mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-22 19:36:13 +10:00
Minor changes.
Trying to catch a bug with SmoothShading material objects with no vertexNormals.
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@@ -32,8 +32,6 @@
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<p>Model by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1">Reallusion iClone</a>
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<p>Using a modified version of <a href="http://github.com/alteredq/three.js">Three.js</a> by mrdoob.
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<br/>
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<p>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
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<p>Canvas renderer is very slow on anything other than Chrome.
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@@ -33,6 +33,6 @@ THREE.RefractionMapping = 2;
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THREE.Multiply = 0;
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THREE.Mix = 1;
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THREE.Repeat = 0;
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THREE.Repeat = 0; // TODO: Rename to *Wrapping
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THREE.ClampToEdge = 1;
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THREE.MirroredRepeat = 2;
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@@ -503,7 +503,7 @@ THREE.CanvasRenderer = function () {
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if ( _enableLighting ) {
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if ( material.shading == THREE.SmoothShading && !material.wireframe ) {
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if ( !material.wireframe && material.shading == THREE.SmoothShading && element.vertexNormalsWorld.length == 3 ) {
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_color1.r = _color2.r = _color3.r = _ambientLight.r;
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_color1.g = _color2.g = _color3.g = _ambientLight.g;
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@@ -611,7 +611,8 @@ THREE.CanvasRenderer = function () {
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setLineWidth( linewidth );
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_context.stroke();
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// _bboxRect.inflate( linewidth * 2 );
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_bboxRect.inflate( linewidth * 2 );
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}
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@@ -114,7 +114,8 @@ THREE.Projector = function() {
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for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
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normal = _face3VertexNormals[ n ].copy( faceVertexNormals[ n ] );
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normal = _face3VertexNormals[ n ] = _face3VertexNormals[ n ] || new THREE.Vector3();
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normal.copy( faceVertexNormals[ n ] );
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objectRotationMatrix.transform( normal );
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}
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@@ -172,6 +173,8 @@ THREE.Projector = function() {
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_face3.centroidScreen.copy( _face3.centroidWorld );
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_projScreenMatrix.transform( _face3.centroidScreen );
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// TODO: Handle vertex normals
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_face3.z = _face3.centroidScreen.z;
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_face3.meshMaterial = objectMaterial;
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@@ -206,6 +209,8 @@ THREE.Projector = function() {
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_face32.centroidWorld.copy( _face3.centroidWorld );
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_face32.centroidScreen.copy( _face3.centroidScreen );
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// TODO: Handle vertex normals
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_face32.z = _face32.centroidScreen.z;
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_face32.meshMaterial = objectMaterial;
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@@ -14,7 +14,7 @@ THREE.RenderableFace3 = function () {
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this.centroidScreen = new THREE.Vector3();
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this.normalWorld = new THREE.Vector3();
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this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
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this.vertexNormalsWorld = [];
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this.meshMaterial = null;
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this.faceMaterial = null;
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