美文网首页
将Unity场景以Wavefront Obj格式导出

将Unity场景以Wavefront Obj格式导出

作者: 左撇子_7782 | 来源:发表于2018-06-21 17:52 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, DictionarymaterialList) { Mesh m = mf.sharedMesh; Material[] mats = mf.GetComponent().sharedMaterials; StringBuilder sb = new StringBuilder(); 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 DictionaryPrepareFileWrite() { Clear(); return new Dictionary(); } private static void MaterialsToFile(DictionarymaterialList, string folder, string filename) { using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl")) { foreach (KeyValuePairkvp 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('/');//FIXME: Should be Path.PathSeparator; if (stripIndex >= 0) destinationFile = destinationFile.Substring(stripIndex + 1).Trim(); string relativeFile = destinationFile; destinationFile = folder + "/" + 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"); } } } private static void MeshToFile(MeshFilter mf, string folder, string filename) { DictionarymaterialList = PrepareFileWrite(); using (StreamWriter sw = new StreamWriter(folder + "/" + 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 materialList = PrepareFileWrite();

            using (StreamWriter sw = new StreamWriter(folder + "/" + 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 all MeshFilters in selection to separate OBJs")] 

        static void ExportSelectionToSeparate() 

        { 

            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++) 

            { 

                Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)); 

                for (int m = 0; m < meshfilter.Length; m++) 

                { 

                    exportedObjects++; 

                    MeshToFile((MeshFilter)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m); 

                } 

            } 

            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!", ""); 

        } 

        [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('/');//FIXME: Should be Path.PathSeparator 

                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++) 

            { 

                Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)); 

                MeshFilter[] mf = new MeshFilter[meshfilter.Length]; 

                for (int m = 0; 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!", ""); 

        } 

    相关文章

      网友评论

          本文标题:将Unity场景以Wavefront Obj格式导出

          本文链接:https://www.haomeiwen.com/subject/jiyztftx.html