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46c4b3e5
T
three.js
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46c4b3e5
编写于
10月 04, 2015
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
23d6cc56
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
+1
-1
build/three.min.js
build/three.min.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
46c4b3e5
...
...
@@ -34229,7 +34229,7 @@ THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, p
}
this.setIndex( new
THREE.BufferAttribute( new Uint16Array( indices )
, 1 ) );
this.setIndex( new
( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices
, 1 ) );
this.addAttribute( 'position', positions );
this.addAttribute( 'normal', normals );
this.addAttribute( 'uv', uvs );
...
...
build/three.min.js
浏览文件 @
46c4b3e5
...
...
@@ -811,8 +811,8 @@ THREE.RingGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.RingG
THREE
.
SphereGeometry
=
function
(
a
,
b
,
c
,
d
,
e
,
g
,
f
){
THREE
.
Geometry
.
call
(
this
);
this
.
type
=
"
SphereGeometry
"
;
this
.
parameters
=
{
radius
:
a
,
widthSegments
:
b
,
heightSegments
:
c
,
phiStart
:
d
,
phiLength
:
e
,
thetaStart
:
g
,
thetaLength
:
f
};
this
.
fromBufferGeometry
(
new
THREE
.
SphereBufferGeometry
(
a
,
b
,
c
,
d
,
e
,
g
,
f
))};
THREE
.
SphereGeometry
.
prototype
=
Object
.
create
(
THREE
.
Geometry
.
prototype
);
THREE
.
SphereGeometry
.
prototype
.
constructor
=
THREE
.
SphereGeometry
;
THREE
.
SphereGeometry
.
prototype
.
clone
=
function
(){
return
new
THREE
.
SphereGeometry
(
this
.
parameters
.
radius
,
this
.
parameters
.
widthSegments
,
this
.
parameters
.
heightSegments
,
this
.
parameters
.
phiStart
,
this
.
parameters
.
phiLength
,
this
.
parameters
.
thetaStart
,
this
.
parameters
.
thetaLength
)};
THREE
.
SphereBufferGeometry
=
function
(
a
,
b
,
c
,
d
,
e
,
g
,
f
){
THREE
.
BufferGeometry
.
call
(
this
);
this
.
type
=
"
SphereBufferGeometry
"
;
this
.
parameters
=
{
radius
:
a
,
widthSegments
:
b
,
heightSegments
:
c
,
phiStart
:
d
,
phiLength
:
e
,
thetaStart
:
g
,
thetaLength
:
f
};
a
=
a
||
50
;
b
=
Math
.
max
(
3
,
Math
.
floor
(
b
)
||
8
);
c
=
Math
.
max
(
2
,
Math
.
floor
(
c
)
||
6
);
d
=
void
0
!==
d
?
d
:
0
;
e
=
void
0
!==
e
?
e
:
2
*
Math
.
PI
;
g
=
void
0
!==
g
?
g
:
0
;
f
=
void
0
!==
f
?
f
:
Math
.
PI
;
for
(
var
h
=
g
+
f
,
l
=
(
b
+
1
)
*
(
c
+
1
),
k
=
new
THREE
.
BufferAttribute
(
new
Float32Array
(
3
*
l
),
3
),
n
=
new
THREE
.
BufferAttribute
(
new
Float32Array
(
3
*
l
),
3
),
l
=
new
THREE
.
BufferAttribute
(
new
Float32Array
(
2
*
l
),
2
),
p
=
0
,
m
=
[],
q
=
new
THREE
.
Vector3
,
s
=
0
;
s
<=
c
;
s
++
){
for
(
var
t
=
[],
v
=
s
/
c
,
x
=
0
;
x
<=
b
;
x
++
){
var
u
=
x
/
b
,
B
=-
a
*
Math
.
cos
(
d
+
u
*
e
)
*
Math
.
sin
(
g
+
v
*
f
),
w
=
a
*
Math
.
cos
(
g
+
v
*
f
),
C
=
a
*
Math
.
sin
(
d
+
u
*
e
)
*
Math
.
sin
(
g
+
v
*
f
);
q
.
set
(
B
,
w
,
C
).
normalize
();
k
.
setXYZ
(
p
,
B
,
w
,
C
);
n
.
setXYZ
(
p
,
q
.
x
,
q
.
y
,
q
.
z
);
l
.
setXY
(
p
,
u
,
1
-
v
);
t
.
push
(
p
);
p
++
}
m
.
push
(
t
)}
d
=
[];
for
(
s
=
0
;
s
<
c
;
s
++
)
for
(
x
=
0
;
x
<
b
;
x
++
)
e
=
m
[
s
][
x
+
1
],
f
=
m
[
s
][
x
],
p
=
m
[
s
+
1
][
x
],
q
=
m
[
s
+
1
][
x
+
1
],(
0
!==
s
||
0
<
g
)
&&
d
.
push
(
e
,
f
,
q
),(
s
!==
c
-
1
||
h
<
Math
.
PI
)
&&
d
.
push
(
f
,
p
,
q
);
this
.
setIndex
(
new
THREE
.
BufferAttribute
(
new
Uint16Array
(
d
),
1
));
this
.
addAttribute
(
"
position
"
,
k
);
this
.
addAttribute
(
"
normal
"
,
n
);
this
.
addAttribute
(
"
uv
"
,
l
);
this
.
boundingSphere
=
new
THREE
.
Sphere
(
new
THREE
.
Vector3
,
a
)};
THREE
.
SphereBufferGeometry
.
prototype
=
Object
.
create
(
THREE
.
BufferGeometry
.
prototype
);
THREE
.
SphereBufferGeometry
.
prototype
.
constructor
=
THREE
.
SphereBufferGeometry
;
l
),
3
),
l
=
new
THREE
.
BufferAttribute
(
new
Float32Array
(
2
*
l
),
2
),
p
=
0
,
m
=
[],
q
=
new
THREE
.
Vector3
,
s
=
0
;
s
<=
c
;
s
++
){
for
(
var
t
=
[],
v
=
s
/
c
,
x
=
0
;
x
<=
b
;
x
++
){
var
u
=
x
/
b
,
B
=-
a
*
Math
.
cos
(
d
+
u
*
e
)
*
Math
.
sin
(
g
+
v
*
f
),
w
=
a
*
Math
.
cos
(
g
+
v
*
f
),
C
=
a
*
Math
.
sin
(
d
+
u
*
e
)
*
Math
.
sin
(
g
+
v
*
f
);
q
.
set
(
B
,
w
,
C
).
normalize
();
k
.
setXYZ
(
p
,
B
,
w
,
C
);
n
.
setXYZ
(
p
,
q
.
x
,
q
.
y
,
q
.
z
);
l
.
setXY
(
p
,
u
,
1
-
v
);
t
.
push
(
p
);
p
++
}
m
.
push
(
t
)}
d
=
[];
for
(
s
=
0
;
s
<
c
;
s
++
)
for
(
x
=
0
;
x
<
b
;
x
++
)
e
=
m
[
s
][
x
+
1
],
f
=
m
[
s
][
x
],
p
=
m
[
s
+
1
][
x
],
q
=
m
[
s
+
1
][
x
+
1
],(
0
!==
s
||
0
<
g
)
&&
d
.
push
(
e
,
f
,
q
),(
s
!==
c
-
1
||
h
<
Math
.
PI
)
&&
d
.
push
(
f
,
p
,
q
);
this
.
setIndex
(
new
(
65535
<
k
.
count
?
THREE
.
Uint32Attribute
:
THREE
.
Uint16Attribute
)(
d
,
1
));
this
.
addAttribute
(
"
position
"
,
k
);
this
.
addAttribute
(
"
normal
"
,
n
);
this
.
addAttribute
(
"
uv
"
,
l
);
this
.
boundingSphere
=
new
THREE
.
Sphere
(
new
THREE
.
Vector3
,
a
)};
THREE
.
SphereBufferGeometry
.
prototype
=
Object
.
create
(
THREE
.
BufferGeometry
.
prototype
);
THREE
.
SphereBufferGeometry
.
prototype
.
constructor
=
THREE
.
SphereBufferGeometry
;
THREE
.
SphereBufferGeometry
.
prototype
.
clone
=
function
(){
var
a
=
new
THREE
.
SphereBufferGeometry
(
this
.
parameters
.
radius
,
this
.
parameters
.
widthSegments
,
this
.
parameters
.
heightSegments
,
this
.
parameters
.
phiStart
,
this
.
parameters
.
phiLength
,
this
.
parameters
.
thetaStart
,
this
.
parameters
.
thetaLength
);
a
.
copy
(
this
);
return
a
};
THREE
.
TextGeometry
=
function
(
a
,
b
){
b
=
b
||
{};
var
c
=
THREE
.
FontUtils
.
generateShapes
(
a
,
b
);
b
.
amount
=
void
0
!==
b
.
height
?
b
.
height
:
50
;
void
0
===
b
.
bevelThickness
&&
(
b
.
bevelThickness
=
10
);
void
0
===
b
.
bevelSize
&&
(
b
.
bevelSize
=
8
);
void
0
===
b
.
bevelEnabled
&&
(
b
.
bevelEnabled
=!
1
);
THREE
.
ExtrudeGeometry
.
call
(
this
,
c
,
b
);
this
.
type
=
"
TextGeometry
"
};
THREE
.
TextGeometry
.
prototype
=
Object
.
create
(
THREE
.
ExtrudeGeometry
.
prototype
);
THREE
.
TextGeometry
.
prototype
.
constructor
=
THREE
.
TextGeometry
;
THREE
.
TorusGeometry
=
function
(
a
,
b
,
c
,
d
,
e
){
THREE
.
Geometry
.
call
(
this
);
this
.
type
=
"
TorusGeometry
"
;
this
.
parameters
=
{
radius
:
a
,
tube
:
b
,
radialSegments
:
c
,
tubularSegments
:
d
,
arc
:
e
};
a
=
a
||
100
;
b
=
b
||
40
;
c
=
c
||
8
;
d
=
d
||
6
;
e
=
e
||
2
*
Math
.
PI
;
for
(
var
g
=
new
THREE
.
Vector3
,
f
=
[],
h
=
[],
l
=
0
;
l
<=
c
;
l
++
)
for
(
var
k
=
0
;
k
<=
d
;
k
++
){
var
n
=
k
/
d
*
e
,
p
=
l
/
c
*
Math
.
PI
*
2
;
g
.
x
=
a
*
Math
.
cos
(
n
);
g
.
y
=
a
*
Math
.
sin
(
n
);
var
m
=
new
THREE
.
Vector3
;
m
.
x
=
(
a
+
b
*
Math
.
cos
(
p
))
*
Math
.
cos
(
n
);
m
.
y
=
(
a
+
b
*
Math
.
cos
(
p
))
*
Math
.
sin
(
n
);
m
.
z
=
b
*
Math
.
sin
(
p
);
this
.
vertices
.
push
(
m
);
f
.
push
(
new
THREE
.
Vector2
(
k
/
...
...
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