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970327dd
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970327dd
编写于
9月 26, 2014
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds.
上级
cb8e09db
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
28 addition
and
10 deletion
+28
-10
build/three.js
build/three.js
+21
-4
build/three.min.js
build/three.min.js
+7
-6
未找到文件。
build/three.js
浏览文件 @
970327dd
...
...
@@ -10359,6 +10359,8 @@ THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
this.type = 'OrthographicCamera';
this.zoom = 1;
this.left = left;
this.right = right;
this.top = top;
...
...
@@ -10375,7 +10377,7 @@ THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
this.projectionMatrix.makeOrthographic( this.left
, this.right, this.top, this.bott
om, this.near, this.far );
this.projectionMatrix.makeOrthographic( this.left
/ this.zoom, this.right / this.zoom, this.top / this.zoom, this.bottom / this.zo
om, this.near, this.far );
};
...
...
@@ -10385,6 +10387,8 @@ THREE.OrthographicCamera.prototype.clone = function () {
THREE.Camera.prototype.clone.call( this, camera );
camera.zoom = this.zoom;
camera.left = this.left;
camera.right = this.right;
camera.top = this.top;
...
...
@@ -10393,6 +10397,8 @@ THREE.OrthographicCamera.prototype.clone = function () {
camera.near = this.near;
camera.far = this.far;
camera.projectionMatrix.copy( this.projectionMatrix );
return camera;
};
...
...
@@ -10410,6 +10416,8 @@ THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
this.type = 'PerspectiveCamera';
this.zoom = 1;
this.fov = fov !== undefined ? fov : 50;
this.aspect = aspect !== undefined ? aspect : 1;
this.near = near !== undefined ? near : 0.1;
...
...
@@ -10493,7 +10501,7 @@ THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
if ( this.fullWidth ) {
var aspect = this.fullWidth / this.fullHeight;
var top = Math.tan( THREE.Math.degToRad(
this.fov
* 0.5 ) ) * this.near;
var top = Math.tan( THREE.Math.degToRad(
( this.fov / this.zoom )
* 0.5 ) ) * this.near;
var bottom = - top;
var left = aspect * bottom;
var right = aspect * top;
...
...
@@ -10511,7 +10519,7 @@ THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
} else {
this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
this.projectionMatrix.makePerspective( this.fov
/ this.zoom
, this.aspect, this.near, this.far );
}
...
...
@@ -10519,10 +10527,19 @@ THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
THREE.PerspectiveCamera.prototype.clone = function () {
var camera = new THREE.PerspectiveCamera(
this.fov, this.aspect, this.near, this.far
);
var camera = new THREE.PerspectiveCamera();
THREE.Camera.prototype.clone.call( this, camera );
camera.zoom = this.zoom;
camera.fov = this.fov;
camera.aspect = this.aspect;
camera.near = this.near;
camera.far = this.far;
camera.projectionMatrix.copy( this.projectionMatrix );
return camera;
};
...
...
build/three.min.js
浏览文件 @
970327dd
...
...
@@ -222,13 +222,14 @@ THREE.Camera=function(){THREE.Object3D.call(this);this.type="Camera";this.matrix
THREE
.
Camera
.
prototype
.
clone
=
function
(
a
){
void
0
===
a
&&
(
a
=
new
THREE
.
Camera
);
THREE
.
Object3D
.
prototype
.
clone
.
call
(
this
,
a
);
a
.
matrixWorldInverse
.
copy
(
this
.
matrixWorldInverse
);
a
.
projectionMatrix
.
copy
(
this
.
projectionMatrix
);
return
a
};
THREE
.
CubeCamera
=
function
(
a
,
b
,
c
){
THREE
.
Object3D
.
call
(
this
);
this
.
type
=
"
CubeCamera
"
;
var
d
=
new
THREE
.
