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8a524f69
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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 >>
提交
8a524f69
编写于
7月 26, 2016
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
82a4fe3c
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
86 addition
and
72 deletion
+86
-72
build/three.js
build/three.js
+81
-67
build/three.min.js
build/three.min.js
+5
-5
未找到文件。
build/three.js
浏览文件 @
8a524f69
...
...
@@ -20066,7 +20066,7 @@
//
if (
(object && object.isMesh)
) {
if (
object && object.isMesh
) {
if ( material.wireframe === true ) {
...
...
@@ -20094,7 +20094,7 @@
}
} else if (
(object && object.isLine)
) {
} else if (
object && object.isLine
) {
var lineWidth = material.linewidth;
...
...
@@ -20102,7 +20102,7 @@
state.setLineWidth( lineWidth * getTargetPixelRatio() );
if (
(object && object.isLineSegments)
) {
if (
object && object.isLineSegments
) {
renderer.setMode( _gl.LINES );
...
...
@@ -20112,13 +20112,13 @@
}
} else if (
(object && object.isPoints)
) {
} else if (
object && object.isPoints
) {
renderer.setMode( _gl.POINTS );
}
if (
(geometry && geometry.isInstancedBufferGeometry)
) {
if (
geometry && geometry.isInstancedBufferGeometry
) {
if ( geometry.maxInstancedCount > 0 ) {
...
...
@@ -20138,7 +20138,7 @@
var extension;
if (
(geometry && geometry.isInstancedBufferGeometry)
) {
if (
geometry && geometry.isInstancedBufferGeometry
) {
extension = extensions.get( 'ANGLE_instanced_arrays' );
...
...
@@ -20181,7 +20181,7 @@
} else if ( array instanceof Float64Array ) {
console.warn(
"Unsupported data buffer format: Float64Array"
);
console.warn(
"Unsupported data buffer format: Float64Array"
);
} else if ( array instanceof Uint16Array ) {
...
...
@@ -20212,13 +20212,13 @@
var size = geometryAttribute.itemSize;
var buffer = objects.getAttributeBuffer( geometryAttribute );
if (
(geometryAttribute && geometryAttribute.isInterleavedBufferAttribute)
) {
if (
geometryAttribute && geometryAttribute.isInterleavedBufferAttribute
) {
var data = geometryAttribute.data;
var stride = data.stride;
var offset = geometryAttribute.offset;
if (
(data && data.isInstancedInterleavedBuffer)
) {
if (
data && data.isInstancedInterleavedBuffer
) {
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
...
...
@@ -20239,7 +20239,7 @@
} else {
if (
(geometryAttribute && geometryAttribute.isInstancedBufferAttribute)
) {
if (
geometryAttribute && geometryAttribute.isInstancedBufferAttribute
) {
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
...
...
@@ -20353,7 +20353,7 @@
this.render = function ( scene, camera, renderTarget, forceClear ) {
if ( (
camera && camera.isCamera
) === false ) {
if ( (
camera && camera.isCamera
) === false ) {
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
return;
...
...
@@ -20439,7 +20439,7 @@
glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
} else if (
(background && background.isColor)
) {
} else if (
background && background.isColor
) {
glClearColor( background.r, background.g, background.b, 1 );
...
...
@@ -20451,7 +20451,7 @@
}
if (
(background && background.isCubeTexture)
) {
if (
background && background.isCubeTexture
) {
backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
...
...
@@ -20465,7 +20465,7 @@
_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
} else if (
(background && background.isTexture)
) {
} else if (
background && background.isTexture
) {
backgroundPlaneMesh.material.map = background;
...
...
@@ -20626,11 +20626,11 @@
if ( object.layers.test( camera.layers ) ) {
if (
(object && object.isLight)
) {
if (
object && object.isLight
) {
lights.push( object );
} else if (
(object && object.isSprite)
) {
} else if (
object && object.isSprite
) {
if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
...
...
@@ -20638,11 +20638,11 @@
}
} else if (
(object && object.isLensFlare)
) {
} else if (
object && object.isLensFlare
) {
lensFlares.push( object );
} else if (
(object && object.isImmediateRenderObject)
) {
} else if (
object && object.isImmediateRenderObject
) {
if ( _this.sortObjects === true ) {
...
...
@@ -20653,9 +20653,9 @@
pushRenderItem( object, null, object.material, _vector3.z, null );
} else if ( (
object && object.isMesh) || (object && object.isLine) || (object && object.isPoints
) ) {
} else if ( (
object && object.isMesh ) || ( object && object.isLine ) || ( object && object.isPoints
) ) {
if (
(object && object.isSkinnedMesh)
) {
if (
object && object.isSkinnedMesh
) {
object.skeleton.update();
...
...
