示例#1
0
        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);
        }
示例#2
0
        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);
        }