输出Unity的场景文件为Obj模型文件

在Unity中建立的场景文件,摆放的模型可以用下列脚本导出为Obj模型文件,可以保持场景中模型的位置,贴图灯信息.

将脚本命名为ObjExporter.cs,放在项目的Editor目录下,选择你要导出的模型物体(可以有若干子物体),在编辑器菜单中找到Custom的输出选项,能看到三个选项,分别是”输出所有网格到单一的Obj文件”,”输出选择的网格合体到一个Obj文件”,”输出每个选择的模型到单一Obj文件”,一般常用第二项.成功输出后将弹出对话框,模型和关联的贴图将放到项目的根目录的”ExportedObj”文件夹中.

EditorObjExporter.cs脚本:

using UnityEngine;
using UnityEditor;
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)
{
Mesh m = mf.sharedMesh;
Material[] mats = mf.renderer.sharedMaterials;

StringBuilder sb = new StringBuilder();

sb.Append("g ").Append(mf.name).Append("
");
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}
",-wv.x,wv.y,wv.z));
}
sb.Append("
");

foreach(Vector3 lv in m.normals)
{
Vector3 wv = mf.transform.TransformDirection(lv);

sb.Append(string.Format("vn {0} {1} {2}
",-wv.x,wv.y,wv.z));
}
sb.Append("
");

foreach(Vector3 v in m.uv)
{
sb.Append(string.Format("vt {0} {1}
",v.x,v.y));
}

for (int material=0; material < m.subMeshCount; material ++) {
sb.Append("
");
sb.Append("usemtl ").Append(mats[material].name).Append("
");
sb.Append("usemap ").Append(mats[material].name).Append("
");

//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 = EditorUtility.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}
",
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 + "/" + filename + ".mtl"))
{
foreach( KeyValuePair<string, ObjMaterial> kvp in materialList )
{
sw.Write("
");
sw.Write("newmtl {0}
", kvp.Key);
sw.Write("Ka  0.6 0.6 0.6
");
sw.Write("Kd  0.6 0.6 0.6
");
sw.Write("Ks  0.9 0.9 0.9
");
sw.Write("d  1.0
");
sw.Write("Ns  0.0
");
sw.Write("illum 2
");

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("

“);
}
}
}

private static void MeshToFile(MeshFilter mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();

using (StreamWriter sw = new StreamWriter(folder +”/” + filename + “.obj”))
{
sw.Write(“mtllib ./” + filename + “.mtl
“);

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 +”/” + filename + “.obj”))
{
sw.Write(“mtllib ./” + filename + “.mtl
“);

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 = EditorApplication.currentScene + “_” + 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!”, “”);
}

}

原文:http://wiki.unity3d.com/index.php/ObjExporter
由小可翻译,转载请注明来自1vr.cn

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