Move UpdateMeshData into model_objects.cc.
PiperOrigin-RevId: 896346482 Change-Id: Id57586d652faca75d07ccfe0cee72e97afc823fc
This commit is contained in:
committed by
Copybara-Service
parent
49b45bd993
commit
87b0ea785e
@@ -49,7 +49,6 @@ target_sources(${MUJOCO_FILAMENT_TARGET_NAME}
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filament/mesh.h
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filament/model_objects.cc
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filament/model_objects.h
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filament/model_util.cc
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filament/model_util.h
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filament/object_manager.cc
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filament/object_manager.h
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@@ -15,6 +15,10 @@
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#include "experimental/filament/filament/model_objects.h"
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#include <array>
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#include <algorithm>
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#include <cfloat>
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#include <cstdint>
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#include <limits>
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#include <memory>
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#include <utility>
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#include <vector>
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@@ -23,14 +27,373 @@
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#include <filament/IndirectLight.h>
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#include <filament/Material.h>
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#include <filament/Skybox.h>
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#include <math/TVecHelpers.h>
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#include <math/mat3.h>
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#include <math/scalar.h>
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#include <math/vec2.h>
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#include <math/vec3.h>
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#include <math/vec4.h>
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#include <mujoco/mujoco.h>
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#include "experimental/filament/filament/builtins.h"
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#include "experimental/filament/filament/math_util.h"
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#include "experimental/filament/filament/mesh.h"
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#include "experimental/filament/filament/model_util.h"
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#include "experimental/filament/filament/texture.h"
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namespace mujoco {
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using filament::math::float2;
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using filament::math::float3;
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using filament::math::float4;
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using filament::math::mat3f;
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enum class MeshType {
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kNormal,
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kConvexHull,
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kHeightField,
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};
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struct MeshBuilder {
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MeshBuilder(int nvertices) : nvertices(nvertices) {
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positions.reserve(nvertices);
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orientations.reserve(nvertices);
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uvs.reserve(nvertices);
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}
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void Append(const float3& position, const float4& orientation,
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const float2& uv) {
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positions.push_back(position);
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orientations.push_back(orientation);
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uvs.push_back(uv);
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bounds_min = min(bounds_min, position);
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bounds_max = max(bounds_max, position);
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}
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int nvertices = 0;
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float3 bounds_min = {FLT_MAX, FLT_MAX, FLT_MAX};
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float3 bounds_max = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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std::vector<float3> positions;
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std::vector<float4> orientations;
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std::vector<float2> uvs;
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};
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static bool UseFaceNormal(const float3& face_normal,
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const float3& mesh_normal) {
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// clang-format off
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return (face_normal[0] * mesh_normal[0] +
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face_normal[1] * mesh_normal[1] +
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face_normal[2] * mesh_normal[2]) < 0.8f;
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// clang-format on
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}
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static void FillConvexHullBuffer(MeshBuilder& builder, const mjModel* model,
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int meshid) {
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const int numvert = model->mesh_graph[model->mesh_graphadr[meshid]];
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const int numface = model->mesh_graph[model->mesh_graphadr[meshid] + 1];
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if (builder.nvertices != numface * 3) {
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mju_error("Invalid vertex count (%d vs %d).", builder.nvertices, numface * 3);
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return;
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}
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const int dataadr = model->mesh_graphadr[meshid] + 2;
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const int vertadr = model->mesh_vertadr[meshid];
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const float* vertices = model->mesh_vert + (3 * vertadr);
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const int texcoordadr = model->mesh_texcoordadr[meshid];
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const float* texcoords = texcoordadr >= 0 ? model->mesh_texcoord + (2 * texcoordadr) : nullptr;
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for (int face = 0; face < numface; ++face) {
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const int j = dataadr + (3 * numvert) + (3 * numface) + (3 * face);
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const float3 p1 = ReadFloat3(vertices, model->mesh_graph[j + 0]);
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const float3 p2 = ReadFloat3(vertices, model->mesh_graph[j + 1]);
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const float3 p3 = ReadFloat3(vertices, model->mesh_graph[j + 2]);
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const float4 orientation = CalculateOrientation(p1, p2, p3);
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const float2 uv1 = texcoords ? ReadFloat2(texcoords, model->mesh_graph[j + 0]) : float2(0, 0);
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const float2 uv2 = texcoords ? ReadFloat2(texcoords, model->mesh_graph[j + 1]) : float2(0, 0);
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const float2 uv3 = texcoords ? ReadFloat2(texcoords, model->mesh_graph[j + 2]) : float2(0, 0);
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builder.Append(p1, orientation, uv1);
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builder.Append(p2, orientation, uv2);
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builder.Append(p3, orientation, uv3);
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}
