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40d1ea10
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three.js
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40d1ea10
编写于
10月 06, 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
Updated builds.
上级
5b22bffd
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
2 addition
and
2 deletion
+2
-2
build/Three.js
build/Three.js
+1
-1
build/custom/ThreeExtras.js
build/custom/ThreeExtras.js
+1
-1
未找到文件。
build/Three.js
浏览文件 @
40d1ea10
...
@@ -481,7 +481,7 @@ b.clientY):this.noPan||(w=u=this.getMouseOnScreen(b.clientX,b.clientY))}),!1);th
...
@@ -481,7 +481,7 @@ b.clientY):this.noPan||(w=u=this.getMouseOnScreen(b.clientX,b.clientY))}),!1);th
this
.
STATE
.
NONE
&&
(
f
=!
0
)}}),
!
1
);
window
.
addEventListener
(
"
keyup
"
,
e
(
this
,
function
(){
if
(
h
!==
this
.
STATE
.
NONE
)
h
=
this
.
STATE
.
NONE
}),
!
1
)};
THREE
.
TrackballControls
.
prototype
.
STATE
=
{
NONE
:
-
1
,
ROTATE
:
0
,
ZOOM
:
1
,
PAN
:
2
};
this
.
STATE
.
NONE
&&
(
f
=!
0
)}}),
!
1
);
window
.
addEventListener
(
"
keyup
"
,
e
(
this
,
function
(){
if
(
h
!==
this
.
STATE
.
NONE
)
h
=
this
.
STATE
.
NONE
}),
!
1
)};
THREE
.
TrackballControls
.
prototype
.
STATE
=
{
NONE
:
-
1
,
ROTATE
:
0
,
ZOOM
:
1
,
PAN
:
2
};
THREE
.
CubeGeometry
=
function
(
b
,
c
,
e
,
f
,
h
,
k
,
m
,
n
,
p
){
function
t
(
b
,
e
,
c
,
m
,
n
,
t
,
p
,
u
){
var
v
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x
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z
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f
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h
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if
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v
=
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z
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else
if
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b
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e
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"
z
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||
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v
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y
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k
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else
if
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"
z
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&&
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||
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y
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&&
e
==
"
z
"
)
v
=
"
x
"
,
z
=
k
||
1
;
var
X
=
z
+
1
,
o
=
A
+
1
;
n
/=
z
;
var
ea
=
t
/
A
;
for
(
x
=
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;
x
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;
x
++
)
for
(
t
=
0
;
t
<
X
;
t
++
){
var
V
=
new
THREE
.
Vector3
;
V
[
b
]
=
(
t
*
n
-
P
)
*
c
;
V
[
e
]
=
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x
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m
;
V
[
v
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=
p
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w
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vertices
.
push
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THREE
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Vertex
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V
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for
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for
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t
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w
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faces
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push
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t
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THREE
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CubeGeometry
=
function
(
b
,
c
,
e
,
f
,
h
,
k
,
m
,
n
,
p
){
function
t
(
b
,
e
,
c
,
m
,
n
,
t
,
p
,
u
){
var
v
,
x
,
z
=
f
||
1
,
A
=
h
||
1
,
P
=
n
/
2
,
Q
=
t
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,
T
=
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.
vertices
.
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;
if
(
b
==
"
x
"
&&
e
==
"
y
"
||
b
==
"
y
"
&&
e
==
"
x
"
)
v
=
"
z
"
;
else
if
(
b
==
"
x
"
&&
e
==
"
z
"
||
b
==
"
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&&
e
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"
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)
v
=
"
y
"
,
A
=
k
||
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;
else
if
(
b
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"
z
"
&&
e
==
"
y
"
||
b
==
"
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"
&&
e
==
"
z
"
)
v
=
"
x
"
,
z
=
k
||
1
;
var
X
=
z
+
1
,
o
=
A
+
1
;
n
/=
z
;
var
ea
=
t
/
A
;
for
(
x
=
0
;
x
<
o
;
x
++
)
for
(
t
=
0
;
t
<
X
;
t
++
){
var
V
=
new
THREE
.
Vector3
;
V
[
b
]
=
(
t
*
n
-
P
)
*
c
;
V
[
e
]
=
(
x
*
ea
-
Q
)
*
m
;
V
[
v
]
=
p
;
w
.
vertices
.
push
(
new
THREE
.
Vertex
(
V
))}
for
(
x
=
0
;
x
<
A
;
x
++
)
for
(
t
=
0
;
t
<
z
;
t
++
)
w
.
faces
.
push
(
new
THREE
.
Face4
(
t
+
X
*
x
+
T
,
t
+
X
*
(
x
+
1
)
+
T
,
t
+
1
+
X
*
(
x
+
1
)
+
T
,
t
+
1
+
X
*
x
+
T
,
null
,
null
,
u
)),
w
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
t
/
z
,
x
/
A
),
new
THREE
.
UV
(
t
/
z
,(
x
+
1
)
/
A
),
new
THREE
.
UV
((
t
+
1
)
/
z
,(
x
+
1
)
/
A
),
new
THREE
.
UV
((
t
+
1
)
/
z
,
x
/
A
)])}
THREE
.
Geometry
.
call
(
this
);
var
w
=
this
,
u
=
b
/
2
,
x
=
c
/
2
,
v
=
e
/
2
,
n
=
n
?
-
1
:
1
;
if
(
m
!==
void
0
)
if
(
m
instanceof
Array
)
this
.
materials
=
m
;
else
{
this
.
materials
=
[];
for
(
var
A
=
0
;
A
<
6
;
A
++
)
this
.
materials
.
push
([
m
])}
else
this
.
materials
=
[];
this
.
sides
=
{
px
:
!
0
,
nx
:
!
0
,
py
:
!
0
,
ny
:
!
0
,
pz
:
!
0
,
nz
:
!
0
};
if
(
p
!=
void
0
)
for
(
var
z
in
p
)
this
.
sides
[
z
]
!=
void
0
&&
(
this
.
sides
[
z
]
=
x
+
T
,
t
+
X
*
(
x
+
1
)
+
T
,
t
+
1
+
X
*
(
x
+
1
)
+
T
,
t
+
1
+
X
*
x
+
T
,
null
,
null
,
u
)),
w
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
t
/
z
,
x
/
A
),
new
THREE
.
UV
(
t
/
z
,(
x
+
1
)
/
A
),
new
THREE
.
UV
((
t
+
1
)
/
z
,(
x
+
1
)
/
A
),
new
THREE
.
UV
((
t
+
1
)
/
z
,
x
/
A
)])}
THREE
.
Geometry
.
call
(
this
);
var
w
=
this
,
u
=
b
/
2
,
x
=
c
/
2
,
v
=
e
/
2
,
n
=
n
?
-
1
:
1
;
if
(
m
!==
void
0
)
if
(
m
instanceof
Array
)
this
.
materials
=
m
;
else
{
this
.
materials
=
[];
for
(
var
A
=
0
;
A
<
6
;
A
++
)
this
.
materials
.
push
([
m
])}
else
this
.
materials
=
[];
this
.
sides
=
{
px
:
!
0
,
nx
:
!
0
,
py
:
!
0
,
ny
:
!
0
,
pz
:
!
0
,
nz
:
!
0
};
if
(
p
!=
void
0
)
for
(
var
z
in
p
)
this
.
sides
[
z
]
!=
void
0
&&
(
this
.
sides
[
z
]
=
p
[
z
]);
this
.
sides
.
px
&&
t
(
"
z
"
,
"
y
"
,
1
*
n
,
-
1
,
e
,
c
,
-
u
,
this
.
materials
[
0
]);
this
.
sides
.
nx
&&
t
(
"
z
"
,
"
y
"
,
-
1
*
n
,
-
1
,
e
,
c
,
u
,
this
.
materials
[
1
]);
this
.
sides
.
py
&&
t
(
"
x
"
,
"
z
"
,
1
*
n
,
1
,
b
,
e
,
x
,
this
.
