├── .gitmodules ├── CudaVdGenerator ├── .gitignore ├── CudaVdGenerator.h ├── CudaVdGenerator.vcxproj └── main.cu ├── LICENSE ├── README.md ├── UE4VoxelTerrain ├── .gitignore ├── Config │ ├── DefaultEditor.ini │ ├── DefaultEditorPerProjectUserSettings.ini │ ├── DefaultEngine.ini │ ├── DefaultGame.ini │ └── DefaultInput.ini ├── Source │ ├── UE4VoxelTerrain.Target.cs │ ├── UE4VoxelTerrain │ │ ├── BaseCharacter.cpp │ │ ├── BaseCharacter.h │ │ ├── CubeObject.cpp │ │ ├── CubeObject.h │ │ ├── CudaTerrainGeneratorComponent.cpp │ │ ├── CudaTerrainGeneratorComponent.h │ │ ├── LevelController.cpp │ │ ├── LevelController.h │ │ ├── MainHUD.cpp │ │ ├── MainHUD.h │ │ ├── MiningTool.cpp │ │ ├── MiningTool.h │ │ ├── PreparationHelperActor.cpp │ │ ├── PreparationHelperActor.h │ │ ├── Ramp.cpp │ │ ├── Ramp.h │ │ ├── SpawnHelper.hpp │ │ ├── TerrainController.cpp │ │ ├── TerrainController.h │ │ ├── TerrainGenerator.cpp │ │ ├── TerrainGenerator.h │ │ ├── UE4VoxelTerrain.Build.cs │ │ ├── UE4VoxelTerrain.cpp │ │ ├── UE4VoxelTerrain.h │ │ ├── UE4VoxelTerrainCharacter.cpp │ │ ├── UE4VoxelTerrainCharacter.h │ │ ├── UE4VoxelTerrainGameMode.cpp │ │ ├── UE4VoxelTerrainGameMode.h │ │ ├── UE4VoxelTerrainPlayerController.cpp │ │ ├── UE4VoxelTerrainPlayerController.h │ │ └── UI │ │ │ ├── SystemInfoWidget.cpp │ │ │ └── SystemInfoWidget.h │ └── UE4VoxelTerrainEditor.Target.cs └── UE4VoxelTerrain.uproject ├── cave.gif ├── controls.md ├── grass.gif └── terrain.gif /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "UE4VoxelTerrain/Plugins/UnrealSandboxTerrain"] 2 | path = UE4VoxelTerrain/Plugins/UnrealSandboxTerrain 3 | url = https://github.com/bw2012/UnrealSandboxTerrain.git 4 | [submodule "UE4VoxelTerrain/Plugins/UnrealSandboxToolkit"] 5 | path = UE4VoxelTerrain/Plugins/UnrealSandboxToolkit 6 | url = https://github.com/bw2012/UnrealSandboxToolkit.git 7 | -------------------------------------------------------------------------------- /CudaVdGenerator/.gitignore: -------------------------------------------------------------------------------- 1 | .vs 2 | x64 3 | CudaVdGenerator.vcxproj.user 4 | 5 | -------------------------------------------------------------------------------- /CudaVdGenerator/CudaVdGenerator.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | 4 | typedef struct TZoneData { 5 | float x; 6 | float y; 7 | float z; 8 | 9 | int c[10]; 10 | 11 | } TZoneData; 12 | 13 | typedef struct TVdGenBlock { 14 | int size = 0; 15 | 16 | TZoneData* zoneData = nullptr; 17 | size_t zd_size = 0; 18 | 19 | TDensityVal* voxelData = nullptr; 20 | size_t vd_size = 0; 21 | 22 | TMaterialId* materialData = nullptr; 23 | size_t md_size = 0; 24 | 25 | int* cacheData = nullptr; 26 | size_t cd_size = 0; 27 | 28 | } TVdGenBlock; -------------------------------------------------------------------------------- /CudaVdGenerator/CudaVdGenerator.vcxproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | $(VCTargetsPath)\BuildCustomizations 5 | 6 | 7 | 8 | Debug 9 | x64 10 | 11 | 12 | Release 13 | x64 14 | 15 | 16 | 17 | {E24383DD-55FD-4FDE-8263-21454C782763} 18 | vectorAdd_vs2019 19 | CudaVdGeneratorDll 20 | 21 | 22 | 23 | 24 | DynamicLibrary 25 | MultiByte 26 | v142 27 | 10.0 28 | 29 | 30 | true 31 | 32 | 33 | true 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | $(Platform)/$(Configuration)/ 45 | $(IncludePath) 46 | AllRules.ruleset 47 | 48 | 49 | 50 | 51 | d:/src/bin/win64/$(Configuration)/ 52 | 53 | 54 | 55 | Level3 56 | WIN32;_MBCS;%(PreprocessorDefinitions) 57 | ./;$(CudaToolkitDir)/include;../../common/inc; 58 | 59 | 60 | Console 61 | cudart_static.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) 62 | $(CudaToolkitLibDir); 63 | $(OutDir)/CudaVdGenerator.dll 64 | 65 | 66 | compute_35,sm_35;compute_37,sm_37;compute_50,sm_50;compute_52,sm_52;compute_60,sm_60;compute_61,sm_61;compute_70,sm_70;compute_75,sm_75;compute_80,sm_80;compute_86,sm_86; 67 | -Xcompiler "/wd 4819" %(AdditionalOptions) 68 | ./;../../common/inc 69 | WIN32 70 | --threads 0 71 | 72 | 73 | 74 | 75 | Disabled 76 | MultiThreadedDebug 77 | 78 | 79 | true 80 | Default 81 | 82 | 83 | MTd 84 | 64 85 | 86 | 87 | 88 | 89 | MaxSpeed 90 | MultiThreaded 91 | 92 | 93 | false 94 | UseLinkTimeCodeGeneration 95 | 96 | 97 | MT 98 | 64 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | -------------------------------------------------------------------------------- /CudaVdGenerator/main.cu: -------------------------------------------------------------------------------- 1 | 2 | #include 3 | #include 4 | 5 | // For the CUDA runtime routines (prefixed with "cuda_") 6 | #include 7 | //#include 8 | 9 | 10 | #define USBT_ZONE_SIZE 1000.f 11 | #define USBT_ZONE_DIMENSION 65 12 | 13 | typedef unsigned char TDensityVal; 14 | typedef unsigned short TMaterialId; 15 | 16 | #include "CudaVdGenerator.h" 17 | 18 | //==================================================================================== 19 | // DLL declarations 20 | //==================================================================================== 21 | 22 | extern "C" __declspec(dllexport) int CudaGetInfo(void); 23 | extern "C" __declspec(dllexport) int CudaGenerateVd(TVdGenBlock* vdGenBlock); 24 | 25 | 26 | //==================================================================================== 27 | // cuda perlin noise 28 | //==================================================================================== 29 | 30 | __device__ const int p[512] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; 31 | 32 | __device__ float fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } 33 | 34 | __device__ float lerp(float t, float a, float b) { return a + t * (b - a); } 35 | 36 | __device__ float grad(int hash, float x, float y, float z) { 37 | int h = hash & 15; 38 | float u = h < 8 ? x : y, 39 | v = h < 4 ? y : h == 12 || h == 14 ? x : z; 40 | return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); 41 | } 42 | __device__ float noise(float x, float y, float z) { 43 | int X = (int)floor(x) & 255; 44 | int Y = (int)floor(y) & 255; 45 | int Z = (int)floor(z) & 255; 46 | 47 | x -= floor(x); 48 | y -= floor(y); 49 | z -= floor(z); 50 | 51 | float u = fade(x); 52 | float v = fade(y); 53 | float w = fade(z); 54 | 55 | int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z; 56 | int B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z; 57 | 58 | return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), 59 | grad(p[BA], x - 1, y, z)), 60 | lerp(u, grad(p[AB], x, y - 1, z), 61 | grad(p[BB], x - 1, y - 1, z))), 62 | lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), 63 | grad(p[BA + 1], x - 1, y, z - 1)), 64 | lerp(u, grad(p[AB + 1], x, y - 1, z - 1), 65 | grad(p[BB + 1], x - 1, y - 1, z - 1)))); 66 | } 67 | 68 | //==================================================================================== 69 | // 70 | //==================================================================================== 71 | 72 | __device__ float3 operator+(const float3& a, const float3& b) { 73 | return make_float3(a.x + b.x, a.y + b.y, a.z + b.z); 74 | } 75 | 76 | __device__ float3 voxelIndexToRelPos(const int x, const int y, const int z, int vd_num, float vd_size) { 77 | const float step = vd_size / (vd_num - 1); 78 | const float s = -vd_size / 2; 79 | float3 v = make_float3(s, s, s); 80 | float3 a = make_float3(x * step, y * step, z * step); 81 | v = v + a; 82 | return v; 83 | } 84 | 85 | __device__ float clcGroundLevel(float3 v, int vd_num, float vd_size) { 86 | const float scale1 = 0.001f; // small 87 | const float scale2 = 0.0004f; // medium 88 | const float scale3 = 0.00009f; // big 89 | 90 | const float noise_small = noise(v.x * scale1, v.y * scale1, 0) * 0.5f; 91 | const float noise_medium = noise(v.x * scale2, v.y * scale2, 0) * 5; 92 | const float noise_big = noise(v.x * scale3, v.y * scale3, 0) * 10; 93 | const float gl = ((noise_small + noise_medium + noise_big) * 100) + 205.f; 94 | 95 | return gl; 96 | } 97 | 98 | __device__ float clcDensityByGroundLevel(float3 v, float gl) { 99 | const float Z = v.z; 100 | const float D = Z - gl; 101 | 102 | if (D > 500) { 103 | return 0.f; 104 | } 105 | 106 | if (D < -500) { 107 | return 1.f; 108 | } 109 | 110 | const float density = 1 - (1 / (1 + exp(-(Z-gl) / 20))); 111 | return density; 112 | } 113 | 114 | __device__ int clcLinearIndex(int x, int y, int z, int n) { 115 | return x * n * n + y * n + z; 116 | }; 117 | 118 | 119 | __global__ void cudaGenerateZoneVd(TZoneData* devZoneData, TDensityVal* devVd, TMaterialId* devMd, int vd_num, float vd_size, int totalZoneCount) { 120 | int idx = blockDim.x * blockIdx.x + threadIdx.x; 121 | 122 | if (idx >= totalZoneCount) { 123 | return; 124 | } 125 | 126 | TZoneData zd = devZoneData[idx]; 127 | auto t = vd_num * vd_num * vd_num * idx; 128 | 129 | TDensityVal* vd = devVd + t; 130 | TMaterialId* md = devMd + t; 131 | 132 | const float3 zoneOrigin = make_float3(zd.x, zd.y, zd.z); 133 | const float step = vd_size / (vd_num - 1); 134 | const float s = -vd_size / 2; 135 | 136 | int i = 0; 137 | for (int x = 0; x < vd_num; x++) { 138 | for (int y = 0; y < vd_num; y++) { 139 | float3 v0 = voxelIndexToRelPos(x, y, 0, vd_num, vd_size); 140 | v0 = v0 + zoneOrigin; 141 | const float gl = clcGroundLevel(v0, vd_num, vd_size); 142 | 143 | for (int z = 0; z < vd_num; z++) { 144 | float3 v = voxelIndexToRelPos(x, y, z, vd_num, vd_size); 145 | v = v + zoneOrigin; 146 | 147 | float density = clcDensityByGroundLevel(v, gl); 148 | int d = 255 * density; 149 | 150 | vd[i] = d; 151 | md[i] = 1; 152 | 153 | i++; 154 | } 155 | 156 | } 157 | } 158 | } 159 | 160 | #define LOD_ARRAY_SIZE 7 161 | 162 | __global__ void cudaMakeCache(TZoneData* devZoneData, TDensityVal* devVd, int* devCd, int vd_num, float vd_size, int totalZoneCount) { 163 | int idx = blockDim.x * blockIdx.x + threadIdx.x; 164 | 165 | if (idx >= totalZoneCount) { 166 | return; 167 | } 168 | 169 | //TZoneData zd = devZoneData[idx]; 170 | TZoneData* zd_p = &devZoneData[idx]; 171 | auto t = vd_num * vd_num * vd_num * idx; 172 | 173 | TDensityVal* vd = devVd + t; 174 | int* cd = devCd + t; 175 | 176 | for (int lod = 0; lod < LOD_ARRAY_SIZE; lod++) { 177 | zd_p->c[lod] = 0; 178 | } 179 | 180 | for (int x = 0u; x < vd_num; x++) { 181 | for (int y = 0u; y < vd_num; y++) { 182 | for (int z = 0u; z < vd_num; z++) { 183 | 184 | int offset = 0; 185 | 186 | for (int lod = 0; lod < LOD_ARRAY_SIZE; lod++) { 187 | int s = 1 << lod; 188 | 189 | int n = (vd_num - 1) >> lod; 190 | 191 | if (x >= s && y >= s && z >= s) { 192 | if (x % s == 0 && y % s == 0 && z % s == 0) { 193 | int li[8]; 194 | li[7] = clcLinearIndex(x, y - s, z, vd_num); 195 | li[6] = clcLinearIndex(x, y, z, vd_num); 196 | li[5] = clcLinearIndex(x - s, y - s, z, vd_num); 197 | li[4] = clcLinearIndex(x - s, y, z, vd_num); 198 | li[3] = clcLinearIndex(x, y - s, z - s, vd_num); 199 | li[2] = clcLinearIndex(x, y, z - s, vd_num); 200 | li[1] = clcLinearIndex(x - s, y - s, z - s, vd_num); 201 | li[0] = clcLinearIndex(x - s, y, z - s, vd_num); 202 | 203 | 204 | char corner[8]; 205 | for (auto i = 0; i < 8; i++) { 206 | corner[i] = (vd[li[i]] <= 127) ? -127 : 0; 207 | } 208 | 209 | unsigned long caseCode = ((corner[0] >> 7) & 0x01) 210 | | ((corner[1] >> 6) & 0x02) 211 | | ((corner[2] >> 5) & 0x04) 212 | | ((corner[3] >> 4) & 0x08) 213 | | ((corner[4] >> 3) & 0x10) 214 | | ((corner[5] >> 2) & 0x20) 215 | | ((corner[6] >> 1) & 0x40) 216 | | (corner[7] & 0x80); 217 | 218 | if (caseCode != 0 && caseCode != 255) { 219 | cd[offset + zd_p->c[lod]] = li[1]; 220 | zd_p->c[lod]++; 221 | } 222 | } 223 | } 224 | 225 | offset += n * n * n; 226 | } 227 | 228 | 229 | } 230 | } 231 | } 232 | 233 | 234 | 235 | } 236 | 237 | //==================================================================================== 238 | // 239 | //==================================================================================== 240 | 241 | typedef unsigned __int64 uint64; 242 | 243 | uint64 time_ms() { 244 | return std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()).count(); 245 | } 246 | 247 | int CudaGetInfo(void) { 248 | return 0; 249 | } 250 | 251 | int CudaGenerateVd(TVdGenBlock* vdGenBlock) { 252 | cudaError_t err = cudaSuccess; 253 | 254 | if (vdGenBlock == nullptr) { 255 | return -1; 256 | } 257 | 258 | uint64 start0 = time_ms(); 259 | 260 | int vd_num = USBT_ZONE_DIMENSION; 261 | float vd_size = USBT_ZONE_SIZE; 262 | 263 | printf("total_zone_count -> %d \n", vdGenBlock->size); 264 | 265 | auto start1 = time_ms(); 266 | 267 | TDensityVal* d_vd = NULL; 268 | err = cudaMalloc((void**)&d_vd, vdGenBlock->vd_size); 269 | if (err != cudaSuccess) { 270 | fprintf(stderr, "Failed to allocate device TDensityVal (error code %s)!\n", cudaGetErrorString(err)); 271 | return -1; 272 | } 273 | 274 | TMaterialId* d_md = NULL; 275 | err = cudaMalloc((void**)&d_md, vdGenBlock->md_size); 276 | if (err != cudaSuccess) { 277 | fprintf(stderr, "Failed to allocate device TMaterialId (error code %s)!\n", cudaGetErrorString(err)); 278 | return -1; 279 | } 280 | 281 | TZoneData* d_zd = NULL; 282 | err = cudaMalloc((void**)&d_zd, vdGenBlock->zd_size); 283 | if (err != cudaSuccess) { 284 | fprintf(stderr, "Failed to allocate device TZoneData (error code %s)!\n", cudaGetErrorString(err)); 285 | return -1; 286 | } 287 | 288 | int* d_cd = NULL; 289 | err = cudaMalloc((void**)&d_cd, vdGenBlock->cd_size); 290 | if (err != cudaSuccess) { 291 | fprintf(stderr, "Failed to allocate device cach data (error code %s)!\n", cudaGetErrorString(err)); 292 | return -1; 293 | } 294 | 295 | printf("Copy input data from the host memory to the CUDA device\n"); 296 | err = cudaMemcpy(d_zd, vdGenBlock->zoneData, vdGenBlock->zd_size, cudaMemcpyHostToDevice); 297 | if (err != cudaSuccess) { 298 | fprintf(stderr, "Failed to copy zone data from host to device (error code %s)!