CN106201510A - A kind of UE4 particIe system and the communication means of external data - Google Patents

A kind of UE4 particIe system and the communication means of external data Download PDF

Info

Publication number
CN106201510A
CN106201510A CN201610541275.5A CN201610541275A CN106201510A CN 106201510 A CN106201510 A CN 106201510A CN 201610541275 A CN201610541275 A CN 201610541275A CN 106201510 A CN106201510 A CN 106201510A
Authority
CN
China
Prior art keywords
particie system
data
function
text
module
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN201610541275.5A
Other languages
Chinese (zh)
Other versions
CN106201510B (en
Inventor
孙农亮
玄令岐
刘清
刘一清
踪琳
滕升华
李超
李晶
曹茂永
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Shandong University of Science and Technology
Original Assignee
Shandong University of Science and Technology
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shandong University of Science and Technology filed Critical Shandong University of Science and Technology
Priority to CN201610541275.5A priority Critical patent/CN106201510B/en
Publication of CN106201510A publication Critical patent/CN106201510A/en
Application granted granted Critical
Publication of CN106201510B publication Critical patent/CN106201510B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/31Programming languages or programming paradigms
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/33Intelligent editors

Landscapes

  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computing Systems (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses the communication means of a kind of UE4 particIe system and external data, the invention belongs to field of virtual reality, including multiple emitters, specific particle launched by each emitter, particle one complete particIe system of composition that multiple emitters are launched jointly.Present invention achieves the communication of UE4 and external data, can be by the simulation effect of outside Data Control particIe system, the scene in simulating reality life that both can be more life-like and event, also greatly improve the real-time of simulation;In academic research, it is also possible to the data drawn by algorithm are delivered in particIe system, show in visual form, add learning value.

