language stringclasses 1 value | owner stringlengths 2 15 | repo stringlengths 2 21 | sha stringlengths 45 45 | message stringlengths 7 36.3k | path stringlengths 1 199 | patch stringlengths 15 102k | is_multipart bool 2 classes |
|---|---|---|---|---|---|---|---|
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_panorama_cube.html | @@ -96,7 +96,7 @@
var imageObj = new Image();
- imageObj.onload = function() {
+ imageObj.onload = function () {
var canvas, context;
var tileWidth = imageObj.height;
@@ -108,7 +108,7 @@
canvas.height = tileWidth;
canvas.width = tileWidth;
context.drawImage( imageObj, tileWidth * i, 0, tileWidth, tileWidth, 0, 0, tileWidth, tileWidth );
- textures[ i ].image = canvas
+ textures[ i ].image = canvas;
textures[ i ].needsUpdate = true;
} | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_panorama_dualfisheye.html | @@ -41,11 +41,14 @@
var camera, scene, renderer;
var isUserInteracting = false,
- onMouseDownMouseX = 0, onMouseDownMouseY = 0,
- lon = 0, onMouseDownLon = 0,
- lat = 0, onMouseDownLat = 0,
- phi = 0, theta = 0,
- distance = 500;
+ lon = 0, lat = 0,
+ phi = 0, theta = 0,
+ distance = 500,
+ onPointerDownPointerX = 0,
+ onPointerDownPointerY = 0,
+
+ onPointerDownLon = 0,
+ onPointerDownLat = 0;
init();
animate();
@@ -153,7 +156,7 @@
}
- function onDocumentMouseUp( event ) {
+ function onDocumentMouseUp() {
isUserInteracting = false;
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_panorama_equirectangular.html | @@ -43,10 +43,10 @@
var camera, scene, renderer;
var isUserInteracting = false,
- onMouseDownMouseX = 0, onMouseDownMouseY = 0,
- lon = 0, onMouseDownLon = 0,
- lat = 0, onMouseDownLat = 0,
- phi = 0, theta = 0;
+ onMouseDownMouseX = 0, onMouseDownMouseY = 0,
+ lon = 0, onMouseDownLon = 0,
+ lat = 0, onMouseDownLat = 0,
+ phi = 0, theta = 0;
init();
animate();
@@ -98,13 +98,13 @@
}, false );
- document.addEventListener( 'dragenter', function ( event ) {
+ document.addEventListener( 'dragenter', function () {
document.body.style.opacity = 0.5;
}, false );
- document.addEventListener( 'dragleave', function ( event ) {
+ document.addEventListener( 'dragleave', function () {
document.body.style.opacity = 1;
@@ -171,7 +171,7 @@
}
- function onPointerUp( event ) {
+ function onPointerUp() {
isUserInteracting = false;
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_performance.html | @@ -103,7 +103,7 @@
}
- function onDocumentMouseMove(event) {
+ function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_performance_doublesided.html | @@ -33,8 +33,6 @@
var camera, scene, renderer;
- var mesh, geometry;
-
var mouseX = 0, mouseY = 0;
var SCREEN_WIDTH = window.innerWidth,
@@ -65,7 +63,7 @@
scene.add( light );
var light = new THREE.PointLight( 0xff1100, 1, 5500 );
- light.position.set( -4000, 0, 0 );
+ light.position.set( - 4000, 0, 0 );
scene.add( light );
var light = new THREE.PointLight( 0xffaa00, 2, 3000 );
@@ -75,10 +73,10 @@
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
- path + 'px' + format, path + 'nx' + format,
- path + 'py' + format, path + 'ny' + format,
- path + 'pz' + format, path + 'nz' + format
- ];
+ path + 'px' + format, path + 'nx' + format,
+ path + 'py' + format, path + 'ny' + format,
+ path + 'pz' + format, path + 'nz' + format
+ ];
var reflectionCube = new THREE.CubeTextureLoader().load( urls );
reflectionCube.format = THREE.RGBFormat;
@@ -125,7 +123,7 @@
//
- function onWindowResize( event ) {
+ function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
@@ -140,7 +138,7 @@
}
- function onDocumentMouseMove(event) {
+ function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_performance_static.html | @@ -25,8 +25,6 @@
var camera, scene, renderer;
- var mesh, zmesh, lightMesh, geometry;
-
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
@@ -103,7 +101,7 @@
}
- function onDocumentMouseMove(event) {
+ function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_physics_cloth.html | @@ -21,9 +21,7 @@
padding: 5px;
}
- a {
- color: #a06851;
- }
+ a { color: #a06851; }
</style>
</head>
<body>
@@ -47,34 +45,27 @@
}
- // - Global variables -
-
// Graphics variables
var container, stats;
var camera, controls, scene, renderer;
var textureLoader;
var clock = new THREE.Clock();
// Physics variables
- var gravityConstant = -9.8;
+ var gravityConstant = - 9.8;
var physicsWorld;
var rigidBodies = [];
var margin = 0.05;
var hinge;
var cloth;
var transformAux1 = new Ammo.btTransform();
- var time = 0;
var armMovement = 0;
- // - Main code -
-
init();
animate();
- // - Functions -
-
function init() {
initGraphics();
@@ -96,7 +87,7 @@
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
- camera.position.set( -12, 7, 4 );
+ camera.position.set( - 12, 7, 4 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 2, 0 );
@@ -113,21 +104,21 @@
scene.add( ambientLight );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( -7, 10, 15 );
+ light.position.set( - 7, 10, 15 );
light.castShadow = true;
var d = 10;
- light.shadow.camera.left = -d;
+ light.shadow.camera.left = - d;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
- light.shadow.camera.bottom = -d;
+ light.shadow.camera.bottom = - d;
light.shadow.camera.near = 2;
light.shadow.camera.far = 50;
light.shadow.mapSize.x = 1024;
light.shadow.mapSize.y = 1024;
- light.shadow.bias = -0.003;
+ light.shadow.bias = - 0.003;
scene.add( light );
@@ -153,7 +144,7 @@
var broadphase = new Ammo.btDbvtBroadphase();
var solver = new Ammo.btSequentialImpulseConstraintSolver();
var softBodySolver = new Ammo.btDefaultSoftBodySolver();
- physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver);
+ physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver );
physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
@@ -170,13 +161,15 @@
var ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
ground.castShadow = true;
ground.receiveShadow = true;
- textureLoader.load( "textures/grid.png", function( texture ) {
+ textureLoader.load( "textures/grid.png", function ( texture ) {
+
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 40, 40 );
ground.material.map = texture;
ground.material.needsUpdate = true;
- } );
+
+ } );
// Wall
var brickMass = 0.5;
@@ -195,32 +188,40 @@
pos.z = z0;
if ( oddRow ) {
+
pos.z -= 0.25 * brickLength;
- }
- var nRow = oddRow? numBricksLength + 1 : numBricksLength;
+ }
+
+ var nRow = oddRow ? numBricksLength + 1 : numBricksLength;
for ( var i = 0; i < nRow; i ++ ) {
var brickLengthCurrent = brickLength;
var brickMassCurrent = brickMass;
if ( oddRow && ( i == 0 || i == nRow - 1 ) ) {
+
brickLengthCurrent *= 0.5;
brickMassCurrent *= 0.5;
+
}
var brick = createParalellepiped( brickDepth, brickHeight, brickLengthCurrent, brickMassCurrent, pos, quat, createMaterial() );
brick.castShadow = true;
brick.receiveShadow = true;
if ( oddRow && ( i == 0 || i == nRow - 2 ) ) {
+
pos.z += 0.75 * brickLength;
- }
- else {
+
+ } else {
+
pos.z += brickLength;
+
}
}
pos.y += brickHeight;
+
}
// The cloth
@@ -229,9 +230,7 @@
var clothHeight = 3;
var clothNumSegmentsZ = clothWidth * 5;
var clothNumSegmentsY = clothHeight * 5;
- var clothSegmentLengthZ = clothWidth / clothNumSegmentsZ;
- var clothSegmentLengthY = clothHeight / clothNumSegmentsY;
- var clothPos = new THREE.Vector3( -3, 3, 2 );
+ var clothPos = new THREE.Vector3( - 3, 3, 2 );
//var clothGeometry = new THREE.BufferGeometry();
var clothGeometry = new THREE.PlaneBufferGeometry( clothWidth, clothHeight, clothNumSegmentsZ, clothNumSegmentsY );
@@ -243,12 +242,14 @@
cloth.castShadow = true;
cloth.receiveShadow = true;
scene.add( cloth );
- textureLoader.load( "textures/grid.png", function( texture ) {
+ textureLoader.load( "textures/grid.png", function ( texture ) {
+
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( clothNumSegmentsZ, clothNumSegmentsY );
cloth.material.map = texture;
cloth.material.needsUpdate = true;
+
} );
// Cloth physic object
@@ -264,7 +265,7 @@
clothSoftBody.setTotalMass( 0.9, false );
Ammo.castObject( clothSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin * 3 );
- physicsWorld.addSoftBody( clothSoftBody, 1, -1 );
+ physicsWorld.addSoftBody( clothSoftBody, 1, - 1 );
cloth.userData.physicsBody = clothSoftBody;
// Disable deactivation
clothSoftBody.setActivationState( 4 );
@@ -295,7 +296,7 @@
// Hinge constraint to move the arm
var pivotA = new Ammo.btVector3( 0, pylonHeight * 0.5, 0 );
- var pivotB = new Ammo.btVector3( 0, -0.2, - armLength * 0.5 );
+ var pivotB = new Ammo.btVector3( 0, - 0.2, - armLength * 0.5 );
var axis = new Ammo.btVector3( 0, 1, 0 );
hinge = new Ammo.btHingeConstraint( pylon.userData.physicsBody, arm.userData.physicsBody, pivotA, pivotB, axis, axis, true );
physicsWorld.addConstraint( hinge, true );
@@ -336,47 +337,55 @@
scene.add( threeObject );
if ( mass > 0 ) {
+
rigidBodies.push( threeObject );
// Disable deactivation
body.setActivationState( 4 );
+
}
physicsWorld.addRigidBody( body );
}
function createRandomColor() {
+
return Math.floor( Math.random() * ( 1 << 24 ) );
+
}
function createMaterial() {
- return new THREE.MeshPhongMaterial( { color: createRandomColor() } );
+
+ return new THREE.MeshPhongMaterial( { color: createRandomColor() } );
+
}
function initInput() {
- window.addEventListener( 'keydown', function( event ) {
+ window.addEventListener( 'keydown', function ( event ) {
+
+ switch ( event.keyCode ) {
- switch ( event.keyCode ) {
- // Q
- case 81:
- armMovement = 1;
+ // Q
+ case 81:
+ armMovement = 1;
break;
// A
- case 65:
- armMovement = - 1;
+ case 65:
+ armMovement = - 1;
break;
- }
- }, false );
+ }
+
+ }, false );
- window.addEventListener( 'keyup', function( event ) {
+ window.addEventListener( 'keyup', function () {
- armMovement = 0;
+ armMovement = 0;
- }, false );
+ }, false );
}
@@ -406,8 +415,6 @@
renderer.render( scene, camera );
- time += deltaTime;
-
}
function updatePhysics( deltaTime ) {
@@ -428,17 +435,18 @@
var node = nodes.at( i );
var nodePos = node.get_m_x();
- clothPositions[ indexFloat++ ] = nodePos.x();
- clothPositions[ indexFloat++ ] = nodePos.y();
- clothPositions[ indexFloat++ ] = nodePos.z();
+ clothPositions[ indexFloat ++ ] = nodePos.x();
+ clothPositions[ indexFloat ++ ] = nodePos.y();
+ clothPositions[ indexFloat ++ ] = nodePos.z();
}
cloth.geometry.computeVertexNormals();
cloth.geometry.attributes.position.needsUpdate = true;
cloth.geometry.attributes.normal.needsUpdate = true;
// Update rigid bodies
- for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
+ for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
+
var objThree = rigidBodies[ i ];
var objPhys = objThree.userData.physicsBody;
var ms = objPhys.getMotionState();
@@ -451,6 +459,7 @@
objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
}
+
}
} | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_physics_rope.html | @@ -21,9 +21,7 @@
padding: 5px;
}
- a {
- color: #a06851;
- }
+ a { color: #a06851; }
</style>
</head>
@@ -48,16 +46,14 @@
}
- // - Global variables -
-
// Graphics variables
var container, stats;
var camera, controls, scene, renderer;
var textureLoader;
var clock = new THREE.Clock();
// Physics variables
- var gravityConstant = -9.8;
+ var gravityConstant = - 9.8;
var collisionConfiguration;
var dispatcher;
var broadphase;
@@ -70,17 +66,11 @@
var rope;
var transformAux1 = new Ammo.btTransform();
- var time = 0;
var armMovement = 0;
- // - Main code -
-
init();
animate();
-
- // - Functions -
-
function init() {
initGraphics();
@@ -102,7 +92,7 @@
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
- camera.position.set( -7, 5, 8 );
+ camera.position.set( - 7, 5, 8 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 2, 0 );
@@ -119,13 +109,13 @@
scene.add( ambientLight );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( -10, 10, 5 );
+ light.position.set( - 10, 10, 5 );
light.castShadow = true;
var d = 10;
- light.shadow.camera.left = -d;
+ light.shadow.camera.left = - d;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
- light.shadow.camera.bottom = -d;
+ light.shadow.camera.bottom = - d;
light.shadow.camera.near = 2;
light.shadow.camera.far = 50;
@@ -135,7 +125,6 @@
scene.add( light );
-
container.innerHTML = "";
container.appendChild( renderer.domElement );
@@ -160,7 +149,7 @@
broadphase = new Ammo.btDbvtBroadphase();
solver = new Ammo.btSequentialImpulseConstraintSolver();
softBodySolver = new Ammo.btDefaultSoftBodySolver();
- physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver);
+ physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver );
physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
@@ -177,12 +166,14 @@
var ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
ground.castShadow = true;
ground.receiveShadow = true;
- textureLoader.load( "textures/grid.png", function( texture ) {
+ textureLoader.load( "textures/grid.png", function ( texture ) {
+
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 40, 40 );
ground.material.map = texture;
ground.material.needsUpdate = true;
+
} );
@@ -195,7 +186,7 @@
ball.receiveShadow = true;
var ballShape = new Ammo.btSphereShape( ballRadius );
ballShape.setMargin( margin );
- pos.set( -3, 2, 0 );
+ pos.set( - 3, 2, 0 );
quat.set( 0, 0, 0, 1 );
createRigidBody( ball, ballShape, ballMass, pos, quat );
ball.userData.physicsBody.setFriction( 0.5 );
@@ -217,32 +208,40 @@
pos.z = z0;
if ( oddRow ) {
+
pos.z -= 0.25 * brickLength;
+
}
- var nRow = oddRow? numBricksLength + 1 : numBricksLength;
+ var nRow = oddRow ? numBricksLength + 1 : numBricksLength;
for ( var i = 0; i < nRow; i ++ ) {
var brickLengthCurrent = brickLength;
var brickMassCurrent = brickMass;
if ( oddRow && ( i == 0 || i == nRow - 1 ) ) {
+
brickLengthCurrent *= 0.5;
brickMassCurrent *= 0.5;
+
}
var brick = createParalellepiped( brickDepth, brickHeight, brickLengthCurrent, brickMassCurrent, pos, quat, createMaterial() );
brick.castShadow = true;
brick.receiveShadow = true;
if ( oddRow && ( i == 0 || i == nRow - 2 ) ) {
+
pos.z += 0.75 * brickLength;
- }
- else {
+
+ } else {
+
pos.z += brickLength;
+
}
}
pos.y += brickHeight;
+
}
// The rope
@@ -259,12 +258,16 @@
var ropePositions = [];
var ropeIndices = [];
- for ( var i = 0; i < ropeNumSegments + 1; i++ ) {
+ for ( var i = 0; i < ropeNumSegments + 1; i ++ ) {
+
ropePositions.push( ropePos.x, ropePos.y + i * segmentLength, ropePos.z );
+
}
- for ( var i = 0; i < ropeNumSegments; i++ ) {
+ for ( var i = 0; i < ropeNumSegments; i ++ ) {
+
ropeIndices.push( i, i + 1 );
+
}
ropeGeometry.setIndex( new THREE.BufferAttribute( new Uint16Array( ropeIndices ), 1 ) );
@@ -285,7 +288,7 @@
sbConfig.set_piterations( 10 );
ropeSoftBody.setTotalMass( ropeMass, false );
Ammo.castObject( ropeSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin * 3 );
- physicsWorld.addSoftBody( ropeSoftBody, 1, -1 );
+ physicsWorld.addSoftBody( ropeSoftBody, 1, - 1 );
rope.userData.physicsBody = ropeSoftBody;
// Disable deactivation
ropeSoftBody.setActivationState( 4 );
@@ -316,7 +319,7 @@
// Hinge constraint to move the arm
var pivotA = new Ammo.btVector3( 0, pylonHeight * 0.5, 0 );
- var pivotB = new Ammo.btVector3( 0, -0.2, - armLength * 0.5 );
+ var pivotB = new Ammo.btVector3( 0, - 0.2, - armLength * 0.5 );
var axis = new Ammo.btVector3( 0, 1, 0 );
hinge = new Ammo.btHingeConstraint( pylon.userData.physicsBody, arm.userData.physicsBody, pivotA, pivotB, axis, axis, true );
physicsWorld.addConstraint( hinge, true );
@@ -358,43 +361,51 @@
scene.add( threeObject );
if ( mass > 0 ) {
+
rigidBodies.push( threeObject );
// Disable deactivation
body.setActivationState( 4 );
+
}
physicsWorld.addRigidBody( body );
}
function createRandomColor() {
+
return Math.floor( Math.random() * ( 1 << 24 ) );
+
}
function createMaterial() {
+
return new THREE.MeshPhongMaterial( { color: createRandomColor() } );
+
}
function initInput() {
- window.addEventListener( 'keydown', function( event ) {
+ window.addEventListener( 'keydown', function ( event ) {
switch ( event.keyCode ) {
+
// Q
case 81:
armMovement = 1;
- break;
+ break;
// A
case 65:
armMovement = - 1;
- break;
+ break;
+
}
}, false );
- window.addEventListener( 'keyup', function( event ) {
+ window.addEventListener( 'keyup', function () {
armMovement = 0;
@@ -428,8 +439,6 @@
renderer.render( scene, camera );
- time += deltaTime;
-
}
function updatePhysics( deltaTime ) {
@@ -450,15 +459,16 @@
var node = nodes.at( i );
var nodePos = node.get_m_x();
- ropePositions[ indexFloat++ ] = nodePos.x();
- ropePositions[ indexFloat++ ] = nodePos.y();
- ropePositions[ indexFloat++ ] = nodePos.z();
+ ropePositions[ indexFloat ++ ] = nodePos.x();
+ ropePositions[ indexFloat ++ ] = nodePos.y();
+ ropePositions[ indexFloat ++ ] = nodePos.z();
}
rope.geometry.attributes.position.needsUpdate = true;
// Update rigid bodies
- for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
+ for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
+
var objThree = rigidBodies[ i ];
var objPhys = objThree.userData.physicsBody;
var ms = objPhys.getMotionState();
@@ -471,6 +481,7 @@
objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
}
+
}
} | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_physics_terrain.html | @@ -1,439 +1,446 @@
<!DOCTYPE html>
<html lang="en">
- <head>
- <title>Ammo.js terrain heightfield demo</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- color: #61443e;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
-
- background-color: #bfd1e5;
- margin: 0px;
- overflow: hidden;
- }
-
- #info {
- position: absolute;
- top: 0px; width: 100%;
- padding: 5px;
- }
-
- a {
-
- color: #a06851;
- }
-
- </style>
- </head>
- <body>
- <div id="container"><br /><br /><br /><br /><br />Loading...</div>
- <div id="info">Ammo.js physics terrain heightfield demo</div>
-
- <script src="../build/three.js"></script>
- <script src="js/libs/ammo.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/WebGL.js"></script>
- <script src="js/libs/stats.min.js"></script>
-
- <script>
-
- // Detects webgl
-
- if ( WEBGL.isWebGLAvailable() === false ) {
-
- document.body.appendChild( WEBGL.getWebGLErrorMessage() );
- document.getElementById( 'container' ).innerHTML = "";
+ <head>
+ <title>Ammo.js terrain heightfield demo</title>
+ <meta charset="utf-8">
+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+ <style>
+ body {
+ color: #61443e;
+ font-family:Monospace;
+ font-size:13px;
+ text-align:center;
- }
+ background-color: #bfd1e5;
+ margin: 0px;
+ overflow: hidden;
+ }
- // - Global variables -
+ #info {
+ position: absolute;
+ top: 0px; width: 100%;
+ padding: 5px;
+ }
- // Heightfield parameters
- var terrainWidthExtents = 100;
- var terrainDepthExtents = 100;
- var terrainWidth = 128;
- var terrainDepth = 128;
- var terrainHalfWidth = terrainWidth / 2;
- var terrainHalfDepth = terrainDepth / 2;
- var terrainMaxHeight = 8;
- var terrainMinHeight = -2;
+ a { color: #a06851; }
- // Graphics variables
- var container, stats;
- var camera, controls, scene, renderer;
- var terrainMesh, texture;
- var clock = new THREE.Clock();
+ </style>
+ </head>
+ <body>
+ <div id="container"><br /><br /><br /><br /><br />Loading...</div>
+ <div id="info">Ammo.js physics terrain heightfield demo</div>
- // Physics variables
- var collisionConfiguration;
- var dispatcher;
- var broadphase;
- var solver;
- var physicsWorld;
- var terrainBody;
- var dynamicObjects = [];
- var transformAux1 = new Ammo.btTransform();
+ <script src="../build/three.js"></script>
+ <script src="js/libs/ammo.js"></script>
+ <script src="js/controls/OrbitControls.js"></script>
+ <script src="js/WebGL.js"></script>
+ <script src="js/libs/stats.min.js"></script>
- var heightData = null;
- var ammoHeightData = null;
+ <script>
- var time = 0;
- var objectTimePeriod = 3;
- var timeNextSpawn = time + objectTimePeriod;
- var maxNumObjects = 30;
+ if ( WEBGL.isWebGLAvailable() === false ) {
- // - Main code -
- init();
- animate();
+ document.body.appendChild( WEBGL.getWebGLErrorMessage() );
+ document.getElementById( 'container' ).innerHTML = "";
- function init() {
+ }
- heightData = generateHeight( terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight );
+ // Heightfield parameters
+ var terrainWidthExtents = 100;
+ var terrainDepthExtents = 100;
+ var terrainWidth = 128;
+ var terrainDepth = 128;
+ var terrainHalfWidth = terrainWidth / 2;
+ var terrainHalfDepth = terrainDepth / 2;
+ var terrainMaxHeight = 8;
+ var terrainMinHeight = - 2;
- initGraphics();
+ // Graphics variables
+ var container, stats;
+ var camera, scene, renderer;
+ var terrainMesh;
+ var clock = new THREE.Clock();
- initPhysics();
+ // Physics variables
+ var collisionConfiguration;
+ var dispatcher;
+ var broadphase;
+ var solver;
+ var physicsWorld;
+ var dynamicObjects = [];
+ var transformAux1 = new Ammo.btTransform();
- }
+ var heightData = null;
+ var ammoHeightData = null;
- function initGraphics() {
+ var time = 0;
+ var objectTimePeriod = 3;
+ var timeNextSpawn = time + objectTimePeriod;
+ var maxNumObjects = 30;
- container = document.getElementById( 'container' );
+ init();
+ animate();
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.shadowMap.enabled = true;
+ function init() {
- container.innerHTML = "";
+ heightData = generateHeight( terrainWidth, terrainDepth, terrainMinHeight, terrainMaxHeight );
- container.appendChild( renderer.domElement );
+ initGraphics();
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
+ initPhysics();
+ }
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
+ function initGraphics() {
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xbfd1e5 );
+ container = document.getElementById( 'container' );
- camera.position.y = heightData[ terrainHalfWidth + terrainHalfDepth * terrainWidth ] * ( terrainMaxHeight - terrainMinHeight ) + 5;
+ renderer = new THREE.WebGLRenderer();
+ renderer.setPixelRatio( window.devicePixelRatio );
+ renderer.setSize( window.innerWidth, window.innerHeight );
+ renderer.shadowMap.enabled = true;
- camera.position.z = terrainDepthExtents / 2;
- camera.lookAt( 0, 0, 0 );
+ container.innerHTML = "";
- controls = new THREE.OrbitControls( camera );
+ container.appendChild( renderer.domElement );
- var geometry = new THREE.PlaneBufferGeometry( terrainWidthExtents, terrainDepthExtents, terrainWidth - 1, terrainDepth - 1 );
- geometry.rotateX( -Math.PI / 2 );
+ stats = new Stats();
+ stats.domElement.style.position = 'absolute';
+ stats.domElement.style.top = '0px';
+ container.appendChild( stats.domElement );
- var vertices = geometry.attributes.position.array;
- for ( var i = 0, j = 0, l = vertices.length; i < l; i++, j += 3 ) {
+ camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
- // j + 1 because it is the y component that we modify
- vertices[ j + 1 ] = heightData[ i ];
+ scene = new THREE.Scene();
+ scene.background = new THREE.Color( 0xbfd1e5 );
- }
+ camera.position.y = heightData[ terrainHalfWidth + terrainHalfDepth * terrainWidth ] * ( terrainMaxHeight - terrainMinHeight ) + 5;
- geometry.computeVertexNormals();
+ camera.position.z = terrainDepthExtents / 2;
+ camera.lookAt( 0, 0, 0 );
- var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xC7C7C7 } );
- terrainMesh = new THREE.Mesh( geometry, groundMaterial );
- terrainMesh.receiveShadow = true;
- terrainMesh.castShadow = true;
+ var controls = new THREE.OrbitControls( camera );
- scene.add( terrainMesh );
+ var geometry = new THREE.PlaneBufferGeometry( terrainWidthExtents, terrainDepthExtents, terrainWidth - 1, terrainDepth - 1 );
+ geometry.rotateX( - Math.PI / 2 );
- var textureLoader = new THREE.TextureLoader();
- textureLoader.load("textures/grid.png", function ( texture ) {
- texture.wrapS = THREE.RepeatWrapping;
- texture.wrapT = THREE.RepeatWrapping;
- texture.repeat.set( terrainWidth - 1, terrainDepth - 1 );
- groundMaterial.map = texture;
- groundMaterial.needsUpdate = true;
+ var vertices = geometry.attributes.position.array;
- });
+ for ( var i = 0, j = 0, l = vertices.length; i < l; i ++, j += 3 ) {
- var light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( 100, 100, 50 );
- light.castShadow = true;
- var dLight = 200;
- var sLight = dLight * 0.25;
- light.shadow.camera.left = -sLight;
- light.shadow.camera.right = sLight;
- light.shadow.camera.top = sLight;
- light.shadow.camera.bottom = -sLight;
+ // j + 1 because it is the y component that we modify
+ vertices[ j + 1 ] = heightData[ i ];
- light.shadow.camera.near = dLight / 30;
- light.shadow.camera.far = dLight;
+ }
- light.shadow.mapSize.x = 1024 * 2;
- light.shadow.mapSize.y = 1024 * 2;
+ geometry.computeVertexNormals();
- scene.add(light);
+ var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xC7C7C7 } );
+ terrainMesh = new THREE.Mesh( geometry, groundMaterial );
+ terrainMesh.receiveShadow = true;
+ terrainMesh.castShadow = true;
+ scene.add( terrainMesh );
- window.addEventListener( 'resize', onWindowResize, false );
+ var textureLoader = new THREE.TextureLoader();
+ textureLoader.load( "textures/grid.png", function ( texture ) {
- }
+ texture.wrapS = THREE.RepeatWrapping;
+ texture.wrapT = THREE.RepeatWrapping;
+ texture.repeat.set( terrainWidth - 1, terrainDepth - 1 );
+ groundMaterial.map = texture;
+ groundMaterial.needsUpdate = true;
- function onWindowResize() {
+ } );
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
+ var light = new THREE.DirectionalLight( 0xffffff, 1 );
+ light.position.set( 100, 100, 50 );
+ light.castShadow = true;
+ var dLight = 200;
+ var sLight = dLight * 0.25;
+ light.shadow.camera.left = - sLight;
+ light.shadow.camera.right = sLight;
+ light.shadow.camera.top = sLight;
+ light.shadow.camera.bottom = - sLight;
- renderer.setSize( window.innerWidth, window.innerHeight );
+ light.shadow.camera.near = dLight / 30;
+ light.shadow.camera.far = dLight;
- }
+ light.shadow.mapSize.x = 1024 * 2;
+ light.shadow.mapSize.y = 1024 * 2;
- function initPhysics() {
+ scene.add( light );
- // Physics configuration
- collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
- dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
- broadphase = new Ammo.btDbvtBroadphase();
- solver = new Ammo.btSequentialImpulseConstraintSolver();
- physicsWorld = new Ammo.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
- physicsWorld.setGravity( new Ammo.btVector3( 0, -6, 0 ) );
+ window.addEventListener( 'resize', onWindowResize, false );
- // Create the terrain body
+ }
- var groundShape = createTerrainShape();
- var groundTransform = new Ammo.btTransform();
- groundTransform.setIdentity();
- // Shifts the terrain, since bullet re-centers it on its bounding box.
