Mr.doob před 3 roky
rodič
revize
64f9b327f4
3 změnil soubory, kde provedl 263 přidání a 270 odebrání
  1. 137 140
      build/three.js
  2. 0 0
      build/three.min.js
  3. 126 130
      build/three.module.js

+ 137 - 140
build/three.js

@@ -22339,111 +22339,108 @@
 	const _triangle = new Triangle();
 
 	class EdgesGeometry extends BufferGeometry {
-		constructor(geometry, thresholdAngle) {
+		constructor(geometry = null, thresholdAngle = 1) {
 			super();
 			this.type = 'EdgesGeometry';
 			this.parameters = {
+				geometry: geometry,
 				thresholdAngle: thresholdAngle
 			};
-			thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
 
-			if (geometry.isGeometry === true) {
-				console.error('THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-				return;
-			}
+			if (geometry !== null) {
+				const precisionPoints = 4;
+				const precision = Math.pow(10, precisionPoints);
+				const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
+				const indexAttr = geometry.getIndex();
+				const positionAttr = geometry.getAttribute('position');
+				const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
+				const indexArr = [0, 0, 0];
+				const vertKeys = ['a', 'b', 'c'];
+				const hashes = new Array(3);
+				const edgeData = {};
+				const vertices = [];
+
+				for (let i = 0; i < indexCount; i += 3) {
+					if (indexAttr) {
+						indexArr[0] = indexAttr.getX(i);
+						indexArr[1] = indexAttr.getX(i + 1);
+						indexArr[2] = indexAttr.getX(i + 2);
+					} else {
+						indexArr[0] = i;
+						indexArr[1] = i + 1;
+						indexArr[2] = i + 2;
+					}
 
-			const precisionPoints = 4;
-			const precision = Math.pow(10, precisionPoints);
-			const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
-			const indexAttr = geometry.getIndex();
-			const positionAttr = geometry.getAttribute('position');
-			const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
-			const indexArr = [0, 0, 0];
-			const vertKeys = ['a', 'b', 'c'];
-			const hashes = new Array(3);
-			const edgeData = {};
-			const vertices = [];
+					const {
+						a,
+						b,
+						c
+					} = _triangle;
+					a.fromBufferAttribute(positionAttr, indexArr[0]);
+					b.fromBufferAttribute(positionAttr, indexArr[1]);
+					c.fromBufferAttribute(positionAttr, indexArr[2]);
 
-			for (let i = 0; i < indexCount; i += 3) {
-				if (indexAttr) {
-					indexArr[0] = indexAttr.getX(i);
-					indexArr[1] = indexAttr.getX(i + 1);
-					indexArr[2] = indexAttr.getX(i + 2);
-				} else {
-					indexArr[0] = i;
-					indexArr[1] = i + 1;
-					indexArr[2] = i + 2;
-				}
+					_triangle.getNormal(_normal); // create hashes for the edge from the vertices
 
-				const {
-					a,
-					b,
-					c
-				} = _triangle;
-				a.fromBufferAttribute(positionAttr, indexArr[0]);
-				b.fromBufferAttribute(positionAttr, indexArr[1]);
-				c.fromBufferAttribute(positionAttr, indexArr[2]);
 
-				_triangle.getNormal(_normal); // create hashes for the edge from the vertices
+					hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
+					hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
+					hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
 
+					if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
+						continue;
+					} // iterate over every edge
 
-				hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
-				hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
-				hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
 
-				if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
-					continue;
-				} // iterate over every edge
-
-
-				for (let j = 0; j < 3; j++) {
-					// get the first and next vertex making up the edge
-					const jNext = (j + 1) % 3;
-					const vecHash0 = hashes[j];
-					const vecHash1 = hashes[jNext];
-					const v0 = _triangle[vertKeys[j]];
-					const v1 = _triangle[vertKeys[jNext]];
-					const hash = `${vecHash0}_${vecHash1}`;
-					const reverseHash = `${vecHash1}_${vecHash0}`;
-
-					if (reverseHash in edgeData && edgeData[reverseHash]) {
-						// if we found a sibling edge add it into the vertex array if
-						// it meets the angle threshold and delete the edge from the map.
-						if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
-							vertices.push(v0.x, v0.y, v0.z);
-							vertices.push(v1.x, v1.y, v1.z);
-						}
+					for (let j = 0; j < 3; j++) {
+						// get the first and next vertex making up the edge
+						const jNext = (j + 1) % 3;
+						const vecHash0 = hashes[j];
+						const vecHash1 = hashes[jNext];
+						const v0 = _triangle[vertKeys[j]];
+						const v1 = _triangle[vertKeys[jNext]];
+						const hash = `${vecHash0}_${vecHash1}`;
+						const reverseHash = `${vecHash1}_${vecHash0}`;
+
+						if (reverseHash in edgeData && edgeData[reverseHash]) {
+							// if we found a sibling edge add it into the vertex array if
+							// it meets the angle threshold and delete the edge from the map.
+							if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
+								vertices.push(v0.x, v0.y, v0.z);
+								vertices.push(v1.x, v1.y, v1.z);
+							}
 
