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1e5fc985
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体验新版 GitCode,发现更多精彩内容 >>
提交
1e5fc985
编写于
10月 09, 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
Reworking Scene Graph setup.
上级
9a6a20b5
变更
11
隐藏空白更改
内联
并排
Showing
11 changed file
with
201 addition
and
340 deletion
+201
-340
examples/canvas_geometry_cube.html
examples/canvas_geometry_cube.html
+3
-2
examples/canvas_geometry_hierarchy.html
examples/canvas_geometry_hierarchy.html
+4
-3
examples/canvas_interactive_particles.html
examples/canvas_interactive_particles.html
+1
-1
examples/canvas_materials_depth.html
examples/canvas_materials_depth.html
+37
-48
examples/canvas_sandbox.html
examples/canvas_sandbox.html
+30
-39
src/core/Matrix4.js
src/core/Matrix4.js
+79
-73
src/core/Object3D.js
src/core/Object3D.js
+11
-45
src/core/Projector.js
src/core/Projector.js
+31
-20
src/core/Ray.js
src/core/Ray.js
+3
-1
src/renderers/CanvasRenderer.js
src/renderers/CanvasRenderer.js
+1
-1
src/scenes/Scene.js
src/scenes/Scene.js
+1
-107
未找到文件。
examples/canvas_geometry_cube.html
浏览文件 @
1e5fc985
...
...
@@ -53,11 +53,12 @@
info
.
innerHTML
=
'
Drag to spin the cube
'
;
container
.
appendChild
(
info
);
scene
=
new
THREE
.
Scene
();
camera
=
new
THREE
.
PerspectiveCamera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1000
);
camera
.
position
.
y
=
150
;
camera
.
position
.
z
=
500
;
scene
=
new
THREE
.
Scene
();
scene
.
add
(
camera
);
// Cube
...
...
examples/canvas_geometry_hierarchy.html
浏览文件 @
1e5fc985
...
...
@@ -44,10 +44,12 @@
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
scene
=
new
THREE
.
Scene
();
camera
=
new
THREE
.
PerspectiveCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
z
=
500
;
scene
=
new
THREE
.
Scene
(
);
camera
.
target
=
new
THREE
.
Vector3
();
scene
.
add
(
camera
);
var
geometry
=
new
THREE
.
CubeGeometry
(
100
,
100
,
100
);
var
material
=
new
THREE
.
MeshNormalMaterial
();
...
...
@@ -65,7 +67,6 @@
mesh
.
rotation
.
y
=
Math
.
random
()
*
360
*
(
Math
.
PI
/
180
);
mesh
.
matrixAutoUpdate
=
false
;
mesh
.
updateMatrix
();
group
.
add
(
mesh
);
}
...
...
examples/canvas_interactive_particles.html
浏览文件 @
1e5fc985
...
...
@@ -133,7 +133,7 @@
// find intersections
camera
.
update
();
camera
.
update
MatrixWorld
();
var
vector
=
new
THREE
.
Vector3
(
mouse
.
x
,
mouse
.
y
,
0.5
);
projector
.
unprojectVector
(
vector
,
camera
);
...
...
examples/canvas_materials_depth.html
浏览文件 @
1e5fc985
...
...
@@ -26,7 +26,7 @@
var
camera
,
scene
,
renderer
;
var
cube
,
plane
,
target
=
new
THREE
.
Vector3
()
;
var
cube
,
plane
,
objects
=
[]
;
var
targetRotation
=
0
;
var
targetRotationOnMouseDown
=
0
;
...
...
@@ -37,19 +37,15 @@
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
var
moveForward
=
false
,
moveBackwards
=
false
,
moveUp
=
false
,
moveDown
=
false
,
moveLeft
=
false
,
moveRight
=
false
,
var
moveForward
=
false
;
var
moveBackwards
=
false
;
var
moveLeft
=
false
;
var
moveRight
=
false
;
var
moveUp
=
false
;
var
moveDown
=
false
;
yawLeft
=
false
,
yawRight
=
false
,
pitchUp
=
false
,
pitchDown
=
false
,
rollLeft
=
false
,
rollRight
=
false
;
var
targetMoveLeft
=
false
;
var
targetMoveRight
=
false
;
var
debugContext
;
...
...
@@ -65,6 +61,7 @@
camera
.
position
.
x
=
1000
;
camera
.
position
.
y
=
1000
;
camera
.
position
.
z
=
1000
;
camera
.
target
=
new
THREE
.
Vector3
(
0
,
150
,
0
);
scene
=
new
THREE
.
Scene
();
...
...
@@ -86,7 +83,7 @@
geometry
=
new
THREE
.
CubeGeometry
(
100
,
100
,
100
);
material
=
new
THREE
.
MeshDepthMaterial
(
{
near
:
1
,
far
:
2000
}
);
for
(
var
i
=
0
;
i
<
20
;
i
++
)
{
for
(
var
i
=
0
;
i
<
20
;
i
++
)
{
cube
=
new
THREE
.