Description

A kind of UE4 particIe system and the communication means of external data
Technical field
The invention belongs to field of virtual reality, be specifically related to the communication means of a kind of UE4 particIe system and external data.
Background technology
Unreal Engine4 (hereinafter referred to as UE4) is the illusory engine of the up-to-date release of Epic Games company, is one The virtual reality software that money builds for three-dimensional scenic, uses this engine can make game, animation, virtual reality interior crowd Many contents, can be used for many industries such as indoor design, military simulation equally.In visual editor, exploit person Object in virtual scene can directly be put and the control of attribute by member freely, and is all real-time rendering.UE4 is same Time provide absolutely open source code, exploitation staff development class can be allowed to realize the result wanted.These all make UE4 can preferably come the scene in simulating reality life and event real-time with the external world mutual.
UE4 provides powerful particIe system simultaneously, can preferably be used for simulating such as cloud, fire, plant etc. irregular Natural scene.The dimensional Modeling Technology that particIe system is different from the past, it resolves into many random distributions the scene of simulation Fine particle, each particle has one's own attribute and is As time goes on continually changing, such that it is able to dynamically Simulation natural scene change.The basic thought of particIe system is: by need simulation scene resolve into substantial amounts of some particle, Line particle or face particle, simulate the dynamic change of scene by controlling the movement locus of a large amount of particles.The most each grain Son has the attribute of oneself, and concrete attribute feature is determined by the scene needing simulation.The change of particle effect is through repairing Change the parameter realization of particle.
In some particle effect that current UE 4 provides, it is possible to simulation the most true to nature most of specially good effect effect, these are special What effect effect related to is all data transmission internal with internal for UE4, and this is inadequate to the exploitation of UE4, and some are based on UE4 The simulation of reality scene is also unable to reach real-time vivid effect.And in the research of particIe system, the irregularity such as fire, smog The algorithm of body is research emphasis therein, and during the data obtained by algorithm are converted into real-time Simulation, communication becomes Intermediate portions therein, if lacking the communication with external data, the researching value of this science will have a greatly reduced quality, also cannot More real analog natural scene.
Summary of the invention
For above-mentioned technical problem present in prior art, the present invention proposes a kind of UE4 particIe system and external number According to communication means, reasonable in design, overcome the deficiencies in the prior art, there is good promotion effect.
To achieve these goals, the present invention adopts the following technical scheme that
A kind of UE4 particIe system, including multiple emitters, specific particle launched by each emitter, and multiple emitters are altogether With particle one the complete particIe system of composition launched.
Additionally, the present invention is it is also mentioned that a kind of UE4 particIe system and the communication means of external data, use as above UE4 particIe system, is carried out in accordance with the following steps:
Step 1: each emitter comprises different modules, changes the dynamic, by point of particle by interpolation, removing module Hit module and understand the data type of module intrinsic parameter, observed the change of particIe system simulation effect by the size changing parameter;
Step 2: create the particIe system of original state in the editing machine of UE4
In particIe system, add some emitters as required, add in each emitter and include Required mould Block, Spawn module, Lifetime module, InitialSize module, InitialVelocity module, Color module are interior Module;
Step 3: newly-built C++ class also binds the particIe system created in step 2
Step 3.1: newly-built C++ class
Step 3.1.1: open UE4 editing machine, newly-built C++ class, inherit Actor parent;
Step 3.1.2: after newly-built C++ class, UE4 automatically opens up Microsoft Visual Studio, and puts up basic Program frame, generate class .cpp and .h file;
Step 3.2: binding particIe system
Step 3.2.1: find the path of particIe system;
Step 3.2.2: by Cast<UParticleSystem>function binding step 2 in the .cpp file of C++ class The particIe system created;
Step 4: write the interface function of amendment particIe system parameter in Microsoft Visual Studio
Step 4.1: open the installation site of UE4, reads the source code program of particIe system, finds the operation mould of particIe system Formula, finds the function about parameter in particIe system;
Step 4.2: write interface function
Step 4.2.1: by MyEffect-> Emitters [i] function finds emitter to be revised;
Step 4.2.2: by MyEmitter-> LODLevels [i] function finds module to be revised in emitter, Find parameter to be revised under module, the data received in interface function are assigned to parameter to be revised, different parameters pair Different interface functions, the data type that wherein interface function receives is answered to want consistent with the data type of the parameter of amendment;
Step 5: write function and read text data
Step 5.1: find the platform file interface of UE4
In the source code program of UE4, find the source code of IPlatformFile, and find the interface of IPlatformFile;
Step 5.2: set the form of text to be read in txt file;
Step 5.3: write text interface function: write the function reading text in .cpp file
Step 5.3.1: find the path of the text of reading, by FPlatformFileManager function binding literary composition Presents;
Step 5.3.2: the data in text are cached by LoadFileToString function and are converted into String format;
Step 5.4: read text data
Step 5.4.1: read each data in a line according to space;
Step 5.4.2: by Atof function, the data of reading are converted into the data type required for parameter, are assigned to grain The parameter received in subsystem interface function;
Step 5.4.3: after having read a line, and then reads next line to the last a line;
Step 5.4.4: the final data read in complete text, it is achieved particIe system and the communication of external data.
The Advantageous Effects that the present invention is brought:
The present invention proposes the communication means of a kind of UE4 particIe system and external data, compared with prior art, the present invention Achieve the communication of UE4 and external data, can be by the simulation effect of outside Data Control particIe system, both can be more Scene in simulating reality life true to nature and event, also greatly improve the real-time of simulation;In academic research, it is possible to It is delivered in particIe system with the data that algorithm is drawn, shows in visual form, add learning value.
Accompanying drawing explanation
Fig. 1 is the FB(flow block) of the present invention a kind of UE4 particIe system and the communication means of external data.
Detailed description of the invention
Below in conjunction with the accompanying drawings and the present invention is described in further detail by detailed description of the invention:
Embodiment 1:
A kind of UE4 particIe system based on text, including multiple emitters, specific grain launched by each emitter Son, particle one complete particIe system of composition that multiple emitters are launched jointly.
Embodiment 2:
On the basis of above-described embodiment, the present invention is it is also mentioned that a kind of UE4 particIe system based on text is with outside The communication means (as shown in Figure 1) of data, is carried out in accordance with the following steps:
Step one: add or delete the emitter of particIe system, transmitter module, changes module parameter, observes simulation effect Really.
In the editing interface of UE4 particIe system, add or delete each of the emitter of particIe system and emitter Module, changes parameter, observes simulation effect.ParticIe system is made up of multiple emitters, and specific particle launched by each emitter, Particle one complete particIe system of composition launched jointly by multiple emitters.Each emitter comprises different modules.Can lead to Cross interpolation, removing module changes the dynamic of particle.The data type of parameter can be understood in details panel after clicking on module, logical Cross the change of the size observation particIe system simulation effect changing parameter.The base attribute of particle mainly has following several:
Material: be present in Required module, is the material applied in particle, and it is the most true to nature that material is done, particle System simulation the most accurate.
Rate: be present in Spawn module, refers to the production rate of particle, the particle of namely particIe system transmitting per second Quantity.By changing the Rate of particle, thus it is possible to vary the size of whole particIe system and the closeness of transmitting.
Lifetime: be present in Lifetime module, the life cycle (in seconds) of single particle, numerical value is the biggest, The particle time-to-live is the longest.
StartSize: be present in InitialSize module, refers to the initial size of particle, by changing The numerical value of StartSize, can change particle respectively in (x, y, z) size in three directions.
StartVelocity: be present in InitialVelocity module, refers to the initial velocity of particle, by changing The numerical value of StartVelocity, can change particle respectively in (x, y, z) speed in three directions.
ColorOverLife: be present in Color module, refer to the color of particle in time change and change.
AlphaOverLife: be present in Color module, refer to the transparency of particle in time change and change.
Step 2: create particIe system in editing machine
In UE4 editing machine, create particIe system, be added as needed on emitter, add corresponding mould in the transmitter Block.Target component (parameter that will be changed by interface function) sets initial value, creates the particIe system of an original state.
Step 3: the particIe system created before newly-built C++ class binding
1, newly-built C++ class
Open UE4 editing machine, newly-built C++ class, inherit Actor parent.
After creating C++ class, UE4 can automatically open up Microsoft Visual Studio (hereinafter referred to as VS), and puts up Basic program frame, generates .cpp and the .h file of class.
2, binding particIe system
Find the path of particIe system, by Cast<UParticleSystem in the .cpp file of C++ class> (StaticLoadObject (UParticleSystem::StaticClass (), NULL, * EffectName.ToS tring ())) function (this function finds the particIe system of establishment by path, and wherein EffectName is the path of particIe system) binding The particIe system before created.
Step 4: write the interface function of particIe system
1, operational mode and the parametric function of particIe system are found
Binding particIe system after, open the installation site of UE4, Epic Games 4.9 Engine Source Runtime Engine Classes Particles file finds the source code program of particIe system, find particIe system About the function of parameter in operational mode and particIe system.
2, interface function is write
The interface function of amendment particIe system parameter is write in VS.The interface of the corresponding particIe system of each parameter Function.Wherein interface function can receive data parameters.In interface function, pass through MyEffect-> Emitters [i] function (emitter in position particles system) finds emitter Emitters [i] to be revised, and passes through MyEmitter-in the transmitter > LODLevels [i] function (module in location transmitters) finds module Module to be revised, and finds and revise under module Parameter.The data received in interface function are assigned to parameter to be revised.The corresponding different interface function of different parameters. The data type that wherein interface function receives wants consistent with the data type of the parameter of amendment.
Step 5: write function and read text data, it is achieved external data and the communication of particIe system
1, UE4 platform file interface is found
Carrying out during file I/O operation portable so C++ java standard library can not directly be used for it in UE4, UE4 provides IPlatformFile (platform file I/O interface).The source code program of UE4 finds the source code of IPlatformFile with And the interface modes of IPlatformFile.
2, data form in text is set
First have to set the form of the file of reading in txt file.UE4 can be distinguished by space, line feed etc. Data.In text, the data type of data is floating type.The data of every a line represent parameter to be revised, such as, often First data of a line are intended to the speed of amendment, second to the fourth data initial size being intended to amendment ... every number Separated by space according between data.
3, text interface function is write
The function reading text is write in .cpp file.First find the path of the text of reading, pass through FPlatformFileManager::Get () .GetPlatformFile () .FileExists (* CompleteFilePath)) Function (function of management text, by path binding text, wherein CompleteFilePath is the path of text) is tied up Determine text.Data buffer storage in text (is become word by LoadFileToString function by the data in text The form of symbol string) cache and be converted into string format.
4, text data is read
Read each data in a line according to space (" "), data (are changed data form by Atof function Function) it is converted into the data type required for parameter, it is assigned in particIe system interface function head the parameter received.Read one After row, read next line to the last a line according to line feed T (" n ").Finally read the data in whole text, it is achieved ParticIe system and the communication of external data.
Present invention achieves the communication of UE4 particIe system and external data, can be by outside Data Control particle systems The simulation effect of system, the scene in simulating reality life that both can be more life-like and event, also greatly improve simulation Real-time;In academic research, it is also possible to the data drawn by algorithm are delivered in particIe system, represent in visual form Out, learning value is added.
Certainly, described above is not limitation of the present invention, and the present invention is also not limited to the example above, and this technology is led Change that the technical staff in territory is made in the essential scope of the present invention, retrofit, add or replace, also should belong to the present invention's Protection domain.