PerspectiveCamera
(
90
,
1
,
a
,
b
);
d
.
up
.
set
(
0
,
-
1
,
0
);
d
.
lookAt
(
new
THREE
.
Vector3
(
1
,
0
,
0
));
this
.
add
(
d
);
var
e
=
new
THREE
.
PerspectiveCamera
(
90
,
1
,
a
,
b
);
e
.
up
.
set
(
0
,
-
1
,
0
);
e
.
lookAt
(
new
THREE
.
Vector3
(
-
1
,
0
,
0
));
this
.
add
(
e
);
var
g
=
new
THREE
.
PerspectiveCamera
(
90
,
1
,
a
,
b
);
g
.
up
.
set
(
0
,
0
,
1
);
g
.
lookAt
(
new
THREE
.
Vector3
(
0
,
1
,
0
));
this
.
add
(
g
);
var
f
=
new
THREE
.
PerspectiveCamera
(
90
,
1
,
a
,
b
);
f
.
up
.
set
(
0
,
0
,
-
1
);
f
.
lookAt
(
new
THREE
.
Vector3
(
0
,
-
1
,
0
));
this
.
add
(
f
);
var
h
=
new
THREE
.
PerspectiveCamera
(
90
,
1
,
a
,
b
);
h
.
up
.
set
(
0
,
-
1
,
0
);
h
.
lookAt
(
new
THREE
.
Vector3
(
0
,
0
,
1
));
this
.
add
(
h
);
var
k
=
new
THREE
.
PerspectiveCamera
(
90
,
1
,
a
,
b
);
k
.
up
.
set
(
0
,
-
1
,
0
);
k
.
lookAt
(
new
THREE
.
Vector3
(
0
,
0
,
-
1
));
this
.
add
(
k
);
this
.
renderTarget
=
new
THREE
.
WebGLRenderTargetCube
(
c
,
c
,{
format
:
THREE
.
RGBFormat
,
magFilter
:
THREE
.
LinearFilter
,
minFilter
:
THREE
.
LinearFilter
});
this
.
updateCubeMap
=
function
(
a
,
b
){
var
c
=
this
.
renderTarget
,
r
=
c
.
generateMipmaps
;
c
.
generateMipmaps
=!
1
;
c
.
activeCubeFace
=
0
;
a
.
render
(
b
,
d
,
c
);
c
.
activeCubeFace
=
1
;
a
.
render
(
b
,
e
,
c
);
c
.
activeCubeFace
=
2
;
a
.
render
(
b
,
g
,
c
);
c
.
activeCubeFace
=
3
;
a
.
render
(
b
,
f
,
c
);
c
.
activeCubeFace
=
4
;
a
.
render
(
b
,
h
,
c
);
c
.
generateMipmaps
=
r
;
c
.
activeCubeFace
=
5
;
a
.
render
(
b
,
k
,
c
)}};
THREE
.
CubeCamera
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
OrthographicCamera
=
function
(
a
,
b
,
c
,
d
,
e
,
g
){
THREE
.
Camera
.
call
(
this
);
this
.
type
=
"
OrthographicCamera
"
;
this
.
left
=
a
;
this
.
right
=
b
;
this
.
top
=
c
;
this
.
bottom
=
d
;
this
.
near
=
void
0
!==
e
?
e
:.
1
;
this
.
far
=
void
0
!==
g
?
g
:
2
E3
;
this
.
updateProjectionMatrix
()};
THREE
.
OrthographicCamera
.
prototype
=
Object
.
create
(
THREE
.
Camera
.
prototype
);
THREE
.
OrthographicCamera
.
prototype
.
updateProjectionMatrix
=
function
(){
this
.
projectionMatrix
.
makeOrthographic
(
this
.
left
,
this
.
right
,
this
.
top
,
this
.
bottom
,
this
.
near
,
this
.
far
)};
THREE
.
OrthographicCamera
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
OrthographicCamera
;
THREE
.
