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Kai Salmen
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Fixed CRLF issues with global find and dos2unix:
find . -not \( -path "./.git/*" -o -path "./node_modules/*" \) -type f -exec dos2unix {} \;
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.github/CONTRIBUTING.md

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# Help
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#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
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---
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# Bugs
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#### Before reporting a bug
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1. Search issue tracker for similar issues.
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2. Try the latest dev branch version of three.js.
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3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version.
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#### How to report a bug
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1. Specify the revision number of the three.js library where the bug occurred.
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2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M)
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3. Describe the problem in detail. Explain what happened, and what you expected would happen.
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4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application.
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5. If helpful, include a screenshot. Annotate the screenshot for clarity.
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---
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# Contribution
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#### How to contribute to three.js
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1. Make sure you have a GitHub account.
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2. Fork the repository on GitHub.
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3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
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4. Make changes to your clone of the repository.
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5. Submit a pull request. Don't include build files in the PR.
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# Help
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#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
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---
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# Bugs
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#### Before reporting a bug
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1. Search issue tracker for similar issues.
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2. Try the latest dev branch version of three.js.
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3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version.
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#### How to report a bug
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1. Specify the revision number of the three.js library where the bug occurred.
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2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M)
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3. Describe the problem in detail. Explain what happened, and what you expected would happen.
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4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application.
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5. If helpful, include a screenshot. Annotate the screenshot for clarity.
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---
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# Contribution
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#### How to contribute to three.js
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1. Make sure you have a GitHub account.
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2. Fork the repository on GitHub.
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3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
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4. Make changes to your clone of the repository.
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5. Submit a pull request. Don't include build files in the PR.

docs/api/cameras/Camera.html

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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../" />
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<script src="list.js"></script>
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] &rarr;
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<h1>[name]</h1>
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<div class="desc">
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Abstract base class for cameras. This class should always be inherited when you build a new camera.
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</div>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<div>
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Creates a new [name]. Note that this class is not intended to be called directly;
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you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
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</div>
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<h2>Properties</h2>
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<div>See the base [page:Object3D] class for common properties.</div>
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<h3>[property:Boolean isCamera]</h3>
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<div>
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Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
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You should not change this, as it used internally by the renderer for optimisation.
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</div>
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<h3>[property:Layers layers]</h3>
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<div>
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The [page:Layers layers] that the camera is a member of. This is an inherited
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property from [page:Object3D].<br /><br />
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Objects must share at least one layer with the camera to be seen
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when the camera's viewpoint is rendered.
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</div>
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<h3>[property:Matrix4 matrixWorldInverse]</h3>
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<div>
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This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
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the world transform of the Camera.
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</div>
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<h3>[property:Matrix4 projectionMatrix]</h3>
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<div>This is the matrix which contains the projection.</div>
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<h2>Methods</h2>
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<div>See the base [page:Object3D] class for common methods.</div>
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<h3>[method:Camera clone]( )</h3>
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<div>
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Return a new camera with the same properties as this one.
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</div>
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<h3>[method:Camera copy]( [page:Camera source] )</h3>
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<div>
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Copy the properties from the source camera into this one.
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</div>
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<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
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<div>
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Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br />
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Note: This is not the camera’s positive, but its negative z-axis, in contrast to
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[page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br />
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If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector
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(which can be reused in this way), otherwise a new vector will be created.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../" />
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<script src="list.js"></script>
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] &rarr;
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<h1>[name]</h1>
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<div class="desc">
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Abstract base class for cameras. This class should always be inherited when you build a new camera.
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</div>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<div>
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Creates a new [name]. Note that this class is not intended to be called directly;
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you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
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</div>
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<h2>Properties</h2>
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<div>See the base [page:Object3D] class for common properties.</div>
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<h3>[property:Boolean isCamera]</h3>
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<div>
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Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
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You should not change this, as it used internally by the renderer for optimisation.
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</div>
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<h3>[property:Layers layers]</h3>
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<div>
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The [page:Layers layers] that the camera is a member of. This is an inherited
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property from [page:Object3D].<br /><br />
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Objects must share at least one layer with the camera to be seen
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when the camera's viewpoint is rendered.
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</div>
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<h3>[property:Matrix4 matrixWorldInverse]</h3>
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<div>
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This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
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the world transform of the Camera.
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</div>
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<h3>[property:Matrix4 projectionMatrix]</h3>
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<div>This is the matrix which contains the projection.</div>
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<h2>Methods</h2>
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<div>See the base [page:Object3D] class for common methods.</div>
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<h3>[method:Camera clone]( )</h3>
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<div>
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Return a new camera with the same properties as this one.
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</div>
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<h3>[method:Camera copy]( [page:Camera source] )</h3>
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<div>
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Copy the properties from the source camera into this one.
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</div>
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<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
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<div>
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Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br />
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Note: This is not the camera’s positive, but its negative z-axis, in contrast to
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[page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br />
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If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector
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(which can be reused in this way), otherwise a new vector will be created.
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</html>

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