingRooms State"); + + TArray NewRooms; + int BatchCount = RoomBatchSize; + while (!PendingRooms.IsEmpty() && BatchCount > 0) + { + --BatchCount; + URoom* CurrentRoom = PendingRooms.Pop(); + check(IsValid(CurrentRoom)); // CurrentRoom should always be valid + + if (!AddNewRooms(*CurrentRoom, NewRooms)) + { + // Stop generation here + DungeonLog_Debug("--- Stopping generation as AddNewRooms returned false."); + PendingRooms.Empty(); + break; + } + + DungeonLog_Debug("--- %d rooms added to the dungeon.", NewRooms.Num()); + for (URoom* room : NewRooms) + { + PendingRooms.Push(room); + } + } + + if (!PendingRooms.IsEmpty()) + { + DungeonLog_Debug("--- Still pending rooms, yielding."); + } + else + { + DungeonLog_Debug("--- No more pending rooms, finalizing."); + CurrentState = EState::Finalizing; + } + // Proceed to next tick + YieldGeneration(); + break; + } + case EState::Finalizing: + DungeonLog_Debug("--- Finalizing State"); + // Initialize the dungeon by eg. altering the room instances + FinalizeDungeon(); + CurrentState = EState::Idle; + if (!IsValidDungeon()) + { + DungeonLog_Debug("--- Dungeon is not valid, tries left: %d", CurrentTriesLeft); + if (CurrentTriesLeft <= 0) + { + DungeonLog_Error("Generated dungeon is not valid after %d tries. Make sure your ChooseNextRoomData and IsValidDungeon functions are correct.", Dungeon::MaxGenerationTryBeforeGivingUp()); + return false; + } + else + { + CurrentState = EState::Initializing; + YieldGeneration(); + } + } + break; + default: + DungeonLog_Error("CurrentState value is not supported."); + return false; + } + + return true; +} + +bool ADungeonGenerator::AddNewRooms(URoom& ParentRoom, TArray& AddedRooms) +{ + check(HasAuthority()); + + int nbDoor = ParentRoom.GetRoomData()->GetNbDoor(); + if (nbDoor <= 0) + DungeonLog_Error("The room data '%s' has no door! Nothing could be generated with it!", *GetNameSafe(ParentRoom.GetRoomData())); + + // Cache world before loops + const UWorld* World = GetWorld(); + const FBoxMinAndMax DungeonBounds = DungeonLimits.GetBox(); + + AddedRooms.Reset(); + bool shouldContinue = false; + for (int i = 0; shouldContinue = ContinueToAddRoom(), i < nbDoor && shouldContinue; ++i) + { + if (ParentRoom.IsConnected(i)) + continue; + + // Get the door definition in its world position and direction + FDoorDef doorDef = ParentRoom.GetDoorDef(i); + + // Get the door definition for the next room + const FDoorDef newRoomDoor = doorDef.GetOpposite(); + if (!DungeonBounds.IsInside(newRoomDoor.Position)) + continue; + + // Maybe move from plugin settings to generator's variable? + int nbTries = Dungeon::MaxRoomPlacementTryBeforeGivingUp(); + URoom* newRoom = nullptr; + int doorIndex = -1; + // Try to place a new room + do + { + nbTries--; + bDiscardRoom = false; + URoomData* roomDef = ChooseNextRoomData(ParentRoom.GetRoomData(), &ParentRoom, doorDef, doorIndex); + if (!IsValid(roomDef)) + { + bDiscardRoom |= bAutoDiscardRoomIfNull; + if (bDiscardRoom) + { + break; + } + else + { + DungeonLog_Error("ChooseNextRoomData returned null."); + continue; + } + } + + if (doorIndex >= roomDef->Doors.Num()) + { + DungeonLog_Error("ChooseNextRoomData returned door index '%d' which is out of range in the RoomData '%s' door list (max: %d).", doorIndex, *roomDef->GetName(), roomDef->Doors.Num() - 1); + continue; + } + + // Get all compatible door indices from the chosen room data + TArray compatibleDoors; + roomDef->GetCompatibleDoors(doorDef, compatibleDoors); + if (compatibleDoors.Num() <= 0) + { + DungeonLog_Error("ChooseNextRoomData returned room data '%s' with no compatible door (door type: '%s').", *roomDef->GetName(), *doorDef.GetTypeName()); + continue; + } + + // Get only doors if the new room could fit in the dungeon bounds + for (int n = compatibleDoors.Num() - 1; n >= 0; --n) + { + if (!roomDef->IsRoomInBounds(DungeonBounds, compatibleDoors[n], newRoomDoor)) + compatibleDoors.RemoveAt(n); + } + + if (compatibleDoors.Num() <= 0) + { + DungeonLog_Warning("ChooseNextRoomData returned room data '%s' that could not fit in dungeon bounds.", *roomDef->GetName()); + continue; + } + + if (roomDef->RandomDoor || (doorIndex < 0)) + doorIndex = compatibleDoors[GetRandomStream().RandRange(0, compatibleDoors.Num() - 1)]; + else if (!compatibleDoors.Contains(doorIndex)) + { + DungeonLog_Error("ChooseNextRoomData returned door index '%d' (RoomData '%s') which its type '%s' is not compatible with '%s'.", doorIndex, *roomDef->GetName(), *roomDef->Doors[doorIndex].GetTypeName(), *doorDef.GetTypeName()); + continue; + } + + // Create new room instance from roomdef + newRoom = CreateRoomInstance(roomDef); + + // Place the room at targeted door position if possible + if (!TryPlaceRoom(newRoom, doorIndex, newRoomDoor, World)) + { + // The object will be automatically deleted by the GC + newRoom = nullptr; + } + } while (nbTries > 0 && newRoom == nullptr); + + // If we explicitely want to not place a room, then goes to next door + if (bDiscardRoom) + continue; + + // Plugin-wide setting is deprecated, will be removed in v4.0 + const bool bConnectAllDoors = bCanLoop && Dungeon::CanLoop(); + if (AddRoomToDungeon(newRoom, bConnectAllDoors ? TArray {} : TArray {doorIndex})) + { + AddedRooms.Add(newRoom); + } + else // No room can be placed and all placement tries exhausted + { + // @TODO: Find a way to move this call in AddRoomToDungeon + OnFailedToAddRoom(ParentRoom.GetRoomData(), doorDef); + } + } + + // Maybe move from plugin settings to generator's variable? + const bool bRoomLimitReached = Graph->Count() > Dungeon::RoomLimit(); + if (bRoomLimitReached) + { + DungeonLog_Warning("Dungeon has reached the room limit of %d! Check your 'Continue To Add Room' to make sure your dungeon is not in an infinite loop, or increase the room limit in the plugin settings if this is intentional.", Dungeon::RoomLimit()); + } + + return shouldContinue && !bRoomLimitReached; +} + +// ===== Default Native Events Implementations ===== + +URoomData* ADungeonGenerator::ChooseFirstRoomData_Implementation() +{ + DungeonLog_Error("Error: ChooseFirstRoomData not implemented"); + return nullptr; +} + +URoomData* ADungeonGenerator::ChooseNextRoomData_Implementation(const URoomData* CurrentRoom, const TScriptInterface& CurrentRoomInstance, const FDoorDef& DoorData, int& DoorIndex) +{ + DungeonLog_Error("Error: ChooseNextRoomData not implemented"); + return nullptr; +} + +bool ADungeonGenerator::IsValidDungeon_Implementation() +{ + DungeonLog_Error("Error: IsValidDungeon not implemented"); + return false; +} + +bool ADungeonGenerator::ContinueToAddRoom_Implementation() +{ + DungeonLog_Error("Error: ContinueToAddRoom not implemented"); + return false; +} + +// ===== Utility Functions (Deprectated!!!) ===== + +bool ADungeonGenerator::HasAlreadyRoomData(URoomData* RoomData) +{ + return Graph->HasAlreadyRoomData(RoomData); +} + +bool ADungeonGenerator::HasAlreadyOneRoomDataFrom(TArray RoomDataList) +{ + return Graph->HasAlreadyOneRoomDataFrom(RoomDataList); +} + +int ADungeonGenerator::CountRoomData(URoomData* RoomData) +{ + return Graph->CountRoomData(RoomData); +} + +int ADungeonGenerator::CountTotalRoomData(TArray RoomDataList) +{ + return Graph->CountTotalRoomData(RoomDataList); +} + +bool ADungeonGenerator::HasAlreadyRoomType(TSubclassOf RoomType) +{ + return Graph->HasAlreadyRoomType(RoomType); +} + +bool ADungeonGenerator::HasAlreadyOneRoomTypeFrom(TArray> RoomTypeList) +{ + return Graph->HasAlreadyOneRoomTypeFrom(RoomTypeList); +} + +int ADungeonGenerator::CountRoomType(TSubclassOf RoomType) +{ + return Graph->CountRoomType(RoomType); +} + +int ADungeonGenerator::CountTotalRoomType(TArray> RoomTypeList) +{ + return Graph->CountTotalRoomType(RoomTypeList); +} + +int ADungeonGenerator::GetNbRoom() +{ + return Graph->Count(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGeneratorBase.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGeneratorBase.cpp new file mode 100644 index 0000000..2b46a42 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGeneratorBase.cpp @@ -0,0 +1,1109 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonGeneratorBase.h" +#include "Engine/Engine.h" // GEngine +#include "GameFramework/Pawn.h" +#include "GameFramework/PlayerState.h" +#include "GameFramework/PlayerController.h" +#include "Engine/LocalPlayer.h" +#include "Engine/GameInstance.h" +#include "NavigationSystem.h" +#include "RoomData.h" +#include "Room.h" +#include "RoomConnection.h" +#include "Door.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "DungeonGraph.h" +#include "Utils/ReplicationUtils.h" +#include "ProceduralDungeonCustomVersion.h" +#include "Serialization/MemoryReader.h" +#include "Serialization/MemoryWriter.h" +#include "Serialization/StructuredArchive.h" +#include "Serialization/ObjectAndNameAsStringProxyArchive.h" +#include "DungeonSaveProxyArchive.h" +#include "Utils/DungeonSaveUtils.h" +#include "DrawDebugHelpers.h" +#include "Utils/CompatUtils.h" +#include "DungeonSettings.h" + +FArchive& operator<<(FArchive& Ar, FDungeonSaveData& Data) +{ + FStructuredArchiveFromArchive(Ar).GetSlot() << Data; + return Ar; +} + +void operator<<(FStructuredArchiveSlot Slot, FDungeonSaveData& Data) +{ + FStructuredArchive::FRecord DungeonRecord = Slot.EnterRecord(); + DungeonRecord.EnterField(AR_FIELD_NAME("GeneratorId")) << Data.GeneratorId; + DungeonRecord.EnterField(AR_FIELD_NAME("Data")) << Data.Data; + + if (IsSaving(Slot)) + { + DungeonLog_Debug("Serialized dungeon into saved data: %s", *Data.GeneratorId.ToString()); + } + else + { + DungeonLog_Debug("Deserialized dungeon from saved data: %s", *Data.GeneratorId.ToString()); + } +} + +// Sets default values +ADungeonGeneratorBase::ADungeonGeneratorBase() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + SeedType = ESeedType::Random; + Seed = 123456789; // default Seed + SeedIncrement = 123456; // default Seed increment + bUseGeneratorTransform = false; + + bAlwaysRelevant = true; + bReplicates = true; + NetPriority = 10.0f; + SetNetUpdateFrequency(20); + NetDormancy = ENetDormancy::DORM_DormantAll; + + Graph = CreateDefaultSubobject(TEXT("Dungeon Rooms")); +} + +void ADungeonGeneratorBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + FDoRepLifetimeParams Params; + Params.bIsPushBased = true; + DOREPLIFETIME_WITH_PARAMS(ADungeonGeneratorBase, Seed, Params); +} + +bool ADungeonGeneratorBase::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) +{ + bool bWroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags); + bWroteSomething |= Graph->ReplicateSubobject(Channel, Bunch, RepFlags); + return bWroteSomething; +} + +void ADungeonGeneratorBase::SaveDungeon(FDungeonSaveData& SaveData) +{ + if (!HasAnyFlags(RF_WasLoaded)) + { + DungeonLog_Error("Dungeon is not saveable: it has been spawned at runtime. Dungeon Generator must be placed in level to have a stable GUID (to make it saveable)."); + return; + } + + SaveData.GeneratorId = Id; + SaveData.Data.Reset(0); + + FMemoryWriter MemWriter(SaveData.Data); + SerializeDungeon(MemWriter); +} + +void ADungeonGeneratorBase::LoadDungeon(const FDungeonSaveData& SaveData) +{ + if (SaveData.GeneratorId != Id) + { + DungeonLog_Error("Can't load saved data for dungeon generator %s: saved generator mismatch (%s)", *Id.ToString(), *SaveData.GeneratorId.ToString()); + return; + } + + FMemoryReader MemReader(SaveData.Data); + SerializeDungeon(MemReader); +} + +void ADungeonGeneratorBase::SerializeDungeon(FArchive& Archive) +{ + FDungeonSaveProxyArchive ProxyArchive(Archive); + + static const int32 VersionMask = 0xFFFF0000; // High word for magic header, this still allows for 65536 versions + static const int32 MagicHeader = 0x7E250000; // Magic header to dertemine if it's a valid version number + + int32 SavedVersion = FProceduralDungeonCustomVersion::LatestVersion; + if (ProxyArchive.IsSaving()) + { + int32 ValidatedVersion = (SavedVersion & ~VersionMask) | MagicHeader; // Place magic header in the version number + ProxyArchive << ValidatedVersion; + } + else if (ProxyArchive.IsLoading()) + { + SavedVersion = FProceduralDungeonCustomVersion::InitialVersion; // Fallback version if no version found + const int64 StartPos = ProxyArchive.Tell(); + int32 PotentialVersion = 0; + + // Try reading an int, but guard against short streams + if (ProxyArchive.TotalSize() - StartPos >= sizeof(int32)) + { + ProxyArchive << PotentialVersion; + + if ((PotentialVersion & VersionMask) == MagicHeader) // Check if valid version (high word matches magic header) + { + SavedVersion = PotentialVersion & ~VersionMask; // Extract version number + } + else + { + // Not a version, rewind + ProxyArchive.Seek(StartPos); + } + } + } + + FCustomVersionContainer Versions; + Versions.SetVersion(FProceduralDungeonCustomVersion::GUID, SavedVersion, TEXT("ProcDungeonVer")); + ProxyArchive.SetCustomVersions(Versions); + + TUniquePtr Formatter = CreateArchiveFormatterFromArchive(ProxyArchive, +#if WITH_EDITORONLY_DATA + bUseJsonSave +#else + false +#endif + ); + check(nullptr != Formatter); + FStructuredArchive StructuredArchive(*Formatter); + + FStructuredArchive::FSlot RootSlot = StructuredArchive.Open(); + FStructuredArchive::FRecord RootRecord = RootSlot.EnterRecord(); + + SerializeObject(RootRecord, Archive.IsLoading()); +} + +void ADungeonGeneratorBase::SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) +{ + // Set the archive to use the custom version for future compatibility + Record.GetUnderlyingArchive().UsingCustomVersion(FProceduralDungeonCustomVersion::GUID); + +#if false // This is the way to check for an older version that needs to convert some data into new ones. + const int32 DungeonVersion = Ar.CustomVer(FProceduralDungeonCustomVersion::GUID); + if (DungeonVersion < FProceduralDungeonCustomVersion::NewVersionThatNeedsDataConversion) + { + // Convert the data here + } +#endif + + if (!bIsLoading) + { + DungeonLog_Info("Start Saving Dungeon."); + IDungeonSaveInterface::DispatchPreSaveEvent(Graph); + } + else + { + DungeonLog_Info("Start Loading Dungeon."); + } + + Record.EnterField(AR_FIELD_NAME("Id")) << Id; + SerializeScriptProperties(Record.EnterField(AR_FIELD_NAME("Properties"))); + + FStructuredArchiveRecord GraphRecord = Record.EnterRecord(AR_FIELD_NAME("Graph")); + SerializeUObject(GraphRecord, Graph, bIsLoading); + + if (bIsLoading) + { + checkf(!IsLoading(), TEXT("Dungeon Generator is already loading.")); + EnumAddFlags(Flags, EGeneratorFlags::LoadSavedDungeon); + } + else + { + DungeonLog_Info("End Saving Dungeon."); + } +} + +void ADungeonGeneratorBase::PostActorCreated() +{ + Super::PostActorCreated(); + if (!Id.IsValid()) + { + Id = FGuid::NewGuid(); + DungeonLog_Debug("New GUID Generated for DungeonGenerator '%s': %s", *GetName(), *Id.ToString()); + } + else + { + DungeonLog_Debug("Reusing existing GUID for DungeonGenerator '%s': %s", *GetName(), *Id.ToString()); + } +} + +void ADungeonGeneratorBase::PostInitializeComponents() +{ + Super::PostInitializeComponents(); + Graph->Generator = this; + Graph->RegisterAsReplicable(true); +} + +void ADungeonGeneratorBase::EndPlay(EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); + if (EndPlayReason == EEndPlayReason::Destroyed) + Graph->UnloadAllRooms(); +} + +void ADungeonGeneratorBase::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + OnStateTick(CurrentState); +} + +void ADungeonGeneratorBase::Generate() +{ + // Do it only on server, do nothing on clients + if (!HasAuthority()) + return; + + EnumAddFlags(Flags, EGeneratorFlags::Generating); +} + +void ADungeonGeneratorBase::Unload() +{ + // Do it only on server, do nothing on clients + if (HasAuthority()) + return + + // Mark graph as if the room list have been modified. + // Doing so will not trigger the generation phase, + // thus the resulting dungeon will be empty. + Graph->MarkDirty(); +} + +void ADungeonGeneratorBase::StartNewDungeon() +{ + OnGenerationInit(); + Graph->Clear(); +} + +void ADungeonGeneratorBase::FinalizeDungeon() +{ + Graph->InitRooms(); + InitializeDungeon(Graph); +} + +URoom* ADungeonGeneratorBase::CreateRoomInstance(URoomData* RoomData) +{ + URoom* Instance = NewObject(this); + Instance->Init(RoomData, this, Graph->Count()); + return Instance; +} + +bool ADungeonGeneratorBase::TryPlaceRoom(URoom* const& Room, int DoorIndex, const FDoorDef& TargetDoor, const UWorld* World) const +{ + if (!IsValid(Room)) + { + return false; + } + + Room->SetPositionAndRotationFromDoor(DoorIndex, TargetDoor.Position, TargetDoor.Direction); + + return CheckRoomOverlap(Room, World); +} + +bool ADungeonGeneratorBase::TryPlaceRoomAtLocation(URoom* const& Room, FIntVector Location, EDoorDirection Rotation, const UWorld* World) const +{ + if (!IsValid(Room)) + { + return false; + } + + Room->SetPosition(Location); + Room->SetDirection(Rotation); + + return CheckRoomOverlap(Room, World); +} + +bool ADungeonGeneratorBase::CheckRoomOverlap(const URoom* const& Room, const UWorld* World) const +{ + // Test if it fits in the place + bool bCanBePlaced = Graph->CanRoomFit(Room); + + // Check that it does not collide with the world too + if (bCanBePlaced && bUseWorldCollisionChecks) + { + if (!World) + World = GetWorld(); + + const FTransform& DungeonTransform = GetDungeonTransform(); + for (int32 i = 0; i < Room->GetSubBoundsCount() && bCanBePlaced; ++i) + { + const FBoxCenterAndExtent Bounds = Room->GetSubBounds(i); + const bool bCollideWithWorld = World->OverlapBlockingTestByChannel( + DungeonTransform.TransformPositionNoScale(Bounds.Center), + DungeonTransform.GetRotation(), + ECC_WorldStatic, + FCollisionShape::MakeBox(Bounds.Extent), + WorldCollisionParams + ); + bCanBePlaced &= !bCollideWithWorld; + } + } + + return bCanBePlaced; +} + +bool ADungeonGeneratorBase::AddRoomToDungeon(URoom* const& Room, const TArray& DoorsToConnect, bool bFailIfNotConnected) +{ + if (!IsValid(Room)) + { + // @TODO: do something to be able to call OnFailedToAddRoom here (either pass arguments or change them for current room) + //OnFailedToAddRoom(ParentRoom.GetRoomData(), doorDef); + return false; + } + + if (Room->GetRoomData()->GetSettings() != SettingsOverrides) + { + // Mismatching dungeon settings + DungeonLog_Error("Mismatching dungeon settings between dungeon %s and room %s (settings should be %s)", *GetName(), *GetNameSafe(Room->GetRoomData()), *GetNameSafe(SettingsOverrides)) + return false; + } + + bool bConnected = false; + // Connect the doors if provided, otherwise try to connect all possible doors + if (DoorsToConnect.Num() <= 0) + { + bConnected = Graph->TryConnectToExistingDoors(Room); + } + else + { + for (int DoorIndex : DoorsToConnect) + { + bConnected |= Graph->TryConnectDoor(Room, DoorIndex); + } + } + + if (bFailIfNotConnected && !bConnected) + { + // @TODO: do something to be able to call OnFailedToAddRoom here (either pass arguments or change them for current room) + //OnFailedToAddRoom(ParentRoom.GetRoomData(), doorDef); + return false; + } + + Graph->AddRoom(Room); + OnRoomAdded(Room->GetRoomData(), Room); + return true; +} + +// Needed to make this function to have default param for both C++ and Blueprint... +// Could be removed when TOptional will be supported in Blueprint. +bool ADungeonGeneratorBase::AddRoomToDungeon(URoom* const& Room) +{ + return AddRoomToDungeon(Room, {}); +} + +void ADungeonGeneratorBase::YieldGeneration() +{ + GenerationStatus = EGenerationStatus::InProgress; + DungeonLog_Debug("Yielding generation..."); +} + +bool ADungeonGeneratorBase::CreateDungeon_Implementation() +{ + DungeonLog_Error("CreateDungeon is not overriden!"); + return false; +} + +void ADungeonGeneratorBase::ChooseDoorClasses() +{ + if (!HasAuthority()) + return; + + if (!IsGenerating()) + return; + + for (auto* Conn : Graph->GetAllConnections()) + { + check(IsValid(Conn)); + + const URoom* RoomA = Conn->GetRoomA().Get(); + const URoom* RoomB = Conn->GetRoomB().Get(); + + const URoomData* RoomAData = (IsValid(RoomA)) ? RoomA->GetRoomData() : nullptr; + const URoomData* RoomBData = (IsValid(RoomB)) ? RoomB->GetRoomData() : nullptr; + + UDoorType* DoorTypeA; + UDoorType* DoorTypeB; + URoomConnection::GetBothDoorTypes(Conn, DoorTypeA, DoorTypeB); + + bool bFlipped = false; + TSubclassOf DoorClass = ChooseDoor(RoomAData, RoomA, RoomBData, RoomB, DoorTypeA, DoorTypeB, bFlipped); + Conn->SetDoorClass(DoorClass, bFlipped); + } +} + +void ADungeonGeneratorBase::UpdatePlayerRooms() +{ + for (FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It) + { + APlayerController* Controller = It->Get(); + if (!IsValid(Controller) || !IsValid(Controller->PlayerState)) + continue; + + // Using their UniqueID to be reliable even when players join or leave + int32 PlayerID = Controller->PlayerState->GetPlayerId(); + if (PlayerID <= 0) + continue; + + APawn* Player = GetVisibilityPawn(Controller); + if (!IsValid(Player)) + return; + + const FTransform& Transform = UseGeneratorTransform() ? GetTransform() : FTransform::Identity; + FBox WorldPlayerBox = ActorUtils::GetActorBoundingBoxForRooms(Player, Transform); + + FPlayerRooms& PlayerRoom = PlayerRooms.FindOrAdd(PlayerID); + auto PreviousRoomList(PlayerRoom.CurrentRooms); + PlayerRoom.Roll(); + + const TArray FoundRooms = Graph->GetAllRoomsOverlapping(WorldPlayerBox); + for (const auto& Room : FoundRooms) + { + PlayerRoom.AddCurrentRoom(Room); + Room->SetPlayerInside(PlayerID, true); + } + + for (URoom* Room : PlayerRoom.OldRooms) + { + Room->SetPlayerInside(PlayerID, false); + } + + // Both sets are equal if each set is included in the other + const bool bIsAinB = PreviousRoomList.Includes(PlayerRoom.CurrentRooms); + const bool bIsBinA = PlayerRoom.CurrentRooms.Includes(PreviousRoomList); + PlayerRoom.bHasChanged = !(bIsAinB && bIsBinA); + } +} + +void ADungeonGeneratorBase::UpdateRoomVisibility(bool bForceUpdate) +{ + const bool bIsOcclusionEnabled = Dungeon::OcclusionCulling(); + const uint32 OcclusionDistance = Dungeon::OcclusionDistance(); + + // Detects occlusion setting changes and toggles on/off all room visibilities when occlusion is enabled/disabled. + if (bForceUpdate + || bWasOcclusionEnabled != bIsOcclusionEnabled + || PreviousOcclusionDistance != OcclusionDistance) + { + bForceUpdate = true; + for (URoom* Room : Graph->GetAllRooms()) + { + Room->SetVisible(!bIsOcclusionEnabled, /*bForceUpdate=*/true); + } + } + bWasOcclusionEnabled = bIsOcclusionEnabled; + PreviousOcclusionDistance = OcclusionDistance; + + // Don't change room visibilities if occlusion is disabled. + if (!bIsOcclusionEnabled) + return; + + TSet OldRooms; + TSet CurrentRooms; + bool bHasChanged = false; + + UGameInstance* GameInstance = GetWorld()->GetGameInstance(); + for (const ULocalPlayer* LocalPlayer : GameInstance->GetLocalPlayers()) + { + APlayerController* Controller = LocalPlayer->PlayerController; + if (!IsValid(Controller)) + continue; + + APlayerState* State = Controller->PlayerState; + if (!IsValid(State)) + continue; + + FPlayerRooms* PlayerRoom = PlayerRooms.Find(State->GetPlayerId()); + if (!PlayerRoom) + continue; + + OldRooms.Append(PlayerRoom->OldRooms); + CurrentRooms.Append(PlayerRoom->CurrentRooms); + bHasChanged |= PlayerRoom->bHasChanged; + } + + // Save performance by not updating room visibilities if the player rooms haven't changed. + if (!(bForceUpdate || bHasChanged)) + return; + + TSet VisibleRooms; + UDungeonGraph::TraverseRooms(CurrentRooms, &VisibleRooms, OcclusionDistance, [](URoom* room, uint32 distance) { room->SetVisible(true); }); + UDungeonGraph::TraverseRooms(OldRooms, nullptr, OcclusionDistance, [&VisibleRooms](URoom* room, uint32 distance) { room->SetVisible(VisibleRooms.Contains(room)); }); +} + +void ADungeonGeneratorBase::UpdateRoomRelevancy() +{ + for (const auto& Pair : PlayerRooms) + { + const FPlayerRooms& PlayerRoom = Pair.Value; + if (!PlayerRoom.bHasChanged) + continue; + + TSet RelevantRooms; + UDungeonGraph::TraverseRooms(PlayerRoom.CurrentRooms, &RelevantRooms, RoomRelevanceMaxDistance, [&Pair](URoom* room, uint32 distance) { room->SetRelevancyLevel(Pair.Key, distance); }); + UDungeonGraph::TraverseRooms(PlayerRoom.OldRooms, nullptr, RoomRelevanceMaxDistance, [&RelevantRooms, &Pair](URoom* room, uint32 distance) { + if (!RelevantRooms.Contains(room)) + room->SetRelevancyLevel(Pair.Key, -1); + }); + } +} + +void ADungeonGeneratorBase::Reset() +{ + PlayerRooms.Empty(); +} + +void ADungeonGeneratorBase::UpdateSeed() +{ + switch (SeedType) + { + case ESeedType::Random: + Random.GenerateNewSeed(); + Seed = Random.GetCurrentSeed(); + break; + case ESeedType::AutoIncrement: + if (bShouldIncrement) + Seed += SeedIncrement; + else + bShouldIncrement = true; + // no break so we initialize the seed too + case ESeedType::Fixed: + Random.Initialize(Seed); + break; + default: + checkNoEntry(); + break; + } + + DungeonLog_Info("Seed: %d", Seed); +} + +// @TODO: Place the debug draw in an editor module of the plugin? +void ADungeonGeneratorBase::DrawDebug() const +{ +#if ENABLE_DRAW_DEBUG + if (!Dungeon::DrawDebug()) + return; + + #if WITH_EDITORONLY_DATA + if (!bDrawDebugDungeonBounds) + return; + #endif + + const FTransform& Transform = GetDungeonTransform(); + FBoxCenterAndExtent DungeonBounds = Graph->GetDungeonBounds(); // We don't pass the transform here because we don't wan't the bounds to be rotated. + DungeonBounds.Center = Transform.TransformPositionNoScale(DungeonBounds.Center); + DrawDebugBox(GetWorld(), DungeonBounds.Center, DungeonBounds.Extent, Transform.GetRotation(), FColor::Yellow); +#endif +} + +/* + * ======================================= + * State Machine + * ======================================= + */ +void ADungeonGeneratorBase::SetState(EGenerationState NewState) +{ + OnStateEnd(CurrentState); + CurrentState = NewState; + OnStateBegin(CurrentState); +} + +void ADungeonGeneratorBase::OnStateBegin(EGenerationState State) +{ + CachedTmpRoomCount = 0; + switch (State) + { + case EGenerationState::Unload: + DungeonLog_Info("======= Begin Unload All Levels ======="); + Reset(); + DungeonLog_Info("Nb Room To Unload: %d", Graph->Count()); + Graph->UnloadAllRooms(); + break; + case EGenerationState::Generation: + DungeonLog_Info("======= Begin Dungeon Generation ======="); + check(HasAuthority()); // should never generate on clients! + FlushNetDormancy(); + UpdateSeed(); + GenerationStatus = EGenerationStatus::NotStarted; + break; + case EGenerationState::Initialization: + DungeonLog_Info("======= Begin Dungeon Initialization ======="); + + if (IsLoadingSavedDungeon()) + { + Graph->RetrieveRoomsFromLoadedData(); + } + + Graph->SynchronizeRooms(); + break; + case EGenerationState::Load: + DungeonLog_Info("======= Begin Load All Levels ======="); + DungeonLog_Info("Nb Room To Load: %d", Graph->Count()); + // I've placed `ChooseDoor` here to keep same behavior as before, + // but it could be moved during the generation step in a future version + // (e.g. in the `FinalizeDungeon` function) + ChooseDoorClasses(); + Graph->LoadAllRooms(); + break; + case EGenerationState::Idle: + DungeonLog_Info("======= Ready To Play ======="); + break; + default: + checkNoEntry(); + break; + } +} + +void ADungeonGeneratorBase::OnStateTick(EGenerationState State) +{ + bool bCreationSuccess = false; + switch (State) + { + case EGenerationState::Idle: + UpdatePlayerRooms(); + UpdateRoomRelevancy(); + UpdateRoomVisibility(); + DrawDebug(); + if (Graph->IsDirty() || IsGenerating() || IsLoadingSavedDungeon()) + SetState(EGenerationState::Unload); + break; + case EGenerationState::Unload: + if (Graph->AreRoomsUnloaded(CachedTmpRoomCount)) + SetState((HasAuthority() && IsGenerating()) ? EGenerationState::Generation : EGenerationState::Initialization); + break; + case EGenerationState::Generation: + if (GenerationStatus == EGenerationStatus::InProgress) + { + DungeonLog_Debug("Resuming generation..."); + } + + // By default we set it as completed so that CreateDungeon of previous versions will not need any change. + // In next major version of the plugin, the generation status will be directly returned by the CreateDungeon function. + GenerationStatus = EGenerationStatus::Completed; + bCreationSuccess = CreateDungeon(); + checkf(GenerationStatus != EGenerationStatus::NotStarted, TEXT("CreateDungeon must set the status to InProgress, Completed or Failed")); + + if (GenerationStatus == EGenerationStatus::InProgress) + break; + + if (bCreationSuccess) + { + OnGenerationSuccess(); + } + else + { + GenerationStatus = EGenerationStatus::Failed; + Graph->Clear(); + OnGenerationFailed(); + } + SetState(EGenerationState::Initialization); + break; + case EGenerationState::Initialization: + if (Graph->AreRoomsReady()) + SetState(EGenerationState::Load); + break; + case EGenerationState::Load: + if (Graph->AreRoomsInitialized(CachedTmpRoomCount)) + SetState(EGenerationState::Idle); + break; + default: + break; + } +} + +void ADungeonGeneratorBase::OnStateEnd(EGenerationState State) +{ + UNavigationSystemV1* nav = nullptr; + switch (State) + { + case EGenerationState::Idle: + OnPreGeneration(); + + nav = UNavigationSystemV1::GetCurrent(GetWorld()); + if (nullptr != nav && bRebuildNavmesh) + { + // Lock navmesh rebuild, so we don't trigger a rebuild for each room loaded/unloaded + DungeonLog_Debug("Lock navmesh update/rebuild"); + nav->AddNavigationBuildLock(ENavigationBuildLock::Custom); + } + break; + case EGenerationState::Unload: + if (HasAuthority()) + Graph->Clear(); + GetWorld()->FlushLevelStreaming(); + GEngine->ForceGarbageCollection(true); + DungeonLog_Info("======= End Unload All Levels ======="); + break; + case EGenerationState::Generation: + DungeonLog_Info("======= End Dungeon Generation ======="); + break; + case EGenerationState::Initialization: + UpdateRoomVisibility(/*bForceUpdate=*/true); + DungeonLog_Info("======= End Dungeon Initialization ======="); + break; + case EGenerationState::Load: + DungeonLog_Info("======= End Load All Levels ======="); + + if (IsLoadingSavedDungeon()) + { + IDungeonSaveInterface::DispatchPostLoadEvent(Graph); + DungeonLog_Info("End Loading Dungeon."); + } + + EnumRemoveFlags(Flags, EGeneratorFlags::Generating | EGeneratorFlags::LoadSavedDungeon); + + // Try to rebuild the navmesh + nav = UNavigationSystemV1::GetCurrent(GetWorld()); + if (nullptr != nav && bRebuildNavmesh) + { + DungeonLog_Info("Rebuild navmesh"); + + nav->RemoveNavigationBuildLock(ENavigationBuildLock::Custom, UNavigationSystemV1::ELockRemovalRebuildAction::NoRebuild); + nav->Build(); + } + + // Invoke Post Generation Event when initialization is done + OnPostGeneration(); + break; + default: + break; + } +} + +// ===== Default Native Events Implementations ===== + +TSubclassOf ADungeonGeneratorBase::ChooseDoor_Implementation(const URoomData* CurrentRoom, const URoom* CurrentRoomInstance, const URoomData* NextRoom, const URoom* NextRoomInstance, const UDoorType* DoorType, const UDoorType* OtherDoorType, bool& Flipped) +{ + DungeonLog_Error("Error: ChooseDoor not implemented"); + return nullptr; +} + +void ADungeonGeneratorBase::InitializeDungeon_Implementation(const UDungeonGraph* Rooms) +{ +} + +APawn* ADungeonGeneratorBase::GetVisibilityPawn_Implementation(APlayerController* Controller) +{ + if (!IsValid(Controller)) + return nullptr; + + return Controller->GetPawnOrSpectator(); +} + +void ADungeonGeneratorBase::OnPreGeneration_Implementation() +{ + OnPreGenerationEvent.Broadcast(); +} + +void ADungeonGeneratorBase::OnPostGeneration_Implementation() +{ + OnPostGenerationEvent.Broadcast(); +} + +void ADungeonGeneratorBase::OnGenerationInit_Implementation() +{ + OnGenerationInitEvent.Broadcast(); +} + +void ADungeonGeneratorBase::OnGenerationSuccess_Implementation() +{ + OnGenerationSuccessEvent.Broadcast(); +} + +void ADungeonGeneratorBase::OnGenerationFailed_Implementation() +{ + OnGenerationFailedEvent.Broadcast(); +} + +void ADungeonGeneratorBase::OnRoomAdded_Implementation(const URoomData* NewRoom, const TScriptInterface& RoomInstance) +{ + OnRoomAddedEvent.Broadcast(NewRoom, RoomInstance); +} + +void ADungeonGeneratorBase::OnFailedToAddRoom_Implementation(const URoomData* FromRoom, const FDoorDef& FromDoor) +{ + OnFailedToAddRoomEvent.Broadcast(FromRoom, FromDoor); +} + +// ===== Utility Functions ===== + +URoomData* ADungeonGeneratorBase::GetRandomRoomData(TArray RoomDataArray) +{ + if (RoomDataArray.Num() <= 0) + return nullptr; + + int n = Random.RandRange(0, RoomDataArray.Num() - 1); + return RoomDataArray[n]; +} + +URoomData* ADungeonGeneratorBase::GetRandomRoomDataWeighted(const TMap& RoomDataWeightedMap) +{ + if (RoomDataWeightedMap.Num() <= 0) + return nullptr; + + int Total = Dungeon::GetTotalWeight(RoomDataWeightedMap); + const int Chosen = Random.RandRange(0, Total - 1); + return Dungeon::GetWeightedAt(RoomDataWeightedMap, Chosen); +} + +const FRoomCandidate& ADungeonGeneratorBase::GetRandomRoomCandidate(const TArray& RoomCandidates, bool bUseScoresAsWeights) const +{ + if (RoomCandidates.Num() <= 0) + return FRoomCandidate::Invalid; + + if (!bUseScoresAsWeights) + { + int32 n = GetRandomStream().RandRange(0, RoomCandidates.Num() - 1); + return RoomCandidates[n]; + } + else + { + int32 TotalScore = 0; + for (const FRoomCandidate& Candidate : RoomCandidates) + { + if (Candidate.Score > 0) + TotalScore += Candidate.Score; + } + + int32 n = GetRandomStream().RandRange(0, TotalScore - 1); + + for (const FRoomCandidate& Candidate : RoomCandidates) + { + if (Candidate.Score <= 0) + continue; + n -= Candidate.Score; + if (n <= 0) + return Candidate; + } + } + + return FRoomCandidate::Invalid; +} + +void ADungeonGeneratorBase::GetCompatibleRoomData(bool& bSuccess, TArray& CompatibleRooms, const TArray& RoomDataArray, const FDoorDef& DoorData) +{ + for (URoomData* RoomData : RoomDataArray) + { + if (RoomData->HasCompatibleDoor(DoorData)) + { + CompatibleRooms.Add(RoomData); + bSuccess = true; + } + } +} + +float ADungeonGeneratorBase::GetProgress() const +{ + const int32 TotalRoom = Graph->Count(); + switch (CurrentState) + { + case EGenerationState::Unload: + return (TotalRoom > 0) + ? 0.5f * (static_cast(CachedTmpRoomCount) / TotalRoom) + : 0.0f; + case EGenerationState::Generation: + case EGenerationState::Initialization: + return 0.5f; + case EGenerationState::Load: + return (TotalRoom > 0) + ? 0.5f + 0.5f * (static_cast(CachedTmpRoomCount) / TotalRoom) + : 0.5f; + default: + return 1.0f; + } +} + +URoom* ADungeonGeneratorBase::GetRoomByIndex(int64 Index) const +{ + return Graph->GetRoomByIndex(Index); +} + +void ADungeonGeneratorBase::SaveAllDungeons(const UObject* WorldContextObject, TArray& SavedData) +{ + UWorld* World = IsValid(WorldContextObject) ? WorldContextObject->GetWorld() : nullptr; + if (!IsValid(World)) + { + DungeonLog_Error("Can't save dungeons: no world provided!"); + return; + } + TArray Generators; + WorldUtils::FindAllActors(World, Generators); + + SavedData.SetNum(Generators.Num()); + + for (int i = 0; i < Generators.Num(); ++i) + { + if (!IsValid(Generators[i])) + { + DungeonLog_WarningSilent("One of the dungeon is invalid."); + continue; + } + + DungeonLog_InfoSilent("Saving Dungeon %s", *Generators[i]->Id.ToString()); + Generators[i]->SaveDungeon(SavedData[i]); + } +} + +void ADungeonGeneratorBase::LoadAllDungeons(const UObject* WorldContextObject, const TArray& SavedData) +{ + UWorld* World = IsValid(WorldContextObject) ? WorldContextObject->GetWorld() : nullptr; + if (!IsValid(World)) + { + DungeonLog_Error("Can't load dungeons: no world provided!"); + return; + } + + TMap Generators; + WorldUtils::MapActors(World, Generators, [](const ADungeonGeneratorBase* Generator) { return Generator->Id; }); + + for (const auto& SavedDatum : SavedData) + { + auto* FoundGenerator = Generators.Find(SavedDatum.GeneratorId); + if (nullptr == FoundGenerator) + { + DungeonLog_WarningSilent("Generator with ID [%s] does not exists.", *SavedDatum.GeneratorId.ToString()); + continue; + } + + ADungeonGeneratorBase* Generator = *FoundGenerator; + if (!IsValid(Generator)) + { + DungeonLog_WarningSilent("Generator with ID [%s] is invalid.", *SavedDatum.GeneratorId.ToString()); + continue; + } + + DungeonLog_InfoSilent("Loading Dungeon %s", *Generator->Id.ToString()); + Generator->LoadDungeon(SavedDatum); + } +} + +void ADungeonGeneratorBase::SetSeed(int32 NewSeed) +{ + Seed = static_cast(NewSeed); + bShouldIncrement = false; // avoid incrementing when SeedType is AutoIncrement +} + +int32 ADungeonGeneratorBase::GetSeed() const +{ + return static_cast(Seed); +} + +FVector ADungeonGeneratorBase::GetDungeonOffset() const +{ + return UseGeneratorTransform() ? GetActorLocation() : FVector::ZeroVector; +} + +FQuat ADungeonGeneratorBase::GetDungeonRotation() const +{ + return UseGeneratorTransform() ? GetActorQuat() : FQuat::Identity; +} + +const FTransform& ADungeonGeneratorBase::GetDungeonTransform() const +{ + return UseGeneratorTransform() ? GetActorTransform() : FTransform::Identity; +} + +// ############################## +// CONSOLE COMMANDS +// ############################## + +// An helper class for console commands +struct FDungeonConsoleCommands +{ +private: + // Fills OutGenerators array with DungeonGenerator actors patching the NameOrTag provided, or all if NameOrTag is empty. + static bool CollectDungeonGenerators(const TCHAR* CommandName, UWorld* InWorld, const FString& NameOrTag, TArray& OutGenerators); + +public: + // Execute a Callback on all DungeonGenerator actors found depending on the InParams provided. + static void ExecuteOnDungeonGenerators(const TCHAR* CommandName, const TArray& InParams, UWorld* InWorld, TFunction Callback); + +public: + static const TCHAR* GenerateCommandName; + static const TCHAR* UnloadCommandName; +}; + +const TCHAR* FDungeonConsoleCommands::GenerateCommandName = TEXT("pd.Generate"); +const TCHAR* FDungeonConsoleCommands::UnloadCommandName = TEXT("pd.Unload"); + +FAutoConsoleCommandWithWorldAndArgs CCmdGenerateDungeon(FDungeonConsoleCommands::GenerateCommandName + , TEXT("Call \"Generate\" on DungeonsGenerator actors with the name or tag provided, or all if nothing provided. USAGE: pd.Generate [name|tag]") + , FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray& InParams, UWorld* InWorld) { + FDungeonConsoleCommands::ExecuteOnDungeonGenerators(FDungeonConsoleCommands::GenerateCommandName + , InParams + , InWorld + , [](ADungeonGeneratorBase* Generator) { Generator->Generate(); } + ); + }) + , EConsoleVariableFlags::ECVF_Cheat +); + +FAutoConsoleCommandWithWorldAndArgs CCmdUnloadDungeon(FDungeonConsoleCommands::UnloadCommandName + , TEXT("Call \"Unload\" on DungeonsGenerator actors with the name or tag provided, or all if nothing provided. USAGE: pd.Unload [name|tag]") + , FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray& InParams, UWorld* InWorld) { + FDungeonConsoleCommands::ExecuteOnDungeonGenerators(FDungeonConsoleCommands::UnloadCommandName + , InParams + , InWorld + , [](ADungeonGeneratorBase* Generator) { Generator->Unload(); } + ); + }) + , EConsoleVariableFlags::ECVF_Cheat +); + +bool FDungeonConsoleCommands::CollectDungeonGenerators(const TCHAR* CommandName, UWorld* InWorld, const FString& NameOrTag, TArray& OutGenerators) +{ + if (!IsValid(InWorld) || !InWorld->IsGameWorld()) + { + UE_LOG(LogProceduralDungeon, Error, TEXT("[%s] Invalid world."), CommandName); + return false; + } + + OutGenerators.Empty(); + if (!NameOrTag.IsEmpty()) + { + UE_LOG(LogProceduralDungeon, Log, TEXT("[%s] Search for DungeonGenerator actors with name or tag '%s'."), CommandName, *NameOrTag); + FString Name(NameOrTag); + FName Tag(NameOrTag); + WorldUtils::FindAllActorsByPredicate(InWorld, OutGenerators, [&Name, &Tag](const ADungeonGeneratorBase* Generator) { return Generator->GetName() == Name || Generator->ActorHasTag(Tag); }); + } + else + { + UE_LOG(LogProceduralDungeon, Log, TEXT("[%s] Search for all DungeonGenerator actors."), CommandName); + WorldUtils::FindAllActors(InWorld, OutGenerators); + } + + // Found no generator + if (OutGenerators.Num() <= 0) + { + UE_LOG(LogProceduralDungeon, Error, TEXT("[%s] No DungeonGenerator found%s.") + , CommandName + , (!NameOrTag.IsEmpty()) + ? *FString::Printf(TEXT(" with name or tag '%s'"), *NameOrTag) + : TEXT("") + ); + return false; + } + + return true; +} + +void FDungeonConsoleCommands::ExecuteOnDungeonGenerators(const TCHAR* CommandName, const TArray& InParams, UWorld* InWorld, TFunction Callback) +{ + UE_LOG(LogProceduralDungeon, Log, TEXT("[%s] Begin."), CommandName); + + TArray Generators; + if (!CollectDungeonGenerators(CommandName, InWorld, (InParams.Num() > 0) ? InParams[0] : FString(), Generators)) + return; + + for (ADungeonGeneratorBase* Generator : Generators) + { + if (!IsValid(Generator)) + { + UE_LOG(LogProceduralDungeon, Warning, TEXT("[%s] Generator is invalid!."), CommandName); + continue; + } + + UE_LOG(LogProceduralDungeon, Log, TEXT("[%s] Execute command on DungeonGenerator '%s'."), CommandName, *Generator->GetName()); + Callback(Generator); + } + UE_LOG(LogProceduralDungeon, Log, TEXT("[%s] End."), CommandName); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGraph.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGraph.cpp new file mode 100644 index 0000000..6c400c1 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonGraph.cpp @@ -0,0 +1,845 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonGraph.h" +#include "Utils/ReplicationUtils.h" +#include "ProceduralDungeonLog.h" +#include "Containers/Queue.h" +#include "DungeonGenerator.h" +#include "Room.h" +#include "RoomData.h" +#include "RoomCustomData.h" +#include "RoomConnection.h" +#include "Door.h" +#include "Engine/Level.h" +#include "Engine/LevelStreamingDynamic.h" +#include "Utils/DungeonSaveUtils.h" +#include "ProceduralDungeonUtils.h" +#include "DungeonSettings.h" + +UDungeonGraph::UDungeonGraph() + : Super() + , Octree(FVector::ZeroVector, HALF_WORLD_MAX) +{ +} + +void UDungeonGraph::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + FDoRepLifetimeParams Params; + Params.bIsPushBased = true; + DOREPLIFETIME_WITH_PARAMS(UDungeonGraph, ReplicatedRooms, Params); + DOREPLIFETIME_WITH_PARAMS(UDungeonGraph, RoomConnections, Params); +} + +bool UDungeonGraph::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) +{ + bool bWroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags); + for (URoom* Room : ReplicatedRooms) + { + check(Room); + bWroteSomething |= Room->ReplicateSubobject(Channel, Bunch, RepFlags); + } + for (URoomConnection* Conn : RoomConnections) + { + check(Conn); + bWroteSomething |= Conn->ReplicateSubobject(Channel, Bunch, RepFlags); + } + return bWroteSomething; +} + +void UDungeonGraph::RegisterReplicableSubobjects(bool bRegister) +{ + for (URoom* Room : ReplicatedRooms) + { + Room->RegisterAsReplicable(bRegister); + } + + for (URoomConnection* Conn : RoomConnections) + { + Conn->RegisterAsReplicable(bRegister); + } +} + +URoomConnection* UDungeonGraph::GetConnectionByIndex(int32 Index) const +{ + if (!RoomConnections.IsValidIndex(Index)) + { + DungeonLog_WarningSilent("Invalid index %d for RoomConnections.", Index); + return nullptr; + } + return RoomConnections[Index]; +} + +bool UDungeonGraph::SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) +{ + SavedData = MakeUnique(); + + if (!bIsLoading) + { + SavedData->Rooms = TArray(Rooms); + SavedData->Connections = TArray(RoomConnections); + } + + SerializeUObjectArray(Record, AR_FIELD_NAME("Rooms"), SavedData->Rooms, bIsLoading, this); + SerializeUObjectArray(Record, AR_FIELD_NAME("Connections"), SavedData->Connections, bIsLoading, this); + + return true; +} + +void UDungeonGraph::PostLoadDungeon_Implementation() +{ + // Load has ended, we can safely reset the saved data. + SavedData.Reset(); +} + +void UDungeonGraph::AddRoom(URoom* Room) +{ + check(IsValid(Room)); + + Rooms.Add(Room); + UpdateBounds(Room); + UpdateOctree(Room); +} + +void UDungeonGraph::InitRooms() +{ + // We split the for loops to ensure custom data are created for all rooms before initializing them + + // First create empty connections for remaining unconnected doors + TArray EmptyConnections; + for (URoom* Room : Rooms) + { + check(IsValid(Room)); + Room->GetAllEmptyConnections(EmptyConnections); + for (int32 DoorIndex : EmptyConnections) + { + Connect(Room, DoorIndex, nullptr, -1); + } + } + + // Finally we can initialize them all + for (URoom* Room : Rooms) + { + // No need to check validity here + const URoomData* Data = Room->GetRoomData(); + Data->InitializeRoom(Room, this); + } +} + +bool UDungeonGraph::CanRoomFit(const URoom* Room) const +{ + bool bCanFit = true; + for (int32 i = 0; i < Room->GetSubBoundsCount() && bCanFit; ++i) + { + FindElementsWithBoundsTest(Octree, Room->GetSubBounds(i), [&bCanFit, Room](const FDungeonOctreeElement& Element) { + bCanFit = false; + }); + } + return bCanFit; +} + +bool UDungeonGraph::TryConnectDoor(URoom* Room, int32 DoorIndex) +{ + check(IsValid(Room)); + + // Check if already connected. + if (Room->IsConnected(DoorIndex)) + return true; + + // Get the room in front of the door if any. + EDoorDirection DoorDir = Room->GetDoorWorldOrientation(DoorIndex); + FIntVector AdjacentCell = Room->GetDoorWorldPosition(DoorIndex) + ToIntVector(DoorDir); + URoom* OtherRoom = GetRoomAt(AdjacentCell); + if (!IsValid(OtherRoom)) + { + return false; + } + + // Get the door index of the other room if any. + int OtherDoorIndex = OtherRoom->GetDoorIndexAt(AdjacentCell, ~DoorDir); + if (OtherDoorIndex < 0) // -1 if no door + { + return false; + } + + // Check door compatibility. + const FDoorDef& ThisDoor = Room->GetRoomData()->Doors[DoorIndex]; + const FDoorDef& OtherDoor = OtherRoom->GetRoomData()->Doors[OtherDoorIndex]; + if (!FDoorDef::AreCompatible(ThisDoor, OtherDoor)) + { + return false; + } + + // Finally connect the doors. + Connect(Room, DoorIndex, OtherRoom, OtherDoorIndex); + return true; +} + +bool UDungeonGraph::TryConnectToExistingDoors(URoom* Room) +{ + bool HasConnection = false; + for (int i = 0; i < Room->GetRoomData()->GetNbDoor(); ++i) + { + HasConnection |= TryConnectDoor(Room, i); + } + return HasConnection; +} + +TArray UDungeonGraph::GetAllRoomsOverlapping(const FBox& Box) const +{ + TArray RoomsInBox; + FindElementsWithBoundsTest(Octree, Box, [&RoomsInBox](const FDungeonOctreeElement& Element) { + URoom* Room = Element.Room; + RoomsInBox.AddUnique(Room); + }); + return RoomsInBox; +} + +void UDungeonGraph::RetrieveRoomsFromLoadedData() +{ + if (Rooms.Num() > 0) + { + DungeonLog_Error("Trying to retrieve loaded rooms while previous ones are not unloaded!"); + return; + } + + if (!SavedData.IsValid()) + return; + + Rooms = TArray(SavedData->Rooms); + RoomConnections = TArray(SavedData->Connections); + + IDungeonCustomSerialization::DispatchFixupReferences(this, this); + + RebuildBounds(); + RebuildOctree(); +} + +void UDungeonGraph::Connect(URoom* RoomA, int32 DoorA, URoom* RoomB, int32 DoorB) +{ + URoomConnection* NewConnection = URoomConnection::CreateConnection(RoomA, DoorA, RoomB, DoorB, this, RoomConnections.Num()); + RoomConnections.Add(NewConnection); + DungeonLog_Debug("Connected %s (%d) to %s (%d)", *GetNameSafe(RoomA), DoorA, *GetNameSafe(RoomB), DoorB); + MARK_PROPERTY_DIRTY_FROM_NAME(UDungeonGraph, RoomConnections, this); +} + +void UDungeonGraph::GetAllRoomsFromData(const URoomData* Data, TArray& OutRooms) +{ + GetRoomsByPredicate(OutRooms, [Data](const URoom* Room) { return Room->GetRoomData() == Data; }); +} + +void UDungeonGraph::GetAllRoomsFromDataList(const TArray& Data, TArray& OutRooms) +{ + GetRoomsByPredicate(OutRooms, [&Data](const URoom* Room) { return Data.Contains(Room->GetRoomData()); }); +} + +const URoom* UDungeonGraph::GetFirstRoomFromData(const URoomData* Data) +{ + return FindFirstRoomByPredicate([Data](const URoom* Room) { return Room->GetRoomData() == Data; }); +} + +void UDungeonGraph::GetAllRoomsWithCustomData(const TSubclassOf& CustomData, TArray& OutRooms) +{ + GetRoomsByPredicate(OutRooms, [&CustomData](const URoom* Room) { return Room->HasCustomData(CustomData); }); +} + +void UDungeonGraph::GetAllRoomsWithAllCustomData(const TArray>& CustomData, TArray& OutRooms) +{ + GetRoomsByPredicate(OutRooms, [&CustomData](const URoom* Room) { + for (auto Datum : CustomData) + { + if (!Room->HasCustomData(Datum)) + return false; + } + return true; + }); +} + +void UDungeonGraph::GetAllRoomsWithAnyCustomData(const TArray>& CustomData, TArray& OutRooms) +{ + GetRoomsByPredicate(OutRooms, [&CustomData](const URoom* Room) { + for (auto Datum : CustomData) + { + if (Room->HasCustomData(Datum)) + return true; + } + return false; + }); +} + +URoom* UDungeonGraph::GetRandomRoom(const TArray& RoomList) const +{ + if (!Generator.IsValid()) + { + DungeonLog_Error("DungeonGraph has no Generator set."); + return nullptr; + } + + if (RoomList.Num() <= 0) + return nullptr; + + int32 rand = Generator->GetRandomStream().FRandRange(0, RoomList.Num() - 1); + return RoomList[rand]; +} + +bool UDungeonGraph::HasAlreadyRoomData(const URoomData* RoomData) const +{ + return CountRoomData(RoomData) > 0; +} + +bool UDungeonGraph::HasAlreadyOneRoomDataFrom(const TArray& RoomDataList) const +{ + return CountTotalRoomData(RoomDataList) > 0; +} + +int UDungeonGraph::CountRoomData(const URoomData* RoomData) const +{ + return CountRoomByPredicate([RoomData](const URoom* Room) { return Room->GetRoomData() == RoomData; }); +} + +int UDungeonGraph::CountTotalRoomData(const TArray& RoomDataList) const +{ + return CountRoomByPredicate([&RoomDataList](const URoom* Room) { return RoomDataList.Contains(Room->GetRoomData()); }); +} + +bool UDungeonGraph::HasAlreadyRoomType(const TSubclassOf& RoomType) const +{ + return CountRoomType(RoomType) > 0; +} + +bool UDungeonGraph::HasAlreadyOneRoomTypeFrom(const TArray>& RoomTypeList) const +{ + return CountTotalRoomType(RoomTypeList) > 0; +} + +int UDungeonGraph::CountRoomType(const TSubclassOf& RoomType) const +{ + return CountRoomByPredicate([&RoomType](const URoom* Room) { return Room->GetRoomData()->GetClass()->IsChildOf(RoomType); }); +} + +int UDungeonGraph::CountTotalRoomType(const TArray>& RoomTypeList) const +{ + return CountRoomByPredicate([&RoomTypeList](const URoom* Room) { + return RoomTypeList.ContainsByPredicate([Room](const TSubclassOf RoomType) { + return Room->GetRoomData()->GetClass()->IsChildOf(RoomType); + }); + }); +} + +bool UDungeonGraph::HasValidPath(const URoom* From, const URoom* To, bool IgnoreLockedRooms) const +{ + return FindPath(From, To, nullptr, IgnoreLockedRooms); +} + +int32 UDungeonGraph::NumberOfRoomBetween(const URoom* A, const URoom* B, bool IgnoreLockedRooms) const +{ + TArray Path; + FindPath(A, B, &Path, IgnoreLockedRooms); + return Path.Num(); +} + +int32 UDungeonGraph::NumberOfRoomBetween_ReadOnly(TScriptInterface A, TScriptInterface B) const +{ + // @TODO: That's not really safe, it should be better to make a FindPath using ReadOnlyRooms too. + const URoom* RoomA = Cast(A.GetObject()); + const URoom* RoomB = Cast(B.GetObject()); + return NumberOfRoomBetween(RoomA, RoomB); +} + +bool UDungeonGraph::GetPathBetween(const URoom* A, const URoom* B, TArray& ResultPath, bool IgnoreLockedRooms) const +{ + // @HACK: is it another alternative? + TArray& Temp = reinterpret_cast&>(ResultPath); + FindPath(A, B, &Temp, IgnoreLockedRooms); + return ResultPath.Num() > 0; +} + +URoom* UDungeonGraph::GetRoomAt(FIntVector RoomCell) const +{ + const FVector RoomUnit = UDungeonSettings::GetRoomUnit(Generator->GetSettings()); + FVector Location = Dungeon::ToWorldLocation(RoomCell, RoomUnit); + FBox LocationBox(Location, Location + FVector::OneVector); + + URoom* FoundRoom = nullptr; + FindElementsWithBoundsTest(Octree, LocationBox, [&FoundRoom](const FDungeonOctreeElement& Element) { + FoundRoom = Element.Room; + }); + + return FoundRoom; +} + +FVector UDungeonGraph::GetDungeonBoundsCenter() const +{ + FTransform Transform = Generator.IsValid() ? Generator->GetDungeonTransform() : FTransform::Identity; + return GetDungeonBounds(Transform).Center; +} + +FVector UDungeonGraph::GetDungeonBoundsExtent() const +{ + FTransform Transform = Generator.IsValid() ? Generator->GetDungeonTransform() : FTransform::Identity; + return GetDungeonBounds(Transform).Extent; +} + +static bool RoomCandidatePredicate(const FRoomCandidate& A, const FRoomCandidate& B) +{ + return A.Score > B.Score; +} + +bool UDungeonGraph::FilterAndSortRooms(const TArray& RoomList, const FDoorDef& FromDoor, TArray& SortedRooms, const FScoreCallback& CustomScore) const +{ + SortedRooms.Empty(); + + FDoorDef TargetDoor = FromDoor.GetOpposite(); + + for (URoomData* RoomData : RoomList) + { + if (!IsValid(RoomData)) + continue; + + FVoxelBounds DataBounds = RoomData->GetVoxelBounds(); + + // Try each possible door + for (int i = 0; i < RoomData->GetNbDoor(); ++i) + { + const FDoorDef& Door = RoomData->Doors[i]; + + // Filter out the door candidate if not compatible with the door + // we want to connect from. + if (!FDoorDef::AreCompatible(TargetDoor, Door)) + continue; + + // Compute new room placement + const EDoorDirection RoomDirection = TargetDoor.Direction - Door.Direction; + const FIntVector RoomLocation = TargetDoor.Position - Rotate(Door.Position, RoomDirection); + + // Filter out the rooms that does not pass the constraints + if (!URoomData::DoesPassAllConstraints(this, RoomData, RoomLocation, RoomDirection)) + continue; + + FRoomCandidate Candidate; + Candidate.Data = RoomData; + Candidate.DoorIndex = i; + + // Check if the new bounds placed at the target door can fit + const FVoxelBounds NewBounds = Rotate(DataBounds, RoomDirection) + RoomLocation; + if (!NewBounds.GetCompatibilityScore(Bounds, Candidate.Score, CustomScore)) + continue; + + SortedRooms.HeapPush(Candidate, ::RoomCandidatePredicate); + } + } + + return SortedRooms.Num() > 0; +} + +bool UDungeonGraph::FilterAndSortRooms(const TArray& RoomList, const FDoorDef& FromDoor, TArray& SortedRooms) const +{ + return FilterAndSortRooms(RoomList, FromDoor, SortedRooms, FScoreCallback()); +} + +FBoxCenterAndExtent UDungeonGraph::GetDungeonBounds(const FTransform& Transform) const +{ + const FVector RoomUnit = UDungeonSettings::GetRoomUnit(Generator.IsValid() ? Generator->SettingsOverrides : nullptr); + return Dungeon::ToWorld(Bounds.GetBounds(), RoomUnit, Transform); +} + +FBoxMinAndMax UDungeonGraph::GetIntBounds() const +{ + return Bounds.GetBounds(); +} + +URoom* UDungeonGraph::GetRoomByIndex(int64 Index) const +{ + for (URoom* Room : Rooms) + { + if (Room->GetRoomID() == Index) + return Room; + } + return nullptr; +} + +void UDungeonGraph::Clear() +{ + // Call cleanup for each room + for (URoom* Room : Rooms) + { + check(IsValid(Room)); + const URoomData* Data = Room->GetRoomData(); + check(IsValid(Data)); + Data->CleanupRoom(Room, this); + } + + // Clear out data + Rooms.Empty(); + RoomConnections.Empty(); + + RebuildBounds(); + RebuildOctree(); +} + +int UDungeonGraph::CountRoomByPredicate(TFunction Predicate) const +{ + int count = 0; + for (const URoom* Room : Rooms) + { + if (Predicate(Room)) + count++; + } + return count; +} + +void UDungeonGraph::GetRoomsByPredicate(TArray& OutRooms, TFunction Predicate) const +{ + OutRooms.Empty(); + for (URoom* Room : Rooms) + { + check(IsValid(Room)); + if (Predicate(Room)) + OutRooms.Add(Room); + } +} + +const URoom* UDungeonGraph::FindFirstRoomByPredicate(TFunction Predicate) const +{ + for (URoom* Room : Rooms) + { + check(IsValid(Room)); + if (Predicate(Room)) + return Room; + } + return nullptr; +} + +void UDungeonGraph::TraverseRooms(const TSet& InRooms, TSet* OutRooms, uint32 Distance, TFunction Func) +{ + TSet openList(InRooms); + TSet closedList, currentList; + const uint32 MaxDistance = Distance; + while (Distance > 0 && openList.Num() > 0) + { + for (URoom* openRoom : openList) + closedList.Add(openRoom); + + Swap(currentList, openList); + openList.Empty(); + for (URoom* currentRoom : currentList) + { + Func(currentRoom, MaxDistance - Distance); + for (int i = 0; i < currentRoom->GetConnectionCount(); ++i) + { + URoom* nextRoom = currentRoom->GetConnectedRoom(i).Get(); + if (IsValid(nextRoom) && !closedList.Contains(nextRoom)) + openList.Add(nextRoom); + } + } + --Distance; + } + + if (OutRooms != nullptr) + Swap(*OutRooms, closedList); +} + +// Do one cycle of BFS (dequeue one room from Queue, then check all its connections to add them in MarkedThis and filling ParentMap) +// Fills OutCommon if a connection has been found in MarkedOther +// Returns true if OutCommon had been filled +bool BFS_Cycle(TQueue& Queue, TSet& MarkedThis, const TSet& MarkedOther, TMap& ParentMap, const URoom*& OutCommon, bool IgnoreLocked) +{ + const URoom* Current = nullptr; + const URoom* Next = nullptr; + + Queue.Dequeue(Current); + + for (const auto& Conn : Current->GetAllConnections()) + { + if (!Conn.IsValid()) + continue; + + if (!IgnoreLocked && Conn->IsDoorLocked()) + continue; + + Next = Conn->GetOtherRoom(Current).Get(); + if (!IsValid(Next)) + continue; + + if (!IgnoreLocked && Next->IsLocked()) + continue; + + if (MarkedThis.Contains(Next)) + continue; + + ParentMap.Add(Next, Current); + + // Check intersection with other side + if (MarkedOther.Contains(Next)) + { + OutCommon = Next; + break; + } + else + { + Queue.Enqueue(Next); + MarkedThis.Add(Next); + } + } + + return OutCommon != nullptr; +} + +void ReconstructPath(const URoom* Common, const TMap& ParentsForward, const TMap& ParentsReverse, TArray& OutPath) +{ + OutPath.Empty(); + + if (Common == nullptr) + return; + + // Adds the first part of the path (From -> Common) + const URoom* const* Current = &Common; + while ((Current = ParentsForward.Find(*Current)) != nullptr) + { + OutPath.EmplaceAt(0, *Current); + } + + // Common room between + OutPath.Add(Common); + + // Adds the second part of the path (Common -> To) + Current = &Common; + while ((Current = ParentsReverse.Find(*Current)) != nullptr) + { + OutPath.Add(*Current); + } +} + +// Uses Bidirectional BFS to find a path between A and B +bool UDungeonGraph::FindPath(const URoom* From, const URoom* To, TArray* OutPath, bool IgnoreLocked) +{ + if (OutPath) + OutPath->Empty(); + + if (!IsValid(From) || !IsValid(To)) + return false; + + // Always path between a room and itself + if (From == To) + { + if (OutPath) + OutPath->Add(From); + return true; + } + + if (!IgnoreLocked && (From->IsLocked() || To->IsLocked())) + return false; + + // Bidirectional BFS initialization + TMap ParentsForward, ParentsReverse; + TSet MarkedForward, MarkedReverse; // (visited rooms) + TQueue QueueForward, QueueReverse; // (rooms to visit) + QueueForward.Enqueue(From); + QueueReverse.Enqueue(To); + MarkedForward.Add(From); + MarkedReverse.Add(To); + + // Both are filled when during either cycle an intersection is found + const URoom* Common = nullptr; + + // Bidirectional BFS + while (Common == nullptr && !QueueForward.IsEmpty() && !QueueReverse.IsEmpty()) + { + // BFS from A + if (!BFS_Cycle(QueueForward, MarkedForward, MarkedReverse, ParentsForward, Common, IgnoreLocked)) + { + // BFS from B if no common found + BFS_Cycle(QueueReverse, MarkedReverse, MarkedForward, ParentsReverse, Common, IgnoreLocked); + } + } + + // Intersection has been found between MarkedForward and MarkedReverse + if (Common != nullptr && OutPath != nullptr) + { + ReconstructPath(Common, ParentsForward, ParentsReverse, *OutPath); + } + + return Common != nullptr; +} + +void CopyRooms(TArray& To, TArray& From) +{ + for (URoom* Room : From) + { + if (Room->Instance) + DungeonLog_Debug("[%s] Loaded Level: %s", *GetNameSafe(Room), *GetNameSafe(Room->Instance->GetLoadedLevel())); + } + + To = TArray(From); +} + +void UDungeonGraph::SynchronizeRooms() +{ + AActor* Owner = GetTypedOuter(); + if (!IsValid(Owner)) + return; + + if (Owner->HasAuthority()) + { + Owner->FlushNetDormancy(); + RegisterReplicableSubobjects(false); + CopyRooms(ReplicatedRooms, Rooms); + RegisterReplicableSubobjects(true); + MARK_PROPERTY_DIRTY_FROM_NAME(UDungeonGraph, ReplicatedRooms, this); + } + else + { + CopyRooms(Rooms, ReplicatedRooms); + RebuildBounds(); + RebuildOctree(); + DungeonLog_Debug("Synchronized Rooms from server (length: %d)", Rooms.Num()); + for (const URoom* Room : Rooms) + { + DungeonLog_Debug(" - %s (Data: %s Valid: %d)", *GetNameSafe(Room), *GetNameSafe(Room->GetRoomData()), IsValid(Room->GetRoomData())); + } + } + + bIsDirty = false; +} + +bool UDungeonGraph::AreRoomsLoaded(int32& NbRoomLoaded) const +{ + NbRoomLoaded = 0; + for (URoom* Room : Rooms) + { + if (Room->IsInstanceLoaded()) + NbRoomLoaded++; + } + return NbRoomLoaded >= Rooms.Num(); +} + +bool UDungeonGraph::AreRoomsUnloaded(int32& NbRoomUnloaded) const +{ + NbRoomUnloaded = 0; + for (URoom* Room : Rooms) + { + if (!IsValid(Room) || Room->IsInstanceUnloaded()) + NbRoomUnloaded++; + } + return NbRoomUnloaded >= Rooms.Num(); +} + +bool UDungeonGraph::AreRoomsInitialized(int32& NbRoomInitialized) const +{ + NbRoomInitialized = 0; + for (URoom* Room : Rooms) + { + if (Room->IsInstanceInitialized()) + NbRoomInitialized++; + } + return NbRoomInitialized >= Rooms.Num(); +} + +bool UDungeonGraph::AreRoomsReady() const +{ + for (URoom* Room : Rooms) + { + if (!(IsValid(Room) && Room->IsReady())) + return false; + } + return true; +} + +void UDungeonGraph::SpawnAllDoors() +{ + // Spawn doors only on server + // They will be replicated on the clients + if (!HasAuthority()) + return; + + checkf(Generator.IsValid(), TEXT("Spawning dungeon's doors is only available with a ADungeonGenerator outer.")); + + for (auto* RoomConnection : RoomConnections) + { + if (RoomConnection->IsDoorInstanced()) + continue; + RoomConnection->InstantiateDoor(GetWorld(), Generator.Get(), Generator->UseGeneratorTransform()); + } +} + +void UDungeonGraph::LoadAllRooms() +{ + // When a level is correct, load all rooms + for (URoom* Room : Rooms) + { + Room->Instantiate(GetWorld()); + } + + SpawnAllDoors(); +} + +void UDungeonGraph::UnloadAllRooms() +{ + if (HasAuthority()) + { + for (auto* RoomConnection : RoomConnections) + { + RoomConnection->DestroyDoor(); + } + } + + for (URoom* Room : Rooms) + { + check(Room); + Room->Destroy(); + } +} + +void UDungeonGraph::UpdateBounds(const URoom* Room) +{ + check(IsValid(Room)); + Bounds += Room->GetVoxelBounds(); +} + +void UDungeonGraph::RebuildBounds() +{ + Bounds = FVoxelBounds(); + for (const URoom* Room : Rooms) + { + UpdateBounds(Room); + } +} + +void UDungeonGraph::UpdateOctree(URoom* Room) +{ + check(IsValid(Room)); + for (int i = 0; i < Room->GetSubBoundsCount(); ++i) + { + Octree.AddElement(FDungeonOctreeElement(Room, i)); + } +} + +void UDungeonGraph::RebuildOctree() +{ + Octree.Destroy(); + for (URoom* Room : Rooms) + { + UpdateOctree(Room); + } +} + +void UDungeonGraph::OnRep_Rooms() +{ + DungeonLog_Debug("Replicated Rooms Changed! (length: %d)", ReplicatedRooms.Num()); + for (int i = 0; i < ReplicatedRooms.Num(); ++i) + { + // Trigger Room List Changed only when all received rooms are valid + if (!IsValid(ReplicatedRooms[i])) + return; + + DungeonLog_Debug("Replicated Room [%d]: %s", i, *GetNameSafe(ReplicatedRooms[i])); + } + + DungeonLog_Debug("Trigger Dungeon Reload!"); + MarkDirty(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonOctree.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonOctree.cpp new file mode 100644 index 0000000..47786ee --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonOctree.cpp @@ -0,0 +1,16 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonOctree.h" +#include "Room.h" + +FDungeonOctreeElement::FDungeonOctreeElement(URoom* Room, int32 BoxIndex) +{ + check(IsValid(Room)); + this->Room = Room; + Bounds = Room->GetSubBounds(BoxIndex); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonSaveProxyArchive.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonSaveProxyArchive.cpp new file mode 100644 index 0000000..7c15d83 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonSaveProxyArchive.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonSaveProxyArchive.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonSettings.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonSettings.cpp new file mode 100644 index 0000000..02e9af8 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/DungeonSettings.cpp @@ -0,0 +1,20 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DungeonSettings.h" +#include "ProceduralDungeonUtils.h" + +UDungeonSettings::UDungeonSettings() + : Super() +{ + RoomUnit = Dungeon::RoomUnit(); +} + +FVector UDungeonSettings::GetRoomUnit(const UDungeonSettings* Settings) +{ + return IsValid(Settings) ? Settings->RoomUnit : Dungeon::RoomUnit(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DoorInterface.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DoorInterface.cpp new file mode 100644 index 0000000..479e516 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DoorInterface.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Interfaces/DoorInterface.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DungeonCustomSerialization.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DungeonCustomSerialization.cpp new file mode 100644 index 0000000..704b54e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DungeonCustomSerialization.cpp @@ -0,0 +1,27 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Interfaces/DungeonCustomSerialization.h" +#include "ProceduralDungeonLog.h" +#include "ProceduralDungeonUtils.h" + +bool IDungeonCustomSerialization::DispatchFixupReferences(UObject* Obj, UObject* Context) +{ + check(IsValid(Obj)); + DungeonLog_Debug("[BEGIN] Dispatch 'Fixup References' function from object '%s'.", *GetNameSafe(Obj)); + + ObjectUtils::DispatchToObjectAndSubobjects(Obj, [Context](UObject* O) { + auto* Custom = Cast(O); + if (nullptr != Custom) + { + Custom->FixupReferences(Context); + } + }); + + DungeonLog_Debug("[END] Dispatch 'Fixup References' function from object '%s'.", *GetNameSafe(Obj)); + return true; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DungeonSaveInterface.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DungeonSaveInterface.cpp new file mode 100644 index 0000000..d784744 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/DungeonSaveInterface.cpp @@ -0,0 +1,40 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Interfaces/DungeonSaveInterface.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" + +void IDungeonSaveInterface::DispatchPreSaveEvent(UObject* Obj) +{ + check(IsValid(Obj)); + DungeonLog_Debug("[BEGIN] Dispatch 'Dungeon Pre Save' events from object '%s'.", *GetNameSafe(Obj)); + + ObjectUtils::DispatchToObjectAndSubobjects(Obj, [](UObject* O) { + if (IsValid(O) && O->Implements()) + { + IDungeonSaveInterface::Execute_PreSaveDungeon(O); + } + }); + + DungeonLog_Debug("[END] Dispatch 'Dungeon Post Load' events from object '%s'.", *GetNameSafe(Obj)); +} + +void IDungeonSaveInterface::DispatchPostLoadEvent(UObject* Obj) +{ + check(IsValid(Obj)); + DungeonLog_Debug("[BEGIN] Dispatch 'Dungeon Post Load' events from object '%s'.", *GetNameSafe(Obj)); + + ObjectUtils::DispatchToObjectAndSubobjects(Obj, [](UObject* O) { + if (IsValid(O) && O->Implements()) + { + IDungeonSaveInterface::Execute_PostLoadDungeon(O); + } + }); + + DungeonLog_Debug("[END] Dispatch 'Dungeon Post Load' events from object '%s'.", *GetNameSafe(Obj)); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/GeneratorProvider.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/GeneratorProvider.cpp new file mode 100644 index 0000000..bd1c5b4 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/GeneratorProvider.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Interfaces/GeneratorProvider.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/RoomActorGuid.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/RoomActorGuid.cpp new file mode 100644 index 0000000..67013ce --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/RoomActorGuid.cpp @@ -0,0 +1,16 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Interfaces/RoomActorGuid.h" +#include "GameFramework/Actor.h" +#include "ProceduralDungeonLog.h" +#include "ProceduralDungeonUtils.h" + +UObject* IRoomActorGuid::GetImplementer(AActor* Actor) +{ + return ActorUtils::GetInterfaceImplementer(Actor); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/RoomContainer.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/RoomContainer.cpp new file mode 100644 index 0000000..1f0a341 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Interfaces/RoomContainer.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Interfaces/RoomContainer.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeon.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeon.cpp new file mode 100644 index 0000000..bb5e7ea --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeon.cpp @@ -0,0 +1,139 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeon.h" +#include "Developer/Settings/Public/ISettingsModule.h" +#include "Developer/Settings/Public/ISettingsSection.h" +#include "ProceduralDungeonSettings.h" +#include "ProceduralDungeonLog.h" +#include "Misc/EngineVersionComparison.h" +#include "UObject/CoreRedirects.h" + +#define LOCTEXT_NAMESPACE "FProceduralDungeonModule" + +#if WITH_EDITOR && UE_VERSION_NEWER_THAN(5, 4, 0) + #define ACTOR_REPLACEMENT_FIX_HACK 1 +#else + #define ACTOR_REPLACEMENT_FIX_HACK 0 +#endif + +// ----- Hack to fix Room references issues of RoomLevel actors in PIE for UE 5.4 +#if ACTOR_REPLACEMENT_FIX_HACK + #include "RoomLevel.h" + #include "Room.h" + +FDelegateHandle ObjectReplacedHandle; +void ObjectReplaced(const FCoreUObjectDelegates::FReplacementObjectMap& ReplacementMap) +{ + for (const auto& Pair : ReplacementMap) + { + ARoomLevel* OldActor = Cast(Pair.Key); + ARoomLevel* NewActor = Cast(Pair.Value); + + if (!OldActor || !NewActor) + continue; + + if (OldActor->HasAllFlags(EObjectFlags::RF_ClassDefaultObject) || NewActor->HasAllFlags(EObjectFlags::RF_ClassDefaultObject)) + continue; + + URoom* RoomInstance = OldActor->GetRoom(); + OldActor->Room = nullptr; + if (!IsValid(RoomInstance)) + continue; + + // Fixup Room reference not properly carried over during actor replacement process + NewActor->Init(RoomInstance); + DungeonLog_Debug("Fixed Room reference ('%s' -> '%s')", *GetNameSafe(OldActor), *GetNameSafe(NewActor)); + } +} +#endif +// ----- End Hack + +void FProceduralDungeonModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module + RegisterSettings(); + +#if ACTOR_REPLACEMENT_FIX_HACK + ObjectReplacedHandle = FCoreUObjectDelegates::OnObjectsReinstanced.AddStatic(ObjectReplaced); + DungeonLog_Debug("Use Actor Replacement Hack"); +#endif + + TArray Redirects; + Redirects.Emplace(ECoreRedirectFlags::Type_Property, TEXT("/Script/ProceduralDungeon.Room.RoomData"), TEXT("/Script/ProceduralDungeon.Room.SoftRoomData")); + FCoreRedirects::AddRedirectList(Redirects, TEXT("ProceduralDungeon")); +} + +void FProceduralDungeonModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. + if (UObjectInitialized()) + { + UnregisterSettings(); + } + +#if ACTOR_REPLACEMENT_FIX_HACK + FCoreUObjectDelegates::OnObjectsReinstanced.Remove(ObjectReplacedHandle); +#endif +} + +void FProceduralDungeonModule::RegisterSettings() +{ + // Registering some settings is just a matter of exposing the default UObject of + // your desired class, feel free to add here all those settings you want to expose + // to your LDs or artists. + + if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + // Register the settings + ISettingsSectionPtr SettingsSection = SettingsModule->RegisterSettings("Project", "Plugins", "Procedural Dungeon", + LOCTEXT("RuntimeGeneralSettingsName", "Procedural Dungeon"), + LOCTEXT("RuntimeGeneralSettingsDescription", "Configuration for the Procedural Dungeon plugin"), + GetMutableDefault() + ); + + // Register the save handler to your settings, you might want to use it to + // validate those or just act to settings changes. + if (SettingsSection.IsValid()) + { + SettingsSection->OnModified().BindRaw(this, &FProceduralDungeonModule::HandleSettingsSaved); + } + } +} + +void FProceduralDungeonModule::UnregisterSettings() +{ + // Ensure to unregister all of your registered settings here, hot-reload would + // otherwise yield unexpected results. + + if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + SettingsModule->UnregisterSettings("Project", "Plugins", "Procedural Dungeon"); + } +} + +// Callback for when the settings were saved. +bool FProceduralDungeonModule::HandleSettingsSaved() +{ + UProceduralDungeonSettings* Settings = GetMutableDefault(); + bool ResaveSettings = false; + + // You can put any validation code in here and resave the settings in case an invalid + // value has been entered + + if (ResaveSettings) + { + Settings->SaveConfig(); + } + + return true; +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FProceduralDungeonModule, ProceduralDungeon) diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonCustomVersion.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonCustomVersion.cpp new file mode 100644 index 0000000..d337639 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonCustomVersion.cpp @@ -0,0 +1,14 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonCustomVersion.h" +#include "Serialization/CustomVersion.h" + +const FGuid FProceduralDungeonCustomVersion::GUID(0x07E63959, 0x72E5DEE1, 0x7B00F72A, 0x1B442349); + +// Register the custom version with core +FCustomVersionRegistration GRegisterDungeonCustomVersion(FProceduralDungeonCustomVersion::GUID, FProceduralDungeonCustomVersion::LatestVersion, TEXT("ProcDungeonVer")); diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonLog.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonLog.cpp new file mode 100644 index 0000000..82a3e87 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonLog.cpp @@ -0,0 +1,31 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonLog.h" +#include "ProceduralDungeonSettings.h" +#include "Engine/Engine.h" // GEngine + +DEFINE_LOG_CATEGORY(LogProceduralDungeon); + +namespace +{ + bool ShowLogsOnScreen(float& _duration) + { + const UProceduralDungeonSettings* Settings = GetDefault(); + _duration = Settings->PrintDebugDuration; + return Settings->OnScreenPrintDebug; + } +} //namespace + +void LogOnScreen(const FString& Message, FColor Color, bool bForceOnScreen) +{ + float Duration; + if (::ShowLogsOnScreen(Duration) || bForceOnScreen) + { + GEngine->AddOnScreenDebugMessage(-1, Duration, Color, Message); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonSettings.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonSettings.cpp new file mode 100644 index 0000000..b95c9b2 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonSettings.cpp @@ -0,0 +1,83 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonSettings.h" +#include "HAL/IConsoleManager.h" + +UProceduralDungeonSettings::UProceduralDungeonSettings(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + // Dungeon settings + RoomUnit = FVector(1000, 1000, 400); + DoorSize = FVector(40, 640, 400); + DoorOffset = 0.0f; + CanLoop = true; + MaxGenerationTry = 500; + MaxRoomPlacementTry = 10; + RoomLimit = 100; + + // Occlusion settings + OcclusionCulling = true; + //LegacyOcclusion = true; + OcclusionDistance = 2; + OccludeDynamicActors = true; + + // Debug settings + DrawDebug = true; + bDrawOnlyWhenEditingRooms = false; + ShowRoomOrigin = false; + bFlipDoorArrowSide = false; + DoorArrowLength = 300.0f; + DoorArrowHeadSize = 300.0f; + OnScreenPrintDebug = false; + PrintDebugDuration = 60.0f; + + // Register console variables. + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Occlusion") + , OcclusionCulling + , TEXT("Enable/disable the plugin's occlusion culling system.") + , EConsoleVariableFlags::ECVF_Cheat + ); + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Occlusion.Distance") + , OcclusionDistance + , TEXT("Change the number of room shown by the plugin's occlusion culling system.\n") + TEXT("1 means only the player's room is visible. 0 or negative means no room visible at all. 2 or more will show the connected rooms to the player based on their number of connection.") + , EConsoleVariableFlags::ECVF_Cheat + ); + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Occlusion.DynamicActors") + , OccludeDynamicActors + , TEXT("Enable/disable the occlusion of actors with a RoomVisibility component attached on them.") + , EConsoleVariableFlags::ECVF_Cheat + ); + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Debug.Draw") + , DrawDebug + , TEXT("Enable/disable the debug drawings of the rooms and doors.") + , EConsoleVariableFlags::ECVF_Cheat + ); + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Debug.Draw.EditingOnly") + , bDrawOnlyWhenEditingRooms + , TEXT("Enable/disable the debug drawings to be only shown when editing a room level.") + , EConsoleVariableFlags::ECVF_Cheat + ); + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Debug.Log.OnScreen") + , OnScreenPrintDebug + , TEXT("Enable/disable the on-screen logging of the plugin.") + , EConsoleVariableFlags::ECVF_Cheat + ); + + IConsoleManager::Get().RegisterConsoleVariableRef(TEXT("pd.Debug.Log.Duration") + , PrintDebugDuration + , TEXT("Change the on-screen logging duration (in seconds) of the plugin.") + , EConsoleVariableFlags::ECVF_Cheat + ); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonTypes.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonTypes.cpp new file mode 100644 index 0000000..eda03b6 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonTypes.cpp @@ -0,0 +1,494 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonTypes.h" +#include "DrawDebugHelpers.h" +#include "ProceduralDungeonUtils.h" +#include "DoorType.h" + +bool operator!(const EDoorDirection& Direction) +{ + return Direction == EDoorDirection::NbDirection; +} + +EDoorDirection operator+(const EDoorDirection& A, const EDoorDirection& B) +{ + check(!!A && !!B); + return static_cast(static_cast((static_cast(A) + static_cast(B))) % static_cast(EDoorDirection::NbDirection)); +} + +EDoorDirection operator-(const EDoorDirection& A, const EDoorDirection& B) +{ + check(!!A && !!B); + return static_cast(static_cast((static_cast(A) - static_cast(B))) % static_cast(EDoorDirection::NbDirection)); +} + +EDoorDirection& operator+=(EDoorDirection& A, const EDoorDirection& B) +{ + A = A + B; + return A; +} + +EDoorDirection& operator-=(EDoorDirection& A, const EDoorDirection& B) +{ + A = A - B; + return A; +} + +EDoorDirection& operator++(EDoorDirection& Direction) +{ + Direction = Direction + EDoorDirection::East; + return Direction; +} + +EDoorDirection& operator--(EDoorDirection& Direction) +{ + Direction = Direction - EDoorDirection::East; + return Direction; +} + +EDoorDirection operator++(EDoorDirection& Direction, int) +{ + EDoorDirection old {Direction}; + ++Direction; + return old; +} + +EDoorDirection operator--(EDoorDirection& Direction, int) +{ + EDoorDirection old {Direction}; + --Direction; + return old; +} + +EDoorDirection operator-(const EDoorDirection& Direction) +{ + return EDoorDirection::North - Direction; +} + +EDoorDirection operator~(const EDoorDirection& Direction) +{ + return Direction + EDoorDirection::South; +} + +FIntVector ToIntVector(const EDoorDirection& Direction) +{ + FIntVector Dir = FIntVector::ZeroValue; + switch (Direction) + { + case EDoorDirection::North: + Dir.X = 1; + break; + case EDoorDirection::East: + Dir.Y = 1; + break; + case EDoorDirection::West: + Dir.Y = -1; + break; + case EDoorDirection::South: + Dir.X = -1; + break; + default: + checkNoEntry(); + } + return Dir; +} + +FVector ToVector(const EDoorDirection& Direction) +{ + FVector Dir = FVector::ZeroVector; + switch (Direction) + { + case EDoorDirection::North: + Dir.X = 1.0f; + break; + case EDoorDirection::East: + Dir.Y = 1.0f; + break; + case EDoorDirection::West: + Dir.Y = -1.0f; + break; + case EDoorDirection::South: + Dir.X = -1.0f; + break; + default: + checkNoEntry(); + } + return Dir; +} + +FQuat ToQuaternion(const EDoorDirection& Direction) +{ + check(!!Direction); + return FRotator(0.0f, ToAngle(Direction), 0.0f).Quaternion(); +} + +float ToAngle(const EDoorDirection& Direction) +{ + check(!!Direction); + return 90.0f * static_cast(Direction); +} + +FIntVector Rotate(const FIntVector& Pos, const EDoorDirection& Rot) +{ + FIntVector NewPos = Pos; + switch (Rot) + { + case EDoorDirection::North: + NewPos = Pos; + break; + case EDoorDirection::West: + NewPos.Y = -Pos.X; + NewPos.X = Pos.Y; + break; + case EDoorDirection::East: + NewPos.Y = Pos.X; + NewPos.X = -Pos.Y; + break; + case EDoorDirection::South: + NewPos.Y = -Pos.Y; + NewPos.X = -Pos.X; + break; + default: + checkNoEntry(); + } + return NewPos; +} + +FVector Rotate(const FVector& Pos, const EDoorDirection& Rot) +{ + FVector NewPos = Pos; + switch (Rot) + { + case EDoorDirection::North: + NewPos = Pos; + break; + case EDoorDirection::West: + NewPos.Y = -Pos.X; + NewPos.X = Pos.Y; + break; + case EDoorDirection::East: + NewPos.Y = Pos.X; + NewPos.X = -Pos.Y; + break; + case EDoorDirection::South: + NewPos.Y = -Pos.Y; + NewPos.X = -Pos.X; + break; + default: + checkNoEntry(); + } + return NewPos; +} + +FIntVector Transform(const FIntVector& Pos, const FIntVector& Translation, const EDoorDirection& Rotation) +{ + return Rotate(Pos, Rotation) + Translation; +} + +FIntVector InverseTransform(const FIntVector& Pos, const FIntVector& Translation, const EDoorDirection& Rotation) +{ + return Rotate(Pos - Translation, -Rotation); +} + +EDoorDirection Transform(const EDoorDirection& Direction, const EDoorDirection& Rotation) +{ + return Direction + Rotation; +} + +EDoorDirection InverseTransform(const EDoorDirection& Direction, const EDoorDirection& Rotation) +{ + return Direction - Rotation; +} + +// ############ FDoorDef ############## + +const FDoorDef FDoorDef::Invalid(FIntVector::ZeroValue, EDoorDirection::NbDirection); + +FDoorDef::FDoorDef(const FIntVector& InPosition, EDoorDirection InDirection, UDoorType* InType) +{ + Position = InPosition; + Direction = InDirection; + Type = InType; +} + +bool FDoorDef::IsValid() const +{ + return Direction != EDoorDirection::NbDirection; +} + +bool FDoorDef::operator==(const FDoorDef& Other) const +{ + return Position == Other.Position && Direction == Other.Direction; +} + +bool FDoorDef::AreCompatible(const FDoorDef& A, const FDoorDef& B) +{ + return UDoorType::AreCompatible(A.Type, B.Type); +} + +FVector FDoorDef::GetDoorSize() const +{ + return UDoorType::GetSize(Type); +} + +float FDoorDef::GetDoorOffset() const +{ + return UDoorType::GetOffset(Type); +} + +FColor FDoorDef::GetDoorColor() const +{ + return UDoorType::GetColor(Type); +} + +FString FDoorDef::GetTypeName() const +{ + return ::IsValid(Type) ? Type->GetName() : TEXT("Default"); +} + +FString FDoorDef::ToString() const +{ + FText DirectionName; + UEnum::GetDisplayValueAsText(Direction, DirectionName); + return FString::Printf(TEXT("(%d,%d,%d) [%s]"), Position.X, Position.Y, Position.Z, *DirectionName.ToString()); +} + +FDoorDef FDoorDef::GetOpposite() const +{ + FDoorDef OppositeDoor(*this); + OppositeDoor.Position = Position + ToIntVector(Direction); + OppositeDoor.Direction = ~Direction; + return OppositeDoor; +} + +FBoxCenterAndExtent FDoorDef::GetBounds(const FVector RoomUnit, bool bIncludeOffset) const +{ + const FVector RotatedDoorSize = Rotate(GetDoorSize(), (!Direction) ? EDoorDirection::North : Direction).GetAbs(); + const FVector WorldPosition = GetRealDoorPosition(*this, RoomUnit, bIncludeOffset) + FVector(0, 0, RotatedDoorSize.Z * 0.5f); + return FBoxCenterAndExtent(WorldPosition, 0.5f * RotatedDoorSize); +} + +FVector FDoorDef::GetRealDoorPosition(const FDoorDef& DoorDef, const FVector RoomUnit, bool bIncludeOffset) +{ + return GetRealDoorPosition(DoorDef.Position, DoorDef.Direction, RoomUnit, bIncludeOffset ? DoorDef.GetDoorOffset() : 0.0f); +} + +FVector FDoorDef::GetRealDoorPosition(FIntVector DoorCell, EDoorDirection DoorRot, const FVector RoomUnit, float DoorOffset) +{ + const FVector CellPosition = FVector(DoorCell); + const FVector DirectionOffset = !DoorRot ? FVector::ZeroVector : (0.5f * ToVector(DoorRot)); + const FVector HeightOffset = FVector(0, 0, DoorOffset); + return RoomUnit * (CellPosition + DirectionOffset + HeightOffset); +} + +FQuat FDoorDef::GetRealDoorRotation(const FDoorDef& DoorDef, bool bFlipped) +{ + return FRotator(0, 90 * static_cast(DoorDef.Direction) + bFlipped * 180, 0).Quaternion(); +} + +FDoorDef FDoorDef::Transform(const FDoorDef& DoorDef, FIntVector Translation, EDoorDirection Rotation) +{ + FDoorDef NewDoor = DoorDef; + NewDoor.Position = ::Transform(DoorDef.Position, Translation, Rotation); + NewDoor.Direction = ::Transform(DoorDef.Direction, Rotation); + return NewDoor; +} + +FDoorDef FDoorDef::InverseTransform(const FDoorDef& DoorDef, FIntVector Translation, EDoorDirection Rotation) +{ + FDoorDef NewDoor = DoorDef; + NewDoor.Position = ::InverseTransform(DoorDef.Position, Translation, Rotation); + NewDoor.Direction = ::InverseTransform(DoorDef.Direction, Rotation); + return NewDoor; +} + +#if !UE_BUILD_SHIPPING +void FDoorDef::DrawDebug(const UWorld* World, const FDoorDef& DoorDef, const FVector RoomUnit, const FTransform& Transform, bool bIncludeOffset, bool bIsConnected) +{ + DrawDebug(World, DoorDef.GetDoorColor(), DoorDef.GetDoorSize(), RoomUnit, DoorDef.Position, DoorDef.Direction, Transform, bIncludeOffset ? DoorDef.GetDoorOffset() : 0.0f, bIsConnected); + + // Door debug draw using its bounds + //FBoxCenterAndExtent DoorBounds = DoorDef.GetBounds(bIncludeOffset); + //DrawDebugBox(World, Transform.TransformPosition(DoorBounds.Center), DoorBounds.Extent, Transform.GetRotation(), FColor::Cyan); +} + +void FDoorDef::DrawDebug(const UWorld* World, const FColor& Color, const FVector& DoorSize, const FVector RoomUnit, const FIntVector& DoorCell, const EDoorDirection& DoorRot, const FTransform& Transform, float DoorOffset, bool bIsConnected) +{ + #if ENABLE_DRAW_DEBUG + // @TODO: Use FDoorDef::GetBounds here? (should mabye remove this overload and use exclusively the one with FDoorDef?) + FQuat DoorRotation = Transform.GetRotation() * ToQuaternion(!DoorRot ? EDoorDirection::North : DoorRot); + FVector DoorPosition = Transform.TransformPosition(GetRealDoorPosition(DoorCell, DoorRot, RoomUnit, DoorOffset) + FVector(0, 0, DoorSize.Z * 0.5f)); + + // Door frame + DrawDebugBox(World, DoorPosition, DoorSize * 0.5f, DoorRotation, Color); + + if (bIsConnected) + { + // Arrow (there is a room on the other side OR in the editor preview) + FVector ArrowVector = (Dungeon::FlipDoorArrow() ? -1.0f : 1.0f) * FVector(Dungeon::DoorArrowLength(), 0.0f, 0.0f); + DrawDebugDirectionalArrow(World, DoorPosition, DoorPosition + DoorRotation * ArrowVector, Dungeon::DoorArrowHeadSize(), Color); + } + else + { + // Cross (there is no room on the other side AND NOT in the editor preview) + FVector HalfSize = DoorRotation * FVector(0, DoorSize.Y, DoorSize.Z) * 0.5f; + FVector HalfSizeConjugate = DoorRotation * FVector(0, DoorSize.Y, -DoorSize.Z) * 0.5f; + DrawDebugLine(World, DoorPosition - HalfSize, DoorPosition + HalfSize, Color); + DrawDebugLine(World, DoorPosition - HalfSizeConjugate, DoorPosition + HalfSizeConjugate, Color); + } + #endif // ENABLE_DRAW_DEBUG +} +#endif // !UE_BUILD_SHIPPING + +// ############ FBoxMinAndMax ############## + +const FBoxMinAndMax FBoxMinAndMax::Invalid {FIntVector::ZeroValue, FIntVector::ZeroValue}; + +FBoxMinAndMax::FBoxMinAndMax(const FIntVector& A, const FIntVector& B) +{ + SetMinAndMax(A, B); +} + +void FBoxMinAndMax::SetMinAndMax(const FIntVector& A, const FIntVector& B) +{ + Min = IntVector::Min(A, B); + Max = IntVector::Max(A, B); +} + +bool FBoxMinAndMax::IsValid() const +{ + return Max.X > Min.X && Max.Y > Min.Y && Max.Z > Min.Z; +} + +FIntVector FBoxMinAndMax::GetSize() const +{ + return Max - Min; +} + +FBoxCenterAndExtent FBoxMinAndMax::ToCenterAndExtent() const +{ + FVector Center = 0.5f * FVector(Min + Max - FIntVector(1, 1, 0)); + FVector Extent = 0.5f * FVector(Max - Min); + return FBoxCenterAndExtent(Center, Extent.GetAbs()); +} + +bool FBoxMinAndMax::IsInside(const FIntVector& Cell) const +{ + return (Cell.X >= Min.X) && (Cell.X < Max.X) + && (Cell.Y >= Min.Y) && (Cell.Y < Max.Y) + && (Cell.Z >= Min.Z) && (Cell.Z < Max.Z); +} + +bool FBoxMinAndMax::IsInside(const FBoxMinAndMax& Other) const +{ + return (Other.Min.X >= Min.X) && (Other.Max.X <= Max.X) + && (Other.Min.Y >= Min.Y) && (Other.Max.Y <= Max.Y) + && (Other.Min.Z >= Min.Z) && (Other.Max.Z <= Max.Z); +} + +void FBoxMinAndMax::Rotate(const EDoorDirection& Rot) +{ + FIntVector Compensation = FIntVector::ZeroValue; + switch (Rot) + { + case EDoorDirection::East: + Compensation.X = 1; + break; + case EDoorDirection::West: + Compensation.Y = 1; + break; + case EDoorDirection::South: + Compensation.X = 1; + Compensation.Y = 1; + break; + default: + break; + } + const FIntVector A = ::Rotate(Min, Rot) + Compensation; + const FIntVector B = ::Rotate(Max, Rot) + Compensation; + Min = IntVector::Min(A, B); + Max = IntVector::Max(A, B); +} + +void FBoxMinAndMax::Extend(const FBoxMinAndMax& Other) +{ + if (Min != Max) + { + Min = IntVector::Min(Min, Other.Min); + Max = IntVector::Max(Max, Other.Max); + } + else + { + Min = Other.Min; + Max = Other.Max; + } +} + +FString FBoxMinAndMax::ToString() const +{ + return FString::Printf(TEXT("[(%d, %d, %d), (%d, %d, %d)]"), Min.X, Min.Y, Min.Z, Max.X, Max.Y, Max.Z); +} + +FIntVector FBoxMinAndMax::GetClosestPoint(const FIntVector& Point) const +{ + return IntVector::Min(Max, IntVector::Max(Min, Point)); +} + +bool FBoxMinAndMax::Overlap(const FBoxMinAndMax& A, const FBoxMinAndMax& B) +{ + return (A.Max.X > B.Min.X && A.Min.X < B.Max.X) + && (A.Max.Y > B.Min.Y && A.Min.Y < B.Max.Y) + && (A.Max.Z > B.Min.Z && A.Min.Z < B.Max.Z); +} + +FBoxMinAndMax& FBoxMinAndMax::operator+=(const FIntVector& X) +{ + Min += X; + Max += X; + return *this; +} + +FBoxMinAndMax& FBoxMinAndMax::operator-=(const FIntVector& X) +{ + Min -= X; + Max -= X; + return *this; +} + +FBoxMinAndMax FBoxMinAndMax::operator+(const FIntVector& X) const +{ + FBoxMinAndMax NewBox(*this); + NewBox += X; + return NewBox; +} + +FBoxMinAndMax FBoxMinAndMax::operator-(const FIntVector& X) const +{ + FBoxMinAndMax NewBox(*this); + NewBox -= X; + return NewBox; +} + +bool FBoxMinAndMax::operator==(const FBoxMinAndMax& Other) const +{ + return (Min == Other.Min) && (Max == Other.Max); +} + +bool FBoxMinAndMax::operator!=(const FBoxMinAndMax& Other) const +{ + return !FBoxMinAndMax::operator==(Other); +} + +FBoxMinAndMax Rotate(const FBoxMinAndMax& Box, const EDoorDirection& Rot) +{ + FBoxMinAndMax NewBox(Box); + NewBox.Rotate(Rot); + return NewBox; +} + +FRoomCandidate FRoomCandidate::Invalid = FRoomCandidate(); diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonUtils.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonUtils.cpp new file mode 100644 index 0000000..1bfc250 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ProceduralDungeonUtils.cpp @@ -0,0 +1,321 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonSettings.h" +#include "Room.h" +#include "ProceduralDungeonLog.h" +#include "Math/GenericOctree.h" // FBoxCenterAndExtent +#include "ProceduralDungeonTypes.h" // FBoxMinAndMax +#include "Kismet/GameplayStatics.h" +#include "GameFramework/PlayerController.h" +#include "GameFramework/PlayerState.h" +#include "GameFramework/GameState.h" +#include "Components/PrimitiveComponent.h" + +FIntVector IntVector::Min(const FIntVector& A, const FIntVector& B) +{ + return FIntVector(FMath::Min(A.X, B.X), FMath::Min(A.Y, B.Y), FMath::Min(A.Z, B.Z)); +} + +FIntVector IntVector::Max(const FIntVector& A, const FIntVector& B) +{ + return FIntVector(FMath::Max(A.X, B.X), FMath::Max(A.Y, B.Y), FMath::Max(A.Z, B.Z)); +} + +void IntVector::MinMax(const FIntVector& A, const FIntVector& B, FIntVector& OutMin, FIntVector& OutMax) +{ + OutMin = Min(A, B); + OutMax = Max(A, B); +} + +FVector Dungeon::ToWorldLocation(FIntVector RoomPoint, const FVector RoomUnit) +{ + return RoomUnit * (FVector(RoomPoint) - FVector(0.5f, 0.5f, 0.0f)); +} + +FVector Dungeon::ToWorldVector(FIntVector RoomPoint, const FVector RoomUnit) +{ + return RoomUnit * FVector(RoomPoint); +} + +FBoxCenterAndExtent Dungeon::ToWorld(const FBoxMinAndMax& Box, const FVector RoomUnit, const FTransform& Transform) +{ + return ToWorld(Box.ToCenterAndExtent(), RoomUnit, Transform); +} + +FBoxCenterAndExtent Dungeon::ToWorld(const FBoxCenterAndExtent& Box, const FVector RoomUnit, const FTransform& Transform) +{ + const FVector Center = Transform.TransformPositionNoScale(RoomUnit * Box.Center); + const FVector Extent = Transform.TransformVector(RoomUnit * Box.Extent).GetAbs(); + return FBoxCenterAndExtent(Center, Extent); +} + +FIntVector Dungeon::ToRoomLocation(FVector WorldPoint, const FVector RoomUnit) +{ + const int X = FMath::RoundToInt(0.5f + (WorldPoint.X) / RoomUnit.X); + const int Y = FMath::RoundToInt(0.5f + (WorldPoint.Y) / RoomUnit.Y); + const int Z = FMath::RoundToInt((WorldPoint.Z) / RoomUnit.Z); + return FIntVector(X, Y, Z); +} + +FIntVector Dungeon::ToRoomVector(FVector WorldVector, const FVector RoomUnit) +{ + const int X = FMath::RoundToInt(WorldVector.X / RoomUnit.X); + const int Y = FMath::RoundToInt(WorldVector.Y / RoomUnit.Y); + const int Z = FMath::RoundToInt(WorldVector.Z / RoomUnit.Z); + return FIntVector(X, Y, Z); +} + +FVector Dungeon::SnapPoint(FVector Point, const FVector RoomUnit) +{ + return ToWorldLocation(ToRoomLocation(Point, RoomUnit), RoomUnit); +} + +// =================== Plugin's Settings ======================== + +FVector Dungeon::RoomUnit() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->RoomUnit; +} + +FVector Dungeon::DefaultDoorSize() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->DoorSize; +} + +FColor Dungeon::DefaultDoorColor() +{ + return FColor::Blue; +} + +float Dungeon::DoorOffset() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->DoorOffset; +} + +bool Dungeon::OcclusionCulling() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->OcclusionCulling; +} + +bool Dungeon::UseLegacyOcclusion() +{ + //const UProceduralDungeonSettings* Settings = GetDefault(); + //return Settings->LegacyOcclusion; + return true; +} + +uint32 Dungeon::OcclusionDistance() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->OcclusionDistance; +} + +bool Dungeon::OccludeDynamicActors() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->OccludeDynamicActors; +} + +bool Dungeon::DrawDebug() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->DrawDebug; +} + +bool Dungeon::DrawOnlyWhenEditingRoom() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->bDrawOnlyWhenEditingRooms; +} + +bool Dungeon::ShowRoomOrigin() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->ShowRoomOrigin; +} + +bool Dungeon::FlipDoorArrow() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->bFlipDoorArrowSide; +} + +float Dungeon::DoorArrowLength() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->DoorArrowLength; +} + +float Dungeon::DoorArrowHeadSize() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->DoorArrowHeadSize; +} + +bool Dungeon::CanLoop() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->CanLoop; +} + +ECollisionChannel Dungeon::RoomObjectType() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->RoomObjectType; +} + +uint32 Dungeon::MaxGenerationTryBeforeGivingUp() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->MaxGenerationTry; +} + +uint32 Dungeon::MaxRoomPlacementTryBeforeGivingUp() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->MaxRoomPlacementTry; +} + +int32 Dungeon::RoomLimit() +{ + const UProceduralDungeonSettings* Settings = GetDefault(); + return Settings->RoomLimit; +} + +void Dungeon::EnableOcclusionCulling(bool Enable) +{ + UProceduralDungeonSettings* Settings = GetMutableDefault(); + Settings->OcclusionCulling = Enable; +} + +void Dungeon::SetOcclusionDistance(int32 Distance) +{ + UProceduralDungeonSettings* Settings = GetMutableDefault(); + Settings->OcclusionDistance = Distance; +} + +uint64 Concat(uint32 A, uint32 B) +{ + return (static_cast(A) << 32) | static_cast(B); +} + +uint32 Random::Guid2Seed(FGuid Guid, int64 Salt) +{ + //// CAUTION: This function must not be modified if not necessary! + //// Or else it will break behaviour compatibility with previous versions of the plugin! + + // Using PCG-RXS-M-XS found in this paper: https://www.pcg-random.org/pdf/hmc-cs-2014-0905.pdf (p. 45) + + // Creating a 64bit states from the 128bit Guid and the salt. + const uint64 Part1 = Concat(Guid.A, Guid.B); + const uint64 Part2 = Concat(Guid.C, Guid.D); + uint64 State = Part1 ^ Part2 ^ Salt; + + // Applying PCG-RXS-M-XS to create much more variations from the salt. + const uint8 Count = State >> 59; // Extracting the highest 5 bits for the random xorshift below (64-5=59) + State ^= State >> (5 + Count); // [RXS] Random xorshift (at least 5 to leave the highest 5 bits untouched) + State *= 12605985483714917081u; // [M] Multiplication with a really big odd number + State ^= State >> 43; // [XS] Xorshifting 1/3 of the top bits to the 1/3 of the lower bits + return static_cast(State ^ (State >> 32)); // Folding the top half for the result on the bottom half to convert into a 32bit output. +} + +void ObjectUtils::DispatchToObjectAndSubobjects(UObject* Obj, TFunction Func, int32 Depth) +{ + // Calls the function on the object itself. + DungeonLog_Debug("[%d] - Dispatch function to object '%s'.", Depth, *GetNameSafe(Obj)); + Func(Obj); + + // Get all direct subobjects of this object. + TArray Subobjects; + GetObjectsWithOuter(Obj, Subobjects, /*bIncludeNestedObjects = */ false); + + ++Depth; + // Recursively dispatch to all subobjects found. + for (UObject* Sub : Subobjects) + { + DispatchToObjectAndSubobjects(Sub, Func, Depth); + } +} + +FBox ActorUtils::GetActorBoundingBoxForRooms(AActor* Actor, const FTransform& DungeonTransform) +{ + if (!IsValid(Actor)) + { + DungeonLog_Error("Invalid Actor provided."); + return FBox(ForceInit); + } + + // Copied from AActor::GetComponentsBoundingBox but check also collision response with the room object type + FBox ActorBox(ForceInit); + Actor->ForEachComponent(/*bIncludeFromChildActors = */ false, [&](const UPrimitiveComponent* Component) { + if (Component->IsRegistered() + && Component->IsCollisionEnabled() + && Component->GetCollisionResponseToChannel(Dungeon::RoomObjectType()) != ECollisionResponse::ECR_Ignore) + { + ActorBox += Component->Bounds.GetBox(); + } + }); + + ActorBox = ActorBox.InverseTransformBy(DungeonTransform); + return ActorBox; +} + +APlayerController* ActorUtils::GetPlayerControllerFromPlayerId(const UObject* WorldContextObject, int32 PlayerId) +{ + UWorld* World = WorldContextObject->GetWorld(); + if (!IsValid(World)) + return nullptr; + + AGameStateBase* GameState = World->GetGameState(); + if (!IsValid(GameState)) + return nullptr; + + const auto* StatePtr = GameState->PlayerArray.FindByPredicate([PlayerId](const APlayerState* State) { return State->GetPlayerId() == PlayerId; }); + if (StatePtr == nullptr) + return nullptr; + + const APlayerState* State = *StatePtr; + if (!IsValid(State)) + return nullptr; + +#if UE_VERSION_OLDER_THAN(5, 0, 0) + const APawn* Pawn = State->GetPawn(); + if (!IsValid(Pawn)) + return nullptr; + + return Cast(Pawn->GetController()); +#else + return State->GetPlayerController(); +#endif +} + +UObject* ActorUtils::GetInterfaceImplementer(AActor* Actor, TSubclassOf InterfaceClass) +{ + if (!IsValid(Actor) || InterfaceClass == nullptr) + return nullptr; + + UClass* ActorClass = Actor->GetClass(); + if (ActorClass && ActorClass->ImplementsInterface(InterfaceClass)) + return Actor; + + const auto Components = Actor->GetComponentsByInterface(InterfaceClass); + if (Components.Num() <= 0) + return nullptr; + + if (Components.Num() > 1) + { + DungeonLog_WarningSilent("Multiple components have a %s interface. Only one used, remove the unnecessary ones to prevent any confusion!", *GetNameSafe(InterfaceClass)); + } + + return Components[0]; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/QueueOrStack.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/QueueOrStack.cpp new file mode 100644 index 0000000..e7a2613 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/QueueOrStack.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2021 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "QueueOrStack.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ReadOnlyRoom.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ReadOnlyRoom.cpp new file mode 100644 index 0000000..06a22d3 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ReadOnlyRoom.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ReadOnlyRoom.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ReplicableObject.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ReplicableObject.cpp new file mode 100644 index 0000000..4cf1ae7 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/ReplicableObject.cpp @@ -0,0 +1,125 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ReplicableObject.h" +#include "Engine/ActorChannel.h" +#include "GameFramework/Actor.h" +#include "ProceduralDungeonLog.h" +#include "Utils/ReplicationUtils.h" + +namespace +{ + const TCHAR* GetWithPredicate(const TCHAR* Str, bool bPredicate) + { + return (bPredicate) ? Str : TEXT(""); + } +} //namespace + +bool UReplicableObject::ReplicateSubobject(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) +{ + // Ensure that nested objects are replicated BEFORE! + // thus any reference to them inside this object will be correct. + bool bWroteSomething = ReplicateSubobjects(Channel, Bunch, RepFlags); + bWroteSomething |= Channel->ReplicateSubobject(this, *Bunch, *RepFlags); + return bWroteSomething; +} + +void UReplicableObject::RegisterAsReplicable(bool bRegister, FRegisterSubObjectParams Params) +{ +#if UE_WITH_SUBOBJECT_LIST + AActor* Owner = GetTypedOuter(); + if (!IsValid(Owner)) + { + ensureMsgf(false, TEXT("Trying to %sregister %s as replicable subobject but actor owner is invalid."), ::GetWithPredicate(TEXT("un"), !bRegister), *GetNameSafe(this)); + return; + } + + if (!Owner->HasAuthority()) + return; + + // Ignores if owner does not use registered subobject list + if (!Owner->IsUsingRegisteredSubObjectList()) + return; + + // Ignore if the object is already registered/unregistered + if (Owner->IsReplicatedSubObjectRegistered(this) == bRegister) + return; + + DungeonLog_InfoSilent("%s Replicable Subobject: %s", (bRegister) ? TEXT("Register") : TEXT("Unregister"), *GetNameSafe(this)); + + if (bRegister) + Owner->AddReplicatedSubObject(this, Params.NetCondition); + else + { + switch (Params.UnregisterType) + { + case EUnregisterSubObjectType::Unregister: + Owner->RemoveReplicatedSubObject(this); + break; + #if UE_VERSION_NEWER_THAN(5, 2, 0) + case EUnregisterSubObjectType::Destroy: + Owner->DestroyReplicatedSubObjectOnRemotePeers(this); + break; + case EUnregisterSubObjectType::TearOff: + Owner->TearOffReplicatedSubObjectOnRemotePeers(this); + break; + #endif + default: + checkf(false, TEXT("Unimplemented case.")); + break; + } + } + + RegisterReplicableSubobjects(bRegister); +#endif +} + +#if UE_WITH_IRIS +void UReplicableObject::RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) +{ + // Build descriptors and allocate PropertyReplicationFragments for this object + UE::Net::FReplicationFragmentUtil::CreateAndRegisterFragmentsForObject(this, Context, RegistrationFlags); +} +#endif // UE_WITH_IRIS + +bool UReplicableObject::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) +{ + return false; +} + +UWorld* UReplicableObject::GetWorld() const +{ + UObject* Outer = GetOuter(); + if (!Outer) + return nullptr; + return Outer->GetWorld(); +} + +bool UReplicableObject::HasAuthority() const +{ + AActor* Owner = GetTypedOuter(); + if (!Owner) + return false; + return Owner->HasAuthority(); +} + +FString UReplicableObject::GetAuthorityName() const +{ + return HasAuthority() ? TEXT("Server") : TEXT("Client"); +} + +void UReplicableObject::WakeUpOwnerActor() +{ + AActor* Owner = GetTypedOuter(); + if (!IsValid(Owner)) + return; + + if (!Owner->HasAuthority()) + return; + + Owner->FlushNetDormancy(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Room.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Room.cpp new file mode 100644 index 0000000..5407b10 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Room.cpp @@ -0,0 +1,1054 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Room.h" +#include "Door.h" +#include "Engine/World.h" +#include "Utils/ReplicationUtils.h" +#include "RoomData.h" +#include "RoomLevel.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "DungeonGenerator.h" +#include "RoomCustomData.h" +#include "RoomConnection.h" +#include "Interfaces/RoomContainer.h" +#include "Interfaces/GeneratorProvider.h" +#include "Interfaces/RoomActorGuid.h" +#include "Utils/DungeonSaveUtils.h" +#include "Engine/Engine.h" +#include "Engine/LevelStreamingDynamic.h" +#include "Misc/EngineVersionComparison.h" +#include "ProceduralDungeonCustomVersion.h" +#include "GameFramework/PlayerController.h" +#include "GameFramework/PlayerState.h" + +void URoom::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + FDoRepLifetimeParams Params; + Params.bIsPushBased = true; + DOREPLIFETIME_WITH_PARAMS(URoom, bIsLocked, Params); + DOREPLIFETIME_WITH_PARAMS(URoom, CustomData, Params); + + // InitialOnly is not called on newly created subobjects after the InitialCond of actor owner has already been called!!! + //Params.Condition = COND_InitialOnly; + DOREPLIFETIME_WITH_PARAMS(URoom, RoomData, Params); + DOREPLIFETIME_WITH_PARAMS(URoom, Position, Params); + DOREPLIFETIME_WITH_PARAMS(URoom, Direction, Params); + DOREPLIFETIME_WITH_PARAMS(URoom, Connections, Params); + DOREPLIFETIME_WITH_PARAMS(URoom, GeneratorOwner, Params); + DOREPLIFETIME_WITH_PARAMS(URoom, Id, Params); +} + +bool URoom::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) +{ + bool bWroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags); + for (const auto& Pair : CustomData) + { + bWroteSomething |= Pair.Data->ReplicateSubobject(Channel, Bunch, RepFlags); + } + return bWroteSomething; +} + +void URoom::RegisterReplicableSubobjects(bool bRegister) +{ + for (const auto& Pair : CustomData) + { + Pair.Data->RegisterAsReplicable(bRegister); + } +} + +void URoom::Init(URoomData* Data, ADungeonGeneratorBase* Generator, int32 RoomId) +{ + SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(RoomData, Data); + SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(GeneratorOwner, Generator); + SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(Id, RoomId); + Instance = nullptr; + SetPosition(FIntVector::ZeroValue); + SetDirection(EDoorDirection::North); + + if (IsValid(RoomData)) + { + MARK_PROPERTY_DIRTY_FROM_NAME(URoom, Connections, this); + Connections.SetNum(RoomData->GetNbDoor()); + } + else + { + DungeonLog_Error("No RoomData provided."); + } + + CreateAllCustomData(); +} + +bool URoom::IsConnected(int32 DoorIndex) const +{ + return GetConnectedRoom(DoorIndex) != nullptr; +} + +void URoom::SetConnection(int32 DoorIndex, URoomConnection* Conn) +{ + check(Connections.IsValidIndex(DoorIndex)); + check(Connections[DoorIndex] == nullptr); + check(Conn != nullptr && (Conn->GetRoomA() == this || Conn->GetRoomB() == this)); + Connections[DoorIndex] = Conn; + MARK_PROPERTY_DIRTY_FROM_NAME(URoom, Connections, this); +} + +TWeakObjectPtr URoom::GetConnectedRoom(int32 DoorIndex) const +{ + check(Connections.IsValidIndex(DoorIndex)); + return URoomConnection::GetOtherRoom(Connections[DoorIndex].Get(), this); +} + +int32 URoom::GetFirstEmptyConnection() const +{ + for (int i = 0; i < Connections.Num(); ++i) + { + if (Connections[i] == nullptr) + { + return i; + } + } + return -1; +} + +void URoom::GetAllEmptyConnections(TArray& EmptyConnections) const +{ + EmptyConnections.Empty(); + for (int i = 0; i < Connections.Num(); ++i) + { + if (Connections[i] == nullptr) + { + EmptyConnections.Add(i); + } + } +} + +void URoom::Instantiate(UWorld* World) +{ + if (Instance == nullptr) + { + if (!IsValid(RoomData)) + { + DungeonLog_Error("Failed to instantiate the room: it has no RoomData."); + return; + } + + const TSoftObjectPtr& Level = RoomData->Level; + if (Level.IsNull()) + { + DungeonLog_Error("Failed to instantiate the room: Level asset is invalid in room data."); + return; + } + + FVector offset(0, 0, 0); + FQuat rotation = FQuat::Identity; + TStringBuilder<256> InstanceName; + + InstanceName.Append(Level.GetAssetName()); + if (GeneratorOwner.IsValid()) + { + offset = GeneratorOwner->GetDungeonOffset(); + rotation = GeneratorOwner->GetDungeonRotation(); + InstanceName.Appendf(TEXT("_%s_%d"), *GeneratorOwner->GetGuid().ToString(), GeneratorOwner->GetSeed()); + } + InstanceName.Appendf(TEXT("_%d"), Id); + + FVector FinalLocation = rotation.RotateVector(RoomData->GetRoomUnit() * FVector(Position)) + offset; + FQuat FinalRotation = rotation * ToQuaternion(Direction); + Instance = LoadInstance(World, Level, InstanceName.ToString(), FinalLocation, FinalRotation.Rotator()); + + if (!IsValid(Instance)) + { + DungeonLog_Error("Error when instantiating the room: unknown error."); + return; + } + + DungeonLog_Info("[%s][R:%s][I:%s] Load room Instance: %s", *GetAuthorityName(), *GetName(), *GetNameSafe(Instance), *Instance->GetWorldAssetPackageName()); + Instance->OnLevelLoaded.AddDynamic(this, &URoom::OnInstanceLoaded); + } + else + { + DungeonLog_Error("Failed to instantiate the room: it is already instanciated."); + } +} + +void URoom::Destroy() +{ + if (IsValid(Instance)) + { + DungeonLog_InfoSilent("[%s][R:%s][I:%s] Unload room Instance: %s", *GetAuthorityName(), *GetName(), *GetNameSafe(Instance), *Instance->GetWorldAssetPackageName()); + UnloadInstance(Instance); + } + else + { + DungeonLog_InfoSilent("[%s][R:%s] No room instance to unload", *GetAuthorityName(), *GetName()); + } +} + +void URoom::OnInstanceLoaded() +{ + check(IsValid(Instance)); + Instance->OnLevelLoaded.RemoveDynamic(this, &URoom::OnInstanceLoaded); + + ARoomLevel* Script = GetLevelScript(); + if (!IsValid(Script)) + { + DungeonLog_Error("Error when instantiating the room: the level blueprint does not derive from RoomLevel."); + return; + } + + Script->Init(this); + + // @TODO: Would be great to deserialize saved actors here. + // However, the actors at this time are not the final actors spawned in the room level. + // So they lose their deserialized values when the real spawn occurs at a later time. + //if (SaveData.IsValid()) + //{ + // SerializeLevelActors(*SaveData, true); + //} + + DungeonLog_InfoSilent("[%s][R:%s][I:%s] Room loaded: %s", *GetAuthorityName(), *GetName(), *GetNameSafe(Instance), *Instance->GetWorldAssetPackageName()); +} + +void URoom::ForceVisibility(bool bForce) +{ + const bool bWasVisible = IsVisible(); + bForceVisible = bForce; + if (bWasVisible != IsVisible()) + UpdateVisibility(); +} + +int32 URoom::GetRelevancyLevel(APlayerController* PlayerController) const +{ + if (!IsValid(PlayerController)) + { + DungeonLog_Warning("GetRelevancyLevel called with null PlayerController"); + return -1; + } + + if (!IsValid(PlayerController->PlayerState)) + return -1; + + const int32* Level = RelevancyLevels.Find(PlayerController->PlayerState->GetPlayerId()); + return (Level != nullptr) ? *Level : -1; +} + +int32 URoom::GetMaxRelevancyLevel() const +{ + int32 MaxLevel = -1; + for (const auto& Pair : RelevancyLevels) + { + if (Pair.Value > MaxLevel) + MaxLevel = Pair.Value; + } + return MaxLevel; +} + +int32 URoom::GetMinRelevancyLevel() const +{ + int32 MinLevel = -1; + for (const auto& Pair : RelevancyLevels) + { + if (MinLevel < 0 || Pair.Value < MinLevel) + MinLevel = Pair.Value; + } + return MinLevel; +} + +void URoom::GetAllRelevancyLevels(TMap& OutRelevancyLevels) const +{ + OutRelevancyLevels.Empty(); + for (const auto& Pair : RelevancyLevels) + { + APlayerController* Controller = ActorUtils::GetPlayerControllerFromPlayerId(this, Pair.Key); + if (IsValid(Controller)) + OutRelevancyLevels.Add(Controller, Pair.Value); + } +} + +void URoom::Lock(bool bLock) +{ + SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(bIsLocked, bLock); + DungeonLog_Debug("[%s] Room '%s' setting IsLocked: %s", *GetAuthorityName(), *GetNameSafe(this), bIsLocked ? TEXT("True") : TEXT("False")); +} + +void URoom::SetPosition(const FIntVector& NewPosition) +{ + SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(Position, NewPosition); +} + +void URoom::SetDirection(EDoorDirection NewDirection) +{ + SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(Direction, NewDirection); +} + +void URoom::UpdateVisibility() const +{ + const bool bNewVisibility = IsVisible(); + + if (Dungeon::UseLegacyOcclusion()) + { + ARoomLevel* LevelScript = GetLevelScript(); + if (IsValid(LevelScript)) + LevelScript->SetActorsVisible(bNewVisibility); + } + else if (IsValid(Instance)) + { + // TODO: make the level be visible again, I don't know why it is not visible although + // the Visible and Loaded of StreamingLevel are correctly set to true + // and the Loaded of Level instance inside it is also set to true... + // In the meantime, only the legacy version will remains. + //Instance->SetShouldBeVisible(bNewVisibility); + //Instance->BroadcastLevelVisibleStatus(Instance->GetWorld(), Instance->GetWorldAssetPackageFName(), bNewVisibility); + } +} + +void URoom::OnRep_IsLocked() +{ + DungeonLog_Debug("[%s] Room '%s' IsLocked Replicated: %s", *GetAuthorityName(), *GetNameSafe(this), bIsLocked ? TEXT("True") : TEXT("False")); +} + +void URoom::OnRep_Id() +{ + DungeonLog_Debug("[%s] Room '%s' Id Replicated: %d", *GetAuthorityName(), *GetNameSafe(this), Id); +} + +void URoom::OnRep_RoomData() +{ + DungeonLog_Debug("[%s] Room '%s' RoomData Replicated: %s", *GetAuthorityName(), *GetNameSafe(this), *GetNameSafe(RoomData)); +} + +void URoom::OnRep_Connections() +{ + DungeonLog_Debug("[%s] Room '%s' Connections Replicated", *GetAuthorityName(), *GetNameSafe(this)); + for (const auto& Connection : Connections) + { + if (Connection == nullptr) + continue; + // This may show 'None' for all rooms depending on the order of those weakptr resolutions. + DungeonLog_Debug("- %s (%d) <-> %s (%d)", *GetNameSafe(Connection->GetRoomA().Get()), Connection->GetRoomADoorId(), *GetNameSafe(Connection->GetRoomB().Get()), Connection->GetRoomBDoorId()); + } +} + +ARoomLevel* URoom::GetLevelScript() const +{ + if (Instance == nullptr || !IsValid(Instance)) + { + return nullptr; + } + return Cast(Instance->GetLevelScriptActor()); +} + +bool URoom::IsInstanceLoaded() const +{ + if (!IsValid(Instance)) + return false; + +#if UE_VERSION_OLDER_THAN(5, 2, 0) + return Instance->GetCurrentState() > ULevelStreaming::ECurrentState::Loading; +#else + return Instance->GetLevelStreamingState() > ELevelStreamingState::Loading; +#endif +} + +bool URoom::IsInstanceUnloaded() const +{ + if (!IsValid(Instance)) + return true; + +#if UE_VERSION_OLDER_THAN(5, 2, 0) + return Instance->GetCurrentState() <= ULevelStreaming::ECurrentState::Removed; +#else + return Instance->GetLevelStreamingState() <= ELevelStreamingState::Removed; +#endif +} + +bool URoom::IsInstanceInitialized() const +{ + ARoomLevel* Script = GetLevelScript(); + return (IsValid(Script)) ? Script->IsInit() : false; +} + +void URoom::CreateLevelComponents(ARoomLevel* LevelActor) +{ + for (const auto& Pair : CustomData) + { + if (!IsValid(Pair.Data)) + continue; + Pair.Data->CreateLevelComponent(LevelActor); + } +} + +EDoorDirection URoom::GetDoorWorldOrientation(int DoorIndex) const +{ + check(IsDoorIndexValid(DoorIndex)); + return RoomData->Doors[DoorIndex].Direction + Direction; +} + +FIntVector URoom::GetDoorWorldPosition(int DoorIndex) const +{ + check(IsDoorIndexValid(DoorIndex)); + return RoomToWorld(RoomData->Doors[DoorIndex].Position); +} + +bool URoom::IsDoorIndexValid(int32 DoorIndex) const +{ + check(IsValid(RoomData)); + return DoorIndex >= 0 && DoorIndex < RoomData->Doors.Num(); +} + +int URoom::GetDoorIndexAt(FIntVector WorldPos, EDoorDirection WorldRot) const +{ + if (EDoorDirection::NbDirection == WorldRot) + return -2; + + FIntVector localPos = WorldToRoom(WorldPos); + EDoorDirection localRot = WorldToRoom(WorldRot); + + for (int i = 0; i < RoomData->Doors.Num(); ++i) + { + const FDoorDef door = RoomData->Doors[i]; + if (door.Position == localPos && door.Direction == localRot) + return i; + } + return -1; +} + +int URoom::GetOtherDoorIndex(int32 DoorIndex) const +{ + check(IsDoorIndexValid(DoorIndex)); + return URoomConnection::GetOtherDoorId(Connections[DoorIndex].Get(), this); +} + +FDoorDef URoom::GetDoorDef(int32 DoorIndex) const +{ + check(IsValid(RoomData)); + return RoomToWorld(RoomData->GetDoorDef(DoorIndex)); +} + +FDoorDef URoom::GetDoorDefAt(FIntVector WorldPos, EDoorDirection WorldRot) const +{ + check(IsValid(RoomData)); + int32 DoorIndex = GetDoorIndexAt(WorldPos, WorldRot); + return (DoorIndex >= 0) ? GetDoorDef(DoorIndex) : FDoorDef::Invalid; +} + +FIntVector URoom::WorldToRoom(const FIntVector& WorldPos) const +{ + return InverseTransform(WorldPos, Position, Direction); +} + +FIntVector URoom::RoomToWorld(const FIntVector& RoomPos) const +{ + return Transform(RoomPos, Position, Direction); +} + +EDoorDirection URoom::WorldToRoom(const EDoorDirection& WorldRot) const +{ + return InverseTransform(WorldRot, Direction); +} + +EDoorDirection URoom::RoomToWorld(const EDoorDirection& RoomRot) const +{ + return Transform(RoomRot, Direction); +} + +FBoxMinAndMax URoom::WorldToRoom(const FBoxMinAndMax& WorldBox) const +{ + return Rotate(WorldBox - Position, -Direction); +} + +FBoxMinAndMax URoom::RoomToWorld(const FBoxMinAndMax& RoomBox) const +{ + return Rotate(RoomBox, Direction) + Position; +} + +FDoorDef URoom::WorldToRoom(const FDoorDef& WorldDoor) const +{ + return FDoorDef::InverseTransform(WorldDoor, Position, Direction); +} + +FDoorDef URoom::RoomToWorld(const FDoorDef& RoomDoor) const +{ + return FDoorDef::Transform(RoomDoor, Position, Direction); +} + +FVoxelBounds URoom::WorldToRoom(const FVoxelBounds& WorldBounds) const +{ + return Rotate(WorldBounds - Position, -Direction); +} + +FVoxelBounds URoom::RoomToWorld(const FVoxelBounds& RoomBounds) const +{ + return Rotate(RoomBounds, Direction) + Position; +} + +void URoom::SetRotationFromDoor(int DoorIndex, EDoorDirection WorldRot) +{ + check(IsDoorIndexValid(DoorIndex)); + SetDirection(WorldRot - RoomData->Doors[DoorIndex].Direction); +} + +void URoom::SetPositionFromDoor(int DoorIndex, FIntVector WorldPos) +{ + check(IsDoorIndexValid(DoorIndex)); + SetPosition(WorldPos - Rotate(RoomData->Doors[DoorIndex].Position, Direction)); +} + +void URoom::SetPositionAndRotationFromDoor(int DoorIndex, FIntVector WorldPos, EDoorDirection WorldRot) +{ + check(IsDoorIndexValid(DoorIndex)); + SetDirection(WorldRot - RoomData->Doors[DoorIndex].Direction); + SetPosition(WorldPos - Rotate(RoomData->Doors[DoorIndex].Position, Direction)); +} + +bool URoom::IsOccupied(FIntVector Cell) +{ + FIntVector local = WorldToRoom(Cell); + FBoxMinAndMax Bounds = RoomData->GetIntBounds(); + return local.X >= Bounds.GetMin().X && local.X < Bounds.GetMax().X + && local.Y >= Bounds.GetMin().Y && local.Y < Bounds.GetMax().Y + && local.Z >= Bounds.GetMin().Z && local.Z < Bounds.GetMax().Z; +} + +FBoxCenterAndExtent URoom::GetBounds() const +{ + check(IsValid(RoomData)); + return RoomData->GetBounds(GetTransform()); +} + +int32 URoom::GetSubBoundsCount() const +{ + check(IsValid(RoomData)); + return RoomData->BoundingBoxes.Num(); +} + +FBoxCenterAndExtent URoom::GetLocalBounds() const +{ + check(IsValid(RoomData)); + return RoomData->GetBounds(); +} + +FBoxMinAndMax URoom::GetIntBounds() const +{ + check(IsValid(RoomData)); + return RoomToWorld(RoomData->GetIntBounds()); +} + +FVoxelBounds URoom::GetVoxelBounds() const +{ + check(IsValid(RoomData)); + return RoomToWorld(RoomData->GetVoxelBounds()); +} + +FBoxCenterAndExtent URoom::GetSubBounds(int32 Index) const +{ + check(IsValid(RoomData)); + return RoomData->GetSubBounds(Index, GetTransform()); +} + +FTransform URoom::GetTransform() const +{ + checkf(IsValid(RoomData), TEXT("Invalid RoomData in URoom class!")); + FTransform Transform; + Transform.SetLocation(FVector(Position) * RoomData->GetRoomUnit()); + Transform.SetRotation(ToQuaternion(Direction)); + return Transform; +} + +void URoom::SetVisible(bool Visible, bool bForceUpdate) +{ + const bool bWasVisible = IsVisible(); + bIsVisible = Visible; + if (bForceUpdate || bWasVisible != IsVisible()) + UpdateVisibility(); +} + +void URoom::SetRelevancyLevel(int32 PlayerID, int32 Level) +{ + int32* FoundLevel = RelevancyLevels.Find(PlayerID); + if (Level < 0) + { + if (FoundLevel == nullptr) + return; + RelevancyLevels.Remove(PlayerID); + } + else + { + if (FoundLevel != nullptr && *FoundLevel == Level) + return; + RelevancyLevels.Add(PlayerID, Level); + } + APlayerController* Controller = ActorUtils::GetPlayerControllerFromPlayerId(GetWorld(), PlayerID); + DungeonLog_Debug("Found player controller for id %d: %s", PlayerID, *GetNameSafe(Controller)); + OnRelevancyChanged.Broadcast(this, Controller, Level); +} + +void URoom::SetPlayerInside(int32 PlayerID, bool PlayerInside) +{ + if (PlayerIDInside.Contains(PlayerID) != PlayerInside) + return; + + if (PlayerInside) + PlayerIDInside.Add(PlayerID); + else + PlayerIDInside.Remove(PlayerID); +} + +bool URoom::IsPlayerInside(const APlayerController* PlayerController) const +{ + if (!IsValid(PlayerController) || !IsValid(PlayerController->PlayerState)) + return PlayerIDInside.Num() > 0; + int32 UniqueID = PlayerController->PlayerState->GetPlayerId(); + return PlayerIDInside.Contains(UniqueID); +} + +bool URoom::CreateCustomData(const TSubclassOf& DataType) +{ + if (DataType == nullptr) + return false; + + // No duplicate allowed + if (HasCustomData(DataType)) + return false; + + CustomData.Add({DataType, NewObject(GetOuter(), DataType)}); + MARK_PROPERTY_DIRTY_FROM_NAME(URoom, CustomData, this); + return true; +} + +bool URoom::CreateAllCustomData() +{ + check(IsValid(RoomData)); + bool bSucceeded = true; + for (auto Datum : RoomData->CustomData) + { + bSucceeded &= CreateCustomData(Datum); + } + return bSucceeded; +} + +bool URoom::GetCustomData_BP(TSubclassOf DataType, URoomCustomData*& Data) +{ + return GetCustomData(DataType, Data); +} + +bool URoom::HasCustomData_BP(const TSubclassOf& DataType) +{ + return HasCustomData(DataType); +} + +bool URoom::GetCustomData(const TSubclassOf& DataType, URoomCustomData*& Data) const +{ + const FCustomDataPair* Pair = GetDataPair(DataType); + if (!Pair) // Not found + return false; + + URoomCustomData* Datum = Pair->Data; + if (!IsValid(Datum)) + return false; + + if (!Datum->IsA(DataType)) + return false; + + Data = Datum; + return true; +} + +bool URoom::HasCustomData(const TSubclassOf& DataType) const +{ + return GetDataPair(DataType) != nullptr; +} + +const FCustomDataPair* URoom::GetDataPair(const TSubclassOf& DataType) const +{ + return CustomData.FindByPredicate([&DataType](const FCustomDataPair& Pair) { return Pair.DataClass == DataType; }); +} + +FRandomStream URoom::GetRandomStream() const +{ + if (!GeneratorOwner.IsValid()) + return FRandomStream(); + return GeneratorOwner->GetRandomStream(); +} + +AActor* URoom::GetDoor(int32 DoorIndex) const +{ + if (!Connections.IsValidIndex(DoorIndex)) + return nullptr; + return URoomConnection::GetDoorInstance(Connections[DoorIndex].Get()); +} + +void URoom::GetAllDoors(TArray& OutDoors) const +{ + OutDoors.Reset(); + for (const auto& Connection : Connections) + { + AActor* Door = URoomConnection::GetDoorInstance(Connection.Get()); + if (IsValid(Door)) + OutDoors.Add(Door); + } +} + +bool URoom::IsDoorConnected(int DoorIndex) const +{ + if (!Connections.IsValidIndex(DoorIndex)) + { + DungeonLog_WarningSilent("Door index out of bounds."); + return false; + } + return IsConnected(DoorIndex); +} + +bool URoom::AreAllDoorsConnected() const +{ + for (const auto& Connection : Connections) + { + if (URoomConnection::GetOtherRoom(Connection.Get(), this) == nullptr) + return false; + } + return true; +} + +int URoom::CountConnectedDoors() const +{ + int ConnectedDoors = 0; + for (const auto& Connection : Connections) + { + if (URoomConnection::GetOtherRoom(Connection.Get(), this) != nullptr) + ++ConnectedDoors; + } + return ConnectedDoors; +} + +URoom* URoom::GetConnectedRoomAt(int DoorIndex) const +{ + if (!Connections.IsValidIndex(DoorIndex)) + { + DungeonLog_WarningSilent("Door index out of bounds."); + return nullptr; + } + return GetConnectedRoom(DoorIndex).Get(); +} + +void URoom::GetAllConnectedRooms(TArray& ConnectedRooms) const +{ + ConnectedRooms.Empty(); + for (const auto& Connection : Connections) + { + URoom* ConnectedRoom = URoomConnection::GetOtherRoom(Connection.Get(), this); + if (IsValid(ConnectedRoom)) + ConnectedRooms.Add(ConnectedRoom); + } +} + +int32 URoom::GetConnectedRoomIndex(const URoom* OtherRoom) const +{ + for (int i = 0; i < Connections.Num(); ++i) + { + if (OtherRoom == URoomConnection::GetOtherRoom(Connections[i].Get(), this)) + return i; + } + return -1; +} + +void URoom::GetDoorsWith(const URoom* OtherRoom, TArray& Doors) const +{ + Doors.Empty(); + for (const auto& Connection : Connections) + { + if (OtherRoom != URoomConnection::GetOtherRoom(Connection.Get(), this)) + continue; + + AActor* Door = URoomConnection::GetDoorInstance(Connection.Get()); + if (IsValid(Door)) + Doors.Add(Door); + } +} + +TArray URoom::GetConnections() const +{ + TArray ValidConnections; + for (const auto& Connection : Connections) + { + if (Connection.IsValid()) + ValidConnections.Add(Connection.Get()); + } + return ValidConnections; +} + +FVector URoom::GetBoundsCenter() const +{ + FVector Center = GetBounds().Center; + if (GeneratorOwner.IsValid()) + { + Center = GeneratorOwner->GetDungeonTransform().TransformPositionNoScale(Center); + } + return Center; +} + +FVector URoom::GetBoundsExtent() const +{ + return GetBounds().Extent; +} + +bool URoom::SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) +{ + check(!SaveData.IsValid()); + SaveData = MakeUnique(); + + if (!bIsLoading) + { + SaveData->ConnectionIds.SetNum(Connections.Num()); + for (int i = 0; i < Connections.Num(); ++i) + { + SaveData->ConnectionIds[i] = (Connections[i].IsValid()) ? Connections[i]->GetID() : -1; + } + + // Serializing the room actors *only* during the save here. + // They will be deserialized at a later time when loading a dungeon, once the room instance is spawned. + SerializeLevelActors(*SaveData, bIsLoading); + } + + int32 NumCustomData = CustomData.Num(); + FStructuredArchiveArray CustomDataRecords = Record.EnterArray(AR_FIELD_NAME("CustomData"), NumCustomData); + CustomData.SetNum(NumCustomData); + + for (int32 i = 0; i < NumCustomData; i++) + { + FStructuredArchive::FRecord CustomDataRecord = CustomDataRecords.EnterElement().EnterRecord(); + SerializeUClass(CustomDataRecord.EnterField(AR_FIELD_NAME("Class")), CustomData[i].DataClass); + + if (bIsLoading) + { + CustomData[i].Data = NewObject(GetOuter(), CustomData[i].DataClass); + } + + FStructuredArchive::FRecord PropertiesRecord = CustomDataRecord.EnterRecord(AR_FIELD_NAME("Data")); + SerializeUObject(PropertiesRecord, CustomData[i].Data, bIsLoading); + } + + Record.EnterField(AR_FIELD_NAME("ConnectionIds")) << SaveData->ConnectionIds; + Record.EnterField(AR_FIELD_NAME("LevelActor")) << SaveData->LevelActor; + Record.EnterField(AR_FIELD_NAME("Actors")) << SaveData->Actors; + + // Handle old `RoomData` SoftObjectPtr + const int32 DungeonVersion = Record.GetUnderlyingArchive().CustomVer(FProceduralDungeonCustomVersion::GUID); + DungeonLog_Debug("Serializing RoomData (Version: %d, IsLoading: %d)", DungeonVersion, bIsLoading); + if (DungeonVersion < FProceduralDungeonCustomVersion::SoftObjectPtrFix) + { + if (bIsLoading) + { + const bool bIsSoftPtrNull = SoftRoomData_DEPRECATED.IsNull(); + RoomData = !bIsSoftPtrNull ? SoftRoomData_DEPRECATED.Get() : nullptr; + SoftRoomData_DEPRECATED.Reset(); + DungeonLog_Debug("Converted old RoomData SoftObjectPtr (IsNull: %d) to regular pointer: %s", bIsSoftPtrNull, *GetNameSafe(RoomData)); + } + else + { + checkNoEntry(); // Should never happen when saving. + } + } + else + { + SerializeUObjectRef(Record.EnterField(AR_FIELD_NAME("RoomData")), RoomData); + } + + if (!bIsLoading) + { + // When saving, no need to keep the data anymore. + SaveData.Reset(); + } + + return false; +} + +bool URoom::FixupReferences(UObject* Context) +{ + const IGeneratorProvider* GeneratorProvider = Cast(Context); + if (!GeneratorProvider) + { + DungeonLog_Error("Failed to fixup references: Context '%s' does not implements interface IGeneratorProvider.", *GetNameSafe(Context)); + return false; + } + + GeneratorOwner = GeneratorProvider->GetGenerator(); + if (!GeneratorOwner.IsValid()) + { + DungeonLog_WarningSilent("Failed to fixup references: Generator is invalid.", *GetNameSafe(Context)); + return false; + } + + const IRoomContainer* Container = Cast(Context); + if (!Container) + { + DungeonLog_Error("Failed to fixup references: Context '%s' does not implements interface IRoomContainer.", *GetNameSafe(Context)); + return false; + } + + if (!SaveData.IsValid()) + { + DungeonLog_Error("Failed to fixup references: SaveData is null."); + return false; + } + + Connections.SetNum(SaveData->ConnectionIds.Num()); + for (int i = 0; i < SaveData->ConnectionIds.Num(); ++i) + { + int32 ConnectionIndex = SaveData->ConnectionIds[i]; + if (ConnectionIndex < 0) + continue; + + URoomConnection* Connection = Container->GetConnectionByIndex(ConnectionIndex); + if (!IsValid(Connection)) + { + DungeonLog_Error("Failed to fixup references: Connection with index %d not found.", ConnectionIndex); + continue; + } + + Connections[i] = Connection; + DungeonLog_Debug("Fixed up connection: %s (id: %d)", *GetNameSafe(Connection), ConnectionIndex); + } + + return true; +} + +void URoom::PreSaveDungeon_Implementation() +{ + DispatchCallbackToSavedLevelActors(&IDungeonSaveInterface::DispatchPreSaveEvent); +} + +void URoom::PostLoadDungeon_Implementation() +{ + check(SaveData); + + // @TODO: Find a way to do it in the `OnInstanceLoaded` function. + SerializeLevelActors(*SaveData, true); + + // The loading is finished, we can safely reset the saved data. + SaveData.Reset(); + + DispatchCallbackToSavedLevelActors(&IDungeonSaveInterface::DispatchPostLoadEvent); +} + +bool URoom::SerializeLevelActors(FSaveData& Data, bool bIsLoading) +{ + if (!IsValid(Instance)) + { + DungeonLog_Error("Can't save/load room instance's actors: Instance is invalid."); + return false; + } + + ULevel* Level = Instance->GetLoadedLevel(); + if (!IsValid(Level)) + { + DungeonLog_Error("Can't save/load room instance's actors: Level is invalid."); + return false; + } + + ARoomLevel* LevelScript = GetLevelScript(); + checkf(IsValid(LevelScript), TEXT("RoomInstance must be loaded and the LevelScript valid when calling SerializeLevelScript")); + SerializeUObject(Data.LevelActor, LevelScript, bIsLoading); + + for (auto& Actor : Level->Actors) + { + if (!IsValid(Actor)) + { + DungeonLog_WarningSilent("An actor is invalid in the loaded room '%s'.", *GetNameSafe(Level)); + continue; + } + + if (Actor == LevelScript) + continue; + + UObject* GuidImplementer = IRoomActorGuid::GetImplementer(Actor); + if (!IsValid(GuidImplementer)) + continue; + + if (!IRoomActorGuid::Execute_ShouldSaveActor(GuidImplementer)) + continue; + + FGuid ActorGuid = IRoomActorGuid::Execute_GetGuid(GuidImplementer); + if (!ActorGuid.IsValid()) + { + DungeonLog_Error("Actor Id is invalid for actor '%s'. Make sure you've implemented properly your 'RoomActorGuid::GetGuid'!", *GetNameSafe(Actor)); + continue; + } + + DungeonLog_Debug("Serializing Actor %s (%s)", *GetFullNameSafe(Actor), *ActorGuid.ToString()); + + if (!bIsLoading) + { + TArray& ActorData = Data.Actors.Add(ActorGuid); + SerializeUObject(ActorData, Actor, false); + } + else if (TArray* ActorData = Data.Actors.Find(ActorGuid)) + { + SerializeUObject(*ActorData, Actor, true); + } + } + + return true; +} + +void URoom::DispatchCallbackToSavedLevelActors(TFunction Callback) const +{ + DungeonLog_Debug("Room dispatch callback to actors."); + if (!IsValid(Instance)) + return; + + ULevel* Level = Instance->GetLoadedLevel(); + if (!IsValid(Level)) + return; + + for (auto& Actor : Level->Actors) + { + if (!Actor->Implements()) + continue; + + DungeonLog_Debug("- Dispatch to actor: %s.", *GetNameSafe(Actor)); + Callback(Actor); + } +} + +ULevelStreamingDynamic* URoom::LoadInstance(UObject* WorldContextObject, const TSoftObjectPtr& Level, const FString& InstanceNameSuffix, FVector Location, FRotator Rotation) +{ + DungeonLog_InfoSilent("[W:%s] Loading LevelStreamingDynamic", *GetNameSafe(WorldContextObject)); + + if (Level.IsNull()) + { + DungeonLog_Error("Failed to load level instance: Level is invalid."); + return nullptr; + } + + bool success = false; + ULevelStreamingDynamic* Instance = ULevelStreamingDynamic::LoadLevelInstanceBySoftObjectPtr(WorldContextObject, Level, Location, Rotation, success, InstanceNameSuffix); + Instance->bDisableDistanceStreaming = true; // Make sure the level will not be streamed out by distance. We have our own streaming logic. + + if (!success) + { + DungeonLog_Error("Failed to load level instance: Unknown reason"); + return nullptr; + } + + return Instance; +} + +void URoom::UnloadInstance(ULevelStreamingDynamic* Instance) +{ + DungeonLog_InfoSilent("[I:%s] Unloading LevelStreamingDynamic", *GetNameSafe(Instance)); + if (nullptr == Instance) + { + DungeonLog_Error("Failed to unload LevelStreamingDynamic: Instance is null"); + return; + } + + Instance->SetIsRequestingUnloadAndRemoval(true); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConnection.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConnection.cpp new file mode 100644 index 0000000..624b13d --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConnection.cpp @@ -0,0 +1,451 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomConnection.h" +#include "Room.h" +#include "RoomData.h" +#include "Door.h" +#include "Engine/World.h" +#include "Utils/ReplicationUtils.h" +#include "ProceduralDungeonLog.h" +#include "Engine/Engine.h" +#include "Interfaces/RoomContainer.h" +#include "Interfaces/DoorInterface.h" +#include "Utils/DungeonSaveUtils.h" +#include "DungeonGeneratorBase.h" +#include "ProceduralDungeonCustomVersion.h" +#include "Components/DoorComponent.h" + +void URoomConnection::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + FDoRepLifetimeParams Params; + Params.bIsPushBased = true; + // InitialOnly is not called on newly created subobjects after the InitialCond of actor owner has already been called!!! + //Params.Condition = COND_InitialOnly; + DOREPLIFETIME_WITH_PARAMS(URoomConnection, ID, Params); + DOREPLIFETIME_WITH_PARAMS(URoomConnection, RoomA, Params); + DOREPLIFETIME_WITH_PARAMS(URoomConnection, RoomADoorId, Params); + DOREPLIFETIME_WITH_PARAMS(URoomConnection, RoomB, Params); + DOREPLIFETIME_WITH_PARAMS(URoomConnection, RoomBDoorId, Params); + DOREPLIFETIME_WITH_PARAMS(URoomConnection, DoorInstance, Params); + DOREPLIFETIME_WITH_PARAMS(URoomConnection, DoorState, Params); +} + +bool URoomConnection::SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) +{ + check(!SaveData.IsValid()); + SaveData = MakeUnique(); + SaveData->Version = Record.GetUnderlyingArchive().CustomVer(FProceduralDungeonCustomVersion::GUID); + + if (!bIsLoading) + { + TSoftObjectPtr RoomAWeak(RoomA.Get()); + TSoftObjectPtr RoomBWeak(RoomB.Get()); + SaveData->RoomAID = RoomA.IsValid() ? RoomA->GetRoomID() : -1; + SaveData->RoomBID = RoomB.IsValid() ? RoomB->GetRoomID() : -1; + + // Serializing the door instance's properties only during the save here. + // The properties will be loaded back when the door is spawned. + if (DoorInstance.IsValid()) + SerializeUObject(SaveData->DoorSavedData, DoorInstance.Get(), false); + } + + Record.EnterField(AR_FIELD_NAME("RoomA")) << SaveData->RoomAID; + Record.EnterField(AR_FIELD_NAME("RoomB")) << SaveData->RoomBID; + + Record.EnterField(AR_FIELD_NAME("DoorClass")) << DoorClass; + Record.EnterField(AR_FIELD_NAME("DoorProperties")) << SaveData->DoorSavedData; + + if (bIsLoading) + { + DungeonLog_Debug("[%s] Loaded DoorClass: %s", *GetNameSafe(this), *GetNameSafe(DoorClass)); + } + + if (!bIsLoading) + { + // No need to keep the saved data after saving. + SaveData.Reset(); + } + + return true; +} + +bool URoomConnection::FixupReferences(UObject* Context) +{ + check(SaveData.IsValid()); + + auto* RoomContainer = Cast(Context); + if (RoomContainer == nullptr) + { + DungeonLog_Error("[%s] Failed to fixup RoomConnection references: Context is not a RoomContainer.", *GetNameSafe(this)); + return false; + } + + RoomA = RoomContainer->GetRoomByIndex(SaveData->RoomAID); + RoomB = RoomContainer->GetRoomByIndex(SaveData->RoomBID); + + DungeonLog_Debug("[%s] Fixed up RoomConnection references: RoomA=%s, RoomB=%s", *GetNameSafe(this), *GetNameSafe(RoomA.Get()), *GetNameSafe(RoomB.Get())); + + return true; +} + +void URoomConnection::PreSaveDungeon_Implementation() +{ + if (DoorInstance.IsValid() && DoorInstance->Implements()) + { + IDungeonSaveInterface::Execute_PreSaveDungeon(DoorInstance.Get()); + } +} + +void URoomConnection::PostLoadDungeon_Implementation() +{ + SaveData.Reset(); + + if (DoorInstance.IsValid() && DoorInstance->Implements()) + { + IDungeonSaveInterface::Execute_PostLoadDungeon(DoorInstance.Get()); + } +} + +int32 URoomConnection::GetID() const +{ + return ID; +} + +const TWeakObjectPtr URoomConnection::GetRoomA() const +{ + return RoomA; +} + +const TWeakObjectPtr URoomConnection::GetRoomB() const +{ + return RoomB; +} + +const URoom* URoomConnection::GetRoomA_BP() const +{ + return RoomA.Get(); +} + +const URoom* URoomConnection::GetRoomB_BP() const +{ + return RoomB.Get(); +} + +int32 URoomConnection::GetRoomADoorId() const +{ + return RoomADoorId; +} + +int32 URoomConnection::GetRoomBDoorId() const +{ + return RoomBDoorId; +} + +TWeakObjectPtr URoomConnection::GetOtherRoom(const URoom* FromRoom) const +{ + check(FromRoom == RoomA || FromRoom == RoomB); + return (FromRoom == RoomA) ? RoomB : RoomA; +} + +int32 URoomConnection::GetOtherDoorId(const URoom* FromRoom) const +{ + check(FromRoom == RoomA || FromRoom == RoomB); + return (FromRoom == RoomA) ? RoomBDoorId : RoomADoorId; +} + +bool URoomConnection::IsDoorInstanced() const +{ + return DoorInstance.IsValid(); +} + +AActor* URoomConnection::GetDoorInstance() const +{ + return DoorInstance.Get(); +} + +FVector URoomConnection::GetDoorLocation(bool bIgnoreGeneratorTransform) const +{ + FDoorDef DoorDef; + const AActor* Generator = nullptr; + const URoomData* Data = nullptr; + if (RoomA.IsValid()) + { + DoorDef = RoomA->GetDoorDef(RoomADoorId); + Generator = RoomA->Generator(); + Data = RoomA->GetRoomData(); + } + else if (RoomB.IsValid()) + { + DoorDef = RoomB->GetDoorDef(RoomBDoorId); + Generator = RoomB->Generator(); + Data = RoomB->GetRoomData(); + } + else + { + return FVector(); + } + + check(IsValid(Data)); + FVector Location = FDoorDef::GetRealDoorPosition(DoorDef, Data->GetRoomUnit()); + if (!bIgnoreGeneratorTransform && IsValid(Generator)) + Location = Generator->GetTransform().TransformPositionNoScale(Location); + + return Location; +} + +FRotator URoomConnection::GetDoorRotation(bool bIgnoreGeneratorTransform) const +{ + FDoorDef DoorDef; + const AActor* Generator = nullptr; + bool bFinalFlipped = bFlipped; + if (RoomA.IsValid()) + { + DoorDef = RoomA->GetDoorDef(RoomADoorId); + Generator = RoomA->Generator(); + } + else if (RoomB.IsValid()) + { + DoorDef = RoomB->GetDoorDef(RoomBDoorId); + Generator = RoomB->Generator(); + bFinalFlipped = !bFlipped; + } + else + { + return FRotator::ZeroRotator; + } + + FQuat Rotation = FDoorDef::GetRealDoorRotation(DoorDef, bFinalFlipped); + if (!bIgnoreGeneratorTransform && IsValid(Generator)) + Rotation = Generator->GetTransform().InverseTransformRotation(Rotation); + + return Rotation.Rotator(); +} + +bool URoomConnection::IsDoorOpen() const +{ + return DoorState.bIsOpen; +} + +bool URoomConnection::IsDoorLocked() const +{ + return DoorState.bIsLocked; +} + +void URoomConnection::SetDoorOpen(bool bOpen) +{ + DoorState.bIsOpen = bOpen; + MARK_PROPERTY_DIRTY_FROM_NAME(URoomConnection, DoorState, this); +} + +void URoomConnection::SetDoorLocked(bool bLocked) +{ + DoorState.bIsLocked = bLocked; + MARK_PROPERTY_DIRTY_FROM_NAME(URoomConnection, DoorState, this); +} + +void URoomConnection::SetDoorClass(TSubclassOf InDoorClass, bool bInFlipped) +{ + DoorClass = InDoorClass; + bFlipped = bInFlipped; +} + +AActor* URoomConnection::InstantiateDoor(UWorld* World, AActor* Owner, bool bUseOwnerTransform) +{ + if (!IsValid(World)) + { + DungeonLog_Error("Can't spanw door: Invalid World."); + return nullptr; + } + + if (DoorInstance.IsValid()) + { + DungeonLog_WarningSilent("Door already instanced."); + return DoorInstance.Get(); + } + + if (nullptr == DoorClass) + return nullptr; + + // Get next room + const URoom* Room = RoomA.Get(); + int32 DoorId = RoomADoorId; + bool bFinalFlipped = bFlipped; + if (!IsValid(Room)) + { + Room = RoomB.Get(); + DoorId = RoomBDoorId; + bFinalFlipped = !bFinalFlipped; // Flipped is inverted when using RoomB instead of RoomA + } + + FDoorDef DoorDef = Room->GetDoorDef(DoorId); + FVector InstanceDoorPos = FDoorDef::GetRealDoorPosition(DoorDef, Room->GetRoomData()->GetRoomUnit()); + FQuat InstanceDoorRot = FDoorDef::GetRealDoorRotation(DoorDef, bFinalFlipped); + + if (bUseOwnerTransform && IsValid(Owner)) + { + InstanceDoorPos = Owner->GetActorTransform().TransformPositionNoScale(InstanceDoorPos); + InstanceDoorRot = Owner->GetActorTransform().TransformRotation(InstanceDoorRot); + } + + FActorSpawnParameters SpawnParams; + SpawnParams.Owner = Owner; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + AActor* Door = GetWorld()->SpawnActor(DoorClass, InstanceDoorPos, InstanceDoorRot.Rotator(), SpawnParams); + + if (!IsValid(Door)) + { + DungeonLog_Error("Failed to spawn Door, make sure you set door actor to always spawning."); + return nullptr; + } + + UObject* Implementer = ActorUtils::GetInterfaceImplementer(Door); + if (IsValid(Implementer)) + IDoorInterface::Execute_SetRoomConnection(Implementer, this); + + DoorInstance = Door; + + if (SaveData.IsValid()) + { + // Load door data back if we have some saved data. + SerializeUObject(SaveData->DoorSavedData, Door, true); + DungeonLog_InfoSilent("Loaded saved data for door '%s'", *GetNameSafe(Door)); + + if (SaveData->Version < FProceduralDungeonCustomVersion::DoorLogicRefactored) + { + if (ADoor* LegacyDoorActor = Cast(Door)) + { + DoorState.bIsOpen = LegacyDoorActor->GetLegacyShouldBeOpen(); + DoorState.bIsLocked = LegacyDoorActor->GetLegacyShouldBeLocked(); + + if (UDoorComponent* Component = LegacyDoorActor->FindComponentByClass()) + { + Component->SetAlwaysVisible(LegacyDoorActor->GetLegacyAlwaysVisible()); + Component->SetAlwaysUnlocked(LegacyDoorActor->GetLegacyAlwaysUnlocked()); + Component->SetDoorType(LegacyDoorActor->GetLegacyDoorType()); + } + else + { + DungeonLog_WarningSilent("Legacy door actor '%s' does not have a DoorComponent, can't migrate its AlwaysVisible and AlwaysUnlocked properties.", *GetNameSafe(LegacyDoorActor)); + } + + DungeonLog_InfoSilent("Migrated from old door actor '%s': Open:%d | Locked:%d", *GetNameSafe(LegacyDoorActor), DoorState.bIsOpen, DoorState.bIsLocked); + } + } + } + + return Door; +} + +void URoomConnection::DestroyDoor() +{ + if (!DoorInstance.IsValid()) + return; + + DoorInstance->Destroy(); + DoorInstance.Reset(); +} + +void URoomConnection::OnRep_ID() +{ + DungeonLog_Debug("[%s] RoomConnection '%s' ID replicated: %d", *GetAuthorityName(), *GetNameSafe(this), ID); +} + +void URoomConnection::OnRep_RoomA() +{ + DungeonLog_Debug("[%s] RoomConnection '%s' RoomA replicated: %s", *GetAuthorityName(), *GetNameSafe(this), *GetNameSafe(RoomA.Get())); +} + +void URoomConnection::OnRep_RoomB() +{ + DungeonLog_Debug("[%s] RoomConnection '%s' RoomB replicated: %s", *GetAuthorityName(), *GetNameSafe(this), *GetNameSafe(RoomB.Get())); +} + +void URoomConnection::OnRep_DoorState() +{ + DungeonLog_Debug("[%s] RoomConnection '%s' DoorState replicated: Open:%d | Locked:%d", *GetAuthorityName(), *GetNameSafe(this), DoorState.bIsOpen, DoorState.bIsLocked); +} + +URoom* URoomConnection::GetOtherRoom(const URoomConnection* Conn, const URoom* FromRoom) +{ + return (Conn != nullptr) ? Conn->GetOtherRoom(FromRoom).Get() : nullptr; +} + +int32 URoomConnection::GetOtherDoorId(const URoomConnection* Conn, const URoom* FromRoom) +{ + return (Conn != nullptr) ? Conn->GetOtherDoorId(FromRoom) : -1; +} + +AActor* URoomConnection::GetDoorInstance(const URoomConnection* Conn) +{ + return (Conn != nullptr) ? Conn->DoorInstance.Get() : nullptr; +} + +UDoorType* URoomConnection::GetDoorType(const URoomConnection* Conn) +{ + if (!IsValid(Conn)) + { + return nullptr; + } + + URoom* Room = Conn->RoomA.Get(); + int32 DoorId = Conn->RoomADoorId; + if (!IsValid(Room)) + { + Room = Conn->RoomB.Get(); + DoorId = Conn->RoomBDoorId; + } + + if (!IsValid(Room)) + { + return nullptr; + } + + return Room->GetRoomData()->Doors[DoorId].Type; +} + +void URoomConnection::GetBothDoorTypes(const URoomConnection* Conn, UDoorType*& DoorTypeA, UDoorType*& DoorTypeB) +{ + if (!IsValid(Conn)) + { + return; + } + + DoorTypeA = Conn->RoomA.IsExplicitlyNull() ? nullptr : Conn->RoomA->GetRoomData()->Doors[Conn->RoomADoorId].Type; + DoorTypeB = Conn->RoomB.IsExplicitlyNull() ? nullptr : Conn->RoomB->GetRoomData()->Doors[Conn->RoomBDoorId].Type; +} + +URoomConnection* URoomConnection::CreateConnection(URoom* RoomA, int32 DoorA, URoom* RoomB, int32 DoorB, UObject* Outer, int32 IdInOuter) +{ + // At least one room and its door index must be valid. + const bool bIsAValid = IsValid(RoomA) && RoomA->IsDoorIndexValid(DoorA); + const bool bIsBValid = IsValid(RoomB) && RoomB->IsDoorIndexValid(DoorB); + check(bIsAValid || bIsBValid); + + URoomConnection* NewConnection = NewObject(Outer); + check(NewConnection != nullptr); + + NewConnection->ID = IdInOuter; + NewConnection->RoomA = RoomA; + NewConnection->RoomADoorId = DoorA; + NewConnection->RoomB = RoomB; + NewConnection->RoomBDoorId = DoorB; + + if (bIsAValid) + { + RoomA->SetConnection(DoorA, NewConnection); + } + + if (bIsBValid) + { + RoomB->SetConnection(DoorB, NewConnection); + } + + return NewConnection; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint.cpp new file mode 100644 index 0000000..4a5ff06 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint.cpp @@ -0,0 +1,15 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomConstraints/RoomConstraint.h" +#include "ProceduralDungeonLog.h" + +bool URoomConstraint::Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const +{ + DungeonLog_WarningSilent("Constraint %s does not implements the URoomConstraint::Check function!", *GetNameSafe(this)); + return true; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_CountLimit.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_CountLimit.cpp new file mode 100644 index 0000000..5742092 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_CountLimit.cpp @@ -0,0 +1,30 @@ +// Copyright Benoit Pelletier 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomConstraints/RoomConstraint_CountLimit.h" +#include "ProceduralDungeonLog.h" +#include "ProceduralDungeonTypes.h" +#include "RoomData.h" +#include "DungeonGraph.h" + +bool URoomConstraint_CountLimit::Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const +{ + if (!IsValid(RoomData)) + { + DungeonLog_Error("Invalid RoomData passed to %s", *GetNameSafe(this)); + return false; + } + + if (!IsValid(Dungeon)) + { + DungeonLog_Error("Invalid Dungeon passed to %s", *GetNameSafe(this)); + return false; + } + + const int32 ActualCount = Dungeon->CountRoomData(RoomData); + return ActualCount < MaxCount; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_Direction.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_Direction.cpp new file mode 100644 index 0000000..b433d11 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_Direction.cpp @@ -0,0 +1,15 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomConstraints/RoomConstraint_Direction.h" +#include "ProceduralDungeonLog.h" +#include "Room.h" + +bool URoomConstraint_Direction::Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const +{ + return AllowedDirections.Contains(Direction); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_Location.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_Location.cpp new file mode 100644 index 0000000..a96d774 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomConstraints/RoomConstraint_Location.cpp @@ -0,0 +1,25 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomConstraints/RoomConstraint_Location.h" +#include "ProceduralDungeonLog.h" +#include "ProceduralDungeonTypes.h" +#include "RoomData.h" + +bool URoomConstraint_Location::Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const +{ + if (!IsValid(RoomData)) + { + DungeonLog_Error("Invalid RoomData passed to %s", *GetNameSafe(this)); + return false; + } + + const FBoxMinAndMax BoundingLimits = Limits.GetBox(); + FBoxMinAndMax RoomBounds = RoomData->GetIntBounds(); + RoomBounds.Rotate(Direction); + return BoundingLimits.IsInside(RoomBounds + Location); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomCustomData.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomCustomData.cpp new file mode 100644 index 0000000..e6f627a --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomCustomData.cpp @@ -0,0 +1,126 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomCustomData.h" +#include "Components/ActorComponent.h" +#include "Components/SceneComponent.h" +#include "RoomLevel.h" +#include "Utils/DungeonSaveUtils.h" + +UActorComponent* CreateComponentOnInstance(AActor* ActorInstance, TSubclassOf ComponentClass, USceneComponent* OptionalParentForSceneComponent = nullptr) +{ + if (!ActorInstance || !ComponentClass) + return nullptr; + + // Don't create component if on a template actor (CDO or Archetype) + if (ActorInstance->IsTemplate()) + return nullptr; + + // For multiplayer games, create component only on server if component is replicating + const UActorComponent* ComponentCDO = ComponentClass->GetDefaultObject(); + if (ComponentCDO->GetIsReplicated() && !ActorInstance->HasAuthority()) + return nullptr; + + UActorComponent* NewComp = NewObject(ActorInstance, ComponentClass); + + // Handles USceneComponent attachment + if (USceneComponent* NewSceneComp = Cast(NewComp)) + { + USceneComponent* ParentComponent = OptionalParentForSceneComponent; + if (!ParentComponent) + ParentComponent = ActorInstance->GetRootComponent(); + + if (ParentComponent) + { + // Parent component should always be owned by the passed in actor instance! + check(ParentComponent->GetOwner() != ActorInstance); + NewSceneComp->SetupAttachment(ParentComponent); + } + else + { + // Set component directly as root if no root component on the actor + ActorInstance->SetRootComponent(NewSceneComp); + } + } + + NewComp->RegisterComponent(); + return NewComp; +} + +void URoomCustomData::CreateLevelComponent(ARoomLevel* LevelActor) +{ + if (!LevelComponent) + return; + + LevelComponentInstance = CreateComponentOnInstance(LevelActor, LevelComponent); + if (!LevelComponentInstance.IsValid()) + { + DungeonLog_Error("Failed to create component '%s' on room level '%s'.", *GetNameSafe(LevelComponent), *GetNameSafe(LevelActor)); + } +} + +bool URoomCustomData::SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) +{ + // Nothing more to serialize if no component + if (nullptr == LevelComponent) + return true; + + SavedData = MakeUnique(); + + if (!bIsLoading) + { + // Serialize component data + if (LevelComponentInstance.IsValid()) + { + SerializeUObject(SavedData->ComponentData, LevelComponentInstance.Get(), false); + } + } + + Record.EnterField(AR_FIELD_NAME("ComponentData")) << SavedData->ComponentData; + + if (!bIsLoading) + { + // No need to keep the data after saving + SavedData.Reset(); + } + + return true; +} + +void URoomCustomData::PreSaveDungeon_Implementation() +{ + if (!LevelComponentInstance.IsValid()) + return; + + if (LevelComponentInstance->Implements()) + { + IDungeonSaveInterface::Execute_PreSaveDungeon(LevelComponentInstance.Get()); + } +} + +void URoomCustomData::PostLoadDungeon_Implementation() +{ + if (!SavedData.IsValid()) + return; + + // Deserialize component data + if (LevelComponentInstance.IsValid()) + { + SerializeUObject(SavedData->ComponentData, LevelComponentInstance.Get(), true); + } + else + { + DungeonLog_Error("Failed to deserialize component data for '%s' in room custom data '%s'", *GetNameSafe(LevelComponent), *GetNameSafe(this)); + } + + SavedData.Reset(); + + if (LevelComponentInstance.IsValid() && LevelComponentInstance->Implements()) + { + IDungeonSaveInterface::Execute_PostLoadDungeon(LevelComponentInstance.Get()); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomData.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomData.cpp new file mode 100644 index 0000000..ac33ab5 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomData.cpp @@ -0,0 +1,377 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomData.h" +#include "RoomLevel.h" +#include "RoomCustomData.h" +#include "ProceduralDungeonTypes.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "ProceduralDungeonCustomVersion.h" +#include "DoorType.h" +#include "DungeonSettings.h" +#include "RoomConstraints/RoomConstraint.h" +#include "Serialization/CustomVersion.h" +#include "DrawDebugHelpers.h" + +#if !USE_LEGACY_DATA_VALIDATION + #include "Misc/DataValidation.h" +#endif + +URoomData::URoomData() + : Super() +{ + BoundingBoxes.Add({FIntVector(0), FIntVector(1)}); +} + +void URoomData::Serialize(FArchive& Ar) +{ + Super::Serialize(Ar); + + Ar.UsingCustomVersion(FProceduralDungeonCustomVersion::GUID); + + // If loading an old version, we need to handle the migration + if (Ar.IsLoading()) + { + const int32 DungeonVersion = Ar.CustomVer(FProceduralDungeonCustomVersion::GUID); + + if (DungeonVersion < FProceduralDungeonCustomVersion::RoomDataBoundingBoxesMigration) + { + DungeonLog_Warning("Migrating RoomData '%s' from legacy FirstPoint/SecondPoint to BoundingBoxes.", *GetName()); + + if (BoundingBoxes.Num() == 0) + BoundingBoxes.AddDefaulted(); + + BoundingBoxes[0].SetMinAndMax(FirstPoint, SecondPoint); + + // Clear the legacy data after migration + FirstPoint = FIntVector(0); + SecondPoint = FIntVector(0); + } + } +} + +const FDoorDef& URoomData::GetDoorDef(int32 DoorIndex) const +{ + if (DoorIndex >= 0 && DoorIndex < Doors.Num()) + return Doors[DoorIndex]; + return FDoorDef::Invalid; +} + +bool URoomData::HasCompatibleDoor(const FDoorDef& DoorData) const +{ + for (int i = 0; i < Doors.Num(); ++i) + { + if (FDoorDef::AreCompatible(Doors[i], DoorData)) + return true; + } + return false; +} + +void URoomData::GetCompatibleDoors(const FDoorDef& DoorData, TArray& CompatibleDoors) const +{ + CompatibleDoors.Empty(); + for (int i = 0; i < Doors.Num(); ++i) + { + if (FDoorDef::AreCompatible(Doors[i], DoorData)) + CompatibleDoors.Add(i); + } +} + +bool URoomData::HasDoorOfType(UDoorType* DoorType) const +{ + for (const auto& Door : Doors) + { + if (Door.Type == DoorType) + return true; + } + return false; +} + +bool URoomData::HasAnyDoorOfType(const TArray& DoorTypes) const +{ + for (const auto& Door : Doors) + { + if (DoorTypes.Contains(Door.Type)) + return true; + } + return false; +} + +bool URoomData::HasAllDoorOfType(const TArray& DoorTypes) const +{ + TSet AllDoorTypes(DoorTypes); + for (const auto& Door : Doors) + { + AllDoorTypes.Remove(Door.Type); + } + return AllDoorTypes.Num() <= 0; +} + +bool URoomData::HasCustomData(TSubclassOf CustomDataClass) const +{ + return CustomData.Contains(CustomDataClass); +} + +bool URoomData::HasAnyCustomData(const TArray>& CustomDataList) const +{ + for (const auto& CustomDataClass : CustomDataList) + { + if (HasCustomData(CustomDataClass)) + return true; + } + return false; +} + +bool URoomData::HasAllCustomData(const TArray>& CustomDataList) const +{ + for (const auto& CustomDataClass : CustomDataList) + { + if (!HasCustomData(CustomDataClass)) + return false; + } + return true; +} + +void URoomData::InitializeRoom_Implementation(URoom* Room, UDungeonGraph* Dungeon) const +{ +} + +void URoomData::CleanupRoom_Implementation(URoom* Room, UDungeonGraph* Dungeon) const +{ +} + +FVector URoomData::GetRoomUnit() const +{ + return UDungeonSettings::GetRoomUnit(GetSettings()); +} + +bool URoomData::DoesPassAllConstraints(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) +{ + if (!IsValid(RoomData)) + { + return false; + } + + for (const URoomConstraint* Constraint : RoomData->Constraints) + { + if (!IsValid(Constraint)) + { + DungeonLog_WarningSilent("Invalid constraint detected in RoomData %s", *GetNameSafe(RoomData)); + continue; + } + + if (!Constraint->Check(Dungeon, RoomData, Location, Direction)) + return false; + } + return true; +} + +FBoxCenterAndExtent URoomData::GetBounds(FTransform Transform) const +{ + return Dungeon::ToWorld(GetIntBounds(), GetRoomUnit(), Transform); +} + +FBoxCenterAndExtent URoomData::GetSubBounds(int32 Index, FTransform Transform) const +{ + check(Index >= 0 && Index < BoundingBoxes.Num()); + const FBoxMinAndMax& Box = BoundingBoxes[Index]; + return Dungeon::ToWorld(Box, GetRoomUnit(), Transform); +} + +FIntVector URoomData::GetSize() const +{ + return GetIntBounds().GetSize(); +} + +int URoomData::GetVolume() const +{ + const FVoxelBounds Bounds = GetVoxelBounds(); + return Bounds.GetCellCount(); +} + +FBoxMinAndMax URoomData::GetIntBounds() const +{ + return GetVoxelBounds().GetBounds(); +} + +FVoxelBounds URoomData::GetVoxelBounds() const +{ + if (CachedVoxelBounds.IsValid()) + return CachedVoxelBounds; + + // For now, just convert the IntBounds into a VoxelBounds. + // When the VoxelBounds editor will be implemented, we will just have to return the serialized VoxelBounds. + for (const FBoxMinAndMax& Box : BoundingBoxes) + { + CachedVoxelBounds.AddBox(Box); + } + CachedVoxelBounds.ResetToWalls(); + + // Add the doors + for (int i = 0; i < Doors.Num(); ++i) + { + const FDoorDef& Door = Doors[i]; + const FIntVector DoorPos = Door.Position; + const EDoorDirection DoorDir = Door.Direction; + CachedVoxelBounds.SetCellConnection(DoorPos, FVoxelBounds::EDirection(DoorDir), FVoxelBoundsConnection(Door.Type)); + } + + return CachedVoxelBounds; +} + +bool URoomData::IsRoomInBounds(const FBoxMinAndMax& Bounds, int DoorIndex, const FDoorDef& DoorDungeonPos) const +{ + const FIntVector BoundSize = Bounds.GetSize(); + if (BoundSize.X == 0 || BoundSize.Y == 0 || BoundSize.Z == 0) + return false; + + if (DoorIndex < 0 || DoorIndex >= Doors.Num()) + return false; + + const FDoorDef& Door = Doors[DoorIndex]; + FBoxMinAndMax RoomBounds = GetIntBounds(); + RoomBounds -= Door.Position; + RoomBounds.Rotate(DoorDungeonPos.Direction - Door.Direction); + RoomBounds += DoorDungeonPos.Position; + return Bounds.IsInside(RoomBounds); +} + +#if !(UE_BUILD_SHIPPING) || WITH_EDITOR + +bool URoomData::IsDoorValid(int DoorIndex) const +{ + check(DoorIndex >= 0 && DoorIndex < Doors.Num()); + + bool bFacingNoBox = true; + bool bAtLeastInABox = false; + const FDoorDef& DoorDef = Doors[DoorIndex]; + for (const auto& Box : BoundingBoxes) + { + bAtLeastInABox |= Box.IsInside(DoorDef.Position); + + const FIntVector FacingCell = DoorDef.Position + ToIntVector(DoorDef.Direction); + bFacingNoBox &= !Box.IsInside(FacingCell); + } + + return bAtLeastInABox && bFacingNoBox; +} + +bool URoomData::IsDoorDuplicate(int DoorIndex) const +{ + check(DoorIndex >= 0 && DoorIndex < Doors.Num()); + for (int i = 0; i < Doors.Num(); ++i) + { + if (DoorIndex != i && Doors[i] == Doors[DoorIndex]) + return true; + } + return false; +} + +void URoomData::DrawDebug(const UWorld* World, const FTransform& Transform, const FColor& Color) +{ + if (!IsValid(World)) + return; + + for (const FBoxMinAndMax& BoundingBox : BoundingBoxes) + { + const FBoxCenterAndExtent Box = Dungeon::ToWorld(BoundingBox, GetRoomUnit(), Transform); + DrawDebugBox(World, Box.Center, Box.Extent, FQuat::Identity, Color, false, -1.0f, SDPG_World, 2.0f); + } +} + +#endif // !(UE_BUILD_SHIPPING) || WITH_EDITOR + +#if WITH_EDITOR + + #if USE_LEGACY_DATA_VALIDATION + #define VALIDATION_LOG_ERROR(Msg) ValidationErrors.Add(Msg) +EDataValidationResult URoomData::IsDataValid(TArray& ValidationErrors) + #else + #define VALIDATION_LOG_ERROR(Msg) Context.AddError(Msg) +EDataValidationResult URoomData::IsDataValid(FDataValidationContext& Context) const + #endif // USE_LEGACY_DATA_VALIDATION +{ + #if USE_LEGACY_DATA_VALIDATION + EDataValidationResult Result = Super::IsDataValid(ValidationErrors); + #else + EDataValidationResult Result = Super::IsDataValid(Context); + #endif // USE_LEGACY_DATA_VALIDATION + if (!IsAsset() || Result == EDataValidationResult::Invalid) + return Result; + + // Check the Level validity + if (Level.IsNull()) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" has no level set. You have to set up a room level."), *GetName()))); + Result = EDataValidationResult::Invalid; + } + + if (BoundingBoxes.Num() <= 0) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" should have at least one bounding box."), *GetName()))); + Result = EDataValidationResult::Invalid; + } + else + { + // Check if all bounding boxes are valid + for (const FBoxMinAndMax& Box : BoundingBoxes) + { + if (!Box.IsValid()) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" has an invalid bounding box: %s."), *GetName(), *Box.ToString()))); + Result = EDataValidationResult::Invalid; + } + } + } + + if (Doors.Num() <= 0) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" should have at least one door."), *GetName()))); + Result = EDataValidationResult::Invalid; + } + else + { + for (int i = 0; i < Doors.Num(); ++i) + { + // Check if all doors are valid + if (!IsDoorValid(i)) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" has invalid door: %s."), *GetName(), *Doors[i].ToString()))); + Result = EDataValidationResult::Invalid; + } + + // Check if there are no duplicated doors + if (IsDoorDuplicate(i)) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" has duplicated doors: %s."), *GetName(), *Doors[i].ToString()))); + Result = EDataValidationResult::Invalid; + } + } + } + + // Check if CustomData Set does not have null value + if (CustomData.Contains(nullptr)) + { + VALIDATION_LOG_ERROR(FText::FromString(FString::Printf(TEXT("Room data \"%s\" has value None in CustomData."), *GetName()))); + Result = EDataValidationResult::Invalid; + } + + return Result; +} + #undef VALIDATION_LOG_ERROR + +void URoomData::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + OnPropertiesChanged.Broadcast(this); + + // Reset the cached VoxelBounds to trigger a new computation. + CachedVoxelBounds = FVoxelBounds(); +} + +#endif // WITH_EDITOR diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomLevel.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomLevel.cpp new file mode 100644 index 0000000..056d3c4 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomLevel.cpp @@ -0,0 +1,324 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomLevel.h" +#include "Engine/World.h" +#include "Engine/Engine.h" +#include "EngineUtils.h" +#include "Kismet/GameplayStatics.h" +#include "DrawDebugHelpers.h" +#include "GameFramework/GameState.h" +#include "GameFramework/Pawn.h" +#include "ProceduralDungeonTypes.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "Room.h" +#include "RoomData.h" +#include "Door.h" +#include "DungeonGenerator.h" +#include "Components/BoxComponent.h" +#include "RoomVisibilityComponent.h" +#include "RoomVisitor.h" +#include "Utils/ReplicationUtils.h" + +#if WITH_EDITOR +bool ARoomLevel::bIsDungeonEditorMode = false; +#endif + +ARoomLevel::ARoomLevel(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + PrimaryActorTick.bCanEverTick = true; + bReplicates = false; + SetNetUpdateFrequency(10); + bIsInit = false; + Room = nullptr; + DungeonTransform = FTransform::Identity; + + // Create a root component to have a world position + SetRootComponent(CreateDefaultSubobject(FName("Root"))); +} + +// Use this for initialization +void ARoomLevel::Init(URoom* _Room) +{ + check(IsValid(_Room)); + Room = _Room; + bIsInit = false; + + DungeonTransform = Room->Generator()->GetDungeonTransform(); + + // Update the room's bounding box for occlusion culling (also the red box drawn in debug) + UpdateBounds(); +} + +void ARoomLevel::BeginPlay() +{ + Super::BeginPlay(); + + if (!IsValid(Room)) + { + DungeonLog_Warning("RoomLevel was not spawned by a DungeonGenerator. It's fine for testing a room but occlusion will not work properly. Consider unchecking \"Occlude Dynamic Actors\" in the plugin's settings."); + return; + } + + // Check if the data that spawned this level correspond to the data provided in blueprint + if (Data != Room->GetRoomData()) + { + DungeonLog_Error("RoomLevel's Data does not match RoomData's Level [Data \"%s\" | Level \"%s\"]. Debug Draw will be incorrect.", *GetNameSafe(Room->GetRoomData()), *GetName()); + } + + // Create trigger box to track dynamic actors inside the room with IRoomVisitor + RoomTrigger = NewObject(this, UBoxComponent::StaticClass(), FName("Room Trigger")); + RoomTrigger->RegisterComponent(); + RoomTrigger->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform); + RoomTrigger->SetCanEverAffectNavigation(false); + RoomTrigger->SetGenerateOverlapEvents(true); + RoomTrigger->SetCollisionEnabled(ECollisionEnabled::QueryOnly); + RoomTrigger->SetCollisionObjectType(Dungeon::RoomObjectType()); + RoomTrigger->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap); + RoomTrigger->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Ignore); + RoomTrigger->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Ignore); + RoomTrigger->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore); + + static const uint8 FirstChannel = static_cast(ECollisionChannel::ECC_GameTraceChannel1); + static const uint8 LastChannel = static_cast(ECollisionChannel::ECC_GameTraceChannel18); + for (uint8 Channel = FirstChannel; Channel <= LastChannel; ++Channel) + { + ETraceTypeQuery TraceChannel = UEngineTypes::ConvertToTraceType(static_cast(Channel)); + if (TraceChannel != ETraceTypeQuery::TraceTypeQuery_MAX) + { + RoomTrigger->SetCollisionResponseToChannel(static_cast(Channel), ECollisionResponse::ECR_Ignore); + } + } + + RoomTrigger->OnComponentBeginOverlap.AddDynamic(this, &ARoomLevel::OnTriggerBeginOverlap); + RoomTrigger->OnComponentEndOverlap.AddDynamic(this, &ARoomLevel::OnTriggerEndOverlap); + + // Update trigger box to have the room's bounds + FBoxCenterAndExtent LocalBounds = Room->GetLocalBounds(); + RoomTrigger->SetRelativeLocationAndRotation(LocalBounds.Center, FQuat::Identity); + RoomTrigger->SetBoxExtent(LocalBounds.Extent, true); + + SetActorsVisible(Room->IsVisible()); + + // Create dynamic components from the RoomCustomData + Room->CreateLevelComponents(this); + + bIsInit = true; +} + +void ARoomLevel::EndPlay(EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); + Room = nullptr; +} + +// Update is called once per frame +void ARoomLevel::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +#if ENABLE_DRAW_DEBUG + // @TODO: Place the debug draw in an editor module of the plugin? + + const bool bIsEditingRoom = GetLevel() == GetWorld()->PersistentLevel; + bool bShouldDrawDebug = Dungeon::DrawDebug() && (!Dungeon::DrawOnlyWhenEditingRoom() || bIsEditingRoom); + #if WITH_EDITOR + // Force debug drawing when the editor is in DungeonEditor mode + bShouldDrawDebug |= bIsDungeonEditorMode; + #endif + + if (IsValid(Data) && bShouldDrawDebug) + { + const bool bIsRoomValid = (Room != nullptr); + const bool bIsRoomDataValid = bIsRoomValid && (Data == Room->GetRoomData()); + + const FTransform& RoomTransform = (bIsRoomValid) ? Room->GetTransform() : FTransform::Identity; + const bool bIsRoomLocked = bIsRoomValid && Room->IsLocked(); + UpdateBounds(); + + // Cache world + const UWorld* World = GetWorld(); + + // @TODO: is it still needed now? + // Pivot + if (Dungeon::ShowRoomOrigin()) + DrawDebugSphere(World, DungeonTransform.TransformPositionNoScale(RoomTransform.GetLocation()), 100.0f, 4, FColor::Magenta); + + // Room bounds + Data->DrawDebug(World, RoomTransform * DungeonTransform, IsPlayerInside() ? FColor::Green : FColor::Red); + + if (bIsRoomLocked) + { + FBox Box = Bounds.GetBox(); + const FVector& Min = Box.Min; + const FVector& Max = Box.Max; + #ifdef T + static_assert(false, "T macro is already defined! Please change its name to avoid potential conflicts"); + #endif + #define T(POINT) DungeonTransform.TransformPositionNoScale(POINT) + DrawDebugLine(World, T(Min), T(Max), FColor::Red); + DrawDebugLine(World, T(FVector(Min.X, Min.Y, Max.Z)), T(FVector(Max.X, Max.Y, Min.Z)), FColor::Red); + DrawDebugLine(World, T(FVector(Min.X, Max.Y, Max.Z)), T(FVector(Max.X, Min.Y, Min.Z)), FColor::Red); + DrawDebugLine(World, T(FVector(Min.X, Max.Y, Min.Z)), T(FVector(Max.X, Min.Y, Max.Z)), FColor::Red); + #undef T + } + + // Doors + for (int i = 0; i < Data->GetNbDoor(); i++) + { + const bool bIsConnected = !bIsRoomValid || (bIsRoomDataValid && Room->IsConnected(i)); + const bool bIsDoorValid = Data->IsDoorValid(i) && !Data->IsDoorDuplicate(i); + FDoorDef::DrawDebug(World, Data->Doors[i], Data->GetRoomUnit(), RoomTransform * DungeonTransform, /*bIncludeOffset = */ true, bIsDoorValid && bIsConnected); + } + } +#endif // ENABLE_DRAW_DEBUG +} + +bool ARoomLevel::IsPlayerInside(const APlayerController* PlayerController) +{ + return IsValid(Room) ? Room->IsPlayerInside(PlayerController) : false; +} + +bool ARoomLevel::IsVisible() +{ + return IsValid(Room) ? Room->IsVisible() : true; +} + +bool ARoomLevel::IsLocked() +{ + return IsValid(Room) ? Room->IsLocked() : false; +} + +void ARoomLevel::Lock(bool lock) +{ + if (IsValid(Room)) + Room->Lock(lock); +} + +void ARoomLevel::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + TriggerActor(OtherActor, true); +} + +void ARoomLevel::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + TriggerActor(OtherActor, false); +} + +FVector ARoomLevel::GetBoundsCenter() const +{ + return DungeonTransform.TransformPositionNoScale(Bounds.Center); +} + +FVector ARoomLevel::GetBoundsExtent() const +{ + return Bounds.Extent; +} + +void ARoomLevel::UpdateBounds() +{ + if (IsValid(Room)) + { + Bounds = Room->GetBounds(); + } + else if (IsValid(Data)) + { + Bounds = Data->GetBounds(); + } +} + +void ARoomLevel::SetActorsVisible(bool Visible) +{ + if (!Dungeon::OcclusionCulling()) + { + // Force visibility when occlusion culling is disabled + Visible = true; + } + + ULevel* Level = GetLevel(); + if (IsValid(Level)) + { + for (AActor* Actor : Level->Actors) + { + if (!IsValid(Actor)) + continue; + + // HACK: Don't manage replicated actors as their ActorHiddenInGame is replicated + // and will mess up the actor visibility on clients! + if (Actor->GetIsReplicated()) + continue; + + // Discard explicitly ignored actors. + // They can have a (Static) Room Visibility Component attached to have a custom occlusion management. + if (Actor->ActorHasTag(FName("Ignore Room Culling"))) + continue; + + Actor->SetActorHiddenInGame(!Visible); + } + } + + // Notify the change (useful for RoomVisibilityComponent) + VisibilityChangedEvent.Broadcast(this, Visible); +} + +void ARoomLevel::UpdateVisitor(UObject* Visitor, bool IsInside) +{ + check(Visitor->Implements()); + + if (IsInside && !Visitors.Contains(Visitor)) + { + Visitors.Add(Visitor); + IRoomVisitor::Execute_OnRoomEnter(Visitor, this); + } + else if (!IsInside && Visitors.Contains(Visitor)) + { + Visitors.Remove(Visitor); + IRoomVisitor::Execute_OnRoomExit(Visitor, this); + } +} + +void ARoomLevel::TriggerActor(AActor* Actor, bool IsInTrigger) +{ + if (!IsValid(Actor)) + return; + + // Call the interface on the actor itself + if (Actor->Implements()) + { + UpdateVisitor(Actor, IsInTrigger); + } + + // Call the interface on its components too + TArray VisitorComps = Actor->GetComponentsByInterface(URoomVisitor::StaticClass()); + for (UActorComponent* VisitorComp : VisitorComps) + { + check(VisitorComp); + UpdateVisitor(VisitorComp, IsInTrigger); + } + + if (IsInTrigger) + ActorEnterRoomEvent.Broadcast(this, Actor); + else + ActorExitRoomEvent.Broadcast(this, Actor); +} + +void ARoomLevel::PostInitProperties() +{ + Super::PostInitProperties(); + UpdateBounds(); +} + +#if WITH_EDITOR +void ARoomLevel::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + UpdateBounds(); + OnPropertiesChanged.Broadcast(this); +} +#endif diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomVisibilityComponent.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomVisibilityComponent.cpp new file mode 100644 index 0000000..e12da64 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomVisibilityComponent.cpp @@ -0,0 +1,28 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomVisibilityComponent.h" +#include "ProceduralDungeonUtils.h" +#include "ProceduralDungeonLog.h" +#include "RoomLevel.h" + +URoomVisibilityComponent::URoomVisibilityComponent() + : Super() +{ +} + +void URoomVisibilityComponent::OnRoomEnter_Implementation(ARoomLevel* RoomLevel) +{ + DungeonLog_Debug("[Visibility] '%s' Enters Room: %s", *GetNameSafe(GetOwner()), *GetNameSafe(RoomLevel)); + RegisterVisibilityDelegate(RoomLevel, true); +} + +void URoomVisibilityComponent::OnRoomExit_Implementation(ARoomLevel* RoomLevel) +{ + DungeonLog_Debug("[Visibility] '%s' Exits Room: %s", *GetNameSafe(GetOwner()), *GetNameSafe(RoomLevel)); + RegisterVisibilityDelegate(RoomLevel, false); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomVisitor.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomVisitor.cpp new file mode 100644 index 0000000..d1b50b7 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/RoomVisitor.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomVisitor.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/BoxMinAndMaxTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/BoxMinAndMaxTests.cpp new file mode 100644 index 0000000..0606223 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/BoxMinAndMaxTests.cpp @@ -0,0 +1,264 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "ProceduralDungeonTypes.h" +#include "TestUtils.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FBoxMinAndMaxTest, "ProceduralDungeon.Types.BoxMinAndMax", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::SmokeFilter) + +bool FBoxMinAndMaxTest::RunTest(const FString& Parameters) +{ + // Constructor Test + { + FBoxMinAndMax Box0; + FBoxMinAndMax Box1(FIntVector(-1), FIntVector(1)); + FBoxMinAndMax Box2(FIntVector(3, 2, 1), FIntVector(-1, -2, -3)); + FBoxMinAndMax Box3(Box2); + FBoxMinAndMax Box4(FIntVector(-3, 2, -1), FIntVector(1, -2, 3)); + FBoxMinAndMax Box5 = FBoxMinAndMax::Invalid; + + TestEqual(TEXT("Default Constructor Min == 0"), Box0.GetMin(), FIntVector(0)); + TestEqual(TEXT("Default Constructor Max == 1"), Box0.GetMax(), FIntVector(1)); + TestEqual(TEXT("Constructor (-1,1) Min == -1"), Box1.GetMin(), FIntVector(-1)); + TestEqual(TEXT("Constructor (-1,1) Max == 1"), Box1.GetMax(), FIntVector(1)); + TestEqual(TEXT("Constructor ((3,2,1), (-1,-2,-3)) Min == (-1,-2,-3)"), Box2.GetMin(), FIntVector(-1, -2, -3)); + TestEqual(TEXT("Constructor ((3,2,1), (-1,-2,-3)) Max == (3,2,1)"), Box2.GetMax(), FIntVector(3, 2, 1)); + TestEqual(TEXT("Copy Constructor of ((3,2,1), (-1,-2,-3)) Min == (-1,-2,-3)"), Box3.GetMin(), FIntVector(-1, -2, -3)); + TestEqual(TEXT("Copy Constructor of ((3,2,1), (-1,-2,-3)) Max == (3,2,1)"), Box3.GetMax(), FIntVector(3, 2, 1)); + TestEqual(TEXT("Constructor ((-3,2,-1), (1,-2,3)) Min == (-3,-2,-1)"), Box4.GetMin(), FIntVector(-3, -2, -1)); + TestEqual(TEXT("Constructor ((-3,2,-1), (1,-2,3)) Max == (1,2,3)"), Box4.GetMax(), FIntVector(1, 2, 3)); + + TestEqual(TEXT("Invalid Box Max == 0"), Box5.GetMin(), FIntVector(0)); + TestEqual(TEXT("Invalid Box Max == 0"), Box5.GetMax(), FIntVector(0)); + TestFalse(TEXT("Invalid Box is not Valid"), Box5.IsValid()); + } + + // Size Test + { + FBoxMinAndMax Box0(FIntVector(0), FIntVector(0)); + FBoxMinAndMax Box1(FIntVector(0), FIntVector(1)); + FBoxMinAndMax Box2(FIntVector(0), FIntVector(-1)); + FBoxMinAndMax Box3(FIntVector(-1), FIntVector(0)); + FBoxMinAndMax Box4(FIntVector(1), FIntVector(0)); + FBoxMinAndMax Box5(FIntVector(0, 0, 0), FIntVector(3, 4, 5)); + FBoxMinAndMax Box6(FIntVector(3, 4, 5), FIntVector(-5, -4, -3)); + + TestEqual(TEXT("Box(0, 0).GetSize() == (0,0,0)"), Box0.GetSize(), FIntVector(0)); + TestEqual(TEXT("Box(0, 1).GetSize() == (1,1,1)"), Box1.GetSize(), FIntVector(1)); + TestEqual(TEXT("Box(0, -1).GetSize() == (1,1,1)"), Box2.GetSize(), FIntVector(1)); + TestEqual(TEXT("Box(-1, 0).GetSize() == (1,1,1)"), Box3.GetSize(), FIntVector(1)); + TestEqual(TEXT("Box(1, 0).GetSize() == (1,1,1)"), Box4.GetSize(), FIntVector(1)); + TestEqual(TEXT("Box(0, (3, 4, 5)).GetSize() == (3,4,5)"), Box5.GetSize(), FIntVector(3, 4, 5)); + TestEqual(TEXT("Box((3, 4, 5), (-5, -4, -3)).GetSize() == (8,8,8)"), Box6.GetSize(), FIntVector(8)); + } + + // Overlap Test + { + FBoxMinAndMax Box1(FIntVector(-2, -3, -4), FIntVector(2, 3, 4)); + FBoxMinAndMax Box2(FIntVector(3, 0, 0), FIntVector(5, 5, 5)); + FBoxMinAndMax Box3(FIntVector(2, 3, 0), FIntVector(5, 5, 5)); + FBoxMinAndMax Box4(FIntVector(2, 2, 0), FIntVector(5, 5, 5)); + FBoxMinAndMax Box5(FIntVector(1, 2, 0), FIntVector(5, 5, 5)); + FBoxMinAndMax Box6(FIntVector(-3, 0, 0), FIntVector(-5, -5, -5)); + FBoxMinAndMax Box7(FIntVector(-2, -2, 0), FIntVector(-5, -5, -5)); + FBoxMinAndMax Box8(FIntVector(-1, -2, 0), FIntVector(-5, -5, -5)); + + TestTrue(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((-2,-3,-4), (2,3,4)) overlap"), FBoxMinAndMax::Overlap(Box1, Box1)); + TestFalse(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((3,0,0), (5,5,5)) don't overlap"), FBoxMinAndMax::Overlap(Box1, Box2)); + TestFalse(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((2,3,0), (5,5,5)) don't overlap"), FBoxMinAndMax::Overlap(Box1, Box3)); + TestFalse(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((2,2,0), (5,5,5)) don't overlap"), FBoxMinAndMax::Overlap(Box1, Box4)); + TestTrue(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((1,2,0), (5,5,5)) overlap"), FBoxMinAndMax::Overlap(Box1, Box5)); + TestFalse(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((-3,0,0), (-5,-5,-5)) don't overlap"), FBoxMinAndMax::Overlap(Box1, Box6)); + TestFalse(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((-2,-2,0), (-5,-5,-5)) don't overlap"), FBoxMinAndMax::Overlap(Box1, Box7)); + TestTrue(TEXT("Box((-2,-3,-4), (2,3,4)) and Box((-1,-2,0), (-5,-5,-5)) overlap"), FBoxMinAndMax::Overlap(Box1, Box8)); + + FBoxMinAndMax BoxA(FIntVector(0), FIntVector(1)); + FBoxMinAndMax BoxB(FIntVector(-2), FIntVector(5)); + TestTrue(TEXT("Box(0, 1) and Box(-2, 5) overlap"), FBoxMinAndMax::Overlap(BoxA, BoxB)); + } + + // Rotation Test + { + FBoxMinAndMax Box0(FIntVector(0), FIntVector(1)); + FBoxMinAndMax RotBox0N = Rotate(Box0, EDoorDirection::North); + FBoxMinAndMax RotBox0E = Rotate(Box0, EDoorDirection::East); + FBoxMinAndMax RotBox0S = Rotate(Box0, EDoorDirection::South); + FBoxMinAndMax RotBox0W = Rotate(Box0, EDoorDirection::West); + + TestEqual(TEXT("Rotate(Box(0,1), N).Min == 0"), RotBox0N.GetMin(), FIntVector(0)); + TestEqual(TEXT("Rotate(Box(0,1), N).Max == 1"), RotBox0N.GetMax(), FIntVector(1)); + TestEqual(TEXT("Rotate(Box(0,1), E).Min == 0"), RotBox0E.GetMin(), FIntVector(0)); + TestEqual(TEXT("Rotate(Box(0,1), E).Max == 1"), RotBox0E.GetMax(), FIntVector(1)); + TestEqual(TEXT("Rotate(Box(0,1), S).Min == 0"), RotBox0S.GetMin(), FIntVector(0)); + TestEqual(TEXT("Rotate(Box(0,1), S).Max == 1"), RotBox0S.GetMax(), FIntVector(1)); + TestEqual(TEXT("Rotate(Box(0,1), W).Min == 0"), RotBox0W.GetMin(), FIntVector(0)); + TestEqual(TEXT("Rotate(Box(0,1), W).Max == 1"), RotBox0W.GetMax(), FIntVector(1)); + + FBoxMinAndMax Box1(FIntVector(-1, 0, -1), FIntVector(3, 1, 1)); + FBoxMinAndMax RotBox1N = Rotate(Box1, EDoorDirection::North); + FBoxMinAndMax RotBox1E = Rotate(Box1, EDoorDirection::East); + FBoxMinAndMax RotBox1S = Rotate(Box1, EDoorDirection::South); + FBoxMinAndMax RotBox1W = Rotate(Box1, EDoorDirection::West); + + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), N).Min == (-1,0,-1)"), RotBox1N.GetMin(), FIntVector(-1, 0, -1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), N).Max == (3,1,1)"), RotBox1N.GetMax(), FIntVector(3, 1, 1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), E).Min == (0,-1,-1)"), RotBox1E.GetMin(), FIntVector(0, -1, -1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), E).Max == (1,3,1)"), RotBox1E.GetMax(), FIntVector(1, 3, 1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), S).Min == (-2,0,-1)"), RotBox1S.GetMin(), FIntVector(-2, 0, -1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), S).Max == (2,1,1)"), RotBox1S.GetMax(), FIntVector(2, 1, 1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), W).Min == (0,-2,-1)"), RotBox1W.GetMin(), FIntVector(0, -2, -1)); + TestEqual(TEXT("Rotate(Box((-1,0,-1), (3,1,1)), W).Max == (1,2,1)"), RotBox1W.GetMax(), FIntVector(1, 2, 1)); + } + + // Extend Test + { + FBoxMinAndMax BoxToExtend; + FBoxMinAndMax Box0({0, 0, 0}, {1, 1, 1}); + FBoxMinAndMax Box1 = Box0 + FIntVector(1, 2, 3); // offseted box + FBoxMinAndMax Box2({-1, -2, -3}, {4, 5, 6}); + + BoxToExtend.Extend(Box0); + TestEqual(TEXT("Extend Box Step 1"), BoxToExtend, Box0); + + // Extend the box to contain the provided box + BoxToExtend.Extend(Box1); + TestEqual(TEXT("Extend Box Step 2"), BoxToExtend, FBoxMinAndMax({0, 0, 0}, {2, 3, 4})); + + BoxToExtend.Extend(Box2); + TestEqual(TEXT("Extend Box Step 3"), BoxToExtend, Box2); + + // The extended box should not change when using a box entirely contained in it. + BoxToExtend.Extend(Box0); + TestEqual(TEXT("Extend Box Step 4"), BoxToExtend, Box2); + } + + // IsInside(FBoxMinAndMax) Test + { + FBoxMinAndMax Bounds(FIntVector(-4, -5, -6), FIntVector(7, 8, 9)); + FBoxMinAndMax Box(FIntVector(-1, -1, -1), FIntVector(1, 2, 3)); + + // Completely inside, no coincident face + TestTrue(*FString::Printf(TEXT("Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + + // Positive X + Box += FIntVector(6, 0, 0); // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[X+,A] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(1, 0, 0); // Intersecting + TestFalse(*FString::Printf(TEXT("[X+,B] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(1, 0, 0); // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[X+,C] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + + // Reset + Box = FBoxMinAndMax(FIntVector(-1, -1, -1), FIntVector(1, 2, 3)); + + // Positive Y + Box += FIntVector(0, 6, 0); // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Y+,A] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, 1, 0); // Intersecting + TestFalse(*FString::Printf(TEXT("[Y+,B] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, 1, 0); // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Y+,C] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + + // Reset + Box = FBoxMinAndMax(FIntVector(-1, -1, -1), FIntVector(1, 2, 3)); + + // Positive Z + Box += FIntVector(0, 0, 6); // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Z+,A] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, 0, 1); // Intersecting + TestFalse(*FString::Printf(TEXT("[Z+,B] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, 0, 1); // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Z+,C] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + + // Reset + Box = FBoxMinAndMax(FIntVector(-1, -1, -1), FIntVector(1, 2, 3)); + + // Negative X + Box += FIntVector(-3, 0, 0); // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[X-,A] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(-1, 0, 0); // Intersecting + TestFalse(*FString::Printf(TEXT("[X-,B] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(-1, 0, 0); // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[X-,C] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + + // Reset + Box = FBoxMinAndMax(FIntVector(-1, -1, -1), FIntVector(1, 2, 3)); + + // Negative Y + Box += FIntVector(0, -4, 0); // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Y-,A] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, -2, 0); // Intersecting + TestFalse(*FString::Printf(TEXT("[Y-,B] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, -1, 0); // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Y-,C] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + + // Reset + Box = FBoxMinAndMax(FIntVector(-1, -1, -1), FIntVector(1, 2, 3)); + + // Negative Z + Box += FIntVector(0, 0, -5); // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Z-,A] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, 0, -3); // Intersecting + TestFalse(*FString::Printf(TEXT("[Z-,B] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + Box += FIntVector(0, 0, -1); // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Z-,C] Box%s IsInside Bounds%s"), *Box.ToString(), *Bounds.ToString()), Bounds.IsInside(Box)); + } + + // IsInside(FIntVector) Test + { + FBoxMinAndMax Bounds(FIntVector(-4, -5, -6), FIntVector(7, 8, 9)); + FIntVector Cell {0}; + + // Completely inside, no coincident face + TestTrue(*FString::Printf(TEXT("Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + + // Positive X + Cell = {6, 0, 0}; // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[X+,A] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + Cell = {7, 0, 0}; // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[X+,B] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + + // Negative X + Cell = {-4, 0, 0}; // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[X-,A] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + Cell = {-5, 0, 0}; // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[X-,B] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + + // Positive Y + Cell = {0, 7, 0}; // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Y+,A] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + Cell = {0, 8, 0}; // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Y+,B] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + + // Negative Y + Cell = {0, -5, 0}; // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Y-,A] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + Cell = {0, -6, 0}; // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Y-,B] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + + // Positive Z + Cell = {0, 0, 8}; // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Z+,A] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + Cell = {0, 0, 9}; // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Z+,B] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + + // Negative Z + Cell = {0, 0, -6}; // Inside but with coincident face + TestTrue(*FString::Printf(TEXT("[Z-,A] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + Cell = {0, 0, -7}; // Outside but with a coincident face + TestFalse(*FString::Printf(TEXT("[Z-,B] Cell(%s) IsInside Bounds%s"), *Cell.ToString(), *Bounds.ToString()), Bounds.IsInside(Cell)); + } + + return true; +} + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/CustomScoreCallbacks.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/CustomScoreCallbacks.h new file mode 100644 index 0000000..71a7f82 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/CustomScoreCallbacks.h @@ -0,0 +1,31 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "VoxelBounds/VoxelBounds.h" +#include "CustomScoreCallbacks.generated.h" + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class UCustomScoreCallback : public UObject +{ + GENERATED_BODY() + +public: + UFUNCTION() + bool ZeroScore(const FVoxelBoundsConnection& A, const FVoxelBoundsConnection& B, int32& Score) + { + Score = 0; + return true; + } + + UFUNCTION() + bool NeverPass(const FVoxelBoundsConnection& A, const FVoxelBoundsConnection& B, int32& Score) + { + return false; + } +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/DungeonSaveClasses.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/DungeonSaveClasses.h new file mode 100644 index 0000000..44589d6 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/DungeonSaveClasses.h @@ -0,0 +1,61 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Interfaces/DungeonCustomSerialization.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "Utils/CompatUtils.h" +#include "DungeonSaveClasses.generated.h" + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class USaveTestObject : public UObject, public IDungeonCustomSerialization, public IDungeonSaveInterface +{ + GENERATED_BODY() + +public: + //~ Begin IDungeonCustomSerialization Interface + virtual bool SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) override + { + OrderOfExecution += (bIsLoading) ? TEXT("X") : TEXT("C"); + Record.EnterField(AR_FIELD_NAME("NativeTest")) << TestSerializeObjectFunction; + return true; + } + //~ End IDungeonCustomSerialization Interface + + //~ Begin IDungeonSaveInterface Interface + virtual void PreSaveDungeon_Implementation() override + { + OrderOfExecution += TEXT("A"); + } + + virtual void DungeonPreSerialize_Implementation(bool bIsLoading) override + { + OrderOfExecution += (bIsLoading) ? TEXT("W") : TEXT("B"); + } + + virtual void DungeonPostSerialize_Implementation(bool bIsLoading) override + { + OrderOfExecution += (bIsLoading) ? TEXT("Y") : TEXT("D"); + } + + virtual void PostLoadDungeon_Implementation() override + { + OrderOfExecution += TEXT("Z"); + } + //~ End IDungeonSaveInterface Interface + +public: + UPROPERTY(SaveGame) + int32 TestSaveGameFlag {0}; + + int32 TestSerializeObjectFunction {0}; + + UPROPERTY(); + FString OrderOfExecution {}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/RoomConstraintChildClasses.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/RoomConstraintChildClasses.h new file mode 100644 index 0000000..3ccb6cc --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/RoomConstraintChildClasses.h @@ -0,0 +1,35 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "RoomConstraints/RoomConstraint.h" +#include "RoomConstraintChildClasses.generated.h" + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class UConstraintPass : public URoomConstraint +{ + GENERATED_BODY() + +public: + virtual bool Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const override + { + return true; + } +}; + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class UConstraintFail : public URoomConstraint +{ + GENERATED_BODY() + +public: + virtual bool Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const override + { + return false; + } +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/RoomCustomDataChildClasses.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/RoomCustomDataChildClasses.h new file mode 100644 index 0000000..f0bd96e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/Classes/RoomCustomDataChildClasses.h @@ -0,0 +1,29 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "RoomCustomData.h" +#include "RoomCustomDataChildClasses.generated.h" + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class UCustomDataA : public URoomCustomData +{ + GENERATED_BODY() +}; + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class UCustomDataB : public URoomCustomData +{ + GENERATED_BODY() +}; + +UCLASS(NotBlueprintable, NotBlueprintType, HideDropdown, meta = (HiddenNode)) +class UCustomDataC : public URoomCustomData +{ + GENERATED_BODY() +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorDefTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorDefTests.cpp new file mode 100644 index 0000000..33df418 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorDefTests.cpp @@ -0,0 +1,91 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "ProceduralDungeonTypes.h" +#include "DoorType.h" +#include "TestUtils.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDoorDefTest, "ProceduralDungeon.Types.DoorDef", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::SmokeFilter) + +bool FDoorDefTest::RunTest(const FString& Parameters) +{ + CREATE_DATA_ASSET(UDoorType, DoorTypeA); + CREATE_DATA_ASSET(UDoorType, DoorTypeB); + + // Constructor Test + { + FDoorDef Door0; + FDoorDef Door1(FDoorDef::Invalid); + FDoorDef Door2({1, 2, 3}, EDoorDirection::South, DoorTypeA.Get()); + FDoorDef Door3(Door2); + + TestTrue(TEXT("Default Constructor makes valid door"), Door0.IsValid()); + TestFalse(TEXT("Copy constructor of invalid door mus makes an invalid door"), Door1.IsValid()); + + TestTrue(TEXT("Constructor (1,2,3) South DoorTypeA is valid"), Door2.IsValid()); + TestEqual(TEXT("Constructor (1,2,3) South DoorTypeA :: Position == (1,2,3)"), Door2.Position, {1, 2, 3}); + TestEqual(TEXT("Constructor (1,2,3) South DoorTypeA :: Direction == South"), Door2.Direction, EDoorDirection::South); + TestEqual(TEXT("Constructor (1,2,3) South DoorTypeA :: Type == DoorTypeA"), Door2.Type, DoorTypeA.Get()); + + TestTrue(TEXT("Copy Constructor of valid door must be valid too"), Door3.IsValid()); + TestEqual(TEXT("Copy Constructor must carry over position"), Door3.Position, Door2.Position); + TestEqual(TEXT("Copy Constructor must carry over direction"), Door3.Direction, Door2.Direction); + TestEqual(TEXT("Copy Constructor must carry over type"), Door3.Type, Door2.Type); + } + + // Compatibility Test + { + FDoorDef Door0({0, 0, 0}, EDoorDirection::North, DoorTypeA.Get()); + FDoorDef Door1({1, 2, 3}, EDoorDirection::South, DoorTypeA.Get()); + FDoorDef Door2({1, 2, 3}, EDoorDirection::South, DoorTypeB.Get()); + FDoorDef Door3; + + TestTrue(TEXT("Door0 is compatible with Door1"), FDoorDef::AreCompatible(Door0, Door1)); + TestFalse(TEXT("Door0 is not compatible with Door2"), FDoorDef::AreCompatible(Door0, Door2)); + TestFalse(TEXT("Door0 is not compatible with Door3"), FDoorDef::AreCompatible(Door0, Door3)); + TestFalse(TEXT("Door1 is not compatible with Door2"), FDoorDef::AreCompatible(Door1, Door2)); + TestFalse(TEXT("Door1 is not compatible with Door3"), FDoorDef::AreCompatible(Door1, Door3)); + TestFalse(TEXT("Door2 is not compatible with Door3"), FDoorDef::AreCompatible(Door2, Door3)); + } + + // Opposite Test + { + FDoorDef Door0({1, 2, 3}, EDoorDirection::North, DoorTypeA.Get()); + FDoorDef Door1 = Door0.GetOpposite(); + + TestTrue(TEXT("Opposite door is valid"), Door1.IsValid()); + TestEqual(TEXT("Opposite of North is South"), Door1.Direction, EDoorDirection::South); + TestEqual(TEXT("Opposite cell of (1,2,3)[North] is (2,2,3)"), Door1.Position, {2, 2, 3}); + TestEqual(TEXT("Opposite type is the same"), Door1.Type, DoorTypeA.Get()); + TestTrue(TEXT("Opposite door is compatible with original"), FDoorDef::AreCompatible(Door0, Door1)); + } + + // Transform Test + { + FDoorDef Door0({1, 2, 3}, EDoorDirection::North, DoorTypeA.Get()); + FDoorDef TransformedDoor0({-1, 3, 6}, EDoorDirection::East, DoorTypeA.Get()); + FDoorDef TransformedDoor1({0, 0, 6}, EDoorDirection::South, DoorTypeA.Get()); + FDoorDef TransformedDoor2({3, 1, 6}, EDoorDirection::West, DoorTypeA.Get()); + + TestEqual(TEXT("Transformation {(1, 2, 3), East} is correct"), FDoorDef::Transform(Door0, {1, 2, 3}, EDoorDirection::East), TransformedDoor0); + TestEqual(TEXT("Transformation {(1, 2, 3), South} is correct"), FDoorDef::Transform(Door0, {1, 2, 3}, EDoorDirection::South), TransformedDoor1); + TestEqual(TEXT("Transformation {(1, 2, 3), West} is correct"), FDoorDef::Transform(Door0, {1, 2, 3}, EDoorDirection::West), TransformedDoor2); + + TestEqual(TEXT("Inverse Transformation {(1, 2, 3), East} is correct"), FDoorDef::InverseTransform(TransformedDoor0, {1, 2, 3}, EDoorDirection::East), Door0); + TestEqual(TEXT("Inverse Transformation {(1, 2, 3), South} is correct"), FDoorDef::InverseTransform(TransformedDoor1, {1, 2, 3}, EDoorDirection::South), Door0); + TestEqual(TEXT("Inverse Transformation {(1, 2, 3), West} is correct"), FDoorDef::InverseTransform(TransformedDoor2, {1, 2, 3}, EDoorDirection::West), Door0); + } + + return true; +} + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorDirectionTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorDirectionTests.cpp new file mode 100644 index 0000000..a0bb6fe --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorDirectionTests.cpp @@ -0,0 +1,109 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "ProceduralDungeonTypes.h" +#include "TestUtils.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDoorDirectionTest, "ProceduralDungeon.Types.DoorDirection", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::SmokeFilter) + +bool FDoorDirectionTest::RunTest(const FString& Parameters) +{ + // Adding directions is correct + { + TestEqual(TEXT("North + North = North"), EDoorDirection::North + EDoorDirection::North, EDoorDirection::North); + TestEqual(TEXT("North + East = East"), EDoorDirection::North + EDoorDirection::East, EDoorDirection::East); + TestEqual(TEXT("North + South = South"), EDoorDirection::North + EDoorDirection::South, EDoorDirection::South); + TestEqual(TEXT("North + West = West"), EDoorDirection::North + EDoorDirection::West, EDoorDirection::West); + + TestEqual(TEXT("East + North = East"), EDoorDirection::East + EDoorDirection::North, EDoorDirection::East); + TestEqual(TEXT("East + East = South"), EDoorDirection::East + EDoorDirection::East, EDoorDirection::South); + TestEqual(TEXT("East + South = West"), EDoorDirection::East + EDoorDirection::South, EDoorDirection::West); + TestEqual(TEXT("East + West = North"), EDoorDirection::East + EDoorDirection::West, EDoorDirection::North); + + TestEqual(TEXT("South + North = South"), EDoorDirection::South + EDoorDirection::North, EDoorDirection::South); + TestEqual(TEXT("South + East = West"), EDoorDirection::South + EDoorDirection::East, EDoorDirection::West); + TestEqual(TEXT("South + South = North"), EDoorDirection::South + EDoorDirection::South, EDoorDirection::North); + TestEqual(TEXT("South + West = East"), EDoorDirection::South + EDoorDirection::West, EDoorDirection::East); + + TestEqual(TEXT("West + North = West"), EDoorDirection::West + EDoorDirection::North, EDoorDirection::West); + TestEqual(TEXT("West + East = North"), EDoorDirection::West + EDoorDirection::East, EDoorDirection::North); + TestEqual(TEXT("West + South = East"), EDoorDirection::West + EDoorDirection::South, EDoorDirection::East); + TestEqual(TEXT("West + West = South"), EDoorDirection::West + EDoorDirection::West, EDoorDirection::South); + } + + // Subtracting directions is correct + { + TestEqual(TEXT("North - North = North"), EDoorDirection::North - EDoorDirection::North, EDoorDirection::North); + TestEqual(TEXT("North - East = West"), EDoorDirection::North - EDoorDirection::East, EDoorDirection::West); + TestEqual(TEXT("North - South = South"), EDoorDirection::North - EDoorDirection::South, EDoorDirection::South); + TestEqual(TEXT("North - West = East"), EDoorDirection::North - EDoorDirection::West, EDoorDirection::East); + + TestEqual(TEXT("East - North = East"), EDoorDirection::East - EDoorDirection::North, EDoorDirection::East); + TestEqual(TEXT("East - East = North"), EDoorDirection::East - EDoorDirection::East, EDoorDirection::North); + TestEqual(TEXT("East - South = West"), EDoorDirection::East - EDoorDirection::South, EDoorDirection::West); + TestEqual(TEXT("East - West = South"), EDoorDirection::East - EDoorDirection::West, EDoorDirection::South); + + TestEqual(TEXT("South - North = South"), EDoorDirection::South - EDoorDirection::North, EDoorDirection::South); + TestEqual(TEXT("South - East = East"), EDoorDirection::South - EDoorDirection::East, EDoorDirection::East); + TestEqual(TEXT("South - South = North"), EDoorDirection::South - EDoorDirection::South, EDoorDirection::North); + TestEqual(TEXT("South - West = West"), EDoorDirection::South - EDoorDirection::West, EDoorDirection::West); + + TestEqual(TEXT("West - North = West"), EDoorDirection::West - EDoorDirection::North, EDoorDirection::West); + TestEqual(TEXT("West - East = South"), EDoorDirection::West - EDoorDirection::East, EDoorDirection::South); + TestEqual(TEXT("West - South = East"), EDoorDirection::West - EDoorDirection::South, EDoorDirection::East); + TestEqual(TEXT("West - West = North"), EDoorDirection::West - EDoorDirection::West, EDoorDirection::North); + } + + // Negating directions are correct + { + TestEqual(TEXT("-North = North"), -EDoorDirection::North, EDoorDirection::North); + TestEqual(TEXT("-East = West"), -EDoorDirection::East, EDoorDirection::West); + TestEqual(TEXT("-South = South"), -EDoorDirection::South, EDoorDirection::South); + TestEqual(TEXT("-West = East"), -EDoorDirection::West, EDoorDirection::East); + } + + // Opposite directions are correct + { + TestEqual(TEXT("~North = South"), ~EDoorDirection::North, EDoorDirection::South); + TestEqual(TEXT("~East = West"), ~EDoorDirection::East, EDoorDirection::West); + TestEqual(TEXT("~South = North"), ~EDoorDirection::South, EDoorDirection::North); + TestEqual(TEXT("~West = East"), ~EDoorDirection::West, EDoorDirection::East); + } + + // Incrementing/decrementing directions are correct + { + EDoorDirection direction {EDoorDirection::North}; + TestEqual(TEXT("++North = East"), ++direction, EDoorDirection::East); + TestEqual(TEXT("++East = South"), ++direction, EDoorDirection::South); + TestEqual(TEXT("++South = West"), ++direction, EDoorDirection::West); + TestEqual(TEXT("++West = North"), ++direction, EDoorDirection::North); + + direction = EDoorDirection::North; + TestEqual(TEXT("--North = West"), --direction, EDoorDirection::West); + TestEqual(TEXT("--West = South"), --direction, EDoorDirection::South); + TestEqual(TEXT("--South = East"), --direction, EDoorDirection::East); + TestEqual(TEXT("--East = North"), --direction, EDoorDirection::North); + } + + // Boolean testing directions + { + TestFalse(TEXT("!North = false"), !EDoorDirection::North); + TestFalse(TEXT("!East = false"), !EDoorDirection::East); + TestFalse(TEXT("!South = false"), !EDoorDirection::South); + TestFalse(TEXT("!West = false"), !EDoorDirection::West); + TestTrue(TEXT("!NbDirection = true"), !EDoorDirection::NbDirection); + } + + return true; +} + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorTypeTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorTypeTests.cpp new file mode 100644 index 0000000..6908e44 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DoorTypeTests.cpp @@ -0,0 +1,90 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "DoorType.h" +#include "UObject/Package.h" +#include "TestUtils.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDoorTypeTests, "ProceduralDungeon.Types.DoorType", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::EngineFilter) + +bool FDoorTypeTests::RunTest(const FString& Parameters) +{ + // Test DoorType Compatibility + { + + CREATE_DATA_ASSET(UDoorType, TypeA); + CREATE_DATA_ASSET(UDoorType, TypeB); + CREATE_DATA_ASSET(UDoorType, TypeC); + /* Default Compatibility Table: + * A B C N + * A O X X X + * B X O X X + * C X X O X + * N X X X O + */ + TestTrue("TypeA should be compatible with itself", UDoorType::AreCompatible(TypeA.Get(), TypeA.Get())); + TestFalse("TypeA should not be compatible with TypeB", UDoorType::AreCompatible(TypeA.Get(), TypeB.Get())); + TestFalse("TypeA should not be compatible with TypeC", UDoorType::AreCompatible(TypeA.Get(), TypeC.Get())); + TestFalse("TypeA should not be compatible with Null", UDoorType::AreCompatible(TypeA.Get(), nullptr)); + + TestFalse("TypeB should not be compatible with TypeA", UDoorType::AreCompatible(TypeB.Get(), TypeA.Get())); + TestTrue("TypeB should be compatible with itself", UDoorType::AreCompatible(TypeB.Get(), TypeB.Get())); + TestFalse("TypeB should not be compatible with TypeC", UDoorType::AreCompatible(TypeB.Get(), TypeC.Get())); + TestFalse("TypeB should not be compatible with Null", UDoorType::AreCompatible(TypeB.Get(), nullptr)); + + TestFalse("TypeC should not be compatible with TypeA", UDoorType::AreCompatible(TypeC.Get(), TypeA.Get())); + TestFalse("TypeC should not be compatible with TypeB", UDoorType::AreCompatible(TypeC.Get(), TypeB.Get())); + TestTrue("TypeC should not be compatible with TypeC", UDoorType::AreCompatible(TypeC.Get(), TypeC.Get())); + TestFalse("TypeC should not be compatible with Null", UDoorType::AreCompatible(TypeC.Get(), nullptr)); + + TestFalse("Null should not be compatible with TypeA", UDoorType::AreCompatible(nullptr, TypeA.Get())); + TestFalse("Null should not be compatible with TypeB", UDoorType::AreCompatible(nullptr, TypeB.Get())); + TestFalse("Null should not be compatible with TypeC", UDoorType::AreCompatible(nullptr, TypeC.Get())); + TestTrue("Null should be compatible with Null", UDoorType::AreCompatible(nullptr, nullptr)); + + /* Test Compatibility Table: + * A B C N + * A O O X X + * B O X X X + * C X X O X + * N X X X O + */ + TypeA->SetCompatibility({}); + TypeB->SetCompatibility({ TypeA.Get() }); + TypeB->SetCompatibleWithItself(false); + TypeC->SetCompatibility({}); + + TestTrue("TypeA should be compatible with itself", UDoorType::AreCompatible(TypeA.Get(), TypeA.Get())); + TestTrue("TypeA should be compatible with TypeB", UDoorType::AreCompatible(TypeA.Get(), TypeB.Get())); + TestFalse("TypeA should not be compatible with TypeC", UDoorType::AreCompatible(TypeA.Get(), TypeC.Get())); + TestFalse("TypeA should not be compatible with Null", UDoorType::AreCompatible(TypeA.Get(), nullptr)); + + TestTrue("TypeB should be compatible with TypeA", UDoorType::AreCompatible(TypeB.Get(), TypeA.Get())); + TestFalse("TypeB should not be compatible with itself", UDoorType::AreCompatible(TypeB.Get(), TypeB.Get())); + TestFalse("TypeB should not be compatible with TypeC", UDoorType::AreCompatible(TypeB.Get(), TypeC.Get())); + TestFalse("TypeB should not be compatible with Null", UDoorType::AreCompatible(TypeB.Get(), nullptr)); + + TestFalse("TypeC should not be compatible with TypeA", UDoorType::AreCompatible(TypeC.Get(), TypeA.Get())); + TestFalse("TypeC should not be compatible with TypeB", UDoorType::AreCompatible(TypeC.Get(), TypeB.Get())); + TestTrue("TypeC should be compatible with TypeC", UDoorType::AreCompatible(TypeC.Get(), TypeC.Get())); + TestFalse("TypeC should not be compatible with Null", UDoorType::AreCompatible(TypeC.Get(), nullptr)); + + TestFalse("Null should not be compatible with TypeA", UDoorType::AreCompatible(nullptr, TypeA.Get())); + TestFalse("Null should not be compatible with TypeB", UDoorType::AreCompatible(nullptr, TypeB.Get())); + TestFalse("Null should not be compatible with TypeC", UDoorType::AreCompatible(nullptr, TypeC.Get())); + TestTrue("Null should be compatible with Null", UDoorType::AreCompatible(nullptr, nullptr)); + } + + return true; +} + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonGraphTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonGraphTests.cpp new file mode 100644 index 0000000..e9c6ee8 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonGraphTests.cpp @@ -0,0 +1,384 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "DungeonGraph.h" +#include "Room.h" +#include "RoomData.h" +#include "TestUtils.h" +#include "./Classes/RoomConstraintChildClasses.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDungeonGraphTest, "ProceduralDungeon.Types.DungeonGraph", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::EngineFilter) + + #define INIT_TEST(Graph) \ + TStrongObjectPtr Graph(NewObject(GetTransientPackage(), #Graph)); + + #define CLEAN_TEST() \ + Graph->Clear(); + + // Utility to create and initialize a room + #define CREATE_ROOM(Name, RoomDataPtr) \ + URoom* Name = NewObject(); \ + Name->Init(RoomDataPtr.Get(), nullptr, Graph->Count()); \ + Graph->AddRoom(Name); + + // Utility to create room data + #define CREATE_ROOM_DATA(Data) \ + CREATE_DATA_ASSET(URoomData, Data); \ + Data->Doors.Empty(); + + // Utility to create a non-empty path + #define DUMMY_PATH(Path) \ + Path.Empty(); \ + Path.Add(nullptr); + +#pragma optimize("", off) +bool FDungeonGraphTest::RunTest(const FString& Parameters) +{ + { + // Creating data assets + CREATE_ROOM_DATA(DA_A); + CREATE_ROOM_DATA(DA_B); + CREATE_ROOM_DATA(DA_C); + CREATE_ROOM_DATA(DA_D); + + DA_A->Doors.Add({{0, 0, 0}, EDoorDirection::South}); + + DA_B->Doors.Add({{0, 0, 0}, EDoorDirection::East}); + DA_B->Doors.Add({{0, 0, 0}, EDoorDirection::West}); + + DA_C->Doors.Add({{0, 0, 0}, EDoorDirection::North}); + DA_C->Doors.Add({{0, 0, 0}, EDoorDirection::South}); + DA_C->Doors.Add({{0, 0, 0}, EDoorDirection::East}); + DA_C->Doors.Add({{0, 0, 0}, EDoorDirection::West}); + + DA_D->BoundingBoxes[0].SetMinAndMax({0, 0, 0}, {1, 1, 2}); + DA_D->Doors.Add({{0, 0, 0}, EDoorDirection::North}); + DA_D->Doors.Add({{0, 0, 1}, EDoorDirection::North}); + + // Test pathfind + { + INIT_TEST(Graph); + + // (Rooms are numbered from left to right and top to bottom starting at 0) + // A--C-C-!C-C-B + // | | | + // A-!B B--B-C + + // first line + CREATE_ROOM(Room0, DA_A); + CREATE_ROOM(Room1, DA_C); + CREATE_ROOM(Room2, DA_C); + CREATE_ROOM(Room3, DA_C); + CREATE_ROOM(Room4, DA_C); + CREATE_ROOM(Room5, DA_B); + + // second line + CREATE_ROOM(Room6, DA_A); + CREATE_ROOM(Room7, DA_B); + CREATE_ROOM(Room8, DA_B); + CREATE_ROOM(Room9, DA_B); + CREATE_ROOM(Room10, DA_C); + + Room3->Lock(true); + Room7->Lock(true); + + // first line + Graph->Connect(Room0, 0, Room1, 1); + Graph->Connect(Room1, 0, Room2, 1); + Graph->Connect(Room2, 0, Room3, 1); + Graph->Connect(Room3, 0, Room4, 1); + Graph->Connect(Room4, 0, Room5, 1); + + // second line + Graph->Connect(Room6, 0, Room7, 0); + Graph->Connect(Room8, 0, Room9, 1); + Graph->Connect(Room9, 0, Room10, 0); + + // transversal + Graph->Connect(Room1, 2, Room7, 1); + Graph->Connect(Room2, 2, Room8, 1); + Graph->Connect(Room4, 2, Room10, 1); + + // Used to test path output for some scenarios + TArray Path; + + // Check graph state + TestEqual(TEXT("Graph should have 11 rooms"), 11, Graph->Count()); + TestEqual(TEXT("Graph should have 2 rooms from data DA_A"), 2, Graph->CountRoomData(DA_A.Get())); + TestEqual(TEXT("Graph should have 4 rooms from data DA_B"), 4, Graph->CountRoomData(DA_B.Get())); + TestEqual(TEXT("Graph should have 5 rooms from data DA_C"), 5, Graph->CountRoomData(DA_C.Get())); + + // Check path find with null rooms + DUMMY_PATH(Path); + TestFalse(TEXT("Path should not be found when both rooms are null"), UDungeonGraph::FindPath(nullptr, nullptr, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + DUMMY_PATH(Path); + TestFalse(TEXT("Path should not be found when first room is null"), UDungeonGraph::FindPath(nullptr, Room1, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + DUMMY_PATH(Path); + TestFalse(TEXT("Path should not be found when second room is null"), UDungeonGraph::FindPath(Room0, nullptr, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + + // Check path found with same room + TestTrue(TEXT("Path should be found when both rooms are same"), UDungeonGraph::FindPath(Room0, Room0, &Path)); + TestEqual(TEXT("Path should have 1 room"), Path.Num(), 1); + TestTrue(TEXT("Path should have Room0"), Path[0] == Room0); + TestTrue(TEXT("Path should be found when both rooms are same (even if locked)"), UDungeonGraph::FindPath(Room3, Room3, &Path)); + TestEqual(TEXT("Path should have 1 room"), Path.Num(), 1); + TestTrue(TEXT("Path should have Room3"), Path[0] == Room3); + + // Check no path when one or both rooms are locked + DUMMY_PATH(Path); + TestFalse(TEXT("No path should be found between Room0 and Room3"), UDungeonGraph::FindPath(Room0, Room3, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + DUMMY_PATH(Path); + TestFalse(TEXT("No path should be found between Room3 and Room0"), UDungeonGraph::FindPath(Room3, Room0, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + DUMMY_PATH(Path); + TestFalse(TEXT("No path should be found between Room3 and Room7"), UDungeonGraph::FindPath(Room3, Room7, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + + // output path has rooms in the correct order + TestTrue(TEXT("Path should be found between Room0 and Room5"), UDungeonGraph::FindPath(Room0, Room5, &Path)); + TestEqual(TEXT("Path should have 8 rooms"), Path.Num(), 8); + TestTrue(TEXT("Path should not go through Room3"), !Path.Contains(Room3)); + TestEqual(TEXT("Path's 1st room should be Room0"), Path[0], (const URoom*)Room0); + TestTrue(TEXT("Path's 2nd room should be Room1"), Path[1] == Room1); + TestTrue(TEXT("Path's 3rd room should be Room2"), Path[2] == Room2); + TestTrue(TEXT("Path's 4th room should be Room8"), Path[3] == Room8); + TestTrue(TEXT("Path's 5th room should be Room9"), Path[4] == Room9); + TestTrue(TEXT("Path's 6th room should be Room10"), Path[5] == Room10); + TestTrue(TEXT("Path's 7th room should be Room4"), Path[6] == Room4); + TestTrue(TEXT("Path's 8th room should be Room5"), Path[7] == Room5); + + // Check pathfind through locked door (not first nor last) + DUMMY_PATH(Path); + TestFalse(TEXT("No path should be found between Room0 and Room6"), UDungeonGraph::FindPath(Room0, Room6, &Path)); + TestEqual(TEXT("Path should be empty"), Path.Num(), 0); + TestTrue(TEXT("Path should be found between Room0 and Room6 (when locked rooms allowed)"), UDungeonGraph::FindPath(Room0, Room6, nullptr, /*IgnoreLocked = */ true)); + + CLEAN_TEST(); + } + + // Test Voxel Bounds Conversions + { + INIT_TEST(Graph); + + // first floor second floor + // C - B - A C - C + // | | + // D D + + CREATE_ROOM(Room0, DA_C); + CREATE_ROOM(Room1, DA_B); + CREATE_ROOM(Room2, DA_A); + CREATE_ROOM(Room3, DA_D); + CREATE_ROOM(Room4, DA_C); + CREATE_ROOM(Room5, DA_C); + + Room1->Position = {0, 1, 0}; + Room2->Position = {0, 2, 0}; + Room2->Direction = EDoorDirection::East; + Room3->Position = {-1, 0, 0}; + Room4->Position = {0, 0, 1}; + Room5->Position = {0, 1, 1}; + + // Room positions are modified manually, so we need to explicitely rebuild bounds + Graph->RebuildBounds(); + + // Check Room0 voxel bounds conversion + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({0, 0, 0}); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = Room0->GetVoxelBounds(); + TestEqual(TEXT("Room0 bounds should be as expected"), ConvertedBounds, ExpectedBounds); + } + + // Check Room1 voxel bounds conversion + { + FVoxelBounds ExceptedBounds; + ExceptedBounds.AddCell({0, 1, 0}); + ExceptedBounds.SetCellConnection({0, 1, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExceptedBounds.SetCellConnection({0, 1, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExceptedBounds.SetCellConnection({0, 1, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExceptedBounds.SetCellConnection({0, 1, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExceptedBounds.SetCellConnection({0, 1, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExceptedBounds.SetCellConnection({0, 1, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = Room1->GetVoxelBounds(); + TestEqual(TEXT("Room1 bounds should be as expected"), ConvertedBounds, ExceptedBounds); + } + + // Check Room2 voxel bounds conversion + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({0, 2, 0}); + ExpectedBounds.SetCellConnection({0, 2, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 2, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 2, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 2, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 2, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 2, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = Room2->GetVoxelBounds(); + TestEqual(TEXT("Room2 bounds should be as expected"), ConvertedBounds, ExpectedBounds); + } + + // Check Room3 voxel bounds conversion + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({-1, 0, 0}); + ExpectedBounds.AddCell({-1, 0, 1}); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 1}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({-1, 0, 1}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 1}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 1}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 1}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = Room3->GetVoxelBounds(); + TestEqual(TEXT("Room3 bounds should be as expected"), ConvertedBounds, ExpectedBounds); + } + + // Check Room4 voxel bounds conversion + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({0, 0, 1}); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = Room4->GetVoxelBounds(); + TestEqual(TEXT("Room4 bounds should be as expected"), ConvertedBounds, ExpectedBounds); + } + + // Check Room5 voxel bounds conversion + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({0, 1, 1}); + ExpectedBounds.SetCellConnection({0, 1, 1}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 1, 1}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 1, 1}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 1, 1}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 1, 1}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 1, 1}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = Room5->GetVoxelBounds(); + TestEqual(TEXT("Room5 bounds should be as expected"), ConvertedBounds, ExpectedBounds); + } + } + + // FilterAndSort Test + { + INIT_TEST(Graph); + + // first floor second floor + // C - B - A C - C + // | | + // D D + + CREATE_DATA_ASSET(UConstraintPass, Pass); + CREATE_DATA_ASSET(UConstraintFail, Fail); + + CREATE_ROOM_DATA(DA_E); + DA_E->BoundingBoxes[0].SetMinAndMax({0, 0, 0}, {1, 2, 1}); + DA_E->Doors.Add({{0, 1, 0}, EDoorDirection::North}); + DA_E->Constraints.Add(Pass.Get()); + + // Same as DA_E but constraint fail + CREATE_ROOM_DATA(DA_F); + DA_F->BoundingBoxes[0].SetMinAndMax({0, 0, 0}, {1, 2, 1}); + DA_F->Doors.Add({{0, 1, 0}, EDoorDirection::North}); + DA_F->Constraints.Add(Fail.Get()); + + CREATE_ROOM(Room0, DA_C); + CREATE_ROOM(Room1, DA_B); + CREATE_ROOM(Room2, DA_A); + CREATE_ROOM(Room3, DA_D); + CREATE_ROOM(Room4, DA_C); + CREATE_ROOM(Room5, DA_C); + + Room1->Position = {0, 1, 0}; + Room2->Position = {0, 2, 0}; + Room2->Direction = EDoorDirection::East; + Room3->Position = {-1, 0, 0}; + Room4->Position = {0, 0, 1}; + Room5->Position = {0, 1, 1}; + + // Room positions are modified manually, so we need to explicitely rebuild bounds + Graph->RebuildBounds(); + + const TArray RoomList = {DA_A.Get(), DA_D.Get(), DA_E.Get(), DA_F.Get()}; + TArray SortedRooms; + + { + FDoorDef FromDoor = {{0, 0, 0}, EDoorDirection::North}; + bool bHasCandidates = Graph->FilterAndSortRooms(RoomList, FromDoor, SortedRooms); + TestTrue(TEXT("There should be candidates"), bHasCandidates); + TestEqual(TEXT("There should be 4 candidates"), SortedRooms.Num(), 4); + TestEqual(TEXT("RoomData D should be the best candidate"), SortedRooms[0].Data, DA_D.Get()); + TestEqual(TEXT("RoomData D Door index 0 should be the best candidate"), SortedRooms[0].DoorIndex, 0); + TestEqual(TEXT("RoomData A should be the worst candidate"), SortedRooms[3].Data, DA_A.Get()); + + bool bContainsE = false; + bool bContainsF = false; + for (const FRoomCandidate& Candidate : SortedRooms) + { + bContainsE |= (Candidate.Data == DA_E.Get()); + bContainsF |= (Candidate.Data == DA_F.Get()); + } + + // DA_E and DA_F are the same, but DA_F has a failing constraint + TestTrue(TEXT("RoomData E should be a valid candidate"), bContainsE); + TestFalse(TEXT("RoomData F should not be a valid candidate"), bContainsF); + } + + { + FDoorDef FromDoor = {{0, 1, 1}, EDoorDirection::South}; + bool bHasCandidates = Graph->FilterAndSortRooms(RoomList, FromDoor, SortedRooms); + TestTrue(TEXT("There should be candidates"), bHasCandidates); + TestEqual(TEXT("There should be 3 candidates"), SortedRooms.Num(), 3); + TestEqual(TEXT("RoomData D should be the best candidate"), SortedRooms[0].Data, DA_D.Get()); + TestEqual(TEXT("RoomData D DoorIndex 0 should be the best candidate"), SortedRooms[0].DoorIndex, 0); + TestEqual(TEXT("RoomData D should be the worst candidate"), SortedRooms[2].Data, DA_D.Get()); + TestEqual(TEXT("RoomData D DoorIndex 1 should be the worst candidate"), SortedRooms[2].DoorIndex, 1); + } + + CLEAN_TEST(); + } + } + + return true; +} + #pragma optimize("", on) + + #undef INIT_TEST + #undef CLEAN_TEST + #undef CREATE_ROOM + #undef CREATE_ROOM_DATA + #undef DUMMY_PATH + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonSave.spec.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonSave.spec.cpp new file mode 100644 index 0000000..5d0a73d --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonSave.spec.cpp @@ -0,0 +1,50 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "ProceduralDungeonUtils.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "Interfaces/DungeonCustomSerialization.h" +#include "Utils/DungeonSaveUtils.h" +#include "Classes/DungeonSaveClasses.h" +#include "TestUtils.h" +#include "UObject/StrongObjectPtr.h" + +#if WITH_DEV_AUTOMATION_TESTS + +DEFINE_SPEC(FDungeonSaveSpecs, "ProceduralDungeon.SaveLoad", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::EngineFilter) + +void FDungeonSaveSpecs::Define() +{ + Describe(TEXT("Interfaces"), [this]() + { + It(TEXT("DungeonSaveInterface"), [this]() + { + TStrongObjectPtr TestSave(NewObject(GetTransientPackage())); + TStrongObjectPtr TestLoad(NewObject(GetTransientPackage())); + + TestSave->TestSaveGameFlag = 5; + TestSave->TestSerializeObjectFunction = 8; + + TArray SavedData {}; + SerializeUObject(SavedData, TestSave.Get(), false); + + TestEqual(TEXT("should have correct order of execution"), TestSave->OrderOfExecution, FString(TEXT("BCD"))); + TestTrue(TEXT("should have written data"), SavedData.Num() > 0); + + SerializeUObject(SavedData, TestLoad.Get(), true); + + TestEqual(TEXT("should have correct order of execution"), TestLoad->OrderOfExecution, FString(TEXT("WXY"))); + TestEqual(TEXT("should have retrieved data from SaveGame flag"), TestLoad->TestSaveGameFlag, TestSave->TestSaveGameFlag); + TestEqual(TEXT("should have retrieved data from SerializedObject function"), TestLoad->TestSerializeObjectFunction, TestSave->TestSerializeObjectFunction); + }); + }); +} + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonUtilsTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonUtilsTests.cpp new file mode 100644 index 0000000..b654a06 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/DungeonUtilsTests.cpp @@ -0,0 +1,167 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "ProceduralDungeonUtils.h" +#include "TestUtils.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDungeonUtilsTest_WeightedMap, "ProceduralDungeon.Utils.WeightedMaps", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::SmokeFilter) + +bool FDungeonUtilsTest_WeightedMap::RunTest(const FString& Parameters) +{ + // Built-in types test + { + TMap WeightedMap = { + {1, 0}, // Weight with 0 should never be returned + {2, 1}, // The first non-zero weight should be return for index 0 + {3, 2}, // Weights greater than 1 should be returned for as much indices + {4, 1} // The last one should be return when index == total weights minus one + }; // Out of bounds index should return default value + + TestEqual(TEXT("Total Weights"), Dungeon::GetTotalWeight(WeightedMap), 4); + TestEqual(TEXT("Weighted value at -1"), Dungeon::GetWeightedAt(WeightedMap, -1), 0); // negative index should return default value + TestEqual(TEXT("Weighted value at 0"), Dungeon::GetWeightedAt(WeightedMap, 0), 2); + TestEqual(TEXT("Weighted value at 1"), Dungeon::GetWeightedAt(WeightedMap, 1), 3); + TestEqual(TEXT("Weighted value at 2"), Dungeon::GetWeightedAt(WeightedMap, 2), 3); + TestEqual(TEXT("Weighted value at 3"), Dungeon::GetWeightedAt(WeightedMap, 3), 4); + TestEqual(TEXT("Weighted value at 4"), Dungeon::GetWeightedAt(WeightedMap, 4), 0); // default int is 0 + } + + // Pointer test + { + int a = 1; + int b = 2; + int c = 3; + int d = 4; + + TMap WeightedMap = { + {&a, 2}, + {&b, 0}, // Weight with 0 in middle should be skipped + {&c, 1}, + {&d, 0} // The last one should not be returned if weight is 0 + }; + + TestEqual(TEXT("Total Weights"), Dungeon::GetTotalWeight(WeightedMap), 3); + TestEqual(TEXT("Weighted pointer at -1"), Dungeon::GetWeightedAt(WeightedMap, -1), (int*)nullptr); + TestEqual(TEXT("Weighted pointer at 0"), Dungeon::GetWeightedAt(WeightedMap, 0), &a); + TestEqual(TEXT("Weighted pointer at 1"), Dungeon::GetWeightedAt(WeightedMap, 1), &a); + TestEqual(TEXT("Weighted pointer at 2"), Dungeon::GetWeightedAt(WeightedMap, 2), &c); + TestEqual(TEXT("Weighted pointer at 3"), Dungeon::GetWeightedAt(WeightedMap, 3), (int*)nullptr); + } + + return true; +} + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDungeonUtilsTest_Guid2Seed, "ProceduralDungeon.Utils.Guid2Seed.Simple", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::SmokeFilter) + +bool FDungeonUtilsTest_Guid2Seed::RunTest(const FString& Parameters) +{ + // Guid to Random Seed Tests + { + FGuid Guid1(0x12345678U, 0x9ABCDEF0U, 0x0FEDCBA9U, 0x87654321U); + FGuid Guid2(0x08F7E6D5U, 0xC4B3A291U, 0x192A3B4CU, 0x5D6E7F80U); + int64 Salt1 = 1; + int64 Salt2 = 2; + + TestTrue(TEXT("Same Guid and Salt should return same Seed (1)"), Random::Guid2Seed(Guid1, Salt1) == Random::Guid2Seed(Guid1, Salt1)); + TestTrue(TEXT("Same Guid and Salt should return same Seed (2)"), Random::Guid2Seed(Guid2, Salt2) == Random::Guid2Seed(Guid2, Salt2)); + TestTrue(TEXT("Same Guid but different Salt should return different Seeds (1)"), Random::Guid2Seed(Guid1, Salt1) != Random::Guid2Seed(Guid1, Salt2)); + TestTrue(TEXT("Same Guid but different Salt should return different Seeds (2)"), Random::Guid2Seed(Guid2, Salt1) != Random::Guid2Seed(Guid2, Salt2)); + TestTrue(TEXT("Different Guid but same Salt should return different Seeds (1)"), Random::Guid2Seed(Guid1, Salt1) != Random::Guid2Seed(Guid2, Salt1)); + TestTrue(TEXT("Different Guid but same Salt should return different Seeds (2)"), Random::Guid2Seed(Guid1, Salt2) != Random::Guid2Seed(Guid2, Salt2)); + TestTrue(TEXT("Different Guid and Salt should return different Seeds (1)"), Random::Guid2Seed(Guid1, Salt1) != Random::Guid2Seed(Guid2, Salt2)); + TestTrue(TEXT("Different Guid and Salt should return different Seeds (2)"), Random::Guid2Seed(Guid1, Salt2) != Random::Guid2Seed(Guid2, Salt1)); + } + + return true; +} + +BEGIN_DEFINE_SPEC(FGuid2SeedStatisticalTests, "ProceduralDungeon.Utils.Guid2Seed.Stats", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::EngineFilter) +struct FTestParams +{ + FGuid Guid; + int32 NbElements; + int32 NbSamples; + double CriticalValue; +}; + +using SampleArrayType = int32[]; + +static TUniquePtr GenerateSamples(const FTestParams& Params) +{ + TUniquePtr Occurences(new int32[Params.NbElements] {0}); + for (int32 i = 0; i < Params.NbSamples; ++i) + { + // Create a random stream with only the salt modified. + // This will simulate an actor in a room level generating its first random number + // in each of the room instances (where only the room ID changes) + FRandomStream RNG(Random::Guid2Seed(Params.Guid, i)); + Occurences[RNG.RandRange(0, Params.NbElements - 1)]++; + } + return Occurences; +} + +static bool PassChiSquaredTest(const FTestParams& Params, SampleArrayType Samples) +{ + const double Expected = static_cast(Params.NbSamples) / Params.NbElements; + double X2 = 0; + for (int i = 0; i < Params.NbElements; ++i) + { + const double Delta = Samples[i] - Expected; + X2 += (Delta * Delta) / Expected; + } + //UE_LOG(LogTemp, Warning, TEXT("Chi Squared result %d: %f / %f"), Params.NbElements, X2, Params.CriticalValue); + return X2 < Params.CriticalValue; +} +END_DEFINE_SPEC(FGuid2SeedStatisticalTests) + +void FGuid2SeedStatisticalTests::Define() +{ + Describe(TEXT("Chi Squared Test"), [this]() + { + FTestParams Params; + Params.NbSamples = 1'000'000'000; + + TArray GuidsToTest = { + FGuid(), + FGuid(0x12345678U, 0x9ABCDEF0U, 0x0FEDCBA9U, 0x87654321U), + FGuid(0x08F7E6D5U, 0xC4B3A291U, 0x192A3B4CU, 0x5D6E7F80U), + }; + + for (const auto& Guid : GuidsToTest) + { + Params.Guid = Guid; + Describe(FString::Printf(TEXT("with Guid %s"), *Guid.ToString()), [this, Params]() mutable + { + // The test cases we want to check for each Guid. + // First value is the number of elements in the generated samples. + // Second value is the critical value for the Chi Squared test (with p-value of 5%) + TArray> TestCases; + TestCases.Add(TTuple(10, 16.91898)); + TestCases.Add(TTuple(100, 123.22522)); + TestCases.Add(TTuple(1000, 1073.64265)); + + for (const auto& TestCase : TestCases) + { + Params.NbElements = TestCase.Key; + Params.CriticalValue = TestCase.Value; + It(FString::Printf(TEXT("with %d elements"), Params.NbElements), [this, Params]() + { + TUniquePtr Samples = GenerateSamples(Params); + TestTrue(TEXT("Pass"), PassChiSquaredTest(Params, Samples.Get())); + }); + } + }); + } + }); +} + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/RoomDataTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/RoomDataTests.cpp new file mode 100644 index 0000000..951dbb2 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/RoomDataTests.cpp @@ -0,0 +1,448 @@ +// Copyright Benoit Pelletier 2024 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "RoomData.h" +#include "DoorType.h" +#include "./Classes/RoomCustomDataChildClasses.h" +#include "./Classes/RoomConstraintChildClasses.h" +#include "UObject/Package.h" +#include "TestUtils.h" +#include "VoxelBounds/VoxelBounds.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FRoomDataTests, "ProceduralDungeon.Types.RoomData", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::EngineFilter) + + // Utility to create room data + #define CREATE_ROOM_DATA(Data) \ + CREATE_DATA_ASSET(URoomData, Data); \ + Data->Doors.Empty(); + + #define ADD_DOOR(ROOM, DOOR_POS, DOOR_DIR, DOOR_TYPE) \ + { \ + FDoorDef Door; \ + Door.Position = DOOR_POS; \ + Door.Direction = DOOR_DIR; \ + Door.Type = DOOR_TYPE; \ + ROOM->Doors.Add(Door); \ + } + +bool FRoomDataTests::RunTest(const FString& Parameters) +{ + // Test IsRoomInBounds + { + // Creating this room data (X is the room origin, v is the door), thus we could test rotated bounds: + // 1 +---+---+---+ + // | | X | | + // 0 +---+---+---+ + // | | | | + // -1 +---+---+---+ + // | | | | + // -2 +---+-v-+---+ + // -1 0 1 2 + CREATE_ROOM_DATA(RoomData); + RoomData->BoundingBoxes[0].SetMinAndMax(FIntVector(-2, -1, -1), FIntVector(1, 2, 2)); + + FDoorDef Door; + Door.Position = FIntVector(-2, 0, 0); + Door.Direction = EDoorDirection::South; + RoomData->Doors.Add(Door); + + // If we want to limit the dungeon cells from -2 to 2, + // we need to create a box from -2 to 3 (see below). + // +---+---+---+---+---+ + // |-2 |-1 | 0 | 1 | 2 | + // +---+---+---+---+---+ + // -2 -1 0 1 2 3 + FBoxMinAndMax DungeonBounds({-1000, -2, -1000}, {1000, 3, 1000}); + + FBoxMinAndMax RoomBoundsAtDoorLocation = RoomData->GetIntBounds() - Door.Position; + + // Rotated to South + { + FBoxMinAndMax RotatedRoomBounds = Rotate(RoomBoundsAtDoorLocation, EDoorDirection::North); + TestEqual(TEXT("[S] Rotated Room Bounds: ((0, -1, -1), (3, 2, 2))"), RotatedRoomBounds, FBoxMinAndMax({0, -1, -1}, {3, 2, 2})); + + Door.Direction = EDoorDirection::South; + Door.Position = {0, 0, 0}; + TestTrue(TEXT("[S] Inside with no coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Positive Y + + Door.Position = {0, 1, 0}; + TestTrue(TEXT("[S] Inside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 2, 0}; + TestFalse(TEXT("[S] Intersecting in Y+"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 4, 0}; + TestFalse(TEXT("[S] Outside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Negative Y + + Door.Position = {0, -1, 0}; + TestTrue(TEXT("[S] Inside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -2, 0}; + TestFalse(TEXT("[S] Intersecting in Y-"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -4, 0}; + TestFalse(TEXT("[S] Outside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + } + + // Rotated to East + { + FBoxMinAndMax RotatedRoomBounds = Rotate(RoomBoundsAtDoorLocation, EDoorDirection::West); + TestEqual(TEXT("[E] Rotated Room Bounds: ((-1, -2, -1), (2, 1, 2))"), RotatedRoomBounds, FBoxMinAndMax({-1, -2, -1}, {2, 1, 2})); + + Door.Direction = EDoorDirection::East; + Door.Position = {0, 1, 0}; + TestTrue(TEXT("[E] Inside with no coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Positive Y + + Door.Position = {0, 2, 0}; + TestTrue(TEXT("[E] Inside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 3, 0}; + TestFalse(TEXT("[E] Intersecting in Y+"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 5, 0}; + TestFalse(TEXT("[E] Outside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Negative Y + + Door.Position = {0, 0, 0}; + TestTrue(TEXT("[E] Inside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -1, 0}; + TestFalse(TEXT("[E] Intersecting in Y-"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -3, 0}; + TestFalse(TEXT("[E] Outside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + } + + // Rotated to West + { + FBoxMinAndMax RotatedRoomBounds = Rotate(RoomBoundsAtDoorLocation, EDoorDirection::East); + TestEqual(TEXT("[W] Rotated Room Bounds: ((-1, 0, -1), (2, 3, 2))"), RotatedRoomBounds, FBoxMinAndMax({-1, 0, -1}, {2, 3, 2})); + + Door.Direction = EDoorDirection::West; + Door.Position = {0, -1, 0}; + TestTrue(TEXT("[W] Inside with no coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Positive Y + + Door.Position = {0, 0, 0}; + TestTrue(TEXT("[W] Inside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 1, 0}; + TestFalse(TEXT("[W] Intersecting in Y+"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 3, 0}; + TestFalse(TEXT("[W] Outside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Negative Y + + Door.Position = {0, -2, 0}; + TestTrue(TEXT("[W] Inside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -3, 0}; + TestFalse(TEXT("[W] Intersecting in Y-"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -5, 0}; + TestFalse(TEXT("[W] Outside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + } + + // Rotated to North + { + FBoxMinAndMax RotatedRoomBounds = Rotate(RoomBoundsAtDoorLocation, EDoorDirection::South); + TestEqual(TEXT("[N] Rotated Room Bounds: ((-2, -1, -1), (1, 2, 2))"), RotatedRoomBounds, FBoxMinAndMax({-2, -1, -1}, {1, 2, 2})); + + Door.Direction = EDoorDirection::North; + Door.Position = {0, 0, 0}; + TestTrue(TEXT("[N] Inside with no coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Positive Y + + Door.Position = {0, 1, 0}; + TestTrue(TEXT("[N] Inside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 2, 0}; + TestFalse(TEXT("[N] Intersecting in Y+"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, 4, 0}; + TestFalse(TEXT("[N] Outside with Y+ as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + // Negative Y + + Door.Position = {0, -1, 0}; + TestTrue(TEXT("[N] Inside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -2, 0}; + TestFalse(TEXT("[N] Intersecting in Y-"), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + + Door.Position = {0, -4, 0}; + TestFalse(TEXT("[N] Outside with Y- as coincident face."), RoomData->IsRoomInBounds(DungeonBounds, 0, Door)); + } + } + + // Test HasDoorOfType and variants + { + CREATE_ROOM_DATA(RoomData); + + CREATE_DATA_ASSET(UDoorType, DoorA); + CREATE_DATA_ASSET(UDoorType, DoorB); + CREATE_DATA_ASSET(UDoorType, DoorC); + CREATE_DATA_ASSET(UDoorType, DoorD); + CREATE_DATA_ASSET(UDoorType, DoorE); + + ADD_DOOR(RoomData, FIntVector::ZeroValue, EDoorDirection::North, DoorA.Get()); + ADD_DOOR(RoomData, FIntVector::ZeroValue, EDoorDirection::South, DoorB.Get()); + ADD_DOOR(RoomData, FIntVector::ZeroValue, EDoorDirection::East, DoorC.Get()); + ADD_DOOR(RoomData, FIntVector::ZeroValue, EDoorDirection::West, DoorD.Get()); + + // HasDoorOfType + { + TestTrue("HasDoorOfType(DoorA)", RoomData->HasDoorOfType(DoorA.Get())); + TestTrue("HasDoorOfType(DoorB)", RoomData->HasDoorOfType(DoorB.Get())); + TestTrue("HasDoorOfType(DoorC)", RoomData->HasDoorOfType(DoorC.Get())); + TestTrue("HasDoorOfType(DoorD)", RoomData->HasDoorOfType(DoorD.Get())); + TestFalse("HasDoorOfType(DoorE)", RoomData->HasDoorOfType(DoorE.Get())); + TestFalse("HasDoorOfType(nullptr)", RoomData->HasDoorOfType(nullptr)); + } + + // HasAnyDoorOfType + { + TestTrue("HasAnyDoorOfType({DoorA, DoorB, DoorE, nullptr})", RoomData->HasAnyDoorOfType({DoorA.Get(), DoorB.Get(), DoorE.Get(), nullptr})); + TestTrue("HasAnyDoorOfType({DoorC, DoorD})", RoomData->HasAnyDoorOfType({DoorC.Get(), DoorD.Get()})); + TestFalse("HasAnyDoorOfType({DoorE, nullptr})", RoomData->HasAnyDoorOfType({DoorE.Get(), nullptr})); + TestFalse("HasAnyDoorOfType({})", RoomData->HasAnyDoorOfType({})); + } + + // HasAllDoorOfType + { + TestFalse("HasAllDoorOfType({DoorA, DoorB, DoorE, nullptr})", RoomData->HasAllDoorOfType({DoorA.Get(), DoorB.Get(), DoorE.Get(), nullptr})); + TestTrue("HasAllDoorOfType({DoorC, DoorD})", RoomData->HasAllDoorOfType({DoorC.Get(), DoorD.Get()})); + TestFalse("HasAllDoorOfType({DoorE, nullptr})", RoomData->HasAllDoorOfType({DoorE.Get(), nullptr})); + TestTrue("HasAllDoorOfType({})", RoomData->HasAllDoorOfType({})); + } + } + + // Test HasCustomData and variants + { + CREATE_ROOM_DATA(RoomData); + + RoomData->CustomData.Add(UCustomDataA::StaticClass()); + RoomData->CustomData.Add(UCustomDataB::StaticClass()); + + // HasCustomData + { + TestTrue("HasCustomData(CustomDataA)", RoomData->HasCustomData(UCustomDataA::StaticClass())); + TestTrue("HasCustomData(CustomDataB)", RoomData->HasCustomData(UCustomDataB::StaticClass())); + TestFalse("HasCustomData(CustomDataC)", RoomData->HasCustomData(UCustomDataC::StaticClass())); + TestFalse("HasCustomData(nullptr)", RoomData->HasCustomData(nullptr)); + } + + // HasAnyCustomData + { + TestTrue("HasAnyCustomData({CustomDataA, CustomDataB})", RoomData->HasAnyCustomData({UCustomDataA::StaticClass(), UCustomDataB::StaticClass()})); + TestTrue("HasAnyCustomData({CustomDataA, CustomDataC})", RoomData->HasAnyCustomData({UCustomDataA::StaticClass(), UCustomDataC::StaticClass()})); + TestFalse("HasAnyCustomData({nullptr, CustomDataC})", RoomData->HasAnyCustomData({nullptr, UCustomDataC::StaticClass()})); + TestFalse("HasAnyCustomData({})", RoomData->HasAnyCustomData({})); + } + + // HasAllCustomData + { + TestTrue("HasAllCustomData({CustomDataA, CustomDataB})", RoomData->HasAllCustomData({UCustomDataA::StaticClass(), UCustomDataB::StaticClass()})); + TestFalse("HasAllCustomData({CustomDataA, CustomDataC})", RoomData->HasAllCustomData({UCustomDataA::StaticClass(), UCustomDataC::StaticClass()})); + TestFalse("HasAllCustomData({nullptr, CustomDataC})", RoomData->HasAllCustomData({nullptr, UCustomDataC::StaticClass()})); + TestTrue("HasAllCustomData({})", RoomData->HasAllCustomData({})); + } + } + + // Test Size and Volume + { + // Should have Size=(1,1,1) and Volume=1 + CREATE_ROOM_DATA(RoomDataA); + RoomDataA->BoundingBoxes[0].SetMinAndMax(FIntVector(0, 1, 0), FIntVector(1, 0, 1)); + + // Should have Size=(2,1,1) and Volume=2 + CREATE_ROOM_DATA(RoomDataB); + RoomDataB->BoundingBoxes[0].SetMinAndMax(FIntVector(-1, 1, 0), FIntVector(1, 0, 1)); + + // Should have Size=(2,2,1) and Volume=4 + CREATE_ROOM_DATA(RoomDataC); + RoomDataC->BoundingBoxes[0].SetMinAndMax(FIntVector(-1, 1, 0), FIntVector(1, -1, 1)); + + // Should have Size=(2,2,2) and Volume=8 + CREATE_ROOM_DATA(RoomDataD); + RoomDataD->BoundingBoxes[0].SetMinAndMax(FIntVector(-1, 1, -1), FIntVector(1, -1, 1)); + + // GetSize + { + TestEqual("RoomDataA->GetSize() == {1,1,1}", RoomDataA->GetSize(), FIntVector {1, 1, 1}); + TestEqual("RoomDataB->GetSize() == {2,1,1}", RoomDataB->GetSize(), FIntVector {2, 1, 1}); + TestEqual("RoomDataC->GetSize() == {2,2,1}", RoomDataC->GetSize(), FIntVector {2, 2, 1}); + TestEqual("RoomDataD->GetSize() == {2,2,2}", RoomDataD->GetSize(), FIntVector {2, 2, 2}); + } + + // GetVolume + { + TestEqual("RoomDataA->GetVolume() == 1", RoomDataA->GetVolume(), 1); + TestEqual("RoomDataB->GetVolume() == 2", RoomDataB->GetVolume(), 2); + TestEqual("RoomDataC->GetVolume() == 4", RoomDataC->GetVolume(), 4); + TestEqual("RoomDataD->GetVolume() == 8", RoomDataD->GetVolume(), 8); + } + } + + // Test GetVoxelBounds + { + CREATE_ROOM_DATA(RoomDataA); + RoomDataA->Doors.Add({{0, 0, 0}, EDoorDirection::North}); + + // Should have one cell at (0,0,0) with a door at (0,0,0)[North] + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({0, 0, 0}); + + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = RoomDataA->GetVoxelBounds(); + TestEqual("RoomDataA->GetVoxelBounds() == ExpectedBounds", ConvertedBounds, ExpectedBounds); + } + + CREATE_ROOM_DATA(RoomDataB); + RoomDataB->BoundingBoxes[0].SetMinAndMax(FIntVector(-1, 0, 0), FIntVector(2, 1, 1)); + RoomDataB->Doors.Add({{0, 0, 0}, EDoorDirection::West}); + RoomDataB->Doors.Add({{1, 0, 0}, EDoorDirection::North}); + + // Should have 3 cells at (-1,0,0), (0,0,0), (1,0,0) with doors at (0,0,0)[West] and (1,0,0)[North] + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({-1, 0, 0}); + ExpectedBounds.AddCell({0, 0, 0}); + ExpectedBounds.AddCell({1, 0, 0}); + + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({-1, 0, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + ExpectedBounds.SetCellConnection({1, 0, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({1, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({1, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({1, 0, 0}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({1, 0, 0}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = RoomDataB->GetVoxelBounds(); + TestEqual("RoomDataB->GetVoxelBounds() == ExpectedBounds", ConvertedBounds, ExpectedBounds); + } + + CREATE_ROOM_DATA(RoomDataC); + RoomDataC->BoundingBoxes[0].SetMinAndMax(FIntVector(0, 0, -1), FIntVector(1, 1, 2)); + RoomDataC->Doors.Add({{0, 0, 0}, EDoorDirection::North}); + RoomDataC->Doors.Add({{0, 0, 1}, EDoorDirection::South}); + + // Should have 3 cells at (0,0,-1), (0,0,0), (0,0,1) with doors at (0,0,0)[North] and (0,0,1)[South] + { + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell({0, 0, -1}); + ExpectedBounds.AddCell({0, 0, 0}); + ExpectedBounds.AddCell({0, 0, 1}); + + ExpectedBounds.SetCellConnection({0, 0, -1}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, -1}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, -1}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, -1}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, -1}, FVoxelBounds::EDirection::Down, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 0}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::North, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::West, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::South, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::East, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + ExpectedBounds.SetCellConnection({0, 0, 1}, FVoxelBounds::EDirection::Up, FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall)); + + FVoxelBounds ConvertedBounds = RoomDataC->GetVoxelBounds(); + TestEqual("RoomDataC->GetVoxelBounds() == ExpectedBounds", ConvertedBounds, ExpectedBounds); + } + } + + // Test Room Constraints + { + #define CHECK_CONSTRAINTS(DATA) URoomData::DoesPassAllConstraints(nullptr, DATA, FIntVector::ZeroValue, EDoorDirection::North) + + TestFalse("null data should fail.", CHECK_CONSTRAINTS(nullptr)); + + CREATE_DATA_ASSET(UConstraintPass, Pass); + CREATE_DATA_ASSET(UConstraintFail, Fail); + + CREATE_ROOM_DATA(RoomDataA); + TestTrue("No constraint should pass.", CHECK_CONSTRAINTS(RoomDataA.Get())); + + CREATE_ROOM_DATA(RoomDataB); + RoomDataB->Constraints.Add(Pass.Get()); + TestTrue("One passing constraint should pass.", CHECK_CONSTRAINTS(RoomDataB.Get())); + + CREATE_ROOM_DATA(RoomDataC); + RoomDataC->Constraints.Add(Fail.Get()); + TestFalse("One failing constraint should fail.", CHECK_CONSTRAINTS(RoomDataC.Get())); + + CREATE_ROOM_DATA(RoomDataD); + RoomDataD->Constraints.Add(Pass.Get()); + RoomDataD->Constraints.Add(Pass.Get()); + RoomDataD->Constraints.Add(Pass.Get()); + TestTrue("All passing constraint should pass.", CHECK_CONSTRAINTS(RoomDataD.Get())); + + CREATE_ROOM_DATA(RoomDataE); + RoomDataE->Constraints.Add(Fail.Get()); + RoomDataE->Constraints.Add(Pass.Get()); + RoomDataE->Constraints.Add(Pass.Get()); + TestFalse("First failing constraint should fail.", CHECK_CONSTRAINTS(RoomDataE.Get())); + + CREATE_ROOM_DATA(RoomDataF); + RoomDataF->Constraints.Add(Pass.Get()); + RoomDataF->Constraints.Add(Fail.Get()); + RoomDataF->Constraints.Add(Pass.Get()); + TestFalse("Second failing constraint should fail.", CHECK_CONSTRAINTS(RoomDataF.Get())); + + CREATE_ROOM_DATA(RoomDataG); + RoomDataG->Constraints.Add(Pass.Get()); + RoomDataG->Constraints.Add(Pass.Get()); + RoomDataG->Constraints.Add(Fail.Get()); + TestFalse("Third failing constraint should fail.", CHECK_CONSTRAINTS(RoomDataG.Get())); + + #undef CHECK_CONSTRAINTS + } + + return true; +} + + #undef CREATE_DATA_ASSET + #undef CREATE_ROOM_DATA + #undef ADD_DOOR + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/TestUtils.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/TestUtils.h new file mode 100644 index 0000000..30eec2d --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/TestUtils.h @@ -0,0 +1,23 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "UObject/UObjectGlobals.h" +#include "UObject/Package.h" +#include "Misc/EngineVersionComparison.h" +#include "UObject/StrongObjectPtr.h" + +#if UE_VERSION_OLDER_THAN(5, 5, 0) + #define FLAG_APPLICATION_CONTEXT EAutomationTestFlags::ApplicationContextMask +#else + #define FLAG_APPLICATION_CONTEXT EAutomationTestFlags_ApplicationContextMask +#endif + +// Utility to create a data asset +#define CREATE_DATA_ASSET(VAR_TYPE, VAR_NAME) \ + TStrongObjectPtr VAR_NAME(NewObject(GetTransientPackage(), #VAR_NAME)) diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/VoxelBoundsTests.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/VoxelBoundsTests.cpp new file mode 100644 index 0000000..6453265 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Tests/VoxelBoundsTests.cpp @@ -0,0 +1,522 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "CoreTypes.h" +#include "Containers/UnrealString.h" +#include "Misc/AutomationTest.h" +#include "ProceduralDungeonTypes.h" +#include "VoxelBounds/VoxelBounds.h" +#include "Tests/Classes/CustomScoreCallbacks.h" +#include "TestUtils.h" + +#if WITH_DEV_AUTOMATION_TESTS + +IMPLEMENT_SIMPLE_AUTOMATION_TEST(FVoxelBoundsTest, "ProceduralDungeon.Types.VoxelBounds", FLAG_APPLICATION_CONTEXT | EAutomationTestFlags::SmokeFilter) + + #define SET_CONNECTION(BOUNDS, CELL, DIR, TYPE) \ + BOUNDS.SetCellConnection(FIntVector CELL, FVoxelBounds::EDirection::DIR, FVoxelBoundsConnection(EVoxelBoundsConnectionType::TYPE)); + +bool FVoxelBoundsTest::RunTest(const FString& Parameters) +{ + // Extend Test + { + FVoxelBounds BoundsA; + FVoxelBounds BoundsB; + FVoxelBounds BoundsC; + + BoundsA.AddCell(FIntVector(0, -1, 0)); + BoundsA.AddCell(FIntVector(1, 1, 2)); + + BoundsB.AddCell(FIntVector(1, 1, 1)); + + TestEqual(TEXT("BoundsA == ({0, -1, 0}, {2, 2, 3})"), BoundsA.GetBounds(), FBoxMinAndMax({0, -1, 0}, {2, 2, 3})); + TestEqual(TEXT("BoundsB == ({1, 1, 1}, {2, 2, 2})"), BoundsB.GetBounds(), FBoxMinAndMax({1, 1, 1}, {2, 2, 2})); + TestEqual(TEXT("BoundsC == ({0, 0, 0}, {0, 0, 0})"), BoundsC.GetBounds(), FBoxMinAndMax::Invalid); + } + + // Comparison Test + { + FVoxelBounds BoundsA; + FVoxelBounds BoundsB; + FVoxelBounds BoundsC; + FVoxelBounds BoundsD; + FVoxelBounds BoundsE; + + BoundsA.AddCell(FIntVector(0, 0, 0)); + BoundsA.AddCell(FIntVector(1, 1, 1)); + SET_CONNECTION(BoundsA, (0, 0, 0), North, Wall); + SET_CONNECTION(BoundsA, (1, 1, 1), South, Door); + + // Setting the cell connections in a different way is intentional here + auto& CellA = BoundsB.AddCell(FIntVector(0, 0, 0)); + auto& CellB = BoundsB.AddCell(FIntVector(1, 1, 1)); + CellA[static_cast(FVoxelBounds::EDirection::North)] = FVoxelBoundsConnection(EVoxelBoundsConnectionType::Wall); + CellB[static_cast(FVoxelBounds::EDirection::South)] = FVoxelBoundsConnection(EVoxelBoundsConnectionType::Door); + + BoundsC.AddCell(FIntVector(0, 0, 0)); + BoundsC.AddCell(FIntVector(1, 1, 1)); + SET_CONNECTION(BoundsC, (0, 0, 0), North, Wall); + + TestEqual(TEXT("BoundsA == BoundsB"), BoundsA, BoundsB); + TestNotEqual(TEXT("BoundsA != BoundsC"), BoundsA, BoundsC); + TestTrue(TEXT("BoundsD is not valid"), !BoundsD.IsValid()); + TestNotEqual(TEXT("BoundsA != BoundsD"), BoundsA, BoundsD); + } + + // Transform Test + { + FVoxelBounds Bounds; + Bounds.AddCell(FIntVector(0, 0, 0)); + Bounds.AddCell(FIntVector(1, 1, 1)); + SET_CONNECTION(Bounds, (0, 0, 0), North, Wall); + SET_CONNECTION(Bounds, (1, 1, 1), South, Door); + + // Offset by 0 + { + TestEqual(TEXT("Bounds + (0,0,0) == OffsetBounds"), Bounds + FIntVector {0, 0, 0}, Bounds); + } + + // Simple addition + { + FVoxelBounds OffsetBounds; + OffsetBounds.AddCell(FIntVector(1, -1, 1)); + OffsetBounds.AddCell(FIntVector(2, 0, 2)); + SET_CONNECTION(OffsetBounds, (1, -1, 1), North, Wall); + SET_CONNECTION(OffsetBounds, (2, 0, 2), South, Door); + + TestEqual(TEXT("Bounds + (1,-1,1) == OffsetBounds"), Bounds + FIntVector {1, -1, 1}, OffsetBounds); + } + + // Simple subtraction + { + FVoxelBounds OffsetBounds; + OffsetBounds.AddCell(FIntVector(-1, 1, -1)); + OffsetBounds.AddCell(FIntVector(0, 2, 0)); + SET_CONNECTION(OffsetBounds, (-1, 1, -1), North, Wall); + SET_CONNECTION(OffsetBounds, (0, 2, 0), South, Door); + TestEqual(TEXT("Bounds - (1,-1,1) == OffsetBounds"), Bounds - FIntVector {1, -1, 1}, OffsetBounds); + } + + // North rotation + { + TestEqual(TEXT("Bounds.Rotate(North) == Bounds"), Rotate(Bounds, EDoorDirection::North), Bounds); + } + + // East rotation + { + FVoxelBounds RotatedBounds; + RotatedBounds.AddCell(FIntVector(0, 0, 0)); + RotatedBounds.AddCell(FIntVector(-1, 1, 1)); + SET_CONNECTION(RotatedBounds, (0, 0, 0), East, Wall); + SET_CONNECTION(RotatedBounds, (-1, 1, 1), West, Door); + FVoxelBounds NewBounds = Rotate(Bounds, EDoorDirection::East); + TestEqual(TEXT("Bounds.Rotate(East) == RotatedBounds"), NewBounds, RotatedBounds); + } + + // South rotation + { + FVoxelBounds RotatedBounds; + RotatedBounds.AddCell(FIntVector(0, 0, 0)); + RotatedBounds.AddCell(FIntVector(-1, -1, 1)); + SET_CONNECTION(RotatedBounds, (0, 0, 0), South, Wall); + SET_CONNECTION(RotatedBounds, (-1, -1, 1), North, Door); + TestEqual(TEXT("Bounds.Rotate(South) == RotatedBounds"), Rotate(Bounds, EDoorDirection::South), RotatedBounds); + } + + // West rotation + { + FVoxelBounds RotatedBounds; + RotatedBounds.AddCell(FIntVector(0, 0, 0)); + RotatedBounds.AddCell(FIntVector(1, -1, 1)); + SET_CONNECTION(RotatedBounds, (0, 0, 0), West, Wall); + SET_CONNECTION(RotatedBounds, (1, -1, 1), East, Door); + FVoxelBounds NewBounds = Rotate(Bounds, EDoorDirection::West); + TestEqual(TEXT("Bounds.Rotate(West) == RotatedBounds"), NewBounds, RotatedBounds); + } + } + + // Concatenation Test + { + FVoxelBounds BoundsA; + BoundsA.AddCell(FIntVector(0, 0, 0)); + SET_CONNECTION(BoundsA, (0, 0, 0), North, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), East, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), South, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), West, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), Up, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), Down, Wall); + + FVoxelBounds BoundsB; + BoundsB.AddCell(FIntVector(1, 0, 0)); + SET_CONNECTION(BoundsB, (1, 0, 0), North, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), East, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), South, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), West, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), Up, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), Down, Wall); + + FVoxelBounds BoundsC = BoundsA + BoundsB; + FVoxelBounds BoundsD = BoundsB + BoundsA; + + TestEqual(TEXT("BoundsC == BoundsD"), BoundsC, BoundsD); + TestEqual(TEXT("BoundsC.GetBounds() == BoundsD.GetBounds()"), BoundsC.GetBounds(), BoundsD.GetBounds()); + + FVoxelBounds ExpectedBounds; + ExpectedBounds.AddCell(FIntVector(0, 0, 0)); + ExpectedBounds.AddCell(FIntVector(1, 0, 0)); + SET_CONNECTION(ExpectedBounds, (0, 0, 0), East, Door); + SET_CONNECTION(ExpectedBounds, (0, 0, 0), South, Door); + SET_CONNECTION(ExpectedBounds, (0, 0, 0), West, Door); + SET_CONNECTION(ExpectedBounds, (0, 0, 0), Up, Wall); + SET_CONNECTION(ExpectedBounds, (0, 0, 0), Down, Wall); + + SET_CONNECTION(ExpectedBounds, (1, 0, 0), North, Wall); + SET_CONNECTION(ExpectedBounds, (1, 0, 0), East, Wall); + SET_CONNECTION(ExpectedBounds, (1, 0, 0), West, Wall); + SET_CONNECTION(ExpectedBounds, (1, 0, 0), Up, Wall); + SET_CONNECTION(ExpectedBounds, (1, 0, 0), Down, Wall); + + TestEqual(TEXT("BoundsC == ExpectedBounds"), BoundsC, ExpectedBounds); + } + + // Subtraction test + { + FVoxelBounds BoundsA; + BoundsA.AddCell(FIntVector(0, 0, 0)); + SET_CONNECTION(BoundsA, (0, 0, 0), North, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), East, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), South, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), West, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), Up, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), Down, Wall); + + FVoxelBounds BoundsB; + BoundsB.AddCell(FIntVector(1, 0, 0)); + SET_CONNECTION(BoundsB, (1, 0, 0), North, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), East, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), South, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), West, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), Up, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), Down, Wall); + + FVoxelBounds BoundsC; + BoundsC.AddCell(FIntVector(0, 0, 0)); + BoundsC.AddCell(FIntVector(1, 0, 0)); + SET_CONNECTION(BoundsC, (0, 0, 0), East, Door); + SET_CONNECTION(BoundsC, (0, 0, 0), South, Door); + SET_CONNECTION(BoundsC, (0, 0, 0), West, Door); + SET_CONNECTION(BoundsC, (0, 0, 0), Up, Wall); + SET_CONNECTION(BoundsC, (0, 0, 0), Down, Wall); + + SET_CONNECTION(BoundsC, (1, 0, 0), North, Wall); + SET_CONNECTION(BoundsC, (1, 0, 0), East, Wall); + SET_CONNECTION(BoundsC, (1, 0, 0), West, Wall); + SET_CONNECTION(BoundsC, (1, 0, 0), Up, Wall); + SET_CONNECTION(BoundsC, (1, 0, 0), Down, Wall); + + FVoxelBounds ExpectedBoundsCMinusA; + ExpectedBoundsCMinusA.AddCell(FIntVector(1, 0, 0)); + SET_CONNECTION(ExpectedBoundsCMinusA, (1, 0, 0), North, Wall); + SET_CONNECTION(ExpectedBoundsCMinusA, (1, 0, 0), East, Wall); + SET_CONNECTION(ExpectedBoundsCMinusA, (1, 0, 0), South, Door); + SET_CONNECTION(ExpectedBoundsCMinusA, (1, 0, 0), West, Wall); + SET_CONNECTION(ExpectedBoundsCMinusA, (1, 0, 0), Up, Wall); + SET_CONNECTION(ExpectedBoundsCMinusA, (1, 0, 0), Down, Wall); + + FVoxelBounds ExpectedBoundsCMinusB; + ExpectedBoundsCMinusB.AddCell(FIntVector(0, 0, 0)); + SET_CONNECTION(ExpectedBoundsCMinusB, (0, 0, 0), North, Wall); + SET_CONNECTION(ExpectedBoundsCMinusB, (0, 0, 0), East, Door); + SET_CONNECTION(ExpectedBoundsCMinusB, (0, 0, 0), South, Door); + SET_CONNECTION(ExpectedBoundsCMinusB, (0, 0, 0), West, Door); + SET_CONNECTION(ExpectedBoundsCMinusB, (0, 0, 0), Up, Wall); + SET_CONNECTION(ExpectedBoundsCMinusB, (0, 0, 0), Down, Wall); + + FVoxelBounds BoundsCMinusA = BoundsC - BoundsA; + FVoxelBounds BoundsCMinusB = BoundsC - BoundsB; + + TestEqual(TEXT("BoundsC - BoundsA == ExpectedBoundsCMinusA"), BoundsCMinusA, ExpectedBoundsCMinusA); + TestEqual(TEXT("BoundsC - BoundsB == ExpectedBoundsCMinusB"), BoundsCMinusB, ExpectedBoundsCMinusB); + + // Non commutative + FVoxelBounds BoundsAMinusC = BoundsA - BoundsC; + FVoxelBounds BoundsBMinusC = BoundsB - BoundsC; + + TestFalse(TEXT("BoundsA - BoundsC is invalid"), BoundsAMinusC.IsValid()); + TestFalse(TEXT("BoundsB - BoundsC is invalid"), BoundsBMinusC.IsValid()); + } + + // DoesFitOutside Test + { + // Bounds of 2x2x2 + // +---+-o-+ + +---+ + // |100 110| |111| + // +-o-+ + + +-o-+ + // |010| + // + +---+ + + + + FVoxelBounds DungeonBounds; + DungeonBounds.AddCell(FIntVector(1, 0, 0)); + DungeonBounds.AddCell(FIntVector(0, 1, 0)); + DungeonBounds.AddCell(FIntVector(1, 1, 0)); + DungeonBounds.AddCell(FIntVector(1, 1, 1)); + + SET_CONNECTION(DungeonBounds, (1, 0, 0), North, Wall); + SET_CONNECTION(DungeonBounds, (1, 0, 0), South, Door); + SET_CONNECTION(DungeonBounds, (1, 0, 0), West, Wall); + SET_CONNECTION(DungeonBounds, (1, 0, 0), Up, Wall); + SET_CONNECTION(DungeonBounds, (1, 0, 0), Down, Wall); + + SET_CONNECTION(DungeonBounds, (0, 1, 0), West, Wall); + SET_CONNECTION(DungeonBounds, (0, 1, 0), East, Door); + SET_CONNECTION(DungeonBounds, (0, 1, 0), South, Wall); + SET_CONNECTION(DungeonBounds, (0, 1, 0), Up, Wall); + SET_CONNECTION(DungeonBounds, (0, 1, 0), Down, Wall); + + SET_CONNECTION(DungeonBounds, (1, 1, 0), North, Door); + SET_CONNECTION(DungeonBounds, (1, 1, 0), East, Wall); + SET_CONNECTION(DungeonBounds, (1, 1, 0), Down, Wall); + + SET_CONNECTION(DungeonBounds, (1, 1, 1), North, Wall); + SET_CONNECTION(DungeonBounds, (1, 1, 1), East, Wall); + SET_CONNECTION(DungeonBounds, (1, 1, 1), South, Door); + SET_CONNECTION(DungeonBounds, (1, 1, 1), West, Wall); + SET_CONNECTION(DungeonBounds, (1, 1, 1), Up, Wall); + + // Bounds that fit in the available space + { + // Bounds that fits perfectly in the available space + // + + + + // + // +-o-+ + + // |000| + // +---+ + + FVoxelBounds BoundsA; + BoundsA.AddCell(FIntVector(0, 0, 0)); + SET_CONNECTION(BoundsA, (0, 0, 0), North, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), East, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), South, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), West, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), Up, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), Down, Wall); + + // Like BoundsA but with a door facing a wall + // + + + + // + // +-o-+ + + // |000o + // +---+ + + FVoxelBounds BoundsB; + BoundsB.AddCell(FIntVector(0, 0, 0)); + SET_CONNECTION(BoundsB, (0, 0, 0), North, Door); + SET_CONNECTION(BoundsB, (0, 0, 0), East, Door); + SET_CONNECTION(BoundsB, (0, 0, 0), South, Wall); + SET_CONNECTION(BoundsB, (0, 0, 0), West, Wall); + SET_CONNECTION(BoundsB, (0, 0, 0), Up, Wall); + SET_CONNECTION(BoundsB, (0, 0, 0), Down, Wall); + + // Bounds bigger that fits perfectly in the available space + // +-o-+ + + // |101| + // + + + + // |001o + // +---+ + + FVoxelBounds BoundsC; + BoundsC.AddCell(FIntVector(0, 0, 1)); + BoundsC.AddCell(FIntVector(1, 0, 1)); + + SET_CONNECTION(BoundsC, (0, 0, 1), East, Door); + SET_CONNECTION(BoundsC, (0, 0, 1), South, Wall); + SET_CONNECTION(BoundsC, (0, 0, 1), West, Wall); + SET_CONNECTION(BoundsC, (0, 0, 1), Up, Wall); + SET_CONNECTION(BoundsC, (0, 0, 1), Down, Wall); + + SET_CONNECTION(BoundsC, (1, 0, 1), North, Door); + SET_CONNECTION(BoundsC, (1, 0, 1), West, Wall); + SET_CONNECTION(BoundsC, (1, 0, 1), East, Wall); + SET_CONNECTION(BoundsC, (1, 0, 1), Up, Wall); + SET_CONNECTION(BoundsC, (1, 0, 1), Down, Wall); + + // Like BoundsC but with a door facing a wall + // +---+ + + // |101o + // + + + + // |001o + // +---+ + + FVoxelBounds BoundsD; + BoundsD.AddCell(FIntVector(0, 0, 1)); + BoundsD.AddCell(FIntVector(1, 0, 1)); + + SET_CONNECTION(BoundsD, (0, 0, 1), East, Door); + SET_CONNECTION(BoundsD, (0, 0, 1), South, Wall); + SET_CONNECTION(BoundsD, (0, 0, 1), West, Wall); + SET_CONNECTION(BoundsD, (0, 0, 1), Up, Wall); + SET_CONNECTION(BoundsD, (0, 0, 1), Down, Wall); + + SET_CONNECTION(BoundsD, (1, 0, 1), North, Wall); + SET_CONNECTION(BoundsD, (1, 0, 1), West, Wall); + SET_CONNECTION(BoundsD, (1, 0, 1), East, Door); + SET_CONNECTION(BoundsD, (1, 0, 1), Up, Wall); + SET_CONNECTION(BoundsD, (1, 0, 1), Down, Wall); + + // Bounds outside the dungeon bounds + // + +---+ + +-o-+ + // |210| |211| + // + +-o-+ + +---+ + FVoxelBounds BoundsE; + BoundsE.AddCell(FIntVector(2, 1, 0)); + BoundsE.AddCell(FIntVector(2, 1, 1)); + SET_CONNECTION(BoundsE, (2, 1, 0), North, Wall); + SET_CONNECTION(BoundsE, (2, 1, 0), East, Wall); + SET_CONNECTION(BoundsE, (2, 1, 0), South, Door); + SET_CONNECTION(BoundsE, (2, 1, 0), West, Wall); + SET_CONNECTION(BoundsE, (2, 1, 0), Down, Wall); + + SET_CONNECTION(BoundsE, (2, 1, 1), North, Door); + SET_CONNECTION(BoundsE, (2, 1, 1), East, Wall); + SET_CONNECTION(BoundsE, (2, 1, 1), South, Wall); + SET_CONNECTION(BoundsE, (2, 1, 1), West, Wall); + SET_CONNECTION(BoundsE, (2, 1, 1), Up, Wall); + + // Like BoundsE but with a door facing a wall + // + +---+ + +---+ + // |210| |211| + // + +-o-+ + +-o-+ + FVoxelBounds BoundsF; + BoundsF.AddCell(FIntVector(2, 1, 0)); + BoundsF.AddCell(FIntVector(2, 1, 1)); + SET_CONNECTION(BoundsF, (2, 1, 0), North, Wall); + SET_CONNECTION(BoundsF, (2, 1, 0), East, Wall); + SET_CONNECTION(BoundsF, (2, 1, 0), South, Door); + SET_CONNECTION(BoundsF, (2, 1, 0), West, Wall); + SET_CONNECTION(BoundsF, (2, 1, 0), Down, Wall); + + SET_CONNECTION(BoundsF, (2, 1, 1), North, Wall); + SET_CONNECTION(BoundsF, (2, 1, 1), East, Wall); + SET_CONNECTION(BoundsF, (2, 1, 1), South, Door); + SET_CONNECTION(BoundsF, (2, 1, 1), West, Wall); + SET_CONNECTION(BoundsF, (2, 1, 1), Up, Wall); + + // Bounds bigger with a connected door + // + + + + // + // +-o-+-o-+ + // |001 011| + // +---+---+ + FVoxelBounds BoundsG; + BoundsG.AddCell(FIntVector(0, 0, 1)); + BoundsG.AddCell(FIntVector(0, 1, 1)); + + SET_CONNECTION(BoundsG, (0, 0, 1), North, Door); + SET_CONNECTION(BoundsG, (0, 0, 1), South, Wall); + SET_CONNECTION(BoundsG, (0, 0, 1), West, Wall); + SET_CONNECTION(BoundsG, (0, 0, 1), Up, Wall); + SET_CONNECTION(BoundsG, (0, 0, 1), Down, Wall); + + SET_CONNECTION(BoundsG, (0, 1, 1), North, Door); + SET_CONNECTION(BoundsG, (0, 1, 1), South, Wall); + SET_CONNECTION(BoundsG, (0, 1, 1), East, Wall); + SET_CONNECTION(BoundsG, (0, 1, 1), Up, Wall); + SET_CONNECTION(BoundsG, (0, 1, 1), Down, Wall); + + int32 _ScoreA, _ScoreB, _ScoreC, _ScoreD, _ScoreE, _ScoreF, _ScoreG; + TestTrue(TEXT("BoundsA fit in DungeonBounds"), BoundsA.GetCompatibilityScore(DungeonBounds, _ScoreA)); + TestTrue(TEXT("BoundsB fit in DungeonBounds"), BoundsB.GetCompatibilityScore(DungeonBounds, _ScoreB)); + TestTrue(TEXT("BoundsC fit in DungeonBounds"), BoundsC.GetCompatibilityScore(DungeonBounds, _ScoreC)); + TestTrue(TEXT("BoundsD fit in DungeonBounds"), BoundsD.GetCompatibilityScore(DungeonBounds, _ScoreD)); + TestTrue(TEXT("BoundsE fit in DungeonBounds"), BoundsE.GetCompatibilityScore(DungeonBounds, _ScoreE)); + TestTrue(TEXT("BoundsF fit in DungeonBounds"), BoundsF.GetCompatibilityScore(DungeonBounds, _ScoreF)); + TestTrue(TEXT("BoundsG fit in DungeonBounds"), BoundsG.GetCompatibilityScore(DungeonBounds, _ScoreG)); + + // Order of fitting: E(G) > A > C(F) > B > D + TestTrue(TEXT("BoundsE fit better than BoundsA"), _ScoreE > _ScoreA); + TestTrue(TEXT("BoundsA fit better than BoundsC"), _ScoreA > _ScoreC); + TestTrue(TEXT("BoundsC fit better than BoundsB"), _ScoreC > _ScoreB); + TestTrue(TEXT("BoundsB fit better than BoundsD"), _ScoreB > _ScoreD); + TestTrue(TEXT("BoundsG fit equally as BoundsE"), _ScoreG == _ScoreE); + TestTrue(TEXT("BoundsC fit equally as BoundsF"), _ScoreC == _ScoreF); + } + + // Bounds that do not fit in the available space + { + // Bounds that does not fit in the available space + // +---+ + + // |100| + // +-o-+ + + // + // + + + + FVoxelBounds BoundsA; + BoundsA.AddCell(FIntVector(1, 0, 0)); + SET_CONNECTION(BoundsA, (1, 0, 0), East, Wall); + SET_CONNECTION(BoundsA, (1, 0, 0), North, Door); + SET_CONNECTION(BoundsA, (1, 0, 0), West, Wall); + SET_CONNECTION(BoundsA, (1, 0, 0), Up, Wall); + SET_CONNECTION(BoundsA, (1, 0, 0), Down, Wall); + + int32 ScoreA; + TestFalse(TEXT("BoundsA does not fit in DungeonBounds"), BoundsA.GetCompatibilityScore(DungeonBounds, ScoreA)); + + // Bigger bounds that does not fit in the available space + // +---+ + + // |100| + // + + + + // |000| + // +-o-+ + + FVoxelBounds BoundsB; + BoundsB.AddCell(FIntVector(0, 0, 0)); + BoundsB.AddCell(FIntVector(1, 0, 0)); + + SET_CONNECTION(BoundsB, (0, 0, 0), North, Wall); + SET_CONNECTION(BoundsB, (0, 0, 0), East, Wall); + SET_CONNECTION(BoundsB, (0, 0, 0), South, Door); + SET_CONNECTION(BoundsB, (0, 0, 0), West, Wall); + SET_CONNECTION(BoundsB, (0, 0, 0), Up, Wall); + + SET_CONNECTION(BoundsB, (1, 0, 0), North, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), West, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), East, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), Up, Wall); + SET_CONNECTION(BoundsB, (1, 0, 0), Down, Wall); + + int32 ScoreB; + TestFalse(TEXT("BoundsB does not fit in DungeonBounds"), BoundsB.GetCompatibilityScore(DungeonBounds, ScoreB)); + } + + // Custom Score Test + { + UCustomScoreCallback* CustomCallbacks = NewObject(); + + FScoreCallback ZeroScore; + ZeroScore.BindDynamic(CustomCallbacks, &UCustomScoreCallback::ZeroScore); + + FScoreCallback NeverPassScore; + NeverPassScore.BindDynamic(CustomCallbacks, &UCustomScoreCallback::NeverPass); + + FVoxelBounds BoundsA; + BoundsA.AddCell(FIntVector(0, 0, 0)); + SET_CONNECTION(BoundsA, (0, 0, 0), North, Door); + SET_CONNECTION(BoundsA, (0, 0, 0), East, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), South, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), West, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), Up, Wall); + SET_CONNECTION(BoundsA, (0, 0, 0), Down, Wall); + + int32 ScoreA; + TestTrue(TEXT("BoundsA does fit in DungeonBounds with ZeroScore"), BoundsA.GetCompatibilityScore(DungeonBounds, ScoreA, ZeroScore)); + TestEqual(TEXT("BoundsA ZeroScore should have score of 0"), ScoreA, 0); + + int32 ScoreB; + TestFalse(TEXT("BoundsA does not fit in DungeonBounds ith NeverPass"), BoundsA.GetCompatibilityScore(DungeonBounds, ScoreB, NeverPassScore)); + TestNotEqual(TEXT("BoundsA NeverPass should have score different from ZeroScore"), ScoreA, ScoreB); + } + } + + return true; +} + + #undef SET_CONNECTION + +#endif //WITH_DEV_AUTOMATION_TESTS diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerDoor.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerDoor.cpp new file mode 100644 index 0000000..289b3cb --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerDoor.cpp @@ -0,0 +1,55 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "TriggerDoor.h" +#include "Components/BoxComponent.h" +#include "Components/CapsuleComponent.h" +#include "GameFramework/Character.h" +#include "Room.h" +#include "RoomLevel.h" + +ATriggerDoor::ATriggerDoor() +{ + BoxComponent = CreateDefaultSubobject(TEXT("BoxComponent")); + + if (IsValid(RootComponent)) + BoxComponent->SetupAttachment(RootComponent); +} + +void ATriggerDoor::BeginPlay() +{ + Super::BeginPlay(); + + check(BoxComponent); + BoxComponent->OnComponentBeginOverlap.AddUniqueDynamic(this, &ATriggerDoor::OnTriggerEnter); + BoxComponent->OnComponentEndOverlap.AddUniqueDynamic(this, &ATriggerDoor::OnTriggerExit); +} + +void ATriggerDoor::OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (!ActorList.Contains(OtherActor) && IsValidActor(OtherActor, OtherComp)) + { + ActorList.Add(OtherActor); + UpdateOpenState(); + } +} + +void ATriggerDoor::OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (ActorList.Contains(OtherActor)) + { + ActorList.Remove(OtherActor); + UpdateOpenState(); + } +} + +bool ATriggerDoor::IsValidActor_Implementation(AActor* Actor, UPrimitiveComponent* Component) +{ + ACharacter* Character = Cast(Actor); + UCapsuleComponent* Capsule = Cast(Component); + return IsValid(Character) && IsValid(Capsule) && Capsule == Character->GetCapsuleComponent(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerType.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerType.cpp new file mode 100644 index 0000000..f9ee863 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/TriggerType.cpp @@ -0,0 +1,97 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "TriggerType.h" +#include "TimerManager.h" +#include "ProceduralDungeonTypes.h" +#include "Engine/World.h" + +// Sets default values for this component's properties +UTriggerType::UTriggerType() +{ + // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features + // off to improve performance if you don't need them. + PrimaryComponentTick.bCanEverTick = false; + + TickDuration = 0.5f; + ActivationDelay = 0.0; +} + +// Called when the game starts +void UTriggerType::BeginPlay() +{ + Super::BeginPlay(); + + if (GetNetMode() != ENetMode::NM_Client) + { + OnComponentBeginOverlap.AddUniqueDynamic(this, &UTriggerType::OnTriggerEnter); + OnComponentEndOverlap.AddUniqueDynamic(this, &UTriggerType::OnTriggerExit); + GetWorld()->GetTimerManager().SetTimer(TickTimer, this, &UTriggerType::TriggerTick, TickDuration, true); + } +} + +void UTriggerType::OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (ActorType == nullptr || (OtherActor != nullptr && OtherActor->IsA(ActorType))) + { + if (!ActorList.Contains(OtherActor)) + { + ActorList.Add(OtherActor); + OnActorEnter.Broadcast(OtherActor); + + if (ActorList.Num() >= requiredActorCountToActivate) + { + if (ActivationDelay > 0) + { + GetWorld()->GetTimerManager().SetTimer(ActivationTimer, this, &UTriggerType::TriggerActivate, ActivationDelay, false); + } + else + { + TriggerActivate(); + } + } + } + } +} + +void UTriggerType::OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (ActorType == nullptr || (OtherActor != nullptr && OtherActor->IsA(ActorType))) + { + if (ActorList.Contains(OtherActor)) + { + ActorList.Remove(OtherActor); + OnActorExit.Broadcast(OtherActor); + + GetWorld()->GetTimerManager().ClearTimer(ActivationTimer); + TriggerDeactivate(); + } + } +} + +void UTriggerType::TriggerTick() +{ + OnTriggerTick.Broadcast(ActorList); +} + +void UTriggerType::TriggerActivate() +{ + if (!bIsActivated) + { + bIsActivated = true; + OnActivation.Broadcast(ActorList); + } +} + +void UTriggerType::TriggerDeactivate() +{ + if (bIsActivated) + { + bIsActivated = false; + OnDeactivation.Broadcast(ActorList); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Utils/DungeonSaveUtils.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Utils/DungeonSaveUtils.cpp new file mode 100644 index 0000000..8af5fdc --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/Utils/DungeonSaveUtils.cpp @@ -0,0 +1,131 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Utils/DungeonSaveUtils.h" +#include "Serialization/MemoryReader.h" +#include "Serialization/MemoryWriter.h" +#include "Serialization/StructuredArchive.h" +#include "Serialization/ObjectAndNameAsStringProxyArchive.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "Interfaces/DungeonCustomSerialization.h" +#include "Serialization/Formatters/JsonArchiveInputFormatter.h" +#include "Serialization/Formatters/JsonArchiveOutputFormatter.h" +#include "UObject/Class.h" + +#if UE_VERSION_NEWER_THAN(5, 0, 0) + #include "Serialization/StructuredArchiveSlotBase.h" +#endif + +TUniquePtr CreateArchiveFormatterFromArchive(FArchive& Ar, bool bTextFormat) +{ +#if !UE_BUILD_SHIPPING && WITH_TEXT_ARCHIVE_SUPPORT + if (bTextFormat) + { + if (Ar.IsSaving()) + return MakeUnique(Ar); + else + return MakeUnique(Ar); + } + else +#endif + { + return MakeUnique(Ar); + } +} + +bool SerializeUObject(FStructuredArchive::FRecord& Record, UObject* Obj, bool bIsLoading) +{ + check(IsValid(Obj)); + + const bool bImplementsDungeonSave = Obj->Implements(); + + // Allow modification of saved variables just before serializing into the saved dungeon. + if (bImplementsDungeonSave) + IDungeonSaveInterface::Execute_DungeonPreSerialize(Obj, bIsLoading); + + bool bSuccess = true; + Obj->SerializeScriptProperties(Record.EnterField(AR_FIELD_NAME("Properties"))); + if (auto* SaveableObj = Cast(Obj)) + { + bSuccess &= SaveableObj->SerializeObject(Record, bIsLoading); + } + + // Allow some setup code right after the deserialization of its properties from the saved dungeon. + if (bImplementsDungeonSave) + IDungeonSaveInterface::Execute_DungeonPostSerialize(Obj, bIsLoading); + + return bSuccess; +} + +bool SerializeUObject(FArchive& Ar, UObject* Obj, bool bIsLoading, bool bTextFormat) +{ + TUniquePtr Formatter = CreateArchiveFormatterFromArchive(Ar, bTextFormat); + FStructuredArchive StructuredArchive(*Formatter); + //FStructuredArchiveFromArchive StructuredArchive(Ar); + FStructuredArchive::FRecord Record = StructuredArchive.Open().EnterRecord(); + SerializeUObject(Record, Obj, bIsLoading); + return true; +} + +bool SerializeUObject(TArray& Data, UObject* Obj, bool bIsLoading, bool bTextFormat) +{ + TSharedPtr Ar {nullptr}; + if (bIsLoading) + { + Ar = MakeShared(Data); + } + else + { + Ar = MakeShared(Data); + } + + check(Ar != nullptr); + + FObjectAndNameAsStringProxyArchive Archive(*Ar, true); + Archive.ArIsSaveGame = true; + + SerializeUObject(Archive, Obj, bIsLoading, bTextFormat); + return true; +} + +void SerializeUClass(FStructuredArchiveSlot Slot, UClass*& Class) +{ + SerializeUObjectRef(Slot, Class); +} + +void SerializeUObjectRef(FStructuredArchiveSlot Slot, UObject*& Object) +{ + auto ObjPath = FSoftObjectPath(Object); + Slot << ObjPath; + + if (Slot.GetArchiveState().IsLoading()) + { + // Resolve potential redirectors before trying to resolve the object + ObjPath.FixupCoreRedirects(); + + Object = ObjPath.ResolveObject(); + if (nullptr == Object && !ObjPath.IsNull()) + { + Object = ObjPath.TryLoad(); + } + + if (nullptr == Object) + { + DungeonLog_Error("Failed to load class from path: %s", *ObjPath.ToString()); + } + } +} + +bool IsLoading(const FStructuredArchiveSlotBase& Slot) +{ + return Slot.GetArchiveState().IsLoading(); +} + +bool IsSaving(const FStructuredArchiveSlotBase& Slot) +{ + return Slot.GetArchiveState().IsSaving(); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/VoxelBounds/VoxelBounds.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/VoxelBounds/VoxelBounds.cpp new file mode 100644 index 0000000..9d81259 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Private/VoxelBounds/VoxelBounds.cpp @@ -0,0 +1,344 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "VoxelBounds/VoxelBounds.h" + +const FIntVector FVoxelBounds::Directions[] = { + {1, 0, 0}, // North + {0, 1, 0}, // East + {-1, 0, 0}, // South + {0, -1, 0}, // West + {0, 0, 1}, // Up + {0, 0, -1} // Down +}; + +bool FVoxelBoundsConnection::operator==(const FVoxelBoundsConnection& Other) const +{ + if (Type != Other.Type) + return false; + if (EVoxelBoundsConnectionType::Door == Type) + return DoorType == Other.DoorType; + return true; +} + +int32 FVoxelBoundsConnection::GetCompatibilityScore(const FVoxelBoundsConnection& A, const FVoxelBoundsConnection& B) +{ + // No connection is always compatible with any other (that measn it's inside the bounds) + if (A.Type == EVoxelBoundsConnectionType::None || B.Type == EVoxelBoundsConnectionType::None) + return 0; + + // When types are mismatching, it's not compatible + if (A.Type != B.Type) + { + // Penalty when a door is not aligned with another door + if (EVoxelBoundsConnectionType::Door == A.Type || EVoxelBoundsConnectionType::Door == B.Type) + return -10; + return 0; + } + + if (EVoxelBoundsConnectionType::Door == A.Type) + { + // High score when doors are aligned and matching together + if (A.DoorType == B.DoorType) + return 10; + + // Penalty when doors are aligned but not matching together + return -10; + } + + return 0; +} + +FVoxelBounds::EDirection FVoxelBounds::Opposite(EDirection Direction) +{ + static const EDirection OppositeDirections[] = { + EDirection::South, + EDirection::West, + EDirection::North, + EDirection::East, + EDirection::Down, + EDirection::Up + }; + + const uint8 Index = static_cast(Direction); + if (Index < static_cast(EDirection::NbDirection)) + { + return OppositeDirections[Index]; + } + + return EDirection::NbDirection; +} + +TArray& FVoxelBounds::AddCell(FIntVector Cell) +{ + auto& Connections = Cells.Add(Cell); + Connections.SetNum(static_cast(EDirection::NbDirection)); + Bounds.Extend(FBoxMinAndMax(Cell, Cell + FIntVector(1))); + return Connections; +} + +void FVoxelBounds::AddBox(const FBoxMinAndMax& Box) +{ + Bounds.Extend(Box); + Cells.Reserve(Cells.Num() + Box.GetSize().X * Box.GetSize().Y * Box.GetSize().Z); + + for (int32 X = Box.GetMin().X; X < Box.GetMax().X; ++X) + { + for (int32 Y = Box.GetMin().Y; Y < Box.GetMax().Y; ++Y) + { + for (int32 Z = Box.GetMin().Z; Z < Box.GetMax().Z; ++Z) + { + auto& Connections = Cells.Add(FIntVector(X, Y, Z)); + Connections.SetNum(static_cast(EDirection::NbDirection)); + } + } + } +} + +const FVoxelBoundsConnection* FVoxelBounds::GetCellConnection(FIntVector Cell, EDirection Direction) const +{ + auto* CellConnections = Cells.Find(Cell); + if (nullptr == CellConnections) + return nullptr; + return &(*CellConnections)[static_cast(Direction)]; +} + +bool FVoxelBounds::SetCellConnection(FIntVector Cell, EDirection Direction, const FVoxelBoundsConnection& Connection) +{ + auto* CellConnections = Cells.Find(Cell); + if (nullptr == CellConnections) + return false; + + (*CellConnections)[static_cast(Direction)] = Connection; + return true; +} + +void FVoxelBounds::ResetToWalls() +{ + static const FVoxelBoundsConnection NoneConnection(EVoxelBoundsConnectionType::None); + static const FVoxelBoundsConnection WallConnection(EVoxelBoundsConnectionType::Wall); + + for (auto& Cell : Cells) + { + for (uint8 i = 0; i < static_cast(EDirection::NbDirection); ++i) + { + const FIntVector OtherCell = Cell.Key + Directions[i]; + const auto* FoundOtherCell = Cells.Find(OtherCell); + Cell.Value[i] = (FoundOtherCell) ? NoneConnection : WallConnection; + } + } +} + +bool FVoxelBounds::GetCompatibilityScore(const FVoxelBounds& Other, int32& Score, const FScoreCallback& CustomScore) const +{ + // Each cell add 1 to the score, so the bigger volume the higher score. + Score = Cells.Num(); + + bool bAreOverlapping = FBoxMinAndMax::Overlap(Bounds, Other.Bounds); + + // @TODO: for now, treating a coincident face as overlapping + // There is room for further optimizations here later + bAreOverlapping |= Bounds.GetMin().X == Other.Bounds.GetMax().X; + bAreOverlapping |= Bounds.GetMax().X == Other.Bounds.GetMin().X; + bAreOverlapping |= Bounds.GetMin().Y == Other.Bounds.GetMax().Y; + bAreOverlapping |= Bounds.GetMax().Y == Other.Bounds.GetMin().Y; + bAreOverlapping |= Bounds.GetMin().Z == Other.Bounds.GetMax().Z; + bAreOverlapping |= Bounds.GetMax().Z == Other.Bounds.GetMin().Z; + + // When not overlapping, the score is equal to the number of cell + // and it does always fit outside too. + if (!bAreOverlapping) + { + return true; + } + + for (const auto& Cell : Cells) + { + // When a cell is defined in both bounds, it does not fit outside + if (Other.Cells.Contains(Cell.Key)) + { + Score = -1; + return false; + } + + // Case when this cell is not defined in the other bounds + // We set a score depending on the connection compatibility + // @TODO: top and bottom are not yet relevant, but will be when doors on top/bottom will be implemented + for (uint8 i = 0; i < static_cast(EDoorDirection::NbDirection); ++i) + { + // Get Neighbor cell + const FIntVector Neighbor = Cell.Key + Directions[i]; + auto* NeighConns = Other.Cells.Find(Neighbor); + if (nullptr == NeighConns) + continue; + + const auto& Connection = Cell.Value[i]; + const auto& OtherConnection = (*NeighConns)[static_cast(Opposite(static_cast(i)))]; + + if (CustomScore.IsBound()) + { + if (!CustomScore.Execute(Connection, OtherConnection, Score)) + return false; + } + else + { + Score += FVoxelBoundsConnection::GetCompatibilityScore(Connection, OtherConnection); + } + } + } + + return true; +} + +void FVoxelBounds::operator+=(const FIntVector& Offset) +{ + *this = *this + Offset; +} + +void FVoxelBounds::operator-=(const FIntVector& Offset) +{ + *this = *this - Offset; +} + +FVoxelBounds operator+(const FVoxelBounds& Bounds, const FIntVector& Offset) +{ + FVoxelBounds NewBounds; + for (const auto& Cell : Bounds.Cells) + { + NewBounds.Cells.Add(Cell.Key + Offset, Cell.Value); + } + NewBounds.Bounds = Bounds.Bounds + Offset; + return NewBounds; +} + +FVoxelBounds operator-(const FVoxelBounds& Bounds, const FIntVector& Offset) +{ + return Bounds + (FIntVector::ZeroValue - Offset); +} + +void FVoxelBounds::operator+=(const FVoxelBounds& Other) +{ + for (const auto& Cell : Other.Cells) + { + // Ignore incoming cells that are already defined + // @TODO: how to manage different connections? + if (Cells.Contains(Cell.Key)) + continue; + + auto& Connections = AddCell(Cell.Key); + for (uint8 i = 0; i < static_cast(EDirection::NbDirection); ++i) + { + // Get neighbor cell + const FIntVector Neighbor = Cell.Key + Directions[i]; + if (auto* NeighConns = Cells.Find(Neighbor)) + { + // If neighbor is defined, we clear the neigbor's connection + // Also, we don't copy the connection of other bounds + const uint8 OppositeDir = static_cast(Opposite(static_cast(i))); + (*NeighConns)[OppositeDir] = FVoxelBoundsConnection(); + } + else + { + // Just copy connection if no neighbors + Connections[i] = Cell.Value[i]; + } + } + } +} + +void FVoxelBounds::operator-=(const FVoxelBounds& Other) +{ + for (const auto& Cell : Other.Cells) + { + if (!Cells.Remove(Cell.Key)) + continue; + + for (uint8 i = 0; i < static_cast(EDirection::NbDirection); ++i) + { + // Get neighbor cell + const FIntVector Neighbor = Cell.Key + Directions[i]; + if (auto* NeighConns = Cells.Find(Neighbor)) + { + // If neighbor is defined, we copy this connection into it + const uint8 OppositeDir = static_cast(Opposite(static_cast(i))); + (*NeighConns)[OppositeDir] = Cell.Value[i]; + } + } + } +} + +FVoxelBounds operator+(const FVoxelBounds& A, const FVoxelBounds& B) +{ + FVoxelBounds Result = A; + Result += B; + return Result; +} + +FVoxelBounds operator-(const FVoxelBounds& A, const FVoxelBounds& B) +{ + FVoxelBounds Result = A; + Result -= B; + return Result; +} + +bool FVoxelBounds::operator==(const FVoxelBounds& Other) const +{ + if (Cells.Num() != Other.Cells.Num()) + return false; + + for (const auto& Cell : Cells) + { + const auto* OtherConnections = Other.Cells.Find(Cell.Key); + if (!OtherConnections) + return false; + if (Cell.Value.Num() != OtherConnections->Num()) + return false; + for (uint8 i = 0; i < Cell.Value.Num(); ++i) + { + if (Cell.Value[i] != (*OtherConnections)[i]) + return false; + } + } + + return true; +} + +bool FVoxelBounds::Overlap(const FVoxelBounds& A, const FVoxelBounds& B) +{ + if (!FBoxMinAndMax::Overlap(A.Bounds, B.Bounds)) + return false; + + // @TODO: Maybe it will be more performant to use a hierarchical partitioning + // especially when using really small RoomUnits (like (1,1,1)) + for (const auto& Cell : A.Cells) + { + if (B.Cells.Contains(Cell.Key)) + return true; + } + return false; +} + +FVoxelBounds Rotate(const FVoxelBounds& Bounds, const EDoorDirection& Rot) +{ + FVoxelBounds NewBounds; + + for (const auto& Cell : Bounds.Cells) + { + const FIntVector NewCell = Rotate(Cell.Key, Rot); + auto& NewConnections = NewBounds.AddCell(NewCell); + // @TODO: will need to update that when doors on top/bottom will be implemented + for (uint8 i = 0; i < static_cast(EDoorDirection::NbDirection); ++i) + { + NewConnections[static_cast(static_cast(i) + Rot)] = Cell.Value[i]; + } + // @TODO: Currently, no rotation are applied on top/bottom connections + // but they will be when doors on top/bottom will be implemented + NewConnections[static_cast(FVoxelBounds::EDirection::Up)] = Cell.Value[static_cast(FVoxelBounds::EDirection::Up)]; + NewConnections[static_cast(FVoxelBounds::EDirection::Down)] = Cell.Value[static_cast(FVoxelBounds::EDirection::Down)]; + } + return NewBounds; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/ProceduralDungeon.Build.cs b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/ProceduralDungeon.Build.cs new file mode 100644 index 0000000..496ba6c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/ProceduralDungeon.Build.cs @@ -0,0 +1,33 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +using UnrealBuildTool; + +public class ProceduralDungeon : ModuleRules +{ + public ProceduralDungeon(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + // Uncomment that to detect when there are missing includes in cpp files + //bUseUnity = false; + + PublicDependencyModuleNames.AddRange(new string[] { + "Core", + "NavigationSystem", +#if UE_5_2_OR_LATER + "IrisCore", +#endif + }); + + PrivateDependencyModuleNames.AddRange(new string[] { + "Engine", + "CoreUObject", + "NetCore", + }); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/BoundsParams.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/BoundsParams.h new file mode 100644 index 0000000..1fe6ff7 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/BoundsParams.h @@ -0,0 +1,75 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "ProceduralDungeonTypes.h" +#include "BoundsParams.generated.h" + +// Holds the settings for the dungeon limits. +// These values are expressed in Room cells, and are based on the origin of the first room (0,0,0). +// For example, if the first room is only 1 room cell (`FirstPoint = (0,0,0)`, `SecondPoint = (1,1,1)`), then this is the cell (0,0,0). +// If you set a `MinY=2` et `MaxY=2`, then on the Y axis the dungeon can go from the cell -2 to cell 2, +// Making an effective range of 5 cells, centered on the first room. +USTRUCT(BlueprintType, meta = (ShortToolTip = "Holds the settings for the dungeon limits.")) +struct FBoundsParams +{ + GENERATED_BODY() + +public: + // Enables the X limit in positive axis (north from the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (InlineEditConditionToggle)) + bool bLimitMaxX {false}; + + // The X positive limit (north) of the dungeon in room units (starting from the origin of the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (EditCondition = "bLimitMaxX", UIMin = 0, ClampMin = 0)) + int32 MaxX {0}; + + // Enables the X limit in negative axis (south from the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (InlineEditConditionToggle)) + bool bLimitMinX {false}; + + // The X negative limit (south) of the dungeon in room units (starting from the origin of the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (EditCondition = "bLimitMinX", UIMin = 0, ClampMin = 0)) + int32 MinX {0}; + + // Enables the Y limit in positive axis (east from the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (InlineEditConditionToggle)) + bool bLimitMaxY {false}; + + // The Y positive limit (east) of the dungeon in room units (starting from the origin of the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (EditCondition = "bLimitMaxY", UIMin = 0, ClampMin = 0)) + int32 MaxY {0}; + + // Enables the Y limit in negative axis (west from the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (InlineEditConditionToggle)) + bool bLimitMinY {false}; + + // The Y negative limit (west) of the dungeon in room units (starting from the origin of the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (EditCondition = "bLimitMinY", UIMin = 0, ClampMin = 0)) + int32 MinY {0}; + + // Enables the Z limit in positive axis (up from the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (InlineEditConditionToggle)) + bool bLimitMaxZ {false}; + + // The Z positive limit (up) of the dungeon in room units (starting from the origin of the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (EditCondition = "bLimitMaxZ", UIMin = 0, ClampMin = 0)) + int32 MaxZ {0}; + + // Enables the Z limit in negative axis (down from the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (InlineEditConditionToggle)) + bool bLimitMinZ {false}; + + // The Z negative limit (down) of the dungeon in room units (starting from the origin of the first room). + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation|Bounds Limits", meta = (EditCondition = "bLimitMinZ", UIMin = 0, ClampMin = 0)) + int32 MinZ {0}; + +public: + FBoxMinAndMax GetBox() const; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/DeterministicRandomComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/DeterministicRandomComponent.h new file mode 100644 index 0000000..18c62d0 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/DeterministicRandomComponent.h @@ -0,0 +1,38 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "DeterministicRandomComponent.generated.h" + +// A simple component that adds a RandomStream to any actor placed in a room level. +// It will uses the actor's guid (provided by a IRoomActorGuid interface) and the owning room's ID +// to generate an initial seed unique for this actor but deterministic with the dungeon's seed. +UCLASS(BlueprintType, Blueprintable, ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent)) +class PROCEDURALDUNGEON_API UDeterministicRandomComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + UDeterministicRandomComponent(); + +protected: + //~ Begin UActorComponent Interface + virtual void OnRegister() override; + //~ End UActorComponent Interface + + static int32 GenerateDeterministicSeed(AActor* Actor); + + // This is the C++ accessor. + const FRandomStream& GetRandom() const { return Random; } + +private: + UPROPERTY(BlueprintReadOnly, Category = "Deterministic Random", meta = (AllowPrivateAccess = true)) + FRandomStream Random; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/DoorComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/DoorComponent.h new file mode 100644 index 0000000..47fcf57 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/DoorComponent.h @@ -0,0 +1,105 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "Interfaces/DoorInterface.h" +#include "ProceduralDungeonTypes.h" +#include "DoorComponent.generated.h" + +class URoom; +class UDoorType; +class UDoorComponent; +class URoomConnection; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDoorComponentLockedDelegate, UDoorComponent*, Component, bool, IsLocked); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDoorComponentOpenedDelegate, UDoorComponent*, Component, bool, IsOpened); + +// Component that manages open/close of a door, as well as a locking state. +// Multiplayer and GameSave ready +UCLASS(BlueprintType, Blueprintable, ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent)) +class PROCEDURALDUNGEON_API UDoorComponent : public UActorComponent, public IDoorInterface +{ + GENERATED_BODY() + +public: + UDoorComponent(); + +public: + //~ Begin AActor interface + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + //~ End AActor interface + + //~ Begin IDoorInterface interface + virtual const UDoorType* GetDoorType_Implementation() const override { return Type; } + virtual void SetRoomConnection_Implementation(URoomConnection* RoomConnection) override; + //~ End IDoorInterface interface + +public: + + UFUNCTION(BlueprintPure, Category = "Door", meta = (CompactNodeTitle = "Is Locked")) + FORCEINLINE bool IsLocked() const { return bLocked; } + + UFUNCTION(BlueprintPure, Category = "Door", meta = (CompactNodeTitle = "Is Open")) + FORCEINLINE bool IsOpen() const { return bIsOpen; } + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Door") + void Open(bool bOpen); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Door") + void Lock(bool bLock); + + bool ShouldBeOpen() const; + bool ShouldBeLocked() const; + + URoom* GetRoomA() const; + URoom* GetRoomB() const; + URoomConnection* GetRoomConnection() const { return RoomConnection; } + + bool IsAlwaysVisible() const { return bAlwaysVisible; } + bool IsAlwaysUnlocked() const { return bAlwaysUnlocked; } + void SetAlwaysVisible(bool bInAlwaysVisible) { bAlwaysVisible = bInAlwaysVisible; } + void SetAlwaysUnlocked(bool bInAlwaysUnlocked) { bAlwaysUnlocked = bInAlwaysUnlocked; } + + void SetDoorType(UDoorType* DoorType) { Type = DoorType; } + +public: + UPROPERTY(BlueprintAssignable, Category = "Door") + FDoorComponentOpenedDelegate OnDoorOpened; + + UPROPERTY(BlueprintAssignable, Category = "Door") + FDoorComponentLockedDelegate OnDoorLocked; + +protected: + UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Locked")) + void OnDoorLock_BP(bool bIsLocked); + virtual void OnDoorLock(bool bIsLocked) {} + + UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Open")) + void OnDoorOpen_BP(bool bIsOpened); + virtual void OnDoorOpen(bool bIsOpened) {} + + bool OwnerHasAuthority() const; + +protected: + bool bLocked {false}; + bool bIsOpen {false}; + + UPROPERTY(BlueprintReadOnly, Replicated, Category = "Door") + URoomConnection* RoomConnection {nullptr}; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame, Category = "Door", meta = (DisplayName = "Always Visible")) + bool bAlwaysVisible {false}; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame, Category = "Door", meta = (DisplayName = "Always Unlocked")) + bool bAlwaysUnlocked {false}; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Door", meta = (DisplayName = "Door Type")) + UDoorType* Type {nullptr}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/RoomObserverComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/RoomObserverComponent.h new file mode 100644 index 0000000..bad67af --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/RoomObserverComponent.h @@ -0,0 +1,54 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "RoomVisitor.h" +#include "RoomObserverComponent.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRoomObserverEvent, ARoomLevel*, RoomLevel, AActor*, Actor); + +// Room Observer that auto-(un)bind itself when it enters/exits a dungeon room. +// Could observe (be bound) multiple rooms at once if the actor overlaps multiple room. +// This component **does** track its own Room, thus the actor can move between rooms (use StaticRoomObserverComponent instead if this behavior is not needed). +UCLASS(ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent)) +class PROCEDURALDUNGEON_API URoomObserverComponent : public UActorComponent, public IRoomVisitor +{ + GENERATED_BODY() + +public: + URoomObserverComponent(); + + FRoomObserverEvent& OnActorEnterRoomEvent() { return ActorEnterRoomEvent; } + FRoomObserverEvent& OnActorExitRoomEvent() { return ActorExitRoomEvent; } + +protected: + UPROPERTY(BlueprintAssignable, Category = "Room Observer", meta = (DisplayName = "On Actor Enter Room")) + FRoomObserverEvent ActorEnterRoomEvent; + + UPROPERTY(BlueprintAssignable, Category = "Room Observer", meta = (DisplayName = "On Actor Exit Room")) + FRoomObserverEvent ActorExitRoomEvent; + +private: + //~ BEGIN IRoomVisitor + virtual void OnRoomEnter_Implementation(ARoomLevel* RoomLevel) override; + virtual void OnRoomExit_Implementation(ARoomLevel* RoomLevel) override; + //~ END IRoomVisitor + + void BindToLevel(ARoomLevel* RoomLevel, bool Bind); + + UFUNCTION() + void OnActorEnterRoom(ARoomLevel* RoomLevel, AActor* Actor); + + UFUNCTION() + void OnActorExitRoom(ARoomLevel* RoomLevel, AActor* Actor); + +private: + TSet BoundLevels; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/SimpleGuidComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/SimpleGuidComponent.h new file mode 100644 index 0000000..e443641 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/SimpleGuidComponent.h @@ -0,0 +1,67 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "Interfaces/RoomActorGuid.h" +#include "SimpleGuidComponent.generated.h" + +#define GUID_DEBUG_ENABLED 0 + +// A simple guid component that will retrieve the Editor's ActorGuid +// to save/load it in packaged games. +// +// :::warning +// +// This component will work only on placed actor, not actors spawned during runtime!!! +// +// ::: +UCLASS(BlueprintType, Blueprintable, ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent)) +class PROCEDURALDUNGEON_API USimpleGuidComponent : public UActorComponent, public IRoomActorGuid +{ + GENERATED_BODY() + +public: + USimpleGuidComponent(); + +protected: + //~ Begin UActorComponent Interface + virtual void OnRegister() override; + //~ End UActorComponent Interface + + //~ Begin IRoomActorGuid Interface + virtual FGuid GetGuid_Implementation() const override; + virtual bool ShouldSaveActor_Implementation() const override; + //~ End IRoomActorGuid Interface + + // Unfortunately I can't place them in the #if block below. UE will complain about it. + virtual void Serialize(FArchive& Ar) override; + virtual void Serialize(FStructuredArchive::FRecord Record) override; + +#if GUID_DEBUG_ENABLED // Enable some logs to debug lifecycle of the component. + //~ Begin UObject Interface + virtual void PostInitProperties() override; + virtual void PreSave(FObjectPreSaveContext SaveContext); + virtual void PostLoad() override; + //~ End UObject Interface + + //~ Begin UActorComponent Interface + virtual void OnComponentCreated() override; + virtual void InitializeComponent() override; + virtual void BeginPlay() override; + //~ End UActorComponent Interface +#endif + +public: + UPROPERTY(BlueprintReadOnly, VisibleAnywhere, NonPIEDuplicateTransient, TextExportTransient, Category = "Guid") + FGuid Guid; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dungeon Save") + bool bSaveActorInDungeon {true}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/StaticRoomObserverComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/StaticRoomObserverComponent.h new file mode 100644 index 0000000..bb89783 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/StaticRoomObserverComponent.h @@ -0,0 +1,52 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "StaticRoomObserverComponent.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStaticRoomObserverEvent, ARoomLevel*, RoomLevel, AActor*, Actor); + +// Room Observer that auto-(un)bind itself at BeginPlay and EndPlay. +// This component will bind to the level it belongs to. So it needs to be placed directly in the Room map. +// This component does **not** track its own Room, thus the actor should not move between rooms (use RoomObserverComponent instead). +UCLASS(ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent)) +class PROCEDURALDUNGEON_API UStaticRoomObserverComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + UStaticRoomObserverComponent(); + + FStaticRoomObserverEvent& OnActorEnterRoomEvent() { return ActorEnterRoomEvent; } + FStaticRoomObserverEvent& OnActorExitRoomEvent() { return ActorExitRoomEvent; } + +protected: + virtual void BeginPlay() override; + virtual void EndPlay(EEndPlayReason::Type Reason) override; + +protected: + UPROPERTY(BlueprintAssignable, Category = "Room Observer", meta = (DisplayName = "On Actor Enter Room")) + FStaticRoomObserverEvent ActorEnterRoomEvent; + + UPROPERTY(BlueprintAssignable, Category = "Room Observer", meta = (DisplayName = "On Actor Exit Room")) + FStaticRoomObserverEvent ActorExitRoomEvent; + +private: + void BindToLevel(bool Bind); + + UFUNCTION() + void OnActorEnterRoom(ARoomLevel* RoomLevel, AActor* Visitor); + + UFUNCTION() + void OnActorExitRoom(ARoomLevel* RoomLevel, AActor* Visitor); + +private: + bool bBound {false}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/StaticRoomVisibilityComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/StaticRoomVisibilityComponent.h new file mode 100644 index 0000000..ebe8e71 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Components/StaticRoomVisibilityComponent.h @@ -0,0 +1,67 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "ProceduralDungeonTypes.h" +#include "StaticRoomVisibilityComponent.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRoomVisibilityEvent, AActor*, Actor, bool, IsInVisibleRoom); + +// Component to manage the visibility of an actor in the dungeon. +// Use this one if the actor remains in the same room. +// If the actor is able to move room, use URoomVisibilityComponent instead. +UCLASS(ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent, DisplayName = "Room Visibility (Static)")) +class PROCEDURALDUNGEON_API UStaticRoomVisibilityComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + UStaticRoomVisibilityComponent(); + + virtual void BeginPlay() override; + virtual void EndPlay(EEndPlayReason::Type Reason) override; + + void SetVisible(UObject* Owner, bool Visible); + void ResetVisible(UObject* Owner); // Same as SetVisible(Owner, false) + + // Returns true if the actor is in a visible room. + // Always returns true when "Occlude Dynamic Actors" is unchecked in the plugin's settings + // Useful with "Custom" visibility. + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon", meta = (CompactNodeTitle = "Is In Visible Room", DisplayName = "Is In Visible Room")) + bool IsVisible(); + + UFUNCTION(BlueprintSetter) + void SetVisibilityMode(EVisibilityMode Mode); + + UFUNCTION(BlueprintGetter) + FORCEINLINE EVisibilityMode GetVisibilityMode() const { return VisibilityMode; } + +public: + // Called when the visibility from rooms changed (either by a room visibility change or by this actor moving between rooms). + // Useful to update a "Custom" visibility. + UPROPERTY(BlueprintAssignable, Category = "Procedural Dungeon") + FRoomVisibilityEvent OnRoomVisibilityChanged; + +protected: + ARoomLevel* GetOwnerRoomLevel() const; + void UpdateVisibility(); + void RegisterVisibilityDelegate(ARoomLevel* RoomLevel, bool Register); + + UFUNCTION() + void RoomVisibilityChanged(class ARoomLevel* RoomLevel, bool IsVisible); + +private: + void CleanEnablers(); + + TSet> VisibilityEnablers {}; + + UPROPERTY(EditAnywhere, BlueprintGetter = GetVisibilityMode, BlueprintSetter = SetVisibilityMode, Category = "Procedural Dungeon", meta = (AllowPrivateAccess = true)) + EVisibilityMode VisibilityMode {EVisibilityMode::Default}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Door.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Door.h new file mode 100644 index 0000000..739ee9f --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Door.h @@ -0,0 +1,138 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Door.generated.h" + +class UDoorType; +class UDoorComponent; + +// Base class for all door actors in the dungeon. +// Use this class even if you want to create a wall to place instead of a door (when the door is not connected to another room for example). +UCLASS(Blueprintable, ClassGroup = "Procedural Dungeon") +class PROCEDURALDUNGEON_API ADoor : public AActor +{ + GENERATED_BODY() + +public: + ADoor(); + + //~ Begin AActor interface + virtual void PostInitializeComponents() override; + //~ End AActor interface + +public: + UDoorComponent* GetDoorComponent() const { return DoorComponent; } + + UFUNCTION(BlueprintPure, Category = "Door", meta = (CompactNodeTitle = "Is Locked", DeprecatedFunction, DeprecationMessage = "Use DoorComponent->IsLocked instead.")) + bool IsLocked() const; + + UFUNCTION(BlueprintPure, Category = "Door", meta = (CompactNodeTitle = "Is Open", DeprecatedFunction, DeprecationMessage = "Use DoorComponent->IsOpen instead.")) + bool IsOpen() const; + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Door", meta = (DeprecatedFunction, DeprecationMessage = "Use DoorComponent->Open instead.")) + void Open(bool open); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Door", meta = (DeprecatedFunction, DeprecationMessage = "Use DoorComponent->Lock instead.")) + void Lock(bool lock); + + bool ShouldBeOpened() const; + bool ShouldBeLocked() const; + + UFUNCTION(BlueprintGetter) + const UDoorType* GetDoorType() const; + + UFUNCTION(BlueprintGetter) + URoom* GetRoomA() const; + + UFUNCTION(BlueprintGetter) + URoom* GetRoomB() const; + + // Used only to migrate from old save games. Must not be used anywhere else than the URoomConnection. + bool GetLegacyShouldBeLocked() const { return bShouldBeLocked; } + bool GetLegacyShouldBeOpen() const { return bShouldBeOpen; } + bool GetLegacyAlwaysVisible() const { return bAlwaysVisible; } + bool GetLegacyAlwaysUnlocked() const { return bAlwaysUnlocked; } + UDoorType* GetLegacyDoorType() const { return Type; } + +protected: + UFUNCTION() + virtual void OnDoorLock() {} + UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Locked", DeprecatedFunction, DeprecationMessage = "Bind to DoorComponent->OnDoorLocked(true) instead.")) + void OnDoorLock_BP(); + + UFUNCTION() + virtual void OnDoorUnlock() {} + UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Unlocked", DeprecatedFunction, DeprecationMessage = "Bind to DoorComponent->OnDoorLocked(false) instead.")) + void OnDoorUnlock_BP(); + + UFUNCTION() + virtual void OnDoorOpen() {} + UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Open", DeprecatedFunction, DeprecationMessage = "Bind to DoorComponent->OnDoorOpened(true) instead.")) + void OnDoorOpen_BP(); + + UFUNCTION() + virtual void OnDoorClose() {} + UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Close", DeprecatedFunction, DeprecationMessage = "Bind to DoorComponent->OnDoorOpened(false) instead.")) + void OnDoorClose_BP(); + + UFUNCTION() + void DispatchDoorLock(UDoorComponent* Component, bool IsLocked); + + UFUNCTION() + void DispatchDoorOpen(UDoorComponent* Component, bool IsOpened); + +protected: + // DEPRECATED: Ghost property for retro-compatibility with older plugin versions. + UPROPERTY(BlueprintGetter = GetAlwaysVisible, BlueprintSetter = SetAlwaysVisible, SaveGame, Category = "Door", meta = (DisplayName = "Always Visible", DeprecatedProperty, DeprecationMessage = "Use DoorComponent->AlwaysVisible instead.")) + bool bAlwaysVisible {false}; + + // DEPRECATED: Ghost property for retro-compatibility with older plugin versions. + UPROPERTY(BlueprintGetter = GetAlwaysUnlocked, BlueprintSetter = SetAlwaysUnlocked, SaveGame, Category = "Door", meta = (DisplayName = "Always Unlocked", DeprecatedProperty, DeprecationMessage = "Use DoorComponent->AlwaysUnlocked instead.")) + bool bAlwaysUnlocked {false}; + + // DEPRECATED: Ghost property for retro-compatibility with older plugin versions. + UPROPERTY(BlueprintGetter = GetDoorType, Category = "Door", meta = (DisplayName = "Door Type", DeprecatedProperty, DeprecationMessage = "Use DoorComponent->DoorType instead.")) + UDoorType* Type {nullptr}; + + UPROPERTY(EditAnywhere, Category = "Door") + USceneComponent* DefaultSceneComponent {nullptr}; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Door") + UDoorComponent* DoorComponent {nullptr}; + +private: + UFUNCTION(BlueprintGetter) + bool GetAlwaysVisible() const; + + UFUNCTION(BlueprintGetter) + bool GetAlwaysUnlocked() const; + + UFUNCTION(BlueprintSetter) + void SetAlwaysVisible(bool bInAlwaysVisible); + + UFUNCTION(BlueprintSetter) + void SetAlwaysUnlocked(bool bInAlwaysUnlocked); + +private: + // Ghost properties for retro-compatibility. Redirect to the DoorComponent->RoomA/B internally. + UPROPERTY(BlueprintGetter = GetRoomA, Category = "Door", meta = (AllowPrivateAccess = true, DeprecatedProperty, DeprecationMessage = "Use DoorComponent->RoomConnection->GetRoomA instead.")) + URoom* RoomA {nullptr}; + UPROPERTY(BlueprintGetter = GetRoomB, Category = "Door", meta = (AllowPrivateAccess = true, DeprecatedProperty, DeprecationMessage = "Use DoorComponent->RoomConnection->GetRoomB instead.")) + URoom* RoomB {nullptr}; + + // DEPRECATED: Ghost property for retro-compatibility with older save games. + UPROPERTY(SaveGame, meta = (AllowPrivateAccess = true)) + bool bShouldBeLocked {false}; + + // DEPRECATED: Ghost property for retro-compatibility with older save games. + UPROPERTY(SaveGame, meta = (AllowPrivateAccess = true)) + bool bShouldBeOpen {false}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DoorType.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DoorType.h new file mode 100644 index 0000000..f97c163 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DoorType.h @@ -0,0 +1,72 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "DoorType.generated.h" + +// Data asset to define a door type. +// A door type is used to define the size, offset, and color of a door bounds. +// Doors with different types are not compatible with each others. +UCLASS(BlueprintType) +class PROCEDURALDUNGEON_API UDoorType : public UDataAsset +{ + GENERATED_BODY() + +public: + UDoorType(); + + // Returns the door size from the door type asset, + // or the default door size in plugin's settings if no door type defined. + static FVector GetSize(const UDoorType* DoorType); + + // Returns the door offset from the door type asset, + // or the default door offset in plugin's settings if no door type defined. + static float GetOffset(const UDoorType* DoorType); + + // Returns the door color from the door type asset, + // or the default door color in plugin's settings if no door type defined. + static FColor GetColor(const UDoorType* DoorType); + + // Returns true if one of the door type is explicitely set to be compatible with the other. + static bool AreCompatible(const UDoorType* A, const UDoorType* B); + +#if WITH_DEV_AUTOMATION_TESTS + // For unit tests only, to set the compatibility of a door type. + void SetCompatibility(const TArray& InCompatibility) { Compatibility = InCompatibility; } + void SetCompatibleWithItself(bool bInCompatibleWithItself) { bCompatibleWithItself = bInCompatibleWithItself; } +#endif + +protected: + // Size of the door bounds, only used by the debug draw as a visual hint for designers and artists. + UPROPERTY(EditInstanceOnly, Category = "Door Type", meta = (ClampMin = 0)) + FVector Size; + + // The offset of the door bounds from the room's base (in percentage of the room unit Z). + UPROPERTY(EditInstanceOnly, Category = "Door Type", meta = (ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1)) + float Offset; + + // The color used to draw the door bounds in the editor. + UPROPERTY(EditInstanceOnly, Category = "Door Type") + FColor Color; + +#if WITH_EDITORONLY_DATA + // Just a description, used nowhere. + UPROPERTY(EditInstanceOnly, Category = "Door Type") + FText Description; +#endif + + // Can this door type be connected with itself? + UPROPERTY(EditInstanceOnly, Category = "Door Type") + bool bCompatibleWithItself; + + // Which door types are compatible with this one + UPROPERTY(EditInstanceOnly, Category = "Door Type") + TArray Compatibility; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonBlueprintLibrary.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonBlueprintLibrary.h new file mode 100644 index 0000000..784151e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonBlueprintLibrary.h @@ -0,0 +1,168 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Kismet/BlueprintFunctionLibrary.h" +#include "ProceduralDungeonTypes.h" +#include "Engine/DataTable.h" +#include "DungeonBlueprintLibrary.generated.h" + +class URoom; +class URoomCustomData; +class ARoomLevel; + +UCLASS() +class PROCEDURALDUNGEON_API UDungeonBlueprintLibrary : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintPure, Category = "Utilities|Procedural Dungeon") + static bool IsDoorOfType(const TSubclassOf DoorClass, const class UDoorType* DoorType); + + UFUNCTION(BlueprintPure, Category = "Utilities", meta = (DisplayName = "Equal (Data Table Row Handle)", CompactNodeTitle = "==")) + static bool CompareDataTableRows(const FDataTableRowHandle& A, const FDataTableRowHandle& B); + + static const ARoomLevel* GetLevelScript(const AActor* Target); + + // Returns the room instance the actor is in. + // If the actor is spawned at runtime or the owning level is not a room level, returns null. + UFUNCTION(BlueprintPure, Category = "Utilities|Procedural Dungeon", meta = (DefaultToSelf = "Target")) + static URoom* GetOwningRoom(const AActor* Target); + + // Returns the first RoomCustomData of the provided type in the owning room. + // If no owning room or no custom data of this type, returns null. + UFUNCTION(BlueprintCallable, Category = "Utilities|Procedural Dungeon", meta = (DefaultToSelf = "Target", ExpandBoolAsExecs = "ReturnValue", DeterminesOutputType = "CustomDataClass", DynamicOutputParam = "CustomData")) + static bool GetOwningRoomCustomData(const AActor* Target, TSubclassOf CustomDataClass, URoomCustomData*& CustomData); + + UFUNCTION(BlueprintPure, Category = "Utilities|Procedural Dungeon", meta = (DefaultToSelf = "Target")) + static const URoomData* GetLevelRoomData(const AActor* Target); + + UFUNCTION(BlueprintPure, Category = "DoorDef", meta = (DisplayName = "Opposite", CompactNodeTitle = "Opposite")) + static FDoorDef DoorDef_GetOpposite(const FDoorDef& DoorDef); + + // ===== DoorDirection Math Utility Functions ===== + + // True if the value is set (either North, South, East, West) + // False otherwise + UFUNCTION(BlueprintCallable, Category = "Math|Door Direction", meta = (DisplayName = "Is Valid", ExpandBoolAsExecs = "ReturnValue")) + static bool DoorDirection_Valid(const EDoorDirection& A) { return !!A; } + + // Addition (A + B) + UFUNCTION(BlueprintPure, Category = "Math|Door Direction", meta = (DisplayName = "Direction + Direction", CompactNodeTitle = "+", AutoCreateRefTerm = "A,B")) + static EDoorDirection DoorDirection_Add(const EDoorDirection& A, const EDoorDirection& B) { return A + B; } + + // Subtraction (A - B) + UFUNCTION(BlueprintPure, Category = "Math|Door Direction", meta = (DisplayName = "Direction - Direction", CompactNodeTitle = "-", AutoCreateRefTerm = "A,B")) + static EDoorDirection DoorDirection_Sub(const EDoorDirection& A, const EDoorDirection& B) { return A - B; } + + // Increment the direction and set it + UFUNCTION(BlueprintCallable, Category = "Math|Door Direction", meta = (DisplayName = "Increment Door Direction", CompactNodeTitle = "++")) + static EDoorDirection& DoorDirection_Increment(UPARAM(ref) EDoorDirection& A) { return ++A; } + + // Decrement the direction and set it + UFUNCTION(BlueprintCallable, Category = "Math|Door Direction", meta = (DisplayName = "Decrement Door Direction", CompactNodeTitle = "--")) + static EDoorDirection& DoorDirection_Decrement(UPARAM(ref) EDoorDirection& A) { return --A; } + + // Negate the direction and set it (same as North - Direction) + UFUNCTION(BlueprintCallable, Category = "Math|Door Direction", meta = (DisplayName = "Negate Door Direction", CompactNodeTitle = "-")) + static EDoorDirection& DoorDirection_Negate(UPARAM(ref) EDoorDirection& A) { A = -A; return A; } + + // Transforms North into South and East into West (and vice versa) + UFUNCTION(BlueprintPure, Category = "Math|Door Direction", meta = (DisplayName = "Opposite", CompactNodeTitle = "Opposite", AutoCreateRefTerm = "A")) + static EDoorDirection DoorDirection_Opposite(const EDoorDirection& A) { return ~A; } + + // Convert a DoorDirection enum value into a unit IntVector pointing in that direction. + UFUNCTION(BlueprintPure, Category = "Conversion|Door Direction", meta = (BlueprintAutocast, DisplayName = "To Int Vector", AutoCreateRefTerm = "A")) + static FIntVector DoorDirection_ToIntVector(const EDoorDirection& A) { return ToIntVector(A); } + + // Convert a DoorDirection enum value into a unit IntVector pointing in that direction. + UFUNCTION(BlueprintPure, Category = "Conversion|Door Direction", meta = (BlueprintAutocast, DisplayName = "To Angle", AutoCreateRefTerm = "A")) + static float DoorDirection_ToAngle(const EDoorDirection& A) { return ToAngle(A); } + + // ===== Dungeon Math Transform ===== + + // Returns the neighbor at the provided direction. + // Same as Vector + ToIntVector(Direction) + UFUNCTION(BlueprintPure, Category = "Math|Transform", meta = (DisplayName = "Next (Int Vector)")) + static FIntVector IntVector_Next(const FIntVector& Vector, const EDoorDirection& Direction); + + UFUNCTION(BlueprintPure, Category = "Math|Transform", meta = (DisplayName = "Rotate (Int Vector)")) + static FIntVector IntVector_Rotate(const FIntVector& Vector, const EDoorDirection& Direction); + + // Transform a cell position from local coordinates into the dungeon coordinates + UFUNCTION(BlueprintPure, Category = "Math|Dungeon", meta = (DisplayName = "Transform Position (Dungeon)", AutoCreateRefTerm = "Rotation")) + static FIntVector Dungeon_TransformPosition(const FIntVector& LocalPos, const FIntVector& Translation, const EDoorDirection& Rotation); + + // Inverse transform a cell position from the dungeon coordinates into a local coordinates + UFUNCTION(BlueprintPure, Category = "Math|Dungeon", meta = (DisplayName = "Inverse Transform Position (Dungeon)", AutoCreateRefTerm = "Rotation")) + static FIntVector Dungeon_InverseTransformPosition(const FIntVector& DungeonPos, const FIntVector& Translation, const EDoorDirection& Rotation); + + // Transform a DoorDef structure from local coordinates into the dungeon coordinates + UFUNCTION(BlueprintPure, Category = "Math|Dungeon", meta = (DisplayName = "Transform DoorDef (Dungeon)", AutoCreateRefTerm = "Rotation")) + static FDoorDef Dungeon_TransformDoorDef(const FDoorDef& DoorDef, const FIntVector& Translation, const EDoorDirection& Rotation); + + // Inverse transform a DoorDef structure from the dungeon coordinates into a local coordinates + UFUNCTION(BlueprintPure, Category = "Math|Dungeon", meta = (DisplayName = "Inverse Transform DoorDef (Dungeon)", AutoCreateRefTerm = "Rotation")) + static FDoorDef Dungeon_InverseTransformDoorDef(const FDoorDef& DoorDef, const FIntVector& Translation, const EDoorDirection& Rotation); + + // ===== Int Vector Operators ===== + + UFUNCTION(BlueprintPure, Category = "Utilities|Operators", meta = (DisplayName = "Add (Int Vector)", CompactNodeTitle = "+", CallableWithoutWorldContext, CommutativeAssociativeBinaryOperator)) + static FIntVector IntVector_Add(const FIntVector& A, const FIntVector& B); + + UFUNCTION(BlueprintPure, Category = "Utilities|Operators", meta = (DisplayName = "Subtract (Int Vector)", CompactNodeTitle = "-", CallableWithoutWorldContext, CommutativeAssociativeBinaryOperator)) + static FIntVector IntVector_Subtract(const FIntVector& A, const FIntVector& B); + + UFUNCTION(BlueprintPure, Category = "Utilities|Operators", meta = (DisplayName = "Equal (Int Vector)", Keywords = "==", CompactNodeTitle = "==", CallableWithoutWorldContext)) + static bool IntVector_Equal(const FIntVector& A, const FIntVector& B); + + UFUNCTION(BlueprintPure, Category = "Utilities|Operators", meta = (DisplayName = "Not Equal (Int Vector)", Keywords = "!=", CompactNodeTitle = "!=", CallableWithoutWorldContext)) + static bool IntVector_NotEqual(const FIntVector& A, const FIntVector& B); + + // ===== Plugin Settings Accessors ===== + + // Returns the room unit size in unreal units + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Get Default Room Unit", DeprecatedFunction, DeprecationMessage = "Use the GetRoomUnit from the DungeonSettings class instead.")) + static FVector Settings_RoomUnit(); + + // Returns the default door type's size + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Get Default Door Size")) + static FVector Settings_DefaultDoorSize(); + + // Returns the room offset as a percentage of the height of a room unit + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Get Door Offset")) + static float Settings_DoorOffset(); + + // Returns true if the plugin's occlusion system is enabled + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Is Occlusion Culling Enabled")) + static bool Settings_OcclusionCulling(); + + // Enable/disable the plugin's occlusion system + UFUNCTION(BlueprintCallable, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Enable Occlusion Culling")) + static void Settings_SetOcclusionCulling(bool Enable); + + // Returns the number of visible room from the player's room (1 mean only the player room is visible) + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Get Occlusion Culling Distance")) + static int32 Settings_OcclusionDistance(); + + // Set the number of visible rooms from the player's room (1 mean only the player room is visible) + UFUNCTION(BlueprintCallable, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Set Occlusion Culling Distance")) + static void Settings_SetOcclusionDistance(int32 Distance); + + // Returns true if actors with a RoomVisibility component should have their visibility toggled with the rooms + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings", meta = (DisplayName = "Should Dynamic Actors Be Occluded")) + static bool Settings_OccludeDynamicActors(); + + // ===== Gameplay Utility Functions ===== + + // Set player to spectate + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Player", meta = (DefaultToSelf = "Controller")) + static void Spectate(APlayerController* Controller, bool DestroyPawn = true); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGenerator.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGenerator.h new file mode 100644 index 0000000..e07c02e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGenerator.h @@ -0,0 +1,153 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "DungeonGeneratorBase.h" +#include "BoundsParams.h" +#include "QueueOrStack.h" +#include "DungeonGenerator.generated.h" + +class IReadOnlyRoom; + +// This is the main actor of the plugin. The dungeon generator is responsible to generate dungeons and replicate them over the network. +UCLASS(Blueprintable, ClassGroup = "Procedural Dungeon", HideCategories = "GenerationAlgorithm") +class PROCEDURALDUNGEON_API ADungeonGenerator : public ADungeonGeneratorBase +{ + GENERATED_BODY() + +public: + ADungeonGenerator(); + +protected: + //~ Begin ADungeonGeneratorBase Interface + virtual bool CreateDungeon_Implementation() override; + //~ End ADungeonGeneratorBase Interface + +public: + // ===== Methods that should be overriden in blueprint ===== + + // Return the RoomData you want as root of the dungeon generation + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Choose First Room")) + URoomData* ChooseFirstRoomData(); + + /** Return the RoomData that will be connected to the Current Room + * @param CurrentRoom [DEPRECATED] Use CurrentRoomInstance->GetRoomData instead. + * @param CurrentRoomInstance The room instance to which the generator will connect the next room. This interface allows access only to some data. + * @param DoorData The door of the CurrentRoom on which the next room will be connected (its location in room units, its orientation and its type). + * @param DoorIndex The index of the door used on the next room to connect to the CurrentRoom. + * Use -1 for a random (compatible) door, or the door index from the RoomData door array (0 is the first door). + * WARNING: If the RandomDoor boolean of the RoomData is checked, then it will be considered -1 whatever you set here. + * @return The room data asset used to instantiate the new room instance (must not be null) + */ + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Choose Next Room", ReturnDisplayName = "Room Data", AutoCreateRefTerm = "DoorIndex")) + URoomData* ChooseNextRoomData(const URoomData* CurrentRoom, const TScriptInterface& CurrentRoomInstance, const FDoorDef& DoorData, int& DoorIndex); + + // Condition to validate a dungeon Generation + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Is Valid Dungeon")) + bool IsValidDungeon(); + + // Condition to continue or stop adding room to the dungeon + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Continue To Add Room")) + bool ContinueToAddRoom(); + + // ===== Utility functions you can use in blueprint ===== + + // Return true if a specific RoomData is already in the dungeon + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + bool HasAlreadyRoomData(URoomData* RoomData); + + // Return true if at least one of the RoomData from the list provided is already in the dungeon + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + bool HasAlreadyOneRoomDataFrom(TArray RoomDataList); + + // Return the number of a specific RoomData in the dungeon + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + int CountRoomData(URoomData* RoomData); + + // Return the total number of RoomData in the dungeon from the list provided + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + int CountTotalRoomData(TArray RoomDataList); + + // Return true if a specific RoomData type is already in the dungeon + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + bool HasAlreadyRoomType(TSubclassOf RoomType); + + // Return true if at least one of the RoomData type from the list provided is already in the dungeon + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + bool HasAlreadyOneRoomTypeFrom(TArray> RoomTypeList); + + // Return the number of a specific RoomData type in the dungeon + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + int CountRoomType(TSubclassOf RoomType); + + // Return the total number of RoomData type in the dungeon from the list provided + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + int CountTotalRoomType(TArray> RoomTypeList); + + // Returns the current number of room in the generated dungeon. + UFUNCTION(BlueprintPure, Category = "Dungeon Generator", meta = (DisplayName = "Room Count", CompactNodeTitle = "Room Count", DeprecatedFunction, DeprecationMessage = "Use the same function from the Rooms variable.")) + int GetNbRoom(); + + // Must be called in "Choose Next Room" function to be used. + // Tell explicitely the generator we don't want to place a room for a specific door. + // No error will be thrown when returning a null room data and no further room placement tries occur for this door (skip directly to the next door). + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator") + void DiscardRoom() { bDiscardRoom = true; } + +private: + // Adds some new rooms linked to ParentRoom into Rooms list output + // AddedRooms contains only the new rooms added to Rooms list + // Returns true if the dungeon should keep adding new rooms + bool AddNewRooms(URoom& ParentRoom, TArray& AddedRooms); + +public: + // In which order the dungeon generate rooms. + // Depth First: Dungeon will use the last generated room to place the next one. Resulting in a more linear dungeon. + // Breadth First: Dungeon will generate a room at each door of the current one before going to the next room. Resulting in a more spread dungeon. + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation") + EGenerationType GenerationType; + + // If ticked, newly placed room will check if any door is aligned with another room, and if so will connect them. + // If unticked, only the doors between CurrentRoom and NextRoom (in the function ChooseNextRoom) will be connected. + // (will only have effect if the deprecated CanLoop in the plugin settings is ticked too, until it is removed in a future version) + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation") + bool bCanLoop {true}; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation") + FBoundsParams DungeonLimits; + + // If true, returning null in ChooseNextRoom is the same as calling DiscardRoom. + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation", AdvancedDisplay) + bool bAutoDiscardRoomIfNull = false; + + // Number of room as parent room to process per tick. + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Procedural Generation", AdvancedDisplay) + int RoomBatchSize {10}; + + // Flag to explicitely tell we don't want to place a room. + bool bDiscardRoom = false; + +private: + + enum class EState : uint8 + { + Idle, + Initializing, + AddingRooms, + Finalizing, + Completed + }; + + EState CurrentState {EState::Idle}; + + // Holds rooms pending to have new rooms added to them. + TQueueOrStack PendingRooms; + + int CurrentTriesLeft {0}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGeneratorBase.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGeneratorBase.h new file mode 100644 index 0000000..004d9a4 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGeneratorBase.h @@ -0,0 +1,435 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Math/RandomStream.h" +#include "ProceduralDungeonTypes.h" +#include "CollisionQueryParams.h" +#include "UObject/ScriptInterface.h" +#include "Serialization/Archive.h" +#include "DungeonGeneratorBase.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FGenerationEvent); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRoomEvent, const URoomData*, Room, const TScriptInterface&, RoomInstance); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRoomDoorEvent, const URoomData*, Room, const FDoorDef&, Door); + +class URoom; +class UDoorType; +class UDungeonGraph; + +UENUM() +enum class EGenerationResult : uint8 +{ + None, + Error, + Success +}; + +UENUM(meta = (Bitflags)) +enum class EGeneratorFlags +{ + None = 0, + Generating = 1 << 0, + LoadSavedDungeon = 1 << 1, + All = 0b11 // add new 1 for each new flags +}; +ENUM_CLASS_FLAGS(EGeneratorFlags); + +// Holds the data for saving a dungeon state +USTRUCT(BlueprintType) +struct FDungeonSaveData +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadOnly, Category = "GUID") + FGuid GeneratorId; + + UPROPERTY() + TArray Data {}; + + friend FArchive& operator<<(FArchive& Ar, FDungeonSaveData& Data); + friend void operator<<(FStructuredArchiveSlot Slot, FDungeonSaveData& Data); +}; + +// This is the main actor of the plugin. The dungeon generator is responsible to generate dungeons and replicate them over the network. +// This base class is abstract. You need to override the `CreateDungeon` function to write your own generation algorithm. +UCLASS(Abstract, Blueprintable, BlueprintType, ClassGroup = "Procedural Dungeon") +class PROCEDURALDUNGEON_API ADungeonGeneratorBase : public AActor +{ + GENERATED_BODY() + +public: + ADungeonGeneratorBase(); + +protected: + //~ Begin AActor Interface + virtual void PostInitializeComponents() override; + virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override; + virtual void Tick(float DeltaTime) override; + virtual bool ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) override; + virtual void PostActorCreated() override; + //~ End AActor Interface + + void SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading); + +public: + // Update the seed and call the generation on all clients + // Do nothing when called on clients + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Dungeon Generator") + void Generate(); + + // Unload the current dungeon + // Do nothing when called on clients + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Dungeon Generator") + void Unload(); + + // Create a saved data from the current dungeon state + UFUNCTION(BlueprintPure = false, Category = "Dungeon Generator") + void SaveDungeon(FDungeonSaveData& SaveData); + + // Load a dungeon from a previously saved data + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator") + void LoadDungeon(const FDungeonSaveData& SaveData); + + void SerializeDungeon(FArchive& Archive); + + // ===== Methods that should be overriden in blueprint ===== + + // Return the door which will be spawned between Current Room and Next Room + // @param CurrentRoom The first of both rooms to have been generated. By default the door will face this room. [DEPRECATED] Use `CurrentRoomInstance->GetRoomData` instead. + // @param CurrentRoomInstance The room instance of one side of the door. By default the door will face this room. + // @param NextRoom The second of both rooms to have been generated. Set Flipped to true to make the door facing this room. [DEPRECATED] Use `NextRoomInstance->GetRoomData` instead. + // @param NextRoomInstance The room instance of the other side of the door. Set Flipped to true to make the door facing this room. + // @param DoorType The door type set by both room data. Use IsDoorOfType function to compare a door actor class with this. + // @param Flipped Tells which room the door is facing between CurrentRoom (false) and NextRoom (true). + // @return The door actor class to spawn between CurrentRoom and NextRoom. + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Choose Door")) + TSubclassOf ChooseDoor(const URoomData* CurrentRoom, const URoom* CurrentRoomInstance, const URoomData* NextRoom, const URoom* NextRoomInstance, const UDoorType* DoorType, const UDoorType* OtherDoorType, bool& Flipped); + + // ===== Optional functions to override ===== + + // Initialize the room instances during the generation step + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator") + void InitializeDungeon(const UDungeonGraph* Rooms); + + // Returns which pawn is used for the room culling system. + // This pawn will also affect the PlayerInside variable of the rooms. + // By default returns GetPlayerController(0)->GetPawnOrSpectator(). + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator") + APawn* GetVisibilityPawn(APlayerController* PlayerController); + + // ===== Optional events ===== + + // Called once before anything else when generating a new dungeon. + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Pre Generation")) + void OnPreGeneration(); + + // Called once after all the dungeon generation (even if failed). + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Post Generation")) + void OnPostGeneration(); + + // Called before trying to generate a new dungeon and each time IsValidDungeon return false. + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Generation Init")) + void OnGenerationInit(); + + // Called when a dungeon has been successfully generated (IsValidDungeon returned true). + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Generation Success")) + void OnGenerationSuccess(); + + // Called when all dungeon generation tries are exhausted (IsValidDungeon always return false). + // No dungeon had been generated. + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Generation Failed")) + void OnGenerationFailed(); + + // Called each time a room is added in the dungeon (but not spawned yet). + // Those rooms can be destroyed without loading them if the generation try is not valid. + // @param NewRoom The room data successfully added to the dungeon [DEPRECATED: will be removed in future version, use RoomInstance->GetRoomData instead] + // @param RoomInstance The room successfully added to the dungeon + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "On Room Added")) + void OnRoomAdded(const URoomData* NewRoom, const TScriptInterface& RoomInstance); + + // Called each time no room could have been placed at a door (all room placement tries have been exhausted). + UFUNCTION(BlueprintNativeEvent, Category = "Dungeon Generator", meta = (DisplayName = "Failed To Add Room")) + void OnFailedToAddRoom(const URoomData* FromRoom, const FDoorDef& FromDoor); + + // ===== Utility functions you can use in blueprint ===== + + // Return a random RoomData from the array provided + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator") + URoomData* GetRandomRoomData(TArray RoomDataArray); + + // Return a random RoomData from the weighted map provided. + // For example: you have RoomA with weight 1 and RoomB with weight 2, + // then RoomA has proba of 1/3 and RoomB 2/3 to be returned. + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator") + URoomData* GetRandomRoomDataWeighted(const TMap& RoomDataWeightedMap); + + // Returns a random RoomCandidate from the array provided + // When the scores are used as weights, zero and negative scores are discarded automatically + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph", meta = (AdvancedDisplay = "bUseScoresAsWeights")) + const FRoomCandidate& GetRandomRoomCandidate(const TArray& RoomCandidates, bool bUseScoresAsWeights = true) const; + + // Returns an array of room data with at least one compatible door with the door data provided. + // @param bSuccess True if at least one compatible room data was found. + // @param CompatibleRooms Filled with all compatible room data found. + // @param RoomDataArray The list of room data to check for compatibility. + // @param DoorData The door used to check if a room is compatible. + UFUNCTION(BlueprintPure, Category = "Dungeon Generator") + void GetCompatibleRoomData(bool& bSuccess, TArray& CompatibleRooms, const TArray& RoomDataArray, const FDoorDef& DoorData); + + // Access to the random stream of the procedural dungeon. You should always use this for the procedural generation. + // @return The random stream used by the dungeon generator. + UFUNCTION(BlueprintPure, Category = "Dungeon Generator", meta = (DeprecatedFunction, DeprecationMessage = "This one is buggy, use the `Random Stream` variable getter instead.")) + const FRandomStream& GetRandomStream() const { return Random; } + + // Returns the current generation progress. + UFUNCTION(BlueprintPure, Category = "Dungeon Generator") + float GetProgress() const; + + // @TODO: remove this function and use Graph->GetRoomByIndex() instead. + URoom* GetRoomByIndex(int64 Index) const; + + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator", meta = (WorldContext = "WorldContextObject")) + static void SaveAllDungeons(const UObject* WorldContextObject, TArray& SavedData); + + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator", meta = (WorldContext = "WorldContextObject")) + static void LoadAllDungeons(const UObject* WorldContextObject, const TArray& SavedData); + + // ===== Events ===== + + // Called once before anything else when generating a new dungeon. + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FGenerationEvent OnPreGenerationEvent; + + // Called once after all the dungeon generation (even if failed). + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FGenerationEvent OnPostGenerationEvent; + + // Called before trying to generate a new dungeon and each time IsValidDungeon return false. + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FGenerationEvent OnGenerationInitEvent; + + // Called when a dungeon has been successfully generated (IsValidDungeon returned true). + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FGenerationEvent OnGenerationSuccessEvent; + + // Called when all dungeon generation tries are exhausted (IsValidDungeon always return false). + // No dungeon had been generated. + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FGenerationEvent OnGenerationFailedEvent; + + // Called each time a room is added in the dungeon (but not spawned yet). + // Those rooms can be destroyed without loading them if the generation try is not valid. + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FRoomEvent OnRoomAddedEvent; + + // Called each time no room could have been placed at a door (all room placement tries have been exhausted). + UPROPERTY(BlueprintAssignable, Category = "Dungeon Generator") + FRoomDoorEvent OnFailedToAddRoomEvent; + +protected: + // Create virtually the dungeon (no load nor initialization of room levels) + UFUNCTION(BlueprintNativeEvent, Category = "GenerationAlgorithm") + bool CreateDungeon(); + + // ===== Functions for dungeon creation ===== + + // Clear current graph and call GenerationInit event. + UFUNCTION(BlueprintCallable, Category = "GenerationAlgorithm", meta = (BlueprintProtected)) + void StartNewDungeon(); + + // Initialize room instances after all rooms have been placed and connected (call InitializeDungeon). + UFUNCTION(BlueprintCallable, Category = "GenerationAlgorithm", meta = (BlueprintProtected)) + void FinalizeDungeon(); + + // Create and initialize a new room instance using the room data provided. + UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "GenerationAlgorithm", meta = (BlueprintProtected)) + URoom* CreateRoomInstance(URoomData* RoomData); + + // Set the position and rotation of a room instance and return true if there is nothing colliding with it. + UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "GenerationAlgorithm", meta = (BlueprintProtected, ReturnDisplayName = "Success", HidePin = "World")) + bool TryPlaceRoom(URoom* const& Room, int DoorIndex, const FDoorDef& TargetDoor, const UWorld* World = nullptr) const; + + // Set the position and rotation of a room instance and return true if there is nothing colliding with it. + UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "GenerationAlgorithm", meta = (BlueprintProtected, ReturnDisplayName = "Success", HidePin = "World")) + bool TryPlaceRoomAtLocation(URoom* const& Room, FIntVector Location, EDoorDirection Rotation, const UWorld* World = nullptr) const; + + // Check if the room instance provided is overlapping with existing rooms in the dungeon graph. + // Also checks if bUseWorldCollisionChecks is true, in which case a box overlap test is made in the persistent world. + bool CheckRoomOverlap(const URoom* const& Room, const UWorld* World = nullptr) const; + + // Finalize the room creation by adding it to the dungeon graph. OnRoomAdded is called here. + UFUNCTION(BlueprintCallable, Category = "GenerationAlgorithm", meta = (BlueprintProtected, ReturnDisplayName = "Success", AutoCreateRefTerm = "DoorsToConnect", AdvancedDisplay = "DoorsToConnect,bFailIfNotConnected")) + bool AddRoomToDungeon(URoom* const& Room, const TArray& DoorsToConnect, bool bFailIfNotConnected = true); + bool AddRoomToDungeon(URoom* const& Room); + + // Tells the generator to wait next frame to continue the generation process. + UFUNCTION(BlueprintCallable, Category = "GenerationAlgorithm", meta = (BlueprintProtected)) + void YieldGeneration(); + +private: + // Choose the door classes for all room connections. + // This must happen *after* Graph->InitRooms() to be able to choose door class for unconnected doors. + void ChooseDoorClasses(); + + // Update the player rooms based on the player position + void UpdatePlayerRooms(); + + // Update the rooms visibility based on the player position + void UpdateRoomVisibility(bool bForceUpdate = false); + + // Update the rooms relevancy based on the player position + void UpdateRoomRelevancy(); + + // Reset all data from a specific generation + void Reset(); + + // Initialize the seed depending on the seed type setting + void UpdateSeed(); + + bool IsGenerating() const { return EnumHasAllFlags(Flags, EGeneratorFlags::Generating); } + bool IsLoadingSavedDungeon() const { return EnumHasAllFlags(Flags, EGeneratorFlags::LoadSavedDungeon); } + + void DrawDebug() const; + + // ===== FSM ===== + + void SetState(EGenerationState NewState); + void OnStateBegin(EGenerationState State); + void OnStateTick(EGenerationState State); + void OnStateEnd(EGenerationState State); + +public: + // If ticked, the rooms location and rotation will be relative to this actor transform. + // If unticked, the rooms will be placed relatively to the world's origin. + UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame, Category = "Procedural Generation") + bool bUseGeneratorTransform; + + // How to handle the seed at each generation call. + // Random: Generate and use a random seed. + // Auto Increment: Use Seed for first generation, and increment it by SeedIncrement in each subsequent generation. + // Fixed: Use only Seed for each generation. + UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame, Category = "Procedural Generation|Seed") + ESeedType SeedType; + + // The increment number for each subsequent dungeon generation when SeedType is AutoIncrement. + UPROPERTY(EditAnywhere, SaveGame, Category = "Procedural Generation|Seed", meta = (EditCondition = "SeedType==ESeedType::AutoIncrement", EditConditionHides, DisplayAfter = "Seed")) + uint32 SeedIncrement; + + // If ticked, when trying to place a new room during a dungeon generation, + // a box overlap test will be made to make sure the room will not spawn + // inside existing meshes in the persistent world. + // This is a heavy work and should be ticked only when necessary. + // Does not have impact during gameplay. Only during the generation process. + UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame, Category = "Procedural Generation", AdvancedDisplay) + bool bUseWorldCollisionChecks {false}; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Procedural Generation", AdvancedDisplay) + class UDungeonSettings* SettingsOverrides {nullptr}; + + UFUNCTION(BlueprintCallable, Category = "Dungeon Generator") + void SetSeed(int32 NewSeed); + + UFUNCTION(BlueprintPure, Category = "Dungeon Generator", meta = (CompactNodeTitle = "Seed")) + int32 GetSeed() const; + + FGuid GetGuid() const { return Id; } + + inline bool UseGeneratorTransform() const { return bUseGeneratorTransform; } + FVector GetDungeonOffset() const; + FQuat GetDungeonRotation() const; + const FTransform& GetDungeonTransform() const; + const UDungeonSettings* GetSettings() const { return SettingsOverrides; } + + FORCEINLINE const UDungeonGraph* GetRooms() const { return Graph; } + FORCEINLINE EGenerationState GetCurrentState() const { return CurrentState; } + +protected: + UPROPERTY(BlueprintReadOnly, Instanced, Category = "Dungeon Generator", meta = (DisplayName = "Rooms", ExposeFunctionCategories = "Dungeon Graph")) + UDungeonGraph* Graph; + + UPROPERTY(BlueprintReadOnly, VisibleInstanceOnly, NonPIEDuplicateTransient, TextExportTransient, Category = "GUID") + FGuid Id; + +private: + UPROPERTY(Replicated, EditAnywhere, SaveGame, Category = "Procedural Generation|Seed", meta = (EditCondition = "SeedType!=ESeedType::Random", EditConditionHides)) + uint32 Seed; + + UPROPERTY(BlueprintReadOnly, Category = "Dungeon Generator", meta = (DisplayName = "Random Stream", AllowPrivateAccess = true)) + FRandomStream Random; + +#if WITH_EDITORONLY_DATA + // If true the dungeon will be saved in a human readable json format. + // *WARNING*: This is only available in editor and dev builds and will not change anything in packaged builds. It should be used for debugging purposes only. + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Procedural Generation", meta = (AllowPrivateAccess = true)) + bool bUseJsonSave {false}; + + // Draws the computed dungeon bounding box. + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Procedural Generation", meta = (AllowPrivateAccess = true)) + bool bDrawDebugDungeonBounds {false}; +#endif + + // If true, the generator will manage the default UE navmesh system to rebuild it at the end of a generation. + // If false, the generator will do nothing with the navigation system. + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Procedural Generation", meta = (AllowPrivateAccess = true)) + bool bRebuildNavmesh {true}; + + // Maximum distance (in number of rooms) at which a room is considered relevant for a player. + UPROPERTY(EditAnywhere, AdvancedDisplay, Category = "Procedural Generation", meta = (AllowPrivateAccess = true)) + int32 RoomRelevanceMaxDistance {5}; + + EGenerationState CurrentState {EGenerationState::Idle}; + EGeneratorFlags Flags {EGeneratorFlags::None}; + + // Set to avoid adding increment the seed after we've set manually the seed + bool bShouldIncrement {false}; + + struct FPlayerRooms + { + // The rooms the player has left this frame + TSet OldRooms; + // The rooms the player is currently inside this frame + TSet CurrentRooms; + // Whether the current rooms has changed this frame + bool bHasChanged {false}; + + // Move current rooms to old rooms and clear current rooms + void Roll() + { + OldRooms = MoveTemp(CurrentRooms); + CurrentRooms.Empty(); + } + + void AddCurrentRoom(URoom* Room) + { + OldRooms.Remove(Room); + CurrentRooms.Add(Room); + } + }; + + // Occlusion culling system + TMap PlayerRooms; + + // Transient. Only used to detect when occlusion setting is changed. + bool bWasOcclusionEnabled {false}; + + // Transient. Only used to detect when occlusion distance is changed. + uint32 PreviousOcclusionDistance {0}; + + // Transient. Used to count unloaded/loaded/initialized rooms during generation. + int32 CachedTmpRoomCount {0}; + + // Transient. Cached collision params used when bUseWorldCollisionChecks is true + FCollisionQueryParams WorldCollisionParams; + + // Transient. Current generation status + EGenerationStatus GenerationStatus {EGenerationStatus::NotStarted}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGraph.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGraph.h new file mode 100644 index 0000000..d5870fd --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonGraph.h @@ -0,0 +1,279 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ReplicableObject.h" +#include "Interfaces/RoomContainer.h" +#include "Interfaces/GeneratorProvider.h" +#include "Interfaces/DungeonCustomSerialization.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "Templates/SubclassOf.h" +#include "Templates/Function.h" +#include "ProceduralDungeonTypes.h" +#include "VoxelBounds/VoxelBounds.h" +#include "DungeonOctree.h" +#include "DungeonGraph.generated.h" + +class URoom; +class URoomData; +class URoomCustomData; +class URoomConnection; +class ADungeonGeneratorBase; + +// Holds the generated dungeon. +// You can access the rooms using many functions. +UCLASS(BlueprintType) +class PROCEDURALDUNGEON_API UDungeonGraph : public UReplicableObject, public IRoomContainer, public IGeneratorProvider, public IDungeonCustomSerialization, public IDungeonSaveInterface +{ + GENERATED_BODY() + + friend ADungeonGeneratorBase; + +#if WITH_DEV_AUTOMATION_TESTS + friend class FDungeonGraphTest; +#endif + +public: + UDungeonGraph(); + + //~ Begin IRoomContainer Interface + // Returns the room instance with the provided index. + // Returns null if no room exists with the provided index. + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + virtual URoom* GetRoomByIndex(int64 Index) const final; + + virtual URoomConnection* GetConnectionByIndex(int32 Index) const override; + //~ End IRoomContainer Interface + + //~ Begin IDungeonCustomSerialization Interface + virtual bool SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) override; + //~ End IDungeonCustomSerialization Interface + + //~ Begin IDungeonSaveInterface Interface + virtual void PostLoadDungeon_Implementation() override; + //~ End IDungeonSaveInterface Interface + + //~ Begin IGeneratorProvider Interface + virtual ADungeonGeneratorBase* GetGenerator() const override { return Generator.Get(); } + //~ End IGeneratorProvider Interface + + void AddRoom(URoom* Room); + void InitRooms(); + void Clear(); + + bool CanRoomFit(const URoom* Room) const; + bool TryConnectDoor(URoom* Room, int32 DoorIndex); + bool TryConnectToExistingDoors(URoom* Room); + + TArray GetAllRoomsOverlapping(const FBox& Box) const; + + bool HasRooms() const { return Rooms.Num() > 0; } + bool IsDirty() const { return bIsDirty; } + + // Returns all rooms + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + const TArray& GetAllRooms() const { return Rooms; } + + // Returns all room connections + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + const TArray& GetAllConnections() const { return RoomConnections; } + + // Returns all room instances of the provided room data + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph") + void GetAllRoomsFromData(const URoomData* Data, TArray& Rooms); + + // Returns all room instances of any of the provided room data + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph") + void GetAllRoomsFromDataList(const TArray& Data, TArray& Rooms); + + // Returns the first found room instance of the provided room data + // (no defined order, so could be any room of the dungeon) + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph") + const URoom* GetFirstRoomFromData(const URoomData* Data); + + // Returns all room instances having the provided custom data + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph", meta = (AutoCreateRefTerm = "CustomData")) + void GetAllRoomsWithCustomData(const TSubclassOf& CustomData, TArray& Rooms); + + // Returns all room instances having ALL the provided custom data + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph") + void GetAllRoomsWithAllCustomData(const TArray>& CustomData, TArray& Rooms); + + // Returns all room instances having at least one of the provided custom data + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph") + void GetAllRoomsWithAnyCustomData(const TArray>& CustomData, TArray& Rooms); + + // Returns a random room from an array of room + UFUNCTION(BlueprintCallable, Category = "Dungeon Graph") + URoom* GetRandomRoom(const TArray& RoomList) const; + + // Returns the total number of room + UFUNCTION(BlueprintPure, Category = "Dungeon Graph", meta = (CompactNodeTitle = "Count")) + int32 Count() const { return Rooms.Num(); } + + // Returns true if a specific RoomData is already in the dungeon + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + bool HasAlreadyRoomData(const URoomData* RoomData) const; + + // Returns true if at least one of the RoomData from the list provided is already in the dungeon + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + bool HasAlreadyOneRoomDataFrom(const TArray& RoomDataList) const; + + // Returns the number of a specific RoomData in the dungeon + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + int CountRoomData(const URoomData* RoomData) const; + + // Returns the total number of RoomData in the dungeon from the list provided + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + int CountTotalRoomData(const TArray& RoomDataList) const; + + // Returns true if a specific RoomData type is already in the dungeon + UFUNCTION(BlueprintPure, Category = "Dungeon Graph", meta = (AutoCreateRefTerm = "RoomType")) + bool HasAlreadyRoomType(const TSubclassOf& RoomType) const; + + // Returns true if at least one of the RoomData type from the list provided is already in the dungeon + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + bool HasAlreadyOneRoomTypeFrom(const TArray>& RoomTypeList) const; + + // Returns the number of a specific RoomData type in the dungeon + UFUNCTION(BlueprintPure, Category = "Dungeon Graph", meta = (AutoCreateRefTerm = "RoomType")) + int CountRoomType(const TSubclassOf& RoomType) const; + + // Returns the total number of RoomData type in the dungeon from the list provided + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + int CountTotalRoomType(const TArray>& RoomTypeList) const; + + // Returns wether a path is valid between 2 rooms (no locked room blocking the way) + // Note: Could be pure, but since it can be heavy duty for large dungeons, keep it impure to avoid duplicate calls. + UFUNCTION(BlueprintPure = false, Category = "Dungeon Graph", meta = (ReturnDisplayName = "Yes")) + bool HasValidPath(const URoom* From, const URoom* To, bool IgnoreLockedRooms = false) const; + + // Returns the minimum number of connected rooms between A and B. + // Note: Could be pure, but since it can be heavy duty for large dungeons, keep it impure to avoid duplicate calls. + UFUNCTION(BlueprintPure = false, Category = "Dungeon Graph") + int32 NumberOfRoomBetween(const URoom* A, const URoom* B, bool IgnoreLockedRooms = false) const; + + // Returns the minimum number of connected rooms between A and B. + // Note: Could be pure, but since it can be heavy duty for large dungeons, keep it impure to avoid duplicate calls. + UFUNCTION(BlueprintPure = false, Category = "Dungeon Graph", meta = (DisplayName = "Number Of Room Between (using ReadOnlyRoom)")) + int32 NumberOfRoomBetween_ReadOnly(TScriptInterface A, TScriptInterface B) const; + + // Returns the path between A and B. + // Note: Could be pure, but since it can be heavy duty for large dungeons, keep it impure to avoid duplicate calls. + UFUNCTION(BlueprintPure = false, Category = "Dungeon Graph", meta = (ReturnDisplayName = "Has Path")) + bool GetPathBetween(const URoom* A, const URoom* B, TArray& ResultPath, bool IgnoreLockedRooms = false) const; + + // Returns the room instance at the provided room cell (expressed in Room Units, not Unreal Units!!!). + // Returns null if no room located at the provided cell. + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + URoom* GetRoomAt(FIntVector RoomCell) const; + + // Returns the center of the bounding box of the dungeon. + // @see GetDungeonBoundsExtents + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + FVector GetDungeonBoundsCenter() const; + + // Returns the extent (half size) of the bounding box of the dungeon. + // @see GetDungeonBoundsCenter + UFUNCTION(BlueprintPure, Category = "Dungeon Graph") + FVector GetDungeonBoundsExtent() const; + + UFUNCTION(BlueprintPure = false, Category = "Dungeon Graph", meta = (ExpandBoolAsExecs = "ReturnValue", AdvancedDisplay = "CustomFilter", AutoCreateRefTerm = "CustomScore")) + bool FilterAndSortRooms(const TArray& RoomList, const FDoorDef& FromDoor, TArray& SortedRooms, const FScoreCallback& CustomScore) const; + bool FilterAndSortRooms(const TArray& RoomList, const FDoorDef& FromDoor, TArray& SortedRooms) const; + + // Returns the computed dungeon bounds. + class FBoxCenterAndExtent GetDungeonBounds(const FTransform& Transform = FTransform::Identity) const; + struct FBoxMinAndMax GetIntBounds() const; + FVoxelBounds GetVoxelBounds() const { return Bounds; } + + // Returns in OutRooms all the rooms in the Distance from each InRooms and optionally apply Func on each rooms. + // Distance is the number of room connection between 2 rooms, not the distance in any unit. + static void TraverseRooms(const TSet& InRooms, TSet* OutRooms, uint32 Distance, TFunction Func); + + static bool FindPath(const URoom* From, const URoom* To, TArray* OutPath = nullptr, bool IgnoreLocked = false); + +protected: + int CountRoomByPredicate(TFunction Predicate) const; + void GetRoomsByPredicate(TArray& OutRooms, TFunction Predicate) const; + const URoom* FindFirstRoomByPredicate(TFunction Predicate) const; + + //~ Begin UReplicableObject Interface + virtual bool ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) override; + virtual void RegisterReplicableSubobjects(bool bRegister) override; + //~ End UReplicableObject Interface + + // Sync Rooms and ReplicatedRooms arrays + void SynchronizeRooms(); + + // Replace existing room array from the one loaded in saved data. + // This does nothing if there is no data loaded from a saved dungeon. + void RetrieveRoomsFromLoadedData(); + + // Create and store a new connection between two rooms in RoomConnections. + void Connect(URoom* RoomA, int32 DoorA, URoom* RoomB, int32 DoorB); + + bool AreRoomsLoaded(int32& NbRoomLoaded) const; + bool AreRoomsUnloaded(int32& NbRoomUnloaded) const; + bool AreRoomsInitialized(int32& NbRoomInitialized) const; + bool AreRoomsReady() const; + + void SpawnAllDoors(); + void LoadAllRooms(); + void UnloadAllRooms(); + + void MarkDirty() { bIsDirty = true; } + + // Extends the bounds if necessary to include the provided room. + void UpdateBounds(const URoom* Room); + + // Recreate the bounds using the whole room list. + void RebuildBounds(); + + void UpdateOctree(URoom* Room); + void RebuildOctree(); + +private: + UPROPERTY(Transient) + TArray Rooms; + + UPROPERTY(Replicated, Transient) + TArray RoomConnections; + + // This array is synchronized with the server + // We keep it separated to be able to unload previous rooms on clients + UPROPERTY(ReplicatedUsing = OnRep_Rooms, Transient) + TArray ReplicatedRooms; + + UFUNCTION() + void OnRep_Rooms(); + + bool bIsDirty {false}; + + // @TODO: Make something to decouple the ADungeonGenerator from the UDungeonGraph. + // It is currently used only to get its random stream in the `Get Random Room` function. + // We could instead either: + // - Use an interface that provides a random stream => good way to not induce breaking changes in the code. + // - Pass the random stream as an input to that function => will need to make some changes in existing projects. + TWeakObjectPtr Generator {nullptr}; + + // Transient. The computed bounds of the dungeon. Updated each time the room list changes. + FVoxelBounds Bounds; + + // Transient, used for room collision checks. + FDungeonOctree Octree; + +private: + struct FSaveData + { + TArray Rooms; + TArray Connections; + }; + + TUniquePtr SavedData {nullptr}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonOctree.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonOctree.h new file mode 100644 index 0000000..968a8aa --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonOctree.h @@ -0,0 +1,82 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Math/GenericOctree.h" +#include "Misc/EngineVersionComparison.h" + +#if UE_VERSION_OLDER_THAN(4, 26, 0) + #define USE_LEGACY_OCTREE 1 +#else + #define USE_LEGACY_OCTREE 0 +#endif + +class URoom; + +struct FDungeonOctreeElement +{ + URoom* Room; + FBoxCenterAndExtent Bounds; + int32 Index; + + FDungeonOctreeElement(URoom* Room, int32 BoxIndex); +}; + +struct FDungeonOctreeSemantics +{ + enum { MaxElementsPerLeaf = 16 }; + enum { MinInclusiveElementsPerNode = 7 }; + enum { MaxNodeDepth = 12 }; + + typedef TInlineAllocator ElementAllocator; + + FORCEINLINE static const FBoxCenterAndExtent& GetBoundingBox(const FDungeonOctreeElement& Element) + { + return Element.Bounds; + } + + FORCEINLINE static bool AreElementsEqual(const FDungeonOctreeElement& A, const FDungeonOctreeElement& B) + { + return A.Room == B.Room && A.Index == B.Index; + } + + FORCEINLINE static void SetElementId(const FDungeonOctreeElement& Element +#if USE_LEGACY_OCTREE + , FOctreeElementId Id) +#else + , FOctreeElementId2 Id) +#endif + { + } + + FORCEINLINE static void ApplyOffset(FDungeonOctreeElement& Element, FVector Offset) + { + Element.Bounds.Center += Offset; + } +}; + +using FDungeonOctree = +#if USE_LEGACY_OCTREE + TOctree; +#else + TOctree2; +#endif + +template +inline void FindElementsWithBoundsTest(const FDungeonOctree& Octree, const FBoxCenterAndExtent& Bounds, const IterateBoundsFunc& Func) +{ +#if USE_LEGACY_OCTREE + for (FDungeonOctree::TConstElementBoxIterator<> OctreeIt(Octree, Bounds); OctreeIt.HasPendingElements(); OctreeIt.Advance()) + { + const FDungeonOctreeElement& Element = OctreeIt.GetCurrentElement(); + Func(Element); + } +#else + Octree.FindElementsWithBoundsTest(Bounds, Func); +#endif +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonSaveProxyArchive.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonSaveProxyArchive.h new file mode 100644 index 0000000..193f1bf --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonSaveProxyArchive.h @@ -0,0 +1,41 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Serialization/ObjectAndNameAsStringProxyArchive.h" +#include "Templates/SubclassOf.h" +#include "UObject/SoftObjectPath.h" +#include "Serialization/StructuredArchive.h" + +// Archive proxy specialized for the dungeon. +struct FDungeonSaveProxyArchive : public FObjectAndNameAsStringProxyArchive +{ +public: + FDungeonSaveProxyArchive(FArchive& InInnerArchive) + : FObjectAndNameAsStringProxyArchive(InInnerArchive, true) + { + ArIsSaveGame = true; + //ArNoDelta = true; + } + + virtual FArchive& operator<<(FSoftObjectPath& Value) override + { + // Calls Value.SerializePath() + FObjectAndNameAsStringProxyArchive::operator<<(Value); + + //UE_LOG(LogTemp, Warning, TEXT("Custom serialization of a SoftObjectPath!")); + + // If we have a defined core redirect, make sure that it's applied + if (IsLoading() && !Value.IsNull()) + { + Value.FixupCoreRedirects(); + } + + return *this; + } +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonSettings.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonSettings.h new file mode 100644 index 0000000..ffe3fe5 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/DungeonSettings.h @@ -0,0 +1,31 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "DungeonSettings.generated.h" + +// Data asset to allow overriding the plugin's settings +UCLASS(BlueprintType) +class PROCEDURALDUNGEON_API UDungeonSettings : public UDataAsset +{ + GENERATED_BODY() + +public: + UDungeonSettings(); + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon|Settings") + static FVector GetRoomUnit(const UDungeonSettings* Settings = nullptr); + +private: + // Size of a room unit. Room's size in data assets will express the multiple of this unit size. + // For example a room size of (5, 10, 1) with a unit size of (100, 100, 400) will result of a real room size of (500, 1000, 400). + UPROPERTY(EditAnywhere, Category = "General", meta = (ClampMin = 0, AllowPrivateAccess=true)) + FVector RoomUnit; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DoorInterface.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DoorInterface.h new file mode 100644 index 0000000..d1fa014 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DoorInterface.h @@ -0,0 +1,36 @@ +// Copyright Benoit Pelletier 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "DoorInterface.generated.h" + +class UDoorType; +class URoomConnection; + +UINTERFACE(MinimalAPI, Blueprintable, BlueprintType) +class UDoorInterface : public UInterface +{ + GENERATED_BODY() +}; + +/** + * Interface to implement on any Actor or ActorComponent used as a Door in the dungeon. + */ +class PROCEDURALDUNGEON_API IDoorInterface +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Door Interface") + const UDoorType* GetDoorType() const; + + UFUNCTION(BlueprintNativeEvent, Category = "Door Interface") + void SetRoomConnection(URoomConnection* RoomConnection); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DungeonCustomSerialization.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DungeonCustomSerialization.h new file mode 100644 index 0000000..ed80eae --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DungeonCustomSerialization.h @@ -0,0 +1,38 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "DungeonCustomSerialization.generated.h" + +// This class does not need to be modified. +UINTERFACE(MinimalAPI, NotBlueprintable, NotBlueprintType, meta = (CannotImplementInterfaceInBlueprint)) +class UDungeonCustomSerialization : public UInterface +{ + GENERATED_BODY() +}; + +/** + * + */ +class PROCEDURALDUNGEON_API IDungeonCustomSerialization +{ + GENERATED_BODY() + + // Add interface functions to this class. This is the class that will be inherited to implement this interface. +public: + // Serialize non-trivial object properties (e.g. UObject pointers) + virtual bool SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) = 0; + + // Fixup object references after loading + virtual bool FixupReferences(UObject* Context) { return true; } + + // Calls FixupReferences on Obj and its subobjects. + static bool DispatchFixupReferences(UObject* Obj, UObject* Context); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DungeonSaveInterface.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DungeonSaveInterface.h new file mode 100644 index 0000000..a48588b --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/DungeonSaveInterface.h @@ -0,0 +1,48 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "DungeonSaveInterface.generated.h" + +UINTERFACE(BlueprintType, Blueprintable, meta = (Tooltip = "Give access to some serialization events to actors saved within a dungeon.")) +class UDungeonSaveInterface : public UInterface +{ + GENERATED_BODY() +}; + +/** + * Interface to add some events to the saved actors/objects during the save/load process of the dungeon. + */ +class PROCEDURALDUNGEON_API IDungeonSaveInterface +{ + GENERATED_BODY() + +public: + // Called just before serializing this object into the dungeon save. + // Useful to initialize some saved variables based on actor states. + UFUNCTION(BlueprintNativeEvent, Category = "Procedural Dungeon") + void DungeonPreSerialize(bool bIsLoading); + + // Called just after deserializing this object from the dungeon save + // Useful to initialize some actor states based on saved variables. + UFUNCTION(BlueprintNativeEvent, Category = "Procedural Dungeon") + void DungeonPostSerialize(bool bIsLoading); + + // Called first before saving the dungeon + UFUNCTION(BlueprintNativeEvent, Category = "Procedural Dungeon") + void PreSaveDungeon(); + + // Called last after loading the dungeon + UFUNCTION(BlueprintNativeEvent, Category = "Procedural Dungeon") + void PostLoadDungeon(); + + static void DispatchPreSaveEvent(UObject* Obj); + static void DispatchPostLoadEvent(UObject* Obj); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/GeneratorProvider.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/GeneratorProvider.h new file mode 100644 index 0000000..aba2bb5 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/GeneratorProvider.h @@ -0,0 +1,34 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "GeneratorProvider.generated.h" + +UINTERFACE(MinimalAPI, NotBlueprintable, NotBlueprintType, meta = (CannotImplementInterfaceInBlueprint)) +class UGeneratorProvider : public UInterface +{ + GENERATED_BODY() +}; + +/** + * Interface for classes that give access to a ADungeonGeneratorBase instance. + * @TODO: Currently only used to resolve URoom::GeneratorOwner references when loading a saved dungeon. + * It would be better in a future version to decouple the URoom from the DungeonGenerator and instead + * pass some Interface references to the functions needed (currently a Transform and a RandomStream). + * I just want to say that this interface is just temporary and must not be used by users of the plugin, + * as it will certainly be removed in a near future version of the plugin. + */ +class IGeneratorProvider +{ + GENERATED_BODY() + +public: + virtual class ADungeonGeneratorBase* GetGenerator() const = 0; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/RoomActorGuid.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/RoomActorGuid.h new file mode 100644 index 0000000..2a4fd2d --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/RoomActorGuid.h @@ -0,0 +1,42 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "RoomActorGuid.generated.h" + +UINTERFACE(BlueprintType, Blueprintable, meta = (Tooltip = "Interface to access a custom Guid for actors saved within a dungeon.")) +class URoomActorGuid : public UInterface +{ + GENERATED_BODY() +}; + +// Interface for all saveable actors placed in room levels +// The guid must be constant across game sessions to be able to save/load the actors. +// It can be placed on ActorComponents too, but the interface on the Actor itself will be prioritized. +// Only the first component found that implements the interface will be used. Make sure to have only one to prevent any confusions. +class PROCEDURALDUNGEON_API IRoomActorGuid +{ + GENERATED_BODY() + +public: + // Return the guid associated with this actor. + UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Room Actor Id") + FGuid GetGuid() const; + + // Returns true if the actor should be included in the saved dungeon. + // Returns false to just use a Guid without the need to include the actor in saved games. + UFUNCTION(BlueprintNativeEvent, Category = "Room Actor Id") + bool ShouldSaveActor() const; + + // Return the object implementing the IRoomActorGuid interface from the provided actor. + // It can be implemented on the Actor itself or its components. + // If both, the actor implementation will be returned. + static UObject* GetImplementer(AActor* Actor); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/RoomContainer.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/RoomContainer.h new file mode 100644 index 0000000..f45f740 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Interfaces/RoomContainer.h @@ -0,0 +1,34 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "RoomContainer.generated.h" + +class URoom; +class URoomConnection; + +UINTERFACE(MinimalAPI, NotBlueprintable, NotBlueprintType, meta = (CannotImplementInterfaceInBlueprint)) +class URoomContainer : public UInterface +{ + GENERATED_BODY() +}; + +/** + * Common interface for all containers that holds rooms and their connections. + * Currently used to get back references in URoom and URoomConnection when loaded from a saved dungeon. + */ +class PROCEDURALDUNGEON_API IRoomContainer +{ + GENERATED_BODY() + +public: + virtual URoom* GetRoomByIndex(int64 Index) const = 0; + virtual URoomConnection* GetConnectionByIndex(int32 Index) const = 0; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeon.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeon.h new file mode 100644 index 0000000..6dce938 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeon.h @@ -0,0 +1,26 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Modules/ModuleManager.h" + +class FProceduralDungeonModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; + + virtual bool SupportsDynamicReloading() override { return true; } + +private: + void RegisterSettings(); + void UnregisterSettings(); + bool HandleSettingsSaved(); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonCustomVersion.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonCustomVersion.h new file mode 100644 index 0000000..978895c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonCustomVersion.h @@ -0,0 +1,33 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Misc/Guid.h" + +// Custom serialization version for Procedural Dungeon +struct FProceduralDungeonCustomVersion +{ + enum Type + { + // Before any version changes were made + InitialVersion = 0, + SoftObjectPtrFix, // Fixed issues with SoftObjectPtr replication in Room.h + RoomDataBoundingBoxesMigration, // Migrated FirstPoint/SecondPoint to BoundingBoxes in RoomData.h + DoorLogicRefactored, // Migrated logic for the ADoor into DoorComponent + DoorState + + // ------------------------------------------------------ + VersionPlusOne, + LatestVersion = VersionPlusOne - 1 + }; + + // The GUID for this custom version number + PROCEDURALDUNGEON_API const static FGuid GUID; + + FProceduralDungeonCustomVersion() = delete; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonLog.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonLog.h new file mode 100644 index 0000000..c527de0 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonLog.h @@ -0,0 +1,55 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Containers/UnrealString.h" +#include "ProceduralDungeonSettings.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogProceduralDungeon, Log, All); + +void LogOnScreen(const FString& Message, FColor Color, bool bForceOnScreen = false); + +#if NO_LOGGING +#define _DungeonLog_PrivateImpl(...) {} +#else +// Private implementation. Dot not use it. +#define _DungeonLog_PrivateImpl(ShowOnScreen, ForceOnScreen, Detailed, Color, Verbosity, Format, ...) \ +{ \ + if constexpr (Detailed) \ + { UE_LOG(LogProceduralDungeon, Verbosity, TEXT("[%s:%d] " Format), *FString(__FUNCTION__), __LINE__, ##__VA_ARGS__); } \ + else \ + { UE_LOG(LogProceduralDungeon, Verbosity, TEXT(Format), ##__VA_ARGS__); } \ + if constexpr (ShowOnScreen) \ + LogOnScreen(FString::Printf(TEXT(Format), ##__VA_ARGS__), Color, ForceOnScreen); \ +} +#endif // NO_LOGGING + +// Logs error message to output and on screen +#define DungeonLog_Debug(Format, ...) \ + _DungeonLog_PrivateImpl(false, false, true, FColor::White, VeryVerbose, Format, ##__VA_ARGS__) + +// Logs info message to output and on screen +#define DungeonLog_Info(Format, ...) \ + _DungeonLog_PrivateImpl(true, false, false, FColor::White, Log, Format, ##__VA_ARGS__) + +// Logs info message *only* to output +#define DungeonLog_InfoSilent(Format, ...) \ + _DungeonLog_PrivateImpl(false, false, false, FColor::White, Log, Format, ##__VA_ARGS__) + +// Logs warning message to output and on screen +#define DungeonLog_Warning(Format, ...) \ + _DungeonLog_PrivateImpl(true, false, true, FColor::Yellow, Warning, Format, ##__VA_ARGS__) + +// Logs warning message *only* to output +#define DungeonLog_WarningSilent(Format, ...) \ + _DungeonLog_PrivateImpl(false, false, true, FColor::Yellow, Warning, Format, ##__VA_ARGS__) + +// Logs error message to output and on screen +#define DungeonLog_Error(Format, ...) \ + _DungeonLog_PrivateImpl(true, true, true, FColor::Red, Error, Format, ##__VA_ARGS__) diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonSettings.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonSettings.h new file mode 100644 index 0000000..60744d9 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonSettings.h @@ -0,0 +1,114 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "Engine/EngineTypes.h" +#include "ProceduralDungeonSettings.generated.h" + +// Holds the plugin's settings. +UCLASS(Config = Game, DefaultConfig) +class PROCEDURALDUNGEON_API UProceduralDungeonSettings : public UObject +{ + GENERATED_BODY() + +public: + UProceduralDungeonSettings(const FObjectInitializer& ObjectInitializer); + + // Size of a room unit. Room's size in data assets will express the multiple of this unit size. + // For example a room size of (5, 10, 1) with a unit size of (100, 100, 400) will result of a real room size of (500, 1000, 400). + UPROPERTY(EditAnywhere, config, Category = "General", meta = (ClampMin = 0)) + FVector RoomUnit; + + // The bounding size of the doors. It is used only to display the door's blue box when "Draw Debug" is set to true. + UPROPERTY(EditAnywhere, config, Category = "General", meta = (DisplayName = "Default Door Size", ClampMin = 0)) + FVector DoorSize; + + // The height of the door's base from the room's base (in percentage of the room unit Z) + UPROPERTY(EditAnywhere, config, Category = "General", meta = (DisplayName = "Default Door Offset", ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1)) + float DoorOffset; + + // When true, doors will be connected as long they are at the same place. + // When false, only the doors between the previous and the new generated room will be connected. + // DEPRECATED: Keep it true and use the CanLoop setting in the DungeonGenerator actor instead. This project-wide setting will be removed in a future version. + UPROPERTY(EditAnywhere, config, Category = "General") + bool CanLoop; + + // The object type used for the dungeon rooms trigger boxes. + // Defaulted to Engine Trace Channel 6. + // You can create new ones in your project settings under the Collision tab. + UPROPERTY(EditAnywhere, config, Category = "General") + TEnumAsByte RoomObjectType {ECollisionChannel::ECC_EngineTraceChannel6}; + + // The number of dungeon generation retry before the generator gives up. + UPROPERTY(EditAnywhere, config, Category = "General", AdvancedDisplay, meta = (UIMin = 1, ClampMin = 1)) + int32 MaxGenerationTry; + + // The number of room placement retry on a specific door before the generator gives up and continues with the next door. + UPROPERTY(EditAnywhere, config, Category = "General", AdvancedDisplay, meta = (UIMin = 1, ClampMin = 1)) + int32 MaxRoomPlacementTry; + + // The number of room placement retry on a specific door before the generator gives up and continues with the next door. + UPROPERTY(EditAnywhere, config, Category = "General", AdvancedDisplay, meta = (UIMin = 1, ClampMin = 1)) + int32 RoomLimit; + + // The rooms visibility will be toggled off when the player is not inside it or in a room next to it. + UPROPERTY(EditAnywhere, config, Category = "Occlusion Culling", meta = (DisplayName = "Enable Occlusion Culling")) + bool OcclusionCulling; + + // The legacy occlusion culling system only toggles the visibility of the actors in the rooms, keeping the collisions, ticking and all oher things. + // The new system toggles instead the whole room levels visibility, shutting off the ticking and other things of the actors and the level script. + //UPROPERTY(EditAnywhere, config, Category = "Procedural Dungeon", meta=(EditCondition="OcclusionCulling")) + //bool LegacyOcclusion; + + // Defines how many connected rooms are visible from the player's room (1 means only the room where the player is). + UPROPERTY(EditAnywhere, config, Category = "Occlusion Culling", meta = (EditCondition = "OcclusionCulling", UIMin = 1, ClampMin = 1)) + int32 OcclusionDistance; + + // Keep track of dynamic actors entering and leaving the room to be able to show/hide them with the room. + // TODO: Still useful? It was there for performance issues, but there is none anymore... + // Maybe moving it in a console variable only for debug purpose? + UPROPERTY(EditAnywhere, config, Category = "Occlusion Culling", meta = (EditCondition = "OcclusionCulling")) + bool OccludeDynamicActors; + + // Show room and door outlines in editor and development builds + UPROPERTY(EditAnywhere, config, Category = "Debug") + bool DrawDebug; + + // Show room and door outlines in editor and development builds + UPROPERTY(EditAnywhere, config, Category = "Debug", meta = (EditCondition = "DrawDebug")) + bool bDrawOnlyWhenEditingRooms; + + // Show the room origin in magenta + // DEPRECATED: This setting will be removed in a future release of the plugin. + UPROPERTY(EditAnywhere, config, Category = "Debug", meta = (EditCondition = "DrawDebug")) + bool ShowRoomOrigin; + + // Flip side the arrow that shows door facing direction. + // True means that the arrow gets inside the room (opposite of door actor's forward). + // False means that the arrow goes outside the room (same as door actor's forward). + UPROPERTY(EditAnywhere, config, Category = "Debug", meta = (EditCondition = "DrawDebug")) + bool bFlipDoorArrowSide; + + // Length of the door's debug arrow. + UPROPERTY(EditAnywhere, config, Category = "Debug", meta = (EditCondition = "DrawDebug")) + float DoorArrowLength; + + // Size of the door's debug arrow head. + UPROPERTY(EditAnywhere, config, Category = "Debug", meta = (EditCondition = "DrawDebug")) + float DoorArrowHeadSize; + + // Show some logs on the screen + UPROPERTY(EditAnywhere, config, Category = "Debug") + bool OnScreenPrintDebug; + + // Duration of the screen logs + UPROPERTY(EditAnywhere, config, Category = "Debug", meta = (EditCondition = "OnScreenPrintDebug")) + float PrintDebugDuration; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonTypes.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonTypes.h new file mode 100644 index 0000000..a554131 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonTypes.h @@ -0,0 +1,236 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Math/GenericOctree.h" // FBoxCenterAndExtent +#include "ProceduralDungeonTypes.generated.h" + +UENUM() +enum class EGenerationState : uint8 +{ + Idle UMETA(DisplayName = "Idle"), + Generation UMETA(DisplayName = "Generation"), + Load UMETA(DisplayName = "Load"), + Initialization UMETA(DisplayName = "Initialization"), + Unload UMETA(DisplayName = "Unload"), + Play UMETA(DisplayName = "Play"), + NbState UMETA(Hidden) +}; + +UENUM() +enum class EGenerationStatus : uint8 +{ + NotStarted UMETA(DisplayName = "Not Started"), + InProgress UMETA(DisplayName = "In Progress"), + Completed UMETA(DisplayName = "Completed"), + Failed UMETA(DisplayName = "Failed"), + NbStatus UMETA(Hidden) +}; + +// The different directions a door can face. +UENUM(BlueprintType, meta = (DisplayName = "Door Direction")) +enum class EDoorDirection : uint8 +{ + North = 0 UMETA(DisplayName = "North", ToolTip = "rotation = 0 | positive X (world forward)"), + East = 1 UMETA(DisplayName = "East", ToolTip = "rotation = 90 | positive Y (world right)"), + South = 2 UMETA(DisplayName = "South", ToolTip = "rotation = 180 | negative X (world backward)"), + West = 3 UMETA(DisplayName = "West", ToolTip = "rotation = 270 | negative Y (world left)"), + NbDirection = 4 UMETA(Hidden) +}; + +bool PROCEDURALDUNGEON_API operator!(const EDoorDirection& Direction); +EDoorDirection PROCEDURALDUNGEON_API operator+(const EDoorDirection& A, const EDoorDirection& B); +EDoorDirection PROCEDURALDUNGEON_API operator-(const EDoorDirection& A, const EDoorDirection& B); +// TODO: Don't know how to export these... +EDoorDirection& operator+=(EDoorDirection& A, const EDoorDirection& B); +EDoorDirection& operator-=(EDoorDirection& A, const EDoorDirection& B); +EDoorDirection& operator++(EDoorDirection& Direction); +EDoorDirection& operator--(EDoorDirection& Direction); +EDoorDirection PROCEDURALDUNGEON_API operator++(EDoorDirection& Direction, int); +EDoorDirection PROCEDURALDUNGEON_API operator--(EDoorDirection& Direction, int); +EDoorDirection PROCEDURALDUNGEON_API operator-(const EDoorDirection& Direction); +EDoorDirection PROCEDURALDUNGEON_API operator~(const EDoorDirection& Direction); +inline EDoorDirection PROCEDURALDUNGEON_API Opposite(const EDoorDirection& Direction) { return ~Direction; } +FIntVector PROCEDURALDUNGEON_API ToIntVector(const EDoorDirection& Direction); +FVector PROCEDURALDUNGEON_API ToVector(const EDoorDirection& Direction); +FQuat PROCEDURALDUNGEON_API ToQuaternion(const EDoorDirection& Direction); +float PROCEDURALDUNGEON_API ToAngle(const EDoorDirection& Direction); +FIntVector PROCEDURALDUNGEON_API Rotate(const FIntVector& Pos, const EDoorDirection& Rot); +FVector PROCEDURALDUNGEON_API Rotate(const FVector& Pos, const EDoorDirection& Rot); + +FIntVector PROCEDURALDUNGEON_API Transform(const FIntVector& Pos, const FIntVector& Translation, const EDoorDirection& Rotation); +FIntVector PROCEDURALDUNGEON_API InverseTransform(const FIntVector& Pos, const FIntVector& Translation, const EDoorDirection& Rotation); + +// Those ones are just for consistent naming and centralized code +EDoorDirection PROCEDURALDUNGEON_API Transform(const EDoorDirection& Direction, const EDoorDirection& Rotation); +EDoorDirection PROCEDURALDUNGEON_API InverseTransform(const EDoorDirection& Direction, const EDoorDirection& Rotation); + +//The different types of generation algorithms. +UENUM(BlueprintType, meta = (DisplayName = "Generation Type")) +enum class EGenerationType : uint8 +{ + DFS = 0 UMETA(DisplayName = "Depth First", Tooltip = "Make the dungeon more linear"), + BFS = 1 UMETA(DisplayName = "Breadth First", Tooltip = "Make the dungeon less linear"), + NbType = 2 UMETA(Hidden) +}; + +// The different types of seed update at each generation. +UENUM(BlueprintType, meta = (DisplayName = "Seed Type")) +enum class ESeedType : uint8 +{ + Random = 0 UMETA(DisplayName = "Random", Tooltip = "Random seed at each generation"), + AutoIncrement = 1 UMETA(DisplayName = "Auto Increment", Tooltip = "Get the initial seed and increment at each generation"), + Fixed = 2 UMETA(DisplayName = "Fixed", Tooltip = "Always use initial seed (or you can set it manually via blueprint)"), + NbType = 3 UMETA(Hidden) +}; + +// Visibility mode for Room Visibilty Components. +UENUM(BlueprintType, meta = (DisplayName = "Room Visibility")) +enum class EVisibilityMode : uint8 +{ + Default UMETA(DisplayName = "Same As Room"), + ForceVisible UMETA(DisplayName = "Force Visible"), + ForceHidden UMETA(DisplayName = "Force Hidden"), + Custom UMETA(DisplayName = "Custom"), + NbMode UMETA(Hidden) +}; + +// Structure that defines a door. +// A door is defined by its position, its direction, and its type. +USTRUCT(BlueprintType) +struct PROCEDURALDUNGEON_API FDoorDef +{ + GENERATED_BODY() + +public: + static const FDoorDef Invalid; + +public: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DoorDef") + FIntVector Position {FIntVector::ZeroValue}; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DoorDef") + EDoorDirection Direction {EDoorDirection::North}; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DoorDef", meta = (DisplayThumbnail = false)) + class UDoorType* Type {nullptr}; + +public: + FDoorDef() = default; + FDoorDef(const FIntVector& InPosition, EDoorDirection InDirection, class UDoorType* InType = nullptr); + + bool IsValid() const; + operator bool() const { return IsValid(); } + bool operator==(const FDoorDef& Other) const; + + static bool AreCompatible(const FDoorDef& A, const FDoorDef& B); + + FVector GetDoorSize() const; + float GetDoorOffset() const; + FColor GetDoorColor() const; + FString GetTypeName() const; + FString ToString() const; + FDoorDef GetOpposite() const; + FBoxCenterAndExtent GetBounds(const FVector RoomUnit, bool bIncludeOffset = true) const; + + static FVector GetRealDoorPosition(const FDoorDef& DoorDef, const FVector RoomUnit, bool bIncludeOffset = true); + static FVector GetRealDoorPosition(FIntVector DoorCell, EDoorDirection DoorRot, const FVector RoomUnit, float DoorOffset = 0.0f); + static FQuat GetRealDoorRotation(const FDoorDef& DoorDef, bool bFlipped = false); + + static FDoorDef Transform(const FDoorDef& DoorDef, FIntVector Translation, EDoorDirection Rotation); + static FDoorDef InverseTransform(const FDoorDef& DoorDef, FIntVector Translation, EDoorDirection Rotation); + +#if !UE_BUILD_SHIPPING + static void DrawDebug(const class UWorld* World, const FDoorDef& DoorDef, const FVector RoomUnit, const FTransform& Transform = FTransform::Identity, bool bIncludeOffset = false, bool bIsConnected = true); + static void DrawDebug(const class UWorld* World, const FColor& Color, const FVector& DoorSize, const FVector RoomUnit, const FIntVector& DoorCell = FIntVector::ZeroValue, const EDoorDirection& DoorRot = EDoorDirection::NbDirection, const FTransform& Transform = FTransform::Identity, float DoorOffset = 0.0f, bool bIsConnected = true); +#endif // !UE_BUILD_SHIPPING +}; + +// TODO: Use UE built-in TBox instead? +// The downside of doing that would be the Center and Extent computation that is slightly different... +// Also, the IsInside with another box does not consider coincident faces as inside... +// Also, operators + and += don't mean the same (extending box to include a point instead of shifting the box)... +USTRUCT(BlueprintType) +struct PROCEDURALDUNGEON_API FBoxMinAndMax +{ + GENERATED_BODY(); + +protected: + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Box") + FIntVector Min {0}; + + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Box") + FIntVector Max {1}; + +public: + FBoxMinAndMax() = default; + FBoxMinAndMax(const FIntVector& A, const FIntVector& B); + + void SetMinAndMax(const FIntVector& A, const FIntVector& B); + FIntVector GetMin() const { return Min; } + FIntVector GetMax() const { return Max; } + + bool IsValid() const; + FIntVector GetSize() const; + FBoxCenterAndExtent ToCenterAndExtent() const; + bool IsInside(const FIntVector& Cell) const; + bool IsInside(const FBoxMinAndMax& Other) const; + void Rotate(const EDoorDirection& Rot); + void Extend(const FBoxMinAndMax& Other); + FString ToString() const; + FIntVector GetClosestPoint(const FIntVector& Point) const; + + static bool Overlap(const FBoxMinAndMax& A, const FBoxMinAndMax& B); + + FBoxMinAndMax& operator+=(const FIntVector& X); + FBoxMinAndMax& operator-=(const FIntVector& X); + FBoxMinAndMax operator+(const FIntVector& X) const; + FBoxMinAndMax operator-(const FIntVector& X) const; + bool operator==(const FBoxMinAndMax& Other) const; + bool operator!=(const FBoxMinAndMax& Other) const; + +public: + static const FBoxMinAndMax Invalid; +}; + +FBoxMinAndMax PROCEDURALDUNGEON_API Rotate(const FBoxMinAndMax& Box, const EDoorDirection& Rot); + +// Describe a potential room to be added to the dungeon. +// Mainly used by FilterAndSortRooms function. +USTRUCT(BlueprintType) +struct PROCEDURALDUNGEON_API FRoomCandidate +{ + GENERATED_BODY(); + +public: + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Room Candidate") + class URoomData* Data {nullptr}; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Room Candidate") + int32 DoorIndex {-1}; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Room Candidate") + int32 Score {-1}; + +public: + static FRoomCandidate Invalid; +}; + +USTRUCT() +struct FDoorState +{ + GENERATED_BODY() + +public: + UPROPERTY(SaveGame) + bool bIsLocked {false}; + + UPROPERTY(SaveGame) + bool bIsOpen {false}; +}; + diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonUtils.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonUtils.h new file mode 100644 index 0000000..fb45627 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonUtils.h @@ -0,0 +1,171 @@ +// Copyright Benoit Pelletier 2023 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Math/Vector.h" +#include "Math/IntVector.h" +#include "Engine/EngineTypes.h" +#include "EngineUtils.h" +#include "Utils/CompatUtils.h" + +namespace IntVector +{ + // Returns the component-wise minimum of A and B + FIntVector PROCEDURALDUNGEON_API Min(const FIntVector& A, const FIntVector& B); + + // Returns the component-wise maximum of A and B + FIntVector PROCEDURALDUNGEON_API Max(const FIntVector& A, const FIntVector& B); + + // Returns the component-wise minimum and maximum of A and B + void PROCEDURALDUNGEON_API MinMax(const FIntVector& A, const FIntVector& B, FIntVector& OutMin, FIntVector& OutMax); +} //namespace IntVector + +class FBoxCenterAndExtent; +struct FBoxMinAndMax; + +namespace Dungeon +{ + // Returns the real world location of a point in room units + FVector PROCEDURALDUNGEON_API ToWorldLocation(FIntVector RoomPoint, const FVector RoomUnit); + + // Returns the real world vector (no offset) of a vector in room units + FVector PROCEDURALDUNGEON_API ToWorldVector(FIntVector RoomVector, const FVector RoomUnit); + + // Convertthe Box from dungeon coordinate to world coordinate, applying an optional transform on it. + FBoxCenterAndExtent PROCEDURALDUNGEON_API ToWorld(const FBoxMinAndMax& Box, const FVector RoomUnit, const FTransform& Transform = FTransform::Identity); + + // Convertthe Box from dungeon coordinate to world coordinate, applying an optional transform on it. + FBoxCenterAndExtent PROCEDURALDUNGEON_API ToWorld(const FBoxCenterAndExtent& Box, const FVector RoomUnit, const FTransform& Transform = FTransform::Identity); + + // Returns the location in room units from a point in real world + FIntVector PROCEDURALDUNGEON_API ToRoomLocation(FVector WorldPoint, const FVector RoomUnit); + + // Returns the vector (no offset) in room units from a vector in real world + FIntVector PROCEDURALDUNGEON_API ToRoomVector(FVector WorldVector, const FVector RoomUnit); + + // Returns the real world snapped location to the nearest point in room units from a real world point + FVector PROCEDURALDUNGEON_API SnapPoint(FVector Point, const FVector RoomUnit); + + template + int GetTotalWeight(const TMap& WeightMap) + { + int Total = 0; + for (const auto& Pair : WeightMap) + { + Total += Pair.Value; + } + return Total; + } + + template + T GetWeightedAt(const TMap& WeightMap, int Index) + { + if (Index < 0) + return T(); + + int Current = 0; + for (const auto& Pair : WeightMap) + { + Current += Pair.Value; + if (Current > Index) + return Pair.Key; + } + return T(); + } + + // ===== Plugin's Settings ===== + + FVector PROCEDURALDUNGEON_API RoomUnit(); + FVector PROCEDURALDUNGEON_API DefaultDoorSize(); + FColor PROCEDURALDUNGEON_API DefaultDoorColor(); + float PROCEDURALDUNGEON_API DoorOffset(); + bool PROCEDURALDUNGEON_API OcclusionCulling(); + bool PROCEDURALDUNGEON_API UseLegacyOcclusion(); + uint32 PROCEDURALDUNGEON_API OcclusionDistance(); + bool PROCEDURALDUNGEON_API OccludeDynamicActors(); + bool PROCEDURALDUNGEON_API DrawDebug(); + bool PROCEDURALDUNGEON_API DrawOnlyWhenEditingRoom(); + bool PROCEDURALDUNGEON_API ShowRoomOrigin(); + bool PROCEDURALDUNGEON_API FlipDoorArrow(); + float PROCEDURALDUNGEON_API DoorArrowLength(); + float PROCEDURALDUNGEON_API DoorArrowHeadSize(); + bool PROCEDURALDUNGEON_API CanLoop(); + ECollisionChannel PROCEDURALDUNGEON_API RoomObjectType(); + uint32 PROCEDURALDUNGEON_API MaxGenerationTryBeforeGivingUp(); + uint32 PROCEDURALDUNGEON_API MaxRoomPlacementTryBeforeGivingUp(); + int32 PROCEDURALDUNGEON_API RoomLimit(); + + void PROCEDURALDUNGEON_API EnableOcclusionCulling(bool Enable); + void PROCEDURALDUNGEON_API SetOcclusionDistance(int32 Distance); +} //namespace Dungeon + +namespace Random +{ + uint32 PROCEDURALDUNGEON_API Guid2Seed(FGuid Guid, int64 Salt); +} + +namespace WorldUtils +{ + template::Value)> + void FindAllActors(UWorld* InWorld, TArray& OutActors) + { + OutActors.Empty(); + for (TActorIterator It(InWorld); It; ++It) + { + T* Actor = *It; + OutActors.Add(Actor); + } + } + + template::Value)> + void FindAllActorsByPredicate(UWorld* InWorld, TArray& OutActors, TFunction Predicate) + { + OutActors.Empty(); + for (TActorIterator It(InWorld); It; ++It) + { + T* Actor = *It; + if (Predicate(Actor)) + { + OutActors.Add(Actor); + } + } + } + + template::Value)> + void MapActors(UWorld* InWorld, TMap& OutActorMap, TFunction MapFunction) + { + OutActorMap.Empty(); + for (TActorIterator It(InWorld); It; ++It) + { + T* Actor = *It; + OutActorMap.Add(MapFunction(Actor), Actor); + } + } +} //namespace WorldUtils + +namespace ObjectUtils +{ + void PROCEDURALDUNGEON_API DispatchToObjectAndSubobjects(UObject* Obj, TFunction Func, int32 Depth = 0); +} + +namespace ActorUtils +{ + // Returns the bounding box of an actor considering only components that would interact with rooms (based on collision settings). + FBox PROCEDURALDUNGEON_API GetActorBoundingBoxForRooms(AActor* Actor, const FTransform& DungeonTransform = FTransform::Identity); + + // Returns the player controller associated with the player state id. + class APlayerController* GetPlayerControllerFromPlayerId(const UObject* WorldContextObject, int32 PlayerId); + + UObject* GetInterfaceImplementer(AActor* Actor, TSubclassOf InterfaceClass); + + template::Value)> + UObject* GetInterfaceImplementer(AActor* Actor) + { + return GetInterfaceImplementer(Actor, T::StaticClass()); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/QueueOrStack.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/QueueOrStack.h new file mode 100644 index 0000000..15871b4 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/QueueOrStack.h @@ -0,0 +1,82 @@ +// Copyright Benoit Pelletier 2021 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Containers/Queue.h" +#include "Containers/Array.h" + +template +class TQueueOrStack +{ +public: + enum class EMode { QUEUE, STACK }; + + TQueueOrStack(EMode _Mode = EMode::QUEUE) + : Mode(_Mode), Queue(), Stack() + { + } + + // Sets the mode (queue or stack) and clears its content. + void SetMode(EMode _Mode) + { + Empty(); + Mode = _Mode; + } + + void Push(T& Element) + { + switch (Mode) + { + case EMode::QUEUE: + Queue.Enqueue(Element); + break; + case EMode::STACK: + Stack.Push(Element); + break; + } + } + + T Pop() + { + check(!IsEmpty()); + T item = T(); + switch (Mode) + { + case EMode::QUEUE: + Queue.Dequeue(item); + break; + case EMode::STACK: + item = Stack.Pop(); + break; + } + return item; + } + + bool IsEmpty() + { + switch (Mode) + { + case EMode::QUEUE: + return Queue.IsEmpty(); + case EMode::STACK: + return Stack.Num() <= 0; + } + return true; + } + + void Empty() + { + Queue.Empty(); + Stack.Empty(); + } + +private: + EMode Mode; + TQueue Queue; + TArray Stack; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ReadOnlyRoom.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ReadOnlyRoom.h new file mode 100644 index 0000000..9b544c1 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ReadOnlyRoom.h @@ -0,0 +1,60 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ProceduralDungeonTypes.h" +#include "ReadOnlyRoom.generated.h" + +class URoomData; + +// This class does not need to be modified. +UINTERFACE(MinimalAPI, BlueprintType, NotBlueprintable, meta = (CannotImplementInterfaceInBlueprint, Documentable, Tooltip = "Allow access to only some members of Room instances during the generation process.")) +class UReadOnlyRoom : public UInterface +{ + GENERATED_BODY() +}; + +// Interface to access some room instance's data during the generation process. +class PROCEDURALDUNGEON_API IReadOnlyRoom +{ + GENERATED_BODY() + +public: + // Returns the room data asset of this room instance. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual const URoomData* GetRoomData() const { return nullptr; } + + // Returns the unique ID (per-dungeon) of the room. + // The first room has ID 0 and then it increases in the order of placed room. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual int64 GetRoomID() const { return -1ll; } + + // Returns the position of the room (in Room Units). + UFUNCTION(BlueprintCallable, Category = "Room") + virtual FIntVector GetPosition() const { return FIntVector::ZeroValue; } + + // Returns the direction of the room. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual EDoorDirection GetDirection() const { return EDoorDirection::North; } + + // Returns true if all the doors of this room are connected to other rooms. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual bool AreAllDoorsConnected() const { return false; } + + // Returns the number of doors in this room connected to another room. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual int CountConnectedDoors() const { return -1; } + + // Returns the world center position of the room. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual FVector GetBoundsCenter() const { return FVector::ZeroVector; } + + // Returns the world extents (half size) of the room. + UFUNCTION(BlueprintCallable, Category = "Room") + virtual FVector GetBoundsExtent() const { return FVector::ZeroVector; } +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ReplicableObject.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ReplicableObject.h new file mode 100644 index 0000000..b2d2543 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ReplicableObject.h @@ -0,0 +1,86 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/CoreNetTypes.h" +#include "UObject/NoExportTypes.h" +#include "Utils/ReplicationDefines.h" +#include "ReplicableObject.generated.h" + +class UActorChannel; +class FOutBunch; +struct FReplicationFlags; + +enum class EUnregisterSubObjectType : uint8 +{ + Unregister = 0, // Simply remove from the subobject list. Subobject on remotes will be destroyed when it's garbage collected on authority. + Destroy, // Immediately destroy the subobject on remotes. It's the responsibility of the authority to destroy it later. Imply Unregister. + TearOff, // Break replication of this subobject, so it's considered as local subobject on remotes. Imply Unregister. +}; + +struct FRegisterSubObjectParams +{ + // The NetCondition when registering the subobject. Unused when unregistering. + ELifetimeCondition NetCondition = COND_None; + // How the subobject is unregistered. Unused when registering. + EUnregisterSubObjectType UnregisterType = EUnregisterSubObjectType::Unregister; +}; + +// Base class for sub-objects that can be replicated. +// This class is not blueprintable and should not be used directly in blueprints. +UCLASS(NotBlueprintable, NotBlueprintType) +class PROCEDURALDUNGEON_API UReplicableObject : public UObject +{ + GENERATED_BODY() + +public: + //~ Begin UObject Interface + +#if WITH_ENGINE + virtual UWorld* GetWorld() const override; +#endif + + virtual bool IsSupportedForNetworking() const override { return true; } + +#if UE_WITH_IRIS + virtual void RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override; +#endif // UE_WITH_IRIS + + //~ End UObject Interface + + // To be called in place of Channel->ReplicateSubobject(...) + // Considered as "Legacy" (used when "Use Registered Subobject List" is false in the actor owner). + bool ReplicateSubobject(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags); + + // Call AddReplicatedSubObject to its owner (if valid). + // Call it during PostInitializeComponent if subobject was created using CreateDefaultSubobject. + // Used when "Use Registered Subobject List" is true in the actor owner. + void RegisterAsReplicable(bool bRegister, FRegisterSubObjectParams Params = FRegisterSubObjectParams()); + +protected: + // Replicating the eventual nested subobjects. + // Should not be called directly, except from the overridden function in child classes. + // Considered as "Legacy" (used when "Use Registered Subobject List" is false in the actor owner). + virtual bool ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags); + + // Override this to register subobjects of this one as replicable. + // Used when "Use Registered Subobject List" is true in the actor owner. + virtual void RegisterReplicableSubobjects(bool bRegister) {} + + // Returns true if the owning actor has authority + bool HasAuthority() const; + + // Returns "Server" or "Client" based on HasAuthority() result. + FString GetAuthorityName() const; + + // Wakes up the owner actor from dormance to indicate that a replicated variable will change. + // You have to use it *before* modifying the replicated variables. + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Replication") + void WakeUpOwnerActor(); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Room.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Room.h new file mode 100644 index 0000000..cc8fbc0 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Room.h @@ -0,0 +1,335 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ReplicableObject.h" +#include "GameFramework/Actor.h" +#include "ProceduralDungeonTypes.h" +#include "Math/GenericOctree.h" // for FBoxCenterAndExtent (required for UE5.0) +#include "Interfaces/DungeonCustomSerialization.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "UObject/SoftObjectPtr.h" +#include "RoomData.h" // for TSoftObjectPtr to compile. @TODO: Would be great to find a way to not include it +#include "ReadOnlyRoom.h" +#include "VoxelBounds/VoxelBounds.h" +#include "Room.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FRelevancyEvent, URoom*, Room, APlayerController*, PlayerController, int32, NewRelevancyLevel); + +class ADungeonGeneratorBase; +class ARoomLevel; +class URoomCustomData; +class ULevelStreamingDynamic; + +// I made this struct instead of a map to allow replication over network. +USTRUCT() +struct FCustomDataPair +{ + GENERATED_BODY() + +public: + UPROPERTY() + UClass* DataClass {nullptr}; + UPROPERTY() + URoomCustomData* Data {nullptr}; +}; + +// The room instances of the dungeon. +// Holds data specific to each room instance, e.g. location, direction, is player inside, room custom data, etc. +UCLASS(BlueprintType, meta = (ShortToolTip = "The room instances of the dungeon.")) +class PROCEDURALDUNGEON_API URoom : public UReplicableObject, public IReadOnlyRoom, public IDungeonCustomSerialization, public IDungeonSaveInterface +{ + GENERATED_BODY() + +public: + // TODO: Make them private + UPROPERTY() + ULevelStreamingDynamic* Instance {nullptr}; + UPROPERTY(Replicated, SaveGame) + FIntVector Position {0}; + UPROPERTY(Replicated, SaveGame) + EDoorDirection Direction {EDoorDirection::NbDirection}; + + //~ Begin IReadOnlyRoom Interface + virtual const URoomData* GetRoomData() const override { return RoomData; } + virtual int64 GetRoomID() const override { return Id; } + virtual FIntVector GetPosition() const { return Position; } + virtual EDoorDirection GetDirection() const { return Direction; } + virtual bool AreAllDoorsConnected() const override; + virtual int CountConnectedDoors() const override; + virtual FVector GetBoundsCenter() const override; + virtual FVector GetBoundsExtent() const override; + //~ End IReadOnlyRoom Interface + + //~ Begin IDungeonCustomSerialization Interface + virtual bool SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) override; + virtual bool FixupReferences(UObject* Context) override; + //~ End IDungeonCustomSerialization Interface + + //~ Begin IDungeonSaveInterface Interface + virtual void PreSaveDungeon_Implementation() override; + virtual void PostLoadDungeon_Implementation() override; + //~ End IDungeonSaveInterface Interface + + const ADungeonGeneratorBase* Generator() const { return GeneratorOwner.Get(); } + void SetPlayerInside(int32 PlayerID, bool PlayerInside); + void SetVisible(bool Visible, bool bForceUpdate = false); + void SetRelevancyLevel(int32 PlayerID, int32 Level); + FORCEINLINE bool IsReady() const { return RoomData != nullptr; } + + // Is the player currently inside the room? + // A player can be in multiple rooms at once, for example when he stands at the door frame, + // the player's capsule is in both rooms. + UFUNCTION(BlueprintPure, Category = "Room") + bool IsPlayerInside(const APlayerController* PlayerController = nullptr) const; + + // Is the room currently visible? + UFUNCTION(BlueprintPure, Category = "Room", meta = (CompactNodeTitle = "Is Visible")) + FORCEINLINE bool IsVisible() const { return bIsVisible || bForceVisible; } + + // Force the room to be veisible + UFUNCTION(BlueprintCallable, Category = "Room") + void ForceVisibility(bool bForce); + + // Get the relevancy level for the specified player. + // A relevancy level < 0 means the room is not relevant for the player. + // A relevancy level of 0 means the player is inside the room. + // A relevancy level > 0 means the player is outside the room, the higher the level, the further away the room is. + UFUNCTION(BlueprintPure, Category = "Room") + int32 GetRelevancyLevel(APlayerController* PlayerController) const; + + // Get the maximum relevancy level for this room. + // The highest value, the farthest the room is from any player. + // A value < 0 means no player has this room as relevant. + UFUNCTION(BlueprintPure, Category = "Room") + int32 GetMaxRelevancyLevel() const; + + // Get minimum relevancy level for this room. + // The lowest value, the closest the room is from any player. + // A value < 0 means no player has this room as relevant. + UFUNCTION(BlueprintPure, Category = "Room") + int32 GetMinRelevancyLevel() const; + + // Get all relevancy levels for this room. + UFUNCTION(BlueprintPure, Category = "Room") + void GetAllRelevancyLevels(TMap& OutRelevancyLevels) const; + + // Is the room locked? + // If it is, the doors will be locked (except if they have `Alway Unlocked`). + UFUNCTION(BlueprintPure, Category = "Room", meta = (CompactNodeTitle = "Is Locked")) + FORCEINLINE bool IsLocked() const { return bIsLocked; } + + // Lock or unlock the room instance. + // Will lock/unlock the doors too (except if they have `Alway Unlocked`). + // @param lock Should the room be locked? + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Room") + void Lock(bool lock); + + // Access to custom data of the room. + // @param DataType The type of the custom data to retrieve. + // @param Data The custom data found, or null if no custom data found. + // @return True if a custom data of the specified type has been found, false otherwise. + UFUNCTION(BlueprintCallable, Category = "Room", meta = (DisplayName = "Get Custom Data", ExpandBoolAsExecs = "ReturnValue", DeterminesOutputType = "DataType", DynamicOutputParam = "Data")) + bool GetCustomData_BP(TSubclassOf DataType, URoomCustomData*& Data); + + // Check if the room instance contains a custom data of a specific type. + // @param DataType The type of the custom data to check. + // @return True if the rooms has a custom data of the specified type, false otherwise. + UFUNCTION(BlueprintCallable, Category = "Room", meta = (DisplayName = "Has Custom Data", ExpandBoolAsExecs = "ReturnValue", AutoCreateRefTerm = "DataType")) + bool HasCustomData_BP(const TSubclassOf& DataType); + + bool CreateCustomData(const TSubclassOf& DataType); + bool CreateAllCustomData(); + bool GetCustomData(const TSubclassOf& DataType, URoomCustomData*& Data) const; + bool HasCustomData(const TSubclassOf& DataType) const; + + // Returns the RandomStream from the Dungeon Generator + // [DEPRECATED] Use a DeterministicRandom component on actors instead. + UFUNCTION(BlueprintCallable, Category = "Room", meta = (DeprecatedFunction, DeprecationMessage = "Use a DeterministicRandom component on actors instead.")) + FRandomStream GetRandomStream() const; + + // Get the door actor from a specific index. + // @param DoorIndex The index of the door to retrieve. + // @return The door actor at the index, or null if the index is out of range. + UFUNCTION(BlueprintCallable, Category = "Room") + AActor* GetDoor(int32 DoorIndex) const; + + // Fill an array with all the door actors connected to the room. + // @param OutDoors THIS IS NOT AN INPUT! This array will be emptied and then filled with the door actors. This is your result! + UFUNCTION(BlueprintPure = false, Category = "Room") + void GetAllDoors(UPARAM(ref) TArray& OutDoors) const; + + // Returns true if the door at DoorIndex is connected to another room. + // @param DoorIndex The index of the door to check. + UFUNCTION(BlueprintPure, Category = "Room") + bool IsDoorConnected(int DoorIndex) const; + + // Returns the connected room instance at DoorIndex. + UFUNCTION(BlueprintPure, Category = "Room") + URoom* GetConnectedRoomAt(int DoorIndex) const; + + // Returns all the room instances connected with this one. + // @param ConnectedRooms This array will be filled with the room instances. + UFUNCTION(BlueprintPure, Category = "Room") + void GetAllConnectedRooms(TArray& ConnectedRooms) const; + + // Returns the index of the provided room, or -1 if room is not connected. + UFUNCTION(BlueprintPure, Category = "Room") + int32 GetConnectedRoomIndex(const URoom* OtherRoom) const; + + // Returns the door actor shared with the provided room. + // Returns null if the provided room is not connected with this. + UFUNCTION(BlueprintPure, Category = "Room") + void GetDoorsWith(const URoom* OtherRoom, TArray& Doors) const; + + // Returns all the connections of this room. + UFUNCTION(BlueprintPure, Category = "Room") + TArray GetConnections() const; + +public: + UPROPERTY(BlueprintAssignable, Category = "Room|Events") + FRelevancyEvent OnRelevancyChanged; + +private: + // Deprecate old way of storing RoomData. + // Must not be used anywhere else than in serialization code. + // It has been renamed SoftRoomData, because despite the DEPRECATED suffix, + // the engine treats RoomData_DEPRECATED as RoomData, and thus conflicting with the below one. + UPROPERTY(SaveGame, Transient, meta=(DeprecatedProperty)) + TSoftObjectPtr SoftRoomData_DEPRECATED {nullptr}; + + // New way to store RoomData. + // It must be a hard reference to avoid it being garbage collected on clients. + UPROPERTY(ReplicatedUsing = OnRep_RoomData) + URoomData* RoomData {nullptr}; + + UPROPERTY(Replicated, Transient) + TArray CustomData; + + UPROPERTY(ReplicatedUsing = OnRep_Connections) + TArray> Connections; + + UPROPERTY(Replicated) + TWeakObjectPtr GeneratorOwner {nullptr}; + + UPROPERTY(ReplicatedUsing = OnRep_Id, SaveGame) + int64 Id {-1}; + + TSet PlayerIDInside {}; + bool bIsVisible {true}; + bool bForceVisible {false}; + TMap RelevancyLevels {}; + + UPROPERTY(ReplicatedUsing = OnRep_IsLocked, SaveGame) + bool bIsLocked {false}; + + const FCustomDataPair* GetDataPair(const TSubclassOf& DataType) const; + +protected: + //~ Begin UReplicableObject Interface + virtual bool ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) override; + virtual void RegisterReplicableSubobjects(bool bRegister) override; + //~ End UReplicableObject Interface + + void UpdateVisibility() const; + + UFUNCTION() // Needed macro for replication to work + void OnRep_RoomData(); + + UFUNCTION() // Needed macro for replication to work + void OnRep_Id(); + + UFUNCTION() // Needed macro for replication to work + void OnRep_Connections(); + + UFUNCTION() // Needed macro for replication to work + void OnRep_IsLocked(); + + UFUNCTION() // needed macro for binding to delegate + void OnInstanceLoaded(); + +public: + void Init(URoomData* RoomData, ADungeonGeneratorBase* Generator, int32 RoomId); + + void Instantiate(UWorld* World); + void Destroy(); + ARoomLevel* GetLevelScript() const; + bool IsInstanceLoaded() const; + bool IsInstanceUnloaded() const; + bool IsInstanceInitialized() const; + void CreateLevelComponents(ARoomLevel* LevelActor); + + EDoorDirection GetDoorWorldOrientation(int DoorIndex) const; + FIntVector GetDoorWorldPosition(int DoorIndex) const; + + int32 GetConnectionCount() const { return Connections.Num(); } + bool IsConnected(int32 DoorIndex) const; + void SetConnection(int32 DoorIndex, URoomConnection* Conn); + TWeakObjectPtr GetConnectedRoom(int32 DoorIndex) const; + int32 GetFirstEmptyConnection() const; + void GetAllEmptyConnections(TArray& EmptyConnections) const; + const TArray>& GetAllConnections() const { return Connections; } + + bool IsDoorIndexValid(int32 DoorIndex) const; + int32 GetDoorIndexAt(FIntVector WorldPos, EDoorDirection WorldRot) const; + int32 GetOtherDoorIndex(int32 DoorIndex) const; + + UFUNCTION(BlueprintPure, Category = "Room") + FDoorDef GetDoorDef(int32 DoorIndex) const; + + FDoorDef GetDoorDefAt(FIntVector WorldPos, EDoorDirection WorldRot) const; + + FIntVector WorldToRoom(const FIntVector& WorldPos) const; + FIntVector RoomToWorld(const FIntVector& RoomPos) const; + EDoorDirection WorldToRoom(const EDoorDirection& WorldRot) const; + EDoorDirection RoomToWorld(const EDoorDirection& RoomRot) const; + FBoxMinAndMax WorldToRoom(const FBoxMinAndMax& WorldBox) const; + FBoxMinAndMax RoomToWorld(const FBoxMinAndMax& RoomBox) const; + FDoorDef WorldToRoom(const FDoorDef& WorldDoor) const; + FDoorDef RoomToWorld(const FDoorDef& RoomDoor) const; + FVoxelBounds WorldToRoom(const FVoxelBounds& WorldBounds) const; + FVoxelBounds RoomToWorld(const FVoxelBounds& RoomBounds) const; + + void SetPosition(const FIntVector& NewPosition); + void SetDirection(EDoorDirection NewDirection); + void SetRotationFromDoor(int DoorIndex, EDoorDirection WorldRot); + void SetPositionFromDoor(int DoorIndex, FIntVector WorldPos); + void SetPositionAndRotationFromDoor(int DoorIndex, FIntVector WorldPos, EDoorDirection WorldRot); + bool IsOccupied(FIntVector Cell); + + FTransform GetTransform() const; + FBoxCenterAndExtent GetBounds() const; + int32 GetSubBoundsCount() const; + FBoxCenterAndExtent GetSubBounds(int32 Index) const; + FBoxCenterAndExtent GetLocalBounds() const; + FBoxMinAndMax GetIntBounds() const; + FVoxelBounds GetVoxelBounds() const; + +private: + // Utility functions to load/unload level instances + static ULevelStreamingDynamic* LoadInstance(UObject* WorldContextObject, const TSoftObjectPtr& Level, const FString& InstanceNameSuffix, FVector Location, FRotator Rotation); + static void UnloadInstance(ULevelStreamingDynamic* Instance); + +private: + using FActorSaveDataMap = TMap>; + + // This struct holds the data applied at later stages of the loading process. + // For example, it holds the connection indices, that will be used later to resolve the connection references. + struct FSaveData + { + TArray ConnectionIds; + TArray LevelActor; + FActorSaveDataMap Actors; + }; + + // This is a unique ptr so we have a data only when we need it. + TUniquePtr SaveData {nullptr}; + + bool SerializeLevelActors(FSaveData& Data, bool bIsLoading); + void DispatchCallbackToSavedLevelActors(TFunction Callback) const; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConnection.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConnection.h new file mode 100644 index 0000000..92de43c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConnection.h @@ -0,0 +1,147 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ReplicableObject.h" +#include "ProceduralDungeonTypes.h" +#include "Interfaces/DungeonCustomSerialization.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "RoomConnection.generated.h" + +class URoom; + +// A DungeonGraph subobject that represents a connection between two rooms. +UCLASS(BlueprintType) +class PROCEDURALDUNGEON_API URoomConnection : public UReplicableObject, public IDungeonCustomSerialization, public IDungeonSaveInterface +{ + GENERATED_BODY() + +public: + //~ Begin IDungeonCustomSerialization Interface + virtual bool SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) override; + virtual bool FixupReferences(UObject* Context) override; + //~ End IDungeonCustomSerialization Interface + + //~ Begin IDungeonSaveInterface Interface + virtual void PreSaveDungeon_Implementation() override; + virtual void PostLoadDungeon_Implementation() override; + //~ End IDungeonSaveInterface Interface + +public: + UFUNCTION(BlueprintPure, Category = "Room Connection") + int32 GetID() const; + + const TWeakObjectPtr GetRoomA() const; + const TWeakObjectPtr GetRoomB() const; + + UFUNCTION(BlueprintPure, Category = "Room Connection", meta = (DisplayName = "Get Door A Index")) + int32 GetRoomADoorId() const; + + UFUNCTION(BlueprintPure, Category = "Room Connection", meta = (DisplayName = "Get Door B Index")) + int32 GetRoomBDoorId() const; + + TWeakObjectPtr GetOtherRoom(const URoom* FromRoom) const; + int32 GetOtherDoorId(const URoom* FromRoom) const; + + UFUNCTION(BlueprintPure, Category = "Room Connection") + bool IsDoorInstanced() const; + + UFUNCTION(BlueprintPure, Category = "Room Connection") + AActor* GetDoorInstance() const; + + UFUNCTION(BlueprintPure, Category = "Room Connection") + FVector GetDoorLocation(bool bIgnoreGeneratorTransform) const; + + UFUNCTION(BlueprintPure, Category = "Room Connection") + FRotator GetDoorRotation(bool bIgnoreGeneratorTransform) const; + + UFUNCTION(BlueprintPure, Category = "Room Connection") + bool IsDoorOpen() const; + + UFUNCTION(BlueprintPure, Category = "Room Connection") + bool IsDoorLocked() const; + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Room Connection") + void SetDoorOpen(bool bOpen); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Room Connection") + void SetDoorLocked(bool bLocked); + + void SetDoorClass(TSubclassOf DoorClass, bool bFlipped); + AActor* InstantiateDoor(UWorld* World, AActor* Owner = nullptr, bool bUseOwnerTransform = false); + void DestroyDoor(); + + // Convenient functions to return a default value if the connection is nullptr. + static URoom* GetOtherRoom(const URoomConnection* Conn, const URoom* FromRoom); + static int32 GetOtherDoorId(const URoomConnection* Conn, const URoom* FromRoom); + static AActor* GetDoorInstance(const URoomConnection* Conn); + static class UDoorType* GetDoorType(const URoomConnection* Conn); + static void GetBothDoorTypes(const URoomConnection* Conn, UDoorType*& DoorTypeA, UDoorType*& DoorTypeB); + + static URoomConnection* CreateConnection(URoom* RoomA, int32 DoorA, URoom* RoomB, int32 DoorB, UObject* Outer, int32 IdInOuter); + +protected: + UFUNCTION(BlueprintPure, Category = "Room Connection", meta = (DisplayName = "Get Room A", CompactNodeTitle = "Room A")) + const URoom* GetRoomA_BP() const; + + UFUNCTION(BlueprintPure, Category = "Room Connection", meta = (DisplayName = "Get Room B", CompactNodeTitle = "Room B")) + const URoom* GetRoomB_BP() const; + +private: + UFUNCTION() + void OnRep_ID(); + + UFUNCTION() + void OnRep_RoomA(); + + UFUNCTION() + void OnRep_RoomB(); + + UFUNCTION() + void OnRep_DoorState(); + +private: + UPROPERTY(ReplicatedUsing = OnRep_ID, SaveGame) + int32 ID {-1}; + + UPROPERTY(ReplicatedUsing = OnRep_RoomA) + TWeakObjectPtr RoomA {nullptr}; + + UPROPERTY(Replicated, SaveGame) + int32 RoomADoorId {-1}; + + UPROPERTY(ReplicatedUsing = OnRep_RoomB) + TWeakObjectPtr RoomB {nullptr}; + + UPROPERTY(Replicated, SaveGame) + int32 RoomBDoorId {-1}; + + UPROPERTY() + TSubclassOf DoorClass {nullptr}; + + UPROPERTY(SaveGame) + bool bFlipped {false}; + + UPROPERTY(Replicated, Transient) + TWeakObjectPtr DoorInstance {nullptr}; + + UPROPERTY(ReplicatedUsing = OnRep_DoorState, SaveGame) + FDoorState DoorState; + +private: + // Store temporary data used only during saving/loading the game + struct FSaveData + { + int32 Version {-1}; + int64 RoomAID {-1}; + int64 RoomBID {-1}; + TArray DoorSavedData; + }; + + TUniquePtr SaveData {nullptr}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint.h new file mode 100644 index 0000000..d133a09 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint.h @@ -0,0 +1,25 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "ProceduralDungeonTypes.h" +#include "RoomConstraint.generated.h" + +class URoomData; + +// Base class for constraints applied to rooms +UCLASS(Abstract, BlueprintType, Blueprintable, EditInlineNew) +class PROCEDURALDUNGEON_API URoomConstraint : public UObject +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintNativeEvent, BlueprintPure, Category = "Room Constraint") + bool Check(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_CountLimit.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_CountLimit.h new file mode 100644 index 0000000..1b62459 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_CountLimit.h @@ -0,0 +1,30 @@ +// Copyright Benoit Pelletier 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "RoomConstraints/RoomConstraint.h" +#include "BoundsParams.h" +#include "RoomConstraint_CountLimit.generated.h" + +class URoomData; + +// Constraints the room to be inside the provided bounds +UCLASS(meta = (DisplayName = "Count Limit Constraint")) +class PROCEDURALDUNGEON_API URoomConstraint_CountLimit : public URoomConstraint +{ + GENERATED_BODY() + +public: + //~ Begin URoomConstraint Interface + virtual bool Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const override; + //~ End URoomConstraint Interface + +private: + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Constraint", meta = (AllowPrivateAccess = true)) + int32 MaxCount {1}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_Direction.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_Direction.h new file mode 100644 index 0000000..5fa0d5b --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_Direction.h @@ -0,0 +1,27 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "RoomConstraints/RoomConstraint.h" +#include "RoomConstraint_Direction.generated.h" + +// Constraint on the possible directions the room can be placed +UCLASS(meta = (DisplayName = "Direction Constraint")) +class PROCEDURALDUNGEON_API URoomConstraint_Direction : public URoomConstraint +{ + GENERATED_BODY() + +public: + //~ Begin URoomConstraint Interface + virtual bool Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const override; + //~ End URoomConstraint Interface + +private: + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Constraint", meta = (AllowPrivateAccess=true)) + TArray AllowedDirections {}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_Location.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_Location.h new file mode 100644 index 0000000..108fd0f --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomConstraints/RoomConstraint_Location.h @@ -0,0 +1,30 @@ +// Copyright Benoit Pelletier 2025 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "RoomConstraints/RoomConstraint.h" +#include "BoundsParams.h" +#include "RoomConstraint_Location.generated.h" + +class URoomData; + +// Constraints the room to be inside the provided bounds +UCLASS(meta = (DisplayName = "Location Constraint")) +class PROCEDURALDUNGEON_API URoomConstraint_Location : public URoomConstraint +{ + GENERATED_BODY() + +public: + //~ Begin URoomConstraint Interface + virtual bool Check_Implementation(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction) const override; + //~ End URoomConstraint Interface + +private: + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Constraint", meta = (AllowPrivateAccess = true)) + FBoundsParams Limits; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomCustomData.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomCustomData.h new file mode 100644 index 0000000..a1260ed --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomCustomData.h @@ -0,0 +1,52 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ReplicableObject.h" +#include "Interfaces/DungeonCustomSerialization.h" +#include "Interfaces/DungeonSaveInterface.h" +#include "Templates/SubclassOf.h" +#include "RoomCustomData.generated.h" + +class UActorComponent; + +// Base class for user custom data embedded in room instances +UCLASS(Abstract, BlueprintType, Blueprintable) +class PROCEDURALDUNGEON_API URoomCustomData : public UReplicableObject, public IDungeonCustomSerialization, public IDungeonSaveInterface +{ + GENERATED_BODY() + +public: + void CreateLevelComponent(class ARoomLevel* LevelActor); + + //~ Begin IDungeonCustomSerialization Interface + virtual bool SerializeObject(FStructuredArchive::FRecord& Record, bool bIsLoading) override; + //~ End IDungeonCustomSerialization Interface + + //~ Begin IDungeonSaveInterface Interface + virtual void PreSaveDungeon_Implementation() override; + virtual void PostLoadDungeon_Implementation() override; + //~ End IDungeonSaveInterface Interface + +private: + // Component to create and attach on the Level Script Actor of the instanced room. + UPROPERTY(EditAnywhere, Category = "Dungeon Rules", meta = (AllowAbstract = false, AllowPrivateAccess = true)) + TSubclassOf LevelComponent {nullptr}; + + // Keep a reference to the created component instance + UPROPERTY(Transient) + TWeakObjectPtr LevelComponentInstance {nullptr}; + +private: + struct FSaveData + { + TArray ComponentData; + }; + + TUniquePtr SavedData; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomData.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomData.h new file mode 100644 index 0000000..93a1424 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomData.h @@ -0,0 +1,160 @@ +// Copyright Benoit Pelletier 2019 - 2026 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "ProceduralDungeonTypes.h" +#include "Misc/EngineVersionComparison.h" +#include "Math/GenericOctree.h" // for FBoxCenterAndExtent (required for UE5.0) +#include "VoxelBounds/VoxelBounds.h" +#include "RoomData.generated.h" + +#if UE_VERSION_OLDER_THAN(5, 3, 0) + #define USE_LEGACY_DATA_VALIDATION 1 +#else + #define USE_LEGACY_DATA_VALIDATION 0 +#endif + +class URoom; +class UDungeonGraph; +class URoomCustomData; +class UDoorType; +class UDungeonSettings; +class URoomConstraint; + +#if WITH_EDITOR +class URoomData; +DECLARE_MULTICAST_DELEGATE_OneParam(FRoomDataEditorEvent, URoomData*) +#endif + +// Static data shared by multiple room instances. +// This data is used to define the room's properties and the room level to spawn. +UCLASS() +class PROCEDURALDUNGEON_API URoomData : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditInstanceOnly, Category = "Level") + TSoftObjectPtr Level {nullptr}; + + // This will force a random door to be chosen during the dungeon generation. + // DEPRECATED: It will be removed in a future version of the plugin. As a replacement, you should return -1 as DoorIndex in the ChooseNextRoomData of your DungeonGenerator. + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Doors") + bool RandomDoor {true}; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Doors") + TArray Doors {FDoorDef()}; + + UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use BoundingBoxes instead")) + FIntVector FirstPoint {0}; + + UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use BoundingBoxes instead")) + FIntVector SecondPoint {1}; + + UPROPERTY(EditAnywhere, Category = "Room") + TArray BoundingBoxes; + + UPROPERTY(EditDefaultsOnly, Category = "Room") + TSet> CustomData; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Room", AdvancedDisplay) + UDungeonSettings* SettingsOverrides {nullptr}; + + UPROPERTY(EditAnywhere, Instanced, BlueprintReadOnly, Category = "Room") + TArray Constraints; + +public: + URoomData(); + + virtual void Serialize(FArchive& Ar) override; + + UFUNCTION(BlueprintPure, Category = "Room Data", meta = (DisplayName = "Door Count", CompactNodeTitle = "Door Count")) + int GetNbDoor() const { return Doors.Num(); } + + UFUNCTION(BlueprintPure, Category = "Room Data") + const FDoorDef& GetDoorDef(int32 DoorIndex) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasCompatibleDoor(const FDoorDef& DoorData) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + void GetCompatibleDoors(const FDoorDef& DoorData, TArray& CompatibleDoors) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasDoorOfType(UDoorType* DoorType) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasAnyDoorOfType(const TArray& DoorTypes) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasAllDoorOfType(const TArray& DoorTypes) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasCustomData(TSubclassOf CustomDataClass) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasAnyCustomData(const TArray>& CustomDataList) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + bool HasAllCustomData(const TArray>& CustomDataList) const; + + UFUNCTION(BlueprintNativeEvent, Category = "Room Data") + void InitializeRoom(URoom* Room, UDungeonGraph* Dungeon) const; + + UFUNCTION(BlueprintNativeEvent, Category = "Room Data") + void CleanupRoom(URoom* Room, UDungeonGraph* Dungeon) const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + FIntVector GetSize() const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + int GetVolume() const; + + UFUNCTION(BlueprintPure, Category = "Room Data") + const UDungeonSettings* GetSettings() const { return SettingsOverrides; } + + UFUNCTION(BlueprintPure, Category = "Room Data") + FVector GetRoomUnit() const; + + UFUNCTION(BlueprintPure, Category = "Room Contraint") + static bool DoesPassAllConstraints(const UDungeonGraph* Dungeon, const URoomData* RoomData, FIntVector Location, EDoorDirection Direction); + + FBoxCenterAndExtent GetBounds(FTransform Transform = FTransform::Identity) const; + FBoxCenterAndExtent GetSubBounds(int32 Index, FTransform Transform = FTransform::Identity) const; + FBoxMinAndMax GetIntBounds() const; + FVoxelBounds GetVoxelBounds() const; + + bool IsRoomInBounds(const FBoxMinAndMax& Bounds, int DoorIndex, const FDoorDef& DoorDungeonPos) const; + +#if !(UE_BUILD_SHIPPING) || WITH_EDITOR + bool IsDoorValid(int DoorIndex) const; + bool IsDoorDuplicate(int DoorIndex) const; + void DrawDebug(const UWorld* World, const FTransform& Transform, const FColor& Color); +#endif // !(UE_BUILD_SHIPPING) || WITH_EDITOR + +#if WITH_EDITOR + + #if USE_LEGACY_DATA_VALIDATION + virtual EDataValidationResult IsDataValid(TArray& ValidationErrors) override; + #else + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; + #endif // USE_LEGACY_DATA_VALIDATION + + FRoomDataEditorEvent OnPropertiesChanged; + virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; + +#endif // WITH_EDITOR + +private: + // This is a transient to avoid unnecessary computation + // Flagged as mutable because it is computed on the fly when necessary. + // This flag will be removed when the VoxelBounds editor will be implemented. + mutable FVoxelBounds CachedVoxelBounds; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomLevel.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomLevel.h new file mode 100644 index 0000000..82f1eb2 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomLevel.h @@ -0,0 +1,120 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/LevelScriptActor.h" +#include "Math/GenericOctree.h" // for FBoxCenterAndExtent (required for UE5.0) +#include "RoomLevel.generated.h" + +class ARoomLevel; +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRoomLevelVisibilityEvent, ARoomLevel*, RoomLevel, bool, IsVisible); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRoomLevelActorEvent, ARoomLevel*, RoomLevel, AActor*, Actor); + +#if WITH_EDITOR +DECLARE_MULTICAST_DELEGATE_OneParam(FRoomLevelEditorEvent, ARoomLevel*); +#endif + +class URoom; + +// Level script actor for a room instance. +// This class is used to manage the room instance and its bounds. +UCLASS(Blueprintable, ClassGroup = "Procedural Dungeon") +class PROCEDURALDUNGEON_API ARoomLevel : public ALevelScriptActor +{ + GENERATED_BODY() + + // TODO: Make those properties protected with public getter instead +public: + UPROPERTY(EditAnywhere, Category = "Data") + class URoomData* Data; + + UPROPERTY() // Macro is here to mark property to be used by GC + URoom* Room = nullptr; + +#if WITH_EDITOR + // Flag to know when the Dungeon Editor mode is active. + static bool bIsDungeonEditorMode; +#endif + +public: + ARoomLevel(const FObjectInitializer& ObjectInitializer); + + virtual void BeginPlay() override; + virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override; + virtual void Tick(float DeltaTime) override; + virtual bool ShouldTickIfViewportsOnly() const override { return true; } + + void Init(URoom* Room); + void SetActorsVisible(bool Visible); + + FORCEINLINE bool IsInit() const { return bIsInit; } + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon", meta = (CompactNodeTitle = "Is Player Inside", DeprecatedFunction, DeprecationMessage = "Use GetRoom() instead to access directly the room functions.")) + bool IsPlayerInside(const APlayerController* PlayerController = nullptr); + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon", meta = (CompactNodeTitle = "Is Visible", DeprecatedFunction, DeprecationMessage = "Use GetRoom() instead to access directly the room functions.")) + bool IsVisible(); + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon", meta = (CompactNodeTitle = "Is Locked", DeprecatedFunction, DeprecationMessage = "Use GetRoom() instead to access directly the room functions.")) + bool IsLocked(); + + UFUNCTION(BlueprintCallable, Category = "Procedural Dungeon", meta = (DeprecatedFunction, DeprecationMessage = "Use GetRoom() instead to access directly the room functions.")) + void Lock(bool lock); + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon", meta = (CompactNodeTitle = "Room")) + URoom* GetRoom() const { return Room; } + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon", meta = (CompactNodeTitle = "Room Data")) + const URoomData* GetRoomData() const { return Data; } + + UFUNCTION() + void OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); + + UFUNCTION() + void OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon") + FVector GetBoundsCenter() const; + + UFUNCTION(BlueprintPure, Category = "Procedural Dungeon") + FVector GetBoundsExtent() const; + +public: + // Event to notify when the visibility of the room has been toggled. + UPROPERTY(BlueprintAssignable, Category = "Procedural Dungeon") + FRoomLevelVisibilityEvent VisibilityChangedEvent; + + // Called when an actor enters the room bounds. + UPROPERTY(BlueprintAssignable, Category = "Procedural Dungeon") + FRoomLevelActorEvent ActorEnterRoomEvent; + + // Called when an actor exits the room bounds. + UPROPERTY(BlueprintAssignable, Category = "Procedural Dungeon") + FRoomLevelActorEvent ActorExitRoomEvent; + +private: + bool bIsInit = false; + FTransform DungeonTransform; + FBoxCenterAndExtent Bounds; + UPROPERTY(Transient) + class UBoxComponent* RoomTrigger = nullptr; + TSet> Visitors; + +private: + void UpdateBounds(); + void UpdateVisitor(UObject* Visitor, bool IsInside); + void TriggerActor(AActor* Actor, bool IsInTrigger); + virtual void PostInitProperties() override; + +#if WITH_EDITOR +public: + FRoomLevelEditorEvent OnPropertiesChanged; + virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; +#endif +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomVisibilityComponent.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomVisibilityComponent.h new file mode 100644 index 0000000..0770240 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomVisibilityComponent.h @@ -0,0 +1,30 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/StaticRoomVisibilityComponent.h" +#include "RoomVisitor.h" +#include "RoomVisibilityComponent.generated.h" + +// Actor component to manage the visibility of an actor in the dungeon. +// Use this one if the actor is able to move room. +// If the actor remains in the same room, use UStaticRoomVisibilityComponent instead. +UCLASS(ClassGroup = "ProceduralDungeon", meta = (BlueprintSpawnableComponent, DisplayName = "Room Visibility")) +class PROCEDURALDUNGEON_API URoomVisibilityComponent : public UStaticRoomVisibilityComponent, public IRoomVisitor +{ + GENERATED_BODY() + +public: + URoomVisibilityComponent(); + + //~ BEGIN IRoomVisitor + virtual void OnRoomEnter_Implementation(ARoomLevel* RoomLevel) override; + virtual void OnRoomExit_Implementation(ARoomLevel* RoomLevel) override; + //~ END IRoomVisitor +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomVisitor.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomVisitor.h new file mode 100644 index 0000000..f117378 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/RoomVisitor.h @@ -0,0 +1,38 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "RoomVisitor.generated.h" + +class ARoomLevel; + +// This class does not need to be modified. +UINTERFACE(MinimalAPI, BlueprintType, meta = (Tooltip = "Interface which adds events to an actor (or a component) when the actor enters/exits a dungeon room.")) +class URoomVisitor : public UInterface +{ + GENERATED_BODY() +}; + +// Interface which adds events to an actor (or a component) when the actor enters/exits a dungeon room. +class PROCEDURALDUNGEON_API IRoomVisitor +{ + GENERATED_BODY() + +public: + // This function is called when the actor enters a dungeon room. + // @param RoomLevel The room level blueprint this actor has entered. You can use the Room accessor from here. + UFUNCTION(BlueprintNativeEvent, Category = "Room Visitor") + void OnRoomEnter(ARoomLevel* RoomLevel); + + // This function is called when the actor exits a dungeon room. + // @param RoomLevel The room level blueprint this actor has exited. You can use the Room accessor from here. + UFUNCTION(BlueprintNativeEvent, Category = "Room Visitor") + void OnRoomExit(ARoomLevel* RoomLevel); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerDoor.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerDoor.h new file mode 100644 index 0000000..12ef90e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerDoor.h @@ -0,0 +1,46 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Door.h" +#include "TriggerDoor.generated.h" + +// Door that opens when an actor enters the trigger box. +// You can customize which actors can open the door by overriding the IsValidActor function. +UCLASS() +class PROCEDURALDUNGEON_API ATriggerDoor : public ADoor +{ + GENERATED_BODY() + +private: + UPROPERTY(EditAnywhere, Category = "Door Trigger") + class UBoxComponent* BoxComponent; + + UPROPERTY(Transient) + TSet ActorList; + +public: + ATriggerDoor(); + virtual void BeginPlay() override; + +protected: + UFUNCTION() + void OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); + + UFUNCTION() + void OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + + // Should returns true if the actor can open the door. + // Component is the component on the actor that triggered the door. + // By default the actor is valid if it's a Character. + UFUNCTION(BlueprintNativeEvent, Category = "Door") + bool IsValidActor(AActor* Actor, UPrimitiveComponent* Component); + + FORCEINLINE void UpdateOpenState() { Open(ActorList.Num() > 0); } +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerType.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerType.h new file mode 100644 index 0000000..fe02a83 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/TriggerType.h @@ -0,0 +1,89 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/BoxComponent.h" +#include "GameFramework/Actor.h" +#include "TriggerType.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorTriggerEvent, AActor*, Actor); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorTriggerArrayEvent, TArray, Actor); + +// Trigger box that manages detection of actors entering and exiting the trigger. +// Can execute gameplay logic at regular intervals, with an optional delay before activation. +// You can customize the actor type that can activate the trigger by setting the ActorType property. +UCLASS(BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent, ScriptName = "ActorTrigger")) +class PROCEDURALDUNGEON_API UTriggerType : public UBoxComponent +{ + GENERATED_BODY() + +public: + UTriggerType(); + +protected: + virtual void BeginPlay() override; + +public: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type") + float TickDuration; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type") + float ActivationDelay; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type") + uint8 requiredActorCountToActivate; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type") + TSubclassOf ActorType; + + UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Actor Enter")) + FActorTriggerEvent OnActorEnter; + UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Actor Exit")) + FActorTriggerEvent OnActorExit; + + UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Trigger Tick")) + FActorTriggerArrayEvent OnTriggerTick; + + UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Trigger Activation")) + FActorTriggerArrayEvent OnActivation; + UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Trigger Deactivation")) + FActorTriggerArrayEvent OnDeactivation; + + UFUNCTION() + bool IsActivated() { return bIsActivated; } + + UFUNCTION() + TArray GetActorList() { return ActorList; } + +protected: + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Trigger Type") + bool bIsActivated; + + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Trigger Type") + TArray ActorList; + +private: + UPROPERTY() + FTimerHandle TickTimer; + + UPROPERTY() + FTimerHandle ActivationTimer; + + UFUNCTION() + void OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); + UFUNCTION() + void OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + + UFUNCTION() + void TriggerTick(); + + UFUNCTION() + void TriggerActivate(); + + UFUNCTION() + void TriggerDeactivate(); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/CompatUtils.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/CompatUtils.h new file mode 100644 index 0000000..5bc2b87 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/CompatUtils.h @@ -0,0 +1,27 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Misc/EngineVersionComparison.h" +#include "Templates/UnrealTypeTraits.h" + +#if UE_VERSION_OLDER_THAN(5, 0, 0) + #define UE_REQUIRES(...) \ + , typename = typename TEnableIf<__VA_ARGS__>::Type +#elif UE_VERSION_OLDER_THAN(5, 3, 0) + #define UE_REQUIRES(...) \ + UE_CONSTRAINTS_BEGIN \ + UE_CONSTRAINT(__VA_ARGS__) \ + UE_CONSTRAINTS_END +#endif + +#if UE_VERSION_OLDER_THAN(5, 0, 0) + #define AR_FIELD_NAME(Name) FArchiveFieldName(TEXT(Name)) +#else + #define AR_FIELD_NAME(Name) TEXT(Name) +#endif diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/DungeonSaveUtils.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/DungeonSaveUtils.h new file mode 100644 index 0000000..f0a656c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/DungeonSaveUtils.h @@ -0,0 +1,108 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "ProceduralDungeonLog.h" +#include "Utils/CompatUtils.h" + +TUniquePtr CreateArchiveFormatterFromArchive(FArchive& Ar, bool bTextFormat = true); + +bool SerializeUObject(FStructuredArchive::FRecord& Record, UObject* Obj, bool bIsLoading); +bool SerializeUObject(FArchive& Ar, UObject* Obj, bool bIsLoading, bool bTextFormat = true); +bool SerializeUObject(TArray& Data, UObject* Obj, bool bIsLoading, bool bTextFormat = true); + +template::Value)> +bool SerializeUObjectArray(FStructuredArchive::FRecord& ParentRecord, FArchiveFieldName RecordName, TArray& Array, bool bIsLoading, UObject* Owner = nullptr) +{ + int32 ArraySize = -1; + if (!bIsLoading) + { + ArraySize = Array.Num(); + } + + FStructuredArchiveArray ArrayRecord = ParentRecord.EnterArray(RecordName, ArraySize); + + if (bIsLoading) + { + checkf(Array.Num() == 0, TEXT("Array has not been emptied before loading it from save!")); + Array.Empty(ArraySize); + } + + bool bSuccess = true; + for (int i = 0; i < ArraySize; ++i) + { + T* Element = nullptr; + if (bIsLoading) + { + // Create new object instance when loading + Element = NewObject(Owner); + Array.Add(Element); + } + else + { + Element = Array[i]; + } + + FStructuredArchiveRecord ElementRecord = ArrayRecord.EnterElement().EnterRecord(); + bSuccess &= SerializeUObject(ElementRecord, Element, bIsLoading); + } + + return bSuccess; +} + +void SerializeUObjectRef(FStructuredArchiveSlot Slot, UObject*& Object); + +template::Value)> +void SerializeUObjectRef(FStructuredArchiveSlot Slot, T*& Object) +{ + UObject* Obj = Object; + SerializeUObjectRef(Slot, Obj); + Object = Cast(Obj); +} + +// Can't make it an operator<< since it already exists. +void SerializeUClass(FStructuredArchiveSlot Slot, UClass*& Class); + +#if UE_VERSION_OLDER_THAN(5, 4, 0) +template +void operator<<(FStructuredArchiveSlot Slot, TSubclassOf& Class) +{ + auto ClassPath = FSoftObjectPath(Class); + Slot << ClassPath; + + if (Slot.GetArchiveState().IsLoading() && !ClassPath.IsNull()) + { + // Resolve potential redirectors before trying to resolve the object + ClassPath.FixupCoreRedirects(); + + Class = Cast(ClassPath.ResolveObject()); + if (nullptr == Class && !ClassPath.IsNull()) + { + Class = Cast(ClassPath.TryLoad()); + } + + if (nullptr == Class) + { + DungeonLog_Error("Failed to load class from path: %s", *ClassPath.ToString()); + } + } +} +#endif + +namespace +{ +#if UE_VERSION_OLDER_THAN(5, 0, 0) + using FStructuredArchiveSlotBase = UE4StructuredArchive_Private::FSlotBase; +#else + using FStructuredArchiveSlotBase = UE::StructuredArchive::Private::FSlotBase; +#endif +} //namespace + +bool IsLoading(const FStructuredArchiveSlotBase& Slot); +bool IsSaving(const FStructuredArchiveSlotBase& Slot); diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/ReplicationDefines.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/ReplicationDefines.h new file mode 100644 index 0000000..9b18488 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/ReplicationDefines.h @@ -0,0 +1,21 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Misc/EngineVersionComparison.h" + +#if UE_VERSION_OLDER_THAN(5, 0, 0) + // Fixup undefined UE_WITH_IRIS for UE4 + #ifndef UE_WITH_IRIS + #define UE_WITH_IRIS 0 + #endif + + #define UE_WITH_SUBOBJECT_LIST 0 +#else + #define UE_WITH_SUBOBJECT_LIST 1 +#endif diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/ReplicationUtils.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/ReplicationUtils.h new file mode 100644 index 0000000..0b9ee97 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Utils/ReplicationUtils.h @@ -0,0 +1,49 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Utils/ReplicationDefines.h" +#include "Net/UnrealNetwork.h" // DOREPLIFETIME +#include "Net/Core/PushModel/PushModel.h" + +#if UE_WITH_IRIS + #include "Iris/ReplicationSystem/ReplicationFragmentUtil.h" +#endif // UE_WITH_IRIS + +// Should be called to modify the value of a replicated variable in a specific object. +// Use in place of Object->Property = Value; +#define SET_OBJECT_REPLICATED_PROPERTY_VALUE(Object, Property, Value) \ + Property = Value; \ + MARK_PROPERTY_DIRTY_FROM_NAME(std::remove_pointer_t, Property, Object); + +// Should be called in the owner class of a replicated variable. +// in place of Name = Value; +#define SET_REPLICATED_PROPERTY_VALUE(Property, Value) \ + SET_OBJECT_REPLICATED_PROPERTY_VALUE(this, Property, Value); + +// Should be called in the actor class of a replicated variable. +// in place of Name = Value; +#define SET_ACTOR_REPLICATED_PROPERTY_VALUE(Property, Value) \ + FlushNetDormancy(); \ + SET_OBJECT_REPLICATED_PROPERTY_VALUE(this, Property, Value); + +// Should be called in the actor component class of a replicated variable. +// in place of Name = Value; +#define SET_COMPONENT_REPLICATED_PROPERTY_VALUE(Property, Value) \ + GetOwner()->FlushNetDormancy(); \ + SET_OBJECT_REPLICATED_PROPERTY_VALUE(this, Property, Value); + +// Should be called in a UReplicableObject derived class +// in place of Name = Value; +#define SET_SUBOBJECT_REPLICATED_PROPERTY_VALUE(Property, Value) \ + WakeUpOwnerActor(); \ + SET_OBJECT_REPLICATED_PROPERTY_VALUE(this, Property, Value); + +#if UE_VERSION_OLDER_THAN(5, 5, 0) + #define SetNetUpdateFrequency(X) NetUpdateFrequency = X +#endif diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/VoxelBounds/VoxelBounds.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/VoxelBounds/VoxelBounds.h new file mode 100644 index 0000000..c6c83a7 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/VoxelBounds/VoxelBounds.h @@ -0,0 +1,115 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ProceduralDungeonTypes.h" +#include "ProceduralDungeonUtils.h" +#include "VoxelBounds.generated.h" + +class UDoorType; + +UENUM(BlueprintType, meta = (DisplayName = "Room Bounds Connection Type")) +enum class EVoxelBoundsConnectionType : uint8 +{ + None, + Wall, + Door +}; + +// Base class for the different connection types. +USTRUCT(BlueprintType, meta = (DisplayName = "Room Bounds Connection")) +struct FVoxelBoundsConnection +{ + GENERATED_BODY() + +public: + FVoxelBoundsConnection() = default; + FVoxelBoundsConnection(EVoxelBoundsConnectionType InType) : Type(InType) {} + FVoxelBoundsConnection(UDoorType* InDoorType) : Type(EVoxelBoundsConnectionType::Door) , DoorType(InDoorType) {} + + UPROPERTY(BlueprintReadOnly, Category = "Bounds Connection") + EVoxelBoundsConnectionType Type {EVoxelBoundsConnectionType::None}; + + // Used when `Type` is `Door` + // Same door types give a high score whereas different door types give a low score. + UPROPERTY(BlueprintReadOnly, Category = "Bounds Connection") + UDoorType* DoorType {nullptr}; + + bool IsValid() const { return EVoxelBoundsConnectionType::None != Type; } + + bool operator==(const FVoxelBoundsConnection& Other) const; + bool operator!=(const FVoxelBoundsConnection& Other) const { return !(*this == Other); } + + // Default score function + static int32 GetCompatibilityScore(const FVoxelBoundsConnection& A, const FVoxelBoundsConnection& B); +}; + +DECLARE_DYNAMIC_DELEGATE_RetVal_ThreeParams(bool, FScoreCallback, const FVoxelBoundsConnection&, A, const FVoxelBoundsConnection&, B, UPARAM(Ref) int32&, Score); + +USTRUCT() +struct FVoxelBounds +{ + GENERATED_BODY() + +public: + enum class EDirection : uint8 + { + North = 0, // { 1, 0, 0} + East, // { 0, 1, 0} + South, // {-1, 0, 0} + West, // { 0, -1, 0} + Up, // { 0, 0, 1} + Down, // { 0, 0, -1} + NbDirection + }; + + // All directions in the 3D space. + static const FIntVector Directions[(uint8)EDirection::NbDirection]; + static EDirection Opposite(EDirection Direction); + + TArray& AddCell(FIntVector Cell); + void AddBox(const FBoxMinAndMax& Box); + + const FVoxelBoundsConnection* GetCellConnection(FIntVector Cell, EDirection Direction) const; + bool SetCellConnection(FIntVector Cell, EDirection Direction, const FVoxelBoundsConnection& Connection); + + void ResetToWalls(); + + int32 GetCellCount() const { return Cells.Num(); } + const FBoxMinAndMax& GetBounds() const { return Bounds; } + bool IsValid() const { return Cells.Num() > 0; } + + // Checks how well the bounds fit together. + // Returns true if the bounds fit together and sets the score. + bool GetCompatibilityScore(const FVoxelBounds& Other, int32& Score, const FScoreCallback& CustomScore = FScoreCallback()) const; + + // Operators to offset the bounds + void operator+=(const FIntVector& Offset); + void operator-=(const FIntVector& Offset); + friend FVoxelBounds operator+(const FVoxelBounds& Bounds, const FIntVector& Offset); + friend FVoxelBounds operator-(const FVoxelBounds& Bounds, const FIntVector& Offset); + + // Operators to concatenate bounds cells + void operator+=(const FVoxelBounds& Other); + friend FVoxelBounds operator+(const FVoxelBounds& A, const FVoxelBounds& B); + + // Operators to remove bounds cells + void operator-=(const FVoxelBounds& Other); + friend FVoxelBounds operator-(const FVoxelBounds& A, const FVoxelBounds& B); + + // Operators to compare bounds + bool operator==(const FVoxelBounds& Other) const; + bool operator!=(const FVoxelBounds& Other) const { return !(*this == Other); } + + static bool Overlap(const FVoxelBounds& A, const FVoxelBounds& B); + friend FVoxelBounds Rotate(const FVoxelBounds& Bounds, const EDoorDirection& Rot); + +private: + TMap> Cells; + FBoxMinAndMax Bounds {FBoxMinAndMax::Invalid}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_DoorType.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_DoorType.cpp new file mode 100644 index 0000000..92f6a5c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_DoorType.cpp @@ -0,0 +1,44 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "AssetTypeActions_DoorType.h" +#include "DoorType.h" +#include "Modules/ModuleManager.h" +#include "ProceduralDungeonEditor.h" + +#define LOCTEXT_NAMESPACE "ProceduralDungeonEditor" + +FAssetTypeActions_DoorType::FAssetTypeActions_DoorType() +{ +} + +FText FAssetTypeActions_DoorType::GetName() const +{ + return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_DoorType", "Door Type"); +} + +UClass* FAssetTypeActions_DoorType::GetSupportedClass() const +{ + return UDoorType::StaticClass(); +} + +FColor FAssetTypeActions_DoorType::GetTypeColor() const +{ + return FColor(255, 50, 128); +} + +uint32 FAssetTypeActions_DoorType::GetCategories() +{ + return EAssetTypeCategories::None; // Defined in the Factory +} + +bool FAssetTypeActions_DoorType::HasActions(const TArray& InObjects) const +{ + return false; +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_DoorType.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_DoorType.h new file mode 100644 index 0000000..ac232b5 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_DoorType.h @@ -0,0 +1,25 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "AssetTypeActions_Base.h" + +class FAssetTypeActions_DoorType : public FAssetTypeActions_Base +{ +public: + FAssetTypeActions_DoorType(); + + // ~BEGIN FAssetTypeActions_Base + virtual FText GetName() const override; + virtual UClass* GetSupportedClass() const override; + virtual FColor GetTypeColor() const override; + virtual uint32 GetCategories() override; + virtual bool HasActions(const TArray& InObjects) const override; + // ~END FAssetTypeActions_Base +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_RoomData.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_RoomData.cpp new file mode 100644 index 0000000..b7a83a9 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_RoomData.cpp @@ -0,0 +1,44 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "AssetTypeActions_RoomData.h" +#include "RoomData.h" +#include "Modules/ModuleManager.h" +#include "ProceduralDungeonEditor.h" + +#define LOCTEXT_NAMESPACE "ProceduralDungeonEditor" + +FAssetTypeActions_RoomData::FAssetTypeActions_RoomData() +{ +} + +FText FAssetTypeActions_RoomData::GetName() const +{ + return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_RoomData", "Room Data"); +} + +UClass* FAssetTypeActions_RoomData::GetSupportedClass() const +{ + return URoomData::StaticClass(); +} + +FColor FAssetTypeActions_RoomData::GetTypeColor() const +{ + return FColor(255, 50, 128); +} + +uint32 FAssetTypeActions_RoomData::GetCategories() +{ + return EAssetTypeCategories::None; // Defined in the Factory +} + +bool FAssetTypeActions_RoomData::HasActions(const TArray& InObjects) const +{ + return false; +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_RoomData.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_RoomData.h new file mode 100644 index 0000000..e4cdf74 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/AssetTypeActions/AssetTypeActions_RoomData.h @@ -0,0 +1,25 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "AssetTypeActions_Base.h" + +class FAssetTypeActions_RoomData : public FAssetTypeActions_Base +{ +public: + FAssetTypeActions_RoomData(); + + // ~BEGIN FAssetTypeActions_Base + virtual FText GetName() const override; + virtual UClass* GetSupportedClass() const override; + virtual FColor GetTypeColor() const override; + virtual uint32 GetCategories() override; + virtual bool HasActions(const TArray& InObjects) const override; + // ~END FAssetTypeActions_Base +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/DoorDefCustomization.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/DoorDefCustomization.cpp new file mode 100644 index 0000000..8b99c0f --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/DoorDefCustomization.cpp @@ -0,0 +1,82 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DoorDefCustomization.h" +#include "ProceduralDungeonTypes.h" +#include "PropertyCustomizationHelpers.h" + +#define LOCTEXT_NAMESPACE "FDoorDefCustomization" + +TSharedRef FDoorDefCustomization::MakeInstance() +{ + return MakeShareable(new FDoorDefCustomization()); +} + +void FDoorDefCustomization::GetSortedChildren(TSharedRef StructPropertyHandle, TArray>& OutChildren) +{ + TSharedPtr PositionProp = StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDoorDef, Position)); + TSharedPtr DirectionProp = StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDoorDef, Direction)); + TSharedPtr TypeProp = StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FDoorDef, Type)); + + // ============= Copied from VectorStructCustomization class (private in engine so can't inherit from it) ============================ + // Only replaced the StructPropertyHandle to the PositionProp + + static const FName X("X"); + static const FName Y("Y"); + static const FName Z("Z"); + + TSharedPtr VectorChildren[3]; + + uint32 NumChildren; + PositionProp->GetNumChildren(NumChildren); + + for (uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex) + { + TSharedRef ChildHandle = PositionProp->GetChildHandle(ChildIndex).ToSharedRef(); + const FName PropertyName = ChildHandle->GetProperty()->GetFName(); + + if (PropertyName == X) + { + VectorChildren[0] = ChildHandle; + } + else if (PropertyName == Y) + { + VectorChildren[1] = ChildHandle; + } + else + { + check(PropertyName == Z); + VectorChildren[2] = ChildHandle; + } + } + + OutChildren.Add(VectorChildren[0].ToSharedRef()); + OutChildren.Add(VectorChildren[1].ToSharedRef()); + OutChildren.Add(VectorChildren[2].ToSharedRef()); + + // ================ Add Direction property in the children =================== + + OutChildren.Add(DirectionProp.ToSharedRef()); + OutChildren.Add(TypeProp.ToSharedRef()); +} + +TSharedRef FDoorDefCustomization::MakeChildWidget(TSharedRef& StructurePropertyHandle, TSharedRef& PropertyHandle) +{ + const FFieldClass* PropertyClass = PropertyHandle->GetPropertyClass(); + if (PropertyClass == FEnumProperty::StaticClass()) + return PropertyHandle->CreatePropertyValueWidget(); + + if (PropertyClass == FStructProperty::StaticClass()) + return PropertyHandle->CreatePropertyValueWidget(); + + if (PropertyClass == FObjectProperty::StaticClass()) + return PropertyHandle->CreatePropertyValueWidget(); + + return FMathStructCustomization::MakeChildWidget(StructurePropertyHandle, PropertyHandle); +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/DoorDefCustomization.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/DoorDefCustomization.h new file mode 100644 index 0000000..d87012c --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/DoorDefCustomization.h @@ -0,0 +1,24 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "IPropertyTypeCustomization.h" +#include "PropertyHandle.h" +#include "Customizations/MathStructCustomizations.h" + +class FDoorDefCustomization : public FMathStructCustomization +{ +public: + static TSharedRef MakeInstance(); + +protected: + // ~BEGIN FMathStructCustomization + virtual void GetSortedChildren(TSharedRef StructPropertyHandle, TArray>& OutChildren) override; + virtual TSharedRef MakeChildWidget(TSharedRef& StructurePropertyHandle, TSharedRef& PropertyHandle) override; + // ~END FMathStructCustomization +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/Margin3DCustomization.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/Margin3DCustomization.cpp new file mode 100644 index 0000000..7f8bcee --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/Margin3DCustomization.cpp @@ -0,0 +1,79 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "Margin3DCustomization.h" +#include "ProceduralDungeonEditorSettings.h" +#include "PropertyCustomizationHelpers.h" + +#define LOCTEXT_NAMESPACE "FMargin3DCustomization" + +TSharedRef FMargin3DCustomization::MakeInstance() +{ + return MakeShareable(new FMargin3DCustomization()); +} + +void FMargin3DCustomization::CustomizeHeader(TSharedRef StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) +{ + TSharedPtr AxisProps[3] = { + StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FMargin3D, XAxis)), + StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FMargin3D, YAxis)), + StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FMargin3D, ZAxis)) + }; + + TSharedPtr ValueRow; + + HeaderRow + .NameContent() + [ + StructPropertyHandle->CreatePropertyNameWidget() + ] + .ValueContent()[ + SAssignNew(ValueRow, SHorizontalBox) + ]; + + for (const auto& AxisProp : AxisProps) + { + auto PositiveProp = AxisProp->GetChildHandle(GET_MEMBER_NAME_CHECKED(FVector2D, X)); + auto NegativeProp = AxisProp->GetChildHandle(GET_MEMBER_NAME_CHECKED(FVector2D, Y)); + + // Axis name + ValueRow->AddSlot() + .AutoWidth() + [ + AxisProp->CreatePropertyNameWidget() + ]; + + if (PositiveProp) + { + // Margin along positive axis + ValueRow->AddSlot() + .AutoWidth() + .Padding(3.0f, 0.0f) + [ + PositiveProp->CreatePropertyValueWidget() + ]; + } + + if (NegativeProp) + { + // Margin along negative axis + ValueRow->AddSlot() + .AutoWidth() + .Padding(0.0f, 0.0f, 20.0f, 0.0f) + [ + NegativeProp->CreatePropertyValueWidget() + ]; + } + } +} + +void FMargin3DCustomization::CustomizeChildren(TSharedRef StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) +{ + // TODO? +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/Margin3DCustomization.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/Margin3DCustomization.h new file mode 100644 index 0000000..c6a6ba7 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Customizations/Margin3DCustomization.h @@ -0,0 +1,23 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "IPropertyTypeCustomization.h" +#include "PropertyHandle.h" + +class FMargin3DCustomization : public IPropertyTypeCustomization +{ +public: + static TSharedRef MakeInstance(); + +protected: + //~ BEGIN IPropertyTypeCustomization + virtual void CustomizeHeader(TSharedRef StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override; + virtual void CustomizeChildren(TSharedRef StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override; + //~ END IPropertyTypeCustomization +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdMode.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdMode.cpp new file mode 100644 index 0000000..a96f024 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdMode.cpp @@ -0,0 +1,319 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEdMode.h" +#include "ProceduralDungeonEditor.h" +#include "Toolkits/ToolkitManager.h" +#include "EditorModeManager.h" +#include "Engine/LevelScriptBlueprint.h" +#include "ProceduralDungeonEdModeToolkit.h" +#include "ProceduralDungeonEdLog.h" +#include "ProceduralDungeonEditorSettings.h" +#include "ProceduralDungeonEditorObject.h" +#include "Tools/ProceduralDungeonEditorTool_Size.h" +#include "Tools/ProceduralDungeonEditorTool_Door.h" +#include "Room.h" +#include "RoomLevel.h" +#include "RoomData.h" + +#define ROUTE_TO_TOOL(FuncCall) ActiveTool ? ActiveTool->FuncCall : FEdMode::FuncCall + +const FEditorModeID FProceduralDungeonEdMode::EM_ProceduralDungeon(TEXT("EM_ProceduralDungeon")); + +FProceduralDungeonEdMode::FProceduralDungeonEdMode() + : FEdMode() +{ + Tools.Add(MakeUnique(this)); + Tools.Add(MakeUnique(this)); + + Settings = NewObject(GetTransientPackage(), TEXT("Editor Settings"), RF_Transactional); +} + +void FProceduralDungeonEdMode::AddReferencedObjects(FReferenceCollector& Collector) +{ + FEdMode::AddReferencedObjects(Collector); + Collector.AddReferencedObject(Settings); +} + +void FProceduralDungeonEdMode::Enter() +{ + DungeonEd_LogInfo("Enter Room Editor Mode."); + FEdMode::Enter(); + + if (!Toolkit.IsValid()) + { + Toolkit = MakeShareable(new FProceduralDungeonEdModeToolkit); + Toolkit->Init(Owner->GetToolkitHost()); + } + + UpdateLevelBlueprint(); + + // Turn on the flag to force the debug drawings. + ARoomLevel::bIsDungeonEditorMode = true; +} + +void FProceduralDungeonEdMode::Exit() +{ + RegisterLevelCompilationDelegate(false); + + FToolkitManager::Get().CloseToolkit(Toolkit.ToSharedRef()); + Toolkit.Reset(); + + if (ActiveTool) + { + ActiveTool->ExitTool(); + ActiveTool = nullptr; + } + + CachedLevelInstance.Reset(); + CachedLevelBlueprint.Reset(); + + ARoomLevel::bIsDungeonEditorMode = false; + + FEdMode::Exit(); + DungeonEd_LogInfo("Exit Room Editor Mode."); +} + +void FProceduralDungeonEdMode::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) +{ + if (ActiveTool) + ActiveTool->Render(View, Viewport, PDI); + + FEdMode::Render(View, Viewport, PDI); +} + +void FProceduralDungeonEdMode::Tick(FEditorViewportClient* ViewportClient, float DeltaTime) +{ + FEdMode::Tick(ViewportClient, DeltaTime); + + if (ActiveTool) + ActiveTool->Tick(ViewportClient, DeltaTime); +} + +bool FProceduralDungeonEdMode::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) +{ + return ROUTE_TO_TOOL(HandleClick(InViewportClient, HitProxy, Click)); +} + +bool FProceduralDungeonEdMode::InputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event) +{ + return ROUTE_TO_TOOL(InputKey(ViewportClient, Viewport, Key, Event)); +} + +bool FProceduralDungeonEdMode::InputAxis(FEditorViewportClient* InViewportClient, FViewport* Viewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime) +{ + return ROUTE_TO_TOOL(InputAxis(InViewportClient, Viewport, ControllerId, Key, Delta, DeltaTime)); +} + +bool FProceduralDungeonEdMode::InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) +{ + return ROUTE_TO_TOOL(InputDelta(InViewportClient, InViewport, InDrag, InRot, InScale)); +} + +bool FProceduralDungeonEdMode::MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY) +{ + return ROUTE_TO_TOOL(MouseMove(ViewportClient, Viewport, MouseX, MouseY)); +} + +bool FProceduralDungeonEdMode::ShowModeWidgets() const +{ + return true; +} + +bool FProceduralDungeonEdMode::ShouldDrawWidget() const +{ + return true; +} + +bool FProceduralDungeonEdMode::UsesTransformWidget() const +{ + return ROUTE_TO_TOOL(UsesTransformWidget()); +} + +bool FProceduralDungeonEdMode::UsesTransformWidget(WidgetMode CheckMode) const +{ + return ROUTE_TO_TOOL(UsesTransformWidget(CheckMode)); +} + +FVector FProceduralDungeonEdMode::GetWidgetLocation() const +{ + return ROUTE_TO_TOOL(GetWidgetLocation()); +} + +bool FProceduralDungeonEdMode::GetPivotForOrbit(FVector& OutPivot) const +{ + const auto* PluginSettings = GetDefault(); + if (!PluginSettings->bUseRoomAsOrbitPivot) + return false; + + if (!CachedLevelInstance.IsValid()) + return false; + + URoomData* Data = CachedLevelInstance->Data; + if (!IsValid(Data)) + return false; + + FBoxCenterAndExtent RoomBounds = Data->GetBounds(); + OutPivot = RoomBounds.Center; + return true; +} + +bool FProceduralDungeonEdMode::GetCursor(EMouseCursor::Type& OutCursor) const +{ + return ROUTE_TO_TOOL(GetCursor(OutCursor)); +} + +bool FProceduralDungeonEdMode::GetTool(FName ToolName, FProceduralDungeonEditorTool*& OutTool) const +{ + for (auto& Tool : Tools) + { + if (Tool.IsValid() && Tool->GetToolName() == ToolName) + { + OutTool = Tool.Get(); + return true; + } + } + return false; +} + +FProceduralDungeonEditorTool* FProceduralDungeonEdMode::GetActiveTool() const +{ + return ActiveTool; +} + +void FProceduralDungeonEdMode::SetActiveTool(FName ToolName) +{ + if (ActiveTool && ActiveTool->GetToolName() == ToolName) + return; + + FProceduralDungeonEditorTool* NewTool = nullptr; + if (!GetTool(ToolName, NewTool)) + { + DungeonEd_LogError("Tool '%s' is not a valid tool.", *ToolName.ToString()); + return; + } + + check(NewTool); + SetActiveTool(NewTool); +} + +void FProceduralDungeonEdMode::ResetActiveTool() +{ + SetActiveTool(nullptr); +} + +void FProceduralDungeonEdMode::SetActiveTool(FProceduralDungeonEditorTool* NewTool) +{ + if (ActiveTool) + ActiveTool->ExitTool(); + + DungeonEd_LogInfo("Set active tool to '%s'.", NewTool ? NewTool->GetToolName() : TEXT("None")); + ActiveTool = NewTool; + + if (ActiveTool) + ActiveTool->EnterTool(); +} + +void FProceduralDungeonEdMode::SetDefaultTool() +{ + if (!ActiveTool && IsToolEnabled("Tool_Size")) + SetActiveTool("Tool_Size"); +} + +bool FProceduralDungeonEdMode::IsToolEnabled(FName ToolName) const +{ + auto Level = GetLevel(); + return Level.IsValid() && IsValid(Level->Data); +} + +ULevelScriptBlueprint* FProceduralDungeonEdMode::GetLevelBlueprint(bool bCreate) const +{ + UWorld* World = GetWorld(); + check(World); + ULevelScriptBlueprint* LevelBlueprint = World->PersistentLevel->GetLevelScriptBlueprint(/*bDontCreate = */ !bCreate); + return LevelBlueprint; +} + +TWeakObjectPtr FProceduralDungeonEdMode::GetLevel() const +{ + ULevelScriptBlueprint* LevelBlueprint = GetLevelBlueprint(); + if (!IsValid(LevelBlueprint)) + return nullptr; + return Cast(LevelBlueprint->GeneratedClass->GetDefaultObject()); +} + +void FProceduralDungeonEdMode::UpdateLevelBlueprint() +{ + ULevelScriptBlueprint* LevelBlueprint = GetLevelBlueprint(); + if (CachedLevelBlueprint == LevelBlueprint) + return; + + if (CachedLevelBlueprint.IsValid()) + RegisterLevelCompilationDelegate(false); + + CachedLevelBlueprint = LevelBlueprint; + + if (CachedLevelBlueprint.IsValid()) + RegisterLevelCompilationDelegate(true); + + OnLevelBlueprintCompiled(); +} + +void FProceduralDungeonEdMode::OnLevelBlueprintCompiled(UBlueprint* Blueprint) +{ + CachedLevelInstance = Cast(GetWorld()->GetLevelScriptActor()); + + auto Level = GetLevel(); + DungeonEd_LogInfo("Room Level: %s", *GetNameSafe(Level.Get())); + + if (Level.IsValid()) + SetDefaultTool(); + else + ResetActiveTool(); + + auto RoomToolkit = (FProceduralDungeonEdModeToolkit*)Toolkit.Get(); + check(RoomToolkit); + RoomToolkit->OnLevelChanged(); + + if (ActiveTool) + ActiveTool->OnLevelChanged(Level.Get()); +} + +void FProceduralDungeonEdMode::RegisterLevelCompilationDelegate(bool Register) +{ + if (!CachedLevelBlueprint.IsValid()) + { + DungeonEd_LogWarning("Can't (un)register level blueprint compilation delegate: the level blueprint is invalid."); + return; + } + + if (Register) + { + if (LevelBlueprintDelegateHandle.IsValid()) + { + DungeonEd_LogWarning("Can't register level blueprint compilation delegate: the delegate is already registered."); + } + else + { + LevelBlueprintDelegateHandle = CachedLevelBlueprint->OnCompiled().AddRaw(this, &FProceduralDungeonEdMode::OnLevelBlueprintCompiled); + DungeonEd_LogInfo("Regitered level blueprint compilation delegate."); + } + } + else + { + if (LevelBlueprintDelegateHandle.IsValid()) + { + CachedLevelBlueprint->OnCompiled().Remove(LevelBlueprintDelegateHandle); + LevelBlueprintDelegateHandle.Reset(); + DungeonEd_LogInfo("Unregitered level blueprint compilation delegate."); + } + else + { + DungeonEd_LogWarning("Can't unregister level blueprint compilation delegate: the delegate is not registered."); + } + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdMode.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdMode.h new file mode 100644 index 0000000..d78deb6 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdMode.h @@ -0,0 +1,73 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "EdMode.h" +#include "ProceduralDungeonEdTypes.h" +#include "EditorMode/Tools/ProceduralDungeonEditorTool.h" + +class ARoomLevel; +class ULevelScriptBlueprint; + +class FProceduralDungeonEdMode : public FEdMode +{ +public: + const static FEditorModeID EM_ProceduralDungeon; + + FProceduralDungeonEdMode(); + + /** FGCObject interface */ + virtual void AddReferencedObjects(FReferenceCollector& Collector) override; + + //~ Begin FEdMode Interface + virtual void Enter() override; + virtual void Exit() override; + virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override; + virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override; + virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) override; + virtual bool InputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event) override; + virtual bool InputAxis(FEditorViewportClient* InViewportClient, FViewport* Viewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime) override; + virtual bool InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) override; + virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override; + virtual bool ShowModeWidgets() const override; + virtual bool ShouldDrawWidget() const override; + virtual bool UsesTransformWidget() const override; + virtual bool UsesTransformWidget(WidgetMode CheckMode) const; + virtual FVector GetWidgetLocation() const override; + virtual bool AllowWidgetMove() override { return true; } + virtual bool GetPivotForOrbit(FVector& OutPivot) const override; + virtual bool GetCursor(EMouseCursor::Type& OutCursor) const override; + //~ End FEdMode Interface + + bool GetTool(FName ToolName, FProceduralDungeonEditorTool*& OutTool) const; + FProceduralDungeonEditorTool* GetActiveTool() const; + void SetActiveTool(FName ToolName); + void ResetActiveTool(); + void SetDefaultTool(); + bool IsToolEnabled(FName ToolName) const; + + ULevelScriptBlueprint* GetLevelBlueprint(bool bCreate = false) const; + TWeakObjectPtr GetLevel() const; + TWeakObjectPtr GetLevelInstance() const { return CachedLevelInstance; } + void UpdateLevelBlueprint(); + +protected: + void SetActiveTool(FProceduralDungeonEditorTool* NewTool); + void OnLevelBlueprintCompiled(UBlueprint* Blueprint = nullptr); + void RegisterLevelCompilationDelegate(bool Register); + +public: + GC_PTR(class UProceduralDungeonEditorObject) Settings { nullptr }; + +private: + TArray> Tools; + FProceduralDungeonEditorTool* ActiveTool = nullptr; + TWeakObjectPtr CachedLevelInstance = nullptr; + TWeakObjectPtr CachedLevelBlueprint = nullptr; + FDelegateHandle LevelBlueprintDelegateHandle; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdModeToolkit.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdModeToolkit.cpp new file mode 100644 index 0000000..335317f --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdModeToolkit.cpp @@ -0,0 +1,143 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEdModeToolkit.h" +#include "ProceduralDungeonEdMode.h" +#include "SProceduralDungeonEdModeWidget.h" +#include "EditorModeManager.h" +#include "ISinglePropertyView.h" +#include "ProceduralDungeonEditorCommands.h" +#include "ProceduralDungeonEditorObject.h" +#include "ProceduralDungeonEdLog.h" +#include "Tools/ProceduralDungeonEditorTool.h" + +#define LOCTEXT_NAMESPACE "ProceduralDungeonEditor" + +void FProceduralDungeonEdModeToolkit::Init(const TSharedPtr& InitToolkitHost) +{ + auto NameToCommandMap = FProceduralDungeonEditorCommands::Get().NameToCommandMap; + + TSharedRef CommandList = GetToolkitCommands(); + CommandList->MapAction(NameToCommandMap.FindChecked("Tool_Size"), FUIAction( + FExecuteAction::CreateSP(this, &FProceduralDungeonEdModeToolkit::OnChangeTool, FName("Tool_Size")), + FCanExecuteAction::CreateSP(this, &FProceduralDungeonEdModeToolkit::IsToolEnabled, FName("Tool_Size")), + FIsActionChecked::CreateSP(this, &FProceduralDungeonEdModeToolkit::IsToolActive, FName("Tool_Size"))) + ); + + CommandList->MapAction(NameToCommandMap.FindChecked("Tool_Door"), FUIAction( + FExecuteAction::CreateSP(this, &FProceduralDungeonEdModeToolkit::OnChangeTool, FName("Tool_Door")), + FCanExecuteAction::CreateSP(this, &FProceduralDungeonEdModeToolkit::IsToolEnabled, FName("Tool_Door")), + FIsActionChecked::CreateSP(this, &FProceduralDungeonEdModeToolkit::IsToolActive, FName("Tool_Door"))) + ); + + SAssignNew(EdModeWidget, SProceduralDungeonEdModeWidget, SharedThis(this)); + FModeToolkit::Init(InitToolkitHost); +} + +void FProceduralDungeonEdModeToolkit::GetToolPaletteNames(TArray& InPaletteName) const +{ + InPaletteName.Add(FName("DefaultPalette")); +} + +FText FProceduralDungeonEdModeToolkit::GetToolPaletteDisplayName(FName PaletteName) const +{ + if (PaletteName == FName("DefaultPalette")) + { + return LOCTEXT("Mode.Default", "Default"); + } + return FText(); +} + +void FProceduralDungeonEdModeToolkit::BuildToolPalette(FName Palette, FToolBarBuilder& ToolbarBuilder) +{ + auto CommandList = FProceduralDungeonEditorCommands::Get(); + + // DoorType property from Settings + UProceduralDungeonEditorObject* EditorSettings = GetDungeonEditorMode()->Settings; + FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked("PropertyEditor"); + FSinglePropertyParams Params; +#if !COMPATIBILITY + Params.bHideAssetThumbnail = true; +#endif + Params.NamePlacement = EPropertyNamePlacement::Hidden; + TSharedPtr SinglePropView = PropertyEditorModule.CreateSingleProperty(EditorSettings, "DoorType", Params); + + TSharedPtr Widget = + SNew(SHorizontalBox) + .IsEnabled(this, &FProceduralDungeonEdModeToolkit::IsDoorTypeEnabled) + + SHorizontalBox::Slot() + .VAlign(EVerticalAlignment::VAlign_Center) + .AutoWidth() + [ + SinglePropView.ToSharedRef() + ]; + + ToolbarBuilder.BeginSection("Default"); + ToolbarBuilder.AddToolBarButton(CommandList.SizeTool); + ToolbarBuilder.AddSeparator(); + ToolbarBuilder.AddToolBarButton(CommandList.DoorTool); + ToolbarBuilder.AddWidget(Widget.ToSharedRef()); + ToolbarBuilder.EndSection(); +} + +FEdMode* FProceduralDungeonEdModeToolkit::GetEditorMode() const +{ + return GLevelEditorModeTools().GetActiveMode(FProceduralDungeonEdMode::EM_ProceduralDungeon); +} + +FProceduralDungeonEdMode* FProceduralDungeonEdModeToolkit::GetDungeonEditorMode() const +{ + return (FProceduralDungeonEdMode*)GetEditorMode(); +} + +TSharedPtr FProceduralDungeonEdModeToolkit::GetInlineContent() const +{ + return EdModeWidget; +} + +void FProceduralDungeonEdModeToolkit::OnChangeTool(FName ToolName) const +{ + FProceduralDungeonEdMode* EdMode = GetDungeonEditorMode(); + if (!EdMode) + { + DungeonEd_LogError("Editor Mode is invalid."); + return; + } + + DungeonEd_LogInfo("Change Tool to '%s'", *ToolName.ToString()); + EdMode->SetActiveTool(ToolName); +} + +bool FProceduralDungeonEdModeToolkit::IsToolEnabled(FName ToolName) const +{ + FProceduralDungeonEdMode* EdMode = GetDungeonEditorMode(); + return EdMode && EdMode->IsToolEnabled(ToolName); +} + +bool FProceduralDungeonEdModeToolkit::IsToolActive(FName ToolName) const +{ + FProceduralDungeonEdMode* EdMode = GetDungeonEditorMode(); + if (EdMode) + { + FProceduralDungeonEditorTool* Tool = nullptr; + if (EdMode->GetTool(ToolName, Tool)) + return EdMode->GetActiveTool() == Tool; + } + return false; +} + +bool FProceduralDungeonEdModeToolkit::IsDoorTypeEnabled() const +{ + return IsToolEnabled("Tool_Door"); +} + +void FProceduralDungeonEdModeToolkit::OnLevelChanged() +{ + EdModeWidget->OnLevelChanged(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdModeToolkit.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdModeToolkit.h new file mode 100644 index 0000000..50e1413 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEdModeToolkit.h @@ -0,0 +1,37 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Toolkits/BaseToolkit.h" + +class FProceduralDungeonEdModeToolkit : public FModeToolkit +{ +public: + /** FModeToolkit interface */ + virtual void Init(const TSharedPtr& InitToolkitHost) override; + virtual void GetToolPaletteNames(TArray& InPaletteName) const override; + virtual FText GetToolPaletteDisplayName(FName PaletteName) const override; + virtual void BuildToolPalette(FName Palette, class FToolBarBuilder& ToolbarBuilder) override; + + /** IToolkit interface */ + virtual FName GetToolkitFName() const override { return FName("ProceduralDungeonEdMode"); } + virtual FText GetBaseToolkitName() const override { return NSLOCTEXT("ProceduralDungeonEdModeToolkit", "DisplayName", "ProceduralDungeonEdMode Tool"); } + virtual FEdMode* GetEditorMode() const override; + virtual TSharedPtr GetInlineContent() const override; + + class FProceduralDungeonEdMode* GetDungeonEditorMode() const; + + void OnChangeTool(FName ToolName) const; + bool IsToolEnabled(FName ToolName) const; + bool IsToolActive(FName ToolName) const; + bool IsDoorTypeEnabled() const; + void OnLevelChanged(); + +private: + TSharedPtr EdModeWidget; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorCommands.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorCommands.cpp new file mode 100644 index 0000000..bfc554e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorCommands.cpp @@ -0,0 +1,36 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditorCommands.h" +#include "Tools/ProceduralDungeonEditorTool_Size.h" +#include "Tools/ProceduralDungeonEditorTool_Door.h" + +#define LOCTEXT_NAMESPACE "ProceduralDungeonEditorCommands" + +FName FProceduralDungeonEditorCommands::ProceduralDungeonContext = TEXT("ProceduralDungeonEditor"); + +FProceduralDungeonEditorCommands::FProceduralDungeonEditorCommands() + : TCommands + ( + FProceduralDungeonEditorCommands::ProceduralDungeonContext, // Context name for fast lookup + NSLOCTEXT("Contexts", "ProceduralDungeonEditor", "Procedural Dungeon Editor"), // Localized context name for displaying + NAME_None, // Parent + FName("ProceduralDungeonStyle") // Icon Style Set + ) +{ +} + +void FProceduralDungeonEditorCommands::RegisterCommands() +{ + UI_COMMAND(SizeTool, "Size", "Change room size by dragging points in the viewport.", EUserInterfaceActionType::RadioButton, FInputChord()); + NameToCommandMap.Add("Tool_Size", SizeTool); + + UI_COMMAND(DoorTool, "Door", "Add doors easily by clicking in the viewport.", EUserInterfaceActionType::RadioButton, FInputChord()); + NameToCommandMap.Add("Tool_Door", DoorTool); +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorCommands.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorCommands.h new file mode 100644 index 0000000..ed9b604 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorCommands.h @@ -0,0 +1,30 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Framework/Commands/Commands.h" +#include "EditorStyleSet.h" + +class FProceduralDungeonEditorCommands : public TCommands +{ +public: + FProceduralDungeonEditorCommands(); + + virtual void RegisterCommands() override; + +public: + static FName ProceduralDungeonContext; + + // Tools + TSharedPtr SizeTool = nullptr; + TSharedPtr DoorTool = nullptr; + + // Map + TMap> NameToCommandMap; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorObject.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorObject.cpp new file mode 100644 index 0000000..6cade1f --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorObject.cpp @@ -0,0 +1,8 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditorObject.h" diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorObject.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorObject.h new file mode 100644 index 0000000..214b625 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/ProceduralDungeonEditorObject.h @@ -0,0 +1,23 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "UObject/Object.h" +#include "ProceduralDungeonEditorObject.generated.h" + +UCLASS(MinimalApi) +class UProceduralDungeonEditorObject : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, Category = "Procedural Dungeon Editor") + class UDoorType* DoorType {nullptr}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/SProceduralDungeonEdModeWidget.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/SProceduralDungeonEdModeWidget.cpp new file mode 100644 index 0000000..2b66934 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/SProceduralDungeonEdModeWidget.cpp @@ -0,0 +1,650 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "SProceduralDungeonEdModeWidget.h" +#include "EditorModeManager.h" +#include "EditorStyleSet.h" +#include "ISinglePropertyView.h" +#include "Subsystems/AssetEditorSubsystem.h" +#include "Widgets/Layout/SScrollBox.h" +#include "Widgets/Notifications/SErrorText.h" +#include "Widgets/Text/STextBlock.h" +#include "Widgets/SOverlay.h" +#include "Widgets/Input/SSpinBox.h" +#include "FileHelpers.h" +#include "Engine/LevelScriptBlueprint.h" +#include "Kismet2/KismetEditorUtilities.h" +#include "Misc/EngineVersionComparison.h" +#include "GameFramework/Volume.h" +#include "Builders/CubeBuilder.h" +#include "Engine/Selection.h" +#include "ProceduralDungeonEdLog.h" +#include "ProceduralDungeonEditor.h" +#include "ProceduralDungeonEdMode.h" +#include "ProceduralDungeonEdModeToolkit.h" +#include "ProceduralDungeonEditorSettings.h" +#include "Tools/ProceduralDungeonEditorTool.h" +#include "Room.h" // TODO: remove the need to include Room.h when including RoomLevel.h +#include "RoomLevel.h" +#include "RoomData.h" + +#if UE_VERSION_OLDER_THAN(5, 1, 0) +using StyleProvider = FEditorStyle; +#else +using StyleProvider = FAppStyle; +#endif + +void SProceduralDungeonEdModeWidget::Construct(const FArguments& InArgs, TSharedRef InParentToolkit) +{ + ParentToolkit = InParentToolkit; + FProceduralDungeonEdMode* EdMode = InParentToolkit->GetDungeonEditorMode(); + FText LevelName = FText::FromString(GetNameSafe(EdMode->GetWorld())); + + FSlateFontInfo TitleFont = StyleProvider::GetFontStyle("DetailsView.CategoryFontStyle"); + TitleFont.Size = 24; + + FSlateFontInfo SubTitleFont = StyleProvider::GetFontStyle("DetailsView.CategoryFontStyle"); + SubTitleFont.Size = 16; + + const UProceduralDungeonEditorSettings* EditorSettings = GetDefault(); + VolumeMargins = EditorSettings->DefaultMargins; + + TSharedPtr DataScrollBox = nullptr; + + ChildSlot + [ + SNew(SVerticalBox) + + SVerticalBox::Slot() + .VAlign(VAlign_Top) + .Padding(5.f) + .AutoHeight() + [ + SNew(STextBlock) + .Text(LevelName) + .Justification(ETextJustify::Center) + .AutoWrapText(true) + .WrappingPolicy(ETextWrappingPolicy::AllowPerCharacterWrapping) + .Font(TitleFont) + ] + + SVerticalBox::Slot() + .AutoHeight() + .Padding(5.0f) + [ + SAssignNew(LevelPropertyContainer, SBorder) + .Visibility(this, &SProceduralDungeonEdModeWidget::ShowDetails) + .BorderBackgroundColor(FLinearColor(0.0f, 0.0f, 0.0f, 0.0f)) + ] + + SVerticalBox::Slot() + .Padding(5.0f) + .AutoHeight() + [ + SAssignNew(Error, SErrorText) + ] + + SVerticalBox::Slot() + .Padding(5.0f) + [ + SNew(SBorder) + .BorderImage(StyleProvider::GetBrush("DetailsView.CollapsedCategory")) + .BorderBackgroundColor(FLinearColor(0.2f, 0.2f, 0.2f, 1.0f)) + .Padding(5.0f) + .Visibility(this, &SProceduralDungeonEdModeWidget::ShowDataDetails) + [ + SNew(SVerticalBox) + + SVerticalBox::Slot() + .VAlign(VAlign_Top) + .AutoHeight() + [ + SNew(SOverlay) + + SOverlay::Slot() + .HAlign(EHorizontalAlignment::HAlign_Fill) + [ + SNew(STextBlock) + .Text(this, &SProceduralDungeonEdModeWidget::GetDataAssetName) + .Justification(ETextJustify::Center) + .Font(SubTitleFont) + ] + + SOverlay::Slot() + .HAlign(EHorizontalAlignment::HAlign_Left) + .VAlign(EVerticalAlignment::VAlign_Center) + [ + SNew(SButton) + .Text(FText::FromString(TEXT("Edit"))) + .OnClicked(this, &SProceduralDungeonEdModeWidget::EditData) + .IsEnabled(this, &SProceduralDungeonEdModeWidget::IsValidRoomData) + .HAlign(EHorizontalAlignment::HAlign_Center) + ] + + SOverlay::Slot() + .HAlign(EHorizontalAlignment::HAlign_Right) + .VAlign(EVerticalAlignment::VAlign_Center) + [ + SNew(SButton) + .Text(FText::FromString(TEXT("Save"))) + .OnClicked(this, &SProceduralDungeonEdModeWidget::SaveData) + .IsEnabled(this, &SProceduralDungeonEdModeWidget::IsDataDirty) + .ButtonColorAndOpacity(this, &SProceduralDungeonEdModeWidget::GetSaveButtonColor) + .HAlign(EHorizontalAlignment::HAlign_Center) + ] + ] + + SVerticalBox::Slot() + .FillHeight(1.0f) + .Padding(0.0f, 5.0f, 0.0f, 0.0f) + [ + SAssignNew(DataScrollBox, SScrollBox) + //.IsEnabled(this, &SProceduralDungeonEdModeWidget::MatchingDataLevel) + ] + ] + ] + + SVerticalBox::Slot() + .Padding(5.0f) + .AutoHeight() + [ + SNew(SVerticalBox) + .Visibility(this, &SProceduralDungeonEdModeWidget::ShowDataDetails) + + SVerticalBox::Slot() + .AutoHeight() + .HAlign(EHorizontalAlignment::HAlign_Center) + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("Utilities"))) + .Font(SubTitleFont) + ] + + SVerticalBox::Slot() + .AutoHeight() + .Padding(0.0f, 5.0f, 0.0f, 0.0f) + [ + SNew(SHorizontalBox) + + SHorizontalBox::Slot() + .AutoWidth() + [ + SNew(SButton) + .Text(FText::FromString(TEXT("Update Selected Volumes"))) + .IsEnabled_Lambda([this]() { return SelectedVolumeCount > 0; }) + .OnClicked(this, &SProceduralDungeonEdModeWidget::UpdateSelectedVolumes) + .ToolTipText(FText::FromString(TEXT("Selected volumes will be positioned and sized on the room's bounds (defined in data asset).\nAn optional margin can be set."))) + ] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(20.0f, 0.0f, 0.0f, 0.0f) + .VAlign(EVerticalAlignment::VAlign_Center) + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("Margins"))) + .ToolTipText(FText::FromString(TEXT("The amount (in Unreal Unit) to extend the volumes on each side of the room bounds (can be negative)."))) + ] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(10.0f, 0.0f, 5.0f, 0.0f) + .VAlign(EVerticalAlignment::VAlign_Center) + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("X"))) + ] + + SHorizontalBox::Slot() + .FillWidth(1) + [ + SNew(SSpinBox) + .Value(VolumeMargins.XAxis.X) + .OnValueChanged_Lambda([this](float Value) {VolumeMargins.XAxis.X = Value; }) + ] + + SHorizontalBox::Slot() + .FillWidth(1) + [ + SNew(SSpinBox) + .Value(VolumeMargins.XAxis.Y) + .OnValueChanged_Lambda([this](float Value) {VolumeMargins.XAxis.Y = Value; }) + ] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(10.0f, 0.0f, 5.0f, 0.0f) + .VAlign(EVerticalAlignment::VAlign_Center) + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("Y"))) + ] + + SHorizontalBox::Slot() + .FillWidth(1) + [ + SNew(SSpinBox) + .Value(VolumeMargins.YAxis.X) + .OnValueChanged_Lambda([this](float Value) {VolumeMargins.YAxis.X = Value; }) + ] + + SHorizontalBox::Slot() + .FillWidth(1) + [ + SNew(SSpinBox) + .Value(VolumeMargins.YAxis.Y) + .OnValueChanged_Lambda([this](float Value) {VolumeMargins.YAxis.Y = Value; }) + ] + + SHorizontalBox::Slot() + .AutoWidth() + .Padding(10.0f, 0.0f, 5.0f, 0.0f) + .VAlign(EVerticalAlignment::VAlign_Center) + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("Z"))) + ] + + SHorizontalBox::Slot() + .FillWidth(1) + [ + SNew(SSpinBox) + .Value(VolumeMargins.ZAxis.X) + .OnValueChanged_Lambda([this](float Value) {VolumeMargins.ZAxis.X = Value; }) + ] + + SHorizontalBox::Slot() + .FillWidth(1) + [ + SNew(SSpinBox) + .Value(VolumeMargins.ZAxis.Y) + .OnValueChanged_Lambda([this](float Value) {VolumeMargins.ZAxis.Y = Value; }) + ] + ] + + SVerticalBox::Slot() + .AutoHeight() + .Padding(0.0f, 5.0f, 0.0f, 0.0f) + [ + SNew(SHorizontalBox) + + SHorizontalBox::Slot() + .AutoWidth() + [ + SNew(SButton) + .Text(FText::FromString(TEXT("Remove All Invalid Doors"))) + //.IsEnabled_Lambda([this]() { return SelectedVolumeCount > 0; }) + .OnClicked(this, &SProceduralDungeonEdModeWidget::RemoveInvalidDoors) + .ToolTipText(FText::FromString(TEXT("All invalid doors (drawn in orange) will be removed."))) + ] + ] + ] + + SVerticalBox::Slot() + .Padding(5.0f) + .AutoHeight() + [ + SNew(SBorder) + .HAlign(EHorizontalAlignment::HAlign_Center) + .Visibility(this, &SProceduralDungeonEdModeWidget::ShowNote) + .BorderBackgroundColor(FLinearColor(0.0f, 0.0f, 0.0f, 0.0f)) + .Padding(0.0f) + [ + SNew(SButton) + .Text(FText::FromString(TEXT("Reparent Level Blueprint"))) + .OnClicked(this, &SProceduralDungeonEdModeWidget::ReparentLevelActor) + .ButtonColorAndOpacity(this, &SProceduralDungeonEdModeWidget::GetReparentButtonColor) + .HAlign(EHorizontalAlignment::HAlign_Center) + ] + ] + ]; + + FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked("PropertyEditor"); + + // RoomData details view + FDetailsViewArgs DetailsViewArgs; + DetailsViewArgs.bAllowSearch = false; + DetailsViewArgs.bLockable = false; + DetailsViewArgs.NameAreaSettings = FDetailsViewArgs::HideNameArea; + + DataContentWidget = PropertyEditorModule.CreateDetailView(DetailsViewArgs); + DataContentWidget->OnFinishedChangingProperties().AddLambda([this](const FPropertyChangedEvent& Event) { UpdateErrorText(); }); + DataScrollBox->AddSlot() + [ + DataContentWidget.ToSharedRef() + ]; + + OnLevelChanged(); + + RegisterSelectionDelegate(true); + OnSelectedActorsChanged(nullptr); +} + +SProceduralDungeonEdModeWidget::~SProceduralDungeonEdModeWidget() +{ + RegisterSelectionDelegate(false); + ResetCachedData(); + ResetCachedLevel(); +} + +void SProceduralDungeonEdModeWidget::OnLevelChanged() +{ + FProceduralDungeonEdMode* EdMode = GetEditorMode(); + ResetCachedLevel(); + if (!IsValidRoomLevel(EdMode, &CachedLevel)) + { + UpdateErrorText(); + return; + } + + DungeonEd_LogInfo("Slate Editor Level: %s", *GetNameSafe(CachedLevel.Get())); + + LevelDelegateHandle = CachedLevel->OnPropertiesChanged.AddLambda([this](ARoomLevel* RoomLevel) { OnDataAssetChanged(); }); + + // RoomLevel Data property + FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked("PropertyEditor"); + TSharedPtr SinglePropView = PropertyEditorModule.CreateSingleProperty(CachedLevel.Get(), "Data", {}); + LevelPropertyContainer->SetContent(SinglePropView.ToSharedRef()); + + OnDataAssetChanged(); +} + +void SProceduralDungeonEdModeWidget::OnDataAssetChanged() +{ + auto EdMode = GetEditorMode(); + ResetCachedData(); + if (IsValidRoomData(EdMode, &CachedData)) + { + DataContentWidget->SetObject(CachedData.Get()); + if (CachedData->Level.IsNull()) + { + CachedData->Modify(); + CachedData->Level = EdMode->GetWorld(); + DungeonEd_LogInfo("Room Data's Level asset filled with current editor's Level."); + } + DataDelegateHandle = CachedData->OnPropertiesChanged.AddLambda([this](URoomData* Data) + { + UpdateErrorText(); + + auto EdMode = GetEditorMode(); + if (EdMode) + { + FProceduralDungeonEditorTool* ActiveTool = EdMode->GetActiveTool(); + if (ActiveTool) + ActiveTool->OnDataPropertiesChanged(CachedData.Get()); + } + }); + } + + UpdateErrorText(); + + EdMode->SetDefaultTool(); + + FProceduralDungeonEditorTool* ActiveTool = EdMode->GetActiveTool(); + if (ActiveTool) + ActiveTool->OnDataChanged(CachedData.Get()); +} + +FReply SProceduralDungeonEdModeWidget::ReparentLevelActor() +{ + auto EdMode = GetEditorMode(); + auto World = EdMode->GetWorld(); + ULevelScriptBlueprint* LevelBlueprint = World->PersistentLevel->GetLevelScriptBlueprint(); + if (!IsValid(LevelBlueprint)) + { + DungeonEd_LogError("ERROR: Can't Reparent Level Blueprint for an unknown reason."); + return FReply::Unhandled(); + } + + LevelBlueprint->ParentClass = ARoomLevel::StaticClass(); + FKismetEditorUtilities::CompileBlueprint(LevelBlueprint); + + DungeonEd_LogInfo("Level Blueprint '%s' successfully reparented!", *LevelBlueprint->GetName()); + + EdMode->UpdateLevelBlueprint(); + + return FReply::Unhandled(); +} + +FReply SProceduralDungeonEdModeWidget::EditData() +{ + UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem(); + if (!IsValid(AssetEditorSubsystem)) + return FReply::Unhandled(); + + TWeakObjectPtr Data; + if (!IsValidRoomData(nullptr, &Data)) + return FReply::Unhandled(); + + AssetEditorSubsystem->OpenEditorForAsset(Data.Get()); + return FReply::Handled(); +} + +FReply SProceduralDungeonEdModeWidget::SaveData() +{ + TWeakObjectPtr Data; + if (!IsValidRoomData(nullptr, &Data)) + return FReply::Unhandled(); + + auto Result = FEditorFileUtils::PromptForCheckoutAndSave({Data->GetPackage()}, /*bCheckDirty = */true, /*bPromptToSave = */false); + if (Result == FEditorFileUtils::EPromptReturnCode::PR_Success) + DungeonEd_LogInfo("Successfully Saved Data Asset: '%s'", *GetNameSafe(Data.Get())); + return FReply::Handled(); +} + +FReply SProceduralDungeonEdModeWidget::UpdateSelectedVolumes() +{ + DungeonEd_LogInfo("Update Selected Volumes."); + + auto EdMode = GetEditorMode(); + TWeakObjectPtr Level; + TWeakObjectPtr Data; + if (!IsValidRoomData(EdMode, &Data, &Level)) + { + DungeonEd_LogError("Can't update selected volumes: RoomData is not valid."); + return FReply::Unhandled(); + } + + FBoxCenterAndExtent RoomBounds = Data->GetBounds(); + RoomBounds = VolumeMargins.Apply(RoomBounds); + + GEditor->BeginTransaction(FText::FromString(TEXT("Update Selected Volumes"))); + for (auto It = GEditor->GetSelectedActorIterator(); It; ++It) + { + AVolume* Volume = Cast(*It); + if (!IsValid(Volume)) + continue; + + UCubeBuilder* CubeBrush = Cast(Volume->BrushBuilder); + if (!IsValid(CubeBrush)) + { + DungeonEd_LogWarning("Volume's brush is not a cube. Ignoring this volume."); + continue; + } + + DungeonEd_LogInfo("Updating volume: '%s'", *Volume->GetName()); + + Volume->Modify(); + Volume->SetActorLocationAndRotation(RoomBounds.Center, FQuat::Identity); + + CubeBrush->Modify(); + CubeBrush->X = 2.0f * RoomBounds.Extent.X; + CubeBrush->Y = 2.0f * RoomBounds.Extent.Y; + CubeBrush->Z = 2.0f * RoomBounds.Extent.Z; + + // Rebuild volume after changing its builder values + CubeBrush->Build(Volume->GetWorld(), Volume); + } + GEditor->EndTransaction(); + + return FReply::Handled(); +} + +FReply SProceduralDungeonEdModeWidget::RemoveInvalidDoors() +{ + TWeakObjectPtr Data; + if (!IsValidRoomData(nullptr, &Data)) + return FReply::Unhandled(); + + GEditor->BeginTransaction(FText::FromString(TEXT("Remove Invalid Doors"))); + Data->Modify(); + for (int i = Data->Doors.Num() - 1; i >= 0; --i) + { + if (!Data->IsDoorValid(i) || Data->IsDoorDuplicate(i)) + Data->Doors.RemoveAt(i); + } + GEditor->EndTransaction(); + + return FReply::Handled(); +} + +FSlateColor SProceduralDungeonEdModeWidget::GetSaveButtonColor() const +{ + const FLinearColor& Default = FLinearColor::White; + const FLinearColor& Highlight = FLinearColor::Green; + return IsDataDirty() ? GetHighlightButtonColor(Highlight, Default) : Default; +} + +FSlateColor SProceduralDungeonEdModeWidget::GetReparentButtonColor() const +{ + return GetHighlightButtonColor(FLinearColor::Green); +} + +void SProceduralDungeonEdModeWidget::UpdateErrorText() +{ + auto EdMode = GetEditorMode(); + checkf(EdMode, TEXT("EdMode is Invalid in UpdateErrorText")); + if (!IsValidRoomLevel(EdMode)) + Error->SetError(TEXT("Persistent Level is not a Room Level.")); + else if (!IsValidRoomData(EdMode)) + Error->SetError(TEXT("Room Level has no Room Data set.")); + else if (!MatchingDataLevel(EdMode)) + Error->SetError(TEXT("Level's Data and Data's Level do not match.")); + else + Error->SetError(FText::GetEmpty()); +} + +void SProceduralDungeonEdModeWidget::ResetCachedData() +{ + if (!CachedData.IsValid()) + return; + CachedData->OnPropertiesChanged.Remove(DataDelegateHandle); + DataDelegateHandle.Reset(); + CachedData.Reset(); +} + +void SProceduralDungeonEdModeWidget::ResetCachedLevel() +{ + if (!CachedLevel.IsValid()) + return; + CachedLevel->OnPropertiesChanged.Remove(LevelDelegateHandle); + LevelDelegateHandle.Reset(); + CachedLevel.Reset(); +} + +FProceduralDungeonEdMode* SProceduralDungeonEdModeWidget::GetEditorMode() const +{ + checkf(ParentToolkit.IsValid(), TEXT("ParentToolkit is invalid. This should never happen. There is a leakage somewhere.")); + return ParentToolkit.Pin()->GetDungeonEditorMode(); +} + +void SProceduralDungeonEdModeWidget::RegisterSelectionDelegate(bool Register) +{ + USelection* SelectedActors = GEditor->GetSelectedActors(); + checkf(IsValid(SelectedActors), TEXT("Editor Actor Selection is not valid!")); + + if (Register) + { + if (SelectionDelegateHandle.IsValid()) + { + DungeonEd_LogWarning("Can't register SelectionChanged callback: callback is already registered."); + } + else + { + DungeonEd_LogInfo("Register SelectionChanged callback."); + SelectionDelegateHandle = SelectedActors->SelectionChangedEvent.AddRaw(this, &SProceduralDungeonEdModeWidget::OnSelectedActorsChanged); + } + } + else + { + if (SelectionDelegateHandle.IsValid()) + { + DungeonEd_LogInfo("Unregister SelectionChanged callback."); + SelectedActors->SelectionChangedEvent.Remove(SelectionDelegateHandle); + SelectionDelegateHandle.Reset(); + } + else + { + DungeonEd_LogWarning("Can't unregister SelectionChanged callback: callback is not registered."); + } + } +} + +void SProceduralDungeonEdModeWidget::OnSelectedActorsChanged(UObject* NewSelectedObject) +{ + USelection* SelectedActors = GEditor->GetSelectedActors(); + SelectedVolumeCount = SelectedActors->CountSelections(); +} + +bool SProceduralDungeonEdModeWidget::IsValidRoomLevel(FProceduralDungeonEdMode* EdMode, TWeakObjectPtr* OutLevel) const +{ + if (!EdMode) + EdMode = GetEditorMode(); + + auto Level = EdMode->GetLevel(); + if (OutLevel) + *OutLevel = Level; + + return Level.IsValid(); +} + +bool SProceduralDungeonEdModeWidget::IsValidRoomData(FProceduralDungeonEdMode* EdMode, TWeakObjectPtr* OutData, TWeakObjectPtr* OutLevel) const +{ + if (!EdMode) + EdMode = GetEditorMode(); + + TWeakObjectPtr Level; + if (!IsValidRoomLevel(EdMode, &Level)) + return false; + + if (OutLevel) + *OutLevel = Level; + + if (OutData) + *OutData = Level->Data; + + return IsValid(Level->Data); +} + +bool SProceduralDungeonEdModeWidget::MatchingDataLevel(FProceduralDungeonEdMode* EdMode) const +{ + if (!EdMode) + EdMode = GetEditorMode(); + + TWeakObjectPtr Data; + if (!IsValidRoomData(EdMode, &Data)) + return false; + + return Data->Level.GetUniqueID() == EdMode->GetWorld()->GetPathName(); +} + +bool SProceduralDungeonEdModeWidget::IsDataDirty(FProceduralDungeonEdMode* EdMode) const +{ + TWeakObjectPtr Data; + if (!IsValidRoomData(EdMode, &Data)) + return false; + + return Data->GetPackage()->IsDirty(); +} + +EVisibility SProceduralDungeonEdModeWidget::ShowDetails() const +{ + return IsValidRoomLevel() ? EVisibility::Visible : EVisibility::Collapsed; +} + +EVisibility SProceduralDungeonEdModeWidget::ShowDataDetails() const +{ + return IsValidRoomData() ? EVisibility::Visible : EVisibility::Collapsed; +} + +EVisibility SProceduralDungeonEdModeWidget::ShowNote() const +{ + return IsValidRoomLevel() ? EVisibility::Collapsed : EVisibility::Visible; +} + +FText SProceduralDungeonEdModeWidget::GetDataAssetName() const +{ + auto EdMode = GetEditorMode(); + TWeakObjectPtr Data; + if (!IsValidRoomData(EdMode, &Data)) + return FText::GetEmpty(); + + FString Dirty = IsDataDirty(EdMode) ? "*" : ""; + return FText::FromString(GetNameSafe(Data.Get()) + Dirty); +} + +FLinearColor SProceduralDungeonEdModeWidget::GetHighlightButtonColor(const FLinearColor& HighlightColor, const FLinearColor& NormalColor, float Speed) +{ + uint32 ticks = FDateTime::Now().GetTicks(); // needs this line to avoid compiler optimization that prevent getting Now() each frame. + float seconds = static_cast(ticks) / ETimespan::TicksPerSecond; + float t = FMath::Clamp(FMath::Cos(Speed * seconds), 0.0f, 1.0f); + return FMath::Lerp(NormalColor, HighlightColor, t); +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/SProceduralDungeonEdModeWidget.