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Other | mrdoob | three.js | bc4fd08b2128b0f1cfe4d6d0282faa902d4398ce.json | Shortcut descriptions (#9062)
* adds shortcut key to buttons and menu
* revert bad formatting
* reverts UI.Button changes and inlines the button shortcut key in the description text
* removes unintentional whitespaces | editor/js/Menubar.Edit.js | @@ -104,7 +104,7 @@ Menubar.Edit = function ( editor ) {
var option = new UI.Row();
option.setClass( 'option' );
- option.setTextContent( 'Delete' );
+ option.setTextContent( 'Delete (Del)' );
option.onClick( function () {
var object = editor.selected; | true |
Other | mrdoob | three.js | bc4fd08b2128b0f1cfe4d6d0282faa902d4398ce.json | Shortcut descriptions (#9062)
* adds shortcut key to buttons and menu
* revert bad formatting
* reverts UI.Button changes and inlines the button shortcut key in the description text
* removes unintentional whitespaces | editor/js/Toolbar.js | @@ -14,21 +14,21 @@ var Toolbar = function ( editor ) {
// translate / rotate / scale
- var translate = new UI.Button( 'translate' ).onClick( function () {
+ var translate = new UI.Button( 'translate ( e )' ).onClick( function () {
signals.transformModeChanged.dispatch( 'translate' );
} );
buttons.add( translate );
- var rotate = new UI.Button( 'rotate' ).onClick( function () {
+ var rotate = new UI.Button( 'rotate ( w )' ).onClick( function () {
signals.transformModeChanged.dispatch( 'rotate' );
} );
buttons.add( rotate );
- var scale = new UI.Button( 'scale' ).onClick( function () {
+ var scale = new UI.Button( 'scale ( r )' ).onClick( function () {
signals.transformModeChanged.dispatch( 'scale' );
| true |
Other | mrdoob | three.js | bc4fd08b2128b0f1cfe4d6d0282faa902d4398ce.json | Shortcut descriptions (#9062)
* adds shortcut key to buttons and menu
* revert bad formatting
* reverts UI.Button changes and inlines the button shortcut key in the description text
* removes unintentional whitespaces | editor/js/libs/ui.js | @@ -1045,8 +1045,6 @@ UI.Button = function ( value ) {
UI.Element.call( this );
- var scope = this;
-
var dom = document.createElement( 'button' );
dom.className = 'Button';
| true |
Other | mrdoob | three.js | d2933332783b3b0d113f048dfb8dd7cc5999320b.json | Fix Skeleton.pose() bug (#8976)
* Fix Skeleton.pose() bug
* Clean up THREE.Skeleton | src/objects/Skeleton.js | @@ -123,7 +123,7 @@ Object.assign( THREE.Skeleton.prototype, {
if ( bone ) {
- if ( bone.parent ) {
+ if ( bone.parent instanceof THREE.Bone ) {
bone.matrix.getInverse( bone.parent.matrixWorld );
bone.matrix.multiply( bone.matrixWorld ); | false |
Other | mrdoob | three.js | 3d01a17385df25ee4d92b0501f0b80b3744f22a0.json | Update CinematicCamera.js (#8873)
remove console message | examples/js/cameras/CinematicCamera.js | @@ -135,7 +135,7 @@ THREE.CinematicCamera.prototype.initPostProcessing = function () {
this.postprocessing.bokeh_uniforms[ "focalDepth" ].value = 0.1;
- console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value );
+ //console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value );
this.postprocessing.bokeh_uniforms[ "znear" ].value = this.near;
this.postprocessing.bokeh_uniforms[ "zfar" ].value = this.near; | false |
Other | mrdoob | three.js | 5797cf55a68703bb0272d82d205c3a26f90aae42.json | remove warnings. (#8877)
# Conflicts:
# src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl | src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl | @@ -1,6 +1,6 @@
#ifdef ENVMAP_TYPE_CUBE_UV
-const float cubeUV_textureSize = 1024.0;
+#define cubeUV_textureSize (1024.0)
int getFaceFromDirection(vec3 direction) {
vec3 absDirection = abs(direction);
@@ -19,8 +19,8 @@ int getFaceFromDirection(vec3 direction) {
}
return face;
}
-float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;
-float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);
+#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)
+#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))
vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
float scale = exp2(cubeUV_maxLods1 - roughnessLevel);
@@ -35,8 +35,8 @@ vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
return vec2(floor(mipLevel), fract(mipLevel));
}
-float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;
-const float cubeUV_rcpTextureSize = 1.0 / cubeUV_textureSize;
+#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)
+#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)
vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;
@@ -97,7 +97,7 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
return base + s * ( scale - 2.0 * texelOffset );
}
-float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;
+#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)
vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {
float roughnessVal = roughness* cubeUV_maxLods3; | false |
Other | mrdoob | three.js | f39fee8eaf049994c7df25173425d83a108b40fe.json | fix legacy redirect (#8879) | examples/js/controls/OrbitControls.js | @@ -1003,14 +1003,14 @@ Object.defineProperties( THREE.OrbitControls.prototype, {
get: function () {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
- return ! this.constraint.enableDamping;
+ return ! this.enableDamping;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
- this.constraint.enableDamping = ! value;
+ this.enableDamping = ! value;
}
@@ -1021,14 +1021,14 @@ Object.defineProperties( THREE.OrbitControls.prototype, {
get: function () {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
- return this.constraint.dampingFactor;
+ return this.dampingFactor;
},
set: function ( value ) {
console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
- this.constraint.dampingFactor = value;
+ this.dampingFactor = value;
}
| false |
Other | mrdoob | three.js | 8fe367d9221852c63cd9058453684c4b8e58b8b6.json | Fix GridHelper API change (#8812) | examples/misc_sound.html | @@ -156,9 +156,7 @@
// ground
- var helper = new THREE.GridHelper( 500, 10 );
- helper.color1.setHex( 0x444444 );
- helper.color2.setHex( 0x444444 );
+ var helper = new THREE.GridHelper( 500, 10, 0x444444, 0x444444 );
helper.position.y = 0.1;
scene.add( helper );
| false |
Other | mrdoob | three.js | 5a7a681011bfcbb76a3e9264f923e4b59718db38.json | Change .drawcalls to .groups | src/extras/geometries/WireframeGeometry.js | @@ -77,10 +77,10 @@ THREE.WireframeGeometry = function ( geometry ) {
var indices = geometry.index.array;
var vertices = geometry.attributes.position;
- var drawcalls = geometry.drawcalls;
+ var groups = geometry.groups;
var numEdges = 0;
- if ( drawcalls.length === 0 ) {
+ if ( groups.length === 0 ) {
geometry.addGroup( 0, indices.length );
@@ -89,12 +89,12 @@ THREE.WireframeGeometry = function ( geometry ) {
// allocate maximal size
var edges = new Uint32Array( 2 * indices.length );
- for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
+ for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
- var drawcall = drawcalls[ o ];
+ var group = groups[ o ];
- var start = drawcall.start;
- var count = drawcall.count;
+ var start = group.start;
+ var count = group.count;
for ( var i = start, il = start + count; i < il; i += 3 ) {
| false |
Other | mrdoob | three.js | e1a2ad2e5ed2f78beb86f0ea95d44cea7089527d.json | Use updated OBJ Loader in OBJ_MTL example
This requires loading the MTL first with an instance of `MTLLoader`, and passing the resulting `materialCreator` to an instance of `OBJLoader` | examples/webgl_loader_obj_mtl.html | @@ -34,7 +34,7 @@
<script src="js/loaders/DDSLoader.js"></script>
<script src="js/loaders/MTLLoader.js"></script>
- <script src="js/loaders/OBJMTLLoader.js"></script>
+ <script src="js/loaders/OBJLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
@@ -83,19 +83,31 @@
}
};
- var onError = function ( xhr ) {
- };
-
-
+ var onError = function ( xhr ) { };
+
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
-
- var loader = new THREE.OBJMTLLoader();
- loader.load( 'obj/male02/male02.obj', 'obj/male02/male02_dds.mtl', function ( object ) {
-
- object.position.y = - 80;
- scene.add( object );
-
- }, onProgress, onError );
+
+ var objLoader = new THREE.OBJLoader();
+ var mtlLoader = new THREE.MTLLoader(objLoader.manager);
+
+ var mtlUrl = 'obj/male02/male02_dds.mtl';
+ var objUrl = 'obj/male02/male02.obj';
+
+ mtlLoader.setBaseUrl( objUrl.substr( 0, objUrl.lastIndexOf( "/" ) + 1 ) );
+
+ mtlLoader.load( mtlUrl, function( materials ) {
+
+ materials.preload();
+ objLoader.setMaterials( materials );
+
+ objLoader.load( objUrl, function ( object ) {
+
+ object.position.y = - 80;
+ scene.add( object );
+
+ }, onProgress, onError );
+
+ });
//
| false |
Other | mrdoob | three.js | ef1073ecb632f3e06c9312201c055e2fe0a0bd50.json | add comments on indirect diffuse cubemap. | src/renderers/shaders/ShaderChunk/lights_pars.glsl | @@ -126,12 +126,16 @@ uniform vec3 ambientLightColor;
vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
+ // TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
+ // of a specular cubemap, or just the default level of a specially created irradiance cubemap.
+
#if defined( TEXTURE_CUBE_LOD_EXT )
vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
#else
+ // force the bias high to get the last LOD level as it is the most blurred.
vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
#endif | false |
Other | mrdoob | three.js | 0dd332ed4bfe289361a37db7177aa7a1d24567ee.json | Add ETC1 compressed texture support. | examples/js/loaders/DDSLoader.js | @@ -102,6 +102,7 @@ THREE.DDSLoader.parse = function ( buffer, loadMipmaps ) {
var FOURCC_DXT1 = fourCCToInt32( "DXT1" );
var FOURCC_DXT3 = fourCCToInt32( "DXT3" );
var FOURCC_DXT5 = fourCCToInt32( "DXT5" );
+ var FOURCC_ETC1 = fourCCToInt32( "ETC1" );
var headerLengthInt = 31; // The header length in 32 bit ints
@@ -173,6 +174,12 @@ THREE.DDSLoader.parse = function ( buffer, loadMipmaps ) {
dds.format = THREE.RGBA_S3TC_DXT5_Format;
break;
+ case FOURCC_ETC1:
+
+ blockBytes = 8;
+ dds.format = THREE.RGB_ETC1_Format;
+ break;
+
default:
if ( header[ off_RGBBitCount ] === 32 | true |
Other | mrdoob | three.js | 0dd332ed4bfe289361a37db7177aa7a1d24567ee.json | Add ETC1 compressed texture support. | src/Three.js | @@ -352,6 +352,10 @@ THREE.RGB_PVRTC_2BPPV1_Format = 2101;
THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+// ETC compressed texture formats
+
+THREE.RGB_ETC1_Format = 2151;
+
// Loop styles for AnimationAction
THREE.LoopOnce = 2200; | true |
Other | mrdoob | three.js | 0dd332ed4bfe289361a37db7177aa7a1d24567ee.json | Add ETC1 compressed texture support. | src/renderers/WebGLRenderer.js | @@ -3624,6 +3624,14 @@ THREE.WebGLRenderer = function ( parameters ) {
}
+ extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
+
+ }
+
extension = extensions.get( 'EXT_blend_minmax' );
if ( extension !== null ) { | true |
Other | mrdoob | three.js | 0dd332ed4bfe289361a37db7177aa7a1d24567ee.json | Add ETC1 compressed texture support. | src/renderers/webgl/WebGLExtensions.js | @@ -30,6 +30,10 @@ THREE.WebGLExtensions = function ( gl ) {
extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
break;
+ case 'WEBGL_compressed_texture_etc1':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
+ break;
+
default:
extension = gl.getExtension( name );
| true |
Other | mrdoob | three.js | 0dd332ed4bfe289361a37db7177aa7a1d24567ee.json | Add ETC1 compressed texture support. | src/renderers/webgl/WebGLState.js | @@ -167,7 +167,8 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
compressedTextureFormats = [];
if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
- extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
+ extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
+ extensions.get( 'WEBGL_compressed_texture_etc1' )) {
var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
| true |
Other | mrdoob | three.js | cd80a94cdb501660c6ff96da41d2b30e54db027b.json | fix use with operator and share to optimize | examples/js/nodes/accessors/ScreenUVNode.js | @@ -4,7 +4,7 @@
THREE.ScreenUVNode = function( resolution ) {
- THREE.TempNode.call( this, 'v2', { shared: false } );
+ THREE.TempNode.call( this, 'v2' );
this.resolution = resolution;
@@ -20,7 +20,7 @@ THREE.ScreenUVNode.prototype.generate = function( builder, output ) {
if ( builder.isShader( 'fragment' ) ) {
- result = 'gl_FragCoord.xy/' + this.resolution.build( builder, 'v2' );
+ result = '(gl_FragCoord.xy/' + this.resolution.build( builder, 'v2' ) + ')';
}
else { | false |
Other | mrdoob | three.js | 2f61147d63ac92d4dd43b87fc2ad44252e1d044d.json | fix float input, auto joint or split node | examples/js/nodes/utils/SwitchNode.js | @@ -4,7 +4,7 @@
THREE.SwitchNode = function( node, components ) {
- THREE.GLNode.call( this, 'fv1' );
+ THREE.GLNode.call( this );
this.node = node;
this.components = components || 'x';
@@ -42,24 +42,28 @@ THREE.SwitchNode.prototype.generate = function( builder, output ) {
if ( outputLength > inputLength ) outputLength = inputLength;
- // build switch
+ if ( inputLength > 0 ) {
- node += '.';
+ // split
- for ( i = 0; i < len; i ++ ) {
+ node += '.';
- var elm = components.charAt( i );
- var idx = builder.getIndexByElement( components.charAt( i ) );
+ for ( i = 0; i < len; i ++ ) {
- if ( idx > outputLength ) idx = outputLength;
+ var elm = components.charAt( i );
+ var idx = builder.getIndexByElement( components.charAt( i ) );
- if ( builder.getElementByIndex( idx ) == undefined ) {
+ if ( idx > outputLength ) idx = outputLength;
- console.log( builder.getElementByIndex( idx ) );
+ node += builder.getElementByIndex( idx );
}
- node += builder.getElementByIndex( idx );
+ } else {
+
+ // join
+
+ node = builder.format( node, type, this.getType( builder ) )
}
| false |
Other | mrdoob | three.js | 46dfb3990aa247d9406704d13f2d6734d7d31a72.json | add sqrt and fix getType | examples/js/nodes/math/Math1Node.js | @@ -18,7 +18,8 @@ THREE.Math1Node.EXP = 'exp';
THREE.Math1Node.EXP2 = 'exp2';
THREE.Math1Node.LOG = 'log';
THREE.Math1Node.LOG2 = 'log2';
-THREE.Math1Node.INVERSE_SQRT = 'inversesqrt';
+THREE.Math1Node.SQRT = 'sqrt';
+THREE.Math1Node.INV_SQRT = 'inversesqrt';
THREE.Math1Node.FLOOR = 'floor';
THREE.Math1Node.CEIL = 'ceil';
THREE.Math1Node.NORMALIZE = 'normalize';
@@ -42,7 +43,7 @@ THREE.Math1Node.prototype.constructor = THREE.Math1Node;
THREE.Math1Node.prototype.getType = function( builder ) {
switch ( this.method ) {
- case THREE.Math1Node.DISTANCE:
+ case THREE.Math1Node.LENGTH:
return 'fv1';
}
| false |
Other | mrdoob | three.js | 3d0dc519c6a888fe521907cf54c84e4cd821ba29.json | StereoEffect set eye separation (#9432) | examples/js/effects/StereoEffect.js | @@ -16,6 +16,12 @@ THREE.StereoEffect = function ( renderer ) {
};
+ this.setEyeSep = function ( eyeSep ) {
+
+ _stereo.eyeSep = eyeSep;
+
+ };
+
this.render = function ( scene, camera ) {
scene.updateMatrixWorld(); | true |
Other | mrdoob | three.js | 3d0dc519c6a888fe521907cf54c84e4cd821ba29.json | StereoEffect set eye separation (#9432) | src/cameras/StereoCamera.js | @@ -12,6 +12,8 @@ function StereoCamera() {
this.aspect = 1;
+ this.eyeSep = 0.064;
+
this.cameraL = new PerspectiveCamera();
this.cameraL.layers.enable( 1 );
this.cameraL.matrixAutoUpdate = false;
@@ -49,7 +51,7 @@ Object.assign( StereoCamera.prototype, {
// http://paulbourke.net/stereographics/stereorender/
var projectionMatrix = camera.projectionMatrix.clone();
- var eyeSep = 0.064 / 2;
+ var eyeSep = this.eyeSep / 2;
var eyeSepOnProjection = eyeSep * near / focus;
var ymax = near * Math.tan( _Math.DEG2RAD * fov * 0.5 );
var xmin, xmax; | true |
Other | mrdoob | three.js | 2ee2d33965d9f6cef67b05177f6b66677b6d7e6e.json | Clarify the explanation (#9422)
First usage of `updateStyle` with now indication of what or where it came from. | docs/manual/introduction/Creating-a-scene.html | @@ -61,7 +61,7 @@ <h2>Creating the scene</h2>
<div>In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give <strong>setSize</strong> smaller values, like <strong>window.innerWidth/2</strong> and <strong>window.innerHeight/2</strong>, which will make the app render at half size.</div>
- <div>If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling <strong>setSize</strong> with false as <strong>updateStyle</strong>. For example, <strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong> will render your app at half resolution, given that your <canvas> has 100% width and height.</div>
+ <div>If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling <strong>setSize</strong> with false as <strong>updateStyle</strong> (the third arugment). For example, <strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong> will render your app at half resolution, given that your <canvas> has 100% width and height.</div>
<div>Last but not least, we add the <strong>renderer</strong> element to our HTML document. This is a <canvas> element the renderer uses to display the scene to us.</div>
| false |
Other | mrdoob | three.js | bf50f022aa2d209070e1d50801c8534c9553b3da.json | Update ExtrudeGeometry.js (#9409)
Changed the bevel so that it is elliptical instead of sinusoidal. Formatted both areas the same with the linear option in the comments. | src/extras/geometries/ExtrudeGeometry.js | @@ -361,10 +361,10 @@ ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
//for ( b = bevelSegments; b > 0; b -- ) {
t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
+ z = bevelThickness * Math.cos ( t * Math.PI / 2 ); // curved
+ //z = bevelThickness * ( 1 - t ); //linear
- //z = bevelThickness * t;
- bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved
+ bs = bevelSize * Math.sin ( t * Math.PI / 2 ); // curved
//bs = bevelSize * t; // linear
// contract shape
@@ -462,9 +462,11 @@ ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
for ( b = bevelSegments - 1; b >= 0; b -- ) {
t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
- //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
+ z = bevelThickness * Math.cos ( t * Math.PI / 2 ); // curved
+ //z = bevelThickness * ( 1 - t ); //linear
+
bs = bevelSize * Math.sin ( t * Math.PI / 2 );
+ //bs = bevelSize * t; // linear
// contract shape
| false |
Other | mrdoob | three.js | 5ddf8219864e2f014ecdda19203847d5497f5f81.json | Add Raycaster returned UV property to docs (#9329) | docs/api/core/Raycaster.html | @@ -59,7 +59,8 @@ <h2>Example</h2>
[example:webgl_interactive_raycasting_points Raycasting to Points],
[example:webgl_geometry_terrain_raycast Terrain raycasting],
[example:webgl_octree_raycasting Raycasting using an octree],
- [example:webgl_interactive_voxelpainter Raycasting to paint voxels]</div>
+ [example:webgl_interactive_voxelpainter Raycasting to paint voxels],
+ [example:webgl_raycast_texture Raycast to a Texture]</div>
<div>
@@ -144,6 +145,7 @@ <h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recurs
[page:Integer faceIndex] – index of the intersected face<br />
[page:Array indices] – indices of vertices comprising the intersected face<br />
[page:Object3D object] – the intersected object
+ [page:Vector2 uv] - U,V coordinates at point of intersection
</p>
<p>
When intersecting a [page:Mesh] with a [page:BufferGeometry], the *faceIndex* will be *undefined*, and *indices* will be set; when intersecting a [page:Mesh] with a [page:Geometry], *indices* will be *undefined*. | false |
Other | mrdoob | three.js | 4d8a7d7c62c1f99154556f8c2e5d0aa1fc2dae46.json | Build three.js too when running build_debug.sh | utils/build/build_debug.sh | @@ -1,4 +1,5 @@
#!/bin/sh
cd "$(dirname "$0")"
+python build.py --include common --include extras --output ../../build/three.js
python build.py --include common --include extras --output ../../build/three.min.js | false |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | examples/files.js | @@ -189,6 +189,7 @@ var files = {
"webgl_postprocessing_godrays",
"webgl_postprocessing_masking",
"webgl_postprocessing_msaa",
+ "webgl_postprocessing_msaa_unbiased",
"webgl_postprocessing_nodes",
"webgl_postprocessing_procedural",
"webgl_postprocessing_smaa", | true |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | examples/js/postprocessing/ManualMSAARenderPass.js | @@ -18,6 +18,7 @@ THREE.ManualMSAARenderPass = function ( scene, camera ) {
this.camera = camera;
this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
+ this.unbiased = true;
if ( THREE.CopyShader === undefined ) console.error( "THREE.ManualMSAARenderPass relies on THREE.CopyShader" );
@@ -77,27 +78,39 @@ Object.assign( THREE.ManualMSAARenderPass.prototype, {
var autoClear = renderer.autoClear;
renderer.autoClear = false;
- this.copyUniforms[ "opacity" ].value = 1.0 / jitterOffsets.length;
+ var baseSampleWeight = 1.0 / jitterOffsets.length;
+ var roundingRange = 1 / 32;
this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
+ var width = readBuffer.width, height = readBuffer.height;
+
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
for ( var i = 0; i < jitterOffsets.length; i ++ ) {
- // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras
var jitterOffset = jitterOffsets[i];
- if ( camera.setViewOffset ) {
- camera.setViewOffset( readBuffer.width, readBuffer.height,
+ if ( this.camera.setViewOffset ) {
+ this.camera.setViewOffset( width, height,
jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
- readBuffer.width, readBuffer.height );
+ width, height );
+ }
+
+ var sampleWeight = baseSampleWeight;
+ if( this.unbiased ) {
+ // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
+ // The following equation varies the sampleWeight per sample so that it is uniformly distributed
+ // across a range of values whose rounding errors cancel each other out.
