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feb60d1f
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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feb60d1f
编写于
3月 23, 2011
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
fd3e2c18
变更
6
展开全部
隐藏空白更改
内联
并排
Showing
6 changed file
with
149 addition
and
149 deletion
+149
-149
build/Three.js
build/Three.js
+94
-94
build/custom/ThreeCanvas.js
build/custom/ThreeCanvas.js
+4
-4
build/custom/ThreeDOM.js
build/custom/ThreeDOM.js
+4
-4
build/custom/ThreeExtras.js
build/custom/ThreeExtras.js
+39
-39
build/custom/ThreeSVG.js
build/custom/ThreeSVG.js
+4
-4
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+4
-4
未找到文件。
build/Three.js
浏览文件 @
feb60d1f
此差异已折叠。
点击以展开。
build/custom/ThreeCanvas.js
浏览文件 @
feb60d1f
// ThreeCanvas.js r37 - http://github.com/mrdoob/three.js
var
THREE
=
THREE
||
{};
THREE
.
Color
=
function
(
a
){
this
.
setHex
(
a
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
e
,
d
,
f
,
g
,
j
,
h
;
if
(
c
==
0
)
e
=
d
=
f
=
0
;
else
{
g
=
Math
.
floor
(
a
*
6
);
j
=
a
*
6
-
g
;
a
=
c
*
(
1
-
b
);
h
=
c
*
(
1
-
b
*
j
);
b
=
c
*
(
1
-
b
*
(
1
-
j
));
switch
(
g
){
case
1
:
e
=
h
;
d
=
c
;
f
=
a
;
break
;
case
2
:
e
=
a
;
d
=
c
;
f
=
b
;
break
;
case
3
:
e
=
a
;
d
=
h
;
f
=
c
;
break
;
case
4
:
e
=
b
;
d
=
a
;
f
=
c
;
break
;
case
5
:
e
=
c
;
d
=
a
;
f
=
h
;
break
;
case
6
:
case
0
:
e
=
c
;
d
=
b
;
f
=
a
}}
this
.
r
=
e
;
this
.
g
=
d
;
this
.
b
=
f
;
if
(
this
.
autoUpdate
){
this
.
updateHex
()
;
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
copy
:
function
(
a
){
this
.
r
=
a
.
r
;
this
.
g
=
a
.
g
;
this
.
b
=
a
.
b
;
this
.
hex
=
a
.
hex
;
this
.
__styleString
=
a
.
__styleString
},
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
e
,
d
,
f
,
g
,
j
,
h
;
if
(
c
==
0
)
e
=
d
=
f
=
0
;
else
{
g
=
Math
.
floor
(
a
*
6
);
j
=
a
*
6
-
g
;
a
=
c
*
(
1
-
b
);
h
=
c
*
(
1
-
b
*
j
);
b
=
c
*
(
1
-
b
*
(
1
-
j
));
switch
(
g
){
case
1
:
e
=
h
;
d
=
c
;
f
=
a
;
break
;
case
2
:
e
=
a
;
d
=
c
;
f
=
b
;
break
;
case
3
:
e
=
a
;
d
=
h
;
f
=
c
;
break
;
case
4
:
e
=
b
;
d
=
a
;
f
=
c
;
break
;
case
5
:
e
=
c
;
d
=
a
;
f
=
h
;
break
;
case
6
:
case
0
:
e
=
c
;
d
=
b
;
f
=
a
}}
this
.
r
=
e
;
this
.
g
=
d
;
this
.
b
=
f
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Vector2
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
x
=
a
;
this
.
y
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
);
return
this
},
multiplyScalar
:
function
(
a
){
this
.
set
(
this
.
x
*
a
,
this
.
y
*
a
);
return
this
},
negate
:
function
(){
this
.
set
(
-
this
.
x
,
-
this
.
y
);
return
this
},
unit
:
function
(){
this
.
multiplyScalar
(
1
/
this
.
length
());
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
lengthSq
())},
lengthSq
:
function
(){
return
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
},
clone
:
function
(){
return
new
THREE
.
Vector2
(
this
.
x
,
this
.
y
)}};
THREE
.
Vector3
=
function
(
a
,
b
,
c
){
this
.
set
(
a
||
0
,
b
||
0
,
c
||
0
)};
THREE
.
Vector3
.
prototype
=
{
set
:
function
(
a
,
b
,
c
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
,
a
.
z
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
,
a
.
z
+
b
.
z
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
,
this
.
z
+
a
.
z
);
return
this
},
addScalar
:
function
(
a
){
this
.
set
(
this
.
x
+
a
,
this
.
y
+
a
,
this
.
z
+
a
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
,
a
.
z
-
b
.
z
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
,
this
.
z
-
a
.
z
);
return
this
},
cross
:
function
(
a
,
...
...
@@ -48,7 +48,7 @@ b,c)}};THREE.Quaternion=function(a,b,c,e){this.set(a||0,b||0,c||0,e!==undefined?
THREE
.
Quaternion
.
prototype
=
{
set
:
function
(
a
,
b
,
c
,
e
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
this
.
w
=
e
;
return
this
},
setFromEuler
:
function
(
a
){
var
b
=
0.5
*
Math
.
