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18 commits

Author SHA1 Message Date
Matt Keeter
5a38a2db97 Allow dropping of files onto window 2014-03-26 21:51:58 -04:00
Matt Keeter
d9301bbba0 Fix double-click to open .stl on windows 2014-03-26 21:50:47 -04:00
Matt Keeter
61c930444d Move load_stl from Mesh to Loader 2014-03-25 20:01:46 -04:00
Matt Keeter
9cc3bd82e8 Added check for stl corruption 2014-03-25 18:53:07 -04:00
Matt Keeter
de5c4b440a Add mac/win suffixes to zip files 2014-03-24 21:11:25 -04:00
Matt Keeter
030f0c5161 and compress the app and the README into a zip file 2014-03-24 21:01:43 -04:00
Matt Keeter
70f0297d20 Small bash script to run macdeployqt then clean up unused frameworks 2014-03-24 21:01:43 -04:00
Matt Keeter
428aff52a5 Raise an error message box on ascii stl 2014-03-24 21:01:43 -04:00
Matt Keeter
236a203320 Add similar script for windows 2014-03-24 21:00:50 -04:00
Matt Keeter
4026982e1a Merge branch 'pan-zoom' 2014-03-24 19:49:17 -04:00
Matt Keeter
25a7138328 Reset camera parameters after loading model 2014-03-24 19:49:11 -04:00
Matt Keeter
54206d3f9c Zoom about mouse cursor 2014-03-24 19:32:12 -04:00
Matt Keeter
9283aa4752 Compensate for z-flattening when zooming 2014-03-24 19:14:17 -04:00
Matt Keeter
e36ff6ae9c Adding zoom and pan 2014-03-24 19:11:17 -04:00
Matt Keeter
b6368a2663 Hash is slower; back to sorted list 2014-03-22 13:03:54 -04:00
Matt Keeter
44f171a823 readRawData is much faster than skipRawData 2014-03-22 12:57:27 -04:00
Matt Keeter
51e25316e8 Adding hash-based mesh loading (better big-O) 2014-03-22 12:54:06 -04:00
Matt Keeter
3cd76f9306 Merge branch 'win32' 2014-03-21 22:02:42 -04:00
12 changed files with 251 additions and 107 deletions

14
app/package.sh Executable file
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@ -0,0 +1,14 @@
#!/bin/sh
cd ../build
macdeployqt fstl.app
cd fstl.app/Contents/PlugIns
rm -rf accessible audio imageformats mediaservice playlistformats position printsupport qml1tooling sensorgestures sensors
cd ../Frameworks
rm -rf QtDeclarative.framework QtMultimedia.framework QtMultimediaWidgets.framework QtNetwork.framework QtPositioning.framework QtQml.framework QtQuick.framework QtScript.framework QtSensors.framework QtSql.framework QtXmlPatterns.framework
cd ../Resources
rm empty.lproj
cd ../../..
cp -r fstl.app ..
cd ..
zip -r fstl_mac.zip fstl.app README.md

3
exe/package.sh Normal file
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@ -0,0 +1,3 @@
cd ..
cp build/release/fstl.exe .
/c/Program\ Files/7-Zip/7z.exe a fstl_win.zip fstl.exe README.md

View file

@ -1,12 +1,18 @@
#version 120
uniform float zoom;
varying vec3 ec_pos;
void main() {
vec3 base3 = vec3(0.99, 0.96, 0.89);
vec3 base2 = vec3(0.92, 0.91, 0.83);
vec3 base00 = vec3(0.40, 0.48, 0.51);
vec3 ec_normal = normalize(cross(dFdx(ec_pos), dFdy(ec_pos)));
ec_normal.z *= zoom;
ec_normal = normalize(ec_normal);
float a = dot(ec_normal, vec3(0.0, 0.0, 1.0));
float b = dot(ec_normal, vec3(-0.57, -0.57, 0.57));

View file

@ -8,7 +8,10 @@ App::App(int argc, char *argv[]) :
QApplication(argc, argv), window(new Window())
{
window->show();
window->load_stl(":gl/sphere.stl");
if (argc > 1)
window->load_stl(argv[1]);
else
window->load_stl(":gl/sphere.stl");
}
bool App::event(QEvent* e)

View file

@ -10,7 +10,7 @@
Canvas::Canvas(const QGLFormat& format, QWidget *parent)
: QGLWidget(format, parent), mesh(NULL),
scale(1), tilt(90), yaw(0), status(" ")
scale(1), zoom(1), tilt(90), yaw(0), status(" ")
{
// Nothing to do here
}
@ -30,6 +30,12 @@ void Canvas::load_mesh(Mesh* m)
pow(m->xmax() - m->xmin(), 2) +
pow(m->ymax() - m->ymin(), 2) +
pow(m->zmax() - m->zmin(), 2));
// Reset other camera parameters
zoom = 1;
yaw = 0;
tilt = 90;
update();
delete m;
@ -89,6 +95,9 @@ void Canvas::draw_mesh()
mesh_shader.uniformLocation("view_matrix"),
1, GL_FALSE, view_matrix().data());
// Compensate for z-flattening when zooming
glUniform1f(mesh_shader.uniformLocation("zoom"), 1/zoom);
// Find and enable the attribute location for vertex position
const GLuint vp = mesh_shader.attributeLocation("vertex_position");
glEnableVertexAttribArray(vp);
@ -122,12 +131,14 @@ QMatrix4x4 Canvas::view_matrix() const
{
m.scale(-1, width() / float(height()), 0.5);
}
m.scale(zoom, zoom, 1);
return m;
}
void Canvas::mousePressEvent(QMouseEvent* event)
{
if (event->button() == Qt::LeftButton)
if (event->button() == Qt::LeftButton ||
event->button() == Qt::RightButton)
{
mouse_pos = event->pos();
setCursor(Qt::ClosedHandCursor);
@ -136,7 +147,8 @@ void Canvas::mousePressEvent(QMouseEvent* event)
void Canvas::mouseReleaseEvent(QMouseEvent* event)
{
if (event->button() == Qt::LeftButton)
if (event->button() == Qt::LeftButton ||
event->button() == Qt::RightButton)
{
unsetCursor();
}
@ -144,13 +156,50 @@ void Canvas::mouseReleaseEvent(QMouseEvent* event)
void Canvas::mouseMoveEvent(QMouseEvent* event)
{
auto p = event->pos();
auto d = p - mouse_pos;
if (event->buttons() & Qt::LeftButton)
{
auto p = event->pos();
auto d = p - mouse_pos;
yaw = fmod(yaw - d.x(), 360);
tilt = fmax(0, fmin(180, tilt - d.y()));
mouse_pos = p;
update();
}
else if (event->buttons() & Qt::RightButton)
{
center = transform_matrix().inverted() *
view_matrix().inverted() *
QVector3D(-d.x() / (0.5*width()),
d.y() / (0.5*height()), 0);
update();
}
mouse_pos = p;
}
void Canvas::wheelEvent(QWheelEvent *event)
{
// Find GL position before the zoom operation
// (to zoom about mouse cursor)
auto p = event->pos();
QVector3D v(1 - p.x() / (0.5*width()),
p.y() / (0.5*height()) - 1, 0);
QVector3D a = transform_matrix().inverted() *
view_matrix().inverted() * v;
if (event->delta() < 0)
{
for (int i=0; i > event->delta(); --i)
zoom *= 1.001;
}
else if (event->delta() > 0)
{
for (int i=0; i < event->delta(); ++i)
zoom /= 1.001;
}
// Then find the cursor's GL position post-zoom and adjust center.
QVector3D b = transform_matrix().inverted() *
view_matrix().inverted() * v;
center += b - a;
update();
}

View file

@ -32,6 +32,7 @@ protected:
void mousePressEvent(QMouseEvent* event);
void mouseReleaseEvent(QMouseEvent* event);
void mouseMoveEvent(QMouseEvent* event);
void wheelEvent(QWheelEvent* event);
private:
@ -48,6 +49,7 @@ private:
QVector3D center;
float scale;
float zoom;
float tilt;
float yaw;

View file

@ -1,13 +1,129 @@
#include "loader.h"
#include "mesh.h"
Loader::Loader(QObject* parent, const QString& filename)
: QThread(parent), filename(filename)
{
// Nothing to do here
}
void Loader::run()
{
emit got_mesh(Mesh::load_stl(filename));
emit loaded_file(filename);
Mesh* mesh = load_stl();
if (mesh)
{
emit got_mesh(mesh);
emit loaded_file(filename);
}
}
////////////////////////////////////////////////////////////////////////////////
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;
}
};
typedef std::pair<Vec3, GLuint> Vec3i;
////////////////////////////////////////////////////////////////////////////////
Mesh* Loader::load_stl()
{
QFile file(filename);
file.open(QIODevice::ReadOnly);
if (file.read(5) == "solid")
{
emit error_ascii_stl();
return NULL;
}
// Skip the rest of the header material
file.read(75);
QDataStream data(&file);
data.setByteOrder(QDataStream::LittleEndian);
data.setFloatingPointPrecision(QDataStream::SinglePrecision);
// Load the triangle count from the .stl file
uint32_t tri_count;
data >> tri_count;
// Verify that the file is the right size
if (file.size() != 84 + tri_count*50)
{
emit error_bad_stl();
return NULL;
}
// Extract vertices into an array of xyz, unsigned pairs
QVector<Vec3i> verts(tri_count*3);
// Dummy array, because readRawData is faster than skipRawData
char buffer[sizeof(float)*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.readRawData(buffer, 3*sizeof(float));
// 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.readRawData(buffer, 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());
// 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 (!vertex_count || v.first != verts[vertex_count-1].first)
{
verts[vertex_count++] = v;
}
indices[v.second] = vertex_count - 1;
}
verts.resize(vertex_count);
std::vector<GLfloat> flat_verts;
flat_verts.reserve(vertex_count*3);
for (auto v : verts)
{
flat_verts.push_back(v.first.x);
flat_verts.push_back(v.first.y);
flat_verts.push_back(v.first.z);
}
return new Mesh(flat_verts, indices);
}

