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+ 1 - 1
src/animation/AnimationAction.js

@@ -548,7 +548,7 @@ class AnimationAction {
 
 	}
 
-	// Interna
+	// Internal
 
 	_update( time, deltaTime, timeDirection, accuIndex ) {
 

+ 1 - 1
src/animation/AnimationClip.js

@@ -301,7 +301,7 @@ class AnimationClip {
 	 * @static
 	 * @deprecated since r175.
 	 * @param {Object} animation - A serialized animation clip as JSON.
-	 * @param {Array<Bones>} bones - An array of bones.
+	 * @param {Array<Bone>} bones - An array of bones.
 	 * @return {?AnimationClip} The new animation clip.
 	 */
 	static parseAnimation( animation, bones ) {

+ 1 - 1
src/animation/KeyframeTrack.js

@@ -425,7 +425,7 @@ class KeyframeTrack {
 	 * Optimizes this keyframe track by removing equivalent sequential keys (which are
 	 * common in morph target sequences).
 	 *
-	 * @return {AnimationClip} A reference to this animation clip.
+	 * @return {KeyframeTrack} A reference to this keyframe track.
 	 */
 	optimize() {
 

+ 3 - 3
src/math/Vector3.js

@@ -106,7 +106,7 @@ class Vector3 {
 	}
 
 	/**
-	 * Sets the vector's x component to the given value
+	 * Sets the vector's x component to the given value.
 	 *
 	 * @param {number} x - The value to set.
 	 * @return {Vector3} A reference to this vector.
@@ -120,7 +120,7 @@ class Vector3 {
 	}
 
 	/**
-	 * Sets the vector's y component to the given value
+	 * Sets the vector's y component to the given value.
 	 *
 	 * @param {number} y - The value to set.
 	 * @return {Vector3} A reference to this vector.
@@ -134,7 +134,7 @@ class Vector3 {
 	}
 
 	/**
-	 * Sets the vector's z component to the given value
+	 * Sets the vector's z component to the given value.
 	 *
 	 * @param {number} z - The value to set.
 	 * @return {Vector3} A reference to this vector.

+ 1 - 1
src/nodes/core/Node.js

@@ -132,7 +132,7 @@ class Node extends EventDispatcher {
 		this._cacheKey = null;
 
 		/**
-		 * The cache key 's version.
+		 * The cache key's version.
 		 *
 		 * @private
 		 * @type {number}

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -149,7 +149,7 @@ class WebGLRenderer {
 		// public properties
 
 		/**
-		 * A canvas where the renderer draws its output.This is automatically created by the renderer
+		 * A canvas where the renderer draws its output. This is automatically created by the renderer
 		 * in the constructor (if not provided already); you just need to add it to your page like so:
 		 * ```js
 		 * document.body.appendChild( renderer.domElement );
@@ -165,7 +165,7 @@ class WebGLRenderer {
 		 * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
 		 * checked for errors during compilation and linkage process. It may be useful to disable
 		 * this check in production for performance gain. It is strongly recommended to keep these
-		 * checks enabled during development. If the shader does not compile and link - it will not
+		 * checks enabled during development. If the shader does not compile and link, it will not
 		 * work and associated material will not render.
 		 * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
 		 * can be used for custom error reporting. The callback receives the WebGL context, an instance

+ 2 - 2
src/textures/Texture.js

@@ -68,7 +68,7 @@ class Texture extends EventDispatcher {
 		Object.defineProperty( this, 'id', { value: _textureId ++ } );
 
 		/**
-		 * The UUID of the material.
+		 * The UUID of the texture.
 		 *
 		 * @type {string}
 		 * @readonly
@@ -76,7 +76,7 @@ class Texture extends EventDispatcher {
 		this.uuid = generateUUID();
 
 		/**
-		 * The name of the material.
+		 * The name of the texture.
 		 *
 		 * @type {string}
 		 */

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