在运行时将网格转换为 stl/obj/fbx
Convert mesh to stl/obj/fbx in runtime
我正在寻找一种在运行时将网格导出为 stl/obj/fbx 格式并将其保存在 Android phone.
的本地文件中的方法
我该怎么做?如果有插件(free/paid),我愿意使用。
这真的很复杂,因为您必须阅读每种格式的规范 (stl/obj/fbx) 并理解它们才能自己制作。幸运的是,已经有许多插件可用于将 Unity 网格导出为 stl、obj 和 fbx。
FBX:
UnityFBXExporter 用于在 运行 时间内将 Unity 网格导出到 fbx。
public GameObject objMeshToExport;
void Start()
{
string path = Path.Combine(Application.persistentDataPath, "data");
path = Path.Combine(path, "carmodel"+ ".fbx");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
FBXExporter.ExportGameObjToFBX(objMeshToExport, path, true, true);
}
OBJ:
对于obj,使用了ObjExporter
。
public GameObject objMeshToExport;
void Start()
{
string path = Path.Combine(Application.persistentDataPath, "data");
path = Path.Combine(path, "carmodel" + ".obj");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
MeshFilter meshFilter = objMeshToExport.GetComponent<MeshFilter>();
ObjExporter.MeshToFile(meshFilter, path);
}
STL:
您可以使用 pb_Stl STL 格式插件。
public GameObject objMeshToExport;
void Start()
{
string path = Path.Combine(Application.persistentDataPath, "data");
path = Path.Combine(path, "carmodel" + ".stl");
Mesh mesh = objMeshToExport.GetComponent<MeshFilter>().mesh;
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
pb_Stl.WriteFile(path, mesh, FileType.Ascii);
//OR
pb_Stl_Exporter.Export(path, new GameObject[] { objMeshToExport }, FileType.Ascii);
}
我正在寻找一种在运行时将网格导出为 stl/obj/fbx 格式并将其保存在 Android phone.
的本地文件中的方法我该怎么做?如果有插件(free/paid),我愿意使用。
这真的很复杂,因为您必须阅读每种格式的规范 (stl/obj/fbx) 并理解它们才能自己制作。幸运的是,已经有许多插件可用于将 Unity 网格导出为 stl、obj 和 fbx。
FBX:
UnityFBXExporter 用于在 运行 时间内将 Unity 网格导出到 fbx。
public GameObject objMeshToExport;
void Start()
{
string path = Path.Combine(Application.persistentDataPath, "data");
path = Path.Combine(path, "carmodel"+ ".fbx");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
FBXExporter.ExportGameObjToFBX(objMeshToExport, path, true, true);
}
OBJ:
对于obj,使用了ObjExporter
。
public GameObject objMeshToExport;
void Start()
{
string path = Path.Combine(Application.persistentDataPath, "data");
path = Path.Combine(path, "carmodel" + ".obj");
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
MeshFilter meshFilter = objMeshToExport.GetComponent<MeshFilter>();
ObjExporter.MeshToFile(meshFilter, path);
}
STL:
您可以使用 pb_Stl STL 格式插件。
public GameObject objMeshToExport;
void Start()
{
string path = Path.Combine(Application.persistentDataPath, "data");
path = Path.Combine(path, "carmodel" + ".stl");
Mesh mesh = objMeshToExport.GetComponent<MeshFilter>().mesh;
//Create Directory if it does not exist
if (!Directory.Exists(Path.GetDirectoryName(path)))
{
Directory.CreateDirectory(Path.GetDirectoryName(path));
}
pb_Stl.WriteFile(path, mesh, FileType.Ascii);
//OR
pb_Stl_Exporter.Export(path, new GameObject[] { objMeshToExport }, FileType.Ascii);
}