// 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; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; namespace Mujoco { public static class MeshGenerators { // Creates a sphere mesh geometry. // // Args: // scale: Non-uniform sphere scale. Allows to create ellipsoid shapes. // numVerticalSlices: How many vertices should there be in a single horizontal slice. // numHorizontalSlices: How many horizontal slices should the sphere consist of. public static Tuple BuildSphere( Vector3 scale, int numVerticalSlices = 16, int numHorizontalSlices = 16) { // Generate the vertices. 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); } // Creates a cylinder mesh geometry. // // Args: // radius: Radius of the cylider's body. // height: Height of the cylinder, from its bottom to its top base. // numVerticalSlices: How many vertices should there be around the base's circumference. public static Tuple 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); } // Creates a capsule mesh geometry. // // Args: // radius: Radius of the capsule's body. // height: Height of the capsule, from its bottom to its top base. // numVerticalSlices: How many vertices should there be in a single horizontal slice. // numHorizontalSlices: How many vertical slices should the sphere consist of. public static Tuple 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); } // Creates a box mesh geometry. // // Args: // extents: Extents of the box, along each major axis. public static Tuple BuildBox(Vector3 extents) { // In order to ensure the box renders with flat faces, we need to make sure the triangles // do not share vertices. We'll accomplish that by assigning a unique vertex to every triangle // apex. // We define a set of 8 vertex positions that form the box, and then sample from that set using // triangle indices. 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); } // Creates a plane mesh geometry. // // Args: // width: Width of the plane, along the OX axis. // height: Height of the plane, along the OZ axis. public static Tuple 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); } // Generates a slice of a sphere mesh. // Conceptually, the algorithm generates a sphere with a unit radius (spanning from -1 to 1 along // each of the major axes). Then, it cuts it using 2 planes parallel to the XZ plane, located at // distances defined by 'firstSliceY' and 'lastSliceY' parameters respectively. It then returns // the section of the mesh contained between those planes. // // This allows to use the method to generate variants of the sphere - full sphere, hemispheres. // // Args: // scale: Non-uniform sphere scale. Allows to create ellipsoid shapes. // numVerticalSlices: How many vertices should there be in a single horizontal slice. // numHorizontalSlices: How many horizontal slices should the sphere consist of. // firstSliceY: Vertical position of the first slice. Must be a value in range <-1, 1>. // lastSliceY: Vertical position of the last slice. Must a value in range <-1, 1>. // vertices: (Out) Array of sphere vertex positions. // triangles: (Out) Array with the sphere triangle connectivity. 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."); } // Generate the vertices. 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); } } // Build the triangles. 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; } } } // Generates the cylinder mesh vertices. // This functionality will be shared between the cylinder body and cylinder base caps generators. // // Args: // radius: Cylinder radius. // height: Cylinder height. // numVerticalSlices: How many vertices should there be around the base's circumference. // vertices: (Out) Array of sphere vertex positions. 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; } } } // Generates the meshes for the cylinder body, excluding its bases. // // Args: // radius: Cylinder radius. // height: Cylinder height. // numVerticalSlices: How many vertices should there be around the base's circumference. // vertices: (Out) Array of sphere vertex positions. // triangles: (Out) Array with the sphere triangle connectivity. 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; } } // Generates the meshes for the cylinder base circles. // // Args: // radius: Cylinder radius. // height: Cylinder height. // numVerticalSlices: How many vertices should there be around the base's circumference. // vertices: (Out) Array of sphere vertex positions. // triangles: (Out) Array with the sphere triangle connectivity. 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; } } } } // A tool used to merge the geometry of separate meshes. public class MeshMerger { private List _vertices = new List(); private List _triangles = new List(); // The vertices of the merged mesh. public Vector3[] Vertices => _vertices.ToArray(); // The connectivity array of the merged mesh. public int[] Triangles => _triangles.ToArray(); // Adds a new submesh. // // Args: // vertices: Array of submesh vertices. // vertices: Triangles connectivity array of the submesh. 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; } } // Adds a new submesh, translating its vertices by a specified amount. // // Args: // vertices: Array of submesh vertices. // vertices: Triangles connectivity array of the submesh. // translation: Additional translation to be applied to the submesh. 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; } } } }