mirror of
https://github.com/riegera2412/UVtools.git
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103 lines
3.7 KiB
C#
103 lines
3.7 KiB
C#
/*
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* GNU AFFERO GENERAL PUBLIC LICENSE
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* Version 3, 19 November 2007
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* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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* Everyone is permitted to copy and distribute verbatim copies
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* of this license document, but changing it is not allowed.
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*/
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using UVtools.Core.Extensions;
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using UVtools.Core.FileFormats;
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namespace UVtools.Core.MeshFormats
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{
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public class WRLMeshFile : MeshFile
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{
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#region Members
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private readonly Dictionary<Vector3, uint> _vertexCache = new(VertexCacheSize);
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private FileStream _triangleStream;
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#endregion
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#region Properties
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public static FileExtension FileExtension => new(typeof(WRLMeshFile), "wrl", "Virtual Reality Modeling Language");
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#endregion
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#region Constructor
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public WRLMeshFile(string filePath, FileMode fileMode, MeshFileFormat fileFormat = MeshFileFormat.ASCII, FileFormat slicerFile = null) : base(filePath, fileMode, MeshFileFormat.ASCII, slicerFile) { }
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#endregion
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#region Methods
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public override void BeginWrite()
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{
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/* Create a stream to store the triangles (faces) as they come through */
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_triangleStream = new FileStream(PathExtensions.GetTempFilePathWithExtension("trig", $"{About.Software}_"), FileMode.Create, FileAccess.ReadWrite, FileShare.None, 81920, FileOptions.DeleteOnClose);
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MeshStream.WriteLineLF("#VRML V2.0 utf8");
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MeshStream.WriteLineLF($"WorldInfo {{ info \"{HeaderComment}\" }}");
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MeshStream.WriteLineLF("Shape {");
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MeshStream.WriteLineLF("\tgeometry IndexedFaceSet {");
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MeshStream.WriteLineLF("\t\tcoord Coordinate {");
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MeshStream.WriteString("\t\t\tpoint [");
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}
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public override void WriteTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 normal)
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{
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if (!_vertexCache.ContainsKey(p1))
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{
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MeshStream.WriteString($" {p1.X:F6} {p1.Y:F6} {p1.Z:F6}");
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_vertexCache.Add(p1, VertexCount);
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VertexCount++;
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}
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if (!_vertexCache.ContainsKey(p2))
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{
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MeshStream.WriteString($" {p2.X:F6} {p2.Y:F6} {p2.Z:F6}");
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_vertexCache.Add(p2, VertexCount);
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VertexCount++;
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}
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if (!_vertexCache.ContainsKey(p3))
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{
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MeshStream.WriteString($" {p3.X:F6} {p3.Y:F6} {p3.Z:F6}");
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_vertexCache.Add(p3, VertexCount);
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VertexCount++;
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}
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_triangleStream.WriteString($" {_vertexCache[p1]} {_vertexCache[p2]} {_vertexCache[p3]} -1");
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TriangleCount++;
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/* If we are getting close to the cache size. we do *not* want to go over the capacity as that will trigger
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* an allocation of a bigger buffer and copy of the kvp's */
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if (_vertexCache.Count >= VertexCacheSize - 10)
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{
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_vertexCache.Clear();
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}
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}
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public override void EndWrite()
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{
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_vertexCache.Clear();
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MeshStream.WriteLineLF(" ]");
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MeshStream.WriteLineLF("\t\t}");
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MeshStream.WriteString("\t\tcoordIndex [");
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_triangleStream.Seek(0, SeekOrigin.Begin);
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_triangleStream.CopyTo(MeshStream);
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_triangleStream.Dispose();
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MeshStream.WriteLineLF(" ]");
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MeshStream.WriteLineLF("\t}");
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MeshStream.WriteLineLF("}");
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}
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#endregion
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}
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}
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