Files
FlaxEngine/Source/Editor/Tools/Terrain/Brushes/Brush.cs

58 lines
2.6 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Tools.Terrain.Brushes
{
/// <summary>
/// Terrain sculpture or paint brush logic descriptor.
/// </summary>
[HideInEditor]
public abstract class Brush
{
/// <summary>
/// The cached material instance for the brush usage.
/// </summary>
protected MaterialInstance _material;
/// <summary>
/// The brush size (in world units). Within this area, the brush will have at least some effect.
/// </summary>
[EditorOrder(0), Limit(0.0f, 1000000.0f, 10.0f), Tooltip("The brush size (in world units). Within this area, the brush will have at least some effect.")]
public float Size = 4000.0f;
/// <summary>
/// Gets the brush material for the terrain chunk rendering. It must have domain set to Terrain. Setup material parameters within this call.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="position">The world-space brush position.</param>
/// <param name="color">The brush position.</param>
/// <returns>The ready to render material for terrain chunks overlay on top of the terrain.</returns>
public abstract MaterialInstance GetBrushMaterial(ref RenderContext renderContext, ref Vector3 position, ref Color color);
/// <summary>
/// Loads the brush material from the internal location. It's later cached by the object and reused.
/// </summary>
/// <param name="internalPath">The brush material path (for in-build editor brushes).</param>
/// <returns>The brush material instance or null if cannot load or missing.</returns>
protected MaterialInstance CacheMaterial(string internalPath)
{
if (!_material)
{
var material = FlaxEngine.Content.LoadAsyncInternal<Material>(internalPath);
material.WaitForLoaded();
_material = material.CreateVirtualInstance();
}
return _material;
}
/// <summary>
/// Samples the brush intensity at the specified position.
/// </summary>
/// <param name="brushPosition">The brush center position (world-space).</param>
/// <param name="samplePosition">The sample position (world-space).</param>
/// <returns>The sampled value. Normalized to range 0-1 as an intensity to apply.</returns>
public abstract float Sample(ref Vector3 brushPosition, ref Vector3 samplePosition);
}
}