未验证 提交 4aa7ac81 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13949 from Mugen87/dev4

 ExtrudeGeometry: Renamed option "amount" to "depth".
......@@ -47,7 +47,7 @@
var extrudeSettings = {
steps: 2,
amount: 16,
depth: 16,
bevelEnabled: true,
bevelThickness: 1,
bevelSize: 1,
......@@ -72,7 +72,7 @@
<ul>
<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
<li>amount — float. Depth to extrude the shape. Default is 100.</li>
<li>depth — float. Depth to extrude the shape. Default is 100.</li>
<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
......
......@@ -47,7 +47,7 @@
var extrudeSettings = {
steps: 2,
amount: 16,
depth: 16,
bevelEnabled: true,
bevelThickness: 1,
bevelSize: 1,
......@@ -72,7 +72,7 @@
<ul>
<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
<li>amount — float. Depth to extrude the shape. Default is 100.</li>
<li>depth — float. Depth to extrude the shape. Default is 100.</li>
<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
......
......@@ -1264,7 +1264,7 @@ var guis = {
var data = {
steps: 2,
amount: 16,
depth: 16,
bevelEnabled: true,
bevelThickness: 1,
bevelSize: 1,
......@@ -1292,7 +1292,7 @@ var guis = {
var folder = gui.addFolder( 'THREE.ExtrudeGeometry' );
folder.add( data, 'steps', 1, 10 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'amount', 1, 20 ).onChange( generateGeometry );
folder.add( data, 'depth', 1, 20 ).onChange( generateGeometry );
folder.add( data, 'bevelThickness', 1, 5 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'bevelSize', 1, 5 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'bevelSegments', 1, 5 ).step( 1 ).onChange( generateGeometry );
......@@ -1305,7 +1305,7 @@ var guis = {
var data = {
steps: 2,
amount: 16,
depth: 16,
bevelEnabled: true,
bevelThickness: 1,
bevelSize: 1,
......@@ -1333,7 +1333,7 @@ var guis = {
var folder = gui.addFolder( 'THREE.ExtrudeBufferGeometry' );
folder.add( data, 'steps', 1, 10 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'amount', 1, 20 ).onChange( generateGeometry );
folder.add( data, 'depth', 1, 20 ).onChange( generateGeometry );
folder.add( data, 'bevelThickness', 1, 5 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'bevelSize', 1, 5 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'bevelSegments', 1, 5 ).step( 1 ).onChange( generateGeometry );
......
......@@ -93,7 +93,7 @@
heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
var extrudeSettings = {
amount: 16,
depth: 16,
bevelEnabled: true,
bevelSegments: 1,
steps: 2,
......
......@@ -157,7 +157,7 @@
var materials = [ material, material2 ];
var extrudeSettings = {
amount: 20,
depth: 20,
steps: 1,
bevelEnabled: true,
bevelThickness : 2,
......
......@@ -351,7 +351,7 @@
var addGeoObject = function( group, svgObject ) {
var paths = svgObject.paths;
var amounts = svgObject.amounts;
var depths = svgObject.depths;
var colors = svgObject.colors;
var center = svgObject.center;
......@@ -363,20 +363,20 @@
color: color,
emissive: color
} );
var amount = amounts[ i ];
var depth = depths[ i ];
var simpleShapes = path.toShapes( true );
for ( var j = 0; j < simpleShapes.length; j ++ ) {
var simpleShape = simpleShapes[ j ];
var shape3d = new THREE.ExtrudeBufferGeometry( simpleShape, {
amount: amount,
depth: depth,
bevelEnabled: false
} );
var mesh = new THREE.Mesh( shape3d, material );
mesh.rotation.x = Math.PI;
mesh.translateZ( - amount - 1 );
mesh.translateZ( - depth - 1 );
mesh.translateX( - center.x );
mesh.translateY( - center.y );
......@@ -492,7 +492,7 @@
"L368.1217,110.4867 L366.5152,109.2554 L361.9554,112.3435 L358.1163,117.8678 L361.7218,120.2192 " +
"L360.7261,126.3232 L362.8064,125.5221 Z"];
obj.amounts = [ 19, 20, 21 ];
obj.depths = [ 19, 20, 21 ];
obj.colors = [ 0xC07000, 0xC08000, 0xC0A000 ];
obj.center = { x: 365, y: 125 };
......
......@@ -342,7 +342,7 @@
splineShape.moveTo( 0, 0 );
splineShape.splineThru( splinepts );
var extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
var extrudeSettings = { depth: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
// addShape( shape, color, x, y, z, rx, ry,rz, s );
......
......@@ -7,7 +7,7 @@
*
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
* amount: <float>, // Depth to extrude the shape
* depth: <float>, // Depth to extrude the shape
*
* bevelEnabled: <bool>, // turn on bevel
* bevelThickness: <float>, // how deep into the original shape bevel goes
......@@ -93,7 +93,7 @@ function ExtrudeBufferGeometry( shapes, options ) {
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
var steps = options.steps !== undefined ? options.steps : 1;
var amount = options.amount !== undefined ? options.amount : 100;
var depth = options.depth !== undefined ? options.depth : 100;
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
......@@ -104,6 +104,15 @@ function ExtrudeBufferGeometry( shapes, options ) {
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
// deprecated options
if ( options.amount !== undefined ) {
console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
depth = options.amount;
}
//
var extrudePts, extrudeByPath = false;
......@@ -444,7 +453,7 @@ function ExtrudeBufferGeometry( shapes, options ) {
if ( ! extrudeByPath ) {
v( vert.x, vert.y, amount / steps * s );
v( vert.x, vert.y, depth / steps * s );
} else {
......@@ -478,7 +487,7 @@ function ExtrudeBufferGeometry( shapes, options ) {
for ( i = 0, il = contour.length; i < il; i ++ ) {
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, amount + z );
v( vert.x, vert.y, depth + z );
}
......@@ -495,7 +504,7 @@ function ExtrudeBufferGeometry( shapes, options ) {
if ( ! extrudeByPath ) {
v( vert.x, vert.y, amount + z );
v( vert.x, vert.y, depth + z );
} else {
......
......@@ -60,7 +60,7 @@ function TextBufferGeometry( text, parameters ) {
// translate parameters to ExtrudeGeometry API
parameters.amount = parameters.height !== undefined ? parameters.height : 50;
parameters.depth = parameters.height !== undefined ? parameters.height : 50;
// defaults
......
......@@ -41,35 +41,6 @@ export default QUnit.module( 'Geometries', () => {
} );
// STATIC STUFF
QUnit.todo( "WorldUVGenerator.generateTopUV", ( assert ) => {
assert.ok( false, "everything's gonna be alright" );
} );
QUnit.todo( "WorldUVGenerator.generateSideWallUV", ( assert ) => {
assert.ok( false, "everything's gonna be alright" );
} );
// OTHERS
QUnit.todo( "getArrays", ( assert ) => {
assert.ok( false, "everything's gonna be alright" );
} );
QUnit.todo( "addShapeList", ( assert ) => {
assert.ok( false, "everything's gonna be alright" );
} );
QUnit.todo( "addShape", ( assert ) => {
assert.ok( false, "everything's gonna be alright" );
} );
} );
......
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