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@@ -168,7 +168,7 @@ class LDrawConditionalLineMaterial extends ShaderMaterial {
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}
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-function smoothNormals( triangles, lineSegments ) {
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+function smoothNormals( faces, lineSegments ) {
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function hashVertex( v ) {
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@@ -190,7 +190,6 @@ function smoothNormals( triangles, lineSegments ) {
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const hardEdges = new Set();
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const halfEdgeList = {};
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- const fullHalfEdgeList = {};
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const normals = [];
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// Save the list of hard edges by hash
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@@ -206,14 +205,15 @@ function smoothNormals( triangles, lineSegments ) {
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}
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// track the half edges associated with each triangle
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- for ( let i = 0, l = triangles.length; i < l; i ++ ) {
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+ for ( let i = 0, l = faces.length; i < l; i ++ ) {
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- const tri = triangles[ i ];
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- for ( let i2 = 0, l2 = 3; i2 < l2; i2 ++ ) {
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+ const tri = faces[ i ];
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+ const vertices = tri.vertices;
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+ const vertCount = vertices.length;
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+ for ( let i2 = 0; i2 < vertCount; i2 ++ ) {
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const index = i2;
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- const next = ( i2 + 1 ) % 3;
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- const vertices = tri.vertices;
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+ const next = ( i2 + 1 ) % vertCount;
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const v0 = vertices[ index ];
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const v1 = vertices[ next ];
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const hash = hashEdge( v0, v1 );
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@@ -226,16 +226,15 @@ function smoothNormals( triangles, lineSegments ) {
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tri: tri
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};
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halfEdgeList[ hash ] = info;
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- fullHalfEdgeList[ hash ] = info;
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}
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}
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- // Iterate until we've tried to connect all triangles to share normals
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+ // Iterate until we've tried to connect all faces to share normals
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while ( true ) {
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- // Stop if there are no more triangles left
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+ // Stop if there are no more faces left
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let halfEdge = null;
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for ( const key in halfEdgeList ) {
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@@ -250,44 +249,22 @@ function smoothNormals( triangles, lineSegments ) {
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}
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- // Exhaustively find all connected triangles
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- let i = 0;
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+ // Exhaustively find all connected faces
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const queue = [ halfEdge ];
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- while ( i < queue.length ) {
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+ while ( queue.length > 0 ) {
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// initialize all vertex normals in this triangle
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- const tri = queue[ i ].tri;
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+ const tri = queue.pop().tri;
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const vertices = tri.vertices;
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- const triNormals = tri.normals;
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- i ++;
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-
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+ const vertNormals = tri.normals;
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const faceNormal = tri.faceNormal;
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- if ( triNormals[ 0 ] === null ) {
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-
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- triNormals[ 0 ] = faceNormal.clone().multiplyScalar( tri.fromQuad ? 0.5 : 1.0 );
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- normals.push( triNormals[ 0 ] );
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-
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- }
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-
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- if ( triNormals[ 1 ] === null ) {
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-
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- triNormals[ 1 ] = faceNormal.clone().multiplyScalar( tri.fromQuad ? 0.5 : 1.0 );
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- normals.push( triNormals[ 1 ] );
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-
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- }
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-
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- if ( triNormals[ 2 ] === null ) {
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-
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- triNormals[ 2 ] = faceNormal.clone();
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- normals.push( triNormals[ 2 ] );
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-
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- }
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// Check if any edge is connected to another triangle edge
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- for ( let i2 = 0, l2 = 3; i2 < l2; i2 ++ ) {
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+ const vertCount = vertices.length;
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+ for ( let i2 = 0; i2 < vertCount; i2 ++ ) {
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const index = i2;
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- const next = ( i2 + 1 ) % 3;
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+ const next = ( i2 + 1 ) % vertCount;
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const v0 = vertices[ index ];
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const v1 = vertices[ next ];
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@@ -296,14 +273,16 @@ function smoothNormals( triangles, lineSegments ) {
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delete halfEdgeList[ hash ];
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const reverseHash = hashEdge( v1, v0 );
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- const otherInfo = fullHalfEdgeList[ reverseHash ];
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+ const otherInfo = halfEdgeList[ reverseHash ];
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if ( otherInfo ) {
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const otherTri = otherInfo.tri;
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const otherIndex = otherInfo.index;
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const otherNormals = otherTri.normals;
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+ const otherVertCount = otherNormals.length;
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+ const otherFaceNormal = otherTri.faceNormal;
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- // NOTE: If the angle between triangles is > 67.5 degrees then assume it's
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+ // NOTE: If the angle between faces is > 67.5 degrees then assume it's
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// hard edge. There are some cases where the line segments do not line up exactly
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// with or span multiple triangle edges (see Lunar Vehicle wheels).
