提交 92db041e 编写于 作者: M Mr.doob

Updated builds.

上级 c415c6b4
......@@ -23034,15 +23034,6 @@
var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
if ( isPresenting() === false ) {
camera.position.set( 0, userHeight, 0 );
camera.rotation.set( 0, 0, 0 );
return camera;
}
device.depthNear = camera.near;
device.depthFar = camera.far;
......@@ -23394,38 +23385,32 @@
this.getCamera = function ( camera ) {
if ( isPresenting() ) {
var parent = camera.parent;
var cameras = cameraVR.cameras;
var parent = camera.parent;
var cameras = cameraVR.cameras;
updateCamera( cameraVR, parent );
for ( var i = 0; i < cameras.length; i ++ ) {
updateCamera( cameras[ i ], parent );
}
updateCamera( cameraVR, parent );
// update camera and its children
for ( var i = 0; i < cameras.length; i ++ ) {
camera.matrixWorld.copy( cameraVR.matrixWorld );
updateCamera( cameras[ i ], parent );
var children = camera.children;
}
for ( var i = 0, l = children.length; i < l; i ++ ) {
// update camera and its children
children[ i ].updateMatrixWorld( true );
camera.matrixWorld.copy( cameraVR.matrixWorld );
}
var children = camera.children;
setProjectionFromUnion( cameraVR, cameraL, cameraR );
for ( var i = 0, l = children.length; i < l; i ++ ) {
return cameraVR;
children[ i ].updateMatrixWorld( true );
}
return camera;
setProjectionFromUnion( cameraVR, cameraL, cameraR );
return cameraVR;
};
......@@ -24652,7 +24637,7 @@
if ( camera.parent === null ) { camera.updateMatrixWorld(); }
if ( vr.enabled ) {
if ( vr.enabled && vr.isPresenting() ) {
camera = vr.getCamera( camera );
......@@ -27367,21 +27352,19 @@
for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
//Calculate the world matrix for each instance
// calculate the world matrix for each instance
this.getMatrixAt( instanceId, _instanceLocalMatrix );
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
//The mesh represents this single instance
// the mesh represents this single instance
_mesh.matrixWorld = _instanceWorldMatrix;
_mesh.raycast( raycaster, _instanceIntersects );
//Process the result of raycast
// process the result of raycast
if ( _instanceIntersects.length > 0 ) {
此差异已折叠。
......@@ -23026,15 +23026,6 @@ function WebVRManager( renderer ) {
var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
if ( isPresenting() === false ) {
camera.position.set( 0, userHeight, 0 );
camera.rotation.set( 0, 0, 0 );
return camera;
}
device.depthNear = camera.near;
device.depthFar = camera.far;
......@@ -23386,38 +23377,32 @@ function WebXRManager( renderer, gl ) {
this.getCamera = function ( camera ) {
if ( isPresenting() ) {
var parent = camera.parent;
var cameras = cameraVR.cameras;
var parent = camera.parent;
var cameras = cameraVR.cameras;
updateCamera( cameraVR, parent );
for ( var i = 0; i < cameras.length; i ++ ) {
updateCamera( cameras[ i ], parent );
}
updateCamera( cameraVR, parent );
// update camera and its children
for ( var i = 0; i < cameras.length; i ++ ) {
camera.matrixWorld.copy( cameraVR.matrixWorld );
updateCamera( cameras[ i ], parent );
var children = camera.children;
}
for ( var i = 0, l = children.length; i < l; i ++ ) {
// update camera and its children
children[ i ].updateMatrixWorld( true );
camera.matrixWorld.copy( cameraVR.matrixWorld );
}
var children = camera.children;
setProjectionFromUnion( cameraVR, cameraL, cameraR );
for ( var i = 0, l = children.length; i < l; i ++ ) {
return cameraVR;
children[ i ].updateMatrixWorld( true );
}
return camera;
setProjectionFromUnion( cameraVR, cameraL, cameraR );
return cameraVR;
};
......@@ -24644,7 +24629,7 @@ function WebGLRenderer( parameters ) {
if ( camera.parent === null ) camera.updateMatrixWorld();
if ( vr.enabled ) {
if ( vr.enabled && vr.isPresenting() ) {
camera = vr.getCamera( camera );
......@@ -27359,21 +27344,19 @@ InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
//Calculate the world matrix for each instance
// calculate the world matrix for each instance
this.getMatrixAt( instanceId, _instanceLocalMatrix );
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
//The mesh represents this single instance
// the mesh represents this single instance
_mesh.matrixWorld = _instanceWorldMatrix;
_mesh.raycast( raycaster, _instanceIntersects );
//Process the result of raycast
// process the result of raycast
if ( _instanceIntersects.length > 0 ) {
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册