Add support for multiple meshes (DoomLevelSubmesh)
This commit is contained in:
parent
fae22f1bb7
commit
65929d021f
8 changed files with 292 additions and 347 deletions
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@ -42,7 +42,7 @@ ADD_STAT(lightmap)
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return out;
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}
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uint32_t atlasPixelCount = levelMesh->AtlasPixelCount();
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uint32_t atlasPixelCount = levelMesh->StaticMesh->AtlasPixelCount();
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auto stats = levelMesh->GatherSurfacePixelStats();
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out.Format("Surfaces: %u (sky: %u, awaiting updates: %u)\nSurface pixel area to update: %u\nSurface pixel area: %u\nAtlas pixel area: %u\nAtlas efficiency: %.4f%%",
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@ -67,13 +67,13 @@ CCMD(invalidatelightmap)
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if (!RequireLightmap()) return;
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int count = 0;
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for (auto& surface : level.levelMesh->Surfaces)
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for (auto& surface : static_cast<DoomLevelSubmesh*>(level.levelMesh->StaticMesh.get())->Surfaces)
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{
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if (!surface.needsUpdate)
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++count;
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surface.needsUpdate = true;
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}
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Printf("Marked %d out of %d surfaces for update.\n", count, level.levelMesh->Surfaces.Size());
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Printf("Marked %d out of %d surfaces for update.\n", count, level.levelMesh->StaticMesh->GetSurfaceCount());
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}
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void PrintSurfaceInfo(const DoomLevelMeshSurface* surface)
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@ -82,7 +82,7 @@ void PrintSurfaceInfo(const DoomLevelMeshSurface* surface)
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auto gameTexture = TexMan.GameByIndex(surface->texture.GetIndex());
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Printf("Surface %d (%p)\n Type: %d, TypeIndex: %d, ControlSector: %d\n", level.levelMesh->GetSurfaceIndex(surface), surface, surface->Type, surface->typeIndex, surface->ControlSector ? surface->ControlSector->Index() : -1);
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Printf("Surface %d (%p)\n Type: %d, TypeIndex: %d, ControlSector: %d\n", level.levelMesh->StaticMesh->GetSurfaceIndex(surface), surface, surface->Type, surface->typeIndex, surface->ControlSector ? surface->ControlSector->Index() : -1);
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Printf(" Atlas page: %d, x:%d, y:%d\n", surface->atlasPageIndex, surface->atlasX, surface->atlasY);
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Printf(" Pixels: %dx%d (area: %d)\n", surface->texWidth, surface->texHeight, surface->Area());
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Printf(" Sample dimension: %d\n", surface->sampleDimension);
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@ -134,10 +134,12 @@ CCMD(surfaceinfo)
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EXTERN_CVAR(Float, lm_scale);
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DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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void DoomLevelSubmesh::CreateStatic(FLevelLocals& doomMap)
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{
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SunColor = doomMap.SunColor; // TODO keep only one copy?
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SunDirection = doomMap.SunDirection;
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MeshVertices.Clear();
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MeshVertexUVs.Clear();
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MeshElements.Clear();
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LightmapSampleDistance = doomMap.LightmapSampleDistance;
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BuildSectorGroups(doomMap);
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@ -151,7 +153,7 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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for (size_t i = 0; i < Surfaces.Size(); i++)
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{
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DoomLevelMeshSurface &s = Surfaces[i];
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DoomLevelMeshSurface& s = Surfaces[i];
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int numVerts = s.numVerts;
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unsigned int pos = s.startVertIndex;
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FVector3* verts = &MeshVertices[pos];
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@ -201,10 +203,27 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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SetupLightmapUvs(doomMap);
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Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
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UpdateCollision();
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}
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void DoomLevelMesh::BuildSectorGroups(const FLevelLocals& doomMap)
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void DoomLevelSubmesh::CreateDynamic(FLevelLocals& doomMap)
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{
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LightmapSampleDistance = doomMap.LightmapSampleDistance;
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}
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DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
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{
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SunColor = doomMap.SunColor; // TODO keep only one copy?
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SunDirection = doomMap.SunDirection;
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StaticMesh = std::make_unique<DoomLevelSubmesh>();
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DynamicMesh = std::make_unique<DoomLevelSubmesh>();
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static_cast<DoomLevelSubmesh*>(StaticMesh.get())->CreateStatic(doomMap);
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static_cast<DoomLevelSubmesh*>(DynamicMesh.get())->CreateDynamic(doomMap);
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}
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void DoomLevelSubmesh::BuildSectorGroups(const FLevelLocals& doomMap)
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{
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int groupIndex = 0;
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@ -253,7 +272,7 @@ void DoomLevelMesh::BuildSectorGroups(const FLevelLocals& doomMap)
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}
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}
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void DoomLevelMesh::CreatePortals()
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void DoomLevelSubmesh::CreatePortals()
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{
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std::map<LevelMeshPortal, int, IdenticalPortalComparator> transformationIndices; // TODO use the list of portals from the level to avoids duplicates?
