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three.js
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62820f54
编写于
6月 28, 2015
作者:
R
Ricardo Cabello
浏览文件
操作
浏览文件
下载
差异文件
Merge pull request #6738 from dubejf/typos
Fix typos
上级
4a8be0c6
324cfb9d
变更
19
隐藏空白更改
内联
并排
Showing
19 changed file
with
43 addition
and
44 deletion
+43
-44
src/cameras/PerspectiveCamera.js
src/cameras/PerspectiveCamera.js
+1
-1
src/core/BufferGeometry.js
src/core/BufferGeometry.js
+4
-4
src/core/Geometry.js
src/core/Geometry.js
+2
-2
src/extras/core/Curve.js
src/extras/core/Curve.js
+2
-2
src/extras/core/CurvePath.js
src/extras/core/CurvePath.js
+2
-2
src/extras/core/Path.js
src/extras/core/Path.js
+7
-8
src/extras/core/Shape.js
src/extras/core/Shape.js
+4
-4
src/extras/geometries/ExtrudeGeometry.js
src/extras/geometries/ExtrudeGeometry.js
+7
-7
src/extras/geometries/TubeGeometry.js
src/extras/geometries/TubeGeometry.js
+2
-2
src/extras/helpers/EdgesHelper.js
src/extras/helpers/EdgesHelper.js
+1
-1
src/loaders/JSONLoader.js
src/loaders/JSONLoader.js
+1
-1
src/loaders/ObjectLoader.js
src/loaders/ObjectLoader.js
+1
-1
src/materials/Material.js
src/materials/Material.js
+1
-1
src/math/Box3.js
src/math/Box3.js
+1
-1
src/math/Triangle.js
src/math/Triangle.js
+3
-3
src/objects/LensFlare.js
src/objects/LensFlare.js
+1
-1
src/objects/SkinnedMesh.js
src/objects/SkinnedMesh.js
+1
-1
src/renderers/webgl/WebGLShadowMap.js
src/renderers/webgl/WebGLShadowMap.js
+1
-1
src/renderers/webgl/plugins/LensFlarePlugin.js
src/renderers/webgl/plugins/LensFlarePlugin.js
+1
-1
未找到文件。
src/cameras/PerspectiveCamera.js
浏览文件 @
62820f54
...
...
@@ -27,7 +27,7 @@ THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
/**
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* 35mm (full
-
frame) camera is used if frame size is not specified;
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
...
...
src/core/BufferGeometry.js
浏览文件 @
62820f54
...
...
@@ -839,7 +839,7 @@ THREE.BufferGeometry.prototype = {
for
(
var
vo
=
0
;
vo
<
3
;
vo
++
)
{
var
vid
=
indices
[
findex
*
3
+
vo
];
if
(
vertexMap
[
vid
]
===
-
1
)
{
//Unmapped vert
ice
//Unmapped vert
ex
faceVertices
[
vo
*
2
]
=
vid
;
faceVertices
[
vo
*
2
+
1
]
=
-
1
;
newVerticeMaps
++
;
...
...
@@ -849,7 +849,7 @@ THREE.BufferGeometry.prototype = {
faceVertices
[
vo
*
2
+
1
]
=
-
1
;
duplicatedVertices
++
;
}
else
{
//Reused vert
ice
in the current block
//Reused vert
ex
in the current block
faceVertices
[
vo
*
2
]
=
vid
;
faceVertices
[
vo
*
2
+
1
]
=
vertexMap
[
vid
];
}
...
...
@@ -884,7 +884,7 @@ THREE.BufferGeometry.prototype = {
}
}
/* Move all attribute values to map to the new computed indices , also expand the vert
ice
stack to match our new vertexPtr. */
/* Move all attribute values to map to the new computed indices , also expand the vert
ex
stack to match our new vertexPtr. */
this
.
reorderBuffers
(
sortedIndices
,
revVertexMap
,
vertexPtr
);
this
.
offsets
=
offsets
;
// TODO: Deprecate
this
.
drawcalls
=
offsets
;
...
