提交 43e4e54d 编写于 作者: M Mr.doob

Updated builds.

上级 6f522395
......@@ -9029,8 +9029,6 @@
_lookTarget = new Vector3(),
_lightPositionWorld = new Vector3(),
_renderList = [],
_MorphingFlag = 1,
_NumberOfMaterialVariants = ( _MorphingFlag ) + 1,
......@@ -9257,46 +9255,7 @@
// set object matrices & frustum culling
_renderList.length = 0;
projectObject( scene, camera, shadowCamera );
// render shadow map
// render regular objects
for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
var object = _renderList[ j ];
var geometry = _objects.update( object );
var material = object.material;
if ( material && material.isMultiMaterial ) {
var groups = geometry.groups;
var materials = material.materials;
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
var group = groups[ k ];
var groupMaterial = materials[ group.materialIndex ];
if ( groupMaterial.visible === true ) {
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
}
}
} else {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
}
}
renderObject( scene, camera, shadowCamera, isPointLight );
}
......@@ -9424,7 +9383,7 @@
}
function projectObject( object, camera, shadowCamera ) {
function renderObject( object, camera, shadowCamera, isPointLight ) {
if ( object.visible === false ) return;
......@@ -9434,12 +9393,33 @@
if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
var geometry = _objects.update( object );
var material = object.material;
if ( material.visible === true ) {
if ( Array.isArray( material ) ) {
var groups = geometry.groups;
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
var group = groups[ k ];
var groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible === true ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
_renderList.push( object );
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
}
}
} else if ( material.visible === true ) {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
}
......@@ -9451,7 +9431,7 @@
for ( var i = 0, l = children.length; i < l; i ++ ) {
projectObject( children[ i ], camera, shadowCamera );
renderObject( children[ i ], camera, shadowCamera );
}
......@@ -15108,8 +15088,7 @@
} else if ( geometry.isGeometry ) {
var fvA, fvB, fvC;
var isFaceMaterial = ( material && material.isMultiMaterial );
var materials = isFaceMaterial === true ? material.materials : null;
var isMultiMaterial = Array.isArray( material );
var vertices = geometry.vertices;
var faces = geometry.faces;
......@@ -15121,7 +15100,7 @@
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ];
var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
if ( faceMaterial === undefined ) continue;
......@@ -21084,56 +21063,36 @@
if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
var material = object.material;
if ( material.visible === true ) {
if ( _this.sortObjects === true ) {
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _projScreenMatrix );
}
var geometry = objects.update( object );
if ( material.isMultiMaterial ) {
var groups = geometry.groups;
var materials = material.materials;
if ( _this.sortObjects === true ) {
if ( groups.length > 0 ) {
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _projScreenMatrix );
// push a render item for each group of the geometry
for ( var i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ];
var groupMaterial = materials[ group.materialIndex ];
if ( groupMaterial === undefined ) {
}
console.warn( 'THREE.WebGLRenderer: MultiMaterial has insufficient amount of materials for geometry. %i material(s) expected but only %i provided.', groups.length, materials.length );
var geometry = objects.update( object );
var material = object.material;
} else if ( groupMaterial.visible === true ) {
if ( Array.isArray( material ) ) {
pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
var groups = geometry.groups;
}
for ( var i = 0, l = groups.length; i < l; i ++ ) {
}
var group = groups[ i ];
var groupMaterial = material[ group.materialIndex ];
} else {
if ( groupMaterial && groupMaterial.visible === true ) {
console.warn( 'THREE.WebGLRenderer: MultiMaterial can not be used without groups.' );
pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
}
} else {
}
pushRenderItem( object, geometry, material, _vector3.z, null );
} else if ( material.visible === true ) {
}
pushRenderItem( object, geometry, material, _vector3.z, null );
}
......@@ -28190,74 +28149,6 @@
RawShaderMaterial.prototype.isRawShaderMaterial = true;
/**
* @author mrdoob / http://mrdoob.com/
*/
function MultiMaterial( materials ) {
this.uuid = _Math.generateUUID();
this.type = 'MultiMaterial';
this.materials = Array.isArray( materials ) ? materials : [];
this.visible = true;
}
Object.assign( MultiMaterial.prototype, {
isMultiMaterial: true,
toJSON: function ( meta ) {
var output = {
metadata: {
version: 4.2,
type: 'material',
generator: 'MaterialExporter'
},
uuid: this.uuid,
type: this.type,
materials: []
};
var materials = this.materials;
for ( var i = 0, l = materials.length; i < l; i ++ ) {
var material = materials[ i ].toJSON( meta );
delete material.metadata;
