19class UPrimitiveComponent;
35 Result.WorldPosition =
A.WorldPosition +
B.WorldPosition;
36 Result.WorldTangentX =
A.WorldTangentX +
B.WorldTangentX;
37 Result.WorldTangentY =
A.WorldTangentY +
B.WorldTangentY;
38 Result.WorldTangentZ =
A.WorldTangentZ +
B.WorldTangentZ;
41 Result.TextureCoordinates[CoordinateIndex] =
A.TextureCoordinates[CoordinateIndex] +
B.TextureCoordinates[CoordinateIndex];
49 Result.WorldPosition =
A.WorldPosition -
B.WorldPosition;
50 Result.WorldTangentX =
A.WorldTangentX -
B.WorldTangentX;
51 Result.WorldTangentY =
A.WorldTangentY -
B.WorldTangentY;
52 Result.WorldTangentZ =
A.WorldTangentZ -
B.WorldTangentZ;
55 Result.TextureCoordinates[CoordinateIndex] =
A.TextureCoordinates[CoordinateIndex] -
B.TextureCoordinates[CoordinateIndex];
63 Result.WorldPosition =
A.WorldPosition *
B;
64 Result.WorldTangentX =
A.WorldTangentX *
B;
65 Result.WorldTangentY =
A.WorldTangentY *
B;
66 Result.WorldTangentZ =
A.WorldTangentZ *
B;
69 Result.TextureCoordinates[CoordinateIndex] =
A.TextureCoordinates[CoordinateIndex] *
B;
76 const float InvB = 1.0f /
B;
79 Result.WorldPosition =
A.WorldPosition *
InvB;
80 Result.WorldTangentX =
A.WorldTangentX *
InvB;
81 Result.WorldTangentY =
A.WorldTangentY *
InvB;
82 Result.WorldTangentZ =
A.WorldTangentZ *
InvB;
85 Result.TextureCoordinates[CoordinateIndex] =
A.TextureCoordinates[CoordinateIndex] *
InvB;
348 virtual void ExportMapping(
class FLightmassExporter* Exporter) {};
362 return FString(
TEXT(
"Mapping"));
453 return FString(
TEXT(
"TextureMapping"));
500 return FString(
TEXT(
"VolumeMapping"));
#define NULL
Definition oodle2base.h:134
#define checkSlow(expr)
Definition AssertionMacros.h:332
#define check(expr)
Definition AssertionMacros.h:314
@ MAX_STATIC_TEXCOORDS
Definition Components.h:22
@ INDEX_NONE
Definition CoreMiscDefines.h:150
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition Archive.h:1208
Definition StaticLighting.h:93
FStaticLightingVertex IntersectionVertex
Definition StaticLighting.h:100
FLightRayIntersection(bool bInIntersects, const FStaticLightingVertex &InIntersectionVertex)
Definition StaticLighting.h:103
uint32 bIntersects
Definition StaticLighting.h:97
static FLightRayIntersection None()
Definition StaticLighting.h:109
Definition RefCounting.h:252
Definition StaticLighting.h:470
virtual void Apply(struct FQuantizedLightmapData *QuantizedData, const TMap< ULightComponent *, class FShadowMapData2D * > &ShadowMapData, const FStaticLightingBuildContext *LightingContext) override
Definition StaticLighting.h:476
virtual FString GetDescription() const
Definition StaticLighting.h:498
virtual bool IsValidMapping() const
Definition StaticLighting.h:496
Definition StaticLighting.h:303
class FStaticLightingMesh * Mesh
Definition StaticLighting.h:307
virtual FStaticLightingTextureMapping * GetTextureMapping()
Definition StaticLighting.h:330
UObject * Owner
Definition StaticLighting.h:310
uint32 bIsDeferred
Definition StaticLighting.h:316
bool IsDeferred() const
Definition StaticLighting.h:370
virtual int32 GetTexelCount() const
Definition StaticLighting.h:365
virtual bool IsTextureMapping() const
Definition StaticLighting.h:336
virtual const FGuid & GetLightingGuid() const
Definition StaticLighting.h:355
FStaticLightingMapping(const FArchive &)
Definition StaticLighting.h:375
virtual ~FStaticLightingMapping()
Definition StaticLighting.h:327
FStaticLightingMapping(FStaticLightingMesh *InMesh, UObject *InOwner)
Definition StaticLighting.h:319
virtual FString GetDescription() const
Definition StaticLighting.h:360
uint32 bProcessMapping
Definition StaticLighting.h:313
Definition StaticLighting.h:114
uint32 HLODChildStartIndex
Definition StaticLighting.h:166
virtual bool IsTriangleCastingShadow(uint32 TriangleIndex) const
Definition StaticLighting.h:249
const int32 NumShadingTriangles
Definition StaticLighting.h:121
const int32 NumShadingVertices
Definition StaticLighting.h:127
const uint32 bTwoSidedMaterial
Definition StaticLighting.h:139
FGuid Guid
Definition StaticLighting.h:157
virtual bool IsUniformShadowCaster() const
Definition StaticLighting.h:264
