vuforia android 教程(3) 替換vofuria模型 替換成自己的模型

系列教程:

vuforia android 教程(1)
http://www.lxweimin.com/p/37b158175b04
vuforia android 教程(2)
http://www.lxweimin.com/p/2d70974857b8
vuforia android 教程(4)
http://www.lxweimin.com/p/281a1e31a73c

在上一篇文章中,我們了解了如何替換識別圖片

那么接下來,我們來替換 vuforia 模型

1. 準備工作

image.png
  • 執行以后會生成model.h
image.png

2. 替換方式

其實替換兩種方式,一個是像demo一樣直接把數據放進去,另一個是通過.h文件來加載出來

2.1直接放的方式,可以參考teapot

/*===============================================================================
Copyright (c) 2016 PTC Inc. All Rights Reserved.

Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved.

Vuforia is a trademark of PTC Inc., registered in the United States and other 
countries.
===============================================================================*/

package com.vuforia.samples.SampleApplication.utils;

import java.nio.Buffer;


public class Teapot extends MeshObject
{
    
    private Buffer mVertBuff;
    private Buffer mTexCoordBuff;
    private Buffer mNormBuff;
    private Buffer mIndBuff;
    
    private int indicesNumber = 0;
    private int verticesNumber = 0;
    
    
    public Teapot()
    {
        setVerts();
        setTexCoords();
        setNorms();
        setIndices();
    }
    
    
    private void setVerts()
    {
        double[] TEAPOT_VERTS = { 11.222200, 0.110300, .......};
        mVertBuff = fillBuffer(TEAPOT_VERTS);
        verticesNumber = TEAPOT_VERTS.length / 3;
    }
    
    
    private void setTexCoords()
    {
        double[] TEAPOT_TEX_COORDS = { 0.608828, 0.354913,.... };
        mTexCoordBuff = fillBuffer(TEAPOT_TEX_COORDS);
        
    }
    
    
    private void setNorms()
    {
        double[] TEAPOT_NORMS = { -0.964496, 0.067011,.....};
        mNormBuff = fillBuffer(TEAPOT_NORMS);
    }
    
    
    private void setIndices()
    {
        short[] TEAPOT_INDICES = { 0, 1, 2, 2, 3.....};
        mIndBuff = fillBuffer(TEAPOT_INDICES);
        indicesNumber = TEAPOT_INDICES.length;
    }
    
    
    public int getNumObjectIndex()
    {
        return indicesNumber;
    }
    
    
    @Override
    public int getNumObjectVertex()
    {
        return verticesNumber;
    }
    
    
    @Override
    public Buffer getBuffer(BUFFER_TYPE bufferType)
    {
        Buffer result = null;
        switch (bufferType)
        {
            case BUFFER_TYPE_VERTEX:
                result = mVertBuff;
                break;
            case BUFFER_TYPE_TEXTURE_COORD:
                result = mTexCoordBuff;
                break;
            case BUFFER_TYPE_NORMALS:
                result = mNormBuff;
                break;
            case BUFFER_TYPE_INDICES:
                result = mIndBuff;
            default:
                break;
        
        }
        
        return result;
    }
    
}

2.2文件讀取

  • 先把model.h文件中modelVerts , modelNormals , modelTexCoords,單獨提取出來,放入三個.txt文件中
image.png
  • 每個文件的結構都是復制出來的數據
image.png
  • 然后放入assets文件里
image.png
  • 最后就是寫文件讀取,我這里寫了一個,大家可以參考一下
package com.vuforia.samples.SampleApplication.utils;

import android.content.res.AssetManager;

import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.Buffer;

/**
 * Created by Admin on 2017/11/21.
 */

public class TestModel extends MeshObject {
    private  static final String TAG="modelTest";

    private Buffer mVertBuff;//頂點
    private Buffer mTexCoordBuff;//紋理坐標
    private Buffer mNormBuff;//normal
    private int verticesNumber = 0;
    private AssetManager assetManager;

    public TestModel(AssetManager inputassetManager){
        this.assetManager = inputassetManager;
        setVerts();
        setTexCoords();
        setNorms();
    }
    double[] model_VERTS;
    double[] model_TEX_COORDS;
    double[] model_NORMS;

    InputStream inputFile = null;

    private int loadVertsFromModel(String fileName) throws IOException {
        try{
            inputFile = assetManager.open(fileName);
            BufferedReader reader = new BufferedReader(new InputStreamReader(inputFile));
            String line = reader.readLine();
            int floatsToRead = 99519;
            model_VERTS = new double[3*floatsToRead];
            for(int i=0;i<floatsToRead;i++){
                String curline = reader.readLine();
                if(curline.indexOf('/')>=0){
                    i--;
                    continue;
                }
//                將一行分成3個數據
                String floatStrs[] = curline.split(",");
                model_VERTS[3 * i] = Float.parseFloat(floatStrs[0]);
                model_VERTS[3 * i + 1] = Float.parseFloat(floatStrs[1]);
                model_VERTS[3 * i + 2] = Float.parseFloat(floatStrs[2]);