output.materials.push( material );
}
output.visible = this.visible;
return output;
},
clone: function () {
var material = new this.constructor();
for ( var i = 0; i < this.materials.length; i ++ ) {
material.materials.push( this.materials[ i ].clone() );
}
material.visible = this.visible;
return material;
}
} );
/**
* @author WestLangley / http://github.com/WestLangley
*
......@@ -28934,7 +28825,6 @@
RawShaderMaterial: RawShaderMaterial,
ShaderMaterial: ShaderMaterial,
PointsMaterial: PointsMaterial,
MultiMaterial: MultiMaterial,
MeshPhysicalMaterial: MeshPhysicalMaterial,
MeshStandardMaterial: MeshStandardMaterial,
MeshPhongMaterial: MeshPhongMaterial,
......@@ -41451,8 +41341,24 @@
function MeshFaceMaterial( materials ) {
console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
return new MultiMaterial( materials );
console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
return materials;
}
function MultiMaterial( materials ) {
if ( materials === undefined ) materials = [];
console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
materials.isMultiMaterial = true;
materials.materials = materials;
materials.clone = function () {
return materials.slice();
};
return materials;
}
......@@ -43037,7 +42943,6 @@
exports.RawShaderMaterial = RawShaderMaterial;
exports.ShaderMaterial = ShaderMaterial;
exports.PointsMaterial = PointsMaterial;
exports.MultiMaterial = MultiMaterial;
exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
exports.MeshStandardMaterial = MeshStandardMaterial;
exports.MeshPhongMaterial = MeshPhongMaterial;
......@@ -43189,6 +43094,7 @@
exports.LineStrip = LineStrip;
exports.LinePieces = LinePieces;
exports.MeshFaceMaterial = MeshFaceMaterial;
exports.MultiMaterial = MultiMaterial;
exports.PointCloud = PointCloud;
exports.Particle = Particle;
exports.ParticleSystem = ParticleSystem;
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -9023,8 +9023,6 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
_lookTarget = new Vector3(),
_lightPositionWorld = new Vector3(),
_renderList = [],
_MorphingFlag = 1,
_NumberOfMaterialVariants = ( _MorphingFlag ) + 1,
......@@ -9251,46 +9249,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
// set object matrices & frustum culling
_renderList.length = 0;
projectObject( scene, camera, shadowCamera );
// render shadow map
// render regular objects
for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
var object = _renderList[ j ];
var geometry = _objects.update( object );
var material = object.material;
if ( material && material.isMultiMaterial ) {
var groups = geometry.groups;
var materials = material.materials;
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
var group = groups[ k ];
var groupMaterial = materials[ group.materialIndex ];
if ( groupMaterial.visible === true ) {
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
}
}
} else {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
}
}
renderObject( scene, camera, shadowCamera, isPointLight );
}
......@@ -9418,7 +9377,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
}
function projectObject( object, camera, shadowCamera ) {
function renderObject( object, camera, shadowCamera, isPointLight ) {
if ( object.visible === false ) return;
......@@ -9428,12 +9387,33 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
var geometry = _objects.update( object );
var material = object.material;
if ( material.visible === true ) {
if ( Array.isArray( material ) ) {
var groups = geometry.groups;
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
var group = groups[ k ];
var groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible === true ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
_renderList.push( object );
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
}
}
} else if ( material.visible === true ) {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
}
......@@ -9445,7 +9425,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
for ( var i = 0, l = children.length; i < l; i ++ ) {
projectObject( children[ i ], camera, shadowCamera );
renderObject( children[ i ], camera, shadowCamera );
}
......@@ -15102,8 +15082,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
} else if ( geometry.isGeometry ) {
var fvA, fvB, fvC;
var isFaceMaterial = ( material && material.isMultiMaterial );
var materials = isFaceMaterial === true ? material.materials : null;
var isMultiMaterial = Array.isArray( material );
var vertices = geometry.vertices;
var faces = geometry.faces;
......@@ -15115,7 +15094,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ];
var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
if ( faceMaterial === undefined ) continue;
......@@ -21078,56 +21057,36 @@ function WebGLRenderer( parameters ) {
if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {
var material = object.material;
if ( material.visible === true ) {
if ( _this.sortObjects === true ) {
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _projScreenMatrix );
}
var geometry = objects.update( object );
if ( material.isMultiMaterial ) {
