• ue4读取灰度图生成三维地形mesh


    新建ue c++工程。
    在Build.cs中添加"ProceduralMeshComponent"模块。
    在 uproject中添加"ProceduralMeshComponent"模块。
     
    创建材质,传入grass贴图
     
     
    导入灰度图资源
     
     
    创建继承自Actor的类 ATerrainCreateActor,并创建蓝图类对象
    将蓝图对象拖入场景,设置其灰度贴图参数、Z值缩放比例参数、材质参数
     
    最终效果
     
     
    ATerrainCreateActor类代码如下
     
    头文件
    #pragma once
    
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "ProceduralMeshComponent.h"
    #include "TerrainCreateActor.generated.h"
    
    UCLASS()
    class UETERRAIN_API ATerrainCreateActor : public AActor
    {
    	GENERATED_BODY()
    	
    public:	 
    	ATerrainCreateActor(); 
    private:
    	UPROPERTY(VisibleAnywhere)
    		UProceduralMeshComponent * mesh;//自定义mesh 
    	UPROPERTY(EditAnywhere)
    		UTexture2D * grayTexture;//传入灰度图
    	UPROPERTY(EditAnywhere)
    		float zScale;//z值系数 
    	UPROPERTY(EditAnywhere)
    		UMaterial* meshMat;//材质
    
    protected:
    	 
    	virtual void BeginPlay() override;  
    
    public:	
    	 
    	virtual void Tick(float DeltaTime) override;
    
    	 
    	
    };
    

    源文件

    #include "TerrainCreateActor.h"
     
    ATerrainCreateActor::ATerrainCreateActor()
    { 
    	PrimaryActorTick.bCanEverTick = true;  
    	mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("terrainMesh"));
    	RootComponent = mesh; 
    	mesh->bUseAsyncCooking = true;
    }
     
    void ATerrainCreateActor::BeginPlay()
    {
    	Super::BeginPlay();
    
    	//读取灰度图像素信息
    	FTexture2DMipMap* MyMipMap = &grayTexture->PlatformData->Mips[0];
    	FByteBulkData* RawImageData = &MyMipMap->BulkData;
    	FColor* FormatedImageData = static_cast<FColor*>(RawImageData->Lock(LOCK_READ_ONLY)); 
    	uint32 TextureWidth = MyMipMap->SizeX, TextureHeight = MyMipMap->SizeY; 
    	//mesh基础信息
    	TArray<FVector> vertices;
    	TArray<int32> Triangles;
    	TArray<FVector> normals;
    	TArray<FVector2D> UV0;
    	TArray<FProcMeshTangent> tangents; 
    	TArray<FLinearColor> vertexColors; 
    	for (size_t i = 0; i < TextureWidth; i++)
    	{
    		for (size_t j = 0; j < TextureHeight; j++)
    		{
    			//根据颜色设定顶点z值
    			FColor PixelColor = FormatedImageData[j * TextureWidth + i];
    			float tempZ = (PixelColor .B* 299 + PixelColor .G* 587 + PixelColor.R * 114 + 500) / 1000;//rgb转灰度
    			tempZ *= zScale;
    			vertices.Add(FVector(i*5, j*5, tempZ));  //顶点
    			normals.Add(FVector(0, 0, 1));//法线 
    			UV0.Add(FVector2D((float)i/(float)TextureWidth, (float)j/(float)TextureHeight));//uv
    			//UV0.Add(FVector2D(i,j));//uv
    			tangents.Add(FProcMeshTangent(1, 0, 0));//切线
    			vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0)); //顶点颜色
    
    			if (j < TextureHeight - 1 && i < TextureWidth - 1)
    			{
    				//三角索引  此处按照vertice的添加顺序确定索引
    				Triangles.Add(i*TextureHeight + j);
    				Triangles.Add(i*TextureHeight + j + 1);
    				Triangles.Add(i*TextureHeight + j + TextureHeight);
    
    				Triangles.Add(i*TextureHeight + j + TextureHeight);
    				Triangles.Add(i*TextureHeight + j + 1);
    				Triangles.Add(i*TextureHeight + j + TextureHeight + 1);
    			}
    		}
    	} 
    	 
    
    	RawImageData->Unlock();  
    
    	//创建mesh 
    	mesh->CreateMeshSection_LinearColor(0, vertices, Triangles, normals, UV0, vertexColors, tangents, true);
    	mesh->ContainsPhysicsTriMeshData(true);
    	mesh->SetMaterial(0, meshMat);
    }
     
    void ATerrainCreateActor::Tick(float DeltaTime)
    {
    	Super::Tick(DeltaTime); 
    }
      
    

     本文链接 https://www.cnblogs.com/gucheng/p/10116857.html

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  • 原文地址:https://www.cnblogs.com/gucheng/p/10116857.html
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