#include "loader.h" Loader::Loader(QObject* parent, const QString& filename) : QThread(parent), filename(filename) { // Nothing to do here } void Loader::run() { 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 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 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 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 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); }