Unity尋路探究之Unity匯出Recast尋路的obj資料
阿新 • • 發佈:2019-02-02
繼上一篇編譯過Recast原始碼之後,已經順利執行起來我們的尋路工具,預設的資料目錄下有兩個dungeon.obj和nav_test.obj兩個資料,因此我們看到RecastDemo用的資料是obj格式的,那麼怎樣從Unity中匯出我們要用的obj資料呢
從wiki原始碼上下載這兩個檔案ObjExporter.cs和EditorObjExporter.cs(點選開啟連結),放在自己工程的Editor目錄下,選擇一個網格物件,在選單欄中選擇匯出即可,檢視ObjExporter檔案原始碼
在RecastDemo中載入這個obj檔案即可using UnityEngine; using System.Collections; using System.IO; using System.Text; public class ObjExporter { public static string MeshToString(MeshFilter mf) { Mesh m = mf.mesh; Material[] mats = mf.renderer.sharedMaterials; StringBuilder sb = new StringBuilder(); sb.Append("g ").Append(mf.name).Append("\n"); foreach(Vector3 v in m.vertices) { sb.Append(string.Format("v {0} {1} {2}\n",v.x,v.y,v.z)); } sb.Append("\n"); foreach(Vector3 v in m.normals) { sb.Append(string.Format("vn {0} {1} {2}\n",v.x,v.y,v.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"); int[] triangles = m.GetTriangles(material); for (int i=0;i<triangles.Length;i+=3) { sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", triangles[i]+1, triangles[i+1]+1, triangles[i+2]+1)); } } return sb.ToString(); } public static void MeshToFile(MeshFilter mf, string filename) { using (StreamWriter sw = new StreamWriter(filename)) { sw.Write(MeshToString(mf)); } }