- 20 2月, 2012 1 次提交
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由 Mr.doob 提交于
Matrix4.lookAt(): y doesn't need to be normalized because it's a cross product of 2 normalized vectors
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- 21 1月, 2012 1 次提交
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由 alteredq 提交于
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- 19 11月, 2011 3 次提交
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由 alteredq 提交于
"Fixed typos in Matrix4's transpose() and getInverse()" https://github.com/AddictArts/three.js/commit/62d2560b3c7b9868fc25f628c4022448aaff6b00
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由 John Pywtorak 提交于
Changed console error to return null and updated WebGLRenderer to handle null value. A valid matrix with no rotation and 0 scale will have a 0 determinant and does not need a normal matrix. Work By: Erik Kitson
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由 Erik Kitson 提交于
Fixed typos in Matrix4's transpose() and getInverse(). Also added convenience functions for adding a translation or rotation to a matrix (rather than just setting them). Work by: Erik Kitson and Khang Duong
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
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- 09 10月, 2011 4 次提交
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由 Mr.doob 提交于
Maybe a bit too early, but just want to see that code clean and simple...
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* The new system allow us to add lights and cameras as children of any object without hacks. * The Camera needs to be added to a Scene. If the Camera has no parent it's added to the Scene being renderer automatically. * I'll work on implementing this into the WebGLRenderrer tomorrow (gonna be a looong day... ).
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由 Mr.doob 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 11 9月, 2011 1 次提交
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由 alteredq 提交于
This buggy pattern ("something = parameter || nonzero value") exists at more places though elsewhere setting to zero doesn't make that much sense (e.g. in geometries). Not sure if we should change it everywhere to proper pattern ("something = ( parameter !== undefined ) ? parameter : value"). Maybe it would be good for establishing habit. I remember fixing this buggy pattern long ago but it just keeps popping up.
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- 23 8月, 2011 1 次提交
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由 alteredq 提交于
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
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- 22 8月, 2011 3 次提交
- 03 8月, 2011 2 次提交
- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 23 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 7月, 2011 1 次提交
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由 alteredq 提交于
(per Qt API design suggestions http://developer.qt.nokia.com/wiki/API_Design_Principles) Also some more whitespace cleanup.
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- 24 6月, 2011 1 次提交
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由 Andrew Wason 提交于
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- 23 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 29 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added functions for getPosition(), getColumnX(), getColumnY() and getColumnZ() to easier access the different components of the matrix.
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- 11 4月, 2011 2 次提交
- 17 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 3月, 2011 1 次提交
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由 alteredq 提交于
Gah, that was painful. Obvious solution with object.lookAt doesn't work, forward facing direction (heading and attitude) is fine, but banking gets messed up:( Tried many fixes, none worked, so I just resorted to simple rotation around Y-axis based on direction vector.
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- 08 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 06 3月, 2011 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D. Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 05 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 04 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Animation.js - fixed scale bugs and removed flattenToArrayOffset AnimationHandler.js - fixed so keyframes at same time is removed Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target SkinnedMesh.update - added flattenToArrayOffset in end of update
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- 03 3月, 2011 1 次提交
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由 Mr.doob 提交于
Minor tweaks.
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- 01 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 28 2月, 2011 2 次提交
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由 Mikael Emtinger 提交于
- Wrong in last commit, now the inversion of position is removed
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由 Mikael Emtinger 提交于
- Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples. WebGLRenderer: - Using camera.matrixWorldInverse instead of camera.matrixWorld - Changed frustum check to camera.frustumContains( object ); - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!) Object3D.addChild: - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights Camera: - Changed inverseMatrix -> matrixWorldInverse
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