@@ -20676,7 +20676,7 @@
var geometry = objects.update( object );
if (
(material && material.isMultiMaterial)
) {
if (
material && material.isMultiMaterial
) {
var groups = geometry.groups;
var materials = material.materials;
...
...
@@ -20732,7 +20732,7 @@
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
if (
(object && object.isImmediateRenderObject)
) {
if (
object && object.isImmediateRenderObject
) {
setMaterial( material );
...
...
@@ -20859,8 +20859,8 @@
var uniforms = materialProperties.__webglShader.uniforms;
if ( ! (
(material && material.isShaderMaterial)
) &&
! (
(material && material.isRawShaderMaterial)
) ||
if ( ! (
material && material.isShaderMaterial
) &&
! (
material && material.isRawShaderMaterial
) ||
material.clipping === true ) {
materialProperties.numClippingPlanes = _clipping.numPlanes;
...
...
@@ -21035,9 +21035,9 @@
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if ( (
material && material.isShaderMaterial
) ||
(
material && material.isMeshPhongMaterial
) ||
(
material && material.isMeshStandardMaterial
) ||
if ( (
material && material.isShaderMaterial
) ||
(
material && material.isMeshPhongMaterial
) ||
(
material && material.isMeshStandardMaterial
) ||
material.envMap ) {
var uCamPos = p_uniforms.map.cameraPosition;
...
...
@@ -21051,11 +21051,11 @@
}
if ( (
material && material.isMeshPhongMaterial
) ||
(
material && material.isMeshLambertMaterial
) ||
(
material && material.isMeshBasicMaterial
) ||
(
material && material.isMeshStandardMaterial
) ||
(
material && material.isShaderMaterial
) ||
if ( (
material && material.isMeshPhongMaterial
) ||
(
material && material.isMeshLambertMaterial
) ||
(
material && material.isMeshBasicMaterial
) ||
(
material && material.isMeshStandardMaterial
) ||
(
material && material.isShaderMaterial
) ||
material.skinning ) {
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
...
...
@@ -21121,11 +21121,11 @@
}
if ( (
material && material.isMeshBasicMaterial
) ||
(
material && material.isMeshLambertMaterial
) ||
(
material && material.isMeshPhongMaterial
) ||
(
material && material.isMeshStandardMaterial
) ||
(
material && material.isMeshDepthMaterial
) ) {
if ( (
material && material.isMeshBasicMaterial
) ||
(
material && material.isMeshLambertMaterial
) ||
(
material && material.isMeshPhongMaterial
) ||
(
material && material.isMeshStandardMaterial
) ||
(
material && material.isMeshDepthMaterial
) ) {
refreshUniformsCommon( m_uniforms, material );
...
...
@@ -21133,36 +21133,36 @@
// refresh single material specific uniforms
if (
(material && material.isLineBasicMaterial)
) {
if (
material && material.isLineBasicMaterial
) {
refreshUniformsLine( m_uniforms, material );
} else if (
(material && material.isLineDashedMaterial)
) {
} else if (
material && material.isLineDashedMaterial
) {
refreshUniformsLine( m_uniforms, material );
refreshUniformsDash( m_uniforms, material );
} else if (
(material && material.isPointsMaterial)
) {
} else if (
material && material.isPointsMaterial
) {
refreshUniformsPoints( m_uniforms, material );
} else if (
(material && material.isMeshLambertMaterial)
) {
} else if (
material && material.isMeshLambertMaterial
) {
refreshUniformsLambert( m_uniforms, material );
} else if (
(material && material.isMeshPhongMaterial)
) {
} else if (
material && material.isMeshPhongMaterial
) {
refreshUniformsPhong( m_uniforms, material );
} else if (
(material && material.isMeshPhysicalMaterial)
) {
} else if (
material && material.isMeshPhysicalMaterial
) {
refreshUniformsPhysical( m_uniforms, material );
} else if (
(material && material.isMeshStandardMaterial)
) {
} else if (
material && material.isMeshStandardMaterial
) {
refreshUniformsStandard( m_uniforms, material );
} else if (
(material && material.isMeshDepthMaterial)
) {
} else if (
material && material.isMeshDepthMaterial
) {
if ( material.displacementMap ) {
...
...
@@ -21172,7 +21172,7 @@
}
} else if (
(material && material.isMeshNormalMaterial)
) {
} else if (
material && material.isMeshNormalMaterial
) {
m_uniforms.opacity.value = material.opacity;
...
...
@@ -21303,7 +21303,7 @@
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
uniforms.flipEnvMap.value = ( ! (
(material.envMap && material.envMap.isCubeTexture)
) ) ? 1 : - 1;
uniforms.flipEnvMap.value = ( ! (
material.envMap && material.envMap.isCubeTexture
) ) ? 1 : - 1;
uniforms.reflectivity.value = material.reflectivity;
uniforms.refractionRatio.value = material.refractionRatio;
...
