[Unity plugin] Reuse vertex indices when importing STL meshes #1353
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This PR makes modifications to the STL IO of the Unity plugin. Changes:
Tested with the MuJoCo mug, and the MPL hand.
It was unclear to me why was it necessary to perform axis swizzling in the STL writer part as well, and not just the parser. As I was working on this PR, meshes imported 90 degrees rotated sometimes. Removing the swizzling from there resolved that. In case I missed a case where that was key for the proper import, let me know @erez-tom.
EDIT: I re-reviewed my test cases and noticed I accidentally added an extra axis swizzling to the source mesh files when I decimated/subdivided the meshes to test with different vertex counts. Checking with the original mesh files revealed that swizzling on the writer too is necessary, so I added that back to the PR quickly.
@vidurvij-apptronik
Fixes #1244, replaces #1254