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#include <iostream>
#include <fstream>
#include <map>
#include "TriangleMesh.h"
//'multiple' should be ideally 10^desired_decimal_accuracy
int inline RoundTo(const float val, const float multiple=1000.f)
{
return ( int(floorf(val*multiple)) );
}
//puts v1 into Pos, with mPos being a helper structure preventing having
//v1 multiple times inside the Pos
long unsigned int Enlist(
const Vector3FC& v1,
std::vector<Vector3FC>& Pos,
std::map< int,std::map< int,std::map< int,long unsigned int > > >& mPos)
{
long unsigned int o1; //ret val
std::map< int,std::map< int,long unsigned int > >& mY=mPos[RoundTo(v1.x)];
if (mY.empty())
{
Pos.push_back(v1);
o1=Pos.size();
//add reference to this vertex in the mPos structure
std::map< int,long unsigned int > mZ;
mZ[RoundTo(v1.z)]=o1;
std::map< int,std::map< int,long unsigned int > > my;
my[RoundTo(v1.y)]=mZ;
mPos[RoundTo(v1.x)]=my;
}
else
{
std::map< int,long unsigned int >& mZ=mY[RoundTo(v1.y)];
if (mZ.empty())
{
Pos.push_back(v1);
o1=Pos.size();
//add reference to this vertex in the mPos structure
std::map< int,long unsigned int > mZ;
mZ[RoundTo(v1.z)]=o1;
mY[RoundTo(v1.y)]=mZ;
}
else
{
if (mZ[RoundTo(v1.z)] == 0)
{
Pos.push_back(v1);
o1=Pos.size();
//add reference to this vertex in the mPos structure
mZ[RoundTo(v1.z)]=o1;
}
else
{
o1=mZ[RoundTo(v1.z)];
}
}
}
return o1;
}
int ActiveMesh::ImportSTL(const char *filename)
{
Pos.clear();
ID.clear();
norm.clear();
//a helper map to (efficiently) search for already stored vertices inside Pos
std::map< int,std::map< int,std::map< int,long unsigned int > > > mPos;
// x y z offset+1 in Pos
//try to open the file
std::ifstream file(filename);
if (!file.is_open()) return 1;
//read the "header" line
char tmp[1024];
file >> tmp; //dangerous...
//check tmp for "solid" or complain
if (tmp[0] != 's'
|| tmp[1] != 'o'
|| tmp[2] != 'l'
|| tmp[3] != 'i'
|| tmp[4] != 'd') { file.close(); return(2); }
//read (and skip) the rest of the header line
file.ignore(10240,'\n');
//read facet by facet
while (file >> tmp)
{
//check tmp for "facet" or complain
if (tmp[0] != 'f'
|| tmp[1] != 'a'
|| tmp[2] != 'c'
|| tmp[3] != 'e'
|| tmp[4] != 't') { file.close(); return(2); }
//read normal
file >> tmp; //"normal" keyword
float x,y,z;
file >> x >> y >> z;
Vector3F normal(x,y,z);
//read triangle vertices
file >> tmp;
//check tmp for "outer" or complain
if (tmp[0] != 'o'
|| tmp[1] != 'u'
|| tmp[2] != 't'
|| tmp[3] != 'e'
|| tmp[4] != 'r') { file.close(); return(2); }
file >> tmp; //"loop" keyword
file >> tmp; //"vertex" keyword
file >> x >> y >> z;
Vector3FC v1(x,y,z);
file >> tmp;
file >> x >> y >> z;
Vector3FC v2(x,y,z);
file >> tmp;
file >> x >> y >> z;
Vector3FC v3(x,y,z);
file >> tmp; //"endloop" keyword
file >> tmp; //"endfacet" keyword
//add this triangle to the ActiveMesh data structures
//we need to:
// scale, round and use this for comparison against already
// discovered vertices to avoid for having the same vertex saved twice
long unsigned int o1,o2,o3;
o1=Enlist(v1,Pos,mPos);
o2=Enlist(v2,Pos,mPos);
o3=Enlist(v3,Pos,mPos);
//
// three offsets to the Pos array should be output
// add them to the ID array
ID.push_back(o1-1);
ID.push_back(o2-1);
ID.push_back(o3-1);
// add normal to the norm array
norm.push_back(normal);
/*
std::cout << "v1: " << v1.x << "," << v1.y << "," << v1.z << " -- o1=" << o1 << "\n";
std::cout << "v2: " << v2.x << "," << v2.y << "," << v2.z << " -- o2=" << o2 << "\n";
std::cout << "v3: " << v3.x << "," << v3.y << "," << v3.z << " -- o3=" << o3 << "\n";
std::cout << "normal: " << normal.x << "," << normal.y << "," << normal.z << "\n\n";
*/
}
file.close();
return(0);
}
int ActiveMesh::ImportVTK(const char *filename)
{
Pos.clear();
ID.clear();
norm.clear();
//try to open the file
std::ifstream file(filename);
if (!file.is_open()) return 1;
file.close();
return(0);
}
void ActiveMesh::CenterMesh(const Vector3F& newCentre)
{
//calc geom. centre
double x=0.,y=0.,z=0.;
for (unsigned int i=0; i < Pos.size(); ++i)
{
x+=Pos[i].x;
y+=Pos[i].y;
z+=Pos[i].z;
}
x/=double(Pos.size());
y/=double(Pos.size());
z/=double(Pos.size());
x-=newCentre.x;
y-=newCentre.y;
z-=newCentre.z;
//shift the centre to point (0,0,0)
for (unsigned int i=0; i < Pos.size(); ++i)
{
Pos[i].x-=float(x);
Pos[i].y-=float(y);
Pos[i].z-=float(z);
}
}
void ActiveMesh::ScaleMesh(const Vector3F& scale)
{
for (unsigned int i=0; i < Pos.size(); ++i)
{
Pos[i].x*=scale.x;
Pos[i].y*=scale.y;
Pos[i].z*=scale.z;
}
}