mirror of
https://git.mirrors.martin98.com/https://github.com/google/draco
synced 2025-10-11 06:31:27 +08:00
319 lines
10 KiB
C#
319 lines
10 KiB
C#
// Copyright 2017 The Draco Authors.
|
|
//
|
|
// 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.Runtime.InteropServices;
|
|
using UnityEngine;
|
|
|
|
public unsafe class DracoMeshLoader
|
|
{
|
|
// Must stay the order to be consistent with C++ interface.
|
|
[StructLayout (LayoutKind.Sequential)] private struct DracoToUnityMesh
|
|
{
|
|
public int numFaces;
|
|
public IntPtr indices;
|
|
public int numVertices;
|
|
public IntPtr position;
|
|
public bool hasNormal;
|
|
public IntPtr normal;
|
|
public bool hasTexcoord;
|
|
public IntPtr texcoord;
|
|
public bool hasColor;
|
|
public IntPtr color;
|
|
}
|
|
|
|
private struct DecodedMesh
|
|
{
|
|
public int[] faces;
|
|
public Vector3[] vertices;
|
|
public Vector3[] normals;
|
|
public Vector2[] uvs;
|
|
public Vector3[] colors;
|
|
}
|
|
|
|
[DllImport ("dracodec_unity")] private static extern int DecodeMeshForUnity (
|
|
byte[] buffer, int length, DracoToUnityMesh**tmpMesh);
|
|
|
|
static private int maxNumVerticesPerMesh = 60000;
|
|
|
|
// Unity only support maximum 65534 vertices per mesh. So large meshes need
|
|
// to be splitted.
|
|
private void SplitMesh (DecodedMesh mesh, ref List<DecodedMesh> splittedMeshes)
|
|
{
|
|
List<int> facesLeft = new List<int> ();
|
|
for (int i = 0; i < mesh.faces.Length; ++i) {
|
|
facesLeft.Add (mesh.faces [i]);
|
|
}
|
|
int numSubMeshes = 0;
|
|
|
|
List<int> newCorners = new List<int> ();
|
|
Dictionary<int, int> indexToNewIndex = new Dictionary<int, int> ();
|
|
|
|
List<int> facesExtracted = new List<int> ();
|
|
List<Vector3> verticesExtracted = new List<Vector3> ();
|
|
List<Vector2> uvsExtracted = new List<Vector2> ();
|
|
List<Vector3> normalsExtracted = new List<Vector3> ();
|
|
List<Vector3> colorsExtracted = new List<Vector3> ();
|
|
|
|
while (facesLeft.Count > 0) {
|
|
numSubMeshes++;
|
|
List<int> tmpLeftFaces = new List<int> ();
|
|
facesExtracted.Clear ();
|
|
verticesExtracted.Clear ();
|
|
uvsExtracted.Clear ();
|
|
normalsExtracted.Clear ();
|
|
colorsExtracted.Clear ();
|
|
|
|
int uniqueCornerId = 0;
|
|
indexToNewIndex.Clear ();
|
|
for (int face = 0; face < facesLeft.Count / 3; ++face) {
|
|
newCorners.Clear ();
|
|
// If all indices has appeared or there's still space for more vertices.
|
|
for (int corner = 0; corner < 3; ++corner) {
|
|
if (!indexToNewIndex.ContainsKey (facesLeft [face * 3 + corner])) {
|
|
newCorners.Add (facesLeft [face * 3 + corner]);
|
|
}
|
|
}
|
|
if (newCorners.Count + uniqueCornerId > maxNumVerticesPerMesh) {
|
|
// Save face for the next sub-mesh.
|
|
for (int corner = 0; corner < 3; ++corner) {
|
|
tmpLeftFaces.Add (facesLeft [face * 3 + corner]);
|
|
}
|
|
} else {
|
|
// Add new corners.
|
|
for (int i = 0; i < newCorners.Count; ++i) {
|
|
indexToNewIndex.Add (newCorners [i], uniqueCornerId);
|
|
verticesExtracted.Add (mesh.vertices [newCorners [i]]);
|
|
if (mesh.normals != null)
|
|
normalsExtracted.Add (mesh.normals [newCorners [i]]);
|
|
if (mesh.colors != null)
|
|
colorsExtracted.Add (mesh.colors [newCorners [i]]);
|
|
if (mesh.uvs != null)
|
|
uvsExtracted.Add (mesh.uvs [newCorners [i]]);
|
|
|
|
uniqueCornerId++;
|
|
}
|
|
// Add face to this sub-mesh.