\n", cudaGetErrorString(err)); 299 | return -1; 300 | } 301 | 302 | auto end1 = time_ms(); 303 | printf("%d ms\n", (int)(end1 - start1)); 304 | 305 | int threadsPerBlock = 256; 306 | int blocksPerGrid = (vdGenBlock->size + threadsPerBlock - 1) / threadsPerBlock; 307 | 308 | printf("CUDA kernel launch with %d blocks of %d threads\n", blocksPerGrid, threadsPerBlock); 309 | 310 | auto t1 = time_ms(); 311 | cudaGenerateZoneVd << > > (d_zd, d_vd, d_md, vd_num, vd_size, vdGenBlock->size); 312 | err = cudaGetLastError(); 313 | if (err != cudaSuccess) { 314 | fprintf(stderr, "Failed to launch cudaGenerateZoneVd kernel (error code %s)!\n", cudaGetErrorString(err)); 315 | return -1; 316 | } 317 | 318 | 319 | cudaMakeCache << > > (d_zd, d_vd, d_cd, vd_num, vd_size, vdGenBlock->size); 320 | err = cudaGetLastError(); 321 | if (err != cudaSuccess) { 322 | fprintf(stderr, "Failed to launch cudaMakeCache kernel (error code %s)!\n", cudaGetErrorString(err)); 323 | return -1; 324 | } 325 | 326 | err = cudaDeviceSynchronize(); 327 | auto t2 = time_ms(); 328 | if (err != cudaSuccess) { 329 | fprintf(stderr, "Failed to cudaDeviceSynchronize: %s \n", cudaGetErrorString(err)); 330 | return -1; 331 | } else { 332 | printf("%d ms\n", (int)(t2 - t1)); 333 | } 334 | 335 | printf("Copy output data from the CUDA device to the host memory\n"); 336 | printf("%d\n", vdGenBlock->vd_size); 337 | 338 | auto start2 = time_ms(); 339 | 340 | err = cudaMemcpy(vdGenBlock->voxelData, d_vd, vdGenBlock->vd_size, cudaMemcpyDeviceToHost); 341 | if (err != cudaSuccess) { 342 | fprintf(stderr, "Failed to copy vector C from device to host (error code %s)!\n", cudaGetErrorString(err)); 343 | return -1; 344 | } 345 | 346 | err = cudaMemcpy(vdGenBlock->materialData, d_md, vdGenBlock->md_size, cudaMemcpyDeviceToHost); 347 | if (err != cudaSuccess) { 348 | fprintf(stderr, "Failed to copy vector C from device to host (error code %s)!\n", cudaGetErrorString(err)); 349 | return -1; 350 | } 351 | 352 | err = cudaMemcpy(vdGenBlock->zoneData, d_zd, vdGenBlock->zd_size, cudaMemcpyDeviceToHost); 353 | if (err != cudaSuccess) { 354 | fprintf(stderr, "Failed to copy zone data from device to host (error code %s)!\n", cudaGetErrorString(err)); 355 | return -1; 356 | } 357 | 358 | err = cudaMemcpy(vdGenBlock->cacheData, d_cd, vdGenBlock->cd_size, cudaMemcpyDeviceToHost); 359 | if (err != cudaSuccess) { 360 | fprintf(stderr, "Failed to copy cache data from device to host (error code %s)!\n", cudaGetErrorString(err)); 361 | return -1; 362 | } 363 | 364 | auto end2 = time_ms(); 365 | printf("%d ms\n", (int)(end2 - start2)); 366 | 367 | // Free device global memory 368 | err = cudaFree(d_vd); 369 | if (err != cudaSuccess) 370 | { 371 | fprintf(stderr, "Failed to free device vector A (error code %s)!\n", cudaGetErrorString(err)); 372 | return -1; 373 | } 374 | 375 | err = cudaFree(d_md); 376 | if (err != cudaSuccess) 377 | { 378 | fprintf(stderr, "Failed to free device vector A (error code %s)!\n", cudaGetErrorString(err)); 379 | return -1; 380 | } 381 | 382 | err = cudaFree(d_zd); 383 | if (err != cudaSuccess) 384 | { 385 | fprintf(stderr, "Failed to free device vector A (error code %s)!\n", cudaGetErrorString(err)); 386 | return -1; 387 | } 388 | 389 | auto end0 = time_ms(); 390 | printf("Finished: %d ms\n", (int)(end0 - start0)); 391 | 392 | return 0; 393 | } 394 | 395 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UE4VoxelTerrain 2 | Unreal Engine 4 procedural voxel terrian example (partially based on Transvoxel™ Algorithm by Eric Lengyel http://transvoxel.org/) 3 | This plugin provides tools to generate, visualize and in-game change volume terrain using voxels. 4 | 5 | ![Unreal Engine 4 voxel terrian](https://github.com/bw2012/UE4VoxelTerrain/blob/master/terrain.gif?raw=true) 6 | 7 | ![Grass](https://github.com/bw2012/UE4VoxelTerrain/blob/master/grass.gif?raw=true) 8 | 9 | ![Cave](https://github.com/bw2012/UE4VoxelTerrain/blob/master/cave.gif?raw=true) 10 | 11 | Master branch tested with Unreal Engine 4.27.1 [Windows 10] 12 | 13 | > [!WARNING] 14 | > This version is discontinued due to UE5 release. Please use UE5 version. 15 | 16 | # UE5 version source code 17 | 18 | https://github.com/bw2012/UE5VoxelTerrainDemo 19 | 20 | # Download playable demo 21 | UE5 version: [UE5VoxelTerrain-0.0.39.zip](https://mega.nz/file/mKoSQDTD#H9zhTK-HGyCfolQuhSGCJ-jOSXfA_IlOsWVU5xPTAgU) 22 | 23 | UE4 version: [UE4VoxelTerrain-0.0.23.zip](https://drive.google.com/file/d/1pg1EYWWtyAS4ZwLdQvE-DJOJOVZPjj8v/view) 24 | 25 | # Features 26 | * Runtime terrain modification 27 | * Procedural landscape/caves generation 28 | * Level of details (per chunk) 29 | * Foliage 30 | * Up to 65535 terrain materials 31 | 32 | # Usage 33 | 1. Install MS Visual Studio 2022 34 | 2. Clone repository properly ```git clone --recursive https://github.com/bw2012/UE4VoxelTerrain.git``` 35 | 3. This project uses git submodules. Make sure that project are cloned properly and folder UE4VoxelTerrain/Plugins is not empty. 36 | 4. Open directory UE4VoxelTerrain 37 | 5. Download [Content.zip](https://drive.google.com/file/d/1lvWXYaOzaiHsp0OgZyLBL7G_NSyvf9sT/view?usp=sharing) (~1.2Gb) and unzip it to ```Content``` folder 38 | 6. Open project file with Unreal Engine 4.27 39 | 7. Wait for compile UE4 KiteDemo shaders (first run may take long time) 40 | 41 | 42 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/.gitignore: -------------------------------------------------------------------------------- 1 | Build 2 | Binaries 3 | DerivedDataCache 4 | Intermediate 5 | Saved 6 | *.opensdf 7 | *.sdf 8 | *.sln 9 | *.suo 10 | *.xcodeproj 11 | *.xcworkspace 12 | .codelite 13 | .kdev4 14 | .clang 15 | .vs 16 | *.db 17 | *.ipch 18 | 19 | UE4VoxelTerrain.VC.VC.opendb 20 | UE4VoxelTerrain.VC.db 21 | 22 | Content 23 | 24 | *.zip 25 | 26 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Config/DefaultEditor.ini: -------------------------------------------------------------------------------- 1 | [UnrealEd.SimpleMap] 2 | SimpleMapName=/Game/TopDown/Maps/TopDownExampleMap 3 | 4 | [EditoronlyBP] 5 | bAllowClassAndBlueprintPinMatching=true 6 | bReplaceBlueprintWithClass= true 7 | bDontLoadBlueprintOutsideEditor= true 8 | bBlueprintIsNotBlueprintType= true 9 | 10 | [/Script/UnrealEd.AssetViewerSettings] 11 | 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12 | 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thOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ScreenPercentage=False,bOverride_ScreenSpaceReflectionIntensity=True,bOverride_ScreenSpaceReflectionQuality=True,bOverride_ScreenSpaceReflectionMaxRoughness=True,bOverride_ScreenSpaceReflectionRoughnessScale=False,WhiteTemp=6700.000000,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=0.005000,Y=0.005000,Z=0.005000,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),ColorCorrectionShadowsMax=0.090000,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,FilmWhitePoint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),FilmShadowTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),FilmShadowTintBlend=0.500000,FilmShadowTintAmount=0.000000,FilmSaturation=1.000000,FilmChannelMixerRed=(R=1.000000,G=0.000000,B=0.000000,A=1.000000),FilmChannelMixerGreen=(R=0.000000,G=1.000000,B=0.000000,A=1.000000),FilmChannelMixerBlue=(R=0.000000,G=0.000000,B=1.000000,A=1.000000),FilmContrast=0.030000,FilmToeAmount=1.000000,FilmHealAmount=1.000000,FilmDynamicRange=4.000000,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,BloomIntensity=0.675000,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),BloomDirtMaskIntensity=0.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),BloomDirtMask=None,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,AutoExposureMethod=AEM_Histogram,AutoExposureLowPercent=80.000000,AutoExposureHighPercent=98.300003,AutoExposureMinBrightness=1.000000,AutoExposureMaxBrightness=1.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,AutoExposureBias=0.330000,HistogramLogMin=-8.000000,HistogramLogMax=4.000000,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=0.161468,GrainJitter=0.000000,GrainIntensity=0.000000,AmbientOcclusionIntensity=1.000000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=73.477997,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionDistance=80.000000,AmbientOcclusionPower=1.200000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=100.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,ColorGradingIntensity=0.000000,ColorGradingLUT=Texture2D'/Engine/EditorResources/RGBTable16x1_AssetViewer.RGBTable16x1_AssetViewer',DepthOfFieldMethod=DOFM_BokehDOF,bMobileHQGaussian=False,DepthOfFieldFstop=4.000000,DepthOfFieldSensorWidth=24.576000,DepthOfFieldFocalDistance=1000.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldMaxBokehSize=15.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldBokehShape=None,DepthOfFieldOcclusion=0.400000,DepthOfFieldColorThreshold=1.000000,DepthOfFieldSizeThreshold=0.080000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurPerObjectSize=0.500000,LPVIntensity=1.000000,LPVVplInjectionBias=0.640000,LPVSize=5312.000000,LPVSecondaryOcclusionIntensity=0.000000,LPVSecondaryBounceIntensity=0.000000,LPVGeometryVolumeBias=0.384000,LPVEmissiveInjectionIntensity=1.000000,LPVDirectionalOcclusionIntensity=0.000000,LPVDirectionalOcclusionRadius=8.000000,LPVDiffuseOcclusionExponent=1.000000,LPVSpecularOcclusionExponent=7.000000,LPVDiffuseOcclusionIntensity=1.000000,LPVSpecularOcclusionIntensity=1.000000,ScreenSpaceReflectionIntensity=100.000000,ScreenSpaceReflectionQuality=100.000000,ScreenSpaceReflectionMaxRoughness=1.000000,ScreenPercentage=100.000000,WeightedBlendables=(Array=),Blendables=),bPostProcessingEnabled=True,LightingRigRotation=109.389069,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-39.999985,Yaw=-67.500015,Roll=0.000000)) 13 | +Profiles=(ProfileName="Default",DirectionalLightIntensity=2.620000,DirectionalLightColor=(R=0.990000,G=0.839850,B=0.732600,A=1.000000),SkyLightIntensity=0.880000,bRotateLightingRig=False,bShowEnvironment=True,bShowFloor=True,EnvironmentCubeMapPath="/Engine/EditorMaterials/AssetViewer/EpicQuadPanorama_CC+EV1.EpicQuadPanorama_CC+EV1",PostProcessingSettings=(bOverride_WhiteTemp=True,bOverride_WhiteTint=False,bOverride_ColorSaturation=True,bOverride_ColorContrast=True,bOverride_ColorGamma=True,bOverride_ColorGain=True,bOverride_ColorOffset=True,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_FilmWhitePoint=False,bOverride_FilmSaturation=False,bOverride_FilmChannelMixerRed=False,bOverride_FilmChannelMixerGreen=False,bOverride_FilmChannelMixerBlue=False,bOverride_FilmContrast=False,bOverride_FilmDynamicRange=False,bOverride_FilmHealAmount=False,bOverride_FilmToeAmount=False,bOverride_FilmShadowTint=False,bOverride_FilmShadowTintBlend=False,bOverride_FilmShadowTintAmount=False,bOverride_FilmSlope=True,bOverride_FilmToe=True,bOverride_FilmShoulder=True,bOverride_FilmBlackClip=True,bOverride_FilmWhiteClip=True,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomIntensity=True,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_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_AutoExposureMethod=True,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=True,bOverride_AutoExposureMaxBrightness=True,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=True,bOverride_HistogramLogMin=True,bOverride_HistogramLogMax=True,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=True,bOverride_GrainIntensity=False,bOverride_GrainJitter=False,bOverride_AmbientOcclusionIntensity=True,bOverride_AmbientOcclusionStaticFraction=True,bOverride_AmbientOcclusionRadius=True,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionDistance=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=True,bOverride_AmbientOcclusionBias=True,bOverride_AmbientOcclusionQuality=True,bOverride_AmbientOcclusionMipBlend=True,bOverride_AmbientOcclusionMipScale=True,bOverride_AmbientOcclusionMipThreshold=True,bOverride_LPVIntensity=False,bOverride_LPVDirectionalOcclusionIntensity=False,bOverride_LPVDirectionalOcclusionRadius=False,bOverride_LPVDiffuseOcclusionExponent=False,bOverride_LPVSpecularOcclusionExponent=False,bOverride_LPVDiffuseOcclusionIntensity=False,bOverride_LPVSpecularOcclusionIntensity=False,bOverride_LPVSize=False,bOverride_LPVSecondaryOcclusionIntensity=False,bOverride_LPVSecondaryBounceIntensity=False,bOverride_LPVGeometryVolumeBias=False,bOverride_LPVVplInjectionBias=False,bOverride_LPVEmissiveInjectionIntensity=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=True,bOverride_ColorGradingLUT=True,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=True,bOverride_DepthOfFieldMaxBokehSize=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_DepthOfFieldMethod=True,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldBokehShape=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldColorThreshold=False,bOverride_DepthOfFieldSizeThreshold=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ScreenPercentage=False,bOverride_ScreenSpaceReflectionIntensity=True,bOverride_ScreenSpaceReflectionQuality=True,bOverride_ScreenSpaceReflectionMaxRoughness=True,bOverride_ScreenSpaceReflectionRoughnessScale=False,WhiteTemp=6700.000000,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=0.005000,Y=0.005000,Z=0.005000,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),ColorCorrectionShadowsMax=0.090000,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,FilmWhitePoint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),FilmShadowTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),FilmShadowTintBlend=0.500000,FilmShadowTintAmount=0.000000,FilmSaturation=1.000000,FilmChannelMixerRed=(R=1.000000,G=0.000000,B=0.000000,A=1.000000),FilmChannelMixerGreen=(R=0.000000,G=1.000000,B=0.000000,A=1.000000),FilmChannelMixerBlue=(R=0.000000,G=0.000000,B=1.000000,A=1.000000),FilmContrast=0.030000,FilmToeAmount=1.000000,FilmHealAmount=0.180000,FilmDynamicRange=4.000000,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,BloomIntensity=1.000000,BloomThreshold=1.000000,BloomSizeScale=4.000000,Bloom1Size=1.000000,Bloom2Size=4.000000,Bloom3Size=16.000000,Bloom4Size=32.000000,Bloom5Size=64.000000,Bloom6Size=64.000000,Bloom1Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom2Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom3Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom4Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom5Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom6Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),BloomDirtMaskIntensity=1.