#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;
}
};
+typedef std::pair<Vec3, GLuint> Vec3i;
-Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
- : vertices(v), indices(i)
-{
- // Nothing to do here
-}
+////////////////////////////////////////////////////////////////////////////////
Mesh* Mesh::load_stl(const QString& filename)
{
data >> tri_count;
// Extract vertices into an array of xyz, unsigned pairs
- QVector<std::pair<Vec3, GLuint>> verts(tri_count*3);
+ 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.skipRawData(3*sizeof(float));
+ 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[2].first.x >> v[2].first.y >> v[2].first.z;
// Skip face attribute
- data.skipRawData(sizeof(uint16_t));
+ data.readRawData(buffer, sizeof(uint16_t));
}
// Save indicies as the second element in the array
}
indices[v.second] = vertex_count - 1;
}
+ verts.resize(vertex_count);
- // Finally, pack unique vertices into a flat array.
- std::vector<GLfloat> unique_verts(vertex_count*3);
- for (size_t i=0; i < vertex_count; ++i)
+ std::vector<GLfloat> flat_verts;
+ flat_verts.reserve(vertex_count*3);
+ for (auto v : verts)
{
- unique_verts[3*i] = verts[i].first.x;
- unique_verts[3*i + 1] = verts[i].first.y;
- unique_verts[3*i + 2] = verts[i].first.z;
+ flat_verts.push_back(v.first.x);
+ flat_verts.push_back(v.first.y);
+ flat_verts.push_back(v.first.z);
}
- return new Mesh(unique_verts, indices);
+ return new Mesh(flat_verts, indices);
}