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Updated builds.

Mr.doob 9 years ago
parent
commit
8a524f6926
2 changed files with 81 additions and 67 deletions
  1. 81 67
      build/three.js
  2. 0 0
      build/three.min.js

+ 81 - 67
build/three.js

@@ -20066,7 +20066,7 @@
 
   		//
 
-  		if ( (object && object.isMesh) ) {
+  		if ( object && object.isMesh ) {
 
   			if ( material.wireframe === true ) {
 
@@ -20094,7 +20094,7 @@
   			}
 
 
-  		} else if ( (object && object.isLine) ) {
+  		} else if ( object && object.isLine ) {
 
   			var lineWidth = material.linewidth;
 
@@ -20102,7 +20102,7 @@
 
   			state.setLineWidth( lineWidth * getTargetPixelRatio() );
 
-  			if ( (object && object.isLineSegments) ) {
+  			if ( object && object.isLineSegments ) {
 
   				renderer.setMode( _gl.LINES );
 
@@ -20112,13 +20112,13 @@
 
   			}
 
-  		} else if ( (object && object.isPoints) ) {
+  		} else if ( object && object.isPoints ) {
 
   			renderer.setMode( _gl.POINTS );
 
   		}
 
-  		if ( (geometry && geometry.isInstancedBufferGeometry) ) {
+  		if ( geometry && geometry.isInstancedBufferGeometry ) {
 
   			if ( geometry.maxInstancedCount > 0 ) {
 
@@ -20138,7 +20138,7 @@
 
   		var extension;
 
-  		if ( (geometry && geometry.isInstancedBufferGeometry) ) {
+  		if ( geometry && geometry.isInstancedBufferGeometry ) {
 
   			extension = extensions.get( 'ANGLE_instanced_arrays' );
 
@@ -20181,7 +20181,7 @@
 
   					} else if ( array instanceof Float64Array ) {
 
-  						console.warn("Unsupported data buffer format: Float64Array");
+  						console.warn( "Unsupported data buffer format: Float64Array" );
 
   					} else if ( array instanceof Uint16Array ) {
 
@@ -20212,13 +20212,13 @@
   					var size = geometryAttribute.itemSize;
   					var buffer = objects.getAttributeBuffer( geometryAttribute );
 
-  					if ( (geometryAttribute && geometryAttribute.isInterleavedBufferAttribute) ) {
+  					if ( geometryAttribute && geometryAttribute.isInterleavedBufferAttribute ) {
 
   						var data = geometryAttribute.data;
   						var stride = data.stride;
   						var offset = geometryAttribute.offset;
 
-  						if ( (data && data.isInstancedInterleavedBuffer) ) {
+  						if ( data && data.isInstancedInterleavedBuffer ) {
 
   							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
 
@@ -20239,7 +20239,7 @@
 
   					} else {
 
-  						if ( (geometryAttribute && geometryAttribute.isInstancedBufferAttribute) ) {
+  						if ( geometryAttribute && geometryAttribute.isInstancedBufferAttribute ) {
 
   							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
 
@@ -20353,7 +20353,7 @@
 
   	this.render = function ( scene, camera, renderTarget, forceClear ) {
 
-  		if ( (camera && camera.isCamera) === false ) {
+  		if ( ( camera && camera.isCamera ) === false ) {
 
   			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
   			return;
@@ -20439,7 +20439,7 @@
 
   			glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
 
-  		} else if ( (background && background.isColor) ) {
+  		} else if ( background && background.isColor ) {
 
   			glClearColor( background.r, background.g, background.b, 1 );
 
@@ -20451,7 +20451,7 @@
 
   		}
 
-  		if ( (background && background.isCubeTexture) ) {
+  		if ( background && background.isCubeTexture ) {
 
   			backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );
 
@@ -20465,7 +20465,7 @@
 
   			_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
 
-  		} else if ( (background && background.isTexture) ) {
+  		} else if ( background && background.isTexture ) {
 
   			backgroundPlaneMesh.material.map = background;
 
@@ -20626,11 +20626,11 @@
 
   		if ( object.layers.test( camera.layers ) ) {
 
-  			if ( (object && object.isLight) ) {
+  			if ( object && object.isLight ) {
 
   				lights.push( object );
 
