提交 1578a27d 编写于 作者: M Mr.doob

Updated constructor position and buils.

上级 1e152e5b
因为 它太大了无法显示 source diff 。你可以改为 查看blob
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此差异已折叠。
此差异已折叠。
此差异已折叠。
......@@ -10,7 +10,9 @@ THREE.Color = function ( hex ) {
THREE.Color.prototype = {
copy : function ( color ) {
constructor: THREE.Color,
copy: function ( color ) {
this.r = color.r;
this.g = color.g;
......@@ -19,14 +21,14 @@ THREE.Color.prototype = {
},
setHex : function ( hex ) {
setHex: function ( hex ) {
this.hex = ( ~~ hex ) & 0xffffff;
this.updateRGB();
},
setRGB : function ( r, g, b ) {
setRGB: function ( r, g, b ) {
this.r = r;
this.g = g;
......@@ -36,7 +38,7 @@ THREE.Color.prototype = {
},
setHSV : function ( h, s, v ) {
setHSV: function ( h, s, v ) {
// based on MochiKit implementation by Bob Ippolito
// h,s,v ranges are < 0.0 - 1.0 >
......@@ -73,13 +75,13 @@ THREE.Color.prototype = {
},
updateHex : function () {
updateHex: function () {
this.hex = ~~ ( this.r * 255 ) << 16 ^ ~~ ( this.g * 255 ) << 8 ^ ~~ ( this.b * 255 );
},
updateRGB : function () {
updateRGB: function () {
this.r = ( this.hex >> 16 & 255 ) / 255;
this.g = ( this.hex >> 8 & 255 ) / 255;
......@@ -87,12 +89,10 @@ THREE.Color.prototype = {
},
clone : function () {
clone: function () {
return new THREE.Color( this.hex );
},
constructor : THREE.Color
}
};
......@@ -34,6 +34,8 @@ THREE.Geometry = function () {
THREE.Geometry.prototype = {
constructor : THREE.Geometry,
computeCentroids: function () {
var f, fl, face;
......@@ -502,9 +504,7 @@ THREE.Geometry.prototype = {
}
},
constructor : THREE.Geometry
}
};
......
......@@ -6,7 +6,9 @@ THREE.Matrix3 = function () {
THREE.Matrix3.prototype = {
transpose : function () {
constructor: THREE.Matrix3,
transpose: function () {
var tmp, m = this.m;
......@@ -18,7 +20,7 @@ THREE.Matrix3.prototype = {
},
transposeIntoArray : function ( r ) {
transposeIntoArray: function ( r ) {
var m = this.m;
......@@ -34,8 +36,6 @@ THREE.Matrix3.prototype = {
return this;
},
constructor : THREE.Matrix3
}
};
......@@ -26,7 +26,9 @@ THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33
THREE.Matrix4.prototype = {
set : function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
constructor: THREE.Matrix4,
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
this.n11 = n11; this.n12 = n12; this.n13 = n13; this.n14 = n14;
this.n21 = n21; this.n22 = n22; this.n23 = n23; this.n24 = n24;
......@@ -37,7 +39,7 @@ THREE.Matrix4.prototype = {
},
identity : function () {
identity: function () {
this.set(
......@@ -52,7 +54,7 @@ THREE.Matrix4.prototype = {
},
copy : function ( m ) {
copy: function ( m ) {
this.set(
......@@ -67,7 +69,7 @@ THREE.Matrix4.prototype = {
},
lookAt : function ( eye, center, up ) {
lookAt: function ( eye, center, up ) {
var x = THREE.Matrix4.__v1, y = THREE.Matrix4.__v2, z = THREE.Matrix4.__v3;
......@@ -99,7 +101,7 @@ THREE.Matrix4.prototype = {
},
multiplyVector3 : function ( v ) {
multiplyVector3: function ( v ) {
var vx = v.x, vy = v.y, vz = v.z,
d = 1 / ( this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 );
......@@ -112,7 +114,7 @@ THREE.Matrix4.prototype = {
},
multiplyVector4 : function ( v ) {
multiplyVector4: function ( v ) {
var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
......@@ -125,7 +127,7 @@ THREE.Matrix4.prototype = {
},
rotateAxis : function ( v ) {
rotateAxis: function ( v ) {
var vx = v.x, vy = v.y, vz = v.z;
......@@ -139,7 +141,7 @@ THREE.Matrix4.prototype = {
