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BinaryStlFormatter.cpp
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BinaryStlFormatter.cpp
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#include <vector>
#include <algorithm>
#include <iostream>
#include <stdint.h>
#include <string.h>
#include "libthing/StlFormatters.h"
#include "libthing/Mesh.h"
//// I too, hate this kind of crap, but what can one do?
/// this is needed so network byte order works on all platforms.
/// There may be a cleaner way, so fix it if you know how....
#ifdef ON_DARWIN
#if !defined(le32toh) || !defined(htole32)
#if BYTE_ORDER == LITTLE_ENDIAN
#define le32toh(x) (x)
#define htole32(x) bswap_32(x)
#else
#define le32toh(x) bswap_32(x)
#define htole32(x) (x)
#endif
#endif
#if defined(HAVE_COREFOUNDATION_COREFOUNDATION_H)
#include <CoreFoundation/CoreFoundation.h>
#define htole32(x) CFSwapInt32HostToLittle(x)
#define le32toh(x) CFSwapInt32LittleToHost(x)
#endif
#else
#if defined(ON_LINUX)
#include <endian.h>
#endif /*ON_LINUX*/
#endif
using namespace std;
using namespace libthing;
static int readUInt32(std::istream& in) {
uint32_t tmp;
in.read((istream::char_type*)&tmp,4);
return le32toh(tmp);
}
static int writeUInt32(std::ostream& out, uint32_t value) {
uint32_t tmp = htole32(value);
out.write((ostream::char_type*)&tmp,4);
}
static int writeFloat(std::ostream& out, float value) {
uint32_t* p = (uint32_t*)&value;
uint32_t tmp = htole32(*p);
out.write((ostream::char_type*)&tmp,4);
}
static float readFloat(std::istream& in) {
uint32_t tmp;
in.read((istream::char_type*)&tmp,4);
tmp = le32toh(tmp);
return *(float*)(&tmp);
}
static void writeVertex(ostream& out, Vector3 const& vertex)
{
writeFloat(out, vertex[0]);
writeFloat(out, vertex[1]);
writeFloat(out, vertex[2]);
}
static void writeTriangleBinary(ostream& out, Triangle3 const& tri, Vector3 const& normal) {
writeVertex(out, normal);
writeVertex(out, tri[0]);
writeVertex(out, tri[1]);
writeVertex(out, tri[2]);
}
static Vector3 readVertex(std::istream& in) {
Vector3 v;
v[0] = readFloat(in);
v[1] = readFloat(in);
v[2] = readFloat(in);
return v;
}
#define COMMENT_MAX_LEN 80
Mesh* BinaryStlFormatter::readMesh(std::istream& in) {
FaceNormalTriangleMesh* mesh = new FaceNormalTriangleMesh();
istream::char_type comment[81];
istream::char_type padding[2];
in.read(comment,COMMENT_MAX_LEN);
comment[COMMENT_MAX_LEN] = '\0';
//cout << "STL header comment: " << comment << endl;
mesh->setComment(comment);
uint32_t facets = readUInt32(in);
//cout << "Facet count: " << facets << endl;
for (int f = 0; f < facets && !in.eof(); f++) {
// TODO: check that file is long enough! We can't have this
// block.
// Read normal
Vector3 v0,v1,v2, f0;
f0 = readVertex(in);
v0 = readVertex(in);
v1 = readVertex(in);
v2 = readVertex(in);
mesh->addTriangle(FaceNormTriangle3(v0,v1,v2,f0));
// Read padding
in.read(padding,2);
//mesh.tris.push_back(t);
//int triIdx = mesh.tris.size();
//mesh.edges.addEdgesForTriangle(t,triIdx);
}
if (in.fail()) {
cerr << "Error reading file; file possibly corrupted or misunderstood." <<
endl;
throw ParseException();
}
return mesh;
}
//Mesh* BinaryStlFormatter::readMesh(QFile& inf) {
// FaceNormalTriangleMesh* mesh = new FaceNormalTriangleMesh();
// QDataStream in(&inf);
// char comment[81];
// // STL is in network byte order
// in.setByteOrder(QDataStream::LittleEndian);
// in.setFloatingPointPrecision(QDataStream::SinglePrecision);
// in.readRawData(comment,80);
// comment[80] = '\0';
// //qDebug() << "STL header comment:" << comment;
// quint32 facets;
// in >> facets;
// //qDebug() << "Facet count: " << facets;
// for (quint32 f = 0; f < facets; f++) {
// // TODO: check that file is long enough! We can't have this
// // block.
