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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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5bc03a68
编写于
1月 20, 2012
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Expanded Object3D doc. Removed unused "Object3D.dynamic" property.
上级
67378177
变更
7
隐藏空白更改
内联
并排
Showing
7 changed file
with
218 addition
and
7 deletion
+218
-7
build/Three.js
build/Three.js
+1
-1
build/custom/ThreeCanvas.js
build/custom/ThreeCanvas.js
+1
-1
build/custom/ThreeDOM.js
build/custom/ThreeDOM.js
+1
-1
build/custom/ThreeSVG.js
build/custom/ThreeSVG.js
+1
-1
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+1
-1
docs/api/core/Object3D.rst
docs/api/core/Object3D.rst
+213
-0
src/core/Object3D.js
src/core/Object3D.js
+0
-2
未找到文件。
build/Three.js
浏览文件 @
5bc03a68
...
...
@@ -57,7 +57,7 @@ translate:function(a){var b=a.x,c=a.y,a=a.z;this.n14=this.n11*b+this.n12*c+this.
THREE
.
Matrix4
.
makeInvert3x3
=
function
(
a
){
var
b
=
a
.
m33
,
c
=
b
.
m
,
d
=
a
.
n33
*
a
.
n22
-
a
.
n32
*
a
.
n23
,
f
=-
a
.
n33
*
a
.
n21
+
a
.
n31
*
a
.
n23
,
g
=
a
.
n32
*
a
.
n21
-
a
.
n31
*
a
.
n22
,
e
=-
a
.
n33
*
a
.
n12
+
a
.
n32
*
a
.
n13
,
h
=
a
.
n33
*
a
.
n11
-
a
.
n31
*
a
.
n13
,
i
=-
a
.
n32
*
a
.
n11
+
a
.
n31
*
a
.
n12
,
k
=
a
.
n23
*
a
.
n12
-
a
.
n22
*
a
.
n13
,
l
=-
a
.
n23
*
a
.
n11
+
a
.
n21
*
a
.
n13
,
p
=
a
.
n22
*
a
.
n11
-
a
.
n21
*
a
.
n12
,
a
=
a
.
n11
*
d
+
a
.
n21
*
e
+
a
.
n31
*
k
;
if
(
0
===
a
)
return
null
;
a
=
1
/
a
;
c
[
0
]
=
a
*
d
;
c
[
1
]
=
a
*
f
;
c
[
2
]
=
a
*
g
;
c
[
3
]
=
a
*
e
;
c
[
4
]
=
a
*
h
;
c
[
5
]
=
a
*
i
;
c
[
6
]
=
a
*
k
;
c
[
7
]
=
a
*
l
;
c
[
8
]
=
a
*
p
;
return
b
};
THREE
.
Matrix4
.
makeFrustum
=
function
(
a
,
b
,
c
,
d
,
f
,
g
){
var
e
;
e
=
new
THREE
.
Matrix4
;
e
.
n11
=
2
*
f
/
(
b
-
a
);
e
.
n12
=
0
;
e
.
n13
=
(
b
+
a
)
/
(
b
-
a
);
e
.
n14
=
0
;
e
.
n21
=
0
;
e
.
n22
=
2
*
f
/
(
d
-
c
);
e
.
n23
=
(
d
+
c
)
/
(
d
-
c
);
e
.
n24
=
0
;
e
.
n31
=
0
;
e
.
n32
=
0
;
e
.
n33
=-
(
g
+
f
)
/
(
g
-
f
);
e
.
n34
=-
2
*
g
*
f
/
(
g
-
f
);
e
.
n41
=
0
;
e
.
n42
=
0
;
e
.
n43
=-
1
;
e
.
n44
=
0
;
return
e
};
THREE
.
Matrix4
.
makePerspective
=
function
(
a
,
b
,
c
,
d
){
var
f
,
a
=
c
*
Math
.
tan
(
a
*
Math
.
PI
/
360
);
f
=-
a
;
return
THREE
.
Matrix4
.
makeFrustum
(
f
*
b
,
a
*
b
,
f
,
a
,
c
,
d
)};
THREE
.
Matrix4
.
makeOrtho
=
function
(
a
,
b
,
c
,
d
,
f
,
g
){
var
e
,
h
,
i
,
k
;
e
=
new
THREE
.
Matrix4
;
h
=
b
-
a
;
i
=
c
-
d
;
k
=
g
-
f
;
e
.
n11
=
2
/
h
;
e
.
n12
=
0
;
e
.
n13
=
0
;
e
.
n14
=-
((
b
+
a
)
/
h
);
e
.
n21
=
0
;
e
.
n22
=
2
/
i
;
e
.
n23
=
0
;
e
.
n24
=-
((
c
+
d
)
/
i
);
e
.
n31
=
0
;
e
.
n32
=
0
;
e
.
n33
=-
2
/
k
;
e
.
n34
=-
((
g
+
f
)
/
k
);
e
.
n41
=
0
;
e
.
n42
=
0
;
e
.
n43
=
0
;
e
.
n44
=
1
;
return
e
};
THREE
.
Matrix4
.
__v1
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v2
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v3
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__m1
=
new
THREE
.
Matrix4
;
THREE
.
Matrix4
.
__m2
=
new
THREE
.
Matrix4
;
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=
this
.
dynamic
=
!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
!
0
;
this
.
quaternion
=
new
THREE
.
Quaternion
;
this
.
useQuaternion
=!
1
;
this
.
boundRadius
=
0
;
this
.
boundRadiusScale
=
1
;
this
.
visible
=!
0
;
this
.
receiveShadow
=
this
.
castShadow
=!
1
;
this
.
frustumCulled
=!
0
;
this
.
_vector
=
new
THREE
.
Vector3
};
THREE
.
Object3D
.
prototype
=
{
constructor
:
THREE
.
Object3D
,
translate
:
function
(
a
,
b
){
this
.
matrix
.
rotateAxis
(
b
);
this
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
))},
translateX
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
1
,
0
,
0
))},
translateY
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
1
,
0
))},
translateZ
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
0
,
1
))},
lookAt
:
function
(
a
){
this
.
matrix
.
lookAt
(
a
,
this
.
position
,
this
.
up
);
this
.
rotationAutoUpdate
&&
this
.
rotation
.
setRotationFromMatrix
(
this
.
matrix
)},
add
:
function
(
a
){
if
(
-
1
===
this
.
children
.
indexOf
(
a
)){
void
0
!==
a
.
parent
&&
a
.
parent
.
remove
(
a
);
a
.
parent
=
this
;
this
.
children
.
push
(
a
);
for
(
var
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
addObject
(
a
)}},
remove
:
function
(
a
){
var
b
=
this
.
children
.
indexOf
(
a
);
if
(
-
1
!==
b
){
a
.
parent
=
void
0
;
this
.
children
.
splice
(
b
,
1
);
for
(
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
removeObject
(
a
)}},
getChildByName
:
function
(
a
,
b
){
var
c
,
d
,
f
;
for
(
c
=
0
,
d
=
this
.
children
.
length
;
c
<
d
;
c
++
){
f
=
this
.
children
[
c
];
if
(
f
.
name
===
...
...
build/custom/ThreeCanvas.js
浏览文件 @
5bc03a68
...
...
@@ -56,7 +56,7 @@ translate:function(a){var b=a.x,c=a.y,a=a.z;this.n14=this.n11*b+this.n12*c+this.
THREE
.
Matrix4
.
makeInvert3x3
=
function
(
a
){
var
b
=
a
.
m33
,
c
=
b
.
m
,
d
=
a
.
n33
*
a
.
n22
-
a
.
n32
*
a
.
n23
,
e
=-
a
.
n33
*
a
.
n21
+
a
.
n31
*
a
.
n23
,
f
=
a
.
n32
*
a
.
n21
-
a
.
n31
*
a
.
n22
,
g
=-
a
.
n33
*
a
.
n12
+
a
.
n32
*
a
.
n13
,
i
=
a
.
n33
*
a
.
n11
-
a
.
n31
*
a
.
n13
,
m
=-
a
.
n32
*
a
.
n11
+
a
.
n31
*
a
.
n12
,
h
=
a
.
n23
*
a
.
n12
-
a
.
n22
*
a
.
n13
,
l
=-
a
.
n23
*
a
.
n11
+
a
.
n21
*
a
.
n13
,
o
=
a
.
n22
*
a
.
n11
-
a
.
n21
*
a
.
n12
,
a
=
a
.
n11
*
d
+
a
.
n21
*
g
+
a
.
n31
*
h
;
if
(
0
===
a
)
return
null
;
a
=
1
/
a
;
c
[
0
]
=
a
*
d
;
c
[
1
]
=
a
*
e
;
c
[
2
]
=
a
*
f
;
c
[
3
]
=
a
*
g
;
c
[
4
]
=
a
*
i
;
c
[
5
]
=
a
*
m
;
c
[
6
]
=
a
*
h
;
c
[
7
]
=
a
*
l
;
c
[
8
]
=
a
*
o
;
return
b
};
THREE
.
Matrix4
.
makeFrustum
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
g
;
g
=
new
THREE
.
