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Mr.doob %!s(int64=8) %!d(string=hai) anos
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Modificáronse 3 ficheiros con 302 adicións e 143 borrados
  1. 121 42
      build/three.js
  2. 60 59
      build/three.min.js
  3. 121 42
      build/three.module.js

+ 121 - 42
build/three.js

@@ -756,11 +756,17 @@
 
 		clampScalar: function () {
 
-			var min = new Vector2();
-			var max = new Vector2();
+			var min, max;
 
 			return function clampScalar( minVal, maxVal ) {
 
+				if ( min === undefined ) {
+
+					min = new Vector2();
+					max = new Vector2();
+
+				}
+
 				min.set( minVal, minVal );
 				max.set( maxVal, maxVal );
 
@@ -2319,8 +2325,7 @@
 
 			// assumes direction vectors vFrom and vTo are normalized
 
-			var v1 = new Vector3();
-			var r;
+			var v1, r;
 
 			var EPS = 0.000001;
 
@@ -2806,7 +2811,7 @@
 
 		applyEuler: function () {
 
-			var quaternion = new Quaternion();
+			var quaternion;
 
 			return function applyEuler( euler ) {
 
@@ -2816,6 +2821,8 @@
 
 				}
 
+				if ( quaternion === undefined ) quaternion = new Quaternion();
+
 				return this.applyQuaternion( quaternion.setFromEuler( euler ) );
 
 			};
@@ -2824,10 +2831,12 @@
 
 		applyAxisAngle: function () {
 
-			var quaternion = new Quaternion();
+			var quaternion;
 
 			return function applyAxisAngle( axis, angle ) {
 
+				if ( quaternion === undefined ) quaternion = new Quaternion();
+
 				return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
 
 			};
@@ -2885,10 +2894,12 @@
 
 		project: function () {
 
-			var matrix = new Matrix4();
+			var matrix;
 
 			return function project( camera ) {
 
+				if ( matrix === undefined ) matrix = new Matrix4();
+
 				matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
 				return this.applyMatrix4( matrix );
 
@@ -2898,10 +2909,12 @@
 
 		unproject: function () {
 
-			var matrix = new Matrix4();
+			var matrix;
 
 			return function unproject( camera ) {
 
+				if ( matrix === undefined ) matrix = new Matrix4();
+
 				matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
 				return this.applyMatrix4( matrix );
 
@@ -2975,11 +2988,17 @@
 
 		clampScalar: function () {
 
-			var min = new Vector3();
-			var max = new Vector3();
+			var min, max;
 
 			return function clampScalar( minVal, maxVal ) {
 
+				if ( min === undefined ) {
+
+					min = new Vector3();
+					max = new Vector3();
+
+				}
+
 				min.set( minVal, minVal, minVal );
 				max.set( maxVal, maxVal, maxVal );
 
@@ -3143,10 +3162,12 @@
 
 		projectOnPlane: function () {
 
-			var v1 = new Vector3();
+			var v1;
 
 			return function projectOnPlane( planeNormal ) {
 
+				if ( v1 === undefined ) v1 = new Vector3();
+
 				v1.copy( this ).projectOnVector( planeNormal );
 
 				return this.sub( v1 );
@@ -3160,10 +3181,12 @@
 			// reflect incident vector off plane orthogonal to normal
 			// normal is assumed to have unit length
 
-			var v1 = new Vector3();
+			var v1;
 
 			return function reflect( normal ) {
 
+				if ( v1 === undefined ) v1 = new Vector3();
+
 				return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
 
 			};
@@ -3419,10 +3442,12 @@
 
 		extractRotation: function () {
 
-			var v1 = new Vector3();
+			var v1;
 
 			return function extractRotation( m ) {
 
+				if ( v1 === undefined ) v1 = new Vector3();
+
 				var te = this.elements;
 				var me = m.elements;
 
