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https://github.com/iNavFlight/inav-configurator.git
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Bump three library to r71.
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67110fa6cf
commit
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3 changed files with 602 additions and 610 deletions
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@ -102,10 +102,6 @@ THREE.Projector = function () {
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_renderData = { objects: [], lights: [], elements: [] },
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_vA = new THREE.Vector3(),
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_vB = new THREE.Vector3(),
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_vC = new THREE.Vector3(),
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_vector3 = new THREE.Vector3(),
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_vector4 = new THREE.Vector4(),
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@ -471,13 +467,40 @@ THREE.Projector = function () {
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_normalMatrix.getNormalMatrix( _modelMatrix );
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var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
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var material = object.material;
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var isFaceMaterial = material instanceof THREE.MeshFaceMaterial;
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var objectMaterials = isFaceMaterial === true ? object.material : null;
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for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
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var vertex = vertices[ v ];
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renderList.pushVertex( vertex.x, vertex.y, vertex.z );
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_vector3.copy( vertex );
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if ( material.morphTargets === true ) {
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var morphTargets = geometry.morphTargets;
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var morphInfluences = object.morphTargetInfluences;
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for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
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var influence = morphInfluences[ t ];
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if ( influence === 0 ) continue;
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var target = morphTargets[ t ];
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var targetVertex = target.vertices[ v ];
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_vector3.x += ( targetVertex.x - vertex.x ) * influence;
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_vector3.y += ( targetVertex.y - vertex.y ) * influence;
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_vector3.z += ( targetVertex.z - vertex.z ) * influence;
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}
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}
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renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
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}
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@ -497,51 +520,6 @@ THREE.Projector = function () {
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var v2 = _vertexPool[ face.b ];
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var v3 = _vertexPool[ face.c ];
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if ( material.morphTargets === true ) {
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var morphTargets = geometry.morphTargets;
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var morphInfluences = object.morphTargetInfluences;
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var v1p = v1.position;
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var v2p = v2.position;
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var v3p = v3.position;
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_vA.set( 0, 0, 0 );
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_vB.set( 0, 0, 0 );
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_vC.set( 0, 0, 0 );
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for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
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var influence = morphInfluences[ t ];
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if ( influence === 0 ) continue;
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var targets = morphTargets[ t ].vertices;
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_vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
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_vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
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_vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
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_vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
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_vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
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_vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
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_vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
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_vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
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_vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
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}
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v1.position.add( _vA );
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v2.position.add( _vB );
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v3.position.add( _vC );
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renderList.projectVertex( v1 );
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renderList.projectVertex( v2 );
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renderList.projectVertex( v3 );
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}
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if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
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var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
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