Unity地形导出为.obj模型

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我在Uniyt 3D中创建的真实地形想保存为模型以备以后使用,经过在网上艰辛的搜索(呵呵。。。),终于找到一个方法,经过实验验证,绝对真实可靠!有图有真相!

先上代码(O(_)O哈哈~)。

源代码来自于这儿:http://blog.sina.com.cn/s/blog_7812d64701010f7h.html,感谢他的分享!

下面为ExportTerrain.js脚本:

import System.IO;  
import System.Text;  
  
enum SaveFormat {Triangles, Quads}  
enum SaveResolution {Full, Half, Quarter, Eighth, Sixteenth}  
  
class ExportTerrain extends EditorWindow   
{  
    var saveFormat = SaveFormat.Triangles;  
    var saveResolution = SaveResolution.Half;  
    static var terrain : TerrainData;  
    static var terrainPos : Vector3;  
       
    var tCount : int;  
    var counter : int;  
    var totalCount : int;  
      
    @MenuItem ("Terrain/Export To Obj...")  
    static function Init ()   
    {  
        terrain = null;  
       var terrainObject : Terrain = Selection.activeObject as Terrain;  
        if (!terrainObject)   
        {  
           terrainObject = Terrain.activeTerrain;  
        }  
        if (terrainObject)   
        {  
            terrain = terrainObject.terrainData;  
            terrainPos = terrainObject.transform.position;  
        }  
        EditorWindow.GetWindow(ExportTerrain).Show();  
    }  
       
    function OnGUI ()   
    {  
       if (!terrain)   
       {  
            GUILayout.Label("No terrain found");  
            if (GUILayout.Button("Cancel"))   
            {  
                EditorWindow.GetWindow(ExportTerrain).Close();  
            }  
           return;  
     }  
        saveFormat = EditorGUILayout.EnumPopup("Export Format", saveFormat);  
       saveResolution = EditorGUILayout.EnumPopup("Resolution", saveResolution);  
           
        if (GUILayout.Button("Export"))   
        {  
            Export();  
        }  
    }  
       
    function Export ()   
    {  
        var fileName = EditorUtility.SaveFilePanel("Export .obj file", "", "Terrain", "obj");  
       var w = terrain.heightmapWidth;  
        var h = terrain.heightmapHeight;  
        var meshScale = terrain.size;  
        var tRes = Mathf.Pow(2, parseInt(saveResolution));  
        meshScale = Vector3(meshScale.x/(w-1)*tRes, meshScale.y, meshScale.z/(h-1)*tRes);  
        var uvScale = Vector2(1.0/(w-1), 1.0/(h-1));  
        var tData = terrain.GetHeights(0, 0, w, h);  
           
        w = (w-1) / tRes + 1;  
        h = (h-1) / tRes + 1;  
       var tVertices = new Vector3[w * h];  
        var tUV = new Vector2[w * h];  
        if (saveFormat == SaveFormat.Triangles)   
        {  
            var tPolys = new int[(w-1) * (h-1) * 6];  
        }  
        else   
        {  
           tPolys = new int[(w-1) * (h-1) * 4];  
        }  
           
        // Build vertices and UVs  
        for (y = 0; y < h; y++)   
        {  
            for (x = 0; x < w; x++)   
            {  
                tVertices[y*w + x] = Vector3.Scale(meshScale, Vector3(x, tData[x*tRes,y*tRes], y)) + terrainPos;  
                tUV[y*w + x] = Vector2.Scale(Vector2(x*tRes, y*tRes), uvScale);  
            }  
        }  
       
       var index = 0;  
        if (saveFormat == SaveFormat.Triangles)   
        {  
            // Build triangle indices: 3 indices into vertex array for each triangle  
            for (y = 0; y < h-1; y++)   
            {  
                for (x = 0; x < w-1; x++)   
                {  
                    // For each grid cell output two triangles  
                    tPolys[index++] = (y     * w) + x;  
                    tPolys[index++] = ((y+1) * w) + x;  
                    tPolys[index++] = (y     * w) + x + 1;  
           
                   tPolys[index++] = ((y+1) * w) + x;  
                    tPolys[index++] = ((y+1) * w) + x + 1;  
                   tPolys[index++] = (y     * w) + x + 1;  
                }  
            }  
        }  
        else   
        {  
            // Build quad indices: 4 indices into vertex array for each quad  
            for (y = 0; y < h-1; y++)   
            {  
                for (x = 0; x < w-1; x++)   
                {  
                    // For each grid cell output one quad  
                    tPolys[index++] = (y     * w) + x;  
                    tPolys[index++] = ((y+1) * w) + x;  
                    tPolys[index++] = ((y+1) * w) + x + 1;  
                    tPolys[index++] = (y     * w) + x + 1;  
                }  
            }    
        }  
       
