Browse Source

Global: Remove more broken links. (#23037)

Michael Herzog 3 years ago
parent
commit
c5adbae9eb

+ 1 - 1
docs/manual/ar/buildTools/Testing-with-NPM.html

@@ -123,7 +123,7 @@ $ npm install three --save-dev
 							<code>
  $ npm install [email protected] --save
 							</code>
-							(0.84.0 في هذا المثال). - حفظ يجعل هذا تبعية لهذا المشروع ، بدلاً من dev تبعية. انظر المستندات هنا [link:https://www.npmjs.org/doc/json.html here] لمزيد من المعلومات.
+							(0.84.0 في هذا المثال). - حفظ يجعل هذا تبعية لهذا المشروع ، بدلاً من dev تبعية. انظر المستندات هنا [link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json here] لمزيد من المعلومات.
 						</li>
 					</ul>
 				</li>

+ 1 - 1
docs/manual/en/buildTools/Testing-with-NPM.html

@@ -135,7 +135,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
 							(0.84.0 in this example). --save makes this a dependency of this project, rather than
-							dev dependency. See the docs [link:https://www.npmjs.org/doc/json.html here] for more info.
+							dev dependency. See the docs [link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json here] for more info.
 						</li>
 					</ul>
 				</li>

+ 2 - 2
docs/manual/ja/buildTools/Testing-with-NPM.html

@@ -116,7 +116,7 @@ $ npm install three --save-dev
 							</code> こうすると使用可能なバージョンが分かります。npmに使用したいバージョンを伝えましょう。
                         <code>
  $ npm install [email protected] --save
-							</code> (この例では0.84.0をインストールしています)。--saveは、これをdevの依存関係ではなく、このプロジェクトの依存関係にします。詳しくは、ドキュメント([link:https://www.npmjs.org/doc/json.html here])をご覧ください。
+							</code> (この例では0.84.0をインストールしています)。--saveは、これをdevの依存関係ではなく、このプロジェクトの依存関係にします。詳しくは、ドキュメント([link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json here])をご覧ください。
                     </li>
                 </ul>
             </li>
@@ -229,4 +229,4 @@ if (typeof require === 'function') // test for nodejs environment
 
 </body>
 
-</html>
+</html>

+ 5 - 5
docs/manual/ko/buildTools/Testing-with-NPM.html

@@ -10,7 +10,7 @@
 		<h1>NPM 테스트([name])</h1>
 
 		<p class="desc">
-            이 문서에서는 [link:https://nodejs.org/en/ node.js] 환경에서 three.js를 사용해 자동 테스트를 진행해보는 방법을 알려드립니다. 
+            이 문서에서는 [link:https://nodejs.org/en/ node.js] 환경에서 three.js를 사용해 자동 테스트를 진행해보는 방법을 알려드립니다.
             테스트는 커맨드 라인으로 실행이 가능하며 [link:https://travis-ci.org/ Travis]같은 CI 툴을 통해 자동으로 실행이 가능합니다.
 		</p>
 
@@ -87,7 +87,7 @@ $ npm test
 $ npm install mocha --save-dev
 					</code>
                     node_modules/이 생성되어 있고 파일들이 있어야 합니다.
-                    그리고 package.json의 내용이 업데이트 되었는지도 확인해봐야 합니다. 
+                    그리고 package.json의 내용이 업데이트 되었는지도 확인해봐야 합니다.
                     --save-dev를 통해 devDependencies 속성에 업데이트가 되어있어야 합니다.
 				</li><br />
 
@@ -131,7 +131,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
                             (이 예제에서는 0.84.0 버전을 사용했습니다.). --save 는 dev 설정이 아닌 이 프로젝트의 의존성으로 추가하는 명령어입니다.
-                            여기([link:https://www.npmjs.org/doc/json.html link])에서 더 많은 내용을 확인하세요.
+                            여기([link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json link])에서 더 많은 내용을 확인하세요.
 						</li>
 					</ul>
 				</li>
@@ -185,7 +185,7 @@ The THREE object should be able to construct a Vector3 with default of x=0: 0ms
 				</li>
 
 				<li>
-                    nodeJS에서 알아볼 수 있는, require를 사용해 기능들을 내보내기 하세요. 
+                    nodeJS에서 알아볼 수 있는, require를 사용해 기능들을 내보내기 하세요.
                     여기([link:https://github.com/air/encounter/blob/master/js/Physics.js link])를 참고하세요.
 				</li>
 
@@ -247,4 +247,4 @@ if (typeof require === 'function') // nodejs 환경 테스트
 		</div>
 
 	</body>
-</html>
+</html>

+ 1 - 1
docs/manual/zh/buildTools/Testing-with-NPM.html

@@ -130,7 +130,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
 							(例子中用的是0.84.0)。 --save 指令将此加入项目的dependency而不是dev dependency。
-							更多信息请参阅<a href="https://www.npmjs.org/doc/json.html">这份文档</a>。
+							更多信息请参阅<a href="https://docs.npmjs.com/cli/v8/configuring-npm/package-json">这份文档</a>。
 						</li>
 					</ul>
 				</li>

