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@@ -470,52 +470,32 @@ THREE.Curve.prototype.getPointAt = function(u, optionalTarget) {
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}
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-const _inverseMatrix$3 = /*@__PURE__*/
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-new THREE.Matrix4();
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-const _ray$3 = /*@__PURE__*/
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-new THREE.Ray();
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-const _sphere$6 = /*@__PURE__*/
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-new THREE.Sphere();
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-const _sphereHitAt = /*@__PURE__*/
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-new THREE.Vector3();
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+const _inverseMatrix$3 = new THREE.Matrix4();
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+const _ray$3 = new THREE.Ray();
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+const _sphere$6 = new THREE.Sphere();
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+const _sphereHitAt = new THREE.Vector3();
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-const _vA$1 = /*@__PURE__*/
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-new THREE.Vector3();
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-const _vB$1 = /*@__PURE__*/
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-new THREE.Vector3();
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-const _vC$1 = /*@__PURE__*/
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-new THREE.Vector3();
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+const _vA$1 = new THREE.Vector3();
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+const _vB$1 = new THREE.Vector3();
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+const _vC$1 = new THREE.Vector3();
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-const _tempA = /*@__PURE__*/
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-new THREE.Vector3();
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-const _morphA = /*@__PURE__*/
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-new THREE.Vector3();
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+const _tempA = new THREE.Vector3();
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+const _morphA = new THREE.Vector3();
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-const _intersectionPoint = /*@__PURE__*/
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-new THREE.Vector3();
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-const _intersectionPointWorld = /*@__PURE__*/
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-new THREE.Vector3();
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+const _intersectionPoint = new THREE.Vector3();
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+const _intersectionPointWorld = new THREE.Vector3();
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-const _basePosition = /*@__PURE__*/
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-new THREE.Vector3();
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+const _basePosition = new THREE.Vector3();
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-const _skinIndex = /*@__PURE__*/
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-new THREE.Vector4();
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-const _skinWeight = /*@__PURE__*/
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-new THREE.Vector4();
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+const _skinIndex = new THREE.Vector4();
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+const _skinWeight = new THREE.Vector4();
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-const _vector3 = /*@__PURE__*/
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-new THREE.Vector3();
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-const _matrix4 = /*@__PURE__*/
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-new THREE.Matrix4();
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-const _vertex = /*@__PURE__*/
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-new THREE.Vector3();
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-const _sphere$5 = /*@__PURE__*/
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-new THREE.Sphere();
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-const _inverseMatrix$2 = /*@__PURE__*/
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-new THREE.Matrix4();
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-const _ray$2 = /*@__PURE__*/
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-new THREE.Ray();
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+const _vector3 = new THREE.Vector3();
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+const _matrix4 = new THREE.Matrix4();
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+const _vertex = new THREE.Vector3();
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+const _sphere$5 = new THREE.Sphere();
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+const _inverseMatrix$2 = new THREE.Matrix4();
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+const _ray$2 = new THREE.Ray();
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THREE.SkinnedMesh.prototype.computeBoundingSphere = function() {
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@@ -844,11 +824,11 @@ THREE.SkinnedMesh.prototype._computeIntersections = function(raycaster, intersec
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}
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-const _v40 = /*@__PURE__*/
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+const _v40 =
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new THREE.Vector4();
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-const _v41 = /*@__PURE__*/
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+const _v41 =
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new THREE.Vector4();
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-const _v42 = /*@__PURE__*/
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+const _v42 =
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new THREE.Vector4();
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function checkGeometryIntersection(object, material, raycaster, ray, uv, uv1, normal, a, b, c) {
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@@ -938,9 +918,9 @@ function checkIntersection$1(object, material, raycaster, ray, pA, pB, pC, point
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}
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-const _v1$6 = /*@__PURE__*/
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+const _v1$6 =
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new THREE.Vector3();
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-const _v2$3 = /*@__PURE__*/
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+const _v2$3 =
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new THREE.Vector3();
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THREE.Sphere.prototype.expandByPoint = function(point) {
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@@ -1018,6 +998,31 @@ THREE.InterleavedBufferAttribute.prototype.applyNormalMatrix = function(m) {
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}
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+
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+
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+THREE.Frustum.prototype.intersectsObject = function( object ) {
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+
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+ if ( object.boundingSphere !== undefined ) {//skinMesh 173ver 和frustumCull有关
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+
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+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
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+
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+ _sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
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+
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+ } else {
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+
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+ const geometry = object.geometry;
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+
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+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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+
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+ _sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
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+
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+ }
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+
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+ return this.intersectsSphere( _sphere$5 );
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+
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+}
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+
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+
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THREE.Color.prototype.getHSV = function() {
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//or hsb 色相、饱和度、明度(不同于hsl的亮度,只有色相是和hsl一样)代码源于deepseek
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let r = this.r, g = this.g, b = this.b
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@@ -1081,3 +1086,7 @@ THREE.Color.prototype.set = function(){
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if(arguments.length >= 3)return this.setRGB.apply(this, arguments)
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return oldSet.apply(this, arguments)
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}
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+
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+
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+
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+
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