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39a652f8
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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39a652f8
编写于
7月 26, 2015
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
Updated builds.
上级
c66c4198
变更
2
展开全部
隐藏空白更改
内联
并排
Showing
2 changed file
with
110 addition
and
97 deletion
+110
-97
build/three.js
build/three.js
+88
-75
build/three.min.js
build/three.min.js
+22
-22
未找到文件。
build/three.js
浏览文件 @
39a652f8
...
...
@@ -796,7 +796,7 @@ THREE.Color.prototype = {
clone: function () {
return new THREE.Color().
setRGB( this.r, this.g, this.b
);
return new THREE.Color().
copy( this
);
}
...
...
@@ -8404,8 +8404,7 @@ THREE.Object3D.prototype = {
clone: function ( recursive ) {
var object = new THREE.Object3D();
return object.copy( this, recursive );
return new THREE.Object3D().copy( this, recursive );
},
...
...
@@ -8487,32 +8486,40 @@ THREE.Face3.prototype = {
constructor: THREE.Face3,
c
lone: function (
) {
c
opy: function ( source
) {
var face = new THREE.Face3( this.a, this.b, this.c );
this.a = source.a;
this.b = source.b;
this.c = source.c;
face.normal.copy( this
.normal );
face.color.copy( this
.color );
this.normal.copy( source
.normal );
this.color.copy( source
.color );
for ( var i = 0, il =
this
.vertexNormals.length; i < il; i ++ ) {
for ( var i = 0, il =
source
.vertexNormals.length; i < il; i ++ ) {
face.vertexNormals[ i ] = this
.vertexNormals[ i ].clone();
this.vertexNormals[ i ] = source
.vertexNormals[ i ].clone();
}
for ( var i = 0, il =
this
.vertexColors.length; i < il; i ++ ) {
for ( var i = 0, il =
source
.vertexColors.length; i < il; i ++ ) {
face.vertexColors[ i ] = this
.vertexColors[ i ].clone();
this.vertexColors[ i ] = source
.vertexColors[ i ].clone();
}
for ( var i = 0, il =
this
.vertexTangents.length; i < il; i ++ ) {
for ( var i = 0, il =
source
.vertexTangents.length; i < il; i ++ ) {
face.vertexTangents[ i ] = this
.vertexTangents[ i ].clone();
this.vertexTangents[ i ] = source
.vertexTangents[ i ].clone();
}
return face;
return this;
},
clone: function () {
return new THREE.Face3().copy( this );
}
...
...
@@ -10208,8 +10215,7 @@ THREE.Geometry.prototype = {
clone: function () {
var geometry = new THREE.Geometry();
return geometry.copy( this );
return new THREE.Geometry().copy( this );
},
...
...
@@ -10304,7 +10310,6 @@ THREE.DirectGeometry = function () {
this.indices = [];
this.vertices = [];
this.colors = [];
this.normals = [];
this.colors = [];
this.uvs = [];
...
...
@@ -10697,7 +10702,7 @@ THREE.BufferGeometry.prototype = {
setFromObject: function ( object ) {
console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
//
console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
var geometry = object.geometry;
...
...
@@ -11689,8 +11694,7 @@ THREE.BufferGeometry.prototype = {
clone: function () {
var geometry = new THREE.BufferGeometry();
return geometry.copy( this );
return new THREE.BufferGeometry().copy( this );
},
...
...
@@ -15084,8 +15088,7 @@ THREE.Material.prototype = {
clone: function () {
var material = new THREE.Material();
return material.copy( this );
return new THREE.Material().copy( this );
},
...
...
