// 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 vertexIndexMap, List vertices, Listnormals, 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 vertexIndexMap = new Dictionary(); var triangleIndices = new int[(int)numTriangles * _verticesPerTriangle]; var vertices = new List(capacity: (int)maxNumVertices); var normals = new List(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(); } } } } }