提交 62820f54 编写于 作者: R Ricardo Cabello

Merge pull request #6738 from dubejf/typos

Fix typos
......@@ -27,7 +27,7 @@ THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
/**
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* 35mm (full-frame) camera is used if frame size is not specified;
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
......
......@@ -839,7 +839,7 @@ THREE.BufferGeometry.prototype = {
for ( var vo = 0; vo < 3; vo ++ ) {
var vid = indices[ findex * 3 + vo ];
if ( vertexMap[ vid ] === - 1 ) {
//Unmapped vertice
//Unmapped vertex
faceVertices[ vo * 2 ] = vid;
faceVertices[ vo * 2 + 1 ] = - 1;
newVerticeMaps ++;
......@@ -849,7 +849,7 @@ THREE.BufferGeometry.prototype = {
faceVertices[ vo * 2 + 1 ] = - 1;
duplicatedVertices ++;
} else {
//Reused vertice in the current block
//Reused vertex in the current block
faceVertices[ vo * 2 ] = vid;
faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
}
......@@ -884,7 +884,7 @@ THREE.BufferGeometry.prototype = {
}
}
/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
/* Move all attribute values to map to the new computed indices , also expand the vertex stack to match our new vertexPtr. */
this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
this.offsets = offsets; // TODO: Deprecate
this.drawcalls = offsets;
......@@ -965,7 +965,7 @@ THREE.BufferGeometry.prototype = {
Reorder attributes based on a new indexBuffer and indexMap.
indexBuffer - Uint16Array of the new ordered indices.
indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertex stack).
*/
reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
......
......@@ -773,11 +773,11 @@ THREE.Geometry.prototype = {
mergeVertices: function () {
var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
var unique = [], changes = [];
var v, key;
var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
var precision = Math.pow( 10, precisionPoints );
var i, il, face;
var indices, j, jl;
......
......@@ -147,7 +147,7 @@ THREE.Curve.prototype.updateArcLengths = function() {
this.getLengths();
};
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
......@@ -209,7 +209,7 @@ THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
}
// we could get finer grain at lengths, or use simple interpolatation between two points
// we could get finer grain at lengths, or use simple interpolation between two points
var lengthBefore = arcLengths[ i ];
var lengthAfter = arcLengths[ i + 1 ];
......
......@@ -113,7 +113,7 @@ THREE.CurvePath.prototype.getCurveLengths = function() {
}
// Get length of subsurve
// Get length of sub-curve
// Push sums into cached array
var lengths = [], sums = 0;
......@@ -206,7 +206,7 @@ THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
};
// Generate geometry from equidistance sampling along the path
// Generate geometry from equidistant sampling along the path
THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
......
......@@ -27,7 +27,7 @@ THREE.PathActions = {
LINE_TO: 'lineTo',
QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
CSPLINE_THRU: 'splineThru', // Catmull-rom spline
CSPLINE_THRU: 'splineThru', // Catmull-Rom spline
ARC: 'arc', // Circle
ELLIPSE: 'ellipse'
};
......@@ -208,7 +208,6 @@ THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
if (this.useSpacedPoints) {
console.log('tata');
return this.getSpacedPoints( divisions, closedPath );
}
......@@ -543,9 +542,9 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
if ( perpEdge < 0 ) continue;
inside = ! inside; // true intersection left of inPt
}
} else { // parallel or colinear
} else { // parallel or collinear
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
// egde lies on the same horizontal line as inPt
// edge lies on the same horizontal line as inPt
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
// continue;
......@@ -626,7 +625,7 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
if ( newShapes.length > 1 ) {
var ambigious = false;
var ambiguous = false;
var toChange = [];
for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
......@@ -644,17 +643,17 @@ THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
hole_unassigned = false;
betterShapeHoles[s2Idx].push( ho );
} else {
ambigious = true;
ambiguous = true;
}
}
}
if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
}
}
// console.log("ambigious: ", ambigious);
// console.log("ambiguous: ", ambiguous);
if ( toChange.length > 0 ) {
// console.log("to change: ", toChange);
if (! ambigious) newShapeHoles = betterShapeHoles;
if (! ambiguous) newShapeHoles = betterShapeHoles;
}
}
......
......@@ -127,7 +127,7 @@ THREE.Shape.Utils = {
triangulateShape: function ( contour, holes ) {
function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
// inOtherPt needs to be colinear to the inSegment
// inOtherPt needs to be collinear to the inSegment
if ( inSegPt1.x !== inSegPt2.x ) {
if ( inSegPt1.x < inSegPt2.x ) {
return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
......@@ -189,13 +189,13 @@ THREE.Shape.Utils = {
return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
} else { // parallel or colinear
} else { // parallel or collinear
if ( ( perpSeg1 !== 0 ) ||
( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return [];
// they are collinear or degenerate
var seg1Pt = ( (seg1dx === 0) && (seg1dy === 0) ); // segment1 ist just a point?
var seg2Pt = ( (seg2dx === 0) && (seg2dy === 0) ); // segment2 ist just a point?
var seg1Pt = ( (seg1dx === 0) && (seg1dy === 0) ); // segment1 is just a point?
var seg2Pt = ( (seg2dx === 0) && (seg2dy === 0) ); // segment2 is just a point?
