mesh_loader/stl/mod.rs
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//! [STL] (.stl) parser.
//!
//! [STL]: https://en.wikipedia.org/wiki/STL_(file_format)
mod error;
use std::{io, path::Path, str};
use self::error::ErrorKind;
use crate::{
utils::{
bytes::{memchr_naive_table, starts_with},
float,
},
Color4, Material, Mesh, Scene, Vec3,
};
/// Parses meshes from bytes of binary or ASCII STL.
#[inline]
pub fn from_slice(bytes: &[u8]) -> io::Result<Scene> {
from_slice_internal(bytes, None, false)
}
pub(crate) fn from_slice_internal(
bytes: &[u8],
path: Option<&Path>,
parse_color: bool,
) -> io::Result<Scene> {
let mut meshes = Vec::with_capacity(1);
if is_ascii_stl(bytes) {
match read_ascii_stl(bytes, &mut meshes) {
Ok(()) => {
let materials = (0..meshes.len()).map(|_| Material::default()).collect();
return Ok(Scene { materials, meshes });
}
// If there is solid but no space or line break after solid or no
// facet normal, even valid ASCII text may be binary STL.
Err(
ErrorKind::NotAscii("solid", _)
| ErrorKind::ExpectedSpace("solid", _)
| ErrorKind::ExpectedNewline("solid", _)
| ErrorKind::Expected("facet", _),
) if meshes.is_empty() => {}
Err(e) => return Err(e.into_io_error(bytes, path)),
}
}
match read_binary_header(bytes, parse_color) {
Ok(header) => {
let mesh = read_binary_triangles(&header);
let mut material = Material::default();
if header.reverse_color && mesh.colors[0].is_empty() {
let color = header.default_color;
material.color.diffuse = Some(color);
material.color.specular = Some(color);
}
meshes.push(mesh);
Ok(Scene {
materials: vec![material],
meshes,
})
}
Err(e) => Err(e.into_io_error(bytes, path)),
}
}
// An ASCII STL buffer will begin with "solid NAME", where NAME is optional.
// Note: The "solid NAME" check is necessary, but not sufficient, to determine
// if the buffer is ASCII; a binary header could also begin with "solid NAME".
fn is_ascii_stl(mut bytes: &[u8]) -> bool {
// Use skip_spaces_and_lines_until_token instead of starts_with here
// because some ASCII STL files has space before solid.
// https://grep.app/search?q=%5E%20endsolid®exp=true&case=true
let is_ascii = skip_spaces_and_lines_until_token(&mut bytes, b"solid");
if is_ascii {
// This check is now performed with a delay within read_ascii_stl.
// See the comment on ASCII check for stings after solid for more.
// // A lot of importers are write solid even if the file is binary.
// // So we have to check for ASCII-characters.
// if !bytes.is_ascii() {
// is_ascii = false;
// }
}
is_ascii
}
// -----------------------------------------------------------------------------
// Binary STL
/*
https://en.wikipedia.org/wiki/STL_(file_format)#Binary_STL
UINT8[80] – Header - 80 bytes
UINT32 – Number of triangles - 4 bytes
foreach triangle - 50 bytes:
REAL32[3] – Normal vector - 12 bytes
REAL32[3] – Vertex 1 - 12 bytes
REAL32[3] – Vertex 2 - 12 bytes
REAL32[3] – Vertex 3 - 12 bytes
UINT16 – Attribute byte count - 2 bytes
end
*/
const HEADER_SIZE: usize = 80;
const TRIANGLE_COUNT_SIZE: usize = 4;
const TRIANGLE_START: usize = HEADER_SIZE + TRIANGLE_COUNT_SIZE;
const TRIANGLE_SIZE: usize = 50;
struct BinaryHeader<'a> {
default_color: Color4,
parse_color: bool,
reverse_color: bool,
triangle_bytes: &'a [u8],
}
fn read_binary_header(bytes: &[u8], parse_color: bool) -> Result<BinaryHeader<'_>, ErrorKind> {
if bytes.len() < TRIANGLE_START {
return Err(ErrorKind::TooSmall);
}
let header = &bytes[..HEADER_SIZE];
let triangle_bytes = &bytes[TRIANGLE_START..];
let extra_bytes = triangle_bytes.len() % TRIANGLE_SIZE;
if extra_bytes != 0 {
if extra_bytes == 1 && triangle_bytes.ends_with(b"\n")
|| extra_bytes == 2 && triangle_bytes.ends_with(b"\r\n")
{
// Some buggy STL files have a newline after triangles...
