コード例 #1
0
        public static bool loadModelSTL_ascii(SimpleModel simpleModel, string filename, FMatrix3x3 matrix)
        {
            SimpleVolume vol = new SimpleVolume();

            using (StreamReader f = new StreamReader(filename))
            {
                // check for "SOLID"

                FPoint3 vertex           = new FPoint3();
                int     n                = 0;
                Point3  v0               = new Point3(0, 0, 0);
                Point3  v1               = new Point3(0, 0, 0);
                Point3  v2               = new Point3(0, 0, 0);
                string  line             = f.ReadLine();
                Regex   onlySingleSpaces = new Regex("\\s+", RegexOptions.Compiled);
                while (line != null)
                {
                    line = onlySingleSpaces.Replace(line, " ");
                    var parts = line.Trim().Split(' ');
                    if (parts[0].Trim() == "vertex")
                    {
                        vertex.x = Convert.ToDouble(parts[1]);
                        vertex.y = Convert.ToDouble(parts[2]);
                        vertex.z = Convert.ToDouble(parts[3]);

                        // change the scale from mm to micrometers
                        vertex *= 1000.0;

                        n++;
                        switch (n)
                        {
                        case 1:
                            v0 = matrix.apply(vertex);
                            break;

                        case 2:
                            v1 = matrix.apply(vertex);
                            break;

                        case 3:
                            v2 = matrix.apply(vertex);
                            vol.addFaceTriangle(v0, v1, v2);
                            n = 0;
                            break;
                        }
                    }
                    line = f.ReadLine();
                }
            }

            if (vol.faceTriangles.Count > 3)
            {
                simpleModel.volumes.Add(vol);
                return(true);
            }

            return(false);
        }
コード例 #2
0
ファイル: SimpleModel.cs プロジェクト: CNCBrasil/MatterSlice
        public static bool loadModelSTL_ascii(SimpleModel simpleModel, string filename, FMatrix3x3 matrix)
        {
            SimpleVolume vol = new SimpleVolume();
            using (StreamReader f = new StreamReader(filename))
            {
                // check for "SOLID"

                FPoint3 vertex = new FPoint3();
                int n = 0;
                Point3 v0 = new Point3(0, 0, 0);
                Point3 v1 = new Point3(0, 0, 0);
                Point3 v2 = new Point3(0, 0, 0);
                string line = f.ReadLine();
                Regex onlySingleSpaces = new Regex("\\s+", RegexOptions.Compiled);
                while (line != null)
                {
                    line = onlySingleSpaces.Replace(line, " ");
                    var parts = line.Trim().Split(' ');
                    if (parts[0].Trim() == "vertex")
                    {
                        vertex.x = Convert.ToDouble(parts[1]);
                        vertex.y = Convert.ToDouble(parts[2]);
                        vertex.z = Convert.ToDouble(parts[3]);

                        // change the scale from mm to micrometers
                        vertex *= 1000.0;

                        n++;
                        switch (n)
                        {
                            case 1:
                                v0 = matrix.apply(vertex);
                                break;

                            case 2:
                                v1 = matrix.apply(vertex);
                                break;

                            case 3:
                                v2 = matrix.apply(vertex);
                                vol.addFaceTriangle(v0, v1, v2);
                                n = 0;
                                break;
                        }
                    }
                    line = f.ReadLine();
                }
            }

            if (vol.faceTriangles.Count > 3)
            {
                simpleModel.volumes.Add(vol);
                return true;
            }

            return false;
        }
コード例 #3
0
        private static bool loadModelSTL_binary(SimpleModel simpleModel, string filename, FMatrix3x3 matrix)
        {
            SimpleVolume vol = new SimpleVolume();

            using (FileStream stlStream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
            {
                // load it as a binary stl
                // skip the first 80 bytes
                // read in the number of triangles
                stlStream.Position = 0;
                BinaryReader br                = new BinaryReader(stlStream);
                byte[]       fileContents      = br.ReadBytes((int)stlStream.Length);
                int          currentPosition   = 80;
                uint         numTriangles      = System.BitConverter.ToUInt32(fileContents, currentPosition);
                long         bytesForNormals   = numTriangles * 3 * 4;
                long         bytesForVertices  = numTriangles * 3 * 4;
                long         bytesForAttributs = numTriangles * 2;
                currentPosition += 4;
                long numBytesRequiredForVertexData = currentPosition + bytesForNormals + bytesForVertices + bytesForAttributs;
                if (fileContents.Length < numBytesRequiredForVertexData || numTriangles < 4)
                {
                    stlStream.Close();
                    return(false);
                }

