Unreal学习之简单三角形的绘制详解

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:

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

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。

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。

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

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

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。

作者:charlee44原文地址:https://www.cnblogs.com/charlee44/p/17084110.html

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