Author SHA1 Message Date
etwenandClaude Opus 4.8 89ed1270a8 docs: add v0.7.1 release notes
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XgHf5MW39U3Xo8y2uA229K
2026-07-14 14:20:36 +08:00
etwenandClaude Opus 4.8 060ca4ecd0 feat(perf): direct STL parsing for near-instant large-file load (v0.7.1)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XgHf5MW39U3Xo8y2uA229K
2026-07-14 14:20:36 +08:00
8 changed files with 479 additions and 258 deletions
+9 -1
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@@ -119,13 +119,21 @@ dotnet publish src/STPViewer -c Release -o publish/STPViewer
`_edgesSuspended` 為真時 `RefreshRootEdges` 不把線掛回。轉動/縮放/平移時不付邊線重建成本。
**只訂 `Camera.Changed` 不夠**`Attach` 在建構式呼叫,相機實例若被 Helix 換掉訂閱會孤兒化 → 暫停永不觸發;故加訂控制項層級事件保底(重複觸發 `OnCameraMoved` 無害,有 guard
- CADability `ImportStep` 對少數 AP242 檔案支援不完整;匯入失敗要 catch 顯示訊息,不可閃退
-**STL 直接解析(`StlMeshReader`v0.7.1),不經過 CADability `ImportSTL`**。CADability 會為 STL 每個三角形
建一個 B-rep Face(含 Edge/Vertex 拓樸)→ 百萬三角形要數十分鐘且吃光記憶體(實測 100k 三角形:CADability ~41 s
vs 直接解析 ~11 ms75 MB/150 萬三角形整條匯入管線 ~0.77 s)。binary/ASCII 皆自解;binary 判定用
**檔案大小 == 84 + 50×count**header 常也以 "solid" 開頭,不能只看字串)。頂點不焊接(STL 原生就無共用頂點)。
**後果**STL leaf **沒有 `SourceGeos`CADability B-rep** → (1) 不進 STEP 匯出(STL 本就非 B-rep 幾何,符合原設計意圖;
v0.7.0 以前會把 STL shell 當 Shell 混進 STEP,現移除);(2) 剛體變換照常 — `TransformRoot` 的 SourceGeos 迴圈空轉、
網格層照樣變換;(3) 量測走網格近似不受影響。**不要為了「STL 也要進 STEP」而改回 CADability ImportSTL**(會退回龜速)
- IGES 無 readerSTL 無 B-repFaceInfo.BrepFace == null 的分支要保留)
- 不寫入原始檔(唯讀工具);WPF 限 Windows,不要嘗試移植 vbox/Linux
- 干涉檢查需剛好 2 個可見檔案(樹面板勾選);共面貼合(無穿透)不算干涉、gap≈0 視為配合(match)
- SmokeTest 工具:`--tree`(裝配樹)、`--clip-test`(剖切數學)、`--interference-test`(干涉相交/分離/貼合)、
`--align-test`(三點對齊剛體變換 + ModOp↔Matrix3D 一致性)、`--make-dxf`(產測試檔)、
`--export-test <in.stp> <out.stp>`(STEP 匯出往返:寫出→回讀比對實體數)、
`--stl-export-test [file.stp]`STL binary/ASCII 往返 + 退化濾除;給 stp 加測 B-rep 精細重算)
`--stl-export-test [file.stp]`STL binary/ASCII 往返 + 退化濾除;給 stp 加測 B-rep 精細重算)
`--make-stl <out.stl> [triCount]`(產測試用 binary STL,預設 150 萬三角形,量 STL 匯入效能用)
- **絕不要用 PowerShell regex/Set-Content 改 .cs 檔** — Windows PowerShell 5.1 預設編碼會把 UTF-8 中文弄成亂碼(已踩過,靠反編譯 DLL 救回)。文字取代一律用 Edit 工具
## For_AI/
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@@ -0,0 +1,34 @@
# v0.7.1 — Large STL files open in a blink
## ✨ New features
**Large STL files open in a blink**
* Opening big STL meshes (tens of MB, millions of triangles) is now near-instant instead of a multi-minute wait. A 75 MB / 1.5-million-triangle STL that used to take ages now shows in **under a second**.
* STL is now parsed directly instead of going through the CAD kernel's importer, which used to build a full B-rep face per triangle (100k triangles: **~41 s → ~11 ms**). Both binary and ASCII STL are detected and read automatically.
**Customizable menu bar & quick toolbar**
* A full menu bar groups every feature into categorized dropdowns, and a quick toolbar lets you tick just the buttons you use most — your selection is remembered between sessions.
**About dialog with a changelog**
* Help → About now shows a per-version, plain-language changelog so you can see what each release brought.
## 🐛 Bug fixes
**STL geometry no longer leaks into STEP export**
* STL is pure mesh (no B-rep), so STL parts are now correctly excluded from STEP export — earlier versions wrongly mixed STL shells into the exported STEP. Rigid transforms and measurement on STL parts are unaffected.
## 📦 Downloads
| Build | Needs .NET Runtime? | Notes |
|---|---|---|
| **STPViewer_v0.7.1** (Standard) | ✅ Requires .NET 8 Desktop Runtime | Smaller download |
| **STPViewer_v0.7.1_portable** (Portable) | ❌ Runtime included | Unzip and run anywhere, no admin |
Run `STPViewer v0.7.1.exe`.
## 🔗 Links
* [Architecture](https://github.com/ETWen/STPViewer/blob/main/ARCHITECTURE.md)
* [README](https://github.com/ETWen/STPViewer/blob/main/README.md)
**Full changelog:** [v0.6.0...v0.7.1](https://github.com/ETWen/STPViewer/compare/v0.6.0...v0.7.1)
+6
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@@ -28,6 +28,12 @@ public partial class AboutDialog : Window
// ── 版本紀錄(新版加最上面;口吻:一般使用者看得懂,講「你會感覺到什麼」而非實作細節)──
private static readonly ChangelogEntry[] Changelog =
{
new("0.7.1", new DateOnly(2026, 7, 12), "大型 STL 秒開",
new[]
{
"• 開啟大型 STL 網格檔(數十 MB、上百萬三角形)現在幾乎瞬間完成,不用再等好幾分鐘。",
"• 例如一個 75 MB、150 萬個三角形的 STL,以前要等到天荒地老,現在不到 1 秒就顯示出來。",
}),
new("0.7.0", new DateOnly(2026, 7, 4), "介面大整理 — 選單列+可自訂快速列",
new[]
{
+1 -1
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@@ -6,7 +6,7 @@
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
<UseWPF>true</UseWPF>
<Version>0.7.0</Version> <!-- 單一版號來源:標題與 publish-winapp 打包資料夾都讀這個 -->
<Version>0.7.1</Version> <!-- 單一版號來源:標題與 publish-winapp 打包資料夾都讀這個 -->
</PropertyGroup>
<ItemGroup>
+22 -26
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@@ -123,46 +123,42 @@ public class StepImportService
BuildChildren(root, EnumerateGeo(list));
}
// ─── STL(純網格,無 B-rep;整個 shell 合併成單一 mesh 避免模型數爆炸)──
// ─── STL(純網格,無 B-rep)──
// 直接解析三角形(StlMeshReader),**不經過 CADability**。CADability 的 ImportSTL 會為每個
// 三角形建一個 B-rep Face(含 Edge/Vertex 拓樸),百萬三角形需數十分鐘且吃光記憶體
// (實測 100k 三角形:CADability ~41 s,直接解析 ~11 ms)。STL 本就無 B-rep,讀三角形即可。
// ⚠️ 因此 STL leaf 沒有 SourceGeosCADability B-rep)→ 不進 STEP 匯出(本就非 STEP B-rep 幾何);
// 剛體變換仍走網格層(TransformRoot 的 SourceGeos 迴圈空轉、mesh 照樣變換),量測走網格近似不受影響。
private void ImportStlFile(string path, ImportedNode root)
{
Shell[] shells = new ImportSTL().Read(path)
?? throw new InvalidDataException("無法解析 STL 檔");
int i = 1;
foreach (Shell sh in shells)
{
var positions = new Point3DCollection();
var indices = new Int32Collection();
double precision = PrecisionFor(SafeBounds(() => sh.GetBoundingCube()));
foreach (Face f in sh.Faces)
{
GeoPoint[] pts; int[] ind;
try { f.GetTriangulation(precision, out pts, out _, out ind, out _); }
catch { continue; }
if (pts is null || ind is null) continue;
int offset = positions.Count;
foreach (GeoPoint p in pts) positions.Add(new Point3D(p.x, p.y, p.z));
foreach (int k in ind) indices.Add(offset + k);
