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C++ USkeletalMesh::GetResourceForRendering方法代码示例

本文整理汇总了C++中USkeletalMesh::GetResourceForRendering方法的典型用法代码示例。如果您正苦于以下问题:C++ USkeletalMesh::GetResourceForRendering方法的具体用法?C++ USkeletalMesh::GetResourceForRendering怎么用?C++ USkeletalMesh::GetResourceForRendering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USkeletalMesh的用法示例。


在下文中一共展示了USkeletalMesh::GetResourceForRendering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: Add

	/** Add a new statistic to the internal map (or update an existing one) from the supplied component */
	UPrimitiveStats* Add(UPrimitiveComponent* InPrimitiveComponent, EPrimitiveObjectSets InObjectSet)
	{
		// Objects in transient package or transient objects are not part of level.
		if( InPrimitiveComponent->GetOutermost() == GetTransientPackage() || InPrimitiveComponent->HasAnyFlags( RF_Transient ) )
		{
			return NULL;
		}

		// Owned by a default object? Not part of a level either.
		if(InPrimitiveComponent->GetOuter() && InPrimitiveComponent->GetOuter()->IsDefaultSubobject() )
		{
			return NULL;
		}

		UStaticMeshComponent*	StaticMeshComponent		= Cast<UStaticMeshComponent>(InPrimitiveComponent);
		UModelComponent*		ModelComponent			= Cast<UModelComponent>(InPrimitiveComponent);
		USkeletalMeshComponent*	SkeletalMeshComponent	= Cast<USkeletalMeshComponent>(InPrimitiveComponent);
		ULandscapeComponent*	LandscapeComponent		= Cast<ULandscapeComponent>(InPrimitiveComponent);
		UObject*				Resource				= NULL;
		AActor*					ActorOuter				= Cast<AActor>(InPrimitiveComponent->GetOuter());

		int32 VertexColorMem		= 0;
		int32 InstVertexColorMem	= 0;
		// Calculate number of direct and other lights relevant to this component.
		int32 LightsLMCount			= 0;
		int32 LightsOtherCount		= 0;
		bool bUsesOnlyUnlitMaterials = InPrimitiveComponent->UsesOnlyUnlitMaterials();

		// The static mesh is a static mesh component's resource.
		if( StaticMeshComponent )
		{
			UStaticMesh* Mesh = StaticMeshComponent->StaticMesh;
			Resource = Mesh;

			// Calculate vertex color memory on the actual mesh.
			if( Mesh && Mesh->RenderData )
			{
				// Accumulate memory for each LOD
				for( int32 LODIndex = 0; LODIndex < Mesh->RenderData->LODResources.Num(); ++LODIndex )
				{
					VertexColorMem += Mesh->RenderData->LODResources[LODIndex].ColorVertexBuffer.GetAllocatedSize();
				}
			}

			// Calculate instanced vertex color memory used on the component.
			for( int32 LODIndex = 0; LODIndex < StaticMeshComponent->LODData.Num(); ++LODIndex )
			{
				// Accumulate memory for each LOD
				const FStaticMeshComponentLODInfo& LODInfo = StaticMeshComponent->LODData[ LODIndex ];
				if( LODInfo.OverrideVertexColors )
				{
					InstVertexColorMem += LODInfo.OverrideVertexColors->GetAllocatedSize();	
				}
			}
			// Calculate the number of lightmap and shadow map lights
			if( !bUsesOnlyUnlitMaterials )
			{
				if( StaticMeshComponent->LODData.Num() > 0 )
				{
					FStaticMeshComponentLODInfo& ComponentLODInfo = StaticMeshComponent->LODData[0];
					if( ComponentLODInfo.LightMap )
					{
						LightsLMCount = ComponentLODInfo.LightMap->LightGuids.Num();
					}
				}
			}
		}
		// A model component is its own resource.
		else if( ModelComponent )			
		{
			// Make sure model component is referenced by level.
			ULevel* Level = CastChecked<ULevel>(ModelComponent->GetOuter());
			if( Level->ModelComponents.Find( ModelComponent ) != INDEX_NONE )
			{
				Resource = ModelComponent->GetModel();

				// Calculate the number of lightmap and shadow map lights
				if( !bUsesOnlyUnlitMaterials )
				{
					const TIndirectArray<FModelElement> Elements = ModelComponent->GetElements();
					if( Elements.Num() > 0 )
					{
						if( Elements[0].LightMap )
						{
							LightsLMCount = Elements[0].LightMap->LightGuids.Num();
						}
					}
				}
			}
		}
		// The skeletal mesh of a skeletal mesh component is its resource.
		else if( SkeletalMeshComponent )
		{
			USkeletalMesh* Mesh = SkeletalMeshComponent->SkeletalMesh;
			Resource = Mesh;
			// Calculate vertex color usage for skeletal meshes
			if( Mesh )
			{
				FSkeletalMeshResource* SkelMeshResource = Mesh->GetResourceForRendering();
//.........这里部分代码省略.........
开发者ID:frobro98,项目名称:UnrealSource,代码行数:101,代码来源:PrimitiveStatsPage.cpp


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