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d8c23537
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three.js
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d8c23537
编写于
1月 04, 2012
作者:
A
alteredq
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差异文件
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
上级
835b57ad
40dad134
变更
8
展开全部
隐藏空白更改
内联
并排
Showing
8 changed file
with
674 addition
and
662 deletion
+674
-662
build/Three.js
build/Three.js
+345
-344
build/custom/ThreeCanvas.js
build/custom/ThreeCanvas.js
+45
-45
build/custom/ThreeDOM.js
build/custom/ThreeDOM.js
+21
-21
build/custom/ThreeSVG.js
build/custom/ThreeSVG.js
+19
-19
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+201
-200
examples/webgl_loader_ctm_materials.html
examples/webgl_loader_ctm_materials.html
+2
-7
src/core/Ray.js
src/core/Ray.js
+22
-12
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+19
-14
未找到文件。
build/Three.js
浏览文件 @
d8c23537
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
build/custom/ThreeCanvas.js
浏览文件 @
d8c23537
此差异已折叠。
点击以展开。
build/custom/ThreeDOM.js
浏览文件 @
d8c23537
此差异已折叠。
点击以展开。
build/custom/ThreeSVG.js
浏览文件 @
d8c23537
此差异已折叠。
点击以展开。
build/custom/ThreeWebGL.js
浏览文件 @
d8c23537
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
examples/webgl_loader_ctm_materials.html
浏览文件 @
d8c23537
...
...
@@ -62,7 +62,7 @@
var
mesh
;
var
textureCube
;
var
cameraCube
,
sceneCube
,
cubeTarget
;
var
cameraCube
,
sceneCube
;
var
loader
;
...
...
@@ -95,7 +95,6 @@
// SKYBOX
cubeTarget
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
sceneCube
=
new
THREE
.
Scene
();
cameraCube
=
new
THREE
.
PerspectiveCamera
(
25
,
SCREEN_WIDTH
/
SCREEN_HEIGHT
,
1
,
10000
);
sceneCube
.
add
(
cameraCube
);
...
...
@@ -348,11 +347,7 @@
controls
.
update
();
cubeTarget
.
x
=
-
camera
.
position
.
x
;
cubeTarget
.
y
=
-
camera
.
position
.
y
;
cubeTarget
.
z
=
-
camera
.
position
.
z
;
cameraCube
.
lookAt
(
cubeTarget
);
cameraCube
.
rotation
.
copy
(
camera
.
rotation
);
renderer
.
clear
();
renderer
.
render
(
sceneCube
,
cameraCube
);
...
...
src/core/Ray.js
浏览文件 @
d8c23537
...
...
@@ -103,30 +103,35 @@ THREE.Ray = function ( origin, direction ) {
objMatrix
=
object
.
matrixWorld
;
// check if face.centroid is behind the origin
// determine if ray intersects the plane of the face
// note: this works regardless of the direction of the face normal
vector
=
objMatrix
.
multiplyVector3
(
vector
.
copy
(
face
.
centroid
)
).
subSelf
(
originCopy
);
dot
=
vector
.
dot
(
directionCopy
);
normal
=
object
.
matrixRotationWorld
.
multiplyVector3
(
normal
.
copy
(
face
.
normal
)
);
dot
=
directionCopy
.
dot
(
normal
);
if
(
dot
<=
0
)
continue
;
// bail if ray and plane are parallel
//
if
(
Math
.
abs
(
dot
)
<
0.0001
)
continue
;
a
=
objMatrix
.
multiplyVector3
(
a
.
copy
(
vertices
[
face
.
a
].
position
)
);
b
=
objMatrix
.
multiplyVector3
(
b
.
copy
(
vertices
[
face
.
b
].
position
)
);
c
=
objMatrix
.
multiplyVector3
(
c
.
copy
(
vertices
[
face
.
c
].
position
)
);
if
(
face
instanceof
THREE
.
Face4
)
d
=
objMatrix
.
multiplyVector3
(
d
.
copy
(
vertices
[
face
.
d
].
position
)
);
// calc distance to plane
normal
=
object
.
matrixRotationWorld
.
multiplyVector3
(
normal
.
copy
(
face
.
normal
)
);
dot
=
directionCopy
.
dot
(
normal
);
scalar
=
normal
.
dot
(
vector
)
/
dot
;
if
(
object
.
doubleSided
||
(
object
.
flipSided
?
dot
>
0
:
dot
<
0
)
)
{
// Math.abs( dot ) > 0.0001
// if negative distance, then plane is behind ray
if
(
scalar
<
0
)
continue
;
if
(
object
.
doubleSided
||
(
object
.
flipSided
?
dot
>
0
:
dot
<
0
)
)
{
scalar
=
normal
.
dot
(
vector
.
sub
(
a
,
originCopy
)
)
/
dot
;
intersectPoint
.
add
(
originCopy
,
directionCopy
.
multiplyScalar
(
scalar
)
);
if
(
face
instanceof
THREE
.