+ 0 - 1
examples/js/animation/CCDIKSolver.js

@@ -145,7 +145,6 @@
 					}
 
 					angle = math.acos( angle ); // skip if changing angle is too small to prevent vibration of bone
-					// Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 
 					if ( angle < 1e-5 ) continue;
 

+ 0 - 1
examples/js/animation/MMDPhysics.js

@@ -1086,7 +1086,6 @@
 
 				for ( let i = 0; i < 6; i ++ ) {
 
-					// this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 					constraint.setParam( 2, 0.475, i );
 
 				}

+ 1 - 7
examples/js/effects/AsciiEffect.js

@@ -49,13 +49,7 @@
 
 			};
 
-			this.domElement = domElement; // Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js
-
-			/*
-    * jsAscii 0.1
-    * Copyright (c) 2008 Jacob Seidelin, [email protected], http://blog.nihilogic.dk/
-    * MIT License [http://www.nihilogic.dk/licenses/mit-license.txt]
-    */
+			this.domElement = domElement; // Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js (MIT License)
 
 			function initAsciiSize() {
 

+ 0 - 1
examples/js/loaders/MMDLoader.js

@@ -287,7 +287,6 @@
 	/*
 	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
 	 * We don't need to request external toon image files.
-	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 	 */
 
 

+ 0 - 1
examples/jsm/animation/CCDIKSolver.js

@@ -149,7 +149,6 @@ class CCDIKSolver {
 				angle = math.acos( angle );
 
 				// skip if changing angle is too small to prevent vibration of bone
-				// Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 				if ( angle < 1e-5 ) continue;
 
 				if ( ik.minAngle !== undefined && angle < ik.minAngle ) {

+ 0 - 1
examples/jsm/animation/MMDPhysics.js

@@ -1203,7 +1203,6 @@ class Constraint {
 
 			for ( let i = 0; i < 6; i ++ ) {
 
-				// this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 				constraint.setParam( 2, 0.475, i );
 
 			}

+ 1 - 7
examples/jsm/effects/AsciiEffect.js

@@ -56,13 +56,7 @@ class AsciiEffect {
 		this.domElement = domElement;
 
 
-		// Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js
-
-		/*
-		* jsAscii 0.1
-		* Copyright (c) 2008 Jacob Seidelin, [email protected], http://blog.nihilogic.dk/
-		* MIT License [http://www.nihilogic.dk/licenses/mit-license.txt]
-		*/
+		// Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js (MIT License)
 
 		function initAsciiSize() {
 

+ 0 - 1
examples/jsm/loaders/MMDLoader.js

@@ -357,7 +357,6 @@ class MMDLoader extends Loader {
 /*
 	 * base64 encoded defalut toon textures toon00.bmp - toon10.bmp.
 	 * We don't need to request external toon image files.
-	 * This idea is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 	 */
 const DEFAULT_TOON_TEXTURES = [
 	'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAL0lEQVRYR+3QQREAAAzCsOFfNJPBJ1XQS9r2hsUAAQIECBAgQIAAAQIECBAgsBZ4MUx/ofm2I/kAAAAASUVORK5CYII=',

+ 1 - 2
examples/textures/matcaps/matcap-porcelain-white.txt

@@ -1,5 +1,4 @@
 
 matcap-porcelain-white.jpg courtesy of Milos Paripovic
 
-https://milosparipovic.com/blog/matcaps-collection
-
+https://web.archive.org/web/20160917232238/http://milosparipovic.com/blog/matcaps-collection/