Matrix4
;
g
.
n11
=
2
*
e
/
(
b
-
a
);
g
.
n12
=
0
;
g
.
n13
=
(
b
+
a
)
/
(
b
-
a
);
g
.
n14
=
0
;
g
.
n21
=
0
;
g
.
n22
=
2
*
e
/
(
d
-
c
);
g
.
n23
=
(
d
+
c
)
/
(
d
-
c
);
g
.
n24
=
0
;
g
.
n31
=
0
;
g
.
n32
=
0
;
g
.
n33
=-
(
f
+
e
)
/
(
f
-
e
);
g
.
n34
=-
2
*
f
*
e
/
(
f
-
e
);
g
.
n41
=
0
;
g
.
n42
=
0
;
g
.
n43
=-
1
;
g
.
n44
=
0
;
return
g
};
THREE
.
Matrix4
.
makePerspective
=
function
(
a
,
b
,
c
,
d
){
var
e
,
a
=
c
*
Math
.
tan
(
a
*
Math
.
PI
/
360
);
e
=-
a
;
return
THREE
.
Matrix4
.
makeFrustum
(
e
*
b
,
a
*
b
,
e
,
a
,
c
,
d
)};
THREE
.
Matrix4
.
makeOrtho
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
g
,
i
,
m
,
h
;
g
=
new
THREE
.
Matrix4
;
i
=
b
-
a
;
m
=
c
-
d
;
h
=
f
-
e
;
g
.
n11
=
2
/
i
;
g
.
n12
=
0
;
g
.
n13
=
0
;
g
.
n14
=-
((
b
+
a
)
/
i
);
g
.
n21
=
0
;
g
.
n22
=
2
/
m
;
g
.
n23
=
0
;
g
.
n24
=-
((
c
+
d
)
/
m
);
g
.
n31
=
0
;
g
.
n32
=
0
;
g
.
n33
=-
2
/
h
;
g
.
n34
=-
((
f
+
e
)
/
h
);
g
.
n41
=
0
;
g
.
n42
=
0
;
g
.
n43
=
0
;
g
.
n44
=
1
;
return
g
};
THREE
.
Matrix4
.
__v1
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v2
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v3
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__m1
=
new
THREE
.
Matrix4
;
THREE
.
Matrix4
.
__m2
=
new
THREE
.
Matrix4
;
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=
this
.
dynamic
=
!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
!
0
;
this
.
quaternion
=
new
THREE
.
Quaternion
;
this
.
useQuaternion
=!
1
;
this
.
boundRadius
=
0
;
this
.
boundRadiusScale
=
1
;
this
.
visible
=!
0
;
this
.
receiveShadow
=
this
.
castShadow
=!
1
;
this
.
frustumCulled
=!
0
;
this
.
_vector
=
new
THREE
.
Vector3
};
THREE
.
Object3D
.
prototype
=
{
constructor
:
THREE
.
Object3D
,
translate
:
function
(
a
,
b
){
this
.
matrix
.
rotateAxis
(
b
);
this
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
))},
translateX
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
1
,
0
,
0
))},
translateY
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
1
,
0
))},
translateZ
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
0
,
1
))},
lookAt
:
function
(
a
){
this
.
matrix
.
lookAt
(
a
,
this
.
position
,
this
.
up
);
this
.
rotationAutoUpdate
&&
this
.
rotation
.
setRotationFromMatrix
(
this
.
matrix
)},
add
:
function
(
a
){
if
(
-
1
===
this
.
children
.
indexOf
(
a
)){
void
0
!==
a
.
parent
&&
a
.
parent
.
remove
(
a
);
a
.
parent
=
this
;
this
.
children
.
push
(
a
);
for
(
var
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
addObject
(
a
)}},
remove
:
function
(
a
){
var
b
=
this
.
children
.
indexOf
(
a
);
if
(
-
1
!==
b
){
a
.
parent
=
void
0
;
this
.
children
.
splice
(
b
,
1
);
for
(
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
removeObject
(
a
)}},
getChildByName
:
function
(
a
,
b
){
var
c
,
d
,
e
;
for
(
c
=
0
,
d
=
this
.
children
.
length
;
c
<
d
;
c
++
){
e
=
this
.
children
[
c
];
if
(
e
.
name
===
...
...
build/custom/ThreeDOM.js
浏览文件 @
5bc03a68
...
...
@@ -56,7 +56,7 @@ translate:function(a){var b=a.x,c=a.y,a=a.z;this.n14=this.n11*b+this.n12*c+this.
THREE
.
Matrix4
.
makeInvert3x3
=
function
(
a
){
var
b
=
a
.
m33
,
c
=
b
.
m
,
d
=
a
.
n33
*
a
.
n22
-
a
.
n32
*
a
.
n23
,
e
=-
a
.
n33
*
a
.
n21
+
a
.
n31
*
a
.
n23
,
f
=
a
.
n32
*
a
.
n21
-
a
.
n31
*
a
.
n22
,
g
=-
a
.
n33
*
a
.
n12
+
a
.
n32
*
a
.
n13
,
h
=
a
.
n33
*
a
.
n11
-
a
.
n31
*
a
.
n13
,
k
=-
a
.
n32
*
a
.
n11
+
a
.
n31
*
a
.
n12
,
i
=
a
.
n23
*
a
.
n12
-
a
.
n22
*
a
.
n13
,
j
=-
a
.
n23
*
a
.
n11
+
a
.
n21
*
a
.
n13
,
l
=
a
.
n22
*
a
.
n11
-
a
.
n21
*
a
.
n12
,
a
=
a
.
n11
*
d
+
a
.
n21
*
g
+
a
.
n31
*
i
;
if
(
0
===
a
)
return
null
;
a
=
1
/
a
;
c
[
0
]
=
a
*
d
;
c
[
1
]
=
a
*
e
;
c
[
2
]
=
a
*
f
;
c
[
3
]
=
a
*
g
;
c
[
4
]
=
a
*
h
;
c
[
5
]
=
a
*
k
;
c
[
6
]
=
a
*
i
;
c
[
7
]
=
a
*
j
;
c
[
8
]
=
a
*
l
;
return
b
};
THREE
.
Matrix4
.
makeFrustum
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
g
;
g
=
new
THREE
.
Matrix4
;
g
.
n11
=
2
*
e
/
(
b
-
a
);
g
.
n12
=
0
;
g
.
n13
=
(
b
+
a
)
/
(
b
-
a
);
g
.
n14
=
0
;
g
.
n21
=
0
;
g
.
n22
=
2
*
e
/
(
d
-
c
);
g
.
n23
=
(
d
+
c
)
/
(
d
-
c
);
g
.
n24
=
0
;
g
.
n31
=
0
;
g
.
n32
=
0
;
g
.
n33
=-
(
f
+
e
)
/
(
f
-
e
);
g
.
n34
=-
2
*
f
*
e
/
(
f
-
e
);
g
.
n41
=
0
;
g
.
n42
=
0
;
g
.
n43
=-
1
;
g
.
n44
=
0
;
return
g
};
THREE
.
Matrix4
.
makePerspective
=
function
(
a
,
b
,
c
,
d
){
var
e
,
a
=
c
*
Math
.
tan
(
a
*
Math
.
PI
/
360
);
e
=-
a
;
return
THREE
.
Matrix4
.
makeFrustum
(
e
*
b
,
a
*
b
,
e
,
a
,
c
,
d
)};
THREE
.
Matrix4
.
makeOrtho
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
g
,
h
,
k
,
i
;
g
=
new
THREE
.
Matrix4
;
h
=
b
-
a
;
k
=
c
-
d
;
i
=
f
-
e
;
g
.
n11
=
2
/
h
;
g
.
n12
=
0
;
g
.
n13
=
0
;
g
.
n14
=-
((
b
+
a
)
/
h
);
g
.
n21
=
0
;
g
.
n22
=
2
/
k
;
g
.
n23
=
0
;
g
.
n24
=-
((
c
+
d
)
/
k
);
g
.
n31
=
0
;
g
.
n32
=
0
;
g
.
n33
=-
2
/
i
;
g
.
n34
=-
((
f
+
e
)
/
i
);
g
.
n41
=
0
;
g
.
n42
=
0
;
g
.
n43
=
0
;
g
.
n44
=
1
;
return
g
};
THREE
.
Matrix4
.
__v1
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v2
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v3
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__m1
=
new
THREE
.
Matrix4
;
THREE
.
Matrix4
.
__m2
=
new
THREE
.
Matrix4
;
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=
this
.
dynamic
=
!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
!
0
;
this
.
quaternion
=
new
THREE
.
Quaternion
;
this
.
useQuaternion
=!
1
;
this
.
boundRadius
=
0
;
this
.
boundRadiusScale
=
1
;
this
.
visible
=!
0
;
this
.
receiveShadow
=
this
.
castShadow
=!
1
;
this
.
frustumCulled
=!
0
;
this
.
_vector
=
new
THREE
.
Vector3
};
THREE
.
Object3D
.
prototype
=
{
constructor
:
THREE
.
Object3D
,
translate
:
function
(
a
,
b
){
this
.
matrix
.
rotateAxis
(
b
);
this
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
))},
translateX
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
1
,
0
,
0
))},
translateY
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
1
,
0
))},
translateZ
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
0
,
1
))},
lookAt
:
function
(
a
){
this
.
matrix
.
lookAt
(
a
,
this
.
position
,
this
.
up
);
this
.
rotationAutoUpdate
&&
this
.
rotation
.
setRotationFromMatrix
(
this
.
matrix
)},
add
:
function
(
a
){
if
(
-
1
===
this
.
children
.
indexOf
(
a
)){
void
0
!==
a
.
parent
&&
a
.
parent
.
remove
(
a
);
a
.
parent
=
this
;
this
.
children
.
push
(
a
);
for
(
var
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
addObject
(
a
)}},
remove
:
function
(
a
){
var
b
=
this
.
children
.
indexOf
(
a
);
if
(
-
1
!==
b
){
a
.
parent
=
void
0
;
this
.
children
.
splice
(
b
,
1
);
for
(
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
removeObject
(
a
)}},
getChildByName
:
function
(
a
,
b
){
var
c
,
d
,
e
;
for
(
c
=
0
,
d
=
this
.
children
.
length
;
c
<
d
;
c
++
){
e
=
this
.
children
[
c
];
if
(
e
.
name
===
...
