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Fixed typos in /examples/jsm folder. (#32631)
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Lines changed: 11 additions & 11 deletions

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examples/jsm/animation/CCDIKSolver.js

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@@ -50,7 +50,7 @@ class CCDIKSolver {
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/**
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* The IK objects.
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*
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* @type {SkinnedMesh}
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* @type {Array<CCDIKSolver~IK>}
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*/
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this.iks = iks;
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@@ -357,7 +357,7 @@ class CCDIKHelper extends Object3D {
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/**
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* The helpers sphere geometry.
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*
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* @type {SkinnedMesh}
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* @type {SphereGeometry}
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*/
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this.sphereGeometry = new SphereGeometry( sphereSize, 16, 8 );
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examples/jsm/controls/ArcballControls.js

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@@ -98,9 +98,9 @@ const _EPS = 0.000001;
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* consistent camera movements. Dragging cursor/fingers will cause camera to orbit around the center of the trackball in a conservative
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* way (returning to the starting point will make the camera return to its starting orientation).
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*
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* In addition to supporting pan, zoom and pinch gestures, Arcball controls provide focus< functionality with a double click/tap for intuitively
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* moving the object's point of interest in the center of the virtual trackball. Focus allows a much better inspection and navigation in complex
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* environment. Moreover Arcball controls allow FOV manipulation (in a vertigo-style method) and z-rotation. Saving and restoring of Camera State
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* In addition to supporting pan, zoom and pinch gestures, double clicking/tapping focuses on a point, intuitively moving the object's
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* point of interest to the center of the virtual trackball. Focus allows a much better inspection and navigation in complex environment.
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* Moreover Arcball controls allow FOV manipulation (in a vertigo-style method) and z-rotation. Saving and restoring of Camera State
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* is supported also through clipboard (use ctrl+c and ctrl+v shortcuts for copy and paste the state).
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*
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* Unlike {@link OrbitControls} and {@link TrackballControls}, `ArcballControls` doesn't require `update()` to be called externally in an

examples/jsm/loaders/GLTFLoader.js

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@@ -71,7 +71,7 @@ import { clone } from '../utils/SkeletonUtils.js';
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/**
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* A loader for the glTF 2.0 format.
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*
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* [glTF](https://www.khronos.org/gltf/} (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0)
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* [glTF](https://www.khronos.org/gltf/) (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0)
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* for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb)
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* format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver
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* one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights,
@@ -408,7 +408,7 @@ class GLTFLoader extends Loader {
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}
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/**
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* Parses the given FBX data and returns the resulting group.
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* Parses the given glTF data and returns the resulting group.
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*
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* @param {string|ArrayBuffer} data - The raw glTF data.
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* @param {string} path - The URL base path.

examples/jsm/postprocessing/RenderTransitionPass.js

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@@ -114,7 +114,7 @@ class RenderTransitionPass extends Pass {
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}
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/**
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* Sets the texture threshold. This value defined how strong the texture effects
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* Sets the texture threshold. This value defines how strong the texture effects
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* the transition. Must be in the range `[0,1]` (0 means full effect, 1 means no effect).
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*
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* @param {boolean|number} value - The threshold value.

examples/jsm/renderers/CSS3DRenderer.js

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@@ -141,7 +141,7 @@ const _matrix2 = new Matrix4();
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* This renderer can be used to apply hierarchical 3D transformations to DOM elements
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* via the CSS3 [transform](https://www.w3schools.com/cssref/css3_pr_transform.asp) property.
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* `CSS3DRenderer` is particularly interesting if you want to apply 3D effects to a website without
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* canvas based rendering. It can also be used in order to combine DOM elements with WebGLcontent.
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* canvas based rendering. It can also be used in order to combine DOM elements with WebGL content.
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*
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* There are, however, some important limitations:
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*

examples/jsm/renderers/SVGRenderer.js

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@@ -188,8 +188,8 @@ class SVGRenderer {
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};
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/**
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* Sets the render quality. Setting to `high` means This value indicates that the browser
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* tries to improve the SVG quality over rendering speed and geometric precision.
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* Sets the render quality. Setting to `high` makes the browser improve SVG quality
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* over rendering speed and geometric precision.
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*
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* @param {('low'|'high')} quality - The quality.
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*/

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