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2 changes: 1 addition & 1 deletion docs/api/en/audio/AudioAnalyser.html
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
<h1>[name]</h1>

<p class="desc">
Create a AudioAnalyser object, which uses an
Create an AudioAnalyser object, which uses an
[link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode] to analyse audio data.<br /><br />

This uses the
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2 changes: 1 addition & 1 deletion docs/api/it/core/BufferAttribute.html
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Expand Up @@ -28,7 +28,7 @@ <h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean n
dove numVertices è il numero di vertici della [page:BufferGeometry BufferGeometry] associata.<br /><br />

[page:Integer itemSize] -- il numero di valori dell'array che deve essere associato ad un particolare vertice.
Per esempio, se questo atttibuto memorizza un vettore a 3 componenti (come posizione, normale o colore),
Per esempio, se questo attributo memorizza un vettore a 3 componenti (come posizione, normale o colore),
itemSize dovrebbe essere 3.<br /><br />

[page:Boolean normalized] -- (opzionale) Si applica solo ai dati interi. Indica il modo in cui i dati sottostanti
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2 changes: 1 addition & 1 deletion docs/api/it/core/InterleavedBuffer.html
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Expand Up @@ -85,7 +85,7 @@ <h3>[method:this copyAt]( [param:Integer index1], [param:InterleavedBuffer attri
<h3>[method:this set]( [param:TypedArray value], [param:Integer offset] ) </h3>
<p>
value - L'array (tipizzato) di origine.<br/>
offset - L'offset nell'array di destinazione in corrrispondenza del quale iniziare a scrivere i valori dall'array di origine. L'impostazione predefinita è `0`.<br/><br />
offset - L'offset nell'array di destinazione in corrispondenza del quale iniziare a scrivere i valori dall'array di origine. L'impostazione predefinita è `0`.<br/><br />

Memorizza più valori nel buffer, leggendo valori di input dall'array specificato.
</p>
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2 changes: 1 addition & 1 deletion editor/js/libs/tern-threejs/threejs.js
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Expand Up @@ -3557,7 +3557,7 @@
},
"clampPoint": {
"!type": "fn(point: +THREE.Vector3, optionalTarget: +THREE.Vector3) -> +THREE.Vector3",
"!doc": "Clamps a point within the sphere. If the point is is outside the sphere, it will clamp it to the closets point on the edge of the sphere."
"!doc": "Clamps a point within the sphere. If the point is outside the sphere, it will clamp it to the closets point on the edge of the sphere."
},
"translate": {
"!type": "fn(offset: +THREE.Vector3) -> +THREE.Sphere",
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2 changes: 1 addition & 1 deletion examples/jsm/effects/AsciiEffect.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/**
* A class that creates a ASCII effect.
* A class that creates an ASCII effect.
*
* The ASCII generation is based on [jsascii]{@link https://github.com/hassadee/jsascii/blob/master/jsascii.js}.
*/
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4 changes: 2 additions & 2 deletions examples/jsm/loaders/BVHLoader.js
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Expand Up @@ -384,11 +384,11 @@ class BVHLoader extends Loader {
}

/*
builds a AnimationClip from the keyframe data saved in each bone.
builds an AnimationClip from the keyframe data saved in each bone.

bone: bvh root node

returns: a AnimationClip containing position and quaternion tracks
returns: an AnimationClip containing position and quaternion tracks
*/
function toTHREEAnimation( bones ) {

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4 changes: 2 additions & 2 deletions examples/jsm/loaders/FBXLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -1039,7 +1039,7 @@ class FBXTreeParser {
skeleton.bones[ i ] = bone;

// In cases where a bone is shared between multiple meshes
// duplicate the bone here and and it as a child of the first bone
// duplicate the bone here and add it as a child of the first bone
if ( subBone !== null ) {

bone.add( subBone );
Expand Down Expand Up @@ -2763,7 +2763,7 @@ class AnimationParser {
}

// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
// hierarchy. Each Stack node will be used to create a AnimationClip
// hierarchy. Each Stack node will be used to create an AnimationClip
parseAnimStacks( layersMap ) {

const rawStacks = fbxTree.Objects.AnimationStack;
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10 changes: 5 additions & 5 deletions examples/models/ldraw/officialLibrary/Readme.txt
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Expand Up @@ -3,7 +3,7 @@ LDraw Readme File
Welcome to LDraw

This short readme file explains what files and subdirectories are present in
your LDraw installation, described the LDraw library structure and and has links
your LDraw installation, described the LDraw library structure and has links
to some sites on the internet where you can find help and further information.

