JavaGl.Obj
0.3.0.2
See the version list below for details.
dotnet add package JavaGl.Obj --version 0.3.0.2
NuGet\Install-Package JavaGl.Obj -Version 0.3.0.2
<PackageReference Include="JavaGl.Obj" Version="0.3.0.2" />
paket add JavaGl.Obj --version 0.3.0.2
#r "nuget: JavaGl.Obj, 0.3.0.2"
// Install JavaGl.Obj as a Cake Addin #addin nuget:?package=JavaGl.Obj&version=0.3.0.2 // Install JavaGl.Obj as a Cake Tool #tool nuget:?package=JavaGl.Obj&version=0.3.0.2
JavaGl.Obj
Xamarin.Android bindings library for the de.javagl:obj library.
Simple Wavefront OBJ files loader and writer.
Java Samples
Java Samples showing how to use this library are available in the ObjSamples project.
Overview
This is a simple loader and writer for Wavefront .OBJ
files. The elements
that are currently supported are
- Vertices
- Texture coordinates
- Normals
- Faces (with positive or negative indices)
- Groups
- Material groups
- MTL files
The IObj
interface is basically an in-memory representation of an OBJ file.
It combines a IReadableObj
, which provides the contents of the OBJ file,
and a IWritableObj
, which may receive elements like vertices and faces
in order to build an OBJ in memory.
The ObjReader
class may either create a new Obj
object directly
from an input stream, or pass the elements that are read from the input
stream to a IWritableObj
.
The ObjWriter
class offers a method to write a IReadableObj
object
to an output stream.
The ObjData
class offers various methods to obtain the data that is
stored in a IReadableObj
as plain arrays or direct buffers.
The ObjUtils
class offers basic utility methods for general operations
on the OBJ data.
Rendering OBJ data with OpenGL
The ObjUtils
class contains methods that aim at preparing the OBJ so
that it may easily be rendered with OpenGL. These methods may...
- convert a single group of an OBJ into a new OBJ
- triangulate OBJ data
- make sure that texture coordinates or or normal coordinates are unique for each vertex
- convert an OBJ to an OBJ that is uses the same index sets for vertices, texture coordinates and normals
The latter operations are also summarized in one dedicated method, namely
the ObjUtils.ConvertToRenderable
method:
var inputStream = ...;
var obj = ObjUtils.ConvertToRenderable(ObjReader.Read(inputStream));
var indices = ObjData.GetFaceVertexIndices(obj);
var vertices = ObjData.GetVertices(obj);
var texCoords = ObjData.GetTexCoords(obj, 2);
var normals = ObjData.GetNormals(obj);
These buffers may directly be used as the data for vertex buffer objects (VBO) in OpenGL.
Extracting material groups
An OBJ may contain multiple material definitions. When such an OBJ should
be rendered with OpenGL, this usually means that there will be one shader
for each material - or at least, different textures may have to be used
for different parts of the objects. This library offers methods to extract
the parts of the OBJ that have the same material. In the OBJ format, these
groups consist of the triangles that follow one usemtl
directive.
When such an OBJ file is read, the resulting material groups may be obtained
from the IReadableObj
object, and each of them can be converted into a new
IObj
object using the ObjUtils.GroupToObj
method.
The ObjSplitting
class contains a convenience method for this:
var obj = ObjReader.Read(...);
var mtlObjs = ObjSplitting.SplitByMaterialGroups(obj);
Each of these IObj
objects may then be converted into a renderable OBJ,
using the ObjUtils.ConvertToRenderable
method as described above,
and then be rendered with the appropriate shader for the respective
material.
Limiting the number of vertices per OBJ
In certain environments, the number of vertices that may be involved in
one rendering call is limited. Particularly, in WebGL or OpenGL ES 2.0,
the indices that are used for indexed draw calls may only be of the type
GlUnsignedShort
, which means that no object may have more than
65k vertices. In these cases, larger OBJ files have to be split into
multiple parts. Additionally, the index buffers that are passed to
the rendering API may not contain (4-byte) int
elements, but only
(2-byte) short
elements.
The ObjSplitting
class contains a method that allows splitting an
OBJ into multiple parts, each having only a maximum number of vertices.
Additionally, the ObjData
class contains methods for converting
an IntBuffer
into a ShortBuffer
.
So in order to split a large OBJ into multiple parts, and render each part with WebGL or OpenGL ES 2.0, the following code can be used:
var largeObj = ObjReader.Read(...);
var renderableObj = ObjUtils.ConvertToRenderable(largeObj);
if (renderableObj.NumVertices > 65000)
{
// If this has to be rendered with OpenGL ES 2.0, then
// the object may not contain more than 65k vertices!
// Split it into multiple parts:
var renderableParts = ObjSplitting.SplitByMaxNumVertices(renderableObj, 65000);
foreach (var renderablePart in renderableParts)
{
// Obtain the indices as a "short" buffer that may
// be used for OpenGL rendering with the index
// type GlUnsignedShort
var indices = ObjData.ConvertToShortBuffer(ObjData.GetFaceVertexIndices(renderablePart));
...
SendToRenderer(indices, ...);
}
}
...
Product | Versions Compatible and additional computed target framework versions. |
---|---|
MonoAndroid | monoandroid10.0 is compatible. monoandroid11.0 is compatible. |
-
MonoAndroid 10.0
- No dependencies.
-
MonoAndroid 11.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.