// // Read normal
// FaceNormalTriangle t;
// t.n = readVertex(in);
// for (int i =0; i < 3; i++) {
// t.p[i] = readVertex(in);
// }
// mesh->addTri(t);
// // Read padding
// quint16 attributeByteCount;
// in >> attributeByteCount;
// if (in.status() == QDataStream::ReadPastEnd) {
// //qDebug() << "Error reading file; file possibly corrupted or misunderstood.";
// throw ParseException("Stream too short");
// }
// }
// return mesh;
//}
//
//
//void writeBinReal32(QFile& out, float f) {
// out.write((const char*)&f,4);
//}
//
//void writeBinQVector3D(QFile& out, const QVector3D& v) {
// writeBinReal32(out,v.x());
// writeBinReal32(out,v.y());
// writeBinReal32(out,v.z());
//}
//
//static void writeBinTriangle(QFile& out, const Triangle& tri, const QVector3D& normal) {\
// writeBinQVector3D(out,normal);
// writeBinQVector3D(out,tri.p[0]);
// writeBinQVector3D(out,tri.p[1]);
// writeBinQVector3D(out,tri.p[2]);
// uint16_t attr = 0;
// out.write((const char*)&attr,2);
//}
//
//static void writeBinTransformedTriangle(QFile& out, const Triangle& tri, const QMatrix4x4& trans) {
// Triangle t;
// t.p[0] = trans*tri.p[0];
// t.p[1] = trans*tri.p[1];
// t.p[2] = trans*tri.p[2];
// writeBinTriangle(out, t, t.computeNormal());
//}
//
//void writeBinMeshRecurse(QFile& out, const SceneNode* node, const QMatrix4x4& transformation) {
//
// QMatrix4x4 newTrans = transformation;
//
// const TransformNode* transNode = dynamic_cast<const TransformNode*>(node);
// if(transNode != 0)
// newTrans *= transNode->matrix();
//
// const MeshNode* meshNode = dynamic_cast<const MeshNode*>(node);
// if(meshNode != 0) {
//
// const FaceNormalTriangleMesh* fntMesh = 0;
// const VertexNormalTriangleMesh* vntMesh = 0;
// fntMesh = dynamic_cast<const FaceNormalTriangleMesh*>(&meshNode->mesh());
// vntMesh = dynamic_cast<const VertexNormalTriangleMesh*>(&meshNode->mesh());
//
// if(fntMesh != 0)
// foreach(FaceNormalTriangle tri, fntMesh->tris())
// writeBinTransformedTriangle(out, tri, transformation);
// else if(vntMesh != 0)
// foreach(VertexNormalTriangle tri, vntMesh->tris())
// writeBinTransformedTriangle(out, tri, transformation);
// else // We should have better failure behavior here.
// throw -1;
// }
//
// foreach(SceneNode* sn, node->children()) {
// writeBinMeshRecurse(out, sn, newTrans);
// }
//}
//
//uint32_t countTris(const SceneNode* node) {
// const MeshNode* meshNode = dynamic_cast<const MeshNode*>(node);
// if (meshNode != 0) {
// const FaceNormalTriangleMesh* fntMesh = dynamic_cast<const FaceNormalTriangleMesh*>(&meshNode->mesh());
// const VertexNormalTriangleMesh* vntMesh = dynamic_cast<const VertexNormalTriangleMesh*>(&meshNode->mesh());
// if(fntMesh != 0)
// return fntMesh->tris().size();
// else if(vntMesh != 0)
// return vntMesh->tris().size();
// else // We should have better failure behavior here.
// throw -1;
// } else {
// uint32_t tris = 0;
// foreach(SceneNode* sn, node->children()) {
// tris += countTris(sn);
// }
// return tris;
// }
//}
//
void BinaryStlFormatter::writeMesh(std::ostream& outFh, const libthing::Mesh& mesh) {
istream::char_type padding[2] = {0x00, 0x00};
char nameField[COMMENT_MAX_LEN];
strncpy(nameField, mesh.getComment().c_str(), COMMENT_MAX_LEN);
outFh.write(nameField, COMMENT_MAX_LEN);
//cout << "BLARG " << endl;
const FaceNormalTriangleMesh* fntMesh = dynamic_cast<const FaceNormalTriangleMesh*>(&mesh);
if(fntMesh != NULL)
{
std::vector<FaceNormTriangle3> tris = fntMesh->readAllTriangles();
uint32_t faces = tris.size();
writeUInt32(outFh, faces);
//cout << "blarg 2" << tris.size() << endl;
FOREACH(I, tris) { //FUTURE: make this a C++11 foreach someday soon
writeTriangleBinary(outFh, *I, (*I).normal());
outFh.write(padding, 2);//padding
}
}
}