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57f08733
编写于
6月 15, 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
985fb9e2
变更
2
展开全部
隐藏空白更改
内联
并排
Showing
2 changed file
with
16 addition
and
16 deletion
+16
-16
build/Three.js
build/Three.js
+12
-12
build/custom/ThreeExtras.js
build/custom/ThreeExtras.js
+4
-4
未找到文件。
build/Three.js
浏览文件 @
57f08733
此差异已折叠。
点击以展开。
build/custom/ThreeExtras.js
浏览文件 @
57f08733
...
...
@@ -35,7 +35,7 @@ this.getPrevKeyWith("pos",o,g.index-1).pos,this.points[1]=e,this.points[2]=f,thi
THREE
.
Animation
.
prototype
.
interpolateCatmullRom
=
function
(
a
,
b
){
var
c
=
[],
d
=
[],
e
,
f
,
g
,
j
,
h
,
k
;
e
=
(
a
.
length
-
1
)
*
b
;
f
=
Math
.
floor
(
e
);
e
-=
f
;
c
[
0
]
=
f
==
0
?
f
:
f
-
1
;
c
[
1
]
=
f
;
c
[
2
]
=
f
>
a
.
length
-
2
?
f
:
f
+
1
;
c
[
3
]
=
f
>
a
.
length
-
3
?
f
:
f
+
2
;
f
=
a
[
c
[
0
]];
j
=
a
[
c
[
1
]];
h
=
a
[
c
[
2
]];
k
=
a
[
c
[
3
]];
c
=
e
*
e
;
g
=
e
*
c
;
d
[
0
]
=
this
.
interpolate
(
f
[
0
],
j
[
0
],
h
[
0
],
k
[
0
],
e
,
c
,
g
);
d
[
1
]
=
this
.
interpolate
(
f
[
1
],
j
[
1
],
h
[
1
],
k
[
1
],
e
,
c
,
g
);
d
[
2
]
=
this
.
interpolate
(
f
[
2
],
j
[
2
],
h
[
2
],
k
[
2
],
e
,
c
,
g
);
return
d
};
THREE
.
Animation
.
prototype
.
interpolate
=
function
(
a
,
b
,
c
,
d
,
e
,
f
,
g
){
a
=
(
c
-
a
)
*
0.5
;
d
=
(
d
-
b
)
*
0.5
;
return
(
2
*
(
b
-
c
)
+
a
+
d
)
*
g
+
(
-
3
*
(
b
-
c
)
-
2
*
a
-
d
)
*
f
+
a
*
e
+
b
};
THREE
.
Animation
.
prototype
.
getNextKeyWith
=
function
(
a
,
b
,
c
){
var
d
=
this
.
data
.
hierarchy
[
b
].
keys
;
for
(
this
.
interpolationType
===
THREE
.
AnimationHandler
.
CATMULLROM
||
this
.
interpolationType
===
THREE
.
AnimationHandler
.
CATMULLROM_FORWARD
?
c
=
c
<
d
.
length
-
1
?
c
:
d
.
length
-
1
:
c
%=
d
.
length
;
c
<
d
.
length
;
c
++
)
if
(
d
[
c
][
a
]
!==
void
0
)
return
d
[
c
];
return
this
.
data
.
hierarchy
[
b
].
keys
[
0
]};
THREE
.
Animation
.
prototype
.
getPrevKeyWith
=
function
(
a
,
b
,
c
){
for
(
var
d
=
this
.
data
.
hierarchy
[
b
].
keys
,
c
=
this
.
interpolationType
===
THREE
.
AnimationHandler
.
CATMULLROM
||
this
.
interpolationType
===
THREE
.
AnimationHandler
.
CATMULLROM_FORWARD
?
c
>
0
?
c
:
0
:
c
>=
0
?
c
:
c
+
d
.
length
;
c
>=
0
;
c
--
)
if
(
d
[
c
][
a
]
!==
void
0
)
return
d
[
c
];
return
this
.
data
.
hierarchy
[
b
].
keys
[
d
.
length
-
1
]};
THREE
.
QuakeCamera
=
function
(
a
){
function
b
(
a
,
b
){
return
function
(){
b
.
apply
(
a
,
arguments
)}}
THREE
.
Camera
.
call
(
this
,
a
.
fov
,
a
.
aspect
,
a
.
near
,
a
.
far
,
a
.
target
);
this
.
movementSpeed
=
1
;
this
.
lookSpeed
=
0.005
0
;
this
.
noFly
=!
1
;
this
.
lookVertical
=!
0
;
this
.
autoForward
=!
1
;
this
.
activeLook
=!
0
;
this
.
heightSpeed
=!
1
;
this
.
heightCoef
=
1
;
this
.
heightMin
=
0
;
this
.
constrainVertical
=!
1
;
this
.
verticalMin
=
0
;
this
.
verticalMax
=
3.14
;
this
.
domElement
=
document
;
this
.
lastUpdate
=
(
new
Date
).
getTime
();
this
.
tdiff
=
0
;
if
(
a
){
if
(
a
.
movementSpeed
!==
void
0
)
this
.
movementSpeed
=
THREE
.
QuakeCamera
=
function
(
a
){
function
b
(
a
,
b
){
return
function
(){
b
.
apply
(
a
,
arguments
)}}
THREE
.
Camera
.
call
(
this
,
a
.
fov
,
a
.
aspect
,
a
.
near
,
a
.
far
,
a
.
target
);
this
.
movementSpeed
=
1
;
this
.
lookSpeed
=
0.005
;
this
.
noFly
=!
1
;
this
.
lookVertical
=!
0
;
this
.
autoForward
=!
1
;
this
.
activeLook
=!
0
;
this
.
heightSpeed
=!
1
;
this
.
heightCoef
=
1
;
this
.
heightMin
=
0
;
this
.
constrainVertical
=!
1
;
this
.
verticalMin
=
0
;
this
.
verticalMax
=
3.14
;
this
.
domElement
=
document
;
this
.
lastUpdate
=
(
new
Date
).
getTime
();
this
.
tdiff
=
0
;
if
(
a
){
if
(
a
.
movementSpeed
!==
void
0
)
this
.
movementSpeed
=
a
.
movementSpeed
;
if
(
a
.
lookSpeed
!==
void
0
)
this
.
lookSpeed
=
a
.
lookSpeed
;
if
(
a
.
noFly
!==
void
0
)
this
.
noFly
=
a
.
noFly
;
if
(
a
.
lookVertical
!==
void
0
)
this
.
lookVertical
=
a
.
lookVertical
;
if
(
a
.
autoForward
!==
void
0
)
this
.
autoForward
=
a
.
autoForward
;
if
(
a
.
activeLook
!==
void
0
)
this
.
activeLook
=
a
.
activeLook
;
if
(
a
.
heightSpeed
!==
void
0
)
this
.
heightSpeed
=
a
.
heightSpeed
;
if
(
a
.
heightCoef
!==
void
0
)
this
.
heightCoef
=
a
.
heightCoef
;
if
(
a
.
heightMin
!==
void
0
)
this
.
heightMin
=
a
.
heightMin
;
if
(
a
.
heightMax
!==
void
0
)
this
.
heightMax
=
a
.
heightMax
;
if
(
a
.
constrainVertical
!==
void
0
)
this
.
constrainVertical
=
a
.
constrainVertical
;
if
(
a
.
verticalMin
!==
void
0
)
this
.
verticalMin
=
a
.
verticalMin
;
if
(
a
.
verticalMax
!==
void
0
)
this
.
verticalMax
=
a
.
verticalMax
;
if
(
a
.
domElement
!==
void
0
)
this
.
domElement
=
a
.
domElement
}
this
.
theta
=
this
.
phi
=
this
.
lon
=
this
.
lat
=
this
.
mouseY
=
this
.
mouseX
=
this
.
autoSpeedFactor
=
0
;
this
.
mouseDragOn
=
this
.
freeze
=
this
.
moveRight
=
this
.
moveLeft
=
this
.
moveBackward
=
this
.
moveForward
=!
1
;
this
.
windowHalfX
=
window
.
innerWidth
/
2
;
this
.
windowHalfY
=
window
.
innerHeight
/
2
;
this
.
onMouseDown
=
function
(
a
){
a
.
preventDefault
();
a
.
stopPropagation
();
if
(
this
.
activeLook
)
switch
(
a
.
button
){
case
0
:
this
.
moveForward
=!
0
;
break
;
case
2
:
this
.
moveBackward
=!
0
}
this
.
mouseDragOn
=!
