提交 0d522d83 编写于 作者: M Mr.doob

Updated builds.

上级 f9003547
......@@ -7023,6 +7023,7 @@ THREE.EventDispatcher.prototype = {
if ( object instanceof THREE.Sprite ) {
matrixPosition.setFromMatrixPosition( object.matrixWorld );
var distance = raycaster.ray.distanceToPoint( matrixPosition );
if ( distance > object.scale.x ) {
......@@ -7085,19 +7086,18 @@ THREE.EventDispatcher.prototype = {
if ( material === undefined ) return intersects;
var attributes = geometry.attributes;
var a, b, c;
var precision = raycaster.precision;
if ( geometry.attributes.index !== undefined ) {
if ( attributes.index !== undefined ) {
var offsets = geometry.offsets;
var indices = geometry.attributes.index.array;
var positions = geometry.attributes.position.array;
var offLength = geometry.offsets.length;
var fl = geometry.attributes.index.array.length / 3;
var indices = attributes.index.array;
var positions = attributes.position.array;
for ( var oi = 0; oi < offLength; ++oi ) {
for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
var start = offsets[ oi ].start;
var count = offsets[ oi ].count;
......@@ -7162,12 +7162,9 @@ THREE.EventDispatcher.prototype = {
} else {
var offsets = geometry.offsets;
var positions = geometry.attributes.position.array;
var offLength = geometry.offsets.length;
var fl = geometry.attributes.position.array.length;
var positions = attributes.position.array;
for ( var i = 0; i < fl; i += 3 ) {
for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
a = i;
b = i + 1;
......@@ -9700,8 +9697,6 @@ THREE.BufferGeometry = function () {
this.boundingBox = null;
this.boundingSphere = null;
this.hasTangents = false;
};
THREE.BufferGeometry.prototype = {
......@@ -9721,28 +9716,23 @@ THREE.BufferGeometry.prototype = {
applyMatrix: function ( matrix ) {
var positionArray;
var normalArray;
var position = this.attributes.position;
if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
if ( position !== undefined ) {
if ( positionArray !== undefined ) {
matrix.multiplyVector3Array( positionArray );
this.verticesNeedUpdate = true;
matrix.multiplyVector3Array( position.array );
position.needsUpdate = true;
}
if ( normalArray !== undefined ) {
var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
var normal = this.attributes.normal;
normalMatrix.multiplyVector3Array( normalArray );
if ( normal !== undefined ) {
this.normalizeNormals();
var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
this.normalsNeedUpdate = true;
normalMatrix.multiplyVector3Array( normal.array );
normal.needsUpdate = true;
}
......@@ -10231,9 +10221,6 @@ THREE.BufferGeometry.prototype = {
}
this.hasTangents = true;
this.tangentsNeedUpdate = true;
},
/*
......@@ -20921,6 +20908,12 @@ THREE.WebGLRenderer = function ( parameters ) {
_this.info.memory.geometries --;
} if ( geometry instanceof THREE.Geometry2 ) {
delete _buffers[ geometry.id ];
_this.info.memory.geometries --;
} else {
if ( geometry.geometryGroups !== undefined ) {
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
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