• 读取obj文件用Mesh创建实例化


    using UnityEngine;

    using System.Collections;

    using System.IO;

    using System.Collections.Generic;

    using System.Globalization;

    using UnityEngine.Networking;

    using System;

    using System.Threading;

    using UnityEngine.UI;

    public class ObjToUnityNO : MonoBehaviour

    {

        public Material red;

        public Text []AAA;

        public static ObjToUnityNO Ins_ObjToUnityNo;

        private Mesh dq_mesh;

      

        Vector3[] _vertexArray;

        ArrayList _vertexArrayList = new ArrayList();

        Vector3[] _normalArray;

        ArrayList _normalArrayList = new ArrayList();

        Vector2[] _uvArray;

        ArrayList _uvArrayList = new ArrayList();

        int[] _triangleArray;

        ArrayList _facesVertNormUV = new ArrayList();

         private void Start()

        {

            Ins_ObjToUnityNo = this;

        }

     public void meshas()

    {

    //调用创建Mesh方法

            Draw_mesh(Application.persistentDataPath + "/Sphere_0.obj");//安卓路径(可以)

            //Draw_mesh(Application.streamingAssetsPath + "/Cube_0.obj");//PC路径

        }

        public  void Draw_mesh(string Obj_Path)

    {

    //初始化mesh

            GetComponent<MeshFilter>().mesh = dq_mesh = new Mesh();

            dq_mesh.name = "Meshs";

    //赋材质

            //this.gameObject.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Diffuse"));

            this.gameObject.GetComponent<MeshRenderer>().material = red;

    //调用方法,获取点、面、法线

            init_mesh(Obj_Path);

    //点、面、法线赋值生成mesh

            dq_mesh.vertices = _vertexArray;

            dq_mesh.triangles = _triangleArray;

            dq_mesh.normals = _normalArray;

          

        }

        void init_mesh(string Obj_Path)

    {

            if (File.Exists(Obj_Path))

            {

    //查找对应文件,加载读取

                //UnityWebRequest uwr = UnityWebRequest.Get("file://" + Application.streamingAssetsPath + "/Cube_0.obj");

                //UnityWebRequest uwr = UnityWebRequest.Get(Application.persistentDataPath + "/Cube_0.obj");

                UnityWebRequest uwr = UnityWebRequest.Get("file://" + Obj_Path);

                uwr.Send();

                Thread.Sleep(2000);//时间等待

                //yield return uwr.Send();或用协同程序形式

    //分割读取的obj文件

                if (uwr.isDone && string.IsNullOrEmpty(uwr.error))

                {

                    string s = uwr.downloadHandler.text;

                    s = s.Replace("  ", " ");

                    s = s.Replace("  ", " ");

    //调用方法,去分割好的string中找点、面、法线等,给相应的数组赋值

                    LoadFile(s);

                }

                else

                {

                    Debug.Log("Don't DownLoad ");

                }

            }

        }

        public void LoadFile(string s)

        {

            string[] lines = s.Split(" "[0]);

            foreach (string item in lines)

            {

    //调用方法,去分割好的string中找点、面、法线等,给相应的数组赋值

                ReadLine(item);

            }

            ArrayList tempArrayList = new ArrayList();

            for (int i = 0; i < _facesVertNormUV.Count; ++i)

            {

                if (_facesVertNormUV[i] != null)

                {

                    PlacesByIndex indextemp = new PlacesByIndex(i);

                    indextemp._places.Add(i);

                    for (int j = 0; j < _facesVertNormUV.Count; ++j)

                    {

                        if (_facesVertNormUV[j] != null)

                        {

                            if (i != j)

                            {

                                Vector3 iTemp = (Vector3)_facesVertNormUV[i];

                                Vector3 jTemp = (Vector3)_facesVertNormUV[j];

                                if (iTemp.x == jTemp.x && iTemp.y == jTemp.y)

                                {

                                    indextemp._places.Add(j);

                                    _facesVertNormUV[j] = null;

                                }

                            }

                        }

                    }

                    tempArrayList.Add(indextemp);

                }

            }

            _vertexArray = new Vector3[tempArrayList.Count];

            _uvArray = new Vector2[tempArrayList.Count];

            _normalArray = new Vector3[tempArrayList.Count];

            _triangleArray = new int[_facesVertNormUV.Count];

            int teller = 0;

            foreach (PlacesByIndex item in tempArrayList)

            {

                foreach (int item2 in item._places)

                {

                    _triangleArray[item2] = teller;

                }

                Vector3 vTemp = (Vector3)_facesVertNormUV[item._index];

                _vertexArray[teller] = (Vector3)_vertexArrayList[(int)vTemp.x - 1];

                if (_uvArrayList.Count > 0)

                {

                    Vector3 tVec = (Vector3)_uvArrayList[(int)vTemp.y - 1];

                    _uvArray[teller] = new Vector2(tVec.x, tVec.y);

                }

                if (_normalArrayList.Count > 0)

                {

                    _normalArray[teller] = (Vector3)_normalArrayList[(int)vTemp.z - 1];

                }

                teller++;

            }

        }

        //读文件内容

        public void ReadLine(string s)

        {

            AAA[3].text = "ReadLine";

            char[] charsToTrim = { ' ', ' ', ' ', ' ' };

            s = s.TrimEnd(charsToTrim);

            string[] words = s.Split(" "[0]);

            foreach (string item in words)

                item.Trim();

            if (words[0] == "v")

                _vertexArrayList.Add(new Vector3(System.Convert.ToSingle(words[1], CultureInfo.InvariantCulture), System.Convert.ToSingle(words[2], CultureInfo.InvariantCulture), System.Convert.ToSingle(words[3], CultureInfo.InvariantCulture)));

            if (words[0] == "vn")

                _normalArrayList.Add(new Vector3(System.Convert.ToSingle(words[1], CultureInfo.InvariantCulture), System.Convert.ToSingle(words[2], CultureInfo.InvariantCulture), System.Convert.ToSingle(words[3], CultureInfo.InvariantCulture)));

            if (words[0] == "vt")

                _uvArrayList.Add(new Vector3(System.Convert.ToSingle(words[1], CultureInfo.InvariantCulture), System.Convert.ToSingle(words[2], CultureInfo.InvariantCulture)));

            if (words[0] == "f")

            {

                ArrayList temp = new ArrayList();

                ArrayList triangleList = new ArrayList();

                for (int j = 1; j < words.Length; ++j)

                {

                    Vector3 indexVector = new Vector3(0, 0);

                    string[] indices = words[j].Split("/"[0]);

                    indexVector.x = System.Convert.ToInt32(indices[0], CultureInfo.InvariantCulture);

                    if (indices.Length > 1)

                    {

                        if (indices[1] != "")

                            indexVector.y = System.Convert.ToInt32(indices[1], CultureInfo.InvariantCulture);

                    }

                    if (indices.Length > 2)

                    {

                        if (indices[2] != "")

                            indexVector.z = System.Convert.ToInt32(indices[2], CultureInfo.InvariantCulture);

                    }

                    temp.Add(indexVector);

                }

                for (int i = 1; i < temp.Count - 1; ++i)

                {

                    triangleList.Add(temp[0]);

                    triangleList.Add(temp[i]);

                    triangleList.Add(temp[i + 1]);

                }

                foreach (Vector3 item in triangleList)

                {

                    _facesVertNormUV.Add(item);

                }

            }

        }

    }

    internal class PlacesByIndex

    {

        public PlacesByIndex(int index)

        {

            _index = index;

        }

        public int _index;

        public ArrayList _places = new ArrayList();

    }

    注:此脚本根据obj格式大神代码,根据自己需求,进行读取obj文件,添加数组,构建mesh,进行实例化,可在安卓和PC端实现功能,其他平台未尝试,obj文件不要太大,否则会造成unity卡死情况。如有雷同或更好的方案,可在评论区留言讨论.........

    支持个人观看使用,如商用或转载,请告知! -----萧朗(QQ:453929789 Email:xiaolang_xl@sina.com)
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  • 原文地址:https://www.cnblogs.com/XiaoLang0/p/10028005.html
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