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51245d2e
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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51245d2e
编写于
2月 27, 2020
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: Clean up.
上级
a6dbe0aa
变更
7
隐藏空白更改
内联
并排
Showing
7 changed file
with
9 addition
and
12 deletion
+9
-12
examples/js/exporters/GLTFExporter.js
examples/js/exporters/GLTFExporter.js
+1
-1
examples/js/loaders/GLTFLoader.js
examples/js/loaders/GLTFLoader.js
+0
-1
examples/jsm/csm/CSM.js
examples/jsm/csm/CSM.js
+5
-5
examples/jsm/csm/Frustum.js
examples/jsm/csm/Frustum.js
+2
-2
examples/jsm/exporters/GLTFExporter.js
examples/jsm/exporters/GLTFExporter.js
+1
-1
examples/jsm/loaders/GLTFLoader.js
examples/jsm/loaders/GLTFLoader.js
+0
-1
examples/jsm/postprocessing/RenderPass.js
examples/jsm/postprocessing/RenderPass.js
+0
-1
未找到文件。
examples/js/exporters/GLTFExporter.js
浏览文件 @
51245d2e
...
...
@@ -1134,7 +1134,7 @@ THREE.GLTFExporter.prototype = {
var
meshCacheKeyParts
=
[
mesh
.
geometry
.
uuid
];
if
(
Array
.
isArray
(
mesh
.
material
)
)
{
for
(
var
i
=
0
,
l
=
mesh
.
material
.
length
;
i
<
l
;
i
++
)
{
for
(
var
i
=
0
,
l
=
mesh
.
material
.
length
;
i
<
l
;
i
++
)
{
meshCacheKeyParts
.
push
(
mesh
.
material
[
i
].
uuid
);
...
...
examples/js/loaders/GLTFLoader.js
浏览文件 @
51245d2e
...
...
@@ -1916,7 +1916,6 @@ THREE.GLTFLoader = ( function () {
var
geometry
=
mesh
.
geometry
;
var
material
=
mesh
.
material
;
var
extensions
=
this
.
extensions
;
var
useVertexTangents
=
geometry
.
attributes
.
tangent
!==
undefined
;
var
useVertexColors
=
geometry
.
attributes
.
color
!==
undefined
;
...
...
examples/jsm/csm/CSM.js
浏览文件 @
51245d2e
...
...
@@ -95,7 +95,7 @@ export default class CSM {
getBreaks
()
{
const
camera
=
this
.
camera
;
const
far
=
Math
.
min
(
camera
.
far
,
this
.
maxFar
);
const
far
=
Math
.
min
(
camera
.
far
,
this
.
maxFar
);
this
.
breaks
.
length
=
0
;
switch
(
this
.
mode
)
{
...
...
@@ -144,8 +144,8 @@ export default class CSM {
_uniformArray
.
length
=
0
;
_logArray
.
length
=
0
;
const
log
=
logarithmicSplit
(
amount
,
near
,
far
,
_logArray
);
const
uni
=
uniformSplit
(
amount
,
near
,
far
,
_uniformArray
);
logarithmicSplit
(
amount
,
near
,
far
,
_logArray
);
uniformSplit
(
amount
,
near
,
far
,
_uniformArray
);
for
(
let
i
=
1
;
i
<
amount
;
i
++
)
{
...
...
@@ -219,7 +219,7 @@ export default class CSM {
this
.
getExtendedBreaks
(
breaksVec2
);
const
self
=
this
;
const
far
=
Math
.
min
(
this
.
camera
.
far
,
this
.
maxFar
);
const
far
=
Math
.
min
(
this
.
camera
.
far
,
this
.
maxFar
);
material
.
onBeforeCompile
=
function
(
shader
)
{
...
...
@@ -235,7 +235,7 @@ export default class CSM {
updateUniforms
()
{
const
far
=
Math
.
min
(
this
.
camera
.
far
,
this
.
maxFar
);
const
far
=
Math
.
min
(
this
.
camera
.
far
,
this
.
maxFar
);
for
(
let
i
=
0
;
i
<
this
.
materials
.
length
;
i
++
)
{
...
...
examples/jsm/csm/Frustum.js
浏览文件 @
51245d2e
...
...
@@ -50,7 +50,7 @@ export default class Frustum {
this
.
vertices
.
near
[
1
].
set
(
1
,
-
1
,
-
1
);
this
.
vertices
.
near
[
2
].
set
(
-
1
,
-
1
,
-
1
);
this
.
vertices
.
near
[
3
].
set
(
-
1
,
1
,
-
1
);
this
.
vertices
.
near
.
forEach
(
function
(
v
)
{
this
.
vertices
.
near
.
forEach
(
function
(
v
)
{
v
.
applyMatrix4
(
inverseProjectionMatrix
);
...
...
@@ -60,7 +60,7 @@ export default class Frustum {
this
.
vertices
.
far
[
1
].
set
(
1
,
-
1
,
1
);
this
.
vertices
.
far
[
2
].
set
(
-
1
,
-
1
,
1
);
this
.
vertices
.
far
[
3
].
set
(
-
1
,
1
,
1
);
this
.
vertices
.
far
.
forEach
(
function
(
v
)
{
this
.
vertices
.
far
.
forEach
(
function
(
v
)
{
v
.
applyMatrix4
(
inverseProjectionMatrix
);
...
...
examples/jsm/exporters/GLTFExporter.js
浏览文件 @
51245d2e
...
...
@@ -1156,7 +1156,7 @@ GLTFExporter.prototype = {
var
meshCacheKeyParts
=
[
mesh
.
geometry
.
uuid
];
if
(
Array
.
isArray
(
mesh
.
material
)
)
{
for
(
var
i
=
0
,
l
=
mesh
.
material
.
length
;
i
<
l
;
i
++
)
{
for
(
var
i
=
0
,
l
=
mesh
.
material
.
length
;
i
<
l
;
i
++
)
{
meshCacheKeyParts
.
push
(
mesh
.
material
[
i
].
uuid
);
...
...
examples/jsm/loaders/GLTFLoader.js
浏览文件 @
51245d2e
...
...
@@ -1979,7 +1979,6 @@ var GLTFLoader = ( function () {
var
geometry
=
mesh
.
geometry
;
var
material
=
mesh
.
material
;
var
extensions
=
this
.
extensions
;
var
useVertexTangents
=
geometry
.
attributes
.
tangent
!==
undefined
;
var
useVertexColors
=
geometry
.
attributes
.
color
!==
undefined
;
...
...
examples/jsm/postprocessing/RenderPass.js
浏览文件 @
51245d2e
...
...
@@ -32,7 +32,6 @@ RenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
var
oldAutoClear
=
renderer
.
autoClear
;
renderer
.
autoClear
=
false
;
var
oldClearColor
,
oldClearAlpha
,
oldOverrideMaterial
;
if
(
this
.
overrideMaterial
!==
undefined
)
{
...
...
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