                Point3[] vector = new Point3[3];
                for (int i = 0; i < numTriangles; i++)
                {
                    // skip the normal
                    currentPosition += 3 * 4;
                    for (int j = 0; j < 3; j++)
                    {
                        vector[j] = new Point3(
                            System.BitConverter.ToSingle(fileContents, currentPosition + 0 * 4) * 1000,
                            System.BitConverter.ToSingle(fileContents, currentPosition + 1 * 4) * 1000,
                            System.BitConverter.ToSingle(fileContents, currentPosition + 2 * 4) * 1000);
                        currentPosition += 3 * 4;
                    }
                    currentPosition += 2;                     // skip the attribute

                    vol.addFaceTriangle(vector[2], vector[1], vector[0]);
                }
            }

            if (vol.faceTriangles.Count > 3)
            {
                simpleModel.volumes.Add(vol);
                return(true);
            }

            return(false);
        }
コード例 #4
0
        public OptimizedVolume(SimpleVolume volume, OptimizedModel model)
        {
            this.model             = model;
            vertices.Capacity      = volume.faceTriangles.Count * 3;
            facesTriangle.Capacity = volume.faceTriangles.Count;

            Dictionary <int, List <int> > indexMap = new Dictionary <int, List <int> >();

            Stopwatch t = new Stopwatch();

            t.Start();
            for (int i = 0; i < volume.faceTriangles.Count; i++)
            {
                OptimizedFace f = new OptimizedFace();
                if ((i % 1000 == 0) && t.Elapsed.Seconds > 2)
                {
                    LogOutput.logProgress("optimized", i + 1, volume.faceTriangles.Count);
                }
                for (int j = 0; j < 3; j++)
                {
                    Point3 p    = volume.faceTriangles[i].v[j];
                    int    hash = (int)(((p.x + MELD_DIST / 2) / MELD_DIST) ^ (((p.y + MELD_DIST / 2) / MELD_DIST) << 10) ^ (((p.z + MELD_DIST / 2) / MELD_DIST) << 20));
                    int    idx  = 0;
                    bool   add  = true;
                    if (indexMap.ContainsKey(hash))
                    {
                        for (int n = 0; n < indexMap[hash].Count; n++)
                        {
                            if ((vertices[indexMap[hash][n]].position - p).testLength(MELD_DIST))
                            {
                                idx = indexMap[hash][n];
                                add = false;
                                break;
                            }
                        }
                    }
                    if (add)
                    {
                        if (!indexMap.ContainsKey(hash))
                        {
                            indexMap.Add(hash, new List <int>());
                        }
                        indexMap[hash].Add(vertices.Count);
                        idx = vertices.Count;
                        vertices.Add(new OptimizedPoint3(p));
                    }
                    f.vertexIndex[j] = idx;
                }
                if (f.vertexIndex[0] != f.vertexIndex[1] && f.vertexIndex[0] != f.vertexIndex[2] && f.vertexIndex[1] != f.vertexIndex[2])
                {
                    //Check if there is a face with the same points
                    bool duplicate = false;
                    for (int _idx0 = 0; _idx0 < vertices[f.vertexIndex[0]].usedByFacesList.Count; _idx0++)
                    {
                        for (int _idx1 = 0; _idx1 < vertices[f.vertexIndex[1]].usedByFacesList.Count; _idx1++)
                        {
                            for (int _idx2 = 0; _idx2 < vertices[f.vertexIndex[2]].usedByFacesList.Count; _idx2++)
                            {
                                if (vertices[f.vertexIndex[0]].usedByFacesList[_idx0] == vertices[f.vertexIndex[1]].usedByFacesList[_idx1] && vertices[f.vertexIndex[0]].usedByFacesList[_idx0] == vertices[f.vertexIndex[2]].usedByFacesList[_idx2])
                                {
                                    duplicate = true;
                                }
                            }
                        }
                    }
                    if (!duplicate)
                    {
                        vertices[f.vertexIndex[0]].usedByFacesList.Add(facesTriangle.Count);
                        vertices[f.vertexIndex[1]].usedByFacesList.Add(facesTriangle.Count);
                        vertices[f.vertexIndex[2]].usedByFacesList.Add(facesTriangle.Count);
                        facesTriangle.Add(f);
                    }
                }
            }
            //fprintf(stdout, "\rAll faces are optimized in %5.1fs.\n",timeElapsed(t));

