UE4绘制简单三角形(二)

UE4绘制简单三角形(二)

运行时动态生成StaticMesh。主要参考Cesium for UE4插件的相关源码。

Code

FStaticMeshBuildVertex

结构体FStaticMeshBuildVertex的数据成员如下图,构成几何三角Mesh顶点的基本数据。

The information used to build a static-mesh vertex.
在这里插入图片描述

FStaticMeshLODResources

Rendering resources needed to render an individual static mesh LOD.
渲染单独一个静态网格LOD所需的渲染资源,主要指顶点缓冲区、索引缓冲区等等渲染资源。
在这里插入图片描述

FStaticMeshSection

A set of static mesh triangles which are rendered with the same material.

共用一个材质的静态网格三角形集合。主要包含顶点的起始索引,三角形个数,以及材质索引等等。
在这里插入图片描述

示例

生成一个简单的三角形形。

	UStaticMeshComponent* mesh = NewObject<UStaticMeshComponent>(this);
	mesh->SetFlags(RF_Transient);
	UStaticMesh* pStaticMesh = NewObject<UStaticMesh>(mesh);
	mesh->SetStaticMesh(pStaticMesh);
	pStaticMesh->NeverStream = true;
	//静态网格MeshData,创建一个LOD资源
	FStaticMeshRenderData* RenderData = new FStaticMeshRenderData();
	RenderData->AllocateLODResources(1);

	FStaticMeshLODResources& LODResources = RenderData->LODResources[0];
	
	//设置索引数组
	TArray<uint32> indices;
	indices.SetNum(3);
	indices[0]=0;
	indices[1] = 1;
	indices[2] = 2;
	
	LODResources.IndexBuffer.SetIndices(
		indices,
		EIndexBufferStride::Type::AutoDetect);

	LODResources.bHasDepthOnlyIndices = false;
	LODResources.bHasReversedIndices = false;
	LODResources.bHasReversedDepthOnlyIndices = false;
	//LODResources.bHasAdjacencyInfo = false;
	// 设置顶点数据
	TArray<FStaticMeshBuildVertex> StaticMeshBuildVertices;
	StaticMeshBuildVertices.SetNum(indices.Num());
	
	FStaticMeshBuildVertex& vertex0 = StaticMeshBuildVertices[0];
	vertex0.Position = FVector(0, 0, 0);
	vertex0.Color= FColor(255, 0, 0);
	vertex0.UVs[0]=FVector2D(0,0);
	vertex0.TangentX = FVector(0, 1, 0);
	vertex0.TangentY = FVector(1, 0, 0);
	vertex0.TangentY = FVector(0, 0, 1);
	
	FStaticMeshBuildVertex& vertex1 = StaticMeshBuildVertices[1];
	vertex1.Position = FVector(100, 0, 0);
	vertex1.Color = FColor(255, 0, 0);
	vertex1.UVs[0] = FVector2D(1, 0);
	vertex1.TangentX = FVector(0, 1, 0);
	vertex1.TangentY = FVector(1, 0, 0);
	vertex1.TangentY = FVector(0, 0, 1);

	FStaticMeshBuildVertex& vertex2 = StaticMeshBuildVertices[2];
	vertex2.Position = FVector(0, 100, 0);
	vertex2.Color = FColor(255, 0, 0);
	vertex2.UVs[0] = FVector2D(1, 0);
	vertex2.TangentX = FVector(0, 1, 0);
	vertex2.TangentY = FVector(1, 0, 0);
	vertex2.TangentY = FVector(0, 0, 1);

	LODResources.bHasColorVertexData = false;
	//设置包围盒
	FBoxSphereBounds BoundingBoxAndSphere;
	BoundingBoxAndSphere.Origin = FVector(0, 0, 0);
	BoundingBoxAndSphere.SphereRadius = 100.0f;


	RenderData->Bounds = BoundingBoxAndSphere;

//顶点buffer	LODResources.VertexBuffers.PositionVertexBuffer.Init(StaticMeshBuildVertices);

	FColorVertexBuffer& ColorVertexBuffer =
		LODResources.VertexBuffers.ColorVertexBuffer;
	
	//ColorVertexBuffer.Init(StaticMeshBuildVertices);
	
//法线,切线,贴图坐标buffer	LODResources.VertexBuffers.StaticMeshVertexBuffer.Init(
		StaticMeshBuildVertices,1);

	FStaticMeshLODResources::FStaticMeshSectionArray& Sections =
		LODResources.Sections;
	FStaticMeshSection& section = Sections.AddDefaulted_GetRef();
	section.bEnableCollision = false;

	section.NumTriangles = StaticMeshBuildVertices.Num() / 3;
	section.FirstIndex = 0;
	section.MinVertexIndex = 0;
	section.MaxVertexIndex = StaticMeshBuildVertices.Num() - 1;
	//section.bEnableCollision = true;
	//section.bCastShadow = true;

	

	
	pStaticMesh->RenderData = TUniquePtr<FStaticMeshRenderData>(RenderData);

	UMaterial* Material = UMaterial::GetDefaultMaterial(MD_Surface);
	Material->TwoSided = true;
	//Material->Wireframe = true;

	section.MaterialIndex = 0;
	pStaticMesh->AddMaterial(Material);

	pStaticMesh->InitResources();
	pStaticMesh->CalculateExtendedBounds();
	pStaticMesh->RenderData->ScreenSize[0].Default = 1.0f;
	pStaticMesh->CreateBodySetup();
	mesh->SetMobility(EComponentMobility::Movable);
	mesh->SetupAttachment(this->RootComponent);
	mesh->RegisterComponent();

Result

在这里插入图片描述

相关参考

  1. UE4绘制简单三角形(一)
  2. UE4 自定义Shader 和 RHI
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