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Merge pull request #14777 from Mugen87/dev17

Examples: Remove more lgtm.com warnings
Mr.doob 7 年之前
父節點
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60c7bf51c5

+ 1 - 2
examples/canvas_geometry_terrain.html

@@ -145,8 +145,7 @@
 
 			function generateTexture( data, width, height ) {
 
-				var canvas, context, image, imageData,
-					level, diff, vector3, sun, shade;
+				var canvas, context, image, imageData, vector3, sun, shade;
 
 				vector3 = new THREE.Vector3( 0, 0, 0 );
 

+ 0 - 2
examples/canvas_interactive_voxelpainter.html

@@ -74,8 +74,6 @@
 
 				objects.push( plane );
 
-				var material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
-
 				// Lights
 
 				var ambientLight = new THREE.AmbientLight( 0x606060 );

+ 1 - 5
examples/canvas_lines_sphere.html

@@ -33,10 +33,6 @@
 				windowHalfX = window.innerWidth / 2,
 				windowHalfY = window.innerHeight / 2,
 
-				SEPARATION = 200,
-				AMOUNTX = 10,
-				AMOUNTY = 10,
-
 				camera, scene, renderer;
 
 			init();
@@ -44,7 +40,7 @@
 
 			function init() {
 
-				var container, separation = 100, amountX = 50, amountY = 50, particles, particle;
+				var container, particle;
 
 				container = document.createElement( 'div' );
 				document.body.appendChild( container );

+ 57 - 24
examples/js/postprocessing/SSAOPass.js

@@ -12,7 +12,7 @@
  *  	- Ambient occlusion clamp (numeric value).
  *  - lumInfluence
  *  	- Pixel luminosity influence in AO calculation (numeric value).
- * 
+ *
  * To output to screen set renderToScreens true
  *
  * @author alteredq / http://alteredqualia.com/
@@ -21,7 +21,7 @@
  */
 THREE.SSAOPass = function ( scene, camera, width, height ) {
 
-	if ( THREE.SSAOShader === undefined) {
+	if ( THREE.SSAOShader === undefined ) {
 
 		console.warn( 'THREE.SSAOPass depends on THREE.SSAOShader' );
 		return new THREE.ShaderPass();
@@ -46,7 +46,7 @@ THREE.SSAOPass = function ( scene, camera, width, height ) {
 	//Depth render target
 	this.depthRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter } );
 	//this.depthRenderTarget.texture.name = 'SSAOShader.rt';
-	
+
 	//Shader uniforms
 	this.uniforms[ 'tDepth' ].value = this.depthRenderTarget.texture;
 	this.uniforms[ 'size' ].value.set( this.width, this.height );
@@ -59,37 +59,70 @@ THREE.SSAOPass = function ( scene, camera, width, height ) {
 	this.uniforms[ 'lumInfluence' ].value = 0.7;
 
 	//Setters and getters for uniforms
-	var self = this;
-	Object.defineProperties(this, {
+
+	Object.defineProperties( this, {
 
 		radius: {
-			get: function() { return this.uniforms[ 'radius' ].value; },
-			set: function( value ) { this.uniforms[ 'radius' ].value = value; }
+			get: function () {
+
+				return this.uniforms[ 'radius' ].value;
+
+			},
+			set: function ( value ) {
+
+				this.uniforms[ 'radius' ].value = value;
+
+			}
 		},
 
 		onlyAO: {
-			get: function() { return this.uniforms[ 'onlyAO' ].value; },
-			set: function( value ) { this.uniforms[ 'onlyAO' ].value = value; }
+			get: function () {
+
+				return this.uniforms[ 'onlyAO' ].value;
+
+			},
+			set: function ( value ) {
+
+				this.uniforms[ 'onlyAO' ].value = value;
+
+			}
 		},
 
 		aoClamp: {
-			get: function() { return this.uniforms[ 'aoClamp' ].value; },
-			set: function( value ) { this.uniforms[ 'aoClamp' ].value = value; }
+			get: function () {
+
+				return this.uniforms[ 'aoClamp' ].value;
+
+			},
+			set: function ( value ) {
+
+				this.uniforms[ 'aoClamp' ].value = value;
+
+			}
 		},
 
 		lumInfluence: {
-			get: function() { return this.uniforms[ 'lumInfluence' ].value; },
-			set: function( value ) { this.uniforms[ 'lumInfluence' ].value = value; }
+			get: function () {
+
+				return this.uniforms[ 'lumInfluence' ].value;
+
+			},
+			set: function ( value ) {
+
+				this.uniforms[ 'lumInfluence' ].value = value;
+
+			}
 		},
 
