未验证 提交 de35b392 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #20596 from gonnavis/DocsUnifyTypeCase

Docs: Unify type case.
......@@ -34,15 +34,15 @@
<h2>المنشئ (Constructor)</h2>
<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
[page:object obj] - عدد عشوائي من الشبكات التي تشترك في نفس حالة الحركة.
[page:Object obj] - عدد عشوائي من الشبكات التي تشترك في نفس حالة الحركة.
</p>
<h2>الخصائص (Properties)</h2>
<h3>[property:object stats]</h3>
<h3>[property:Object stats]</h3>
<p>
كائن يحتوي على بعض المعلومات حول *AnimationObjectGroup* (العدد الإجمالي ، العدد المستخدم ، عدد الروابط لكل كائن)
</p>
......@@ -56,17 +56,17 @@
<h2>الوظائف (Methods)</h2>
<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
يضيف عددًا عشوائيًا من الكائنات إلى *AnimationObjectGroup*.
</p>
<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
يزيل عددًا عشوائيًا من الكائنات من *AnimationObjectGroup*.
</p>
<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
إلغاء تخصيص كافة موارد الذاكرة للكائنات التي تم تمريرها من *AnimationObjectGroup*.
</p>
......
......@@ -36,15 +36,15 @@
<h2>Constructor</h2>
<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
[page:object obj] - an abitrary number of meshes that share the same animation state.
[page:Object obj] - an abitrary number of meshes that share the same animation state.
</p>
<h2>Properties</h2>
<h3>[property:object stats]</h3>
<h3>[property:Object stats]</h3>
<p>
An object that contains some informations of this *AnimationObjectGroup* (total number, number
in use, number of bindings per object)
......@@ -60,17 +60,17 @@
<h2>Methods</h2>
<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
Adds an arbitrary number of objects to this *AnimationObjectGroup*.
</p>
<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
Removes an arbitrary number of objects from this *AnimationObjectGroup*.
</p>
<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*.
</p>
......
......@@ -125,7 +125,7 @@
Updates the camera projection matrix. Must be called after any change of parameters.
</p>
<h3>[method:Object toJSON]([param:object meta])</h3>
<h3>[method:Object toJSON]([param:Object meta])</h3>
<p>
meta -- object containing metadata such as textures or images in objects' descendants.<br />
Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
......
......@@ -186,7 +186,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
Updates the camera projection matrix. Must be called after any change of parameters.
</p>
<h3>[method:Object toJSON]([param:object meta])</h3>
<h3>[method:Object toJSON]([param:Object meta])</h3>
<p>
meta -- object containing metadata such as textures or images in objects' descendants.<br />
Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
......
......@@ -79,7 +79,7 @@
Removes a listener from an event type.
</p>
<h3>[method:null dispatchEvent]( [param:object event] )</h3>
<h3>[method:null dispatchEvent]( [param:Object event] )</h3>
<p>
event - The event that gets fired.
</p>
......
......@@ -101,7 +101,7 @@
<h3>[property:Integer id]</h3>
<p>Unique number for this geometry instance.</p>
<h3>[property:array lineDistances]</h3>
<h3>[property:Array lineDistances]</h3>
<p>
An array containing distances between vertices for Line geometries.
This is required for [page:LineDashedMaterial] to render correctly.
......
......@@ -390,7 +390,7 @@
Copy the given quaternion into [page:.quaternion].
</p>
<h3>[method:Object toJSON]( [param:object meta] )</h3>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- object containing metadata such as materials, textures or images for the object.<br />
Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
......
......@@ -84,13 +84,13 @@
<h2>Properties</h2>
<h3>[property:float far]</h3>
<h3>[property:Float far]</h3>
<p>
The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.
This value shouldn't be negative and should be larger than the near property.
</p>
<h3>[property:float near]</h3>
<h3>[property:Float near]</h3>
<p>
The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
This value shouldn't be negative and should be smaller than the far property.
......
......@@ -29,10 +29,10 @@
<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h3>[property:array curves]</h3>
<h3>[property:Array curves]</h3>
<p>The array of [page:Curve Curves].</p>
<h3>[property:boolean autoClose]</h3>
<h3>[property:Boolean autoClose]</h3>
<p>Whether or not to automatically close the path.</p>
......
......@@ -33,7 +33,7 @@
<h2>Properties</h2>
<h3>[property:array data]</h3>
<h3>[property:Array data]</h3>
<p>The JSON data passed in the constructor.</p>
<h2>Methods</h2>
......
......@@ -52,7 +52,7 @@
<h2>Properties</h2>
<p>See the base [page:CurvePath] class for common properties.</p>
<h3>[property:array currentPoint]</h3>
<h3>[property:Array currentPoint]</h3>
<p>The current offset of the path. Any new [page:Curve] added will start here.</p>
......
......@@ -68,7 +68,7 @@
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
</p>
<h3>[property:array holes]</h3>
<h3>[property:Array holes]</h3>
<p>An array of [page:Path paths] that define the holes in the shape.</p>
<h2>Methods</h2>
......
......@@ -32,12 +32,12 @@
<h2>Properties</h2>
<h3>[property:array subPaths]</h3>
<h3>[property:Array subPaths]</h3>
<p>
Array of [page:Path]s.
</p>
<h3>[property:array currentPath]</h3>
<h3>[property:Array currentPath]</h3>
<p>
The current [page:Path] that is being generated.
</p>
......
......@@ -64,7 +64,7 @@
<h3>[property:String curveType]</h3>
<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
<h3>[property:float tension]</h3>
<h3>[property:Float tension]</h3>
<p>When [page:.curveType] is *catmullrom*, defines catmullrom's tension.</p>
......
......@@ -49,13 +49,13 @@ scene.add( helper );
<h3>[property:Camera camera]</h3>
<p>The camera being visualized.</p>
<h3>[property:object pointMap]</h3>
<h3>[property:Object pointMap]</h3>
<p>This contains the points used to visualize the camera.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>Reference to the [page:Object3D.matrixWorld camera.matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
camera's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -48,10 +48,10 @@
<h3>[property:DirectionalLight light]</h3>
<p>Reference to the [page:DirectionalLight directionalLight] being visualized.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>Reference to the light's [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
light's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -42,10 +42,10 @@
<h3>[property:HemisphereLight light]</h3>
<p>Reference to the HemisphereLight being visualized.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>Reference to the hemisphereLight's [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
hemisphereLight's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -51,10 +51,10 @@
<h3>[property:PointLight light]</h3>
<p>The [page:PointLight] that is being visualized.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>Reference to the pointLight's [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
pointLight's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -47,10 +47,10 @@
<h3>[property:SpotLight light]</h3>
<p>Reference to the [page:SpotLight] being visualized.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>Reference to the spotLight's [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
spotLight's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -20,7 +20,7 @@
<h2>Constructor</h2>
<h3>[name]( [param:Integer color], [param:float intensity] )</h3>
<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
<p>
[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
......@@ -59,7 +59,7 @@
[page:Light source] light into this one.
</p>
<h3>[method:Object toJSON]( [param:object meta] )</h3>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- object containing metadata such as materials, textures for objects.<br />
Convert the light to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
......
......@@ -26,13 +26,13 @@
<h2>Properties</h2>
<h3>[property:string crossOrigin]</h3>
<h3>[property:String crossOrigin]</h3>
<p>
The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
Default is *anonymous*.
</p>
<h3>[property:boolean withCredentials]</h3>
<h3>[property:Boolean withCredentials]</h3>
<p>
Whether the XMLHttpRequest uses credentials. See [page:.setWithCredentials].
Default is *false*.
......@@ -108,7 +108,7 @@
<h3>[method:Loader setRequestHeader]( [param:Object requestHeader] )</h3>
<p>
[page:object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
[page:Object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
Set the [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request.
</p>
......
......@@ -21,7 +21,7 @@
The function takes a stream of bytes as input and returns a string representation.
</p>
<h3>[method:String extractUrlBase]( [param:string url] )</h3>
<h3>[method:String extractUrlBase]( [param:String url] )</h3>
<p>
[page:String url] — The url to extract the base url from.
</p>
......
......@@ -302,7 +302,7 @@
Defines whether this material is visible. Default is *true*.
</p>
<h3>[property:object userData]</h3>
<h3>[property:Object userData]</h3>
<p>
An object that can be used to store custom data about the Material. It should not hold
references to functions as these will not be cloned.
......@@ -363,13 +363,13 @@
Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
</p>
<h3>[method:null setValues]( [param:object values] )</h3>
<h3>[method:null setValues]( [param:Object values] )</h3>
<p>
values -- a container with parameters.<br />
Sets the properties based on the *values*.
</p>
<h3>[method:Object toJSON]( [param:object meta] )</h3>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- object containing metadata such as textures or images for the material.<br />
Convert the material to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
......
......@@ -84,13 +84,13 @@
<h3>[property:Texture map]</h3>
<p>The color map. Default is null.</p>
<h3>[property:boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<p>Define whether the material uses morphTargets. Default is false.</p>
<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>
<h3>[property:boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>
<h3>[property:Float wireframeLinewidth]</h3>
......
......@@ -95,7 +95,7 @@
<h3>[property:Texture map]</h3>
<p>The color map. Default is null.</p>
<h3>[property:boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<p>Define whether the material uses morphTargets. Default is false.</p>
<h3>[property:Float nearDistance]</h3>
......
......@@ -119,7 +119,7 @@
<h3>[property:Texture map]</h3>
<p>The color map. Default is null.</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......
......@@ -101,7 +101,7 @@
<h3>[property:Texture matcap]</h3>
<p>The matcap map. Default is null.</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......
......@@ -78,7 +78,7 @@
<h3>[property:Boolean fog]</h3>
<p>Whether the material is affected by fog. Default is *false*.</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......@@ -111,7 +111,7 @@
<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>
<h3>[property:boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<p>
Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
</p>
......
......@@ -152,7 +152,7 @@
<h3>[property:Texture map]</h3>
<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......
......@@ -200,7 +200,7 @@
<h3>[property:Texture metalnessMap]</h3>
<p>The blue channel of this texture is used to alter the metalness of the material.</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......
......@@ -133,7 +133,7 @@
<h3>[property:Texture map]</h3>
<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......
......@@ -378,7 +378,7 @@ this.extensions = {
When set to true, morph target attributes are available in the vertex shader. Default is *false*.
</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
When set to true, morph normal attributes are available in the vertex shader. Default is *false*.
</p>
......
......@@ -102,11 +102,11 @@
Expands the boundaries of this box to include [page:Vector2 point].
</p>
<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
<h3>[method:Box2 expandByScalar]( [param:Float scalar] )</h3>
<p>
[page:float scalar] - Distance to expand the box by.<br /><br />
[page:Float scalar] - Distance to expand the box by.<br /><br />
Expands each dimension of the box by [page:float scalar]. If negative, the dimensions of the box
Expands each dimension of the box by [page:Float scalar]. If negative, the dimensions of the box
will be contracted.
</p>
......
......@@ -138,11 +138,11 @@
Expands the boundaries of this box to include [page:Vector3 point].
</p>
<h3>[method:this expandByScalar]( [param:float scalar] )</h3>
<h3>[method:this expandByScalar]( [param:Float scalar] )</h3>
<p>
[page:float scalar] - Distance to expand the box by.<br /><br />
[page:Float scalar] - Distance to expand the box by.<br /><br />
Expands each dimension of the box by [page:float scalar]. If negative, the dimensions of the box
Expands each dimension of the box by [page:Float scalar]. If negative, the dimensions of the box
will be contracted.
</p>
......
......@@ -141,20 +141,20 @@
<h3>[method:Quaternion rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
<p>
[page:Quaternion q] - The target quaternion.<br />
[page:float step] - The angular step in radians.<br /><br />
[page:Float step] - The angular step in radians.<br /><br />
Rotates this quaternion by a given angular step to the defined quaternion *q*.
The method ensures that the final quaternion will not overshoot *q*.
</p>
<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:Float t] )</h3>
<p>
[page:Quaternion qb] - The other quaternion rotation<br />
[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
[page:Float t] - interpolation factor in the closed interval [0, 1].<br /><br />
Handles the spherical linear interpolation between quaternions. [page:float t] represents the
amount of rotation between this quaternion (where [page:float t] is 0) and [page:Quaternion qb] (where
[page:float t] is 1). This quaternion is set to the result. Also see the static version of the
Handles the spherical linear interpolation between quaternions. [page:Float t] represents the
amount of rotation between this quaternion (where [page:Float t] is 0) and [page:Quaternion qb] (where
[page:Float t] is 1). This quaternion is set to the result. Also see the static version of the
*slerp* below.
<code>
......@@ -233,7 +233,7 @@ q.slerp( qb, t )
[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
[page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
[page:Float t] - interpolation factor in the closed interval [0, 1].<br /><br />
Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
<code>
......@@ -257,7 +257,7 @@ q.slerp( qb, t )
[page:Integer srcOffset0] - An offset into the array *src0*.<br />
[page:Array src1] - The source array of the target quatnerion.<br />
[page:Integer srcOffset1] - An offset into the array *src1*.<br />
[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
</p>
<p>
Like the static *slerp* method above, but operates directly on flat arrays of numbers.
......
......@@ -122,7 +122,7 @@
<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
<p>
Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:vector3 vector3s].<br>
Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:Vector3 vector3s].<br>
Please note that this method only copies the values from the given objects.
</p>
......
......@@ -269,12 +269,12 @@
<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
<p>Multiplies this vector by scalar [page:Float s].</p>
<h3>[method:this rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
<h3>[method:this rotateAround]( [param:Vector2 center], [param:Float angle] )</h3>
<p>
[page:Vector2 center] - the point around which to rotate.<br />
[page:float angle] - the angle to rotate, in radians.<br /><br />
[page:Float angle] - the angle to rotate, in radians.<br /><br />
Rotates this vector around [page:Vector2 center] by [page:float angle] radians.
Rotates this vector around [page:Vector2 center] by [page:Float angle] radians.
</p>
<h3>[method:this round]()</h3>
......
......@@ -54,16 +54,16 @@
<h2>Properties</h2>
<p>See the base [page:Object3D] class for common properties.</p>
<h3>[property:boolean autoUpdate]</h3>
<h3>[property:Boolean autoUpdate]</h3>
<p>
Whether the LOD object is updated automatically by the renderer per frame or not.
If set to false, you have to call [page:LOD.update]() in the render loop by yourself.
Default is true.
</p>
<h3>[property:array levels]</h3>
<h3>[property:Array levels]</h3>
<p>
An array of [page:object level] objects<br /><br />
An array of [page:Object level] objects<br /><br />
Each level is an object with two properties:<br />
[page:Object3D object] - The [page:Object3D] to display at this level.<br />
......@@ -88,7 +88,7 @@
</p>
<h3>[method:integer getCurrentLevel]()</h3>
<h3>[method:Integer getCurrentLevel]()</h3>
<p>
Get the currently active LOD level. As index of the levels array.
</p>
......
......@@ -101,7 +101,7 @@
<h2>Properties</h2>
<p>See the base [page:Mesh] class for common properties.</p>
<h3>[property:string bindMode]</h3>
<h3>[property:String bindMode]</h3>
<p>
Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
property for the base transform matrix of the bones. "detached" uses the
......
......@@ -62,7 +62,7 @@
A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded.
</p>
<h3>[property:boolean scissorTest]</h3>
<h3>[property:Boolean scissorTest]</h3>
<p>
Indicates whether the scissor test is active or not.
</p>
......@@ -77,12 +77,12 @@
This texture instance holds the rendered pixels. Use it as input for further processing.
</p>
<h3>[property:boolean depthBuffer]</h3>
<h3>[property:Boolean depthBuffer]</h3>
<p>
Renders to the depth buffer. Default is true.
</p>
<h3>[property:boolean stencilBuffer]</h3>
<h3>[property:Boolean stencilBuffer]</h3>
<p>
Renders to the stencil buffer. Default is false.
</p>
......
......@@ -14,17 +14,17 @@
<h2>Methods</h2>
<h3>[method:null enable]( [param:integer id], [param:boolean boolean] )</h3>
<h3>[method:null enable]( [param:Integer id], [param:Boolean boolean] )</h3>
<p>
TODO
</p>
<h3>[method:null disable]( [param:integer id], [param:boolean boolean] )</h3>
<h3>[method:null disable]( [param:Integer id], [param:Boolean boolean] )</h3>
<p>
TODO
</p>
<h3>[method:null setDepthTest]( [param:boolean depthTest] )</h3>
<h3>[method:null setDepthTest]( [param:Boolean depthTest] )</h3>
<p>
depthTest -- The boolean to decide if depth of a fragment needs to be tested against the depth buffer . <br />
</p>
......@@ -32,7 +32,7 @@
This sets, based on depthTest, whether or not the depth data needs to be tested against the depth buffer.
</p>
<h3>[method:null setDepthWrite]( [param:boolean depthWrite] )</h3>
<h3>[method:null setDepthWrite]( [param:Boolean depthWrite] )</h3>
<p>
depthWrite -- The boolean to decide if depth of a fragment needs to be kept. <br />
</p>
......
......@@ -24,7 +24,7 @@
<h2>Properties</h2>
<h3>[property:boolean autoUpdate]</h3>
<h3>[property:Boolean autoUpdate]</h3>
<p>
Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
When it isn't, then you have to maintain all matrices in the scene yourself.
......
......@@ -56,7 +56,7 @@
See the base [page:Texture Texture] class for common properties.
</p>
<h3>[property:boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<p>
True by default. This is required so that the canvas data is loaded.
......
......@@ -63,13 +63,13 @@
See the base [page:Texture Texture] class for common properties.
<h3>[property:boolean flipY]</h3>
<h3>[property:Boolean flipY]</h3>
<p>
False by default. Flipping textures does not work for compressed textures.
</p>
<h3>[property:boolean generateMipmaps]</h3>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
False by default. Mipmaps can't be generated for compressed textures
......
......@@ -53,7 +53,7 @@
as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
</p>
<h3>[property:array mipmaps]</h3>
<h3>[property:Array mipmaps]</h3>
<p>
Array of user-specified mipmaps (optional).
</p>
......@@ -166,7 +166,7 @@
The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.
</p>
<h3>[property:boolean matrixAutoUpdate]</h3>
<h3>[property:Boolean matrixAutoUpdate]</h3>
<p>
Whether to update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
[page:Texture.rotation .rotation], and [page:Texture.center .center]. True by default.
......@@ -181,13 +181,13 @@
Default is the identity matrix.
</p>
<h3>[property:boolean generateMipmaps]</h3>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are
creating mipmaps manually.
</p>
<h3>[property:boolean premultiplyAlpha]</h3>
<h3>[property:Boolean premultiplyAlpha]</h3>
<p>
If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br /><br />
......@@ -195,7 +195,7 @@
You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
</p>
<h3>[property:boolean flipY]</h3>
<h3>[property:Boolean flipY]</h3>
<p>
If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br /><br />
......
......@@ -67,7 +67,7 @@
See the base [page:Texture Texture] class for common properties.
</p>
<h3>[property:boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<p>
You will not need to set this manually here as it is handled by the [page:VideoTexture.update update] method.
</p>
......@@ -80,7 +80,7 @@
<h3>[method:null update]()</h3>
<p>
This is called automatically and sets [property:boolean needsUpdate] to *true* every time
This is called automatically and sets [property:Boolean needsUpdate] to *true* every time
a new frame is available.
</p>
......
......@@ -34,15 +34,15 @@
<h2>构造器</h2>
<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
[page:object obj] - 共享同一动画状态的任意数量的网格
[page:Object obj] - 共享同一动画状态的任意数量的网格
</p>
<h2>属性</h2>
<h3>[property:object stats]</h3>
<h3>[property:Object stats]</h3>
<p>
一个包含此动画对象组(AnimationObjectGroup)的一些信息的对象 (总数, 使用中的数量,绑定到每个对象上的数量)
......@@ -57,17 +57,17 @@
<h2>方法</h2>
<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
将任意数量的对象添加到这个动画对象组(AnimationObjectGroup)。
</p>
<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
将任意数量的对象从这个动画对象组(AnimationObjectGroup)中删除。
</p>
<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
<p>
释放此动画对象组(AnimationObjectGroup)传递的对象的所有内存资源
</p>
......
......@@ -129,7 +129,7 @@
更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
</p>
<h3>[method:Object toJSON]([param:object meta])</h3>
<h3>[method:Object toJSON]([param:Object meta])</h3>
<p>
meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
......
......@@ -179,7 +179,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
</p>
<h3>[method:Object toJSON]([param:object meta])</h3>
<h3>[method:Object toJSON]([param:Object meta])</h3>
<p>
meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
......
......@@ -79,7 +79,7 @@
从指定事件类型中移除监听函数。
</p>
<h3>[method:null dispatchEvent]( [param:object event] )</h3>
<h3>[method:null dispatchEvent]( [param:Object event] )</h3>
<p>
event - 将被触发的事件。
</p>
......
......@@ -98,7 +98,7 @@
<h3>[property:Integer id]</h3>
<p>当前 geometry 实例的唯一标识符的数。</p>
<h3>[property:array lineDistances]</h3>
<h3>[property:Array lineDistances]</h3>
<p>
用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。
</p>
......
......@@ -96,13 +96,13 @@
另一方面,modelViewMatrix矩阵中的位移部分和法线的计算无关,因此Matrix3就已经足够了。
</p>
<h3>[property:function onAfterRender]</h3>
<h3>[property:Function onAfterRender]</h3>
<p>
一个可选的回调函数,在Object3D渲染之后直接执行。
使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
</p>
<h3>[property:function onBeforeRender]</h3>
<h3>[property:Function onBeforeRender]</h3>
<p>
一个可选的回调函数,在Object3D渲染之前直接执行。
使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
......@@ -144,7 +144,7 @@
默认值是[page:Object3D.DefaultUp],即( 0, 1, 0 )。
</p>
<h3>[property:object userData]</h3>
<h3>[property:Object userData]</h3>
<p>
一个用于存储Object3D自定义数据的对象。
它不应当包含对函数的引用,因为这些函数将不会被克隆。
......@@ -360,7 +360,7 @@
将所给的四元数复制到[page:.quaternion]中。
</p>
<h3>[method:Object toJSON]( [param:object meta] )</h3>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
将对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
......
......@@ -86,13 +86,13 @@
<h2>属性</h2>
<h3>[property:float far]</h3>
<h3>[property:Float far]</h3>
<p>
raycaster的远距离因数(投射远点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
这个值不应当为负,并且应当比near属性大。
</p>
<h3>[property:float near]</h3>
<h3>[property:Float near]</h3>
<p>
raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
这个值不应当为负,并且应当比far属性小。
......
......@@ -29,10 +29,10 @@
<h2>属性</h2>
<p>共有属性请参见其基类[page:Curve]。</p>
<h3>[property:array curves]</h3>
<h3>[property:Array curves]</h3>
<p>[page:Curve Curves]数组。</p>
<h3>[property:boolean autoClose]</h3>
<h3>[property:Boolean autoClose]</h3>
<p>是否自动闭合路径。</p>
......
......@@ -34,7 +34,7 @@
<h2>属性</h2>
<h3>[property:array data]</h3>
<h3>[property:Array data]</h3>
<p>传入到构造函数的JSON数据。</p>
<h2>方法</h2>
......
......@@ -51,7 +51,7 @@
<h2>属性</h2>
<p>共有属性请参见其基类[page:CurvePath]。</p>
<h3>[property:array currentPoint]</h3>
<h3>[property:Array currentPoint]</h3>
<p>路径当前的偏移量,任何新被加入的[page:Curve]将会从这里开始。</p>
......
......@@ -66,7 +66,7 @@
该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
</p>
<h3>[property:array holes]</h3>
<h3>[property:Array holes]</h3>
<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
<h2>方法</h2>
......
......@@ -30,12 +30,12 @@
<h2>属性</h2>
<h3>[property:array subPaths]</h3>
<h3>[property:Array subPaths]</h3>
<p>
[page:Path]数组。
</p>
<h3>[property:array currentPath]</h3>
<h3>[property:Array currentPath]</h3>
<p>
当前将要被生成的路径。
</p>
......
......@@ -65,7 +65,7 @@
<h3>[property:String curveType]</h3>
<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
<h3>[property:float tension]</h3>
<h3>[property:Float tension]</h3>
<p>当[page:.curveType]为*catmullrom*时,定义catmullrom的张力。</p>
......
......@@ -50,13 +50,13 @@
<h3>[property:Camera camera]</h3>
<p>被模拟的相机.</p>
<h3>[property:object pointMap]</h3>
<h3>[property:Object pointMap]</h3>
<p>包含用于模拟相机的点.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>请参考相机的世界矩阵 [page:Object3D.matrixWorld camera.matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
使用相机的 [page:Object3D.matrixWorld matrixWorld].
......
......@@ -48,10 +48,10 @@
<h3>[property:DirectionalLight light]</h3>
<p>被模拟的光源. 请参考 [page:DirectionalLight directionalLight] .</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>请参考光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate] 页面. 这里设置为 *false* 表示辅助对象
使用光源的 [page:Object3D.matrixWorld matrixWorld].
......
......@@ -43,10 +43,10 @@
<h3>[property:HemisphereLight light]</h3>
<p>被模拟的半球形光源.</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>请参考半球形光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
使用半球形光源的 [page:Object3D.matrixWorld matrixWorld].
......
......@@ -51,10 +51,10 @@
<h3>[property:PointLight light]</h3>
<p>被模拟的点光源 [page:PointLight] .</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>请参考点光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
使用点光源的 [page:Object3D.matrixWorld matrixWorld].
......
......@@ -46,10 +46,10 @@
<h3>[property:SpotLight light]</h3>
<p>被模拟的聚光灯 [page:SpotLight] .</p>
<h3>[property:object matrix]</h3>
<h3>[property:Object matrix]</h3>
<p>请参考聚光灯的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
使用聚光灯的 [page:Object3D.matrixWorld matrixWorld].
......
......@@ -19,7 +19,7 @@
<h2>构造器(Constructor)</h2>
<h3>[name]( [param:Integer color], [param:float intensity] )</h3>
<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
<p>
[page:Integer color] - (可选参数) 16进制表示光的颜色。 缺省值 0xffffff (白色)。<br />
[page:Float intensity] - (可选参数) 光照强度。 缺省值 1。<br /><br />
......@@ -59,7 +59,7 @@
的值到当前光源对象中。
</p>
<h3>[method:Object toJSON]( [param:object meta] )</h3>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
以JSON格式返回光数据。
</p>
......
......@@ -98,9 +98,9 @@
。请注意,在许多情况下,这将自动确定,因此默认情况下它是 *undefined* 。
</p>
<h3>[method:FileLoader setRequestHeader]( [param:object requestHeader] )</h3>
<h3>[method:FileLoader setRequestHeader]( [param:Object requestHeader] )</h3>
<p>
[page:object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
[page:Object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
请参考在HTTP 请求中的 [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header]。
</p>
......
......@@ -26,7 +26,7 @@
<h2>属性</h2>
<h3>[property:string crossOrigin]</h3>
<h3>[property:String crossOrigin]</h3>
<p>
crossOrigin 字符串用于实现 CORS ,以从允许 CORS 的其他域加载url。
默认为*anonymous*。
......@@ -49,7 +49,7 @@
默认为空字符串。
</p>
<h3>[property:object requestHeader]</h3>
<h3>[property:Object requestHeader]</h3>
<p>
[link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] 在 HTTP 请求中使用。 请参考 [page:.setRequestHeader]。 默认为 *undefined*。
</p>
......@@ -95,7 +95,7 @@
<h3>[method:Loader setRequestHeader]( [param:Object requestHeader] )</h3>
<p>
[page:object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
[page:Object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
设置在 HTTP 请求中使用的 [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header](请求头)。
</p>
......
......@@ -21,7 +21,7 @@
该函数将字节流作为输入并返回字符串作为表示。
</p>
<h3>[method:String extractUrlBase]( [param:string url] )</h3>
<h3>[method:String extractUrlBase]( [param:String url] )</h3>
<p>
[page:String url] — 从基本URL中,进行提取的URL。
</p>
......
......@@ -261,7 +261,7 @@ Defines whether vertex coloring is used. Default is *false*.
<p> 此材质是否可见。默认为*true*。
</p>
<h3>[property:object userData]</h3>
<h3>[property:Object userData]</h3>
<p> 一个对象,可用于存储有关Material的自定义数据。它不应该包含对函数的引用,因为这些函数不会被克隆。
</p>
......@@ -316,12 +316,12 @@ then customProgramCacheKey should be set like this:<br />
Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
</p>
<h3>[method:null setValues]( [param:object values] )</h3>
<h3>[method:null setValues]( [param:Object values] )</h3>
<p> values -- 具有参数的容器。
根据*values*设置属性。<br/>
</p>
<h3>[method:Object toJSON]( [param:object meta] )</h3>
<h3>[method:Object toJSON]( [param:Object meta] )</h3>
<p>
meta -- 包含有元数据的对象,例如该对象的纹理或图片。
将material对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
......
