|
Dungeon Generator
1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
|
#include <DungeonMeshSet.h>
Public Member Functions | |
| const FDungeonMeshPartsWithDirection * | SelectFloorParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const uint8 neighborMask6) const |
| EDungeonPartsSelectionMethod | GetFloorPartsSelectionMethod () const noexcept |
| EDungeonSelectionPolicy | GetFloorPartsSelectionPolicy () const noexcept |
| int32 | GetFloorPartsCount () const noexcept |
| const FDungeonMeshPartsWithDirection * | GetFloorPartsAt (const int32 index) const |
| template<typename Function > | |
| void | EachFloorParts (Function &&function) const |
| const FDungeonMeshParts * | SelectWallPartsByGrid (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const uint8 neighborMask6) const |
| int32 | GetWallPartsCount () const noexcept |
| const FDungeonMeshParts * | GetWallPartsAt (const int32 index) const |
| const FDungeonMeshParts * | SelectWallPartsByFace (const FIntVector &gridLocation, const dungeon::Direction &direction) const |
| template<typename Function > | |
| void | EachWallParts (Function &&function) const |
| const FDungeonMeshPartsWithDirection * | SelectRoofParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const uint8 neighborMask6) const |
| EDungeonPartsSelectionMethod | GetRoofPartsSelectionMethod () const noexcept |
| EDungeonSelectionPolicy | GetRoofPartsSelectionPolicy () const noexcept |
| int32 | GetRoofPartsCount () const noexcept |
| const FDungeonMeshPartsWithDirection * | GetRoofPartsAt (const int32 index) const |
| template<typename Function > | |
| void | EachRoofParts (Function &&function) const |
| const FDungeonMeshParts * | SelectSlopeParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const uint8 neighborMask6) const |
| EDungeonPartsSelectionMethod | GetSlopePartsSelectionMethod () const noexcept |
| EDungeonSelectionPolicy | GetSlopePartsSelectionPolicy () const noexcept |
| int32 | GetSlopePartsCount () const noexcept |
| const FDungeonMeshParts * | GetSlopePartsAt (const int32 index) const |
| template<typename Function > | |
| void | EachSlopeParts (Function &&function) const |
| const FDungeonMeshParts * | SelectCatwalkParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const uint8 neighborMask6) const |
| EDungeonPartsSelectionMethod | GetCatwalkPartsSelectionMethod () const noexcept |
| EDungeonSelectionPolicy | GetCatwalkPartsSelectionPolicy () const noexcept |
| int32 | GetCatwalkPartsCount () const noexcept |
| const FDungeonMeshParts * | GetCatwalkPartsAt (const int32 index) const |
| template<typename Function > | |
| void | EachCatwalkParts (Function &&function) const |
| const FDungeonRandomActorParts * | SelectChandelierParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const uint8 neighborMask6) const |
| EDungeonPartsSelectionMethod | GetChandelierPartsSelectionMethod () const noexcept |
| EDungeonSelectionPolicy | GetChandelierPartsSelectionPolicy () const noexcept |
| int32 | GetChandelierPartsCount () const noexcept |
| const FDungeonRandomActorParts * | GetChandelierPartsAt (const int32 index) const |
| float | GetChandelierMinSpacing () const noexcept |
| float | GetChandelierMinCeilingHeight () const noexcept |
| float | GetChandelierRadius () const noexcept |
| float | GetChandelierWallWeight () const noexcept |
| float | GetChandelierCombatWeight () const noexcept |
| EDungeonPartsSelectionMethod | GetWallPartsSelectionMethod () const noexcept |
| EDungeonSelectionPolicy | GetWallPartsSelectionPolicy () const noexcept |
| const UDungeonPartsSelector * | GetDungeonPartsSelector () const noexcept |
| void | MigrateSelectionPolicies () |
| void | MarkSelectionPoliciesMigrated () noexcept |
Static Public Member Functions | |
| static FDungeonRandomActorParts * | SelectRandomActorParts (const size_t gridIndex, const dungeon::Grid &grid, const std::shared_ptr< dungeon::Random > &random, const TArray< FDungeonRandomActorParts > &parts, const EDungeonSelectionPolicy selectionPolicy) |
| 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 EDungeonSelectionPolicy selectionPolicy) |
| 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 | |
| TObjectPtr< UDungeonPartsSelector > | DungeonPartsSelector |
| EDungeonSelectionPolicy | FloorPartsSelectionPolicy = EDungeonSelectionPolicy::Random |
| EDungeonPartsSelectionMethod | FloorPartsSelectionMethod = EDungeonPartsSelectionMethod::Random |
| TArray< FDungeonMeshPartsWithDirection > | FloorParts |
| EDungeonSelectionPolicy | WallPartsSelectionPolicy = EDungeonSelectionPolicy::Random |