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transformationIndices.emplace(LevelMeshPortal{}, 0); // first portal is an identity matrix
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@ -417,7 +436,7 @@ int DoomLevelMesh::AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLi
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meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
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if (light->Sector)
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meshlight.SectorGroup = sectorGroup[light->Sector->Index()];
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meshlight.SectorGroup = static_cast<DoomLevelSubmesh*>(StaticMesh.get())->sectorGroup[light->Sector->Index()];
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else
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meshlight.SectorGroup = 0;
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}
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@ -428,142 +447,7 @@ int DoomLevelMesh::AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLi
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return listpos;
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}
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#if 0
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void DoomLevelMesh::PropagateLight(const LevelMeshLight* light, std::set<LevelMeshPortal, RecursivePortalComparator>& touchedPortals, int lightPropagationRecursiveDepth)
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{
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if (++lightPropagationRecursiveDepth > 32) // TODO is this too much?
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{
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return;
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}
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SphereShape sphere;
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sphere.center = FVector3(light->RelativeOrigin);
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sphere.radius = light->Radius;
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std::set<LevelMeshPortal, RecursivePortalComparator> portalsToErase;
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for (int triangleIndex : TriangleMeshShape::find_all_hits(Collision.get(), &sphere))
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{
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auto& surface = Surfaces[MeshSurfaceIndexes[triangleIndex]];
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if (light->SectorGroup == surface.sectorGroup && IsInFrontOfPlane(surface.plane, light->RelativeOrigin))
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{
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if (surface.portalIndex >= 0)
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{
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auto& portal = Portals[surface.portalIndex];
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if (touchedPortals.insert(portal).second)
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{
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auto newLight = std::make_unique<LevelMeshLight>(*light);
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auto fakeLight = newLight.get();
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Lights.push_back(std::move(newLight));
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fakeLight->RelativeOrigin = portal.TransformPosition(light->RelativeOrigin);
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fakeLight->SectorGroup = portal.targetSectorGroup;
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PropagateLight(fakeLight, touchedPortals, lightPropagationRecursiveDepth);
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portalsToErase.insert(portal);
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}
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}
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// Add light to the list if it isn't already there
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// TODO in order for this to work the light list be fed from global light buffer? Or just somehow de-duplicate portals?
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bool found = false;
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for (const LevelMeshLight* light2 : surface.LightList)
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{
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if (light2 == light)
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{
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found = true;
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break;
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}
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}
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if (!found)
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surface.LightList.push_back(light);
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}
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}
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for (auto& portal : portalsToErase)
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{
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touchedPortals.erase(portal); // Dear me: I wonder what was the reason for all of this.
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}
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}
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void DoomLevelMesh::CreateLightList()
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{
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std::set<FDynamicLight*> lightList; // bit silly ain't it?
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Lights.clear();
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for (auto& surface : Surfaces)
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{
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surface.LightList.clear();
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if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
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{
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auto node = surface.Subsector->section->lighthead;
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while (node)
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{
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FDynamicLight* light = node->lightsource;
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if (light->Trace())
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{
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if (lightList.insert(light).second)
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{
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DVector3 pos = light->Pos; //light->PosRelative(portalgroup);
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LevelMeshLight meshlight;
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meshlight.Origin = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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meshlight.RelativeOrigin = meshlight.Origin;
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meshlight.Radius = (float)light->GetRadius();
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meshlight.Intensity = (float)light->target->Alpha;
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if (light->IsSpot())
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{
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meshlight.InnerAngleCos = (float)light->pSpotInnerAngle->Cos();
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meshlight.OuterAngleCos = (float)light->pSpotOuterAngle->Cos();
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DAngle negPitch = -*light->pPitch;
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DAngle Angle = light->target->Angles.Yaw;
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double xzLen = negPitch.Cos();
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meshlight.SpotDir.X = float(-Angle.Cos() * xzLen);
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meshlight.SpotDir.Y = float(-Angle.Sin() * xzLen);
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meshlight.SpotDir.Z = float(-negPitch.Sin());
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}
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else
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{
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meshlight.InnerAngleCos = -1.0f;
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meshlight.OuterAngleCos = -1.0f;
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meshlight.SpotDir.X = 0.0f;
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meshlight.SpotDir.Y = 0.0f;
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meshlight.SpotDir.Z = 0.0f;
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}
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meshlight.Color.X = light->GetRed() * (1.0f / 255.0f);
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meshlight.Color.Y = light->GetGreen() * (1.0f / 255.0f);
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meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
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if (light->Sector)
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meshlight.SectorGroup = sectorGroup[light->Sector->Index()];
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else
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meshlight.SectorGroup = 0;
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Lights.push_back(std::make_unique<LevelMeshLight>(meshlight));
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}
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}
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node = node->nextLight;
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}
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}
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}
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std::set<LevelMeshPortal, RecursivePortalComparator> touchedPortals;
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touchedPortals.insert(Portals[0]);
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for (int i = 0, count = (int)Lights.size(); i < count; ++i) // The array expands as the lights are duplicated/propagated
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{
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PropagateLight(Lights[i].get(), touchedPortals, 0);
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}
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}
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#endif
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void DoomLevelMesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
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void DoomLevelSubmesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
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{
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// You have no idea how long this took me to figure out...
