提交 9dd57d8c 编写于 作者: M Mr.doob

Updated builds.

上级 edc85033
......@@ -490,35 +490,35 @@
Object.defineProperties( Vector2.prototype, {
"width" : {
get: function () {
return this.x;
get: function () {
return this.x;
},
set: function ( value ) {
this.x = value;
set: function ( value ) {
this.x = value;
}
},
"height" : {
get: function () {
return this.y;
get: function () {
return this.y;
},
set: function ( value ) {
this.y = value;
set: function ( value ) {
this.y = value;
}
}
} );
......@@ -690,17 +690,8 @@
multiplyScalar: function ( scalar ) {
if ( isFinite( scalar ) ) {
this.x *= scalar;
this.y *= scalar;
} else {
this.x = 0;
this.y = 0;
}
this.x *= scalar;
this.y *= scalar;
return this;
......@@ -1462,21 +1453,10 @@
multiplyScalar: function ( scalar ) {
if ( isFinite( scalar ) ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
}
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
......@@ -2792,19 +2772,9 @@
multiplyScalar: function ( scalar ) {
if ( isFinite( scalar ) ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
}
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
......@@ -23778,6 +23748,7 @@
sphere.copy( geometry.boundingSphere );
sphere.applyMatrix4( matrixWorld );
sphere.radius += threshold;
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
......
此差异已折叠。
......@@ -484,35 +484,35 @@ function Vector2( x, y ) {
Object.defineProperties( Vector2.prototype, {
"width" : {
get: function () {
return this.x;
get: function () {
return this.x;
},
set: function ( value ) {
this.x = value;
set: function ( value ) {
this.x = value;
}
},
"height" : {
get: function () {
return this.y;
get: function () {
return this.y;
},
set: function ( value ) {
this.y = value;
set: function ( value ) {
this.y = value;
}
}
} );
......@@ -684,17 +684,8 @@ Object.assign( Vector2.prototype, {
multiplyScalar: function ( scalar ) {
if ( isFinite( scalar ) ) {
this.x *= scalar;
this.y *= scalar;
} else {
this.x = 0;
this.y = 0;
}
this.x *= scalar;
this.y *= scalar;
return this;
......@@ -1456,21 +1447,10 @@ Object.assign( Vector4.prototype, {
multiplyScalar: function ( scalar ) {
if ( isFinite( scalar ) ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
}
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
......@@ -2786,19 +2766,9 @@ Object.assign( Vector3.prototype, {
multiplyScalar: function ( scalar ) {
if ( isFinite( scalar ) ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
}
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
......@@ -23772,6 +23742,7 @@ Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
sphere.copy( geometry.boundingSphere );
sphere.applyMatrix4( matrixWorld );
sphere.radius += threshold;
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
......
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