diff --git a/docs/api/core/Geometry.html b/docs/api/core/Geometry.html
index 1e445ac3375842dbb4cae5c0402f501896d552ae..1b700af933b0157a6d0d92d41f12abfdff790e70 100644
--- a/docs/api/core/Geometry.html
+++ b/docs/api/core/Geometry.html
@@ -1,8 +1,28 @@
[name]
-todo
+Base class for geometries
+Example
+
+// geometry with random points
+
+var geometry = new THREE.Geometry()
+
+for ( var i = 0; i < 10000; i ++ ) {
+
+ var vertex = new THREE.Vertex();
+ vertex.position.x = Math.random() * 1000 - 500;
+ vertex.position.y = Math.random() * 1000 - 500;
+ vertex.position.z = Math.random() * 1000 - 500;
+
+ geometry.vertices.push( vertex );
+
+}
+
+geometry.computeBoundingSphere();
+
+
Constructor
[name]()
@@ -10,14 +30,137 @@
Properties
-.[page:Vector3 todo]
+.[page:Integer id]
+
+Unique number of this geometry instance
+
+
+.[page:Array vertices]
+
+Array of [page:Vertex vertices].
+
+
+.[page:Array colors]
+
+Array of vertex [page:Color colors], matching number and order of vertices.
+Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].
+[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.
+
+
+.[page:Array materials]
+
+Array of [page:Material materials].
+
+
+.[page:Array faces]
+
+Array of [page:Face3 triangles] or/and [page:Face4 quads].
+
+
+.[page:Array faceUvs]
+
+Array of face [page:UV] layers.
+Each UV layer is an array of [page:UV] matching order and number of faces.
+
+
+.[page:Array faceVertexUvs]
+
+Array of face [page:UV] layers.
+Each UV layer is an array of [page:UV] matching order and number of vertices in faces.
+
+
+.[page:Array morphTargets]
+
+Array of morph targets. Each morph target is JS object:
+{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }
+Morph vertices match number and order of primary vertices.
+
+
+.[page:Array morphColors]
+
+Array of morph colors. Morph colors have similar structure as morph targets, each color set is JS object:
+morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }
+Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
+
+
+.[page:Array skinWeights]
+
+Array of skinning weights, matching number and order of vertices.
+
+
+.[page:Array skinIndices]
+
+Array of skinning indices, matching number and order of vertices.
+
+
+.[page:Object boundingBox]
+
+Bounding box.
+{ min: new THREE.Vector3(), max: new THREE.Vector3() }
+
+
+.[page:Object boundingSphere]
+
+Bounding sphere.
+{ radius: float }
+
+
+.[page:Boolean hasTangents]
+
+True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
+
+
+.[page:Boolean dynamic]
+
+Set to true if attribute buffers will need to change in runtime (using "dirty" flags).
+Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.
+
Methods
-.todo( [page:Vector3 todo] )
+.applyMatrix( [page:Matrix4 matrix] )
+
+Bakes matrix transform directly into vertex coordinates.
+
+
+.computeCentroids()
+
+Computes centroids for all faces.
+
+
+.computeFaceNormals()
+
+Computes face normals.
+
+
+.computeVertexNormals()
+
+Computes vertex normals by averaging face normals.
+Face normals must be existing / computed beforehand.
+
+
+.computeTangents()
+
+
+.computeBoundingBox()
+
+Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
+
+
+.computeBoundingSphere()
+
+Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
+
+
+.mergeVertices()
-todo — todo
+Checks for duplicate vertices using hashmap.
+Duplicated vertices are removed and faces' vertices are updated.
diff --git a/docs/api/core/Geometry.rst b/docs/api/core/Geometry.rst
deleted file mode 100644
index e99857220b074426b0973c8976cb5ea232bb4e14..0000000000000000000000000000000000000000
--- a/docs/api/core/Geometry.rst
+++ /dev/null
@@ -1,198 +0,0 @@
-Geometry - Base class for geometries
-----------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Geometry()
-
- Base class for geometries
-
- Encapsulates unique instances of vertex buffer objects in :class:`WebGLRenderer`
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Geometry.id
-
- Unique number of this geometry instance
-
-.. attribute:: Geometry.boundingBox
-
- Bounding box
-
- ::
-
- boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }
-
-.. attribute:: Geometry.boundingSphere
-
- Bounding sphere
-
- ::
-
- boundingSphere = { radius: float }
-
-.. attribute:: Geometry.materials
-
- Array of :class:`materials `
-
- Used with models containing multiple materials in a single geometry (with pass-through :class:`MeshFaceMaterial`)
-
- Face indices index into this array.
-
-
-.. ...............................................................................
-.. rubric:: Attribute buffers
-.. ...............................................................................