+ var uniformCenteredDistribution = ( -0.5 + ( i + 0.5 ) / jitterOffsets.length );
+ sampleWeight += roundingRange * uniformCenteredDistribution;
}
+ this.copyUniforms[ "opacity" ].value = sampleWeight;
+
renderer.render( this.scene, this.camera, this.sampleRenderTarget, true );
renderer.render( this.scene2, this.camera2, writeBuffer, (i === 0) );
}
- // reset jitter to nothing. TODO: add support for orthogonal cameras
- if ( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
+ if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
renderer.autoClear = autoClear;
| true |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | examples/js/postprocessing/TAARenderPass.js | @@ -45,8 +45,6 @@ Object.assign( THREE.TAARenderPass.prototype, {
var jitterOffsets = THREE.TAARenderPass.JitterVectors[ 5 ];
- var camera = ( this.camera || this.scene.camera );
-
if ( ! this.sampleRenderTarget ) {
this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
@@ -82,10 +80,9 @@ Object.assign( THREE.TAARenderPass.prototype, {
for ( var i = 0; i < numSamplesPerFrame; i ++ ) {
var j = this.accumulateIndex;
- // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras
var jitterOffset = jitterOffsets[j];
- if ( camera.setViewOffset ) {
- camera.setViewOffset( readBuffer.width, readBuffer.height,
+ if ( this.camera.setViewOffset ) {
+ this.camera.setViewOffset( readBuffer.width, readBuffer.height,
jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
readBuffer.width, readBuffer.height );
}
@@ -97,9 +94,8 @@ Object.assign( THREE.TAARenderPass.prototype, {
if( this.accumulateIndex >= jitterOffsets.length ) break;
}
- // reset jitter to nothing. TODO: add support for orthogonal cameras
- if ( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
-
+ if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
+
}
var accumulationWeight = this.accumulateIndex * sampleWeight; | true |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | examples/webgl_postprocessing_msaa.html | @@ -53,7 +53,9 @@
var camera, scene, renderer, composer, copyPass, msaaRenderPass;
var gui, stats, texture;
- var param = { MSAASampleLevel: 2 };
+ var param = {
+ sampleLevel: 2
+ };
init();
animate();
@@ -66,19 +68,13 @@
gui = new dat.GUI();
- var example = gui.add( param, 'MSAASampleLevel', {
+ gui.add( param, 'sampleLevel', {
'Level 0: 1 Sample': 0,
'Level 1: 2 Samples': 1,
'Level 2: 4 Samples': 2,
'Level 3: 8 Samples': 3,
'Level 4: 16 Samples': 4,
'Level 5: 32 Samples': 5
- } ).onFinishChange( function() {
-
- if( msaaRenderPass ) {
- msaaRenderPass.sampleLevel = param.MSAASampleLevel;
- }
-
} );
gui.open();
@@ -128,7 +124,7 @@
composer = new THREE.EffectComposer( renderer );
msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera );
- msaaRenderPass.sampleLevel = param.MSAASampleLevel;
+ msaaRenderPass.unbiased = false;
composer.addPass( msaaRenderPass );
copyPass = new THREE.ShaderPass( THREE.CopyShader );
@@ -171,6 +167,8 @@
}
+ msaaRenderPass.sampleLevel = param.sampleLevel;
+
composer.render();
stats.end();
| true |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | examples/webgl_postprocessing_msaa_unbiased.html | @@ -0,0 +1,211 @@
+<!DOCTYPE html>
+<html lang="en">
+ <head>
+ <title>three.js webgl - postprocessing manual msaa</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: #000;
+ overflow: hidden;
+ font-family:Monospace;
+ font-size:13px;
+ margin: 0px;
+ text-align:center;
+ overflow: hidden;
+ }
+
+ #info {
+ color: #fff;
+ position: absolute;
+ top: 10px;
+ width: 100%;
+ text-align: center;
+ display:block;
+ }
+ </style>
+ </head>
+ <body>
+ <div id="info">
+ <a href="http://threejs.org" target="_blank">three.js</a> - Unbiased Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
+ This example shows how to unbias the rounding errors accumulated using high number of MSAA samples on a 8-bit per channel buffer.<br/><br/>
+ Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.
+ </div>
+
+ <div id="container"></div>
+
+ <script src="../build/three.js"></script>
+ <script src="js/libs/stats.min.js"></script>
+ <script src="js/libs/dat.gui.min.js"></script>
+
+ <script src="js/shaders/CopyShader.js"></script>
+
+ <script src="js/postprocessing/EffectComposer.js"></script>
+ <script src="js/postprocessing/ManualMSAARenderPass.js"></script>
+ <script src="js/postprocessing/RenderPass.js"></script>
+ <script src="js/postprocessing/MaskPass.js"></script>
+ <script src="js/postprocessing/ShaderPass.js"></script>
+
+
+ <script>
+
+ var camera, scene, renderer, composer, copyPass, msaaRenderPass;
+ var gui, stats, texture;
+
+ var param = {
+ sampleLevel: 4,
+ unbiased: true
+ };
+
+ init();
+ animate();
+
+ clearGui();
+
+ function clearGui() {
+
+ if ( gui ) gui.destroy();
+
+ gui = new dat.GUI();
+
+ gui.add( param, "unbiased" );
+ gui.add( param, 'sampleLevel', {
+ 'Level 0: 1 Sample': 0,
+ 'Level 1: 2 Samples': 1,
+ 'Level 2: 4 Samples': 2,
+ 'Level 3: 8 Samples': 3,
+ 'Level 4: 16 Samples': 4,
+ 'Level 5: 32 Samples': 5
+ } );
+
+ gui.open();
+
+ }
+
+ function init() {
+
+ container = document.getElementById( "container" );
+
+ var width = window.innerWidth || 1;
+ var height = window.innerHeight || 1;
+ var devicePixelRatio = window.devicePixelRatio || 1;
+
+ renderer = new THREE.WebGLRenderer( { antialias: false } );
+ renderer.setPixelRatio( devicePixelRatio );
+ renderer.setSize( width, height );
+ document.body.appendChild( renderer.domElement );
+
+ stats = new Stats();
+ container.appendChild( stats.dom );
+
+ //
+
+ camera = new THREE.PerspectiveCamera( 65, width / height, 3, 10 );
+ camera.position.z = 7;
+
+ scene = new THREE.Scene();
+
+ group = new THREE.Object3D();
+ scene.add( group );
+
+ var light = new THREE.PointLight( 0xddffdd, 1.0 );
+ light.position.z = 70;
+ light.position.y = -70;
+ light.position.x = -70;
+ scene.add( light );
+
+ var light2 = new THREE.PointLight( 0xffdddd, 1.0 );
+ light2.position.z = 70;
+ light2.position.x = -70;
+ light2.position.y = 70;
+ scene.add( light2 );
+
+ var light3 = new THREE.PointLight( 0xddddff, 1.0 );
+ light3.position.z = 70;
+ light3.position.x = 70;
+ light3.position.y = -70;
+ scene.add( light3 );
+
+ var light3 = new THREE.AmbientLight( 0xffffff, 0.05 );
+ scene.add( light3 );
+
+ var geometry = new THREE.SphereBufferGeometry( 3, 48, 24 );
+ for ( var i = 0; i < 120; i ++ ) {
+
+ var material = new THREE.MeshStandardMaterial();
+ material.roughness = 0.5 * Math.random() + 0.25;
+ material.metalness = 0;
+ material.color.setHSL( Math.random(), 1.0, 0.3 );
+
+ var mesh = new THREE.Mesh( geometry, material );
+ mesh.position.x = Math.random() * 4 - 2;
+ mesh.position.y = Math.random() * 4 - 2;
+ mesh.position.z = Math.random() * 4 - 2;
+ mesh.rotation.x = Math.random();
+ mesh.rotation.y = Math.random();
+ mesh.rotation.z = Math.random();
+
+ mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 0.2 + 0.05;
+ group.add( mesh );
+ }
+
+ // postprocessing
+
+ composer = new THREE.EffectComposer( renderer );
+
+ msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera );
+ composer.addPass( msaaRenderPass );
+
+ copyPass = new THREE.ShaderPass( THREE.CopyShader );
+ copyPass.renderToScreen = true;
+ composer.addPass( copyPass );
+
+ window.addEventListener( 'resize', onWindowResize, false );
+
+ }
+
+ function onWindowResize() {
+
+ var width = window.innerWidth;
+ var height = window.innerHeight;
+
+ camera.aspect = width / height;
+ camera.updateProjectionMatrix();
+
+ renderer.setSize( width, height );
+
+ var pixelRatio = renderer.getPixelRatio();
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newHeight = Math.floor( height / pixelRatio ) || 1;
+ composer.setSize( newWidth, newHeight );
+
+ }
+
+ function animate() {
+
+ requestAnimationFrame( animate );
+
+ stats.begin();
+
+ for ( var i = 0; i < scene.children.length; i ++ ) {
+
+ var child = scene.children[ i ];
+
+ child.rotation.x += 0.005;
+ child.rotation.y += 0.01;
+
+ }
+
+ msaaRenderPass.sampleLevel = param.sampleLevel;
+ msaaRenderPass.unbiased = param.unbiased;
+
+ composer.render();
+ stats.end();
+
+ }
+
+ </script>
+ <div>
+ </body>
+</html> | true |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | examples/webgl_postprocessing_taa.html | @@ -144,6 +144,7 @@
composer = new THREE.EffectComposer( renderer );
taaRenderPass = new THREE.TAARenderPass( scene, camera );
+ taaRenderPass.unbiased = false;
composer.addPass( taaRenderPass );
renderPass = new THREE.RenderPass( scene, camera ); | true |
Other | mrdoob | three.js | bb5600fd89325e7f953996bf0fd6b45e3655e6a8.json | add unbiased mode to the MSAA render pass. (#8930)
* add unbiased mode to the MSAA render pass.
* clearer code.
* better comment.
* cleanup code. fix bug of using "camera", instead of "this.camera"
* fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
* reduce light intensity.
* add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation. | src/cameras/PerspectiveCamera.js | @@ -155,6 +155,13 @@ THREE.PerspectiveCamera.prototype = Object.assign( Object.create( THREE.Camera.p
},
+ clearViewOffset: function() {
+
+ this.view = null;
+ this.updateProjectionMatrix();
+
+ },
+
updateProjectionMatrix: function () {
var near = this.near, | true |
Other | mrdoob | three.js | 318c4ccfe77a2ac6541145f7491a95d5f37105ae.json | Fix tga parsing bug of horizontal origin. | examples/js/loaders/TGALoader.js | @@ -390,36 +390,36 @@ THREE.TGALoader.prototype._parser = function ( buffer ) {
x_start = 0;
x_step = 1;
x_end = width;
- y_start = 0;
- y_step = 1;
- y_end = height;
+ y_start = height - 1;
+ y_step = -1;
+ y_end = -1;
break;
case TGA_ORIGIN_BL:
x_start = 0;
x_step = 1;
x_end = width;
- y_start = height - 1;
- y_step = - 1;
- y_end = - 1;
+ y_start = 0;
+ y_step = 1;
+ y_end = height;
break;
case TGA_ORIGIN_UR:
x_start = width - 1;
x_step = - 1;
x_end = - 1;
- y_start = 0;
- y_step = 1;
- y_end = height;
+ y_start = height - 1;
+ y_step = -1;
+ y_end = -1;
break;
case TGA_ORIGIN_BR:
x_start = width - 1;
x_step = - 1;
x_end = - 1;
- y_start = height - 1;
- y_step = - 1;
- y_end = - 1;
+ y_start = 0;
+ y_step = 1;
+ y_end = height;
break;
} | false |
Other | mrdoob | three.js | 9f6ff08c78daf2bda2f66f7ed856b6906d11b307.json | use vector operations and pre-optimize | src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl | @@ -94,18 +94,9 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
}
r = normalize(r);
float texelOffset = 0.5 * cubeUV_rcpTextureSize;
- float s1 = (r.y/abs(r.x) + 1.0)*0.5;
- float s2 = (r.z/abs(r.x) + 1.0)*0.5;
- vec2 uv = offset + vec2(s1, s2) * scale;
- float min_x = offset.x + texelOffset;
- float max_x = offset.x + scale - texelOffset;
- float min_y = offset.y + texelOffset;
- float max_y = offset.y + scale - texelOffset;
- float delx = max_x - min_x;
- float dely = max_y - min_y;
- uv.x = min_x + s1*delx;
- uv.y = min_y + s2*dely;
- return uv;
+ vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;
+ vec2 base = offset + vec2( texelOffset );
+ return base + s * ( scale - 2.0 * texelOffset );
}
const float cubeUV_maxLods3 = log2(float(CUBE_UV_TEXTURE_SIZE)*0.25) - 3.0; | false |
Other | mrdoob | three.js | 2ba3e37476013604b660b5da0f7af05aead04f76.json | Add getShaderPrecisionFormat polyfill | src/renderers/WebGLRenderer.js | @@ -221,6 +221,20 @@ THREE.WebGLRenderer = function ( parameters ) {
}
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+ _gl.getShaderPrecisionFormat = function () {
+
+ return {
+ 'rangeMin': 1,
+ 'rangeMax': 1,
+ 'precision': 1
+ };
+
+ }
+
+ }
+
var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL ); | false |
Other | mrdoob | three.js | 08055e6a1ac5889a8b639463840ffbaa9bbdfc43.json | add light.power to docs. | docs/api/lights/PointLight.html | @@ -59,6 +59,13 @@ <h3>[property:Float intensity]</h3>
Default - *1.0*.
</div>
+ <h3>[property:Float power]</h3>
+ <div>
+ Light's power.<br />
+ In "physical lights" mode, the luminous power of the light measured in lumens.<br/>
+ Default - *4PI*.
+ </div>
+
<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
| true |
Other | mrdoob | three.js | 08055e6a1ac5889a8b639463840ffbaa9bbdfc43.json | add light.power to docs. | docs/api/lights/SpotLight.html | @@ -81,6 +81,13 @@ <h3>[property:Float intensity]</h3>
Default — *1.0*.
</div>
+ <h3>[property:Float power]</h3>
+ <div>
+ Light's power.<br />
+ In "physical lights" mode, the luminous power of the light measured in lumens.<br/>
+ Default - *4PI*.
