提交 df33501d 编写于 作者: M Mr.doob

Updated builds.

上级 dbb5aac0
......@@ -1965,19 +1965,42 @@ THREE.Vector3.prototype = {
getPositionFromMatrix: function ( m ) {
this.x = m.elements[12];
this.y = m.elements[13];
this.z = m.elements[14];
console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
return this;
return this.setFromMatrixPosition( m );
},
getScaleFromMatrix: function ( m ) {
var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
return this.setFromMatrixScale( m );
},
getColumnFromMatrix: function ( index, matrix ) {
console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
return this.setFromMatrixColumn( index, matrix );
},
setFromMatrixPosition: function ( m ) {
this.x = m.elements[ 12 ];
this.y = m.elements[ 13 ];
this.z = m.elements[ 14 ];
return this;
},
setFromMatrixScale: function ( m ) {
var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
this.x = sx;
this.y = sy;
......@@ -1986,7 +2009,7 @@ THREE.Vector3.prototype = {
return this;
},
getColumnFromMatrix: function ( index, matrix ) {
setFromMatrixColumn: function ( index, matrix ) {
var offset = index * 4;
......@@ -4627,7 +4650,7 @@ THREE.Matrix4.prototype = {
return function () {
console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
var te = this.elements;
return v1.set( te[12], te[13], te[14] );
......@@ -6806,7 +6829,7 @@ THREE.EventDispatcher.prototype = {
if ( object instanceof THREE.Sprite ) {
matrixPosition.getPositionFromMatrix( object.matrixWorld );
matrixPosition.setFromMatrixPosition( object.matrixWorld );
var distance = raycaster.ray.distanceToPoint( matrixPosition );
if ( distance > object.scale.x ) {
......@@ -6826,7 +6849,7 @@ THREE.EventDispatcher.prototype = {
} else if ( object instanceof THREE.LOD ) {
matrixPosition.getPositionFromMatrix( object.matrixWorld );
matrixPosition.setFromMatrixPosition( object.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( matrixPosition );
intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
......@@ -7305,9 +7328,9 @@ THREE.Object3D.prototype = {
this.matrix.multiplyMatrices( matrix, this.matrix );
this.position.getPositionFromMatrix( this.matrix );
this.position.setFromMatrixPosition( this.matrix );
this.scale.getScaleFromMatrix( this.matrix );
this.scale.setFromMatrixScale( this.matrix );
m1.extractRotation( this.matrix );
......@@ -7849,7 +7872,7 @@ THREE.Projector = function () {
} else {
_vector3.getPositionFromMatrix( object.matrixWorld );
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyProjection( _viewProjectionMatrix );
_object.z = _vector3.z;
......@@ -15055,8 +15078,8 @@ THREE.LOD.prototype.update = function () {
if ( this.objects.length > 1 ) {
v1.getPositionFromMatrix( camera.matrixWorld );
v2.getPositionFromMatrix( this.matrixWorld );
v1.setFromMatrixPosition( camera.matrixWorld );
v2.setFromMatrixPosition( this.matrixWorld );
var distance = v1.distanceTo( v2 );
......@@ -15722,7 +15745,7 @@ THREE.CanvasRenderer = function ( parameters ) {
if ( light instanceof THREE.DirectionalLight ) {
var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();
var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
var amount = normal.dot( lightPosition );
......@@ -15734,7 +15757,7 @@ THREE.CanvasRenderer = function ( parameters ) {
} else if ( light instanceof THREE.PointLight ) {
var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );
var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
......@@ -15762,8 +15785,9 @@ THREE.CanvasRenderer = function ( parameters ) {
var scaleX = element.scale.x * _canvasWidthHalf;
var scaleY = element.scale.y * _canvasHeightHalf;
_elemBox.min.set( v1.x - ( scaleX * 0.5 ), v1.y - ( scaleY * 0.5 ) );
_elemBox.max.set( v1.x + ( scaleX * 0.5 ), v1.y + ( scaleY * 0.5 ) );
var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
_elemBox.min.set( v1.x - dist, v1.y - dist );
_elemBox.max.set( v1.x + dist, v1.y + dist );
if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
......@@ -15781,7 +15805,7 @@ THREE.CanvasRenderer = function ( parameters ) {
_context.save();
_context.translate( v1.x, v1.y );
_context.rotate( - material.rotation );
_context.rotate( material.rotation );
_context.scale( scaleX, - scaleY );
_context.drawImage( bitmap, 0, 0, bitmap.width, bitmap.height, - 0.5, - 0.5, 1, 1 );
......@@ -15793,8 +15817,8 @@ THREE.CanvasRenderer = function ( parameters ) {
_context.save();
_context.translate( v1.x, v1.y );
_context.rotate( - element.rotation );
