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网站设计公司哪家网站优化设计的基础是网站基本要素及每个细节的优化

网站设计公司哪家,网站优化设计的基础是网站基本要素及每个细节的优化,哪里可以做营销型网站,成都网站建设电话效果 如下所示,通过“ProceduralMeshComponent”创建了一个自定义形状的Mesh,并且该Mesh包含碰撞信息,然后2s后更新Mesh形状。 步骤 1. 在“xxx.Build.cs”中引入“ProceduralMeshComponent”模块 2. 新建一个Actor类,这里命名为…

效果

        如下所示,通过“ProceduralMeshComponent”创建了一个自定义形状的Mesh,并且该Mesh包含碰撞信息,然后2s后更新Mesh形状。

步骤

1. 在“xxx.Build.cs”中引入“ProceduralMeshComponent”模块

2. 新建一个Actor类,这里命名为“DrawMeshActor”

在“DrawMeshActor.h”中引入“ProceduralMeshComponent.h”

定义“程序化网格组件”和创建自定义Mesh的方法“GenerateMesh”。其中函数“GenerateMesh”需要传入材质、三角形网格数组“Triangles”和一个布尔值“bCreateCollision”,“bCreateCollision”表示是否要生成碰撞。

三角形网格数组“Triangles”中的元素是结构体“FTriangleData”,该结构体定义如下,主要由三个点的位置构成

3. 在“DrawMeshActor.cpp”中,先引入"Materials/MaterialInterface.h",然后在“DrawMeshActor”构造时添加“ProceduralMeshComponent”组件

最后实现函数“GenerateMesh”如下

void ADrawMeshActor::GenerateMesh(UMaterialInterface* InMaterial, const TArray<FTriangleData>& Triangles, bool bCreateCollision)
{if (!ProceduralMesh){UE_LOG(LogTemp, Error, TEXT("GenerateMeshFromTriangles: ProceduralMesh component is null."));return;}if (Triangles.Num() == 0){UE_LOG(LogTemp, Warning, TEXT("GenerateMeshFromTriangles: Input Triangles array is empty. Clearing mesh."));ProceduralMesh->ClearMeshSection(0);return;}//清除之前的网格ProceduralMesh->ClearMeshSection(0);//根据三角形数量计算顶点个数int32 NumTriangles = Triangles.Num();int32 NumVertices = NumTriangles * 3;TArray<FVector> Vertices;TArray<int32> TriangleIndices;TArray<FVector> Normals;TArray<FVector2D> UV0;TArray<FProcMeshTangent> Tangents;TArray<FLinearColor> VertexColors;//预留空间Vertices.Reserve(NumVertices);TriangleIndices.Reserve(NumVertices);Normals.Reserve(NumVertices);UV0.Reserve(NumVertices);//循环添加每一个三角形网格数据for (int32 TriIndex = 0; TriIndex < NumTriangles; ++TriIndex){const FTriangleData& CurrentTriangle = Triangles[TriIndex];int32 BaseVertexIndex = TriIndex * 3;//为三角形添加顶点Vertices.Add(CurrentTriangle.Point1);Vertices.Add(CurrentTriangle.Point2);Vertices.Add(CurrentTriangle.Point3);//添加三角形索引TriangleIndices.Add(BaseVertexIndex + 0);TriangleIndices.Add(BaseVertexIndex + 1);TriangleIndices.Add(BaseVertexIndex + 2);// 计算三角形法线FVector Normal = FVector::CrossProduct(CurrentTriangle.Point3 - CurrentTriangle.Point1, CurrentTriangle.Point2 - CurrentTriangle.Point1);Normal.Normalize();//为三角形的所有3个顶点添加相同的法线Normals.Add(Normal);Normals.Add(Normal);Normals.Add(Normal);//添加UVUV0.Add(FVector2D(0.0f, 1.0f)); // UV for Point1UV0.Add(FVector2D(1.0f, 1.0f)); // UV for Point2UV0.Add(FVector2D(0.0f, 0.0f)); // UV for Point3}//创建网格ProceduralMesh->CreateMeshSection_LinearColor(0,Vertices,TriangleIndices,Normals,UV0,VertexColors,Tangents,bCreateCollision);//设置材质if (InMaterial){ProceduralMesh->SetMaterial(0, InMaterial);}else{UE_LOG(LogTemp, Warning, TEXT("GenerateMeshFromTriangles: Input Material (InMaterial) is null. Mesh section 0 might have default material."));// if (DefaultMaterial) ProceduralMesh->SetMaterial(0, DefaultMaterial);}
}

源码:

// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ProceduralMeshComponent.h"
#include "DrawMeshActor.generated.h"USTRUCT(BlueprintType)
struct FTriangleData
{GENERATED_BODY()UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Triangle Data")FVector Point1 = FVector::ZeroVector;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Triangle Data")FVector Point2 = FVector::ZeroVector;UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Triangle Data")FVector Point3 = FVector::ZeroVector;FTriangleData() {}FTriangleData(const FVector& InP1, const FVector& InP2, const FVector& InP3): Point1(InP1), Point2(InP2), Point3(InP3) {}
};UCLASS()
class TESTPROJECT2_API ADrawMeshActor : public AActor
{GENERATED_BODY()public:	ADrawMeshActor();protected:virtual void BeginPlay() override;public:	virtual void Tick(float DeltaTime) override;public:// 程序化网格组件UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")UProceduralMeshComponent* ProceduralMesh;UFUNCTION(BlueprintCallable)void GenerateMesh(UMaterialInterface* InMaterial, const TArray<FTriangleData>& Triangles, bool bCreateCollision);
};
// Fill out your copyright notice in the Description page of Project Settings.#include "DrawMeshActor.h"
#include "Materials/MaterialInterface.h"ADrawMeshActor::ADrawMeshActor()
{PrimaryActorTick.bCanEverTick = false;// 创建程序化网格组件并设为根组件ProceduralMesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("ProceduralMesh"));SetRootComponent(ProceduralMesh);ProceduralMesh->bUseAsyncCooking = true; // 可选:在单独线程准备物理数据}// Called when the game starts or when spawned
void ADrawMeshActor::BeginPlay()
{Super::BeginPlay();}// Called every frame
void ADrawMeshActor::Tick(float DeltaTime)
{Super::Tick(DeltaTime);}void ADrawMeshActor::GenerateMesh(UMaterialInterface* InMaterial, const TArray<FTriangleData>& Triangles, bool bCreateCollision)
{if (!ProceduralMesh){UE_LOG(LogTemp, Error, TEXT("GenerateMeshFromTriangles: ProceduralMesh component is null."));return;}if (Triangles.Num() == 0){UE_LOG(LogTemp, Warning, TEXT("GenerateMeshFromTriangles: Input Triangles array is empty. Clearing mesh."));ProceduralMesh->ClearMeshSection(0);return;}//清除之前的网格ProceduralMesh->ClearMeshSection(0);//根据三角形数量计算顶点个数int32 NumTriangles = Triangles.Num();int32 NumVertices = NumTriangles * 3;TArray<FVector> Vertices;TArray<int32> TriangleIndices;TArray<FVector> Normals;TArray<FVector2D> UV0;TArray<FProcMeshTangent> Tangents;TArray<FLinearColor> VertexColors;//预留空间Vertices.Reserve(NumVertices);TriangleIndices.Reserve(NumVertices);Normals.Reserve(NumVertices);UV0.Reserve(NumVertices);//循环添加每一个三角形网格数据for (int32 TriIndex = 0; TriIndex < NumTriangles; ++TriIndex){const FTriangleData& CurrentTriangle = Triangles[TriIndex];int32 BaseVertexIndex = TriIndex * 3;//为三角形添加顶点Vertices.Add(CurrentTriangle.Point1);Vertices.Add(CurrentTriangle.Point2);Vertices.Add(CurrentTriangle.Point3);//添加三角形索引TriangleIndices.Add(BaseVertexIndex + 0);TriangleIndices.Add(BaseVertexIndex + 1);TriangleIndices.Add(BaseVertexIndex + 2);// 计算三角形法线FVector Normal = FVector::CrossProduct(CurrentTriangle.Point3 - CurrentTriangle.Point1, CurrentTriangle.Point2 - CurrentTriangle.Point1);Normal.Normalize();//为三角形的所有3个顶点添加相同的法线Normals.Add(Normal);Normals.Add(Normal);Normals.Add(Normal);//添加UVUV0.Add(FVector2D(0.0f, 1.0f)); // UV for Point1UV0.Add(FVector2D(1.0f, 1.0f)); // UV for Point2UV0.Add(FVector2D(0.0f, 0.0f)); // UV for Point3}//创建网格ProceduralMesh->CreateMeshSection_LinearColor(0,Vertices,TriangleIndices,Normals,UV0,VertexColors,Tangents,bCreateCollision);//设置材质if (InMaterial){ProceduralMesh->SetMaterial(0, InMaterial);}else{UE_LOG(LogTemp, Warning, TEXT("GenerateMeshFromTriangles: Input Material (InMaterial) is null. Mesh section 0 might have default material."));// if (DefaultMaterial) ProceduralMesh->SetMaterial(0, DefaultMaterial);}
}

4. 在UE编辑器中创建基于“DrawMeshActor”的蓝图派生类“BP_DrawMeshActor”,再创建一个材质

在“BP_DrawMeshActor”事件图表中调用函数“GenerateMesh”来生成自定义网格体

最终效果如文章开头所示。

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