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three.js
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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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459ff535
编写于
6月 13, 2012
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
346bac61
变更
4
展开全部
隐藏空白更改
内联
并排
Showing
4 changed file
with
200 addition
and
197 deletion
+200
-197
build/Three.js
build/Three.js
+11
-10
build/custom/ThreeCanvas.js
build/custom/ThreeCanvas.js
+109
-108
build/custom/ThreeExtras.js
build/custom/ThreeExtras.js
+1
-1
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+79
-78
未找到文件。
build/Three.js
浏览文件 @
459ff535
此差异已折叠。
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build/custom/ThreeCanvas.js
浏览文件 @
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此差异已折叠。
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build/custom/ThreeExtras.js
浏览文件 @
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...
...
@@ -21,7 +21,7 @@ b.vertices.length+1;v=e.clone();p=e.clone();m>=o&&m>=q&&m>=r||q>=o&&q>=m&&q>=r?(
f
.
lerpSelf
(
e
.
vertexColors
[
1
],
0.5
),
g
=
e
.
vertexColors
[
2
].
clone
(),
g
.
lerpSelf
(
e
.
vertexColors
[
3
],
0.5
),
v
.
vertexColors
[
1
].
copy
(
f
),
v
.
vertexColors
[
2
].
copy
(
g
),
p
.
vertexColors
[
0
].
copy
(
f
),
p
.
vertexColors
[
3
].
copy
(
g
)),
e
=
0
):(
m
=
l
.
clone
(),
m
.
lerpSelf
(
n
,
0.5
),
l
=
k
.
clone
(),
l
.
lerpSelf
(
j
,
0.5
),
v
.
a
=
f
,
v
.
b
=
g
,
v
.
c
=
s
,
v
.
d
=
t
,
p
.
a
=
t
,
p
.
b
=
s
,
p
.
c
=
h
,
p
.
d
=
i
,
4
===
e
.
vertexNormals
.
length
&&
(
f
=
e
.
vertexNormals
[
1
].
clone
(),
f
.
lerpSelf
(
e
.
vertexNormals
[
2
],
0.5
),
g
=
e
.
vertexNormals
[
3
].
clone
(),
g
.
lerpSelf
(
e
.
vertexNormals
[
0
],
0.5
),
v
.
vertexNormals
[
2
].
copy
(
f
),
v
.
vertexNormals
[
3
].
copy
(
g
),
p
.
vertexNormals
[
0
].
copy
(
g
),
p
.
vertexNormals
[
1
].
copy
(
f
)),
4
===
e
.
vertexColors
.
length
&&
(
f
=
e
.
vertexColors
[
1
].
clone
(),
f
.
lerpSelf
(
e
.
vertexColors
[
2
],
0.5
),
g
=
e
.
vertexColors
[
3
].
clone
(),
g
.
lerpSelf
(
e
.
vertexColors
[
0
],
0.5
),
v
.
vertexColors
[
2
].
copy
(
f
),
v
.
vertexColors
[
3
].
copy
(
g
),
p
.
vertexColors
[
0
].
copy
(
g
),
p
.
vertexColors
[
1
].
copy
(
f
)),
e
=
1
);
x
.
push
(
v
,
p
);
b
.
vertices
.
push
(
m
,
l
);
f
=
0
;
for
(
g
=
b
.
faceVertexUvs
.
length
;
f
<
g
;
f
++
)
b
.
faceVertexUvs
[
f
].
length
&&
(
j
=
b
.
faceVertexUvs
[
f
][
c
],
p
=
j
[
0
],
h
=
j
[
1
],
v
=
j
[
2
],
j
=
j
[
3
],
0
===
e
?(
l
=
p
.
clone
(),
l
.
lerpSelf
(
h
,
0.5
),
n
=
v
.
clone
(),
n
.
lerpSelf
(
j
,
0.5
),
p
=
[
p
.
clone
(),
l
.
clone
(),
n
.
clone
(),
j
.
clone
()],
h
=
[
l
.
clone
(),
h
.
clone
(),
v
.
clone
(),
n
.
clone
()]):(
l
=
h
.
clone
(),
l
.
lerpSelf
(
v
,
0.5
),
n
=
j
.
clone
(),
n
.
lerpSelf
(
p
,
0.5
),
p
=
[
p
.
clone
(),
h
.
clone
(),
l
.
clone
(),
n
.
clone
()],
h
=
[
n
.
clone
(),
l
.
clone
(),
v
.
clone
(),
j
.
clone
()]),
z
[
f
].
push
(
p
,
h
))}
else
{
x
.
push
(
e
);
f
=
0
;
for
(
g
=
b
.
faceVertexUvs
.
length
;
f
<
g
;
f
++
)
z
[
f
].
push
(
b
.
faceVertexUvs
[
f
][
c
])}
b
.
faces
=
x
;
b
.
faceVertexUvs
=
z
}};
THREE
.
