Files
UnrealEngineUWP/Engine/Source/Programs/UnrealLightmass/Private/Lighting/Mappings.cpp
Ryan Durand 74c879d5f3 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870960 by Ryan Durand in Main branch]
2019-12-26 23:06:02 -05:00

29 lines
800 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Mappings.h"
#include "Importer.h"
#include "StaticMesh.h"
namespace Lightmass
{
/** A static indicating that debug borders should be used around padded mappings. */
bool FStaticLightingMapping::s_bShowLightmapBorders = false;
void FStaticLightingMapping::Import( class FLightmassImporter& Importer )
{
Importer.ImportData( (FStaticLightingMappingData*) this );
Mesh = Importer.GetStaticMeshInstances().FindRef(Guid);
}
void FStaticLightingTextureMapping::Import( class FLightmassImporter& Importer )
{
FStaticLightingMapping::Import( Importer );
Importer.ImportData( (FStaticLightingTextureMappingData*) this );
CachedSizeX = SizeX;
CachedSizeY = SizeY;
SurfaceCacheSizeX = 0;
SurfaceCacheSizeY = 0;
}
} //namespace Lightmass