diff options
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp | 664 |
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); + +} |