我确定网上有这个问题的答案,但我找不到。我正在将具有多个网格的 Blender 场景导入 OpenTK。我用来导入的库是 Assimp-net,文件格式是 Collada (.dae)。
我创建了一个有多个部分的宇宙飞船,每个部分都是一个网格。现在,当我导入和绘制时,对象的几何形状看起来很好,并且材料按预期工作。但是,不同部分不会像在 Blender 中那样旋转、缩放或平移。发生的情况是不同的部分没有连接,有些看起来比它们应该的更大/更小,在错误的地方等。
从 Blender 导出时是否缺少设置,或者是否有一些 Assimp 成员/函数可用于在渲染网格之前对其进行转换?
导入文件:
string filename = @"C:\Path\ship.dae";
Scene ship;
//Create a new importer
AssimpImporter importer = new AssimpImporter();
//This is how we add a configuration (each config is its own class)
NormalSmoothingAngleConfig config = new NormalSmoothingAngleConfig(66.0f);
importer.SetConfig(config);
//Import the model
ship = importer.ImportFile(filename, PostProcessPreset.TargetRealTimeMaximumQuality);
//End of example
importer.Dispose();
绘制网格(OpenTK 中的整个“RenderFrame”事件处理程序):
// Clear color/depth buffers
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// Define world space
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(-15.0, 15.0, -15.0, 15.0, 15.0, -15.0);
// Rotate around X and Y axes for better viewing
rotateX(xrot);
rotateY(yrot);
GL.Enable(EnableCap.ColorMaterial);
var rootnode = wes10.RootNode;
foreach (Node node in rootnode.Children)
{
//for each node, do
GL.MatrixMode(MatrixMode.Modelview); //ensure your current matrix is the model matrix.
GL.PushMatrix(); //save current model matrix so you can undo next transformations;
var meshIndices = node.MeshIndices;
if (meshIndices == null)
continue;
else
{
Matrix4d convertedTransform = new Matrix4d();
getConvertedMatrix(node.Transform, ref convertedTransform);
GL.MultMatrix(ref convertedTransform);
GL.Begin(BeginMode.Triangles);
foreach (uint i in meshIndices)
{
Mesh mesh = wes10.Meshes[i];
Material mat = wes10.Materials[mesh.MaterialIndex];
// Material setup
var spec_color = mat.ColorSpecular;
var amb_color = mat.ColorAmbient;
var diff_color = mat.ColorDiffuse;
float[] mat_specular = { spec_color.R, spec_color.G, spec_color.B, spec_color.A };
float[] mat_ambient = { amb_color.R, amb_color.G, amb_color.B, amb_color.A };
float[] mat_diffuse = { diff_color.R, diff_color.G, diff_color.B, diff_color.A };
float[] mat_shininess = { 0.0f };
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, mat_specular);
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Ambient, mat_ambient);
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Diffuse, mat_diffuse);
GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, mat_shininess);
foreach (Face face in mesh.Faces)
{
foreach (uint indice in face.Indices)
{
var normal = mesh.Normals[indice];
var pos = mesh.Vertices[indice];
//var tex = mesh.GetTextureCoords(0)[v];
//GL.TexCoord2(tex.X, tex.Y);
GL.Normal3(normal.X, normal.Y, normal.Z);
GL.Vertex3(pos.X, pos.Y, pos.Z);
}
}
}
}
GL.PopMatrix();
}
GL.End();
game.SwapBuffers();
更新以使用建议。