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}
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static void FillMeshBuffer(MeshBuilder& builder, const mjModel* model, int meshid) {
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const int faceadr = model->mesh_faceadr[meshid];
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const int facenum = model->mesh_facenum[meshid];
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if (builder.nvertices != facenum * 3) {
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mju_error("Invalid vertex count (%d vs %d).", builder.nvertices, facenum * 3);
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return;
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}
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const int vertadr = model->mesh_vertadr[meshid];
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const float* vertices = model->mesh_vert + (3 * vertadr);
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const int normaladr = model->mesh_normaladr[meshid];
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const float* normals = model->mesh_normal + 3 * normaladr;
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const int texcoordadr = model->mesh_texcoordadr[meshid];
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const float* texcoords = texcoordadr >= 0 ? model->mesh_texcoord + (2 * texcoordadr) : nullptr;
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for (int i = 0; i < facenum; ++i) {
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const int face = 3 * (faceadr + i);
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const float3 p1 = ReadFloat3(vertices, model->mesh_face[face + 0]);
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const float3 p2 = ReadFloat3(vertices, model->mesh_face[face + 1]);
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const float3 p3 = ReadFloat3(vertices, model->mesh_face[face + 2]);
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const float3 face_normal = CalculateNormal(p1, p2, p3);
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const float3 n1 = ReadFloat3(normals, model->mesh_facenormal[face + 0]);
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const float3 n2 = ReadFloat3(normals, model->mesh_facenormal[face + 1]);
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const float3 n3 = ReadFloat3(normals, model->mesh_facenormal[face + 2]);
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const float2 uv1 = texcoords ? ReadFloat2(texcoords, model->mesh_facetexcoord[face + 0]) : float2(0, 0);
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const float2 uv2 = texcoords ? ReadFloat2(texcoords, model->mesh_facetexcoord[face + 1]) : float2(0, 0);
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const float2 uv3 = texcoords ? ReadFloat2(texcoords, model->mesh_facetexcoord[face + 2]) : float2(0, 0);
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if (UseFaceNormal(face_normal, n1)) {
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builder.Append(p1, CalculateOrientation(face_normal), uv1);
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} else {
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builder.Append(p1, CalculateOrientation(n1), uv1);
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}
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if (UseFaceNormal(face_normal, n2)) {
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builder.Append(p2, CalculateOrientation(face_normal), uv2);
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} else {
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builder.Append(p2, CalculateOrientation(n2), uv2);
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}
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if (UseFaceNormal(face_normal, n3)) {
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builder.Append(p3, CalculateOrientation(face_normal), uv3);
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} else {
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builder.Append(p3, CalculateOrientation(n3), uv3);
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}
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}
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}
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static void FillHeightFieldBuffer(MeshBuilder& builder, const mjModel* model,
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int hfieldid) {
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auto append_tri = [&](float3 a, float3 b, float3 c) {
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float4 orientation = CalculateOrientation(a, b, c);
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builder.Append(a, orientation, float2(0, 0));
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builder.Append(b, orientation, float2(0, 0));
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builder.Append(c, orientation, float2(0, 0));
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};
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auto append_quad = [&](float3 a, float3 b, float3 c, float3 d) {
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append_tri(a, b, d);
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append_tri(d, b, c);
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};
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const float* data = model->hfield_data + model->hfield_adr[hfieldid];
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const int nrow = model->hfield_nrow[hfieldid];
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const int ncol = model->hfield_ncol[hfieldid];
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const float height = 0.5f * (nrow - 1);
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const float width = 0.5f * (ncol - 1);
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float sz[4];
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for (int i = 0; i < 4; ++i) {
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sz[i] = static_cast<float>(model->hfield_size[4 * hfieldid + i]);
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}
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auto get_pos = [=](int r, int c) {
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const float x = sz[0] * (c / width - 1.0f);
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const float y = sz[1] * (r / height - 1.0f);
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const float z = sz[2] * data[(r * ncol) + c];
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return float3{x, y, z};
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};
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// For each quad defined by 4 points in the height field, we will create 4
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// triangles by introducing a vertex in the middle of the quad.
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// a---b
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// |\ /|
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// | m |
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// |/ \|
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// d---c
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for (int row = 0; row < nrow - 1; ++row) {
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for (int col = 0; col < ncol - 1; ++col) {
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const float3 a = get_pos(row, col);
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const float3 b = get_pos(row, col + 1);
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const float3 c = get_pos(row + 1, col + 1);
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const float3 d = get_pos(row + 1, col);
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const float mid_x = (a.x + b.x) * 0.5f;
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const float mid_y = (a.y + d.y) * 0.5f;
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// To determine the height of the middle vertex, we look at the heights
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// of the opposing corners (i.e. {a, c} and {b, d}). Our goal is to avoid
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// creating any odd bumps or valleys in the height field if possible.
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//
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// If one of the two opposing corners are of the same height, then we
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// set the middle vertex such that we're effectively rendering two
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// triangles, preventing an odd bump. Otherwise, we use the higher
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// midpoint between two opposing corners to prevent valleys.