Mesh
(
geometry
,
material
);
cube
.
overdraw
=
true
;
...
...
@@ -98,7 +95,9 @@
cube
.
rotation
.
y
=
Math
.
random
()
*
200
-
100
;
cube
.
rotation
.
z
=
Math
.
random
()
*
200
-
100
;
scene
.
add
(
cube
);
scene
.
add
(
cube
);
objects
.
push
(
cube
);
}
...
...
@@ -146,18 +145,16 @@
function
onDocumentKeyDown
(
event
)
{
switch
(
event
.
keyCode
)
{
switch
(
event
.
keyCode
)
{
case
38
:
moveForward
=
true
;
break
;
// up
case
40
:
moveBackwards
=
true
;
break
;
// down
case
37
:
moveLeft
=
true
;
break
;
// left
case
39
:
moveRight
=
true
;
break
;
// right
case
65
:
yawLeft
=
true
;
break
;
// a
case
68
:
yawRight
=
true
;
break
;
// d
case
87
:
moveUp
/*pitchUp*/
=
true
;
break
;
// w
case
83
:
moveDown
/*pitchDown*/
=
true
;
break
;
// s
case
90
:
rollLeft
=
true
;
break
;
// z
case
67
:
rollRight
=
true
;
break
;
// c
case
87
:
moveUp
=
true
;
break
;
// w
case
83
:
moveDown
=
true
;
break
;
// s
case
65
:
targetMoveLeft
=
true
;
break
;
// a
case
68
:
targetMoveRight
=
true
;
break
;
// d
}
...
...
@@ -165,18 +162,16 @@
function
onDocumentKeyUp
(
event
)
{
switch
(
event
.
keyCode
)
{
switch
(
event
.
keyCode
)
{
case
38
:
moveForward
=
false
;
break
;
// up
case
40
:
moveBackwards
=
false
;
break
;
// down
case
37
:
moveLeft
=
false
;
break
;
// left
case
39
:
moveRight
=
false
;
break
;
// right
case
65
:
yawLeft
=
false
;
break
;
// a
case
68
:
yawRight
=
false
;
break
;
// d
case
87
:
moveUp
/*pitchUp*/
=
false
;
break
;
// w
case
83
:
moveDown
/*pitchDown*/
=
false
;
break
;
// s
case
90
:
rollLeft
=
false
;
break
;
// z
case
67
:
rollRight
=
false
;
break
;
// c
case
87
:
moveUp
=
false
;
break
;
// w
case
83
:
moveDown
=
false
;
break
;
// s
case
65
:
targetMoveLeft
=
false
;
break
;
// a
case
68
:
targetMoveRight
=
false
;
break
;
// d
}
...
...
@@ -195,25 +190,19 @@
function
render
()
{
if
(
moveForward
)
camera
.
position
.
z
-=
10
;
// camera.moveZ( 10 );
if
(
moveBackwards
)
camera
.
position
.
z
+=
10
;
// camera.moveZ( - 10 );
if
(
moveUp
)
camera
.
position
.
y
+=
10
;
// camera.moveZ( 10 );
if
(
moveDown
)
camera
.
position
.
y
-=
10
;
// camera.moveZ( - 10 );
if
(
moveLeft
)
camera
.
position
.
x
-=
10
;
// camera.moveX( - 10 );
if
(
moveRight
)
camera
.
position
.
x
+=
10
;
// camera.moveX( 10 );
if
(
moveForward
)
camera
.
position
.
z
-=
10
;
if
(
moveBackwards
)
camera
.
position
.
z
+=
10
;
if
(
pitchUp
)
camera
.
rotation
.
x
+=
0.01
;
// camera.rotateX( 1 )
;
if
(
pitchDown
)
camera
.
rotation
.
x
-=
0.01
;
// camera.rotateX( - 1 )
;
if
(
moveLeft
)
camera
.
position
.
x
-=
10
;
if
(
moveRight
)
camera
.
position
.
x
+=
10
;
if
(
yawLeft
)
target
.
x
-=
10
;
// camera.rotation.y += 0.01; // camera.rotateY( 1 )
;
if
(
yawRight
)
target
.
x
+=
10
;
// camera.rotation.y -= 0.01; // camera.rotateY( - 1 )
;
if
(
moveUp
)
camera
.
position
.
y
+=
10
;
if
(
moveDown
)
camera
.
position
.
y
-=
10
;
if
(
rollLeft
)
camera
.
rotation
.
z
+=
0.01
;
// camera.rotateZ( 1 )
;
if
(
rollRight
)
camera
.
rotation
.
z
-=
0.01
;
// camera.rotateZ( - 1 )
;
if
(
targetMoveLeft
)
camera
.
target
.
x
-=
10
;
if
(
targetMoveRight
)
camera
.
target
.
x
+=
10
;
camera
.
lookAt
(
target
);
camera
.
lookAt
(
camera
.
target
);
debugContext
.
clearRect
(
-
256
,
-
256
,
512
,
512
);
...
...
@@ -228,14 +217,14 @@
// camera
debugContext
.
moveTo
(
camera
.
position
.
x
*
0.1
,
camera
.
position
.
z
*
0.1
);
debugContext
.
lineTo
(
target
.
x
*
0.1
,
target
.
z
*
0.1
);
debugContext
.
lineTo
(
camera
.
target
.
x
*
0.1
,
camera
.
target
.
z
*
0.1
);
debugContext
.
rect
(
camera
.
position
.
x
*
0.1
-
5
,
camera
.
position
.
z
*
0.1
-
5
,
10
,
10
);
debugContext
.
rect
(
target
.
x
*
0.1
-
5
,
target
.
z
*
0.1
-
5
,
10
,
10
);
debugContext
.
rect
(
camera
.
target
.
x
*
0.1
-
5
,
camera
.
target
.
z
*
0.1
-
5
,
10
,
10
);
debugContext
.
rect
(
-
50
,
-
50
,
100
,
100
);
for
(
var
i
=
1
;
i
<
scene
.
objects
.
length
;
i
++
)
{
for
(
var
i
=
0
;
i
<
objects
.
length
;
i
++
)
{
var
object
=
scene
.
objects
[
i
];
var
object
=
objects
[
i
];
object
.
rotation
.
x
+=
0.01
;
object
.
rotation
.
y
+=
0.005
;
...
...
examples/canvas_sandbox.html
浏览文件 @
1e5fc985
...
...
@@ -38,15 +38,15 @@
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
var
moveForward
=
false
,
moveBackwards
=
false
,
moveUp
=
false
,
moveDown
=
false
,
moveLeft
=
false
,
moveRight
=
false
,
var
moveForward
=
false
;
var
moveBackwards
=
false
;
var
moveLeft
=
false
;
var
moveRight
=
false
;
var
moveUp
=
false
;
var
moveDown
=
false
;
yawLeft
=
false
,
yawRight
=
false
,
pitchUp
=
false
,
pitchDown
=
false
,
rollLeft
=
false
,
rollRight
=
false
;
var
target
=
new
THREE
.
Vector3
(
0
,
150
,
0
);
var
targetMoveLeft
=
false
;
var
targetMoveRight
=
false
;
var
debugContext
;
...
...
@@ -61,6 +61,7 @@
camera
=
new
THREE
.
PerspectiveCamera
(
45
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
y
=
150
;
camera
.
position
.
z
=
400
;
camera
.
target
=
new
THREE
.
Vector3
(
0
,
150
,
0
);
scene
=
new
THREE
.
Scene
();
...
...
@@ -157,18 +158,16 @@
function
onDocumentKeyDown
(
event
)
{
switch
(
event
.
keyCode
)
{
switch
(
event
.
keyCode
)
{
case
38
:
moveForward
=
true
;
break
;
// up
case
40
:
moveBackwards
=
true
;
break
;
// down
case
37
:
moveLeft
=
true
;
break
;
// left
case
39
:
moveRight
=
true
;
break
;
// right
case
65
:
yawLeft
=
true
;
break
;
// a
case
68
:
yawRight
=
true
;
break
;
// d
case
87
:
moveUp
/*pitchUp*/
=
true
;
break
;
// w
case
83
:
moveDown
/*pitchDown*/
=
true
;
break
;
// s
case
90
:
rollLeft
=
true
;
break
;
// z
case
67
:
rollRight
=
true
;
break
;
// c
case
87
:
moveUp
=
true
;
break
;
// w
case
83
:
moveDown
=
true
;
break
;
// s
case
65
:
targetMoveLeft
=
true
;
break
;
// a
case
68
:
targetMoveRight
=
true
;
break
;
// d
}
...
...
@@ -176,18 +175,16 @@
function
onDocumentKeyUp
(
event
)
{
switch
(
event
.
keyCode
)
{
switch
(
event
.
keyCode
)
{
case
38
:
moveForward
=
false
;
break
;
// up
case
40
:
moveBackwards
=
false
;
break
;
// down
case
37
:
moveLeft
=
false
;
break
;
// left
case
39
:
moveRight
=
false
;
break
;
// right
case
65
:
yawLeft
=
false
;
break
;
// a
case
68
:
yawRight
=
false
;
break
;
// d
case
87
:
moveUp
/*pitchUp*/
=
false
;
break
;
// w
case
83
:
moveDown
/*pitchDown*/
=
false
;
break
;
// s
case
90
:
rollLeft
=
false
;
break
;
// z
case
67
:
rollRight
=
false
;
break
;
// c
case
87
:
moveUp
=
false
;
break
;
// w
case
83
:
moveDown
=
false
;
break
;
// s
case
65
:
targetMoveLeft
=
false
;
break
;
// a
case
68
:
targetMoveRight
=
false
;
break
;
// d
}
...
...