       // Export to .obj  
        try   
        {  
            var sw = new StreamWriter(fileName);  
            sw.WriteLine("# Unity terrain OBJ File");  
               
            // Write vertices  
            System.Threading.Thread.CurrentThread.CurrentCulture = new System.Globalization.CultureInfo("en-US");  
            counter = tCount = 0;  
           totalCount = (tVertices.Length*2 + (saveFormat == SaveFormat.Triangles? tPolys.Length/3 : tPolys.Length/4)) / 1000;  
            for (i = 0; i < tVertices.Length; i++)   
            {  
                UpdateProgress();  
                var sb = StringBuilder("v ", 20);  
               // StringBuilder stuff is done this way because it's faster than using the "{0} {1} {2}"etc. format  
                // Which is important when you're exporting huge terrains.  
                sb.Append(tVertices[i].x.ToString()).Append(" ").  
                   Append(tVertices[i].y.ToString()).Append(" ").  
                   Append(tVertices[i].z.ToString());  
                sw.WriteLine(sb);  
            }  
            // Write UVs  
           for (i = 0; i < tUV.Length; i++)   
           {  
                UpdateProgress();  
               sb = StringBuilder("vt ", 22);  
                sb.Append(tUV[i].x.ToString()).Append(" ").  
                   Append(tUV[i].y.ToString());  
                sw.WriteLine(sb);  
            }  
            if (saveFormat == SaveFormat.Triangles)   
            {  
               // Write triangles  
                for (i = 0; i < tPolys.Length; i += 3)   
                {  
                    UpdateProgress();  
                   sb = StringBuilder("f ", 43);  
                    sb.Append(tPolys[i]+1).Append("/").Append(tPolys[i]+1).Append(" ").  
                       Append(tPolys[i+1]+1).Append("/").Append(tPolys[i+1]+1).Append(" ").  
                       Append(tPolys[i+2]+1).Append("/").Append(tPolys[i+2]+1);  
                    sw.WriteLine(sb);  
                }  
            }  
            else   
            {  
                // Write quads  
                for (i = 0; i < tPolys.Length; i += 4)   
                {  
                    UpdateProgress();  
                    sb = StringBuilder("f ", 57);  
                    sb.Append(tPolys[i]+1).Append("/").Append(tPolys[i]+1).Append(" ").  
                       Append(tPolys[i+1]+1).Append("/").Append(tPolys[i+1]+1).Append(" ").  
                       Append(tPolys[i+2]+1).Append("/").Append(tPolys[i+2]+1).Append(" ").  
                       Append(tPolys[i+3]+1).Append("/").Append(tPolys[i+3]+1);  
                    sw.WriteLine(sb);  
                }        
            }  
        }  
        catch (err)   
        {  
            Debug.Log("Error saving file: " + err.Message);  
        }  
       sw.Close();  
           
        terrain = null;  
        EditorUtility.ClearProgressBar();  
        EditorWindow.GetWindow(ExportTerrain).Close();  
    }  
       
    function UpdateProgress ()   
    {  
        if (counter++ == 1000)   
        {  
            counter = 0;  
            EditorUtility.DisplayProgressBar("Saving...", "", Mathf.InverseLerp(0, totalCount, ++tCount));  
        }  
        }     
 }    

将上面的脚本放在 Unity 项的目录资源文件夹的 Editor 里。

刷新一下菜单栏,会发现多了一个Terrain的菜单。

先在场景中选中地形对象,如果没选,他将用于当前场景中可用的地形。

然后从Terrain菜单下选择Export To Obj...


接下来会弹出一个框,在这里你可以选择要导出四边形网络结构还是三角形网络结构,还可以选择要导出的地形的分辨率,有高中低...。最后点击Export,选择要保存的位置和文件名,.obj文件将被导出。

注意:如果选择大面积的Full地形导出,最终.obj文件将非常大,而且也要导出很久。


下边是我实践过的例子:

Uniyt 4.6.2中创建的真实地形(钓鱼岛哈):


导出.obj格式的模型(模型和贴图):


Maya 2013中打开如下:


哎呀,怎么是这个样子?我只想要钓鱼岛,该怎么办?只要在Maya里简单处理一下就好了。

选中模型,右键选择“面”:


框选中模型整体,然后切换到侧视图,按着Shift键,用鼠标框选突出的部分。(注意:要稍微比水平面高一点。)


Delete删除,大功告成!


好啦,给他加上贴图,导出为FBX文件,再放回Unity看看(钓鱼岛和达山岛)。


PS.obj模型在maya中打开是没有贴图的,需要重新为其附贴图。

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