OpenGL ES的工具为Android [英] OpenGL ES Tools for Android

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本文介绍了OpenGL ES的工具为Android的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

在哪里可以找到所有的工具,在OpenGL ES设计复杂的对象?

Where can i find all the tools for designing complex Object in OpenGL ES?

像正方形,立方体,sphers等

like squares,cubes,sphers ect

推荐答案

只是模拟你的对象,并将其导出到OBJ文件,那么你可以简单地加载OBJ文件到您的场景。

Just model your objects and export them to OBJ file, then you can simply load the OBJ file into your scene.

下面是code我写信给我的加载OBJ文件,我出口他们形成玛雅。 请注意,这更像​​是实验code,所以它是不干净的,但我测试了它,完美的作品。

Here is the code I wrote to load my OBJ files which I exported them form Maya. Kindly note that this is more like experimental code, so it is not clean, but I tested it and works perfectly.

Vector3D类包含的X,Y和Z变量,和面类持有的UVW,顶点和顶点法线的ArrayList

Vector3D class holds the X,Y and Z variables, and Face class holds an ArrayList of UVWs, Vertices, and Vertex Normals.

和你有通过调用顺便说一句与glDrawElements吸引你的对象。 希望这个人会帮=)

And you have to draw your object by calling glDrawElements btw. Hope that this one will help =)

public class Model {

    // Constants
    private static final int FLOAT_SIZE_BYTES = 4;
    private static final int SHORT_SIZE_BYTES = 2;

    private FloatBuffer _vb;
    private FloatBuffer _nb;
    private ShortBuffer _ib;
    private FloatBuffer _tcb;

    private short[] indices;

    private float[] tempV;
    private float[] tempVt;
    private float[] tempVn;

    private ArrayList<Vector3D> vertices;
    private ArrayList<Vector3D> vertexTexture;
    private ArrayList<Vector3D> vertexNormal;
    private ArrayList<Face> faces;
    private int vertexCount;

    private ArrayList<GroupObject> groupObjects;

    //Android Stuff!
    private Context context;
    private int modelID;

    public Model(int modelID, Context activity)
    {
        this.vertices = new ArrayList<Vector3D>();
        this.vertexTexture = new ArrayList<Vector3D>();
        this.vertexNormal = new ArrayList<Vector3D>();
        this.faces = new ArrayList<Face>();

        this.groupObjects = new ArrayList<GroupObject>();

        this.modelID = modelID;
        this.context = activity;

        loadFile();
    }

    private int loadFile()
    {
        InputStream inputStream = context.getResources().openRawResource(modelID);

        BufferedReader in = new BufferedReader(new InputStreamReader(inputStream));

        try {
            loadOBJ(in);
            Log.d("LOADING FILE", "FILE LOADED SUCESSFULLY====================");
        } catch (IOException e) {
            e.printStackTrace();
        }

        try {
            in.close();
        } catch (IOException e) {
            e.printStackTrace();
        }

        return 1;
    }

    private void loadOBJ(BufferedReader in) throws IOException
    {
        Log.d("LOADING FILE", "STARTING!====================");
        GroupObject defaultObject = new GroupObject();
        GroupObject currentObject = defaultObject;

        this.groupObjects.add(defaultObject);

        String Line;            // Stores ever line we read!
        String[] Blocks;        // Stores string fragments after the split!!
        String CommandBlock;    // Stores Command Blocks such as: v, vt, vn, g, etc...

        while((Line = in.readLine()) != null)
        {
            Blocks = Line.split(" ");
            CommandBlock = Blocks[0];