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@ -636,25 +520,9 @@ void DoomLevelMesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
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SetSideLightmap(&surface);
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}
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}
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// Runtime helper
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for (auto& surface : Surfaces)
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{
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if (surface.ControlSector)
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{
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if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
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{
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XFloorToSurface[surface.Subsector->sector].Push(&surface);
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}
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else if (surface.Type == ST_MIDDLESIDE)
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{
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XFloorToSurfaceSides[surface.ControlSector].Push(&surface);
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}
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}
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}
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}
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void DoomLevelMesh::SetSubsectorLightmap(DoomLevelMeshSurface* surface)
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void DoomLevelSubmesh::SetSubsectorLightmap(DoomLevelMeshSurface* surface)
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{
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if (!surface->ControlSector)
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{
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@ -675,7 +543,7 @@ void DoomLevelMesh::SetSubsectorLightmap(DoomLevelMeshSurface* surface)
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}
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}
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void DoomLevelMesh::SetSideLightmap(DoomLevelMeshSurface* surface)
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void DoomLevelSubmesh::SetSideLightmap(DoomLevelMeshSurface* surface)
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{
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if (!surface->ControlSector)
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{
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@ -706,7 +574,7 @@ void DoomLevelMesh::SetSideLightmap(DoomLevelMeshSurface* surface)
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}
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}
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void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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void DoomLevelSubmesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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{
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sector_t *front;
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sector_t *back;
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@ -1064,7 +932,7 @@ void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
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}
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}
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void DoomLevelMesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, sector_t *controlSector, int typeIndex)
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void DoomLevelSubmesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, sector_t *controlSector, int typeIndex)
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{
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DoomLevelMeshSurface surf;
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@ -1117,7 +985,7 @@ void DoomLevelMesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub,
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Surfaces.Push(surf);
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}
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void DoomLevelMesh::CreateCeilingSurface(FLevelLocals& doomMap, subsector_t* sub, sector_t* sector, sector_t* controlSector, int typeIndex)
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void DoomLevelSubmesh::CreateCeilingSurface(FLevelLocals& doomMap, subsector_t* sub, sector_t* sector, sector_t* controlSector, int typeIndex)
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{
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DoomLevelMeshSurface surf;
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@ -1170,7 +1038,7 @@ void DoomLevelMesh::CreateCeilingSurface(FLevelLocals& doomMap, subsector_t* sub
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Surfaces.Push(surf);
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}
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void DoomLevelMesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
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void DoomLevelSubmesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
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{
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for (unsigned int i = 0; i < doomMap.subsectors.Size(); i++)
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{
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@ -1196,36 +1064,36 @@ void DoomLevelMesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
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}
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}
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bool DoomLevelMesh::IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side)
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bool DoomLevelSubmesh::IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side)
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{
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return IsSkySector(frontsector, sector_t::ceiling) && IsSkySector(backsector, sector_t::ceiling);
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}
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bool DoomLevelMesh::IsTopSideVisible(side_t* side)
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bool DoomLevelSubmesh::IsTopSideVisible(side_t* side)
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{
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auto tex = TexMan.GetGameTexture(side->GetTexture(side_t::top), true);
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return tex && tex->isValid();
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}
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bool DoomLevelMesh::IsBottomSideVisible(side_t* side)
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bool DoomLevelSubmesh::IsBottomSideVisible(side_t* side)
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{
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auto tex = TexMan.GetGameTexture(side->GetTexture(side_t::bottom), true);
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return tex && tex->isValid();
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}
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bool DoomLevelMesh::IsSkySector(sector_t* sector, int plane)
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bool DoomLevelSubmesh::IsSkySector(sector_t* sector, int plane)
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{
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// plane is either sector_t::ceiling or sector_t::floor
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return sector->GetTexture(plane) == skyflatnum;
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}
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bool DoomLevelMesh::IsControlSector(sector_t* sector)
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bool DoomLevelSubmesh::IsControlSector(sector_t* sector)
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{
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//return sector->controlsector;
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return false;
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}
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bool DoomLevelMesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const FVector3 &v2)
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bool DoomLevelSubmesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const FVector3 &v2)
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{
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// A degenerate triangle has a zero cross product for two of its sides.