...
@@ -965,7 +965,7 @@ THREE.BufferGeometry.prototype = {
Reorder attributes based on a new indexBuffer and indexMap.
indexBuffer - Uint16Array of the new ordered indices.
indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vert
ice
stack).
vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vert
ex
stack).
*/
reorderBuffers
:
function
(
indexBuffer
,
indexMap
,
vertexCount
)
{
...
...
src/core/Geometry.js
浏览文件 @
62820f54
...
...
@@ -773,11 +773,11 @@ THREE.Geometry.prototype = {
mergeVertices
:
function
()
{
var
verticesMap
=
{};
// Hashmap for looking up vertice by position coordinates (and making sure they are unique)
var
verticesMap
=
{};
// Hashmap for looking up vertice
s
by position coordinates (and making sure they are unique)
var
unique
=
[],
changes
=
[];
var
v
,
key
;
var
precisionPoints
=
4
;
// number of decimal points, eg. 4 for epsilon of 0.0001
var
precisionPoints
=
4
;
// number of decimal points, e
.
g. 4 for epsilon of 0.0001
var
precision
=
Math
.
pow
(
10
,
precisionPoints
);
var
i
,
il
,
face
;
var
indices
,
j
,
jl
;
...
...
src/extras/core/Curve.js
浏览文件 @
62820f54
...
...
@@ -147,7 +147,7 @@ THREE.Curve.prototype.updateArcLengths = function() {
this
.
getLengths
();
};
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi
distance
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi
distant
THREE
.
Curve
.
prototype
.
getUtoTmapping
=
function
(
u
,
distance
)
{
...
...
@@ -209,7 +209,7 @@ THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
}
// we could get finer grain at lengths, or use simple interpolat
at
ion between two points
// we could get finer grain at lengths, or use simple interpolation between two points
var
lengthBefore
=
arcLengths
[
i
];
var
lengthAfter
=
arcLengths
[
i
+
1
];
...
...
src/extras/core/CurvePath.js
浏览文件 @
62820f54
...
...
@@ -113,7 +113,7 @@ THREE.CurvePath.prototype.getCurveLengths = function() {
}
// Get length of sub
s
urve
// Get length of sub
-c
urve
// Push sums into cached array
var
lengths
=
[],
sums
=
0
;
...
...
@@ -206,7 +206,7 @@ THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
};
// Generate geometry from equidistan
ce
sampling along the path
// Generate geometry from equidistan
t
sampling along the path
THREE
.
CurvePath
.
prototype
.
createSpacedPointsGeometry
=
function
(
divisions
)
{
...
...
src/extras/core/Path.js
浏览文件 @
62820f54
...
...
@@ -27,7 +27,7 @@ THREE.PathActions = {
LINE_TO
:
'
lineTo
'
,
QUADRATIC_CURVE_TO
:
'
quadraticCurveTo
'
,
// Bezier quadratic curve
BEZIER_CURVE_TO
:
'
bezierCurveTo
'
,
// Bezier cubic curve
CSPLINE_THRU
:
'
splineThru
'
,
// Catmull-
r
om spline
CSPLINE_THRU
:
'
splineThru
'
,
// Catmull-
R
om spline
ARC
:
'
arc
'
,
// Circle
ELLIPSE
:
'
ellipse
'
};
...
...
@@ -208,7 +208,6 @@ THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
THREE
.
Path
.
prototype
.
getPoints
=
function
(
divisions
,
closedPath
)
{
if
(
this
.
useSpacedPoints
)
{
console
.
log
(
'
tata
'
);
return
this
.
getSpacedPoints
(
divisions
,
closedPath
);
}
...
...
