// FStaticLightingMesh interface. void FFluidSurfaceStaticLightingMesh::GetTriangle(int32 TriangleIndex,FStaticLightingVertex& OutV0,FStaticLightingVertex& OutV1,FStaticLightingVertex& OutV2,int32& ElementIndex) const { GetStaticLightingVertex(QuadCorners,QuadUVCorners,QuadIndices[TriangleIndex * 3 + 0],LocalToWorld,LocalToWorldInverseTranspose,OutV0); GetStaticLightingVertex(QuadCorners,QuadUVCorners,QuadIndices[TriangleIndex * 3 + 1],LocalToWorld,LocalToWorldInverseTranspose,OutV1); GetStaticLightingVertex(QuadCorners,QuadUVCorners,QuadIndices[TriangleIndex * 3 + 2],LocalToWorld,LocalToWorldInverseTranspose,OutV2); ElementIndex = 0; }
void FStaticMeshStaticLightingMesh::GetTriangle(int32 TriangleIndex,FStaticLightingVertex& OutV0,FStaticLightingVertex& OutV1,FStaticLightingVertex& OutV2) const { // Lookup the triangle's vertex indices. const uint32 I0 = LODIndexBuffer[TriangleIndex * 3 + 0]; const uint32 I1 = LODIndexBuffer[TriangleIndex * 3 + (bReverseWinding ? 2 : 1)]; const uint32 I2 = LODIndexBuffer[TriangleIndex * 3 + (bReverseWinding ? 1 : 2)]; // Translate the triangle's static mesh vertices to static lighting vertices. GetStaticLightingVertex(LODRenderData.PositionVertexBuffer,LODRenderData.VertexBuffer,I0,LocalToWorld,LocalToWorldInverseTranspose,OutV0); GetStaticLightingVertex(LODRenderData.PositionVertexBuffer,LODRenderData.VertexBuffer,I1,LocalToWorld,LocalToWorldInverseTranspose,OutV1); GetStaticLightingVertex(LODRenderData.PositionVertexBuffer,LODRenderData.VertexBuffer,I2,LocalToWorld,LocalToWorldInverseTranspose,OutV2); }
// FStaticLightingMesh interface. void FLandscapeStaticLightingMesh::GetTriangle(int32 TriangleIndex,FStaticLightingVertex& OutV0,FStaticLightingVertex& OutV1,FStaticLightingVertex& OutV2,int32& ElementIndex) const { int32 I0, I1, I2; //GetTriangleIndices(TriangleIndex,I0, I1, I2); I0 = I1 = I2 = 0; int32 QuadIndex = TriangleIndex >> 1; int32 QuadTriIndex = TriangleIndex & 1; GetTriangleIndices(QuadIndex, QuadTriIndex, I0, I1, I2); GetStaticLightingVertex(I0,OutV0); GetStaticLightingVertex(I1,OutV1); GetStaticLightingVertex(I2,OutV2); ElementIndex = 0; }