Claims (2)

1. a UE4 particIe system, it is characterised in that: including multiple emitter, specific particle launched by each emitter, multiple Particle one complete particIe system of composition that emitter is launched jointly.
2. a UE4 particIe system and the communication means of external data, it is characterised in that: use as claimed in claim 1 one Plant UE4 particIe system, carry out in accordance with the following steps:
Step 1: create the particIe system of original state in the editing machine of UE4
In particIe system, add some emitters as required, in each emitter add include Required module, Spawn module, Lifetime module, InitialSize module, InitialVelocity module, Color module are at interior mould Block;
Step 2: newly-built C++ class also binds the particIe system created in step 1
Step 2.1: newly-built C++ class
Step 2.1.1: open UE4 editing machine, newly-built C++ class, inherit Actor parent;
Step 2.1.2: after newly-built C++ class, UE4 automatically opens up Microsoft Visual Studio, and puts up basic journey Sequence framework, generates .cpp and the .h file of class;
Step 2.2: binding particIe system
Step 2.2.1: find the path of particIe system;
Step 2.2.2: found in step 1 by Cast<UParticleSystem>function in the .cpp file of C++ class and create ParticIe system and bind;
Step 3: write the interface function of amendment particIe system parameter in Microsoft Visual Studio
Step 3.1: by MyEffect-> Emitters [i] function finds emitter to be revised;
Step 3.2: by MyEmitter-> LODLevels [i] function finds module to be revised in emitter, under module Finding parameter to be revised, the data received in interface function are assigned to parameter to be revised, different parameter correspondences is different Interface function, the data type that wherein interface function receives wants consistent with the data type of parameter of amendment;
Step 4: write function and read text data
Step 4.1: set the form of text to be read;
Step 4.2: write the interface function reading text in .cpp file
Step 4.2.1: find the path of the text of reading, by FPlatformFileManager function management text also Binding text;
Step 4.2.2: the data in text are cached by LoadFileToString function and are converted into character String format;
Step 4.3: read text data
Step 4.3.1: read each data in a line;
Step 4.3.2: by Atof function, the data of reading are converted into the data type required for parameter, and are assigned to particle The parameter received in system interface function;
Step 4.3.3: after having read a line, and then reads next line to the last a line;
Step 4.3.4: the final data read in complete text, it is achieved particIe system and the communication of external data.
CN201610541275.5A 2016-07-11 2016-07-11 A kind of communication means of UE4 particIe system and external data Active CN106201510B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201610541275.5A CN106201510B (en) 2016-07-11 2016-07-11 A kind of communication means of UE4 particIe system and external data

