提交 89d48218 编写于 作者: M Mr.doob

Updated builds.

上级 17815ddf
......@@ -2831,6 +2831,13 @@ THREE.Matrix3.prototype = {
},
multiplyVector3: function ( vector ) {
console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use is now vector.applyMatrix3( matrix ) instead.' );
return vector.applyMatrix3( this );
},
multiplyVector3Array: function ( a ) {
var tmp = THREE.Matrix3.__v1;
......@@ -2841,7 +2848,7 @@ THREE.Matrix3.prototype = {
tmp.y = a[ i + 1 ];
tmp.z = a[ i + 2 ];
this.multiplyVector3( tmp );
tmp.applyMatrix3(this);
a[ i ] = tmp.x;
a[ i + 1 ] = tmp.y;
......@@ -3305,6 +3312,20 @@ THREE.Matrix4.prototype = {
},
multiplyVector3: function ( vector ) {
console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use is now vector.applyMatrix4( matrix ) instead.' );
return vector.applyMatrix4( this );
},
multiplyVector4: function ( vector ) {
console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use is now vector.applyMatrix4( matrix ) instead.' );
return vector.applyMatrix4( this );
},
multiplyVector3Array: function ( a ) {
var tmp = THREE.Matrix4.__v1;
......@@ -3315,7 +3336,7 @@ THREE.Matrix4.prototype = {
tmp.y = a[ i + 1 ];
tmp.z = a[ i + 2 ];
this.multiplyVector3( tmp );
tmp.applyMatrix4(this);
a[ i ] = tmp.x;
a[ i + 1 ] = tmp.y;
......@@ -5033,6 +5054,13 @@ THREE.Quaternion.prototype = {
},
multiplyVector3: function ( vector ) {
console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
return vector.applyQuaternion( this );
},
slerp: function ( qb, t ) {
var x = this.x, y = this.y, z = this.z, w = this.w;
......@@ -6362,7 +6390,7 @@ THREE.Projector = function() {
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
var near = camera.near, far = camera.far, visible = false,
var visible = false,
o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
geometry, vertices, vertex, vertexPositionScreen,
faces, face, faceVertexNormals, faceVertexUvs, uvs,
......@@ -6420,7 +6448,10 @@ THREE.Projector = function() {
_vertex.positionScreen.copy( _vertex.positionWorld );
_vertex.positionScreen.applyMatrix4( _viewProjectionMatrix );
_vertex.positionScreen.multiplyScalar( 1 / _vertex.positionScreen.w );
_vertex.positionScreen.x /= _vertex.positionScreen.w;
_vertex.positionScreen.y /= _vertex.positionScreen.w;
_vertex.positionScreen.z /= _vertex.positionScreen.w;
_vertex.visible = _vertex.positionScreen.z > -1 && _vertex.positionScreen.z < 1;
......@@ -13665,13 +13696,13 @@ THREE.CanvasRenderer = function ( parameters ) {
var depth;
depth = 1 - smoothstep( v1.positionScreen.z, _near, _far );
depth = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
_color1.setRGB( depth, depth, depth );
depth = 1 - smoothstep( v2.positionScreen.z, _near, _far )
depth = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far )
_color2.setRGB( depth, depth, depth );
depth = 1 - smoothstep( v3.positionScreen.z, _near, _far );
depth = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
_color3.setRGB( depth, depth, depth );
_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
......@@ -13873,10 +13904,10 @@ THREE.CanvasRenderer = function ( parameters ) {
_near = camera.near;
_far = camera.far;
_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
_image = getGradientTexture( _color1, _color2, _color3, _color4 );
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册