            }
            return floatsToRead;
        } finally {
            if(inputFile !=null){
                inputFile.close();
            }
        }
    }
    private int loadTexCoordsFromModel(String fileName)
            throws IOException
    {
        try
        {
            inputFile = assetManager.open(fileName);

            BufferedReader reader = new BufferedReader(
                    new InputStreamReader(inputFile));

            String line = reader.readLine();

            int floatsToRead = 99519;
            model_TEX_COORDS = new double[2*floatsToRead];


            for (int i = 0; i < floatsToRead; i++)
            {

                String curline = reader.readLine();
                if( curline.indexOf('/') >= 0 ){
                    i--;
                    continue;
                }

                //將一行分成兩個數據
                String floatStrs[] = curline.split(",");


                model_TEX_COORDS[2*i] = Float.parseFloat("".equals(floatStrs[0].replaceAll(" ","")) ? "0" : floatStrs[0]);
                model_TEX_COORDS[2*i+1] = Float.parseFloat("".equals(floatStrs[1].replaceAll(" ","")) ? "0" : floatStrs[1]);
            }
            return floatsToRead;
        } finally
        {
            if (inputFile != null)
                inputFile.close();
        }
    }

    private int loadNormsFromModel(String fileName)
            throws IOException
    {
        try
        {
            inputFile = assetManager.open(fileName);

            BufferedReader reader = new BufferedReader(
                    new InputStreamReader(inputFile));

            String line = reader.readLine();
            int floatsToRead = 99519;
            model_NORMS = new double[3*floatsToRead];


            for (int i = 0; i < floatsToRead; i++)
            {

                String curline = reader.readLine();
                if( curline.indexOf('/') >= 0 ){
                    i--;
                    continue;
                }

                //將一行分成三個數據
                String floatStrs[] = curline.split(",");

                model_NORMS[3*i] = Float.parseFloat(floatStrs[0]);
                model_NORMS[3*i+1] = Float.parseFloat(floatStrs[1]);
                model_NORMS[3*i+2] = Float.parseFloat(floatStrs[2]);
            }

            return floatsToRead;

        } finally
        {
            if (inputFile != null)
                inputFile.close();
        }
    }

    private void setVerts(){
        int num = 0;
        try{
            num = loadVertsFromModel("ImageTargets/model/verts.txt");

        } catch(IOException e){
            e.printStackTrace();
        }
        mVertBuff = fillBuffer(model_VERTS);
        verticesNumber = num;
    }
    private void setTexCoords()
    {
        int num = 0;
        try {
            num = loadTexCoordsFromModel("ImageTargets/model/texcoords.txt");
        } catch (IOException e) {
            e.printStackTrace();
        }

        mTexCoordBuff = fillBuffer(model_TEX_COORDS);

    }
    private void setNorms()
    {
        int num = 0;
        try {
            num = loadNormsFromModel("ImageTargets/model/norms.txt");
        } catch (IOException e) {
            e.printStackTrace();
        }
        mNormBuff = fillBuffer(model_NORMS);
    }
    public int getNumObjectIndex()
    {
        return 0;
    }


    @Override
    public int getNumObjectVertex()
    {
        return verticesNumber;
    }
    @Override
    public Buffer getBuffer(BUFFER_TYPE bufferType)
    {
        Buffer result = null;
        switch (bufferType)
        {
            case BUFFER_TYPE_VERTEX:
                result = mVertBuff;
                break;
            case BUFFER_TYPE_TEXTURE_COORD:
                result = mTexCoordBuff;
                break;
            case BUFFER_TYPE_NORMALS:
                result = mNormBuff;
                break;
            default:
                break;

        }

        return result;
    }
}



注意 : int floatsToRead = 99519; 這個值是model.h里面的值

image.png

3. 開始替換

3.1 修改ImageTargetRenderer.java的文件

  • 首先新建一個TestModel 變量
    private TestModel testModel;

  • 然后在initRendering方法給testmodel初始化
    // Function for initializing the renderer.
    private void initRendering()
    {
        testModel = new TestModel(mActivity.getResources().getAssets());
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, Vuforia.requiresAlpha() ? 0.0f
                : 1.0f);

        for (Texture t : mTextures)
        {
            GLES20.glGenTextures(1, t.mTextureID, 0);
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, t.mTextureID[0]);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
                t.mWidth, t.mHeight, 0, GLES20.GL_RGBA,
                GLES20.GL_UNSIGNED_BYTE, t.mData);
        }

        shaderProgramID = SampleUtils.createProgramFromShaderSrc(
            CubeShaders.CUBE_MESH_VERTEX_SHADER,
            CubeShaders.CUBE_MESH_FRAGMENT_SHADER);

        vertexHandle = GLES20.glGetAttribLocation(shaderProgramID,
            "vertexPosition");
        textureCoordHandle = GLES20.glGetAttribLocation(shaderProgramID,
            "vertexTexCoord");
        mvpMatrixHandle = GLES20.glGetUniformLocation(shaderProgramID,
            "modelViewProjectionMatrix");
        texSampler2DHandle = GLES20.glGetUniformLocation(shaderProgramID,
            "texSampler2D");

        if(!mModelIsLoaded) {
            mTeapot = new Teapot();

            try {
                mBuildingsModel = new SampleApplication3DModel();
                mBuildingsModel.loadModel(mActivity.getResources().getAssets(),
                        "ImageTargets/Buildings.txt");
                mModelIsLoaded = true;
            } catch (IOException e) {
                Log.e(LOGTAG, "Unable to load buildings");
            }

