Remove dependancy on eigen

This commit is contained in:
Matt Keeter 2014-03-07 13:22:03 -06:00
parent 772e8a23d5
commit fc0f4d267c
4 changed files with 68 additions and 50 deletions

View file

@ -1,11 +1,29 @@
#include <QFile>
#include <QDataStream>
#include <QVector3D>
#include <algorithm>
#include "mesh.h"
Mesh::Mesh(const Eigen::Matrix3Xf& v, const Eigen::Matrix3Xi& i)
struct Vec3
{
GLfloat x, y, z;
bool operator!=(const Vec3& rhs) const
{
return x != rhs.x || y != rhs.y || z != rhs.z;
}
bool operator<(const Vec3& rhs) const
{
if (x != rhs.x) return x < rhs.x;
else if (y != rhs.y) return y < rhs.y;
else if (z != rhs.z) return z < rhs.z;
else return false;
}
};
Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
: vertices(v), indices(i)
{
// Nothing to do here
@ -20,67 +38,65 @@ Mesh* Mesh::load_stl(const QString& filename)
data.setByteOrder(QDataStream::LittleEndian);
data.setFloatingPointPrecision(QDataStream::SinglePrecision);
// Skip .stl file header
data.skipRawData(80);
// Load the triangle count from the .stl file
uint32_t tri_count;
data >> tri_count;
// Extract vertices into a vector of Vector4d objects
std::vector<Eigen::Vector4d> verts(tri_count*3);
for (unsigned i=0; i < tri_count; ++i)
// Extract vertices into an array of xyz, unsigned pairs
QVector<std::pair<Vec3, GLuint>> verts(tri_count*3);
// Store vertices in the array, processing one triangle at a time.
for (auto v=verts.begin(); v != verts.end(); v += 3)
{
// Skip face's normal vector
data.skipRawData(3*sizeof(float));
for (int j=0; j < 3; ++j)
{
float x, y, z;
data >> x >> y >> z;
verts[3*i + j] << x, y, z, 3*i + j;
}
// Load vertex data from .stl file into vertices
data >> v[0].first.x >> v[0].first.y >> v[0].first.z;
data >> v[1].first.x >> v[1].first.y >> v[1].first.z;
data >> v[2].first.x >> v[2].first.y >> v[2].first.z;
// Skip face attribute
data.skipRawData(sizeof(uint16_t));
}
// Save indicies as the second element in the array
// (so that we can reconstruct triangle order after sorting)
for (size_t i=0; i < tri_count*3; ++i)
{
verts[i].second = i;
}
// Sort the set of vertices (to deduplicate)
std::sort(verts.begin(), verts.end(),
[](const Eigen::Vector4d& lhs, const Eigen::Vector4d& rhs)
{
if (lhs[0] != rhs[0]) return lhs[0] < rhs[0];
else if (lhs[1] != rhs[1]) return lhs[1] < rhs[1];
else if (lhs[2] != rhs[2]) return lhs[2] < rhs[2];
else return false;
}
);
std::sort(verts.begin(), verts.end());
// This list will store unique vertices
std::list<Eigen::Vector3f> unique;
// This vector will store triangles as rows of indices
Eigen::Matrix3Xi indices;
indices.resize(Eigen::NoChange, tri_count);
// This vector will store triangles as sets of 3 indices
std::vector<GLuint> indices(tri_count*3);
// Go through the sorted vertex list, deduplicating and creating
// an indexed geometry representation for the triangles.
// Unique vertices are moved so that they occupy the first vertex_count
// positions in the verts array.
size_t vertex_count = 0;
for (auto v : verts)
{
if (!unique.size() || v[0] != unique.back()[0] ||
v[1] != unique.back()[1] ||
v[2] != unique.back()[2])
if (!vertex_count || v.first != verts[vertex_count-1].first)
{
// Switch to a float vector and save in the list.
Eigen::Vector3f v_;
v_ << v[0], v[1], v[2];
unique.push_back(v_);
verts[vertex_count++] = v;
}
indices(int(v[3]) % 3, int(v[3]) / 3) = unique.size() - 1;
indices[v.second] = vertex_count - 1;
}
// Finally, pack unique vertices into a matrix.
Eigen::Matrix3Xf unique_verts;
unique_verts.resize(Eigen::NoChange, unique.size());
// Finally, pack unique vertices into a flat array.
std::vector<GLfloat> unique_verts(vertex_count*3);
for (size_t i=0; i < vertex_count; ++i)
{
auto v = unique.begin();
for (unsigned i=0; i < unique.size(); ++i)
{
unique_verts.col(i) = *(v++);
}
unique_verts[3*i] = verts[i].first.x;
unique_verts[3*i + 1] = verts[i].first.y;
unique_verts[3*i + 2] = verts[i].first.z;
}
return new Mesh(unique_verts, indices);