提交 b4054f2b 编写于 作者: M Mr.doob

Updated builds.

上级 fa4bcdac
......@@ -2317,8 +2317,6 @@
setFromUnitVectors: function () {
// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
// assumes direction vectors vFrom and vTo are normalized
var v1 = new Vector3();
......@@ -15253,8 +15251,6 @@
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
*/
// BoxGeometry
......@@ -15447,8 +15443,6 @@
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
*/
// PlaneGeometry
......@@ -25485,8 +25479,6 @@
* @author oosmoxiecode
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
*/
// TorusGeometry
......@@ -32335,18 +32327,6 @@
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
// MultiMaterial
if ( json.materials !== undefined ) {
for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
material.materials.push( this.parse( json.materials[ i ] ) );
}
}
return material;
}
......@@ -33655,8 +33635,27 @@
for ( var i = 0, l = json.length; i < l; i ++ ) {
var material = loader.parse( json[ i ] );
materials[ material.uuid ] = material;
var data = json[ i ];
if ( data.type === 'MultiMaterial' ) {
// Deprecated
var array = [];
for ( var j = 0; j < data.materials.length; j ++ ) {
array.push( loader.parse( data.materials[ j ] ) );
}
materials[ data.uuid ] = array;
} else {
materials[ data.uuid ] = loader.parse( data );
}
}
......@@ -40448,7 +40447,7 @@
this.cone.lookAt( vector2.sub( vector ) );
this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
this.cone.material.color.copy( this.light.color );
};
......@@ -40581,7 +40580,7 @@
var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
material.color.copy( this.light.color );
Mesh.call( this, geometry, material );
......@@ -40624,7 +40623,7 @@
PointLightHelper.prototype.update = function () {
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
this.material.color.copy( this.light.color );
/*
var d = this.light.distance;
......@@ -40646,6 +40645,7 @@
/**
* @author abelnation / http://github.com/abelnation
* @author Mugen87 / http://github.com/Mugen87
* @author WestLangley / http://github.com/WestLangley
*/
function RectAreaLightHelper( light ) {
......@@ -40655,28 +40655,16 @@
this.light = light;
this.light.updateMatrixWorld();
var materialFront = new MeshBasicMaterial( {
color: light.color,
fog: false
} );
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
var materialBack = new MeshBasicMaterial( {
color: light.color,
fog: false,
wireframe: true
} );
var material = new LineBasicMaterial( { color: light.color } );
var geometry = new BufferGeometry();
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );
// shows the "front" of the light, e.g. where light comes from
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );
this.add( new Mesh( geometry, materialFront ) );
// shows the "back" of the light, which does not emit light
this.add( new Mesh( geometry, materialBack ) );
this.add( new Line( geometry, material ) );
this.update();
......@@ -40689,8 +40677,6 @@
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
this.children[ 1 ].geometry.dispose();
this.children[ 1 ].material.dispose();
};
......@@ -40701,46 +40687,27 @@
return function update() {
var mesh1 = this.children[ 0 ];
var mesh2 = this.children[ 1 ];
var line = this.children[ 0 ];
if ( this.light.target ) {
// update material
vector1.setFromMatrixPosition( this.light.matrixWorld );
vector2.setFromMatrixPosition( this.light.target.matrixWorld );
var lookVec = vector2.clone().sub( vector1 );
mesh1.lookAt( lookVec );
mesh2.lookAt( lookVec );
}
// update materials
mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
line.material.color.copy( this.light.color );
// calculate new dimensions of the helper
var hx = this.light.width * 0.5;
var hy = this.light.height * 0.5;
// because the buffer attribute is shared over both geometries, we only have to update once
var position = mesh1.geometry.getAttribute( 'position' );
var position = line.geometry.attributes.position;
var array = position.array;
// first face
// update vertices
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
// second face
array[ 9 ] = - hx; array[ 10 ] = hy; array[ 11 ] = 0;
array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
array[ 15 ] = hx; array[ 16 ] = - hy; array[ 17 ] = 0;
array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;
position.needsUpdate = true;
......@@ -40803,8 +40770,8 @@
var colors = mesh.geometry.getAttribute( 'color' );
color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
color1.copy( this.light.color );
color2.copy( this.light.groundColor );
for ( var i = 0, l = colors.count; i < l; i ++ ) {
......@@ -41133,7 +41100,7 @@
var targetLine = this.children[ 1 ];
lightPlane.lookAt( v3 );
lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
lightPlane.material.color.copy( this.light.color );
targetLine.lookAt( v3 );
targetLine.scale.z = v3.length();
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -2311,8 +2311,6 @@ Object.assign( Quaternion.prototype, {
setFromUnitVectors: function () {
// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
// assumes direction vectors vFrom and vTo are normalized
var v1 = new Vector3();
......@@ -15247,8 +15245,6 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
*/
