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Other
mrdoob
three.js
a6c3193465f533048d1608fbce30d3bbaf9e5d74.json
Translate some page in the object,and little fix.
docs/api/zh/objects/Group.html
@@ -10,15 +10,14 @@ <body> [page:Object3D] &rarr; - <h1>[name]</h1> + <h1>组([name])</h1> <p class="desc"> - This is almost identical to an [page:Object3D Object3D]. Its purpose is to make working - with groups of objects syntactically clearer. + 它几乎和[page:Object3D Object3D]是相同的,其目的是使得组中对象在语法上的结构更加清晰。 </p> - <h2>Example</h2> + <h2>示例</h2> <code> var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 ); @@ -40,20 +39,20 @@ <h2>Example</h2> </code> - <h2>Constructor</h2> + <h2>构造器</h2> <h3>[name]( )</h3> - <h2>Properties</h2> - <p>See the base [page:Object3D] class for common properties.</p> + <h2>属性</h2> + <p>请参阅其基类[page:Object3D]来查看公共属性。</p> <h3>[property:String type]</h3> - <p>A string 'Group'. This should not be changed.</p> + <p>一个字符串:“Group”。这个属性不应当被改变。</p> - <h2>Methods</h2> - <p>See the base [page:Object3D] class for common methods.</p> + <h2>方法</h2> + <p>请参阅其基类[page:Object3D]来查看其公共方法。</p> - <h2>Source</h2> + <h2>源代码</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body>
true
Other
mrdoob
three.js
a6c3193465f533048d1608fbce30d3bbaf9e5d74.json
Translate some page in the object,and little fix.
docs/api/zh/objects/Skeleton.html
@@ -9,14 +9,13 @@ </head> <body> - <h1>[name]</h1> + <h1>骨架([name])</h1> <p class="desc"> - Use an array of [page:Bone bones] to create a skeleton that can be used by a - [page:SkinnedMesh]. + 使用一个[page:Bone bones]数组来创建一个可以由[page:SkinnedMesh]使用的骨架。 </p> - <h2>Example</h2> + <h2>实例</h2> <code> // Create a simple "arm" @@ -40,76 +39,75 @@ <h2>Example</h2> var armSkeleton = new THREE.Skeleton( bones ); </code> <p> - See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry]. + 请查看[page:SkinnedMesh]页面,来查看其在标准的[page:BufferGeometry]中使用的示例。 </p> - <h2>Constructor</h2> + <h2>构造器</h2> <h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3> <p> - [page:Array bones] - The array of [page:Bone bones]. Default is an empty array.<br/> - [page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br /> + [page:Array bones] —— 包含有一组[page:Bone bone]的数组,默认值是一个空数组。<br/> + [page:Array boneInverses] —— (可选) 包含[page:Matrix4 Matrix4]的数组。<br /><br /> - Creates a new [name]. + 创建一个新的[name]. </p> - <h2>Properties</h2> + <h2>属性</h2> <h3>[property:Array bones]</h3> <p> - The array of [page:bone bones]. Note this is a copy of the original array, not a reference, - so you can modify the original array without effecting this one. + 包含有一组[page:Bone bone]的数组。请注意,这是一份原始数组的拷贝,不是引用,所以你可以在不对当前数组造成影响的情况下,修改原始数组。 </p> <h3>[property:Array boneInverses]</h3> <p> - An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld] - of the individual bones. + 包含有一组[page:Matrix4 Matrix4],表示每个独立骨骼[page:Matrix4 matrixWorld]矩阵的逆矩阵。 </p> <h3>[property:Float32Array boneMatrices]</h3> <p> - The array buffer holding the bone data when using a vertex texture. + 当使用顶点纹理时,数组缓冲区保存着骨骼数据。 </p> <h3>[property:DataTexture boneTexture]</h3> <p> - The [page:DataTexture] holding the bone data when using a vertex texture. + 当使用顶点纹理时,[page:DataTexture]保存着骨骼数据。 </p> - <h2>Methods</h2> + <h2>方法</h2> <h3>[method:Skeleton clone]()</h3> <p> - Returns a clone of this Skeleton object. + 返回一个当前Skeleton对象的克隆。 </p> <h3>[method:null calculateInverses]()</h3> - <p>Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.</p> + <p>如果没有在构造器中提供,生成[page:.boneInverses boneInverses]数组。 + </p> <h3>[method:null pose]()</h3> - <p>Returns the skeleton to the base pose.</p> + <p>返回骨架的基础姿势。</p> <h3>[method:null update]()</h3> <p> - Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones. - This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh]. + 在改变骨骼后,更新[page:Float32Array boneMatrices] 和 [page:DataTexture boneTexture]的值。 + 如果骨架被用于[page:SkinnedMesh],则它将会被[page:WebGLRenderer]自动调用。 </p> <h3>[method:Bone getBoneByName]( [param:String name] )</h3> <p> - name -- String to match to the Bone's .name property. <br /><br /> - - Searches through the skeleton's bone array and returns the first with a matching name.<br /> + + name -- 匹配Bone对象中.name属性的字符串。<br /><br /> + 在骨架中的骨骼数组中遍览,并返回第一个能够和name匹配上的骨骼对象。<br /> </p> - <h2>Source</h2> + <h2>源代码</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body>
true
Other
mrdoob
three.js
a6c3193465f533048d1608fbce30d3bbaf9e5d74.json
Translate some page in the object,and little fix.
docs/api/zh/objects/SkinnedMesh.html
@@ -10,11 +10,11 @@ <body> [page:Object3D] &rarr; [page:Mesh] &rarr; - <h1>[name]</h1> + <h1>蒙皮网格([name])</h1> <p class="desc"> - A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry. - The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning]. + 具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。 + 其材质必须支持蒙皮,并且已经启用了蒙皮 —— 请阅读[page:MeshStandardMaterial.skinning]。 </p> <iframe id="scene" src="scenes/bones-browser.html"></iframe> @@ -35,7 +35,7 @@ <h1>[name]</h1> </script> - <h2>Example</h2> + <h2>示例</h2> <code> var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 ); @@ -68,94 +68,88 @@ <h2>Example</h2> armSkeleton.bones[ 1 ].rotation.x = 0.2; </code> - <h2>Constructor</h2> + <h2>构造器</h2> <h3>[name]( [param:Geometry geometry], [param:Material material] )</h3> <p> - [page:Geometry geometry] - an instance of [page:Geometry] or [page:BufferGeometry] (recommended). - [page:Geometry.skinIndices skinIndices] and [page:Geometry.skinWeights skinWeights] should be set to true on the geometry.<br /> - [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial]. + [page:Geometry geometry] —— 一个[page:Geometry]或者[page:BufferGeometry](推荐)的实例。 + [page:Geometry.skinIndices skinIndices] 和 [page:Geometry.skinWeights skinWeights] 在几何体上应当被设置为true。<br /> + [page:Material material] —— (可选)一个[page:Material]的实例,默认值是一个新的[page:MeshBasicMaterial]。 </p> - <h2>Properties</h2> - <p>See the base [page:Mesh] class for common properties.</p> + <h2>属性</h2> + <p>请参阅其基类[page:Mesh]来查看共有属性。</p> <h3>[property:string bindMode]</h3> <p> - Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld] - property for the base transform matrix of the bones. "detached" uses the - [page:SkinnedMesh.bindMatrix]. Default is "attached". + “attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld] + 属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。 + 默认值是“attached”。 </p> <h3>[property:Matrix4 bindMatrix]</h3> <p> - The base matrix that is used for the bound bone transforms. + 用于绑定的骨骼变换的基础矩阵。 </p> <h3>[property:Matrix4 bindMatrixInverse]</h3> <p> - The base matrix that is used for resetting the bound bone transforms. + 用于重置绑定的骨骼变换的基础矩阵。 </p> <h3>[property:Boolean isSkinnedMesh]</h3> <p> - Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br /> - - You should not change this, as it used internally for optimisation. + 用于检查这个类或者其派生类是否为蒙皮网格,默认值为*true*。<br /><br /> + 你不应当对这个属性进行改变,因为它在使用,以用于优化。 </p> <h3>[property:Skeleton skeleton]</h3> <p> - [page:Skeleton] created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the - constructor. + [page:Skeleton]是由从构造函数中传入的[page:Geometry]中的[page:Geometry.bones bones]来创建的。 </p> - <h2>Methods</h2> - <p>See the base [page:Mesh] class for common methods.</p> + <h2>方法</h2> + <p>请参阅其基类[page:Mesh]来查看共有方法。</p> <h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3> <p> - [page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/> - [page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br /> - - Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property - and the .bindMatrixInverse gets calculated. This is called automatically in the constructor, and the skeleton - is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the - constructor. + [page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/> + [page:Matrix4 bindMatrix] —— 代表着骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br /> + 将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。 + 它在构造函数中会被自动调用,其骨架是由传入到构造函数的[page:Geometry]中的[page:Geometry.bones bones]来创建的。 </p> <h3>[method:SkinnedMesh clone]()</h3> <p> - Returns a clone of this SkinnedMesh object and any descendants. + 返回当前SkinnedMesh对象的一个克隆及其任何后代。 </p> <h3>[method:null normalizeSkinWeights]()</h3> <p> - Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry]. + 规范化[page:Geometry.skinWeights]矢量。不会对[page:BufferGeometry]产生影响。 </p> <h3>[method:null pose]()</h3> <p> - This method sets the skinned mesh in the rest pose (resets the pose). + 这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。 </p> <h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3> <p> - Updates the [page:Matrix4 MatrixWorld]. + 更新[page:Matrix4 MatrixWorld]矩阵。 </p> <h3>[method:null initBones]()</h3> <p> - Creates an array of hierarchical [page:Bone bones] objects from the internal geometry. + 从内部几何体中创建一个分层[page:Bone bones]对象的数组。 </p> - <h2>Source</h2> - + <h2>源代码</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body> </html>
true
Other
mrdoob
three.js
a6c3193465f533048d1608fbce30d3bbaf9e5d74.json
Translate some page in the object,and little fix.
docs/api/zh/objects/Sprite.html
@@ -10,16 +10,14 @@ <body> [page:Object3D] &rarr; - <h1>[name]</h1> + <h1>精灵([name])</h1> <p class="desc"> - A sprite is a plane that always faces towards the camera, generally with a - partially transparent texture applied.<br /><br /> - - Sprites do not cast shadows, setting <code>castShadow = true</code> will have no effect. + 精灵是一个总是面朝着摄像机的平面,通常含有使用一个半透明的纹理。<br /><br /> + 精灵不会投射任何阴影,即使设置了<code>castShadow = true</code>也将不会有任何效果。 </p> - <h2>Example</h2> + <h2>示例</h2> <code> var spriteMap = new THREE.TextureLoader().load( "sprite.png" ); @@ -29,61 +27,59 @@ <h2>Example</h2> </code> - <h2>Constructor</h2> + <h2>构造器</h2> <h3>[name]( [param:Material material] )</h3> <p> - [page:Material material] - (optional) an instance of [page:SpriteMaterial]. Default is a white [page:SpriteMaterial].<br /><br /> + [page:Material material] - (可选值)是[page:SpriteMaterial]的一个实例。 默认值是一个白色的[page:SpriteMaterial]。<br /><br /> - Creates a new [name]. + 创建一个新的[name]。 </p> - <h2>Properties</h2> - <p>See the base [page:Object3D] class for common properties.</p> + <h2>属性</h2> + <p>请参阅其基类[page:Object3D]来查看共有属性。</p> <h3>[property:Boolean isSprite]</h3> <p> - Used to check whether this or derived classes are sprites. Default is *true*.<br /><br /> - - You should not change this, as it used internally for optimisation. + 用于检查这个类或者其派生类是否为精灵,默认值为*true*。<br /><br /> + 你不应当对这个属性进行改变,因为它在使用,以用于优化。 </p> <h3>[property:SpriteMaterial material]</h3> <p> - An instance of [page:SpriteMaterial], defining the object's appearance. - Default is a white [page:SpriteMaterial]. + [page:SpriteMaterial]的一个实例,定义了这个对象的外观。默认值是一个白色的[page:SpriteMaterial]。 </p> <h3>[property:Vector2 center]</h3> <p> - The sprite's anchor point, and the point around which the sprite rotates. A value of (0.5, 0.5) corresponds to the midpoint of the sprite. - A value of (0, 0) corresponds to the lower left corner of the sprite. The default is (0.5, 0.5). + 这个精灵的锚点,也就是精灵旋转时,围绕着旋转的点。当值为(0.5,0.5)时,对应着这个精灵的中心点;当值为(0,0)时,对应着这个精灵左下角的点。<br> + 其默认值是(0.5,0.5)。 </p> - <h2>Methods</h2> - <p>See the base [page:Object3D] class for common methods.</p> + <h2>方法</h2> + <p>请参阅其基类[page:Object3D]来查看共有方法。</p> <h3>[method:Sprite clone]()</h3> <p> - Returns a clone of this Sprite object and any descendants. + 返回当前Sprite对象的一个克隆及其任何后代。 </p> <h3>[method:Sprite copy]( [param:Sprite sprite] )</h3> <p> - Copies the properties of the passed sprite to this one. + 将前一个Sprite对象的属性复制给当前的这个对象。 </p> <h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3> <p> - Get intersections between a casted ray and this sprite. - [page:Raycaster.intersectObject] will call this method. + 在投射的光线和精灵之前产生交互。 + [page:Raycaster.intersectObject]将会调用这个方法。 </p> - <h2>Source</h2> + <h2>源代码</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] </body>
true
Other
mrdoob
three.js
b4c85224bd0113cbe24b87e9cd9e5cfb527f32c4.json
Fix morph multimaterial
examples/js/loaders/FBXLoader.js
@@ -1407,31 +1407,26 @@ THREE.FBXLoader = ( function () { setupMorphMaterials: function () { + var self = this; sceneGraph.traverse( function ( child ) { if ( child.isMesh ) { - if ( child.geometry.morphAttributes.position || child.geometry.morphAttributes.normal ) { - - var uuid = child.uuid; - var matUuid = child.material.uuid; + if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) { - // if a geometry has morph targets, it cannot share the material with other geometries - var sharedMat = false; + if ( Array.isArray( child.material ) ) { - sceneGraph.traverse( function ( child ) { + child.material.forEach( function ( material, i ) { - if ( child.isMesh ) { + self.setupMorphMaterial( child, material, i ); - if ( child.material.uuid === matUuid && child.uuid !== uuid ) sharedMat = true; - - } + } ); - } ); + } else { - if ( sharedMat === true ) child.material = child.material.clone(); + self.setupMorphMaterial( child, child.material ); - child.material.morphTargets = true; + } } @@ -1441,6 +1436,44 @@ THREE.FBXLoader = ( function () { }, + setupMorphMaterial: function ( child, material, index ) { + + var uuid = child.uuid; + var matUuid = material.uuid; + + // if a geometry has morph targets, it cannot share the material with other geometries + var sharedMat = false; + + sceneGraph.traverse( function ( node ) { + + if ( node.isMesh ) { + + if ( Array.isArray( node.material ) ) { + + node.material.forEach( function ( mat ) { + + if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true; + + } ); + + } else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true; + + } + + } ); + + if ( sharedMat === true ) { + + var clonedMat = material.clone(); + clonedMat.morphTargets = true; + + if ( index === undefined ) child.material = clonedMat; + else child.material[ index ] = clonedMat; + + } else material.morphTargets = true; + + } + }; // parse Geometry data from FBXTree and return map of BufferGeometries @@ -2591,7 +2624,7 @@ THREE.FBXLoader = ( function () { var initialRotation = new THREE.Quaternion(); var initialScale = new THREE.Vector3(); - rawTracks.transform.decompose( initialPosition, initialRotation, initialScale ); + if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale ); initialPosition = initialPosition.toArray(); initialRotation = new THREE.Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