- groundTransform.setOrigin( new Ammo.btVector3( 0, ( terrainMaxHeight + terrainMinHeight ) / 2, 0 ) );
- var groundMass = 0;
- var groundLocalInertia = new Ammo.btVector3( 0, 0, 0 );
- var groundMotionState = new Ammo.btDefaultMotionState( groundTransform );
- var groundBody = new Ammo.btRigidBody( new Ammo.btRigidBodyConstructionInfo( groundMass, groundMotionState, groundShape, groundLocalInertia ) );
- physicsWorld.addRigidBody( groundBody );
+ function onWindowResize() {
- }
+ camera.aspect = window.innerWidth / window.innerHeight;
+ camera.updateProjectionMatrix();
+
+ renderer.setSize( window.innerWidth, window.innerHeight );
+
+ }
+
+ function initPhysics() {
+
+ // Physics configuration
+
+ collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
+ dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
+ broadphase = new Ammo.btDbvtBroadphase();
+ solver = new Ammo.btSequentialImpulseConstraintSolver();
+ physicsWorld = new Ammo.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
+ physicsWorld.setGravity( new Ammo.btVector3( 0, - 6, 0 ) );
+
+ // Create the terrain body
- function generateHeight( width, depth, minHeight, maxHeight ) {
+ var groundShape = createTerrainShape();
+ var groundTransform = new Ammo.btTransform();
+ groundTransform.setIdentity();
+ // Shifts the terrain, since bullet re-centers it on its bounding box.
+ groundTransform.setOrigin( new Ammo.btVector3( 0, ( terrainMaxHeight + terrainMinHeight ) / 2, 0 ) );
+ var groundMass = 0;
+ var groundLocalInertia = new Ammo.btVector3( 0, 0, 0 );
+ var groundMotionState = new Ammo.btDefaultMotionState( groundTransform );
+ var groundBody = new Ammo.btRigidBody( new Ammo.btRigidBodyConstructionInfo( groundMass, groundMotionState, groundShape, groundLocalInertia ) );
+ physicsWorld.addRigidBody( groundBody );
- // Generates the height data (a sinus wave)
+ }
- var size = width * depth;
- var data = new Float32Array(size);
+ function generateHeight( width, depth, minHeight, maxHeight ) {
- var hRange = maxHeight - minHeight;
- var w2 = width / 2;
- var d2 = depth / 2;
- var phaseMult = 12;
+ // Generates the height data (a sinus wave)
- var p = 0;
- for ( var j = 0; j < depth; j++ ) {
- for ( var i = 0; i < width; i++ ) {
+ var size = width * depth;
+ var data = new Float32Array( size );
- var radius = Math.sqrt(
- Math.pow( ( i - w2 ) / w2, 2.0 ) +
- Math.pow( ( j - d2 ) / d2, 2.0 ) );
+ var hRange = maxHeight - minHeight;
+ var w2 = width / 2;
+ var d2 = depth / 2;
+ var phaseMult = 12;
- var height = ( Math.sin( radius * phaseMult ) + 1 ) * 0.5 * hRange + minHeight;
+ var p = 0;
+ for ( var j = 0; j < depth; j ++ ) {
- data[ p ] = height;
+ for ( var i = 0; i < width; i ++ ) {
- p++;
- }
- }
+ var radius = Math.sqrt(
+ Math.pow( ( i - w2 ) / w2, 2.0 ) +
+ Math.pow( ( j - d2 ) / d2, 2.0 ) );
- return data;
+ var height = ( Math.sin( radius * phaseMult ) + 1 ) * 0.5 * hRange + minHeight;
+
+ data[ p ] = height;
+
+ p ++;
}
- function createTerrainShape() {
+ }
- // This parameter is not really used, since we are using PHY_FLOAT height data type and hence it is ignored
- var heightScale = 1;
+ return data;
- // Up axis = 0 for X, 1 for Y, 2 for Z. Normally 1 = Y is used.
- var upAxis = 1;
+ }
- // hdt, height data type. "PHY_FLOAT" is used. Possible values are "PHY_FLOAT", "PHY_UCHAR", "PHY_SHORT"
- var hdt = "PHY_FLOAT";
+ function createTerrainShape() {
- // Set this to your needs (inverts the triangles)
- var flipQuadEdges = false;
+ // This parameter is not really used, since we are using PHY_FLOAT height data type and hence it is ignored
+ var heightScale = 1;
- // Creates height data buffer in Ammo heap
- ammoHeightData = Ammo._malloc(4 * terrainWidth * terrainDepth);
+ // Up axis = 0 for X, 1 for Y, 2 for Z. Normally 1 = Y is used.
+ var upAxis = 1;
- // Copy the javascript height data array to the Ammo one.
- var p = 0;
- var p2 = 0;
- for ( var j = 0; j < terrainDepth; j++ ) {
- for ( var i = 0; i < terrainWidth; i++ ) {
+ // hdt, height data type. "PHY_FLOAT" is used. Possible values are "PHY_FLOAT", "PHY_UCHAR", "PHY_SHORT"
+ var hdt = "PHY_FLOAT";
- // write 32-bit float data to memory
- Ammo.HEAPF32[ ammoHeightData + p2 >> 2 ] = heightData[ p ];
+ // Set this to your needs (inverts the triangles)
+ var flipQuadEdges = false;
- p++;
+ // Creates height data buffer in Ammo heap
+ ammoHeightData = Ammo._malloc( 4 * terrainWidth * terrainDepth );
- // 4 bytes/float
- p2 += 4;
- }
- }
+ // Copy the javascript height data array to the Ammo one.
+ var p = 0;
+ var p2 = 0;
+ for ( var j = 0; j < terrainDepth; j ++ ) {
- // Creates the heightfield physics shape
- var heightFieldShape = new Ammo.btHeightfieldTerrainShape(
- terrainWidth,
- terrainDepth,
- ammoHeightData,
- heightScale,
- terrainMinHeight,
- terrainMaxHeight,
- upAxis,
- hdt,
- flipQuadEdges
- );
+ for ( var i = 0; i < terrainWidth; i ++ ) {
- // Set horizontal scale
- var scaleX = terrainWidthExtents / ( terrainWidth - 1 );
- var scaleZ = terrainDepthExtents / ( terrainDepth - 1 );
- heightFieldShape.setLocalScaling( new Ammo.btVector3( scaleX, 1, scaleZ ) );
+ // write 32-bit float data to memory
+ Ammo.HEAPF32[ ammoHeightData + p2 >> 2 ] = heightData[ p ];
- heightFieldShape.setMargin( 0.05 );
+ p ++;
- return heightFieldShape;
+ // 4 bytes/float
+ p2 += 4;
}
- function generateObject() {
-
- var numTypes = 4;
- var objectType = Math.ceil( Math.random() * numTypes );
-
- var threeObject = null;
- var shape = null;
-
- var objectSize = 3;
- var margin = 0.05;
-
- switch (objectType) {
- case 1:
- // Sphere
- var radius = 1 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, 20, 20 ), createObjectMaterial() );
- shape = new Ammo.btSphereShape( radius );
- shape.setMargin( margin );
- break;
- case 2:
- // Box
- var sx = 1 + Math.random() * objectSize;
- var sy = 1 + Math.random() * objectSize;
- var sz = 1 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), createObjectMaterial() );
- shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
- shape.setMargin( margin );
- break;
- case 3:
- // Cylinder
- var radius = 1 + Math.random() * objectSize;
- var height = 1 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.CylinderBufferGeometry( radius, radius, height, 20, 1 ), createObjectMaterial() );
- shape = new Ammo.btCylinderShape( new Ammo.btVector3( radius, height * 0.5, radius ) );
- shape.setMargin(margin);
- break;
- default:
- // Cone
- var radius = 1 + Math.random() * objectSize;
- var height = 2 + Math.random() * objectSize;
- threeObject = new THREE.Mesh( new THREE.ConeBufferGeometry( radius, height, 20, 2 ), createObjectMaterial() );
- shape = new Ammo.btConeShape( radius, height );
- break;
- }
-
- threeObject.position.set( ( Math.random() - 0.5 ) * terrainWidth * 0.6, terrainMaxHeight + objectSize + 2, ( Math.random() - 0.5 ) * terrainDepth * 0.6 );
-
- var mass = objectSize * 5;
- var localInertia = new Ammo.btVector3( 0, 0, 0 );
- shape.calculateLocalInertia( mass, localInertia );
- var transform = new Ammo.btTransform();
- transform.setIdentity();
- var pos = threeObject.position;
- transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
- var motionState = new Ammo.btDefaultMotionState( transform );
- var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
- var body = new Ammo.btRigidBody( rbInfo );
-
- threeObject.userData.physicsBody = body;
-
- threeObject.receiveShadow = true;
- threeObject.castShadow = true;
-
- scene.add( threeObject );
- dynamicObjects.push( threeObject );
-
- physicsWorld.addRigidBody( body );
+ }
+
+ // Creates the heightfield physics shape
+ var heightFieldShape = new Ammo.btHeightfieldTerrainShape(
+ terrainWidth,
+ terrainDepth,
+ ammoHeightData,
+ heightScale,
+ terrainMinHeight,
+ terrainMaxHeight,
+ upAxis,
+ hdt,
+ flipQuadEdges
+ );
+ // Set horizontal scale
+ var scaleX = terrainWidthExtents / ( terrainWidth - 1 );
+ var scaleZ = terrainDepthExtents / ( terrainDepth - 1 );
+ heightFieldShape.setLocalScaling( new Ammo.btVector3( scaleX, 1, scaleZ ) );
+ heightFieldShape.setMargin( 0.05 );
- }
+ return heightFieldShape;
- function createObjectMaterial() {
- var c = Math.floor( Math.random() * ( 1 << 24 ) );
- return new THREE.MeshPhongMaterial( { color: c } );
- }
+ }
- function animate() {
+ function generateObject() {
- requestAnimationFrame(animate);
+ var numTypes = 4;
+ var objectType = Math.ceil( Math.random() * numTypes );
- render();
- stats.update();
+ var threeObject = null;
+ var shape = null;
- }
+ var objectSize = 3;
+ var margin = 0.05;
- function render() {
+ switch ( objectType ) {
- var deltaTime = clock.getDelta();
+ case 1:
+ // Sphere
+ var radius = 1 + Math.random() * objectSize;
+ threeObject = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, 20, 20 ), createObjectMaterial() );
+ shape = new Ammo.btSphereShape( radius );
+ shape.setMargin( margin );
+ break;
+ case 2:
+ // Box
+ var sx = 1 + Math.random() * objectSize;
+ var sy = 1 + Math.random() * objectSize;
+ var sz = 1 + Math.random() * objectSize;
+ threeObject = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), createObjectMaterial() );
+ shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
+ shape.setMargin( margin );
+ break;
+ case 3:
+ // Cylinder
+ var radius = 1 + Math.random() * objectSize;
+ var height = 1 + Math.random() * objectSize;
+ threeObject = new THREE.Mesh( new THREE.CylinderBufferGeometry( radius, radius, height, 20, 1 ), createObjectMaterial() );
+ shape = new Ammo.btCylinderShape( new Ammo.btVector3( radius, height * 0.5, radius ) );
+ shape.setMargin( margin );
+ break;
+ default:
+ // Cone
+ var radius = 1 + Math.random() * objectSize;
+ var height = 2 + Math.random() * objectSize;
+ threeObject = new THREE.Mesh( new THREE.ConeBufferGeometry( radius, height, 20, 2 ), createObjectMaterial() );
+ shape = new Ammo.btConeShape( radius, height );
+ break;
- if ( dynamicObjects.length < maxNumObjects && time > timeNextSpawn ) {
- generateObject();
- timeNextSpawn = time + objectTimePeriod;
- }
+ }
- updatePhysics( deltaTime );
+ threeObject.position.set( ( Math.random() - 0.5 ) * terrainWidth * 0.6, terrainMaxHeight + objectSize + 2, ( Math.random() - 0.5 ) * terrainDepth * 0.6 );
- renderer.render( scene, camera );
+ var mass = objectSize * 5;
+ var localInertia = new Ammo.btVector3( 0, 0, 0 );
+ shape.calculateLocalInertia( mass, localInertia );
+ var transform = new Ammo.btTransform();
+ transform.setIdentity();
+ var pos = threeObject.position;
+ transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
+ var motionState = new Ammo.btDefaultMotionState( transform );
+ var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
+ var body = new Ammo.btRigidBody( rbInfo );
+
+ threeObject.userData.physicsBody = body;
+
+ threeObject.receiveShadow = true;
+ threeObject.castShadow = true;
+
+ scene.add( threeObject );
+ dynamicObjects.push( threeObject );
+
+ physicsWorld.addRigidBody( body );
- time += deltaTime;
- }
- function updatePhysics( deltaTime ) {
+ }
- physicsWorld.stepSimulation( deltaTime, 10 );
+ function createObjectMaterial() {
- // Update objects
- for ( var i = 0, il = dynamicObjects.length; i < il; i++ ) {
- var objThree = dynamicObjects[ i ];
- var objPhys = objThree.userData.physicsBody;
- var ms = objPhys.getMotionState();
- if ( ms ) {
+ var c = Math.floor( Math.random() * ( 1 << 24 ) );
+ return new THREE.MeshPhongMaterial( { color: c } );
- ms.getWorldTransform( transformAux1 );
- var p = transformAux1.getOrigin();
- var q = transformAux1.getRotation();
- objThree.position.set( p.x(), p.y(), p.z() );
- objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
+ }
+
+ function animate() {
+
+ requestAnimationFrame( animate );
+
+ render();
+ stats.update();
+
+ }
+
+ function render() {
+
+ var deltaTime = clock.getDelta();
+
+ if ( dynamicObjects.length < maxNumObjects && time > timeNextSpawn ) {
+
+ generateObject();
+ timeNextSpawn = time + objectTimePeriod;
+
+ }
+
+ updatePhysics( deltaTime );
+
+ renderer.render( scene, camera );
+
+ time += deltaTime;
+
+ }
+
+ function updatePhysics( deltaTime ) {
+
+ physicsWorld.stepSimulation( deltaTime, 10 );
+
+ // Update objects
+ for ( var i = 0, il = dynamicObjects.length; i < il; i ++ ) {
+
+ var objThree = dynamicObjects[ i ];
+ var objPhys = objThree.userData.physicsBody;
+ var ms = objPhys.getMotionState();
+ if ( ms ) {
+
+ ms.getWorldTransform( transformAux1 );
+ var p = transformAux1.getOrigin();
+ var q = transformAux1.getRotation();
+ objThree.position.set( p.x(), p.y(), p.z() );
+ objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
- }
- }
}
- </script>
+ }
+
+ }
+
+ </script>
- </body>
+ </body>
</html> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_physics_volume.html | @@ -21,9 +21,7 @@
padding: 5px;
}
- a {
- color: #a06851;
- }
+ a { color: #a06851; }
</style>
</head>
<body>
@@ -38,17 +36,13 @@
<script>
- // Detects webgl
-
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
document.getElementById( 'container' ).innerHTML = "";
}
- // - Global variables -
-
// Graphics variables
var container, stats;
var camera, controls, scene, renderer;
@@ -62,24 +56,17 @@
var quat = new THREE.Quaternion();
// Physics variables
- var gravityConstant = -9.8;
+ var gravityConstant = - 9.8;
var physicsWorld;
var rigidBodies = [];
var softBodies = [];
var margin = 0.05;
var transformAux1 = new Ammo.btTransform();
var softBodyHelpers = new Ammo.btSoftBodyHelpers();
- var armMovement = 0;
-
- // - Main code -
-
init();
animate();
-
- // - Functions -
-
function init() {
initGraphics();
@@ -101,7 +88,7 @@
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
- camera.position.set( -7, 5, 8 );
+ camera.position.set( - 7, 5, 8 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 2, 0 );
@@ -118,13 +105,13 @@
scene.add( ambientLight );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( -10, 10, 5 );
+ light.position.set( - 10, 10, 5 );
light.castShadow = true;
var d = 20;
- light.shadow.camera.left = -d;
+ light.shadow.camera.left = - d;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
- light.shadow.camera.bottom = -d;
+ light.shadow.camera.bottom = - d;
light.shadow.camera.near = 2;
light.shadow.camera.far = 50;
@@ -134,7 +121,6 @@
scene.add( light );
-
container.innerHTML = '';
container.appendChild( renderer.domElement );
@@ -158,7 +144,7 @@
var broadphase = new Ammo.btDbvtBroadphase();
var solver = new Ammo.btSequentialImpulseConstraintSolver();
var softBodySolver = new Ammo.btDefaultSoftBodySolver();
- physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver);
+ physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver );
physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
@@ -172,14 +158,15 @@
var ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) );
ground.castShadow = true;
ground.receiveShadow = true;
- textureLoader.load( "textures/grid.png", function( texture ) {
+ textureLoader.load( "textures/grid.png", function ( texture ) {
+
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 40, 40 );
ground.material.map = texture;
ground.material.needsUpdate = true;
- } );
+ } );
// Create soft volumes
var volumeMass = 15;
@@ -226,7 +213,7 @@
var vertices = new Float32Array( numVertices * 3 );
var indices = new ( numFaces * 3 > 65535 ? Uint32Array : Uint16Array )( numFaces * 3 );
- for ( var i = 0; i < numVertices; i++ ) {
+ for ( var i = 0; i < numVertices; i ++ ) {
var p = geometry.vertices[ i ];
@@ -238,7 +225,7 @@
}
- for ( var i = 0; i < numFaces; i++ ) {
+ for ( var i = 0; i < numFaces; i ++ ) {
var f = geometry.faces[ i ];
@@ -254,6 +241,7 @@
bufferGeom.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
return bufferGeom;
+
}
function isEqual( x1, y1, z1, x2, y2, z2 ) {
@@ -280,19 +268,21 @@
bufGeometry.ammoIndices = indices;
bufGeometry.ammoIndexAssociation = [];
- for ( var i = 0; i < numIdxVertices; i++ ) {
+ for ( var i = 0; i < numIdxVertices; i ++ ) {
var association = [];
bufGeometry.ammoIndexAssociation.push( association );
var i3 = i * 3;
- for ( var j = 0; j < numVertices; j++ ) {
+ for ( var j = 0; j < numVertices; j ++ ) {
var j3 = j * 3;
- if ( isEqual( idxVertices[ i3 ], idxVertices[ i3 + 1 ], idxVertices[ i3 + 2 ],
- vertices[ j3 ], vertices[ j3 + 1 ], vertices[ j3 + 2 ] ) ) {
- association.push( j3 );
+ if ( isEqual( idxVertices[ i3 ], idxVertices[ i3 + 1 ], idxVertices[ i3 + 2 ],
+ vertices[ j3 ], vertices[ j3 + 1 ], vertices[ j3 + 2 ] ) ) {
+
+ association.push( j3 );
+
}
}
@@ -311,19 +301,21 @@
volume.frustumCulled = false;
scene.add( volume );
- textureLoader.load( "textures/colors.png", function( texture ) {
- volume.material.map = texture;
- volume.material.needsUpdate = true;
+ textureLoader.load( "textures/colors.png", function ( texture ) {
+
+ volume.material.map = texture;
+ volume.material.needsUpdate = true;
+
} );
// Volume physic object
var volumeSoftBody = softBodyHelpers.CreateFromTriMesh(
- physicsWorld.getWorldInfo(),
- bufferGeom.ammoVertices,
- bufferGeom.ammoIndices,
- bufferGeom.ammoIndices.length / 3,
- true );
+ physicsWorld.getWorldInfo(),
+ bufferGeom.ammoVertices,
+ bufferGeom.ammoIndices,
+ bufferGeom.ammoIndices.length / 3,
+ true );
var sbConfig = volumeSoftBody.get_m_cfg();
sbConfig.set_viterations( 40 );
@@ -344,7 +336,7 @@
volumeSoftBody.setTotalMass( mass, false );
Ammo.castObject( volumeSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin );
- physicsWorld.addSoftBody( volumeSoftBody, 1, -1 );
+ physicsWorld.addSoftBody( volumeSoftBody, 1, - 1 );
volume.userData.physicsBody = volumeSoftBody;
// Disable deactivation
volumeSoftBody.setActivationState( 4 );
@@ -397,12 +389,13 @@
physicsWorld.addRigidBody( body );
- return body;
+ return body;
+
}
function initInput() {
- window.addEventListener( 'mousedown', function( event ) {
+ window.addEventListener( 'mousedown', function ( event ) {
if ( ! clickRequest ) {
@@ -486,7 +479,8 @@
physicsWorld.stepSimulation( deltaTime, 10 );
// Update soft volumes
- for ( var i = 0, il = softBodies.length; i < il; i++ ) {
+ for ( var i = 0, il = softBodies.length; i < il; i ++ ) {
+
var volume = softBodies[ i ];
var geometry = volume.geometry;
var softBody = volume.userData.physicsBody;
@@ -509,17 +503,20 @@
var assocVertex = association[ j ];
- for ( var k = 0, kl = assocVertex.length; k < kl; k++ ) {
+ for ( var k = 0, kl = assocVertex.length; k < kl; k ++ ) {
+
var indexVertex = assocVertex[ k ];
volumePositions[ indexVertex ] = x;
volumeNormals[ indexVertex ] = nx;
- indexVertex++;
+ indexVertex ++;
volumePositions[ indexVertex ] = y;
volumeNormals[ indexVertex ] = ny;
- indexVertex++;
+ indexVertex ++;
volumePositions[ indexVertex ] = z;
volumeNormals[ indexVertex ] = nz;
+
}
+
}
geometry.attributes.position.needsUpdate = true;
@@ -528,7 +525,8 @@
}
// Update rigid bodies
- for ( var i = 0, il = rigidBodies.length; i < il; i++ ) {
+ for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
+
var objThree = rigidBodies[ i ];
var objPhys = objThree.userData.physicsBody;
var ms = objPhys.getMotionState();
@@ -541,6 +539,7 @@
objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
}
+
}
} | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_points_billboards.html | @@ -106,7 +106,7 @@
var gui = new dat.GUI();
- gui.add( material, 'sizeAttenuation' ).onChange( function() {
+ gui.add( material, 'sizeAttenuation' ).onChange( function () {
material.needsUpdate = true;
@@ -155,6 +155,7 @@
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
+
}
function onDocumentTouchMove( event ) { | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_points_dynamic.html | @@ -76,6 +76,8 @@
function init() {
+ var container = document.querySelector( '#container' );
+
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
camera.position.set( 0, 700, 7000 );
@@ -91,37 +93,37 @@
var positions = combineBuffer( object, 'position' );
- createMesh( positions, scene, 4.05, -500, -350, 600, 0xff7744 );
- createMesh( positions, scene, 4.05, 500, -350, 0, 0xff5522 );
- createMesh( positions, scene, 4.05, -250, -350, 1500, 0xff9922 );
- createMesh( positions, scene, 4.05, -250, -350, -1500, 0xff99ff );
+ createMesh( positions, scene, 4.05, - 500, - 350, 600, 0xff7744 );
+ createMesh( positions, scene, 4.05, 500, - 350, 0, 0xff5522 );
+ createMesh( positions, scene, 4.05, - 250, - 350, 1500, 0xff9922 );
+ createMesh( positions, scene, 4.05, - 250, - 350, - 1500, 0xff99ff );
} );
loader.load( 'models/obj/female02/female02.obj', function ( object ) {
var positions = combineBuffer( object, 'position' );
- createMesh( positions, scene, 4.05, -1000, -350, 0, 0xffdd44 );
- createMesh( positions, scene, 4.05, 0, -350, 0, 0xffffff );
- createMesh( positions, scene, 4.05, 1000, -350, 400, 0xff4422 );
- createMesh( positions, scene, 4.05, 250, -350, 1500, 0xff9955 );
- createMesh( positions, scene, 4.05, 250, -350, 2500, 0xff77dd );
+ createMesh( positions, scene, 4.05, - 1000, - 350, 0, 0xffdd44 );
+ createMesh( positions, scene, 4.05, 0, - 350, 0, 0xffffff );
+ createMesh( positions, scene, 4.05, 1000, - 350, 400, 0xff4422 );
+ createMesh( positions, scene, 4.05, 250, - 350, 1500, 0xff9955 );
+ createMesh( positions, scene, 4.05, 250, - 350, 2500, 0xff77dd );
} );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth,window.innerHeight );
+ renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
parent = new THREE.Object3D();
scene.add( parent );
var grid = new THREE.Points( new THREE.PlaneBufferGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
- grid.position.y = -400;
+ grid.position.y = - 400;
grid.rotation.x = - Math.PI / 2;
parent.add( grid );
@@ -154,7 +156,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
@@ -186,7 +188,7 @@
} );
- var combined = new Float32Array(count);
+ var combined = new Float32Array( count );
let offset = 0;
@@ -217,21 +219,21 @@
var clones = [
- [ 6000, 0, -4000 ],
- [ 5000, 0, 0 ],
- [ 1000, 0, 5000 ],
- [ 1000, 0, -5000 ],
- [ 4000, 0, 2000 ],
- [ -4000, 0, 1000 ],
- [ -5000, 0, -5000 ],
+ [ 6000, 0, - 4000 ],
+ [ 5000, 0, 0 ],
+ [ 1000, 0, 5000 ],
+ [ 1000, 0, - 5000 ],
+ [ 4000, 0, 2000 ],
+ [ - 4000, 0, 1000 ],
+ [ - 5000, 0, - 5000 ],
[ 0, 0, 0 ]
];
for ( var i = 0; i < clones.length; i ++ ) {
- var c = ( i < clones.length -1 ) ? 0x252525 : color;
+ var c = ( i < clones.length - 1 ) ? 0x252525 : color;
mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
@@ -253,30 +255,30 @@
}
- function animate () {
+ function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
- function render () {
+ function render() {
var delta = 10 * clock.getDelta();
delta = delta < 2 ? delta : 2;
- parent.rotation.y += -0.02 * delta;
+ parent.rotation.y += - 0.02 * delta;
- for( var j = 0; j < clonemeshes.length; j ++ ) {
+ for ( var j = 0; j < clonemeshes.length; j ++ ) {
var cm = clonemeshes[ j ];
- cm.mesh.rotation.y += -0.1 * delta * cm.speed;
+ cm.mesh.rotation.y += - 0.1 * delta * cm.speed;
}
- for( var j = 0; j < meshes.length; j ++ ) {
+ for ( var j = 0; j < meshes.length; j ++ ) {
var data = meshes[ j ];
var positions = data.mesh.geometry.attributes.position;
@@ -292,7 +294,7 @@
if ( data.direction === 0 ) {
- data.direction = -1;
+ data.direction = - 1;
}
@@ -343,7 +345,7 @@
i,
px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
- pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() ),
+ pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() )
);
} else {
@@ -379,7 +381,7 @@
if ( data.delay <= 0 ) {
- data.direction = -1;
+ data.direction = - 1;
data.speed = 15;
data.verticesUp = 0;
data.delay = 120; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_points_sprites.html | @@ -92,23 +92,23 @@
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
parameters = [
- [ [ 1.0, 0.2, 0.5 ], sprite2, 20 ],
- [ [ 0.95, 0.1, 0.5 ], sprite3, 15 ],
- [ [ 0.90, 0.05, 0.5 ], sprite1, 10 ],
- [ [ 0.85, 0, 0.5 ], sprite5, 8 ],
- [ [ 0.80, 0, 0.5 ], sprite4, 5 ]
+ [[ 1.0, 0.2, 0.5 ], sprite2, 20 ],
+ [[ 0.95, 0.1, 0.5 ], sprite3, 15 ],
+ [[ 0.90, 0.05, 0.5 ], sprite1, 10 ],
+ [[ 0.85, 0, 0.5 ], sprite5, 8 ],
+ [[ 0.80, 0, 0.5 ], sprite4, 5 ]
];
for ( var i = 0; i < parameters.length; i ++ ) {
- var color = parameters[ i ][ 0 ];
+ var color = parameters[ i ][ 0 ];
var sprite = parameters[ i ][ 1 ];
- var size = parameters[ i ][ 2 ];
+ var size = parameters[ i ][ 2 ];
- materials[ i ] = new THREE.PointsMaterial( { size: size, map: sprite, blending: THREE.AdditiveBlending, depthTest: false, transparent : true } );
+ materials[ i ] = new THREE.PointsMaterial( { size: size, map: sprite, blending: THREE.AdditiveBlending, depthTest: false, transparent: true } );
materials[ i ].color.setHSL( color[ 0 ], color[ 1 ], color[ 2 ] );
- var particles = new THREE.Points( geometry, materials[i] );
+ var particles = new THREE.Points( geometry, materials[ i ] );
particles.rotation.x = Math.random() * 6;
particles.rotation.y = Math.random() * 6;
@@ -138,7 +138,7 @@
texture: true
};
- gui.add( params, 'texture' ).onChange( function( value ) {
+ gui.add( params, 'texture' ).onChange( function ( value ) {
for ( var i = 0; i < materials.length; i ++ ) {
@@ -251,7 +251,6 @@
}
-
</script>
</body>
</html> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_advanced.html | @@ -87,7 +87,7 @@
var halfWidth = width / 2;
var halfHeight = height / 2;
- var materialColor, material2D, quadBG, quadMask, renderScene;
+ var quadBG, quadMask, renderScene;
var delta = 0.01;
@@ -100,7 +100,7 @@
//
- cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
+ cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
cameraOrtho.position.z = 100;
cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
@@ -114,11 +114,11 @@
//
directionalLight = new THREE.DirectionalLight( 0xffffff );
- directionalLight.position.set( 0, -0.1, 1 ).normalize();
+ directionalLight.position.set( 0, - 0.1, 1 ).normalize();
sceneModel.add( directionalLight );
var loader = new THREE.GLTFLoader();
- loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function( gltf ) {
+ loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
@@ -127,21 +127,21 @@
//
var materialColor = new THREE.MeshBasicMaterial( {
- map: new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
+ map: new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
depthTest: false
} );
quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), materialColor );
- quadBG.position.z = -500;
+ quadBG.position.z = - 500;
quadBG.scale.set( width, height, 1 );
sceneBG.add( quadBG );
//
var sceneMask = new THREE.Scene();
- quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
- quadMask.position.z = -300;
+ quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
+ quadMask.position.z = - 300;
quadMask.scale.set( width / 2, height / 2, 1 );
sceneMask.add( quadMask );
@@ -164,19 +164,19 @@
//
stats = new Stats();
- //container.appendChild( stats.dom );
+ container.appendChild( stats.dom );
//
var shaderBleach = THREE.BleachBypassShader;
var shaderSepia = THREE.SepiaShader;
var shaderVignette = THREE.VignetteShader;
- var shaderCopy = THREE.CopyShader;
+ // var shaderCopy = THREE.CopyShader;
var effectBleach = new THREE.ShaderPass( shaderBleach );
var effectSepia = new THREE.ShaderPass( shaderSepia );
var effectVignette = new THREE.ShaderPass( shaderVignette );
- var effectCopy = new THREE.ShaderPass( shaderCopy );
+ // var effectCopy = new THREE.ShaderPass( shaderCopy );
effectBleach.uniforms[ "opacity" ].value = 0.95;
@@ -222,7 +222,7 @@
stencilBuffer: true
};
- var rtWidth = width / 2;
+ var rtWidth = width / 2;
var rtHeight = height / 2;
//
@@ -292,28 +292,24 @@
//composer4.addPass( clearMask );
composer4.addPass( effectVignette );
- //
-
- //onWindowResize();
-
renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
window.addEventListener( 'resize', onWindowResize, false );
}
- function onWindowResize( event ) {
+ function onWindowResize() {
halfWidth = window.innerWidth / 2;
halfHeight = window.innerHeight / 2;
cameraPerspective.aspect = window.innerWidth / window.innerHeight;
cameraPerspective.updateProjectionMatrix();
- cameraOrtho.left = -halfWidth;
+ cameraOrtho.left = - halfWidth;
cameraOrtho.right = halfWidth;
cameraOrtho.top = halfHeight;
- cameraOrtho.bottom = -halfHeight;
+ cameraOrtho.bottom = - halfHeight;
cameraOrtho.updateProjectionMatrix();
@@ -333,12 +329,6 @@
}
- function getText( id ) {
-
- return document.getElementById( id ).textContent;
-
- }
-
function createMesh( geometry, scene, scale ) {
var mat2 = new THREE.MeshPhongMaterial( {
@@ -347,13 +337,13 @@
specular: 0x080808,
shininess: 20,
map: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Map-COL.jpg" ),
- normalMap: new THREE.TextureLoader().load("models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
+ normalMap: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
normalScale: new THREE.Vector2( 0.75, 0.75 )
} );
mesh = new THREE.Mesh( geometry, mat2 );
- mesh.position.set( 0, -50, 0 );
+ mesh.position.set( 0, - 50, 0 );
mesh.scale.set( scale, scale, scale );
scene.add( mesh );
@@ -376,7 +366,7 @@
var time = Date.now() * 0.0004;
- if ( mesh ) mesh.rotation.y = -time;
+ if ( mesh ) mesh.rotation.y = - time;
renderer.setViewport( 0, 0, halfWidth, halfHeight );
composerScene.render( delta ); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_afterimage.html | @@ -30,7 +30,7 @@
<script>
var camera, scene, renderer, composer;
- var mesh, light;
+ var mesh;
var afterimagePass;
@@ -57,7 +57,7 @@
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
- var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 2, 2, 2);
+ var geometry = new THREE.BoxBufferGeometry( 150, 150, 150, 2, 2, 2 );
var material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
@@ -75,7 +75,7 @@
}
- function createGUI(){
+ function createGUI() {
var gui = new dat.GUI( { name: 'Damp setting' } );
gui.add( afterimagePass.uniforms[ "damp" ], 'value', 0, 1 ).step( 0.001 );
@@ -100,7 +100,7 @@
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
- if( params.enable ){
+ if ( params.enable ) {
composer.render();
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_backgrounds.html | @@ -56,7 +56,7 @@
var clearPass, texturePass, renderPass;
var cameraP, cubeTexturePassP;
//var cameraO, cubeTexturePassO;
- var gui, stats, texture;
+ var gui, stats;
var params = {
@@ -131,13 +131,13 @@
cameraP = new THREE.PerspectiveCamera( 65, aspect, 1, 10 );
cameraP.position.z = 7;
- // cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 3, 10 );
- // cameraO.position.z = 7;
+ // cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 3, 10 );
+ // cameraO.position.z = 7;
- // var fov = THREE.Math.degToRad( cameraP.fov );
- // var hyperfocus = ( cameraP.near + cameraP.far ) / 2;
- // var _height = 2 * Math.tan( fov / 2 ) * hyperfocus;
- // cameraO.zoom = height / _height;
+ // var fov = THREE.Math.degToRad( cameraP.fov );
+ // var hyperfocus = ( cameraP.near + cameraP.far ) / 2;
+ // var _height = 2 * Math.tan( fov / 2 ) * hyperfocus;
+ // cameraO.zoom = height / _height;
scene = new THREE.Scene();
@@ -146,20 +146,20 @@
var light = new THREE.PointLight( 0xddffdd, 1.0 );
light.position.z = 70;
- light.position.y = -70;
- light.position.x = -70;
+ light.position.y = - 70;
+ light.position.x = - 70;
scene.add( light );
var light2 = new THREE.PointLight( 0xffdddd, 1.0 );
light2.position.z = 70;
- light2.position.x = -70;
+ light2.position.x = - 70;
light2.position.y = 70;
scene.add( light2 );
var light3 = new THREE.PointLight( 0xddddff, 1.0 );
light3.position.z = 70;
light3.position.x = 70;
- light3.position.y = -70;
+ light3.position.y = - 70;
scene.add( light3 );
var geometry = new THREE.SphereBufferGeometry( 1, 48, 24 );
@@ -174,12 +174,14 @@
// postprocessing
- var genCubeUrls = function( prefix, postfix ) {
+ var genCubeUrls = function ( prefix, postfix ) {
+
return [
prefix + 'px' + postfix, prefix + 'nx' + postfix,
prefix + 'py' + postfix, prefix + 'ny' + postfix,
prefix + 'pz' + postfix, prefix + 'nz' + postfix
];
+
};
composer = new THREE.EffectComposer( renderer );
@@ -191,18 +193,22 @@
composer.addPass( texturePass );
var textureLoader = new THREE.TextureLoader();
- textureLoader.load( "textures/hardwood2_diffuse.jpg", function( map ) {
+ textureLoader.load( "textures/hardwood2_diffuse.jpg", function ( map ) {
+
texturePass.map = map;
- });
+
+ } );
cubeTexturePassP = new THREE.CubeTexturePass( cameraP );
composer.addPass( cubeTexturePassP );
var ldrUrls = genCubeUrls( "textures/cube/pisa/", ".png" );
new THREE.CubeTextureLoader().load( ldrUrls, function ( ldrCubeMap ) {
+
cubeTexturePassP.envMap = ldrCubeMap;
- console.log( "loaded envmap");
- });
+ console.log( "loaded envmap" );
+
+ } );
renderPass = new THREE.RenderPass( scene, cameraP );
renderPass.clear = false;
@@ -236,7 +242,7 @@
renderer.setSize( width, height );
var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
var newHeight = Math.floor( height / pixelRatio ) || 1;
composer.setSize( newWidth, newHeight );
@@ -251,12 +257,14 @@
cameraP.updateMatrixWorld( true );
var newColor = clearPass.clearColor;
- switch( params.clearColor ) {
+ switch ( params.clearColor ) {
+
case 'blue': newColor = 0x0000ff; break;
case 'red': newColor = 0xff0000; break;
case 'green': newColor = 0x00ff00; break;
case 'white': newColor = 0xffffff; break;
case 'black': newColor = 0x000000; break;
+
}
clearPass.enabled = params.clearPass; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_crossfade.html | @@ -22,9 +22,7 @@
width: 100%;
}
- .info a {
- color: #00ffff;
- }
+ a { color: #00ffff; }
</style>
</head>
<body>
@@ -68,10 +66,10 @@
stats = new Stats();
container.appendChild( stats.dom );
- var sceneA = new Scene( "cube", 5000, 1200, 120, new THREE.Vector3(0,-0.4,0), 0xffffff );
- var sceneB = new Scene( "sphere", 500, 2000, 50, new THREE.Vector3(0,0.2,0.1), 0x000000 );
+ var sceneA = new Scene( "cube", 5000, 1200, 120, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
+ var sceneB = new Scene( "sphere", 500, 2000, 50, new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
- transition = new Transition(sceneA,sceneB);
+ transition = new Transition( sceneA, sceneB );
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_dof.html | @@ -16,9 +16,7 @@
text-align: center;
}
- a {
- color: #0078ff;
- }
+ a { color: #0078ff; }
#info {
color: #fff;
@@ -67,7 +65,7 @@
var camera, scene, renderer,
materials = [], objects = [],
singleMaterial, zmaterial = [],
- parameters, i, j, k, h, color, x, y, z, s, n, nobjects, cubeMaterial;
+ parameters, i, j, k, h, x, y, z, nobjects, cubeMaterial;
var mouseX = 0, mouseY = 0;
@@ -100,10 +98,10 @@
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
- path + 'px' + format, path + 'nx' + format,
- path + 'py' + format, path + 'ny' + format,
- path + 'pz' + format, path + 'nz' + format
- ];
+ path + 'px' + format, path + 'nx' + format,
+ path + 'py' + format, path + 'ny' + format,
+ path + 'pz' + format, path + 'nz' + format
+ ];
var textureCube = new THREE.CubeTextureLoader().load( urls );
@@ -112,7 +110,7 @@
singleMaterial = false;
- if( singleMaterial ) zmaterial = [ cubeMaterial ];
+ if ( singleMaterial ) zmaterial = [ cubeMaterial ];
var geo = new THREE.SphereBufferGeometry( 1, 20, 10 );
@@ -126,38 +124,38 @@
var count = 0;
for ( i = 0; i < xgrid; i ++ )
- for ( j = 0; j < ygrid; j ++ )
- for ( k = 0; k < zgrid; k ++ ) {
+ for ( j = 0; j < ygrid; j ++ )
+ for ( k = 0; k < zgrid; k ++ ) {
- var mesh;
+ var mesh;
- if ( singleMaterial ) {
+ if ( singleMaterial ) {
- mesh = new THREE.Mesh( geo, zmaterial );
+ mesh = new THREE.Mesh( geo, zmaterial );
- } else {
+ } else {
- mesh = new THREE.Mesh( geo, new THREE.MeshBasicMaterial( parameters ) );
- materials[ count ] = mesh.material;
+ mesh = new THREE.Mesh( geo, new THREE.MeshBasicMaterial( parameters ) );
+ materials[ count ] = mesh.material;
- }
+ }
- x = 200 * ( i - xgrid/2 );
- y = 200 * ( j - ygrid/2 );
- z = 200 * ( k - zgrid/2 );
+ x = 200 * ( i - xgrid / 2 );
+ y = 200 * ( j - ygrid / 2 );
+ z = 200 * ( k - zgrid / 2 );
- mesh.position.set( x, y, z );
- mesh.scale.set( s, s, s );
+ mesh.position.set( x, y, z );
+ mesh.scale.set( s, s, s );
- mesh.matrixAutoUpdate = false;
- mesh.updateMatrix();
+ mesh.matrixAutoUpdate = false;
+ mesh.updateMatrix();
- scene.add( mesh );
- objects.push( mesh );
+ scene.add( mesh );
+ objects.push( mesh );
- count ++;
+ count ++;
- }
+ }
scene.matrixAutoUpdate = false;
@@ -174,15 +172,15 @@
window.addEventListener( 'resize', onWindowResize, false );
- var effectController = {
+ var effectController = {
- focus: 500.0,
+ focus: 500.0,
aperture: 5,
maxblur: 1.0
};
- var matChanger = function( ) {
+ var matChanger = function ( ) {
postprocessing.bokeh.uniforms[ "focus" ].value = effectController.focus;
postprocessing.bokeh.uniforms[ "aperture" ].value = effectController.aperture * 0.00001;
@@ -197,6 +195,7 @@
gui.close();
matChanger();
+
}
function onDocumentMouseMove( event ) {
@@ -216,6 +215,7 @@
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
+
}
function onDocumentTouchMove( event ) {
@@ -248,10 +248,11 @@
}
function initPostprocessing() {
+
var renderPass = new THREE.RenderPass( scene, camera );
var bokehPass = new THREE.BokehPass( scene, camera, {
- focus: 1.0,
+ focus: 1.0,
aperture: 0.025,
maxblur: 1.0,
@@ -286,13 +287,13 @@
var time = Date.now() * 0.00005;
camera.position.x += ( mouseX - camera.position.x ) * 0.036;
- camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
+ camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
camera.lookAt( scene.position );
- if ( !singleMaterial ) {
+ if ( ! singleMaterial ) {
- for( i = 0; i < nobjects; i ++ ) {
+ for ( i = 0; i < nobjects; i ++ ) {
h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
materials[ i ].color.setHSL( h, 1, 0.5 ); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_dof2.html | @@ -16,9 +16,7 @@
text-align:center;
}
- a {
- color:#0078ff;
- }
+ a { color:#0078ff; }
#info {
color:#fff;
@@ -31,10 +29,10 @@
}
</style>
</head>
-<!-- TODO
-Setup Number Focus Test Plates
-Use WEBGL Depth buffer support?
--->
+ <!-- TODO
+ Setup Number Focus Test Plates
+ Use WEBGL Depth buffer support?
+ -->
<body>
<script src="../build/three.js"></script>
<script src="js/shaders/BokehShader2.js"></script>
@@ -62,14 +60,13 @@
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
- var postprocessing = { enabled : true };
+ var postprocessing = { enabled: true };
var shaderSettings = {
rings: 3,
samples: 4
};
- var singleMaterial = false;
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var distance = 100;
@@ -142,11 +139,11 @@
var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
var planeMat = new THREE.MeshPhongMaterial( {
- color: 0xffffff * 0.4,
- shininess: 0.5,
- specular: 0xffffff,
- envMap: textureCube,
- side: THREE.DoubleSide
+ color: 0xffffff * 0.4,
+ shininess: 0.5,
+ specular: 0xffffff,
+ envMap: textureCube,
+ side: THREE.DoubleSide
} );
var rand = Math.random;
@@ -160,8 +157,8 @@
plane.rotation.dz = rand() * 0.1;
plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
- plane.position.dx = (rand() - 0.5 );
- plane.position.dz = (rand() - 0.5 );
+ plane.position.dx = ( rand() - 0.5 );
+ plane.position.dz = ( rand() - 0.5 );
scene.add( plane );
planes.push( plane );
@@ -180,7 +177,7 @@
shininess: 50,
reflectivity: 1.0,
flatShading: true
- });
+ } );
var monkeys = 20;
@@ -211,14 +208,14 @@
var ballmaterial = new THREE.MeshPhongMaterial( {
color: 0xffffff * Math.random(),
shininess: 0.5,
- specular: 0xffffff ,
+ specular: 0xffffff,
envMap: textureCube } );
var mesh = new THREE.Mesh( geometry, ballmaterial );
mesh.position.x = ( Math.random() - 0.5 ) * 200;
mesh.position.y = Math.random() * 50;
- mesh.position.z = ( Math.random() - 0.5 ) * 200;
+ mesh.position.z = ( Math.random() - 0.5 ) * 200;
mesh.scale.multiplyScalar( 10 );
scene.add( mesh );
@@ -233,7 +230,7 @@
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
- directionalLight.position.set( - 2, 1.2, -10 ).normalize();
+ directionalLight.position.set( - 2, 1.2, - 10 ).normalize();
scene.add( directionalLight );
initPostprocessing();
@@ -245,7 +242,7 @@
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
- effectController = {
+ effectController = {
enabled: true,
jsDepthCalculation: true,
@@ -273,7 +270,7 @@
};
- var matChanger = function() {
+ var matChanger = function () {
for ( var e in effectController ) {
@@ -288,7 +285,7 @@
postprocessing.enabled = effectController.enabled;
postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
- camera.setFocalLength(effectController.focalLength);
+ camera.setFocalLength( effectController.focalLength );
};
@@ -310,7 +307,7 @@
gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
- gui.add( effectController, 'bias', 0,3, 0.001 ).onChange( matChanger );
+ gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );
gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
@@ -321,8 +318,8 @@
gui.add( effectController, 'pentagon' ).onChange( matChanger );
- gui.add( shaderSettings, 'rings', 1, 8).step(1).onChange( shaderUpdate );
- gui.add( shaderSettings, 'samples', 1, 13).step(1).onChange( shaderUpdate );
+ gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
+ gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );
matChanger();
@@ -358,6 +355,7 @@
mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
}
+
}
function onDocumentTouchMove( event ) {
@@ -377,7 +375,7 @@
postprocessing.scene = new THREE.Scene();
- postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
+ postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
postprocessing.camera.position.z = 100;
postprocessing.scene.add( postprocessing.camera );
@@ -438,7 +436,6 @@
}
-
function smoothstep( near, far, depth ) {
var x = saturate( ( depth - near ) / ( far - near ) );
@@ -475,15 +472,15 @@
var targetDistance = intersects[ 0 ].distance;
- distance += (targetDistance - distance) * 0.03;
+ distance += ( targetDistance - distance ) * 0.03;
- var sdistance = smoothstep(camera.near, camera.far, distance);
+ var sdistance = smoothstep( camera.near, camera.far, distance );
- var ldistance = linearize(1 - sdistance);
+ var ldistance = linearize( 1 - sdistance );
postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
- effectController['focalDepth'] = ldistance;
+ effectController[ 'focalDepth' ] = ldistance;
}
@@ -534,7 +531,6 @@
}
-
</script>
</body>
</html> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_fxaa.html | @@ -55,6 +55,7 @@
var loader = new THREE.TextureLoader();
loader.load( "textures/fxaa_scene.png", function onLoad( texture ) {
+
var image = texture.image;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
@@ -75,7 +76,7 @@
scene1.add( quad1 );
scene2.add( quad2 );
- var camera = new THREE.OrthographicCamera( -0.5, 0.5, 0.5, -0.5, -0.5, 0.5 );
+ var camera = new THREE.OrthographicCamera( - 0.5, 0.5, 0.5, - 0.5, - 0.5, 0.5 );
var container = document.getElementById( 'container' );
@@ -92,8 +93,10 @@
renderer1.render( scene1, camera );
renderer2.render( scene2, camera );
- });
- })();
+
+ } );
+
+ } )();
</script>
</body> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_glitch.html | @@ -21,9 +21,7 @@
width: 100%;
}
- label, input {
- cursor: pointer;
- }
+ input { cursor: pointer; }
</style>
</head>
<body>
@@ -54,8 +52,10 @@
animate();
function updateOptions() {
- var wildGlitch = document.getElementById('wildGlitch');
- glitchPass.goWild=wildGlitch.checked;
+
+ var wildGlitch = document.getElementById( 'wildGlitch' );
+ glitchPass.goWild = wildGlitch.checked;
+
}
function init() { | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_godrays.html | @@ -16,9 +16,7 @@
text-align:center;
}
- a {
- color:#0078ff;
- }
+ a { color:#0078ff; }
#info {
color:#fff;
@@ -56,15 +54,15 @@
var sphereMesh;
- var sunPosition = new THREE.Vector3( 0, 1000, -1000 );
+ var sunPosition = new THREE.Vector3( 0, 1000, - 1000 );
var screenSpacePosition = new THREE.Vector3();
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
- var postprocessing = { enabled : true };
+ var postprocessing = { enabled: true };
var orbitRadius = 200;
@@ -98,7 +96,7 @@
loader.load( 'models/obj/tree.obj', function ( object ) {
object.material = materialScene;
- object.position.set( 0, -150, -150 );
+ object.position.set( 0, - 150, - 150 );
object.scale.multiplyScalar( 400 );
scene.add( object );
@@ -179,7 +177,7 @@
postprocessing.scene = new THREE.Scene();
- postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
+ postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
postprocessing.camera.position.z = 100;
postprocessing.scene.add( postprocessing.camera );
@@ -255,7 +253,7 @@
new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ),
postprocessing.materialGodraysGenerate
);
- postprocessing.quad.position.z = -9900;
+ postprocessing.quad.position.z = - 9900;
postprocessing.scene.add( postprocessing.quad );
}
@@ -344,7 +342,7 @@
postprocessing.godrayMaskUniforms[ "tInput" ].value = postprocessing.rtTextureDepth.texture;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureDepthMask );
+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureDepthMask );
// -- Render god-rays --
@@ -364,7 +362,7 @@
// pass 1 - render into first ping-pong target
var pass = 1.0;
- var stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
+ var stepLen = filterLen * Math.pow( TAPS_PER_PASS, - pass );
postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureDepthMask.texture;
@@ -376,27 +374,27 @@
// pass 2 - render into second ping-pong target
pass = 2.0;
- stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
+ stepLen = filterLen * Math.pow( TAPS_PER_PASS, - pass );
postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays2.texture;
- renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays1 );
+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays1 );
// pass 3 - 1st RT
pass = 3.0;
- stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
+ stepLen = filterLen * Math.pow( TAPS_PER_PASS, - pass );
postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays1.texture;
- renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays2 );
+ renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays2 );
// final pass - composite god-rays onto colors
- postprocessing.godrayCombineUniforms["tColors"].value = postprocessing.rtTextureColors.texture;
- postprocessing.godrayCombineUniforms["tGodRays"].value = postprocessing.rtTextureGodRays2.texture;
+ postprocessing.godrayCombineUniforms[ "tColors" ].value = postprocessing.rtTextureColors.texture;
+ postprocessing.godrayCombineUniforms[ "tGodRays" ].value = postprocessing.rtTextureGodRays2.texture;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_outline.html | @@ -126,13 +126,13 @@
var conf = new Configuration();
- var controllerVisible = gui.addColor( conf, 'visibleEdgeColor' ).onChange( function ( value ) {
+ gui.addColor( conf, 'visibleEdgeColor' ).onChange( function ( value ) {
outlinePass.visibleEdgeColor.set( value );
} );
- var controllerHidden = gui.addColor( conf, 'hiddenEdgeColor' ).onChange( function ( value ) {
+ gui.addColor( conf, 'hiddenEdgeColor' ).onChange( function ( value ) {
outlinePass.hiddenEdgeColor.set( value );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_procedural.html | @@ -81,10 +81,9 @@
<script>
- var camera, postCamera, postScene, renderer;
+ var postCamera, postScene, renderer;
var postMaterial, noiseRandom1DMaterial, noiseRandom2DMaterial, noiseRandom3DMaterial, postQuad;
- var gui, stats, texture;
- var index = 0;
+ var stats;
var params = { procedure: 'noiseRandom3D' };
@@ -114,24 +113,23 @@
// Setup post processing stage
postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- noiseRandom1DMaterial = new THREE.ShaderMaterial({
+ noiseRandom1DMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#noiseRandom1D-frag' ).textContent.trim()
- });
- noiseRandom2DMaterial = new THREE.ShaderMaterial({
+ } );
+ noiseRandom2DMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#noiseRandom2D-frag' ).textContent.trim()
- });
- noiseRandom3DMaterial = new THREE.ShaderMaterial({
+ } );
+ noiseRandom3DMaterial = new THREE.ShaderMaterial( {
vertexShader: document.querySelector( '#procedural-vert' ).textContent.trim(),
fragmentShader: document.querySelector( '#noiseRandom3D-frag' ).textContent.trim()
- });
+ } );
postMaterial = noiseRandom3DMaterial;
var postPlane = new THREE.PlaneBufferGeometry( 2, 2 );
postQuad = new THREE.Mesh( postPlane, postMaterial );
postScene = new THREE.Scene();
- postScene.add(postQuad);
-
+ postScene.add( postQuad );
window.addEventListener( 'resize', onWindowResize, false );
@@ -153,8 +151,6 @@
requestAnimationFrame( animate );
- index ++;
-
switch ( params.procedure ) {
case 'noiseRandom1D': postMaterial = noiseRandom1DMaterial; break;
@@ -165,7 +161,6 @@
postQuad.material = postMaterial;
-
// render post FX
renderer.render( postScene, postCamera );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_rgb_halftone.html | @@ -23,9 +23,7 @@
padding: 2px;
}
- .info a {
- color: #00ffff;
- }
+ a { color: #00ffff; }
</style>
</head>
<body>
@@ -103,24 +101,24 @@
"void main() {",
- "vUV = uv;",
- "vNormal = vec3( normal );",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ "vUV = uv;",
+ "vNormal = vec3( normal );",
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
- ].join("\n"),
+ ].join( "\n" ),
fragmentShader: [
"varying vec2 vUV;",
"varying vec3 vNormal;",
"void main() {",
- "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
- "gl_FragColor = c;",
+ "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
+ "gl_FragColor = c;",
"}"
- ].join("\n")
+ ].join( "\n" )
} );
for ( var i = 0; i < 50; ++ i ) { | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_sao.html | @@ -15,9 +15,7 @@
font-weight: bold;
}
- a {
- color:#00ff78;
- }
+ a { color:#00ff78; }
#info {
color: #fff;
@@ -62,24 +60,8 @@
var container, stats;
var camera, scene, renderer;
- var depthMaterial, saoMaterial, saoModulateMaterial, normalMaterial, vBlurMaterial, hBlurMaterial, copyMaterial;
- var depthRenderTarget, normalRenderTarget, saoRenderTarget, beautyRenderTarget, blurIntermediateRenderTarget;
- var composer, renderPass, saoPass, copyPass;
+ var composer, renderPass, saoPass;
var group;
- var params = {
- output: 0,
- saoBias: 0.5,
- saoIntensity: 0.25,
- saoScale: 1,
- saoKernelRadius: 100,
- saoMinResolution: 0,
- saoBlur: true,
- saoBlurRadius: 12,
- saoBlurStdDev: 6,
- saoBlurDepthCutoff: 0.01
- };
- var supportsDepthTextureExtension = false;
- var isWebGL2 = false;
init();
animate();
@@ -109,20 +91,20 @@
var light = new THREE.PointLight( 0xddffdd, 0.8 );
light.position.z = 70;
- light.position.y = -70;
- light.position.x = -70;
+ light.position.y = - 70;
+ light.position.x = - 70;
scene.add( light );
var light2 = new THREE.PointLight( 0xffdddd, 0.8 );
light2.position.z = 70;
- light2.position.x = -70;
+ light2.position.x = - 70;
light2.position.y = 70;
scene.add( light2 );
var light3 = new THREE.PointLight( 0xddddff, 0.8 );
light3.position.z = 70;
light3.position.x = 70;
- light3.position.y = -70;
+ light3.position.y = - 70;
scene.add( light3 );
var light3 = new THREE.AmbientLight( 0xffffff, 0.05 );
@@ -168,7 +150,11 @@
'SAO': THREE.SAOPass.OUTPUT.SAO,
'Depth': THREE.SAOPass.OUTPUT.Depth,
'Normal': THREE.SAOPass.OUTPUT.Normal
- } ).onChange( function ( value ) { saoPass.params.output = parseInt( value ); } );
+ } ).onChange( function ( value ) {
+
+ saoPass.params.output = parseInt( value );
+
+ } );
gui.add( saoPass.params, 'saoBias', - 1, 1 );
gui.add( saoPass.params, 'saoIntensity', 0, 1 );
gui.add( saoPass.params, 'saoScale', 0, 10 ); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_smaa.html | @@ -36,7 +36,7 @@
init();
animate();
- function init( meshTexture ) {
+ function init() {
