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three.js
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b025a617
T
three.js
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b025a617
编写于
11月 17, 2010
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
Projector merged succesfully.
上级
0d9dc849
变更
4
展开全部
隐藏空白更改
内联
并排
Showing
4 changed file
with
183 addition
and
179 deletion
+183
-179
build/Three.js
build/Three.js
+83
-81
build/ThreeDebug.js
build/ThreeDebug.js
+83
-81
src/core/Vector4.js
src/core/Vector4.js
+4
-4
src/renderers/Projector.js
src/renderers/Projector.js
+13
-13
未找到文件。
build/Three.js
浏览文件 @
b025a617
此差异已折叠。
点击以展开。
build/ThreeDebug.js
浏览文件 @
b025a617
此差异已折叠。
点击以展开。
src/core/Vector4.js
浏览文件 @
b025a617
...
@@ -79,7 +79,7 @@ THREE.Vector4.prototype = {
...
@@ -79,7 +79,7 @@ THREE.Vector4.prototype = {
return
this
;
return
this
;
},
},
multiplyScalar
:
function
(
s
)
{
multiplyScalar
:
function
(
s
)
{
this
.
x
*=
s
;
this
.
x
*=
s
;
...
@@ -101,14 +101,14 @@ THREE.Vector4.prototype = {
...
@@ -101,14 +101,14 @@ THREE.Vector4.prototype = {
return
this
;
return
this
;
},
},
lerpSelf
:
function
(
v
,
alpha
)
{
lerpSelf
:
function
(
v
,
alpha
)
{
this
.
x
=
this
.
x
+
(
v
.
x
-
this
.
x
)
*
alpha
;
this
.
x
=
this
.
x
+
(
v
.
x
-
this
.
x
)
*
alpha
;
this
.
y
=
this
.
y
+
(
v
.
y
-
this
.
y
)
*
alpha
;
this
.
y
=
this
.
y
+
(
v
.
y
-
this
.
y
)
*
alpha
;
this
.
z
=
this
.
z
+
(
v
.
z
-
this
.
z
)
*
alpha
;
this
.
z
=
this
.
z
+
(
v
.
z
-
this
.
z
)
*
alpha
;
this
.
w
=
this
.
w
+
(
v
.
w
-
this
.
w
)
*
alpha
;
this
.
w
=
this
.
w
+
(
v
.
w
-
this
.
w
)
*
alpha
;
}
}
,
clone
:
function
()
{
clone
:
function
()
{
...
...
src/renderers/Projector.js
浏览文件 @
b025a617
...
@@ -119,10 +119,10 @@ THREE.Projector = function() {
...
@@ -119,10 +119,10 @@ THREE.Projector = function() {
vertexPositionScreen
=
vertex
.
positionScreen
;
vertexPositionScreen
=
vertex
.
positionScreen
;
vertexPositionScreen
.
copy
(
vertex
.
position
);
vertexPositionScreen
.
copy
(
vertex
.
position
);
_projScreenObjectMatrix
.
transform
(
vertexPositionScreen
);
_projScreenObjectMatrix
.
transform
(
vertexPositionScreen
);
// Perform the perspective divide. TODO: This should be be performend
// Perform the perspective divide. TODO: This should be be performend
// post clipping (imagine if the vertex lies at the same location as
// post clipping (imagine if the vertex lies at the same location as
// the camera, causing a divide by w = 0).
// the camera, causing a divide by w = 0).
vertexPositionScreen
.
multiplyScalar
(
1.0
/
vertexPositionScreen
.
w
);
vertexPositionScreen
.
multiplyScalar
(
1.0
/
vertexPositionScreen
.
w
);
vertex
.
__visible
=
vertexPositionScreen
.
z
>
0
&&
vertexPositionScreen
.
z
<
1
;
vertex
.
__visible
=
vertexPositionScreen
.
z
>
0
&&
vertexPositionScreen
.
z
<
1
;
...
@@ -148,9 +148,9 @@ THREE.Projector = function() {
...
@@ -148,9 +148,9 @@ THREE.Projector = function() {
(
v3
.
positionScreen
.
y
-
v1
.
positionScreen
.
y
)
*
(
v2
.
positionScreen
.
x
-
v1
.
positionScreen
.
x
)
<
0
)
)
)
{
(
v3
.
positionScreen
.
y
-
v1
.
positionScreen
.
y
)
*
(
v2
.
positionScreen
.
x
-
v1
.
positionScreen
.
x
)
<
0
)
)
)
{
_face3
=
_face3Pool
[
_face3Count
]
=
_face3Pool
[
_face3Count
]
||
new
THREE
.
RenderableFace3
();
_face3
=
_face3Pool
[
_face3Count
]
=
_face3Pool
[
_face3Count
]
||
new
THREE
.
