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three.js
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c1d45fdd
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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c1d45fdd
编写于
7月 15, 2013
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
Updated builds.
上级
f31d06a1
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
8 addition
and
15 deletion
+8
-15
build/three.js
build/three.js
+7
-13
build/three.min.js
build/three.min.js
+1
-2
未找到文件。
build/three.js
浏览文件 @
c1d45fdd
...
...
@@ -35390,7 +35390,7 @@ THREE.FaceNormalsHelper.prototype.update = ( function ( object ) {
var v1 = new THREE.Vector3();
return function( object ) {
return function
( object ) {
this.object.updateMatrixWorld( true );
...
...
@@ -35517,20 +35517,16 @@ THREE.HemisphereLightHelper.prototype.update = function () {
THREE.PointLightHelper = function ( light, sphereSize ) {
THREE.Object3D.call( this );
this.matrixAutoUpdate = false;
this.light = light;
var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
this.lightSphere = new THREE.Mesh(
geometry, material );
this.lightSphere.matrixWorld = this.light.matrixWorld;
this.
lightSphere.matrixAutoUpdate = false
;
this.
add( this.lightSphere )
;
THREE.Mesh.call( this,
geometry, material );
this.
matrixWorld = this.light.matrixWorld
;
this.
matrixAutoUpdate = false
;
/*
var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
...
...
@@ -35556,15 +35552,13 @@ THREE.PointLightHelper = function ( light, sphereSize ) {
};
THREE.PointLightHelper.prototype = Object.create( THREE.
Object3D
.prototype );
THREE.PointLightHelper.prototype = Object.create( THREE.
Mesh
.prototype );
THREE.PointLightHelper.prototype.update = function () {
this.
lightSphere.
material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
/*
this.lightDistance.material.color.copy( this.color );
var d = this.light.distance;
if ( d === 0.0 ) {
...
...
build/three.min.js
浏览文件 @
c1d45fdd
...
...
@@ -674,8 +674,7 @@ THREE.DirectionalLightHelper.prototype.update=function(){this.lightSphere.materi
THREE
.
FaceNormalsHelper
.
prototype
.
update
=
function
(){
var
a
=
new
THREE
.
Vector3
;
return
function
(){
this
.
object
.
updateMatrixWorld
(
!
0
);
this
.
normalMatrix
.
getNormalMatrix
(
this
.
object
.
matrixWorld
);
for
(
var
b
=
this
.
geometry
.
vertices
,
c
=
this
.
object
.
geometry
.
faces
,
d
=
this
.
object
.
matrixWorld
,
e
=
0
,
f
=
c
.
length
;
e
<
f
;
e
++
){
var
h
=
c
[
e
];
a
.
copy
(
h
.
normal
).
applyMatrix3
(
this
.
normalMatrix
).
normalize
().
multiplyScalar
(
this
.
size
);
var
g
=
2
*
e
;
b
[
g
].
copy
(
h
.
centroid
).
applyMatrix4
(
d
);
b
[
g
+
1
].
addVectors
(
b
[
g
],
a
)}
this
.
geometry
.
verticesNeedUpdate
=
!
0
;
return
this
}}();
THREE
.
GridHelper
=
function
(
a
,
b
){
var
c
=
new
THREE
.
Geometry
,
d
=
new
THREE
.
LineBasicMaterial
({
vertexColors
:
THREE
.
VertexColors
});
this
.
color1
=
new
THREE
.
Color
(
4473924
);
this
.
color2
=
new
THREE
.
Color
(
8947848
);
for
(
var
e
=-
a
;
e
<=
a
;
e
+=
b
){
c
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
a
,
0
,
e
),
new
THREE
.
Vector3
(
a
,
0
,
e
),
new
THREE
.
Vector3
(
e
,
0
,
-
a
),
new
THREE
.
Vector3
(
e
,
0
,
a
));
var
f
=
0
===
e
?
this
.
color1
:
this
.
color2
;
c
.
colors
.
push
(
f
,
f
,
f
,
f
)}
THREE
.
Line
.
call
(
this
,
c
,
d
,
THREE
.
LinePieces
)};
THREE
.
GridHelper
.
prototype
=
Object
.
create
(
THREE
.
Line
.
prototype
);
THREE
.
GridHelper
.
prototype
.
setColors
=
function
(
a
,
b
){
this
.
color1
.
set
(
a
);
this
.
color2
.
set
(
b
);
this
.
geometry
.
colorsNeedUpdate
=!
0
};
THREE
.
HemisphereLightHelper
=
function
(
a
,
b
){
THREE
.
Object3D
.
call
(
this
);
this
.
light
=
a
;
var
c
=
new
THREE
.
SphereGeometry
(
b
,
4
,
2
);
c
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeRotationX
(
-
Math
.
