Browse Source

Tab indentations.

Mr.doob 11 years ago
parent
commit
c43140f014

+ 5 - 5
examples/js/BlendCharacter.js

@@ -204,15 +204,15 @@ THREE.BlendCharacter = function () {
 
 
 	this.unPauseAll = function() {
 	this.unPauseAll = function() {
 
 
-    for ( var a in this.animations ) {
+	for ( var a in this.animations ) {
 
 
-      if ( this.animations[ a ].isPlaying && this.animations[ a ].isPaused ) {
+	  if ( this.animations[ a ].isPlaying && this.animations[ a ].isPaused ) {
 
 
-        this.animations[ a ].pause();
+		this.animations[ a ].pause();
 
 
-      }
+	  }
 
 
-    }
+	}
 
 
   };
   };
 
 

+ 164 - 164
examples/webgl_animation_skinning_blending.html

@@ -1,257 +1,257 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
-  <head>
-    <title>three.js webgl - animation - skinning</title>
-    <meta charset="utf-8">
-    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-    <style>
-      body {
-        color: #000;
-        font-family:Monospace;
-        font-size:13px;
-        text-align:center;
+	<head>
+		<title>three.js webgl - animation - skinning</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				color: #000;
+				font-family:Monospace;
+				font-size:13px;
+				text-align:center;
 
 
-        background-color: #fff;
-        margin: 0px;
-        overflow: hidden;
-      }
+				background-color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
 
 
-      #info {
-        position: absolute;
-        top: 0px; width: 100%;
-        padding: 5px;
-      }
-    </style>
-  </head>
-  <body>
-    <div id="container"></div>
-    <div id="info">
-      <a href="http://threejs.org" target="_blank">three.js</a> - Skeletal Animation Blending
-      <br><br> Adjust blend weights to affect the animations that are currently playing.
-      <br> Cross fades (and warping) blend between 2 animations and end with a single animation.
-    </div>
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+			}
+		</style>
+	</head>
+	<body>
+		<div id="container"></div>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank">three.js</a> - Skeletal Animation Blending
+			<br><br> Adjust blend weights to affect the animations that are currently playing.
+			<br> Cross fades (and warping) blend between 2 animations and end with a single animation.
+		</div>
 
 
-    <script src="../build/Three.js"></script>
+		<script src="../build/Three.js"></script>
 
 
-    <script src="js/Detector.js"></script>
-    <script src="js/libs/stats.min.js"></script>
-    <script src="js/Controls/OrbitControls.js"></script>
-    <script src="js/BlendCharacter.js"></script>
-    <script src="js/BlendCharacterGui.js"></script>
-    <script src="js/libs/dat.gui.min.js"></script>
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+		<script src="js/Controls/OrbitControls.js"></script>
+		<script src="js/BlendCharacter.js"></script>
+		<script src="js/BlendCharacterGui.js"></script>
+		<script src="js/libs/dat.gui.min.js"></script>
 
 
-    <script>
+		<script>
 
 
-      if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
 
 
-      var container, stats;
+			var container, stats;
 
 
-      var blendMesh, camera, scene, renderer, controls;
+			var blendMesh, camera, scene, renderer, controls;
 
 
-      var clock = new THREE.Clock();
-      var gui = null;
+			var clock = new THREE.Clock();
+			var gui = null;
 
 
-      var isFrameStepping = false;
-      var timeToStep = 0;
+			var isFrameStepping = false;
+			var timeToStep = 0;
 
 
-      init();
+			init();
 
 
-      function init() {
+			function init() {
 
 
-        container = document.getElementById( 'container' );
+				container = document.getElementById( 'container' );
 
 
-        scene = new THREE.Scene();
-        scene.add ( new THREE.AmbientLight( 0xaaaaaa ) );
+				scene = new THREE.Scene();
+				scene.add ( new THREE.AmbientLight( 0xaaaaaa ) );
 
 
-        var light = new THREE.DirectionalLight( 0xffffff, 1.5 );
-        light.position = new THREE.Vector3( 0, 0, 1000.0 );
-        scene.add( light );
+				var light = new THREE.DirectionalLight( 0xffffff, 1.5 );
+				light.position = new THREE.Vector3( 0, 0, 1000.0 );
+				scene.add( light );
 
