A straightforward clipping algorithm was implemented to eliminate vertices that are out of the interval from the near to far clipping distance defined by the active camera. Previously, objects that come behind the camera could lead to a crash. The changes in this commit is intended to address this issue. When meshes are partially clipped, new edges are added. These edges can result in visible strokes if they are within the camera view.
435 lines
12 KiB
C++
435 lines
12 KiB
C++
#include "BlenderFileLoader.h"
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#include <assert.h>
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BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl)
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{
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_re = re;
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_srl = srl;
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_Scene = NULL;
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_numFacesRead = 0;
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_minEdgeSize = DBL_MAX;
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}
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BlenderFileLoader::~BlenderFileLoader()
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{
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_Scene = NULL;
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}
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NodeGroup* BlenderFileLoader::Load()
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{
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ObjectInstanceRen *obi;
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ObjectRen *obr;
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cout << "\n=== Importing triangular meshes into Blender ===" << endl;
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// creation of the scene root node
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_Scene = new NodeGroup;
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_viewplane_left= _re->viewplane.xmin;
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_viewplane_right= _re->viewplane.xmax;
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_viewplane_bottom= _re->viewplane.ymin;
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_viewplane_top= _re->viewplane.ymax;
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_z_near= -_re->clipsta;
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_z_far= -_re->clipend;
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#if 0
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cout << "frustrum: l " << _viewplane_left << " r " << _viewplane_right
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<< " b " << _viewplane_bottom << " t " << _viewplane_top
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<< " n " << _z_near << " f " << _z_far << endl;
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#endif
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int id = 0;
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for(obi= (ObjectInstanceRen *) _re->instancetable.first; obi; obi=obi->next) {
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if (!(obi->lay & _re->scene->lay & _srl->lay))
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continue;
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obr= obi->obr;
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if( obr->totvlak > 0)
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insertShapeNode(obr, ++id);
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else
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cout << " Sorry, only vlak-based shapes are supported." << endl;
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}
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//Returns the built scene.
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return _Scene;
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}
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#define CLIPPED_BY_NEAR -1
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#define NOT_CLIPPED 0
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#define CLIPPED_BY_FAR 1
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// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
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// and calculate the number of triangles to be generated by clipping
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int BlenderFileLoader::countClippedFaces(VertRen *v1, VertRen *v2, VertRen *v3, int clip[3])
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{
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VertRen *v[3];
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int numClipped, sum, numTris;
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v[0] = v1;
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v[1] = v2;
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v[2] = v3;
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numClipped = sum = 0;
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for (int i = 0; i < 3; i++) {
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if (v[i]->co[2] > _z_near) {
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clip[i] = CLIPPED_BY_NEAR;
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numClipped++;
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} else if (v[i]->co[2] < _z_far) {
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clip[i] = CLIPPED_BY_FAR;
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numClipped++;
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} else {
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clip[i] = NOT_CLIPPED;
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}
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// printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
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sum += clip[i];
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}
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switch (numClipped) {
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case 0:
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numTris = 1; // triangle
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break;
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case 1:
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numTris = 2; // tetragon
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break;
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case 2:
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if (sum == 0)
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numTris = 3; // pentagon
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else
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numTris = 1; // triangle
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break;
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case 3:
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if (sum == 3 || sum == -3)
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numTris = 0;
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else
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numTris = 2; // tetragon
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break;
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}
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return numTris;
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}
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// find the intersection point C between the line segment from V1 to V2 and
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// a clipping plane at depth Z (i.e., the Z component of C is known, while
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// the X and Y components are unknown).
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void BlenderFileLoader::clipLine(VertRen *v1, VertRen *v2, float c[3], float z)
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{
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double d[3];
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for (int i = 0; i < 3; i++)
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d[i] = v2->co[i] - v1->co[i];
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double t = (z - v1->co[2]) / d[2];
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c[0] = v1->co[0] + t * d[0];
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c[1] = v1->co[1] + t * d[1];
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c[2] = z;
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}
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// clip the triangle (V1, V2, V3) by the near and far clipping plane and
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// obtain a set of vertices after the clipping. The number of vertices
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// is at most 5.
