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
e1e4a0ab
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
e1e4a0ab
编写于
8月 07, 2012
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
4eebf6af
变更
2
展开全部
隐藏空白更改
内联
并排
Showing
2 changed file
with
500 addition
and
474 deletion
+500
-474
build/Three.js
build/Three.js
+494
-468
build/custom/ThreeExtras.js
build/custom/ThreeExtras.js
+6
-6
未找到文件。
build/Three.js
浏览文件 @
e1e4a0ab
此差异已折叠。
点击以展开。
build/custom/ThreeExtras.js
浏览文件 @
e1e4a0ab
...
...
@@ -77,8 +77,8 @@ THREE.ClosedSplineCurve3=THREE.Curve.create(function(b){this.points=b==void 0?[]
d
[
c
[
1
]].
z
,
d
[
c
[
2
]].
z
,
d
[
c
[
3
]].
z
,
e
);
return
a
});
THREE
.
CurvePath
=
function
(){
this
.
curves
=
[];
this
.
bends
=
[];
this
.
autoClose
=
false
};
THREE
.
CurvePath
.
prototype
=
Object
.
create
(
THREE
.
Curve
.
prototype
);
THREE
.
CurvePath
.
prototype
.
add
=
function
(
b
){
this
.
curves
.
push
(
b
)};
THREE
.
CurvePath
.
prototype
.
checkConnection
=
function
(){};
THREE
.
CurvePath
.
prototype
.
closePath
=
function
(){
var
b
=
this
.
curves
[
0
].
getPoint
(
0
),
a
=
this
.
curves
[
this
.
curves
.
length
-
1
].
getPoint
(
1
);
b
.
equals
(
a
)
||
this
.
curves
.
push
(
new
THREE
.
LineCurve
(
a
,
b
))};
THREE
.
CurvePath
.
prototype
.
getPoint
=
function
(
b
){
for
(
var
a
=
b
*
this
.
getLength
(),
c
=
this
.
getCurveLengths
(),
b
=
0
;
b
<
c
.
length
;){
if
(
c
[
b
]
>=
a
){
a
=
c
[
b
]
-
a
;
b
=
this
.
curves
[
b
];
a
=
1
-
a
/
b
.
getLength
();
return
b
.
getPointAt
(
a
)}
b
++
}
return
null
};
THREE
.
CurvePath
.
prototype
.
getLength
=
function
(){
var
b
=
this
.
getCurveLengths
();
return
b
[
b
.
length
-
1
]};
THREE
.
CurvePath
.
prototype
.
getCurveLengths
=
function
(){
if
(
this
.
cacheLengths
&&
this
.
cacheLengths
.
length
==
this
.
curves
.
length
)
return
this
.
cacheLengths
;
var
b
=
[],
a
=
0
,
c
,
d
=
this
.
curves
.
length
;
for
(
c
=
0
;
c
<
d
;
c
++
){
a
=
a
+
this
.
curves
[
c
].
getLength
();
b
.
push
(
a
)}
return
this
.
cacheLengths
=
b
};
THREE
.
CurvePath
.
prototype
.
getBoundingBox
=
function
(){
var
b
=
this
.
getPoints
(),
a
,
c
,
d
,
e
;
a
=
c
=
Number
.
NEGATIVE_INFINITY
;
d
=
e
=
Number
.
POSITIVE_INFINITY
;
var
f
,
g
,
h
,
i
;
i
=
new
THREE
.
Vector2
;
g
=
0
;
for
(
h
=
b
.
length
;
g
<
h
;
g
++
){
f
=
b
[
g
];
if
(
f
.
x
>
a
)
a
=
f
.
x
;
else
if
(
f
.
x
<
d
)
d
=
f
.
x
;
if
(
f
.
y
>
c
)
c
=
f
.
y
;
else
if
(
f
.
y
<
e
)
e
=
f
.
y
;
i
.
addSelf
(
f
.
x
,
f
.
y
)}
return
{
minX
:
d
,
minY
:
e
,
maxX
:
a
,
maxY
:
c
,
centroid
:
i
.
divideScalar
(
h
)}};
THREE
.
CurvePath
.
prototype
.
createPointsGeometry
=
function
(
b
){
return
this
.
createGeometry
(
this
.
getPoints
(
b
,
true
))};
THREE
.
