fstl/src/mesh.cpp
2014-03-22 13:03:54 -04:00

134 lines
3.6 KiB
C++

#include <QFile>
#include <QDataStream>
#include <QVector3D>
#include <algorithm>
#include <cmath>
#include "mesh.h"
////////////////////////////////////////////////////////////////////////////////
Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
: vertices(v), indices(i)
{
// Nothing to do here
}
float Mesh::min(size_t start) const
{
float v = vertices[start];
for (size_t i=start; i < vertices.size(); i += 3)
{
v = fmin(v, vertices[i]);
}
return v;
}
float Mesh::max(size_t start) const
{
float v = vertices[start];
for (size_t i=start; i < vertices.size(); i += 3)
{
v = fmax(v, vertices[i]);
}
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);
// 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);
}