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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <StaticLighting.h>
Inheritance diagram for FStaticLightingMesh:Public Attributes | |
| const int32 | NumTriangles |
| const int32 | NumShadingTriangles |
| const int32 | NumVertices |
| const int32 | NumShadingVertices |
| const int32 | TextureCoordinateIndex |
| TArray< int32 > | VisibilityIds |
| const uint32 | bCastShadow: 1 |
| const uint32 | bTwoSidedMaterial: 1 |
| const TArray< ULightComponent * > | RelevantLights |
| TArray< FGuid > | RelevantLightsGuid |
| const UPrimitiveComponent *const | Component |
| FGuid | ComponentGuid |
| FBox | BoundingBox |
| FGuid | Guid |
| FGuid | SourceMeshGuid |
| TArray< TRefCountPtr< FStaticLightingMesh > > | OtherMeshLODs |
| uint32 | HLODTreeIndex |
| uint32 | HLODChildStartIndex |
| uint32 | HLODChildEndIndex |
A mesh which is used for computing static lighting.
| FStaticLightingMesh::FStaticLightingMesh | ( | int32 | InNumTriangles, |
| int32 | InNumShadingTriangles, | ||
| int32 | InNumVertices, | ||
| int32 | InNumShadingVertices, | ||
| int32 | InTextureCoordinateIndex, | ||
| bool | bInCastShadow, | ||
| bool | bInTwoSidedMaterial, | ||
| const TArray< ULightComponent * > & | InRelevantLights, | ||
| const UPrimitiveComponent *const | InComponent, | ||
| const FBox & | InBoundingBox, | ||
| const FGuid & | InSourceMeshGuid, | ||
| const FGuid & | InComponentGuid | ||
| ) |
Initialization constructor.
| FStaticLightingMesh::FStaticLightingMesh | ( | ) |
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inlinevirtual |
Virtual destructor.
Returns the Guid used for static lighting.
Reimplemented in FBSPSurfaceStaticLighting.
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inlinevirtual |
Accesses a triangle for shading.
| TriangleIndex | - The triangle to access, valid range is [0, NumShadingTriangles). |
| OutV0 | - Upon return, should contain the first vertex of the triangle. |
| OutV1 | - Upon return, should contain the second vertex of the triangle. |
| OutV2 | - Upon return, should contain the third vertex of the triangle. |
| ElementIndex | - Indicates the element index of the triangle. |
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inlinevirtual |
Accesses a triangle's vertex indices for shading.
| TriangleIndex | - The triangle to access, valid range is [0, NumShadingTriangles). |
| OutI0 | - Upon return, should contain the first vertex index of the triangle. |
| OutI1 | - Upon return, should contain the second vertex index of the triangle. |
| OutI2 | - Upon return, should contain the third vertex index of the triangle. |
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pure virtual |
Accesses a triangle.
| TriangleIndex | - The triangle to access. |
| OutV0 | - Upon return, should contain the first vertex of the triangle. |
| OutV1 | - Upon return, should contain the second vertex of the triangle. |
| OutV2 | - Upon return, should contain the third vertex of the triangle. |
Implemented in FStaticMeshStaticLightingMesh, FLandscapeStaticLightingMesh, and FBSPSurfaceStaticLighting.
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pure virtual |
Accesses a triangle's vertex indices.
| TriangleIndex | - The triangle to access. |
| OutI0 | - Upon return, should contain the first vertex index of the triangle. |
| OutI1 | - Upon return, should contain the second vertex index of the triangle. |
| OutI2 | - Upon return, should contain the third vertex index of the triangle. |
Implemented in FStaticMeshStaticLightingMesh, FLandscapeStaticLightingMesh, and FBSPSurfaceStaticLighting.
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pure virtual |
Checks if a line segment intersects the mesh.
| Start | - The start point of the line segment. |
| End | - The end point of the line segment. |
| bFindNearestIntersection | - Whether the nearest intersection is needed, or any intersection. |
Implemented in FStaticMeshStaticLightingMesh, FLandscapeStaticLightingMesh, and FBSPSurfaceStaticLighting.
Reimplemented in FStaticMeshStaticLightingMesh.
Returns true if this mesh is an instanced mesh.
Implemented in FBSPSurfaceStaticLighting, FStaticMeshStaticLightingMesh, and FLandscapeStaticLightingMesh.
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inlinevirtual |
Reimplemented in FStaticMeshStaticLightingMesh.
Checks whether ShouldCastShadow will return true always.
Reimplemented in FStaticMeshStaticLightingMesh.
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inlinevirtual |
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. This doesn't determine if the mesh actually shadows the receiver, just whether it should be allowed to.
| Light | - The light source. |
| Receiver | - The mapping which is receiving the light. |
Reimplemented in FStaticMeshStaticLightingMesh.
| const uint32 FStaticLightingMesh::bCastShadow |
Whether the mesh casts a shadow.
| FBox FStaticLightingMesh::BoundingBox |
The bounding box of the mesh.
| const uint32 FStaticLightingMesh::bTwoSidedMaterial |
Whether the mesh uses a two-sided material.
| const UPrimitiveComponent* const FStaticLightingMesh::Component |
The primitive component this mesh was created by.
| FGuid FStaticLightingMesh::ComponentGuid |
The guid identifying the component associated with this mesh
| FGuid FStaticLightingMesh::Guid |
Unique ID for tracking this lighting mesh during distributed lighting
| uint32 FStaticLightingMesh::HLODChildEndIndex |
| uint32 FStaticLightingMesh::HLODChildStartIndex |
| uint32 FStaticLightingMesh::HLODTreeIndex |
| const int32 FStaticLightingMesh::NumShadingTriangles |
The number of shading triangles in the mesh.
| const int32 FStaticLightingMesh::NumShadingVertices |
The number of shading vertices in the mesh.
| const int32 FStaticLightingMesh::NumTriangles |
The number of triangles in the mesh that will be used for visibility tests.
| const int32 FStaticLightingMesh::NumVertices |
The number of vertices in the mesh that will be used for visibility tests.
| TArray<TRefCountPtr<FStaticLightingMesh> > FStaticLightingMesh::OtherMeshLODs |
Other FStaticLightingMesh's that should be considered the same mesh object (just different LOD), and should not shadow this LOD.
| const TArray<ULightComponent*> FStaticLightingMesh::RelevantLights |
The lights which affect the mesh's primitive.
The guids of the lights which affect the mesh's primitive.
| FGuid FStaticLightingMesh::SourceMeshGuid |
Cached guid for the source mesh
| const int32 FStaticLightingMesh::TextureCoordinateIndex |
The texture coordinate index which is used to parametrize materials.