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@@ -3,6 +3,7 @@ import {
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BufferGeometry,
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Color,
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FileLoader,
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+ Float32BufferAttribute,
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Group,
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LineBasicMaterial,
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LineSegments,
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@@ -168,7 +169,7 @@ class LDrawConditionalLineMaterial extends ShaderMaterial {
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}
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-function smoothNormals( faces, lineSegments ) {
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+function smoothNormals( triangles, lineSegments ) {
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function hashVertex( v ) {
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@@ -190,99 +191,96 @@ function smoothNormals( faces, 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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for ( let i = 0, l = lineSegments.length; i < l; i ++ ) {
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const ls = lineSegments[ i ];
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- const vertices = ls.vertices;
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- const v0 = vertices[ 0 ];
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- const v1 = vertices[ 1 ];
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+ const v0 = ls.v0;
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+ const v1 = ls.v1;
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hardEdges.add( hashEdge( v0, v1 ) );
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hardEdges.add( hashEdge( v1, v0 ) );
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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 = faces.length; i < l; i ++ ) {
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+ for ( let i = 0, l = triangles.length; i < l; i ++ ) {
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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 tri = triangles[ i ];
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+ for ( let i2 = 0, l2 = 3; i2 < l2; i2 ++ ) {
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const index = i2;
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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 next = ( i2 + 1 ) % 3;
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+ const v0 = tri[ `v${ index }` ];
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+ const v1 = tri[ `v${ next }` ];
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const hash = hashEdge( v0, v1 );
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// don't add the triangle if the edge is supposed to be hard
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if ( hardEdges.has( hash ) ) continue;
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-
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- const info = {
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- index: index,
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- tri: tri
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- };
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- halfEdgeList[ hash ] = info;
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+ halfEdgeList[ hash ] = tri;
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+ fullHalfEdgeList[ hash ] = tri;
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}
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}
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- // Iterate until we've tried to connect all faces to share normals
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+ // Iterate until we've tried to connect all triangles to share normals
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while ( true ) {
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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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+ // Stop if there are no more triangles left
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+ const halfEdges = Object.keys( halfEdgeList );
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+ if ( halfEdges.length === 0 ) break;
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- halfEdge = halfEdgeList[ key ];
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- break;
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+ // Exhaustively find all connected triangles
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+ let i = 0;
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+ const queue = [ fullHalfEdgeList[ halfEdges[ 0 ] ] ];
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+ while ( i < queue.length ) {
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- }
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+ // initialize all vertex normals in this triangle
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+ const tri = queue[ i ];
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+ i ++;
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- if ( halfEdge === null ) {
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+ const faceNormal = tri.faceNormal;
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+ if ( tri.n0 === null ) {
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- break;
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+ tri.n0 = faceNormal.clone().multiplyScalar( tri.fromQuad ? 0.5 : 1.0 );
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+ normals.push( tri.n0 );
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- }
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+ }
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- // Exhaustively find all connected faces
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- const queue = [ halfEdge ];
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- while ( queue.length > 0 ) {
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+ if ( tri.n1 === null ) {
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- // initialize all vertex normals in this triangle
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- const tri = queue.pop().tri;
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- const vertices = tri.vertices;
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- const vertNormals = tri.normals;
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- const faceNormal = tri.faceNormal;
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+ tri.n1 = faceNormal.clone().multiplyScalar( tri.fromQuad ? 0.5 : 1.0 );
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+ normals.push( tri.n1 );
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+
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+ }
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+
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+ if ( tri.n2 === null ) {
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+
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+ tri.n2 = faceNormal.clone();
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+ normals.push( tri.n2 );
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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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- const vertCount = vertices.length;
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- for ( let i2 = 0; i2 < vertCount; i2 ++ ) {
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+ for ( let i2 = 0, l2 = 3; i2 < l2; i2 ++ ) {
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const index = i2;
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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 next = ( i2 + 1 ) % 3;
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+ const v0 = tri[ `v${ index }` ];
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+ const v1 = tri[ `v${ next }` ];
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// delete this triangle from the list so it won't be found again
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const hash = hashEdge( v0, v1 );
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delete halfEdgeList[ hash ];
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const reverseHash = hashEdge( v1, v0 );
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- const otherInfo = halfEdgeList[ reverseHash ];
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- if ( otherInfo ) {
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-
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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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+ const otherTri = fullHalfEdgeList[ reverseHash ];
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+ if ( otherTri ) {
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- // NOTE: If the angle between faces is > 67.5 degrees then assume it's
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+ // NOTE: If the angle between triangles 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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@@ -296,55 +294,45 @@ function smoothNormals( faces, lineSegments ) {
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// it so it won't be found again.
