提交 34836d44 编写于 作者: M Mr.doob

Clean up

上级 9ff4f7ac
......@@ -4,7 +4,7 @@
THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
function initCustomAttributes ( object ) {
function initCustomAttributes( object ) {
var geometry = object.geometry;
var material = object.material;
......@@ -154,11 +154,11 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
//
var geometry = object.geometry,
faces3 = geometryGroup.faces3,
faces = geometryGroup.faces,
nvertices = faces3.length * 3,
ntris = faces3.length * 1,
nlines = faces3.length * 3,
nvertices = faces.length * 3,
ntris = faces.length * 1,
nlines = faces.length * 3,
material = getBufferMaterial( object, geometryGroup );
......@@ -681,7 +681,7 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
vertices = geometry.vertices,
chunk_faces3 = geometryGroup.faces3,
chunk_faces = geometryGroup.faces,
obj_faces = geometry.faces,
obj_uvs = geometry.faceVertexUvs[ 0 ],
......@@ -695,9 +695,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyVertices ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
v1 = vertices[ face.a ];
v2 = vertices[ face.b ];
......@@ -730,9 +730,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
offset_morphTarget = 0;
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
chf = chunk_faces3[ f ];
chf = chunk_faces[ f ];
face = obj_faces[ chf ];
// morph positions
......@@ -813,9 +813,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( obj_skinWeights.length ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
// weights
......@@ -877,9 +877,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyColors ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
vertexColors = face.vertexColors;
faceColor = face.color;
......@@ -925,9 +925,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyTangents && geometry.hasTangents ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
vertexTangents = face.vertexTangents;
......@@ -961,9 +961,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyNormals ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
vertexNormals = face.vertexNormals;
faceNormal = face.normal;
......@@ -1005,9 +1005,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyUvs && obj_uvs ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
fi = chunk_faces3[ f ];
fi = chunk_faces[ f ];
uv = obj_uvs[ fi ];
......@@ -1037,9 +1037,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyUvs && obj_uvs2 ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
fi = chunk_faces3[ f ];
fi = chunk_faces[ f ];
uv2 = obj_uvs2[ fi ];
......@@ -1069,7 +1069,7 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( dirtyElements ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
faceArray[ offset_face ] = vertexIndex;
faceArray[ offset_face + 1 ] = vertexIndex + 1;
......@@ -1114,9 +1114,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
......@@ -1128,9 +1128,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
} else if ( customAttribute.boundTo === 'faces' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
value = customAttribute.value[ chunk_faces3[ f ] ];
value = customAttribute.value[ chunk_faces[ f ] ];
customAttribute.array[ offset_custom ] = value;
customAttribute.array[ offset_custom + 1 ] = value;
......@@ -1146,9 +1146,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
v1 = customAttribute.value[ face.a ];
v2 = customAttribute.value[ face.b ];
......@@ -1169,9 +1169,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
} else if ( customAttribute.boundTo === 'faces' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
value = customAttribute.value[ chunk_faces3[ f ] ];
value = customAttribute.value[ chunk_faces[ f ] ];
v1 = value;
v2 = value;
......@@ -1208,9 +1208,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
v1 = customAttribute.value[ face.a ];
v2 = customAttribute.value[ face.b ];
......@@ -1234,9 +1234,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
} else if ( customAttribute.boundTo === 'faces' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
value = customAttribute.value[ chunk_faces3[ f ] ];
value = customAttribute.value[ chunk_faces[ f ] ];
v1 = value;
v2 = value;
......@@ -1260,9 +1260,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
} else if ( customAttribute.boundTo === 'faceVertices' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
value = customAttribute.value[ chunk_faces3[ f ] ];
value = customAttribute.value[ chunk_faces[ f ] ];
v1 = value[ 0 ];
v2 = value[ 1 ];
......@@ -1290,9 +1290,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
face = obj_faces[ chunk_faces3[ f ] ];
face = obj_faces[ chunk_faces[ f ] ];
v1 = customAttribute.value[ face.a ];
v2 = customAttribute.value[ face.b ];
......@@ -1319,9 +1319,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
} else if ( customAttribute.boundTo === 'faces' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
value = customAttribute.value[ chunk_faces3[ f ] ];
value = customAttribute.value[ chunk_faces[ f ] ];
v1 = value;
v2 = value;
......@@ -1348,9 +1348,9 @@ THREE.WebGLBuffers = function ( gl, info, extensions, getBufferMaterial ) {
} else if ( customAttribute.boundTo === 'faceVertices' ) {
for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
for ( f = 0, fl = chunk_faces.length; f < fl; f ++ ) {
value = customAttribute.value[ chunk_faces3[ f ] ];
value = customAttribute.value[ chunk_faces[ f ] ];
v1 = value[ 0 ];
v2 = value[ 1 ];
......
......@@ -44,7 +44,7 @@ THREE.WebGLObjects = function ( gl, info, extensions, getBufferMaterial ) {
group = {
id: geometryGroupCounter ++,
faces3: [],
faces: [],
materialIndex: materialIndex,
vertices: 0,
numMorphTargets: numMorphTargets,
......@@ -65,7 +65,7 @@ THREE.WebGLObjects = function ( gl, info, extensions, getBufferMaterial ) {
group = {
id: geometryGroupCounter ++,
faces3: [],
faces: [],
materialIndex: materialIndex,
vertices: 0,
numMorphTargets: numMorphTargets,
......@@ -79,7 +79,7 @@ THREE.WebGLObjects = function ( gl, info, extensions, getBufferMaterial ) {
}
groups[ groupHash ].faces3.push( f );
groups[ groupHash ].faces.push( f );
groups[ groupHash ].vertices += 3;
}
......@@ -202,14 +202,13 @@ THREE.WebGLObjects = function ( gl, info, extensions, getBufferMaterial ) {
//
function onObjectRemoved ( event ) {
function onObjectRemoved( event ) {
var object = event.target;
object.traverse( function ( child ) {
child.removeEventListener( 'remove', onObjectRemoved );
removeObject( child );
} );
......@@ -254,7 +253,7 @@ THREE.WebGLObjects = function ( gl, info, extensions, getBufferMaterial ) {
//
function onGeometryDispose ( event ) {
function onGeometryDispose( event ) {
var geometry = event.target;
......@@ -264,7 +263,7 @@ THREE.WebGLObjects = function ( gl, info, extensions, getBufferMaterial ) {
};
function deallocateGeometry ( geometry ) {
function deallocateGeometry( geometry ) {
delete geometries[ geometry.id ];
......
......@@ -381,9 +381,7 @@ THREE.WebGLProgram = ( function () {
if ( parameters.useVertexTexture ) {
identifiers.push( 'boneTexture' );
identifiers.push( 'boneTextureWidth' );
identifiers.push( 'boneTextureHeight' );
identifiers.push( 'boneTexture', 'boneTextureWidth', 'boneTextureHeight' );
} else {
......@@ -393,11 +391,10 @@ THREE.WebGLProgram = ( function () {
if ( parameters.logarithmicDepthBuffer ) {
identifiers.push('logDepthBufFC');
identifiers.push( 'logDepthBufFC' );
}
for ( var u in uniforms ) {
identifiers.push( u );
......
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