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| using UnityEngine; using System.IO; using System.Collections.Generic; using UnityEngine.UI;
public class VoxelizeOBJ : MonoBehaviour { public string fileName; public int voxelResolution = 32; public GameObject cubePrefab;
public GameObject Creat;
public InputField name; public InputField pixel; public Button confire;
void Start() { confire.onClick.AddListener(GetNameV); VoxelizeOBJFile(); }
void VoxelizeOBJFile() { name.text = fileName; pixel.text = voxelResolution.ToString(); string streamingAssetsPath = Application.streamingAssetsPath;
string[] files = Directory.GetFiles(streamingAssetsPath); string firstFile;
if (files.Length > 0) { if (fileName != "") firstFile = Path.Combine(streamingAssetsPath, fileName); else { firstFile = files[0]; name.text = files[0].Replace(streamingAssetsPath + "\\", ""); } } else { return; }
string[] lines = File.ReadAllLines(firstFile);
List<Vector3> vertices = new List<Vector3>(); List<int[]> faces = new List<int[]>();
foreach (string line in lines) { string[] parts = line.Split(' ');
if (parts[0] == "v") { ParseVector(vertices, parts); } else if (parts[0] == "f") { ParseFace(faces, parts); } }
bool[,,] voxelGrid = Voxelize(vertices, faces);
InstantiateCubes(voxelGrid); }
void ParseVector(List<Vector3> list, string[] parts) { float x = float.Parse(parts[1]); float y = float.Parse(parts[2]); float z = float.Parse(parts[3]); list.Add(new Vector3(x, y, z)); }
void ParseFace(List<int[]> list, string[] parts) { int[] face = new int[parts.Length - 1]; for (int i = 1; i < parts.Length; i++) { string[] indices = parts[i].Split('/'); int vertexIndex = int.Parse(indices[0]) - 1; face[i - 1] = vertexIndex; }
list.Add(face); }
bool[,,] Voxelize(List<Vector3> vertices, List<int[]> faces) { Vector3 minBound = CalculateMinBound(vertices); Vector3 maxBound = CalculateMaxBound(vertices);
Vector3 modelSize = maxBound - minBound;
int voxelResolutionX = Mathf.CeilToInt(modelSize.x); int voxelResolutionY = Mathf.CeilToInt(modelSize.y); int voxelResolutionZ = Mathf.CeilToInt(modelSize.z);
int maxV = voxelResolution / Mathf.Max(voxelResolutionX, voxelResolutionY, voxelResolutionZ);
voxelResolutionX *= maxV; voxelResolutionY *= maxV; voxelResolutionZ *= maxV; bool[,,] voxelGrid = new bool[voxelResolutionX, voxelResolutionY, voxelResolutionZ];
foreach (int[] face in faces) { Vector3 v1 = vertices[face[0]]; Vector3 v2 = vertices[face[1]]; Vector3 v3 = vertices[face[2]]; VoxelizeTriangle(v1, v2, v3, voxelGrid, minBound, modelSize); }
return voxelGrid; }
void VoxelizeTriangle(Vector3 v1, Vector3 v2, Vector3 v3, bool[,,] voxelGrid, Vector3 minBound, Vector3 modelSize) { Vector3 minVertex = Vector3.Min(Vector3.Min(v1, v2), v3); Vector3 maxVertex = Vector3.Max(Vector3.Max(v1, v2), v3);
