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| | using System; |
| | using System.Collections; |
| | using System.Collections.Generic; |
| | using System.IO; |
| | using System.Linq; |
| | using UnityEngine; |
| |
|
| | namespace Mujoco { |
| |
|
| | public static class MeshGenerators { |
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| | public static Tuple<Vector3[], int[]> BuildSphere( |
| | Vector3 scale, int numVerticalSlices = 16, int numHorizontalSlices = 16) { |
| | |
| | Vector3[] vertices; |
| | int[] triangles; |
| | GenerateSphereMeshSlice( |
| | scale: scale, |
| | numVerticalSlices: numVerticalSlices, |
| | numHorizontalSlices: numHorizontalSlices, |
| | firstSliceY: -1.0f, |
| | lastSliceY: 1.0f, |
| | vertices: out vertices, |
| | triangles: out triangles); |
| | return Tuple.Create(vertices, triangles); |
| | } |
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| | |
| | public static Tuple<Vector3[], int[]> BuildCylinder( |
| | float radius, float height, int numVerticalSlices = 16) { |
| | Vector3[] bodyVertices; |
| | int[] bodyTriangles; |
| | GenerateCylinderBody(radius, height, numVerticalSlices, out bodyVertices, out bodyTriangles); |
| |
|
| | Vector3[] baseCapVertices; |
| | int[] baseCapTriangles; |
| | GenerateCylinderBaseCaps( |
| | radius, height, numVerticalSlices, out baseCapVertices, out baseCapTriangles); |
| |
|
| | var merger = new MeshMerger(); |
| | merger.Add(bodyVertices, bodyTriangles); |
| | merger.Add(baseCapVertices, baseCapTriangles); |
| | return Tuple.Create(merger.Vertices, merger.Triangles); |
| | } |
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| | public static Tuple<Vector3[], int[]> BuildCapsule( |
| | float radius, float height, int numVerticalSlices = 16, int numHorizontalSlices = 16) { |
| | var baseHalfHeight = Math.Max(0.0f, height * 0.5f - radius); |
| | Vector3[] topCapVertices; |
| | int[] topCapTriangles; |
| | GenerateSphereMeshSlice( |
| | scale: Vector3.one * radius, |
| | numVerticalSlices: numVerticalSlices, |
| | numHorizontalSlices: numHorizontalSlices / 2, |
| | firstSliceY: -1.0f, |
| | lastSliceY: 0.0f, |
| | vertices: out topCapVertices, |
| | triangles: out topCapTriangles); |
| |
|
| | Vector3[] bottomCapVertices; |
| | int[] bottomCapTriangles; |
| | GenerateSphereMeshSlice( |
| | scale: Vector3.one * radius, |
| | numVerticalSlices: numVerticalSlices, |
| | numHorizontalSlices: numHorizontalSlices / 2, |
| | firstSliceY: 0.0f, |
| | lastSliceY: 1.0f, |
| | vertices: out bottomCapVertices, |
| | triangles: out bottomCapTriangles); |
| |
|
| | Vector3[] bodyVertices; |
| | int[] bodyTriangles; |
| | GenerateCylinderBody( |
| | radius: radius, |
| | height: baseHalfHeight * 2.0f, |
| | numVerticalSlices: numVerticalSlices, |
| | vertices: out bodyVertices, |
| | triangles: out bodyTriangles); |
| |
|
| | var merger = new MeshMerger(); |
| | merger.AddAndTranslate(topCapVertices, topCapTriangles, Vector3.up * baseHalfHeight * -1.0f); |
| | merger.AddAndTranslate( |
| | bottomCapVertices, bottomCapTriangles, Vector3.up * baseHalfHeight * 1.0f); |
| | merger.Add(bodyVertices, bodyTriangles); |
| | return Tuple.Create(merger.Vertices, merger.Triangles); |
| | } |
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| | |
| | public static Tuple<Vector3[], int[]> BuildBox(Vector3 extents) { |
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| | var vertexPositions = new Vector3[] { |
| | Vector3.Scale(new Vector3(-1, -1, -1), extents), |
| | Vector3.Scale(new Vector3(1, -1, -1), extents), |
| | Vector3.Scale(new Vector3(-1, -1, 1), extents), |
