Unreal学习笔记2-绘制简单三角形

1. 概述

之所以写这个绘制简单三角形的实例其实是想知道如何在Unreal中通过代码绘制自定义Mesh,如果你会绘制一个三角形,那么自然就会绘制复杂的Mesh了。所以这是很多图形工作者的第一课。

2. 详论

2.1. 代码实现

Actor是Unreal的基本显示对象,有点类似于Unity中的GameObject或者OSG中的Node。因此,我们首先要实现一个继承自AActor的类

头文件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; }; 

实现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();  //设置包围盒之后调用这个函数起效,否则会被视锥体剔除   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));    // 设置顶点数据   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);  //切线     StaticMeshBuildVertices[m].TangentY = FVector(1, 0, 0);  //副切线     StaticMeshBuildVertices[m].TangentZ = FVector(0, 0, 1);  //法向量   }    LODResources.bHasColorVertexData = false;    //顶点buffer   LODResources.VertexBuffers.PositionVertexBuffer.Init(StaticMeshBuildVertices);    //法线,切线,贴图坐标buffer   LODResources.VertexBuffers.StaticMeshVertexBuffer.Init(       StaticMeshBuildVertices, 1);    //设置索引数组   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};    //设置包围盒   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); } 

然后将这个类对象ACustomMeshActor拖放到场景中,显示结果如下:

Unreal学习笔记2-绘制简单三角形

2.2. 解析:Component

  1. Actor只是一个空壳,具体的功能是通过各种类型的Component实现的(这一点与Unity不谋而合),这里使用的是UStaticMeshComponent,这也是Unreal场景中用的最多的Mesh组件。

  2. 这里组件初始化是在BeginPlay()中创建的,如果在构造函数中创建,那么就不能使用NewObject,而应该使用如下方法:

    // 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()中创建和在构造函数中创建的区别就在于前者是运行时创建,而后者在程序运行之前就创建了,可以在未运行的编辑器状态下看到静态网格体和材质。

  4. 承接2,在构造函数中创建的UStaticMeshComponent移动性被设置成Static了,这时运行会提示“光照需要重建”,也就是静态对象需要烘焙光照,在工具栏"构建"->"仅构建光照"烘培一下即可。这种方式运行时渲染效率最高。

  5. 对比4,运行时创建的UStaticMeshComponent移动性可以设置成Stationary,表示这个静态物体不移动,启用缓存光照法,并且缓存动态阴影。

2.3. 解析:材质

  1. 在UE编辑器分别创建了红色和绿色简单材质,注意材质是单面还是双面的,C++代码设置的要和材质蓝图中设置的要保持一致。最开始我参考的就是参考文献1中的代码,代码中设置成双面,但是我自己的材质蓝图中用的单面,程序启动直接崩溃了。

  2. 如果场景中材质显示不正确,比如每次浏览场景时的效果都不一样,说明可能法向量没有设置,我最开始就没有注意这个问题以为是光照的问题。

  3. 单面材质的话,正面是逆时针序还是顺时针序?从这个案例来看应该是逆时针。UE是个左手坐标系,X轴向前,法向量是(0, 0, 1),从法向量的一边看过去,顶点顺序是(100, 100, 50)->(100, 0, 50)->(0, 0, 50),明显是逆时针。

2.4. 解析:包围盒

  1. 包围盒参数最好要设置,UE似乎默认实现了视景体裁剪,不在范围内的物体会不显示。如果在某些视角场景对象突然不显示了,可能包围盒参数没有设置正确,导致视景体裁剪错误地筛选掉了当前场景对象。

    FBoxSphereBounds BoundingBoxAndSphere; //... RenderData->Bounds = BoundingBoxAndSphere; //... mesh->CalculateExtendedBounds();  //设置包围盒之后调用这个函数起效,否则会被视锥体剔除 
  2. 即使是一个平面,包围盒的三个Size参数之一也不能为0,否则还是可能会在某些视角场景对象不显示。

2.5. 解析:Section

Mesh内部是可以进行划分的,划分成多少个section就使用多少个材质,比如这里划分了两个section,最后就使用了两个材质。如下代码所示:

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

除了本文介绍的方法之外,也有其他的实现办法,具体可以参考文献3-5。实在是没有时间进行进一步的研究了,因此记录备份一下。另外,文献6-7可能对了解UE关于Mesh的内部实现有所帮助,笔者反正是看麻了。不得不说,这么一个微小的功能涉及到的内容还真不少,看来有的研究了。

4. 参考

  1. UE4绘制简单三角形(二)
  2. UE4之坐标系
  3. [UE4 C++]三种方式绘制三角形
  4. Building a StaticMesh in C++ during runtime
  5. Build static mesh from description
  6. 虚幻 – StaticMesh 分析
  7. Creating a Custom Mesh Component in UE4

上一篇
目录
下一篇

代码地址

发表评论

评论已关闭。

相关文章