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Revert "finished ImageUtils.js"
This reverts commit 37d0358.
1 parent 37d0358 commit c75c010

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Lines changed: 29 additions & 73 deletions

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README.md

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¦
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--cameras
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¦ Camera.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --100%
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¦ CubeCamera.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --100%
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¦ CubeCamera.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- 0%
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¦ OrthographicCamera.js - - - - - - - - - - - - - - - - - - - - - - - - - --100%
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¦ PerspectiveCamera.js - - - - - - - - - - - - - - - - - - - - - - - - - - -100%
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¦
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--extras
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¦ ¦ FontUtils.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -100%
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¦ ¦ GeometryUtils.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - -100%
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¦ ¦ ImageUtils.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -100%
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¦ ¦ ImageUtils.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 0%
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¦ ¦ SceneUtils.js - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -100%
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¦ ¦
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¦ --animation

src/extras/ImageUtils.js

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@@ -5,62 +5,46 @@
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*/
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/**************************************************************
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* ImageUtils image对象的工具集,更方便的加载图片的辅助类.
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* ImageUtils image对象的工具集
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**************************************************************/
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THREE.ImageUtils = {
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crossOrigin: undefined, //跨域加载图片.
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/*
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///loadTexture加载url指定的位置的图片资源,并创建纹理,返回纹理对象.
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*/
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///<summary>loadTexture</summary>
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///<param name ="url" type="URLString">图像资源定位符</param>
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///<param name ="mapping" type="Number">映射模式,可用常量参考下面注释</param>
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///<param name ="onLoad" type="CallbackFunction">回调函数</param>
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///<param name ="onError" type="CallbackFunction">回调函数</param>
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///<returns type="THREE.Texture">返回创建的纹理对象.</returns>
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crossOrigin: undefined,
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loadTexture: function ( url, mapping, onLoad, onError ) {
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//创建图片加载器.
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var loader = new THREE.ImageLoader();
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loader.crossOrigin = this.crossOrigin;
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var texture = new THREE.Texture( undefined, mapping ); //创建纹理对象
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//从图像资源定位符加载指定的图片.
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var texture = new THREE.Texture( undefined, mapping );
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loader.load( url, function ( image ) {
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texture.image = image;
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texture.needsUpdate = true; //当设置为true时,标记文理已经更新
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texture.needsUpdate = true;
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if ( onLoad ) onLoad( texture ); //如果有回调函数,执行回调函数
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if ( onLoad ) onLoad( texture );
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}, undefined, function ( event ) {
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if ( onError ) onError( event );
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} );
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texture.sourceFile = url; //源文件位置.
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texture.sourceFile = url;
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return texture; //返回创建的纹理对象
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return texture;
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},
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/*
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///loadTextureCube加载url数组中指定的位置的图片资源,并创建纹理,返回立方体纹理对象.
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*/
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///<summary>loadTextureCube</summary>
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///<param name ="array" type="URLStringArray">图像资源定位符数组</param>
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///<param name ="mapping" type="Number">映射模式,可用常量参考下面注释</param>
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///<param name ="onLoad" type="CallbackFunction">回调函数</param>
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///<param name ="onError" type="CallbackFunction">回调函数</param>
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///<returns type="THREE.Texture">返回立方体纹理对象.</returns>
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loadTextureCube: function ( array, mapping, onLoad, onError ) {
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var images = [];
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var loader = new THREE.ImageLoader();
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loader.crossOrigin = this.crossOrigin;
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var texture = new THREE.CubeTexture( images, mapping ); //创建立方体纹理对象
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var texture = new THREE.CubeTexture( images, mapping );
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// no flipping needed for cube textures
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@@ -88,44 +72,28 @@ THREE.ImageUtils = {
