Created
March 1, 2017 00:29
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#include "ProceduralMeshComponent.h" | |
// Creating a standard root object. | |
AMyActor::AMyActor() | |
{ | |
mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh")); | |
RootComponent = mesh; | |
/** | |
* Create/replace a section for this procedural mesh component. | |
* @param SectionIndex Index of the section to create or replace. | |
* @param Vertices Vertex buffer of all vertex positions to use for this mesh section. | |
* @param Triangles Index buffer indicating which vertices make up each triangle. Length must be a multiple of 3. | |
* @param Normals Optional array of normal vectors for each vertex. If supplied, must be same length as Vertices array. | |
* @param UV0 Optional array of texture co-ordinates for each vertex. If supplied, must be same length as Vertices array. | |
* @param VertexColors Optional array of colors for each vertex. If supplied, must be same length as Vertices array. | |
* @param Tangents Optional array of tangent vector for each vertex. If supplied, must be same length as Vertices array. | |
* @param bCreateCollision Indicates whether collision should be created for this section. This adds significant cost. | |
*/ | |
//UFUNCTION(BlueprintCallable, Category = "Components|ProceduralMesh", meta = (AutoCreateRefTerm = "Normals,UV0,VertexColors,Tangents")) | |
// void CreateMeshSection(int32 SectionIndex, const TArray<FVector>& Vertices, const TArray<int32>& Triangles, const TArray<FVector>& Normals, | |
// const TArray<FVector2D>& UV0, const TArray<FColor>& VertexColors, const TArray<FProcMeshTangent>& Tangents, bool bCreateCollision); | |
TArray<FVector> vertices; | |
vertices.Add(FVector(0, 0, 0)); | |
vertices.Add(FVector(0, 100, 0)); | |
vertices.Add(FVector(0, 0, 100)); | |
TArray<int32> Triangles; | |
Triangles.Add(0); | |
Triangles.Add(1); | |
Triangles.Add(2); | |
TArray<FVector> normals; | |
normals.Add(FVector(1, 0, 0)); | |
normals.Add(FVector(1, 0, 0)); | |
normals.Add(FVector(1, 0, 0)); | |
TArray<FVector2D> UV0; | |
UV0.Add(FVector2D(0, 0)); | |
UV0.Add(FVector2D(10, 0)); | |
UV0.Add(FVector2D(0, 10)); | |
TArray<FLinearColor> vertexColors; | |
vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0)); | |
vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0)); | |
vertexColors.Add(FLinearColor(0.75, 0.75, 0.75, 1.0)); | |
TArray<FProcMeshTangent> tangents; | |
tangents.Add(FProcMeshTangent(0, 1, 0)); | |
tangents.Add(FProcMeshTangent(0, 1, 0)); | |
tangents.Add(FProcMeshTangent(0, 1, 0)); | |
mesh->CreateMeshSection_LinearColor(1, vertices, Triangles, normals, UV0, vertexColors, tangents, false); | |
} |
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