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if ( Math.abs( otherTri.faceNormal.dot( tri.faceNormal ) ) < 0.25 ) {
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@@ -322,24 +301,50 @@ function smoothNormals( triangles, lineSegments ) {
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}
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- const otherNext = ( otherIndex + 1 ) % 3;
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- if ( otherNormals[ otherIndex ] === null ) {
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+ // share the first normal
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+ const otherNext = ( otherIndex + 1 ) % otherVertCount;
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+ let sharedNormal1 = vertNormals[ index ] || otherNormals[ otherNext ];
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+ if ( sharedNormal1 === null ) {
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- const norm = triNormals[ next ];
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- otherNormals[ otherIndex ] = norm;
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+ sharedNormal1 = new Vector3();
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+ normals.push( sharedNormal1 );
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- const isDoubledVert = otherTri.fromQuad && otherIndex !== 2;
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- norm.addScaledVector( otherTri.faceNormal, isDoubledVert ? 0.5 : 1.0 );
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+ }
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+
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+ if ( vertNormals[ index ] === null ) {
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+
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+ vertNormals[ index ] = sharedNormal1;
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+ sharedNormal1.add( faceNormal );
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}
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if ( otherNormals[ otherNext ] === null ) {
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- const norm = triNormals[ index ];
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- otherNormals[ otherNext ] = norm;
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+ otherNormals[ otherNext ] = sharedNormal1;
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+ sharedNormal1.add( otherFaceNormal );
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+
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+ }
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- const isDoubledVert = otherTri.fromQuad && otherNext !== 2;
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- norm.addScaledVector( otherTri.faceNormal, isDoubledVert ? 0.5 : 1.0 );
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+ // share the second normal
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+ let sharedNormal2 = vertNormals[ next ] || otherNormals[ otherIndex ];
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+ if ( sharedNormal2 === null ) {
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+
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+ sharedNormal2 = new Vector3();
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+ normals.push( sharedNormal2 );
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+
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+ }
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+
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+ if ( vertNormals[ next ] === null ) {
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+
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+ vertNormals[ next ] = sharedNormal2;
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+ sharedNormal2.add( faceNormal );
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+
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+ }
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+
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+ if ( otherNormals[ otherIndex ] === null ) {
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+
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+ otherNormals[ otherIndex ] = sharedNormal2;
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+ sharedNormal2.add( otherFaceNormal );
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}
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@@ -467,59 +472,81 @@ function sortByMaterial( a, b ) {
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}
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-function createObject( elements, elementSize, isConditionalSegments ) {
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+function createObject( elements, elementSize, isConditionalSegments = false, totalElements = null ) {
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// Creates a LineSegments (elementSize = 2) or a Mesh (elementSize = 3 )
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// With per face / segment material, implemented with mesh groups and materials array
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- // Sort the triangles or line segments by colour code to make later the mesh groups
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+ // Sort the faces or line segments by colour code to make later the mesh groups
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elements.sort( sortByMaterial );
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- const positions = new Float32Array( elementSize * elements.length * 3 );
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- const normals = new Float32Array( elementSize * elements.length * 3 );
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+ if ( totalElements === null ) {
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+
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+ totalElements = elements.length;
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+
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+ }
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+
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+ const positions = new Float32Array( elementSize * totalElements * 3 );
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+ const normals = elementSize === 3 ? new Float32Array( elementSize * totalElements * 3 ) : null;
