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Fixed eslint errors for examples (#21842)

Luis E. Fraguada 4 år sedan
förälder
incheckning
4a8429407a

+ 15 - 15
examples/jsm/loaders/GCodeLoader.js

@@ -65,7 +65,7 @@ class GCodeLoader extends Loader {
 	parse( data ) {
 
 		let state = { x: 0, y: 0, z: 0, e: 0, f: 0, extruding: false, relative: false };
-		let layers = [];
+		const layers = [];
 
 		let currentLayer = undefined;
 
@@ -117,21 +117,21 @@ class GCodeLoader extends Loader {
 
 		}
 
-		let lines = data.replace( /;.+/g, '' ).split( '\n' );
+		const lines = data.replace( /;.+/g, '' ).split( '\n' );
 
 		for ( let i = 0; i < lines.length; i ++ ) {
 
-			let tokens = lines[ i ].split( ' ' );
-			let cmd = tokens[ 0 ].toUpperCase();
+			const tokens = lines[ i ].split( ' ' );
+			const cmd = tokens[ 0 ].toUpperCase();
 
 			//Argumments
-			let args = {};
+			const args = {};
 			tokens.splice( 1 ).forEach( function ( token ) {
 
 				if ( token[ 0 ] !== undefined ) {
 
-					let key = token[ 0 ].toLowerCase();
-					let value = parseFloat( token.substring( 1 ) );
+					const key = token[ 0 ].toLowerCase();
+					const value = parseFloat( token.substring( 1 ) );
 					args[ key ] = value;
 
 				}
@@ -142,7 +142,7 @@ class GCodeLoader extends Loader {
 			//G0/G1 – Linear Movement
 			if ( cmd === 'G0' || cmd === 'G1' ) {
 
-				let line = {
+				const line = {
 					x: args.x !== undefined ? absolute( state.x, args.x ) : state.x,
 					y: args.y !== undefined ? absolute( state.y, args.y ) : state.y,
 					z: args.z !== undefined ? absolute( state.z, args.z ) : state.z,
@@ -184,7 +184,7 @@ class GCodeLoader extends Loader {
 			} else if ( cmd === 'G92' ) {
 
 				//G92: Set Position
-				let line = state;
+				const line = state;
 				line.x = args.x !== undefined ? args.x : line.x;
 				line.y = args.y !== undefined ? args.y : line.y;
 				line.z = args.z !== undefined ? args.z : line.z;
@@ -201,9 +201,9 @@ class GCodeLoader extends Loader {
 
 		function addObject( vertex, extruding, i ) {
 
-			let geometry = new BufferGeometry();
+			const geometry = new BufferGeometry();
 			geometry.setAttribute( 'position', new Float32BufferAttribute( vertex, 3 ) );
-			let segments = new LineSegments( geometry, extruding ? extrudingMaterial : pathMaterial );
+			const segments = new LineSegments( geometry, extruding ? extrudingMaterial : pathMaterial );
 			segments.name = 'layer' + i;
 			object.add( segments );
 
@@ -216,7 +216,7 @@ class GCodeLoader extends Loader {
 
 			for ( let i = 0; i < layers.length; i ++ ) {
 
-				let layer = layers[ i ];
+				const layer = layers[ i ];
 				addObject( layer.vertex, true, i );
 				addObject( layer.pathVertex, false, i );
 
@@ -229,9 +229,9 @@ class GCodeLoader extends Loader {
 
 			for ( let i = 0; i < layers.length; i ++ ) {
 
-				let layer = layers[ i ];
-				let layerVertex = layer.vertex;
-				let layerPathVertex = layer.pathVertex;
+				const layer = layers[ i ];
+				const layerVertex = layer.vertex;
+				const layerPathVertex = layer.pathVertex;
 
 				for ( let j = 0; j < layerVertex.length; j ++ ) {
 

+ 6 - 3
examples/jsm/loaders/IFCLoader.js

@@ -171,9 +171,12 @@ class IFCLoader extends Loader {
 
 	}
 
-	setWasmPath(path){
-		ifcAPI.SetWasmPath(path);
+	setWasmPath( path ) {
+
+		ifcAPI.SetWasmPath( path );
+
 	}
-};
+
+}
 
 export { IFCLoader };

+ 1 - 1
examples/jsm/loaders/MD2Loader.js

@@ -238,7 +238,7 @@ class MD2Loader extends Loader {
 			);
 
 			offset += 24;
-			
+
 			const string = [];
 
 			for ( let j = 0; j < 16; j ++ ) {

+ 19 - 26
examples/jsm/postprocessing/SSAARenderPass.js

@@ -95,24 +95,19 @@ class SSAARenderPass extends Pass {
 		const roundingRange = 1 / 32;
 		this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
 
-		let viewOffset = {
-			
+		const viewOffset = {
+
 			fullWidth: readBuffer.width,
-			
 			fullHeight: readBuffer.height,
-			
 			offsetX: 0,
-			
 			offsetY: 0,
-			
 			width: readBuffer.width,
-			
 			height: readBuffer.height
-		
+
 		};
 
-		let originalViewOffset = Object.assign( {}, this.camera.view );
-	
+		const originalViewOffset = Object.assign( {}, this.camera.view );
+
 		if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
 
 		// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
@@ -123,13 +118,13 @@ class SSAARenderPass extends Pass {
 			if ( this.camera.setViewOffset ) {
 
 				this.camera.setViewOffset(
-					
+
 					viewOffset.fullWidth, viewOffset.fullHeight,
-					
+
 					viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
-					
+
 					viewOffset.width, viewOffset.height
-				
+
 				);
 
 			}
@@ -165,25 +160,23 @@ class SSAARenderPass extends Pass {
 			this.fsQuad.render( renderer );
 
 		}
-			
+
 		if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
-			
+
 			this.camera.setViewOffset(
-				
+
 				originalViewOffset.fullWidth, originalViewOffset.fullHeight,
-				
+
 				originalViewOffset.offsetX, originalViewOffset.offsetY,
-			
+
 				originalViewOffset.width, originalViewOffset.height
-			
+
 			);
-			
-		}
-		
-		else if ( this.camera.clearViewOffset ) {
-			
+
+		} else if ( this.camera.clearViewOffset ) {
+
 			this.camera.clearViewOffset();
-			
+
 		}
 
 		renderer.autoClear = autoClear;

+ 1 - 1
examples/jsm/renderers/Projector.js

@@ -372,7 +372,7 @@ class Projector {
 				pushTriangle: pushTriangle
 			};
 
-		};
+		}
 
 		const renderList = new RenderList();
 

+ 1 - 1
examples/jsm/renderers/webgpu/WebGPUSampler.js

@@ -18,7 +18,7 @@ class WebGPUSampler extends WebGPUBinding {
 
 	getTexture() {
 
-		return this.texture; 
+		return this.texture;
 
 	}
 

+ 1 - 1
examples/jsm/shaders/FXAAShader.js

@@ -67,7 +67,7 @@ const FXAAShader = {
 	//
 	//----------------------------------------------------------------------------------
 
-		/* glsl */`
+	/* glsl */`
 
 		precision highp float;
 

+ 2 - 2
examples/jsm/shaders/SSRShader.js

@@ -32,8 +32,8 @@ var SSRShader = {
 		'opacity': { value: .5 },
 		'maxDistance': { value: 180 },
 		'cameraRange': { value: 0 },
-		'thickness': { value: .018 },
-		
+		'thickness': { value: .018 }
+
 	},
 
 	vertexShader: /* glsl */`