Browse Source

Fix some typos (#25036)

Shai Daniel Ghelberg 2 years ago
parent
commit
71ef8b9777

+ 3 - 5
examples/js/math/ConvexHull.js

@@ -101,8 +101,7 @@
 		}
 		intersectRay( ray, target ) {
 
-			// based on "Fast Ray-Convex Polyhedron Intersection"  by Eric Haines, GRAPHICS GEMS II
-
+			// based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II
 			const faces = this.faces;
 			let tNear = - Infinity;
 			let tFar = Infinity;
@@ -133,8 +132,7 @@
 
 				if ( vD > 0 ) {
 
-					//  plane faces away from the ray, so this plane is a back-face
-
+					// plane faces away from the ray, so this plane is a back-face
 					tFar = Math.min( t, tFar );
 
 				} else {
@@ -234,7 +232,7 @@
 
 		}
 
-		// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list
+		// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list
 
 		removeAllVerticesFromFace( face ) {
 

+ 1 - 1
examples/js/math/Octree.js

@@ -33,7 +33,7 @@
 
 			this.box = this.bounds.clone();
 
-			// offset small ammount to account for regular grid
+			// offset small amount to account for regular grid
 			this.box.min.x -= 0.01;
 			this.box.min.y -= 0.01;
 			this.box.min.z -= 0.01;

+ 1 - 1
examples/jsm/math/ConvexHull.js

@@ -263,7 +263,7 @@ class ConvexHull {
 
 	}
 
-	// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list
+	// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list
 
 	removeAllVerticesFromFace( face ) {
 

+ 3 - 3
manual/ko/fundamentals.html

@@ -80,7 +80,7 @@ Three.js는 3차원 세계를 다루므로, 우리는 정육면체(cube)를 3차
 <a href="/docs/#api/ko/materials/Material"><code class="notranslate" translate="no">Material</code></a>, <code class="notranslate" translate="no">Geometry</code>는 재사용이 가능하여 여러개의 <a href="/docs/#api/ko/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a>가 하나의
 <a href="/docs/#api/ko/materials/Material"><code class="notranslate" translate="no">Material</code></a> 또는 <code class="notranslate" translate="no">Geometry</code>를 동시에 참조할 수 있습니다. 파란색 정육면체 2개를
 그린다고 해보죠. 일단 두 정육면체의 위치가 달라야 하니, 2개의 <a href="/docs/#api/ko/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a>가
-필요합니다. 그리고 정점(vertext, 꼭지점) 데이터를 가진 한 개의 <code class="notranslate" translate="no">Geometry</code>와
+필요합니다. 그리고 정점(vertex, 꼭지점) 데이터를 가진 한 개의 <code class="notranslate" translate="no">Geometry</code>와
 채색을 위한 하나의 <a href="/docs/#api/ko/materials/Material"><code class="notranslate" translate="no">Material</code></a>이 필요하겠죠. 이때 각 <a href="/docs/#api/ko/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a>는 객체를 복사할
 필요 없이, 같은 <code class="notranslate" translate="no">Geometry</code> 그리고 <a href="/docs/#api/ko/materials/Material"><code class="notranslate" translate="no">Material</code></a>을 참조할 수 있습니다.</p>
 </li>
@@ -260,7 +260,7 @@ Three.js에는 다양한 종류의 광원이 있습니다. 다 살펴보기 힘
   scene.add(light);
 }
 </pre>
-<p><code class="notranslate" translate="no">DirectionnalLight</code>에는 <code class="notranslate" translate="no">위치(position)</code>와 <code class="notranslate" translate="no">목표(target)</code> 속성이 있습니다.
+<p><code class="notranslate" translate="no">DirectionalLight</code>에는 <code class="notranslate" translate="no">위치(position)</code>와 <code class="notranslate" translate="no">목표(target)</code> 속성이 있습니다.
 기본값은 <code class="notranslate" translate="no">0, 0, 0</code> 이죠. 먼저 <code class="notranslate" translate="no">position</code>을 <code class="notranslate" translate="no">-1, 2, 4</code>로 설정해 카메라보다
 약간 동서쪽, Z축으로는 약간 위로 보냅니다. <code class="notranslate" translate="no">target</code>은 기본값 <code class="notranslate" translate="no">0, 0, 0</code> 그대로
 두어 공간의 중앙을 비추도록 합니다.</p>
@@ -404,7 +404,7 @@ import {OrbitControls} from 'https://unpkg.com/[email protected]/addons/controls/Orb
         </div>
       </div>
     </div>
-  
+
   <script src="/manual/resources/prettify.js"></script>
   <script src="/manual/resources/lesson.js"></script>
 

+ 4 - 4
src/core/InterleavedBufferAttribute.js

@@ -230,7 +230,7 @@ class InterleavedBufferAttribute {
 
 		if ( data === undefined ) {
 
-			console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will deinterleave buffer data.' );
+			console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
 
 			const array = [];
 
@@ -272,7 +272,7 @@ class InterleavedBufferAttribute {
 
 		if ( data === undefined ) {
 
-			console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will deinterleave buffer data.' );
+			console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
 
 			const array = [];
 
@@ -288,7 +288,7 @@ class InterleavedBufferAttribute {
 
 			}
 
-			// deinterleave data and save it as an ordinary buffer attribute for now
+			// de-interleave data and save it as an ordinary buffer attribute for now
 
 			return {
 				itemSize: this.itemSize,
@@ -299,7 +299,7 @@ class InterleavedBufferAttribute {
 
 		} else {
 
-			// save as true interleaved attribtue
+			// save as true interleaved attribute
 
 			if ( data.interleavedBuffers === undefined ) {
 

+ 1 - 1
src/geometries/PolyhedronGeometry.js

@@ -59,7 +59,7 @@ class PolyhedronGeometry extends BufferGeometry {
 			const b = new Vector3();
 			const c = new Vector3();
 
-			// iterate over all faces and apply a subdivison with the given detail value
+			// iterate over all faces and apply a subdivision with the given detail value
 
 			for ( let i = 0; i < indices.length; i += 3 ) {
 

+ 1 - 1
src/geometries/ShapeGeometry.js

@@ -111,7 +111,7 @@ class ShapeGeometry extends BufferGeometry {
 
 			}
 
-			// incides
+			// indices
 
 			for ( let i = 0, l = faces.length; i < l; i ++ ) {