提交 ba37015a 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #12163 from Mugen87/dev3

Remove all remaining linter warnings
......@@ -281,17 +281,17 @@ Spline.prototype = Object.create( CatmullRomCurve3.prototype );
Object.assign( Spline.prototype, {
initFromArray: function ( a ) {
initFromArray: function ( /* a */ ) {
console.error( 'THREE.Spline: .initFromArray() has been removed.' );
},
getControlPointsArray: function ( optionalTarget ) {
getControlPointsArray: function ( /* optionalTarget */ ) {
console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
},
reparametrizeByArcLength: function ( samplingCoef ) {
reparametrizeByArcLength: function ( /* samplingCoef */ ) {
console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
......@@ -441,18 +441,18 @@ Object.assign( Matrix3.prototype, {
return vector.applyMatrix3( this );
},
multiplyVector3Array: function ( a ) {
multiplyVector3Array: function ( /* a */ ) {
console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
},
applyToBuffer: function ( buffer, offset, length ) {
applyToBuffer: function ( buffer /*, offset, length */ ) {
console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
return this.applyToBufferAttribute( buffer );
},
applyToVector3Array: function ( array, offset, length ) {
applyToVector3Array: function ( /* array, offset, length */ ) {
console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
......@@ -510,7 +510,7 @@ Object.assign( Matrix4.prototype, {
return vector.applyMatrix4( this );
},
multiplyVector3Array: function ( a ) {
multiplyVector3Array: function ( /* a */ ) {
console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
......@@ -552,13 +552,13 @@ Object.assign( Matrix4.prototype, {
console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
},
applyToBuffer: function ( buffer, offset, length ) {
applyToBuffer: function ( buffer /*, offset, length */ ) {
console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
return this.applyToBufferAttribute( buffer );
},
applyToVector3Array: function ( array, offset, length ) {
applyToVector3Array: function ( /* array, offset, length */ ) {
console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
......
......@@ -428,7 +428,7 @@ Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, {
remove_empty_map: {
for ( var _ in bindingByName ) break remove_empty_map;
for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
delete bindingsByRoot[ rootUuid ];
......
......@@ -32,7 +32,7 @@ import { _Math } from '../math/Math.js';
* @author tschw
*/
function AnimationObjectGroup( var_args ) {
function AnimationObjectGroup() {
this.uuid = _Math.generateUUID();
......@@ -86,7 +86,7 @@ Object.assign( AnimationObjectGroup.prototype, {
isAnimationObjectGroup: true,
add: function ( var_args ) {
add: function () {
var objects = this._objects,
nObjects = objects.length,
......@@ -172,7 +172,7 @@ Object.assign( AnimationObjectGroup.prototype, {
},
remove: function ( var_args ) {
remove: function () {
var objects = this._objects,
nCachedObjects = this.nCachedObjects_,
......@@ -221,7 +221,7 @@ Object.assign( AnimationObjectGroup.prototype, {
},
// remove & forget
uncache: function ( var_args ) {
uncache: function () {
var objects = this._objects,
nObjects = objects.length,
......
......@@ -20,7 +20,7 @@ import { KeyframeTrackConstructor } from './KeyframeTrackConstructor.js';
function KeyframeTrack( name, times, values, interpolation ) {
KeyframeTrackConstructor.apply( this, arguments );
KeyframeTrackConstructor.apply( this, name, times, values, interpolation );
}
......@@ -38,7 +38,7 @@ Object.assign( KeyframeTrack, {
if ( json.type === undefined ) {
throw new Error( "track type undefined, can not parse" );
throw new Error( 'track type undefined, can not parse' );
}
......@@ -111,41 +111,41 @@ Object.assign( KeyframeTrack, {
switch ( typeName.toLowerCase() ) {
case "scalar":
case "double":
case "float":
case "number":
case "integer":
case 'scalar':
case 'double':
case 'float':
case 'number':
case 'integer':
return NumberKeyframeTrack;
case "vector":
case "vector2":
case "vector3":
case "vector4":
case 'vector':
case 'vector2':
case 'vector3':
case 'vector4':
return VectorKeyframeTrack;
case "color":
case 'color':
return ColorKeyframeTrack;
case "quaternion":
case 'quaternion':
return QuaternionKeyframeTrack;
case "bool":
case "boolean":
case 'bool':
case 'boolean':
return BooleanKeyframeTrack;
case "string":
case 'string':
return StringKeyframeTrack;
}
throw new Error( "Unsupported typeName: " + typeName );
throw new Error( 'Unsupported typeName: ' + typeName );
}
......
