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Merge pull request #2716 from gyohk/master
Rearranged the order of the methods and properties in this definition, t...
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@@ -55,12 +55,12 @@
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// Cubes
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var geometry = new THREE.BoxGeometry(50, 50, 50);
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var geometry2 = new THREE.BoxGeometry(50, 50, 50);
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var material2 = new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, overdraw: 0.5 });
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for (var i = 0; i < 100; i++) {
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var cube = new THREE.Mesh(geometry, material2);
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var cube = new THREE.Mesh(geometry2, material2);
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cube.scale.y = Math.floor(Math.random() * 2 + 1);
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@@ -61,12 +61,12 @@
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// Plane
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var geometry = new THREE.PlaneGeometry(200, 200);
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geometry.applyMatrix(new THREE.Matrix4().makeRotationX(- Math.PI / 2));
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var geometry2 = new THREE.PlaneGeometry(200, 200);
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geometry2.applyMatrix(new THREE.Matrix4().makeRotationX(- Math.PI / 2));
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var material = new THREE.MeshBasicMaterial({ color: 0xe0e0e0, overdraw: 0.5 });
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plane = new THREE.Mesh(geometry, material);
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plane = new THREE.Mesh(geometry2, material);
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scene.add(plane);
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renderer = new THREE.CanvasRenderer();
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@@ -50,7 +50,7 @@
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// Spheres
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var geometry = new THREE.SphereGeometry(100, 14, 7);
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var geometry2 = new THREE.SphereGeometry(100, 14, 7);
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materials = [
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@@ -66,9 +66,9 @@
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];
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for (var i = 0, l = geometry.faces.length; i < l; i++) {
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for (var i = 0, l = geometry2.faces.length; i < l; i++) {
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var face = geometry.faces[i];
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var face = geometry2.faces[i];
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if (Math.random() > 0.5) face.materialIndex = Math.floor(Math.random() * materials.length);
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}
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@@ -79,7 +79,7 @@
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for (var i = 0, l = materials.length; i < l; i++) {
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var sphere = new THREE.Mesh(geometry, materials[i]);
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var sphere = new THREE.Mesh(geometry2, materials[i]);
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sphere.position.x = (i % 5) * 200 - 400;
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sphere.position.z = Math.floor(i / 5) * 200 - 200;
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1943
threejs/three.d.ts
vendored
1943
threejs/three.d.ts
vendored
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