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23e09a70
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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23e09a70
编写于
2月 08, 2019
作者:
M
Mugen87
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
PositionalAudio: Honor "hasPlaybackControl" in updateMatrixWorld().
上级
fcff7a4c
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
24 addition
and
18 deletion
+24
-18
examples/webaudio_orientation.html
examples/webaudio_orientation.html
+23
-17
src/audio/PositionalAudio.js
src/audio/PositionalAudio.js
+1
-1
未找到文件。
examples/webaudio_orientation.html
浏览文件 @
23e09a70
...
...
@@ -127,27 +127,31 @@
//
var
light
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0x444444
);
light
.
position
.
set
(
0
,
200
,
0
);
scene
.
add
(
light
);
light
=
new
THREE
.
DirectionalLight
(
0xffffff
);
light
.
position
.
set
(
0
,
200
,
100
);
light
.
castShadow
=
true
;
light
.
shadow
.
camera
.
top
=
180
;
light
.
shadow
.
camera
.
bottom
=
-
100
;
light
.
shadow
.
camera
.
left
=
-
120
;
light
.
shadow
.
camera
.
right
=
120
;
scene
.
add
(
light
);
var
hemiLight
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0x444444
);
hemiLight
.
position
.
set
(
0
,
20
,
0
);
scene
.
add
(
hemiLight
);
var
dirLight
=
new
THREE
.
DirectionalLight
(
0xffffff
);
dirLight
.
position
.
set
(
5
,
5
,
0
);
dirLight
.
castShadow
=
true
;
dirLight
.
shadow
.
camera
.
top
=
1
;
dirLight
.
shadow
.
camera
.
bottom
=
-
1
;
dirLight
.
shadow
.
camera
.
left
=
-
1
;
dirLight
.
shadow
.
camera
.
right
=
1
;
dirLight
.
shadow
.
camera
.
near
=
0.1
;
dirLight
.
shadow
.
camera
.
far
=
20
;
scene
.
add
(
dirLight
);
// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
//
var
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneBufferGeometry
(
20
,
2
0
),
new
THREE
.
MeshPhongMaterial
(
{
color
:
0x999999
,
depthWrite
:
false
}
)
);
var
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneBufferGeometry
(
50
,
5
0
),
new
THREE
.
MeshPhongMaterial
(
{
color
:
0x999999
,
depthWrite
:
false
}
)
);
mesh
.
rotation
.
x
=
-
Math
.
PI
/
2
;
mesh
.
receiveShadow
=
true
;
scene
.
add
(
mesh
);
var
grid
=
new
THREE
.
GridHelper
(
20
,
2
0
,
0x000000
,
0x000000
);
var
grid
=
new
THREE
.
GridHelper
(
50
,
5
0
,
0x000000
,
0x000000
);
grid
.
material
.
opacity
=
0.2
;
grid
.
material
.
transparent
=
true
;
scene
.
add
(
grid
);
...
...
@@ -180,6 +184,7 @@
object
.
material
.
envMap
=
reflectionCube
;
object
.
geometry
.
rotateY
(
-
Math
.
PI
);
object
.
castShadow
=
true
;
}
...
...
@@ -194,7 +199,7 @@
// sound is damped behind this wall
var
wallGeometry
=
new
THREE
.
BoxBufferGeometry
(
2
,
1
,
0.1
);
var
wallMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xff0000
,
wireframe
:
true
}
);
var
wallMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xff0000
,
transparent
:
true
,
opacity
:
0.5
}
);
var
wall
=
new
THREE
.
Mesh
(
wallGeometry
,
wallMaterial
);
wall
.
position
.
set
(
0
,
0.5
,
-
0.5
);
...
...
@@ -206,9 +211,10 @@
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
container
.
appendChild
(
renderer
.
domElement
);
renderer
.
gammaOutput
=
true
;
renderer
.
gammaFactor
=
2.2
;
renderer
.
shadowMap
.
enabled
=
true
;
container
.
appendChild
(
renderer
.
domElement
);
//
...
...
src/audio/PositionalAudio.js
浏览文件 @
23e09a70
...
...
@@ -104,7 +104,7 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
Object3D
.
prototype
.
updateMatrixWorld
.
call
(
this
,
force
);
if
(
this
.
isPlaying
===
false
)
return
;
if
(
this
.
hasPlaybackControl
===
true
&&
this
.
isPlaying
===
false
)
return
;
this
.
matrixWorld
.
decompose
(
position
,
quaternion
,
scale
);
...
...
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