......@@ -73,13 +73,13 @@
<h3>[property:Texture map]</h3>
<p>颜色贴图。默认为null。</p>
<h3>[property:boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<p>材质是否使用morphTargets。默认值为false。</p>
<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>
<h3>[property:boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<p> 将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。</p>
<h3>[property:Float wireframeLinewidth]</h3>
......
......@@ -84,7 +84,7 @@
<h3>[property:Texture map]</h3>
<p>颜色贴图。默认为null。</p>
<h3>[property:boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<p>材质是否使用morphTargets。默认值为false。</p>
<h3>[property:Float nearDistance]</h3>
......
......@@ -101,7 +101,7 @@
<h3>[property:Texture map]</h3>
<p>颜色贴图。默认为null。</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
</p>
......
......@@ -86,7 +86,7 @@
<h3>[property:Texture matcap]</h3>
<p>matcap贴图,默认为null。</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
</p>
......
......@@ -65,7 +65,7 @@
<h3>[property:Boolean fog]</h3>
<p>材质是否受雾影响。默认值为*false*。</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
</p>
......@@ -90,7 +90,7 @@
<h3>[property:Boolean skinning]</h3>
<p>材质是否使用蒙皮。默认值为false。</p>
<h3>[property:boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<p>
将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。
</p>
......
......@@ -122,7 +122,7 @@
<h3>[property:Texture map]</h3>
<p>颜色贴图。默认为null。纹理贴图颜色由漫反射颜色[page:.color]调节。</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
</p>
......
......@@ -164,7 +164,7 @@
<h3>[property:Texture metalnessMap]</h3>
<p> 该纹理的蓝色通道用于改变材质的金属度。</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
</p>
......
......@@ -133,7 +133,7 @@
<h3>[property:Texture map]</h3>
<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
......
......@@ -334,7 +334,7 @@ this.extensions = {
<p> When set to true, morph target attributes are available in the vertex shader. Default is *false*.
</p>
<h3>[property:boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<p> When set to true, morph normal attributes are available in the vertex shader. Default is *false*.
</p>
......
......@@ -92,9 +92,9 @@
扩展盒子的边界来包含该点。
</p>
<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
<h3>[method:Box2 expandByScalar]( [param:Float scalar] )</h3>
<p>
[page:float scalar] - 盒子扩展的距离。<br /><br />
[page:Float scalar] - 盒子扩展的距离。<br /><br />
在每个维度上扩展参数scalar所指定的距离,如果为负数,则盒子空间将收缩。
</p>
......
......@@ -134,11 +134,11 @@
扩展这个包围盒的边界使得该点([page:Vector3 point])在包围盒内。
</p>
<h3>[method:this expandByScalar]( [param:float scalar] )</h3>
<h3>[method:this expandByScalar]( [param:Float scalar] )</h3>
<p>
[page:float scalar] - 扩展包围盒的比例。<br /><br />
[page:Float scalar] - 扩展包围盒的比例。<br /><br />
按 [page:float scalar] 的值展开盒子的每个维度。如果是负数,盒子的尺寸会缩小。
按 [page:Float scalar] 的值展开盒子的每个维度。如果是负数,盒子的尺寸会缩小。
</p>
<h3>[method:this expandByVector]( [param:Vector3 vector] )</h3>
......
......@@ -137,20 +137,20 @@
<h3>[method:Quaternion rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
<p>
[page:Quaternion q] - The target quaternion.<br />
[page:float step] - The angular step in radians.<br /><br />
[page:Float step] - The angular step in radians.<br /><br />
Rotates this quaternion by a given angular step to the defined quaternion *q*.
The method ensures that the final quaternion will not overshoot *q*.
</p>
<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:Float t] )</h3>
<p>
[page:Quaternion qb] - The other quaternion rotation<br />
[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
[page:Float t] - interpolation factor in the closed interval [0, 1].<br /><br />
Handles the spherical linear interpolation between quaternions. [page:float t] represents the
amount of rotation between this quaternion (where [page:float t] is 0) and [page:Quaternion qb] (where
[page:float t] is 1). This quaternion is set to the result. Also see the static version of the
Handles the spherical linear interpolation between quaternions. [page:Float t] represents the
amount of rotation between this quaternion (where [page:Float t] is 0) and [page:Quaternion qb] (where
[page:Float t] is 1). This quaternion is set to the result. Also see the static version of the
*slerp* below.
<code>
......@@ -227,7 +227,7 @@ q.slerp( qb, t )
[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
[page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
[page:Float t] - interpolation factor in the closed interval [0, 1].<br /><br />
Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
<code>
......@@ -251,7 +251,7 @@ q.slerp( qb, t )
[page:Integer srcOffset0] - An offset into the array *src0*.<br />
[page:Array src1] - The source array of the target quatnerion.<br />
[page:Integer srcOffset1] - An offset into the array *src1*.<br />
[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
</p>
<p>
Like the static *slerp* method above, but operates directly on flat arrays of numbers.
......
......@@ -119,7 +119,7 @@
<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
<p>
将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:vector3 vector3]。<br>
将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:Vector3 vector3]。<br>
Please note that this method only copies the values from the given objects.
</p>
......
......@@ -269,12 +269,12 @@
<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
<p>将该向量与所传入的标量[page:Float s]进行相乘。</p>
<h3>[method:this rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
<h3>[method:this rotateAround]( [param:Vector2 center], [param:Float angle] )</h3>
<p>
[page:Vector2 center] - 将被围绕旋转的点。<br />
[page:float angle] - 将要旋转的角度,以弧度来表示。<br /><br />
[page:Float angle] - 将要旋转的角度,以弧度来表示。<br /><br />
将向量围绕着[page:Vector2 center]旋转[page:float angle]弧度。
将向量围绕着[page:Vector2 center]旋转[page:Float angle]弧度。
</p>
<h3>[method:this round]()</h3>
......
