Dungeon Generator  1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
FDungeonMeshSet Struct Reference

#include <DungeonMeshSet.h>

Public Member Functions

const FDungeonMeshPartsWithDirectionSelectFloorParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random) const
 
template<typename Function >
void EachFloorParts (Function &&function) const
 
const FDungeonMeshPartsSelectWallPartsByGrid (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random) const
 
const FDungeonMeshPartsSelectWallPartsByFace (const FIntVector &gridLocation, const dungeon::Direction &direction) const
 
template<typename Function >
void EachWallParts (Function &&function) const
 
const FDungeonMeshPartsWithDirectionSelectRoofParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random) const
 
template<typename Function >
void EachRoofParts (Function &&function) const
 
const FDungeonMeshPartsSelectSlopeParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random) const
 
template<typename Function >
void EachSlopeParts (Function &&function) const
 
const FDungeonMeshPartsSelectCatwalkParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random) const
 
template<typename Function >
void EachCatwalkParts (Function &&function) const
 
EDungeonPartsSelectionMethod GetWallPartsSelectionMethod () const noexcept
 

Static Public Member Functions

static FDungeonRandomActorPartsSelectRandomActorParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const TArray< FDungeonRandomActorParts > &parts, const EDungeonPartsSelectionMethod partsSelectionMethod)
 
template<typename T = FDungeonMeshParts>
static T * SelectPartsByGrid (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const TArray< T > &parts, const EDungeonPartsSelectionMethod partsSelectionMethod)
 
template<typename T = FDungeonMeshParts>
static T * SelectPartsByFace (const FIntVector &gridLocation, const dungeon::Direction &direction, const TArray< T > &parts)
 
template<typename T = FDungeonMeshParts, typename Function >
static void EachParts (const TArray< T > &parts, Function &&function)
 

Protected Attributes

EDungeonPartsSelectionMethod FloorPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
 
TArray< FDungeonMeshPartsWithDirectionFloorParts
 
EDungeonPartsSelectionMethod WallPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
 
TArray< FDungeonMeshPartsWallParts
 
EDungeonPartsSelectionMethod RoofPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
 
TArray< FDungeonMeshPartsWithDirectionRoofParts
 
EDungeonPartsSelectionMethod SloopPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
 
TArray< FDungeonMeshPartsSlopeParts
 
EDungeonPartsSelectionMethod CatwalkPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
 
TArray< FDungeonMeshPartsCatwalkParts
 

Friends

class UDungeonMeshSetDatabase
 

Detailed Description

Dungeon mesh set ダンジョンのメッシュセット

Member Function Documentation

◆ EachCatwalkParts()

template<typename Function >
void FDungeonMeshSet::EachCatwalkParts ( Function &&  function) const
inline

中二階通路パーツを更新します

◆ EachFloorParts()

template<typename Function >
void FDungeonMeshSet::EachFloorParts ( Function &&  function) const
inline

床パーツを更新します

◆ EachParts()

template<typename T = FDungeonMeshParts, typename Function >
static void FDungeonMeshSet::EachParts ( const TArray< T > &  parts,
Function &&  function 
)
inlinestatic

入力したparts配列を更新します

◆ EachRoofParts()

template<typename Function >
void FDungeonMeshSet::EachRoofParts ( Function &&  function) const
inline

天井パーツを更新します

◆ EachSlopeParts()

template<typename Function >
void FDungeonMeshSet::EachSlopeParts ( Function &&  function) const
inline

スロープパーツを更新します

◆ EachWallParts()

template<typename Function >
void FDungeonMeshSet::EachWallParts ( Function &&  function) const
inline

壁パーツを更新します

◆ GetWallPartsSelectionMethod()

EDungeonPartsSelectionMethod FDungeonMeshSet::GetWallPartsSelectionMethod ( ) const
inlinenoexcept

壁のパーツを選択する方法を取得します

◆ SelectCatwalkParts()

const FDungeonMeshParts* FDungeonMeshSet::SelectCatwalkParts ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random 
) const
inline

中二階通路パーツを選択します

◆ SelectFloorParts()

const FDungeonMeshPartsWithDirection* FDungeonMeshSet::SelectFloorParts ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random 
) const
inline

床パーツを選択します

◆ SelectPartsByFace()

template<typename T = FDungeonMeshParts>
static T* FDungeonMeshSet::SelectPartsByFace ( const FIntVector &  gridLocation,
const dungeon::Direction &  direction,
const TArray< T > &  parts 
)
inlinestatic