var container = document.getElementById( "container" );
@@ -95,7 +95,7 @@
renderer.setSize( width, height );
var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width * pixelRatio ) || 1;
+ var newWidth = Math.floor( width * pixelRatio ) || 1;
var newHeight = Math.floor( height * pixelRatio ) || 1;
composer.setSize( newWidth, newHeight );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_sobel.html | @@ -140,7 +140,7 @@
function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
+ camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight ); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_ssaa.html | @@ -53,7 +53,7 @@
<script>
var camera, scene, renderer, composer, copyPass, ssaaRenderPass;
- var gui, stats, texture;
+ var gui, stats;
var param = {
sampleLevel: 2
@@ -146,7 +146,7 @@
renderer.setSize( width, height );
var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
var newHeight = Math.floor( height / pixelRatio ) || 1;
composer.setSize( newWidth, newHeight );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_ssaa_unbiased.html | @@ -55,7 +55,7 @@
var scene, renderer, composer, copyPass;
var cameraP, ssaaRenderPassP;
var cameraO, ssaaRenderPassO;
- var gui, stats, texture;
+ var gui, stats;
var params = {
sampleLevel: 4,
@@ -134,20 +134,20 @@
var light = new THREE.PointLight( 0xddffdd, 1.0 );
light.position.z = 70;
- light.position.y = -70;
- light.position.x = -70;
+ light.position.y = - 70;
+ light.position.x = - 70;
scene.add( light );
var light2 = new THREE.PointLight( 0xffdddd, 1.0 );
light2.position.z = 70;
- light2.position.x = -70;
+ light2.position.x = - 70;
light2.position.y = 70;
scene.add( light2 );
var light3 = new THREE.PointLight( 0xddddff, 1.0 );
light3.position.z = 70;
light3.position.x = 70;
- light3.position.y = -70;
+ light3.position.y = - 70;
scene.add( light3 );
var light3 = new THREE.AmbientLight( 0xffffff, 0.05 );
@@ -207,7 +207,7 @@
renderer.setSize( width, height );
var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
var newHeight = Math.floor( height / pixelRatio ) || 1;
composer.setSize( newWidth, newHeight );
@@ -219,7 +219,8 @@
stats.begin();
- if( params.autoRotate ) {
+ if ( params.autoRotate ) {
+
for ( var i = 0; i < scene.children.length; i ++ ) {
var child = scene.children[ i ];
@@ -228,15 +229,18 @@
child.rotation.y += 0.01;
}
+
}
var newColor = ssaaRenderPassP.clearColor;
- switch( params.clearColor ) {
+ switch ( params.clearColor ) {
+
case 'blue': newColor = 0x0000ff; break;
case 'red': newColor = 0xff0000; break;
case 'green': newColor = 0x00ff00; break;
case 'white': newColor = 0xffffff; break;
case 'black': newColor = 0x000000; break;
+
}
ssaaRenderPassP.clearColor = ssaaRenderPassO.clearColor = newColor;
ssaaRenderPassP.clearAlpha = ssaaRenderPassO.clearAlpha = params.clearAlpha;
@@ -248,7 +252,7 @@
ssaaRenderPassO.enabled = ( params.camera === 'orthographic' );
ssaaRenderPassP.renderToScreen = ssaaRenderPassO.renderToScreen = params.renderToScreen;
- copyPass.enabled = !params.renderToScreen;
+ copyPass.enabled = ! params.renderToScreen;
composer.render();
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_ssao.html | @@ -22,9 +22,7 @@
font-weight: bold;
}
- a {
- color:#00ff78;
- }
+ a { color:#00ff78; }
#info {
color: #fff;
@@ -127,10 +125,26 @@
var gui = new dat.GUI();
gui.add( postprocessing, 'enabled' );
- gui.add( postprocessing, 'onlyAO', false ).onChange( function( value ) { ssaoPass.onlyAO = value; } );
- gui.add( postprocessing, 'radius' ).min( 0 ).max( 64 ).onChange( function( value ) { ssaoPass.radius = value; } );
- gui.add( postprocessing, 'aoClamp' ).min( 0 ).max( 1 ).onChange( function( value ) { ssaoPass.aoClamp = value; } );
- gui.add( postprocessing, 'lumInfluence' ).min( 0 ).max( 1 ).onChange( function( value ) { ssaoPass.lumInfluence = value; } );
+ gui.add( postprocessing, 'onlyAO', false ).onChange( function ( value ) {
+
+ ssaoPass.onlyAO = value;
+
+ } );
+ gui.add( postprocessing, 'radius' ).min( 0 ).max( 64 ).onChange( function ( value ) {
+
+ ssaoPass.radius = value;
+
+ } );
+ gui.add( postprocessing, 'aoClamp' ).min( 0 ).max( 1 ).onChange( function ( value ) {
+
+ ssaoPass.aoClamp = value;
+
+ } );
+ gui.add( postprocessing, 'lumInfluence' ).min( 0 ).max( 1 ).onChange( function ( value ) {
+
+ ssaoPass.lumInfluence = value;
+
+ } );
window.addEventListener( 'resize', onWindowResize, false );
@@ -152,7 +166,7 @@
ssaoPass.setSize( width, height );
var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
var newHeight = Math.floor( height / pixelRatio ) || 1;
effectComposer.setSize( newWidth, newHeight );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_postprocessing_taa.html | @@ -55,7 +55,7 @@
<script>
var camera, scene, renderer, composer, copyPass, taaRenderPass, renderPass;
- var gui, stats, texture;
+ var gui, stats;
var index = 0;
var param = { TAAEnabled: "1", TAASampleLevel: 0 };
@@ -74,9 +74,9 @@
gui.add( param, 'TAAEnabled', {
'Disabled': '0',
'Enabled': '1'
- } ).onFinishChange( function() {
+ } ).onFinishChange( function () {
- if( taaRenderPass ) {
+ if ( taaRenderPass ) {
taaRenderPass.enabled = ( param.TAAEnabled === "1" );
renderPass.enabled = ( param.TAAEnabled !== "1" );
@@ -92,10 +92,12 @@
'Level 3: 8 Samples': 3,
'Level 4: 16 Samples': 4,
'Level 5: 32 Samples': 5
- } ).onFinishChange( function() {
+ } ).onFinishChange( function () {
+
+ if ( taaRenderPass ) {
- if( taaRenderPass ) {
taaRenderPass.sampleLevel = param.TAASampleLevel;
+
}
} );
@@ -173,7 +175,7 @@
renderer.setSize( width, height );
var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width / pixelRatio ) || 1;
+ var newWidth = Math.floor( width / pixelRatio ) || 1;
var newHeight = Math.floor( height / pixelRatio ) || 1;
composer.setSize( newWidth, newHeight );
@@ -185,7 +187,8 @@
index ++;
- if( Math.round( index / 200 ) % 2 === 0 ) {
+ if ( Math.round( index / 200 ) % 2 === 0 ) {
+
for ( var i = 0; i < scene.children.length; i ++ ) {
var child = scene.children[ i ];
@@ -194,10 +197,12 @@
child.rotation.y += 0.01;
}
- if( taaRenderPass ) taaRenderPass.accumulate = false;
- }
- else {
- if( taaRenderPass ) taaRenderPass.accumulate = true;
+ if ( taaRenderPass ) taaRenderPass.accumulate = false;
+
+ } else {
+
+ if ( taaRenderPass ) taaRenderPass.accumulate = true;
+
}
composer.render(); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_raycast_texture.html | @@ -30,13 +30,9 @@
padding: 5px;
}
- .control {
- margin-bottom: 3px;
- }
+ .control { margin-bottom: 3px; }
- input {
- width: 50px;
- }
+ input { width: 50px; }
</style>
</head>
<body>
@@ -88,7 +84,7 @@
var that = this;
this._background = document.createElement( "img" );
- this._background.addEventListener( "load", function ( event ) {
+ this._background.addEventListener( "load", function () {
that._canvas.width = that._background.naturalWidth;
that._canvas.height = that._background.naturalHeight; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_raymarching_reflect.html | @@ -266,6 +266,8 @@
var geometry, material, mesh;
var stats;
+ var canvas = document.querySelector( '#canvas' );
+
var config = {
saveImage: function () {
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_rtt.html | @@ -22,9 +22,7 @@
padding: 5px;
}
- a {
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
</head>
@@ -114,7 +112,7 @@
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 100;
- cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
+ cameraRTT = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
cameraRTT.position.z = 100;
//
@@ -128,7 +126,7 @@
sceneRTT.add( light );
light = new THREE.DirectionalLight( 0xffaaaa, 1.5 );
- light.position.set( 0, 0, -1 ).normalize();
+ light.position.set( 0, 0, - 1 ).normalize();
sceneRTT.add( light );
rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
@@ -154,7 +152,7 @@
var plane = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
quad = new THREE.Mesh( plane, material );
- quad.position.z = -100;
+ quad.position.z = - 100;
sceneRTT.add( quad );
var geometry = new THREE.TorusBufferGeometry( 100, 25, 15, 30 );
@@ -173,16 +171,16 @@
sceneRTT.add( zmesh2 );
quad = new THREE.Mesh( plane, materialScreen );
- quad.position.z = -100;
+ quad.position.z = - 100;
sceneScreen.add( quad );
var n = 5,
geometry = new THREE.SphereBufferGeometry( 10, 64, 32 ),
material2 = new THREE.MeshBasicMaterial( { color: 0xffffff, map: rtTexture.texture } );
- for( var j = 0; j < n; j ++ ) {
+ for ( var j = 0; j < n; j ++ ) {
- for( var i = 0; i < n; i ++ ) {
+ for ( var i = 0; i < n; i ++ ) {
var mesh = new THREE.Mesh( geometry, material2 );
@@ -248,7 +246,7 @@
if ( material.uniforms.time.value > 1 || material.uniforms.time.value < 0 ) {
- delta *= -1;
+ delta *= - 1;
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_sandbox.html | @@ -24,9 +24,7 @@
z-index:1000;
}
- a {
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
</head>
@@ -48,8 +46,6 @@
var camera, scene, renderer;
- var mesh, zmesh, lightMesh, geometry;
-
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
@@ -123,7 +119,7 @@
}
- renderer = new THREE.WebGLRenderer( { antialias : true } );
+ renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
@@ -172,9 +168,9 @@
y = x == 0 ? y + 1 : y;
p = Math.floor( x ^ y );
- image.data[ i ] = ~~ p * r;
- image.data[ i + 1 ] = ~~ p * g;
- image.data[ i + 2 ] = ~~ p * b;
+ image.data[ i ] = ~ ~ p * r;
+ image.data[ i + 1 ] = ~ ~ p * g;
+ image.data[ i + 2 ] = ~ ~ p * b;
image.data[ i + 3 ] = 255;
}
@@ -185,7 +181,7 @@
}
- function onDocumentMouseMove(event) {
+ function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shader.html | @@ -23,10 +23,7 @@
padding: 5px;
}
- a {
-
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
</head>
@@ -143,7 +140,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shader2.html | @@ -208,15 +208,15 @@
[ 'fragment_shader4', uniforms1 ]
];
- for( var i = 0; i < params.length; i++ ) {
+ for ( var i = 0; i < params.length; i ++ ) {
var material = new THREE.ShaderMaterial( {
uniforms: params[ i ][ 1 ],
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( params[ i ][ 0 ] ).textContent
- } );
+ } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = i - ( params.length - 1 ) / 2;
@@ -238,7 +238,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
@@ -269,8 +269,8 @@
var object = scene.children[ i ];
- object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : -1 );
- object.rotation.x += delta * 0.5 * ( i % 2 ? -1 : 1 );
+ object.rotation.y += delta * 0.5 * ( i % 2 ? 1 : - 1 );
+ object.rotation.x += delta * 0.5 * ( i % 2 ? - 1 : 1 );
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shader_lava.html | @@ -23,10 +23,7 @@
padding: 5px;
}
- a {
-
- color: #ffffff;
- }
+ a { color: #ffffff; }
#webglmessage a { color:#da0 }
</style>
@@ -202,7 +199,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shaders_ocean.html | @@ -90,13 +90,15 @@
textureWidth: 512,
textureHeight: 512,
waterNormals: new THREE.TextureLoader().load( 'textures/waternormals.jpg', function ( texture ) {
+
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
- }),
+
+ } ),
alpha: 1.0,
sunDirection: light.position.clone().normalize(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
- distortionScale: 3.7,
+ distortionScale: 3.7,
fog: scene.fog !== undefined
}
); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shaders_ocean2.html | @@ -16,12 +16,11 @@
top: 10px;
width: 100%;
}
- a {
- color: #09f;
- }
- #type-status {
- font-weight: bold;
- }
+
+ a { color: #09f; }
+
+ #type-status { font-weight: bold; }
+
</style>
</head>
<body> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shaders_sky.html | @@ -27,9 +27,7 @@
}
- a {
- color: #fff;
- }
+ a { color: #fff; }
</style>
</head>
@@ -51,15 +49,12 @@
<script>
-
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
- var container;
-
var camera, controls, scene, renderer;
var sky, sunSphere; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shaders_tonemapping.html | @@ -14,7 +14,6 @@
font-family:georgia;
text-align:center;
}
- h1 { }
a { color:skyblue; text-decoration:none }
canvas { pointer-events:none; z-index:0; position:relative; }
.label { background-color: black; position: absolute; z-index: 100; padding: 5px }
@@ -72,7 +71,7 @@
var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
var cameraCube, sceneCube;
var cameraBG, debugScene;
- var adaptiveLuminanceMat, currentLuminanceRT, currentLuminanceMat, previousLuminanceMat;
+ var adaptiveLuminanceMat, currentLuminanceMat;
var directionalLight;
@@ -82,7 +81,6 @@
var windowHalfY = window.innerHeight / 2;
var windowThirdX = window.innerWidth / 3;
- var windowThirdY = window.innerHeight / 3;
init();
animate();
@@ -112,7 +110,7 @@
camera.position.z = 800;
cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
- cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
+ cameraBG = new THREE.OrthographicCamera( - windowHalfX, windowHalfX, windowHalfY, - windowHalfY, - 10000, 10000 );
cameraBG.position.z = 100;
orbitControls = new THREE.OrbitControls( camera, container );
@@ -149,16 +147,16 @@
"varying vec3 vViewPosition;",
"varying vec3 vNormal;",
"void main() {",
- THREE.ShaderChunk[ "beginnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
- " vNormal = normalize( transformedNormal );",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vViewPosition = -mvPosition.xyz;",
- "gl_Position = projectionMatrix * mvPosition;",
+ " vNormal = normalize( transformedNormal );",
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "vViewPosition = -mvPosition.xyz;",
+ "gl_Position = projectionMatrix * mvPosition;",
"}"
- ].join("\n"),
+ ].join( "\n" ),
fragmentShader: [
@@ -168,33 +166,33 @@
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
"void main() {",
- "vec3 normal = normalize( -vNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
- "#if NUM_DIR_LIGHTS > 0",
+ "vec3 normal = normalize( -vNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+ "#if NUM_DIR_LIGHTS > 0",
- "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirDiffuse = vec3( 0.0 );",
- "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
+ "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- "float dotProduct = dot( viewPosition, dirVector );",
- "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
- "dotProduct *= dotProduct;",
- "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
- "}",
- "#endif",
+ "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+ "float dotProduct = dot( viewPosition, dirVector );",
+ "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
+ "dotProduct *= dotProduct;",
+ "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
+ "}",
+ "#endif",
- //Fade out atmosphere at edge
- "float viewDot = abs(dot( normal, viewPosition ));",
- "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
+ //Fade out atmosphere at edge
+ "float viewDot = abs(dot( normal, viewPosition ));",
+ "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
- "vec3 color = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
- "gl_FragColor = vec4( color, viewDot );",
+ "vec3 color = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
+ "gl_FragColor = vec4( color, viewDot );",
"}"
- ].join("\n")
+ ].join( "\n" )
};
var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
@@ -206,43 +204,45 @@
var textureLoader = new THREE.TextureLoader();
- textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function( tex ) {
+ textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function ( tex ) {
+
earthMat.map = tex;
earthMat.needsUpdate = true;
- } );
- textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function( tex ) {
+
+ } );
+ textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function ( tex ) {
+
earthMat.specularMap = tex;
earthMat.needsUpdate = true;
- } );
+
+ } );
// var earthNormal = textureLoader.load( 'textures/planets/earth-new-normal-2048.jpg', function( tex ) {
// earthMat.normalMap = tex;
// earthMat.needsUpdate = true;
// } );
+ var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png' );
+
var earthLightsMat = new THREE.MeshBasicMaterial( {
color: 0xffffff,
blending: THREE.AdditiveBlending,
transparent: true,
- depthTest: false
- } );
+ depthTest: false,
+ map: earthLights,
- var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png', function( tex ) {
- earthLightsMat.map = tex;
- earthLightsMat.needsUpdate = true;
} );
+ var clouds = textureLoader.load( 'textures/planets/earth_clouds_2048.png' );
+
var earthCloudsMat = new THREE.MeshLambertMaterial( {
color: 0xffffff,
blending: THREE.NormalBlending,
transparent: true,
- depthTest: false
+ depthTest: false,
+ map: clouds
} );
- textureLoader.load( 'textures/planets/earth_clouds_2048.png', function( tex ) {
- earthCloudsMat.map = tex;
- earthCloudsMat.needsUpdate = true;
- } );
var earthGeo = new THREE.SphereBufferGeometry( 600, 24, 24 );
var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
@@ -262,11 +262,11 @@
// "attribute vec2 uv;",
"varying vec2 vUv;",
"void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ "vUv = uv;",
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
- ].join("\n");
+ ].join( "\n" );
var pBGShader = [
@@ -275,14 +275,14 @@
"void main() {",
- "vec2 sampleUV = vUv;",
- "vec4 color = texture2D( map, sampleUV, 0.0 );",
+ "vec2 sampleUV = vUv;",
+ "vec4 color = texture2D( map, sampleUV, 0.0 );",
- "gl_FragColor = vec4( color.xyz, 1.0 );",
+ "gl_FragColor = vec4( color.xyz, 1.0 );",
"}"
- ].join("\n");
+ ].join( "\n" );
// Skybox
adaptiveLuminanceMat = new THREE.ShaderMaterial( {
@@ -308,14 +308,14 @@
} );
var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
- quadBG.position.z = -500;
- quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
+ quadBG.position.z = - 500;
+ quadBG.position.x = - window.innerWidth * 0.5 + window.innerWidth * 0.05;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
debugScene.add( quadBG );
quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
- quadBG.position.z = -500;
- quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
+ quadBG.position.z = - 500;
+ quadBG.position.x = - window.innerWidth * 0.5 + window.innerWidth * 0.15;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
debugScene.add( quadBG );
@@ -346,9 +346,11 @@
var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
- if ( renderer.extensions.get('OES_texture_half_float_linear') ) {
+ if ( renderer.extensions.get( 'OES_texture_half_float_linear' ) ) {
+
parameters.type = THREE.FloatType;
- }
+
+ }
var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
@@ -391,7 +393,6 @@
// gammaPass.renderToScreen = true;
// ldrEffectComposer.addPass( gammaPass );
-
var gui = new dat.GUI();
// dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
@@ -421,7 +422,6 @@
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
windowThirdX = window.innerWidth / 3;
- windowThirdY = window.innerHeight / 3;
camera.aspect = windowThirdX / window.innerHeight;
camera.updateProjectionMatrix();
@@ -437,10 +437,13 @@
requestAnimationFrame( animate );
if ( bloomPass ) {
+
bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
+
}
if ( adaptToneMappingPass ) {
+
adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
@@ -453,15 +456,20 @@
hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
hdrToneMappingPass.setMiddleGrey( params.middleGrey );
if ( hdrToneMappingPass.setAverageLuminance ) {
+
hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
+
}
ldrToneMappingPass.enabled = params.enabled;
ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
ldrToneMappingPass.setMiddleGrey( params.middleGrey );
if ( ldrToneMappingPass.setAverageLuminance ) {
+
ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
+
}
+
}
directionalLight.intensity = params.sunLight; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shaders_vector.html | @@ -120,7 +120,7 @@
var vA = new THREE.Vector2();
var vB = new THREE.Vector2();
- function processShape( path, reverse ) {
+ function processShape( path ) {
var pts = []; // bigger area (convex hull)
var pts2 = []; // smaller area (full solid shapes)
@@ -156,19 +156,19 @@
} else {
- pts.push( curve.v2 );
- pts2.push( curve.v1 );
- pts2.push( curve.v2 );
+ pts.push( curve.v2 );
+ pts2.push( curve.v1 );
+ pts2.push( curve.v2 );
}
- var flip = wind ? 1 : - 1;
- // if (reverse) flip *= -1;
+ var flip = wind ? 1 : - 1;
+ // if (reverse) flip *= -1;
- invert.push( flip, flip, flip );
- beziers.push( curve.v0, curve.v1, curve.v2 );
+ invert.push( flip, flip, flip );
+ beziers.push( curve.v0, curve.v1, curve.v2 );
- }
+ }
}
@@ -239,7 +239,7 @@
for ( var i = 0; i < beziers.length; i += 3 ) {
- uvs.push( 0, 0, 0.5, 0, 1, 1 );
+ uvs.push( 0, 0, 0.5, 0, 1, 1 );
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shading_physical.html | @@ -49,7 +49,7 @@
var camera, scene, renderer;
- var mesh, geometry;
+ var mesh;
var controls;
@@ -67,7 +67,7 @@
shadowCameraNear: 750,
shadowCameraFar: 4000,
shadowCameraFov: 30,
- shadowBias: -0.0002
+ shadowBias: - 0.0002
};
@@ -145,7 +145,7 @@
addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
- mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
+ mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, - 350, 0 );
mesh.add( cubeCamera );
function addObjectColor( geometry, color, x, y, z, ry ) {
@@ -160,7 +160,7 @@
var tmpMesh = new THREE.Mesh( geometry, material );
- tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );
+ tmpMesh.material.color.offsetHSL( 0.1, - 0.1, 0 );
tmpMesh.position.set( x, y, z );
@@ -179,34 +179,34 @@
var midCube = new THREE.BoxBufferGeometry( 50, 200, 50 );
var smallCube = new THREE.BoxBufferGeometry( 100, 100, 100 );
- addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
- addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
+ addObjectColor( bigCube, 0xff0000, - 500, 250, 0, 0 );
+ addObjectColor( smallCube, 0xff0000, - 500, 50, - 150, 0 );
- addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
- addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
+ addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
+ addObjectColor( smallCube, 0x00ff00, 500, 50, - 150, 0 );
- addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
- addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
+ addObjectColor( midCube, 0x0000ff, 0, 100, - 500, 0 );
+ addObjectColor( smallCube, 0x0000ff, - 150, 50, - 500, 0 );
- addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
- addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
+ addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
+ addObjectColor( smallCube, 0xff00ff, - 150, 50, 500, 0 );
- addObjectColor( new THREE.BoxBufferGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
+ addObjectColor( new THREE.BoxBufferGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI / 4 );
addObjectColor( new THREE.BoxBufferGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
- addObjectColor( new THREE.SphereBufferGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
+ addObjectColor( new THREE.SphereBufferGeometry( 100, 32, 26 ), 0xffffff, - 300, 100, 300, 0 );
// MORPHS
var loader = new THREE.GLTFLoader();
- loader.load( "models/gltf/SittingBox.glb", function( gltf ) {
+ loader.load( "models/gltf/SittingBox.glb", function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
mixer = new THREE.AnimationMixer( mesh );
- mixer.clipAction( gltf.animations[0] ).setDuration( 10 ).play();
+ mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 10 ).play();
var s = 200;
mesh.scale.set( s, s, s );
@@ -229,7 +229,7 @@
pointLight = new THREE.PointLight( 0xffaa00, 1, 5000 );
scene.add( pointLight );
- sunLight = new THREE.SpotLight( 0xffffff, 0.3, 0, Math.PI/2 );
+ sunLight = new THREE.SpotLight( 0xffffff, 0.3, 0, Math.PI / 2 );
sunLight.position.set( 1000, 2000, 1000 );
sunLight.castShadow = true;
@@ -297,49 +297,49 @@
var shadowGUI = gui.addFolder( "Shadow" );
- shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
+ shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function () {
shadowCameraHelper.visible = shadowConfig.shadowCameraVisible;
- });
+ } );
- shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
+ shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function () {
sunLight.shadow.camera.near = shadowConfig.shadowCameraNear;
sunLight.shadow.camera.updateProjectionMatrix();
shadowCameraHelper.update();
- });
+ } );
- shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
+ shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function () {
sunLight.shadow.camera.far = shadowConfig.shadowCameraFar;
sunLight.shadow.camera.updateProjectionMatrix();
shadowCameraHelper.update();
- });
+ } );
- shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
+ shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function () {
sunLight.shadow.camera.fov = shadowConfig.shadowCameraFov;
sunLight.shadow.camera.updateProjectionMatrix();
shadowCameraHelper.update();
- });
+ } );
- shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
+ shadowGUI.add( shadowConfig, 'shadowBias', - 0.01, 0.01 ).onChange( function () {
sunLight.shadow.bias = shadowConfig.shadowBias;
- });
+ } );
shadowGUI.open();
}
//
- function onWindowResize( event ) {
+ function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix(); | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shadowmap.html | @@ -20,7 +20,12 @@
z-index: 100;
display:block;
}
- #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
+ a {
+ color: #f00;
+ font-weight: bold;
+ text-decoration: underline;
+ cursor: pointer
+ }
</style>
</head>
@@ -53,8 +58,6 @@
var SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
- var HUD_MARGIN = 0.05;
-
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = - 250;
@@ -168,7 +171,7 @@
}
- function onKeyDown ( event ) {
+ function onKeyDown( event ) {
switch ( event.keyCode ) {
@@ -284,10 +287,10 @@
mesh.speed = speed;
mixer.clipAction( clip, mesh ).
