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WIP: Moved sources int src/, separated most of the source code from Perl.
The XS was left only for the unit / integration tests, and it links libslic3r only. No wxWidgets are allowed to be used from Perl starting from now.
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1706 changed files with 7413 additions and 7638 deletions
118
src/libslic3r/Format/OBJ.cpp
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118
src/libslic3r/Format/OBJ.cpp
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#include "../libslic3r.h"
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#include "../Model.hpp"
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#include "../TriangleMesh.hpp"
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#include "OBJ.hpp"
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#include "objparser.hpp"
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#include <string>
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#ifdef _WIN32
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#define DIR_SEPARATOR '\\'
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#else
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#define DIR_SEPARATOR '/'
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#endif
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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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{
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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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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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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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// 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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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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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.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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size_t i_face = 0;
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for (size_t i = 0; i < data.vertices.size(); ++ i) {
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if (data.vertices[i].coordIdx == -1)
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continue;
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stl_facet &facet = stl.facet_start[i_face ++];
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size_t num_normals = 0;
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stl_normal normal(stl_normal::Zero());
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for (unsigned int v = 0; v < 3; ++ v) {
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const ObjParser::ObjVertex &vertex = data.vertices[i++];
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memcpy(facet.vertex[v].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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++ 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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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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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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++ num_normals;
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}
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if (num_normals == 4) {
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// Normalize an average normal of a quad.
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float len = facet.normal.norm();
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if (len > EPSILON) {
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normal /= len;
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facet.normal = normal;
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facet2.normal = normal;
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}
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}
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} else if (num_normals == 3) {
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// Normalize an average normal of a triangle.
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float len = facet.normal.norm();
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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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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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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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}; // namespace Slic3r
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