Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
0020d58b
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
0020d58b
编写于
3月 30, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
VREffect: Prettified code.
上级
36af561e
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
15 addition
and
15 deletion
+15
-15
examples/js/effects/VREffect.js
examples/js/effects/VREffect.js
+15
-15
未找到文件。
examples/js/effects/VREffect.js
浏览文件 @
0020d58b
...
...
@@ -126,24 +126,24 @@ THREE.VREffect = function ( renderer, callback ) {
// render
var
cameraL
eft
=
new
THREE
.
PerspectiveCamera
();
var
cameraR
ight
=
new
THREE
.
PerspectiveCamera
();
var
cameraL
=
new
THREE
.
PerspectiveCamera
();
var
cameraR
=
new
THREE
.
PerspectiveCamera
();
this
.
render
=
function
(
scene
,
camera
)
{
if
(
vrHMD
)
{
var
sceneL
eft
,
sceneRight
;
var
sceneL
,
sceneR
;
if
(
scene
instanceof
Array
)
{
sceneL
eft
=
scene
[
0
];
sceneR
ight
=
scene
[
1
];
sceneL
=
scene
[
0
];
sceneR
=
scene
[
1
];
}
else
{
sceneL
eft
=
scene
;
sceneR
ight
=
scene
;
sceneL
=
scene
;
sceneR
=
scene
;
}
...
...
@@ -157,24 +157,24 @@ THREE.VREffect = function ( renderer, callback ) {
camera
.
updateMatrixWorld
();
}
cameraL
eft
.
projectionMatrix
=
fovToProjection
(
leftEyeFOV
,
true
,
camera
.
near
,
camera
.
far
);
cameraR
ight
.
projectionMatrix
=
fovToProjection
(
rightEyeFOV
,
true
,
camera
.
near
,
camera
.
far
);
cameraL
.
projectionMatrix
=
fovToProjection
(
leftEyeFOV
,
true
,
camera
.
near
,
camera
.
far
);
cameraR
.
projectionMatrix
=
fovToProjection
(
rightEyeFOV
,
true
,
camera
.
near
,
camera
.
far
);
camera
.
matrixWorld
.
decompose
(
cameraL
eft
.
position
,
cameraLeft
.
quaternion
,
cameraLeft
.
scale
);
camera
.
matrixWorld
.
decompose
(
cameraR
ight
.
position
,
cameraRight
.
quaternion
,
cameraRight
.
scale
);
camera
.
matrixWorld
.
decompose
(
cameraL
.
position
,
cameraL
.
quaternion
,
cameraL
.
scale
);
camera
.
matrixWorld
.
decompose
(
cameraR
.
position
,
cameraR
.
quaternion
,
cameraR
.
scale
);
cameraL
eft
.
translateX
(
leftEyeTranslation
.
x
*
this
.
scale
);
cameraR
ight
.
translateX
(
rightEyeTranslation
.
x
*
this
.
scale
);
cameraL
.
translateX
(
leftEyeTranslation
.
x
*
this
.
scale
);
cameraR
.
translateX
(
rightEyeTranslation
.
x
*
this
.
scale
);
// render left eye
renderer
.
setViewport
(
0
,
0
,
size
.
width
,
size
.
height
);
renderer
.
setScissor
(
0
,
0
,
size
.
width
,
size
.
height
);
renderer
.
render
(
sceneL
eft
,
cameraLeft
);
renderer
.
render
(
sceneL
,
cameraL
);
// render right eye
renderer
.
setViewport
(
size
.
width
,
0
,
size
.
width
,
size
.
height
);
renderer
.
setScissor
(
size
.
width
,
0
,
size
.
width
,
size
.
height
);
renderer
.
render
(
sceneR
ight
,
cameraRight
);
renderer
.
render
(
sceneR
,
cameraR
);
renderer
.
enableScissorTest
(
false
);
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录