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// Copyright (C) 2017 The Qt Company Ltd and/or its subsidiary(-ies).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "stlgeometryloader.h"
#include <QtCore/QDataStream>
#include <QtCore/QLoggingCategory>
#include <QtCore/QIODevice>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
Q_LOGGING_CATEGORY(StlGeometryLoaderLog, "Qt3D.StlGeometryLoader", QtWarningMsg)
bool StlGeometryLoader::doLoad(QIODevice *ioDev, const QString &subMesh)
{
Q_UNUSED(subMesh);
if (loadBinary(ioDev))
return true;
return loadAscii(ioDev);
}
bool StlGeometryLoader::loadAscii(QIODevice *ioDev)
{
// TODO stricter syntax checking
ioDev->setTextModeEnabled(true);
if (!ioDev->seek(0))
return false;
char signature[5];
if (ioDev->peek(signature, sizeof(signature)) != sizeof(signature))
return false;
if (qstrncmp(signature, "solid", 5) != 0)
return false;
while (!ioDev->atEnd()) {
QByteArray lineBuffer = ioDev->readLine();
const char *begin = lineBuffer.constData();
const char *end = begin + lineBuffer.size();
const ByteArraySplitter tokens(begin, end, ' ', Qt::SkipEmptyParts);
if (qstrncmp(tokens.charPtrAt(0), "vertex ", 7) == 0) {
if (tokens.size() < 4) {
qCWarning(StlGeometryLoaderLog) << "Unsupported number of components in vertex";
} else {
const float x = tokens.floatAt(1);
const float y = tokens.floatAt(2);
const float z = tokens.floatAt(3);
m_points.push_back(QVector3D(x, y, z));
m_indices.push_back(uint(m_indices.size()));
}
}
}
return true;
}
bool StlGeometryLoader::loadBinary(QIODevice *ioDev)
{
static const int headerSize = 80;
if (ioDev->read(headerSize).size() != headerSize)
return false;
ioDev->setTextModeEnabled(false);
QDataStream stream(ioDev);
stream.setByteOrder(QDataStream::LittleEndian);
stream.setFloatingPointPrecision(QDataStream::SinglePrecision);
quint32 triangleCount;
stream >> triangleCount;
if (quint64(ioDev->size()) != headerSize + sizeof(quint32) + (triangleCount * 50))
return false;
m_points.reserve(triangleCount * 3);
m_indices.reserve(triangleCount * 3);
for (unsigned i = 0; i < triangleCount; ++i) {
QVector3D normal;
stream >> normal;
for (int j = 0; j < 3; ++j) {
QVector3D point;
stream >> point;
m_points.push_back(point);
m_indices.push_back((i * 3) + j);
}
quint16 attributeCount;
stream >> attributeCount;
}
return true;
}
} // namespace Qt3DRender
QT_END_NAMESPACE