PI
/
360
,
c
=
a
.
x
*
b
,
e
=
a
.
y
*
b
,
d
=
a
.
z
*
b
;
a
=
Math
.
cos
(
e
);
e
=
Math
.
sin
(
e
);
b
=
Math
.
cos
(
-
d
);
d
=
Math
.
sin
(
-
d
);
var
f
=
Math
.
cos
(
c
);
c
=
Math
.
sin
(
c
);
var
g
=
a
*
b
,
j
=
e
*
d
;
this
.
w
=
g
*
f
-
j
*
c
;
this
.
x
=
g
*
c
+
j
*
f
;
this
.
y
=
e
*
b
*
f
+
a
*
d
*
c
;
this
.
z
=
a
*
d
*
f
-
e
*
b
*
c
;
return
this
},
calculateW
:
function
(){
this
.
w
=-
Math
.
sqrt
(
Math
.
abs
(
1
-
this
.
x
*
this
.
x
-
this
.
y
*
this
.
y
-
this
.
z
*
this
.
z
));
return
this
},
inverse
:
function
(){
this
.
x
*=-
1
;
this
.
y
*=
-
1
;
this
.
z
*=-
1
;
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
)},
normalize
:
function
(){
var
a
=
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
);
if
(
a
==
0
)
this
.
w
=
this
.
z
=
this
.
y
=
this
.
x
=
0
;
else
{
a
=
1
/
a
;
this
.
x
*=
a
;
this
.
y
*=
a
;
this
.
z
*=
a
;
this
.
w
*=
a
}
return
this
},
multiplySelf
:
function
(
a
){
var
b
=
this
.
x
,
c
=
this
.
y
,
e
=
this
.
z
,
d
=
this
.
w
,
f
=
a
.
x
,
g
=
a
.
y
,
j
=
a
.
z
;
a
=
a
.
w
;
this
.
x
=
b
*
a
+
d
*
f
+
c
*
j
-
e
*
g
;
this
.
y
=
c
*
a
+
d
*
g
+
e
*
f
-
b
*
j
;
this
.
z
=
e
*
a
+
d
*
j
+
b
*
g
-
c
*
f
;
this
.
w
=
d
*
a
-
b
*
f
-
c
*
g
-
e
*
j
;
return
this
},
multiplyVector3
:
function
(
a
,
b
){
b
||
(
b
=
a
);
var
c
=
a
.
x
,
e
=
a
.
y
,
d
=
a
.
z
,
f
=
this
.
x
,
g
=
this
.
y
,
j
=
this
.
z
,
h
=
this
.
w
,
i
=
h
*
c
+
g
*
d
-
j
*
e
,
l
=
h
*
e
+
j
*
c
-
f
*
d
,
m
=
h
*
d
+
f
*
e
-
g
*
c
;
c
=-
f
*
c
-
g
*
e
-
j
*
d
;
b
.
x
=
i
*
h
+
c
*-
f
+
l
*-
j
-
m
*-
g
;
b
.
y
=
l
*
h
+
c
*-
g
+
m
*-
f
-
i
*-
j
;
b
.
z
=
m
*
h
+
c
*-
j
+
i
*-
g
-
l
*-
f
;
return
b
}};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
e
){
var
d
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
d
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
f
=
Math
.
acos
(
d
),
g
=
Math
.
sqrt
(
1
-
d
*
d
);
if
(
Math
.
abs
(
g
)
<
0.001
0
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
d
=
Math
.
sin
((
1
-
e
)
*
f
)
/
g
;
e
=
Math
.
sin
(
e
*
f
)
/
g
;
c
.
w
=
a
.
w
*
d
+
b
.
w
*
e
;
c
.
x
=
a
.
x
*
d
+
b
.
x
*
e
;
c
.
y
=
a
.
y
*
d
+
b
.
y
*
e
;
c
.
z
=
a
.
z
*
d
+
b
.
z
*
e
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
e
){
var
d
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
d
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
f
=
Math
.
acos
(
d
),
g
=
Math
.
sqrt
(
1
-
d
*
d
);
if
(
Math
.
abs
(
g
)
<
0.001
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
d
=
Math
.
sin
((
1
-
e
)
*
f
)
/
g
;
e
=
Math
.
sin
(
e
*
f
)
/
g
;
c
.
w
=
a
.
w
*
d
+
b
.
w
*
e
;
c
.
x
=
a
.
x
*
d
+
b
.
x
*
e
;
c
.
y
=
a
.
y
*
d
+
b
.
y
*
e
;
c
.
z
=
a
.
z
*
d
+
b
.
z
*
e
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Face3
=
function
(
a
,
b
,
c
,
e
,
d
,
f
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
normal
=
e
instanceof
THREE
.
Vector3
?
e
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
e
instanceof
Array
?
e
:[];
this
.
color
=
d
instanceof
THREE
.
Color
?
d
:
new
THREE
.
Color
;
this
.
vertexColors
=
d
instanceof
Array
?
d
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
f
instanceof
Array
?
f
:[
f
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
Face4
=
function
(
a
,
b
,
c
,
e
,
d
,
f
,
g
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
d
=
e
;
this
.
normal
=
d
instanceof
THREE
.
Vector3
?
d
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
d
instanceof
Array
?
d
:[];
this
.
color
=
f
instanceof
THREE
.
Color
?
f
:
new
THREE
.
Color
;
this
.
vertexColors
=
f
instanceof
Array
?
f
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
g
instanceof
Array
?
g
:[
g
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
UV
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
UV
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
u
=
a
;
this
.
v
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
u
,
a
.
v
);
return
this
}};
THREE
.
Geometry
=
function
(){
this
.
id
=
"
Geometry
"
+
THREE
.
GeometryIdCounter
++
;
this
.
vertices
=
[];
this
.
colors
=
[];
this
.
faces
=
[];
this
.
faceUvs
=
[[]];
this
.
faceVertexUvs
=
[[]];
this
.
morphTargets
=
[];
this
.
skinWeights
=
[];
this
.
skinIndices
=
[];
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
};
...
...
build/custom/ThreeDOM.js
浏览文件 @
feb60d1f
// ThreeDOM.js r37 - http://github.com/mrdoob/three.js
var
THREE
=
THREE
||
{};
THREE
.
Color
=
function
(
a
){
this
.
setHex
(
a
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
e
,
d
,
g
,
f
,
i
,
h
;
if
(
c
==
0
)
e
=
d
=
g
=
0
;
else
{
f
=
Math
.
floor
(
a
*
6
);
i
=
a
*
6
-
f
;
a
=
c
*
(
1
-
b
);
h
=
c
*
(
1
-
b
*
i
);
b
=
c
*
(
1
-
b
*
(
1
-
i
));
switch
(
f
){
case
1
:
e
=
h
;
d
=
c
;
g
=
a
;
break
;
case
2
:
e
=
a
;
d
=
c
;
g
=
b
;
break
;
case
3
:
e
=
a
;
d
=
h
;
g
=
c
;
break
;
case
4
:
e
=
b
;
d
=
a
;
g
=
c
;
break
;
case
5
:
e
=
c
;
d
=
a
;
g
=
h
;
break
;
case
6
:
case
0
:
e
=
c
;
d
=
b
;
g
=
a
}}
this
.
r
=
e
;
this
.
g
=
d
;
this
.
b
=
g
;
if
(
this
.
autoUpdate
){
this
.
updateHex
()
;
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
copy
:
function
(
a
){
this
.
r
=
a
.
r
;
this
.
g
=
a
.
g
;
this
.
b
=
a
.
b
;
this
.
hex
=
a
.
hex
;
this
.
__styleString
=
a
.
__styleString
},
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
e
,
d
,
g
,
f
,
i
,
h
;
if
(
c
==
0
)
e
=
d
=
g
=
0
;
else
{
f
=
Math
.
floor
(
a
*
6
);
i
=
a
*
6
-
f
;
a
=
c
*
(
1
-
b
);
h
=
c
*
(
1
-
b
*
i
);
b
=
c
*
(
1
-
b
*
(
1
-
i
));
switch
(
f
){
case
1
:
e
=
h
;
d
=
c
;
g
=
a
;
break
;
case
2
:
e
=
a
;
d
=
c
;
g
=
b
;
break
;
case
3
:
e
=
a
;
d
=
h
;
g
=
c
;
break
;
case
4
:
e
=
b
;
d
=
a
;
g
=
c
;
break
;
case
5
:
e
=
c
;
d
=
a
;
g
=
h
;
break
;
case
6
:
case
0
:
e
=
c
;
d
=
b
;
g
=
a
}}
this
.
r
=
e
;
this
.
g
=
d
;
this
.
b
=
g
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Vector2
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
x
=
a
;
this
.
y
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
);
return
this
},
multiplyScalar
:
function
(
a
){
this
.
set
(
this
.
x
*
a
,
this
.
y
*
a
);
return
this
},
negate
:
function
(){
this
.
set
(
-
this
.
x
,
-
this
.
y
);
return
this
},
unit
:
function
(){
this
.
multiplyScalar
(
1
/
this
.
length
());
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
lengthSq
())},
lengthSq
:
function
(){
return
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
},
clone
:
function
(){
return
new
THREE
.
Vector2
(
this
.
x
,
this
.
y
)}};
THREE
.
Vector3
=
function
(
a
,
b
,
c
){
this
.
set
(
a
||
0
,
b
||
0
,
c
||
0
)};
THREE
.
Vector3
.
prototype
=
{
set
:
function
(
a
,
b
,
c
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
,
a
.
z
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
,
a
.
z
+
b
.
z
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
,
this
.
z
+
a
.
z
);
return
this
},
addScalar
:
function
(
a
){
this
.
set
(
this
.
x
+
a
,
this
.
y
+
a
,
this
.
z
+
a
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
,
a
.
z
-
b
.
z
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
,
this
.
z
-
a
.
z
);
return
this
},
cross
:
function
(
a
,
...
...
@@ -48,7 +48,7 @@ b,c)}};THREE.Quaternion=function(a,b,c,e){this.set(a||0,b||0,c||0,e!==undefined?
THREE
.
Quaternion
.
prototype
=
{
set
:
function
(
a
,
b
,
c
,
e
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
this
.
w
=
e
;
return
this
},
setFromEuler
:
function
(
a
){
var
b
=
0.5
*
Math
.
PI
/
360
,
c
=
a
.
x
*
b
,
e
=
a
.
y
*
b
,
d
=
a
.
z
*
b
;
a
=
Math
.
cos
(
e
);
e
=
Math
.
sin
(
e
);
b
=
Math
.
cos
(
-
d
);
d
=
Math
.
sin
(
-
d
);
var
g
=
Math
.
cos
(
c
);
c
=
Math
.
sin
(
c
);
var
f
=
a
*
b
,
i
=
e
*
d
;
this
.
w
=
f
*
g
-
i
*
c
;
this
.
x
=
f
*
c
+
i
*
g
;
this
.
y
=
e
*
b
*
g
+
a
*
d
*
c
;
this
.
z
=
a
*
d
*
g
-
e
*
b
*
c
;
return
this
},
calculateW
:
function
(){
this
.
w
=-
Math
.
sqrt
(
Math
.
abs
(
1
-
this
.
x
*
this
.
x
-
this
.
y
*
this
.
y
-
this
.
z
*
this
.
z
));
return
this
},
inverse
:
function
(){
this
.
x
*=-
1
;
this
.
y
*=
-
1
;
this
.
z
*=-
1
;
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
)},
normalize
:
function
(){
var
a
=
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
);
if
(
a
==
0
)
this
.
w
=
this
.
z
=
this
.
y
=
this
.
x
=
0
;
else
{
a
=
1
/
a
;
this
.
x
*=
a
;
this
.
y
*=
a
;
this
.
z
*=
a
;
this
.
w
*=
a
}
return
this
},
multiplySelf
:
function
(
a
){
var
b
=
this
.
x
,
c
=
this
.
y
,
e
=
this
.
z
,
d
=
this
.
w
,
g
=
a
.
x
,
f
=
a
.
y
,
i
=
a
.
z
;
a
=
a
.
w
;
this
.
x
=
b
*
a
+
d
*
g
+
c
*
i
-
e
*
f
;
this
.
y
=
c
*
a
+
d
*
f
+
e
*
g
-
b
*
i
;
this
.
z
=
e
*
a
+
d
*
i
+
b
*
f
-
c
*
g
;
this
.
w
=
d
*
a
-
b
*
g
-
c
*
f
-
e
*
i
;
return
this
},
multiplyVector3
:
function
(
a
,
b
){
b
||
(
b
=
a
);
var
c
=
a
.
x
,
e
=
a
.
y
,
d
=
a
.
z
,
g
=
this
.
x
,
f
=
this
.
y
,
i
=
this
.
z
,
h
=
this
.
w
,
j
=
h
*
c
+
f
*
d
-
i
*
e
,
m
=
h
*
e
+
i
*
c
-
g
*
d
,
l
=
h
*
d
+
g
*
e
-
f
*
c
;
c
=-
g
*
c
-
f
*
e
-
i
*
d
;
b
.
x
=
j
*
h
+
c
*-
g
+
m
*-
i
-
l
*-
f
;
b
.
y
=
m
*
h
+
c
*-
f
+
l
*-
g
-
j
*-
i
;
b
.
z
=
l
*
h
+
c
*-
i
+
j
*-
f
-
m
*-
g
;
return
b
}};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
e
){
var
d
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
d
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
g
=
Math
.
acos
(
d
),
f
=
Math
.
sqrt
(
1
-
d
*
d
);
if
(
Math
.
abs
(
f
)
<
0.001
0
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
d
=
Math
.
sin
((
1
-
e
)
*
g
)
/
f
;
e
=
Math
.
sin
(
e
*
g
)
/
f
;
c
.
w
=
a
.
w
*
d
+
b
.
w
*
e
;
c
.
x
=
a
.
x
*
d
+
b
.
x
*
e
;
c
.
y
=
a
.
y
*
d
+
b
.
y
*
e
;
c
.
z
=
a
.
z
*
d
+
b
.
z
*
e
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
e
){
var
d
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
d
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
g
=
Math
.
acos
(
d
),
f
=
Math
.
sqrt
(
1
-
d
*
d
);
if
(
Math
.
abs
(
f
)
<
0.001
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
d
=
Math
.
sin
((
1
-
e
)
*
g
)
/
f
;
e
=
Math
.
sin
(
e
*
g
)
/
f
;
c
.
w
=
a
.
w
*
d
+
b
.
w
*
e
;
c
.
x
=
a
.
x
*
d
+
b
.
x
*
e
;
c
.
y
=
a
.
y
*
d
+
b
.
y
*
e
;
c
.
z
=
a
.
z
*
d
+
b
.
z
*
e
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Face3
=
function
(
a
,
b
,
c
,
e
,
d
,
g
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
normal
=
e
instanceof
THREE
.
Vector3
?
e
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
e
instanceof
Array
?
e
:[];
this
.
color
=
d
instanceof
THREE
.
Color
?
d
:
new
THREE
.
Color
;
this
.
vertexColors
=
d
instanceof
Array
?
d
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
g
instanceof
Array
?
g
:[
g
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
Face4
=
function
(
a
,
b
,
c
,
e
,
d
,
g
,
f
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
d
=
e
;
this
.
normal
=
d
instanceof
THREE
.
Vector3
?
d
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
d
instanceof
Array
?
d
:[];
this
.
color
=
g
instanceof
THREE
.
Color
?
g
:
new
THREE
.
Color
;
this
.
vertexColors
=
g
instanceof
Array
?
g
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
f
instanceof
Array
?
f
:[
f
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
UV
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
UV
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
u
=
a
;
this
.
v
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
u
,
a
.
v
);
return
this
}};
...
...
build/custom/ThreeExtras.js
浏览文件 @
feb60d1f
此差异已折叠。
点击以展开。
build/custom/ThreeSVG.js
浏览文件 @
feb60d1f
// ThreeSVG.js r37 - http://github.com/mrdoob/three.js
var
THREE
=
THREE
||
{};
THREE
.
Color
=
function
(
a
){
this
.
setHex
(
a
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
e
,
d
,
f
,
g
,
i
,
h
;
if
(
c
==
0
)
e
=
d
=
f
=
0
;
else
{
g
=
Math
.
floor
(
a
*
6
);
i
=
a
*
6
-
g
;
a
=
c
*
(
1
-
b
);
h
=
c
*
(
1
-
b
*
i
);
b
=
c
*
(
1
-
b
*
(
1
-
i
));
switch
(
g
){
case
1
:
e
=
h
;
d
=
c
;
f
=
a
;
break
;
case
2
:
e
=
a
;
d
=
c
;
f
=
b
;
break
;
case
3
:
e
=
a
;
d
=
h
;
f
=
c
;
break
;
case
4
:
e
=
b
;
d
=
a
;
f
=
c
;
break
;
case
5
:
e
=
c
;
d
=
a
;
f
=
h
;
break
;
case
6
:
case
0
:
e
=
c
;
d
=
b
;
f
=
a
}}
this
.
r
=
e
;
this
.
g
=
d
;
this
.
b
=
f
;
if
(
this
.
autoUpdate
){
this
.
updateHex
()
;
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
copy
:
function
(
a
){
this
.
r
=
a
.
r
;
this
.
g
=
a
.
g
;
this
.
b
=
a
.
b
;
this
.
hex
=
a
.
hex
;
this
.
__styleString
=
a
.
