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Fix more typos ("dices")

master
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6bc947aebb
1개의 변경된 파일26개의 추가작업 그리고 26개의 파일을 삭제
  1. +26
    -26
      dice/dice.js

+ 26
- 26
dice/dice.js 파일 보기

@@ -358,7 +358,7 @@
this.renderer.shadowMapSoft = true;
this.renderer.setClearColor(0xffffff, 1);

this.dices = [];
this.dice = [];
this.scene = new THREE.Scene();
this.world = new CANNON.World();

@@ -432,20 +432,20 @@
};

this.dieBox.prototype.createDie = function(type, pos, velocity, angle, axis, labelColor, color) {
var dice = createDie(type, labelColor, color);
dice.castShadow = true;
dice.dieType = type;
dice.body = new CANNON.RigidBody(dieInfo[type].mass,
dice.geometry.cannonShape, this.dieBodyMaterial);
dice.body.position.set(pos.x, pos.y, pos.z);
dice.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2);
dice.body.angularVelocity.set(angle.x, angle.y, angle.z);
dice.body.velocity.set(velocity.x, velocity.y, velocity.z);
dice.body.linearDamping = 0.1;
dice.body.angularDamping = 0.1;
this.scene.add(dice);
this.dices.push(dice);
this.world.add(dice.body);
var die = createDie(type, labelColor, color);
die.castShadow = true;
die.dieType = type;
die.body = new CANNON.RigidBody(dieInfo[type].mass,
die.geometry.cannonShape, this.dieBodyMaterial);
die.body.position.set(pos.x, pos.y, pos.z);
die.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2);
die.body.angularVelocity.set(angle.x, angle.y, angle.z);
die.body.velocity.set(velocity.x, velocity.y, velocity.z);
die.body.linearDamping = 0.1;
die.body.angularDamping = 0.1;
this.scene.add(die);
this.dice.push(die);
this.world.add(die.body);
};

this.dieBox.prototype.check = function() {
@@ -453,8 +453,8 @@
var e = 6;
var time = (new Date()).getTime();
if (time - this.running < 10000) {
for (var i = 0; i < this.dices.length; ++i) {
var dice = this.dices[i];
for (var i = 0; i < this.dice.length; ++i) {
var dice = this.dice[i];
if (dice.diceStopped === true) {
continue;
}
@@ -480,8 +480,8 @@
if (res) {
this.running = false;
var values = [];
for (var i in this.dices) {
var dice = this.dices[i],
for (var i in this.dice) {
var dice = this.dice[i],
invert = dice.dieType === 'd4' ? -1 : 1;
var intersects = (new THREE.Raycaster(
new THREE.Vector3(dice.position.x, dice.position.y, 200 * invert),
@@ -536,7 +536,7 @@
this.dieBox.prototype.clear = function() {
this.running = false;
var die;
while ((die = this.dices.pop())) {
while ((die = this.dice.pop())) {
this.scene.remove(die);
if (die.body) {
this.world.remove(die.body);
@@ -623,10 +623,10 @@
if (angleChange < 0) {
this.running = false;
}
for (var i in this.dices) {
this.dices[i].rotation.y += angleChange;
this.dices[i].rotation.x += angleChange / 4;
this.dices[i].rotation.z += angleChange / 10;
for (var i in this.dice) {
this.dice[i].rotation.y += angleChange;
this.dice[i].rotation.x += angleChange / 4;
this.dice[i].rotation.z += angleChange / 10;
}

this.lastTime = time;
@@ -642,7 +642,7 @@
var intersects = (new THREE.Raycaster(this.camera.position,
(new THREE.Vector3((ev.clientX - this.cw) / this.aspect,
(ev.clientY - this.ch) / this.aspect, this.w / 9))
.sub(this.camera.position).normalize())).intersectObjects(this.dices);
.sub(this.camera.position).normalize())).intersectObjects(this.dice);
if (intersects.length) {
return intersects[0].object.userData;
}
@@ -662,7 +662,7 @@
die.position.set(pos * step, 0, step * 0.5);
die.castShadow = true;
die.userData = knownDieTypes[i];
this.dices.push(die); this.scene.add(die);
this.dice.push(die); this.scene.add(die);
}

this.running = (new Date()).getTime();


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