...
@@ -21349,12 +21349,12 @@
uniforms.fogColor.value = fog.color;
if (
(fog && fog.isFog)
) {
if (
fog && fog.isFog
) {
uniforms.fogNear.value = fog.near;
uniforms.fogFar.value = fog.far;
} else if (
(fog && fog.isFogExp2)
) {
} else if (
fog && fog.isFogExp2
) {
uniforms.fogDensity.value = fog.density;
...
...
@@ -21552,13 +21552,13 @@
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
if (
(light && light.isAmbientLight)
) {
if (
light && light.isAmbientLight
) {
r += color.r * intensity;
g += color.g * intensity;
b += color.b * intensity;
} else if (
(light && light.isDirectionalLight)
) {
} else if (
light && light.isDirectionalLight
) {
var uniforms = lightCache.get( light );
...
...
@@ -21582,7 +21582,7 @@
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
_lights.directional[ directionalLength ++ ] = uniforms;
} else if (
(light && light.isSpotLight)
) {
} else if (
light && light.isSpotLight
) {
var uniforms = lightCache.get( light );
...
...
@@ -21615,7 +21615,7 @@
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
_lights.spot[ spotLength ++ ] = uniforms;
} else if (
(light && light.isPointLight)
) {
} else if (
light && light.isPointLight
) {
var uniforms = lightCache.get( light );
...
...
@@ -21651,7 +21651,7 @@
_lights.point[ pointLength ++ ] = uniforms;
} else if (
(light && light.isHemisphereLight)
) {
} else if (
light && light.isHemisphereLight
) {
var uniforms = lightCache.get( light );
...
...
@@ -21718,7 +21718,7 @@
// backwards compatibility: peel texture.texture
return function setTexture2D( texture, slot ) {
if (
(texture && texture.isWebGLRenderTarget)
) {
if (
texture && texture.isWebGLRenderTarget
) {
if ( ! warned ) {
...
...
@@ -21763,7 +21763,7 @@
return function setTextureCube( texture, slot ) {
// backwards compatibility: peel texture.texture
if (
(texture && texture.isWebGLRenderTargetCube)
) {
if (
texture && texture.isWebGLRenderTargetCube
) {
if ( ! warned ) {
...
...
@@ -21778,7 +21778,7 @@
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// TODO: unify these code paths
if ( (
texture && texture.isCubeTexture
) ||
if ( (
texture && texture.isCubeTexture
) ||
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
// CompressedTexture can have Array in image :/
...
...
@@ -21814,7 +21814,7 @@
}
var isCube = (
(renderTarget && renderTarget.isWebGLRenderTargetCube)
);
var isCube = (
renderTarget && renderTarget.isWebGLRenderTargetCube
);
var framebuffer;
if ( renderTarget ) {
...
...
@@ -21870,7 +21870,7 @@
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
if ( (
renderTarget && renderTarget.isWebGLRenderTarget
) === false ) {
if ( (
renderTarget && renderTarget.isWebGLRenderTarget
) === false ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
return;
...
...
@@ -24714,6 +24714,7 @@
var loader = new XHRLoader();
loader.setPath( this.path );
loader.setResponseType( 'blob' );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( blob ) {
image.src = URL.createObjectURL( blob );
...
...
@@ -24735,6 +24736,13 @@
},
setWithCredentials: function ( value ) {
this.withCredentials = value;
return this;
},
setPath: function ( value ) {
this.path = value;
...
...
@@ -24830,6 +24838,7 @@
var loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setWithCredentials( this.withCredentials );
loader.setPath( this.path );
loader.load( url, function ( image ) {
...
...
@@ -24859,6 +24868,13 @@
},
setWithCredentials: function ( value ) {
this.withCredentials = value;
return this;
},
setPath: function ( value ) {
this.path = value;
...
...
@@ -24866,6 +24882,8 @@
}
} );
/**
...
...
@@ -31076,11 +31094,8 @@
//for ( b = bevelSegments; b > 0; b -- ) {
t = b / bevelSegments;
z = bevelThickness * ( 1 - t );
//z = bevelThickness * t;
bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved
//bs = bevelSize * t; // linear
z = bevelThickness * Math.cos( t * Math.PI / 2 );
bs = bevelSize * Math.sin( t * Math.PI / 2 );
// contract shape
...
...
@@ -31177,9 +31192,8 @@
for ( b = bevelSegments - 1; b >= 0; b -- ) {
t = b / bevelSegments;
z = bevelThickness * ( 1 - t );
//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
bs = bevelSize * Math.sin ( t * Math.PI / 2 );
z = bevelThickness * Math.cos ( t * Math.PI / 2 );
bs = bevelSize * Math.sin( t * Math.PI / 2 );
// contract shape
...
...
build/three.min.js
浏览文件 @
8a524f69
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
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