using UnityEngine; using System.Collections; using System.IO; using System.Text; public class ObjExporter { public static string MeshToString(MeshFilter mf) { Mesh m = mf.mesh; MeshRenderer mr = mf.gameObject.GetComponent(); Material[] mats = mr.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)); } } }