 
-        renderer = new THREE.WebGLRenderer( { antialias: true, alpha: false } );
-        renderer.setClearColor( '#777777', 1 );
-        renderer.setSize( window.innerWidth, window.innerHeight );
-        renderer.autoClear = true;
+				renderer = new THREE.WebGLRenderer( { antialias: true, alpha: false } );
+				renderer.setClearColor( '#777777', 1 );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.autoClear = true;
 
 
-        container.appendChild( renderer.domElement );
+				container.appendChild( renderer.domElement );
 
 
-        //
+				//
 
 
-        stats = new Stats();
-        stats.domElement.style.position = 'absolute';
-        stats.domElement.style.top = '0px';
-        container.appendChild( stats.domElement );
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
 
 
-        //
+				//
 
 
-        window.addEventListener( 'resize', onWindowResize, false );
+				window.addEventListener( 'resize', onWindowResize, false );
 
 
-        // listen for messages from the gui
-        window.addEventListener( 'start-animation', onStartAnimation );
-        window.addEventListener( 'stop-animation', onStopAnimation );
-        window.addEventListener( 'pause-animation', onPauseAnimation );
-        window.addEventListener( 'step-animation', onStepAnimation );
-        window.addEventListener( 'weight-animation', onWeightAnimation );
-        window.addEventListener( 'crossfade', onCrossfade );
-        window.addEventListener( 'warp', onWarp );
-        window.addEventListener( 'toggle-lock-camera', onLockCameraToggle );
-        window.addEventListener( 'toggle-show-bones', onShowBonesToggle );
+				// listen for messages from the gui
+				window.addEventListener( 'start-animation', onStartAnimation );
+				window.addEventListener( 'stop-animation', onStopAnimation );
+				window.addEventListener( 'pause-animation', onPauseAnimation );
+				window.addEventListener( 'step-animation', onStepAnimation );
+				window.addEventListener( 'weight-animation', onWeightAnimation );
+				window.addEventListener( 'crossfade', onCrossfade );
+				window.addEventListener( 'warp', onWarp );
+				window.addEventListener( 'toggle-lock-camera', onLockCameraToggle );
+				window.addEventListener( 'toggle-show-bones', onShowBonesToggle );
 
 
-        blendMesh = new THREE.BlendCharacter();
-        blendMesh.load( "models/skinned/marine/marine_anims.js", start );
+				blendMesh = new THREE.BlendCharacter();
+				blendMesh.load( "models/skinned/marine/marine_anims.js", start );
 
 
-      }
+			}
 
 
-      function onWindowResize() {
+			function onWindowResize() {
 
 
-        camera.aspect = window.innerWidth / window.innerHeight;
-        camera.updateProjectionMatrix();
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
 
 
-        renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setSize( window.innerWidth, window.innerHeight );
 
 
-      }
+			}
 
 
-      function onStartAnimation( event ) {
+			function onStartAnimation( event ) {
 
 
-        var data = event.detail;
+				var data = event.detail;
 
 
-        blendMesh.stopAll();
+				blendMesh.stopAll();
 
 
-        // the blend mesh will combine 1 or more animations
-        for ( var i = 0; i < data.anims.length; ++i ) {
+				// the blend mesh will combine 1 or more animations
+				for ( var i = 0; i < data.anims.length; ++i ) {
 
 
-          blendMesh.play(data.anims[i], data.weights[i]);
+					blendMesh.play(data.anims[i], data.weights[i]);
 
 
-        }
+				}
 
 
-        isFrameStepping = false;
+				isFrameStepping = false;
 
 
-      }
+			}
 
 
-      function onStopAnimation( event ) {
+			function onStopAnimation( event ) {
 
 
-        blendMesh.stopAll();
-        isFrameStepping = false;
+				blendMesh.stopAll();
+				isFrameStepping = false;
 
 
-      }
+			}
 
 
-      function onPauseAnimation( event ) {
+			function onPauseAnimation( event ) {
 
