1unityeditor模式下
把mesh保存在Assets目录下(当然目录你可以自己选)。在磁盘上是.asset的文件,在project中看到的是一个mesh符号的文件,注意,挂载的object上必须有mesh组件
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
/// <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();
}