Initial release of the Unity plugin.
PiperOrigin-RevId: 425947505
This commit is contained in:
committed by
Saran Tunyasuvunakool
parent
8ec3dd97a4
commit
6de9eafa13
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// Copyright 2019 DeepMind Technologies Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Mujoco {
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// Mujoco scenes importer window.
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public class MjImporterEditorWindow : EditorWindow {
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[MenuItem("Assets/Import MuJoCo Scene")]
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public static void Apply() {
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string path = EditorUtility.OpenFilePanel("Select an MJCF model", "", "xml");
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if (!string.IsNullOrEmpty(path)) {
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var importer = new MjImporterWithAssets();
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importer.ImportFile(path);
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}
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}
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}
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}
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@@ -0,0 +1,13 @@
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fileFormatVersion: 2
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guid: 85ddf6116132e4c128ed82ac6034ce4a
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timeCreated: 1538581084
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licenseType: Pro
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,287 @@
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// Copyright 2019 DeepMind Technologies Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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;
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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 System.Reflection;
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using System.Xml;
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using UnityEditor;
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using UnityEngine;
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namespace Mujoco {
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// API for importing Mujoco XML files into Unity scenes.
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public class MjImporterWithAssets : MjcfImporter {
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private const string _semiTransparentMaterialName = "mujoco_semitransparent_template";
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private string _sourceMeshesDir;
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private string _targetMeshesDir;
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private string _targetAssetDir;
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private unsafe MujocoLib.mjModel_* _mjModel = null;
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// Imports the scene from the specified file, which should be a well-formed MJCF document.
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// The imported scene will be placed under a single node with the requested name assigned.
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//
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// Args:
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// filePath: Path to XML file.
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//
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// Throws:
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// Exception if the parsed XML is malformed or contains rough errors. If an exception is thrown,
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// the entire imported scene will be automatically deleted.
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// TODO(etom) - reconsider unencouraged pattern of validation through exception side-effects.
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public unsafe GameObject ImportFile(string filePath) {
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// If MuJoCo can't parse the mjcfString, we abort the entire process.
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// MjEngineTool.LoadModelFromString throws an exception when MuJoCo fails to parse the provided
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// mjcfString.
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var name = Path.GetFileNameWithoutExtension(filePath) + $"{UnityEngine.Random.Range(0,999)}";
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string newPath = Path.Combine(Application.temporaryCachePath, $"{name}.xml");
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_mjModel = MjEngineTool.LoadModelFromFile(filePath);
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MjEngineTool.SaveModelToFile(newPath, _mjModel);
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Debug.Log($"Imported MJCF loaded, saved to {newPath}");
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string mjcfString = File.ReadAllText(newPath);
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GameObject root = null;
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try {
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root = ImportString(mjcfString, name, filePath);
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} finally {
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MujocoLib.mj_deleteModel(_mjModel);
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}
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return root;
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}
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public GameObject ImportString(
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string mjcfString, string name = null, string filePath = null) {
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var mjcfXml = new XmlDocument();
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mjcfXml.LoadXml(mjcfString);
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// Determine the folder where the meshes are stored.
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ConfigureMeshPath(filePath, name, mjcfXml);
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GameObject sceneRoot = null;
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try {
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sceneRoot = ImportXml(mjcfXml, name);
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} catch (Exception) {
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// We consider any error as critical, and end the import process immediately, cleaning up
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// any assets created.
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AssetDatabase.DeleteAsset(_targetAssetDir);
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}
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return sceneRoot;
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}
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protected override void ParseRoot(GameObject parentObject, XmlElement parentNode) {
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// This makes no references, and should be parsed first.
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var assetNode = parentNode.SelectSingleNode("asset") as XmlElement;
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if (assetNode != null) {
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ParseAssets(assetNode);
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}
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base.ParseRoot(parentObject, parentNode);
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}
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protected override void ParseGeom(GameObject parentObject, XmlElement child) {
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var gameObject = CreateGameObjectWithUniqueName<MjGeom>(parentObject, child);
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gameObject.AddComponent<MjMeshFilter>();
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var renderer = gameObject.AddComponent<MeshRenderer>();
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ResolveOrCreateMaterial(renderer, child);
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}
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private void ConfigureMeshPath(string path, string projectName, XmlDocument mjcf) {
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// Crate the mesh target directory.
