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Unity3D Asset文件导出3DMax 可编辑格式

Unity3D Asset文件导出3DMax 可编辑格式

作者: Kyle_An | 来源:发表于2017-12-13 14:31 被阅读0次
    using UnityEngine;
    using UnityEditor;
    using UnityEditor.SceneManagement;
    using System.Collections;
    using System.Collections.Generic;
    using System.IO;
    using System.Text;
    using System;
    
    struct ObjMaterial
    {
        public string name;
        public string textureName;
    }
    
    public class EditorObjExporter : ScriptableObject
    {
        private static int vertexOffset = 0;
        private static int normalOffset = 0;
        private static int uvOffset = 0;
    
    
        //User should probably be able to change this. It is currently left as an excercise for
        //the reader.
        private static string targetFolder = "ExportedObj";
    
    
        private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList)
        {
            Debug.Assert(null != mf);
            Mesh m = mf.sharedMesh;
            Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;
    
            StringBuilder sb = new StringBuilder();
            if (null == m)
                return sb.ToString();
    
            sb.Append("g ").Append(mf.name).Append("\n");
            foreach (Vector3 lv in m.vertices)
            {
                Vector3 wv = mf.transform.TransformPoint(lv);
    
                //This is sort of ugly - inverting x-component since we're in
                //a different coordinate system than "everyone" is "used to".
                sb.Append(string.Format("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
            }
            sb.Append("\n");
    
            foreach (Vector3 lv in m.normals)
            {
                Vector3 wv = mf.transform.TransformDirection(lv);
    
                sb.Append(string.Format("vn {0} {1} {2}\n", -wv.x, wv.y, wv.z));
            }
            sb.Append("\n");
    
            foreach (Vector3 v in m.uv)
            {
                sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
            }
    
            for (int material = 0; material < m.subMeshCount; material++)
            {
                sb.Append("\n");
                sb.Append("usemtl ").Append(mats[material].name).Append("\n");
                sb.Append("usemap ").Append(mats[material].name).Append("\n");
    
                //See if this material is already in the materiallist.
                try
                {
                    ObjMaterial objMaterial = new ObjMaterial();
    
                    objMaterial.name = mats[material].name;
    
                    if (mats[material].mainTexture)
                        objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture);
                    else
                        objMaterial.textureName = null;
    
                    materialList.Add(objMaterial.name, objMaterial);
                }
                catch (ArgumentException)
                {
                    //Already in the dictionary
                }
    
    
                int[] triangles = m.GetTriangles(material);
                for (int i = 0; i < triangles.Length; i += 3)
                {
                    //Because we inverted the x-component, we also needed to alter the triangle winding.
                    sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
                        triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
                }
            }
    
            vertexOffset += m.vertices.Length;
            normalOffset += m.normals.Length;
            uvOffset += m.uv.Length;
    
            return sb.ToString();
        }
    
        private static void Clear()
        {
            vertexOffset = 0;
            normalOffset = 0;
            uvOffset = 0;
        }
    
        private static Dictionary<string, ObjMaterial> PrepareFileWrite()
        {
            Clear();
    
            return new Dictionary<string, ObjMaterial>();
        }
    
        private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
        {
            using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".mtl"))
            {
                foreach (KeyValuePair<string, ObjMaterial> kvp in materialList)
                {
                    sw.Write("\n");
                    sw.Write("newmtl {0}\n", kvp.Key);
                    sw.Write("Ka  0.6 0.6 0.6\n");
                    sw.Write("Kd  0.6 0.6 0.6\n");
                    sw.Write("Ks  0.9 0.9 0.9\n");
                    sw.Write("d  1.0\n");
                    sw.Write("Ns  0.0\n");
                    sw.Write("illum 2\n");
    
                    if (kvp.Value.textureName != null)
                    {
                        string destinationFile = kvp.Value.textureName;
    
    
                        int stripIndex = destinationFile.LastIndexOf(Path.DirectorySeparatorChar);
    
                        if (stripIndex >= 0)
                            destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
    
    
                        string relativeFile = destinationFile;
    
                        destinationFile = folder + Path.DirectorySeparatorChar + destinationFile;
    
