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@@ -108,8 +108,8 @@
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pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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- pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
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- pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
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+ pxGeometry.rotateY( Math.PI / 2 );
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+ pxGeometry.translate( 50, 0, 0 );
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var nxGeometry = new THREE.PlaneGeometry( 100, 100 );
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nxGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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@@ -117,8 +117,8 @@
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nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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- nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
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- nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
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+ nxGeometry.rotateY( - Math.PI / 2 );
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+ nxGeometry.translate( - 50, 0, 0 );
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var pyGeometry = new THREE.PlaneGeometry( 100, 100 );
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pyGeometry.faces[ 0 ].vertexColors = [ light, light, light ];
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@@ -126,8 +126,8 @@
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pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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- pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
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- pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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+ pyGeometry.rotateX( - Math.PI / 2 );
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+ pyGeometry.translate( 0, 50, 0 );
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var py2Geometry = new THREE.PlaneGeometry( 100, 100 );
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py2Geometry.faces[ 0 ].vertexColors = [ light, light, light ];
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@@ -135,9 +135,9 @@
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py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5;
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py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5;
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py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5;
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- py2Geometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
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- py2Geometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
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- py2Geometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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+ py2Geometry.rotateX( - Math.PI / 2 );
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+ py2Geometry.rotateY( Math.PI / 2 );
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+ py2Geometry.translate( 0, 50, 0 );
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var pzGeometry = new THREE.PlaneGeometry( 100, 100 );
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pzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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@@ -145,7 +145,7 @@
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pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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- pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
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+ pzGeometry.translate( 0, 0, 50 );
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var nzGeometry = new THREE.PlaneGeometry( 100, 100 );
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nzGeometry.faces[ 0 ].vertexColors = [ light, shadow, light ];
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@@ -153,8 +153,8 @@
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nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5;
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nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5;
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nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5;
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- nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
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- nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, - 50 ) );
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+ nzGeometry.rotateY( Math.PI );
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+ nzGeometry.translate( 0, 0, - 50 );
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//
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