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three.js
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37ea9cce
T
three.js
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37ea9cce
编写于
2月 05, 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
6c6d6a78
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
3 addition
and
3 deletion
+3
-3
build/three.js
build/three.js
+2
-2
build/three.min.js
build/three.min.js
+1
-1
未找到文件。
build/three.js
浏览文件 @
37ea9cce
...
...
@@ -30698,7 +30698,7 @@ THREE.AnimationHandler = (function() {
* @author alteredq / http://alteredqualia.com/
*/
THREE.Animation = function ( root, name
, interpolationType
) {
THREE.Animation = function ( root, name ) {
this.root = root;
this.data = THREE.AnimationHandler.get( name );
...
...
@@ -30711,7 +30711,7 @@ THREE.Animation = function ( root, name, interpolationType ) {
this.isPaused = true;
this.loop = true;
this.interpolationType =
interpolationType !== undefined ? interpolationType :
THREE.AnimationHandler.LINEAR;
this.interpolationType = THREE.AnimationHandler.LINEAR;
this.points = [];
this.target = new THREE.Vector3();
...
...
build/three.min.js
浏览文件 @
37ea9cce
...
...
@@ -575,7 +575,7 @@ THREE.EllipseCurve.prototype.getPoint=function(a){var b;b=this.aEndAngle-this.aS
d
[
c
[
1
]].
z
,
d
[
c
[
2
]].
z
,
d
[
c
[
3
]].
z
,
e
);
return
b
});
THREE
.
AnimationHandler
=
function
(){
var
a
=
[],
b
=
{},
c
=
{
update
:
function
(
b
){
for
(
var
c
=
0
;
c
<
a
.
length
;
c
++
)
a
[
c
].
update
(
b
)},
addToUpdate
:
function
(
b
){
-
1
===
a
.
indexOf
(
b
)
&&
a
.
push
(
b
)},
removeFromUpdate
:
function
(
b
){
b
=
a
.
indexOf
(
b
);
-
1
!==
b
&&
a
.
splice
(
b
,
1
)},
add
:
function
(
a
){
void
0
!==
b
[
a
.
name
]
&&
console
.
log
(
"
THREE.AnimationHandler.add: Warning!
"
+
a
.
name
+
"
already exists in library. Overwriting.
"
);
b
[
a
.
name
]
=
a
;
if
(
!
0
!==
a
.
initialized
){
for
(
var
c
=
0
;
c
<
a
.
hierarchy
.
length
;
c
++
){
for
(
var
d
=
0
;
d
<
a
.
hierarchy
[
c
].
keys
.
length
;
d
++
)
if
(
0
>
a
.
hierarchy
[
c
].
keys
[
d
].
time
&&
(
a
.
hierarchy
[
c
].
keys
[
d
].
time
=
0
),
void
0
!==
a
.
hierarchy
[
c
].
keys
[
d
].
rot
&&!
(
a
.
hierarchy
[
c
].
keys
[
d
].
rot
instanceof
THREE
.
Quaternion
)){
var
h
=
a
.
hierarchy
[
c
].
keys
[
d
].
rot
;
a
.
hierarchy
[
c
].
keys
[
d
].
rot
=
new
THREE
.
Quaternion
(
h
[
0
],
h
[
1
],
h
[
2
],
h
[
3
])}
if
(
a
.
hierarchy
[
c
].
keys
.
length
&&
void
0
!==
a
.
hierarchy
[
c
].
keys
[
0
].
morphTargets
){
h
=
{};
for
(
d
=
0
;
d
<
a
.
hierarchy
[
c
].
keys
.
length
;
d
++
)
for
(
var
k
=
0
;
k
<
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargets
.
length
;
k
++
){
var
l
=
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargets
[
k
];
h
[
l
]
=-
1
}
a
.
hierarchy
[
c
].
usedMorphTargets
=
h
;
for
(
d
=
0
;
d
<
a
.
hierarchy
[
c
].
keys
.
length
;
d
++
){
var
n
=
{};
for
(
l
in
h
){
for
(
k
=
0
;
k
<
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargets
.
length
;
k
++
)
if
(
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargets
[
k
]
===
l
){
n
[
l
]
=
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargetsInfluences
[
k
];
break
}
k
===
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargets
.
length
&&
(
n
[
l
]
=
0
)}
a
.
hierarchy
[
c
].
keys
[
d
].
morphTargetsInfluences
=
n
}}
for
(
d
=
1
;
d
<
a
.
hierarchy
[
c
].
keys
.
length
;
d
++
)
a
.
hierarchy
[
c
].
keys
[
d
].
time
===
a
.
hierarchy
[
c
].
keys
[
d
-
1
].
time
&&
(
a
.
hierarchy
[
c
].
keys
.
splice
(
d
,
1
),
d
--
);
for
(
d
=
0
;
d
<
a
.
hierarchy
[
c
].
keys
.
length
;
d
++
)
a
.
hierarchy
[
c
].
keys
[
d
].
index
=
d
}
a
.
initialized
=!
0
}},
get
:
function
(
a
){
if
(
"
string
"
===
typeof
a
){
if
(
b
[
a
])
return
b
[
a
];
console
.
log
(
"
THREE.AnimationHandler.get: Couldn't find animation
"
+
a
);
return
null
}},
parse
:
function
(
a
){
var
b
=
[];
if
(
a
instanceof
THREE
.
