Created
October 16, 2023 02:51
-
-
Save mwfarb/2a1df6642a89a32f249d4d61b6369884 to your computer and use it in GitHub Desktop.
Read Quest 3 mesh data and render random color in Unity.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections.Generic; | |
using System.IO; | |
using Newtonsoft.Json; | |
using Newtonsoft.Json.Linq; | |
using UnityEngine; | |
/// <summary> | |
/// Attach this script to an empty GameObject in an empty scene, add quest3JsonFilePath in the inspector and press Play. | |
/// </summary> | |
public class Quest3Mesh : MonoBehaviour | |
{ | |
// public fields for inspector | |
public string quest3JsonFilePath = null; | |
/// <summary> | |
/// On Play, load the file from quest3JsonFilePath and parse | |
/// </summary> | |
void Start() | |
{ | |
// load json | |
try | |
{ | |
using (StreamReader r = new StreamReader(quest3JsonFilePath)) | |
{ | |
string json = r.ReadToEnd(); | |
JObject jObj = JObject.Parse(json); | |
LoadMeshObject(jObj, "global mesh"); | |
} | |
} | |
catch (JsonReaderException e) | |
{ | |
using (StreamReader r = new StreamReader(quest3JsonFilePath)) | |
{ | |
string json = r.ReadToEnd(); | |
JArray jArr = JArray.Parse(json); | |
for (int i = 0; i < jArr.Count; i++) | |
{ | |
JObject jObj = (JObject)jArr[i]; | |
LoadMeshObject(jObj, (string)jObj.SelectToken($"semanticLabel")); | |
} | |
} | |
} | |
} | |
static void LoadMeshObject(JObject jObj, string name) | |
{ | |
// create entity | |
var gobj = new GameObject(); | |
gobj.name = name; | |
// parse vertices and indices, translating to unity coordinate frame from quest coordinate frame | |
var vertices = new List<Vector3>(); | |
var indices = new List<int>(); | |
var v = 0; | |
while (jObj.SelectToken($"vertices.{v}") != null) | |
{ | |
vertices.Add(new Vector3( | |
(float)jObj.SelectToken($"vertices.{v + 0}"), | |
(float)jObj.SelectToken($"vertices.{v + 1}"), | |
-(float)jObj.SelectToken($"vertices.{v + 2}") | |
)); | |
v += 3; | |
} | |
var i = 0; | |
while (jObj.SelectToken($"indices.{i}") != null) | |
{ | |
indices.Add((int)jObj.SelectToken($"indices.{i}")); | |
i++; | |
} | |
var x = 0; | |
while (jObj.SelectToken($"polygon.[{x}]") != null) | |
{ | |
vertices.Add(new Vector4( | |
(float)jObj.SelectToken($"polygon.[{x}].x"), | |
(float)jObj.SelectToken($"polygon.[{x}].y"), | |
-(float)jObj.SelectToken($"polygon.[{x}].z"), | |
(float)jObj.SelectToken($"polygon.[{x}].w") | |
)); | |
indices.Add(x); | |
x++; | |
} | |
if (jObj.SelectToken($"polygon.[2]") != null) | |
{ | |
indices.Add(2); | |
} | |
// add mesh geometry | |
var mesh = new Mesh(); | |
if (vertices.Count > 0) | |
{ | |
mesh.SetVertices(vertices); | |
} | |
if (indices.Count > 0) | |
{ | |
indices.Reverse(); | |
mesh.SetTriangles(indices, 0); | |
} | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
var filter = gobj.AddComponent<MeshFilter>(); | |
filter.sharedMesh = mesh; | |
// add material/color | |
var mr = gobj.AddComponent<MeshRenderer>(); | |
Color c = Random.ColorHSV(); | |
mr.material.color = c; | |
// compute pose matrix | |
var matrices = new List<Vector4>(); | |
int p = 0; | |
while (jObj.SelectToken($"meshPose.{p}") != null) | |
{ | |
matrices.Add(new Vector4( | |
(float)jObj.SelectToken($"meshPose.{p + 0}"), | |
(float)jObj.SelectToken($"meshPose.{p + 1}"), | |
(float)jObj.SelectToken($"meshPose.{p + 2}"), | |
(float)jObj.SelectToken($"meshPose.{p + 3}") | |
)); | |
p += 4; | |
} | |
while (jObj.SelectToken($"planePose.{p}") != null) | |
{ | |
matrices.Add(new Vector4( | |
(float)jObj.SelectToken($"planePose.{p + 0}"), | |
(float)jObj.SelectToken($"planePose.{p + 1}"), | |
(float)jObj.SelectToken($"planePose.{p + 2}"), | |
(float)jObj.SelectToken($"planePose.{p + 3}") | |
)); | |
p += 4; | |
} | |
// set pose | |
if (matrices.Count > 0) | |
{ | |
FromMatrix(gobj.transform, new Matrix4x4(matrices[0], matrices[1], matrices[2], matrices[3])); | |
} | |
static void FromMatrix(Transform transform, Matrix4x4 m) | |
{ | |
if (m.ValidTRS()) | |
{ | |
transform.localPosition = new Vector3( | |
m.m03, | |
m.m13, | |
-m.m23 | |
); | |
transform.localRotation = new Quaternion( | |
-m.rotation.x, | |
-m.rotation.y, | |
m.rotation.z, | |
m.rotation.w | |
); | |
transform.localScale = m.lossyScale; | |
} | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment