ios 14中的.ply(多边形)格式文件问题
我的应用程序在扫描对象后生成ply文件。ios 14更新后,我的3d模型的颜色无法正确加载。此外,我无法在xcode中查看ply文件(在预览中工作正常) 有人知道这个问题的解决方法吗 我厌倦了阅读ply文件内容,并在场景几何体中显示顶点和面,但加载文件所需时间太长 显然,创建mdlAsset()会抛出一些金属警告,并且网格颜色不会正确显示 以下是sceneKit中ios 13和ios 14预览的示例图像ios 14中的.ply(多边形)格式文件问题,ios,swift,scenekit,metal,ply-file-format,Ios,Swift,Scenekit,Metal,Ply File Format,我的应用程序在扫描对象后生成ply文件。ios 14更新后,我的3d模型的颜色无法正确加载。此外,我无法在xcode中查看ply文件(在预览中工作正常) 有人知道这个问题的解决方法吗 我厌倦了阅读ply文件内容,并在场景几何体中显示顶点和面,但加载文件所需时间太长 显然,创建mdlAsset()会抛出一些金属警告,并且网格颜色不会正确显示 以下是sceneKit中ios 13和ios 14预览的示例图像 同样的问题,我发现这是一个SceneKit的bug,我有一个解决方案,用C读取.ply文件,
同样的问题,我发现这是一个SceneKit的bug,我有一个解决方案,用C读取.ply文件,并用数据创建一个SCNGeometry实例,主要代码:
bool readFaceAndVertexCount(char* filePath, int *vertexCount, int *faceCount) {
char data[100];
FILE *fp;
if((fp = fopen(filePath,"r")) == NULL)
{
printf("error!");
return false;
}
while (!feof(fp))
{
fgets(data,1024,fp);
unsigned long i = strlen(data);
data[i - 1] = '\0';
if (strstr(data, "element vertex") != NULL) {
char *res = strtok(data," ");
while (res != NULL) {
res = strtok(NULL, " ");
if (res != NULL) {
*vertexCount = atoi(res);
}
}
}
if (strstr(data, "element face") != NULL) {
char *res = strtok(data," ");
while (res != NULL) {
res = strtok(NULL, " ");
if (res != NULL) {
*faceCount = atoi(res);
}
}
}
if (*faceCount > 0 && *vertexCount > 0) {
break;
}
}
fclose(fp);
return true;
}
2、将数据读取到阵列:
in.c
在swift中:
var vertex: [Float] = Array.init(repeating: 0, count: Int(vertexCount) * 3)
var color: [Float] = Array.init(repeating: 0, count: Int(vertexCount) * 3)
var face: [Int32] = Array.init(repeating: 0, count: Int(faceCount) * 3)
readPlyFile(UnsafeMutablePointer<Int8>(mutating: url.path),vertexCount,faceCount,&vertex,&color,&face)
var-vertex:[Float]=Array.init(重复:0,计数:Int(vertexCount)*3)
var color:[Float]=Array.init(重复:0,计数:Int(vertexCount)*3)
var face:[Int32]=Array.init(重复:0,计数:Int(faceCount)*3)
readPlyFile(非女性化指针(变化:url.path)、vertexCount、faceCount和vertex、color和face)
3创建一个自定义的SCN测量:
let positionData = NSData.init(bytes: vertex, length: MemoryLayout<Float>.size * vertex.count)
let vertexSource = SCNGeometrySource.init(data: positionData as Data, semantic: .vertex, vectorCount: Int(vertexCount), usesFloatComponents: true, componentsPerVector: 3, bytesPerComponent: MemoryLayout<Float>.size, dataOffset: 0, dataStride: MemoryLayout<Float>.size * 3)
let colorData = NSData.init(bytes: color, length: MemoryLayout<Float>.size * color.count)
let colorSource = SCNGeometrySource.init(data: colorData as Data, semantic: .color, vectorCount: Int(vertexCount), usesFloatComponents: true, componentsPerVector: 3, bytesPerComponent: MemoryLayout<Float>.size, dataOffset: 0, dataStride: MemoryLayout<Float>.size * 3)
let indexData = NSData(bytes: face, length: MemoryLayout<Int32>.size * face.count)
let element = SCNGeometryElement(data: indexData as Data, primitiveType: SCNGeometryPrimitiveType.triangles, primitiveCount: Int(faceCount), bytesPerIndex: MemoryLayout<Int32>.size)
let gemetry = SCNGeometry.init(sources: [vertexSource,colorSource], elements: [element])
let node = SCNNode.init(geometry: gemetry)
let scene = SCNScene.init()
node.geometry?.firstMaterial?.cullMode = .back
node.geometry?.firstMaterial?.isDoubleSided = true
scene.rootNode.addChildNode(node)
scnView.scene = scene
let positionData=NSData.init(字节:vertex,长度:MemoryLayout.size*vertex.count)
让vertexSource=SCNGEOmetricySource.init(数据:positionData作为数据,语义:。顶点,向量计数:Int(vertexCount),使用浮动组件:true,componentsPerVector:3,bytesPerComponent:MemoryLayout.size,dataOffset:0,dataStride:MemoryLayout.size*3)
让colorData=NSData.init(字节:color,长度:MemoryLayout.size*color.count)
让colorSource=SCNGeometrySource.init(数据:colorData作为数据,语义:。颜色,向量计数:Int(vertexCount),usesFloatComponents:true,ComponentPervector:3,bytesPerComponent:MemoryLayout.size,dataOffset:0,dataStride:MemoryLayout.size*3)
让indexData=NSData(字节:面,长度:MemoryLayout.size*face.count)
let element=SCNGEOmetricyElement(数据:作为数据的索引数据,原语类型:SCNGEOmetricyPrimitiveType.triangles,原语计数:Int(faceCount),bytesPerIndex:MemoryLayout.size)
让gemetry=scngometry.init(源:[vertexSource,colorSource],元素:[element])
让node=SCNNode.init(几何体:gemetry)
让场景=SCNScene.init()
node.geometry?.firstMaterial?.cullMode=.back
node.geometry?.firstMaterial?.isdoubleblesided=true
scene.rootNode.addChildNode(节点)
scnView.scene=场景
成功了!更快 你能引用这个警告吗?[Metal Compiler warning]警告:编译成功:程序来源:95:26:警告:未使用的函数“reduce_op”静态内联float4 reduce_op(float4 d0,float4 d1)^program_source:581:26:警告:未使用的变量'scn_shadow_sampler_ord_z'静态constexpr sampler scn_shadow_sampler_ord_z=采样器(坐标::标准化,过滤器::线性,mip_过滤器::无,地址::钳制到边缘,比较函数::更大\u相等);签出此线程@SaadTahir是否找到此问题的解决方案?@D.Rothschild我尚未找到此问题的任何解决方案。即使读取PLY文件并制作点云也不是一个可行的解决方案。
var vertex: [Float] = Array.init(repeating: 0, count: Int(vertexCount) * 3)
var color: [Float] = Array.init(repeating: 0, count: Int(vertexCount) * 3)
var face: [Int32] = Array.init(repeating: 0, count: Int(faceCount) * 3)
readPlyFile(UnsafeMutablePointer<Int8>(mutating: url.path),vertexCount,faceCount,&vertex,&color,&face)
let positionData = NSData.init(bytes: vertex, length: MemoryLayout<Float>.size * vertex.count)
let vertexSource = SCNGeometrySource.init(data: positionData as Data, semantic: .vertex, vectorCount: Int(vertexCount), usesFloatComponents: true, componentsPerVector: 3, bytesPerComponent: MemoryLayout<Float>.size, dataOffset: 0, dataStride: MemoryLayout<Float>.size * 3)
let colorData = NSData.init(bytes: color, length: MemoryLayout<Float>.size * color.count)
let colorSource = SCNGeometrySource.init(data: colorData as Data, semantic: .color, vectorCount: Int(vertexCount), usesFloatComponents: true, componentsPerVector: 3, bytesPerComponent: MemoryLayout<Float>.size, dataOffset: 0, dataStride: MemoryLayout<Float>.size * 3)
let indexData = NSData(bytes: face, length: MemoryLayout<Int32>.size * face.count)
let element = SCNGeometryElement(data: indexData as Data, primitiveType: SCNGeometryPrimitiveType.triangles, primitiveCount: Int(faceCount), bytesPerIndex: MemoryLayout<Int32>.size)
let gemetry = SCNGeometry.init(sources: [vertexSource,colorSource], elements: [element])
let node = SCNNode.init(geometry: gemetry)
let scene = SCNScene.init()
node.geometry?.firstMaterial?.cullMode = .back
node.geometry?.firstMaterial?.isDoubleSided = true
scene.rootNode.addChildNode(node)
scnView.scene = scene