SkinnedMesh
)
for
(
var
c
=
0
;
c
<
a
.
bones
.
length
;
c
++
)
b
.
push
(
a
.
bones
[
c
]);
else
d
(
a
,
b
);
return
b
}},
d
=
function
(
a
,
b
){
b
.
push
(
a
);
for
(
var
c
=
0
;
c
<
a
.
children
.
length
;
c
++
)
d
(
a
.
children
[
c
],
b
)};
c
.
LINEAR
=
0
;
c
.
CATMULLROM
=
1
;
c
.
CATMULLROM_FORWARD
=
2
;
return
c
}();
THREE
.
Animation
=
function
(
a
,
b
,
c
){
this
.
root
=
a
;
this
.
data
=
THREE
.
AnimationHandler
.
get
(
b
);
this
.
hierarchy
=
THREE
.
AnimationHandler
.
parse
(
a
);
this
.
currentTime
=
0
;
this
.
timeScale
=
1
;
this
.
isPlaying
=!
1
;
this
.
loop
=
this
.
isPaused
=!
0
;
this
.
interpolationType
=
void
0
!==
c
?
c
:
THREE
.
AnimationHandler
.
LINEAR
;
this
.
points
=
[];
this
.
target
=
new
THREE
.
Vector3
};
THREE
.
Animation
.
prototype
.
play
=
function
(
a
){
this
.
currentTime
=
void
0
!==
a
?
a
:
0
;
!
1
===
this
.
isPlaying
&&
(
this
.
isPlaying
=!
0
,
this
.
reset
(),
this
.
update
(
0
));
this
.
isPaused
=!
1
;
THREE
.
AnimationHandler
.
addToUpdate
(
this
)};
d
}
a
.
initialized
=!
0
}},
get
:
function
(
a
){
if
(
"
string
"
===
typeof
a
){
if
(
b
[
a
])
return
b
[
a
];
console
.
log
(
"
THREE.AnimationHandler.get: Couldn't find animation
"
+
a
);
return
null
}},
parse
:
function
(
a
){
var
b
=
[];
if
(
a
instanceof
THREE
.
SkinnedMesh
)
for
(
var
c
=
0
;
c
<
a
.
bones
.
length
;
c
++
)
b
.
push
(
a
.
bones
[
c
]);
else
d
(
a
,
b
);
return
b
}},
d
=
function
(
a
,
b
){
b
.
push
(
a
);
for
(
var
c
=
0
;
c
<
a
.
children
.
length
;
c
++
)
d
(
a
.
children
[
c
],
b
)};
c
.
LINEAR
=
0
;
c
.
CATMULLROM
=
1
;
c
.
CATMULLROM_FORWARD
=
2
;
return
c
}();
THREE
.
Animation
=
function
(
a
,
b
){
this
.
root
=
a
;
this
.
data
=
THREE
.
AnimationHandler
.
get
(
b
);
this
.
hierarchy
=
THREE
.
AnimationHandler
.
parse
(
a
);
this
.
currentTime
=
0
;
this
.
timeScale
=
1
;
this
.
isPlaying
=!
1
;
this
.
loop
=
this
.
isPaused
=!
0
;
this
.
interpolationType
=
THREE
.
AnimationHandler
.
LINEAR
;
this
.
points
=
[];
this
.
target
=
new
THREE
.
Vector3
};
THREE
.
Animation
.
prototype
.
play
=
function
(
a
){
this
.
currentTime
=
void
0
!==
a
?
a
:
0
;
!
1
===
this
.
isPlaying
&&
(
this
.
isPlaying
=!
0
,
this
.
reset
(),
this
.
update
(
0
));
this
.
isPaused
=!
1
;
THREE
.
AnimationHandler
.
addToUpdate
(
this
)};
THREE
.
Animation
.
prototype
.
pause
=
function
(){
!
0
===
this
.
isPaused
?
THREE
.
AnimationHandler
.
addToUpdate
(
this
):
THREE
.
AnimationHandler
.
removeFromUpdate
(
this
);
this
.
isPaused
=!
this
.
isPaused
};
THREE
.
Animation
.
prototype
.
stop
=
function
(){
this
.
isPaused
=
this
.
isPlaying
=!
1
;
THREE
.
AnimationHandler
.
removeFromUpdate
(
this
)};
THREE
.
Animation
.
prototype
.
reset
=
function
(){
for
(
var
a
=
0
,
b
=
this
.
hierarchy
.
length
;
a
<
b
;
a
++
){
var
c
=
this
.
hierarchy
[
a
];
c
.
matrixAutoUpdate
=!
0
;
void
0
===
c
.
animationCache
&&
(
c
.
animationCache
=
{},
c
.
animationCache
.
prevKey
=
{
pos
:
0
,
rot
:
0
,
scl
:
0
},
c
.
animationCache
.
nextKey
=
{
pos
:
0
,
rot
:
0
,
scl
:
0
},
c
.
animationCache
.
originalMatrix
=
c
instanceof
THREE
.
Bone
?
c
.
skinMatrix
:
c
.
matrix
);
var
d
=
c
.
animationCache
.
prevKey
,
c
=
c
.
animationCache
.
nextKey
;
d
.
pos
=
this
.
data
.
hierarchy
[
a
].
keys
[
0
];
d
.
rot
=
this
.
data
.
hierarchy
[
a
].
keys
[
0
];
d
.
scl
=
this
.
data
.
hierarchy
[
a
].
keys
[
0
];
c
.
pos
=
this
.
getNextKeyWith
(
"
pos
"
,
a
,
1
);
c
.
rot
=
this
.
getNextKeyWith
(
"
rot
"
,
a
,
1
);
c
.
scl
=
this
.
getNextKeyWith
(
"
scl
"
,
a
,
1
)}};
...
...
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