312 lines
14 KiB
C#
312 lines
14 KiB
C#
// 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, $"{name}.xml");
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MjEngineTool.LoadPlugins();
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_mjModel = MjEngineTool.LoadModelFromFile(filePath);
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MjEngineTool.SaveModelToFile(newPath, _mjModel);
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Debug.Log($"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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if (Path.GetExtension(sourceFilePath) != ".obj" && Path.GetExtension(sourceFilePath) != ".stl") {
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throw new NotImplementedException("Type of mesh file not yet supported. " +
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"Please convert to binary STL or OBJ. " +
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$"Attempted to load: {sourceFilePath}");
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}
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var targetFilePath =
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Path.Combine(_targetMeshesDir, assetReferenceName + Path.GetExtension(sourceFilePath));
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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 + Path.GetExtension(sourceFilePath));
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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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$"Trying to import mesh {unsanitizedAssetReferenceName} but {assetPath} already exists.");
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}
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AssetDatabase.ImportAsset(assetPath);
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ModelImporter importer = AssetImporter.GetAtPath(assetPath) as ModelImporter;
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if (importer != null && !importer.isReadable) {
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importer.isReadable = true;
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importer.SaveAndReimport();
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}
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var copiedMesh = AssetDatabase.LoadAssetAtPath<Mesh>(assetPath);
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if (copiedMesh == null) {
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throw new Exception($"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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if (Path.GetExtension(sourceFilePath) == ".stl") {
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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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} else if (Path.GetExtension(sourceFilePath) == ".obj") {
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ObjMeshImportUtility.CopyAndScaleOBJFile(sourceFilePath, targetFilePath, scale);
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} else {
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throw new NotImplementedException($"Extension {Path.GetExtension(sourceFilePath)} " +
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$"not yet supported for MuJoCo mesh asset.");
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}
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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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if (parentNode.GetFloatAttribute("group") > 2) renderer.enabled = false;
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renderer.sharedMaterial = material;
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}
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}
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}
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