PI
/
2
));
for
(
var
d
=
0
;
8
>
d
;
d
++
)
c
.
faces
[
d
].
materialIndex
=
4
>
d
?
0
:
1
;
d
=
new
THREE
.
MeshBasicMaterial
({
fog
:
!
1
,
wireframe
:
!
0
});
d
.
color
.
copy
(
a
.
color
).
multiplyScalar
(
a
.
intensity
);
var
e
=
new
THREE
.
MeshBasicMaterial
({
fog
:
!
1
,
wireframe
:
!
0
});
e
.
color
.
copy
(
a
.
groundColor
).
multiplyScalar
(
a
.
intensity
);
this
.
lightSphere
=
new
THREE
.
Mesh
(
c
,
new
THREE
.
MeshFaceMaterial
([
d
,
e
]));
this
.
lightSphere
.
position
=
a
.
position
;
this
.
lightSphere
.
lookAt
(
new
THREE
.
Vector3
);
this
.
add
(
this
.
lightSphere
)};
THREE
.
HemisphereLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
HemisphereLightHelper
.
prototype
.
update
=
function
(){
this
.
lightSphere
.
lookAt
(
new
THREE
.
Vector3
);
this
.
lightSphere
.
material
.
materials
[
0
].
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightSphere
.
material
.
materials
[
1
].
color
.
copy
(
this
.
light
.
groundColor
).
multiplyScalar
(
this
.
light
.
intensity
)};
THREE
.
PointLightHelper
=
function
(
a
,
b
){
THREE
.
Object3D
.
call
(
this
);
this
.
matrixAutoUpdate
=!
1
;
this
.
light
=
a
;
var
c
=
new
THREE
.
SphereGeometry
(
b
,
4
,
2
),
d
=
new
THREE
.
MeshBasicMaterial
({
fog
:
!
1
,
wireframe
:
!
0
});
d
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightSphere
=
new
THREE
.
Mesh
(
c
,
d
);
this
.
lightSphere
.
matrixWorld
=
this
.
light
.
matrixWorld
;
this
.
lightSphere
.
matrixAutoUpdate
=!
1
;
this
.
add
(
this
.
lightSphere
)};
THREE
.
PointLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
PointLightHelper
.
prototype
.
update
=
function
(){
this
.
lightSphere
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
)};
THREE
.
SpotLightHelper
=
function
(
a
){
this
.
light
=
a
;
a
=
new
THREE
.
CylinderGeometry
(
0
,
1
,
1
,
8
,
1
,
!
0
);
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeTranslation
(
0
,
-
0.5
,
0
));
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeRotationX
(
-
Math
.
PI
/
2
));
var
b
=
new
THREE
.
MeshBasicMaterial
({
wireframe
:
!
0
,
opacity
:
0.3
,
transparent
:
!
0
});
THREE
.
Mesh
.
call
(
this
,
a
,
b
);
this
.
update
()};
THREE
.
SpotLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
e
]));
this
.
lightSphere
.
position
=
a
.
position
;
this
.
lightSphere
.
lookAt
(
new
THREE
.
Vector3
);
this
.
add
(
this
.
lightSphere
)};
THREE
.
HemisphereLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
HemisphereLightHelper
.
prototype
.
update
=
function
(){
this
.
lightSphere
.
lookAt
(
new
THREE
.
Vector3
);
this
.
lightSphere
.
material
.
materials
[
0
].
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
this
.
lightSphere
.
material
.
materials
[
1
].
color
.
copy
(
this
.
light
.
groundColor
).
multiplyScalar
(
this
.
light
.
intensity
)};
THREE
.
PointLightHelper
=
function
(
a
,
b
){
this
.
light
=
a
;
var
c
=
new
THREE
.
SphereGeometry
(
b
,
4
,
2
),
d
=
new
THREE
.
MeshBasicMaterial
({
fog
:
!
1
,
wireframe
:
!
0
});
d
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
);
THREE
.
Mesh
.
call
(
this
,
c
,
d
);
this
.
matrixWorld
=
this
.
light
.
matrixWorld
;
this
.
matrixAutoUpdate
=!
1
};
THREE
.
PointLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
THREE
.
PointLightHelper
.
prototype
.
update
=
function
(){
this
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
)};
THREE
.
SpotLightHelper
=
function
(
a
){
this
.
light
=
a
;
a
=
new
THREE
.
CylinderGeometry
(
0
,
1
,
1
,
8
,
1
,
!
0
);
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeTranslation
(
0
,
-
0.5
,
0
));
a
.
applyMatrix
((
new
THREE
.
Matrix4
).
makeRotationX
(
-
Math
.
PI
/
2
));
var
b
=
new
THREE
.
MeshBasicMaterial
({
wireframe
:
!
0
,
opacity
:
0.3
,
transparent
:
!
0
});
THREE
.
Mesh
.
call
(
this
,
a
,
b
);
this
.
update
()};
THREE
.
SpotLightHelper
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
THREE
.
SpotLightHelper
.
prototype
.
update
=
function
(){
var
a
=
new
THREE
.
Vector3
;
return
function
(){
var
b
=
this
.
light
.
distance
?
this
.
light
.
distance
:
1
E4
,
c
=
b
*
Math
.
tan
(
this
.
light
.
angle
);
this
.
scale
.
set
(
c
,
c
,
b
);
this
.
light
.
updateMatrixWorld
(
!
0
);
this
.
position
.
getPositionFromMatrix
(
this
.
light
.
matrixWorld
);
this
.
light
.
target
.
updateMatrixWorld
(
!
0
);
a
.
getPositionFromMatrix
(
this
.
light
.
target
.
matrixWorld
);
this
.
lookAt
(
a
);
this
.
material
.
color
.
copy
(
this
.
light
.
color
).
multiplyScalar
(
this
.
light
.
intensity
)}}();
THREE
.
VertexNormalsHelper
=
function
(
a
,
b
,
c
,
d
){
this
.
object
=
a
;
this
.
size
=
b
||
1
;
for
(
var
b
=
c
||
16711680
,
d
=
d
||
1
,
c
=
new
THREE
.
Geometry
,
a
=
a
.
geometry
.
faces
,
e
=
0
,
f
=
a
.
length
;
e
<
f
;
e
++
)
for
(
var
h
=
0
,
g
=
a
[
e
].
vertexNormals
.
length
;
h
<
g
;
h
++
)
c
.
vertices
.
push
(
new
THREE
.
Vector3
),
c
.
vertices
.
push
(
new
THREE
.
Vector3
);
THREE
.
Line
.
call
(
this
,
c
,
new
THREE
.
LineBasicMaterial
({
color
:
b
,
linewidth
:
d
}),
THREE
.
LinePieces
);
this
.
matrixAutoUpdate
=!
1
;
this
.
normalMatrix
=
new
THREE
.
Matrix3
;
this
.
update
()};
THREE
.
VertexNormalsHelper
.
prototype
=
Object
.
create
(
THREE
.
Line
.
prototype
);
THREE
.
VertexNormalsHelper
.
prototype
.
update
=
function
(){
var
a
=
new
THREE
.
Vector3
;
return
function
(){
var
b
=
[
"
a
"
,
"
b
"
,
"
c
"
,
"
d
"
];
this
.
object
.
updateMatrixWorld
(
!
0
);
this
.
normalMatrix
.
getNormalMatrix
(
this
.
object
.
matrixWorld
);
for
(
var
c
=
this
.
geometry
.
vertices
,
d
=
this
.
object
.
geometry
.
vertices
,
e
=
this
.
object
.
geometry
.
faces
,
f
=
this
.
object
.
matrixWorld
,
h
=
0
,
g
=
0
,
i
=
e
.
length
;
g
<
i
;
g
++
)
for
(
var
j
=
e
[
g
],
l
=
0
,
m
=
j
.
vertexNormals
.
length
;
l
<
m
;
l
++
){
var
n
=
j
.
vertexNormals
[
l
];
c
[
h
].
copy
(
d
[
j
[
b
[
l
]]]).
applyMatrix4
(
f
);
a
.
copy
(
n
).
applyMatrix3
(
this
.
normalMatrix
).
normalize
().
multiplyScalar
(
this
.
size
);
a
.
add
(
c
[
h
]);
h
+=
1
;
c
[
h
].
copy
(
a
);
h
+=
1
}
this
.
geometry
.
verticesNeedUpdate
=!
0
;
return
this
}}();
THREE
.
VertexTangentsHelper
=
function
(
a
,
b
,
c
,
d
){
this
.
object
=
a
;
this
.
size
=
b
||
1
;
for
(
var
b
=
c
||
255
,
d
=
d
||
1
,
c
=
new
THREE
.
Geometry
,
a
=
a
.
geometry
.
faces
,
e
=
0
,
f
=
a
.
length
;
e
<
f
;
e
++
)
for
(
var
h
=
0
,
g
=
a
[
e
].
vertexTangents
.
length
;
h
<
g
;
h
++
)
c
.
vertices
.
push
(
new
THREE
.
Vector3
),
c
.
vertices
.
push
(
new
THREE
.
Vector3
);
THREE
.
Line
.
call
(
this
,
c
,
new
THREE
.
LineBasicMaterial
({
color
:
b
,
linewidth
:
d
}),
THREE
.
LinePieces
);
this
.
matrixAutoUpdate
=!
1
;
this
.
update
()};
THREE
.
VertexTangentsHelper
.
prototype
=
Object
.
create
(
THREE
.
Line
.
prototype
);
...
...
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