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PlyHandler.cs
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PlyHandler.cs
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using System.Linq;
using System;
using System.Globalization;
using System.Text;
namespace ThreeDeeBear.Models.Ply
{
public class PlyResult
{
public List<Vector3> Vertices;
public List<int> Triangles;
public List<Color> Colors;
public PlyResult(List<Vector3> vertices, List<int> triangles, List<Color> colors)
{
Vertices = vertices;
Triangles = triangles;
Colors = colors;
}
}
public static class PlyHandler
{
#region Ascii
private static PlyResult ParseAscii(List<string> plyFile, PlyHeader header)
{
var vertices = new List<Vector3>();
var triangles = new List<int>();
var colors = new List<Color>();
var headerEndIndex = plyFile.IndexOf("end_header");
var vertexStartIndex = headerEndIndex + 1;
var faceStartIndex = vertexStartIndex + header.VertexCount + 1;
plyFile.GetRange(vertexStartIndex, header.VertexCount).ForEach(vertex =>
{
var xyzrgb = vertex.Split(' ');
vertices.Add(ParseVertex(xyzrgb, header));
colors.Add(ParseColor(xyzrgb, header));
});
plyFile.GetRange(faceStartIndex, header.FaceCount).ForEach(face =>
{
triangles.AddRange(GetTriangles(face, header));
});
return new PlyResult(vertices, triangles, colors);
}
private static Vector3 ParseVertex(string[] xyzrgb, PlyHeader header)
{
decimal dx, dy, dz;
decimal.TryParse(xyzrgb[header.XIndex], NumberStyles.Float, CultureInfo.InvariantCulture, out dx);
decimal.TryParse(xyzrgb[header.YIndex], NumberStyles.Float, CultureInfo.InvariantCulture, out dy);
decimal.TryParse(xyzrgb[header.ZIndex], NumberStyles.Float, CultureInfo.InvariantCulture, out dz);
return new Vector3((float)dx, (float)dy, (float)dz);
}
private static Color ParseColor(string[] xyzrgb, PlyHeader header)
{
int r = 255;
int g = 255;
int b = 255;
int a = 255;
if (header.RedIndex.HasValue)
int.TryParse(xyzrgb[header.RedIndex.Value], NumberStyles.Integer, CultureInfo.InvariantCulture, out r);
if (header.GreenIndex.HasValue)
int.TryParse(xyzrgb[header.GreenIndex.Value], NumberStyles.Integer, CultureInfo.InvariantCulture, out g);
if (header.BlueIndex.HasValue)
int.TryParse(xyzrgb[header.BlueIndex.Value], NumberStyles.Integer, CultureInfo.InvariantCulture, out b);
if (header.AlphaIndex.HasValue)
int.TryParse(xyzrgb[header.AlphaIndex.Value], NumberStyles.Integer, CultureInfo.InvariantCulture, out a);
return new Color(r / 255f, g / 255f, b / 255f, a / 255f);
}
private static List<int> GetTriangles(string faceVertexList, PlyHeader header)
{
switch (header.FaceParseMode)
{
case PlyFaceParseMode.VertexCountVertexIndex:
var split = faceVertexList.Split(' ');
var count = Convert.ToInt32(split.First());
switch (count)
{
case 3: // triangle
return split.ToList().GetRange(1, 3).Select(x => Convert.ToInt32(x)).ToList();
case 4: // face
var triangles = new List<int>();
var indices = split.ToList().GetRange(1, 4).Select(x => Convert.ToInt32(x)).ToList();
triangles.AddRange(QuadToTriangles(indices));
return triangles;
default:
Debug.LogWarning("Warning: Found a face with more than 4 vertices, skipping...");
return new List<int>();
}
default:
Debug.LogWarning("Ply GetTriangles: Unknown parse mode");
return new List<int>();
}
}
#endregion
#region Binary
private static PlyResult ParseBinaryLittleEndian(string path, PlyHeader header)
{
var headerAsText = header.RawHeader.Aggregate((a, b) => $"{a}\n{b}") + "\n";
var headerAsBytes = Encoding.ASCII.GetBytes(headerAsText);
var withoutHeader = File.ReadAllBytes(path).Skip(headerAsBytes.Length).ToArray();