int minX = Mathf.Clamp(Mathf.FloorToInt((minVertex.x - minBound.x) / modelSize.x * voxelGrid.GetLength(0)), 0, voxelGrid.GetLength(0) - 1); int minY = Mathf.Clamp(Mathf.FloorToInt((minVertex.y - minBound.y) / modelSize.y * voxelGrid.GetLength(1)), 0, voxelGrid.GetLength(1) - 1); int minZ = Mathf.Clamp(Mathf.FloorToInt((minVertex.z - minBound.z) / modelSize.z * voxelGrid.GetLength(2)), 0, voxelGrid.GetLength(2) - 1); int maxX = Mathf.Clamp(Mathf.CeilToInt((maxVertex.x - minBound.x) / modelSize.x * voxelGrid.GetLength(0)), 0, voxelGrid.GetLength(0) - 1); int maxY = Mathf.Clamp(Mathf.CeilToInt((maxVertex.y - minBound.y) / modelSize.y * voxelGrid.GetLength(1)), 0, voxelGrid.GetLength(1) - 1); int maxZ = Mathf.Clamp(Mathf.CeilToInt((maxVertex.z - minBound.z) / modelSize.z * voxelGrid.GetLength(2)), 0, voxelGrid.GetLength(2) - 1);
for (int x = minX; x <= maxX; x++) { for (int y = minY; y <= maxY; y++) { for (int z = minZ; z <= maxZ; z++) { Vector3 p = new Vector3(x + 0.5f, y + 0.5f, z + 0.5f); if (PointInTriangle(p, v1, v2, v3)) { voxelGrid[x, y, z] = true; } else if (PointOnTriangleBoundary(p.x, p.y, p.z, v1, v2, v3)) { voxelGrid[x, y, z] = true; } } } } }
bool PointOnTriangleBoundary(float px, float py, float pz, Vector3 v1, Vector3 v2, Vector3 v3) { bool IsBetween(float a, float b, float c) { return Mathf.Min(a, b) <= c && c <= Mathf.Max(a, b); }
float edge1 = Vector3.Cross(v1 - v2, v1 - new Vector3(px, py, pz)).magnitude; float edge2 = Vector3.Cross(v2 - v3, v2 - new Vector3(px, py, pz)).magnitude; float edge3 = Vector3.Cross(v3 - v1, v3 - new Vector3(px, py, pz)).magnitude;
return IsBetween(0, 1, edge1 / (Vector3.Distance(v1, v2) + Vector3.Distance(v1, new Vector3(px, py, pz)))) && IsBetween(0, 1, edge2 / (Vector3.Distance(v2, v3) + Vector3.Distance(v2, new Vector3(px, py, pz)))) && IsBetween(0, 1, edge3 / (Vector3.Distance(v3, v1) + Vector3.Distance(v3, new Vector3(px, py, pz)))); }
bool PointInTriangle(Vector3 p, Vector3 v1, Vector3 v2, Vector3 v3) { float Sign(Vector3 p1, Vector3 p2, Vector3 p3) { return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y); }
bool b1 = Sign(p, v1, v2) < 0.0f; bool b2 = Sign(p, v2, v3) < 0.0f; bool b3 = Sign(p, v3, v1) < 0.0f;
return (b1 == b2) && (b2 == b3); }
Vector3 CalculateMinBound(List<Vector3> vertices) { Vector3 minBound = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); foreach (Vector3 vertex in vertices) { minBound = Vector3.Min(minBound, vertex); }
return minBound; }
Vector3 CalculateMaxBound(List<Vector3> vertices) { Vector3 maxBound = new Vector3(float.MinValue, float.MinValue, float.MinValue); foreach (Vector3 vertex in vertices) { maxBound = Vector3.Max(maxBound, vertex); }
return maxBound; }
void InstantiateCubes(bool[,,] voxelGrid) { for (int x = 0; x < voxelGrid.GetLength(0); x++) { for (int y = 0; y < voxelGrid.GetLength(1); y++) { for (int z = 0; z < voxelGrid.GetLength(2); z++) { if (voxelGrid[x, y, z]) { Vector3 position = new Vector3(x + 0.5f, y + 0.5f, z + 0.5f); GameObject cube = Instantiate(cubePrefab, position, Quaternion.identity); cube.transform.localScale = Vector3.one; cube.transform.SetParent(Creat.transform); } } } } }
private void GetNameV() { if (name.text == "") { foreach (Transform child in Creat.transform) { Destroy(child.gameObject); }
return; }
fileName = name.text; if (pixel.text != "") voxelResolution = int.Parse(pixel.text); foreach (Transform child in Creat.transform) { Destroy(child.gameObject); }
VoxelizeOBJFile(); } }
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