 
-        ( isFrameStepping ) ? blendMesh.unPauseAll(): blendMesh.pauseAll();
+				( isFrameStepping ) ? blendMesh.unPauseAll(): blendMesh.pauseAll();
 
 
-        isFrameStepping = false;
+				isFrameStepping = false;
 
 
-      }
+			}
 
 
-      function onStepAnimation( event ) {
+			function onStepAnimation( event ) {
 
 
-        blendMesh.unPauseAll();
-        isFrameStepping = true;
-        timeToStep = event.detail.stepSize;
-      }
+				blendMesh.unPauseAll();
+				isFrameStepping = true;
+				timeToStep = event.detail.stepSize;
+			}
 
 
-      function onWeightAnimation(event) {
+			function onWeightAnimation(event) {
 
 
-        var data = event.detail;
-        for ( var i = 0; i < data.anims.length; ++i ) {
+				var data = event.detail;
+				for ( var i = 0; i < data.anims.length; ++i ) {
 
 
-          blendMesh.applyWeight(data.anims[i], data.weights[i]);
+					blendMesh.applyWeight(data.anims[i], data.weights[i]);
 
 
-        }
+				}
 
 
-      }
+			}
 
 
-      function onCrossfade(event) {
+			function onCrossfade(event) {
 
 
-        var data = event.detail;
+				var data = event.detail;
 
 
-        blendMesh.stopAll();
-        blendMesh.crossfade( data.from, data.to, data.time );
+				blendMesh.stopAll();
+				blendMesh.crossfade( data.from, data.to, data.time );
 
 
-        isFrameStepping = false;
+				isFrameStepping = false;
 
 
-      }
+			}
 
 
-      function onWarp( event ) {
+			function onWarp( event ) {
 
 
-        var data = event.detail;
+				var data = event.detail;
 
 
-        blendMesh.stopAll();
-        blendMesh.warp( data.from, data.to, data.time );
+				blendMesh.stopAll();
+				blendMesh.warp( data.from, data.to, data.time );
 
 
-        isFrameStepping = false;
+				isFrameStepping = false;
 
 
-      }
+			}
 
 
 
 
-      function onLockCameraToggle( event ) {
+			function onLockCameraToggle( event ) {
 
 
-        var shouldLock = event.detail.shouldLock;
-        controls.enabled = !shouldLock;
+				var shouldLock = event.detail.shouldLock;
+				controls.enabled = !shouldLock;
 
 
-      }
+			}
 
 
-      function onShowBonesToggle( event ) {
+			function onShowBonesToggle( event ) {
 
 
-        var shouldShow = event.detail.shouldShow;
-        blendMesh.toggleShowBones( shouldShow );
+				var shouldShow = event.detail.shouldShow;
+				blendMesh.toggleShowBones( shouldShow );
 
 
-      }
+			}
 
 
-      function start() {
+			function start() {
 
 
-        blendMesh.rotation.y = Math.PI * -135 / 180;
-        scene.add( blendMesh );
+				blendMesh.rotation.y = Math.PI * -135 / 180;
+				scene.add( blendMesh );
 
 
-        var aspect = window.innerWidth / window.innerHeight;
-        var radius = blendMesh.geometry.boundingSphere.radius;
+				var aspect = window.innerWidth / window.innerHeight;
+				var radius = blendMesh.geometry.boundingSphere.radius;
 
 
-        camera = new THREE.PerspectiveCamera( 45, aspect, 1, 10000 );
-        camera.position.set( 0.0, radius, radius * 3.5 );
+				camera = new THREE.PerspectiveCamera( 45, aspect, 1, 10000 );
+				camera.position.set( 0.0, radius, radius * 3.5 );
 
 
-        controls = new THREE.OrbitControls( camera );
-        controls.target = new THREE.Vector3( 0, radius, 0 );
-        controls.update();
+				controls = new THREE.OrbitControls( camera );
+				controls.target = new THREE.Vector3( 0, radius, 0 );
+				controls.update();
 