CurvePath
.
prototype
.
createSpacedPointsGeometry
=
function
(
b
){
return
this
.
createGeometry
(
this
.
getSpacedPoints
(
b
,
true
))};
THREE
.
CurvePath
.
prototype
.
createGeometry
=
function
(
b
){
for
(
var
a
=
new
THREE
.
Geometry
,
c
=
0
;
c
<
b
.
length
;
c
++
)
a
.
vertices
.
push
(
new
THREE
.
Vector3
(
b
[
c
].
x
,
b
[
c
].
y
,
0
));
return
a
};
THREE
.
CurvePath
.
prototype
.
addWrapPath
=
function
(
b
){
this
.
bends
.
push
(
b
)};
THREE
.
CurvePath
.
prototype
.
getBoundingBox
=
function
(){
var
b
=
this
.
getPoints
(),
a
,
c
,
d
,
e
,
f
,
g
;
a
=
c
=
Number
.
NEGATIVE_INFINITY
;
e
=
f
=
Number
.
POSITIVE_INFINITY
;
var
h
,
i
,
j
,
l
,
m
=
b
[
0
]
instanceof
THREE
.
Vector3
;
l
=
m
?
new
THREE
.
Vector3
:
new
THREE
.
Vector2
;
i
=
0
;
for
(
j
=
b
.
length
;
i
<
j
;
i
++
){
h
=
b
[
i
];
if
(
h
.
x
>
a
)
a
=
h
.
x
;
else
if
(
h
.
x
<
e
)
e
=
h
.
x
;
if
(
h
.
y
>
c
)
c
=
h
.
y
;
else
if
(
h
.
y
<
f
)
f
=
h
.
y
;
if
(
m
){
if
(
h
.
z
>
d
)
d
=
h
.
z
;
else
if
(
h
.
z
<
g
)
g
=
h
.
z
;
l
.
addSelf
(
h
.
x
,
h
.
y
,
h
.
z
)}
else
l
.
addSelf
(
h
.
x
,
h
.
y
)}
b
=
{
minX
:
e
,
minY
:
f
,
maxX
:
a
,
maxY
:
c
,
centroid
:
l
.
divideScalar
(
j
)};
if
(
m
){
b
.
maxZ
=
d
;
b
.
minZ
=
g
}
return
b
};
THREE
.
CurvePath
.
prototype
.
createPointsGeometry
=
function
(
b
){
return
this
.
createGeometry
(
this
.
getPoints
(
b
,
true
))};
THREE
.
CurvePath
.
prototype
.
createSpacedPointsGeometry
=
function
(
b
){
return
this
.
createGeometry
(
this
.
getSpacedPoints
(
b
,
true
))};
THREE
.
CurvePath
.
prototype
.
createGeometry
=
function
(
b
){
for
(
var
a
=
new
THREE
.
Geometry
,
c
=
0
;
c
<
b
.
length
;
c
++
)
a
.
vertices
.
push
(
new
THREE
.
Vector3
(
b
[
c
].
x
,
b
[
c
].
y
,
b
[
c
].
z
||
0
));
return
a
};
THREE
.
CurvePath
.
prototype
.
addWrapPath
=
function
(
b
){
this
.
bends
.
push
(
b
)};
THREE
.
CurvePath
.
prototype
.
getTransformedPoints
=
function
(
b
,
a
){
var
c
=
this
.
getPoints
(
b
),
d
,
e
;
if
(
!
a
)
a
=
this
.
bends
;
d
=
0
;
for
(
e
=
a
.
length
;
d
<
e
;
d
++
)
c
=
this
.
getWrapPoints
(
c
,
a
[
d
]);
return
c
};
THREE
.
CurvePath
.
prototype
.
getTransformedSpacedPoints
=
function
(
b
,
a
){
var
c
=
this
.
getSpacedPoints
(
b
),
d
,
e
;
if
(
!
a
)
a
=
this
.
bends
;
d
=
0
;
for
(
e
=
a
.
length
;
d
<
e
;
d
++
)
c
=
this
.
getWrapPoints
(
c
,
a
[
d
]);
return
c
};
THREE
.
