提交 f97a0b8c 编写于 作者: M Mr.doob

Merge pull request #5415 from caseygrun/crossrefs-docs

Improved cross-referencing in documentation
Contributing to the documentation
=================================
- To link to the page for `ClassName`, use `[page:ClassName link title]` (or just `[page:ClassName]`). Use `[page:ClassName.memberName]` to link to a class member (a property or method) called `memberName` on the page for `ClassName`. You can write `[page:.memberName]` to link to a property or method called `memberName` on the same page.
- Use `[example:exampleName title]` (ot just `[example:exampleName]`) to link to the example `threejs.org/examples/#exampleName`.
- Document a property by writing `<h3>[property:TypeName propertyName]</h3>`.
- Document a method using `<h3>[method:ReturnType methodName]</h3>`.
\ No newline at end of file
......@@ -26,16 +26,16 @@
<h2>Properties</h2>
<h3>.[page:Matrix4 matrixWorldInverse]</h3>
<h3>[property:Matrix4 matrixWorldInverse]</h3>
<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
<h3>.[page:Matrix4 projectionMatrix]</h3>
<h3>[property:Matrix4 projectionMatrix]</h3>
<div>This is the matrix which contains the projection.</div>
<h2>Methods</h2>
<h3>.lookAt( [page:Vector3 vector] )</h3>
<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
<div>
vector — point to look at<br />
<br />
......
......@@ -36,28 +36,28 @@ scene.add( camera );</code>
<h2>Properties</h2>
<h3>.[page:Float left]</h3>
<h3>[property:Float left]</h3>
<div>Camera frustum left plane.</div>
<h3>.[page:Float right]</h3>
<h3>[property:Float right]</h3>
<div>Camera frustum right plane.</div>
<h3>.[page:Float top]</h3>
<h3>[property:Float top]</h3>
<div>Camera frustum top plane.</div>
<h3>.[page:Float bottom]</h3>
<h3>[property:Float bottom]</h3>
<div>Camera frustum bottom plane.</div>
<h3>.[page:Float near]</h3>
<h3>[property:Float near]</h3>
<div>Camera frustum near plane.</div>
<h3>.[page:Float far]</h3>
<h3>[property:Float far]</h3>
<div>Camera frustum far plane.</div>
<h2>Methods</h2>
<h3>.updateProjectionMatrix()</h3>
<h3>[method:null updateProjectionMatrix]()</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
</div>
......
......@@ -33,22 +33,22 @@ scene.add( camera );</code>
<h2>Properties</h2>
<h3>.[page:Float fov]</h3>
<h3>[property:Float fov]</h3>
<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
<h3>.[page:Float aspect]</h3>
<h3>[property:Float aspect]</h3>
<div>Camera frustum aspect ratio, window width divided by window height.</div>
<h3>.[page:Float near]</h3>
<h3>[property:Float near]</h3>
<div>Camera frustum near plane.</div>
<h3>.[page:Float far]</h3>
<h3>[property:Float far]</h3>
<div>Camera frustum far plane.</div>
<h2>Methods</h2>
<h3>.setLens( [page:Float focalLength], [page:Float frameSize] )</h3>
<h3>[method:null setLens]( [page:Float focalLength], [page:Float frameSize] )</h3>
<div>
focalLength — focal length<br />
frameSize — frame size
......@@ -59,7 +59,7 @@ scene.add( camera );</code>
Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
</div>
<h3>.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
<div>
fullWidth — full width of multiview setup<br />
fullHeight — full height of multiview setup<br />
......@@ -106,7 +106,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
Note there is no reason monitors have to be the same size or in a grid.
</div>
<h3>.updateProjectionMatrix()</h3>
<h3>[method:null updateProjectionMatrix]()</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
</div>
......
......@@ -22,23 +22,23 @@
<h2>Properties</h2>
<h3>.[page:Array array]</h3>
<h3>[property:Array array]</h3>
<div>
Stores the data associated with this attribute; can be an Array or a Typed Array. This element should have <code>itemSize * numVertices</code> elements, where numVertices is the number of vertices in the associated [page:BufferGeometry geometry].
