Unity场景中导出模型插件

我们在开发中,可能会遇到,需要在unity中拼场景,然后到处模型给美术优化的情况,这种情况下,就需要在Unity中导出模型的操作了

思路

实际这个功能的设计思路也很简单,根据在场景中选择的对象,获取它的mesh数据,然后把数据重新生成文件就好了

实现

1.网格数据类

这个类是用来获取网格各个部分的数据信息的

保存网格名称
        private void SaveMeshName(MeshFilter meshFilter, StringBuilder data)
        {
            data.Append("g ").Append(meshFilter.name).Append("\n");
        }
保存顶点数据
        private static void SaveVertices(MeshFilter meshFilter, StringBuilder data)
        {
            foreach (Vector3 ver in meshFilter.sharedMesh.vertices)
            {
                Vector3 worldPos = meshFilter.transform.TransformPoint(ver);

                //因为坐标系的区别,x分量需要反转
                data.Append(string.Format("v {0} {1} {2}\n", -worldPos.x, worldPos.y, worldPos.z));
            }
            data.Append("\n");
        }
保存法线数据
        private void SaveNormals(MeshFilter meshFilter, StringBuilder data)
        {
            foreach (Vector3 normal in meshFilter.sharedMesh.normals)
            {
                Vector3 directionWorld = meshFilter.transform.TransformDirection(normal);

                data.Append(string.Format("vn {0} {1} {2}\n", -directionWorld.x, directionWorld.y, directionWorld.z));
            }
            data.Append("\n");
        }
保存uv数据
        private void SaveUVs(MeshFilter meshFilter, StringBuilder data)
        {
            foreach (Vector3 uv in meshFilter.sharedMesh.uv)
            {
                data.Append(string.Format("vt {0} {1}\n", uv.x, uv.y));
            }
        }
保存材质数据
        private void SaveMaterails(MeshFilter meshFilter, StringBuilder data, Dictionary<string, MaterialData> materialDic)
        {
            Mesh mesh = meshFilter.sharedMesh;
            Material[] materialArray = meshFilter.GetComponent<Renderer>().sharedMaterials;
            string materialName = "";

            for (int materialIndex = 0; materialIndex < mesh.subMeshCount; materialIndex++)
            {
                materialName = materialArray[materialIndex].name;
                data.Append("\n");

                data.Append("usemtl ")
                    .Append(materialName)
                    .Append("\n");

                data.Append("usemap ")
                    .Append(materialName)
                    .Append("\n");

                //筛选同名材质,不重复添加
                if (!materialDic.ContainsKey(materialName))
                {
                    MaterialData materialData = new MaterialData();

                    materialData.Name = materialName;

                    materialData.TextureName =
                        materialArray[materialIndex].mainTexture ?
                        AssetDatabase.GetAssetPath(materialArray[materialIndex].mainTexture) : null;

                    materialDic[materialData.Name] = materialData;
                }

                //保存三角形数据
                int[] triangles = mesh.GetTriangles(materialIndex);
                for (int i = 0; i < triangles.Length; i += 3)
                {
                    data.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 += mesh.vertices.Length;
            _normalOffset += mesh.normals.Length;
            _uvOffset += mesh.uv.Length;
        }

2.导出文件部分功能

导出多个模型为一个文件
        public static void ExportObjsToOne(MeshFilter[] mf, string folder, string filename)
        {
            MeshData data = new MeshData();

            using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".obj"))
            {
                sw.Write("mtllib ./" + filename + ".mtl\n");

                foreach (MeshFilter mesh in mf)
                {
                    data.SaveData(mesh);
                    sw.Write(data.ToString());
                }
            }

            ExportMaterials(data.GetMaterialDic(), folder, filename);
        }
导出单个模型为一个文件
        public static void ExportObjToOne(MeshFilter mf, string folder, string filename)
        {
            MeshData data = new MeshData();
            data.SaveData(mf);

            using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".obj"))
            {
                sw.Write("mtllib ./" + filename + ".mtl\n");

                sw.Write(data.ToString());
            }

            ExportMaterials(data.GetMaterialDic(), folder, filename);
        }
保存材质
        private static void ExportMaterials(Dictionary<string, MaterialData> materialList, string folder, string filename)
        {
            using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl"))
            {
                foreach (KeyValuePair<string, MaterialData> 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('/');

                        if (stripIndex >= 0)
                            destinationFile = destinationFile.Substring(stripIndex + 1).Trim();


