Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
9bfc3f1c
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
9bfc3f1c
编写于
4月 28, 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
Refactored Projector.
上级
6f721ef4
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
37 addition
and
67 deletion
+37
-67
src/core/Projector.js
src/core/Projector.js
+37
-67
未找到文件。
src/core/Projector.js
浏览文件 @
9bfc3f1c
...
...
@@ -75,102 +75,72 @@ THREE.Projector = function () {
};
var
projectGraph
=
function
(
root
,
sortObjects
)
{
_objectCount
=
0
;
_renderData
.
objects
.
length
=
0
;
_renderData
.
sprites
.
length
=
0
;
_renderData
.
lights
.
length
=
0
;
var
projectObject
=
function
(
parent
)
{
for
(
var
c
=
0
,
cl
=
parent
.
children
.
length
;
c
<
cl
;
c
++
)
{
var
object
=
parent
.
children
[
c
];
var
getObject
=
function
(
object
)
{
if
(
object
.
visible
===
false
)
continue
;
_object
=
getNextObjectInPool
();
_object
.
object
=
object
;
if
(
object
instanceof
THREE
.
Light
)
{
if
(
object
.
renderDepth
!==
null
)
{
_renderData
.
lights
.
push
(
object
);
}
else
if
(
object
instanceof
THREE
.
Mesh
||
object
instanceof
THREE
.
Line
)
{
if
(
object
.
frustumCulled
===
false
||
_frustum
.
intersectsObject
(
object
)
===
true
)
{
_object
=
getNextObjectInPool
();
_object
.
object
=
object
;
if
(
object
.
renderDepth
!==
null
)
{
_object
.
z
=
object
.
renderDepth
;
}
else
{
_vector3
.
getPositionFromMatrix
(
object
.
matrixWorld
);
_vector3
.
applyProjection
(
_viewProjectionMatrix
);
_object
.
z
=
_vector3
.
z
;
}
_object
.
z
=
object
.
renderDepth
;
_renderData
.
objects
.
push
(
_object
);
}
else
{
}
_vector3
.
getPositionFromMatrix
(
object
.
matrixWorld
);
_vector3
.
applyProjection
(
_viewProjectionMatrix
);
_object
.
z
=
_vector3
.
z
;
}
else
if
(
object
instanceof
THREE
.
Sprite
||
object
instanceof
THREE
.
Particle
)
{
}
_object
=
getNextObjectInPool
();
_object
.
object
=
object
;
return
_object
;
// TODO: Find an elegant and performant solution and remove this dupe code.
};
if
(
object
.
renderDepth
!==
null
)
{
var
projectObject
=
function
(
object
)
{
_object
.
z
=
object
.
renderDepth
;
if
(
object
.
visible
===
false
)
return
;
}
else
{
if
(
object
instanceof
THREE
.
Light
)
{
_vector3
.
getPositionFromMatrix
(
object
.
matrixWorld
);
_vector3
.
applyProjection
(
_viewProjectionMatrix
);
_object
.
z
=
_vector3
.
z
;
_renderData
.
lights
.
push
(
object
);
}
}
else
if
(
object
instanceof
THREE
.
Mesh
||
object
instanceof
THREE
.
Line
)
{
_renderData
.
sprites
.
push
(
_object
);
if
(
object
.
frustumCulled
===
false
||
_frustum
.
intersectsObject
(
object
)
===
true
)
{
}
else
{
_renderData
.
objects
.
push
(
getObject
(
object
)
);
_object
=
getNextObjectInPool
();
_object
.
object
=
object
;
}
if
(
object
.
renderDepth
!==
null
)
{
}
else
if
(
object
instanceof
THREE
.
Sprite
||
object
instanceof
THREE
.
Particle
)
{
_object
.
z
=
object
.
renderDepth
;
_renderData
.
sprites
.
push
(
getObject
(
object
)
)
;
}
else
{
}
_vector3
.
getPositionFromMatrix
(
object
.
matrixWorld
);
_vector3
.
applyProjection
(
_viewProjectionMatrix
);
_object
.
z
=
_vector3
.
z
;
for
(
var
i
=
0
,
l
=
object
.
children
.
length
;
i
<
l
;
i
++
)
{
}
projectObject
(
object
.
children
[
i
]
);
_renderData
.
objects
.
push
(
_object
);
}
}
};
projectObject
(
object
);
var
projectGraph
=
function
(
root
,
sortObjects
)
{
}
_objectCount
=
0
;
};
_renderData
.
objects
.
length
=
0
;
_renderData
.
sprites
.
length
=
0
;
_renderData
.
lights
.
length
=
0
;
projectObject
(
root
);
if
(
sortObjects
===
true
)
_renderData
.
objects
.
sort
(
painterSort
);
if
(
sortObjects
===
true
)
{
return
_renderData
;
_renderData
.
objects
.
sort
(
painterSort
);
}
};
...
...
@@ -198,7 +168,7 @@ THREE.Projector = function () {
_frustum
.
setFromMatrix
(
_viewProjectionMatrix
);
_renderData
=
projectGraph
(
scene
,
sortObjects
);
projectGraph
(
scene
,
sortObjects
);
for
(
o
=
0
,
ol
=
_renderData
.
objects
.
length
;
o
<
ol
;
o
++
)
{
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录