            // Hide the Loading Dialog
            mActivity.loadingDialogHandler
                    .sendEmptyMessage(LoadingDialogHandler.HIDE_LOADING_DIALOG);
        }

    }

  • 接著是在renderFrame方法加載進來
       // The render function called from SampleAppRendering by using RenderingPrimitives views.
    // The state is owned by SampleAppRenderer which is controlling it's lifecycle.
    // State should not be cached outside this method.
    public void renderFrame(State state, float[] projectionMatrix)
    {
        .....
        .....

            if (!mActivity.isExtendedTrackingActive()) {
                GLES20.glVertexAttribPointer(vertexHandle, 3, GLES20.GL_FLOAT,
                        false, 0, testModel.getVertices());
                        //false, 0, mTeapot.getVertices());
                GLES20.glVertexAttribPointer(textureCoordHandle, 2,
                        GLES20.GL_FLOAT, false, 0, testModel.getTexCoords());
                        //GLES20.GL_FLOAT, false, 0, mTeapot.getTexCoords());


                GLES20.glEnableVertexAttribArray(vertexHandle);
                GLES20.glEnableVertexAttribArray(textureCoordHandle);

                // activate texture 0, bind it, and pass to shader
                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,
                        mTextures.get(textureIndex).mTextureID[0]);
                GLES20.glUniform1i(texSampler2DHandle, 0);

                // pass the model view matrix to the shader
                GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false,
                        modelViewProjection, 0);

                // finally draw the teapot
                GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0,
                        testModel.getNumObjectVertex());
                //GLES20.glDrawElements(GLES20.GL_TRIANGLES,
                        //mTeapot.getNumObjectIndex(), GLES20.GL_UNSIGNED_SHORT,
                        //mTeapot.getIndices());

                // disable the enabled arrays
                GLES20.glDisableVertexAttribArray(vertexHandle);
                GLES20.glDisableVertexAttribArray(textureCoordHandle);
            } else {
                GLES20.glDisable(GLES20.GL_CULL_FACE);
                GLES20.glVertexAttribPointer(vertexHandle, 3, GLES20.GL_FLOAT,
                        false, 0, testModel.getVertices());
                        //false, 0, mBuildingsModel.getVertices());
                GLES20.glVertexAttribPointer(textureCoordHandle, 2,
                        GLES20.GL_FLOAT, false, 0, testModel.getTexCoords());
                        //GLES20.GL_FLOAT, false, 0, mBuildingsModel.getTexCoords());

                GLES20.glEnableVertexAttribArray(vertexHandle);
                GLES20.glEnableVertexAttribArray(textureCoordHandle);

                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,
                        mTextures.get(3).mTextureID[0]);
                GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false,
                        modelViewProjection, 0);
                GLES20.glUniform1i(texSampler2DHandle, 0);
                GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0,
                        testModel.getNumObjectVertex());
                        //mBuildingsModel.getNumObjectVertex());

                SampleUtils.checkGLError("Renderer DrawBuildings");
            }

            SampleUtils.checkGLError("Render Frame");

        }

        GLES20.glDisable(GLES20.GL_DEPTH_TEST);

    }

3.2替換貼圖 , 修改ImageTargets.java的代碼

  • 修改貼圖loadTextures方法
    // We want to load specific textures from the APK, which we will later use
    // for rendering.

    private void loadTextures()
    {

        mTextures.add(Texture.loadTextureFromApk("testmodel.jpg",
                getAssets()));
//     mTextures.add(Texture.loadTextureFromApk("TextureTeapotBrass.png",
//        getAssets()));;
       /* mTextures.add(Texture.loadTextureFromApk("001.jpg",
                getAssets()));;*/


//        mTextures.add(Texture.loadTextureFromApk("TextureTeapotBrass.png",
//            getAssets()));;
//
//        mTextures.add(Texture.loadTextureFromApk("TextureTeapotBlue.png",
//            getAssets()));
//        mTextures.add(Texture.loadTextureFromApk("TextureTeapotRed.png",
//            getAssets()));
        mTextures.add(Texture.loadTextureFromApk("ImageTargets/Buildings.jpeg",
                getAssets()));

    }

大功告成

Screenshot_2017-12-27-20-26-33-939.jpeg

參考:

http://blog.csdn.net/zhimou/article/details/43865377

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