 
-        // Set default weights
+				// Set default weights
 
 
-        blendMesh.animations[ 'idle' ].weight = 1 / 3;
-        blendMesh.animations[ 'walk' ].weight = 1 / 3;
-        blendMesh.animations[ 'run' ].weight = 1 / 3;
+				blendMesh.animations[ 'idle' ].weight = 1 / 3;
+				blendMesh.animations[ 'walk' ].weight = 1 / 3;
+				blendMesh.animations[ 'run' ].weight = 1 / 3;
 
 
-        gui = new BlendCharacterGui(blendMesh.animations);
+				gui = new BlendCharacterGui(blendMesh.animations);
 
 
-        animate();
-      }
+				animate();
+			}
 
 
-      function animate() {
+			function animate() {
 
 
-        requestAnimationFrame( animate, renderer.domElement );
+				requestAnimationFrame( animate, renderer.domElement );
 
 
-        // step forward in time based on whether we're stepping and scale
+				// step forward in time based on whether we're stepping and scale
 
 
-        var scale = gui.getTimeScale();
-        var delta = clock.getDelta();
-        var stepSize = (!isFrameStepping) ? delta * scale: timeToStep;
+				var scale = gui.getTimeScale();
+				var delta = clock.getDelta();
+				var stepSize = (!isFrameStepping) ? delta * scale: timeToStep;
 
 
-        // modify blend weights
+				// modify blend weights
 
 
-        blendMesh.update( stepSize );
-        gui.update();
+				blendMesh.update( stepSize );
+				gui.update();
 
 
-        THREE.AnimationHandler.update( stepSize );
+				THREE.AnimationHandler.update( stepSize );
 
 
-        renderer.render( scene, camera );
-        stats.update();
+				renderer.render( scene, camera );
+				stats.update();
 
 
-        // if we are stepping, consume time
-        // ( will equal step size next time a single step is desired )
+				// if we are stepping, consume time
+				// ( will equal step size next time a single step is desired )
 
 
-        timeToStep = 0;
+				timeToStep = 0;
 
 
-      }
+			}
 
 
-    </script>
+		</script>
 
 
-  </body>
+	</body>
 </html>
 </html>
 
 

+ 1 - 1
src/extras/animation/KeyFrameAnimation.js

@@ -137,7 +137,7 @@ THREE.KeyFrameAnimation.prototype.stop = function() {
 	// reset JIT matrix and remove cache
 	// reset JIT matrix and remove cache
 
 
 	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
 	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
-        
+		
 		var obj = this.hierarchy[ h ];
 		var obj = this.hierarchy[ h ];
 		var node = this.data.hierarchy[ h ];
 		var node = this.data.hierarchy[ h ];
 
 

+ 53 - 53
src/extras/helpers/SkeletonHelper.js

@@ -5,48 +5,48 @@
 
 
 THREE.SkeletonHelper = function ( skeleton, jointBoxSize, scaleRatio ) {
 THREE.SkeletonHelper = function ( skeleton, jointBoxSize, scaleRatio ) {
 
 
-  THREE.Object3D.call( this );
+	THREE.Object3D.call( this );
 
 
-  this.scaleRatio = ( scaleRatio !== undefined ) ? scaleRatio : 1;
-  this.skeleton = skeleton;
+	this.scaleRatio = ( scaleRatio !== undefined ) ? scaleRatio : 1;
+	this.skeleton = skeleton;
 
 
-  if ( jointBoxSize === undefined ) jointBoxSize = 1;
-  
-  var boxSize = jointBoxSize * this.scaleRatio;
+	if ( jointBoxSize === undefined ) jointBoxSize = 1;
+	
+	var boxSize = jointBoxSize * this.scaleRatio;
 
 
-  for ( var i = 0; i < skeleton.bones.length; ++i ) {
+	for ( var i = 0; i < skeleton.bones.length; ++i ) {
 
 
-    var bone = skeleton.bones[ i ];
-    var boxGeometry = new THREE.BoxGeometry( boxSize, boxSize, boxSize );
-    var boxMaterial = new THREE.MeshBasicMaterial();
+		var bone = skeleton.bones[ i ];
+		var boxGeometry = new THREE.BoxGeometry( boxSize, boxSize, boxSize );
+		var boxMaterial = new THREE.MeshBasicMaterial();
 