- setDuration( duration ).
- // to shift the playback out of phase:
- startAt( - duration * Math.random() ).
- play();
+ setDuration( duration ).
+ // to shift the playback out of phase:
+ startAt( - duration * Math.random() ).
+ play();
mesh.position.set( x, y, z );
mesh.rotation.y = Math.PI / 2;
@@ -303,7 +306,7 @@
var loader = new THREE.GLTFLoader();
- loader.load( "models/gltf/Horse.glb", function( gltf ) {
+ loader.load( "models/gltf/Horse.glb", function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
@@ -319,7 +322,7 @@
} );
- loader.load( "models/gltf/Flamingo.glb", function( gltf ) {
+ loader.load( "models/gltf/Flamingo.glb", function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
var clip = gltf.animations[ 0 ];
@@ -328,7 +331,7 @@
} );
- loader.load( "models/gltf/Stork.glb", function( gltf ) {
+ loader.load( "models/gltf/Stork.glb", function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
var clip = gltf.animations[ 0 ];
@@ -337,7 +340,7 @@
} );
- loader.load( "models/gltf/Parrot.glb", function( gltf ) {
+ loader.load( "models/gltf/Parrot.glb", function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
var clip = gltf.animations[ 0 ];
@@ -369,7 +372,7 @@
morph.position.x += morph.speed * delta;
- if ( morph.position.x > 2000 ) {
+ if ( morph.position.x > 2000 ) {
morph.position.x = - 1000 - Math.random() * 500;
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shadowmap_performance.html | @@ -20,7 +20,11 @@
z-index: 100;
display:block;
}
- #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
+ a { color: #f00;
+ font-weight: bold;
+ text-decoration: underline;
+ cursor: pointer
+ }
</style>
</head>
@@ -53,7 +57,7 @@
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
- var FLOOR = -250;
+ var FLOOR = - 250;
var ANIMATION_GROUPS = 25;
@@ -106,7 +110,7 @@
var ambient = new THREE.AmbientLight( 0x444444 );
scene.add( ambient );
- light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI/2 );
+ light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 2 );
light.position.set( 0, 1500, 1000 );
light.target.position.set( 0, 0, 0 );
@@ -197,10 +201,10 @@
bevelSize: 5,
bevelEnabled: true
- });
+ } );
textGeo.computeBoundingBox();
- var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
+ var centerOffset = - 0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );
@@ -274,23 +278,23 @@
var phase = ( index + randomness ) / ANIMATION_GROUPS;
mixer.clipAction( clip, animGroup ).
- setDuration( duration ).
- startAt( - duration * phase ).
- play();
+ setDuration( duration ).
+ startAt( - duration * phase ).
+ play();
}
} else {
mixer.clipAction( clip, mesh ).
- setDuration( duration ).
- startAt( - duration * Math.random() ).
- play();
+ setDuration( duration ).
+ startAt( - duration * Math.random() ).
+ play();
}
mesh.position.set( x, y, z );
- mesh.rotation.y = Math.PI/2;
+ mesh.rotation.y = Math.PI / 2;
mesh.castShadow = true;
mesh.receiveShadow = true;
@@ -303,7 +307,7 @@
var loader = new THREE.GLTFLoader();
- loader.load( "models/gltf/Horse.glb", function( gltf ) {
+ loader.load( "models/gltf/Horse.glb", function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
var clip = gltf.animations[ 0 ];
@@ -342,9 +346,9 @@
morph.position.x += morph.speed * delta;
- if ( morph.position.x > 2000 ) {
+ if ( morph.position.x > 2000 ) {
- morph.position.x = -1000 - Math.random() * 500;
+ morph.position.x = - 1000 - Math.random() * 500;
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shadowmap_pointlight.html | @@ -20,7 +20,7 @@
z-index: 100;
display:block;
}
- #info a {
+ a {
color: #f88;
font-weight: bold;
text-decoration: underline; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shadowmap_viewer.html | @@ -20,7 +20,12 @@
z-index: 100;
display:block;
}
- #info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
+ a {
+ color: #f00;
+ font-weight: bold;
+ text-decoration: underline;
+ cursor: pointer
+ }
</style>
</head>
<body> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_shadowmesh.html | @@ -47,7 +47,6 @@
var lightSphere, lightHolder;
var pyramid, pyramidShadow;
var sphere, sphereShadow;
- var box, boxShadow;
var cube, cubeShadow;
var cylinder, cylinderShadow;
var torus, torusShadow;
@@ -70,7 +69,7 @@
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
document.getElementById( "container" ).appendChild( renderer.domElement );
- window.addEventListener( 'resize' , onWindowResize, false );
+ window.addEventListener( 'resize', onWindowResize, false );
camera.position.set( 0, 2.5, 10 );
scene.add( camera );
@@ -215,7 +214,6 @@
renderer.render( scene, camera );
-
}
function onWindowResize() {
@@ -232,7 +230,7 @@
function lightButtonHandler() {
- useDirectionalLight = !useDirectionalLight;
+ useDirectionalLight = ! useDirectionalLight;
if ( useDirectionalLight ) {
@@ -254,7 +252,7 @@
lightSphere.visible = false;
lightHolder.visible = false;
- document.getElementById( 'lightButton' ).value = "Switch to PointLight" ;
+ document.getElementById( 'lightButton' ).value = "Switch to PointLight";
} else {
@@ -280,7 +278,7 @@
lightSphere.visible = true;
lightHolder.visible = true;
- document.getElementById( 'lightButton' ).value = "Switch to DirectionalLight" ;
+ document.getElementById( 'lightButton' ).value = "Switch to DirectionalLight";
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_simple_gi.html | @@ -11,9 +11,7 @@
overflow: hidden;
}
- a {
- color: #0078ff;
- }
+ a { color: #0078ff; }
#info {
position: absolute;
@@ -159,11 +157,11 @@
requestAnimationFrame( compute );
- }
+ };
//
- var camera, scene, renderer, controls;
+ var camera, scene, renderer;
init();
animate();
@@ -179,7 +177,7 @@
var geometry = new THREE.TorusKnotBufferGeometry( 0.75, 0.3, 128, 32, 1 );
// var geometry = new THREE.BoxBufferGeometry( 1, 1, 1, 10, 10, 10 )
- var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors });
+ var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
var mesh = new THREE.Mesh( geometry, material );
// mesh.position.y = 1;
@@ -226,7 +224,7 @@
new SimpleGI( renderer, scene );
- controls = new THREE.OrbitControls( camera );
+ var controls = new THREE.OrbitControls( camera );
window.addEventListener( 'resize', onWindowResize, false );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_sprites.html | @@ -79,7 +79,7 @@
material = materialC.clone();
material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
- material.map.offset.set( -0.5, -0.5 );
+ material.map.offset.set( - 0.5, - 0.5 );
material.map.repeat.set( 2, 2 );
}
@@ -111,7 +111,7 @@
}
- function createHUDSprites ( texture ) {
+ function createHUDSprites( texture ) {
var material = new THREE.SpriteMaterial( { map: texture } );
@@ -152,11 +152,11 @@
var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
- spriteTL.position.set( - width, height, 1 ); // top left
- spriteTR.position.set( width, height, 1 ); // top right
+ spriteTL.position.set( - width, height, 1 ); // top left
+ spriteTR.position.set( width, height, 1 ); // top right
spriteBL.position.set( - width, - height, 1 ); // bottom left
- spriteBR.position.set( width, - height, 1 ); // bottom right
- spriteC.position.set( 0, 0, 1 ); // center
+ spriteBR.position.set( width, - height, 1 ); // bottom right
+ spriteC.position.set( 0, 0, 1 ); // center
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_sprites_nodes.html | @@ -23,7 +23,7 @@
display:block;
}
- a { color: white }
+ a { color: white; }
</style>
</head>
<body> | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_terrain_dynamic.html | @@ -226,17 +226,13 @@
var terrain;
- var textureCounter = 0;
-
- var animDelta = 0, animDeltaDir = -1;
+ var animDelta = 0, animDeltaDir = - 1;
var lightVal = 0, lightDir = 1;
var clock = new THREE.Clock();
var updateNoise = true;
- var animateTerrain = false;
-
var mlib = {};
init();
@@ -250,15 +246,15 @@
sceneRenderTarget = new THREE.Scene();
- cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, -10000, 10000 );
+ cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, - 10000, 10000 );
cameraOrtho.position.z = 100;
sceneRenderTarget.add( cameraOrtho );
// CAMERA
camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 );
- camera.position.set( -1200, 800, 1200 );
+ camera.position.set( - 1200, 800, 1200 );
controls = new THREE.OrbitControls( camera );
@@ -286,24 +282,23 @@
pointLight.position.set( 0, 0, 0 );
scene.add( pointLight );
-
// HEIGHT + NORMAL MAPS
var normalShader = THREE.NormalMapShader;
var rx = 256, ry = 256;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
- heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
+ heightMap = new THREE.WebGLRenderTarget( rx, ry, pars );
heightMap.texture.generateMipmaps = false;
normalMap = new THREE.WebGLRenderTarget( rx, ry, pars );
normalMap.texture.generateMipmaps = false;
uniformsNoise = {
- time: { value: 1.0 },
- scale: { value: new THREE.Vector2( 1.5, 1.5 ) },
+ time: { value: 1.0 },
+ scale: { value: new THREE.Vector2( 1.5, 1.5 ) },
offset: { value: new THREE.Vector2( 0, 0 ) }
};
@@ -318,15 +313,17 @@
// TEXTURES
- var loadingManager = new THREE.LoadingManager( function(){
+ var loadingManager = new THREE.LoadingManager( function () {
+
terrain.visible = true;
- });
+
+ } );
var textureLoader = new THREE.TextureLoader( loadingManager );
var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars );
specularMap.texture.generateMipmaps = false;
- var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg");
+ var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg" );
var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" );
var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" );
@@ -366,20 +363,20 @@
var params = [
[ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ],
- [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
+ [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ],
[ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ]
];
- for( var i = 0; i < params.length; i ++ ) {
+ for ( var i = 0; i < params.length; i ++ ) {
var material = new THREE.ShaderMaterial( {
- uniforms: params[ i ][ 3 ],
- vertexShader: params[ i ][ 2 ],
+ uniforms: params[ i ][ 3 ],
+ vertexShader: params[ i ][ 2 ],
fragmentShader: params[ i ][ 1 ],
- lights: params[ i ][ 4 ],
- fog: true
- } );
+ lights: params[ i ][ 4 ],
+ fog: true
+ } );
mlib[ params[ i ][ 0 ] ] = material;
@@ -389,7 +386,7 @@
var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT );
quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
- quadTarget.position.z = -500;
+ quadTarget.position.z = - 500;
sceneRenderTarget.add( quadTarget );
// TERRAIN MESH
@@ -399,8 +396,8 @@
THREE.BufferGeometryUtils.computeTangents( geometryTerrain );
terrain = new THREE.Mesh( geometryTerrain, mlib[ 'terrain' ] );
- terrain.position.set( 0, -125, 0 );
- terrain.rotation.x = -Math.PI / 2;
+ terrain.position.set( 0, - 125, 0 );
+ terrain.rotation.x = - Math.PI / 2;
terrain.visible = false;
scene.add( terrain );
@@ -428,7 +425,7 @@
//
- function onWindowResize( event ) {
+ function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
@@ -442,12 +439,12 @@
//
- function onKeyDown ( event ) {
+ function onKeyDown( event ) {
- switch( event.keyCode ) {
+ switch ( event.keyCode ) {
- case 78: /*N*/ lightDir *= -1; break;
- case 77: /*M*/ animDeltaDir *= -1; break;
+ case 78: /*N*/ lightDir *= - 1; break;
+ case 77: /*M*/ animDeltaDir *= - 1; break;
}
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_test_memory2.html | @@ -107,16 +107,6 @@
}
- //
-
- function animate() {
-
- requestAnimationFrame( animate );
-
- render();
-
- }
-
function render() {
for ( var i = 0; i < N; i ++ ) { | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_tiled_forward.html | @@ -12,9 +12,7 @@
margin: 0px;
overflow: hidden;
}
- a {
- color: #f00;
- }
+ a { color: #f00; }
#info {
position: absolute;
@@ -89,7 +87,7 @@
'#endif'
].join( '\n' );
- var lights = [], objects = [];
+ var lights = [];
var State = {
rows: 0,
@@ -194,7 +192,7 @@
return [ minX, maxX, minY, maxY ];
- };
+ };
}();
@@ -362,7 +360,7 @@
}
- function postEffect( renderer, scene, camera ) {
+ function postEffect( renderer ) {
bloom.render( renderer, null, renderTarget );
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_tonemapping.html | @@ -76,9 +76,9 @@
Cineon: THREE.CineonToneMapping
};
- var camera, scene, renderer, controls, group;
+ var camera, scene, renderer, group;
var composer;
- var standardMaterial, standardMaterialPremultiplied, floorMaterial;
+ var standardMaterial, floorMaterial;
init();
animate();
@@ -105,30 +105,36 @@
} );
var textureLoader = new THREE.TextureLoader();
- textureLoader.load( "textures/brick_diffuse.jpg", function( map ) {
+ textureLoader.load( "textures/brick_diffuse.jpg", function ( map ) {
+
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set( 9, 0.5 );
standardMaterial.map = map;
standardMaterial.needsUpdate = true;
- } );
- textureLoader.load( "textures/brick_bump.jpg", function( map ) {
+
+ } );
+ textureLoader.load( "textures/brick_bump.jpg", function ( map ) {
+
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set( 9, 0.5 );
standardMaterial.bumpMap = map;
standardMaterial.needsUpdate = true;
- } );
- textureLoader.load( "textures/brick_roughness.jpg", function( map ) {
+
+ } );
+ textureLoader.load( "textures/brick_roughness.jpg", function ( map ) {
+
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
map.repeat.set( 9, 0.5 );
standardMaterial.roughnessMap = map;
standardMaterial.needsUpdate = true;
- } );
+
+ } );
group = new THREE.Group();
scene.add( group );
@@ -215,7 +221,7 @@
stats = new Stats();
container.appendChild( stats.dom );
- controls = new THREE.OrbitControls( camera, renderer.domElement );
+ var controls = new THREE.OrbitControls( camera, renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
@@ -261,7 +267,7 @@
standardMaterial.bumpScale = - 0.05 * params.bumpScale;
standardMaterial.opacity = params.opacity;
- if( renderer.toneMapping !== toneMappingOptions[ params.toneMapping ] ) {
+ if ( renderer.toneMapping !== toneMappingOptions[ params.toneMapping ] ) {
renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
standardMaterial.needsUpdate = true;
@@ -281,7 +287,7 @@
}
- if( params.renderMode === "Composer" ) {
+ if ( params.renderMode === "Composer" ) {
composer.render();
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_trails.html | @@ -96,7 +96,7 @@
}
- function onDocumentMouseMove(event) {
+ function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10; | true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_video_panorama_equirectangular.html | @@ -22,9 +22,7 @@
text-align:center;
}
- a {
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
</head>
<body>
@@ -37,17 +35,14 @@
var camera, scene, renderer;
- var texture_placeholder,
- isUserInteracting = false,
- onMouseDownMouseX = 0, onMouseDownMouseY = 0,
- lon = 0, onMouseDownLon = 0,
- lat = 0, onMouseDownLat = 0,
- phi = 0, theta = 0,
- distance = 50,
- onPointerDownPointerX = 0,
- onPointerDownPointerY = 0,
- onPointerDownLon = 0,
- onPointerDownLat = 0;
+ var isUserInteracting = false,
+ lon = 0, lat = 0,
+ phi = 0, theta = 0,
+ distance = 50,
+ onPointerDownPointerX = 0,
+ onPointerDownPointerY = 0,
+ onPointerDownLon = 0,
+ onPointerDownLat = 0;
init();
animate();
@@ -81,7 +76,7 @@
texture.minFilter = THREE.LinearFilter;
texture.format = THREE.RGBFormat;
- var material = new THREE.MeshBasicMaterial( { map : texture } );
+ var material = new THREE.MeshBasicMaterial( { map: texture } );
mesh = new THREE.Mesh( geometry, material );
@@ -137,7 +132,7 @@
}
- function onDocumentMouseUp( event ) {
+ function onDocumentMouseUp() {
isUserInteracting = false;
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_water.html | @@ -24,9 +24,7 @@
text-align:center;
}
- a {
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
<script src="../build/three.js"></script>
@@ -53,7 +51,7 @@
}
- var scene, camera, clock, renderer, controls, water;
+ var scene, camera, clock, renderer, water;
var torusKnot;
@@ -102,13 +100,15 @@
scene.add( ground );
var textureLoader = new THREE.TextureLoader();
- textureLoader.load( 'textures/hardwood2_diffuse.jpg', function( map ) {
+ textureLoader.load( 'textures/hardwood2_diffuse.jpg', function ( map ) {
+
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
map.repeat.set( 4, 4 );
groundMaterial.map = map;
groundMaterial.needsUpdate = true;
+
} );
// water
@@ -171,23 +171,23 @@
var gui = new dat.GUI();
- gui.addColor( params, 'color' ).onChange( function( value ) {
+ gui.addColor( params, 'color' ).onChange( function ( value ) {
water.material.uniforms.color.value.set( value );
} );
- gui.add( params, 'scale', 1, 10 ).onChange( function( value ) {
+ gui.add( params, 'scale', 1, 10 ).onChange( function ( value ) {
water.material.uniforms.config.value.w = value;
} );
- gui.add( params, 'flowX', - 1, 1 ).step( 0.01 ).onChange( function( value ) {
+ gui.add( params, 'flowX', - 1, 1 ).step( 0.01 ).onChange( function ( value ) {
water.material.uniforms.flowDirection.value.x = value;
water.material.uniforms.flowDirection.value.normalize();
} );
- gui.add( params, 'flowY', - 1, 1 ).step( 0.01 ).onChange( function( value ) {
+ gui.add( params, 'flowY', - 1, 1 ).step( 0.01 ).onChange( function ( value ) {
water.material.uniforms.flowDirection.value.y = value;
water.material.uniforms.flowDirection.value.normalize();
@@ -198,7 +198,7 @@
//
- controls = new THREE.OrbitControls( camera, renderer.domElement );
+ var controls = new THREE.OrbitControls( camera, renderer.domElement );
//
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_water_flowmap.html | @@ -24,9 +24,7 @@
text-align:center;
}
- a {
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
<script src="../build/three.js"></script>
@@ -53,7 +51,7 @@
}
- var scene, camera, renderer, controls, water;
+ var scene, camera, renderer, water;
init();
animate();
@@ -79,13 +77,15 @@
scene.add( ground );
var textureLoader = new THREE.TextureLoader();
- textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', function( map ) {
+ textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg', function ( map ) {
+
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
map.repeat.set( 4, 4 );
groundMaterial.map = map;
groundMaterial.needsUpdate = true;
+
} );
// water
@@ -124,12 +124,12 @@
//
var gui = new dat.GUI();
- gui.add( helper, 'visible' ).name( 'Show Flow Map');
+ gui.add( helper, 'visible' ).name( 'Show Flow Map' );
gui.open();
//
- controls = new THREE.OrbitControls( camera, renderer.domElement );
+ var controls = new THREE.OrbitControls( camera, renderer.domElement );
//
| true |
Other | mrdoob | three.js | a5b45d15ed3e18587fac1253aa96113549a22e3a.json | fix linter errors in webgl M to W | examples/webgl_worker_offscreencanvas.html | @@ -34,9 +34,7 @@
color: #ff0000;
}
- a {
- color: #ffffff;
- }
+ a { color: #ffffff; }
</style>
<script src="js/WebGL.js"></script>
</head> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/ArrowHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -12,10 +12,10 @@
<h1>[name]</h1>
- <p class="desc">An 3D arrow object for visualizing directions.</p>
+ <p class="desc">用于模拟方向的3维箭头对象.</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<div>[example:webgl_geometries WebGL / geometries]</div>
<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
@@ -37,61 +37,61 @@ <h2>Example</h2>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
<p>
- [page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
- [page:Vector3 origin] -- Point at which the arrow starts.<br />
- [page:Number length] -- length of the arrow. Default is *1*.<br />
- [page:Number hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
- [page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
- [page:Number headWidth] -- The length of the width of the arrow. Default is 0.2 * headLength.
+ [page:Vector3 dir] -- 基于箭头原点的方向. 必须为单位向量. <br />
+ [page:Vector3 origin] -- 箭头的原点.<br />
+ [page:Number length] -- 箭头的长度. 默认为 *1*.<br />
+ [page:Number hex] -- 定义的16进制颜色值. 默认为 0xffff00.<br />
+ [page:Number headLength] -- 箭头头部(锥体)的长度. 默认为箭头长度的0.2倍(0.2 * length).<br />
+ [page:Number headWidth] -- 箭头的宽度. 默认为箭头头部(锥体)长度的0.2倍(0.2 * headLength).
</p>
- <h2>Properties</h2>
- <p>See the base [page:Object3D] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[property:Line line]</h3>
- <p>Contains the line part of the arrowHelper.</p>
+ <p>包含箭头辅助对象的线段部分.</p>
<h3>[property:Mesh cone]</h3>
- <p>Contains the cone part of the arrowHelper.</p>
+ <p>包含箭头辅助对象的锥体部分.</p>
- <h2>Methods</h2>
- <p>See the base [page:Object3D] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共方法.</p>
<h3>[method:null setColor]([param:Number hex])</h3>
<p>
- hex -- The hexadecimal value of the color.<br /><br />
+ hex -- 16进制颜色值.<br /><br />
- Sets the color of the arrowHelper.
+ 设置箭头辅助对象的颜色.
</p>
<h3>[method:null setLength]([param:Number length], [param:Number headLength], [param:Number headWidth])</h3>
<p>
- length -- The desired length.<br />
- headLength -- The length of the head of the arrow.<br />
- headWidth -- The length of the width of the arrow.<br /><br />
+ length -- 要设置的长度.<br />
+ headLength -- 要设置的箭头头部(锥体)的长度.<br />
+ headWidth -- 要设置的箭头的宽度.<br /><br />
- Sets the length of the arrowhelper.
+ 设置箭头辅助对象的长度.
</p>
<h3>[method:null setDirection]([param:Vector3 dir])</h3>
<p>
- dir -- The desired direction. Must be a unit vector.<br /><br />
+ dir -- 要设置的方向. 必须为单位向量.<br /><br />
- Sets the direction of the arrowhelper.
+ 设置箭头辅助对象的方向.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/AxesHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -12,11 +12,11 @@
<h1>[name]</h1>
- <p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
- The X axis is red. The Y axis is green. The Z axis is blue.</p>
+ <p class="desc">用于简单模拟3个坐标轴的对象. <br />
+ 红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<div>[example:webgl_geometries WebGL / geometries]</div>
<div>[example:webgl_geometries2 WebGL / geometries2]</div>
@@ -30,21 +30,21 @@ <h2>Example</h2>
scene.add( axesHelper );
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Number size] )</h3>
<p>
- [page:Number size] -- (optional) size of the lines representing the axes. Default is *1*.
+ [page:Number size] -- (可选的) 表示代表轴的线段长度. 默认为 *1*.
