UE4第一人称游戏 ——(9)仿MC生成Chunk

0. 序

不知道为什么我的chunk放在游戏里面巨慢无比,开始游戏都要好久,然后内存直接爆一半。

(20210624加 去掉tick函数即可,看油管上一个小哥这么做的,确实加快了)

他这个chunk是参考前面cube的。

本文纯做记录,不做过多讲解,详情看B站老李视屏 https://www.bilibili.com/video/BV1sE411473f?share_source=copy_web

1. 创建Chunk类

2.代码

头文件

// 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 "Chunk.generated.h"

//UENUM(BlueprintType)
//enum class EBlockType : uint8
//{
//	None = 0,
//	Dirt = 1,
//	Grass = 2,
//	Gravel = 3,
//};

UENUM(BlueprintType)
enum class EFaceType1 : uint8
{
	Up,
	Down,
	Right,
	Left,
	Forward,
	Back
};


UCLASS()
class NEWWORLD_API AChunk : public AActor
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	AChunk();

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
		UMaterialInterface* material;
	UPROPERTY(BlueprintReadOnly)
		UProceduralMeshComponent* produralMesh;
	UPROPERTY(BlueprintReadWrite, EditAnywhere)
		int32 ChunkElements = 16;
	UPROPERTY(BlueprintReadWrite, EditAnywhere)
		int32 VoxelSize = 100;

	TArray<FVector> Vertices;
	TArray<int32> Triangles;
	TArray<FVector> Normals;
	TArray<FVector2D> UV0;
	TArray<FLinearColor> VertexColors;
	TArray<FProcMeshTangent> Tangents;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	virtual void OnConstruction(const FTransform& transform) override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// 方块销毁
	UFUNCTION()
		void BuildBlock(FVector wPos);

	// 方块销毁
	UFUNCTION()
		void BuildFace(EFaceType1 facetype, FVector center, FVector up, FVector right, bool reversed);

	// 方块销毁
	UFUNCTION()
		void BuildChunk();

};

.cpp文件

// Fill out your copyright notice in the Description page of Project Settings.


#include "Chunk.h"

// Sets default values
AChunk::AChunk()
{
 	// 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 AChunk::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AChunk::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

void AChunk::OnConstruction(const FTransform& transform)
{
	produralMesh = NewObject<UProceduralMeshComponent>(this, "produralMesh");
	produralMesh->RegisterComponent();

	RootComponent = produralMesh;
	produralMesh->SetWorldTransform(transform);

	BuildChunk();
}

void AChunk::BuildChunk()
{
	for (int i = 0; i < ChunkElements; i++)
	{
		for (int j = 0; j < ChunkElements; j++)
		{
			BuildBlock(FVector(i*VoxelSize,j*VoxelSize,0));
		}
	}

	//更新
	produralMesh->ClearAllMeshSections();
	produralMesh->CreateMeshSection_LinearColor(0, Vertices, Triangles, Normals, UV0, VertexColors, Tangents, true);
}

void AChunk::BuildBlock(FVector wPos)
{
	BuildFace(EFaceType1::Up, wPos + FVector(0, 0, 100), FVector::ForwardVector, FVector::RightVector, false);
	BuildFace(EFaceType1::Down, wPos + FVector(0, 0, 0), FVector::ForwardVector, FVector::RightVector, true);
	BuildFace(EFaceType1::Forward, wPos + FVector(100, 0, 0), FVector::UpVector, FVector::RightVector, true);
	BuildFace(EFaceType1::Back, wPos + FVector(0, 0, 0), FVector::UpVector, FVector::RightVector, false);
	BuildFace(EFaceType1::Right, wPos + FVector(0, 100, 0), FVector::ForwardVector, FVector::UpVector, true);
	BuildFace(EFaceType1::Left, wPos + FVector(0, 0, 0), FVector::ForwardVector, FVector::UpVector, false);
}

void AChunk::BuildFace(EFaceType1 facetype, FVector center, FVector up, FVector right, bool reversed)
{
	int index = Vertices.Num();

	Vertices.Add(center);
	Vertices.Add(center + up * 100);
	Vertices.Add(center + up * 100 + right * 100);
	Vertices.Add(center + right * 100);
	if (reversed)
	{
		Triangles.Add(index + 0);
		Triangles.Add(index + 1);
		Triangles.Add(index + 2);
		Triangles.Add(index + 2);
		Triangles.Add(index + 3);
		Triangles.Add(index + 0);
	}
	else
	{
		Triangles.Add(index + 1);
		Triangles.Add(index + 0);
		Triangles.Add(index + 2);
		Triangles.Add(index + 3);
		Triangles.Add(index + 2);
		Triangles.Add(index + 0);
	}
	const FVector2D bUVs[] = { FVector2D(0.0,0.0),FVector2D(0.0,1.0), FVector2D(1.0,1.0), FVector2D(1.0,0.0) };
	UV0.Append(bUVs, ARRAY_COUNT(bUVs));
}

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