} else {
return Err(ErrorKind::InvalidSize);
}
}
// Some STL files contain bogus count.
// So we calculate num_triangles based on the size of the input.
// let num_triangles = &bytes[HEADER_SIZE..TRIANGLE_START];
// let num_triangles = u32::from_le_bytes(num_triangles.try_into().unwrap());
// assert_eq!(triangle_bytes.len() / TRIANGLE_SIZE, num_triangles as usize);
let num_triangles = triangle_bytes.len() / TRIANGLE_SIZE;
let num_vertices = num_triangles * 3;
if u32::try_from(num_vertices).is_err() {
// face is [u32; 3], so num_vertices must not exceed u32::MAX.
return Err(ErrorKind::TooManyTriangles);
}
// Use the same default color (light gray) as assimp: https://github.com/assimp/assimp/blob/v5.3.1/code/AssetLib/STL/STLLoader.cpp#L183-L184
let mut default_color = [0.6, 0.6, 0.6, 0.6];
let mut reverse_color = false;
if parse_color {
// Handling colors in STL is not standardized. We use the same way as assimp.
// https://github.com/assimp/assimp/blob/v5.3.1/code/AssetLib/STL/STLLoader.cpp#L413-L431
let mut s = header;
let expect = b"COLOR=";
while s.len() >= expect.len() + 4 {
if token(&mut s, expect) {
const INV_BYTE: f32 = 1. / 255.;
reverse_color = true;
default_color = [
s[0] as f32 * INV_BYTE,
s[1] as f32 * INV_BYTE,
s[2] as f32 * INV_BYTE,
s[3] as f32 * INV_BYTE,
];
break;
}
s = &s[1..];
}
}
Ok(BinaryHeader {
default_color,
parse_color,
reverse_color,
triangle_bytes,
})
}
fn read_binary_triangles(header: &BinaryHeader<'_>) -> Mesh {
let bytes = header.triangle_bytes;
let chunks = bytes.chunks_exact(TRIANGLE_SIZE);
let num_triangles = chunks.len();
let num_vertices = num_triangles * 3;
// Even if we allocate capacity with reserve_exact, the compiler does not
// seem to be able to remove the capacity check in push/extend_from_slice,
// so we first allocate zeros and then copy the actual data to it.
// If the size is relatively small, the fastest way here is to allocate Vec,
// write to it using unsafe ways, and finally call set_len.
// However, as the size increases, this way becomes equivalent performance
// (at least on x86_64 Linux & AArch64 macOS), and in some cases this way is
// finally 10% faster (at least on AArch64 macOS).
let mut mesh = Mesh {
vertices: vec![[0., 0., 0.]; num_vertices],
normals: vec![[0., 0., 0.]; num_vertices],
faces: vec![[0, 0, 0]; num_triangles],
..Default::default()
};
let mut vertices_len = 0;
let has_color_mask = if header.parse_color { 1 << 15 } else { 0 };
for (((chunk, vertices), normals), face) in chunks
.zip(mesh.vertices.chunks_exact_mut(3))
.zip(mesh.normals.chunks_exact_mut(3))
.zip(&mut mesh.faces)
{
let triangle = read_binary_triangle(chunk);
vertices.clone_from_slice(&triangle.vertices);
normals.clone_from_slice(&[triangle.normal; 3]);
*face = [vertices_len, vertices_len + 1, vertices_len + 2];
// Handling colors in STL is not standardized. We use the same way as assimp.
