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  • obj模型的显示

    obj文件格式

    # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
    # 创建的文件:04.06.2012 11:16:43

    mtllib aa.mtl

    #
    # object Box001
    #

    v  -14.0142 -4.2691 13.9796
    v  13.5541 -4.2691 13.9796
    v  -14.0142 -4.2691 -13.5887
    v  13.5541 -4.2691 -13.5887
    v  -14.0142 23.2992 13.9796
    v  13.5541 23.2992 13.9796
    v  -14.0142 23.2992 -13.5887
    v  13.5541 23.2992 -13.5887
    # 8 vertices

    vt 1.0000 0.0000 0.0000
    vt 1.0000 1.0000 0.0000
    vt 0.0000 1.0000 0.0000
    vt 0.0000 0.0000 0.0000
    # 4 texture coords

    g Box001
    usemtl Material__25
    f 1/1 3/2 4/3
    f 4/3 2/4 1/1
    f 5/4 6/1 8/2
    f 8/2 7/3 5/4
    f 1/4 2/1 6/2
    f 6/2 5/3 1/4
    f 2/4 4/1 8/2
    f 8/2 6/3 2/4
    f 4/4 3/1 7/2
    f 7/2 8/3 4/4
    f 3/4 1/1 5/2
    f 5/2 7/3 3/4
    # 12 faces

    上面的数据都不可直接使用,

     v 代表顶点  vt代表贴图 两个都可以当作哈希表,

    f /前面为索引  /后面为贴图,

    顶点和贴图根据f参数查找前面的表生成一份数据,

    索引为f的个数.文件解析类

    package
    {
    	import flash.display3D.Context3D;
    	import flash.display3D.IndexBuffer3D;
    	import flash.display3D.VertexBuffer3D;
    	import flash.utils.ByteArray;
    	
    	/**
    	 *  @author:Gaara
    	 *  2012-6-2
    	 *   
    	 * Obj文件解析类
    	 **/
    	public class ObjParser
    	{
    		/** 换行 分隔符 **/
    		private var NEWLINE:String = "\r\n";
    		
    		/** 参数 分隔符 **/
    		private var SEPARATION:String = " ";
    		
    		/** 顶点标志 **/
    		private var VERTEX:String = "v";
    		
    		/** 贴图标志 **/
    		private var TEXTURE:String = "vt";
    		
    		/** 面标志 **/
    		private var FACE:String = "f";
    		
    		private var context3D:Context3D;
    		
    		/** 顶点数据 **/
    		private var vertices:Vector.<Number>;
    		
    		/** 贴图基础数据 **/
    		private var texturesBase:Vector.<Number>;
    		
    		/** 索引数据 **/
    		private var indexs:Vector.<uint>;
    		
    		/** 贴图数据数据 **/
    		private var textures:Vector.<int>;
    		
    		
    		/** 返回的数据 **/
    		private var vertexBuff3D:VertexBuffer3D;
    		private var indexBuff3D:IndexBuffer3D;
    		private var uvBuff3D:VertexBuffer3D;
    		
    		public function ObjParser(objClass:Class,context3D:Context3D)
    		{
    			this.context3D = context3D;
    			
    			var obj:ByteArray = new objClass;
    			var contentStr:String = obj.readUTFBytes(obj.length);
    			
    			vertices = new Vector.<Number>;
    			texturesBase = new Vector.<Number>;
    			indexs = new Vector.<uint>;
    			textures = new Vector.<int>;
    			
    			var conArr:Array = contentStr.split(NEWLINE);
    			handleStrArr(conArr);
    		}
    		
    		/**
    		 *  功能:处理字符串数组
    		 *  参数:
    		 **/
    		private function handleStrArr(strArr:Array):void
    		{
    			for each (var str:String in strArr) 
    			{
    				var preStr:String = str.split(" ")[0];
    				if(preStr == VERTEX){
    					vertexTexturesHandle(str,vertices);
    				}
    				else if(preStr == TEXTURE){
    					vertexTexturesHandle(str,texturesBase);
    				}
    				else if(preStr == FACE){
    					faceHandle(str);
    				}
    			}
    			trace("obj解析完成");
    		}
    		
    		/**
    		 *  功能:添加顶点函数
    		 *  参数:
    		 **/
    		private function vertexTexturesHandle(content:String,vec:Vector.<Number>):void
    		{
    			var strArr:Array = content.split(SEPARATION);
    			for each (var str:String in strArr) 
    			{
    				if(str != VERTEX && str != TEXTURE && str !=""){
    					vec.push(Number(str));
    				}
    			}
    			
    		}
    		
    		/**
    		 *  功能:添加三角形数据函数
    		 *  参数:
    		 **/
    		private function faceHandle(content:String):void
    		{
    			var strArr:Array = content.split(SEPARATION);
    			var tempArr:Array;
    			for each (var str:String in strArr) 
    			{
    				if(str != FACE && str !=""){
    					tempArr = str.split("\/");
    					indexs.push(tempArr[0]-1);
    					textures.push(tempArr[1]-1);
    				}
    			}
    		}
    		
    		/**
    		 *  功能:返回顶点数据
    		 *  参数:
    		 **/
    		public function get positionsBuffer():VertexBuffer3D
    		{
    			if(vertexBuff3D != null){
    				return vertexBuff3D;
    			}
    			
    			var positionBuffer:Vector.<Number> = new Vector.<Number>;
    			for each (var i:int in indexs) 
    			{
    				positionBuffer.push(vertices[i*3],vertices[i*3+1],vertices[i*3+2]);
    			}
    			
    			var vertexCount:uint = positionBuffer.length/3;
    			vertexBuff3D = context3D.createVertexBuffer(vertexCount,3);
    			vertexBuff3D.uploadFromVector(positionBuffer,0,vertexCount);
    			return vertexBuff3D;
    		}
    		
    		/**
    		 *  功能:索引
    		 *  参数:
    		 **/
    		public function get indexBuffer():IndexBuffer3D
    		{
    			if(indexBuff3D){
    				return indexBuff3D;
    			}
    			
    			var indexBufferVec:Vector.<uint> = new Vector.<uint>;
    			for (var i:int = 0; i < indexs.length; i++) 
    			{
    				indexBufferVec.push(i);
    			}
    			
    			indexBuff3D = context3D.createIndexBuffer(indexBufferVec.length);
    			indexBuff3D.uploadFromVector(indexBufferVec,0,indexBufferVec.length);
    			return indexBuff3D;
    		}
    		
    		/**
    		 *  功能:贴图数据
    		 *  参数:
    		 **/
    		public function get uvBuffer():VertexBuffer3D
    		{
    			if(uvBuff3D){
    				return uvBuff3D;
    			}
    			
    			
    			var uvBufferVec:Vector.<Number> = new Vector.<Number>;
    			
    			for each (var i:int in textures) 
    			{
    				uvBufferVec.push(1-texturesBase[i*3],1-texturesBase[i*3+1]);
    			}
    			var uvsCount:uint = uvBufferVec.length/2;
    			
    			uvBuff3D = context3D.createVertexBuffer(uvsCount,2);
    			uvBuff3D.uploadFromVector(uvBufferVec,0,uvsCount);
    			return uvBuff3D;
    		}
    	}
    }
    
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  • 原文地址:https://www.cnblogs.com/riaol/p/2534704.html
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