-						edgeData[reverseHash] = null;
-					} else if (!(hash in edgeData)) {
-						// if we've already got an edge here then skip adding a new one
-						edgeData[hash] = {
-							index0: indexArr[j],
-							index1: indexArr[jNext],
-							normal: _normal.clone()
-						};
+							edgeData[reverseHash] = null;
+						} else if (!(hash in edgeData)) {
+							// if we've already got an edge here then skip adding a new one
+							edgeData[hash] = {
+								index0: indexArr[j],
+								index1: indexArr[jNext],
+								normal: _normal.clone()
+							};
+						}
 					}
-				}
-			} // iterate over all remaining, unmatched edges and add them to the vertex array
+				} // iterate over all remaining, unmatched edges and add them to the vertex array
 
 
-			for (const key in edgeData) {
-				if (edgeData[key]) {
-					const {
-						index0,
-						index1
-					} = edgeData[key];
+				for (const key in edgeData) {
+					if (edgeData[key]) {
+						const {
+							index0,
+							index1
+						} = edgeData[key];
 
-					_v0.fromBufferAttribute(positionAttr, index0);
+						_v0.fromBufferAttribute(positionAttr, index0);
 
-					_v1$1.fromBufferAttribute(positionAttr, index1);
+						_v1$1.fromBufferAttribute(positionAttr, index1);
 
-					vertices.push(_v0.x, _v0.y, _v0.z);
-					vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
+						vertices.push(_v0.x, _v0.y, _v0.z);
+						vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
+					}
 				}
-			}
 
-			this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+				this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+			}
 		}
 
 	}
@@ -25690,46 +25687,65 @@
 	}
 
 	class WireframeGeometry extends BufferGeometry {
-		constructor(geometry) {
+		constructor(geometry = null) {
 			super();
 			this.type = 'WireframeGeometry';
+			this.parameters = {
+				geometry: geometry
+			};
 
-			if (geometry.isGeometry === true) {
-				console.error('THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
-				return;
-			} // buffer
-
-
-			const vertices = [];
-			const edges = new Set(); // helper variables
-
-			const start = new Vector3();
-			const end = new Vector3();
-
-			if (geometry.index !== null) {
-				// indexed BufferGeometry
-				const position = geometry.attributes.position;
-				const indices = geometry.index;
-				let groups = geometry.groups;
-
-				if (groups.length === 0) {
-					groups = [{
-						start: 0,
-						count: indices.count,
-						materialIndex: 0
-					}];
-				} // create a data structure that contains all eges without duplicates
-
-
-				for (let o = 0, ol = groups.length; o < ol; ++o) {
-					const group = groups[o];
-					const groupStart = group.start;
-					const groupCount = group.count;
+			if (geometry !== null) {
+				// buffer
+				const vertices = [];
+				const edges = new Set(); // helper variables
+
+				const start = new Vector3();
+				const end = new Vector3();
+
+				if (geometry.index !== null) {
+					// indexed BufferGeometry
+					const position = geometry.attributes.position;
+					const indices = geometry.index;
+					let groups = geometry.groups;
+
+					if (groups.length === 0) {
+						groups = [{
+							start: 0,
+							count: indices.count,
+							materialIndex: 0
+						}];
+					} // create a data structure that contains all eges without duplicates
+
+
+					for (let o = 0, ol = groups.length; o < ol; ++o) {
+						const group = groups[o];
+						const groupStart = group.start;
+						const groupCount = group.count;
+
+						for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
+							for (let j = 0; j < 3; j++) {
+								const index1 = indices.getX(i + j);
+								const index2 = indices.getX(i + (j + 1) % 3);
+								start.fromBufferAttribute(position, index1);
+								end.fromBufferAttribute(position, index2);
+
+								if (isUniqueEdge(start, end, edges) === true) {
+									vertices.push(start.x, start.y, start.z);
+									vertices.push(end.x, end.y, end.z);
+								}
+							}
+						}
+					}
+				} else {
+					// non-indexed BufferGeometry
+					const position = geometry.attributes.position;
 
