示例
STL文件格式
solid AutoCAD
facet normal -0.906285 -0.422666 -0.000000
outer loop
vertex 0.440247 1.736237 -29.300010
vertex 0.440247 1.736237 -29.495010
vertex 0.522675 1.559494 -29.300010
endloop
endfacet
facet normal -0.906285 -0.422666 0.000000
outer loop
vertex 0.440247 1.736237 -29.300010
vertex 0.522675 1.559494 -29.300010
vertex 0.440247 1.736237 -29.105010
endloop
endfacet
endsolid AutoCAD
STLFile.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
/// <summary>
/// 解析STL文件
/// </summary>
public class STLFile
{
private static readonly string[] separator = new string[] { " " };
public static Mesh LoadFromFile(string path, bool optimization = true)
{
if (!File.Exists(path))
return null;
string[] lines = File.ReadAllLines(path);
int size = lines.Length;
int startIndex = 0;
int skipIndex = 0;
List<SolidObject> solids = new List<SolidObject>();
while (startIndex < size)
{
SolidObject solid = ParseSolidObject(lines, startIndex, out skipIndex);
solids.Add(solid);
startIndex = skipIndex;
}
Mesh mesh = solids[0].ToMesh(optimization);
return mesh;
}
// 第一行的第一个单词为类型
private static string ParseLineType(string line)
{
string[] words = line.Split(separator, StringSplitOptions.RemoveEmptyEntries);
return words[0];
}
// 解析solid Object
private static SolidObject ParseSolidObject(string[] lines, int startIndex, out int skipIndex)
{
startIndex++; //skip solid ObjectXX line
List<Facet> facets = new List<Facet>();
while (true)
{
Facet facet = ParseFacet(lines, startIndex);
facets.Add(facet);
startIndex += 7;
if (ParseLineType(lines[startIndex]).StartsWith("endsolid"))
{
skipIndex = startIndex + 1;//跳到下一个solid object
break;
}
}
SolidObject solid = new SolidObject();
solid.facets = facets;
return solid;
}
// 解析facet块
private static Facet ParseFacet(string[] lines, int startIndex)
{
string normal_line = lines[startIndex];
string v0_line = lines[startIndex + 2];
string v1_line = lines[startIndex + 3];
string v2_line = lines[startIndex + 4];
Facet facet = new Facet();
facet.normal = ParseNormalLine(normal_line);
facet.triangle = ParseTriangleLine(v0_line, v1_line, v2_line);
return facet;
}
// 解析facet块法线
private static Vector3 ParseNormalLine(string line)
{
string[] words = line.Split(separator, StringSplitOptions.RemoveEmptyEntries);
float x = float.Parse(words[2]);
float y = float.Parse(words[3]);
float z = float.Parse(words[4]);
return new Vector3(x, y, z);
}
// 解析单个顶点坐标行
private static Vector3 ParseVertexLine(string line)
{
string[] words = line.Split(separator, StringSplitOptions.RemoveEmptyEntries);
float x = float.Parse(words[1]);
float y = float.Parse(words[2]);
float z = float.Parse(words[3]);
return new Vector3(x, y, z);
}
// 解析out loop块的三角形顶点坐标
private static Vector3[] ParseTriangleLine(string line0, string line1, string line2)
{
Vector3 v0 = ParseVertexLine(line0);
Vector3 v1 = ParseVertexLine(line1);
Vector3 v2 = ParseVertexLine(line2);
return new Vector3[] { v0, v1, v2 };
}
// 面
class Facet
{
public Vector3 normal;
public Vector3[] triangle;
}
// 实体
class SolidObject
{
public List<Facet> facets;
private List<Vector3> GetNormals()
{
List<Vector3> normals = new List<Vector3>();
for (int i = 0; i < facets.Count; i++)
{
normals.Add(facets[i].normal);
normals.Add(facets[i].normal);
normals.Add(facets[i].normal);
}
return normals;
}
private List<Vector3> GetVertices(out int[] indices)
{
indices = new int[facets.Count * 3];
List<Vector3> vertices = new List<Vector3>();
int j = 0;
for(int i=0; i<facets.Count; i++)
{
vertices.AddRange(facets[i].triangle);
indices[j] = j++;
indices[j] = j++;
indices[j] = j++;
}
return vertices;
}
// 去除重复顶点
private List<Vector3> RemoveRedundance(List<Vector3> vertices, int[] indices, List<Vector3> normals, out int[] indicesOpt, out List<Vector3> normalsOpt)
{
normalsOpt = new List<Vector3>();
List<Vector3> new_vertices = new List<Vector3>();
List<int> new_indices = new List<int>();
Dictionary<string, int> vdic = new Dictionary<string, int>();
int j = 0;
for (int i=0; i<vertices.Count; i++)
{
Vector3 v = vertices[i];
string key = v.ToString();
if (vdic.ContainsKey(key))
{
int index = vdic[key];
new_indices.Add(index);
}
else
{
vdic.Add(key, j);
new_vertices.Add(v);
new_indices.Add(j++);
normalsOpt.Add(normals[i]);
}
}
indicesOpt = new_indices.ToArray();
return new_vertices;
}
public Mesh ToMesh(bool optimization = true)
{
Mesh m = new Mesh();
int[] indices;
int[] indices_opt;
List<Vector3> normals = GetNormals();
List<Vector3> vertices = GetVertices(out indices);
if (optimization)
{
List<Vector3> normals_opt = new List<Vector3>();
List<Vector3> vertices_opt = RemoveRedundance(vertices, indices, normals, out indices_opt, out normals_opt);
//Debug.LogFormat("vertices.Count={0}, vertices_opt.Count={1}, normals_opt.Count={2}, indices.Length={3}, indices_opt.Length={4}",
//vertices.Count, vertices_opt.Count, normals_opt.Count, indices.Length, indices_opt.Length);
m.SetVertices(vertices_opt);
m.SetNormals(normals_opt);
m.triangles = indices_opt;
}
else
{
m.SetVertices(vertices);
m.SetNormals(normals);
m.triangles = indices;
}
return m;
}
}
}
STLFile_Test.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class STLFile_Test : MonoBehaviour
{
public MeshFilter meshFilter;
public string stlFile;
public bool optimization = true;
public int vertexCount = 0;
public int triangleCount = 0;
// Start is called before the first frame update
void Start()
{
meshFilter.mesh = STLFile.LoadFromFile(stlFile, optimization);
vertexCount = meshFilter.mesh.vertexCount;
triangleCount = meshFilter.mesh.triangles.Length / 3;
}
// Update is called once per frame
void Update()
{
}
}
运行效果