455a081ee7
This is because each time we call mesh.triangles or similar, the data gets copied from the native memory to a c# structure. PiperOrigin-RevId: 551851115 Change-Id: Ie7820f61639f0d727ecf9716044ce18b3277913b
135 lines
5.1 KiB
C#
135 lines
5.1 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.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace Mujoco {
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public static class BinaryReaderExtensions {
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public static Vector3 ReadVector3(this BinaryReader reader) {
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var x = reader.ReadSingle();
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var y = reader.ReadSingle();
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var z = reader.ReadSingle();
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return new Vector3(x, y, z);
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}
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}
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public static class BinaryWriterExtensions {
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public static void Write(this BinaryWriter writer, Vector3 val) {
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writer.Write(val.x);
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writer.Write(val.y);
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writer.Write(val.z);
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}
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}
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public class StlMeshParser {
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private const int _headerLength = 80;
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private const int _attributesSizeLength = 2;
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private const int _verticesPerTriangle = 3;
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private const int _unityLimitNumVerticesPerMesh = 65535;
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private const string _asciiFileTypeId = "solid";
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private static Vector3 ToXZY(Vector3 v) => new Vector3(v.x, v.z, v.y);
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// The binary STL format is described here: https://en.wikipedia.org/wiki/STL_(file_format)
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public static Mesh ParseBinary(byte[] stlFileContents, Vector3 scale) {
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var fileTypeId = System.Text.Encoding.UTF8.GetString(
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stlFileContents.Take(_asciiFileTypeId.Length).ToArray());
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if (fileTypeId == _asciiFileTypeId) {
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throw new IOException("Ascii STL file format is not supported.");
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}
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using (var stream = new MemoryStream(stlFileContents)) {
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using (var reader = new BinaryReader(stream)) {
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reader.ReadBytes(_headerLength);
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var numTriangles = reader.ReadUInt32();
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var numVertices = numTriangles * _verticesPerTriangle;
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if (numVertices > _unityLimitNumVerticesPerMesh) {
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throw new IndexOutOfRangeException(
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"The mesh exceeds the number of vertices per mesh allowed by Unity. " +
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$"({numVertices} > {_unityLimitNumVerticesPerMesh})");
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}
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var triangleIndices = new List<int>(capacity: (int)numVertices);
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var vertices = new List<Vector3>(capacity: (int)numVertices);
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var normals = new List<Vector3>(capacity: (int)numVertices);
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for (var i = 0; i < numVertices; i += _verticesPerTriangle) {
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var triangleNormal = ToXZY(reader.ReadVector3());
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normals.AddRange(new[] { triangleNormal, triangleNormal, triangleNormal });
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vertices.AddRange(new[] {
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ToXZY(reader.ReadVector3()),
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ToXZY(reader.ReadVector3()),
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ToXZY(reader.ReadVector3()) });
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triangleIndices.AddRange(new[] {i, i + 2, i + 1});
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reader.ReadInt16(); // Read the unused attribute indices field.
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}
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var mesh = new Mesh();
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mesh.vertices = vertices.ToArray();
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mesh.normals = normals.ToArray();
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mesh.triangles = triangleIndices.ToArray();
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mesh.vertices = mesh.vertices.Select(
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vertexPosition => Vector3.Scale(vertexPosition, scale)).ToArray();
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mesh.RecalculateNormals();
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mesh.RecalculateTangents();
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mesh.RecalculateBounds();
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return mesh;
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}
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}
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}
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public static byte[] SerializeBinary(Mesh mesh) {
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using (var stream = new MemoryStream()) {
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using (var writer = new BinaryWriter(stream)) {
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// Write the header. We only want to write the id and then pad the rest with zeros, up to 80
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// bytes.
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writer.Write(_asciiFileTypeId);
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writer.Write(new byte[_headerLength - _asciiFileTypeId.Length - 1]);
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// Reading mesh.triangles etc causes a c# array to be instantiated each time to store a copy
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// of the data that is owned by the native runtime. For this reason, it's important we do
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// this once per mesh, and definitely not per triangle.
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var triangles = mesh.triangles;
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var normals = mesh.normals;
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var vertices = mesh.vertices;
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var numTriangles = triangles.Length / 3;
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writer.Write((int)numTriangles);
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for (var i = 0; i < triangles.Length; i += _verticesPerTriangle) {
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// STL format uses face normals, while Unity Meshes use vertex normals. We need to convert
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// one into another by calculating a mean of vertex normals.
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var i1 = triangles[i];
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var i2 = triangles[i + 1];
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var i3 = triangles[i + 2];
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var faceNormal = (normals[i1] + normals[i2] + normals[i3]).normalized;
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writer.Write(ToXZY(faceNormal));
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writer.Write(ToXZY(vertices[i1]));
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writer.Write(ToXZY(vertices[i3]));
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writer.Write(ToXZY(vertices[i2]));
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writer.Write((short)0);
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}
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return stream.GetBuffer();
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}
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}
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}
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}
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}
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