                        string relativeFile = destinationFile;

                        destinationFile = folder + "/" + destinationFile;

                        try
                        {
                            File.Copy(kvp.Value.TextureName, destinationFile);
                        }
                        catch
                        {

                        }


                        sw.Write("map_Kd {0}", relativeFile);
                    }

                    sw.Write("\n\n\n");
                }
            }
        }

2.编辑器菜单部分

这个模式会将父物体和子物体的模型分别导出为单独的模型文件
        [MenuItem("BlueToolKit/导出模型/将选中模型分别导出(子物体会拆分导出)")]
        private static void ExportAllChild()
        {
            if (!ExportFile.CreateExportFolder())
                return;

            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);

            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("未选中模型", "请选中一个或多个模型", "关闭");
                return;
            }

            int exportCount = 0;

            for (int i = 0; i < selection.Length; i++)
            {
                Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));

                for (int m = 0; m < meshfilter.Length; m++)
                {
                    exportCount++;
                    ExportFile.ExportObjToOne((MeshFilter)meshfilter[m], ExportFile.EXPORT_FOLDER, selection[i].name + "_" + i + "_" + m);
                }
            }

            if (exportCount > 0)
                EditorUtility.DisplayDialog("导出成功", "成功导出 " + exportCount + " 个模型", "关闭");
            else
                EditorUtility.DisplayDialog("导出失败", "导出模型必须含有Mesh Filter组件", "关闭");
        }
这个模式会将所有选中的模型导出为一个模型文件
        [MenuItem("BlueToolKit/导出模型/将选中模型导出成一个obj文件")]
        private static void ExportToSingleObj()
        {
            if (!ExportFile.CreateExportFolder())
                return;


            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);

            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("未选中模型", "请选中一个或多个模型", "关闭");
                return;
            }

            int exportCount = 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++)
                {
                    exportCount++;
                    mfList.Add(meshfilter[m]);
                }
            }

            if (exportCount > 0)
            {
                MeshFilter[] mf = new MeshFilter[mfList.Count];

                for (int i = 0; i < mfList.Count; i++)
                {
                    mf[i] = (MeshFilter)mfList[i];
                }

                string filename = SceneManager.GetActiveScene().name + "_" + exportCount;

                int stripIndex = filename.LastIndexOf('/'); //FIXME: Should be Path.PathSeparator

                if (stripIndex >= 0)
                    filename = filename.Substring(stripIndex + 1).Trim();

                ExportFile.ExportObjsToOne(mf, ExportFile.EXPORT_FOLDER, filename);


                EditorUtility.DisplayDialog("导出成功", "导出模型名称:" + filename, "关闭");
            }
            else
                EditorUtility.DisplayDialog("导出失败", "导出模型必须含有Mesh Filter组件", "关闭");
        }
这个模式会将选中物体和子物体的模型导出为一个文件,选择几个模型就到处几个
 [MenuItem("BlueToolKit/导出模型/将选中模型分别导出(子物体不拆分导出)")]
        private static void ExportParent()
        {
            if (!ExportFile.CreateExportFolder())
                return;

            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);

            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("未选中模型", "请选中一个或多个模型", "关闭");
                return;
            }

            int exportCount = 0;


            for (int i = 0; i < selection.Length; i++)
            {
                Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));

                MeshFilter[] mf = new MeshFilter[meshfilter.Length];

                for (int m = 0; m < meshfilter.Length; m++)
                {
                    mf[m] = (MeshFilter)meshfilter[m];
                }

                exportCount++;

                ExportFile.ExportObjsToOne(mf, ExportFile.EXPORT_FOLDER, selection[i].name + "_" + i);
            }

            if (exportCount > 0)
            {
                EditorUtility.DisplayDialog("导出成功", "成功导出 " + exportCount + " 个模型", "关闭");
            }
            else
                EditorUtility.DisplayDialog("导出失败", "导出模型必须含有Mesh Filter组件", "关闭");
        }

这个小插件在有需求的时候,还是蛮好用的,希望对大家有帮助,完整代码可以到我的工具集里找到

工具收录于我自己写的工具集,内部还有我写的几个小插件,我会慢慢更新,欢迎关注
工具集地址:https://github.com/BlueMonk1107/BlueToolkit

我会在我的公众号上推送新的博文,也可以帮大家解答问题
微信公众号 Andy and Unity 搜索名称或扫描二维码
在这里插入图片描述
希望我们能共同成长,共同进步

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