| EDungeonPartsSelectionMethod | WallPartsSelectionMethod = EDungeonPartsSelectionMethod::Random |
| TArray< FDungeonMeshParts > | WallParts |
| EDungeonSelectionPolicy | RoofPartsSelectionPolicy = EDungeonSelectionPolicy::Random |
| EDungeonPartsSelectionMethod | RoofPartsSelectionMethod = EDungeonPartsSelectionMethod::Random |
| TArray< FDungeonMeshPartsWithDirection > | RoofParts |
| EDungeonSelectionPolicy | SlopePartsSelectionPolicy = EDungeonSelectionPolicy::Random |
| EDungeonPartsSelectionMethod | SloopPartsSelectionMethod = EDungeonPartsSelectionMethod::Random |
| TArray< FDungeonMeshParts > | SlopeParts |
| EDungeonSelectionPolicy | CatwalkPartsSelectionPolicy = EDungeonSelectionPolicy::Random |
| EDungeonPartsSelectionMethod | CatwalkPartsSelectionMethod = EDungeonPartsSelectionMethod::Random |
| TArray< FDungeonMeshParts > | CatwalkParts |
| EDungeonSelectionPolicy | ChandelierPartsSelectionPolicy = EDungeonSelectionPolicy::Random |
| EDungeonPartsSelectionMethod | ChandelierPartsSelectionMethod = EDungeonPartsSelectionMethod::Random |
| TArray< FDungeonRandomActorParts > | ChandelierParts |
| float | ChandelierMinSpacing = 700.f |
| float | ChandelierMinCeilingHeight = 250.f |
| float | ChandelierRadius = 150.f |
| float | ChandelierWallWeight = 1.f |
| float | ChandelierCombatWeight = 0.6f |
| bool | bSelectionPoliciesMigrated = false |
Friends | |
| class | UDungeonMeshSetDatabase |
Dungeon mesh set ダンジョンのメッシュセット
|
inline |
中二階通路パーツを更新します
|
inline |
床パーツを更新します
|
inlinestatic |
入力したparts配列を更新します
|
inline |
天井パーツを更新します
|
inline |
スロープパーツを更新します
|
inline |
壁パーツを更新します
|
inlinenoexcept |
壁のパーツを選択する方法を取得します
| const FDungeonMeshParts * FDungeonMeshSet::SelectCatwalkParts | ( | const size_t | gridIndex, |
| const dungeon::Grid & | grid, | ||
| const std::shared_ptr< dungeon::Random > & | random, | ||
| const uint8 | neighborMask6 | ||
| ) | const |
中二階通路パーツを選択します
| const FDungeonRandomActorParts * FDungeonMeshSet::SelectChandelierParts | ( | const size_t | gridIndex, |
| const dungeon::Grid & | grid, | ||
| const std::shared_ptr< dungeon::Random > & | random, | ||
| const uint8 | neighborMask6 | ||
| ) | const |
シャンデリアパーツを選択します
| const FDungeonMeshPartsWithDirection * FDungeonMeshSet::SelectFloorParts | ( | const size_t | gridIndex, |
| const dungeon::Grid & | grid, | ||
| const std::shared_ptr< dungeon::Random > & | random, | ||
| const uint8 | neighborMask6 | ||
| ) | const |
床パーツを選択します
|
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
|
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
|
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
| const FDungeonMeshPartsWithDirection * FDungeonMeshSet::SelectRoofParts | ( | const size_t | gridIndex, |
| const dungeon::Grid & | grid, | ||
| const std::shared_ptr< dungeon::Random > & | random, | ||
| const uint8 | neighborMask6 | ||
| ) | const |
天井パーツを選択します
| const FDungeonMeshParts * FDungeonMeshSet::SelectSlopeParts | ( | const size_t | gridIndex, |
| const dungeon::Grid & | grid, | ||
| const std::shared_ptr< dungeon::Random > & | random, | ||
| const uint8 | neighborMask6 | ||
| ) | const |
スロープパーツを選択します
|
inline |
面に基づいて壁パーツを選択します
| const FDungeonMeshParts * FDungeonMeshSet::SelectWallPartsByGrid | ( | const size_t | gridIndex, |
| const dungeon::Grid & | grid, | ||
| const std::shared_ptr< dungeon::Random > & | random, | ||
| const uint8 | neighborMask6 | ||
| ) | const |
グリッドに基づいて壁パーツを選択します
|
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。
|
protected |
How to select catwalk parts 中二階通路のパーツを選択する方法
|
protected |
Score weight that favors combat-center-like positions. 戦闘中心を想定した位置を評価するスコア重みです。
|
protected |
Minimum required ceiling height for chandelier placement. シャンデリア配置に必要な最小天井高です。
|
protected |
Minimum spacing between spawned chandeliers. シャンデリア同士の最小間隔です。
|
protected |
Chandelier parts list used for fixture spawning. シャンデリア生成に使用するパーツ一覧です。
|
protected |
How to select chandelier parts シャンデリアのパーツを選択する方法
|
protected |
Collision probe radius for chandelier spawn checks. シャンデリア配置時の衝突確認半径です。
|
protected |
Score weight that favors candidates farther from walls. 壁からの距離を評価するスコア重みです。
|
protected |
How to select floor parts 床のパーツを選択する方法
|
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。
|
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。
|
protected |
How to select roof parts 天井のパーツを選択する方法
|
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。
|
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
|
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。
|
protected |
How to select wall parts 壁のパーツを選択する方法