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Diffstat (limited to 'source/blender/io/stl/importer/stl_import_mesh.hh')
-rw-r--r--source/blender/io/stl/importer/stl_import_mesh.hh71
1 files changed, 71 insertions, 0 deletions
diff --git a/source/blender/io/stl/importer/stl_import_mesh.hh b/source/blender/io/stl/importer/stl_import_mesh.hh
new file mode 100644
index 00000000000..f1c0d2126a9
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+++ b/source/blender/io/stl/importer/stl_import_mesh.hh
@@ -0,0 +1,71 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+/** \file
+ * \ingroup stl
+ */
+
+#pragma once
+
+#include <cstdint>
+
+#include "BLI_math_vec_types.hh"
+#include "BLI_set.hh"
+#include "BLI_vector.hh"
+#include "BLI_vector_set.hh"
+
+#include "DNA_mesh_types.h"
+
+namespace blender::io::stl {
+class Triangle {
+ public:
+ int v1, v2, v3;
+ /* Based on an old version of Python's frozen-set hash
+ * https://web.archive.org/web/20220520211017/https://stackoverflow.com/questions/20832279/python-frozenset-hashing-algorithm-implementation
+ */
+ uint64_t hash() const
+ {
+ uint64_t res = 1927868237UL;
+ res *= 4;
+ res ^= (v1 ^ (v1 << 16) ^ 89869747UL) * 3644798167UL;
+ res ^= (v2 ^ (v2 << 16) ^ 89869747UL) * 3644798167UL;
+ res ^= (v3 ^ (v3 << 16) ^ 89869747UL) * 3644798167UL;
+ return res * 69069U + 907133923UL;
+ }
+ friend bool operator==(const Triangle &a, const Triangle &b)
+ {
+ bool i = (a.v1 == b.v1) && (a.v2 == b.v2) && (a.v3 == b.v3);
+ bool j = (a.v1 == b.v1) && (a.v3 == b.v2) && (a.v2 == b.v3);
+ bool k = (a.v2 == b.v1) && (a.v1 == b.v2) && (a.v3 == b.v3);
+
+ bool l = (a.v2 == b.v1) && (a.v3 == b.v2) && (a.v1 == b.v3);
+ bool m = (a.v3 == b.v1) && (a.v1 == b.v2) && (a.v2 == b.v3);
+ bool n = (a.v3 == b.v1) && (a.v2 == b.v2) && (a.v1 == b.v3);
+
+ return i || j || k || l || m || n;
+ }
+};
+
+class STLMeshHelper {
+ private:
+ VectorSet<float3> verts_;
+ VectorSet<Triangle> tris_;
+ Vector<float3> loop_normals_;
+ int degenerate_tris_num_;
+ int duplicate_tris_num_;
+ const bool use_custom_normals_;
+
+ public:
+ STLMeshHelper(int tris_num, bool use_custom_normals);
+
+ /* Creates a new triangle from specified vertex locations,
+ * duplicate vertices and triangles are merged.
+ */
+ bool add_triangle(const float3 &a, const float3 &b, const float3 &c);
+ void add_triangle(const float3 &a,
+ const float3 &b,
+ const float3 &c,
+ const float3 &custom_normal);
+ Mesh *to_mesh(Main *bmain, char *mesh_name);
+};
+
+} // namespace blender::io::stl