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scap3y

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  1. So, I have tried for the past week without any luck with Assimp (no proper documentation, etc) and I have implemented a pretty efficient STL Rendering system using VTK. If there are any updates/changes, I will probably update it in the VTK forum (since now it has become completely unrelated to NeHe). [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] To everyone who replied - thank you. [img]http://public.gamedev.net//public/style_emoticons/default/cool.png[/img]
  2. Does anyone have any references to documentation regarding [url="http://assimp.sourceforge.net/lib_html/index.html"]Assimp[/url]..? I have been trying since the past week and I haven't been able to even get the importer to fire up.. The documentation given in the site of the source code isn't very comprehensive and the sample codes just do not work.
  3. [quote name='achild' timestamp='1351607540' post='4995429'] Maybe simpler to learn and integrate a 3rd party API (Assimp etc) rather than learn how to parse file formats from scratch. At least consider it one more good time before continuing. Both paths will be beneficial to your learning. [/quote] Okay, thanks.
  4. I actually tried attaching a part of the file here but the attachement plugin wouldn't let me do it. I didn't know that the input formats for Binary and ASCII STLs were different.. In any case, the name of the mesh is irrelevant, right..? I mean, as long the normals and vertices can be read, they will be rendered, right..? [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img] I have found extensive software packages that do a lot of stuff ([url="http://assimp.sourceforge.net/lib_html/index.html"]Assimp[/url], [url="http://vtk.org/"]VTK[/url], etc).. But they are way too complicated and just increase the dependencies of my code. I would prefer to have something much simpler.. [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img]
  5. [quote name='rip-off' timestamp='1351601358' post='4995382'] I'm confused. The file in your original post looks like some kind of text format. Your code appears to be trying to treat it as binary data. Have you pre-processed / compiled the file into a binary format? [/quote] The data type is [url="http://en.wikipedia.org/wiki/STL_%28file_format%29#ASCII_STL"]ASCII STL[/url]. I will run the code you have given and update asap. Thanks. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  6. [quote name='clb' timestamp='1351597520' post='4995364'] If the problem is with excessive calls to fopen() with small read sizes, try refactoring so that the whole file (or a large chunk of it) is read to memory at one go, and parsing occurs to data residing in memory. [/quote] Very sorry, I am not exactly sure how to do that.. [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img]
  7. [quote name='rip-off' timestamp='1351596964' post='4995360'] First up, what is your current code doing? Have you profiled to determine where the bottleneck is? Is it possible to post the loading code in a stand alone manner? [/quote] Sure, this the code I am using.. [source lang="cpp"]#include <windows.h> #include <gl/gl.h> #include <gl/glu.h> #include <gl/glut.h> #include <math.h> GLfloat lightPos[] = {-300.0f, 100.0f, 100.0f, 0.0f }; // Define a constant for the value of PI #define GL_PI 3.1415f // Rotation amounts static GLfloat xRot = 0.0f; static GLfloat yRot = 0.0f; float vertex[3][3]; # include &lt; stdio.h&gt; # include &lt; stdlib.h&gt; # include &lt; string.h&gt; struct group // Define a group which will take in the normal and vertices from the .stl files { float normal[3]; float vertex1[3]; float vertex2[3]; float vertex3[3]; char unuse [2]; }; struct group facet[500000] ; int i,j,num; char filename[80]; int numfacet[1]; // Reduces a normal vector specified as a set of three coordinates, // to a unit normal vector of length one. void ReduceToUnit(float vector[3]) { float length; // Calculate the length of the vector length = (float)sqrt((vector[0]*vector[0]) + (vector[1]*vector[1]) + (vector[2]*vector[2])); // Keep the program from blowing up by providing an exceptable // value for vectors that may calculated too close to zero. if(length == 0.0f) length = 1.0f; // Dividing each element by the length will result in a // unit normal vector. vector[0] /= length; vector[1] /= length; vector[2] /= length; } // Points p1, p2, & p3 specified in counter clock-wise order void calcNormal(struct group *facet, float out[3]) { float v1[3],v2[3]; static const int x = 0; static const int y = 1; static const int z = 2; // Calculate two vectors from the three points v1[x] = (*facet).vertex1[x] -(*facet).vertex2[x]; v1[y] = (*facet).vertex1[y] - (*facet).vertex2[y]; v1[z] = (*facet).vertex1[z] - (*facet).vertex2[z]; v2[x] = (*facet).vertex2[x] - (*facet).vertex3[x]; v2[y] = (*facet).vertex2[y] - (*facet).vertex3[y]; v2[z] = (*facet).vertex2[z] - (*facet).vertex3[z]; // Take the cross product of the two vectors to get // the normal vector which will be stored in out out[x] = v1[y]*v2[z] - v1[z]*v2[y]; out[y] = v1[z]*v2[x] - v1[x]*v2[z]; out[z] = v1[x]*v2[y] - v1[y]*v2[x]; // Normalize the vector (shorten length to one) ReduceToUnit(out); } // Called to draw scene void RenderScene(void) { float normal[3]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //glTranslatef(0.0f,0.0f,-500.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(-2.5,0.0,0.0); glPushMatrix(); glRotatef(xRot,1,0,0); glRotatef(yRot,0,1,0); glColor3ub(128, 128, 128); glBegin(GL_TRIANGLES); { for(j=0;j&lt;num;j++) { facet[j].vertex1; facet[j].vertex2; facet[j].vertex3; //float v[3][3]={ facet[j].vertexs[3][3]}; calcNormal(&facet[j],normal); glNormal3fv(normal); glVertex3fv(facet[j].vertex1); glVertex3fv(facet[j].vertex2); glVertex3fv(facet[j].vertex3); } } glEnd(); glPopMatrix(); glutSwapBuffers(); } // This function does any needed initialization on the rendering // context. void SetupRC() { GLfloat ambient[]={ 0.6f,0.6f,0.7f,1.0f}; GLfloat diffuse[]={0.7f,0.7f,0.7f,1.0f}; GLfloat spec[]={1.0f,1.0f,1.0f,1.0f}; GLfloat specma[]={1.0f,1.0f,1.0f,1.0f}; // Light values and coordinates glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); // Hidden surface removal glFrontFace(GL_CCW); // Counter clock-wise polygons face out glEnable(GL_CULL_FACE); // Do not calculate inside of jet // Enable lighting glEnable(GL_LIGHTING); // Setup and enable light 0 glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient); glLightfv(GL_LIGHT0,GL_AMBIENT,ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,spec); // Enable color tracking glEnable(GL_LIGHT0); // Set Material properties to follow glColor values glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE); glMaterialfv(GL_FRONT,GL_SPECULAR,specma); glMateriali(GL_FRONT,GL_SHININESS,128); // Light blue background glClearColor(0.0f, 0.0f, 0.0f, 1.0f ); } /* void SpecialKeys(int key, int x, int y) { if(key == GLUT_KEY_UP) xRot-= 5.0f; if(key == GLUT_KEY_DOWN) xRot += 5.0f; if(key == GLUT_KEY_LEFT) yRot -= 5.0f; if(key == GLUT_KEY_RIGHT) yRot += 5.0f; //if(key &gt; 356.0f) // xRot = 0.0f; //if(key &lt; -1.0f) // xRot = 355.0f; // if(key &gt; 356.0f) // yRot = 0.0f; // if(key &lt; -1.0f) // yRot = 355.0f; // Refresh the Window glutPostRedisplay(); } */ void ChangeSize(int w, int h) { // GLfloat nRange = 3.0f; /* GLfloat aspect; aspect = (GLfloat)w/(GLfloat)h; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(1000.0f,aspect,1.0,1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); */ // Prevent a divide by zero if(h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset coordinate system glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w &lt;= h) glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, 2.0*(-nRange), 2.0*(nRange)); else glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, 2.0*(-nRange), 2.0*(nRange)); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLightfv(GL_LIGHT0,GL_POSITION,lightPos); } int main(int argc, char* argv[]) { //stl loader FILE *binary; //FILE *out; if( (binary =fopen("Desktop\\QCAN_1-3-12-2-1107-5-4-7-8501-30000011050313402896800000046_20110519135647.stl","rb"))==NULL )////stl file location { printf("\nThe file could not be accessed. Are you sure of the location..?\n"); exit(1); } //out = fopen("C:\\my documents\\stlexperi3.txt","w"); fread(filename,sizeof(char),80,binary) ; fread(numfacet,sizeof(int),1,binary); num=numfacet[0]; for (j=0;j&lt;num;j++) { fread(facet[j].normal,sizeof(float),3,binary); fread(facet[j].vertex1,sizeof(float),3,binary); fread(facet[j].vertex2,sizeof(float),3,binary); fread(facet[j].vertex3,sizeof(float),3,binary); fread(facet[j].unuse,sizeof(char),2,binary); } glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500,500); // glutCreateWindow("Lighted Jet"); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); glutDisplayFunc(RenderScene); SetupRC(); glutMainLoop(); return 0; }[/source]
  8. Hey All, I want to render a mesh which is stored in the [b].STL[/b] format (a small part of the file is given below) and control it via interactions from the mouse. [i][b]solid 20110519125647 facet normal -0.334931 -0.236570 -0.912061 outer loop vertex 10.481026 1.232170 4.632938 vertex 10.542211 1.232170 4.610470 vertex 10.542211 1.145546 4.632938 endloop endfacet[/b][/i] [i][b]facet normal -0.174629 -0.346906 -0.921499 outer loop vertex 10.669180 1.030518 4.632938 vertex 10.743861 1.030518 4.618786 vertex 10.743861 0.992924 4.632938 endloop endfacet[/b][/i] [i][b]facet normal -0.117726 -0.352012 -0.928562 outer loop vertex 10.844687 0.959465 4.632938 vertex 10.743861 1.030518 4.618786 vertex 10.844687 1.030518 4.606003 endloop endfacet[/b][/i] Now, this continues to about 80,000 to 140,000 faces, depending on the file. I have written a basic program to read these meshes using [b]fopen[/b] but it is very inefficient (takes more than 10 min for the smallest files). I have also implemented a custom ArcBall which works on any geometry after it has been rendered. It would be really nice if someone can give me a better way to handle these files.