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// 0---0 0---0 6---4
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// |\ | | /| |\ /|
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// | 0 | | 0 | | 7 |
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// | \| |/ | |/ \|
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// 2---0 0---2 0---8
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float mid_z = 0;
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if (a.z == c.z && b.z != d.z) {
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mid_z = a.z;
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} else if (a.z != c.z && b.z == d.z) {
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mid_z = b.z;
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} else {
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const float mid_z_ac = (a.z + c.z) * 0.5f;
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const float mid_z_bd = (b.z + d.z) * 0.5f;
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mid_z = std::max(mid_z_ac, mid_z_bd);
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}
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const float3 mid = {mid_x, mid_y, mid_z};
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append_tri(a, b, mid);
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append_tri(b, c, mid);
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append_tri(c, d, mid);
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append_tri(d, a, mid);
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}
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}
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// Build the left edge.
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for (int row = 0; row < nrow - 1; ++row) {
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const float3 a = get_pos(row, 0);
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const float3 b = get_pos(row + 1, 0);
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const float3 c = {b.x, b.y, -sz[3]};
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const float3 d = {a.x, a.y, -sz[3]};
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append_quad(a, b, c, d);
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}
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// Build the right edge.
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for (int row = 0; row < nrow - 1; ++row) {
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const float3 a = get_pos(row + 1, ncol - 1);
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const float3 b = get_pos(row, ncol - 1);
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const float3 c = {b.x, b.y, -sz[3]};
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const float3 d = {a.x, a.y, -sz[3]};
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append_quad(a, b, c, d);
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}
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// Build the front edge.
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for (int col = 0; col < ncol - 1; ++col) {
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const float3 a = get_pos(0, col);
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const float3 b = get_pos(0, col + 1);
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const float3 c = {b.x, b.y, -sz[3]};
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const float3 d = {a.x, a.y, -sz[3]};
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append_quad(a, b, c, d);
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}
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// Build the back edge.
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for (int col = 0; col < ncol - 1; ++col) {
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const float3 a = get_pos(nrow - 1, col + 1);
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const float3 b = get_pos(nrow - 1, col);
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const float3 c = {b.x, b.y, -sz[3]};
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const float3 d = {a.x, a.y, -sz[3]};
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append_quad(a, b, c, d);
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}
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// Build the base. We use the visualization quality as the size rather than
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// the height field dimensions.
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const float base_width = (0.5f * model->vis.quality.numquads);
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const float base_height = (0.5f * model->vis.quality.numquads);
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for (int row = 0; row < model->vis.quality.numquads; ++row) {
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for (int col = 0; col < model->vis.quality.numquads; ++col) {
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const float x0 = sz[0] * ((col + 0) / base_width - 1.0f);
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const float x1 = sz[0] * ((col + 1) / base_width - 1.0f);
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const float y0 = sz[1] * ((row + 0) / base_height - 1.0f);
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const float y1 = sz[1] * ((row + 1) / base_height - 1.0f);
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append_quad({x0, y0, -sz[3]}, {x0, y1, -sz[3]}, {x1, y1, -sz[3]},
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{x1, y0, -sz[3]});
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}
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}
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}
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static int CalculateHeightFieldVertexCount(const mjModel* model, int hfieldid) {
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const int nrow = model->hfield_nrow[hfieldid];
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const int ncol = model->hfield_ncol[hfieldid];
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// For details, see the logic in FillHeightFieldBuffer for how many vertices
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// we need. But, in general...
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// We use 4 triangles (i.e. 12 vertices) per quad.
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const int surface_count = 12 * (nrow - 1) * (ncol - 1);
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// We use 1 quad (i.e. 6 vertices) per edge element. We double this because
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// we have two edges per dimension (e.g. left/right and front/back).
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const int edge_count = (12 * (nrow - 1)) + (12 * (ncol - 1));
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// We use 1 quad (i.e. 6 vertices) per base element. We use the visualization
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// quality as the size rather than the height field dimensions.
