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Updated builds.

Mr.doob 6 anos atrás
pai
commit
5577a7f005
3 arquivos alterados com 525 adições e 586 exclusões
  1. 179 179
      build/three.js
  2. 229 292
      build/three.min.js
  3. 117 115
      build/three.module.js

Diferenças do arquivo suprimidas por serem muito extensas
+ 179 - 179
build/three.js


Diferenças do arquivo suprimidas por serem muito extensas
+ 229 - 292
build/three.min.js


+ 117 - 115
build/three.module.js

@@ -12585,195 +12585,197 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ),
 
 
 // BoxGeometry
 // BoxGeometry
 
 
-function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+class BoxGeometry extends Geometry {
 
 
-	Geometry.call( this );
+	constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {
 
 
-	this.type = 'BoxGeometry';
+		super();
 
 
-	this.parameters = {
-		width: width,
-		height: height,
-		depth: depth,
-		widthSegments: widthSegments,
-		heightSegments: heightSegments,
-		depthSegments: depthSegments
-	};
+		this.type = 'BoxGeometry';
 
 
-	this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
-	this.mergeVertices();
+		this.parameters = {
+			width: width,
+			height: height,
+			depth: depth,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments,
+			depthSegments: depthSegments
+		};
 
 
-}
+		this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
+		this.mergeVertices();
+
+	}
 
 
-BoxGeometry.prototype = Object.create( Geometry.prototype );
-BoxGeometry.prototype.constructor = BoxGeometry;
+}
 
 
 // BoxBufferGeometry
 // BoxBufferGeometry
 
 
-function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+class BoxBufferGeometry extends BufferGeometry {
 
 
-	BufferGeometry.call( this );
+	constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {
 
 
-	this.type = 'BoxBufferGeometry';
+		super();
 
 
-	this.parameters = {
-		width: width,
-		height: height,
-		depth: depth,
-		widthSegments: widthSegments,
-		heightSegments: heightSegments,
-		depthSegments: depthSegments
-	};
+		this.type = 'BoxBufferGeometry';
 
 
-	var scope = this;
+		this.parameters = {
+			width: width,
+			height: height,
+			depth: depth,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments,
+			depthSegments: depthSegments
+		};
 
 
-	width = width || 1;
-	height = height || 1;
-	depth = depth || 1;
+		var scope = this;
 
 
-	// segments
+		width = width || 1;
+		height = height || 1;
+		depth = depth || 1;
 
 
-	widthSegments = Math.floor( widthSegments ) || 1;
-	heightSegments = Math.floor( heightSegments ) || 1;
-	depthSegments = Math.floor( depthSegments ) || 1;
+		// segments
 
 
-	// buffers
+		widthSegments = Math.floor( widthSegments ) || 1;
+		heightSegments = Math.floor( heightSegments ) || 1;
+		depthSegments = Math.floor( depthSegments ) || 1;
 
 
-	var indices = [];
-	var vertices = [];
-	var normals = [];
-	var uvs = [];
+		// buffers
 
 
-	// helper variables
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
 
 
-	var numberOfVertices = 0;
-	var groupStart = 0;
+		// helper variables
 
 
-	// build each side of the box geometry
+		var numberOfVertices = 0;
+		var groupStart = 0;
 
 
-	buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
-	buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
-	buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
-	buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
-	buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
-	buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
+		// build each side of the box geometry
 
 
-	// build geometry
+		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
+		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
+		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
+		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
+		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
+		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
 
 
-	this.setIndex( indices );
-	this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
-	this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
-	this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+		// build geometry
 
 
-	function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
 
 
-		var segmentWidth = width / gridX;
-		var segmentHeight = height / gridY;
+		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
 
 
-		var widthHalf = width / 2;
-		var heightHalf = height / 2;
-		var depthHalf = depth / 2;
+			var segmentWidth = width / gridX;
+			var segmentHeight = height / gridY;
 
 
-		var gridX1 = gridX + 1;
-		var gridY1 = gridY + 1;
+			var widthHalf = width / 2;
+			var heightHalf = height / 2;
+			var depthHalf = depth / 2;
 
 
-		var vertexCounter = 0;
-		var groupCount = 0;
+			var gridX1 = gridX + 1;
+			var gridY1 = gridY + 1;
 
 
-		var ix, iy;
+			var vertexCounter = 0;
+			var groupCount = 0;
 