 
-    bone.helper = {};
-    bone.helper.box = new THREE.Mesh( boxGeometry, boxMaterial );
-    bone.helper.axes = new THREE.AxisHelper( jointBoxSize * 3 );
+		bone.helper = {};
+		bone.helper.box = new THREE.Mesh( boxGeometry, boxMaterial );
+		bone.helper.axes = new THREE.AxisHelper( jointBoxSize * 3 );
 
 
-    this.add( bone.helper.box );
-    this.add( bone.helper.axes );
+		this.add( bone.helper.box );
+		this.add( bone.helper.axes );
 
 
-    if ( bone.parent instanceof THREE.Bone ) {
+		if ( bone.parent instanceof THREE.Bone ) {
 
 
-      var lineMaterial = new THREE.LineBasicMaterial();
-      var lineGeometry = new THREE.Geometry();
+			var lineMaterial = new THREE.LineBasicMaterial();
+			var lineGeometry = new THREE.Geometry();
 
 
-      lineMaterial.vertexColors = true;
+			lineMaterial.vertexColors = true;
 
 
-      lineGeometry.vertices.push( new THREE.Vector3() );
-      lineGeometry.vertices.push( new THREE.Vector3() );
-      lineGeometry.colors.push( new THREE.Color( 1, 1, 0 ) );
-      lineGeometry.colors.push( new THREE.Color( 0, 0, 0 ) );
+			lineGeometry.vertices.push( new THREE.Vector3() );
+			lineGeometry.vertices.push( new THREE.Vector3() );
+			lineGeometry.colors.push( new THREE.Color( 1, 1, 0 ) );
+			lineGeometry.colors.push( new THREE.Color( 0, 0, 0 ) );
 
 
-      bone.helper.line = new THREE.Line( lineGeometry, lineMaterial );
-      this.add( bone.helper.line);
+			bone.helper.line = new THREE.Line( lineGeometry, lineMaterial );
+			this.add( bone.helper.line);
 
 
-    }
+		}
 
 
-  }
+	}
 
 
-  this.update();
+	this.update();
 };
 };
 
 
 
 
@@ -54,50 +54,50 @@ THREE.SkeletonHelper.prototype = Object.create( THREE.Object3D.prototype );
 
 
 THREE.SkeletonHelper.prototype.update = function () {
 THREE.SkeletonHelper.prototype.update = function () {
 
 
-  for ( var i = 0; i < this.skeleton.bones.length; ++i ) {
+	for ( var i = 0; i < this.skeleton.bones.length; ++i ) {
 
 
-    var bone = this.skeleton.bones[ i ];
+		var bone = this.skeleton.bones[ i ];
 
 
-    if ( this.visible && bone.parent instanceof THREE.Bone ) {
+		if ( this.visible && bone.parent instanceof THREE.Bone ) {
 
 
-      bone.skinMatrix.decompose( bone.helper.box.position, bone.helper.box.quaternion, bone.helper.box.scale );
-      bone.helper.box.position.multiplyScalar( this.scaleRatio );
+			bone.skinMatrix.decompose( bone.helper.box.position, bone.helper.box.quaternion, bone.helper.box.scale );
+			bone.helper.box.position.multiplyScalar( this.scaleRatio );
 
 
-      bone.helper.axes.quaternion = bone.helper.box.quaternion;
-      bone.helper.axes.position = bone.helper.box.position;
-      bone.helper.axes.scale = bone.helper.box.scale;
+			bone.helper.axes.quaternion = bone.helper.box.quaternion;
+			bone.helper.axes.position = bone.helper.box.position;
+			bone.helper.axes.scale = bone.helper.box.scale;
 
 
-      bone.helper.line.geometry.vertices[0].setFromMatrixPosition( bone.skinMatrix );
-      bone.helper.line.geometry.vertices[0].multiplyScalar( this.scaleRatio );
+			bone.helper.line.geometry.vertices[0].setFromMatrixPosition( bone.skinMatrix );
+			bone.helper.line.geometry.vertices[0].multiplyScalar( this.scaleRatio );
 
