Obj格式解析以及在Unity3D下导入测试

时间:2023-03-09 06:22:51
Obj格式解析以及在Unity3D下导入测试

目前基本实现了导入,注意只能打开含有单个模型的obj文件

四边面模型:

Obj格式解析以及在Unity3D下导入测试

全三角面模型(测试单一材质,自动分了下UV):

Obj格式解析以及在Unity3D下导入测试

这里介绍下obj格式:

obj格式是waveFront推出的一种3D模型格式,可以存放静态模型以及一些诸如曲线的附加信息。

其格式以文本形式存放,所以解析起来比较方便,它的大体格式如下:

# WaveFront *.obj file (generated by CINEMA 4D)

mtllib ./test.mtl

v -100.00000000000000 -100.00000000000000 -100.00000000000000
v -100.00000000000000 100.00000000000000 -100.00000000000000
v 100.00000000000000 -100.00000000000000 -100.00000000000000
v 100.00000000000000 100.00000000000000 -100.00000000000000
v 100.00000000000000 -100.00000000000000 100.00000000000000
v 100.00000000000000 100.00000000000000 100.00000000000000
v -100.00000000000000 -100.00000000000000 100.00000000000000
v -100.00000000000000 100.00000000000000 100.00000000000000
# vertices vn 0.00000000000000 0.00000000000000 -1.00000000000000
vn 1.00000000000000 0.00000000000000 0.00000000000000
vn 0.00000000000000 0.00000000000000 1.00000000000000
vn -1.00000000000000 0.00000000000000 0.00000000000000
vn 0.00000000000000 1.00000000000000 0.00000000000000
vn 0.00000000000000 -1.00000000000000 0.00000000000000
# normals vt 0.00000000000000 -1.00000000000000 0.00000000000000
vt 0.00000000000000 -0.00000000000000 0.00000000000000
vt 1.00000000000000 -0.00000000000000 0.00000000000000
vt 1.00000000000000 -1.00000000000000 0.00000000000000
# texture coordinates o Cube
usemtl default
f // // // //
f // // // //
f // // // //
f // // // //
f // // // //
f // // // //

Cube(Obj)

常用类型:

#开头表示注释

v表示顶点

vn表示法线,可以共用法线

vt表示uv坐标

f表示一个面,比如参数1/4/1,表示顶点索引/UV索引/法线索引

下面贴一下工具类的代码:

using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic; namespace Hont
{
public class ObjFormatAnalyzer
{
public struct Vector
{
public float X;
public float Y;
public float Z;
} public struct FacePoint
{
public int VertexIndex;
public int TextureIndex;
public int NormalIndex;
} public struct Face
{
public FacePoint[] Points;
public bool IsQuad;
} public Vector[] VertexArr;
public Vector[] VertexNormalArr;
public Vector[] VertexTextureArr;
public Face[] FaceArr; public void Analyze(string content)
{
content = content.Replace('\r', ' ').Replace('\t', ' '); var lines = content.Split('\n');
var vertexList = new List<Vector>();
var vertexNormalList = new List<Vector>();
var vertexTextureList = new List<Vector>();
var faceList = new List<Face>(); for (int i = ; i < lines.Length; i++)
{
var currentLine = lines[i]; if (currentLine.Contains("#") || currentLine.Length == )
{
continue;
} if (currentLine.Contains("v "))
{
var splitInfo = currentLine.Split(" ".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
vertexList.Add(new Vector() { X = float.Parse(splitInfo[]), Y = float.Parse(splitInfo[]), Z = float.Parse(splitInfo[]) });
}
else if (currentLine.Contains("vt "))
{
var splitInfo = currentLine.Split(" ".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
vertexTextureList.Add(new Vector() { X = splitInfo.Length > ? float.Parse(splitInfo[]) : , Y = splitInfo.Length > ? float.Parse(splitInfo[]) : , Z = splitInfo.Length > ? float.Parse(splitInfo[]) : });
}
else if (currentLine.Contains("vn "))
{
var splitInfo = currentLine.Split(" ".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
vertexNormalList.Add(new Vector() { X = float.Parse(splitInfo[]), Y = float.Parse(splitInfo[]), Z = float.Parse(splitInfo[]) });
}
else if (currentLine.Contains("f "))
{
Func<string, int> tryParse = (inArg) =>
{
var outValue = -;
return int.TryParse(inArg, out outValue) ? outValue : ;
}; var splitInfo = currentLine.Split(" ".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
var isQuad = splitInfo.Length > ;
var face1 = splitInfo[].Split('/');
var face2 = splitInfo[].Split('/');
var face3 = splitInfo[].Split('/');
var face4 = isQuad ? splitInfo[].Split('/') : null;
var face = new Face();
face.Points = new FacePoint[];
face.Points[] = new FacePoint() { VertexIndex = tryParse(face1[]), TextureIndex = tryParse(face1[]), NormalIndex = tryParse(face1[]) };
face.Points[] = new FacePoint() { VertexIndex = tryParse(face2[]), TextureIndex = tryParse(face2[]), NormalIndex = tryParse(face2[]) };
face.Points[] = new FacePoint() { VertexIndex = tryParse(face3[]), TextureIndex = tryParse(face3[]), NormalIndex = tryParse(face3[]) };
face.Points[] = isQuad ? new FacePoint() { VertexIndex = tryParse(face4[]), TextureIndex = tryParse(face4[]), NormalIndex = tryParse(face4[]) } : default(FacePoint);
face.IsQuad = isQuad; faceList.Add(face);
}
} VertexArr = vertexList.ToArray();
VertexNormalArr = vertexNormalList.ToArray();
VertexTextureArr = vertexTextureList.ToArray();
FaceArr = faceList.ToArray();
}
}
}

