本文整理汇总了C++中TObjectIterator::InvalidateLightingCache方法的典型用法代码示例。如果您正苦于以下问题:C++ TObjectIterator::InvalidateLightingCache方法的具体用法?C++ TObjectIterator::InvalidateLightingCache怎么用?C++ TObjectIterator::InvalidateLightingCache使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TObjectIterator
的用法示例。
在下文中一共展示了TObjectIterator::InvalidateLightingCache方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Build
void UStaticMesh::Build(bool bSilent)
{
#if WITH_EDITOR
if (IsTemplate())
return;
if (SourceModels.Num() <= 0)
{
UE_LOG(LogStaticMesh,Warning,TEXT("Static mesh has no source models: %s"),*GetPathName());
return;
}
if(!bSilent)
{
FFormatNamedArguments Args;
Args.Add( TEXT("Path"), FText::FromString( GetPathName() ) );
const FText StatusUpdate = FText::Format( LOCTEXT("BeginStaticMeshBuildingTask", "({Path}) Building"), Args );
GWarn->BeginSlowTask( StatusUpdate, true );
}
// Detach all instances of this static mesh from the scene.
FStaticMeshComponentRecreateRenderStateContext RecreateRenderStateContext(this,false);
// Release the static mesh's resources.
ReleaseResources();
// Flush the resource release commands to the rendering thread to ensure that the build doesn't occur while a resource is still
// allocated, and potentially accessing the UStaticMesh.
ReleaseResourcesFence.Wait();
// Remember the derived data key of our current render data if any.
FString ExistingDerivedDataKey = RenderData ? RenderData->DerivedDataKey : TEXT("");
// Free existing render data and recache.
CacheDerivedData();
// Reinitialize the static mesh's resources.
InitResources();
// Ensure we have a bodysetup.
CreateBodySetup();
check(BodySetup != NULL);
#if WITH_EDITOR
if( SourceModels.Num() )
{
// Rescale simple collision if the user changed the mesh build scale
BodySetup->RescaleSimpleCollision( SourceModels[0].BuildSettings.BuildScale3D );
}
// Invalidate physics data if this has changed.
// TODO_STATICMESH: Not necessary any longer?
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
#endif
// Compare the derived data keys to see if renderable mesh data has actually changed.
check(RenderData);
bool bHasRenderDataChanged = RenderData->DerivedDataKey != ExistingDerivedDataKey;
if (bHasRenderDataChanged)
{
// Warn the user if the new mesh has degenerate tangent bases.
if (HasBadTangents(this))
{
// Only suggest Recompute Tangents if the import hasn't already tried it
FFormatNamedArguments Arguments;
Arguments.Add( TEXT("Meshname"), FText::FromString(GetName()) );
Arguments.Add( TEXT("Options"), SourceModels[0].BuildSettings.bRecomputeTangents ? FText::GetEmpty() : LOCTEXT("MeshRecomputeTangents", "Consider enabling Recompute Tangents in the mesh's Build Settings.") );
const FText WarningMsg = FText::Format( LOCTEXT("MeshHasDegenerateTangents", "{Meshname} has degenerate tangent bases which will result in incorrect shading. {Options}"), Arguments );
UE_LOG(LogStaticMesh,Warning,TEXT("%s"),*WarningMsg.ToString());
if (!bSilent)
{
FMessageDialog::Open(EAppMsgType::Ok, WarningMsg);
}
}
// Force the static mesh to re-export next time lighting is built
SetLightingGuid();
// Find any static mesh components that use this mesh and fixup their override colors if necessary.
// Also invalidate lighting. *** WARNING components may be reattached here! ***
for( TObjectIterator<UStaticMeshComponent> It; It; ++It )
{
if ( It->StaticMesh == this )
{
It->FixupOverrideColorsIfNecessary( true );
It->InvalidateLightingCache();
}
}
}
if(!bSilent)
{
GWarn->EndSlowTask();
}
#else
UE_LOG(LogStaticMesh,Fatal,TEXT("UStaticMesh::Build should not be called on non-editor builds."));
//.........这里部分代码省略.........