-	});
-}
+	} );
+
+};
 
 THREE.SSAOPass.prototype = Object.create( THREE.ShaderPass.prototype );
 
 /**
  * Render using this pass.
- * 
+ *
  * @method render
  * @param {WebGLRenderer} renderer
  * @param {WebGLRenderTarget} writeBuffer Buffer to write output.
@@ -97,13 +130,13 @@ THREE.SSAOPass.prototype = Object.create( THREE.ShaderPass.prototype );
  * @param {Number} delta Delta time in milliseconds.
  * @param {Boolean} maskActive Not used in this pass.
  */
-THREE.SSAOPass.prototype.render = function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+THREE.SSAOPass.prototype.render = function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
 
 	//Render depth into depthRenderTarget
 	this.scene2.overrideMaterial = this.depthMaterial;
-	
+
 	renderer.render( this.scene2, this.camera2, this.depthRenderTarget, true );
-	
+
 	this.scene2.overrideMaterial = null;
 
 
@@ -118,8 +151,8 @@ THREE.SSAOPass.prototype.render = function( renderer, writeBuffer, readBuffer, d
  * @method setScene
  * @param {Scene} scene
  */
-THREE.SSAOPass.prototype.setScene = function(scene) {
-	
+THREE.SSAOPass.prototype.setScene = function ( scene ) {
+
 	this.scene2 = scene;
 
 };
@@ -130,7 +163,7 @@ THREE.SSAOPass.prototype.setScene = function(scene) {
  * @method setCamera
  * @param {Camera} camera
  */
-THREE.SSAOPass.prototype.setCamera = function( camera ) {
+THREE.SSAOPass.prototype.setCamera = function ( camera ) {
 
 	this.camera2 = camera;
 
@@ -141,12 +174,12 @@ THREE.SSAOPass.prototype.setCamera = function( camera ) {
 
 /**
  * Set resolution of this render pass.
- * 
+ *
  * @method setSize
  * @param {Number} width
  * @param {Number} height
  */
-THREE.SSAOPass.prototype.setSize = function( width, height ) {
+THREE.SSAOPass.prototype.setSize = function ( width, height ) {
 
 	this.width = width;
 	this.height = height;

+ 0 - 1
examples/webgl_buffergeometry_instancing.html

@@ -129,7 +129,6 @@
 
 			var vector = new THREE.Vector4();
 
-			var triangles = 1;
 			var instances = 50000;
 
 			var positions = [];

+ 1 - 1
examples/webgl_geometries.html

@@ -53,7 +53,7 @@
 
 				scene = new THREE.Scene();
 
-				var light, object;
+				var object;
 
 				var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
 				scene.add( ambientLight );

+ 0 - 1
examples/webgl_geometry_minecraft_ao.html

@@ -160,7 +160,6 @@
 				//
 
 				var geometry = new THREE.Geometry();
-				var dummy = new THREE.Mesh();
 
 				for ( var z = 0; z < worldDepth; z ++ ) {
 

+ 1 - 1
examples/webgl_lights_pointlights2.html

@@ -217,7 +217,7 @@
 			function render() {
 
 				var time = Date.now() * 0.00025;
-				var z = 20, d = 150;
+				var d = 150;
 
 				light1.position.x = Math.sin( time * 0.7 ) * d;
 				light1.position.z = Math.cos( time * 0.3 ) * d;

+ 1 - 1
examples/webgl_lines_sphere.html

@@ -74,7 +74,7 @@
 
 				scene = new THREE.Scene();
 
-				var i, line, vertex1, vertex2, material, p,
+				var i, line, material, p,
 					parameters = [ [ 0.25, 0xff7700, 1, 2 ], [ 0.5, 0xff9900, 1, 1 ], [ 0.75, 0xffaa00, 0.75, 1 ], [ 1, 0xffaa00, 0.5, 1 ], [ 1.25, 0x000833, 0.8, 1 ],
 							       [ 3.0, 0xaaaaaa, 0.75, 2 ], [ 3.5, 0xffffff, 0.5, 1 ], [ 4.5, 0xffffff, 0.25, 1 ], [ 5.5, 0xffffff, 0.125, 1 ] ];
 