Face3
)
{
a
=
objMatrix
.
multiplyVector3
(
a
.
copy
(
vertices
[
face
.
a
].
position
)
);
b
=
objMatrix
.
multiplyVector3
(
b
.
copy
(
vertices
[
face
.
b
].
position
)
);
c
=
objMatrix
.
multiplyVector3
(
c
.
copy
(
vertices
[
face
.
c
].
position
)
);
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
c
)
)
{
intersect
=
{
...
...
@@ -144,6 +149,11 @@ THREE.Ray = function ( origin, direction ) {
}
else
if
(
face
instanceof
THREE
.
Face4
)
{
a
=
objMatrix
.
multiplyVector3
(
a
.
copy
(
vertices
[
face
.
a
].
position
)
);
b
=
objMatrix
.
multiplyVector3
(
b
.
copy
(
vertices
[
face
.
b
].
position
)
);
c
=
objMatrix
.
multiplyVector3
(
c
.
copy
(
vertices
[
face
.
c
].
position
)
);
d
=
objMatrix
.
multiplyVector3
(
d
.
copy
(
vertices
[
face
.
d
].
position
)
);
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
d
)
||
pointInFace3
(
intersectPoint
,
b
,
c
,
d
)
)
{
intersect
=
{
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
d8c23537
...
...
@@ -3244,7 +3244,7 @@ THREE.WebGLRenderer = function ( parameters ) {
this
.
setBlending
(
scene
.
overrideMaterial
.
blending
);
this
.
setDepthTest
(
scene
.
overrideMaterial
.
depthTest
);
setDepthWrite
(
scene
.
overrideMaterial
.
depthWrite
);
this
.
setDepthWrite
(
scene
.
overrideMaterial
.
depthWrite
);
setPolygonOffset
(
scene
.
overrideMaterial
.
polygonOffset
,
scene
.
overrideMaterial
.
polygonOffsetFactor
,
scene
.
overrideMaterial
.
polygonOffsetUnits
);
renderObjects
(
scene
.
__webglObjects
,
false
,
""
,
camera
,
lights
,
fog
,
true
,
scene
.
overrideMaterial
);
...
...
@@ -3279,7 +3279,12 @@ THREE.WebGLRenderer = function ( parameters ) {
}
//_gl.finish();
// Ensure depth buffer writing is enabled so it can be cleared on next render
this
.
setDepthTest
(
true
);
this
.
setDepthWrite
(
true
);
// _gl.finish();
};
...
...
@@ -3348,7 +3353,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
useBlending
)
_this
.
setBlending
(
material
.
blending
);
_this
.
setDepthTest
(
material
.
depthTest
);
setDepthWrite
(
material
.
depthWrite
);
_this
.
setDepthWrite
(
material
.
depthWrite
);
setPolygonOffset
(
material
.
polygonOffset
,
material
.
polygonOffsetFactor
,
material
.
polygonOffsetUnits
);
}
...
...
@@ -3395,7 +3400,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
useBlending
)
_this
.
setBlending
(
material
.
blending
);
_this
.
setDepthTest
(
material
.
depthTest
);
setDepthWrite
(
material
.
depthWrite
);
_this
.
setDepthWrite
(
material
.
depthWrite
);
setPolygonOffset
(
material
.
polygonOffset
,
material
.
polygonOffsetFactor
,
material
.
polygonOffsetUnits
);
}
...
...
@@ -4889,7 +4894,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
_oldDepthTest
!==
depthTest
)
{
if
(
depthTest
)
{
if
(
depthTest
)
{
_gl
.
enable
(
_gl
.
DEPTH_TEST
);
...
...
@@ -4905,24 +4910,24 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function
setLineWidth
(
width
)
{
if
(
width
!==
_oldLineWidth
)
{
this
.
setDepthWrite
=
function
(
depthWrite
)
{
_gl
.
lineWidth
(
width
);
if
(
_oldDepthWrite
!==
depthWrite
)
{
_oldLineWidth
=
width
;
_gl
.
depthMask
(
depthWrite
);
_oldDepthWrite
=
depthWrite
;
}
};
function
set
DepthWrite
(
depthWrite
)
{
function
set
LineWidth
(
width
)
{
if
(
_oldDepthWrite
!==
depthWrite
)
{
if
(
width
!==
_oldLineWidth
)
{
_gl
.
depthMask
(
depthWrite
);
_oldDepthWrite
=
depthWrite
;
_gl
.
lineWidth
(
width
);
_oldLineWidth
=
width
;
}
...
...
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