__styleString
},
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
e
,
d
,
f
,
g
,
i
,
h
;
if
(
c
==
0
)
e
=
d
=
f
=
0
;
else
{
g
=
Math
.
floor
(
a
*
6
);
i
=
a
*
6
-
g
;
a
=
c
*
(
1
-
b
);
h
=
c
*
(
1
-
b
*
i
);
b
=
c
*
(
1
-
b
*
(
1
-
i
));
switch
(
g
){
case
1
:
e
=
h
;
d
=
c
;
f
=
a
;
break
;
case
2
:
e
=
a
;
d
=
c
;
f
=
b
;
break
;
case
3
:
e
=
a
;
d
=
h
;
f
=
c
;
break
;
case
4
:
e
=
b
;
d
=
a
;
f
=
c
;
break
;
case
5
:
e
=
c
;
d
=
a
;
f
=
h
;
break
;
case
6
:
case
0
:
e
=
c
;
d
=
b
;
f
=
a
}}
this
.
r
=
e
;
this
.
g
=
d
;
this
.
b
=
f
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Vector2
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
x
=
a
;
this
.
y
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
);
return
this
},
multiplyScalar
:
function
(
a
){
this
.
set
(
this
.
x
*
a
,
this
.
y
*
a
);
return
this
},
negate
:
function
(){
this
.
set
(
-
this
.
x
,
-
this
.
y
);
return
this
},
unit
:
function
(){
this
.
multiplyScalar
(
1
/
this
.
length
());
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
lengthSq
())},
lengthSq
:
function
(){
return
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
},
clone
:
function
(){
return
new
THREE
.
Vector2
(
this
.
x
,
this
.
y
)}};
THREE
.
Vector3
=
function
(
a
,
b
,
c
){
this
.
set
(
a
||
0
,
b
||
0
,
c
||
0
)};
THREE
.
Vector3
.
prototype
=
{
set
:
function
(
a
,
b
,
c
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
,
a
.
z
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
,
a
.
z
+
b
.
z
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
,
this
.
z
+
a
.
z
);
return
this
},
addScalar
:
function
(
a
){
this
.
set
(
this
.
x
+
a
,
this
.
y
+
a
,
this
.
z
+
a
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
,
a
.
z
-
b
.
z
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
,
this
.
z
-
a
.
z
);
return
this
},
cross
:
function
(
a
,
...
...
@@ -48,7 +48,7 @@ b,c)}};THREE.Quaternion=function(a,b,c,e){this.set(a||0,b||0,c||0,e!==undefined?
THREE
.
Quaternion
.
prototype
=
{
set
:
function
(
a
,
b
,
c
,
e
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
this
.
w
=
e
;
return
this
},
setFromEuler
:
function
(
a
){
var
b
=
0.5
*
Math
.
PI
/
360
,
c
=
a
.
x
*
b
,
e
=
a
.
y
*
b
,
d
=
a
.
z
*
b
;
a
=
Math
.
cos
(
e
);
e
=
Math
.
sin
(
e
);
b
=
Math
.
cos
(
-
d
);
d
=
Math
.
sin
(
-
d
);
var
f
=
Math
.
cos
(
c
);
c
=
Math
.
sin
(
c
);
var
g
=
a
*
b
,
i
=
e
*
d
;
this
.
w
=
g
*
f
-
i
*
c
;
this
.
x
=
g
*
c
+
i
*
f
;
this
.
y
=
e
*
b
*
f
+
a
*
d
*
c
;
this
.
z
=
a
*
d
*
f
-
e
*
b
*
c
;
return
this
},
calculateW
:
function
(){
this
.
w
=-
Math
.
sqrt
(
Math
.
abs
(
1
-
this
.
x
*
this
.
x
-
this
.
y
*
this
.
y
-
this
.
z
*
this
.
z
));
return
this
},
inverse
:
function
(){
this
.
x
*=-
1
;
this
.
y
*=
-
1
;
this
.
z
*=-
1
;
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
)},
normalize
:
function
(){
var
a
=
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
);
if
(
a
==
0
)
this
.
w
=
this
.
z
=
this
.
y
=
this
.
x
=
0
;
else
{
a
=
1
/
a
;
this
.
x
*=
a
;
this
.
y
*=
a
;
this
.
z
*=
a
;
this
.
w
*=
a
}
return
this
},
multiplySelf
:
function
(
a
){
var
b
=
this
.
x
,
c
=
this
.
y
,
e
=
this
.
z
,
d
=
this
.
w
,
f
=
a
.
x
,
g
=
a
.
y
,
i
=
a
.
z
;
a
=
a
.
w
;
this
.
x
=
b
*
a
+
d
*
f
+
c
*
i
-
e
*
g
;
this
.
y
=
c
*
a
+
d
*
g
+
e
*
f
-
b
*
i
;
this
.
z
=
e
*
a
+
d
*
i
+
b
*
g
-
c
*
f
;
this
.
w
=
d
*
a
-
b
*
f
-
c
*
g
-
e
*
i
;
return
this
},
multiplyVector3
:
function
(
a
,
b
){
b
||
(
b
=
a
);
var
c
=
a
.
x
,
e
=
a
.
y
,
d
=
a
.
z
,
f
=
this
.
x
,
g
=
this
.
y
,
i
=
this
.
z
,
h
=
this
.
w
,
j
=
h
*
c
+
g
*
d
-
i
*
e
,
m
=
h
*
e
+
i
*
c
-
f
*
d
,
l
=
h
*
d
+
f
*
e
-
g
*
c
;
c
=-
f
*
c
-
g
*
e
-
i
*
d
;
b
.
x
=
j
*
h
+
c
*-
f
+
m
*-
i
-
l
*-
g
;
b
.
y
=
m
*
h
+
c
*-
g
+
l
*-
f
-
j
*-
i
;
b
.
z
=
l
*
h
+
c
*-
i
+
j
*-
g
-
m
*-
f
;
return
b
}};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
e
){
var
d
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
d
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
f
=
Math
.
acos
(
d
),
g
=
Math
.
sqrt
(
1
-
d
*
d
);
if
(
Math
.
abs
(
g
)
<
0.001
0
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
d
=
Math
.
sin
((
1
-
e
)
*
f
)
/
g
;
e
=
Math
.
sin
(
e
*
f
)
/
g
;
c
.
w
=
a
.
w
*
d
+
b
.
w
*
e
;
c
.
x
=
a
.
x
*
d
+
b
.
x
*
e
;
c
.
y
=
a
.
y
*
d
+
b
.
y
*
e
;
c
.
z
=
a
.
z
*
d
+
b
.
z
*
e
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
e
){
var
d
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
d
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
f
=
Math
.
acos
(
d
),
g
=
Math
.
sqrt
(
1
-
d
*
d
);
if
(
Math
.
abs
(
g
)
<
0.001
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
d
=
Math
.
sin
((
1
-
e
)
*
f
)
/
g
;
e
=
Math
.
sin
(
e
*
f
)
/
g
;
c
.
w
=
a
.
w
*
d
+
b
.
w
*
e
;
c
.
x
=
a
.
x
*
d
+
b
.
x
*
e
;
c
.
y
=
a
.
y
*
d
+
b
.
y
*
e
;
c
.
z
=
a
.
z
*
d
+
b
.
z
*
e
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Face3
=
function
(
a
,
b
,
c
,
e
,
d
,
f
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
normal
=
e
instanceof
THREE
.
Vector3
?
e
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
e
instanceof
Array
?
e
:[];
this
.
color
=
d
instanceof
THREE
.
Color
?
d
:
new
THREE
.
Color
;
this
.
vertexColors
=
d
instanceof
Array
?
d
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
f
instanceof
Array
?
f
:[
f
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
Face4
=
function
(
a
,
b
,
c
,
e
,
d
,
f
,
g
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
d
=
e
;
this
.
normal
=
d
instanceof
THREE
.
Vector3
?
d
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
d
instanceof
Array
?
d
:[];
this
.
color
=
f
instanceof
THREE
.
Color
?
f
:
new
THREE
.
Color
;
this
.
vertexColors
=
f
instanceof
Array
?
f
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
g
instanceof
Array
?
g
:[
g
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
UV
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
UV
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
u
=
a
;
this
.
v
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
u
,
a
.
v
);
return
this
}};
THREE
.
Geometry
=
function
(){
this
.
id
=
"
Geometry
"
+
THREE
.
GeometryIdCounter
++
;
this
.
vertices
=
[];
this
.
colors
=
[];
this
.
faces
=
[];
this
.
faceUvs
=
[[]];
this
.
faceVertexUvs
=
[[]];
this
.
morphTargets
=
[];
this
.
skinWeights
=
[];
this
.
skinIndices
=
[];
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
};
...
...
build/custom/ThreeWebGL.js
浏览文件 @
feb60d1f
// ThreeWebGL.js r37 - http://github.com/mrdoob/three.js
var
THREE
=
THREE
||
{};
THREE
.
Color
=
function
(
a
){
this
.
setHex
(
a
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
f
,
e
,
h
,
j
,
p
,
n
;
if
(
c
==
0
)
f
=
e
=
h
=
0
;
else
{
j
=
Math
.
floor
(
a
*
6
);
p
=
a
*
6
-
j
;
a
=
c
*
(
1
-
b
);
n
=
c
*
(
1
-
b
*
p
);
b
=
c
*
(
1
-
b
*
(
1
-
p
));
switch
(
j
){
case
1
:
f
=
n
;
e
=
c
;
h
=
a
;
break
;
case
2
:
f
=
a
;
e
=
c
;
h
=
b
;
break
;
case
3
:
f
=
a
;
e
=
n
;
h
=
c
;
break
;
case
4
:
f
=
b
;
e
=
a
;
h
=
c
;
break
;
case
5
:
f
=
c
;
e
=
a
;
h
=
n
;
break
;
case
6
:
case
0
:
f
=
c
;
e
=
b
;
h
=
a
}}
this
.
r
=
f
;
this
.
g
=
e
;
this
.
b
=
h
;
if
(
this
.
autoUpdate
){
this
.
updateHex
()
;
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Color
.
prototype
=
{
autoUpdate
:
!
0
,
copy
:
function
(
a
){
this
.
r
=
a
.
r
;
this
.
g
=
a
.
g
;
this
.
b
=
a
.
b
;
this
.
hex
=
a
.
hex
;
this
.
__styleString
=
a
.
__styleString
},
setRGB
:
function
(
a
,
b
,
c
){
this
.
r
=
a
;
this
.
g
=
b
;
this
.
b
=
c
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHSV
:
function
(
a
,
b
,
c
){
var
f
,
e
,
h
,
j
,
p
,
n
;
if
(
c
==
0
)
f
=
e
=
h
=
0
;
else
{
j
=
Math
.
floor
(
a
*
6
);
p
=
a
*
6
-
j
;
a
=
c
*
(
1
-
b
);
n
=
c
*
(
1
-
b
*
p
);
b
=
c
*
(
1
-
b
*
(
1
-
p
));
switch
(
j
){
case
1
:
f
=
n
;
e
=
c
;
h
=
a
;
break
;
case
2
:
f
=
a
;
e
=
c
;
h
=
b
;
break
;
case
3
:
f
=
a
;
e
=
n
;
h
=
c
;
break
;
case
4
:
f
=
b
;
e
=
a
;
h
=
c
;
break
;
case
5
:
f
=
c
;
e
=
a
;
h
=
n
;
break
;
case
6
:
case
0
:
f
=
c
;
e
=
b
;
h
=
a
}}
this
.
r
=
f
;
this
.
g
=
e
;
this
.
b
=
h
;
if
(
this
.
autoUpdate
){
this
.
updateHex
();
this
.
updateStyleString
()}},
setHex
:
function
(
a
){
this
.
hex
=~~
a
&
16777215
;
if
(
this
.
autoUpdate
){
this
.
updateRGB
();
this
.
updateStyleString
()}},
updateHex
:
function
(){
this
.
hex
=~~
(
this
.
r
*
255
)
<<
16
^~~
(
this
.
g
*
255
)
<<
8
^~~
(
this
.
b
*
255
)},
updateRGB
:
function
(){
this
.
r
=
(
this
.
hex
>>
16
&
255
)
/
255
;
this
.
g
=
(
this
.
hex
>>
8
&
255
)
/
255
;
this
.
b
=
(
this
.
hex
&
255
)
/
255
},
updateStyleString
:
function
(){
this
.
__styleString
=
"
rgb(
"
+~~
(
this
.
r
*
255
)
+
"
,
"
+~~
(
this
.
g
*
255
)
+
"
,
"
+~~
(
this
.
b
*
255
)
+
"
)
"
},
clone
:
function
(){
return
new
THREE
.
Color
(
this
.
hex
)}};
THREE
.
Vector2
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
Vector2
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
x
=
a
;
this
.
y
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
);
return
this
},
multiplyScalar
:
function
(
a
){
this
.
set
(
this
.
x
*
a
,
this
.
y
*
a
);
return
this
},
negate
:
function
(){
this
.
set
(
-
this
.
x
,
-
this
.
y
);
return
this
},
unit
:
function
(){
this
.
multiplyScalar
(
1
/
this
.
length
());
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
lengthSq
())},
lengthSq
:
function
(){
return
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
},
clone
:
function
(){
return
new
THREE
.
Vector2
(
this
.
x
,
this
.
y
)}};
THREE
.
Vector3
=
function
(
a
,
b
,
c
){
this
.
set
(
a
||
0
,
b
||
0
,
c
||
0
)};
THREE
.
Vector3
.
prototype
=
{
set
:
function
(
a
,
b
,
c
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
x
,
a
.
y
,
a
.
z
);
return
this
},
add
:
function
(
a
,
b
){
this
.
set
(
a
.
x
+
b
.
x
,
a
.
y
+
b
.
y
,
a
.
z
+
b
.
z
);
return
this
},
addSelf
:
function
(
a
){
this
.
set
(
this
.
x
+
a
.
x
,
this
.
y
+
a
.
y
,
this
.
z
+
a
.
z
);
return
this
},
addScalar
:
function
(
a
){
this
.
set
(
this
.
x
+
a
,
this
.
y
+
a
,
this
.
z
+
a
);
return
this
},
sub
:
function
(
a
,
b
){
this
.
set
(
a
.
x
-
b
.
x
,
a
.
y
-
b
.
y
,
a
.
z
-
b
.
z
);
return
this
},
subSelf
:
function
(
a
){
this
.
set
(
this
.
x
-
a
.
x
,
this
.
y
-
a
.
y
,
this
.
z
-
a
.
z
);
return
this
},
cross
:
function
(
a
,
...
...
@@ -48,7 +48,7 @@ b,c)}};THREE.Quaternion=function(a,b,c,f){this.set(a||0,b||0,c||0,f!==undefined?
THREE
.
Quaternion
.
prototype
=
{
set
:
function
(
a
,
b
,
c
,
f
){
this
.
x
=
a
;
this
.
y
=
b
;
this
.
z
=
c
;
this
.
w
=
f
;
return
this
},
setFromEuler
:
function
(
a
){
var
b
=
0.5
*
Math
.
PI
/
360
,
c
=
a
.
x
*
b
,
f
=
a
.
y
*
b
,
e
=
a
.
z
*
b
;
a
=
Math
.
cos
(
f
);
f
=
Math
.
sin
(
f
);
b
=
Math
.
cos
(
-
e
);
e
=
Math
.
sin
(
-
e
);
var
h
=
Math
.
cos
(
c
);
c
=
Math
.
sin
(
c
);
var
j
=
a
*
b
,
p
=
f
*
e
;
this
.
w
=
j
*
h
-
p
*
c
;
this
.
x
=
j
*
c
+
p
*
h
;
this
.
y
=
f
*
b
*
h
+
a
*
e
*
c
;
this
.
z
=
a
*
e
*
h
-
f
*
b
*
c
;
return
this
},
calculateW
:
function
(){
this
.
w
=-
Math
.
sqrt
(
Math
.
abs
(
1
-
this
.
x
*
this
.
x
-
this
.
y
*
this
.
y
-
this
.
z
*
this
.
z
));
return
this
},
inverse
:
function
(){
this
.
x
*=-
1
;
this
.
y
*=
-
1
;
this
.
z
*=-
1
;
return
this
},
length
:
function
(){
return
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
)},
normalize
:
function
(){
var
a
=
Math
.
sqrt
(
this
.
x
*
this
.
x
+
this
.
y
*
this
.
y
+
this
.
z
*
this
.
z
+
this
.
w
*
this
.
w
);
if
(
a
==
0
)
this
.
w
=
this
.
z
=
this
.
y
=
this
.
x
=
0
;
else
{
a
=
1
/
a
;
this
.
x
*=
a
;
this
.
y
*=
a
;
this
.
z
*=
a
;
this
.
w
*=
a
}
return
this
},
multiplySelf
:
function
(
a
){
var
b
=
this
.
x
,
c
=
this
.
y
,
f
=
this
.
z
,
e
=
this
.
w
,
h
=
a
.
x
,
j
=
a
.
y
,
p
=
a
.
z
;
a
=
a
.
w
;
this
.
x
=
b
*
a
+
e
*
h
+
c
*
p
-
f
*
j
;
this
.
y
=
c
*
a
+
e
*
j
+
f
*
h
-
b
*
p
;
this
.
z
=
f
*
a
+
e
*
p
+
b
*
j
-
c
*
h
;
this
.
w
=
e
*
a
-
b
*
h
-
c
*
j
-
f
*
p
;
return
this
},
multiplyVector3
:
function
(
a
,
b
){
b
||
(
b
=
a
);
var
c
=
a
.
x
,
f
=
a
.
y
,
e
=
a
.
z
,
h
=
this
.
x
,
j
=
this
.
y
,
p
=
this
.
z
,
n
=
this
.
w
,
s
=
n
*
c
+
j
*
e
-
p
*
f
,
x
=
n
*
f
+
p
*
c
-
h
*
e
,
z
=
n
*
e
+
h
*
f
-
j
*
c
;
c
=-
h
*
c
-
j
*
f
-
p
*
e
;
b
.
x
=
s
*
n
+
c
*-
h
+
x
*-
p
-
z
*-
j
;
b
.
y
=
x
*
n
+
c
*-
j
+
z
*-
h
-
s
*-
p
;
b
.
z
=
z
*
n
+
c
*-
p
+
s
*-
j
-
x
*-
h
;
return
b
}};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
f
){
var
e
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
e
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
h
=
Math
.
acos
(
e
),
j
=
Math
.
sqrt
(
1
-
e
*
e
);
if
(
Math
.
abs
(
j
)
<
0.001
0
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
e
=
Math
.
sin
((
1
-
f
)
*
h
)
/
j
;
f
=
Math
.
sin
(
f
*
h
)
/
j
;
c
.
w
=
a
.
w
*
e
+
b
.
w
*
f
;
c
.
x
=
a
.
x
*
e
+
b
.
x
*
f
;
c
.
y
=
a
.
y
*
e
+
b
.
y
*
f
;
c
.
z
=
a
.
z
*
e
+
b
.
z
*
f
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Quaternion
.
slerp
=
function
(
a
,
b
,
c
,
f
){
var
e
=
a
.
w
*
b
.
w
+
a
.
x
*
b
.
x
+
a
.
y
*
b
.
y
+
a
.
z
*
b
.
z
;
if
(
Math
.
abs
(
e
)
>=
1
){
c
.
w
=
a
.
w
;
c
.
x
=
a
.
x
;
c
.
y
=
a
.
y
;
c
.
z
=
a
.
z
;
return
c
}
var
h
=
Math
.
acos
(
e
),
j
=
Math
.
sqrt
(
1
-
e
*
e
);
if
(
Math
.
abs
(
j
)
<
0.001
){
c
.
w
=
0.5
*
(
a
.
w
+
b
.
w
);
c
.
x
=
0.5
*
(
a
.
x
+
b
.
x
);
c
.
y
=
0.5
*
(
a
.
y
+
b
.
y
);
c
.
z
=
0.5
*
(
a
.
z
+
b
.
z
);
return
c
}
e
=
Math
.
sin
((
1
-
f
)
*
h
)
/
j
;
f
=
Math
.
sin
(
f
*
h
)
/
j
;
c
.
w
=
a
.
w
*
e
+
b
.
w
*
f
;
c
.
x
=
a
.
x
*
e
+
b
.
x
*
f
;
c
.
y
=
a
.
y
*
e
+
b
.
y
*
f
;
c
.
z
=
a
.
z
*
e
+
b
.
z
*
f
;
return
c
};
THREE
.
Vertex
=
function
(
a
){
this
.
position
=
a
||
new
THREE
.
Vector3
};
THREE
.
Face3
=
function
(
a
,
b
,
c
,
f
,
e
,
h
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
normal
=
f
instanceof
THREE
.
Vector3
?
f
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
f
instanceof
Array
?
f
:[];
this
.
color
=
e
instanceof
THREE
.
Color
?
e
:
new
THREE
.
Color
;
this
.
vertexColors
=
e
instanceof
Array
?
e
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
h
instanceof
Array
?
h
:[
h
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
Face4
=
function
(
a
,
b
,
c
,
f
,
e
,
h
,
j
){
this
.
a
=
a
;
this
.
b
=
b
;
this
.
c
=
c
;
this
.
d
=
f
;
this
.
normal
=
e
instanceof
THREE
.
Vector3
?
e
:
new
THREE
.
Vector3
;
this
.
vertexNormals
=
e
instanceof
Array
?
e
:[];
this
.
color
=
h
instanceof
THREE
.
Color
?
h
:
new
THREE
.
Color
;
this
.
vertexColors
=
h
instanceof
Array
?
h
:[];
this
.
vertexTangents
=
[];
this
.
materials
=
j
instanceof
Array
?
j
:[
j
];
this
.
centroid
=
new
THREE
.
Vector3
};
THREE
.
UV
=
function
(
a
,
b
){
this
.
set
(
a
||
0
,
b
||
0
)};
THREE
.
UV
.
prototype
=
{
set
:
function
(
a
,
b
){
this
.
u
=
a
;
this
.
v
=
b
;
return
this
},
copy
:
function
(
a
){
this
.
set
(
a
.
u
,
a
.
v
);
return
this
}};
THREE
.
Geometry
=
function
(){
this
.
id
=
"
Geometry
"
+
THREE
.
GeometryIdCounter
++
;
this
.
vertices
=
[];
this
.
colors
=
[];
this
.
faces
=
[];
this
.
faceUvs
=
[[]];
this
.
faceVertexUvs
=
[[]];
this
.
morphTargets
=
[];
this
.
skinWeights
=
[];
this
.
skinIndices
=
[];
this
.
boundingSphere
=
this
.
boundingBox
=
null
;
this
.
hasTangents
=!
1
};
...
...
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