Unity 保存自定义模型数据

文章介绍了如何在Unity中使用CustomAvatarData类来存储和加载自定义角色模型的数据,包括网格、骨骼结构、纹理和材质等,以及SaveAvatar和LoadAvatar组件用于保存和加载这些数据的方法。

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自定义数据

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


namespace Custom
{
   
    [Serializable]
    public class CustomAvatarData
    {
   
        [Serializable]
        public class MeshData
        {
   
            public Vector3[] meshVertices;
            public Vector2[] meshUV;
            public int[] meshTriangles;
            public BoneWeight[] meshBoneWeight;
            public int subMeshCount;
            public List<string> meshBonesName = new List<string>();
            public int meshMaterialCount;
            public Matrix4x4[] meshBindPoses;
            public Bounds meshBounds;
            public Vector3[] meshNormals;
            public Vector4[] meshTangents;
        }

        [Serializable]
        public class SkeletonData
        {
   
            public CustomTransform current;
            public List<string> children = new List<string>();
        }


        [Serializable]
        public class CustomTransform
        {
   
            public string nodeName;
            public Vector3 position;
            public Quaternion rotation;
        }

        [Serializable]
        public enum Gender
        {
   
            male,
            female,
        }

        [Serializable]
        public class CustomSkindMeshData
        {
   
            public Gender gender;
            public MeshData meshData = new MeshData();
            public string SkeletonRoot;
            public List<SkeletonData> skeletonDatas = new List<SkeletonData>();
            public string mainTextureBase64;
            public string normalTextureBase64;
        }
    }
}

保存模型数据

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;

namespace Custom
{
   
    public class SaveAvatar : MonoBehaviour
    {
   
        public GameObject root;
        public Material matTemp;
        public string avatarName;
        public CustomAvatarData.Gender gender;

        //public GameObject[] bon;

        // Start is called before the first frame update
        void Start()
        {
   

            

        }

        private void Update()
        {
   
            if (Input.GetKeyDown(KeyCode.S))
            {
   
                SaveFunc();
            }
        }

        [ContextMenu("SaveFunc")]
        public void SaveFunc()
        {
   
            var skMesh = CombineSuitsToSkeleton(root, root.GetComponentsInChildren<SkinnedMeshRenderer>());

            CustomAvatarData.CustomSkindMeshData customSkindMeshData = new CustomAvatarData.CustomSkindMeshData();
            customSkindMeshData.gender = this.gender;

            CustomAvatarData.MeshData meshData = new CustomAvatarData.MeshData();
            meshData.meshVertices = skMesh.sharedMesh.vertices;
            meshData.meshTriangles = skMesh.sharedMesh.triangles;
            meshData.meshUV = skMesh.sharedMesh.uv;
            meshData.meshBoneWeight = skMesh.sharedMesh.boneWeights;
            meshData.subMeshCount = skMesh.sharedMesh.subMeshCount;
            foreach (var item in skMesh.bones)
            {
   
                meshData.meshBonesName.Add(item.gameObject.name);
            }

            meshData.meshMaterialCount = skMesh.sharedMaterials.Length;
            meshData.meshBindPoses = skMesh.sharedMesh.bindposes;
            meshData.meshBounds = skMesh.sharedMesh.bounds;
            meshData.meshNormals = skMesh.sharedMesh.normals;
            meshData.meshTangents = skMesh.sharedMesh.tangents;

            customSkindMeshData.meshData = meshData;

            Texture2D tex = new Texture2D(skMesh.material.mainTexture.width, skMesh.material.mainTexture.height);
            tex = skMesh.material.mainTexture as Texture2D;
            customSkindMeshData.mainTextureBase64 = System.Convert.ToBase64String(tex.EncodeToJPG());
            customSkindMeshData.normalTextureBase64 = System.Convert.ToBase64String((skMesh.material.GetTexture("_BumpMap")as Texture2D).EncodeToJPG());

            for (int i = 0; i < root
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