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three.js
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2ccfed2c
T
three.js
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2ccfed2c
编写于
3月 15, 2012
作者:
A
alteredq
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
b2d4ded1
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
2 addition
and
2 deletion
+2
-2
build/Three.js
build/Three.js
+1
-1
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+1
-1
未找到文件。
build/Three.js
浏览文件 @
2ccfed2c
...
...
@@ -112,7 +112,7 @@ this.far)};THREE.Light=function(a){THREE.Object3D.call(this);this.color=new THRE
THREE
.
DirectionalLight
=
function
(
a
,
b
,
c
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
;
this
.
onlyShadow
=
this
.
castShadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraLeft
=-
500
;
this
.
shadowCameraTop
=
this
.
shadowCameraRight
=
500
;
this
.
shadowCameraBottom
=-
500
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
0.5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowCascade
=
!
1
;
this
.
shadowCascadeOffset
=
new
THREE
.
Vector3
(
0
,
0
,
-
1
E3
);
this
.
shadowCascadeCount
=
2
;
this
.
shadowCascadeBias
=
[
0
,
0
,
0
];
this
.
shadowCascadeWidth
=
[
512
,
512
,
512
];
this
.
shadowCascadeHeight
=
[
512
,
512
,
512
];
this
.
shadowCascadeNearZ
=
[
-
1
,
0.99
,
0.998
];
this
.
shadowCascadeFarZ
=
[
0.99
,
0.998
,
1
];
this
.
shadowCascadeArray
=
[];
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
DirectionalLight
.
prototype
=
new
THREE
.
Light
;
THREE
.
DirectionalLight
.
prototype
.
constructor
=
THREE
.
DirectionalLight
;
THREE
.
PointLight
=
function
(
a
,
b
,
c
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
};
THREE
.
PointLight
.
prototype
=
new
THREE
.
Light
;
THREE
.
PointLight
.
prototype
.
constructor
=
THREE
.
PointLight
;
THREE
.
SpotLight
=
function
(
a
,
b
,
c
,
d
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
;
this
.
castShadow
=
void
0
!==
d
?
d
:
!
1
;
this
.
only
Shadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraFov
=
50
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
0.5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
SpotLight
=
function
(
a
,
b
,
c
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
;
this
.
onlyShadow
=
this
.
cast
Shadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraFov
=
50
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
0.5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
SpotLight
.
prototype
=
new
THREE
.
Light
;
THREE
.
SpotLight
.
prototype
.
constructor
=
THREE
.
SpotLight
;
THREE
.
Material
=
function
(
a
){
a
=
a
||
{};
this
.
id
=
THREE
.
MaterialCount
++
;
this
.
name
=
""
;
this
.
opacity
=
void
0
!==
a
.
opacity
?
a
.
opacity
:
1
;
this
.
transparent
=
void
0
!==
a
.
transparent
?
a
.
transparent
:
!
1
;
this
.
blending
=
void
0
!==
a
.
blending
?
a
.
blending
:
THREE
.
NormalBlending
;
this
.
depthTest
=
void
0
!==
a
.
depthTest
?
a
.
depthTest
:
!
0
;
this
.
depthWrite
=
void
0
!==
a
.
depthWrite
?
a
.
depthWrite
:
!
0
;
this
.
polygonOffset
=
void
0
!==
a
.
polygonOffset
?
a
.
polygonOffset
:
!
1
;
this
.
polygonOffsetFactor
=
void
0
!==
a
.
polygonOffsetFactor
?
a
.
polygonOffsetFactor
:
0
;
this
.
polygonOffsetUnits
=
void
0
!==
a
.
polygonOffsetUnits
?
a
.
polygonOffsetUnits
:
0
;
this
.
alphaTest
=
void
0
!==
a
.
alphaTest
?
a
.
alphaTest
:
0
;
this
.
overdraw
=
void
0
!==
a
.
overdraw
?
a
.
overdraw
:
!
1
};
THREE
.
MaterialCount
=
0
;
THREE
.
NoShading
=
0
;
THREE
.
FlatShading
=
1
;
THREE
.
SmoothShading
=
2
;
THREE
.
NoColors
=
0
;
THREE
.
FaceColors
=
1
;
THREE
.
VertexColors
=
2
;
THREE
.
NoBlending
=
0
;
THREE
.
NormalBlending
=
1
;
THREE
.
AdditiveBlending
=
2
;
THREE
.
SubtractiveBlending
=
3
;
THREE
.
MultiplyBlending
=
4
;
THREE
.
AdditiveAlphaBlending
=
5
;
...
...
build/custom/ThreeWebGL.js
浏览文件 @
2ccfed2c
...
...
@@ -111,7 +111,7 @@ this.far)};THREE.Light=function(a){THREE.Object3D.call(this);this.color=new THRE
THREE
.
