C# 在运行时分析Unity中超过65k个顶点的网格
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”来解析OBJ文件。 我无法加载超过65534个顶点的网格,因为它是一个单位限制() 我的想法是将一个大网格路径传递给FastOBJImporter,并生成多个顶点少于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。只需使用STL模型文件即可满足您的需求。每次到达65k顶点时,它都会将网格拆分为子网格,从而导入模型,无论模型有多大。STL文件可以转换成OBJ文件,所以,我想,使用一个简单的转换器,或者修改脚本,就可以做到这一点 下面的代码(我不接受代码)C# 在运行时分析Unity中超过65k个顶点的网格,c#,unity3d,runtime,mesh,C#,Unity3d,Runtime,Mesh,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”来解析OBJ文件。 我无法加载超过65534个顶点的网格,因为它是一个单位限制() 我的想法是将一个大网格路径传递给FastOBJImporter,并生成多个顶点少于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。只需使用STL模型文件即可满足您的需求。每次到达65k顶点时
#杂注警告禁用0219
使用UnityEngine;
使用系统文本;
使用系统集合;
使用System.Collections.Generic;
使用System.IO;
使用制度;
使用UnityEngine.UI;
使用UnityEngine.EventSystems;
使用系统线程;
名称空间Parabox.STL
{
/*STL文件的导入方法*/
公共类STL_ImportScript:单一行为
{
每个网格的最大面常数=65535/3;
类刻面
{
公共向量3正常;
公共向量3 a、b、c;
公共重写字符串ToString()
{
返回string.Format(“{0:F2}:{1:F2},{2:F2},{3:F2}”,normal,a,b,c);
}
}
/**
*在路径处导入STL文件。
*/
公共静态网格[]导入(字符串路径)
{
尝试
{
返回导入二进制(路径);
}
捕获(System.e例外)
{
UnityEngine.Debug.LogWarning(string.Format(“未能在路径{0}.\n{1}”,路径,例如ToString())导入网格);
返回null;
}
}
私有静态网格[]导入二进制(字符串路径)
{
列表面=新列表();
字节[]头;
单位分面计数;
使用(FileStream fs=newfilestream(路径,FileMode.Open,FileAccess.Read))
{
使用(BinaryReader br=new BinaryReader(fs,new-AscienceODing()))
{
while(br.BaseStream.Position#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;
}
}
}