提交 957051a0 编写于 作者: W WestLangley

rename .applyMatrix() to .applyMatrix4()

上级 9518d5e0
......@@ -179,7 +179,7 @@
</p>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
<p>Bakes matrix transform directly into vertex coordinates.</p>
<h3>[method:BufferGeometry center] ()</h3>
......
......@@ -203,7 +203,7 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
<p>Bakes matrix transform directly into vertex coordinates.</p>
<h3>[method:Geometry center] ()</h3>
......
......@@ -204,7 +204,7 @@
See [page:Group] for info on manually grouping objects.
</p>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
......
......@@ -152,15 +152,7 @@
<h2>Geometry</h2>
<p>
Geometry.computeTangents() has been removed.<br /><br />
Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
</p>
<h3>[page:BufferGeometry]</h3>
<h2>[page:BufferGeometry]</h2>
<p>
BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
......@@ -176,13 +168,25 @@
BufferGeometry.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
BufferGeometry.applyMatrix() has been renamed to [page:BufferGeometry.applyMatrix4]().
</p>
<h3>[page:CubeGeometry]</h3>
<p>CubeGeometry has been renamed to [page:BoxGeometry].</p>
<h3>[page:Geometry]</h3>
<p>Geometry.computeTangents() has been removed.</p>
<p>
Geometry.computeTangents() has been removed.<br /><br />
Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
Geometry.applyMatrix() has been renamed to [page:Geometry.applyMatrix4]().
</p>
<h3>[page:GeometryUtils]</h3>
<p>
......@@ -458,7 +462,10 @@
Object3D.translate() has been removed. Use [page:Object3D.translateOnAxis]( axis, distance ) instead.<br /><br />
Object3D.useQuaternion has been removed. The library now uses quaternions by default.
Object3D.useQuaternion has been removed. The library now uses quaternions by default.<br /><br />
Object3D.applyMatrix() has been renamed to [page:Object3D.applyMatrix4]().
</p>
<h3>[page:LensFlare]</h3>
......
......@@ -162,7 +162,7 @@
</p>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
<p> 用给定矩阵转换几何体的顶点坐标。</p>
<h3>[method:BufferGeometry center] ()</h3>
......
......@@ -198,7 +198,7 @@
<h3>[page:EventDispatcher EventDispatcher] 该类中可用的函数。</h3>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
<p> 将矩阵信息直接应用于几何体顶点坐标。</p>
<h3>[method:Geometry center] ()</h3>
......
......@@ -193,7 +193,7 @@
请参阅[page:Group]来查看手动编组对象的相关信息。
</p>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
<p>对当前物体应用这个变换矩阵,并更新物体的位置、旋转和缩放。</p>
<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
......
......@@ -25,7 +25,7 @@ THREE.LineSegmentsGeometry.prototype = Object.assign( Object.create( THREE.Insta
isLineSegmentsGeometry: true,
applyMatrix: function ( matrix ) {
applyMatrix4: function ( matrix ) {
var start = this.attributes.instanceStart;
var end = this.attributes.instanceEnd;
......@@ -239,6 +239,14 @@ THREE.LineSegmentsGeometry.prototype = Object.assign( Object.create( THREE.Insta
// todo
},
applyMatrix: function ( matrix ) {
console.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );
return this.applyMatrix4( matrix );
}
} );
......@@ -12,7 +12,7 @@ export class LineSegmentsGeometry extends InstancedBufferGeometry {
constructor();
readonly isLineSegmentsGeometry: true;
applyMatrix( matrix: Matrix4 ): this;
applyMatrix4( matrix: Matrix4 ): this;
computeBoundingBox(): void;
computeBoundingSphere(): void;
fromEdgesGeometry( geometry: WireframeGeometry ): this;
......
