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4 changes: 2 additions & 2 deletions examples/jsm/loaders/GLTFLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ import { toTrianglesDrawMode } from '../utils/BufferGeometryUtils.js';
*
* [glTF]{@link https://www.khronos.org/gltf/} (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0}
* for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb)
* format. External filesstore textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver
* format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver
* one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights,
* and/or cameras.
*
Expand Down Expand Up @@ -352,7 +352,7 @@ class GLTFLoader extends Loader {
}

/**
* Sets the given meshop decoder. Required for decoding assets
* Sets the given meshopt decoder. Required for decoding assets
* compressed with the `EXT_meshopt_compression` extension.
*
* @param {Object} meshoptDecoder - The meshopt decoder to set.
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/IESLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -168,7 +168,7 @@ class IESLoader extends Loader {
* Parses the given IES data.
*
* @param {string} text - The raw IES data.
* @return {DataTexture} THE IES data as a texutre.
* @return {DataTexture} THE IES data as a texture.
*/
parse( text ) {

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4 changes: 2 additions & 2 deletions examples/jsm/loaders/MTLLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@ class MTLLoader extends Loader {
* Sets the material options.
*
* @param {MTLLoader~MaterialOptions} value - The material options.
* @return {MTLLoader} A referene to this loader.
* @return {MTLLoader} A reference to this loader.
*/
setMaterialOptions( value ) {

Expand Down Expand Up @@ -170,7 +170,7 @@ class MTLLoader extends Loader {
* @typedef {Object} MTLLoader~MaterialOptions
* @property {(FrontSide|BackSide|DoubleSide)} [side=FrontSide] - Which side to apply the material.
* @property {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} [wrap=RepeatWrapping] - What type of wrapping to apply for textures.
* @property {boolean} [normalizeRGB=false] - Whether RGB clors should be normalized to `0-1` from `0-255`.
* @property {boolean} [normalizeRGB=false] - Whether RGB colors should be normalized to `0-1` from `0-255`.
* @property {boolean} [ignoreZeroRGBs=false] - Ignore values of RGBs (Ka,Kd,Ks) that are all 0's.
*/

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2 changes: 1 addition & 1 deletion examples/jsm/loaders/PDBLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -82,7 +82,7 @@ class PDBLoader extends Loader {

/**
* Parses the given PDB data and returns an object holding the atoms and
* bond gometries as well as the raw atom data as JSON.
* bond geometries as well as the raw atom data as JSON.
*
* @param {string} text - The raw PDB data as a string.
* @return {Object} The result object.
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/PLYLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ const _color = new Color();
*
* ```js
* const loader = new PLYLoader();
* const goemetry = await loader.loadAsync( './models/ply/ascii/dolphins.ply' );
* const geometry = await loader.loadAsync( './models/ply/ascii/dolphins.ply' );
* scene.add( new THREE.Mesh( geometry ) );
* ```
*
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2 changes: 1 addition & 1 deletion examples/jsm/loaders/TDSLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,7 @@ class TDSLoader extends Loader {
*
* @param {ArrayBuffer} arraybuffer - The raw 3DS data as an array buffer.
* @param {string} path - The asset path.
* @return {Group} The parsed assset represented as a group.
* @return {Group} The parsed asset represented as a group.
*/
parse( arraybuffer, path ) {

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2 changes: 1 addition & 1 deletion examples/jsm/loaders/UltraHDRLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ const SRGB_TO_LINEAR = Array( 1024 )
/**
* A loader for the Ultra HDR Image Format.
*
* Exisitng HDR or EXR textures can be converted to Ultra HDR with this [tool]{@link https://gainmap-creator.monogrid.com/}.
* Existing HDR or EXR textures can be converted to Ultra HDR with this [tool]{@link https://gainmap-creator.monogrid.com/}.
*
* Current feature set:
* - JPEG headers (required)
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2 changes: 1 addition & 1 deletion examples/jsm/misc/ConvexObjectBreaker.js
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@ class ConvexObjectBreaker {
* @param {Object3D} object - The 3D object. It must have a convex geometry.
* @param {number} mass - The 3D object's mass in kg. Must be greater than `0`.
* @param {Vector3} velocity - The 3D object's velocity.
* @param {Vector3} angularVelocity - The 3D object's angualar velocity.
* @param {Vector3} angularVelocity - The 3D object's angular velocity.
* @param {boolean} breakable - Whether the 3D object is breakable or not.
*/
prepareBreakableObject( object, mass, velocity, angularVelocity, breakable ) {
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4 changes: 2 additions & 2 deletions examples/jsm/misc/GPUComputationRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -171,7 +171,7 @@ class GPUComputationRenderer {
* Sets variable dependencies.
*
* @param {Object} variable - The compute variable.
* @param {Array<Object>} dependencies - Ohter compute variables that represents the dependencies.
* @param {Array<Object>} dependencies - Other compute variables that represents the dependencies.
*/
this.setVariableDependencies = function ( variable, dependencies ) {