CurvePath
.
prototype
.
getWrapPoints
=
function
(
b
,
a
){
var
c
=
this
.
getBoundingBox
(),
d
,
e
,
f
,
g
,
h
,
i
;
d
=
0
;
for
(
e
=
b
.
length
;
d
<
e
;
d
++
){
f
=
b
[
d
];
g
=
f
.
x
;
h
=
f
.
y
;
i
=
g
/
c
.
maxX
;
i
=
a
.
getUtoTmapping
(
i
,
g
);
g
=
a
.
getPoint
(
i
);
h
=
a
.
getNormalVector
(
i
).
multiplyScalar
(
h
);
f
.
x
=
g
.
x
+
h
.
x
;
f
.
y
=
g
.
y
+
h
.
y
}
return
b
};
THREE
.
Gyroscope
=
function
(){
THREE
.
Object3D
.
call
(
this
)};
THREE
.
Gyroscope
.
prototype
=
Object
.
create
(
THREE
.
Object3D
.
prototype
);
THREE
.
Gyroscope
.
prototype
.
updateMatrixWorld
=
function
(
b
){
this
.
matrixAutoUpdate
&&
this
.
updateMatrix
();
if
(
this
.
matrixWorldNeedsUpdate
||
b
){
if
(
this
.
parent
){
this
.
matrixWorld
.
multiply
(
this
.
parent
.
matrixWorld
,
this
.
matrix
);
this
.
matrixWorld
.
decompose
(
this
.
translationWorld
,
this
.
rotationWorld
,
this
.
scaleWorld
);
this
.
matrix
.
decompose
(
this
.
translationObject
,
this
.
rotationObject
,
this
.
scaleObject
);
this
.
matrixWorld
.
compose
(
this
.
translationWorld
,
this
.
rotationObject
,
this
.
scaleWorld
)}
else
this
.
matrixWorld
.
copy
(
this
.
matrix
);
...
...
@@ -87,8 +87,8 @@ THREE.Path=function(b){THREE.CurvePath.call(this);this.actions=[];b&&this.fromPo
THREE
.
Path
.
prototype
.
moveTo
=
function
(
b
,
a
){
var
c
=
Array
.
prototype
.
slice
.
call
(
arguments
);
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
MOVE_TO
,
args
:
c
})};
THREE
.
Path
.
prototype
.
lineTo
=
function
(
b
,
a
){
var
c
=
Array
.
prototype
.
slice
.
call
(
arguments
),
d
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
;
this
.
curves
.
push
(
new
THREE
.
LineCurve
(
new
THREE
.
Vector2
(
d
[
d
.
length
-
2
],
d
[
d
.
length
-
1
]),
new
THREE
.
Vector2
(
b
,
a
)));
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
LINE_TO
,
args
:
c
})};
THREE
.
Path
.
prototype
.
quadraticCurveTo
=
function
(
b
,
a
,
c
,
d
){
var
e
=
Array
.
prototype
.
slice
.
call
(
arguments
),
f
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
;
this
.
curves
.
push
(
new
THREE
.
QuadraticBezierCurve
(
new
THREE
.
Vector2
(
f
[
f
.
length
-
2
],
f
[
f
.
length
-
1
]),
new
THREE
.
Vector2
(
b
,
a
),
new
THREE
.
Vector2
(
c
,
d
)));
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
QUADRATIC_CURVE_TO
,
args
:
e
})};
THREE
.
Path
.
prototype
.
bezierCurveTo
=
function
(
b
,
a
,
c
,
d
,
e
,
f
){
var
g
=
Array
.
prototype
.
slice
.
call
(
arguments
),
h
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
;
this
.
curves
.
push
(
new
THREE
.
CubicBezierCurve
(
new
THREE
.
Vector2
(
h
[
h
.
length
-
2
],
h
[
h
.
length
-
1
]),
new
THREE
.
Vector2
(
b
,
a
),
new
THREE
.
Vector2
(
c
,
d
),
new
THREE
.
Vector2
(
e
,
f
)));
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
BEZIER_CURVE_TO
,
args
:
g
})};
THREE
.
Path
.
prototype
.
splineThru
=
function
(
b
){
var
a
=
Array
.
prototype
.
slice
.
call
(
arguments
),
c
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
,
c
=
[
new
THREE
.
Vector2
(
c
[
c
.
length
-
2
],
c
[
c
.
length
-
1
])];
Array
.
prototype
.
push
.
apply
(
c
,
b
);
this
.
curves
.
push
(
new
THREE
.
SplineCurve
(
c
));
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
CSPLINE_THRU
,
args
:
a
})};
THREE
.
Path
.
prototype
.
ellipse
=
function
(
b
,
a
,
c
,
d
,
e
,
f
,
g
){
var
h
=
this
.
actions
[
this
.
actions
.
length
-
1
];
this
.
absellipse
(
h
.
x
+
b
,
h
.
y
+
a
,
c
,
d
,
e
,
f
,
g
)};
THREE
.
Path
.
prototype
.
a
rc
=
function
(
b
,
a
,
c
,
d
,
e
,
f
){
var
g
=
this
.
actions
[
this
.
actions
.
length
-
1
];
this
.
absarc
(
g
.
x
+
b
,
g
.
y
+
a
,
c
,
d
,
e
,
f
)};
THREE
.
Path
.
prototype
.
absellipse
=
function
(
b
,
a
,
c
,
d
,
e
,
f
,
g
){
var
h
=
Array
.
prototype
.
slice
.
call
(
arguments
),
i
=
new
THREE
.
EllipseCurve
(
b
,
a
,
c
,
d
,
e
,
f
,
g
);
this
.
curves
.
push
(
i
);
i
=
i
.
getPoint
(
g
?
1
:
0
);
h
.
push
(
i
.
x
);
h
.
push
(
i
.
y
);
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
ELLIPSE
,
args
:
h
})};
THREE
.
Path
.
prototype
.
absarc
=
function
(
b
,
a
,
c
,
d
,
e
,
f
){
this
.
absellipse
(
b
,
a
,
c
,
c
,
d
,
e
,
f
)};
THREE
.
Path
.
prototype
.
splineThru
=
function
(
b
){
var
a
=
Array
.
prototype
.
slice
.
call
(
arguments
),
c
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
,
c
=
[
new
THREE
.
Vector2
(
c
[
c
.
length
-
2
],
c
[
c
.
length
-
1
])];
Array
.
prototype
.
push
.
apply
(
c
,
b
);
this
.
curves
.
push
(
new
THREE
.
SplineCurve
(
c
));
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
CSPLINE_THRU
,
args
:
a
})};
THREE
.
Path
.
prototype
.
arc
=
function
(
b
,
a
,
c
,
d
,
e
,
f
){
var
g
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
;
this
.
absarc
(
b
+
g
[
g
.
length
-
2
],
a
+
g
[
g
.
length
-
1
],
c
,
d
,
e
,
f
)};
THREE
.
Path
.
prototype
.
a
bsarc
=
function
(
b
,
a
,
c
,
d
,
e
,
f
){
this
.
absellipse
(
b
,
a
,
c
,
c
,
d
,
e
,
f
)};
THREE
.
Path
.
prototype
.
ellipse
=
function
(
b
,
a
,
c
,
d
,
e
,
f
,
g
){
var
h
=
this
.
actions
[
this
.
actions
.
length
-
1
].
args
;
this
.
absellipse
(
b
+
h
[
h
.
length
-
2
],
a
+
h
[
h
.
length
-
1
],
c
,
d
,
e
,
f
,
g
)};
THREE
.
Path
.
prototype
.
absellipse
=
function
(
b
,
a
,
c
,
d
,
e
,
f
,
g
){
var
h
=
Array
.
prototype
.
slice
.
call
(
arguments
),
i
=
new
THREE
.
EllipseCurve
(
b
,
a
,
c
,
d
,
e
,
f
,
g
);
this
.
curves
.
push
(
i
);
i
=
i
.
getPoint
(
g
?
1
:
0
);
h
.
push
(
i
.
x
);
h
.
push
(
i
.
y
);
this
.
actions
.
push
({
action
:
THREE
.
PathActions
.
ELLIPSE
,
args
:
h
}
)};
THREE
.
Path
.
prototype
.
getSpacedPoints
=
function
(
b
){
b
||
(
b
=
40
);
for
(
var
a
=
[],
c
=
0
;
c
<
b
;
c
++
)
a
.
push
(
this
.
getPoint
(
c
/
b
));
return
a
};
THREE
.
Path
.
prototype
.
getPoints
=
function
(
b
,
a
){
if
(
this
.
useSpacedPoints
){
console
.
log
(
"
tata
"
);
return
this
.
getSpacedPoints
(
b
,
a
)}
var
b
=
b
||
12
,
c
=
[],
d
,
e
,
f
,
g
,
h
,
i
,
j
,
l
,
m
,
n
,
k
,
o
,
q
;
d
=
0
;
for
(
e
=
this
.
actions
.
length
;
d
<
e
;
d
++
){
f
=
this
.
actions
[
d
];
g
=
f
.
action
;
f
=
f
.
args
;
switch
(
g
){
case
THREE
.