            int openFacesCount = 0;

            for (int i = 0; i < facesTriangle.Count; i++)
            {
                OptimizedFace f = facesTriangle[i];
                f.touchingFaces[0] = getFaceIdxWithPoints(f.vertexIndex[0], f.vertexIndex[1], i);
                f.touchingFaces[1] = getFaceIdxWithPoints(f.vertexIndex[1], f.vertexIndex[2], i);
                f.touchingFaces[2] = getFaceIdxWithPoints(f.vertexIndex[2], f.vertexIndex[0], i);
                if (f.touchingFaces[0] == -1)
                {
                    openFacesCount++;
                }
                if (f.touchingFaces[1] == -1)
                {
                    openFacesCount++;
                }
                if (f.touchingFaces[2] == -1)
                {
                    openFacesCount++;
                }
            }
            //fprintf(stdout, "  Number of open faces: %i\n", openFacesCount);
        }
コード例 #5
0
ファイル: SimpleModel.cs プロジェクト: CNCBrasil/MatterSlice
        private static bool loadModelSTL_binary(SimpleModel simpleModel, string filename, FMatrix3x3 matrix)
        {
            SimpleVolume vol = new SimpleVolume();
            using (FileStream stlStream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
            {
                // load it as a binary stl
                // skip the first 80 bytes
                // read in the number of triangles
                stlStream.Position = 0;
                BinaryReader br = new BinaryReader(stlStream);
                byte[] fileContents = br.ReadBytes((int)stlStream.Length);
                int currentPosition = 80;
                uint numTriangles = System.BitConverter.ToUInt32(fileContents, currentPosition);
                long bytesForNormals = numTriangles * 3 * 4;
                long bytesForVertices = numTriangles * 3 * 4;
                long bytesForAttributs = numTriangles * 2;
                currentPosition += 4;
                long numBytesRequiredForVertexData = currentPosition + bytesForNormals + bytesForVertices + bytesForAttributs;
                if (fileContents.Length < numBytesRequiredForVertexData || numTriangles < 4)
                {
                    stlStream.Close();
                    return false;
                }

                Point3[] vector = new Point3[3];
                for (int i = 0; i < numTriangles; i++)
                {
                    // skip the normal
                    currentPosition += 3 * 4;
                    for (int j = 0; j < 3; j++)
                    {
                        vector[j] = new Point3(
                            System.BitConverter.ToSingle(fileContents, currentPosition + 0 * 4) * 1000,
                            System.BitConverter.ToSingle(fileContents, currentPosition + 1 * 4) * 1000,
                            System.BitConverter.ToSingle(fileContents, currentPosition + 2 * 4) * 1000);
                        currentPosition += 3 * 4;
                    }
                    currentPosition += 2; // skip the attribute

                    vol.addFaceTriangle(vector[2], vector[1], vector[0]);
                }
            }

            if (vol.faceTriangles.Count > 3)
            {
                simpleModel.volumes.Add(vol);
                return true;
            }

            return false;
        }
コード例 #6
0
ファイル: optimizedModel.cs プロジェクト: fuding/MatterSlice
        public OptimizedVolume(SimpleVolume volume, OptimizedModel model)
        {
            this.parentModel       = model;
            vertices.Capacity      = volume.faceTriangles.Count * 3;
            facesTriangle.Capacity = volume.faceTriangles.Count;

            Dictionary <int, List <int> > indexMap = new Dictionary <int, List <int> >();

