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three.js
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1dde6cc6
T
three.js
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1dde6cc6
编写于
4月 15, 2014
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
Updated builds.
上级
4b456f88
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
8 addition
and
3 deletion
+8
-3
build/three.js
build/three.js
+6
-1
build/three.min.js
build/three.min.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
1dde6cc6
...
...
@@ -37268,7 +37268,9 @@ THREE.PointLightHelper.prototype.update = function () {
* @author mrdoob / http://mrdoob.com/
*/
THREE.SkeletonHelper = function ( skeleton ) {
THREE.SkeletonHelper = function ( object ) {
var skeleton = object.skeleton;
var geometry = new THREE.Geometry();
...
...
@@ -37293,6 +37295,9 @@ THREE.SkeletonHelper = function ( skeleton ) {
this.skeleton = skeleton;
this.matrixWorld = object.matrixWorld;
this.matrixAutoUpdate = false;
this.update();
};
...
...
build/three.min.js
浏览文件 @
1dde6cc6
...
...
@@ -717,8 +717,8 @@ THREE.FaceNormalsHelper.prototype.update=function(){var a=this.geometry.vertices
THREE
.
GridHelper
.
prototype
.
setColors
=
function
(
a
,
b
){
this
.
color1
.
set
(
a
);
this
.
color2
.
set
(
b
);
this
.
geometry
.
colorsNeedUpdate
=!
0
};
THREE
.
HemisphereLightHelper
=
function
(
a
,
b
,
c
,
d
){
THREE
.
Object3D
.
call
(
this
);
this
.
light
=
a
;
this
.
light
.
updateMatrixWorld
();
this
.
matrixWorld
=
a
.
matrixWorld
;
this
.
matrixAutoUpdate
=!
1
;
this
.
colors
=
[
new
THREE
.
Color
,
new
THREE
.
Color
];
a
=
new
THREE
.
SphereGeometry
(
b
,
4
,
2
);
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeRotationX
(
-
Math
.
PI
/
2
));
for
(
b
=
0
;
8
>
b
;
b
++
)
a
.
faces
[
b
].
color
=
this
.
colors
[
4
>
b
?
0
:
1
];
b
=
new
THREE
.
MeshBasicMaterial
({
vertexColors
:
THREE
.
FaceColors
,
wireframe
:
!
0
});
this
.
lightSphere
=
new
THREE
.
Mesh
(
a
,
b
);
this
.
add
(
this
.
lightSphere
);
this
.
update
()};
THREE
.
HemisphereLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
HemisphereLightHelper
.
prototype
.
dispose
=
function
(){
this
.
lightSphere
.
geometry
.
dispose
();
this
.
lightSphere
.
material
.
dispose
()};
THREE
.
HemisphereLightHelper
.
prototype
.
update
=
function
(){
var
a
=
new
THREE
.
Vector3
;
return
function
(){
this
.
colors
[
0
].
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
colors
[
1
].
copy
(
this
.
light
.
groundColor
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightSphere
.
lookAt
(
a
.
setFromMatrixPosition
(
this
.
light
.
matrixWorld
).
negate
());
this
.
lightSphere
.
geometry
.
colorsNeedUpdate
=!
0
}}();
THREE
.
PointLightHelper
=
function
(
a
,
b
){
this
.
light
=
a
;
this
.
light
.
updateMatrixWorld
();
var
c
=
new
THREE
.
SphereGeometry
(
b
,
4
,
2
),
d
=
new
THREE
.
MeshBasicMaterial
({
wireframe
:
!
0
,
fog
:
!
1
});
d
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
THREE
.
Mesh
.
call
(
this
,
c
,
d
);
this
.
matrixWorld
=
this
.
light
.
matrixWorld
;
this
.
matrixAutoUpdate
=!
1
};
THREE
.
PointLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
THREE
.
PointLightHelper
.
prototype
.
dispose
=
function
(){
this
.
geometry
.
dispose
();
this
.
material
.
dispose
()};
THREE
.
PointLightHelper
.
prototype
.
update
=
function
(){
this
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
)};
THREE
.
SkeletonHelper
=
function
(
a
){
for
(
var
b
=
new
THREE
.
Geometry
,
c
=
0
;
c
<
a
.
bones
.
length
;
c
++
)
a
.
bones
[
c
].
parent
instanceof
THREE
.
Bone
&&
(
b
.
vertices
.
push
(
new
THREE
.
