我已經安裝Blender,編譯Jeff LaMarche’s Blender Objective-C Export Plugin併成功導出「MyImage.obj」作爲Objective-C頭文件(GraphicsTypes.h)。從Blender導出的3D形狀導出使用iPhone中的OpenGL頭文件
現在我試圖從Blender中使用OpenGL在iPhone中導出頭文件來繪製3D形狀。
這是Blender中的picture representation of MyImage.obj。下面我粘貼了我的Blender導出的Objective-C頭文件。
如何使用下面的代碼在Objective-C中繪製相同的3D圖片。
我跟着this鏈接來做這個過程。但是我無法將模型加入到我的應用程序中。
我沒有找到任何教程來渲染圖像使用下面的代碼(Blender導出Objective-C頭)。我的代碼 HelloGLKit OpenGL sample application。但它沒有吸引任何東西。
對此問題的任何幫助表示讚賞。
GraphicsTypes.h [攪拌機出口Objective-C的報頭]
//If not using MC3D, change 1 to 0 to add needed types
#if 1
#import "MC3DTypes.h"
#else
struct texCoord
{
GLfloat u;
GLfloat v;
};
typedef struct texCoord texCoord;
typedef texCoord* texCoordPtr;
typedef struct vec2 vec2;
typedef vec2* vec2Ptr;
struct vec3
{
GLfloat x;
GLfloat y;
GLfloat z;
};
typedef struct vec3 vec3;
typedef vec3* vec3Ptr;
struct vec4
{
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat w;
};
typedef struct vec4 vec4;
typedef vec4* vec4Ptr;
#endif
struct vertexData
{
vec3 vertex;
vec3 normal;
}
typedef struct vertexData vertexData;
typedef vertexData* vertexDataPtr;
static const vertexData MeshVertexData[] = {
{/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
{/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
{/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
{/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
{/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
{/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
{/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
{/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
{/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
{/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
{/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
{/*v:*/{-1.000000, 1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, 0.577349} },
{/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
{/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
{/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
{/*v:*/{1.000000, -1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
{/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
{/*v:*/{-1.000000, 1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, 0.577349} },
{/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
{/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
{/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
{/*v:*/{1.000000, -1.000000, 1.000000}, /*n:*/{0.577349, -0.577349, -0.577349} },
{/*v:*/{0.999999, 1.000000, 1.000001}, /*n:*/{0.577349, -0.577349, 0.577349} },
{/*v:*/{-1.000000, 1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, 0.577349} },
{/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
{/*v:*/{-1.000000, -1.000000, 1.000000}, /*n:*/{-0.577349, -0.577349, -0.577349} },
{/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
{/*v:*/{-1.000000, 1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, 0.577349} },
{/*v:*/{1.000000, 1.000000, -1.000000}, /*n:*/{0.577349, 0.577349, 0.577349} },
{/*v:*/{-1.000000, -1.000000, -1.000000}, /*n:*/{-0.577349, 0.577349, -0.577349} },
};
// Example OpenGL ES 1.1 Drawing Code:
// glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_NORMAL_ARRAY);
// glVertexPointer(3, GL_FLOAT, sizeof(VertexData3D), &MeshVertexData[0].vertex);
// glNormalPointer(GL_FLOAT, sizeof(VertexData3D), &MeshVertexData[0].normal);
// glDrawArrays(GL_TRIANGLES, 0, kMeshNumberOfVertices);
// glDisableClientState(GL_VERTEX_ARRAY);
// glDisableClientState(GL_NORMAL_ARRAY);
導出的文件看起來有點不對我。它只包含35個左右的頂點,它們的值都是-1.0或1.0或0.0。這很奇怪。你確定你正在使用正確的導出腳本版本嗎?另外,你是否使用他的示例項目,並試圖用它替換你的文件? –
@VladimirMitrovic:我暫時還沒有獲得任何示例應用程序。如果有,請分享有關它的鏈接/信息。 –
在2009年的[this](http://iphonedevelopment.blogspot.com/2009/07/fixed-improved-blender-export-script.html)博客中,該出口商的作者發佈了一個包含您需要。但是,這個鏈接似乎已經死了。你應該聯繫他(他最近很活躍),也許他可以給你想要的東西。但是如果你熟悉OpenGL(你可以在屏幕上繪製東西,設置法線,紋理等等),你最好自己寫出口和格式。或者我可以爲你做(我喜歡爲Blender寫出口商:)) –