【虚幻引擎UE】UE5 两种球体绘制方法

一、网格球体绘制

在这里插入图片描述
在这里插入图片描述
center 中心点向量
segments参数越大,线条越多
radius是球体半径
thickness 厚度可以不用管
Depth Priority 是渲染深度可以不用管
F Life Time 是持续时间

C++代码如下——

.cpp

#include "drawBallFunc.h"
#include "Components/LineBatchComponent.h"
#include "Engine/World.h"
#include "EngineGlobals.h"
#include "PrimitiveViewRelevance.h"
#include "PrimitiveSceneProxy.h"
#include "Engine/Engine.h"
#include "MaterialShared.h"
#include "Materials/Material.h"
#include "Engine/CollisionProfile.h"
#include "SceneManagement.h"
#include "DynamicMeshBuilder.h"

void UdrawBallFunc::drawCustomBallFunc(UObject* WorldContextObject, const FVector& Center, int32 Segments, float Radius, const FColor& Color, uint8 DepthPriority, float fLifeTime, float Thickness)
{
    
    

	ULineBatchComponent* const LineBatcher = WorldContextObject->GetWorld()->PersistentLineBatcher;
	//LineBatcher->DrawCircle(Center, X, Y, Color, Radius, Segments, DepthPriority);
	//LineBatcher->DrawPoint(Center, Color, Radius, DepthPriority, fLifeTime);
	// Need at least 4 segments
	Segments = FMath::Max(Segments, 4);

	FVector Vertex1, Vertex2, Vertex3, Vertex4;
	const float AngleInc = 2.f * PI / float(Segments);
	int32 NumSegmentsY = Segments;
	float Latitude = AngleInc;
	int32 NumSegmentsX;
	float Longitude;
	float SinY1 = 0.0f, CosY1 = 1.0f, SinY2, CosY2;
	float SinX, CosX;

	TArray<FBatchedLine> Lines;
	Lines.Empty(NumSegmentsY * Segments * 2);
	while (NumSegmentsY--)
	{
    
    
		SinY2 = FMath::Sin(Latitude);
		CosY2 = FMath::Cos(Latitude);

		Vertex1 = FVector(SinY1, 0.0f, CosY1) * Radius + Center;
		Vertex3 = FVector(SinY2, 0.0f, CosY2) * Radius + Center;
		Longitude = AngleInc;

		NumSegmentsX = Segments;
		while (NumSegmentsX--)
		{
    
    
			SinX = FMath::Sin(Longitude);
			CosX = FMath::Cos(Longitude);

			Vertex2 = FVector((CosX * SinY1), (SinX * SinY1), CosY1) * Radius + Center;
			Vertex4 = FVector((CosX * SinY2), (SinX * SinY2), CosY2) * Radius + Center;

			Lines.Add(FBatchedLine(Vertex1, Vertex2, Color, fLifeTime, Thickness, DepthPriority));
			Lines.Add(FBatchedLine(Vertex1, Vertex3, Color, fLifeTime, Thickness, DepthPriority));

			Vertex1 = Vertex2;
			Vertex3 = Vertex4;
			Longitude += AngleInc;
		}
		SinY1 = SinY2;
		CosY1 = CosY2;
		Latitude += AngleInc;
	}
	LineBatcher->DrawLines(Lines);
}

.h

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

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "drawBallFunc.generated.h"

/**
 *
 */
UCLASS()
class DRAWBALL_API UdrawBallFunc : public UBlueprintFunctionLibrary
{
    
    
	GENERATED_BODY()
		UFUNCTION(BlueprintCallable, Category = "Custom", meta = (Keywords = "draw"))
		static void drawCustomBallFunc(UObject* WorldContextObject, const FVector& Center, int32 Segments, float Radius, const FColor& Color, uint8 DepthPriority, float fLifeTime, float Thickness);
};

二、球体模型绘制

在这里插入图片描述

1、创建一个默认球体
在这里插入图片描述
2、创建球体对象生成器,并输入缩放向量(后面根据需要,也可以补充一下材质替换的代码)
在这里插入图片描述3、传入半径*2是最终尺寸 在这里插入图片描述

三、拓展学习

UE4 C++ 在屏幕上绘制线和文字的方法

拓展绘制方法!!!

