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📄 todo.txt

📁 flex3d 的源码
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*************************** TODO ***************************
- add particle system
- add billboard object
- add more primitives ( from jme maybe )
- fix plane object (use the one from away3d or jme)
- add geosphere object (use the one from away3d or jme)
- collisions ( bounding box, triangle )
- add collada file type
- add animated objects ( mdl ) (mdl is the same as md2 i suppose)
- add animated object with bones ( collada?, X )
- remove objects from WorldObjects array using object id or name
- add the possibility for duplicating objects (good for externaly loaded models)
- or in alternative generate a class file for the loaded model


*************************** DONE ***************************
-- ASE was not showing after load so added a renderme=true after loading
-- added calculate OBB area to Object3D so that engine can check if will calculate convex hull according
to minimum and maximum size
-- speed optimizations
-- removed getters/setters they're slow compared to public vars
-- added convex hull occlusion (uses occlusion flag in Engine3d)
-- added MouseDown and MouseUp events to object3D
-- MD2 when stopped does not render any vertices - fixed (use stop() function)??
-- changed object types (removed position and scale from init)
-- fixed scale function on Object3D
-- fixed object mouseover and mouseout events. mouseout event will now fire correctly
-- fixes to the rotation of objects. objects will now move to correct position when being rotated
-- added a texture material TextureLOD that sets the level of texture detail according to distance
( though the size of the face should be considered also )
- fixed retrieving world position of face click ( works using a Ray projected into the plane )
- add a function for rotating objects using angles in a vector (x,y,z)
- add MD2 model format (animated)
- add Pitch, Yaw, Roll function to Object3D
- add animated textures ( animated textures can be done by updating the texture bitmap
- create material classes (wireframe,color,textured,etc)
the following are done or at different states of completion:
. Color3D // a material that takes a point for lighting an object and a color for the object
. RasterColor // a material that puts the object triangles into a bitmap, used for speeding up rendering
. RasterWireframe // the same thing as above but using wireframe
. Texture // a simple texture material
. Texture3D // mix of Color3D and Texture3D
. Wireframe // a simple wireframe material
. ZLighten // object is lit by distance from center of world



Each triangle in our virtual world has its own id, which identifies the object 
that the triangle is a part of. A triangle is also equipped with the matrix, 
which describes its position in the space. When some objects are being moved, 
the matrices of all triangles that represent these objects must be corrected. 
Collision detection is then performed on these triangles. 
Two triangles need not be tested if 

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