Camera
.
prototype
.
clone
.
call
(
this
,
a
);
a
.
left
=
this
.
left
;
a
.
right
=
this
.
right
;
a
.
top
=
this
.
top
;
a
.
bottom
=
this
.
bottom
;
a
.
near
=
this
.
near
;
a
.
far
=
this
.
far
;
return
a
};
THREE
.
PerspectiveCamera
=
function
(
a
,
b
,
c
,
d
){
THREE
.
Camera
.
call
(
this
);
this
.
type
=
"
PerspectiveCamera
"
;
this
.
fov
=
void
0
!==
a
?
a
:
50
;
this
.
aspect
=
void
0
!==
b
?
b
:
1
;
this
.
near
=
void
0
!==
c
?
c
:.
1
;
this
.
far
=
void
0
!==
d
?
d
:
2
E3
;
this
.
updateProjectionMatrix
()};
THREE
.
PerspectiveCamera
.
prototype
=
Object
.
create
(
THREE
.
Camera
.
prototype
);
THREE
.
PerspectiveCamera
.
prototype
.
setLens
=
function
(
a
,
b
){
void
0
===
b
&&
(
b
=
24
);
this
.
fov
=
2
*
THREE
.
Math
.
radToDeg
(
Math
.
atan
(
b
/
(
2
*
a
)));
this
.
updateProjectionMatrix
()};
1
;
a
.
render
(
b
,
e
,
c
);
c
.
activeCubeFace
=
2
;
a
.
render
(
b
,
g
,
c
);
c
.
activeCubeFace
=
3
;
a
.
render
(
b
,
f
,
c
);
c
.
activeCubeFace
=
4
;
a
.
render
(
b
,
h
,
c
);
c
.
generateMipmaps
=
r
;
c
.
activeCubeFace
=
5
;
a
.
render
(
b
,
k
,
c
)}};
THREE
.
CubeCamera
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
OrthographicCamera
=
function
(
a
,
b
,
c
,
d
,
e
,
g
){
THREE
.
Camera
.
call
(
this
);
this
.
type
=
"
OrthographicCamera
"
;
this
.
zoom
=
1
;
this
.
left
=
a
;
this
.
right
=
b
;
this
.
top
=
c
;
this
.
bottom
=
d
;
this
.
near
=
void
0
!==
e
?
e
:.
1
;
this
.
far
=
void
0
!==
g
?
g
:
2
E3
;
this
.
updateProjectionMatrix
()};
THREE
.
OrthographicCamera
.
prototype
=
Object
.
create
(
THREE
.
Camera
.
prototype
);
THREE
.
OrthographicCamera
.
prototype
.
updateProjectionMatrix
=
function
(){
this
.
projectionMatrix
.
makeOrthographic
(
this
.
left
/
this
.
zoom
,
this
.
right
/
this
.
zoom
,
this
.
top
/
this
.
zoom
,
this
.
bottom
/
this
.
zoom
,
this
.
near
,
this
.
far
)};
THREE
.
OrthographicCamera
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
OrthographicCamera
;
THREE
.
Camera
.
prototype
.
clone
.
call
(
this
,
a
);
a
.
zoom
=
this
.
zoom
;
a
.
left
=
this
.
left
;
a
.
right
=
this
.
right
;
a
.
top
=
this
.
top
;
a
.
bottom
=
this
.
bottom
;
a
.
near
=
this
.
near
;
a
.
far
=
this
.
far
;
a
.
projectionMatrix
.
copy
(
this
.
projectionMatrix
);
return
a
};
THREE
.
PerspectiveCamera
=
function
(
a
,
b
,
c
,
d
){
THREE
.
Camera
.
call
(
this
);
this
.
type
=
"
PerspectiveCamera
"
;
this
.
zoom
=
1
;
this
.
fov
=
void
0
!==
a
?
a
:
50
;
this
.
aspect
=
void
0
!==
b
?
b
:
1
;
this
.
near
=
void
0
!==
c
?
c
:.
