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three.js
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29ff8202
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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29ff8202
编写于
9月 11, 2021
作者:
M
Michael Herzog
提交者:
GitHub
9月 11, 2021
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated examples builds. (#22527)
上级
67dcebc3
变更
4
展开全部
隐藏空白更改
内联
并排
Showing
4 changed file
with
2765 addition
and
2961 deletion
+2765
-2961
examples/js/controls/ArcballControls.js
examples/js/controls/ArcballControls.js
+2758
-2934
examples/js/controls/TransformControls.js
examples/js/controls/TransformControls.js
+0
-21
examples/js/csm/Frustum.js
examples/js/csm/Frustum.js
+1
-1
examples/js/postprocessing/SAOPass.js
examples/js/postprocessing/SAOPass.js
+6
-5
未找到文件。
examples/js/controls/ArcballControls.js
浏览文件 @
29ff8202
此差异已折叠。
点击以展开。
examples/js/controls/TransformControls.js
浏览文件 @
29ff8202
...
@@ -217,27 +217,6 @@
...
@@ -217,27 +217,6 @@
if
(
planeIntersect
)
{
if
(
planeIntersect
)
{
let
space
=
this
.
space
;
if
(
this
.
mode
===
'
scale
'
)
{
space
=
'
local
'
;
}
else
if
(
this
.
axis
===
'
E
'
||
this
.
axis
===
'
XYZE
'
||
this
.
axis
===
'
XYZ
'
)
{
space
=
'
world
'
;
}
if
(
space
===
'
local
'
&&
this
.
mode
===
'
rotate
'
)
{
const
snap
=
this
.
rotationSnap
;
if
(
this
.
axis
===
'
X
'
&&
snap
)
this
.
object
.
rotation
.
x
=
Math
.
round
(
this
.
object
.
rotation
.
x
/
snap
)
*
snap
;
if
(
this
.
axis
===
'
Y
'
&&
snap
)
this
.
object
.
rotation
.
y
=
Math
.
round
(
this
.
object
.
rotation
.
y
/
snap
)
*
snap
;
if
(
this
.
axis
===
'
Z
'
&&
snap
)
this
.
object
.
rotation
.
z
=
Math
.
round
(
this
.
object
.
rotation
.
z
/
snap
)
*
snap
;
}
this
.
object
.
updateMatrixWorld
();
this
.
object
.
updateMatrixWorld
();
this
.
object
.
parent
.
updateMatrixWorld
();
this
.
object
.
parent
.
updateMatrixWorld
();
...
...
examples/js/csm/Frustum.js
浏览文件 @
29ff8202
...
@@ -93,7 +93,7 @@
...
@@ -93,7 +93,7 @@
}
}
if
(
i
===
breaks
-
1
)
{
if
(
i
===
breaks
.
length
-
1
)
{
for
(
let
j
=
0
;
j
<
4
;
j
++
)
{
for
(
let
j
=
0
;
j
<
4
;
j
++
)
{
...
...
examples/js/postprocessing/SAOPass.js
浏览文件 @
29ff8202
...
@@ -6,15 +6,15 @@
...
@@ -6,15 +6,15 @@
class
SAOPass
extends
THREE
.
Pass
{
class
SAOPass
extends
THREE
.
Pass
{
constructor
(
scene
,
camera
,
depthTexture
,
useNormals
,
resolution
)
{
constructor
(
scene
,
camera
,
useDepthTexture
=
false
,
useNormals
=
false
,
resolution
=
new
THREE
.
Vector2
(
256
,
256
)
)
{
super
();
super
();
this
.
scene
=
scene
;
this
.
scene
=
scene
;
this
.
camera
=
camera
;
this
.
camera
=
camera
;
this
.
clear
=
true
;
this
.
clear
=
true
;
this
.
needsSwap
=
false
;
this
.
needsSwap
=
false
;
this
.
supportsDepthTextureExtension
=
depthTexture
!==
undefined
?
depthTexture
:
fals
e
;
this
.
supportsDepthTextureExtension
=
useDepthTextur
e
;
this
.
supportsNormalTexture
=
useNormals
!==
undefined
?
useNormals
:
false
;
this
.
supportsNormalTexture
=
useNormals
;
this
.
originalClearColor
=
new
THREE
.
Color
();
this
.
originalClearColor
=
new
THREE
.
Color
();
this
.
_oldClearColor
=
new
THREE
.
Color
();
this
.
_oldClearColor
=
new
THREE
.
Color
();
this
.
oldClearAlpha
=
1
;
this
.
oldClearAlpha
=
1
;
...
@@ -30,7 +30,7 @@
...
@@ -30,7 +30,7 @@
saoBlurStdDev
:
4
,
saoBlurStdDev
:
4
,
saoBlurDepthCutoff
:
0.01
saoBlurDepthCutoff
:
0.01
};
};
this
.
resolution
=
resolution
!==
undefined
?
new
THREE
.
Vector2
(
resolution
.
x
,
resolution
.
y
)
:
new
THREE
.
Vector2
(
256
,
256
);
this
.
resolution
=
new
THREE
.
Vector2
(
resolution
.
x
,
resolution
.
y
);
this
.
saoRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
.
x
,
this
.
resolution
.
y
,
{
this
.
saoRenderTarget
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
.
x
,
this
.
resolution
.
y
,
{
minFilter
:
THREE
.
LinearFilter
,
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
...
@@ -44,10 +44,11 @@
...
@@ -44,10 +44,11 @@
format
:
THREE
.
RGBAFormat
format
:
THREE
.
RGBAFormat
}
);
}
);
this
.
depthRenderTarget
=
this
.
normalRenderTarget
.
clone
();
this
.
depthRenderTarget
=
this
.
normalRenderTarget
.
clone
();
let
depthTexture
;
if
(
this
.
supportsDepthTextureExtension
)
{
if
(
this
.
supportsDepthTextureExtension
)
{
const
depthTexture
=
new
THREE
.
DepthTexture
();
depthTexture
=
new
THREE
.
DepthTexture
();
depthTexture
.
type
=
THREE
.
UnsignedShortType
;
depthTexture
.
type
=
THREE
.
UnsignedShortType
;
this
.
beautyRenderTarget
.
depthTexture
=
depthTexture
;
this
.
beautyRenderTarget
.
depthTexture
=
depthTexture
;
this
.
beautyRenderTarget
.
depthBuffer
=
true
;
this
.
beautyRenderTarget
.
depthBuffer
=
true
;
...
...
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