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blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
Tamito Kajiyama e9eed190e8 Another possible fix for degenerate triangles in imported mesh data.
A motivating example of the problem the present solution aims to address is a
quad face such that three of the four vertices are colinear (i.e., they are
lying on a line).  Depending on how this quad is separated into two triangles,
one of them can be a degenerate triangle.  Degenerate triangles of this form
are easy to avoid by rotating the diagonal edge of quad faces without affecting
the visual outcome.  The fix implemented in this commit tries to address
degenerate triangles in this way.
2012-03-05 19:01:12 +00:00

665 lines
20 KiB
C++

#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) {
// 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);
}