提交 5eb26ca1 编写于 作者: M Mr.doob

Replaced degToRad/radToDeg uses in src. See #8471.

上级 41068f82
......@@ -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;
......
......@@ -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
......
......@@ -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 = {};
......
......@@ -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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