FBX格式mesh解析与加载(二)

直接上代码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace ImportFbx
{
public class FBXImporter
{
private static FBXImporter fbxImporter;
public static FBXImporter Instance
{
get
{
if (fbxImporter == null) fbxImporter = new FBXImporter();
return fbxImporter;
}
}

    private Vector3[] vertices;
    public Vector3[] Vertices 
    {
        get {
            return vertices;
        }
    }

    private int[] vertexIndex;
    public int[] VertexIndex {
        get {
            return vertexIndex;
        }
    }

    private Vector3[] normal;
    public Vector3[] Normal 
    {
        get {
            return normal;
        }
    }

    private Vector2[] uv;

    public Vector2[] UV
    {
        get
        {
            return uv;
        }
    }
    public void OpenFBXFile(string path)
    {
        if (!System.IO.File.Exists(path)) return;
        System.IO.FileStream file = new System.IO.FileStream(path,System.IO.FileMode.Open);
        byte[] bytes = new byte[file.Length];
        file.Read(bytes, 0, (int)file.Length);
        string data =  System.Text.Encoding.UTF8.GetString(bytes);
        UnityEngine.Debug.Log(data);
        file.Dispose();
        file.Close();

        string[] ObjectStr = data.Split(new string[] { "Objects:" }, 2, StringSplitOptions.RemoveEmptyEntries);

        string[] a = ObjectStr[1].Split(new string[] { "Vertices:" }, 2 ,StringSplitOptions.RemoveEmptyEntries);
        UnityEngine.Debug.Log(a[1]);
        string[] aa = a[1].Split(new string[] { "a:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] aaa = aa[1].Split(new char[] { '}' }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] verticesStr = aaa[0].Split(new char[] { ',' });
        UnityEngine.Debug.Log(verticesStr.Length);

        string[]b = ObjectStr[1].Split(new string[] { "PolygonVertexIndex:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[]bb = b[1].Split(new string[] { "a:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[]bbb = bb[1].Split(new char[] { '}' }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] vertexIdStr = bbb[0].Split(new char[] { ',' });
        UnityEngine.Debug.Log(vertexIdStr.Length);

        string[]c = ObjectStr[1].Split(new string[] { "Normals:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[]cc = c[1].Split(new string[] { "a:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[]ccc = cc[1].Split(new char[] { '}' }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] normalStr = ccc[0].Split(new char[] { ',' });
        UnityEngine.Debug.Log(normalStr.Length);

        string[] d = ObjectStr[1].Split(new string[] { "UV:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] dd = d[1].Split(new string[] { "a:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] ddd = dd[1].Split(new char[] { '}' }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] uvStr = ddd[0].Split(new char[] { ',' });
        UnityEngine.Debug.Log(uvStr.Length);

        string[] e = ObjectStr[1].Split(new string[] { "UVIndex:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] ee = e[1].Split(new string[] { "a:" }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] eee = ee[1].Split(new char[] { '}' }, 2, StringSplitOptions.RemoveEmptyEntries);
        string[] uvIndexStr = eee[0].Split(new char[] { ',' });
        UnityEngine.Debug.Log(uvIndexStr.Length);

        vertices = new Vector3[verticesStr.Length/3];
        for (int i = 0; i < verticesStr.Length; i+=3)
        {
            float.TryParse(verticesStr[i], out vertices[i/3].x);
            float.TryParse(verticesStr[i + 1], out vertices[i/3].y);
            float.TryParse(verticesStr[i + 2], out vertices[i/3].z);
        }

        int[] vertexIndexTemp = new int[vertexIdStr.Length];
        int q = 0;
        bool isSquareMesh = false;
        for (int i = 0; i < vertexIdStr.Length; i++)
        {
            int.TryParse(vertexIdStr[i], out vertexIndexTemp[i]);
            q++;
            if (vertexIndexTemp[i] < 0 && q == 3)
            {
                q = 0;
                vertexIndexTemp[i] = -vertexIndexTemp[i] - 1;
            }
            else if (vertexIndexTemp[i] < 0 && q == 4)
            {
                q = 0;
                vertexIndexTemp[i] = -vertexIndexTemp[i] - 1;
                isSquareMesh = true;
            }
        }

        if (isSquareMesh) 
        {
            List<int> triangles = new List<int>();
            for (int i = 0; i < vertexIdStr.Length; i+=4)
            {
                triangles.AddRange(new int[3] { vertexIndexTemp[i], vertexIndexTemp[i + 1], vertexIndexTemp[i + 3] });
                triangles.AddRange(new int[3] { vertexIndexTemp[i + 1], vertexIndexTemp[i + 2], vertexIndexTemp[i + 3] });
            }
            vertexIndex = triangles.ToArray();
        }else
        {
            vertexIndex = vertexIndexTemp;
        }

        normal = new Vector3[vertices.Length];
        Vector3[] normTemp = new Vector3[normalStr.Length / 3];
        for (int i = 0; i < normalStr.Length; i+=3)
        {
            float.TryParse(normalStr[i], out normTemp[i/3].x);
            float.TryParse(normalStr[i + 1], out normTemp[i/3].y);
            float.TryParse(normalStr[i + 2], out normTemp[i/3].z);
        }

        for (int i = 0; i < vertices.Length; i++)
        {
            for (int j = 0; j < vertexIndexTemp.Length; j++)
            {
                if (vertexIndexTemp[j] == i)
                {
                    normal[i] = normTemp[j];
                    break;
                }
            }
        }

        uv = new Vector2[vertices.Length];
        Vector2[] uvTemp = new Vector2[uvStr.Length / 2];//UV
        Vector2[] uvIndexTemp = new Vector2[uvIndexStr.Length];//all UV
        for (int i = 0; i < uvStr.Length; i += 2)
        {
            float.TryParse(uvStr[i], out uvTemp[i / 2].x);
            float.TryParse(uvStr[i + 1], out uvTemp[i / 2].y);
        }

        for (int i = 0; i < uvIndexStr.Length; i++)
        {
            int index;
            int.TryParse(uvIndexStr[i], out index);
            uvIndexTemp[i] = uvTemp[index];
        }

        for (int i = 0; i < vertices.Length; i++)
        {
            for (int j = 0; j < vertexIndexTemp.Length; j++)
            {
                if (vertexIndexTemp[j] == i)
                {
                    uv[i] = uvIndexTemp[j];
                    break;
                }
            }
        }

    }
}

}

放在unity中运行:在这里插入图片描述
模型2是通过常规的导入方式导入场景中作为参考的模型。
模型1是运行时导入的结果,也就是代码运行的结果。

现在还有些问题为解决:
1.没有获取fbx中的transform,所以场景中的transform是错误的。
2.如果出现四边面,uv的计算是错误的,triangles的排序是错误的。
3.当前没有考虑模型有子模型的情况。

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