using System.Collections;
using System.Collections.Generic;
public string textureName;
public class ObjExporter : ScriptableObject
private static int vertexOffset = 0;
private static int normalOffset = 0;
private static int uvOffset = 0;
private static string targetFolder = "Assets/ExportedObj";
private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMat> materialList)
Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;
StringBuilder sb = new StringBuilder();
sb.Append("g ").Append(mf.name).Append("\n");
foreach (Vector3 lv in m.vertices)
Vector3 wv = mf.transform.TransformPoint(lv);
//This is sort of ugly - inverting x-component since we're in
//a different coordinate system than "everyone" is "used to".
sb.Append(string.Format("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
foreach (Vector3 lv in m.normals)
Vector3 wv = mf.transform.TransformDirection(lv);
sb.Append(string.Format("vn {0} {1} {2}\n", -wv.x, wv.y, wv.z));
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("usemtl ").Append(mats[material].name).Append("\n");
sb.Append("usemap ").Append(mats[material].name).Append("\n");
//See if this material is already in the materiallist.
ObjMat objMaterial = new ObjMat();
objMaterial.name = mats[material].name;
if (mats[material].mainTexture)
objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
objMaterial.textureName = null;
materialList.Add(objMaterial.name, objMaterial);
catch (ArgumentException)
//Already in the dictionary
int[] triangles = m.GetTriangles(material);
for (int i = 0; i < triangles.Length; i += 3)
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
triangles + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
vertexOffset += m.vertices.Length;
normalOffset += m.normals.Length;
private static void Clear()
private static Dictionary<string, ObjMat> PrepareFileWrite()
return new Dictionary<string, ObjMat>();
private static void MaterialsToFile(Dictionary<string, ObjMat> materialList, string folder, string filename)
using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl"))
foreach (KeyValuePair<string, ObjMat> kvp in materialList)
sw.Write("newmtl {0}\n", kvp.Key);
sw.Write("Ka 0.6 0.6 0.6\n");
sw.Write("Kd 0.6 0.6 0.6\n");
sw.Write("Ks 0.9 0.9 0.9\n");
if (kvp.Value.textureName != null)
string destinationFile = kvp.Value.textureName;
int stripIndex = destinationFile.LastIndexOf('/');//FIXME: Should be Path.PathSeparator;
destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
string relativeFile = destinationFile;
destinationFile = folder + "/" + destinationFile;
Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
File.Copy(kvp.Value.textureName, destinationFile);
sw.Write("map_Kd {0}", relativeFile);
private static void MeshToFile(MeshFilter mf, string folder, string filename)
Dictionary<string, ObjMat> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".obj"))
sw.Write("mtllib ./" + filename + ".mtl\n");
sw.Write(MeshToString(mf, materialList));
MaterialsToFile(materialList, folder, filename);
private static void MeshesToFile(MeshFilter[] mf, string folder, string filename)
Dictionary<string, ObjMat> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".obj"))
sw.Write("mtllib ./" + filename + ".mtl\n");
for (int i = 0; i < mf.Length; i++)
sw.Write(MeshToString(mf, materialList));
MaterialsToFile(materialList, folder, filename);
private static bool CreateTargetFolder()
System.IO.Directory.CreateDirectory(targetFolder);
EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
[MenuItem("Tools/Export/将每个被选中资源成分离的OBJ")]
static void ExportEachSelectionToSingle()
if (!CreateTargetFolder())
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0)
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
for (int i = 0; i < selection.Length; i++)
Component[] meshfilter = selection.GetComponentsInChildren(typeof(MeshFilter));
MeshFilter[] mf = new MeshFilter[0];
if (meshfilter != null && meshfilter.Length > 0)
mf = new MeshFilter[meshfilter.Length];
for (int m = 0; m < meshfilter.Length; m++)
mf[m] = (MeshFilter)meshfilter[m];
MeshesToFile(mf, targetFolder, selection.name + "_" + i);
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");