1、MyActor.h
c++
//MyActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class CONTROLLER_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Polygon")
TObjectPtr<class UStaticMeshComponent> PolygonComponent;
FPolygonGroupID GroupId;
UPROPERTY(EditAnywhere, Category = "Polygon")
TArray<FVector> Coodinates;
TObjectPtr<class UStaticMesh> Polygon;
UPROPERTY(EditAnywhere, Category = "Polygon")
UMaterialInterface* Material;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual void OnConstruction(const FTransform& Transform) override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
TObjectPtr<class UStaticMesh> BuildPolygon(TArray<FVector> InPositions);
};
2、MyActor.cpp
c++
//MyActor.cpp
#include "MyActor.h"
#include "StaticMeshAttributes.h"
#include "CompGeom/PolygonTriangulation.h"
#include <StaticMeshOperations.h>
#include <MeshDescriptionBuilder.h>
// Sets default values
AMyActor::AMyActor()
{
// 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;
PolygonComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PolygonComponent"), false);
SetRootComponent(PolygonComponent);
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
if(Coodinates.Num())
{
Material = LoadObject<UMaterial>(this, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
PolygonComponent->SetStaticMesh(BuildPolygon(Coodinates));
PolygonComponent->SetMaterial(0,Material);
//PolygonComponent->SetForcedLodModel(1);
}
}
void AMyActor::OnConstruction(const FTransform& Transform)
{
if (!IsTemplate()) {
if (Coodinates.Num())
{
//加载虚幻引擎自带的材质
Material = LoadObject<UMaterial>(this, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
//将生成的StaticMesh挂载到StaticMeshComponent上
BuildPolygon(Coodinates);
PolygonComponent->SetStaticMesh(Polygon);
//在StaticMeshComponent上设置材质,坑1:StaticMesh也有一个SetMaterial方法,但是它是仅在编辑器状态下可用的,调用了这个方法打包时会报错,打包就失败了,而StaticMeshComponent的SetMaterial方法没有这个问题,且材质能够成功应用到StaticMesh上
PolygonComponent->SetMaterial(0, Material);
}
}
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
FBox2D computeMinRectangle(TArray<FVector2D> InPositions)
{
FBox2D result;
uint8 num = InPositions.Num();
if (num < 2)
{
return result;
}
const double doubleMin = std::numeric_limits<double>::min();
const double doubleMax = std::numeric_limits<double>::max();
double minX = doubleMax, minY = doubleMax, maxX = doubleMin, maxY = doubleMin;
for (uint8 i = 0; i < num; ++i)
{
FVector2D currentPoint = InPositions[i];
maxX = maxX > currentPoint.X ? maxX : currentPoint.X;
maxY = maxY > currentPoint.Y ? maxY : currentPoint.Y;
minX = minX < currentPoint.X ? minX : currentPoint.X;
minY = minY < currentPoint.Y ? minY : currentPoint.Y;
}
result.Max = FVector2D(maxX, maxY);
result.Min = FVector2D(minX, minY);
return result;
}
TObjectPtr<class UStaticMesh> AMyActor::BuildPolygon(TArray<FVector> InPositions)
{
if (InPositions.Num()) {
TSet<FVector> UniquePoints;
for (int32 i = 0; i < InPositions.Num(); ++i)
{
if (!UniquePoints.Contains(InPositions[i]))
{
UniquePoints.Add(InPositions[i]);
}
}
InPositions.Empty();
InPositions = UniquePoints.Array();
}
if (InPositions.Num() < 3) {
UE_LOG(LogTemp, Error, TEXT("Error:After removing duplicate points,the length of the coordinates array must be greater than or equal to 3!!"))
