提交 45076157 编写于 作者: M Mr.doob

Removed remaining Matrix4 .translate() and .rotateByAxis() dependencies. Fixes #3185.

上级 aeb11351
......@@ -206,31 +206,6 @@
Copies the rotation component of the supplied matrix *m* into this matrix rotation component.
</div>
<h3>.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]</h3>
<div>
Rotates this matrix around the supplied *axis* by *angle*.
</div>
<h3>.rotateX( [page:Float angle] ) [page:Matrix4]</h3>
<div>
Rotates this matrix around the *x* axis by *angle*.
</div>
<h3>.rotateY( [page:Float angle] ) [page:Matrix4]</h3>
<div>
Rotates this matrix around the *y* axis by *angle*.
</div>
<h3>.rotateZ( [page:Float angle] ) [page:Matrix4]</h3>
<div>
Rotates this matrix around the *z* axis by *angle*.
</div>
<h3>.translate( [page:Vector3 v] ) [page:Matrix4]</h3>
<div>
Translates this matrix by vector *v*.
</div>
<h3>.makeTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]</h3>
<div>
Sets this matrix as translation transform.
......
......@@ -19,7 +19,6 @@ THREE.OculusRiftEffect = function ( renderer ) {
var _pCamera = new THREE.PerspectiveCamera();
_pCamera.matrixAutoUpdate = false;
_pCamera.target = new THREE.Vector3();
var _scene = new THREE.Scene();
......@@ -27,6 +26,8 @@ THREE.OculusRiftEffect = function ( renderer ) {
_oCamera.position.z = 1;
_scene.add( _oCamera );
var _offset = new THREE.Matrix4();
// pre-render hooks
this.preLeftRender = function() {};
this.preRightRender = function() {};
......@@ -99,9 +100,8 @@ THREE.OculusRiftEffect = function ( renderer ) {
// Render left
this.preLeftRender();
var offset = new THREE.Vector3(-this.separation,0,0);
_pCamera.matrix.copy(camera.matrix);
_pCamera.matrix.translate(offset);
_offset.elements[12] = -this.separation; // set x offset
_pCamera.matrix.copy(camera.matrix).multiply(_offset);
_pCamera.matrixWorldNeedsUpdate = true;
renderer.setViewport( 0, 0, _width, _height );
......@@ -111,9 +111,8 @@ THREE.OculusRiftEffect = function ( renderer ) {
// Render right
this.preRightRender();
offset.set(this.separation,0,0);
_pCamera.matrix.copy(camera.matrix);
_pCamera.matrix.translate(offset);
_offset.elements[12] = this.separation; // set x offset
_pCamera.matrix.copy(camera.matrix).multiply(_offset);
_pCamera.matrixWorldNeedsUpdate = true;
renderer.setViewport( _width, 0, _width, _height );
......
......@@ -1945,37 +1945,43 @@ THREE.ColladaLoader = function () {
};
Transform.prototype.apply = function ( matrix ) {
Transform.prototype.apply = function () {
switch ( this.type ) {
var m1 = new THREE.Matrix4();
case 'matrix':
return function ( matrix ) {
matrix.multiply( this.obj );
switch ( this.type ) {
break;
case 'matrix':
case 'translate':
matrix.multiply( this.obj );
matrix.translate( this.obj );
break;
break;
case 'translate':
case 'rotate':
matrix.multiply( m1.makeTranslation( this.obj.x, this.obj.y, this.obj.z ) );
matrix.rotateByAxis( this.obj, this.angle );
break;
break;
case 'rotate':
case 'scale':
matrix.multiply( m1.makeRotationAxis( this.obj, this.angle ) );
matrix.scale( this.obj );
break;
break;
case 'scale':
}
matrix.scale( this.obj );
};
break;
}
};
}();
Transform.prototype.update = function ( data, member ) {
......
......@@ -597,7 +597,7 @@ THREE.Matrix4.prototype = {
},
extractRotation: function() {
extractRotation: function () {
var v1 = new THREE.Vector3();
......
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