我正在尝试使用 Unity 和 C# 在运行时加载 OBJ 模型。我正在使用 Unity 的 Wiki 解析器“FastOBJImporter”http://wiki.unity3d.com/index.php/FastObjImporter用于解析 OBJ 文件。 我无法加载超过 65,534 个顶点的网格,因为这是 Unity 的限制 (http://answers.unity3d.com/questions/471639/mesh-with-more-than-65000-vertices.html)
我的想法是将大网格路径传递给 FastOBJImporter,并生成多个顶点数少于 65k 的游戏对象,以便加载更大的模型。
有人知道如何安全地修改 FastOBJimporter 以返回子网格列表而不是大网格吗?欢迎任何其他解决方案/想法。
最佳答案
This script做你想做的,但使用 STL 模型文件。每次达到 65k verts 时,它都会通过将网格拆分为子网格来导入模型,无论模型有多大。 STL 文件可以转换为 OBJ 文件,因此,我想,使用一个简单的转换器或更改脚本就可以做到这一点。
下面的代码(我不相信代码)。
#pragma warning disable 0219
using UnityEngine;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Threading;
namespace Parabox.STL
{
/*Import methods for STL files*/
public class STL_ImportScript : MonoBehaviour
{
const int MAX_FACETS_PER_MESH = 65535 / 3;
class Facet
{
public Vector3 normal;
public Vector3 a, b, c;
public override string ToString()
{
return string.Format("{0:F2}: {1:F2}, {2:F2}, {3:F2}", normal, a, b, c);
}
}
/**
* Import an STL file at path.
*/
public static Mesh[] Import(string path)
{
try
{
return ImportBinary(path);
}
catch (System.Exception e)
{
UnityEngine.Debug.LogWarning(string.Format("Failed importing mesh at path {0}.\n{1}", path, e.ToString()));
return null;
}
}
private static Mesh[] ImportBinary(string path)
{
List<Facet> facets = new List<Facet>();
byte[] header;
uint facetCount;
using (FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Read))
{
using (BinaryReader br = new BinaryReader(fs, new ASCIIEncoding()))
{
while (br.BaseStream.Position < br.BaseStream.Length)
{
// read header
header = br.ReadBytes(80);
facetCount = br.ReadUInt32();
for (uint i = 0; i < facetCount; i++)
{
try
{
Facet facet = new Facet();
facet.normal.x = br.ReadSingle();
facet.normal.y = br.ReadSingle();
facet.normal.z = br.ReadSingle();
facet.a.x = br.ReadSingle();
facet.a.y = br.ReadSingle();
facet.a.z = br.ReadSingle();
facet.b.x = br.ReadSingle();
facet.b.y = br.ReadSingle();
facet.b.z = br.ReadSingle();
facet.c.x = br.ReadSingle();
facet.c.y = br.ReadSingle();
facet.c.z = br.ReadSingle();
facets.Add(facet);
// padding
br.ReadUInt16();
}
catch (Exception e)
{
//Console.WriteLine(e.Message);
Debug.Log(e.Message);
}
}
}
}
}
return CreateMeshWithFacets(facets);
}
const int SOLID = 1;
const int FACET = 2;
const int OUTER = 3;
const int VERTEX = 4;
const int ENDLOOP = 5;
const int ENDFACET = 6;
const int ENDSOLID = 7;
const int EMPTY = 0;
private static int ReadState(string line)
{
if (line.StartsWith("solid"))
return SOLID;
else if (line.StartsWith("facet"))
return FACET;
else if (line.StartsWith("outer"))
return OUTER;
else if (line.StartsWith("vertex"))
return VERTEX;
else if (line.StartsWith("endloop"))
return ENDLOOP;
else if (line.StartsWith("endfacet"))
return ENDFACET;
else if (line.StartsWith("endsolid"))
return ENDSOLID;
else
return EMPTY;
}
private static Vector3 StringToVec3(string str)
{
string[] split = str.Trim().Split(null);
Vector3 v = new Vector3();
float.TryParse(split[0], out v.x);
float.TryParse(split[1], out v.y);
float.TryParse(split[2], out v.z);
return v;
}
private static Mesh[] CreateMeshWithFacets(IList<Facet> facets)
{
int fl = facets.Count, f = 0, mvc = MAX_FACETS_PER_MESH * 3;
Mesh[] meshes = new Mesh[fl / MAX_FACETS_PER_MESH + 1];
for (int i = 0; i < meshes.Length; i++)
{
int len = System.Math.Min(mvc, (fl - f) * 3);
Vector3[] v = new Vector3[len];
Vector3[] n = new Vector3[len];
int[] t = new int[len];
for (int it = 0; it < len; it += 3)
{
v[it] = facets[f].a;
v[it + 1] = facets[f].b;
v[it + 2] = facets[f].c;
n[it] = facets[f].normal;
n[it + 1] = facets[f].normal;
n[it + 2] = facets[f].normal;
t[it] = it;
t[it + 1] = it + 1;
t[it + 2] = it + 2;
f++;
}
meshes[i] = new Mesh();
meshes[i].vertices = v;
meshes[i].normals = n;
meshes[i].triangles = t;
}
return meshes;
}
}
}
另一种解决方案可能是 dynamically combine vertices that share the same space .当您在运行时引入模型时,您会将彼此之间在特定阈值内的顶点组合在一起,以将总顶点数减少到 65k 限制以下。
或者,使用工具,例如 Mesh Simplify降低细节级别,使您能够优化性能并将多边形计数减少到 65k 以下,以便在不超过 65k 限制的情况下导入网格。有不同的、更实惠的选择,但这似乎是可用的更好的选择之一。
关于c# - 在运行时在 Unity 中解析具有超过 65k 个顶点的网格,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37830461/