GeometryUtils
.
random
=
THREE
.
Math
.
random16
;
THREE
.
GeometryUtils
.
__v1
=
new
THREE
.
Vector3
;
THREE
.
ImageUtils
=
{
crossOrigin
:
"
anonymous
"
,
loadTexture
:
function
(
b
,
a
,
c
,
d
){
var
e
=
new
THREE
.
Texture
(
void
0
,
a
),
a
=
new
THREE
.
ImageLoader
;
a
.
addEventListener
(
"
load
"
,
function
(
a
){
e
.
image
=
a
.
content
;
e
.
needsUpdate
=!
0
;
c
&&
c
()});
a
.
addEventListener
(
"
error
"
,
function
(
a
){
d
&&
d
(
a
.
message
)});
a
.
crossOrigin
=
this
.
crossOrigin
;
a
.
load
(
b
);
return
e
},
loadTextureCube
:
function
(
b
,
a
,
c
){
var
d
,
e
=
[],
f
=
new
THREE
.
Texture
(
e
,
a
),
a
=
e
.
loadCount
=
0
;
for
(
d
=
b
.
length
;
a
<
d
;
++
a
)
e
[
a
]
=
new
Image
,
e
[
a
].
onload
=
function
(){
e
.
loadCount
+=
1
;
6
===
e
.
loadCount
&&
(
f
.
needsUpdate
=
THREE
.
ImageUtils
=
{
crossOrigin
:
"
anonymous
"
,
loadTexture
:
function
(
b
,
a
,
c
,
d
){
var
e
=
new
THREE
.
Texture
(
void
0
,
a
),
a
=
new
THREE
.
ImageLoader
;
a
.
addEventListener
(
"
load
"
,
function
(
a
){
e
.
image
=
a
.
content
;
e
.
needsUpdate
=!
0
;
c
&&
c
(
e
)});
a
.
addEventListener
(
"
error
"
,
function
(
a
){
d
&&
d
(
a
.
message
)});
a
.
crossOrigin
=
this
.
crossOrigin
;
a
.
load
(
b
);
return
e
},
loadTextureCube
:
function
(
b
,
a
,
c
){
var
d
,
e
=
[],
f
=
new
THREE
.
Texture
(
e
,
a
),
a
=
e
.
loadCount
=
0
;
for
(
d
=
b
.
length
;
a
<
d
;
++
a
)
e
[
a
]
=
new
Image
,
e
[
a
].
onload
=
function
(){
e
.
loadCount
+=
1
;
6
===
e
.
loadCount
&&
(
f
.
needsUpdate
=
!
0
,
c
&&
c
())},
e
[
a
].
crossOrigin
=
this
.
crossOrigin
,
e
[
a
].
src
=
b
[
a
];
return
f
},
getNormalMap
:
function
(
b
,
a
){
var
c
=
function
(
a
){
var
b
=
Math
.
sqrt
(
a
[
0
]
*
a
[
0
]
+
a
[
1
]
*
a
[
1
]
+
a
[
2
]
*
a
[
2
]);
return
[
a
[
0
]
/
b
,
a
[
1
]
/
b
,
a
[
2
]
/
b
]},
a
=
a
|
1
,
d
=
b
.
width
,
e
=
b
.
height
,
f
=
document
.
createElement
(
"
canvas
"
);
f
.
width
=
d
;
f
.
height
=
e
;
var
g
=
f
.
getContext
(
"
2d
"
);
g
.
drawImage
(
b
,
0
,
0
);
for
(
var
h
=
g
.
getImageData
(
0
,
0
,
d
,
e
).
data
,
i
=
g
.
createImageData
(
d
,
e
),
j
=
i
.
data
,
l
=
0
;
l
<
d
;
l
++
)
for
(
var
n
=
0
;
n
<
e
;
n
++
){
var
k
=
0
>
n
-
1
?