* LDraw program directory contents
Expand Down Expand Up @@ -35,18 +35,18 @@ to some sites on the internet where you can find help and further information.
There are two sample model .dat files installed for you
to look at - Car.dat and Pyramid.dat.
\P\ - This directory is where parts primitives are located.
Parts primitives are tyically highly reusable components
Parts primitives are typically highly reusable components
used by the part files in the LDraw library.
\P\48\ - This directory is where high resolution parts primitives
are located. These are typically used for large curved
parts where excessive scaling of the regular curved
primitives would produce an undesriable result.
primitives would produce an undesirable result.
\PARTS\ - This directory holds all the actual parts that can be used
in creating or rendering your models. A list of these
parts can be seen by viewing the parts.lst file.
\PARTS\S\ - This directory holds sub-parts that are used by the LDraw
parts to optimise file size and improve parts development
efficiancy.
efficiency.

--------------------------------------------------------------------------------
* LDraw library structure:
Expand All @@ -57,7 +57,7 @@ to some sites on the internet where you can find help and further information.
authors have agreed to the Contributor Agreement, allowing
their work to be re-distributed. Full details of this
agreement can be found in the CAreadme.txt and
CAlicense.txt files in the same diectory as this file.
CAlicense.txt files in the same directory as this file.
This download is restricted to generic colour versions of
each part and does not contain duplicate copies of part
files where different numbers have been used for the same
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2 changes: 1 addition & 1 deletion manual/en/debugging-javascript.html
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Expand Up @@ -42,7 +42,7 @@ <h2 id="learn-your-browser-s-developer-tools">Learn your Browser's Developer Too
<a href="https://developer.mozilla.org/en-US/docs/Tools">Firefox</a>,
<a href="https://developer.apple.com/safari/tools/">Safari</a>,
<a href="https://docs.microsoft.com/en-us/microsoft-edge/devtools-guide">Edge</a>.</p>
<p>In Chrome you can click the the <code class="notranslate" translate="no">⋮</code> icon, pick More Tools-&gt;Developer Tools
<p>In Chrome you can click the <code class="notranslate" translate="no">⋮</code> icon, pick More Tools-&gt;Developer Tools
to get to the developer tools. A keyboard shortcut is also shown there.</p>
<div class="threejs_center"><img class="border" src="../resources/images/devtools-chrome.jpg" style="width: 789px;"></div>

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2 changes: 1 addition & 1 deletion manual/en/load-obj.html
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Expand Up @@ -327,7 +327,7 @@ <h1>Loading a .OBJ File</h1>
<div class="threejs_center"><img style="width: 600px;" src="../resources/images/camera-fit-scene.svg"></div>

<p>You can see on the left is the camera and the blue frustum is projecting out in
front of it. We just computed the box that contains the the windmill. We need to
front of it. We just computed the box that contains the windmill. We need to
compute how far way the camera should be from the box so that the box appears
inside the frustum.</p>
<p>Using basic <em>right triangle</em> trigonometry and <a href="https://www.google.com/search?q=SOHCAHTOA">SOHCAHTOA</a>,
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2 changes: 1 addition & 1 deletion manual/en/multiple-scenes.html
Original file line number Diff line number Diff line change
Expand Up @@ -223,7 +223,7 @@ <h2 id="syncing-up">Syncing up</h2>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
+scene.background = new THREE.Color('red');
</pre>
<p>And if we <a href="../examples/multiple-scenes-v2.html" target="_blank">quickly scroll up and down</a> we'll see the issue. Here's a animation of scrolling slowed down by 10x.</p>
<p>And if we <a href="../examples/multiple-scenes-v2.html" target="_blank">quickly scroll up and down</a> we'll see the issue. Here's an animation of scrolling slowed down by 10x.</p>
<div class="threejs_center"><img class="border" src="../resources/images/multi-view-skew.gif"></div>

<p>We can switch to a different method which has a different tradeoff. We'll switch the canvas's CSS from <code class="notranslate" translate="no">position: fixed</code> to <code class="notranslate" translate="no">position: absolute</code>. </p>
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2 changes: 1 addition & 1 deletion manual/en/webxr-point-to-select.html
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ <h1>VR - 3DOF Point to Select</h1>
<p>As for the actual implementation of <code class="notranslate" translate="no">ControllerPickHelper</code>, first we need
to add the VR controller objects to the scene and to those add some 3D lines
we can use to display where the user is pointing. We save off both the controllers
and the their lines.</p>
and their lines.</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
constructor(scene) {
const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
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2 changes: 1 addition & 1 deletion manual/examples/resources/webgl-debug-helper.js
Original file line number Diff line number Diff line change
Expand Up @@ -625,7 +625,7 @@

}

// Make a an object that has a copy of every property of the WebGL context
// Make an object that has a copy of every property of the WebGL context
// but wraps all functions.
for ( const propertyName in ctx ) {