-  			} else if ( (object && object.isSprite) ) {
+  			} else if ( object && object.isSprite ) {
 
   				if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {
 
@@ -20638,11 +20638,11 @@
 
   				}
 
-  			} else if ( (object && object.isLensFlare) ) {
+  			} else if ( object && object.isLensFlare ) {
 
   				lensFlares.push( object );
 
-  			} else if ( (object && object.isImmediateRenderObject) ) {
+  			} else if ( object && object.isImmediateRenderObject ) {
 
   				if ( _this.sortObjects === true ) {
 
@@ -20653,9 +20653,9 @@
 
   				pushRenderItem( object, null, object.material, _vector3.z, null );
 
-  			} else if ( (object && object.isMesh) || (object && object.isLine) || (object && object.isPoints) ) {
+  			} else if ( ( object && object.isMesh ) || ( object && object.isLine ) || ( object && object.isPoints ) ) {
 
-  				if ( (object && object.isSkinnedMesh) ) {
+  				if ( object && object.isSkinnedMesh ) {
 
   					object.skeleton.update();
 
@@ -20676,7 +20676,7 @@
 
   						var geometry = objects.update( object );
 
-  						if ( (material && material.isMultiMaterial) ) {
+  						if ( material && material.isMultiMaterial ) {
 
   							var groups = geometry.groups;
   							var materials = material.materials;
@@ -20732,7 +20732,7 @@
   			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
   			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
 
-  			if ( (object && object.isImmediateRenderObject) ) {
+  			if ( object && object.isImmediateRenderObject ) {
 
   				setMaterial( material );
 
@@ -20859,8 +20859,8 @@
 
   		var uniforms = materialProperties.__webglShader.uniforms;
 
-  		if ( ! ( (material && material.isShaderMaterial) ) &&
-  				! ( (material && material.isRawShaderMaterial) ) ||
+  		if ( ! ( material && material.isShaderMaterial ) &&
+  				! ( material && material.isRawShaderMaterial ) ||
   				material.clipping === true ) {
 
   			materialProperties.numClippingPlanes = _clipping.numPlanes;
@@ -21035,9 +21035,9 @@
   			// load material specific uniforms
   			// (shader material also gets them for the sake of genericity)
 
-  			if ( (material && material.isShaderMaterial) ||
-  				 (material && material.isMeshPhongMaterial) ||
-  				 (material && material.isMeshStandardMaterial) ||
+  			if ( ( material && material.isShaderMaterial ) ||
+  				 ( material && material.isMeshPhongMaterial ) ||
+  				 ( material && material.isMeshStandardMaterial ) ||
   				 material.envMap ) {
 
   				var uCamPos = p_uniforms.map.cameraPosition;
@@ -21051,11 +21051,11 @@
 
   			}
 
-  			if ( (material && material.isMeshPhongMaterial) ||
-  				 (material && material.isMeshLambertMaterial) ||
-  				 (material && material.isMeshBasicMaterial) ||
-  				 (material && material.isMeshStandardMaterial) ||
-  				 (material && material.isShaderMaterial) ||
+  			if ( ( material && material.isMeshPhongMaterial ) ||
+  				 ( material && material.isMeshLambertMaterial ) ||
+  				 ( material && material.isMeshBasicMaterial ) ||
+  				 ( material && material.isMeshStandardMaterial ) ||
+  				 ( material && material.isShaderMaterial ) ||
   				 material.skinning ) {
 
   				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
@@ -21121,11 +21121,11 @@
 
   			}
 
-  			if ( (material && material.isMeshBasicMaterial) ||
-  				 (material && material.isMeshLambertMaterial) ||
-  				 (material && material.isMeshPhongMaterial) ||
-  				 (material && material.isMeshStandardMaterial) ||
-  				 (material && material.isMeshDepthMaterial) ) {
+  			if ( ( material && material.isMeshBasicMaterial ) ||
+  				 ( material && material.isMeshLambertMaterial ) ||
+  				 ( material && material.isMeshPhongMaterial ) ||
+  				 ( material && material.isMeshStandardMaterial ) ||
+  				 ( material && material.isMeshDepthMaterial ) ) {
 
   				refreshUniformsCommon( m_uniforms, material );
 