0
};
this
.
onMouseUp
=
function
(
a
){
a
.
preventDefault
();
a
.
stopPropagation
();
if
(
this
.
activeLook
)
switch
(
a
.
button
){
case
0
:
this
.
moveForward
=!
1
;
break
;
case
2
:
this
.
moveBackward
=!
1
}
this
.
mouseDragOn
=!
1
};
this
.
onMouseMove
=
function
(
a
){
this
.
mouseX
=
a
.
clientX
-
this
.
windowHalfX
;
this
.
mouseY
=
a
.
clientY
-
this
.
windowHalfY
};
this
.
onKeyDown
=
function
(
a
){
switch
(
a
.
keyCode
){
case
38
:
case
87
:
this
.
moveForward
=
...
...
@@ -47,7 +47,7 @@ this.heightSpeed?this.tdiff*((this.position.y<this.heightMin?this.heightMin:this
THREE
.
QuakeCamera
.
prototype
.
translate
=
function
(
a
,
b
){
this
.
matrix
.
rotateAxis
(
b
);
if
(
this
.
noFly
)
b
.
y
=
0
;
this
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
));
this
.
target
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
))};
THREE
.
PathCamera
=
function
(
a
){
function
b
(
a
,
c
,
b
,
d
){
var
f
=
{
name
:
b
,
fps
:
0.6
,
length
:
d
,
hierarchy
:[]},
e
,
g
=
c
.
getControlPointsArray
(),
j
=
c
.
getLength
(),
h
=
g
.
length
,
w
=
0
;
e
=
h
-
1
;
c
=
{
parent
:
-
1
,
keys
:[]};
c
.
keys
[
0
]
=
{
time
:
0
,
pos
:
g
[
0
],
rot
:[
0
,
0
,
0
,
1
],
scl
:[
1
,
1
,
1
]};
c
.
keys
[
e
]
=
{
time
:
d
,
pos
:
g
[
e
],
rot
:[
0
,
0
,
0
,
1
],
scl
:[
1
,
1
,
1
]};
for
(
e
=
1
;
e
<
h
-
1
;
e
++
)
w
=
d
*
j
.
chunks
[
e
]
/
j
.
total
,
c
.
keys
[
e
]
=
{
time
:
w
,
pos
:
g
[
e
]};
f
.
hierarchy
[
0
]
=
c
;
THREE
.
AnimationHandler
.
add
(
f
);
return
new
THREE
.
Animation
(
a
,
b
,
THREE
.
AnimationHandler
.
CATMULLROM_FORWARD
,
!
1
)}
function
c
(
a
,
c
){
var
b
,
d
,
f
=
new
THREE
.
Geometry
;
for
(
b
=
0
;
b
<
a
.
points
.
length
*
c
;
b
++
)
d
=
b
/
(
a
.
points
.
length
*
c
),
d
=
a
.
getPoint
(
d
),
f
.
vertices
[
b
]
=
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
d
.
x
,
d
.
y
,
d
.
z
));
return
f
}
function
d
(
a
,
b
){
var
d
=
c
(
b
,
10
),
f
=
c
(
b
,
10
),
e
=
new
THREE
.
LineBasicMaterial
({
color
:
16711680
,
linewidth
:
3
});
lineObj
=
new
THREE
.
Line
(
d
,
e
);
particleObj
=
new
THREE
.
ParticleSystem
(
f
,
new
THREE
.
ParticleBasicMaterial
({
color
:
16755200
,
size
:
3
}));
lineObj
.
scale
.
set
(
1
,
1
,
1
);
a
.
addChild
(
lineObj
);
particleObj
.
scale
.
set
(
1
,
1
,
1
);
a
.
addChild
(
particleObj
);
f
=
new
THREE
.
SphereGeometry
(
1
,
16
,
8
);
e
=
new
THREE
.
MeshBasicMaterial
({
color
:
65280
});
for
(
i
=
0
;
i
<
b
.
points
.
length
;
i
++
)
d
=
new
THREE
.
Mesh
(
f
,
e
),
d
.
position
.
copy
(
b
.
points
[
i
]),
d
.
updateMatrix
(),
a
.
addChild
(
d
)}
THREE
.
Camera
.
call
(
this
,
a
.
fov
,
a
.
aspect
,
a
.
near
,
a
.
far
,
a
.
target
);
this
.
id
=
"
PathCamera
"
+
THREE
.
PathCameraIdCounter
++
;
this
.
duration
=
1
E4
;
this
.
waypoints
=
[];
this
.
useConstantSpeed
=!
0
;
this
.
resamplingCoef
=
50
;
this
.
debugPath
=
new
THREE
.
Object3D
;
this
.
debugDummy
=
new
THREE
.
Object3D
;
this
.
animationParent
=
new
THREE
.
Object3D
;
this
.
lookSpeed
=
0.005
0
;
this
.
lookHorizontal
=
16
,
8
);
e
=
new
THREE
.
MeshBasicMaterial
({
color
:
65280
});
for
(
i
=
0
;
i
<
b
.
points
.
length
;
i
++
)
d
=
new
THREE
.
Mesh
(
f
,
e
),
d
.
position
.
copy
(
b
.
points
[
i
]),
d
.
updateMatrix
(),
a
.
addChild
(
d
)}
THREE
.
Camera
.
call
(
this
,
a
.
fov
,
a
.
aspect
,
a
.
near
,
a
.
far
,
a
.
target
);
this
.
id
=
"
PathCamera
"
+
THREE
.
PathCameraIdCounter
++
;
this
.
duration
=
1
E4
;
this
.
waypoints
=
[];
this
.
useConstantSpeed
=!
0
;
this
.
resamplingCoef
=
50
;
this
.
debugPath
=
new
THREE
.
Object3D
;
this
.
debugDummy
=
new
THREE
.
Object3D
;
this
.
animationParent
=
new
THREE
.
Object3D
;
this
.
lookSpeed
=
0.005
;
this
.
lookHorizontal
=
this
.
lookVertical
=!
0
;
this
.
verticalAngleMap
=
{
srcRange
:[
0
,
6.28
],
dstRange
:[
0
,
6.28
]};
this
.
horizontalAngleMap
=
{
srcRange
:[
0
,
6.28
],
dstRange
:[
0
,
6.28
]};
this
.
domElement
=
document
;
if
(
a
){
if
(
a
.
duration
!==
void
0
)
this
.
duration
=
a
.
duration
*
1
E3
;
if
(
a
.
waypoints
!==
void
0
)
this
.
waypoints
=
a
.
waypoints
;
if
(
a
.
useConstantSpeed
!==
void
0
)
this
.
useConstantSpeed
=
a
.
useConstantSpeed
;
if
(
a
.
resamplingCoef
!==
void
0
)
this
.
resamplingCoef
=
a
.
resamplingCoef
;
if
(
a
.
createDebugPath
!==
void
0
)
this
.
createDebugPath
=
a
.
createDebugPath
;
if
(
a
.
createDebugDummy
!==
void
0
)
this
.
createDebugDummy
=
a
.
createDebugDummy
;
if
(
a
.
lookSpeed
!==
void
0
)
this
.
lookSpeed
=
a
.
lookSpeed
;
if
(
a
.
lookVertical
!==
void
0
)
this
.
lookVertical
=
a
.
lookVertical
;
if
(
a
.
lookHorizontal
!==
void
0
)
this
.
lookHorizontal
=
a
.
lookHorizontal
;
if
(
a
.
verticalAngleMap
!==
void
0
)
this
.
verticalAngleMap
=
a
.
verticalAngleMap
;
if
(
a
.
horizontalAngleMap
!==
void
0
)
this
.
horizontalAngleMap
=
a
.
horizontalAngleMap
;
if
(
a
.
domElement
!==
void
0
)
this
.
domElement
=
a
.
domElement
}
this
.
theta
=
this
.
phi
=
this
.
lon
=
this
.
lat
=
this
.
mouseY
=
this
.
mouseX
=
0
;
this
.
windowHalfX
=
window
.
innerWidth
/
2
;
this
.
windowHalfY
=
window
.
innerHeight
/
2
;
var
e
=
Math
.
PI
*
2
,
f
=
Math
.
