提交 a3eca042 编写于 作者: M Mugen87

Clean up

上级 6bd26701
......@@ -106,7 +106,7 @@ Object.assign( PropertyBinding, {
* Replaces spaces with underscores and removes unsupported characters from
* node names, to ensure compatibility with parseTrackName().
*
* @param {string} name Node name to be sanitized.
* @param {string} name Node name to be sanitized.
* @return {string}
*/
sanitizeNodeName: ( function () {
......
......@@ -750,27 +750,27 @@ Object.assign( Matrix4.prototype, {
var sx = scale.x, sy = scale.y, sz = scale.z;
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
te[ 1 ] = ( xy + wz ) * sx;
te[ 2 ] = ( xz - wy ) * sx;
te[ 3 ] = 0;
te[ 4 ] = ( xy - wz ) * sy;
te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
te[ 6 ] = ( yz + wx ) * sy;
te[ 7 ] = 0;
te[ 8 ] = ( xz + wy ) * sz;
te[ 9 ] = ( yz - wx ) * sz;
te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
te[ 11 ] = 0;
te[ 12 ] = position.x;
te[ 13 ] = position.y;
te[ 14 ] = position.z;
te[ 15 ] = 1;
return this;
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
te[ 1 ] = ( xy + wz ) * sx;
te[ 2 ] = ( xz - wy ) * sx;
te[ 3 ] = 0;
te[ 4 ] = ( xy - wz ) * sy;
te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
te[ 6 ] = ( yz + wx ) * sy;
te[ 7 ] = 0;
te[ 8 ] = ( xz + wy ) * sz;
te[ 9 ] = ( yz - wx ) * sz;
te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
te[ 11 ] = 0;
te[ 12 ] = position.x;
te[ 13 ] = position.y;
te[ 14 ] = position.z;
te[ 15 ] = 1;
return this;
},
......
......@@ -131,7 +131,7 @@ function WebVRManager( renderer ) {
if ( gamepad.pose === null ) return;
// Pose
// Pose
var pose = gamepad.pose;
......@@ -145,7 +145,7 @@ function WebVRManager( renderer ) {
controller.matrixWorldNeedsUpdate = true;
controller.visible = true;
// Trigger
// Trigger
var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
......
......@@ -63,7 +63,7 @@ function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, ty
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
//
// Also changing the encoding after already used by a Material will not automatically make the Material
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
this.encoding = encoding !== undefined ? encoding : LinearEncoding;
this.version = 0;
......
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