View file

@ -12,10 +12,16 @@ public:
explicit Loader(QObject* parent, const QString& filename);
void run();
protected:
Mesh* load_stl();
signals:
void loaded_file(QString filename);
void got_mesh(Mesh* m);
void error_ascii_stl();
void error_bad_stl();
private:
const QString filename;

View file

@ -2,7 +2,6 @@
#include <QDataStream>
#include <QVector3D>
#include <algorithm>
#include <cmath>
#include "mesh.h"
@ -34,98 +33,3 @@ float Mesh::max(size_t start) const
}
return v;
}
////////////////////////////////////////////////////////////////////////////////
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;
}
};
typedef std::pair<Vec3, GLuint> Vec3i;
////////////////////////////////////////////////////////////////////////////////
Mesh* Mesh::load_stl(const QString& filename)
{
QFile file(filename);
file.open(QIODevice::ReadOnly);
QDataStream data(&file);
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 an array of xyz, unsigned pairs
QVector<Vec3i> 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));
// 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());
// 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 (!vertex_count || v.first != verts[vertex_count-1].first)
{
verts[vertex_count++] = v;
}
indices[v.second] = vertex_count - 1;
}
verts.resize(vertex_count);
std::vector<float> flat_verts;
flat_verts.reserve(vertex_count*3);
for (auto v : verts)
{
flat_verts.push_back(v.first.x);
flat_verts.push_back(v.first.y);
flat_verts.push_back(v.first.z);
}
return new Mesh(flat_verts, indices);
}

View file

@ -10,7 +10,6 @@ class Mesh
{
public:
Mesh(std::vector<GLfloat> vertices, std::vector<GLuint> indices);
static Mesh* load_stl(const QString& filename);
float min(size_t start) const;
float max(size_t start) const;

View file

@ -14,6 +14,7 @@ Window::Window(QWidget *parent) :
{
setWindowTitle("fstl");
setAcceptDrops(true);
QFile styleFile(":/qt/style.qss");
styleFile.open( QFile::ReadOnly );
@ -69,6 +70,22 @@ void Window::on_about()
" style=\"color: #93a1a1;\">matt.j.keeter@gmail.com</a></p>");
}
void Window::on_ascii_stl()
{
QMessageBox::critical(this, "Error",
"<b>Error:</b><br>"
"Cannot open ASCII <code>.stl</code> file<br>"
"Please convert to binary <code>.stl</code> and retry");
}
void Window::on_bad_stl()
{
QMessageBox::critical(this, "Error",
"<b>Error:</b><br>"
"This <code>.stl</code> file is invalid or corrupted.<br>"
"Please export it from the original source, verify, and retry.");
}
void Window::enable_open()
{
open_action->setEnabled(true);
@ -91,6 +108,10 @@ bool Window::load_stl(const QString& filename)
connect(loader, &Loader::got_mesh,
canvas, &Canvas::load_mesh);
connect(loader, &Loader::error_ascii_stl,
this, &Window::on_ascii_stl);
connect(loader, &Loader::error_bad_stl,
this, &Window::on_bad_stl);
connect(loader, &Loader::finished,
loader, &Loader::deleteLater);
@ -108,3 +129,18 @@ bool Window::load_stl(const QString& filename)
loader->start();
return true;
}
void Window::dragEnterEvent(QDragEnterEvent *event)
{
if (event->mimeData()->hasUrls())
{
auto urls = event->mimeData()->urls();
if (urls.size() == 1 && urls.front().path().endsWith(".stl"))
event->acceptProposedAction();
}
}
void Window::dropEvent(QDropEvent *event)
{
load_stl(event->mimeData()->urls().front().toLocalFile());
}

View file

@ -12,9 +12,15 @@ public:
explicit Window(QWidget* parent=0);
bool load_stl(const QString& filename);
protected:
void dragEnterEvent(QDragEnterEvent* event);
void dropEvent(QDropEvent* event);
public slots:
void on_open();
void on_about();
void on_ascii_stl();
void on_bad_stl();
void enable_open();
void disable_open();