Example #1
0
	// from FStaticLightMesh....
	void FLandscapeStaticLightingMesh::GetStaticLightingVertex(int32 VertexIndex, FStaticLightingVertex& OutVertex) const
	{
		int32 X, Y;
		VertexIndexToXY(VertexIndex, X, Y);

		//GetWorldPositionTangents(X, Y, OutVertex.WorldPosition, OutVertex.WorldTangentX, OutVertex.WorldTangentY, OutVertex.WorldTangentZ);
		int32 LocalX = X-ExpandQuadsX;
		int32 LocalY = Y-ExpandQuadsY;

		const FColor* Data = GetHeightData( X, Y );

		OutVertex.WorldTangentZ.X = 2.f / 255.f * (float)Data->B - 1.f;
		OutVertex.WorldTangentZ.Y = 2.f / 255.f * (float)Data->A - 1.f;
		OutVertex.WorldTangentZ.Z = FMath::Sqrt(FMath::Max(1.f - (FMath::Square(OutVertex.WorldTangentZ.X)+FMath::Square(OutVertex.WorldTangentZ.Y)), 0.f));
		OutVertex.WorldTangentX = FVector4(OutVertex.WorldTangentZ.Z, 0.f, -OutVertex.WorldTangentZ.X);
		OutVertex.WorldTangentY = OutVertex.WorldTangentZ ^ OutVertex.WorldTangentX;

		// Assume there is no rotation, so we don't need to do any LocalToWorld.
		uint16 Height = (Data->R << 8) + Data->G;

		OutVertex.WorldPosition = LocalToWorld.TransformPosition( FVector4( LocalX, LocalY, ((float)Height - 32768.f) * LANDSCAPE_ZSCALE ) );
		//UE_LOG(LogLightmass, Log, TEXT("%d, %d, %d, %d, %d, %d, X:%f, Y:%f, Z:%f "), SectionBaseX+LocalX-ExpandQuadsX, SectionBaseY+LocalY-ExpandQuadsY, ClampedLocalX, ClampedLocalY, SectionBaseX, SectionBaseY, WorldPos.X, WorldPos.Y, WorldPos.Z);

		int32 LightmapUVIndex = 1;

		OutVertex.TextureCoordinates[0] = FVector2D((float)X / NumVertices, (float)Y / NumVertices); 
		OutVertex.TextureCoordinates[LightmapUVIndex].X = X * UVFactor;
		OutVertex.TextureCoordinates[LightmapUVIndex].Y = Y * UVFactor;
	}
	// from FStaticLightMesh....
	void FLandscapeStaticLightingMesh::GetStaticLightingVertex(int32 VertexIndex, FStaticLightingVertex& OutVertex) const
	{
		int32 X, Y;
		VertexIndexToXY(VertexIndex, X, Y);

		const int32 LocalX = X - ExpandQuadsX;
		const int32 LocalY = Y - ExpandQuadsY;

		const FColor* Data = GetHeightData( X, Y );

		OutVertex.WorldTangentZ.X = 2.0f / 255.f * (float)Data->B - 1.0f;
		OutVertex.WorldTangentZ.Y = 2.0f / 255.f * (float)Data->A - 1.0f;
		OutVertex.WorldTangentZ.Z = FMath::Sqrt(FMath::Max(1.0f - (FMath::Square(OutVertex.WorldTangentZ.X) + FMath::Square(OutVertex.WorldTangentZ.Y)), 0.f));
		OutVertex.WorldTangentX = FVector4(OutVertex.WorldTangentZ.Z, 0.0f, -OutVertex.WorldTangentZ.X);
		OutVertex.WorldTangentY = OutVertex.WorldTangentZ ^ OutVertex.WorldTangentX;

		// Copied (vaguely) from FLandscapeComponentDataInterface::GetWorldPositionTangents to fix bad lighting when rotated
		const FMatrix LtWNoScale = LocalToWorld.GetMatrixWithoutScale();
		OutVertex.WorldTangentX = LtWNoScale.TransformVector(OutVertex.WorldTangentX);
		OutVertex.WorldTangentY = LtWNoScale.TransformVector(OutVertex.WorldTangentY);
		OutVertex.WorldTangentZ = LtWNoScale.TransformVector(OutVertex.WorldTangentZ);

		const uint16 Height = (Data->R << 8) + Data->G;
		OutVertex.WorldPosition = LocalToWorld.TransformPosition( FVector4( LocalX, LocalY, ((float)Height - 32768.f) * LANDSCAPE_ZSCALE ) );
		//UE_LOG(LogLightmass, Log, TEXT("%d, %d, %d, %d, %d, %d, X:%f, Y:%f, Z:%f "), SectionBaseX + LocalX - ExpandQuadsX, SectionBaseY + LocalY - ExpandQuadsY, ClampedLocalX, ClampedLocalY, SectionBaseX, SectionBaseY, WorldPos.X, WorldPos.Y, WorldPos.Z);

		const int32 LightmapUVIndex = 1;

		OutVertex.TextureCoordinates[0] = FVector2D((float)X / NumVertices, (float)Y / NumVertices); 
		OutVertex.TextureCoordinates[LightmapUVIndex].X = X * UVFactor;
		OutVertex.TextureCoordinates[LightmapUVIndex].Y = Y * UVFactor;
	}