},
crossVector : function ( a ) {
crossVector: function ( a ) {
var v = new THREE.Vector4();
......@@ -153,7 +155,7 @@ THREE.Matrix4.prototype = {
},
multiply : function ( a, b ) {
multiply: function ( a, b ) {
var a11 = a.n11, a12 = a.n12, a13 = a.n13, a14 = a.n14,
a21 = a.n21, a22 = a.n22, a23 = a.n23, a24 = a.n24,
......@@ -189,7 +191,7 @@ THREE.Matrix4.prototype = {
},
multiplyToArray : function ( a, b, r ) {
multiplyToArray: function ( a, b, r ) {
this.multiply( a, b );
......@@ -202,7 +204,7 @@ THREE.Matrix4.prototype = {
},
multiplySelf : function ( m ) {
multiplySelf: function ( m ) {
this.multiply( this, m );
......@@ -210,7 +212,7 @@ THREE.Matrix4.prototype = {
},
multiplyScalar : function ( s ) {
multiplyScalar: function ( s ) {
this.n11 *= s; this.n12 *= s; this.n13 *= s; this.n14 *= s;
this.n21 *= s; this.n22 *= s; this.n23 *= s; this.n24 *= s;
......@@ -221,7 +223,7 @@ THREE.Matrix4.prototype = {
},
determinant : function () {
determinant: function () {
var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14,
n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24,
......@@ -264,7 +266,7 @@ THREE.Matrix4.prototype = {
},
transpose : function () {
transpose: function () {
var tmp;
......@@ -280,7 +282,7 @@ THREE.Matrix4.prototype = {
},
clone : function () {
clone: function () {
var m = new THREE.Matrix4();
......@@ -293,7 +295,7 @@ THREE.Matrix4.prototype = {
},
flatten : function () {
flatten: function () {
this.flat[ 0 ] = this.n11; this.flat[ 1 ] = this.n21; this.flat[ 2 ] = this.n31; this.flat[ 3 ] = this.n41;
this.flat[ 4 ] = this.n12; this.flat[ 5 ] = this.n22; this.flat[ 6 ] = this.n32; this.flat[ 7 ] = this.n42;
......@@ -304,7 +306,7 @@ THREE.Matrix4.prototype = {
},
flattenToArray : function ( flat ) {
flattenToArray: function ( flat ) {
flat[ 0 ] = this.n11; flat[ 1 ] = this.n21; flat[ 2 ] = this.n31; flat[ 3 ] = this.n41;
flat[ 4 ] = this.n12; flat[ 5 ] = this.n22; flat[ 6 ] = this.n32; flat[ 7 ] = this.n42;
......@@ -315,7 +317,7 @@ THREE.Matrix4.prototype = {
},
flattenToArrayOffset : function( flat, offset ) {
flattenToArrayOffset: function( flat, offset ) {
flat[ offset ] = this.n11;
flat[ offset + 1 ] = this.n21;
......@@ -341,7 +343,7 @@ THREE.Matrix4.prototype = {
},
setTranslation : function( x, y, z ) {
setTranslation: function( x, y, z ) {
this.set(
......@@ -356,7 +358,7 @@ THREE.Matrix4.prototype = {
},
setScale : function ( x, y, z ) {
setScale: function ( x, y, z ) {
this.set(
......@@ -371,7 +373,7 @@ THREE.Matrix4.prototype = {
},
setRotationX : function ( theta ) {
setRotationX: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
......@@ -388,7 +390,7 @@ THREE.Matrix4.prototype = {
},
setRotationY : function( theta ) {
setRotationY: function( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
......@@ -405,7 +407,7 @@ THREE.Matrix4.prototype = {
},
setRotationZ : function( theta ) {
setRotationZ: function( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
......@@ -422,7 +424,7 @@ THREE.Matrix4.prototype = {
},
setRotationAxis : function( axis, angle ) {
setRotationAxis: function( axis, angle ) {
// Based on http://www.gamedev.net/reference/articles/article1199.asp
......@@ -445,7 +447,7 @@ THREE.Matrix4.prototype = {
},
setPosition : function( v ) {
setPosition: function( v ) {
this.n14 = v.x;
this.n24 = v.y;
......@@ -689,9 +691,7 @@ THREE.Matrix4.prototype = {
this.n23 = m.n23 * invScaleZ;
this.n33 = m.n33 * invScaleZ;
},
constructor : THREE.Matrix4
}
};
......
