提交 6d175222 编写于 作者: M Mr.doob

Updated builds.

上级 033fb9c9
...@@ -4070,7 +4070,14 @@ THREE.Matrix3.prototype = { ...@@ -4070,7 +4070,14 @@ THREE.Matrix3.prototype = {
}, },
multiplyVector3Array: function() { multiplyVector3Array: function ( a ) {
console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
return this.applyToVector3Array( a );
},
applyToVector3Array: function() {
var v1 = new THREE.Vector3(); var v1 = new THREE.Vector3();
...@@ -4082,7 +4089,7 @@ THREE.Matrix3.prototype = { ...@@ -4082,7 +4089,7 @@ THREE.Matrix3.prototype = {
v1.y = a[ i + 1 ]; v1.y = a[ i + 1 ];
v1.z = a[ i + 2 ]; v1.z = a[ i + 2 ];
v1.applyMatrix3(this); v1.applyMatrix3( this );
a[ i ] = v1.x; a[ i ] = v1.x;
a[ i + 1 ] = v1.y; a[ i + 1 ] = v1.y;
...@@ -4673,7 +4680,14 @@ THREE.Matrix4.prototype = { ...@@ -4673,7 +4680,14 @@ THREE.Matrix4.prototype = {
}, },
multiplyVector3Array: function() { multiplyVector3Array: function ( a ) {
console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
return this.applyToVector3Array( a );
},
applyToVector3Array: function() {
var v1 = new THREE.Vector3(); var v1 = new THREE.Vector3();
...@@ -4685,7 +4699,7 @@ THREE.Matrix4.prototype = { ...@@ -4685,7 +4699,7 @@ THREE.Matrix4.prototype = {
v1.y = a[ i + 1 ]; v1.y = a[ i + 1 ];
v1.z = a[ i + 2 ]; v1.z = a[ i + 2 ];
v1.applyProjection( this ); v1.applyMatrix4( this );
a[ i ] = v1.x; a[ i ] = v1.x;
a[ i + 1 ] = v1.y; a[ i + 1 ] = v1.y;
...@@ -8962,7 +8976,7 @@ THREE.BufferGeometry.prototype = { ...@@ -8962,7 +8976,7 @@ THREE.BufferGeometry.prototype = {
if ( position !== undefined ) { if ( position !== undefined ) {
matrix.multiplyVector3Array( position.array ); matrix.applyToVector3Array( position.array );
position.needsUpdate = true; position.needsUpdate = true;
} }
...@@ -8973,7 +8987,7 @@ THREE.BufferGeometry.prototype = { ...@@ -8973,7 +8987,7 @@ THREE.BufferGeometry.prototype = {
var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
normalMatrix.multiplyVector3Array( normal.array ); normalMatrix.applyToVector3Array( normal.array );
normal.needsUpdate = true; normal.needsUpdate = true;
} }
...@@ -10746,6 +10760,38 @@ THREE.DirectionalLight.prototype.clone = function () { ...@@ -10746,6 +10760,38 @@ THREE.DirectionalLight.prototype.clone = function () {
light.castShadow = this.castShadow; light.castShadow = this.castShadow;
light.onlyShadow = this.onlyShadow; light.onlyShadow = this.onlyShadow;
//
light.shadowCameraNear = this.shadowCameraNear;
light.shadowCameraFar = this.shadowCameraFar;
light.shadowCameraLeft = this.shadowCameraLeft;
light.shadowCameraRight = this.shadowCameraRight;
light.shadowCameraTop = this.shadowCameraTop;
light.shadowCameraBottom = this.shadowCameraBottom;
light.shadowCameraVisible = this.shadowCameraVisible;
light.shadowBias = this.shadowBias;
light.shadowDarkness = this.shadowDarkness;
light.shadowMapWidth = this.shadowMapWidth;
light.shadowMapHeight = this.shadowMapHeight;
//
light.shadowCascade = this.shadowCascade;
light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
light.shadowCascadeCount = this.shadowCascadeCount;
light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
return light; return light;
}; };
...@@ -10868,6 +10914,20 @@ THREE.SpotLight.prototype.clone = function () { ...@@ -10868,6 +10914,20 @@ THREE.SpotLight.prototype.clone = function () {
light.castShadow = this.castShadow; light.castShadow = this.castShadow;
light.onlyShadow = this.onlyShadow; light.onlyShadow = this.onlyShadow;
//
light.shadowCameraNear = this.shadowCameraNear;
light.shadowCameraFar = this.shadowCameraFar;
light.shadowCameraFov = this.shadowCameraFov;
light.shadowCameraVisible = this.shadowCameraVisible;
light.shadowBias = this.shadowBias;
light.shadowDarkness = this.shadowDarkness;
light.shadowMapWidth = this.shadowMapWidth;
light.shadowMapHeight = this.shadowMapHeight;
return light; return light;
}; };
......
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