|
|
for (int corner = 0; corner < 3; ++corner) {
|
|
facesExtracted.Add (
|
|
indexToNewIndex [facesLeft [face * 3 + corner]]);
|
|
}
|
|
}
|
|
}
|
|
|
|
DecodedMesh subMesh = new DecodedMesh ();
|
|
subMesh.faces = facesExtracted.ToArray ();
|
|
subMesh.vertices = verticesExtracted.ToArray ();
|
|
if (normalsExtracted.Count > 0) {
|
|
subMesh.normals = normalsExtracted.ToArray ();
|
|
}
|
|
if (uvsExtracted.Count > 0)
|
|
subMesh.uvs = uvsExtracted.ToArray ();
|
|
if (colorsExtracted.Count > 0)
|
|
subMesh.colors = colorsExtracted.ToArray ();
|
|
splittedMeshes.Add (subMesh);
|
|
|
|
facesLeft = tmpLeftFaces;
|
|
}
|
|
}
|
|
|
|
private float ReadFloatFromIntPtr (IntPtr data, int offset)
|
|
{
|
|
byte[] byteArray = new byte[4];
|
|
for (int j = 0; j < 4; ++j) {
|
|
byteArray [j] = Marshal.ReadByte (data, offset + j);
|
|
}
|
|
return BitConverter.ToSingle (byteArray, 0);
|
|
}
|
|
|
|
// TODO(zhafang): Add back LoadFromURL.
|
|
public int LoadMeshFromAsset (string assetName, ref List<Mesh> meshes)
|
|
{
|
|
TextAsset asset = Resources.Load (assetName, typeof(TextAsset)) as TextAsset;
|
|
if (asset == null) {
|
|
Debug.Log ("Didn't load file!");
|
|
return -1;
|
|
}
|
|
byte[] encodedData = asset.bytes;
|
|
Debug.Log (encodedData.Length.ToString ());
|
|
if (encodedData.Length == 0) {
|
|
Debug.Log ("Didn't load encoded data!");
|
|
return -1;
|
|
}
|
|
return DecodeMesh (encodedData, ref meshes);
|
|
}
|
|
|
|
public unsafe int DecodeMesh (byte[] data, ref List<Mesh> meshes)
|
|
{
|
|
DracoToUnityMesh* tmpMesh;
|
|
if (DecodeMeshForUnity (data, data.Length, &tmpMesh) <= 0) {
|
|
Debug.Log ("Failed: Decoding error.");
|
|
return -1;
|
|
}
|
|
|
|
Debug.Log ("Num indices: " + tmpMesh->numFaces.ToString ());
|
|
Debug.Log ("Num vertices: " + tmpMesh->numVertices.ToString ());
|
|
if (tmpMesh->hasNormal)
|
|
Debug.Log ("Decoded mesh normals.");
|
|
if (tmpMesh->hasTexcoord)
|
|
Debug.Log ("Decoded mesh texcoords.");
|
|
if (tmpMesh->hasColor)
|
|
Debug.Log ("Decoded mesh colors.");
|
|
|
|
int numFaces = tmpMesh->numFaces;
|
|
int[] newTriangles = new int[tmpMesh->numFaces * 3];
|
|
for (int i = 0; i < tmpMesh->numFaces; ++i) {
|
|
newTriangles [i * 3] = Marshal.ReadInt32 (tmpMesh->indices, i * 3 * 4);
|
|
newTriangles [i * 3 + 1] =
|
|
Marshal.ReadInt32 (tmpMesh->indices, i * 3 * 4 + 4);
|
|
newTriangles [i * 3 + 2] =
|
|
Marshal.ReadInt32 (tmpMesh->indices, i * 3 * 4 + 8);
|
|
}
|
|
|
|
// For floating point numbers, there's no Marshal functions could directly
|
|
// read from the unmanaged data.
|
|
// TODO(zhafang): Find better way to read float numbers.
