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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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2480ed0a
编写于
3月 18, 2020
作者:
M
Mr.doob
提交者:
GitHub
3月 18, 2020
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差异文件
Merge pull request #18907 from zeux/gltf-smaller-bounds
GLTFLoader: Use a smaller bounding box for morph targets
上级
a3689d1c
02513a9b
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
18 addition
and
2 deletion
+18
-2
examples/js/loaders/GLTFLoader.js
examples/js/loaders/GLTFLoader.js
+9
-1
examples/jsm/loaders/GLTFLoader.js
examples/jsm/loaders/GLTFLoader.js
+9
-1
未找到文件。
examples/js/loaders/GLTFLoader.js
浏览文件 @
2480ed0a
...
...
@@ -2225,6 +2225,7 @@ THREE.GLTFLoader = ( function () {
if
(
targets
!==
undefined
)
{
var
maxDisplacement
=
new
THREE
.
Vector3
();
var
vector
=
new
THREE
.
Vector3
();
for
(
var
i
=
0
,
il
=
targets
.
length
;
i
<
il
;
i
++
)
{
...
...
@@ -2246,7 +2247,11 @@ THREE.GLTFLoader = ( function () {
vector
.
setY
(
Math
.
max
(
Math
.
abs
(
min
[
1
]
),
Math
.
abs
(
max
[
1
]
)
)
);
vector
.
setZ
(
Math
.
max
(
Math
.
abs
(
min
[
2
]
),
Math
.
abs
(
max
[
2
]
)
)
);
box
.
expandByVector
(
vector
);
// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative
// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets
// are used to implement key-frame animations and as such only two are active at a time - this results in very large
// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.
maxDisplacement
.
max
(
vector
);
}
else
{
...
...
@@ -2258,6 +2263,9 @@ THREE.GLTFLoader = ( function () {
}
// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.
box
.
expandByVector
(
maxDisplacement
);
}
geometry
.
boundingBox
=
box
;
...
...
examples/jsm/loaders/GLTFLoader.js
浏览文件 @
2480ed0a
...
...
@@ -2288,6 +2288,7 @@ var GLTFLoader = ( function () {
if
(
targets
!==
undefined
)
{
var
maxDisplacement
=
new
Vector3
();
var
vector
=
new
Vector3
();
for
(
var
i
=
0
,
il
=
targets
.
length
;
i
<
il
;
i
++
)
{
...
...
@@ -2309,7 +2310,11 @@ var GLTFLoader = ( function () {
vector
.
setY
(
Math
.
max
(
Math
.
abs
(
min
[
1
]
),
Math
.
abs
(
max
[
1
]
)
)
);
vector
.
setZ
(
Math
.
max
(
Math
.
abs
(
min
[
2
]
),
Math
.
abs
(
max
[
2
]
)
)
);
box
.
expandByVector
(
vector
);
// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative
// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets
// are used to implement key-frame animations and as such only two are active at a time - this results in very large
// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.
maxDisplacement
.
max
(
vector
);
}
else
{
...
...
@@ -2321,6 +2326,9 @@ var GLTFLoader = ( function () {
}
// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.
box
.
expandByVector
(
maxDisplacement
);
}
geometry
.
boundingBox
=
box
;
...
...
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