......@@ -52,32 +52,34 @@ THREE.Object3D = function() {
THREE.Object3D.prototype = {
translate : function ( distance, axis ) {
constructor: THREE.Object3D,
translate: function ( distance, axis ) {
this.matrix.rotateAxis( axis );
this.position.addSelf( axis.multiplyScalar( distance ) );
},
translateX : function ( distance ) {
translateX: function ( distance ) {
this.translate( distance, this._vector.set( 1, 0, 0 ) );
},
translateY : function ( distance ) {
translateY: function ( distance ) {
this.translate( distance, this._vector.set( 0, 1, 0 ) );
},
translateZ : function ( distance ) {
translateZ: function ( distance ) {
this.translate( distance, this._vector.set( 0, 0, 1 ) );
},
lookAt : function ( vector ) {
lookAt: function ( vector ) {
// TODO: Add hierarchy support.
......@@ -228,8 +230,6 @@ THREE.Object3D.prototype = {
}
},
constructor : THREE.Object3D
}
};
......@@ -18,7 +18,9 @@ THREE.Quaternion = function( x, y, z, w ) {
THREE.Quaternion.prototype = {
set : function ( x, y, z, w ) {
constructor: THREE.Quaternion,
set: function ( x, y, z, w ) {
this.x = x;
this.y = y;
......@@ -29,7 +31,7 @@ THREE.Quaternion.prototype = {
},
copy : function ( q ) {
copy: function ( q ) {
this.x = q.x;
this.y = q.y;
......@@ -40,7 +42,7 @@ THREE.Quaternion.prototype = {
},
setFromEuler : function ( vec3 ) {
setFromEuler: function ( vec3 ) {
var c = 0.5 * Math.PI / 360, // 0.5 is an optimization
x = vec3.x * c,
......@@ -83,7 +85,7 @@ THREE.Quaternion.prototype = {
},
calculateW : function () {
calculateW : function () {
this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) );
......@@ -91,7 +93,7 @@ THREE.Quaternion.prototype = {
},
inverse : function () {
inverse: function () {
this.x *= -1;
this.y *= -1;
......@@ -101,13 +103,13 @@ THREE.Quaternion.prototype = {
},
length : function () {
length: function () {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
},
normalize : function () {
normalize: function () {
var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
......@@ -133,7 +135,7 @@ THREE.Quaternion.prototype = {
},
multiplySelf : function ( quat2 ) {
multiplySelf: function ( quat2 ) {
var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
qbx = quat2.x, qby = quat2.y, qbz = quat2.z, qbw = quat2.w;
......@@ -160,7 +162,7 @@ THREE.Quaternion.prototype = {
},
multiplyVector3 : function ( vec, dest ) {
multiplyVector3: function ( vec, dest ) {
if( !dest ) { dest = vec; }
......@@ -182,9 +184,7 @@ THREE.Quaternion.prototype = {
return dest;
},
constructor : THREE.Quaternion
}
}
......
......@@ -11,6 +11,8 @@ THREE.Ray = function ( origin, direction ) {
THREE.Ray.prototype = {
constructor: THREE.Ray,
intersectScene: function ( scene ) {
return this.intersectObjects( scene.objects );
......@@ -180,8 +182,6 @@ THREE.Ray.prototype = {
}
},
constructor : THREE.Ray
}
};
......@@ -15,7 +15,9 @@ THREE.UV = function ( u, v ) {
THREE.UV.prototype = {
set : function ( u, v ) {
constructor: THREE.UV,
set: function ( u, v ) {
this.u = u;
this.v = v;
......@@ -24,7 +26,7 @@ THREE.UV.prototype = {
},
copy : function ( uv ) {
copy: function ( uv ) {
this.set(
......@@ -35,8 +37,6 @@ THREE.UV.prototype = {
return this;
},
constructor : THREE.UV
}
};
......@@ -18,7 +18,9 @@ THREE.Vector2 = function ( x, y ) {
THREE.Vector2.prototype = {
set : function ( x, y ) {
constructor: THREE.Vector2,
set: function ( x, y ) {
this.x = x;
this.y = y;
......@@ -27,7 +29,7 @@ THREE.Vector2.prototype = {
},
copy : function ( v ) {
copy: function ( v ) {
this.x = v.x;
this.y = v.y;
......@@ -36,14 +38,14 @@ THREE.Vector2.prototype = {
},
clone : function () {
clone: function () {
return new THREE.Vector2( this.x, this.y );
},
add : function ( v1, v2 ) {
add: function ( v1, v2 ) {
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
......@@ -52,7 +54,7 @@ THREE.Vector2.prototype = {
},
addSelf : function ( v ) {
addSelf: function ( v ) {
this.x += v.x;
this.y += v.y;
......@@ -61,7 +63,7 @@ THREE.Vector2.prototype = {
},
sub : function ( v1, v2 ) {
