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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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6646710b
编写于
3月 27, 2019
作者:
M
Mr.doob
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Re-generated examples/jsm files.
上级
ec73e0cf
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
74 addition
and
11 deletion
+74
-11
examples/jsm/exporters/GLTFExporter.js
examples/jsm/exporters/GLTFExporter.js
+20
-9
examples/jsm/utils/SkeletonUtils.js
examples/jsm/utils/SkeletonUtils.js
+52
-0
examples/jsm/utils/UVsDebug.js
examples/jsm/utils/UVsDebug.js
+2
-2
未找到文件。
examples/jsm/exporters/GLTFExporter.js
浏览文件 @
6646710b
...
...
@@ -1186,9 +1186,22 @@ GLTFExporter.prototype = {
var
modifiedAttribute
=
null
;
for
(
var
attributeName
in
geometry
.
attributes
)
{
// Ignore morph target attributes, which are exported later.
if
(
attributeName
.
substr
(
0
,
5
)
===
'
morph
'
)
continue
;
var
attribute
=
geometry
.
attributes
[
attributeName
];
attributeName
=
nameConversion
[
attributeName
]
||
attributeName
.
toUpperCase
();
// Prefix all geometry attributes except the ones specifically
// listed in the spec; non-spec attributes are considered custom.
var
validVertexAttributes
=
/^
(
POSITION|NORMAL|TANGENT|TEXCOORD_
\d
+|COLOR_
\d
+|JOINTS_
\d
+|WEIGHTS_
\d
+
)
$/
;
if
(
!
validVertexAttributes
.
test
(
attributeName
)
)
{
attributeName
=
'
_
'
+
attributeName
;
}
if
(
cachedData
.
attributes
.
has
(
attribute
)
)
{
attributes
[
attributeName
]
=
cachedData
.
attributes
.
get
(
attribute
);
...
...
@@ -1208,15 +1221,11 @@ GLTFExporter.prototype = {
}
if
(
attributeName
.
substr
(
0
,
5
)
!==
'
MORPH
'
)
{
var
accessor
=
processAccessor
(
modifiedAttribute
||
attribute
,
geometry
);
if
(
accessor
!==
null
)
{
var
accessor
=
processAccessor
(
modifiedAttribute
||
attribute
,
geometry
);
if
(
accessor
!==
null
)
{
attributes
[
attributeName
]
=
accessor
;
cachedData
.
attributes
.
set
(
attribute
,
accessor
);
}
attributes
[
attributeName
]
=
accessor
;
cachedData
.
attributes
.
set
(
attribute
,
accessor
);
}
...
...
@@ -1384,6 +1393,8 @@ GLTFExporter.prototype = {
}
if
(
primitive
.
indices
===
null
)
delete
primitive
.
indices
;
}
var
material
=
processMaterial
(
materials
[
groups
[
i
].
materialIndex
]
);
...
...
@@ -1778,7 +1789,7 @@ GLTFExporter.prototype = {
}
else
if
(
object
.
isLight
)
{
console
.
warn
(
'
THREE.GLTFExporter: Only directional, point, and spot lights are supported.
'
);
console
.
warn
(
'
THREE.GLTFExporter: Only directional, point, and spot lights are supported.
'
,
object
);
return
null
;
}
...
...
examples/jsm/utils/SkeletonUtils.js
浏览文件 @
6646710b
...
...
@@ -541,8 +541,60 @@ var SkeletonUtils = {
return
bones
;
},
clone
:
function
(
source
)
{
var
sourceLookup
=
new
Map
();
var
cloneLookup
=
new
Map
();
var
clone
=
source
.
clone
();
parallelTraverse
(
source
,
clone
,
function
(
sourceNode
,
clonedNode
)
{
sourceLookup
.
set
(
clonedNode
,
sourceNode
);
cloneLookup
.
set
(
sourceNode
,
clonedNode
);
}
);
clone
.
traverse
(
function
(
node
)
{
if
(
!
node
.
isSkinnedMesh
)
return
;
var
clonedMesh
=
node
;
var
sourceMesh
=
sourceLookup
.
get
(
node
);
var
sourceBones
=
sourceMesh
.
skeleton
.
bones
;
clonedMesh
.
skeleton
=
sourceMesh
.
skeleton
.
clone
();
clonedMesh
.
bindMatrix
.
copy
(
sourceMesh
.
bindMatrix
);
clonedMesh
.
skeleton
.
bones
=
sourceBones
.
map
(
function
(
bone
)
{
return
cloneLookup
.
get
(
bone
);
}
);
clonedMesh
.
bind
(
clonedMesh
.
skeleton
,
clonedMesh
.
bindMatrix
);
}
);
return
clone
;
}
};
function
parallelTraverse
(
a
,
b
,
callback
)
{
callback
(
a
,
b
);
for
(
var
i
=
0
;
i
<
a
.
children
.
length
;
i
++
)
{
parallelTraverse
(
a
.
children
[
i
],
b
.
children
[
i
],
callback
);
}
}
export
{
SkeletonUtils
};
examples/jsm/utils/UVsDebug.js
浏览文件 @
6646710b
...
...
@@ -87,7 +87,7 @@ var UVsDebug = function ( geometry, size ) {
uvs
[
1
].
fromBufferAttribute
(
uvAttribute
,
face
[
1
]
);
uvs
[
2
].
fromBufferAttribute
(
uvAttribute
,
face
[
2
]
);
processFace
(
face
,
uvs
,
i
);
processFace
(
face
,
uvs
,
i
/
3
);
}
...
...
@@ -105,7 +105,7 @@ var UVsDebug = function ( geometry, size ) {
uvs
[
1
].
fromBufferAttribute
(
uvAttribute
,
face
[
1
]
);
uvs
[
2
].
fromBufferAttribute
(
uvAttribute
,
face
[
2
]
);
processFace
(
face
,
uvs
,
i
);
processFace
(
face
,
uvs
,
i
/
3
);
}
...
...
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