draco/unity/DracoMeshLoader.cs
Ondrej Stava b4f63c5b13
Updated DracoMeshLoader.cs (#387)
* Updated DracoMeshLoader.cs

Improved formatting and variable naming for DracoMeshLoader.cs
 - added back tabs
 - renamed some variables to better reflect their intended use
2018-05-08 08:38:36 -07:00

347 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[] indices;
public Vector3[] vertices;
public Vector3[] normals;
public Vector2[] uvs;
public Color[] 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)
{
// Map between new indices on a splitted mesh and old indices on the
// original mesh.
int[] newToOldIndexMap = new int[maxNumVerticesPerMesh];
// Index of the first unprocessed corner.
int baseCorner = 0;
int indicesCount = mesh.indices.Length;
// Map between old indices of the original mesh and indices on the currently
// processed sub-mesh. Inverse of |newToOldIndexMap|.
int[] oldToNewIndexMap = new int[indicesCount];
int[] newIndices = new int[indicesCount];
// Set mapping between existing vertex indices and new vertex indices to
// a default value.
for (int i = 0; i < indicesCount; i++)
{
oldToNewIndexMap[i] = -1;
}
// Number of added vertices for the currently processed sub-mesh.
int numAddedVertices = 0;
// Process all corners (faces) of the original mesh.
while (baseCorner < indicesCount)
{
// Reset the old to new indices map that may have been set by previously
// processed sub-meshes.
for (int i = 0; i < numAddedVertices; i++)
{
oldToNewIndexMap[newToOldIndexMap[i]] = -1;
}
numAddedVertices = 0;
// Number of processed corners on the current sub-mesh.
int numProcessedCorners = 0;
// Local storage for indices added to the new sub-mesh for a currently
// processed face.
int[] newlyAddedIndices = new int[3];
// Sub-mesh processing starts here.
for (; baseCorner + numProcessedCorners < indicesCount;)
{
// Number of vertices that we need to add to the current sub-mesh.
int verticesAdded = 0;
for (int i = 0; i < 3; i++)
{
if (oldToNewIndexMap[mesh.indices[baseCorner + numProcessedCorners + i]] == -1)
{
newlyAddedIndices[verticesAdded] = mesh.indices[baseCorner + numProcessedCorners + i];
verticesAdded++;
}
}
// If the number of new vertices that we need to add is larger than the
// allowed limit, we need to stop processing the current sub-mesh.
// The current face will be processed again for the next sub-mesh.
if (numAddedVertices + verticesAdded > maxNumVerticesPerMesh)
{
break;
}
// Update mapping between old an new vertex indices.
for (int i = 0; i < verticesAdded; i++)
{
oldToNewIndexMap[newlyAddedIndices[i]] = numAddedVertices;
newToOldIndexMap[numAddedVertices] = newlyAddedIndices[i];
numAddedVertices++;
}
for (int i = 0; i < 3; i++)
{
newIndices[numProcessedCorners] = oldToNewIndexMap[mesh.indices[baseCorner + numProcessedCorners]];
numProcessedCorners++;
}
}
// Sub-mesh processing done.
DecodedMesh subMesh = new DecodedMesh();
subMesh.indices = new int[numProcessedCorners];
Array.Copy(newIndices, subMesh.indices, numProcessedCorners);
subMesh.vertices = new Vector3[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.vertices[i] = mesh.vertices[newToOldIndexMap[i]];
}
if (mesh.normals != null)
{
subMesh.normals = new Vector3[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.normals[i] = mesh.normals[newToOldIndexMap[i]];
}
}
if (mesh.colors != null)
{
subMesh.colors = new Color[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.colors[i] = mesh.colors[newToOldIndexMap[i]];
}
}
if (mesh.uvs != null)
{
subMesh.uvs = new Vector2[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.uvs[i] = mesh.uvs[newToOldIndexMap[i]];
}
}
splittedMeshes.Add(subMesh);
baseCorner += numProcessedCorners;
}
}
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) {
byte* addr = (byte*)tmpMesh->indices + i * 3 * 4;
newTriangles[i * 3] = *((int*)addr);
newTriangles[i * 3 + 1] = *((int*)(addr + 4));
newTriangles[i * 3 + 2] = *((int*)(addr + 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];
Color[] newColors = new Color[0];
if (tmpMesh->hasColor)
newColors = new Color[tmpMesh->numVertices];
int byteStridePerValue = 4;
byte* posaddr = (byte*)tmpMesh->position;
byte* normaladdr = (byte*)tmpMesh->normal;
byte* coloraddr = (byte*)tmpMesh->color;
byte* uvaddr = (byte*)tmpMesh->texcoord;
for (int i = 0; i < tmpMesh->numVertices; ++i) {
int numValuePerVertex = 3;
for (int j = 0; j < numValuePerVertex; ++j)
{
int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
int OffSet = i * byteStridePerVertex + byteStridePerValue * j;
newVertices[i][j] = *((float*)(posaddr + OffSet));
if (tmpMesh->hasNormal)
{
newNormals[i][j] = *((float*)(normaladdr + OffSet));
}
if (tmpMesh->hasColor)
{
newColors[i][j] = *((float*)(coloraddr + OffSet));
}
}
if (tmpMesh->hasTexcoord)
{
numValuePerVertex = 2;
for (int j = 0; j < numValuePerVertex; ++j)
{
int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
newUVs[i][j] = *((float*)(uvaddr + (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.indices = 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].indices;
if (splittedMeshes [i].uvs != null)
mesh.uv = splittedMeshes [i].uvs;
if (splittedMeshes [i].colors != null) {
mesh.colors = splittedMeshes[i].colors;
}
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 = newColors;
}
mesh.RecalculateBounds ();
meshes.Add (mesh);
}
// TODO(zhafang): Resize mesh to the a proper scale.
return numFaces;
}
}