......@@ -2,11 +2,11 @@ import { AnimationUtils } from './AnimationUtils.js';
function KeyframeTrackConstructor( name, times, values, interpolation ) {
if ( name === undefined ) throw new Error( "track name is undefined" );
if ( name === undefined ) throw new Error( 'track name is undefined' );
if ( times === undefined || times.length === 0 ) {
throw new Error( "no keyframes in track named " + name );
throw new Error( 'no keyframes in track named ' + name );
}
......
......@@ -64,7 +64,7 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ),
height: 1
};
};
}
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
......
......@@ -159,7 +159,7 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ),
height: 1
};
};
}
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
......
......@@ -38,7 +38,7 @@ LineCurve.prototype.getPointAt = function ( u ) {
};
LineCurve.prototype.getTangent = function ( t ) {
LineCurve.prototype.getTangent = function ( /* t */ ) {
var tangent = this.v2.clone().sub( this.v1 );
......
......@@ -9,7 +9,7 @@ function ImmediateRenderObject( material ) {
Object3D.call( this );
this.material = material;
this.render = function ( renderCallback ) {};
this.render = function ( /* renderCallback */ ) {};
}
......
......@@ -72,12 +72,12 @@ function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments,
// build each side of the box geometry
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
// build geometry
......
......@@ -37,37 +37,37 @@ function DodecahedronBufferGeometry( radius, detail ) {
var vertices = [
// (±1, ±1, ±1)
- 1, - 1, - 1, - 1, - 1, 1,
- 1, 1, - 1, - 1, 1, 1,
1, - 1, - 1, 1, - 1, 1,
1, 1, - 1, 1, 1, 1,
- 1, - 1, - 1, - 1, - 1, 1,
- 1, 1, - 1, - 1, 1, 1,
1, - 1, - 1, 1, - 1, 1,
1, 1, - 1, 1, 1, 1,
// (0, ±1/φ, ±φ)
0, - r, - t, 0, - r, t,
0, r, - t, 0, r, t,
0, - r, - t, 0, - r, t,
0, r, - t, 0, r, t,
// (±1/φ, ±φ, 0)
- r, - t, 0, - r, t, 0,
r, - t, 0, r, t, 0,
- r, - t, 0, - r, t, 0,
r, - t, 0, r, t, 0,
// (±φ, 0, ±1/φ)
- t, 0, - r, t, 0, - r,
- t, 0, r, t, 0, r
- t, 0, - r, t, 0, - r,
- t, 0, r, t, 0, r
];
var indices = [
3, 11, 7, 3, 7, 15, 3, 15, 13,
7, 19, 17, 7, 17, 6, 7, 6, 15,
17, 4, 8, 17, 8, 10, 17, 10, 6,
8, 0, 16, 8, 16, 2, 8, 2, 10,
0, 12, 1, 0, 1, 18, 0, 18, 16,
6, 10, 2, 6, 2, 13, 6, 13, 15,
2, 16, 18, 2, 18, 3, 2, 3, 13,
18, 1, 9, 18, 9, 11, 18, 11, 3,
4, 14, 12, 4, 12, 0, 4, 0, 8,
11, 9, 5, 11, 5, 19, 11, 19, 7,
19, 5, 14, 19, 14, 4, 19, 4, 17,
1, 12, 14, 1, 14, 5, 1, 5, 9
3, 11, 7, 3, 7, 15, 3, 15, 13,
7, 19, 17, 7, 17, 6, 7, 6, 15,
17, 4, 8, 17, 8, 10, 17, 10, 6,
8, 0, 16, 8, 16, 2, 8, 2, 10,
0, 12, 1, 0, 1, 18, 0, 18, 16,
6, 10, 2, 6, 2, 13, 6, 13, 15,
2, 16, 18, 2, 18, 3, 2, 3, 13,
18, 1, 9, 18, 9, 11, 18, 11, 3,
4, 14, 12, 4, 12, 0, 4, 0, 8,
11, 9, 5, 11, 5, 19, 11, 19, 7,
19, 5, 14, 19, 14, 4, 19, 4, 17,
1, 12, 14, 1, 14, 5, 1, 5, 9
];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
......
......@@ -670,7 +670,7 @@ ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4( a, b, c, d, contour, s, sl, j, k );
f4( a, b, c, d );
}
......@@ -702,7 +702,7 @@ ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
}
function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
function f4( a, b, c, d ) {
addVertex( a );
addVertex( b );
......
......@@ -34,16 +34,16 @@ function IcosahedronBufferGeometry( radius, detail ) {
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
var vertices = [
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
];
var indices = [
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
......
......@@ -32,11 +32,14 @@ OctahedronGeometry.prototype.constructor = OctahedronGeometry;
function OctahedronBufferGeometry( radius, detail ) {
var vertices = [
1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1
1, 0, 0, - 1, 0, 0, 0, 1, 0,
0, - 1, 0, 0, 0, 1, 0, 0, - 1
];
var indices = [
0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
0, 2, 4, 0, 4, 3, 0, 3, 5,
0, 5, 2, 1, 2, 5, 1, 5, 3,
1, 3, 4, 1, 4, 2
];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
......
......@@ -32,11 +32,11 @@ TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
function TetrahedronBufferGeometry( radius, detail ) {
var vertices = [
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
];
var indices = [
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
......
......@@ -14,15 +14,15 @@ function AxisHelper( size ) {
size = size || 1;
var vertices = [
0, 0, 0, size, 0, 0,
0, 0, 0, 0, size, 0,
0, 0, 0, 0, 0, size
0, 0, 0, size, 0, 0,
0, 0, 0, 0, size, 0,
0, 0, 0, 0, 0, size
];
var colors = [
1, 0, 0, 1, 0.6, 0,
0, 1, 0, 0.6, 1, 0,
0, 0, 1, 0, 0.6, 1
1, 0, 0, 1, 0.6, 0,
0, 1, 0, 0.6, 1, 0,
0, 0, 1, 0, 0.6, 1
];
var geometry = new BufferGeometry();
......
......@@ -75,10 +75,10 @@ BoxHelper.prototype.update = ( function () {
var position = this.geometry.attributes.position;
var array = position.array;
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
......
......@@ -37,50 +37,50 @@ function CameraHelper( camera ) {
// near
addLine( "n1", "n2", colorFrustum );
addLine( "n2", "n4", colorFrustum );
addLine( "n4", "n3", colorFrustum );
addLine( "n3", "n1", colorFrustum );
addLine( 'n1', 'n2', colorFrustum );
addLine( 'n2', 'n4', colorFrustum );
addLine( 'n4', 'n3', colorFrustum );
addLine( 'n3', 'n1', colorFrustum );
// far
addLine( "f1", "f2", colorFrustum );
addLine( "f2", "f4", colorFrustum );
addLine( "f4", "f3", colorFrustum );
addLine( "f3", "f1", colorFrustum );
addLine( 'f1', 'f2', colorFrustum );
addLine( 'f2', 'f4', colorFrustum );
addLine( 'f4', 'f3', colorFrustum );
addLine( 'f3', 'f1', colorFrustum );
// sides
addLine( "n1", "f1", colorFrustum );
addLine( "n2", "f2", colorFrustum );
addLine( "n3", "f3", colorFrustum );
addLine( "n4", "f4", colorFrustum );
addLine( 'n1', 'f1', colorFrustum );
addLine( 'n2', 'f2', colorFrustum );
addLine( 'n3', 'f3', colorFrustum );
addLine( 'n4', 'f4', colorFrustum );
// cone
addLine( "p", "n1", colorCone );
addLine( "p", "n2", colorCone );
addLine( "p", "n3", colorCone );
addLine( "p", "n4", colorCone );
addLine( 'p', 'n1', colorCone );
addLine( 'p', 'n2', colorCone );
addLine( 'p', 'n3', colorCone );
addLine( 'p', 'n4', colorCone );
// up
addLine( "u1", "u2", colorUp );
addLine( "u2", "u3", colorUp );
addLine( "u3", "u1", colorUp );
addLine( 'u1', 'u2', colorUp );
addLine( 'u2', 'u3', colorUp );
addLine( 'u3', 'u1', colorUp );
// target
addLine( "c", "t", colorTarget );
addLine( "p", "c", colorCross );
addLine( 'c', 't', colorTarget );
addLine( 'p', 'c', colorCross );
// cross
