提交 896489f9 编写于 作者: M Mr.doob

Fixed some lgtm errors.

上级 d1067db7
......@@ -1476,7 +1476,7 @@
} );
bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections, sceneGraph );
bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections );
addAnimations( FBXTree, connections, sceneGraph );
......
......@@ -53,7 +53,7 @@
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renerer, scene, camera;
var renderer, scene, camera;
var origin = new THREE.Vector3();
......
......@@ -57,24 +57,21 @@
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer, mesh, directionalLight;
var camera, scene, renderer, mesh;
var parent, meshes = [], clonemeshes = [];
var p;
var composer, effectFocus;
var clock = new THREE.Clock();
var stats;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
camera.position.set( 0, 700, 7000 );
......@@ -193,9 +190,9 @@
if ( child.isMesh ) {
buffer = child.geometry.attributes[ bufferName ];
var buffer = child.geometry.attributes[ bufferName ];
combined.set(buffer.array, offset);
combined.set( buffer.array, offset );
offset += buffer.array.length;
}
......
......@@ -80,8 +80,7 @@ function createPath( char, divisions, scale, offsetX, offsetY, data ) {
var path = new ShapePath();
var pts = [];
var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
if ( glyph.o ) {
......@@ -120,23 +119,6 @@ function createPath( char, divisions, scale, offsetX, offsetY, data ) {
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
laste = pts[ pts.length - 1 ];
if ( laste ) {
cpx0 = laste.x;
cpy0 = laste.y;
for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
var t = i2 / divisions;
QuadraticBezier( t, cpx0, cpx1, cpx );
QuadraticBezier( t, cpy0, cpy1, cpy );
}
}
break;
case 'b': // bezierCurveTo
......@@ -150,23 +132,6 @@ function createPath( char, divisions, scale, offsetX, offsetY, data ) {
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
laste = pts[ pts.length - 1 ];
if ( laste ) {
cpx0 = laste.x;
cpy0 = laste.y;
for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
var t = i2 / divisions;
CubicBezier( t, cpx0, cpx1, cpx2, cpx );
CubicBezier( t, cpy0, cpy1, cpy2, cpy );
}
}
break;
}
......
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