false
Other
mrdoob
three.js
83c3c06947120e771e010c886bcaca88c0ea6e1c.json
Add 3D Texture example
examples/webgl_materials_texture_3d.html
@@ -0,0 +1,213 @@ +<!DOCTYPE html> +<html lang="en"> + <head> + <title>three.js webgl - 3D texture</title> + <meta charset="UTF-8"> + <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> + <style> + body { + background:#000; + padding:0; + margin:0; + overflow:hidden; + } + + #info { + position: absolute; + top: 0px; + width: 100%; + color: #ffffff; + padding: 5px; + font-family:Monospace; + font-size:13px; + text-align:center; + } + + a { + color: #ffffff; + } + </style> + </head> + <script id="vs" type="x-shader/x-vertex"> + #version 300 es + + uniform float depth; + uniform vec2 size; + out vec3 vUv; + + void main() { + + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + + // Convert position.xy to 1.0-0.0 + + vUv.xy = position.xy / size + 0.5; + vUv.y = 1.0 - vUv.y; // original data is upside down + + vUv.z = depth; + + } + </script> + + <script id="fs" type="x-shader/x-fragment"> + #version 300 es + + precision highp float; + precision highp int; + precision highp sampler3D; + + uniform sampler3D diffuse; + in vec3 vUv; + out vec4 out_FragColor; + + void main() { + + vec4 color = texture( diffuse, vUv ); + color.r *= 1.5; // lighten a bit + color.gba = vec3( color.x ); + + out_FragColor = vec4( color.rgb, 1.0 ); + + } + </script> + <body> + <div id="info"> + <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - 3D Texture<br /> + Scanned head data by + <a href="https://www.codeproject.com/Articles/352270/Getting-started-with-Volume-Rendering" target="_blank" rel="noopener">Divine Augustine</a><br /> + licensed under + <a href="https://www.codeproject.com/info/cpol10.aspx" target="_blank" rel="noopener">CPOL</a> + </div> + + <script src="../build/three.js"></script> + <!--<script src="js/controls/OrbitControls.js"></script>--> + + <script src="js/libs/jszip.min.js"></script> + + <script src="js/Detector.js"></script> + <script src="js/libs/stats.min.js"></script> + + <script> + + if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); + + var camera, scene, mesh, renderer, stats; + + var planeWidth = 50; + var planeHeight = 50; + + var depthStep = 1 / ( 109 * 3 ); + + init(); + animate(); + + function init() { + + var container = document.createElement( 'div' ); + document.body.appendChild( container ); + + camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 ); + camera.position.z = 70; + + scene = new THREE.Scene(); + + var geometry = new THREE.PlaneBufferGeometry( planeWidth, planeHeight ); + + // width 256, height 256, depth 109, 8-bit, zip archived raw data + + new THREE.FileLoader() + .setResponseType( 'arraybuffer' ) + .load( 'textures/3d/head256x256x109.zip', function ( data ) { + + var zip = new JSZip( data ); + var array = zip.files[ 'head256x256x109' ].asUint8Array(); + + var texture = new THREE.Texture3D( array, 256, 256, 109 ); + + texture.format = THREE.RedFormat; + texture.type = THREE.UnsignedByteType; + + texture.needsUpdate = true; + + var material = new THREE.ShaderMaterial( { + uniforms: { + diffuse: { value: texture }, + depth: { value: 0 },// 50 / 109 }, + size: { value: new THREE.Vector2( planeWidth, planeHeight ) } + }, + vertexShader: document.getElementById( 'vs' ).textContent.trim(), + fragmentShader: document.getElementById( 'fs' ).textContent.trim() + } ); + + mesh = new THREE.Mesh( geometry, material ); + + scene.add( mesh ); + + } ); + + // var controls = new THREE.OrbitControls( camera ); + + // 3D Texture is available on WebGL 2.0 + + var canvas = document.createElement( 'canvas' ); + var context = canvas.getContext( 'webgl2' ); + + renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } ); + renderer.setPixelRatio( window.devicePixelRatio ); + renderer.setSize( window.innerWidth, window.innerHeight ); + container.appendChild( renderer.domElement ); + + stats = new Stats(); + container.appendChild( stats.dom ); + + window.addEventListener( 'resize', onWindowResize, false ); + onWindowResize(); + + } + + function onWindowResize() { + + camera.aspect = window.innerWidth / window.innerHeight; + camera.updateProjectionMatrix(); + + renderer.setSize( window.innerWidth, window.innerHeight ); + + } + + function animate() { + + requestAnimationFrame( animate ); + + if ( mesh ) { + + var value = mesh.material.uniforms.depth.value; + + value += depthStep; + + if ( value > 1.0 || value < 0.0 ) { + + if ( value > 1.0 ) value = 2.0 - value; + if ( value < 0.0 ) vlaue = - value; + + depthStep = - depthStep; + + } + + mesh.material.uniforms.depth.value = value;; + + } + + render(); + stats.update(); + + } + + function render() { + + renderer.render( scene, camera ); + + } + + </script> + </body> +</html>
false
Other
mrdoob
three.js
f72d822eb2945dd07c719aa3133b0a0bff2b5b2f.json
Correct Vector3 to Vector2
docs/api/extras/curves/SplineCurve.html
@@ -1,72 +1,72 @@ -<!DOCTYPE html> -<html lang="en"> - <head> +<!DOCTYPE html> +<html lang="en"> + <head> <meta charset="utf-8" /> - <base href="../../../" /> - <script src="list.js"></script> - <script src="page.js"></script> - <link type="text/css" rel="stylesheet" href="page.css" /> - </head> - <body> - [page:Curve] &rarr; - - <h1>[name]</h1> - - <div class="desc"> - Create a smooth 2d spline curve from a series of points. Internally this uses - [page:Interpolations.CatmullRom] to create the curve. - </div> - - <h2>Example</h2> - -<code> -// Create a sine-like wave -var curve = new THREE.SplineCurve( [ - new THREE.Vector2( -10, 0 ), - new THREE.Vector2( -5, 5 ), - new THREE.Vector2( 0, 0 ), - new THREE.Vector2( 5, -5 ), - new THREE.Vector2( 10, 0 ) -] ); - -var points = curve.getPoints( 50 ); -var geometry = new THREE.BufferGeometry().setFromPoints( points ); - -var material = new THREE.LineBasicMaterial( { color : 0xff0000 } ); - -// Create the final object to add to the scene -var splineObject = new THREE.Line( geometry, material ); -</code> - - <h2>Constructor</h2> - - - <h3>[name]( [page:Array points] )</h3> - <div>points – An array of [page:Vector2] points that define the curve.</div> - - - <h2>Properties</h2> - <div>See the base [page:Curve] class for common properties.</div> - - <h3>[property:Boolean isSplineCurve]</h3> - <div> - Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br /> - - You should not change this, as it used internally for optimisation. - </div> - - <h3>[property:Array points]</h3> - <div>The array of [page:Vector3] points that define the curve.</div> - - - - <h2>Methods</h2> - <div>See the base [page:Curve] class for common methods.</div> - - - - <h2>Source</h2> - - [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] - </body> -</html> + <base href="../../../" /> + <script src="list.js"></script> + <script src="page.js"></script> + <link type="text/css" rel="stylesheet" href="page.css" /> + </head> + <body> + [page:Curve] &rarr; + + <h1>[name]</h1> + + <div class="desc"> + Create a smooth 2d spline curve from a series of points. Internally this uses + [page:Interpolations.CatmullRom] to create the curve. + </div> + + <h2>Example</h2> + +<code> +// Create a sine-like wave +var curve = new THREE.SplineCurve( [ + new THREE.Vector2( -10, 0 ), + new THREE.Vector2( -5, 5 ), + new THREE.Vector2( 0, 0 ), + new THREE.Vector2( 5, -5 ), + new THREE.Vector2( 10, 0 ) +] ); + +var points = curve.getPoints( 50 ); +var geometry = new THREE.BufferGeometry().setFromPoints( points ); + +var material = new THREE.LineBasicMaterial( { color : 0xff0000 } ); + +// Create the final object to add to the scene +var splineObject = new THREE.Line( geometry, material ); +</code> + + <h2>Constructor</h2> + + + <h3>[name]( [page:Array points] )</h3> + <div>points – An array of [page:Vector2] points that define the curve.</div> + + + <h2>Properties</h2> + <div>See the base [page:Curve] class for common properties.</div> + + <h3>[property:Boolean isSplineCurve]</h3> + <div> + Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br /> + + You should not change this, as it used internally for optimisation. + </div> + + <h3>[property:Array points]</h3> + <div>The array of [page:Vector2] points that define the curve.</div> + + + + <h2>Methods</h2> + <div>See the base [page:Curve] class for common methods.</div> + + + + <h2>Source</h2> + + [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] + </body> +</html>
false
Other
mrdoob
three.js
b5032dd15b1860640180f60cf9c2bf5438ac08f6.json
Update definitions of torus radii
docs/api/geometries/TorusBufferGeometry.html
@@ -44,7 +44,7 @@ <h2>Constructor</h2> <h3>[name]([page:Float radius], [page:Float tube], [page:Integer radialSegments], [page:Integer tubularSegments], [page:Float arc])</h3> <div> - radius — Default is 1. <br /> + radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br /> tube — Radius of the tube. Default is 0.4. <br /> radialSegments — Default is 8 <br /> tubularSegments — Default is 6. <br />
true
Other
mrdoob
three.js
b5032dd15b1860640180f60cf9c2bf5438ac08f6.json
Update definitions of torus radii
docs/api/geometries/TorusGeometry.html
@@ -44,7 +44,7 @@ <h2>Constructor</h2> <h3>[name]([page:Float radius], [page:Float tube], [page:Integer radialSegments], [page:Integer tubularSegments], [page:Float arc])</h3> <div> - radius — Default is 1. <br /> + radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br /> tube — Radius of the tube. Default is 0.4. <br /> radialSegments — Default is 8 <br /> tubularSegments — Default is 6. <br />
true
Other
mrdoob
three.js
b5032dd15b1860640180f60cf9c2bf5438ac08f6.json
Update definitions of torus radii
docs/api/geometries/TorusKnotBufferGeometry.html
@@ -45,7 +45,7 @@ <h2>Constructor</h2> <h3>[name]([page:Float radius], [page:Float tube], [page:Integer tubularSegments], [page:Integer radialSegments], [page:Integer p], [page:Integer q])</h3> <div> <ul> - <li>radius — Default is 1.</li> + <li>radius - Radius of the torus. Default is 1.</li> <li>tube — Radius of the tube. Default is 0.4.</li> <li>tubularSegments — Default is 64.</li> <li>radialSegments — Default is 8.</li>
true
Other
mrdoob
three.js
b5032dd15b1860640180f60cf9c2bf5438ac08f6.json
Update definitions of torus radii
docs/api/geometries/TorusKnotGeometry.html
@@ -45,7 +45,7 @@ <h2>Constructor</h2> <h3>[name]([page:Float radius], [page:Float tube], [page:Integer tubularSegments], [page:Integer radialSegments], [page:Integer p], [page:Integer q])</h3> <div> <ul> - <li>radius — Default is 1.</li> + <li>radius - Radius of the torus. Default is 1.</li> <li>tube — Radius of the tube. Default is 0.4.</li> <li>tubularSegments — Default is 64.</li> <li>radialSegments — Default is 8.</li>
true
Other
mrdoob
three.js
1d89bd105dc7956a9427daf09c8cb7a12d1aab44.json
Change incorrect references in Torus docs The tube parameter is actually a radius, not a diameter
docs/api/geometries/TorusBufferGeometry.html
@@ -45,7 +45,7 @@ <h2>Constructor</h2> <h3>[name]([page:Float radius], [page:Float tube], [page:Integer radialSegments], [page:Integer tubularSegments], [page:Float arc])</h3> <div> radius — Default is 1. <br /> - tube — Diameter of the tube. Default is 0.4. <br /> + tube — Radius of the tube. Default is 0.4. <br /> radialSegments — Default is 8 <br /> tubularSegments — Default is 6. <br /> arc — Central angle. Default is Math.PI * 2.
true
Other
mrdoob
three.js
1d89bd105dc7956a9427daf09c8cb7a12d1aab44.json
Change incorrect references in Torus docs The tube parameter is actually a radius, not a diameter
docs/api/geometries/TorusGeometry.html
@@ -45,7 +45,7 @@ <h2>Constructor</h2> <h3>[name]([page:Float radius], [page:Float tube], [page:Integer radialSegments], [page:Integer tubularSegments], [page:Float arc])</h3> <div> radius — Default is 1. <br /> - tube — Diameter of the tube. Default is 0.4. <br /> + tube — Radius of the tube. Default is 0.4. <br /> radialSegments — Default is 8 <br /> tubularSegments — Default is 6. <br /> arc — Central angle. Default is Math.PI * 2.