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void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], VertRen *v1, VertRen *v2, VertRen *v3, int clip[3])
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{
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VertRen *v[3];
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int i, j, k;
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v[0] = v1;
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v[1] = v2;
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v[2] = v3;
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k = 0;
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for (i = 0; i < 3; i++) {
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j = (i + 1) % 3;
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if (clip[i] == NOT_CLIPPED) {
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copy_v3_v3(triCoords[k++], v[i]->co);
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if (clip[j] != NOT_CLIPPED) {
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clipLine(v[i], v[j], triCoords[k++], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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}
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} else if (clip[i] != clip[j]) {
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if (clip[j] == NOT_CLIPPED) {
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clipLine(v[i], v[j], triCoords[k++], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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} else {
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clipLine(v[i], v[j], triCoords[k++], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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clipLine(v[i], v[j], triCoords[k++], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
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}
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}
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}
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assert (k == 2 + numTris);
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}
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void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3])
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{
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float v12[3], v13[3], n[3];
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float *fv[3], len;
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unsigned i, j;
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// initialize the bounding box by the first vertex
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if (ls->currentIndex == 0) {
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copy_v3_v3(ls->minBBox, v1);
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copy_v3_v3(ls->maxBBox, v1);
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}
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// compute the normal of the triangle
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sub_v3_v3v3(v12, v1, v2);
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sub_v3_v3v3(v13, v1, v3);
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cross_v3_v3v3(n, v12, v13);
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normalize_v3(n);
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fv[0] = v1;
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fv[1] = v2;
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fv[2] = v3;
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for (i = 0; i < 3; i++) {
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copy_v3_v3(ls->pv, fv[i]);
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copy_v3_v3(ls->pn, n);
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// update the bounding box
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for (j = 0; j < 3; j++)
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{
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if (ls->minBBox[j] > ls->pv[j])
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ls->minBBox[j] = ls->pv[j];
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if (ls->maxBBox[j] < ls->pv[j])
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ls->maxBBox[j] = ls->pv[j];
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}
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len = len_v3v3(fv[i], fv[(i + 1) % 3]);
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if (_minEdgeSize > len)
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_minEdgeSize = len;
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*ls->pvi = ls->currentIndex;
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*ls->pni = ls->currentIndex;
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*ls->pmi = ls->currentMIndex;
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ls->currentIndex +=3;
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ls->pv += 3;
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ls->pn += 3;
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ls->pvi++;
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ls->pni++;
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ls->pmi++;
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}
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}
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void BlenderFileLoader::insertShapeNode(ObjectRen *obr, int id)
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{
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VlakRen *vlr;
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// Mesh *mesh = (Mesh *)ob->data;
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//---------------------
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// mesh => obr
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// We invert the matrix in order to be able to retrieve the shape's coordinates in its local coordinates system (origin is the iNode pivot)
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// Lib3dsMatrix M;
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// lib3ds_matrix_copy(M, mesh->matrix);
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// lib3ds_matrix_inv(M);
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//---------------------
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// M allows to recover world coordinates from camera coordinates
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// M => obr->ob->imat * obr->obmat (multiplication from left to right)
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float M[4][4];
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mul_m4_m4m4(M, obr->ob->imat, obr->ob->obmat);
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// We compute a normal per vertex and manages the smoothing of the shape:
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// Lib3dsVector *normalL=(Lib3dsVector*)malloc(3*sizeof(Lib3dsVector)*mesh->faces);
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// lib3ds_mesh_calculate_normals(mesh, normalL);
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// mesh_calc_normals(mesh->mvert, mesh->totvert, mesh->mface, mesh->totface, NULL);
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//---------------------
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// already calculated and availabe in vlak ?
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// printf("%s\n", obr->ob->id.name + 2);
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// We build the rep:
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IndexedFaceSet *rep;
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unsigned numFaces = 0;
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int clip_1[3], clip_2[3];
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for(int a=0; a < obr->totvlak; a++) {
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if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak;
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else vlr++;
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// printf("v1 %f, %f, %f\n", vlr->v1->co[0], vlr->v1->co[1], vlr->v1->co[2]);
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// printf("v2 %f, %f, %f\n", vlr->v2->co[0], vlr->v2->co[1], vlr->v2->co[2]);
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// printf("v3 %f, %f, %f\n", vlr->v3->co[0], vlr->v3->co[1], vlr->v3->co[2]);
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// if (vlr->v4) printf("v4 %f, %f, %f\n", vlr->v4->co[0], vlr->v4->co[1], vlr->v4->co[2]);
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numFaces += countClippedFaces(vlr->v1, vlr->v2, vlr->v3, clip_1);
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if (vlr->v4)
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numFaces += countClippedFaces(vlr->v1, vlr->v3, vlr->v4, clip_2);
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}
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// cout <<"numFaces " <<numFaces<<endl;
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if (numFaces == 0)
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return;
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NodeTransform *currentMesh = new NodeTransform;
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NodeShape * shape = new NodeShape;
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unsigned vSize = 3*3*numFaces;
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float *vertices = new float[vSize];
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unsigned nSize = vSize;
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float *normals = new float[nSize];
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unsigned *numVertexPerFaces = new unsigned[numFaces];
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vector<FrsMaterial> meshFrsMaterials;
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IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
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unsigned i;
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for (i = 0; i <numFaces; i++) {
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faceStyle[i] = IndexedFaceSet::TRIANGLES;
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numVertexPerFaces[i] = 3;
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}
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unsigned viSize = 3*numFaces;
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unsigned *VIndices = new unsigned[viSize];
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unsigned niSize = viSize;
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unsigned *NIndices = new unsigned[niSize];
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unsigned *MIndices = new unsigned[viSize]; // Material Indices
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struct LoaderState ls;
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ls.pv = vertices;
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ls.pn = normals;
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ls.pvi = VIndices;
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ls.pni = NIndices;
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ls.pmi = MIndices;
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ls.currentIndex = 0;
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ls.currentMIndex = 0;
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FrsMaterial tmpMat;
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// we want to find the min and max coordinates as we build the rep.
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// We initialize the min and max values whith the first vertex.
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//lib3ds_vector_transform(pvtmp, M, mesh->pointL[mesh->faceL[0].points[0]].pos);
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int p;
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for(p=0; p < obr->totvlak; ++p) // we parse the faces of the mesh
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{
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// Lib3dsFace *f=&mesh->faceL[p];
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// Lib3dsMaterial *mat=0;
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if((p & 255)==0) vlr = obr->vlaknodes[p>>8].vlak;
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else vlr++;
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unsigned numTris_1, numTris_2;
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numTris_1 = countClippedFaces(vlr->v1, vlr->v2, vlr->v3, clip_1);
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numTris_2 = (vlr->v4) ? countClippedFaces(vlr->v1, vlr->v3, vlr->v4, clip_2) : 0;
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if (numTris_1 == 0 && numTris_2 == 0)
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continue;
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Material *mat = vlr->mat;
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if (mat)
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{
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tmpMat.setDiffuse( mat->r, mat->g, mat->b, mat->alpha );
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tmpMat.setSpecular( mat->specr, mat->specg, mat->specb, mat->spectra);
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float s = 1.0 * (mat->har + 1) / 4 ; // in Blender: [1;511] => in OpenGL: [0;128]
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if(s > 128.f)
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s = 128.f;
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tmpMat.setShininess(s);
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}
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if(meshFrsMaterials.empty())
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{
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meshFrsMaterials.push_back(tmpMat);
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shape->setFrsMaterial(tmpMat);
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} else {
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// find if the material is aleady in the list
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unsigned i=0;
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bool found = false;
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for(vector<FrsMaterial>::iterator it=meshFrsMaterials.begin(), itend=meshFrsMaterials.end();
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it!=itend;
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++it){
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if(*it == tmpMat){
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ls.currentMIndex = i;
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found = true;
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break;
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}
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++i;
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}
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if(!found){
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meshFrsMaterials.push_back(tmpMat);
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ls.currentMIndex = meshFrsMaterials.size()-1;
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}
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}
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float triCoords[5][3];
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if (numTris_1 > 0) {
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clipTriangle(numTris_1, triCoords, vlr->v1, vlr->v2, vlr->v3, clip_1);
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for (i = 0; i < 2 + numTris_1; i++) {
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mul_m4_v3(M, triCoords[i]); // camera to world
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// printf("%d %f, %f, %f\n", i, triCoords[i][0], triCoords[i][1], triCoords[i][2]);
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}
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for (i = 0; i < numTris_1; i++) {
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addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2]);
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_numFacesRead++;
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}
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}
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if (numTris_2 > 0) {
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clipTriangle(numTris_2, triCoords, vlr->v1, vlr->v3, vlr->v4, clip_2);
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for (i = 0; i < 2 + numTris_2; i++) {
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mul_m4_v3(M, triCoords[i]); // camera to world
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// printf("%d %f, %f, %f\n", i, triCoords[i][0], triCoords[i][1], triCoords[i][2]);
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}
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for (i = 0; i < numTris_2; i++) {
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addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2]);
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_numFacesRead++;
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}
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}
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}
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// We might have several times the same vertex. We want a clean
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// shape with no real-vertex. Here, we are making a cleaning
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// pass.
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real *cleanVertices = NULL;
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unsigned cvSize;
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unsigned *cleanVIndices = NULL;
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GeomCleaner::CleanIndexedVertexArray(
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vertices, vSize,
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VIndices, viSize,
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&cleanVertices, &cvSize,
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&cleanVIndices);
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real *cleanNormals = NULL;
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unsigned cnSize;
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unsigned *cleanNIndices = NULL;
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GeomCleaner::CleanIndexedVertexArray(
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normals, nSize,
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NIndices, niSize,
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&cleanNormals, &cnSize,
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&cleanNIndices);
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// format materials array
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FrsMaterial** marray = new FrsMaterial*[meshFrsMaterials.size()];
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unsigned mindex=0;
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for(vector<FrsMaterial>::iterator m=meshFrsMaterials.begin(), mend=meshFrsMaterials.end();
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m!=mend;
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++m){
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marray[mindex] = new FrsMaterial(*m);
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++mindex;
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}
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// deallocates memory:
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delete [] vertices;
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delete [] normals;
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delete [] VIndices;
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delete [] NIndices;
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// Create the IndexedFaceSet with the retrieved attributes
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rep = new IndexedFaceSet(cleanVertices, cvSize,
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cleanNormals, cnSize,
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marray, meshFrsMaterials.size(),
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0, 0,
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numFaces, numVertexPerFaces, faceStyle,
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cleanVIndices, viSize,
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cleanNIndices, niSize,
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MIndices, viSize,
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0,0,
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0);
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// sets the id of the rep
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rep->setId(Id(id, 0));
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const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
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Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
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rep->setBBox(bbox);
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shape->AddRep(rep);
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Matrix44r meshMat = Matrix44r::identity();
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currentMesh->setMatrix(meshMat);
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currentMesh->Translate(0,0,0);
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currentMesh->AddChild(shape);
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_Scene->AddChild(currentMesh);
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}
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