• ue4读取灰度图生成三维地形mesh


    转自:https://www.cnblogs.com/gucheng/p/10116857.html

    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);
    }
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  • 原文地址:https://www.cnblogs.com/sevenyuan/p/11797257.html
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