Add OBJ mesh support to Unity plugin
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@@ -11,84 +11,85 @@
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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.Globalization;
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace Mujoco {
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/// <summary>
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/// Scale vertex data manually line by line. We skip normals. Parameter vertex points
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/// (`vp`) was unclear to me how to properly scale them, if you use them and notice an
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/// issue please report it.
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/// </summary>
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public static class ObjMeshImportUtility {
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private static Vector3 ToXZY(float x, float y, float z) => new Vector3(x, z, y);
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/// <summary>
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/// Scale vertex data manually line by line. We skip normals. Warning: Parameter vertex points
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/// (`vp`) were unclear to me how to handle with scaling, if you use them and notice an issue
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/// please report it.
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/// </summary>
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public static class ObjMeshImportUtility {
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private static Vector3 ToXZY(float x, float y, float z) => new Vector3(x, z, y);
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public static void CopyAndScaleOBJFile(string sourceFilePath, string targetFilePath,
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Vector3 scale, bool flipFaces=false) {
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// OBJ files are human readable
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string[] lines = File.ReadAllLines(sourceFilePath);
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StringBuilder outputBuilder = new StringBuilder();
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// Culture info for consistent decimal point handling
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CultureInfo invariantCulture = CultureInfo.InvariantCulture;
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public static void CopyAndScaleOBJFile(string sourceFilePath, string targetFilePath,
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Vector3 scale) {
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// OBJ files are human readable
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string[] lines = File.ReadAllLines(sourceFilePath);
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StringBuilder outputBuilder = new StringBuilder();
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// Culture info for consistent decimal point handling
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CultureInfo invariantCulture = CultureInfo.InvariantCulture;
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scale = ToXZY(scale.x, scale.y, scale.z);
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foreach (string line in lines) {
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if (line.StartsWith("v ")) // Vertex line
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{
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// Split the line into components
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string[] parts = line.Split(' ');
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if (parts.Length >= 4) {
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// Scale the vertex. It is unclear to me why flipping along x axis was necessary,
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// but without it meshes were incorrectly oriented.
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float x = -float.Parse(parts[1], invariantCulture) * scale.x;
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float y = float.Parse(parts[2], invariantCulture) * scale.y;
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float z = float.Parse(parts[3], invariantCulture) * scale.z;
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scale = ToXZY(scale.x, scale.y, scale.z);
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foreach (string line in lines) {
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if (line.StartsWith("v ")) // Vertex line
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{
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// Split the line into components
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string[] parts = line.Split(' ');
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if (parts.Length >= 4) {
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// Scale the vertex
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float x = -float.Parse(parts[1], invariantCulture) * scale.x;
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float y = float.Parse(parts[2], invariantCulture) * scale.y;
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float z = float.Parse(parts[3], invariantCulture) * scale.z;
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var swizzled = ToXZY(x, y, z);
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outputBuilder.AppendLine(
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$"v {swizzled.x.ToString(invariantCulture)} {swizzled.y.ToString(invariantCulture)} {swizzled.z.ToString(invariantCulture)}");
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}
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} else if (line.StartsWith("vn ")) {
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string[] parts = line.Split(' ');
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if (parts.Length >= 4) {
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float x = -float.Parse(parts[1], invariantCulture);
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float y = float.Parse(parts[2], invariantCulture);
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float z = float.Parse(parts[3], invariantCulture);
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var swizzled = ToXZY(x, y, z);
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outputBuilder.AppendLine(
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$"vn {swizzled.x.ToString(invariantCulture)} {swizzled.y.ToString(invariantCulture)} {swizzled.z.ToString(invariantCulture)}");
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}
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} else if (line.StartsWith("f ") && flipFaces) {
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string[] parts = line.Split(' ');
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if (parts.Length >= 4) {
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outputBuilder.Append(parts[0] + " ");
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// Apply same vertex order as STL parser: [0,2,1]
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var face = parts.Skip(1).ToArray();
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if (face.Length >= 3) {
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outputBuilder.Append(face[0] + " "); // vertex 0
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outputBuilder.Append(face[2] + " "); // vertex 2
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outputBuilder.Append(face[1]); // vertex 1
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// Append any remaining vertices in original order
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for (int i = 3; i < face.Length; i++) {
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outputBuilder.Append(" " + face[i]);
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}
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}
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outputBuilder.AppendLine();
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}
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} else {
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// Copy non-vertex lines as-is
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outputBuilder.AppendLine(line);
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var swizzled = ToXZY(x, y, z);
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outputBuilder.AppendLine(
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$"v {swizzled.x.ToString(invariantCulture)} "+
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$"{swizzled.y.ToString(invariantCulture)} "+
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$"{swizzled.z.ToString(invariantCulture)}");
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}
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} else if (line.StartsWith("vn ")) {
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// We swizzle the normals too
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string[] parts = line.Split(' ');
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if (parts.Length >= 4) {
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float x = -float.Parse(parts[1], invariantCulture);
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float y = float.Parse(parts[2], invariantCulture);
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float z = float.Parse(parts[3], invariantCulture);
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var swizzled = ToXZY(x, y, z);
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outputBuilder.AppendLine(
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$"vn {swizzled.x.ToString(invariantCulture)} "+
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$"{swizzled.y.ToString(invariantCulture)} "+
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$"{swizzled.z.ToString(invariantCulture)}");
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}
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} else if (line.StartsWith("f ") && scale.x*scale.y*scale.z < 0) {
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// Faces definition, flip face by reordering vertices
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string[] parts = line.Split(' ');
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if (parts.Length >= 4) {
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outputBuilder.Append(parts[0]+" ");
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var face = parts.Skip(1).ToArray();
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if (face.Length >= 3) {
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outputBuilder.Append(face[0]+" ");
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outputBuilder.Append(face[2]+" ");
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outputBuilder.Append(face[1]);
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}
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outputBuilder.AppendLine();
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}
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} else {
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// Copy non-vertex lines as-is
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outputBuilder.AppendLine(line);
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}
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// Write the scaled OBJ to the target file
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File.WriteAllText(targetFilePath, outputBuilder.ToString());
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}
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// Write the scaled OBJ to the target file
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File.WriteAllText(targetFilePath, outputBuilder.ToString());
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}
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}
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}
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