 
-		var vector = new Vector3();
+			var ix, iy;
 
 
-		// generate vertices, normals and uvs
+			var vector = new Vector3();
+
+			// generate vertices, normals and uvs
+
+			for ( iy = 0; iy < gridY1; iy ++ ) {
 
 
-		for ( iy = 0; iy < gridY1; iy ++ ) {
+				var y = iy * segmentHeight - heightHalf;
 
 
-			var y = iy * segmentHeight - heightHalf;
+				for ( ix = 0; ix < gridX1; ix ++ ) {
 
 
-			for ( ix = 0; ix < gridX1; ix ++ ) {
+					var x = ix * segmentWidth - widthHalf;
 
 
-				var x = ix * segmentWidth - widthHalf;
+					// set values to correct vector component
 
 
-				// set values to correct vector component
+					vector[ u ] = x * udir;
+					vector[ v ] = y * vdir;
+					vector[ w ] = depthHalf;
 
 
-				vector[ u ] = x * udir;
-				vector[ v ] = y * vdir;
-				vector[ w ] = depthHalf;
+					// now apply vector to vertex buffer
 
 
-				// now apply vector to vertex buffer
+					vertices.push( vector.x, vector.y, vector.z );
 
 
-				vertices.push( vector.x, vector.y, vector.z );
+					// set values to correct vector component
 
 
-				// set values to correct vector component
+					vector[ u ] = 0;
+					vector[ v ] = 0;
+					vector[ w ] = depth > 0 ? 1 : - 1;
 
 
-				vector[ u ] = 0;
-				vector[ v ] = 0;
-				vector[ w ] = depth > 0 ? 1 : - 1;
+					// now apply vector to normal buffer
 
 
-				// now apply vector to normal buffer
+					normals.push( vector.x, vector.y, vector.z );
 
 
-				normals.push( vector.x, vector.y, vector.z );
+					// uvs
 
 
-				// uvs
+					uvs.push( ix / gridX );
+					uvs.push( 1 - ( iy / gridY ) );
 
 
-				uvs.push( ix / gridX );
-				uvs.push( 1 - ( iy / gridY ) );
+					// counters
 
 
-				// counters
+					vertexCounter += 1;
 
 
-				vertexCounter += 1;
+				}
 
 
 			}
 			}
 
 
-		}
+			// indices
 
 
-		// indices
+			// 1. you need three indices to draw a single face
+			// 2. a single segment consists of two faces
+			// 3. so we need to generate six (2*3) indices per segment
 
 
-		// 1. you need three indices to draw a single face
-		// 2. a single segment consists of two faces
-		// 3. so we need to generate six (2*3) indices per segment
+			for ( iy = 0; iy < gridY; iy ++ ) {
 
 
-		for ( iy = 0; iy < gridY; iy ++ ) {
+				for ( ix = 0; ix < gridX; ix ++ ) {
 
 
-			for ( ix = 0; ix < gridX; ix ++ ) {
+					var a = numberOfVertices + ix + gridX1 * iy;
+					var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
+					var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
+					var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
 
 
-				var a = numberOfVertices + ix + gridX1 * iy;
-				var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
-				var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
-				var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
+					// faces
 
 
-				// faces
+					indices.push( a, b, d );
+					indices.push( b, c, d );
 
 
-				indices.push( a, b, d );
-				indices.push( b, c, d );
+					// increase counter
 
 
-				// increase counter
+					groupCount += 6;
 
 
-				groupCount += 6;
+				}
 
 
 			}
 			}
 
 
-		}
+			// add a group to the geometry. this will ensure multi material support
 
 
-		// add a group to the geometry. this will ensure multi material support
+			scope.addGroup( groupStart, groupCount, materialIndex );
 
 
-		scope.addGroup( groupStart, groupCount, materialIndex );
+			// calculate new start value for groups
 
 
-		// calculate new start value for groups
+			groupStart += groupCount;
 
 
-		groupStart += groupCount;
+			// update total number of vertices
 
 
-		// update total number of vertices
+			numberOfVertices += vertexCounter;
 
 
-		numberOfVertices += vertexCounter;
+		}
 
 
 	}
 	}
 
 
 }
 }
 
 
-BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
-BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
-
 /**
 /**
  * Uniform Utilities
  * Uniform Utilities
  */
  */

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