</div>
<h3>.[page:Integer itemSize]</h3>
<h3>[property:Integer itemSize]</h3>
<div>
Records how many items of the array are associated with a particular vertex. For instance, if this
attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
</div>
<h3>.[page:Integer length]</h3>
<h3>[property:Integer length]</h3>
<div>
Gives the total number of elements in the array.
</div>
<h3>.[page:Boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<div>
Flag to indicate that this attribute has changed and should be re-send to the GPU. Set this to true when you modify the value of the array.
</div>
......@@ -47,45 +47,45 @@
<h2>Methods</h2>
<h3>.copyAt ( [page:Integer index1], attribute, [page:Integer index2] ) </h3>
<h3>[method:null copyAt] ( [page:Integer index1], attribute, [page:Integer index2] ) </h3>
<div>
Copies itemSize values in the array from the vertex at index2 to the vertex at index1.
</div>
<h3>.set ( [page:Array value] ) </h3>
<h3>[method:null set] ( [page:Array value] ) </h3>
<div>
Sets the associated array with values from the passed array.
</div>
<h3>.setX ( index, x ) </h3>
<h3>[method:null setX]( index, x ) </h3>
<div>
Sets the value of the array at <code>index * itemSize</code> to x
</div>
<h3>.setY ( index, y ) </h3>
<h3>[method:null setY]( index, y ) </h3>
<div>
Sets the value of the array at <code>index * itemSize + 1</code> to y
</div>
<h3>.setZ ( index, z ) </h3>
<h3>[method:null setZ]( index, z ) </h3>
<div>
Sets the value of the array at <code>index * itemSize + 2</code> to z
</div>
<h3>.setXY ( index, x, y ) </h3>
<h3>[method:null setXY]( index, x, y ) </h3>
<div>
Sets the value of the array at <code>index * itemSize</code> to x and
sets the value of the array at <code>index * itemSize + 1</code> to y
</div>
<h3>.setXYZ ( index, x, y, z ) </h3>
<h3>[method:null setXYZ]( index, x, y, z ) </h3>
<div>
Sets the value of the array at <code>index * itemSize</code> to x,
the value of the array at <code>index * itemSize + 1</code> to y, and
the value of the array at <code>index * itemSize + 2</code> to z.
</div>
<h3>.setXYZW ( index, x, y, z, w ) </h3>
<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
<div>
Sets the value of the array at <code>index * itemSize</code> to x,
the value of the array at <code>index * itemSize + 1</code> to y,
......@@ -93,7 +93,7 @@
the value of the array at <code>index * itemSize + 3</code> to w.
</div>
<h3>.clone () </h3>
<h3>[method:BufferAttribute clone]() </h3>
<div>
Copies this attribute.
</div>
......
......@@ -51,7 +51,9 @@
var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var mesh = new THREE.Mesh( geometry, material );
</code>
<p>More examples: [example:webgl_buffergeometry Complex mesh with non-indexed faces], [example:webgl_buffergeometry_uint Complex mesh with indexed faces], [example:webgl_buffergeometry_lines Lines], [example:webgl_buffergeometry_lines_indexed Indexed Lines], [example:webgl_buffergeometry_particles Particles], and [example:webgl_buffergeometry_rawshader Raw Shaders].</p>
<h3>Accessing attributes</h3>
<p>
WebGL stores data associated with individual vertices of a geometry in <emph>attributes</emph>.
......@@ -60,7 +62,7 @@
up this information into typed array buffers and sending this data to the shader. With
BufferGeometry, all of this data is stored in buffers associated with an individual attributes.
This means that to get the position data associated with a vertex (for instance), you must call
getAttribute to access the 'position' [page:BufferAttribute attribute], then access the individual
[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual
x, y, and z coordinates of the position.
</p>
<p>
......@@ -68,24 +70,24 @@
</p>
<h4>[page:BufferAttribute position] (itemSize: 3)</h4>
<div>
Stores the x, y, and z coordinates of each vertex in this geometry. Set by fromGeometry().
Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
</div>
<h4>[page:BufferAttribute normal] (itemSize: 3)</h4>
<div>
Stores the x, y, and z components of the face or vertex normal vector of each vertex in this geometry.
Set by fromGeometry().
Set by [page:.fromGeometry]().
</div>
<h4>[page:BufferAttribute color] (itemSize: 3)</h4>
<div>
Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
Set by fromGeometry().
Set by [page:.fromGeometry]().
</div>
<h4>[page:BufferAttribute tangent] (itemSize: 3)</h4>
<div>
Stores the x, y, and z components of the tangent vector of each vertex in this geometry. Set by computeTangents().
Stores the x, y, and z components of the tangent vector of each vertex in this geometry. Set by [page:.computeTangents]().
</div>
<h4>[page:BufferAttribute index] (itemSize: 3)</h4>
......@@ -109,24 +111,24 @@
<h2>Properties</h2>
<h3>.[page:Integer id]</h3>
<h3>[property:Integer id]</h3>
<div>
Unique number for this buffergeometry instance.
</div>
<h3>.[page:Hashmap attributes]</h3>
<h3>[property:Hashmap attributes]</h3>
<div>
This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
Rather than accessing this property directly, use addAttribute and getAttribute to access attributes of this geometry.
</div>
<!--
<h3>.[page:Boolean dynamic]</h3>
<h3>[property:Boolean dynamic]</h3>
<div>
When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
</div> -->
<h3>.[page:Array drawCalls] (previously .[page:Array offsets])</h3>
<h3>[property:Array drawCalls] (previously [property:Array offsets])</h3>
<div>
For geometries that use indexed triangles, this Array can be used to split the object into multiple WebGL draw calls. Each draw call will draw some subset of the vertices in this geometry using the configured [page:Material shader]. This may be necessary if, for instance, you have more than 65535 vertices in your object.
Each element is an object of the form:
......@@ -136,88 +138,93 @@
Use addDrawCall to add draw calls, rather than modifying this array directly.
</div>
<h3>.[page:Box3 boundingBox]</h3>
<h3>[property:Box3 boundingBox]</h3>
<div>
Bounding box.
<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
</div>
<h3>.[page:Sphere boundingSphere]</h3>
<h3>[property:Sphere boundingSphere]</h3>
<div>
Bounding sphere.
<code>{ radius: float }</code>
</div>
<h3>.[page:Array morphTargets]</h3>
<h3>[property:Array morphTargets]</h3>
<div>
Array of morph targets. Each morph target is a Javascript object:
<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
Morph vertices match number and order of primary vertices.
</div>
<h3>.[page:boolean hasTangents]</h3>
<h3>[property:boolean hasTangents]</h3>
<div>
True if BufferGeometry has tangents. Set in [page:BufferGeometry BufferGeometry.computeTangents].
True if BufferGeometry has tangents. Set in [page:.computeTangents].
</div>
<h2>Methods</h2>
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>addAttribute( [page:String name], [page:BufferAttribute: attribute] )</h3>
<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
<div>
Adds an attribute to this geometry. Use this rather than the attributes property,
because an internal array of attributes is maintained to speed up iterating over
attributes.
</div>
<h3>addDrawCall( [page:Integer start], [page:Integer count], [page:Integer indexOffset] )</h3>
<h3>[method:null addDrawCall]( [page:Integer start], [page:Integer count], [page:Integer indexOffset] )</h3>
<div>
Adds a draw call to this geometry; see the drawcalls property for details.
</div>
<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<h3>.computeVertexNormals()</h3>
<h3>[method:null computeVertexNormals]()</h3>
<div>
Computes vertex normals by averaging face normals.<br />
</div>
<h3>.computeTangents()</h3>
<h3>[method:null computeTangents]()</h3>
<div>
Computes vertex tangents.<br />
Based on [link:http://www.terathon.com/code/tangent.html]<br />
Geometry must have vertex [page:UV UVs] (layer 0 will be used).