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const int base_count =
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6 * model->vis.quality.numquads * model->vis.quality.numquads;
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const int total_count = surface_count + edge_count + base_count;
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return total_count;
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}
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static bool HasUvs(const mjModel* model, int id, MeshType mesh_type) {
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return mesh_type != MeshType::kHeightField &&
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model->mesh_texcoordadr[id] >= 0;
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}
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static bool IsValidIndex(const mjModel* model, int id, MeshType mesh_type) {
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switch (mesh_type) {
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case MeshType::kNormal:
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return id >= 0 && id < model->nmesh;
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case MeshType::kConvexHull:
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return id >= 0 && id < model->nmesh;
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case MeshType::kHeightField:
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return id >= 0 && id < model->nhfield;
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}
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}
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static int GetNumVertices(const mjModel* model, int id, MeshType mesh_type) {
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switch (mesh_type) {
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case MeshType::kNormal:
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return 3 * model->mesh_facenum[id];
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case MeshType::kConvexHull:
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return 3 * model->mesh_graph[model->mesh_graphadr[id] + 1];
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case MeshType::kHeightField:
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return CalculateHeightFieldVertexCount(model, id);
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}
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}
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static void UpdateMeshData(MeshData* data, const mjModel* model, int id,
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MeshType mesh_type) {
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if (!IsValidIndex(model, id, mesh_type)) {
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mju_error("Invalid index %d for type %d", id, mesh_type);
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return;
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}
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const int num_vertices = GetNumVertices(model, id, mesh_type);
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const bool has_uvs = HasUvs(model, id, mesh_type);
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MeshBuilder* builder = new MeshBuilder(num_vertices);
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data->user_data = builder;
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data->release_callback = [](void* user_data) {
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delete static_cast<MeshBuilder*>(user_data);
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};
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switch (mesh_type) {
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case MeshType::kNormal:
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FillMeshBuffer(*builder, model, id);
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break;
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case MeshType::kConvexHull:
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FillConvexHullBuffer(*builder, model, id);
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break;
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case MeshType::kHeightField:
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FillHeightFieldBuffer(*builder, model, id);
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break;
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}
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data->primitive_type = mjPRIM_TYPE_TRIANGLES;
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data->nvertices = num_vertices;
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data->nindices = data->nvertices;
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data->indices = nullptr;
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data->index_type = data->nvertices >= std::numeric_limits<uint16_t>::max()
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? mjINDEX_TYPE_UINT
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: mjINDEX_TYPE_USHORT;
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data->nattributes = has_uvs ? 3 : 2;
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data->attributes[0].usage = mjVERTEX_ATTRIBUTE_POSITION;
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data->attributes[0].type = mjVERTEX_ATTRIBUTE_TYPE_FLOAT3;
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data->attributes[0].bytes = builder->positions.data();
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data->attributes[1].usage = mjVERTEX_ATTRIBUTE_TANGENTS;
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data->attributes[1].type = mjVERTEX_ATTRIBUTE_TYPE_FLOAT4;
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data->attributes[1].bytes = builder->orientations.data();
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if (has_uvs) {
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data->attributes[2].usage = mjVERTEX_ATTRIBUTE_UV;
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data->attributes[2].type = mjVERTEX_ATTRIBUTE_TYPE_FLOAT2;
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data->attributes[2].bytes = builder->uvs.data();
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}
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data->bounds_min[0] = builder->bounds_min.x;
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data->bounds_min[1] = builder->bounds_min.y;
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data->bounds_min[2] = builder->bounds_min.z;
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data->bounds_max[0] = builder->bounds_max.x;
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data->bounds_max[1] = builder->bounds_max.y;
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data->bounds_max[2] = builder->bounds_max.z;
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}
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ModelObjects::ModelObjects(const mjModel* model, filament::Engine* engine)
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: model_(model), engine_(engine) {
|
||||
const int nstack = model->vis.quality.numstacks;
|
||||
@@ -218,8 +581,7 @@ filament::IndirectLight* ModelObjects::CreateIndirectLight(int tex_id,
|
||||
}
|
||||
builder.intensity(intensity);
|
||||
// Rotate the light to match mujoco's Z-up convention.
|
||||
builder.rotation(filament::math::mat3f::rotation(
|
||||
filament::math::f::PI / 2, filament::math::float3{1, 0, 0}));
|
||||
builder.rotation(mat3f::rotation(filament::math::f::PI / 2, float3{1, 0, 0}));
|
||||
filament::IndirectLight* indirect_light = builder.build(*engine_);
|
||||
indirect_lights_.push_back(indirect_light);
|
||||
return indirect_light;
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
#include <filament/Engine.h>
|
||||
#include <filament/IndirectLight.h>
|
||||
#include <filament/Skybox.h>
|
||||
#include <math/vec3.h>
|
||||
#include <mujoco/mjmodel.h>
|
||||
#include "experimental/filament/filament/mesh.h"
|
||||
#include "experimental/filament/filament/texture.h"
|
||||
|
||||
@@ -1,379 +0,0 @@
|
||||
// Copyright 2025 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.