Expand Down Expand Up @@ -377,7 +377,7 @@ class GPUComputationRenderer {
this.createShaderMaterial = createShaderMaterial;

/**
* Creates a new render target from the given paramters.
* Creates a new render target from the given parameters.
*
* @param {number} sizeXTexture - The width of the render target.
* @param {number} sizeYTexture - The height of the render target.
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2 changes: 1 addition & 1 deletion examples/jsm/misc/MD2CharacterComplex.js
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,7 @@ class MD2CharacterComplex {
this.meshWeapon = null;

/**
* The movement contorls.
* The movement controls.
*
* @type {Object}
* @default null
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2 changes: 1 addition & 1 deletion examples/jsm/misc/MorphAnimMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ class MorphAnimMesh extends Mesh {
}

/**
* Sets the animation playback directio to "backward".
* Sets the animation playback direction to "backward".
*/
setDirectionBackward() {

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2 changes: 1 addition & 1 deletion examples/jsm/misc/MorphBlendMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -339,7 +339,7 @@ class MorphBlendMesh extends Mesh {
}

/**
* Updates the animations of thie mesh.
* Updates the animations of the mesh.
*
* @param {number} delta - The delta time in seconds.
*/
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6 changes: 3 additions & 3 deletions examples/jsm/misc/RollerCoaster.js
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ class RollerCoasterGeometry extends BufferGeometry {
/**
* Constructs a new geometry.
*
* @param {Curve} curve - The curve to genereate the geometry along.
* @param {Curve} curve - The curve to generate the geometry along.
* @param {number} divisions - The number of divisions which defines the detail of the geometry.
*/
constructor( curve, divisions ) {
Expand Down Expand Up @@ -243,7 +243,7 @@ class RollerCoasterLiftersGeometry extends BufferGeometry {
/**
* Constructs a new geometry.
*
* @param {Curve} curve - The curve to genereate the geometry along.
* @param {Curve} curve - The curve to generate the geometry along.
* @param {number} divisions - The number of divisions which defines the detail of the geometry.
*/
constructor( curve, divisions ) {
Expand Down Expand Up @@ -430,7 +430,7 @@ class RollerCoasterShadowGeometry extends BufferGeometry {
/**
* Constructs a new geometry.
*
* @param {Curve} curve - The curve to genereate the geometry along.
* @param {Curve} curve - The curve to generate the geometry along.
* @param {number} divisions - The number of divisions which defines the detail of the geometry.
*/
constructor( curve, divisions ) {
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/misc/TubePainter.js
Original file line number Diff line number Diff line change
Expand Up @@ -241,7 +241,7 @@ function TubePainter() {
setSize: setSize,

/**
* Updates the internal goemetry buffers so the new painted
* Updates the internal geometry buffers so the new painted
* segments are rendered.
*
* @method
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/objects/GroundedSkybox.js
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ class GroundedSkybox extends Mesh {
* @param {number} height - The height is how far the camera that took the photo was above the ground.
* A larger value will magnify the downward part of the image.
* @param {number} radius - The radius of the skybox. Must be large enough to ensure the scene's camera stays inside.
* @param {number} [resolution=128] - The geometrix resolution of the skybox.
* @param {number} [resolution=128] - The geometry resolution of the skybox.
*/
constructor( map, height, radius, resolution = 128 ) {

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2 changes: 1 addition & 1 deletion examples/jsm/objects/ShadowMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ const _shadowMatrix = new Matrix4();
class ShadowMesh extends Mesh {

/**
* Constructs a new shadw mesh.
* Constructs a new shadow mesh.
*
* @param {Mesh} mesh - The shadow-casting reference mesh.
*/
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2 changes: 1 addition & 1 deletion examples/jsm/physics/AmmoPhysics.js
Original file line number Diff line number Diff line change
Expand Up @@ -305,7 +305,7 @@ async function AmmoPhysics() {
addMesh: addMesh,

/**
* Set the position of the given mesh which is part of the pyhsics simulation. Calling this
* Set the position of the given mesh which is part of the physics simulation. Calling this
* method will reset the current simulated velocity of the mesh.
*
* @method
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2 changes: 1 addition & 1 deletion examples/jsm/physics/JoltPhysics.js
Original file line number Diff line number Diff line change
Expand Up @@ -309,7 +309,7 @@ async function JoltPhysics() {
addMesh: addMesh,

/**
* Set the position of the given mesh which is part of the pyhsics simulation. Calling this
* Set the position of the given mesh which is part of the physics simulation. Calling this
* method will reset the current simulated velocity of the mesh.
*
* @method
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4 changes: 2 additions & 2 deletions examples/jsm/physics/RapierPhysics.js
Original file line number Diff line number Diff line change
Expand Up @@ -268,7 +268,7 @@ async function RapierPhysics() {
addMesh: addMesh,

/**
* Set the position of the given mesh which is part of the pyhsics simulation. Calling this
* Set the position of the given mesh which is part of the physics simulation. Calling this
* method will reset the current simulated velocity of the mesh.
*
* @method
Expand All @@ -280,7 +280,7 @@ async function RapierPhysics() {
setMeshPosition: setMeshPosition,

/**
* Set the velocity of the given mesh which is part of the pyhsics simulation.
* Set the velocity of the given mesh which is part of the physics simulation.
*
* @method
* @name RapierPhysics#setMeshVelocity
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4 changes: 2 additions & 2 deletions examples/jsm/utils/BufferGeometryUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ import {
*
* @param {BufferGeometry} geometry - The geometry to compute tangents for.
* @param {Object} MikkTSpace - Instance of `examples/jsm/libs/mikktspace.module.js`, or `mikktspace` npm package.
* Aawait `MikkTSpace.ready` before use.
* Await `MikkTSpace.ready` before use.
* @param {boolean} [negateSign=true] - Whether to negate the sign component (.w) of each tangent.
* Required for normal map conventions in some formats, including glTF.
* @return {BufferGeometry} The updated geometry.
Expand Down Expand Up @@ -916,7 +916,7 @@ function toTrianglesDrawMode( geometry, drawMode ) {
* will use the original `BufferGeometry`, not the morphed/skinned one, generating an incorrect result.
* Using this function to create a shadow `Object3`D the `DecalGeometry` can be correctly generated).
*
* @param {Mesh|Line|Points} object - The 3D object tocompute morph attributes for.
* @param {Mesh|Line|Points} object - The 3D object to compute morph attributes for.
* @return {Object} An object with original position/normal attributes and morphed ones.
*/
function computeMorphedAttributes( object ) {
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/utils/SceneOptimizer.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ import * as THREE from 'three';
/**
* This class can be used to optimized scenes by converting
* individual meshes into {@link BatchedMesh}. This component
* is an experimental attempt to implment auto-batching in three.js.
* is an experimental attempt to implement auto-batching in three.js.
*/
class SceneOptimizer {

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4 changes: 2 additions & 2 deletions examples/jsm/utils/SceneUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@ function createMeshesFromInstancedMesh( instancedMesh ) {
}

/**
* This function creates a mesh for each geoemtry-group of the given multi-material mesh and
* This function creates a mesh for each geometry-group of the given multi-material mesh and
* adds it to a group.
*
* @param {Mesh} mesh - The multi-material mesh.
Expand Down Expand Up @@ -129,7 +129,7 @@ function createMeshesFromMultiMaterialMesh( mesh ) {