PathActions
.
MOVE_TO
:
c
.
push
(
new
THREE
.
Vector2
(
f
[
0
],
f
[
1
]));
break
;
case
THREE
.
PathActions
.
LINE_TO
:
c
.
push
(
new
THREE
.
Vector2
(
f
[
0
],
f
[
1
]));
break
;
case
THREE
.
PathActions
.
QUADRATIC_CURVE_TO
:
h
=
f
[
2
];
i
=
f
[
3
];
m
=
f
[
0
];
n
=
f
[
1
];
if
(
c
.
length
>
0
){
g
=
c
[
c
.
length
-
1
];
k
=
g
.
x
;
o
=
g
.
y
}
else
{
g
=
this
.
actions
[
d
-
1
].
args
;
k
=
g
[
g
.
length
-
2
];
o
=
g
[
g
.
length
-
1
]}
for
(
f
=
1
;
f
<=
b
;
f
++
){
q
=
f
/
b
;
g
=
THREE
.
Shape
.
Utils
.
b2
(
q
,
k
,
m
,
h
);
q
=
THREE
.
Shape
.
Utils
.
b2
(
q
,
o
,
n
,
i
);
c
.
push
(
new
THREE
.
Vector2
(
g
,
q
))}
break
;
case
THREE
.
PathActions
.
BEZIER_CURVE_TO
:
h
=
f
[
4
];
i
=
f
[
5
];
m
=
f
[
0
];
n
=
f
[
1
];
j
=
f
[
2
];
l
=
f
[
3
];
if
(
c
.
length
>
0
){
g
=
c
[
c
.
length
-
1
];
k
=
g
.
x
;
o
=
g
.
y
}
else
{
g
=
this
.
actions
[
d
-
1
].
args
;
k
=
g
[
g
.
length
-
2
];
o
=
g
[
g
.
length
-
1
]}
for
(
f
=
1
;
f
<=
b
;
f
++
){
q
=
f
/
b
;
g
=
THREE
.
Shape
.
Utils
.
b3
(
q
,
k
,
m
,
j
,
h
);
q
=
THREE
.
Shape
.
Utils
.
b3
(
q
,
o
,
n
,
l
,
i
);
c
.
push
(
new
THREE
.
Vector2
(
g
,
...
...
@@ -186,8 +186,8 @@ r=e}}THREE.EventTarget.call(this);this.object=b;this.domElement=a!==void 0?a:doc
s
=
s
-
a
};
this
.
rotateRight
=
function
(
a
){
a
===
void
0
&&
(
a
=
f
());
s
=
s
+
a
};
this
.
rotateUp
=
function
(
a
){
a
===
void
0
&&
(
a
=
f
());
p
=
p
-
a
};
this
.
rotateDown
=
function
(
a
){
a
===
void
0
&&
(
a
=
f
());
p
=
p
+
a
};
this
.
zoomIn
=
function
(
a
){
a
===
void
0
&&
(
a
=
Math
.
pow
(
0.95
,
i
.
userZoomSpeed
));
u
=
u
/
a
};
this
.
zoomOut
=
function
(
a
){
a
===
void
0
&&
(
a
=
Math
.
pow
(
0.95
,
i
.
userZoomSpeed
));
u
=
u
*
a
};
this
.
update
=
function
(){
var
a
=
this
.
object
.
position
,
b
=
a
.
clone
().
subSelf
(
this
.
center
),
c
=
Math
.
atan2
(
b
.
x
,
b
.
z
),
d
=
Math
.
atan2
(
Math
.
sqrt
(
b
.
x
*
b
.
x
+
b
.
z
*
b
.
z
),
b
.
y
);
this
.
autoRotate
&&
this
.
rotateLeft
(
f
());
var
c
=
c
+
s
,
d
=
d
+
p
,
d
=
Math
.
max
(
1.0
E
-
6
,
Math
.
min
(
Math
.