@@ -3615,12 +3640,18 @@
 
 		lookAt: function () {
 
-			var x = new Vector3();
-			var y = new Vector3();
-			var z = new Vector3();
+			var x, y, z;
 
 			return function lookAt( eye, target, up ) {
 
+				if ( x === undefined ) {
+
+					x = new Vector3();
+					y = new Vector3();
+					z = new Vector3();
+
+				}
+
 				var te = this.elements;
 
 				z.subVectors( eye, target );
@@ -3732,10 +3763,12 @@
 
 		applyToBufferAttribute: function () {
 
-			var v1 = new Vector3();
+			var v1;
 
 			return function applyToBufferAttribute( attribute ) {
 
+				if ( v1 === undefined ) v1 = new Vector3();
+
 				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
 
 					v1.x = attribute.getX( i );
@@ -4052,11 +4085,17 @@
 
 		decompose: function () {
 
-			var vector = new Vector3();
-			var matrix = new Matrix4();
+			var vector, matrix;
 
 			return function decompose( position, quaternion, scale ) {
 
+				if ( vector === undefined ) {
+
+					vector = new Vector3();
+					matrix = new Matrix4();
+
+				}
+
 				var te = this.elements;
 
 				var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
@@ -7940,10 +7979,12 @@
 
 		intersectsSphere: ( function () {
 
-			var closestPoint = new Vector3();
+			var closestPoint;
 
 			return function intersectsSphere( sphere ) {
 
+				if ( closestPoint === undefined ) closestPoint = new Vector3();
+
 				// Find the point on the AABB closest to the sphere center.
 				this.clampPoint( sphere.center, closestPoint );
 
@@ -8138,10 +8179,12 @@
 
 		setFromPoints: function () {
 
-			var box = new Box3();
+			var box;
 
 			return function setFromPoints( points, optionalCenter ) {
 
+				if ( box === undefined ) box = new Box3(); // see #10547
+
 				var center = this.center;
 
 				if ( optionalCenter !== undefined ) {
@@ -8378,10 +8421,12 @@
 
 		applyToBufferAttribute: function () {
 
-			var v1 = new Vector3();
+			var v1;
 
 			return function applyToBufferAttribute( attribute ) {
 
+				if ( v1 === undefined ) v1 = new Vector3();
+
 				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
 
 					v1.x = attribute.getX( i );
@@ -10264,10 +10309,12 @@
 
 		setFromQuaternion: function () {
 
-			var matrix = new Matrix4();
+			var matrix;
 
 			return function setFromQuaternion( q, order, update ) {
 
+				if ( matrix === undefined ) matrix = new Matrix4();
+
 				matrix.makeRotationFromQuaternion( q );
 
 				return this.setFromRotationMatrix( matrix, order, update );
@@ -11462,13 +11509,19 @@
 
 		closestPointToPoint: function () {
 
-			var plane = new Plane();
-			var edgeList = [ new Line3(), new Line3(), new Line3() ];
-			var projectedPoint = new Vector3();
-			var closestPoint = new Vector3();
+			var plane, edgeList, projectedPoint, closestPoint;
 
 			return function closestPointToPoint( point, optionalTarget ) {
 
+				if ( plane === undefined ) {
+
+					plane = new Plane();
+					edgeList = [ new Line3(), new Line3(), new Line3() ];
+					projectedPoint = new Vector3();
+					closestPoint = new Vector3();
+
+				}
+
 				var result = optionalTarget || new Vector3();
 				var minDistance = Infinity;
 
@@ -12499,10 +12552,12 @@
 
 			// rotate geometry around world x-axis
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function rotateX( angle ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeRotationX( angle );
 
 				this.applyMatrix( m1 );
@@ -12517,10 +12572,12 @@
 
 			// rotate geometry around world y-axis
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function rotateY( angle ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeRotationY( angle );
 
 				this.applyMatrix( m1 );
@@ -12535,10 +12592,12 @@
 
 			// rotate geometry around world z-axis
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function rotateZ( angle ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeRotationZ( angle );
 
 				this.applyMatrix( m1 );
@@ -12553,10 +12612,12 @@
 
 			// translate geometry
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function translate( x, y, z ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeTranslation( x, y, z );
 
 				this.applyMatrix( m1 );
@@ -12571,10 +12632,12 @@
 
 			// scale geometry
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function scale( x, y, z ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeScale( x, y, z );
 
 				this.applyMatrix( m1 );
@@ -12587,10 +12650,12 @@
 
 		lookAt: function () {
 
-			var obj = new Object3D();
+			var obj;
 
 			return function lookAt( vector ) {
 
+				if ( obj === undefined ) obj = new Object3D();
+
 				obj.lookAt( vector );
 
 				obj.updateMatrix();
@@ -13985,10 +14050,12 @@
 
 			// rotate geometry around world x-axis
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function rotateX( angle ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeRotationX( angle );
 
 				this.applyMatrix( m1 );
@@ -14003,10 +14070,12 @@
 
 			// rotate geometry around world y-axis
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function rotateY( angle ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeRotationY( angle );
 
 				this.applyMatrix( m1 );
@@ -14021,10 +14090,12 @@
 
 			// rotate geometry around world z-axis
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function rotateZ( angle ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeRotationZ( angle );
 