@@ -543,9 +542,9 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
if
(
perpEdge
<
0
)
continue
;
inside
=
!
inside
;
// true intersection left of inPt
}
}
else
{
// parallel or colinear
}
else
{
// parallel or col
l
inear
if
(
inPt
.
y
!==
edgeLowPt
.
y
)
continue
;
// parallel
// e
gd
e lies on the same horizontal line as inPt
// e
dg
e lies on the same horizontal line as inPt
if
(
(
(
edgeHighPt
.
x
<=
inPt
.
x
)
&&
(
inPt
.
x
<=
edgeLowPt
.
x
)
)
||
(
(
edgeLowPt
.
x
<=
inPt
.
x
)
&&
(
inPt
.
x
<=
edgeHighPt
.
x
)
)
)
return
true
;
// inPt: Point on contour !
// continue;
...
...
@@ -626,7 +625,7 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
if
(
newShapes
.
length
>
1
)
{
var
ambig
i
ous
=
false
;
var
ambig
u
ous
=
false
;
var
toChange
=
[];
for
(
var
sIdx
=
0
,
sLen
=
newShapes
.
length
;
sIdx
<
sLen
;
sIdx
++
)
{
...
...
@@ -644,17 +643,17 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
hole_unassigned
=
false
;
betterShapeHoles
[
s2Idx
].
push
(
ho
);
}
else
{
ambig
i
ous
=
true
;
ambig
u
ous
=
true
;
}
}
}
if
(
hole_unassigned
)
{
betterShapeHoles
[
sIdx
].
push
(
ho
);
}
}
}
// console.log("ambig
ious: ", ambigi
ous);
// console.log("ambig
uous: ", ambigu
ous);
if
(
toChange
.
length
>
0
)
{
// console.log("to change: ", toChange);
if
(
!
ambig
i
ous
)
newShapeHoles
=
betterShapeHoles
;
if
(
!
ambig
u
ous
)
newShapeHoles
=
betterShapeHoles
;
}
}
...
...
src/extras/core/Shape.js
浏览文件 @
62820f54
...
...
@@ -127,7 +127,7 @@ THREE.Shape.Utils = {
triangulateShape
:
function
(
contour
,
holes
)
{
function
point_in_segment_2D_colin
(
inSegPt1
,
inSegPt2
,
inOtherPt
)
{
// inOtherPt needs to be colinear to the inSegment
// inOtherPt needs to be col
l
inear to the inSegment
if
(
inSegPt1
.
x
!==
inSegPt2
.
x
)
{
if
(
inSegPt1
.
x
<
inSegPt2
.
x
)
{
return
(
(
inSegPt1
.
x
<=
inOtherPt
.
x
)
&&
(
inOtherPt
.
x
<=
inSegPt2
.
x
)
);
...
...
@@ -189,13 +189,13 @@ THREE.Shape.Utils = {
return
[
{
x
:
inSeg1Pt1
.
x
+
factorSeg1
*
seg1dx
,
y
:
inSeg1Pt1
.
y
+
factorSeg1
*
seg1dy
}
];
}
else
{
// parallel or colinear
}
else
{
// parallel or col
l
inear
if
(
(
perpSeg1
!==
0
)
||
(
seg2dy
*
seg1seg2dx
!==
seg2dx
*
seg1seg2dy
)
)
return
[];
// they are collinear or degenerate
var
seg1Pt
=
(
(
seg1dx
===
0
)
&&
(
seg1dy
===
0
)
);
// segment1 is
t
just a point?
var
seg2Pt
=
(
(
seg2dx
===
0
)
&&
(
seg2dy
===
0
)
);
// segment2 is
t
just a point?
var
seg1Pt
=
(
(
seg1dx
===
0
)
&&
(
seg1dy
===
0
)
);
// segment1 is just a point?
var
seg2Pt
=
(
(
seg2dx
===
0
)
&&
(
seg2dy
===
0
)
);
// segment2 is just a point?
// both segments are points
if
(
seg1Pt
&&
seg2Pt
)
{
if
(
(
inSeg1Pt1
.
x
!==
inSeg2Pt1
.
x
)
||
...
