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Unreal學(xué)習(xí)之簡(jiǎn)單三角形的繪制詳解

 更新時(shí)間:2023年02月02日 08:25:26   作者:charlee44  
之所以寫(xiě)這個(gè)繪制簡(jiǎn)單三角形的實(shí)例其實(shí)是想知道如何在Unreal中通過(guò)代碼繪制自定義Mesh,如果你會(huì)繪制一個(gè)三角形,那么自然就會(huì)繪制復(fù)雜的Mesh了。所以這是很多圖形工作者的第一課,快跟隨小編一起學(xué)習(xí)起來(lái)吧

1. 概述

之所以寫(xiě)這個(gè)繪制簡(jiǎn)單三角形的實(shí)例其實(shí)是想知道如何在Unreal中通過(guò)代碼繪制自定義Mesh,如果你會(huì)繪制一個(gè)三角形,那么自然就會(huì)繪制復(fù)雜的Mesh了。所以這是很多圖形工作者的第一課。

2. 詳論

2.1 代碼實(shí)現(xiàn)

Actor是Unreal的基本顯示對(duì)象,有點(diǎn)類(lèi)似于Unity中的GameObject或者OSG中的Node。因此,我們首先要實(shí)現(xiàn)一個(gè)繼承自AActor的類(lèi)

頭文件CustomMeshActor.h:

#pragma once

// clang-format off
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CustomMeshActor.generated.h"
// clang-format on

UCLASS()
class UESTUDY_API ACustomMeshActor : public AActor {
  GENERATED_BODY()

 public:
  // Sets default values for this actor's properties
  ACustomMeshActor();

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

  UStaticMesh* CreateMesh();
  void CreateGeometry(FStaticMeshRenderData* RenderData);
  void CreateMaterial(UStaticMesh* mesh);

 public:
  // Called every frame
  virtual void Tick(float DeltaTime) override;

  UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
  UStaticMeshComponent* staticMeshComponent;
};

實(shí)現(xiàn)CustomMeshActor.cpp:

#include "CustomMeshActor.h"

#include "Output.h"

// Sets default values
ACustomMeshActor::ACustomMeshActor() {
  // 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;
}

// Called when the game starts or when spawned
void ACustomMeshActor::BeginPlay() {
  Super::BeginPlay();

  staticMeshComponent = NewObject<UStaticMeshComponent>(this);

  staticMeshComponent->SetMobility(EComponentMobility::Stationary);
  SetRootComponent(staticMeshComponent);
  staticMeshComponent->RegisterComponent();

  UStaticMesh* mesh = CreateMesh();
  if (mesh) {
    staticMeshComponent->SetStaticMesh(mesh);
  }
}

UStaticMesh* ACustomMeshActor::CreateMesh() {
  UStaticMesh* mesh = NewObject<UStaticMesh>(staticMeshComponent);
  mesh->NeverStream = true;
  mesh->SetIsBuiltAtRuntime(true);

  TUniquePtr<FStaticMeshRenderData> RenderData =
      MakeUnique<FStaticMeshRenderData>();

  CreateGeometry(RenderData.Get());

  CreateMaterial(mesh);

  mesh->SetRenderData(MoveTemp(RenderData));
  mesh->InitResources();
  mesh->CalculateExtendedBounds();  //設(shè)置包圍盒之后調(diào)用這個(gè)函數(shù)起效,否則會(huì)被視錐體剔除
  return mesh;
}

void ACustomMeshActor::CreateMaterial(UStaticMesh* mesh) {
  UMaterial* material1 = (UMaterial*)StaticLoadObject(
      UMaterial::StaticClass(), nullptr,
      TEXT("Material'/Game/Materials/RedColor.RedColor'"));

  mesh->AddMaterial(material1);

  UMaterial* material2 = (UMaterial*)StaticLoadObject(
      UMaterial::StaticClass(), nullptr,
      TEXT("Material'/Game/Materials/GreenColor.GreenColor'"));

  mesh->AddMaterial(material2);
}

void ACustomMeshActor::CreateGeometry(FStaticMeshRenderData* RenderData) {
  RenderData->AllocateLODResources(1);
  FStaticMeshLODResources& LODResources = RenderData->LODResources[0];

  int vertexNum = 4;

  TArray<FVector> xyzList;
  xyzList.Add(FVector(0, 0, 50));
  xyzList.Add(FVector(100, 0, 50));
  xyzList.Add(FVector(100, 100, 50));
  xyzList.Add(FVector(0, 100, 50));

  TArray<FVector2D> uvList;
  uvList.Add(FVector2D(0, 1));
  uvList.Add(FVector2D(0, 0));
  uvList.Add(FVector2D(1, 0));
  uvList.Add(FVector2D(1, 1));

  // 設(shè)置頂點(diǎn)數(shù)據(jù)
  TArray<FStaticMeshBuildVertex> StaticMeshBuildVertices;
  StaticMeshBuildVertices.SetNum(vertexNum);
  for (int m = 0; m < vertexNum; m++) {
    StaticMeshBuildVertices[m].Position = xyzList[m];
    StaticMeshBuildVertices[m].Color = FColor(255, 0, 0);
    StaticMeshBuildVertices[m].UVs[0] = uvList[m];
    StaticMeshBuildVertices[m].TangentX = FVector(0, 1, 0);  //切線(xiàn)
    StaticMeshBuildVertices[m].TangentY = FVector(1, 0, 0);  //副切線(xiàn)
    StaticMeshBuildVertices[m].TangentZ = FVector(0, 0, 1);  //法向量
  }

  LODResources.bHasColorVertexData = false;

  //頂點(diǎn)buffer
  LODResources.VertexBuffers.PositionVertexBuffer.Init(StaticMeshBuildVertices);

  //法線(xiàn),切線(xiàn),貼圖坐標(biāo)buffer
  LODResources.VertexBuffers.StaticMeshVertexBuffer.Init(
      StaticMeshBuildVertices, 1);

  //設(shè)置索引數(shù)組
  TArray<uint32> indices;
  int numTriangles = 2;
  int indiceNum = numTriangles * 3;
  indices.SetNum(indiceNum);
  indices[0] = 2;
  indices[1] = 1;
  indices[2] = 0;
  indices[3] = 3;
  indices[4] = 2;
  indices[5] = 0;

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

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

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

    section.bEnableCollision = false;
    section.MaterialIndex = 0;
    section.NumTriangles = 1;
    section.FirstIndex = 0;
    section.MinVertexIndex = 0;
    section.MaxVertexIndex = 2;
  }
  {
    FStaticMeshSection& section = Sections.AddDefaulted_GetRef();

    section.bEnableCollision = false;
    section.MaterialIndex = 0;
    section.NumTriangles = 1;
    section.FirstIndex = 3;
    section.MinVertexIndex = 3;
    section.MaxVertexIndex = 5;
  }

  double boundArray[7] = {0, 0, 0, 200, 200, 200, 200};

  //設(shè)置包圍盒
  FBoxSphereBounds BoundingBoxAndSphere;
  BoundingBoxAndSphere.Origin =
      FVector(boundArray[0], boundArray[1], boundArray[2]);
  BoundingBoxAndSphere.BoxExtent =
      FVector(boundArray[3], boundArray[4], boundArray[5]);
  BoundingBoxAndSphere.SphereRadius = boundArray[6];
  RenderData->Bounds = BoundingBoxAndSphere;
}

// Called every frame
void ACustomMeshActor::Tick(float DeltaTime) { Super::Tick(DeltaTime); }

然后將這個(gè)類(lèi)對(duì)象ACustomMeshActor拖放到場(chǎng)景中,顯示結(jié)果如下:

2.2 解析:Component

1.Actor只是一個(gè)空殼,具體的功能是通過(guò)各種類(lèi)型的Component實(shí)現(xiàn)的(這一點(diǎn)與Unity不謀而合),這里使用的是UStaticMeshComponent,這也是Unreal場(chǎng)景中用的最多的Mesh組件。

2.這里組件初始化是在BeginPlay()中創(chuàng)建的,如果在構(gòu)造函數(shù)中創(chuàng)建,那么就不能使用NewObject,而應(yīng)該使用如下方法:

// Sets default values
ACustomMeshActor::ACustomMeshActor() {
    // 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;

    staticMeshComponent =
        CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SceneRoot"));
    staticMeshComponent->SetMobility(EComponentMobility::Static);
    SetRootComponent(staticMeshComponent);

    UStaticMesh* mesh = CreateMesh();
    if (mesh) {
        staticMeshComponent->SetStaticMesh(mesh);
    }
}

3.承接2,在BeginPlay()中創(chuàng)建和在構(gòu)造函數(shù)中創(chuàng)建的區(qū)別就在于前者是運(yùn)行時(shí)創(chuàng)建,而后者在程序運(yùn)行之前就創(chuàng)建了,可以在未運(yùn)行的編輯器狀態(tài)下看到靜態(tài)網(wǎng)格體和材質(zhì)。

4.承接2,在構(gòu)造函數(shù)中創(chuàng)建的UStaticMeshComponent移動(dòng)性被設(shè)置成Static了,這時(shí)運(yùn)行會(huì)提示“光照需要重建”,也就是靜態(tài)對(duì)象需要烘焙光照,在工具欄"構(gòu)建"->"僅構(gòu)建光照"烘培一下即可。這種方式運(yùn)行時(shí)渲染效率最高。

5.對(duì)比4,運(yùn)行時(shí)創(chuàng)建的UStaticMeshComponent移動(dòng)性可以設(shè)置成Stationary,表示這個(gè)靜態(tài)物體不移動(dòng),啟用緩存光照法,并且緩存動(dòng)態(tài)陰影。

2.3 解析:材質(zhì)

在UE編輯器分別創(chuàng)建了紅色和綠色簡(jiǎn)單材質(zhì),注意材質(zhì)是單面還是雙面的,C++代碼設(shè)置的要和材質(zhì)藍(lán)圖中設(shè)置的要保持一致。最開(kāi)始我參考的就是參考文獻(xiàn)1中的代碼,代碼中設(shè)置成雙面,但是我自己的材質(zhì)藍(lán)圖中用的單面,程序啟動(dòng)直接崩潰了。

如果場(chǎng)景中材質(zhì)顯示不正確,比如每次瀏覽場(chǎng)景時(shí)的效果都不一樣,說(shuō)明可能法向量沒(méi)有設(shè)置,我最開(kāi)始就沒(méi)有注意這個(gè)問(wèn)題以為是光照的問(wèn)題。

單面材質(zhì)的話(huà),正面是逆時(shí)針序還是順時(shí)針序?從這個(gè)案例來(lái)看應(yīng)該是逆時(shí)針。UE是個(gè)左手坐標(biāo)系,X軸向前,法向量是(0, 0, 1),從法向量的一邊看過(guò)去,頂點(diǎn)順序是(100, 100, 50)->(100, 0, 50)->(0, 0, 50),明顯是逆時(shí)針。

2.4 解析:包圍盒

包圍盒參數(shù)最好要設(shè)置,UE似乎默認(rèn)實(shí)現(xiàn)了視景體裁剪,不在范圍內(nèi)的物體會(huì)不顯示。如果在某些視角場(chǎng)景對(duì)象突然不顯示了,可能包圍盒參數(shù)沒(méi)有設(shè)置正確,導(dǎo)致視景體裁剪錯(cuò)誤地篩選掉了當(dāng)前場(chǎng)景對(duì)象。

FBoxSphereBounds BoundingBoxAndSphere;
//...
RenderData->Bounds = BoundingBoxAndSphere;
//...
mesh->CalculateExtendedBounds();  //設(shè)置包圍盒之后調(diào)用這個(gè)函數(shù)起效,否則會(huì)被視錐體剔除

即使是一個(gè)平面,包圍盒的三個(gè)Size參數(shù)之一也不能為0,否則還是可能會(huì)在某些視角場(chǎng)景對(duì)象不顯示。

2.5 解析:Section

Mesh內(nèi)部是可以進(jìn)行劃分的,劃分成多少個(gè)section就使用多少個(gè)材質(zhì),比如這里劃分了兩個(gè)section,最后就使用了兩個(gè)材質(zhì)。如下代碼所示:

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

  section.bEnableCollision = false;
  section.MaterialIndex = 0;
  section.NumTriangles = 1;
  section.FirstIndex = 0;
  section.MinVertexIndex = 0;
  section.MaxVertexIndex = 2;
}
{
  FStaticMeshSection& section = Sections.AddDefaulted_GetRef();

  section.bEnableCollision = false;
  section.MaterialIndex = 0;
  section.NumTriangles = 1;
  section.FirstIndex = 3;
  section.MinVertexIndex = 3;
  section.MaxVertexIndex = 5;
}

3. 其他

除了本文介紹的方法之外,也有其他的實(shí)現(xiàn)辦法,具體可以參考文獻(xiàn)3-5。實(shí)在是沒(méi)有時(shí)間進(jìn)行進(jìn)一步的研究了,因此記錄備份一下。另外,文獻(xiàn)6-7可能對(duì)了解UE關(guān)于Mesh的內(nèi)部實(shí)現(xiàn)有所幫助,筆者反正是看麻了。不得不說(shuō),這么一個(gè)微小的功能涉及到的內(nèi)容還真不少,看來(lái)有的研究了。

以上就是Unreal學(xué)習(xí)之簡(jiǎn)單三角形的繪制詳解的詳細(xì)內(nèi)容,更多關(guān)于Unreal繪制三角形的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!

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