PrusaSlicer-NonPlainar/xs/src/libslic3r/Format/OBJ.cpp
bubnikv 1719952f49 Fixing "opening an obj file causes Slic3r to become stuck and use 100% on one core" #221
Extended the OBJ parser to triangulate quads. Higher order polygons are not supported though.
2017-04-03 10:05:22 +02:00

125 lines
4.3 KiB
C++

#include "../libslic3r.h"
#include "../Model.hpp"
#include "../TriangleMesh.hpp"
#include "OBJ.hpp"
#include "objparser.hpp"
#include <string>
#ifdef _WIN32
#define DIR_SEPARATOR '\\'
#else
#define DIR_SEPARATOR '/'
#endif
namespace Slic3r {
bool load_obj(const char *path, Model *model, const char *object_name_in)
{
// Parse the OBJ file.
ObjParser::ObjData data;
if (! ObjParser::objparse(path, data)) {
// die "Failed to parse $file\n" if !-e $path;
return false;
}
// Count the faces and verify, that all faces are triangular.
size_t num_faces = 0;
size_t num_quads = 0;
for (size_t i = 0; i < data.vertices.size(); ) {
size_t j = i;
for (; j < data.vertices.size() && data.vertices[j].coordIdx != -1; ++ j) ;
if (i == j)
continue;
size_t face_vertices = j - i;
if (face_vertices != 3 && face_vertices != 4) {
// Non-triangular and non-quad faces are not supported as of now.
return false;
}
if (face_vertices == 4)
++ num_quads;
++ num_faces;
i = j + 1;
}
// Convert ObjData into STL.
TriangleMesh mesh;
stl_file &stl = mesh.stl;
stl.stats.type = inmemory;
stl.stats.number_of_facets = int(num_faces + num_quads);
stl.stats.original_num_facets = int(num_faces + num_quads);
// stl_allocate clears all the allocated data to zero, all normals are set to zeros as well.
stl_allocate(&stl);
size_t i_face = 0;
for (size_t i = 0; i < data.vertices.size(); ++ i) {
if (data.vertices[i].coordIdx == -1)
continue;
stl_facet &facet = stl.facet_start[i_face ++];
size_t num_normals = 0;
stl_normal normal = { 0.f };
for (unsigned int v = 0; v < 3; ++ v) {
const ObjParser::ObjVertex &vertex = data.vertices[i++];
memcpy(&facet.vertex[v].x, &data.coordinates[vertex.coordIdx*4], 3 * sizeof(float));
if (vertex.normalIdx != -1) {
normal.x += data.normals[vertex.normalIdx*3];
normal.y += data.normals[vertex.normalIdx*3+1];
normal.z += data.normals[vertex.normalIdx*3+2];
++ num_normals;
}
}
if (data.vertices[i].coordIdx != -1) {
// This is a quad. Produce the other triangle.
stl_facet &facet2 = stl.facet_start[i_face++];
facet2.vertex[0] = facet.vertex[0];
facet2.vertex[1] = facet.vertex[2];
const ObjParser::ObjVertex &vertex = data.vertices[i++];
memcpy(&facet2.vertex[2].x, &data.coordinates[vertex.coordIdx * 4], 3 * sizeof(float));
if (vertex.normalIdx != -1) {
normal.x += data.normals[vertex.normalIdx*3];
normal.y += data.normals[vertex.normalIdx*3+1];
normal.z += data.normals[vertex.normalIdx*3+2];
++ num_normals;
}
if (num_normals == 4) {
// Normalize an average normal of a quad.
float len = sqrt(facet.normal.x*facet.normal.x + facet.normal.y*facet.normal.y + facet.normal.z*facet.normal.z);
if (len > EPSILON) {
normal.x /= len;
normal.y /= len;
normal.z /= len;
facet.normal = normal;
facet2.normal = normal;
}
}
} else if (num_normals == 3) {
// Normalize an average normal of a triangle.
float len = sqrt(facet.normal.x*facet.normal.x + facet.normal.y*facet.normal.y + facet.normal.z*facet.normal.z);
if (len > EPSILON) {
normal.x /= len;
normal.y /= len;
normal.z /= len;
facet.normal = normal;
}
}
}
stl_get_size(&stl);
mesh.repair();
if (mesh.facets_count() == 0) {
// die "This STL file couldn't be read because it's empty.\n"
return false;
}
std::string object_name;
if (object_name_in == nullptr) {
const char *last_slash = strrchr(path, DIR_SEPARATOR);
object_name.assign((last_slash == nullptr) ? path : last_slash + 1);
} else
object_name.assign(object_name_in);
model->add_object(object_name.c_str(), path, std::move(mesh));
return true;
}
}; // namespace Slic3r