#include <QDataStream>
#include <QVector3D>
-#include <algorithm>
+#include <cmath>
#include "mesh.h"
-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;
- }
-};
-
+////////////////////////////////////////////////////////////////////////////////
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)
+float Mesh::min(size_t start) const
{
- 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<std::pair<Vec3, GLuint>> verts(tri_count*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));
-
- // 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.skipRawData(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)
+ float v = vertices[start];
+ for (size_t i=start; i < vertices.size(); i += 3)
{
- if (!vertex_count || v.first != verts[vertex_count-1].first)
- {
- verts[vertex_count++] = v;
- }
- indices[v.second] = vertex_count - 1;
+ v = fmin(v, vertices[i]);
}
+ return v;
+}
- // 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)
+float Mesh::max(size_t start) const
+{
+ float v = vertices[start];
+ for (size_t i=start; i < vertices.size(); i += 3)
{
- 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;
+ v = fmax(v, vertices[i]);
}
-
- return new Mesh(unique_verts, indices);
+ return v;
}