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if ( reverseHash in halfEdgeList ) {
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- queue.push( otherInfo );
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+ queue.push( otherTri );
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delete halfEdgeList[ reverseHash ];
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}
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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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+ // Find the matching edge in this triangle and copy the normal vector over
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+ for ( let i3 = 0, l3 = 3; i3 < l3; i3 ++ ) {
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- sharedNormal1 = new Vector3();
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- normals.push( sharedNormal1 );
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+ const otherIndex = i3;
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+ const otherNext = ( i3 + 1 ) % 3;
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+ const otherV0 = otherTri[ `v${ otherIndex }` ];
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+ const otherV1 = otherTri[ `v${ otherNext }` ];
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- }
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+ const otherHash = hashEdge( otherV0, otherV1 );
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+ if ( otherHash === reverseHash ) {
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- if ( vertNormals[ index ] === null ) {
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+ if ( otherTri[ `n${ otherIndex }` ] === null ) {
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- vertNormals[ index ] = sharedNormal1;
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- sharedNormal1.add( faceNormal );
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+ const norm = tri[ `n${ next }` ];
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+ otherTri[ `n${ otherIndex }` ] = norm;
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- }
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+ const isDoubledVert = otherTri.fromQuad && otherIndex !== 2;
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+ norm.addScaledVector( otherTri.faceNormal, isDoubledVert ? 0.5 : 1.0 );
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- if ( otherNormals[ otherNext ] === null ) {
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+ }
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- otherNormals[ otherNext ] = sharedNormal1;
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- sharedNormal1.add( otherFaceNormal );
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+ if ( otherTri[ `n${ otherNext }` ] === null ) {
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- }
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-
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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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+ const norm = tri[ `n${ index }` ];
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+ otherTri[ `n${ otherNext }` ] = norm;
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- vertNormals[ next ] = sharedNormal2;
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- sharedNormal2.add( faceNormal );
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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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- }
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+ }
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- if ( otherNormals[ otherIndex ] === null ) {
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+ break;
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- otherNormals[ otherIndex ] = sharedNormal2;
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- sharedNormal2.add( otherFaceNormal );
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+ }
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}
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@@ -472,81 +460,40 @@ function sortByMaterial( a, b ) {
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}
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-function createObject( elements, elementSize, isConditionalSegments = false, totalElements = null ) {
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+function createObject( elements, elementSize, isConditionalSegments ) {
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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 faces or line segments by colour code to make later the mesh groups
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+ // Sort the triangles or line segments by colour code to make later the mesh groups
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elements.sort( sortByMaterial );
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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 positions = [];
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+ const normals = [];
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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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- let vertices = elem.vertices;
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- if ( vertices.length === 4 ) {
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-
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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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-
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+ const v0 = elem.v0;
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+ const v1 = elem.v1;
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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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+ positions.push( v0.x, v0.y, v0.z, v1.x, v1.y, v1.z );
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if ( elementSize === 3 ) {
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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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+ positions.push( elem.v2.x, elem.v2.y, elem.v2.z );
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- }
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+ const n0 = elem.n0 || elem.faceNormal;
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+ const n1 = elem.n1 || elem.faceNormal;
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+ const n2 = elem.n2 || elem.faceNormal;
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+ normals.push( n0.x, n0.y, n0.z );
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+ normals.push( n1.x, n1.y, n1.z );
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+ normals.push( n2.x, n2.y, n2.z );
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}
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@@ -561,17 +508,15 @@ function createObject( elements, elementSize, isConditionalSegments = false, tot
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materials.push( elem.material );
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prevMaterial = elem.material;
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- index0 = offset / 3;
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- numGroupVerts = vertices.length;
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+ index0 = iElem * elementSize;
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+ numGroupVerts = elementSize;
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} else {
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- numGroupVerts += vertices.length;
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+ numGroupVerts += elementSize;
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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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@@ -580,11 +525,11 @@ function createObject( elements, elementSize, isConditionalSegments = false, tot
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}
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- bufferGeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
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+ bufferGeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
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- if ( normals !== null ) {
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+ if ( elementSize === 3 ) {
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- bufferGeometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
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+ bufferGeometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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}
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@@ -610,12 +555,10 @@ function createObject( elements, elementSize, isConditionalSegments = false, tot
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for ( let i = 0, l = elements.length; i < l; i ++ ) {
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const os = elements[ i ];
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- const vertices = os.vertices;
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- const controlPoints = os.controlPoints;
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- const c0 = controlPoints[ 0 ];
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- const c1 = controlPoints[ 1 ];
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- const v0 = vertices[ 0 ];
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- const v1 = vertices[ 1 ];
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+ const c0 = os.c0;
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+ const c1 = os.c1;
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+ const v0 = os.v0;
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+ const v1 = os.v1;
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const index = i * 3 * 2;
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controlArray0[ index + 0 ] = c0.x;
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controlArray0[ index + 1 ] = c0.y;
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@@ -784,10 +727,9 @@ 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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- faces: null,
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+ triangles: 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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@@ -1145,7 +1087,7 @@ class LDrawLoader extends Loader {
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const currentParseScope = this.getCurrentParseScope();
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// Parse result variables
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- let faces;
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+ let triangles;
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let lineSegments;
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let conditionalSegments;
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@@ -1268,7 +1210,7 @@ class LDrawLoader extends Loader {
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let inverted;
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let ccw;
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let doubleSided;
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- let v0, v1, v2, v3, c0, c1, faceNormal;
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+ let v0, v1, v2, v3, faceNormal;
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switch ( lineType ) {
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@@ -1286,7 +1228,7 @@ class LDrawLoader extends Loader {
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type = lp.getToken();
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- currentParseScope.faces = [];
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+ currentParseScope.triangles = [];
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currentParseScope.lineSegments = [];
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currentParseScope.conditionalSegments = [];
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currentParseScope.type = type;
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@@ -1312,7 +1254,7 @@ class LDrawLoader extends Loader {
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}
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- faces = currentParseScope.faces;
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+ triangles = currentParseScope.triangles;
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lineSegments = currentParseScope.lineSegments;
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conditionalSegments = currentParseScope.conditionalSegments;
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@@ -1507,16 +1449,12 @@ class LDrawLoader extends Loader {
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case '2':
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material = parseColourCode( lp, true );
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- v0 = parseVector( lp );
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- v1 = parseVector( lp );
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segment = {
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material: material.userData.edgeMaterial,
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colourCode: material.userData.code,
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- v0: v0,
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- v1: v1,
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-
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- vertices: [ v0, v1 ],
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+ v0: parseVector( lp ),
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+ v1: parseVector( lp )
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};
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lineSegments.push( segment );
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@@ -1527,16 +1465,14 @@ class LDrawLoader extends Loader {
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case '5':
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material = parseColourCode( lp, true );
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- v0 = parseVector( lp );
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- v1 = parseVector( lp );
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- c0 = parseVector( lp );
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- c1 = parseVector( lp );
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segment = {
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material: material.userData.edgeMaterial.userData.conditionalEdgeMaterial,
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colourCode: material.userData.code,
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- vertices: [ v0, v1 ],
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- controlPoints: [ c0, c1 ],
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+ v0: parseVector( lp ),
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+ v1: parseVector( lp ),
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+ c0: parseVector( lp ),
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+ c1: parseVector( lp )
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};
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conditionalSegments.push( segment );
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@@ -1572,25 +1508,33 @@ class LDrawLoader extends Loader {
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.crossVectors( _tempVec0, _tempVec1 )
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.normalize();
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- faces.push( {
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+ triangles.push( {
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material: material,
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colourCode: material.userData.code,
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+ v0: v0,
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+ v1: v1,
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+ v2: v2,
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faceNormal: faceNormal,
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- vertices: [ v0, v1, v2 ],
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- normals: [ null, null, null ],
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+ n0: null,
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+ n1: null,
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+ n2: null,
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+ fromQuad: false,
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} );
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- currentParseScope.totalFaces ++;
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if ( doubleSided === true ) {
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- faces.push( {
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+ triangles.push( {
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material: material,
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colourCode: material.userData.code,
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+ v0: v0,
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+ v1: v2,
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+ v2: v1,
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faceNormal: faceNormal,
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- vertices: [ v2, v1, v0 ],
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- normals: [ null, null, null ],
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+ n0: null,
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+ n1: null,
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+ n2: null,
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+ fromQuad: false,
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} );
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- currentParseScope.totalFaces ++;
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}
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@@ -1629,25 +1573,59 @@ 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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- faces.push( {
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+ triangles.push( {
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+ material: material,
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+ colourCode: material.userData.code,
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+ v0: v2,
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+ v1: v0,
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+ v2: v1,
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+ faceNormal: faceNormal,
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+ n0: null,
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+ n1: null,
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+ n2: null,
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+ fromQuad: true,
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+ } );
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+
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+ triangles.push( {
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material: material,
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colourCode: material.userData.code,
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+ v0: v0,
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+ v1: v2,
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+ v2: v3,
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faceNormal: faceNormal,
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- vertices: [ v0, v1, v2, v3 ],
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- normals: [ null, null, null, null ],
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+ n0: null,
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+ n1: null,
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+ n2: null,
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+ fromQuad: true,
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} );
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- currentParseScope.totalFaces += 2;
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if ( doubleSided === true ) {
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- faces.push( {
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+ triangles.push( {
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+ material: material,
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+ colourCode: material.userData.code,
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+ v0: v0,
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+ v1: v2,
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+ v2: v1,
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+ faceNormal: faceNormal,
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+ n0: null,
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+ n1: null,
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+ n2: null,
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+ fromQuad: true,
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+ } );
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+
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+ triangles.push( {
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material: material,
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colourCode: material.userData.code,
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+ v0: v2,
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+ v1: v0,
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+ v2: v3,
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faceNormal: faceNormal,
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- vertices: [ v3, v2, v1, v0 ],
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- normals: [ null, null, null, null ],
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+ n0: null,
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+ n1: null,
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+ n2: null,
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+ fromQuad: true,
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} );
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- currentParseScope.totalFaces += 2;
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}
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@@ -1772,7 +1750,7 @@ class LDrawLoader extends Loader {
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if ( scope.smoothNormals && parseScope.type === 'Part' ) {
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- smoothNormals( parseScope.faces, parseScope.lineSegments );
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+ smoothNormals( parseScope.triangles, parseScope.lineSegments );
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}
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@@ -1781,9 +1759,9 @@ class LDrawLoader extends Loader {
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const objGroup = parseScope.groupObject;
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- if ( parseScope.faces.length > 0 ) {
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+ if ( parseScope.triangles.length > 0 ) {
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- objGroup.add( createObject( parseScope.faces, 3, false, parseScope.totalFaces ) );
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+ objGroup.add( createObject( parseScope.triangles, 3 ) );
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}
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@@ -1815,11 +1793,11 @@ class LDrawLoader extends Loader {
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const separateObjects = scope.separateObjects;
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const parentLineSegments = parentParseScope.lineSegments;
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const parentConditionalSegments = parentParseScope.conditionalSegments;
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- const parentFaces = parentParseScope.faces;
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+ const parentTriangles = parentParseScope.triangles;
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const lineSegments = parseScope.lineSegments;
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const conditionalSegments = parseScope.conditionalSegments;
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- const faces = parseScope.faces;
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+ const triangles = parseScope.triangles;
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for ( let i = 0, l = lineSegments.length; i < l; i ++ ) {
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@@ -1827,9 +1805,8 @@ class LDrawLoader extends Loader {
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if ( separateObjects ) {
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- const vertices = ls.vertices;
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- vertices[ 0 ].applyMatrix4( parseScope.matrix );
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- vertices[ 1 ].applyMatrix4( parseScope.matrix );
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+ ls.v0.applyMatrix4( parseScope.matrix );
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+ ls.v1.applyMatrix4( parseScope.matrix );
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}
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@@ -1843,12 +1820,10 @@ class LDrawLoader extends Loader {
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if ( separateObjects ) {
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- const vertices = os.vertices;
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- const controlPoints = os.controlPoints;
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- vertices[ 0 ].applyMatrix4( parseScope.matrix );
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- vertices[ 1 ].applyMatrix4( parseScope.matrix );
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- controlPoints[ 0 ].applyMatrix4( parseScope.matrix );
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- controlPoints[ 1 ].applyMatrix4( parseScope.matrix );
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+ os.v0.applyMatrix4( parseScope.matrix );
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+ os.v1.applyMatrix4( parseScope.matrix );
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+ os.c0.applyMatrix4( parseScope.matrix );
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+ os.c1.applyMatrix4( parseScope.matrix );
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}
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@@ -1856,31 +1831,26 @@ class LDrawLoader extends Loader {
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}
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- for ( let i = 0, l = faces.length; i < l; i ++ ) {
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+ for ( let i = 0, l = triangles.length; i < l; i ++ ) {
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- const tri = faces[ i ];
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+ const tri = triangles[ i ];
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if ( separateObjects ) {
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- const vertices = tri.vertices;
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- for ( let i = 0, l = vertices.length; i < l; i ++ ) {
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+ tri.v0 = tri.v0.clone().applyMatrix4( parseScope.matrix );
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+ tri.v1 = tri.v1.clone().applyMatrix4( parseScope.matrix );
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+ tri.v2 = tri.v2.clone().applyMatrix4( parseScope.matrix );
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- vertices[ i ] = vertices[ i ].clone().applyMatrix4( parseScope.matrix );
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-
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- }
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-
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- _tempVec0.subVectors( vertices[ 1 ], vertices[ 0 ] );
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- _tempVec1.subVectors( vertices[ 2 ], vertices[ 1 ] );
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+ _tempVec0.subVectors( tri.v1, tri.v0 );
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+ _tempVec1.subVectors( tri.v2, tri.v1 );
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tri.faceNormal.crossVectors( _tempVec0, _tempVec1 ).normalize();
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}
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- parentFaces.push( tri );
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+ parentTriangles.push( tri );
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}
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- parentParseScope.totalFaces += parseScope.totalFaces;
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-
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}
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scope.removeScopeLevel();
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