69 lines
2.0 KiB
Markdown
69 lines
2.0 KiB
Markdown
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---
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title: 粒子点光源系统
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date: 2026-05-03 00:00:00
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excerpt: IREDPointLightInterface 粒子驱动点光源和静态网格切换模块
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tags:
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- ARC
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- Particle
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- Lighting
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rating: ⭐
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---
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# 粒子点光源系统
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返回 [[Particle]]
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## 概述
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新增 `IREDPointLightInterface` 接口,允许粒子系统动态创建和管理点光源。格斗游戏中的特效(火焰、电击、能量弹等)需要动态光照来增强视觉表现。
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## IREDPointLightInterface
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```cpp
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// REDParticlePointLightUtilities.h
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class IREDPointLightInterface
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{
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// 点光源参数
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FVector Location; // 位置
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FLinearColor LightColor; // 光照颜色
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FLinearColor AmbientColor; // 环境光颜色
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float Amplitude; // 强度振幅(闪烁)
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float Frequency; // 闪烁频率
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float Attenuation; // 衰减
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float Range; // 范围
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float Cutoff; // 截止距离
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float DistanceMultiply; // 距离乘数
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};
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```
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## 特性
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- 粒子生命周期绑定——粒子消亡时自动移除对应点光源
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- 支持振幅和频率控制的闪烁效果
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- 衰减和截止距离独立控制
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## 静态网格切换模块
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新增 `UParticleModuleStaticMeshSwitch`:
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```cpp
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// 根据 SubImage Index 切换粒子使用的静态网格 Section
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// 类似 SubUV 的概念但用于 3D 网格的不同部分
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```
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用于格斗游戏特效中:同一个粒子发射器根据阶段显示不同形状的网格(如能量球从小到大变形)。
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## 关联文档
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- [[RED阴影系统]] — 点光源的阴影着色
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- [[RED自定义数据通道]] — 点光源模式下 CustomData 的使用
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## 修改文件列表
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| 文件 | 修改类型 |
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|------|---------|
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| `Source/Runtime/Engine/Public/REDParticlePointLightUtilities.h` | **新增** |
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| `Source/Runtime/Engine/Private/Particles/REDParticlePointLightUtilities.cpp` | **新增** |
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| `Source/Runtime/Engine/Private/Particles/ParticleModuleStaticMeshSwitch.cpp` | **新增** |
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| `Shaders/Private/MeshParticleVertexFactory.ush` | Bug 修复 |
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