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@@ -1971,23 +1971,22 @@ WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
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function Quaternion( x, y, z, w ) {
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- this._x = x || 0;
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- this._y = y || 0;
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- this._z = z || 0;
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- this._w = ( w !== undefined ) ? w : 1;
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+ this.x = x || 0;
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+ this.y = y || 0;
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+ this.z = z || 0;
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+ this.w = ( w !== undefined ) ? w : 1;
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}
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Object.assign( Quaternion, {
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- slerp: function( qa, qb, qm, t ) {
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+ slerp: function ( qa, qb, qm, t ) {
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return qm.copy( qa ).slerp( qb, t );
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},
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- slerpFlat: function(
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- dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
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+ slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
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// fuzz-free, array-based Quaternion SLERP operation
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@@ -2051,88 +2050,14 @@ Object.assign( Quaternion, {
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} );
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-Object.defineProperties( Quaternion.prototype, {
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-
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- "x" : {
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-
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- get: function () {
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-
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- return this._x;
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-
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- },
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-
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- set: function ( value ) {
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-
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- this._x = value;
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- this.onChangeCallback();
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-
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- }
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-
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- },
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-
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- "y" : {
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-
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- get: function () {
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-
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- return this._y;
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-
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- },
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-
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- set: function ( value ) {
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-
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- this._y = value;
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- this.onChangeCallback();
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-
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- }
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-
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- },
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-
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- "z" : {
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-
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- get: function () {
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-
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- return this._z;
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-
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- },
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-
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- set: function ( value ) {
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-
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- this._z = value;
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- this.onChangeCallback();
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-
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- }
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-
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- },
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-
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- "w" : {
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-
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- get: function () {
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-
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- return this._w;
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-
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- },
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-
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- set: function ( value ) {
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-
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- this._w = value;
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- this.onChangeCallback();
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-
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- }
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-
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- }
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-
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-});
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-
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Object.assign( Quaternion.prototype, {
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set: function ( x, y, z, w ) {
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- this._x = x;
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- this._y = y;
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- this._z = z;
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- this._w = w;
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-
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- this.onChangeCallback();
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ this.w = w;
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return this;
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@@ -2140,24 +2065,22 @@ Object.assign( Quaternion.prototype, {
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clone: function () {
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- return new this.constructor( this._x, this._y, this._z, this._w );
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+ return new this.constructor( this.x, this.y, this.z, this.w );
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},
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copy: function ( quaternion ) {
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- this._x = quaternion.x;
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- this._y = quaternion.y;
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- this._z = quaternion.z;
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- this._w = quaternion.w;
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-
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- this.onChangeCallback();
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+ this.x = quaternion.x;
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+ this.y = quaternion.y;
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+ this.z = quaternion.z;
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+ this.w = quaternion.w;
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return this;
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},
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- setFromEuler: function ( euler, update ) {
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+ setFromEuler: function ( euler ) {
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if ( ( euler && euler.isEuler ) === false ) {
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@@ -2165,7 +2088,7 @@ Object.assign( Quaternion.prototype, {
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}
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- var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
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+ var x = euler.x, y = euler.y, z = euler.z, order = euler.order;
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// http://www.mathworks.com/matlabcentral/fileexchange/
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// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
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@@ -2184,50 +2107,48 @@ Object.assign( Quaternion.prototype, {
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if ( order === 'XYZ' ) {
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- this._x = s1 * c2 * c3 + c1 * s2 * s3;
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- this._y = c1 * s2 * c3 - s1 * c2 * s3;
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- this._z = c1 * c2 * s3 + s1 * s2 * c3;
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- this._w = c1 * c2 * c3 - s1 * s2 * s3;
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+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
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+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
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+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
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+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'YXZ' ) {
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- this._x = s1 * c2 * c3 + c1 * s2 * s3;
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- this._y = c1 * s2 * c3 - s1 * c2 * s3;
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- this._z = c1 * c2 * s3 - s1 * s2 * c3;
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- this._w = c1 * c2 * c3 + s1 * s2 * s3;
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+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
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+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
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+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
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+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
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} else if ( order === 'ZXY' ) {
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- this._x = s1 * c2 * c3 - c1 * s2 * s3;
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- this._y = c1 * s2 * c3 + s1 * c2 * s3;
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- this._z = c1 * c2 * s3 + s1 * s2 * c3;
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- this._w = c1 * c2 * c3 - s1 * s2 * s3;
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+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
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+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
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+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
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+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'ZYX' ) {
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- this._x = s1 * c2 * c3 - c1 * s2 * s3;
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- this._y = c1 * s2 * c3 + s1 * c2 * s3;
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- this._z = c1 * c2 * s3 - s1 * s2 * c3;
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- this._w = c1 * c2 * c3 + s1 * s2 * s3;
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+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
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+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
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+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
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+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
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} else if ( order === 'YZX' ) {
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- this._x = s1 * c2 * c3 + c1 * s2 * s3;
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- this._y = c1 * s2 * c3 + s1 * c2 * s3;
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- this._z = c1 * c2 * s3 - s1 * s2 * c3;
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- this._w = c1 * c2 * c3 - s1 * s2 * s3;
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+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
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+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
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+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
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+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'XZY' ) {
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- this._x = s1 * c2 * c3 - c1 * s2 * s3;
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- this._y = c1 * s2 * c3 - s1 * c2 * s3;
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- this._z = c1 * c2 * s3 + s1 * s2 * c3;
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- this._w = c1 * c2 * c3 + s1 * s2 * s3;
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+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
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+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
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+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
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+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
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}
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- if ( update !== false ) this.onChangeCallback();
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-
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return this;
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},
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@@ -2240,12 +2161,10 @@ Object.assign( Quaternion.prototype, {
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var halfAngle = angle / 2, s = Math.sin( halfAngle );
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- this._x = axis.x * s;
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- this._y = axis.y * s;
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- this._z = axis.z * s;
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- this._w = Math.cos( halfAngle );
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-
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- this.onChangeCallback();
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+ this.x = axis.x * s;
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+ this.y = axis.y * s;
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+ this.z = axis.z * s;
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+ this.w = Math.cos( halfAngle );
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return this;
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@@ -2270,42 +2189,40 @@ Object.assign( Quaternion.prototype, {
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s = 0.5 / Math.sqrt( trace + 1.0 );
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- this._w = 0.25 / s;
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- this._x = ( m32 - m23 ) * s;
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- this._y = ( m13 - m31 ) * s;
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- this._z = ( m21 - m12 ) * s;
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+ this.w = 0.25 / s;
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+ this.x = ( m32 - m23 ) * s;
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+ this.y = ( m13 - m31 ) * s;
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+ this.z = ( m21 - m12 ) * s;
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} else if ( m11 > m22 && m11 > m33 ) {
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s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
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- this._w = ( m32 - m23 ) / s;
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- this._x = 0.25 * s;
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- this._y = ( m12 + m21 ) / s;
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- this._z = ( m13 + m31 ) / s;
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+ this.w = ( m32 - m23 ) / s;
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+ this.x = 0.25 * s;
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+ this.y = ( m12 + m21 ) / s;
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+ this.z = ( m13 + m31 ) / s;
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} else if ( m22 > m33 ) {
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s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
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- this._w = ( m13 - m31 ) / s;
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- this._x = ( m12 + m21 ) / s;
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- this._y = 0.25 * s;
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- this._z = ( m23 + m32 ) / s;
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+ this.w = ( m13 - m31 ) / s;
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+ this.x = ( m12 + m21 ) / s;
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+ this.y = 0.25 * s;
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+ this.z = ( m23 + m32 ) / s;
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} else {
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s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
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- this._w = ( m21 - m12 ) / s;
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- this._x = ( m13 + m31 ) / s;
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- this._y = ( m23 + m32 ) / s;
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- this._z = 0.25 * s;
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+ this.w = ( m21 - m12 ) / s;
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+ this.x = ( m13 + m31 ) / s;
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+ this.y = ( m23 + m32 ) / s;
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+ this.z = 0.25 * s;
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}
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- this.onChangeCallback();
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-
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return this;
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},
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@@ -2347,10 +2264,10 @@ Object.assign( Quaternion.prototype, {
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}
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- this._x = v1.x;
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- this._y = v1.y;
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- this._z = v1.z;
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- this._w = r;
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+ this.x = v1.x;
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+ this.y = v1.y;
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+ this.z = v1.z;
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+ this.w = r;
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return this.normalize();
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@@ -2366,11 +2283,9 @@ Object.assign( Quaternion.prototype, {
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conjugate: function () {
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- this._x *= - 1;
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- this._y *= - 1;
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- this._z *= - 1;
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-
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- this.onChangeCallback();
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+ this.x *= - 1;
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+ this.y *= - 1;
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+ this.z *= - 1;
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return this;
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@@ -2378,19 +2293,19 @@ Object.assign( Quaternion.prototype, {
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dot: function ( v ) {
