您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
509 行
14 KiB
509 行
14 KiB
//#define VERBOSE
|
|
|
|
using System;
|
|
using System.IO;
|
|
using Unity.Collections;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.DemoTeam.DigitalHuman
|
|
{
|
|
public static class NativeMeshObjLoader
|
|
{
|
|
[Flags]
|
|
public enum VertexAttribs
|
|
{
|
|
Position = 1 << 0,
|
|
TexCoord = 1 << 1,
|
|
Normal = 1 << 2,
|
|
}
|
|
|
|
public enum VertexOrder
|
|
{
|
|
ByDefinition = 0,
|
|
ByReference = 1,
|
|
}
|
|
|
|
struct InputVertex
|
|
{
|
|
public uint idxPosition;
|
|
public uint idxTexCoord;
|
|
public uint idxNormal;
|
|
}
|
|
|
|
struct InputFace
|
|
{
|
|
public InputVertex v0;
|
|
public InputVertex v1;
|
|
public InputVertex v2;
|
|
}
|
|
|
|
public unsafe static NativeMeshSOA Parse(string path, VertexAttribs vertexAttribs = VertexAttribs.Position, VertexOrder vertexOrder = VertexOrder.ByDefinition)
|
|
{
|
|
#if VERBOSE
|
|
Debug.LogFormat("trying {0}", path);
|
|
#endif
|
|
|
|
var text = File.ReadAllText(path);//TODO replace with native variant
|
|
var textSize = text.Length;
|
|
|
|
// measure the data
|
|
int numPositions = 0;
|
|
int numTexCoords = 0;
|
|
int numNormals = 0;
|
|
int numFaces = 0;
|
|
|
|
for (int i = 0; i < text.Length; i++)
|
|
{
|
|
if (ReadChar(text, ref i, 'v'))
|
|
{
|
|
if (ReadBlank(text, ref i))
|
|
{
|
|
numPositions++;
|
|
}
|
|
else if (ReadChar(text, ref i, 't') && ReadBlank(text, ref i))
|
|
{
|
|
numTexCoords++;
|
|
}
|
|
else if (ReadChar(text, ref i, 'n') && ReadBlank(text, ref i))
|
|
{
|
|
numNormals++;
|
|
}
|
|
}
|
|
else if (ReadChar(text, ref i, 'f') && ReadBlankGreedy(text, ref i))
|
|
{
|
|
int readVerts = 0;
|
|
while (ReadDigit(text, ref i))
|
|
{
|
|
ReadUntilNewlineOrBlank(text, ref i);
|
|
ReadBlankGreedy(text, ref i);
|
|
readVerts++;
|
|
}
|
|
if (readVerts > 2)
|
|
{
|
|
numFaces += readVerts - 2;
|
|
}
|
|
}
|
|
|
|
ReadUntilNewline(text, ref i);
|
|
}
|
|
|
|
#if VERBOSE
|
|
Debug.LogFormat("-- numPositions = {0}", numPositions);
|
|
Debug.LogFormat("-- numTexCoords = {0}", numTexCoords);
|
|
Debug.LogFormat("-- numNormals = {0}", numNormals);
|
|
Debug.LogFormat("-- numFaces = {0}", numFaces);
|
|
#endif
|
|
|
|
// allocate buffers
|
|
var inputPositions = new NativeArray<Vector3>(numPositions, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
var inputTexCoords = new NativeArray<Vector2>(numTexCoords, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
var inputNormals = new NativeArray<Vector3>(numNormals, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
var inputFaces = new NativeArray<InputFace>(numFaces, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
|
|
var outputIndicesMax = numFaces * 3;
|
|
var outputIndicesLUT = new NativeHashMap<Hash128, int>(outputIndicesMax, Allocator.Temp);
|
|
var outputPositions = new NativeArray<Vector3>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
var outputTexCoords = new NativeArray<Vector2>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
var outputNormals = new NativeArray<Vector3>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
var outputIndices = new NativeArray<int>(outputIndicesMax, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
|
|
// read the data
|
|
numPositions = 0;
|
|
numTexCoords = 0;
|
|
numNormals = 0;
|
|
numFaces = 0;
|
|
|
|
for (int i = 0; i < text.Length; i++)
|
|
{
|
|
if (ReadChar(text, ref i, 'v'))
|
|
{
|
|
if (ReadBlank(text, ref i))
|
|
{
|
|
Vector3 position;
|
|
ReadFloat(text, ref i, out position.x);
|
|
position.x *= -1.0f;//TODO remove this hack
|
|
ReadBlankGreedy(text, ref i);
|
|
ReadFloat(text, ref i, out position.y);
|
|
ReadBlankGreedy(text, ref i);
|
|
ReadFloat(text, ref i, out position.z);
|
|
inputPositions[numPositions++] = position;
|
|
}
|
|
else if (ReadChar(text, ref i, 't') && ReadBlank(text, ref i))
|
|
{
|
|
Vector2 texCoord;
|
|
ReadFloat(text, ref i, out texCoord.x);
|
|
ReadBlankGreedy(text, ref i);
|
|
ReadFloat(text, ref i, out texCoord.y);
|
|
inputTexCoords[numTexCoords++] = texCoord;
|
|
}
|
|
else if (ReadChar(text, ref i, 'n') && ReadBlank(text, ref i))
|
|
{
|
|
Vector3 normal;
|
|
ReadFloat(text, ref i, out normal.x);
|
|
normal.x *= -1.0f;//TODO remove this hack
|
|
ReadBlankGreedy(text, ref i);
|
|
ReadFloat(text, ref i, out normal.y);
|
|
ReadBlankGreedy(text, ref i);
|
|
ReadFloat(text, ref i, out normal.z);
|
|
inputNormals[numNormals++] = normal;
|
|
}
|
|
}
|
|
else if (ReadChar(text, ref i, 'f') && ReadBlankGreedy(text, ref i))
|
|
{
|
|
InputFace face = new InputFace();
|
|
if (ReadUInt(text, ref i, out face.v0.idxPosition))
|
|
{
|
|
ReadChar(text, ref i, '/');
|
|
ReadUInt(text, ref i, out face.v0.idxTexCoord);
|
|
ReadChar(text, ref i, '/');
|
|
ReadUInt(text, ref i, out face.v0.idxNormal);
|
|
|
|
int readVerts = 1;
|
|
while (ReadBlankGreedy(text, ref i))
|
|
{
|
|
face.v1 = face.v2;
|
|
if (ReadUInt(text, ref i, out face.v2.idxPosition))
|
|
{
|
|
ReadChar(text, ref i, '/');
|
|
ReadUInt(text, ref i, out face.v2.idxTexCoord);
|
|
ReadChar(text, ref i, '/');
|
|
ReadUInt(text, ref i, out face.v2.idxNormal);
|
|
if (++readVerts > 2)
|
|
{
|
|
inputFaces[numFaces++] = face;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ReadUntilNewline(text, ref i);
|
|
}
|
|
|
|
// process the data
|
|
int numOutputVertices = 0;
|
|
int numOutputIndices = 0;
|
|
|
|
if (vertexOrder == VertexOrder.ByReference)
|
|
{
|
|
for (int i = 0; i != numFaces; i++)
|
|
{
|
|
InputFace face = inputFaces[i];
|
|
|
|
var key0 = Hash(in face.v0);
|
|
var key1 = Hash(in face.v1);
|
|
var key2 = Hash(in face.v2);
|
|
int idx0, idx1, idx2;
|
|
|
|
if (outputIndicesLUT.TryGetValue(key0, out idx0) == false)
|
|
outputIndicesLUT[key0] = idx0 = numOutputVertices++;
|
|
if (outputIndicesLUT.TryGetValue(key1, out idx1) == false)
|
|
outputIndicesLUT[key1] = idx1 = numOutputVertices++;
|
|
if (outputIndicesLUT.TryGetValue(key2, out idx2) == false)
|
|
outputIndicesLUT[key2] = idx2 = numOutputVertices++;
|
|
|
|
outputPositions[idx0] = inputPositions[(int)face.v0.idxPosition - 1];
|
|
outputPositions[idx1] = inputPositions[(int)face.v1.idxPosition - 1];
|
|
outputPositions[idx2] = inputPositions[(int)face.v2.idxPosition - 1];
|
|
|
|
outputTexCoords[idx0] = inputTexCoords[(int)face.v0.idxTexCoord - 1];
|
|
outputTexCoords[idx1] = inputTexCoords[(int)face.v1.idxTexCoord - 1];
|
|
outputTexCoords[idx2] = inputTexCoords[(int)face.v2.idxTexCoord - 1];
|
|
|
|
outputNormals[idx0] = inputNormals[(int)face.v0.idxNormal - 1];
|
|
outputNormals[idx1] = inputNormals[(int)face.v1.idxNormal - 1];
|
|
outputNormals[idx2] = inputNormals[(int)face.v2.idxNormal - 1];
|
|
|
|
outputIndices[numOutputIndices++] = idx0;
|
|
outputIndices[numOutputIndices++] = idx1;
|
|
outputIndices[numOutputIndices++] = idx2;
|
|
}
|
|
}
|
|
else if (vertexOrder == VertexOrder.ByDefinition)
|
|
{
|
|
numOutputVertices = numPositions;
|
|
|
|
var indexVisited = new NativeArray<bool>(numPositions, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
|
|
|
for (int i = 0; i != numFaces; i++)
|
|
{
|
|
InputFace face = inputFaces[i];
|
|
|
|
var key0 = Hash(in face.v0);
|
|
var key1 = Hash(in face.v1);
|
|
var key2 = Hash(in face.v2);
|
|
int idx0, idx1, idx2;
|
|
|
|
if (outputIndicesLUT.TryGetValue(key0, out idx0) == false)
|
|
{
|
|
if (indexVisited[idx0 = (int)face.v0.idxPosition - 1])
|
|
outputIndicesLUT[key0] = idx0 = numOutputVertices++;
|
|
else
|
|
outputIndicesLUT[key0] = idx0;
|
|
}
|
|
|
|
if (outputIndicesLUT.TryGetValue(key1, out idx1) == false)
|
|
{
|
|
if (indexVisited[idx1 = (int)face.v1.idxPosition - 1])
|
|
outputIndicesLUT[key1] = idx1 = numOutputVertices++;
|
|
else
|
|
outputIndicesLUT[key1] = idx1;
|
|
}
|
|
|
|
if (outputIndicesLUT.TryGetValue(key2, out idx2) == false)
|
|
{
|
|
if (indexVisited[idx2 = (int)face.v2.idxPosition - 1])
|
|
outputIndicesLUT[key2] = idx2 = numOutputVertices++;
|
|
else
|
|
outputIndicesLUT[key2] = idx2;
|
|
}
|
|
|
|
indexVisited[(int)face.v0.idxPosition - 1] = true;
|
|
indexVisited[(int)face.v1.idxPosition - 1] = true;
|
|
indexVisited[(int)face.v2.idxPosition - 1] = true;
|
|
|
|
outputPositions[idx0] = inputPositions[(int)face.v0.idxPosition - 1];
|
|
outputPositions[idx1] = inputPositions[(int)face.v1.idxPosition - 1];
|
|
outputPositions[idx2] = inputPositions[(int)face.v2.idxPosition - 1];
|
|
|
|
outputTexCoords[idx0] = inputTexCoords[(int)face.v0.idxTexCoord - 1];
|
|
outputTexCoords[idx1] = inputTexCoords[(int)face.v1.idxTexCoord - 1];
|
|
outputTexCoords[idx2] = inputTexCoords[(int)face.v2.idxTexCoord - 1];
|
|
|
|
outputNormals[idx0] = inputNormals[(int)face.v0.idxNormal - 1];
|
|
outputNormals[idx1] = inputNormals[(int)face.v1.idxNormal - 1];
|
|
outputNormals[idx2] = inputNormals[(int)face.v2.idxNormal - 1];
|
|
|
|
outputIndices[numOutputIndices++] = idx0;
|
|
outputIndices[numOutputIndices++] = idx1;
|
|
outputIndices[numOutputIndices++] = idx2;
|
|
}
|
|
|
|
indexVisited.Dispose();
|
|
}
|
|
|
|
#if VERBOSE
|
|
Debug.LogFormat("output vertex count = {0}", numOutputVertices);
|
|
Debug.LogFormat("output index count = {0}", numOutputIndices);
|
|
#endif
|
|
|
|
// copy to container
|
|
NativeMeshSOA mesh = new NativeMeshSOA()
|
|
{
|
|
vertexPositions = new NativeArray<Vector3>(numOutputVertices, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
|
|
vertexTexCoords = new NativeArray<Vector2>(numOutputVertices, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
|
|
vertexNormals = new NativeArray<Vector3>(numOutputVertices, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
|
|
vertexCount = numOutputVertices,
|
|
|
|
faceIndices = new NativeArray<int>(numOutputIndices, Allocator.Persistent, NativeArrayOptions.UninitializedMemory),
|
|
faceIndicesCount = numOutputIndices,
|
|
};
|
|
|
|
NativeArray<Vector3>.Copy(outputPositions, mesh.vertexPositions, numOutputVertices);
|
|
NativeArray<Vector2>.Copy(outputTexCoords, mesh.vertexTexCoords, numOutputVertices);
|
|
NativeArray<Vector3>.Copy(outputNormals, mesh.vertexNormals, numOutputVertices);
|
|
NativeArray<int>.Copy(outputIndices, mesh.faceIndices, numOutputIndices);
|
|
|
|
// free buffers
|
|
inputPositions.Dispose();
|
|
inputTexCoords.Dispose();
|
|
inputNormals.Dispose();
|
|
inputFaces.Dispose();
|
|
|
|
outputIndicesLUT.Dispose();
|
|
outputPositions.Dispose();
|
|
outputTexCoords.Dispose();
|
|
outputNormals.Dispose();
|
|
outputIndices.Dispose();
|
|
|
|
// done
|
|
return mesh;
|
|
}
|
|
|
|