入力したparts配列から面に基づいて壁パーツを選択します

◆ SelectPartsByGrid()

template<typename T = FDungeonMeshParts>
static T* FDungeonMeshSet::SelectPartsByGrid ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random,
const TArray< T > &  parts,
const EDungeonPartsSelectionMethod  partsSelectionMethod 
)
inlinestatic

入力したparts配列からグリッドに基づいて壁パーツを選択します

◆ SelectRandomActorParts()

FDungeonRandomActorParts * FDungeonMeshSet::SelectRandomActorParts ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random,
const TArray< FDungeonRandomActorParts > &  parts,
const EDungeonPartsSelectionMethod  partsSelectionMethod 
)
static

入力したFDungeonRandomActorPartsからアクターベースのパーツを選択します

◆ SelectRoofParts()

const FDungeonMeshPartsWithDirection* FDungeonMeshSet::SelectRoofParts ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random 
) const
inline

天井パーツを選択します

◆ SelectSlopeParts()

const FDungeonMeshParts* FDungeonMeshSet::SelectSlopeParts ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random 
) const
inline

スロープパーツを選択します

◆ SelectWallPartsByFace()

const FDungeonMeshParts* FDungeonMeshSet::SelectWallPartsByFace ( const FIntVector &  gridLocation,
const dungeon::Direction &  direction 
) const
inline

面に基づいて壁パーツを選択します

◆ SelectWallPartsByGrid()

const FDungeonMeshParts* FDungeonMeshSet::SelectWallPartsByGrid ( const size_t  gridIndex,
const dungeon::Grid &  grid,
const std::shared_ptr< dungeon::Random > &  random 
) const
inline

グリッドに基づいて壁パーツを選択します

Member Data Documentation

◆ CatwalkParts

TArray<FDungeonMeshParts> FDungeonMeshSet::CatwalkParts
protected

Specify the catwalk parts. Multiple parts can be set and will be selected based on CatwalkPartsSelectionMethod. 中二階通路のパーツを指定して下さい。パーツは複数設定する事ができ、CatwalkPartsSelectionMethodを元に選択されます。

◆ CatwalkPartsSelectionMethod

EDungeonPartsSelectionMethod FDungeonMeshSet::CatwalkPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
protected

How to select catwalk parts 中二階通路のパーツを選択する方法

◆ FloorParts

TArray<FDungeonMeshPartsWithDirection> FDungeonMeshSet::FloorParts
protected

Specify the floor parts. Multiple parts can be set and will be selected based on FloorPartsSelectionMethod. 床のパーツを指定して下さい。パーツは複数設定する事ができ、FloorPartsSelectionMethodを元に選択されます。

◆ FloorPartsSelectionMethod

EDungeonPartsSelectionMethod FDungeonMeshSet::FloorPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
protected

How to select floor parts 床のパーツを選択する方法

◆ RoofParts

TArray<FDungeonMeshPartsWithDirection> FDungeonMeshSet::RoofParts
protected

Specify the roof parts. Multiple parts can be set and will be selected based on RoofPartsSelectionMethod. 天井のパーツを指定して下さい。パーツは複数設定する事ができ、RoofPartsSelectionMethodを元に選択されます。

◆ RoofPartsSelectionMethod

EDungeonPartsSelectionMethod FDungeonMeshSet::RoofPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
protected

How to select roof parts 天井のパーツを選択する方法

◆ SloopPartsSelectionMethod

EDungeonPartsSelectionMethod FDungeonMeshSet::SloopPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
protected

How to generate parts for stairs and ramps 階段やスロープの部品を生成する方法

◆ SlopeParts

TArray<FDungeonMeshParts> FDungeonMeshSet::SlopeParts
protected

Specify parts for stairs and ramps. Multiple parts can be set and will be selected based on the SloopPartsSelectionMethod. 階段やスロープのパーツを指定して下さい。パーツは複数設定する事ができ、SloopPartsSelectionMethodを元に選択されます。

◆ WallParts

TArray<FDungeonMeshParts> FDungeonMeshSet::WallParts
protected

Specify the wall parts. Multiple parts can be set and will be selected based on WallPartsSelectionMethod. 壁のパーツを指定して下さい。パーツは複数設定する事ができ、WallPartsSelectionMethodを元に選択されます。

◆ WallPartsSelectionMethod

EDungeonPartsSelectionMethod FDungeonMeshSet::WallPartsSelectionMethod = EDungeonPartsSelectionMethod::Random
protected

How to select wall parts 壁のパーツを選択する方法


The documentation for this struct was generated from the following files: