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Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp664
1 files changed, 664 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
new file mode 100644
index 00000000000..650a3419d22
--- /dev/null
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
@@ -0,0 +1,664 @@
+#include "BlenderFileLoader.h"
+
+#include <assert.h>
+
+BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl)
+{
+ _re = re;
+ _srl = srl;
+ _Scene = NULL;
+ _numFacesRead = 0;
+ _minEdgeSize = DBL_MAX;
+ _smooth = (srl->freestyleConfig.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
+}
+
+BlenderFileLoader::~BlenderFileLoader()
+{
+ _Scene = NULL;
+}
+
+NodeGroup* BlenderFileLoader::Load()
+{
+ ObjectInstanceRen *obi;
+
+ cout << "\n=== Importing triangular meshes into Blender ===" << endl;
+
+ // creation of the scene root node
+ _Scene = new NodeGroup;
+
+ _viewplane_left= _re->viewplane.xmin;
+ _viewplane_right= _re->viewplane.xmax;
+ _viewplane_bottom= _re->viewplane.ymin;
+ _viewplane_top= _re->viewplane.ymax;
+ _z_near= -_re->clipsta;
+ _z_far= -_re->clipend;
+#if 0
+ cout << "frustrum: l " << _viewplane_left << " r " << _viewplane_right
+ << " b " << _viewplane_bottom << " t " << _viewplane_top
+ << " n " << _z_near << " f " << _z_far << endl;
+#endif
+
+ int id = 0;
+ for(obi= (ObjectInstanceRen *) _re->instancetable.first; obi; obi=obi->next) {
+ if (!(obi->lay & _re->scene->lay & _srl->lay))
+ continue;
+ char *name = obi->ob->id.name;
+ //cout << name[0] << name[1] << ":" << (name+2) <<;
+ //print_m4("obi->mat", obi->mat);
+
+ if( obi->obr->totvlak > 0)
+ insertShapeNode(obi, ++id);
+ else
+ cout << "Warning: " << (name+2) << " is not a vlak-based object (ignored)" << endl;
+ }
+
+ //Returns the built scene.
+ return _Scene;
+}
+
+#define CLIPPED_BY_NEAR -1
+#define NOT_CLIPPED 0
+#define CLIPPED_BY_FAR 1
+
+// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
+// and calculate the number of triangles to be generated by clipping
+int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3])
+{
+ float *v[3];
+ int numClipped, sum, numTris;
+
+ v[0] = v1;
+ v[1] = v2;
+ v[2] = v3;
+ numClipped = sum = 0;
+ for (int i = 0; i < 3; i++) {
+ if (v[i][2] > _z_near) {
+ clip[i] = CLIPPED_BY_NEAR;
+ numClipped++;
+ } else if (v[i][2] < _z_far) {
+ clip[i] = CLIPPED_BY_FAR;
+ numClipped++;
+ } else {
+ clip[i] = NOT_CLIPPED;
+ }
+// printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
+ sum += clip[i];
+ }
+ switch (numClipped) {
+ case 0:
+ numTris = 1; // triangle
+ break;
+ case 1:
+ numTris = 2; // tetragon
+ break;
+ case 2:
+ if (sum == 0)
+ numTris = 3; // pentagon
+ else
+ numTris = 1; // triangle
+ break;
+ case 3:
+ if (sum == 3 || sum == -3)
+ numTris = 0;
+ else
+ numTris = 2; // tetragon
+ break;
+ }
+ return numTris;
+}
+
+// find the intersection point C between the line segment from V1 to V2 and
+// a clipping plane at depth Z (i.e., the Z component of C is known, while
+// the X and Y components are unknown).
+void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
+{
+ // Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
+ // and clipLine(Q, P, c, z) gives exactly the same numerical result.
+ float *p, *q;
+ if (v1[2] < v2[2]) {
+ p = v1;
+ q = v2;
+ } else {
+ p = v2;
+ q = v1;
+ }
+ double d[3];
+ for (int i = 0; i < 3; i++)
+ d[i] = q[i] - p[i];
+ double t = (z - p[2]) / d[2];
+ c[0] = p[0] + t * d[0];
+ c[1] = p[1] + t * d[1];
+ c[2] = z;
+}
+
+// clip the triangle (V1, V2, V3) by the near and far clipping plane and
+// obtain a set of vertices after the clipping. The number of vertices
+// is at most 5.
+void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
+ float triNormals[][3], float n1[3], float n2[3], float n3[3],
+ bool edgeMarks[], bool em1, bool em2, bool em3, int clip[3])
+{
+ float *v[3], *n[3];
+ bool em[3];
+ int i, j, k;
+
+ v[0] = v1; n[0] = n1;
+ v[1] = v2; n[1] = n2;
+ v[2] = v3; n[2] = n3;
+ em[0] = em1; /* edge mark of the edge between v1 and v2 */
+ em[1] = em2; /* edge mark of the edge between v2 and v3 */
+ em[2] = em3; /* edge mark of the edge between v3 and v1 */
+ k = 0;
+ for (i = 0; i < 3; i++) {
+ j = (i + 1) % 3;
+ if (clip[i] == NOT_CLIPPED) {
+ copy_v3_v3(triCoords[k], v[i]);
+ copy_v3_v3(triNormals[k], n[i]);
+ edgeMarks[k] = em[i];
+ k++;
+ if (clip[j] != NOT_CLIPPED) {
+ clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[j]);
+ edgeMarks[k] = false;
+ k++;
+ }
+ } else if (clip[i] != clip[j]) {
+ if (clip[j] == NOT_CLIPPED) {
+ clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[i]);
+ edgeMarks[k] = em[i];
+ k++;
+ } else {
+ clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[i]);
+ edgeMarks[k] = em[i];
+ k++;
+ clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[j]);
+ edgeMarks[k] = false;
+ k++;
+ }
+ }
+ }
+ assert (k == 2 + numTris);
+}
+
+void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
+ float n1[3], float n2[3], float n3[3],
+ bool fm, bool em1, bool em2, bool em3)
+{
+ float *fv[3], *fn[3], len;
+ unsigned i, j;
+ IndexedFaceSet::FaceEdgeMark marks = 0;
+
+ // initialize the bounding box by the first vertex
+ if (ls->currentIndex == 0) {
+ copy_v3_v3(ls->minBBox, v1);
+ copy_v3_v3(ls->maxBBox, v1);
+ }
+
+ fv[0] = v1; fn[0] = n1;
+ fv[1] = v2; fn[1] = n2;
+ fv[2] = v3; fn[2] = n3;
+ for (i = 0; i < 3; i++) {
+
+ copy_v3_v3(ls->pv, fv[i]);
+ copy_v3_v3(ls->pn, fn[i]);
+
+ // update the bounding box
+ for (j = 0; j < 3; j++)
+ {
+ if (ls->minBBox[j] > ls->pv[j])
+ ls->minBBox[j] = ls->pv[j];
+
+ if (ls->maxBBox[j] < ls->pv[j])
+ ls->maxBBox[j] = ls->pv[j];
+ }
+
+ len = len_v3v3(fv[i], fv[(i + 1) % 3]);
+ if (_minEdgeSize > len)
+ _minEdgeSize = len;
+
+ *ls->pvi = ls->currentIndex;
+ *ls->pni = ls->currentIndex;
+ *ls->pmi = ls->currentMIndex;
+
+ ls->currentIndex +=3;
+ ls->pv += 3;
+ ls->pn += 3;
+
+ ls->pvi++;
+ ls->pni++;
+ ls->pmi++;
+ }
+ if (fm) marks |= IndexedFaceSet::FACE_MARK;
+ if (em1) marks |= IndexedFaceSet::EDGE_MARK_V1V2;
+ if (em2) marks |= IndexedFaceSet::EDGE_MARK_V2V3;
+ if (em3) marks |= IndexedFaceSet::EDGE_MARK_V3V1;
+ *ls->pm++ = marks;
+}
+
+// With A, B and P indicating the three vertices of a given triangle, returns:
+// 1 if points A and B are in the same position in the 3D space;
+// 2 if the distance between point P and line segment AB is zero; and
+// zero otherwise.
+int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
+{
+ //float area = area_tri_v3(v1, v2, v3);
+ //bool verbose = (area < 1e-6);
+
+ if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
+ //if (verbose) printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
+ return 1;
+ }
+ if (dist_to_line_segment_v3(v1, v2, v3) < 1e-6 ||
+ dist_to_line_segment_v3(v2, v1, v3) < 1e-6 ||
+ dist_to_line_segment_v3(v3, v1, v2) < 1e-6) {
+ //if (verbose) printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
+ return 2;
+ }
+ //if (verbose) printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
+ return 0;
+}
+
+// Checks if edge rotation (if necessary) can prevent the given quad from
+// being decomposed into a degenerate triangle
+bool BlenderFileLoader::testEdgeRotation(float v1[3], float v2[3], float v3[3], float v4[3])
+{
+ if (testDegenerateTriangle(v1, v2, v3) == 2 || testDegenerateTriangle(v1, v3, v4) == 2) {
+ if (testDegenerateTriangle(v1, v2, v4) == 2 || testDegenerateTriangle(v2, v3, v4) == 2) {
+ //printf("BlenderFileLoader::testEdgeRotation: edge rotation is unsuccessful.\n");
+ return false;
+ }
+ return true;
+ }
+ return false;
+}
+
+void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
+{
+ ObjectRen *obr = obi->obr;
+ char *name = obi->ob->id.name+2;
+
+ // We parse vlak nodes and count the number of faces after the clipping by
+ // the near and far view planes is applied (Note: mesh vertices are in the
+ // camera coordinate system).
+ VlakRen *vlr;
+ unsigned numFaces = 0;
+ float v1[3], v2[3], v3[3], v4[3];
+ float n1[3], n2[3], n3[3], n4[3], facenormal[3];
+ int clip_1[3], clip_2[3];
+ int wire_material = 0;
+ for(int a=0; a < obr->totvlak; a++) {
+ if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
+ else vlr++;
+ if (vlr->mat->material_type == MA_TYPE_WIRE) {
+ wire_material = 1;
+ continue;
+ }
+ copy_v3_v3(v1, vlr->v1->co);
+ copy_v3_v3(v2, vlr->v2->co);
+ copy_v3_v3(v3, vlr->v3->co);
+ if (vlr->v4) copy_v3_v3(v4, vlr->v4->co);
+ if (obi->flag & R_TRANSFORMED) {
+ mul_m4_v3(obi->mat, v1);
+ mul_m4_v3(obi->mat, v2);
+ mul_m4_v3(obi->mat, v3);
+ if (vlr->v4) mul_m4_v3(obi->mat, v4);
+ }
+// print_v3("v1", v1);
+// print_v3("v2", v2);
+// print_v3("v3", v3);
+// if (vlr->v4) print_v3("v4", v4);
+ if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
+ numFaces += countClippedFaces(v1, v2, v3, clip_1);
+ if (vlr->v4)
+ numFaces += countClippedFaces(v1, v3, v4, clip_2);
+ } else {
+ numFaces += countClippedFaces(v1, v2, v4, clip_1);
+ numFaces += countClippedFaces(v2, v3, v4, clip_2);
+ }
+ }
+ if (wire_material)
+ printf("Warning: Object %s has wire materials (ignored)\n", name);
+// cout <<"numFaces " <<numFaces<<endl;
+ if (numFaces == 0)
+ return;
+
+ // We allocate memory for the meshes to be imported
+ NodeTransform *currentMesh = new NodeTransform;
+ NodeShape * shape = new NodeShape;
+
+ unsigned vSize = 3*3*numFaces;
+ float *vertices = new float[vSize];
+ unsigned nSize = vSize;
+ float *normals = new float[nSize];
+ unsigned *numVertexPerFaces = new unsigned[numFaces];
+ vector<FrsMaterial> meshFrsMaterials;
+
+ IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
+ unsigned i;
+ for (i = 0; i <numFaces; i++) {
+ faceStyle[i] = IndexedFaceSet::TRIANGLES;
+ numVertexPerFaces[i] = 3;
+ }
+
+ IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
+
+ unsigned viSize = 3*numFaces;
+ unsigned *VIndices = new unsigned[viSize];
+ unsigned niSize = viSize;
+ unsigned *NIndices = new unsigned[niSize];
+ unsigned *MIndices = new unsigned[viSize]; // Material Indices
+
+ struct LoaderState ls;
+ ls.pv = vertices;
+ ls.pn = normals;
+ ls.pm = faceEdgeMarks;
+ ls.pvi = VIndices;
+ ls.pni = NIndices;
+ ls.pmi = MIndices;
+ ls.currentIndex = 0;
+ ls.currentMIndex = 0;
+
+ FrsMaterial tmpMat;
+
+ // We parse the vlak nodes again and import meshes while applying the clipping
+ // by the near and far view planes.
