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18f78599
T
three.js
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18f78599
编写于
5月 28, 2011
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Ray now intersects with particles too. (thx @jaycrossler)
上级
4f0199fc
变更
12
展开全部
隐藏空白更改
内联
并排
Showing
12 changed file
with
1007 addition
and
632 deletion
+1007
-632
build/Three.js
build/Three.js
+321
-320
build/custom/ThreeCanvas.js
build/custom/ThreeCanvas.js
+81
-80
build/custom/ThreeDOM.js
build/custom/ThreeDOM.js
+30
-29
build/custom/ThreeSVG.js
build/custom/ThreeSVG.js
+40
-39
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+57
-56
examples/canvas_interactive_particles.html
examples/canvas_interactive_particles.html
+168
-0
examples/js/Stats.js
examples/js/Stats.js
+9
-9
examples/js/Tween.js
examples/js/Tween.js
+7
-7
examples/webgl_interactive_cubes_tween.html
examples/webgl_interactive_cubes_tween.html
+165
-0
src/core/Matrix4.js
src/core/Matrix4.js
+43
-39
src/core/Ray.js
src/core/Ray.js
+85
-52
src/renderers/Projector.js
src/renderers/Projector.js
+1
-1
未找到文件。
build/Three.js
浏览文件 @
18f78599
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
build/custom/ThreeCanvas.js
浏览文件 @
18f78599
此差异已折叠。
点击以展开。
build/custom/ThreeDOM.js
浏览文件 @
18f78599
此差异已折叠。
点击以展开。
build/custom/ThreeSVG.js
浏览文件 @
18f78599
此差异已折叠。
点击以展开。
build/custom/ThreeWebGL.js
浏览文件 @
18f78599
此差异已折叠。
点击以展开。
examples/canvas_interactive_particles.html
0 → 100644
浏览文件 @
18f78599
<!DOCTYPE HTML>
<html
lang=
"en"
>
<head>
<title>
three.js canvas - interactive particles
</title>
<meta
charset=
"utf-8"
>
<style
type=
"text/css"
>
body
{
font-family
:
Monospace
;
background-color
:
#f0f0f0
;
margin
:
0px
;
overflow
:
hidden
;
}
</style>
</head>
<body>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
<script
type=
"text/javascript"
src=
"js/RequestAnimationFrame.js"
></script>
<script
type=
"text/javascript"
src=
"js/Stats.js"
></script>
<script
type=
"text/javascript"
>
var
container
,
stats
;
var
camera
,
scene
,
projector
,
renderer
;
var
PI2
=
Math
.
PI
*
2
;
var
programFill
=
function
(
context
)
{
context
.
beginPath
();
context
.
arc
(
0
,
0
,
1
,
0
,
PI2
,
true
);
context
.
closePath
();
context
.
fill
();
}
var
programStroke
=
function
(
context
)
{
context
.
beginPath
();
context
.
arc
(
0
,
0
,
1
,
0
,
PI2
,
true
);
context
.
closePath
();
context
.
stroke
();
}
var
mouse
=
{
x
:
0
,
y
:
0
},
INTERSECTED
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
var
info
=
document
.
createElement
(
'
div
'
);
info
.
style
.
position
=
'
absolute
'
;
info
.
style
.
top
=
'
10px
'
;
info
.
style
.
width
=
'
100%
'
;
info
.
style
.
textAlign
=
'
center
'
;
info
.
innerHTML
=
'
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> canvas - interactive particles
'
;
container
.
appendChild
(
info
);
camera
=
new
THREE
.
Camera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
y
=
300
;
camera
.
position
.
z
=
500
;
scene
=
new
THREE
.
Scene
();
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
var
particle
=
new
THREE
.
Particle
(
new
THREE
.
ParticleCanvasMaterial
(
{
color
:
Math
.
random
()
*
0x808008
+
0x808080
,
program
:
programStroke
}
)
);
particle
.
position
.
x
=
Math
.
random
()
*
2000
-
1000
;
particle
.
position
.
y
=
Math
.
random
()
*
2000
-
1000
;
particle
.
position
.
z
=
Math
.
random
()
*
2000
-
1000
;
particle
.
scale
.
x
=
particle
.
scale
.
y
=
Math
.
random
()
*
10
+
10
;
scene
.
addObject
(
particle
);
}
projector
=
new
THREE
.
Projector
();
renderer
=
new
THREE
.
CanvasRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
}
function
onDocumentMouseMove
(
event
)
{
event
.
preventDefault
();
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
var
radius
=
600
;
var
theta
=
0
;
function
render
()
{
// rotate camera
theta
+=
0.2
;
camera
.
position
.
x
=
radius
*
Math
.
sin
(
theta
*
Math
.
PI
/
360
);
camera
.
position
.
y
=
radius
*
Math
.
sin
(
theta
*
Math
.
PI
/
360
);
camera
.
position
.
z
=
radius
*
Math
.
cos
(
theta
*
Math
.
PI
/
360
);
// find intersections
camera
.
update
();
var
vector
=
new
THREE
.
Vector3
(
mouse
.
x
,
mouse
.
y
,
0.5
);
projector
.
unprojectVector
(
vector
,
camera
);
var
ray
=
new
THREE
.
Ray
(
camera
.
position
,
vector
.
subSelf
(
camera
.
position
).
normalize
()
);
var
intersects
=
ray
.
intersectScene
(
scene
);
if
(
intersects
.
length
>
0
)
{
if
(
INTERSECTED
!=
intersects
[
0
].
object
)
{
if
(
INTERSECTED
)
INTERSECTED
.
materials
[
0
].
program
=
programStroke
;
INTERSECTED
=
intersects
[
0
].
object
;
INTERSECTED
.
materials
[
0
].
program
=
programFill
;
}
}
else
{
if
(
INTERSECTED
)
INTERSECTED
.
materials
[
0
].
program
=
programStroke
;
INTERSECTED
=
null
;
}
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
examples/js/Stats.js
浏览文件 @
18f78599
// stats.js r
5
- http://github.com/mrdoob/stats.js
// stats.js r
6
- http://github.com/mrdoob/stats.js
var
Stats
=
function
(){
function
w
(
d
,
K
,
n
){
var
u
,
f
,
c
;
for
(
f
=
0
;
f
<
30
;
f
++
)
for
(
u
=
0
;
u
<
73
;
u
++
){
c
=
(
u
+
f
*
74
)
*
4
;
d
[
c
]
=
d
[
c
+
4
];
d
[
c
+
1
]
=
d
[
c
+
5
];
d
[
c
+
2
]
=
d
[
c
+
6
]}
for
(
f
=
0
;
f
<
30
;
f
++
){
c
=
(
73
+
f
*
74
)
*
4
;
if
(
f
<
K
){
d
[
c
]
=
b
[
n
].
bg
.
r
;
d
[
c
+
1
]
=
b
[
n
].
bg
.
g
;
d
[
c
+
2
]
=
b
[
n
].
bg
.
b
}
else
{
d
[
c
]
=
b
[
n
].
fg
.
r
;
d
[
c
+
1
]
=
b
[
n
].
fg
.
g
;
d
[
c
+
2
]
=
b
[
n
].
fg
.
b
}}}
var
v
=
0
,
x
=
2
,
e
,
y
=
0
,
l
=
(
new
Date
).
getTime
(),
J
=
l
,
z
=
l
,
o
=
0
,
A
=
1
E3
,
B
=
0
,
m
,
g
,
a
,
p
,
C
,
q
=
0
,
D
=
1
E3
,
E
=
0
,
h
,
i
,
r
,
F
,
s
=
0
,
G
=
1
E3
,
H
=
0
,
j
,
k
,
t
,
I
,
b
=
{
fps
:{
bg
:{
r
:
16
,
g
:
16
,
b
:
48
},
fg
:{
r
:
0
,
g
:
255
,
b
:
255
}},
ms
:{
bg
:{
r
:
16
,
g
:
48
,
b
:
16
},
fg
:{
r
:
0
,
g
:
255
,
b
:
0
}},
mem
:{
bg
:{
r
:
48
,
var
Stats
=
function
(){
function
s
(
a
,
g
,
d
){
var
f
,
c
,
e
;
for
(
c
=
0
;
c
<
30
;
c
++
)
for
(
f
=
0
;
f
<
73
;
f
++
)
e
=
(
f
+
c
*
74
)
*
4
,
a
[
e
]
=
a
[
e
+
4
],
a
[
e
+
1
]
=
a
[
e
+
5
],
a
[
e
+
2
]
=
a
[
e
+
6
];
for
(
c
=
0
;
c
<
30
;
c
++
)
e
=
(
73
+
c
*
74
)
*
4
,
c
<
g
?(
a
[
e
]
=
b
[
d
].
