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SkinnedMesh不再添加边框。
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@ -16,11 +16,16 @@ SelectEffect.prototype = Object.create(BaseEffect.prototype);
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SelectEffect.prototype.constructor = SelectEffect;
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SelectEffect.prototype.render = function (obj) {
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if (obj instanceof THREE.SkinnedMesh) {
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return;
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}
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var renderer = this.app.editor.renderer;
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var scene = this.scene;
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var camera = this.app.editor.camera;
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var geometry = obj.geometry;
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var material = new THREE.RawShaderMaterial({
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uniforms: {
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time: {
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@ -32,6 +37,10 @@ SelectEffect.prototype.render = function (obj) {
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});
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var mesh = new THREE.Mesh(geometry, material);
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mesh.position.copy(obj.position);
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mesh.rotation.copy(obj.rotation);
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mesh.scale.copy(obj.scale);
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scene.children.length = 0;
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scene.add(mesh);
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@ -1,11 +1,5 @@
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precision mediump float;
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uniform float time;
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varying vec3 vPosition;
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varying vec4 vColor;
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void main() {
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vec4 color = vec4(vColor);
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color.r += sin(vPosition.x * 10.0 + time ) * 0.5;
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gl_FragColor = color;
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gl_FragColor = vec4(0.925, 0.396, 0.102, 1.0); // 0xec651a
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}
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@ -1,17 +1,12 @@
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precision mediump float;
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uniform mat4 modelViewMatrix; // optional
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uniform mat4 projectionMatrix; // optional
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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attribute vec3 position;
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attribute vec4 color;
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varying vec3 vPosition;
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varying vec4 vColor;
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attribute vec3 normal;
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void main() {
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vPosition = position;
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vColor = color;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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gl_Position.z = gl_Position.z - 0.1;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position + normal * 0.01, 1.0);
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gl_Position.z = gl_Position.z + 0.1;
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}
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