                        Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
    
                        try
                        {
                            //Copy the source file
                            File.Copy(kvp.Value.textureName, destinationFile);
                        }
                        catch
                        {
    
                        }
    
    
                        sw.Write("map_Kd {0}", relativeFile);
                    }
    
                    sw.Write("\n\n\n");
                }
            }
        }
    
        private static void MeshToFile(MeshFilter mf, string folder, string filename)
        {
            Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
    
            using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".obj"))
            {
                sw.Write("mtllib ./" + filename + ".mtl\n");
    
                sw.Write(MeshToString(mf, materialList));
            }
    
            MaterialsToFile(materialList, folder, filename);
        }
    
        private static void MeshesToFile(MeshFilter[] mf, string folder, string filename)
        {
            Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
    
            using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".obj"))
            {
                sw.Write("mtllib ./" + filename + ".mtl\n");
    
                for (int i = 0; i < mf.Length; i++)
                {
                    sw.Write(MeshToString(mf[i], materialList));
                }
            }
    
            MaterialsToFile(materialList, folder, filename);
        }
    
        private static bool CreateTargetFolder()
        {
            try
            {
                System.IO.Directory.CreateDirectory(targetFolder);
            }
            catch
            {
                EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
                return false;
            }
    
            return true;
        }
    
        [MenuItem("Custom/Export/Export whole selection to single OBJ")]
        static void ExportWholeSelectionToSingle()
        {
            if (!CreateTargetFolder())
                return;
    
    
            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
    
            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
                return;
            }
    
            int exportedObjects = 0;
    
            ArrayList mfList = new ArrayList();
    
            for (int i = 0; i < selection.Length; i++)
            {
                Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
    
                for (int m = 0; m < meshfilter.Length; m++)
                {
                    exportedObjects++;
                    mfList.Add(meshfilter[m]);
                }
            }
    
            if (exportedObjects > 0)
            {
                MeshFilter[] mf = new MeshFilter[mfList.Count];
    
                for (int i = 0; i < mfList.Count; i++)
                {
                    mf[i] = (MeshFilter)mfList[i];
                }
    
                string filename = EditorSceneManager.GetActiveScene().name + "_" + exportedObjects;
    
                int stripIndex = filename.LastIndexOf(Path.DirectorySeparatorChar);
    
                if (stripIndex >= 0)
                    filename = filename.Substring(stripIndex + 1).Trim();
    
                MeshesToFile(mf, targetFolder, filename);
    
    
                EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
            }
            else
                EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
        }
    
    
    
        [MenuItem("Custom/Export/Export each selected to single OBJ")]
        static void ExportEachSelectionToSingle()
        {
            if (!CreateTargetFolder())
                return;
    
            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
    
            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
                return;
            }
    
            int exportedObjects = 0;
    
    
            for (int i = 0; i < selection.Length; i++)
            {
                // 没有meshFilter,添加一个meshFilter.
                SkinnedMeshRenderer[] meshfilterRender = selection[i].GetComponentsInChildren<SkinnedMeshRenderer>();
                for (int j = 0; j < meshfilterRender.Length; j++)
                {   
                    if (meshfilterRender[j].GetComponent<MeshFilter>() == null)
                    {
                        meshfilterRender[j].gameObject.AddComponent<MeshFilter>();
                        meshfilterRender[j].GetComponent<MeshFilter>().sharedMesh = Instantiate(meshfilterRender[j].sharedMesh);
                    }
                }
    
                Component[] meshfilter = selection[i].GetComponentsInChildren<MeshFilter>();
                MeshFilter[] mf = new MeshFilter[meshfilter.Length];
                int m = 0;
                for (; m < meshfilter.Length; m++)
                {
                    exportedObjects++;
                    mf[m] = (MeshFilter)meshfilter[m];
                }
    
                MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
            }
    
            if (exportedObjects > 0)
            {
                EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
            }
            else
                EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
        }
    }
    

    将脚本命名为ObjExporter.cs,放在项目的Editor目录下,然后完成以下几个步骤

    步骤一 image.png 步骤二 image.png 步骤三 image.png

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