绘制函数 Debug drawing functions相关方法 (仅限于开发调试和参考):

FORCEINLINE void FlushPersistentDebugLines(const UWorld* InWorld) {
    
    }
FORCEINLINE void DrawDebugLine(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugPoint(const UWorld* InWorld, FVector const& Position, float Size, FColor const& PointColor, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugDirectionalArrow(const UWorld* InWorld, FVector const& LineStart, FVector const& LineEnd, float ArrowSize, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, const FQuat& Rotation, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugCoordinateSystem(const UWorld* InWorld, FVector const& AxisLoc, FRotator const& AxisRot, float Scale, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugCrosshairs(const UWorld* InWorld, FVector const& AxisLoc, FRotator const& AxisRot, float Scale, const FColor& Color = FColor::White, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugCircle(const UWorld* InWorld, const FMatrix& TransformMatrix, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f, bool bDrawAxis = true) {
    
    }
FORCEINLINE void DrawDebugCircle(const UWorld* InWorld, FVector Center, float Radius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f, FVector YAxis = FVector(0.f, 1.f, 0.f), FVector ZAxis = FVector(0.f, 0.f, 1.f), bool bDrawAxis = true) {
    
    }
FORCEINLINE void DrawDebugCircleArc(const UWorld* InWorld, FVector const& Center, float Radius, FVector const& Direction, float AngleWidth, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebug2DDonut(const UWorld* InWorld, const FMatrix& TransformMatrix, float InnerRadius, float OuterRadius, int32 Segments, const FColor& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugSphere(const UWorld* InWorld, FVector const& Center, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugCylinder(const UWorld* InWorld, FVector const& Start, FVector const& End, float Radius, int32 Segments, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugCone(const UWorld* InWorld, FVector const& Origin, FVector const& Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugAltCone(const UWorld* InWorld, FVector const& Origin, FRotator const& Rotation, float Length, float AngleWidth, float AngleHeight, FColor const& DrawColor, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawDebugString(const UWorld* InWorld, FVector const& TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FColor const& TextColor = FColor::White, float Duration = -1.000000, bool bDrawShadow = false, float FontScale = 1.f) {
    
    }
FORCEINLINE void DrawDebugFrustum(const UWorld* InWorld, const FMatrix& FrustumToWorld, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0.f) {
    
    }
FORCEINLINE void DrawCircle(const UWorld* InWorld, const FVector& Base, const FVector& X, const FVector& Y, const FColor& Color, float Radius, int32 NumSides, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0) {
    
    }
FORCEINLINE void DrawDebugCapsule(const UWorld* InWorld, FVector const& Center, float HalfHeight, float Radius, const FQuat& Rotation, FColor const& Color, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0, float Thickness = 0) {
    
    }
FORCEINLINE void DrawDebugCamera(const UWorld* InWorld, FVector const& Location, FRotator const& Rotation, float FOVDeg, float Scale = 1.f, FColor const& Color = FColor::White, bool bPersistentLines = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void FlushDebugStrings(const UWorld* InWorld) {
    