// https://github.com/assimp/assimp/blob/v5.3.1/code/AssetLib/STL/STLLoader.cpp#L502-L529
if triangle.color & has_color_mask != 0 {
const INV_VAL: f32 = 1. / 31.;
if mesh.colors[0].is_empty() {
mesh.colors[0] = vec![header.default_color; num_vertices];
}
let a = 1.;
let color = if header.reverse_color {
let r = (triangle.color & 0x1F) as f32 * INV_VAL;
let g = ((triangle.color & (0x1F << 5)) >> 5) as f32 * INV_VAL;
let b = ((triangle.color & (0x1F << 10)) >> 10) as f32 * INV_VAL;
[r, g, b, a]
} else {
let b = (triangle.color & 0x1F) as f32 * INV_VAL;
let g = ((triangle.color & (0x1F << 5)) >> 5) as f32 * INV_VAL;
let r = ((triangle.color & (0x1F << 10)) >> 10) as f32 * INV_VAL;
[r, g, b, a]
};
mesh.colors[0][vertices_len as usize..vertices_len as usize + 3]
.copy_from_slice(&[color, color, color]);
}
vertices_len += 3;
}
mesh
}
#[inline]
fn read_binary_triangle(mut buf: &[u8]) -> Triangle {
#[inline]
fn f32le(buf: &mut &[u8]) -> f32 {
let f = f32::from_le_bytes(buf[..4].try_into().unwrap());
*buf = &buf[4..];
f
}
let normal = [f32le(&mut buf), f32le(&mut buf), f32le(&mut buf)];
let vertex1 = [f32le(&mut buf), f32le(&mut buf), f32le(&mut buf)];
let vertex2 = [f32le(&mut buf), f32le(&mut buf), f32le(&mut buf)];
let vertex3 = [f32le(&mut buf), f32le(&mut buf), f32le(&mut buf)];
let color = u16::from_le_bytes(buf[..2].try_into().unwrap());
Triangle {
normal,
vertices: [vertex1, vertex2, vertex3],
color,
}
}
// -----------------------------------------------------------------------------
// ASCII STL
/*
https://en.wikipedia.org/wiki/STL_(file_format)#ASCII_STL
solid name
facet normal ni nj nk
outer loop
vertex v1x v1y v1z
vertex v2x v2y v2z
vertex v3x v3y v3z
endloop
endfacet
endsolid name
*/
fn read_ascii_stl(mut s: &[u8], meshes: &mut Vec<Mesh>) -> Result<(), ErrorKind> {
loop {
let mut mesh = Mesh::default();
// solid [name]
let expected = "solid";
if !skip_spaces_and_lines_until_token(&mut s, expected.as_bytes()) {
if s.is_empty() {
// eof
if meshes.is_empty() {
return Err(ErrorKind::Expected(expected, s.len()));
}
break;
}
return Err(ErrorKind::Expected(expected, s.len()));
}
if !skip_spaces(&mut s) {
return Err(ErrorKind::ExpectedSpace(expected, s.len()));
}
match memchr_naive_table(LINE, &TABLE, s) {
Some(n) => {
let mut name = &s[..n];
// The only strings we need to explicitly check for ASCII are the
// strings after solid and endsolid. Any other occurrence of
// a non-ASCII character elsewhere will result in the normal syntax
// error of simply not finding the expected character or whitespace.
if !name.is_ascii() {
return Err(ErrorKind::NotAscii(expected, s.len()));
}
if let Some(n) = memchr_naive_table(SPACE, &TABLE, name) {
// Ignore contents after the name.
// https://en.wikipedia.org/wiki/STL_(file_format)#ASCII
// > The remainder of the line is ignored and is sometimes used to
// > store metadata (e.g., filename, author, modification date, etc).
name = &name[..n];
}
let name = str::from_utf8(name).unwrap();
Mesh::set_name(&mut mesh, name);
s = &s[n + 1..];
}
None => return Err(ErrorKind::ExpectedNewline(expected, s.len())),
}
loop {
// facet normal <n1> <n2> <n3>
// Note: space in facet and normal can be multiple
// https://github.com/apache/commons-geometry/blob/fb537c8505644262f70fde6e4a0b109e06363340/commons-geometry-io-euclidean/src/test/java/org/apache/commons/geometry/io/euclidean/threed/stl/TextStlFacetDefinitionReaderTest.java#L124-L125
let expected = "facet";
if !skip_spaces_and_lines_until_token(&mut s, expected.as_bytes()) {
break;
}
if !skip_spaces(&mut s) {
return Err(ErrorKind::ExpectedSpace(expected, s.len()));
}
let expected = "normal";
if !token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
let mut normal = [0.; 3];
for normal in &mut normal {
if !skip_spaces(&mut s) {
return Err(ErrorKind::ExpectedSpace(expected, s.len()));
}
match float::parse_partial::<f32>(s) {
Some((f, n)) => {
*normal = f;
s = &s[n..];
}
None => return Err(ErrorKind::Float(s.len())),
}
}
if !skip_spaces_until_line(&mut s) {
return Err(ErrorKind::ExpectedNewline(expected, s.len()));
}
// outer loop
// Note: space in facet and normal can be multiple
// https://github.com/apache/commons-geometry/blob/fb537c8505644262f70fde6e4a0b109e06363340/commons-geometry-io-euclidean/src/test/java/org/apache/commons/geometry/io/euclidean/threed/stl/TextStlFacetDefinitionReaderTest.java#L124-L125
let expected = "outer";
if !skip_spaces_and_lines_until_token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
if !skip_spaces(&mut s) {
return Err(ErrorKind::ExpectedSpace(expected, s.len()));
}
let expected = "loop";
if !token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
if !skip_spaces_until_line(&mut s) {
return Err(ErrorKind::ExpectedNewline(expected, s.len()));
}
// vertex <v1x> <v1y> <v1z>
// vertex <v2x> <v2y> <v2z>
// vertex <v3x> <v3y> <v3z>
let expected = "vertex";
let mut vertices = [[0.; 3]; 3];
for vertex in &mut vertices {
if !skip_spaces_and_lines_until_token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
for vertex in vertex {
if !skip_spaces(&mut s) {
return Err(ErrorKind::ExpectedSpace(expected, s.len()));
}
match float::parse_partial::<f32>(s) {
Some((f, n)) => {
*vertex = f;
s = &s[n..];
}
None => return Err(ErrorKind::Float(s.len())),
}
}
if !skip_spaces_until_line(&mut s) {
return Err(ErrorKind::ExpectedNewline(expected, s.len()));
}
}
// endloop
let expected = "endloop";
if !skip_spaces_and_lines_until_token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
if !skip_spaces_until_line(&mut s) {
return Err(ErrorKind::ExpectedNewline(expected, s.len()));
}
// endfacet
let expected = "endfacet";
if !skip_spaces_and_lines_until_token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
if !skip_spaces_until_line(&mut s) {
return Err(ErrorKind::ExpectedNewline(expected, s.len()));
}
Mesh::push_triangle(
&mut mesh,
Triangle {
normal,
vertices,
color: 0,
},
);
}
// endsolid [name]
let expected = "endsolid";
if !token(&mut s, expected.as_bytes()) {
return Err(ErrorKind::Expected(expected, s.len()));
}
// Skip checking endsolid because some exporters have generated the wrong STL about endsolid.
// https://github.com/assimp/assimp/issues/3756
match memchr_naive_table(LINE, &TABLE, s) {
Some(n) => {
if !s[..n].is_ascii() {
return Err(ErrorKind::NotAscii(expected, s.len())); // See the comment on ASCII check for stings after solid for more.
}
s = &s[n + 1..];
}
None => {
if !s.is_ascii() {
return Err(ErrorKind::NotAscii(expected, s.len())); // See the comment on ASCII check for stings after solid for more.
}
s = &[];
}
}
meshes.push(mesh);
}
Ok(())
}
// -----------------------------------------------------------------------------
// Helpers
// [ \r\n\t]
// Note: Unlike is_ascii_whitespace, FORM FEED ('\x0C') is not included.
// https://en.wikipedia.org/wiki/STL_(file_format)#ASCII
// > Whitespace (spaces, tabs, newlines) may be used anywhere in the file except within numbers or words.
const WHITESPACE: u8 = SPACE | LINE;
// [\r\n]
const LINE: u8 = 1 << 0;
// [ \t]
const SPACE: u8 = 1 << 1;
// [s]
const S_: u8 = 1 << 2;
// [e]
const E_: u8 = 1 << 3;
// [f]
const F_: u8 = 1 << 4;
// [o]
const O_: u8 = 1 << 5;
// [v]
const V_: u8 = 1 << 6;
static TABLE: [u8; 256] = {
const __: u8 = 0;
const LN: u8 = LINE;
const NL: u8 = SPACE;
[
// _1 _2 _3 _4 _5 _6 _7 _8 _9 _A _B _C _D _E _F
__, __, __, __, __, __, __, __, __, NL, LN, __, __, LN, __, __, // 0_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 1_
NL, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 2_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 3_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 4_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 5_
__, __, __, __, __, E_, F_, __, __, __, __, __, __, __, __, O_, // 6_
__, __, __, S_, __, __, V_, __, __, __, __, __, __, __, __, __, // 7_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 8_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // 9_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // A_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // B_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // C_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // D_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // E_
__, __, __, __, __, __, __, __, __, __, __, __, __, __, __, __, // F_
]
};
#[test]
fn table() {
for b in u8::MIN..=u8::MAX {
match b {
b' ' | b'\t' => {
assert_eq!(TABLE[b as usize], SPACE, "{:?}({b:#X})", b as char);
}
b'\n' | b'\r' => {
assert_eq!(TABLE[b as usize], LINE, "{:?}({b:#X})", b as char);
}
b's' => {
assert_eq!(TABLE[b as usize], S_, "{:?}({b:#X})", b as char);
}
b'e' => {
assert_eq!(TABLE[b as usize], E_, "{:?}({b:#X})", b as char);
}
b'f' => {
assert_eq!(TABLE[b as usize], F_, "{:?}({b:#X})", b as char);
}
b'o' => {
assert_eq!(TABLE[b as usize], O_, "{:?}({b:#X})", b as char);
}
b'v' => {
assert_eq!(TABLE[b as usize], V_, "{:?}({b:#X})", b as char);
}
_ => assert_eq!(TABLE[b as usize], 0, "{:?}({b:#X})", b as char),
}
}
}
#[inline]
fn skip_whitespace_until_byte(s: &mut &[u8], byte_mask: u8, whitespace_mask: u8) -> bool {
while let Some((&b, s_next)) = s.split_first() {
let b = TABLE[b as usize];
if b & byte_mask != 0 {
*s = s_next;
return true;
}
if b & whitespace_mask != 0 {
*s = s_next;
continue;
}
break;
}
false
}
#[inline]
fn skip_spaces_until_line(s: &mut &[u8]) -> bool {
skip_whitespace_until_byte(s, LINE, SPACE)
}
#[inline]
fn skip_spaces(s: &mut &[u8]) -> bool {
let start = *s;
while let Some((&b, s_next)) = s.split_first() {
let b = TABLE[b as usize];
if b & SPACE != 0 {
*s = s_next;
continue;
}
break;
}
start.len() != s.len()
}
#[inline]
fn token(s: &mut &[u8], token: &'static [u8]) -> bool {
if starts_with(s, token) {
*s = &s[token.len()..];
true
} else {
false
}
}
#[inline(always)] // Ensure the code creating token_start_mask and check_start is inlined.
fn skip_spaces_and_lines_until_token(s: &mut &[u8], token: &'static [u8]) -> bool {
let token_start_mask = TABLE[token[0] as usize];
debug_assert_ne!(token_start_mask, 0);
let check_start = match token.len() {
4 | 8 | 12 | 16 => 0,
_ => 1,
};
while let Some((&b, s_next)) = s.split_first() {
let b = TABLE[b as usize];
if b & token_start_mask != 0 {
if starts_with(&s[check_start..], &token[check_start..]) {
*s = &s[token.len()..];
return true;
}
break;
}
if b & WHITESPACE != 0 {
*s = s_next;
continue;
}
break;
}
false
}
struct Triangle {
normal: Vec3,
vertices: [Vec3; 3],
color: u16,
}
trait FromStl: Sized {
type Context;
/// Appends a triangle.
fn push_triangle(cx: &mut Self::Context, triangle: Triangle);
/// Sets the name.
fn set_name(cx: &mut Self::Context, name: &str);
}
impl FromStl for Mesh {
type Context = Self;
#[inline]
fn push_triangle(mesh: &mut Self::Context, triangle: Triangle) {
// With binary STL, reserve checks that the max length of cx.vertices
// will not be greater than u32::MAX.
// With ASCII STL, the max length of cx.vertices will not be too large,
// since much more bytes is required per triangle than for binary STL.
#[allow(clippy::cast_possible_truncation)]
let vertices_indices = [
mesh.vertices.len() as u32,
(mesh.vertices.len() + 1) as u32,
(mesh.vertices.len() + 2) as u32,
];
mesh.vertices.extend_from_slice(&triangle.vertices);
mesh.normals.resize(mesh.normals.len() + 3, triangle.normal);
mesh.faces.push(vertices_indices);
}
fn set_name(mesh: &mut Self::Context, name: &str) {
mesh.name = name.to_owned();
}
}