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/SProceduralDungeonEdModeWidget.h new file mode 100644 index 0000000..80e6333 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/SProceduralDungeonEdModeWidget.h @@ -0,0 +1,74 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "Framework/Application/SlateApplication.h" +#include "ProceduralDungeonEdTypes.h" + +class ARoomLevel; +class URoomData; +class FProceduralDungeonEdMode; +class FProceduralDungeonEdModeToolkit; +template class SSpinBox; + +class SProceduralDungeonEdModeWidget : public SCompoundWidget +{ +public: + SLATE_BEGIN_ARGS(SProceduralDungeonEdModeWidget) {} + SLATE_END_ARGS(); + + ~SProceduralDungeonEdModeWidget(); + + void Construct(const FArguments& InArgs, TSharedRef InParentToolkit); + void OnLevelChanged(); + +protected: + bool IsValidRoomLevel(FProceduralDungeonEdMode* EdMode = nullptr, TWeakObjectPtr* OutLevel = nullptr) const; + bool IsValidRoomData(FProceduralDungeonEdMode* EdMode, TWeakObjectPtr* OutData = nullptr, TWeakObjectPtr* OutLevel = nullptr) const; + bool IsValidRoomData() const { return IsValidRoomData(nullptr); } + bool MatchingDataLevel(FProceduralDungeonEdMode* EdMode = nullptr) const; + bool IsDataDirty(FProceduralDungeonEdMode* EdMode) const; + bool IsDataDirty() const { return IsDataDirty(nullptr); } + EVisibility ShowDetails() const; + EVisibility ShowDataDetails() const; + EVisibility ShowNote() const; + FText GetDataAssetName() const; + void OnDataAssetChanged(); + FReply ReparentLevelActor(); + FReply EditData(); + FReply SaveData(); + FReply UpdateSelectedVolumes(); + FReply RemoveInvalidDoors(); + FSlateColor GetSaveButtonColor() const; + FSlateColor GetReparentButtonColor() const; + void UpdateErrorText(); + + void ResetCachedData(); + void ResetCachedLevel(); + + FProceduralDungeonEdMode* GetEditorMode() const; + void RegisterSelectionDelegate(bool Register); + void OnSelectedActorsChanged(UObject* NewSelectedObject); + + static FLinearColor GetHighlightButtonColor(const FLinearColor& HighlightColor, const FLinearColor& NormalColor = FLinearColor::White, float Speed = 3.0f); + +private: + TSharedPtr Error {nullptr}; + TSharedPtr DataContentWidget {nullptr}; + TWeakPtr ParentToolkit {nullptr}; + + FMargin3D VolumeMargins; + + TSharedPtr LevelPropertyContainer {nullptr}; + TWeakObjectPtr CachedData {nullptr}; + TWeakObjectPtr CachedLevel {nullptr}; + FDelegateHandle DataDelegateHandle; + FDelegateHandle LevelDelegateHandle; + FDelegateHandle SelectionDelegateHandle; + int32 SelectedVolumeCount {0}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool.cpp new file mode 100644 index 0000000..b87d792 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool.cpp @@ -0,0 +1,20 @@ +// Copyright Benoit Pelletier 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditorTool.h" +#include "EditorMode/ProceduralDungeonEdMode.h" +#include "RoomLevel.h" +#include "RoomData.h" + +URoomData* FProceduralDungeonEditorTool::GetRoomData() const +{ + auto Level = EdMode->GetLevel(); + if (!Level.IsValid()) + return nullptr; + + return Level.Get()->Data; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool.h new file mode 100644 index 0000000..f288019 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool.h @@ -0,0 +1,61 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "InputCoreTypes.h" +#include "UObject/GCObject.h" +#include "EdMode.h" +#include "EditorUndoClient.h" +#include "ProceduralDungeonEdTypes.h" + +class FProceduralDungeonEdMode; + +class FProceduralDungeonEditorTool : public FGCObject, public FSelfRegisteringEditorUndoClient +{ +public: + FProceduralDungeonEditorTool(FProceduralDungeonEdMode* InEdMode) + : EdMode(InEdMode) + { + } + + virtual const TCHAR* GetToolName() = 0; + virtual FText GetDisplayName() = 0; + virtual FText GetDisplayMessage() = 0; + + virtual void EnterTool() = 0; + virtual void ExitTool() = 0; + virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) {} + virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) {} + virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY) { return false; } + virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) { return false; } + virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) { return false; } + virtual bool InputAxis(FEditorViewportClient* InViewportClient, FViewport* Viewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime) { return false; } + virtual bool InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) { return false; } + virtual bool UsesTransformWidget() const { return false; } + virtual bool UsesTransformWidget(WidgetMode CheckMode) const { return false; } + virtual FVector GetWidgetLocation() const { return FVector::ZeroVector; } + virtual bool GetCursor(EMouseCursor::Type& OutCursor) const { return false; } + + //~ Begin FGCObject Interface + virtual void AddReferencedObjects(FReferenceCollector& Collector) override {} + virtual FString GetReferencerName() const override + { + return TEXT("FProceduralDungeonEditorTool"); + } + //~ End FGCObject Interface + + virtual void OnLevelChanged(const class ARoomLevel* NewLevel) {} + virtual void OnDataChanged(const class URoomData* NewData) {} + virtual void OnDataPropertiesChanged(const class URoomData* Data) {} + + class URoomData* GetRoomData() const; + +protected: + FProceduralDungeonEdMode* EdMode = nullptr; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Door.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Door.cpp new file mode 100644 index 0000000..f355ed3 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Door.cpp @@ -0,0 +1,428 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditorTool_Door.h" +#include "Components/BoxComponent.h" +#include "EditorMode/ProceduralDungeonEdMode.h" +#include "EditorMode/ProceduralDungeonEditorObject.h" +#include "ProceduralDungeonEdLog.h" +#include "ProceduralDungeonUtils.h" +#include "Room.h" +#include "RoomLevel.h" +#include "RoomData.h" +#include "Door.h" + +bool AreDoorsOverlapping(const FDoorDef& DoorA, const FDoorDef& DoorB, const FVector RoomUnit) +{ + // If not in same direction, they will never overlap. + if (DoorA.Direction != DoorB.Direction) + return false; + + // If same direction and position, then will always overlap. + if (DoorA.Position == DoorB.Position) + return true; + + const FBoxCenterAndExtent DoorBoundsA = DoorA.GetBounds(RoomUnit); + const FBoxCenterAndExtent DoorBoundsB = DoorB.GetBounds(RoomUnit); + return Intersect(DoorBoundsA, DoorBoundsB); +} + +bool IsPositionInside(const FDoorDef& Door, const FIntVector& Position, const FVector RoomUnit) +{ + // If same position, then always inside. + if (Door.Position == Position) + return true; + + const FBoxCenterAndExtent DoorBounds = Door.GetBounds(RoomUnit); + const FVector LocalDoorExtent = DoorBounds.Extent / RoomUnit; + const FVector RelativePosition = (FVector(Position) - (DoorBounds.Center / RoomUnit)).GetAbs(); + return RelativePosition.X <= LocalDoorExtent.X && RelativePosition.Y <= LocalDoorExtent.Y && RelativePosition.Z <= LocalDoorExtent.Z; +} + +bool IsDoorValid(const URoomData* Data, const FDoorDef& Door) +{ + check(IsValid(Data)); + for (const FDoorDef& DoorDef : Data->Doors) + { + if (AreDoorsOverlapping(Door, DoorDef, Data->GetRoomUnit())) + return false; + } + return true; +} + +void FProceduralDungeonEditorTool_Door::EnterTool() +{ + DungeonEd_LogInfo("Enter Door Tool."); + UpdateCollision(); +} + +void FProceduralDungeonEditorTool_Door::ExitTool() +{ + DungeonEd_LogInfo("Exit Door Tool."); + DestroyCollision(); + CachedLevel.Reset(); +} + +namespace +{ + void RenderBoundingBox(FPrimitiveDrawInterface* PDI, const FBoxCenterAndExtent& Box, const FColor& Color) + { + const FVector Center = Box.Center; + const FVector Extent = Box.Extent; + const FVector A = Center + FVector(Extent.X, Extent.Y, Extent.Z); + const FVector B = Center + FVector(Extent.X, Extent.Y, -Extent.Z); + const FVector C = Center + FVector(Extent.X, -Extent.Y, Extent.Z); + const FVector D = Center + FVector(Extent.X, -Extent.Y, -Extent.Z); + const FVector E = Center + FVector(-Extent.X, Extent.Y, Extent.Z); + const FVector F = Center + FVector(-Extent.X, Extent.Y, -Extent.Z); + const FVector G = Center + FVector(-Extent.X, -Extent.Y, Extent.Z); + const FVector H = Center + FVector(-Extent.X, -Extent.Y, -Extent.Z); + PDI->DrawLine(A, B, Color, SDPG_Foreground); + PDI->DrawLine(A, C, Color, SDPG_Foreground); + PDI->DrawLine(A, E, Color, SDPG_Foreground); + PDI->DrawLine(B, D, Color, SDPG_Foreground); + PDI->DrawLine(B, F, Color, SDPG_Foreground); + PDI->DrawLine(C, D, Color, SDPG_Foreground); + PDI->DrawLine(C, G, Color, SDPG_Foreground); + PDI->DrawLine(D, H, Color, SDPG_Foreground); + PDI->DrawLine(E, F, Color, SDPG_Foreground); + PDI->DrawLine(E, G, Color, SDPG_Foreground); + PDI->DrawLine(F, H, Color, SDPG_Foreground); + PDI->DrawLine(G, H, Color, SDPG_Foreground); + } + + void RenderInterlinesBoundingBox(FPrimitiveDrawInterface* PDI, const FBoxMinAndMax& Box, const FColor& Color, const FVector& RoomUnit) + { + FIntVector Min, Max; + IntVector::MinMax(Box.GetMin(), Box.GetMax(), Min, Max); + + // Vertical Lines on X + for (int32 i = Min.X + 1; i < Max.X; ++i) + { + FIntVector BottomA(i, Min.Y, Min.Z); + FIntVector BottomB(i, Max.Y, Min.Z); + FIntVector TopA(i, Min.Y, Max.Z); + FIntVector TopB(i, Max.Y, Max.Z); + PDI->DrawLine(Dungeon::ToWorldLocation(BottomA, RoomUnit), Dungeon::ToWorldLocation(TopA, RoomUnit), Color, SDPG_World); + PDI->DrawLine(Dungeon::ToWorldLocation(BottomB, RoomUnit), Dungeon::ToWorldLocation(TopB, RoomUnit), Color, SDPG_World); + } + + // Vertical Lines on Y + for (int32 i = Min.Y + 1; i < Max.Y; ++i) + { + FIntVector BottomA(Min.X, i, Min.Z); + FIntVector BottomB(Max.X, i, Min.Z); + FIntVector TopA(Min.X, i, Max.Z); + FIntVector TopB(Max.X, i, Max.Z); + PDI->DrawLine(Dungeon::ToWorldLocation(BottomA, RoomUnit), Dungeon::ToWorldLocation(TopA, RoomUnit), Color, SDPG_World); + PDI->DrawLine(Dungeon::ToWorldLocation(BottomB, RoomUnit), Dungeon::ToWorldLocation(TopB, RoomUnit), Color, SDPG_World); + } + + // Horizontal Lines on X and Y + for (int32 i = Min.Z + 1; i < Max.Z; ++i) + { + FIntVector A(Min.X, Min.Y, i); + FIntVector B(Min.X, Max.Y, i); + FIntVector C(Max.X, Max.Y, i); + FIntVector D(Max.X, Min.Y, i); + PDI->DrawLine(Dungeon::ToWorldLocation(A, RoomUnit), Dungeon::ToWorldLocation(B, RoomUnit), Color, SDPG_World); + PDI->DrawLine(Dungeon::ToWorldLocation(B, RoomUnit), Dungeon::ToWorldLocation(C, RoomUnit), Color, SDPG_World); + PDI->DrawLine(Dungeon::ToWorldLocation(C, RoomUnit), Dungeon::ToWorldLocation(D, RoomUnit), Color, SDPG_World); + PDI->DrawLine(Dungeon::ToWorldLocation(D, RoomUnit), Dungeon::ToWorldLocation(A, RoomUnit), Color, SDPG_World); + } + } +} + +void FProceduralDungeonEditorTool_Door::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) +{ + FProceduralDungeonEditorTool::Render(View, Viewport, PDI); + + const URoomData* Data = GetRoomData(); + if (!IsValid(Data)) + return; + + const FColor LineColor(100, 20, 0); + const FVector RoomUnit = Data->GetRoomUnit(); + + for (const auto& BoundingBox : Data->BoundingBoxes) + { + RenderInterlinesBoundingBox(PDI, BoundingBox, LineColor, RoomUnit); + } +} + +void FProceduralDungeonEditorTool_Door::Tick(FEditorViewportClient* ViewportClient, float DeltaTime) +{ + FProceduralDungeonEditorTool::Tick(ViewportClient, DeltaTime); + + if (ShowDoorPreview) + { + const URoomData* Data = GetRoomData(); + check(IsValid(Data)); + + UWorld* World = ViewportClient->GetWorld(); + FDoorDef::DrawDebug(World, DoorPreview, Data->GetRoomUnit(), FTransform::Identity, /*includeOffset = */ true, /*isConnected = */ IsDoorValid(Data, DoorPreview)); + } +} + +bool FProceduralDungeonEditorTool_Door::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) +{ + if (Click.IsAltDown() || Click.IsControlDown() || Click.IsShiftDown()) + return false; + + if (!ShowDoorPreview) + return false; + + URoomData* Data = GetRoomData(); + check(IsValid(Data)); + + if (Click.GetKey() == EKeys::LeftMouseButton) + { + if (IsDoorValid(Data, DoorPreview)) + { + GEditor->BeginTransaction(FText::FromString(TEXT("Add Door"))); + Data->Modify(); + Data->Doors.Add(DoorPreview); + GEditor->EndTransaction(); + return true; + } + } + + if (Click.GetKey() == EKeys::RightMouseButton) + { + if (Data->Doors.Contains(DoorPreview)) + { + GEditor->BeginTransaction(FText::FromString(TEXT("Remove Door"))); + Data->Modify(); + Data->Doors.Remove(DoorPreview); + GEditor->EndTransaction(); + return true; + } + } + + return false; +} + +bool FProceduralDungeonEditorTool_Door::MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY) +{ + ShowDoorPreview = false; + + const URoomData* Data = GetRoomData(); + if (!IsValid(Data)) + return false; + + FHitResult Hit; + if (!RoomTraceFromMouse(Hit, ViewportClient)) + return false; + + FIntVector RoomCell; + EDoorDirection DoorDirection; + if (!GetRoomCellFromHit(Hit, Data->GetRoomUnit(), RoomCell, DoorDirection)) + return false; + + ShowDoorPreview = true; + DoorPreview.Position = RoomCell; + DoorPreview.Direction = DoorDirection; + DoorPreview.Type = EdMode->Settings->DoorType; + + // Snap preview to existing door if RoomCell is inside + for (const FDoorDef& RoomDoor : Data->Doors) + { + if (RoomDoor.Direction != DoorPreview.Direction) + continue; + + if (IsPositionInside(RoomDoor, DoorPreview.Position, Data->GetRoomUnit())) + { + DoorPreview = RoomDoor; + break; + } + } + + return false; +} + +bool FProceduralDungeonEditorTool_Door::GetCursor(EMouseCursor::Type& OutCursor) const +{ + if (!ShowDoorPreview) + return false; + + const URoomData* Data = GetRoomData(); + if (!IsValid(Data)) + return false; + + OutCursor = IsDoorValid(Data, DoorPreview) ? EMouseCursor::Hand : EMouseCursor::SlashedCircle; + return true; +} + +void FProceduralDungeonEditorTool_Door::OnLevelChanged(const ARoomLevel* NewLevel) +{ + UpdateCollision(); +} + +void FProceduralDungeonEditorTool_Door::OnDataChanged(const URoomData* NewData) +{ + UpdateCollision(); +} + +void FProceduralDungeonEditorTool_Door::OnDataPropertiesChanged(const URoomData* Data) +{ + UpdateCollision(); +} + +void FProceduralDungeonEditorTool_Door::CreateCollision(ARoomLevel* Level) +{ + if (!IsValid(Level)) + return; + + if (!IsValid(Level->Data)) + return; + + check(IsValid(Level->GetWorld())); + + const int32 NumBoxes = Level->Data->BoundingBoxes.Num(); + const int32 Delta = NumBoxes - RoomBoxes.Num(); + + // Create new boxes when delta is positive + for (int i = 0; i < Delta; ++i) + { + FName BoxName = FName(*FString::Printf(TEXT("Editor Room Collision %d"), RoomBoxes.Num())); + UBoxComponent* RoomBox = NewObject(Level, BoxName, RF_Transient); + check(IsValid(RoomBox)); + RoomBox->SetupAttachment(Level->GetRootComponent()); + RoomBox->RegisterComponent(); + RoomBox->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); + RoomBox->SetCollisionObjectType(ECollisionChannel::ECC_MAX); + RoomBoxes.Add(RoomBox); + DungeonEd_LogInfo("Created RoomBox: %s", *GetNameSafe(RoomBox)); + } + + // Destroy boxes when delta is negative + for (int i = 0; i > Delta; --i) + { + if (RoomBoxes.Num() == 0) + break; + TWeakObjectPtr RoomBox = RoomBoxes.Pop(); + if (!RoomBox.IsValid()) + continue; + RoomBox->DestroyComponent(); + DungeonEd_LogInfo("Destroyed RoomBox: %s", *GetNameSafe(RoomBox.Get())); + } +} + +void FProceduralDungeonEditorTool_Door::UpdateCollision() +{ + auto Level = EdMode->GetLevelInstance(); + if (Level != CachedLevel) + { + DestroyCollision(); + CachedLevel = Level; + } + + + if (!CachedLevel.IsValid()) + return; + + URoomData* Data = CachedLevel->Data; + if (!IsValid(Data)) + return; + + CreateCollision(CachedLevel.Get()); + check(Data->BoundingBoxes.Num() == RoomBoxes.Num()); + + for (int i = 0; i < Data->BoundingBoxes.Num(); ++i) + { + const FBoxMinAndMax& DataBox = Data->BoundingBoxes[i]; + UBoxComponent* RoomBox = RoomBoxes[i].Get(); + + FBoxCenterAndExtent Box = Dungeon::ToWorld(DataBox, Data->GetRoomUnit()); + RoomBox->SetRelativeLocation(Box.Center); + RoomBox->SetBoxExtent(Box.Extent); + + DungeonEd_LogInfo("Updated RoomBox: %s", *GetNameSafe(RoomBox)); + } +} + +void FProceduralDungeonEditorTool_Door::DestroyCollision() +{ + for (const auto& RoomBox : RoomBoxes) + { + if (!RoomBox.IsValid()) + continue; + + RoomBox->DestroyComponent(); + } + + RoomBoxes.Empty(); +} + +bool FProceduralDungeonEditorTool_Door::RoomTraceFromMouse(FHitResult& OutHit, FEditorViewportClient* ViewportClient) const +{ + int32 MouseX = ViewportClient->Viewport->GetMouseX(); + int32 MouseY = ViewportClient->Viewport->GetMouseY(); + + // Compute a world space ray from the screen space mouse coordinates + FSceneViewFamilyContext ViewFamily( + FSceneViewFamilyContext::ConstructionValues(ViewportClient->Viewport, ViewportClient->GetScene(), ViewportClient->EngineShowFlags) + .SetRealtimeUpdate(ViewportClient->IsRealtime())); + + FSceneView* View = ViewportClient->CalcSceneView(&ViewFamily); + FViewportCursorLocation MouseViewportRay(View, ViewportClient, MouseX, MouseY); + FVector MouseViewportRayDirection = MouseViewportRay.GetDirection(); + + FVector Start = MouseViewportRay.GetOrigin(); + FVector End = Start + WORLD_MAX * MouseViewportRayDirection; + if (ViewportClient->IsOrtho()) + { + Start -= WORLD_MAX * MouseViewportRayDirection; + } + + return RoomTrace(OutHit, Start, End); +} + +bool FProceduralDungeonEditorTool_Door::RoomTrace(FHitResult& OutHit, const FVector& RayOrigin, const FVector& RayEnd) const +{ + OutHit = FHitResult(); + FHitResult Hit; + bool bHasHit = false; + for (const auto& RoomBox : RoomBoxes) + { + if (!RoomBox.IsValid()) + continue; + + const bool bSuccess = RoomBox->LineTraceComponent(Hit, RayOrigin, RayEnd, FCollisionQueryParams(SCENE_QUERY_STAT(RoomTrace))); + if (!bSuccess) + continue; + + if (!bHasHit || Hit.Distance < OutHit.Distance) + { + OutHit = Hit; + bHasHit = true; + } + } + + return bHasHit; +} + +bool FProceduralDungeonEditorTool_Door::GetRoomCellFromHit(const FHitResult& Hit, const FVector RoomUnit, FIntVector& OutCell, EDoorDirection& OutDirection) const +{ + // Direction is up or down: invalid + if (FMath::Abs(FVector::DotProduct(Hit.ImpactNormal, FVector::UpVector)) >= 0.5f) + return false; + + // Determine direction from the hit normal + float DirX = FVector::DotProduct(Hit.ImpactNormal, FVector::ForwardVector); + float DirY = FVector::DotProduct(Hit.ImpactNormal, FVector::RightVector); + if (FMath::Abs(DirX) > FMath::Abs(DirY)) + OutDirection = (DirX > 0) ? EDoorDirection::North : EDoorDirection::South; + else + OutDirection = (DirY > 0) ? EDoorDirection::East : EDoorDirection::West; + + // Determine the room cell + FVector RoomSpacePoint = Hit.ImpactPoint / RoomUnit; + RoomSpacePoint -= 0.5f * (ToVector(OutDirection) + FVector::UpVector); + OutCell = FIntVector(FMath::RoundToInt(RoomSpacePoint.X), FMath::RoundToInt(RoomSpacePoint.Y), FMath::RoundToInt(RoomSpacePoint.Z)); + return true; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Door.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Door.h new file mode 100644 index 0000000..1e7b231 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Door.h @@ -0,0 +1,53 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ProceduralDungeonEditorTool.h" + +class ARoomLevel; + +class FProceduralDungeonEditorTool_Door : public FProceduralDungeonEditorTool +{ +public: + FProceduralDungeonEditorTool_Door(FProceduralDungeonEdMode* InEdMode) + : FProceduralDungeonEditorTool(InEdMode) + { + } + + //~ Begin FProceduralDungeonEditorTool Interface + virtual const TCHAR* GetToolName() override { return TEXT("Tool_Door"); } + virtual FText GetDisplayName() override { return NSLOCTEXT("ProceduralDungeonEditor", "Tool_Door", "Door"); } + virtual FText GetDisplayMessage() override { return NSLOCTEXT("ProceduralDungeonEditor", "Tool_Door_Tooltip", ""); } + + virtual void EnterTool() override; + virtual void ExitTool() override; + virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override; + virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override; + virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) override; + virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY) override; + virtual bool GetCursor(EMouseCursor::Type& OutCursor) const override; + + virtual void OnLevelChanged(const ARoomLevel* NewLevel) override; + virtual void OnDataChanged(const URoomData* NewData) override; + virtual void OnDataPropertiesChanged(const URoomData* Data) override; + //~ End FProceduralDungeonEditorTool Interface + +protected: + void CreateCollision(ARoomLevel* level); + void UpdateCollision(); + void DestroyCollision(); + bool RoomTraceFromMouse(FHitResult& OutHit, FEditorViewportClient* ViewportClient) const; + bool RoomTrace(FHitResult& OutHit, const FVector& RayOrigin, const FVector& RayEnd) const; + bool GetRoomCellFromHit(const FHitResult& Hit, const FVector RoomUnit, FIntVector& OutCell, EDoorDirection& OutDirection) const; + +private: + TWeakObjectPtr CachedLevel = nullptr; + TArray> RoomBoxes; + FDoorDef DoorPreview; + bool ShowDoorPreview {false}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Size.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Size.cpp new file mode 100644 index 0000000..86b1d30 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Size.cpp @@ -0,0 +1,337 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditorTool_Size.h" +#include "EditorMode/ProceduralDungeonEdMode.h" +#include "EditorModeManager.h" +#include "Engine/Selection.h" +#include "ProceduralDungeonEdLog.h" +#include "ProceduralDungeonUtils.h" +#include "Room.h" +#include "RoomLevel.h" +#include "RoomData.h" + +IMPLEMENT_HIT_PROXY(HRoomPointProxy, HHitProxy); + +void FRoomPoint::AddLinkedPoint(FRoomPoint& Point, EAxisList::Type Axis) +{ + LinkedPoints.Add({&Point, Axis}); + Point.LinkedPoints.Add({this, Axis}); +} + +void FRoomPoint::SetLocation(FVector InLocation) +{ + SetDirty(); + Location = InLocation; + UpdateWithPropagation(); +} + +void FRoomPoint::SetDirty() +{ + if (bDirty) + return; + + bDirty = EAxisList::XYZ; + for (FLink& Link : LinkedPoints) + { + check(Link.Point); + Link.Point->SetDirty(); + } +} + +void FRoomPoint::UpdateWithPropagation() +{ + TQueue PendingNodes; + PendingNodes.Enqueue(this); + FRoomPoint* Node = nullptr; + while (PendingNodes.Dequeue(Node)) + { + Node->UpdateLinkedPoints(PendingNodes); + } +} + +void FRoomPoint::UpdateLinkedPoints(TQueue& PendingNodes) +{ + for (FLink& Link : LinkedPoints) + { + check(Link.Point); + if (Link.Point->bDirty) + { + Link.Point->UpdateFrom(*this, Link.Axis); + PendingNodes.Enqueue(Link.Point); + } + } +} + +void FRoomPoint::UpdateFrom(FRoomPoint& From, EAxisList::Type Axis) +{ + if (bDirty & Axis & EAxisList::X) + { + bDirty &= ~EAxisList::X; + From.bDirty &= ~EAxisList::X; + Location.X = From.Location.X; + } + if (bDirty & Axis & EAxisList::Y) + { + bDirty &= ~EAxisList::Y; + From.bDirty &= ~EAxisList::Y; + Location.Y = From.Location.Y; + } + if (bDirty & Axis & EAxisList::Z) + { + bDirty &= ~EAxisList::Z; + From.bDirty &= ~EAxisList::Z; + Location.Z = From.Location.Z; + } +} + +void FProceduralDungeonEditorTool_Size::EnterTool() +{ + OnDataChanged(); + ResetSelectedPoint(); +} + +void FProceduralDungeonEditorTool_Size::ExitTool() +{ + DungeonEd_LogInfo("Exit Size Tool."); +} + +void FProceduralDungeonEditorTool_Size::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) +{ + const URoomData* Data = GetRoomData(); + if (!IsValid(Data)) + return; + + for (const FBoxPoints& Box : Boxes) + { + Box.Draw(PDI, SelectedPoint); + } +} + +bool FProceduralDungeonEditorTool_Size::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) +{ + ResetSelectedPoint(); + + if (!HitProxy) + return false; + + if (!HitProxy->IsA(HRoomPointProxy::StaticGetType())) + return false; + + const HRoomPointProxy* RoomProxy = (HRoomPointProxy*)HitProxy; + checkf(RoomProxy->Index >= 0 && RoomProxy->Index < GetMaxIndex(), TEXT("A room point has been clicked but is out of bounds!")); + + SetSelectedPoint(RoomProxy->Index); + GEditor->GetSelectedActors()->DeselectAll(); + + // Force translate widget when a point is selected. + FEditorModeTools* ModeTools = EdMode->GetModeManager(); + if (ModeTools) + ModeTools->SetWidgetMode(WidgetMode::WM_Translate); + + return true; +} + +bool FProceduralDungeonEditorTool_Size::InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) +{ + if (InKey == EKeys::LeftMouseButton && InEvent == IE_Released) + ResetDragPoint(); + return false; +} + +bool FProceduralDungeonEditorTool_Size::InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) +{ + if (InViewportClient->GetCurrentWidgetAxis() == EAxisList::None) + return false; + + if (!HasValidSelection()) + return false; + + const URoomData* Data = GetRoomData(); + if (!IsValid(Data)) + return false; + + if (!InDrag.IsNearlyZero()) + { + DragPoint += InDrag; + FRoomPoint& Point = GetSelectedPoint(); + FVector OldPoint = Point.GetLocation(); + Point.SetLocation(Dungeon::SnapPoint(DragPoint, Data->GetRoomUnit())); + if (OldPoint != Point.GetLocation()) + UpdateDataAsset(GetBoxIndexFromPointIndex(SelectedPoint)); + } + return true; +} + +bool FProceduralDungeonEditorTool_Size::UsesTransformWidget() const +{ + return HasValidSelection() || (GEditor->GetSelectedActorCount() > 0); +} + +bool FProceduralDungeonEditorTool_Size::UsesTransformWidget(WidgetMode CheckMode) const +{ + return HasValidSelection() ? (CheckMode == WidgetMode::WM_Translate) : EdMode->FEdMode::UsesTransformWidget(CheckMode); +} + +FVector FProceduralDungeonEditorTool_Size::GetWidgetLocation() const +{ + return HasValidSelection() ? DragPoint : EdMode->FEdMode::GetWidgetLocation(); +} + +void FProceduralDungeonEditorTool_Size::PostUndo(bool bSuccess) +{ + OnDataChanged(); +} + +void FProceduralDungeonEditorTool_Size::PostRedo(bool bSuccess) +{ + OnDataChanged(); +} + +void FProceduralDungeonEditorTool_Size::OnDataChanged(const URoomData* NewData) +{ + // When the room data has changed, reset all + ResetSelectedPoint(); + ResetDragPoint(); + + UpdateBoxes(NewData); +} + +void FProceduralDungeonEditorTool_Size::OnDataPropertiesChanged(const URoomData* Data) +{ + UpdateBoxes(Data); +} + +bool FProceduralDungeonEditorTool_Size::HasValidSelection() const +{ + return SelectedPoint >= 0 && SelectedPoint < GetMaxIndex(); +} + +void FProceduralDungeonEditorTool_Size::ResetDragPoint() +{ + if (HasValidSelection()) + DragPoint = GetSelectedPoint().GetLocation(); + else + DragPoint = FVector::ZeroVector; +} + +void FProceduralDungeonEditorTool_Size::UpdateDataAsset(int32 BoxIndex) const +{ + URoomData* Data = GetRoomData(); + if (!IsValid(Data)) + return; + + if (BoxIndex >= 0 && BoxIndex < Data->BoundingBoxes.Num()) + { + Data->Modify(); + const FVector RoomUnit = Data->GetRoomUnit(); + const FBoxPoints& Box = Boxes[BoxIndex]; + FBoxMinAndMax& DataBox = Data->BoundingBoxes[BoxIndex]; + const FIntVector A = Dungeon::ToRoomLocation(Box.GetMin(), RoomUnit); + const FIntVector B = Dungeon::ToRoomLocation(Box.GetMax(), RoomUnit); + DataBox.SetMinAndMax(A, B); + return; + } +} + +void FProceduralDungeonEditorTool_Size::SetSelectedPoint(int32 Index) +{ + if (Index < 0 || Index >= GetMaxIndex()) + Index = -1; + + DungeonEd_LogInfo("Selected Point: %d", Index); + SelectedPoint = Index; + ResetDragPoint(); +} + +void FProceduralDungeonEditorTool_Size::ResetSelectedPoint() +{ + SetSelectedPoint(-1); +} + +FRoomPoint& FProceduralDungeonEditorTool_Size::GetSelectedPoint() +{ + checkf(HasValidSelection(), TEXT("Trying to get selected point but selection is invalid!")); + const int32 BoxIndex = GetBoxIndexFromPointIndex(SelectedPoint); + const int32 PointIndex = GetBoxPointIndex(SelectedPoint); + checkf(BoxIndex >= 0 && BoxIndex < Boxes.Num(), TEXT("Selected point's box index is out of bounds!")); + checkf(PointIndex >= 0 && PointIndex < FBoxPoints::NbPoints, TEXT("Selected point's point index is out of bounds!")); + return Boxes[BoxIndex].GetPoint(PointIndex); +} + +void FProceduralDungeonEditorTool_Size::UpdateBoxes(const URoomData* Data) +{ + if (!IsValid(Data)) + return; + + const int32 NbBoxes = Data->BoundingBoxes.Num(); + if (Boxes.Num() != NbBoxes) + { + Boxes.SetNum(NbBoxes); + } + + const FVector RoomUnit = Data->GetRoomUnit(); + for (int32 i = 0; i < NbBoxes; ++i) + { + const FBoxMinAndMax& Box = Data->BoundingBoxes[i]; + Boxes[i].SetID(i); + Boxes[i].SetMin(Dungeon::ToWorldLocation(Box.GetMin(), RoomUnit)); + Boxes[i].SetMax(Dungeon::ToWorldLocation(Box.GetMax(), RoomUnit)); + } +} + +FBoxPoints::FBoxPoints() +{ + // 6 1 + // 2 7 + // 4 5 + // 0 3 + + Points[0].AddLinkedPoint(Points[2], EAxisList::XY); + Points[0].AddLinkedPoint(Points[3], EAxisList::XZ); + Points[0].AddLinkedPoint(Points[4], EAxisList::YZ); + + Points[1].AddLinkedPoint(Points[5], EAxisList::XY); + Points[1].AddLinkedPoint(Points[6], EAxisList::XZ); + Points[1].AddLinkedPoint(Points[7], EAxisList::YZ); + + Points[2].AddLinkedPoint(Points[6], EAxisList::YZ); + Points[2].AddLinkedPoint(Points[7], EAxisList::XZ); + + Points[3].AddLinkedPoint(Points[5], EAxisList::YZ); + Points[3].AddLinkedPoint(Points[7], EAxisList::XY); + + Points[4].AddLinkedPoint(Points[5], EAxisList::XZ); + Points[4].AddLinkedPoint(Points[6], EAxisList::XY); +} + +void FBoxPoints::SetMin(FVector Value) +{ + Points[0].SetLocation(Value); +} + +void FBoxPoints::SetMax(FVector Value) +{ + Points[1].SetLocation(Value); +} + +void FBoxPoints::Draw(FPrimitiveDrawInterface* PDI, int32 SelectedPoint) const +{ + static const FColor NormalColor(200, 200, 200); + static const FColor SelectedColor(255, 128, 0); + + const int32 LocalSelectedIndex = SelectedPoint - (ID * NbPoints); + for (int i = 0; i < NbPoints; ++i) + { + const bool bSelected = (LocalSelectedIndex == i); + const FColor& Color = bSelected ? SelectedColor : NormalColor; + + PDI->SetHitProxy(new HRoomPointProxy(ID * NbPoints + i)); + PDI->DrawPoint(Points[i].GetLocation(), Color, 10.0f, SDPG_Foreground); + PDI->SetHitProxy(nullptr); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Size.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Size.h new file mode 100644 index 0000000..af506cf --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/EditorMode/Tools/ProceduralDungeonEditorTool_Size.h @@ -0,0 +1,126 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "ProceduralDungeonEditorTool.h" + +struct HRoomPointProxy : public HHitProxy +{ + DECLARE_HIT_PROXY(); + + HRoomPointProxy(int32 InIndex) + : HHitProxy(HPP_UI) + , Index(InIndex) + { + } + + int32 Index {-1}; +}; + +struct FRoomPoint +{ + struct FLink + { + FRoomPoint* Point; + EAxisList::Type Axis; + }; + + void AddLinkedPoint(FRoomPoint& Point, EAxisList::Type Axis); + FVector GetLocation() const { return Location; } + void SetLocation(FVector InLocation); + FVector* operator->() { return &Location; } + +private: + void SetDirty(); + void UpdateWithPropagation(); + void UpdateLinkedPoints(TQueue& PendingNodes); + void UpdateFrom(FRoomPoint& From, EAxisList::Type Axis); + +private: + EAxisList::Type bDirty {EAxisList::None}; + FVector Location {0}; + TArray LinkedPoints {}; +}; + +struct FBoxPoints +{ +public: + FBoxPoints(); + + void SetID(uint32 InID) { ID = InID; } + void SetMin(FVector Value); + void SetMax(FVector Value); + uint32 GetID() const { return ID; } + FVector GetMin() const { return Points[0].GetLocation(); } + FVector GetMax() const { return Points[1].GetLocation(); } + + FRoomPoint& GetPoint(int32 Index) + { + check(Index >= 0 && Index < NbPoints); + return Points[Index]; + } + + void Draw(FPrimitiveDrawInterface* PDI, int32 SelectedPoint) const; + + static const uint32 NbPoints {8}; + +private: + uint32 ID; + FRoomPoint Points[NbPoints]; +}; + +class FProceduralDungeonEditorTool_Size : public FProceduralDungeonEditorTool +{ +public: + FProceduralDungeonEditorTool_Size(FProceduralDungeonEdMode* InEdMode) + : FProceduralDungeonEditorTool(InEdMode) + { + } + + virtual const TCHAR* GetToolName() override { return TEXT("Tool_Size"); } + virtual FText GetDisplayName() override { return NSLOCTEXT("ProceduralDungeonEditor", "Tool_Size", "Size"); } + virtual FText GetDisplayMessage() override { return NSLOCTEXT("ProceduralDungeonEditor", "Tool_Size_Tooltip", ""); } + + virtual void EnterTool() override; + virtual void ExitTool() override; + + virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override; + virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) override; + virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override; + virtual bool InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) override; + virtual bool UsesTransformWidget() const override; + virtual bool UsesTransformWidget(WidgetMode CheckMode) const override; + virtual FVector GetWidgetLocation() const override; + + /** FEditorUndoClient interface */ + virtual void PostUndo(bool bSuccess) override; + virtual void PostRedo(bool bSuccess) override; + + virtual void OnDataChanged(const URoomData* NewData = nullptr) override; + virtual void OnDataPropertiesChanged(const URoomData* Data = nullptr) override; + + bool HasValidSelection() const; + void ResetDragPoint(); + void UpdateDataAsset(int32 BoxIndex) const; + + void SetSelectedPoint(int32 Index); + void ResetSelectedPoint(); + +private: + int32 GetBoxIndexFromPointIndex(int32 PointIndex) const { return PointIndex / FBoxPoints::NbPoints; } + int32 GetBoxPointIndex(int32 PointIndex) const { return PointIndex % FBoxPoints::NbPoints; } + int32 GetMaxIndex() const { return Boxes.Num() * FBoxPoints::NbPoints; } + FRoomPoint& GetSelectedPoint(); + void UpdateBoxes(const URoomData* Data); + +private: + int32 SelectedPoint {-1}; + TArray Boxes; + FVector DragPoint; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/DoorTypeFactory.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/DoorTypeFactory.cpp new file mode 100644 index 0000000..0f6f4c4 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/DoorTypeFactory.cpp @@ -0,0 +1,30 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "DoorTypeFactory.h" +#include "DoorType.h" +#include "AssetTypeCategories.h" +#include "ProceduralDungeonEditor.h" + +UDoorTypeFactory::UDoorTypeFactory() +{ + bCreateNew = true; + bEditAfterNew = true; + SupportedClass = UDoorType::StaticClass(); +} + +uint32 UDoorTypeFactory::GetMenuCategories() const +{ + FProceduralDungeonEditorModule& EditorModule = FModuleManager::LoadModuleChecked("ProceduralDungeonEditor"); + return EditorModule.GetAssetTypeCategory(); +} + +UObject* UDoorTypeFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) +{ + UDoorType* DoorType = NewObject(InParent, InClass, InName, Flags); + return DoorType; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/DoorTypeFactory.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/DoorTypeFactory.h new file mode 100644 index 0000000..1617b6d --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/DoorTypeFactory.h @@ -0,0 +1,24 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Factories/Factory.h" +#include "DoorTypeFactory.generated.h" + +UCLASS() +class UDoorTypeFactory : public UFactory +{ + GENERATED_BODY() + +public: + UDoorTypeFactory(); + + virtual uint32 GetMenuCategories() const override; + virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn); +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/RoomDataFactory.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/RoomDataFactory.cpp new file mode 100644 index 0000000..b0f6843 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/RoomDataFactory.cpp @@ -0,0 +1,137 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "RoomDataFactory.h" +#include "RoomData.h" +#include "AssetTypeCategories.h" +#include "ProceduralDungeonEditor.h" +#include "ClassViewerModule.h" +#include "ClassViewerFilter.h" +#include "Kismet2/SClassPickerDialog.h" +#include "ProceduralDungeonEditorSettings.h" +#include "Misc/EngineVersionComparison.h" + +#define LOCTEXT_NAMESPACE "RoomDataFactory" + +// Copied and a little modified from the EditorFactories.cpp of UnrealEd module (not public) +class FRoomDataClassFilter : public IClassViewerFilter +{ +public: + FRoomDataClassFilter() + : DisallowedClassFlags(CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists | CLASS_HideDropDown) + { + } + + /** Disallowed class flags. */ + EClassFlags DisallowedClassFlags; + + virtual bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef InFilterFuncs) override + { + bool bAllowed = !InClass->HasAnyClassFlags(DisallowedClassFlags) + && InFilterFuncs->IfInChildOfClassesSet(ParentClasses, InClass) != EFilterReturn::Failed; + + return bAllowed; + } + + virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef InUnloadedClassData, TSharedRef InFilterFuncs) override + { + return !InUnloadedClassData->HasAnyClassFlags(DisallowedClassFlags) + && InFilterFuncs->IfInChildOfClassesSet(ParentClasses, InUnloadedClassData) != EFilterReturn::Failed; + } + +private: + /** All children of these classes will be included unless filtered out by another setting. */ + static TSet ParentClasses; +}; + +TSet FRoomDataClassFilter::ParentClasses {URoomData::StaticClass()}; + +URoomDataFactory::URoomDataFactory() +{ + bCreateNew = true; + bEditAfterNew = true; + SupportedClass = URoomData::StaticClass(); +} + +uint32 URoomDataFactory::GetMenuCategories() const +{ + FProceduralDungeonEditorModule& EditorModule = FModuleManager::LoadModuleChecked("ProceduralDungeonEditor"); + return EditorModule.GetAssetTypeCategory(); +} + +bool URoomDataFactory::ConfigureProperties() +{ + // Get the default room data class from the editor settings + const UProceduralDungeonEditorSettings* EditorSettings = GetDefault(); + UClass* DefaultClass = EditorSettings->DefaultRoomDataClass.Get(); + if (!DefaultClass) + DefaultClass = URoomData::StaticClass(); + + // TODO: want to show only RootClass and children with a plugin setting + // However the SClassPickerDialog will always show all parent classes of the RootClass + // (see SClassPickerDialog.cpp line 49) + UClass* RootClass = URoomData::StaticClass(); + //if (EditorSettings->bShowOnlyDefaultAndChildren) + // RootClass = DefaultClass; + + // Bypass the class picker if there is no derived class of the default class + if (EditorSettings->bUseDefaultIfNoChild) + { + TArray DerivedClasses; + GetDerivedClasses(DefaultClass, DerivedClasses, false); + if (DerivedClasses.Num() <= 0) + { + RoomDataClass = DefaultClass; + return true; + } + } + + // nullptr the RoomDataClass so we can check for selection + RoomDataClass = nullptr; + + // Load the classviewer module to display a class picker + FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked("ClassViewer"); + + // The class viewer filter to show only RoomData class and its child classes + TSharedPtr Filter = MakeShareable(new FRoomDataClassFilter); + + // Fill in options + FClassViewerInitializationOptions Options; + Options.Mode = EClassViewerMode::ClassPicker; + Options.InitiallySelectedClass = DefaultClass; +#if UE_VERSION_OLDER_THAN(5, 0, 0) + Options.ClassFilter = Filter; +#else + Options.ClassFilters.Add(Filter.ToSharedRef()); +#endif + + const FText TitleText = LOCTEXT("CreateRoomDataOptions", "Pick Room Data Class"); + UClass* ChosenClass = nullptr; + const bool bPressedOk = SClassPickerDialog::PickClass(TitleText, Options, ChosenClass, RootClass); + if (bPressedOk) + { + RoomDataClass = ChosenClass; + } + + return bPressedOk; +} + +UObject* URoomDataFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) +{ + if (RoomDataClass != nullptr) + { + return NewObject(InParent, RoomDataClass, InName, Flags | RF_Transactional); + } + else + { + // if we have no data asset class, use the passed-in class instead + check(InClass->IsChildOf(URoomData::StaticClass())); + return NewObject(InParent, InClass, InName, Flags); + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/RoomDataFactory.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/RoomDataFactory.h new file mode 100644 index 0000000..9d65029 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/Factories/RoomDataFactory.h @@ -0,0 +1,28 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Factories/Factory.h" +#include "RoomDataFactory.generated.h" + +UCLASS() +class URoomDataFactory : public UFactory +{ + GENERATED_BODY() + +public: + URoomDataFactory(); + + virtual uint32 GetMenuCategories() const override; + virtual bool ConfigureProperties() override; + virtual UObject* FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn); + +protected: + TSubclassOf RoomDataClass; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdLog.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdLog.cpp new file mode 100644 index 0000000..474c4d3 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdLog.cpp @@ -0,0 +1,10 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEdLog.h" + +DEFINE_LOG_CATEGORY(LogProceduralDungeonEditor); diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdLog.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdLog.h new file mode 100644 index 0000000..18d7244 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdLog.h @@ -0,0 +1,21 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogProceduralDungeonEditor, Verbose, All); + +#define DungeonEd_LogInfo(Format, ...) \ + UE_LOG(LogProceduralDungeonEditor, Log, TEXT(Format), ##__VA_ARGS__) + +#define DungeonEd_LogWarning(Format, ...) \ + UE_LOG(LogProceduralDungeonEditor, Warning, TEXT(Format), ##__VA_ARGS__) + +#define DungeonEd_LogError(Format, ...) \ + UE_LOG(LogProceduralDungeonEditor, Error, TEXT(Format), ##__VA_ARGS__) diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdTypes.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdTypes.cpp new file mode 100644 index 0000000..6aa24bd --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdTypes.cpp @@ -0,0 +1,27 @@ +// Copyright Benoit Pelletier 2024 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEdTypes.h" + +EAxisList::Type operator~(const EAxisList::Type& This) +{ + return static_cast(EAxisList::All - This); +} + +EAxisList::Type& operator&=(EAxisList::Type& This, const EAxisList::Type& Other) +{ + This = static_cast(This & Other); + return This; +} + +FBoxCenterAndExtent FMargin3D::Apply(const FBoxCenterAndExtent& Bounds) const +{ + FBoxCenterAndExtent NewBounds(Bounds); + NewBounds.Extent += 0.5f * FVector(XAxis.X + XAxis.Y, YAxis.X + YAxis.Y, ZAxis.X + ZAxis.Y); + NewBounds.Center += 0.5f * FVector(XAxis.X - XAxis.Y, YAxis.X - YAxis.Y, ZAxis.X - ZAxis.Y); + return NewBounds; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdTypes.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdTypes.h new file mode 100644 index 0000000..95627dc --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEdTypes.h @@ -0,0 +1,59 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "ProceduralDungeonTypes.h" +#include "Misc/EngineVersionComparison.h" +#include "Math/GenericOctree.h" // FBoxCenterAndExtent +#include "ProceduralDungeonEdTypes.generated.h" + +#if UE_VERSION_OLDER_THAN(5, 0, 0) + #define COMPATIBILITY 1 +#else + #define COMPATIBILITY 0 +#endif + +#if !COMPATIBILITY + #include "UnrealWidgetFwd.h" +#endif + +#if COMPATIBILITY +using WidgetMode = FWidget::EWidgetMode; +#else +using WidgetMode = UE::Widget::EWidgetMode; +#endif + +#if UE_VERSION_NEWER_THAN(5, 3, 0) + #define GC_PTR(VAR_TYPE) TObjectPtr +#else + #define GC_PTR(VAR_TYPE) VAR_TYPE* +#endif + +// Some utility functions for EAxisList +EAxisList::Type operator~(const EAxisList::Type& This); +EAxisList::Type& operator&=(EAxisList::Type& This, const EAxisList::Type& Other); + +// Holds margin values in 3D (e.g. used for box volumes) +USTRUCT() +struct FMargin3D +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, Category = "Margin", meta = (DisplayName = "X")) + FVector2D XAxis {0.0f, 0.0f}; + + UPROPERTY(EditAnywhere, Category = "Margin", meta = (DisplayName = "Y")) + FVector2D YAxis {0.0f, 0.0f}; + + UPROPERTY(EditAnywhere, Category = "Margin", meta = (DisplayName = "Z")) + FVector2D ZAxis {0.0f, 0.0f}; + + // Create a new bounds from an existing bounds with the margin applied on it. + FBoxCenterAndExtent Apply(const FBoxCenterAndExtent& Bounds) const; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditor.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditor.cpp new file mode 100644 index 0000000..6affb6e --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditor.cpp @@ -0,0 +1,141 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditor.h" +#include "ProceduralDungeonEdLog.h" +#include "Customizations/DoorDefCustomization.h" +#include "Customizations/Margin3DCustomization.h" +#include "ProceduralDungeonTypes.h" +#include "IAssetTools.h" +#include "Interfaces/IPluginManager.h" +#include "AssetToolsModule.h" +#include "AssetTypeActions/AssetTypeActions_RoomData.h" +#include "AssetTypeActions/AssetTypeActions_DoorType.h" +#include "Developer/Settings/Public/ISettingsModule.h" +#include "Developer/Settings/Public/ISettingsSection.h" +#include "Styling/SlateStyle.h" +#include "Styling/SlateStyleRegistry.h" +#include "ProceduralDungeonEditorSettings.h" +#include "EditorMode/ProceduralDungeonEdMode.h" +#include "EditorMode/ProceduralDungeonEditorCommands.h" + +#define LOCTEXT_NAMESPACE "FProceduralDungeonEditorModule" + +#define IMAGE_BRUSH(RelativePath, ...) FSlateImageBrush(StyleSet->RootToContentDir(RelativePath, TEXT(".png")), __VA_ARGS__) + +void FProceduralDungeonEditorModule::StartupModule() +{ + RegisterSettings(); + + FProceduralDungeonEditorCommands::Register(); + + // Register assets in the "Procedural Dungeon" category + { + IAssetTools& AssetToolsModule = FModuleManager::LoadModuleChecked("AssetTools").Get(); + AssetTypeCategory = AssetToolsModule.RegisterAdvancedAssetCategory(FName(TEXT("ProceduralDungeon")), LOCTEXT("ProceduralDungeonCategory", "Procedural Dungeon")); + TSharedPtr RoomDataAction = MakeShareable(new FAssetTypeActions_RoomData()); + AssetToolsModule.RegisterAssetTypeActions(RoomDataAction.ToSharedRef()); + TSharedPtr DoorTypeAction = MakeShareable(new FAssetTypeActions_DoorType()); + AssetToolsModule.RegisterAssetTypeActions(DoorTypeAction.ToSharedRef()); + } + + // Register detail customizations + { + FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked("PropertyEditor"); + PropertyModule.RegisterCustomPropertyTypeLayout(FDoorDef::StaticStruct()->GetFName(), FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FDoorDefCustomization::MakeInstance)); + PropertyModule.RegisterCustomPropertyTypeLayout(FMargin3D::StaticStruct()->GetFName(), FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMargin3DCustomization::MakeInstance)); + PropertyModule.NotifyCustomizationModuleChanged(); + } + + // Register slate style set + { + StyleSet = MakeShareable(new FSlateStyleSet("ProceduralDungeonStyle")); + FString ContentDir = IPluginManager::Get().FindPlugin("ProceduralDungeon")->GetBaseDir(); + StyleSet->SetContentRoot(ContentDir); + + const FVector2D Icon20x20(20.0f, 20.0f); + const FVector2D Icon40x40(40.0f, 40.0f); + + StyleSet->Set("ProceduralDungeon.Icon", new IMAGE_BRUSH("Resources/IconEditorMode", Icon40x40)); + StyleSet->Set("ProceduralDungeon.Icon.Small", new IMAGE_BRUSH("Resources/IconEditorMode", Icon20x20)); + StyleSet->Set("ProceduralDungeonEditor.SizeTool", new IMAGE_BRUSH("Resources/IconSizeTool", Icon20x20)); + StyleSet->Set("ProceduralDungeonEditor.SizeTool.Small", new IMAGE_BRUSH("Resources/IconSizeTool", Icon20x20)); + StyleSet->Set("ProceduralDungeonEditor.DoorTool", new IMAGE_BRUSH("Resources/IconDoorTool", Icon20x20)); + StyleSet->Set("ProceduralDungeonEditor.DoorTool.Small", new IMAGE_BRUSH("Resources/IconDoorTool", Icon20x20)); + + FSlateStyleRegistry::RegisterSlateStyle(*StyleSet); + } + + FSlateIcon ModeIcon = FSlateIcon("ProceduralDungeonStyle", "ProceduralDungeon.Icon", "ProceduralDungeon.Icon.Small"); + FEditorModeRegistry::Get().RegisterMode(FProceduralDungeonEdMode::EM_ProceduralDungeon, LOCTEXT("ProceduralDungeonEdModeName", "Dungeon Room"), ModeIcon, true); +} + +void FProceduralDungeonEditorModule::ShutdownModule() +{ + FProceduralDungeonEditorCommands::Unregister(); + + // Unregister detail customizations + if (FModuleManager::Get().IsModuleLoaded("PropertyEditor")) + { + FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked("PropertyEditor"); + PropertyModule.UnregisterCustomPropertyTypeLayout(FDoorDef::StaticStruct()->GetFName()); + PropertyModule.UnregisterCustomPropertyTypeLayout(FMargin3D::StaticStruct()->GetFName()); + } + + // Unregister editor mode + FEditorModeRegistry::Get().UnregisterMode(FProceduralDungeonEdMode::EM_ProceduralDungeon); + + if (UObjectInitialized()) + { + UnregisterSettings(); + } +} + +void FProceduralDungeonEditorModule::RegisterSettings() +{ + if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + // Register the settings + ISettingsSectionPtr SettingsSection = SettingsModule->RegisterSettings("Project", "Editor", "Procedural Dungeon", + LOCTEXT("ProceduralDungeonEditorSettingsName", "Procedural Dungeon"), + LOCTEXT("ProceduralDungeonEditorSettingsDescription", "Configuration for the Procedural Dungeon plugin"), + GetMutableDefault() + ); + + if (SettingsSection.IsValid()) + { + SettingsSection->OnModified().BindRaw(this, &FProceduralDungeonEditorModule::HandleSettingsSaved); + } + } +} + +void FProceduralDungeonEditorModule::UnregisterSettings() +{ + if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr("Settings")) + { + SettingsModule->UnregisterSettings("Project", "Plugins", "Procedural Dungeon"); + } +} + +bool FProceduralDungeonEditorModule::HandleSettingsSaved() +{ + UProceduralDungeonEditorSettings* Settings = GetMutableDefault(); + bool ResaveSettings = false; + + // Here check and resave if any changes have been made + + if (ResaveSettings) + { + Settings->SaveConfig(); + } + + return true; +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FProceduralDungeonEditorModule, ProceduralDungeonEditor) diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditorSettings.cpp b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditorSettings.cpp new file mode 100644 index 0000000..3713bed --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditorSettings.cpp @@ -0,0 +1,23 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#include "ProceduralDungeonEditorSettings.h" + +UProceduralDungeonEditorSettings::UProceduralDungeonEditorSettings(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + DefaultRoomDataClass = URoomData::StaticClass(); + bUseDefaultIfNoChild = true; + //bShowOnlyDefaultAndChildren = false; + + DefaultMargins.XAxis.X = 10.0f; + DefaultMargins.XAxis.Y = 10.0f; + DefaultMargins.YAxis.X = 10.0f; + DefaultMargins.YAxis.Y = 10.0f; + DefaultMargins.ZAxis.X = 10.0f; + DefaultMargins.ZAxis.Y = 10.0f; +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditorSettings.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditorSettings.h new file mode 100644 index 0000000..b4d94c3 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Private/ProceduralDungeonEditorSettings.h @@ -0,0 +1,45 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "RoomData.h" +#include "ProceduralDungeonEdTypes.h" +#include "ProceduralDungeonEditorSettings.generated.h" + +UCLASS(Config = Editor, DefaultConfig) +class UProceduralDungeonEditorSettings : public UObject +{ + GENERATED_BODY() + +public: + UProceduralDungeonEditorSettings(const FObjectInitializer& ObjectInitializer); + + // The default RoomData class to use in the class picker when creating a new RoomData asset. + UPROPERTY(Config, EditAnywhere, Category = "General", NoClear, meta = (AllowAbstract = false)) + TSubclassOf DefaultRoomDataClass; + + // The class picker will not show if the default RoomData class has no child classes + UPROPERTY(Config, EditAnywhere, Category = "General", meta = (DisplayName = "Use Automatically Default Class If No Child")) + bool bUseDefaultIfNoChild; + + // The class picker will show only the default RoomData and its children + //UPROPERTY(Config, EditAnywhere, Category = "General") + //bool bShowOnlyDefaultAndChildren; + + // Default margin values on each axis to update volumes in Room Editor mode. + UPROPERTY(Config, EditAnywhere, Category = "Room Editor Mode") + FMargin3D DefaultMargins; + + // When ticked the orbit rotation of the camera will use the room bounds center as pivot point + // instead of the current selected actor when the Room Editor Mode is active. + // (Works only when "Orbit Camera Around Selection" is ticked in your Editor Preferences) + UPROPERTY(Config, EditAnywhere, Category = "Room Editor Mode", meta = (DisplayName = "Use the room bounds center as pivot for camera orbit")) + bool bUseRoomAsOrbitPivot {true}; +}; diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/ProceduralDungeonEditor.Build.cs b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/ProceduralDungeonEditor.Build.cs new file mode 100644 index 0000000..b5c1058 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/ProceduralDungeonEditor.Build.cs @@ -0,0 +1,40 @@ +// Copyright Benoit Pelletier 2019 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +using UnrealBuildTool; + +public class ProceduralDungeonEditor : ModuleRules +{ + public ProceduralDungeonEditor(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + // Uncomment that to detect when there are missing includes in cpp files + //bUseUnity = false; + + PublicDependencyModuleNames.AddRange(new string[] { "Core", "Projects" }); + + PrivateDependencyModuleNames.AddRange(new string[] { + "ProceduralDungeon", + "CoreUObject", + "InputCore", + "PropertyEditor", + "DetailCustomizations", + "UnrealEd", + "AssetTools", + "ClassViewer", + "SlateCore", + "Slate", + "EditorStyle", +#if UE_5_0_OR_LATER + "EditorFramework", +#endif + "Engine" + } + ); + } +} diff --git a/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Public/ProceduralDungeonEditor.h b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Public/ProceduralDungeonEditor.h new file mode 100644 index 0000000..4fb1fb7 --- /dev/null +++ b/Plugins/ProceduralDungeon/Source/ProceduralDungeonEditor/Public/ProceduralDungeonEditor.h @@ -0,0 +1,34 @@ +// Copyright Benoit Pelletier 2023 - 2025 All Rights Reserved. +// +// This software is available under different licenses depending on the source from which it was obtained: +// - The Fab EULA (https://fab.com/eula) applies when obtained from the Fab marketplace. +// - The CeCILL-C license (https://cecill.info/licences/Licence_CeCILL-C_V1-en.html) applies when obtained from any other source. +// Please refer to the accompanying LICENSE file for further details. + +#pragma once + +#include "CoreMinimal.h" +#include "Modules/ModuleManager.h" +#include "AssetTypeCategories.h" + +class FSlateStyleSet; + +class FProceduralDungeonEditorModule : public IModuleInterface +{ +public: + // ~BEGIN IModuleInterface + virtual void StartupModule() override; + virtual void ShutdownModule() override; + // ~END IModuleInterface + + FORCEINLINE EAssetTypeCategories::Type GetAssetTypeCategory() const { return AssetTypeCategory; } + +private: + void RegisterSettings(); + void UnregisterSettings(); + bool HandleSettingsSaved(); + +private: + EAssetTypeCategories::Type AssetTypeCategory {EAssetTypeCategories::Type::None}; + TSharedPtr StyleSet; +}; diff --git 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2221024 diff --git a/Source/FBX/Walks/In_Place/Walk_08_Listen_Music_Loop_IP.fbx b/Source/FBX/Walks/In_Place/Walk_08_Listen_Music_Loop_IP.fbx new file mode 100644 index 0000000..54163c6 --- /dev/null +++ b/Source/FBX/Walks/In_Place/Walk_08_Listen_Music_Loop_IP.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d06c16141011e98ac74fb9ee00a8e20c5fa0b85a1beae12d13e2e833b3bd29f9 +size 2099984 diff --git a/Source/FBX/Walks/In_Place/Walk_13_Power_Walk_Loop_IP.fbx b/Source/FBX/Walks/In_Place/Walk_13_Power_Walk_Loop_IP.fbx new file mode 100644 index 0000000..b33335b --- /dev/null +++ b/Source/FBX/Walks/In_Place/Walk_13_Power_Walk_Loop_IP.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4ef8e1d4f2c713c390513ed85a5b57fee39a5882ea113601beefbf6ae0ca0d95 +size 2052448 diff --git a/Source/FBX/Walks/Root_Motion/Walk_02_Cheerful_Loop.fbx b/Source/FBX/Walks/Root_Motion/Walk_02_Cheerful_Loop.fbx new file mode 100644 index 0000000..9995b08 --- /dev/null +++ b/Source/FBX/Walks/Root_Motion/Walk_02_Cheerful_Loop.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1bdd91c494186e2bb02f9c1e0a28ce6f3e0029ee1d82086821f17ba91c3f63a5 +size 1954640 diff --git a/Source/FBX/Walks/Root_Motion/Walk_04_Texting_Loop.fbx b/Source/FBX/Walks/Root_Motion/Walk_04_Texting_Loop.fbx new file mode 100644 index 0000000..60bb801 --- /dev/null +++ b/Source/FBX/Walks/Root_Motion/Walk_04_Texting_Loop.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cc604f3e173c8328bec7e13986c8dc1bc235de5e3887ae6ecc4a80a9a66e9dc3 +size 2025136 diff --git a/Source/FBX/Walks/Root_Motion/Walk_06_Look_Around_Loop.fbx b/Source/FBX/Walks/Root_Motion/Walk_06_Look_Around_Loop.fbx new file mode 100644 index 0000000..1f05d0e --- /dev/null +++ b/Source/FBX/Walks/Root_Motion/Walk_06_Look_Around_Loop.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:769a32c109abeaf05c4cabcc5c23848e277f71e645620d20f6defdec4837de6e +size 2231872 diff --git a/Source/FBX/Walks/Root_Motion/Walk_08_Listen_Music_Loop.fbx b/Source/FBX/Walks/Root_Motion/Walk_08_Listen_Music_Loop.fbx new file mode 100644 index 0000000..44243da --- /dev/null +++ b/Source/FBX/Walks/Root_Motion/Walk_08_Listen_Music_Loop.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1d2da46599ca9cbfa71d25117ba2237d5ca4b4e6a1a98b4796f91715370bcbbc +size 2107952 diff --git a/Source/FBX/Walks/Root_Motion/Walk_13_Power_Walk_Loop.fbx b/Source/FBX/Walks/Root_Motion/Walk_13_Power_Walk_Loop.fbx new file mode 100644 index 0000000..be027df --- /dev/null +++ b/Source/FBX/Walks/Root_Motion/Walk_13_Power_Walk_Loop.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cf82e42d228d75d3450fb45e7d99907b8aeeea665bb04d876bd799371d5231ec +size 2057472 diff --git a/Source/Maya/SK_Mannequin_HIK_Edit_Template.mb b/Source/Maya/SK_Mannequin_HIK_Edit_Template.mb new file mode 100644 index 0000000..c8a49b9 Binary files /dev/null and b/Source/Maya/SK_Mannequin_HIK_Edit_Template.mb differ diff --git a/Source/Motionbuilder/SK_Mannequin_Edit_Template.fbm/UE4_Mannequin_occlusion.jpg b/Source/Motionbuilder/SK_Mannequin_Edit_Template.fbm/UE4_Mannequin_occlusion.jpg new file mode 100644 index 0000000..515a1f5 --- /dev/null +++ b/Source/Motionbuilder/SK_Mannequin_Edit_Template.fbm/UE4_Mannequin_occlusion.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a7633f51011a17067cb7e84c907da4a82b664645db3c8e9b4a5d5307d34f8d86 +size 173457 diff --git a/Source/Motionbuilder/SK_Mannequin_Edit_Template.fbx b/Source/Motionbuilder/SK_Mannequin_Edit_Template.fbx new file mode 100644 index 0000000..e95fa59 --- /dev/null +++ b/Source/Motionbuilder/SK_Mannequin_Edit_Template.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:39d66caae2066f12372459a313277c015551bf99e500381addbb5f25665ea54e +size 3342416 diff --git a/Source/SKMannequin_A_Pose/SK_Mannequin.fbx b/Source/SKMannequin_A_Pose/SK_Mannequin.fbx new file mode 100644 index 0000000..4252fdb --- /dev/null +++ b/Source/SKMannequin_A_Pose/SK_Mannequin.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d43c6133607c0600402a7d96b795dc7b45db6e1c6f3a7755772cb3d7cd5d593c +size 2300944 diff --git a/Source/SKMannequin_A_Pose/SK_Mannequin_A_Pose_README.txt b/Source/SKMannequin_A_Pose/SK_Mannequin_A_Pose_README.txt new file mode 100644 index 0000000..14c5ebe --- /dev/null +++ b/Source/SKMannequin_A_Pose/SK_Mannequin_A_Pose_README.txt @@ -0,0 +1,10 @@ +SK_Mannequin A Pose + +https://mocaponline.com/blogs/news/a-pose-or-t-pose-conversion-ue4-retarget-manager + +Our newer packs have the "SK_Mannequin" in a zeroed out T-Pose like the old 4.7 UE4 Template rig. This was done by popular request. +**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero. + + +If you prefer the new 4.8+ rig default "A" pose with the arms/hands non-zero rotated down on all axes, this "SK_Mannequin.fbx" can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create the new stock A-Pose for use in the Retargeting Manager. + diff --git a/Source/SKMannequin_A_Pose/UE4_Mannequin_occlusion.jpg b/Source/SKMannequin_A_Pose/UE4_Mannequin_occlusion.jpg new file mode 100644 index 0000000..515a1f5 --- /dev/null +++ b/Source/SKMannequin_A_Pose/UE4_Mannequin_occlusion.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a7633f51011a17067cb7e84c907da4a82b664645db3c8e9b4a5d5307d34f8d86 +size 173457 diff --git a/Source/SKMannequin_T_Pose/SK_Mannequin.fbx b/Source/SKMannequin_T_Pose/SK_Mannequin.fbx new file mode 100644 index 0000000..f6499b1 --- /dev/null +++ b/Source/SKMannequin_T_Pose/SK_Mannequin.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e3de2004d4b115f816494ddd03ec369b7134864c9f1a61c41b46cdf14f17fa50 +size 2283040 diff --git a/Source/SKMannequin_T_Pose/SK_Mannequin_T_Pose_README.txt b/Source/SKMannequin_T_Pose/SK_Mannequin_T_Pose_README.txt new file mode 100644 index 0000000..66f3d3b --- /dev/null +++ b/Source/SKMannequin_T_Pose/SK_Mannequin_T_Pose_README.txt @@ -0,0 +1,10 @@ +SK_Mannequin T Pose + +https://mocaponline.com/blogs/news/a-pose-or-t-pose-conversion-ue4-retarget-manager + +This "SK_Mannequin.fbx" has a zeroed out T-Pose like the old 4.7 UE4 Template rig. +(The new 4.8 rig by default is posed in an "A" with the arms/hands rotated on all axes) + +It can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create a stock T-Pose for use in the Retargeting Manager. + +**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero. \ No newline at end of file diff --git a/Source/SKMannequin_T_Pose/UE4_Mannequin_occlusion.jpg b/Source/SKMannequin_T_Pose/UE4_Mannequin_occlusion.jpg new file mode 100644 index 0000000..515a1f5 --- /dev/null +++ b/Source/SKMannequin_T_Pose/UE4_Mannequin_occlusion.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a7633f51011a17067cb7e84c907da4a82b664645db3c8e9b4a5d5307d34f8d86 +size 173457 diff --git a/Source/SK_Mannequin_A_Pose_README.txt b/Source/SK_Mannequin_A_Pose_README.txt new file mode 100644 index 0000000..8d10a07 --- /dev/null +++ b/Source/SK_Mannequin_A_Pose_README.txt @@ -0,0 +1,9 @@ +SK_Mannequin A Pose + + +Our newer packs have the "SK_Mannequin" in a zeroed out T-Pose like the old 4.7 UE4 Template rig. This was done by popular request. +**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero. + + +If you prefer the new 4.8+ rig default "A" pose with the arms/hands non-zero rotated down on all axes, this "SK_Mannequin.fbx" can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create the new stock A-Pose for use in the Retargeting Manager. + diff --git a/Source/SK_Mannequin_T_Pose_README.txt b/Source/SK_Mannequin_T_Pose_README.txt new file mode 100644 index 0000000..9b59ee6 --- /dev/null +++ b/Source/SK_Mannequin_T_Pose_README.txt @@ -0,0 +1,9 @@ +SK_Mannequin T Pose + + +This "SK_Mannequin.fbx" has a zeroed out T-Pose like the old 4.7 UE4 Template rig. +(The new 4.8 rig by default is posed in an "A" with the arms/hands rotated on all axes) + +It can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create a stock T-Pose for use in the Retargeting Manager. + +**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero. \ No newline at end of file diff --git a/Source/UE4_MocapOnline_Tech_Notes.txt b/Source/UE4_MocapOnline_Tech_Notes.txt new file mode 100644 index 0000000..d9c0185 --- /dev/null +++ b/Source/UE4_MocapOnline_Tech_Notes.txt @@ -0,0 +1,40 @@ +All animations are on the UE4 template skeleton with IK bones. + +In-place animations noted as “IP” or "IPC"(In-Place Custom). + +FBX source files are also included as single Take animations on the UE4 template skeleton, ready for direct import on any other character using the UE4 template skeleton, or for skeleton-to-skeleton retargeting in UE4 to any other Humanoid character. + +A Motionbuilder 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations. + + +Please see the document with details about FBX import into UE4: + +http://www.motioncaptureonline.com/blogs/news/ue4-version-compatiblility-and-usage-new-faq + + + +A Maya 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations. + +-------------------- + +SK_Mannequin T Pose + + +This "SK_Mannequin.fbx" has a zeroed out T-Pose like the old 4.7 UE4 Template rig. +(The new 4.8 rig by default is posed in an "A" with the arms/hands rotated on all axes) + +It can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create a stock T-Pose for use in the Retargeting Manager. + +**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero. + +------------------- + +SK_Mannequin A Pose + + +Our newer packs have the "SK_Mannequin" in a zeroed out T-Pose like the old 4.7 UE4 Template rig. This was done by popular request. +**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero. + + +If you prefer the new 4.8+ rig default "A" pose with the arms/hands non-zero rotated down on all axes, this "SK_Mannequin.fbx" can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create the new stock A-Pose for use in the Retargeting Manager. +