PI
/
180
;
this
.
update
=
function
(
a
,
c
,
b
){
var
d
,
g
;
this
.
lookHorizontal
&&
(
this
.
lon
+=
this
.
mouseX
*
this
.
lookSpeed
);
this
.
lookVertical
&&
(
this
.
lat
-=
this
.
mouseY
*
this
.
lookSpeed
);
this
.
lon
=
Math
.
max
(
0
,
Math
.
min
(
360
,
this
.
lon
));
this
.
lat
=
Math
.
max
(
-
85
,
Math
.
min
(
85
,
this
.
lat
));
this
.
phi
=
(
90
-
this
.
lat
)
*
f
;
this
.
theta
=
this
.
lon
*
f
;
d
=
this
.
phi
%
e
;
this
.
phi
=
d
>=
0
?
d
:
d
+
e
;
d
=
this
.
verticalAngleMap
.
srcRange
;
g
=
this
.
verticalAngleMap
.
dstRange
;
var
j
=
g
[
1
]
-
g
[
0
];
this
.
phi
=
...
...
@@ -55,7 +55,7 @@ TWEEN.Easing.Quadratic.EaseInOut(((this.phi-d[0])*(g[1]-g[0])/(d[1]-d[0])+g[0]-g
a
.
clientX
-
this
.
windowHalfX
;
this
.
mouseY
=
a
.
clientY
-
this
.
windowHalfY
};
this
.
spline
=
new
THREE
.
Spline
;
this
.
spline
.
initFromArray
(
this
.
waypoints
);
this
.
useConstantSpeed
&&
this
.
spline
.
reparametrizeByArcLength
(
this
.
resamplingCoef
);
if
(
this
.
createDebugDummy
){
var
a
=
new
THREE
.
MeshLambertMaterial
({
color
:
30719
}),
g
=
new
THREE
.
MeshLambertMaterial
({
color
:
65280
}),
j
=
new
THREE
.
CubeGeometry
(
10
,
10
,
20
),
h
=
new
THREE
.
CubeGeometry
(
2
,
2
,
10
);
this
.
animationParent
=
new
THREE
.
Mesh
(
j
,
a
);
a
=
new
THREE
.
Mesh
(
h
,
g
);
a
.
position
.
set
(
0
,
10
,
0
);
this
.
animation
=
b
(
this
.
animationParent
,
this
.
spline
,
this
.
id
,
this
.
duration
);
this
.
animationParent
.
addChild
(
this
);
this
.
animationParent
.
addChild
(
this
.
target
);
this
.
animationParent
.
addChild
(
a
)}
else
this
.
animation
=
b
(
this
.
animationParent
,
this
.
spline
,
this
.
id
,
this
.
duration
),
this
.
animationParent
.
addChild
(
this
.
target
),
this
.
animationParent
.
addChild
(
this
);
this
.
createDebugPath
&&
d
(
this
.
debugPath
,
this
.
spline
);
this
.
domElement
.
addEventListener
(
"
mousemove
"
,
function
(
a
,
c
){
return
function
(){
c
.
apply
(
a
,
arguments
)}}(
this
,
this
.
onMouseMove
),
!
1
)};
THREE
.
PathCamera
.
prototype
=
new
THREE
.
Camera
;
THREE
.
PathCamera
.
prototype
.
constructor
=
THREE
.
PathCamera
;
THREE
.
PathCamera
.
prototype
.
supr
=
THREE
.
Camera
.
prototype
;
THREE
.
PathCameraIdCounter
=
0
;
THREE
.
FlyCamera
=
function
(
a
){
function
b
(
a
,
b
){
return
function
(){
b
.
apply
(
a
,
arguments
)}}
THREE
.
Camera
.
call
(
this
,
a
.
fov
,
a
.
aspect
,
a
.
near
,
a
.
far
,
a
.
target
);
this
.
tmpQuaternion
=
new
THREE
.
Quaternion
;
this
.
movementSpeed
=
1
;
this
.
rollSpeed
=
0.005
0
;
this
.
autoForward
=
this
.
dragToLook
=!
1
;
this
.
domElement
=
document
;
if
(
a
){
if
(
a
.
movementSpeed
!==
void
0
)
this
.
movementSpeed
=
a
.
movementSpeed
;
if
(
a
.
rollSpeed
!==
void
0
)
this
.
rollSpeed
=
a
.
rollSpeed
;
if
(
a
.
dragToLook
!==
void
0
)
this
.
dragToLook
=
a
.
dragToLook
;
if
(
a
.
autoForward
!==
void
0
)
this
.
autoForward
=
THREE
.
FlyCamera
=
function
(
a
){
function
b
(
a
,
b
){
return
function
(){
b
.
apply
(
a
,
arguments
)}}
THREE
.