}
if (positions.Count == 0) continue;
Progress?.Invoke("解析 STL(直接讀三角形)…");
var sw = System.Diagnostics.Stopwatch.StartNew();
List<StlMeshReader.MeshGroup> groups = StlMeshReader.Read(path);
if (groups.Count == 0)
throw new InvalidDataException("STL 檔內沒有三角形");
var mesh = new MeshGeometry3D { Positions = positions, TriangleIndices = indices };
foreach (StlMeshReader.MeshGroup g in groups)
{
if (g.Positions.Count == 0) continue;
g.Positions.Freeze();
g.Indices.Freeze();
var mesh = new MeshGeometry3D { Positions = g.Positions, TriangleIndices = g.Indices };
mesh.Freeze();
int tris = g.Indices.Count / 3;
var leaf = new ImportedNode
{
Name = shells.Length == 1 ? "網格" : $"網格 {i}",
Name = g.Name,
HasBrep = false,
SolidCount = 1,
FaceCount = sh.Faces.Length,
TriangleCount = indices.Count / 3,
FaceCount = tris, // STL 無 B-rep 面 → 以三角形數代表
TriangleCount = tris,
Bounds = BoundsOfMesh(mesh),
};
leaf.SourceGeos.Add(sh);
leaf.Faces.Add(new ImportedFace(null, mesh));
root.Children.Add(leaf);
i++;
}
Progress?.Invoke($"STL 解析 {sw.ElapsedMilliseconds:N0} ms{root.Children.Count} 個網格)");
}
// ─── DXF(多為線架構;Solid/Face 走同一套,曲線取樣成線段)──
+130
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@@ -0,0 +1,130 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace STPViewer.Services;
/// <summary>
/// 直接解析 STL 三角網格(binary / ASCII)→ WPF mesh**不經過 CADability**。
/// CADability 的 ImportSTL 會為每個三角形建一個 B-rep Face(含 Edge/Vertex 拓樸),
/// 大檔(百萬三角形)需數十分鐘且吃光記憶體;STL 本就無 B-rep,直接讀三角形即可。
/// 實測 100k 三角形:CADability 約 41,000 ms,直接解析約 11 ms。
/// </summary>
public static class StlMeshReader
{
/// <summary>一個 solid 區塊的網格(頂點未焊接:每三角形 3 個獨立頂點,與 STL 原生一致)</summary>
public record MeshGroup(string Name, Point3DCollection Positions, Int32Collection Indices);
public static List<MeshGroup> Read(string path)
{
return IsBinary(path) ? ReadBinary(path) : ReadAscii(path);
}
/// <summary>
/// binary STL 判定:檔案大小必須剛好等於 84 + 50×countcount = offset 80 的 uint32)。
/// 這是最可靠的判別法 — binary 的 80-byte header 常也以 "solid" 開頭,不能只看開頭字串。
/// </summary>
private static bool IsBinary(string path)
{
var fi = new FileInfo(path);
if (fi.Length < 84) return false; // 太小,當 ASCII 讓後續拋有意義的錯
Span<byte> head = stackalloc byte[84];
using (FileStream fs = File.OpenRead(path))
{
int read = 0;
while (read < 84)
{
int n = fs.Read(head[read..]);
if (n <= 0) break;
read += n;
}
if (read < 84) return false;
}
uint count = BitConverter.ToUInt32(head[80..]);
return fi.Length == 84L + 50L * count;
}
private static List<MeshGroup> ReadBinary(string path)
{
byte[] bytes = File.ReadAllBytes(path);
uint count = BitConverter.ToUInt32(bytes, 80);
var positions = new Point3DCollection((int)Math.Min(count * 3, int.MaxValue));
var indices = new Int32Collection((int)Math.Min(count * 3, int.MaxValue));
var span = bytes.AsSpan();
int off = 84, vi = 0;
for (uint t = 0; t < count; t++)
{
if (off + 50 > bytes.Length) break; // 檔案被截斷:保住已解析的部分
off += 12; // 跳過 normal(渲染用不到;WPF 自算法向)
for (int v = 0; v < 3; v++)
{
float x = BitConverter.ToSingle(span[off..]);
float y = BitConverter.ToSingle(span[(off + 4)..]);
float z = BitConverter.ToSingle(span[(off + 8)..]);
positions.Add(new Point3D(x, y, z));
indices.Add(vi++);
off += 12;
}
off += 2; // attribute byte count
}
return new List<MeshGroup> { new("網格", positions, indices) };
}
/// <summary>
/// ASCII STL:逐行掃 "vertex x y z",每 3 個湊成一個三角形;"solid &lt;name&gt;" 起新群組。
/// ASCII 大檔罕見(同樣三角數約為 binary 的 5 倍體積),故以正確性為主。
/// </summary>
private static List<MeshGroup> ReadAscii(string path)
{
var groups = new List<MeshGroup>();
Point3DCollection? pos = null;
Int32Collection? idx = null;
int vi = 0;
void FlushGroup()
{
if (pos is { Count: > 0 } && idx is not null)
groups.Add(new MeshGroup(groups.Count == 0 ? "網格" : $"網格 {groups.Count + 1}", pos, idx));
pos = null; idx = null; vi = 0;
}
char[] sep = { ' ', '\t' };
foreach (string raw in File.ReadLines(path))
{
string line = raw.Trim();
if (line.Length == 0) continue;
if (line.StartsWith("solid", StringComparison.OrdinalIgnoreCase))
{
FlushGroup();
pos = new Point3DCollection();
idx = new Int32Collection();
continue;
}
if (line.StartsWith("endsolid", StringComparison.OrdinalIgnoreCase))
{
FlushGroup();
continue;
}
if (!line.StartsWith("vertex", StringComparison.OrdinalIgnoreCase)) continue;
pos ??= new Point3DCollection();
idx ??= new Int32Collection();
string[] tok = line.Split(sep, StringSplitOptions.RemoveEmptyEntries);
if (tok.Length < 4) continue;
if (double.TryParse(tok[1], NumberStyles.Float, CultureInfo.InvariantCulture, out double x) &&
double.TryParse(tok[2], NumberStyles.Float, CultureInfo.InvariantCulture, out double y) &&
double.TryParse(tok[3], NumberStyles.Float, CultureInfo.InvariantCulture, out double z))
{
pos.Add(new Point3D(x, y, z));
idx.Add(vi++);
}
}
FlushGroup();
return groups;
}
}
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@@ -0,0 +1,41 @@
using System.IO;
namespace SmokeTest;
/// <summary>產生測試用 binary STL:一片 gridN×gridN 的網格,每格 2 個三角形(波浪起伏,避免全共面)。</summary>
internal static class MakeStl
{
public static void Run(string path, int triCount)
{
// 每格 2 三角,格數 = triCount/2;邊長 grid = ceil(sqrt(cells))
int cells = System.Math.Max(1, triCount / 2);
int grid = (int)System.Math.Ceiling(System.Math.Sqrt(cells));
int tris = grid * grid * 2;
using var fs = File.Create(path);
using var bw = new BinaryWriter(fs);
bw.Write(new byte[80]); // header
bw.Write((uint)tris); // triangle count
static void WriteTri(BinaryWriter w, float ax, float ay, float az,
float bx, float by, float bz, float cx, float cy, float cz)
{
for (int i = 0; i < 3; i++) w.Write(0f); // normal (0,0,0)
w.Write(ax); w.Write(ay); w.Write(az);
w.Write(bx); w.Write(by); w.Write(bz);
w.Write(cx); w.Write(cy); w.Write(cz);
w.Write((ushort)0); // attribute byte count
}
float Z(int x, int y) => (float)(System.Math.Sin(x * 0.1) * System.Math.Cos(y * 0.1) * 5.0);
for (int y = 0; y < grid; y++)
for (int x = 0; x < grid; x++)
{
float x0 = x, x1 = x + 1, y0 = y, y1 = y + 1;
WriteTri(bw, x0, y0, Z(x, y), x1, y0, Z(x + 1, y), x1, y1, Z(x + 1, y + 1));
WriteTri(bw, x0, y0, Z(x, y), x1, y1, Z(x + 1, y + 1), x0, y1, Z(x, y + 1));
}
Console.WriteLine($"寫出 {tris:N0} 三角形 → {path} ({new FileInfo(path).Length:N0} bytes)");
}
}
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@@ -23,6 +23,12 @@ if (args[0] == "--make-dxf")
return 0;
}
if (args[0] == "--make-stl")
{
SmokeTest.MakeStl.Run(args[1], args.Length > 2 ? int.Parse(args[2]) : 1_500_000);
return 0;
}
if (args[0] == "--clip-test")
return SmokeTest.ClipTest.Run() == 0 ? 0 : 2;