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8a05ef86
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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8a05ef86
编写于
8月 24, 2013
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds.
上级
41b1a45a
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
6 addition
and
5 deletion
+6
-5
build/three.js
build/three.js
+4
-3
build/three.min.js
build/three.min.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
8a05ef86
...
...
@@ -8930,12 +8930,13 @@ THREE.Geometry.prototype = {
}
for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
this.faces.splice( i, 1 );
var idx = faceIndicesToRemove[ i ];
this.faces.splice( idx, 1 );
for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
this.faceVertexUvs[ j ].splice( i, 1 );
this.faceVertexUvs[ j ].splice( i
dx
, 1 );
}
...
...
build/three.min.js
浏览文件 @
8a05ef86
...
...
@@ -182,8 +182,8 @@ c=0;for(d=this.faces.length;c<d;c++)e=this.faces[c],g=h.faceNormals[c],i=h.verte
a
=
0
;
for
(
b
=
this
.
vertices
.
length
;
a
<
b
;
a
++
)
q
[
a
]
=
new
THREE
.
Vector3
,
u
[
a
]
=
new
THREE
.
Vector3
;
a
=
0
;
for
(
b
=
this
.
faces
.
length
;
a
<
b
;
a
++
)
e
=
this
.
faces
[
a
],
f
=
this
.
faceVertexUvs
[
0
][
a
],
d
=
e
.
a
,
r
=
e
.
b
,
e
=
e
.
c
,
h
=
this
.
vertices
[
d
],
g
=
this
.
vertices
[
r
],
i
=
this
.
vertices
[
e
],
k
=
f
[
0
],
m
=
f
[
1
],
l
=
f
[
2
],
f
=
g
.
x
-
h
.
x
,
n
=
i
.
x
-
h
.
x
,
s
=
g
.
y
-
h
.
y
,
t
=
i
.
y
-
h
.
y
,
g
=
g
.
z
-
h
.
z
,
h
=
i
.
z
-
h
.
z
,
i
=
m
.
x
-
k
.
x
,
p
=
l
.
x
-
k
.
x
,
m
=
m
.
y
-
k
.
y
,
k
=
l
.
y
-
k
.
y
,
l
=
1
/
(
i
*
k
-
p
*
m
),
c
.
set
((
k
*
f
-
m
*
n
)
*
l
,(
k
*
s
-
m
*
t
)
*
l
,(
k
*
g
-
m
*
h
)
*
l
),
w
.
set
((
i
*
n
-
p
*
f
)
*
l
,(
i
*
t
-
p
*
s
)
*
l
,(
i
*
h
-
p
*
g
)
*
l
),
q
[
d
].
add
(
c
),
q
[
r
].
add
(
c
),
q
[
e
].
add
(
c
),
u
[
d
].
add
(
w
),
u
[
r
].
add
(
w
),
u
[
e
].
add
(
w
);
w
=
[
"
a
"
,
"
b
"
,
"
c
"
,
"
d
"
];
a
=
0
;
for
(
b
=
this
.
faces
.
length
;
a
<
b
;
a
++
){
e
=
this
.
faces
[
a
];
for
(
c
=
0
;
c
<
Math
.
min
(
e
.
vertexNormals
.
length
,
3
);
c
++
)
F
.
copy
(
e
.
vertexNormals
[
c
]),
d
=
e
[
w
[
c
]],
r
=
q
[
d
],
E
.
copy
(
r
),
E
.
sub
(
F
.
multiplyScalar
(
F
.
dot
(
r
))).
normalize
(),
C
.
crossVectors
(
e
.
vertexNormals
[
c
],
r
),
d
=
C
.
dot
(
u
[
d
]),
d
=
0
>
d
?
-
1
:
1
,
e
.
vertexTangents
[
c
]
=
new
THREE
.
Vector4
(
E
.
x
,
E
.
y
,
E
.
z
,
d
)}
this
.
hasTangents
=!
0
},
computeLineDistances
:
function
(){
for
(
var
a
=
0
,
b
=
this
.
vertices
,
c
=
0
,
d
=
b
.
length
;
c
<
d
;
c
++
)
0
<
c
&&
(
a
+=
b
[
c
].
distanceTo
(
b
[
c
-
1
])),
this
.
lineDistances
[
c
]
=
a
},
computeBoundingBox
:
function
(){
null
===
this
.
boundingBox
&&
(
this
.
boundingBox
=
new
THREE
.
Box3
);
this
.
boundingBox
.
setFromPoints
(
this
.
vertices
)},
computeBoundingSphere
:
function
(){
null
===
this
.
boundingSphere
&&
(
this
.
boundingSphere
=
new
THREE
.
Sphere
);
this
.
boundingSphere
.
setFromPoints
(
this
.
vertices
)},
mergeVertices
:
function
(){
var
a
=
{},
b
=
[],
c
=
[],
d
,
e
=
Math
.
pow
(
10
,
4
),
f
,
h
;
this
.