0
:
n
-
1
,
m
=
n
+
1
>
e
-
1
?
e
-
1
:
n
+
1
,
o
=
0
>
l
-
1
?
0
:
l
-
1
,
q
=
l
+
1
>
d
-
1
?
d
-
1
:
l
+
1
,
r
=
[],
s
=
[
0
,
0
,
h
[
4
*
(
n
*
d
+
l
)]
/
255
*
a
];
r
.
push
([
-
1
,
0
,
h
[
4
*
(
n
*
d
+
o
)]
/
255
*
a
]);
r
.
push
([
-
1
,
-
1
,
h
[
4
*
(
k
*
d
+
o
)]
/
255
*
a
]);
r
.
push
([
0
,
-
1
,
h
[
4
*
(
k
*
d
+
l
)]
/
255
*
a
]);
r
.
push
([
1
,
-
1
,
h
[
4
*
(
k
*
d
+
q
)]
/
255
*
a
]);
r
.
push
([
1
,
0
,
h
[
4
*
(
n
*
d
+
q
)]
/
255
*
a
]);
r
.
push
([
1
,
1
,
h
[
4
*
(
m
*
d
+
q
)]
/
255
*
a
]);
r
.
push
([
0
,
1
,
h
[
4
*
(
m
*
d
+
l
)]
/
255
*
a
]);
r
.
push
([
-
1
,
1
,
h
[
4
*
(
m
*
d
+
o
)]
/
255
*
a
]);
k
=
[];
o
=
r
.
length
;
for
(
m
=
0
;
m
<
o
;
m
++
){
var
q
=
r
[
m
],
t
=
r
[(
m
+
1
)
%
o
],
q
=
[
q
[
0
]
-
s
[
0
],
q
[
1
]
-
s
[
1
],
q
[
2
]
-
s
[
2
]],
t
=
[
t
[
0
]
-
s
[
0
],
t
[
1
]
-
s
[
1
],
t
[
2
]
-
s
[
2
]];
k
.
push
(
c
([
q
[
1
]
*
t
[
2
]
-
q
[
2
]
*
t
[
1
],
q
[
2
]
*
t
[
0
]
-
q
[
0
]
*
t
[
2
],
q
[
0
]
*
t
[
1
]
-
q
[
1
]
*
t
[
0
]]))}
r
=
[
0
,
0
,
0
];
for
(
m
=
0
;
m
<
k
.
length
;
m
++
)
r
[
0
]
+=
k
[
m
][
0
],
r
[
1
]
+=
k
[
m
][
1
],
r
[
2
]
+=
k
[
m
][
2
];
r
[
0
]
/=
k
.
length
;
r
[
1
]
/=
k
.
length
;
r
[
2
]
/=
k
.
length
;
s
=
4
*
(
n
*
d
+
l
);
j
[
s
]
=
255
*
((
r
[
0
]
+
1
)
/
2
)
|
0
;
j
[
s
+
1
]
=
255
*
((
r
[
1
]
+
1
)
/
2
)
|
0
;
j
[
s
+
2
]
=
255
*
r
[
2
]
|
0
;
j
[
s
+
3
]
=
255
}
g
.
putImageData
(
i
,
0
,
0
);
return
f
},
generateDataTexture
:
function
(
b
,
a
,
c
){
for
(
var
d
=
b
*
a
,
e
=
new
Uint8Array
(
3
*
d
),
f
=
Math
.
floor
(
255
*
c
.
r
),
g
=
Math
.
floor
(
255
*
c
.
g
),
c
=
Math
.
floor
(
255
*
c
.
b
),
h
=
0
;
h
<
d
;
h
++
)
e
[
3
*
h
]
=
f
,
e
[
3
*
h
+
1
]
=
g
,
e
[
3
*
h
+
2
]
=
c
;
b
=
new
THREE
.
DataTexture
(
e
,
b
,
a
,
THREE
.
RGBFormat
);
b
.
needsUpdate
=!
0
;
return
b
}};
...
...
build/custom/ThreeWebGL.js
浏览文件 @
459ff535
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点击以展开。
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