var colors = new List<Color>();
var vertices = GetVertices(withoutHeader, header, out colors);
var triangles = GetTriangles(withoutHeader, header);
return new PlyResult(vertices, triangles, colors);
}
private static List<Vector3> GetVertices(byte[] bytes, PlyHeader header, out List<Color> colors)
{
var vertices = new List<Vector3>();
colors = new List<Color>();
int bpvc = 4; // bytes per vertex component
int bpcc = 1; // bytes per color component
bool hasColor = header.RedIndex.HasValue && header.GreenIndex.HasValue && header.BlueIndex.HasValue;
// todo: support other types than just float for vertex components and byte for color components
int bytesPerVertex = GetByteCountPerVertex(header);
for (int i = 0; i < header.VertexCount; i++)
{
int byteIndex = i * bytesPerVertex;
var x = System.BitConverter.ToSingle(bytes.SubArray(byteIndex + 0 * bpvc, bpvc), 0);
var y = System.BitConverter.ToSingle(bytes.SubArray(byteIndex + 1 * bpvc, bpvc), 0);
var z = System.BitConverter.ToSingle(bytes.SubArray(byteIndex + 2 * bpvc, bpvc), 0);
if (hasColor)
{
byte r, g, b, a = 255;
r = bytes[byteIndex + 3 * bpvc + 0 * bpcc];
g = bytes[byteIndex + 3 * bpvc + 1 * bpcc];
b = bytes[byteIndex + 3 * bpvc + 2 * bpcc];
if (header.AlphaIndex.HasValue)
{
a = bytes[byteIndex + 3 * bpvc + 3 * bpcc];
}
colors.Add(new Color(r/255f, g/255f, b/255f, a/255f));
}
vertices.Add(new Vector3(x, y, z));
}
return vertices;
}
private static List<int> GetTriangles(byte[] bytes, PlyHeader header)
{
var toSkip = header.VertexCount * GetByteCountPerVertex(header);
var triangles = new List<int>();
int facesRead = 0;
int bytesRead = 0;
int bytesPerTriangleIndex = 4;
while (facesRead < header.FaceCount)
{
var faceIndex = toSkip + bytesRead;
var indexCount = bytes[faceIndex];
if (indexCount == 3)
{
for (int i = 0; i < indexCount; i++)
{
triangles.Add(System.BitConverter.ToInt32(bytes.SubArray(faceIndex + 1 + i * bytesPerTriangleIndex, bytesPerTriangleIndex), 0));
}
bytesRead += 1 + indexCount * bytesPerTriangleIndex;
}
else if (indexCount == 4)
{
var tmp = new List<int>();
for (int i = 0; i < indexCount; i++)
{
tmp.Add(System.BitConverter.ToInt32(bytes.SubArray(faceIndex + 1 + i * bytesPerTriangleIndex, bytesPerTriangleIndex), 0));
}
triangles.AddRange(QuadToTriangles(tmp));
bytesRead += 1 + indexCount * bytesPerTriangleIndex;
}
else
{
Debug.LogWarning("Warning: Found a face with more than 4 vertices, skipping...");
}
facesRead++;
}
return triangles;
}
private static int GetByteCountPerVertex(PlyHeader header)
{
int bpvc = 4; // bytes per vertex component
int bpcc = 1; // bytes per color component
// todo: support other types than just float for vertex components and byte for color components
int r = header.RedIndex.HasValue ? bpcc : 0;
int g = header.GreenIndex.HasValue ? bpcc : 0;
int b = header.BlueIndex.HasValue ? bpcc : 0;
int a = header.AlphaIndex.HasValue ? bpcc : 0;
return (3 * bpvc + r + g + b + a);
}
#endregion
private static List<int> QuadToTriangles(List<int> quad)
{
return new List<int>() { quad[0], quad[1], quad[2], quad[2], quad[3], quad[0] };
}
public static PlyResult GetVerticesAndTriangles(string path)
{
List<string> header = File.ReadLines(path).TakeUntilIncluding(x => x == "end_header").ToList();
var headerParsed = new PlyHeader(header);
if (headerParsed.Format == PlyFormat.Ascii)
{
return ParseAscii(File.ReadAllLines(path).ToList(), headerParsed);
}
else if (headerParsed.Format == PlyFormat.BinaryLittleEndian)
{
return ParseBinaryLittleEndian(path, headerParsed);
}
else // todo: support BinaryBigEndian
{
return null;
}
}
}
}