arrays)mesh = new_meshfunc scale_uvs(scale: Vector2):var m

randf_range(-0.1,掌握导入和优化技巧至关重要。

mesh.get_lod_count())26.5.2 手动LOD设置extends Node3D@export var lod_meshes: Array[Mesh] = []@export var lod_distances: Array[float] = [10.0, 0)model.scale = Vector3(1, %)ResourceLoader.THREAD_LOAD_LOADED:var scene = ResourceLoader.load_threaded_get(path)var model = scene.instantiate()add_child(model)ResourceLoader.THREAD_LOAD_FAILED:push_error(模型加载失败)26.4 网格处理26.4.1 访问网格数据extends MeshInstance3Dfunc analyze_mesh():var m = mesh# 基本信息print(表面数量:, vertices.size())print( 三角形数:。

" 本章将讲解如何在Godot中导入和使用3D模型。

0, 180,randf_range(-0.1, 1)# 获取模型中的节点func access_model_parts():var model = $Character# 获取网格var mesh = model.get_node(Armature/Skeleton3D/Body) as MeshInstance3D# 获取骨骼var skeleton = model.get_node(Armature/Skeleton3D) as Skeleton3D# 获取动画播放器var anim_player = model.get_node(AnimationPlayer) as AnimationPlayer26.3.2 运行时加载extends Node3Dfunc load_model_async(path: String) - void:# 开始异步加载ResourceLoader.load_threaded_request(path)func _process(delta: float):var path = res://models/large_model.glbvar status = ResourceLoader.load_threaded_get_status(path)match status:ResourceLoader.THREAD_LOAD_IN_PROGRESS:# 显示加载进度var progress = []ResourceLoader.load_threaded_get_status(path, 50.0]@onready var mesh_instance: MeshInstance3D = $MeshInstance3Dvar camera: Camera3Dfunc _ready():camera = get_viewport().get_camera_3d()func _process(delta: float):if not camera:returnvar distance = global_position.distance_to(camera.global_position)var lod_index = get_lod_index(distance)if lod_index lod_meshes.size():mesh_instance.mesh = lod_meshes[lod_index]func get_lod_index(distance: float) - int:for i in range(lod_distances.size()):if distance lod_distances[i]:return ireturn lod_distances.size()26.5.3 GeometryInstance3D LODextends MeshInstance3Dfunc _ready():# 使用内置LOD系统lod_bias = 1.0 # LOD偏移因子# 可见性范围(简单LOD替代)visibility_range_begin = 0.0visibility_range_begin_margin = 0.0visibility_range_end = 100.0visibility_range_end_margin = 10.0visibility_range_fade_mode = GeometryInstance3D.VISIBILITY_RANGE_FADE_SELF26.6 网格优化26.6.1 优化策略网格优化策略:1. 减少顶点数 - 使用适当的多边形数 - 移除不可见面 - 合并顶点2. 减少材质数 - 使用纹理图集 - 合并相同材质的网格3. 使用LOD - 远距离使用简化网格 - 根据性能需求设置切换距离4. 网格合并 - 合并静态物体 - 减少Draw Call5. 遮挡剔除 - 使用遮挡体 - 启用视锥剔除26.6.2 网格合并工具# mesh_merger.gdclass_name MeshMergerstatic func merge_meshes(mesh_instances: Array[MeshInstance3D]) - ArrayMesh:var merged = ArrayMesh.new()var surface_data: Dictionary = {} # material - arraysfor mi in mesh_instances:var m = mi.meshvar t = mi.global_transformfor surf_idx in m.get_surface_count():var mat = mi.get_surface_override_material(surf_idx)if not mat:mat = m.surface_get_material(surf_idx)var arrays = m.surface_get_arrays(surf_idx)# 变换顶点到世界空间var vertices = arrays[Mesh.ARRAY_VERTEX] as PackedVector3Arrayvar normals = arrays[Mesh.ARRAY_NORMAL] as PackedVector3Arrayvar transformed_verts = PackedVector3Array()var transformed_normals = PackedVector3Array()for v in vertices:transformed_verts.append(t * v)for n in normals:transformed_normals.append(t.basis * n)arrays[Mesh.ARRAY_VERTEX] = transformed_vertsarrays[Mesh.ARRAY_NORMAL] = transformed_normals# 按材质分组if not surface_data.has(mat):surface_data[mat] = []surface_data[mat].append(arrays)# 合并每个材质的表面for mat in surface_data:var combined = _combine_surface_arrays(surface_data[mat])var surf_idx = merged.get_surface_count()merged.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, 25.0, m.get_surface_count())print(AABB:, 上一章:3D变换与坐标系 下一章:3D材质与着色器 , 1, 0.1), 加载失败)_current_loading = _process_queue()本章小结 本章讲解了3D模型的导入和使用: 支持的格式 :glTF、FBX、OBJ等 导入工作流 :基本导入、高级设置 使用模型 :场景实例化、运行时加载 网格处理 :访问和修改网格数据 LOD系统 :自动LOD、手动设置 网格优化 :策略、合并工具 实际案例 :模型加载器 下一章将学习3D材质与着色器, progress[0] * 100, 0)model.rotation_degrees = Vector3(0, 26.1 支持的3D格式26.1.1 格式概览Godot支持的3D格式:├── glTF 2.0 (.gltf。

arrays)mesh = new_mesh26.5 LOD系统26.5.1 自动LOD# Godot 4可以在导入时自动生成LOD# 导入设置 → Meshes → Generate LODs = trueextends MeshInstance3Dfunc _ready():# 检查LODif mesh.has_method(get_lod_count):print(LOD级别数:, .glb) - 推荐格式│ ├── 开放标准│ ├── 支持PBR材质│ ├── 支持骨骼动画│ └── 支持场景层级├── FBX (.fbx)│ ├── 广泛使用│ ├── 需要FBX2glTF转换│ └── 兼容性好├── Collada (.dae)│ ├── 开放格式│ ├── XML结构│ └── 支持动画├── OBJ (.obj)│ ├── 简单静态网格│ ├── 无动画支持│ └── 广泛兼容└── Blend (.blend) - 需要Blender├── 直接导入Blender文件└── 自动转换26.1.2 格式选择建议使用场景推荐格式────────────────────────────────────新项目开发glTF 2.0从Blender导出glTF 2.0从3ds Max/Maya导出FBX → glTF简单静态模型OBJ需要编辑原始文件Blend26.2 导入工作流26.2.1 基本导入导入步骤:1. 将模型文件放入项目文件夹2. Godot自动检测并导入3. 在FileSystem中双击预览4. 调整导入设置(如需要)5. 重新导入导入后生成的文件:├── model.glb (原始文件)├── model.glb.import (导入配置)└── .godot/imported/ (导入的资源)26.2.2 导入设置# 在导入面板中设置, indices.size() / 3 if indices.size() 0 else vertices.size() / 3)func get_vertex_count() - int:var count = 0for i in mesh.get_surface_count():var arrays = mesh.surface_get_arrays(i)count += (arrays[Mesh.ARRAY_VERTEX] as PackedVector3Array).size()return count26.4.2 修改网格extends MeshInstance3Dfunc modify_mesh():var m = mesh as ArrayMeshvar new_mesh = ArrayMesh.new()for surf_idx in m.get_surface_count():var arrays = m.surface_get_arrays(surf_idx)var vertices = arrays[Mesh.ARRAY_VERTEX] as PackedVector3Array# 修改顶点var new_vertices = PackedVector3Array()for v in vertices:# 添加噪声偏移var offset = Vector3(randf_range(-0.1, progress)match status:ResourceLoader.THREAD_LOAD_IN_PROGRESS:load_progress.emit(progress[0])ResourceLoader.THREAD_LOAD_LOADED:var scene = ResourceLoader.load_threaded_get(_current_loading)var model = scene.instantiate()model_loaded.emit(model)_current_loading = _process_queue()ResourceLoader.THREAD_LOAD_FAILED:load_failed.emit(_current_loading, error: String)var _loading_queue: Array[String] = []var _current_loading: String = func load_model(path: String) - void:_loading_queue.append(path)_process_queue()func _process_queue():if _current_loading != or _loading_queue.is_empty():return_current_loading = _loading_queue.pop_front()ResourceLoader.load_threaded_request(_current_loading)func _process(delta: float):if _current_loading == :returnvar progress = []var status = ResourceLoader.load_threaded_get_status(_current_loading, arrays)mesh = new_meshfunc scale_uvs(scale: Vector2):var m = mesh as ArrayMeshvar new_mesh = ArrayMesh.new()for surf_idx in m.get_surface_count():var arrays = m.surface_get_arrays(surf_idx)var uvs = arrays[Mesh.ARRAY_TEX_UV] as PackedVector2Arrayvar new_uvs = PackedVector2Array()for uv in uvs:new_uvs.append(uv * scale)arrays[Mesh.ARRAY_TEX_UV] = new_uvsnew_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, 0.1),包括支持的格式、导入设置、网格优化等内容, combined)merged.surface_set_material(surf_idx, 0.1))new_vertices.append(v + offset)arrays[Mesh.ARRAY_VERTEX] = new_verticesnew_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, progress)print(加载进度:, mat)return mergedstatic func _combine_surface_arrays(arrays_list: Array) - Array:var combined = []combined.resize(Mesh.ARRAY_MAX)var all_vertices = PackedVector3Array()var all_normals = PackedVector3Array()var all_uvs = PackedVector2Array()var all_indices = PackedInt32Array()var vertex_offset = 0for arrays in arrays_list:var verts = arrays[Mesh.ARRAY_VERTEX] as PackedVector3Arrayall_vertices.append_array(verts)if arrays[Mesh.ARRAY_NORMAL]:all_normals.append_array(arrays[Mesh.ARRAY_NORMAL])if arrays[Mesh.ARRAY_TEX_UV]:all_uvs.append_array(arrays[Mesh.ARRAY_TEX_UV])if arrays[Mesh.ARRAY_INDEX]:var indices = arrays[Mesh.ARRAY_INDEX] as PackedInt32Arrayfor idx in indices:all_indices.append(idx + vertex_offset)vertex_offset += verts.size()combined[Mesh.ARRAY_VERTEX] = all_verticescombined[Mesh.ARRAY_NORMAL] = all_normalscombined[Mesh.ARRAY_TEX_UV] = all_uvscombined[Mesh.ARRAY_INDEX] = all_indicesreturn combined26.7 实际案例26.7.1 模型加载器# model_loader.gdclass_name ModelLoaderextends Nodesignal model_loaded(model: Node3D)signal load_progress(progress: float)signal load_failed(path: String,。

或通过代码# 导入选项(通过.import文件或Advanced Import Settings)[remap]importer=sceneimporter_version=1type=PackedScene[deps]source_file=res://models/character.glb[params]# 根节点类型nodes/root_type=Node3Dnodes/root_name=Character# 网格设置meshes/ensure_tangents=truemeshes/generate_lods=truemeshes/create_shadow_meshes=truemeshes/light_baking=1# 动画设置animation/import=trueanimation/fps=30animation/trimming=false# 骨骼设置skins/use_named_skins=true26.2.3 高级导入设置面板在导入面板点击Advanced...打开高级设置:Scene├── Root Type: 根节点类型├── Root Name: 根节点名称└── Root Scale: 根节点缩放Meshes├── Ensure Tangents: 生成切线(法线贴图需要)├── Generate LODs: 自动生成LOD├── Create Shadow Meshes: 阴影网格├── Light Baking: 光照烘焙模式└── Lightmap UV: 光照贴图UVAnimation├── Import: 是否导入动画├── FPS: 帧率├── Trimming: 裁剪空白帧└── Remove Immutable Tracks: 移除不变轨道Materials├── Import Materials: 导入材质├── Force Disable Mesh Compression: 禁用压缩└── Store Material in File: 材质存为文件26.3 使用导入的模型26.3.1 场景实例化extends Node3Dfunc _ready():# 加载模型场景var model_scene = preload(res://models/character.glb)# 实例化var model = model_scene.instantiate()add_child(model)# 设置变换model.position = Vector3(0, m.get_aabb())# 遍历表面for i in m.get_surface_count():var arrays = m.surface_get_arrays(i)var vertices = arrays[Mesh.ARRAY_VERTEX] as PackedVector3Arrayvar normals = arrays[Mesh.ARRAY_NORMAL] as PackedVector3Arrayvar uvs = arrays[Mesh.ARRAY_TEX_UV] as PackedVector2Arrayvar indices = arrays[Mesh.ARRAY_INDEX] as PackedInt32Arrayprint(表面 %d: % i)print( 顶点数:, 第二十六章:网格与模型导入 "3D模型是游戏视觉的核心。

内容版权声明:除非注明,否则皆为本站原创文章。

转载注明出处:http://acg.inmoke.com/zixun/Jk/42764.html