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e0c21c90
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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e0c21c90
编写于
11月 16, 2016
作者:
T
Tristan Valcke
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Add/remove missing/unnecessary semicolon in GPUParticleSystem
上级
bd958a14
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
15 addition
and
15 deletion
+15
-15
examples/js/GPUParticleSystem.js
examples/js/GPUParticleSystem.js
+15
-15
未找到文件。
examples/js/GPUParticleSystem.js
浏览文件 @
e0c21c90
...
...
@@ -200,7 +200,7 @@ THREE.GPUParticleSystem = function(options) {
self
.
random
=
function
()
{
return
++
i
>=
self
.
rand
.
length
?
self
.
rand
[
i
=
1
]
:
self
.
rand
[
i
];
}
}
;
var
textureLoader
=
new
THREE
.
TextureLoader
();
...
...
@@ -252,7 +252,7 @@ THREE.GPUParticleSystem = function(options) {
}
}
}
;
this
.
spawnParticle
=
function
(
options
)
{
...
...
@@ -265,7 +265,7 @@ THREE.GPUParticleSystem = function(options) {
currentContainer
.
spawnParticle
(
options
);
}
}
;
this
.
update
=
function
(
time
)
{
for
(
var
i
=
0
;
i
<
self
.
PARTICLE_CONTAINERS
;
i
++
)
{
...
...
@@ -277,7 +277,7 @@ THREE.GPUParticleSystem = function(options) {
this
.
init
();
}
}
;
THREE
.
GPUParticleSystem
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
GPUParticleSystem
.
prototype
.
constructor
=
THREE
.
GPUParticleSystem
;
...
...
@@ -299,14 +299,14 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
THREE
.
Object3D
.
apply
(
this
,
arguments
);
// construct a couple small arrays used for packing variables into floats etc
var
UINT8_VIEW
=
new
Uint8Array
(
4
)
var
FLOAT_VIEW
=
new
Float32Array
(
UINT8_VIEW
.
buffer
)
var
UINT8_VIEW
=
new
Uint8Array
(
4
)
;
var
FLOAT_VIEW
=
new
Float32Array
(
UINT8_VIEW
.
buffer
)
;
function
decodeFloat
(
x
,
y
,
z
,
w
)
{
UINT8_VIEW
[
0
]
=
Math
.
floor
(
w
)
UINT8_VIEW
[
1
]
=
Math
.
floor
(
z
)
UINT8_VIEW
[
2
]
=
Math
.
floor
(
y
)
UINT8_VIEW
[
3
]
=
Math
.
floor
(
x
)
UINT8_VIEW
[
0
]
=
Math
.
floor
(
w
)
;
UINT8_VIEW
[
1
]
=
Math
.
floor
(
z
)
;
UINT8_VIEW
[
2
]
=
Math
.
floor
(
y
)
;
UINT8_VIEW
[
3
]
=
Math
.
floor
(
x
)
;
return
FLOAT_VIEW
[
0
]
}
...
...
@@ -329,7 +329,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
if
(
b
>
0
)
b
--
;
return
[
r
,
g
,
b
];
}
;
}
self
.
particles
=
[];
self
.
deadParticles
=
[];
...
...
@@ -366,7 +366,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
self
.
particleShaderGeo
.
addAttribute
(
'
particlePositionsStartTime
'
,
new
THREE
.
BufferAttribute
(
self
.
particlePositionsStartTime
,
4
).
setDynamic
(
true
));
self
.
particleShaderGeo
.
addAttribute
(
'
particleVelColSizeLife
'
,
new
THREE
.
BufferAttribute
(
self
.
particleVelColSizeLife
,
4
).
setDynamic
(
true
));
self
.
posStart
=
self
.
particleShaderGeo
.
getAttribute
(
'
particlePositionsStartTime
'
)
self
.
posStart
=
self
.
particleShaderGeo
.
getAttribute
(
'
particlePositionsStartTime
'
)
;
self
.
velCol
=
self
.
particleShaderGeo
.
getAttribute
(
'
particleVelColSizeLife
'
);
self
.
particleShaderMat
=
self
.
GPUParticleSystem
.
particleShaderMat
;
...
...
@@ -467,7 +467,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
self
.
particleUpdate
=
true
;
}
}
;
this
.
update
=
function
(
time
)
{
...
...
@@ -497,11 +497,11 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
self
.
offset
=
0
;
self
.
count
=
0
;
}
}
}
;
this
.
init
();
}
}
;
THREE
.
GPUParticleContainer
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
GPUParticleContainer
.
prototype
.
constructor
=
THREE
.
GPUParticleContainer
;
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