+ int p;
+ for(p=0; p < obr->totvlak; ++p) // we parse the faces of the mesh
+ {
+ // Lib3dsFace *f=&mesh->faceL[p];
+ // Lib3dsMaterial *mat=0;
+ if((p & 255)==0) vlr = obr->vlaknodes[p>>8].vlak;
+ else vlr++;
+ copy_v3_v3(v1, vlr->v1->co);
+ copy_v3_v3(v2, vlr->v2->co);
+ copy_v3_v3(v3, vlr->v3->co);
+ if (vlr->v4) copy_v3_v3(v4, vlr->v4->co);
+ if (obi->flag & R_TRANSFORMED) {
+ mul_m4_v3(obi->mat, v1);
+ mul_m4_v3(obi->mat, v2);
+ mul_m4_v3(obi->mat, v3);
+ if (vlr->v4) mul_m4_v3(obi->mat, v4);
+ }
+ if (_smooth && (vlr->flag & R_SMOOTH)) {
+ copy_v3_v3(n1, vlr->v1->n);
+ copy_v3_v3(n2, vlr->v2->n);
+ copy_v3_v3(n3, vlr->v3->n);
+ if (vlr->v4) copy_v3_v3(n4, vlr->v4->n);
+ if (obi->flag & R_TRANSFORMED) {
+ mul_m3_v3(obi->nmat, n1);
+ mul_m3_v3(obi->nmat, n2);
+ mul_m3_v3(obi->nmat, n3);
+ normalize_v3(n1);
+ normalize_v3(n2);
+ normalize_v3(n3);
+ if (vlr->v4) {
+ mul_m3_v3(obi->nmat, n4);
+ normalize_v3(n4);
+ }
+ }
+ } else {
+ RE_vlakren_get_normal(_re, obi, vlr, facenormal);
+ copy_v3_v3(n1, facenormal);
+ copy_v3_v3(n2, facenormal);
+ copy_v3_v3(n3, facenormal);
+ if (vlr->v4) copy_v3_v3(n4, facenormal);
+ }
+
+ unsigned numTris_1, numTris_2;
+ bool edge_rotation;
+ if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
+ numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
+ numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
+ edge_rotation = false;
+ } else {
+ numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
+ numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
+ edge_rotation = true;
+ printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
+ }
+ if (numTris_1 == 0 && numTris_2 == 0)
+ continue;
+ bool fm, em1, em2, em3, em4;
+ fm = (vlr->flag & ME_FREESTYLE_FACE) != 0;
+ em1= (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
+ em2= (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
+ if (!vlr->v4) {
+ em3= (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
+ em4= false;
+ } else {
+ em3= (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
+ em4= (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
+ }
+
+ Material *mat = vlr->mat;
+
+ if (mat)
+ {
+ tmpMat.setDiffuse( mat->r, mat->g, mat->b, mat->alpha );
+ tmpMat.setSpecular( mat->specr, mat->specg, mat->specb, mat->spectra);
+ float s = 1.0 * (mat->har + 1) / 4 ; // in Blender: [1;511] => in OpenGL: [0;128]
+ if(s > 128.f)
+ s = 128.f;
+ tmpMat.setShininess(s);
+ }
+
+ if(meshFrsMaterials.empty())
+ {
+ meshFrsMaterials.push_back(tmpMat);
+ shape->setFrsMaterial(tmpMat);
+ } else {
+ // find if the material is aleady in the list
+ unsigned i=0;
+ bool found = false;
+
+ for(vector<FrsMaterial>::iterator it=meshFrsMaterials.begin(), itend=meshFrsMaterials.end();
+ it!=itend;
+ ++it){