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4 changes: 2 additions & 2 deletions src/nodes/core/InputNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ class InputNode extends Node {
/**
* Constructs a new input node.
*
* @param {any} value - The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
* @param {any} value - The value of this node. This can be any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
* @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
*/
constructor( value, nodeType = null ) {
Expand All @@ -34,7 +34,7 @@ class InputNode extends Node {
this.isInputNode = true;

/**
* The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
* The value of this node. This can be any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
*
* @type {any}
*/
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2 changes: 1 addition & 1 deletion src/nodes/math/MathNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -930,7 +930,7 @@ export const saturate = ( value ) => clamp( value );
* @function
* @param {Node<vec2|vec3|vec4>} I - The incident vector.
* @param {Node<vec2|vec3|vec4>} N - The normal vector.
* @param {Node<float>} eta - The the ratio of indices of refraction.
* @param {Node<float>} eta - The ratio of indices of refraction.
* @returns {Node<vec2|vec3|vec4>}
*/
export const refract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFRACT );
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4 changes: 2 additions & 2 deletions src/objects/BatchedMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -446,7 +446,7 @@ class BatchedMesh extends Mesh {
/**
* Validates the instance defined by the given ID.
*
* @param {number} instanceId - The the instance to validate.
* @param {number} instanceId - The instance to validate.
*/
validateInstanceId( instanceId ) {

Expand All @@ -462,7 +462,7 @@ class BatchedMesh extends Mesh {
/**
* Validates the geometry defined by the given ID.
*
* @param {number} geometryId - The the geometry to validate.
* @param {number} geometryId - The geometry to validate.
*/
validateGeometryId( geometryId ) {

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2 changes: 1 addition & 1 deletion src/objects/InstancedMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -321,7 +321,7 @@ class InstancedMesh extends Mesh {
* {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
*
* @param {number} index - The instance index.
* @param {Matrix4} matrix - The the local transformation.
* @param {Matrix4} matrix - The local transformation.
*/
setMatrixAt( index, matrix ) {

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2 changes: 1 addition & 1 deletion src/renderers/webgpu/nodes/WGSLNodeBuilder.js
Original file line number Diff line number Diff line change
Expand Up @@ -403,7 +403,7 @@ class WGSLNodeBuilder extends NodeBuilder {

/**
* Generates a WGSL variable that holds the texture dimension of the given texture.
* It also returns information about the the number of layers (elements) of an arrayed
* It also returns information about the number of layers (elements) of an arrayed
* texture as well as the cube face count of cube textures.
*
* @param {Texture} texture - The texture to generate the function for.
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12 changes: 6 additions & 6 deletions test/unit/src/core/BufferGeometry.tests.js
Original file line number Diff line number Diff line change
Expand Up @@ -528,25 +528,25 @@ export default QUnit.module( 'Core', () => {
let normals = getNormalsForVertices( [ - 1, 0, 0, 1, 0, 0, 0, 1, 0 ], assert );

assert.ok( normals[ 0 ] === 0 && normals[ 1 ] === 0 && normals[ 2 ] === 1,
'first normal is pointing to screen since the the triangle was created counter clockwise' );
'first normal is pointing to screen since the triangle was created counter clockwise' );

assert.ok( normals[ 3 ] === 0 && normals[ 4 ] === 0 && normals[ 5 ] === 1,
'second normal is pointing to screen since the the triangle was created counter clockwise' );
'second normal is pointing to screen since the triangle was created counter clockwise' );

assert.ok( normals[ 6 ] === 0 && normals[ 7 ] === 0 && normals[ 8 ] === 1,
'third normal is pointing to screen since the the triangle was created counter clockwise' );
'third normal is pointing to screen since the triangle was created counter clockwise' );

// get normals for a clockwise created triangle
normals = getNormalsForVertices( [ 1, 0, 0, - 1, 0, 0, 0, 1, 0 ], assert );

assert.ok( normals[ 0 ] === 0 && normals[ 1 ] === 0 && normals[ 2 ] === - 1,
'first normal is pointing to screen since the the triangle was created clockwise' );
'first normal is pointing to screen since the triangle was created clockwise' );

assert.ok( normals[ 3 ] === 0 && normals[ 4 ] === 0 && normals[ 5 ] === - 1,
'second normal is pointing to screen since the the triangle was created clockwise' );
'second normal is pointing to screen since the triangle was created clockwise' );

assert.ok( normals[ 6 ] === 0 && normals[ 7 ] === 0 && normals[ 8 ] === - 1,
'third normal is pointing to screen since the the triangle was created clockwise' );
'third normal is pointing to screen since the triangle was created clockwise' );

normals = getNormalsForVertices( [ 0, 0, 1, 0, 0, - 1, 1, 1, 0 ], assert );

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