RenderableFace3
();
_face3
.
v1
.
copy
(
v1
.
positionScreen
);
_face3
.
v1
.
positionScreen
.
copy
(
v1
.
positionScreen
);
_face3
.
v2
.
copy
(
v2
.
positionScreen
);
_face3
.
v2
.
positionScreen
.
copy
(
v2
.
positionScreen
);
_face3
.
v3
.
copy
(
v3
.
positionScreen
);
_face3
.
v3
.
positionScreen
.
copy
(
v3
.
positionScreen
);
_face3
.
normalWorld
.
copy
(
face
.
normal
);
_face3
.
normalWorld
.
copy
(
face
.
normal
);
object
.
matrixRotation
.
transform
(
_face3
.
normalWorld
);
object
.
matrixRotation
.
transform
(
_face3
.
normalWorld
);
...
@@ -190,10 +190,10 @@ THREE.Projector = function() {
...
@@ -190,10 +190,10 @@ THREE.Projector = function() {
(
v2
.
positionScreen
.
y
-
v3
.
positionScreen
.
y
)
*
(
v4
.
positionScreen
.
x
-
v3
.
positionScreen
.
x
)
<
0
)
)
)
)
{
(
v2
.
positionScreen
.
y
-
v3
.
positionScreen
.
y
)
*
(
v4
.
positionScreen
.
x
-
v3
.
positionScreen
.
x
)
<
0
)
)
)
)
{
_face4
=
_face4Pool
[
_face4Count
]
=
_face4Pool
[
_face4Count
]
||
new
THREE
.
RenderableFace4
();
_face4
=
_face4Pool
[
_face4Count
]
=
_face4Pool
[
_face4Count
]
||
new
THREE
.
RenderableFace4
();
_face4
.
v1
.
copy
(
v1
.
positionScreen
);
_face4
.
v1
.
positionScreen
.
copy
(
v1
.
positionScreen
);
_face4
.
v2
.
copy
(
v2
.
positionScreen
);
_face4
.
v2
.
positionScreen
.
copy
(
v2
.
positionScreen
);
_face4
.
v3
.
copy
(
v3
.
positionScreen
);
_face4
.
v3
.
positionScreen
.
copy
(
v3
.
positionScreen
);
_face4
.
v4
.
copy
(
v4
.
positionScreen
);
_face4
.
v4
.
positionScreen
.
copy
(
v4
.
positionScreen
);
_face4
.
normalWorld
.
copy
(
face
.
normal
);
_face4
.
normalWorld
.
copy
(
face
.
normal
);
object
.
matrixRotation
.
transform
(
_face4
.
normalWorld
);
object
.
matrixRotation
.
transform
(
_face4
.
normalWorld
);
...
@@ -242,16 +242,16 @@ THREE.Projector = function() {
...
@@ -242,16 +242,16 @@ THREE.Projector = function() {
vertex0
=
vertices
[
v
];
vertex0
=
vertices
[
v
];
vertex1
=
vertices
[
v
-
1
];
vertex1
=
vertices
[
v
-
1
];
if
(
clipLineSegmentAgainstNearAndFarPlanes
(
vertex0
.
positionScreen
,
vertex1
.
positionScreen
))
{
if
(
clipLineSegmentAgainstNearAndFarPlanes
(
vertex0
.
positionScreen
,
vertex1
.
positionScreen
))
{
// Perform the perspective divide
// Perform the perspective divide
vertex0
.
positionScreen
.
multiplyScalar
(
1.0
/
vertex0
.
positionScreen
.
w
);
vertex0
.
positionScreen
.
multiplyScalar
(
1.0
/
vertex0
.
positionScreen
.
w
);
vertex1
.
positionScreen
.
multiplyScalar
(
1.0
/
vertex1
.
positionScreen
.
w
);
vertex1
.
positionScreen
.
multiplyScalar
(
1.0
/
vertex1
.
positionScreen
.
w
);
_line
=
_linePool
[
_lineCount
]
=
_linePool
[
_lineCount
]
||
new
THREE
.
RenderableLine
();
_line
=
_linePool
[
_lineCount
]
=
_linePool
[
_lineCount
]
||
new
THREE
.
RenderableLine
();
_line
.
v1
.
copy
(
vertex0
.
positionScreen
);
_line
.
v1
.
positionScreen
.
copy
(
vertex0
.
positionScreen
);
_line
.
v2
.
copy
(
vertex1
.
positionScreen
);
_line
.
v2
.
positionScreen
.
copy
(
vertex1
.
positionScreen
);
// TODO: Use centriums here too.
// TODO: Use centriums here too.
_line
.
z
=
Math
.
max
(
vertex0
.
positionScreen
.
z
,
vertex1
.
positionScreen
.
z
);
_line
.
z
=
Math
.
max
(
vertex0
.
positionScreen
.
z
,
vertex1
.
positionScreen
.
z
);
...
...
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