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5eb26ca1
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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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5eb26ca1
编写于
3月 29, 2016
作者:
M
Mr.doob
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Replaced degToRad/radToDeg uses in src. See #8471.
上级
41068f82
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
6 addition
and
6 deletion
+6
-6
src/cameras/PerspectiveCamera.js
src/cameras/PerspectiveCamera.js
+3
-3
src/cameras/StereoCamera.js
src/cameras/StereoCamera.js
+1
-1
src/extras/geometries/EdgesGeometry.js
src/extras/geometries/EdgesGeometry.js
+1
-1
src/math/Matrix4.js
src/math/Matrix4.js
+1
-1
未找到文件。
src/cameras/PerspectiveCamera.js
浏览文件 @
5eb26ca1
...
...
@@ -36,7 +36,7 @@ THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight
if
(
frameHeight
===
undefined
)
frameHeight
=
24
;
this
.
fov
=
2
*
THREE
.
Math
.
radToDeg
(
Math
.
atan
(
frameHeight
/
(
focalLength
*
2
)
)
);
this
.
fov
=
2
*
THREE
.
Math
.
RAD2DEG
*
Math
.
atan
(
frameHeight
/
(
focalLength
*
2
)
);
this
.
updateProjectionMatrix
();
};
...
...
@@ -94,12 +94,12 @@ THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeig
THREE
.
PerspectiveCamera
.
prototype
.
updateProjectionMatrix
=
function
()
{
var
fov
=
THREE
.
Math
.
radToDeg
(
2
*
Math
.
atan
(
Math
.
tan
(
THREE
.
Math
.
degToRad
(
this
.
fov
)
*
0.5
)
/
this
.
zoom
)
);
var
fov
=
THREE
.
Math
.
RAD2DEG
*
(
2
*
Math
.
atan
(
Math
.
tan
(
THREE
.
Math
.
DEG2RAD
*
this
.
fov
*
0.5
)
/
this
.
zoom
)
);
if
(
this
.
fullWidth
)
{
var
aspect
=
this
.
fullWidth
/
this
.
fullHeight
;
var
top
=
Math
.
tan
(
THREE
.
Math
.
degToRad
(
fov
*
0.5
)
)
*
this
.
near
;
var
top
=
Math
.
tan
(
THREE
.
Math
.
DEG2RAD
*
fov
*
0.5
)
*
this
.
near
;
var
bottom
=
-
top
;
var
left
=
aspect
*
bottom
;
var
right
=
aspect
*
top
;
...
...
src/cameras/StereoCamera.js
浏览文件 @
5eb26ca1
...
...
@@ -49,7 +49,7 @@ THREE.StereoCamera.prototype = {
var
projectionMatrix
=
camera
.
projectionMatrix
.
clone
();
var
eyeSep
=
0.064
/
2
;
var
eyeSepOnProjection
=
eyeSep
*
near
/
focalLength
;
var
ymax
=
near
*
Math
.
tan
(
THREE
.
Math
.
degToRad
(
fov
*
0.5
)
);
var
ymax
=
near
*
Math
.
tan
(
THREE
.
Math
.
DEG2RAD
*
fov
*
0.5
);
var
xmin
,
xmax
;
// translate xOffset
...
...
src/extras/geometries/EdgesGeometry.js
浏览文件 @
5eb26ca1
...
...
@@ -8,7 +8,7 @@ THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
thresholdAngle
=
(
thresholdAngle
!==
undefined
)
?
thresholdAngle
:
1
;
var
thresholdDot
=
Math
.
cos
(
THREE
.
Math
.
degToRad
(
thresholdAngle
)
);
var
thresholdDot
=
Math
.
cos
(
THREE
.
Math
.
DEG2RAD
*
thresholdAngle
);
var
edge
=
[
0
,
0
],
hash
=
{};
...
...
src/math/Matrix4.js
浏览文件 @
5eb26ca1
...
...
@@ -888,7 +888,7 @@ THREE.Matrix4.prototype = {
makePerspective
:
function
(
fov
,
aspect
,
near
,
far
)
{
var
ymax
=
near
*
Math
.
tan
(
THREE
.
Math
.
degToRad
(
fov
*
0.5
)
);
var
ymax
=
near
*
Math
.
tan
(
THREE
.
Math
.
DEG2RAD
*
fov
*
0.5
);
var
ymin
=
-
ymax
;
var
xmin
=
ymin
*
aspect
;
var
xmax
=
ymax
*
aspect
;
...
...
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