...
build/custom/ThreeSVG.js
浏览文件 @
5bc03a68
...
...
@@ -56,7 +56,7 @@ translate:function(a){var b=a.x,c=a.y,a=a.z;this.n14=this.n11*b+this.n12*c+this.
THREE
.
Matrix4
.
makeInvert3x3
=
function
(
a
){
var
b
=
a
.
m33
,
c
=
b
.
m
,
d
=
a
.
n33
*
a
.
n22
-
a
.
n32
*
a
.
n23
,
e
=-
a
.
n33
*
a
.
n21
+
a
.
n31
*
a
.
n23
,
f
=
a
.
n32
*
a
.
n21
-
a
.
n31
*
a
.
n22
,
g
=-
a
.
n33
*
a
.
n12
+
a
.
n32
*
a
.
n13
,
h
=
a
.
n33
*
a
.
n11
-
a
.
n31
*
a
.
n13
,
l
=-
a
.
n32
*
a
.
n11
+
a
.
n31
*
a
.
n12
,
j
=
a
.
n23
*
a
.
n12
-
a
.
n22
*
a
.
n13
,
i
=-
a
.
n23
*
a
.
n11
+
a
.
n21
*
a
.
n13
,
m
=
a
.
n22
*
a
.
n11
-
a
.
n21
*
a
.
n12
,
a
=
a
.
n11
*
d
+
a
.
n21
*
g
+
a
.
n31
*
j
;
if
(
0
===
a
)
return
null
;
a
=
1
/
a
;
c
[
0
]
=
a
*
d
;
c
[
1
]
=
a
*
e
;
c
[
2
]
=
a
*
f
;
c
[
3
]
=
a
*
g
;
c
[
4
]
=
a
*
h
;
c
[
5
]
=
a
*
l
;
c
[
6
]
=
a
*
j
;
c
[
7
]
=
a
*
i
;
c
[
8
]
=
a
*
m
;
return
b
};
THREE
.
Matrix4
.
makeFrustum
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
g
;
g
=
new
THREE
.
Matrix4
;
g
.
n11
=
2
*
e
/
(
b
-
a
);
g
.
n12
=
0
;
g
.
n13
=
(
b
+
a
)
/
(
b
-
a
);
g
.
n14
=
0
;
g
.
n21
=
0
;
g
.
n22
=
2
*
e
/
(
d
-
c
);
g
.
n23
=
(
d
+
c
)
/
(
d
-
c
);
g
.
n24
=
0
;
g
.
n31
=
0
;
g
.
n32
=
0
;
g
.
n33
=-
(
f
+
e
)
/
(
f
-
e
);
g
.
n34
=-
2
*
f
*
e
/
(
f
-
e
);
g
.
n41
=
0
;
g
.
n42
=
0
;
g
.
n43
=-
1
;
g
.
n44
=
0
;
return
g
};
THREE
.
Matrix4
.
makePerspective
=
function
(
a
,
b
,
c
,
d
){
var
e
,
a
=
c
*
Math
.
tan
(
a
*
Math
.
PI
/
360
);
e
=-
a
;
return
THREE
.
Matrix4
.
makeFrustum
(
e
*
b
,
a
*
b
,
e
,
a
,
c
,
d
)};
THREE
.
Matrix4
.
makeOrtho
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
g
,
h
,
l
,
j
;
g
=
new
THREE
.
Matrix4
;
h
=
b
-
a
;
l
=
c
-
d
;
j
=
f
-
e
;
g
.
n11
=
2
/
h
;
g
.
n12
=
0
;
g
.
n13
=
0
;
g
.
n14
=-
((
b
+
a
)
/
h
);
g
.
n21
=
0
;
g
.
n22
=
2
/
l
;
g
.
n23
=
0
;
g
.
n24
=-
((
c
+
d
)
/
l
);
g
.
n31
=
0
;
g
.
n32
=
0
;
g
.
n33
=-
2
/
j
;
g
.
n34
=-
((
f
+
e
)
/
j
);
g
.
n41
=
0
;
g
.
n42
=
0
;
g
.
n43
=
0
;
g
.
n44
=
1
;
return
g
};
THREE
.
Matrix4
.
__v1
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v2
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v3
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__m1
=
new
THREE
.
Matrix4
;
THREE
.
Matrix4
.
