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Merge branch 'dev' of https://github.com/mrdoob/three.js into dev

Luis Blanco 5 年之前
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93a7c58ee4

+ 1 - 1
docs/api/zh/math/Quaternion.html

@@ -109,7 +109,7 @@
 
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
-			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+			Computes the squared [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
 			(straight-line length) of this quaternion, considered as a 4 dimensional
 			vector. This can be useful if you are comparing the lengths of two quaternions,
 			as this is a slightly more efficient calculation than [page:.length length]().

+ 1 - 1
docs/list.js

@@ -463,7 +463,7 @@ var list = {
 				"浏览器支持": "manual/zh/introduction/Browser-support",
 				"WebGL兼容性检查": "manual/zh/introduction/WebGL-compatibility-check",
 				"如何在本地运行Three.js": "manual/zh/introduction/How-to-run-things-locally",
-				"Typescript setup": "manual/zh/introduction/Typescript-setup",
+				"Typescript设置": "manual/zh/introduction/Typescript-setup",
 				"如何使用WebGL 2": "manual/zh/introduction/How-to-use-WebGL2",
 				"画线": "manual/zh/introduction/Drawing-lines",
 				"创建文字": "manual/zh/introduction/Creating-text",

+ 7 - 12
docs/manual/zh/introduction/Typescript-setup.html

@@ -8,22 +8,19 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>TypeScript设置([name]</h1>
 
 		<p>
-			three.js is a JavaScript-based library. However, it's possible to use it in a TypeScript project, as the library
-			exposes [link:https://www.typescriptlang.org/docs/handbook/declaration-files/introduction.html Declaration Files] (*d.ts* files).
+			three.js是一个基于JavaScript的库。但是,可以在TypeScript项目中使用它,因为该库公开了声明文件 [link:https://www.typescriptlang.org/docs/handbook/declaration-files/introduction.html Declaration Files](*d.ts* 文件)。
 		</p>
 
 		<p>
-			A minimal configuration is required for the TypeScript compiler to
-			discover three.js types.<br>
-			You will need to set the [link:https://www.typescriptlang.org/docs/handbook/module-resolution.html moduleResolution]
-			option to *node*, and the [link:https://www.typescriptlang.org/docs/handbook/compiler-options.html target] option to *es6* or newer.
+			TypeScript编译器需要最少的配置即可发现three.js类型。<br>
+			你将需要设置 [link:https://www.typescriptlang.org/docs/handbook/module-resolution.html moduleResolution] (模块解析)为 *node* 和 [link:https://www.typescriptlang.org/docs/handbook/compiler-options.html target] (目标) 为 *es6* 或更高版本。
 		</p>
 
 		<code>
-		// Example of minimal `tsconfig.json` file
+		// tsconfig.json文件最少配置例子
 		{
 			"compilerOptions": {
 				"target": "es6",
@@ -34,13 +31,11 @@
 		</code>
 
 		<p>
-			Note: As of today, it's not yet possible to use three.js typings without using those two options.
+			注意:到目前为止,如果不使用这两个选项,则无法使用three.js类型。
 		</p>
 
 		<p>
-			Note: It happens that some declarations are incorrect and/or missing.
-			Contributing to Declaration Files is really helpful for the community, making three.js
-			typings better and more accurate.
+			注意:某些声明可能不正确或缺失。为声明文件做贡献对社区真的很有帮助,使Three.js开发会更好更准确。
 		</p>
 	</body>
 </html>

+ 2 - 2
editor/js/Strings.js

@@ -737,8 +737,8 @@ var Strings = function ( config ) {
 			'sidebar/object/penumbra': '边缘',
 			'sidebar/object/decay': '衰减',
 			'sidebar/object/shadow': '阴影',
-			'sidebar/object/shadowRadius': 'Shadow Radius',
-			'sidebar/object/shadowBias': 'Shadow Bias',
+			'sidebar/object/shadowRadius': '阴影半径',
+			'sidebar/object/shadowBias': '阴影偏移',
 			'sidebar/object/cast': '产生',
 			'sidebar/object/receive': '接受',
 			'sidebar/object/visible': '可见性',

