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godot-docs-l10n/classes/zh_Hans/class_resourceimporterobj.rst

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.. _class_ResourceImporterOBJ:
ResourceImporterOBJ
===================
**继承:** :ref:`ResourceImporter<class_ResourceImporter>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
将 OBJ 3D 模型导入为独立的 :ref:`Mesh<class_Mesh>` 或场景。
.. rst-class:: classref-introduction-group
描述
----
:ref:`ResourceImporterScene<class_ResourceImporterScene>` 不同,\ **ResourceImporterOBJ** 默认情况下会导入单个 :ref:`Mesh<class_Mesh>` 资源,而不是导入一个 :ref:`PackedScene<class_PackedScene>`\ 。这使得在需要直接 :ref:`Mesh<class_Mesh>` 资源的节点(例如 :ref:`GridMap<class_GridMap>`\ 、\ :ref:`GPUParticles3D<class_GPUParticles3D>`:ref:`CPUParticles3D<class_CPUParticles3D>`\ )中使用 :ref:`Mesh<class_Mesh>` 资源变得更加容易。请注意,无论源格式如何,仍然可以使用\ **高级导入设置**\ 对话框保存 3D 场景中的网格资源。
另请参见 :ref:`ResourceImporterScene<class_ResourceImporterScene>`\ ,它被用于更高级的 3D 格式,例如 glTF。
.. rst-class:: classref-introduction-group
教程
----
- :doc:`导入 3D 场景 <../tutorials/assets_pipeline/importing_3d_scenes/index>`
.. rst-class:: classref-reftable-group
属性
----
.. table::
:widths: auto
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`force_disable_mesh_compression<class_ResourceImporterOBJ_property_force_disable_mesh_compression>` | ``false`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_lightmap_uv2<class_ResourceImporterOBJ_property_generate_lightmap_uv2>` | ``false`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`generate_lightmap_uv2_texel_size<class_ResourceImporterOBJ_property_generate_lightmap_uv2_texel_size>` | ``0.2`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_lods<class_ResourceImporterOBJ_property_generate_lods>` | ``true`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_shadow_mesh<class_ResourceImporterOBJ_property_generate_shadow_mesh>` | ``true`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`generate_tangents<class_ResourceImporterOBJ_property_generate_tangents>` | ``true`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`offset_mesh<class_ResourceImporterOBJ_property_offset_mesh>` | ``Vector3(0, 0, 0)`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`scale_mesh<class_ResourceImporterOBJ_property_scale_mesh>` | ``Vector3(1, 1, 1)`` |
+-------------------------------+--------------------------------------------------------------------------------------------------------------+----------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
属性说明
--------
.. _class_ResourceImporterOBJ_property_force_disable_mesh_compression:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **force_disable_mesh_compression** = ``false`` :ref:`🔗<class_ResourceImporterOBJ_property_force_disable_mesh_compression>`
如果为 ``true``\ ,则不会使用网格压缩。如果你在网格法线或 UV 中发现块状伪影,或者如果你的网格在每个方向都大于几千米,请考虑启用。
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_lightmap_uv2:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_lightmap_uv2** = ``false`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_lightmap_uv2>`
如果为 ``true``\ ,导入时会为烘焙 :ref:`LightmapGI<class_LightmapGI>` 生成 UV2。
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_lightmap_uv2_texel_size:
.. rst-class:: classref-property
:ref:`float<class_float>` **generate_lightmap_uv2_texel_size** = ``0.2`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_lightmap_uv2_texel_size>`
控制烘焙光照贴图上每个纹素的大小。较小的值会产生更精确的光照贴图,但代价是光照贴图尺寸更大,烘焙时间也更长。
\ **注意:**\ 仅当 :ref:`generate_lightmap_uv2<class_ResourceImporterOBJ_property_generate_lightmap_uv2>```true`` 时有效。
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_lods:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_lods** = ``true`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_lods>`
如果为 ``true``\ ,则生成网格的较低细节变体,这些变体将显示在远处以提高渲染性能。并非所有网格体都受益于 LOD特别是如果它们从未从远处渲染。禁用该功能可以减少输出文件大小并加快导入速度。有关详细信息请参阅 `网格细节级别LOD <../tutorials/3d/mesh_lod.html#doc-mesh-lod>`__\ 。
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_shadow_mesh:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_shadow_mesh** = ``true`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_shadow_mesh>`
如果为 ``true``\ ,则在导入时启用阴影网格体的生成。这可以通过在可能的情况下将顶点焊接在一起来优化阴影渲染,且不会降低质量。这反过来又减少了渲染阴影所需的内存带宽。阴影网格生成当前不支持使用比源网格更低的细节级别(但阴影渲染将在相关时使用 LOD
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_generate_tangents:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **generate_tangents** = ``true`` :ref:`🔗<class_ResourceImporterOBJ_property_generate_tangents>`
如果为 ``true``\ ,如果源网格没有切线数据,则使用 `Mikktspace <http://www.mikktspace.com/>`__ 生成顶点切线。如果可能,建议让 3D 建模软件在导出时生成切线,而不是依赖该选项。正确显示法线和高度贴图,以及任何需要切线的材质/着色器功能都需要切线。
如果你不需要那些需要切线的材质特性,则禁用该功能可以减少输出文件大小,并在源 3D 文件不包含切线的情况下加快导入速度。
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_offset_mesh:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **offset_mesh** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_ResourceImporterOBJ_property_offset_mesh>`
将网格数据偏移指定值。这可被用于解决未对齐的网格,而无需修改源文件。
.. rst-class:: classref-item-separator
----
.. _class_ResourceImporterOBJ_property_scale_mesh:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **scale_mesh** = ``Vector3(1, 1, 1)`` :ref:`🔗<class_ResourceImporterOBJ_property_scale_mesh>`
按指定值缩放网格数据。这可被用于解决缩放错误的网格,而无需修改源文件。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
.. |void| replace:: :abbr:`void (无返回值。)`