Exemplo n.º 1
0
        private static bool loadModelSTL_binary(SimpleMeshCollection simpleModel, string filename, Matrix4X4 matrix)
        {
            SimpleMesh vol = new SimpleMesh();

            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;
                if (fileContents.Length < currentPosition)
                {
                    return(false);
                }
                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 < 0)
                {
                    stlStream.Close();
                    return(false);
                }

                IntPoint[] vector = new IntPoint[3];
                for (int i = 0; i < numTriangles; i++)
                {
                    // skip the normal
                    currentPosition += 3 * 4;
                    for (int j = 0; j < 3; j++)
                    {
                        var vertex = new MatterHackers.VectorMath.Vector3(
                            System.BitConverter.ToSingle(fileContents, currentPosition + 0 * 4),
                            System.BitConverter.ToSingle(fileContents, currentPosition + 1 * 4),
                            System.BitConverter.ToSingle(fileContents, currentPosition + 2 * 4));

                        var new0 = VectorMath.Vector3.Transform(vertex, matrix);
                        vector[j]        = new IntPoint(new0.X * 1000, new0.Y * 1000, new0.Z * 1000);
                        currentPosition += 3 * 4;
                    }
                    currentPosition += 2;                     // skip the attribute

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

            if (vol.faceTriangles.Count > 0)
            {
                simpleModel.SimpleMeshes.Add(vol);
                return(true);
            }

            return(false);
        }
Exemplo n.º 2
0
        public OptimizedMesh(SimpleMesh simpleMesh, OptimizedMeshCollection containingCollection)
        {
            this.containingCollection = containingCollection;
            vertices.Capacity         = simpleMesh.faceTriangles.Count * 3;
            facesTriangle.Capacity    = simpleMesh.faceTriangles.Count;

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

            Stopwatch t = new Stopwatch();

            t.Start();
            for (int faceIndex = 0; faceIndex < simpleMesh.faceTriangles.Count; faceIndex++)
            {
                if (MatterSlice.Canceled)
                {
                    return;
                }
                OptimizedFace optimizedFace = new OptimizedFace();
                if ((faceIndex % 1000 == 0) && t.Elapsed.TotalSeconds > 2)
                {
                    LogOutput.logProgress("optimized", faceIndex + 1, simpleMesh.faceTriangles.Count);
                }
                for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++)
                {
                    IntPoint p    = simpleMesh.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).Length() < 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);
        }
Exemplo n.º 3
0
        public static bool loadModelSTL_ascii(SimpleMeshCollection simpleModel, string filename, Matrix4X4 matrix)
        {
            SimpleMesh vol = new SimpleMesh();

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

                var      vertex           = default(MatterHackers.VectorMath.Vector3);
                int      n                = 0;
                IntPoint v0               = new IntPoint(0, 0, 0);
                IntPoint v1               = new IntPoint(0, 0, 0);
                IntPoint v2               = new IntPoint(0, 0, 0);
                string   line             = f.ReadLine();
                Regex    onlySingleSpaces = new Regex("\\s+", RegexOptions.Compiled);
                int      lineCount        = 0;
                while (line != null)
                {
                    if (lineCount++ > 100 && vol.faceTriangles.Count == 0)
                    {
                        return(false);
                    }

                    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
                        n++;
                        switch (n)
                        {
                        case 1:
                            var new0 = VectorMath.Vector3Ex.Transform(vertex, matrix) * 1000;
                            v0 = new IntPoint(new0.X, new0.Y, new0.Z);
                            break;

                        case 2:
                            var new1 = VectorMath.Vector3Ex.Transform(vertex, matrix) * 1000;
                            v1 = new IntPoint(new1.X, new1.Y, new1.Z);
                            break;

                        case 3:
                            var new2 = VectorMath.Vector3Ex.Transform(vertex, matrix) * 1000;
                            v2 = new IntPoint(new2.X, new2.Y, new2.Z);
                            vol.addFaceTriangle(v0, v1, v2);
                            n = 0;
                            break;
                        }
                    }

                    line = f.ReadLine();
                }
            }

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

            return(false);
        }
Exemplo n.º 4
0
        private static bool loadModelSTLStream_binary(SimpleMeshCollection simpleModel, Stream stlStream, Matrix4X4 matrix)
        {
            SimpleMesh vol = new SimpleMesh();

            // 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;

            if (fileContents.Length < currentPosition)
            {
                return(false);
            }

            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 < 0)
            {
                stlStream.Close();
                return(false);
            }

            IntPoint[] vector = new IntPoint[3];
            for (int i = 0; i < numTriangles; i++)
            {
                // skip the normal
                currentPosition += 3 * 4;
                for (int j = 0; j < 3; j++)
                {
                    var vertex = new MatterHackers.VectorMath.Vector3(
                        System.BitConverter.ToSingle(fileContents, currentPosition + 0 * 4),
                        System.BitConverter.ToSingle(fileContents, currentPosition + 1 * 4),
                        System.BitConverter.ToSingle(fileContents, currentPosition + 2 * 4));

                    var new0 = VectorMath.Vector3Ex.Transform(vertex, matrix);
                    vector[j]        = new IntPoint(new0.X * 1000, new0.Y * 1000, new0.Z * 1000);
                    currentPosition += 3 * 4;
                }

                currentPosition += 2;                 // skip the attribute

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


            // Detect and skip non-visible mesh
            var bounds = vol.maxXYZ_um() - vol.minXYZ_um();

            if (vol.faceTriangles.Count > 0)
            {
                if (bounds.X == 0)
                {
                    vol.faceTriangles = new List <SimpleFace>();
                }

                simpleModel.SimpleMeshes.Add(vol);
                return(true);
            }

            return(false);
        }
Exemplo n.º 5
0
        public OptimizedMesh(SimpleMesh simpleMesh, OptimizedMeshCollection containingCollection)
        {
            this.containingCollection = containingCollection;
            vertices.Capacity = simpleMesh.faceTriangles.Count * 3;
            facesTriangle.Capacity = simpleMesh.faceTriangles.Count;

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

            Stopwatch t = new Stopwatch();
            t.Start();
            for (int faceIndex = 0; faceIndex < simpleMesh.faceTriangles.Count; faceIndex++)
            {
                if (MatterSlice.Canceled)
                {
                    return;
                }
                OptimizedFace optimizedFace = new OptimizedFace();
                if ((faceIndex % 1000 == 0) && t.Elapsed.TotalSeconds > 2)
                {
                    LogOutput.logProgress("optimized", faceIndex + 1, simpleMesh.faceTriangles.Count);
                }
                for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++)
                {
                    Point3 p = simpleMesh.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);
        }
Exemplo n.º 6
0
		private static bool loadModelSTL_binary(SimpleMeshCollection simpleModel, string filename, FMatrix3x3 matrix)
		{
			SimpleMesh vol = new SimpleMesh();
			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 < 0)
				{
					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 > 0)
			{
				simpleModel.SimpleMeshes.Add(vol);
				return true;
			}

			return false;
		}
Exemplo n.º 7
0
		public static bool loadModelSTL_ascii(SimpleMeshCollection simpleModel, string filename, FMatrix3x3 matrix)
		{
			SimpleMesh vol = new SimpleMesh();
			using (StreamReader f = new StreamReader(filename))
			{
				// check for "SOLID"

				Vector3 vertex = new Vector3();
				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);
				int lineCount = 0;
				while (line != null)
				{
					if(lineCount++ > 100 && vol.faceTriangles.Count == 0)
					{
						return false;
					}
					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.SimpleMeshes.Add(vol);
				return true;
			}

			return false;
		}
Exemplo n.º 8
0
        public static bool loadModelSTL_ascii(SimpleMeshCollection simpleModel, string filename, FMatrix3x3 matrix)
        {
            SimpleMesh vol = new SimpleMesh();

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

                Vector3 vertex           = new Vector3();
                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);
                int     lineCount        = 0;
                while (line != null)
                {
                    if (lineCount++ > 100 && vol.faceTriangles.Count == 0)
                    {
                        return(false);
                    }
                    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.SimpleMeshes.Add(vol);
                return(true);
            }

            return(false);
        }