//          Log.d("COMMAND BLOCK" , "---------- " + CommandBlock + " ----------");

            if(CommandBlock.equals("g"))
            {
                if(Blocks[1] == "default")
                    currentObject = defaultObject;
                else
                {
                    GroupObject groupObject = new GroupObject();
                    groupObject.setObjectName(Blocks[1]);
                    currentObject = groupObject;
                    groupObjects.add(groupObject);
                }
            }

            if(CommandBlock.equals("v"))
            {
                Vector3D vertex = new Vector3D(Float.parseFloat(Blocks[1]), Float.parseFloat(Blocks[2]), Float.parseFloat(Blocks[3]));
                this.vertices.add(vertex);
//              Log.d("VERTEX DATA", " " + vertex.getX() + ", " + vertex.getY() + ", " + vertex.getZ());
            }

            if(CommandBlock.equals("vt"))
            {
                Vector3D vertexTex = new Vector3D(Float.parseFloat(Blocks[1]), Float.parseFloat(Blocks[2]), 0.0f);
                this.vertexTexture.add(vertexTex);
//              Log.d("TEXTURE DATA", " " + vertexTex.getX() + ", " + vertexTex.getY() + ", " + vertexTex.getZ());
            }

            if(CommandBlock.equals("vn"))
            {
                Vector3D vertexNorm = new Vector3D(Float.parseFloat(Blocks[1]), Float.parseFloat(Blocks[2]), Float.parseFloat(Blocks[3]));
                this.vertexNormal.add(vertexNorm);
//              Log.d("NORMAL DATA", " " + vertexNorm.getX() + ", " + vertexNorm.getY() + ", " + vertexNorm.getZ());
            }

            if(CommandBlock.equals("f"))
            {
                Face face = new Face();
                faces.add(face);

                String[] faceParams;

                for(int i = 1; i < Blocks.length ; i++)
                {               
                    faceParams = Blocks[i].split("/");

                    face.getVertices().add(this.vertices.get(Integer.parseInt(faceParams[0]) - 1));                 

                    if(faceParams[1] == ""){}
                    else
                    {
                        face.getUvws().add(this.vertexTexture.get(Integer.parseInt(faceParams[1]) - 1));
                        face.getNormals().add(this.vertexNormal.get(Integer.parseInt(faceParams[2]) - 1));
                    }
                }
            }
        }

//      fillInBuffers();
        fillInBuffersWithNormals();

        Log.d("OBJ OBJECT DATA", "V = " + vertices.size() + " VN = " + vertexTexture.size() + " VT = " + vertexNormal.size());

    }

    private void fillInBuffers() {

        int facesSize = faces.size();

        vertexCount = facesSize * 3;

        tempV = new float[facesSize * 3 * 3];
        tempVt = new float[facesSize * 2 * 3];
        indices = new short[facesSize * 3];

        for(int i = 0; i < facesSize; i++)
        {
            Face face = faces.get(i);
            tempV[i * 9]     = face.getVertices().get(0).getX();
            tempV[i * 9 + 1] = face.getVertices().get(0).getY();
            tempV[i * 9 + 2] = face.getVertices().get(0).getZ();
            tempV[i * 9 + 3] = face.getVertices().get(1).getX();
            tempV[i * 9 + 4] = face.getVertices().get(1).getY();
            tempV[i * 9 + 5] = face.getVertices().get(1).getZ();
            tempV[i * 9 + 6] = face.getVertices().get(2).getX();
            tempV[i * 9 + 7] = face.getVertices().get(2).getY();
            tempV[i * 9 + 8] = face.getVertices().get(2).getZ();
            tempVt[i * 6]     = face.getUvws().get(0).getX();
            tempVt[i * 6 + 1] = face.getUvws().get(0).getY();
            tempVt[i * 6 + 2] = face.getUvws().get(1).getX();
            tempVt[i * 6 + 3] = face.getUvws().get(1).getY();
            tempVt[i * 6 + 4] = face.getUvws().get(2).getX();
            tempVt[i * 6 + 5] = face.getUvws().get(2).getY();
            indices[i * 3]     = (short) (i * 3);
            indices[i * 3 + 1] = (short) (i * 3 + 1);
            indices[i * 3 + 2] = (short) (i * 3 + 2);
        }