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- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
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+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
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},
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lengthSq: function () {
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- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
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+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
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},
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length: function () {
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- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
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+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
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},
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@@ -2400,24 +2315,22 @@ Object.assign( Quaternion.prototype, {
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if ( l === 0 ) {
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- this._x = 0;
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- this._y = 0;
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- this._z = 0;
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- this._w = 1;
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+ this.x = 0;
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+ this.y = 0;
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+ this.z = 0;
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+ this.w = 1;
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} else {
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l = 1 / l;
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- this._x = this._x * l;
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- this._y = this._y * l;
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- this._z = this._z * l;
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- this._w = this._w * l;
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+ this.x = this.x * l;
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+ this.y = this.y * l;
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+ this.z = this.z * l;
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+ this.w = this.w * l;
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}
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- this.onChangeCallback();
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-
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return this;
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},
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@@ -2445,15 +2358,13 @@ Object.assign( Quaternion.prototype, {
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// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
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- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
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- var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
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+ var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
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+ var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
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- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
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- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
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- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
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- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
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-
|
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|
- this.onChangeCallback();
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+ this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
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|
+ this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
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+ this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
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+ this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
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return this;
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|
|
|
|
@@ -2464,18 +2375,18 @@ Object.assign( Quaternion.prototype, {
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if ( t === 0 ) return this;
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if ( t === 1 ) return this.copy( qb );
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|
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- var x = this._x, y = this._y, z = this._z, w = this._w;
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+ var x = this.x, y = this.y, z = this.z, w = this.w;
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// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
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|
|
- var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
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+ var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
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if ( cosHalfTheta < 0 ) {
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- this._w = - qb._w;
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- this._x = - qb._x;
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- this._y = - qb._y;
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- this._z = - qb._z;
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+ this.w = - qb.w;
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+ this.x = - qb.x;
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+ this.y = - qb.y;
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+ this.z = - qb.z;
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cosHalfTheta = - cosHalfTheta;
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@@ -2487,10 +2398,10 @@ Object.assign( Quaternion.prototype, {
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if ( cosHalfTheta >= 1.0 ) {
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- this._w = w;
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- this._x = x;
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- this._y = y;
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- this._z = z;
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+ this.w = w;
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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return this;
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|
@@ -2500,10 +2411,10 @@ Object.assign( Quaternion.prototype, {
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if ( Math.abs( sinHalfTheta ) < 0.001 ) {
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- this._w = 0.5 * ( w + this._w );
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- this._x = 0.5 * ( x + this._x );