sub: function ( v1, v2 ) {
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
......@@ -70,7 +72,7 @@ THREE.Vector2.prototype = {
},
subSelf : function ( v ) {
subSelf: function ( v ) {
this.x -= v.x;
this.y -= v.y;
......@@ -79,7 +81,7 @@ THREE.Vector2.prototype = {
},
multiplyScalar : function ( s ) {
multiplyScalar: function ( s ) {
this.x *= s;
this.y *= s;
......@@ -88,7 +90,7 @@ THREE.Vector2.prototype = {
},
divideScalar : function ( s ) {
divideScalar: function ( s ) {
if ( s ) {
......@@ -106,43 +108,43 @@ THREE.Vector2.prototype = {
},
negate : function() {
negate: function() {
return this.multiplyScalar( -1 );
},
dot : function ( v ) {
dot: function ( v ) {
return this.x * v.x + this.y * v.y;
},
lengthSq : function () {
lengthSq: function () {
return this.x * this.x + this.y * this.y;
},
length : function () {
length: function () {
return Math.sqrt( this.lengthSq() );
},
normalize : function () {
normalize: function () {
return this.divideScalar( this.length() );
},
distanceTo : function ( v ) {
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared : function ( v ) {
distanceToSquared: function ( v ) {
var dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
......@@ -150,7 +152,7 @@ THREE.Vector2.prototype = {
},
setLength : function ( l ) {
setLength: function ( l ) {
return this.normalize().multiplyScalar( l );
......@@ -158,7 +160,7 @@ THREE.Vector2.prototype = {
// deprecated: same as normalize
unit : function () {
unit: function () {
return this.normalize();
......@@ -168,12 +170,10 @@ THREE.Vector2.prototype = {
// (which may be not what is expected thanks to floating point precision)
// (should be probably using some tiny epsilon instead of equality)
equals : function( v ) {
equals: function( v ) {
return ( ( v.x == this.x ) && ( v.y == this.y ) );
},
constructor : THREE.Vector2
}
};
......@@ -21,7 +21,9 @@ THREE.Vector3 = function ( x, y, z ) {
THREE.Vector3.prototype = {
set : function ( x, y, z ) {
constructor: THREE.Vector3,
set: function ( x, y, z ) {
this.x = x;
this.y = y;
......@@ -31,7 +33,7 @@ THREE.Vector3.prototype = {
},
copy : function ( v ) {
copy: function ( v ) {
this.x = v.x;
this.y = v.y;
......@@ -41,14 +43,14 @@ THREE.Vector3.prototype = {
},
clone : function () {
clone: function () {
return new THREE.Vector3( this.x, this.y, this.z );
},
add : function ( v1, v2 ) {
add: function ( v1, v2 ) {
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
......@@ -58,7 +60,7 @@ THREE.Vector3.prototype = {
},
addSelf : function ( v ) {
addSelf: function ( v ) {
this.x += v.x;
this.y += v.y;
......@@ -68,7 +70,7 @@ THREE.Vector3.prototype = {
},
addScalar : function ( s ) {
addScalar: function ( s ) {
this.x += s;
this.y += s;
......@@ -78,7 +80,7 @@ THREE.Vector3.prototype = {
},
sub : function ( v1, v2 ) {
sub: function ( v1, v2 ) {
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
......@@ -88,7 +90,7 @@ THREE.Vector3.prototype = {
},
subSelf : function ( v ) {
subSelf: function ( v ) {
this.x -= v.x;
this.y -= v.y;
......@@ -98,7 +100,7 @@ THREE.Vector3.prototype = {
},
multiply : function ( a, b ) {
multiply: function ( a, b ) {
this.x = a.x * b.x;
this.y = a.y * b.y;
......@@ -108,7 +110,7 @@ THREE.Vector3.prototype = {
},
multiplySelf : function ( v ) {
multiplySelf: function ( v ) {
this.x *= v.x;
this.y *= v.y;
......@@ -118,7 +120,7 @@ THREE.Vector3.prototype = {
},
multiplyScalar : function ( s ) {
multiplyScalar: function ( s ) {
this.x *= s;
this.y *= s;
......@@ -128,13 +130,13 @@ THREE.Vector3.prototype = {
},
divideSelf : function ( v ) {
divideSelf: function ( v ) {
return this.divide( this, v );
},
divideScalar : function ( s ) {
divideScalar: function ( s ) {
if ( s ) {
......@@ -153,31 +155,31 @@ THREE.Vector3.prototype = {
},
negate : function() {
negate: function() {
return this.multiplyScalar( -1 );
},
dot : function ( v ) {
dot: function ( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
},
lengthSq : function () {
lengthSq: function () {