virtual void GetTriangleIndices(int32 TriangleIndex, int32 &OutI0, int32 &OutI1, int32 &OutI2) const =0
const int32 NumVertices
Definition StaticLighting.h:124
virtual bool ShouldCastShadow(ULightComponent *Light, const FStaticLightingMapping *Receiver) const
Definition StaticLighting.h:398
ENGINE_API FStaticLightingMesh()
Definition LightMap.cpp:253
virtual const FGuid & GetLightingGuid() const
Definition StaticLighting.h:290
TArray< FGuid > RelevantLightsGuid
Definition StaticLighting.h:145
const int32 TextureCoordinateIndex
Definition StaticLighting.h:130
virtual ~FStaticLightingMesh()
Definition StaticLighting.h:190
FGuid SourceMeshGuid
Definition StaticLighting.h:160
FGuid ComponentGuid
Definition StaticLighting.h:151
FBox BoundingBox
Definition StaticLighting.h:154
uint32 HLODTreeIndex
Definition StaticLighting.h:165
uint32 HLODChildEndIndex
Definition StaticLighting.h:167
virtual void GetShadingTriangleIndices(int32 TriangleIndex, int32 &OutI0, int32 &OutI1, int32 &OutI2) const
Definition StaticLighting.h:232
virtual void GetTriangle(int32 TriangleIndex, FStaticLightingVertex &OutV0, FStaticLightingVertex &OutV1, FStaticLightingVertex &OutV2) const =0
virtual bool IsControllingShadowPerElement() const
Definition StaticLighting.h:255
virtual bool IsInstancedMesh() const =0
virtual FLightRayIntersection IntersectLightRay(const FVector &Start, const FVector &End, bool bFindNearestIntersection) const =0
TArray< int32 > VisibilityIds
Definition StaticLighting.h:133
const uint32 bCastShadow
Definition StaticLighting.h:136
const TArray< ULightComponent * > RelevantLights
Definition StaticLighting.h:142
TArray< TRefCountPtr< FStaticLightingMesh > > OtherMeshLODs
Definition StaticLighting.h:163
virtual void GetShadingTriangle(int32 TriangleIndex, FStaticLightingVertex &OutV0, FStaticLightingVertex &OutV1, FStaticLightingVertex &OutV2) const
Definition StaticLighting.h:209
const UPrimitiveComponent *const Component
Definition StaticLighting.h:148
const int32 NumTriangles
Definition StaticLighting.h:118
Definition StaticLighting.h:406
int32 SizeX
Definition StaticLighting.h:410
virtual void Apply(struct FQuantizedLightmapData *QuantizedData, const TMap< ULightComponent *, class FShadowMapData2D * > &ShadowMapData, const FStaticLightingBuildContext *LightingContext)=0
virtual int32 GetTexelCount() const
Definition StaticLighting.h:456
FStaticLightingTextureMapping(const FArchive &Ar)
Definition StaticLighting.h:462
virtual bool IsValidMapping() const
Definition StaticLighting.h:444
int32 SizeY
Definition StaticLighting.h:413
int32 LightmapTextureCoordinateIndex
Definition StaticLighting.h:416
virtual bool IsTextureMapping() const
Definition StaticLighting.h:438
virtual FStaticLightingTextureMapping * GetTextureMapping()
Definition StaticLighting.h:432
virtual FString GetDescription() const
Definition StaticLighting.h:451
bool bBilinearFilter
Definition StaticLighting.h:419
Definition UnrealString.h.inl:34
@ false
Definition radaudio_common.h:23
Definition LightMap.h:500
Definition StaticLighting.h:506
TArray< TRefCountPtr< FStaticLightingMesh > > Meshes
Definition StaticLighting.h:512
TArray< TRefCountPtr< FStaticLightingMapping > > Mappings
Definition StaticLighting.h:515
FStaticLightingPrimitiveInfo()
Definition StaticLighting.h:507
int32 VisibilityId
Definition StaticLighting.h:510
Definition StaticLighting.h:23
FVector WorldTangentY
Definition StaticLighting.h:26
FVector WorldTangentX
Definition StaticLighting.h:25
FVector WorldTangentZ
Definition StaticLighting.h:27
FVector WorldPosition
Definition StaticLighting.h:24
friend FStaticLightingVertex operator-(const FStaticLightingVertex &A, const FStaticLightingVertex &B)
Definition StaticLighting.h:46
friend FStaticLightingVertex operator/(const FStaticLightingVertex &A, float B)
Definition StaticLighting.h:74
friend FStaticLightingVertex operator+(const FStaticLightingVertex &A, const FStaticLightingVertex &B)
Definition StaticLighting.h:32
friend FStaticLightingVertex operator*(const FStaticLightingVertex &A, float B)
Definition StaticLighting.h:60
FVector2D TextureCoordinates[MAX_STATIC_TEXCOORDS]
Definition StaticLighting.h:28