static Hash128 Hash(in InputVertex v)
|
|
{
|
|
return new Hash128(v.idxPosition, v.idxTexCoord, v.idxNormal, 0);
|
|
}
|
|
|
|
static bool ReadChar(string text, ref int index, char value)
|
|
{
|
|
if (text[index] == value)
|
|
{
|
|
index++;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool ReadDigit(string text, ref int index)
|
|
{
|
|
if (text[index] >= '0' && text[index] <= '9')
|
|
{
|
|
index++;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool ReadUInt(string text, ref int index, out uint value)
|
|
{
|
|
unsafe
|
|
{
|
|
const uint READ_BASE = '0';
|
|
const uint READ_FAIL = uint.MaxValue;
|
|
const int READ_MAX = 32;
|
|
|
|
char* readBuf = stackalloc char[READ_MAX];
|
|
uint readPos = 0;
|
|
|
|
if (text[index] >= '0' && text[index] <= '9')
|
|
{
|
|
readBuf[readPos++] = text[index++];
|
|
while (text[index] >= '0' && text[index] <= '9')
|
|
{
|
|
if (readPos == READ_MAX)
|
|
{
|
|
value = READ_FAIL;
|
|
return false;
|
|
}
|
|
readBuf[readPos++] = text[index++];
|
|
}
|
|
|
|
value = readBuf[0] - READ_BASE;
|
|
for (uint i = 1; i != readPos; i++)
|
|
{
|
|
value = (value * 10) + (readBuf[i] - READ_BASE);
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
value = READ_FAIL;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//static int readfloat = 0;
|
|
static bool ReadFloat(string text, ref int index, out float value)
|
|
{
|
|
uint valueInt = 0u;
|
|
uint valueFrac = 0u;
|
|
|
|
bool readSign = ReadChar(text, ref index, '-');
|
|
bool readInt = ReadUInt(text, ref index, out valueInt);
|
|
|
|
int indexFrac = index;
|
|
bool readFrac = ReadChar(text, ref index, '.') && ReadUInt(text, ref index, out valueFrac);
|
|
int countFrac = index - indexFrac;
|
|
|
|
if (readInt || readFrac)
|
|
{
|
|
if (readFrac && valueFrac > 0)
|
|
{
|
|
value = (float)valueFrac;
|
|
value *= Mathf.Pow(10.0f, -(countFrac - 1));
|
|
}
|
|
else
|
|
{
|
|
value = 0.0f;
|
|
}
|
|
if (readInt && valueInt > 0)
|
|
{
|
|
value = ((float)valueInt + value);
|
|
}
|
|
if (readSign)
|
|
{
|
|
value = -value;
|
|
}
|
|
//readfloat++;
|
|
//if (readfloat == 1)
|
|
//{
|
|
// Debug.Log("read float (" + readfloat + ")");
|
|
// Debug.Log("-- readSign " + readSign);
|
|
// Debug.Log("-- readInt " + readInt);
|
|
// Debug.Log("-- readFrac " + readFrac);
|
|
// Debug.Log("-- valueInt " + valueInt);
|
|
// Debug.Log("-- valueFrac " + valueFrac);
|
|
// Debug.Log("read float VALUE " + value);
|
|
//}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
value = float.NaN;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool ReadBlank(string text, ref int index)
|
|
{
|
|
if (text[index] == ' ' || text[index] == '\t')
|
|
{
|
|
index++;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool ReadBlankGreedy(string text, ref int index)
|
|
{
|
|
if (text[index] == ' ' || text[index] == '\t')
|
|
{
|
|
index++;
|
|
while (text[index] == ' ' || text[index] == '\t')
|
|
{
|
|
index++;
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool ReadUntilNewline(string text, ref int index)
|
|
{
|
|
if (text[index] != '\n')
|
|
{
|
|
index++;
|
|
while (text[index] != '\n')
|
|
{
|
|
index++;
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static bool ReadUntilNewlineOrBlank(string text, ref int index)
|
|
{
|
|
if (text[index] != '\n' && text[index] != ' ' && text[index] != '\t')
|
|
{
|
|
index++;
|
|
while (text[index] != '\n' && text[index] != ' ' && text[index] != '\t')
|
|
{
|
|
index++;
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|