true
Other
mrdoob
three.js
1d89bd105dc7956a9427daf09c8cb7a12d1aab44.json
Change incorrect references in Torus docs The tube parameter is actually a radius, not a diameter
docs/api/geometries/TorusKnotBufferGeometry.html
@@ -46,7 +46,7 @@ <h3>[name]([page:Float radius], [page:Float tube], [page:Integer tubularSegments <div> <ul> <li>radius — Default is 1.</li> - <li>tube — Diameter of the tube. Default is 0.4.</li> + <li>tube — Radius of the tube. Default is 0.4.</li> <li>tubularSegments — Default is 64.</li> <li>radialSegments — Default is 8.</li> <li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
true
Other
mrdoob
three.js
1d89bd105dc7956a9427daf09c8cb7a12d1aab44.json
Change incorrect references in Torus docs The tube parameter is actually a radius, not a diameter
docs/api/geometries/TorusKnotGeometry.html
@@ -46,7 +46,7 @@ <h3>[name]([page:Float radius], [page:Float tube], [page:Integer tubularSegments <div> <ul> <li>radius — Default is 1.</li> - <li>tube — Diameter of the tube. Default is 0.4.</li> + <li>tube — Radius of the tube. Default is 0.4.</li> <li>tubularSegments — Default is 64.</li> <li>radialSegments — Default is 8.</li> <li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
true
Other
mrdoob
three.js
764fb013869a7ba8db8f97dfee2b9ec6a1df54a2.json
Add initial doc for ply exporter
docs/examples/exporters/PLYExporter.html
@@ -0,0 +1,65 @@ +<!DOCTYPE html> +<html lang="en"> + <head> + <meta charset="utf-8" /> + <base href="../../" /> + <script src="list.js"></script> + <script src="page.js"></script> + <link type="text/css" rel="stylesheet" href="page.css" /> + </head> + <body> + <h1>[name]</h1> + + <p class="desc"> + An exporter for *PLY*. + <br /><br /> + <a href="https://www.khronos.org/gltf">glTF</a> (GL Transmission Format) is an + <a href="https://github.com/KhronosGroup/glTF/tree/master/specification/2.0">open format specification</a> + for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) + or binary (.glb) format. External files store textures (.jpg, .png) and additional binary + data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials, + textures, skins, skeletons, morph targets, animations, lights, and/or cameras. + </p> + + <h2>Example</h2> + + <code> + // Instantiate a exporter + var exporter = new THREE.PLYExporter( defaultOptions ); + + // Parse the input and generate the ply output + var data = exporter.parse( scene, options ); + downloadFile(data); + </code> + + [example:misc_exporter_gltf] + + <h2>Constructor</h2> + + <h3>[name]()</h3> + <p> + </p> + <p> + Creates a new [name]. + </p> + + <h2>Methods</h2> + + <h3>[method:null parse]( [param:Object3D input], [param:Object options] )</h3> + <p> + [page:Object input] — Object3D<br /> + [page:Options options] — Export options<br /> + <ul> + <li>excludeAttributes - array. Which properties to explicitly exclude from the exported PLY file. Valid values are 'color', 'normal', 'uv', and 'index'. If indices are excluded, then a point cloud is exported. Default is an empty array.</li> + <li>binary - bool. Export in binary format, returning an ArrayBuffer. Default is false.</li> + </ul> + </p> + <p> + Generates ply file data as string or ArrayBuffer (ascii or binary) output from the input object + </p> + + <h2>Source</h2> + + [link:https://github.com/mrdoob/three.js/blob/master/examples/js/exporters/PLYExporter.js examples/js/exporters/PLYExporter.js] + </body> +</html>
false
Other
mrdoob
three.js
94743d102bc4f63604b75d5f7f2d87aa834dfa36.json
use options hash
examples/js/loaders/EquiangularToCubeGenerator.js
@@ -2,10 +2,10 @@ * @author Richard M. / https://github.com/richardmonette */ -THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution, type, format ) { +THREE.EquiangularToCubeGenerator = function ( sourceTexture, options ) { this.sourceTexture = sourceTexture; - this.resolution = resolution; + this.resolution = options.resolution || 512; this.views = [ { t: [ 1, 0, 0 ], u: [ 0, - 1, 0 ] }, @@ -23,10 +23,10 @@ THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution, type, f this.scene.add( this.boxMesh ); var params = { - format: format ? format : this.sourceTexture.format, + format: options.format || this.sourceTexture.format, magFilter: this.sourceTexture.magFilter, minFilter: this.sourceTexture.minFilter, - type: type ? type : this.sourceTexture.type, + type: options.type || this.sourceTexture.type, generateMipmaps: this.sourceTexture.generateMipmaps, anisotropy: this.sourceTexture.anisotropy, encoding: this.sourceTexture.encoding
true
Other
mrdoob
three.js
94743d102bc4f63604b75d5f7f2d87aa834dfa36.json
use options hash
examples/webgl_materials_envmaps_exr.html
@@ -106,7 +106,7 @@ texture.magFilter = THREE.NearestFilter; texture.encoding = THREE.LinearEncoding; - var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, 512, THREE.HalfFloatType ); + var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, { resolution: 512, type: THREE.HalfFloatType } ); var cubeMapTexture = cubemapGenerator.update( renderer ); var pmremGenerator = new THREE.PMREMGenerator( cubeMapTexture );
true
Other
mrdoob
three.js
ad597c55d61bb0d46d8ec1286672fd828527d311.json
add params for cubemap params (to support mobile)
examples/js/loaders/EquiangularToCubeGenerator.js
@@ -2,7 +2,7 @@ * @author Richard M. / https://github.com/richardmonette */ -THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution ) { +THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution, type, format ) { this.sourceTexture = sourceTexture; this.resolution = resolution; @@ -23,10 +23,10 @@ THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution ) { this.scene.add( this.boxMesh ); var params = { - format: THREE.RGBAFormat, + format: format ? format : this.sourceTexture.format, magFilter: this.sourceTexture.magFilter, minFilter: this.sourceTexture.minFilter, - type: this.sourceTexture.type, + type: type ? type : this.sourceTexture.type, generateMipmaps: this.sourceTexture.generateMipmaps, anisotropy: this.sourceTexture.anisotropy, encoding: this.sourceTexture.encoding
true
Other
mrdoob
three.js
ad597c55d61bb0d46d8ec1286672fd828527d311.json
add params for cubemap params (to support mobile)
examples/webgl_materials_envmaps_exr.html
@@ -106,7 +106,7 @@ texture.magFilter = THREE.NearestFilter; texture.encoding = THREE.LinearEncoding; - var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, 512 ); + var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, 512, THREE.HalfFloatType ); var cubeMapTexture = cubemapGenerator.update( renderer ); var pmremGenerator = new THREE.PMREMGenerator( cubeMapTexture );
true
Other
mrdoob
three.js
908fa7354d9f5b9aa0fdd83a391360e058b51552.json
Add some utility functions to BufferGeometryUtils
examples/js/BufferGeometryUtils.js
@@ -391,6 +391,90 @@ THREE.BufferGeometryUtils = { return new THREE.BufferAttribute( array, itemSize, normalized ); + }, + + /** + * @param {Array<THREE.BufferAttribute>} attributes + * @return {Array<THREE.InterleavedBufferAttribute>} + */ + interleaveAttributes: function ( attributes ) { + + // Interleaves the provided attributes into an InterleavedBuffer and returns + // a set of InterleavedBufferAttributes for each attribute + var TypedArray; + var arrayLength = 0; + var stride = 0; + + // calculate the the length and type of the interleavedBuffer + for ( var i = 0, l = attributes.length; i < l; ++ i ) { + + var attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.warn( 'AttributeBuffers of different types cannot be interleaved' ); + return null; + + } + + arrayLength += attribute.array.length; + stride += attribute.itemSize; + + } + + // Create the set of buffer attributes + var interleavedBuffer = new THREE.InterleavedBuffer( new TypedArray( arrayLength ), stride ); + var offset = 0; + var res = []; + var getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + var setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + for ( var j = 0, l = attributes.length; j < l; j ++ ) { + + var attribute = attributes[ j ]; + var itemSize = attribute.itemSize; + var count = attribute.count; + var iba = new THREE.InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized ); + res.push( iba ); + + offset += itemSize; + + // Move the data for each attribute into the new interleavedBuffer + // at the appropriate offset + for ( var c = 0; c < count; c ++ ) { + + for ( var k = 0; k < itemSize; k ++ ) { + + iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) ); + + } + + } + + } + + return res; + + }, + + /** + * @param {Array<THREE.BufferGeometry>} geometry + * @return {number} + */ + getMemoryUse: function ( geometry ) { + + // Return the estimated memory used by this geometry + var mem = 0; + for ( var name in geometry.attributes ) { + + mem += geometry.getAttribute( name ).array.byteLength; + + } + + mem += geometry.getIndex() ? geometry.getIndex().array.byteLength : 0; + return mem; + } };
false
Other
mrdoob
three.js
836e363c07cf59b759b907d4fbf4b4529bc2dcaf.json
fix bypassnode without .value
examples/js/nodes/core/BypassNode.js
@@ -17,27 +17,39 @@ THREE.BypassNode.prototype.nodeType = "Bypass"; THREE.BypassNode.prototype.getType = function ( builder ) { - return this.value ? this.value.getType( builder ) : 'void'; + if ( this.value ) { + + return this.value.getType( builder ); + + } else if (builder.isShader( 'fragment' )) { + + return 'fv1'; + + } + + return 'void'; }; THREE.BypassNode.prototype.generate = function ( builder, output ) { var code = this.code.build( builder, output ) + ';'; - if ( builder.isShader( 'fragment' ) ) { + if ( builder.isShader( 'vertex' ) ) { - builder.material.addFragmentNode( code ); + builder.material.addVertexNode( code ); + + if (this.value) { + + return this.value.build( builder, output ); + + } } else { - builder.material.addVertexNode( code ); - - } - - if (this.value) { + builder.material.addFragmentNode( code ); - return this.value.build( builder, output ); + return this.value ? this.value.build( builder, output ) : builder.format( '0.0', 'fv1', output ); }
false
Other
mrdoob
three.js
9bea0556fe15ecc68651e51bad34dd916b20022b.json
Address PR feedback.
examples/js/controls/OrbitControls.js
@@ -75,7 +75,7 @@ THREE.OrbitControls = function ( object, domElement ) { this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; // Mouse buttons - this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT }; + this.mouseButtons = { LEFT: THREE.MOUSE.LEFT, MIDDLE: THREE.MOUSE.MIDDLE, RIGHT: THREE.MOUSE.RIGHT }; // for reset this.target0 = this.target.clone(); @@ -86,18 +86,6 @@ THREE.OrbitControls = function ( object, domElement ) { // public methods // - this.getStateForMouseDown = function ( event ) { - - if ( event.button === scope.mouseButtons.ORBIT && ! event.ctrlKey ) return STATE.ROTATE; - - if ( event.button === scope.mouseButtons.ZOOM ) return STATE.DOLLY; - - if ( event.button === scope.mouseButtons.PAN || ( event.button === scope.mouseButtons.ORBIT && event.ctrlKey ) ) return STATE.PAN; - - return STATE.NONE; - - }; - this.getPolarAngle = function () { return spherical.phi; @@ -687,46 +675,60 @@ THREE.OrbitControls = function ( object, domElement ) { event.preventDefault(); - var newState = scope.getStateForMouseDown( event ); + switch ( event.button ) { - switch ( newState ) { + case scope.mouseButtons.LEFT: - case STATE.ROTATE: + if ( event.ctrlKey || event.metaKey ) { - if ( scope.enableRotate === false ) return; + if ( scope.enablePan === false ) return; + + handleMouseDownPan( event ); + + state = STATE.PAN; + + } else { + + if ( scope.enableRotate === false ) return; - handleMouseDownRotate( event ); + handleMouseDownRotate( event ); + + state = STATE.ROTATE; + + } break; - case STATE.DOLLY: + case scope.mouseButtons.MIDDLE: if ( scope.enableZoom === false ) return; handleMouseDownDolly( event ); + state = STATE.DOLLY; + break; - case STATE.PAN: + case scope.mouseButtons.RIGHT: if ( scope.enablePan === false ) return; handleMouseDownPan( event ); - break; - - default: // STATE.NONE + state = STATE.PAN; - return; + break; } - state = newState; + if ( state !== STATE.NONE ) { - document.addEventListener( 'mousemove', onMouseMove, false ); - document.addEventListener( 'mouseup', onMouseUp, false ); + document.addEventListener( 'mousemove', onMouseMove, false ); + document.addEventListener( 'mouseup', onMouseUp, false ); - scope.dispatchEvent( startEvent ); + scope.dispatchEvent( startEvent ); + + } }
false
Other