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- this._y = 0.5 * ( y + this._y );
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- this._z = 0.5 * ( z + this._z );
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+ this.w = 0.5 * ( w + this.w );
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+ this.x = 0.5 * ( x + this.x );
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+ this.y = 0.5 * ( y + this.y );
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+ this.z = 0.5 * ( z + this.z );
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|
return this;
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|
@@ -2513,12 +2424,10 @@ Object.assign( Quaternion.prototype, {
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|
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
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|
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
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|
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|
- this._w = ( w * ratioA + this._w * ratioB );
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|
- this._x = ( x * ratioA + this._x * ratioB );
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|
- this._y = ( y * ratioA + this._y * ratioB );
|
|
|
- this._z = ( z * ratioA + this._z * ratioB );
|
|
|
-
|
|
|
- this.onChangeCallback();
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|
+ this.w = ( w * ratioA + this.w * ratioB );
|
|
|
+ this.x = ( x * ratioA + this.x * ratioB );
|
|
|
+ this.y = ( y * ratioA + this.y * ratioB );
|
|
|
+ this.z = ( z * ratioA + this.z * ratioB );
|
|
|
|
|
|
return this;
|
|
|
|
|
@@ -2526,7 +2435,7 @@ Object.assign( Quaternion.prototype, {
|
|
|
|
|
|
equals: function ( quaternion ) {
|
|
|
|
|
|
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
|
|
+ return ( quaternion.x === this.x ) && ( quaternion.y === this.y ) && ( quaternion.z === this.z ) && ( quaternion.w === this.w );
|
|
|
|
|
|
},
|
|
|
|
|
@@ -2534,12 +2443,10 @@ Object.assign( Quaternion.prototype, {
|
|
|
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
|
|
- this._x = array[ offset ];
|
|
|
- this._y = array[ offset + 1 ];
|
|
|
- this._z = array[ offset + 2 ];
|
|
|
- this._w = array[ offset + 3 ];
|
|
|
-
|
|
|
- this.onChangeCallback();
|
|
|
+ this.x = array[ offset ];
|
|
|
+ this.y = array[ offset + 1 ];
|
|
|
+ this.z = array[ offset + 2 ];
|
|
|
+ this.w = array[ offset + 3 ];
|
|
|
|
|
|
return this;
|
|
|
|
|
@@ -2550,24 +2457,14 @@ Object.assign( Quaternion.prototype, {
|
|
|
if ( array === undefined ) array = [];
|
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
|
|
- array[ offset ] = this._x;
|
|
|
- array[ offset + 1 ] = this._y;
|
|
|
- array[ offset + 2 ] = this._z;
|
|
|
- array[ offset + 3 ] = this._w;
|
|
|
+ array[ offset ] = this.x;
|
|
|
+ array[ offset + 1 ] = this.y;
|
|
|
+ array[ offset + 2 ] = this.z;
|
|
|
+ array[ offset + 3 ] = this.w;
|
|
|
|
|
|
return array;
|
|
|
|
|
|
- },
|
|
|
-
|
|
|
- onChange: function ( callback ) {
|
|
|
-
|
|
|
- this.onChangeCallback = callback;
|
|
|
-
|
|
|
- return this;
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- onChangeCallback: function () {}
|
|
|
+ }
|
|
|
|
|
|
} );
|
|
|
|
|
@@ -4777,14 +4674,6 @@ WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
|
|
|
|
|
|
};
|
|
|
|
|
|
-WebGLUniforms.prototype.set = function ( gl, object, name ) {
|
|
|
-
|
|
|
- var u = this.map[ name ];
|
|
|
-
|
|
|
- if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
|
|
|
|
|
|
var v = object[ name ];
|
|
@@ -9962,7 +9851,7 @@ Euler.DefaultOrder = 'XYZ';
|
|
|
|
|
|
Object.defineProperties( Euler.prototype, {
|
|
|
|
|
|
- "x" : {
|
|
|
+ x: {
|
|
|
|
|
|
get: function () {
|
|
|
|
|
@@ -9979,7 +9868,7 @@ Object.defineProperties( Euler.prototype, {
|
|
|
|
|
|
},
|
|
|
|
|
|
- "y" : {
|
|
|
+ y: {
|
|
|
|
|
|
get: function () {
|
|
|
|
|
@@ -9996,7 +9885,7 @@ Object.defineProperties( Euler.prototype, {
|
|
|
|
|
|
},
|
|
|
|
|
|
- "z" : {
|
|
|
+ z: {
|
|
|
|
|
|
get: function () {
|
|
|
|
|
@@ -10013,7 +9902,7 @@ Object.defineProperties( Euler.prototype, {
|
|
|
|
|
|
},
|
|
|
|
|
|
- "order" : {
|
|
|
+ order: {
|
|
|
|
|
|
get: function () {
|
|
|
|
|
@@ -10030,7 +9919,7 @@ Object.defineProperties( Euler.prototype, {
|
|
|
|
|
|
}
|
|
|
|
|
|
-});
|
|
|
+} );
|
|
|
|
|
|
Object.assign( Euler.prototype, {
|
|
|
|
|
@@ -10355,24 +10244,18 @@ function Object3D() {
|
|
|
this.up = Object3D.DefaultUp.clone();
|
|
|
|
|
|
var position = new Vector3();
|
|
|
- var rotation = new Euler();
|
|
|
var quaternion = new Quaternion();
|
|
|
var scale = new Vector3( 1, 1, 1 );
|
|
|
|
|
|
- function onRotationChange() {
|
|
|
-
|
|
|
- quaternion.setFromEuler( rotation, false );
|
|
|
-
|
|
|
- }
|
|
|
+ var rotation = new Euler();
|
|
|
|
|
|
- function onQuaternionChange() {
|
|
|
+ function onRotationChange() {
|
|
|
|
|
|
- rotation.setFromQuaternion( quaternion, undefined, false );
|
|
|
+ quaternion.setFromEuler( rotation );
|
|
|
|
|
|
}
|
|
|
|
|
|
rotation.onChange( onRotationChange );
|
|
|
- quaternion.onChange( onQuaternionChange );
|
|
|
|
|
|
Object.defineProperties( this, {
|
|
|
position: {
|
|
@@ -10446,7 +10329,7 @@ Object.assign( Object3D.prototype, EventDispatcher.prototype, {
|
|
|
|
|
|
setRotationFromEuler: function ( euler ) {
|
|
|
|
|
|
- this.quaternion.setFromEuler( euler, true );
|
|
|
+ this.quaternion.setFromEuler( euler );
|
|
|
|
|
|
},
|
|
|
|
|
@@ -20938,8 +20821,6 @@ function WebGLRenderer( parameters ) {
|
|
|
|
|
|
// opaque pass (front-to-back order)
|
|
|
|
|
|
- state.setBlending( NoBlending );
|
|
|
-
|
|
|
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
|
|
|
|
|
|
// transparent pass (back-to-front order)
|
|
@@ -21430,7 +21311,7 @@ function WebGLRenderer( parameters ) {
|
|
|
|
|
|
if ( refreshProgram || camera !== _currentCamera ) {
|
|
|
|
|
|
- p_uniforms.set( _gl, camera, 'projectionMatrix' );
|
|
|
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
|
|
|
|
|
|
if ( capabilities.logarithmicDepthBuffer ) {
|
|
|
|
|
@@ -21483,8 +21364,8 @@ function WebGLRenderer( parameters ) {
|
|
|
|
|
|
}
|
|
|
|
|
|
- p_uniforms.set( _gl, _this, 'toneMappingExposure' );
|
|
|
- p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );
|
|
|
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
|
|
|
+ p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
|
|
|
|
|
|
}
|
|
|
|
|
@@ -21530,8 +21411,8 @@ function WebGLRenderer( parameters ) {
|
|
|
|
|
|
}
|
|
|
|
|
|
- p_uniforms.set( _gl, skeleton, 'boneTexture' );
|
|
|
- p_uniforms.set( _gl, skeleton, 'boneTextureSize' );
|
|
|
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
|
|
|
+ p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
|
|
|
|
|
|
} else {
|
|
|
|
|
@@ -21644,8 +21525,8 @@ function WebGLRenderer( parameters ) {
|
|
|
|
|
|
// common matrices
|
|
|
|
|
|
- p_uniforms.set( _gl, object, 'modelViewMatrix' );
|
|
|
- p_uniforms.set( _gl, object, 'normalMatrix' );
|
|
|
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
|
|
|
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
|
|
|
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
|
|
|
|
|
|
return program;
|