Module |
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Header |
/Engine/Source/Runtime/Engine/Public/StaticLighting.h |
Include |
#include "StaticLighting.h" |
class FStaticLightingMesh : public virtual FRefCountedObject
A mesh which is used for computing static lighting.
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const uint32: ... |
bCastShadow |
Whether the mesh casts a shadow. |
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BoundingBox |
The bounding box of the mesh. |
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const uint32: ... |
bTwoSidedMaterial |
Whether the mesh uses a two-sided material. |
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const UPrimitiv... |
Component |
The primitive component this mesh was created by. |
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Guid |
Unique ID for tracking this lighting mesh during distributed lighting |
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HLODChildEndIndex |
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HLODChildStartIndex |
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HLODTreeIndex |
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const int32 |
NumShadingTriangles |
The number of shading triangles in the mesh. |
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const int32 |
NumShadingVertices |
The number of shading vertices in the mesh. |
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const int32 |
NumTriangles |
The number of triangles in the mesh that will be used for visibility tests. |
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const int32 |
NumVertices |
The number of vertices in the mesh that will be used for visibility tests. |
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OtherMeshLODs |
Other FStaticLightingMesh's that should be considered the same mesh object (just different LOD), and should not shadow this LOD. |
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RelevantLights |
The lights which affect the mesh's primitive. |
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SourceMeshGuid |
Cached guid for the source mesh |
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const int32 |
TextureCoordinateIndex |
The texture coordinate index which is used to parametrize materials. |
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VisibilityIds |
Used for precomputed visibility |
Name | Description | |
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FStaticLightingMesh |
Initialization constructor. |
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~FStaticLightingMesh() |
Virtual destructor. |
Name | Description | ||
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ExportMeshInstance ( |
Export static lighting mesh instance data to an exporter |
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const FGuid ... |
GetLightingGuid() |
Returns the Guid used for static lighting. |
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GetShadingTriangle ( |
Accesses a triangle for shading. |
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GetShadingTriangleIndices |
Accesses a triangle's vertex indices for shading. |
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GetTriangle ( |
Accesses a triangle. |
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GetTriangleIndices |
Accesses a triangle's vertex indices. |
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FLightRayInt... |
IntersectLightRay |
Checks if a line segment intersects the mesh. |
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IsControllingShadowPerElement() |
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IsTriangleCastingShadow ( |
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IsUniformShadowCaster() |
Checks whether ShouldCastShadow will return true always. |
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ShouldCastShadow ( |
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. |