        _vb = ByteBuffer.allocateDirect(tempV.length
                * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        _vb.put(tempV);
        _vb.position(0);

        _tcb = ByteBuffer.allocateDirect(tempVt.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        _tcb.put(tempVt);
        _tcb.position(0);

        _ib = ByteBuffer.allocateDirect(indices.length
                * SHORT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asShortBuffer();
        _ib.put(indices);
        _ib.position(0);
    }

    private void fillInBuffersWithNormals() {

        int facesSize = faces.size();

        vertexCount = facesSize * 3;

        tempV = new float[facesSize * 3 * 3];
        tempVt = new float[facesSize * 2 * 3];
        tempVn = new float[facesSize * 3 * 3];
        indices = new short[facesSize * 3];

        for(int i = 0; i < facesSize; i++)
        {
            Face face = faces.get(i);
            tempV[i * 9]     = face.getVertices().get(0).getX();
            tempV[i * 9 + 1] = face.getVertices().get(0).getY();
            tempV[i * 9 + 2] = face.getVertices().get(0).getZ();
            tempV[i * 9 + 3] = face.getVertices().get(1).getX();
            tempV[i * 9 + 4] = face.getVertices().get(1).getY();
            tempV[i * 9 + 5] = face.getVertices().get(1).getZ();
            tempV[i * 9 + 6] = face.getVertices().get(2).getX();
            tempV[i * 9 + 7] = face.getVertices().get(2).getY();
            tempV[i * 9 + 8] = face.getVertices().get(2).getZ();

            tempVn[i * 9]     = face.getNormals().get(0).getX();
            tempVn[i * 9 + 1] = face.getNormals().get(0).getY();
            tempVn[i * 9 + 2] = face.getNormals().get(0).getZ();
            tempVn[i * 9 + 3] = face.getNormals().get(1).getX();
            tempVn[i * 9 + 4] = face.getNormals().get(1).getY();
            tempVn[i * 9 + 5] = face.getNormals().get(1).getZ();
            tempVn[i * 9 + 6] = face.getNormals().get(2).getX();
            tempVn[i * 9 + 7] = face.getNormals().get(2).getY();
            tempVn[i * 9 + 8] = face.getNormals().get(2).getZ();

            tempVt[i * 6]     = face.getUvws().get(0).getX();
            tempVt[i * 6 + 1] = face.getUvws().get(0).getY();
            tempVt[i * 6 + 2] = face.getUvws().get(1).getX();
            tempVt[i * 6 + 3] = face.getUvws().get(1).getY();
            tempVt[i * 6 + 4] = face.getUvws().get(2).getX();
            tempVt[i * 6 + 5] = face.getUvws().get(2).getY();

            indices[i * 3]     = (short) (i * 3);
            indices[i * 3 + 1] = (short) (i * 3 + 1);
            indices[i * 3 + 2] = (short) (i * 3 + 2);
        }

        _vb = ByteBuffer.allocateDirect(tempV.length
                * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        _vb.put(tempV);
        _vb.position(0);

        _tcb = ByteBuffer.allocateDirect(tempVt.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        _tcb.put(tempVt);
        _tcb.position(0);

        _nb = ByteBuffer.allocateDirect(tempVn.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        _nb.put(tempVn);
        _nb.position(0);

        _ib = ByteBuffer.allocateDirect(indices.length
                * SHORT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asShortBuffer();
        _ib.put(indices);
        _ib.position(0);
    }

    public FloatBuffer getVertices()
    {
        return _vb;
    }

    public FloatBuffer getTexCoords()
    {
        return _tcb;
    }

    public ShortBuffer getIndices()
    {
        return _ib;
    }

    public FloatBuffer getNormals() {
        return _nb;
    }
}

如果这个回答你的问题,请投票支持它;)

If this answers your question please vote for it ;)

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