1
;
this
.
far
=
void
0
!==
d
?
d
:
2
E3
;
this
.
updateProjectionMatrix
()};
THREE
.
PerspectiveCamera
.
prototype
=
Object
.
create
(
THREE
.
Camera
.
prototype
);
THREE
.
PerspectiveCamera
.
prototype
.
setLens
=
function
(
a
,
b
){
void
0
===
b
&&
(
b
=
24
);
this
.
fov
=
2
*
THREE
.
Math
.
radToDeg
(
Math
.
atan
(
b
/
(
2
*
a
)));
this
.
updateProjectionMatrix
()};
THREE
.
PerspectiveCamera
.
prototype
.
setViewOffset
=
function
(
a
,
b
,
c
,
d
,
e
,
g
){
this
.
fullWidth
=
a
;
this
.
fullHeight
=
b
;
this
.
x
=
c
;
this
.
y
=
d
;
this
.
width
=
e
;
this
.
height
=
g
;
this
.
updateProjectionMatrix
()};
THREE
.
PerspectiveCamera
.
prototype
.
updateProjectionMatrix
=
function
(){
if
(
this
.
fullWidth
){
var
a
=
this
.
fullWidth
/
this
.
fullHeight
,
b
=
Math
.
tan
(
THREE
.
Math
.
degToRad
(
.
5
*
this
.
fov
))
*
this
.
near
,
c
=-
b
,
d
=
a
*
c
,
a
=
Math
.
abs
(
a
*
b
-
d
),
c
=
Math
.
abs
(
b
-
c
);
this
.
projectionMatrix
.
makeFrustum
(
d
+
this
.
x
*
a
/
this
.
fullWidth
,
d
+
(
this
.
x
+
this
.
width
)
*
a
/
this
.
fullWidth
,
b
-
(
this
.
y
+
this
.
height
)
*
c
/
this
.
fullHeight
,
b
-
this
.
y
*
c
/
this
.
fullHeight
,
this
.
near
,
this
.
far
)}
else
this
.
projectionMatrix
.
makePerspective
(
this
.
fov
,
this
.
aspect
,
this
.
near
,
this
.
far
)};
THREE
.
PerspectiveCamera
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
PerspectiveCamera
(
this
.
fov
,
this
.
aspect
,
this
.
near
,
this
.
far
);
THREE
.
Camera
.
prototype
.
clone
.
call
(
this
,
a
);
return
a
};
THREE
.
Light
=
function
(
a
){
THREE
.
Object3D
.
call
(
this
);
this
.
type
=
"
Light
"
;
this
.
color
=
new
THREE
.
Color
(
a
)};
THREE
.
Light
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
Light
.
prototype
.
clone
=
function
(
a
){
void
0
===
a
&&
(
a
=
new
THREE
.
Light
);
THREE
.
Object3D
.
prototype
.
clone
.
call
(
this
,
a
);
a
.
color
.
copy
(
this
.
color
);
return
a
}
;
THREE
.
AmbientLight
=
function
(
a
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
type
=
"
AmbientLight
"
};
THREE
.
AmbientLight
.
prototype
=
Object
.
create
(
THREE
.
Light
.
prototype
);
THREE
.
AmbientLight
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
AmbientLight
;
THREE
.
Light
.
prototype
.
clone
.
call
(
this
,
a
);
return
a
};
THREE
.
PerspectiveCamera
.
prototype
.
updateProjectionMatrix
=
function
(){
if
(
this
.
fullWidth
){
var
a
=
this
.
fullWidth
/
this
.
fullHeight
,
b
=
Math
.
tan
(
THREE
.
Math
.
degToRad
(
this
.
fov
/
this
.
zoom
*
.
