public void SetGraph ( RecastGraph graph ) {
            this.graph = graph;

            if (graph == null)
                return;

            dirtyTiles = new bool[graph.tileXCount*graph.tileZCount];
            anyDirtyTiles = false;
        }
Пример #2
0
		/** Exports the INavmesh graph to a .obj file */
		public static void ExportToFile (RecastGraph target) {

			//INavmesh graph = (INavmesh)target;
			if (target == null) return;

			RecastGraph.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++) {
				RecastGraph.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);
			}
		}