UProceduralMeshComponent

使用UProceduralMeshComponent可以自由的用三角星来绘制三维图形

1. 在actor的构造函数中添加UProceduralMeshComponent组件

mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("mesh"));
Material = LoadObject<UMaterial>(NULL, TEXT("/Game/VertexColorMaterial"), NULL, LOAD_None, NULL);

2. 绘制矩形

void AMyActor::MeshDrawRect(FVector2D Position, FVector2D Size, FLinearColor color)
{
	TArray<FVector> vertices;
	vertices.Add(FVector(0, Position.X, Position.Y));
	vertices.Add(FVector(0, Position.X + Size.X, Position.Y));
	vertices.Add(FVector(0, Position.X + Size.X, Position.Y + Size.Y));

	vertices.Add(FVector(0, Position.X, Position.Y));
	vertices.Add(FVector(0, Position.X + Size.X, Position.Y + Size.Y));
	vertices.Add(FVector(0, Position.X, Position.Y + Size.Y));

	TArray<int32> Triangles;
	for (int i = 0; i < vertices.Num(); i++)
	{ 
		Triangles.Add(i);
	}

	TArray<FLinearColor> vertexColors;
	for (int i = 0; i < vertices.Num(); i++)
	{
		vertexColors.Add(color);
	}
	if (m_bIsRotate)
	{
		mesh->CreateMeshSection_LinearColor(m_nIndex, MeshRotation(vertices, m_centerRotate, m_degreeRotate), Triangles, normals, UV0, vertexColors, tangents, true);
	}
	else
	{
		mesh->CreateMeshSection_LinearColor(m_nIndex, vertices, Triangles, normals, UV0, vertexColors, tangents, true);
	}
	mesh->SetMaterial(m_nIndex++, Material);
}

3. 绘制圆形

void AMyActor::MeshDrawCircle(FVector2D center, int radius, int NumSegments, FLinearColor color)
{
	if (NumSegments == 0)
		NumSegments = 360.0;
	float SegmentLength = 360.0 / NumSegments;

	TArray<FVector> vertices;
	for (float i = 0; i < 360.0; i += SegmentLength)
	{
		FVector2D PositionA(cos(i * PI / 180.0) * radius + center.X, sin(i * PI / 180.0) * radius + center.Y);
		FVector2D PositionB(cos((i + SegmentLength) * PI / 180.0) * radius + center.X, sin((i + SegmentLength) * PI / 180.0) * radius + center.Y);
		vertices.Add(FVector(0, center.X, center.Y));
		vertices.Add(FVector(0, PositionA.X, PositionA.Y));
		vertices.Add(FVector(0, PositionB.X, PositionB.Y));
	}

	TArray<int32> Triangles;
	for (int i = 0; i < vertices.Num(); i++)
	{
		Triangles.Add(i);
	}

	TArray<FLinearColor> vertexColors;
	for (int i = 0; i < vertices.Num(); i++)
	{
		vertexColors.Add(color);
	}

	mesh->CreateMeshSection_LinearColor(m_nIndex, vertices, Triangles, normals, UV0, vertexColors, tangents, true);
	mesh->SetMaterial(m_nIndex++, Material);
}


  • 1
    点赞
  • 14
    收藏
    觉得还不错? 一键收藏
  • 3
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 3
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值