// 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