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float ax = v1.X - v0.X;
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@ -1241,7 +1109,7 @@ bool DoomLevelMesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const F
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return crosslengthsqr <= 1.e-6f;
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}
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void DoomLevelMesh::DumpMesh(const FString& objFilename, const FString& mtlFilename) const
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void DoomLevelSubmesh::DumpMesh(const FString& objFilename, const FString& mtlFilename) const
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{
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auto f = fopen(objFilename.GetChars(), "w");
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@ -1352,7 +1220,7 @@ void DoomLevelMesh::DumpMesh(const FString& objFilename, const FString& mtlFilen
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fclose(f);
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}
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void DoomLevelMesh::SetupLightmapUvs(FLevelLocals& doomMap)
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void DoomLevelSubmesh::SetupLightmapUvs(FLevelLocals& doomMap)
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{
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LMTextureSize = 1024; // TODO cvar
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@ -1366,7 +1234,7 @@ void DoomLevelMesh::SetupLightmapUvs(FLevelLocals& doomMap)
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CreateSurfaceTextureUVs(doomMap);
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}
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void DoomLevelMesh::PackLightmapAtlas()
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void DoomLevelSubmesh::PackLightmapAtlas()
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{
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std::vector<LevelMeshSurface*> sortedSurfaces;
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sortedSurfaces.reserve(Surfaces.Size());
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@ -1388,7 +1256,7 @@ void DoomLevelMesh::PackLightmapAtlas()
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LMTextureCount = (int)packer.getNumPages();
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}
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void DoomLevelMesh::FinishSurface(int lightmapTextureWidth, int lightmapTextureHeight, RectPacker& packer, LevelMeshSurface& surface)
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void DoomLevelSubmesh::FinishSurface(int lightmapTextureWidth, int lightmapTextureHeight, RectPacker& packer, LevelMeshSurface& surface)
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{
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int sampleWidth = surface.texWidth;
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int sampleHeight = surface.texHeight;
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@ -1410,7 +1278,7 @@ void DoomLevelMesh::FinishSurface(int lightmapTextureWidth, int lightmapTextureH
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surface.atlasY = y;
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}
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BBox DoomLevelMesh::GetBoundsFromSurface(const LevelMeshSurface& surface) const
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BBox DoomLevelSubmesh::GetBoundsFromSurface(const LevelMeshSurface& surface) const
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{
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constexpr float M_INFINITY = 1e30f; // TODO cleanup
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@ -1439,7 +1307,7 @@ BBox DoomLevelMesh::GetBoundsFromSurface(const LevelMeshSurface& surface) const
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return bounds;
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}
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DoomLevelMesh::PlaneAxis DoomLevelMesh::BestAxis(const FVector4& p)
|
||||
DoomLevelSubmesh::PlaneAxis DoomLevelSubmesh::BestAxis(const FVector4& p)
|
||||
{
|
||||
float na = fabs(float(p.X));
|
||||
float nb = fabs(float(p.Y));
|
||||
|
|
@ -1458,7 +1326,7 @@ DoomLevelMesh::PlaneAxis DoomLevelMesh::BestAxis(const FVector4& p)
|
|||
return AXIS_XY;
|
||||
}
|
||||
|
||||
void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, LevelMeshSurface& surface)
|
||||
void DoomLevelSubmesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTextureHeight, LevelMeshSurface& surface)
|
||||
{
|
||||
BBox bounds;
|
||||
FVector3 roundedSize;
|
||||
|
|
@ -1574,7 +1442,7 @@ VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const sector_t*
|
|||
// hw_walls.cpp
|
||||
void GetTexCoordInfo(FGameTexture* tex, FTexCoordInfo* tci, side_t* side, int texpos);
|
||||
|
||||
void DoomLevelMesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
|
||||
void DoomLevelSubmesh::CreateSurfaceTextureUVs(FLevelLocals& doomMap)
|
||||
{
|
||||
auto toUv = [](const DoomLevelMeshSurface* targetSurface, FVector3 vert) {
|
||||
FVector3 localPos = vert - targetSurface->translateWorldToLocal;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue