提交 73c4933f 编写于 作者: A aardgoose 提交者: Mr.doob

white space corrections and a few method tags (#8994)

pedant mode on.

camera, core and math  dirs + a stray "]" in WebGLRenderer docs
上级 704e7210
......@@ -36,7 +36,7 @@
<h2>Methods</h2>
<h3>[method:Vector3 getWorldDirection]([page:Vector3 vector])</h3>
<h3>[method:Vector3 getWorldDirection]( [page:Vector3 vector] )</h3>
<div>
vector — (optional)<br />
<br />
......
......@@ -43,7 +43,7 @@
<h2>Constructor</h2>
<h3>[name]([page:number near], [page:number far], [page:number cubeResolution])</h3>
<h3>[name]( [page:number near], [page:number far], [page:number cubeResolution] )</h3>
<div>
near -- The near clipping distance. <br />
far -- The far clipping distance <br />
......@@ -68,7 +68,7 @@
<h3>[method:null updateCubeMap]([page:WebGLRenderer renderer], [page:Scene scene])</h3>
<h3>[method:null updateCubeMap]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
<div>
renderer -- The current WebGL renderer <br />
scene -- The current scene
......
......@@ -15,7 +15,7 @@
</div>
<h2>Constructor</h2>
<h3>[name]([page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized])</h3>
<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized] )</h3>
<div>
Instantiates this attribute with data from the associated buffer.
itemSize gives the number of values of the array that should be associated with a particular vertex. normalized indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
......
......@@ -143,7 +143,7 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix])</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<div>
matrix - matrix
</div>
......@@ -256,7 +256,7 @@
</div>
<h3>[method:Object3D getObjectByName]([page:String name])</h3>
<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
<div>
name -- String to match to the children's Object3d.name property. <br />
</div>
......@@ -264,7 +264,7 @@
Searches through the object's children and returns the first with a matching name.
</div>
<h3>[method:Object3D getObjectById]([page:Integer id])</h3>
<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
<div>
id -- Unique number of the object instance<br />
</div>
......@@ -272,7 +272,7 @@
Searches through the object's children and returns the first with a matching id.
</div>
<h3>[method:Vector3 getWorldPosition]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
</div>
......@@ -280,7 +280,7 @@
Returns a vector representing the position of the object in world space.
</div>
<h3>[method:Quaternion getWorldQuaternion]([page:Quaternion optionalTarget])</h3>
<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
<div>
optionalTarget — Optional target to set the result. Otherwise, a new `Quaternion` is instantiated. (optional)<br />
</div>
......@@ -288,7 +288,7 @@
Returns a quaternion representing the rotation of the object in world space.
</div>
<h3>[method:Euler getWorldRotation]([page:Euler optionalTarget])</h3>
<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
<div>
optionalTarget — Optional target to set the result. Otherwise, a new `Euler` is instantiated. (optional)<br />
</div>
......@@ -296,7 +296,7 @@
Returns the euler angles representing the rotation of the object in world space.
</div>
<h3>[method:Vector3 getWorldScale]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
</div>
......@@ -304,7 +304,7 @@
Returns a vector of the scaling factors applied to the object for each axis in world space.
</div>
<h3>[method:Vector3 getWorldDirection]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
</div>
......@@ -312,7 +312,7 @@
Returns a vector representing the direction of object's positive z-axis in world space.
</div>
<h3>[method:Object3D translateOnAxis]([page:Vector3 axis], [page:Float distance])</h3>
<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
<div>
axis -- A normalized vector in object space.<br />
distance -- The distance to translate.
......@@ -321,7 +321,7 @@
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
</div>
<h3>[method:Object3D rotateOnAxis]([page:Vector3 axis], [page:Float angle])</h3>
<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
<div>
axis -- A normalized vector in object space. <br />
angle -- The angle in radians.
......@@ -330,7 +330,7 @@
Rotate an object along an axis in object space. The axis is assumed to be normalized.
</div>
<h3>[method:Array raycast]([page:Raycaster raycaster], [page:Array intersects])</h3>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<div>
Abstract method to get intersections between a casted ray and this object. Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order to participate in raycasting.
</div>
......
......@@ -89,7 +89,7 @@
Copies given color.
</div>
<h3>[method:Color fromArray]([page:Array array], [page:Integer offset]) [page:Color this]</h3>
<h3>[method:Color fromArray]( [page:Array array], [page:Integer offset] ) [page:Color this]</h3>
<div>
array -- [page:Array] [r, g, b] <br />
offset -- [page:Integer] An optional offset into the array.
......@@ -175,7 +175,7 @@
Sets color from hsl
</div>
<h3>.getHSL() [page:Object hsl]</h3>
<h3>[method:Object getHSL]() [page:Object hsl]</h3>
<div>
Returns an object with properties h, s, and l.
</div>
......@@ -228,7 +228,7 @@
Clones this color.
</div>
<h3>[method:Array toArray]([page:Array array], [page:Integer offset]) [page:Color this]</h3>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Color this]</h3>
<div>
array -- An optional array to store the color to. <br />
offset -- An optional offset into the array.
......
......@@ -92,7 +92,7 @@
WARNING: this discards revolution information.
</div>
<h3>[method:Euler setFromVector3]([page:Vector3 vector], [page:String order]) [page:Euler this]</h3>
<h3>[method:Euler setFromVector3]( [page:Vector3 vector], [page:String order] ) [page:Euler this]</h3>
<div>
vector -- [page:Vector3].
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
......@@ -106,7 +106,7 @@
Returns the Euler's XYZ properties as a Vector3.
</div>
<h3>[method:Euler fromArray]([page:Array array]) [page:Euler this]</h3>
<h3>[method:Euler fromArray]( [page:Array array] ) [page:Euler this]</h3>
<div>
array -- [page:Array] of length 3 or 4. array[3] is an optional order argument.
</div>
......
......@@ -52,7 +52,7 @@
Return a copy of this Frustum
</div>
<h3>[method:Boolean set]([page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5])</h3>
<h3>[method:Boolean set]( [page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5] )</h3>
<div>
p0 -- [page:Plane] <br />
p1 -- [page:Plane] <br />
......@@ -65,7 +65,7 @@
Sets the current frustum from the passed planes. No plane order is implicitely implied.
</div>
<h3>[method:Frustum copy]([page:Frustum frustum]) [page:Frustum this]</h3>
<h3>[method:Frustum copy]( [page:Frustum frustum] ) [page:Frustum this]</h3>
<div>
frustum -- The frustum to copy
</div>
......@@ -73,7 +73,7 @@
Copies the values of the passed frustum.
</div>
<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3] to test
</div>
......@@ -81,7 +81,7 @@
Checks to see if the frustum contains the point.
</div>
<h3>[method:Boolean intersectsBox]([page:Box3 box])</h3>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<div>
box -- [page:Box3]
</div>
......@@ -89,7 +89,7 @@
Check to see if the box intersects with the frustum.
</div>
<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<div>
sphere -- [page:Sphere]
</div>
......
......@@ -16,7 +16,7 @@
<h2>Constructor</h2>
<h3>[name]([page:Vector3 start], [page:Vector3 end])</h3>
<h3>[name]( [page:Vector3 start], [page:Vector3 end] )</h3>
<div>
start -- [page:Vector3] Start of the line segment<br />
end -- [page:Vector3] End of the line segment
......@@ -38,7 +38,7 @@
<h3>[method:Line3 set]([page:Vector3 start], [page:Vector3 end])</h3>
<h3>[method:Line3 set]( [page:Vector3 start], [page:Vector3 end] )</h3>
<div>
start -- [page:Vector3] <br />
end -- [page:Vector3]
......@@ -47,7 +47,7 @@
Sets the start and end values by copying the provided vectors.
</div>
<h3>[method:Line3 copy]([page:Line3 line])</h3>
<h3>[method:Line3 copy]( [page:Line3 line] )</h3>
<div>
line -- [page:Line3]
</div>
......@@ -60,7 +60,7 @@
Return a new copy of this [page:Line3].
</div>
<h3>[method:Boolean equals]([page:Line3 line])</h3>
<h3>[method:Boolean equals]( [page:Line3 line] )</h3>
<div>
line -- [page:Line3]
</div>
......@@ -78,7 +78,7 @@
Returns the line segment's length squared.
</div>
<h3>[method:Line3 applyMatrix4]([page:Matrix4 matrix]) [page:Line3 this]</h3>
<h3>[method:Line3 applyMatrix4]( [page:Matrix4 matrix] ) [page:Line3 this]</h3>
<div>
matrix -- [page:Matrix4]
</div>
......@@ -86,7 +86,7 @@
Apply a matrix transform to the line segment.
</div>
<h3>[method:Vector at]([page:Float t], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector at]( [page:Float t], [page:Vector3 optionalTarget] )</h3>
<div>
t -- [page:Float] Use values 0-1 to return a result on the line segment. <br />
optionalTarget -- [page:Vector] Optional target to set the result.
......@@ -95,7 +95,7 @@
Return a vector at a certain position along the line. When t = 0, it returns the start vector, and when t=1 it returns the end vector.
</div>
<h3>[method:Vector3 center]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 center]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget -- [page:Vector3] Optional target to set the result.
</div>
......@@ -103,7 +103,7 @@
Return the center of the line segment.
</div>
<h3>[method:Vector3 delta]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 delta]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget -- [page:Vector3] Optional target to set the result.
</div>
......@@ -111,7 +111,7 @@
Returns the delta vector of the line segment, or the end vector minus the start vector.
</div>
<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Boolean clampToLine], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Boolean clampToLine], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] <br />
clampToLine -- [page:Boolean] <br />
......@@ -121,7 +121,7 @@
Returns the closets point on the line. If clamp to line is true, then the returned value will be clamped to the line segment.
</div>
<h3>[method:Float closestPointToPointParameter]([page:Vector3 point], [page:Boolean clampToLine])</h3>
<h3>[method:Float closestPointToPointParameter]( [page:Vector3 point], [page:Boolean clampToLine] )</h3>
<div>
point -- [page:Vector3] <br />
clampToLine -- [page:Boolean]
......
......@@ -59,7 +59,7 @@
Random float from *- range / 2* to *range / 2* interval.
</div>
<h3>[method:Float degToRad]([page:Float degrees])</h3>
<h3>[method:Float degToRad]( [page:Float degrees] )</h3>
<div>
degrees -- [page:Float]
</div>
......@@ -67,7 +67,7 @@
Converts degrees to radians.
</div>
<h3>[method:Float radToDeg]([page:Float radians])</h3>
<h3>[method:Float radToDeg]( [page:Float radians] )</h3>
<div>
radians -- [page:Float]
</div>
......@@ -75,7 +75,7 @@
Converts radians to degrees
</div>
<h3>[method:Float smoothstep]([page:Float x], [page:Float min], [page:Float max])</h3>
<h3>[method:Float smoothstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
<div>
x -- The value to evaluate based on its position between min and max. <br />
min -- Any x value below min will be 0 <br />
......@@ -87,7 +87,7 @@
[link:http://en.wikipedia.org/wiki/Smoothstep Wikipedia]
</div>
<h3>[method:Float smootherstep]([page:Float x], [page:Float min], [page:Float max])</h3>
<h3>[method:Float smootherstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
<div>
x -- The value to evaluate based on its position between min and max. <br />
min -- Any x value below min will be 0 <br />
......
......@@ -16,7 +16,7 @@
<h2>Constructor</h2>
<h3>[name]([page:Vector3 normal], [page:Float constant])</h3>
<h3>[name]( [page:Vector3 normal], [page:Float constant] )</h3>
<div>
normal -- ([Page:Vector3]) normal vector defining the plane pointing towards the origin <br />
constant -- ([Page:Float]) the negative distance from the origin to the plane along the normal vector
......@@ -38,7 +38,7 @@
Normalizes the normal vector, and adjusts the constant value accordingly.
</div>
<h3>[method:Plane set]([page:Vector3 normal], [page:Float constant]) [page:Plane this]</h3>
<h3>[method:Plane set]( [page:Vector3 normal], [page:Float constant] ) [page:Plane this]</h3>
<div>
normal -- [Page:Vector3] <br />
constant -- [Page:Float]
......@@ -47,7 +47,7 @@
Sets the plane's values.
</div>
<h3>[method:Plane copy]([page:Plane plane]) [page:Plane this]</h3>
<h3>[method:Plane copy]( [page:Plane plane] ) [page:Plane this]</h3>
<div>
plane -- [page:Plane] to copy
</div>
......@@ -55,7 +55,7 @@
Copies the values of the passed plane to this plane.
</div>
<h3>[method:Plane applyMatrix4]([page:Matrix4 matrix], [page:Matrix3 optionalNormalMatrix]) [page:Plane this]</h3>
<h3>[method:Plane applyMatrix4]( [page:Matrix4 matrix], [page:Matrix3 optionalNormalMatrix] ) [page:Plane this]</h3>
<div>
matrix -- [Page:Matrix4] to apply <br />
optionalNormalMatrix -- (optional) pre-computed normal [Page:Matrix3] of the Matrix4 to apply
......@@ -69,7 +69,7 @@
</code>
</div>
<h3>[method:Vector3 orthoPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 orthoPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] <br />
optionalTarget -- [page:Vector3]
......@@ -78,7 +78,7 @@
Returns a vector in the same direction as the Plane's normal, but the magnitude is passed point's original distance to the plane.
</div>
<h3>[method:Boolean intersectsLine]([page:Line3 line])</h3>
<h3>[method:Boolean intersectsLine]( [page:Line3 line] )</h3>
<div>
line -- [page:Line3]
</div>
......@@ -86,7 +86,7 @@
Tests whether a line segment intersects with the plane. (Do not mistake this for a collinear check.)
</div>
<h3>[method:Vector3 intersectLine]([page:Line3 line], [page:Vector3 optionalTarget]) or [page:undefined]</h3>
<h3>[method:Vector3 intersectLine]( [page:Line3 line], [page:Vector3 optionalTarget] ) or [page:undefined]</h3>
<div>
line -- [page:Line3] <br />
optionalTarget -- [page:Vector3]
......@@ -95,7 +95,7 @@
Returns the intersection point of the passed line and the plane. Returns undefined if the line does not intersect. Returns the line's starting point if the line is coplanar with the plane.
</div>
<h3>[method:Vector3 setFromNormalAndCoplanarPoint]([page:Vector3 normal], [page:Vector3 point]) [page:Vector3 this]</h3>
<h3>[method:Vector3 setFromNormalAndCoplanarPoint]( [page:Vector3 normal], [page:Vector3 point] ) [page:Vector3 this]</h3>
<div>
normal -- [page:Vector3] <br />
point -- [page:Vector3]
......@@ -109,7 +109,7 @@
Returns a new copy of this plane.
</div>
<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3]
</div>
......@@ -117,7 +117,7 @@
Returns the smallest distance from the point to the plane.
</div>
<h3>[method:Boolean equals]([page:Plane plane])</h3>
<h3>[method:Boolean equals]( [page:Plane plane] )</h3>
<div>
plane -- [page:Planen]
</div>
......@@ -125,7 +125,7 @@
Checks to see if two planes are equal (their normals and constants match)
</div>
<h3>[method:Plane setComponents]([page:Float x], [page:Float y], [page:Float z], [page:Float w]) [page:Plane this]</h3>
<h3>[method:Plane setComponents]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Plane this]</h3>
<div>
x -- [page:Float] x of the normal vector <br />
y -- [page:Float] y of the normal vector<br />
......@@ -136,7 +136,7 @@
Set the individual components that make up the plane.
</div>
<h3>[method:Float distanceToSphere]([page:Sphere sphere])</h3>
<h3>[method:Float distanceToSphere]( [page:Sphere sphere] )</h3>
<div>
sphere -- [Page:Sphere]
</div>
......@@ -144,7 +144,7 @@
Returns the smallest distance from an edge of the sphere to the plane.
</div>
<h3>[method:Plane setFromCoplanarPoints]([page:Vector3 a], [page:Vector3 b], [page:Vector3 c]) [page:Plane this]</h3>
<h3>[method:Plane setFromCoplanarPoints]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] ) [page:Plane this]</h3>
<div>
a -- [page:Vector3] <br />
b -- [page:Vector3] <br />
......@@ -154,7 +154,7 @@
Defines the plane based on the 3 provided points. The winding order is counter clockwise, and determines which direction the normal will point.
</div>
<h3>[method:Vector3 projectPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 projectPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] <br />
optionalTarget -- [page:Vector3]
......@@ -168,7 +168,7 @@
Negates both the normal vector and constant, effectively mirroring the plane across the origin.
</div>
<h3>[method:Plane translate]([page:Vector3 offset]) [page:Plane this]</h3>
<h3>[method:Plane translate]( [page:Vector3 offset] ) [page:Plane this]</h3>
<div>
offset -- [page:Vector3]
</div>
......@@ -176,7 +176,7 @@
Translates the plane the distance defined by the vector. Note that this only affects the constant (distance from origin) and will not affect the normal vector.
</div>
<h3>[method:Vector3 coplanarPoint]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 coplanarPoint]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget -- [page:Vector3]
</div>
......
......@@ -16,7 +16,7 @@
<h2>Constructor</h2>
<h3>[name]([page:Vector3 origin], [page:Vector3 direction])</h3>
<h3>[name]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<div>
origin -- [page:Vector3] The origin of the [page:Ray].<br />
direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
......@@ -39,7 +39,7 @@
<h2>Methods</h2>
<h3>[method:Ray applyMatrix4]([page:Matrix4 matrix4])</h3>
<h3>[method:Ray applyMatrix4]( [page:Matrix4 matrix4] )</h3>
<div>
matrix4 -- [page:Matrix4] The [page:Matrix4] to transform this [page:Ray] by.
</div>
......@@ -47,7 +47,7 @@
Transform this [page:Ray] by the [page:Matrix4].
</div>
<h3>.at([page:Float t], [page:Vector3 optionalTarget] = null) [page:Vector3]</h3>
<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
<div>
t -- [page:Float] The distance along the [page:Ray] to retrieve a position for.<br />
optionalTarget -- [page:Vector3] Receives the position along the [page:Ray] if passed; otherwise a new [page:Vector3] is created.
......@@ -61,7 +61,7 @@
Create a clone of this [page:Ray].
</div>
<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] The point to get the closest approach to. <br />
optionalTarget -- [page:Vector3] Receives the return value if passed; otherwise a new [page:Vector3] is created.
......@@ -70,7 +70,7 @@
Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
</div>
<h3>[method:Ray copy]([page:Ray ray])</h3>
<h3>[method:Ray copy]( [page:Ray ray] )</h3>
<div>
ray -- [page:Ray] The [page:Ray] to copy values from.
</div>
......@@ -78,7 +78,7 @@
Copy the properties of the provided [page:Ray], then return this [page:Ray].
</div>
<h3>.distanceSqToSegment([page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null) [page:Float]</h3>
<h3>[method:Float distanceSqToSegment]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null ) [page:Float]</h3>
<div>
v0 -- [page:Vector3] The start of the line segment.
v1 -- [page:Vector3] The end of the line segment.
......@@ -89,7 +89,7 @@
Get the squared distance between this [page:Ray] and a line segment.
</div>
<h3>[method:Float distanceToPlane]([page:Plane plane])</h3>
<h3>[method:Float distanceToPlane]( [page:Plane plane] )</h3>
<div>
plane -- [page:Plane] The [page:Plane] to get the distance to.
</div>
......@@ -97,7 +97,7 @@
Get the distance from the origin to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
</div>
<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3] The [page:Vector3] to compute a distance to.
</div>
......@@ -105,7 +105,7 @@
Get the distance of the closest approach between the [page:Ray] and the [page:Vector3].
</div>
<h3>[method:Float distanceSqToPoint]([page:Vector3 point])</h3>
<h3>[method:Float distanceSqToPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3] The [page:Vector3] to compute a distance to.
</div>
......@@ -113,7 +113,7 @@
Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
</div>
<h3>[method:Boolean equals]([page:Ray ray])</h3>
<h3>[method:Boolean equals]( [page:Ray ray] )</h3>
<div>
ray -- [page:Ray] The [page:Ray] to compare to.
</div>
......@@ -121,7 +121,7 @@
Return whether this and the other [page:Ray] have equal offsets and directions.
</div>
<h3>.intersectBox([page:Box3 box], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] = null ) [page:Vector3]?</h3>
<div>
box -- [page:Box3] The [page:Box3] to intersect with.<br />
optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
......@@ -130,7 +130,7 @@
Intersect this [page:Ray] with a [page:Box3], returning the intersection point or *null* if there is no intersection.
</div>
<h3>.intersectPlane([page:Plane plane], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] = null ) [page:Vector3]?</h3>
<div>
plane -- [page:Plane] The [page:Plane] to intersect with.<br />
optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
......@@ -140,7 +140,7 @@
</div>
function ( a, b, c, backfaceCulling, optionalTarget )
<h3>.intersectTriangle([page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
<h3>[method:Vector3 intersectTriangle]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null ) [page:Vector3]?</h3>
<div>
a, b, c -- [page:Vector3] The [page:Vector3] points on the triangle.<br />
backfaceCulling -- [page:Boolean] Whether to use backface culling.<br />
......@@ -150,7 +150,7 @@
Intersect this [page:Ray] with a triangle, returning the intersection point or *null* if there is no intersection.
</div>
<h3>[method:Boolean intersectsBox]([page:Box3 box])</h3>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<div>
box -- [page:Box3] The [page:Box3] to intersect with.
</div>
......@@ -158,7 +158,7 @@
Return whether or not this [page:Ray] intersects with the [page:Box3].
</div>
<h3>[method:Boolean intersectsPlane]([page:Plane plane])</h3>
<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
<div>
plane -- [page:Plane] The [page:Plane] to intersect with.
</div>
......@@ -166,7 +166,7 @@
Return whether or not this [page:Ray] intersects with the [page:Plane].
</div>
<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<div>
sphere -- [page:Sphere] The [page:Sphere] to intersect with.
</div>
......@@ -174,7 +174,7 @@
Return whether or not this [page:Ray] intersects with the [page:Sphere].
</div>
<h3>[method:Ray recast]([page:Float t])</h3>
<h3>[method:Ray recast]( [page:Float t] )</h3>
<div>
t -- The distance along the [page:Ray] to interpolate.
</div>
......@@ -182,7 +182,7 @@
Shift the origin of this [page:Ray] along its direction by the distance given.
</div>
<h3>[method:Ray set]([page:Vector3 origin], [page:Vector3 direction])</h3>
<h3>[method:Ray set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<div>
origin -- [page:Vector3] The origin of the [page:Ray].<br />
direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
......@@ -191,7 +191,7 @@
Copy the parameters to the origin and direction properties.
</div>
<h3>[method:Ray lookAt]([page:Vector3 v])</h3>
<h3>[method:Ray lookAt]( [page:Vector3 v] )</h3>
<div>
v -- [page:Vector3] The vector to look at.
</div>
......
......@@ -16,7 +16,7 @@
<h2>Constructor</h2>
<h3>[name]([page:Vector3 center], [page:Float radius])</h3>
<h3>[name]( [page:Vector3 center], [page:Float radius] )</h3>
<div>
center -- [page:Vector3] <br />
radius -- [page:Float]
......@@ -35,7 +35,7 @@
<h3>.set([page:Vector3 center], [page:Float radius]) [page:this:Sphere]</h3>
<h3>[method:Sphere set]( [page:Vector3 center], [page:Float radius] ) [page:Sphere this]</h3>
<div>
center -- [page:Vector3] <br />
radius -- [page:Float]
......@@ -44,7 +44,7 @@
Sets the center and radius.
</div>
<h3>[method:Sphere applyMatrix4]([page:Matrix4 matrix]) [page:Sphere this]</h3>
<h3>[method:Sphere applyMatrix4]( [page:Matrix4 matrix] ) [page:Sphere this]</h3>
<div>
matrix -- [page:Matrix4]
</div>
......@@ -52,7 +52,7 @@
Transforms this sphere with the provided [page:Matrix4].
</div>
<h3>[method:Vector3 clampPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] The point to clamp <br />
optionalTarget -- [page:Vector3] The optional target point to return
......@@ -61,7 +61,7 @@
Clamps a point within the sphere. If the point is is outside the sphere, it will clamp it to the closets point on the edge of the sphere.
</div>
<h3>[method:Sphere translate]([page:Vector3 offset]) [page:Sphere this]</h3>
<h3>[method:Sphere translate]( [page:Vector3 offset] ) [page:Sphere this]</h3>
<div>
offset -- [page:Vector3]
</div>
......@@ -74,7 +74,7 @@
Provides a new copy of the sphere.
</div>
<h3>[method:Boolean equals]([page:Sphere sphere])</h3>
<h3>[method:Boolean equals]( [page:Sphere sphere] )</h3>
<div>
sphere -- [page:Sphere]
</div>
......@@ -82,7 +82,7 @@
Checks to see if the two spheres' centers and radii are equal.
</div>
<h3>[method:Sphere setFromPoints]([page:Array points], [page:Vector3 optionalCenter]) [page:Sphere this]</h3>
<h3>[method:Sphere setFromPoints]( [page:Array points], [page:Vector3 optionalCenter] ) [page:Sphere this]</h3>
<div>
points -- [page:Array] of [page:Vector3] positions.<br />
optionalCenter -- Optional [page:Vector3] position for the sphere's center.<br />
......@@ -91,7 +91,7 @@
Computes the minimum bounding sphere for *points*. If *optionalCenter* is given, it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing *points* is calculated.
</div>
<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3]
</div>
......@@ -99,7 +99,7 @@
Returns the closest distance from the boundary of the sphere to the point. If the sphere contains the point, the distance will be negative.
</div>
<h3>[method:Box getBoundingBox]([page:Box optionalTarget])</h3>
<h3>[method:Box getBoundingBox]( [page:Box optionalTarget] )</h3>
<div>
optionalTarget -- [page:Box]
</div>
......@@ -107,7 +107,7 @@
Returns a bounding box for the sphere, optionally setting a provided box target.
</div>
<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3]
</div>
......@@ -115,7 +115,7 @@
Checks to see if the sphere contains the provided point inclusive of the edge of the sphere.
</div>
<h3>[method:Sphere copy]([page:Sphere sphere])</h3>
<h3>[method:Sphere copy]( [page:Sphere sphere] )</h3>
<div>
sphere -- [page:Sphere] to copy
</div>
......@@ -123,7 +123,7 @@
Copies the values of the passed sphere to this sphere.