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_targetMeshesDir = Path.Combine(
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Application.dataPath, "Local", "MjImports", projectName, "Resources");
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_targetAssetDir = Path.Combine("Assets", "Local", "MjImports", projectName, "Resources");
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if (!Directory.Exists(_targetMeshesDir)) {
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Directory.CreateDirectory(_targetMeshesDir);
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}
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if (string.IsNullOrEmpty(path)) { // we're loading a string
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return;
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}
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_sourceMeshesDir = Path.GetDirectoryName(path);
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var compilerNode = mjcf.SelectSingleNode("/mujoco/compiler") as XmlElement;
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if (compilerNode != null) {
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// Parse the location of meshes
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var relativeMeshDir = compilerNode.GetStringAttribute("meshdir", defaultValue: string.Empty);
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_sourceMeshesDir = Path.Combine(_sourceMeshesDir, relativeMeshDir);
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}
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Debug.Log(
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$"Meshes locations: source = {_sourceMeshesDir}, target = {_targetMeshesDir}");
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}
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private void ParseAssets(XmlElement parentNode) {
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foreach (var child in parentNode.SelectNodes("descendant::mesh").OfType<XmlElement>()) {
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_modifiers.ApplyModifiersToElement(child);
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ParseMesh(child);
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}
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foreach (var child in parentNode.SelectNodes("descendant::material").OfType<XmlElement>()) {
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_modifiers.ApplyModifiersToElement(child);
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ParseMaterial(child);
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}
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AssetDatabase.SaveAssets();
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}
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private void ImportMeshFromModel(int meshIndex) {
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}
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// Using mesh assets involves:
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// (1) Copying the asset to a Resources folder, and rescaling it during that operation.
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// (2) Allowing Unity to parse it using a registered asset importer (STLMeshImporter).
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// (3) Loading that asset as a Mesh resource when the referring geom is parsed.
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//
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// We're also using a dedicated folder to deploy the meshes that are being imported, so that the
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// user can find all meshes loaded by importing a specific model.
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private void ParseMesh(XmlElement parentNode) {
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if (parentNode.HasAttribute("vertex")) {
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throw new NotImplementedException("XML with explicit mesh info not supported yet.");
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}
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var fileName = parentNode.GetStringAttribute("file");
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// If we want to use the element name as the asset name, we must sanitize it:
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var unsanitizedAssetReferenceName =
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parentNode.GetStringAttribute("name", defaultValue: string.Empty);
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var assetReferenceName = MjEngineTool.Sanitize(unsanitizedAssetReferenceName);
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var sourceFilePath = Path.Combine(_sourceMeshesDir, fileName);
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var targetFilePath = Path.Combine(_targetMeshesDir, assetReferenceName + ".stl");
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if (File.Exists(targetFilePath)) {
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File.Delete(targetFilePath);
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}
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var scale = MjEngineTool.UnityVector3(
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parentNode.GetVector3Attribute("scale", defaultValue: Vector3.one));
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CopyMeshAndRescale(sourceFilePath, targetFilePath, scale);
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var assetPath = Path.Combine(_targetAssetDir, assetReferenceName + ".stl");
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// This asset path should be available because the MuJoCo compiler guarantees element names
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// are unique, but check for completeness (and in case sanitizing the name broke uniqueness):
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if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null) {
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throw new Exception(
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$"Trying to import mesh {unsanitizedAssetReferenceName} but {assetPath} already exists.");
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}
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AssetDatabase.ImportAsset(assetPath);
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var copiedMesh = AssetDatabase.LoadMainAssetAtPath(assetPath) as Mesh;
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if (copiedMesh == null) {
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throw new Exception($"Mesh {assetPath} was not imported.");
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}
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copiedMesh.RecalculateNormals();
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copiedMesh.RecalculateTangents();
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copiedMesh.RecalculateBounds();
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}
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private void CopyMeshAndRescale(
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string sourceFilePath, string targetFilePath, Vector3 scale) {
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var originalMeshBytes = File.ReadAllBytes(sourceFilePath);
