unity 將文件導出成Obj格式存儲在任意位置

1unityeditor模式下
把mesh保存在Assets目錄下(當然目錄你可以自己選)。在磁盤上是.asset的文件,在project中看到的是一個mesh符號的文件,注意,掛載的object上必須有mesh組件

public Transform object;
private string name;
void SaveAsset()
	{
		Mesh mesh = object.GetComponent<MeshFilter>().mesh;
		AssetDatabase.CreateAsset(mesh , "Assets/" + name + ".asset");
	}

2.unityengine模式

方法很簡單,直接調用CreatMesh,傳參即可。

path地址~例如 application.streamingasets+“acc/”
meshname 存儲文件的文件名 例如 : “acc.obj”
ms 對象mesh網格

 /// <summary>
    /// 存儲文件到沙盒中
    /// </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轉化爲數據
    /// </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");//這裏對於我來說麼用,去掉了
        //Vector2 textureScale = mf.GetComponent<Renderer>().material.GetTextureScale("_MainTex");//這裏對於我來說麼用,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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