_context.scale( scaleX, scaleY );
_context.rotate( material.rotation );
_context.scale( scaleX, - scaleY );
_context.fillRect( - 0.5, - 0.5, 1, 1 );
_context.restore();
......@@ -16384,6 +16408,8 @@ THREE.CanvasRenderer = function ( parameters ) {
};
/**
* Shader chunks for WebLG Shader library
*
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
......@@ -18157,6 +18183,9 @@ THREE.ShaderChunk = {
};
/**
* Uniform Utilities
*/
THREE.UniformsUtils = {
......@@ -18220,6 +18249,9 @@ THREE.UniformsUtils = {
}
};
/**
* Uniforms library for shared webgl shaders
*/
THREE.UniformsLib = {
......@@ -18319,6 +18351,14 @@ THREE.UniformsLib = {
}
};
/**
* Webgl Shader Library for three.js
*
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
*/
THREE.ShaderLib = {
......@@ -22875,7 +22915,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} else {
_vector3.getPositionFromMatrix( object.matrixWorld );
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyProjection( _projScreenMatrix );
webglObject.z = _vector3.z;
......@@ -24003,7 +24043,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( p_uniforms.cameraPosition !== null ) {
_vector3.getPositionFromMatrix( camera.matrixWorld );
_vector3.setFromMatrixPosition( camera.matrixWorld );
_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
}
......@@ -24607,8 +24647,8 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( ! light.visible ) continue;
_direction.getPositionFromMatrix( light.matrixWorld );
_vector3.getPositionFromMatrix( light.target.matrixWorld );
_direction.setFromMatrixPosition( light.matrixWorld );
_vector3.setFromMatrixPosition( light.target.matrixWorld );
_direction.sub( _vector3 );
_direction.normalize();
......@@ -24653,7 +24693,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
_vector3.getPositionFromMatrix( light.matrixWorld );
_vector3.setFromMatrixPosition( light.matrixWorld );
pointPositions[ pointOffset ] = _vector3.x;
pointPositions[ pointOffset + 1 ] = _vector3.y;
......@@ -24681,7 +24721,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
_vector3.getPositionFromMatrix( light.matrixWorld );
_vector3.setFromMatrixPosition( light.matrixWorld );
spotPositions[ spotOffset ] = _vector3.x;
spotPositions[ spotOffset + 1 ] = _vector3.y;
......@@ -24690,7 +24730,7 @@ THREE.WebGLRenderer = function ( parameters ) {
spotDistances[ spotLength ] = distance;
_direction.copy( _vector3 );
_vector3.getPositionFromMatrix( light.target.matrixWorld );
_vector3.setFromMatrixPosition( light.target.matrixWorld );
_direction.sub( _vector3 );
_direction.normalize();
......@@ -24709,7 +24749,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( ! light.visible ) continue;
_direction.getPositionFromMatrix( light.matrixWorld );
_direction.setFromMatrixPosition( light.matrixWorld );
_direction.normalize();
// skip lights with undefined direction
......@@ -34405,8 +34445,8 @@ THREE.DirectionalLightHelper.prototype.update = function () {
return function () {
v1.getPositionFromMatrix( this.light.matrixWorld );
v2.getPositionFromMatrix( this.light.target.matrixWorld );
v1.setFromMatrixPosition( this.light.matrixWorld );
v2.setFromMatrixPosition( this.light.target.matrixWorld );
v3.subVectors( v2, v1 );
this.lightPlane.lookAt( v3 );
......@@ -34589,7 +34629,7 @@ THREE.HemisphereLightHelper.prototype.update = function () {
this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
this.lightSphere.lookAt( vector.getPositionFromMatrix( this.light.matrixWorld ).negate() );
this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
this.lightSphere.geometry.colorsNeedUpdate = true;
}
......@@ -34719,8 +34759,8 @@ THREE.SpotLightHelper.prototype.update = function () {
this.cone.scale.set( coneWidth, coneWidth, coneLength );
vector.getPositionFromMatrix( this.light.matrixWorld );
vector2.getPositionFromMatrix( this.light.target.matrixWorld );
vector.setFromMatrixPosition( this.light.matrixWorld );
vector2.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( vector2.sub( vector ) );
......@@ -35893,8 +35933,8 @@ THREE.ShadowMapPlugin = function () {
shadowMatrix = light.shadowMatrix;
shadowCamera = light.shadowCamera;
shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
_matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
_matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
shadowCamera.lookAt( _matrixPosition );
shadowCamera.updateMatrixWorld();
......
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