提交 9fb10e02 编写于 作者: M Mr.doob

Updated builds

上级 608ede85
......@@ -833,6 +833,12 @@
},
cross: function ( v ) {
return this.x * v.y - this.y * v.x;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y;
......@@ -2302,6 +2308,20 @@
},
rotateTowards: function ( q, step ) {
var angle = this.angleTo( q );
if ( angle === 0 ) return this;
var t = Math.min( 1, step / angle );
this.slerp( q, t );
return this;
},
inverse: function () {
// quaternion is assumed to have unit length
......@@ -17651,24 +17671,6 @@
}
function painterSortStableSprites( a, b ) {
if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.z !== b.z ) {
return b.z - a.z;
} else {
return b.id - a.id;
}
}
function WebGLRenderList() {
var renderItems = [];
......@@ -17676,7 +17678,6 @@
var opaque = [];
var transparent = [];
var sprites = [];
function init() {
......@@ -17684,7 +17685,6 @@
opaque.length = 0;
transparent.length = 0;
sprites.length = 0;
}
......@@ -17720,15 +17720,8 @@
}
if ( object.isSprite ) {
sprites.push( renderItem );
} else {
( material.transparent === true ? transparent : opaque ).push( renderItem );
}
( material.transparent === true ? transparent : opaque ).push( renderItem );
renderItemsIndex ++;
......@@ -17738,14 +17731,12 @@
if ( opaque.length > 1 ) opaque.sort( painterSortStable );
if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
if ( sprites.length > 1 ) sprites.sort( painterSortStableSprites );
}
return {
opaque: opaque,
transparent: transparent,
sprites: sprites,
init: init,
push: push,
......@@ -22765,7 +22756,6 @@
var opaqueObjects = currentRenderList.opaque;
var transparentObjects = currentRenderList.transparent;
var spriteObjects = currentRenderList.sprites;
if ( scene.overrideMaterial ) {
......@@ -22773,7 +22763,6 @@
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera, overrideMaterial );
} else {
......@@ -22785,10 +22774,6 @@
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
//
if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera );
}
// Generate mipmap if we're using any kind of mipmap filtering
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -827,6 +827,12 @@ Object.assign( Vector2.prototype, {
},
cross: function ( v ) {
return this.x * v.y - this.y * v.x;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y;
......@@ -2296,6 +2302,20 @@ Object.assign( Quaternion.prototype, {
},
rotateTowards: function ( q, step ) {
var angle = this.angleTo( q );
if ( angle === 0 ) return this;
var t = Math.min( 1, step / angle );
this.slerp( q, t );
return this;
},
inverse: function () {
// quaternion is assumed to have unit length
......@@ -17645,24 +17665,6 @@ function reversePainterSortStable( a, b ) {
}
function painterSortStableSprites( a, b ) {
if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.z !== b.z ) {
return b.z - a.z;
} else {
return b.id - a.id;
}
}
function WebGLRenderList() {
var renderItems = [];
......@@ -17670,7 +17672,6 @@ function WebGLRenderList() {
var opaque = [];
var transparent = [];
var sprites = [];
function init() {
......@@ -17678,7 +17679,6 @@ function WebGLRenderList() {
opaque.length = 0;
transparent.length = 0;
sprites.length = 0;
}
......@@ -17714,15 +17714,8 @@ function WebGLRenderList() {
}
if ( object.isSprite ) {
sprites.push( renderItem );
} else {
( material.transparent === true ? transparent : opaque ).push( renderItem );
}
( material.transparent === true ? transparent : opaque ).push( renderItem );
renderItemsIndex ++;
......@@ -17732,14 +17725,12 @@ function WebGLRenderList() {
if ( opaque.length > 1 ) opaque.sort( painterSortStable );
if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
if ( sprites.length > 1 ) sprites.sort( painterSortStableSprites );
}
return {
opaque: opaque,
transparent: transparent,
sprites: sprites,
init: init,
push: push,
......@@ -22759,7 +22750,6 @@ function WebGLRenderer( parameters ) {
var opaqueObjects = currentRenderList.opaque;
var transparentObjects = currentRenderList.transparent;
var spriteObjects = currentRenderList.sprites;
if ( scene.overrideMaterial ) {
......@@ -22767,7 +22757,6 @@ function WebGLRenderer( parameters ) {
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera, overrideMaterial );
} else {
......@@ -22779,10 +22768,6 @@ function WebGLRenderer( parameters ) {
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
//
if ( spriteObjects.length ) renderObjects( spriteObjects, scene, camera );
}
// Generate mipmap if we're using any kind of mipmap filtering
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