+ </div>
+
<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
| true |
Other | mrdoob | three.js | 5d86e3a81722c64305301f34b90513a1712e5a6f.json | add ref for lumens. | examples/webgl_lights_physical.html | @@ -54,10 +54,13 @@
bulbLight, bulbMat,
object, loader, stats;
+ // ref for lumens: http://www.power-sure.com/lumens.htm
var lightTypes = {
- "60W Bulb (450 cd)": 450,
- "40W Bulb (300 cd)": 300,
- "20W Bulb (150 cd)": 120
+ "100W Bulb (1700 lumen)": 1700,
+ "60W Bulb (800 lumen)": 800,
+ "40W Bulb (400 lumen)": 400,
+ "25W Bulb (180 lumen)": 180,
+ "4W Bulb (20 lumen)": 20,
};
var params = {
@@ -196,7 +199,7 @@
var gui = new dat.GUI();
gui.add( params, 'lightType', Object.keys( lightTypes ) );
- gui.add( params, 'exposure', 0, 1 );
+ gui.add( params, 'exposure', 0, 3 );
gui.open();
}
@@ -228,7 +231,7 @@
var time = Date.now() * 0.0005;
var delta = clock.getDelta();
- bulbLight.position.y = Math.cos( time ) * 0.99 + 1.0;
+ bulbLight.position.y = Math.cos( time ) * 0.75 + 1.25;
renderer.render( scene, camera );
| false |
Other | mrdoob | three.js | 450ab30cb89448cbe48b9094fc3e900023966a70.json | fix compatibility issues between PRs. | examples/webgl_tonemapping.html | @@ -39,7 +39,7 @@
<script src="../examples/js/libs/dat.gui.min.js"></script>
<script src="../src/loaders/BinaryTextureLoader.js"></script>
<script src="../examples/js/loaders/RGBELoader.js"></script>
- <script src="../examples/js/loaders/HDRCubeMapLoader.js"></script>
+ <script src="../examples/js/loaders/HDRCubeTextureLoader.js"></script>
<script src="../examples/js/Half.js"></script>
<script src="../examples/js/Encodings.js"></script>
<script src="../examples/js/pmrem/PMREMGenerator.js"></script>
@@ -165,7 +165,7 @@
hdrpath + 'pz' + hdrformat, hdrpath + 'nz' + hdrformat
];
- var hdrCubeMap = new THREE.HDRCubeMapLoader().load( THREE.UnsignedByteType, hdrurls, function ( hdrCubeMap ) {
+ var hdrCubeMap = new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrurls, function ( hdrCubeMap ) {
var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
pmremGenerator.update( renderer ); | false |
Other | mrdoob | three.js | a30f4d290caf065429cce468463bdba39af0b2d2.json | Fix broken external link | examples/obj/male02/readme.txt | @@ -1,3 +1,3 @@
Model by Reallusion iClone from Google 3d Warehouse:
-http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255
\ No newline at end of file
+https://3dwarehouse.sketchup.com/user.html?id=0122725873552223594220183 | false |
Other | mrdoob | three.js | 5e44a0e7dbcdebe4b7ef65ad8684d9d1bb8ae463.json | add variable decls
yup | examples/js/modifiers/SubdivisionModifier.js | @@ -325,7 +325,7 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
newVertices = newSourceVertices.concat( newEdgeVertices );
var sl = newSourceVertices.length, edge1, edge2, edge3;
newFaces = [];
-
+ var uv, x0, x1, x2;
var x3 = new THREE.Vector2(0, 0);
var x4 = new THREE.Vector2(0, 0);
var x5 = new THREE.Vector2(0, 0);
| false |
Other | mrdoob | three.js | 8ab4529129cfb80afdc35f18db505fc404ecca87.json | Avoid multiple textureLoaders in for-loops | examples/js/MD2Character.js | @@ -223,13 +223,13 @@ THREE.MD2Character = function () {
function loadTextures( baseUrl, textureUrls ) {
- var mapping = THREE.UVMapping;
+ var textureLoader = new THREE.TextureLoader();
var textures = [];
for ( var i = 0; i < textureUrls.length; i ++ ) {
- textures[ i ] = new THREE.TextureLoader().load( baseUrl + textureUrls[ i ], checkLoadingComplete );
- textures[ i ].mapping = mapping;
+ textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
+ textures[ i ].mapping = THREE.UVMapping;
textures[ i ].name = textureUrls[ i ];
}
| true |
Other | mrdoob | three.js | 8ab4529129cfb80afdc35f18db505fc404ecca87.json | Avoid multiple textureLoaders in for-loops | examples/js/MD2CharacterComplex.js | @@ -506,13 +506,13 @@ THREE.MD2CharacterComplex = function () {
function loadTextures( baseUrl, textureUrls ) {
- var mapping = THREE.UVMapping;
+ var textureLoader = new THREE.TextureLoader();
var textures = [];
for ( var i = 0; i < textureUrls.length; i ++ ) {
-
- textures[ i ] = new THREE.TextureLoader().load( baseUrl + textureUrls[ i ], checkLoadingComplete );
- textures[ i ].mapping = mapping;
+
+ textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], checkLoadingComplete );
+ textures[ i ].mapping = THREE.UVMapping;
textures[ i ].name = textureUrls[ i ];
}
| true |
Other | mrdoob | three.js | 8ab4529129cfb80afdc35f18db505fc404ecca87.json | Avoid multiple textureLoaders in for-loops | examples/js/UCSCharacter.js | @@ -91,13 +91,13 @@ THREE.UCSCharacter = function() {
function loadTextures( baseUrl, textureUrls ) {
- var mapping = THREE.UVMapping;
+ var textureLoader = new THREE.TextureLoader();
var textures = [];
for ( var i = 0; i < textureUrls.length; i ++ ) {
- textures[ i ] = new THREE.TextureLoader().load( baseUrl + textureUrls[ i ], scope.checkLoadingComplete );
- textures[ i ].mapping = mapping;
+ textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], scope.checkLoadingComplete );
+ textures[ i ].mapping = THREE.UVMapping;
textures[ i ].name = textureUrls[ i ];
} | true |
Other | mrdoob | three.js | c49ac0847bb1ade3b0efd931c6f97aca064ab889.json | fix statistics calculation for instanced geometry | src/renderers/webgl/WebGLBufferRenderer.js | @@ -37,11 +37,23 @@ THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) {
if ( position instanceof THREE.InterleavedBufferAttribute ) {
- extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount );
+ var count = position.data.count;
+
+ extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
+
+ _infoRender.calls ++;
+ _infoRender.vertices += count * geometry.maxInstancedCount;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
} else {
- extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount );
+ var count = position.count;
+
+ extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
+
+ _infoRender.calls ++;
+ _infoRender.vertices += count * geometry.maxInstancedCount;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
}
| true |
Other | mrdoob | three.js | c49ac0847bb1ade3b0efd931c6f97aca064ab889.json | fix statistics calculation for instanced geometry | src/renderers/webgl/WebGLIndexedBufferRenderer.js | @@ -53,6 +53,9 @@ THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) {
extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );
+ _infoRender.calls ++;
+ _infoRender.vertices += count * geometry.maxInstancedCount;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3;
}
this.setMode = setMode; | true |
Other | mrdoob | three.js | 1e99bc45784a60784b396f0e86681505594d18f1.json | fix VRControls onError | examples/js/controls/VRControls.js | @@ -21,7 +21,11 @@ THREE.VRControls = function ( object, onError ) {
}
- if ( onError ) onError( 'HMD not available' );
+ if ( vrInputs.length === 0 ) {
+
+ if ( onError ) onError( 'PositionSensorVRDevice not available' );
+
+ }
}
| false |
Other | mrdoob | three.js | 21d8d2781d1451f40b7ee91e6539c3b7a3ee6e5c.json | remove GeometryUtils documenation | docs/api/extras/GeometryUtils.html | @@ -1,60 +0,0 @@
-<!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>
-
- <div class="desc">Contains handy functions geometry manipulations.</div>
-
-
- <h2>Methods</h2>
-
- <h3> .merge( [page:Geometry geometry1] , [page:Geometry geometry2], [page:Integer materialIndexOffset] )</h3>
- <div>
- geometry1 — Parent geometry element <br />
- geometry2 — Geometry that need to be added in parent <br />
- materialIndexOffset — Offset applied to the materialIndex of all the new faces in the merged geometry. Default : 0 <br />
- </div>
-
- <h3> .randomPointInTriangle( [page:Vector VectorA] , [page:Vector VectorB] , [page:Vector VectorC])</h3>
- <div>
- VectorA — Vector <br />
- VectorB — Vector <br />
- VectorC — Vector <br />
-
- returns [page:Int Point]
-
- </div>
-
-
- <h3> .center ( [page:Vector VectorA] , [page:Vector VectorB] , [page:Vector VectorC]) </h3>
-
- <div>
- VectorA — Vector <br />
- VectorB — Vector <br />
- VectorC — Vector <br />
-
- returns [page:Int Area]
-
- </div>
-
- <h3> .center ( [page:Geometry geometry] ) </h3>
-
- <div>
-
- Geometry — Geometry to Center position
-
- </div>
-
-
- <h2>Source</h2>
-
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </body>
-</html> | true |
Other | mrdoob | three.js | 21d8d2781d1451f40b7ee91e6539c3b7a3ee6e5c.json | remove GeometryUtils documenation | docs/list.js | @@ -161,7 +161,6 @@ var list = {
],
"Extras": [
- [ "GeometryUtils", "api/extras/GeometryUtils" ],
[ "SceneUtils", "api/extras/SceneUtils" ]
],
| true |
Other | mrdoob | three.js | 2abf3765ec6e92d8e1540994b31b36a4704ebc72.json | revert empty texture (#8578) | src/renderers/webgl/WebGLState.js | @@ -60,11 +60,6 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
var currentScissor = new THREE.Vector4();
var currentViewport = new THREE.Vector4();
- var emptyTexture = gl.createTexture();
- gl.bindTexture( gl.TEXTURE_2D, emptyTexture );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array( 3 ) );
-
this.init = function () {
this.clearColor( 0, 0, 0, 1 );
@@ -591,7 +586,7 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
- gl.bindTexture( webglType, webglTexture || emptyTexture );
+ gl.bindTexture( webglType, webglTexture );
boundTexture.type = webglType;
boundTexture.texture = webglTexture; | false |
Other | mrdoob | three.js | 3cfd6e80f0d52e85367353bc72b8e5b682de9937.json | add method docs
intersectsBox method not documented. | docs/api/math/Frustum.html | @@ -81,6 +81,14 @@ <h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
Checks to see if the frustum contains the point.
</div>
+ <h3>[method:Boolean intersectsBox]([page:Box3 box])</h3>
+ <div>
+ box -- [page:Box3]
+ </div>
+ <div>
+ Check to see if the box intersects with the frustum.
+ </div>
+
<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
<div>
sphere -- [page:Sphere] | false |
Other | mrdoob | three.js | 3db3411c9d86e0b54cc40c41079c693b4553e17f.json | fix capitalization of "UVGenerator"
The docs list it as "uvGenerator" instead of "UVGenerator", took me a while to spot why it wasn't working... | docs/api/extras/geometries/ExtrudeGeometry.html | @@ -1,99 +1,99 @@
-<!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:Geometry] →
-
- <h1>[name]</h1>
-
- <div class="desc">Creates extruded geometry from a path shape</div>
-
-
- <h2>Constructor</h2>
-
-
- <h3>[name]([page:Array shapes], [page:Object options])</h3>
- <div>
- shapes — Shape or an array of shapes. <br />
- options — Object that can contain the following parameters.
-
- <ul>
-<li>curveSegments — int. number of points on the curves</li>
-<li>steps — int. number of points used for subdividing segements of extrude spline</li>
-<li>amount — int. Depth to extrude the shape</li>
-<li>bevelEnabled — bool. turn on bevel</li>
-<li>bevelThickness — float. how deep into the original shape bevel goes</li>
-<li>bevelSize — float. how far from shape outline is bevel</li>
-<li>bevelSegments — int. number of bevel layers</li>
-<li>extrudePath — THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
-<li>frames — THREE.TubeGeometry.FrenetFrames. containing arrays of tangents, normals, binormals</li>
-<li>material — int. material index for front and back faces</li>
-<li>extrudeMaterial — int. material index for extrusion and beveled faces</li>
-<li>uvGenerator — Object. object that provides UV generator functions</li>
- </ul>
-
- </div>
- <div>
- This object extrudes an 2D shape to an 3D geometry.
- </div>
-
-
- <h2>Properties</h2>
-
-
- <h2>Methods</h2>
-
- <h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
- <div>
- shapes — An Array of shapes to add. <br />
- options — Object that can contain the following parameters.
- <ul>
-<li>curveSegments — int. number of points on the curves</li>
-<li>steps — int. number of points used for subdividing segements of extrude spline</li>
-<li>amount — int. Depth to extrude the shape</li>
-<li>bevelEnabled — bool. turn on bevel</li>
-<li>bevelThickness — float. how deep into the original shape bevel goes</li>
-<li>bevelSize — float. how far from shape outline is bevel</li>
-<li>bevelSegments — int. number of bevel layers</li>
-<li>extrudePath — THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
-<li>frames — THREE.TubeGeometry.FrenetFrames. containing arrays of tangents, normals, binormals</li>
-<li>material — int. material index for front and back faces</li>
-<li>extrudeMaterial — int. material index for extrusion and beveled faces</li>
-<li>uvGenerator — Object. object that provides UV generator functions</li>
- </ul>
- </div>
- <div>Adds the shapes to the list to extrude.</div>
-
- <h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
- <div>
- shape — A shape to add. <br />
- options — Object that can contain the following parameters.
- <ul>
-<li>curveSegments — int. number of points on the curves</li>
-<li>steps — int. number of points used for subdividing segements of extrude spline</li>
-<li>amount — int. Depth to extrude the shape</li>
-<li>bevelEnabled — bool. turn on bevel</li>
-<li>bevelThickness — float. how deep into the original shape bevel goes</li>
-<li>bevelSize — float. how far from shape outline is bevel</li>
-<li>bevelSegments — int. number of bevel layers</li>
-<li>extrudePath — THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
-<li>frames — THREE.TubeGeometry.FrenetFrames. containing arrays of tangents, normals, binormals</li>
-<li>material — int. material index for front and back faces</li>
-<li>extrudeMaterial — int. material index for extrusion and beveled faces</li>
-<li>uvGenerator — Object. object that provides UV generator functions</li>
- </ul>
- </div>
- <div>Add the shape to the list to extrude.</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:Geometry] →
+
+ <h1>[name]</h1>
+
+ <div class="desc">Creates extruded geometry from a path shape</div>
+
+
+ <h2>Constructor</h2>
+
+
+ <h3>[name]([page:Array shapes], [page:Object options])</h3>
+ <div>
+ shapes — Shape or an array of shapes. <br />
+ options — Object that can contain the following parameters.
+
+ <ul>
+<li>curveSegments — int. number of points on the curves</li>
+<li>steps — int. number of points used for subdividing segements of extrude spline</li>
+<li>amount — int. Depth to extrude the shape</li>
+<li>bevelEnabled — bool. turn on bevel</li>
+<li>bevelThickness — float. how deep into the original shape bevel goes</li>
+<li>bevelSize — float. how far from shape outline is bevel</li>
+<li>bevelSegments — int. number of bevel layers</li>
+<li>extrudePath — THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
+<li>frames — THREE.TubeGeometry.FrenetFrames. containing arrays of tangents, normals, binormals</li>
+<li>material — int. material index for front and back faces</li>
+<li>extrudeMaterial — int. material index for extrusion and beveled faces</li>
+<li>UVGenerator — Object. object that provides UV generator functions</li>
+ </ul>
+
+ </div>
+ <div>
+ This object extrudes an 2D shape to an 3D geometry.
+ </div>
+
+
+ <h2>Properties</h2>
+
+
+ <h2>Methods</h2>
+
+ <h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
+ <div>
+ shapes — An Array of shapes to add. <br />
+ options — Object that can contain the following parameters.
+ <ul>
+<li>curveSegments — int. number of points on the curves</li>
+<li>steps — int. number of points used for subdividing segements of extrude spline</li>
+<li>amount — int. Depth to extrude the shape</li>
+<li>bevelEnabled — bool. turn on bevel</li>
+<li>bevelThickness — float. how deep into the original shape bevel goes</li>
+<li>bevelSize — float. how far from shape outline is bevel</li>
+<li>bevelSegments — int. number of bevel layers</li>
+<li>extrudePath — THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
+<li>frames — THREE.TubeGeometry.FrenetFrames. containing arrays of tangents, normals, binormals</li>
+<li>material — int. material index for front and back faces</li>
+<li>extrudeMaterial — int. material index for extrusion and beveled faces</li>
+<li>UVGenerator — Object. object that provides UV generator functions</li>
+ </ul>
+ </div>
+ <div>Adds the shapes to the list to extrude.</div>
+
+ <h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
+ <div>
+ shape — A shape to add. <br />
+ options — Object that can contain the following parameters.