 				this.applyMatrix( m1 );
@@ -14039,10 +14110,12 @@
 
 			// translate geometry
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function translate( x, y, z ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeTranslation( x, y, z );
 
 				this.applyMatrix( m1 );
@@ -14057,10 +14130,12 @@
 
 			// scale geometry
 
-			var m1 = new Matrix4();
+			var m1;
 
 			return function scale( x, y, z ) {
 
+				if ( m1 === undefined ) m1 = new Matrix4();
+
 				m1.makeScale( x, y, z );
 
 				this.applyMatrix( m1 );
@@ -14073,10 +14148,12 @@
 
 		lookAt: function () {
 
-			var obj = new Object3D();
+			var obj;
 
 			return function lookAt( vector ) {
 
+				if ( obj === undefined ) obj = new Object3D();
+
 				obj.lookAt( vector );
 
 				obj.updateMatrix();
@@ -32517,12 +32594,14 @@
 				CustomBlending: CustomBlending
 			};
 
-			var color = new Color();
-			var textureLoader = new TextureLoader();
-			var materialLoader = new MaterialLoader();
+			var color, textureLoader, materialLoader;
 
 			return function createMaterial( m, texturePath, crossOrigin ) {
 
+				if ( color === undefined ) color = new Color();
+				if ( textureLoader === undefined ) textureLoader = new TextureLoader();
+				if ( materialLoader === undefined ) materialLoader = new MaterialLoader();
+
 				// convert from old material format
 
 				var textures = {};

A diferenza do arquivo foi suprimida porque é demasiado grande
+ 60 - 59
build/three.min.js


+ 121 - 42
build/three.module.js

@@ -750,11 +750,17 @@ Object.assign( Vector2.prototype, {
 
 	clampScalar: function () {
 
-		var min = new Vector2();
-		var max = new Vector2();
+		var min, max;
 
 		return function clampScalar( minVal, maxVal ) {
 
+			if ( min === undefined ) {
+
+				min = new Vector2();
+				max = new Vector2();
+
+			}
+
 			min.set( minVal, minVal );
 			max.set( maxVal, maxVal );
 
@@ -2313,8 +2319,7 @@ Object.assign( Quaternion.prototype, {
 
 		// assumes direction vectors vFrom and vTo are normalized
 
-		var v1 = new Vector3();
-		var r;
+		var v1, r;
 
 		var EPS = 0.000001;
 
@@ -2800,7 +2805,7 @@ Object.assign( Vector3.prototype, {
 
 	applyEuler: function () {
 
-		var quaternion = new Quaternion();
+		var quaternion;
 
 		return function applyEuler( euler ) {
 
@@ -2810,6 +2815,8 @@ Object.assign( Vector3.prototype, {
 
 			}
 
+			if ( quaternion === undefined ) quaternion = new Quaternion();
+
 			return this.applyQuaternion( quaternion.setFromEuler( euler ) );
 
 		};
@@ -2818,10 +2825,12 @@ Object.assign( Vector3.prototype, {
 
 	applyAxisAngle: function () {
 
-		var quaternion = new Quaternion();
+		var quaternion;
 
 		return function applyAxisAngle( axis, angle ) {
 
+			if ( quaternion === undefined ) quaternion = new Quaternion();
+
 			return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
 
 		};
@@ -2879,10 +2888,12 @@ Object.assign( Vector3.prototype, {
 
 	project: function () {
 
-		var matrix = new Matrix4();
+		var matrix;
 
 		return function project( camera ) {
 
+			if ( matrix === undefined ) matrix = new Matrix4();
+
 			matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
 			return this.applyMatrix4( matrix );
 
@@ -2892,10 +2903,12 @@ Object.assign( Vector3.prototype, {
 
 	unproject: function () {
 
-		var matrix = new Matrix4();
+		var matrix;
 
 		return function unproject( camera ) {
 
+			if ( matrix === undefined ) matrix = new Matrix4();
+
 			matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
 			return this.applyMatrix4( matrix );
 
@@ -2969,11 +2982,17 @@ Object.assign( Vector3.prototype, {
 
 	clampScalar: function () {
 
-		var min = new Vector3();
-		var max = new Vector3();
+		var min, max;
 
 		return function clampScalar( minVal, maxVal ) {
 
+			if ( min === undefined ) {
+
+				min = new Vector3();
+				max = new Vector3();
+
+			}
+
 			min.set( minVal, minVal, minVal );
 			max.set( maxVal, maxVal, maxVal );
 
@@ -3137,10 +3156,12 @@ Object.assign( Vector3.prototype, {
 
 	projectOnPlane: function () {
 
-		var v1 = new Vector3();
+		var v1;
 
 		return function projectOnPlane( planeNormal ) {
 
+			if ( v1 === undefined ) v1 = new Vector3();
+
 			v1.copy( this ).projectOnVector( planeNormal );
 
 			return this.sub( v1 );
@@ -3154,10 +3175,12 @@ Object.assign( Vector3.prototype, {
 		// reflect incident vector off plane orthogonal to normal
 		// normal is assumed to have unit length
 
-		var v1 = new Vector3();
+		var v1;
 
 		return function reflect( normal ) {
 
+			if ( v1 === undefined ) v1 = new Vector3();
+
 			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
 
 		};
@@ -3413,10 +3436,12 @@ Object.assign( Matrix4.prototype, {
 
 	extractRotation: function () {
 
-		var v1 = new Vector3();
+		var v1;
 
 		return function extractRotation( m ) {
 
+			if ( v1 === undefined ) v1 = new Vector3();
+
 			var te = this.elements;
 			var me = m.elements;
 
@@ -3609,12 +3634,18 @@ Object.assign( Matrix4.prototype, {
 
 	lookAt: function () {
 
-		var x = new Vector3();
-		var y = new Vector3();
-		var z = new Vector3();
+		var x, y, z;
 
 		return function lookAt( eye, target, up ) {
 
+			if ( x === undefined ) {
+
+				x = new Vector3();
+				y = new Vector3();
+				z = new Vector3();
+
+			}
+
 			var te = this.elements;
 
 			z.subVectors( eye, target );
@@ -3726,10 +3757,12 @@ Object.assign( Matrix4.prototype, {
 
 	applyToBufferAttribute: function () {
 
-		var v1 = new Vector3();
+		var v1;
 
 		return function applyToBufferAttribute( attribute ) {
 
+			if ( v1 === undefined ) v1 = new Vector3();
+
 			for ( var i = 0, l = attribute.count; i < l; i ++ ) {
 
 				v1.x = attribute.getX( i );
@@ -4046,11 +4079,17 @@ Object.assign( Matrix4.prototype, {
 
 	decompose: function () {
 
-		var vector = new Vector3();
-		var matrix = new Matrix4();
+		var vector, matrix;
 
 		return function decompose( position, quaternion, scale ) {
 
+			if ( vector === undefined ) {
+
+				vector = new Vector3();
+				matrix = new Matrix4();
+
+			}
+
 			var te = this.elements;
 
 			var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
@@ -7934,10 +7973,12 @@ Object.assign( Box3.prototype, {
 
 	intersectsSphere: ( function () {
 
-		var closestPoint = new Vector3();
+		var closestPoint;
 
 		return function intersectsSphere( sphere ) {
 
+			if ( closestPoint === undefined ) closestPoint = new Vector3();
+
 			// Find the point on the AABB closest to the sphere center.
 			this.clampPoint( sphere.center, closestPoint );
 
@@ -8132,10 +8173,12 @@ Object.assign( Sphere.prototype, {
 
 	setFromPoints: function () {
 
-		var box = new Box3();
+		var box;
 
 		return function setFromPoints( points, optionalCenter ) {
 
+			if ( box === undefined ) box = new Box3(); // see #10547
+
 			var center = this.center;
 
 			if ( optionalCenter !== undefined ) {
@@ -8372,10 +8415,12 @@ Object.assign( Matrix3.prototype, {
 
 	applyToBufferAttribute: function () {
 
-		var v1 = new Vector3();
+		var v1;
 
 		return function applyToBufferAttribute( attribute ) {
 
+			if ( v1 === undefined ) v1 = new Vector3();
+
 			for ( var i = 0, l = attribute.count; i < l; i ++ ) {
 
 				v1.x = attribute.getX( i );
@@ -10258,10 +10303,12 @@ Object.assign( Euler.prototype, {
 
 	setFromQuaternion: function () {
 
-		var matrix = new Matrix4();
+		var matrix;
 
 		return function setFromQuaternion( q, order, update ) {
 
+			if ( matrix === undefined ) matrix = new Matrix4();
+
 			matrix.makeRotationFromQuaternion( q );
 
 			return this.setFromRotationMatrix( matrix, order, update );
@@ -11456,13 +11503,19 @@ Object.assign( Triangle.prototype, {
 
 	closestPointToPoint: function () {
 
-		var plane = new Plane();
-		var edgeList = [ new Line3(), new Line3(), new Line3() ];
-		var projectedPoint = new Vector3();
-		var closestPoint = new Vector3();
+		var plane, edgeList, projectedPoint, closestPoint;
 
 		return function closestPointToPoint( point, optionalTarget ) {
 
+			if ( plane === undefined ) {
+
+				plane = new Plane();
+				edgeList = [ new Line3(), new Line3(), new Line3() ];
+				projectedPoint = new Vector3();
+				closestPoint = new Vector3();
+
+			}
+
 			var result = optionalTarget || new Vector3();
 			var minDistance = Infinity;
 