addLine( "cn1", "cn2", colorCross );
addLine( "cn3", "cn4", colorCross );
addLine( 'cn1', 'cn2', colorCross );
addLine( 'cn3', 'cn4', colorCross );
addLine( "cf1", "cf2", colorCross );
addLine( "cf3", "cf4", colorCross );
addLine( 'cf1', 'cf2', colorCross );
addLine( 'cf3', 'cf4', colorCross );
function addLine( a, b, color ) {
......@@ -165,40 +165,40 @@ CameraHelper.prototype.update = function () {
// center / target
setPoint( "c", 0, 0, - 1 );
setPoint( "t", 0, 0, 1 );
setPoint( 'c', 0, 0, - 1 );
setPoint( 't', 0, 0, 1 );
// near
setPoint( "n1", - w, - h, - 1 );
setPoint( "n2", w, - h, - 1 );
setPoint( "n3", - w, h, - 1 );
setPoint( "n4", w, h, - 1 );
setPoint( 'n1', - w, - h, - 1 );
setPoint( 'n2', w, - h, - 1 );
setPoint( 'n3', - w, h, - 1 );
setPoint( 'n4', w, h, - 1 );
// far
setPoint( "f1", - w, - h, 1 );
setPoint( "f2", w, - h, 1 );
setPoint( "f3", - w, h, 1 );
setPoint( "f4", w, h, 1 );
setPoint( 'f1', - w, - h, 1 );
setPoint( 'f2', w, - h, 1 );
setPoint( 'f3', - w, h, 1 );
setPoint( 'f4', w, h, 1 );
// up
setPoint( "u1", w * 0.7, h * 1.1, - 1 );
setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
setPoint( "u3", 0, h * 2, - 1 );
setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
setPoint( 'u3', 0, h * 2, - 1 );
// cross
setPoint( "cf1", - w, 0, 1 );
setPoint( "cf2", w, 0, 1 );
setPoint( "cf3", 0, - h, 1 );
setPoint( "cf4", 0, h, 1 );
setPoint( 'cf1', - w, 0, 1 );
setPoint( 'cf2', w, 0, 1 );
setPoint( 'cf3', 0, - h, 1 );
setPoint( 'cf4', 0, h, 1 );
setPoint( "cn1", - w, 0, - 1 );
setPoint( "cn2", w, 0, - 1 );
setPoint( "cn3", 0, - h, - 1 );
setPoint( "cn4", 0, h, - 1 );
setPoint( 'cn1', - w, 0, - 1 );
setPoint( 'cn2', w, 0, - 1 );
setPoint( 'cn3', 0, - h, - 1 );
setPoint( 'cn4', 0, h, - 1 );
geometry.getAttribute( 'position' ).needsUpdate = true;
......
......@@ -27,11 +27,11 @@ function DirectionalLightHelper( light, size, color ) {
var geometry = new BufferGeometry();
geometry.addAttribute( 'position', new Float32BufferAttribute( [
- size, size, 0,
size, size, 0,
size, - size, 0,
- size, size, 0,
size, size, 0,
size, - size, 0,
- size, - size, 0,
- size, size, 0
- size, size, 0
], 3 ) );
var material = new LineBasicMaterial( { fog: false } );
......
......@@ -58,11 +58,11 @@ RectAreaLightHelper.prototype.update = function () {
// update vertices
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0;
array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0;
array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0;
array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;
position.needsUpdate = true;
......
......@@ -26,11 +26,11 @@ function SpotLightHelper( light, color ) {
var geometry = new BufferGeometry();
var positions = [
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, - 1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, - 1, 1
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, - 1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, - 1, 1
];
for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
......
......@@ -229,14 +229,14 @@ Object.assign( Interpolant.prototype, {
// Template methods for derived classes:
interpolate_: function ( i1, t0, t, t1 ) {
interpolate_: function ( /* i1, t0, t, t1 */ ) {
throw new Error( 'call to abstract method' );
// implementations shall return this.resultBuffer
},
intervalChanged_: function ( i1, t0, t1 ) {
intervalChanged_: function ( /* i1, t0, t1 */ ) {
// empty
......
......@@ -80,8 +80,8 @@ Object.assign( Matrix3.prototype, {
this.set(
me[ 0 ], me[ 4 ], me[ 8 ],
me[ 1 ], me[ 5 ], me[ 9 ],
me[ 0 ], me[ 4 ], me[ 8 ],
me[ 1 ], me[ 5 ], me[ 9 ],
me[ 2 ], me[ 6 ], me[ 10 ]
);
......
......@@ -112,7 +112,7 @@ Object.assign( Matrix4.prototype, {
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1
0, 0, 0, 1
);
return this;
......@@ -654,10 +654,10 @@ Object.assign( Matrix4.prototype, {
this.set(
1, 0, 0, 0,
1, 0, 0, 0,
0, c, - s, 0,
0, s, c, 0,
0, 0, 0, 1
0, s, c, 0,
0, 0, 0, 1
);
......@@ -689,9 +689,9 @@ Object.assign( Matrix4.prototype, {
this.set(
c, - s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
......
......@@ -282,8 +282,8 @@ Object.assign( Vector3.prototype, {
var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
return this;
......@@ -346,8 +346,8 @@ Object.assign( Vector3.prototype, {
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return this.normalize();
......
......@@ -18,7 +18,7 @@ DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.protot
constructor: DiscreteInterpolant,
interpolate_: function ( i1, t0, t, t1 ) {
interpolate_: function ( i1 /*, t0, t, t1 */ ) {
return this.copySampleValue_( i1 - 1 );
......
......@@ -65,9 +65,7 @@ function WebGL2Renderer( parameters ) {
//
var _this = this,
_autoClear = true,
var _autoClear = true,
_autoClearColor = true,
_autoClearDepth = true,
_autoClearStencil = true,
......
......@@ -510,7 +510,7 @@ function WebGLRenderer( parameters ) {
}
function onContextRestore( event ) {
function onContextRestore( /* event */ ) {
console.log( 'THREE.WebGLRenderer: Context Restored.' );
......
......@@ -19,8 +19,8 @@ function WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) {
var vertices = new Float32Array( [
- 1, - 1, 0, 0,
1, - 1, 1, 0,
1, 1, 1, 1,
- 1, 1, 0, 1
1, 1, 1, 1,
- 1, 1, 0, 1
] );
var faces = new Uint16Array( [
......@@ -62,112 +62,112 @@ function WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) {
vertexShader: [
"uniform lowp int renderType;",
'uniform lowp int renderType;',
"uniform vec3 screenPosition;",
"uniform vec2 scale;",
"uniform float rotation;",
'uniform vec3 screenPosition;',
'uniform vec2 scale;',
'uniform float rotation;',
"uniform sampler2D occlusionMap;",
'uniform sampler2D occlusionMap;',
"attribute vec2 position;",
"attribute vec2 uv;",
'attribute vec2 position;',
'attribute vec2 uv;',
"varying vec2 vUV;",
"varying float vVisibility;",
'varying vec2 vUV;',
'varying float vVisibility;',
"void main() {",
'void main() {',
"vUV = uv;",
' vUV = uv;',
"vec2 pos = position;",
' vec2 pos = position;',
"if ( renderType == 2 ) {",
' if ( renderType == 2 ) {',
"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );',
' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );',
"vVisibility = visibility.r / 9.0;",
"vVisibility *= 1.0 - visibility.g / 9.0;",
"vVisibility *= visibility.b / 9.0;",
"vVisibility *= 1.0 - visibility.a / 9.0;",
' vVisibility = visibility.r / 9.0;',
' vVisibility *= 1.0 - visibility.g / 9.0;',
' vVisibility *= visibility.b / 9.0;',
' vVisibility *= 1.0 - visibility.a / 9.0;',
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
' pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;',
' pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;',
"}",
' }',
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );',
"}"
'}'
].join( "\n" ),
].join( '\n' ),
fragmentShader: [
"uniform lowp int renderType;",
'uniform lowp int renderType;',
"uniform sampler2D map;",
"uniform float opacity;",
"uniform vec3 color;",
'uniform sampler2D map;',
'uniform float opacity;',
'uniform vec3 color;',
"varying vec2 vUV;",
"varying float vVisibility;",
'varying vec2 vUV;',
'varying float vVisibility;',
"void main() {",
'void main() {',
// pink square
// pink square
"if ( renderType == 0 ) {",
' if ( renderType == 0 ) {',
"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
' gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );',
// restore
// restore
"} else if ( renderType == 1 ) {",
' } else if ( renderType == 1 ) {',
"gl_FragColor = texture2D( map, vUV );",
' gl_FragColor = texture2D( map, vUV );',
// flare
// flare
"} else {",
' } else {',
"vec4 texture = texture2D( map, vUV );",
"texture.a *= opacity * vVisibility;",
"gl_FragColor = texture;",
"gl_FragColor.rgb *= color;",
' vec4 texture = texture2D( map, vUV );',
' texture.a *= opacity * vVisibility;',
