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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; | |
| 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<Vector3[], int[]> 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<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); | |
| } | |
| // 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<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); | |
| } | |
| // Creates a box mesh geometry. | |
| // | |
| // Args: | |
| // extents: Extents of the box, along each major axis. | |
| public static Tuple<Vector3[], int[]> 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<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); | |
| } | |
| // 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<Vector3> _vertices = new List<Vector3>(); | |
| private List<int> _triangles = new List<int>(); | |
| // 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; | |
| } | |
| } | |
| } | |
| } | |