...
src/extras/geometries/ExtrudeGeometry.js
浏览文件 @
62820f54
...
...
@@ -6,7 +6,7 @@
* parameters = {
*
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions / used for subdividing seg
e
ments of extrude spline too
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
* amount: <int>, // Depth to extrude the shape
*
* bevelEnabled: <bool>, // turn on bevel
...
...
@@ -114,7 +114,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
}
// Variables init
alization
// Variables init
ialization
var
ahole
,
h
,
hl
;
// looping of holes
var
scope
=
this
;
...
...
@@ -187,7 +187,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
var
EPSILON
=
0.0000000001
;
// computes for inPt the corresponding point inPt' on a new contour
// shifte
t
by 1 unit (length of normalized vector) to the left
// shifte
d
by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
...
...
@@ -203,10 +203,10 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
var
v_prev_lensq
=
(
v_prev_x
*
v_prev_x
+
v_prev_y
*
v_prev_y
);
// check for colinear edges
var
colinear0
=
(
v_prev_x
*
v_next_y
-
v_prev_y
*
v_next_x
);
// check for col
l
inear edges
var
col
l
inear0
=
(
v_prev_x
*
v_next_y
-
v_prev_y
*
v_next_x
);
if
(
Math
.
abs
(
col
inear0
)
>
EPSILON
)
{
// not co
linear
if
(
Math
.
abs
(
col
linear0
)
>
EPSILON
)
{
// not col
linear
// length of vectors for normalizing
...
...
@@ -241,7 +241,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
shrink_by
=
Math
.
sqrt
(
v_trans_lensq
/
2
);
}
}
else
{
// handle special case of colinear edges
}
else
{
// handle special case of col
l
inear edges
var
direction_eq
=
false
;
// assumes: opposite
if
(
v_prev_x
>
EPSILON
)
{
...
...
src/extras/geometries/TubeGeometry.js
浏览文件 @
62820f54
...
...
@@ -67,7 +67,7 @@ THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed,
}
// consruct the grid
// cons
t
ruct the grid
for
(
i
=
0
;
i
<
numpoints
;
i
++
)
{
...
...
@@ -213,7 +213,7 @@ THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
*/
function
initialNormal3
()
{
// select an initial normal vector perpenicular to the first tangent vector,
// select an initial normal vector perpen
d
icular to the first tangent vector,
// and in the direction of the smallest tangent xyz component
normals
[
0
]
=
new
THREE
.
Vector3
();
...
...
src/extras/helpers/EdgesHelper.js
浏览文件 @
62820f54
...
...
@@ -2,7 +2,7 @@
* @author WestLangley / http://github.com/WestLangley
* @param object THREE.Mesh whose geometry will be used
* @param hex line color
* @param thresholdAngle the minim
i
m angle (in degrees),
* @param thresholdAngle the minim
u
m angle (in degrees),
* between the face normals of adjacent faces,
* that is required to render an edge. A value of 10 means
* an edge is only rendered if the angle is at least 10 degrees.
...
...
src/loaders/JSONLoader.js
浏览文件 @
62820f54
...
...
@@ -16,7 +16,7 @@ THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
THREE
.
JSONLoader
.
prototype
.
load
=
function
(
url
,
callback
,
texturePath
)
{
//
todo
: unify load API to for easier SceneLoader use
//
TODO
: unify load API to for easier SceneLoader use
texturePath
=
texturePath
&&
(
typeof
texturePath
===
'
string
'
)
?
texturePath
:
this
.
extractUrlBase
(
url
);
...
...
src/loaders/ObjectLoader.js
浏览文件 @
62820f54
...
...
@@ -352,7 +352,7 @@ THREE.ObjectLoader.prototype = {
if
(
data
.
image
===
undefined
)
{
console
.
warn
(
'
THREE.ObjectLoader: No "image" spe
fic
ied for
'
,
data
.
uuid
);
console
.
warn
(
'
THREE.ObjectLoader: No "image" spe
cif
ied for
'
,
data
.
uuid
);
}
...
