public static bool LoadModelSTL_ascii(SimpleMeshCollection simpleModel, string filename, Matrix4X4 matrix) { var vol = new SimpleMesh(); using (var f = new StreamReader(filename)) { // check for "SOLID" var vertex = default(VectorMath.Vector3); int n = 0; var v0 = new IntPoint(0, 0, 0); var v1 = new IntPoint(0, 0, 0); var v2 = new IntPoint(0, 0, 0); string line = f.ReadLine(); var 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 = Vector3Ex.Transform(vertex, matrix) * 1000; v0 = new IntPoint(new0.X, new0.Y, new0.Z); break; case 2: var new1 = Vector3Ex.Transform(vertex, matrix) * 1000; v1 = new IntPoint(new1.X, new1.Y, new1.Z); break; case 3: var new2 = 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); }
private static bool loadModelSTL_binary(SimpleMeshCollection simpleModel, string filename, Matrix4X4 matrix) { var 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; var br = new BinaryReader(stlStream); byte[] fileContents = br.ReadBytes((int)stlStream.Length); int currentPosition = 80; if (fileContents.Length < currentPosition) { return(false); } uint numTriangles = 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); } var 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 VectorMath.Vector3( BitConverter.ToSingle(fileContents, currentPosition + 0 * 4), BitConverter.ToSingle(fileContents, currentPosition + 1 * 4), BitConverter.ToSingle(fileContents, currentPosition + 2 * 4)); var new0 = 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 <SimpleMesh.SimpleFace>(); } simpleModel.SimpleMeshes.Add(vol); return(true); } return(false); }