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f731f415
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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f731f415
编写于
5月 26, 2020
作者:
M
Mr.doob
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差异文件
Updated builds.
上级
ea7eab84
变更
3
展开全部
隐藏空白更改
内联
并排
Showing
3 changed file
with
670 addition
and
674 deletion
+670
-674
build/three.js
build/three.js
+8
-10
build/three.min.js
build/three.min.js
+635
-635
build/three.module.js
build/three.module.js
+27
-29
未找到文件。
build/three.js
浏览文件 @
f731f415
...
...
@@ -13210,17 +13210,15 @@
var vertexCounter = 0;
var groupCount = 0;
var ix, iy;
var vector = new Vector3();
// generate vertices, normals and uvs
for ( iy = 0; iy < gridY1; iy ++ ) {
for (
var
iy = 0; iy < gridY1; iy ++ ) {
var y = iy * segmentHeight - heightHalf;
for ( ix = 0; ix < gridX1; ix ++ ) {
for (
var
ix = 0; ix < gridX1; ix ++ ) {
var x = ix * segmentWidth - widthHalf;
...
...
@@ -13263,14 +13261,14 @@
// 2. a single segment consists of two faces
// 3. so we need to generate six (2*3) indices per segment
for (
iy = 0; iy < gridY; iy
++ ) {
for (
var iy$1 = 0; iy$1 < gridY; iy$1
++ ) {
for (
ix = 0; ix < gridX; ix
++ ) {
for (
var ix$1 = 0; ix$1 < gridX; ix$1
++ ) {
var a = numberOfVertices + ix
+ gridX1 * iy
;
var b = numberOfVertices + ix
+ gridX1 * ( iy
+ 1 );
var c = numberOfVertices + ( ix
+ 1 ) + gridX1 * ( iy
+ 1 );
var d = numberOfVertices + ( ix
+ 1 ) + gridX1 * iy
;
var a = numberOfVertices + ix
$1 + gridX1 * iy$1
;
var b = numberOfVertices + ix
$1 + gridX1 * ( iy$1
+ 1 );
var c = numberOfVertices + ( ix
$1 + 1 ) + gridX1 * ( iy$1
+ 1 );
var d = numberOfVertices + ( ix
$1 + 1 ) + gridX1 * iy$1
;
// faces
build/three.min.js
浏览文件 @
f731f415
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
f731f415
...
...
@@ -13146,7 +13146,7 @@ class BoxBufferGeometry extends BufferGeometry {
depthSegments: depthSegments
};
var
scope = this;
const
scope = this;
width = width || 1;
height = height || 1;
...
...
@@ -13160,15 +13160,15 @@ class BoxBufferGeometry extends BufferGeometry {
// buffers
var
indices = [];
var
vertices = [];
var
normals = [];
var
uvs = [];
const
indices = [];
const
vertices = [];
const
normals = [];
const
uvs = [];
// helper variables
var
numberOfVertices = 0;
var
groupStart = 0;
let
numberOfVertices = 0;
let
groupStart = 0;
// build each side of the box geometry
...
...
@@ -13188,32 +13188,30 @@ class BoxBufferGeometry extends BufferGeometry {
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
var segmentWidth = width / gridX;
var segmentHeight = height / gridY;
var widthHalf = width / 2;
var heightHalf = height / 2;
var depthHalf = depth / 2;
const segmentWidth = width / gridX;
const segmentHeight = height / gridY;
var gridX1 = gridX + 1;
var gridY1 = gridY + 1;
const widthHalf = width / 2;
const heightHalf = height / 2;
const depthHalf = depth / 2;
var vertexCounter = 0
;
var groupCount = 0
;
const gridX1 = gridX + 1
;
const gridY1 = gridY + 1
;
var ix, iy;
let vertexCounter = 0;
let groupCount = 0;
var
vector = new Vector3();
const
vector = new Vector3();
// generate vertices, normals and uvs
for ( iy = 0; iy < gridY1; iy ++ ) {
for (
let
iy = 0; iy < gridY1; iy ++ ) {
var
y = iy * segmentHeight - heightHalf;
const
y = iy * segmentHeight - heightHalf;
for ( ix = 0; ix < gridX1; ix ++ ) {
for (
let
ix = 0; ix < gridX1; ix ++ ) {
var
x = ix * segmentWidth - widthHalf;
const
x = ix * segmentWidth - widthHalf;
// set values to correct vector component
...
...
@@ -13254,14 +13252,14 @@ class BoxBufferGeometry extends BufferGeometry {
// 2. a single segment consists of two faces
// 3. so we need to generate six (2*3) indices per segment
for ( iy = 0; iy < gridY; iy ++ ) {
for (
let
iy = 0; iy < gridY; iy ++ ) {
for ( ix = 0; ix < gridX; ix ++ ) {
for (
let
ix = 0; ix < gridX; ix ++ ) {
var
a = numberOfVertices + ix + gridX1 * iy;
var
b = numberOfVertices + ix + gridX1 * ( iy + 1 );
var
c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
var
d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
const
a = numberOfVertices + ix + gridX1 * iy;
const
b = numberOfVertices + ix + gridX1 * ( iy + 1 );
const
c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
const
d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
// faces
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