+ 9 - 1
examples/physics_cannon_instancing.html

@@ -7,17 +7,20 @@
 		<link type="text/css" rel="stylesheet" href="main.css">
 	</head>
 	<body>
+
 		<div id="info">
 			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - cannon.js instancing
 		</div>
+
 		<script src="./js/libs/cannon.js"></script>
 		<script type="module">
 
 			import * as THREE from '../build/three.module.js';
 			import { OrbitControls } from './jsm/controls/OrbitControls.js';
 			import { CannonPhysics } from './jsm/physics/CannonPhysics.js';
+			import Stats from './jsm/libs/stats.module.js';
 
-			var camera, scene, renderer;
+			var camera, scene, renderer, stats;
 			var physics, position;
 
 			init();
@@ -103,6 +106,9 @@
 				renderer.outputEncoding = THREE.sRGBEncoding;
 				document.body.appendChild( renderer.domElement );
 
+				stats = new Stats();
+				document.body.appendChild( stats.dom );
+
 				//
 
 				new OrbitControls( camera, renderer.domElement );
@@ -121,6 +127,8 @@
 
 				renderer.render( scene, camera );
 
+				stats.update();
+
 			}
 
 		</script>

+ 9 - 5
examples/webgl_materials_envmaps_hdr.html

@@ -58,19 +58,22 @@
 				var lightMaterial = new THREE.MeshLambertMaterial( { color: 0x000000, emissive: 0xffffff, emissiveIntensity: 10 } );
 
 				var light1 = new THREE.Mesh( geometry, lightMaterial );
+				light1.material.color.setHex( 0xff0000 );
 				light1.position.set( - 5, 2, 0 );
 				light1.scale.set( 0.1, 1, 1 );
 				envScene.add( light1 );
 
-				var light2 = new THREE.Mesh( geometry, lightMaterial );
+				var light2 = new THREE.Mesh( geometry, lightMaterial.clone() );
+				light2.material.color.setHex( 0x00ff00 );
 				light2.position.set( 0, 5, 0 );
 				light2.scale.set( 1, 0.1, 1 );
 				envScene.add( light2 );
 
-				var light2 = new THREE.Mesh( geometry, lightMaterial );
-				light2.position.set( 2, 1, 5 );
-				light2.scale.set( 1.5, 2, 0.1 );
-				envScene.add( light2 );
+				var light3 = new THREE.Mesh( geometry, lightMaterial.clone() );
+				light3.material.color.setHex( 0x0000ff );
+				light3.position.set( 2, 1, 5 );
+				light3.scale.set( 1.5, 2, 0.1 );
+				envScene.add( light3 );
 
 				return envScene;
 
@@ -94,6 +97,7 @@
 				//
 
 				var geometry = new THREE.TorusKnotBufferGeometry( 18, 8, 150, 20 );
+				//var geometry = new THREE.SphereBufferGeometry( 26, 64, 32 );
 				var material = new THREE.MeshStandardMaterial( {
 					color: 0xffffff,
 					metalness: params.metalness,

+ 1 - 2
src/animation/AnimationClip.d.ts

@@ -35,8 +35,7 @@ export class AnimationClip {
 	static parse( json: any ): AnimationClip;
 	static parseAnimation(
 		animation: any,
-		bones: Bone[],
-		nodeName: string
+		bones: Bone[]
 	): AnimationClip;
 	static toJSON(): any;
 

+ 0 - 2
src/renderers/webgl/WebGLShadowMap.js

@@ -119,8 +119,6 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 
 			if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
 
-				console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
-
 				if ( _shadowMapSize.x > maxTextureSize ) {
 
 					_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );