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5bc4598b
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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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5bc4598b
编写于
10月 21, 2012
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
Fixed BufferGeometry getting id = NaN.
上级
daf110fa
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
8 addition
and
3 deletion
+8
-3
build/three.js
build/three.js
+3
-1
build/three.min.js
build/three.min.js
+2
-1
src/core/BufferGeometry.js
src/core/BufferGeometry.js
+3
-1
未找到文件。
build/three.js
浏览文件 @
5bc4598b
...
...
@@ -5542,7 +5542,9 @@ THREE.GeometryLibrary = [];
THREE.BufferGeometry = function () {
this.id = THREE.GeometryCount ++;
THREE.GeometryLibrary.push( this );
this.id = THREE.GeometryIdCount ++;
// attributes
...
...
build/three.min.js
浏览文件 @
5bc4598b
...
...
@@ -117,7 +117,8 @@ G[b]=new THREE.Vector3;b=0;for(c=this.faces.length;b<c;b++)f=this.faces[b],g=thi
-
1
:
1
,
f
.
vertexTangents
[
d
]
=
new
THREE
.
Vector4
(
E
.
x
,
E
.
y
,
E
.
z
,
e
)}
this
.
hasTangents
=!
0
},
computeBoundingBox
:
function
(){
this
.
boundingBox
||
(
this
.
boundingBox
=
{
min
:
new
THREE
.
Vector3
,
max
:
new
THREE
.
Vector3
});
if
(
0
<
this
.
vertices
.
length
){
var
a
;
a
=
this
.
vertices
[
0
];
this
.
boundingBox
.
min
.
copy
(
a
);
this
.
boundingBox
.
max
.
copy
(
a
);
for
(
var
b
=
this
.
boundingBox
.
min
,
c
=
this
.
boundingBox
.
max
,
d
=
1
,
e
=
this
.
vertices
.
length
;
d
<
e
;
d
++
)(
a
=
this
.
vertices
[
d
],
a
.
x
<
b
.
x
?
b
.
x
=
a
.
x
:
a
.
x
>
c
.
x
&&
(
c
.
x
=
a
.
x
),
a
.
y
<
b
.
y
?
b
.
y
=
a
.
y
:
a
.
y
>
c
.
y
&&
(
c
.
y
=
a
.
y
),
a
.
z
<
b
.
z
)?
b
.
z
=
a
.
z
:
a
.
z
>
c
.
z
&&
(
c
.
z
=
a
.
z
)}
else
this
.
boundingBox
.
min
.
set
(
0
,
0
,
0
),
this
.
boundingBox
.
max
.
set
(
0
,
0
,
0
)},
computeBoundingSphere
:
function
(){
var
a
=
0
;
null
===
this
.
boundingSphere
&&
(
this
.
boundingSphere
=
{
radius
:
0
});
for
(
var
b
=
0
,
c
=
this
.
vertices
.
length
;
b
<
c
;
b
++
){
var
d
=
this
.
vertices
[
b
].
lengthSq
();
d
>
a
&&
(
a
=
d
)}
this
.
boundingSphere
.
radius
=
Math
.
sqrt
(
a
)},
mergeVertices
:
function
(){
var
a
=
{},
b
=
[],
c
=
[],
d
,
e
=
Math
.
pow
(
10
,
4
),
f
,
g
,
h
,
i
;
f
=
0
;
for
(
g
=
this
.
vertices
.
length
;
f
<
g
;
f
++
)
d
=
this
.
vertices
[
f
],
d
=
[
Math
.
round
(
d
.
x
*
e
),
Math
.
round
(
d
.
y
*
e
),
Math
.
round
(
d
.
z
*
e
)].
join
(
"
_
"
),
void
0
===
a
[
d
]?(
a
[
d
]
=
f
,
b
.
push
(
this
.
vertices
[
f
]),
c
[
f
]
=
b
.
length
-
1
):
c
[
f
]
=
c
[
a
[
d
]];
f
=
0
;
for
(
g
=
this
.
faces
.
length
;
f
<
g
;
f
++
)
if
(
a
=
this
.
faces
[
f
],
a
instanceof
THREE
.
Face3
)
a
.
a
=
c
[
a
.
a
],
a
.
b
=
c
[
a
.
b
],
a
.
c
=
c
[
a
.
c
];
else
if
(
a
instanceof
THREE
.
Face4
){
a
.
a
=
c
[
a
.
a
];
a
.
b
=
c
[
a
.
b
];
a
.
c
=
c
[
a
.
c
];
a
.
d
=
c
[
a
.
d
];
d
=
[
a
.
a
,
a
.
b
,
a
.
c
,
a
.
d
];
for
(
e
=
3
;
0
<
e
;
e
--
)
if
(
d
.
indexOf
(
a
[
"
abcd
"
[
e
]])
!==
e
){
d
.
splice
(
e
,
1
);
this
.
faces
[
f
]
=
new
THREE
.
Face3
(
d
[
0
],
d
[
1
],
d
[
2
],
a
.
normal
,
a
.
color
,
a
.
materialIndex
);
d
=
0
;
for
(
h
=
this
.
faceVertexUvs
.
length
;
d
<
h
;
d
++
)(
i
=
this
.
faceVertexUvs
[
d
][
f
])
&&
i
.
splice
(
e
,
1
);
this
.
faces
[
f
].
vertexColors
=
a
.
vertexColors
;
break
}}
c
=
this
.
vertices
.
length
-
b
.
length
;
this
.
vertices
=
b
;
return
c
},
clone
:
function
(){},
deallocate
:
function
(){
var
a
=
THREE
.
GeometryLibrary
.
indexOf
(
this
);
-
1
!==
a
&&
THREE
.
GeometryLibrary
.
splice
(
a
,
1
)}};
THREE
.
GeometryIdCount
=
0
;
THREE
.
GeometryLibrary
=
[];
THREE
.
BufferGeometry
=
function
(){
this
.
id
=
THREE
.
GeometryCount
++
;
this
.
attributes
=
{};
this
.
dynamic
=!
1
;
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
;
this
.
morphTargets
=
[]};
i
.
splice
(
e
,
1
);
this
.
faces
[
f
].
vertexColors
=
a
.
vertexColors
;
break
}}
c
=
this
.
vertices
.
length
-
b
.
length
;
this
.
vertices
=
b
;
return
c
},
clone
:
function
(){},
deallocate
:
function
(){
var
a
=
THREE
.
GeometryLibrary
.
indexOf
(
this
);
-
1
!==
a
&&
THREE
.
GeometryLibrary
.
splice
(
a
,
1
)}};
THREE
.
GeometryIdCount
=
0
;
THREE
.
GeometryLibrary
=
[];
THREE
.
BufferGeometry
=
function
(){
THREE
.
GeometryLibrary
.
push
(
this
);
this
.
id
=
THREE
.
GeometryIdCount
++
;
this
.
attributes
=
{};
this
.
dynamic
=!
1
;
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
;
this
.
morphTargets
=
[]};
THREE
.
BufferGeometry
.
prototype
=
{
constructor
:
THREE
.
BufferGeometry
,
applyMatrix
:
function
(
a
){
var
b
,
c
;
this
.
attributes
.
position
&&
(
b
=
this
.
attributes
.
position
.
array
);
this
.
attributes
.
normal
&&
(
c
=
this
.
attributes
.
normal
.
array
);
void
0
!==
b
&&
(
a
.
multiplyVector3Array
(
b
),
this
.
verticesNeedUpdate
=!
0
);
void
0
!==
c
&&
(
b
=
new
THREE
.
Matrix4
,
b
.
extractRotation
(
a
),
b
.
multiplyVector3Array
(
c
),
this
.
normalsNeedUpdate
=!
0
)},
computeBoundingBox
:
function
(){
this
.
boundingBox
||
(
this
.
boundingBox
=
{
min
:
new
THREE
.
Vector3
(
Infinity
,
Infinity
,
Infinity
),
max
:
new
THREE
.
Vector3
(
-
Infinity
,
-
Infinity
,
-
Infinity
)});
var
a
=
this
.
attributes
.
position
.
array
;
if
(
a
)
for
(
var
b
=
this
.
boundingBox
,
c
,
d
,
e
,
f
=
0
,
g
=
a
.
length
;
f
<
g
;
f
+=
3
)(
c
=
a
[
f
],
d
=
a
[
f
+
1
],
e
=
a
[
f
+
2
],
c
<
b
.
min
.
x
?
b
.
min
.
x
=
c
:
c
>
b
.
max
.
x
&&
(
b
.
max
.
x
=
c
),
d
<
b
.
min
.
y
?
b
.
min
.
y
=
d
:
d
>
b
.
max
.
y
&&
(
b
.
max
.
y
=
d
),
e
<
b
.
min
.
z
)?
b
.
min
.
z
=
e
:
e
>
b
.
max
.
z
&&
(
b
.
max
.
z
=
e
);
if
(
void
0
===
a
||
0
===
a
.
length
)
this
.
boundingBox
.
min
.
set
(
0
,
0
,
0
),
this
.
boundingBox
.
max
.
set
(
0
,
0
,
0
)},
computeBoundingSphere
:
function
(){
this
.
boundingSphere
||
(
this
.
boundingSphere
=
{
radius
:
0
});
var
a
=
this
.
attributes
.
position
.
array
;
if
(
a
){
for
(
var
b
,
c
=
0
,
d
,
e
,
f
=
0
,
g
=
a
.
length
;
f
<
g
;
f
+=
3
)
b
=
a
[
f
],
d
=
a
[
f
+
1
],
e
=
a
[
f
+
2
],
b
=
b
*
b
+
d
*
d
+
e
*
e
,
b
>
c
&&
(
c
=
b
);
this
.
boundingSphere
.
radius
=
Math
.
sqrt
(
c
)}},
computeVertexNormals
:
function
(){
if
(
this
.
attributes
.
position
&&
this
.
attributes
.
index
){
var
a
,
b
,
c
,
d
;
a
=
this
.
attributes
.
position
.
array
.
length
;
if
(
void
0
===
this
.
attributes
.
normal
)
this
.
attributes
.
normal
=
{
itemSize
:
3
,
array
:
new
Float32Array
(
a
),
numItems
:
a
};
else
{
a
=
0
;
for
(
b
=
this
.
attributes
.
normal
.
array
.
length
;
a
<
b
;
a
++
)
this
.
attributes
.
normal
.
array
[
a
]
=
0
}
var
e
=
this
.
offsets
,
f
=
this
.
attributes
.
index
.
array
,
...
...
src/core/BufferGeometry.js
浏览文件 @
5bc4598b
...
...
@@ -4,7 +4,9 @@
THREE
.
BufferGeometry
=
function
()
{
this
.
id
=
THREE
.
GeometryCount
++
;
THREE
.
GeometryLibrary
.
push
(
this
);
this
.
id
=
THREE
.
GeometryIdCount
++
;
// attributes
...
...
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