未验证 提交 78631216 编写于 作者: M Michael Herzog 提交者: GitHub

Merge pull request #18251 from Mugen87/dev29

Examples: Clean up.
...@@ -358,7 +358,7 @@ THREE.TrackballControls = function ( object, domElement ) { ...@@ -358,7 +358,7 @@ THREE.TrackballControls = function ( object, domElement ) {
_this.object.lookAt( _this.target ); _this.object.lookAt( _this.target );
if ( lastPosition.distanceToSquared( _this.object.position ) > EPS || lastZoom !== _this.object.zoom ) { if ( lastPosition.distanceToSquared( _this.object.position ) > EPS || lastZoom !== _this.object.zoom ) {
_this.dispatchEvent( changeEvent ); _this.dispatchEvent( changeEvent );
......
...@@ -157,14 +157,12 @@ THREE.Projector = function () { ...@@ -157,14 +157,12 @@ THREE.Projector = function () {
var uvs = []; var uvs = [];
var object = null; var object = null;
var material = null;
var normalMatrix = new THREE.Matrix3(); var normalMatrix = new THREE.Matrix3();
function setObject( value ) { function setObject( value ) {
object = value; object = value;
material = object.material;
normalMatrix.getNormalMatrix( object.matrixWorld ); normalMatrix.getNormalMatrix( object.matrixWorld );
......
...@@ -366,7 +366,7 @@ var TrackballControls = function ( object, domElement ) { ...@@ -366,7 +366,7 @@ var TrackballControls = function ( object, domElement ) {
_this.object.lookAt( _this.target ); _this.object.lookAt( _this.target );
if ( lastPosition.distanceToSquared( _this.object.position ) > EPS || lastZoom !== _this.object.zoom ) { if ( lastPosition.distanceToSquared( _this.object.position ) > EPS || lastZoom !== _this.object.zoom ) {
_this.dispatchEvent( changeEvent ); _this.dispatchEvent( changeEvent );
......
...@@ -181,14 +181,12 @@ var Projector = function () { ...@@ -181,14 +181,12 @@ var Projector = function () {
var uvs = []; var uvs = [];
var object = null; var object = null;
var material = null;
var normalMatrix = new Matrix3(); var normalMatrix = new Matrix3();
function setObject( value ) { function setObject( value ) {
object = value; object = value;
material = object.material;
normalMatrix.getNormalMatrix( object.matrixWorld ); normalMatrix.getNormalMatrix( object.matrixWorld );
......
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