// Copyright Epic Games, Inc. All Rights Reserved. /** * */ //~============================================================================= // CylinderBuilder: Builds a 3D cylinder brush. //~============================================================================= #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "Builders/EditorBrushBuilder.h" #include "CylinderBuilder.generated.h" class ABrush; UCLASS(MinimalAPI, autoexpandcategories = BrushSettings, EditInlineNew, meta = (DisplayName = "Cylinder")) class UCylinderBuilder: public UEditorBrushBuilder { public: GENERATED_BODY() public: UCylinderBuilder(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); /** Distance from base to tip of cylinder */ UPROPERTY(EditAnywhere, Category = BrushSettings, meta = (ClampMin = "0.000001")) float Z; /** Radius of cylinder */ UPROPERTY(EditAnywhere, Category = BrushSettings, meta = (ClampMin = "0.000001")) float OuterRadius; /** Radius of inner cylinder (when hollow) */ UPROPERTY(EditAnywhere, Category = BrushSettings, meta = (EditCondition = "Hollow")) float InnerRadius; /** How many sides this cylinder should have */ UPROPERTY(EditAnywhere, Category = BrushSettings, meta = (ClampMin = "3", ClampMax = "500")) int32 Sides; UPROPERTY() FName GroupName; /** Whether to align the brush to a face */ UPROPERTY(EditAnywhere, Category = BrushSettings) uint32 AlignToSide : 1; /** Whether this is a hollow or solid cylinder */ UPROPERTY(EditAnywhere, Category = BrushSettings) uint32 Hollow : 1; //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface //~ Begin UBrushBuilder Interface virtual bool Build(UWorld* InWorld, ABrush* InBrush = NULL) override; //~ End UBrushBuilder Interface // @todo document virtual void BuildCylinder(int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius); };