return this.x * this.x + this.y * this.y + this.z * this.z;
},
length : function () {
length: function () {
return Math.sqrt( this.lengthSq() );
},
lengthManhattan : function () {
lengthManhattan: function () {
// correct version
// return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
......@@ -186,20 +188,20 @@ THREE.Vector3.prototype = {
},
normalize : function () {
normalize: function () {
return this.divideScalar( this.length() );
},
setLength : function ( l ) {
setLength: function ( l ) {
return this.normalize().multiplyScalar( l );
},
cross : function ( a, b ) {
cross: function ( a, b ) {
this.x = a.y * b.z - a.z * b.y;
this.y = a.z * b.x - a.x * b.z;
......@@ -209,7 +211,7 @@ THREE.Vector3.prototype = {
},
crossSelf : function ( v ) {
crossSelf: function ( v ) {
return this.set(
......@@ -222,20 +224,20 @@ THREE.Vector3.prototype = {
},
distanceTo : function ( v ) {
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared : function ( v ) {
distanceToSquared: function ( v ) {
return new THREE.Vector3().sub( this, v ).lengthSq();
},
setPositionFromMatrix : function ( m ) {
setPositionFromMatrix: function ( m ) {
this.x = m.n14;
this.y = m.n24;
......@@ -243,7 +245,7 @@ THREE.Vector3.prototype = {
},
setRotationFromMatrix : function ( m ) {
setRotationFromMatrix: function ( m ) {
var cosY = Math.cos( this.y );
......@@ -263,12 +265,10 @@ THREE.Vector3.prototype = {
},
isZero : function () {
isZero: function () {
return ( this.lengthSq() < 0.0001 /* almostZero */ );
},
constructor : THREE.Vector3
}
};
......@@ -20,7 +20,9 @@ THREE.Vector4 = function ( x, y, z, w ) {
THREE.Vector4.prototype = {
set : function ( x, y, z, w ) {
constructor: THREE.Vector4,
set: function ( x, y, z, w ) {
this.x = x;
this.y = y;
......@@ -31,7 +33,7 @@ THREE.Vector4.prototype = {
},
copy : function ( v ) {
copy: function ( v ) {
return this.set(
......@@ -44,14 +46,14 @@ THREE.Vector4.prototype = {
},
clone : function () {
clone: function () {
return new THREE.Vector4( this.x, this.y, this.z, this.w );
},
add : function ( v1, v2 ) {
add: function ( v1, v2 ) {
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
......@@ -62,7 +64,7 @@ THREE.Vector4.prototype = {
},
addSelf : function ( v ) {
addSelf: function ( v ) {
this.x += v.x;
this.y += v.y;
......@@ -73,7 +75,7 @@ THREE.Vector4.prototype = {
},
sub : function ( v1, v2 ) {
sub: function ( v1, v2 ) {
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
......@@ -84,7 +86,7 @@ THREE.Vector4.prototype = {
},
subSelf : function ( v ) {
subSelf: function ( v ) {
this.x -= v.x;
this.y -= v.y;
......@@ -95,7 +97,7 @@ THREE.Vector4.prototype = {
},
multiplyScalar : function ( s ) {
multiplyScalar: function ( s ) {
this.x *= s;
this.y *= s;
......@@ -106,7 +108,7 @@ THREE.Vector4.prototype = {
},
divideScalar : function ( s ) {
divideScalar: function ( s ) {
if ( s ) {
......@@ -126,44 +128,44 @@ THREE.Vector4.prototype = {
},
negate : function() {
negate: function() {
return this.multiplyScalar( -1 );
},
dot : function ( v ) {
dot: function ( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
},
lengthSq : function () {
lengthSq: function () {
return this.dot( this );
},
length : function () {
length: function () {
return Math.sqrt( this.lengthSq() );
},
normalize : function () {
normalize: function () {
return this.divideScalar( this.length() );
},
setLength : function ( l ) {
setLength: function ( l ) {
return this.normalize().multiplyScalar( l );
},
lerpSelf : function ( v, alpha ) {
lerpSelf: function ( v, alpha ) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
......@@ -172,8 +174,6 @@ THREE.Vector4.prototype = {
return this;
},
constructor : THREE.Vector4
}
};
......@@ -25,13 +25,13 @@ THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter )
THREE.Texture.prototype = {
constructor: THREE.Texture,
clone: function () {
return new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter );
},
constructor : THREE.Texture
}
};
......
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