materials
[
2
]);
this
.
sides
.
ny
&&
t
(
"
x
"
,
"
z
"
,
1
*
n
,
-
1
,
b
,
e
,
-
x
,
this
.
materials
[
3
]);
this
.
sides
.
pz
&&
t
(
"
x
"
,
"
y
"
,
1
*
n
,
-
1
,
b
,
c
,
v
,
this
.
materials
[
4
]);
this
.
sides
.
nz
&&
t
(
"
x
"
,
"
y
"
,
-
1
*
n
,
-
1
,
b
,
c
,
-
v
,
this
.
materials
[
5
]);
this
.
mergeVertices
();
this
.
computeCentroids
();
this
.
computeFaceNormals
()};
THREE
.
CubeGeometry
.
prototype
=
new
THREE
.
Geometry
;
p
[
z
]);
this
.
sides
.
px
&&
t
(
"
z
"
,
"
y
"
,
-
1
*
n
,
-
1
,
e
,
c
,
u
,
this
.
materials
[
0
]);
this
.
sides
.
nx
&&
t
(
"
z
"
,
"
y
"
,
1
*
n
,
-
1
,
e
,
c
,
-
u
,
this
.
materials
[
1
]);
this
.
sides
.
py
&&
t
(
"
x
"
,
"
z
"
,
1
*
n
,
1
,
b
,
e
,
x
,
this
.
materials
[
2
]);
this
.
sides
.
ny
&&
t
(
"
x
"
,
"
z
"
,
1
*
n
,
-
1
,
b
,
e
,
-
x
,
this
.
materials
[
3
]);
this
.
sides
.
pz
&&
t
(
"
x
"
,
"
y
"
,
1
*
n
,
-
1
,
b
,
c
,
v
,
this
.
materials
[
4
]);
this
.
sides
.
nz
&&
t
(
"
x
"
,
"
y
"
,
-
1
*
n
,
-
1
,
b
,
c
,
-
v
,
this
.
materials
[
5
]);
this
.
mergeVertices
();
this
.
computeCentroids
();
this
.
computeFaceNormals
()};
THREE
.
CubeGeometry
.
prototype
=
new
THREE
.
Geometry
;
THREE
.
CubeGeometry
.
prototype
.
constructor
=
THREE
.
CubeGeometry
;
THREE
.
CubeGeometry
.
prototype
.
constructor
=
THREE
.
CubeGeometry
;
THREE
.
CylinderGeometry
=
function
(
b
,
c
,
e
,
f
,
h
,
k
){
THREE
.
Geometry
.
call
(
this
);
var
b
=
b
!=
null
?
b
:
20
,
c
=
c
!=
null
?
c
:
20
,
e
=
e
||
100
,
m
=
e
/
2
,
f
=
f
||
8
,
h
=
h
||
1
,
n
,
p
,
t
=
[],
w
=
[];
for
(
p
=
0
;
p
<=
h
;
p
++
){
var
u
=
[],
x
=
[],
v
=
p
/
h
,
A
=
v
*
(
c
-
b
)
+
b
;
for
(
n
=
0
;
n
<=
f
;
n
++
){
var
z
=
n
/
f
;
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
A
*
Math
.
sin
(
z
*
Math
.
PI
*
2
),
-
v
*
e
+
m
,
A
*
Math
.
cos
(
z
*
Math
.
PI
*
2
))));
u
.
push
(
this
.
vertices
.
length
-
1
);
x
.
push
(
new
THREE
.
UV
(
z
,
v
))}
t
.
push
(
u
);
w
.
push
(
x
)}
for
(
p
=
0
;
p
<
h
;
p
++
)
for
(
n
=
0
;
n
<
f
;
n
++
){
var
e
=
t
[
p
][
n
],
u
=
t
[
p
+
1
][
n
],
x
=
t
[
p
+
1
][
n
+
1
],
v
=
t
[
p
][
n
+
1
],
A
=
THREE
.