</div>
<h3>.computeBoundingBox()</h3>
<h3>[method:null computeBoundingBox]()</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>
<h3>.computeBoundingSphere()</h3>
<h3>[method:null computeBoundingSphere]()</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>
<h3>.dispose()</h3>
<h3>[method:null dispose]()</h3>
<div>
Disposes the object from memory. <br />
You need to call this when you want the bufferGeometry removed while the application is running.
</div>
<h3>getAttribute( [page:String name] )</h3>
<h3>[method:null fromGeometry]( [page:Geometry] )</h3>
<div>
Populates this BufferGeometry with data from a [page:Geometry] object.
</div>
<h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
<div>
Returns the [page:BufferAttribute attribute] with the specified name.
</div>
<h3>.normalizeNormals()</h3>
<h3>[method:null normalizeNormals]()</h3>
<div>
Every normal vector in a geometry will have a magnitude of 1.
This will correct lighting on the geometry surfaces.
......
......@@ -22,31 +22,31 @@
<h2>Properties</h2>
<h3>.[page:Boolean autoStart]</h3>
<h3>[property:Boolean autoStart]</h3>
<div>
If set, starts the clock automatically when the first update is called.
</div>
<h3>.[page:Float startTime]</h3>
<h3>[property:Float startTime]</h3>
<div>
When the clock is running, It holds the start time of the clock. <br />
This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
</div>
<h3>.[page:Float oldTime]</h3>
<h3>[property:Float oldTime]</h3>
<div>
When the clock is running, It holds the previous time from a update.<br />
This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
</div>
<h3>.[page:Float elapsedTime]</h3>
<h3>[property:Float elapsedTime]</h3>
<div>
When the clock is running, It holds the time elapsed between the start of the clock to the previous update.<br />
This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
</div>
<h3>.[page:Boolean running]</h3>
<h3>[property:Boolean running]</h3>
<div>
This property keeps track whether the clock is running or not.
</div>
......@@ -54,22 +54,22 @@
<h2>Methods</h2>
<h3>.start()</h3>
<h3>[method:null start]()</h3>
<div>
Starts clock.
</div>
<h3>.stop()</h3>
<h3>[method:null stop]()</h3>
<div>
Stops clock.
</div>
<h3>.getElapsedTime() [page:Float]</h3>
<h3>[method:Float getElapsedTime]()</h3>
<div>
Get the seconds passed since the clock started.
</div>
<h3>.getDelta() [page:Float]</h3>
<h3>[method:Float getDelta]()</h3>
<div>
Get the seconds passed since the last call to this method.
</div>
......
......@@ -23,7 +23,7 @@
<h2>Methods</h2>
<h3>.addEventListener( [page:String type], [page:Function listener] )</h3>
<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
<div>
type - The type of event to listen to.<br />
listener - The function that gets called when the event is fired.
......@@ -32,7 +32,7 @@
Adds a listener to an event type.
</div>
<h3>.hasEventListener( [page:String type], [page:Function listener] )</h3>
<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
<div>
type - The type of event to listen to.<br />
listener - The function that gets called when the event is fired.
......@@ -41,7 +41,7 @@
Checks if listener is added to an event type.
</div>
<h3>.removeEventListener( [page:String type], [page:Function listener] )</h3>
<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
<div>
type - The type of the listener that gets removed.<br />
listener - The listener function that gets removed.
......@@ -50,7 +50,7 @@
Removes a listener from an event type.
</div>
<h3>.dispatchEvent( [page:String type] )</h3>
<h3>[method:null dispatchEvent]( [page:String type] )</h3>
<div>
type - The type of event that gets fired.
</div>
......
......@@ -35,55 +35,55 @@
<h2>Properties</h2>
<h3>.[page:Integer a]</h3>
<h3>[property:Integer a]</h3>
<div>
Vertex A index.
</div>
<h3>.[page:Integer b]</h3>
<h3>[property:Integer b]</h3>
<div>
Vertex B index.
</div>
<h3>.[page:Integer c]</h3>
<h3>[property:Integer c]</h3>
<div>
Vertex C index.
</div>
<h3>.[page:Vector3 normal]</h3>
<h3>[property:Vector3 normal]</h3>
<div>
Face normal.
</div>
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
Face color.
