问题描述
我正在尝试通过SceneKit&在3D模型上应用.mtl文件纹理。模型I / 0。
当我尝试在其上应用纹理的.jpg时,下面的代码工作正常:
let url = NSBundle.mainBundle()。URLForResource( chair,withExtension: obj)
let asset = MDLAsset(URL:NSURL(string:url) !)
保护让对象= asset.objectAtIndex(0)为? MDLMesh其他{
// fatalError(无法从资产获取网格。)
return
}
if shouldApplyTexture == true {
var textureFileName = chair.mtl
//从各种纹理创建材质
let散射Function = MDLScatteringFunction()
let material = MDLMaterial(name: baseMaterial,散射函数:散射函数)
material.setTextureProperties(纹理:[
.BaseColor:textureFileName])
//将纹理应用于资产$ b $的每个子网格b表示object.submeshes中的submesh! {
如果让submesh = submesh为? MDLSubmesh {
submesh.material =材质
}
}
}
//将ModelIO对象包装在SceneKit对象$ b中$ b let node = SCNNode(MDLObject:object)
if(scene.rootNode.childNodes.count> 0){
scene.rootNode.enumerateChildNodesUsingBlock {(节点,停止)-> ;
中的void node.removeFromParentNode()
}
}
scene.rootNode.addChildNode(node)
我对setTextureProperties使用以下MDMaterial扩展名:
扩展名MDLMaterial {
func setTextureProperties([MDLMaterialSemantic:String])->空隙{
用于纹理中的(键,值){
var finalURL = NSBundle.mainBundle()。URLForResource(value,withExtension:)
保护URL = finalURL else {
// fatalError(未能找到资源\(value)的URL。)
return
}
let property = MDLMaterialProperty(name: fileName !,语义:键,URL:URL)
self.setProperty(property)
}
}
}
如何加载.mtl文件并将其应用到模型上以使其具有纹理?
我应该声明SCNMaterial的哪些属性才能从.mtl文件中获取纹理数据?
有点晚了,但是我面临着相同的问题,加载.mtl信息的方式是通过场景创建对象,例如,我正在加载
I am trying to apply an .mtl file texture on .obj 3d model via SceneKit & Model I/0.
My code below works fine when I try to apply .jpg of a texture on it:
let url = NSBundle.mainBundle().URLForResource("chair", withExtension: "obj")
let asset = MDLAsset(URL: NSURL(string:url)!)
guard let object = asset.objectAtIndex(0) as? MDLMesh else {
//fatalError("Failed to get mesh from asset.")
return
}
if shouldApplyTexture == true {
var textureFileName = "chair.mtl"
// Create a material from the various textures
let scatteringFunction = MDLScatteringFunction()
let material = MDLMaterial(name: "baseMaterial", scatteringFunction: scatteringFunction)
material.setTextureProperties(textures: [
.BaseColor:textureFileName])
// Apply the texture to every submesh of the asset
for submesh in object.submeshes! {
if let submesh = submesh as? MDLSubmesh {
submesh.material = material
}
}
}
// Wrap the ModelIO object in a SceneKit object
let node = SCNNode(MDLObject: object)
if (scene.rootNode.childNodes.count > 0){
scene.rootNode.enumerateChildNodesUsingBlock { (node, stop) -> Void in
node.removeFromParentNode()
}
}
scene.rootNode.addChildNode(node)
I am using the following MDMaterial extension for setTextureProperties:
extension MDLMaterial {
func setTextureProperties([MDLMaterialSemantic:String]) -> Void {
for (key,value) in textures {
var finalURL = NSBundle.mainBundle().URLForResource(value, withExtension: "")
guard let url = finalURL else {
// fatalError("Failed to find URL for resource \(value).")
return
}
let property = MDLMaterialProperty(name:fileName!, semantic: key, URL: url)
self.setProperty(property)
}
}
}
How should I load an .mtl file and apply it on my model to have texture on it?What properties of SCNMaterial should I declare for getting texture data from a .mtl file?
It might be a bit late, but I'm facing the same issue and the way in which I could load the .mtl information was to create the object through and scene, for example, I'm loading this model
let scene = SCNScene(named: "rose.obj")
Make sure to have the .mtl and the jpg with the textures in your bundle.
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