DirectionalLight
=
function
(
a
,
b
,
c
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
;
this
.
onlyShadow
=
this
.
castShadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraLeft
=-
500
;
this
.
shadowCameraTop
=
this
.
shadowCameraRight
=
500
;
this
.
shadowCameraBottom
=-
500
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
0.5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowCascade
=
!
1
;
this
.
shadowCascadeOffset
=
new
THREE
.
Vector3
(
0
,
0
,
-
1
E3
);
this
.
shadowCascadeCount
=
2
;
this
.
shadowCascadeBias
=
[
0
,
0
,
0
];
this
.
shadowCascadeWidth
=
[
512
,
512
,
512
];
this
.
shadowCascadeHeight
=
[
512
,
512
,
512
];
this
.
shadowCascadeNearZ
=
[
-
1
,
0.99
,
0.998
];
this
.
shadowCascadeFarZ
=
[
0.99
,
0.998
,
1
];
this
.
shadowCascadeArray
=
[];
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
DirectionalLight
.
prototype
=
new
THREE
.
Light
;
THREE
.
DirectionalLight
.
prototype
.
constructor
=
THREE
.
DirectionalLight
;
THREE
.
PointLight
=
function
(
a
,
b
,
c
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
};
THREE
.
PointLight
.
prototype
=
new
THREE
.
Light
;
THREE
.
PointLight
.
prototype
.
constructor
=
THREE
.
PointLight
;
THREE
.
SpotLight
=
function
(
a
,
b
,
c
,
d
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
;
this
.
castShadow
=
void
0
!==
d
?
d
:
!
1
;
this
.
only
Shadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraFov
=
50
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
0.5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
SpotLight
=
function
(
a
,
b
,
c
){
THREE
.
Light
.
call
(
this
,
a
);
this
.
position
=
new
THREE
.
Vector3
(
0
,
1
,
0
);
this
.
target
=
new
THREE
.
Object3D
;
this
.
intensity
=
void
0
!==
b
?
b
:
1
;
this
.
distance
=
void
0
!==
c
?
c
:
0
;
this
.
onlyShadow
=
this
.
cast
Shadow
=!
1
;
this
.
shadowCameraNear
=
50
;
this
.
shadowCameraFar
=
5
E3
;
this
.
shadowCameraFov
=
50
;
this
.
shadowCameraVisible
=!
1
;
this
.
shadowBias
=
0
;
this
.
shadowDarkness
=
0.5
;
this
.
shadowMapHeight
=
this
.
shadowMapWidth
=
512
;
this
.
shadowMatrix
=
this
.
shadowCamera
=
this
.
shadowMapSize
=
this
.
shadowMap
=
null
};
THREE
.
SpotLight
.
prototype
=
new
THREE
.
Light
;
THREE
.
SpotLight
.
prototype
.
constructor
=
THREE
.
SpotLight
;
THREE
.
Material
=
function
(
a
){
a
=
a
||
{};
this
.
id
=
THREE
.
MaterialCount
++
;
this
.
name
=
""
;
this
.
opacity
=
void
0
!==
a
.
opacity
?
a
.
opacity
:
1
;
this
.
transparent
=
void
0
!==
a
.
transparent
?
a
.
transparent
:
!
1
;
this
.
blending
=
void
0
!==
a
.
blending
?
a
.
blending
:
THREE
.
NormalBlending
;
this
.
depthTest
=
void
0
!==
a
.
depthTest
?
a
.
depthTest
:
!
0
;
this
.
depthWrite
=
void
0
!==
a
.
depthWrite
?
a
.
depthWrite
:
!
0
;
this
.
polygonOffset
=
void
0
!==
a
.
polygonOffset
?
a
.
polygonOffset
:
!
1
;
this
.
polygonOffsetFactor
=
void
0
!==
a
.
polygonOffsetFactor
?
a
.
polygonOffsetFactor
:
0
;
this
.
polygonOffsetUnits
=
void
0
!==
a
.
polygonOffsetUnits
?
a
.
polygonOffsetUnits
:
0
;
this
.
alphaTest
=
void
0
!==
a
.
alphaTest
?
a
.
alphaTest
:
0
;
this
.
overdraw
=
void
0
!==
a
.
overdraw
?
a
.
overdraw
:
!
1
};
THREE
.
MaterialCount
=
0
;
THREE
.
NoShading
=
0
;
THREE
.
FlatShading
=
1
;
THREE
.
SmoothShading
=
2
;
THREE
.
NoColors
=
0
;
THREE
.
FaceColors
=
1
;
THREE
.
VertexColors
=
2
;
THREE
.
NoBlending
=
0
;
THREE
.
NormalBlending
=
1
;
THREE
.
AdditiveBlending
=
2
;
THREE
.
SubtractiveBlending
=
3
;
THREE
.
MultiplyBlending
=
4
;
THREE
.
AdditiveAlphaBlending
=
5
;
...
...
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