__m2
=
new
THREE
.
Matrix4
;
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=
this
.
dynamic
=
!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
!
0
;
this
.
quaternion
=
new
THREE
.
Quaternion
;
this
.
useQuaternion
=!
1
;
this
.
boundRadius
=
0
;
this
.
boundRadiusScale
=
1
;
this
.
visible
=!
0
;
this
.
receiveShadow
=
this
.
castShadow
=!
1
;
this
.
frustumCulled
=!
0
;
this
.
_vector
=
new
THREE
.
Vector3
};
THREE
.
Object3D
.
prototype
=
{
constructor
:
THREE
.
Object3D
,
translate
:
function
(
a
,
b
){
this
.
matrix
.
rotateAxis
(
b
);
this
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
))},
translateX
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
1
,
0
,
0
))},
translateY
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
1
,
0
))},
translateZ
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
0
,
1
))},
lookAt
:
function
(
a
){
this
.
matrix
.
lookAt
(
a
,
this
.
position
,
this
.
up
);
this
.
rotationAutoUpdate
&&
this
.
rotation
.
setRotationFromMatrix
(
this
.
matrix
)},
add
:
function
(
a
){
if
(
-
1
===
this
.
children
.
indexOf
(
a
)){
void
0
!==
a
.
parent
&&
a
.
parent
.
remove
(
a
);
a
.
parent
=
this
;
this
.
children
.
push
(
a
);
for
(
var
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
addObject
(
a
)}},
remove
:
function
(
a
){
var
b
=
this
.
children
.
indexOf
(
a
);
if
(
-
1
!==
b
){
a
.
parent
=
void
0
;
this
.
children
.
splice
(
b
,
1
);
for
(
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
removeObject
(
a
)}},
getChildByName
:
function
(
a
,
b
){
var
c
,
d
,
e
;
for
(
c
=
0
,
d
=
this
.
children
.
length
;
c
<
d
;
c
++
){
e
=
this
.
children
[
c
];
if
(
e
.
name
===
...
...
build/custom/ThreeWebGL.js
浏览文件 @
5bc03a68
...
...
@@ -56,7 +56,7 @@ translate:function(a){var b=a.x,c=a.y,a=a.z;this.n14=this.n11*b+this.n12*c+this.
THREE
.
Matrix4
.
makeInvert3x3
=
function
(
a
){
var
b
=
a
.
m33
,
c
=
b
.
m
,
d
=
a
.
n33
*
a
.
n22
-
a
.
n32
*
a
.
n23
,
e
=-
a
.
n33
*
a
.
n21
+
a
.
n31
*
a
.
n23
,
f
=
a
.
n32
*
a
.
n21
-
a
.
n31
*
a
.
n22
,
h
=-
a
.
n33
*
a
.
n12
+
a
.
n32
*
a
.
n13
,
i
=
a
.
n33
*
a
.
n11
-
a
.
n31
*
a
.
n13
,
k
=-
a
.
n32
*
a
.
n11
+
a
.
n31
*
a
.
n12
,
l
=
a
.
n23
*
a
.
n12
-
a
.
n22
*
a
.
n13
,
j
=-
a
.
n23
*
a
.
n11
+
a
.
n21
*
a
.
n13
,
n
=
a
.
n22
*
a
.
n11
-
a
.
n21
*
a
.
n12
,
a
=
a
.
n11
*
d
+
a
.
n21
*
h
+
a
.
n31
*
l
;
if
(
0
===
a
)
return
null
;
a
=
1
/
a
;
c
[
0
]
=
a
*
d
;
c
[
1
]
=
a
*
e
;
c
[
2
]
=
a
*
f
;
c
[
3
]
=
a
*
h
;
c
[
4
]
=
a
*
i
;
c
[
5
]
=
a
*
k
;
c
[
6
]
=
a
*
l
;
c
[
7
]
=
a
*
j
;
c
[
8
]
=
a
*
n
;
return
b
};
THREE
.
Matrix4
.
makeFrustum
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
h
;
h
=
new
THREE
.
Matrix4
;
h
.
n11
=
2
*
e
/
(
b
-
a
);
h
.
n12
=
0
;
h
.
n13
=
(
b
+
a
)
/
(
b
-
a
);
h
.
n14
=
0
;
h
.
n21
=
0
;
h
.
n22
=
2
*
e
/
(
d
-
c
);
h
.
n23
=
(
d
+
c
)
/
(
d
-
c
);
h
.
n24
=
0
;
h
.
n31
=
0
;
h
.
n32
=
0
;
h
.
n33
=-
(
f
+
e
)
/
(
f
-
e
);
h
.
n34
=-
2
*
f
*
e
/
(
f
-
e
);
h
.
n41
=
0
;
h
.
n42
=
0
;
h
.
n43
=-
1
;
h
.
n44
=
0
;
return
h
};
THREE
.
