コード例 #1
0
        public IOWriteResult Write(BinaryWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
        {
            string header = "g3sharp_stl ";

            byte[] header_bytes = ASCIIEncoding.ASCII.GetBytes(header);
            byte[] stl_header   = new byte[80];
            Array.Clear(stl_header, 0, stl_header.Length);
            Array.Copy(header_bytes, stl_header, header_bytes.Length);

            writer.Write(stl_header);

            int total_tris = 0;

            foreach (WriteMesh mesh in vMeshes)
            {
                total_tris += mesh.Mesh.TriangleCount;
            }
            writer.Write(total_tris);

            for (int mi = 0; mi < vMeshes.Count; ++mi)
            {
                IMesh mesh = vMeshes[mi].Mesh;

                if (options.ProgressFunc != null)
                {
                    options.ProgressFunc(mi, vMeshes.Count - 1);
                }

                Func <int, stl_triangle> producerF = (ti) => {
                    stl_triangle tri = new stl_triangle();
                    Index3i      t = mesh.GetTriangle(ti);
                    Vector3D     a = mesh.GetVertex(t.a), b = mesh.GetVertex(t.b), c = mesh.GetVertex(t.c);
                    Vector3D     n = math.MathUtil.Normal(a, b, c);

                    tri.nx     = (float)n.x; tri.ny = (float)n.y; tri.nz = (float)n.z;
                    tri.ax     = (float)a.x; tri.ay = (float)a.y; tri.az = (float)a.z;
                    tri.bx     = (float)b.x; tri.by = (float)b.y; tri.bz = (float)b.z;
                    tri.cx     = (float)c.x; tri.cy = (float)c.y; tri.cz = (float)c.z;
                    tri.attrib = 0;
                    return(tri);
                };
                Action <stl_triangle> consumerF = (tri) => {
                    byte[] tri_bytes = Util.StructureToByteArray(tri);
                    writer.Write(tri_bytes);
                };

                ParallelStream <int, stl_triangle> stream = new ParallelStream <int, stl_triangle>();
                stream.ProducerF = producerF;
                stream.ConsumerF = consumerF;

                // parallel version is slower =\
                //stream.Run_Thread(mesh.TriangleIndices());
                stream.Run(mesh.TriangleIndices());
            }

            return(new IOWriteResult(IOCode.Ok, ""));
        }
コード例 #2
0
        public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
        {
            if (options.bCombineMeshes == true)
            {
                writer.WriteLine("solid \"mesh\"");
            }

            string three_floats = Util.MakeVec3FormatString(0, 1, 2, options.RealPrecisionDigits);

            for (int mi = 0; mi < vMeshes.Count; ++mi)
            {
                IMesh mesh = vMeshes[mi].Mesh;

                if (options.ProgressFunc != null)
                {
                    options.ProgressFunc(mi, vMeshes.Count - 1);
                }

                string solid_name = string.Format("mesh_{0}", mi);
                if (options.bCombineMeshes == false)
                {
                    if (vMeshes[mi].Name != null && vMeshes[mi].Name.Length > 0)
                    {
                        solid_name = vMeshes[mi].Name;
                    }
                    writer.WriteLine("solid \"{0}\"", solid_name);
                }

                foreach (int ti in mesh.TriangleIndices())
                {
                    Index3i  t = mesh.GetTriangle(ti);
                    Vector3D a = mesh.GetVertex(t.a), b = mesh.GetVertex(t.b), c = mesh.GetVertex(t.c);
                    Vector3D n = math.MathUtil.Normal(a, b, c);
                    writer.WriteLine("facet normal " + three_floats, n.x, n.y, n.z);
                    writer.WriteLine("outer loop" + writer.NewLine + "vertex " + three_floats, a.x, a.y, a.z);
                    writer.WriteLine("vertex " + three_floats, b.x, b.y, b.z);
                    writer.WriteLine("vertex " + three_floats, c.x, c.y, c.z);
                    writer.WriteLine("endloop" + writer.NewLine + "endfacet");
                }

                if (options.bCombineMeshes == false)
                {
                    writer.WriteLine("endsolid \"{0}\"", solid_name);
                }
            }

            if (options.bCombineMeshes == true)
            {
                writer.WriteLine("endsolid \"mesh\"");
            }

            return(new IOWriteResult(IOCode.Ok, ""));
        }
コード例 #3
0
        public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
        {
            int N = vMeshes.Count;

            writer.WriteLine("OFF");

            string three_floats = Util.MakeVec3FormatString(0, 1, 2, options.RealPrecisionDigits);

            int nTotalV = 0, nTotalT = 0, nTotalE = 0;

            // OFF only supports one mesh, so have to collapse all input meshes
            // into a single list, with mapping for triangles
            // [TODO] can skip this if input is a single mesh!
            int[][] mapV = new int[N][];
            for (int mi = 0; mi < N; ++mi)
            {
                nTotalV += vMeshes[mi].Mesh.VertexCount;
                nTotalT += vMeshes[mi].Mesh.TriangleCount;
                nTotalE += 0;
                mapV[mi] = new int[vMeshes[mi].Mesh.MaxVertexID];
            }
            writer.WriteLine(string.Format("{0} {1} {2}", nTotalV, nTotalT, nTotalE));


            // write all vertices, and construct vertex re-map
            int vi = 0;

            for (int mi = 0; mi < N; ++mi)
            {
                IMesh mesh = vMeshes[mi].Mesh;
                if (options.ProgressFunc != null)
                {
                    options.ProgressFunc(mi, 2 * (N - 1));
                }
                foreach (int vid in mesh.VertexIndices())
                {
                    Vector3D v = mesh.GetVertex(vid);
                    writer.WriteLine(three_floats, v.x, v.y, v.z);
                    mapV[mi][vid] = vi;
                    vi++;
                }
            }

            // write all triangles
            for (int mi = 0; mi < N; ++mi)
            {
                IMesh mesh = vMeshes[mi].Mesh;
                if (options.ProgressFunc != null)
                {
                    options.ProgressFunc(N + mi, 2 * (N - 1));
                }

                foreach (int ti in mesh.TriangleIndices())
                {
                    Index3i t = mesh.GetTriangle(ti);
                    t[0] = mapV[mi][t[0]];
                    t[1] = mapV[mi][t[1]];
                    t[2] = mapV[mi][t[2]];
                    writer.WriteLine(string.Format("3 {0} {1} {2}", t[0], t[1], t[2]));
                }
            }

            return(new IOWriteResult(IOCode.Ok, ""));
        }