</div>
<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<div>
sphere -- [page:Sphere]
</div>
......
......@@ -16,7 +16,7 @@
<h2>Constructor</h2>
<h3>[name]([page:Vector3 a], [page:Vector3 b], [page:Vector3 c])</h3>
<h3>[name]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] )</h3>
<div>
a -- [page:Vector3] <br />
b -- [page:Vector3] <br />
......@@ -50,7 +50,7 @@
<h3>[method:Triangle setFromPointsAndIndices]([page:Array points], [page:Integer i0], [page:Integer i1], [page:Integer i2]) [page:Triangle this]</h3>
<h3>[method:Triangle setFromPointsAndIndices]( [page:Array points], [page:Integer i0], [page:Integer i1], [page:Integer i2] ) [page:Triangle this]</h3>
<div>
points -- [page:Array] of [page:Vector3]s <br />
i0 -- [page:Integer] index <br />
......@@ -61,7 +61,7 @@
Sets the triangle's vectors to the vectors in the array.
</div>
<h3>[method:Triangle set]([page:Vector3 a], [page:Vector3 b], [page:Vector3 c]) [page:Triangle this]</h3>
<h3>[method:Triangle set]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] ) [page:Triangle this]</h3>
<div>
a -- [page:Vector3] <br />
b -- [page:Vector3] <br />
......@@ -71,7 +71,7 @@
Sets the triangle's vectors to the passed vectors.
</div>
<h3>[method:Vector3 normal]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 normal]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget -- Optional [page:Vector3] target to set the result.
</div>
......@@ -79,7 +79,7 @@
Return the calculated normal of the triangle.
</div>
<h3>[method:Vector3 barycoordFromPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 barycoordFromPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] <br />
optionalTarget -- Optional [page:Vector3] target to set the result.
......@@ -99,7 +99,7 @@
Return the area of the triangle.
</div>
<h3>[method:Vector3 midpoint]([page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 midpoint]( [page:Vector3 optionalTarget] )</h3>
<div>
optionalTarget -- Optional [page:Vector3] target to set the result.
</div>
......@@ -107,7 +107,7 @@
Return the midpoint of the triangle. Optionally sets a target vector.
</div>
<h3>[method:Boolean equals]([page:Triangle triangle])</h3>
<h3>[method:Boolean equals]( [page:Triangle triangle] )</h3>
<div>
triangle -- [page:Triangle]
</div>
......@@ -115,7 +115,7 @@
Checks to see if two triangles are equal (share the same vectors).
</div>
<h3>[method:Plane plane]([page:Plane optionalTarget])</h3>
<h3>[method:Plane plane]( [page:Plane optionalTarget] )</h3>
<div>
optionalTarget -- Optional [page:Plane] target to set the result.
</div>
......@@ -123,7 +123,7 @@
Return a [page:Plane plane] based on the triangle. Optionally sets a target plane.
</div>
<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<div>
point -- [page:Vector3]
</div>
......@@ -131,7 +131,7 @@
Checks to see if the passed vector is within the triangle.
</div>
<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<div>
point -- [page:Vector3] <br />
optionalTarget -- Optional [page:Vector3] target to set the result.
......@@ -140,7 +140,7 @@
Returns the closest point on the triangle.
</div>
<h3>[method:Triangle copy]([page:Triangle triangle])</h3>
<h3>[method:Triangle copy]( [page:Triangle triangle] )</h3>
<div>
triangle -- [page:Triangle]
</div>
......
......@@ -213,7 +213,7 @@
<div>Arguments default to true.</div>
<h3>[method:null renderBufferImmediate]( [page:Object3D object], [page:shaderprogram program], [page:Material shading] )</h3>
<div>object — an instance of [page:Object3D]]<br />
<div>object — an instance of [page:Object3D]<br />
program — an instance of shaderProgram<br />
shading — an instance of Material<br />
</div>
......
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