|
|
Vector3[] newVertices = new Vector3[tmpMesh->numVertices];
|
|
Vector2[] newUVs = new Vector2[0];
|
|
if (tmpMesh->hasTexcoord)
|
|
newUVs = new Vector2[tmpMesh->numVertices];
|
|
Vector3[] newNormals = new Vector3[0];
|
|
if (tmpMesh->hasNormal)
|
|
newNormals = new Vector3[tmpMesh->numVertices];
|
|
Vector3[] newColors = new Vector3[0];
|
|
if (tmpMesh->hasColor)
|
|
newColors = new Vector3[tmpMesh->numVertices];
|
|
int byteStridePerValue = 4;
|
|
/*
|
|
* TODO(zhafang): Change to:
|
|
* float[] pos = new float[3];
|
|
* for (int i = 0; i < tmpMesh -> numVertices; ++i) {
|
|
* Marshal.Copy(tmpMesh->position, pos, 3 * i, 3);
|
|
* for (int j = 0; j < 3; ++j) {
|
|
* newVertices[i][j] = pos[j];
|
|
* }
|
|
* }
|
|
*/
|
|
for (int i = 0; i < tmpMesh->numVertices; ++i) {
|
|
int numValuePerVertex = 3;
|
|
for (int j = 0; j < numValuePerVertex; ++j) {
|
|
int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
|
|
newVertices [i] [j] =
|
|
ReadFloatFromIntPtr (
|
|
tmpMesh->position,
|
|
i * byteStridePerVertex + byteStridePerValue * j);
|
|
if (tmpMesh->hasNormal)
|
|
newNormals [i] [j] =
|
|
ReadFloatFromIntPtr (
|
|
tmpMesh->normal,
|
|
i * byteStridePerVertex + byteStridePerValue * j);
|
|
if (tmpMesh->hasColor)
|
|
newColors [i] [j] =
|
|
ReadFloatFromIntPtr (
|
|
tmpMesh->color,
|
|
i * byteStridePerVertex + byteStridePerValue * j);
|
|
}
|
|
if (tmpMesh->hasTexcoord) {
|
|
numValuePerVertex = 2;
|
|
for (int j = 0; j < numValuePerVertex; ++j) {
|
|
int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
|
|
newUVs [i] [j] =
|
|
ReadFloatFromIntPtr (
|
|
tmpMesh->texcoord,
|
|
i * byteStridePerVertex + byteStridePerValue * j);
|
|
}
|
|
}
|
|
}
|
|
|
|
Marshal.FreeCoTaskMem (tmpMesh->indices);
|
|
Marshal.FreeCoTaskMem (tmpMesh->position);
|
|
if (tmpMesh->hasNormal)
|
|
Marshal.FreeCoTaskMem (tmpMesh->normal);
|
|
if (tmpMesh->hasTexcoord)
|
|
Marshal.FreeCoTaskMem (tmpMesh->texcoord);
|
|
if (tmpMesh->hasColor)
|
|
Marshal.FreeCoTaskMem (tmpMesh->color);
|
|
Marshal.FreeCoTaskMem ((IntPtr)tmpMesh);
|
|
|
|
if (newVertices.Length > maxNumVerticesPerMesh) {
|
|
// Unity only support maximum 65534 vertices per mesh. So large meshes
|
|
// need to be splitted.
|
|
|
|
DecodedMesh decodedMesh = new DecodedMesh ();
|
|
decodedMesh.vertices = newVertices;
|
|
decodedMesh.faces = newTriangles;
|
|
if (newUVs.Length != 0)
|
|
decodedMesh.uvs = newUVs;
|
|
if (newNormals.Length != 0)
|
|
decodedMesh.normals = newNormals;
|
|
if (newColors.Length != 0)
|
|
decodedMesh.colors = newColors;
|
|
List<DecodedMesh> splittedMeshes = new List<DecodedMesh> ();
|
|
|
|
SplitMesh (decodedMesh, ref splittedMeshes);
|
|
for (int i = 0; i < splittedMeshes.Count; ++i) {
|
|
Mesh mesh = new Mesh ();
|
|
mesh.vertices = splittedMeshes [i].vertices;
|
|
mesh.triangles = splittedMeshes [i].faces;
|
|
if (splittedMeshes [i].uvs != null)
|
|
mesh.uv = splittedMeshes [i].uvs;
|
|
|
|
if (splittedMeshes [i].colors != null) {
|
|
mesh.colors = new Color[splittedMeshes [i].colors.Length];
|
|
for (int j = 0; j < splittedMeshes [i].colors.Length; ++j) {
|
|
mesh.colors [j] = new Color (splittedMeshes [i].colors [j] [0],
|
|
splittedMeshes [i].colors [j] [1], splittedMeshes [i].colors [j] [2]);
|
|
}
|
|
}
|
|
|
|
if (splittedMeshes [i].normals != null) {
|
|
mesh.normals = splittedMeshes [i].normals;
|
|
} else {
|
|
Debug.Log ("Sub mesh doesn't have normals, recomputed.");
|
|
mesh.RecalculateNormals ();
|
|
}
|
|
mesh.RecalculateBounds ();
|
|
meshes.Add (mesh);
|
|
}
|
|
} else {
|
|
Mesh mesh = new Mesh ();
|
|
mesh.vertices = newVertices;
|
|
mesh.triangles = newTriangles;
|
|
if (newUVs.Length != 0)
|
|
mesh.uv = newUVs;
|
|
if (newNormals.Length != 0) {
|
|
mesh.normals = newNormals;
|
|
} else {
|
|
mesh.RecalculateNormals ();
|
|
Debug.Log ("Mesh doesn't have normals, recomputed.");
|
|
}
|
|
if (newColors.Length != 0) {
|
|
mesh.colors = new Color[newColors.Length];
|
|
for (int i = 0; i < newColors.Length; ++i) {
|
|
mesh.colors [i] = new Color (newColors [i] [0],
|
|
newColors [i] [1], newColors [i] [2]);
|
|
}
|
|
}
|
|
|
|
mesh.RecalculateBounds ();
|
|
meshes.Add (mesh);
|
|
}
|
|
// TODO(zhafang): Resize mesh to the a proper scale.
|
|
|
|
return numFaces;
|
|
}
|
|
}
|