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var mesh = StlMeshParser.ParseBinary(originalMeshBytes, scale);
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var rescaledMeshBytes = StlMeshParser.SerializeBinary(mesh);
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File.WriteAllBytes(targetFilePath, rescaledMeshBytes);
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}
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private void ParseMaterial(XmlElement parentNode) {
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var rgba = parentNode.GetFloatArrayAttribute(
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"rgba", defaultValue: new float[] {1.0f, 1.0f, 1.0f, 1.0f});
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var emission = parentNode.GetFloatAttribute("emission", defaultValue: 0.0f);
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var reflectance = parentNode.GetFloatAttribute("reflectance", defaultValue: 0.0f);
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var specular = parentNode.GetFloatAttribute("specular", defaultValue: 0.5f);
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var shininess = parentNode.GetFloatAttribute("shininess", defaultValue: 0.5f);
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var unsanitizedName = parentNode.GetStringAttribute("name", defaultValue: string.Empty);
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var name = MjEngineTool.Sanitize(unsanitizedName);
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var albedo = new Color(rgba[0], rgba[1], rgba[2], rgba[3]);
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// Mujoco uses a Blinn/Phong shading model with the addition of reflectance. Unfortunately, at
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// the moment of writing this comment, Unity does not come with a compatible shader. The closest
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// results can be achieved using the Standard shader that implements the Cook-Torrence shading
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// model.
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Material material;
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if (rgba[3] < 1f) {
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material = new Material(AssetDatabase.LoadMainAssetAtPath(
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AssetDatabase.GUIDToAssetPath(
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AssetDatabase.FindAssets(_semiTransparentMaterialName)[0])) as Material);
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} else {
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material = new Material(Shader.Find("Standard"));
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}
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material.SetColor("_Color", albedo);
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material.SetFloat("_Metallic", reflectance);
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// In order to convert the specular/shininess parameters into glossiness/roughness,
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// we perform a coarse approximation.
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// In Blinn/Phong model, Shininess corresponds to the width of the specular spot, while
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// the Specularity corresponds to its strength (how visible it is). In order to approximate it
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// with a single parameter Glossiness, we will assume that the largest value wins. The model
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// will break at the extremes (Spec~=1 & Shin~=0, Spec~=0 & Shin~=1), however it should be
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// representative for the intermediate values.
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float glossiness = Math.Max(specular, shininess);
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// We observe that any reflective material is automatically glossy, by the property of not
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// having rough surface that would scatter the incoming light.
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// Instead of modifying the Shininess parameter however, we're dirrectly modifying
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// the glossiness by bringing the value closer to the upper boundary.
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glossiness = (1.0f - reflectance) * glossiness + reflectance;
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material.SetFloat("_Glossiness", glossiness);
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// We choose to define a simple emission model that only emits light, without scaling
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// the brightness of the defined color. If the user requires, they should tweak the material
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// settings manually.
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if (emission > 0.5f) {
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material.EnableKeyword("_EMISSION");
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material.SetColor("_EmissionColor", albedo);
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}
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var assetPath = Path.Combine(_targetAssetDir, name + ".mat");
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if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null) {
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throw new Exception(
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$"Trying to create material {unsanitizedName} but {assetPath} already exists.");
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}
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AssetDatabase.CreateAsset(material, assetPath);
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}
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// Loads a named material asset, or creates an ad-hoc material asset for the specific node.
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private void ResolveOrCreateMaterial(MeshRenderer renderer, XmlElement parentNode) {
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// When the asset was parsed and stored its name was sanitized, so we should load it using a
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// sanitized name:
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var materialName =
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MjEngineTool.Sanitize(parentNode.GetStringAttribute("material", defaultValue: string.Empty));
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Material material = null;
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if (!string.IsNullOrEmpty(materialName)) {
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var assetPath = Path.Combine(_targetAssetDir, materialName + ".mat");
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material = (Material)AssetDatabase.LoadAssetAtPath(assetPath, typeof(Material));
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} else {
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// Nodes may contain inlined color definitions, which override the assigned material colors.
