Make loading of obj files into TriangleMesh possible.
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e4247f9856
commit
9d775d0a43
2 changed files with 45 additions and 29 deletions
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@ -15,39 +15,41 @@
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namespace Slic3r {
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bool load_obj(const char *path, Model *model, const char *object_name_in)
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bool load_obj(const char *path, TriangleMesh *meshptr)
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{
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if(meshptr == nullptr) return false;
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// Parse the OBJ file.
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ObjParser::ObjData data;
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if (! ObjParser::objparse(path, data)) {
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// die "Failed to parse $file\n" if !-e $path;
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// die "Failed to parse $file\n" if !-e $path;
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return false;
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}
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// Count the faces and verify, that all faces are triangular.
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size_t num_faces = 0;
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size_t num_quads = 0;
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size_t num_quads = 0;
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for (size_t i = 0; i < data.vertices.size(); ) {
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size_t j = i;
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for (; j < data.vertices.size() && data.vertices[j].coordIdx != -1; ++ j) ;
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if (i == j)
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continue;
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size_t face_vertices = j - i;
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if (face_vertices != 3 && face_vertices != 4) {
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size_t face_vertices = j - i;
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if (face_vertices != 3 && face_vertices != 4) {
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// Non-triangular and non-quad faces are not supported as of now.
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return false;
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}
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if (face_vertices == 4)
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++ num_quads;
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++ num_faces;
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if (face_vertices == 4)
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++ num_quads;
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++ num_faces;
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i = j + 1;
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}
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// Convert ObjData into STL.
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TriangleMesh mesh;
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TriangleMesh &mesh = *meshptr;
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stl_file &stl = mesh.stl;
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stl.stats.type = inmemory;
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stl.stats.number_of_facets = int(num_faces + num_quads);
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stl.stats.number_of_facets = uint32_t(num_faces + num_quads);
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stl.stats.original_num_facets = int(num_faces + num_quads);
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// stl_allocate clears all the allocated data to zero, all normals are set to zeros as well.
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stl_allocate(&stl);
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@ -68,14 +70,14 @@ bool load_obj(const char *path, Model *model, const char *object_name_in)
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++ num_normals;
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}
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}
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if (data.vertices[i].coordIdx != -1) {
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// This is a quad. Produce the other triangle.
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stl_facet &facet2 = stl.facet_start[i_face++];
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if (data.vertices[i].coordIdx != -1) {
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// This is a quad. Produce the other triangle.
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stl_facet &facet2 = stl.facet_start[i_face++];
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facet2.vertex[0] = facet.vertex[0];
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facet2.vertex[1] = facet.vertex[2];
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const ObjParser::ObjVertex &vertex = data.vertices[i++];
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memcpy(facet2.vertex[2].data(), &data.coordinates[vertex.coordIdx * 4], 3 * sizeof(float));
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if (vertex.normalIdx != -1) {
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const ObjParser::ObjVertex &vertex = data.vertices[i++];
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memcpy(facet2.vertex[2].data(), &data.coordinates[vertex.coordIdx * 4], 3 * sizeof(float));
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if (vertex.normalIdx != -1) {
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normal(0) += data.normals[vertex.normalIdx*3];
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normal(1) += data.normals[vertex.normalIdx*3+1];
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normal(2) += data.normals[vertex.normalIdx*3+2];
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@ -96,25 +98,37 @@ bool load_obj(const char *path, Model *model, const char *object_name_in)
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if (len > EPSILON)
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facet.normal = normal / len;
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}
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}
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}
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stl_get_size(&stl);
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mesh.repair();
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if (mesh.facets_count() == 0) {
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// die "This STL file couldn't be read because it's empty.\n"
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// die "This OBJ file couldn't be read because it's empty.\n"
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return false;
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}
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std::string object_name;
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if (object_name_in == nullptr) {
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const char *last_slash = strrchr(path, DIR_SEPARATOR);
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object_name.assign((last_slash == nullptr) ? path : last_slash + 1);
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} else
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object_name.assign(object_name_in);
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model->add_object(object_name.c_str(), path, std::move(mesh));
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return true;
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}
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bool load_obj(const char *path, Model *model, const char *object_name_in)
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{
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TriangleMesh mesh;
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bool ret = load_obj(path, &mesh);
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if (ret) {
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std::string object_name;
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if (object_name_in == nullptr) {
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const char *last_slash = strrchr(path, DIR_SEPARATOR);
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object_name.assign((last_slash == nullptr) ? path : last_slash + 1);
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} else
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object_name.assign(object_name_in);
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model->add_object(object_name.c_str(), path, std::move(mesh));
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}
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return ret;
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}
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bool store_obj(const char *path, TriangleMesh *mesh)
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{
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//FIXME returning false even if write failed.
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@ -5,8 +5,10 @@ namespace Slic3r {
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class TriangleMesh;
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class Model;
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class ModelObject;
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// Load an OBJ file into a provided model.
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extern bool load_obj(const char *path, TriangleMesh *mesh);
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extern bool load_obj(const char *path, Model *model, const char *object_name = nullptr);
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extern bool store_obj(const char *path, TriangleMesh *mesh);
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