|
||||
|
||||
#include "experimental/filament/filament/model_util.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cfloat>
|
||||
#include <cstdint>
|
||||
#include <limits>
|
||||
#include <vector>
|
||||
|
||||
#include <math/TVecHelpers.h>
|
||||
#include <math/vec2.h>
|
||||
#include <math/vec3.h>
|
||||
#include <math/vec4.h>
|
||||
#include <mujoco/mjmodel.h>
|
||||
#include <mujoco/mujoco.h>
|
||||
#include "experimental/filament/filament/math_util.h"
|
||||
#include "experimental/filament/filament/mesh.h"
|
||||
|
||||
namespace mujoco {
|
||||
|
||||
using filament::math::float2;
|
||||
using filament::math::float3;
|
||||
using filament::math::float4;
|
||||
|
||||
struct MeshBuilder {
|
||||
MeshBuilder(int nvertices) : nvertices(nvertices) {
|
||||
positions.reserve(nvertices);
|
||||
orientations.reserve(nvertices);
|
||||
uvs.reserve(nvertices);
|
||||
}
|
||||
|
||||
void Append(const float3& position, const float4& orientation,
|
||||
const float2& uv) {
|
||||
positions.push_back(position);
|
||||
orientations.push_back(orientation);
|
||||
uvs.push_back(uv);
|
||||
bounds_min = min(bounds_min, position);
|
||||
bounds_max = max(bounds_max, position);
|
||||
}
|
||||
|
||||
int nvertices = 0;
|
||||
float3 bounds_min = {FLT_MAX, FLT_MAX, FLT_MAX};
|
||||
float3 bounds_max = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
|
||||
std::vector<float3> positions;
|
||||
std::vector<float4> orientations;
|
||||
std::vector<float2> uvs;
|
||||
};
|
||||
|
||||
static bool UseFaceNormal(const float3& face_normal,
|
||||
const float3& mesh_normal) {
|
||||
// clang-format off
|
||||
return face_normal[0] * mesh_normal[0] +
|
||||
face_normal[1] * mesh_normal[1] +
|
||||
face_normal[2] * mesh_normal[2] < 0.8f;
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
|
||||
static void FillConvexHullBuffer(MeshBuilder& builder, const mjModel* model,
|
||||
int meshid) {
|
||||
const int numvert = model->mesh_graph[model->mesh_graphadr[meshid]];
|
||||
const int numface = model->mesh_graph[model->mesh_graphadr[meshid] + 1];
|
||||
if (builder.nvertices != numface * 3) {
|
||||
mju_error("Invalid vertex count (%d vs %d).", builder.nvertices, numface * 3);
|
||||
return;
|
||||
}
|
||||
|
||||
const int dataadr = model->mesh_graphadr[meshid] + 2;
|
||||
const int vertadr = model->mesh_vertadr[meshid];
|
||||
const float* vertices = model->mesh_vert + (3 * vertadr);
|
||||
const int texcoordadr = model->mesh_texcoordadr[meshid];
|
||||
const float* texcoords = texcoordadr >= 0 ? model->mesh_texcoord + (2 * texcoordadr) : nullptr;
|
||||
|
||||
for (int face = 0; face < numface; ++face) {
|
||||
const int j = dataadr + (3 * numvert) + (3 * numface) + (3 * face);
|
||||
const float3 p1 = ReadFloat3(vertices, model->mesh_graph[j + 0]);
|
||||
const float3 p2 = ReadFloat3(vertices, model->mesh_graph[j + 1]);
|
||||
const float3 p3 = ReadFloat3(vertices, model->mesh_graph[j + 2]);
|
||||
const float4 orientation = CalculateOrientation(p1, p2, p3);
|
||||
const float2 uv1 = texcoords ? ReadFloat2(texcoords, model->mesh_graph[j + 0]) : float2(0, 0);
|
||||
const float2 uv2 = texcoords ? ReadFloat2(texcoords, model->mesh_graph[j + 1]) : float2(0, 0);
|
||||
const float2 uv3 = texcoords ? ReadFloat2(texcoords, model->mesh_graph[j + 2]) : float2(0, 0);
|
||||
builder.Append(p1, orientation, uv1);
|
||||
builder.Append(p2, orientation, uv2);
|
||||
builder.Append(p3, orientation, uv3);
|
||||
}
|
||||
}
|
||||
|
||||
static void FillMeshBuffer(MeshBuilder& builder, const mjModel* model, int meshid) {
|
||||
const int faceadr = model->mesh_faceadr[meshid];
|
||||
const int facenum = model->mesh_facenum[meshid];
|
||||
if (builder.nvertices != facenum * 3) {
|
||||
mju_error("Invalid vertex count (%d vs %d).", builder.nvertices, facenum * 3);
|
||||
return;
|
||||
}
|
||||
|
||||
const int vertadr = model->mesh_vertadr[meshid];
|
||||
const float* vertices = model->mesh_vert + (3 * vertadr);
|
||||
const int normaladr = model->mesh_normaladr[meshid];
|
||||
const float* normals = model->mesh_normal + 3 * normaladr;
|
||||
const int texcoordadr = model->mesh_texcoordadr[meshid];
|
||||
const float* texcoords = texcoordadr >= 0 ? model->mesh_texcoord + (2 * texcoordadr) : nullptr;
|
||||
|
||||
for (int i = 0; i < facenum; ++i) {
|
||||
const int face = 3 * (faceadr + i);
|
||||
|
||||
const float3 p1 = ReadFloat3(vertices, model->mesh_face[face + 0]);
|
||||
const float3 p2 = ReadFloat3(vertices, model->mesh_face[face + 1]);
|
||||
const float3 p3 = ReadFloat3(vertices, model->mesh_face[face + 2]);
|
||||
const float3 face_normal = CalculateNormal(p1, p2, p3);
|
||||
const float3 n1 = ReadFloat3(normals, model->mesh_facenormal[face + 0]);
|
||||
const float3 n2 = ReadFloat3(normals, model->mesh_facenormal[face + 1]);
|
||||
const float3 n3 = ReadFloat3(normals, model->mesh_facenormal[face + 2]);
|
||||
const float2 uv1 = texcoords ? ReadFloat2(texcoords, model->mesh_facetexcoord[face + 0]) : float2(0, 0);
|
||||
const float2 uv2 = texcoords ? ReadFloat2(texcoords, model->mesh_facetexcoord[face + 1]) : float2(0, 0);
|
||||
const float2 uv3 = texcoords ? ReadFloat2(texcoords, model->mesh_facetexcoord[face + 2]) : float2(0, 0);
|
||||
|
||||
if (UseFaceNormal(face_normal, n1)) {
|
||||
builder.Append(p1, CalculateOrientation(face_normal), uv1);
|
||||
} else {
|
||||
builder.Append(p1, CalculateOrientation(n1), uv1);
|
||||
}
|
||||
|
||||
if (UseFaceNormal(face_normal, n2)) {
|
||||
builder.Append(p2, CalculateOrientation(face_normal), uv2);
|
||||
} else {
|
||||
builder.Append(p2, CalculateOrientation(n2), uv2);
|
||||
}
|
||||
|
||||
if (UseFaceNormal(face_normal, n3)) {
|
||||
builder.Append(p3, CalculateOrientation(face_normal), uv3);
|
||||
} else {
|
||||
builder.Append(p3, CalculateOrientation(n3), uv3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void FillHeightFieldBuffer(MeshBuilder& builder, const mjModel* model,
|
||||
int hfieldid) {
|
||||
auto append_tri = [&](float3 a, float3 b, float3 c) {
|
||||
float4 orientation = CalculateOrientation(a, b, c);
|
||||
builder.Append(a, orientation, float2(0, 0));
|
||||
builder.Append(b, orientation, float2(0, 0));
|
||||
builder.Append(c, orientation, float2(0, 0));
|
||||
};
|
||||
auto append_quad = [&](float3 a, float3 b, float3 c, float3 d) {
|
||||
append_tri(a, b, d);
|
||||
append_tri(d, b, c);
|
||||
};
|
||||
|
||||
const float* data = model->hfield_data + model->hfield_adr[hfieldid];
|
||||
const int nrow = model->hfield_nrow[hfieldid];
|
||||
const int ncol = model->hfield_ncol[hfieldid];
|
||||
const float height = 0.5f * (nrow - 1);
|
||||
const float width = 0.5f * (ncol - 1);
|
||||
float sz[4];
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
sz[i] = static_cast<float>(model->hfield_size[4 * hfieldid + i]);
|
||||
}
|
||||
|
||||
auto get_pos = [=](int r, int c) {
|
||||
const float x = sz[0] * (c / width - 1.0f);
|
||||
const float y = sz[1] * (r / height - 1.0f);
|
||||
const float z = sz[2] * data[(r * ncol) + c];
|
||||
return float3{x, y, z};
|
||||
};
|
||||
|
||||
// For each quad defined by 4 points in the height field, we will create 4
|
||||
// triangles by introducing a vertex in the middle of the quad.
|
||||
// a---b
|
||||
// |\ /|
|
||||
// | m |
|
||||
// |/ \|
|
||||
// d---c
|
||||
for (int row = 0; row < nrow - 1; ++row) {
|
||||
for (int col = 0; col < ncol - 1; ++col) {
|
||||
const float3 a = get_pos(row, col);
|
||||
const float3 b = get_pos(row, col + 1);
|
||||
const float3 c = get_pos(row + 1, col + 1);
|
||||
const float3 d = get_pos(row + 1, col);
|
||||
|
||||
const float mid_x = (a.x + b.x) * 0.5f;
|
||||
const float mid_y = (a.y + d.y) * 0.5f;
|
||||
|
||||
// To determine the height of the middle vertex, we look at the heights
|
||||
// of the opposing corners (i.e. {a, c} and {b, d}). Our goal is to avoid
|
||||
// creating any odd bumps or valleys in the height field if possible.
|
||||
//
|
||||
// If one of the two opposing corners are of the same height, then we
|
||||
// set the middle vertex such that we're effectively rendering two
|
||||
// triangles, preventing an odd bump. Otherwise, we use the higher
|
||||
// midpoint between two opposing corners to prevent valleys.