__tmpVertices
=
void
0
;
f
=
0
;
for
(
h
=
this
.
vertices
.
length
;
f
<
h
;
f
++
)
d
=
this
.
vertices
[
f
],
d
=
Math
.
round
(
d
.
x
*
e
)
+
"
_
"
+
Math
.
round
(
d
.
y
*
e
)
+
"
_
"
+
Math
.
round
(
d
.
z
*
e
),
void
0
===
a
[
d
]?(
a
[
d
]
=
f
,
b
.
push
(
this
.
vertices
[
f
]),
c
[
f
]
=
b
.
length
-
1
):
c
[
f
]
=
c
[
a
[
d
]];
a
=
[];
f
=
0
;
for
(
h
=
this
.
faces
.
length
;
f
<
h
;
f
++
){
e
=
this
.
faces
[
f
];
e
.
a
=
c
[
e
.
a
];
e
.
b
=
c
[
e
.
b
];
e
.
c
=
c
[
e
.
c
];
e
=
[
e
.
a
,
e
.
b
,
e
.
c
];
for
(
d
=
0
;
3
>
d
;
d
++
)
if
(
e
[
d
]
==
e
[(
d
+
1
)
%
3
]){
a
.
push
(
f
);
break
}}
for
(
f
=
a
.
length
-
1
;
0
<=
f
;
f
--
){
this
.
faces
.
splice
(
f
,
1
);
c
=
0
;
for
(
h
=
this
.
faceVertexUvs
.
length
;
c
<
h
;
c
++
)
this
.
faceVertexUvs
[
c
].
splice
(
f
,
1
)}
f
=
this
.
vertices
.
length
-
b
.
length
;
this
.
vertices
=
b
;
return
f
},
clone
:
function
(){
for
(
var
a
=
new
THREE
.
Geometry
,
b
=
this
.
vertices
,
c
=
0
,
d
=
b
.
length
;
c
<
d
;
c
++
)
a
.
vertices
.
push
(
b
[
c
].
clone
());
b
=
this
.
faces
;
c
=
0
;
for
(
d
=
b
.
length
;
c
<
d
;
c
++
)
a
.
faces
.
push
(
b
[
c
].
clone
());
b
=
this
.
faceVertexUvs
[
0
];
c
=
0
;
for
(
d
=
b
.
length
;
c
<
d
;
c
++
){
for
(
var
e
=
b
[
c
],
f
=
[],
h
=
0
,
g
=
e
.
length
;
h
<
g
;
h
++
)
f
.
push
(
new
THREE
.
Vector2
(
e
[
h
].
x
,
e
[
h
].
y
));
a
.
faceVertexUvs
[
0
].
push
(
f
)}
return
a
},
dispose
:
function
(){
this
.
dispatchEvent
({
type
:
"
dispose
"
})}};
THREE
.
EventDispatcher
.
prototype
.
apply
(
THREE
.
Geometry
.
prototype
);
THREE
.
GeometryIdCount
=
0
;
THREE
.
BufferGeometry
=
function
(){
this
.
id
=
THREE
.
GeometryIdCount
++
;
this
.
uuid
=
THREE
.
Math
.
generateUUID
();
this
.
name
=
""
;
this
.
attributes
=
{};
this
.
dynamic
=!
0
;
this
.
offsets
=
[];
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
;
this
.
morphTargets
=
[]};
e
),
void
0
===
a
[
d
]?(
a
[
d
]
=
f
,
b
.
push
(
this
.
vertices
[
f
]),
c
[
f
]
=
b
.
length
-
1
):
c
[
f
]
=
c
[
a
[
d
]];
a
=
[];
f
=
0
;
for
(
h
=
this
.
faces
.
length
;
f
<
h
;
f
++
){
e
=
this
.
faces
[
f
];
e
.
a
=
c
[
e
.
a
];
e
.
b
=
c
[
e
.
b
];
e
.
c
=
c
[
e
.
c
];
e
=
[
e
.
a
,
e
.
b
,
e
.
c
];
for
(
d
=
0
;
3
>
d
;
d
++
)
if
(
e
[
d
]
==
e
[(
d
+
1
)
%
3
]){
a
.
push
(
f
);
break
}}
for
(
f
=
a
.
length
-
1
;
0
<=
f
;
f
--
){
e
=
a
[
f
];
this
.
faces
.
splice
(
e
,
1
);
c
=
0
;
for
(
h
=
this
.
faceVertexUvs
.
length
;
c
<
h
;
c
++
)
this
.
faceVertexUvs
[
c
].
splice
(
e
,
1
)}
f
=
this
.
vertices
.
length
-
b
.
length
;
this
.
vertices
=
b
;
return
f
},
clone
:
function
(){
for
(
var
a
=
new
THREE
.