Camera
.
call
(
this
,
a
.
fov
,
a
.
aspect
,
a
.
near
,
a
.
far
,
a
.
target
);
this
.
tmpQuaternion
=
new
THREE
.
Quaternion
;
this
.
movementSpeed
=
1
;
this
.
rollSpeed
=
0.005
;
this
.
autoForward
=
this
.
dragToLook
=!
1
;
this
.
domElement
=
document
;
if
(
a
){
if
(
a
.
movementSpeed
!==
void
0
)
this
.
movementSpeed
=
a
.
movementSpeed
;
if
(
a
.
rollSpeed
!==
void
0
)
this
.
rollSpeed
=
a
.
rollSpeed
;
if
(
a
.
dragToLook
!==
void
0
)
this
.
dragToLook
=
a
.
dragToLook
;
if
(
a
.
autoForward
!==
void
0
)
this
.
autoForward
=
a
.
autoForward
;
if
(
a
.
domElement
!==
void
0
)
this
.
domElement
=
a
.
domElement
}
this
.
useTarget
=!
1
;
this
.
useQuaternion
=!
0
;
this
.
mouseStatus
=
0
;
this
.
moveState
=
{
up
:
0
,
down
:
0
,
left
:
0
,
right
:
0
,
forward
:
0
,
back
:
0
,
pitchUp
:
0
,
pitchDown
:
0
,
yawLeft
:
0
,
yawRight
:
0
,
rollLeft
:
0
,
rollRight
:
0
};
this
.
moveVector
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
this
.
rotationVector
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
this
.
lastUpdate
=-
1
;
this
.
tdiff
=
0
;
this
.
handleEvent
=
function
(
a
){
if
(
typeof
this
[
a
.
type
]
==
"
function
"
)
this
[
a
.
type
](
a
)};
this
.
keydown
=
function
(
a
){
if
(
!
a
.
altKey
){
switch
(
a
.
keyCode
){
case
16
:
this
.
movementSpeedMultiplier
=
0.1
;
break
;
case
87
:
this
.
moveState
.
forward
=
1
;
break
;
case
83
:
this
.
moveState
.
back
=
1
;
break
;
case
65
:
this
.
moveState
.
left
=
1
;
break
;
case
68
:
this
.
moveState
.
right
=
1
;
break
;
case
82
:
this
.
moveState
.
up
=
1
;
break
;
case
70
:
this
.
moveState
.
down
=
1
;
break
;
case
38
:
this
.
moveState
.
pitchUp
=
1
;
break
;
case
40
:
this
.
moveState
.
pitchDown
=
1
;
break
;
case
37
:
this
.
moveState
.
yawLeft
=
1
;
break
;
case
39
:
this
.
moveState
.
yawRight
=
1
;
break
;
case
81
:
this
.
moveState
.
rollLeft
=
1
;
break
;
case
69
:
this
.
moveState
.
rollRight
=
1
}
this
.
updateMovementVector
();
this
.
updateRotationVector
()}};
this
.
keyup
=
function
(
a
){
switch
(
a
.
keyCode
){
case
16
:
this
.
movementSpeedMultiplier
=
1
;
break
;
case
87
:
this
.
moveState
.
forward
=
0
;
break
;
case
83
:
this
.
moveState
.
back
=
0
;
break
;
case
65
:
this
.
moveState
.
left
=
0
;
break
;
case
68
:
this
.
moveState
.
right
=
0
;
break
;
case
82
:
this
.
moveState
.
up
=
0
;
break
;
case
70
:
this
.
moveState
.
down
=
0
;
break
;
case
38
:
this
.
moveState
.
pitchUp
=
0
;
break
;
case
40
:
this
.
moveState
.
pitchDown
=
0
;
break
;
case
37
:
this
.
moveState
.
yawLeft
=
0
;
break
;
case
39
:
this
.
moveState
.
yawRight
=
0
;
break
;
case
81
:
this
.
moveState
.
rollLeft
=
0
;
break
;
...
...
@@ -93,7 +93,7 @@ d));c instanceof THREE.Face4&&b.push(new THREE.UV(0.5+Math.atan2(m.position.x,m.
THREE
.