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/Box3Helper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,11 +13,11 @@
<h1>[name]</h1>
<p class="desc">
- Helper object to visualize a [page:Box3].
+ 模拟3维包围盒 [page:Box3] 的辅助对象.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<code>
var box = new THREE.Box3();
@@ -28,36 +28,36 @@ <h2>Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Box3 box], [param:Color color] )</h3>
<p>
- [page:Box3 box] -- the Box3 to show.<br />
- [page:Color color] -- (optional) the box's color. Default is 0xffff00.<br /><br />
+ [page:Box3 box] -- 被模拟的3维包围盒.<br />
+ [page:Color color] -- (可选的) 线框盒子的颜色. 默认为 0xffff00.<br /><br />
- Creates a new wireframe box that represents the passed Box3.
+ 创建一个新的线框盒子用以表示指定的3维包围盒.
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
<h3>[property:Box3 box]</h3>
- <p>The Box3 being visualized.</p>
+ <p>被模拟的3维包围盒.</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
<h3>[method:void updateMatrixWorld]( [param:Boolean force] )</h3>
<p>
- This overrides the method in the base [page:Object3D] class so that it
- also updates the wireframe box to the extent of the [page:Box3Helper.box .box]
- property.
+ 重写基类 [page:Object3D] 的该方法以便于
+ 同时更新线框辅助对象与 [page:Box3Helper.box .box]
+ 属性保持一致.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/BoxHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,14 +13,14 @@
<h1>[name]</h1>
<p class="desc">
- Helper object to show the world-axis-aligned bounding box around an object.
+ 用于展示对象世界轴心对齐的包围盒的辅助对象.
- Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
- so it won't work with [page:Sprite Sprites].
+ 注意:要想能正常运行,目标对象必须包含 [page:Geometry] 或 [page:BufferGeometry] ,
+ 所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<div>[example:webgl_helpers WebGL / helpers]</div>
<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
@@ -35,39 +35,39 @@ <h2>Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Object3D object], [param:Color color] )</h3>
<p>
- [page:Object3D object] -- (optional) the object3D to show the world-axis-aligned boundingbox.<br />
- [page:Color color] -- (optional) hexadecimal value that defines the box's color. Default is 0xffff00.<br /><br />
+ [page:Object3D object] -- (可选的) 被展示世界轴心对齐的包围盒的对象.<br />
+ [page:Color color] -- (可选的) 线框盒子的16进制颜色值. 默认为 0xffff00.<br /><br />
- Creates a new wireframe box that bounds the passed object. Internally this uses [page:Box3.setFromObject]
- to calculate the dimensions. Note that this includes any children.
+ 创建一个新的线框盒子包围指定的对象. 内部使用 [page:Box3.setFromObject]
+ 方法来计算尺寸. 注意:此线框盒子将包围对象的所有子对象.
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
<h3>[method:null update]()</h3>
<p>
- Updates the helper's geometry to match the dimensions
- of the object, including any children. See [page:Box3.setFromObject].
+ 更新辅助对象的几何体,与目标对象尺寸
+ 保持一致, 包围目标对象所有子对象. 请查看 [page:Box3.setFromObject].
</p>
<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
<p>
- [page:Object3D object] - [page:Object3D] to create the helper of.<br /><br />
+ [page:Object3D object] - 用于创建辅助对象的目标 [page:Object3D] 对象.<br /><br />
- Updates the wireframe box for the passed object.
+ 更新指定对象的线框盒子.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/CameraHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,11 +13,11 @@
<h1>[name]</h1>
<p class="desc">
- This helps with visualizing what a camera contains in its frustum.<br />
- It visualizes the frustum of a camera using a [page:LineSegments].
+ 用于模拟相机视锥体的辅助对象.<br />
+ 它使用 [page:LineSegments] 来模拟相机视锥体.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<div>[example:webgl_camera WebGL / camera]</div>
<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
@@ -29,50 +29,50 @@ <h2>Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Camera camera] )</h3>
<p>
- [page:Camera camera] -- The camera to visualize.<br /><br />
+ [page:Camera camera] -- 被模拟的相机.<br /><br />
- This create a new [Name] for the specified camera.
+ 为指定相机创建一个新的相机辅助对象 [Name] .
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
<h3>[property:Camera camera]</h3>
- <p>The camera being visualized.</p>
+ <p>被模拟的相机.</p>
<h3>[property:object pointMap]</h3>
- <p>This contains the points used to visualize the camera.</p>
+ <p>包含用于模拟相机的点.</p>
<h3>[property:object matrix]</h3>
- <p>Reference to the [page:Object3D.matrixWorld camera.matrixWorld].</p>
+ <p>请参考相机的世界矩阵 [page:Object3D.matrixWorld camera.matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- camera's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+ 使用相机的 [page:Object3D.matrixWorld matrixWorld].
</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
<h3>[method:null update]()</h3>
- <p>Updates the helper based on the projectionMatrix of the camera.</p>
+ <p>基于相机的投影矩阵更新辅助对象.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/DirectionalLightHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,12 +13,12 @@
<h1>[name]</h1>
<p class="desc">
- Helper object to assist with visualizing a [page:DirectionalLight]'s effect on the scene.
+ 用于模拟场景中平行光 [page:DirectionalLight] 的辅助对象.
- This consists of plane and a line representing the light's position and direction.
+ 其中包含了表示光位置的平面和表示光方向的线段.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<code>
var light = new THREE.DirectionalLight( 0xFFFFFF );
@@ -29,56 +29,56 @@ <h2>Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:DirectionalLight light], [param:Number size], [param:Hex color] )</h3>
<p>
- [page:DirectionalLight light]-- The light to be visualized. <br /><br />
+ [page:DirectionalLight light]-- 被模拟的光源. <br /><br />
- [page:Number size] -- (optional) dimensions of the plane. Default is *1*.<br /><br />
+ [page:Number size] -- (可选的) 平面的尺寸. 默认为 *1*.<br /><br />
- [page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
+ [page:Hex color] -- (可选的) 如果没有设置颜色将使用光源的颜色.
</p>
- <h2>Properties</h2>
- <p>See the base [page:Object3D] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[property:Line lightPlane]</h3>
- <p>Contains the line mesh showing the location of the directional light.</p>
+ <p>包含表示平行光方向的线网格.</p>
<h3>[property:DirectionalLight light]</h3>
- <p>Reference to the [page:DirectionalLight directionalLight] being visualized.</p>
+ <p>被模拟的光源. 请参考 [page:DirectionalLight directionalLight] .</p>
<h3>[property:object matrix]</h3>
- <p>Reference to the light's [page:Object3D.matrixWorld matrixWorld].</p>
+ <p>请参考光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- light's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate] 页面. 这里设置为 *false* 表示辅助对象
+ 使用光源的 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:hex color]</h3>
<p>
- The color parameter passed in the constructor. Default is *undefined*. If this is changed,
- the helper's color will update the next time [page:.update update] is called.
+ 构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
+ 辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
</p>
- <h2>Methods</h2>
- <p>See the base [page:Object3D] class for common properties.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共方法.</p>
<h3>[method:null dispose]()</h3>
- <p>Dispose of the directionalLightHelper.</p>
+ <p>销毁该平行光辅助对象.</p>
<h3>[method:null update]()</h3>
- <p>Updates the helper to match the position and direction of the [page:.light directionalLight] being visualized.</p>
+ <p>更新辅助对象,与模拟的 [page:.light directionalLight] 光源的位置和方向保持一致.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/FaceNormalsHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,16 +13,16 @@
<h1>[name]</h1>
<p class="desc">
- Renders [page:ArrowHelper arrows] to visualize an object's [page:Face3 face] normals.
- Requires that face normals have been specified on all [page:Face3 faces] or calculated
- with [page:Geometry.computeFaceNormals computeFaceNormals]. <br /><br />
+ 渲染箭头辅助对象 [page:ArrowHelper arrows] 来模拟面 [page:Face3 face] 的法线.
+ 需要所有面 [page:Face3 faces] 都指定了法线 或
+ 通过 [page:Geometry.computeFaceNormals computeFaceNormals] 方法计算面的法线. <br /><br />
- Note that this only works with the objects whose geometry is an instance of [page:Geometry].
- For [page:BufferGeometry] use a [page:VertexNormalsHelper] instead.
+ 注意:仅几何体为 [page:Geometry] 类型的对象能正常运行.
+ 对于 [page:BufferGeometry] 类型几何体的对象请使用 [page:VertexNormalsHelper] 代替.
<p>
- <h2>Example</h2>
+ <h2>例子</h2>
<div>[example:webgl_helpers WebGL / helpers]</div>
@@ -37,44 +37,44 @@ <h2>Example</h2>
scene.add( helper );
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Object3D object], [param:Number size], [param:Color color], [param:Number linewidth] )</h3>
<p>
- [page:Object3D object] -- object for which to render face normals.<br />
- [page:Number size] -- (optional) length of the arrows. Default is *1*.<br />
- [page:Hex color] -- (optional) hex color of the arrows. Default is *0xffff00*.<br />
- [page:Number linewidth] -- (optional) width of the arrow lines. Default is *1*.
+ [page:Object3D object] -- 要渲染面法线辅助的对象.<br />
+ [page:Number size] -- (可选的) 箭头的长度. 默认为 *1*.<br />
+ [page:Hex color] -- (可选的) 箭头的颜色. 默认为 *0xffff00*.<br />
+ [page:Number linewidth] -- (可选的) 箭头线段的宽度. 默认为 *1*.
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- objects's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+ 使用对象的世界矩阵 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:Object3D object]</h3>
- <p>The object for which the face normals are being visualized.</p>
+ <p>被渲染面法线辅助的对象.</p>
<h3>[property:Number size]</h3>
- <p>Length of the arrows. Default is *1*.</p>
+ <p>箭头的长度. 默认为 *1*.</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
<h3>[method:null update]()</h3>
- <p>Updates the face normal preview based on movement of the object.</p>
+ <p>基于对象的运动更新面法线辅助对象.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/GridHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -12,10 +12,10 @@
<h1>[name]</h1>
- <p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
+ <p class="desc">坐标格辅助对象. 坐标格实际上是2维线数组.</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<code>var size = 10;
var divisions = 10;
@@ -26,20 +26,20 @@ <h2>Example</h2>
[example:webgl_helpers Example using various helpers]
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )</h3>
<p>
- size -- The size of the grid. Default is 10. <br />
- divisions -- The number of divisions across the grid. Default is 10. <br />
- colorCenterLine -- The color of the centerline. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0x444444 <br />
- colorGrid -- The color of the lines of the grid. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0x888888
+ size -- 坐标格尺寸. 默认为 10. <br />
+ divisions -- 坐标格细分次数. 默认为 10. <br />
+ colorCenterLine -- 中线颜色. 值可以为 [page:Color] 类型, 16进制 和 CSS 颜色名. 默认为 0x444444 <br />
+ colorGrid -- 坐标格网格线颜色. 值可以为 [page:Color] 类型, 16进制 和 CSS 颜色名. 默认为 0x888888
</p>
<p>
- Creates a new [name] of size 'size' and divided into 'divisions' segments per side. Colors are optional.
+ 创建一个尺寸为 'size' 和 每个维度细分 'divisions' 次的坐标格. 颜色可选.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/HemisphereLightHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,10 +13,11 @@
<h1>[name]</h1>
<p class="desc">
- Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
+ 创建一个虚拟的球形网格 [page:Mesh] 的辅助对象来模拟
+ 半球形光源 [page:HemisphereLight HemisphereLight].
</p>
- <h3>Example</h3>
+ <h3>例子</h3>
<code>
var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
@@ -27,51 +28,51 @@ <h3>Example</h3>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:HemisphereLight light], [param:Number sphereSize], [param:Hex color] )</h3>
<p>
- [page:HemisphereLight light] -- The light being visualized. <br /><br />
+ [page:HemisphereLight light] -- 被模拟的光源. <br /><br />
- [page:Number size] -- The size of the mesh used to visualize the light.<br /><br />
+ [page:Number size] -- 用于模拟光源的网格尺寸.<br /><br />
- [page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
+ [page:Hex color] -- (可选的) 如果没有赋值辅助对象将使用光源的颜色.
</p>
- <h2>Properties</h2>
- <p>See the base [page:Object3D] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[property:HemisphereLight light]</h3>
- <p>Reference to the HemisphereLight being visualized.</p>
+ <p>被模拟的半球形光源.</p>
<h3>[property:object matrix]</h3>
- <p>Reference to the hemisphereLight's [page:Object3D.matrixWorld matrixWorld].</p>
+ <p>请参考半球形光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- hemisphereLight's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+ 使用半球形光源的 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:hex color]</h3>
<p>
- The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
- the next time [page:.update update] is called.
+ 构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
+ 辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
</p>
- <h2>Methods</h2>
- <p>See the base [page:Object3D] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共方法.</p>
<h3>[method:null dispose]()</h3>
- <p>Dispose of the hemisphereLightHelper.</p>
+ <p>销毁该半球形光源辅助对象.</p>
<h3>[method:null update]()</h3>
- <p>Updates the helper to match the position and direction of the [page:.light].</p>
+ <p>更新辅助对象,与 [page:.light] 属性的位置和方向保持一致.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/PlaneHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,11 +13,11 @@
<h1>[name]</h1>
<p class="desc">
- Helper object to visualize a [page:Plane].
+ 用于模拟平面 [page:Plane] 的辅助对象.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<code>
var plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
@@ -26,39 +26,39 @@ <h2>Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Plane plane], [param:Float size], [param:Color hex] )</h3>
<p>
- [page:Plane plane] -- the plane to visualize.<br />
- [page:Float size] -- (optional) side length of plane helper. Default is 1.<br />
- [page:Color color] -- (optional) the color of the helper. Default is 0xffff00.<br /><br />
+ [page:Plane plane] -- 被模拟的平面.<br />
+ [page:Float size] -- (可选的) 辅助对象的单边长度. 默认为 1.<br />
+ [page:Color color] -- (可选的) 辅助对象的颜色. 默认为 0xffff00.<br /><br />
- Creates a new wireframe representation of the passed plane.
+ 创建一个线框辅助对象来表示指定平面.
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
<h3>[property:Plane plane]</h3>
- <p>The [page:Plane plane] being visualized.</p>
+ <p>被模拟的平面 [page:Plane plane] .</p>
<h3>[property:Float size]</h3>
- <p>The side lengths of plane helper.</p>
+ <p>辅助对象的单边长度.</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
<h3>[method:void updateMatrixWorld]( [param:Boolean force] )</h3>
<p>
- This overrides the method in the base [page:Object3D] class so that it also
- updates the helper object according to the [page:PlaneHelper.plane .plane] and
- [page:PlaneHelper.size .size] properties.
+ 重写基类 [page:Object3D] 的该方法以便于
+ 同时更新线框辅助对象与 [page:PlaneHelper.plane .plane] 和
+ [page:PlaneHelper.size .size] 属性保持一致.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/PointLightHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,12 +13,12 @@
<h1>[name]</h1>
<p class="desc">
- This displays a helper object consisting of a spherical [page:Mesh] for visualizing
- a [page:PointLight].
+ 创建一个虚拟的球形网格 [page:Mesh] 的辅助对象来模拟
+ 点光源 [page:PointLight].
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
[example:webgl_helpers WebGL / helpers]
@@ -35,49 +35,49 @@ <h2>Example</h2>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:PointLight light], [param:Float sphereSize], [param:Hex color] )</h3>
<p>
- [page:PointLight light] -- The light to be visualized. <br /><br />
+ [page:PointLight light] -- 要模拟的光源. <br /><br />
- [page:Float sphereSize] -- (optional) The size of the sphere helper. Default is *1*.<br /><br />
+ [page:Float sphereSize] -- (可选的) 球形辅助对象的尺寸. 默认为 *1*.<br /><br />
- [page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
+ [page:Hex color] -- (可选的) 如果没有赋值辅助对象将使用光源的颜色.
</p>
- <h2>Properties</h2>
- <p>See the base [page:Mesh] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:Mesh] 页面查看公共属性.</p>
<h3>[property:PointLight light]</h3>
- <p>The [page:PointLight] that is being visualized.</p>
+ <p>被模拟的点光源 [page:PointLight] .</p>
<h3>[property:object matrix]</h3>
- <p>Reference to the pointLight's [page:Object3D.matrixWorld matrixWorld].</p>
+ <p>请参考点光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- pointLight's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+ 使用点光源的 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:hex color]</h3>
<p>
- The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
- the next time [page:.update update] is called.
+ 构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
+ 辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
</p>
- <h2>Methods</h2>
- <p>See the base [page:Mesh] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:Mesh] 页面查看公共方法.</p>
<h3>[method:null dispose]()</h3>
- <p>Dispose of the pointLightHelper.</p>
+ <p>销毁该点光源辅助对象.</p>
<h3>[method:null update]()</h3>
- <p>Updates the helper to match the position of the [page:.light].</p>
+ <p>更新辅助对象,与 [page:.light] 属性的位置保持一致.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/PolarGridHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -12,10 +12,10 @@
<h1>[name]</h1>
- <p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
+ <p class="desc">极坐标格辅助对象. 坐标格实际上是2维线数组.</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<code>var radius = 10;
var radials = 16;
@@ -28,22 +28,22 @@ <h2>Example</h2>
[example:webgl_helpers Example using various helpers]
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Number radius], [param:Number radials], [param:Number circles], [param:Number divisions], [param:Color color1], [param:Color color2] )</h3>
<p>
- radius -- The radius of the polar grid. This can be any positive number. Default is 10.<br />
- radials -- The number of radial lines. This can be any positive integer. Default is 16.<br />
- circles -- The number of circles. This can be any positive integer. Default is 8.<br />
- divisions -- The number of line segments used for each circle. This can be any positive integer that is 3 or greater. Default is 64.<br />
- color1 -- The first color used for grid elements. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0x444444 <br />
- color2 -- The second color used for grid elements. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0x888888
+ radius -- 极坐标格半径. 可以为任何正数. 默认为 10.<br />
+ radials -- 径向辐射线数量. 可以为任何正整数. 默认为 16.<br />
+ circles -- 圆圈的数量. 可以为任何正整数. 默认为 8.<br />
+ divisions -- 圆圈细分段数. 可以为任何大于或等于3的正整数. 默认为 64.<br />
+ color1 -- 极坐标格使用的第一个颜色. 值可以为 [page:Color] 类型, 16进制 和 CSS 颜色名. 默认为 0x444444 <br />
+ color2 -- 极坐标格使用的第二个颜色. 值可以为 [page:Color] 类型, 16进制 和 CSS 颜色名. 默认为 0x888888
</p>
<p>
- Creates a new [name] of radius 'radius' with 'radials' number of radials and 'circles' number of circles, where each circle is smoothed into 'divisions' number of line segments. Colors are optional.
+ 创建一个半径为'radius' 包含 'radials' 条径向辐射线 和 'circles' 个细分成 'divisions' 段的圆圈的极坐标格辅助对象. 颜色可选.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/RectAreaLightHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,10 +13,10 @@
<h1>[name]</h1>
<p class="desc">
- Creates a visual aid for a [page:RectAreaLight].
+ 创建一个表示 [page:RectAreaLight] 的辅助对象.
</p>
- <h3>Example</h3>
+ <h3>例子</h3>
<code>
var light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
@@ -27,40 +27,40 @@ <h3>Example</h3>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:RectAreaLight light], [param:Hex color] )</h3>
<p>
- [page:RectAreaLight light] -- The light being visualized.<br /><br />
+ [page:RectAreaLight light] -- 被模拟的光源.<br /><br />
- [page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
+ [page:Hex color] -- (可选) 如果没有赋值辅助对象将使用光源的颜色.
</p>
- <h2>Properties</h2>
- <p>See the base [page:Object3D] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[property:RectAreaLight light]</h3>
- <p>Reference to the RectAreaLight being visualized.</p>
+ <p>被模拟的区域光源.</p>
<h3>[property:hex color]</h3>
<p>
- The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
- the next time [page:.update update] is called.
+ 构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
+ 辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
</p>
- <h2>Methods</h2>
- <p>See the base [page:Object3D] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共方法.</p>
<h3>[method:null dispose]()</h3>
- <p>Dispose of the rectAreaLightHelper.</p>
+ <p>销毁该区域光源辅助对象.</p>
<h3>[method:null update]()</h3>
- <p>Updates the helper to match the position and direction of the [page:.light].</p>
+ <p>更新辅助对象,与 [page:.light] 属性的位置和方向保持一致.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/SkeletonHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,12 +13,12 @@
<h1>[name]</h1>
<p class="desc">
- A helper object to assist with visualizing a [page:Skeleton Skeleton].
- The helper is renderered using a [page:LineBasicMaterial LineBasicMaterial].
+ 用来模拟骨骼 [page:Skeleton Skeleton] 的辅助对象.
+ 该辅助对象使用 [page:LineBasicMaterial LineBasicMaterial] 材质.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
@@ -32,30 +32,30 @@ <h2>Example</h2>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( object )</h3>
<p>
- object -- can be any object that has an array of [page:Bone Bone]s as a sub object. <br />
- For example, a [page:Skeleton Skeleton] or a [page:SkinnedMesh SkinnedMesh].
+ object -- 可以是任何拥有一组骨 [page:Bone Bone] 作为子对象的对象. <br />
+ 比如, 一个骨骼 [page:Skeleton Skeleton] 或 一个蒙皮网格 [page:SkinnedMesh SkinnedMesh].
</p>
- <h2>Properties</h2>
+ <h2>属性</h2>
<h3>[property:Array bones]</h3>
<p>
- The list of bones that the helper renders as [page:Line Lines].
+ 辅助对象使用 [page:Line Lines] 渲染的骨数组.
</p>
<h3>[property:Object root]</h3>
<p>
- The object passed in the constructor.
+ 构造函数传入的对象.
</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/SpotLightHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -12,16 +12,16 @@
<h1>[name]</h1>
- <p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
+ <p class="desc">用于模拟聚光灯 [page:SpotLight] 的锥形辅助对象.</p>
- <h2>Example</h2>
+ <h2>例子</h2>
<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
- <h2>Other Examples</h2>
+ <h2>其他例子</h2>
<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
- <h2>Code Example</h2>
+ <h2>代码示例</h2>
<code>
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 10, 10, 10 );
@@ -32,51 +32,51 @@ <h2>Code Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
<p>
- [page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
+ [page:SpotLight light] -- 被模拟的聚光灯 [page:SpotLight] . <br /><br/>
- [page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
+ [page:Hex color] -- (可选的) 如果没有赋值辅助对象将使用光源的颜色.
</p>
- <h2>Properties</h2>
- <p>See the base [page:Object3D] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[property:LineSegments cone]</h3>
- <p>[page:LineSegments] used to visualize the light.</p>
+ <p>用于模拟光源的 [page:LineSegments] 类型对象.</p>
<h3>[property:SpotLight light]</h3>
- <p>Reference to the [page:SpotLight] being visualized.</p>
+ <p>被模拟的聚光灯 [page:SpotLight] .</p>
<h3>[property:object matrix]</h3>
- <p>Reference to the spotLight's [page:Object3D.matrixWorld matrixWorld].</p>
+ <p>请参考聚光灯的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- spotLight's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+ 使用聚光灯的 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:hex color]</h3>
<p>
- The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
- the next time [page:.update update] is called.
+ 构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
+ 辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
</p>
- <h2>Methods</h2>
- <p>See the base [page:Object3D] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:Object3D] 页面查看公共属性.</p>
<h3>[method:null dispose]()</h3>
- <p>Disposes of the light helper.</p>
+ <p>销毁该聚光灯辅助对象.</p>
<h3>[method:null update]()</h3>
- <p>Updates the light helper.</p>
+ <p>更新聚光灯辅助对象.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 0d33d726b7b6e6397e3c3c183c47b0a05bf444f7.json | translate helper folder | docs/api/zh/helpers/VertexNormalsHelper.html | @@ -1,5 +1,5 @@
<!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
<head>
<meta charset="utf-8" />
<base href="../../../" />
@@ -13,14 +13,14 @@
<h1>[name]</h1>
<p class="desc">
- Renders [page:ArrowHelper arrows] to visualize an object's vertex normal vectors.
- Requires that normals have been specified in a [page:BufferAttribute custom attribute] or
- have been calculated using [page:Geometry.computeVertexNormals computeVertexNormals].<br /><br />
+ 渲染箭头辅助对象 [page:ArrowHelper arrows] 来模拟顶点的法线.
+ 需要定义了法线缓存属性 [page:BufferAttribute custom attribute] 或
+ 使用了 [page:Geometry.computeVertexNormals computeVertexNormals] 方法计算了顶点法线.<br /><br />
- Unlike [page:FaceNormalsHelper], this works with [page:BufferGeometry].
+ 不像面法线辅助对象 [page:FaceNormalsHelper], 该辅助对象在 [page:BufferGeometry] 上也能正常运行.
</p>
- <h2>Example</h2>
+ <h2>例子</h2>
[example:webgl_helpers WebGL / helpers]
@@ -36,43 +36,43 @@ <h2>Example</h2>
</code>
- <h2>Constructor</h2>
+ <h2>构造函数</h2>
<h3>[name]( [param:Object3D object], [param:Number size], [param:Hex color], [param:Number linewidth] )</h3>
<p>
- [page:Object3D object] -- object for which to render vertex normals.<br />
- [page:Number size] -- (optional) length of the arrows. Default is 1.<br />
- [page:Hex color] -- hex color of the arrows. Default is 0xff0000.<br />
- [page:Number linewidth] -- (optional) width of the arrow lines. Default is 1.
+ [page:Object3D object] -- 要渲染顶点法线辅助的对象.<br />
+ [page:Number size] -- (可选的) 箭头的长度. 默认为 1.<br />
+ [page:Hex color] -- 16进制颜色值. 默认为 0xff0000.<br />
+ [page:Number linewidth] -- (可选的) 箭头线段的宽度. 默认为 1.
</p>
- <h2>Properties</h2>
- <p>See the base [page:LineSegments] class for common properties.</p>
+ <h2>属性</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
<h3>[property:object matrixAutoUpdate]</h3>
<p>
- See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
- objects's [page:Object3D.matrixWorld matrixWorld].
+ 请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+ 使用对象的世界矩阵 [page:Object3D.matrixWorld matrixWorld].
