Explorar o código

Example: Clean up

Mugen87 %!s(int64=6) %!d(string=hai) anos
pai
achega
e7ce357b79

+ 3 - 3
examples/js/geometries/LightningStrike.js

@@ -532,7 +532,7 @@ THREE.LightningStrike.prototype.fillMesh = function ( time ) {
 
 };
 
-THREE.LightningStrike.prototype.addNewSubray = function ( rayParameters ) {
+THREE.LightningStrike.prototype.addNewSubray = function ( /*rayParameters*/ ) {
 
 	return this.subrays[ this.numSubrays ++ ];
 
@@ -784,7 +784,7 @@ THREE.LightningStrike.prototype.createTriangleVerticesWithUVs = function ( pos,
 
 };
 
-THREE.LightningStrike.prototype.createPrismFaces = function ( vertex, index ) {
+THREE.LightningStrike.prototype.createPrismFaces = function ( vertex/*, index*/ ) {
 
 	var indices = this.indices;
 	var vertex = this.currentVertex - 6;
@@ -831,7 +831,7 @@ THREE.LightningStrike.prototype.createDefaultSubrayCreationCallbacks = function
 		var childSubraySeed = random1() * ( currentCycle + 1 );
 
 		var isActive = phase % period <= dutyCycle * period;
-		
+
 		var probability = 0;
 
 		if ( isActive ) {

+ 0 - 2
examples/js/utils/SkeletonUtils.js

@@ -2,8 +2,6 @@
  * @author sunag / http://www.sunag.com.br
  */
 
-'use strict';
-
 THREE.SkeletonUtils = {
 
 	retarget: function () {

+ 4 - 5
examples/jsm/geometries/LightningStrike.js

@@ -7,7 +7,7 @@
  * Usage
  *
  * var myRay = new LightningStrike( paramsObject );
- * var myRayMesh = new Mesh( myRay, myMaterial );
+ * var myRayMesh = new THREE.Mesh( myRay, myMaterial );
  * scene.add( myRayMesh );
  * ...
  * myRay.update( currentTime );
@@ -105,7 +105,6 @@ import {
 	BufferGeometry,
 	Float32BufferAttribute,
 	Math as _Math,
-	Mesh,
 	Uint32BufferAttribute,
 	Vector3
 } from "../../../build/three.module.js";
@@ -542,7 +541,7 @@ LightningStrike.prototype.fillMesh = function ( time ) {
 
 };
 
-LightningStrike.prototype.addNewSubray = function ( rayParameters ) {
+LightningStrike.prototype.addNewSubray = function ( /*rayParameters*/ ) {
 
 	return this.subrays[ this.numSubrays ++ ];
 
@@ -794,7 +793,7 @@ LightningStrike.prototype.createTriangleVerticesWithUVs = function ( pos, up, fo
 
 };
 
-LightningStrike.prototype.createPrismFaces = function ( vertex, index ) {
+LightningStrike.prototype.createPrismFaces = function ( vertex/*, index*/ ) {
 
 	var indices = this.indices;
 	var vertex = this.currentVertex - 6;
@@ -841,7 +840,7 @@ LightningStrike.prototype.createDefaultSubrayCreationCallbacks = function () {
 		var childSubraySeed = random1() * ( currentCycle + 1 );
 
 		var isActive = phase % period <= dutyCycle * period;
-		
+
 		var probability = 0;
 
 		if ( isActive ) {

+ 1 - 2
examples/jsm/objects/LightningStorm.js

@@ -37,7 +37,7 @@
  *
  * @param {Object} lightningParameters The parameters for created rays. See LightningStrike (geometry)
  *
- * @param {Material} lightningMaterial The Material used for the created rays.
+ * @param {Material} lightningMaterial The THREE.Material used for the created rays.
  *
  * @param {function} onRayPosition Optional callback with two Vector3 parameters (source, dest). You can set here the start and end points for each created ray, using the standard size, minHeight, etc parameters and other values in your algorithm.
  *
@@ -47,7 +47,6 @@
 */
 
 import {
-	Material,
 	Math as _Math,
 	Mesh,
 	MeshBasicMaterial,

+ 0 - 2
examples/jsm/utils/SkeletonUtils.js

@@ -15,8 +15,6 @@ import {
 	VectorKeyframeTrack
 } from "../../../build/three.module.js";
 
-'use strict';
-
 var SkeletonUtils = {
 
 	retarget: function () {

+ 4 - 8
examples/webgl_animation_multiple.html

@@ -156,13 +156,9 @@
 
 								var mixer = startAnimation( clonedMesh, model.animations, u.animationName );
 
-								if ( mixer ) {
-
-									// Save the animation mixer in the list, will need it in the animation loop
-									mixers.push( mixer );
-									numSuccess ++;
-
-								}
+								// Save the animation mixer in the list, will need it in the animation loop
+								mixers.push( mixer );
+								numSuccess ++;
 
 							}
 
@@ -281,7 +277,7 @@
 
 					console.log( "Done loading model", model.name );
 
-					onLoaded( model );
+					onLoaded();
 
 				} );
 

+ 1 - 2
examples/webgl_helpers.html

@@ -19,7 +19,7 @@
 
 			var scene, renderer;
 			var camera, light;
-			var fnh, vnh;
+			var vnh;
 
 			init();
 			animate();
@@ -126,7 +126,6 @@
 				light.position.y = Math.cos( time * 1.5 ) * 400;
 				light.position.z = Math.cos( time * 1.3 ) * 300;
 
-				if ( fnh ) fnh.update();
 				if ( vnh ) vnh.update();
 
 				renderer.render( scene, camera );

+ 2 - 2
utils/modularize.js

@@ -54,7 +54,7 @@ var files = [
 	{ path: 'geometries/BoxLineGeometry.js', dependencies: [], ignoreList: [] },
 	{ path: 'geometries/ConvexGeometry.js', dependencies: [ { name: 'ConvexHull', path: 'math/ConvexHull.js' } ], ignoreList: [] },
 	{ path: 'geometries/DecalGeometry.js', dependencies: [], ignoreList: [] },
-	{ path: 'geometries/LightningStrike.js', dependencies: [ { name: 'SimplexNoise', path: 'math/SimplexNoise.js' } ], ignoreList: [] },
+	{ path: 'geometries/LightningStrike.js', dependencies: [ { name: 'SimplexNoise', path: 'math/SimplexNoise.js' } ], ignoreList: [ 'Mesh' ] },
 	{ path: 'geometries/ParametricGeometries.js', dependencies: [], ignoreList: [] },
 	{ path: 'geometries/TeapotBufferGeometry.js', dependencies: [], ignoreList: [] },
 
@@ -143,7 +143,7 @@ var files = [
 
 	{ path: 'objects/Fire.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Lensflare.js', dependencies: [], ignoreList: [] },
-	{ path: 'objects/LightningStorm.js', dependencies: [ { name: 'LightningStrike', path: 'geometries/LightningStrike.js' } ], ignoreList: [] },
+	{ path: 'objects/LightningStorm.js', dependencies: [ { name: 'LightningStrike', path: 'geometries/LightningStrike.js' } ], ignoreList: [ 'Material' ] },
 	{ path: 'objects/MarchingCubes.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Reflector.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Refractor.js', dependencies: [], ignoreList: [] },