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model.cpp
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model.cpp
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/* This proram is part of Qt examples.
Copyright 2015-2022 by Chun-Ming Su
E-Mail: sokunmin@gmail.com
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>. */
#include "model.h"
#include "gcode/gcode.h"
#include <QFileInfo>
#include <QFile>
#include <QTextStream>
#include <QVarLengthArray>
#include <QtOpenGL>
#include <QDebug>
Model::Model(const QString &filePath)
: m_fileName(QFileInfo(filePath).fileName())
{
QFile file(filePath);
if (!file.open(QIODevice::ReadOnly))
return;
if (filePath.endsWith(".stl", Qt::CaseInsensitive)) {
loadStl(file);
} else if (filePath.endsWith(".obj", Qt::CaseInsensitive)) {
loadObj(file);
} else if (filePath.endsWith(".gcode", Qt::CaseInsensitive)) {
loadGCode(filePath.toStdString());
}
m_transform.setToIdentity();
}
Model::~Model()
{
}
void Model::transform(QMatrix4x4 matrix)
{
m_transform = matrix;
if (m_vertices.empty())
return;
QVector<QVector3D> v;
#pragma omp parallel for
v = m_vertices;
auto it = v.end(), end = v.begin();
while ( it != end ) {
// qDebug() << "X: " << ((QVector3D*)it)->x();
*it = matrix * *it;
--it;
}
m_verticesNew = v;
recomputeAll();
}
void Model::render(bool wireframe, bool normals, bool showGcodeMotion, bool showGcodeLines)
{
// glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
if (wireframe) {
glVertexPointer(3, GL_FLOAT, 0, (float *)m_vertices.data());
glDrawElements(GL_LINES, m_edgeIndices.size(), GL_UNSIGNED_INT, m_edgeIndices.data());
} else {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, (float *)m_verticesNew.data());
glNormalPointer(GL_FLOAT, 0, (float *)m_normals.data());
glDrawElements(GL_TRIANGLES, m_vertexIndices.size(), GL_UNSIGNED_INT, m_vertexIndices.data());
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
}
if (normals) {
QVector<QVector3D> normals;
for (int i = 0; i < m_normals.size(); ++i)
normals << m_verticesNew.at(i) << (m_verticesNew.at(i) + m_normals.at(i) * 0.02f);
glVertexPointer(3, GL_FLOAT, 0, (float *)normals.data());
glDrawArrays(GL_LINES, 0, normals.size());
}
glDisableClientState(GL_VERTEX_ARRAY);
if(m_gCode.isOpen())
m_gCode.draw(showGcodeLines, showGcodeMotion);
//Draw bounding box
glPushMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glColor3f(0.8, 0.18, 0.61);
glLineWidth(2.f);
//draw front plane
glBegin(GL_LINE_LOOP);
glVertex3f(m_min.x(), m_max.y(), m_max.z());
glVertex3f(m_min.x(), m_min.y(), m_max.z());
glVertex3f(m_max.x(), m_min.y(), m_max.z());
glVertex3f(m_max.x(), m_max.y(), m_max.z());
glEnd();
//draw rear plane
glBegin(GL_LINE_LOOP);
glVertex3f(m_min.x(), m_max.y(), m_min.z());
glVertex3f(m_min.x(), m_min.y(), m_min.z());
glVertex3f(m_max.x(), m_min.y(), m_min.z());
glVertex3f(m_max.x(), m_max.y(), m_min.z());
glEnd();
//draw horizontal lines
glBegin(GL_LINES);
glVertex3f(m_min.x(), m_max.y(), m_min.z());
glVertex3f(m_min.x(), m_max.y(), m_max.z());
glVertex3f(m_max.x(), m_max.y(), m_min.z());
glVertex3f(m_max.x(), m_max.y(), m_max.z());
glVertex3f(m_min.x(), m_min.y(), m_min.z());
glVertex3f(m_min.x(), m_min.y(), m_max.z());
glVertex3f(m_max.x(), m_min.y(), m_min.z());
glVertex3f(m_max.x(), m_min.y(), m_max.z());
glEnd();
glPopMatrix();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void Model::loadObj(QFile &file)
{
// 1e9 = 1*10^9 = 1,000,000,000
QVector3D boundsMin( 1e9, 1e9, 1e9);
QVector3D boundsMax(-1e9,-1e9,-1e9);
QTextStream in(&file);
while (!in.atEnd()) {
QString input = in.readLine();
// # means comment
if (input.isEmpty() || input[0] == '#')
continue;
QTextStream ts(&input);
QString id;
ts >> id;
//--------------- v = List of vertices with (x,y,z[,w]) corrdinates. -----------------
if (id == "v") {
QVector3D p;
for (int i = 0; i < 3; ++i) {
ts >> p[i];
boundsMin[i] = qMin(boundsMin[i], p[i]);
boundsMax[i] = qMax(boundsMax[i], p[i]);
}
m_vertices << p;
//--------------- f = Face definitions -----------------
} else if (id == "f" || id == "fo") {
QVarLengthArray<int, 4> p;
while (!ts.atEnd()) {
QString vertex;
ts >> vertex;
//e.g. vertex / texture
// vertex index in correspondence with vertex list.
