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214 lines (198 loc) · 4.64 KB
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package fauxgl
import (
"bufio"
"encoding/binary"
"io"
"io/fs"
"math"
"os"
"runtime"
"strings"
)
type STLHeader struct {
_ [80]uint8
Count uint32
}
type STLTriangle struct {
N, V1, V2, V3 [3]float32
_ uint16
}
func LoadSTL(path string) (*Mesh, error) {
// open file
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
// get file size
info, err := file.Stat()
if err != nil {
return nil, err
}
size := info.Size()
// read header, get expected binary size
header := STLHeader{}
if err := binary.Read(file, binary.LittleEndian, &header); err != nil {
return nil, err
}
expectedSize := int64(header.Count)*50 + 84
// rewind to start of file
_, err = file.Seek(0, 0)
if err != nil {
return nil, err
}
// parse ascii or binary stl
if size == expectedSize {
return loadSTLB(file)
} else {
return loadSTLA(file)
}
}
func LoadSTLF(file fs.File) (func(file fs.File) (*Mesh, error), error) {
// get file size
info, err := file.Stat()
if err != nil {
return nil, err
}
size := info.Size()
// read header, get expected binary size
header := STLHeader{}
if err := binary.Read(file, binary.LittleEndian, &header); err != nil {
return nil, err
}
expectedSize := int64(header.Count)*50 + 84
// parse ascii or binary stl
if size == expectedSize {
return loadSTLB, nil
} else {
return loadSTLA, nil
}
}
func loadSTLA(file fs.File) (*Mesh, error) {
var vertexes []Vector
scanner := bufio.NewScanner(file)
for scanner.Scan() {
line := scanner.Text()
fields := strings.Fields(line)
if len(fields) == 4 && fields[0] == "vertex" {
f := ParseFloats(fields[1:])
vertexes = append(vertexes, Vector{f[0], f[1], f[2]})
}
}
var triangles []*Triangle
for i := 0; i < len(vertexes); i += 3 {
t := Triangle{}
t.V1.Position = vertexes[i+0]
t.V2.Position = vertexes[i+1]
t.V3.Position = vertexes[i+2]
t.FixNormals()
triangles = append(triangles, &t)
}
return NewTriangleMesh(triangles), scanner.Err()
}
func makeFloat(b []byte) float64 {
return float64(math.Float32frombits(binary.LittleEndian.Uint32(b)))
}
func loadSTLB(file fs.File) (*Mesh, error) {
r := bufio.NewReader(file)
header := STLHeader{}
if err := binary.Read(r, binary.LittleEndian, &header); err != nil {
return nil, err
}
count := int(header.Count)
triangles := make([]*Triangle, count)
_triangles := make([]Triangle, count)
b := make([]byte, count*50)
_, err := io.ReadFull(r, b)
if err != nil {
return nil, err
}
wn := runtime.NumCPU()
ch := make(chan Box, wn)
for wi := 0; wi < wn; wi++ {
go func(wi, wn int) {
var min, max Vector
for i := wi; i < count; i += wn {
j := i * 50
v1 := Vector{makeFloat(b[j+12 : j+16]), makeFloat(b[j+16 : j+20]), makeFloat(b[j+20 : j+24])}
v2 := Vector{makeFloat(b[j+24 : j+28]), makeFloat(b[j+28 : j+32]), makeFloat(b[j+32 : j+36])}
v3 := Vector{makeFloat(b[j+36 : j+40]), makeFloat(b[j+40 : j+44]), makeFloat(b[j+44 : j+48])}
t := &_triangles[i]
t.V1.Position = v1
t.V2.Position = v2
t.V3.Position = v3
n := t.Normal()
t.V1.Normal = n
t.V2.Normal = n
t.V3.Normal = n
if i == wi {
min = v1
max = v1
}
for _, v := range [3]Vector{v1, v2, v3} {
if v.X < min.X {
min.X = v.X
}
if v.Y < min.Y {
min.Y = v.Y
}
if v.Z < min.Z {
min.Z = v.Z
}
if v.X > max.X {
max.X = v.X
}
if v.Y > max.Y {
max.Y = v.Y
}
if v.Z > max.Z {
max.Z = v.Z
}
}
triangles[i] = t
}
ch <- Box{min, max}
}(wi, wn)
}
box := EmptyBox
for wi := 0; wi < wn; wi++ {
box = box.Extend(<-ch)
}
mesh := NewTriangleMesh(triangles)
mesh.box = &box
return mesh, nil
}
func SaveSTL(path string, mesh *Mesh) error {
file, err := os.Create(path)
if err != nil {
return err
}
defer file.Close()
w := bufio.NewWriter(file)
header := STLHeader{}
header.Count = uint32(len(mesh.Triangles))
if err := binary.Write(w, binary.LittleEndian, &header); err != nil {
return err
}
for _, triangle := range mesh.Triangles {
n := triangle.Normal()
d := STLTriangle{}
d.N[0] = float32(n.X)
d.N[1] = float32(n.Y)
d.N[2] = float32(n.Z)
d.V1[0] = float32(triangle.V1.Position.X)
d.V1[1] = float32(triangle.V1.Position.Y)
d.V1[2] = float32(triangle.V1.Position.Z)
d.V2[0] = float32(triangle.V2.Position.X)
d.V2[1] = float32(triangle.V2.Position.Y)
d.V2[2] = float32(triangle.V2.Position.Z)
d.V3[0] = float32(triangle.V3.Position.X)
d.V3[1] = float32(triangle.V3.Position.Y)
d.V3[2] = float32(triangle.V3.Position.Z)
if err := binary.Write(w, binary.LittleEndian, &d); err != nil {
return err
}
}
w.Flush()
return nil
}