提交 3ced32af 编写于 作者: M Mr.doob

Code clean up as per Ufligy2 warnings.

上级 3b63de52
......@@ -60,8 +60,7 @@ THREE.extend = function ( obj, source ) {
}
}
else {
} else {
var safeHasOwnProperty = {}.hasOwnProperty;
......@@ -71,7 +70,7 @@ THREE.extend = function ( obj, source ) {
obj[prop] = source[prop];
}
}
}
......@@ -101,7 +100,7 @@ THREE.extend = function ( obj, source ) {
if ( window.requestAnimationFrame === undefined ) {
window.requestAnimationFrame = function ( callback, element ) {
window.requestAnimationFrame = function ( callback ) {
var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
......
......@@ -489,7 +489,6 @@ THREE.BufferGeometry.prototype = {
var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
var n = new THREE.Vector3(), n2 = new THREE.Vector3();
var w, t, test;
var nx, ny, nz;
function handleVertex( v ) {
......
......@@ -118,16 +118,15 @@ THREE.Geometry.prototype = {
computeFaceNormals: function () {
var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
cb = new THREE.Vector3(), ab = new THREE.Vector3();
var cb = new THREE.Vector3(), ab = new THREE.Vector3();
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
face = this.faces[ f ];
var face = this.faces[ f ];
vA = this.vertices[ face.a ];
vB = this.vertices[ face.b ];
vC = this.vertices[ face.c ];
var vA = this.vertices[ face.a ];
var vB = this.vertices[ face.b ];
var vC = this.vertices[ face.c ];
cb.subVectors( vC, vB );
ab.subVectors( vA, vB );
......
......@@ -37,9 +37,7 @@ THREE.Projector = function () {
_frustum = new THREE.Frustum(),
_clippedVertex1PositionScreen = new THREE.Vector4(),
_clippedVertex2PositionScreen = new THREE.Vector4(),
_face3VertexNormals;
_clippedVertex2PositionScreen = new THREE.Vector4();
this.projectVector = function ( vector, camera ) {
......@@ -180,8 +178,7 @@ THREE.Projector = function () {
var visible = false,
o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
geometry, vertices, vertex, vertexPositionScreen,
faces, face, faceVertexNormals, faceVertexUvs, uvs,
geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
v1, v2, v3, v4, isFaceMaterial, objectMaterials;
_face3Count = 0;
......
......@@ -859,7 +859,6 @@ THREE.extend( THREE.Matrix4.prototype, {
var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
te[0] = r11 * m11 + r21 * m12 + r31 * m13;
te[1] = r11 * m21 + r21 * m22 + r31 * m23;
......
......@@ -66,7 +66,6 @@ THREE.CanvasRenderer = function ( parameters ) {
_directionalLights = new THREE.Color(),
_pointLights = new THREE.Color(),
_pi2 = Math.PI * 2,
_vector3 = new THREE.Vector3(), // Needed for PointLight
_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
......@@ -105,7 +104,7 @@ THREE.CanvasRenderer = function ( parameters ) {
} else {
_context.setLineDash = function ( values ) {}
_context.setLineDash = function () {}
}
......@@ -298,7 +297,7 @@ THREE.CanvasRenderer = function ( parameters ) {
_v1 = element;
_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
renderParticle( _v1, element, material, scene );
renderParticle( _v1, element, material );
} else if ( element instanceof THREE.RenderableLine ) {
......@@ -311,7 +310,7 @@ THREE.CanvasRenderer = function ( parameters ) {
if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
renderLine( _v1, _v2, element, material, scene );
renderLine( _v1, _v2, element, material );
}
......@@ -337,7 +336,7 @@ THREE.CanvasRenderer = function ( parameters ) {
_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
} else if ( element instanceof THREE.RenderableFace4 ) {
......@@ -468,7 +467,7 @@ THREE.CanvasRenderer = function ( parameters ) {
}
function renderParticle( v1, element, material, scene ) {
function renderParticle( v1, element, material ) {
setOpacity( material.opacity );
setBlending( material.blending );
......@@ -580,7 +579,7 @@ THREE.CanvasRenderer = function ( parameters ) {
}
function renderLine( v1, v2, element, material, scene ) {
function renderLine( v1, v2, element, material ) {
setOpacity( material.opacity );
setBlending( material.blending );
......@@ -615,7 +614,7 @@ THREE.CanvasRenderer = function ( parameters ) {
}
function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
_this.info.render.vertices += 3;
_this.info.render.faces ++;
......@@ -795,7 +794,7 @@ THREE.CanvasRenderer = function ( parameters ) {
}
function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {
_this.info.render.vertices += 4;
_this.info.render.faces ++;
......@@ -807,8 +806,8 @@ THREE.CanvasRenderer = function ( parameters ) {
// Let renderFace3() handle this
renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
renderFace3( v1, v2, v4, 0, 1, 3, element, material );
renderFace3( v5, v3, v6, 1, 2, 3, element, material );
return;
......
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