-
-.. attribute:: Geometry.faces
-
- Array of faces (:class:`Face3`, :class:`Face4`)
-
-.. attribute:: Geometry.vertices
-
- Array of :class:`vertices `
-
- Face indices index into this array.
-
-.. attribute:: Geometry.colors
-
- Array of vertex :class:`colors `, matching number and order of vertices.
-
- Used in :class:`ParticleSystem`, :class:`Line` and :class:`Ribbon`.
-
- :class:`Meshes ` use per-face-use-of-vertex colors embedded directly in faces.
-
-.. attribute:: Geometry.faceUvs
-
- Array of face UV layers.
- Each UV layer is an array of :class:`UV` matching order and number of faces.
-
-.. attribute:: Geometry.faceVertexUvs
-
- Array of vertex UV layers.
- Each UV layer is an array of :class:`UV` matching order and number of vertices in faces.
-
-.. attribute:: Geometry.morphTargets
-
- Array of morph targets.
- Each morph target is JS object:
-
- ::
-
- morphTarget = { name: "targetName", vertices: [ new THREE.Vertex(), ... ] }
-
- Morph vertices match number and order of primary vertices.
-
-.. attribute:: Geometry.morphColors
-
- Array of morph colors.
- Morph colors have similar structure as morph targets, each color set is JS object:
-
- ::
-
- morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }
-
- Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
-
-.. attribute:: Geometry.skinWeights
-
- Array of skinning weights (:class:`Vector4`), matching number and order of vertices.
-
-.. attribute:: Geometry.skinIndices
-
- Array of skinning indices (:class:`Vector4`), matching number and order of vertices.
-
-
-.. ...............................................................................
-.. rubric:: Flags
-.. ...............................................................................
-
-.. attribute:: Geometry.hasTangents
-
- True if geometry has tangents. Set in :func:`Geometry.computeTangents`
-
- ``default false``
-
-.. attribute:: Geometry.dynamic
-
- Set to `true` if attribute buffers will need to change in runtime (using ``dirty`` flags).
-
- Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.
-
- ``default false``
-
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Geometry.applyMatrix( matrix )
-
- Bakes matrix transform directly into vertex coordinates
-
- :param Matrix4 matrix: matrix transform
-
-.. function:: Geometry.computeCentroids()
-
- Computes centroids for all faces
-
-.. function:: Geometry.computeFaceNormals()
-
- Computes face normals
-
-.. function:: Geometry.computeVertexNormals()
-
- Computes vertex normals by averaging face normals.
-
- Face normals must be existing / computed beforehand.
-
-.. function:: Geometry.computeTangents()
-
- Computes vertex tangents
-
- Based on http://www.terathon.com/code/tangent.html
-
- Geometry must have vertex UVs (layer 0 will be used).
-
-.. function:: Geometry.computeBoundingBox()
-
- Computes bounding box of the geometry, updating :attr:`Geometry.boundingBox` attribute.
-
-.. function:: Geometry.computeBoundingSphere()
-
- Computes bounding sphere of the geometry, updating :attr:`Geometry.boundingSphere` attribute.
-
-.. function:: Geometry.mergeVertices()
-
- Checks for duplicate vertices using hashmap.
- Duplicated vertices are removed and faces' vertices are updated.
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
- // geometry with random points
- // (useful for example with ParticleSystem)
-
- var n = 10000;
- var geometry = new THREE.Geometry()
- for ( var i = 0; i < n; i ++ ) {
-
- var x = THREE.MathUtils.randFloatSpread( 1000 );
- var y = THREE.MathUtils.randFloatSpread( 1000 );
- var z = THREE.MathUtils.randFloatSpread( 1000 );
- var position = new THREE.Vector3( x, y, z );
- var vertex = new THREE.Vertex( position );
-
- geometry.vertices.push( vertex );
-
- }
-
- geometry.computeBoundingSphere();
diff --git a/docs/api/core/Math.html b/docs/api/core/Math.html
index 1e445ac3375842dbb4cae5c0402f501896d552ae..69b7a4d2e632c4dbce37afb18e84c3e4c301afef 100644
--- a/docs/api/core/Math.html
+++ b/docs/api/core/Math.html
@@ -1,23 +1,60 @@
[name]
-todo
+Math utility functions
-Constructor
+Methods
-[name]()
+.clamp( [page:Float x], [page:Float a], [page:Float b] ) [page:Float]
+
+x — Value to be clamped.
+a — Minimum value
+b — Maximum value.
+
+
+Clamps the x to be between a and b.
+
+.clampBottom( [page:Float x], [page:Float a] ) [page:Float]
+
+x — Value to be clamped.
+a — Minimum value
+
+
+Clamps the x to be larger than a.