@@ -15642,60 +15645,64 @@ THREE.MeshPhongMaterial = function ( parameters ) {
THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial.prototype.c
lone = function (
) {
THREE.MeshPhongMaterial.prototype.c
opy = function ( source
) {
var material = new THREE.MeshPhongMaterial(
);
THREE.Material.prototype.copy.call( this, source
);
material.copy( this );
this.color.copy( source.color );
this.emissive.copy( source.emissive );
this.specular.copy( source.specular );
this.shininess = source.shininess;
material.color.copy( this.color );
material.emissive.copy( this.emissive );
material.specular.copy( this.specular );
material.shininess = this.shininess;
this.metal = source.metal;
material.metal = this.metal
;
this.map = source.map
;
material.map = this.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
material.lightMap = this.light
Map;
material.lightMapIntensity = this.light
MapIntensity;
this.aoMap = source.ao
Map;
this.aoMapIntensity = source.ao
MapIntensity;
material.aoMap = this.aoMap;
material.aoMapIntensity = this.aoMapIntensity;
this.emissiveMap = source.emissiveMap;
material.emissiveMap = this.emissiveMap;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
material.bumpMap = this.bump
Map;
material.bumpScale = this.bumpScale
;
this.normalMap = source.normal
Map;
this.normalScale.copy( source.normalScale )
;
material.normalMap = this.normalMap;
material.normalScale.copy( this.normalScale );
this.specularMap = source.specularMap;
material.specularMap = this.specular
Map;
this.alphaMap = source.alpha
Map;
material.alphaMap = this.alphaMap;
this.envMap = source.envMap;
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
material.envMap = this.envMap;
material.combine = this.combine;
material.reflectivity = this.reflectivity;
material.refractionRatio = this.refractionRatio;
this.fog = source.fog;
material.fog = this.fo
g;
this.shading = source.shadin
g;
material.shading = this.shading;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
material.wireframe = this.wireframe;
material.wireframeLinewidth = this.wireframeLinewidth;
material.wireframeLinecap = this.wireframeLinecap;
material.wireframeLinejoin = this.wireframeLinejoin;
this.vertexColors = source.vertexColors;
material.vertexColors = this.vertexColors;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
material.skinning = this.skinning;
material.morphTargets = this.morphTargets;
material.morphNormals = this.morphNormals;
return this;
return material;
};
THREE.MeshPhongMaterial.prototype.clone = function () {
return new THREE.MeshPhongMaterial().copy( this );
};
...
...
@@ -16233,8 +16240,7 @@ THREE.Texture.prototype = {
clone: function () {
var texture = new THREE.Texture();
return texture.copy( this );
return new THREE.Texture().copy( this );
},
...
...
@@ -23842,32 +23848,39 @@ THREE.WebGLRenderTarget.prototype = {
},
c
lone: function (
) {
c
opy: function ( source
) {
var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
this.width = source.width;
this.height = source.height;
tmp.wrapS = this.wrapS;
tmp.wrapT = this.wrapT;
this.wrapS = source.wrapS;
this.wrapT = source.wrapT;
this.magFilter = source.magFilter;
this.minFilter = source.minFilter;
this.anisotropy = source.anisotropy;
this.offset.copy( source.offset );
this.repeat.copy( source.repeat );
t
mp.magFilter = this.magFilter
;
t
mp.minFilter = this.minFilter
;
t
his.format = source.format
;
t
his.type = source.type
;
tmp.anisotropy = this.anisotropy;
this.depthBuffer = source.depthBuffer;
this.stencilBuffer = source.stencilBuffer;
tmp.offset.copy( this.offset );
tmp.repeat.copy( this.repeat );
this.generateMipmaps = source.generateMipmaps;
tmp.format = this.format;
tmp.type = this.type;
this.shareDepthFrom = source.shareDepthFrom;
tmp.depthBuffer = this.depthBuffer;
tmp.stencilBuffer = this.stencilBuffer;
return this;
tmp.generateMipmaps = this.generateMipmaps;
},
tmp.shareDepthFrom = this.shareDepthFrom;
clone: function () {
return
tmp
;
return
new THREE.WebGLRenderTarget().copy( this )
;
},
...
...
build/three.min.js
浏览文件 @
39a652f8
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