轉自:http://www.javashuo.com/article/p-grjnrhmv-mv.htmlhtml
#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;//自定義mesh UPROPERTY(EditAnywhere) UTexture2D * grayTexture;//傳入灰度圖 UPROPERTY(EditAnywhere) float zScale;//z值係數 UPROPERTY(EditAnywhere) UMaterial* meshMat;//材質 protected: virtual void BeginPlay() override; public: virtual void Tick(float DeltaTime) override; };
源文件c++
#include "TerrainCreateActor.h" ATerrainCreateActor::ATerrainCreateActor() { PrimaryActorTick.bCanEverTick = true; mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("terrainMesh")); RootComponent = mesh; mesh->bUseAsyncCooking = true; } void ATerrainCreateActor::BeginPlay() { Super::BeginPlay(); //讀取灰度圖像素信息 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基礎信息 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++) { //根據顏色設定頂點z值 FColor PixelColor = FormatedImageData[j * TextureWidth + i]; float tempZ = (PixelColor .B* 299 + PixelColor .G* 587 + PixelColor.R * 114 + 500) / 1000;//rgb轉灰度 tempZ *= zScale; vertices.Add(FVector(i*5, j*5, tempZ)); //頂點 normals.Add(FVector(0, 0, 1));//法線 UV0.Add(FVector2D((float)i/(float)TextureWidth, (float)j/(float)TextureHeight));//uv //UV0.Add(FVector2D(i,j));//uv tangents.Add(FProcMeshTangent(1, 0, 0));//切線 vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0)); //頂點顏色 if (j < TextureHeight - 1 && i < TextureWidth - 1) { //三角索引 此處按照vertice的添加順序肯定索引 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(); //建立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); }