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if (parentNode.HasAttribute("rgba")) {
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// We need a bespoke copy of the material from the database for this particular node.
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var rgba = parentNode.GetFloatArrayAttribute(
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"rgba", defaultValue: new float[] {1.0f, 1.0f, 1.0f, 1.0f});
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if (rgba[3] < 1f) {
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material = new Material(
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AssetDatabase.LoadMainAssetAtPath(
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AssetDatabase.GUIDToAssetPath(
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AssetDatabase.FindAssets(_semiTransparentMaterialName)[0])) as Material);
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} else {
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material = new Material(Shader.Find("Standard"));
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}
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material.color = new Color(rgba[0], rgba[1], rgba[2], rgba[3]);
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// We use the geom's name, guaranteed to be unique, as the asset name.
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// If geom is nameless, use a random number.
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var name =
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MjEngineTool.Sanitize(parentNode.GetStringAttribute(
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"name", defaultValue: $"{UnityEngine.Random.Range(0, 1000000)}"));
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var assetPath = Path.Combine(_targetAssetDir, name + ".mat");
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if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null) {
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throw new Exception(
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$"Creating a material asset for the geom {name}, but {assetPath} already exists.");
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}
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AssetDatabase.CreateAsset(material, assetPath);
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AssetDatabase.SaveAssets();
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material = AssetDatabase.LoadMainAssetAtPath(assetPath) as Material;
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} else {
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material = DefaultMujocoMaterial;
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}
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}
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renderer.sharedMaterial = material;
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}
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}
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}
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@@ -0,0 +1,13 @@
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fileFormatVersion: 2
|
||||
guid: 0115d33f9ea9249e78644b1fa5cd7765
|
||||
timeCreated: 1538581083
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,36 @@
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// Copyright 2019 DeepMind Technologies Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
using System;
|
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using System.IO;
|
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using System.Linq;
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using UnityEditor.AssetImporters;
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using UnityEngine;
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namespace Mujoco {
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// Importer for STL mesh files.
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[ScriptedImporter(version: 1, ext: "stl")]
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public class StlMeshImporter : ScriptedImporter {
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public override void OnImportAsset(AssetImportContext ctx) {
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var assetName = Path.GetFileNameWithoutExtension(ctx.assetPath);
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var modelContents = File.ReadAllBytes(ctx.assetPath);
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var mesh = StlMeshParser.ParseBinary(modelContents, Vector3.one);
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||||
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ctx.AddObjectToAsset(assetName, mesh);
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||||