mrdoob
three.js
88c17cd1cb75e92dbc052b13c93d054410062d03.json
Add Lorenz attractor
examples/files.js
@@ -322,6 +322,7 @@ var files = { "webvr_cubes", "webvr_daydream", "webvr_gearvr", + "webvr_lorenz_attractor", "webvr_oculus-go", "webvr_panorama", "webvr_rollercoaster",
false
Other
mrdoob
three.js
a904d8808c6fa4aa4e6568d419c1ae6ea2c2e22a.json
Fix example in SknnedMesh.html Fixes #14314
docs/api/objects/SkinnedMesh.html
@@ -38,7 +38,7 @@ <h1>[name]</h1> <h2>Example</h2> <code> - var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 ); + var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 ); //Create the skin indices and skin weights for ( var i = 0; i < geometry.vertices.length; i ++ ) {
false
Other
mrdoob
three.js
c9a4cd8e5c568b7a95439908f782dcc7ee7fd66b.json
Reduce size and reposition
examples/webvr_lorenz_attractor.html
@@ -27,14 +27,14 @@ var camera, scene, renderer, x, y, z, c, geometry; - var scale = 30; + var scale = .015; // for reducing overall displayed size var multiplier = 5; // integer, increase for faster visualization var steps = 100000; var current = 1; var shown = 10000; - var beta = 8/3; + var beta = 8 / 3; var rho = 28; var sigma = 10; @@ -58,7 +58,7 @@ y += dy; z += dz; - geometry.attributes.position.set( [ x, y, z ], 0 ); + geometry.attributes.position.set( [ scale * x, scale * y, scale * z ], 0 ); c.setHSL( current / steps, 1, .5 ); geometry.attributes.color.set( [ c.r, c.g, c.b ], 0 ); @@ -80,16 +80,16 @@ function init() { scene = new THREE.Scene(); - scene.position.set( 0, 0, - 1.5 * scale ); + scene.position.set( 0, 1.5, - 1 ); - camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 1000 ); - camera.lookAt( 0, 0, - 1.5 * scale ); + camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 2 ); + camera.lookAt( 0, 1.5, - 1 ); // - x = scale / 2 * Math.random(); - y = scale / 2 * Math.random(); - z = scale / 2 * Math.random(); + x = 15 * Math.random(); + y = 15 * Math.random(); + z = 15 * Math.random(); c = new THREE.Color(); @@ -98,7 +98,7 @@ var positions = new Float32Array( 3 * shown ); for ( var i = 0; i < positions.length; i += 3 ) { - positions.set( [ x, y, z ], i ); + positions.set( [ scale * x, scale * y, scale * z ], i ); } geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
false
Other
mrdoob
three.js
006a90682c49065e81aa2138029680d5530ba0e0.json
Fix Error message in GLTFLoader
examples/js/loaders/GLTFLoader.js
@@ -1421,7 +1421,7 @@ THREE.GLTFLoader = ( function () { if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { - throw new Error( 'THREE.GLTFLoader: %s buffer type is not supported.', bufferDef.type ); + throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); }
false
Other
mrdoob
three.js
c1d8e09ebfedbf69fdb6f2e70725e14435dc2143.json
Add ';' and better indent
docs/api/lights/shadows/DirectionalLightShadow.html
@@ -37,8 +37,8 @@ <h2>Example</h2> //Set up shadow properties for the light light.shadow.mapSize.width = 512; // default light.shadow.mapSize.height = 512; // default -light.shadow.camera.near = 0.5; // default -light.shadow.camera.far = 500 // default +light.shadow.camera.near = 0.5; // default +light.shadow.camera.far = 500; // default //Create a sphere that cast shadows (but does not receive them) var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
false
Other
mrdoob
three.js
47e792705d29e547660d4a5ef9fd1bff6a41e443.json
Fix GLTFLoader uncaught exception
examples/js/loaders/GLTFLoader.js
@@ -1025,11 +1025,9 @@ THREE.GLTFLoader = ( function () { if ( value ) { - fns.push( value ); - if ( value instanceof Promise ) { - value.then( function ( key, value ) { + value = value.then( function ( key, value ) { results[ key ] = value; @@ -1041,6 +1039,8 @@ THREE.GLTFLoader = ( function () { } + fns.push( value ); + } } @@ -1057,11 +1057,9 @@ THREE.GLTFLoader = ( function () { if ( value ) { - fns.push( value ); - if ( value instanceof Promise ) { - value.then( function ( key, value ) { + value = value.then( function ( key, value ) { results[ key ] = value; @@ -1073,6 +1071,8 @@ THREE.GLTFLoader = ( function () { } + fns.push( value ); + } }
false
Other
mrdoob
three.js
cdbd039552d9f26a3db91d6c9582e18159f31558.json
add name to object just once
examples/js/loaders/ColladaLoader.js
@@ -2751,7 +2751,7 @@ THREE.ColladaLoader.prototype = { function parseNode( xml ) { var data = { - name: xml.getAttribute( 'name' ), + name: xml.getAttribute( 'name' ) || '', type: xml.getAttribute( 'type' ), id: xml.getAttribute( 'id' ), sid: xml.getAttribute( 'sid' ), @@ -3111,7 +3111,6 @@ THREE.ColladaLoader.prototype = { for ( var i = 0; i < objects.length; i ++ ) { - objects[ i ].name = ( type === 'JOINT' ) ? data.sid : data.name; object.add( objects[ i ] ); }
false
Other
mrdoob
three.js
cbafcbec083fcc06a46fdfd6619a9270efd37ccb.json
switch push style
examples/js/loaders/FBXLoader.js
@@ -50,8 +50,9 @@ try { + console.time( 'parse: ' ); var scene = self.parse( buffer, resourceDirectory ); - + console.timeEnd( 'parse: ' ); onLoad( scene ); } catch ( error ) { @@ -898,59 +899,53 @@ for ( var i = 2; i < faceLength; i ++ ) { - vertexB.push( - vertexPositions[ vertexPositionIndexes[ 0 ] ], - vertexPositions[ vertexPositionIndexes[ 1 ] ], - vertexPositions[ vertexPositionIndexes[ 2 ] ], + vertexB.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] ); - vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ], - vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ], - vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ], + vertexB.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] ); - vertexPositions[ vertexPositionIndexes[ i * 3 ] ], - vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ], - vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] - ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] ); + vertexB.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] ); } if ( deformer ) { for ( var i = 2; i < faceLength; i ++ ) { - weightsB.push( - faceWeights[ 0 ], - faceWeights[ 1 ], - faceWeights[ 2 ], - faceWeights[ 3 ], - - faceWeights[ ( i - 1 ) * 4 ], - faceWeights[ ( i - 1 ) * 4 + 1 ], - faceWeights[ ( i - 1 ) * 4 + 2 ], - faceWeights[ ( i - 1 ) * 4 + 3 ], - - faceWeights[ i * 4 ], - faceWeights[ i * 4 + 1 ], - faceWeights[ i * 4 + 2 ], - faceWeights[ i * 4 + 3 ] - ); - - weightsIndicesB.push( - faceWeightIndices[ 0 ], - faceWeightIndices[ 1 ], - faceWeightIndices[ 2 ], - faceWeightIndices[ 3 ], - - faceWeightIndices[ ( i - 1 ) * 4 ], - faceWeightIndices[ ( i - 1 ) * 4 + 1 ], - faceWeightIndices[ ( i - 1 ) * 4 + 2 ], - faceWeightIndices[ ( i - 1 ) * 4 + 3 ], - - faceWeightIndices[ i * 4 ], - faceWeightIndices[ i * 4 + 1 ], - faceWeightIndices[ i * 4 + 2 ], - faceWeightIndices[ i * 4 + 3 ] - ); + weightsB.push( faceWeights[ 0 ] ); + weightsB.push( faceWeights[ 1 ] ); + weightsB.push( faceWeights[ 2 ] ); + weightsB.push( faceWeights[ 3 ] ); + + weightsB.push( faceWeights[ ( i - 1 ) * 4 ] ); + weightsB.push( faceWeights[ ( i - 1 ) * 4 + 1 ] ); + weightsB.push( faceWeights[ ( i - 1 ) * 4 + 2 ] ); + weightsB.push( faceWeights[ ( i - 1 ) * 4 + 3 ] ); + + weightsB.push( faceWeights[ i * 4 ] ); + weightsB.push( faceWeights[ i * 4 + 1 ] ); + weightsB.push( faceWeights[ i * 4 + 2 ] ); + weightsB.push( faceWeights[ i * 4 + 3 ] ); + + weightsIndicesB.push( faceWeightIndices[ 0 ] ); + weightsIndicesB.push( faceWeightIndices[ 1 ] ); + weightsIndicesB.push( faceWeightIndices[ 2 ] ); + weightsIndicesB.push( faceWeightIndices[ 3 ] ); + + weightsIndicesB.push( faceWeightIndices[ ( i - 1 ) * 4 ] ); + weightsIndicesB.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] ); + weightsIndicesB.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] ); + weightsIndicesB.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] ); + + weightsIndicesB.push( faceWeightIndices[ i * 4 ] ); + weightsIndicesB.push( faceWeightIndices[ i * 4 + 1 ] ); + weightsIndicesB.push( faceWeightIndices[ i * 4 + 2 ] ); + weightsIndicesB.push( faceWeightIndices[ i * 4 + 3 ] ); } @@ -960,19 +955,17 @@ for ( var i = 2; i < faceLength; i ++ ) { - normalB.push( - faceNormals[ 0 ], - faceNormals[ 1 ], - faceNormals[ 2 ], + normalB.push( faceNormals[ 0 ] ); + normalB.push( faceNormals[ 1 ] ); + normalB.push( faceNormals[ 2 ] ); - faceNormals[ ( i - 1 ) * 3 ], - faceNormals[ ( i - 1 ) * 3 + 1 ], - faceNormals[ ( i - 1 ) * 3 + 2 ], + normalB.push( faceNormals[ ( i - 1 ) * 3 ] ); + normalB.push( faceNormals[ ( i - 1 ) * 3 + 1 ] ); + normalB.push( faceNormals[ ( i - 1 ) * 3 + 2 ] ); - faceNormals[ i * 3 ], - faceNormals[ i * 3 + 1 ], - faceNormals[ i * 3 + 2 ] - ); + normalB.push( faceNormals[ i * 3 ] ); + normalB.push( faceNormals[ i * 3 + 1 ] ); + normalB.push( faceNormals[ i * 3 + 2 ] ); } @@ -986,18 +979,14 @@ for ( var i = 2; i < faceLength; i ++ ) { - uvsB[ j ].push( - - faceUVs[ j ][ 0 ], - faceUVs[ j ][ 1 ], + uvsB[ j ].push( faceUVs[ j ][ 0 ] ); + uvsB[ j ].push( faceUVs[ j ][ 1 ] ); - faceUVs[ j ][ ( i - 1 ) * 2 ], - faceUVs[ j ][ ( i - 1 ) * 2 + 1 ], + uvsB[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] ); + uvsB[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] ); - faceUVs[ j ][ i * 2 ], - faceUVs[ j ][ i * 2 + 1 ] - - ); + uvsB[ j ].push( faceUVs[ j ][ i * 2 ] ); + uvsB[ j ].push( faceUVs[ j ][ i * 2 + 1 ] ); } @@ -1009,19 +998,18 @@ for ( var i = 2; i < faceLength; i ++ ) { - colorsB.push( - faceColors[ 0 ], - faceColors[ 1 ], - faceColors[ 2 ], - faceColors[ ( i - 1 ) * 3 ], - faceColors[ ( i - 1 ) * 3 + 1 ], - faceColors[ ( i - 1 ) * 3 + 2 ], + colorsB.push( faceColors[ 0 ] ); + colorsB.push( faceColors[ 1 ] ); + colorsB.push( faceColors[ 2 ] ); + + colorsB.push( faceColors[ ( i - 1 ) * 3 ] ); + colorsB.push( faceColors[ ( i - 1 ) * 3 + 1 ] ); + colorsB.push( faceColors[ ( i - 1 ) * 3 + 2 ] ); - faceColors[ i * 3 ], - faceColors[ i * 3 + 1 ], - faceColors[ i * 3 + 2 ] - ); + colorsB.push( faceColors[ i * 3 ] ); + colorsB.push( faceColors[ i * 3 + 1 ] ); + colorsB.push( faceColors[ i * 3 + 2 ] ); } @@ -1033,11 +1021,9 @@ for ( var i = 2; i < faceLength; i ++ ) { - materialsB.push( - materialIndex, - materialIndex, - materialIndex - ); + materialsB.push( materialIndex ); + materialsB.push( materialIndex ); + materialsB.push( materialIndex ); } @@ -1077,6 +1063,7 @@ geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( weightsB, 4 ) ); + // used later to bind the skeleton to the model geo.FBX_Deformer = deformer; }
false
Other
mrdoob
three.js
3268df1029fb9a88c98f32757bc6c48004d0c487.json
Update BufferGeometry doc
docs/api/core/BufferGeometry.html
@@ -195,7 +195,7 @@ <h2>Methods</h2> <h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3> - <h3>[method:null addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3> + <h3>[method:BufferGeometry addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3> <p> Adds an attribute to this geometry. Use this rather than the attributes property, because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
false
Other
mrdoob
three.js
fe4b89a167b69037305d55c7b5b310e10daf993a.json
Fix style bugs
src/math/Matrix4.js
@@ -288,6 +288,7 @@ Object.assign( Matrix4.prototype, { return this.compose( zero, q, one ); }; + }(), lookAt: function () { @@ -732,24 +733,24 @@ Object.assign( Matrix4.prototype, { var te = this.elements; var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; - var x2 = x + x, y2 = y + y, z2 = z + z; + var x2 = x + x, y2 = y + y, z2 = z + z; var xx = x * x2, xy = x * y2, xz = x * z2; var yy = y * y2, yz = y * z2, zz = z * z2; var wx = w * x2, wy = w * y2, wz = w * z2; var sx = scale.x, sy = scale.y, sz = scale.z; - te[ 0 ] = (1 - ( yy + zz )) * sx; - te[ 4 ] = (xy - wz) * sy; - te[ 8 ] = (xz + wy) * sz; + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 4 ] = ( xy - wz ) * sy; + te[ 8 ] = ( xz + wy ) * sz; - te[ 1 ] = (xy + wz) * sx; - te[ 5 ] = (1 - ( xx + zz )) * sy; - te[ 9 ] = (yz - wx) * sz; + te[ 1 ] = ( xy + wz ) * sx; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 9 ] = ( yz - wx ) * sz; - te[ 2 ] = (xz - wy) * sx; - te[ 6 ] = (yz + wx) * sy; - te[ 10 ] = (1 - ( xx + yy )) * sz; + te[ 2 ] = ( xz - wy ) * sx; + te[ 6 ] = ( yz + wx ) * sy; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; // last column te[ 3 ] = 0; @@ -763,6 +764,7 @@ Object.assign( Matrix4.prototype, { te[ 15 ] = 1; return this; + }, decompose: function () {
false
Other
mrdoob
three.js
7058bf8ea3a9f9c11bf76ef158e7b9a22757a74d.json
Fix variable name. Change the variable name 'cube' to 'klein'.
docs/api/geometries/ParametricBufferGeometry.html
@@ -37,8 +37,8 @@ <h2>Example</h2> <code> var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 ); var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); - var cube = new THREE.Mesh( geometry, material ); - scene.add( cube ); + var klein = new THREE.Mesh( geometry, material ); + scene.add( klein ); </code>
false
Other
mrdoob
three.js
03681b7bd6e1a3910a667a03ba99f79d396289ac.json
Add updateMatrixWorld benchmark
test/benchmark/benchmarks.html
@@ -15,6 +15,7 @@ <script src="core/Vector3Storage.js"></script> <script src="core/Vector3Length.js"></script> <script src="core/Float32Array.js"></script> + <script src="core/UpdateMatrixWorld.js"></script> </head> <body> <header>
true
Other
mrdoob
three.js
03681b7bd6e1a3910a667a03ba99f79d396289ac.json
Add updateMatrixWorld benchmark
test/benchmark/core/UpdateMatrixWorld.js
@@ -0,0 +1,48 @@ +(function() { + + THREE = Bench.THREE; + + var position = new THREE.Vector3(1, 1, 1); + var scale = new THREE.Vector3(2, 1, 0.5); + var rotation = new THREE.Quaternion(); + rotation.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 8); + var createLocallyOffsetChild = function() { + var child = new THREE.Object3D(); + child.position = position; + child.scale = scale; + child.rotation = rotation; + return child; + }; + + var generateSceneGraph = function(root, depth, breadth, initObject) { + if (depth > 0) { + for (var i = 0; i < breadth; i++) { + var child = initObject(); + root.add(child); + generateSceneGraph(child, depth - 1, breadth, initObject); + } + } + return root; + }; + + var nodeCount = function(root) { + return root.children.reduce(function(acc, x) { return acc + nodeCount(x); }, 1); + }; + + var rootA = generateSceneGraph(new THREE.Object3D(), 100, 1, createLocallyOffsetChild); + var rootB = generateSceneGraph(new THREE.Object3D(), 3, 10, createLocallyOffsetChild); + var rootC = generateSceneGraph(new THREE.Object3D(), 9, 3, createLocallyOffsetChild); + + var s = Bench.newSuite("Update world transforms"); + + s.add('Update graph depth=100, breadth=1 (' + nodeCount(rootA) + ' nodes)', function() { + rootA.updateMatrixWorld(true); + }); + s.add('Update graph depth=3, breadth=10 (' + nodeCount(rootB) + ' nodes)', function() { + rootB.updateMatrixWorld(true); + }); + s.add('Update graph depth=9, breadth=3 (' + nodeCount(rootC) + ' nodes)', function() { + rootC.updateMatrixWorld(true); + }); + +})();
true
Other
mrdoob
three.js
fd1ad09fb8cf5d1af0c8f94ed107b035bafb90f3.json
Improve collision handling
examples/webvr_gearvr.html
@@ -231,6 +231,10 @@ if ( normal.length() < 2 * radius ) { + normal.multiplyScalar( 0.5 * normal.length() - radius ); + cube.position.sub( normal ); + cube2.position.add( normal ); + normal.normalize(); relativeVelocity.copy( cube.userData.velocity ).sub( cube2.userData.velocity );
false
Other
mrdoob
three.js
63f7f8b0bc17795364fa72d34cd6ac7d71203cbe.json
Add collision handling
examples/webvr_gearvr.html
@@ -42,6 +42,10 @@ var controller; var room; + + var radius = 0.08; + var normal = new THREE.Vector3(); + var relativeVelocity = new THREE.Vector3(); init(); animate(); @@ -77,7 +81,7 @@ light.position.set( 1, 1, 1 ).normalize(); scene.add( light ); - var geometry = new THREE.IcosahedronBufferGeometry( 0.08, 2 ); + var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 ); for ( var i = 0; i < 200; i ++ ) { @@ -187,7 +191,7 @@ // keep cubes inside room - var range = 3 - 0.08; + var range = 3 - radius; for ( var i = 0; i < room.children.length; i ++ ) { @@ -218,6 +222,28 @@ cube.userData.velocity.z = - cube.userData.velocity.z; } + + for ( var j = i + 1; j < room.children.length; j ++ ) { + + var cube2 = room.children[ j ]; + + normal.copy( cube.position ).sub( cube2.position ); + + if ( normal.length() < 2 * radius ) { + + normal.normalize(); + + relativeVelocity.copy( cube.userData.velocity ).sub( cube2.userData.velocity ); + var dot = relativeVelocity.dot( normal ); + + normal = normal.multiplyScalar( dot ); + + cube.userData.velocity.sub( normal ); + cube2.userData.velocity.add( normal ); + + } + + } cube.userData.velocity.y -= 0.00098;
false
Other
mrdoob
three.js
158fc6ca70d4afebff5d323f62ef87b3efb6b48d.json
Update webgl2_sandbox example
examples/webgl2_sandbox.html
@@ -44,7 +44,7 @@ import { Mesh } from '../src/objects/Mesh.js'; import { Fog } from '../src/scenes/Fog.js'; import { Scene } from '../src/scenes/Scene.js'; - import { WebGL2Renderer } from '../src/renderers/WebGL2Renderer.js'; + import { WebGLRenderer } from '../src/renderers/WebGLRenderer.js'; // @@ -89,7 +89,10 @@ } - renderer = new WebGL2Renderer(); + var canvas = document.createElement( 'canvas' ); + var context = canvas.getContext( 'webgl2' ); + + renderer = new WebGLRenderer( { canvas: canvas, context: context } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement );
false
Other
mrdoob
three.js
1f2b11a169f9f536ed62424bf9a1ae66b812d175.json
Remove unneccessary argument https://lgtm.com/projects/g/mrdoob/three.js/snapshot/60c5764c63fa3841f02dcf91cf7dceeeef66889c/files/build/three.module.js?#x16404adc80fd6243:1
src/geometries/ExtrudeGeometry.js
@@ -72,7 +72,7 @@ function ExtrudeBufferGeometry( shapes, options ) { for ( var i = 0, l = shapes.length; i < l; i ++ ) { var shape = shapes[ i ]; - addShape( shape, options ); + addShape( shape ); }
false
Other
mrdoob
three.js
a89ed40a1e72a9179844fad9db3ad93bc1ba9374.json
Remove mipmaps serialization
src/loaders/ObjectLoader.js
@@ -570,7 +570,6 @@ Object.assign( ObjectLoader.prototype, { if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - if ( data.mipmaps !== undefined ) texture.mipmaps = data.mipmaps; if ( data.flipY !== undefined ) texture.flipY = data.flipY;
true
Other
mrdoob
three.js
a89ed40a1e72a9179844fad9db3ad93bc1ba9374.json
Remove mipmaps serialization
src/textures/Texture.js
@@ -197,7 +197,6 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { minFilter: this.minFilter, magFilter: this.magFilter, anisotropy: this.anisotropy, - mipmaps: this.mipmaps.slice(), flipY: this.flipY,
true
Other
mrdoob
three.js
99a7cb9fdff3c4968ccd4c78d00bc7f5cac5f333.json
Remove an unnecessary space
src/textures/Texture.js
@@ -240,7 +240,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { width: mipmap.width, height: mipmap.height, type: mipmap.data.constructor.name, - array: Array.prototype.slice.call( mipmap.data ) + array: Array.prototype.slice.call( mipmap.data ) } ); } else {
false
Other
mrdoob
three.js
22e44073bc8eb99790b7c86f456c6ace36f04bd4.json
Remove .userData from Geometry doc
docs/api/core/Geometry.html
@@ -174,12 +174,6 @@ <h3>[property:Array skinIndices]</h3> </code> </p> - <h3>[property:Object userData]</h3> - <p> - An object that can be used to store custom data about the Geometry. It should not hold - references to functions as these will not be cloned. - </p> - <h3>[property:String uuid]</h3> <p> [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
false
Other
mrdoob
three.js
d512381bd72edde8238ad5f2edff66a70600c001.json
Fix Texture.mapping type in Texture doc
docs/api/textures/Texture.html
@@ -60,7 +60,7 @@ <h3>[property:array mipmaps]</h3> Array of user-specified mipmaps (optional). </p> - <h3>[property:object mapping]</h3> + <h3>[property:number mapping]</h3> <p> How the image is applied to the object. An object type of [page:Textures THREE.UVMapping] is the default, where the U,V coordinates are used to apply the map.<br />
false
Other
mrdoob
three.js
01ff9bd73b1441107caf6fae239cd1ead4537a05.json
Keep front of helper facing direction of normal
src/helpers/PlaneHelper.js
@@ -9,6 +9,7 @@ import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; import { Float32BufferAttribute } from '../core/BufferAttribute.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; import { Object3D } from '../core/Object3D.js'; +import { FrontSide, BackSide } from '../constants.js'; function PlaneHelper( plane, size, hex ) { @@ -51,6 +52,8 @@ PlaneHelper.prototype.updateMatrixWorld = function ( force ) { this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); + this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here + this.lookAt( this.plane.normal ); Object3D.prototype.updateMatrixWorld.call( this, force );
false
Other
mrdoob
three.js
f949a2c4c31978ef42c37cf5d22c301c70d3a8cd.json
fix some mistakes and approve the effect
examples/js/shaders/AfterimageShader.js
@@ -51,12 +51,19 @@ THREE.AfterimageShader = { "texelOld *= damp;", - "texelOld.r *= when_gt( texelOld.r, 0.2 );", - "texelOld.g *= when_gt( texelOld.g, 0.2 );", - "texelOld.b *= when_gt( texelOld.b, 0.2 );", - "texelOld.a *= when_gt( texelOld.a, 0.2 );", + "texelOld.r *= when_gt( texelOld.r, 0.1 );", + "texelOld.g *= when_gt( texelOld.g, 0.1 );", + "texelOld.b *= when_gt( texelOld.b, 0.1 );", + "texelOld.a *= when_gt( texelOld.a, 0.1 );", - "gl_FragColor = texelOld + texelNew;", + "gl_FragColor = vec4(", + + "max( texelNew.r, texelOld.r ),", + "max( texelNew.g, texelOld.g ),", + "max( texelNew.b, texelOld.b ),", + "max( texelNew.a, texelOld.a )", + + ");", "}"
true
Other
mrdoob
three.js
f949a2c4c31978ef42c37cf5d22c301c70d3a8cd.json
fix some mistakes and approve the effect
examples/webgl_postprocessing_afterimage.html
@@ -55,7 +55,7 @@ scene.add( object ); var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 2, 2, 2); - var material = new THREE.MeshNormalMaterial( { wireframe: true } ); + var material = new THREE.MeshNormalMaterial(); mesh = new THREE.Mesh( geometry, material ); scene.add( mesh );
true
Other
mrdoob
three.js
54fdf6304b789b575b341f2008adcf31b96ab468.json
Add missing isCanvasTexture property
src/textures/CanvasTexture.js
@@ -14,6 +14,6 @@ function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, for CanvasTexture.prototype = Object.create( Texture.prototype ); CanvasTexture.prototype.constructor = CanvasTexture; - +CanvasTexture.prototype.isCanvasTexture = true; export { CanvasTexture };
false
Other
mrdoob
three.js
2928e097a2050675791e449345a7826a9ccaa20b.json
Add userData to Geometry
src/core/Geometry.js
@@ -46,6 +46,8 @@ function Geometry() { this.boundingBox = null; this.boundingSphere = null; + this.userData = {}; + // update flags this.elementsNeedUpdate = false; @@ -987,6 +989,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), data.uuid = this.uuid; data.type = this.type; if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; if ( this.parameters !== undefined ) { @@ -1415,6 +1418,10 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } + // user data + + this.userData = source.userData; + // update flags this.elementsNeedUpdate = source.elementsNeedUpdate;
false
Other
mrdoob
three.js
0e489d543b20f4406bbc95a2dae45bcfe67f4c2b.json
Add userData to BufferGeometry
src/core/BufferGeometry.js
@@ -38,6 +38,8 @@ function BufferGeometry() { this.drawRange = { start: 0, count: Infinity }; + this.userData = {}; + } BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { @@ -930,6 +932,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy data.uuid = this.uuid; data.type = this.type; if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; if ( this.parameters !== undefined ) { @@ -1123,6 +1126,10 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy this.drawRange.start = source.drawRange.start; this.drawRange.count = source.drawRange.count; + // user data + + this.userData = source.userData; + return this; },
false
Other
mrdoob
three.js
10df2978ab18a9e187ac16e6e458961b0d7aef69.json
add afterimage effect a postprocessing of afterimage effect. Looks pretty cool.
examples/js/postprocessing/AfterimagePass.js
@@ -0,0 +1,88 @@ +/** + * @author HypnosNova / https://www.threejs.org.cn/gallery/ + */ + +THREE.AfterimagePass = function ( damp ) { + + THREE.Pass.call( this ); + + if ( THREE.AfterimageShader === undefined ) + console.error( "THREE.AfterimagePass relies on THREE.AfterimageShader" ); + + this.shader = THREE.AfterimageShader; + + this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms ); + + this.uniforms[ "damp" ].value = damp !== undefined ? damp : 0.96; + + this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { + + minFilter: THREE.LinearFilter, + magFilter: THREE.NearestFilter, + format: THREE.RGBAFormat + + } ); + + this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { + + minFilter: THREE.LinearFilter, + magFilter: THREE.NearestFilter, + format: THREE.RGBAFormat + + } ); + + this.shaderMaterial = new THREE.ShaderMaterial( { + + uniforms: this.uniforms, + vertexShader: this.shader.vertexShader, + fragmentShader: this.shader.fragmentShader + + } ); + + this.sceneComp = new THREE.Scene(); + this.scene = new THREE.Scene(); + + this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 ); + this.camera.position.z = 1; + + var geometry = new THREE.PlaneBufferGeometry( 2, 2 ); + + this.quadComp = new THREE.Mesh( geometry, this.shaderMaterial ); + this.sceneComp.add( this.quadComp ); + + var material = new THREE.MeshBasicMaterial( { + map: this.textureComp.texture + } ); + + var quadScreen = new THREE.Mesh( geometry, material ); + this.scene.add( quadScreen ); + +}; + +THREE.AfterimagePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { + + constructor: THREE.AfterimagePass, + + render: function ( renderer, writeBuffer, readBuffer ) { + + this.uniforms[ "tOld" ].value = this.textureOld.texture; + this.uniforms[ "tNew" ].value = readBuffer.texture; + + this.quadComp.material = this.shaderMaterial; + + renderer.render( this.sceneComp, this.camera, this.textureComp ); + renderer.render( this.scene, this.camera, this.textureOld ); + + if ( this.renderToScreen ) { + + renderer.render( this.scene, this.camera ); + + } else { + + renderer.render( this.scene, this.camera, writeBuffer, this.clear ); + + } + + } + +} );
true
Other
mrdoob
three.js
10df2978ab18a9e187ac16e6e458961b0d7aef69.json
add afterimage effect a postprocessing of afterimage effect. Looks pretty cool.
examples/js/shaders/AfterimageShader.js
@@ -0,0 +1,65 @@ +/** + * @author HypnosNova / https://www.threejs.org.cn/gallery/ + * I'm lucky to get this domain name.(threejs.org.cn) + * + * Afterimage shader + * I created this effect inspired by a demo on codepen. (Unfortunately, I forgot the url) + */ + +THREE.AfterimageShader = { + + uniforms: { + + "damp": { value: 0.96 }, + "tOld": { value: null }, + "tNew": { value: null } + + }, + + vertexShader: [ + + "varying vec2 vUv;", + + "void main() {", + + "vUv = uv;", + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "uniform float damp;", + + "uniform sampler2D tOld;", + "uniform sampler2D tNew;", + + "varying vec2 vUv;", + + "float when_gt( float x, float y ) {", + + "return max( sign( x - y ), 0.0 );", + + "}", + + "void main() {", + + "vec4 texelOld = texture2D( tOld, vUv );", + "vec4 texelNew = texture2D( tNew, vUv );", + + "texelOld *= damp;", + + "texelOld.r *= when_gt( texelOld.r, 0.2 );", + "texelOld.g *= when_gt( texelOld.g, 0.2 );", + "texelOld.b *= when_gt( texelOld.b, 0.2 );", + "texelOld.a *= when_gt( texelOld.a, 0.2 );", + + "gl_FragColor = texelOld + texelNew;", + + "}" + + ].join( "\n" ) + +};
true
Other
mrdoob
three.js
10df2978ab18a9e187ac16e6e458961b0d7aef69.json
add afterimage effect a postprocessing of afterimage effect. Looks pretty cool.
examples/webgl_postprocessing_afterimage.html
@@ -0,0 +1,116 @@ +<!DOCTYPE html> +<html lang="en"> + <head> + <title>three.js webgl - postprocessing - afterimage</title> + <meta charset="utf-8"> + <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> + <style> + body { + margin: 0px; + background-color: #000000; + overflow: hidden; + } + </style> + </head> + <body> + + <script src="../build/three.js"></script> + + <script src="js/shaders/CopyShader.js"></script> + <script src="js/shaders/AfterimageShader.js"></script> + + <script src="js/postprocessing/EffectComposer.js"></script> + <script src="js/postprocessing/RenderPass.js"></script> + <script src="js/postprocessing/MaskPass.js"></script> + <script src="js/postprocessing/ShaderPass.js"></script> + <script src="js/postprocessing/AfterimagePass.js"></script> + + <script src="js/libs/dat.gui.min.js" type="text/javascript" charset="utf-8"></script> + + <script> + + var camera, scene, renderer, composer; + var mesh, light; + + var afterimagePass, openPass=true; + + init(); + createGUI(); + animate(); + + function init() { + + renderer = new THREE.WebGLRenderer(); + renderer.setPixelRatio( window.devicePixelRatio ); + renderer.setSize( window.innerWidth, window.innerHeight ); + document.body.appendChild( renderer.domElement ); + + camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 ); + camera.position.z = 400; + + scene = new THREE.Scene(); + scene.fog = new THREE.Fog( 0x000000, 1, 1000 ); + + object = new THREE.Object3D(); + scene.add( object ); + + var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 2, 2, 2); + var material = new THREE.MeshNormalMaterial( { wireframe: true } ); + mesh = new THREE.Mesh( geometry, material ); + scene.add( mesh ); + + // postprocessing + + composer = new THREE.EffectComposer( renderer ); + composer.addPass( new THREE.RenderPass( scene, camera ) ); + + afterimagePass = new THREE.AfterimagePass(); + afterimagePass.renderToScreen = true; + composer.addPass( afterimagePass ); + + window.addEventListener( 'resize', onWindowResize, false ); + + } + + function createGUI(){ + + var gui = new dat.GUI( { name: 'Damp setting' } ); + gui.add( afterimagePass.uniforms[ "damp" ], 'value', 0, 1 ).step( 0.001 ); + gui.add( this, 'openPass'); + + } + + function onWindowResize() { + + camera.aspect = window.innerWidth / window.innerHeight; + camera.updateProjectionMatrix(); + + renderer.setSize( window.innerWidth, window.innerHeight ); + composer.setSize( window.innerWidth, window.innerHeight ); + + } + + function animate() { + + requestAnimationFrame( animate ); + + var time = Date.now(); + + mesh.rotation.x += 0.005; + mesh.rotation.y += 0.01; + + if(openPass){ + + composer.render(); + + } else { + + renderer.render(scene, camera); + + } + + } + + </script> + </body> +</html>
true
Other
mrdoob
three.js
1f3207f15754e5af8df480b8cd5a5fe6b54f1ee9.json
Add missing properties to Texture.toJSON()
src/textures/Texture.js
@@ -191,11 +191,18 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { wrap: [ this.wrapS, this.wrapT ], format: this.format, + type: this.type, + encoding: this.encoding, + minFilter: this.minFilter, magFilter: this.magFilter, anisotropy: this.anisotropy, + mipmaps: this.mipmaps.slice(), + + flipY: this.flipY, - flipY: this.flipY + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment };
false
Other
mrdoob
three.js
473c861ee144620772877dde7a4dbb1265257b45.json
Remove unnecessary code /ping @takahirox
examples/js/loaders/GLTFLoader.js
@@ -572,7 +572,6 @@ THREE.GLTFLoader = ( function () { ].join( '\n' ); var fragmentShader = shader.fragmentShader - .replace( '#include <specularmap_fragment>', '' ) .replace( 'uniform float roughness;', 'uniform vec3 specular;' ) .replace( 'uniform float metalness;', 'uniform float glossiness;' ) .replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk )
false
Other
mrdoob
three.js
8ef140ad6de5c338d0410bf1078536056840553d.json
fix mosaic mask
examples/webgl_postprocessing_nodes.html
@@ -465,9 +465,9 @@ }, false, 0, 1 ); - addGui( 'mask', true, function ( val ) { + addGui( 'mask', false, function ( val ) { - fadeCoord.c = val ? maskAlpha : fade; + fadeScreen.c = val ? new THREE.TextureNode( lensflare2 ) : fade; nodepass.needsUpdate = true;
false
Other
mrdoob
three.js
648a85d025925d3a57738887607454c6cde1758f.json
add uuid for shader and uniforms
examples/js/nodes/NodeMaterial.js
@@ -6,6 +6,8 @@ THREE.NodeMaterial = function ( vertex, fragment ) { THREE.ShaderMaterial.call( this ); + this.defines.UUID = THREE.Math.generateUUID(); + this.vertex = vertex || new THREE.RawNode( new THREE.PositionNode( THREE.PositionNode.PROJECTION ) ); this.fragment = fragment || new THREE.RawNode( new THREE.ColorNode( 0xFF0000 ) ); @@ -101,7 +103,7 @@ THREE.NodeMaterial.prototype.build = function ( params ) { this.nodes = []; - this.defines = {}; + this.defines = { UUID: this.defines.UUID }; this.uniforms = {}; this.attributes = {}; @@ -310,7 +312,7 @@ THREE.NodeMaterial.prototype.createUniform = function ( type, node, ns, needsUpd var uniform = new THREE.NodeUniform( { type: type, - name: ns ? ns : 'nVu' + index, + name: ns ? ns : 'nVu' + index + '_' + THREE.Math.generateUUID().substr(0, 8), node: node, needsUpdate: needsUpdate } );
false
Other
mrdoob
three.js
94e5122f8327974a153fa1dfbb74c19df2daf961.json
Remove unnecessary shader chunk
examples/webgl_buffergeometry_instancing_lambert.html
@@ -144,7 +144,6 @@ #include <envmap_pars_vertex> #include <bsdfs> #include <lights_pars_begin> - #include <lights_pars_maps> #include <color_pars_vertex> #include <fog_pars_vertex> #include <morphtarget_pars_vertex>
true
Other
mrdoob
three.js
94e5122f8327974a153fa1dfbb74c19df2daf961.json
Remove unnecessary shader chunk
examples/webgl_shaders_tonemapping.html
@@ -161,7 +161,6 @@ THREE.ShaderChunk[ "common" ], THREE.ShaderChunk[ "bsdfs" ], THREE.ShaderChunk[ "lights_pars_begin" ], - THREE.ShaderChunk[ "lights_pars_maps" ], THREE.ShaderChunk[ "lights_phong_pars_fragment" ], "void main() {",
true
Other
mrdoob
three.js
94e5122f8327974a153fa1dfbb74c19df2daf961.json
Remove unnecessary shader chunk
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
@@ -24,7 +24,6 @@ varying vec3 vLightFront; #include <envmap_pars_fragment> #include <bsdfs> #include <lights_pars_begin> -#include <lights_pars_maps> #include <fog_pars_fragment> #include <shadowmap_pars_fragment> #include <shadowmask_pars_fragment>
true
Other
mrdoob
three.js
94e5122f8327974a153fa1dfbb74c19df2daf961.json
Remove unnecessary shader chunk
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl
@@ -14,7 +14,6 @@ varying vec3 vLightFront; #include <envmap_pars_vertex> #include <bsdfs> #include <lights_pars_begin> -#include <lights_pars_maps> #include <color_pars_vertex> #include <fog_pars_vertex> #include <morphtarget_pars_vertex>
true
Other
mrdoob
three.js
94e5122f8327974a153fa1dfbb74c19df2daf961.json
Remove unnecessary shader chunk
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
@@ -22,7 +22,6 @@ uniform float opacity; #include <fog_pars_fragment> #include <bsdfs> #include <lights_pars_begin> -#include <lights_pars_maps> #include <lights_phong_pars_fragment> #include <shadowmap_pars_fragment> #include <bumpmap_pars_fragment>
true
Other
mrdoob
three.js
76fb60ae361880bed5b62c268667677077c3ab9a.json
use auto build
examples/js/loaders/NodeMaterialLoader.js
@@ -581,8 +581,6 @@ Object.assign( THREE.NodeMaterialLoader.prototype, { object.value = this.getNode( node.value ); - object.build(); - } return this.material || this.pass || this;
true
Other
mrdoob
three.js
76fb60ae361880bed5b62c268667677077c3ab9a.json
use auto build
examples/js/nodes/postprocessing/NodePass.js
@@ -54,14 +54,6 @@ THREE.NodePass.prototype.render = function () { }; -THREE.NodePass.prototype.build = function () { - - this.node.build(); - - this.needsUpdate = false; - -}; - THREE.NodePass.prototype.toJSON = function ( meta ) { var isRootObject = ( meta === undefined || typeof meta === 'string' );
true
Other
mrdoob
three.js
ec05fcdb9fd8894b33e1a5dad921467ddeef9694.json
fix dead link
examples/webgl_postprocessing_advanced.html
@@ -35,7 +35,7 @@ <div id="info"> <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example - - <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head + <a href="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head </div> <div id="container"></div>
false
Other
mrdoob
three.js
4963e37c83da93dcd377c3c4c5b6b05bfffdccb2.json
resolve more conflicts
examples/js/loaders/FBXLoader.js
@@ -732,10 +732,10 @@ var uvInfo = []; var i = 0; - while ( subNodes.LayerElementUV[ i ] ) { + while ( subNodes.LayerElementUV[ i ] ){ - uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) ); - i ++; + uvInfo.push(getUVs( subNodes.LayerElementUV[ i ] )); + i++; }
false
Other
mrdoob
three.js
efa028e2fe1f7c16d1e465d4bc8dcae774472018.json
Fix unpack bug
examples/js/shaders/SAOShader.js
@@ -102,7 +102,7 @@ THREE.SAOShader = { "vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {", " #if NORMAL_TEXTURE == 1", - " return -unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );", + " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );", " #else", " return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );", " #endif",
true
Other
mrdoob
three.js
efa028e2fe1f7c16d1e465d4bc8dcae774472018.json
Fix unpack bug
src/renderers/shaders/ShaderChunk/packing.glsl
@@ -3,7 +3,7 @@ vec3 packNormalToRGB( const in vec3 normal ) { } vec3 unpackRGBToNormal( const in vec3 rgb ) { - return 1.0 - 2.0 * rgb.xyz; + return 2.0 * rgb.xyz - 1.0; } const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
true
Other
mrdoob
three.js
ae581776a6ca749e4a274e43e4487220e4bdba5f.json
add new lines and spaces for code style
examples/webgl_tonemapping.html
@@ -221,7 +221,7 @@ gui.add( params, 'exposure', 0, 10 ); gui.add( params, 'whitePoint', 0, 10 ); gui.add( params, 'opacity', 0, 1 ); - gui.add( params, 'renderMode', [ 'Renderer', 'Composer'] ); + gui.add( params, 'renderMode', [ 'Renderer', 'Composer' ] ); gui.open(); } @@ -258,10 +258,13 @@ standardMaterial.opacity = params.opacity; if( renderer.toneMapping !== toneMappingOptions[ params.toneMapping ] ) { + renderer.toneMapping = toneMappingOptions[ params.toneMapping ]; standardMaterial.needsUpdate = true; floorMaterial.needsUpdate = true; + } + renderer.toneMappingExposure = params.exposure; renderer.toneMappingWhitePoint = params.whitePoint; @@ -275,10 +278,13 @@ } if( params.renderMode === "Composer" ) { + composer.render(); - } - else { + + } else { + renderer.render( scene, camera ); + } }
false
Other
mrdoob
three.js
a86afe1858f9b4adaa57e8b0f791c207df311a9e.json
remove redundant test and clean up
examples/webgl_tonemapping.html
@@ -253,18 +253,14 @@ function render() { - if ( standardMaterial !== undefined ) { + standardMaterial.roughness = params.roughness; + standardMaterial.bumpScale = - 0.05 * params.bumpScale; + standardMaterial.opacity = params.opacity; - - standardMaterial.roughness = params.roughness; - standardMaterial.bumpScale = - 0.05 * params.bumpScale; - standardMaterial.opacity = params.opacity; - - } if( renderer.toneMapping !== toneMappingOptions[ params.toneMapping ] ) { renderer.toneMapping = toneMappingOptions[ params.toneMapping ]; - if( standardMaterial ) standardMaterial.needsUpdate = true; - if( floorMaterial ) floorMaterial.needsUpdate = true; + standardMaterial.needsUpdate = true; + floorMaterial.needsUpdate = true; } renderer.toneMappingExposure = params.exposure; renderer.toneMappingWhitePoint = params.whitePoint;
false
Other
mrdoob
three.js
fd5934e6577ff6153bd33d746cf359f45a779764.json
fix alphabetical order of loader examples
examples/files.js
@@ -101,13 +101,13 @@ var files = { "webgl_loader_mmd_pose", "webgl_loader_mmd_audio", "webgl_loader_nodes", + "webgl_loader_nrrd", "webgl_loader_obj", "webgl_loader_obj_mtl", "webgl_loader_obj2", "webgl_loader_obj2_meshspray", "webgl_loader_obj2_options", "webgl_loader_obj2_run_director", - "webgl_loader_nrrd", "webgl_loader_pcd", "webgl_loader_pdb", "webgl_loader_playcanvas",
false
Other
mrdoob
three.js
c48d55fc3a11004edb2a8837373f77661cc838b8.json
rename Triangle.uvIntersection to getUV
src/math/Triangle.js
@@ -1,4 +1,3 @@ -import { Vector2 } from './Vector2.js'; import { Vector3 } from './Vector3.js'; /** @@ -109,24 +108,20 @@ Object.assign( Triangle, { }(), - uvIntersection: function () { + getUV: function () { var barycoord = new Vector3(); - var v1 = new Vector2(); - var v2 = new Vector2(); - var v3 = new Vector2(); - return function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3, result ) { + return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { this.getBarycoord( point, p1, p2, p3, barycoord ); - v1.copy( uv1 ).multiplyScalar( barycoord.x ); - v2.copy( uv2 ).multiplyScalar( barycoord.y ); - v3.copy( uv3 ).multiplyScalar( barycoord.z ); + target.set( 0, 0 ); + target.addScaledVector( uv1, barycoord.x ); + target.addScaledVector( uv2, barycoord.y ); + target.addScaledVector( uv3, barycoord.z ); - v1.add( v2 ).add( v3 ); - - return result.copy( v1 ); + return target; }; @@ -232,9 +227,9 @@ Object.assign( Triangle.prototype, { }, - uvIntersection: function ( point, uv1, uv2, uv3, result ) { + getUV: function ( point, uv1, uv2, uv3, result ) { - return Triangle.uvIntersection( point, this.a, this.b, this.c, uv1, uv2, uv3, result ); + return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result ); },
true
Other
mrdoob
three.js
c48d55fc3a11004edb2a8837373f77661cc838b8.json
rename Triangle.uvIntersection to getUV
src/objects/Mesh.js
@@ -190,7 +190,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { uvB.fromBufferAttribute( uv, b ); uvC.fromBufferAttribute( uv, c ); - intersection.uv = Triangle.uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ); + intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ); } @@ -432,7 +432,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { uvB.copy( uvs_f[ 1 ] ); uvC.copy( uvs_f[ 2 ] ); - intersection.uv = Triangle.uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() ); + intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() ); }
true
Other
mrdoob
three.js
c48d55fc3a11004edb2a8837373f77661cc838b8.json
rename Triangle.uvIntersection to getUV
src/objects/Sprite.js
@@ -149,7 +149,7 @@ Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { distance: distance, point: intersectPoint.clone(), - uv: Triangle.uvIntersection( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ), + uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ), face: null, object: this
true
Other
mrdoob
three.js
bf9b0d4dd4b46c89b08637142f2c61f0ee91ba75.json
Fix error handling for PCDLoader parsing #14776
examples/js/loaders/PCDLoader.js
@@ -28,7 +28,23 @@ THREE.PCDLoader.prototype = { loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( data ) { - onLoad( scope.parse( data, url ) ); + try { + + onLoad( scope.parse( data, url ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + throw e; + + } + + } }, onProgress, onError );
false
Other
mrdoob
three.js
7f57a46b1ad5c9b7e83e9a19b116baf17a442b89.json
Remove unneeded parameter
examples/webgl_physics_terrain.html
@@ -204,7 +204,7 @@ // Create the terrain body - var groundShape = createTerrainShape( heightData ); + var groundShape = createTerrainShape(); var groundTransform = new Ammo.btTransform(); groundTransform.setIdentity(); // Shifts the terrain, since bullet re-centers it on its bounding box.
false
Other
mrdoob
three.js
c6639997ecd356648294eac619e917c315af97a1.json
add sprite raycast demo
examples/files.js
@@ -242,6 +242,7 @@ var files = { "webgl_postprocessing_taa", "webgl_postprocessing_unreal_bloom", "webgl_raycast_texture", + "webgl_raycast_sprite", "webgl_read_float_buffer", "webgl_refraction", "webgl_rtt",
true
Other
mrdoob
three.js
c6639997ecd356648294eac619e917c315af97a1.json
add sprite raycast demo
examples/webgl_raycast_sprite.html
@@ -0,0 +1,177 @@ + +<!DOCTYPE html> +<html lang="en"> + <head> + <title>three.js webgl - raycast - sprite</title> + <meta charset="utf-8"> + <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> + <style> + body { + margin: 0px; + background-color: #fff; + overflow: hidden; + } + + #info{ + position: absolute; + z-index: 1; + width: 100%; + text-align: center; + } + </style> + </head> +<body> + <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl raycast sprite<br></div> + <script src="../build/three.js"></script> + <script src="./js/controls/OrbitControls.js"></script> + <script> + var renderer; + var scene; + var spriteGroup; + var camera; + var controls; + + init(); + + function init() { + + initRender(); + initScene(); + initCamera(); + addSprite(); + + render(); + window.addEventListener( "mousemove", onDocumentMouseMove, false ); + + } + + function render() { + + renderer.render( scene, camera ); + requestAnimationFrame( render ); + + } + + function initRender() { + + renderer = new THREE.WebGLRenderer( { + antialias: true + } ); + renderer.setSize( window.innerWidth, window.innerHeight ); + document.body.appendChild( renderer.domElement ); + renderer.setClearColor( 0xFFFFFF, 1.0 ); + + } + + function initScene() { + + scene = new THREE.Scene(); + spriteGroup = new THREE.Object3D(); + scene.add( spriteGroup ); + + } + + function initCamera() { + + camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 ); + camera.position.y = 15; + camera.position.z = 15; + camera.position.x = 15; + camera.lookAt( { + x: 0, + y: 0, + z: 0 + } ); + + controls = new THREE.OrbitControls( camera, renderer.domElement ); + controls.target = new THREE.Vector3( 0, 0, 0 ); + controls.enableRotate = true; + + } + + function addSprite() { + + var sprite; + + sprite = makeSprite( '#69f', spriteGroup ); + sprite.position.set( 6, 5, 5 ); + sprite.scale.set( 2, 5, 1 ); + + sprite = makeSprite( '#69f', spriteGroup ); + sprite.position.set( 8, - 2, 2 ); + sprite.center.set( 0.5, 0 ); + sprite.scale.set( 1, - 5, 1 ); + sprite.material.rotation = Math.PI / 3 * 4; + + var g = new THREE.Object3D(); + spriteGroup.add( g ); + g.scale.set( 1, 2, 1 ); + g.position.set( - 5, 0, 0 ); + g.rotation.set( Math.PI / 2, 0, 0 ); + + sprite = makeSprite( '#69f', g ); + sprite.position.set( 0, 2, 5 ); + sprite.scale.set( 10, 2, 3 ); + sprite.center.set( - 0.1, 0 ); + sprite.material.rotation = Math.PI / 3; + + } + + function makeSprite( color, parent ) { + + var sprite = new THREE.Sprite( new THREE.SpriteMaterial( { + color: color + } ) ); + parent.add( sprite ); + return sprite; + + } + + var selectedObject = null; + + function onDocumentMouseMove( event ) { + + event.preventDefault(); + if ( selectedObject ) { + + selectedObject.material.color.set( '#69f' ); + selectedObject = null; + + } + + var intersects = getIntersects( event.layerX, event.layerY ); + if ( intersects.length > 0 ) { + + var res = intersects.filter( function ( res ) { + + return res && res.object; + + } )[ 0 ]; + + if ( res && res.object ) { + + selectedObject = res.object; + selectedObject.material.color.set( '#f00' ); + + } + + } + + } + + var raycaster = new THREE.Raycaster(); + var mouseVector = new THREE.Vector3(); + + function getIntersects( x, y ) { + + mouseVector.set( + ( x / window.innerWidth ) * 2 - 1, - ( y / window.innerHeight ) * 2 + 1, + 0.5 ); + raycaster.setFromCamera( mouseVector, camera ); + var intersects = raycaster.intersectObjects( [ spriteGroup ], true ); + return intersects; + + } + </script> +</body> +</html> \ No newline at end of file
true
Other
mrdoob
three.js
0cbee093ae2f969646d7b0cc7187d30bc7defae4.json
Keep the cursor as pointer after dragging
examples/js/controls/DragControls.js
@@ -154,7 +154,7 @@ THREE.DragControls = function ( _objects, _camera, _domElement ) { } - _domElement.style.cursor = 'auto'; + _domElement.style.cursor = _hovered ? 'pointer' : 'auto'; }
false
Other
mrdoob
three.js
3a5bcfcef0528b46547a0b4fb6388bfb07da9470.json
Add the onDone callback
examples/js/exporters/ColladaExporter.js
@@ -17,7 +17,7 @@ THREE.ColladaExporter.prototype = { constructor: THREE.ColladaExporter, - parse: function ( object, options = {} ) { + parse: function ( object, onDone, options = {} ) { options = Object.assign( { version: '1.4.1', @@ -549,7 +549,7 @@ THREE.ColladaExporter.prototype = { var libraryVisualScenes = processObject( object ); var specLink = version === '1.4.1' ? 'http://www.collada.org/2005/11/COLLADASchema' : 'https://www.khronos.org/collada/'; - var res = + var dae = '<?xml version="1.0" encoding="UTF-8" standalone="no" ?>' + `<COLLADA xmlns="${ specLink }" version="${ version }">` + '<asset>' + @@ -559,29 +559,38 @@ THREE.ColladaExporter.prototype = { ( options.author !== null ? `<author>${ options.author }</author>` : '' ) + '</contributor>' + `<created>${ ( new Date() ).toISOString() }</created>` + + `<modified>${ ( new Date() ).toISOString() }</modified>` + '<up_axis>Y_UP</up_axis>' ) + '</asset>'; - res += `<library_images>${ libraryImages.join( '' ) }</library_images>`; + dae += `<library_images>${ libraryImages.join( '' ) }</library_images>`; - res += `<library_effects>${ libraryEffects.join( '' ) }</library_effects>`; + dae += `<library_effects>${ libraryEffects.join( '' ) }</library_effects>`; - res += `<library_materials>${ libraryMaterials.join( '' ) }</library_materials>`; + dae += `<library_materials>${ libraryMaterials.join( '' ) }</library_materials>`; - res += `<library_geometries>${ libraryGeometries.join( '' ) }</library_geometries>`; + dae += `<library_geometries>${ libraryGeometries.join( '' ) }</library_geometries>`; - res += `<library_visual_scenes><visual_scene id="Scene" name="scene">${ libraryVisualScenes }</visual_scene></library_visual_scenes>`; + dae += `<library_visual_scenes><visual_scene id="Scene" name="scene">${ libraryVisualScenes }</visual_scene></library_visual_scenes>`; - res += '<scene><instance_visual_scene url="#Scene"/></scene>'; + dae += '<scene><instance_visual_scene url="#Scene"/></scene>'; - res += '</COLLADA>'; + dae += '</COLLADA>'; - return { - data: format( res ), + var res = { + data: format( dae ), textures }; + if ( typeof onDone === 'function' ) { + + requestAnimationFrame( () => onDone( res ) ); + + } + + return res; + } };
false
Other
mrdoob
three.js
7095292fdefe6a92ea14867619d73ca0c48222cb.json
Use THREE.Matrix3 instead of native SVG matrices.
examples/js/loaders/SVGLoader.js
@@ -1,6 +1,7 @@ /** * @author mrdoob / http://mrdoob.com/ * @author zz85 / http://joshuakoo.com/ + * @author yomboprime / https://yombo.org */ THREE.SVGLoader = function ( manager ) { @@ -103,7 +104,7 @@ THREE.SVGLoader.prototype = { if ( transform ) { - copyTransform( transformStack.pop(), currentTransform ); + currentTransform.copy( transformStack.pop() ); } @@ -672,20 +673,15 @@ THREE.SVGLoader.prototype = { style = Object.assign( {}, style ); // clone style if ( node.hasAttribute( 'fill' ) ) style.fill = node.getAttribute( 'fill' ); - if ( node.style.fill !== '' && node.style.fill !== 'none' ) style.fill = node.style.fill; - - if ( ! isVisible( style ) ) { - if ( node.hasAttribute( 'stroke' ) ) style.fill = node.getAttribute( 'stroke' ); - if ( node.style.stroke !== '' && node.style.stroke !== 'none' ) style.fill = node.style.stroke; - } + if ( node.style.fill !== '' ) style.fill = node.style.fill; return style; } function isVisible( style ) { - return ( style.fill !== 'none' && style.fill !== 'transparent' ) || ( style.stroke !== 'none' && style.stroke !== 'transparent' ); + return style.fill !== 'none' && style.fill !== 'transparent'; } @@ -740,11 +736,10 @@ THREE.SVGLoader.prototype = { if ( transform ) { if ( transformStack.length > 0 ) { - multiplyTransforms( transform, transformStack[ transformStack.length - 1 ], tempTransform ); - copyTransform( tempTransform, transform ); + transform.premultiply( transformStack[ transformStack.length - 1 ] ); } - copyTransform( transform, currentTransform ); + currentTransform.copy( transform ); transformStack.push( transform ); } @@ -772,17 +767,17 @@ THREE.SVGLoader.prototype = { if ( array.length >= 1 ) { - transform = createIdTransform(); + transform = new THREE.Matrix3(); // Translation X - transform[ 4 ] = array[ 0 ]; + transform.elements[ 6 ] = array[ 0 ]; } if ( array.length >= 2 ) { // Translation Y - transform[ 5 ] = array[ 1 ]; + transform.elements[ 7 ] = array[ 1 ]; } @@ -791,15 +786,15 @@ THREE.SVGLoader.prototype = { case "rotate": if ( array.length >= 1 ) { - + var angle = 0; var cx = 0; var cy = 0; - transform = createIdTransform(); + transform = new THREE.Matrix3(); // Angle - angle = array[ 0 ] * Math.PI / 180; + angle = - array[ 0 ] * Math.PI / 180; if ( array.length >= 3 ) { @@ -810,19 +805,11 @@ THREE.SVGLoader.prototype = { } // Rotate around center (cx, cy) - - var translation = createIdTransform(); - translation[ 4 ] = -cx; - translation[ 5 ] = -cy; - - var rotation = createRotationTransform( angle ); - - var translRot = createIdTransform(); - multiplyTransforms( translation, rotation, translRot ); - - translation[ 4 ] = cx; - translation[ 5 ] = cy; - multiplyTransforms( translRot, translation, transform ); + var translation = new THREE.Matrix3().translate( -cx, -cy ); + var rotation = new THREE.Matrix3().rotate( angle ); + var translRot = new THREE.Matrix3().multiplyMatrices( rotation, translation ); + translation.identity().translate( cx, cy ); + transform.multiplyMatrices( translation, translRot ); } @@ -832,7 +819,7 @@ THREE.SVGLoader.prototype = { if ( array.length >= 1 ) { - transform = createIdTransform(); + transform = new THREE.Matrix3(); var scaleX = array[ 0 ]; var scaleY = scaleX; @@ -841,8 +828,8 @@ THREE.SVGLoader.prototype = { scaleY = array[ 1 ]; } - transform[ 0 ] = scaleX; - transform[ 3 ] = scaleY; + transform.elements[ 0 ] = scaleX; + transform.elements[ 4 ] = scaleY; } @@ -852,9 +839,9 @@ THREE.SVGLoader.prototype = { if ( array.length === 1 ) { - transform = createIdTransform(); + transform = new THREE.Matrix3(); - transform[ 2 ] = Math.tan( array[ 0 ] * Math.PI / 180 ); + transform.elements[ 3 ] = Math.tan( array[ 0 ] * Math.PI / 180 ); } @@ -864,9 +851,9 @@ THREE.SVGLoader.prototype = { if ( array.length === 1 ) { - transform = createIdTransform(); + transform = new THREE.Matrix3(); - transform[ 1 ] = Math.tan( array[ 0 ] * Math.PI / 180 ); + transform.elements[ 1 ] = Math.tan( array[ 0 ] * Math.PI / 180 ); } @@ -876,7 +863,19 @@ THREE.SVGLoader.prototype = { if ( array.length === 6 ) { - transform = array; + transform = new THREE.Matrix3(); + + var e = transform.elements; + + e[ 0 ] = array[ 0 ]; + e[ 1 ] = array[ 1 ]; + e[ 2 ] = 0; + e[ 3 ] = array[ 2 ]; + e[ 4 ] = array[ 3 ]; + e[ 5 ] = 0; + e[ 6 ] = array[ 4 ]; + e[ 7 ] = array[ 5 ]; + e[ 8 ] = 1; } @@ -891,17 +890,19 @@ THREE.SVGLoader.prototype = { function transformPath( path, m ) { - var isRotated = isTransformRotated( m ); - - function transfVec2( v ) { + function transfVec2( v2 ) { - var x = v.x * m[ 0 ] + v.y * m[ 2 ] + m[ 4 ]; - var y = v.x * m[ 1 ] + v.y * m[ 3 ] + m[ 5 ]; + tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m ); - v.set( x, y ); + v2.set( tempV3.x, tempV3.y ); } + var isRotated = isTransformRotated( m ); + + var tempV2 = new THREE.Vector2(); + var tempV3 = new THREE.Vector3(); + var subPaths = path.subPaths; for ( var i = 0, n = subPaths.length; i < n; i++ ) { @@ -940,6 +941,11 @@ THREE.SVGLoader.prototype = { console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." ); } + tempV2.set( curve.aX, curve.aY ); + transfVec2( tempV2 ); + curve.aX = tempV2.x; + curve.aY = tempV2.y; + curve.xRadius *= getTransformScaleX( m ); curve.yRadius *= getTransformScaleY( m ); @@ -951,73 +957,18 @@ THREE.SVGLoader.prototype = { } - function createIdTransform( m ) { - - // 2 x 3 matrix: - // 1 0 - // 0 1 - // tx ty - - if ( ! m ) { - m = []; - } - - m[ 0 ] = 1; - m[ 1 ] = 0; - m[ 2 ] = 0; - m[ 3 ] = 1; - m[ 4 ] = 0; - m[ 5 ] = 0; - - return m; - - } - - function copyTransform( orig, dest ) { - - for ( var i = 0; i < 6; i++ ) { - dest[ i ] = orig[ i ] - } - - } - - function multiplyTransforms( a, b, r ) { - - r[ 0 ] = a[ 0 ] * b[ 0 ] + a[ 1 ] * b[ 2 ]; - r[ 1 ] = a[ 0 ] * b[ 1 ] + a[ 1 ] * b[ 3 ]; - r[ 2 ] = a[ 2 ] * b[ 0 ] + a[ 3 ] * b[ 2 ]; - r[ 3 ] = a[ 2 ] * b[ 1 ] + a[ 3 ] * b[ 3 ]; - r[ 4 ] = a[ 4 ] * b[ 0 ] + a[ 5 ] * b[ 2 ] + b[ 4 ]; - r[ 5 ] = a[ 4 ] * b[ 1 ] + a[ 5 ] * b[ 3 ] + b[ 5 ]; - - } - function isTransformRotated( m ) { - return m[ 1 ] !== 0 || m[ 2 ] !== 0; + return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0; } function getTransformScaleX( m ) { - return Math.sqrt( m[ 0 ] * m[ 0 ] + m[ 1 ] * m[ 1 ] ) + var te = m.elements; + return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] ) } function getTransformScaleY( m ) { - return Math.sqrt( m[ 2 ] * m[ 2 ] + m[ 3 ] * m[ 3 ] ) - } - - function createRotationTransform( angle ) { - - var rotation = createIdTransform(); - - var c = Math.cos( angle ); - var s = Math.sin( angle ); - - rotation[ 0 ] = c; - rotation[ 1 ] = s; - rotation[ 2 ] = - s; - rotation[ 3 ] = c; - - return rotation; - + var te = m.elements; + return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] ) } // @@ -1028,9 +979,7 @@ THREE.SVGLoader.prototype = { var transformStack = []; - var currentTransform = createIdTransform(); - - var tempTransform = createIdTransform(); + var currentTransform = new THREE.Matrix3(); console.time( 'THREE.SVGLoader: DOMParser' );
false
Other
mrdoob
three.js
2641cd08cea2f1ed372566975c9f1380996188c8.json
fix copy and serialize
examples/js/nodes/postprocessing/NodePass.js
@@ -47,7 +47,7 @@ NodePass.prototype.render = function () { NodePass.prototype.copy = function ( source ) { - this.material = source.material; + this.input = source.input; }; @@ -78,7 +78,7 @@ NodePass.prototype.toJSON = function ( meta ) { if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; - data.material = this.material.toJSON( meta ).uuid; + data.input = this.input.toJSON( meta ).uuid; }
true
Other
mrdoob
three.js
2641cd08cea2f1ed372566975c9f1380996188c8.json
fix copy and serialize
examples/js/nodes/postprocessing/NodePostProcessing.js
@@ -82,7 +82,7 @@ NodePostProcessing.prototype = { copy: function ( source ) { - this.material = source.material; + this.output = source.output; }, @@ -113,7 +113,7 @@ NodePostProcessing.prototype = { if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; - data.material = this.material.toJSON( meta ).uuid; + data.output = this.output.toJSON( meta ).uuid; }
true
Other
mrdoob
three.js
18317890f5cef98f0c7be068d2e0fd064f93de01.json
Improve collada "duplicate node warning".
examples/js/loaders/ColladaLoader.js
@@ -3183,10 +3183,14 @@ THREE.ColladaLoader.prototype = { } - if (hasNode(data.id)) { - console.warn("Duplicate id ", data.id, "ignoring") + if ( hasNode( data.id ) ) { + + console.warn( 'THREE.ColladaLoader: There is already a node with ID %s. Exclude current node from further processing.', data.id ); + } else { + library.nodes[ data.id ] = data; + } return data;
false
Other
mrdoob
three.js
73bb970ee30bd80745d09db2fe4775a420ed374f.json
Add a warning and ignore duplicate node IDs. Addresses the "too much recursion" error in issue #14453
examples/js/loaders/ColladaLoader.js
@@ -3183,7 +3183,11 @@ THREE.ColladaLoader.prototype = { } - library.nodes[ data.id ] = data; + if (hasNode(data.id)) { + console.warn("Duplicate id ", data.id, "ignoring") + } else { + library.nodes[ data.id ] = data; + } return data;
false
Other
mrdoob
three.js
63d7b66eef27de7e1c1002090dbeeb895e9f05f4.json
Fix syntax error from by #13172 merge.
examples/js/loaders/ColladaLoader.js
@@ -3519,7 +3519,7 @@ THREE.ColladaLoader.prototype = { } - var fallbackMaterial = new THREE.MeshBasicMaterial( { color: 0xff00ff ) }; + var fallbackMaterial = new THREE.MeshBasicMaterial( { color: 0xff00ff } ); function resolveMaterialBinding( keys, instanceMaterials ) {
false
Other
mrdoob
three.js
608a543cd66df6518a4c3bc353d59a91e42216f3.json
fix gltf KHR_lights_punctual no color bug
examples/js/loaders/GLTFLoader.js
@@ -282,7 +282,11 @@ THREE.GLTFLoader = ( function () { var light = lights[ lightId ]; var lightNode; - var color = new THREE.Color().fromArray( light.color ); + // the color default value is [1, 1, 1] + var color = new THREE.Color(1, 1, 1); + if ( light.color !== undefined ) { + color.fromArray( light.color ) + } switch ( light.type ) {
false
Other
mrdoob
three.js
8578b58bd820f4194e15c5de3245585e3852883e.json
Add tags to adjust whitespace issues
docs/api/lights/DirectionalLight.html
@@ -52,10 +52,10 @@ <h2>Example</h2> </p> <code> -// White directional light at half intensity shining from the top. -var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); -scene.add( directionalLight ); - </code> + // White directional light at half intensity shining from the top. + var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); + scene.add( directionalLight ); + </code> <h2>Constructor</h2> @@ -104,26 +104,28 @@ <h3>[property:Object3D target]</h3> *Note*: For the target's position to be changed to anything other than the default, it must be added to the [page:Scene scene] using - <code> - scene.add( light.target ); - </code> - + </p> + <code> + scene.add( light.target ); + </code> + <p> This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically updated each frame.<br /><br /> It is also possible to set the target to be another object in the scene (anything with a [page:Object3D.position position] property), like so: - <code> - var targetObject = new THREE.Object3D(); - scene.add(targetObject); + </p> + <code> + var targetObject = new THREE.Object3D(); + scene.add(targetObject); - light.target = targetObject; - </code> + light.target = targetObject; + </code> + <p> The directionalLight will now track the target object. </p> - <h2>Methods</h2> See the base [page:Light Light] class for common methods.
false
Other
mrdoob
three.js
96d5134090427f72004627e96c4a96cc96f99445.json
allow parsing of empty geometry nodes
examples/js/loaders/FBXLoader.js
@@ -747,8 +747,8 @@ // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry function genGeometry( FBXTree, relationships, geometryNode, skeleton, preTransform ) { - var vertexPositions = geometryNode.Vertices.a; - var vertexIndices = geometryNode.PolygonVertexIndex.a; + var vertexPositions = ( geometryNode.Vertices !== undefined ) ? geometryNode.Vertices.a : []; + var vertexIndices = ( geometryNode.PolygonVertexIndex !== undefined ) ? geometryNode.PolygonVertexIndex.a : []; // create arrays to hold the final data used to build the buffergeometry var vertexBuffer = [];
false
Other
mrdoob
three.js
e7f47527b6e4a013eac3befa541fd1c31b76ecf6.json
Remove unnecessary ExplodeModifier
examples/webgl_modifier_tessellation.html
@@ -36,7 +36,6 @@ <script src="js/controls/TrackballControls.js"></script> - <script src="js/modifiers/ExplodeModifier.js"></script> <script src="js/modifiers/TessellateModifier.js"></script> <script src="js/Detector.js"></script> @@ -140,15 +139,12 @@ } - var explodeModifier = new THREE.ExplodeModifier(); - explodeModifier.modify( geometry ); - - var numFaces = geometry.faces.length; - // geometry = new THREE.BufferGeometry().fromGeometry( geometry ); + var numFaces = geometry.attributes.position.count / 3 + var colors = new Float32Array( numFaces * 3 * 3 ); var displacement = new Float32Array( numFaces * 3 * 3 );
false
Other
mrdoob
three.js
03f74c4dca672a6d413138f70b4a971997379edf.json
Fix missing name copy in BufferAttribute.copy
src/core/BufferAttribute.js
@@ -68,6 +68,7 @@ Object.assign( BufferAttribute.prototype, { copy: function ( source ) { + this.name = source.name; this.array = new source.array.constructor( source.array ); this.itemSize = source.itemSize; this.count = source.count;
false
Other
mrdoob
three.js
53838a297a104e02faf38aa252ce3240e3122357.json
Add support for chaining
examples/js/loaders/MTLLoader.js
@@ -47,6 +47,7 @@ THREE.MTLLoader.prototype = { * * @see setTexturePath * @param {String} path + * @return {THREE.MTLLoader} * * @example * mtlLoader.setPath( 'assets/obj/' ); @@ -55,6 +56,7 @@ THREE.MTLLoader.prototype = { setPath: function ( path ) { this.path = path; + return this; }, @@ -65,6 +67,7 @@ THREE.MTLLoader.prototype = { * * @see setPath * @param {String} path + * @return {THREE.MTLLoader} * * @example * mtlLoader.setPath( 'assets/obj/' ); @@ -74,26 +77,29 @@ THREE.MTLLoader.prototype = { setTexturePath: function ( path ) { this.texturePath = path; + return this; }, setBaseUrl: function ( path ) { console.warn( 'THREE.MTLLoader: .setBaseUrl() is deprecated. Use .setTexturePath( path ) for texture path or .setPath( path ) for general base path instead.' ); - this.setTexturePath( path ); + return this.setTexturePath( path ); }, setCrossOrigin: function ( value ) { this.crossOrigin = value; + return this; }, setMaterialOptions: function ( value ) { this.materialOptions = value; + return this; },
true
Other
mrdoob
three.js
53838a297a104e02faf38aa252ce3240e3122357.json
Add support for chaining
examples/js/loaders/OBJLoader.js
@@ -392,6 +392,8 @@ THREE.OBJLoader = ( function () { this.path = value; + return this; + }, setMaterials: function ( materials ) {
true
Other
mrdoob
three.js
53838a297a104e02faf38aa252ce3240e3122357.json
Add support for chaining
examples/webgl_loader_obj_mtl.html
@@ -77,33 +77,37 @@ // model var onProgress = function ( xhr ) { + if ( xhr.lengthComputable ) { + var percentComplete = xhr.loaded / xhr.total * 100; - console.log( Math.round(percentComplete, 2) + '% downloaded' ); + console.log( Math.round( percentComplete, 2 ) + '% downloaded' ); + } + }; var onError = function ( xhr ) { }; THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() ); - var mtlLoader = new THREE.MTLLoader(); - mtlLoader.setPath( 'models/obj/male02/' ); - mtlLoader.load( 'male02_dds.mtl', function( materials ) { + new THREE.MTLLoader() + .setPath( 'models/obj/male02/' ) + .load( 'male02_dds.mtl', function ( materials ) { - materials.preload(); + materials.preload(); - var objLoader = new THREE.OBJLoader(); - objLoader.setMaterials( materials ); - objLoader.setPath( 'models/obj/male02/' ); - objLoader.load( 'male02.obj', function ( object ) { + new THREE.OBJLoader() + .setMaterials( materials ) + .setPath( 'models/obj/male02/' ) + .load( 'male02.obj', function ( object ) { - object.position.y = - 95; - scene.add( object ); + object.position.y = - 95; + scene.add( object ); - }, onProgress, onError ); + }, onProgress, onError ); - }); + } ); //
true
Other
mrdoob
three.js
54551f17730eaf164416fc6019211194085bd628.json
Add missing semicolon
examples/js/BufferGeometryUtils.js
@@ -250,7 +250,7 @@ THREE.BufferGeometryUtils = { if ( isIndexed ) { - count = geometry.index.count + count = geometry.index.count; } else if ( geometry.attributes.position !== undefined ) {
false
Other
mrdoob
three.js
39ddddb2a5b9e9d115ad39cdf72eecf90a5cb5ed.json
update the doc for CSS2D renderer as well
docs/examples/renderers/CSS2DRenderer.html
@@ -12,7 +12,6 @@ <h1>[name]</h1> <div class="desc">[name] is a simplified version of [page:CSS3DRenderer]. The only transformation that is supported is translation.<br /> The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too, the respective DOM elements are wrapped into an instance of *CSS2DObject* and added to the scene graph.<br /> - Unlike [page:CSS3DRenderer], orthographic cameras are supported. </div> <script>
false
Other
mrdoob
three.js
063515b2ed2f6b1cd71b122d25b12a622deb0e59.json
use camera.is*** for its type detection
examples/files.js
@@ -348,11 +348,11 @@ var files = { ], "css3d": [ "css3d_molecules", + "css3d_orthographic", "css3d_panorama", "css3d_panorama_deviceorientation", "css3d_periodictable", "css3d_sandbox", - "css3d_orthographic", "css3d_sprites", "css3d_youtube" ],
true
Other
mrdoob
three.js
063515b2ed2f6b1cd71b122d25b12a622deb0e59.json
use camera.is*** for its type detection
examples/js/renderers/CSS3DRenderer.js
@@ -262,7 +262,7 @@ THREE.CSS3DRenderer = function () { if ( cache.camera.fov !== fov ) { - if ( camera.type === 'PerspectiveCamera' ) { + if ( camera.isPerspectiveCamera ) { domElement.style.WebkitPerspective = fov + 'px'; domElement.style.perspective = fov + 'px'; @@ -277,7 +277,7 @@ THREE.CSS3DRenderer = function () { if ( camera.parent === null ) camera.updateMatrixWorld(); - var cameraCSSMatrix = camera.type === 'OrthographicCamera' ? + var cameraCSSMatrix = camera.isOrthographicCamera ? 'scale(' + fov + ')' + getCameraCSSMatrix( camera.matrixWorldInverse ) : 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
true
Other
mrdoob
three.js
131212ae616a5664870d2e7a8a787683e1cbf197.json
remove params from createTexture
examples/js/GPUComputationRenderer.js
@@ -306,13 +306,10 @@ function GPUComputationRenderer( sizeX, sizeY, renderer ) { }; - this.createTexture = function( sizeXTexture, sizeYTexture ) { + this.createTexture = function() { - sizeXTexture = sizeXTexture || sizeX; - sizeYTexture = sizeYTexture || sizeY; - - var a = new Float32Array( sizeXTexture * sizeYTexture * 4 ); - var texture = new THREE.DataTexture( a, sizeXTexture, sizeYTexture, THREE.RGBAFormat, THREE.FloatType ); + var a = new Float32Array( sizeX * sizeY * 4 ); + var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType ); texture.needsUpdate = true; return texture;
false