Mugen87 2 недель назад
Родитель
Сommit
11dc4c60a4

+ 13 - 8
build/three.cjs

@@ -25834,6 +25834,15 @@ class InstancedMesh extends Mesh {
 		 */
 		this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
 
+		/**
+		 * Represents the local transformation of all instances of the previous frame.
+		 * Required for computing velocity. Maintained in {@link InstanceNode}.
+		 *
+		 * @type {?InstancedBufferAttribute}
+		 * @default null
+		 */
+		this.previousInstanceMatrix = null;
+
 		/**
 		 * Represents the color of all instances. You have to set its
 		 * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
@@ -25963,6 +25972,8 @@ class InstancedMesh extends Mesh {
 
 		this.instanceMatrix.copy( source.instanceMatrix );
 
+		if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
+
 		if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
 		if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
 
@@ -59913,7 +59924,6 @@ const UniformsLib = {
 			shadowMapSize: {}
 		} },
 
-		directionalShadowMap: { value: [] },
 		directionalShadowMatrix: { value: [] },
 
 		spotLights: { value: [], properties: {
@@ -59935,7 +59945,6 @@ const UniformsLib = {
 		} },
 
 		spotLightMap: { value: [] },
-		spotShadowMap: { value: [] },
 		spotLightMatrix: { value: [] },
 
 		pointLights: { value: [], properties: {
@@ -59955,7 +59964,6 @@ const UniformsLib = {
 			shadowCameraFar: {}
 		} },
 
-		pointShadowMap: { value: [] },
 		pointShadowMatrix: { value: [] },
 
 		hemisphereLights: { value: [], properties: {
@@ -68035,10 +68043,10 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
 
 		if ( lights.length === 0 ) return;
 
-		if ( lights.type === PCFSoftShadowMap ) {
+		if ( this.type === PCFSoftShadowMap ) {
 
 			warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' );
-			lights.type = PCFShadowMap;
+			this.type = PCFShadowMap;
 
 		}
 
@@ -76879,12 +76887,9 @@ class WebGLRenderer {
 				uniforms.pointLightShadows.value = lights.state.pointShadow;
 				uniforms.hemisphereLights.value = lights.state.hemi;
 
-				uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
 				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
-				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
 				uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
 				uniforms.spotLightMap.value = lights.state.spotLightMap;
-				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
 				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
 				// TODO (abelnation): add area lights shadow info to uniforms
 

+ 11 - 0
build/three.core.js

@@ -25832,6 +25832,15 @@ class InstancedMesh extends Mesh {
 		 */
 		this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
 
+		/**
+		 * Represents the local transformation of all instances of the previous frame.
+		 * Required for computing velocity. Maintained in {@link InstanceNode}.
+		 *
+		 * @type {?InstancedBufferAttribute}
+		 * @default null
+		 */
+		this.previousInstanceMatrix = null;
+
 		/**
 		 * Represents the color of all instances. You have to set its
 		 * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
@@ -25961,6 +25970,8 @@ class InstancedMesh extends Mesh {
 
 		this.instanceMatrix.copy( source.instanceMatrix );
 
+		if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
+
 		if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
 		if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
 

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+ 0 - 0
build/three.core.min.js


+ 2 - 8
build/three.module.js

@@ -853,7 +853,6 @@ const UniformsLib = {
 			shadowMapSize: {}
 		} },
 
-		directionalShadowMap: { value: [] },
 		directionalShadowMatrix: { value: [] },
 
 		spotLights: { value: [], properties: {
@@ -875,7 +874,6 @@ const UniformsLib = {
 		} },
 
 		spotLightMap: { value: [] },
-		spotShadowMap: { value: [] },
 		spotLightMatrix: { value: [] },
 
 		pointLights: { value: [], properties: {
@@ -895,7 +893,6 @@ const UniformsLib = {
 			shadowCameraFar: {}
 		} },
 
-		pointShadowMap: { value: [] },
 		pointShadowMatrix: { value: [] },
 
 		hemisphereLights: { value: [], properties: {
@@ -8975,10 +8972,10 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
 
 		if ( lights.length === 0 ) return;
 
-		if ( lights.type === PCFSoftShadowMap ) {
+		if ( this.type === PCFSoftShadowMap ) {
 
 			warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' );
-			lights.type = PCFShadowMap;
+			this.type = PCFShadowMap;
 
 		}
 
@@ -17819,12 +17816,9 @@ class WebGLRenderer {
 				uniforms.pointLightShadows.value = lights.state.pointShadow;
 				uniforms.hemisphereLights.value = lights.state.hemi;
 
-				uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
 				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
-				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
 				uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
 				uniforms.spotLightMap.value = lights.state.spotLightMap;
-				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
 				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
 				// TODO (abelnation): add area lights shadow info to uniforms
 

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+ 0 - 0
build/three.module.min.js


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+ 0 - 0
build/three.webgpu.js


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+ 0 - 0
build/three.webgpu.min.js


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+ 0 - 0
build/three.webgpu.nodes.js


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+ 0 - 0
build/three.webgpu.nodes.min.js


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