写一个unity加载off格式模型的脚本
时间: 2024-03-16 13:41:50 浏览: 89
Unity加载GLTF模型
以下是一个简单的Unity脚本,可以加载OFF格式的模型:
```csharp
using UnityEngine;
using System.Collections.Generic;
using System.IO;
public class LoadOffModel : MonoBehaviour
{
public string filePath; // 模型文件路径
void Start()
{
LoadModel(filePath);
}
void LoadModel(string filePath)
{
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
using (StreamReader reader = new StreamReader(filePath))
{
string line = reader.ReadLine();
string[] header = line.Split(' ');
int vertexCount = int.Parse(header[0]);
int faceCount = int.Parse(header[1]);
int edgeCount = int.Parse(header[2]);
for (int i = 0; i < vertexCount; i++)
{
line = reader.ReadLine();
string[] vertexValues = line.Split(' ');
Vector3 vertex = new Vector3(float.Parse(vertexValues[0]), float.Parse(vertexValues[1]), float.Parse(vertexValues[2]));
vertices.Add(vertex);
}
for (int i = 0; i < faceCount; i++)
{
line = reader.ReadLine();
string[] faceValues = line.Split(' ');
int faceVertexCount = int.Parse(faceValues[0]);
int[] faceVertices = new int[faceVertexCount];
for (int j = 0; j < faceVertexCount; j++)
{
faceVertices[j] = int.Parse(faceValues[j+1]);
}
triangles.AddRange(TriangulateFace(faceVertices));
}
}
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
GetComponent<MeshFilter>().mesh = mesh;
}
int[] TriangulateFace(int[] faceVertices)
{
List<int> triangles = new List<int>();
for (int i = 2; i < faceVertices.Length; i++)
{
triangles.Add(faceVertices[0] - 1);
triangles.Add(faceVertices[i-1] - 1);
triangles.Add(faceVertices[i] - 1);
}
return triangles.ToArray();
}
}
```
使用方法:
1. 在Unity中创建一个空的GameObject,将此脚本添加到该GameObject上;
2. 将要加载的OFF格式模型文件拖拽到该GameObject的Inspector面板中的"File Path"字段中;
3. 运行场景,将会看到OFF格式模型已经被加载并显示在场景中。
阅读全文