using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEngine; /// <summary> /// 导出Mash网格 /// </summary> public class ExportMesh { //导出 //ExportMesh.MeshToFile(GetComponent<MeshFilter>(), Application.dataPath + "/SwordSpirit.obj", 1); public static void MeshToFile(MeshFilter mf, string filename, float scale) { using (StreamWriter streamWriter = new StreamWriter(filename)) { streamWriter.Write(MeshToString(mf, scale)); } AssetDatabase.Refresh(); } public static string MeshToString(MeshFilter mf, float scale) { Mesh mesh = mf.mesh; Material[] sharedMaterials = mf.GetComponent<Renderer>().sharedMaterials; Vector2 textureOffset = mf.GetComponent<Renderer>().material.GetTextureOffset("_MainTex"); Vector2 textureScale = mf.GetComponent<Renderer>().material.GetTextureScale("_MainTex"); StringBuilder stringBuilder = new StringBuilder(); stringBuilder.Append("mtllib design.mtl").Append("\n"); stringBuilder.Append("g ").Append(mf.name).Append("\n"); Vector3[] vertices = mesh.vertices; for (int i = 0; i < vertices.Length; i++) { Vector3 vector = vertices[i]; stringBuilder.Append(string.Format("v {0} {1} {2}\n", vector.x * scale, vector.z * scale, vector.y * scale)); } stringBuilder.Append("\n"); Dictionary<int, int> dictionary = new Dictionary<int, int>(); if (mesh.subMeshCount > 1) { int[] triangles = mesh.GetTriangles(1); for (int j = 0; j < triangles.Length; j += 3) { if (!dictionary.ContainsKey(triangles[j])) { dictionary.Add(triangles[j], 1); } if (!dictionary.ContainsKey(triangles[j + 1])) { dictionary.Add(triangles[j + 1], 1); } if (!dictionary.ContainsKey(triangles[j + 2])) { dictionary.Add(triangles[j + 2], 1); } } } for (int num = 0; num != mesh.uv.Length; num++) { Vector2 vector2 = Vector2.Scale(mesh.uv[num], textureScale) + textureOffset; if (dictionary.ContainsKey(num)) { stringBuilder.Append(string.Format("vt {0} {1}\n", mesh.uv[num].x, mesh.uv[num].y)); } else { stringBuilder.Append(string.Format("vt {0} {1}\n", vector2.x, vector2.y)); } } for (int k = 0; k < mesh.subMeshCount; k++) { stringBuilder.Append("\n"); if (k == 0) { stringBuilder.Append("usemtl ").Append("Material_design").Append("\n"); } if (k == 1) { stringBuilder.Append("usemtl ").Append("Material_logo").Append("\n"); } int[] triangles2 = mesh.GetTriangles(k); for (int l = 0; l < triangles2.Length; l += 3) { stringBuilder.Append(string.Format("f {0}/{0} {1}/{1} {2}/{2}\n", triangles2[l] + 1, triangles2[l + 1] + 1, triangles2[l + 2] + 1)); } } return stringBuilder.ToString(); } }
标签:mf,dictionary,stringBuilder,导出,网格,mesh,Append,triangles From: https://www.cnblogs.com/z816/p/17204411.html