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three.js
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8d49c19e
T
three.js
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8d49c19e
编写于
3月 07, 2014
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
d07e623a
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
17 addition
and
23 deletion
+17
-23
build/three.js
build/three.js
+16
-21
build/three.min.js
build/three.min.js
+1
-2
未找到文件。
build/three.js
浏览文件 @
8d49c19e
...
...
@@ -6992,40 +6992,35 @@ THREE.EventDispatcher.prototype = {
},
dispatchEvent: function () {
var array = [];
return function ( event ) {
if ( this._listeners === undefined ) return;
dispatchEvent: function ( event ) {
if ( this._listeners === undefined ) return;
var listeners = this._listeners;
var listenerArray = listeners[ event.type ];
var listeners = this._listeners;
var listenerArray = listeners[ event.type ];
if ( listenerArray !== undefined ) {
if ( listenerArray !== undefined ) {
event.target = this;
event.target = this;
var length = listenerArray.length;
var array = [];
var length = listenerArray.length;
for ( var i = 0; i < length; i ++ ) {
for ( var i = 0; i < length; i ++ ) {
array[ i ] = listenerArray[ i ];
array[ i ] = listenerArray[ i ];
}
for ( var i = 0; i < length; i ++ ) {
}
array[ i ].call( this, event );
for ( var i = 0; i < length; i ++ ) {
}
array[ i ].call( this, event );
}
}
;
}
}
()
}
};
...
...
build/three.min.js
浏览文件 @
8d49c19e
...
...
@@ -144,8 +144,7 @@ clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Vertex=function(a
THREE
.
Clock
.
prototype
=
{
constructor
:
THREE
.
Clock
,
start
:
function
(){
this
.
oldTime
=
this
.
startTime
=
void
0
!==
self
.
performance
&&
void
0
!==
self
.
performance
.
now
?
self
.
performance
.
now
():
Date
.
now
();
this
.
running
=!
0
},
stop
:
function
(){
this
.
getElapsedTime
();
this
.
running
=!
1
},
getElapsedTime
:
function
(){
this
.
getDelta
();
return
this
.
elapsedTime
},
getDelta
:
function
(){
var
a
=
0
;
this
.
autoStart
&&!
this
.
running
&&
this
.
start
();
if
(
this
.
running
){
var
b
=
void
0
!==
self
.
performance
&&
void
0
!==
self
.
performance
.
now
?
self
.
performance
.
now
():
Date
.
now
(),
a
=
0.001
*
(
b
-
this
.
oldTime
);
this
.
oldTime
=
b
;
this
.
elapsedTime
+=
a
}
return
a
}};
THREE
.
EventDispatcher
=
function
(){};
THREE
.
EventDispatcher
.
prototype
=
{
constructor
:
THREE
.
EventDispatcher
,
apply
:
function
(
a
){
a
.
addEventListener
=
THREE
.
EventDispatcher
.
prototype
.
addEventListener
;
a
.
hasEventListener
=
THREE
.
EventDispatcher
.
prototype
.
hasEventListener
;
a
.
removeEventListener
=
THREE
.
EventDispatcher
.
prototype
.
removeEventListener
;
a
.
dispatchEvent
=
THREE
.
EventDispatcher
.
prototype
.
dispatchEvent
},
addEventListener
:
function
(
a
,
b
){
void
0
===
this
.
_listeners
&&
(
this
.
_listeners
=
{});
var
c
=
this
.
_listeners
;
void
0
===
c
[
a
]
&&
(
c
[
a
]
=
[]);
-
1
===
c
[
a
].
indexOf
(
b
)
&&
c
[
a
].
push
(
b
)},
hasEventListener
:
function
(
a
,
b
){
if
(
void
0
===
this
.
_listeners
)
return
!
1
;
var
c
=
this
.
_listeners
;
return
void
0
!==
c
[
a
]
&&-
1
!==
c
[
a
].
indexOf
(
b
)?
!
0
:
!
1
},
removeEventListener
:
function
(
a
,
b
){
if
(
void
0
!==
this
.
_listeners
){
var
c
=
this
.