...
src/materials/Material.js
浏览文件 @
62820f54
...
...
@@ -93,7 +93,7 @@ THREE.Material.prototype = {
}
else
if
(
key
===
'
overdraw
'
)
{
// ensure overdraw is backwards-compat
a
ble with legacy boolean type
// ensure overdraw is backwards-compat
i
ble with legacy boolean type
this
[
key
]
=
Number
(
newValue
);
}
else
{
...
...
src/math/Box3.js
浏览文件 @
62820f54
...
...
@@ -57,7 +57,7 @@ THREE.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
// accounting for both the object's, and children
's
, world transforms
var
v1
=
new
THREE
.
Vector3
();
...
...
src/math/Triangle.js
浏览文件 @
62820f54
...
...
@@ -36,7 +36,7 @@ THREE.Triangle.normal = function () {
}();
// static/instance method to calculate barycoordinates
// static/instance method to calculate baryc
entric c
oordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
THREE
.
Triangle
.
barycoordFromPoint
=
function
()
{
...
...
@@ -60,7 +60,7 @@ THREE.Triangle.barycoordFromPoint = function () {
var
result
=
optionalTarget
||
new
THREE
.
Vector3
();
// colinear or singular triangle
// col
l
inear or singular triangle
if
(
denom
===
0
)
{
// arbitrary location outside of triangle?
// not sure if this is the best idea, maybe should be returning undefined
...
...
@@ -71,7 +71,7 @@ THREE.Triangle.barycoordFromPoint = function () {
var
u
=
(
dot11
*
dot02
-
dot01
*
dot12
)
*
invDenom
;
var
v
=
(
dot00
*
dot12
-
dot01
*
dot02
)
*
invDenom
;
// barycoordinates must always sum to 1
// baryc
entric c
oordinates must always sum to 1
return
result
.
set
(
1
-
u
-
v
,
v
,
u
);
};
...
...
src/objects/LensFlare.js
浏览文件 @
62820f54
...
...
@@ -42,7 +42,7 @@ THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, co
texture
:
texture
,
// THREE.Texture
size
:
size
,
// size in pixels (-1 = use texture.width)
distance
:
distance
,
// distance (0-1) from light source (0=at light source)
x
:
0
,
y
:
0
,
z
:
0
,
// screen position (-1 => 1) z = 0 is
ontop
z = 1 is back
x
:
0
,
y
:
0
,
z
:
0
,
// screen position (-1 => 1) z = 0 is
in front
z = 1 is back
scale
:
1
,
// scale
rotation
:
1
,
// rotation
opacity
:
opacity
,
// opacity
...
...
src/objects/SkinnedMesh.js
浏览文件 @
62820f54
...
...
@@ -148,7 +148,7 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
}
else
{
console
.
warn
(
'
THREE.SkinnedMesh unrec
k
ognized bindMode:
'
+
this
.
bindMode
);
console
.
warn
(
'
THREE.SkinnedMesh unrecognized bindMode:
'
+
this
.
bindMode
);
}
...
...
src/renderers/webgl/WebGLShadowMap.js
浏览文件 @
62820f54
...
...
@@ -275,7 +275,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
object
=
webglObject
.
object
;
// culling is overriden globally for all objects
// culling is overrid
d
en globally for all objects
// while rendering depth map
// need to deal with MeshFaceMaterial somehow
...
...
src/renderers/webgl/plugins/LensFlarePlugin.js
浏览文件 @
62820f54
...
...
@@ -302,7 +302,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
state
.
disableUnusedAttributes
();
// loop through all lens flares to update their occlusion and positions
// setup gl and common used attribs/unforms
// setup gl and common used attribs/un
i
forms
gl
.
uniform1i
(
uniforms
.
occlusionMap
,
0
);
gl
.
uniform1i
(
uniforms
.
map
,
1
);
...
...
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