+ if(*it == tmpMat){
+ ls.currentMIndex = i;
+ found = true;
+ break;
+ }
+ ++i;
+ }
+
+ if(!found){
+ meshFrsMaterials.push_back(tmpMat);
+ ls.currentMIndex = meshFrsMaterials.size()-1;
+ }
+ }
+
+ float triCoords[5][3], triNormals[5][3];
+ bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
+
+ if (numTris_1 > 0) {
+ if (!edge_rotation)
+ clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
+ edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
+ else
+ clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
+ edgeMarks, em1, false, em4, clip_1);
+ for (i = 0; i < numTris_1; i++) {
+ addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2],
+ triNormals[0], triNormals[i+1], triNormals[i+2],
+ fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i+1],
+ (i == numTris_1 - 1) ? edgeMarks[i+2] : false);
+ _numFacesRead++;
+ }
+ }
+
+ if (numTris_2 > 0) {
+ if (!edge_rotation)
+ clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
+ edgeMarks, false, em3, em4, clip_2);
+ else
+ clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
+ edgeMarks, em2, em3, false, clip_2);
+ for (i = 0; i < numTris_2; i++) {
+ addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2],
+ triNormals[0], triNormals[i+1], triNormals[i+2],
+ fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i+1],
+ (i == numTris_2 - 1) ? edgeMarks[i+2] : false);
+ _numFacesRead++;
+ }
+ }
+ }
+
+ // We might have several times the same vertex. We want a clean
+ // shape with no real-vertex. Here, we are making a cleaning
+ // pass.
+ real *cleanVertices = NULL;
+ unsigned cvSize;
+ unsigned *cleanVIndices = NULL;
+
+ GeomCleaner::CleanIndexedVertexArray(
+ vertices, vSize,
+ VIndices, viSize,
+ &cleanVertices, &cvSize,
+ &cleanVIndices);
+
+ real *cleanNormals = NULL;
+ unsigned cnSize;
+ unsigned *cleanNIndices = NULL;
+
+ GeomCleaner::CleanIndexedVertexArray(
+ normals, nSize,
+ NIndices, niSize,
+ &cleanNormals, &cnSize,
+ &cleanNIndices);
+
+ // format materials array
+ FrsMaterial** marray = new FrsMaterial*[meshFrsMaterials.size()];
+ unsigned mindex=0;
+ for(vector<FrsMaterial>::iterator m=meshFrsMaterials.begin(), mend=meshFrsMaterials.end();
+ m!=mend;
+ ++m){
+ marray[mindex] = new FrsMaterial(*m);
+ ++mindex;
+ }
+ // deallocates memory:
+ delete [] vertices;
+ delete [] normals;
+ delete [] VIndices;
+ delete [] NIndices;
+
+ // Fix for degenerated triangles
+ // A degenerate triangle is a triangle such that
+ // 1) A and B are in the same position in the 3D space; or
+ // 2) the distance between point P and line segment AB is zero.
+ // Only those degenerate triangles in the second form are resolved here
+ // by adding a small offset to P, whereas those in the first form are
+ // addressed later in WShape::MakeFace().
+ vector<detri_t> detriList;
+ Vec3r zero(0.0, 0.0, 0.0);
+ unsigned vi0, vi1, vi2;
+ for (i = 0; i < viSize; i += 3) {
+ detri_t detri;
+ vi0 = cleanVIndices[i];
+ vi1 = cleanVIndices[i+1];
+ vi2 = cleanVIndices[i+2];
+ Vec3r v0(cleanVertices[vi0], cleanVertices[vi0+1], cleanVertices[vi0+2]);
+ Vec3r v1(cleanVertices[vi1], cleanVertices[vi1+1], cleanVertices[vi1+2]);
+ Vec3r v2(cleanVertices[vi2], cleanVertices[vi2+1], cleanVertices[vi2+2]);
+ if (v0 == v1 || v0 == v2 || v1 == v2) {
+ continue; // do nothing for now
+ }
+ else if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1e-6) {
+ detri.viP = vi0; detri.viA = vi1; detri.viB = vi2;
+ }
+ else if (GeomUtils::distPointSegment<Vec3r>(v1, v0, v2) < 1e-6) {
+ detri.viP = vi1; detri.viA = vi0; detri.viB = vi2;
+ }
+ else if (GeomUtils::distPointSegment<Vec3r>(v2, v0, v1) < 1e-6) {
+ detri.viP = vi2; detri.viA = vi0; detri.viB = vi1;
+ }
+ else {
+ continue;
+ }
+ detri.v = zero;
+ detri.n = 0;
+ for (unsigned j = 0; j < viSize; j += 3) {
+ if (i == j)
+ continue;
+ vi0 = cleanVIndices[j];
+ vi1 = cleanVIndices[j+1];
+ vi2 = cleanVIndices[j+2];
+ Vec3r v0(cleanVertices[vi0], cleanVertices[vi0+1], cleanVertices[vi0+2]);
+ Vec3r v1(cleanVertices[vi1], cleanVertices[vi1+1], cleanVertices[vi1+2]);
+ Vec3r v2(cleanVertices[vi2], cleanVertices[vi2+1], cleanVertices[vi2+2]);
+ if (detri.viP == vi0 && (detri.viA == vi1 || detri.viB == vi1)) {
+ detri.v += (v2 - v0);
+ detri.n++;
+ } else if (detri.viP == vi0 && (detri.viA == vi2 || detri.viB == vi2)) {
+ detri.v += (v1 - v0);
+ detri.n++;
+ } else if (detri.viP == vi1 && (detri.viA == vi0 || detri.viB == vi0)) {
+ detri.v += (v2 - v1);
+ detri.n++;
+ } else if (detri.viP == vi1 && (detri.viA == vi2 || detri.viB == vi2)) {
+ detri.v += (v0 - v1);
+ detri.n++;
+ } else if (detri.viP == vi2 && (detri.viA == vi0 || detri.viB == vi0)) {
+ detri.v += (v1 - v2);
+ detri.n++;
+ } else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
+ detri.v += (v0 - v2);
+ detri.n++;
+ }
+ }
+ if (detri.n > 0) {
+ detri.v.normalizeSafe();
+ }
+ detriList.push_back(detri);
+ }
+ if (detriList.size() > 0) {
+ vector<detri_t>::iterator v;
+ for (v = detriList.begin(); v != detriList.end(); v++) {
+ detri_t detri = (*v);
+ if (detri.n == 0) {
+ cleanVertices[detri.viP] = cleanVertices[detri.viA];
+ cleanVertices[detri.viP+1] = cleanVertices[detri.viA+1];
+ cleanVertices[detri.viP+2] = cleanVertices[detri.viA+2];
+ } else if (detri.v.norm() > 0.0) {
+ cleanVertices[detri.viP] += 1e-5 * detri.v.x();
+ cleanVertices[detri.viP+1] += 1e-5 * detri.v.y();
+ cleanVertices[detri.viP+2] += 1e-5 * detri.v.z();
+ }
+ }
+ printf("Warning: Object %s contains %d degenerate triangle%s (strokes may be incorrect)\n",
+ name, detriList.size(), (detriList.size() > 1) ? "s" : "");
+ }
+
+ // Create the IndexedFaceSet with the retrieved attributes
+ IndexedFaceSet *rep;
+ rep = new IndexedFaceSet(cleanVertices, cvSize,
+ cleanNormals, cnSize,
+ marray, meshFrsMaterials.size(),
+ 0, 0,
+ numFaces, numVertexPerFaces, faceStyle,
+ faceEdgeMarks,
+ cleanVIndices, viSize,
+ cleanNIndices, niSize,
+ MIndices, viSize,
+ 0,0,
+ 0);
+ // sets the id of the rep
+ rep->setId(Id(id, 0));
+ rep->setName(obi->ob->id.name+2);
+
+ const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
+ Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
+ rep->setBBox(bbox);
+ shape->AddRep(rep);
+
+ Matrix44r meshMat = Matrix44r::identity();
+ currentMesh->setMatrix(meshMat);
+ currentMesh->Translate(0,0,0);
+
+ currentMesh->AddChild(shape);
+ _Scene->AddChild(currentMesh);
+
+}