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Assets/Editor.meta
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77
Assets/Editor/NavMeshExporter.cs
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77
Assets/Editor/NavMeshExporter.cs
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using UnityEngine;
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using UnityEngine.AI;
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using System.Text;
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using System.IO;
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using UnityEditor;
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public static class NavMeshExporter
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{
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[MenuItem("Tools/Export NavMesh to Obj (Right-Handed 右手坐标系)")]
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public static void ExportRight()
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{
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NavMeshTriangulation triangulatedNavMesh = NavMesh.CalculateTriangulation();
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if (triangulatedNavMesh.vertices.Length == 0)
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{
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Debug.LogError("NavMesh is empty! Please bake it first.");
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return;
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}
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StringBuilder sb = new StringBuilder();
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sb.AppendLine("g NavMesh");
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// ========== ✅ 修改点1:顶点坐标 转右手坐标系 (仅对Z轴取反,X/Y不变) ==========
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foreach (Vector3 v in triangulatedNavMesh.vertices)
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{
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sb.Append($"v {v.x} {v.y} {-v.z}\n"); // 核心改动:-v.z
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}
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// ========== ✅ 修改点2:三角面绕序反转 (修正法线朝向,避免背面剔除) ==========
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for (int i = 0; i < triangulatedNavMesh.indices.Length; i += 3)
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{
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// 原始顺序:i → i+1 → i+2
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// 右手坐标系顺序:i+2 → i+1 → i 核心改动
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sb.Append($"f {triangulatedNavMesh.indices[i + 2] + 1} {triangulatedNavMesh.indices[i + 1] + 1} {triangulatedNavMesh.indices[i] + 1}\n");
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}
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string path = Path.Combine(Application.dataPath, "NavMeshExport.obj");
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File.WriteAllText(path, sb.ToString());
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Debug.Log($"✅ 右手坐标系 NavMesh exported to: {path}");
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AssetDatabase.Refresh();
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}
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//[MenuItem("Tools/Export NavMesh to Obj (Left-Handed 左手坐标系)")]
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//public static void ExportLeft()
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//{
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// NavMeshTriangulation triangulatedNavMesh = NavMesh.CalculateTriangulation();
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// if (triangulatedNavMesh.vertices.Length == 0)
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// {
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// Debug.LogError("NavMesh is empty! Please bake it first.");
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// return;
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// }
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// StringBuilder sb = new StringBuilder();
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// sb.AppendLine("g NavMesh");
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// // 1. 写入顶点 (保持 Unity 原始坐标 v.x, v.y, v.z)
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// foreach (Vector3 v in triangulatedNavMesh.vertices)
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// {
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// // 不取反 x
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// sb.Append($"v {v.x} {v.y} {v.z}\n");
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// }
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// // 2. 写入面 (保持 Unity 原始绕序 i, i+1, i+2)
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// for (int i = 0; i < triangulatedNavMesh.indices.Length; i += 3)
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// {
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// // 不交换顺序
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// sb.Append($"f {triangulatedNavMesh.indices[i] + 1} {triangulatedNavMesh.indices[i + 1] + 1} {triangulatedNavMesh.indices[i + 2] + 1}\n");
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// }
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// string path = Path.Combine(Application.dataPath, "NavMeshExport.obj");
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// File.WriteAllText(path, sb.ToString());
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// Debug.Log($"NavMesh exported (Raw Unity Coords) to: {path}");
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// AssetDatabase.Refresh();
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//}
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}
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11
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<Solution>
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<Project Path="UnityGLTFTests.csproj" />
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</Solution>
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|
||||
Loading…
x
Reference in New Issue
Block a user