File size: 5,891 Bytes
2c55b92
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
// 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.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;

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 int GetOrCreateVertexIndex(Dictionary<Vector3, int> vertexIndexMap, List<Vector3> vertices, List<Vector3>normals, Vector3 vertex, Vector3 normal) {
    if (vertexIndexMap.TryGetValue(vertex, out int existingIndex)) {
      return existingIndex;
    }
    int newIndex = vertexIndexMap.Count;
    vertexIndexMap.Add(vertex, newIndex);
    vertices.Add(vertex);
    normals.Add(normal);
    return newIndex;
  }
}

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 maxNumVertices = numTriangles * _verticesPerTriangle;

        Dictionary<Vector3, int> vertexIndexMap = new Dictionary<Vector3, int>();
        var triangleIndices = new int[(int)numTriangles * _verticesPerTriangle];
        var vertices = new List<Vector3>(capacity: (int)maxNumVertices);
        var normals = new List<Vector3>(capacity: (int)maxNumVertices);
        for (var i = 0; i < numTriangles; i++) {
          var triangleNormal = ToXZY(reader.ReadVector3());
          var verts = new[]
          {
              ToXZY(reader.ReadVector3()),
              ToXZY(reader.ReadVector3()),
              ToXZY(reader.ReadVector3())
          };
          var indices = new[] { verts[0], verts[2], verts[1] }.Select(v =>
              BinaryReaderExtensions.GetOrCreateVertexIndex(vertexIndexMap,
                  vertices,
                  normals,
                  v,
                  triangleNormal)).ToArray();
          for (int j = 0; j < 3; j++) {
            triangleIndices[i * 3 + j] = indices[j];
          }
          reader.ReadInt16(); // Read the unused attribute indices field.
        }

        var mesh = new Mesh();
        var numVertices = vertexIndexMap.Count;

        if (numVertices > _unityLimitNumVerticesPerMesh) {
          mesh.indexFormat = IndexFormat.UInt32;
        }

        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.ToArray();
      }
    }
  }
}
}