提交 d1f2e6ef 编写于 作者: M Mr.doob

BufferGeometry: More efficient bounding* code.

@benadams Oh wait, is this because the strides stuff?
上级 484955ef
......@@ -466,16 +466,16 @@ THREE.BufferGeometry.prototype = {
}
var positions = this.attributes.position;
var positions = this.attributes.position.array;
if ( positions ) {
var bb = this.boundingBox;
bb.makeEmpty();
for ( var i = 0, il = positions.length / positions.itemSize; i < il; i ++ ) {
for ( var i = 0, il = positions.length; i < il; i ++ ) {
vector.set( positions.getX( i ), positions.getY( i ), positions.getZ( i ) );
vector.fromArray( positions, i );
bb.expandByPoint( vector );
}
......@@ -512,7 +512,7 @@ THREE.BufferGeometry.prototype = {
}
var positions = this.attributes.position;
var positions = this.attributes.position.array;
if ( positions ) {
......@@ -520,9 +520,9 @@ THREE.BufferGeometry.prototype = {
var center = this.boundingSphere.center;
for ( var i = 0, il = positions.length / positions.itemSize; i < il; i ++ ) {
for ( var i = 0, il = positions.length; i < il; i ++ ) {
vector.set( positions.getX( i ), positions.getY( i ), positions.getZ( i ) );
vector.fromArray( positions, i );
box.expandByPoint( vector );
}
......@@ -534,9 +534,9 @@ THREE.BufferGeometry.prototype = {
var maxRadiusSq = 0;
for ( var i = 0, il = positions.length / positions.itemSize; i < il; i ++ ) {
for ( var i = 0, il = positions.length; i < il; i ++ ) {
vector.set( positions.getX( i ), positions.getY( i ), positions.getZ( i ) );
vector.fromArray( positions, i );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
}
......
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