-					for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
+					for (let i = 0, l = position.count / 3; i < l; i++) {
 						for (let j = 0; j < 3; j++) {
-							const index1 = indices.getX(i + j);
-							const index2 = indices.getX(i + (j + 1) % 3);
+							// three edges per triangle, an edge is represented as (index1, index2)
+							// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
+							const index1 = 3 * i + j;
+							const index2 = 3 * i + (j + 1) % 3;
 							start.fromBufferAttribute(position, index1);
 							end.fromBufferAttribute(position, index2);
 
@@ -25739,30 +25755,11 @@
 							}
 						}
 					}
-				}
-			} else {
-				// non-indexed BufferGeometry
-				const position = geometry.attributes.position;
-
-				for (let i = 0, l = position.count / 3; i < l; i++) {
-					for (let j = 0; j < 3; j++) {
-						// three edges per triangle, an edge is represented as (index1, index2)
-						// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
-						const index1 = 3 * i + j;
-						const index2 = 3 * i + (j + 1) % 3;
-						start.fromBufferAttribute(position, index1);
-						end.fromBufferAttribute(position, index2);
-
-						if (isUniqueEdge(start, end, edges) === true) {
-							vertices.push(start.x, start.y, start.z);
-							vertices.push(end.x, end.y, end.z);
-						}
-					}
-				}
-			} // build geometry
+				} // build geometry
 
 
-			this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+				this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
+			}
 		}
 
 	}

Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
build/three.min.js


+ 126 - 130
build/three.module.js

@@ -30405,133 +30405,128 @@ const _triangle = new Triangle();
 
 class EdgesGeometry extends BufferGeometry {
 
-	constructor( geometry, thresholdAngle ) {
+	constructor( geometry = null, thresholdAngle = 1 ) {
 
 		super();
-
 		this.type = 'EdgesGeometry';
 
 		this.parameters = {
+			geometry: geometry,
 			thresholdAngle: thresholdAngle
 		};
 
-		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
-
-		if ( geometry.isGeometry === true ) {
-
-			console.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
-			return;
+		if ( geometry !== null ) {
 
-		}
+			const precisionPoints = 4;
+			const precision = Math.pow( 10, precisionPoints );
+			const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
 
-		const precisionPoints = 4;
-		const precision = Math.pow( 10, precisionPoints );
-		const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
+			const indexAttr = geometry.getIndex();
+			const positionAttr = geometry.getAttribute( 'position' );
+			const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
 
-		const indexAttr = geometry.getIndex();
-		const positionAttr = geometry.getAttribute( 'position' );
-		const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
+			const indexArr = [ 0, 0, 0 ];
+			const vertKeys = [ 'a', 'b', 'c' ];
+			const hashes = new Array( 3 );
 
-		const indexArr = [ 0, 0, 0 ];
-		const vertKeys = [ 'a', 'b', 'c' ];
-		const hashes = new Array( 3 );
+			const edgeData = {};
+			const vertices = [];
+			for ( let i = 0; i < indexCount; i += 3 ) {
 
-		const edgeData = {};
-		const vertices = [];
-		for ( let i = 0; i < indexCount; i += 3 ) {
+				if ( indexAttr ) {
 
-			if ( indexAttr ) {
+					indexArr[ 0 ] = indexAttr.getX( i );
+					indexArr[ 1 ] = indexAttr.getX( i + 1 );
+					indexArr[ 2 ] = indexAttr.getX( i + 2 );
 
-				indexArr[ 0 ] = indexAttr.getX( i );
-				indexArr[ 1 ] = indexAttr.getX( i + 1 );
-				indexArr[ 2 ] = indexAttr.getX( i + 2 );
+				} else {
 
-			} else {
+					indexArr[ 0 ] = i;
+					indexArr[ 1 ] = i + 1;
+					indexArr[ 2 ] = i + 2;
 
-				indexArr[ 0 ] = i;
-				indexArr[ 1 ] = i + 1;
-				indexArr[ 2 ] = i + 2;
+				}
 
-			}
+				const { a, b, c } = _triangle;
+				a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
+				b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
+				c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
+				_triangle.getNormal( _normal );
 
-			const { a, b, c } = _triangle;
-			a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
-			b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
-			c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
-			_triangle.getNormal( _normal );
+				// create hashes for the edge from the vertices
+				hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
+				hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
+				hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
 
-			// create hashes for the edge from the vertices
-			hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
-			hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
-			hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
+				// skip degenerate triangles
+				if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
 
-			// skip degenerate triangles
-			if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
+					continue;
 
-				continue;
+				}
 
-			}
+				// iterate over every edge
+				for ( let j = 0; j < 3; j ++ ) {
 
-			// iterate over every edge
-			for ( let j = 0; j < 3; j ++ ) {
+					// get the first and next vertex making up the edge
+					const jNext = ( j + 1 ) % 3;
+					const vecHash0 = hashes[ j ];
+					const vecHash1 = hashes[ jNext ];
+					const v0 = _triangle[ vertKeys[ j ] ];
+					const v1 = _triangle[ vertKeys[ jNext ] ];
 
-				// get the first and next vertex making up the edge
-				const jNext = ( j + 1 ) % 3;
-				const vecHash0 = hashes[ j ];
-				const vecHash1 = hashes[ jNext ];
-				const v0 = _triangle[ vertKeys[ j ] ];
-				const v1 = _triangle[ vertKeys[ jNext ] ];
+					const hash = `${ vecHash0 }_${ vecHash1 }`;
+					const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
 
-				const hash = `${ vecHash0 }_${ vecHash1 }`;
-				const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
+					if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
 
-				if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
+						// if we found a sibling edge add it into the vertex array if
+						// it meets the angle threshold and delete the edge from the map.
+						if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
 
-					// if we found a sibling edge add it into the vertex array if
-					// it meets the angle threshold and delete the edge from the map.
-					if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
+							vertices.push( v0.x, v0.y, v0.z );
+							vertices.push( v1.x, v1.y, v1.z );
 
-						vertices.push( v0.x, v0.y, v0.z );
-						vertices.push( v1.x, v1.y, v1.z );
+						}
 
-					}
+						edgeData[ reverseHash ] = null;
 
-					edgeData[ reverseHash ] = null;
+					} else if ( ! ( hash in edgeData ) ) {
 
-				} else if ( ! ( hash in edgeData ) ) {
+						// if we've already got an edge here then skip adding a new one
+						edgeData[ hash ] = {
 
-					// if we've already got an edge here then skip adding a new one
-					edgeData[ hash ] = {
+							index0: indexArr[ j ],
+							index1: indexArr[ jNext ],
+							normal: _normal.clone(),
 
-						index0: indexArr[ j ],
-						index1: indexArr[ jNext ],
-						normal: _normal.clone(),
+						};
 
-					};
+					}
 
 				}
 
 			}
 
-		}
+			// iterate over all remaining, unmatched edges and add them to the vertex array
+			for ( const key in edgeData ) {
 
-		// iterate over all remaining, unmatched edges and add them to the vertex array
-		for ( const key in edgeData ) {
+				if ( edgeData[ key ] ) {
 
-			if ( edgeData[ key ] ) {
+					const { index0, index1 } = edgeData[ key ];
+					_v0.fromBufferAttribute( positionAttr, index0 );
+					_v1$1.fromBufferAttribute( positionAttr, index1 );
 
-				const { index0, index1 } = edgeData[ key ];
-				_v0.fromBufferAttribute( positionAttr, index0 );
-				_v1$1.fromBufferAttribute( positionAttr, index1 );
+					vertices.push( _v0.x, _v0.y, _v0.z );
+					vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
 
-				vertices.push( _v0.x, _v0.y, _v0.z );
-				vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
+				}
 
 			}
 
-		}
+			this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 
-		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		}
 
 	}
 
@@ -35295,65 +35290,66 @@ class TubeGeometry extends BufferGeometry {
 
 class WireframeGeometry extends BufferGeometry {
 
-	constructor( geometry ) {
+	constructor( geometry = null ) {
 
 		super();
 		this.type = 'WireframeGeometry';
 
-		if ( geometry.isGeometry === true ) {
+		this.parameters = {
+			geometry: geometry
+		};
 
-			console.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
-			return;
+		if ( geometry !== null ) {
 
-		}
+			// buffer
 
-		// buffer
+			const vertices = [];
+			const edges = new Set();
 
-		const vertices = [];
-		const edges = new Set();
+			// helper variables
 
-		// helper variables
+			const start = new Vector3();
+			const end = new Vector3();
 
-		const start = new Vector3();
-		const end = new Vector3();
+			if ( geometry.index !== null ) {
 
-		if ( geometry.index !== null ) {
+				// indexed BufferGeometry
 
-			// indexed BufferGeometry
+				const position = geometry.attributes.position;
+				const indices = geometry.index;
+				let groups = geometry.groups;
 
-			const position = geometry.attributes.position;
-			const indices = geometry.index;
-			let groups = geometry.groups;
+				if ( groups.length === 0 ) {
 
-			if ( groups.length === 0 ) {
+					groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
 
-				groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
+				}
 
-			}
+				// create a data structure that contains all eges without duplicates
 
-			// create a data structure that contains all eges without duplicates
+				for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
 
-			for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
+					const group = groups[ o ];
 
-				const group = groups[ o ];
+					const groupStart = group.start;
+					const groupCount = group.count;
 
-				const groupStart = group.start;
-				const groupCount = group.count;
+					for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
 
-				for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
+						for ( let j = 0; j < 3; j ++ ) {
 
-					for ( let j = 0; j < 3; j ++ ) {
+							const index1 = indices.getX( i + j );
+							const index2 = indices.getX( i + ( j + 1 ) % 3 );
 
-						const index1 = indices.getX( i + j );
-						const index2 = indices.getX( i + ( j + 1 ) % 3 );
+							start.fromBufferAttribute( position, index1 );
+							end.fromBufferAttribute( position, index2 );
 
-						start.fromBufferAttribute( position, index1 );
-						end.fromBufferAttribute( position, index2 );
+							if ( isUniqueEdge( start, end, edges ) === true ) {
 
-						if ( isUniqueEdge( start, end, edges ) === true ) {
+								vertices.push( start.x, start.y, start.z );
+								vertices.push( end.x, end.y, end.z );
 
-							vertices.push( start.x, start.y, start.z );
-							vertices.push( end.x, end.y, end.z );
+							}
 
 						}
 
@@ -35361,31 +35357,31 @@ class WireframeGeometry extends BufferGeometry {
 
 				}
 
-			}
+			} else {
 
-		} else {
+				// non-indexed BufferGeometry
 
-			// non-indexed BufferGeometry
+				const position = geometry.attributes.position;
 
-			const position = geometry.attributes.position;
+				for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
 
-			for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
+					for ( let j = 0; j < 3; j ++ ) {
 
-				for ( let j = 0; j < 3; j ++ ) {
+						// three edges per triangle, an edge is represented as (index1, index2)
+						// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
 
-					// three edges per triangle, an edge is represented as (index1, index2)
-					// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
+						const index1 = 3 * i + j;
+						const index2 = 3 * i + ( ( j + 1 ) % 3 );
 
-					const index1 = 3 * i + j;
-					const index2 = 3 * i + ( ( j + 1 ) % 3 );
+						start.fromBufferAttribute( position, index1 );
+						end.fromBufferAttribute( position, index2 );
 
-					start.fromBufferAttribute( position, index1 );
-					end.fromBufferAttribute( position, index2 );
+						if ( isUniqueEdge( start, end, edges ) === true ) {
 
-					if ( isUniqueEdge( start, end, edges ) === true ) {
+							vertices.push( start.x, start.y, start.z );
+							vertices.push( end.x, end.y, end.z );
 
-						vertices.push( start.x, start.y, start.z );
-						vertices.push( end.x, end.y, end.z );
+						}
 
 					}
 
@@ -35393,11 +35389,11 @@ class WireframeGeometry extends BufferGeometry {
 
 			}
 
-		}
+			// build geometry
 
-		// build geometry
+			this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 
-		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		}
 
 	}
 

Některé soubory nejsou zobrazeny, neboť je v těchto rozdílových datech změněno mnoho souborů