提交 a1bebd87 编写于 作者: M Mr.doob

Updated builds.

上级 207457a5
......@@ -22426,7 +22426,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
} else {
......@@ -22467,7 +22467,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
}
......@@ -31324,6 +31324,103 @@ THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegme
THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
// File:src/extras/geometries/EdgesGeometry.js
/**
* @author WestLangley / http://github.com/WestLangley
*/
THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
THREE.BufferGeometry.call( this );
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
var edge = [ 0, 0 ], hash = {};
var sortFunction = function ( a, b ) { return a - b };
var keys = [ 'a', 'b', 'c' ];
var geometry2;
if ( geometry instanceof THREE.BufferGeometry ) {
geometry2 = new THREE.Geometry();
geometry2.fromBufferGeometry( geometry );
} else {
geometry2 = geometry.clone();
}
geometry2.mergeVertices();
geometry2.computeFaceNormals();
var vertices = geometry2.vertices;
var faces = geometry2.faces;
var numEdges = 0;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
for ( var j = 0; j < 3; j ++ ) {
edge[ 0 ] = face[ keys[ j ] ];
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
edge.sort( sortFunction );
var key = edge.toString();
if ( hash[ key ] === undefined ) {
hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
numEdges ++;
} else {
hash[ key ].face2 = i;
}
}
}
var coords = new Float32Array( numEdges * 2 * 3 );
var index = 0;
for ( var key in hash ) {
var h = hash[ key ];
if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
var vertex = vertices[ h.vert1 ];
coords[ index ++ ] = vertex.x;
coords[ index ++ ] = vertex.y;
coords[ index ++ ] = vertex.z;
vertex = vertices[ h.vert2 ];
coords[ index ++ ] = vertex.x;
coords[ index ++ ] = vertex.y;
coords[ index ++ ] = vertex.z;
}
}
this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
};
THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
// File:src/extras/geometries/ExtrudeGeometry.js
/**
......@@ -34358,90 +34455,8 @@ THREE.DirectionalLightHelper.prototype.update = function () {
THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
var color = ( hex !== undefined ) ? hex : 0xffffff;
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
var edge = [ 0, 0 ], hash = {};
var sortFunction = function ( a, b ) { return a - b };
var keys = [ 'a', 'b', 'c' ];
var geometry = new THREE.BufferGeometry();
var geometry2;
if ( object.geometry instanceof THREE.BufferGeometry ) {
geometry2 = new THREE.Geometry();
geometry2.fromBufferGeometry( object.geometry );
} else {
geometry2 = object.geometry.clone();
}
geometry2.mergeVertices();
geometry2.computeFaceNormals();
var vertices = geometry2.vertices;
var faces = geometry2.faces;
var numEdges = 0;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
for ( var j = 0; j < 3; j ++ ) {
edge[ 0 ] = face[ keys[ j ] ];
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
edge.sort( sortFunction );
var key = edge.toString();
if ( hash[ key ] === undefined ) {
hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
numEdges ++;
} else {
hash[ key ].face2 = i;
}
}
}
var coords = new Float32Array( numEdges * 2 * 3 );
var index = 0;
for ( var key in hash ) {
var h = hash[ key ];
if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
var vertex = vertices[ h.vert1 ];
coords[ index ++ ] = vertex.x;
coords[ index ++ ] = vertex.y;
coords[ index ++ ] = vertex.z;
vertex = vertices[ h.vert2 ];
coords[ index ++ ] = vertex.x;
coords[ index ++ ] = vertex.y;
coords[ index ++ ] = vertex.z;
}
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
THREE.Line.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
......
此差异已折叠。
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
......
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