提交 51f3c18e 编写于 作者: M Mr.doob

Docs: Invisibles clean up. Started using Atom...

上级 4612dbb1
......@@ -27,10 +27,10 @@
<div>
Identifier of this object instance.
</div>
<h3>.[page:String uuid]</h3>
<div>
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
This gets automatically assigned, so this shouldn't be edited.
</div>
......@@ -132,18 +132,18 @@
<h3>.[page:object userData]</h3>
<div>
An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
</div>
</div>
<h3>.[page:Matrix4 matrixWorld]</h3>
<div>
The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
</div>
</div>
<h2>Methods</h2>
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
<div>
matrix - matrix
......@@ -151,7 +151,7 @@
<div>
This updates the position, rotation and scale with the matrix.
</div>
<h3>.translateX( [page:Float distance] )</h3>
<div>
distance - Distance.<br />
......@@ -175,7 +175,7 @@
<div>
Translates object along z axis by distance.
</div>
<h3>.localToWorld( [page:Vector3 vector] )</h3>
<div>
vector - A local vector.<br />
......@@ -221,7 +221,7 @@
callback - An Function with as first argument an object3D object.<br />
</div>
<div>
Executes the callback on this object and all descendants.
Executes the callback on this object and all descendants.
</div>
<h3>.updateMatrix()</h3>
......@@ -257,7 +257,7 @@
<div>
Searches through the object's children and returns the first with a matching id, optionally recursive.
</div>
<h3>.translateOnAxis([page:Vector3 axis], [page:Float distance]) [page:Object3D]</h3>
<div>
axis -- A normalized vector in object space.<br />
......@@ -266,7 +266,7 @@
<div>
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
</div>
<h3>.rotateOnAxis([page:Vector3 axis], [page:Float angle]) [page:Object3D]</h3>
<div>
axis -- A normalized vector in object space. <br />
......
......@@ -30,12 +30,12 @@
<h3>.[page:Matrix4 skinMatrix]</h3>
<div>
The matrix of the bone.
</div>
</div>
<h3>.[page:SkinnedMesh skin]</h3>
<div>
The skin that contains this bone.
</div>
The skin that contains this bone.
</div>
<h2>Methods</h2>
......
......@@ -30,7 +30,7 @@
<h3>.[page:array objects]</h3>
<div>
todo
</div>
</div>
<h2>Methods</h2>
......
......@@ -20,7 +20,7 @@
<code>var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( -10, 0, 0 ),
......@@ -32,7 +32,7 @@
scene.add( line );
</code>
<h2>Constructor</h2>
......
......@@ -35,52 +35,52 @@
<h3>.[page:boolean directionBackwards]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number direction]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number endKeyframe]</h3>
<div>
todo
</div>
</div>
<h3>.[page:boolean mirroredLoop]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number startKeyframe]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number lastKeyframe]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number length]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number time]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number duration]</h3>
<div>
todo
</div>
</div>
<h3>.[page:number currentKeyframe]</h3>
<div>
todo
</div>
</div>
<h2>Methods</h2>
......
......@@ -15,7 +15,7 @@
<h2>Constructor</h2>
<h3>[name]( [page:Geometry geometry], [page:Material material] )</h3>
......@@ -36,16 +36,16 @@
<h3>.[page:boolean sortParticles]</h3>
<div>
When set, then the particles should be depth sorted (from far to near), based on camera, in the renderer every frame.
</div>
When set, then the particles should be depth sorted (from far to near), based on camera, in the renderer every frame.
</div>
<h2>Methods</h2>
<h3>.clone()</h3>
<div>
This creates a clone of the particle system.
</div>
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
......
......@@ -24,7 +24,7 @@
useVertexTexture -- Defines wether a vertex texture can be used (optional).
</div>
<div>
This Creates a new instance of skinnedMesh.
This Creates a new instance of skinnedMesh.
</div>
......@@ -35,22 +35,22 @@
<h3>.[page:array bones]</h3>
<div>
This contains the array of bones for this mesh. These should be set in the constructor.
</div>
</div>
<h3>.[page:Matrix4 identityMatrix]</h3>
<div>
This is an identityMatrix to calculate the bones matrices from.
</div>
</div>
<h3>.[page:boolean useVertexTexture]</h3>
<div>
The boolean defines whether a vertex texture is used to calculate the bones. This boolean shouldn't be changed after constructor.
</div>
</div>
<h3>.[page:array boneMatrices]</h3>
<div>
This array of matrices contains the matrices of the bones. These get calculated in the constructor.
</div>
</div>
<h2>Methods</h2>
......
......@@ -14,7 +14,7 @@
<div class="desc">A sprite is a plane in an 3d scene which faces always towards the camera. </div>
<h2>Example</h2>
<code>
var map = THREE.ImageUtils.loadTexture( "sprite.png" );
var material = new THREE.SpriteMaterial( { map: map, color: 0xffffff, fog: true } );
......@@ -39,7 +39,7 @@
<h3>.[page:SpriteMaterial material]</h3>
<div>
An instance of [page:Material], defining the object's appearance. Default is a [page:SpriteMaterial] which is a white plane.
</div>
</div>
-
<h2>Methods</h2>
......
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