CylinderGeometry
=
function
(
b
,
c
,
e
,
f
,
h
,
k
){
THREE
.
Geometry
.
call
(
this
);
var
b
=
b
!=
null
?
b
:
20
,
c
=
c
!=
null
?
c
:
20
,
e
=
e
||
100
,
m
=
e
/
2
,
f
=
f
||
8
,
h
=
h
||
1
,
n
,
p
,
t
=
[],
w
=
[];
for
(
p
=
0
;
p
<=
h
;
p
++
){
var
u
=
[],
x
=
[],
v
=
p
/
h
,
A
=
v
*
(
c
-
b
)
+
b
;
for
(
n
=
0
;
n
<=
f
;
n
++
){
var
z
=
n
/
f
;
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
A
*
Math
.
sin
(
z
*
Math
.
PI
*
2
),
-
v
*
e
+
m
,
A
*
Math
.
cos
(
z
*
Math
.
PI
*
2
))));
u
.
push
(
this
.
vertices
.
length
-
1
);
x
.
push
(
new
THREE
.
UV
(
z
,
v
))}
t
.
push
(
u
);
w
.
push
(
x
)}
for
(
p
=
0
;
p
<
h
;
p
++
)
for
(
n
=
0
;
n
<
f
;
n
++
){
var
e
=
t
[
p
][
n
],
u
=
t
[
p
+
1
][
n
],
x
=
t
[
p
+
1
][
n
+
1
],
v
=
t
[
p
][
n
+
1
],
A
=
this
.
vertices
[
e
].
position
.
clone
().
setY
(
0
).
normalize
(),
z
=
this
.
vertices
[
u
].
position
.
clone
().
setY
(
0
).
normalize
(),
y
=
this
.
vertices
[
x
].
position
.
clone
().
setY
(
0
).
normalize
(),
E
=
this
.
vertices
[
v
].
position
.
clone
().
setY
(
0
).
normalize
(),
F
=
w
[
p
][
n
].
clone
(),
D
=
w
[
p
+
1
][
n
].
clone
(),
G
=
w
[
p
+
1
][
n
+
1
].
clone
(),
L
=
w
[
p
][
n
+
1
].
clone
();
this
.
faces
.
push
(
new
THREE
.
Face4
(
e
,
u
,
x
,
v
,[
A
,
z
,
y
,
E
]));
this
.
faceVertexUvs
[
0
].
push
([
F
,
D
,
G
,
L
])}
if
(
!
k
&&
b
>
0
){
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
0
,
m
,
0
)));
for
(
n
=
0
;
n
<
f
;
n
++
)
e
=
t
[
0
][
n
],
u
=
t
[
0
][
n
+
this
.
vertices
[
e
].
position
.
clone
().
setY
(
0
).
normalize
(),
z
=
this
.
vertices
[
u
].
position
.
clone
().
setY
(
0
).
normalize
(),
y
=
this
.
vertices
[
x
].
position
.
clone
().
setY
(
0
).
normalize
(),
E
=
this
.
vertices
[
v
].
position
.
clone
().
setY
(
0
).
normalize
(),
F
=
w
[
p
][
n
].
clone
(),
D
=
w
[
p
+
1
][
n
].
clone
(),
G
=
w
[
p
+
1
][
n
+
1
].
clone
(),
L
=
w
[
p
][
n
+
1
].
clone
();
this
.
faces
.
push
(
new
THREE
.
Face4
(
e
,
u
,
x
,
v
,[
A
,
z
,
y
,
E
]));
this
.
faceVertexUvs
[
0
].
push
([
F
,
D
,
G
,
L
])}
if
(
!
k
&&
b
>
0
){
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
0
,
m
,
0
)));
for
(
n
=
0
;
n
<
f
;
n
++
)
e
=
t
[
0
][
n
],
u
=
t
[
0
][
n
+
...
...
build/custom/ThreeExtras.js
浏览文件 @
40d1ea10
...
@@ -138,7 +138,7 @@ a.clientY):this.noPan||(n=o=this.getMouseOnScreen(a.clientX,a.clientY))}),!1);th
...
@@ -138,7 +138,7 @@ a.clientY):this.noPan||(n=o=this.getMouseOnScreen(a.clientX,a.clientY))}),!1);th
this
.
STATE
.
NONE
&&
(
e
=!
0
)}}),
!
1
);
window
.
addEventListener
(
"
keyup
"
,
c
(
this
,
function
(){
if
(
g
!==
this
.
STATE
.
NONE
)
g
=
this
.
STATE
.
NONE
}),
!
1
)};
THREE
.
TrackballControls
.
prototype
.
STATE
=
{
NONE
:
-
1
,
ROTATE
:
0
,
ZOOM
:
1
,
PAN
:
2
};
this
.
STATE
.
NONE
&&
(
e
=!
0
)}}),
!
1
);
window
.
addEventListener
(
"
keyup
"
,
c
(
this
,
function
(){
if
(
g
!==
this
.
STATE
.
NONE
)
g
=
this
.
STATE
.
NONE
}),
!
1
)};
THREE
.
TrackballControls
.
prototype
.
STATE
=
{
NONE
:
-
1
,
ROTATE
:
0
,
ZOOM
:
1
,
PAN
:
2
};
THREE
.
CubeGeometry
=
function
(
a
,
b
,
c
,
e
,
g
,
h
,
f
,
k
,
l
){
function
m
(
a
,
c
,
b
,
f
,
k
,
l
,
m
,
o
){
var
u
,
t
,
y
=
e
||
1
,
v
=
g
||
1
,
F
=
k
/
2
,
J
=
l
/
2
,
L
=
n
.
vertices
.
length
;
if
(
a
==
"
x
"
&&
c
==
"
y
"
||
a
==
"
y
"
&&
c
==
"
x
"
)
u
=
"
z
"
;
else
if
(
a
==
"
x
"
&&
c
==
"
z
"
||
a
==
"
z
"
&&
c
==
"
x
"
)
u
=
"
y
"
,
v
=
h
||
1
;
else
if
(
a
==
"
z
"
&&
c
==
"
y
"
||
a
==
"
y
"
&&
c
==
"
z
"
)
u
=
"
x
"
,
y
=
h
||
1
;
var
N
=
y
+
1
,
K
=
v
+
1
;
k
/=
y
;
var
P
=
l
/
v
;
for
(
t
=
0
;
t
<
K
;
t
++
)
for
(
l
=
0
;
l
<
N
;
l
++
){
var
G
=
new
THREE
.
Vector3
;
G
[
a
]
=
(
l
*
k
-
F
)
*
b
;
G
[
c
]
=
(
t
*
P
-
J
)
*
f
;
G
[
u
]
=
m
;
n
.
vertices
.
push
(
new
THREE
.
Vertex
(
G
))}
for
(
t
=
0
;
t
<
v
;
t
++
)
for
(
l
=
0
;
l
<
y
;
l
++
)
n
.
faces
.
push
(
new
THREE
.
Face4
(
l
+
N
*
t
+
THREE
.
CubeGeometry
=
function
(
a
,
b
,
c
,
e
,
g
,
h
,
f
,
k
,
l
){
function
m
(
a
,
c
,
b
,
f
,
k
,
l
,
m
,
o
){
var
u
,
t
,
y
=
e
||
1
,
v
=
g
||
1
,
F
=
k
/
2
,
J
=
l
/
2
,
L
=
n
.
vertices
.
length
;
if
(
a
==
"
x
"
&&
c
==
"
y
"
||
a
==
"
y
"
&&
c
==
"
x
"
)
u
=
"
z
"
;
else
if
(
a
==
"
x
"
&&
c
==
"
z
"
||
a
==
"
z
"
&&
c
==
"
x
"
)
u
=
"
y
"
,
v
=
h
||
1
;
else
if
(
a
==
"
z
"
&&
c
==
"
y
"
||
a
==
"
y
"
&&
c
==
"
z
"
)
u
=
"
x
"
,
y
=
h
||
1
;
var
N
=
y
+
1
,
K
=
v
+
1
;
k
/=
y
;
var
P
=
l
/
v
;
for
(
t
=
0
;
t
<
K
;
t
++
)
for
(
l
=
0
;
l
<
N
;
l
++
){
var
G
=
new
THREE
.