| | Vector3.Scale(new Vector3(1, -1, 1), extents), |
| | Vector3.Scale(new Vector3(-1, 1, -1), extents), |
| | Vector3.Scale(new Vector3(1, 1, -1), extents), |
| | Vector3.Scale(new Vector3(-1, 1, 1), extents), |
| | Vector3.Scale(new Vector3(1, 1, 1), extents), |
| | }; |
| | var vertexSamplingPattern = new int[] { |
| | 0, 1, 3, 0, 3, 2, |
| | 4, 7, 5, 4, 6, 7, |
| | 0, 5, 1, 0, 4, 5, |
| | 1, 7, 3, 1, 5, 7, |
| | 3, 6, 2, 3, 7, 6, |
| | 2, 4, 0, 2, 6, 4, |
| | }; |
| |
|
| | var vertices = vertexSamplingPattern.Select(index => vertexPositions[index]).ToArray(); |
| | var triangles = Enumerable.Range(0, vertexSamplingPattern.Length).ToArray(); |
| | return Tuple.Create(vertices, triangles); |
| | } |
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| | public static Tuple<Vector3[], int[]> BuildPlane(float width, float height) { |
| | var vertices = new Vector3[] { |
| | new Vector3(-0.5f * width, 0, -0.5f * height), |
| | new Vector3(0.5f * width, 0, -0.5f * height), |
| | new Vector3(-0.5f * width, 0, 0.5f * height), |
| | new Vector3(0.5f * width, 0, 0.5f * height), |
| | }; |
| | var triangles = new int[] { |
| | 0, 3, 1, |
| | 0, 2, 3, |
| | }; |
| | return Tuple.Create(vertices, triangles); |
| | } |
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| | private static void GenerateSphereMeshSlice( |
| | Vector3 scale, int numVerticalSlices, int numHorizontalSlices, float firstSliceY, |
| | float lastSliceY, out Vector3[] vertices, out int[] triangles) { |
| | numVerticalSlices = Math.Max(3, numVerticalSlices); |
| | numHorizontalSlices = Math.Max(3, numHorizontalSlices); |
| | triangles = new int[(numHorizontalSlices - 1) * numVerticalSlices * 6]; |
| | vertices = new Vector3[numVerticalSlices * numHorizontalSlices]; |
| | if (firstSliceY < -1.0f || firstSliceY > 1.0f) { |
| | throw new IOException("firstSliceY should be a value in range <-1, 1>"); |
| | } |
| | if (lastSliceY < -1.0f || lastSliceY > 1.0f) { |
| | throw new IOException("lastSliceY should be a value in range <-1, 1>"); |
| | } |
| | if (firstSliceY > lastSliceY) { |
| | throw new IOException("Value of firstSliceY should be lower than the value of lastSliceY."); |
| | } |
| | |
| | var deltaY = (lastSliceY - firstSliceY) / (numHorizontalSlices - 1); |
| | var deltaYaw = 360.0f / numVerticalSlices; |
| | for (var slice = 0; slice < numHorizontalSlices; ++slice) { |
| | var y = firstSliceY + deltaY * slice; |
| | var radius = (float)Math.Sqrt(1 - Math.Min(1.0f, y * y)); |
| | for (var vertex = 0; vertex < numVerticalSlices; ++vertex) { |
| | var position = Quaternion.AngleAxis(deltaYaw * vertex, Vector3.up) * Vector3.right * radius; |
| | position.y = y; |
| | vertices[slice * numVerticalSlices + vertex] = Vector3.Scale(position, scale); |
| | } |
| | } |
| | |
| | for (var slice = 0; slice < (numHorizontalSlices - 1); ++slice) { |
| | var firstVertexInSlice = slice * numVerticalSlices; |
| | for (var vertex = 0; vertex < numVerticalSlices; ++vertex) { |
| | var index1 = firstVertexInSlice + vertex; |
| | var index2 = (vertex + 1 == numVerticalSlices) ? firstVertexInSlice : index1 + 1; |
| | var index3 = index1 + numVerticalSlices; |
| | var index4 = index2 + numVerticalSlices; |
| | var quadBaseAddress = (slice * numVerticalSlices + vertex) * 6; |
| | triangles[quadBaseAddress] = index1; |
| | triangles[quadBaseAddress + 1] = index2; |
| | triangles[quadBaseAddress + 2] = index4; |
| | triangles[quadBaseAddress + 3] = index1; |
| | triangles[quadBaseAddress + 4] = index4; |
| | triangles[quadBaseAddress + 5] = index3; |
| | } |
| | } |
| | } |