if ( _this.sortObjects === true ) {
var groups = geometry.groups;
var materials = material.materials;
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _projScreenMatrix );
if ( groups.length > 0 ) {
// push a render item for each group of the geometry
for ( var i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ];
var groupMaterial = materials[ group.materialIndex ];
if ( groupMaterial === undefined ) {
}
console.warn( 'THREE.WebGLRenderer: MultiMaterial has insufficient amount of materials for geometry. %i material(s) expected but only %i provided.', groups.length, materials.length );
var geometry = objects.update( object );
var material = object.material;
} else if ( groupMaterial.visible === true ) {
if ( Array.isArray( material ) ) {
pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
var groups = geometry.groups;
}
for ( var i = 0, l = groups.length; i < l; i ++ ) {
}
var group = groups[ i ];
var groupMaterial = material[ group.materialIndex ];
} else {
if ( groupMaterial && groupMaterial.visible === true ) {
console.warn( 'THREE.WebGLRenderer: MultiMaterial can not be used without groups.' );
pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
}
} else {
}
pushRenderItem( object, geometry, material, _vector3.z, null );
} else if ( material.visible === true ) {
}
pushRenderItem( object, geometry, material, _vector3.z, null );
}
......@@ -28184,74 +28143,6 @@ RawShaderMaterial.prototype.constructor = RawShaderMaterial;
RawShaderMaterial.prototype.isRawShaderMaterial = true;
/**
* @author mrdoob / http://mrdoob.com/
*/
function MultiMaterial( materials ) {
this.uuid = _Math.generateUUID();
this.type = 'MultiMaterial';
this.materials = Array.isArray( materials ) ? materials : [];
this.visible = true;
}
Object.assign( MultiMaterial.prototype, {
isMultiMaterial: true,
toJSON: function ( meta ) {
var output = {
metadata: {
version: 4.2,
type: 'material',
generator: 'MaterialExporter'
},
uuid: this.uuid,
type: this.type,
materials: []
};
var materials = this.materials;
for ( var i = 0, l = materials.length; i < l; i ++ ) {
var material = materials[ i ].toJSON( meta );
delete material.metadata;
output.materials.push( material );
}
output.visible = this.visible;
return output;
},
clone: function () {
var material = new this.constructor();
for ( var i = 0; i < this.materials.length; i ++ ) {
material.materials.push( this.materials[ i ].clone() );
}
material.visible = this.visible;
return material;
}
} );
/**
* @author WestLangley / http://github.com/WestLangley
*
......@@ -28928,7 +28819,6 @@ var Materials = Object.freeze({
RawShaderMaterial: RawShaderMaterial,
ShaderMaterial: ShaderMaterial,
PointsMaterial: PointsMaterial,
MultiMaterial: MultiMaterial,
MeshPhysicalMaterial: MeshPhysicalMaterial,
MeshStandardMaterial: MeshStandardMaterial,
MeshPhongMaterial: MeshPhongMaterial,
......@@ -41445,8 +41335,24 @@ var LinePieces = 1;
function MeshFaceMaterial( materials ) {
console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
return new MultiMaterial( materials );
console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
return materials;
}
function MultiMaterial( materials ) {
if ( materials === undefined ) materials = [];
console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
materials.isMultiMaterial = true;
materials.materials = materials;
materials.clone = function () {
return materials.slice();
};
return materials;
}
......@@ -42835,4 +42741,4 @@ function CanvasRenderer() {
}
export { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, LensFlare, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, FontLoader, FileLoader, Loader, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, GeometryIdCount, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, MorphBlendMesh, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, ArrowHelper, AxisHelper, CatmullRomCurve3, CubicBezierCurve3, QuadraticBezierCurve3, LineCurve3, ArcCurve, EllipseCurve, SplineCurve, CubicBezierCurve, QuadraticBezierCurve, LineCurve, Shape, Path, ShapePath, Font, CurvePath, Curve, ShapeUtils, SceneUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MultiMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, ImageUtils, Projector, CanvasRenderer };
export { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, LensFlare, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, FontLoader, FileLoader, Loader, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, GeometryIdCount, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, MorphBlendMesh, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, ArrowHelper, AxisHelper, CatmullRomCurve3, CubicBezierCurve3, QuadraticBezierCurve3, LineCurve3, ArcCurve, EllipseCurve, SplineCurve, CubicBezierCurve, QuadraticBezierCurve, LineCurve, Shape, Path, ShapePath, Font, CurvePath, Curve, ShapeUtils, SceneUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, MultiMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, ImageUtils, Projector, CanvasRenderer };
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