_listeners
[
a
];
if
(
void
0
!==
c
){
var
d
=
c
.
indexOf
(
b
);
-
1
!==
d
&&
c
.
splice
(
d
,
1
)}}},
dispatchEvent
:
function
(){
var
a
=
[];
return
function
(
b
){
if
(
void
0
!==
this
.
_listeners
){
var
c
=
this
.
_listeners
[
b
.
type
];
if
(
void
0
!==
c
){
b
.
target
=
this
;
for
(
var
d
=
c
.
length
,
e
=
0
;
e
<
d
;
e
++
)
a
[
e
]
=
c
[
e
];
for
(
e
=
0
;
e
<
d
;
e
++
)
a
[
e
].
call
(
this
,
b
)}}}}()};(
function
(
a
){
a
.
Raycaster
=
function
(
b
,
c
,
d
,
e
){
this
.
ray
=
new
a
.
Ray
(
b
,
c
);
this
.
near
=
d
||
0
;
this
.
far
=
e
||
Infinity
};
var
b
=
new
a
.
Sphere
,
c
=
new
a
.
Ray
;
new
a
.
Plane
;
new
a
.
Vector3
;
var
d
=
new
a
.
Vector3
,
e
=
new
a
.
Matrix4
,
f
=
function
(
a
,
b
){
return
a
.
distance
-
b
.
distance
},
g
=
new
a
.
Vector3
,
h
=
new
a
.
Vector3
,
k
=
new
a
.
Vector3
,
l
=
function
(
f
,
n
,
r
){
if
(
f
instanceof
a
.
Sprite
){
d
.
setFromMatrixPosition
(
f
.
matrixWorld
);
var
t
=
n
.
ray
.
distanceToPoint
(
d
);
if
(
t
>
f
.
scale
.
x
)
return
r
;
r
.
push
({
distance
:
t
,
point
:
f
.
position
,
face
:
null
,
object
:
f
})}
else
if
(
f
instanceof
c
[
a
].
push
(
b
)},
hasEventListener
:
function
(
a
,
b
){
if
(
void
0
===
this
.
_listeners
)
return
!
1
;
var
c
=
this
.
_listeners
;
return
void
0
!==
c
[
a
]
&&-
1
!==
c
[
a
].
indexOf
(
b
)?
!
0
:
!
1
},
removeEventListener
:
function
(
a
,
b
){
if
(
void
0
!==
this
.
_listeners
){
var
c
=
this
.
_listeners
[
a
];
if
(
void
0
!==
c
){
var
d
=
c
.
indexOf
(
b
);
-
1
!==
d
&&
c
.
splice
(
d
,
1
)}}},
dispatchEvent
:
function
(
a
){
if
(
void
0
!==
this
.
_listeners
){
var
b
=
this
.
_listeners
[
a
.
type
];
if
(
void
0
!==
b
){
a
.
target
=
this
;
for
(
var
c
=
[],
d
=
b
.
length
,
e
=
0
;
e
<
d
;
e
++
)
c
[
e
]
=
b
[
e
];
for
(
e
=
0
;
e
<
d
;
e
++
)
c
[
e
].
call
(
this
,
a
)}}}};(
function
(
a
){
a
.
Raycaster
=
function
(
b
,
c
,
d
,
e
){
this
.
ray
=
new
a
.
Ray
(
b
,
c
);
this
.
near
=
d
||
0
;
this
.
far
=
e
||
Infinity
};
var
b
=
new
a
.
Sphere
,
c
=
new
a
.
Ray
;
new
a
.
Plane
;
new
a
.
Vector3
;
var
d
=
new
a
.
Vector3
,
e
=
new
a
.
Matrix4
,
f
=
function
(
a
,
b
){
return
a
.
distance
-
b
.
distance
},
g
=
new
a
.
Vector3
,
h
=
new
a
.
Vector3
,
k
=
new
a
.
Vector3
,
l
=
function
(
f
,
n
,
r
){
if
(
f
instanceof
a
.
Sprite
){
d
.
setFromMatrixPosition
(
f
.
matrixWorld
);
var
t
=
n
.
ray
.
distanceToPoint
(
d
);
if
(
t
>
f
.
scale
.
x
)
return
r
;
r
.
push
({
distance
:
t
,
point
:
f
.
position
,
face
:
null
,
object
:
f
})}
else
if
(
f
instanceof
a
.
LOD
)
d
.
setFromMatrixPosition
(
f
.
matrixWorld
),
t
=
n
.
ray
.
origin
.
distanceTo
(
d
),
l
(
f
.
getObjectForDistance
(
t
),
n
,
r
);
else
if
(
f
instanceof
a
.
Mesh
){
var
p
=
f
.
geometry
;
null
===
p
.
boundingSphere
&&
p
.
computeBoundingSphere
();
b
.
copy
(
p
.
boundingSphere
);
b
.
applyMatrix4
(
f
.
matrixWorld
);
if
(
!
1
===
n
.
ray
.
isIntersectionSphere
(
b
))
return
r
;
e
.
getInverse
(
f
.
matrixWorld
);
c
.
copy
(
n
.
ray
).
applyMatrix4
(
e
);
if
(
null
!==
p
.
boundingBox
&&!
1
===
c
.
isIntersectionBox
(
p
.
boundingBox
))
return
r
;
if
(
p
instanceof
a
.
BufferGeometry
){
var
v
=
f
.
material
;
if
(
void
0
===
v
)
return
r
;
var
w
=
p
.
attributes
,
u
,
x
,
H
=
n
.
precision
;
if
(
void
0
!==
w
.
index
)
for
(
var
G
=
p
.
offsets
,
P
=
w
.
index
.
array
,
F
=
w
.
position
.
array
,
D
=
0
,
K
=
G
.
length
;
D
<
K
;
++
D
)
for
(
var
w
=
G
[
D
].
start
,
y
=
G
[
D
].
index
,
p
=
w
,
E
=
w
+
G
[
D
].
count
;
p
<
E
;
p
+=
3
){
w
=
y
+
P
[
p
];
u
=
y
+
P
[
p
+
1
];
x
=
y
+
P
[
p
+
2
];
g
.
set
(
F
[
3
*
w
],
F
[
3
*
w
+
1
],
F
[
3
*
w
+
2
]);
h
.
set
(
F
[
3
*
u
],
F
[
3
*
u
+
1
],
F
[
3
*
u
+
2
]);
k
.
set
(
F
[
3
*
x
],
F
[
3
*
x
+
1
],
F
[
3
*
x
+
2
]);
var
I
=
v
.
side
===
a
.
BackSide
?
c
.
intersectTriangle
(
k
,
h
,
g
,
!
0
):
c
.
intersectTriangle
(
g
,
h
,
k
,
v
.
side
!==
a
.
DoubleSide
);
null
!==
I
&&
(
I
.
applyMatrix4
(
f
.
matrixWorld
),
t
=
n
.
ray
.
origin
.
distanceTo
(
I
),
t
<
H
||
t
<
n
.
near
||
t
>
n
.
far
||
r
.
push
({
distance
:
t
,
point
:
I
,
indices
:[
w
,
u
,
x
],
face
:
null
,
faceIndex
:
null
,
object
:
f
}))}
else
for
(
F
=
w
.
position
.
array
,
p
=
0
,
E
=
w
.
position
.
array
.
length
;
p
<
E
;
p
+=
3
)
w
=
p
,
u
=
p
+
1
,
x
=
p
+
2
,
g
.
set
(
F
[
3
*
w
],
F
[
3
*
w
+
1
],
F
[
3
*
w
+
2
]),
h
.
set
(
F
[
3
*
u
],
F
[
3
*
u
+
1
],
F
[
3
*
u
+
2
]),
k
.
set
(
F
[
3
*
x
],
F
[
3
*
x
+
1
],
F
[
3
*
x
+
2
]),
I
=
v
.
side
===
a
.
BackSide
?
c
.
intersectTriangle
(
k
,
h
,
g
,
!
0
):
c
.
intersectTriangle
(
g
,
h
,
k
,
v
.
side
!==
a
.
DoubleSide
),
null
!==
I
&&
(
I
.
applyMatrix4
(
f
.
matrixWorld
),
t
=
n
.
ray
.
origin
.
distanceTo
(
I
),
t
<
H
||
t
<
n
.
near
||
t
>
n
.
far
||
r
.
push
({
distance
:
t
,
point
:
I
,
...
...
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