提交 7f05ba16 编写于 作者: M Mr.doob

Renamed Matrix4's setTranslation, setRotationX, setRotationY, setRotationZ,...

Renamed Matrix4's setTranslation, setRotationX, setRotationY, setRotationZ, setRotationAxis and setScale to makeTranslation, makeRotationX, makeRotationY, makeRotationZ, makeRotationAxis and makeScale. Fixes #1615.
上级 a1cf5075
......@@ -126,7 +126,7 @@ THREE.EffectComposer.camera = new THREE.OrthographicCamera( window.innerWidth /
// shared fullscreen quad scene
THREE.EffectComposer.geometry = new THREE.PlaneGeometry( 1, 1 );
THREE.EffectComposer.geometry.applyMatrix( new THREE.Matrix4().setRotationX( Math.PI / 2 ) );
THREE.EffectComposer.geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
THREE.EffectComposer.quad = new THREE.Mesh( THREE.EffectComposer.geometry, null );
THREE.EffectComposer.quad.position.z = -100;
......
......@@ -185,10 +185,10 @@
info.innerHTML = 'Drag to spin THREE.' + params.type +
'<br/><br/>Subdivisions: ' + subdivisions +
'<br><br>Subdivisions: ' + subdivisions +
' <a href="#" onclick="nextSubdivision(1); return false;">more</a>/<a href="#" onclick="nextSubdivision(-1); return false;">less</a>' +
'<br>Geometry: ' + dropdown + ' <a href="#" onclick="nextGeometry();return false;">next</a>' +
'<br/><br>Vertices count: before ' + geometry.vertices.length + ' after ' + smooth.vertices.length +
'<br><br>Vertices count: before ' + geometry.vertices.length + ' after ' + smooth.vertices.length +
'<br>Face count: before ' + geometry.faces.length + ' after ' + smooth.faces.length
; //+ params.args;
}
......@@ -214,7 +214,7 @@
if ( params.scale ) {
geometry.applyMatrix( new THREE.Matrix4().setScale( params.scale, params.scale, params.scale ) );
geometry.applyMatrix( new THREE.Matrix4().makeScale( params.scale, params.scale, params.scale ) );
}
......@@ -362,7 +362,7 @@
addStuff();
renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0xf0f0f0 } ); // WebGLRenderer CanvasRenderer
renderer = new THREE.WebGLRenderer( { antialias: true } ); // WebGLRenderer CanvasRenderer
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
......
......@@ -91,7 +91,7 @@
}
plane = new THREE.Mesh( new THREE.PlaneGeometry( 2000, 2000, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x000000, opacity: 0.25, transparent: true, wireframe: true } ) );
plane.geometry.applyMatrix( new THREE.Matrix4().setRotationX( Math.PI / 2 ) );
plane.geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
plane.lookAt( camera.position );
plane.visible = false;
scene.add( plane );
......
......@@ -126,10 +126,10 @@
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
} );
mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), material );
mesh.geometry.applyMatrix( new THREE.Matrix4().setRotationX( Math.PI / 2 ) );
mesh.geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
......
......@@ -425,7 +425,7 @@
// TERRAIN MESH
var geometryTerrain = new THREE.PlaneGeometry( 6000, 6000, 256, 256 );
geometryTerrain.applyMatrix( new THREE.Matrix4().setRotationX( Math.PI / 2 ) );
geometryTerrain.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
geometryTerrain.computeFaceNormals();
geometryTerrain.computeVertexNormals();
......
......@@ -317,7 +317,7 @@ THREE.Matrix4.prototype = {
},
setTranslation: function( x, y, z ) {
makeTranslation: function ( x, y, z ) {
this.set(
......@@ -332,22 +332,7 @@ THREE.Matrix4.prototype = {
},
setScale: function ( x, y, z ) {
this.set(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
);
return this;
},
setRotationX: function ( theta ) {
makeRotationX: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
......@@ -364,7 +349,7 @@ THREE.Matrix4.prototype = {
},
setRotationY: function( theta ) {
makeRotationY: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
......@@ -381,7 +366,7 @@ THREE.Matrix4.prototype = {
},
setRotationZ: function( theta ) {
makeRotationZ: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
......@@ -398,7 +383,7 @@ THREE.Matrix4.prototype = {
},
setRotationAxis: function( axis, angle ) {
makeRotationAxis: function ( axis, angle ) {
// Based on http://www.gamedev.net/reference/articles/article1199.asp
......@@ -421,6 +406,21 @@ THREE.Matrix4.prototype = {
},
makeScale: function ( x, y, z ) {
this.set(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
);
return this;
},
setPosition: function ( v ) {
this.n14 = v.x;
......@@ -649,7 +649,7 @@ THREE.Matrix4.prototype = {
mRotation.identity();
mRotation.setRotationFromQuaternion( rotation );
mScale.setScale( scale.x, scale.y, scale.z );
mScale.makeScale( scale.x, scale.y, scale.z );
this.multiply( mRotation, mScale );
......
......@@ -453,7 +453,7 @@ THREE.GeometryUtils = {
offset.add( bb.min, bb.max );
offset.multiplyScalar( -0.5 );
geometry.applyMatrix( new THREE.Matrix4().setTranslation( offset.x, offset.y, offset.z ) );
geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
geometry.computeBoundingBox();
return offset;
......
......@@ -11,7 +11,7 @@ THREE.LatheGeometry = function ( points, steps, angle ) {
var stepSize = this.angle / this.steps,
newV = [], oldInds = [], newInds = [], startInds = [],
matrix = new THREE.Matrix4().setRotationZ( stepSize );
matrix = new THREE.Matrix4().makeRotationZ( stepSize );
for ( var j = 0; j < points.length; j ++ ) {
......
......@@ -146,7 +146,7 @@ THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, d
theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
mat.setRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
}
......@@ -171,7 +171,7 @@ THREE.TubeGeometry = function( path, segments, radius, segmentsRadius, closed, d
for ( i = 1; i < numpoints; i++ ) {
// twist a little...
mat.setRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
binormals[ i ].cross( tangents[ i ], normals[ i ] );
}
......
......@@ -51,7 +51,7 @@ THREE.ArrowHelper.prototype.setDirection = function( dir ) {
var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );
this.matrix = new THREE.Matrix4().setRotationAxis( axis.normalize(), radians );
this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
this.rotation.getRotationFromMatrix( this.matrix, this.scale );
......
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