本文主要是介绍C# Unity将地形(Terrain)导出成obj文件,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
C# Unity将地形(Terrain)导出成obj文件
从其他地方搬运过来的,只能到出obj模型,不能导出贴图
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
using System;enum SaveFormat { Triangles, Quads }
enum SaveResolution { Full, Half, Quarter, Eighth, Sixteenth }class ExportTerrain : EditorWindow
{SaveFormat saveFormat = SaveFormat.Triangles;SaveResolution saveResolution = SaveResolution.Half;static TerrainData terrain;static Vector3 terrainPos;int tCount ;int counter ;int totalCount ;[MenuItem ("Terrain/Export To Obj...")]static void Init () {terrain = null;Terrain terrainObject = Selection.activeObject as Terrain;if (!terrainObject){terrainObject = Terrain.activeTerrain;}if (terrainObject){terrain = terrainObject.terrainData;terrainPos = terrainObject.transform.position;}EditorWindow.GetWindow(typeof(ExportTerrain), false, "MyWindow", true).Show();}void OnGUI () {if (!terrain){GUILayout.Label("No terrain found");if (GUILayout.Button("Cancel")){EditorWindow.GetWindow(typeof(ExportTerrain), false, "MyWindow", true).Close();}return;}saveFormat = (SaveFormat)EditorGUILayout.EnumPopup("Export Format", saveFormat);saveResolution = (SaveResolution)EditorGUILayout.EnumPopup("Resolution", saveResolution);if (GUILayout.Button("Export")){Export();}}void Export () {String fileName = EditorUtility.SaveFilePanel("Export .obj file", "", "Terrain", "obj");int w = terrain.heightmapWidth;int h = terrain.heightmapHeight;Vector3 meshScale = terrain.size;float tRes = Mathf.Pow(2, System.Convert.ToInt32(saveResolution));meshScale =new Vector3(meshScale.x / (w - 1) * tRes, meshScale.y, meshScale.z / (h - 1) * tRes);Vector2 uvScale = new Vector2(1.0f / (w - 1), 1.0f / (h - 1));float[,] tData = terrain.GetHeights(0, 0, w, h);w = (int)((w - 1) / tRes) + 1;h = (int)((h - 1) / tRes) + 1;Vector3[] tVertices = new Vector3[w * h];Vector2[] tUV = new Vector2[w * h];int[] tPolys;if (saveFormat == SaveFormat.Triangles){tPolys = new int[(w - 1) * (h - 1) * 6];}else{tPolys = new int[(w - 1) * (h - 1) * 4];}// Build vertices and UVsfor (int y = 0; y < h; y++){for (int x = 0; x < w; x++){tVertices[y * w + x] = Vector3.Scale(meshScale, new Vector3(x, tData[x * (int)tRes, y * (int)tRes], y)) + terrainPos;tUV[y * w + x] = Vector2.Scale(new Vector2(x * tRes, y * tRes), uvScale);}}var index = 0;if (saveFormat == SaveFormat.Triangles){// Build triangle indices: 3 indices into vertex array for each trianglefor (int y = 0; y < h - 1; y++){for (int x = 0; x < w - 1; x++){// For each grid cell output two trianglestPolys[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 quadfor (int y = 0; y < h - 1; y++){for (int x = 0; x < w - 1; x++){// For each grid cell output one quadtPolys[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 .objStreamWriter sw=null;try{sw=new StreamWriter(fileName);sw.WriteLine("# Unity terrain OBJ File");// Write verticesStringBuilder sb;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 (int i = 0; i < tVertices.Length; i++){UpdateProgress();sb = new 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 UVsfor (int i = 0; i < tUV.Length; i++){UpdateProgress();sb =new StringBuilder("vt ", 22);sb.Append(tUV[i].x.ToString()).Append(" ").Append(tUV[i].y.ToString());sw.WriteLine(sb);}if (saveFormat == SaveFormat.Triangles){// Write trianglesfor (int i = 0; i < tPolys.Length; i += 3){UpdateProgress();sb =new 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 quadsfor (int i = 0; i < tPolys.Length; i += 4){UpdateProgress();sb =new 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 (Exception err){Debug.Log("Error saving file: " + err.Message);}if(sw!=null)sw.Close();terrain = null;EditorUtility.ClearProgressBar();EditorWindow.GetWindow(typeof(ExportTerrain), false, "MyWindow", true).Close();}void UpdateProgress () {if (counter++ == 1000){counter = 0;EditorUtility.DisplayProgressBar("Saving...", "", Mathf.InverseLerp(0, totalCount, ++tCount));}}
}
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