怎么在UE4C++中使用procedural mesh 详细
时间: 2023-11-28 07:04:53 浏览: 39
使用Procedural Mesh在UE4 C++中创建和修改网格,可以让你在运行时动态生成和修改游戏世界中的网格。下面是更详细的步骤:
1. 在你的C++类中包含以下头文件:
```
#include "ProceduralMeshComponent.h"
```
2. 创建一个Procedural Mesh Component对象:
```
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Mesh")
UProceduralMeshComponent* ProceduralMesh;
```
3. 在构造函数中初始化Procedural Mesh Component对象:
```
ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>("ProceduralMeshComponent");
RootComponent = ProceduralMesh;
```
4. 创建一个FProceduralMeshVertex数组来定义顶点,并且初始化顶点的位置、法线、切线、颜色和纹理坐标:
```
TArray<FProceduralMeshVertex> Vertices;
FProceduralMeshVertex Vertex;
Vertex.Position = FVector(0.0f, 0.0f, 0.0f);
Vertex.Normal = FVector(0.0f, 0.0f, 1.0f);
Vertex.Tangent = FVector(1.0f, 0.0f, 0.0f);
Vertex.Color = FColor(255, 255, 255);
Vertex.UV0 = FVector2D(0.0f, 0.0f);
Vertices.Add(Vertex);
Vertex.Position = FVector(0.0f, 100.0f, 0.0f);
Vertex.Normal = FVector(0.0f, 0.0f, 1.0f);
Vertex.Tangent = FVector(1.0f, 0.0f, 0.0f);
Vertex.Color = FColor(255, 255, 255);
Vertex.UV0 = FVector2D(1.0f, 0.0f);
Vertices.Add(Vertex);
Vertex.Position = FVector(100.0f, 100.0f, 0.0f);
Vertex.Normal = FVector(0.0f, 0.0f, 1.0f);
Vertex.Tangent = FVector(1.0f, 0.0f, 0.0f);
Vertex.Color = FColor(255, 255, 255);
Vertex.UV0 = FVector2D(1.0f, 1.0f);
Vertices.Add(Vertex);
Vertex.Position = FVector(100.0f, 0.0f, 0.0f);
Vertex.Normal = FVector(0.0f, 0.0f, 1.0f);
Vertex.Tangent = FVector(1.0f, 0.0f, 0.0f);
Vertex.Color = FColor(255, 255, 255);
Vertex.UV0 = FVector2D(0.0f, 1.0f);
Vertices.Add(Vertex);
```
5. 创建一个数组来定义三角形索引,并且初始化三角形的顶点索引:
```
TArray<int32> Triangles;
Triangles.Add(0);
Triangles.Add(1);
Triangles.Add(2);
Triangles.Add(0);
Triangles.Add(2);
Triangles.Add(3);
```
6. 使用Vertices和Triangles数组来创建一个新的Procedural Mesh,并且指定材质:
```
UMaterialInterface* Material = LoadObject<UMaterialInterface>(NULL, TEXT("/Game/Materials/MyMaterial.MyMaterial"), NULL, LOAD_None, NULL);
ProceduralMesh->CreateMeshSection(0, Vertices, Triangles, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>(), true);
ProceduralMesh->SetMaterial(0, Material);
```
7. 更新Procedural Mesh的顶点、三角形索引或其他属性时,使用以下函数进行更新:
```
ProceduralMesh->UpdateMeshSection(0, Vertices, Triangles, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>());
```
8. 如果需要在运行时动态修改网格,你可以使用以下函数:
```
ProceduralMesh->ClearMeshSection(0);
Vertices.Empty();
Triangles.Empty();
// 添加新的顶点和三角形索引
// ...
ProceduralMesh->CreateMeshSection(0, Vertices, Triangles, TArray<FVector>(), TArray<FVector2D>(), TArray<FColor>(), TArray<FProcMeshTangent>(), true);
```
以上是使用Procedural Mesh在UE4 C++中创建和修改网格的基本步骤,你可以在这个基础上添加更多的功能和细节。