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);
}