 
-      bone.helper.line.geometry.vertices[1].setFromMatrixPosition( bone.parent.skinMatrix );
-      bone.helper.line.geometry.vertices[1].multiplyScalar( this.scaleRatio );
+			bone.helper.line.geometry.vertices[1].setFromMatrixPosition( bone.parent.skinMatrix );
+			bone.helper.line.geometry.vertices[1].multiplyScalar( this.scaleRatio );
 
 
-      bone.helper.line.geometry.verticesNeedUpdate = true;
+			bone.helper.line.geometry.verticesNeedUpdate = true;
 
 
-    }
+		}
 
 
-  }
+	}
 
 
 };
 };
 
 
 THREE.SkeletonHelper.prototype.setVisible = function ( shouldBeVisible ) {
 THREE.SkeletonHelper.prototype.setVisible = function ( shouldBeVisible ) {
 
 
-  for ( var i = 0; i < this.skeleton.bones.length; ++i ) {
+	for ( var i = 0; i < this.skeleton.bones.length; ++i ) {
 
 
-    var bone = this.skeleton.bones[ i ];
-    if ( bone.helper ) {
+		var bone = this.skeleton.bones[ i ];
+		if ( bone.helper ) {
 
 
-      bone.helper.box.visible = shouldBeVisible;
-      bone.helper.axes.visible = shouldBeVisible;
+			bone.helper.box.visible = shouldBeVisible;
+			bone.helper.axes.visible = shouldBeVisible;
 
 
-      if ( bone.parent instanceof THREE.Bone ) {
+			if ( bone.parent instanceof THREE.Bone ) {
 
 
-         bone.helper.line.visible = shouldBeVisible;
+				 bone.helper.line.visible = shouldBeVisible;
 
 
-      }
+			}
 
 
-    }
+		}
 
 
-  }
+	}
 }
 }

+ 68 - 68
src/objects/Skeleton.js

@@ -6,96 +6,96 @@
 
 
 THREE.Skeleton = function ( boneList, useVertexTexture ) {
 THREE.Skeleton = function ( boneList, useVertexTexture ) {
 
 
-  this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
 
 
-  // init bones
+	// init bones
 
 
-  this.bones = [];
-  this.boneMatrices = [];
+	this.bones = [];
+	this.boneMatrices = [];
 
 
-  var bone, gbone, p, q, s;
+	var bone, gbone, p, q, s;
 
 
-  if ( boneList !== undefined ) {
+	if ( boneList !== undefined ) {
 
 
-    for ( var b = 0; b < boneList.length; ++b ) {
+		for ( var b = 0; b < boneList.length; ++b ) {
 
 
-      gbone = boneList[ b ];
+			gbone = boneList[ b ];
 
 
-      p = gbone.pos;
-      q = gbone.rotq;
-      s = gbone.scl;
+			p = gbone.pos;
+			q = gbone.rotq;
+			s = gbone.scl;
 
 
-      bone = this.addBone();
+			bone = this.addBone();
 
 
-      bone.name = gbone.name;
-      bone.position.set( p[0], p[1], p[2] );
-      bone.quaternion.set( q[0], q[1], q[2], q[3] );
+			bone.name = gbone.name;
+			bone.position.set( p[0], p[1], p[2] );
+			bone.quaternion.set( q[0], q[1], q[2], q[3] );
 
 
-      if ( s !== undefined ) {
+			if ( s !== undefined ) {
 
 
-        bone.scale.set( s[0], s[1], s[2] );
+				bone.scale.set( s[0], s[1], s[2] );
 
 
-      } else {
+			} else {
 
 
-        bone.scale.set( 1, 1, 1 );
+				bone.scale.set( 1, 1, 1 );
 
 
-      }
+			}
 
 
-    }
+		}
 
 
-    for ( var b = 0; b < boneList.length; ++b ) {
+		for ( var b = 0; b < boneList.length; ++b ) {
 
 
-      gbone = boneList[ b ];
+			gbone = boneList[ b ];
 