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| | private static void GenerateCylinderVertices( |
| | float radius, float height, int numVerticalSlices, out Vector3[] vertices) { |
| | vertices = new Vector3[numVerticalSlices * 2]; |
| | var dYaw = 360.0f / numVerticalSlices; |
| | var yaw = 0.0f; |
| | var vertexIndex = 0; |
| | for (var y = 0; y <= 1; ++y) { |
| | var yPos = (y - 0.5f) * height; |
| | for (var i = 0; i < numVerticalSlices; ++i, yaw += dYaw) { |
| | var vertexPosition = Quaternion.AngleAxis(yaw, Vector3.up) * Vector3.right * radius; |
| | vertexPosition.y = yPos; |
| | vertices[vertexIndex++] = vertexPosition; |
| | } |
| | } |
| | } |
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| | private static void GenerateCylinderBody( |
| | float radius, float height, int numVerticalSlices, out Vector3[] vertices, |
| | out int[] triangles) { |
| | GenerateCylinderVertices(radius, height, numVerticalSlices, out vertices); |
| | triangles = new int[numVerticalSlices * 6]; |
| | var apexIndex = 0; |
| | for (var i = 0; i < numVerticalSlices; ++i) { |
| | var v1 = i; |
| | var v2 = (i + 1 == numVerticalSlices) ? 0 : v1 + 1; |
| | var v3 = v1 + numVerticalSlices; |
| | var v4 = v2 + numVerticalSlices; |
| | triangles[apexIndex++] = v1; |
| | triangles[apexIndex++] = v2; |
| | triangles[apexIndex++] = v4; |
| | triangles[apexIndex++] = v1; |
| | triangles[apexIndex++] = v4; |
| | triangles[apexIndex++] = v3; |
| | } |
| | } |
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| | private static void GenerateCylinderBaseCaps( |
| | float radius, float height, int numVerticalSlices, out Vector3[] vertices, |
| | out int[] triangles) { |
| | GenerateCylinderVertices(radius, height, numVerticalSlices, out vertices); |
| | triangles = new int[(numVerticalSlices - 1) * 6]; |
| | var apexIndex = 0; |
| | for (var baseIdx = 0; baseIdx <= 1; ++baseIdx) { |
| | var v1 = baseIdx * numVerticalSlices; |
| | for (var i = 1; i < numVerticalSlices; ++i) { |
| | var v2 = v1 + (i % numVerticalSlices); |
| | var v3 = v1 + ((i + 1) % numVerticalSlices); |
| | triangles[apexIndex++] = v1; |
| | triangles[apexIndex++] = baseIdx == 0 ? v3 : v2; |
| | triangles[apexIndex++] = baseIdx == 0 ? v2 : v3; |
| | } |
| | } |
| | } |
| | } |
| |
|
| | |
| | public class MeshMerger { |
| | private List<Vector3> _vertices = new List<Vector3>(); |
| | private List<int> _triangles = new List<int>(); |
| |
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| | |
| | public Vector3[] Vertices => _vertices.ToArray(); |
| |
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| | |
| | public int[] Triangles => _triangles.ToArray(); |
| |
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| | public void Add(Vector3[] vertices, int[] triangles) { |
| | var triangleOffset = _triangles.Count; |
| | var vertexOffset = _vertices.Count; |
| | _vertices.AddRange(vertices); |
| | _triangles.AddRange(triangles); |
| | for (var i = triangleOffset; i < _triangles.Count; ++i) { |
| | _triangles[i] += vertexOffset; |
| | } |
| | } |
| |
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| | public void AddAndTranslate(Vector3[] vertices, int[] triangles, Vector3 translation) { |
| | var triangleOffset = _triangles.Count; |
| | var vertexOffset = _vertices.Count; |
| | _vertices.AddRange(vertices); |
| | for (var i = vertexOffset; i < _vertices.Count; ++i) { |
| | _vertices[i] += translation; |
| | } |
| | _triangles.AddRange(triangles); |
| | for (var i = triangleOffset; i < _triangles.Count; ++i) { |
| | _triangles[i] += vertexOffset; |
| | } |
| | } |
| | } |
| | } |
| |
|