How to load and display .obj file in Android with OpenGL-ES 2

谁说我不能喝 提交于 2019-12-02 22:40:48

I ended up writing a new parser, it can be used like this to build FloatBuffers to use in your Renderer:

ObjLoader objLoader = new ObjLoader(context, "Mug.obj");

numFaces = objLoader.numFaces;

// Initialize the buffers.
positions = ByteBuffer.allocateDirect(objLoader.positions.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();
positions.put(objLoader.positions).position(0);

normals = ByteBuffer.allocateDirect(objLoader.normals.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();
normals.put(objLoader.normals).position(0);

textureCoordinates = ByteBuffer.allocateDirect(objLoader.textureCoordinates.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();
textureCoordinates.put(objLoader.textureCoordinates).position(0);

and here's the parser:

public final class ObjLoader {

    public final int numFaces;

    public final float[] normals;
    public final float[] textureCoordinates;
    public final float[] positions;

    public ObjLoader(Context context, String file) {

        Vector<Float> vertices = new Vector<>();
        Vector<Float> normals = new Vector<>();
        Vector<Float> textures = new Vector<>();
        Vector<String> faces = new Vector<>();

        BufferedReader reader = null;
        try {
            InputStreamReader in = new InputStreamReader(context.getAssets().open(file));
            reader = new BufferedReader(in);

            // read file until EOF
            String line;
            while ((line = reader.readLine()) != null) {
                String[] parts = line.split(" ");
                switch (parts[0]) {
                    case "v":
                        // vertices
                        vertices.add(Float.valueOf(parts[1]));
                        vertices.add(Float.valueOf(parts[2]));
                        vertices.add(Float.valueOf(parts[3]));
                        break;
                    case "vt":
                        // textures
                        textures.add(Float.valueOf(parts[1]));
                        textures.add(Float.valueOf(parts[2]));
                        break;
                    case "vn":
                        // normals
                        normals.add(Float.valueOf(parts[1]));
                        normals.add(Float.valueOf(parts[2]));
                        normals.add(Float.valueOf(parts[3]));
                        break;
                    case "f":
                        // faces: vertex/texture/normal
                        faces.add(parts[1]);
                        faces.add(parts[2]);
                        faces.add(parts[3]);
                        break;
                }
            }
        } catch (IOException e) {
            // cannot load or read file
        } finally {
            if (reader != null) {
                try {
                    reader.close();
                } catch (IOException e) {
                    //log the exception
                }
            }
        }

        numFaces = faces.size();
        this.normals = new float[numFaces * 3];
        textureCoordinates = new float[numFaces * 2];
        positions = new float[numFaces * 3];
        int positionIndex = 0;
        int normalIndex = 0;
        int textureIndex = 0;
        for (String face : faces) {
            String[] parts = face.split("/");

            int index = 3 * (Short.valueOf(parts[0]) - 1);
            positions[positionIndex++] = vertices.get(index++);
            positions[positionIndex++] = vertices.get(index++);
            positions[positionIndex++] = vertices.get(index);

            index = 2 * (Short.valueOf(parts[1]) - 1);
            textureCoordinates[normalIndex++] = textures.get(index++);
            // NOTE: Bitmap gets y-inverted
            textureCoordinates[normalIndex++] = 1 - textures.get(index);

            index = 3 * (Short.valueOf(parts[2]) - 1);
            this.normals[textureIndex++] = normals.get(index++);
            this.normals[textureIndex++] = normals.get(index++);
            this.normals[textureIndex++] = normals.get(index);
        }
    }
}
Kris Roofe

As you can parse the obj files, refer this post may helps you very much.

There is a more easy way, use the three.js objloader. Use XWalkView to add the webpage in you android app. XWalkView is something like webview, here workview may not works for render complex scene, While XWalkView have. If you don't make the webpage remote, you can make it local.

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