    }
FORCEINLINE void DrawDebugSolidBox(const UWorld* InWorld, FBox const& Box, FColor const& Color, const FTransform& Transform = FTransform::Identity, bool bPersistent = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FColor const& Color, bool bPersistent = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugSolidBox(const UWorld* InWorld, FVector const& Center, FVector const& Extent, FQuat const& Rotation, FColor const& Color, bool bPersistent = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugMesh(const UWorld* InWorld, TArray<FVector> const& Verts, TArray<int32> const& Indices, FColor const& Color, bool bPersistent = false, float LifeTime = -1.f, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugSolidPlane(const UWorld* InWorld, FPlane const& P, FVector const& Loc, float Size, FColor const& Color, bool bPersistent = false, float LifeTime = -1, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugSolidPlane(const UWorld* InWorld, FPlane const& P, FVector const& Loc, FVector2D const& Extents, FColor const& Color, bool bPersistent = false, float LifeTime = -1, uint8 DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugFloatHistory(UWorld const & WorldRef, FDebugFloatHistory const & FloatHistory, FTransform const & DrawTransform, FVector2D const & DrawSize, FColor const & DrawColor, bool const & bPersistent = false, float const & LifeTime = -1.f, uint8 const & DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugFloatHistory(UWorld const & WorldRef, FDebugFloatHistory const & FloatHistory, FVector const & DrawLocation, FVector2D const & DrawSize, FColor const & DrawColor, bool const & bPersistent = false, float const & LifeTime = -1.f, uint8 const & DepthPriority = 0) {
    
    }
FORCEINLINE void DrawDebugCanvas2DLine(UCanvas* Canvas, const FVector& Start, const FVector& End, const FLinearColor& LineColor) {
    
    }
FORCEINLINE void DrawDebugCanvas2DLine(UCanvas* Canvas, const FVector2D& StartPosition, const FVector2D& EndPosition, const FLinearColor& LineColor, const float& LineThickness = 1.f) {
    
    }
FORCEINLINE void DrawDebugCanvas2DCircle(UCanvas* Canvas, const FVector2D& Center, float Radius, int32 NumSides, const FLinearColor& LineColor, const float& LineThickness = 1.f) {
    
    }
FORCEINLINE void DrawDebugCanvas2DBox(UCanvas* Canvas, const FBox2D& Box, const FLinearColor& LineColor, const float& LineThickness = 1.f) {
    
    }
FORCEINLINE void DrawDebugCanvasLine(UCanvas* Canvas, const FVector& Start, const FVector& End, const FLinearColor& LineColor) {
    
    }
FORCEINLINE void DrawDebugCanvasCircle(UCanvas* Canvas, const FVector& Base, const FVector& X, const FVector& Y, FColor Color, float Radius, int32 NumSides) {
    
    }
FORCEINLINE void DrawDebugCanvasWireSphere(UCanvas* Canvas, const FVector& Base, FColor Color, float Radius, int32 NumSides) {
    
    }
FORCEINLINE void DrawDebugCanvasWireCone(UCanvas* Canvas, const FTransform& Transform, float ConeRadius, float ConeAngle, int32 ConeSides, FColor Color) {
    
    }

绘制函数LineBatcher drawing functions相关方法:

void ULineBatchComponent::DrawLines(const TArray<FBatchedLine>& InLines)
void ULineBatchComponent::DrawLine(const FVector& Start, const FVector& End, const FLinearColor& Color, uint8 DepthPriority, const float Thickness, const float LifeTime)

void ULineBatchComponent::DrawPoint(const FVector& Position,const FLinearColor& Color,float PointSize,
 uint8 DepthPriority,float LifeTime)
 
void ULineBatchComponent::DrawMesh(TArray<FVector> const& Verts, TArray<int32> const& Indices, FColor const& Color, uint8 DepthPriority, float LifeTime)

void ULineBatchComponent::DrawDirectionalArrow(const FMatrix& ArrowToWorld,FColor InColor,float Length,float ArrowSize,uint8 DepthPriority)

void ULineBatchComponent::DrawSolidBox(const FBox& Box, const FTransform& Xform, const FColor& Color, uint8 DepthPriority, float LifeTime)

void ULineBatchComponent::DrawBox(const FBox& Box, const FMatrix& TM, const FColor& Color, uint8 InDepthPriorityGroup)

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转载自blog.csdn.net/qq_35079107/article/details/128052239