Matrix4
.
makePerspective
=
function
(
a
,
b
,
c
,
d
){
var
e
,
a
=
c
*
Math
.
tan
(
a
*
Math
.
PI
/
360
);
e
=-
a
;
return
THREE
.
Matrix4
.
makeFrustum
(
e
*
b
,
a
*
b
,
e
,
a
,
c
,
d
)};
THREE
.
Matrix4
.
makeOrtho
=
function
(
a
,
b
,
c
,
d
,
e
,
f
){
var
h
,
i
,
k
,
l
;
h
=
new
THREE
.
Matrix4
;
i
=
b
-
a
;
k
=
c
-
d
;
l
=
f
-
e
;
h
.
n11
=
2
/
i
;
h
.
n12
=
0
;
h
.
n13
=
0
;
h
.
n14
=-
((
b
+
a
)
/
i
);
h
.
n21
=
0
;
h
.
n22
=
2
/
k
;
h
.
n23
=
0
;
h
.
n24
=-
((
c
+
d
)
/
k
);
h
.
n31
=
0
;
h
.
n32
=
0
;
h
.
n33
=-
2
/
l
;
h
.
n34
=-
((
f
+
e
)
/
l
);
h
.
n41
=
0
;
h
.
n42
=
0
;
h
.
n43
=
0
;
h
.
n44
=
1
;
return
h
};
THREE
.
Matrix4
.
__v1
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v2
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__v3
=
new
THREE
.
Vector3
;
THREE
.
Matrix4
.
__m1
=
new
THREE
.
Matrix4
;
THREE
.
Matrix4
.
__m2
=
new
THREE
.
Matrix4
;
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=
this
.
dynamic
=
!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
THREE
.
Object3D
=
function
(){
this
.
id
=
THREE
.
Object3DCount
++
;
this
.
name
=
""
;
this
.
parent
=
void
0
;
this
.
children
=
[];
this
.
up
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
position
=
new
THREE
.
Vector3
;
this
.
rotation
=
new
THREE
.
Vector3
;
this
.
eulerOrder
=
"
XYZ
"
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
flipSided
=
this
.
doubleSided
=!
1
;
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=!
0
;
this
.
matrix
=
new
THREE
.
Matrix4
;
this
.
matrixWorld
=
new
THREE
.
Matrix4
;
this
.
matrixRotationWorld
=
new
THREE
.
Matrix4
;
this
.
matrixWorldNeedsUpdate
=
this
.
matrixAutoUpdate
=
!
0
;
this
.
quaternion
=
new
THREE
.
Quaternion
;
this
.
useQuaternion
=!
1
;
this
.
boundRadius
=
0
;
this
.
boundRadiusScale
=
1
;
this
.
visible
=!
0
;
this
.
receiveShadow
=
this
.
castShadow
=!
1
;
this
.
frustumCulled
=!
0
;
this
.
_vector
=
new
THREE
.
Vector3
};
THREE
.
Object3D
.
prototype
=
{
constructor
:
THREE
.
Object3D
,
translate
:
function
(
a
,
b
){
this
.
matrix
.
rotateAxis
(
b
);
this
.
position
.
addSelf
(
b
.
multiplyScalar
(
a
))},
translateX
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
1
,
0
,
0
))},
translateY
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
1
,
0
))},
translateZ
:
function
(
a
){
this
.
translate
(
a
,
this
.
_vector
.
set
(
0
,
0
,
1
))},
lookAt
:
function
(
a
){
this
.
matrix
.
lookAt
(
a
,
this
.
position
,
this
.
up
);
this
.
rotationAutoUpdate
&&
this
.
rotation
.
setRotationFromMatrix
(
this
.
matrix
)},
add
:
function
(
a
){
if
(
-
1
===
this
.
children
.
indexOf
(
a
)){
void
0
!==
a
.
parent
&&
a
.
parent
.
remove
(
a
);
a
.
parent
=
this
;
this
.
children
.
push
(
a
);
for
(
var
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
addObject
(
a
)}},
remove
:
function
(
a
){
var
b
=
this
.
children
.
indexOf
(
a
);
if
(
-
1
!==
b
){
a
.
parent
=
void
0
;
this
.
children
.
splice
(
b
,
1
);
for
(
b
=
this
;
void
0
!==
b
.
parent
;)
b
=
b
.
parent
;
void
0
!==
b
&&
b
instanceof
THREE
.
Scene
&&
b
.
removeObject
(
a
)}},
getChildByName
:
function
(
a
,
b
){
var
c
,
d
,
e
;
for
(
c
=
0
,
d
=
this
.
children
.
length
;
c
<
d
;
c
++
){
e
=
this
.
children
[
c
];
if
(
e
.
name
===
...
...
docs/api/core/Object3D.rst
浏览文件 @
5bc03a68
...
