2017-10-18 79 views
2

如果你使用的是iOS金属,并有自定义编程的对象模型,并(像我)你的模型MDLMesh对象停止与金属2和iOS 11的问世工作,那么你可能已经开始研究如何以编程方式生成MDLMesh。程序生成使用initWithVertexBuffers

Apple文档说:“通常情况下,您通过遍历MDLAsset对象的对象层次结构来获取网格,但您也可以从您自己的顶点数据创建网格或创建参数化网格。”不幸的是,它没有提供说明或示例代码。

你快速找到双MDLMesh初始化调用,initWithVertexBuffer和initWithVertexBuffers。就像你在网上找不到任何示例代码或讨论一样,至少我没有找到任何代码。

因为它是不直观明显,这种漫不经心的观察者应该怎样做,代码样本特此请求。

+0

回答你自己的问题并没有什么错 - 这在这里很常见。你应该继续这样做(并确保将其标记为已接受)。 – user5226582

回答

3

有大量的实例创建使用的EG的工厂参数方法之一MDLMesh,立方体:

[MDLMesh newBoxWithDimensions:... 

用最简单的这些,对于一个“平面”(矩形),我生成具有最小数量的顶点的一个1x1矩形:

MDLMesh *mdlMesh = [MDLMesh newPlaneWithDimensions:(vector_float2){1.0, 1.0} 
              segments:(vector_uint2){1, 1} 
             geometryType:MDLGeometryTypeTriangles 
             allocator:metalAllocator]; 

然后我用Xcode的调试器来调查什么导致MDLMesh样子,以此来指导一个更简单的对象我的创作,一个纲领性的等边三角形。

以下代码适用于我。我敢肯定,比我更懂金属的人可以提供更好的解决方案。但希望这将让你开始,在正确的方向的一些外表...

所以,直到有用于

[MDLMesh newEquilateralTriangleWithEdgeLength:... 

一个新的工厂参数方法下面的代码似乎这样的伎俩......

static const float equilateralTriangleVertexData[] = 
{ 
     0.000000, 0.577350, 0.0, 
    -0.500000, -0.288675, 0.0, 
     0.500000, -0.288675, 0.0, 
}; 

static const vector_float3 equilateralTriangleVertexNormalsData[] = 
{ 
    { 0.0, 0.0, 1.0 }, 
    { 0.0, 0.0, 1.0 }, 
    { 0.0, 0.0, 1.0 }, 
}; 

static const vector_float2 equilateralTriangleVertexTexData[] = 
{ 
    { 0.50, 1.00 }, 
    { 0.00, 0.00 }, 
    { 1.00, 0.00 }, 
}; 

int numVertices = 3; 

int lenBufferForVertices_position   = sizeof(equilateralTriangleVertexData); 
int lenBufferForVertices_normal   = numVertices * sizeof(vector_float3); 
int lenBufferForVertices_textureCoordinate = numVertices * sizeof(vector_float2); 

MTKMeshBuffer *mtkMeshBufferForVertices_position   = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_position   type:MDLMeshBufferTypeVertex]; 
MTKMeshBuffer *mtkMeshBufferForVertices_normal   = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_normal   type:MDLMeshBufferTypeVertex]; 
MTKMeshBuffer *mtkMeshBufferForVertices_textureCoordinate = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForVertices_textureCoordinate type:MDLMeshBufferTypeVertex]; 

// Now fill the Vertex buffers with vertices. 

NSData *nsData_position   = [NSData dataWithBytes:equilateralTriangleVertexData  length:lenBufferForVertices_position]; 
NSData *nsData_normal   = [NSData dataWithBytes:equilateralTriangleVertexNormalsData length:lenBufferForVertices_normal]; 
NSData *nsData_textureCoordinate = [NSData dataWithBytes:equilateralTriangleVertexTexData  length:lenBufferForVertices_textureCoordinate]; 

[mtkMeshBufferForVertices_position   fillData:nsData_position   offset:0]; 
[mtkMeshBufferForVertices_normal   fillData:nsData_normal   offset:0]; 
[mtkMeshBufferForVertices_textureCoordinate fillData:nsData_textureCoordinate offset:0]; 

NSArray <id<MDLMeshBuffer>> *arrayOfMeshBuffers = [NSArray arrayWithObjects:mtkMeshBufferForVertices_position, mtkMeshBufferForVertices_normal, mtkMeshBufferForVertices_textureCoordinate, nil]; 

static uint16_t indices[] = 
{ 
    0, 1, 2, 
}; 

int numIndices = 3; 

int lenBufferForIndices = numIndices * sizeof(uint16_t); 
MTKMeshBuffer *mtkMeshBufferForIndices = (MTKMeshBuffer *)[metalAllocator newBuffer:lenBufferForIndices type:MDLMeshBufferTypeIndex]; 

NSData *nsData_indices = [NSData dataWithBytes:indices length:lenBufferForIndices]; 
[mtkMeshBufferForIndices fillData:nsData_indices offset:0]; 

MDLScatteringFunction *scatteringFunction = [MDLPhysicallyPlausibleScatteringFunction new]; 
MDLMaterial *material = [[MDLMaterial alloc] initWithName:@"plausibleMaterial" scatteringFunction:scatteringFunction]; 

// Not allowed to create an MTKSubmesh directly, so feed an MDLSubmesh to an MDLMesh, and then use that to load an MTKMesh, which makes the MTKSubmesh from it. 
MDLSubmesh *submesh = [[MDLSubmesh alloc] initWithName:@"summess" // Hackspeke for @"submesh" 
              indexBuffer:mtkMeshBufferForIndices 
              indexCount:numIndices 
              indexType:MDLIndexBitDepthUInt16 
              geometryType:MDLGeometryTypeTriangles 
               material:material]; 

NSArray <MDLSubmesh *> *arrayOfSubmeshes = [NSArray arrayWithObjects:submesh, nil]; 

MDLMesh *mdlMesh = [[MDLMesh alloc] initWithVertexBuffers:arrayOfMeshBuffers 
               vertexCount:numVertices 
               descriptor:mdlVertexDescriptor 
               submeshes:arrayOfSubmeshes]; 
+0

更改了equilateralTriangleVertexData的定义,因为当它是一个vector_float3数组时,三角形不能正确显示。不知道为什么,但是让它成为一组浮动工程。其他数据似乎没问题。 –