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blender-archive/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
2012-06-16 21:23:54 +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 << "Frustum: 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 & _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);
}