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s-rigaudSamuel Rigaud
andauthored
Node: typos (#30280)
Co-authored-by: Samuel Rigaud <[email protected]>
1 parent 3212be4 commit b7e3710

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src/loaders/nodes/NodeObjectLoader.js

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@@ -35,7 +35,7 @@ class NodeObjectLoader extends ObjectLoader {
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this.nodeMaterials = {};
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/**
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* A reference for holdng the `nodes` JSON property.
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* A reference to hold the `nodes` JSON property.
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*
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* @private
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* @type {Object?}

src/materials/nodes/MeshBasicNodeMaterial.js

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@@ -85,7 +85,7 @@ class MeshBasicNodeMaterial extends NodeMaterial {
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}
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/**
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* This method must be overwriten since light maps are evaluated
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* This method must be overwritten since light maps are evaluated
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* with a special scaling factor for basic materials.
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*
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* @param {NodeBuilder} builder - The current node builder.

src/materials/nodes/MeshPhysicalNodeMaterial.js

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@@ -468,7 +468,7 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
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/**
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* Setups the clearcoat normal node.
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*
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* @return {Node<vec3>} The clearcoat noraml.
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* @return {Node<vec3>} The clearcoat normal.
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*/
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setupClearcoatNormal() {
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src/materials/nodes/NodeMaterial.js

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@@ -249,7 +249,7 @@ class NodeMaterial extends Material {
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/**
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* This node property is intended for logic which modifies geometry data once or per animation step.
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* Apps usually place such logic randomly in initialization routines or in the animation loop.
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* `geometryNode` is intended as a dedicated API so there is an intended spot where goemetry modiciations
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* `geometryNode` is intended as a dedicated API so there is an intended spot where geometry modifications
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* can be implemented.
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*
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* The idea is to assign a `Fn` definition that holds the geometry modification logic. A typical example
@@ -636,7 +636,7 @@ class NodeMaterial extends Material {
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/**
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* Setups the position node in view space. This method exists
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* so derived node materials can modifiy the implementation e.g. sprite materials.
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* so derived node materials can modify the implementation e.g. sprite materials.
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*
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* @param {NodeBuilder} builder - The current node builder.
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* @return {Node<vec3>} The position in view space.

src/materials/nodes/VolumeNodeMaterial.js

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@@ -13,7 +13,7 @@ import { Color } from '../../math/Color.js';
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/** @module VolumeNodeMaterial **/
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/**
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* Node material intended for volume rendering. The volumetic data are
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* Node material intended for volume rendering. The volumetric data are
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* defined with an instance of {@link Data3DTexture}.
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*
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* @augments NodeMaterial
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* The volume rendering of this material works by shooting rays
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* from the camera position through each fragment of the mesh's
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* surface and sample the inner volume in a raymarching fashion
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* mutiple times.
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* multiple times.
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*
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* This node can be used to assign a callback function of type `Fn`
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* that will be exexuted per sample. The callback receives the
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* that will be executed per sample. The callback receives the
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* texture, the sampled texture value as well as position on the surface
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* where the rays enters the volume. The last parameter is a color
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* that allows the callback to determine the final color.

src/nodes/code/ScriptableNode.js

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@@ -66,7 +66,7 @@ class Parameters {
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}
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/**
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* Defines the resouces (e.g. namespaces) of scriptable nodes.
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* Defines the resources (e.g. namespaces) of scriptable nodes.
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*
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* @type {Resources}
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*/
@@ -287,7 +287,7 @@ class ScriptableNode extends Node {
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}
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/**
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* Returns a paramater for the given name
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* Returns a parameter for the given name
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*
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* @param {String} name - The name of the parameter.
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* @return {ScriptableValueNode} The node value.

src/nodes/gpgpu/AtomicFunctionNode.js

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@@ -5,10 +5,10 @@ import { nodeProxy } from '../tsl/TSLCore.js';
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/**
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* `AtomicFunctionNode` represents any function that can operate on atomic variable types
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* within a shader. In an atomic function, any modifiation to an atomic variable will
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* occur as an indivisble step with a defined order relative to other modifications.
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* within a shader. In an atomic function, any modification to an atomic variable will
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* occur as an indivisible step with a defined order relative to other modifications.
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* Accordingly, even if multiple atomic functions are modifying an atomic variable at once
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* atomic operations will not interfer with each other.
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* atomic operations will not interfere with each other.
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*
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* This node can only be used with a WebGPU backend.
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*

src/nodes/gpgpu/WorkgroupInfoNode.js

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@@ -58,7 +58,7 @@ class WorkgroupInfoElementNode extends ArrayElementNode {
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/**
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* A node allowing the user to create a 'workgroup' scoped buffer within the
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* context of a compute shader. Typically, workgroup scoped buffers are
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* created to hold data that is transfered from a global storage scope into
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* created to hold data that is transferred from a global storage scope into
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* a local workgroup scope. For invocations within a workgroup, data
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* access speeds on 'workgroup' scoped buffers can be significantly faster
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* than similar access operations on globally accessible storage buffers.

src/renderers/common/Animation.js

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@@ -45,7 +45,7 @@ class Animation {
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this._animationLoop = null;
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/**
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* The requestId whic is returned from the `requestAnimationFrame()` call.
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* The requestId which is returned from the `requestAnimationFrame()` call.
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* Can be used to cancel the stop the animation loop.
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*
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* @type {Number?}

src/renderers/common/BufferUtils.js

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@@ -4,7 +4,7 @@ import { GPU_CHUNK_BYTES } from './Constants.js';
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/**
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* This function is usually called with the length in bytes of an array buffer.
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* It returns an padded value whic ensure chunk size alignment according to STD140 layout.
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* It returns an padded value which ensure chunk size alignment according to STD140 layout.
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*
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* @function
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* @param {Number} floatLength - The buffer length.

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