提交 41d5cb0b 编写于 作者: M Mr.doob

Updated builds.

上级 47b7e069
......@@ -15626,9 +15626,9 @@
isCamera: true,
copy: function ( source ) {
copy: function ( source, recursive ) {
Object3D.prototype.copy.call( this, source );
Object3D.prototype.copy.call( this, source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
......@@ -15697,9 +15697,9 @@
isPerspectiveCamera: true,
copy: function ( source ) {
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source );
Camera.prototype.copy.call( this, source, recursive );
this.fov = source.fov;
this.zoom = source.zoom;
......@@ -15912,9 +15912,9 @@
isOrthographicCamera: true,
copy: function ( source ) {
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source );
Camera.prototype.copy.call( this, source, recursive );
this.left = source.left;
this.right = source.right;
......@@ -26411,7 +26411,6 @@
if ( typeof ( shapes ) === "undefined" ) {
shapes = [];
return;
}
......@@ -26566,8 +26565,6 @@
}
reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
}
......@@ -26611,7 +26608,7 @@
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
......
此差异已折叠。
......@@ -15620,9 +15620,9 @@ Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
isCamera: true,
copy: function ( source ) {
copy: function ( source, recursive ) {
Object3D.prototype.copy.call( this, source );
Object3D.prototype.copy.call( this, source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
......@@ -15691,9 +15691,9 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ),
isPerspectiveCamera: true,
copy: function ( source ) {
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source );
Camera.prototype.copy.call( this, source, recursive );
this.fov = source.fov;
this.zoom = source.zoom;
......@@ -15906,9 +15906,9 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ),
isOrthographicCamera: true,
copy: function ( source ) {
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source );
Camera.prototype.copy.call( this, source, recursive );
this.left = source.left;
this.right = source.right;
......@@ -26405,7 +26405,6 @@ function ExtrudeBufferGeometry( shapes, options ) {
if ( typeof ( shapes ) === "undefined" ) {
shapes = [];
return;
}
......@@ -26560,8 +26559,6 @@ ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
}
reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
}
......@@ -26605,7 +26602,7 @@ ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册