提交 1103be35 编写于 作者: M Mr.doob

Updated builds.

上级 3eac1a1b
......@@ -21277,7 +21277,7 @@
var cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are perpendicular and share an X-axis, and that
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
*/
......@@ -21299,22 +21299,22 @@
var leftFovL = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFovR = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var leftL = leftFovL * near;
var rightR = rightFovR * near;
var leftL = near * leftFovL;
var rightR = near * rightFovR;
var topL = near * ( projL[ 9 ] + 1 ) / projL[ 5 ];
var topR = near * ( projR[ 9 ] + 1 ) / projR[ 5 ];
var bottomL = near * ( projL[ 9 ] - 1 ) / projL[ 5 ];
var bottomR = near * ( projR[ 9 ] - 1 ) / projR[ 5 ];
// Calculate the new camera's position offset from the
// left camera.
var zOffset = ipd / ( leftFovL - rightFovR );
var xOffset = zOffset * leftFovL;
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / ( - leftFovL + rightFovR );
var xOffset = zOffset * - leftFovL;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( - zOffset * 2 );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
......@@ -36946,10 +36946,10 @@
this.zoom = 1;
this.view = null;
this.left = left;
this.right = right;
this.top = top;
this.bottom = bottom;
this.left = ( left !== undefined ) ? left : - 1;
this.right = ( right !== undefined ) ? right : 1;
this.top = ( top !== undefined ) ? top : 1;
this.bottom = ( bottom !== undefined ) ? bottom : - 1;
this.near = ( near !== undefined ) ? near : 0.1;
this.far = ( far !== undefined ) ? far : 2000;
此差异已折叠。
......@@ -21271,7 +21271,7 @@ var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are perpendicular and share an X-axis, and that
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
*/
......@@ -21293,22 +21293,22 @@ function setProjectionFromUnion( camera, cameraL, cameraR ) {
var leftFovL = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFovR = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var leftL = leftFovL * near;
var rightR = rightFovR * near;
var leftL = near * leftFovL;
var rightR = near * rightFovR;
var topL = near * ( projL[ 9 ] + 1 ) / projL[ 5 ];
var topR = near * ( projR[ 9 ] + 1 ) / projR[ 5 ];
var bottomL = near * ( projL[ 9 ] - 1 ) / projL[ 5 ];
var bottomR = near * ( projR[ 9 ] - 1 ) / projR[ 5 ];
// Calculate the new camera's position offset from the
// left camera.
var zOffset = ipd / ( leftFovL - rightFovR );
var xOffset = zOffset * leftFovL;
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / ( - leftFovL + rightFovR );
var xOffset = zOffset * - leftFovL;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( - zOffset * 2 );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
......@@ -36940,10 +36940,10 @@ function OrthographicCamera( left, right, top, bottom, near, far ) {
this.zoom = 1;
this.view = null;
this.left = left;
this.right = right;
this.top = top;
this.bottom = bottom;
this.left = ( left !== undefined ) ? left : - 1;
this.right = ( right !== undefined ) ? right : 1;
this.top = ( top !== undefined ) ? top : 1;
this.bottom = ( bottom !== undefined ) ? bottom : - 1;
this.near = ( near !== undefined ) ? near : 0.1;
this.far = ( far !== undefined ) ? far : 2000;
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