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),BloomDirtMask=None,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,AutoExposureMethod=AEM_Histogram,AutoExposureLowPercent=80.000000,AutoExposureHighPercent=98.300003,AutoExposureMinBrightness=1.000000,AutoExposureMaxBrightness=1.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,AutoExposureBias=0.330000,HistogramLogMin=-8.000000,HistogramLogMax=4.000000,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=0.161468,GrainJitter=0.000000,GrainIntensity=0.000000,AmbientOcclusionIntensity=1.000000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=73.477997,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionDistance=80.000000,AmbientOcclusionPower=1.200000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=100.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,ColorGradingIntensity=0.000000,ColorGradingLUT=Texture2D'/Engine/EditorResources/RGBTable16x1_AssetVi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14 | +Profiles=(ProfileName="Default",DirectionalLightIntensity=2.620000,DirectionalLightColor=(R=0.990000,G=0.839850,B=0.732600,A=1.000000),SkyLightIntensity=0.880000,bRotateLightingRig=False,bShowEnvironment=True,bShowFloor=True,EnvironmentCubeMapPath="",PostProcessingSettings=(bOverride_WhiteTemp=True,bOverride_WhiteTint=False,bOverride_ColorSaturation=True,bOverride_ColorContrast=True,bOverride_ColorGamma=True,bOverride_ColorGain=True,bOverride_ColorOffset=True,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_FilmWhitePoint=False,bOverride_FilmSaturation=False,bOverride_FilmChannelMixerRed=False,bOverride_FilmChannelMixerGreen=False,bOverride_FilmChannelMixerBlue=False,bOverride_FilmContrast=False,bOverride_FilmDynamicRange=False,bOverride_FilmHealAmount=False,bOverride_FilmToeAmount=False,bOverride_FilmShadowTint=False,bOverride_FilmShadowTintBlend=False,bOverride_FilmShadowTintAmount=False,bOverride_FilmSlope=True,bOverride_FilmToe=True,bOverride_FilmShoulder=True,bOverride_FilmBlackClip=True,bOverride_FilmWhiteClip=True,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomIntensity=True,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_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_AutoExposureMethod=True,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=True,bOverride_AutoExposureMaxBrightness=True,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=True,bOverride_HistogramLogMin=True,bOverride_HistogramLogMax=True,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=True,bOverride_GrainIntensity=False,bOverride_GrainJitter=False,bOverride_AmbientOcclusionIntensity=True,bOverride_AmbientOcclusionStaticFraction=True,bOverride_AmbientOcclusionRadius=True,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionDistance=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=True,bOverride_AmbientOcclusionBias=True,bOverride_AmbientOcclusionQuality=True,bOverride_AmbientOcclusionMipBlend=True,bOverride_AmbientOcclusionMipScale=True,bOverride_AmbientOcclusionMipThreshold=True,bOverride_LPVIntensity=False,bOverride_LPVDirectionalOcclusionIntensity=False,bOverride_LPVDirectionalOcclusionRadius=False,bOverride_LPVDiffuseOcclusionExponent=False,bOverride_LPVSpecularOcclusionExponent=False,bOverride_LPVDiffuseOcclusionIntensity=False,bOverride_LPVSpecularOcclusionIntensity=False,bOverride_LPVSize=False,bOverride_LPVSecondaryOcclusionIntensity=False,bOverride_LPVSecondaryBounceIntensity=False,bOverride_LPVGeometryVolumeBias=False,bOverride_LPVVplInjectionBias=False,bOverride_LPVEmissiveInjectionIntensity=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=True,bOverride_ColorGradingLUT=True,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=True,bOverride_DepthOfFieldMaxBokehSize=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_DepthOfFieldMethod=True,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldBokehShape=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldColorThreshold=False,bOverride_DepthOfFieldSizeThreshold=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ScreenPercentage=False,bOverride_ScreenSpaceReflectionIntensity=True,bOverride_ScreenSpaceReflectionQuality=True,bOverride_ScreenSpaceReflectionMaxRoughness=True,bOverride_ScreenSpaceReflectionRoughnessScale=False,WhiteTemp=6700.000000,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=0.005000,Y=0.005000,Z=0.005000,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),ColorCorrectionShadowsMax=0.090000,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,FilmWhitePoint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),FilmShadowTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),FilmShadowTintBlend=0.500000,FilmShadowTintAmount=0.000000,FilmSaturation=1.000000,FilmChannelMixerRed=(R=1.000000,G=0.000000,B=0.000000,A=1.000000),FilmChannelMixerGreen=(R=0.000000,G=1.000000,B=0.000000,A=1.000000),FilmChannelMixerBlue=(R=0.000000,G=0.000000,B=1.000000,A=1.000000),FilmContrast=0.030000,FilmToeAmount=1.000000,FilmHealAmount=0.180000,FilmDynamicRange=4.000000,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,BloomIntensity=1.000000,BloomThreshold=1.000000,BloomSizeScale=4.000000,Bloom1Size=1.000000,Bloom2Size=4.000000,Bloom3Size=16.000000,Bloom4Size=32.000000,Bloom5Size=64.000000,Bloom6Size=64.000000,Bloom1Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom2Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom3Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom4Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom5Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),Bloom6Tint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),BloomDirtMaskIntensity=1.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),BloomDirtMask=None,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,AutoExposureMethod=AEM_Histogram,AutoExposureLowPercent=80.000000,AutoExposureHighPercent=98.300003,AutoExposureMinBrightness=1.000000,AutoExposureMaxBrightness=1.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,AutoExposureBias=0.330000,HistogramLogMin=-8.000000,HistogramLogMax=4.000000,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=0.161468,GrainJitter=0.000000,GrainIntensity=0.000000,AmbientOcclusionIntensity=1.000000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=73.477997,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionDistance=80.000000,AmbientOcclusionPower=1.200000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=100.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,ColorGradingIntensity=0.000000,ColorGradingLUT=Texture2D'/Engine/EditorResources/RGBTable16x1_AssetViewer.RGBTable16x1_AssetViewer',DepthOfFieldMethod=DOFM_BokehDOF,bMobileHQGaussian=False,DepthOfFieldFstop=4.000000,DepthOfFieldSensorWidth=24.576000,DepthOfFieldFocalDistance=1000.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldMaxBokehSize=15.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldBokehShape=None,DepthOfFieldOcclusion=0.400000,DepthOfFieldColorThreshold=1.000000,DepthOfFieldSizeThreshold=0.080000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurPerObjectSize=0.500000,LPVIntensity=1.000000,LPVVplInjectionBias=0.640000,LPVSize=5312.000000,LPVSecondaryOcclusionIntensity=0.000000,LPVSecondaryBounceIntensity=0.000000,LPVGeometryVolumeBias=0.384000,LPVEmissiveInjectionIntensity=1.000000,LPVDirectionalOcclusionIntensity=0.000000,LPVDirectionalOcclusionRadius=8.000000,LPVDiffuseOcclusionExponent=1.000000,LPVSpecularOcclusionExponent=7.000000,LPVDiffuseOcclusionIntensity=1.000000,LPVSpecularOcclusionIntensity=1.000000,ScreenSpaceReflectionIntensity=100.000000,ScreenSpaceReflectionQuality=100.000000,ScreenSpaceReflectionMaxRoughness=1.000000,ScreenPercentage=100.000000,WeightedBlendables=(Array=),Blendables=),bPostProcessingEnabled=True,LightingRigRotation=109.389069,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-39.999985,Yaw=-67.500015,Roll=0.000000)) 15 | 16 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Config/DefaultEditorPerProjectUserSettings.ini: -------------------------------------------------------------------------------- 1 | [ContentBrowser] 2 | ContentBrowserTab1.SelectedPaths=/Game/TopDown 3 | 4 | [/Script/SourceCodeAccess.SourceCodeAccessSettings] 5 | PreferredAccessor=VisualStudio2017 6 | 7 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Config/DefaultEngine.ini: -------------------------------------------------------------------------------- 1 | [/Script/EngineSettings.GameMapsSettings] 2 | GameDefaultMap=/Game/Sandbox/FirstMenuMap.FirstMenuMap 3 | EditorStartupMap=/Game/Sandbox/MainMap.MainMap 4 | GlobalDefaultGameMode="/Script/UE4VoxelTerrain.UE4VoxelTerrainGameMode" 5 | 6 | 7 | [/Script/Engine.Engine] 8 | +ActiveGameNameRedirects=(OldGameName="TP_TopDown",NewGameName="/Script/UE4VoxelTerrain") 9 | +ActiveGameNameRedirects=(OldGameName="/Script/TP_TopDown",NewGameName="/Script/UE4VoxelTerrain") 10 | +ActiveClassRedirects=(OldClassName="TP_TopDownPlayerController",NewClassName="UE4VoxelTerrainPlayerController") 11 | +ActiveClassRedirects=(OldClassName="TP_TopDownGameMode",NewClassName="UE4VoxelTerrainGameMode") 12 | +ActiveClassRedirects=(OldClassName="TP_TopDownCharacter",NewClassName="UE4VoxelTerrainCharacter") 13 | 14 | [/Script/HardwareTargeting.HardwareTargetingSettings] 15 | TargetedHardwareClass=Desktop 16 | AppliedTargetedHardwareClass=Desktop 17 | DefaultGraphicsPerformance=Maximum 18 | AppliedDefaultGraphicsPerformance=Maximum 19 | 20 | [/Script/Engine.RecastNavMesh] 21 | RuntimeGeneration=Dynamic 22 | bForceRebuildOnLoad=True 23 | 24 | [/Script/Engine.RendererSettings] 25 | r.AllowStaticLighting=False 26 | r.SupportSkyAtmosphereAffectsHeightFog=True 27 | 28 | [/Script/Engine.UserInterfaceSettings] 29 | RenderFocusRule=NavigationOnly 30 | DefaultCursor=None 31 | TextEditBeamCursor=None 32 | CrosshairsCursor=None 33 | GrabHandCursor=None 34 | GrabHandClosedCursor=None 35 | SlashedCircleCursor=None 36 | ApplicationScale=1.000000 37 | UIScaleRule=ShortestSide 38 | CustomScalingRuleClass=None 39 | UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None) 40 | 41 | [/Script/Engine.PhysicsSettings] 42 | DefaultGravityZ=-980.000000 43 | DefaultTerminalVelocity=4000.000000 44 | DefaultFluidFriction=0.300000 45 | SimulateScratchMemorySize=262144 46 | RagdollAggregateThreshold=4 47 | TriangleMeshTriangleMinAreaThreshold=5.000000 48 | bEnableAsyncScene=False 49 | bEnableShapeSharing=False 50 | bEnablePCM=False 51 | bEnableStabilization=False 52 | bWarnMissingLocks=True 53 | bEnable2DPhysics=False 54 | PhysicErrorCorrection=(PingExtrapolation=0.100000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) 55 | LockedAxis=Invalid 56 | DefaultDegreesOfFreedom=Full3D 57 | BounceThresholdVelocity=200.000000 58 | FrictionCombineMode=Average 59 | RestitutionCombineMode=Average 60 | MaxAngularVelocity=3600.000000 61 | MaxDepenetrationVelocity=0.000000 62 | ContactOffsetMultiplier=0.010000 63 | MinContactOffset=0.000100 64 | MaxContactOffset=1.000000 65 | bSimulateSkeletalMeshOnDedicatedServer=True 66 | DefaultShapeComplexity=CTF_UseSimpleAndComplex 67 | bDefaultHasComplexCollision=True 68 | bSuppressFaceRemapTable=False 69 | bSupportUVFromHitResults=False 70 | bDisableActiveActors=False 71 | bDisableKinematicStaticPairs=False 72 | bDisableKinematicKinematicPairs=False 73 | bDisableCCD=False 74 | bEnableEnhancedDeterminism=False 75 | MaxPhysicsDeltaTime=0.033333 76 | bSubstepping=False 77 | bSubsteppingAsync=False 78 | MaxSubstepDeltaTime=0.016667 79 | MaxSubsteps=6 80 | SyncSceneSmoothingFactor=0.000000 81 | AsyncSceneSmoothingFactor=0.990000 82 | InitialAverageFrameRate=0.016667 83 | PhysXTreeRebuildRate=10 84 | DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2) 85 | 86 | [/Script/NavigationSystem.RecastNavMesh] 87 | bForceRebuildOnLoad=True 88 | RuntimeGeneration=Dynamic 89 | 90 | [/Script/IOSRuntimeSettings.IOSRuntimeSettings] 91 | bSupportsPortraitOrientation=False 92 | bSupportsUpsideDownOrientation=False 93 | bSupportsLandscapeLeftOrientation=True 94 | PreferredLandscapeOrientation=LandscapeLeft 95 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Config/DefaultGame.ini: -------------------------------------------------------------------------------- 1 | [/Script/EngineSettings.GeneralProjectSettings] 2 | ProjectID=52080CFB475264890A4492A6326CD414 3 | ProjectName=Voxel Terrain 4 | 5 | [/Script/UE4VoxelTerrain.UE4VoxelTerrainCharacter] 6 | FixedCameraPitch=-45.0 7 | FixedCameraDistance=1500.0 8 | 9 | [/Script/UnrealEd.ProjectPackagingSettings] 10 | IncludeDebugFiles=True 11 | 12 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Config/DefaultInput.ini: -------------------------------------------------------------------------------- 1 | 2 | 3 | [/Script/Engine.InputSettings] 4 | -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 5 | -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 6 | -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 7 | -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) 8 | -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 9 | -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 10 | -AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) 11 | +AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 12 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 13 | +AxisConfig=(AxisKeyName="MotionController_Right_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 14 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 15 | +AxisConfig=(AxisKeyName="MotionController_Right_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 16 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 17 | +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 18 | +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 19 | +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 20 | +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 21 | +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 22 | +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 23 | +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) 24 | +AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 25 | +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 26 | +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 27 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 28 | +AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 29 | +AxisConfig=(AxisKeyName="MotionController_Left_TriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 30 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip1Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 31 | +AxisConfig=(AxisKeyName="MotionController_Left_Grip2Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 32 | +AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 33 | +AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 34 | +AxisConfig=(AxisKeyName="Daydream_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 35 | +AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 36 | +AxisConfig=(AxisKeyName="Daydream_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 37 | +AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 38 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 39 | +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 40 | +AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 41 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 42 | +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 43 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 44 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 45 | +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 46 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 47 | +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 48 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 49 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 50 | +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 51 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 52 | +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 53 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 54 | +AxisConfig=(AxisKeyName="OculusGo_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 55 | +AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 56 | +AxisConfig=(AxisKeyName="OculusGo_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 57 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 58 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 59 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 60 | +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 61 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 62 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 63 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 64 | +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 65 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 66 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 67 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 68 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 69 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 70 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 71 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 72 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 73 | +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 74 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 75 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 76 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 77 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 78 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 79 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 80 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 81 | +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) 82 | bAltEnterTogglesFullscreen=True 83 | bF11TogglesFullscreen=True 84 | bUseMouseForTouch=False 85 | bEnableMouseSmoothing=True 86 | bEnableFOVScaling=True 87 | bCaptureMouseOnLaunch=True 88 | bAlwaysShowTouchInterface=False 89 | bShowConsoleOnFourFingerTap=True 90 | bEnableGestureRecognizer=False 91 | bUseAutocorrect=False 92 | DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown 93 | DefaultViewportMouseLockMode=LockOnCapture 94 | FOVScale=0.011110 95 | DoubleClickTime=0.200000 96 | +ActionMappings=(ActionName="MainAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton) 97 | +ActionMappings=(ActionName="1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One) 98 | +ActionMappings=(ActionName="2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two) 99 | +ActionMappings=(ActionName="ZoomIn",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp) 100 | +ActionMappings=(ActionName="ZoomOut",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown) 101 | +ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) 102 | +ActionMappings=(ActionName="AltAction",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton) 103 | +ActionMappings=(ActionName="Test",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=P) 104 | +ActionMappings=(ActionName="3",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three) 105 | +ActionMappings=(ActionName="0",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Zero) 106 | +ActionMappings=(ActionName="4",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Four) 107 | +ActionMappings=(ActionName="5",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Five) 108 | +ActionMappings=(ActionName="6",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Six) 109 | +ActionMappings=(ActionName="7",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Seven) 110 | +AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W) 111 | +AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S) 112 | +AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D) 113 | +AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A) 114 | +AxisMappings=(AxisName="Turn",Scale=1.000000,Key=MouseX) 115 | +AxisMappings=(AxisName="LookUp",Scale=-1.000000,Key=MouseY) 116 | DefaultPlayerInputClass=/Script/Engine.PlayerInput 117 | DefaultInputComponentClass=/Script/Engine.InputComponent 118 | DefaultTouchInterface=None 119 | -ConsoleKeys=Tilde 120 | +ConsoleKeys=Tilde 121 | 122 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class UE4VoxelTerrainTarget : TargetRules 7 | { 8 | public UE4VoxelTerrainTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Game; 11 | ExtraModuleNames.Add("UE4VoxelTerrain"); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/BaseCharacter.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "BaseCharacter.h" 5 | 6 | // Sets default values 7 | ABaseCharacter::ABaseCharacter() { 8 | PrimaryActorTick.bCanEverTick = true; 9 | 10 | CursorMesh = CreateDefaultSubobject(TEXT("CursorMesh")); 11 | CursorMesh->SetRelativeLocation(FVector(400.0f, 0.f, 0.f)); 12 | CursorMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision); 13 | CursorMesh->SetCollisionProfileName(TEXT("NoCollision")); 14 | CursorMesh->SetCanEverAffectNavigation(false); 15 | CursorMesh->SetVisibleFlag(false); 16 | CursorMesh->AttachTo(FollowCamera); 17 | CursorMesh->SetWorldRotation(FRotator()); 18 | } 19 | 20 | // Called when the game starts or when spawned 21 | void ABaseCharacter::BeginPlay() { 22 | Super::BeginPlay(); 23 | } 24 | 25 | // Called every frame 26 | void ABaseCharacter::Tick(float DeltaTime) { 27 | Super::Tick(DeltaTime); 28 | } 29 | 30 | // Called to bind functionality to input 31 | void ABaseCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { 32 | Super::SetupPlayerInputComponent(PlayerInputComponent); 33 | } 34 | 35 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/BaseCharacter.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Character.h" 7 | #include "SandboxCharacter.h" 8 | #include "SandboxObjectMap.h" 9 | #include "BaseCharacter.generated.h" 10 | 11 | UCLASS() 12 | class UE4VOXELTERRAIN_API ABaseCharacter : public ASandboxCharacter { 13 | GENERATED_BODY() 14 | 15 | public: 16 | // Sets default values for this character's properties 17 | ABaseCharacter(); 18 | 19 | protected: 20 | // Called when the game starts or when spawned 21 | virtual void BeginPlay() override; 22 | 23 | public: 24 | 25 | UPROPERTY(EditAnywhere, Category = "Sandbox") 26 | USandboxObjectMap* SandboxObjectMap; 27 | 28 | UPROPERTY(EditAnywhere, Category = "Sandbox") 29 | UBlueprint* TestObject; 30 | 31 | UPROPERTY(EditAnywhere, Category = "Sandbox") 32 | USoundCue* TestSound; 33 | 34 | UPROPERTY(EditAnywhere, Category = "Sandbox") 35 | UStaticMeshComponent* CursorMesh; 36 | 37 | // Called every frame 38 | virtual void Tick(float DeltaTime) override; 39 | 40 | // Called to bind functionality to input 41 | virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; 42 | 43 | }; 44 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/CubeObject.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "CubeObject.h" 5 | 6 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/CubeObject.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "SandboxObject.h" 7 | #include "CubeObject.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class UE4VOXELTERRAIN_API ACubeObject : public ASandboxObject { 14 | GENERATED_BODY() 15 | 16 | public: 17 | 18 | }; 19 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/CudaTerrainGeneratorComponent.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "TerrainController.h" 5 | #include "UnrealSandboxTerrain.h" 6 | #include "CudaTerrainGeneratorComponent.h" 7 | 8 | typedef struct TZoneData { 9 | float x; 10 | float y; 11 | float z; 12 | 13 | int c[10]; 14 | 15 | } TZoneData; 16 | 17 | typedef struct TVdGenBlock { 18 | int size = 0; 19 | 20 | TZoneData* zoneData = nullptr; 21 | size_t zd_size = 0; 22 | 23 | TDensityVal* voxelData = nullptr; 24 | size_t vd_size = 0; 25 | 26 | TMaterialId* materialData = nullptr; 27 | size_t md_size = 0; 28 | 29 | int* cacheData = nullptr; 30 | size_t cd_size = 0; 31 | 32 | } TVdGenBlock; 33 | 34 | 35 | 36 | #define TotalCacheSize 299593 37 | 38 | static const float CaveLayerZ = 7000.f; 39 | 40 | 41 | class TVdGenBlockCuda { 42 | 43 | public: 44 | 45 | TVdGenBlockCuda(int size) { 46 | vdGenBlk.size = size; 47 | const uint32 ZoneVoxelResolution = 65; //FIXME 48 | 49 | int vd_full_num = ZoneVoxelResolution * ZoneVoxelResolution * ZoneVoxelResolution; 50 | 51 | vdGenBlk.vd_size = vd_full_num * sizeof(TDensityVal) * size; 52 | vdGenBlk.md_size = vd_full_num * sizeof(TMaterialId) * size; 53 | vdGenBlk.zd_size = size * sizeof(TZoneData); 54 | vdGenBlk.cd_size = TotalCacheSize * sizeof(int) * size; 55 | 56 | vdGenBlk.voxelData = (TDensityVal*)malloc(vdGenBlk.vd_size); 57 | vdGenBlk.materialData = (TMaterialId*)malloc(vdGenBlk.md_size); 58 | vdGenBlk.zoneData = (TZoneData*)malloc(vdGenBlk.zd_size); 59 | vdGenBlk.cacheData = (int*)malloc(vdGenBlk.cd_size); 60 | } 61 | 62 | ~TVdGenBlockCuda() { 63 | free(vdGenBlk.voxelData); 64 | free(vdGenBlk.materialData); 65 | free(vdGenBlk.zoneData); 66 | free(vdGenBlk.cacheData); 67 | } 68 | 69 | TVdGenBlock* GetVdGenBlock() { 70 | return &vdGenBlk; 71 | } 72 | 73 | private: 74 | 75 | TVdGenBlock vdGenBlk; 76 | 77 | }; 78 | 79 | void UCudaTerrainGeneratorComponent::BeginPlay() { 80 | Super::BeginPlay(); 81 | UE_LOG(LogTemp, Warning, TEXT("UCudaTerrainGeneratorComponent::BeginPlay")); 82 | } 83 | 84 | //==================================================================================== 85 | // Terrain density and material generator 86 | //==================================================================================== 87 | 88 | bool IsCaveLayerZone(float Z) { 89 | static constexpr int const ZoneCaveLevel = -(CaveLayerZ / 1000); 90 | return Z <= ZoneCaveLevel + 1 && Z >= ZoneCaveLevel - 1; 91 | } 92 | 93 | void StructureHotizontalBoxTunnel(UCudaTerrainGeneratorComponent* Generator, const FBox TunnelBox) { 94 | 95 | } 96 | 97 | void StructureVerticalCylinderTunnel(UCudaTerrainGeneratorComponent* Generator, const FVector& Origin, const float Radius, const float Top, const float Bottom) { 98 | 99 | 100 | } 101 | 102 | 103 | void UCudaTerrainGeneratorComponent::PrepareMetaData() { 104 | UE_LOG(LogTemp, Warning, TEXT("UCudaTerrainGeneratorComponent::PrepareMetaData()")); 105 | 106 | const FVector O(0, 0, -3000); 107 | const float Len = (23 * 1000) - 200; //1400 108 | const float Width = 800; 109 | const float Height = 800; 110 | const FVector Min(O.X - Len / 2, O.Y - Width / 2, O.Z - Height / 2); 111 | const FVector Max(O.X + Len / 2, O.Y + Width / 2, O.Z + Height / 2); 112 | FBox Box(Min, Max); 113 | 114 | StructureHotizontalBoxTunnel(this, Box); 115 | StructureHotizontalBoxTunnel(this, Box.MoveTo(O + FVector(0.f, 5000.f, 0.f))); 116 | StructureHotizontalBoxTunnel(this, Box.MoveTo(O + FVector(0.f, -5000.f, 0.f))); 117 | StructureHotizontalBoxTunnel(this, Box.MoveTo(O + FVector(0.f, 10000.f, 0.f))); 118 | StructureHotizontalBoxTunnel(this, Box.MoveTo(O + FVector(0.f, -10000.f, 0.f))); 119 | 120 | const FVector Min2(O.X - Width / 2, O.Y - Len / 2, O.Z - Height / 2); 121 | const FVector Max2(O.X + Width / 2, O.Y + Len / 2, O.Z + Height / 2); 122 | FBox Box2(Min2, Max2); 123 | StructureHotizontalBoxTunnel(this, Box2); 124 | StructureHotizontalBoxTunnel(this, Box2.MoveTo(O + FVector(10000.f, 0.f, 0.f))); 125 | StructureHotizontalBoxTunnel(this, Box2.MoveTo(O + FVector(-10000.f, 0.f, 0.f))); 126 | 127 | StructureVerticalCylinderTunnel(this, FVector(1000, 0, 0), 300.f, 0.f, -3000.f); 128 | } 129 | 130 | bool