Esempio n. 1
0
        public override void ExportAssetObjects()
        {
            if (room.ExportOnlyHtml)
            {
                return;
            }

            int exported = 0;

            MeshExporter         exporter   = room.GetMeshExporter(ExportMeshFormat.FBX);
            bool                 switchUv   = room.LightmapType == LightmapExportType.BakedMaterial;
            MeshExportParameters parameters = new MeshExportParameters(switchUv, true);

            foreach (BruteForceMeshExportData data in meshesToExport.Values)
            {
                Mesh mesh = data.Mesh;

                MeshData meshData = GetMeshData(mesh);
                if (meshData == null)
                {
                    continue;
                }

                string meshId = data.MeshId;
                exporter.ExportMesh(meshData, meshId, parameters);
                exported++;
                EditorUtility.DisplayProgressBar("Exporting meshes...", meshId + ".fbx", exported / (float)meshesToExport.Count);
            }
        }
Esempio n. 2
0
        public override void ExportAssetObjects()
        {
            if (room.ExportOnlyHtml)
            {
                return;
            }

            int                  exported   = 0;
            MeshExporter         exporter   = room.GetMeshExporter(ExportMeshFormat.FBX);
            MeshExportParameters parameters = new MeshExportParameters(false, true);

            foreach (var pair in meshesToExport)
            {
                Material mat = pair.Key;
                PerMaterialMeshExportData data = pair.Value;

                MeshData meshData = GetMeshData(mat, data);

                //Mesh mesh = data.Mesh;
                string meshId = meshData.Name;
                exporter.ExportMesh(meshData, meshId, parameters);
                exported++;
                EditorUtility.DisplayProgressBar("Exporting meshes...", meshId + ".fbx", exported / (float)meshesToExport.Count);
            }
        }