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unity 将文件导出成Obj格式存储在任意位置

2017-11-21 19:08 477 查看
接上一篇将对象存储为fbx这一篇文章就是将对象存储为obj格式。

优势是可以存储在任意位置,只要可以就可以。亲测可用移动端和pc端,应该是都可以的,因为可以存在沙盒中~~~~

劣势暂时还不知道,可能obj不支持其他一些3D引擎吧。。。

方法很简单,直接调用CreatMesh,传参即可。

path地址~例如 application.streamingasets+”acc/”

meshname 存储文件的文件名 例如 : “acc.obj”

ms 对象mesh网格

这个方法可以搭配我的上上篇文章使用,欢迎大家浏览我的博客~~~

嗯 就这样吧 这个比较简单 就不说太多了,具体的转化数据的那个方法,大家感兴趣可以自己测试

方法我是在网上找的,大家可以找找原著,我就不厚脸皮了~

大家可以一块交流有什么问题的话,我的qq 791719266

/// <summary>
/// 存储文件到沙盒中
/// </summary>
public static void CreatMesh(string path, string meshname, Mesh ms)
{
//回掉
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
using (StreamWriter streamWriter = new StreamWriter(path + meshname))
{
streamWriter.Write(MeshToString(ms, new Vector3(-1f, 1f, 1f)));
streamWriter.Close();
}
}
/// <summary>
/// mesh转化为数据
/// </summary>
/// <param name="mf"></param>
/// <param name="scale"></param>
/// <returns></returns>
public static string MeshToString(Mesh mf, Vector3 scale)
{
Mesh mesh = mf;
//Material[] sharedMaterials = mf.GetComponent<Renderer>().sharedMaterials;
//Vector2 textureOffset = mf.GetComponent<Renderer>().material.GetTextureOffset("_MainTex");//这里对于我来说么用,去掉了
//Vector2 textureScale = mf.GetComponent<Renderer>().material.GetTextureScale("_MainTex");//这里对于我来说么用,就改掉了1,1
Vector2 textureOffset = new Vector2(0, 0);
Vector2 textureScale = new Vector2(1, 1);

StringBuilder stringBuilder = new StringBuilder().Append("mtllib design.mtl")
.Append("\n")
.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.x, vector.y * scale.y, vector.z * scale.z));
}

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 + 2] + 1, triangles2[l + 1] + 1));
}
}

return stringBuilder.ToString();
}
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