Merge pull request #1353 from Balint-H:fix/unity-mesh-import
PiperOrigin-RevId: 602391543 Change-Id: I6d93c2beb672e8de7d5c9d17e77b4185dd137cb3
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@@ -12,11 +12,11 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Mujoco {
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@@ -27,6 +27,17 @@ public static class BinaryReaderExtensions {
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var z = reader.ReadSingle();
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return new Vector3(x, y, z);
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}
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public static int GetOrCreateVertexIndex(Dictionary<Vector3, int> vertexIndexMap, List<Vector3> vertices, List<Vector3>normals, Vector3 vertex, Vector3 normal) {
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if (vertexIndexMap.TryGetValue(vertex, out int existingIndex)) {
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return existingIndex;
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}
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int newIndex = vertexIndexMap.Count;
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vertexIndexMap.Add(vertex, newIndex);
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vertices.Add(vertex);
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normals.Add(normal);
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return newIndex;
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}
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}
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public static class BinaryWriterExtensions {
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@@ -50,7 +61,7 @@ public class StlMeshParser {
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// The binary STL format is described here: https://en.wikipedia.org/wiki/STL_(file_format)
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public static Mesh ParseBinary(byte[] stlFileContents, Vector3 scale) {
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var fileTypeId = System.Text.Encoding.UTF8.GetString(
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stlFileContents.Take(_asciiFileTypeId.Length).ToArray());
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stlFileContents.Take(_asciiFileTypeId.Length).ToArray());
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if (fileTypeId == _asciiFileTypeId) {
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throw new IOException("Ascii STL file format is not supported.");
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}
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@@ -59,27 +70,39 @@ public class StlMeshParser {
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using (var reader = new BinaryReader(stream)) {
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reader.ReadBytes(_headerLength);
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var numTriangles = reader.ReadUInt32();
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var numVertices = numTriangles * _verticesPerTriangle;
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if (numVertices > _unityLimitNumVerticesPerMesh) {
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throw new IndexOutOfRangeException(
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"The mesh exceeds the number of vertices per mesh allowed by Unity. " +
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$"({numVertices} > {_unityLimitNumVerticesPerMesh})");
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}
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var triangleIndices = new List<int>(capacity: (int)numVertices);
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var vertices = new List<Vector3>(capacity: (int)numVertices);
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var normals = new List<Vector3>(capacity: (int)numVertices);
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for (var i = 0; i < numVertices; i += _verticesPerTriangle) {
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var maxNumVertices = numTriangles * _verticesPerTriangle;
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Dictionary<Vector3, int> vertexIndexMap = new Dictionary<Vector3, int>();
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var triangleIndices = new int[(int)numTriangles * _verticesPerTriangle];
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var vertices = new List<Vector3>(capacity: (int)maxNumVertices);
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var normals = new List<Vector3>(capacity: (int)maxNumVertices);
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for (var i = 0; i < numTriangles; i++) {
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var triangleNormal = ToXZY(reader.ReadVector3());
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normals.AddRange(new[] { triangleNormal, triangleNormal, triangleNormal });
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vertices.AddRange(new[] {
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ToXZY(reader.ReadVector3()),
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ToXZY(reader.ReadVector3()),
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ToXZY(reader.ReadVector3()) });
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triangleIndices.AddRange(new[] {i, i + 2, i + 1});
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reader.ReadInt16(); // Read the unused attribute indices field.
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var verts = new[]
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{
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ToXZY(reader.ReadVector3()),
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ToXZY(reader.ReadVector3()),
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ToXZY(reader.ReadVector3())
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};
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var indices = new[] { verts[0], verts[2], verts[1] }.Select(v =>
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BinaryReaderExtensions.GetOrCreateVertexIndex(vertexIndexMap,
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vertices,
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normals,
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v,
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triangleNormal)).ToArray();
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for (int j = 0; j < 3; j++) {
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triangleIndices[i * 3 + j] = indices[j];
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}
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reader.ReadInt16(); // Read the unused attribute indices field.
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}
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var mesh = new Mesh();
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var numVertices = vertexIndexMap.Count;
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if (numVertices > _unityLimitNumVerticesPerMesh) {
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mesh.indexFormat = IndexFormat.UInt32;
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}
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mesh.vertices = vertices.ToArray();
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mesh.normals = normals.ToArray();
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mesh.triangles = triangleIndices.ToArray();
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@@ -88,6 +111,7 @@ public class StlMeshParser {
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mesh.RecalculateNormals();
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mesh.RecalculateTangents();
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mesh.RecalculateBounds();
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return mesh;
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}
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}
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@@ -126,7 +150,8 @@ public class StlMeshParser {
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writer.Write((short)0);
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}
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return stream.GetBuffer();
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return stream.ToArray();
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}
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}
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}
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