// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "LightingMesh.h" #include "Mappings.h" namespace Lightmass { /** Represents the triangles of a fluid surface primitive to the static lighting system. */ class FFluidSurfaceStaticLightingMesh : public FStaticLightingMesh, public FFluidSurfaceStaticLightingMeshData { public: // FStaticLightingMesh interface. virtual void GetTriangle(int32 TriangleIndex,FStaticLightingVertex& OutV0,FStaticLightingVertex& OutV1,FStaticLightingVertex& OutV2,int32& ElementIndex) const; virtual void GetTriangleIndices(int32 TriangleIndex,int32& OutI0,int32& OutI1,int32& OutI2) const; virtual void Import( class FLightmassImporter& Importer ); }; /** Represents a fluid surface primitive with texture mapped static lighting. */ class FFluidSurfaceStaticLightingTextureMapping : public FStaticLightingTextureMapping { public: virtual void Import( class FLightmassImporter& Importer ); }; } //namespace Lightmass