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three.js
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1103be35
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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1103be35
编写于
10月 24, 2018
作者:
M
Mr.doob
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差异文件
Updated builds.
上级
3eac1a1b
变更
3
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Showing
3 changed file
with
156 addition
and
155 deletion
+156
-155
build/three.js
build/three.js
+11
-11
build/three.min.js
build/three.min.js
+134
-133
build/three.module.js
build/three.module.js
+11
-11
未找到文件。
build/three.js
浏览文件 @
1103be35
...
...
@@ -21277,7 +21277,7 @@
var cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are p
erpendicular
and share an X-axis, and that
* Assumes 2 cameras that are p
arallel
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;
build/three.min.js
浏览文件 @
1103be35
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
1103be35
...
...
@@ -21271,7 +21271,7 @@ var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are p
erpendicular
and share an X-axis, and that
* Assumes 2 cameras that are p
arallel
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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