// BoxGeometry
......@@ -15441,8 +15437,6 @@ BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
*/
// PlaneGeometry
......@@ -25479,8 +25473,6 @@ TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
* @author oosmoxiecode
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*
* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
*/
// TorusGeometry
......@@ -32329,18 +32321,6 @@ Object.assign( MaterialLoader.prototype, {
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
// MultiMaterial
if ( json.materials !== undefined ) {
for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
material.materials.push( this.parse( json.materials[ i ] ) );
}
}
return material;
}
......@@ -33649,8 +33629,27 @@ Object.assign( ObjectLoader.prototype, {
for ( var i = 0, l = json.length; i < l; i ++ ) {
var material = loader.parse( json[ i ] );
materials[ material.uuid ] = material;
var data = json[ i ];
if ( data.type === 'MultiMaterial' ) {
// Deprecated
var array = [];
for ( var j = 0; j < data.materials.length; j ++ ) {
array.push( loader.parse( data.materials[ j ] ) );
}
materials[ data.uuid ] = array;
} else {
materials[ data.uuid ] = loader.parse( data );
}
}
......@@ -40442,7 +40441,7 @@ SpotLightHelper.prototype.update = function () {
this.cone.lookAt( vector2.sub( vector ) );
this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
this.cone.material.color.copy( this.light.color );
};
......@@ -40575,7 +40574,7 @@ function PointLightHelper( light, sphereSize ) {
var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
material.color.copy( this.light.color );
Mesh.call( this, geometry, material );
......@@ -40618,7 +40617,7 @@ PointLightHelper.prototype.dispose = function () {
PointLightHelper.prototype.update = function () {
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
this.material.color.copy( this.light.color );
/*
var d = this.light.distance;
......@@ -40640,6 +40639,7 @@ PointLightHelper.prototype.update = function () {
/**
* @author abelnation / http://github.com/abelnation
* @author Mugen87 / http://github.com/Mugen87
* @author WestLangley / http://github.com/WestLangley
*/
function RectAreaLightHelper( light ) {
......@@ -40649,28 +40649,16 @@ function RectAreaLightHelper( light ) {
this.light = light;
this.light.updateMatrixWorld();
var materialFront = new MeshBasicMaterial( {
color: light.color,
fog: false
} );
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
var materialBack = new MeshBasicMaterial( {
color: light.color,
fog: false,
wireframe: true
} );
var material = new LineBasicMaterial( { color: light.color } );
var geometry = new BufferGeometry();
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );
// shows the "front" of the light, e.g. where light comes from
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );
this.add( new Mesh( geometry, materialFront ) );
// shows the "back" of the light, which does not emit light
this.add( new Mesh( geometry, materialBack ) );
this.add( new Line( geometry, material ) );
this.update();
......@@ -40683,8 +40671,6 @@ RectAreaLightHelper.prototype.dispose = function () {
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
this.children[ 1 ].geometry.dispose();
this.children[ 1 ].material.dispose();
};
......@@ -40695,46 +40681,27 @@ RectAreaLightHelper.prototype.update = function () {
return function update() {
var mesh1 = this.children[ 0 ];
var mesh2 = this.children[ 1 ];
var line = this.children[ 0 ];
if ( this.light.target ) {
// update material
vector1.setFromMatrixPosition( this.light.matrixWorld );
vector2.setFromMatrixPosition( this.light.target.matrixWorld );
var lookVec = vector2.clone().sub( vector1 );
mesh1.lookAt( lookVec );
mesh2.lookAt( lookVec );
}
// update materials
mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
line.material.color.copy( this.light.color );
// calculate new dimensions of the helper
var hx = this.light.width * 0.5;
var hy = this.light.height * 0.5;
// because the buffer attribute is shared over both geometries, we only have to update once
var position = mesh1.geometry.getAttribute( 'position' );
var position = line.geometry.attributes.position;
var array = position.array;
// first face
// update vertices
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
// second face
array[ 9 ] = - hx; array[ 10 ] = hy; array[ 11 ] = 0;
array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
array[ 15 ] = hx; array[ 16 ] = - hy; array[ 17 ] = 0;
array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;
position.needsUpdate = true;
......@@ -40797,8 +40764,8 @@ HemisphereLightHelper.prototype.update = function () {
var colors = mesh.geometry.getAttribute( 'color' );
color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
color1.copy( this.light.color );
color2.copy( this.light.groundColor );
for ( var i = 0, l = colors.count; i < l; i ++ ) {
......@@ -41127,7 +41094,7 @@ DirectionalLightHelper.prototype.update = function () {
var targetLine = this.children[ 1 ];
lightPlane.lookAt( v3 );
lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
lightPlane.material.color.copy( this.light.color );
targetLine.lookAt( v3 );
targetLine.scale.z = v3.length();
......
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