const int vertexIndex = vertex.split('/').value(0).toInt();
// qDebug() << "> vertexIndex : " << vertexIndex;
if (vertexIndex) {
p.append((vertexIndex > 0) ? (vertexIndex - 1) : (m_vertices.size() + vertexIndex));
// int d = (vertexIndex > 0) ? (vertexIndex - 1) : (m_vertices.size() + vertexIndex);
// qDebug() << "selected index : " << d;
}
}
qDebug() << QString("p.size(%1) vs. vertexIndices.size(%2)").arg(p.size()).arg(m_vertexIndices.size());
for (int i = 0; i < p.size(); ++i) {
const int edgeA = p[i];
const int edgeB = p[(i + 1) % p.size()];
// qDebug() << QString("edgeA(%1/%2), edgeB(%3/%4)").arg(QString::number(edgeA), QString::number(i), QString::number(edgeB), QString::number((i + 1) % p.size())) ;
if (edgeA < edgeB) {
m_edgeIndices << edgeA << edgeB;
// qDebug() << "Added : edgeA : " << edgeA << " / edgeB : " << edgeB ;
}
}
// append vertex / texture-coordinate / normal
for (int i = 0; i < 3; ++i)
m_vertexIndices << p[i];
if (p.size() == 4)
for (int i = 0; i < 3; ++i)
m_vertexIndices << p[(i + 2) % 4];
}
}
qDebug() << QString("size(%1), max-x(%2), min-x(%3), max-y(%4), min-y(%5), max-z(%6), min-z(%7)")
.arg(QString::number(m_vertices.size()),
QString::number(boundsMax.x()),
QString::number(boundsMin.x()),
QString::number(boundsMax.y()),
QString::number(boundsMin.y()),
QString::number(boundsMax.z()),
QString::number(boundsMin.z()));
const QVector3D bounds = boundsMax - boundsMin;
const qreal scale = 1 / qMax(bounds.x(), qMax(bounds.y(), bounds.z()));
qDebug() << QString("scale(%1) = 1 / %2")
.arg(QString::number(scale), QString::number(qMax(bounds.x(), qMax(bounds.y(), bounds.z()))));
// for (int i = 0; i < m_vertices.size(); ++i) {
// //the way to place the model by mutiplying the ratio.
// float ratio = 0.f;
// m_vertices[i] = (m_vertices[i] - (boundsMin + bounds * ratio)) * scale;
// }
m_verticesNew = m_vertices;
recomputeAll();
}
void Model::loadStl(QFile &file)
{
QTextStream stream(&file);
const QString &head = stream.readLine();
if (head.left(6) == "solid " && head.size() < 80) // ASCII format
{
// name = head.right(head.size() - 6).toStdString();
QString word;
stream >> word;
for(; word == "facet" ; stream >> word)
{
stream >> word; // normal x y z
QVector3D n;
stream >> n[0] >> n[1] >> n[2];
n.normalize();
stream >> word >> word; // outer loop
stream >> word;
size_t startIndex = m_vertices.size();
for(; word != "endloop" ; stream >> word)
{
QVector3D v; //vertex x y z
stream >> v[0] >> v[1] >> v[2];
m_vertices.push_back(v);
// qDebug() << "==== outer loop ===";
}
for(size_t i = startIndex + 2 ; i < m_vertices.size() ; ++i)
{
m_vertexIndices.push_back(startIndex);
m_vertexIndices.push_back(i - 1);
m_vertexIndices.push_back(i);
qDebug() << QString("edgeA(%1), edgeB(%2)").arg(QString::number(startIndex), QString::number(i)) ;
// if (startIndex < (i-1))
m_edgeIndices << (startIndex) << (i - 1) << i;
}
stream >> word; // endfacet
}
} else {
file.setTextModeEnabled(false);
file.seek(80);
quint32 triangleCount;
file.read((char*)&triangleCount, sizeof(triangleCount));
m_vertices.reserve(triangleCount * 3U);
m_normals.reserve(triangleCount * 3U);
m_vertexIndices.reserve(triangleCount * 3U);
for(size_t i = 0 ; i < triangleCount ; ++i)
{
QVector3D n, a, b, c;
