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three.js
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59e929e5
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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59e929e5
编写于
1月 12, 2017
作者:
M
Mr.doob
提交者:
GitHub
1月 12, 2017
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差异文件
Merge pull request #10474 from sunag/84dev
Optional makeEmpty in THREE.Box3
上级
49798d75
81e173ab
变更
1
显示空白变更内容
内联
并排
Showing
1 changed file
with
70 addition
and
60 deletion
+70
-60
src/math/Box3.js
src/math/Box3.js
+70
-60
未找到文件。
src/math/Box3.js
浏览文件 @
59e929e5
...
...
@@ -57,6 +57,8 @@ Box3.prototype = {
this
.
min
.
set
(
minX
,
minY
,
minZ
);
this
.
max
.
set
(
maxX
,
maxY
,
maxZ
);
return
this
;
},
setFromBufferAttribute
:
function
(
attribute
)
{
...
...
@@ -88,6 +90,8 @@ Box3.prototype = {
this
.
min
.
set
(
minX
,
minY
,
minZ
);
this
.
max
.
set
(
maxX
,
maxY
,
maxZ
);
return
this
;
},
setFromPoints
:
function
(
points
)
{
...
...
@@ -121,69 +125,13 @@ Box3.prototype = {
}(),
setFromObject
:
function
()
{
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and children's, world transforms
var
v1
=
new
Vector3
();
return
function
setFromObject
(
object
)
{
var
scope
=
this
;
object
.
updateMatrixWorld
(
true
);
setFromObject
:
function
(
object
)
{
this
.
makeEmpty
();
object
.
traverse
(
function
(
node
)
{
return
this
.
expandByObject
(
object
);
var
i
,
l
;
var
geometry
=
node
.
geometry
;
if
(
geometry
!==
undefined
)
{
if
(
geometry
.
isGeometry
)
{
var
vertices
=
geometry
.
vertices
;
for
(
i
=
0
,
l
=
vertices
.
length
;
i
<
l
;
i
++
)
{
v1
.
copy
(
vertices
[
i
]
);
v1
.
applyMatrix4
(
node
.
matrixWorld
);
scope
.
expandByPoint
(
v1
);
}
}
else
if
(
geometry
.
isBufferGeometry
)
{
var
attribute
=
geometry
.
attributes
.
position
;
if
(
attribute
!==
undefined
)
{
for
(
i
=
0
,
l
=
attribute
.
count
;
i
<
l
;
i
++
)
{
v1
.
fromBufferAttribute
(
attribute
,
i
).
applyMatrix4
(
node
.
matrixWorld
);
scope
.
expandByPoint
(
v1
);
}
}
}
}
}
);
return
this
;
};
}(),
},
clone
:
function
()
{
...
...
@@ -258,6 +206,68 @@ Box3.prototype = {
},
expandByObject
:
function
()
{
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and children's, world transforms
var
v1
=
new
Vector3
();
return
function
expandByObject
(
object
)
{
var
scope
=
this
;
object
.
updateMatrixWorld
(
true
);
object
.
traverse
(
function
(
node
)
{
var
i
,
l
;
var
geometry
=
node
.
geometry
;
if
(
geometry
!==
undefined
)
{
if
(
geometry
.
isGeometry
)
{
var
vertices
=
geometry
.
vertices
;
for
(
i
=
0
,
l
=
vertices
.
length
;
i
<
l
;
i
++
)
{
v1
.
copy
(
vertices
[
i
]
);
v1
.
applyMatrix4
(
node
.
matrixWorld
);
scope
.
expandByPoint
(
v1
);
}
}
else
if
(
geometry
.
isBufferGeometry
)
{
var
attribute
=
geometry
.
attributes
.
position
;
if
(
attribute
!==
undefined
)
{
for
(
i
=
0
,
l
=
attribute
.
count
;
i
<
l
;
i
++
)
{
v1
.
fromBufferAttribute
(
attribute
,
i
).
applyMatrix4
(
node
.
matrixWorld
);
scope
.
expandByPoint
(
v1
);
}
}
}
}
}
);
return
this
;
};
}(),
containsPoint
:
function
(
point
)
{
return
point
.
x
<
this
.
min
.
x
||
point
.
x
>
this
.
max
.
x
||
...
...
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