From 61c930444d093b2d1bb43b72a2f34b4a7d748eaf Mon Sep 17 00:00:00 2001 From: Matt Keeter Date: Tue, 25 Mar 2014 20:01:46 -0400 Subject: [PATCH] Move load_stl from Mesh to Loader --- src/loader.cpp | 130 +++++++++++++++++++++++++++++++++++++++++-------- src/loader.h | 4 ++ src/mesh.cpp | 99 ------------------------------------- src/mesh.h | 1 - 4 files changed, 115 insertions(+), 119 deletions(-) diff --git a/src/loader.cpp b/src/loader.cpp index 355f40c..0d6b165 100644 --- a/src/loader.cpp +++ b/src/loader.cpp @@ -1,5 +1,4 @@ #include "loader.h" -#include "mesh.h" Loader::Loader(QObject* parent, const QString& filename) : QThread(parent), filename(filename) @@ -9,29 +8,122 @@ Loader::Loader(QObject* parent, const QString& filename) void Loader::run() { - { // Verify that this isn't an ascii stl file - QFile file(filename); - file.open(QIODevice::ReadOnly); - if (file.read(5) == "solid") - { - emit error_ascii_stl(); - return; - } + 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); - // Skip the rest of the buffer - file.read(75); + QDataStream data(&file); + data.setByteOrder(QDataStream::LittleEndian); + data.setFloatingPointPrecision(QDataStream::SinglePrecision); - // Assume we're on a little-endian system for simplicity - uint32_t tri_count; - file.read(reinterpret_cast(&tri_count), sizeof(tri_count)); + // Load the triangle count from the .stl file + uint32_t tri_count; + data >> tri_count; - if (file.size() != 84 + tri_count*50) + // 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) { - emit error_bad_stl(); - return; + verts[vertex_count++] = v; } + indices[v.second] = vertex_count - 1; } + verts.resize(vertex_count); - emit got_mesh(Mesh::load_stl(filename)); - emit loaded_file(filename); + 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); } + diff --git a/src/loader.h b/src/loader.h index 1de1157..fb0c8d8 100644 --- a/src/loader.h +++ b/src/loader.h @@ -12,9 +12,13 @@ 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(); diff --git a/src/mesh.cpp b/src/mesh.cpp index 3e092d6..cfb4ca4 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -2,7 +2,6 @@ #include #include -#include #include #include "mesh.h" @@ -34,101 +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 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 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); -} diff --git a/src/mesh.h b/src/mesh.h index f83a477..e8a02f0 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -10,7 +10,6 @@ class Mesh { public: Mesh(std::vector vertices, std::vector indices); - static Mesh* load_stl(const QString& filename); float min(size_t start) const; float max(size_t start) const; -- 2.39.5