// both segments are points
if ( seg1Pt && seg2Pt ) {
if ( (inSeg1Pt1.x !== inSeg2Pt1.x) ||
......
......@@ -6,7 +6,7 @@
* parameters = {
*
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
* amount: <int>, // Depth to extrude the shape
*
* bevelEnabled: <bool>, // turn on bevel
......@@ -114,7 +114,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
}
// Variables initalization
// Variables initialization
var ahole, h, hl; // looping of holes
var scope = this;
......@@ -187,7 +187,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
var EPSILON = 0.0000000001;
// computes for inPt the corresponding point inPt' on a new contour
// shiftet by 1 unit (length of normalized vector) to the left
// shifted by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
......@@ -203,10 +203,10 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
// check for colinear edges
var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
// check for collinear edges
var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
if ( Math.abs( collinear0 ) > EPSILON ) { // not collinear
// length of vectors for normalizing
......@@ -241,7 +241,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
shrink_by = Math.sqrt( v_trans_lensq / 2 );
}
} else { // handle special case of colinear edges
} else { // handle special case of collinear edges
var direction_eq = false; // assumes: opposite
if ( v_prev_x > EPSILON ) {
......
......@@ -67,7 +67,7 @@ THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed,
}
// consruct the grid
// construct the grid
for ( i = 0; i < numpoints; i ++ ) {
......@@ -213,7 +213,7 @@ THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
*/
function initialNormal3() {
// select an initial normal vector perpenicular to the first tangent vector,
// select an initial normal vector perpendicular to the first tangent vector,
// and in the direction of the smallest tangent xyz component
normals[ 0 ] = new THREE.Vector3();
......
......@@ -2,7 +2,7 @@
* @author WestLangley / http://github.com/WestLangley
* @param object THREE.Mesh whose geometry will be used
* @param hex line color
* @param thresholdAngle the minimim angle (in degrees),
* @param thresholdAngle the minimum angle (in degrees),
* between the face normals of adjacent faces,
* that is required to render an edge. A value of 10 means
* an edge is only rendered if the angle is at least 10 degrees.
......
......@@ -16,7 +16,7 @@ THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
// todo: unify load API to for easier SceneLoader use
// TODO: unify load API to for easier SceneLoader use
texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
......
......@@ -352,7 +352,7 @@ THREE.ObjectLoader.prototype = {
if ( data.image === undefined ) {
console.warn( 'THREE.ObjectLoader: No "image" speficied for', data.uuid );
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
}
......
......@@ -93,7 +93,7 @@ THREE.Material.prototype = {
} else if ( key === 'overdraw' ) {
// ensure overdraw is backwards-compatable with legacy boolean type
// ensure overdraw is backwards-compatible with legacy boolean type
this[ key ] = Number( newValue );
} else {
......
......@@ -57,7 +57,7 @@ THREE.Box3.prototype = {
setFromObject: function () {
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and childrens', world transforms
// accounting for both the object's, and children's, world transforms
var v1 = new THREE.Vector3();
......
......@@ -36,7 +36,7 @@ THREE.Triangle.normal = function () {
}();
// static/instance method to calculate barycoordinates
// static/instance method to calculate barycentric coordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
THREE.Triangle.barycoordFromPoint = function () {
......@@ -60,7 +60,7 @@ THREE.Triangle.barycoordFromPoint = function () {
var result = optionalTarget || new THREE.Vector3();
// colinear or singular triangle
// collinear or singular triangle
if ( denom === 0 ) {
// arbitrary location outside of triangle?
// not sure if this is the best idea, maybe should be returning undefined
......@@ -71,7 +71,7 @@ THREE.Triangle.barycoordFromPoint = function () {
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
// barycoordinates must always sum to 1
// barycentric coordinates must always sum to 1
return result.set( 1 - u - v, v, u );
};
......
......@@ -42,7 +42,7 @@ THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, co
texture: texture, // THREE.Texture
size: size, // size in pixels (-1 = use texture.width)
distance: distance, // distance (0-1) from light source (0=at light source)
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back
scale: 1, // scale
rotation: 1, // rotation
opacity: opacity, // opacity
......
......@@ -148,7 +148,7 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
} else {
console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
}
......
......@@ -275,7 +275,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
object = webglObject.object;
// culling is overriden globally for all objects
// culling is overridden globally for all objects
// while rendering depth map
// need to deal with MeshFaceMaterial somehow
......
......@@ -302,7 +302,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
state.disableUnusedAttributes();
// loop through all lens flares to update their occlusion and positions
// setup gl and common used attribs/unforms
// setup gl and common used attribs/uniforms
gl.uniform1i( uniforms.occlusionMap, 0 );
gl.uniform1i( uniforms.map, 1 );
......
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