提交 a345805e 编写于 作者: B Berend Klein Haneveld

Revert "Updated builds"

This reverts commit b4eaa9d1.
上级 b4eaa9d1
......@@ -2436,21 +2436,19 @@
}
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
if ( sqrSinHalfTheta <= Number.EPSILON ) {
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
var s = 1 - t;
this._w = s * w + t * this._w;
this._x = s * x + t * this._x;
this._y = s * y + t * this._y;
this._z = s * z + t * this._z;
this._w = 0.5 * ( w + this._w );
this._x = 0.5 * ( x + this._x );
this._y = 0.5 * ( y + this._y );
this._z = 0.5 * ( z + this._z );
return this.normalize();
return this;
}
var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
......@@ -22683,7 +22681,7 @@
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
......@@ -23413,7 +23411,7 @@
if ( object.isImmediateRenderObject ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
......@@ -39438,8 +39436,6 @@
}
return this;
},
getFilter: function () {
......@@ -39465,8 +39461,6 @@
this.gain.connect( this.filter );
this.filter.connect( this.context.destination );
return this;
},
getMasterVolume: function () {
......@@ -39479,8 +39473,6 @@
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
},
updateMatrixWorld: ( function () {
......@@ -39874,8 +39866,6 @@
this.panner.refDistance = value;
return this;
},
getRolloffFactor: function () {
......@@ -39888,8 +39878,6 @@
this.panner.rolloffFactor = value;
return this;
},
getDistanceModel: function () {
......@@ -39902,8 +39890,6 @@
this.panner.distanceModel = value;
return this;
},
getMaxDistance: function () {
......@@ -39916,8 +39902,6 @@
this.panner.maxDistance = value;
return this;
},
updateMatrixWorld: ( function () {
此差异已折叠。
......@@ -2430,21 +2430,19 @@ Object.assign( Quaternion.prototype, {
}
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
if ( sqrSinHalfTheta <= Number.EPSILON ) {
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
var s = 1 - t;
this._w = s * w + t * this._w;
this._x = s * x + t * this._x;
this._y = s * y + t * this._y;
this._z = s * z + t * this._z;
this._w = 0.5 * ( w + this._w );
this._x = 0.5 * ( x + this._x );
this._y = 0.5 * ( y + this._y );
this._z = 0.5 * ( z + this._z );
return this.normalize();
return this;
}
var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
......@@ -22677,7 +22675,7 @@ function WebGLRenderer( parameters ) {
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
......@@ -23407,7 +23405,7 @@ function WebGLRenderer( parameters ) {
if ( object.isImmediateRenderObject ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
......@@ -39432,8 +39430,6 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
}
return this;
},
getFilter: function () {
......@@ -39459,8 +39455,6 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
this.gain.connect( this.filter );
this.filter.connect( this.context.destination );
return this;
},
getMasterVolume: function () {
......@@ -39473,8 +39467,6 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
},
updateMatrixWorld: ( function () {
......@@ -39868,8 +39860,6 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.refDistance = value;
return this;
},
getRolloffFactor: function () {
......@@ -39882,8 +39872,6 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.rolloffFactor = value;
return this;
},
getDistanceModel: function () {
......@@ -39896,8 +39884,6 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.distanceModel = value;
return this;
},
getMaxDistance: function () {
......@@ -39910,8 +39896,6 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.maxDistance = value;
return this;
},
updateMatrixWorld: ( function () {
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