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Fixed typos in /examples/jsm folder. (#32631)

mrdoob 1 month ago
parent
commit
d8e70a4cd1

+ 2 - 2
examples/jsm/animation/CCDIKSolver.js

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

+ 3 - 3
examples/jsm/controls/ArcballControls.js

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

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

@@ -71,7 +71,7 @@ import { clone } from '../utils/SkeletonUtils.js';
 /**
  * A loader for the glTF 2.0 format.
  *
- * [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)
+ * [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)
  * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb)
  * 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,
@@ -408,7 +408,7 @@ class GLTFLoader extends Loader {
 	}
 
 	/**
-	 * Parses the given FBX data and returns the resulting group.
+	 * Parses the given glTF data and returns the resulting group.
 	 *
 	 * @param {string|ArrayBuffer} data - The raw glTF data.
 	 * @param {string} path - The URL base path.

+ 1 - 1
examples/jsm/postprocessing/RenderTransitionPass.js

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

+ 1 - 1
examples/jsm/renderers/CSS3DRenderer.js

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

+ 2 - 2
examples/jsm/renderers/SVGRenderer.js

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

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