@@ -206,25 +203,19 @@
function
render
()
{
if
(
moveForward
)
camera
.
position
.
z
-=
5
;
if
(
moveBackwards
)
camera
.
position
.
z
+=
5
;
if
(
moveUp
)
camera
.
position
.
y
+=
5
;
if
(
moveDown
)
camera
.
position
.
y
-=
5
;
if
(
moveLeft
)
camera
.
position
.
x
-=
5
;
if
(
moveRight
)
camera
.
position
.
x
+=
5
;
if
(
moveForward
)
camera
.
position
.
z
-=
10
;
if
(
moveBackwards
)
camera
.
position
.
z
+=
10
;
if
(
pitchUp
)
camera
.
rotation
.
x
+=
0.01
;
if
(
pitchDown
)
camera
.
rotation
.
x
-=
0.01
;
if
(
moveLeft
)
camera
.
position
.
x
-=
10
;
if
(
moveRight
)
camera
.
position
.
x
+=
10
;
if
(
yawLeft
)
target
.
x
-=
5
;
if
(
yawRight
)
target
.
x
+=
5
;
if
(
moveUp
)
camera
.
position
.
y
+=
10
;
if
(
moveDown
)
camera
.
position
.
y
-=
10
;
if
(
rollLeft
)
camera
.
rotation
.
z
+=
0.01
;
if
(
rollRight
)
camera
.
rotation
.
z
-=
0.01
;
if
(
targetMoveLeft
)
camera
.
target
.
x
-=
10
;
if
(
targetMoveRight
)
camera
.
target
.
x
+=
10
;
camera
.
lookAt
(
target
);
camera
.
lookAt
(
camera
.
target
);
debugContext
.
clearRect
(
-
256
,
-
256
,
512
,
512
);
...
...
@@ -239,9 +230,9 @@
// camera
debugContext
.
moveTo
(
camera
.
position
.
x
*
0.1
,
camera
.
position
.
z
*
0.1
);
debugContext
.
lineTo
(
target
.
x
*
0.1
,
target
.
z
*
0.1
);
debugContext
.
lineTo
(
camera
.
target
.
x
*
0.1
,
camera
.
target
.
z
*
0.1
);
debugContext
.
rect
(
camera
.
position
.
x
*
0.1
-
5
,
camera
.
position
.
z
*
0.1
-
5
,
10
,
10
);
debugContext
.
rect
(
target
.
x
*
0.1
-
5
,
target
.
z
*
0.1
-
5
,
10
,
10
);
debugContext
.
rect
(
camera
.
target
.
x
*
0.1
-
5
,
camera
.
target
.
z
*
0.1
-
5
,
10
,
10
);
debugContext
.
rect
(
-
50
,
-
50
,
100
,
100
);
for
(
var
i
=
0
,
l
=
objects
.
length
;
i
<
l
;
i
++
)
{
...
...
src/core/Matrix4.js
浏览文件 @
1e5fc985
...
...
@@ -102,60 +102,6 @@ THREE.Matrix4.prototype = {
},
multiplyVector3
:
function
(
v
)
{
var
vx
=
v
.
x
,
vy
=
v
.
y
,
vz
=
v
.
z
,
d
=
1
/
(
this
.
n41
*
vx
+
this
.
n42
*
vy
+
this
.
n43
*
vz
+
this
.
n44
);
v
.
x
=
(
this
.
n11
*
vx
+
this
.
n12
*
vy
+
this
.
n13
*
vz
+
this
.
n14
)
*
d
;
v
.
y
=
(
this
.
n21
*
vx
+
this
.
n22
*
vy
+
this
.
n23
*
vz
+
this
.
n24
)
*
d
;
v
.
z
=
(
this
.
n31
*
vx
+
this
.
n32
*
vy
+
this
.
n33
*
vz
+
this
.
n34
)
*
d
;
return
v
;
},
multiplyVector4
:
function
(
v
)
{
var
vx
=
v
.
x
,
vy
=
v
.
y
,
vz
=
v
.
z
,
vw
=
v
.
w
;
v
.
x
=
this
.
n11
*
vx
+
this
.
n12
*
vy
+
this
.
n13
*
vz
+
this
.
n14
*
vw
;
v
.
y
=
this
.
n21
*
vx
+
this
.
n22
*
vy
+
this
.
n23
*
vz
+
this
.
n24
*
vw
;
v
.
z
=
this
.
n31
*
vx
+
this
.
n32
*
vy
+
this
.
n33
*
vz
+
this
.
n34
*
vw
;
v
.
w
=
this
.
n41
*
vx
+
this
.
n42
*
vy
+
this
.
n43
*
vz
+
this
.
n44
*
vw
;
return
v
;
},
rotateAxis
:
function
(
v
)
{
var
vx
=
v
.
x
,
vy
=
v
.
y
,
vz
=
v
.
z
;
v
.
x
=
vx
*
this
.
n11
+
vy
*
this
.
n12
+
vz
*
this
.
n13
;
v
.
y
=
vx
*
this
.
n21
+
vy
*
this
.
n22
+
vz
*
this
.
n23
;
v
.
z
=
vx
*
this
.
n31
+
vy
*
this
.
n32
+
vz
*
this
.
n33
;
v
.
normalize
();
return
v
;
},
crossVector
:
function
(
a
)
{
var
v
=
new
THREE
.
Vector4
();
v
.
x
=
this
.
n11
*
a
.
x
+
this
.
n12
*
a
.
y
+
this
.
n13
*
a
.
z
+
this
.
n14
*
a
.
w
;
v
.
y
=
this
.
n21
*
a
.
x
+
this
.
n22
*
a
.
y
+
this
.
n23
*
a
.
z
+
this
.
n24
*
a
.
w
;
v
.
z
=
this
.
n31
*
a
.
x
+
this
.
n32
*
a
.
y
+
this
.
n33
*
a
.
z
+
this
.
n34
*
a
.
w
;
v
.
w
=
(
a
.
w
)
?
this
.
n41
*
a
.
x
+
this
.
n42
*
a
.
y
+
this
.
n43
*
a
.
z
+
this
.
n44
*
a
.
w
:
1
;
return
v
;
},
multiply
:
function
(
a
,
b
)
{
var
a11
=
a
.
n11
,
a12
=
a
.
n12
,
a13
=
a
.
n13
,
a14
=
a
.
n14
,
...
...
@@ -192,6 +138,12 @@ THREE.Matrix4.prototype = {
},
multiplySelf
:
function
(
m
)
{
return
this
.
multiply
(
this
,
m
);
},
multiplyToArray
:
function
(
a
,
b
,
r
)
{
this
.
multiply
(
a
,
b
);
...
...
@@ -205,14 +157,6 @@ THREE.Matrix4.prototype = {
},
multiplySelf
:
function
(
m
)
{
this
.
multiply
(
this
,
m
);
return
this
;
},
multiplyScalar
:
function
(
s
)
{
this
.
n11
*=
s
;
this
.
n12
*=
s
;
this
.
n13
*=
s
;
this
.
n14
*=
s
;
...
...
@@ -224,6 +168,60 @@ THREE.Matrix4.prototype = {
},
multiplyVector3
:
function
(
v
)
{
var
vx
=
v
.
x
,
vy
=
v
.
y
,
vz
=
v
.
z
,
d
=
1
/
(
this
.
n41
*
vx
+
this
.
n42
*
vy
+
this
.
n43
*
vz
+
this
.
n44
);
v
.
x
=
(
this
.
n11
*
vx
+
this
.
n12
*
vy
+
this
.
n13
*
vz
+
this
.
n14
)
*
d
;
v
.
y
=
(
this
.
n21
*
vx
+
this
.
n22
*
vy
+
this
.
n23
*
vz
+
this
.
n24
)
*
d
;
v
.
z
=
(
this
.
n31
*
vx
+
this
.
n32
*
vy
+
this
.
n33
*
vz
+
this
.
n34
)
*
d
;
return
v
;
},
multiplyVector4
:
function
(
v
)
{
var
vx
=
v
.
x
,
vy
=
v
.
y
,
vz
=
v
.
z
,
vw
=
v
.
w
;
v
.
x
=
this
.
n11
*
vx
+
this
.
n12
*
vy
+
this
.
n13
*
vz
+
this
.
n14
*
vw
;
v
.
y
=
this
.
n21
*
vx
+
this
.
n22
*
vy
+
this
.
n23
*
vz
+
this
.
n24
*
vw
;
v
.
z
=
this
.
n31
*
vx
+
this
.
n32
*
vy
+
this
.
n33
*
vz
+
this
.
n34
*
vw
;
v
.
w
=
this
.
n41
*
vx
+
this
.
n42
*
vy
+
this
.
n43
*
vz
+
this
.
n44
*
vw
;
return
v
;
},
rotateAxis
:
function
(
v
)
{
var
vx
=
v
.
x
,
vy
=
v
.
y
,
vz
=
v
.
z
;
v
.
x
=
vx
*
this
.
n11
+
vy
*
this
.
n12
+
vz
*
this
.
n13
;
v
.
y
=
vx
*
this
.
n21
+
vy
*
this
.
n22
+
vz
*
this
.
n23
;
v
.
z
=
vx
*
this
.
n31
+
vy
*
this
.
n32
+
vz
*
this
.
n33
;
v
.
normalize
();
return
v
;
},
crossVector
:
function
(
a
)
{
var
v
=
new
THREE
.
Vector4
();
v
.
x
=
this
.
n11
*
a
.
x
+
this
.
n12
*
a
.
y
+
this
.
n13
*
a
.
z
+
this
.
n14
*
a
.
w
;
v
.
y
=
this
.
n21
*
a
.
x
+
this
.
n22
*
a
.
y
+
this
.
n23
*
a
.
z
+
this
.
n24
*
a
.
w
;
v
.
z
=
this
.
n31
*
a
.
x
+
this
.
n32
*
a
.
y
+
this
.
n33
*
a
.
z
+
this
.
n34
*
a
.
w
;
v
.
w
=
(
a
.
w
)
?
this
.
n41
*
a
.
x
+
this
.
n42
*
a
.
y
+
this
.
n43
*
a
.
z
+
this
.
n44
*
a
.
w
:
1
;
return
v
;
},
determinant
:
function
()
{
var
n11
=
this
.
n11
,
n12
=
this
.
n12
,
n13
=
this
.
n13
,
n14
=
this
.
n14
,
...
...
@@ -742,23 +740,31 @@ THREE.Matrix4.prototype = {
this
.
n24
=
m
.
n24
;
this
.
n34
=
m
.
n34
;
return
this
;
},
extractRotation
:
function
(
m
,
s
)
{
extractRotation
:
function
(
m
)
{
var
invScaleX
=
1
/
s
.
x
,
invScaleY
=
1
/
s
.
y
,
invScaleZ
=
1
/
s
.
z
;
var
vector
=
THREE
.
Matrix4
.
__v1
;
this
.
n11
=
m
.
n11
*
invScaleX
;
this
.
n21
=
m
.
n21
*
invScaleX
;
this
.
n31
=
m
.
n31
*
invScaleX
;
var
scaleX
=
vector
.
set
(
m
.
n11
,
m
.
n21
,
m
.
n31
).
length
()
;
var
scaleY
=
vector
.
set
(
m
.
n12
,
m
.
n22
,
m
.
n32
).
length
()
;
var
scaleZ
=
vector
.
set
(
m
.
n13
,
m
.
n23
,
m
.
n33
).
length
()
;
this
.
n1
2
=
m
.
n12
*
invScaleY
;
this
.
n2
2
=
m
.
n22
*
invScaleY
;
this
.
n3
2
=
m
.
n32
*
invScaleY
;
this
.
n1
1
=
m
.
n11
/
scaleX
;
this
.
n2
1
=
m
.
n21
/
scaleX
;
this
.
n3
1
=
m
.
n31
/
scaleX
;
this
.
n13
=
m
.
n13
*
invScaleZ
;
this
.
n23
=
m
.
n23
*
invScaleZ
;
this
.
n33
=
m
.
n33
*
invScaleZ
;
this
.
n12
=
m
.
n12
/
scaleY
;
this
.
n22
=
m
.
n22
/
scaleY
;
this
.
n32
=
m
.
n32
/
scaleY
;
this
.
n13
=
m
.
n13
/
scaleZ
;
this
.
n23
=
m
.
n23
/
scaleZ
;
this
.
n33
=
m
.
n33
/
scaleZ
;
return
this
;
}
...
...
src/core/Object3D.js
浏览文件 @
1e5fc985
...
...
@@ -4,7 +4,7 @@
* @author alteredq / http://alteredqualia.com/
*/
THREE
.
Object3D
=
function
()
{
THREE
.
Object3D
=
function
()
{
this
.
name
=
''
;
...
...
@@ -101,7 +101,7 @@ THREE.Object3D.prototype = {
if
(
this
.
children
.
indexOf
(
object
)
===
-
1
)
{
if
(
object
.
parent
!==
undefined
)
{
if
(
object
.
parent
!==
undefined
)
{
object
.
parent
.
remove
(
object
);
...
...
@@ -110,50 +110,18 @@ THREE.Object3D.prototype = {
object
.
parent
=
this
;
this
.
children
.
push
(
object
);
// add to scene
var
scene
=
this
;
while
(
scene
.
parent
!==
undefined
)
{
scene
=
scene
.
parent
;
}
if
(
scene
!==
undefined
&&
scene
instanceof
THREE
.
Scene
)
{
scene
.
addChildRecurse
(
object
);
}
}
},
remove
:
function
(
object
)
{
var
scene
=
this
;
var
childIndex
=
this
.
children
.
indexOf
(
object
);
var
index
=
this
.
children
.
indexOf
(
object
);
if
(
childI
ndex
!==
-
1
)
{
if
(
i
ndex
!==
-
1
)
{
object
.
parent
=
undefined
;
this
.
children
.
splice
(
childIndex
,
1
);
// remove from scene
while
(
scene
.
parent
!==
undefined
)
{
scene
=
scene
.
parent
;
}
if
(
scene
!==
undefined
&&
scene
instanceof
THREE
.
Scene
)
{
scene
.
removeChildRecurse
(
object
);
}
this
.
children
.
splice
(
index
,
1
);
}
...
...
@@ -216,17 +184,17 @@ THREE.Object3D.prototype = {
},
update
:
function
(
parentMatrixWorld
,
forceUpdate
,
camera
)
{
update
MatrixWorld
:
function
(
force
)
{
this
.
matrixAutoUpdate
&&
this
.
updateMatrix
();
// update matrixWorld
if
(
this
.
matrixWorldNeedsUpdate
||
force
Update
)
{
if
(
this
.
matrixWorldNeedsUpdate
||
force
)
{
if
(
parentMatrixWorld
)
{
if
(
this
.
parent
)
{
this
.
matrixWorld
.
multiply
(
parentM
atrixWorld
,
this
.
matrix
);
this
.
matrixWorld
.
multiply
(
this
.
parent
.
m
atrixWorld
,
this
.
matrix
);
}
else
{
...
...
@@ -234,11 +202,9 @@ THREE.Object3D.prototype = {
}
this
.
matrixRotationWorld
.
extractRotation
(
this
.
matrixWorld
,
this
.
scale
);
this
.
matrixWorldNeedsUpdate
=
false
;
force
Update
=
true
;
force
=
true
;
}
...
...
@@ -246,7 +212,7 @@ THREE.Object3D.prototype = {
for
(
var
i
=
0
,
l
=
this
.
children
.
length
;
i
<
l
;
i
++
)
{
this
.
children
[
i
].
update
(
this
.
matrixWorld
,
forceUpdate
,
camera
);
this
.
children
[
i
].
update
MatrixWorld
(
force
);
}
...
...
src/core/Projector.js
浏览文件 @
1e5fc985
...
...
@@ -79,32 +79,39 @@ THREE.Projector = function() {
};
this
.
projectObjects
=
function
(
scene
,
camera
,
sort
)
{
var
o
,
ol
,
objects
,
object
,
matrix
;
this
.
projectObjects
=
function
(
object
,
sort
)
{
_objectList
.
length
=
0
;
_objectCount
=
0
;
objects
=
scene
.
objects
;
var
projectObject
=
function
(
object
)
{
if
(
object
.
visible
==
false
)
return
;
for
(
o
=
0
,
ol
=
objects
.
length
;
o
<
ol
;
o
++
)
{
if
(
object
instanceof
THREE
.
Particle
||
object
instanceof
THREE
.
Line
||
(
object
instanceof
THREE
.
Mesh
&&
(
!
object
.
frustumCulled
||
isInFrustum
(
object
)
)
)
)
{
object
=
objects
[
o
]
;
_object
=
getNextObjectInPool
()
;
if
(
!
object
.
visible
||
(
object
instanceof
THREE
.
Mesh
&&
(
object
.
frustumCulled
&&
!
isInFrustum
(
object
)
)
)
)
continue
;
_vector3
.
copy
(
object
.
position
);
_projScreenMatrix
.
multiplyVector3
(
_vector3
);
_object
=
getNextObjectInPool
();
_object
.
object
=
object
;
_object
.
z
=
_vector3
.
z
;
_vector3
.
copy
(
object
.
position
);
_projScreenMatrix
.
multiplyVector3
(
_vector3
);
_objectList
.
push
(
_object
);
_object
.
object
=
object
;
_object
.
z
=
_vector3
.
z
;
}
_objectList
.
push
(
_object
);
for
(
var
c
=
0
,
cl
=
object
.
children
.
length
;
c
<
cl
;
c
++
)
{
}
projectObject
(
object
.
children
[
c
]
);
}
};
projectObject
(
scene
);
sort
&&
_objectList
.
sort
(
painterSort
);
...
...
@@ -112,8 +119,6 @@ THREE.Projector = function() {
};
// TODO: Rename to projectElements?
this
.
projectScene
=
function
(
scene
,
camera
,
sort
)
{
var
near
=
camera
.
near
,
far
=
camera
.
far
,
...
...
@@ -130,9 +135,14 @@ THREE.Projector = function() {
_lineCount
=
0
;
_particleCount
=
0
;
camera
.
matrixAutoUpdate
&&
camera
.
update
(
undefined
,
true
);
if
(
camera
.
parent
==
null
)
{
console
.
warn
(
"
Camera is not on the Scene. Adding it...
"
);
scene
.
add
(
camera
);
scene
.
update
(
undefined
,
false
,
camera
);
}
scene
.
updateMatrixWorld
();
THREE
.
Matrix4
.
makeInvert
(
camera
.
matrixWorld
,
camera
.
matrixWorldInverse
);
...
...
@@ -140,7 +150,7 @@ THREE.Projector = function() {
computeFrustum
(
_projScreenMatrix
);
objects
=
this
.
projectObjects
(
scene
,
camera
,
true
);
objects
=
this
.
projectObjects
(
scene
,
true
);
for
(
o
=
0
,
ol
=
objects
.
length
;
o
<
ol
;
o
++
)
{
...
...
@@ -149,7 +159,6 @@ THREE.Projector = function() {
if
(
!
object
.
visible
)
continue
;
objectMatrix
=
object
.
matrixWorld
;
objectMatrixRotation
=
object
.
matrixRotationWorld
;
objectMaterials
=
object
.
materials
;
objectOverdraw
=
object
.
overdraw
;
...
...
@@ -163,6 +172,8 @@ THREE.Projector = function() {
faces
=
geometry
.
faces
;
faceVertexUvs
=
geometry
.
faceVertexUvs
;
objectMatrixRotation
=
object
.
matrixRotationWorld
.
extractRotation
(
object
.
matrixWorld
);
for
(
v
=
0
,
vl
=
vertices
.
length
;
v
<
vl
;
v
++
)
{
_vertex
=
getNextVertexInPool
();
...
...
src/core/Ray.js
浏览文件 @
1e5fc985
...
...
@@ -15,7 +15,7 @@ THREE.Ray.prototype = {
intersectScene
:
function
(
scene
)
{
return
this
.
intersectObjects
(
scene
.
objects
);
return
this
.
intersectObjects
(
scene
.
children
);
},
...
...
@@ -90,6 +90,8 @@ THREE.Ray.prototype = {
objMatrix
,
intersectPoint
;
object
.
matrixRotationWorld
.
extractRotation
(
object
.
matrixWorld
);
for
(
f
=
0
,
fl
=
geometry
.
faces
.
length
;
f
<
fl
;
f
++
)
{
face
=
geometry
.
faces
[
f
];
...
...
src/renderers/CanvasRenderer.js
浏览文件 @
1e5fc985
...
...
@@ -188,7 +188,7 @@ THREE.CanvasRenderer = function ( parameters ) {
_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
*/
_enableLighting
=
scene
.
lights
.
length
>
0
;
//
_enableLighting = scene.lights.length > 0;
if
(
_enableLighting
)
{
...
...
src/scenes/Scene.js
浏览文件 @
1e5fc985
/**
* @author mr.doob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
*/
THREE
.
Scene
=
function
()
{
...
...
@@ -8,119 +7,14 @@ THREE.Scene = function () {
THREE
.
Object3D
.
call
(
this
);
this
.
fog
=
null
;
this
.
matrixAutoUpdate
=
false
;
this
.
overrideMaterial
=
null
;
this
.
collisions
=
null
;
this
.
objects
=
[];
this
.
lights
=
[];
this
.
__objectsAdded
=
[];
this
.
__objectsRemoved
=
[];
this
.
matrixAutoUpdate
=
false
;
};
THREE
.
Scene
.
prototype
=
new
THREE
.
Object3D
();
THREE
.
Scene
.
prototype
.
constructor
=
THREE
.
Scene
;
THREE
.
Scene
.
prototype
.
supr
=
THREE
.
Object3D
.
prototype
;
THREE
.
Scene
.
prototype
.
add
=
function
(
object
)
{
this
.
supr
.
add
.
call
(
this
,
object
);
this
.
addChildRecurse
(
object
);
}
THREE
.
Scene
.
prototype
.
addChildRecurse
=
function
(
child
)
{
if
(
child
instanceof
THREE
.
Light
)
{
if
(
this
.
lights
.
indexOf
(
child
)
===
-
1
)
{
this
.
lights
.
push
(
child
);
}
}
else
if
(
!
(
child
instanceof
THREE
.
Camera
||
child
instanceof
THREE
.
Bone
)
)
{
if
(
this
.
objects
.
indexOf
(
child
)
===
-
1
)
{
this
.
objects
.
push
(
child
);
this
.
__objectsAdded
.
push
(
child
);
// check if previously removed
var
i
=
this
.
__objectsRemoved
.
indexOf
(
child
);
if
(
i
!==
-
1
)
{
this
.
__objectsRemoved
.
splice
(
i
,
1
);
}
}
}
for
(
var
c
=
0
;
c
<
child
.
children
.
length
;
c
++
)
{
this
.
addChildRecurse
(
child
.
children
[
c
]
);
}
}
THREE
.
Scene
.
prototype
.
remove
=
function
(
object
)
{
this
.
supr
.
remove
.
call
(
this
,
object
);
this
.
removeChildRecurse
(
object
);
}
THREE
.
Scene
.
prototype
.
removeChildRecurse
=
function
(
child
)
{
if
(
child
instanceof
THREE
.
Light
)
{
var
i
=
this
.
lights
.
indexOf
(
child
);
if
(
i
!==
-
1
)
{
this
.
lights
.
splice
(
i
,
1
);
}
}
else
if
(
!
(
child
instanceof
THREE
.
Camera
)
)
{
var
i
=
this
.
objects
.
indexOf
(
child
);
if
(
i
!==
-
1
)
{
this
.
objects
.
splice
(
i
,
1
);
this
.
__objectsRemoved
.
push
(
child
);
// check if previously added
var
ai
=
this
.
__objectsAdded
.
indexOf
(
child
);
if
(
ai
!==
-
1
)
{
this
.
__objectsAdded
.
splice
(
ai
,
1
);
}
}
}
for
(
var
c
=
0
;
c
<
child
.
children
.
length
;
c
++
)
{
this
.
removeChildRecurse
(
child
.
children
[
c
]
);
}
}
// DEPRECATED
...
...
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