55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.IO;
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using System.Text;
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public class ObjExporter
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{
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public static string MeshToString(MeshFilter mf)
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{
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Mesh m = mf.mesh;
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MeshRenderer mr = mf.gameObject.GetComponent<MeshRenderer>();
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Material[] mats = mr.sharedMaterials;
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StringBuilder sb = new StringBuilder();
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sb.Append("g ").Append(mf.name).Append("\n");
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foreach (Vector3 v in m.vertices)
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{
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sb.Append(string.Format("v {0} {1} {2}\n", v.x, v.y, v.z));
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}
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sb.Append("\n");
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foreach (Vector3 v in m.normals)
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{
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sb.Append(string.Format("vn {0} {1} {2}\n", v.x, v.y, v.z));
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}
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sb.Append("\n");
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foreach (Vector3 v in m.uv)
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{
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sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
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}
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for (int material = 0; material < m.subMeshCount; material++)
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{
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sb.Append("\n");
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sb.Append("usemtl ").Append(mats[material].name).Append("\n");
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sb.Append("usemap ").Append(mats[material].name).Append("\n");
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int[] triangles = m.GetTriangles(material);
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for (int i = 0; i < triangles.Length; i += 3)
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{
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sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n",
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triangles[i] + 1, triangles[i + 1] + 1, triangles[i + 2] + 1));
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}
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}
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return sb.ToString();
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}
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public static void MeshToFile(MeshFilter mf, string filename)
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{
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using (StreamWriter sw = new StreamWriter(filename))
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{
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sw.Write(MeshToString(mf));
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}
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}
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} |