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StL Data File Viewer

, 5 Mar 2003
A simple StereoLithography data file viewer.
// StlObject.cpp: implementation of the CStLObject class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "StLViewer.h"
#include "StlObject.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CStLObject::CStLObject(CStLReader* r)
{
	myReader = r->Copy();
	glObjType = GLSURFACE;
	glObjID = (int)glObjType + CGLObject::GetCount();
	
	itsMaterial = JADE;

	itsShadeRed = 155;
	itsShadeGreen = 155;
	itsShadeBlue = 155;

	itsRed = 200;
	itsGreen = 225;
	itsBlue = 50;

	pointList = new CListOfCPoint3D;
	ComputePoints();
	ComputeBoundLimits();
}

CStLObject::~CStLObject()
{
	pointList->Clear();
	delete pointList;
	delete myReader;
}

CGLObject* CStLObject::Copy() const
{
	CStLObject* O = new CStLObject(myReader);
	O->SetColor(itsRed, itsGreen, itsBlue);
	O->SetMaterial(GetMaterial());
	O->glObjID = glObjID;
	return O;
}

void CStLObject::DefineDisplay()
{
	GLfloat bgcol[4];
	glGetFloatv(GL_COLOR_CLEAR_VALUE, bgcol);
	GLfloat  specref[] =  { 1.0f, 1.0f, 1.0f, 1.0f };
	// Enable Depth Testing
	glEnable(GL_DEPTH_TEST);

	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

	// Enable lighting
	glEnable(GL_LIGHTING);

	// Enable color tracking
	glEnable(GL_COLOR_MATERIAL);
	
	// Set Material properties to follow glColor values
	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
	glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,128);

	glShadeModel(GL_SMOOTH);

	glEnable(GL_AUTO_NORMAL);
	glEnable(GL_NORMALIZE);

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);

	if(displayMode == GLSHADED)
	{	
		glPushAttrib(GL_LIGHTING_BIT);
		ApplyMaterial(itsMaterial);
		DrawShaded();
		glPopAttrib();
	}	

	else if(displayMode == GLWIREFRAME)
	{
		glPushAttrib(GL_LIGHTING_BIT);
		glDisable(GL_LIGHTING);
		glDisable(GL_COLOR_MATERIAL);
		glDisable(GL_DEPTH_TEST);
		DrawWired();
		glPopAttrib();
	}
	else if(displayMode == GLHLREMOVED)
	{	
		glPushAttrib(GL_LIGHTING_BIT);
		glDisable(GL_LIGHTING);
		glDisable(GL_COLOR_MATERIAL);
		glEnable(GL_DEPTH_TEST);
		glColor3f(bgcol[0], bgcol[1], bgcol[2]);
		glEnable(GL_POLYGON_OFFSET_FILL);
		glPolygonOffset(5, 5);
		DrawShaded();
		DrawWired();
		glDisable(GL_POLYGON_OFFSET_FILL);
		glPopAttrib();
	}

	glDisable(GL_BLEND);
}

void CStLObject::Display(const GLDisplayMode& dMode)
{
	displayMode = dMode;
	DefineDisplay();
}

void CStLObject::Hilight(const GLDisplayMode& dMode)
{
	glPushAttrib(GL_LIGHTING_BIT);
	glDisable(GL_LIGHTING);
	glDisable(GL_COLOR_MATERIAL);
	glDisable(GL_DEPTH_TEST);
	itsRed = 0; itsGreen = 255; itsBlue = 255;
	glColor3ub(itsRed, itsGreen, itsBlue);
	DrawWired();
	glPopAttrib();
}

void CStLObject::SetColor(const GLubyte& red, const GLubyte& green, const GLubyte& blue)
{
	if(displayMode == GLWIREFRAME)
	{
		itsRed = red;
		itsGreen = green;
		itsBlue = blue;
	}
	else
	{
		itsShadeRed = red;
		itsShadeGreen = green;
		itsShadeBlue = blue;
	}
	DefineDisplay();
}

void CStLObject::GetColor(GLubyte* colVect) const
{
	colVect = new GLubyte[3];
	if(displayMode == GLWIREFRAME)
	{
		colVect[0] = itsRed;
		colVect[1] = itsGreen;
		colVect[2] = itsBlue;
	}
	else
	{
		colVect[0] = itsShadeRed;
		colVect[1] = itsShadeGreen;
		colVect[2] = itsShadeBlue;
	}
}

void CStLObject::ComputeBoundLimits()
{
	double lx=0,ly=0,lz=0,sx=0,sy=0,sz=0;
	CPoint3D P;
	CArray<double, double> pxArray, pyArray, pzArray;
	unsigned long pCnt=0;
	unsigned long i=0,j=0,inc=0;
	double v=0;
	CListIteratorOfListOfCPoint3D myListIter(pointList);
	for(myListIter.Init(); myListIter.More(); myListIter.Next())
	{
		P = myListIter.Current();	
		pxArray.Add(P.GetX());
		pyArray.Add(P.GetY());
		pzArray.Add(P.GetZ());
	}