Vector3
),
b
.
vertices
.
push
(
new
THREE
.
Vector3
),
b
.
colors
.
push
(
new
THREE
.
Color
(
0
,
0
,
1
)),
b
.
colors
.
push
(
new
THREE
.
Color
(
0
,
1
,
0
)));
c
=
new
THREE
.
LineBasicMaterial
({
vertexColors
:
!
0
,
depthTest
:
!
1
,
depthWrite
:
!
1
,
transparent
:
!
0
});
THREE
.
Line
.
call
(
this
,
b
,
c
,
THREE
.
LinePieces
);
this
.
skeleton
=
a
;
this
.
update
()};
THREE
.
SkeletonHelper
.
prototype
=
Object
.
create
(
THREE
.
Line
.
prototype
)
;
THREE
.
SkeletonHelper
.
prototype
.
update
=
function
(){
for
(
var
a
=
this
.
geometry
,
b
=
0
,
c
=
0
;
c
<
this
.
skeleton
.
bones
.
length
;
c
++
){
var
d
=
this
.
skeleton
.
bones
[
c
];
d
.
parent
instanceof
THREE
.
Bone
&&
(
a
.
vertices
[
b
].
setFromMatrixPosition
(
d
.
skinMatrix
),
a
.
vertices
[
b
+
1
].
setFromMatrixPosition
(
d
.
parent
.
skinMatrix
),
b
+=
2
)}
a
.
verticesNeedUpdate
=!
0
;
a
.
computeBoundingSphere
()};
THREE
.
SpotLightHelper
=
function
(
a
){
THREE
.
Object3D
.
call
(
this
);
this
.
light
=
a
;
this
.
light
.
updateMatrixWorld
();
this
.
matrixWorld
=
a
.
matrixWorld
;
this
.
matrixAutoUpdate
=!
1
;
a
=
new
THREE
.
CylinderGeometry
(
0
,
1
,
1
,
8
,
1
,
!
0
);
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeTranslation
(
0
,
-
0.5
,
0
));
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeRotationX
(
-
Math
.
PI
/
2
));
var
b
=
new
THREE
.
MeshBasicMaterial
({
wireframe
:
!
0
,
fog
:
!
1
});
this
.
cone
=
new
THREE
.
Mesh
(
a
,
b
);
this
.
add
(
this
.
cone
);
this
.
update
()};
THREE
.
SpotLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
PointLightHelper
.
prototype
.
update
=
function
(){
this
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
)};
THREE
.
SkeletonHelper
=
function
(
a
){
for
(
var
b
=
a
.
skeleton
,
c
=
new
THREE
.
Geometry
,
d
=
0
;
d
<
b
.
bones
.
length
;
d
++
)
b
.
bones
[
d
].
parent
instanceof
THREE
.
Bone
&&
(
c
.
vertices
.
push
(
new
THREE
.
Vector3
),
c
.
vertices
.
push
(
new
THREE
.
Vector3
),
c
.
colors
.
push
(
new
THREE
.
Color
(
0
,
0
,
1
)),
c
.
colors
.
push
(
new
THREE
.
Color
(
0
,
1
,
0
)));
d
=
new
THREE
.
LineBasicMaterial
({
vertexColors
:
!
0
,
depthTest
:
!
1
,
depthWrite
:
!
1
,
transparent
:
!
0
});
THREE
.
Line
.
call
(
this
,
c
,
d
,
THREE
.
LinePieces
);
this
.
skeleton
=
b
;
this
.
matrixWorld
=
a
.
matrixWorld
;
this
.
matrixAutoUpdate
=!
1
;
this
.
update
()}
;
THREE
.
SkeletonHelper
.
prototype
=
Object
.
create
(
THREE
.
Line
.
prototype
);
THREE
.
SkeletonHelper
.
prototype
.
update
=
function
(){
for
(
var
a
=
this
.
geometry
,
b
=
0
,
c
=
0
;
c
<
this
.
skeleton
.
bones
.
length
;
c
++
){
var
d
=
this
.
skeleton
.
bones
[
c
];
d
.
parent
instanceof
THREE
.
Bone
&&
(
a
.
vertices
[
b
].
setFromMatrixPosition
(
d
.
skinMatrix
),
a
.
vertices
[
b
+
1
].
setFromMatrixPosition
(
d
.
parent
.
skinMatrix
),
b
+=
2
)}
a
.
verticesNeedUpdate
=!
