新建ue c++工程。
在Build.cs中添加"ProceduralMeshComponent"模块。
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181213222015674-2069679285.png)
在 uproject中添加"ProceduralMeshComponent"模块。
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181213222048445-1667336640.png)
创建材质,传入grass贴图
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181214102423472-1169834038.png)
导入灰度图资源
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181214102615634-1673347753.jpg)
创建继承自Actor的类 ATerrainCreateActor,并创建蓝图类对象
将蓝图对象拖入场景,设置其灰度贴图参数、Z值缩放比例参数、材质参数
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181214102635977-1164813175.png)
最终效果
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181214102658035-2141074104.png)
![](https://img2018.cnblogs.com/blog/745585/201812/745585-20181214102721310-756142094.png)
ATerrainCreateActor类代码如下
头文件
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ProceduralMeshComponent.h" #include "TerrainCreateActor.generated.h" UCLASS() class UETERRAIN_API ATerrainCreateActor : public AActor { GENERATED_BODY() public: ATerrainCreateActor(); private: UPROPERTY(VisibleAnywhere) UProceduralMeshComponent * mesh;//自定义mesh UPROPERTY(EditAnywhere) UTexture2D * grayTexture;//传入灰度图 UPROPERTY(EditAnywhere) float zScale;//z值系数 UPROPERTY(EditAnywhere) UMaterial* meshMat;//材质 protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; };
源文件
#include "TerrainCreateActor.h" ATerrainCreateActor::ATerrainCreateActor() { PrimaryActorTick.bCanEverTick = true; mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("terrainMesh")); RootComponent = mesh; mesh->bUseAsyncCooking = true; } void ATerrainCreateActor::BeginPlay() { Super::BeginPlay(); //读取灰度图像素信息 FTexture2DMipMap* MyMipMap = &grayTexture->PlatformData->Mips[0]; FByteBulkData* RawImageData = &MyMipMap->BulkData; FColor* FormatedImageData = static_cast<FColor*>(RawImageData->Lock(LOCK_READ_ONLY)); uint32 TextureWidth = MyMipMap->SizeX, TextureHeight = MyMipMap->SizeY; //mesh基础信息 TArray<FVector> vertices; TArray<int32> Triangles; TArray<FVector> normals; TArray<FVector2D> UV0; TArray<FProcMeshTangent> tangents; TArray<FLinearColor> vertexColors; for (size_t i = 0; i < TextureWidth; i++) { for (size_t j = 0; j < TextureHeight; j++) { //根据颜色设定顶点z值 FColor PixelColor = FormatedImageData[j * TextureWidth + i]; float tempZ = (PixelColor .B* 299 + PixelColor .G* 587 + PixelColor.R * 114 + 500) / 1000;//rgb转灰度 tempZ *= zScale; vertices.Add(FVector(i*5, j*5, tempZ)); //顶点 normals.Add(FVector(0, 0, 1));//法线 UV0.Add(FVector2D((float)i/(float)TextureWidth, (float)j/(float)TextureHeight));//uv //UV0.Add(FVector2D(i,j));//uv tangents.Add(FProcMeshTangent(1, 0, 0));//切线 vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0)); //顶点颜色 if (j < TextureHeight - 1 && i < TextureWidth - 1) { //三角索引 此处按照vertice的添加顺序确定索引 Triangles.Add(i*TextureHeight + j); Triangles.Add(i*TextureHeight + j + 1); Triangles.Add(i*TextureHeight + j + TextureHeight); Triangles.Add(i*TextureHeight + j + TextureHeight); Triangles.Add(i*TextureHeight + j + 1); Triangles.Add(i*TextureHeight + j + TextureHeight + 1); } } } RawImageData->Unlock(); //创建mesh mesh->CreateMeshSection_LinearColor(0, vertices, Triangles, normals, UV0, vertexColors, tangents, true); mesh->ContainsPhysicsTriMeshData(true); mesh->SetMaterial(0, meshMat); } void ATerrainCreateActor::Tick(float DeltaTime) { Super::Tick(DeltaTime); }