Bladeren bron

Docs: fix typos (#30776)

* Docs: fix typos

* Docs: fix typo

* revert changes

* revert change
omahs 9 maanden geleden
bovenliggende
commit
92eae7d4cd

+ 1 - 1
docs/api/en/audio/AudioAnalyser.html

@@ -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

+ 1 - 1
docs/api/it/core/BufferAttribute.html

@@ -28,7 +28,7 @@
       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 

+ 1 - 1
docs/api/it/core/InterleavedBuffer.html

@@ -85,7 +85,7 @@
 		<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>

+ 1 - 1
editor/js/libs/tern-threejs/threejs.js

@@ -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",

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

@@ -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}.
  */

+ 2 - 2
examples/jsm/loaders/BVHLoader.js

@@ -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 ) {
 

+ 2 - 2
examples/jsm/loaders/FBXLoader.js

@@ -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 );
@@ -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;

+ 5 - 5
examples/models/ldraw/officialLibrary/Readme.txt

@@ -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
@@ -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:
@@ -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 

+ 1 - 1
manual/en/debugging-javascript.html

@@ -42,7 +42,7 @@ enormously in your learning.</p>
 <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>
 

+ 1 - 1
manual/en/load-obj.html

@@ -327,7 +327,7 @@ extended forever. In other words let's assume <code class="notranslate" translat
 <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>,

+ 1 - 1
manual/en/multiple-scenes.html

@@ -223,7 +223,7 @@ drawn into the canvas will lag behind the rest of the page.</p>
 <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>

+ 1 - 1
manual/en/webxr-point-to-select.html

@@ -56,7 +56,7 @@ so here we're just hiding the selected object and un-hiding its partner.</p>
 <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([

+ 1 - 1
manual/examples/resources/webgl-debug-helper.js

@@ -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 ) {
 

+ 2 - 2
src/nodes/core/InputNode.js

@@ -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 ) {
@@ -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}
 		 */

+ 1 - 1
src/nodes/math/MathNode.js

@@ -936,7 +936,7 @@ 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 );

+ 2 - 2
src/objects/BatchedMesh.js

@@ -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 ) {
 
@@ -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 ) {
 

+ 1 - 1
src/objects/InstancedMesh.js

@@ -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 ) {
 

+ 1 - 1
src/renderers/webgpu/nodes/WGSLNodeBuilder.js

@@ -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.

+ 6 - 6
test/unit/src/core/BufferGeometry.tests.js

@@ -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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