zoukankan      html  css  js  c++  java
  • Procedural Mesh Component in C++:Getting Started

    转自:https://wiki.unrealengine.com/Procedural_Mesh_Component_in_C++:Getting_Started

    I create a simple triangle using the UProceduralMeshComponent API, from there extending it should be easy. Once the class is compiled you can just drag it into your scene.

    To use this component, include the paths in the build.cs file of your project:

    MyProject.Build.cs:

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "ProceduralMeshComponent" });

    and in your .uproject file (MyProject.uproject) in case you work on a project:

        "AdditionalDependencies": [..., ..., "ProceduralMeshComponent"]

    After 4.17, plugins can now depend on other plugins, so in case you are working on a plugin instead of a project, you will have to add this to your .uplugin file:

    "Modules": [
          {
            ....
          }
        ],
        "Plugins": [                       // <--
          {                                // <--
            "Name": "ProceduralMeshComponent",    // <--
            "Enabled": true                // <--
          }                                // <--
        ]

    To fix errors with Visual Studio IntelliSense you need to right-click MyProject.uproject and re-generate Visual Studio project files. In Visual Studio 2017, open "Solution Explorer" and open the "Game" folder, right-click on the first line, which should be the root of your solution, select: "Rescan Solution".


    I've created an Actor class.

    Add the header to your MyActor.h file above the "MyActor.generated.h" include which has to be the last include.

    #include "ProceduralMeshComponent.h"
    #include "MyActor.generated.h"

    In the header file, the following is added to support assigning a material.

    private:
        UPROPERTY(VisibleAnywhere)
        UProceduralMeshComponent * mesh;

    In my cpp file I have added the following to the constructor:

    MyActor.cpp

    // Creating a standard root object.
    AMyActor::AMyActor()
    {
        mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh"));
        RootComponent = mesh;
            // New in UE 4.17, multi-threaded PhysX cooking.
            mesh->bUseAsyncCooking = true;
    }
    
    
    // This is called when actor is spawned (at runtime or when you drop it into the world in editor)
    void AMyActor::PostActorCreated()
    {
        Super::PostActorCreated();
        CreateTriangle();
    }
    
    // This is called when actor is already in level and map is opened
    void AMyActor::PostLoad()
    {
        Super::PostLoad();
        CreateTriangle();
    }
    
    void AMyActor::CreateTriangle()
    {
        TArray<FVector> vertices;
        vertices.Add(FVector(0, 0, 0));
        vertices.Add(FVector(0, 100, 0));
        vertices.Add(FVector(0, 0, 100));
    
        TArray<int32> Triangles;
        Triangles.Add(0);
        Triangles.Add(1);
        Triangles.Add(2);
    
        TArray<FVector> normals;
        normals.Add(FVector(1, 0, 0));
        normals.Add(FVector(1, 0, 0));
        normals.Add(FVector(1, 0, 0));
    
        TArray<FVector2D> UV0;
        UV0.Add(FVector2D(0, 0));
        UV0.Add(FVector2D(10, 0));
        UV0.Add(FVector2D(0, 10));
        
    
        TArray<FProcMeshTangent> tangents;
        tangents.Add(FProcMeshTangent(0, 1, 0));
        tangents.Add(FProcMeshTangent(0, 1, 0));
        tangents.Add(FProcMeshTangent(0, 1, 0));
    
        TArray<FLinearColor> vertexColors;
        vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0));
        vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0));
        vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0));
    
        mesh->CreateMeshSection_LinearColor(0, vertices, Triangles, normals, UV0, vertexColors, tangents, true);
            
            // Enable collision data
        mesh->ContainsPhysicsTriMeshData(true);
    }

    The documentation for CreateMeshSection and CreateMeshSection_LinearColor functions is this:

    /**
        *    Create/replace a section for this procedural mesh component.
        *    @param    SectionIndex        Index of the section to create or replace.
        *    @param    Vertices            Vertex buffer of all vertex positions to use for this mesh section.
        *    @param    Triangles            Index buffer indicating which vertices make up each triangle. Length must be a multiple of 3.
        *    @param    Normals                Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array.
        *    @param    UV0                    Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array.
        *    @param    VertexColors        Optional array of colors for each vertex. If supplied, must be same length as Vertices array.
        *    @param    Tangents            Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array.
        *    @param    bCreateCollision    Indicates whether collision should be created for this section. This adds significant cost.
        */
    
    // '''Don't use this function'''. It is deprecated. Use LinearColor version.
    void CreateMeshSection(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals, const TArray<FVector2D>& UV0, const TArray<FColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents, bool bCreateCollision);
    
    // In this one you can send FLinearColor instead of FColor for the Vertex Colors.
    void CreateMeshSection_LinearColor(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals, const TArray<FVector2D>& UV0, const TArray<FLinearColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents, bool bCreateCollision)
    
    // Updates a section of this procedural mesh component. This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated.
    void UpdateMeshSection_LinearColor(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<FVector>& Normals, const TArray<FVector2D>& UV0, const TArray<FLinearColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents);

    If you have a <YourGameName>GameModeBase.cpp, make sure to add a reference to the header of the class where you added the above code, that way you will see it in your Editor in "C++ Classes" Content Browser and will be able to drag it to your scene.

  • 相关阅读:
    「干货分享」我所在团队的竞品分析模板--附下载
    框架用多了真的会死人的,spring-cloud全家桶与mybitais 集成完整示例(附下载)
    聊聊区块链,虽然我不挖矿!
    从厕所排队引发的产品设计方案思考
    基于spring-boot和docker-java实现对docker容器的动态管理和监控[附完整源码下载]
    Spring-boot原理(附带实现一个spring-boot-starter实例和代码下载)
    Zookeeper+websocket实现对分布式服务器的实时监控(附源码下载)
    「干货分享」模块化编程和maven配置实践一则
    【干货分享】大话团队的GIT分支策略进化史
    项目协作管理平台-teambition和tapd--深度体验
  • 原文地址:https://www.cnblogs.com/sevenyuan/p/11815157.html
Copyright © 2011-2022 走看看