|
||||
// 0---0 0---0 6---4
|
||||
// |\ | | /| |\ /|
|
||||
// | 0 | | 0 | | 7 |
|
||||
// | \| |/ | |/ \|
|
||||
// 2---0 0---2 0---8
|
||||
float mid_z = 0;
|
||||
if (a.z == c.z && b.z != d.z) {
|
||||
mid_z = a.z;
|
||||
} else if (a.z != c.z && b.z == d.z) {
|
||||
mid_z = b.z;
|
||||
} else {
|
||||
const float mid_z_ac = (a.z + c.z) * 0.5f;
|
||||
const float mid_z_bd = (b.z + d.z) * 0.5f;
|
||||
mid_z = std::max(mid_z_ac, mid_z_bd);
|
||||
}
|
||||
|
||||
const float3 mid = {mid_x, mid_y, mid_z};
|
||||
append_tri(a, b, mid);
|
||||
append_tri(b, c, mid);
|
||||
append_tri(c, d, mid);
|
||||
append_tri(d, a, mid);
|
||||
}
|
||||
}
|
||||
// Build the left edge.
|
||||
for (int row = 0; row < nrow - 1; ++row) {
|
||||
const float3 a = get_pos(row, 0);
|
||||
const float3 b = get_pos(row + 1, 0);
|
||||
const float3 c = {b.x, b.y, -sz[3]};
|
||||
const float3 d = {a.x, a.y, -sz[3]};
|
||||
append_quad(a, b, c, d);
|
||||
}
|
||||
// Build the right edge.
|
||||
for (int row = 0; row < nrow - 1; ++row) {
|
||||
const float3 a = get_pos(row + 1, ncol - 1);
|
||||
const float3 b = get_pos(row, ncol - 1);
|
||||
const float3 c = {b.x, b.y, -sz[3]};
|
||||
const float3 d = {a.x, a.y, -sz[3]};
|
||||
append_quad(a, b, c, d);
|
||||
}
|
||||
// Build the front edge.
|
||||
for (int col = 0; col < ncol - 1; ++col) {
|
||||
const float3 a = get_pos(0, col);
|
||||
const float3 b = get_pos(0, col + 1);
|
||||
const float3 c = {b.x, b.y, -sz[3]};
|
||||
const float3 d = {a.x, a.y, -sz[3]};
|
||||
append_quad(a, b, c, d);
|
||||
}
|
||||
// Build the back edge.
|
||||
for (int col = 0; col < ncol - 1; ++col) {
|
||||
const float3 a = get_pos(nrow - 1, col + 1);
|
||||
const float3 b = get_pos(nrow - 1, col);
|
||||
const float3 c = {b.x, b.y, -sz[3]};
|
||||
const float3 d = {a.x, a.y, -sz[3]};
|
||||
append_quad(a, b, c, d);
|
||||
}
|
||||
// Build the base. We use the visualization quality as the size rather than
|
||||
// the height field dimensions.
|
||||
const float base_width = (0.5f * model->vis.quality.numquads);
|
||||
const float base_height = (0.5f * model->vis.quality.numquads);
|
||||
for (int row = 0; row < model->vis.quality.numquads; ++row) {
|
||||
for (int col = 0; col < model->vis.quality.numquads; ++col) {
|
||||
const float x0 = sz[0] * ((col + 0) / base_width - 1.0f);
|
||||
const float x1 = sz[0] * ((col + 1) / base_width - 1.0f);
|
||||
const float y0 = sz[1] * ((row + 0) / base_height - 1.0f);
|
||||
const float y1 = sz[1] * ((row + 1) / base_height - 1.0f);
|
||||
append_quad({x0, y0, -sz[3]}, {x0, y1, -sz[3]}, {x1, y1, -sz[3]},
|
||||
{x1, y0, -sz[3]});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static int CalculateHeightFieldVertexCount(const mjModel* model, int hfieldid) {
|
||||
const int nrow = model->hfield_nrow[hfieldid];
|
||||
const int ncol = model->hfield_ncol[hfieldid];
|
||||
|
||||
// For details, see the logic in FillHeightFieldBuffer for how many vertices
|
||||
// we need. But, in general...
|
||||
|
||||
// We use 4 triangles (i.e. 12 vertices) per quad.
|
||||
const int surface_count = 12 * (nrow - 1) * (ncol - 1);
|
||||
// We use 1 quad (i.e. 6 vertices) per edge element. We double this because
|
||||
// we have two edges per dimension (e.g. left/right and front/back).
|
||||
const int edge_count = (12 * (nrow - 1)) + (12 * (ncol - 1));
|
||||
// We use 1 quad (i.e. 6 vertices) per base element. We use the visualization
|
||||
// quality as the size rather than the height field dimensions.
