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three.js
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ec4e8df3
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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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ec4e8df3
编写于
2月 19, 2017
作者:
M
Mr.doob
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电子邮件补丁
差异文件
Updated builds.
上级
1af99dc9
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
307 addition
and
301 deletion
+307
-301
build/three.js
build/three.js
+14
-11
build/three.min.js
build/three.min.js
+279
-279
build/three.module.js
build/three.module.js
+14
-11
未找到文件。
build/three.js
浏览文件 @
ec4e8df3
...
...
@@ -22833,25 +22833,28 @@
raycast: ( function () {
var matrixPosition = new Vector3();
var intersectPoint = new Vector3();
var worldPosition = new Vector3();
var worldScale = new Vector3();
return function raycast( raycaster, intersects ) {
matrixPosition.setFromMatrixPosition( this.matrixWorld );
worldPosition.setFromMatrixPosition( this.matrixWorld );
raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition
);
var guessSizeSq =
this.scale.x * this.s
cale.y / 4;
worldScale.setFromMatrixScale( this.matrixWorld
);
var guessSizeSq =
worldScale.x * worldS
cale.y / 4;
if (
distanceSq > guessSizeSq ) {
if (
worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
return
;
var distance = raycaster.ray.origin.distanceTo( intersectPoint )
;
}
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance:
Math.sqrt( distanceSq )
,
point:
this.position
,
distance:
distance
,
point:
intersectPoint.clone()
,
face: null,
object: this
...
...
@@ -39171,7 +39174,7 @@
start: function () {
this.startTime = (
performance || Date ).now();
this.startTime = (
typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
this.oldTime = this.startTime;
this.elapsedTime = 0;
...
...
@@ -39205,7 +39208,7 @@
if ( this.running ) {
var newTime = (
performance || Dat
e ).now();
var newTime = (
typeof performance === 'undefined' ? Date : performanc
e ).now();
diff = ( newTime - this.oldTime ) / 1000;
this.oldTime = newTime;
...
...
build/three.min.js
浏览文件 @
ec4e8df3
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
build/three.module.js
浏览文件 @
ec4e8df3
...
...
@@ -22827,25 +22827,28 @@ Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
raycast: ( function () {
var matrixPosition = new Vector3();
var intersectPoint = new Vector3();
var worldPosition = new Vector3();
var worldScale = new Vector3();
return function raycast( raycaster, intersects ) {
matrixPosition.setFromMatrixPosition( this.matrixWorld );
worldPosition.setFromMatrixPosition( this.matrixWorld );
raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition
);
var guessSizeSq =
this.scale.x * this.s
cale.y / 4;
worldScale.setFromMatrixScale( this.matrixWorld
);
var guessSizeSq =
worldScale.x * worldS
cale.y / 4;
if (
distanceSq > guessSizeSq ) {
if (
worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
return
;
var distance = raycaster.ray.origin.distanceTo( intersectPoint )
;
}
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance:
Math.sqrt( distanceSq )
,
point:
this.position
,
distance:
distance
,
point:
intersectPoint.clone()
,
face: null,
object: this
...
...
@@ -39165,7 +39168,7 @@ Object.assign( Clock.prototype, {
start: function () {
this.startTime = (
performance || Date ).now();
this.startTime = (
typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
this.oldTime = this.startTime;
this.elapsedTime = 0;
...
...
@@ -39199,7 +39202,7 @@ Object.assign( Clock.prototype, {
if ( this.running ) {
var newTime = (
performance || Dat
e ).now();
var newTime = (
typeof performance === 'undefined' ? Date : performanc
e ).now();
diff = ( newTime - this.oldTime ) / 1000;
this.oldTime = newTime;
...
...
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