PI
-
1.0
E
-
6
,
d
)),
e
=
b
.
length
();
b
.
x
=
e
*
Math
.
sin
(
d
)
*
Math
.
sin
(
c
);
b
.
y
=
e
*
Math
.
cos
(
d
);
b
.
z
=
e
*
Math
.
sin
(
d
)
*
Math
.
cos
(
c
);
b
.
multiplyScalar
(
u
);
a
.
copy
(
this
.
center
).
addSelf
(
b
);
this
.
object
.
lookAt
(
this
.
center
);
p
=
s
=
0
;
u
=
1
;
if
(
t
.
distanceTo
(
this
.
object
.
position
)
>
0
){
this
.
dispatchEvent
(
v
);
t
.
copy
(
this
.
object
.
position
)}};
this
.
domElement
.
addEventListener
(
"
contextmenu
"
,
function
(
a
){
a
.
preventDefault
()},
false
);
this
.
domElement
.
addEventListener
(
"
mousedown
"
,
function
(
a
){
if
(
i
.
userRotate
){
a
.
preventDefault
();
if
(
a
.
button
===
0
||
a
.
button
===
2
){
r
=
c
;
l
.
set
(
a
.
clientX
,
a
.
clientY
)}
else
if
(
a
.
button
===
1
){
r
=
d
;
k
.
set
(
a
.
clientX
,
a
.
clientY
)}
document
.
addEventListener
(
"
mousemove
"
,
g
,
false
);
document
.
addEventListener
(
"
mouseup
"
,
h
,
false
)}},
false
);
this
.
domElement
.
addEventListener
(
"
mousewheel
"
,
function
(
a
){
i
.
userZoom
&&
(
a
.
wheelDelta
>
0
?
i
.
zoomOut
():
i
.
zoomIn
())},
false
)};
THREE
.
CubeGeometry
=
function
(
b
,
a
,
c
,
d
,
e
,
f
,
g
,
h
){
function
i
(
a
,
b
,
c
,
g
,
h
,
i
,
k
,
n
){
var
m
,
l
=
d
||
1
,
o
=
e
||
1
,
q
=
h
/
2
,
p
=
i
/
2
,
s
=
j
.
vertices
.
length
;
if
(
a
===
"
x
"
&&
b
===
"
y
"
||
a
===
"
y
"
&&
b
===
"
x
"
)
m
=
"
z
"
;
else
if
(
a
===
"
x
"
&&
b
===
"
z
"
||
a
===
"
z
"
&&
b
===
"
x
"
){
m
=
"
y
"
;
o
=
f
||
1
}
else
if
(
a
===
"
z
"
&&
b
===
"
y
"
||
a
===
"
y
"
&&
b
===
"
z
"
){
m
=
"
x
"
;
l
=
f
||
1
}
var
t
=
l
+
1
,
u
=
o
+
1
,
I
=
h
/
l
,
M
=
i
/
o
,
J
=
new
THREE
.
Vector3
;
J
[
m
]
=
k
>
0
?
1
:
-
1
;
for
(
h
=
0
;
h
<
u
;
h
++
)
for
(
i
=
0
;
i
<
t
;
i
++
){
var
N
=
new
THREE
.
Vector3
;
N
[
a
]
=
(
i
*
I
-
q
)
*
c
;
N
[
b
]
=
(
h
*
M
-
p
)
*
g
;
N
[
m
]
=
k
;
j
.
vertices
.
push
(
N
)}
for
(
h
=
0
;
h
<
o
;
h
++
)
for
(
i
=
0
;
i
<
l
;
i
++
){
a
=
new
THREE
.
Face4
(
i
+
t
*
h
+
s
,
i
+
t
*
(
h
+
1
)
+
s
,
i
+
1
+
t
*
(
h
+
1
)
+
s
,
i
+
1
+
t
*
h
+
s
);
a
.
normal
.
copy
(
J
);
a
.
vertexNormals
.
push
(
J
.
clone
(),
J
.
clone
(),
J
.
clone
(),
J
.
clone
());
a
.
materialIndex
=
n
;
j
.
faces
.
push
(
a
);
j
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
i
/
l
,
1
-
h
/
o
),
new
THREE
.
UV
(
i
/
l
,
1
-
(
h
+
1
)
/
o
),
new
THREE
.
UV
((
i
+
1
)
/
l
,
1
-
(
h
+
1
)
/
o
),
new
THREE
.
UV
((
i
+
1
)
/
l
,
1
-
h
/
o
)])}}
THREE
.
