提交 6751313a 编写于 作者: M Mr.doob

Updated builds.

上级 8d12d49d
......@@ -24581,7 +24581,14 @@
if ( object.isSkinnedMesh ) {
// update skeleton only once in a frame
if ( object.skeleton.frame !== info.render.frame ) {
object.skeleton.update();
object.skeleton.frame = info.render.frame;
}
}
......@@ -26760,6 +26767,8 @@
this.bones = bones.slice( 0 );
this.boneMatrices = new Float32Array( this.bones.length * 16 );
this.frame = - 1;
// use the supplied bone inverses or calculate the inverses
if ( boneInverses === undefined ) {
......@@ -44556,6 +44565,20 @@
},
// Allows you to seek to a specific time in an animation.
setTime: function ( timeInSeconds ) {
this.time = 0; // Zero out time attribute for AnimationMixer object;
for ( var i = 0; i < this._actions.length; i ++ ) {
this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
}
return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
},
// return this mixer's root target object
getRoot: function () {
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -24570,7 +24570,14 @@ function WebGLRenderer( parameters ) {
if ( object.isSkinnedMesh ) {
// update skeleton only once in a frame
if ( object.skeleton.frame !== info.render.frame ) {
object.skeleton.update();
object.skeleton.frame = info.render.frame;
}
}
......@@ -26749,6 +26756,8 @@ function Skeleton( bones, boneInverses ) {
this.bones = bones.slice( 0 );
this.boneMatrices = new Float32Array( this.bones.length * 16 );
this.frame = - 1;
// use the supplied bone inverses or calculate the inverses
if ( boneInverses === undefined ) {
......@@ -44545,6 +44554,20 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy
},
// Allows you to seek to a specific time in an animation.
setTime: function ( timeInSeconds ) {
this.time = 0; // Zero out time attribute for AnimationMixer object;
for ( var i = 0; i < this._actions.length; i ++ ) {
this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
}
return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
},
// return this mixer's root target object
getRoot: function () {
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