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const materials = [];
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+ const quadArray = new Array( 6 );
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const bufferGeometry = new BufferGeometry();
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let prevMaterial = null;
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let index0 = 0;
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let numGroupVerts = 0;
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+ let offset = 0;
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for ( let iElem = 0, nElem = elements.length; iElem < nElem; iElem ++ ) {
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const elem = elements[ iElem ];
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- const vertices = elem.vertices;
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- const elemNormals = elem.normals;
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- const v0 = vertices[ 0 ];
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- const v1 = vertices[ 1 ];
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+ let vertices = elem.vertices;
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+ if ( vertices.length === 4 ) {
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- // Note that LDraw coordinate system is rotated 180 deg. in the X axis w.r.t. Three.js's one
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- const index = iElem * elementSize * 3;
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- positions[ index + 0 ] = v0.x;
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- positions[ index + 1 ] = v0.y;
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- positions[ index + 2 ] = v0.z;
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- positions[ index + 3 ] = v1.x;
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- positions[ index + 4 ] = v1.y;
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- positions[ index + 5 ] = v1.z;
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+ quadArray[ 0 ] = vertices[ 0 ];
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+ quadArray[ 1 ] = vertices[ 1 ];
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+ quadArray[ 2 ] = vertices[ 2 ];
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+ quadArray[ 3 ] = vertices[ 0 ];
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+ quadArray[ 4 ] = vertices[ 2 ];
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+ quadArray[ 5 ] = vertices[ 3 ];
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+ vertices = quadArray;
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+
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+ }
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+
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+ for ( let j = 0, l = vertices.length; j < l; j ++ ) {
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+
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+ const v = vertices[ j ];
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+ const index = offset + j * 3;
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+ positions[ index + 0 ] = v.x;
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+ positions[ index + 1 ] = v.y;
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+ positions[ index + 2 ] = v.z;
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+
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+ }
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if ( elementSize === 3 ) {
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- const v2 = vertices[ 2 ];
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- positions[ index + 6 ] = v2.x;
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- positions[ index + 7 ] = v2.y;
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- positions[ index + 8 ] = v2.z;
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-
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- const n0 = elemNormals[ 0 ] || elem.faceNormal;
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- const n1 = elemNormals[ 1 ] || elem.faceNormal;
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- const n2 = elemNormals[ 2 ] || elem.faceNormal;
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- normals[ index + 0 ] = n0.x;
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- normals[ index + 1 ] = n0.y;
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- normals[ index + 2 ] = n0.z;
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- normals[ index + 3 ] = n1.x;
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- normals[ index + 4 ] = n1.y;
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- normals[ index + 5 ] = n1.z;
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- normals[ index + 6 ] = n2.x;
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- normals[ index + 7 ] = n2.y;
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- normals[ index + 8 ] = n2.z;
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+ let elemNormals = elem.normals;
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+ if ( elemNormals.length === 4 ) {
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+
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+ quadArray[ 0 ] = elemNormals[ 0 ];
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+ quadArray[ 1 ] = elemNormals[ 1 ];
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+ quadArray[ 2 ] = elemNormals[ 2 ];
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+ quadArray[ 3 ] = elemNormals[ 0 ];
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+ quadArray[ 4 ] = elemNormals[ 2 ];
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+ quadArray[ 5 ] = elemNormals[ 3 ];
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+ elemNormals = quadArray;
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+
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+ }
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+
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+ for ( let j = 0, l = elemNormals.length; j < l; j ++ ) {
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+
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+ const n = elemNormals[ j ] || elem.faceNormal;
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+ const index = offset + j * 3;
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+ normals[ index + 0 ] = n.x;
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+ normals[ index + 1 ] = n.y;
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+ normals[ index + 2 ] = n.z;
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+
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+ }
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}
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@@ -534,15 +561,17 @@ function createObject( elements, elementSize, isConditionalSegments ) {
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materials.push( elem.material );
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prevMaterial = elem.material;
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- index0 = iElem * elementSize;
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- numGroupVerts = elementSize;
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+ index0 = offset / 3;
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+ numGroupVerts = vertices.length;
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} else {
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- numGroupVerts += elementSize;
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+ numGroupVerts += vertices.length;
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}
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+ offset += 3 * vertices.length;
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+
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}
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if ( numGroupVerts > 0 ) {
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@@ -553,7 +582,7 @@ function createObject( elements, elementSize, isConditionalSegments ) {
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bufferGeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
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- if ( elementSize === 3 ) {
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+ if ( normals !== null ) {
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bufferGeometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
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@@ -755,9 +784,10 @@ class LDrawLoader extends Loader {
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// If false, it is a root material scope previous to parse
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isFromParse: true,
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- triangles: null,
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+ faces: null,
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lineSegments: null,
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conditionalSegments: null,
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+ totalFaces: 0,
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// If true, this object is the start of a construction step
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startingConstructionStep: false
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@@ -1115,7 +1145,7 @@ class LDrawLoader extends Loader {
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const currentParseScope = this.getCurrentParseScope();
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// Parse result variables
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- let triangles;
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+ let faces;
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let lineSegments;
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let conditionalSegments;
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@@ -1256,7 +1286,7 @@ class LDrawLoader extends Loader {
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type = lp.getToken();
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- currentParseScope.triangles = [];
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+ currentParseScope.faces = [];
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currentParseScope.lineSegments = [];
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currentParseScope.conditionalSegments = [];
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currentParseScope.type = type;
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@@ -1282,7 +1312,7 @@ class LDrawLoader extends Loader {
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}
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- triangles = currentParseScope.triangles;
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+ faces = currentParseScope.faces;
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lineSegments = currentParseScope.lineSegments;
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conditionalSegments = currentParseScope.conditionalSegments;
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@@ -1542,27 +1572,25 @@ class LDrawLoader extends Loader {
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.crossVectors( _tempVec0, _tempVec1 )
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.normalize();
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- triangles.push( {
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+ faces.push( {
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material: material,
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colourCode: material.userData.code,
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faceNormal: faceNormal,
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- fromQuad: false,
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-
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vertices: [ v0, v1, v2 ],
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normals: [ null, null, null ],
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} );
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+ currentParseScope.totalFaces ++;
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if ( doubleSided === true ) {
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- triangles.push( {
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+ faces.push( {
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material: material,
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colourCode: material.userData.code,
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faceNormal: faceNormal,
