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e6c13503
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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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e6c13503
编写于
5月 07, 2018
作者:
M
Mr.doob
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电子邮件补丁
差异文件
Updated builds.
上级
95c229ad
变更
3
展开全部
隐藏空白更改
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Showing
3 changed file
with
379 addition
and
397 deletion
+379
-397
build/three.js
build/three.js
+20
-29
build/three.min.js
build/three.min.js
+339
-339
build/three.module.js
build/three.module.js
+20
-29
未找到文件。
build/three.js
浏览文件 @
e6c13503
...
...
@@ -4582,6 +4582,8 @@
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true;
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
...
...
@@ -5241,41 +5243,30 @@
},
applyMatrix4: function () {
var points = [
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3()
];
applyMatrix4: function ( matrix ) {
return function applyMatrix4( matrix ) {
// transform of empty box is an empty box.
if ( this.isEmpty( ) ) return this;
// transform of empty box is an empty box.
if ( this.isEmpty() ) return this;
var m = matrix.elements;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
var xax = m[ 0 ] * this.min.x, xay = m[ 1 ] * this.min.x, xaz = m[ 2 ] * this.min.x;
var xbx = m[ 0 ] * this.max.x, xby = m[ 1 ] * this.max.x, xbz = m[ 2 ] * this.max.x;
var yax = m[ 4 ] * this.min.y, yay = m[ 5 ] * this.min.y, yaz = m[ 6 ] * this.min.y;
var ybx = m[ 4 ] * this.max.y, yby = m[ 5 ] * this.max.y, ybz = m[ 6 ] * this.max.y;
var zax = m[ 8 ] * this.min.z, zay = m[ 9 ] * this.min.z, zaz = m[ 10 ] * this.min.z;
var zbx = m[ 8 ] * this.max.z, zby = m[ 9 ] * this.max.z, zbz = m[ 10 ] * this.max.z;
this.setFromPoints( points );
this.min.x = Math.min( xax, xbx ) + Math.min( yax, ybx ) + Math.min( zax, zbx ) + m[ 12 ];
this.min.y = Math.min( xay, xby ) + Math.min( yay, yby ) + Math.min( zay, zby ) + m[ 13 ];
this.min.z = Math.min( xaz, xbz ) + Math.min( yaz, ybz ) + Math.min( zaz, zbz ) + m[ 14 ];
this.max.x = Math.max( xax, xbx ) + Math.max( yax, ybx ) + Math.max( zax, zbx ) + m[ 12 ];
this.max.y = Math.max( xay, xby ) + Math.max( yay, yby ) + Math.max( zay, zby ) + m[ 13 ];
this.max.z = Math.max( xaz, xbz ) + Math.max( yaz, ybz ) + Math.max( zaz, zbz ) + m[ 14 ];
return this;
};
return this;
}
()
,
},
translate: function ( offset ) {
build/three.min.js
浏览文件 @
e6c13503
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
e6c13503
...
...
@@ -4576,6 +4576,8 @@ function WebGLRenderTarget( width, height, options ) {
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true;
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
...
...
@@ -5235,41 +5237,30 @@ Object.assign( Box3.prototype, {
},
applyMatrix4: function () {
var points = [
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3(),
new Vector3()
];
applyMatrix4: function ( matrix ) {
return function applyMatrix4( matrix ) {
// transform of empty box is an empty box.
if ( this.isEmpty( ) ) return this;
// transform of empty box is an empty box.
if ( this.isEmpty() ) return this;
var m = matrix.elements;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
var xax = m[ 0 ] * this.min.x, xay = m[ 1 ] * this.min.x, xaz = m[ 2 ] * this.min.x;
var xbx = m[ 0 ] * this.max.x, xby = m[ 1 ] * this.max.x, xbz = m[ 2 ] * this.max.x;
var yax = m[ 4 ] * this.min.y, yay = m[ 5 ] * this.min.y, yaz = m[ 6 ] * this.min.y;
var ybx = m[ 4 ] * this.max.y, yby = m[ 5 ] * this.max.y, ybz = m[ 6 ] * this.max.y;
var zax = m[ 8 ] * this.min.z, zay = m[ 9 ] * this.min.z, zaz = m[ 10 ] * this.min.z;
var zbx = m[ 8 ] * this.max.z, zby = m[ 9 ] * this.max.z, zbz = m[ 10 ] * this.max.z;
this.setFromPoints( points );
this.min.x = Math.min( xax, xbx ) + Math.min( yax, ybx ) + Math.min( zax, zbx ) + m[ 12 ];
this.min.y = Math.min( xay, xby ) + Math.min( yay, yby ) + Math.min( zay, zby ) + m[ 13 ];
this.min.z = Math.min( xaz, xbz ) + Math.min( yaz, ybz ) + Math.min( zaz, zbz ) + m[ 14 ];
this.max.x = Math.max( xax, xbx ) + Math.max( yax, ybx ) + Math.max( zax, zbx ) + m[ 12 ];
this.max.y = Math.max( xay, xby ) + Math.max( yay, yby ) + Math.max( zay, zby ) + m[ 13 ];
this.max.z = Math.max( xaz, xbz ) + Math.max( yaz, ybz ) + Math.max( zaz, zbz ) + m[ 14 ];
return this;
};
return this;
}
()
,
},
translate: function ( offset ) {
...
...
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