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Updated builds.

Mr.doob 8 years ago
parent
commit
a61ec09c25
3 changed files with 527 additions and 767 deletions
  1. 129 248
      build/three.js
  2. 269 271
      build/three.min.js
  3. 129 248
      build/three.module.js

+ 129 - 248
build/three.js

@@ -1977,23 +1977,22 @@
 
 	function Quaternion( x, y, z, w ) {
 
-		this._x = x || 0;
-		this._y = y || 0;
-		this._z = z || 0;
-		this._w = ( w !== undefined ) ? w : 1;
+		this.x = x || 0;
+		this.y = y || 0;
+		this.z = z || 0;
+		this.w = ( w !== undefined ) ? w : 1;
 
 	}
 
 	Object.assign( Quaternion, {
 
-		slerp: function( qa, qb, qm, t ) {
+		slerp: function ( qa, qb, qm, t ) {
 
 			return qm.copy( qa ).slerp( qb, t );
 
 		},
 
-		slerpFlat: function(
-				dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
+		slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
 
 			// fuzz-free, array-based Quaternion SLERP operation
 
@@ -2057,88 +2056,14 @@
 
 	} );
 
-	Object.defineProperties( Quaternion.prototype, {
-
-		"x" : {
-
-			get: function () {
-
-				return this._x;
-
-			},
-
-			set: function ( value ) {
-
-				this._x = value;
-				this.onChangeCallback();
-
-			}
-
-		},
-
-		"y" : {
-
-			get: function () {
-
-				return this._y;
-
-			},
-
-			set: function ( value ) {
-
-				this._y = value;
-				this.onChangeCallback();
-
-			}
-
-		},
-
-		"z" : {
-
-			get: function () {
-
-				return this._z;
-
-			},
-
-			set: function ( value ) {
-
-				this._z = value;
-				this.onChangeCallback();
-
-			}
-
-		},
-
-		"w" : {
-
-			get: function () {
-
-				return this._w;
-
-			},
-
-			set: function ( value ) {
-
-				this._w = value;
-				this.onChangeCallback();
-
-			}
-
-		}
-
-	});
-
 	Object.assign( Quaternion.prototype, {
 
 		set: function ( x, y, z, w ) {
 
-			this._x = x;
-			this._y = y;
-			this._z = z;
-			this._w = w;
-
-			this.onChangeCallback();
+			this.x = x;
+			this.y = y;
+			this.z = z;
+			this.w = w;
 
 			return this;
 
@@ -2146,24 +2071,22 @@
 
 		clone: function () {
 
-			return new this.constructor( this._x, this._y, this._z, this._w );
+			return new this.constructor( this.x, this.y, this.z, this.w );
 
 		},
 
 		copy: function ( quaternion ) {
 
-			this._x = quaternion.x;
-			this._y = quaternion.y;
-			this._z = quaternion.z;
-			this._w = quaternion.w;
-
-			this.onChangeCallback();
+			this.x = quaternion.x;
+			this.y = quaternion.y;
+			this.z = quaternion.z;
+			this.w = quaternion.w;
 
 			return this;
 
 		},
 
-		setFromEuler: function ( euler, update ) {
+		setFromEuler: function ( euler ) {
 
 			if ( ( euler && euler.isEuler ) === false ) {
 
@@ -2171,7 +2094,7 @@
 
 			}
 
-			var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
+			var x = euler.x, y = euler.y, z = euler.z, order = euler.order;
 
 			// http://www.mathworks.com/matlabcentral/fileexchange/
 			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
@@ -2190,50 +2113,48 @@
 
 			if ( order === 'XYZ' ) {
 
-				this._x = s1 * c2 * c3 + c1 * s2 * s3;
-				this._y = c1 * s2 * c3 - s1 * c2 * s3;
-				this._z = c1 * c2 * s3 + s1 * s2 * c3;
-				this._w = c1 * c2 * c3 - s1 * s2 * s3;
+				this.x = s1 * c2 * c3 + c1 * s2 * s3;
+				this.y = c1 * s2 * c3 - s1 * c2 * s3;
+				this.z = c1 * c2 * s3 + s1 * s2 * c3;
+				this.w = c1 * c2 * c3 - s1 * s2 * s3;
 
 			} else if ( order === 'YXZ' ) {
 
-				this._x = s1 * c2 * c3 + c1 * s2 * s3;
-				this._y = c1 * s2 * c3 - s1 * c2 * s3;
-				this._z = c1 * c2 * s3 - s1 * s2 * c3;
-				this._w = c1 * c2 * c3 + s1 * s2 * s3;
+				this.x = s1 * c2 * c3 + c1 * s2 * s3;
+				this.y = c1 * s2 * c3 - s1 * c2 * s3;
+				this.z = c1 * c2 * s3 - s1 * s2 * c3;
+				this.w = c1 * c2 * c3 + s1 * s2 * s3;
 
 			} else if ( order === 'ZXY' ) {
 
-				this._x = s1 * c2 * c3 - c1 * s2 * s3;
-				this._y = c1 * s2 * c3 + s1 * c2 * s3;
-				this._z = c1 * c2 * s3 + s1 * s2 * c3;
-				this._w = c1 * c2 * c3 - s1 * s2 * s3;
+				this.x = s1 * c2 * c3 - c1 * s2 * s3;
+				this.y = c1 * s2 * c3 + s1 * c2 * s3;
+				this.z = c1 * c2 * s3 + s1 * s2 * c3;
+				this.w = c1 * c2 * c3 - s1 * s2 * s3;
 
 			} else if ( order === 'ZYX' ) {
 
-				this._x = s1 * c2 * c3 - c1 * s2 * s3;
-				this._y = c1 * s2 * c3 + s1 * c2 * s3;
-				this._z = c1 * c2 * s3 - s1 * s2 * c3;
-				this._w = c1 * c2 * c3 + s1 * s2 * s3;
+				this.x = s1 * c2 * c3 - c1 * s2 * s3;
+				this.y = c1 * s2 * c3 + s1 * c2 * s3;
+				this.z = c1 * c2 * s3 - s1 * s2 * c3;
+				this.w = c1 * c2 * c3 + s1 * s2 * s3;
 
 			} else if ( order === 'YZX' ) {
 
-				this._x = s1 * c2 * c3 + c1 * s2 * s3;
-				this._y = c1 * s2 * c3 + s1 * c2 * s3;
-				this._z = c1 * c2 * s3 - s1 * s2 * c3;
-				this._w = c1 * c2 * c3 - s1 * s2 * s3;
+				this.x = s1 * c2 * c3 + c1 * s2 * s3;
+				this.y = c1 * s2 * c3 + s1 * c2 * s3;
+				this.z = c1 * c2 * s3 - s1 * s2 * c3;
+				this.w = c1 * c2 * c3 - s1 * s2 * s3;
 
 			} else if ( order === 'XZY' ) {
 
-				this._x = s1 * c2 * c3 - c1 * s2 * s3;
-				this._y = c1 * s2 * c3 - s1 * c2 * s3;
-				this._z = c1 * c2 * s3 + s1 * s2 * c3;
-				this._w = c1 * c2 * c3 + s1 * s2 * s3;
+				this.x = s1 * c2 * c3 - c1 * s2 * s3;
+				this.y = c1 * s2 * c3 - s1 * c2 * s3;
+				this.z = c1 * c2 * s3 + s1 * s2 * c3;
+				this.w = c1 * c2 * c3 + s1 * s2 * s3;
 
 			}
 
-			if ( update !== false ) this.onChangeCallback();
-
 			return this;
 
 		},
@@ -2246,12 +2167,10 @@
 
 			var halfAngle = angle / 2, s = Math.sin( halfAngle );
 
-			this._x = axis.x * s;
-			this._y = axis.y * s;
-			this._z = axis.z * s;
-			this._w = Math.cos( halfAngle );
-
-			this.onChangeCallback();
+			this.x = axis.x * s;
+			this.y = axis.y * s;
+			this.z = axis.z * s;
+			this.w = Math.cos( halfAngle );
 
 			return this;
 
