1. 12 4月, 2015 1 次提交
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  11. 20 12月, 2014 1 次提交
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  14. 22 10月, 2014 1 次提交
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  24. 22 5月, 2014 1 次提交
  25. 14 5月, 2014 2 次提交
    • M
      Added THREE.CubeTexture. · 6d3415e2
      Mr.doob 提交于
      6d3415e2
    • I
      This commit improves the flexibility of the animation system by allowing any · aff4c1c2
      Ian Kerr 提交于
      Object3D instace to be used for skinning--not just Bone instances.  Furthermore,
      this commit removes the restriction that a SkinnedMesh can only be skinned by
      child objects/bones.  Now, a SkinnedMesh can reference arbitrary objects for the
      purpose of skinning.  One implication of this is that Bone.skinMatrix has been
      removed as it is no longer necessary.
      
      Here is a breakdown of the notable changes:
      
      src/extras/animation/Animation.js
      * Fixed animation of non-bones
      * Removed references to skinMatrix
      
      src/extras/animation/AnimationHandler.js
      * Removed special handling of SkinnedMatrix instances
      
      src/extras/animation/KeyFrameAnimation.js
      * Removed special handling of Bone instances
      * Removed references to skinMatrix
      
      src/extras/helpers/SkeletonHelper.js
      * Removed references to skinMatrix and Skeleton
      
      src/objects/Bone.js
      * Removed references to skinMatrix
      
      src/objects/Skeleton.js
      * Removed entirely, refactoring functionality back into SkinnedMesh
      
      src/objects/SkinnedMesh.js
      * Re-added code to construct the skeleton hierarchy when it is present in the geometry object that is passed to the constructor.  This is here for backwards compatibility and could be refactored at a later time.
      * Added bind() function that takes an array of bones (Object3D instances) that are used to skin the mesh.  This function establishes the initial bind transforms of the mesh and bones.
      * Added initBoneInverses() function that is used internally by bind() to calculate the bind matrices.
      * Added initBoneMatrices(), which contains refactored code that previously existed in the constructor (prior to the THREE.Skeleton refactor).  This code sets up storage for the bone matrices and/or texture.  It is used internally by bind().
      * Added updateBoneMatrices(), which is called by the renderer after the scene's world matrices have been updated.  This is done in a separate pass because SkinnedMesh can depend on objects that are stored anywhere in the scene hierarchy, not necessarily child objects.
      
      src/renderers/WebGLRenderer.js
      * Call updateBoneMatrices() on SkinnedMesh instances after world matrices have been updated
      * Removed references to Skeleton
      aff4c1c2
  26. 12 5月, 2014 1 次提交
  27. 09 5月, 2014 1 次提交
  28. 06 5月, 2014 1 次提交
  29. 01 5月, 2014 3 次提交
  30. 30 4月, 2014 1 次提交
  31. 20 4月, 2014 1 次提交
  32. 09 4月, 2014 1 次提交
  33. 02 4月, 2014 1 次提交