Files
Mujoco_WASM/unity/Editor/Importer/StlMeshParser.cs
T
Google DeepMind 455a081ee7 Cache triangles, vertices and normals from the mesh outside of the triangle loop so we don't have to request them inside the loop.
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
2023-07-28 07:50:54 -07:00

135 lines
5.1 KiB
C#

// Copyright 2019 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace Mujoco {
public static class BinaryReaderExtensions {
public static Vector3 ReadVector3(this BinaryReader reader) {
var x = reader.ReadSingle();
var y = reader.ReadSingle();
var z = reader.ReadSingle();
return new Vector3(x, y, z);
}
}
public static class BinaryWriterExtensions {
public static void Write(this BinaryWriter writer, Vector3 val) {
writer.Write(val.x);
writer.Write(val.y);
writer.Write(val.z);
}
}
public class StlMeshParser {
private const int _headerLength = 80;
private const int _attributesSizeLength = 2;
private const int _verticesPerTriangle = 3;
private const int _unityLimitNumVerticesPerMesh = 65535;
private const string _asciiFileTypeId = "solid";
private static Vector3 ToXZY(Vector3 v) => new Vector3(v.x, v.z, v.y);
// The binary STL format is described here: https://en.wikipedia.org/wiki/STL_(file_format)
public static Mesh ParseBinary(byte[] stlFileContents, Vector3 scale) {
var fileTypeId = System.Text.Encoding.UTF8.GetString(
stlFileContents.Take(_asciiFileTypeId.Length).ToArray());
if (fileTypeId == _asciiFileTypeId) {
throw new IOException("Ascii STL file format is not supported.");
}
using (var stream = new MemoryStream(stlFileContents)) {
using (var reader = new BinaryReader(stream)) {
reader.ReadBytes(_headerLength);
var numTriangles = reader.ReadUInt32();
var numVertices = numTriangles * _verticesPerTriangle;
if (numVertices > _unityLimitNumVerticesPerMesh) {
throw new IndexOutOfRangeException(
"The mesh exceeds the number of vertices per mesh allowed by Unity. " +
$"({numVertices} > {_unityLimitNumVerticesPerMesh})");
}
var triangleIndices = new List<int>(capacity: (int)numVertices);
var vertices = new List<Vector3>(capacity: (int)numVertices);
var normals = new List<Vector3>(capacity: (int)numVertices);
for (var i = 0; i < numVertices; i += _verticesPerTriangle) {
var triangleNormal = ToXZY(reader.ReadVector3());
normals.AddRange(new[] { triangleNormal, triangleNormal, triangleNormal });
vertices.AddRange(new[] {
ToXZY(reader.ReadVector3()),
ToXZY(reader.ReadVector3()),
ToXZY(reader.ReadVector3()) });
triangleIndices.AddRange(new[] {i, i + 2, i + 1});
reader.ReadInt16(); // Read the unused attribute indices field.
}
var mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.normals = normals.ToArray();
mesh.triangles = triangleIndices.ToArray();
mesh.vertices = mesh.vertices.Select(
vertexPosition => Vector3.Scale(vertexPosition, scale)).ToArray();
mesh.RecalculateNormals();
mesh.RecalculateTangents();
mesh.RecalculateBounds();
return mesh;
}
}
}
public static byte[] SerializeBinary(Mesh mesh) {
using (var stream = new MemoryStream()) {
using (var writer = new BinaryWriter(stream)) {
// Write the header. We only want to write the id and then pad the rest with zeros, up to 80
// bytes.
writer.Write(_asciiFileTypeId);
writer.Write(new byte[_headerLength - _asciiFileTypeId.Length - 1]);
// Reading mesh.triangles etc causes a c# array to be instantiated each time to store a copy
// of the data that is owned by the native runtime. For this reason, it's important we do
// this once per mesh, and definitely not per triangle.
var triangles = mesh.triangles;
var normals = mesh.normals;
var vertices = mesh.vertices;
var numTriangles = triangles.Length / 3;
writer.Write((int)numTriangles);
for (var i = 0; i < triangles.Length; i += _verticesPerTriangle) {
// STL format uses face normals, while Unity Meshes use vertex normals. We need to convert
// one into another by calculating a mean of vertex normals.
var i1 = triangles[i];
var i2 = triangles[i + 1];
var i3 = triangles[i + 2];
var faceNormal = (normals[i1] + normals[i2] + normals[i3]).normalized;
writer.Write(ToXZY(faceNormal));
writer.Write(ToXZY(vertices[i1]));
writer.Write(ToXZY(vertices[i3]));
writer.Write(ToXZY(vertices[i2]));
writer.Write((short)0);
}
return stream.GetBuffer();
}
}
}
}
}