IcosahedronGeometry
=
function
(
a
){
function
b
(
a
,
c
,
b
){
var
d
=
Math
.
sqrt
(
a
*
a
+
c
*
c
+
b
*
b
);
return
e
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
a
/
d
,
c
/
d
,
b
/
d
)))
-
1
}
function
c
(
a
,
c
,
b
,
d
){
d
.
faces
.
push
(
new
THREE
.
Face3
(
a
,
c
,
b
))}
function
d
(
a
,
c
){
var
d
=
e
.
vertices
[
a
].
position
,
f
=
e
.
vertices
[
c
].
position
;
return
b
((
d
.
x
+
f
.
x
)
/
2
,(
d
.
y
+
f
.
y
)
/
2
,(
d
.
z
+
f
.
z
)
/
2
)}
var
e
=
this
,
f
=
new
THREE
.
Geometry
,
g
;
this
.
subdivisions
=
a
||
0
;
THREE
.
Geometry
.
call
(
this
);
a
=
(
1
+
Math
.
sqrt
(
5
))
/
2
;
b
(
-
1
,
a
,
0
);
b
(
1
,
a
,
0
);
b
(
-
1
,
-
a
,
0
);
b
(
1
,
-
a
,
0
);
b
(
0
,
-
1
,
a
);
b
(
0
,
1
,
a
);
b
(
0
,
-
1
,
-
a
);
b
(
0
,
1
,
-
a
);
b
(
a
,
0
,
-
1
);
b
(
a
,
0
,
1
);
b
(
-
a
,
0
,
-
1
);
b
(
-
a
,
0
,
1
);
c
(
0
,
11
,
5
,
f
);
c
(
0
,
5
,
1
,
f
);
c
(
0
,
1
,
7
,
f
);
c
(
0
,
7
,
10
,
f
);
c
(
0
,
10
,
11
,
f
);
c
(
1
,
5
,
9
,
f
);
c
(
5
,
11
,
4
,
f
);
c
(
11
,
10
,
2
,
f
);
c
(
10
,
7
,
6
,
f
);
c
(
7
,
1
,
8
,
f
);
c
(
3
,
9
,
4
,
f
);
c
(
3
,
4
,
2
,
f
);
c
(
3
,
2
,
6
,
f
);
c
(
3
,
6
,
8
,
f
);
c
(
3
,
8
,
9
,
f
);
c
(
4
,
9
,
5
,
f
);
c
(
2
,
4
,
11
,
f
);
c
(
6
,
2
,
10
,
f
);
c
(
8
,
6
,
7
,
f
);
c
(
9
,
8
,
1
,
f
);
for
(
a
=
0
;
a
<
this
.
subdivisions
;
a
++
){
g
=
new
THREE
.
Geometry
;
for
(
var
j
in
f
.
faces
){
var
h
=
d
(
f
.
faces
[
j
].
a
,
f
.
faces
[
j
].
b
),
k
=
d
(
f
.
faces
[
j
].
b
,
f
.
faces
[
j
].
c
),
l
=
d
(
f
.
faces
[
j
].
c
,
f
.
faces
[
j
].
a
);
c
(
f
.
faces
[
j
].
a
,
h
,
l
,
g
);
c
(
f
.
faces
[
j
].
b
,
k
,
h
,
g
);
c
(
f
.
faces
[
j
].
c
,
l
,
k
,
g
);
c
(
h
,
k
,
l
,
g
)}
f
.
faces
=
g
.
faces
}
e
.
faces
=
f
.
faces
;
delete
f
;
delete
g
;
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
computeVertexNormals
()};
THREE
.
IcosahedronGeometry
.
prototype
=
new
THREE
.
Geometry
;
THREE
.
IcosahedronGeometry
.
prototype
.
constructor
=
THREE
.
IcosahedronGeometry
;
THREE
.
LatheGeometry
=
function
(
a
,
b
,
c
){
THREE
.
Geometry
.
call
(
this
);
this
.
steps
=
b
||
12
;
this
.
angle
=
c
||
2
*
Math
.
PI
;
for
(
var
b
=
this
.
angle
/
this
.
steps
,
c
=
[],
d
=
[],
e
=
[],
f
=
[],
g
=
(
new
THREE
.
