提交 45788c33 编写于 作者: M Mugen87

Clean up

上级 f0efb9c4
......@@ -286,7 +286,7 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
return this.gain.gain.value;
},
setVolume: function ( value ) {
this.gain.gain.value = value;
......
......@@ -185,7 +185,7 @@ var ShapeUtils = {
if ( indices ) return vertIndices;
return result;
}
};
} )(),
......@@ -523,7 +523,7 @@ var ShapeUtils = {
hIdx, nextIdx, intersection;
for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
chkHole = holes[ indepHoles[ ihIdx ]];
chkHole = holes[ indepHoles[ ihIdx ] ];
for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
nextIdx = hIdx + 1; nextIdx %= chkHole.length;
......@@ -556,7 +556,7 @@ var ShapeUtils = {
counter --;
if ( counter < 0 ) {
console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
console.log( 'THREE.ShapeUtils: Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!' );
break;
}
......@@ -574,7 +574,7 @@ var ShapeUtils = {
holeIdx = indepHoles[ h ];
// prevent multiple checks
cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
cutKey = shapePt.x + ':' + shapePt.y + ':' + holeIdx;
if ( failedCuts[ cutKey ] !== undefined ) continue;
hole = holes[ holeIdx ];
......@@ -639,11 +639,11 @@ var ShapeUtils = {
for ( i = 0, il = allpoints.length; i < il; i ++ ) {
key = allpoints[ i ].x + ":" + allpoints[ i ].y;
key = allpoints[ i ].x + ':' + allpoints[ i ].y;
if ( allPointsMap[ key ] !== undefined ) {
console.warn( "THREE.ShapeUtils: Duplicate point", key, i );
console.warn( 'THREE.ShapeUtils: Duplicate point', key, i );
}
......@@ -665,7 +665,7 @@ var ShapeUtils = {
for ( f = 0; f < 3; f ++ ) {
key = face[ f ].x + ":" + face[ f ].y;
key = face[ f ].x + ':' + face[ f ].y;
index = allPointsMap[ key ];
......
......@@ -2,7 +2,6 @@
* @author WestLangley / http://github.com/WestLangley
*/
import { Box3 } from '../math/Box3';
import { LineSegments } from '../objects/LineSegments';
import { LineBasicMaterial } from '../materials/LineBasicMaterial';
import { BufferAttribute } from '../core/BufferAttribute';
......
......@@ -2,7 +2,6 @@
* @author WestLangley / http://github.com/WestLangley
*/
import { Box3 } from '../math/Box3';
import { Line } from '../objects/Line';
import { Mesh } from '../objects/Mesh';
import { LineBasicMaterial } from '../materials/LineBasicMaterial';
......
......@@ -178,7 +178,7 @@ function WebGL2Renderer( parameters ) {
setPixelRatio: setPixelRatio,
setSize: setSize,
render: render
}
};
}
......
......@@ -459,14 +459,14 @@ function WebGLRenderer( parameters ) {
this.setViewport = function ( x, y, width, height ) {
_viewport.set( x, _height - y - height, width, height )
_viewport.set( x, _height - y - height, width, height );
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
};
this.setScissor = function ( x, y, width, height ) {
_scissor.set( x, _height - y - height, width, height )
_scissor.set( x, _height - y - height, width, height );
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
};
......
......@@ -649,7 +649,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, paramT
} else {
throw new Error('Unknown depthTexture format')
throw new Error('Unknown depthTexture format');
}
......
......@@ -12,7 +12,7 @@ function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, mi
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' )
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
}
......
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