+#include <future>
+
#include "loader.h"
+#include "vertex.h"
-Loader::Loader(QObject* parent, const QString& filename)
- : QThread(parent), filename(filename)
+Loader::Loader(QObject* parent, const QString& filename, bool is_reload)
+ : QThread(parent), filename(filename), is_reload(is_reload)
{
// Nothing to do here
}
Mesh* mesh = load_stl();
if (mesh)
{
- emit got_mesh(mesh);
- emit loaded_file(filename);
+ if (mesh->empty())
+ {
+ emit error_empty_mesh();
+ delete mesh;
+ }
+ else
+ {
+ emit got_mesh(mesh, is_reload);
+ emit loaded_file(filename);
+ }
}
}
-
////////////////////////////////////////////////////////////////////////////////
-struct Vec3
+void parallel_sort(Vertex* begin, Vertex* end, int threads)
+{
+ if (threads < 2 || end - begin < 2)
+ {
+ std::sort(begin, end);
+ }
+ else
+ {
+ const auto mid = begin + (end - begin) / 2;
+ if (threads == 2)
+ {
+ auto future = std::async(parallel_sort, begin, mid, threads / 2);
+ std::sort(mid, end);
+ future.wait();
+ }
+ else
+ {
+ auto a = std::async(std::launch::async, parallel_sort, begin, mid, threads / 2);
+ auto b = std::async(std::launch::async, parallel_sort, mid, end, threads / 2);
+ a.wait();
+ b.wait();
+ }
+ std::inplace_merge(begin, mid, end);
+ }
+}
+
+Mesh* mesh_from_verts(uint32_t tri_count, QVector<Vertex>& verts)
{
- GLfloat x, y, z;
- bool operator!=(const Vec3& rhs) const
+ // 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)
{
- return x != rhs.x || y != rhs.y || z != rhs.z;
+ verts[i].i = i;
}
- bool operator<(const Vec3& rhs) const
+
+ // Check how many threads the hardware can safely support. This may return
+ // 0 if the property can't be read so we shoud check for that too.
+ auto threads = std::thread::hardware_concurrency();
+ if (threads == 0)
{
- 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;
+ threads = 8;
}
-};
-typedef std::pair<Vec3, GLuint> Vec3i;
+ // Sort the set of vertices (to deduplicate)
+ parallel_sort(verts.begin(), verts.end(), threads);
+
+ // 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 != verts[vertex_count-1])
+ {
+ verts[vertex_count++] = v;
+ }
+ indices[v.i] = 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.x);
+ flat_verts.push_back(v.y);
+ flat_verts.push_back(v.z);
+ }
+
+ return new Mesh(std::move(flat_verts), std::move(indices));
+}
////////////////////////////////////////////////////////////////////////////////
Mesh* Loader::load_stl()
{
QFile file(filename);
- file.open(QIODevice::ReadOnly);
- if (file.read(5) == "solid")
+ if (!file.open(QIODevice::ReadOnly))
{
- emit error_ascii_stl();
+ emit error_missing_file();
return NULL;
}
- // Skip the rest of the header material
- file.read(75);
+ // First, try to read the stl as an ASCII file
+ if (file.read(5) == "solid")
+ {
+ file.readLine(); // skip solid name
+ const auto line = file.readLine().trimmed();
+ if (line.startsWith("facet") ||
+ line.startsWith("endsolid"))
+ {
+ file.seek(0);
+ return read_stl_ascii(file);
+ }
+ // Otherwise, this STL is a binary stl but contains 'solid' as
+ // the first five characters. This is a bad life choice, but
+ // we can gracefully handle it by falling through to the binary
+ // STL reader below.
+ }
+
+ file.seek(0);
+ return read_stl_binary(file);
+}
+
+Mesh* Loader::read_stl_binary(QFile& file)
+{
QDataStream data(&file);
data.setByteOrder(QDataStream::LittleEndian);
data.setFloatingPointPrecision(QDataStream::SinglePrecision);
// Load the triangle count from the .stl file
+ file.seek(80);
uint32_t tri_count;
data >> tri_count;
}
// Extract vertices into an array of xyz, unsigned pairs
- QVector<Vec3i> verts(tri_count*3);
+ QVector<Vertex> verts(tri_count*3);
// Dummy array, because readRawData is faster than skipRawData
- char buffer[sizeof(float)*3];
+ std::unique_ptr<uint8_t[]> buffer(new uint8_t[tri_count * 50]);
+ data.readRawData((char*)buffer.get(), tri_count * 50);
// Store vertices in the array, processing one triangle at a time.
+ auto b = buffer.get() + 3 * sizeof(float);
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));
- }
+ for (unsigned i=0; i < 3; ++i)
+ {
+ qFromLittleEndian<float>(b, 3, &v[i]);
+ b += 3 * sizeof(float);
+ }
- // 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;
+ // Skip face attribute and next face's normal vector
+ b += 3 * sizeof(float) + sizeof(uint16_t);
}
- // Sort the set of vertices (to deduplicate)
- std::sort(verts.begin(), verts.end());
+ return mesh_from_verts(tri_count, verts);
+}
- // This vector will store triangles as sets of 3 indices
- std::vector<GLuint> indices(tri_count*3);
+Mesh* Loader::read_stl_ascii(QFile& file)
+{
+ file.readLine();
+ uint32_t tri_count = 0;
+ QVector<Vertex> verts(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)
+ bool okay = true;
+ while (!file.atEnd() && okay)
{
- if (!vertex_count || v.first != verts[vertex_count-1].first)
+ const auto line = file.readLine().simplified();
+ if (line.startsWith("endsolid"))
{
- verts[vertex_count++] = v;
+ break;
+ }
+ else if (!line.startsWith("facet normal") ||
+ !file.readLine().simplified().startsWith("outer loop"))
+ {
+ okay = false;
+ break;
+ }
+
+ for (int i=0; i < 3; ++i)
+ {
+ auto line = file.readLine().simplified().split(' ');
+ if (line[0] != "vertex")
+ {
+ okay = false;
+ break;
+ }
+ const float x = line[1].toFloat(&okay);
+ const float y = line[2].toFloat(&okay);
+ const float z = line[3].toFloat(&okay);
+ verts.push_back(Vertex(x, y, z));
}
- indices[v.second] = vertex_count - 1;
+ if (!file.readLine().trimmed().startsWith("endloop") ||
+ !file.readLine().trimmed().startsWith("endfacet"))
+ {
+ okay = false;
+ break;
+ }
+ tri_count++;
}
- verts.resize(vertex_count);
- std::vector<GLfloat> flat_verts;
- flat_verts.reserve(vertex_count*3);
- for (auto v : verts)
+ if (okay)
{
- flat_verts.push_back(v.first.x);
- flat_verts.push_back(v.first.y);
- flat_verts.push_back(v.first.z);
+ return mesh_from_verts(tri_count, verts);
+ }
+ else
+ {
+ emit error_bad_stl();
+ return NULL;
}
-
- return new Mesh(flat_verts, indices);
}