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}
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for ( var i = 0, il = array.length; i < il; ++ i ) { //遍历数组中的图片资源
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for ( var i = 0, il = array.length; i < il; ++ i ) {
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loadTexture( i ); //一一加载并创建纹理对象.
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loadTexture( i );
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}
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return texture; //返回立方体纹理对象
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return texture;
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},
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/*
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///loadCompressedTexture加载压缩纹理对象,该方法已经被删除,这里保留为了向后兼容,使用THREE.DDSLoader替换.
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*/
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///<summary>loadCompressedTexture</summary>
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loadCompressedTexture: function () {
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console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
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},
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/*
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///loadCompressedTextureCube加载压缩的立方体纹理对象,该方法已经被删除,这里保留为了向后兼容,使用THREE.DDSLoader替换.
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*/
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///<summary>loadCompressedTextureCube</summary>
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loadCompressedTextureCube: function () {
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console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
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},
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/*
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///getNormalMap通过参数image(图像对象),参数(深度信息),获得法线贴图.
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///法线贴图(Normal mapping)在三维计算机图形学中,是凸凹贴图(Bump mapping)技术的一种应用,法线贴图有时也称为“Dot3(仿立體)
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///凸凹纹理贴图”。凸凹与纹理贴图通常是在现有的模型法线添加扰动不同,法线贴图要完全更新法线。与凸凹贴图类似的是,它也是用来在
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///不增加多边形的情况下在浓淡效果中添加细节。但是凸凹贴图通常根据一个单独的灰度图像通道进行计算,而法线贴图的数据源图像通常是
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///从更加细致版本的物体得到的多通道图像,即红、绿、蓝通道都是作为一个单独的颜色对待。
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*/
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///<summary>getNormalMap</summary>
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///<param name ="image" type="Image">图像对象</param>
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///<param name ="depth" type="float">深度信息0.0-1.0</param>
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///<returns type="THREE.Texture">返回法线贴图.</returns>
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getNormalMap: function ( image, depth ) {
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// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
@@ -141,13 +109,7 @@ THREE.ImageUtils = {
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return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
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}
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/*
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///normalize方法将返回向量的长度为1(只读).
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/// 复习一下初中的几何吧,三角恒等式,给你准备好了 :) ,见维基百科:
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/// http://zh.wikipedia.org/wiki/%E4%B8%89%E8%A7%92%E5%87%BD%E6%95%B0#.E4.B8.89.E8.A7.92.E6.81.92.E7.AD.89.E5.BC.8F
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*/
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///<summary>normalize</summary>
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///<returns type="number">返回向量的长度为1(只读)</returns>
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var normalize = function ( a ) {
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var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
@@ -231,37 +193,31 @@ THREE.ImageUtils = {
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context.putImageData( imageData, 0, 0 );
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return canvas; //返回法线贴图.
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return canvas;
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},
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/*
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///generateDataTexture类生成DataTexture对象使用的图像数据.
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*/
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///<summary>DataTexture</summary>
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///<param name ="width" type="Number">图像宽度</param>
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///<param name ="height" type="Number">图像高度</param>
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///<param name ="color" type="Color">颜色</param>
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generateDataTexture: function ( width, height, color ) {
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var size = width * height;
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var data = new Uint8Array( 3 * size ); //创建8位无符号整数数组,数组长度是高乘宽的3倍.
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var data = new Uint8Array( 3 * size );
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var r = Math.floor( color.r * 255 ); //
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var r = Math.floor( color.r * 255 );
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var g = Math.floor( color.g * 255 );
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var b = Math.floor( color.b * 255 );
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for ( var i = 0; i < size; i ++ ) {
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data[ i * 3 ] = r;
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data[ i * 3 ] = r;
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data[ i * 3 + 1 ] = g;
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data[ i * 3 + 2 ] = b;
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}
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var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); //创建基于图像数据的反射或者折射纹理贴图.
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texture.needsUpdate = true; //标记纹理需要更新.
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var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
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texture.needsUpdate = true;
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return texture; //返回纹理对象.
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return texture;
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}
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