写一个unity加载ply模型的脚本
时间: 2024-04-23 22:21:53 浏览: 165
Unity加载GLTF模型
以下是一个简单的Unity脚本,可以加载一个PLY模型:
```c#
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class LoadPLY : MonoBehaviour {
public string plyFilePath;
void Start () {
Mesh mesh = new Mesh();
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
string[] lines = System.IO.File.ReadAllLines(plyFilePath);
int vertexCount = 0;
int faceCount = 0;
bool readVertices = false;
bool readFaces = false;
foreach (string line in lines) {
if (readVertices) {
string[] values = line.Split(' ');
Vector3 vertex = new Vector3(float.Parse(values[0]), float.Parse(values[1]), float.Parse(values[2]));
vertices.Add(vertex);
vertexCount++;
if (vertexCount == int.Parse(values[3])) {
readVertices = false;
}
}
if (readFaces) {
string[] values = line.Split(' ');
int triangle1 = int.Parse(values[1]);
int triangle2 = int.Parse(values[2]);
int triangle3 = int.Parse(values[3]);
triangles.Add(triangle1);
triangles.Add(triangle2);
triangles.Add(triangle3);
faceCount++;
if (faceCount == int.Parse(values[0])) {
readFaces = false;
}
}
if (line.Contains("element vertex")) {
vertexCount = 0;
readVertices = true;
}
if (line.Contains("element face")) {
faceCount = 0;
readFaces = true;
}
}
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshCollider>().sharedMesh = mesh;
}
}
```
在此脚本中,我们首先读取PLY文件的每一行。如果我们正在读取顶点,则将每一行解析为一个新的Vector3,并将其添加到vertices列表中。如果我们正在读取面,则将每一行解析为三角形,并将其添加到triangles列表中。最后,我们使用这些顶点和三角形初始化一个新的网格,并将其分配给GameObject的MeshFilter和MeshCollider组件。请确保将plyFilePath变量设置为您要加载的PLY文件的路径。
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