ctx.SetMainObject(mesh);
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||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9060c43f3694e454c873753ea0cc2f49
|
||||
timeCreated: 1550070047
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,127 @@
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||||
// Copyright 2019 DeepMind Technologies Limited
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mujoco {
|
||||
|
||||
public static class BinaryReaderExtensions {
|
||||
public static Vector3 ReadVector3(this BinaryReader reader) {
|
||||
var x = reader.ReadSingle();
|
||||
var y = reader.ReadSingle();
|
||||
var z = reader.ReadSingle();
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
public static class BinaryWriterExtensions {
|
||||
public static void Write(this BinaryWriter writer, Vector3 val) {
|
||||
writer.Write(val.x);
|
||||
writer.Write(val.y);
|
||||
writer.Write(val.z);
|
||||
}
|
||||
}
|
||||
|
||||
public class StlMeshParser {
|
||||
|
||||
private const int _headerLength = 80;
|
||||
private const int _attributesSizeLength = 2;
|
||||
private const int _verticesPerTriangle = 3;
|
||||
private const int _unityLimitNumVerticesPerMesh = 65535;
|
||||
private const string _asciiFileTypeId = "solid";
|
||||
|
||||
private static Vector3 ToXZY(Vector3 v) => new Vector3(v.x, v.z, v.y);
|
||||
|
||||
// The binary STL format is described here: https://en.wikipedia.org/wiki/STL_(file_format)
|
||||
public static Mesh ParseBinary(byte[] stlFileContents, Vector3 scale) {
|
||||
var fileTypeId = System.Text.Encoding.UTF8.GetString(
|
||||
stlFileContents.Take(_asciiFileTypeId.Length).ToArray());
|
||||
if (fileTypeId == _asciiFileTypeId) {
|
||||
throw new IOException("Ascii STL file format is not supported.");
|
||||
}
|
||||
|
||||
using (var stream = new MemoryStream(stlFileContents)) {
|
||||
using (var reader = new BinaryReader(stream)) {
|
||||
reader.ReadBytes(_headerLength);
|
||||
var numTriangles = reader.ReadUInt32();
|
||||
var numVertices = numTriangles * _verticesPerTriangle;
|
||||
if (numVertices > _unityLimitNumVerticesPerMesh) {
|
||||
throw new IndexOutOfRangeException(
|
||||
"The mesh exceeds the number of vertices per mesh allowed by Unity. " +
|
||||
$"({numVertices} > {_unityLimitNumVerticesPerMesh})");
|
||||
}
|
||||
var triangleIndices = new List<int>(capacity: (int)numVertices);
|
||||
var vertices = new List<Vector3>(capacity: (int)numVertices);
|
||||
var normals = new List<Vector3>(capacity: (int)numVertices);
|
||||
for (var i = 0; i < numVertices; i += _verticesPerTriangle) {
|
||||
var triangleNormal = ToXZY(reader.ReadVector3());
|
||||
normals.AddRange(new[] { triangleNormal, triangleNormal, triangleNormal });
|
||||
vertices.AddRange(new[] {
|
||||
ToXZY(reader.ReadVector3()),
|
||||
ToXZY(reader.ReadVector3()),
|
||||
ToXZY(reader.ReadVector3()) });
|
||||
triangleIndices.AddRange(new[] {i, i + 2, i + 1});
|
||||
reader.ReadInt16(); // Read the unused attribute indices field.
|
||||
}
|
||||
|
||||
var mesh = new Mesh();
|
||||
mesh.vertices = vertices.ToArray();
|
||||
mesh.normals = normals.ToArray();
|
||||
mesh.triangles = triangleIndices.ToArray();
|
||||
mesh.vertices = mesh.vertices.Select(
|
||||
vertexPosition => Vector3.Scale(vertexPosition, scale)).ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateTangents();
|
||||
mesh.RecalculateBounds();
|
||||
return mesh;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] SerializeBinary(Mesh mesh) {
|
||||
using (var stream = new MemoryStream()) {
|
||||
using (var writer = new BinaryWriter(stream)) {
|
||||
// Write the header. We only want to write the id and then pad the rest with zeros, up to 80
|
||||
// bytes.
|
||||
writer.Write(_asciiFileTypeId);
|
||||
writer.Write(new byte[_headerLength - _asciiFileTypeId.Length - 1]);
|
||||
|
||||
var numTriangles = mesh.triangles.Length / 3;
|
||||
writer.Write((int)numTriangles);
|
||||
|
||||
for (var i = 0; i < mesh.triangles.Length; i += _verticesPerTriangle) {
|
||||
// STL format uses face normals, while Unity Meshes use vertex normals. We need to convert
|
||||
// one into another by calculating a mean of vertex normals.
|
||||
var i1 = mesh.triangles[i];
|
||||
var i2 = mesh.triangles[i + 1];
|
||||
var i3 = mesh.triangles[i + 2];
|
||||
var faceNormal = (mesh.normals[i1] + mesh.normals[i2] + mesh.normals[i3]).normalized;
|
||||
writer.Write(ToXZY(faceNormal));
|
||||
|
||||
writer.Write(ToXZY(mesh.vertices[i1]));
|
||||
writer.Write(ToXZY(mesh.vertices[i3]));
|
||||
writer.Write(ToXZY(mesh.vertices[i2]));
|
||||
|
||||
writer.Write((short)0);
|
||||
}
|
||||
return stream.GetBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0d443565163aa4ddea5d910f3517ecfb
|
||||
timeCreated: 1550063597
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user