...
@@ -17,10 +17,223 @@ Object3D - Base class for scene graph objects
Unique number of this object instance
.. attribute:: Object3D.name
Optional name of the object (doesn't have to be unique)
.. ...............................................................................
.. rubric:: Scene graph attributes
.. ...............................................................................
.. attribute:: Object3D.parent
Object's parent in scene graph
.. attribute:: Object3D.children
Array with object's children
.. ...............................................................................
.. rubric:: Transform attributes
.. ...............................................................................
.. attribute:: Object3D.position
Object's local position
:class:`Vector3` - default ``( 0, 0, 0 )``
.. attribute:: Object3D.rotation
Object's local rotation (Euler angles)
:class:`Vector3` - default ``( 0, 0, 0 )``
.. attribute:: Object3D.eulerOrder
Order of axis for Euler angles
``string`` - default ``XYZ``
.. attribute:: Object3D.scale
Object's local scale
:class:`Vector3` - default ``( 1, 1, 1 )``
.. attribute:: Object3D.up
Up direction
:class:`Vector3` - default ``( 0, 1, 0 )``
.. attribute:: Object3D.matrix
Local transform
:class:`Matrix4`
.. attribute:: Object3D.matrixWorld
Global transform
:class:`Matrix4`
.. attribute:: Object3D.matrixRotationWorld
Global rotation
:class:`Matrix4`
.. attribute:: Object3D.quaternion
Rotation quaternion
:class:`Quaternion`
.. attribute:: Object3D.useQuaternion
Use quaternion instead of Euler angles for specifying local rotation
boolean - default ``false``
.. attribute:: Object3D.boundRadius
``float`` - default ``0.0``
.. attribute:: Object3D.boundRadiusScale
Maximum scale from X, Y, Z scale components
``float`` - default ``1.0``
.. attribute:: Object3D.renderDepth
Override depth-sorting order if non ``null``
``float`` - default ``null``
.. ...............................................................................
.. rubric:: Appearance flags
.. ...............................................................................
.. attribute:: Object3D.visible
Object gets rendered if ``true``
``boolean`` - default ``true``
.. attribute:: Object3D.doubleSided
Both sides of faces visible if ``true``
default ``false``
.. attribute:: Object3D.flipSided
Backside of face visible
default ``false``
.. attribute:: Object3D.castShadow
Gets rendered into shadow map
``boolean`` - default ``false``
.. attribute:: Object3D.receiveShadow
Material gets baked in shadow receiving
``boolean`` - default ``false``
.. ...............................................................................
.. rubric:: Scene graph flags
.. ...............................................................................
.. attribute:: Object3D.frustumCulled
``boolean`` - default ``true``
.. attribute:: Object3D.matrixAutoUpdate
``boolean`` - default ``true``
.. attribute:: Object3D.matrixWorldNeedsUpdate
``boolean`` - default ``true``
.. attribute:: Object3D.rotationAutoUpdate
``boolean`` - default ``true``
.. ...............................................................................
.. rubric:: Methods
.. ...............................................................................
.. function:: Object3D.translate ( distance, axis )
Translate object along arbitrary axis by distance
:param float distance: distance
:param Vector3 axis: translation direction
.. function:: Object3D.translateX ( distance )
Translate object along X-axis by distance
:param float distance: distance
.. function:: Object3D.translateY ( distance )
Translate object along Y-axis by distance
:param float distance: distance
.. function:: Object3D.translateZ ( distance )
Translate object along Z-axis by distance
:param float distance: distance
.. function:: Object3D.lookAt ( vector )
Rotate object to face point in space
:param Vector3 vector: vector
.. function:: Object3D.add ( object )
Add child object to this object
:param Object3D object: child
.. function:: Object3D.remove ( object )
Remove child object from this object
:param Object3D object: child
.. function:: Object3D.getChildByName ( name, doRecurse )
Get first child with name matching the argument, search whole subgraph recursively if flag is set.
:param string name: child name
:param boolean doRecurse: recurse flag
:returns: child with matching name or ``undefined``
:rtype: :class:`Object3D`
.. function:: Object3D.updateMatrix ( )
Update local transform
.. function:: Object3D.updateMatrixWorld ( force )
Update global transform of the object and its children
.. ...............................................................................
.. rubric:: Example
.. ...............................................................................
src/core/Object3D.js
浏览文件 @
5bc03a68
...
...
@@ -20,8 +20,6 @@ THREE.Object3D = function () {
this
.
eulerOrder
=
'
XYZ
'
;
this
.
scale
=
new
THREE
.
Vector3
(
1
,
1
,
1
);
this
.
dynamic
=
false
;
// when true it retains arrays so they can be updated with __dirty*
this
.
doubleSided
=
false
;
this
.
flipSided
=
false
;
...
...
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