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three.js
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e47616cf
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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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e47616cf
编写于
2月 07, 2014
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
0ea836dd
变更
2
展开全部
隐藏空白更改
内联
并排
Showing
2 changed file
with
61 addition
and
75 deletion
+61
-75
build/three.js
build/three.js
+49
-63
build/three.min.js
build/three.min.js
+12
-12
未找到文件。
build/three.js
浏览文件 @
e47616cf
...
...
@@ -8035,7 +8035,7 @@ THREE.Projector = function () {
};
var
handle
Vertex = function ( x, y, z ) {
var
push
Vertex = function ( x, y, z ) {
_vertex = getNextVertexInPool();
_vertex.position.set( x, y, z );
...
...
@@ -8064,7 +8064,7 @@ THREE.Projector = function () {
};
var
handle
Line = function ( a, b ) {
var
push
Line = function ( a, b ) {
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
...
...
@@ -8082,7 +8082,7 @@ THREE.Projector = function () {
};
var
handle
Triangle = function ( a, b, c ) {
var
push
Triangle = function ( a, b, c ) {
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
...
...
@@ -8110,9 +8110,9 @@ THREE.Projector = function () {
setObject: setObject,
projectVertex: projectVertex,
checkTriangleVisibility: checkTriangleVisibility,
handleVertex: handle
Vertex,
handleLine: handle
Line,
handleTriangle: handle
Triangle
pushVertex: push
Vertex,
pushLine: push
Line,
pushTriangle: push
Triangle
}
};
...
...
@@ -8165,7 +8165,7 @@ THREE.Projector = function () {
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
renderList.
handle
Vertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
renderList.
push
Vertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
...
...
@@ -8175,7 +8175,7 @@ THREE.Projector = function () {
for ( var i = 0, l = indices.length; i < l; i += 3 ) {
renderList.
handle
Triangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
renderList.
push
Triangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
...
...
@@ -8183,7 +8183,7 @@ THREE.Projector = function () {
for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
renderList.
handle
Triangle( i, i + 1, i + 2 );
renderList.
push
Triangle( i, i + 1, i + 2 );
}
...
...
@@ -8193,17 +8193,17 @@ THREE.Projector = function () {
} else if ( geometry instanceof THREE.Geometry2 ) {
v
ar positions = geometry.position
s;
v
ertices = geometry.vertice
s;
for ( var i = 0, l =
position
s.length; i < l; i += 3 ) {
for ( var i = 0, l =
vertice
s.length; i < l; i += 3 ) {
renderList.
handleVertex( positions[ i ], positions[ i + 1 ], position
s[ i + 2 ] );
renderList.
pushVertex( vertices[ i ], vertices[ i + 1 ], vertice
s[ i + 2 ] );
}
for ( var i = 0, l =
position
s.length / 3; i < l; i += 3 ) {
for ( var i = 0, l =
vertice
s.length / 3; i < l; i += 3 ) {
renderList.
handle
Triangle( i, i + 1, i + 2 );
renderList.
push
Triangle( i, i + 1, i + 2 );
}
...
...
@@ -8221,7 +8221,7 @@ THREE.Projector = function () {
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
var vertex = vertices[ v ];
renderList.
handle
Vertex( vertex.x, vertex.y, vertex.z );
renderList.
push
Vertex( vertex.x, vertex.y, vertex.z );
}
...
...
@@ -8372,7 +8372,7 @@ THREE.Projector = function () {
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
renderList.
handle
Vertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
renderList.
push
Vertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
...
...
@@ -8382,7 +8382,7 @@ THREE.Projector = function () {
for ( var i = 0, l = indices.length; i < l; i += 2 ) {
renderList.
handle
Line( indices[ i ], indices[ i + 1 ] );
renderList.
push
Line( indices[ i ], indices[ i + 1 ] );
}
...
...
@@ -8390,7 +8390,7 @@ THREE.Projector = function () {
for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i ++ ) {
renderList.
handle
Line( i, i + 1 );
renderList.
push
Line( i, i + 1 );
}
...
...
@@ -9364,7 +9364,7 @@ THREE.Geometry2 = function ( size ) {
this.name = '';
this.
position
s = size !== undefined ? new Float32Array( size * 3 ) : [];
this.
vertice
s = size !== undefined ? new Float32Array( size * 3 ) : [];
this.normals = size !== undefined ? new Float32Array( size * 3 ) : [];
this.uvs = size !== undefined ? new Float32Array( size * 2 ) : [];
...
...
@@ -9379,7 +9379,7 @@ THREE.Geometry2.prototype = {
applyMatrix: function ( matrix ) {
matrix.multiplyVector3Array( this.
position
s );
matrix.multiplyVector3Array( this.
vertice
s );
},
...
...
@@ -9398,12 +9398,12 @@ THREE.Geometry2.prototype = {
box.makeEmpty();
var
positions = this.position
s;
var
vertices = this.vertice
s;
var center = this.boundingSphere.center;
for ( var i = 0, il =
position
s.length; i < il; i += 3 ) {
for ( var i = 0, il =
vertice
s.length; i < il; i += 3 ) {
vector.set(
positions[ i ], positions[ i + 1 ], position
s[ i + 2 ] );
vector.set(
vertices[ i ], vertices[ i + 1 ], vertice
s[ i + 2 ] );
box.addPoint( vector );
}
...
