提交 f731f415 编写于 作者: M Mr.doob

Updated builds.

上级 ea7eab84
......@@ -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
此差异已折叠。
......@@ -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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