@@ -12493,10 +12546,12 @@ Object.assign( Geometry.prototype, EventDispatcher.prototype, {
 
 		// rotate geometry around world x-axis
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function rotateX( angle ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeRotationX( angle );
 
 			this.applyMatrix( m1 );
@@ -12511,10 +12566,12 @@ Object.assign( Geometry.prototype, EventDispatcher.prototype, {
 
 		// rotate geometry around world y-axis
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function rotateY( angle ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeRotationY( angle );
 
 			this.applyMatrix( m1 );
@@ -12529,10 +12586,12 @@ Object.assign( Geometry.prototype, EventDispatcher.prototype, {
 
 		// rotate geometry around world z-axis
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function rotateZ( angle ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeRotationZ( angle );
 
 			this.applyMatrix( m1 );
@@ -12547,10 +12606,12 @@ Object.assign( Geometry.prototype, EventDispatcher.prototype, {
 
 		// translate geometry
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function translate( x, y, z ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeTranslation( x, y, z );
 
 			this.applyMatrix( m1 );
@@ -12565,10 +12626,12 @@ Object.assign( Geometry.prototype, EventDispatcher.prototype, {
 
 		// scale geometry
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function scale( x, y, z ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeScale( x, y, z );
 
 			this.applyMatrix( m1 );
@@ -12581,10 +12644,12 @@ Object.assign( Geometry.prototype, EventDispatcher.prototype, {
 
 	lookAt: function () {
 
-		var obj = new Object3D();
+		var obj;
 
 		return function lookAt( vector ) {
 
+			if ( obj === undefined ) obj = new Object3D();
+
 			obj.lookAt( vector );
 
 			obj.updateMatrix();
@@ -13979,10 +14044,12 @@ Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
 
 		// rotate geometry around world x-axis
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function rotateX( angle ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeRotationX( angle );
 
 			this.applyMatrix( m1 );
@@ -13997,10 +14064,12 @@ Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
 
 		// rotate geometry around world y-axis
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function rotateY( angle ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeRotationY( angle );
 
 			this.applyMatrix( m1 );
@@ -14015,10 +14084,12 @@ Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
 
 		// rotate geometry around world z-axis
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function rotateZ( angle ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeRotationZ( angle );
 
 			this.applyMatrix( m1 );
@@ -14033,10 +14104,12 @@ Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
 
 		// translate geometry
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function translate( x, y, z ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeTranslation( x, y, z );
 
 			this.applyMatrix( m1 );
@@ -14051,10 +14124,12 @@ Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
 
 		// scale geometry
 
-		var m1 = new Matrix4();
+		var m1;
 
 		return function scale( x, y, z ) {
 
+			if ( m1 === undefined ) m1 = new Matrix4();
+
 			m1.makeScale( x, y, z );
 
 			this.applyMatrix( m1 );
@@ -14067,10 +14142,12 @@ Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
 
 	lookAt: function () {
 
-		var obj = new Object3D();
+		var obj;
 
 		return function lookAt( vector ) {
 
+			if ( obj === undefined ) obj = new Object3D();
+
 			obj.lookAt( vector );
 
 			obj.updateMatrix();
@@ -32511,12 +32588,14 @@ Object.assign( Loader.prototype, {
 			CustomBlending: CustomBlending
 		};
 
-		var color = new Color();
-		var textureLoader = new TextureLoader();
-		var materialLoader = new MaterialLoader();
+		var color, textureLoader, materialLoader;
 
 		return function createMaterial( m, texturePath, crossOrigin ) {
 
+			if ( color === undefined ) color = new Color();
+			if ( textureLoader === undefined ) textureLoader = new TextureLoader();
+			if ( materialLoader === undefined ) materialLoader = new MaterialLoader();
+
 			// convert from old material format
 
 			var textures = {};

Algúns arquivos non se mostraron porque demasiados arquivos cambiaron neste cambio