......@@ -52,16 +52,16 @@
<h2>属性</h2>
<p>共有属性请参见其基类[page:Object3D]。</p>
<h3>[property:boolean autoUpdate]</h3>
<h3>[property:Boolean autoUpdate]</h3>
<p>
Whether the LOD object is updated automatically by the renderer per frame or not.
If set to false, you have to call [page:LOD.update]() in the render loop by yourself.
Default is true.
</p>
<h3>[property:array levels]</h3>
<h3>[property:Array levels]</h3>
<p>
一个包含有[page:object level] objects(各层次物体)的数组。<br /><br />
一个包含有[page:Object level] objects(各层次物体)的数组。<br /><br />
每一个层级都是一个对象,具有以下两个属性:
[page:Object3D object] —— 在这个层次中将要显示的[page:Object3D]。<br />
......@@ -84,7 +84,7 @@
返回一个LOD对象及其所关联的在特定距离中的物体。
</p>
<h3>[method:integer getCurrentLevel]()</h3>
<h3>[method:Integer getCurrentLevel]()</h3>
<p>
Get the currently active LOD level. As index of the levels array.
</p>
......
......@@ -101,7 +101,7 @@
<h2>属性</h2>
<p>共有属性请参见其基类[page:Mesh]。</p>
<h3>[property:string bindMode]</h3>
<h3>[property:String bindMode]</h3>
<p>
“attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld]
属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。
......
......@@ -58,7 +58,7 @@
渲染目标视口内的一个矩形区域,区域之外的片元将会被丢弃
</p>
<h3>[property:boolean scissorTest]</h3>
<h3>[property:Boolean scissorTest]</h3>
<p>
表明是否激活了剪裁测试
</p>
......@@ -73,12 +73,12 @@
纹理实例保存这渲染的像素,用作进一步处理的输入值
</p>
<h3>[property:boolean depthBuffer]</h3>
<h3>[property:Boolean depthBuffer]</h3>
<p>
渲染到深度缓冲区。默认true.
</p>
<h3>[property:boolean stencilBuffer]</h3>
<h3>[property:Boolean stencilBuffer]</h3>
<p>
Renders to the stencil buffer. Default is false.
</p>
......
......@@ -273,7 +273,7 @@
<h3>[method:null clearStencil]( )</h3>
<p>清除模板缓存。相当于调用[page:WebGLRenderer.clear .clear]( false, false, true )</p>
<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil])</h3>
<p>
renderTarget -- 需要被清除的[page:WebGLRenderTarget renderTarget]<br />
color -- 如果设置, 颜色会被清除 <br />
......
......@@ -14,17 +14,17 @@
<h2>方法</h2>
<h3>[method:null enable]( [param:integer id], [param:boolean boolean] )</h3>
<h3>[method:null enable]( [param:Integer id], [param:Boolean boolean] )</h3>
<p>
TODO
</p>
<h3>[method:null disable]( [param:integer id], [param:boolean boolean] )</h3>
<h3>[method:null disable]( [param:Integer id], [param:Boolean boolean] )</h3>
<p>
TODO
</p>
<h3>[method:null setDepthTest]( [param:boolean depthTest] )</h3>
<h3>[method:null setDepthTest]( [param:Boolean depthTest] )</h3>
<p>
depthTest -- 决定是否需要基于深度缓存对片元进行深度测试的布尔值<br />
</p>
......@@ -32,7 +32,7 @@
该方法设置了depthTest的值,故可决定是否需要基于深度缓存测试深度数据
</p>
<h3>[method:null setDepthWrite]( [param:boolean depthWrite] )</h3>
<h3>[method:null setDepthWrite]( [param:Boolean depthWrite] )</h3>
<p>
depthWrite -- 决定是否需要保持片元深度的布尔值<br />
</p>
......
......@@ -25,7 +25,7 @@
<h2>属性</h2>
<h3>[property:boolean autoUpdate]</h3>
<h3>[property:Boolean autoUpdate]</h3>
<p>
默认值为true,若设置了这个值,则渲染器会检查每一帧是否需要更新场景及其中物体的矩阵。
当设为false时,你必须亲自手动维护场景中的矩阵。
......
......@@ -56,7 +56,7 @@
共有方法请参见其基类[page:Texture Texture]。
</p>
<h3>[property:boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<p>
默认值为true,这是必须的,以便使得Canvas中的数据能够载入。
......
......@@ -63,13 +63,13 @@
共有属性请参见其基类[page:Texture Texture]。
<h3>[property:boolean flipY]</h3>
<h3>[property:Boolean flipY]</h3>
<p>
默认值为false。翻转纹理在压缩的纹理贴图中无法工作。
</p>
<h3>[property:boolean generateMipmaps]</h3>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
默认值为false。无法为压缩的纹理贴图生成Mipmap。
......
......@@ -53,7 +53,7 @@
并在视频播放时不断地更新这个纹理贴图。——[page:VideoTexture VideoTexture] 类会对此自动进行处理。
</p>
<h3>[property:array mipmaps]</h3>
<h3>[property:Array mipmaps]</h3>
<p>
用户所给定的mipmap数组(可选)。
</p>
......@@ -164,7 +164,7 @@
旋转中心点。(0.5, 0.5)对应纹理的正中心。默认值为(0,0),即左下角。
</p>
<h3>[property:boolean matrixAutoUpdate]</h3>
<h3>[property:Boolean matrixAutoUpdate]</h3>
<p>
是否从纹理的[page:Texture.offset .offset]、[page:Texture.repeat .repeat]、[page:Texture.rotation .rotation]和[page:Texture.center .center]属性更新纹理的UV变换矩阵(uv-transform [page:Texture.matrix .matrix])。
默认值为true。
......@@ -180,13 +180,13 @@
默认值为单位矩阵。
</p>
<h3>[property:boolean generateMipmaps]</h3>
<h3>[property:Boolean generateMipmaps]</h3>
<p>
是否为纹理生成mipmap(如果可用)。默认为true。
如果你手动生成mipmap,请将其设为false。
</p>
<h3>[property:boolean premultiplyAlpha]</h3>
<h3>[property:Boolean premultiplyAlpha]</h3>
<p>
If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br /><br />
......@@ -194,7 +194,7 @@
You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
</p>
<h3>[property:boolean flipY]</h3>
<h3>[property:Boolean flipY]</h3>
<p>
If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br /><br />
......
......@@ -67,7 +67,7 @@ const texture = new THREE.VideoTexture( video );
共有属性请参见其基类[page:Texture Texture]。
</p>
<h3>[property:boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<p>
在这里,你不必手动设置这个值,因为它是由[page:VideoTexture.update update]方法来进行控制的。
</p>
......@@ -81,7 +81,7 @@ const texture = new THREE.VideoTexture( video );
<h3>[method:null update]()</h3>
<p>
在每一次新的一帧可用时,这个方法将被自动调用,
并将[property:boolean needsUpdate]设置为*true*。
并将[property:Boolean needsUpdate]设置为*true*。
</p>
......
......@@ -97,7 +97,7 @@
<h3>[property:WeakMap objects]</h3>
<p>A [page:WeakMap] which holds animation stuffs used in helper for objects added to helper. For example, you can access [page:AnimationMixer] for an added [page:SkinnedMesh] with "helper.objects.get( mesh ).mixer"</p>
<h3>[property:function onBeforePhysics]</h3>
<h3>[property:Function onBeforePhysics]</h3>
<p>An optional callback that is executed immediately before the physicis calculation for an [page:SkinnedMesh]. This function is called with the [page:SkinnedMesh].</p>
<h2>Methods</h2>
......@@ -121,9 +121,9 @@
If camera/audio has already been added, it'll be replaced with a new one.
</p>
<h3>[method:MMDAnimationHelper enable]( [param:string key], [param:Boolean enabled] )</h3>
<h3>[method:MMDAnimationHelper enable]( [param:String key], [param:Boolean enabled] )</h3>
<p>
[page:string key] — Allowed strings are 'animation', 'ik', 'grant', 'physics', and 'cameraAnimation'.<br />
[page:String key] — Allowed strings are 'animation', 'ik', 'grant', 'physics', and 'cameraAnimation'.<br />
[page:Boolean enabled] — true is enable, false is disable<br />
</p>
<p>
......
......@@ -52,7 +52,7 @@
<h2>Properties</h2>
<p>See the base [page:LineSegments] class for common properties.</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
objects's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -52,7 +52,7 @@
<h2>Properties</h2>
<p>See the base [page:LineSegments] class for common properties.</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
objects's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -51,7 +51,7 @@
<h2>Properties</h2>
<p>See the base [page:LineSegments] class for common properties.</p>
<h3>[property:object matrixAutoUpdate]</h3>
<h3>[property:Object matrixAutoUpdate]</h3>
<p>
See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
objects's [page:Object3D.matrixWorld matrixWorld].
......
......@@ -206,7 +206,7 @@
[page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.<br />
</p>
<p>
Parse a glTF-based ArrayBuffer or <em>JSON</em> String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].
Parse a glTF-based ArrayBuffer or <em>JSON</em> String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:Object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].
</p>
<h2>Source</h2>
......
......@@ -57,9 +57,9 @@
<p>See the base [page:Loader] class for common methods.</p>
<h3>[method:Object3D parse]( [param:arraybuffer content]|[param:String content] )</h3>
<h3>[method:Object3D parse]( [param:Arraybuffer content]|[param:String content] )</h3>
<p>
[[page:arraybuffer content]|[page:String content]] OBJ data as Uint8Array or String
[[page:Arraybuffer content]|[page:String content]] OBJ data as Uint8Array or String
</p>
<p>
Parses OBJ data synchronously from arraybuffer or string and returns the [page:Object3D baseObject3d].
......@@ -89,18 +89,18 @@
</p>
<h3>[method:OBJLoader2 addMaterialPerSmoothingGroup] ( [param:boolean materialPerSmoothingGroup] )</h3>
<h3>[method:OBJLoader2 addMaterialPerSmoothingGroup] ( [param:Boolean materialPerSmoothingGroup] )</h3>
<p>
[page:boolean materialPerSmoothingGroup]
[page:Boolean materialPerSmoothingGroup]
</p>
<p>
Tells whether a material shall be created per smoothing group.
</p>
<h3>[method:OBJLoader2 setUseOAsMesh] ( [param:boolean useOAsMesh] )</h3>
<h3>[method:OBJLoader2 setUseOAsMesh] ( [param:Boolean useOAsMesh] )</h3>
<p>
[page:boolean useOAsMesh]
[page:Boolean useOAsMesh]
</p>
<p>
Usually 'o' is meta-information and does not result in creation of new meshes, but mesh creation on occurrence of "o" can be enforced.
......
......@@ -71,18 +71,18 @@
<p>See [page:OBJLoader2.load].</p>
<h3>[method:OBJLoader2Parallel setExecuteParallel] ( [param:boolean executeParallel] )</h3>
<h3>[method:OBJLoader2Parallel setExecuteParallel] ( [param:Boolean executeParallel] )</h3>
<p>
[page:boolean executeParallel] - True or False
[page:Boolean executeParallel] - True or False
</p>
<p>
Execution of parse in parallel via Worker is default, but synchronous [page:OBJLoader2] parsing can be enforced via false here.
</p>
<h3>[method:OBJLoader2Parallel setPreferJsmWorker] ( [param:boolean preferJsmWorker] )</h3>
<h3>[method:OBJLoader2Parallel setPreferJsmWorker] ( [param:Boolean preferJsmWorker] )</h3>
<p>
[page:boolean preferJsmWorker] - True or False
[page:Boolean preferJsmWorker] - True or False
</p>
<p>
Set whether jsm modules in workers should be used. This requires browser support which is currently only experimental.
......
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