 
-      if ( gbone.parent !== -1 ) {
+			if ( gbone.parent !== -1 ) {
 
 
-        this.bones[ gbone.parent ].add( this.bones[ b ] );
+				this.bones[ gbone.parent ].add( this.bones[ b ] );
 
 
-      }
+			}
 
 
-    }
+		}
 
 
-    //
+		//
 
 
-    var nBones = this.bones.length;
+		var nBones = this.bones.length;
 
 
-    if ( this.useVertexTexture ) {
+		if ( this.useVertexTexture ) {
 
 
-      // layout (1 matrix = 4 pixels)
-      //  RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
-      //  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
-      //     16x16 pixel texture max   64 bones (16 * 16 / 4)
-      //     32x32 pixel texture max  256 bones (32 * 32 / 4)
-      //     64x64 pixel texture max 1024 bones (64 * 64 / 4)
+			// layout (1 matrix = 4 pixels)
+			//  RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
+			//     16x16 pixel texture max   64 bones (16 * 16 / 4)
+			//     32x32 pixel texture max  256 bones (32 * 32 / 4)
+			//     64x64 pixel texture max 1024 bones (64 * 64 / 4)
 
 
-      var size;
+			var size;
 
 
-      if ( nBones > 256 )
-        size = 64;
-      else if ( nBones > 64 )
-        size = 32;
-      else if ( nBones > 16 )
-        size = 16;
-      else
-        size = 8;
+			if ( nBones > 256 )
+				size = 64;
+			else if ( nBones > 64 )
+				size = 32;
+			else if ( nBones > 16 )
+				size = 16;
+			else
+				size = 8;
 
 
-      this.boneTextureWidth = size;
-      this.boneTextureHeight = size;
+			this.boneTextureWidth = size;
+			this.boneTextureHeight = size;
 
 
-      this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
-      this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
-      this.boneTexture.minFilter = THREE.NearestFilter;
-      this.boneTexture.magFilter = THREE.NearestFilter;
-      this.boneTexture.generateMipmaps = false;
-      this.boneTexture.flipY = false;
+			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+			this.boneTexture.minFilter = THREE.NearestFilter;
+			this.boneTexture.magFilter = THREE.NearestFilter;
+			this.boneTexture.generateMipmaps = false;
+			this.boneTexture.flipY = false;
 
 
-    } else {
+		} else {
 
 
-      this.boneMatrices = new Float32Array( 16 * nBones );
+			this.boneMatrices = new Float32Array( 16 * nBones );
 
 
-    }
+		}
 
 
-  }
+	}
 
 
 };
 };
 
 
@@ -105,31 +105,31 @@ THREE.Skeleton.prototype = Object.create( THREE.Mesh.prototype );
 
 
 THREE.Skeleton.prototype.addBone = function( bone ) {
 THREE.Skeleton.prototype.addBone = function( bone ) {
 
 
-  if ( bone === undefined ) {
+	if ( bone === undefined ) {
 
 
-    bone = new THREE.Bone( this );
+		bone = new THREE.Bone( this );
 
 
-  }
+	}
 
 
-  this.bones.push( bone );
+	this.bones.push( bone );
 
 
-  return bone;
+	return bone;
 
 
 };
 };
 
 
 
 
 THREE.Skeleton.prototype.calculateInverses = function( bone ) {
 THREE.Skeleton.prototype.calculateInverses = function( bone ) {
 
 
-  this.boneInverses = [];
+	this.boneInverses = [];
 
 
-  for ( var b = 0, bl = this.bones.length; b < bl; ++b ) {
+	for ( var b = 0, bl = this.bones.length; b < bl; ++b ) {
 
 
-    var inverse = new THREE.Matrix4();
+		var inverse = new THREE.Matrix4();
 
 
-    inverse.getInverse( this.bones[ b ].skinMatrix );
+		inverse.getInverse( this.bones[ b ].skinMatrix );
 
 
-    this.boneInverses.push( inverse );
+		this.boneInverses.push( inverse );
 
 
-  }
+	}
 
 
 };
 };