</p>
<h3>[property:Object3D object]</h3>
- <p>The object for which the vertex normals are being visualized.</p>
+ <p>被渲染顶点法线辅助的对象.</p>
<h3>[property:Number size]</h3>
- <p>Length of the arrows. Default is *1*.</p>
+ <p>箭头的长度. 默认为 *1*.</p>
- <h2>Methods</h2>
- <p>See the base [page:LineSegments] class for common methods.</p>
+ <h2>方法</h2>
+ <p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
<h3>[method:null update]()</h3>
- <p>Updates the vertex normal preview based on movement of the object.</p>
+ <p>基于对象的运动更新顶点法线辅助对象.</p>
- <h2>Source</h2>
+ <h2>源码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body> | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_animation_skinning_blending.html | @@ -183,23 +183,39 @@
var folder6 = panel.addFolder( 'General Speed' );
settings = {
- 'show model': true,
- 'show skeleton': false,
- 'deactivate all': deactivateAllActions,
- 'activate all': activateAllActions,
- 'pause/continue': pauseContinue,
- 'make single step': toSingleStepMode,
- 'modify step size': 0.05,
- 'from walk to idle': function () { prepareCrossFade( walkAction, idleAction, 1.0 ) },
- 'from idle to walk': function () { prepareCrossFade( idleAction, walkAction, 0.5 ) },
- 'from walk to run': function () { prepareCrossFade( walkAction, runAction, 2.5 ) },
- 'from run to walk': function () { prepareCrossFade( runAction, walkAction, 5.0 ) },
- 'use default duration': true,
- 'set custom duration': 3.5,
- 'modify idle weight': 0.0,
- 'modify walk weight': 1.0,
- 'modify run weight': 0.0,
- 'modify time scale': 1.0
+ 'show model': true,
+ 'show skeleton': false,
+ 'deactivate all': deactivateAllActions,
+ 'activate all': activateAllActions,
+ 'pause/continue': pauseContinue,
+ 'make single step': toSingleStepMode,
+ 'modify step size': 0.05,
+ 'from walk to idle': function () {
+
+ prepareCrossFade( walkAction, idleAction, 1.0 );
+
+ },
+ 'from idle to walk': function () {
+
+ prepareCrossFade( idleAction, walkAction, 0.5 );
+
+ },
+ 'from walk to run': function () {
+
+ prepareCrossFade( walkAction, runAction, 2.5 );
+
+ },
+ 'from run to walk': function () {
+
+ prepareCrossFade( runAction, walkAction, 5.0 );
+
+ },
+ 'use default duration': true,
+ 'set custom duration': 3.5,
+ 'modify idle weight': 0.0,
+ 'modify walk weight': 1.0,
+ 'modify run weight': 0.0,
+ 'modify time scale': 1.0
};
folder1.add( settings, 'show model' ).onChange( showModel );
@@ -215,9 +231,21 @@
crossFadeControls.push( folder4.add( settings, 'from run to walk' ) );
folder4.add( settings, 'use default duration' );
folder4.add( settings, 'set custom duration', 0, 10, 0.01 );
- folder5.add( settings, 'modify idle weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) { setWeight( idleAction, weight ) } );
- folder5.add( settings, 'modify walk weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) { setWeight( walkAction, weight ) } );
- folder5.add( settings, 'modify run weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) { setWeight( runAction, weight ) } );
+ folder5.add( settings, 'modify idle weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
+
+ setWeight( idleAction, weight );
+
+ } );
+ folder5.add( settings, 'modify walk weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
+
+ setWeight( walkAction, weight );
+
+ } );
+ folder5.add( settings, 'modify run weight', 0.0, 1.0, 0.01 ).listen().onChange( function ( weight ) {
+
+ setWeight( runAction, weight );
+
+ } );
folder6.add( settings, 'modify time scale', 0.0, 1.5, 0.01 ).onChange( modifyTimeScale );
folder1.open();
@@ -380,7 +408,6 @@
}
-
function setCrossFadeDuration( defaultDuration ) {
// Switch default crossfade duration <-> custom crossfade duration
@@ -397,7 +424,6 @@
}
-
function synchronizeCrossFade( startAction, endAction, duration ) {
mixer.addEventListener( 'loop', onLoopFinished );
@@ -416,7 +442,6 @@
}
-
function executeCrossFade( startAction, endAction, duration ) {
// Not only the start action, but also the end action must get a weight of 1 before fading
@@ -431,7 +456,6 @@
}
-
// This function is needed, since animationAction.crossFadeTo() disables its start action and sets
// the start action's timeScale to ((start animation's duration) / (end animation's duration))
@@ -443,7 +467,6 @@
}
-
// Called by the render loop
function updateWeightSliders() {
@@ -454,7 +477,6 @@
}
-
// Called by the render loop
function updateCrossFadeControls() {
@@ -486,7 +508,6 @@
}
-
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
@@ -496,7 +517,6 @@
}
-
function animate() {
// Render loop | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_animation_skinning_morph.html | @@ -53,9 +53,9 @@
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
- var FLOOR = -250;
+ var FLOOR = - 250;
- var container,stats;
+ var container, stats;
var camera, scene;
var renderer;
@@ -99,7 +99,7 @@
var ground = new THREE.Mesh( geometry, material );
ground.position.set( 0, FLOOR, 0 );
- ground.rotation.x = -Math.PI/2;
+ ground.rotation.x = - Math.PI / 2;
scene.add( ground );
ground.receiveShadow = true;
@@ -120,10 +120,10 @@
var d = 390;
- light.shadow.camera.left = -d;
+ light.shadow.camera.left = - d;
light.shadow.camera.right = d;
light.shadow.camera.top = d * 1.5;
- light.shadow.camera.bottom = -d;
+ light.shadow.camera.bottom = - d;
light.shadow.camera.far = 3500;
@@ -152,7 +152,7 @@
var loader = new THREE.JSONLoader();
loader.load( "models/skinned/knight.js", function ( geometry, materials ) {
- createScene( geometry, materials, 0, FLOOR, -300, 60 );
+ createScene( geometry, materials, 0, FLOOR, - 300, 60 );
// GUI
@@ -222,44 +222,50 @@
mixer = new THREE.AnimationMixer( mesh );
- bonesClip = geometry.animations[0];
+ bonesClip = geometry.animations[ 0 ];
facesClip = THREE.AnimationClip.CreateFromMorphTargetSequence( 'facialExpressions', mesh.geometry.morphTargets, 3 );
}
function initGUI() {
var API = {
- 'show model' : true,
- 'show skeleton' : false,
- 'show 2nd model' : false,
- 'show mem. info' : false
+ 'show model': true,
+ 'show skeleton': false,
+ 'show 2nd model': false,
+ 'show mem. info': false
};
var gui = new dat.GUI();
- gui.add( API, 'show model' ).onChange( function() {
- mesh.visible = API[ 'show model' ];
+ gui.add( API, 'show model' ).onChange( function () {
+
+ mesh.visible = API[ 'show model' ];
+
} );
- gui.add( API, 'show skeleton' ).onChange( function() {
- helper.visible = API[ 'show skeleton' ];
+ gui.add( API, 'show skeleton' ).onChange( function () {
+
+ helper.visible = API[ 'show skeleton' ];
+
} );
- gui.add( API, 'show 2nd model' ).onChange( function() {
- mesh2.visible = API[ 'show 2nd model' ];
+ gui.add( API, 'show 2nd model' ).onChange( function () {
+
+ mesh2.visible = API[ 'show 2nd model' ];
+
} );
- gui.add( API, 'show mem. info' ).onChange( function() {
+ gui.add( API, 'show mem. info' ).onChange( function () {
showMemInfo = API[ 'show mem. info' ];
domMemInfo.style.display = showMemInfo ? 'block' : 'none';
} );
// utility function used for drop-down options lists in the GUI
- var objectNames = function( objects ) {
+ var objectNames = function ( objects ) {
var result = [];
@@ -295,14 +301,14 @@
},
- 'stop()': function() {
+ 'stop()': function () {
action = mixer.clipAction( clip, root );
action.stop();
},
- 'reset()': function() {
+ 'reset()': function () {
action = mixer.clipAction( clip, root );
action.reset();
@@ -373,7 +379,7 @@
},
- 'play delayed': function() {
+ 'play delayed': function () {
action = mixer.clipAction( clip, root );
action.startAt( mixer.time + 0.5 ).play();
@@ -406,14 +412,14 @@
},
- 'fade in': function() {
+ 'fade in': function () {
action = mixer.clipAction( clip, root );
action.reset().fadeIn( 0.25 ).play();
},
- 'fade out': function() {
+ 'fade out': function () {
action = mixer.clipAction( clip, root );
action.fadeOut( 0.25 ).play();
@@ -446,11 +452,11 @@
},
- 'time warp': function() {
+ 'time warp': function () {
action = mixer.clipAction( clip, root );
var timeScaleNow = action.getEffectiveTimeScale();
- var destTimeScale = timeScaleNow > 0 ? -1 : 1;
+ var destTimeScale = timeScaleNow > 0 ? - 1 : 1;
action.warp( timeScaleNow, destTimeScale, 4 ).play();
},
@@ -481,7 +487,11 @@
},
- get 'local root'() { return rootName; },
+ get 'local root'() {
+
+ return rootName;
+
+ },
set 'local root'( value ) {
@@ -500,14 +510,14 @@
folder.add( API, 'paused =' ).listen();
folder.add( API, 'enabled =' ).listen();
folder.add( API, 'clamp =' );
- folder.add( API, 'isRunning() =').listen();
+ folder.add( API, 'isRunning() =' ).listen();
folder.add( API, 'play delayed' );
folder.add( API, 'weight =', 0, 1 ).listen();
folder.add( API, 'eff. weight', 0, 1 ).listen();
folder.add( API, 'fade in' );
folder.add( API, 'fade out' );
- folder.add( API, 'timeScale =', -2, 2).listen();
- folder.add( API, 'eff.T.Scale', -2, 2).listen();
+ folder.add( API, 'timeScale =', - 2, 2 ).listen();
+ folder.add( API, 'eff.T.Scale', - 2, 2 ).listen();
folder.add( API, 'time warp' );
folder.add( API, 'loop mode', {
"LoopOnce": THREE.LoopOnce,
@@ -525,7 +535,7 @@
clipControl( gui, mixer, bonesClip, [ null, mesh, mesh2 ] );
clipControl( gui, mixer, facesClip, [ null, mesh, mesh2 ] );
- var memoryControl = function( gui, mixer, clips, rootObjects ) {
+ var memoryControl = function ( gui, mixer, clips, rootObjects ) {
var clipNames = objectNames( clips ),
rootNames = objectNames( rootObjects );
@@ -540,7 +550,11 @@
API = {
- get 'clip'() { return clipName; },
+ get 'clip'() {
+
+ return clipName;
+
+ },
set 'clip'( value ) {
@@ -549,7 +563,11 @@
},
- get 'root'() { return rootName; },
+ get 'root'() {
+
+ return rootName;
+
+ },
set 'root'( value ) {
@@ -558,19 +576,19 @@
},
- 'uncache clip': function() {
+ 'uncache clip': function () {
mixer.uncacheClip( clip );
},
- 'uncache root': function() {
+ 'uncache root': function () {
mixer.uncacheRoot( root );
},
- 'uncache action': function() {
+ 'uncache action': function () {
mixer.uncacheAction( clip, root );
@@ -587,7 +605,7 @@
};
memoryControl( gui, mixer,
- [ bonesClip, facesClip ], [ mesh, mesh2 ] );
+ [ bonesClip, facesClip ], [ mesh, mesh2 ] );
}
@@ -632,7 +650,7 @@
camera.lookAt( scene.position );
- if( mixer ) {
+ if ( mixer ) {
mixer.update( delta );
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry.html | @@ -77,7 +77,7 @@
scene.add( light1 );
var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
- light2.position.set( 0, -1, 0 );
+ light2.position.set( 0, - 1, 0 );
scene.add( light2 );
//
@@ -160,7 +160,11 @@
}
- function disposeArray() { this.array = null; }
+ function disposeArray() {
+
+ this.array = null;
+
+ }
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ).onUpload( disposeArray ) );
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ).onUpload( disposeArray ) ); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_constructed_from_geometry.html | @@ -192,7 +192,7 @@
}
- function animate( time ) {
+ function animate() {
requestAnimationFrame( animate );
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_custom_attributes_particles.html | @@ -99,22 +99,22 @@
uniforms = {
- texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
+ texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
};
var shaderMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
+ uniforms: uniforms,
+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- blending: THREE.AdditiveBlending,
- depthTest: false,
- transparent: true,
- vertexColors: true
+ blending: THREE.AdditiveBlending,
+ depthTest: false,
+ transparent: true,
+ vertexColors: true
- });
+ } );
var radius = 200;
@@ -137,7 +137,7 @@
colors.push( color.r, color.g, color.b );
- sizes.push( 20 );;
+ sizes.push( 20 );
}
@@ -191,7 +191,7 @@
var sizes = geometry.attributes.size.array;
- for ( var i = 0; i < particles; i++ ) {
+ for ( var i = 0; i < particles; i ++ ) {
sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_drawcalls.html | @@ -73,17 +73,25 @@
var gui = new dat.GUI();
- gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
- gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
+ gui.add( effectController, "showDots" ).onChange( function ( value ) {
+
+ pointCloud.visible = value;
+
+ } );
+ gui.add( effectController, "showLines" ).onChange( function ( value ) {
+
+ linesMesh.visible = value;
+
+ } );
gui.add( effectController, "minDistance", 10, 300 );
gui.add( effectController, "limitConnections" );
gui.add( effectController, "maxConnections", 0, 30, 1 );
- gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
+ gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function ( value ) {
particleCount = parseInt( value );
particles.setDrawRange( 0, particleCount );
- });
+ } );
}
@@ -93,8 +101,6 @@
container = document.getElementById( 'container' );
- //
-
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
camera.position.z = 1750;
@@ -128,19 +134,19 @@
particles = new THREE.BufferGeometry();
particlePositions = new Float32Array( maxParticleCount * 3 );
- for ( var i = 0; i < maxParticleCount; i++ ) {
+ for ( var i = 0; i < maxParticleCount; i ++ ) {
var x = Math.random() * r - r / 2;
var y = Math.random() * r - r / 2;
var z = Math.random() * r - r / 2;
- particlePositions[ i * 3 ] = x;
+ particlePositions[ i * 3 ] = x;
particlePositions[ i * 3 + 1 ] = y;
particlePositions[ i * 3 + 2 ] = z;
// add it to the geometry
particlesData.push( {
- velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
+ velocity: new THREE.Vector3( - 1 + Math.random() * 2, - 1 + Math.random() * 2, - 1 + Math.random() * 2 ),
numConnections: 0
} );
@@ -206,68 +212,71 @@
var colorpos = 0;
var numConnected = 0;
- for ( var i = 0; i < particleCount; i++ )
+ for ( var i = 0; i < particleCount; i ++ )
particlesData[ i ].numConnections = 0;
- for ( var i = 0; i < particleCount; i++ ) {
+ for ( var i = 0; i < particleCount; i ++ ) {
// get the particle
- var particleData = particlesData[i];
+ var particleData = particlesData[ i ];
- particlePositions[ i * 3 ] += particleData.velocity.x;
+ particlePositions[ i * 3 ] += particleData.velocity.x;
particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
- if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
- particleData.velocity.y = -particleData.velocity.y;
+ if ( particlePositions[ i * 3 + 1 ] < - rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
+ particleData.velocity.y = - particleData.velocity.y;
- if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
- particleData.velocity.x = -particleData.velocity.x;
+ if ( particlePositions[ i * 3 ] < - rHalf || particlePositions[ i * 3 ] > rHalf )
+ particleData.velocity.x = - particleData.velocity.x;
- if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
- particleData.velocity.z = -particleData.velocity.z;
+ if ( particlePositions[ i * 3 + 2 ] < - rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
+ particleData.velocity.z = - particleData.velocity.z;
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
continue;
// Check collision
- for ( var j = i + 1; j < particleCount; j++ ) {
+ for ( var j = i + 1; j < particleCount; j ++ ) {
var particleDataB = particlesData[ j ];
if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
continue;
- var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
+ var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
if ( dist < effectController.minDistance ) {
- particleData.numConnections++;
- particleDataB.numConnections++;
+ particleData.numConnections ++;
+ particleDataB.numConnections ++;
var alpha = 1.0 - dist / effectController.minDistance;
- positions[ vertexpos++ ] = particlePositions[ i * 3 ];
- positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
- positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
+ positions[ vertexpos ++ ] = particlePositions[ i * 3 ];
+ positions[ vertexpos ++ ] = particlePositions[ i * 3 + 1 ];
+ positions[ vertexpos ++ ] = particlePositions[ i * 3 + 2 ];
- positions[ vertexpos++ ] = particlePositions[ j * 3 ];
- positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
- positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
+ positions[ vertexpos ++ ] = particlePositions[ j * 3 ];
+ positions[ vertexpos ++ ] = particlePositions[ j * 3 + 1 ];
+ positions[ vertexpos ++ ] = particlePositions[ j * 3 + 2 ];
- colors[ colorpos++ ] = alpha;
- colors[ colorpos++ ] = alpha;
- colors[ colorpos++ ] = alpha;
+ colors[ colorpos ++ ] = alpha;
+ colors[ colorpos ++ ] = alpha;
+ colors[ colorpos ++ ] = alpha;
- colors[ colorpos++ ] = alpha;
- colors[ colorpos++ ] = alpha;
- colors[ colorpos++ ] = alpha;
+ colors[ colorpos ++ ] = alpha;
+ colors[ colorpos ++ ] = alpha;
+ colors[ colorpos ++ ] = alpha;
+
+ numConnected ++;
- numConnected++;
}
+
}
+
}
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_instancing.html | @@ -141,8 +141,8 @@
var orientationsStart = [];
var orientationsEnd = [];
- positions.push( 0.025, -0.025, 0 );
- positions.push( -0.025, 0.025, 0 );
+ positions.push( 0.025, - 0.025, 0 );
+ positions.push( - 0.025, 0.025, 0 );
positions.push( 0, 0, 0.025 );
// instanced attributes
@@ -233,7 +233,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix(); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_instancing2.html | @@ -222,7 +222,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix(); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_instancing_billboards.html | @@ -126,8 +126,10 @@
renderer = new THREE.WebGLRenderer();
if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
+
document.getElementById( 'notSupported' ).style.display = '';
return false;
+
}
container = document.createElement( 'div' ); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_instancing_interleaved_dynamic.html | @@ -120,7 +120,6 @@
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
- //camera.position.z = 20;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x101010 );
@@ -137,35 +136,35 @@
// only use x,y,z and u,v; but x, y, z, nx, ny, nz, u, v would be a good layout
var vertexBuffer = new THREE.InterleavedBuffer( new Float32Array( [
// Front
- -1, 1, 1, 0, 0, 0, 0, 0,
+ - 1, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 0,
- -1, -1, 1, 0, 0, 1, 0, 0,
- 1, -1, 1, 0, 1, 1, 0, 0,
+ - 1, - 1, 1, 0, 0, 1, 0, 0,
+ 1, - 1, 1, 0, 1, 1, 0, 0,
// Back
- 1, 1, -1, 0, 1, 0, 0, 0,
- -1, 1, -1, 0, 0, 0, 0, 0,
- 1, -1, -1, 0, 1, 1, 0, 0,
- -1, -1, -1, 0, 0, 1, 0, 0,
+ 1, 1, - 1, 0, 1, 0, 0, 0,
+ - 1, 1, - 1, 0, 0, 0, 0, 0,
+ 1, - 1, - 1, 0, 1, 1, 0, 0,
+ - 1, - 1, - 1, 0, 0, 1, 0, 0,
// Left
- -1, 1, -1, 0, 1, 1, 0, 0,
- -1, 1, 1, 0, 1, 0, 0, 0,
- -1, -1, -1, 0, 0, 1, 0, 0,
- -1, -1, 1, 0, 0, 0, 0, 0,
+ - 1, 1, - 1, 0, 1, 1, 0, 0,
+ - 1, 1, 1, 0, 1, 0, 0, 0,
+ - 1, - 1, - 1, 0, 0, 1, 0, 0,
+ - 1, - 1, 1, 0, 0, 0, 0, 0,
// Right
1, 1, 1, 0, 1, 0, 0, 0,
- 1, 1, -1, 0, 1, 1, 0, 0,
- 1, -1, 1, 0, 0, 0, 0, 0,
- 1, -1, -1, 0, 0, 1, 0, 0,
+ 1, 1, - 1, 0, 1, 1, 0, 0,
+ 1, - 1, 1, 0, 0, 0, 0, 0,
+ 1, - 1, - 1, 0, 0, 1, 0, 0,
// Top
- -1, 1, 1, 0, 0, 0, 0, 0,
+ - 1, 1, 1, 0, 0, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 0,
- -1, 1, -1, 0, 0, 1, 0, 0,
- 1, 1, -1, 0, 1, 1, 0, 0,
+ - 1, 1, - 1, 0, 0, 1, 0, 0,
+ 1, 1, - 1, 0, 1, 1, 0, 0,
// Bottom
- 1, -1, 1, 0, 1, 0, 0, 0,
- -1, -1, 1, 0, 0, 0, 0, 0,
- 1, -1, -1, 0, 1, 1, 0, 0,
- -1, -1, -1, 0, 0, 1, 0, 0
+ 1, - 1, 1, 0, 1, 0, 0, 0,
+ - 1, - 1, 1, 0, 0, 0, 0, 0,
+ 1, - 1, - 1, 0, 1, 1, 0, 0,
+ - 1, - 1, - 1, 0, 0, 1, 0, 0
] ), 8 );
// Use vertexBuffer, starting at offset 0, 3 items in position attribute
@@ -197,7 +196,8 @@
var offsets = new THREE.InterleavedBufferAttribute( instanceBuffer, 3, 0 );
var vector = new THREE.Vector4();
- for ( var i = 0, ul = offsets.count; i < ul; i++ ) {
+ for ( var i = 0, ul = offsets.count; i < ul; i ++ ) {
+
var x = Math.random() * 100 - 50;
var y = Math.random() * 100 - 50;
var z = Math.random() * 100 - 50;
@@ -211,7 +211,7 @@
orientations = new THREE.InterleavedBufferAttribute( instanceBuffer, 4, 4 );
- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
+ for ( var i = 0, ul = orientations.count; i < ul; i ++ ) {
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
@@ -244,8 +244,10 @@
if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
+
document.getElementById( "notSupported" ).style.display = "";
return;
+
}
renderer.setPixelRatio( window.devicePixelRatio );
@@ -259,7 +261,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
@@ -289,7 +291,7 @@
var time = performance.now();
- var object = scene.children[0];
+ var object = scene.children[ 0 ];
object.rotation.y = time * 0.00005;
@@ -298,16 +300,18 @@
var delta = ( time - lastTime ) / 5000;
tmpQ.set( moveQ.x * delta, moveQ.y * delta, moveQ.z * delta, 1 ).normalize();
- for ( var i = 0, ul = orientations.count; i < ul; i++ ) {
+ for ( var i = 0, ul = orientations.count; i < ul; i ++ ) {
+
var index = i * instanceBuffer.stride + orientations.offset;
- currentQ.set( instanceBuffer.array[index], instanceBuffer.array[index + 1], instanceBuffer.array[index + 2], instanceBuffer.array[index + 3] );
+ currentQ.set( instanceBuffer.array[ index ], instanceBuffer.array[ index + 1 ], instanceBuffer.array[ index + 2 ], instanceBuffer.array[ index + 3 ] );
currentQ.multiply( tmpQ );
orientations.setXYZW( i, currentQ.x, currentQ.y, currentQ.z, currentQ.w );
}
instanceBuffer.needsUpdate = true;
lastTime = time;
+
}
init(); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_instancing_lambert.html | @@ -319,7 +319,7 @@
} );
material.defines = material.defines || {};
- material.defines[ 'INSTANCED'] = "";
+ material.defines[ 'INSTANCED' ] = "";
// custom depth material - required for instanced shadows
@@ -373,7 +373,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_lines_indexed.html | @@ -90,7 +90,7 @@
}
// simple Koch curve
-
+
function snowflake_iteration( p0, p4, depth ) {
if ( -- depth < 0 ) {
@@ -128,7 +128,7 @@
add_vertex( points[ 0 ] );
- for ( var p_index=0, p_count = points.length - 1; p_index != p_count; p_index ++ ) {
+ for ( var p_index = 0, p_count = points.length - 1; p_index != p_count; p_index ++ ) {
snowflake_iteration( points[ p_index ], points[ p_index + 1 ], iteration );
@@ -140,7 +140,7 @@
for ( var p_index = 0, p_count = points.length; p_index != p_count; p_index ++ ) {
- points[p_index].x += x_offset;
+ points[ p_index ].x += x_offset;
}
@@ -149,8 +149,7 @@
}
var y = 0;
- snowflake
- (
+ snowflake(
[
new THREE.Vector3( 0, y, 0 ),
new THREE.Vector3( 500, y, 0 )
@@ -159,19 +158,17 @@
);
y += 600;
- snowflake
- (
+ snowflake(
[
- new THREE.Vector3( 0, y, 0) ,
+ new THREE.Vector3( 0, y, 0 ),
new THREE.Vector3( 250, y + 400, 0 ),
new THREE.Vector3( 500, y, 0 )
],
true, 600
);
y += 600;
- snowflake
- (
+ snowflake(
[
new THREE.Vector3( 0, y, 0 ),
new THREE.Vector3( 500, y, 0 ),
@@ -182,8 +179,7 @@
);
y += 1000;
- snowflake
- (
+ snowflake(
[
new THREE.Vector3( 250, y, 0 ),
new THREE.Vector3( 500, y, 0 ), | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_rawshader.html | @@ -170,7 +170,7 @@
}
- function onWindowResize( event ) {
+ function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix(); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_buffergeometry_uint.html | @@ -77,7 +77,7 @@
scene.add( light1 );
var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
- light2.position.set( 0, -1, 0 );
+ light2.position.set( 0, - 1, 0 );
scene.add( light2 );
// | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_camera.html | @@ -23,12 +23,9 @@
z-index: 100;
}
- a {
-
- color: #0080ff;
- }
-
+ a {color: #0080ff; }
b { color: lightgreen }
+
</style>
</head>
<body>
@@ -125,9 +122,9 @@
for ( var i = 0; i < 10000; i ++ ) {
- vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // x
- vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // y
- vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // z
+ vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // x
+ vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // y
+ vertices.push( THREE.Math.randFloatSpread( 2000 ) ); // z
}
@@ -138,7 +135,6 @@
//
-
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
@@ -160,9 +156,9 @@
//
- function onKeyDown ( event ) {
+ function onKeyDown( event ) {
- switch( event.keyCode ) {
+ switch ( event.keyCode ) {
case 79: /*O*/
@@ -184,7 +180,7 @@
//
- function onWindowResize( event ) {
+ function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
@@ -198,9 +194,9 @@
cameraPerspective.aspect = 0.5 * aspect;
cameraPerspective.updateProjectionMatrix();
- cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
- cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
- cameraOrtho.top = frustumSize / 2;
+ cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
+ cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
+ cameraOrtho.top = frustumSize / 2;
cameraOrtho.bottom = - frustumSize / 2;
cameraOrtho.updateProjectionMatrix();
@@ -258,12 +254,12 @@
activeHelper.visible = false;
- renderer.setViewport( 0, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT );
+ renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
renderer.render( scene, activeCamera );
activeHelper.visible = true;
- renderer.setViewport( SCREEN_WIDTH/2, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT );
+ renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
renderer.render( scene, camera );
} | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_camera_cinematic.html | @@ -86,7 +86,7 @@
window.addEventListener( 'resize', onWindowResize, false );
- var effectController = {
+ var effectController = {
focalLength: 15,
// jsDepthCalculation: true,
@@ -114,7 +114,7 @@
};
- var matChanger = function( ) {
+ var matChanger = function ( ) {
for ( var e in effectController ) {
@@ -197,7 +197,7 @@
var targetDistance = intersects[ 0 ].distance;
- camera.focusAt( targetDistance ); // using Cinematic camera focusAt method
+ camera.focusAt( targetDistance ); // using Cinematic camera focusAt method
if ( INTERSECTED != intersects[ 0 ].object ) {
@@ -206,6 +206,7 @@
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0xff0000 );
+
}
} else { | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_camera_logarithmicdepthbuffer.html | @@ -40,10 +40,6 @@
display: block;
text-align: center;
}
- .renderer_label.renderer_label_normal {
- }
- .renderer_label.renderer_label_logzbuf {
- }
#container {
white-space: nowrap;
}
@@ -75,7 +71,7 @@
<body>
<div id="container">
- <div id="container_normal"><h2 class="renderer_label renderer_label_normal">normal z-buffer</h2></div><div id="container_logzbuf"><h2 class="renderer_label renderer_label_logzbuf">logarithmic z-buffer</h2></div>
+ <div id="container_normal"><h2 class="renderer_label">normal z-buffer</h2></div><div id="container_logzbuf"><h2 class="renderer_label">logarithmic z-buffer</h2></div>
<div id="renderer_border"></div>
</div>
@@ -96,8 +92,8 @@
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var screensplit = .25, screensplit_right = 0;
- var mouse = [.5, .5];
- var zoompos = -100, minzoomspeed = .015;
+ var mouse = [ .5, .5 ];
+ var zoompos = - 100, minzoomspeed = .015;
var zoomspeed = minzoomspeed;
var container, border, stats;
@@ -107,23 +103,23 @@
// Try to use some descriptive real-world examples of objects at each scale
var labeldata = [
- { size: .01, scale: 0.0001, label: "microscopic (1µm)" }, // FIXME - triangulating text fails at this size, so we scale instead
- { size: .01, scale: 0.1, label: "minuscule (1mm)" },
- { size: .01, scale: 1.0, label: "tiny (1cm)" },
- { size: 1, scale: 1.0, label: "child-sized (1m)" },
- { size: 10, scale: 1.0, label: "tree-sized (10m)" },
- { size: 100, scale: 1.0, label: "building-sized (100m)" },
- { size: 1000, scale: 1.0, label: "medium (1km)" },
- { size: 10000, scale: 1.0, label: "city-sized (10km)" },
- { size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)" },
- { size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)" },
- { size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)" },
- { size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)" },
- { size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)" },
- { size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)" },
- { size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)" },
- { size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)" },
- { size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)" }
+ { size: .01, scale: 0.0001, label: "microscopic (1µm)" }, // FIXME - triangulating text fails at this size, so we scale instead
+ { size: .01, scale: 0.1, label: "minuscule (1mm)" },
+ { size: .01, scale: 1.0, label: "tiny (1cm)" },
+ { size: 1, scale: 1.0, label: "child-sized (1m)" },
+ { size: 10, scale: 1.0, label: "tree-sized (10m)" },
+ { size: 100, scale: 1.0, label: "building-sized (100m)" },
+ { size: 1000, scale: 1.0, label: "medium (1km)" },
+ { size: 10000, scale: 1.0, label: "city-sized (10km)" },
+ { size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)" },
+ { size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)" },
+ { size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)" },
+ { size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)" },
+ { size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)" },
+ { size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)" },
+ { size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)" },
+ { size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)" },
+ { size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)" }
];
init();
@@ -146,7 +142,7 @@
} );
stats = new Stats();
- container.appendChild(stats.dom);
+ container.appendChild( stats.dom );
// Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
border = document.getElementById( 'renderer_border' );
@@ -160,17 +156,17 @@
function initView( scene, name, logDepthBuf ) {
- var framecontainer = document.getElementById('container_' + name);
+ var framecontainer = document.getElementById( 'container_' + name );
var camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
- scene.add(camera);
+ scene.add( camera );
- var renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: logDepthBuf });
+ var renderer = new THREE.WebGLRenderer( { antialias: true, logarithmicDepthBuffer: logDepthBuf } );
renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize(SCREEN_WIDTH/2, SCREEN_HEIGHT);
+ renderer.setSize( SCREEN_WIDTH / 2, SCREEN_HEIGHT );
renderer.domElement.style.position = "relative";
renderer.domElement.id = 'renderer_' + name;
- framecontainer.appendChild(renderer.domElement);
+ framecontainer.appendChild( renderer.domElement );
return { container: framecontainer, renderer: renderer, scene: scene, camera: camera };
@@ -182,9 +178,9 @@
scene.add( new THREE.AmbientLight( 0x222222 ) );
- var light = new THREE.DirectionalLight(0xffffff, 1);
- light.position.set(100,100,100);
- scene.add(light);
+ var light = new THREE.DirectionalLight( 0xffffff, 1 );
+ light.position.set( 100, 100, 100 );
+ scene.add( light );
var materialargs = {
color: 0xffffff,
@@ -193,16 +189,16 @@
emissive: 0x000000
};
- var geometry = new THREE.SphereBufferGeometry(0.5, 24, 12);
+ var geometry = new THREE.SphereBufferGeometry( 0.5, 24, 12 );
- for (var i = 0; i < labeldata.length; i++) {
+ for ( var i = 0; i < labeldata.length; i ++ ) {
- var scale = labeldata[i].scale || 1;
+ var scale = labeldata[ i ].scale || 1;
- var labelgeo = new THREE.TextBufferGeometry( labeldata[i].label, {
+ var labelgeo = new THREE.TextBufferGeometry( labeldata[ i ].label, {
font: font,
- size: labeldata[i].size,
- height: labeldata[i].size / 2
+ size: labeldata[ i ].size,
+ height: labeldata[ i ].size / 2
} );
labelgeo.computeBoundingSphere();
@@ -215,19 +211,19 @@
var material = new THREE.MeshPhongMaterial( materialargs );
var group = new THREE.Group();
- group.position.z = -labeldata[i].size * scale;
- scene.add(group);
+ group.position.z = - labeldata[ i ].size * scale;
+ scene.add( group );
var textmesh = new THREE.Mesh( labelgeo, material );
- textmesh.scale.set(scale, scale, scale);
- textmesh.position.z = -labeldata[i].size * scale;
- textmesh.position.y = labeldata[i].size / 4 * scale;
- group.add(textmesh);
+ textmesh.scale.set( scale, scale, scale );
+ textmesh.position.z = - labeldata[ i ].size * scale;
+ textmesh.position.y = labeldata[ i ].size / 4 * scale;
+ group.add( textmesh );
- var dotmesh = new THREE.Mesh(geometry, material);
- dotmesh.position.y = -labeldata[i].size / 4 * scale;
- dotmesh.scale.multiplyScalar(labeldata[i].size * scale);
- group.add(dotmesh);
+ var dotmesh = new THREE.Mesh( geometry, material );
+ dotmesh.position.y = - labeldata[ i ].size / 4 * scale;
+ dotmesh.scale.multiplyScalar( labeldata[ i ].size * scale );
+ group.add( dotmesh );
}
@@ -248,15 +244,15 @@
objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
objects.normal.camera.updateProjectionMatrix();
objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
- objects.normal.container.style.width = (screensplit * 100) + '%';
+ objects.normal.container.style.width = ( screensplit * 100 ) + '%';
objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
objects.logzbuf.camera.updateProjectionMatrix();
objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
- objects.logzbuf.container.style.width = (screensplit_right * 100) + '%';
+ objects.logzbuf.container.style.width = ( screensplit_right * 100 ) + '%';
- border.style.left = (screensplit * 100) + "%";
+ border.style.left = ( screensplit * 100 ) + "%";
}
@@ -270,74 +266,94 @@
function render() {
// Put some limits on zooming
- var minzoom = labeldata[0].size * labeldata[0].scale*1;
- var maxzoom = labeldata[labeldata.length-1].size * labeldata[labeldata.length-1].scale * 100;
- var damping = (Math.abs(zoomspeed) > minzoomspeed ? .95 : 1.0);
+ var minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
+ var maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
+ var damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
// Zoom out faster the further out you go
- var zoom = THREE.Math.clamp(Math.pow(Math.E, zoompos), minzoom, maxzoom);
- zoompos = Math.log(zoom);
+ var zoom = THREE.Math.clamp( Math.pow( Math.E, zoompos ), minzoom, maxzoom );
+ zoompos = Math.log( zoom );
// Slow down quickly at the zoom limits
- if ((zoom == minzoom && zoomspeed < 0) || (zoom == maxzoom && zoomspeed > 0)) {
+ if ( ( zoom == minzoom && zoomspeed < 0 ) || ( zoom == maxzoom && zoomspeed > 0 ) ) {
+
damping = .85;
+
}
zoompos += zoomspeed;
zoomspeed *= damping;
- objects.normal.camera.position.x = Math.sin(.5 * Math.PI * (mouse[0] - .5)) * zoom;
- objects.normal.camera.position.y = Math.sin(.25 * Math.PI * (mouse[1] - .5)) * zoom;
- objects.normal.camera.position.z = Math.cos(.5 * Math.PI * (mouse[0] - .5)) * zoom;
- objects.normal.camera.lookAt(objects.normal.scene.position);
+ objects.normal.camera.position.x = Math.sin( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
+ objects.normal.camera.position.y = Math.sin( .25 * Math.PI * ( mouse[ 1 ] - .5 ) ) * zoom;
+ objects.normal.camera.position.z = Math.cos( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
+ objects.normal.camera.lookAt( objects.normal.scene.position );
// Clone camera settings across both scenes
- objects.logzbuf.camera.position.copy(objects.normal.camera.position);
- objects.logzbuf.camera.quaternion.copy(objects.normal.camera.quaternion);
+ objects.logzbuf.camera.position.copy( objects.normal.camera.position );
+ objects.logzbuf.camera.quaternion.copy( objects.normal.camera.quaternion );
// Update renderer sizes if the split has changed
- if (screensplit_right != 1 - screensplit) {
+ if ( screensplit_right != 1 - screensplit ) {
+
updateRendererSizes();
+
}
- objects.normal.renderer.render(objects.normal.scene, objects.normal.camera);
- objects.logzbuf.renderer.render(objects.logzbuf.scene, objects.logzbuf.camera);
+ objects.normal.renderer.render( objects.normal.scene, objects.normal.camera );
+ objects.logzbuf.renderer.render( objects.logzbuf.scene, objects.logzbuf.camera );
stats.update();
}
- function onWindowResize(event) {
+ function onWindowResize() {
+
updateRendererSizes();
+
}
- function onBorderMouseDown(ev) {
+ function onBorderMouseDown( ev ) {
+
// activate draggable window resizing bar
- window.addEventListener("mousemove", onBorderMouseMove);
- window.addEventListener("mouseup", onBorderMouseUp);
+ window.addEventListener( "mousemove", onBorderMouseMove );
+ window.addEventListener( "mouseup", onBorderMouseUp );
ev.stopPropagation();
ev.preventDefault();
+
}
- function onBorderMouseMove(ev) {
- screensplit = Math.max(0, Math.min(1, ev.clientX / window.innerWidth));
+
+ function onBorderMouseMove( ev ) {
+
+ screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
ev.stopPropagation();
+
}
- function onBorderMouseUp(ev) {
- window.removeEventListener("mousemove", onBorderMouseMove);
- window.removeEventListener("mouseup", onBorderMouseUp);
+
+ function onBorderMouseUp() {
+
+ window.removeEventListener( "mousemove", onBorderMouseMove );
+ window.removeEventListener( "mouseup", onBorderMouseUp );
+
}
- function onMouseMove(ev) {
- mouse[0] = ev.clientX / window.innerWidth;
- mouse[1] = ev.clientY / window.innerHeight;
+
+ function onMouseMove( ev ) {
+
+ mouse[ 0 ] = ev.clientX / window.innerWidth;
+ mouse[ 1 ] = ev.clientY / window.innerHeight;
+
}
- function onMouseWheel(ev) {
+
+ function onMouseWheel( ev ) {
+
var amount = ev.deltaY;
if ( amount === 0 ) return;
- var dir = amount / Math.abs(amount);
- zoomspeed = dir/10;
+ var dir = amount / Math.abs( amount );
+ zoomspeed = dir / 10;
// Slow down default zoom speed after user starts zooming, to give them more control
minzoomspeed = 0.001;
+
}
</script>
</body> | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_clipping.html | @@ -72,15 +72,15 @@
// Geometry
var material = new THREE.MeshPhongMaterial( {
- color: 0x80ee10,
- shininess: 100,
- side: THREE.DoubleSide,
+ color: 0x80ee10,
+ shininess: 100,
+ side: THREE.DoubleSide,
- // ***** Clipping setup (material): *****
- clippingPlanes: [ localPlane ],
- clipShadows: true
+ // ***** Clipping setup (material): *****
+ clippingPlanes: [ localPlane ],
+ clipShadows: true
- } );
+ } );
var geometry = new THREE.TorusKnotBufferGeometry( 0.4, 0.08, 95, 20 );
@@ -89,9 +89,9 @@
scene.add( object );
var ground = new THREE.Mesh(
- new THREE.PlaneBufferGeometry( 9, 9, 1, 1 ),
- new THREE.MeshPhongMaterial( { color: 0xa0adaf, shininess: 150 } )
- );
+ new THREE.PlaneBufferGeometry( 9, 9, 1, 1 ),
+ new THREE.MeshPhongMaterial( { color: 0xa0adaf, shininess: 150 } )
+ );
ground.rotation.x = - Math.PI / 2; // rotates X/Y to X/Z
ground.receiveShadow = true;
@@ -129,26 +129,65 @@
folderLocal = gui.addFolder( 'Local Clipping' ),
propsLocal = {
- get 'Enabled'() { return renderer.localClippingEnabled; },
- set 'Enabled'( v ) { renderer.localClippingEnabled = v; },
+ get 'Enabled'() {
- get 'Shadows'() { return material.clipShadows; },
- set 'Shadows'( v ) { material.clipShadows = v; },
+ return renderer.localClippingEnabled;
- get 'Plane'() { return localPlane.constant; },
- set 'Plane'( v ) { localPlane.constant = v }
+ },
+ set 'Enabled'( v ) {
+
+ renderer.localClippingEnabled = v;
+
+ },
+
+ get 'Shadows'() {
+
+ return material.clipShadows;
+
+ },
+ set 'Shadows'( v ) {
+
+ material.clipShadows = v;
+
+ },
+
+ get 'Plane'() {
+
+ return localPlane.constant;
+
+ },
+ set 'Plane'( v ) {
+
+ localPlane.constant = v;
+
+ }
},
folderGlobal = gui.addFolder( 'Global Clipping' ),
propsGlobal = {
- get 'Enabled'() { return renderer.clippingPlanes !== Empty; },
- set 'Enabled'( v ) {
- renderer.clippingPlanes = v ? globalPlanes : Empty; },
+ get 'Enabled'() {
+
+ return renderer.clippingPlanes !== Empty;
+
+ },
+ set 'Enabled'( v ) {
+
+ renderer.clippingPlanes = v ? globalPlanes : Empty;
+
+ },
+
+ get 'Plane'() {
+
+ return globalPlane.constant;
+
+ },
+ set 'Plane'( v ) {
+
+ globalPlane.constant = v;
- get 'Plane'() { return globalPlane.constant; },
- set 'Plane'( v ) { globalPlane.constant = v; }
+ }
};
@@ -157,7 +196,7 @@
folderLocal.add( propsLocal, 'Plane', 0.3, 1.25 );
folderGlobal.add( propsGlobal, 'Enabled' );
- folderGlobal.add( propsGlobal, 'Plane', -0.4, 3 );
+ folderGlobal.add( propsGlobal, 'Plane', - 0.4, 3 );
// Start
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_clipping_advanced.html | @@ -23,6 +23,7 @@
<script>
function planesFromMesh( vertices, indices ) {
+
// creates a clipping volume from a convex triangular mesh
// specified by the arrays 'vertices' and 'indices'
@@ -31,12 +32,12 @@
for ( var i = 0, j = 0; i < n; ++ i, j += 3 ) {
- var a = vertices[ indices[ j ] ],
+ var a = vertices[ indices[ j ] ],
b = vertices[ indices[ j + 1 ] ],
c = vertices[ indices[ j + 2 ] ];
result[ i ] = new THREE.Plane().
- setFromCoplanarPoints( a, b, c );
+ setFromCoplanarPoints( a, b, c );
}
@@ -45,6 +46,7 @@
}
function createPlanes( n ) {
+
// creates an array of n uninitialized plane objects
var result = new Array( n );
@@ -57,6 +59,7 @@
}
function assignTransformedPlanes( planesOut, planesIn, matrix ) {
+
// sets an array of existing planes to transformed 'planesIn'
for ( var i = 0, n = planesIn.length; i !== n; ++ i )
@@ -74,7 +77,7 @@
angle = i * Math.PI * 2 / n;
plane.normal.set(
- Math.cos( angle ), 0, Math.sin( angle ) );
+ Math.cos( angle ), 0, Math.sin( angle ) );
plane.constant = innerRadius;
@@ -84,7 +87,8 @@
}
- var planeToMatrix = ( function() {
+ var planeToMatrix = ( function () {
+
// creates a matrix that aligns X/Y to a given plane
// temporaries:
@@ -102,11 +106,11 @@
if ( Math.abs( zAxis.x ) > Math.abs( zAxis.z ) ) {
- yAxis.set( -zAxis.y, zAxis.x, 0 );
+ yAxis.set( - zAxis.y, zAxis.x, 0 );
} else {
- yAxis.set( 0, -zAxis.z, zAxis.y );
+ yAxis.set( 0, - zAxis.z, zAxis.y );
}
@@ -117,7 +121,7 @@
xAxis.x, yAxis.x, zAxis.x, trans.x,
xAxis.y, yAxis.y, zAxis.y, trans.y,
xAxis.z, yAxis.z, zAxis.z, trans.z,
- 0, 0, 0, 1 );
+ 0, 0, 0, 1 );
};
@@ -127,10 +131,10 @@
// A regular tetrahedron for the clipping volume:
var Vertices = [
- new THREE.Vector3( + 1, 0, + Math.SQRT1_2 ),
- new THREE.Vector3( - 1, 0, + Math.SQRT1_2 ),
- new THREE.Vector3( 0, + 1, - Math.SQRT1_2 ),
- new THREE.Vector3( 0, - 1, - Math.SQRT1_2 )
+ new THREE.Vector3( + 1, 0, + Math.SQRT1_2 ),
+ new THREE.Vector3( - 1, 0, + Math.SQRT1_2 ),
+ new THREE.Vector3( 0, + 1, - Math.SQRT1_2 ),
+ new THREE.Vector3( 0, - 1, - Math.SQRT1_2 )
],
Indices = [
@@ -154,7 +158,7 @@
function init() {
camera = new THREE.PerspectiveCamera(
- 36, window.innerWidth / window.innerHeight, 0.25, 16 );
+ 36, window.innerWidth / window.innerHeight, 0.25, 16 );
camera.position.set( 0, 1.5, 3 );
@@ -205,16 +209,16 @@
var geometry = new THREE.BoxBufferGeometry( 0.18, 0.18, 0.18 );
- for ( var z = -2; z <= 2; ++ z )
- for ( var y = -2; y <= 2; ++ y )
- for ( var x = -2; x <= 2; ++ x ) {
+ for ( var z = - 2; z <= 2; ++ z )
+ for ( var y = - 2; y <= 2; ++ y )
+ for ( var x = - 2; x <= 2; ++ x ) {
- var mesh = new THREE.Mesh( geometry, clipMaterial );
- mesh.position.set( x / 5, y / 5, z / 5 );
- mesh.castShadow = true;
- object.add( mesh );
+ var mesh = new THREE.Mesh( geometry, clipMaterial );
+ mesh.position.set( x / 5, y / 5, z / 5 );
+ mesh.castShadow = true;
+ object.add( mesh );
- }
+ }
scene.add( object );
@@ -230,7 +234,7 @@
for ( var i = 0, n = Planes.length; i !== n; ++ i ) {
var material = new THREE.MeshBasicMaterial( {
- color: color.setHSL( i / n, 0.5, 0.5 ).getHex(),
+ color: color.setHSL( i / n, 0.5, 0.5 ).getHex(),
side: THREE.DoubleSide,
opacity: 0.2,
@@ -239,24 +243,28 @@
// clip to the others to show the volume (wildly
// intersecting transparent planes look bad)
clippingPlanes: clipMaterial.clippingPlanes.
- filter( function( _, j ) { return j !== i; } )
+ filter( function ( _, j ) {
+
+ return j !== i;
+
+ } )
// no need to enable shadow clipping - the plane
// visualization does not cast shadows
} );
volumeVisualization.add(
- new THREE.Mesh( planeGeometry, material ) );
+ new THREE.Mesh( planeGeometry, material ) );
}
scene.add( volumeVisualization );
var ground = new THREE.Mesh( planeGeometry,
- new THREE.MeshPhongMaterial( {
- color: 0xa0adaf, shininess: 150 } ) );
+ new THREE.MeshPhongMaterial( {
+ color: 0xa0adaf, shininess: 150 } ) );
ground.rotation.x = - Math.PI / 2;
ground.scale.multiplyScalar( 3 );
ground.receiveShadow = true;
@@ -293,30 +301,60 @@
var gui = new dat.GUI(),
folder = gui.addFolder( "Local Clipping" ),
props = {
- get 'Enabled'() { return renderer.localClippingEnabled; },
+ get 'Enabled'() {
+
+ return renderer.localClippingEnabled;
+
+ },
set 'Enabled'( v ) {
- renderer.localClippingEnabled = v;
- if ( ! v ) volumeVisualization.visible = false; },
- get 'Shadows'() { return clipMaterial.clipShadows; },
- set 'Shadows'( v ) { clipMaterial.clipShadows = v; },
+ renderer.localClippingEnabled = v;
+ if ( ! v ) volumeVisualization.visible = false;
+
+ },
+
+ get 'Shadows'() {
+
+ return clipMaterial.clipShadows;
+
+ },
+ set 'Shadows'( v ) {
- get 'Visualize'() { return volumeVisualization.visible; },
+ clipMaterial.clipShadows = v;
+
+ },
+
+ get 'Visualize'() {
+
+ return volumeVisualization.visible;
+
+ },
set 'Visualize'( v ) {
- if ( renderer.localClippingEnabled )
- volumeVisualization.visible = v; }
+
+ if ( renderer.localClippingEnabled )
+ volumeVisualization.visible = v;
+
+ }
};
folder.add( props, 'Enabled' );
folder.add( props, 'Shadows' );
folder.add( props, 'Visualize' ).listen();
gui.addFolder( "Global Clipping" ).
- add( {
- get 'Enabled'() { return renderer.clippingPlanes !== Empty; },
- set 'Enabled'( v ) { renderer.clippingPlanes = v ?
- globalClippingPlanes : Empty; }
- }, "Enabled" );
+ add( {
+ get 'Enabled'() {
+
+ return renderer.clippingPlanes !== Empty;
+
+ },
+ set 'Enabled'( v ) {
+
+ renderer.clippingPlanes = v ?
+ globalClippingPlanes : Empty;
+
+ }
+ }, "Enabled" );
// Start
@@ -335,6 +373,7 @@
}
function setObjectWorldMatrix( object, matrix ) {
+
// set the orientation of an object based on a world matrix
var parent = object.parent;
@@ -363,10 +402,10 @@
var bouncy = Math.cos( time * .5 ) * 0.5 + 0.7;
transform.multiply(
- tmpMatrix.makeScale( bouncy, bouncy, bouncy ) );
+ tmpMatrix.makeScale( bouncy, bouncy, bouncy ) );
assignTransformedPlanes(
- clipMaterial.clippingPlanes, Planes, transform );
+ clipMaterial.clippingPlanes, Planes, transform );
var planeMeshes = volumeVisualization.children;
@@ -380,7 +419,7 @@
transform.makeRotationY( time * 0.1 );
assignTransformedPlanes(
- globalClippingPlanes, GlobalClippingPlanes, transform );
+ globalClippingPlanes, GlobalClippingPlanes, transform );
stats.begin();
renderer.render( scene, camera ); | true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_custom_attributes.html | @@ -110,8 +110,8 @@
uniforms = {
amplitude: { value: 1.0 },
- color: { value: new THREE.Color( 0xff2200 ) },
- texture: { value: new THREE.TextureLoader().load( "textures/water.jpg" ) }
+ color: { value: new THREE.Color( 0xff2200 ) },
+ texture: { value: new THREE.TextureLoader().load( "textures/water.jpg" ) }
};
@@ -120,10 +120,10 @@
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
- vertexShader:document.getElementById( 'vertexshader' ).textContent,
+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
- });
+ } );
var radius = 50, segments = 128, rings = 64;
@@ -192,7 +192,7 @@
displacement[ i ] = Math.sin( 0.1 * i + time );
noise[ i ] += 0.5 * ( 0.5 - Math.random() );
- noise[ i ] = THREE.Math.clamp( noise[ i ], -5, 5 );
+ noise[ i ] = THREE.Math.clamp( noise[ i ], - 5, 5 );
displacement[ i ] += noise[ i ];
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_custom_attributes_lines.html | @@ -104,21 +104,21 @@
uniforms = {
amplitude: { value: 5.0 },
- opacity: { value: 0.3 },
- color: { value: new THREE.Color( 0xffffff ) }
+ opacity: { value: 0.3 },
+ color: { value: new THREE.Color( 0xffffff ) }
};
var shaderMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
+ uniforms: uniforms,
+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- blending: THREE.AdditiveBlending,
- depthTest: false,
- transparent: true
+ blending: THREE.AdditiveBlending,
+ depthTest: false,
+ transparent: true
- });
+ } );
var geometry = new THREE.TextBufferGeometry( 'three.js', {
@@ -148,7 +148,7 @@
var color = new THREE.Color( 0xffffff );
- for( var i = 0, l = customColor.count; i < l; i ++ ) {
+ for ( var i = 0, l = customColor.count; i < l; i ++ ) {
color.setHSL( i / l, 0.5, 0.5 );
color.toArray( customColor.array, i * customColor.itemSize );
@@ -207,7 +207,7 @@
for ( var i = 0, l = array.length; i < l; i += 3 ) {
- array[ i ] += 0.3 * ( 0.5 - Math.random() );
+ array[ i ] += 0.3 * ( 0.5 - Math.random() );
array[ i + 1 ] += 0.3 * ( 0.5 - Math.random() );
array[ i + 2 ] += 0.3 * ( 0.5 - Math.random() );
| true |
Other | mrdoob | three.js | 4894f4e44448fdf18ea5f4181e4eba252e276a88.json | Fix linter errors in examples WebGL A-L | examples/webgl_custom_attributes_points.html | @@ -87,8 +87,6 @@
var sphere;
- var noise = [];
-
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
@@ -146,17 +144,17 @@
uniforms: {
amplitude: { value: 1.0 },
- color: { value: new THREE.Color( 0xffffff ) },
- texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
+ color: { value: new THREE.Color( 0xffffff ) },
+ texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
},
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- blending: THREE.AdditiveBlending,
- depthTest: false,
- transparent: true
+ blending: THREE.AdditiveBlending,
+ depthTest: false,
+ transparent: true
- });
+ } );
//
@@ -208,7 +206,7 @@
var geometry = sphere.geometry;
var attributes = geometry.attributes;
- for ( var i = 0; i < attributes.size.array.length; i++ ) {
+ for ( var i = 0; i < attributes.size.array.length; i ++ ) {
attributes.size.array[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
| true |
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