' gl_FragColor = texture;',
' gl_FragColor.rgb *= color;',
"}",
' }',
"}"
'}'
].join( "\n" )
].join( '\n' )
};
program = createProgram( shader );
attributes = {
vertex: gl.getAttribLocation( program, "position" ),
uv: gl.getAttribLocation( program, "uv" )
vertex: gl.getAttribLocation( program, 'position' ),
uv: gl.getAttribLocation( program, 'uv' )
};
uniforms = {
renderType: gl.getUniformLocation( program, "renderType" ),
map: gl.getUniformLocation( program, "map" ),
occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
opacity: gl.getUniformLocation( program, "opacity" ),
color: gl.getUniformLocation( program, "color" ),
scale: gl.getUniformLocation( program, "scale" ),
rotation: gl.getUniformLocation( program, "rotation" ),
screenPosition: gl.getUniformLocation( program, "screenPosition" )
renderType: gl.getUniformLocation( program, 'renderType' ),
map: gl.getUniformLocation( program, 'map' ),
occlusionMap: gl.getUniformLocation( program, 'occlusionMap' ),
opacity: gl.getUniformLocation( program, 'opacity' ),
color: gl.getUniformLocation( program, 'color' ),
scale: gl.getUniformLocation( program, 'scale' ),
rotation: gl.getUniformLocation( program, 'rotation' ),
screenPosition: gl.getUniformLocation( program, 'screenPosition' )
};
}
......@@ -364,7 +364,7 @@ function WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) {
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
var prefix = "precision " + capabilities.precision + " float;\n";
var prefix = 'precision ' + capabilities.precision + ' float;\n';
gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
gl.shaderSource( vertexShader, prefix + shader.vertexShader );
......
......@@ -270,22 +270,22 @@ function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
'void main() {',
'vUV = uvOffset + uv * uvScale;',
' vUV = uvOffset + uv * uvScale;',
'vec2 alignedPosition = position * scale;',
' vec2 alignedPosition = position * scale;',
'vec2 rotatedPosition;',
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
' vec2 rotatedPosition;',
' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
'vec4 mvPosition;',
' vec4 mvPosition;',
'mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
'mvPosition.xy += rotatedPosition;',
' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
' mvPosition.xy += rotatedPosition;',
'gl_Position = projectionMatrix * mvPosition;',
' gl_Position = projectionMatrix * mvPosition;',
'fogDepth = - mvPosition.z;',
' fogDepth = - mvPosition.z;',
'}'
......@@ -313,31 +313,31 @@ function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
'void main() {',
'vec4 texture = texture2D( map, vUV );',
' vec4 texture = texture2D( map, vUV );',
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
'if ( gl_FragColor.a < alphaTest ) discard;',
' if ( gl_FragColor.a < alphaTest ) discard;',
'if ( fogType > 0 ) {',
' if ( fogType > 0 ) {',
'float fogFactor = 0.0;',
' float fogFactor = 0.0;',
'if ( fogType == 1 ) {',
' if ( fogType == 1 ) {',
'fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
' fogFactor = smoothstep( fogNear, fogFar, fogDepth );',
'} else {',
' } else {',
'const float LOG2 = 1.442695;',
'fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
' const float LOG2 = 1.442695;',
' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );',
' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
'}',
' }',
'gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );',
'}',
' }',
'}'
......
......@@ -7,7 +7,7 @@ import { _Math } from '../../math/Math.js';
function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, infoMemory ) {
var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );
var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof window.WebGL2RenderingContext );
//
......
......@@ -24,7 +24,7 @@ Fog.prototype.clone = function () {
};
Fog.prototype.toJSON = function ( meta ) {
Fog.prototype.toJSON = function ( /* meta */ ) {
return {
type: 'Fog',
......
......@@ -22,7 +22,7 @@ FogExp2.prototype.clone = function () {
};
FogExp2.prototype.toJSON = function ( meta ) {
FogExp2.prototype.toJSON = function ( /* meta */ ) {
return {
type: 'FogExp2',
......
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