|
||||
const int base_count =
|
||||
6 * model->vis.quality.numquads * model->vis.quality.numquads;
|
||||
|
||||
const int total_count = surface_count + edge_count + base_count;
|
||||
return total_count;
|
||||
}
|
||||
|
||||
static bool HasUvs(const mjModel* model, int id, MeshType mesh_type) {
|
||||
return mesh_type != MeshType::kHeightField &&
|
||||
model->mesh_texcoordadr[id] >= 0;
|
||||
}
|
||||
|
||||
static bool IsValidIndex(const mjModel* model, int id, MeshType mesh_type) {
|
||||
switch (mesh_type) {
|
||||
case MeshType::kNormal:
|
||||
return id >= 0 && id < model->nmesh;
|
||||
case MeshType::kConvexHull:
|
||||
return id >= 0 && id < model->nmesh;
|
||||
case MeshType::kHeightField:
|
||||
return id >= 0 && id < model->nhfield;
|
||||
}
|
||||
}
|
||||
|
||||
static int GetNumVertices(const mjModel* model, int id, MeshType mesh_type) {
|
||||
switch (mesh_type) {
|
||||
case MeshType::kNormal:
|
||||
return 3 * model->mesh_facenum[id];
|
||||
case MeshType::kConvexHull:
|
||||
return 3 * model->mesh_graph[model->mesh_graphadr[id] + 1];
|
||||
case MeshType::kHeightField:
|
||||
return CalculateHeightFieldVertexCount(model, id);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMeshData(MeshData* data, const mjModel* model, int id,
|
||||
MeshType mesh_type) {
|
||||
if (!IsValidIndex(model, id, mesh_type)) {
|
||||
mju_error("Invalid index %d for type %d", id, mesh_type);
|
||||
return;
|
||||
}
|
||||
|
||||
const int num_vertices = GetNumVertices(model, id, mesh_type);
|
||||
const bool has_uvs = HasUvs(model, id, mesh_type);
|
||||
|
||||
MeshBuilder* builder = new MeshBuilder(num_vertices);
|
||||
data->user_data = builder;
|
||||
data->release_callback = [](void* user_data) {
|
||||
delete static_cast<MeshBuilder*>(user_data);
|
||||
};
|
||||
|
||||
switch (mesh_type) {
|
||||
case MeshType::kNormal:
|
||||
FillMeshBuffer(*builder, model, id);
|
||||
break;
|
||||
case MeshType::kConvexHull:
|
||||
FillConvexHullBuffer(*builder, model, id);
|
||||
break;
|
||||
case MeshType::kHeightField:
|
||||
FillHeightFieldBuffer(*builder, model, id);
|
||||
break;
|
||||
}
|
||||
|
||||
data->primitive_type = mjPRIM_TYPE_TRIANGLES;
|
||||
data->nvertices = num_vertices;
|
||||
data->nindices = data->nvertices;
|
||||
data->indices = nullptr;
|
||||
data->index_type = data->nvertices >= std::numeric_limits<uint16_t>::max()
|
||||
? mjINDEX_TYPE_UINT
|
||||
: mjINDEX_TYPE_USHORT;
|
||||
data->nattributes = has_uvs ? 3 : 2;
|
||||
data->attributes[0].usage = mjVERTEX_ATTRIBUTE_POSITION;
|
||||
data->attributes[0].type = mjVERTEX_ATTRIBUTE_TYPE_FLOAT3;
|
||||
data->attributes[0].bytes = builder->positions.data();
|
||||
data->attributes[1].usage = mjVERTEX_ATTRIBUTE_TANGENTS;
|
||||
data->attributes[1].type = mjVERTEX_ATTRIBUTE_TYPE_FLOAT4;
|
||||
data->attributes[1].bytes = builder->orientations.data();
|
||||
if (has_uvs) {
|
||||
data->attributes[2].usage = mjVERTEX_ATTRIBUTE_UV;
|
||||
data->attributes[2].type = mjVERTEX_ATTRIBUTE_TYPE_FLOAT2;
|
||||
data->attributes[2].bytes = builder->uvs.data();
|
||||
}
|
||||
data->bounds_min[0] = builder->bounds_min.x;
|
||||
data->bounds_min[1] = builder->bounds_min.y;
|
||||
data->bounds_min[2] = builder->bounds_min.z;
|
||||
data->bounds_max[0] = builder->bounds_max.x;
|
||||
data->bounds_max[1] = builder->bounds_max.y;
|
||||
data->bounds_max[2] = builder->bounds_max.z;
|
||||
}
|
||||
} // namespace mujoco
|
||||
@@ -22,21 +22,9 @@
|
||||
#include <math/vec4.h>
|
||||
#include <mujoco/mjmodel.h>
|
||||
#include <mujoco/mujoco.h>
|
||||
#include "experimental/filament/filament/mesh.h"
|
||||
|
||||
namespace mujoco {
|
||||
|
||||
// The types of meshes stored in the mjModel.
|
||||
enum class MeshType {
|
||||
kNormal,
|
||||
kConvexHull,
|
||||
kHeightField,
|
||||
};
|
||||
|
||||
// Populates the given MeshData with data for the element in the model.
|
||||
void UpdateMeshData(MeshData* data, const mjModel* model, int id,
|
||||
MeshType mesh_type);
|
||||
|
||||
// Reads a value with the given name from the mjModel's data sections. The
|
||||
// default_value is returned if the named element is not found.
|
||||
template <typename T>
|
||||
|
||||
Reference in New Issue
Block a user