+ <ul>
+<li>curveSegments — int. number of points on the curves</li>
+<li>steps — int. number of points used for subdividing segements of extrude spline</li>
+<li>amount — int. Depth to extrude the shape</li>
+<li>bevelEnabled — bool. turn on bevel</li>
+<li>bevelThickness — float. how deep into the original shape bevel goes</li>
+<li>bevelSize — float. how far from shape outline is bevel</li>
+<li>bevelSegments — int. number of bevel layers</li>
+<li>extrudePath — THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
+<li>frames — THREE.TubeGeometry.FrenetFrames. containing arrays of tangents, normals, binormals</li>
+<li>material — int. material index for front and back faces</li>
+<li>extrudeMaterial — int. material index for extrusion and beveled faces</li>
+<li>UVGenerator — Object. object that provides UV generator functions</li>
+ </ul>
+ </div>
+ <div>Add the shape to the list to extrude.</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 | 6dd16bf1c5d030e00ea7036b6b8ef4aeca5366b4.json | add reflectivity example. | examples/files.js | @@ -129,6 +129,7 @@ var files = {
"webgl_materials_nodes",
"webgl_materials_normalmap",
"webgl_materials_parallaxmap",
+ "webgl_materials_reflectivity",
"webgl_materials_shaders_fresnel",
"webgl_materials_skin",
"webgl_materials_standard", | true |
Other | mrdoob | three.js | 6dd16bf1c5d030e00ea7036b6b8ef4aeca5366b4.json | add reflectivity example. | examples/models/obj/emerald.obj | @@ -0,0 +1,312 @@
+# Blender v2.74 (sub 0) OBJ File: ''
+# www.blender.org
+mtllib diamond-for-threejs.mtl
+o emerald_obj_1
+v -3.292856 5.746839 5.366825
+v -4.692856 5.043496 4.000000
+v -4.692857 -5.043496 4.000000
+v -3.292857 -5.746839 5.366825
+v -4.692856 5.043496 -4.000000
+v -3.292856 5.746839 -5.366825
+v -3.292857 -5.746839 -5.366825
+v -4.692857 -5.043496 -4.000000
+v -3.292858 -8.649050 3.181548
+v -4.692858 -7.590510 2.371271
+v -4.692858 -7.590510 -2.371271
+v -3.292858 -8.649050 -3.181548
+v -3.292856 8.649050 -3.181548
+v -4.692856 7.590510 -2.371271
+v -4.692856 7.590510 2.371271
+v -3.292856 8.649050 3.181548
+v 4.739632 7.649404 2.869210
+v 4.739632 5.082627 4.839954
+v 4.739630 -5.082630 4.839954
+v 4.739630 -7.649406 2.869211
+v 4.739630 -7.649406 -2.869211
+v 4.739630 -5.082630 -4.839954
+v 4.739632 5.082627 -4.839954
+v 4.739632 7.649404 -2.869210
+v -5.038335 4.756373 -0.096954
+v -5.038335 3.439395 -0.163548
+v -5.038336 -3.439395 -0.163548
+v -5.038337 -4.756373 -0.096954
+v -5.038337 -4.756373 0.096954
+v -5.038336 -3.439395 0.163548
+v -5.038335 3.439395 0.163548
+v -5.038335 4.756373 0.096954
+v -1.570719 6.404040 7.078050
+v -1.570719 9.638143 4.195993
+v -1.570721 -6.404041 7.078050
+v -1.570721 -9.638143 4.195993
+v -1.570721 -9.638143 -4.195993
+v -1.570721 -6.404041 -7.078050
+v -1.570719 6.404040 -7.078050
+v -1.570719 9.638143 -4.195993
+v 1.184699 7.289807 8.431552
+v 1.184699 10.971231 4.998373
+v 1.184697 -7.289809 8.431552
+v 1.184696 -10.971232 4.998374
+v 1.184696 -10.971232 -4.998374
+v 1.184697 -7.289809 -8.431552
+v 1.184699 7.289807 -8.431552
+v 1.184699 10.971231 -4.998373
+v 1.676783 7.289807 8.431552
+v 1.676784 10.971231 4.998373
+v 1.676781 -7.289809 8.431552
+v 1.676781 -10.971232 4.998374
+v 1.676781 -10.971232 -4.998374
+v 1.676781 -7.289809 -8.431552
+v 1.676783 7.289807 -8.431552
+v 1.676784 10.971231 -4.998373
+v 2.759176 6.861979 7.557796
+v 2.759176 10.327344 4.480395
+v 2.759174 -6.861980 7.557796
+v 2.759173 -10.327346 4.480397
+v 2.759173 -10.327346 -4.480397
+v 2.759174 -6.861980 -7.557796
+v 2.759176 6.861979 -7.557796
+v 2.759176 10.327344 -4.480395
+v 4.050778 5.880537 6.214112
+v 4.050778 8.850266 3.683835
+v 4.050776 -5.880539 6.214112
+v 4.050776 -8.850267 3.683837
+v 4.050776 -8.850267 -3.683837
+v 4.050776 -5.880539 -6.214112
+v 4.050778 5.880537 -6.214112
+v 4.050778 8.850266 -3.683835
+vn -0.698600 0.000000 0.715500
+vn -0.698600 0.000000 -0.715500
+vn -0.603100 -0.797700 0.000000
+vn -0.603100 0.797700 0.000000
+vn 1.000000 -0.000000 -0.000000
+vn -1.000000 0.000000 -0.000000
+vn -0.737800 0.363600 0.568600
+vn -0.675900 0.443300 0.588700
+vn -0.666900 -0.401400 0.627800
+vn -0.734400 -0.408200 0.542200
+vn -0.734400 0.408200 -0.542200
+vn -0.666900 0.401400 -0.627800
+vn -0.675900 -0.443300 -0.588700
+vn -0.737800 -0.363600 -0.568600
+vn -0.715200 0.420400 0.558300
+vn -0.635000 0.514000 0.576800
+vn -0.704900 0.000000 0.709400
+vn -0.632200 -0.466000 0.618900
+vn -0.705600 -0.471400 0.529000
+vn -0.498000 -0.867200 0.000000
+vn -0.715200 -0.420400 -0.558300
+vn -0.635000 -0.514000 -0.576800
+vn -0.704900 0.000000 -0.709400
+vn -0.632200 0.466000 -0.618900
+vn -0.705600 0.471400 -0.529000
+vn -0.498000 0.867200 0.000000
+vn -0.502100 0.575400 0.645600
+vn -0.477100 0.599400 0.642700
+vn -0.440900 0.000000 0.897600
+vn -0.474700 -0.585600 0.657100
+vn -0.500700 -0.590400 0.633000
+vn -0.435500 -0.900200 0.000000
+vn -0.502100 -0.575400 -0.645600
+vn -0.477100 -0.599400 -0.642700
+vn -0.440900 0.000000 -0.897600
+vn -0.474700 0.585600 -0.657100
+vn -0.500700 0.590400 -0.633000
+vn -0.435500 0.900200 0.000000
+vn 0.000000 0.682000 0.731300
+vn 0.000000 0.000000 1.000000
+vn 0.000000 -0.682000 0.731300
+vn 0.000000 -1.000000 0.000000
+vn 0.000000 -0.682000 -0.731300
+vn 0.000000 0.000000 -1.000000
+vn 0.000000 0.682000 -0.731300
+vn 0.000000 1.000000 0.000000
+vn 0.652000 0.517100 0.554500
+vn 0.601400 0.530500 0.597400
+vn 0.628100 -0.000000 0.778100
+vn 0.602900 -0.544100 0.583500
+vn 0.654700 -0.501900 0.565200
+vn 0.511300 -0.859400 0.000000
+vn 0.652000 -0.517100 -0.554500
+vn 0.601400 -0.530500 -0.597400
+vn 0.628100 -0.000000 -0.778100
+vn 0.602900 0.544100 -0.583500
+vn 0.654700 0.501900 -0.565200
+vn 0.511300 0.859400 0.000000
+vn 0.788600 0.408300 0.459800
+vn 0.771100 0.412900 0.484600
+vn 0.720900 -0.000000 0.693000
+vn 0.773500 -0.420800 0.473900
+vn 0.789100 -0.398400 0.467600
+vn 0.752800 -0.658300 0.000000
+vn 0.788600 -0.408300 -0.459800
+vn 0.771100 -0.412900 -0.484600
+vn 0.720900 -0.000000 -0.693000
+vn 0.773500 0.420800 -0.473900
+vn 0.789100 0.398400 -0.467600
+vn 0.752800 0.658300 0.000000
+vn 0.915100 0.261500 0.306900
+vn 0.894400 0.272400 0.354800
+vn 0.894000 -0.000000 0.448100
+vn 0.897100 -0.286500 0.336300
+vn 0.916300 -0.243900 0.317700
+vn 0.867400 -0.497600 0.000000
+vn 0.915100 -0.261500 -0.306900
+vn 0.894400 -0.272400 -0.354800
+vn 0.894000 -0.000000 -0.448100
+vn 0.897100 0.286500 -0.336300
+vn 0.916300 0.243900 -0.317700
+vn 0.867400 0.497600 0.000000
+vn -0.996500 0.045300 -0.070800
+vn -0.989900 0.007200 -0.141500
+vn -0.996000 0.000000 -0.089700
+vn -0.995000 -0.053800 -0.084100
+vn -0.996100 -0.004400 -0.087800
+vn -0.992700 -0.121000 0.000000
+vn -0.996500 -0.045300 0.070800
+vn -0.989900 -0.007200 0.141500
+vn -0.996000 0.000000 0.089700
+vn -0.995000 0.053800 0.084100
+vn -0.996100 0.004400 0.087800
+vn -0.992700 0.121000 0.000000
+usemtl emerald_obj_1Default
+s off
+f 1//1 2//1 3//1
+f 1//1 3//1 4//1
+f 5//2 6//2 7//2
+f 5//2 7//2 8//2
+f 9//3 10//3 11//3
+f 9//3 11//3 12//3
+f 13//4 14//4 15//4
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+f 17//5 18//5 19//5
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+f 17//5 20//5 21//5
+f 17//5 21//5 22//5
+f 17//5 22//5 23//5
+f 17//5 23//5 24//5
+f 25//6 26//6 27//6
+f 25//6 27//6 28//6
+f 25//6 28//6 29//6
+f 25//6 29//6 30//6
+f 25//6 30//6 31//6
+f 25//6 31//6 32//6
+f 15//7 2//7 1//7
+f 15//8 1//8 16//8
+f 3//9 10//9 9//9
+f 3//10 9//10 4//10
+f 13//11 6//11 5//11
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+f 7//14 11//14 8//14
+f 16//15 1//15 33//15
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+f 1//17 4//17 35//17
+f 1//17 35//17 33//17
+f 4//18 9//18 36//18
+f 4//19 36//19 35//19
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+f 6//24 13//24 40//24
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+f 40//38 42//38 48//38
+f 42//39 41//39 49//39
+f 42//39 49//39 50//39
+f 41//40 43//40 51//40
+f 41//40 51//40 49//40
+f 43//41 44//41 52//41
+f 43//41 52//41 51//41
+f 44//42 45//42 53//42
+f 44//42 53//42 52//42
+f 45//43 46//43 54//43
+f 45//43 54//43 53//43
+f 46//44 47//44 55//44
+f 46//44 55//44 54//44
+f 47//45 48//45 56//45
+f 47//45 56//45 55//45
+f 48//46 42//46 50//46
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+f 50//48 57//48 58//48
+f 49//49 51//49 59//49
+f 49//49 59//49 57//49
+f 51//50 52//50 60//50
+f 51//51 60//51 59//51
+f 52//52 53//52 61//52
+f 52//52 61//52 60//52
+f 53//53 54//53 62//53
+f 53//54 62//54 61//54
+f 54//55 55//55 63//55
+f 54//55 63//55 62//55
+f 55//56 56//56 64//56
+f 55//57 64//57 63//57
+f 56//58 50//58 58//58
+f 56//58 58//58 64//58
+f 58//59 57//59 65//59
+f 58//60 65//60 66//60
+f 57//61 59//61 67//61
+f 57//61 67//61 65//61
+f 59//62 60//62 68//62
+f 59//63 68//63 67//63
+f 60//64 61//64 69//64
+f 60//64 69//64 68//64
+f 61//65 62//65 70//65
+f 61//66 70//66 69//66
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+f 62//67 71//67 70//67
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+f 63//69 72//69 71//69
+f 64//70 58//70 66//70
+f 64//70 66//70 72//70
+f 66//71 65//71 18//71
+f 66//72 18//72 17//72
+f 65//73 67//73 19//73
+f 65//73 19//73 18//73
+f 67//74 68//74 20//74
+f 67//75 20//75 19//75
+f 68//76 69//76 21//76
+f 68//76 21//76 20//76
+f 69//77 70//77 22//77
+f 69//78 22//78 21//78
+f 70//79 71//79 23//79
+f 70//79 23//79 22//79
+f 71//80 72//80 24//80
+f 71//81 24//81 23//81
+f 72//82 66//82 17//82
+f 72//82 17//82 24//82
+f 14//83 5//83 26//83
+f 14//84 26//84 25//84
+f 5//85 8//85 27//85
+f 5//85 27//85 26//85
+f 8//86 11//86 28//86
+f 8//87 28//87 27//87
+f 11//88 10//88 29//88
+f 11//88 29//88 28//88
+f 10//89 3//89 30//89
+f 10//90 30//90 29//90
+f 3//91 2//91 31//91
+f 3//91 31//91 30//91
+f 2//92 15//92 32//92
+f 2//93 32//93 31//93
+f 15//94 14//94 25//94
+f 15//94 25//94 32//94 | true |
Other | mrdoob | three.js | 6dd16bf1c5d030e00ea7036b6b8ef4aeca5366b4.json | add reflectivity example. | examples/webgl_materials_reflectivity.html | @@ -0,0 +1,291 @@
+<!DOCTYPE html>
+<html lang="en">
+ <head>
+ <title>threejs webgl - materials - hdr environment mapping</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 {
+ color: #fff;
+ font-family:Monospace;
+ font-size:13px;
+ text-align:center;
+
+ background-color: #000;
+
+ margin: 0px;
+ overflow: hidden;
+ }
+ a { color: #88f }
+
+ #info {
+ position: absolute;
+ top: 0px; width: 100%;
+ padding: 5px;
+ }
+ </style>
+ </head>
+ <body>
+
+ <div id="container"></div>
+ <div id="info"><a href="http://threejs.org" target="_blank">threejs</a> - Standard Material Reflectivity (reflectance at F0) example by <a href="http://clara.io/" target="_blank">Ben Houston</a>.</div>
+
+ <script src="../build/three.js"></script>
+ <script src="js/controls/OrbitControls.js"></script>
+ <script src="js/loaders/RGBELoader.js"></script>
+ <script src="js/loaders/HDRCubeTextureLoader.js"></script>
+
+ <script src="js/Detector.js"></script>
+ <script src="js/libs/stats.min.js"></script>
+
+ <script src="js/Half.js"></script>
+ <script src="js/Encodings.js"></script>
+ <script src="js/pmrem/PMREMGenerator.js"></script>
+ <script src="js/pmrem/PMREMCubeUVPacker.js"></script>
+ <script src="js/libs/dat.gui.min.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/shaders/CopyShader.js"></script>
+ <script src="js/shaders/FXAAShader.js"></script>
+ <script src="js/postprocessing/BloomPass.js"></script>
+ <script src="js/shaders/ConvolutionShader.js"></script>
+
+ <script src="js/loaders/OBJLoader.js"></script>
+ <script>
+
+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+ var container, stats;
+ var params = {
+ projection: 'normal',
+ autoRotate: true,
+ reflectivity: 1.0,
+ background: false,
+ exposure: 1.0,
+ gemColor: 'Green'
+ };
+ var camera, scene, renderer, controls, objects = [];
+ var hdrCubeMap;
+ var composer;
+ var gemBackMaterial, gemFrontMaterial;
+ var hdrCubeRenderTarget;
+
+ init();
+ animate();
+
+ function init() {
+
+ container = document.createElement( 'div' );
+ document.body.appendChild( container );
+
+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
+ camera.position.set( 0.0, -10, 20 * 3.5 );
+
+ scene = new THREE.Scene();
+
+ renderer = new THREE.WebGLRenderer( { antialias: true } );
+ renderer.setClearColor( new THREE.Color( 0x000000 ) );
+
+ gemBackMaterial = new THREE.MeshPhysicalMaterial( {
+ map: null,
+ color: 0x0000ff,
+ metalness: 1.0,
+ roughness: 0,
+ opacity: 0.5,
+ side: THREE.BackSide,
+ transparent: true,
+ shading: THREE.SmoothShading,
+ envMapIntensity: 5,
+ premultipliedAlpha: true
+ // TODO: Add custom blend mode that modulates background color by this materials color.
+ } );
+
+ gemFrontMaterial = new THREE.MeshPhysicalMaterial( {
+ map: null,
+ color: 0x0000ff,
+ metalness: 0.0,
+ roughness: 0,
+ opacity: 0.15,
+ side: THREE.FrontSide,
+ transparent: true,
+ shading: THREE.SmoothShading,
+ envMapIntensity: 5,
+ premultipliedAlpha: true
+ } );
+
+ var manager = new THREE.LoadingManager();
+ manager.onProgress = function ( item, loaded, total ) {
+
+ console.log( item, loaded, total );
+
+ };
+
+ var loader = new THREE.OBJLoader( manager );
+ loader.load( 'models/obj/emerald.obj', function ( object ) {
+
+ object.traverse( function ( child ) {
+
+ if ( child instanceof THREE.Mesh ) {
+
+ child.material = gemBackMaterial;
+ var second = child.clone();
+ second.material = gemFrontMaterial;
+
+ var parent = new THREE.Group();
+ parent.add( second );
+ parent.add( child );
+ scene.add( parent );
+
+ objects.push( parent );
+
+ }
+
+ } );
+
+
+ } );
+
+ var genCubeUrls = function( prefix, postfix ) {
+ return [
+ prefix + 'px' + postfix, prefix + 'nx' + postfix,
+ prefix + 'py' + postfix, prefix + 'ny' + postfix,
+ prefix + 'pz' + postfix, prefix + 'nz' + postfix
+ ];
+ };
+
+ var hdrUrls = genCubeUrls( "./textures/cube/pisaHDR/", ".hdr" );
+ new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) {
+
+ var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
+ pmremGenerator.update( renderer );
+
+ var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
+ pmremCubeUVPacker.update( renderer );
+
+ hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
+
+ gemFrontMaterial.envMap = gemBackMaterial.envMap = hdrCubeRenderTarget;
+ gemFrontMaterial.needsUpdate = gemBackMaterial.needsUpdate = true;
+ } );
+
+
+ // Lights
+
+ scene.add( new THREE.AmbientLight( 0x222222 ) );
+
+ var pointLight1 = new THREE.PointLight( 0xffffff );
+ pointLight1.position.set( 150, 10, 0 );
+ pointLight1.castShadow = false;
+ scene.add( pointLight1 );
+
+ var pointLight2 = new THREE.PointLight( 0xffffff );
+ pointLight2.position.set( -150, 0, 0 );
+ scene.add( pointLight2 );
+
+ var pointLight3 = new THREE.PointLight( 0xffffff );
+ pointLight3.position.set( 0, -10, -150 );
+ scene.add( pointLight3 );
+
+ var pointLight4 = new THREE.PointLight( 0xffffff );
+ pointLight4.position.set( 0, 0, 150 );
+ scene.add( pointLight4 );
+
+ renderer.setPixelRatio( window.devicePixelRatio );
+ renderer.setSize( window.innerWidth, window.innerHeight );
+ renderer.shadowMap.enabled = true;
+ container.appendChild( renderer.domElement );
+
+ renderer.gammaInput = true;
+ renderer.gammaOutput = true;
+
+ stats = new Stats();
+ stats.domElement.style.position = 'absolute';
+ stats.domElement.style.top = '0px';
+
+ container.appendChild( stats.domElement );
+
+ controls = new THREE.OrbitControls( camera, renderer.domElement );
+ controls.target.set( 0, 0, 0 );
+ controls.update();
+
+ window.addEventListener( 'resize', onWindowResize, false );
+
+ var gui = new dat.GUI();
+
+ gui.add( params, 'reflectivity', 0, 1 );
+ gui.add( params, 'exposure', 0.1, 2 );
+ gui.add( params, 'autoRotate' );
+ gui.add( params, 'gemColor', [ 'Blue', 'Green', 'Red', 'White', 'Black' ] );
+ gui.open();
+
+ }
+
+ function onWindowResize() {
+
+ var width = window.innerWidth;
+ var height = window.innerHeight;
+
+ camera.aspect = width / height;
+ camera.updateProjectionMatrix();
+
+ renderer.setSize( width, height );
+
+ }
+
+ //
+
+ function animate() {
+
+ requestAnimationFrame( animate );
+
+ stats.begin();
+ render();
+ stats.end();
+
+ }
+
+ function render() {
+
+ if ( gemBackMaterial !== undefined && gemFrontMaterial !== undefined ) {
+
+ gemFrontMaterial.reflectivity = gemBackMaterial.reflectivity = params.reflectivity;
+
+ var newColor = gemBackMaterial.color;
+ switch( params.gemColor ) {
+ case 'Blue': newColor = new THREE.Color( 0x000088 ); break;
+ case 'Red': newColor = new THREE.Color( 0x880000 ); break;
+ case 'Green': newColor = new THREE.Color( 0x008800 ); break;
+ case 'White': newColor = new THREE.Color( 0x888888 ); break;
+ case 'Black': newColor = new THREE.Color( 0x0f0f0f ); break;
+ }
+ gemBackMaterial.color = gemFrontMaterial.color = newColor;
+
+
+ }
+
+ renderer.toneMappingExposure = params.exposure;
+
+ var timer = Date.now() * 0.00025;
+
+ camera.lookAt( scene.position );
+
+ if( params.autoRotate ) {
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+ var object = objects[ i ];
+ object.rotation.y += 0.005;
+
+ }
+ }
+
+ renderer.render( scene, camera );
+
+ }
+
+ </script>
+
+ </body>
+</html> | true |
Other | mrdoob | three.js | c290352133019105f3be6232db0ecf1f16f591de.json | simplify light factories. | src/renderers/shaders/ShaderChunk/lights.glsl | @@ -10,11 +10,14 @@ uniform vec3 ambientLightColor;
uniform DirectionalLight directionalLights[ MAX_DIR_LIGHTS ];
- void getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {
+ IncidentLight getDirectionalDirectLight( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {
+
+ IncidentLight directLight;
directLight.color = directionalLight.color;
directLight.direction = directionalLight.direction;
+ return directLight;
}
#endif
@@ -31,8 +34,10 @@ uniform vec3 ambientLightColor;
uniform PointLight pointLights[ MAX_POINT_LIGHTS ];
- void getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {
+ IncidentLight getPointDirectLight( const in PointLight pointLight, const in GeometricContext geometry ) {
+ IncidentLight directLight;
+
vec3 lightPosition = pointLight.position;
vec3 lVector = lightPosition - geometry.position;
@@ -41,6 +46,7 @@ uniform vec3 ambientLightColor;
directLight.color = pointLight.color;
directLight.color *= calcLightAttenuation( length( lVector ), pointLight.distance, pointLight.decay );
+ return directLight;
}
#endif
@@ -60,8 +66,10 @@ uniform vec3 ambientLightColor;
uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];
- void getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {
+ IncidentLight getSpotDirectLight( const in SpotLight spotLight, const in GeometricContext geometry ) {
+ IncidentLight directLight;
+
vec3 lightPosition = spotLight.position;
vec3 lVector = lightPosition - geometry.position;
@@ -73,6 +81,7 @@ uniform vec3 ambientLightColor;
directLight.color = spotLight.color;
directLight.color *= ( spotEffect * calcLightAttenuation( length( lVector ), spotLight.distance, spotLight.decay ) );
+ return directLight;
}
#endif
@@ -88,14 +97,17 @@ uniform vec3 ambientLightColor;
uniform HemisphereLight hemisphereLights[ MAX_HEMI_LIGHTS ];
- void getHemisphereIndirectLight( const in HemisphereLight hemiLight, const in GeometricContext geometry, out IncidentLight indirectLight ) {
+ IncidentLight getHemisphereIndirectLight( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {
+ IncidentLight directLight;
+
float dotNL = dot( geometry.normal, hemiLight.direction );
float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
indirectLight.color = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
indirectLight.direction = geometry.normal;
+ return indirectLight;
}
#endif | true |
Other | mrdoob | three.js | c290352133019105f3be6232db0ecf1f16f591de.json | simplify light factories. | src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl | @@ -10,9 +10,7 @@ ReflectedLight backReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
- IncidentLight directLight;
-
- getPointDirectLight( pointLights[ i ], geometry, directLight );
+ IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );
BRDF_Lambert( directLight, geometry, diffuse, frontReflectedLight );
@@ -30,9 +28,7 @@ ReflectedLight backReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
- IncidentLight directLight;
-
- getSpotDirectLight( spotLights[ i ], geometry, directLight );
+ IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );
BRDF_Lambert( directLight, geometry, diffuse, frontReflectedLight );
@@ -50,9 +46,7 @@ ReflectedLight backReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
- IncidentLight directLight;
-
- getDirectionalDirectLight( directionalLights[ i ], geometry, directLight );
+ IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );
BRDF_Lambert( directLight, geometry, diffuse, frontReflectedLight );
@@ -70,9 +64,7 @@ ReflectedLight backReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
- IncidentLight indirectLight;
-
- getHemisphereIndirectLight( hemisphereLights[ i ], geometry, indirectLight );
+ IncidentLight indirectLight = getHemisphereIndirectLight( hemisphereLights[ i ], geometry );
BRDF_Lambert( indirectLight, geometry, diffuse, frontReflectedLight );
| true |
Other | mrdoob | three.js | c290352133019105f3be6232db0ecf1f16f591de.json | simplify light factories. | src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl | @@ -25,9 +25,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
- IncidentLight directLight;
-
- getPointDirectLight( pointLights[ i ], geometry, directLight );
+ IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );
BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
@@ -42,9 +40,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
- IncidentLight directLight;
-
- getSpotDirectLight( spotLights[ i ], geometry, directLight );
+ IncidentLight directLight = getSpotDirectLight( spotLights[ i ], geometry );
BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
@@ -59,9 +55,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
- IncidentLight directLight;
-
- getDirectionalDirectLight( directionalLights[ i ], geometry, directLight );
+ IncidentLight directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );
BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
//BRDF_OrenNayar( directLight, geometry, diffuse, 0.5, directReflectedLight );
@@ -76,9 +70,7 @@ ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 )
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
- IncidentLight indirectLight;
-
- getHemisphereIndirectLight( hemisphereLights[ i ], geometry, indirectLight );
+ IncidentLight indirectLight = getHemisphereIndirectLight( hemisphereLights[ i ], geometry );
BRDF_Lambert( indirectLight, geometry, diffuse, indirectReflectedLight );
//BRDF_OrenNayar( indirectLight, geometry, diffuse, 0.5, indirectReflectedLight ); | true |
Other | mrdoob | three.js | 0287cab597c854f48b859cbf7eeb5f8b995d6314.json | remove unused code from broken ShaderSkin.js | examples/js/ShaderSkin.js | @@ -455,12 +455,11 @@ THREE.ShaderSkin = {
"#if MAX_POINT_LIGHTS > 0",
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
+
"vec3 pointVector = normalize( pointLights[ i ].direction );",
+ "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
- "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
"totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );",
@@ -577,7 +576,6 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "lights" ],
"void main() {",
@@ -591,24 +589,6 @@ THREE.ShaderSkin = {
"vUv = uv;",
- // point lights
-
- "#if MAX_POINT_LIGHTS > 0",
-
- "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
-
- "vec3 lVector = pointLights[ i ].position - vViewPosition;",
-
- "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
-
- "lVector = normalize( lVector );",
-
- "vPointLight[ i ] = vec4( lVector, attenuation );",
-
- "}",
-
- "#endif",
-
// displacement mapping
"#ifdef VERTEX_TEXTURES",
@@ -636,7 +616,6 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "lights" ],
"void main() {",
@@ -650,24 +629,6 @@ THREE.ShaderSkin = {
"vUv = uv;",
- // point lights
-
- "#if MAX_POINT_LIGHTS > 0",
-
- "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
-
- "vec3 lVector = pointLights[ i ].position - vViewPosition;",
-
- "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
-
- "lVector = normalize( lVector );",
-
- "vPointLight[ i ] = vec4( lVector, attenuation );",
-
- "}",
-
- "#endif",
-
"gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
"}" | false |
Other | mrdoob | three.js | c21a28c4b1155b9d95fe91ea9dc6669ec30aa075.json | put isIntersectionSphere inside a closure | src/math/Box3.js | @@ -247,15 +247,23 @@ THREE.Box3.prototype = {
},
- isIntersectionSphere: function ( sphere ) {
+ isIntersectionSphere: function () {
- // Find the point on the AABB closest to the sphere center.
- var closestPoint = this.clampPoint( sphere.center );
+ var closestPoint;
- // If that point is inside the sphere, the AABB and sphere intersect.
- return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius )
+ return function isIntersectionSphere( sphere ) {
- },
+ if ( closestPoint === undefined ) closestPoint = new THREE.Vector3();
+
+ // Find the point on the AABB closest to the sphere center.
+ this.clampPoint( sphere.center, closestPoint );
+
+ // If that point is inside the sphere, the AABB and sphere intersect.
+ return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
+
+ };
+
+ }(),
clampPoint: function ( point, optionalTarget ) {
| false |
Other | mrdoob | three.js | d31d47352a0febb4540a26e916c26324a0189382.json | remove colorAmbient from Blender exporter | utils/exporters/blender/addons/io_three/constants.py | @@ -272,7 +272,6 @@
TIME = 'time'
KEYS = 'keys'
-AMBIENT = 'ambient'
COLOR = 'color'
EMISSIVE = 'emissive'
SPECULAR = 'specular'
@@ -352,7 +351,6 @@
SHADING = 'shading'
COLOR_DIFFUSE = 'colorDiffuse'
-COLOR_AMBIENT = 'colorAmbient'
COLOR_EMISSIVE = 'colorEmissive'
COLOR_SPECULAR = 'colorSpecular'
DBG_NAME = 'DbgName' | true |
Other | mrdoob | three.js | d31d47352a0febb4540a26e916c26324a0189382.json | remove colorAmbient from Blender exporter | utils/exporters/blender/addons/io_three/exporter/api/material.py | @@ -30,22 +30,6 @@ def inner(name, *args, **kwargs):
return inner
-@_material
-def ambient_color(material):
- """
-
- :param material:
- :return: rgb value
- :rtype: tuple
-
- """
- logger.debug("material.ambient_color(%s)", material)
- diffuse = diffuse_color(material)
- return (material.ambient * diffuse[0],
- material.ambient * diffuse[1],
- material.ambient * diffuse[2])
-
-
@_material
def blending(material):
""" | true |
Other | mrdoob | three.js | d31d47352a0febb4540a26e916c26324a0189382.json | remove colorAmbient from Blender exporter | utils/exporters/blender/addons/io_three/exporter/api/mesh.py | @@ -527,7 +527,6 @@ def materials(mesh, options):
logger.info("Compiling attributes for %s", mat.name)
attributes = {
- constants.COLOR_AMBIENT: material.ambient_color(mat),
constants.COLOR_EMISSIVE: material.emissive_color(mat),
constants.SHADING: material.shading(mat),
constants.OPACITY: material.opacity(mat), | true |
Other | mrdoob | three.js | d31d47352a0febb4540a26e916c26324a0189382.json | remove colorAmbient from Blender exporter | utils/exporters/blender/addons/io_three/exporter/material.py | @@ -32,9 +32,6 @@ def _common_attributes(self):
self[constants.COLOR] = utilities.rgb2int(diffuse)
if self[constants.TYPE] != constants.THREE_BASIC:
- ambient = api.material.ambient_color(self.node)
- self[constants.AMBIENT] = utilities.rgb2int(ambient)
-
emissive = api.material.emissive_color(self.node)
self[constants.EMISSIVE] = utilities.rgb2int(emissive)
| true |
Other | mrdoob | three.js | da582107010e26768fec37ff0347431963546b59.json | Add earcut library to examples | examples/js/libs/earcut.js | @@ -0,0 +1,674 @@
+/**
+ *
+ * Earcut https://github.com/mapbox/earcut
+ *
+ * Copyright (c) 2015, Mapbox
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any purpose
+ * with or without fee is hereby granted, provided that the above copyright notice
+ * and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+ * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+ * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
+ * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
+ * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
+ * THIS SOFTWARE.
+ */
+'use strict';
+
+module.exports = earcut;
+
+function earcut(data, holeIndices, dim) {
+
+ dim = dim || 2;
+
+ var hasHoles = holeIndices && holeIndices.length,
+ outerLen = hasHoles ? holeIndices[0] * dim : data.length,
+ outerNode = filterPoints(data, linkedList(data, 0, outerLen, dim, true)),
+ triangles = [];
+
+ if (!outerNode) return triangles;
+
+ var minX, minY, maxX, maxY, x, y, size;
+
+ if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
+
+ // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
+ if (data.length > 80 * dim) {
+ minX = maxX = data[0];
+ minY = maxY = data[1];
+
+ for (var i = dim; i < outerLen; i += dim) {
+ x = data[i];
+ y = data[i + 1];
+ if (x < minX) minX = x;
+ if (y < minY) minY = y;
+ if (x > maxX) maxX = x;
+ if (y > maxY) maxY = y;
+ }
+
+ // minX, minY and size are later used to transform coords into integers for z-order calculation
+ size = Math.max(maxX - minX, maxY - minY);
+ }
+
+ earcutLinked(data, outerNode, triangles, dim, minX, minY, size);
+
+ return triangles;
+}
+
+// create a circular doubly linked list from polygon points in the specified winding order
+function linkedList(data, start, end, dim, clockwise) {
+ var sum = 0,
+ i, j, last;
+
+ // calculate original winding order of a polygon ring
+ for (i = start, j = end - dim; i < end; i += dim) {
+ sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+ j = i;
+ }
+
+ // link points into circular doubly-linked list in the specified winding order
+ if (clockwise === (sum > 0)) {
+ for (i = start; i < end; i += dim) last = insertNode(i, last);
+ } else {
+ for (i = end - dim; i >= start; i -= dim) last = insertNode(i, last);
+ }
+
+ return last;
+}
+
+// eliminate colinear or duplicate points
+function filterPoints(data, start, end) {
+ if (!start) return start;
+ if (!end) end = start;
+
+ var node = start,
+ again;
+ do {
+ again = false;
+
+ if (!node.steiner && (equals(data, node.i, node.next.i) || orient(data, node.prev.i, node.i, node.next.i) === 0)) {
+ removeNode(node);
+ node = end = node.prev;
+ if (node === node.next) return null;
+ again = true;
+
+ } else {
+ node = node.next;
+ }
+ } while (again || node !== end);
+
+ return end;
+}
+
+// main ear slicing loop which triangulates a polygon (given as a linked list)
+function earcutLinked(data, ear, triangles, dim, minX, minY, size, pass) {
+ if (!ear) return;
+
+ // interlink polygon nodes in z-order
+ if (!pass && minX !== undefined) indexCurve(data, ear, minX, minY, size);
+
+ var stop = ear,
+ prev, next;
+
+ // iterate through ears, slicing them one by one
+ while (ear.prev !== ear.next) {
+ prev = ear.prev;
+ next = ear.next;
+
+ if (isEar(data, ear, minX, minY, size)) {
+ // cut off the triangle
+ triangles.push(prev.i / dim);
+ triangles.push(ear.i / dim);
+ triangles.push(next.i / dim);
+
+ removeNode(ear);
+
+ // skipping the next vertice leads to less sliver triangles
+ ear = next.next;
+ stop = next.next;
+
+ continue;
+ }
+
+ ear = next;
+
+ // if we looped through the whole remaining polygon and can't find any more ears
+ if (ear === stop) {
+ // try filtering points and slicing again
+ if (!pass) {
+ earcutLinked(data, filterPoints(data, ear), triangles, dim, minX, minY, size, 1);
+
+ // if this didn't work, try curing all small self-intersections locally
+ } else if (pass === 1) {
+ ear = cureLocalIntersections(data, ear, triangles, dim);
+ earcutLinked(data, ear, triangles, dim, minX, minY, size, 2);
+
+ // as a last resort, try splitting the remaining polygon into two
+ } else if (pass === 2) {
+ splitEarcut(data, ear, triangles, dim, minX, minY, size);
+ }
+
+ break;
+ }
+ }
+}
+
+// check whether a polygon node forms a valid ear with adjacent nodes
+function isEar(data, ear, minX, minY, size) {
+
+ var a = ear.prev.i,
+ b = ear.i,
+ c = ear.next.i,
+
+ ax = data[a], ay = data[a + 1],
+ bx = data[b], by = data[b + 1],
+ cx = data[c], cy = data[c + 1],
+
+ abd = ax * by - ay * bx,
+ acd = ax * cy - ay * cx,
+ cbd = cx * by - cy * bx,
+ A = abd - acd - cbd;
+
+ if (A <= 0) return false; // reflex, can't be an ear
+
+ // now make sure we don't have other points inside the potential ear;
+ // the code below is a bit verbose and repetitive but this is done for performance
+
+ var cay = cy - ay,
+ acx = ax - cx,
+ aby = ay - by,
+ bax = bx - ax,
+ i, px, py, s, t, k, node;
+
+ // if we use z-order curve hashing, iterate through the curve
+ if (minX !== undefined) {
+
+ // triangle bbox; min & max are calculated like this for speed
+ var minTX = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
+ minTY = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
+ maxTX = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
+ maxTY = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy),
+
+ // z-order range for the current triangle bbox;
+ minZ = zOrder(minTX, minTY, minX, minY, size),
+ maxZ = zOrder(maxTX, maxTY, minX, minY, size);
+
+ // first look for points inside the triangle in increasing z-order
+ node = ear.nextZ;
+
+ while (node && node.z <= maxZ) {
+ i = node.i;
+ node = node.nextZ;
+ if (i === a || i === c) continue;
+
+ px = data[i];
+ py = data[i + 1];
+
+ s = cay * px + acx * py - acd;
+ if (s >= 0) {
+ t = aby * px + bax * py + abd;
+ if (t >= 0) {
+ k = A - s - t;
+ if ((k >= 0) && ((s && t) || (s && k) || (t && k))) return false;
+ }
+ }
+ }
+
+ // then look for points in decreasing z-order
+ node = ear.prevZ;
+
+ while (node && node.z >= minZ) {
+ i = node.i;
+ node = node.prevZ;
+ if (i === a || i === c) continue;
+
+ px = data[i];
+ py = data[i + 1];
+
+ s = cay * px + acx * py - acd;
+ if (s >= 0) {
+ t = aby * px + bax * py + abd;
+ if (t >= 0) {
+ k = A - s - t;
+ if ((k >= 0) && ((s && t) || (s && k) || (t && k))) return false;
+ }
+ }
+ }
+
+ // if we don't use z-order curve hash, simply iterate through all other points
+ } else {
+ node = ear.next.next;
+
+ while (node !== ear.prev) {
+ i = node.i;
+ node = node.next;
+
+ px = data[i];
+ py = data[i + 1];
+
+ s = cay * px + acx * py - acd;
+ if (s >= 0) {
+ t = aby * px + bax * py + abd;
+ if (t >= 0) {
+ k = A - s - t;
+ if ((k >= 0) && ((s && t) || (s && k) || (t && k))) return false;
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+// go through all polygon nodes and cure small local self-intersections
+function cureLocalIntersections(data, start, triangles, dim) {
+ var node = start;
+ do {
+ var a = node.prev,
+ b = node.next.next;
+
+ // a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
+ if (a.i !== b.i && intersects(data, a.i, node.i, node.next.i, b.i) &&
+ locallyInside(data, a, b) && locallyInside(data, b, a) &&
+ orient(data, a.i, node.i, b.i) && orient(data, a.i, node.next.i, b.i)) {
+
+ triangles.push(a.i / dim);
+ triangles.push(node.i / dim);
+ triangles.push(b.i / dim);
+
+ // remove two nodes involved
+ removeNode(node);
+ removeNode(node.next);
+
+ node = start = b;
+ }
+ node = node.next;
+ } while (node !== start);
+
+ return node;
+}
+
+// try splitting polygon into two and triangulate them independently
+function splitEarcut(data, start, triangles, dim, minX, minY, size) {
+ // look for a valid diagonal that divides the polygon into two
+ var a = start;
+ do {
+ var b = a.next.next;
+ while (b !== a.prev) {
+ if (a.i !== b.i && isValidDiagonal(data, a, b)) {
+ // split the polygon in two by the diagonal
+ var c = splitPolygon(a, b);
+
+ // filter colinear points around the cuts
+ a = filterPoints(data, a, a.next);
+ c = filterPoints(data, c, c.next);
+
+ // run earcut on each half
+ earcutLinked(data, a, triangles, dim, minX, minY, size);
+ earcutLinked(data, c, triangles, dim, minX, minY, size);
+ return;
+ }
+ b = b.next;
+ }
+ a = a.next;
+ } while (a !== start);
+}
+
+// link every hole into the outer loop, producing a single-ring polygon without holes
+function eliminateHoles(data, holeIndices, outerNode, dim) {
+ var queue = [],
+ i, len, start, end, list;
+
+ for (i = 0, len = holeIndices.length; i < len; i++) {
+ start = holeIndices[i] * dim;
+ end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+ list = linkedList(data, start, end, dim, false);
+ if (list === list.next) list.steiner = true;
+ list = filterPoints(data, list);
+ if (list) queue.push(getLeftmost(data, list));
+ }
+
+ queue.sort(function (a, b) {
+ return data[a.i] - data[b.i];
+ });
+
+ // process holes from left to right
+ for (i = 0; i < queue.length; i++) {
+ eliminateHole(data, queue[i], outerNode);
+ outerNode = filterPoints(data, outerNode, outerNode.next);
+ }
+
+ return outerNode;
+}
+
+// find a bridge between vertices that connects hole with an outer ring and and link it
+function eliminateHole(data, holeNode, outerNode) {
+ outerNode = findHoleBridge(data, holeNode, outerNode);
+ if (outerNode) {
+ var b = splitPolygon(outerNode, holeNode);
+ filterPoints(data, b, b.next);
+ }
+}
+
+// David Eberly's algorithm for finding a bridge between hole and outer polygon
+function findHoleBridge(data, holeNode, outerNode) {
+ var node = outerNode,
+ i = holeNode.i,
+ px = data[i],
+ py = data[i + 1],
+ qMax = -Infinity,
+ mNode, a, b;
+
+ // find a segment intersected by a ray from the hole's leftmost point to the left;
+ // segment's endpoint with lesser x will be potential connection point
+ do {
+ a = node.i;
+ b = node.next.i;
+
+ if (py <= data[a + 1] && py >= data[b + 1]) {
+ var qx = data[a] + (py - data[a + 1]) * (data[b] - data[a]) / (data[b + 1] - data[a + 1]);
+ if (qx <= px && qx > qMax) {
+ qMax = qx;
+ mNode = data[a] < data[b] ? node : node.next;
+ }
+ }
+ node = node.next;
+ } while (node !== outerNode);
+
+ if (!mNode) return null;
+
+ // look for points strictly inside the triangle of hole point, segment intersection and endpoint;
+ // if there are no points found, we have a valid connection;
+ // otherwise choose the point of the minimum angle with the ray as connection point
+
+ var bx = data[mNode.i],
+ by = data[mNode.i + 1],
+ pbd = px * by - py * bx,
+ pcd = px * py - py * qMax,
+ cpy = py - py,
+ pcx = px - qMax,
+ pby = py - by,
+ bpx = bx - px,
+ A = pbd - pcd - (qMax * by - py * bx),
+ sign = A <= 0 ? -1 : 1,
+ stop = mNode,
+ tanMin = Infinity,
+ mx, my, amx, s, t, tan;
+
+ node = mNode.next;
+
+ while (node !== stop) {
+
+ mx = data[node.i];
+ my = data[node.i + 1];
+ amx = px - mx;
+
+ if (amx >= 0 && mx >= bx) {
+ s = (cpy * mx + pcx * my - pcd) * sign;
+ if (s >= 0) {
+ t = (pby * mx + bpx * my + pbd) * sign;
+
+ if (t >= 0 && A * sign - s - t >= 0) {
+ tan = Math.abs(py - my) / amx; // tangential
+ if ((tan < tanMin || (tan === tanMin && mx > bx)) &&
+ locallyInside(data, node, holeNode)) {
+ mNode = node;
+ tanMin = tan;
+ }
+ }
+ }
+ }
+
+ node = node.next;
+ }
+
+ return mNode;
+}
+
+// interlink polygon nodes in z-order
+function indexCurve(data, start, minX, minY, size) {
+ var node = start;
+
+ do {
+ if (node.z === null) node.z = zOrder(data[node.i], data[node.i + 1], minX, minY, size);
+ node.prevZ = node.prev;
+ node.nextZ = node.next;
+ node = node.next;
+ } while (node !== start);
+
+ node.prevZ.nextZ = null;
+ node.prevZ = null;
+
+ sortLinked(node);
+}
+
+// Simon Tatham's linked list merge sort algorithm
+// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
+function sortLinked(list) {
+ var i, p, q, e, tail, numMerges, pSize, qSize,
+ inSize = 1;
+
+ do {
+ p = list;
+ list = null;
+ tail = null;
+ numMerges = 0;
+
+ while (p) {
+ numMerges++;
+ q = p;
+ pSize = 0;
+ for (i = 0; i < inSize; i++) {
+ pSize++;
+ q = q.nextZ;
+ if (!q) break;
+ }
+
+ qSize = inSize;
+
+ while (pSize > 0 || (qSize > 0 && q)) {
+
+ if (pSize === 0) {
+ e = q;
+ q = q.nextZ;
+ qSize--;
+ } else if (qSize === 0 || !q) {
+ e = p;
+ p = p.nextZ;
+ pSize--;
+ } else if (p.z <= q.z) {
+ e = p;
+ p = p.nextZ;
+ pSize--;
+ } else {
+ e = q;
+ q = q.nextZ;
+ qSize--;
+ }
+
+ if (tail) tail.nextZ = e;
+ else list = e;
+
+ e.prevZ = tail;
+ tail = e;
+ }
+
+ p = q;
+ }
+
+ tail.nextZ = null;
+ inSize *= 2;
+
+ } while (numMerges > 1);
+
+ return list;
+}
+
+// z-order of a point given coords and size of the data bounding box
+function zOrder(x, y, minX, minY, size) {
+ // coords are transformed into non-negative 15-bit integer range
+ x = 32767 * (x - minX) / size;
+ y = 32767 * (y - minY) / size;
+
+ x = (x | (x << 8)) & 0x00FF00FF;
+ x = (x | (x << 4)) & 0x0F0F0F0F;
+ x = (x | (x << 2)) & 0x33333333;
+ x = (x | (x << 1)) & 0x55555555;
+
+ y = (y | (y << 8)) & 0x00FF00FF;
+ y = (y | (y << 4)) & 0x0F0F0F0F;
+ y = (y | (y << 2)) & 0x33333333;
+ y = (y | (y << 1)) & 0x55555555;
+
+ return x | (y << 1);
+}
+
+// find the leftmost node of a polygon ring
+function getLeftmost(data, start) {
+ var node = start,
+ leftmost = start;
+ do {
+ if (data[node.i] < data[leftmost.i]) leftmost = node;
+ node = node.next;
+ } while (node !== start);
+
+ return leftmost;
+}
+
+// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
+function isValidDiagonal(data, a, b) {
+ return a.next.i !== b.i && a.prev.i !== b.i &&
+ !intersectsPolygon(data, a, a.i, b.i) &&
+ locallyInside(data, a, b) && locallyInside(data, b, a) &&
+ middleInside(data, a, a.i, b.i);
+}
+
+// winding order of triangle formed by 3 given points
+function orient(data, p, q, r) {
+ var o = (data[q + 1] - data[p + 1]) * (data[r] - data[q]) - (data[q] - data[p]) * (data[r + 1] - data[q + 1]);
+ return o > 0 ? 1 :
+ o < 0 ? -1 : 0;
+}
+
+// check if two points are equal
+function equals(data, p1, p2) {
+ return data[p1] === data[p2] && data[p1 + 1] === data[p2 + 1];
+}
+
+// check if two segments intersect
+function intersects(data, p1, q1, p2, q2) {
+ return orient(data, p1, q1, p2) !== orient(data, p1, q1, q2) &&
+ orient(data, p2, q2, p1) !== orient(data, p2, q2, q1);
+}
+
+// check if a polygon diagonal intersects any polygon segments
+function intersectsPolygon(data, start, a, b) {
+ var node = start;
+ do {
+ var p1 = node.i,
+ p2 = node.next.i;
+
+ if (p1 !== a && p2 !== a && p1 !== b && p2 !== b && intersects(data, p1, p2, a, b)) return true;
+
+ node = node.next;
+ } while (node !== start);
+
+ return false;
+}
+
+// check if a polygon diagonal is locally inside the polygon
+function locallyInside(data, a, b) {
+ return orient(data, a.prev.i, a.i, a.next.i) === -1 ?
+ orient(data, a.i, b.i, a.next.i) !== -1 && orient(data, a.i, a.prev.i, b.i) !== -1 :
+ orient(data, a.i, b.i, a.prev.i) === -1 || orient(data, a.i, a.next.i, b.i) === -1;
+}
+
+// check if the middle point of a polygon diagonal is inside the polygon
+function middleInside(data, start, a, b) {
+ var node = start,
+ inside = false,
+ px = (data[a] + data[b]) / 2,
+ py = (data[a + 1] + data[b + 1]) / 2;
+ do {
+ var p1 = node.i,
+ p2 = node.next.i;
+
+ if (((data[p1 + 1] > py) !== (data[p2 + 1] > py)) &&
+ (px < (data[p2] - data[p1]) * (py - data[p1 + 1]) / (data[p2 + 1] - data[p1 + 1]) + data[p1]))
+ inside = !inside;
+
+ node = node.next;
+ } while (node !== start);
+
+ return inside;
+}
+
+// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
+// if one belongs to the outer ring and another to a hole, it merges it into a single ring
+function splitPolygon(a, b) {
+ var a2 = new Node(a.i),
+ b2 = new Node(b.i),
+ an = a.next,
+ bp = b.prev;
+
+ a.next = b;
+ b.prev = a;
+
+ a2.next = an;
+ an.prev = a2;
+
+ b2.next = a2;
+ a2.prev = b2;
+
+ bp.next = b2;
+ b2.prev = bp;
+
+ return b2;
+}
+
+// create a node and optionally link it with previous one (in a circular doubly linked list)
+function insertNode(i, last) {
+ var node = new Node(i);
+
+ if (!last) {
+ node.prev = node;
+ node.next = node;
+
+ } else {
+ node.next = last.next;
+ node.prev = last;
+ last.next.prev = node;
+ last.next = node;
+ }
+ return node;
+}
+
+function removeNode(node) {
+ node.next.prev = node.prev;
+ node.prev.next = node.next;
+
+ if (node.prevZ) node.prevZ.nextZ = node.nextZ;
+ if (node.nextZ) node.nextZ.prevZ = node.prevZ;
+}
+
+function Node(i) {
+ // vertex coordinates
+ this.i = i;
+
+ // previous and next vertice nodes in a polygon ring
+ this.prev = null;
+ this.next = null;
+
+ // z-order curve value
+ this.z = null;
+
+ // previous and next nodes in z-order
+ this.prevZ = null;
+ this.nextZ = null;
+
+ // indicates whether this is a steiner point
+ this.steiner = false;
+} | false |
Other | mrdoob | three.js | fc1a3b24cb5c96ef4847b84aa2fe441bd2c28769.json | update support properties
transparency => opacity
remove colorAmbient, https://github.com/mrdoob/three.js/pull/7374 | utils/exporters/maya/plug-ins/threeJsFileTranslator.py | @@ -233,11 +233,10 @@ def _exportMaterial(self, mat):
"DbgName": mat.name(),
"blending": "NormalBlending",
"colorDiffuse": map(lambda i: i * mat.getDiffuseCoeff(), mat.getColor().rgb),
- "colorAmbient": mat.getAmbientColor().rgb,
"depthTest": True,
"depthWrite": True,
"shading": mat.__class__.__name__,
- "transparency": mat.getTransparency().a,
+ "opacity": mat.getTransparency().a,
"transparent": mat.getTransparency().a != 1.0,
"vertexColors": False
} | false |
Other | mrdoob | three.js | 91370c6e097227812732fc9809e272046123333b.json | Ignore empty entries in MTL files | examples/js/loaders/MTLLoader.js | @@ -311,6 +311,10 @@ THREE.MTLLoader.MaterialCreator.prototype = {
var value = mat[ prop ];
+ if ( value === '' ) {
+ continue;
+ }
+
switch ( prop.toLowerCase() ) {
// Ns is material specular exponent | false |
Other | mrdoob | three.js | 3b10641e4c87531725a28e0edb5173a472577839.json | add addExtension method | examples/js/loaders/3MFLoader.js | @@ -1,16 +1,7 @@
-THREE.ThreeMFLoader = function ( manager, extensions ) {
+THREE.ThreeMFLoader = function ( manager ) {
- if ( manager instanceof Array ) {
-
- this.manager = THREE.DefaultLoadingManager;
- this.availableExtensions = manager;
-
- } else {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- this.availableExtensions = extensions || [];
-
- }
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ this.availableExtensions = [];
};
@@ -151,8 +142,6 @@ THREE.ThreeMFLoader.prototype = {
var texturesPartName = texturesPartNames[ i ];
texturesParts[ texturesPartName ] = zip.file( texturesPartName ).asBinary();
- //var img = document.createElement('img');
- //img.src = 'data:image/png;,' + btoa(texturesParts[ texturesPartName ]);
}
@@ -235,11 +224,11 @@ THREE.ThreeMFLoader.prototype = {
meshData[ 'vertices' ] = new Float32Array( vertices.length );
- for ( var i = 0; i < vertices.length; i++ ) {
+ for ( var i = 0; i < vertices.length; i++ ) {
- meshData[ 'vertices' ][ i ] = vertices[ i ];
+ meshData[ 'vertices' ][ i ] = vertices[ i ];
- }
+ }
var triangleProperties = [];
var triangles = [];
@@ -294,11 +283,11 @@ THREE.ThreeMFLoader.prototype = {
meshData[ 'triangleProperties' ] = triangleProperties;
meshData[ 'triangles' ] = new Uint32Array( triangles.length );
- for ( var i = 0; i < triangles.length; i++ ) {
+ for ( var i = 0; i < triangles.length; i++ ) {
- meshData[ 'triangles' ][ i ] = triangles[ i ];
+ meshData[ 'triangles' ][ i ] = triangles[ i ];
- }
+ }
return meshData;
@@ -385,9 +374,7 @@ THREE.ThreeMFLoader.prototype = {
function parseResourcesNode( resourcesNode ) {
var resourcesData = {};
-
var geometry, material;
-
var basematerialsNode = resourcesNode.querySelector( 'basematerials' );
if ( basematerialsNode ) {
@@ -417,6 +404,7 @@ THREE.ThreeMFLoader.prototype = {
var itemNodes = buildNode.querySelectorAll( 'item' );
for ( var i = 0; i < itemNodes.length; i++ ) {
+
var itemNode = itemNodes[ i ];
var buildItem = {
objectid: itemNode.getAttribute( 'objectid' )
@@ -598,6 +586,7 @@ THREE.ThreeMFLoader.prototype = {
}
return group;
+
}
var data3mf = loadDocument( data );
@@ -607,4 +596,10 @@ THREE.ThreeMFLoader.prototype = {
},
+ addExtension: function( extension ) {
+
+ this.availableExtensions.push( extension );
+
+ }
+
}; | false |
Other | mrdoob | three.js | 991b8fa7c3a1303df69fa8c447e4d021f06751a8.json | return this on copy | src/lights/LightShadow.js | @@ -29,6 +29,8 @@ THREE.LightShadow.prototype = {
this.mapSize.copy( source.mapSize );
+ return this;
+
},
clone: function () { | false |
Other | mrdoob | three.js | 635b3e274d097244ae2c0e9e021e2e07f851bcde.json | Fix bower.json ignores | bower.json | @@ -14,13 +14,13 @@
"ignore": [
"**/.*",
"*.md",
- "docs",
- "editor",
- "examples/*",
- "!examples/js",
- "src",
- "test",
- "utils",
- "LICENSE"
+ "/docs",
+ "/editor",
+ "/examples/*",
+ "!/examples/js",
+ "/src",
+ "/test",
+ "/utils",
+ "/LICENSE"
]
} | false |
Other | mrdoob | three.js | 447d4fcce879e0570721ed5e7aa784b65b4f3625.json | convert whitespaces into tab | examples/webgl_loader_fbx.html | @@ -31,9 +31,9 @@
<script src="../build/three.min.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
+ <script src="js/controls/OrbitControls.js"></script>
- <script src="js/loaders/FBXLoader.js"></script>
+ <script src="js/loaders/FBXLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
@@ -45,9 +45,9 @@
var container, stats, controls;
var camera, scene, renderer;
- var clock = new THREE.Clock();
+ var clock = new THREE.Clock();
- var mixers = [];
+ var mixers = [];
init();
@@ -61,7 +61,7 @@
scene = new THREE.Scene();
- //////////////////////////////////////////////////////////////
+ //////////////////////////////////////////////////////////////
// Grid
var size = 14, step = 1;
@@ -82,19 +82,19 @@
var line = new THREE.LineSegments( geometry, material );
scene.add( line );
- //////////////////////////////////////////////////////////////
+ //////////////////////////////////////////////////////////////
// Lights
- scene.add( new THREE.AmbientLight( 0xcccccc ) );
+ scene.add( new THREE.AmbientLight( 0xcccccc ) );
- //////////////////////////////////////////////////////////////
- // stats
+ //////////////////////////////////////////////////////////////
+ // stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
+ container.appendChild( stats.domElement );
- //////////////////////////////////////////////////////////////
+ //////////////////////////////////////////////////////////////
// model
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
@@ -113,7 +113,7 @@
var onError = function ( xhr ) {
};
- var loader = new THREE.FBXLoader( manager );
+ var loader = new THREE.FBXLoader( manager );
loader.load( 'models/fbx/xsi_man_skinning.fbx', function ( object ) {
object.traverse( function ( child ) {
@@ -122,47 +122,47 @@
// pass
- }
+ }
if ( child instanceof THREE.SkinnedMesh ) {
- if ( child.geometry.animations !== undefined || child.geometry.morphAnimations !== undefined ) {
+ if ( child.geometry.animations !== undefined || child.geometry.morphAnimations !== undefined ) {
- child.mixer = new THREE.AnimationMixer( child );
- mixers.push( child.mixer );
+ child.mixer = new THREE.AnimationMixer( child );
+ mixers.push( child.mixer );
- var action = child.mixer.clipAction( child.geometry.animations[0] );
- action.play();
+ var action = child.mixer.clipAction( child.geometry.animations[0] );
+ action.play();
- }
+ }
- }
+ }
} );
- scene.add( object );
+ scene.add( object );
- }, onProgress, onError );
+ }, onProgress, onError );
- //////////////////////////////////////////////////////////////
+ //////////////////////////////////////////////////////////////
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
+ renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000 );
- container.appendChild( renderer.domElement );
+ container.appendChild( renderer.domElement );
- //////////////////////////////////////////////////////////////
- // controls, camera
- controls = new THREE.OrbitControls( camera, renderer.domElement );
- controls.target.set( 0, 12, 0 );
+ //////////////////////////////////////////////////////////////
+ // controls, camera
+ controls = new THREE.OrbitControls( camera, renderer.domElement );
+ controls.target.set( 0, 12, 0 );
camera.position.set( 2, 18, 28 );
camera.lookAt( new THREE.Vector3( 0, 15, 0 ) );
window.addEventListener( 'resize', onWindowResize, false );
- animate();
+ animate();
}
function onWindowResize() {
@@ -175,20 +175,20 @@
}
//
- function animate() {
+ function animate() {
- requestAnimationFrame( animate );
+ requestAnimationFrame( animate );
- if( mixers.length > 0 ){
- for ( var i=0; i < mixers.length; i++ ){
- mixers[i].update( clock.getDelta() );
+ if( mixers.length > 0 ){
+ for ( var i=0; i < mixers.length; i++ ){
+ mixers[i].update( clock.getDelta() );
- }
+ }
- }
+ }
controls.update();
- stats.update();
+ stats.update();
render();
} | false |
Other | mrdoob | three.js | 720bb21c91b3b964d1bd58a23a6cf3bc6aead903.json | fix abc to abs | examples/js/nodes/math/Math1Node.js | @@ -30,7 +30,7 @@ THREE.Math1Node.TAN = 'tan';
THREE.Math1Node.ASIN = 'asin';
THREE.Math1Node.ACOS = 'acos';
THREE.Math1Node.ARCTAN = 'atan';
-THREE.Math1Node.ABS = 'abc';
+THREE.Math1Node.ABS = 'abs';
THREE.Math1Node.SIGN = 'sign';
THREE.Math1Node.LENGTH = 'length';
THREE.Math1Node.NEGATE = 'negate'; | false |
Other | mrdoob | three.js | 0c52b0c1887b21b2ad8af5f0bb6bda99bc455d90.json | fix mod function | examples/js/nodes/math/Math2Node.js | @@ -79,7 +79,7 @@ THREE.Math2Node.prototype.generate = function( builder, output ) {
case THREE.Math2Node.MIN:
case THREE.Math2Node.MAX:
- case THREE.Math2Node.MODULO:
+ case THREE.Math2Node.MOD:
a = this.a.build( builder, type );
b = this.b.build( builder, bl == 1 ? 'fv1' : type );
break; | false |
Other | mrdoob | three.js | 0e1a70097f027a536c0d51a4c1cb808093459e8a.json | Give unified name to VMD Animation | examples/js/loaders/MMDLoader.js | @@ -221,13 +221,13 @@ THREE.MMDLoader.prototype.mergeVmds = function ( vmds ) {
};
-THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd ) {
+THREE.MMDLoader.prototype.pourVmdIntoModel = function ( mesh, vmd, name ) {
- this.createAnimation( mesh, vmd );
+ this.createAnimation( mesh, vmd, name );
};
-THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd ) {
+THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd, name ) {
var helper = new THREE.MMDLoader.DataCreationHelper();
@@ -295,7 +295,7 @@ THREE.MMDLoader.prototype.pourVmdIntoCamera = function ( camera, vmd ) {
}
- camera.animations.push( new THREE.AnimationClip( 'cameraAnimation', -1, tracks ) );
+ camera.animations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name, -1, tracks ) );
};
@@ -2598,7 +2598,7 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
};
-THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd ) {
+THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd, name ) {
var scope = this;
@@ -2610,7 +2610,7 @@ THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd ) {
var orderedMotions = helper.createOrderedMotionArrays( bones, vmd.motions, 'boneName' );
var animation = {
- name: 'Action',
+ name: name === undefined ? THREE.Math.generateUUID() : name,
fps: 30,
length: 0.0,
hierarchy: []
@@ -2746,7 +2746,7 @@ THREE.MMDLoader.prototype.createAnimation = function ( mesh, vmd ) {
}
- mesh.geometry.morphAnimations.push( new THREE.AnimationClip( 'morphAnimation', -1, tracks ) );
+ mesh.geometry.morphAnimations.push( new THREE.AnimationClip( name === undefined ? THREE.Math.generateUUID() : name + 'Morph', -1, tracks ) );
};
@@ -4039,13 +4039,33 @@ THREE.MMDHelper.prototype = {
if ( mesh.geometry.animations !== undefined ) {
- mesh.mixer.clipAction( mesh.geometry.animations[ 0 ] ).play();
+ for ( var i = 0; i < mesh.geometry.animations.length; i++ ) {
+
+ var action = mesh.mixer.clipAction( mesh.geometry.animations[ i ] );
+
+ if ( i === 0 ) {
+
+ action.play();
+
+ }
+
+ }
}
if ( mesh.geometry.morphAnimations !== undefined ) {
- mesh.mixer.clipAction( mesh.geometry.morphAnimations[ 0 ] ).play() ;
+ for ( var i = 0; i < mesh.geometry.morphAnimations.length; i++ ) {
+
+ var action = mesh.mixer.clipAction( mesh.geometry.morphAnimations[ i ] );
+
+ if ( i === 0 ) {
+
+ action.play();
+
+ }
+
+ }
}
| false |
Other | mrdoob | three.js | 0fe5f5e49aa85056d89ead51e299a269fe3a4f06.json | fix alert name | examples/js/nodes/utils/NormalMapNode.js | @@ -34,7 +34,7 @@ THREE.NormalMapNode.prototype.generate = function( builder, output ) {
}
else {
- console.warn( "THREE.NormalMap is not compatible with " + builder.shader + " shader." );
+ console.warn( "THREE.NormalMapNode is not compatible with " + builder.shader + " shader." );
return builder.format( 'vec3( 0.0 )', this.type, output );
| false |
Other | mrdoob | three.js | 43b81cc674c342a6da127675d6516c98c012eab6.json | Clarify .clone() action | docs/api/core/Geometry.html | @@ -278,6 +278,8 @@ <h3>[method:Geometry clone]()</h3>
<div>
Creates a new clone of the Geometry.
</div>
+
+ <div>This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.</div>
<h3>[method:null dispose]()</h3>
<div> | false |
Other | mrdoob | three.js | 80bfa452412ab24774c9268fb3f71fa9408586cc.json | Mover Vector3 legacy code. | src/Three.Legacy.js | @@ -26,6 +26,41 @@ Object.defineProperties( THREE.Box3.prototype, {
}
} );
+//
+
+Object.defineProperties( THREE.Vector3.prototype, {
+ setEulerFromRotationMatrix: {
+ value: function () {
+ console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+ }
+ },
+ setEulerFromQuaternion: {
+ value: function () {
+ console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+ }
+ },
+ getPositionFromMatrix: {
+ value: function ( m ) {
+ console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+ return this.setFromMatrixPosition( m );
+ }
+ },
+ getScaleFromMatrix: {
+ value: function ( m ) {
+ console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+ return this.setFromMatrixScale( m );
+ }
+ },
+ getColumnFromMatrix: {
+ value: function ( index, matrix ) {
+ console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+ return this.setFromMatrixColumn( index, matrix );
+ }
+ }
+} );
+
+//
+
Object.defineProperties( THREE.Light.prototype, {
onlyShadow: {
set: function ( value ) { | true |
Other | mrdoob | three.js | 80bfa452412ab24774c9268fb3f71fa9408586cc.json | Mover Vector3 legacy code. | src/math/Vector3.js | @@ -679,42 +679,6 @@ THREE.Vector3.prototype = {
},
- setEulerFromRotationMatrix: function ( m, order ) {
-
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
-
- },
-
- setEulerFromQuaternion: function ( q, order ) {
-
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
-
- },
-
- getPositionFromMatrix: function ( m ) {
-
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
-
- return this.setFromMatrixPosition( m );
-
- },
-
- getScaleFromMatrix: function ( m ) {
-
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
-
- return this.setFromMatrixScale( m );
-
- },
-
- getColumnFromMatrix: function ( index, matrix ) {
-
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
-
- return this.setFromMatrixColumn( index, matrix );
-
- },
-
setFromMatrixPosition: function ( m ) {
this.x = m.elements[ 12 ]; | true |
Other | mrdoob | three.js | 2321132bf8fccb1b93e7df1053352191810b31db.json | build three.js with CinematicCamera | build/three.js | @@ -17126,7 +17126,7 @@ THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
* @author mrdoob / http://mrdoob.com/
* @author greggman / http://games.greggman.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
- * @author kaypikun
+ * @author kaypiKun
*/
//Inheriting PerspectiveCamera | true |
Other | mrdoob | three.js | 2321132bf8fccb1b93e7df1053352191810b31db.json | build three.js with CinematicCamera | src/cameras/CinematicCamera.js | @@ -2,7 +2,7 @@
* @author mrdoob / http://mrdoob.com/
* @author greggman / http://games.greggman.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
- * @author kaypikun
+ * @author kaypiKun
*/
//Inheriting PerspectiveCamera | true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderChunk/common.glsl | @@ -31,16 +31,16 @@ struct GeometricContext {
};
-vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
+vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
- return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );
+ return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
-vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
+vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
- return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
+ return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
}
| true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl | @@ -14,13 +14,15 @@ varying vec3 vViewPosition;
struct BlinnPhongMaterial {
+
vec3 diffuseColor;
vec3 specularColor;
float specularShininess;
float specularStrength;
+
};
-void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
+void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
@@ -31,13 +33,13 @@ void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, cons
}
-void BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
+void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
}
-#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight
-#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight
+#define RE_Direct RE_Direct_BlinnPhong
+#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
-#define Material_LightProbeLOD( material ) (0)
+#define Material_LightProbeLOD( material ) (0) | true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl | @@ -3,9 +3,3 @@
varying vec3 vWorldPosition;
#endif
-
-#if NUM_POINT_LIGHTS > 0
-
- uniform vec3 pointLightPosition[ NUM_POINT_LIGHTS ];
-
-#endif | true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl | @@ -1,4 +1,4 @@
-PhysicalMaterial material;
+StandardMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
-material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); // disney's remapping of [ 0, 1 ] roughness to [ 0.04, 1 ]
+material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor ); | true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl | @@ -1,36 +1,37 @@
-struct PhysicalMaterial {
+struct StandardMaterial {
+
vec3 diffuseColor;
float specularRoughness;
vec3 specularColor;
- float clearCoatWeight;
- float clearCoatRoughness;
+
};
-void PhysicalMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
+void RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
vec3 irradiance = dotNL * PI * directLight.color; // punctual light
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
+
reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
}
-void PhysicalMaterial_RE_DiffuseIndirectLight( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
+void RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
}
-void PhysicalMaterial_RE_SpecularIndirectLight( const in vec3 radiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
+void RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
}
-#define Material_RE_DirectLight PhysicalMaterial_RE_DirectLight
-#define Material_RE_IndirectDiffuseLight PhysicalMaterial_RE_DiffuseIndirectLight
-#define Material_RE_IndirectSpecularLight PhysicalMaterial_RE_SpecularIndirectLight
+#define RE_Direct RE_Direct_Standard
+#define RE_IndirectDiffuse RE_IndirectDiffuse_Standard
+#define RE_IndirectSpecular RE_IndirectSpecular_Standard
#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness ) | true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderChunk/lights_template.glsl | @@ -3,8 +3,8 @@
// for specific lighting scenarios.
//
// Instructions for use:
-// - Ensure that both Material_RE_DirectLight, Material_RE_IndirectDiffuseLight and Material_RE_IndirectSpecularLight are defined
-// - If you have defined a Material_RE_IndirectSpecularLight, you need to also provide a Material_LightProbeLOD.
+// - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
+// - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
// - Create a material parameter that is to be passed as the third parameter to your lighting functions.
//
// TODO:
@@ -14,11 +14,12 @@
//
GeometricContext geometry;
-geometry.position = -vViewPosition;
+
+geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = normalize( vViewPosition );
-#if ( NUM_POINT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
+#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
@@ -36,13 +37,13 @@ geometry.viewDir = normalize( vViewPosition );
}
#endif
- Material_RE_DirectLight( directLight, geometry, material, reflectedLight );
+ RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
-#if ( NUM_SPOT_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
+#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
@@ -60,13 +61,13 @@ geometry.viewDir = normalize( vViewPosition );
}
#endif
- Material_RE_DirectLight( directLight, geometry, material, reflectedLight );
+ RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
-#if ( NUM_DIR_LIGHTS > 0 ) && defined( Material_RE_DirectLight )
+#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
@@ -84,29 +85,29 @@ geometry.viewDir = normalize( vViewPosition );
}
#endif
- Material_RE_DirectLight( directLight, geometry, material, reflectedLight );
+ RE_Direct( directLight, geometry, material, reflectedLight );
}
#endif
-#if defined( Material_RE_IndirectDiffuseLight )
+#if defined( RE_IndirectDiffuse )
{
- vec3 indirectDiffuseIrradiance = getAmbientLightIrradiance( ambientLightColor );
+ vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
#ifdef USE_LIGHTMAP
- indirectDiffuseIrradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
+ irradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
#endif
#if ( NUM_HEMI_LIGHTS > 0 )
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
- indirectDiffuseIrradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
+ irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
}
@@ -115,24 +116,24 @@ geometry.viewDir = normalize( vViewPosition );
// #if defined( USE_ENVMAP ) && defined( STANDARD )
// TODO, replace 8 with the real maxMIPLevel
- // indirectDiffuseIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); // comment out until seams are fixed
+ // irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); // comment out until seams are fixed
// #endif
- Material_RE_IndirectDiffuseLight( indirectDiffuseIrradiance, geometry, material, reflectedLight );
+ RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
}
#endif
-#if defined( USE_ENVMAP ) && defined( Material_RE_IndirectSpecularLight )
+#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
{
// TODO, replace 8 with the real maxMIPLevel
- vec3 indirectSpecularRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
+ vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
- Material_RE_IndirectSpecularLight( indirectSpecularRadiance, geometry, material, reflectedLight );
+ RE_IndirectSpecular( radiance, geometry, material, reflectedLight );
}
| true |
Other | mrdoob | three.js | f757eaf28fd8cf6726d1a92d694645c131cd0d36.json | Shader Clean Up | src/renderers/shaders/ShaderLib.js | @@ -452,7 +452,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "uv2_pars_vertex" ],
THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_phong_pars_vertex" ], // use phong chunk for now
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
@@ -489,7 +488,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_phong_vertex" ], // use phong chunk for now
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}" | true |
Other | mrdoob | three.js | ec6b4b4dd53615f66e1c50d4ebd44e6e2d35144f.json | remove lodash dependency | package.json | @@ -31,7 +31,6 @@
"devDependencies": {
"argparse": "^1.0.3",
"jscs": "^1.13.1",
- "lodash": "^3.10.0",
"uglify-js": "^2.6.0"
}
} | true |
Other | mrdoob | three.js | ec6b4b4dd53615f66e1c50d4ebd44e6e2d35144f.json | remove lodash dependency | test/unit/unittests_three.html | @@ -7,7 +7,6 @@
</head>
<body>
<div id="qunit"></div>
- <script src="../../node_modules/lodash/index.js"></script>
<script src="qunit-1.18.0.js"></script>
<script src="qunit-utils.js"></script>
<script src="SmartComparer.js"></script> | true |
Other | mrdoob | three.js | 244b9529cb2a037f831f32ac0c0496916b2192ad.json | add test to html file | test/unit/unittests_three.html | @@ -28,6 +28,7 @@
<script src="core/InterleavedBuffer.js"></script>
<script src="core/InterleavedBufferAttribute.js"></script>
+ <script src="core/Raycaster.js"></script>
<script src="core/Face3.js"></script>
<script src="core/Geometry.js"></script>
<script src="core/BufferAttribute.js"></script> | false |
Other | mrdoob | three.js | 7961f3a999a330276ff55e4183765cd31c07f345.json | add unit tests for raycaster | test/unit/core/Raycaster.js | @@ -0,0 +1,105 @@
+/**
+ * @author simonThiele / https://github.com/simonThiele
+ */
+
+module( "Raycaster" );
+
+test( "intersectObjects", function() {
+ var raycaster = getRaycaster();
+ var objectsToCheck = getObjectsToCheck();
+
+ ok ( raycaster.intersectObjects(objectsToCheck).length === 1,
+ "no recursive search should lead to one hit" );
+
+ ok ( raycaster.intersectObjects(objectsToCheck, true).length === 3,
+ "recursive search should lead to two hits" );
+
+ var intersections = raycaster.intersectObjects(objectsToCheck, true);
+ for (var i = 0; i < intersections.length - 1; i++) {
+ ok( intersections[i].distance <= intersections[i + 1].distance, "intersections are sorted" );
+ }
+});
+
+test( "intersectObject", function() {
+ var raycaster = getRaycaster();
+ var objectsToCheck = getObjectsToCheck();
+
+ ok ( raycaster.intersectObject(objectsToCheck[0]).length === 1,
+ "no recursive search should lead to one hit" );
+
+ ok ( raycaster.intersectObject(objectsToCheck[0], true).length === 3,
+ "recursive search should lead to two hits" );
+
+ var intersections = raycaster.intersectObject(objectsToCheck[0], true);
+ for (var i = 0; i < intersections.length - 1; i++) {
+ ok( intersections[i].distance <= intersections[i + 1].distance, "intersections are sorted" );
+ }
+});
+
+test( "setFromCamera", function() {
+ var raycaster = new THREE.Raycaster();
+ var rayDirection = raycaster.ray.direction;
+ var camera = new THREE.PerspectiveCamera( 90, 1, 1, 1000 );
+
+ raycaster.setFromCamera( { x : 0, y: 0 }, camera );
+ ok( rayDirection.x === 0, rayDirection.y === 0, rayDirection.z === -1,
+ "camera is looking straight to -z and so does the ray in the middle of the screen" );
+
+ var step = 0.1;
+ for (var x = -1; x <= 1; x+=step) {
+ for (var y = -1; y <= 1; y+=step) {
+ raycaster.setFromCamera( { x, y }, camera );
+ var refVector = new THREE.Vector3(x, y, -1).normalize();
+ checkRayDirectionAgainstReferenceVector(rayDirection, refVector);
+ }
+ }
+});
+
+function checkRayDirectionAgainstReferenceVector(rayDirection, refVector) {
+ ok( refVector.x - rayDirection.x <= Number.EPSILON &&
+ refVector.y - rayDirection.y <= Number.EPSILON &&
+ refVector.z - rayDirection.z <= Number.EPSILON,
+ "camera is pointing to the same direction as expected" );
+}
+
+function getRaycaster() {
+ return raycaster = new THREE.Raycaster(
+ new THREE.Vector3( 0, 0, 0 ),
+ new THREE.Vector3( 0, 0, -1 ),
+ 1,
+ 100
+ );
+}
+
+function getObjectsToCheck() {
+ var objects = [];
+
+ var sphere1 = getSphere();
+ sphere1.position.set(0, 0, -10);
+ sphere1.name = 1;
+ objects.push(sphere1);
+
+ var sphere11 = getSphere();
+ sphere11.position.set(0, 0, 1);
+ sphere11.name = 11;
+ sphere1.add(sphere11);
+
+ var sphere12 = getSphere();
+ sphere12.position.set(0, 0, -1);
+ sphere12.name = 12;
+ sphere1.add(sphere12);
+
+ var sphere2 = getSphere();
+ sphere2.position.set(-5, 0, -5);
+ sphere2.name = 2;
+ objects.push(sphere2);
+
+ for (var i = 0; i < objects.length; i++) {
+ objects[i].updateMatrixWorld();
+ }
+ return objects;
+}
+
+function getSphere() {
+ return new THREE.Mesh(new THREE.SphereGeometry(1, 100, 100));
+} | false |
Other | mrdoob | three.js | 1ac1fa92d6c3f8db60b98eb5ceee7adc7d3af359.json | add test to html file | test/unit/unittests_three.html | @@ -28,6 +28,7 @@
<script src="core/InterleavedBuffer.js"></script>
<script src="core/InterleavedBufferAttribute.js"></script>
+ <script src="core/Face3.js"></script>
<script src="core/Geometry.js"></script>
<script src="core/BufferAttribute.js"></script>
<script src="core/BufferGeometry.js"></script> | false |
Other | mrdoob | three.js | 0e886bf700f880b25f956eda49150fb8c384e5aa.json | add unit test for face3 | test/unit/core/Face3.js | @@ -0,0 +1,58 @@
+/**
+ * @author simonThiele / https://github.com/simonThiele
+ */
+
+module( "Face3" );
+
+test( "copy", function() {
+ var instance = new THREE.Face3(0, 1, 2, new THREE.Vector3(0, 1, 0), new THREE.Color(0.25, 0.5, 0.75), 2);
+ var copiedInstance = instance.copy(instance);
+
+ checkCopy(copiedInstance);
+ checkVertexAndColors(copiedInstance);
+});
+
+test( "copy", function() {
+ var instance = new THREE.Face3(0, 1, 2,
+ [new THREE.Vector3(0, 1, 0), new THREE.Vector3(1, 0, 1)],
+ [new THREE.Color(0.25, 0.5, 0.75), new THREE.Color(1, 0, 0.4)],
+ 2);
+ var copiedInstance = instance.copy(instance);
+
+ checkCopy(copiedInstance);
+ checkVertexAndColorArrays(copiedInstance);
+});
+
+test( "clone", function() {
+ var instance = new THREE.Face3(0, 1, 2, new THREE.Vector3(0, 1, 0), new THREE.Color(0.25, 0.5, 0.75), 2);
+ var copiedInstance = instance.clone();
+
+ checkCopy(copiedInstance);
+ checkVertexAndColors(copiedInstance);
+});
+
+function checkCopy(copiedInstance) {
+ ok( copiedInstance instanceof THREE.Face3, "copy created the correct type" );
+ ok(
+ copiedInstance.a === 0 &&
+ copiedInstance.b === 1 &&
+ copiedInstance.c === 2 &&
+ copiedInstance.materialIndex === 2
+ ,"properties where copied" );
+}
+
+function checkVertexAndColors(copiedInstance) {
+ ok(
+ copiedInstance.normal.x === 0 && copiedInstance.normal.y === 1 && copiedInstance.normal.z === 0 &&
+ copiedInstance.color.r === 0.25 && copiedInstance.color.g === 0.5 && copiedInstance.color.b === 0.75
+ ,"properties where copied" );
+}
+
+function checkVertexAndColorArrays(copiedInstance) {
+ ok(
+ copiedInstance.vertexNormals[0].x === 0 && copiedInstance.vertexNormals[0].y === 1 && copiedInstance.vertexNormals[0].z === 0 &&
+ copiedInstance.vertexNormals[1].x === 1 && copiedInstance.vertexNormals[1].y === 0 && copiedInstance.vertexNormals[1].z === 1 &&
+ copiedInstance.vertexColors[0].r === 0.25 && copiedInstance.vertexColors[0].g === 0.5 && copiedInstance.vertexColors[0].b === 0.75 &&
+ copiedInstance.vertexColors[1].r === 1 && copiedInstance.vertexColors[1].g === 0 && copiedInstance.vertexColors[1].b === 0.4
+ ,"properties where copied" );
+} | false |
Other | mrdoob | three.js | 97374fdcbbd34e07cfb949ee8108ae03cc17fc68.json | add spacings to InterleavedBuffer | test/unit/core/InterleavedBuffer.js | @@ -4,10 +4,10 @@
module( "InterleavedBuffer" );
-function checkInstanceAgainstCopy(instance, copiedInstance) {
+function checkInstanceAgainstCopy( instance, copiedInstance ) {
ok( copiedInstance instanceof THREE.InterleavedBuffer, "the clone has the correct type" );
- for (var i = 0; i < instance.array.length; i++) {
+ for ( var i = 0; i < instance.array.length; i++ ) {
ok( copiedInstance.array[i] === instance.array[i], "array was copied" );
}
| false |
Other | mrdoob | three.js | 41789c1aef9c89a01af1a74b41346de103b03a93.json | add spacings to InstancedBufferGeometry | test/unit/core/InstancedBufferGeometry.js | @@ -7,8 +7,10 @@ module( "InstancedBufferGeometry" );
function createClonableMock() {
return {
callCount: 0,
+
clone: function() {
this.callCount++;
+
return this;
}
}
@@ -23,13 +25,13 @@ test( "copy", function() {
var instance = new THREE.InstancedBufferGeometry();
- instance.addGroup(0, 10, instanceMock1);
- instance.addGroup(10, 5, instanceMock2);
- instance.setIndex(indexMock);
- instance.addAttribute('attributeMock1', attributeMock1);
- instance.addAttribute('attributeMock2', attributeMock2);
+ instance.addGroup( 0, 10, instanceMock1 );
+ instance.addGroup( 10, 5, instanceMock2 );
+ instance.setIndex( indexMock );
+ instance.addAttribute( 'attributeMock1', attributeMock1 );
+ instance.addAttribute( 'attributeMock2', attributeMock2 );
- var copiedInstance = instance.copy(instance);
+ var copiedInstance = instance.copy( instance );
ok( copiedInstance instanceof THREE.InstancedBufferGeometry, "the clone has the correct type" );
| false |
Other | mrdoob | three.js | 2ac769af22f3f0c74b212a67ec977c2b20c46cc0.json | add spacings to InstancedBufferAttribute | test/unit/core/InstancedBufferAttribute.js | @@ -14,9 +14,9 @@ test( "can be created", function() {
});
test( "copy", function() {
- var array = new Float32Array([1, 2, 3, 7, 8, 9]);
- var instance = new THREE.InstancedBufferAttribute(array, 2, 123);
- var copiedInstance = instance.copy(instance);
+ var array = new Float32Array( [1, 2, 3, 7, 8, 9] );
+ var instance = new THREE.InstancedBufferAttribute( array, 2, 123 );
+ var copiedInstance = instance.copy( instance );
ok( copiedInstance instanceof THREE.InstancedBufferAttribute, "the clone has the correct type" );
ok( copiedInstance.itemSize === 2, "itemSize was copied" ); | false |
Other | mrdoob | three.js | 7db944e26fcff4c522fd3170d0320ec5e43e6a14.json | add tests to html | test/unit/unittests_three.html | @@ -28,6 +28,7 @@
<script src="core/InterleavedBuffer.js"></script>
<script src="core/InterleavedBufferAttribute.js"></script>
+ <script src="core/Geometry.js"></script>
<script src="core/BufferAttribute.js"></script>
<script src="core/BufferGeometry.js"></script>
<script src="core/Clock.js"></script> | false |
Other | mrdoob | three.js | 5bf7d23f30e21caf0da337e3e84edd71c868e6ba.json | add first bunch of unit tests for geometry | test/unit/core/Geometry.js | @@ -0,0 +1,107 @@
+/**
+ * @author simonThiele / https://github.com/simonThiele
+ */
+
+module( "Geometry" );
+
+test( "rotateX", function() {
+ var geometry = getGeometry();
+
+ var matrix = new THREE.Matrix4();
+ matrix.makeRotationX( Math.PI / 2 ); // 90 degree
+
+ geometry.applyMatrix( matrix );
+
+ var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2];
+ ok ( v0.x === -0.5 && v0.y === 0 && v0.z === 0, "first vertex was rotated" );
+ ok ( v1.x === 0.5 && v1.y === 0 && v1.z === 0, "second vertex was rotated" );
+ ok ( v2.x === 0 && v2.y < Number.EPSILON && v2.z === 1, "third vertex was rotated" );
+});
+
+
+test( "rotateY", function() {
+ var geometry = getGeometry();
+
+ var matrix = new THREE.Matrix4();
+ matrix.makeRotationY( Math.PI ); // 180 degrees
+
+ geometry.applyMatrix( matrix );
+
+ var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2];
+ ok ( v0.x === 0.5 && v0.y === 0 && v0.z < Number.EPSILON, "first vertex was rotated" );
+ ok ( v1.x === -0.5 && v1.y === 0 && v1.z < Number.EPSILON, "second vertex was rotated" );
+ ok ( v2.x === 0 && v2.y === 1 && v2.z === 0, "third vertex was rotated" );
+});
+
+test( "rotateZ", function() {
+ var geometry = getGeometry();
+
+ var matrix = new THREE.Matrix4();
+ matrix.makeRotationZ( Math.PI / 2 * 3 ); // 270 degrees
+
+ geometry.applyMatrix( matrix );
+
+ var v0 = geometry.vertices[0], v1 = geometry.vertices[1], v2 = geometry.vertices[2];
+ ok ( v0.x < Number.EPSILON && v0.y === 0.5 && v0.z === 0, "first vertex was rotated" );
+ ok ( v1.x < Number.EPSILON && v1.y === -0.5 && v1.z === 0, "second vertex was rotated" );
+ ok ( v2.x === 1 && v2.y < Number.EPSILON && v2.z === 0, "third vertex was rotated" );
+});
+
+test( "fromBufferGeometry", function() {
+ var bufferGeometry = new THREE.BufferGeometry();
+ bufferGeometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9]), 3));
+ bufferGeometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array([0, 0, 0, 0.5, 0.5, 0.5, 1, 1, 1]), 3));
+ bufferGeometry.addAttribute('normal', new THREE.BufferAttribute(new Float32Array([0, 1, 0, 1, 0, 1, 1, 1, 0]), 3));
+ bufferGeometry.addAttribute('uv', new THREE.BufferAttribute(new Float32Array([0, 0, 0, 1, 1, 1]), 2));
+ bufferGeometry.addAttribute('uv2', new THREE.BufferAttribute(new Float32Array([0, 0, 0, 1, 1, 1]), 2));
+
+ var geometry = new THREE.Geometry().fromBufferGeometry(bufferGeometry);
+
+ var colors = geometry.colors;
+ ok (
+ colors[0].r === 0 && colors[0].g === 0 && colors[0].b === 0 &&
+ colors[1].r === 0.5 && colors[1].g === 0.5 && colors[1].b === 0.5 &&
+ colors[2].r === 1 && colors[2].g === 1 && colors[2].b === 1
+ , "colors were created well" );
+
+ var vertices = geometry.vertices;
+ ok (
+ vertices[0].x === 1 && vertices[0].y === 2 && vertices[0].z === 3 &&
+ vertices[1].x === 4 && vertices[1].y === 5 && vertices[1].z === 6 &&
+ vertices[2].x === 7 && vertices[2].y === 8 && vertices[2].z === 9
+ , "vertices were created well" );
+
+ var vNormals = geometry.faces[0].vertexNormals;
+ ok (
+ vNormals[0].x === 0 && vNormals[0].y === 1 && vNormals[0].z === 0 &&
+ vNormals[1].x === 1 && vNormals[1].y === 0 && vNormals[1].z === 1 &&
+ vNormals[2].x === 1 && vNormals[2].y === 1 && vNormals[2].z === 0
+ , "vertex normals were created well" );
+});
+
+test( "normalize", function() {
+ var geometry = getGeometry();
+ geometry.computeLineDistances();
+
+ var distances = geometry.lineDistances;
+ ok( distances[0] === 0, "distance to the 1st point is 0" );
+ ok( distances[1] === 1 + distances[0], "distance from the 1st to the 2nd is sqrt(2nd - 1st) + distance - 1" );
+ ok( distances[2] === Math.sqrt(0.5 * 0.5 + 1) + distances[1], "distance from the 1st to the 3nd is sqrt(3rd - 2nd) + distance - 1" );
+});
+
+function getGeometryByParams( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) {
+ var geometry = new THREE.Geometry();
+
+ // a triangle
+ geometry.vertices = [
+ new THREE.Vector3( x1, y1, z1 ),
+ new THREE.Vector3( x2, y2, z2 ),
+ new THREE.Vector3( x3, y3, z3 )
+ ];
+
+ return geometry;
+}
+
+function getGeometry() {
+ return getGeometryByParams(-0.5, 0, 0, 0.5, 0, 0, 0, 1, 0);
+} | false |
Other | mrdoob | three.js | 8d5fca0a266b8440062de3823a9624dacc7d9a25.json | Add Support for Reflectivity in Maya Exporter
https://github.com/mrdoob/three.js/issues/7634
https://github.com/mrdoob/three.js/issues/7632 | utils/exporters/maya/plug-ins/threeJsFileTranslator.py | @@ -241,6 +241,7 @@ def _exportMaterial(self, mat):
"vertexColors": False
}
if isinstance(mat, nodetypes.Phong):
+ result["reflectivity"] = mat.getReflectivity()
result["colorSpecular"] = mat.getSpecularColor().rgb
result["specularCoef"] = mat.getCosPower()
if self.options["specularMaps"]: | false |
Other | mrdoob | three.js | 04658393de0f78dc8d537c9409c0bb78c9a060ec.json | Add Support for Reflectivity in Loader.js
https://github.com/mrdoob/three.js/issues/7632
https://github.com/mrdoob/three.js/issues/7634 | src/loaders/Loader.js | @@ -240,6 +240,9 @@ THREE.Loader.prototype = {
if ( value === true ) json.vertexColors = THREE.VertexColors;
if ( value === 'face' ) json.vertexColors = THREE.FaceColors;
break;
+ case 'reflectivity':
+ json.reflectivity = value;
+ break;
default:
console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
break; | false |