@@ -2276,42 +2195,40 @@
 
 				s = 0.5 / Math.sqrt( trace + 1.0 );
 
-				this._w = 0.25 / s;
-				this._x = ( m32 - m23 ) * s;
-				this._y = ( m13 - m31 ) * s;
-				this._z = ( m21 - m12 ) * s;
+				this.w = 0.25 / s;
+				this.x = ( m32 - m23 ) * s;
+				this.y = ( m13 - m31 ) * s;
+				this.z = ( m21 - m12 ) * s;
 
 			} else if ( m11 > m22 && m11 > m33 ) {
 
 				s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
 
-				this._w = ( m32 - m23 ) / s;
-				this._x = 0.25 * s;
-				this._y = ( m12 + m21 ) / s;
-				this._z = ( m13 + m31 ) / s;
+				this.w = ( m32 - m23 ) / s;
+				this.x = 0.25 * s;
+				this.y = ( m12 + m21 ) / s;
+				this.z = ( m13 + m31 ) / s;
 
 			} else if ( m22 > m33 ) {
 
 				s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
 
-				this._w = ( m13 - m31 ) / s;
-				this._x = ( m12 + m21 ) / s;
-				this._y = 0.25 * s;
-				this._z = ( m23 + m32 ) / s;
+				this.w = ( m13 - m31 ) / s;
+				this.x = ( m12 + m21 ) / s;
+				this.y = 0.25 * s;
+				this.z = ( m23 + m32 ) / s;
 
 			} else {
 
 				s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
 
-				this._w = ( m21 - m12 ) / s;
-				this._x = ( m13 + m31 ) / s;
-				this._y = ( m23 + m32 ) / s;
-				this._z = 0.25 * s;
+				this.w = ( m21 - m12 ) / s;
+				this.x = ( m13 + m31 ) / s;
+				this.y = ( m23 + m32 ) / s;
+				this.z = 0.25 * s;
 
 			}
 
-			this.onChangeCallback();
-
 			return this;
 
 		},
@@ -2353,10 +2270,10 @@
 
 				}
 
-				this._x = v1.x;
-				this._y = v1.y;
-				this._z = v1.z;
-				this._w = r;
+				this.x = v1.x;
+				this.y = v1.y;
+				this.z = v1.z;
+				this.w = r;
 
 				return this.normalize();
 
@@ -2372,11 +2289,9 @@
 
 		conjugate: function () {
 
-			this._x *= - 1;
-			this._y *= - 1;
-			this._z *= - 1;
-
-			this.onChangeCallback();
+			this.x *= - 1;
+			this.y *= - 1;
+			this.z *= - 1;
 
 			return this;
 
@@ -2384,19 +2299,19 @@
 
 		dot: function ( v ) {
 
-			return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+			return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
 
 		},
 
 		lengthSq: function () {
 
-			return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
 
 		},
 
 		length: function () {
 
-			return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
 
 		},
 
@@ -2406,24 +2321,22 @@
 
 			if ( l === 0 ) {
 
-				this._x = 0;
-				this._y = 0;
-				this._z = 0;
-				this._w = 1;
+				this.x = 0;
+				this.y = 0;
+				this.z = 0;
+				this.w = 1;
 
 			} else {
 
 				l = 1 / l;
 
-				this._x = this._x * l;
-				this._y = this._y * l;
-				this._z = this._z * l;
-				this._w = this._w * l;
+				this.x = this.x * l;
+				this.y = this.y * l;
+				this.z = this.z * l;
+				this.w = this.w * l;
 
 			}
 
-			this.onChangeCallback();
-
 			return this;
 
 		},
@@ -2451,15 +2364,13 @@
 
 			// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
 
-			var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
-			var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+			var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
+			var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
 
-			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
-			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
-			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
-			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
-			this.onChangeCallback();
+			this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+			this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+			this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+			this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
 
 			return this;
 
@@ -2470,18 +2381,18 @@
 			if ( t === 0 ) return this;
 			if ( t === 1 ) return this.copy( qb );
 
-			var x = this._x, y = this._y, z = this._z, w = this._w;
+			var x = this.x, y = this.y, z = this.z, w = this.w;
 
 			// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
 
-			var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+			var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
 
 			if ( cosHalfTheta < 0 ) {
 
-				this._w = - qb._w;
-				this._x = - qb._x;
-				this._y = - qb._y;
-				this._z = - qb._z;
+				this.w = - qb.w;
+				this.x = - qb.x;
+				this.y = - qb.y;
+				this.z = - qb.z;
 
 				cosHalfTheta = - cosHalfTheta;
 
@@ -2493,10 +2404,10 @@
 
 			if ( cosHalfTheta >= 1.0 ) {
 
-				this._w = w;
-				this._x = x;
-				this._y = y;
-				this._z = z;
+				this.w = w;
+				this.x = x;
+				this.y = y;
+				this.z = z;
 
 				return this;
 
@@ -2506,10 +2417,10 @@
 
 			if ( Math.abs( sinHalfTheta ) < 0.001 ) {
 
-				this._w = 0.5 * ( w + this._w );
-				this._x = 0.5 * ( x + this._x );
-				this._y = 0.5 * ( y + this._y );
-				this._z = 0.5 * ( z + this._z );
+				this.w = 0.5 * ( w + this.w );
+				this.x = 0.5 * ( x + this.x );
+				this.y = 0.5 * ( y + this.y );
+				this.z = 0.5 * ( z + this.z );
 
 				return this;
 
@@ -2519,12 +2430,10 @@
 			var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
 				ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
 
-			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 );
-
-			this.onChangeCallback();
+			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;
 
@@ -2532,7 +2441,7 @@
 
 		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 );
 
 		},
 
@@ -2540,12 +2449,10 @@
 
 			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;
 
@@ -2556,24 +2463,14 @@
 			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 () {}
+		}
 
 	} );
 
@@ -4783,14 +4680,6 @@
 
 	};
 
-	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 ];
@@ -9968,7 +9857,7 @@
 
 	Object.defineProperties( Euler.prototype, {
 
-		"x" : {
+		x: {
 
 			get: function () {
 
@@ -9985,7 +9874,7 @@
 
 		},
 
-		"y" : {
+		y: {
 
 			get: function () {
 
@@ -10002,7 +9891,7 @@
 
 		},
 
-		"z" : {
+		z: {
 
 			get: function () {
 
@@ -10019,7 +9908,7 @@
 
 		},
 
-		"order" : {
+		order: {
 
 			get: function () {
 
@@ -10036,7 +9925,7 @@
 
 		}
 
-	});
+	} );
 
 	Object.assign( Euler.prototype, {
 
@@ -10361,24 +10250,18 @@
 		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: {
@@ -10452,7 +10335,7 @@
 
 		setRotationFromEuler: function ( euler ) {
 
-			this.quaternion.setFromEuler( euler, true );
+			this.quaternion.setFromEuler( euler );
 
 		},
 
@@ -20944,8 +20827,6 @@
 
 				// opaque pass (front-to-back order)
 
-				state.setBlending( NoBlending );
-
 				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
 
 				// transparent pass (back-to-front order)
@@ -21436,7 +21317,7 @@
 
 			if ( refreshProgram || camera !== _currentCamera ) {
 
-				p_uniforms.set( _gl, camera, 'projectionMatrix' );
+				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
 
 				if ( capabilities.logarithmicDepthBuffer ) {
 
@@ -21489,8 +21370,8 @@
 
 				}
 
-				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 );
 
 			}
 
@@ -21536,8 +21417,8 @@
 
 						}
 
-						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 {
 
@@ -21650,8 +21531,8 @@
 
 			// 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;

File diff suppressed because it is too large
+ 269 - 271
build/three.min.js


+ 129 - 248
build/three.module.js

@@ -1971,23 +1971,22 @@ WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
 
 function Quaternion( x, y, z, w ) {
 
-	this._x = x || 0;
-	this._y = y || 0;
-	this._z = z || 0;
-	this._w = ( w !== undefined ) ? w : 1;
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+	this.w = ( w !== undefined ) ? w : 1;
 
 }
 
 Object.assign( Quaternion, {
 
-	slerp: function( qa, qb, qm, t ) {
+	slerp: function ( qa, qb, qm, t ) {
 
 		return qm.copy( qa ).slerp( qb, t );
 
 	},
 
-	slerpFlat: function(
-			dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
+	slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
 
 		// fuzz-free, array-based Quaternion SLERP operation
 
@@ -2051,88 +2050,14 @@ Object.assign( Quaternion, {
 
 } );
 
-Object.defineProperties( Quaternion.prototype, {
-
-	"x" : {
-
-		get: function () {
-
-			return this._x;
-
-		},
-
-		set: function ( value ) {
-
-			this._x = value;
-			this.onChangeCallback();
-
-		}
-
-	},
-
-	"y" : {
-
-		get: function () {
-
-			return this._y;
-
-		},
-
-		set: function ( value ) {
-
-			this._y = value;
-			this.onChangeCallback();
-
-		}
-
-	},
-
-	"z" : {
-
-		get: function () {
-
-			return this._z;
-
-		},
-
-		set: function ( value ) {
-
-			this._z = value;
-			this.onChangeCallback();
-
-		}
-
-	},
-
-	"w" : {
-
-		get: function () {
-
-			return this._w;
-
-		},
-
-		set: function ( value ) {
-
-			this._w = value;
-			this.onChangeCallback();
-
-		}
-
-	}
-
-});
-
 Object.assign( Quaternion.prototype, {
 
 	set: function ( x, y, z, w ) {
 
-		this._x = x;
-		this._y = y;
-		this._z = z;
-		this._w = w;
-
-		this.onChangeCallback();
+		this.x = x;
+		this.y = y;
+		this.z = z;
+		this.w = w;
 
 		return this;
 
@@ -2140,24 +2065,22 @@ Object.assign( Quaternion.prototype, {
 
 	clone: function () {
 
-		return new this.constructor( this._x, this._y, this._z, this._w );
+		return new this.constructor( this.x, this.y, this.z, this.w );
 
 	},
 
 	copy: function ( quaternion ) {
 
-		this._x = quaternion.x;
-		this._y = quaternion.y;
-		this._z = quaternion.z;
-		this._w = quaternion.w;
-
-		this.onChangeCallback();
+		this.x = quaternion.x;
+		this.y = quaternion.y;
+		this.z = quaternion.z;
+		this.w = quaternion.w;
 
 		return this;
 
 	},
 
-	setFromEuler: function ( euler, update ) {
+	setFromEuler: function ( euler ) {
 
 		if ( ( euler && euler.isEuler ) === false ) {
 
@@ -2165,7 +2088,7 @@ Object.assign( Quaternion.prototype, {
 
 		}
 
-		var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
+		var x = euler.x, y = euler.y, z = euler.z, order = euler.order;
 
 		// http://www.mathworks.com/matlabcentral/fileexchange/
 		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
@@ -2184,50 +2107,48 @@ Object.assign( Quaternion.prototype, {
 
 		if ( order === 'XYZ' ) {
 
-			this._x = s1 * c2 * c3 + c1 * s2 * s3;
-			this._y = c1 * s2 * c3 - s1 * c2 * s3;
-			this._z = c1 * c2 * s3 + s1 * s2 * c3;
-			this._w = c1 * c2 * c3 - s1 * s2 * s3;
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
 
 		} else if ( order === 'YXZ' ) {
 
-			this._x = s1 * c2 * c3 + c1 * s2 * s3;
-			this._y = c1 * s2 * c3 - s1 * c2 * s3;
-			this._z = c1 * c2 * s3 - s1 * s2 * c3;
-			this._w = c1 * c2 * c3 + s1 * s2 * s3;
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
 
 		} else if ( order === 'ZXY' ) {
 
-			this._x = s1 * c2 * c3 - c1 * s2 * s3;
-			this._y = c1 * s2 * c3 + s1 * c2 * s3;
-			this._z = c1 * c2 * s3 + s1 * s2 * c3;
-			this._w = c1 * c2 * c3 - s1 * s2 * s3;
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
 
 		} else if ( order === 'ZYX' ) {
 
-			this._x = s1 * c2 * c3 - c1 * s2 * s3;
-			this._y = c1 * s2 * c3 + s1 * c2 * s3;
-			this._z = c1 * c2 * s3 - s1 * s2 * c3;
-			this._w = c1 * c2 * c3 + s1 * s2 * s3;
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
 
 		} else if ( order === 'YZX' ) {
 
-			this._x = s1 * c2 * c3 + c1 * s2 * s3;
-			this._y = c1 * s2 * c3 + s1 * c2 * s3;
-			this._z = c1 * c2 * s3 - s1 * s2 * c3;
-			this._w = c1 * c2 * c3 - s1 * s2 * s3;
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
 
 		} else if ( order === 'XZY' ) {
 
-			this._x = s1 * c2 * c3 - c1 * s2 * s3;
-			this._y = c1 * s2 * c3 - s1 * c2 * s3;
-			this._z = c1 * c2 * s3 + s1 * s2 * c3;
-			this._w = c1 * c2 * c3 + s1 * s2 * s3;
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
 
 		}
 
-		if ( update !== false ) this.onChangeCallback();
-
 		return this;
 
 	},
@@ -2240,12 +2161,10 @@ Object.assign( Quaternion.prototype, {
 
 		var halfAngle = angle / 2, s = Math.sin( halfAngle );
 
-		this._x = axis.x * s;
-		this._y = axis.y * s;
-		this._z = axis.z * s;
-		this._w = Math.cos( halfAngle );
-
-		this.onChangeCallback();
+		this.x = axis.x * s;
+		this.y = axis.y * s;
+		this.z = axis.z * s;
+		this.w = Math.cos( halfAngle );
 
 		return this;
 
@@ -2270,42 +2189,40 @@ Object.assign( Quaternion.prototype, {
 
 			s = 0.5 / Math.sqrt( trace + 1.0 );
 
-			this._w = 0.25 / s;
-			this._x = ( m32 - m23 ) * s;
-			this._y = ( m13 - m31 ) * s;
-			this._z = ( m21 - m12 ) * s;
+			this.w = 0.25 / s;
+			this.x = ( m32 - m23 ) * s;
+			this.y = ( m13 - m31 ) * s;
+			this.z = ( m21 - m12 ) * s;
 
 		} else if ( m11 > m22 && m11 > m33 ) {
 
 			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
 
-			this._w = ( m32 - m23 ) / s;
-			this._x = 0.25 * s;
-			this._y = ( m12 + m21 ) / s;
-			this._z = ( m13 + m31 ) / s;
+			this.w = ( m32 - m23 ) / s;
+			this.x = 0.25 * s;
+			this.y = ( m12 + m21 ) / s;
+			this.z = ( m13 + m31 ) / s;
 
 		} else if ( m22 > m33 ) {
 
 			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
 
-			this._w = ( m13 - m31 ) / s;
-			this._x = ( m12 + m21 ) / s;
-			this._y = 0.25 * s;
-			this._z = ( m23 + m32 ) / s;
+			this.w = ( m13 - m31 ) / s;
+			this.x = ( m12 + m21 ) / s;
+			this.y = 0.25 * s;
+			this.z = ( m23 + m32 ) / s;
 
 		} else {
 
 			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
 
-			this._w = ( m21 - m12 ) / s;
-			this._x = ( m13 + m31 ) / s;
-			this._y = ( m23 + m32 ) / s;
-			this._z = 0.25 * s;
+			this.w = ( m21 - m12 ) / s;
+			this.x = ( m13 + m31 ) / s;
+			this.y = ( m23 + m32 ) / s;
+			this.z = 0.25 * s;
 
 		}
 
-		this.onChangeCallback();
-
 		return this;
 
 	},
@@ -2347,10 +2264,10 @@ Object.assign( Quaternion.prototype, {
 
 			}
 
-			this._x = v1.x;
-			this._y = v1.y;
-			this._z = v1.z;
-			this._w = r;
+			this.x = v1.x;
+			this.y = v1.y;
+			this.z = v1.z;
+			this.w = r;
 
 			return this.normalize();
 
@@ -2366,11 +2283,9 @@ Object.assign( Quaternion.prototype, {
 
 	conjugate: function () {
 
-		this._x *= - 1;
-		this._y *= - 1;
-		this._z *= - 1;
-
-		this.onChangeCallback();
+		this.x *= - 1;
+		this.y *= - 1;
+		this.z *= - 1;
 
 		return this;
 
@@ -2378,19 +2293,19 @@ Object.assign( Quaternion.prototype, {
 
 	dot: function ( v ) {
 
-		return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
 
 	},
 
 	lengthSq: function () {
 
-		return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+		return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
 
 	},
 
 	length: function () {
 
-		return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
 
 	},
 
@@ -2400,24 +2315,22 @@ Object.assign( Quaternion.prototype, {
 
 		if ( l === 0 ) {
 
-			this._x = 0;
-			this._y = 0;
-			this._z = 0;
-			this._w = 1;
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
 
 		} else {
 
 			l = 1 / l;
 
-			this._x = this._x * l;
-			this._y = this._y * l;
-			this._z = this._z * l;
-			this._w = this._w * l;
+			this.x = this.x * l;
+			this.y = this.y * l;
+			this.z = this.z * l;
+			this.w = this.w * l;
 
 		}
 
-		this.onChangeCallback();
-
 		return this;
 
 	},
@@ -2445,15 +2358,13 @@ Object.assign( Quaternion.prototype, {
 
 		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
 
-		var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
-		var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+		var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
+		var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
 
-		this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
-		this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
-		this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
-		this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
-		this.onChangeCallback();
+		this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+		this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+		this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+		this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
 
 		return this;
 
@@ -2464,18 +2375,18 @@ Object.assign( Quaternion.prototype, {
 		if ( t === 0 ) return this;
 		if ( t === 1 ) return this.copy( qb );
 
-		var x = this._x, y = this._y, z = this._z, w = this._w;
+		var x = this.x, y = this.y, z = this.z, w = this.w;
 
 		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
 
-		var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+		var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
 
 		if ( cosHalfTheta < 0 ) {
 
-			this._w = - qb._w;
-			this._x = - qb._x;
-			this._y = - qb._y;
-			this._z = - qb._z;
+			this.w = - qb.w;
+			this.x = - qb.x;
+			this.y = - qb.y;
+			this.z = - qb.z;
 
 			cosHalfTheta = - cosHalfTheta;
 
@@ -2487,10 +2398,10 @@ Object.assign( Quaternion.prototype, {
 
 		if ( cosHalfTheta >= 1.0 ) {
 
-			this._w = w;
-			this._x = x;
-			this._y = y;
-			this._z = z;
+			this.w = w;
+			this.x = x;
+			this.y = y;
+			this.z = z;
 
 			return this;
 
@@ -2500,10 +2411,10 @@ Object.assign( Quaternion.prototype, {
 
 		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
 
-			this._w = 0.5 * ( w + this._w );
-			this._x = 0.5 * ( x + this._x );
-			this._y = 0.5 * ( y + this._y );
-			this._z = 0.5 * ( z + this._z );
+			this.w = 0.5 * ( w + this.w );
+			this.x = 0.5 * ( x + this.x );
+			this.y = 0.5 * ( y + this.y );
+			this.z = 0.5 * ( z + this.z );
 
 			return this;
 
@@ -2513,12 +2424,10 @@ Object.assign( Quaternion.prototype, {
 		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
 			ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
 
-		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 );
-
-		this.onChangeCallback();
+		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;

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