vault backup: 2025-06-10 17:02:58
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@ -57,14 +57,34 @@ MatDyn?
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- UpdateStaticDataFor
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- ComputeHeight_Segmented_MapForClipMap:似乎会设置
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- UpdateCollisionMeshData
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- InitializeReadBackDependencies
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- InitiateMaterials
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- [x] [[#InitializeReadBackDependencies]]
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- [x] InitiateMaterials
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### UpdateCollisionMeshData
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Tick() -> CollisionManagement() -> CollisionGPU() -> UpdateCollisionMeshData()
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### ComputeHeight_Segmented_MapForClipMap
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### InitializeReadBackDependencies
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BeginPlay() -> InitiateWorld() -> InitializeReadBackDependencies()
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1. 初始化3个RT:ReadRequestLocation、ReadRequestLocationHeightmap、GeneratorDynamicForReadBack。
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2. 会设置`TObjectPtr < UMaterialInstanceDynamic> GeneratorDynamicForReadBack`各种变量
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```c++
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GeneratorDynamicForReadBack->SetScalarParameterValue("HeightReadBack", 1.f);
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GeneratorDynamicForReadBack->SetTextureParameterValue("SpecificLocationsRT", ReadRequestLocation);
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GeneratorDynamicForReadBack->SetScalarParameterValue("NoMargin", 0.f);
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GeneratorDynamicForReadBack->SetScalarParameterValue("N", N);
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GeneratorDynamicForReadBack->SetScalarParameterValue("NormalMapSelect", 0.f);
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GeneratorDynamicForReadBack->SetScalarParameterValue("HeightMapToggle", 1.f);
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```
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3. 设置随机种子相关Shader Parameter。
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### InitiateMaterials
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初始化`TArray<FClipMapMeshElement> Meshes;`的Material、`Producers`
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BeginPlay() -> InitiateWorld() -> InitiateMaterials()
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作用:初始化`TArray<FClipMapMeshElement> Meshes;`的Material、`Producers`
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调用顺序:BeginPlay() -> InitiateWorld() -> InitiateMaterials()
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经过断点调试,会设置WorldSettings里的Material(地形Material)的HeightMap与NormalMap。
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