Matrix4
).
setRotationZ
(
b
),
j
=
0
;
j
<
a
.
length
;
j
++
)
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
a
[
j
])),
c
[
j
]
=
a
[
j
].
clone
(),
d
[
j
]
=
this
.
vertices
.
length
-
1
;
for
(
var
h
=
0
;
h
<=
this
.
angle
+
0.001
0
;
h
+=
b
){
for
(
j
=
0
;
j
<
c
.
length
;
j
++
)
h
<
this
.
angle
?(
c
[
j
]
=
g
.
multiplyVector3
(
c
[
j
].
clone
()),
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
c
[
j
])),
e
[
j
]
=
this
.
vertices
.
length
-
1
):
e
=
f
;
h
==
0
&&
(
f
=
d
);
THREE
.
LatheGeometry
=
function
(
a
,
b
,
c
){
THREE
.
Geometry
.
call
(
this
);
this
.
steps
=
b
||
12
;
this
.
angle
=
c
||
2
*
Math
.
PI
;
for
(
var
b
=
this
.
angle
/
this
.
steps
,
c
=
[],
d
=
[],
e
=
[],
f
=
[],
g
=
(
new
THREE
.
Matrix4
).
setRotationZ
(
b
),
j
=
0
;
j
<
a
.
length
;
j
++
)
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
a
[
j
])),
c
[
j
]
=
a
[
j
].
clone
(),
d
[
j
]
=
this
.
vertices
.
length
-
1
;
for
(
var
h
=
0
;
h
<=
this
.
angle
+
0.001
;
h
+=
b
){
for
(
j
=
0
;
j
<
c
.
length
;
j
++
)
h
<
this
.
angle
?(
c
[
j
]
=
g
.
multiplyVector3
(
c
[
j
].
clone
()),
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
c
[
j
])),
e
[
j
]
=
this
.
vertices
.
length
-
1
):
e
=
f
;
h
==
0
&&
(
f
=
d
);
for
(
j
=
0
;
j
<
d
.
length
-
1
;
j
++
)
this
.
faces
.
push
(
new
THREE
.
Face4
(
e
[
j
],
e
[
j
+
1
],
d
[
j
+
1
],
d
[
j
])),
this
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
1
-
h
/
this
.
angle
,
j
/
a
.
length
),
new
THREE
.
UV
(
1
-
h
/
this
.
angle
,(
j
+
1
)
/
a
.
length
),
new
THREE
.
UV
(
1
-
(
h
-
b
)
/
this
.
angle
,(
j
+
1
)
/
a
.
length
),
new
THREE
.
UV
(
1
-
(
h
-
b
)
/
this
.
angle
,
j
/
a
.
length
)]);
d
=
e
;
e
=
[]}
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
computeVertexNormals
()};
THREE
.
LatheGeometry
.
prototype
=
new
THREE
.
Geometry
;
THREE
.
LatheGeometry
.
prototype
.
constructor
=
THREE
.
LatheGeometry
;
THREE
.
PlaneGeometry
=
function
(
a
,
b
,
c
,
d
){
THREE
.
Geometry
.
call
(
this
);
var
e
,
f
=
a
/
2
,
g
=
b
/
2
,
c
=
c
||
1
,
d
=
d
||
1
,
j
=
c
+
1
,
h
=
d
+
1
;
a
/=
c
;
var
k
=
b
/
d
;
for
(
e
=
0
;
e
<
h
;
e
++
)
for
(
b
=
0
;
b
<
j
;
b
++
)
this
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
b
*
a
-
f
,
-
(
e
*
k
-
g
),
0
)));
for
(
e
=
0
;
e
<
d
;
e
++
)
for
(
b
=
0
;
b
<
c
;
b
++
)
this
.
faces
.
push
(
new
THREE
.
Face4
(
b
+
j
*
e
,
b
+
j
*
(
e
+
1
),
b
+
1
+
j
*
(
e
+
1
),
b
+
1
+
j
*
e
)),
this
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
b
/
c
,
e
/
d
),
new
THREE
.
UV
(
b
/
c
,(
e
+
1
)
/
d
),
new
THREE
.
UV
((
b
+
1
)
/
c
,(
e
+
1
)
/
d
),
new
THREE
.
UV
((
b
+
1
)
/
c
,
e
/
d
)]);
this
.
computeCentroids
();
this
.
computeFaceNormals
()};
THREE
.
PlaneGeometry
.
prototype
=
new
THREE
.
Geometry
;
THREE
.
PlaneGeometry
.
prototype
.
constructor
=
THREE
.
PlaneGeometry
;
...
...
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