+ 9 - 9
manual/en/voxel-geometry.html

@@ -28,7 +28,7 @@ a 256x256x256 cube of voxels.</p>
 <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cellSize = 256;
 const cell = new Uint8Array(cellSize * cellSize * cellSize);
 </pre>
-<p>I then made a single layer with a kind of hills of 
+<p>I then made a single layer with a kind of hills of
 sine waves like this</p>
 <pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y &lt; cellSize; ++y) {
   for (let z = 0; z &lt; cellSize; ++z) {
@@ -77,7 +77,7 @@ the problem is there are just way too many objects. 256x256
 is 65536 boxes!</p>
 <p>Using <a href="rendering-on-demand.html">the technique of merging the geometry</a>
 will fix the issue for this example but what if instead of just making
-a single layer we filled in everything below the ground with voxel. 
+a single layer we filled in everything below the ground with voxel.
 In other words change the loop filling in the voxels to this</p>
 <pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (let y = 0; y &lt; cellSize; ++y) {
   for (let z = 0; z &lt; cellSize; ++z) {
@@ -124,7 +124,7 @@ if nothing else in much of the space nothing is there so that's a lot of wasted
 memory. It's also a huge number of voxels, 16 million! That's too much to
 consider at once.</p>
 <p>A solution is to divide the area into smaller areas.
-Any area that has nothing in it needs no storage. Let's use 
+Any area that has nothing in it needs no storage. Let's use
 32x32x32 areas (that's 32k) and only create an area if something is in it.
 We'll call one of these larger 32x32x32 areas a "cell".</p>
 <p>Let's break this into pieces. First let's make a class to manage the voxel data.</p>
@@ -134,7 +134,7 @@ We'll call one of these larger 32x32x32 areas a "cell".</p>
   }
 }
 </pre>
-<p>Let's make the function that makes geometry for a cell. 
+<p>Let's make the function that makes geometry for a cell.
 Let's assume you pass in a cell position.
 In other words if you want the geometry for the cell that covers voxels (0-31x, 0-31y, 0-31z)
 then you'd pass in 0,0,0. For the cell that covers voxels (32-63x, 0-31y, 0-31z) you'd
@@ -1072,13 +1072,13 @@ At the end we update the attributes and indices with the new data.</p>
 <p></p>
 <p>Some notes:</p>
 <p><code class="notranslate" translate="no">RayCaster</code> might have worked just fine. I didn't try it.
-Instead I found <a href="http://www.cse.chalmers.se/edu/year/2010/course/TDA361/grid.pdf">a voxel specific raycaster</a>.
+Instead I found <a href="https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf">a voxel specific raycaster</a>.
 that is optimized for voxels.</p>
 <p>I made <code class="notranslate" translate="no">intersectRay</code> part of VoxelWorld because it seemed
 like if it gets too slow we could raycast against cells
 before raycasting on voxels as a simple speed up if it becomes
 too slow.</p>
-<p>You might want to change the length of the raycast 
+<p>You might want to change the length of the raycast
 as currently it's all the way to Z-far. I expect if the
 user clicks something too far way they don't really want
 to be placing blocks on the other side of the world that
@@ -1086,7 +1086,7 @@ are 1 or 2 pixel large.</p>
 <p>Calling <code class="notranslate" translate="no">geometry.computeBoundingSphere</code> might be slow.
 We could just manually set the bounding sphere to the fit
 the entire cell.</p>
-<p>Do we want remove cells if all voxels in that cell are 0? 
+<p>Do we want remove cells if all voxels in that cell are 0?
 That would probably be reasonable change if we wanted to ship this.</p>
 <p>Thinking about how this works it's clear the absolute
 worst case is a checkerboard of on and off voxels. I don't
@@ -1115,11 +1115,11 @@ to generate some what efficient geometry.</p>
         </div>
       </div>
     </div>
-  
+
   <script src="/manual/resources/prettify.js"></script>
   <script src="/manual/resources/lesson.js"></script>
 
 
 
 
-</body></html>
+</body></html>

+ 1 - 2
manual/examples/voxel-geometry-culled-faces-ui.html

@@ -189,7 +189,7 @@ class VoxelWorld {
   }
 
     // from
-    // http://www.cse.chalmers.se/edu/year/2010/course/TDA361/grid.pdf
+    // https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf
     intersectRay(start, end) {
     let dx = end.x - start.x;
     let dy = end.y - start.y;
@@ -584,4 +584,3 @@ function main() {
 main();
 </script>
 </html>
-

+ 3 - 3
manual/ko/voxel-geometry.html

@@ -983,7 +983,7 @@ function updateCellGeometry(x, y, z) {
 
 <p></p>
 <p>참고:</p>
-<p>예제의 방법 대신 <code class="notranslate" translate="no">RayCaster</code>를 써도 괜찮은 결과가 나올 수 있습니다. 따로 테스트를 해보진 않았지만, 대신 <a href="http://www.cse.chalmers.se/edu/year/2010/course/TDA361/grid.pdf">복셀에 최적화된 raycaster</a>를 찾아 이걸 적용했습니다.</p>
+<p>예제의 방법 대신 <code class="notranslate" translate="no">RayCaster</code>를 써도 괜찮은 결과가 나올 수 있습니다. 따로 테스트를 해보진 않았지만, 대신 <a href="https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.42.3443&rep=rep1&type=pdf">복셀에 최적화된 raycaster</a>를 찾아 이걸 적용했습니다.</p>
 <p><code class="notranslate" translate="no">intersectRay</code>를 VoxelWorld의 메서드로 만든 건 성능 때문입니다. 복셀 단위로 체크하는 게 너무 느릴 경우 cell 단위로 먼저 체크해 성능을 좀 더 높혀보려는 계획이었죠.</p>
 <p>현재 raycaster의 길이는 z-far까지인데, 이 값을 바꿔도 됩니다. 이건 제가 예제를 만들 때 1-2픽셀 정도로 보이는 먼 곳에는 복셀을 만들 일이 없다고 생각했기 때문이니까요.</p>
 <p><code class="notranslate" translate="no">geometry.computeBoundingSphere</code> 메서드의 성능은 다소 느릴 수 있습니다. 이 경우 cell을 전부 포함하는 경계 구체를 직접 만들 수 있죠.</p>
@@ -998,11 +998,11 @@ function updateCellGeometry(x, y, z) {
         </div>
       </div>
     </div>
-  
+
   <script src="/manual/resources/prettify.js"></script>
   <script src="/manual/resources/lesson.js"></script>
 
 
 
 
-</body></html>
+</body></html>