Vector3
;
G
[
a
]
=
(
l
*
k
-
F
)
*
b
;
G
[
c
]
=
(
t
*
P
-
J
)
*
f
;
G
[
u
]
=
m
;
n
.
vertices
.
push
(
new
THREE
.
Vertex
(
G
))}
for
(
t
=
0
;
t
<
v
;
t
++
)
for
(
l
=
0
;
l
<
y
;
l
++
)
n
.
faces
.
push
(
new
THREE
.
Face4
(
l
+
N
*
t
+
L
,
l
+
N
*
(
t
+
1
)
+
L
,
l
+
1
+
N
*
(
t
+
1
)
+
L
,
l
+
1
+
N
*
t
+
L
,
null
,
null
,
o
)),
n
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
l
/
y
,
t
/
v
),
new
THREE
.
UV
(
l
/
y
,(
t
+
1
)
/
v
),
new
THREE
.
UV
((
l
+
1
)
/
y
,(
t
+
1
)
/
v
),
new
THREE
.
UV
((
l
+
1
)
/
y
,
t
/
v
)])}
THREE
.
Geometry
.
call
(
this
);
var
n
=
this
,
o
=
a
/
2
,
t
=
b
/
2
,
u
=
c
/
2
,
k
=
k
?
-
1
:
1
;
if
(
f
!==
void
0
)
if
(
f
instanceof
Array
)
this
.
materials
=
f
;
else
{
this
.
materials
=
[];
for
(
var
y
=
0
;
y
<
6
;
y
++
)
this
.
materials
.
push
([
f
])}
else
this
.
materials
=
[];
this
.
sides
=
{
px
:
!
0
,
nx
:
!
0
,
py
:
!
0
,
ny
:
!
0
,
pz
:
!
0
,
nz
:
!
0
};
if
(
l
!=
void
0
)
for
(
var
v
in
l
)
this
.
sides
[
v
]
!=
void
0
&&
(
this
.
sides
[
v
]
=
L
,
l
+
N
*
(
t
+
1
)
+
L
,
l
+
1
+
N
*
(
t
+
1
)
+
L
,
l
+
1
+
N
*
t
+
L
,
null
,
null
,
o
)),
n
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
l
/
y
,
t
/
v
),
new
THREE
.
UV
(
l
/
y
,(
t
+
1
)
/
v
),
new
THREE
.
UV
((
l
+
1
)
/
y
,(
t
+
1
)
/
v
),
new
THREE
.
UV
((
l
+
1
)
/
y
,
t
/
v
)])}
THREE
.
Geometry
.
call
(
this
);
var
n
=
this
,
o
=
a
/
2
,
t
=
b
/
2
,
u
=
c
/
2
,
k
=
k
?
-
1
:
1
;
if
(
f
!==
void
0
)
if
(
f
instanceof
Array
)
this
.
materials
=
f
;
else
{
this
.
materials
=
[];
for
(
var
y
=
0
;
y
<
6
;
y
++
)
this
.
materials
.
push
([
f
])}
else
this
.
materials
=
[];
this
.
sides
=
{
px
:
!
0
,
nx
:
!
0
,
py
:
!
0
,
ny
:
!
0
,
pz
:
!
0
,
nz
:
!
