unity terrain export to obj
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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)); } } }
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