Geometry
,
b
=
this
.
vertices
,
c
=
0
,
d
=
b
.
length
;
c
<
d
;
c
++
)
a
.
vertices
.
push
(
b
[
c
].
clone
());
b
=
this
.
faces
;
c
=
0
;
for
(
d
=
b
.
length
;
c
<
d
;
c
++
)
a
.
faces
.
push
(
b
[
c
].
clone
());
b
=
this
.
faceVertexUvs
[
0
];
c
=
0
;
for
(
d
=
b
.
length
;
c
<
d
;
c
++
){
for
(
var
e
=
b
[
c
],
f
=
[],
h
=
0
,
g
=
e
.
length
;
h
<
g
;
h
++
)
f
.
push
(
new
THREE
.
Vector2
(
e
[
h
].
x
,
e
[
h
].
y
));
a
.
faceVertexUvs
[
0
].
push
(
f
)}
return
a
},
dispose
:
function
(){
this
.
dispatchEvent
({
type
:
"
dispose
"
})}};
THREE
.
EventDispatcher
.
prototype
.
apply
(
THREE
.
Geometry
.
prototype
);
THREE
.
GeometryIdCount
=
0
;
THREE
.
BufferGeometry
=
function
(){
this
.
id
=
THREE
.
GeometryIdCount
++
;
this
.
uuid
=
THREE
.
Math
.
generateUUID
();
this
.
name
=
""
;
this
.
attributes
=
{};
this
.
dynamic
=!
0
;
this
.
offsets
=
[];
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
;
this
.
morphTargets
=
[]};
THREE
.
BufferGeometry
.
prototype
=
{
constructor
:
THREE
.
BufferGeometry
,
applyMatrix
:
function
(
a
){
var
b
,
c
;
this
.
attributes
.
position
&&
(
b
=
this
.
attributes
.
position
.
array
);
this
.
attributes
.
normal
&&
(
c
=
this
.
attributes
.
normal
.
array
);
void
0
!==
b
&&
(
a
.
multiplyVector3Array
(
b
),
this
.
verticesNeedUpdate
=!
0
);
void
0
!==
c
&&
((
new
THREE
.
Matrix3
).
getNormalMatrix
(
a
).
multiplyVector3Array
(
c
),
this
.
normalizeNormals
(),
this
.
normalsNeedUpdate
=!
0
)},
computeBoundingBox
:
function
(){
null
===
this
.
boundingBox
&&
(
this
.
boundingBox
=
new
THREE
.
Box3
);
var
a
=
this
.
attributes
.
position
.
array
;
if
(
a
){
var
b
=
this
.
boundingBox
,
c
,
d
,
e
;
3
<=
a
.
length
&&
(
b
.
min
.
x
=
b
.
max
.
x
=
a
[
0
],
b
.
min
.
y
=
b
.
max
.
y
=
a
[
1
],
b
.
min
.
z
=
b
.
max
.
z
=
a
[
2
]);
for
(
var
f
=
3
,
h
=
a
.
length
;
f
<
h
;
f
+=
3
)
c
=
a
[
f
],
d
=
a
[
f
+
1
],
e
=
a
[
f
+
2
],
c
<
b
.
min
.
x
?
b
.
min
.
x
=
c
:
c
>
b
.
max
.
x
&&
(
b
.
max
.
x
=
c
),
d
<
b
.
min
.
y
?
b
.
min
.
y
=
d
:
d
>
b
.
max
.
y
&&
(
b
.
max
.
y
=
d
),
e
<
b
.
min
.
z
?
b
.
min
.
z
=
e
:
e
>
b
.
max
.
z
&&
(
b
.
max
.
z
=
e
)}
if
(
void
0
===
a
||
0
===
a
.
length
)
this
.
boundingBox
.
min
.
set
(
0
,
0
,
0
),
this
.
boundingBox
.
max
.
set
(
0
,
0
,
0
)},
computeBoundingSphere
:
function
(){
var
a
=
new
THREE
.
Box3
,
b
=
new
THREE
.
Vector3
;
return
function
(){
null
===
this
.
boundingSphere
&&
(
this
.
boundingSphere
=
new
THREE
.
Sphere
);
var
c
=
this
.
attributes
.
position
.
array
;
if
(
c
){
for
(
var
d
=
this
.
boundingSphere
.
center
,
e
=
0
,
f
=
c
.
length
;
e
<
f
;
e
+=
3
)
b
.
set
(
c
[
e
],
c
[
e
+
1
],
c
[
e
+
2
]),
a
.
addPoint
(
b
);
a
.
center
(
d
);
for
(
var
h
=
0
,
e
=
0
,
f
=
c
.
length
;
e
<
f
;
e
+=
3
)
b
.
set
(
c
[
e
],
c
[
e
+
1
],
c
[
e
+
2
]),
h
=
Math
.
max
(
h
,
d
.
distanceToSquared
(
b
));
this
.
boundingSphere
.
radius
=
Math
.
sqrt
(
h
)}}}(),
computeVertexNormals
:
function
(){
if
(
this
.
attributes
.
position
){
var
a
,
b
,
c
,
d
;
a
=
this
.
attributes
.
position
.
array
.
length
;
if
(
void
0
===
this
.
attributes
.
normal
)
this
.
attributes
.
normal
=
...
...
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