0
};
if
(
l
!=
void
0
)
for
(
var
v
in
l
)
this
.
sides
[
v
]
!=
void
0
&&
(
this
.
sides
[
v
]
=
l
[
v
]);
this
.
sides
.
px
&&
m
(
"
z
"
,
"
y
"
,
1
*
k
,
-
1
,
c
,
b
,
-
o
,
this
.
materials
[
0
]);
this
.
sides
.
nx
&&
m
(
"
z
"
,
"
y
"
,
-
1
*
k
,
-
1
,
c
,
b
,
o
,
this
.
materials
[
1
]);
this
.
sides
.
py
&&
m
(
"
x
"
,
"
z
"
,
1
*
k
,
1
,
a
,
c
,
t
,
this
.
materials
[
2
]);
this
.
sides
.
ny
&&
m
(
"
x
"
,
"
z
"
,
1
*
k
,
-
1
,
a
,
c
,
-
t
,
this
.
materials
[
3
]);
this
.
sides
.
pz
&&
m
(
"
x
"
,
"
y
"
,
1
*
k
,
-
1
,
a
,
b
,
u
,
this
.
materials
[
4
]);
this
.
sides
.
nz
&&
m
(
"
x
"
,
"
y
"
,
-
1
*
k
,
-
1
,
a
,
b
,
-
u
,
this
.
materials
[
5
]);
this
.
mergeVertices
();
this
.
computeCentroids
();
this
.
computeFaceNormals
()};
THREE
.
CubeGeometry
.
prototype
=
new
THREE
.
Geometry
;
l
[
v
]);
this
.
sides
.
px
&&
m
(
"
z
"
,
"
y
"
,
-
1
*
k
,
-
1
,
c
,
b
,
o
,
this
.
materials
[
0
]);
this
.
sides
.
nx
&&
m
(
"
z
"
,
"
y
"
,
1
*
k
,
-
1
,
c
,
b
,
-
o
,
this
.
materials
[
1
]);
this
.
sides
.
py
&&
m
(
"
x
"
,
"
z
"
,
1
*
k
,
1
,
a
,
c
,
t
,
this
.
materials
[
2
]);
this
.
sides
.
ny
&&
m
(
"
x
"
,
"
z
"
,
1
*
k
,
-
1
,
a
,
c
,
-
t
,
this
.
materials
[
3
]);
this
.
sides
.
pz
&&
m
(
"
x
"
,
"
y
"
,
1
*
k
,
-
1
,
a
,
b
,
u
,
this
.
materials
[
4
]);
this
.
sides
.
nz
&&
m
(
"
x
"
,
"
y
"
,
-
1
*
k
,
-
1
,
a
,
b
,
-
u
,
this
.
materials
[
5
]);
this
.
mergeVertices
();
this
.
computeCentroids
();
this
.
computeFaceNormals
()};
THREE
.
CubeGeometry
.
prototype
=
new
THREE
.
Geometry
;
THREE
.
CubeGeometry
.
prototype
.
constructor
=
THREE
.
CubeGeometry
;
THREE
.
CubeGeometry
.
prototype
.
constructor
=
THREE
.
CubeGeometry
;
THREE
.
CylinderGeometry
=
function
(
a
,
b
,
c
,
e
,
g
,
h
){
THREE
.
Geometry
.
call
(
this
);
var
a
=
a
!=
null
?
a
:
20
,
b
=
b
!=
null
?
b
:
20
,
c
=
c
||
100
,
f
=
c
/
2
,
e
=
e
||
8
,
g
=
g
||
1
,
k
,
l
,
m
=
[],
n
=
[];
for
(
l
=
0
;
l
<=
g
;
l
++
){
var
o
=
[],
t
=
[],
u
=
l
/
g
,
y
=
u
*
(
b
-
a
)
+
a
;
for
(
k
=
0
;
k
<=
e
;
k
++
){
var
v
=
k
/
e
;
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
y
*
Math
.
sin
(
v
*
Math
.
PI
*
2
),
-
u
*
c
+
f
,
y
*
Math
.
cos
(
v
*
Math
.
PI
*
2
))));
o
.
push
(
this
.
vertices
.
length
-
1
);
t
.
push
(
new
THREE
.
UV
(
v
,
u
))}
m
.
push
(
o
);
n
.
push
(
t
)}
for
(
l
=
0
;
l
<
g
;
l
++
)
for
(
k
=
0
;
k
<
e
;
k
++
){
var
c
=
m
[
l
][
k
],
o
=
m
[
l
+
1
][
k
],
t
=
m
[
l
+
1
][
k
+
1
],
u
=
m
[
l
][
k
+
1
],
y
=
THREE
.