/**
* This function represents an alternative way to create 3D objects with multiple materials.
* Normally, {@link BufferGeometry#groups} are used which might introdues issues e.g. when
* Normally, {@link BufferGeometry#groups} are used which might introduce issues e.g. when
* exporting the object to a 3D format. This function accepts a geometry and an array of
* materials and creates for each material a mesh that is added to a group.
*
Expand Down
2 changes: 1 addition & 1 deletion examples/jsm/utils/SkeletonUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -469,7 +469,7 @@ function parallelTraverse( a, b, callback ) {
* @typedef {Object} module:SkeletonUtils~RetargetOptions
* @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not.
* @property {number} [fps] - The FPS of the clip.
* @property {Object<string,string>} [names] - A dicionary for mapping target to source bone names.
* @property {Object<string,string>} [names] - A dictionary for mapping target to source bone names.
* @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`.
* @property {Array<number>} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end.
* @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not.
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2 changes: 1 addition & 1 deletion examples/jsm/webxr/ARButton.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/**
* A utility class for creating a button that allows to initinate
* A utility class for creating a button that allows to initiate
* immersive AR sessions based on WebXR. The button can be created
* with a factory method and then appended ot the website's DOM.
*
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2 changes: 1 addition & 1 deletion examples/jsm/webxr/OculusHandModel.js
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ class OculusHandModel extends Object3D {
}

/**
* Returns the pointer posiiton which is the position of the index finger tip.
* Returns the pointer position which is the position of the index finger tip.
*
* @return {Vector3|null} The pointer position. Returns `null` if not index finger tip joint was found.
*/
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4 changes: 2 additions & 2 deletions examples/jsm/webxr/OculusHandPointerModel.js
Original file line number Diff line number Diff line change
Expand Up @@ -440,7 +440,7 @@ class OculusHandPointerModel extends Object3D {
}

/**
* Perfoms an intersection test with the model's raycaster and the given object.
* Performs an intersection test with the model's raycaster and the given object.
*
* @param {Object3D} object - The 3D object to check for intersection with the ray.
* @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
Expand All @@ -458,7 +458,7 @@ class OculusHandPointerModel extends Object3D {
}

/**
* Perfoms an intersection test with the model's raycaster and the given objects.
* Performs an intersection test with the model's raycaster and the given objects.
*
* @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
* @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
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4 changes: 2 additions & 2 deletions examples/jsm/webxr/VRButton.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/**
* A utility class for creating a button that allows to initinate
* A utility class for creating a button that allows to initiate
* immersive VR sessions based on WebXR. The button can be created
* with a factory method and then appended ot the website's DOM.
*
Expand Down Expand Up @@ -227,7 +227,7 @@ class VRButton {

/**
* Registers a `sessiongranted` event listener. When a session is granted, the {@link VRButton#xrSessionIsGranted}
* flag will evaluate to `true`. This method is automtically called by the module itself so there
* flag will evaluate to `true`. This method is automatically called by the module itself so there
* should be no need to use it on app level.
*/
static registerSessionGrantedListener() {
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2 changes: 1 addition & 1 deletion examples/jsm/webxr/XRButton.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/**
* A utility class for creating a button that allows to initinate
* A utility class for creating a button that allows to initiate
* immersive XR sessions based on WebXR. The button can be created
* with a factory method and then appended ot the website's DOM.
*
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2 changes: 1 addition & 1 deletion examples/jsm/webxr/XRControllerModelFactory.js
Original file line number Diff line number Diff line change
Expand Up @@ -239,7 +239,7 @@ function addAssetSceneToControllerModel( controllerModel, scene ) {
}

/**
* Allows to create controller models for WebXR controllersthat can be added as a visual
* Allows to create controller models for WebXR controllers that can be added as a visual
* representation to your scene. `XRControllerModelFactory` will automatically fetch controller
* models that match what the user is holding as closely as possible. The models should be
* attached to the object returned from getControllerGrip in order to match the orientation of
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2 changes: 1 addition & 1 deletion examples/jsm/webxr/XREstimatedLight.js
Original file line number Diff line number Diff line change
Expand Up @@ -161,7 +161,7 @@ export class XREstimatedLight extends Group {
this.add( this.lightProbe );

/**
* Represents the primariy light from the XR environment.
* Represents the primary light from the XR environment.
*
* @type {DirectionalLight}
*/
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