	//Find Largest And Smallest X
	pCnt = pxArray.GetUpperBound();
	inc =1;
	do
	{
		inc *= 3;
		inc++;
	}while(inc <= pCnt);
	do
	{
		inc /= 3;
		for(i=inc; i<=pCnt; i++)
		{
			v = pxArray[i];
			j=i;
			while(pxArray[j-inc] > v)
			{
				pxArray[j] = pxArray[j-inc];
				j -= inc;
				if(j <= inc)
					break;
			}
			pxArray[j] = v;
		}
	}while(inc > 1);

	sx = pxArray[0];  lx = pxArray[pCnt];

	//Find Largest And Smallest Y
	pCnt = pyArray.GetUpperBound();
	inc =1;
	do
	{
		inc *= 3;
		inc++;
	}while(inc <= pCnt);
	do
	{
		inc /= 3;
		for(i=inc; i<=pCnt; i++)
		{
			v = pyArray[i];
			j=i;
			while(pyArray[j-inc] > v)
			{
				pyArray[j] = pyArray[j-inc];
				j -= inc;
				if(j <= inc)
					break;
			}
			pyArray[j] = v;
		}
	}while(inc > 1);

	sy = pyArray[0];  ly = pyArray[pCnt];

	//Find Largest And Smallest Z
	pCnt = pzArray.GetUpperBound();
	inc =1;
	do
	{
		inc *= 3;
		inc++;
	}while(inc <= pCnt);
	do
	{
		inc /= 3;
		for(i=inc; i<=pCnt; i++)
		{
			v = pzArray[i];
			j=i;
			while(pzArray[j-inc] > v)
			{
				pzArray[j] = pzArray[j-inc];
				j -= inc;
				if(j <= inc)
					break;
			}
			pzArray[j] = v;
		}
	}while(inc > 1);

	sz = pzArray[0];  lz = pzArray[pCnt];

	itsBox.SetLimits(sx,lx,sy,ly,sz,lz);
	pxArray.RemoveAll();
	pyArray.RemoveAll();
	pzArray.RemoveAll();
}

void CStLObject::DrawWired()
{
	int pCnt = 4;
	CPoint3D curP;
	CListIteratorOfListOfCPoint3D myPList(pointList);

	glColor3ub(itsRed, itsGreen, itsBlue);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	glBegin(GL_TRIANGLES);
	for(myPList.Init(); myPList.More(); myPList.Next())
	{
		curP = myPList.Current();

		if(pCnt%4 ==0 )
			glNormal3d(curP.GetX(), curP.GetY(), curP.GetZ());
		else
			glVertex3d(curP.GetX(), curP.GetY(), curP.GetZ());

		pCnt++;
	}
	glEnd();
}

void CStLObject::DrawShaded()
{
	int pCnt = 4;
	CPoint3D curP;
	CListIteratorOfListOfCPoint3D myPList(pointList);

	if(displayMode == GLSHADED) 
		glColor3ub(itsShadeRed, itsShadeGreen, itsShadeBlue);
	//else HLR

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	glBegin(GL_TRIANGLES);
	for(myPList.Init(); myPList.More(); myPList.Next())
	{
		curP = myPList.Current();

		if(pCnt%4 ==0 )
			glNormal3d(curP.GetX(), curP.GetY(), curP.GetZ());
		else
			glVertex3d(curP.GetX(), curP.GetY(), curP.GetZ());

		pCnt++;
	}
	glEnd();
}

void CStLObject::ComputePoints()
{
	CPoint3D curP;
	CListIteratorOfListOfCPoint3D myPList(myReader->pointList);

	for(myPList.Init(); myPList.More(); myPList.Next())
		pointList->Append(myPList.Current());
}

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License

This article, along with any associated source code and files, is licensed under The GNU General Public License (GPLv3)

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About the Author

Sharjith
Engineer Tata Technologies Ltd
India India
Sharjith is a Mechanical Engineer with strong passion for Automobiles, Aircrafts and Software development.

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