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201610541275.5A CN106201510B (en) 2016-07-11 2016-07-11 A kind of communication means of UE4 particIe system and external data

Publications (2)

Publication Number Publication Date
CN106201510A true CN106201510A (en) 2016-12-07
CN106201510B CN106201510B (en) 2019-03-01

Family

ID=57474137

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201610541275.5A Active CN106201510B (en) 2016-07-11 2016-07-11 A kind of communication means of UE4 particIe system and external data

Country Status (1)

Country Link
CN (1) CN106201510B (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108762617A (en) * 2018-05-31 2018-11-06 苏州蜗牛数字科技股份有限公司 UI interactive systems, method and storage medium in a kind of VR environment
CN111930362A (en) * 2020-07-23 2020-11-13 上海珀立信息科技有限公司 Prefab development system and creation method based on UE4 platform

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104571993A (en) * 2014-12-30 2015-04-29 北京像素软件科技股份有限公司 Processing method of particle system, display card and mobile application platform
CN105204988A (en) * 2014-06-30 2015-12-30 北京安兔兔科技有限公司 Testing method and system of electronic equipment game performance

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105204988A (en) * 2014-06-30 2015-12-30 北京安兔兔科技有限公司 Testing method and system of electronic equipment game performance
CN104571993A (en) * 2014-12-30 2015-04-29 北京像素软件科技股份有限公司 Processing method of particle system, display card and mobile application platform

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
朱阅晗等: "基于虚幻4引擎的三维游戏开发实践", 《艺术科技》 *

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108762617A (en) * 2018-05-31 2018-11-06 苏州蜗牛数字科技股份有限公司 UI interactive systems, method and storage medium in a kind of VR environment
CN111930362A (en) * 2020-07-23 2020-11-13 上海珀立信息科技有限公司 Prefab development system and creation method based on UE4 platform

Also Published As

Publication number Publication date
CN106201510B (en) 2019-03-01

Similar Documents

Publication Publication Date Title
CN111815787B (en) Petrochemical enterprise three-dimensional digital plan making system and method
CN109961495B (en) VR editor and implementation method thereof
CA2721803C (en) Composite assets for use in multiple simulation environments
CN104867176A (en) Cryengine-based interactive virtual deduction system
WO2005119597A3 (en) Terrain editor tool for rule-based procedural terrain generation
WO2005119598A3 (en) Rule-based procedural terrain generation
CN107293182A (en) A kind of vehicle teaching method, system and terminal device based on VR
CN106530400A (en) Interactive virtual campus roaming system based on intelligent wearing device
CN107153744A (en) Subsurface three-dimensional pipeline decision system
Song et al. Virtual Reality (VR) technology and landscape architecture
CN106201510A (en) A kind of UE4 particIe system and the communication means of external data
CN105512046B (en) Android automated testing methods based on particle swarm optimization algorithm
CN102779215A (en) Networked three-dimensional hoisting simulation method based on B/S (Browser/Server) framework and cache technology
CN117742677A (en) XR engine low-code development platform
US20070159049A1 (en) Method and system of rendering particle
CN110120165A (en) Drilling well emergency drilling simulation system
CN105825024B (en) A method of realizing coke-oven plant&#39;s blasting condensation workshop section cooperating type three-dimensional artificial
US7917535B1 (en) Task membership and task masks
CN106846238A (en) A kind of cross-platform automotive engine system of Elf3D
CN108921920B (en) Method for manufacturing three-dimensional animation of hydroelectric engineering
CN111078782B (en) Industrial big data visualization system and method
US11074740B2 (en) Shader editing
CN110675509A (en) Editable comprehensive simulation method and system based on three-dimensional modeling
Zhang et al. Simulation of snow effects in visual simulation of virtual campus based on OSG
CN110555222B (en) Three-dimensional visualization service platform-based method for rapidly constructing three-dimensional visualization application

Legal Events

Date Code Title Description
C06 Publication
PB01 Publication
C10 Entry into substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant