mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-15 07:56:00 +10:00
Fixed uvs creating on Sphere.
Fixed uv handling on Projector (forcing channel 0 by now)
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@@ -97,7 +97,7 @@
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<script type="text/javascript" src="../src/extras/geometries/TorusKnot.js"></script>
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<script type="text/javascript" src="../src/extras/io/Loader.js"></script>
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<script type="text/javascript" src="../src/extras/objects/MarchingCubes.js"></script>
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<script type="text/javascript" src="obj/Qrcode.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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@@ -45,6 +45,8 @@ var Sphere = function ( radius, segmentsWidth, segmentsHeight ) {
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var n1, n2, n3, iVerNum = aVtc.length;
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this.faceVertexUvs[ 0 ] = [];
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for ( j = 0; j < iVerNum; j++ ) {
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var iHorNum = aVtc[ j ].length;
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@@ -80,7 +82,7 @@ var Sphere = function ( radius, segmentsWidth, segmentsHeight ) {
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this.faces.push( new THREE.Face3( aP1, aP2, aP3, [ new THREE.Vector3( n1.x, n1.y, n1.z ), new THREE.Vector3( n2.x, n2.y, n2.z ), new THREE.Vector3( n3.x, n3.y, n3.z ) ] ) );
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this.faceVertexUvs.push( [ aP1uv, aP2uv, aP3uv ] );
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this.faceVertexUvs[ 0 ].push( [ aP1uv, aP2uv, aP3uv ] );
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}
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@@ -95,7 +97,7 @@ var Sphere = function ( radius, segmentsWidth, segmentsHeight ) {
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this.faces.push( new THREE.Face3( aP1, aP3, aP4, [ new THREE.Vector3( n1.x, n1.y, n1.z ), new THREE.Vector3( n2.x, n2.y, n2.z ), new THREE.Vector3( n3.x, n3.y, n3.z ) ] ) );
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this.faceVertexUvs.push( [ aP1uv, aP3uv, aP4uv ] );
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this.faceVertexUvs[ 0 ].push( [ aP1uv, aP3uv, aP4uv ] );
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}
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@@ -99,7 +99,7 @@ THREE.Projector = function() {
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objectMatrix, objectMaterials,
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objectMatrixRotation,
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geometry, vertices, vertex, vertexPositionScreen,
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faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
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faces, face, faceVertexNormals, faceVertexUvs, normal, v1, v2, v3, v4;
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_face3Count = 0;
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_lineCount = 0;
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@@ -192,18 +192,20 @@ THREE.Projector = function() {
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}
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_face3.z = _face3.centroidScreen.z;
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faceVertexUvs = geometry.faceVertexUvs[ 0 ][ f ];
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if ( faceVertexUvs ) {
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_face3.uvs[ 0 ] = faceVertexUvs[ 0 ];
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_face3.uvs[ 1 ] = faceVertexUvs[ 1 ];
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_face3.uvs[ 2 ] = faceVertexUvs[ 2 ];
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}
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_face3.meshMaterials = objectMaterials;
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_face3.faceMaterials = face.materials;
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if ( object.geometry.faceUvs[ f ] ) {
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_face3.uvs[ 0 ] = object.geometry.faceUvs[ f ][ 0 ];
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_face3.uvs[ 1 ] = object.geometry.faceUvs[ f ][ 1 ];
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_face3.uvs[ 2 ] = object.geometry.faceUvs[ f ][ 2 ];
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}
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_face3.z = _face3.centroidScreen.z;
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renderList.push( _face3 );
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