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- fromQuad: false,
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-
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- vertices: [ v0, v2, v1 ],
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+ vertices: [ v2, v1, v0 ],
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normals: [ null, null, null ],
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} );
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+ currentParseScope.totalFaces ++;
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}
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@@ -1601,47 +1629,25 @@ class LDrawLoader extends Loader {
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// specifically place the triangle diagonal in the v0 and v1 slots so we can
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// account for the doubling of vertices later when smoothing normals.
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- triangles.push( {
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- material: material,
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- colourCode: material.userData.code,
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- faceNormal: faceNormal,
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- fromQuad: true,
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-
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- vertices: [ v2, v0, v1 ],
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- normals: [ null, null, null ],
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- } );
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-
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- triangles.push( {
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+ faces.push( {
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material: material,
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colourCode: material.userData.code,
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faceNormal: faceNormal,
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- fromQuad: true,
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-
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- vertices: [ v0, v2, v3 ],
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- normals: [ null, null, null ],
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+ vertices: [ v0, v1, v2, v3 ],
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+ normals: [ null, null, null, null ],
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} );
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+ currentParseScope.totalFaces += 2;
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if ( doubleSided === true ) {
|
|
|
|
|
|
- triangles.push( {
|
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|
- material: material,
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|
- colourCode: material.userData.code,
|
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|
- faceNormal: faceNormal,
|
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|
- fromQuad: true,
|
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|
-
|
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|
- vertices: [ v0, v2, v1 ],
|
|
|
- normals: [ null, null, null ],
|
|
|
- } );
|
|
|
-
|
|
|
- triangles.push( {
|
|
|
+ faces.push( {
|
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|
material: material,
|
|
|
colourCode: material.userData.code,
|
|
|
faceNormal: faceNormal,
|
|
|
- fromQuad: true,
|
|
|
-
|
|
|
- vertices: [ v2, v0, v3 ],
|
|
|
- normals: [ null, null, null ],
|
|
|
+ vertices: [ v3, v2, v1, v0 ],
|
|
|
+ normals: [ null, null, null, null ],
|
|
|
} );
|
|
|
+ currentParseScope.totalFaces += 2;
|
|
|
|
|
|
}
|
|
|
|
|
@@ -1766,7 +1772,7 @@ class LDrawLoader extends Loader {
|
|
|
|
|
|
if ( scope.smoothNormals && parseScope.type === 'Part' ) {
|
|
|
|
|
|
- smoothNormals( parseScope.triangles, parseScope.lineSegments );
|
|
|
+ smoothNormals( parseScope.faces, parseScope.lineSegments );
|
|
|
|
|
|
}
|
|
|
|
|
@@ -1775,9 +1781,9 @@ class LDrawLoader extends Loader {
|
|
|
|
|
|
const objGroup = parseScope.groupObject;
|
|
|
|
|
|
- if ( parseScope.triangles.length > 0 ) {
|
|
|
+ if ( parseScope.faces.length > 0 ) {
|
|
|
|
|
|
- objGroup.add( createObject( parseScope.triangles, 3 ) );
|
|
|
+ objGroup.add( createObject( parseScope.faces, 3, false, parseScope.totalFaces ) );
|
|
|
|
|
|
}
|
|
|
|
|
@@ -1809,11 +1815,11 @@ class LDrawLoader extends Loader {
|
|
|
const separateObjects = scope.separateObjects;
|
|
|
const parentLineSegments = parentParseScope.lineSegments;
|
|
|
const parentConditionalSegments = parentParseScope.conditionalSegments;
|
|
|
- const parentTriangles = parentParseScope.triangles;
|
|
|
+ const parentFaces = parentParseScope.faces;
|
|
|
|
|
|
const lineSegments = parseScope.lineSegments;
|
|
|
const conditionalSegments = parseScope.conditionalSegments;
|
|
|
- const triangles = parseScope.triangles;
|
|
|
+ const faces = parseScope.faces;
|
|
|
|
|
|
for ( let i = 0, l = lineSegments.length; i < l; i ++ ) {
|
|
|
|
|
@@ -1850,16 +1856,18 @@ class LDrawLoader extends Loader {
|
|
|
|
|
|
}
|
|
|
|
|
|
- for ( let i = 0, l = triangles.length; i < l; i ++ ) {
|
|
|
+ for ( let i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
|
|
|
- const tri = triangles[ i ];
|
|
|
+ const tri = faces[ i ];
|
|
|
|
|
|
if ( separateObjects ) {
|
|
|
|
|
|
const vertices = tri.vertices;
|
|
|
- vertices[ 0 ] = vertices[ 0 ].clone().applyMatrix4( parseScope.matrix );
|
|
|
- vertices[ 1 ] = vertices[ 1 ].clone().applyMatrix4( parseScope.matrix );
|
|
|
- vertices[ 2 ] = vertices[ 2 ].clone().applyMatrix4( parseScope.matrix );
|
|
|
+ for ( let i = 0, l = vertices.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ vertices[ i ] = vertices[ i ].clone().applyMatrix4( parseScope.matrix );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
_tempVec0.subVectors( vertices[ 1 ], vertices[ 0 ] );
|
|
|
_tempVec1.subVectors( vertices[ 2 ], vertices[ 1 ] );
|
|
@@ -1867,10 +1875,12 @@ class LDrawLoader extends Loader {
|
|
|
|
|
|
}
|
|
|
|
|
|
- parentTriangles.push( tri );
|
|
|
+ parentFaces.push( tri );
|
|
|
|
|
|
}
|
|
|
|
|
|
+ parentParseScope.totalFaces += parseScope.totalFaces;
|
|
|
+
|
|
|
}
|
|
|
|
|
|
scope.removeScopeLevel();
|