X-Git-Url: https://git.sur5r.net/?p=fstl;a=blobdiff_plain;f=src%2Fmesh.cpp;h=cfb4ca464f5be66adb121ac7dd26adf795d061c2;hp=3e092d67a66284feb78a0fc50b47b16b0ec092f2;hb=61c930444d093b2d1bb43b72a2f34b4a7d748eaf;hpb=9cc3bd82e832f5d49911048d6dc053e177922abf 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); -}