// Build vertices and UVs
for (int y = 0; y < h; y++)
{
for (int x = 0; x < w; x++)
{
tVertices[y * w + x] = Vector3.Scale(meshScale, new Vector3(-y, tData[x * tRes, y * tRes], x)) + terrainPos;
tUV[y * w + x] = Vector2.Scale( new Vector2(x * tRes, y * tRes), uvScale);
}
}
int index = 0;
if (saveFormat == SaveFormat.Triangles)
{
// Build triangle indices: 3 indices into vertex array for each triangle
for (int y = 0; y < h - 1; y++)
{
for (int 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 (int y = 0; y < h - 1; y++)
{
for (int 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
StreamWriter sw = new StreamWriter(fileName);
try
{
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)) / progressUpdateInterval;
for (int i = 0; i < tVertices.Length; i++)
{
UpdateProgress();
StringBuilder 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.x.ToString()).Append(" ").
Append(tVertices.y.ToString()).Append(" ").
Append(tVertices.z.ToString());
sw.WriteLine(sb);
}
// Write UVs
for (int i = 0; i < tUV.Length; i++)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("vt ", 22);
sb.Append(tUV.x.ToString()).Append(" ").
Append(tUV.y.ToString());
sw.WriteLine(sb);
}
if (saveFormat == SaveFormat.Triangles)
{
// Write triangles
for (int i = 0; i < tPolys.Length; i += 3)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("f ", 43);
sb.Append(tPolys + 1).Append("/").Append(tPolys + 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 (int i = 0; i < tPolys.Length; i += 4)
{
UpdateProgress();
StringBuilder sb = new StringBuilder("f ", 57);
sb.Append(tPolys + 1).Append("/").Append(tPolys + 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);
}
sw.Close();
terrain = null;
EditorUtility.DisplayProgressBar("Saving file to disc.", "This might take a while...", 1f);
EditorWindow.GetWindow<ExportTerrain>().Close();
EditorUtility.ClearProgressBar();
}