UCudaTerrainGeneratorComponent::IsForcedComplexZone(const TVoxelIndex& ZoneIndex) { 131 | if (IsCaveLayerZone(ZoneIndex.Z)) { 132 | //return true; 133 | } 134 | 135 | if (ZoneIndex.X == 1 && ZoneIndex.Y == 0) { 136 | //return true; 137 | } 138 | 139 | return Super::IsForcedComplexZone(ZoneIndex); 140 | } 141 | 142 | float UCudaTerrainGeneratorComponent::FunctionMakeVerticalCylinder(const float InDensity, const FVector& V, const FVector& Origin, const float Radius, const float Top, const float Bottom) const { 143 | static const float E = 50; 144 | static const float NoisePositionScale = 0.007f; 145 | static const float NoiseValueScale = 0.1; 146 | 147 | if (InDensity > 0.5f) { 148 | if (V.Z < Top + E && V.Z > Bottom - E) { 149 | const FVector P = V - Origin; 150 | const float R = std::sqrt(P.X * P.X + P.Y * P.Y); 151 | if (R < Radius + E) { 152 | if (R < Radius - E) { 153 | return 0.f; 154 | } else { 155 | //AsyncTask(ENamedThreads::GameThread, [=]() { DrawDebugPoint(GetWorld(), V, 2.f, FColor(255, 255, 255, 0), true); }); 156 | 157 | const float N = PerlinNoise(P, NoisePositionScale, NoiseValueScale); 158 | float Density = 1 / (1 + exp((Radius - R) / 100)) + N; 159 | if (Density < InDensity) { 160 | return Density; 161 | } 162 | } 163 | } 164 | } 165 | } 166 | 167 | return InDensity; 168 | }; 169 | 170 | float UCudaTerrainGeneratorComponent::FunctionMakeBox(const float InDensity, const FVector& P, const FBox& InBox) const { 171 | const float ExtendXP = InBox.Max.X; 172 | const float ExtendYP = InBox.Max.Y; 173 | const float ExtendZP = InBox.Max.Z; 174 | const float ExtendXN = InBox.Min.X; 175 | const float ExtendYN = InBox.Min.Y; 176 | const float ExtendZN = InBox.Min.Z; 177 | 178 | static const float E = 50; 179 | FBox Box = InBox.ExpandBy(E); 180 | 181 | static float D = 100; 182 | static const float NoisePositionScale = 0.005f; 183 | static const float NoiseValueScale = 0.1; 184 | float R = InDensity; 185 | 186 | if (InDensity < 0.5f) { 187 | return InDensity; 188 | } 189 | 190 | if (FMath::PointBoxIntersection(P, Box)) { 191 | R = 0; 192 | 193 | if (FMath::Abs(P.X - ExtendXP) < 50 || FMath::Abs(-P.X + ExtendXN) < 50) { 194 | const float DensityXP = 1 / (1 + exp((ExtendXP - P.X) / D)); 195 | const float DensityXN = 1 / (1 + exp((-ExtendXN + P.X) / D)); 196 | const float DensityX = (DensityXP + DensityXN); 197 | const float N = PerlinNoise(P, NoisePositionScale, NoiseValueScale); 198 | R = DensityX + N; 199 | } 200 | 201 | if (FMath::Abs(P.Y - ExtendYP) < 50 || FMath::Abs(-P.Y + ExtendYN) < 50) { 202 | if (R < 0.5f) { 203 | const float DensityYP = 1 / (1 + exp((ExtendYP - P.Y) / D)); 204 | const float DensityYN = 1 / (1 + exp((-ExtendYN + P.Y) / D)); 205 | const float DensityY = (DensityYP + DensityYN); 206 | const float N = PerlinNoise(P, NoisePositionScale, NoiseValueScale); 207 | R = DensityY + N; 208 | } 209 | } 210 | 211 | if (FMath::Abs(P.Z - ExtendZP) < 50 || FMath::Abs(-P.Z + ExtendZN) < 50) { 212 | if (R < 0.5f) { 213 | const float DensityZP = 1 / (1 + exp((ExtendZP - P.Z) / D)); 214 | const float DensityZN = 1 / (1 + exp((-ExtendZN + P.Z) / D)); 215 | const float DensityZ = (DensityZP + DensityZN); 216 | const float N = PerlinNoise(P, NoisePositionScale, NoiseValueScale / 2); 217 | R = DensityZ + N; 218 | 219 | } 220 | } 221 | } 222 | 223 | if (R > 1) { 224 | R = 1; 225 | } 226 | 227 | if (R < 0) { 228 | R = 0; 229 | } 230 | 231 | return R; 232 | }; 233 | 234 | 235 | float UCudaTerrainGeneratorComponent::FunctionMakeCaveLayer(float Density, const FVector& WorldPos) const { 236 | const float BaseCaveLevel = CaveLayerZ; 237 | 238 | float Result = Density; 239 | 240 | static const float scale0 = 0.005f; // small 241 | static const float scale1 = 0.001f; // small 242 | static const float scale2 = 0.0003f; // big 243 | 244 | const FVector v0(WorldPos.X * scale0, WorldPos.Y * scale0, WorldPos.Z * 0.0002); // Stalactite 245 | const FVector v1(WorldPos.X * scale1, WorldPos.Y * scale1, WorldPos.Z * scale1); // just noise 246 | //const FVector v2(WorldPos.X * scale2, WorldPos.Y *scale2, WorldPos.Z * scale2); // just noise big 247 | const float Noise0 = PerlinNoise(v0); 248 | const float Noise1 = PerlinNoise(v1); 249 | //const float Noise2 = PerlinNoise(v2); 250 | //const float Noise2 = PerlinNoise(v2); 251 | 252 | //const FVector v4(WorldPos.X * scale3, WorldPos.Y * scale3, 10); // extra cave level 253 | //const float Noise4 = PerlinNoise(v4); 254 | 255 | //float NormalizedPerlin = (NoiseMedium + 0.87) / 1.73; 256 | //float Z = WorldPos.Z + NoiseMedium * 100; 257 | //float DensityByGroundLevel = 1 - (1 / (1 + exp(-Z))); 258 | 259 | // cave height 260 | static const float scale3 = 0.001f; 261 | const FVector v3(WorldPos.X * scale3, WorldPos.Y * scale3, 0); // extra cave height 262 | const float Noise3 = PerlinNoise(v3); 263 | const float BaseCaveHeight = 400; 264 | const float ExtraCaveHeight = 490 * Noise3; 265 | float CaveHeight = BaseCaveHeight + ExtraCaveHeight; 266 | //float CaveHeight = BaseCaveHeight; 267 | if (CaveHeight < 0) { 268 | CaveHeight = 0; // protection if my calculation is failed 269 | } 270 | 271 | //cave level 272 | static const float scale4 = 0.00025f; 273 | const FVector v4(WorldPos.X * scale4, WorldPos.Y * scale4, 10); // extra cave height 274 | const float Noise4 = PerlinNoise(v4); 275 | const float ExtraCaveLevel = 1000 * Noise4; 276 | const float CaveLevel = BaseCaveLevel + ExtraCaveLevel; 277 | 278 | // cave layer function 279 | const float CaveHeightF = CaveHeight * 160; // 80000 -> 473 280 | float CaveLayer = 1 - exp(-pow((WorldPos.Z + CaveLevel), 2) / CaveHeightF); // 80000 -> 473 = 473 * 169.13 281 | 282 | if (WorldPos.Z < -(BaseCaveLevel - 1200) && WorldPos.Z > -(BaseCaveLevel + 1200)) { 283 | const float CaveLayerN = 1 - CaveLayer; 284 | //Result *= CaveLayer + CaveLayerN * Noise0 * 0.5 + Noise1 * 0.75 + Noise2 * 0.5; 285 | Result *= CaveLayer + CaveLayerN * Noise0 * 0.5 + Noise1 * 0.75; 286 | //Result *= CaveLayer; 287 | } 288 | 289 | //Result = Density * (NoiseMedium * 0.5 + t); 290 | 291 | if (Result < 0) { 292 | Result = 0; 293 | } 294 | 295 | if (Result > 1) { 296 | Result = 1; 297 | } 298 | 299 | return Result; 300 | } 301 | 302 | float UCudaTerrainGeneratorComponent::DensityFunctionExt(float Density, const TVoxelIndex& ZoneIndex, const FVector& WorldPos, const FVector& LocalPos) const { 303 | 304 | if (ZoneIndex.X == 0 && ZoneIndex.Y == 0 && ZoneIndex.Z == -1) { 305 | float Result = Density; 306 | 307 | FVector P = LocalPos; 308 | float r = std::sqrt(P.X * P.X + P.Y * P.Y + P.Z * P.Z); 309 | const float MaxR = 1000; 310 | float t = 1 - exp(-pow(r, 2) / (MaxR * 100)); 311 | 312 | //float D = 1 / (1 + exp((r - MaxR) / 10)); 313 | //Result *= t; 314 | 315 | return Result; 316 | } 317 | 318 | if (IsCaveLayerZone(ZoneIndex.Z)) { 319 | //return FunctionMakeCaveLayer(Density, WorldPos); 320 | } 321 | 322 | return Density; 323 | } 324 | 325 | //========================================== 326 | // Foliage (mushrooms) 327 | //========================================== 328 | 329 | FSandboxFoliage UCudaTerrainGeneratorComponent::FoliageExt(const int32 FoliageTypeId, const FSandboxFoliage& FoliageType, const TVoxelIndex& ZoneIndex, const FVector& WorldPos) { 330 | FSandboxFoliage Foliage = FoliageType; 331 | 332 | // tree 333 | if (FoliageTypeId >= 100 && FoliageTypeId <= 199) { 334 | const float R = std::sqrt(WorldPos.X * WorldPos.X + WorldPos.Y * WorldPos.Y + WorldPos.Z * WorldPos.Z); 335 | 336 | if (R < 3500) { 337 | Foliage.Probability *= 0.01; 338 | } 339 | 340 | if (R > 8000) { 341 | //forest 342 | Foliage.Probability *= 20; 343 | Foliage.SpawnStep *= 0.7; 344 | Foliage.OffsetRange *= 0.7; 345 | } 346 | } 347 | 348 | // grass 349 | if (FoliageTypeId == 1) { 350 | const float R = std::sqrt(WorldPos.X * WorldPos.X + WorldPos.Y * WorldPos.Y + WorldPos.Z * WorldPos.Z); 351 | 352 | if (R < 1000) { 353 | float T = R / 1000; 354 | if (T < 0.2) { 355 | T = 0.2; 356 | } 357 | 358 | //Foliage.ScaleMaxZ *= T; 359 | //Foliage.ScaleMinZ = 0.3; 360 | } 361 | } 362 | 363 | if (FoliageTypeId == 2) { 364 | const float R = std::sqrt(WorldPos.X * WorldPos.X + WorldPos.Y * WorldPos.Y + WorldPos.Z * WorldPos.Z); 365 | 366 | if (R < 500) { 367 | Foliage.Probability = 0; 368 | } 369 | } 370 | 371 | return Foliage; 372 | } 373 | 374 | void UCudaTerrainGeneratorComponent::BatchGenerateComplexVd(TArray& GenPass2List) { 375 | ATerrainController* Controller = (ATerrainController*)GetController(); 376 | if (Controller->IsUseCuda()) { 377 | 378 | int TotalZoneCount = GenPass2List.Num(); 379 | if (TotalZoneCount == 0) { 380 | return; 381 | } 382 | 383 | UE_LOG(LogTemp, Log, TEXT("Use CUDA: %d"), GenPass2List.Num()); 384 | 385 | double Start = FPlatformTime::Seconds(); 386 | 387 | TVdGenBlockCuda VdGenBlockCuda(TotalZoneCount); 388 | TVdGenBlock* vdGenBlk = VdGenBlockCuda.GetVdGenBlock(); 389 | 390 | int i = 0; 391 | //const uint32 ZoneVoxelResolution = 65; //FIXME 392 | const static int s = ZoneVoxelResolution * ZoneVoxelResolution * ZoneVoxelResolution; 393 | for (const auto& P : GenPass2List) { 394 | FVector Pos = Controller->GetZonePos(P.ZoneIndex); 395 | vdGenBlk->zoneData[i].x = Pos.X; 396 | vdGenBlk->zoneData[i].y = Pos.Y; 397 | vdGenBlk->zoneData[i].z = Pos.Z; 398 | i++; 399 | } 400 | 401 | PCudaGenerateVd CudaGenerateVd = (PCudaGenerateVd)Controller->CudaGenVdPtr; 402 | int CudaResult = CudaGenerateVd(vdGenBlk); 403 | 404 | int idx = 0; 405 | for (auto& P : GenPass2List) { 406 | P.Vd->copyDataUnsafe(&vdGenBlk->voxelData[idx * s], &vdGenBlk->materialData[idx * s]); 407 | P.Vd->clearSubstanceCache(); 408 | P.Vd->copyCacheUnsafe(&vdGenBlk->cacheData[idx * s], vdGenBlk->zoneData[idx].c); 409 | idx++; 410 | } 411 | 412 | double End = FPlatformTime::Seconds(); 413 | double Time = (End - Start) * 1000; 414 | UE_LOG(LogTemp, Log, TEXT("CudaResult -> %d ----> %f ms"), CudaResult, Time); 415 | 416 | } else { 417 | UTerrainGeneratorComponent::BatchGenerateComplexVd(GenPass2List); 418 | } 419 | } 420 | 421 | void UCudaTerrainGeneratorComponent::OnBatchGenerationFinished() { 422 | 423 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/CudaTerrainGeneratorComponent.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "TerrainGeneratorComponent.h" 7 | #include "CudaTerrainGeneratorComponent.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class UE4VOXELTERRAIN_API UCudaTerrainGeneratorComponent : public UTerrainGeneratorComponent { 14 | GENERATED_BODY() 15 | 16 | public: 17 | 18 | void BeginPlay() override; 19 | 20 | virtual float DensityFunctionExt(float Density, const TVoxelIndex& ZoneIndex, const FVector& WorldPos, const FVector& LocalPos) const override; 21 | 22 | virtual FSandboxFoliage FoliageExt(const int32 FoliageTypeId, const FSandboxFoliage & FoliageType, const TVoxelIndex & ZoneIndex, const FVector & WorldPos) override; 23 | 24 | protected: 25 | 26 | virtual void BatchGenerateComplexVd(TArray& GenPass2List) override; 27 | 28 | virtual void OnBatchGenerationFinished() override; 29 | 30 | virtual bool IsForcedComplexZone(const TVoxelIndex& ZoneIndex) override; 31 | 32 | void virtual PrepareMetaData() override; 33 | 34 | 35 | public: 36 | 37 | float FunctionMakeBox(const float InDensity, const FVector& P, const FBox& InBox) const; 38 | 39 | float FunctionMakeCaveLayer(float Density, const FVector& WorldPos) const; 40 | 41 | float FunctionMakeVerticalCylinder(const float InDensity, const FVector& V, const FVector& Origin, const float Radius, const float Top, const float Bottom) const; 42 | 43 | }; 44 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/LevelController.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "LevelController.h" 5 | 6 | 7 | 8 | TSubclassOf ALevelController::GetSandboxObjectByClassId(int32 ClassId) { 9 | 10 | if (ObjectMap->ObjectMap.Contains(ClassId)) { 11 | return ObjectMap->ObjectMap[ClassId]; 12 | } 13 | 14 | return nullptr; 15 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/LevelController.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "SandboxLevelController.h" 7 | #include "LevelController.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class UE4VOXELTERRAIN_API ALevelController : public ASandboxLevelController 14 | { 15 | GENERATED_BODY() 16 | 17 | 18 | public: 19 | 20 | TSubclassOf GetSandboxObjectByClassId(int32 ClassId); 21 | 22 | }; 23 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/MainHUD.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "MainHUD.h" 5 | #include "UI/SystemInfoWidget.h" 6 | 7 | 8 | void AMainHUD::BeginPlay() { 9 | openWidget(TEXT("/Game/Sandbox/UI/W_SystemInfo.W_SystemInfo_C")); 10 | } 11 | 12 | 13 | template 14 | T* AMainHUD::openWidget(FString widget_name) { 15 | FStringClassReference big_inventory_widget_ref(widget_name); 16 | if (UClass* w = big_inventory_widget_ref.TryLoadClass()) { 17 | T* widget = CreateWidget(GetWorld(), w); 18 | widget->AddToViewport(); 19 | return widget; 20 | } 21 | else { 22 | UE_LOG(LogTemp, Error, TEXT("widget %s is not found"), *widget_name); 23 | return NULL; 24 | } 25 | } 26 | 27 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/MainHUD.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "GameFramework/HUD.h" 6 | #include "MainHUD.generated.h" 7 | 8 | /** 9 | * 10 | */ 11 | UCLASS() 12 | class UE4VOXELTERRAIN_API AMainHUD : public AHUD 13 | { 14 | GENERATED_BODY() 15 | 16 | public: 17 | void BeginPlay(); 18 | 19 | 20 | private: 21 | template 22 | T* openWidget(FString widget_name); 23 | 24 | 25 | }; 26 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/MiningTool.