......@@ -36,7 +36,7 @@ LineSegmentsGeometry.prototype = Object.assign( Object.create( InstancedBufferGe
isLineSegmentsGeometry: true,
applyMatrix: function ( matrix ) {
applyMatrix4: function ( matrix ) {
var start = this.attributes.instanceStart;
var end = this.attributes.instanceEnd;
......@@ -250,6 +250,14 @@ LineSegmentsGeometry.prototype = Object.assign( Object.create( InstancedBufferGe
// todo
},
applyMatrix: function ( matrix ) {
console.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );
return this.applyMatrix4( matrix );
}
} );
......
......@@ -930,6 +930,12 @@ Object.assign( Geometry.prototype, {
console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
},
applyMatrix: function ( matrix ) {
console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
return this.applyMatrix4( matrix );
}
} );
......@@ -957,6 +963,12 @@ Object.assign( Object3D.prototype, {
console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
},
applyMatrix: function ( matrix ) {
console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
return this.applyMatrix4( matrix );
}
} );
......@@ -1303,7 +1315,14 @@ Object.assign( BufferGeometry.prototype, {
return this.deleteAttribute( name );
},
applyMatrix: function ( matrix ) {
console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
return this.applyMatrix4( matrix );
}
} );
Object.defineProperties( BufferGeometry.prototype, {
......
......@@ -63,7 +63,7 @@ export class BufferGeometry extends EventDispatcher {
/**
* Bakes matrix transform directly into vertex coordinates.
*/
applyMatrix( matrix: Matrix4 ): BufferGeometry;
applyMatrix4( matrix: Matrix4 ): BufferGeometry;
rotateX( angle: number ): BufferGeometry;
rotateY( angle: number ): BufferGeometry;
......
......@@ -123,7 +123,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
},
applyMatrix: function ( matrix ) {
applyMatrix4: function ( matrix ) {
var position = this.attributes.position;
......@@ -179,7 +179,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
_m1.makeRotationX( angle );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -191,7 +191,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
_m1.makeRotationY( angle );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -203,7 +203,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
_m1.makeRotationZ( angle );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -215,7 +215,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
_m1.makeTranslation( x, y, z );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -227,7 +227,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
_m1.makeScale( x, y, z );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -239,7 +239,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy
_obj.updateMatrix();
this.applyMatrix( _obj.matrix );
this.applyMatrix4( _obj.matrix );
return this;
......
......@@ -166,7 +166,7 @@ export class Geometry extends EventDispatcher {
/**
* Bakes matrix transform directly into vertex coordinates.
*/
applyMatrix( matrix: Matrix4 ): Geometry;
applyMatrix4( matrix: Matrix4 ): Geometry;
rotateX( angle: number ): Geometry;
rotateY( angle: number ): Geometry;
......
......@@ -67,7 +67,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
isGeometry: true,
applyMatrix: function ( matrix ) {
applyMatrix4: function ( matrix ) {
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
......@@ -116,7 +116,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
_m1.makeRotationX( angle );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -128,7 +128,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
_m1.makeRotationY( angle );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -140,7 +140,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
_m1.makeRotationZ( angle );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -152,7 +152,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
_m1.makeTranslation( x, y, z );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -164,7 +164,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
_m1.makeScale( x, y, z );
this.applyMatrix( _m1 );
this.applyMatrix4( _m1 );
return this;
......@@ -176,7 +176,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
_obj.updateMatrix();
this.applyMatrix( _obj.matrix );
this.applyMatrix4( _obj.matrix );
return this;
......@@ -351,7 +351,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
0, 0, 0, 1
);
this.applyMatrix( matrix );
this.applyMatrix4( matrix );
return this;
......
......@@ -180,7 +180,7 @@ export class Object3D extends EventDispatcher {
/**
* This updates the position, rotation and scale with the matrix.
*/
applyMatrix( matrix: Matrix4 ): void;
applyMatrix4( matrix: Matrix4 ): void;
applyQuaternion( quaternion: Quaternion ): this;
......
......@@ -127,7 +127,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
onBeforeRender: function () {},
onAfterRender: function () {},
applyMatrix: function ( matrix ) {
applyMatrix4: function ( matrix ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
......@@ -394,7 +394,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
}
object.applyMatrix( _m1 );
object.applyMatrix4( _m1 );
object.updateWorldMatrix( false, false );
......
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