提交 47264fc6 编写于 作者: M Mr.doob

Updated builds.

上级 1a87d2d1
......@@ -4117,8 +4117,8 @@ THREE.Box3.prototype = {
containsPoint: function ( point ) {
if ( point.x < this.min.x || point.x > this.max.x ||
point.y < this.min.y || point.y > this.max.y ||
point.z < this.min.z || point.z > this.max.z ) {
point.y < this.min.y || point.y > this.max.y ||
point.z < this.min.z || point.z > this.max.z ) {
return false;
......@@ -4162,8 +4162,8 @@ THREE.Box3.prototype = {
// using 6 splitting planes to rule out intersections.
if ( box.max.x < this.min.x || box.min.x > this.max.x ||
box.max.y < this.min.y || box.min.y > this.max.y ||
box.max.z < this.min.z || box.min.z > this.max.z ) {
box.max.y < this.min.y || box.min.y > this.max.y ||
box.max.z < this.min.z || box.min.z > this.max.z ) {
return false;
......@@ -4173,6 +4173,24 @@ THREE.Box3.prototype = {
},
isIntersectionSphere: ( function () {
var closestPoint;
return function isIntersectionSphere( sphere ) {
if ( closestPoint === undefined ) closestPoint = new THREE.Vector3();
// Find the point on the AABB closest to the sphere center.
this.clampPoint( sphere.center, closestPoint );
// If that point is inside the sphere, the AABB and sphere intersect.
return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
};
} )(),
clampPoint: function ( point, optionalTarget ) {
var result = optionalTarget || new THREE.Vector3();
......@@ -4251,7 +4269,7 @@ THREE.Box3.prototype = {
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
this.makeEmpty();
this.setFromPoints( points );
......@@ -4471,7 +4489,7 @@ THREE.Matrix3.prototype = {
if ( det === 0 ) {
var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";
if ( throwOnInvertible || false ) {
......@@ -6247,12 +6265,25 @@ THREE.Sphere.prototype = {
intersectsSphere: function ( sphere ) {
console.warn( 'THREE.Sphere: .intersectsSphere() has been renamed to .isIntersectionSphere().' );
return this.isIntersectionSphere( sphere );
},
isIntersectionSphere: function ( sphere ) {
var radiusSum = this.radius + sphere.radius;
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
},
isIntersectionBox: function ( box ) {
return box.isIntersectionSphere( this );
},
clampPoint: function ( point, optionalTarget ) {
var deltaLengthSq = this.center.distanceToSquared( point );
......@@ -14936,17 +14967,23 @@ THREE.JSONLoader.prototype = {
if ( metadata !== undefined ) {
if ( metadata.type === 'object' ) {
var type = metadata.type;
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
return;
if ( type !== undefined ) {
}
if ( type.toLowerCase() === 'object' ) {
if ( metadata.type === 'scene' ) {
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
return;
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
return;
}
if ( type.toLowerCase() === 'scene' ) {
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
return;
}
}
......@@ -20007,9 +20044,9 @@ THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n totalAmbientLig
THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif";
// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
// File:src/renderers/shaders/ShaderChunk/lights_pars.glsl
THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "#if MAX_DIR_LIGHTS > 0\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n#endif\n";
THREE.ShaderChunk[ 'lights_pars'] = "#if MAX_DIR_LIGHTS > 0\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
......@@ -20021,7 +20058,7 @@ THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 viewDir = normalize( vViewPo
// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n";
THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
......@@ -20509,7 +20546,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "uv_pars_vertex" ],
THREE.ShaderChunk[ "uv2_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
......@@ -20717,6 +20754,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
......
此差异已折叠。
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册