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "MiningTool.h" 5 | 6 | //#include "SpawnHelper.hpp" 7 | #include "VoxelMeshComponent.h" 8 | 9 | 10 | #define Dig_Cube_Size 110 //60 11 | #define Dig_Snap_To_Grid 100 //50 12 | 13 | #define Dig_Cylinder_Length 100 14 | #define Dig_Cylinder_Radius 100 15 | 16 | //FIXME 17 | void CalculateTargetRotation(ABaseCharacter* Character, FRotator& Rotation); 18 | 19 | 20 | FVector SnapToGrid(const FVector& Location, const float GridRange) { 21 | FVector Tmp(Location); 22 | Tmp /= GridRange; 23 | Tmp.Set(std::round(Tmp.X), std::round(Tmp.Y), std::round(Tmp.Z)); 24 | Tmp *= GridRange; 25 | return FVector((int)Tmp.X, (int)Tmp.Y, (int)Tmp.Z); 26 | } 27 | 28 | void HelpDigCylinder(ABaseCharacter* Character, const FVector& Location, const float Len, TUniqueFunction Function) { 29 | const FVector& Tmp = Location; 30 | FRotator Rotation; 31 | CalculateTargetRotation(Character, Rotation); 32 | //Rotation += FRotator(45, 0, 0); 33 | FVector LenV(0, 0, Len); 34 | LenV = Rotation.RotateVector(LenV); 35 | 36 | FVector LenMin = Tmp - LenV; 37 | FVector LenMax = Tmp + LenV; 38 | 39 | Function(Tmp, LenMin, LenMax, Rotation); 40 | } 41 | 42 | 43 | 44 | AMiningTool::AMiningTool() { 45 | DiggingToolMode = 0; 46 | } 47 | 48 | 49 | void AMiningTool::PlaySound(const FSandboxTerrainMaterial& MatInfo, const FVector& Location, UWorld* World) { 50 | if (this->DiggingRockSound && MatInfo.Type == FSandboxTerrainMaterialType::Rock) { 51 | UGameplayStatics::PlaySoundAtLocation(World, this->DiggingRockSound, Location, FRotator(0)); 52 | } 53 | 54 | if (this->DiggingSoilSound && MatInfo.Type == FSandboxTerrainMaterialType::Soil) { 55 | UGameplayStatics::PlaySoundAtLocation(World, this->DiggingSoilSound, Location, FRotator(0)); 56 | } 57 | } 58 | 59 | 60 | void AMiningTool::OnAltAction(const FHitResult& Hit, ABaseCharacter* Owner) { 61 | UWorld* World = Owner->GetWorld(); 62 | ASandboxTerrainController* Terrain = Cast(Hit.Actor.Get()); 63 | if (Terrain) { 64 | TVoxelIndex ZoneIndex = Terrain->GetZoneIndex(Hit.ImpactPoint); 65 | FVector ZoneIndexTmp(ZoneIndex.X, ZoneIndex.Y, ZoneIndex.Z); 66 | 67 | UVoxelMeshComponent* ZoneMesh = Cast(Hit.Component.Get()); 68 | if (ZoneMesh) { 69 | uint16 MatId = ZoneMesh->GetMaterialIdFromCollisionFaceIndex(Hit.FaceIndex); 70 | //UE_LOG(LogSandboxTerrain, Log, TEXT("MatId -> %d"), MatId); 71 | 72 | if (MatId > 0) { 73 | FSandboxTerrainMaterial MatInfo; 74 | if (Terrain->GetTerrainMaterialInfoById(MatId, MatInfo)) { 75 | PlaySound(MatInfo, Hit.Location, World); 76 | } 77 | } 78 | } 79 | 80 | //UE_LOG(LogTemp, Log, TEXT("Test -> %f %f %f"), Hit.Location.X, Hit.Location.Y, Hit.Location.Z); 81 | UE_LOG(LogTemp, Log, TEXT("ZoneIndex -> %f %f %f"), ZoneIndexTmp.X, ZoneIndexTmp.Y, ZoneIndexTmp.Z); 82 | 83 | if (DiggingToolMode == 0) { 84 | Terrain->DigTerrainRoundHole(Hit.ImpactPoint, 80, true); 85 | if (Owner->GetSandboxPlayerView() == PlayerView::TOP_DOWN) { 86 | //GetWorld()->GetTimerManager().SetTimer(Timer, this, &AUE4VoxelTerrainPlayerController::PerformAction, 0.1, true); 87 | } 88 | } 89 | 90 | if (DiggingToolMode == 1) { 91 | FVector Location = SnapToGrid(Hit.Location, Dig_Snap_To_Grid); 92 | Terrain->DigTerrainCubeHole(Location, Dig_Cube_Size); 93 | 94 | //float test = 55; 95 | //FVector Min(-test); 96 | //FVector Max(test); 97 | //FBox Box(Min, Max); 98 | //Terrain->DigTerrainCubeHole(Location, Box, -45, FVector(0, 0, 1)); 99 | //Terrain->DigTerrainCubeHole(Location, Box, 0, FVector(0, 0, 1)); 100 | } 101 | 102 | if (DiggingToolMode == 2) { 103 | //Terrain->FillTerrainRound(Hit.ImpactPoint, 60, 3); //sand 104 | Terrain->FillTerrainRound(Hit.ImpactPoint, 60, 1); //dirt 105 | } 106 | 107 | 108 | if (DiggingToolMode == 3) { 109 | //const FVector Location = SnapToGrid(Hit.Location, Dig_Snap_To_Grid); 110 | const FVector Location = Hit.Location; 111 | const float Len = Dig_Cylinder_Length; 112 | HelpDigCylinder(Owner, Location, Len, [&](const FVector& Pos, const FVector& LenMin, const FVector& LenMax, const FRotator& Rotation) { 113 | Terrain->DigCylinder(Hit.ImpactPoint, Dig_Cylinder_Radius, Len, Rotation); 114 | }); 115 | 116 | /* 117 | const FVector Location = SnapToGrid(Hit.Location, 100); 118 | FBox MyBox = FBox(FVector(0, -110, -105), FVector(200, 105, 400)); 119 | Terrain->DigTerrainCubeHole(Location, MyBox, Dig_Cube_Size); 120 | 121 | if (LevelController) { 122 | // spawn ramp 123 | FVector RampPos = Location; 124 | RampPos.Z = Hit.Location.Z - 10.f; 125 | TSubclassOf RampObj = LevelController->GetSandboxObjectByClassId(110); 126 | FVector Scale = FVector(1, 1, 1); 127 | FRotator Rotation(-26.5f, 0, 0); 128 | FTransform Transform(Rotation, RampPos, Scale); 129 | GetWorld()->SpawnActor(RampObj->ClassDefaultObject->GetClass(), &Transform); 130 | } 131 | */ 132 | } 133 | } 134 | 135 | /* 136 | if (DiggingToolMode == 3) { 137 | ASandboxObject* TargetObj = Cast(Hit.Actor.Get()); 138 | if (TargetObj && TargetObj->GetSandboxTypeId() == 110) { 139 | FVector RampPos = TargetObj->GetActorLocation(); 140 | FVector D(200, 0, -100); 141 | RampPos += D; 142 | 143 | FBox MyBox = FBox(FVector(0, -110, -105), FVector(200, 105, 250)); 144 | TerrainController->DigTerrainCubeHole(RampPos, MyBox, Dig_Cube_Size); 145 | TSubclassOf RampObj = LevelController->GetSandboxObjectByClassId(110); 146 | FVector Scale = FVector(1, 1, 1); 147 | FRotator Rotation(-26.5f, 0, 0); 148 | FTransform Transform(Rotation, RampPos, Scale); 149 | GetWorld()->SpawnActor(RampObj->ClassDefaultObject->GetClass(), &Transform); 150 | } 151 | } 152 | */ 153 | 154 | 155 | } 156 | 157 | void AMiningTool::OnTracePlayerActionPoint(const FHitResult& Res, ABaseCharacter* Owner) { 158 | UWorld* World = Owner->GetWorld(); 159 | ASandboxTerrainController* TerrainController = Cast(Res.Actor.Get()); 160 | if (TerrainController) { 161 | if (DiggingToolMode == 0) { 162 | DrawDebugSphere(World, Res.Location, 80, 24, FColor(255, 255, 255, 100)); 163 | } 164 | 165 | if (DiggingToolMode == 1) { 166 | const FVector Location = SnapToGrid(Res.Location, Dig_Snap_To_Grid); 167 | DrawDebugBox(World, Location, FVector(Dig_Cube_Size), FColor(255, 255, 255, 100)); 168 | } 169 | 170 | if (DiggingToolMode == 2) { 171 | DrawDebugSphere(World, Res.Location, 60, 24, FColor(100, 255, 0, 100)); 172 | } 173 | 174 | if (DiggingToolMode == 3) { 175 | //const FVector Location = SnapToGrid(Hit.Location, Dig_Snap_To_Grid); 176 | const FVector Location = Res.Location; 177 | const float Len = Dig_Cylinder_Length; 178 | HelpDigCylinder(Owner, Location, Len, [&](const FVector& Pos, const FVector& LenMin, const FVector& LenMax, const FRotator& Rotation) { 179 | DrawDebugCylinder(World, LenMax, LenMin, Dig_Cylinder_Radius, 128, FColor(255, 255, 255, 128)); 180 | }); 181 | } 182 | } 183 | 184 | 185 | /* 186 | const FVector Location = SnapToGrid(Res.Location, Dig_Snap_To_Grid); 187 | const FRotator Rotation = GetControlRotation(); 188 | HelpDigStairs(Location, Rotation, [&](const FVector& TmpPos) { 189 | DrawDebugBox(GetWorld(), TmpPos, FVector(Dig_Cube_Size), FColor(255, 255, 255, 100)); 190 | }); 191 | */ 192 | 193 | /* 194 | const FVector Location = SnapToGrid(Res.Location, 100); 195 | FBox MyBox = FBox(FVector(0, -105, -105), FVector(200, 105, 200)); 196 | FTransform Transform(Location); 197 | DrawDebugSolidBox(World, MyBox, FColor(255, 255, 255, 100), Transform, false); 198 | */ 199 | 200 | 201 | /* 202 | if (DiggingToolMode == 3) { 203 | ASandboxObject* TargetObj = Cast(Res.Actor.Get()); 204 | if (TargetObj && TargetObj->GetSandboxTypeId() == 110) { 205 | FVector Pos = TargetObj->GetActorLocation(); 206 | FVector D(200, 0, -100); 207 | Pos += D; 208 | 209 | FBox MyBox = FBox(FVector(0, -105, -105), FVector(200, 105, 200)); 210 | FTransform Transform(Pos); 211 | DrawDebugSolidBox(GetWorld(), MyBox, FColor(255, 255, 255, 100), Transform, false); 212 | } 213 | } 214 | */ 215 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/MiningTool.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "SandboxObject.h" 7 | #include "BaseCharacter.h" 8 | #include "SandboxTerrainController.h" 9 | #include "MiningTool.generated.h" 10 | 11 | /** 12 | * 13 | */ 14 | UCLASS() 15 | class UE4VOXELTERRAIN_API AMiningTool : public ASandboxObject 16 | { 17 | GENERATED_BODY() 18 | 19 | public: 20 | 21 | AMiningTool(); 22 | 23 | UPROPERTY(EditAnywhere, Category = "Sandbox") 24 | USoundCue* DiggingRockSound; 25 | 26 | UPROPERTY(EditAnywhere, Category = "Sandbox") 27 | USoundCue* DiggingSoilSound; 28 | 29 | void OnAltAction(const FHitResult& Hit, ABaseCharacter* Owner); 30 | 31 | void OnTracePlayerActionPoint(const FHitResult& Res, ABaseCharacter* Owner); 32 | 33 | void ToggleToolMode() { DiggingToolMode++; DiggingToolMode = DiggingToolMode % 4; }; 34 | 35 | private: 36 | 37 | int DiggingToolMode = 0; 38 | 39 | void PlaySound(const FSandboxTerrainMaterial& MatInfo, const FVector& Location, UWorld* World); 40 | 41 | }; 42 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/PreparationHelperActor.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "PreparationHelperActor.h" 5 | 6 | // Sets default values 7 | APreparationHelperActor::APreparationHelperActor() 8 | { 9 | // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. 10 | PrimaryActorTick.bCanEverTick = true; 11 | 12 | } 13 | 14 | bool CheckSaveDirLocal(FString SaveDir) { 15 | UE_LOG(LogTemp, Log, TEXT("Check directory: %s"), *SaveDir); 16 | IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile(); 17 | if (!PlatformFile.DirectoryExists(*SaveDir)) { 18 | PlatformFile.CreateDirectory(*SaveDir); 19 | UE_LOG(LogTemp, Log, TEXT("Create directory: %s"), *SaveDir); 20 | if (!PlatformFile.DirectoryExists(*SaveDir)) { 21 | UE_LOG(LogTemp, Log, TEXT("Unable to create directory: %s"), *SaveDir); 22 | return false; 23 | } 24 | } 25 | 26 | return true; 27 | } 28 | 29 | // Called when the game starts or when spawned 30 | void APreparationHelperActor::BeginPlay() 31 | { 32 | Super::BeginPlay(); 33 | 34 | // TODO finish 35 | FString MapName = TEXT("World 0"); 36 | FString SavePath = FPaths::ProjectSavedDir(); 37 | FString SaveDir = SavePath + TEXT("Map/"); 38 | 39 | if (!CheckSaveDirLocal(SaveDir)) { 40 | // log error 41 | } 42 | 43 | FString SaveDirWorld0 = SaveDir + MapName + TEXT("/"); 44 | if (!CheckSaveDirLocal(SaveDirWorld0)) { 45 | // log error 46 | } 47 | } 48 | 49 | // Called every frame 50 | void APreparationHelperActor::Tick(float DeltaTime) 51 | { 52 | Super::Tick(DeltaTime); 53 | 54 | } 55 | 56 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/PreparationHelperActor.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "GameFramework/Actor.h" 7 | #include "PreparationHelperActor.generated.h" 8 | 9 | UCLASS() 10 | class UE4VOXELTERRAIN_API APreparationHelperActor : public AActor 11 | { 12 | GENERATED_BODY() 13 | 14 | public: 15 | // Sets default values for this actor's properties 16 | APreparationHelperActor(); 17 | 18 | protected: 19 | // Called when the game starts or when spawned 20 | virtual void BeginPlay() override; 21 | 22 | public: 23 | // Called every frame 24 | virtual void Tick(float DeltaTime) override; 25 | 26 | }; 27 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/Ramp.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "Ramp.h" 5 | 6 | uint64 ARamp::GetSandboxTypeId() { 7 | return 110; 8 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/Ramp.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "SandboxObject.h" 7 | #include "Ramp.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class UE4VOXELTERRAIN_API ARamp : public ASandboxObject { 14 | GENERATED_BODY() 15 | 16 | public: 17 | virtual uint64 GetSandboxTypeId(); 18 | }; 19 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/SpawnHelper.hpp: -------------------------------------------------------------------------------- 1 | 2 | #pragma once 3 | #include "UE4VoxelTerrain.h" 4 | #include "SandboxObject.h" 5 | #include "SandboxCharacter.h" 6 | #include "SandboxTerrainController.h" 7 | #include "BaseCharacter.h" 8 | 9 | 10 | bool IsCursorPositionValid(const FHitResult& Hit) { 11 | if (Hit.bBlockingHit) { 12 | ACharacter* Character = Cast(Hit.Actor); 13 | if (Character) { 14 | return false; 15 | } 16 | 17 | return true; 18 | } 19 | 20 | return false; 21 | } 22 | 23 | void TransformPos(ASandboxObject* NewObj, FVector& Pos, FRotator& Rotation, const FHitResult& TraceResult) { 24 | ASandboxObject* TargetObject = Cast(TraceResult.Actor); 25 | 26 | // cube 27 | if (NewObj->GetSandboxTypeId() == 10) { 28 | if (TargetObject && TargetObject->GetSandboxTypeId() == 10) { 29 | FVector TargetActorPos = TraceResult.Actor->GetActorLocation(); 30 | Pos = TargetActorPos; 31 | Rotation = TraceResult.Actor->GetActorRotation(); 32 | 33 | FVector Normal = TraceResult.ImpactNormal; 34 | Pos = Pos + (Normal * 60); 35 | } else { 36 | FVector Normal = TraceResult.ImpactNormal; 37 | Pos = Pos + (Normal * 30); 38 | } 39 | 40 | return; 41 | } 42 | 43 | } 44 | 45 | void CalculateTargetRotation(ABaseCharacter* Character, FRotator& Rotation) { 46 | if (Character->GetSandboxPlayerView() == PlayerView::TOP_DOWN) { 47 | Rotation = FRotator(); 48 | } 49 | 50 | if (Character->GetSandboxPlayerView() == PlayerView::THIRD_PERSON) { 51 | FRotator Rot = Character->FollowCamera->GetComponentRotation(); 52 | Rot.Pitch = 0; 53 | Rot.Roll = 0; 54 | Rotation = Rot; 55 | } 56 | 57 | if (Character->GetSandboxPlayerView() == PlayerView::FIRST_PERSON) { 58 | FRotator Rot = Character->GetCapsuleComponent()->GetComponentRotation(); 59 | Rotation = Rot; 60 | } 61 | } 62 | 63 | void CalculateCursorPosition(ABaseCharacter* Character, const FHitResult& Res, FVector& Location, FRotator& Rotation, ASandboxObject* Obj) { 64 | Location = Res.Location; 65 | CalculateTargetRotation(Character, Rotation); 66 | TransformPos(Obj, Location, Rotation, Res); 67 | } 68 | 69 | 70 | void DigTerrainAround(ASandboxObject* Object, UWorld* World, const FVector& Pos, const FRotator& Rotator) { 71 | TArray Components; 72 | Object->GetComponents(Components); 73 | for (UStaticMeshComponent* StaticMeshComponent : Components) { 74 | FBoxSphereBounds BoxSphereBounds = StaticMeshComponent->CalcBounds(FTransform()); 75 | TArray OverlapArray; 76 | World->OverlapMultiByChannel(OverlapArray, Pos, FQuat(), ECC_Visibility, FCollisionShape::MakeSphere(BoxSphereBounds.SphereRadius)); 77 | for (auto& Overlap : OverlapArray) { 