GetVertexArrayIndex() public method

public GetVertexArrayIndex ( int i ) : int
i int
return int
Example #1
0
        /// <summary>Exports the INavmesh graph to a .obj file</summary>
        public static void ExportToFile(RecastGraph target)
        {
            //INavmesh graph = (INavmesh)target;
            if (target == null)
            {
                return;
            }

            NavmeshTile[] tiles = target.GetTiles();

            if (tiles == null)
            {
                if (EditorUtility.DisplayDialog("Scan graph before exporting?", "The graph does not contain any mesh data. Do you want to scan it?", "Ok", "Cancel"))
                {
                    AstarPathEditor.MenuScan();
                    tiles = target.GetTiles();
                    if (tiles == null)
                    {
                        return;
                    }
                }
                else
                {
                    return;
                }
            }

            string path = EditorUtility.SaveFilePanel("Export .obj", "", "navmesh.obj", "obj");

            if (path == "")
            {
                return;
            }

            //Generate .obj
            var sb = new System.Text.StringBuilder();

            string name = System.IO.Path.GetFileNameWithoutExtension(path);

            sb.Append("g ").Append(name).AppendLine();

            //Vertices start from 1
            int vCount = 1;

            //Define single texture coordinate to zero
            sb.Append("vt 0 0\n");

            for (int t = 0; t < tiles.Length; t++)
            {
                NavmeshTile tile = tiles[t];

                if (tile == null)
                {
                    continue;
                }

                Int3[] vertices = tile.verts;

                //Write vertices
                for (int i = 0; i < vertices.Length; i++)
                {
                    var v = (Vector3)vertices[i];
                    sb.Append(string.Format("v {0} {1} {2}\n", -v.x, v.y, v.z));
                }

                //Write triangles
                TriangleMeshNode[] nodes = tile.nodes;
                for (int i = 0; i < nodes.Length; i++)
                {
                    TriangleMeshNode node = nodes[i];
                    if (node == null)
                    {
                        Debug.LogError("Node was null or no TriangleMeshNode. Critical error. Graph type " + target.GetType().Name);
                        return;
                    }
                    if (node.GetVertexArrayIndex(0) < 0 || node.GetVertexArrayIndex(0) >= vertices.Length)
                    {
                        throw new System.Exception("ERR");
                    }

                    sb.Append(string.Format("f {0}/1 {1}/1 {2}/1\n", (node.GetVertexArrayIndex(0) + vCount), (node.GetVertexArrayIndex(1) + vCount), (node.GetVertexArrayIndex(2) + vCount)));
                }

                vCount += vertices.Length;
            }

            string obj = sb.ToString();

            using (var sw = new System.IO.StreamWriter(path))
            {
                sw.Write(obj);
            }
        }