Geometry
.
call
(
this
);
var
j
=
this
,
l
=
b
/
2
,
m
=
a
/
2
,
n
=
c
/
2
,
k
,
o
,
q
,
p
,
s
,
u
;
if
(
g
!==
void
0
){
if
(
g
instanceof
Array
)
this
.
materials
=
g
;
else
{
this
.
materials
=
[];
for
(
k
=
0
;
k
<
6
;
k
++
)
this
.
materials
.
push
(
g
)}
k
=
0
;
p
=
1
;
o
=
2
;
s
=
3
;
q
=
4
;
u
=
THREE
.
CubeGeometry
=
function
(
b
,
a
,
c
,
d
,
e
,
f
,
g
,
h
){
function
i
(
a
,
b
,
c
,
g
,
h
,
i
,
k
,
m
){
var
n
,
l
=
d
||
1
,
o
=
e
||
1
,
q
=
h
/
2
,
p
=
i
/
2
,
s
=
j
.
vertices
.
length
;
if
(
a
===
"
x
"
&&
b
===
"
y
"
||
a
===
"
y
"
&&
b
===
"
x
"
)
n
=
"
z
"
;
else
if
(
a
===
"
x
"
&&
b
===
"
z
"
||
a
===
"
z
"
&&
b
===
"
x
"
){
n
=
"
y
"
;
o
=
f
||
1
}
else
if
(
a
===
"
z
"
&&
b
===
"
y
"
||
a
===
"
y
"
&&
b
===
"
z
"
){
n
=
"
x
"
;
l
=
f
||
1
}
var
t
=
l
+
1
,
u
=
o
+
1
,
I
=
h
/
l
,
M
=
i
/
o
,
J
=
new
THREE
.
Vector3
;
J
[
n
]
=
k
>
0
?
1
:
-
1
;
for
(
h
=
0
;
h
<
u
;
h
++
)
for
(
i
=
0
;
i
<
t
;
i
++
){
var
N
=
new
THREE
.
Vector3
;
N
[
a
]
=
(
i
*
I
-
q
)
*
c
;
N
[
b
]
=
(
h
*
M
-
p
)
*
g
;
N
[
n
]
=
k
;
j
.
vertices
.
push
(
N
)}
for
(
h
=
0
;
h
<
o
;
h
++
)
for
(
i
=
0
;
i
<
l
;
i
++
){
a
=
new
THREE
.
Face4
(
i
+
t
*
h
+
s
,
i
+
t
*
(
h
+
1
)
+
s
,
i
+
1
+
t
*
(
h
+
1
)
+
s
,
i
+
1
+
t
*
h
+
s
);
a
.
normal
.
copy
(
J
);
a
.
vertexNormals
.
push
(
J
.
clone
(),
J
.
clone
(),
J
.
clone
(),
J
.
clone
());
a
.
materialIndex
=
m
;
j
.
faces
.
push
(
a
);
j
.
faceVertexUvs
[
0
].
push
([
new
THREE
.
UV
(
i
/
l
,
1
-
h
/
o
),
new
THREE
.
UV
(
i
/
l
,
1
-
(
h
+
1
)
/
o
),
new
THREE
.
UV
((
i
+
1
)
/
l
,
1
-
(
h
+
1
)
/
o
),
new
THREE
.
UV
((
i
+
1
)
/
l
,
1
-
h
/
o
)])}}
THREE
.
Geometry
.
call
(
this
);
var
j
=
this
,
l
=
b
/
2
,
m
=
a
/
2
,
n
=
c
/
2
,
k
,
o
,
q
,
p
,
s
,
u
;
if
(
g
!==
void
0
){
if
(
g
instanceof
Array
)
this
.
materials
=
g
;
else
{
this
.
materials
=
[];
for
(
k
=
0
;
k
<
6
;
k
++
)
this
.
materials
.
push
(
g
)}
k
=
0
;
p
=
1
;
o
=
2
;
s
=
3
;
q
=
4
;
u
=
5
}
else
this
.
materials
=
[];
this
.
sides
=
{
px
:
true
,
nx
:
true
,
py
:
true
,
ny
:
true
,
pz
:
true
,
nz
:
true
};
if
(
h
!=
void
0
)
for
(
var
t
in
h
)
this
.
sides
[
t
]
!==
void
0
&&
(
this
.
sides
[
t
]
=
h
[
t
]);
this
.
sides
.
px
&&
i
(
"
z
"
,
"
y
"
,
-
1
,
-
1
,
c
,
a
,
l
,
k
);
this
.
sides
.
nx
&&
i
(
"
z
"
,
"
y
"
,
1
,
-
1
,
c
,
a
,
-
l
,
p
);
this
.
sides
.
py
&&
i
(
"
x
"
,
"
z
"
,
1
,
1
,
b
,
c
,
m
,
o
);
this
.
sides
.
ny
&&
i
(
"
x
"
,
"
z
"
,
1
,
-
1
,
b
,
c
,
-
m
,
s
);
this
.
sides
.
pz
&&
i
(
"
x
"
,
"
y
"
,
1
,
-
1
,
b
,
a
,
n
,
q
);
this
.
sides
.
nz
&&
i
(
"
x
"
,
"
y
"
,
-
1
,
-
1
,
b
,
a
,
-
n
,
u
);
this
.
computeCentroids
();
this
.
mergeVertices
()};
THREE
.
CubeGeometry
.
prototype
=
Object
.
create
(
THREE
.
Geometry
.
prototype
);
THREE
.
CylinderGeometry
=
function
(
b
,
a
,
c
,
d
,
e
,
f
){
THREE
.
Geometry
.
call
(
this
);
var
b
=
b
!==
void
0
?
b
:
20
,
a
=
a
!==
void
0
?
a
:
20
,
c
=
c
!==
void
0
?
c
:
100
,
g
=
c
/
2
,
d
=
d
||
8
,
e
=
e
||
1
,
h
,
i
,
j
=
[],
l
=
[];
for
(
i
=
0
;
i
<=
e
;
i
++
){
var
m
=
[],
n
=
[],
k
=
i
/
e
,
o
=
k
*
(
a
-
b
)
+
b
;
for
(
h
=
0
;
h
<=
d
;
h
++
){
var
q
=
h
/
d
,
p
=
new
THREE
.
Vector3
;
p
.
x
=
o
*
Math
.
sin
(
q
*
Math
.
PI
*
2
);
p
.
y
=-
k
*
c
+
g
;
p
.
z
=
o
*
Math
.
cos
(
q
*
Math
.
PI
*
2
);
this
.
vertices
.
push
(
p
);
m
.
push
(
this
.
vertices
.
length
-
1
);
n
.
push
(
new
THREE
.
UV
(
q
,
k
))}
j
.
push
(
m
);
l
.
push
(
n
)}
c
=
(
a
-
b
)
/
c
;
for
(
h
=
0
;
h
<
d
;
h
++
){
if
(
b
!==
0
){
m
=
this
.
vertices
[
j
[
0
][
h
]].
clone
();
n
=
this
.
vertices
[
j
[
0
][
h
+
1
]].
clone
()}
else
{
m
=
this
.
vertices
[
j
[
1
][
h
]].
clone
();
n
=
this
.
vertices
[
j
[
1
][
h
+
1
]].
clone
()}
m
.
setY
(
Math
.
sqrt
(
m
.
x
*
m
.
x
+
m
.
z
*
m
.
z
)
*
c
).
normalize
();
n
.
setY
(
Math
.
sqrt
(
n
.
x
*
n
.
x
+
n
.
z
*
n
.
z
)
*
c
).
normalize
();
for
(
i
=
0
;
i
<
e
;
i
++
){
var
k
=
j
[
i
][
h
],
o
=
j
[
i
+
1
][
h
],
q
=
j
[
i
+
1
][
h
+
1
],
p
=
j
[
i
][
h
+
1
],
s
=
m
.
clone
(),
u
=
m
.
clone
(),
t
=
n
.
clone
(),
r
=
n
.
clone
(),
v
=
l
[
i
][
h
].
clone
(),
z
=
l
[
i
+
1
][
h
].
clone
(),
A
=
l
[
i
+
1
][
h
+
1
].
clone
(),
x
=
l
[
i
][
h
+
1
].
clone
();
this
.
faces
.
push
(
new
THREE
.
Face4
(
k
,
o
,
q
,
p
,[
s
,
u
,
t
,
r
]));
this
.
faceVertexUvs
[
0
].
push
([
v
,
z
,
A
,
x
])}}
if
(
!
f
&&
b
>
0
){
this
.
vertices
.
push
(
new
THREE
.
Vector3
(
0
,
...
...
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