correct stock rendering when indexed

This commit is contained in:
Stewart Allen 2022-11-01 13:48:55 -04:00
commit fd75da4aac
4 changed files with 14 additions and 4 deletions

View file

@ -1917,8 +1917,8 @@ gapp.register("kiri.init", [], (root, exports) => {
camSep: uc.newBlank({class:"pop-sep"}),
camStockOffset: uc.newBoolean(LANG.cs_offs_s, onBooleanClick, {title:LANG.cs_offs_l, modes:CAM}),
camStockClipTo: uc.newBoolean(LANG.cs_clip_s, onBooleanClick, {title:LANG.cs_clip_l, modes:CAM}),
camStockIndexed: uc.newBoolean(LANG.cs_indx_s, onBooleanClick, {title:LANG.cs_indx_l, modes:CAM}),
camSep: uc.newBlank({class:"pop-sep"}),
camStockIndexed: uc.newBoolean(LANG.cs_indx_s, onBooleanClick, {title:LANG.cs_indx_l, modes:CAM, show: () => ui.camStockOn.checked}),
camStockOn: uc.newBoolean(LANG.cs_offe_s, onBooleanClick, {title:LANG.cs_offe_l, modes:CAM}),
camCommon: uc.newGroup(LANG.cc_menu, null, {modes:CAM}),

View file

@ -59,6 +59,7 @@ class Layers {
paths: undefined, // 3d extrusion / tube paths (used to be an array, now merged - FIX)
cpath: undefined, // path colors indices
color: colors || {
index: 0,
check: 0,
line: 0,
face: 0,

View file

@ -107,6 +107,7 @@ class Stack {
}
const { polys, lines, faces, cface, paths, cpath, color, off, norms } = layer;
const { index, opacity } = color;
const meshes = [];
const defstate = !off;
const mats = [];
@ -125,7 +126,7 @@ class Stack {
const vl = vert.length;
const poly = polys[i];
addPoly(vert, poly);
const pc = poly.color !== undefined ? { line: poly.color, opacity: color.opacity } : color;
const pc = poly.color !== undefined ? { line: poly.color, opacity } : color;
const pk = pc.line;
const cc = cmap[pk] = cmap[pk] || { idx: cidx++, mat: createLineMaterial(pc, mat) };
if (last !== pk) {
@ -154,6 +155,7 @@ class Stack {
}
geo.setFromPoints(vert);
const segs = new THREE.LineSegments(geo, mat);
if (index) segs.rotation.x = index;
meshes.push(segs);
group.add(segs);
mats.appendAll(mat);
@ -184,6 +186,7 @@ class Stack {
geo.addGroup(0, Infinity, 0);
}
const mesh = new THREE.Mesh(geo, mat);
if (index) mesh.rotation.x = index;
// mesh.castShadow = true;
// mesh.receiveShadow = true;
meshes.push(mesh);
@ -218,6 +221,7 @@ class Stack {
}
const mesh = new THREE.Mesh(geo, mat);
mesh.position.z = z;
if (index) mesh.rotation.x = index;
// mesh.castShadow = true;
// mesh.receiveShadow = true;
meshes.push(mesh);