参考链接:https://blog.csdn.net/tom_221x/article/details/61920213
原理,就是根据obj文件的属性,把运行时Mesh的顶点,索引,贴图数据转化为固定格式流写入文件,生成obj模型文件。
private string MeshToString(MeshFilter mf, Vector3 scale)
{
Mesh mesh = mf.mesh;
Material[] sharedMaterials = mf.GetComponent<Renderer>().sharedMaterials;
Vector2 textureOffset = mf.GetComponent<Renderer>().material.GetTextureOffset("_MainTex");
Vector2 textureScale = mf.GetComponent<Renderer>().material.GetTextureScale ("_MainTex");
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();
}
using (StreamWriter streamWriter = new StreamWriter(string.Format("{0}{1}.obj", datPath, this.meshGO.name)))
{
streamWriter.Write(MeshToString(mf, new Vector3(-1f, 1f, 1f)));
streamWriter.Close();
}
AssetDatabase.Refresh();
第二部分,生成了obj模型文件以后,我们可以通过这个文件加载一个Mesh对象。动态生成一个Prefab到本地,把obj模型文件中的Mesh对象赋值给它,成为一个正确加载Mesh的Prefab。
// create prefab
Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(string.Format("{0}{1}.obj", projectPath, this.meshGO.name));
mf.mesh = mesh;
PrefabUtility.CreatePrefab(string.Format("{0}{1}.prefab", projectPath, this.meshGO.name), this.meshGO);
AssetDatabase.Refresh();
番外:Unity开发Mesh合并网格
参考链接:https://www.cnblogs.com/chinarbolg/p/9601379.html
using UnityEngine;
/// <summary>
/// 合并网格
/// </summary>
public class ChinarMergeMesh : MonoBehaviour
{
void Start()
{
MergeMesh();
}
/// <summary>
/// 合并网格
/// </summary>
private void MergeMesh()
{
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>(); //获取 所有子物体的网格
CombineInstance[] combineInstances = new CombineInstance[meshFilters.Length]; //新建一个合并组,长度与 meshfilters一致
for (int i = 0; i < meshFilters.Length; i++) //遍历
{
combineInstances[i].mesh = meshFilters[i].sharedMesh; //将共享mesh,赋值
combineInstances[i].transform = meshFilters[i].transform.localToWorldMatrix; //本地坐标转矩阵,赋值
}
Mesh newMesh = new Mesh(); //声明一个新网格对象
newMesh.CombineMeshes(combineInstances); //将combineInstances数组传入函数
gameObject.AddComponent<MeshFilter>().sharedMesh = newMesh; //给当前空物体,添加网格组件;将合并后的网格,给到自身网格
//到这里,新模型的网格就已经生成了。运行模式下,可以点击物体的 MeshFilter 进行查看网格
#region 以下是对新模型做的一些处理:添加材质,关闭所有子物体,添加自转脚本和控制相机的脚本
//gameObject.AddComponent<MeshRenderer>().material = Resources.Load<Material>("Materials/Koala"); //给当前空物体添加渲染组件,给新模型网格上色;
//foreach (Transform t in transform) //禁用掉所有子物体
//{
// t.gameObject.SetActive(false);
//}
//gameObject.AddComponent<BallRotate>();
//Camera.main.gameObject.AddComponent<ChinarCamera>().pivot = transform;
#endregion
}
}