+ 1 - 1
examples/webgl_materials_curvature.html

@@ -338,7 +338,7 @@
 				topologyFolder.add( params, 'filterConvex' );
 				topologyFolder.add( params, 'filterConcave' );
 				topologyFolder.add( params, 'filterBoth' );
-				topologyFolder.open()
+				topologyFolder.open();
 
 				onWindowResize();
 

+ 0 - 2
examples/webgl_materials_texture_rotation.html

@@ -154,8 +154,6 @@
 
 			function initGui() {
 
-				var drop;
-
 				gui = new dat.GUI();
 
 				gui.add( API, 'offsetX', 0.0, 1.0 ).name( 'offset.x' ).onChange( updateUvTransform );

+ 1 - 18
examples/webgl_octree.html

@@ -216,10 +216,6 @@
 					Math.random() * radiusMax - radiusMaxHalf
 				);
 
-				// record start time
-
-				var timeStart = Date.now();
-
 				// search octree from search mesh position with search radius
 				// optional third parameter: boolean, if should sort results by object when using faces in octree
 				// optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
@@ -228,11 +224,7 @@
 				direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
 				rayCaster.set( origin, direction );
 				meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
-				var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
-
-				// record end time
-
-				var timeEnd = Date.now();
+				rayCaster.intersectOctreeObjects( meshesSearch );
 
 				// set color of all meshes found in search
 
@@ -242,15 +234,6 @@
 
 				}
 
-				/*
-
-				// results to console
-
-				console.log( 'OCTREE: ', octree );
-				console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
-
-				*/
-
 			}
 
 			function render() {

+ 1 - 1
examples/webgl_points_sprites.html

@@ -132,7 +132,7 @@
 
 				var params = {
 					texture: true
-				}
+				};
 
 				gui.add( params, 'texture' ).onChange( function( value ) {
 

+ 1 - 2
examples/webgl_postprocessing_nodes.html

@@ -65,7 +65,7 @@
 
 				gui = new dat.GUI();
 
-				var example = gui.add( param, 'example', {
+				gui.add( param, 'example', {
 					'basic / color-adjustment': 'color-adjustment',
 					'basic / blends': 'blends',
 					'basic / fade': 'fade',
@@ -312,7 +312,6 @@
 						var normal = new THREE.TextureNode( decalNormal );
 						var normalXY = new THREE.SwitchNode( normal, 'xy' );
 						var scale = new THREE.FloatNode( .5 );
-						var flip = new THREE.Vector2Node( - 1, 1 );
 
 						var normalXYFlip = new THREE.Math1Node(
 							normalXY,

+ 3 - 3
examples/webgl_shaders_tonemapping.html

@@ -202,11 +202,11 @@
 
 				var textureLoader = new THREE.TextureLoader();
 
-				var earthDiffuse = textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function( tex ) {
+				textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function( tex ) {
 					earthMat.map = tex;
 					earthMat.needsUpdate = true;
 				} );
-				var earthSpecular = textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function( tex ) {
+				textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function( tex ) {
 					earthMat.specularMap = tex;
 					earthMat.needsUpdate = true;
 				} );
@@ -235,7 +235,7 @@
 					depthTest: false
 				} );
 
-				var earthClouds = textureLoader.load( 'textures/planets/earth_clouds_2048.png', function( tex ) {
+				textureLoader.load( 'textures/planets/earth_clouds_2048.png', function( tex ) {
 					earthCloudsMat.map = tex;
 					earthCloudsMat.needsUpdate = true;
 				} );

+ 0 - 12
examples/webgl_shading_physical.html

@@ -112,18 +112,6 @@
 				textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
 				textureLava.format = THREE.RGBFormat;
 
-				//
-
-				var path = "textures/cube/SwedishRoyalCastle/";
-				var format = '.jpg';
-				var urls = [
-						path + 'px' + format, path + 'nx' + format,
-						path + 'py' + format, path + 'ny' + format,
-						path + 'pz' + format, path + 'nz' + format
-					];
-
-				var reflectionCube = new THREE.CubeTextureLoader().load( urls );
-
 				// GROUND
 
 				var groundMaterial = new THREE.MeshPhongMaterial( {

+ 0 - 2
examples/webgl_terrain_dynamic.html

@@ -466,8 +466,6 @@
 
 				if ( terrain.visible ) {
 
-					var time = Date.now() * 0.001;
-
 					var fLow = 0.1, fHigh = 0.8;
 
 					lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh );