UE4绘制简单三角形(三)

UE4绘制简单三角形(三)

运行时动态生成StaticMesh,并对StaticMesh的三角形面指定不同的材质。

Code

FStaticMeshSection指定了Static Mesh中一组三角形,它们拥有同一个材质。

 	UStaticMeshComponent* mesh = NewObject<UStaticMeshComponent>(this);
	mesh->SetFlags(RF_Transient);
	UStaticMesh* pStaticMesh = NewObject<UStaticMesh>(mesh);
	mesh->SetStaticMesh(pStaticMesh);
	pStaticMesh->NeverStream = true;
	//静态网格Mesh
	FStaticMeshRenderData* RenderData = new FStaticMeshRenderData();
	RenderData->AllocateLODResources(1);

	FStaticMeshLODResources& LODResources = RenderData->LODResources[0];

	TArray<uint32> indices;
	indices.SetNum(6);
	indices[0] = 0;
	indices[1] = 1;
	indices[2] = 2;
	indices[3] = 0;
	indices[4] = 2;
	indices[5] = 3;

	TArray<FStaticMeshBuildVertex> StaticMeshBuildVertices;
	StaticMeshBuildVertices.SetNum(4);


	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);

	FStaticMeshBuildVertex& vertex3 = StaticMeshBuildVertices[3];
	vertex3.Position = FVector(-100, 0, 0);
	vertex3.Color = FColor(255, 0, 0);
	vertex3.UVs[0] = FVector2D(1, 0);
	vertex3.TangentX = FVector(0, 1, 0);
	vertex3.TangentY = FVector(1, 0, 0);
	vertex3.TangentY = FVector(0, 0, 1);

	LODResources.bHasColorVertexData = false;

	FBoxSphereBounds BoundingBoxAndSphere;
	BoundingBoxAndSphere.Origin = FVector(0, 0, 0);
	BoundingBoxAndSphere.SphereRadius = 200.0f;


	RenderData->Bounds = BoundingBoxAndSphere;

	LODResources.VertexBuffers.PositionVertexBuffer.Init(StaticMeshBuildVertices);

	FColorVertexBuffer& ColorVertexBuffer =
		LODResources.VertexBuffers.ColorVertexBuffer;

	LODResources.VertexBuffers.StaticMeshVertexBuffer.Init(
		StaticMeshBuildVertices, 1);

	LODResources.IndexBuffer.SetIndices(
		indices,
		EIndexBufferStride::Type::AutoDetect);

	LODResources.bHasDepthOnlyIndices = false;
	LODResources.bHasReversedIndices = false;
	LODResources.bHasReversedDepthOnlyIndices = false;

	FStaticMeshLODResources::FStaticMeshSectionArray& Sections =
		LODResources.Sections;

	FStaticMeshSection& section1 = Sections.AddDefaulted_GetRef();
	section1.bEnableCollision = false;

	section1.NumTriangles = 1;
	section1.FirstIndex = 0;

	section1.MinVertexIndex = 0;
	section1.MaxVertexIndex = StaticMeshBuildVertices.Num() - 1;

	//Material'/Game/mat/red.red'
	UMaterial* Material1 = (UMaterial*)StaticLoadObject(UMaterial::StaticClass(), nullptr, TEXT("Material'/Game/mat/red.red'"));
	UMaterialInstanceDynamic* MaterialInstance1 = UMaterialInstanceDynamic::Create(Material1, nullptr);
	MaterialInstance1->AddToRoot();
	MaterialInstance1->TwoSided = true;
	FName pMateraialName = pStaticMesh->AddMaterial(MaterialInstance1);
	int32 idx = pStaticMesh->GetMaterialIndex(pMateraialName);
	section1.MaterialIndex = idx;


	FStaticMeshSection& section2 = Sections.AddDefaulted_GetRef();
	section2.bEnableCollision = false;

	section2.NumTriangles = 1;
	section2.FirstIndex = 3;

	section2.MinVertexIndex = 0;
	section2.MaxVertexIndex = StaticMeshBuildVertices.Num() - 1;

	Material'/Game/mat/green.green'
	UMaterial* Material2 = (UMaterial*)StaticLoadObject(UMaterial::StaticClass(), nullptr, TEXT("Material'/Game/mat/green.green'"));
	UMaterialInstanceDynamic* MaterialInstance2 = UMaterialInstanceDynamic::Create(Material2, nullptr);
	MaterialInstance2->AddToRoot();
	MaterialInstance2->TwoSided = true;
	FName pMateraialName2 = pStaticMesh->AddMaterial(MaterialInstance2);
	idx = pStaticMesh->GetMaterialIndex(pMateraialName2);
	section1.MaterialIndex = idx;

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

Result

在这里插入图片描述
在这里插入图片描述

参考

  1. UE4绘制简单三角形(一)
  2. UE4绘制简单三角形(二)
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