@@ -21133,36 +21133,36 @@
 
   			// refresh single material specific uniforms
 
-  			if ( (material && material.isLineBasicMaterial) ) {
+  			if ( material && material.isLineBasicMaterial ) {
 
   				refreshUniformsLine( m_uniforms, material );
 
-  			} else if ( (material && material.isLineDashedMaterial) ) {
+  			} else if ( material && material.isLineDashedMaterial ) {
 
   				refreshUniformsLine( m_uniforms, material );
   				refreshUniformsDash( m_uniforms, material );
 
-  			} else if ( (material && material.isPointsMaterial) ) {
+  			} else if ( material && material.isPointsMaterial ) {
 
   				refreshUniformsPoints( m_uniforms, material );
 
-  			} else if ( (material && material.isMeshLambertMaterial) ) {
+  			} else if ( material && material.isMeshLambertMaterial ) {
 
   				refreshUniformsLambert( m_uniforms, material );
 
-  			} else if ( (material && material.isMeshPhongMaterial) ) {
+  			} else if ( material && material.isMeshPhongMaterial ) {
 
   				refreshUniformsPhong( m_uniforms, material );
 
-  			} else if ( (material && material.isMeshPhysicalMaterial) ) {
+  			} else if ( material && material.isMeshPhysicalMaterial ) {
 
   				refreshUniformsPhysical( m_uniforms, material );
 
-  			} else if ( (material && material.isMeshStandardMaterial) ) {
+  			} else if ( material && material.isMeshStandardMaterial ) {
 
   				refreshUniformsStandard( m_uniforms, material );
 
-  			} else if ( (material && material.isMeshDepthMaterial) ) {
+  			} else if ( material && material.isMeshDepthMaterial ) {
 
   				if ( material.displacementMap ) {
 
@@ -21172,7 +21172,7 @@
 
   				}
 
-  			} else if ( (material && material.isMeshNormalMaterial) ) {
+  			} else if ( material && material.isMeshNormalMaterial ) {
 
   				m_uniforms.opacity.value = material.opacity;
 
@@ -21303,7 +21303,7 @@
   		//  WebGLRenderTargetCube will be flipped for backwards compatibility
   		//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
   		// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
-  		uniforms.flipEnvMap.value = ( ! ( (material.envMap && material.envMap.isCubeTexture) ) ) ? 1 : - 1;
+  		uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
 
   		uniforms.reflectivity.value = material.reflectivity;
   		uniforms.refractionRatio.value = material.refractionRatio;
@@ -21349,12 +21349,12 @@
 
   		uniforms.fogColor.value = fog.color;
 
-  		if ( (fog && fog.isFog) ) {
+  		if ( fog && fog.isFog ) {
 
   			uniforms.fogNear.value = fog.near;
   			uniforms.fogFar.value = fog.far;
 
-  		} else if ( (fog && fog.isFogExp2) ) {
+  		} else if ( fog && fog.isFogExp2 ) {
 
   			uniforms.fogDensity.value = fog.density;
 
@@ -21552,13 +21552,13 @@
 
   			shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
 
-  			if ( (light && light.isAmbientLight) ) {
+  			if ( light && light.isAmbientLight ) {
 
   				r += color.r * intensity;
   				g += color.g * intensity;
   				b += color.b * intensity;
 
-  			} else if ( (light && light.isDirectionalLight) ) {
+  			} else if ( light && light.isDirectionalLight ) {
 
   				var uniforms = lightCache.get( light );
 
@@ -21582,7 +21582,7 @@
   				_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
   				_lights.directional[ directionalLength ++ ] = uniforms;
 
-  			} else if ( (light && light.isSpotLight) ) {
+  			} else if ( light && light.isSpotLight ) {
 
   				var uniforms = lightCache.get( light );
 
@@ -21615,7 +21615,7 @@
   				_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
   				_lights.spot[ spotLength ++ ] = uniforms;
 