78 | ASandboxTerrainController* Terrain = Cast(Overlap.Actor.Get()); 79 | if (Terrain) { 80 | Terrain->DigTerrainCubeHole(Pos, 30, Rotator); 81 | continue; 82 | } 83 | } 84 | } 85 | } 86 | 87 | 88 | FRotator SelectRotation() { 89 | const auto DirIndex = FMath::RandRange(0, 6); 90 | static const FRotator Direction[7] = { FRotator(0), FRotator(90, 0, 0), FRotator(-90, 0, 0), FRotator(0, 90, 0), FRotator(0, -90, 0), FRotator(0, 0, 90), FRotator(0, 0, -90) }; 91 | const FRotator Rotation = Direction[DirIndex]; 92 | 93 | return Rotation; 94 | } 95 | 96 | 97 | void SpawnSandboxObject(UWorld* World, ASandboxCharacter* Owner, const FVector& Location, const FRotator& Rotation, ASandboxObject* Object) { 98 | auto SpawnActorClass = Object->GetClass(); 99 | if (SpawnActorClass) { 100 | FRotator RotationExt(0); 101 | if (Object->GetSandboxTypeId() == 10) { 102 | RotationExt = SelectRotation(); 103 | } 104 | 105 | RotationExt += Rotation; 106 | 107 | if (Object->GetSandboxTypeId() == 10) { 108 | DigTerrainAround(Object, World, Location, RotationExt); 109 | } 110 | 111 | AActor* NewActor = World->SpawnActor(SpawnActorClass, &Location, &RotationExt); 112 | } 113 | }; 114 | 115 | void DropSandboxObject(UWorld* World, ASandboxCharacter* Owner, ASandboxObject* Object) { 116 | auto SpawnActorClass = Object->GetClass(); 117 | //const FRotator SpawnRotation = Owner->GetControlRotation(); 118 | const FRotator SpawnRotation = Owner->GetActorRotation(); 119 | const FVector SpawnLocation = Owner->GetActorLocation() + SpawnRotation.RotateVector(FVector(100, 0, 50)); 120 | 121 | FActorSpawnParameters ActorSpawnParams; 122 | ActorSpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding; 123 | 124 | AActor* NewActor = World->SpawnActor(SpawnActorClass, &SpawnLocation, &SpawnRotation, ActorSpawnParams); 125 | if (NewActor) { 126 | UStaticMeshComponent* RootComponent = Cast(NewActor->GetRootComponent()); 127 | if (RootComponent) { 128 | RootComponent->SetSimulatePhysics(true); 129 | //RootComponent->SetMassScale(NAME_None, 2); 130 | RootComponent->SetPhysicsLinearVelocity(SpawnRotation.RotateVector(FVector(500, 0, 0))); 131 | } 132 | } 133 | 134 | }; 135 | 136 | 137 | 138 | void HelpDigStairs(const FVector& Location, const FRotator& PlayerRotation, TUniqueFunction Function) { 139 | FVector V = PlayerRotation.RotateVector(FVector(1, 0, 0)); 140 | V.Z = 0; 141 | V.Normalize(0.001f); 142 | V.X = FMath::RoundHalfToZero(V.X); 143 | V.Y = FMath::RoundHalfToZero(V.Y); 144 | V.Normalize(0.001f); 145 | 146 | if (V.X == 0 && V.Y == 0) { 147 | return; 148 | } 149 | 150 | float Test = FMath::Abs(FMath::Abs(V.X) - FMath::Abs(V.Y)); 151 | 152 | if (Test < 0.1f) { 153 | return; 154 | } 155 | 156 | float Step = 25; 157 | FVector Tmp(Location); 158 | Tmp.Z += 150; 159 | for (int i = 0; i < 5; i++) { 160 | Tmp += V * 25 * 2; 161 | Tmp.Z -= Step; 162 | //DrawDebugBox(GetWorld(), Tmp, FVector(DIG_CUBE_SIZE), FColor(255, 255, 255, 100)); 163 | Function(Tmp); 164 | } 165 | } 166 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/TerrainController.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | 5 | #include "UnrealSandboxTerrain.h" 6 | #include "TerrainController.h" 7 | 8 | #include "SandboxObject.h" 9 | #include "DrawDebugHelpers.h" 10 | 11 | #include "CudaTerrainGeneratorComponent.h" 12 | 13 | 14 | //====================================================================================================================================================================== 15 | // Terrain generator 16 | //====================================================================================================================================================================== 17 | 18 | 19 | class UCuda2TerrainGeneratorComponent : public UTerrainGeneratorComponent { 20 | 21 | public: 22 | 23 | //UCudaTerrainGeneratorComponent::UCudaTerrainGeneratorComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { 24 | //UE_LOG(LogTemp, Warning, TEXT(" UCudaTerrainGeneratorComponent")); 25 | //} 26 | 27 | 28 | }; 29 | 30 | 31 | UTerrainGeneratorComponent* ATerrainController::NewTerrainGenerator() { 32 | UCudaTerrainGeneratorComponent* CudaGenerator = NewObject(this, TEXT("TerrainGenerator")); 33 | UE_LOG(LogTemp, Warning, TEXT("TEST -> %s"), *CudaGenerator->GetClass()->GetName()); 34 | return CudaGenerator; 35 | } 36 | 37 | bool ATerrainController::IsUseCuda() { 38 | if (CudaGenVdPtr && bUseCUDAGenerator) { 39 | return true; 40 | } 41 | 42 | return false; 43 | } 44 | 45 | void ATerrainController::BeginPlay() { 46 | if (bUseCUDAGenerator) { 47 | //FString filePath = *FPaths::GamePluginsDir() + folder + "/" + name; 48 | FString CudaGenDllFilePath = "D:\\src\\bin\\win64\\Debug\\CudaVdGenerator.dll"; 49 | if (FPaths::FileExists(CudaGenDllFilePath)) { 50 | this->CudaGenDllHandle = FPlatformProcess::GetDllHandle(*CudaGenDllFilePath); 51 | if (this->CudaGenDllHandle) { 52 | UE_LOG(LogTemp, Log, TEXT("CudaVdGenerator.dll -> LOADED")); 53 | 54 | FString CudaGetInfoName = "CudaGetInfo"; 55 | PCudaGetInfo CudaGetInfo = (PCudaGetInfo)FPlatformProcess::GetDllExport(this->CudaGenDllHandle, *CudaGetInfoName); 56 | if (CudaGetInfo) { 57 | UE_LOG(LogTemp, Log, TEXT("CudaGetInfo -> OK")); 58 | } 59 | 60 | FString CudaGenerateVdName = "CudaGenerateVd"; 61 | PCudaGenerateVd CudaGenerateVd = (PCudaGenerateVd)FPlatformProcess::GetDllExport(this->CudaGenDllHandle, *CudaGenerateVdName); 62 | if (CudaGenerateVd) { 63 | UE_LOG(LogTemp, Log, TEXT("CudaGenerateVd -> OK")); 64 | 65 | CudaGenVdPtr = CudaGenerateVd; 66 | } 67 | } 68 | else { 69 | UE_LOG(LogTemp, Log, TEXT("Error loading CudaVdGenerator.dll")); 70 | } 71 | } 72 | else { 73 | UE_LOG(LogTemp, Log, TEXT("CudaVdGenerator.dll not found")); 74 | } 75 | } 76 | 77 | 78 | Super::BeginPlay(); 79 | } 80 | 81 | void ATerrainController::EndPlay(const EEndPlayReason::Type EndPlayReason) { 82 | Super::EndPlay(EndPlayReason); 83 | 84 | if (this->CudaGenDllHandle) { 85 | UE_LOG(LogTemp, Log, TEXT("Free CudaVdGenerator.dll")); 86 | FPlatformProcess::FreeDllHandle(CudaGenDllHandle); 87 | } 88 | 89 | } 90 | 91 | void ATerrainController::ShutdownAndSaveMap() { 92 | 93 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/TerrainController.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "SandboxTerrainController.h" 6 | #include "LevelController.h" 7 | #include "TerrainController.generated.h" 8 | 9 | 10 | struct TVdGenBlock; 11 | 12 | typedef int(*PCudaGetInfo)(); 13 | typedef int(*PCudaGenerateVd)(TVdGenBlock*); 14 | 15 | /** 16 | * 17 | */ 18 | UCLASS() 19 | class UE4VOXELTERRAIN_API ATerrainController : public ASandboxTerrainController 20 | { 21 | GENERATED_BODY() 22 | 23 | 24 | public: 25 | 26 | UPROPERTY(EditAnywhere, Category = "UnrealSandbox Debug") 27 | bool bUseCUDAGenerator = false; 28 | 29 | UPROPERTY(EditAnywhere, Category = "UnrealSandbox Toolkit") 30 | ALevelController* LevelController; 31 | 32 | UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "On Progress Save Voxel Terrain")) 33 | void OnProgressSaveTerrain(float Progress); 34 | 35 | UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "On Finish Save Voxel Terrain")) 36 | void OnFinishSaveTerrain(); 37 | 38 | UFUNCTION(BlueprintCallable, Category = "UnrealSandbox") 39 | void ShutdownAndSaveMap(); 40 | 41 | 42 | public: 43 | 44 | virtual void BeginPlay() override; 45 | 46 | virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; 47 | 48 | bool IsUseCuda(); 49 | 50 | void* CudaGenVdPtr = nullptr; //FIXME 51 | 52 | protected: 53 | 54 | virtual UTerrainGeneratorComponent* NewTerrainGenerator() override; 55 | 56 | private: 57 | 58 | void* CudaGenDllHandle = nullptr; 59 | 60 | }; 61 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/TerrainGenerator.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "TerrainGenerator.h" 5 | 6 | #define MessageTime 10.0f 7 | 8 | 9 | class TBaseGenerator; 10 | 11 | void ATerrainGenerator::StartBuildingTerrain() { 12 | } 13 | 14 | 15 | void ATerrainGenerator::ProgressGenerationPipeline(uint32 Progress, uint32 Total) { 16 | 17 | } 18 | 19 | void ATerrainGenerator::FinishGenerationPipeline() { 20 | 21 | } 22 | 23 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/TerrainGenerator.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "CoreMinimal.h" 6 | #include "TerrainController.h" 7 | #include "TerrainGenerator.generated.h" 8 | 9 | /** 10 | * 11 | */ 12 | UCLASS() 13 | class UE4VOXELTERRAIN_API ATerrainGenerator : public ATerrainController { 14 | GENERATED_BODY() 15 | 16 | public: 17 | 18 | 19 | UPROPERTY(EditAnywhere, Category = "UnrealSandboxDebug") 20 | int BatchSize = 10; 21 | 22 | UPROPERTY(EditAnywhere, Category = "UnrealSandboxDebug") 23 | int AreaGenerationSize = 10; 24 | 25 | 26 | UFUNCTION(BlueprintCallable, Category = "UnrealSandbox") 27 | void StartBuildingTerrain(); 28 | 29 | UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "On Finish Build Sandbox Terrain")) 30 | void OnFinishBuildingTerrain(); 31 | 32 | UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "On Progress Build Sandbox Terrain")) 33 | void OnProgressBuildingTerrain(float Progress); 34 | 35 | protected: 36 | 37 | 38 | private: 39 | 40 | void FinishGenerationPipeline(); 41 | 42 | void ProgressGenerationPipeline(uint32 Progress, uint32 Total); 43 | 44 | FCriticalSection GenerateTerrainMutex; 45 | bool bIsGenerationStarted; 46 | }; 47 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrain.Build.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | 5 | public class UE4VoxelTerrain : ModuleRules 6 | { 7 | public UE4VoxelTerrain(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | bUseRTTI = true; 10 | CppStandard = CppStandardVersion.Latest; 11 | 12 | PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UnrealSandboxTerrain", "UnrealSandboxToolkit" }); 13 | } 14 | 15 | 16 | } 17 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrain.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | 5 | 6 | IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, UE4VoxelTerrain, "UE4VoxelTerrain" ); 7 | 8 | DEFINE_LOG_CATEGORY(LogUE4VoxelTerrain) 9 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrain.h: -------------------------------------------------------------------------------- 1 | 2 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 3 | 4 | #ifndef __UE4VOXELTERRAIN_H__ 5 | #define __UE4VOXELTERRAIN_H__ 6 | 7 | #include "EngineMinimal.h" 8 | 9 | DECLARE_LOG_CATEGORY_EXTERN(LogUE4VoxelTerrain, Log, All); 10 | 11 | 12 | #endif 13 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainCharacter.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "UE4VoxelTerrainCharacter.h" 5 | #include "UE4VoxelTerrainPlayerController.h" 6 | #include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h" 7 | #include "Runtime/Engine/Classes/Components/DecalComponent.h" 8 | #include "DrawDebugHelpers.h" 9 | #include "SandboxTerrainController.h" 10 | #include "UE4VoxelTerrainPlayerController.h" 11 | 12 | #include 13 | 14 | AUE4VoxelTerrainCharacter::AUE4VoxelTerrainCharacter() { 15 | 16 | 17 | } 18 | 19 | void AUE4VoxelTerrainCharacter::Tick(float DeltaSeconds) { 20 | Super::Tick(DeltaSeconds); 21 | 22 | //if (CursorToWorld != nullptr) 23 | /* 24 | { 25 | if (AUE4VoxelTerrainPlayerController* PC = Cast(GetController())) { 26 | FHitResult TraceHitResult = PC->TracePlayerActionPoint(); 27 | 28 | if (!TraceHitResult.bBlockingHit) { 29 | return; 30 | } 31 | 32 | ASandboxTerrainController* TerrainController = Cast(TraceHitResult.Actor.Get()); 33 | 34 | UVoxelDualContouringMeshComponent* DualContouringVoxelMesh = Cast(TraceHitResult.Component.Get()); 35 | if (DualContouringVoxelMesh != nullptr) { 36 | AUE4VoxelTerrainPlayerController* controller = Cast(GetController()); 37 | if (controller->tool_mode == 1) { 38 | DrawDebugSphere(GetWorld(), TraceHitResult.Location, 80, 24, FColor(255, 255, 255, 100)); 39 | } 40 | } 41 | 42 | if (TerrainController != nullptr) { 43 | AUE4VoxelTerrainPlayerController* controller = Cast(GetController()); 44 | 45 | if (controller->tool_mode == 1) { 46 | DrawDebugSphere(GetWorld(), TraceHitResult.Location, 80, 24, FColor(255, 255, 255, 100)); 47 | } 48 | 49 | if (controller->tool_mode == 2) { 50 | DrawDebugBox(GetWorld(), TraceHitResult.Location, FVector(105), FColor(255, 255, 255, 100)); 51 | //FVector Min(-110, -110, -110); 52 | //FVector Max(110, 110, 110); 53 | //FBox Box(Min, Max); 54 | //FTransform Transform(FQuat(FVector(1, 0, 0), -45), TraceHitResult.Location, FVector(1)); 55 | //DrawDebugSolidBox(GetWorld(), Box, FColor(255, 255, 255, 100), Transform); 56 | } 57 | 58 | if (controller->tool_mode == 3) { 59 | static const float GridRange = 100; 60 | FVector Tmp(TraceHitResult.Location); 61 | Tmp /= GridRange; 62 | Tmp.Set(std::round(Tmp.X), std::round(Tmp.Y), std::round(Tmp.Z)); 63 | Tmp *= GridRange; 64 | FVector Position((int)Tmp.X, (int)Tmp.Y, (int)Tmp.Z); 65 | 66 | FQuat Rotation; 67 | DrawDebugBox(GetWorld(), Position, FVector(100), Rotation, FColor(255, 255, 255, 100)); 68 | } 69 | 70 | if (controller->tool_mode == 4) { 71 | DrawDebugSphere(GetWorld(), TraceHitResult.Location, 60, 24, FColor(100, 255, 255, 100)); 72 | } 73 | 74 | if (controller->tool_mode == 5) { 75 | DrawDebugSphere(GetWorld(), TraceHitResult.Location, 60, 24, FColor(255, 255, 100, 100)); 76 | } 77 | 78 | if (controller->tool_mode == 6) { 79 | DrawDebugSphere(GetWorld(), TraceHitResult.Location, 60, 24, FColor(255, 100, 255, 100)); 80 | } 81 | 82 | if (controller->tool_mode == 7) { 83 | static const float GridRange = 100; 84 | FVector Tmp(TraceHitResult.Location); 85 | Tmp /= GridRange; 86 | Tmp.Set(std::round(Tmp.X), std::round(Tmp.Y), std::floor(Tmp.Z)); 87 | Tmp *= GridRange; 88 | FVector Position((int)Tmp.X, (int)Tmp.Y, ((int)Tmp.Z) + GridRange); 89 | 90 | DrawDebugBox(GetWorld(), Position, FVector(50), FColor(100, 100, 100, 100)); 91 | } 92 | } 93 | } 94 | } 95 | */ 96 | } 97 | 98 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainCharacter.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | #pragma once 3 | #include "GameFramework/Character.h" 4 | #include "SandboxCharacter.h" 5 | #include "UE4VoxelTerrainCharacter.generated.h" 6 | 7 | UCLASS(Blueprintable) 8 | class AUE4VoxelTerrainCharacter : public ASandboxCharacter 9 | { 10 | GENERATED_BODY() 11 | 12 | public: 13 | AUE4VoxelTerrainCharacter(); 14 | 15 | virtual void Tick(float DeltaSeconds) override; 16 | 17 | UPROPERTY(EditAnywhere, Category = "Sandbox") 18 | UBlueprint* TestObject; 19 | 20 | 21 | private: 22 | 23 | 24 | }; 25 | 26 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainGameMode.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "UE4VoxelTerrainGameMode.h" 5 | #include "UE4VoxelTerrainPlayerController.h" 6 | #include "UE4VoxelTerrainCharacter.h" 7 | #include "MainHUD.h" 8 | 9 | AUE4VoxelTerrainGameMode::AUE4VoxelTerrainGameMode() 10 | { 11 | // use our custom PlayerController class 12 | PlayerControllerClass = AUE4VoxelTerrainPlayerController::StaticClass(); 13 | 14 | // set default pawn class to our Blueprinted character 15 | static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/Sandbox/BP_TestCharacter")); 16 | if (PlayerPawnBPClass.Class != NULL) 17 | { 18 | DefaultPawnClass = PlayerPawnBPClass.Class; 19 | } 20 | 21 | HUDClass = AMainHUD::StaticClass(); 22 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainGameMode.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | #pragma once 3 | #include "GameFramework/GameMode.h" 4 | #include "UE4VoxelTerrainGameMode.generated.h" 5 | 6 | UCLASS(minimalapi) 7 | class AUE4VoxelTerrainGameMode : public AGameMode 8 | { 9 | GENERATED_BODY() 10 | 11 | public: 12 | AUE4VoxelTerrainGameMode(); 13 | }; 14 | 15 | 16 | 17 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainPlayerController.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "UE4VoxelTerrainPlayerController.h" 5 | #include "SandboxTerrainController.h" 6 | #include "SandboxCharacter.h" 7 | #include "VoxelIndex.h" 8 | 9 | #include "SpawnHelper.hpp" 10 | 11 | // test only 12 | #include "SandboxObject.h" 13 | #include "BaseCharacter.h" 14 | #include "MiningTool.h" 15 | #include "DrawDebugHelpers.h" 16 | 17 | 18 | AUE4VoxelTerrainPlayerController::AUE4VoxelTerrainPlayerController() { 19 | bPlaceCurrentObjectToWorld = false; 20 | } 21 | 22 | void AUE4VoxelTerrainPlayerController::BeginPlay() { 23 | Super::BeginPlay(); 24 | 25 | for (TActorIterator ActorItr(GetWorld()); ActorItr; ++ActorItr) { 26 | ASandboxEnvironment* Env = Cast(*ActorItr); 27 | if (Env) { 28 | UE_LOG(LogTemp, Log, TEXT("Found ASandboxEnvironment -> %s"), *Env->GetName()); 29 | SandboxEnvironment = Env; 30 | break; 31 | } 32 | } 33 | 34 | for (TActorIterator ActorItr(GetWorld()); ActorItr; ++ActorItr) { 35 | ALevelController* LevelCtrl = Cast(*ActorItr); 36 | if (LevelCtrl) { 37 | UE_LOG(LogTemp, Log, TEXT("Found ALevelController -> %s"), *LevelCtrl->GetName()); 38 | LevelController = LevelCtrl; 39 | break; 40 | } 41 | } 42 | 43 | for (TActorIterator ActorItr(GetWorld()); ActorItr; ++ActorItr) { 44 | ATerrainController* TerrainCtrl = Cast(*ActorItr); 45 | if (TerrainCtrl) { 46 | UE_LOG(LogTemp, Log, TEXT("Found ATerrainController -> %s"), *TerrainCtrl->GetName()); 47 | TerrainController = TerrainCtrl; 48 | break; 49 | } 50 | } 51 | } 52 | 53 | void AUE4VoxelTerrainPlayerController::PlayerTick(float DeltaTime) { 54 | Super::PlayerTick(DeltaTime); 55 | 56 | ABaseCharacter* Character = Cast(GetCharacter()); 57 | if (Character) { 58 | FVector Location = Character->GetActorLocation(); 59 | const float Distance = FVector::Distance(Location, PrevLocation); 60 | if (Distance > 50) { 61 | PrevLocation = Location; 62 | // update player position 63 | SandboxEnvironment->UpdatePlayerPosition(Location); 64 | if (SandboxEnvironment) { 65 | if (Location.Z < -500) { 66 | SandboxEnvironment->SetCaveMode(true); 67 | } else { 68 | SandboxEnvironment->SetCaveMode(false); 69 | } 70 | } 71 | } 72 | } 73 | } 74 | 75 | void AUE4VoxelTerrainPlayerController::ToggleToolMode() { 76 | ABaseCharacter* BaseCharacter = Cast(GetCharacter()); 77 | if (!BaseCharacter) { 78 | return; 79 | } 80 | 81 | if (BaseCharacter->IsDead()) { 82 | return; 83 | } 84 | 85 | ASandboxObject* Obj = GetCurrentInventoryObject(); 86 | if (Obj) { 87 | if (Obj->GetSandboxTypeId() == 100) { // if shovel 88 | AMiningTool* MiningTool = Cast(Obj); 89 | if (MiningTool) { 90 | MiningTool->ToggleToolMode(); 91 | } 92 | } 93 | } 94 | }; 95 | 96 | void AUE4VoxelTerrainPlayerController::SetupInputComponent() { 97 | // set up gameplay key bindings 98 | Super::SetupInputComponent(); 99 | } 100 | 101 | void AUE4VoxelTerrainPlayerController::OnMainActionPressed() { 102 | SetDestinationPressed(); 103 | bPlaceCurrentObjectToWorld = false; 104 | } 105 | 106 | void AUE4VoxelTerrainPlayerController::OnMainActionReleased() { 107 | SetDestinationReleased(); 108 | } 109 | 110 | ASandboxObject* AUE4VoxelTerrainPlayerController::GetCurrentInventoryObject() { 111 | UContainerComponent* Inventory = GetInventory(); 112 | if (Inventory != nullptr) { 113 | FContainerStack* Stack = Inventory->GetSlot(CurrentInventorySlot); 114 | if (Stack != nullptr) { 115 | if (Stack->Amount > 0) { 116 | TSubclassOf ObjectClass = Stack->ObjectClass; 117 | if (ObjectClass != nullptr) { 118 | ASandboxObject* Actor = Cast(ObjectClass->ClassDefaultObject); 119 | return Actor; 120 | } 121 | } 122 | } 123 | } 124 | 125 | return nullptr; 126 | } 127 | 128 | void AUE4VoxelTerrainPlayerController::OnAltActionPressed() { 129 | ABaseCharacter* BaseCharacter = Cast(GetCharacter()); 130 | if (!BaseCharacter) { 131 | return; 132 | } 133 | 134 | if (BaseCharacter->IsDead()) { 135 | return; 136 | } 137 | 138 | FHitResult Hit = TracePlayerActionPoint(); 139 | if (Hit.bBlockingHit) { 140 | //UE_LOG(LogSandboxTerrain, Warning, TEXT("test point -> %f %f %f"), Hit.ImpactPoint.X, Hit.ImpactPoint.Y, Hit.ImpactPoint.Z); 141 | 142 | ASandboxObject* Obj = GetCurrentInventoryObject(); 143 | if (Obj) { 144 | if (Obj->GetSandboxTypeId() == 100) { // if shovel 145 | AMiningTool* MiningTool = Cast(Obj); 146 | if (MiningTool) { 147 | MiningTool->OnAltAction(Hit, BaseCharacter); 148 | } 149 | return; 150 | } 151 | 152 | if (bPlaceCurrentObjectToWorld) { 153 | if (IsCursorPositionValid(Hit) && Obj) { 154 | FVector Location; 155 | FRotator Rotation; 156 | 157 | CalculateCursorPosition(BaseCharacter, Hit, Location, Rotation, Obj); 158 | SpawnSandboxObject(GetWorld(), BaseCharacter, Location, Rotation, Obj); 159 | //DropSandboxObject(GetWorld(), Character, Obj); 160 | return; 161 | } 162 | } else { 163 | bPlaceCurrentObjectToWorld = true; 164 | } 165 | } 166 | } 167 | } 168 | 169 | void AUE4VoxelTerrainPlayerController::OnAltActionReleased() { 170 | GetWorld()->GetTimerManager().ClearTimer(Timer); 171 | } 172 | 173 | void AUE4VoxelTerrainPlayerController::PerformAction() { 174 | ASandboxCharacter* Character = Cast(GetCharacter()); 175 | if (Character->GetSandboxPlayerView() != PlayerView::TOP_DOWN) { return; } 176 | 177 | FHitResult Hit; 178 | GetHitResultUnderCursor(ECC_WorldStatic, false, Hit); 179 | if (Hit.bBlockingHit) { 180 | ASandboxTerrainController* Terrain = Cast(Hit.Actor.Get()); 181 | if (Terrain) { 182 | //if (DiggingToolMode == 0) { 183 | //Terrain->DigTerrainRoundHole(Hit.ImpactPoint, 80, 5); 184 | //} 185 | } 186 | } 187 | } 188 | 189 | void AUE4VoxelTerrainPlayerController::OnTracePlayerActionPoint(const FHitResult& Res) { 190 | ABaseCharacter* BaseCharacter = Cast(GetCharacter()); 191 | if (BaseCharacter) { 192 | if (BaseCharacter->IsDead()) { 193 | return; 194 | } 195 | 196 | ASandboxObject* Obj = GetCurrentInventoryObject(); 197 | if (Obj) { 198 | if (Obj->GetSandboxTypeId() == 100) { //shovel 199 | AMiningTool* MiningTool = Cast(Obj); 200 | if (MiningTool) { 201 | MiningTool->OnTracePlayerActionPoint(Res, BaseCharacter); 202 | } 203 | } 204 | } 205 | 206 | if (bPlaceCurrentObjectToWorld && IsCursorPositionValid(Res) && Obj) { 207 | auto Mesh = Obj->SandboxRootMesh->GetStaticMesh(); 208 | FVector Scale = Obj->GetRootComponent()->GetRelativeScale3D(); 209 | //UE_LOG(LogSandboxTerrain, Warning, TEXT("Scale = %f %f %f"), Scale.X, Scale.Y, Scale.Z); 210 | BaseCharacter->CursorMesh->SetStaticMesh(Mesh); 211 | BaseCharacter->CursorMesh->SetVisibility(true, true); 212 | BaseCharacter->CursorMesh->SetRelativeScale3D(Scale); 213 | 214 | FVector Location; 215 | FRotator Rotation; 216 | CalculateCursorPosition(BaseCharacter, Res, Location, Rotation, Obj); 217 | BaseCharacter->CursorMesh->SetWorldLocationAndRotationNoPhysics(Location, Rotation); 218 | } else { 219 | BaseCharacter->CursorMesh->SetVisibility(false, true); 220 | BaseCharacter->CursorMesh->SetStaticMesh(nullptr); 221 | BaseCharacter->CursorMesh->SetRelativeScale3D(FVector(1)); 222 | } 223 | } 224 | } -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UE4VoxelTerrainPlayerController.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | #pragma once 3 | #include "GameFramework/PlayerController.h" 4 | #include "SandboxPlayerController.h" 5 | #include "SandboxEnvironment.h" 6 | #include "LevelController.h" 7 | #include "TerrainController.h" 8 | #include "UE4VoxelTerrainPlayerController.generated.h" 9 | 10 | 11 | UCLASS() 12 | class AUE4VoxelTerrainPlayerController : public ASandboxPlayerController 13 | { 14 | GENERATED_BODY() 15 | 16 | public: 17 | AUE4VoxelTerrainPlayerController(); 18 | 19 | UFUNCTION(BlueprintCallable, Category = "Sandbox") 20 | void ToggleToolMode(); 21 | 22 | virtual void BeginPlay() override; 23 | 24 | protected: 25 | 26 | virtual void PlayerTick(float DeltaTime) override; 27 | 28 | virtual void SetupInputComponent() override; 29 | 30 | virtual void OnMainActionPressed(); 31 | 32 | virtual void OnMainActionReleased(); 33 | 34 | virtual void OnAltActionPressed(); 35 | 36 | virtual void OnAltActionReleased(); 37 | 38 | void PerformAction(); 39 | 40 | virtual void OnTracePlayerActionPoint(const FHitResult& Res) override; 41 | 42 | 43 | private: 44 | 45 | UPROPERTY() 46 | ASandboxEnvironment* SandboxEnvironment; 47 | 48 | UPROPERTY() 49 | ALevelController* LevelController; 50 | 51 | UPROPERTY() 52 | ATerrainController* TerrainController; 53 | 54 | 55 | //bool bIsConstructionMode; 56 | bool bPlaceCurrentObjectToWorld; 57 | 58 | FTimerHandle Timer; 59 | 60 | ASandboxObject* GetCurrentInventoryObject(); 61 | 62 | FVector PrevLocation; 63 | }; 64 | 65 | 66 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UI/SystemInfoWidget.cpp: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #include "UE4VoxelTerrain.h" 4 | #include "SystemInfoWidget.h" 5 | #include "TerrainController.h" 6 | 7 | 8 | 9 | 10 | FString USystemInfoWidget::SandboxVersionInfoText() { 11 | return TEXT("v0.0.15-pre-alpha"); 12 | } 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrain/UI/SystemInfoWidget.h: -------------------------------------------------------------------------------- 1 | // Fill out your copyright notice in the Description page of Project Settings. 2 | 3 | #pragma once 4 | 5 | #include "Runtime/UMG/Public/UMG.h" 6 | #include "Runtime/UMG/Public/UMGStyle.h" 7 | #include "Runtime/UMG/Public/Slate/SObjectWidget.h" 8 | #include "Runtime/UMG/Public/IUMGModule.h" 9 | #include "Runtime/UMG/Public/Blueprint/UserWidget.h" 10 | 11 | #include "TerrainController.h" 12 | 13 | #include "Blueprint/UserWidget.h" 14 | #include "SystemInfoWidget.generated.h" 15 | 16 | /** 17 | * 18 | */ 19 | UCLASS() 20 | class UE4VOXELTERRAIN_API USystemInfoWidget : public UUserWidget 21 | { 22 | GENERATED_BODY() 23 | 24 | protected: 25 | UFUNCTION(BlueprintCallable, Category = "Sandbox System info") 26 | FString SandboxVersionInfoText(); 27 | 28 | private: 29 | 30 | 31 | }; 32 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/Source/UE4VoxelTerrainEditor.Target.cs: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. 2 | 3 | using UnrealBuildTool; 4 | using System.Collections.Generic; 5 | 6 | public class UE4VoxelTerrainEditorTarget : TargetRules 7 | { 8 | public UE4VoxelTerrainEditorTarget(TargetInfo Target) : base(Target) 9 | { 10 | Type = TargetType.Editor; 11 | ExtraModuleNames.Add("UE4VoxelTerrain"); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /UE4VoxelTerrain/UE4VoxelTerrain.uproject: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "EngineAssociation": "4.27", 4 | "Category": "", 5 | "Description": "", 6 | "Modules": [ 7 | { 8 | "Name": "UE4VoxelTerrain", 9 | "Type": "Runtime", 10 | "LoadingPhase": "Default", 11 | "AdditionalDependencies": [ 12 | "UnrealSandboxTerrain", 13 | "Engine", 14 | "UMG", 15 | "UnrealSandboxToolkit" 16 | ] 17 | } 18 | ], 19 | "Plugins": [ 20 | 21 | ] 22 | } -------------------------------------------------------------------------------- /cave.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bw2012/UE4VoxelTerrain/a92853cd61d6fb1fe872600a1ec38521471eda29/cave.gif -------------------------------------------------------------------------------- /controls.md: -------------------------------------------------------------------------------- 1 | # Controls 2 | ```V ``` - toggle view (top down / third person) 3 | 4 | **Top down view:** 5 | 6 | ```Left mouse button ``` - move character to selected point 7 | 8 | ```Right mouse button ``` - use tool 9 | 10 | ```1 ``` ... ```7 ``` - change tool 11 | 12 | **Third person view:** 13 | 14 | ```W ``` ```S ``` ```A ``` ```D ``` - move character 15 | 16 | ```Mouse ``` - camera look -------------------------------------------------------------------------------- /grass.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bw2012/UE4VoxelTerrain/a92853cd61d6fb1fe872600a1ec38521471eda29/grass.gif -------------------------------------------------------------------------------- /terrain.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bw2012/UE4VoxelTerrain/a92853cd61d6fb1fe872600a1ec38521471eda29/terrain.gif --------------------------------------------------------------------------------