CylinderGeometry
=
function
(
a
,
b
,
c
,
e
,
g
,
h
){
THREE
.
Geometry
.
call
(
this
);
var
a
=
a
!=
null
?
a
:
20
,
b
=
b
!=
null
?
b
:
20
,
c
=
c
||
100
,
f
=
c
/
2
,
e
=
e
||
8
,
g
=
g
||
1
,
k
,
l
,
m
=
[],
n
=
[];
for
(
l
=
0
;
l
<=
g
;
l
++
){
var
o
=
[],
t
=
[],
u
=
l
/
g
,
y
=
u
*
(
b
-
a
)
+
a
;
for
(
k
=
0
;
k
<=
e
;
k
++
){
var
v
=
k
/
e
;
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
y
*
Math
.
sin
(
v
*
Math
.
PI
*
2
),
-
u
*
c
+
f
,
y
*
Math
.
cos
(
v
*
Math
.
PI
*
2
))));
o
.
push
(
this
.
vertices
.
length
-
1
);
t
.
push
(
new
THREE
.
UV
(
v
,
u
))}
m
.
push
(
o
);
n
.
push
(
t
)}
for
(
l
=
0
;
l
<
g
;
l
++
)
for
(
k
=
0
;
k
<
e
;
k
++
){
var
c
=
m
[
l
][
k
],
o
=
m
[
l
+
1
][
k
],
t
=
m
[
l
+
1
][
k
+
1
],
u
=
m
[
l
][
k
+
1
],
y
=
this
.
vertices
[
c
].
position
.
clone
().
setY
(
0
).
normalize
(),
v
=
this
.
vertices
[
o
].
position
.
clone
().
setY
(
0
).
normalize
(),
p
=
this
.
vertices
[
t
].
position
.
clone
().
setY
(
0
).
normalize
(),
z
=
this
.
vertices
[
u
].
position
.
clone
().
setY
(
0
).
normalize
(),
w
=
n
[
l
][
k
].
clone
(),
x
=
n
[
l
+
1
][
k
].
clone
(),
A
=
n
[
l
+
1
][
k
+
1
].
clone
(),
D
=
n
[
l
][
k
+
1
].
clone
();
this
.
faces
.
push
(
new
THREE
.
Face4
(
c
,
o
,
t
,
u
,[
y
,
v
,
p
,
z
]));
this
.
faceVertexUvs
[
0
].
push
([
w
,
x
,
A
,
D
])}
if
(
!
h
&&
a
>
0
){
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
0
,
f
,
0
)));
for
(
k
=
0
;
k
<
e
;
k
++
)
c
=
m
[
0
][
k
],
o
=
m
[
0
][
k
+
this
.
vertices
[
c
].
position
.
clone
().
setY
(
0
).
normalize
(),
v
=
this
.
vertices
[
o
].
position
.
clone
().
setY
(
0
).
normalize
(),
p
=
this
.
vertices
[
t
].
position
.
clone
().
setY
(
0
).
normalize
(),
z
=
this
.
vertices
[
u
].
position
.
clone
().
setY
(
0
).
normalize
(),
w
=
n
[
l
][
k
].
clone
(),
x
=
n
[
l
+
1
][
k
].
clone
(),
A
=
n
[
l
+
1
][
k
+
1
].
clone
(),
D
=
n
[
l
][
k
+
1
].
clone
();
this
.
faces
.
push
(
new
THREE
.
Face4
(
c
,
o
,
t
,
u
,[
y
,
v
,
p
,
z
]));
this
.
faceVertexUvs
[
0
].
push
([
w
,
x
,
A
,
D
])}
if
(
!
h
&&
a
>
0
){
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
0
,
f
,
0
)));
for
(
k
=
0
;
k
<
e
;
k
++
)
c
=
m
[
0
][
k
],
o
=
m
[
0
][
k
+
...
...
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