Browse Source

Examples: Clean up.

Mugen87 5 years ago
parent
commit
3de103cc94

+ 1 - 3
examples/jsm/loaders/sea3d/physics/SEA3DAmmoLoader.js

@@ -172,7 +172,7 @@ var AMMO = {
 	},
 	containsConstraint: function ( ctrt ) {
 
-		return this.constraints.indexOf( rb ) > - 1;
+		return this.constraints.indexOf( ctrt ) > - 1;
 
 	},
 
@@ -249,8 +249,6 @@ var AMMO = {
 
 		var mConvexHull = new Ammo.btConvexHullShape();
 
-		var v0 = new Ammo.btVector3( 0, 0, 0 );
-
 		var vertex = geometry.getAttribute( 'position' ).array;
 		var indexes = geometry.getIndex().array;
 

+ 0 - 1
examples/jsm/nodes/accessors/PositionNode.js

@@ -3,7 +3,6 @@
  */
 
 import { TempNode } from '../core/TempNode.js';
-import { NormalNode } from '../accessors/NormalNode.js';
 import { NodeLib } from '../core/NodeLib.js';
 
 function PositionNode( scope ) {

+ 0 - 1
examples/jsm/nodes/misc/TextureCubeNode.js

@@ -9,7 +9,6 @@ import { TextureCubeUVNode } from './TextureCubeUVNode.js';
 import { ReflectNode } from '../accessors/ReflectNode.js';
 import { NormalNode } from '../accessors/NormalNode.js';
 import { ColorSpaceNode } from '../utils/ColorSpaceNode.js';
-import { SpecularMIPLevelNode } from '../utils/SpecularMIPLevelNode.js';
 
 function TextureCubeNode( value, textureSize, uv, bias ) {
 

+ 1 - 1
examples/webgl_loader_gltf_extensions.html

@@ -268,7 +268,7 @@
 				loader = new GLTFLoader();
 
 				var dracoLoader = new DRACOLoader();
-				dracoLoader.setDecoderPath( 'js/libs/draco/gltf/' )
+				dracoLoader.setDecoderPath( 'js/libs/draco/gltf/' );
 				loader.setDRACOLoader( dracoLoader );
 
 				loader.setDDSLoader( new DDSLoader() );

+ 27 - 29
examples/webgl_materials_nodes.html

@@ -560,8 +560,6 @@
 
 						// NODES
 
-						var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
-
 						var normalScale = new Nodes.FloatNode( .3 );
 
 						var radiance = new Nodes.FloatNode( 1 );
@@ -579,8 +577,8 @@
 						var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
 
 						var subSlotNode = new Nodes.SubSlotNode();
-						subSlotNode.slots['radiance'] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
-						subSlotNode.slots['irradiance'] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
+						subSlotNode.slots[ 'radiance' ] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
+						subSlotNode.slots[ 'irradiance' ] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
 
 						mtl.environment = subSlotNode;
 
@@ -2496,7 +2494,7 @@
 
 						function biasMode( val ) {
 
-							switch( val ) {
+							switch ( val ) {
 
 								case 'prem':
 
@@ -2595,42 +2593,42 @@
 
 					case 'node-reflect':
 
-							// MATERIAL
+						// MATERIAL
 
-							var node = new Nodes.ReflectNode();
+						var node = new Nodes.ReflectNode();
 
-							var nodeMaterial = new Nodes.StandardNodeMaterial();
-							nodeMaterial.environment = new Nodes.CubeTextureNode( cubemap, node );
-							nodeMaterial.roughness.value = .5;
-							nodeMaterial.metalness.value = 1;
+						var nodeMaterial = new Nodes.StandardNodeMaterial();
+						nodeMaterial.environment = new Nodes.CubeTextureNode( cubemap, node );
+						nodeMaterial.roughness.value = .5;
+						nodeMaterial.metalness.value = 1;
 
-							var standardMaterial = new THREE.MeshStandardMaterial( {
-								color: nodeMaterial.color.value,
-								side: defaultSide,
-								envMap: cubemap,
-								roughness: nodeMaterial.roughness.value,
-								metalness: 1
-							} );
+						var standardMaterial = new THREE.MeshStandardMaterial( {
+							color: nodeMaterial.color.value,
+							side: defaultSide,
+							envMap: cubemap,
+							roughness: nodeMaterial.roughness.value,
+							metalness: 1
+						} );
 
-							mtl = nodeMaterial;
+						mtl = nodeMaterial;
 
-							// GUI
+						// GUI
 
-							addGui( 'node', true, function ( val ) {
+						addGui( 'node', true, function ( val ) {
 
-								mtl = val ? nodeMaterial : standardMaterial;
-								mesh.material = mtl;
+							mtl = val ? nodeMaterial : standardMaterial;
+							mesh.material = mtl;
 
-							} );
+						} );
 
-							addGui( 'roughness', nodeMaterial.roughness.value, function ( val ) {
+						addGui( 'roughness', nodeMaterial.roughness.value, function ( val ) {
 
-								nodeMaterial.roughness.value = val;
-								standardMaterial.roughness = val;
+							nodeMaterial.roughness.value = val;
+							standardMaterial.roughness = val;
 
-							}, false, 0, 1 );
+						}, false, 0, 1 );
 
-							break;
+						break;
 
 
 					case 'varying':