...
@@ -9412,9 +9412,9 @@ THREE.Geometry2.prototype = {
var maxRadiusSq = 0;
for ( var i = 0, il =
position
s.length; i < il; i += 3 ) {
for ( var i = 0, il =
vertice
s.length; i < il; i += 3 ) {
vector.set(
positions[ i ], positions[ i + 1 ], position
s[ i + 2 ] );
vector.set(
vertices[ i ], vertices[ i + 1 ], vertice
s[ i + 2 ] );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
}
...
...
@@ -31946,28 +31946,14 @@ THREE.BoxGeometry2 = function ( width, height, depth, widthSegments, heightSegme
var vector = new THREE.Vector3();
var vertices = [];
var positions = [];
var addPosition = function ( a, b, c ) {
positions.push(
vertices[ a ],
vertices[ a + 1 ],
vertices[ a + 2 ]
);
var vectors = [];
var vertices = this.vertices;
positions.push(
vertices[ b ],
vertices[ b + 1 ],
vertices[ b + 2 ]
);
var addVertex = function ( a, b, c ) {
positions.push(
vertices[ c ],
vertices[ c + 1 ],
vertices[ c + 2 ]
);
vertices.push( vectors[ a ], vectors[ a + 1 ], vectors[ a + 2 ] );
vertices.push( vectors[ b ], vectors[ b + 1 ], vectors[ b + 2 ] );
vertices.push( vectors[ c ], vectors[ c + 1 ], vectors[ c + 2 ] );
};
...
...
@@ -31985,7 +31971,7 @@ THREE.BoxGeometry2 = function ( width, height, depth, widthSegments, heightSegme
gridY = scope.heightSegments,
width_half = width / 2,
height_half = height / 2,
offset = ve
rtice
s.length;
offset = ve
ctor
s.length;
if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
...
...
@@ -32019,7 +32005,7 @@ THREE.BoxGeometry2 = function ( width, height, depth, widthSegments, heightSegme
vector[ v ] = ( iy * segment_height - height_half ) * vdir;
vector[ w ] = depth;
ve
rtice
s.push( vector.x, vector.y, vector.z );
ve
ctor
s.push( vector.x, vector.y, vector.z );
}
...
...
@@ -32034,8 +32020,8 @@ THREE.BoxGeometry2 = function ( width, height, depth, widthSegments, heightSegme
var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
var d = ( ix + 1 ) + gridX1 * iy;
add
Position
( a * 3 + offset, b * 3 + offset, d * 3 + offset );
add
Position
( b * 3 + offset, c * 3 + offset, d * 3 + offset );
add
Vertex
( a * 3 + offset, b * 3 + offset, d * 3 + offset );
add
Vertex
( b * 3 + offset, c * 3 + offset, d * 3 + offset );
}
...
...
@@ -32043,7 +32029,7 @@ THREE.BoxGeometry2 = function ( width, height, depth, widthSegments, heightSegme
}
this.
positions = new Float32Array( position
s );
this.
vertices = new Float32Array( vertice
s );
};
...
...
@@ -33299,7 +33285,7 @@ THREE.PlaneGeometry2 = function ( width, height, widthSegments, heightSegments )
THREE.Geometry2.call( this, ( widthSegments * heightSegments ) * 2 * 3 );
var
positions = this.position
s;
var
vertices = this.vertice
s;
var normals = this.normals;
var uvs = this.uvs;
...
...
@@ -33332,33 +33318,33 @@ THREE.PlaneGeometry2 = function ( width, height, widthSegments, heightSegments )
var x1 = ix * segmentWidth - widthHalf;
var x2 = ( ix + 1 ) * segmentWidth - widthHalf;
position
s[ offset ++ ] = x1;
position
s[ offset ++ ] = y1;
vertice
s[ offset ++ ] = x1;
vertice
s[ offset ++ ] = y1;
offset ++;
position
s[ offset ++ ] = x2;
position
s[ offset ++ ] = y1;
vertice
s[ offset ++ ] = x2;
vertice
s[ offset ++ ] = y1;
offset ++;
position
s[ offset ++ ] = x1;
position
s[ offset ++ ] = y2;
vertice
s[ offset ++ ] = x1;
vertice
s[ offset ++ ] = y2;
offset ++;
position
s[ offset ++ ] = x2;
position
s[ offset ++ ] = y1;
vertice
s[ offset ++ ] = x2;
vertice
s[ offset ++ ] = y1;
offset ++;
position
s[ offset ++ ] = x2;
position
s[ offset ++ ] = y2;
vertice
s[ offset ++ ] = x2;
vertice
s[ offset ++ ] = y2;
offset ++;
position
s[ offset ++ ] = x1;
position
s[ offset ++ ] = y2;
vertice
s[ offset ++ ] = x1;
vertice
s[ offset ++ ] = y2;
offset ++;
...
...
build/three.min.js
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e47616cf
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