bg
.
r
,
a
[
e
+
1
]
=
b
[
d
].
bg
.
g
,
a
[
e
+
2
]
=
b
[
d
].
bg
.
b
):(
a
[
e
]
=
b
[
d
].
fg
.
r
,
a
[
e
+
1
]
=
b
[
d
].
fg
.
g
,
a
[
e
+
2
]
=
b
[
d
].
fg
.
b
)}
var
r
=
0
,
t
=
2
,
g
,
u
=
0
,
j
=
(
new
Date
).
getTime
(),
F
=
j
,
v
=
j
,
l
=
0
,
w
=
1
E3
,
x
=
0
,
k
,
d
,
a
,
m
,
y
,
n
=
0
,
z
=
1
E3
,
A
=
0
,
f
,
c
,
o
,
B
,
p
=
0
,
C
=
1
E3
,
D
=
0
,
h
,
i
,
q
,
E
,
b
=
{
fps
:{
bg
:{
r
:
16
,
g
:
16
,
b
:
48
},
fg
:{
r
:
0
,
g
:
255
,
b
:
255
}},
ms
:{
bg
:{
r
:
16
,
g
:
48
,
b
:
16
},
fg
:{
r
:
0
,
g
:
255
,
b
:
0
}},
mb
:{
bg
:{
r
:
48
,
g
:
16
,
g
:
16
,
b
:
26
},
fg
:{
r
:
255
,
g
:
0
,
b
:
128
}}};
e
=
document
.
createElement
(
"
div
"
);
e
.
style
.
cursor
=
"
pointer
"
;
e
.
style
.
width
=
"
80px
"
;
e
.
style
.
opacity
=
"
0.9
"
;
e
.
style
.
zIndex
=
"
10001
"
;
e
.
addEventListener
(
"
click
"
,
function
(){
v
++
;
v
==
x
&&
(
v
=
0
);
m
.
style
.
display
=
"
none
"
;
h
.
style
.
display
=
"
none
"
;
j
.
style
.
display
=
"
none
"
;
switch
(
v
){
case
0
:
m
.
style
.
display
=
"
block
"
;
break
;
case
1
:
h
.
style
.
display
=
"
block
"
;
break
;
case
2
:
j
.
style
.
display
=
"
block
"
}},
false
);
m
=
document
.
createElement
(
"
div
"
);
m
.
style
.
backgroundColor
=
"
rgb(
"
+
Math
.
floor
(
b
.
fps
.
bg
.
r
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
fps
.
bg
.
g
/
b
:
26
},
fg
:{
r
:
255
,
g
:
0
,
b
:
128
}}};
g
=
document
.
createElement
(
"
div
"
);
g
.
style
.
cursor
=
"
pointer
"
;
g
.
style
.
width
=
"
80px
"
;
g
.
style
.
opacity
=
"
0.9
"
;
g
.
style
.
zIndex
=
"
10001
"
;
g
.
addEventListener
(
"
click
"
,
function
(){
r
++
;
r
==
t
&&
(
r
=
0
);
k
.
style
.
display
=
"
none
"
;
f
.
style
.
display
=
"
none
"
;
h
.
style
.
display
=
"
none
"
;
switch
(
r
){
case
0
:
k
.
style
.
display
=
"
block
"
;
break
;
case
1
:
f
.
style
.
display
=
"
block
"
;
break
;
case
2
:
h
.
style
.
display
=
"
block
"
}},
!
1
);
k
=
document
.
createElement
(
"
div
"
);
k
.
style
.
backgroundColor
=
"
rgb(
"
+
Math
.
floor
(
b
.
fps
.
bg
.
r
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
fps
.
bg
.
g
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
fps
.
bg
.
b
/
2
)
+
"
)
"
;
m
.
style
.
padding
=
"
2px 0px 3px 0px
"
;
e
.
appendChild
(
m
);
g
=
document
.
createElement
(
"
div
"
);
g
.
style
.
fontFamily
=
"
Helvetica, Arial, sans-serif
"
;
g
.
style
.
textAlign
=
"
left
"
;
g
.
style
.
fontSize
=
"
9px
"
;
g
.
style
.
color
=
"
rgb(
"
+
b
.
fps
.
fg
.
r
+
"
,
"
+
b
.
fps
.
fg
.
g
+
"
,
"
+
b
.
fps
.
fg
.
b
+
"
)
"
;
g
.
style
.
margin
=
"
0px 0px 1px 3px
"
;
g
.
innerHTML
=
'
<span style="font-weight:bold">FPS</span>
'
;
m
.
appendChild
(
g
);
a
=
document
.
createElement
(
"
canvas
"
);
a
.
width
=
74
;
a
.
height
=
30
;
a
.
style
.
display
=
"
block
"
;
a
.
style
.
marginLeft
=
"
3px
"
;
m
.
appendChild
(
a
);
2
)
+
"
,
"
+
Math
.
floor
(
b
.
fps
.
bg
.
b
/
2
)
+
"
)
"
;
k
.
style
.
padding
=
"
2px 0px 3px 0px
"
;
g
.
appendChild
(
k
);
d
=
document
.
createElement
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"
div
"
);
d
.
style
.
fontFamily
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"
Helvetica, Arial, sans-serif
"
;
d
.
style
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textAlign
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left
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;
d
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style
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d
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style
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color
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g
+
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b
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b
+
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d
.
style
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margin
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"
;
d
.
innerHTML
=
'
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'
;
k
.
appendChild
(
d
);
a
=
document
.
createElement
(
"
canvas
"
);
a
.
width
=
74
;
a
.
height
=
30
;
a
.
style
.
display
=
"
block
"
;
a
.
style
.
marginLeft
=
"
3px
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;
k
.
appendChild
(
a
);
p
=
a
.
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(
"
2d
"
);
p
.
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"
rgb(
"
+
b
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fps
.
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r
+
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+
b
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.
bg
.
g
+
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+
b
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.
b
+
"
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"
;
p
.
fillRect
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0
,
0
,
a
.
width
,
a
.
height
);
C
=
p
.
getImageData
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0
,
0
,
a
.
width
,
a
.
height
);
h
=
document
.
createElement
(
"
div
"
);
h
.
style
.
backgroundColor
=
"
rgb(
"
+
Math
.
floor
(
b
.
ms
.
bg
.
r
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
ms
.
bg
.
g
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
ms
.
bg
.
b
/
2
)
+
"
)
"
;
h
.
style
.
padding
=
"
2px 0px 3px 0px
"
;
h
.
style
.
display
=
"
none
"
;
e
.
appendChild
(
h
);
i
=
document
.
createElement
(
"
div
"
);
i
.
style
.
fontFamily
=
"
Helvetica, Arial, sans-serif
"
;
i
.
style
.
textAlign
=
"
left
"
;
i
.
style
.
fontSize
=
m
=
a
.
getContext
(
"
2d
"
);
m
.
fillStyle
=
"
rgb(
"
+
b
.
fps
.
bg
.
r
+
"
,
"
+
b
.
fps
.
bg
.
g
+
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+
b
.
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.
b
+
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)
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;
m
.
fillRect
(
0
,
0
,
a
.
width
,
a
.
height
);
y
=
m
.
getImageData
(
0
,
0
,
a
.
width
,
a
.
height
);
f
=
document
.
createElement
(
"
div
"
);
f
.
style
.
backgroundColor
=
"
rgb(
"
+
Math
.
floor
(
b
.
ms
.
bg
.
r
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
ms
.
bg
.
g
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
ms
.
bg
.
b
/
2
)
+
"
)
"
;
f
.
style
.
padding
=
"
2px 0px 3px 0px
"
;
f
.
style
.
display
=
"
none
"
;
g
.
appendChild
(
f
);
c
=
document
.
createElement
(
"
div
"
);
c
.
style
.
fontFamily
=
"
Helvetica, Arial, sans-serif
"
;
c
.
style
.
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=
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left
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;
c
.
style
.
fontSize
=
"
9px
"
;
i
.
style
.
color
=
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rgb(
"
+
b
.
ms
.
fg
.
r
+
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,
"
+
b
.
ms
.
fg
.
g
+
"
,
"
+
b
.
ms
.
fg
.
b
+
"
)
"
;
i
.
style
.
margin
=
"
0px 0px 1px 3px
"
;
i
.
innerHTML
=
'
<span style="font-weight:bold">MS</span>
'
;
h
.
appendChild
(
i
);
a
=
document
.
createElement
(
"
canvas
"
);
a
.
width
=
74
;
a
.
height
=
30
;
a
.
style
.
display
=
"
block
"
;
a
.
style
.
marginLeft
=
"
3px
"
;
h
.
appendChild
(
a
);
r
=
a
.
getContext
(
"
2d
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);
r
.
fillStyle
=
"
rgb(
"
+
b
.
ms
.
bg
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r
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b
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height
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F
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getImageData
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a
.
width
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a
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height
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try
{
if
(
performance
&&
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.
memory
&&
performance
.
memory
.
totalJSHeapSize
)
x
=
"
9px
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;
c
.
style
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color
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rgb(
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+
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.
ms
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.
r
+
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+
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ms
.
fg
.
g
+
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+
b
.
ms
.
fg
.
b
+
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)
"
;
c
.
style
.
margin
=
"
0px 0px 1px 3px
"
;
c
.
innerHTML
=
'
<span style="font-weight:bold">MS</span>
'
;
f
.
appendChild
(
c
);
a
=
document
.
createElement
(
"
canvas
"
);
a
.
width
=
74
;
a
.
height
=
30
;
a
.
style
.
display
=
"
block
"
;
a
.
style
.
marginLeft
=
"
3px
"
;
f
.
appendChild
(
a
);
o
=
a
.
getContext
(
"
2d
"
);
o
.
fillStyle
=
"
rgb(
"
+
b
.
ms
.
bg
.
r
+
"
,
"
+
b
.
ms
.
bg
.
g
+
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+
b
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ms
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.
b
+
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)
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;
o
.
fillRect
(
0
,
0
,
a
.
width
,
a
.
height
);
B
=
o
.
getImageData
(
0
,
0
,
a
.
width
,
a
.
height
);
try
{
performance
&&
performance
.
memory
&&
performance
.
memory
.
totalJSHeapSize
&&
3
}
catch
(
L
){}
j
=
document
.
createElement
(
"
div
"
);
j
.
style
.
backgroundColor
=
"
rgb(
"
+
Math
.
floor
(
b
.
mem
.
bg
.
r
/
2
)
+
"
,
"
+
Math
.
floor
(
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.
mem
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.
g
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)
+
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,
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+
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)
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;
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.
style
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padding
=
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2px 0px 3px 0px
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;
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.
style
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display
=
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none
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.
appendChild
(
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);
k
=
document
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createElement
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div
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);
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.
style
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fontFamily
=
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"
;
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.
style
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=
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;
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.
style
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style
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color
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r
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"
+
b
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mem
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fg
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g
+
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b
.
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.
fg
.
b
+
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)
"
;
k
.
style
.
margin
=
"
0px 0px 1px 3px
"
;
k
.
innerHTML
=
'
<span style="font-weight:bold">MEM
</span>
'
;
(
t
=
3
)}
catch
(
G
){}
h
=
document
.
createElement
(
"
div
"
);
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.
style
.
backgroundColor
=
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rgb(
"
+
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.
floor
(
b
.
mb
.
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.
r
/
2
)
+
"
,
"
+
Math
.
floor
(
b
.
mb
.
bg
.
g
/
2
)
+
"
,
"
+
Math
.
floor
(
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.
mb
.
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.
b
/
2
)
+
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)
"
;
h
.
style
.
padding
=
"
2px 0px 3px 0px
"
;
h
.
style
.
display
=
"
none
"
;
g
.
appendChild
(
h
);
i
=
document
.
createElement
(
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div
"
);
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.
style
.
fontFamily
=
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Helvetica, Arial, sans-serif
"
;
i
.
style
.
textAlign
=
"
left
"
;
i
.
style
.
fontSize
=
"
9px
"
;
i
.
style
.
color
=
"
rgb(
"
+
b
.
mb
.
fg
.
r
+
"
,
"
+
b
.
mb
.
fg
.
g
+
"
,
"
+
b
.
mb
.
fg
.
b
+
"
)
"
;
i
.
style
.
margin
=
"
0px 0px 1px 3px
"
;
i
.
innerHTML
=
'
<span style="font-weight:bold">MB
</span>
'
;
j
.
appendChild
(
k
);
a
=
document
.
createElement
(
"
canvas
"
);
a
.
width
=
74
;
a
.
height
=
30
;
a
.
style
.
display
=
"
block
"
;
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.
style
.
marginLeft
=
"
3px
"
;
j
.
appendChild
(
a
);
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=
a
.
getContext
(
"
2d
"
);
t
.
fillStyle
=
"
#301010
"
;
t
.
fillRect
(
0
,
0
,
a
.
width
,
a
.
height
);
I
=
t
.
getImageData
(
0
,
0
,
a
.
width
,
a
.
height
);
return
{
domElement
:
e
,
update
:
function
(){
y
++
;
l
=
(
new
Date
).
getTime
();
q
=
l
-
J
;
D
=
Math
.
min
(
D
,
q
);
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=
Math
.
max
(
E
,
q
);
w
(
F
.
data
,
Math
.
min
(
30
,
30
-
q
/
200
*
30
),
"
ms
"
);
i
.
innerHTML
=
'
<span style="font-weight:bold">
'
+
q
+
"
MS</span> (
"
+
D
+
"
-
"
+
E
+
"
)
"
;
r
.
putImageData
(
F
,
0
,
0
);
J
=
l
;
if
(
l
>
h
.
appendChild
(
i
);
a
=
document
.
createElement
(
"
canvas
"
);
a
.
width
=
74
;
a
.
height
=
30
;
a
.
style
.
display
=
"
block
"
;
a
.
style
.
marginLeft
=
"
3px
"
;
h
.
appendChild
(
a
);
q
=
a
.
getContext
(
"
2d
"
);
q
.
fillStyle
=
"
#301010
"
;
q
.
fillRect
(
0
,
0
,
a
.
width
,
a
.
height
);
E
=
q
.
getImageData
(
0
,
0
,
a
.
width
,
a
.
height
);
return
{
domElement
:
g
,
update
:
function
(){
u
++
;
j
=
(
new
Date
).
getTime
();
n
=
j
-
F
;
z
=
Math
.
min
(
z
,
n
);
A
=
Math
.
max
(
A
,
n
);
s
(
B
.
data
,
Math
.
min
(
30
,
30
-
n
/
200
*
30
),
"
ms
"
);
c
.
innerHTML
=
'
<span style="font-weight:bold">
'
+
n
+
"
MS</span> (
"
+
z
+
"
-
"
+
A
+
"
)
"
;
o
.
putImageData
(
B
,
0
,
0
);
F
=
j
;
if
(
j
>
z
+
1
E3
){
o
=
Math
.
round
(
y
*
1
E3
/
(
l
-
z
));
A
=
Math
.
min
(
A
,
o
);
B
=
Math
.
max
(
B
,
o
);
w
(
C
.
data
,
Math
.
min
(
30
,
30
-
o
/
100
*
30
),
"
fps
"
);
g
.
innerHTML
=
'
<span style="font-weight:bold">
'
+
o
+
"
FPS</span> (
"
+
A
+
"
-
"
+
B
+
"
)
"
;
p
.
putImageData
(
C
,
0
,
0
);
if
(
x
==
3
){
s
=
performance
.
memory
.
usedJSHeapSize
*
9.54
E
-
7
;
G
=
Math
.
min
(
G
,
s
);
H
=
Math
.
max
(
H
,
s
);
w
(
I
.
data
,
Math
.
min
(
30
,
30
-
s
/
2
),
"
mem
"
);
k
.
innerHTML
=
'
<span style="font-weight:bold">
'
+
Math
.
round
(
s
)
+
"
MEM</span> (
"
+
Math
.
round
(
G
)
+
"
-
"
+
Math
.
round
(
H
)
+
"
)
"
;
t
.
putImageData
(
I
,
0
,
0
)}
z
=
l
;
y
=
0
}}}};
v
+
1
E3
){
l
=
Math
.
round
(
u
*
1
E3
/
(
j
-
v
));
w
=
Math
.
min
(
w
,
l
);
x
=
Math
.
max
(
x
,
l
);
s
(
y
.
data
,
Math
.
min
(
30
,
30
-
l
/
100
*
30
),
"
fps
"
);
d
.
innerHTML
=
'
<span style="font-weight:bold">
'
+
l
+
"
FPS</span> (
"
+
w
+
"
-
"
+
x
+
"
)
"
;
m
.
putImageData
(
y
,
0
,
0
);
if
(
t
==
3
)
p
=
performance
.
memory
.
usedJSHeapSize
*
9.54
E
-
7
,
C
=
Math
.
min
(
C
,
p
),
D
=
Math
.
max
(
D
,
p
),
s
(
E
.
data
,
Math
.
min
(
30
,
30
-
p
/
2
),
"
mb
"
),
i
.
innerHTML
=
'
<span style="font-weight:bold">
'
+
Math
.
round
(
p
)
+
"
MB</span> (
"
+
Math
.
round
(
C
)
+
"
-
"
+
Math
.
round
(
D
)
+
"
)
"
,
q
.
putImageData
(
E
,
0
,
0
);
v
=
j
;
u
=
0
}}}};
examples/js/Tween.js
浏览文件 @
18f78599
//
Tween.js
- http://github.com/sole/tween.js
//
tween.js r1
- http://github.com/sole/tween.js
var
TWEEN
=
TWEEN
||
function
(){
var
a
,
e
,
d
,
b
=
[];
this
.
add
=
function
(
h
){
b
.
push
(
h
)};
this
.
remove
=
function
(
h
){
a
=
b
.
indexOf
(
h
);
a
!==-
1
&&
b
.
splice
(
a
,
1
)};
this
.
update
=
function
(){
a
=
0
;
e
=
b
.
length
;
for
(
d
=
(
new
Date
).
getTime
();
a
<
e
;)
if
(
b
[
a
].
update
(
d
))
a
++
;
else
{
b
.
splice
(
a
,
1
);
e
--
}};
return
this
}();
var
TWEEN
=
TWEEN
||
function
(){
var
a
,
e
,
c
,
d
,
f
=
[];
return
{
start
:
function
(
g
){
c
=
setInterval
(
this
.
update
,
1
E3
/
(
g
||
60
))},
stop
:
function
(){
clearInterval
(
c
)},
add
:
function
(
g
){
f
.
push
(
g
)},
remove
:
function
(
g
){
a
=
f
.
indexOf
(
g
);
a
!==-
1
&&
f
.
splice
(
a
,
1
)},
update
:
function
(){
a
=
0
;
e
=
f
.
length
;
for
(
d
=
(
new
Date
).
getTime
();
a
<
e
;)
if
(
f
[
a
].
update
(
d
))
a
++
;
else
{
f
.
splice
(
a
,
1
);
e
--
}}}
}();
TWEEN
.
Tween
=
function
(
a
){
var
e
=
{},
d
=
{},
b
=
{},
h
=
1
E3
,
m
=
0
,
i
=
null
,
n
=
TWEEN
.
Easing
.
Linear
.
EaseNone
,
j
=
null
,
k
=
null
,
l
=
null
;
this
.
to
=
function
(
c
,
f
){
if
(
f
!==
null
)
h
=
f
;
for
(
var
g
in
c
)
if
(
a
[
g
]
!==
null
)
b
[
g
]
=
c
[
g
];
return
this
};
this
.
start
=
function
(){
TWEEN
.
add
(
this
);
i
=
(
new
Date
).
getTime
()
+
m
;
for
(
var
c
in
b
)
if
(
a
[
c
]
!==
null
){
e
[
c
]
=
a
[
c
];
d
[
c
]
=
b
[
c
]
-
a
[
c
]}
return
this
};
this
.
stop
=
function
(){
TWEEN
.
remove
(
this
);
return
this
};
this
.
delay
=
function
(
c
){
m
=
c
;
return
this
};
this
.
easing
=
function
(
c
){
n
=
c
;
return
this
};
this
.
chain
=
function
(
c
){
j
=
c
};
this
.
onUpdate
=
TWEEN
.
Tween
=
function
(
a
){
var
e
=
{},
c
=
{},
d
=
{},
f
=
1
E3
,
g
=
0
,
j
=
null
,
n
=
TWEEN
.
Easing
.
Linear
.
EaseNone
,
k
=
null
,
l
=
null
,
m
=
null
;
this
.
to
=
function
(
b
,
h
){
if
(
h
!==
null
)
f
=
h
;
for
(
var
i
in
b
)
if
(
a
[
i
]
!==
null
)
d
[
i
]
=
b
[
i
];
return
this
};
this
.
start
=
function
(){
TWEEN
.
add
(
this
);
j
=
(
new
Date
).
getTime
()
+
g
;
for
(
var
b
in
d
)
if
(
a
[
b
]
!==
null
){
e
[
b
]
=
a
[
b
];
c
[
b
]
=
d
[
b
]
-
a
[
b
]}
return
this
};
this
.
stop
=
function
(){
TWEEN
.
remove
(
this
);
return
this
};
this
.
delay
=
function
(
b
){
g
=
b
;
return
this
};
this
.
easing
=
function
(
b
){
n
=
b
;
return
this
};
this
.
chain
=
function
(
b
){
k
=
b
};
this
.
onUpdate
=
function
(
c
){
k
=
c
;
return
this
};
this
.
onComplete
=
function
(
c
){
l
=
c
;
return
this
};
this
.
update
=
function
(
c
){
var
f
,
g
;
if
(
c
<
i
)
return
true
;
c
=
(
c
-
i
)
/
h
;
c
=
c
>
1
?
1
:
c
;
g
=
n
(
c
);
for
(
f
in
d
)
a
[
f
]
=
e
[
f
]
+
d
[
f
]
*
g
;
k
!==
null
&&
k
.
call
(
a
,
g
);
if
(
c
==
1
){
l
!==
null
&&
l
.
call
(
a
);
j
!==
null
&&
j
.
start
();
return
false
}
return
true
}};
TWEEN
.
Easing
=
{
Linear
:{},
Quadratic
:{},
Cubic
:{},
Quartic
:{},
Quintic
:{},
Sinusoidal
:{},
Exponential
:{},
Circular
:{},
Elastic
:{},
Back
:{},
Bounce
:{}};
TWEEN
.
Easing
.
Linear
.
EaseNone
=
function
(
a
){
return
a
};
function
(
b
){
l
=
b
;
return
this
};
this
.
onComplete
=
function
(
b
){
m
=
b
;
return
this
};
this
.
update
=
function
(
b
){
var
h
,
i
;
if
(
b
<
j
)
return
true
;
b
=
(
b
-
j
)
/
f
;
b
=
b
>
1
?
1
:
b
;
i
=
n
(
b
);
for
(
h
in
c
)
a
[
h
]
=
e
[
h
]
+
c
[
h
]
*
i
;
l
!==
null
&&
l
.
call
(
a
,
i
);
if
(
b
==
1
){
m
!==
null
&&
m
.
call
(
a
);
k
!==
null
&&
k
.
start
();
return
false
}
return
true
}};
TWEEN
.
Easing
=
{
Linear
:{},
Quadratic
:{},
Cubic
:{},
Quartic
:{},
Quintic
:{},
Sinusoidal
:{},
Exponential
:{},
Circular
:{},
Elastic
:{},
Back
:{},
Bounce
:{}};
TWEEN
.
Easing
.
Linear
.
EaseNone
=
function
(
a
){
return
a
};
TWEEN
.
Easing
.
Quadratic
.
EaseIn
=
function
(
a
){
return
a
*
a
};
TWEEN
.
Easing
.
Quadratic
.
EaseOut
=
function
(
a
){
return
-
a
*
(
a
-
2
)};
TWEEN
.
Easing
.
Quadratic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
;
return
-
0.5
*
(
--
a
*
(
a
-
2
)
-
1
)};
TWEEN
.
Easing
.
Cubic
.
EaseIn
=
function
(
a
){
return
a
*
a
*
a
};
TWEEN
.
Easing
.
Cubic
.
EaseOut
=
function
(
a
){
return
--
a
*
a
*
a
+
1
};
TWEEN
.
Easing
.
Cubic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
a
;
return
0.5
*
((
a
-=
2
)
*
a
*
a
+
2
)};
TWEEN
.
Easing
.
Quartic
.
EaseIn
=
function
(
a
){
return
a
*
a
*
a
*
a
};
TWEEN
.
Easing
.
Quadratic
.
EaseIn
=
function
(
a
){
return
a
*
a
};
TWEEN
.
Easing
.
Quadratic
.
EaseOut
=
function
(
a
){
return
-
a
*
(
a
-
2
)};
TWEEN
.
Easing
.
Quadratic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
;
return
-
0.5
*
(
--
a
*
(
a
-
2
)
-
1
)};
TWEEN
.
Easing
.
Cubic
.
EaseIn
=
function
(
a
){
return
a
*
a
*
a
};
TWEEN
.
Easing
.
Cubic
.
EaseOut
=
function
(
a
){
return
--
a
*
a
*
a
+
1
};
TWEEN
.
Easing
.
Cubic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
a
;
return
0.5
*
((
a
-=
2
)
*
a
*
a
+
2
)};
TWEEN
.
Easing
.
Quartic
.
EaseIn
=
function
(
a
){
return
a
*
a
*
a
*
a
};
TWEEN
.
Easing
.
Quartic
.
EaseOut
=
function
(
a
){
return
-
(
--
a
*
a
*
a
*
a
-
1
)};
TWEEN
.
Easing
.
Quartic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
a
*
a
;
return
-
0.5
*
((
a
-=
2
)
*
a
*
a
*
a
-
2
)};
TWEEN
.
Easing
.
Quintic
.
EaseIn
=
function
(
a
){
return
a
*
a
*
a
*
a
*
a
};
TWEEN
.
Easing
.
Quintic
.
EaseOut
=
function
(
a
){
return
(
a
-=
1
)
*
a
*
a
*
a
*
a
+
1
};
TWEEN
.
Easing
.
Quintic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
a
*
a
*
a
;
return
0.5
*
((
a
-=
2
)
*
a
*
a
*
a
*
a
+
2
)};
TWEEN
.
Easing
.
Sinusoidal
.
EaseIn
=
function
(
a
){
return
-
Math
.
cos
(
a
*
Math
.
PI
/
2
)
+
1
};
TWEEN
.
Easing
.
Quartic
.
EaseOut
=
function
(
a
){
return
-
(
--
a
*
a
*
a
*
a
-
1
)};
TWEEN
.
Easing
.
Quartic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
a
*
a
;
return
-
0.5
*
((
a
-=
2
)
*
a
*
a
*
a
-
2
)};
TWEEN
.
Easing
.
Quintic
.
EaseIn
=
function
(
a
){
return
a
*
a
*
a
*
a
*
a
};
TWEEN
.
Easing
.
Quintic
.
EaseOut
=
function
(
a
){
return
(
a
-=
1
)
*
a
*
a
*
a
*
a
+
1
};
TWEEN
.
Easing
.
Quintic
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
a
*
a
*
a
;
return
0.5
*
((
a
-=
2
)
*
a
*
a
*
a
*
a
+
2
)};
TWEEN
.
Easing
.
Sinusoidal
.
EaseIn
=
function
(
a
){
return
-
Math
.
cos
(
a
*
Math
.
PI
/
2
)
+
1
};
TWEEN
.
Easing
.
Sinusoidal
.
EaseOut
=
function
(
a
){
return
Math
.
sin
(
a
*
Math
.
PI
/
2
)};
TWEEN
.
Easing
.
Sinusoidal
.
EaseInOut
=
function
(
a
){
return
-
0.5
*
(
Math
.
cos
(
Math
.
PI
*
a
)
-
1
)};
TWEEN
.
Easing
.
Exponential
.
EaseIn
=
function
(
a
){
return
a
==
0
?
0
:
Math
.
pow
(
2
,
10
*
(
a
-
1
))};
TWEEN
.
Easing
.
Exponential
.
EaseOut
=
function
(
a
){
return
a
==
1
?
1
:
-
Math
.
pow
(
2
,
-
10
*
a
)
+
1
};
TWEEN
.
Easing
.
Exponential
.
EaseInOut
=
function
(
a
){
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
if
((
a
*=
2
)
<
1
)
return
0.5
*
Math
.
pow
(
2
,
10
*
(
a
-
1
));
return
0.5
*
(
-
Math
.
pow
(
2
,
-
10
*
(
a
-
1
))
+
2
)};
TWEEN
.
Easing
.
Sinusoidal
.
EaseOut
=
function
(
a
){
return
Math
.
sin
(
a
*
Math
.
PI
/
2
)};
TWEEN
.
Easing
.
Sinusoidal
.
EaseInOut
=
function
(
a
){
return
-
0.5
*
(
Math
.
cos
(
Math
.
PI
*
a
)
-
1
)};
TWEEN
.
Easing
.
Exponential
.
EaseIn
=
function
(
a
){
return
a
==
0
?
0
:
Math
.
pow
(
2
,
10
*
(
a
-
1
))};
TWEEN
.
Easing
.
Exponential
.
EaseOut
=
function
(
a
){
return
a
==
1
?
1
:
-
Math
.
pow
(
2
,
-
10
*
a
)
+
1
};
TWEEN
.
Easing
.
Exponential
.
EaseInOut
=
function
(
a
){
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
if
((
a
*=
2
)
<
1
)
return
0.5
*
Math
.
pow
(
2
,
10
*
(
a
-
1
));
return
0.5
*
(
-
Math
.
pow
(
2
,
-
10
*
(
a
-
1
))
+
2
)};
TWEEN
.
Easing
.
Circular
.
EaseIn
=
function
(
a
){
return
-
(
Math
.
sqrt
(
1
-
a
*
a
)
-
1
)};
TWEEN
.
Easing
.
Circular
.
EaseOut
=
function
(
a
){
return
Math
.
sqrt
(
1
-
--
a
*
a
)};
TWEEN
.
Easing
.
Circular
.
EaseInOut
=
function
(
a
){
if
((
a
/=
0.5
)
<
1
)
return
-
0.5
*
(
Math
.
sqrt
(
1
-
a
*
a
)
-
1
);
return
0.5
*
(
Math
.
sqrt
(
1
-
(
a
-=
2
)
*
a
)
+
1
)};
TWEEN
.
Easing
.
Elastic
.
EaseIn
=
function
(
a
){
var
e
,
d
=
0.1
,
b
=
0.4
;
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
b
||
(
b
=
0.3
);
if
(
!
d
||
d
<
1
){
d
=
1
;
e
=
b
/
4
}
else
e
=
b
/
(
2
*
Math
.
PI
)
*
Math
.
asin
(
1
/
d
);
return
-
(
d
*
Math
.
pow
(
2
,
10
*
(
a
-=
1
))
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
b
))};
TWEEN
.
Easing
.
Circular
.
EaseIn
=
function
(
a
){
return
-
(
Math
.
sqrt
(
1
-
a
*
a
)
-
1
)};
TWEEN
.
Easing
.
Circular
.
EaseOut
=
function
(
a
){
return
Math
.
sqrt
(
1
-
--
a
*
a
)};
TWEEN
.
Easing
.
Circular
.
EaseInOut
=
function
(
a
){
if
((
a
/=
0.5
)
<
1
)
return
-
0.5
*
(
Math
.
sqrt
(
1
-
a
*
a
)
-
1
);
return
0.5
*
(
Math
.
sqrt
(
1
-
(
a
-=
2
)
*
a
)
+
1
)};
TWEEN
.
Easing
.
Elastic
.
EaseIn
=
function
(
a
){
var
e
,
c
=
0.1
,
d
=
0.4
;
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
d
||
(
d
=
0.3
);
if
(
!
c
||
c
<
1
){
c
=
1
;
e
=
d
/
4
}
else
e
=
d
/
(
2
*
Math
.
PI
)
*
Math
.
asin
(
1
/
c
);
return
-
(
c
*
Math
.
pow
(
2
,
10
*
(
a
-=
1
))
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
d
))};
TWEEN
.
Easing
.
Elastic
.
EaseOut
=
function
(
a
){
var
e
,
d
=
0.1
,
b
=
0.4
;
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
b
||
(
b
=
0.3
);
if
(
!
d
||
d
<
1
){
d
=
1
;
e
=
b
/
4
}
else
e
=
b
/
(
2
*
Math
.
PI
)
*
Math
.
asin
(
1
/
d
);
return
d
*
Math
.
pow
(
2
,
-
10
*
a
)
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
b
)
+
1
};
TWEEN
.
Easing
.
Elastic
.
EaseOut
=
function
(
a
){
var
e
,
c
=
0.1
,
d
=
0.4
;
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
d
||
(
d
=
0.3
);
if
(
!
c
||
c
<
1
){
c
=
1
;
e
=
d
/
4
}
else
e
=
d
/
(
2
*
Math
.
PI
)
*
Math
.
asin
(
1
/
c
);
return
c
*
Math
.
pow
(
2
,
-
10
*
a
)
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
d
)
+
1
};
TWEEN
.
Easing
.
Elastic
.
EaseInOut
=
function
(
a
){
var
e
,
d
=
0.1
,
b
=
0.4
;
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
b
||
(
b
=
0.3
);
if
(
!
d
||
d
<
1
){
d
=
1
;
e
=
b
/
4
}
else
e
=
b
/
(
2
*
Math
.
PI
)
*
Math
.
asin
(
1
/
d
);
if
((
a
*=
2
)
<
1
)
return
-
0.5
*
d
*
Math
.
pow
(
2
,
10
*
(
a
-=
1
))
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
b
);
return
d
*
Math
.
pow
(
2
,
-
10
*
(
a
-=
1
))
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
b
)
*
0.5
+
1
};
TWEEN
.
Easing
.
Back
.
EaseIn
=
function
(
a
){
return
a
*
a
*
(
2.70158
*
a
-
1.70158
)};
TWEEN
.
Easing
.
Back
.
EaseOut
=
function
(
a
){
return
(
a
-=
1
)
*
a
*
(
2.70158
*
a
+
1.70158
)
+
1
};
TWEEN
.
Easing
.
Elastic
.
EaseInOut
=
function
(
a
){
var
e
,
c
=
0.1
,
d
=
0.4
;
if
(
a
==
0
)
return
0
;
if
(
a
==
1
)
return
1
;
d
||
(
d
=
0.3
);
if
(
!
c
||
c
<
1
){
c
=
1
;
e
=
d
/
4
}
else
e
=
d
/
(
2
*
Math
.
PI
)
*
Math
.
asin
(
1
/
c
);
if
((
a
*=
2
)
<
1
)
return
-
0.5
*
c
*
Math
.
pow
(
2
,
10
*
(
a
-=
1
))
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
d
);
return
c
*
Math
.
pow
(
2
,
-
10
*
(
a
-=
1
))
*
Math
.
sin
((
a
-
e
)
*
2
*
Math
.
PI
/
d
)
*
0.5
+
1
};
TWEEN
.
Easing
.
Back
.
EaseIn
=
function
(
a
){
return
a
*
a
*
(
2.70158
*
a
-
1.70158
)};
TWEEN
.
Easing
.
Back
.
EaseOut
=
function
(
a
){
return
(
a
-=
1
)
*
a
*
(
2.70158
*
a
+
1.70158
)
+
1
};
TWEEN
.
Easing
.
Back
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
(
3.5949095
*
a
-
2.5949095
);
return
0.5
*
((
a
-=
2
)
*
a
*
(
3.5949095
*
a
+
2.5949095
)
+
2
)};
TWEEN
.
Easing
.
Bounce
.
EaseIn
=
function
(
a
){
return
1
-
TWEEN
.
Easing
.
Bounce
.
EaseOut
(
1
-
a
)};
TWEEN
.
Easing
.
Bounce
.
EaseOut
=
function
(
a
){
return
(
a
/=
1
)
<
1
/
2.75
?
7.5625
*
a
*
a
:
a
<
2
/
2.75
?
7.5625
*
(
a
-=
1.5
/
2.75
)
*
a
+
0.75
:
a
<
2.5
/
2.75
?
7.5625
*
(
a
-=
2.25
/
2.75
)
*
a
+
0.9375
:
7.5625
*
(
a
-=
2.625
/
2.75
)
*
a
+
0.984375
};
TWEEN
.
Easing
.
Back
.
EaseInOut
=
function
(
a
){
if
((
a
*=
2
)
<
1
)
return
0.5
*
a
*
a
*
(
3.5949095
*
a
-
2.5949095
);
return
0.5
*
((
a
-=
2
)
*
a
*
(
3.5949095
*
a
+
2.5949095
)
+
2
)};
TWEEN
.
Easing
.
Bounce
.
EaseIn
=
function
(
a
){
return
1
-
TWEEN
.
Easing
.
Bounce
.
EaseOut
(
1
-
a
)};
TWEEN
.
Easing
.
Bounce
.
EaseOut
=
function
(
a
){
return
(
a
/=
1
)
<
1
/
2.75
?
7.5625
*
a
*
a
:
a
<
2
/
2.75
?
7.5625
*
(
a
-=
1.5
/
2.75
)
*
a
+
0.75
:
a
<
2.5
/
2.75
?
7.5625
*
(
a
-=
2.25
/
2.75
)
*
a
+
0.9375
:
7.5625
*
(
a
-=
2.625
/
2.75
)
*
a
+
0.984375
};
TWEEN
.
Easing
.
Bounce
.
EaseInOut
=
function
(
a
){
if
(
a
<
0.5
)
return
TWEEN
.
Easing
.
Bounce
.
EaseIn
(
a
*
2
)
*
0.5
;
return
TWEEN
.
Easing
.
Bounce
.
EaseOut
(
a
*
2
-
1
)
*
0.5
+
0.5
};
TWEEN
.
Easing
.
Bounce
.
EaseInOut
=
function
(
a
){
if
(
a
<
0.5
)
return
TWEEN
.
Easing
.
Bounce
.
EaseIn
(
a
*
2
)
*
0.5
;
return
TWEEN
.
Easing
.
Bounce
.
EaseOut
(
a
*
2
-
1
)
*
0.5
+
0.5
};
examples/webgl_interactive_cubes_tween.html
0 → 100644
浏览文件 @
18f78599
<!DOCTYPE HTML>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - interactive cubes
</title>
<meta
charset=
"utf-8"
>
<style
type=
"text/css"
>
body
{
font-family
:
Monospace
;
background-color
:
#f0f0f0
;
margin
:
0px
;
overflow
:
hidden
;
}
</style>
</head>
<body>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
<script
type=
"text/javascript"
src=
"js/Tween.js"
></script>
<script
type=
"text/javascript"
src=
"js/RequestAnimationFrame.js"
></script>
<script
type=
"text/javascript"
src=
"js/Stats.js"
></script>
<script
type=
"text/javascript"
>
var
container
,
stats
;
var
camera
,
scene
,
projector
,
renderer
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
var
info
=
document
.
createElement
(
'
div
'
);
info
.
style
.
position
=
'
absolute
'
;
info
.
style
.
top
=
'
10px
'
;
info
.
style
.
width
=
'
100%
'
;
info
.
style
.
textAlign
=
'
center
'
;
info
.
innerHTML
=
'
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> webgl - interactive cubes
'
;
container
.
appendChild
(
info
);
camera
=
new
THREE
.
Camera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
y
=
300
;
camera
.
position
.
z
=
500
;
scene
=
new
THREE
.
Scene
();
var
light
=
new
THREE
.
DirectionalLight
(
0xffffff
,
2
);
light
.
position
.
x
=
1
;
light
.
position
.
y
=
1
;
light
.
position
.
z
=
1
;
light
.
position
.
normalize
();
scene
.
addLight
(
light
);
var
light
=
new
THREE
.
DirectionalLight
(
0xffffff
);
light
.
position
.
x
=
-
1
;
light
.
position
.
y
=
-
1
;
light
.
position
.
z
=
-
1
;
light
.
position
.
normalize
();
scene
.
addLight
(
light
);
var
geometry
=
new
THREE
.
Cube
(
100
,
100
,
100
);
for
(
var
i
=
0
;
i
<
20
;
i
++
)
{
var
object
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshLambertMaterial
(
{
color
:
Math
.
random
()
*
0xffffff
}
)
);
object
.
position
.
x
=
Math
.
random
()
*
800
-
400
;
object
.
position
.
y
=
Math
.
random
()
*
800
-
400
;
object
.
position
.
z
=
Math
.
random
()
*
800
-
400
;
object
.
scale
.
x
=
Math
.
random
()
*
2
+
1
;
object
.
scale
.
y
=
Math
.
random
()
*
2
+
1
;
object
.
scale
.
z
=
Math
.
random
()
*
2
+
1
;
object
.
rotation
.
x
=
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
;
object
.
rotation
.
y
=
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
;
object
.
rotation
.
z
=
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
;
scene
.
addObject
(
object
);
}
projector
=
new
THREE
.
Projector
();
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
document
.
addEventListener
(
'
mousedown
'
,
onDocumentMouseDown
,
false
);
}
function
onDocumentMouseDown
(
event
)
{
event
.
preventDefault
();
var
vector
=
new
THREE
.
Vector3
(
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
,
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
,
0.5
);
projector
.
unprojectVector
(
vector
,
camera
);
var
ray
=
new
THREE
.
Ray
(
camera
.
position
,
vector
.
subSelf
(
camera
.
position
).
normalize
()
);
var
intersects
=
ray
.
intersectScene
(
scene
);
if
(
intersects
.
length
>
0
)
{
new
TWEEN
.
Tween
(
intersects
[
0
].
object
.
position
).
to
(
{
x
:
Math
.
random
()
*
800
-
400
,
y
:
Math
.
random
()
*
800
-
400
,
z
:
Math
.
random
()
*
800
-
400
},
2000
)
.
easing
(
TWEEN
.
Easing
.
Elastic
.
EaseOut
).
start
();
new
TWEEN
.
Tween
(
intersects
[
0
].
object
.
rotation
).
to
(
{
x
:
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
,
y
:
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
,
z
:
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
},
2000
)
.
easing
(
TWEEN
.
Easing
.
Elastic
.
EaseOut
).
start
();
}
/*
// Parse all the faces
for ( var i in intersects ) {
intersects[ i ].face.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 );
}
*/
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
var
radius
=
600
;
var
theta
=
0
;
function
render
()
{
TWEEN
.
update
();
theta
+=
0.2
;
camera
.
position
.
x
=
radius
*
Math
.
sin
(
theta
*
Math
.
PI
/
360
);
camera
.
position
.
y
=
radius
*
Math
.
sin
(
theta
*
Math
.
PI
/
360
);
camera
.
position
.
z
=
radius
*
Math
.
cos
(
theta
*
Math
.
PI
/
360
);
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
src/core/Matrix4.js
浏览文件 @
18f78599
...
@@ -476,61 +476,63 @@ THREE.Matrix4.prototype = {
...
@@ -476,61 +476,63 @@ THREE.Matrix4.prototype = {
return
this
;
return
this
;
},
},
getPosition
:
function
()
{
getPosition
:
function
()
{
if
(
!
this
.
position
)
{
if
(
!
this
.
position
)
{
this
.
position
=
new
THREE
.
Vector3
();
this
.
position
=
new
THREE
.
Vector3
();
}
}
this
.
position
.
set
(
this
.
n14
,
this
.
n24
,
this
.
n34
);
this
.
position
.
set
(
this
.
n14
,
this
.
n24
,
this
.
n34
);
return
this
.
position
;
return
this
.
position
;
},
},
getColumnX
:
function
()
{
getColumnX
:
function
()
{
if
(
!
this
.
columnX
)
{
if
(
!
this
.
columnX
)
{
this
.
columnX
=
new
THREE
.
Vector3
();
this
.
columnX
=
new
THREE
.
Vector3
();
}
}
this
.
columnX
.
set
(
this
.
n11
,
this
.
n21
,
this
.
n31
);
this
.
columnX
.
set
(
this
.
n11
,
this
.
n21
,
this
.
n31
);
return
this
.
columnX
;
return
this
.
columnX
;
},
},
getColumnY
:
function
()
{
getColumnY
:
function
()
{
if
(
!
this
.
columnY
)
{
if
(
!
this
.
columnY
)
{
this
.
columnY
=
new
THREE
.
Vector3
();
this
.
columnY
=
new
THREE
.
Vector3
();
}
}
this
.
columnY
.
set
(
this
.
n12
,
this
.
n22
,
this
.
n32
);
this
.
columnY
.
set
(
this
.
n12
,
this
.
n22
,
this
.
n32
);
return
this
.
columnY
;
return
this
.
columnY
;
},
},
getColumnZ
:
function
()
{
getColumnZ
:
function
()
{
if
(
!
this
.
columnZ
)
{
if
(
!
this
.
columnZ
)
{
this
.
columnZ
=
new
THREE
.
Vector3
();
this
.
columnZ
=
new
THREE
.
Vector3
();
}
}
this
.
columnZ
.
set
(
this
.
n13
,
this
.
n23
,
this
.
n33
);
this
.
columnZ
.
set
(
this
.
n13
,
this
.
n23
,
this
.
n33
);
return
this
.
columnZ
;
return
this
.
columnZ
;
},
},
setRotationFromEuler
:
function
(
v
)
{
setRotationFromEuler
:
function
(
v
)
{
var
x
=
v
.
x
,
y
=
v
.
y
,
z
=
v
.
z
,
var
x
=
v
.
x
,
y
=
v
.
y
,
z
=
v
.
z
,
a
=
Math
.
cos
(
x
),
b
=
Math
.
sin
(
x
),
a
=
Math
.
cos
(
x
),
b
=
Math
.
sin
(
x
),
...
@@ -554,7 +556,7 @@ THREE.Matrix4.prototype = {
...
@@ -554,7 +556,7 @@ THREE.Matrix4.prototype = {
},
},
setRotationFromQuaternion
:
function
(
q
)
{
setRotationFromQuaternion
:
function
(
q
)
{
var
x
=
q
.
x
,
y
=
q
.
y
,
z
=
q
.
z
,
w
=
q
.
w
,
var
x
=
q
.
x
,
y
=
q
.
y
,
z
=
q
.
z
,
w
=
q
.
w
,
x2
=
x
+
x
,
y2
=
y
+
y
,
z2
=
z
+
z
,
x2
=
x
+
x
,
y2
=
y
+
y
,
z2
=
z
+
z
,
...
@@ -578,7 +580,7 @@ THREE.Matrix4.prototype = {
...
@@ -578,7 +580,7 @@ THREE.Matrix4.prototype = {
},
},
scale
:
function
(
v
)
{
scale
:
function
(
v
)
{
var
x
=
v
.
x
,
y
=
v
.
y
,
z
=
v
.
z
;
var
x
=
v
.
x
,
y
=
v
.
y
,
z
=
v
.
z
;
...
@@ -591,7 +593,7 @@ THREE.Matrix4.prototype = {
...
@@ -591,7 +593,7 @@ THREE.Matrix4.prototype = {
},
},
extractPosition
:
function
(
m
)
{
extractPosition
:
function
(
m
)
{
this
.
n14
=
m
.
n14
;
this
.
n14
=
m
.
n14
;
this
.
n24
=
m
.
n24
;
this
.
n24
=
m
.
n24
;
...
@@ -599,7 +601,7 @@ THREE.Matrix4.prototype = {
...
@@ -599,7 +601,7 @@ THREE.Matrix4.prototype = {
},
},
extractRotation
:
function
(
m
,
s
)
{
extractRotation
:
function
(
m
,
s
)
{
var
invScaleX
=
1
/
s
.
x
,
invScaleY
=
1
/
s
.
y
,
invScaleZ
=
1
/
s
.
z
;
var
invScaleX
=
1
/
s
.
x
,
invScaleY
=
1
/
s
.
y
,
invScaleZ
=
1
/
s
.
z
;
...
@@ -628,7 +630,7 @@ THREE.Matrix4.makeInvert = function ( m1, m2 ) {
...
@@ -628,7 +630,7 @@ THREE.Matrix4.makeInvert = function ( m1, m2 ) {
n31
=
m1
.
n31
,
n32
=
m1
.
n32
,
n33
=
m1
.
n33
,
n34
=
m1
.
n34
,
n31
=
m1
.
n31
,
n32
=
m1
.
n32
,
n33
=
m1
.
n33
,
n34
=
m1
.
n34
,
n41
=
m1
.
n41
,
n42
=
m1
.
n42
,
n43
=
m1
.
n43
,
n44
=
m1
.
n44
;
n41
=
m1
.
n41
,
n42
=
m1
.
n42
,
n43
=
m1
.
n43
,
n44
=
m1
.
n44
;
if
(
m2
===
undefined
)
m2
=
new
THREE
.
Matrix4
();
if
(
m2
===
undefined
)
m2
=
new
THREE
.
Matrix4
();
m2
.
n11
=
n23
*
n34
*
n42
-
n24
*
n33
*
n42
+
n24
*
n32
*
n43
-
n22
*
n34
*
n43
-
n23
*
n32
*
n44
+
n22
*
n33
*
n44
;
m2
.
n11
=
n23
*
n34
*
n42
-
n24
*
n33
*
n42
+
n24
*
n32
*
n43
-
n22
*
n34
*
n43
-
n23
*
n32
*
n44
+
n22
*
n33
*
n44
;
m2
.
n12
=
n14
*
n33
*
n42
-
n13
*
n34
*
n42
-
n14
*
n32
*
n43
+
n12
*
n34
*
n43
+
n13
*
n32
*
n44
-
n12
*
n33
*
n44
;
m2
.
n12
=
n14
*
n33
*
n42
-
n13
*
n34
*
n42
-
n14
*
n32
*
n43
+
n12
*
n34
*
n43
+
n13
*
n32
*
n44
-
n12
*
n33
*
n44
;
...
@@ -673,10 +675,12 @@ THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
...
@@ -673,10 +675,12 @@ THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
idet
;
idet
;
// no inverse
// no inverse
if
(
det
==
0
)
{
if
(
det
==
0
)
{
throw
"
matrix not invertible
"
;
console
.
error
(
'
THREE.Matrix4.makeInvert3x3: Matrix not invertible.
'
);
}
}
idet
=
1.0
/
det
;
idet
=
1.0
/
det
;
m33m
[
0
]
=
idet
*
a11
;
m33m
[
1
]
=
idet
*
a21
;
m33m
[
2
]
=
idet
*
a31
;
m33m
[
0
]
=
idet
*
a11
;
m33m
[
1
]
=
idet
*
a21
;
m33m
[
2
]
=
idet
*
a31
;
...
...
src/core/Ray.js
浏览文件 @
18f78599
...
@@ -11,26 +11,20 @@ THREE.Ray = function ( origin, direction ) {
...
@@ -11,26 +11,20 @@ THREE.Ray = function ( origin, direction ) {
THREE
.
Ray
.
prototype
=
{
THREE
.
Ray
.
prototype
=
{
intersectScene
:
function
(
scene
)
{
intersectScene
:
function
(
scene
)
{
return
this
.
intersectObjects
(
scene
.
objects
);
return
this
.
intersectObjects
(
scene
.
objects
);
},
},
intersectObjects
:
function
(
objects
)
{
intersectObjects
:
function
(
objects
)
{
var
i
,
l
,
object
,
var
i
,
l
,
object
,
intersects
=
[];
intersects
=
[];
for
(
i
=
0
,
l
=
objects
.
length
;
i
<
l
;
i
++
)
{
for
(
i
=
0
,
l
=
objects
.
length
;
i
<
l
;
i
++
)
{
object
=
objects
[
i
];
intersects
=
intersects
.
concat
(
this
.
intersectObject
(
objects
[
i
]
)
);
if
(
object
instanceof
THREE
.
Mesh
)
{
intersects
=
intersects
.
concat
(
this
.
intersectObject
(
object
)
);
}
}
}
...
@@ -40,70 +34,93 @@ THREE.Ray.prototype = {
...
@@ -40,70 +34,93 @@ THREE.Ray.prototype = {
},
},
intersectObject
:
function
(
object
)
{
intersectObject
:
function
(
object
)
{
var
f
,
fl
,
face
,
a
,
b
,
c
,
d
,
normal
,
if
(
object
instanceof
THREE
.
Particle
)
{
dot
,
scalar
,
origin
,
direction
,
geometry
=
object
.
geometry
,
vertices
=
geometry
.
vertices
,
objMatrix
,
intersect
,
intersects
=
[],
intersectPoint
;
for
(
f
=
0
,
fl
=
geometry
.
faces
.
length
;
f
<
fl
;
f
++
)
{
var
intersects
=
[],
distance
=
distanceFromIntersection
(
this
.
origin
,
this
.
direction
,
object
);
face
=
geometry
.
faces
[
f
];
if
(
distance
&&
distance
<
object
.
scale
.
x
)
{
origin
=
this
.
origin
.
clone
();
intersects
.
push
(
{
direction
=
this
.
direction
.
clone
();
objMatrix
=
object
.
matrixWorld
;
distance
:
distance
,
point
:
object
.
position
,
object
:
object
a
=
objMatrix
.
multiplyVector3
(
vertices
[
face
.
a
].
position
.
clone
()
);
}
);
b
=
objMatrix
.
multiplyVector3
(
vertices
[
face
.
b
].
position
.
clone
()
);
c
=
objMatrix
.
multiplyVector3
(
vertices
[
face
.
c
].
position
.
clone
()
);
d
=
face
instanceof
THREE
.
Face4
?
objMatrix
.
multiplyVector3
(
vertices
[
face
.
d
].
position
.
clone
()
)
:
null
;
normal
=
object
.
matrixRotationWorld
.
multiplyVector3
(
face
.
normal
.
clone
()
);
}
dot
=
direction
.
dot
(
normal
);
if
(
object
.
doubleSided
||
(
object
.
flipSided
?
dot
>
0
:
dot
<
0
)
)
{
// Math.abs( dot ) > 0.0001
return
intersects
;
scalar
=
normal
.
dot
(
new
THREE
.
Vector3
().
sub
(
a
,
origin
)
)
/
dot
;
}
else
if
(
object
instanceof
THREE
.
Mesh
)
{
intersectPoint
=
origin
.
addSelf
(
direction
.
multiplyScalar
(
scalar
)
);
if
(
face
instanceof
THREE
.
Face3
)
{
var
f
,
fl
,
face
,
a
,
b
,
c
,
d
,
normal
,
dot
,
scalar
,
origin
,
direction
,
geometry
=
object
.
geometry
,
vertices
=
geometry
.
vertices
,
objMatrix
,
intersect
,
intersects
=
[],
intersectPoint
;
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
c
)
)
{
for
(
f
=
0
,
fl
=
geometry
.
faces
.
length
;
f
<
fl
;
f
++
)
{
intersect
=
{
face
=
geometry
.
faces
[
f
];
distance
:
this
.
origin
.
distanceTo
(
intersectPoint
),
origin
=
this
.
origin
.
clone
();
point
:
intersectPoint
,
direction
=
this
.
direction
.
clone
();
face
:
face
,
object
:
object
}
;
objMatrix
=
object
.
matrixWorld
;
intersects
.
push
(
intersect
);
a
=
objMatrix
.
multiplyVector3
(
vertices
[
face
.
a
].
position
.
clone
()
);
b
=
objMatrix
.
multiplyVector3
(
vertices
[
face
.
b
].
position
.
clone
()
);
c
=
objMatrix
.
multiplyVector3
(
vertices
[
face
.
c
].
position
.
clone
()
);
d
=
face
instanceof
THREE
.
Face4
?
objMatrix
.
multiplyVector3
(
vertices
[
face
.
d
].
position
.
clone
()
)
:
null
;
}
normal
=
object
.
matrixRotationWorld
.
multiplyVector3
(
face
.
normal
.
clone
()
);
dot
=
direction
.
dot
(
normal
);
if
(
object
.
doubleSided
||
(
object
.
flipSided
?
dot
>
0
:
dot
<
0
)
)
{
// Math.abs( dot ) > 0.0001
scalar
=
normal
.
dot
(
new
THREE
.
Vector3
().
sub
(
a
,
origin
)
)
/
dot
;
intersectPoint
=
origin
.
addSelf
(
direction
.
multiplyScalar
(
scalar
)
);
if
(
face
instanceof
THREE
.
Face3
)
{
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
c
)
)
{
intersect
=
{
distance
:
this
.
origin
.
distanceTo
(
intersectPoint
),
point
:
intersectPoint
,
face
:
face
,
object
:
object
};
}
else
if
(
face
instanceof
THREE
.
Face4
)
{
intersects
.
push
(
intersect
);
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
d
)
||
pointInFace3
(
intersectPoint
,
b
,
c
,
d
)
)
{
}
intersect
=
{
}
else
if
(
face
instanceof
THREE
.
Face4
)
{
distance
:
this
.
origin
.
distanceTo
(
intersectPoint
),
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
d
)
||
pointInFace3
(
intersectPoint
,
b
,
c
,
d
)
)
{
point
:
intersectPoint
,
face
:
face
,
object
:
object
};
intersect
=
{
intersects
.
push
(
intersect
);
distance
:
this
.
origin
.
distanceTo
(
intersectPoint
),
point
:
intersectPoint
,
face
:
face
,
object
:
object
};
intersects
.
push
(
intersect
);
}
}
}
...
@@ -111,9 +128,25 @@ THREE.Ray.prototype = {
...
@@ -111,9 +128,25 @@ THREE.Ray.prototype = {
}
}
return
intersects
;
}
}
return
intersects
;
function
distanceFromIntersection
(
origin
,
direction
,
object
)
{
var
vector
,
dot
,
intersect
,
distance
;
vector
=
object
.
position
.
clone
().
subSelf
(
origin
);
dot
=
vector
.
dot
(
direction
);
if
(
dot
<
0
)
return
false
;
// Object is behind origin
intersect
=
origin
.
clone
().
addSelf
(
direction
.
clone
().
multiplyScalar
(
dot
)
);
distance
=
object
.
position
.
distanceTo
(
intersect
);
return
distance
;
}
// http://www.blackpawn.com/texts/pointinpoly/default.html
// http://www.blackpawn.com/texts/pointinpoly/default.html
...
...
src/renderers/Projector.js
浏览文件 @
18f78599
...
@@ -98,7 +98,7 @@ THREE.Projector = function() {
...
@@ -98,7 +98,7 @@ THREE.Projector = function() {
_face4Count
=
0
;
_face4Count
=
0
;
_lineCount
=
0
;
_lineCount
=
0
;
_particleCount
=
0
;
_particleCount
=
0
;
camera
.
matrixAutoUpdate
&&
camera
.
update
(
undefined
,
true
);
camera
.
matrixAutoUpdate
&&
camera
.
update
(
undefined
,
true
);
scene
.
update
(
undefined
,
false
,
camera
);
scene
.
update
(
undefined
,
false
,
camera
);
...
...
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