0
;
a
.
computeBoundingSphere
()};
THREE
.
SpotLightHelper
=
function
(
a
){
THREE
.
Object3D
.
call
(
this
);
this
.
light
=
a
;
this
.
light
.
updateMatrixWorld
();
this
.
matrixWorld
=
a
.
matrixWorld
;
this
.
matrixAutoUpdate
=!
1
;
a
=
new
THREE
.
CylinderGeometry
(
0
,
1
,
1
,
8
,
1
,
!
0
);
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeTranslation
(
0
,
-
0.5
,
0
));
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeRotationX
(
-
Math
.
PI
/
2
));
var
b
=
new
THREE
.
MeshBasicMaterial
({
wireframe
:
!
0
,
fog
:
!
1
});
this
.
cone
=
new
THREE
.
Mesh
(
a
,
b
);
this
.
add
(
this
.
cone
);
this
.
update
()};
THREE
.
SpotLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
SpotLightHelper
.
prototype
.
dispose
=
function
(){
this
.
cone
.
geometry
.
dispose
();
this
.
cone
.
material
.
dispose
()};
THREE
.
SpotLightHelper
.
prototype
.
update
=
function
(){
var
a
=
new
THREE
.
Vector3
,
b
=
new
THREE
.
Vector3
;
return
function
(){
var
c
=
this
.
light
.
distance
?
this
.
light
.
distance
:
1
E4
,
d
=
c
*
Math
.
tan
(
this
.
light
.
angle
);
this
.
cone
.
scale
.
set
(
d
,
d
,
c
);
a
.
setFromMatrixPosition
(
this
.
light
.
matrixWorld
);
b
.
setFromMatrixPosition
(
this
.
light
.
target
.
matrixWorld
);
this
.
cone
.
lookAt
(
b
.
sub
(
a
));
this
.
cone
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
)}}();
THREE
.
VertexNormalsHelper
=
function
(
a
,
b
,
c
,
d
){
this
.
object
=
a
;
this
.
size
=
void
0
!==
b
?
b
:
1
;
b
=
void
0
!==
c
?
c
:
16711680
;
d
=
void
0
!==
d
?
d
:
1
;
c
=
new
THREE
.
Geometry
;
a
=
a
.
geometry
.
faces
;
for
(
var
e
=
0
,
f
=
a
.
length
;
e
<
f
;
e
++
)
for
(
var
g
=
0
,
h
=
a
[
e
].
vertexNormals
.
length
;
g
<
h
;
g
++
)
c
.
vertices
.
push
(
new
THREE
.
Vector3
),
c
.
vertices
.
push
(
new
THREE
.
Vector3
);
THREE
.
Line
.
call
(
this
,
c
,
new
THREE
.
LineBasicMaterial
({
color
:
b
,
linewidth
:
d
}),
THREE
.
LinePieces
);
this
.
matrixAutoUpdate
=!
1
;
this
.
normalMatrix
=
new
THREE
.
Matrix3
;
this
.
update
()};
THREE
.
VertexNormalsHelper
.
prototype
=
Object
.
create
(
THREE
.
Line
.
prototype
);
THREE
.
VertexNormalsHelper
.
prototype
.
update
=
function
(
a
){
var
b
=
new
THREE
.
Vector3
;
return
function
(
a
){
a
=
[
"
a
"
,
"
b
"
,
"
c
"
,
"
d
"
];
this
.
object
.
updateMatrixWorld
(
!
0
);
this
.
normalMatrix
.
getNormalMatrix
(
this
.
object
.
matrixWorld
);
for
(
var
d
=
this
.
geometry
.
vertices
,
e
=
this
.
object
.
geometry
.
vertices
,
f
=
this
.
object
.
geometry
.
faces
,
g
=
this
.
object
.
matrixWorld
,
h
=
0
,
k
=
0
,
l
=
f
.
length
;
k
<
l
;
k
++
)
for
(
var
n
=
f
[
k
],
r
=
0
,
p
=
n
.
vertexNormals
.
length
;
r
<
p
;
r
++
){
var
s
=
n
.
vertexNormals
[
r
];
d
[
h
].
copy
(
e
[
n
[
a
[
r
]]]).
applyMatrix4
(
g
);
b
.
copy
(
s
).
applyMatrix3
(
this
.
normalMatrix
).
normalize
().
multiplyScalar
(
this
.
size
);
...
...
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