-  			} else if ( (light && light.isPointLight) ) {
+  			} else if ( light && light.isPointLight ) {
 
   				var uniforms = lightCache.get( light );
 
@@ -21651,7 +21651,7 @@
 
   				_lights.point[ pointLength ++ ] = uniforms;
 
-  			} else if ( (light && light.isHemisphereLight) ) {
+  			} else if ( light && light.isHemisphereLight ) {
 
   				var uniforms = lightCache.get( light );
 
@@ -21718,7 +21718,7 @@
   		// backwards compatibility: peel texture.texture
   		return function setTexture2D( texture, slot ) {
 
-  			if ( (texture && texture.isWebGLRenderTarget) ) {
+  			if ( texture && texture.isWebGLRenderTarget ) {
 
   				if ( ! warned ) {
 
@@ -21763,7 +21763,7 @@
   		return function setTextureCube( texture, slot ) {
 
   			// backwards compatibility: peel texture.texture
-  			if ( (texture && texture.isWebGLRenderTargetCube) ) {
+  			if ( texture && texture.isWebGLRenderTargetCube ) {
 
   				if ( ! warned ) {
 
@@ -21778,7 +21778,7 @@
 
   			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
   			// TODO: unify these code paths
-  			if ( (texture && texture.isCubeTexture) ||
+  			if ( ( texture && texture.isCubeTexture ) ||
   				 ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
 
   				// CompressedTexture can have Array in image :/
@@ -21814,7 +21814,7 @@
 
   		}
 
-  		var isCube = ( (renderTarget && renderTarget.isWebGLRenderTargetCube) );
+  		var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
   		var framebuffer;
 
   		if ( renderTarget ) {
@@ -21870,7 +21870,7 @@
 
   	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
 
-  		if ( (renderTarget && renderTarget.isWebGLRenderTarget) === false ) {
+  		if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {
 
   			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
   			return;
@@ -24714,6 +24714,7 @@
   			var loader = new XHRLoader();
   			loader.setPath( this.path );
   			loader.setResponseType( 'blob' );
+  			loader.setWithCredentials( this.withCredentials );
   			loader.load( url, function ( blob ) {
 
   				image.src = URL.createObjectURL( blob );
@@ -24735,6 +24736,13 @@
 
   	},
 
+  	setWithCredentials: function ( value ) {
+
+  		this.withCredentials = value;
+  		return this;
+
+  	},
+
   	setPath: function ( value ) {
 
   		this.path = value;
@@ -24830,6 +24838,7 @@
 
   		var loader = new ImageLoader( this.manager );
   		loader.setCrossOrigin( this.crossOrigin );
+  		loader.setWithCredentials( this.withCredentials );
   		loader.setPath( this.path );
   		loader.load( url, function ( image ) {
 
@@ -24859,6 +24868,13 @@
 
   	},
 
+  	setWithCredentials: function ( value ) {
+
+  		this.withCredentials = value;
+  		return this;
+
+  	},
+
   	setPath: function ( value ) {
 
   		this.path = value;
@@ -24866,6 +24882,8 @@
 
   	}
 
+
+
   } );
 
   /**
@@ -31076,11 +31094,8 @@
   		//for ( b = bevelSegments; b > 0; b -- ) {
 
   		t = b / bevelSegments;
-  		z = bevelThickness * ( 1 - t );
-
-  		//z = bevelThickness * t;
-  		bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved
-  		//bs = bevelSize * t; // linear
+  		z = bevelThickness * Math.cos( t * Math.PI / 2 );
+  		bs = bevelSize * Math.sin( t * Math.PI / 2 );
 
   		// contract shape
 
@@ -31177,9 +31192,8 @@
   	for ( b = bevelSegments - 1; b >= 0; b -- ) {
 
   		t = b / bevelSegments;
-  		z = bevelThickness * ( 1 - t );
-  		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
-  		bs = bevelSize * Math.sin ( t * Math.PI / 2 );
+  		z = bevelThickness * Math.cos ( t * Math.PI / 2 );
+  		bs = bevelSize * Math.sin( t * Math.PI / 2 );
 
   		// contract shape
 

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+ 0 - 0
build/three.min.js


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