mujoco / data /unity /Editor /Importer /StlMeshParser.cs
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// 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();
}
}
}
}
}