#define READ_VECTOR(v)\
do {\
float f;\
file.read((char*)&f, sizeof(float)); v[0] = f;\
file.read((char*)&f, sizeof(float)); v[1] = f;\
file.read((char*)&f, sizeof(float)); v[2] = f;\
} while(false)
READ_VECTOR(n);
READ_VECTOR(a);
READ_VECTOR(b);
READ_VECTOR(c);
m_vertexIndices.push_back(m_vertices.size());
m_vertexIndices.push_back(m_vertices.size() + 1);
m_vertexIndices.push_back(m_vertices.size() + 2);
m_vertices.push_back(a);
m_vertices.push_back(b);
m_vertices.push_back(c);
quint16 attribute_byte_count;
file.read((char*)&attribute_byte_count, sizeof(attribute_byte_count));
}
}
m_verticesNew = m_vertices;
recomputeAll();
}
void Model::loadGCode(std::string file)
{
m_gCode.clear();
m_gCode.open(file);
}
void Model::computeEdges()
{
}
//Bounding Box : http://en.wikibooks.org/wiki/OpenGL_Programming/Bounding_box
void Model::recomputeAll()
{
qDebug() << Q_FUNC_INFO;
//calculate normals of each face
int size = m_verticesNew.size();
m_normals.resize(size);
for (int i = 0; i < m_vertexIndices.size(); i += 3) {
const QVector3D a = m_verticesNew.at(m_vertexIndices.at(i));
const QVector3D b = m_verticesNew.at(m_vertexIndices.at(i+1));
const QVector3D c = m_verticesNew.at(m_vertexIndices.at(i+2));
const QVector3D normal = QVector3D::crossProduct(b - a, c - a).normalized();
for (int j = 0; j < 3; ++j)
m_normals[m_vertexIndices.at(i + j)] += normal;
}
/* //debug output
qDebug() << "=========== Output =============";
for (int i = 0; i < m_verticesNew.size(); ++i) {
qDebug() << QString("x(%1), y(%2), z(%3)").arg(m_verticesNew.at(i).x()).arg(m_verticesNew.at(i).y()).arg(m_verticesNew.at(i).z());
}
for (int i = 0; i< m_vertexIndices.size(); ++i) {
qDebug() << QString("index %1").arg(m_vertexIndices.at(i));
}
for (int i = 0; i < m_normals.size(); ++i ) {
qDebug() << QString("x(%1), y(%2), z(%3)").arg(m_normals.at(i).x()).arg(m_normals.at(i).y()).arg(m_normals.at(i).z());
}
qDebug() << "========================";
*/
//recompute normals and bounding volume
GLfloat minX, maxX,
minY, maxY,
minZ, maxZ;
minX = maxX = m_verticesNew[0].x();
minY = maxY = m_verticesNew[0].y();
minZ = maxZ = m_verticesNew[0].z();
for (int i = 0; i < size; ++i) {
//compute normals
m_normals[i] = m_normals[i].normalized();
//calculate values of maximum and minimum
if (m_verticesNew[i].x() < minX) minX = m_verticesNew[i].x();
if (m_verticesNew[i].x() > maxX) maxX = m_verticesNew[i].x();
if (m_verticesNew[i].y() < minY) minY = m_verticesNew[i].y();
if (m_verticesNew[i].y() > maxY) maxY = m_verticesNew[i].y();
if (m_verticesNew[i].z() < minZ) minZ = m_verticesNew[i].z();
if (m_verticesNew[i].z() > maxZ) maxZ = m_verticesNew[i].z();
}
m_size = QVector3D(maxX-minX, maxY-minY, maxZ-minZ);
m_center = QVector3D((minX+maxX)/2, (minY+maxY)/2, (minZ+maxZ)/2);
m_min = QVector3D(minX, minY, minZ);
m_max = QVector3D(maxX, maxY, maxZ);
qDebug() << QString("MIN : x(%1), y(%2), z(%3)").arg(m_min.x()).arg(m_min.y()).arg(m_min.z());
qDebug() << QString("MAN : x(%1), y(%2), z(%3)").arg(m_max.x()).arg(m_max.y()).arg(m_max.z());
qDebug() << QString("SIZE : x(%1), y(%2), z(%3)").arg(m_size.x()).arg(m_size.y()).arg(m_size.z());
// QMatrix4x4 center(1,1,1,1), scale(1,1,1,1);
// m_transform.translate(QMatrix4x4(1,1,1) * center)
}