+
-Properties
+.mapLinear( [page:Float x], [page:Float a] ) [page:Float]
+
+x — Value to be mapped.
+a1 — Minimum value for range A.
+a2 — Maximum value for range A.
+b1 — Minimum value for range B.
+b2 — Maximum value for range B.
+
+
+Linear mapping of x from range [a1, a2] to range [b1, b2].
+
-.[page:Vector3 todo]
+.random16() [page:Float]
+
+Random float from 0 to 1 with 16 bits of randomness.
+Standard Math.random() creates repetitive patterns when applied over larger space.
+
+.randInt( [page:Integer low], [page:Integer high] ) [page:Integer]
+
+Random integer from low to high interval.
+
-Methods
+.randFloat( [page:Float low], [page:Float high] ) [page:Float]
+
+Random float from low to high interval.
+
-.todo( [page:Vector3 todo] )
+.randFloatSpread( [page:Float range] ) [page:Float]
-todo — todo
+Random float from - range / 2 to range / 2 interval.
diff --git a/docs/api/core/Math.rst b/docs/api/core/Math.rst
deleted file mode 100644
index bad6bbc4a0eda19e21116fbc83f3210be4dcdccf..0000000000000000000000000000000000000000
--- a/docs/api/core/Math.rst
+++ /dev/null
@@ -1,60 +0,0 @@
-Math - Math utility functions
------------------------------
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Math.clamp( x, a, b )
-
- Clamps the x to be between a and b
-
- :param float x: value to be clamped
- :param float a: minimum value
- :param float b: maximum value
- :returns: Clamped value
- :rtype: float
-
-.. function:: Math.clampBottom( x, a )
-
- Clamps the x to be larger than a
-
- :param float x: value to be clamped
- :param float a: minimum value
- :returns: Clamped value
- :rtype: float
-
-.. function:: Math.mapLinear( x, a1, a2, b1, b2 )
-
- Linear mapping of x from range to range
-
- :param float x: value to be mapped
- :param float a1: minimum value for range A
- :param float a2: maximum value for range A
- :param float b1: minimum value for range B
- :param float b2: maximum value for range B
- :returns: mapped value
- :rtype: float
-
-.. function:: Math.random16()
-
- Random float from <0, 1> with 16 bits of randomness
- (standard Math.random() creates repetitive patterns when applied over larger space)
-
- :returns: Random float from <0, 1> with 16 bits of randomness
- :rtype: float
-
-.. function:: Math.randInt( low, high )
-
- :returns: Random integer from *low* to *high* interval
- :rtype: integer
-
-.. function:: Math.randFloat( low, high )
-
- :returns: Random float from *low* to *high* interval
- :rtype: float
-
-.. function:: Math.randFloatSpread( range )
-
- :returns: Random float from -range/2 to range/2 interval
- :rtype: float
diff --git a/docs/api/core/Vertex.html b/docs/api/core/Vertex.html
index 1e445ac3375842dbb4cae5c0402f501896d552ae..dfeab5e28bc8e647eb28ecf5ac0eb27b90a7992d 100644
--- a/docs/api/core/Vertex.html
+++ b/docs/api/core/Vertex.html
@@ -1,6 +1,6 @@
[name]
-todo
+
Constructor
@@ -10,15 +10,7 @@
Properties
-.[page:Vector3 todo]
-
-
-Methods
-
-.todo( [page:Vector3 todo] )
-
-todo — todo
-
+.[page:Vector3 position]
Source
diff --git a/docs/api/core/Vertex.rst b/docs/api/core/Vertex.rst
deleted file mode 100644
index 1eb503fed843558fc74a3e2212fb74a685eaee80..0000000000000000000000000000000000000000
--- a/docs/api/core/Vertex.rst
+++ /dev/null
@@ -1,14 +0,0 @@
-Vertex - Represents a vertex in space
--------------------------------------
-
-.. rubric:: Constructor
-
-.. class:: Vertex()
-
- Represents a vertex in space
-
-.. rubric:: Attributes
-
-.. rubric:: Method
-
-.. rubric:: Example(s)
\ No newline at end of file
diff --git a/docs/index.html b/docs/index.html
index 36ba88de2fb0183e0eaf5306baeae00ef23c386d..b2a221d5b9a81dcbafcf84a61e0915d8dd1e3d14 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -351,7 +351,7 @@
text = text.replace(/\[name\]/gi, name);
text = text.replace(/\[path\]/gi, path);
text = text.replace(/\[page:(\w+)\]/gi, "$1" );
- text = text.replace(/\[page:(\w+) (\w+)\]/gi, "$2" );
+ text = text.replace(/\[page:(\w+) ([\w|\.]+)\]/gi, "$2" );
viewer.innerHTML = '
' + text + '
';