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@@ -7339,6 +7339,8 @@
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if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
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if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
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if ( this.shininess !== undefined ) data.shininess = this.shininess;
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+ if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
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+ if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
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if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
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if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
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@@ -16012,11 +16014,10 @@
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case 'RectAreaLight':
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uniforms = {
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- color: new THREE.Color(),
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- position: new THREE.Vector3(),
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- halfWidth: new THREE.Vector3(),
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- halfHeight: new THREE.Vector3(),
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-
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+ color: new Color(),
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+ position: new Vector3(),
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+ halfWidth: new Vector3(),
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+ halfHeight: new Vector3()
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// TODO (abelnation): set RectAreaLight shadow uniforms
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};
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break;
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@@ -19663,8 +19664,9 @@
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_projScreenMatrix = new Matrix4(),
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- _vector3 = new THREE.Vector3(),
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- _matrix4 = new THREE.Matrix4(), _matrix42 = new THREE.Matrix4(),
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+ _vector3 = new Vector3(),
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+ _matrix4 = new Matrix4(),
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+ _matrix42 = new Matrix4(),
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// light arrays cache
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@@ -31925,6 +31927,8 @@
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if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
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if ( json.specular !== undefined ) material.specular.setHex( json.specular );
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if ( json.shininess !== undefined ) material.shininess = json.shininess;
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+ if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
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+ if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
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if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
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if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
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if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
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@@ -39510,27 +39514,8 @@
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return this;
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- },
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-
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- getCartesian: function() {
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- if ( this.radius === 0 ) {
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-
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- return new THREE.Vector3();
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-
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- } else {
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-
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- var sinPhi = Math.sin( this.phi );
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- var cosPhi = Math.cos( this.phi );
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- var sinTheta = Math.sin( this.theta );
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- var cosTheta = Math.cos( this.theta );
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-
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- return new THREE.Vector3(
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- this.radius * sinPhi * cosTheta,
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- this.radius * sinPhi * sinTheta,
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- this.radius * cosPhi );
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-
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- }
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}
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+
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};
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/**
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@@ -42531,7 +42516,6 @@
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exports.Vector3 = Vector3;
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exports.Vector2 = Vector2;
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exports.Quaternion = Quaternion;
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- exports.ColorKeywords = ColorKeywords;
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exports.Color = Color;
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exports.MorphBlendMesh = MorphBlendMesh;
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exports.ImmediateRenderObject = ImmediateRenderObject;
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