</div>
<h3>.[page:Array vertexNormals]</h3>
<h3>[property:Array vertexNormals]</h3>
<div>
Array of 3 vertex normals.
</div>
<h3>.[page:Array vertexColors]</h3>
<h3>[property:Array vertexColors]</h3>
<div>
Array of 3 vertex colors.
</div>
<h3>.[page:Array vertexTangents]</h3>
<h3>[property:Array vertexTangents]</h3>
<div>
Array of 3 vertex tangents.
</div>
<h3>.[page:Integer materialIndex]</h3>
<h3>[property:Integer materialIndex]</h3>
<div>
Material index (points to [page:MeshFaceMaterial MeshFaceMaterial.materials]).
</div>
<h2>Methods</h2>
<h3>.clone()</h3>
<h3>[method:Face3 clone]()</h3>
<div>
Creates a new clone of the Face3 object.
</div>
......
......@@ -41,24 +41,24 @@
<h2>Properties</h2>
<h3>.[page:Integer id]</h3>
<h3>[property:Integer id]</h3>
<div>
Unique number for this geometry instance.
</div>
<h3>.[page:String name]</h3>
<h3>[property:String name]</h3>
<div>
Name for this geometry. Default is an empty string.
</div>
<h3>.[page:Array vertices]</h3>
<h3>[property:Array vertices]</h3>
<div>
Array of [page:Vector3 vertices].<br />
The array of vertices holds every position of points in the model.<br />
To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
</div>
<h3>.[page:Array colors]</h3>
<h3>[property:Array colors]</h3>
<div>
Array of vertex [page:Color colors], matching number and order of vertices.<br />
Used in [page:PointCloud] and [page:Line].<br />
......@@ -66,110 +66,110 @@
To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
</div>
<h3>.[page:Array faces]</h3>
<h3>[property:Array faces]</h3>
<div>
Array of [page:Face3 triangles].<br />
The array of faces describe how each vertex in the model is connected with each other.<br />
To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
</div>
<h3>.[page:Array faceVertexUvs]</h3>
<h3>[property:Array faceVertexUvs]</h3>
<div>
Array of face [page:UV] layers.<br />
Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
</div>
<h3>.[page:Array morphTargets]</h3>
<h3>[property:Array morphTargets]</h3>
<div>
Array of morph targets. Each morph target is a Javascript object:
<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
Morph vertices match number and order of primary vertices.
</div>
<h3>.[page:Array morphColors]</h3>
<h3>[property:Array morphColors]</h3>
<div>
Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
</div>
<h3>.[page:Array morphNormals]</h3>
<h3>[property:Array morphNormals]</h3>
<div>
Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
</div>
<h3>.[page:Array skinWeights]</h3>
<h3>[property:Array skinWeights]</h3>
<div>
Array of skinning weights, matching number and order of vertices.
</div>
<h3>.[page:Array skinIndices]</h3>
<h3>[property:Array skinIndices]</h3>
<div>
Array of skinning indices, matching number and order of vertices.
</div>
<h3>.[page:Object boundingBox]</h3>
<h3>[property:Object boundingBox]</h3>
<div>
Bounding box.
<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
</div>
<h3>.[page:Object boundingSphere]</h3>
<h3>[property:Object boundingSphere]</h3>
<div>
Bounding sphere.
<code>{ radius: float }</code>
</div>
<h3>.[page:Boolean hasTangents]</h3>
<h3>[property:Boolean hasTangents]</h3>
<div>
True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
</div>
<h3>.[page:Boolean dynamic]</h3>
<h3>[property:Boolean dynamic]</h3>
<div>
Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
Defaults to true.
</div>
<h3>.[page:Boolean verticesNeedUpdate]</h3>
<h3>[property:Boolean verticesNeedUpdate]</h3>
<div>
Set to *true* if the vertices array has been updated.
</div>
<h3>.[page:Boolean elementsNeedUpdate]</h3>
<h3>[property:Boolean elementsNeedUpdate]</h3>
<div>
Set to *true* if the faces array has been updated.