ObjFormatAnalyzer

工厂类,目前只有输出GameObject:

using UnityEngine;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic; namespace Hont
{
public static class ObjFormatAnalyzerFactory
{
public static GameObject AnalyzeToGameObject(string objFilePath)
{
if (!File.Exists(objFilePath)) return null; var objFormatAnalyzer = new ObjFormatAnalyzer(); objFormatAnalyzer.Analyze(File.ReadAllText(objFilePath)); var go = new GameObject();
var meshRenderer = go.AddComponent<MeshRenderer>();
var meshFilter = go.AddComponent<MeshFilter>(); var mesh = new Mesh(); var sourceVertexArr = objFormatAnalyzer.VertexArr;
var sourceUVArr = objFormatAnalyzer.VertexTextureArr;
var faceArr = objFormatAnalyzer.FaceArr;
var notQuadFaceArr = objFormatAnalyzer.FaceArr.Where(m => !m.IsQuad).ToArray();
var quadFaceArr = objFormatAnalyzer.FaceArr.Where(m => m.IsQuad).ToArray();
var vertexList = new List<Vector3>();
var uvList = new List<Vector2>(); var triangles = new int[notQuadFaceArr.Length * + quadFaceArr.Length * ];
for (int i = , j = ; i < faceArr.Length; i++)
{
var currentFace = faceArr[i]; triangles[j] = j;
triangles[j + ] = j + ;
triangles[j + ] = j + ; var vec = sourceVertexArr[currentFace.Points[].VertexIndex - ];
vertexList.Add(new Vector3(vec.X, vec.Y, vec.Z)); var uv = sourceUVArr[currentFace.Points[].TextureIndex - ];
uvList.Add(new Vector2(uv.X, uv.Y)); vec = sourceVertexArr[currentFace.Points[].VertexIndex - ];
vertexList.Add(new Vector3(vec.X, vec.Y, vec.Z)); uv = sourceUVArr[currentFace.Points[].TextureIndex - ];
uvList.Add(new Vector2(uv.X, uv.Y)); vec = sourceVertexArr[currentFace.Points[].VertexIndex - ];
vertexList.Add(new Vector3(vec.X, vec.Y, vec.Z)); uv = sourceUVArr[currentFace.Points[].TextureIndex - ];
uvList.Add(new Vector2(uv.X, uv.Y)); if (currentFace.IsQuad)
{
triangles[j + ] = j + ;
triangles[j + ] = j + ;
triangles[j + ] = j + ;
j += ; vec = sourceVertexArr[currentFace.Points[].VertexIndex - ];
vertexList.Add(new Vector3(vec.X, vec.Y, vec.Z)); uv = sourceUVArr[currentFace.Points[].TextureIndex - ];
uvList.Add(new Vector2(uv.X, uv.Y)); vec = sourceVertexArr[currentFace.Points[].VertexIndex - ];
vertexList.Add(new Vector3(vec.X, vec.Y, vec.Z)); uv = sourceUVArr[currentFace.Points[].TextureIndex - ];
uvList.Add(new Vector2(uv.X, uv.Y)); vec = sourceVertexArr[currentFace.Points[].VertexIndex - ];
vertexList.Add(new Vector3(vec.X, vec.Y, vec.Z)); uv = sourceUVArr[currentFace.Points[].TextureIndex - ];
uvList.Add(new Vector2(uv.X, uv.Y));
} j += ;
} mesh.vertices = vertexList.ToArray();
mesh.uv = uvList.ToArray();
mesh.triangles = triangles; meshFilter.mesh = mesh;
meshRenderer.material = new Material(Shader.Find("Standard")); return go;
}
}
}

ObjFormatAnalyzerFactory

测试使用脚本:

public class ObjFormatAnalyzerTest : MonoBehaviour
{
void Start()
{
var go = ObjFormatAnalyzerFactory.AnalyzeToGameObject(@"D:\TestObj\centaur.obj"); WWW www = new WWW("file:/D:/TestObj/texture.jpg"); while (!www.isDone) { } go.GetComponent<MeshRenderer>().material.mainTexture = www.texture;
}
}

然后挂载运行即可。

目前可能还有点小问题,因为没有实现材质的绑定,所以只能支持单一材质。