return nullptr;
}
FVector4f Color(1.0, 1.0, 1.0, 1.0);
Polygon = NewObject<UStaticMesh>(this, FName("Polygon"));
//坑2:添加材质插槽,StaticMesh有个名为AddMaterial的方法,看名字像是添加材质插槽,但是实际使用上,打包后不生效,而采用"GetStaticMaterials().Add(FStaticMaterial())"这种方式可以
Polygon->GetStaticMaterials().Add(FStaticMaterial());
FMeshDescription meshDesc;
FStaticMeshAttributes attributes(meshDesc);
//注册默认的静态模型属性
attributes.Register();
//FMeshDescriptionBuilder用于设置顶点、法线、UV坐标等信息
FMeshDescriptionBuilder meshDescBuilder;
meshDescBuilder.SetMeshDescription(&meshDesc);
//允许使用多边形组
meshDescBuilder.EnablePolyGroups();
//设置UV坐标的级数为1
meshDescBuilder.SetNumUVLayers(1);
TArray<FVertexID> vertexIDs;
const int count = InPositions.Num();
vertexIDs.SetNum(count);
TArray<FVector2D> Positions2D;
for (int32 i = 0; i < count; ++i) {
FVector& position = InPositions[i];
vertexIDs[i] = meshDescBuilder.AppendVertex(position);
Positions2D.Add(FVector2D(position.X, position.Y));
}
//创建一个多边形组,每个多边形组可以单独赋予不同的材质
GroupId = meshDescBuilder.AppendPolygonGroup();
TArray<UE::Geometry::FIndex3i> polyTriangleIndices;
TArray<int32> PolyTriangleIndices;
bool bOrientAsHoleFill = true;
//耳切法生成多边形三角网格的顶点索引
PolygonTriangulation::TriangulateSimplePolygon(InPositions, polyTriangleIndices, bOrientAsHoleFill);
for (UE::Geometry::FIndex3i& indice : polyTriangleIndices) {
PolyTriangleIndices.Add(indice.A);
PolyTriangleIndices.Add(indice.B);
PolyTriangleIndices.Add(indice.C);
}
//用于计算纹理坐标
const FBox2D box = computeMinRectangle(Positions2D);
auto ComputeUV = [&box](FVector InPosition) {
FVector2D coord;
coord.X = (InPosition.X - box.Min.X) / 100.0;
coord.Y = (InPosition.Y - box.Min.Y) / 100.0;
return coord;
};
for (int32 i = 0; i < polyTriangleIndices.Num(); ++i) {
//将顶点添加到meshDescBuild中并获得顶点索引
FVertexInstanceID index1 = meshDescBuilder.AppendInstance(vertexIDs[PolyTriangleIndices[i * 3]]);
//设置指定索引的顶点的uv坐标
meshDescBuilder.SetInstanceUV(index1, ComputeUV(meshDescBuilder.GetPosition(vertexIDs[PolyTriangleIndices[i * 3]])), 0);
//设置指定索引的顶点的颜色
meshDescBuilder.SetInstanceColor(index1, Color);
FVertexInstanceID index2 = meshDescBuilder.AppendInstance(vertexIDs[PolyTriangleIndices[i * 3 + 1]]);
meshDescBuilder.SetInstanceUV(index2, ComputeUV(meshDescBuilder.GetPosition(vertexIDs[PolyTriangleIndices[i * 3 + 1]])), 0);
meshDescBuilder.SetInstanceColor(index2, Color);
FVertexInstanceID index3 = meshDescBuilder.AppendInstance(vertexIDs[PolyTriangleIndices[i * 3 + 2]]);
meshDescBuilder.SetInstanceUV(index3, ComputeUV(meshDescBuilder.GetPosition(vertexIDs[PolyTriangleIndices[i * 3 + 2]])), 0);
meshDescBuilder.SetInstanceColor(index3, Color);
//设置三角形网格的顶点索引,并指定该网格属于哪个多边形组
meshDescBuilder.AppendTriangle(index1, index2, index3, GroupId);
}
UStaticMesh::FBuildMeshDescriptionsParams mdParams;
mdParams.bBuildSimpleCollision = true;//构建简单碰撞
mdParams.bFastBuild = true;//快速构建
//计算三角形网格的切线和法线
FStaticMeshOperations::ComputeTriangleTangentsAndNormals(meshDesc);
TArray<const FMeshDescription*> meshDescPtrs;
meshDescPtrs.Emplace(&meshDesc);
//构建StaticMesh(构建Mesh的方法不止这一种,其中有种方法要调用InitResources,然后还要设置Lod,但是通过BuildFromMeshDescriptions方法不需要这么做,其方法内部已经封装好了)
Polygon->BuildFromMeshDescriptions(meshDescPtrs, mdParams);
//坑3:如果要给StaticMeshComponent绑定鼠标的click、hover等时间的话,需要调用下面这段代码以启用复杂碰撞,因为click等事件也是基于射线检测进行判断的,但是它检测的是复杂碰撞(TraceComplex参数值为true),因此如果不调用下面这段代码,click等事件是不会生效的。注意:这里不要创建BodySetup,在前面的BuildFromMeshDescriptions方法的函数实现里面已经为StaticMesh创建了一个BodySetup,并为其赋予了一些值。
if (UBodySetup* bodySetup = Polygon->GetBodySetup())
{
bodySetup->DefaultInstance.SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
bodySetup->CollisionTraceFlag = CTF_UseSimpleAsComplex;
bodySetup->bGenerateMirroredCollision = false;
}
return Polygon;
}
3、总结
1)运行时修改StaticMesh的材质要调用StaticMeshComponent的SetMaterial方法而不是StaticMesh的SetMaterial方法,因为StaticMesh的SetMaterial方法仅在编辑器状态下可用,会导致你打包失败;
2)想要在运行时修改StaticMesh的材质,首先要确保StaticMesh有材质插槽,为StaticMesh增加材质插槽的方法如上,一定不能使用StaticMesh的AddMaterial方法,运行时状态下无效;
3)想要给StaticMesh绑定click、hover等事件,需要为其启用复杂碰撞,代码如上,但是不使用那段代码也有碰撞,只是click、hover等事件不生效。