Browse Source

replace spaces with tabs

Xander Luciano 7 years ago
parent
commit
305938905e
1 changed files with 47 additions and 47 deletions
  1. 47 47
      examples/webgl_lines_colorsplines.html

+ 47 - 47
examples/webgl_lines_colorsplines.html

@@ -87,8 +87,8 @@
 				// Colors with BufferGeometry
 				// Colors with BufferGeometry
 
 
 				var buffGeometry0 = new THREE.BufferGeometry(),
 				var buffGeometry0 = new THREE.BufferGeometry(),
-                    buffGeometry1 = new THREE.BufferGeometry(),
-                    buffGeometry2 = new THREE.BufferGeometry();
+					buffGeometry1 = new THREE.BufferGeometry(),
+					buffGeometry2 = new THREE.BufferGeometry();
 
 
 				var subdivisions = 6;
 				var subdivisions = 6;
 
 
@@ -120,71 +120,71 @@
 
 
 				}
 				}
 
 
-                buffGeometry0.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
-                buffGeometry1.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
-                buffGeometry2.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
+				buffGeometry0.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
+				buffGeometry1.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
+				buffGeometry2.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
 
 
-                buffGeometry0.addAttribute( 'color', new THREE.Float32BufferAttribute( colorArray0, 3 ) );
-                buffGeometry1.addAttribute( 'color', new THREE.Float32BufferAttribute( colorArray1, 3 ) );
-                buffGeometry2.addAttribute( 'color', new THREE.Float32BufferAttribute( colorArray2, 3 ) );
+				buffGeometry0.addAttribute( 'color', new THREE.Float32BufferAttribute( colorArray0, 3 ) );
+				buffGeometry1.addAttribute( 'color', new THREE.Float32BufferAttribute( colorArray1, 3 ) );
+				buffGeometry2.addAttribute( 'color', new THREE.Float32BufferAttribute( colorArray2, 3 ) );
 
 
 				// Colors with Geometry
 				// Colors with Geometry
 
 
-                var geometry0 = new THREE.Geometry(),
-                    geometry2 = new THREE.Geometry(),
-                    geometry3 = new THREE.Geometry();
+				var geometry0 = new THREE.Geometry(),
+					geometry2 = new THREE.Geometry(),
+					geometry3 = new THREE.Geometry();
 
 
-                var colors0 = [],
-                    colors1 = [],
-                    colors2 = [];
+				var colors0 = [],
+					colors1 = [],
+					colors2 = [];
 
 
-                for ( i = 0; i < hilbertPoints.length; i++ ) {
+				for ( i = 0; i < hilbertPoints.length; i++ ) {
 
 
-                    geometry0.vertices.push( hilbertPoints[ i ] );
+					geometry0.vertices.push( hilbertPoints[ i ] );
 
 
-                    colors0[ i ] = new THREE.Color( 0xffffff );
-                    colors0[ i ].setHSL( 0.6, 1.0, Math.max( 0, ( 200 - hilbertPoints[ i ].x ) / 400 ) * 0.5 + 0.5 );
+					colors0[ i ] = new THREE.Color( 0xffffff );
+					colors0[ i ].setHSL( 0.6, 1.0, Math.max( 0, ( 200 - hilbertPoints[ i ].x ) / 400 ) * 0.5 + 0.5 );
 
 
-                    colors1[ i ] = new THREE.Color( 0xffffff );
-                    colors1[ i ].setHSL( 0.3, 1.0, Math.max( 0, ( 200 + hilbertPoints[ i ].x ) / 400 ) * 0.5 );
+					colors1[ i ] = new THREE.Color( 0xffffff );
+					colors1[ i ].setHSL( 0.3, 1.0, Math.max( 0, ( 200 + hilbertPoints[ i ].x ) / 400 ) * 0.5 );
 
 
-                    colors2[ i ] = new THREE.Color( 0xffffff );
-                    colors2[ i ].setHSL( i / hilbertPoints.length, 1.0, 0.5 );
+					colors2[ i ] = new THREE.Color( 0xffffff );
+					colors2[ i ].setHSL( i / hilbertPoints.length, 1.0, 0.5 );
 
 
-                }
+				}
 
 
-                geometry2.vertices = geometry3.vertices = geometry0.vertices;
+				geometry2.vertices = geometry3.vertices = geometry0.vertices;
 
 
-                geometry0.colors = colors0;
-                geometry2.colors = colors1;
-                geometry3.colors = colors2;
+				geometry0.colors = colors0;
+				geometry2.colors = colors1;
+				geometry3.colors = colors2;
 
 
-                // Create lines and add to scene
+				// Create lines and add to scene
 
 
-                material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
+				material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } );
 
 
-                var line, p, scale = 0.3, d = 225;
-                var parameters =  [
-                    [ material, scale * 1.5, [ - d, - d / 2, 0 ], buffGeometry0 ],
-                    [ material, scale * 1.5, [   0, - d / 2, 0 ], buffGeometry1 ],
-                    [ material, scale * 1.5, [   d, - d / 2, 0 ], buffGeometry2 ],
+				var line, p, scale = 0.3, d = 225;
+				var parameters =  [
+					[ material, scale * 1.5, [ - d, - d / 2, 0 ], buffGeometry0 ],
+					[ material, scale * 1.5, [   0, - d / 2, 0 ], buffGeometry1 ],
+					[ material, scale * 1.5, [   d, - d / 2, 0 ], buffGeometry2 ],
 
 
-                    [ material, scale * 1.5, [ - d, d / 2, 0 ], geometry0 ],
-                    [ material, scale * 1.5, [   0, d / 2, 0 ], geometry2 ],
-                    [ material, scale * 1.5, [   d, d / 2, 0 ], geometry3 ],
-                ];
+					[ material, scale * 1.5, [ - d, d / 2, 0 ], geometry0 ],
+					[ material, scale * 1.5, [   0, d / 2, 0 ], geometry2 ],
+					[ material, scale * 1.5, [   d, d / 2, 0 ], geometry3 ],
+				];
 
 
-                for ( i = 0; i < parameters.length; i++ ) {
+				for ( i = 0; i < parameters.length; i++ ) {
 
 
-                    p = parameters[ i ];
-                    line = new THREE.Line( p[ 3 ],  p[ 0 ] );
-                    line.scale.x = line.scale.y = line.scale.z =  p[ 1 ];
-                    line.position.x = p[ 2 ][ 0 ];
-                    line.position.y = p[ 2 ][ 1 ];
-                    line.position.z = p[ 2 ][ 2 ];
-                    scene.add( line );
+					p = parameters[ i ];
+					line = new THREE.Line( p[ 3 ],  p[ 0 ] );
+					line.scale.x = line.scale.y = line.scale.z =  p[ 1 ];
+					line.position.x = p[ 2 ][ 0 ];
+					line.position.y = p[ 2 ][ 1 ];
+					line.position.z = p[ 2 ][ 2 ];
+					scene.add( line );
 
 
-                }
+				}
 
 
 				// Input Event Listeners
 				// Input Event Listeners