            Stopwatch t = new Stopwatch();

            t.Start();
            for (int faceIndex = 0; faceIndex < volume.faceTriangles.Count; faceIndex++)
            {
                if (MatterSlice.Canceled)
                {
                    return;
                }
                OptimizedFace optimizedFace = new OptimizedFace();
                if ((faceIndex % 1000 == 0) && t.Elapsed.Seconds > 2)
                {
                    LogOutput.logProgress("optimized", faceIndex + 1, volume.faceTriangles.Count);
                }
                for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++)
                {
                    Point3 p    = volume.faceTriangles[faceIndex].vertices[vertexIndex];
                    int    hash = (int)(((p.x + MELD_DIST / 2) / MELD_DIST) ^ (((p.y + MELD_DIST / 2) / MELD_DIST) << 10) ^ (((p.z + MELD_DIST / 2) / MELD_DIST) << 20));
                    int    idx  = 0;
                    bool   add  = true;
                    if (indexMap.ContainsKey(hash))
                    {
                        for (int n = 0; n < indexMap[hash].Count; n++)
                        {
                            if ((vertices[indexMap[hash][n]].position - p).AbsLengthLEQ(MELD_DIST))
                            {
                                idx = indexMap[hash][n];
                                add = false;
                                break;
                            }
                        }
                    }
                    if (add)
                    {
                        if (!indexMap.ContainsKey(hash))
                        {
                            indexMap.Add(hash, new List <int>());
                        }
                        indexMap[hash].Add(vertices.Count);
                        idx = vertices.Count;
                        vertices.Add(new OptimizedPoint3(p));
                    }
                    optimizedFace.vertexIndex[vertexIndex] = idx;
                }
                if (optimizedFace.vertexIndex[0] != optimizedFace.vertexIndex[1] && optimizedFace.vertexIndex[0] != optimizedFace.vertexIndex[2] && optimizedFace.vertexIndex[1] != optimizedFace.vertexIndex[2])
                {
                    //Check if there is a face with the same points
                    bool duplicate = false;
                    for (int _idx0 = 0; _idx0 < vertices[optimizedFace.vertexIndex[0]].usedByFacesList.Count; _idx0++)
                    {
                        for (int _idx1 = 0; _idx1 < vertices[optimizedFace.vertexIndex[1]].usedByFacesList.Count; _idx1++)
                        {
                            for (int _idx2 = 0; _idx2 < vertices[optimizedFace.vertexIndex[2]].usedByFacesList.Count; _idx2++)
                            {
                                if (vertices[optimizedFace.vertexIndex[0]].usedByFacesList[_idx0] == vertices[optimizedFace.vertexIndex[1]].usedByFacesList[_idx1] && vertices[optimizedFace.vertexIndex[0]].usedByFacesList[_idx0] == vertices[optimizedFace.vertexIndex[2]].usedByFacesList[_idx2])
                                {
                                    duplicate = true;
                                }
                            }
                        }
                    }
                    if (!duplicate)
                    {
                        vertices[optimizedFace.vertexIndex[0]].usedByFacesList.Add(facesTriangle.Count);
                        vertices[optimizedFace.vertexIndex[1]].usedByFacesList.Add(facesTriangle.Count);
                        vertices[optimizedFace.vertexIndex[2]].usedByFacesList.Add(facesTriangle.Count);
                        facesTriangle.Add(optimizedFace);
                    }
                }
            }
            //fprintf(stdout, "\rAll faces are optimized in %5.1fs.\n",timeElapsed(t));

            int openFacesCount = 0;

            for (int faceIndex = 0; faceIndex < facesTriangle.Count; faceIndex++)
            {
                OptimizedFace optimizedFace = facesTriangle[faceIndex];
                optimizedFace.touchingFaces[0] = getOtherFaceIndexContainingVertices(optimizedFace.vertexIndex[0], optimizedFace.vertexIndex[1], faceIndex);
                optimizedFace.touchingFaces[1] = getOtherFaceIndexContainingVertices(optimizedFace.vertexIndex[1], optimizedFace.vertexIndex[2], faceIndex);
                optimizedFace.touchingFaces[2] = getOtherFaceIndexContainingVertices(optimizedFace.vertexIndex[2], optimizedFace.vertexIndex[0], faceIndex);
                if (optimizedFace.touchingFaces[0] == -1)
                {
                    openFacesCount++;
                }
                if (optimizedFace.touchingFaces[1] == -1)
                {
                    openFacesCount++;
                }
                if (optimizedFace.touchingFaces[2] == -1)
                {
                    openFacesCount++;
                }
            }
            //fprintf(stdout, "  Number of open faces: %i\n", openFacesCount);
        }