5
))
*
this
.
near
,
c
=-
b
,
d
=
a
*
c
,
a
=
Math
.
abs
(
a
*
b
-
d
),
c
=
Math
.
abs
(
b
-
c
);
this
.
projectionMatrix
.
makeFrustum
(
d
+
this
.
x
*
a
/
this
.
fullWidth
,
d
+
(
this
.
x
+
this
.
width
)
*
a
/
this
.
fullWidth
,
b
-
(
this
.
y
+
this
.
height
)
*
c
/
this
.
fullHeight
,
b
-
this
.
y
*
c
/
this
.
fullHeight
,
this
.
near
,
this
.
far
)}
else
this
.
projectionMatrix
.
makePerspective
(
this
.
fov
/
this
.
zoom
,
this
.
aspect
,
this
.
near
,
this
.
far
)};
THREE
.
PerspectiveCamera
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
PerspectiveCamera
;
THREE
.
Camera
.
prototype
.
clone
.
call
(
this
,
a
);
a
.
zoom
=
this
.
zoom
;
a
.
fov
=
this
.
fov
;
a
.
aspect
=
this
.
aspect
;
a
.
near
=
this
.
near
;
a
.
far
=
this
.
far
;
a
.
projectionMatrix
.
copy
(
this
.
projectionMatrix
);
return
a
};
THREE
.
Light
=
function
(
a
){
THREE
.
Object3D
.
call
(
this
);
this
.
type
=
"
Light
"
;
this
.
color
=
new
THREE
.
Color
(
a
)};
THREE
.
Light
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
)
;
THREE
.
Light
.
prototype
.
clone
=
function
(
a
){
void
0
===
a
&&
(
a
=
new
THREE
.
Light
);
THREE
.
Object3D
.
prototype
.
clone
.
call
(
this
,
a
);
a
.
color
.
copy
(
this
.
color
);
return
a
};
THREE
.
AmbientLight
=
function
(
a
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
type
=
"
AmbientLight
"
};
THREE
.
AmbientLight
.
prototype
=
Object
.
create
(
THREE
.
Light
.
prototype
);
THREE
.
AmbientLight
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
AmbientLight
;
THREE
.
Light
.
prototype
.
clone
.
call
(
this
,
a
);
return
a
};
THREE
.
AreaLight
=
function
(
a
,
b
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
type
=
"
AreaLight
"
;
this
.
normal
=
new
THREE
.
Vector3
(
0
,
-
1
,
0
);
this
.
right
=
new
THREE
.
Vector3
(
1
,
0
,
0
);
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
height
=
this
.
width
=
1
;
this
.
constantAttenuation
=
1.5
;
this
.
linearAttenuation
=
.
5
;
this
.
quadraticAttenuation
=
.
1
};
THREE
.
AreaLight
.
prototype
=
Object
.
create
(
THREE
.
Light
.
prototype
);
THREE
.
DirectionalLight
=
function
(
a
,
b
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
type
=
"
DirectionalLight
"
;
this
.
position
.
set
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
onlyShadow
=
this
.
castShadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraLeft
=-
500
;
this
.
shadowCameraTop
=
this
.
shadowCameraRight
=
500
;
this
.
shadowCameraBottom
=-
500
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
.
5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowCascade
=!
1
;
this
.
shadowCascadeOffset
=
new
THREE
.
Vector3
(
0
,
0
,
-
1
E3
);
this
.
shadowCascadeCount
=
2
;
this
.
shadowCascadeBias
=
[
0
,
0
,
0
];
this
.
shadowCascadeWidth
=
[
512
,
512
,
512
];
this
.
shadowCascadeHeight
=
[
512
,
512
,
512
];
this
.
shadowCascadeNearZ
=
[
-
1
,.
99
,.
998
];
this
.
shadowCascadeFarZ
=
[.
99
,.
998
,
1
];
this
.
shadowCascadeArray
=
[];
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
DirectionalLight
.
prototype
=
Object
.
create
(
THREE
.
Light
.
prototype
);
...
...
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