Unity3D实用脚本(一)—— 导出场景中的3D资源到本地为.obj格式

在项目开发过程中,有时我们需要将项目中的3D模型分离出来,并保存到本地。

我们今天就来实现这一功能,可实现如下功能:

1.将所有选中的MeshFilters导出成分离的OBJ;

2.将整个选择的资源导出到单个OBJ;

3.将每个被选中资源成分离的OBJ。

代码如下:

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 = "Assets/ExportedObj";

	private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList)
	{
		Mesh m = mf.sharedMesh;
		Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;


		StringBuilder sb = new StringBuilder();


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


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


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


		foreach (Vector3 v in m.uv)
		{
			sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
		}
		for (int material = 0; material < m.subMeshCount; material++)
		{
			sb.Append("\n");
			sb.Append("usemtl ").Append(mats[material].name).Append("\n");
			sb.Append("usemap ").Append(mats[material].name).Append("\n");


			//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}\n",
					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("\n");
				sw.Write("newmtl {0}\n", kvp.Key);
				sw.Write("Ka  0.6 0.6 0.6\n");
				sw.Write("Kd  0.6 0.6 0.6\n");
				sw.Write("Ks  0.9 0.9 0.9\n");
				sw.Write("d  1.0\n");
				sw.Write("Ns  0.0\n");
				sw.Write("illum 2\n");


				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("\n\n\n");
			}
		}
	}


	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\n");


			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\n");


			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[0];
			if (meshfilter != null && meshfilter.Length > 0)
			{
				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!", "");
	}
}

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