Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
b4eaa9d1
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
b4eaa9d1
编写于
6月 27, 2018
作者:
B
Berend Klein Haneveld
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds
上级
a18c6ad0
变更
3
展开全部
显示空白变更内容
内联
并排
Showing
3 changed file
with
133 addition
and
102 deletion
+133
-102
build/three.js
build/three.js
+25
-9
build/three.min.js
build/three.min.js
+83
-84
build/three.module.js
build/three.module.js
+25
-9
未找到文件。
build/three.js
浏览文件 @
b4eaa9d1
...
...
@@ -2436,19 +2436,21 @@
}
var s
inHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta )
;
var s
qrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta
;
if (
Math.abs( sinHalfTheta ) < 0.001
) {
if (
sqrSinHalfTheta <= Number.EPSILON
) {
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 );
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;
return this;
return this
.normalize()
;
}
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;
...
...
@@ -22681,7 +22683,7 @@
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
var frontFaceCW = ( object.isMesh && object.
matrixWorld
.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.
normalMatrix
.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
...
...
@@ -23411,7 +23413,7 @@
if ( object.isImmediateRenderObject ) {
var frontFaceCW = ( object.isMesh && object.
matrixWorld
.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.
normalMatrix
.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
...
...
@@ -39436,6 +39438,8 @@
}
return this;
},
getFilter: function () {
...
...
@@ -39461,6 +39465,8 @@
this.gain.connect( this.filter );
this.filter.connect( this.context.destination );
return this;
},
getMasterVolume: function () {
...
...
@@ -39473,6 +39479,8 @@
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
},
updateMatrixWorld: ( function () {
...
...
@@ -39866,6 +39874,8 @@
this.panner.refDistance = value;
return this;
},
getRolloffFactor: function () {
...
...
@@ -39878,6 +39888,8 @@
this.panner.rolloffFactor = value;
return this;
},
getDistanceModel: function () {
...
...
@@ -39890,6 +39902,8 @@
this.panner.distanceModel = value;
return this;
},
getMaxDistance: function () {
...
...
@@ -39902,6 +39916,8 @@
this.panner.maxDistance = value;
return this;
},
updateMatrixWorld: ( function () {
build/three.min.js
浏览文件 @
b4eaa9d1
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
b4eaa9d1
...
...
@@ -2430,19 +2430,21 @@ Object.assign( Quaternion.prototype, {
}
var s
inHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta )
;
var s
qrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta
;
if (
Math.abs( sinHalfTheta ) < 0.001
) {
if (
sqrSinHalfTheta <= Number.EPSILON
) {
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 );
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;
return this;
return this
.normalize()
;
}
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;
...
...
@@ -22675,7 +22677,7 @@ function WebGLRenderer( parameters ) {
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
var frontFaceCW = ( object.isMesh && object.
matrixWorld
.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.
normalMatrix
.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
...
...
@@ -23405,7 +23407,7 @@ function WebGLRenderer( parameters ) {
if ( object.isImmediateRenderObject ) {
var frontFaceCW = ( object.isMesh && object.
matrixWorld
.determinant() < 0 );
var frontFaceCW = ( object.isMesh && object.
normalMatrix
.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
...
...
@@ -39430,6 +39432,8 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
}
return this;
},
getFilter: function () {
...
...
@@ -39455,6 +39459,8 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
this.gain.connect( this.filter );
this.filter.connect( this.context.destination );
return this;
},
getMasterVolume: function () {
...
...
@@ -39467,6 +39473,8 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
},
updateMatrixWorld: ( function () {
...
...
@@ -39860,6 +39868,8 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.refDistance = value;
return this;
},
getRolloffFactor: function () {
...
...
@@ -39872,6 +39882,8 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.rolloffFactor = value;
return this;
},
getDistanceModel: function () {
...
...
@@ -39884,6 +39896,8 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.distanceModel = value;
return this;
},
getMaxDistance: function () {
...
...
@@ -39896,6 +39910,8 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
this.panner.maxDistance = value;
return this;
},
updateMatrixWorld: ( function () {
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录