Ue4绘制立方体

//加载ProceduralMeshComponent插件
using UnrealBuildTool;

public class Cloud3D : ModuleRules
{
	public Cloud3D(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
		bUseRTTI = true;
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

		PrivateDependencyModuleNames.AddRange(new string[] { "Kernel3D", "UnrealPort", "ProceduralMeshComponent"});

		// Uncomment if you are using Slate UI
		// PrivateDependencyModuleNames.Ad dRange(new string[] { "Slate", "SlateCore" });
		
		// Uncomment if you are using online features
		// PrivateDependencyModuleNames.Add("OnlineSubsystem");

		// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
	}
}

//头文件
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ProceduralMeshComponent.h"
#include "TestActor.generated.h"

UCLASS()
class CLOUD3D_API ATestActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ATestActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	UFUNCTION(BlueprintCallable, Category = "CustomMeshActor")
		void DrawBox(UMaterialInterface* InMaterial);

	UPROPERTY()
		UProceduralMeshComponent* DrawMeshComponent;

};

//cpp
#include "TestActor.h"

// Sets default values
ATestActor::ATestActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
	DrawMeshComponent = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("DrawMeshComponent"));
	DrawMeshComponent->SetupAttachment(RootComponent);
}

void ATestActor::DrawBox(UMaterialInterface* InMaterial)
{
	TArray<FVector> vertices;
	TArray<int32> triangles;
	vertices.Add(FVector(0, 0, 0));
	vertices.Add(FVector(100, 0, 0));
	vertices.Add(FVector(100, -100, 0));
	vertices.Add(FVector(0, -100, 0));
	vertices.Add(FVector(0, 0, 0));
	vertices.Add(FVector(0, 0, 100));
	vertices.Add(FVector(100, 0, 100));
	vertices.Add(FVector(100, -100, 100));
	vertices.Add(FVector(0, -100, 100));
	vertices.Add(FVector(0, 0, 100));
	triangles.Add(0);
	triangles.Add(1);
	triangles.Add(2);
	triangles.Add(2);
	triangles.Add(3);
	triangles.Add(4);

	triangles.Add(5);
	triangles.Add(6);
	triangles.Add(7);
	triangles.Add(7);
	triangles.Add(8);
	triangles.Add(9);

	for (int i=0;i<4;i++)
	{
		triangles.Add(i);
		triangles.Add(i+1);
		triangles.Add(i+5);
		triangles.Add(i+1);
		triangles.Add(i+6);
		triangles.Add(i+5);
	}
	TArray<FVector> normals;
	TArray<FProcMeshTangent> tangents;
	TArray<FLinearColor> vertexColors;
	TArray<FVector2D> uvs;
	DrawMeshComponent->CreateMeshSection_LinearColor(0, vertices, triangles, normals, uvs, vertexColors, tangents, true);
	if (!InMaterial)
		return;
	DrawMeshComponent->SetMaterial(0, InMaterial);
}

绘制效果 

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