</div>
<h3>.[page:Boolean uvsNeedUpdate]</h3>
<h3>[property:Boolean uvsNeedUpdate]</h3>
<div>
Set to *true* if the uvs array has been updated.
</div>
<h3>.[page:Boolean normalsNeedUpdate]</h3>
<h3>[property:Boolean normalsNeedUpdate]</h3>
<div>
Set to *true* if the normals array has been updated.
</div>
<h3>.[page:Boolean tangentsNeedUpdate]</h3>
<h3>[property:Boolean tangentsNeedUpdate]</h3>
<div>
Set to *true* if the tangents in the faces has been updated.
</div>
<h3>.[page:Boolean colorsNeedUpdate]</h3>
<h3>[property:Boolean colorsNeedUpdate]</h3>
<div>
Set to *true* if the colors array has been updated.
</div>
<h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
<div>
Set to *true* if the linedistances array has been updated.
</div>
<h3>.[page:array lineDistances]</h3>
<h3>[property:array lineDistances]</h3>
<div>
An array containing distances between vertices for Line geometries.
This is required for LinePieces/LineDashedMaterial to render correctly.
......@@ -180,67 +180,67 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<h3>.computeFaceNormals()</h3>
<h3>[method:null computeFaceNormals]()</h3>
<div>
Computes face normals.
</div>
<h3>.computeVertexNormals()</h3>
<h3>[method:null computeVertexNormals]()</h3>
<div>
Computes vertex normals by averaging face normals.<br />
Face normals must be existing / computed beforehand.
</div>
<h3>.computeMorphNormals()</h3>
<h3>[method:null computeMorphNormals]()</h3>
<div>
Computes morph normals.
</div>
<h3>.computeTangents()</h3>
<h3>[method:null computeTangents]()</h3>
<div>
Computes vertex tangents.<br />
Based on [link:http://www.terathon.com/code/tangent.html]<br />
Geometry must have vertex [page:UV UVs] (layer 0 will be used).
</div>
<h3>.computeBoundingBox()</h3>
<h3>[method:null computeBoundingBox]()</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
</div>
<h3>.computeBoundingSphere()</h3>
<h3>[method:null computeBoundingSphere]()</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
</div>
<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
<h3>.merge( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
<h3>.mergeVertices()</h3>
<h3>[method:null mergeVertices]()</h3>
<div>
Checks for duplicate vertices using hashmap.<br />
Duplicated vertices are removed and faces' vertices are updated.
</div>
<h3>.clone()</h3>
<h3>[method:Geometry clone]()</h3>
<div>
Creates a new clone of the Geometry.
</div>
<h3>.dispose()</h3>
<h3>[method:null dispose]()</h3>
<div>
Removes The object from memory. <br />
Don't forget to call this method when you remove a geometry because it can cause memory leaks.
</div>
<h3>.computeLineDistances()</h3>
<h3>[method:null computeLineDistances]()</h3>
<div>
Compute distances between vertices for Line geometries.
</div>
......
......@@ -23,118 +23,118 @@
<h2>Properties</h2>
<h3>.[page:Integer id]</h3>
<h3>[property:Integer id]</h3>
<div>
Unique number for this object instance.
</div>
<h3>.[page:String uuid]</h3>
<h3>[property:String uuid]</h3>
<div>
[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>
<h3>.[page:String name]</h3>
<h3>[property:String name]</h3>
<div>
Optional name of the object (doesn't need to be unique).
</div>
<h3>.[page:Object3D parent]</h3>
<h3>[property:Object3D parent]</h3>
<div>
Object's parent in the scene graph.
</div>
<h3>.[page:Object3D children]</h3>
<h3>[property:Object3D children]</h3>
<div>
Array with object's children.
</div>
<h3>.[page:Vector3 position]</h3>
<h3>[property:Vector3 position]</h3>
<div>
Object's local position.
</div>
<h3>.[page:Euler rotation]</h3>
<h3>[property:Euler rotation]</h3>
<div>
Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
</div>
<h3>.[page:String eulerOrder]</h3>
<h3>[property:String eulerOrder]</h3>
<div>
Order of axis for Euler angles.
</div>
<h3>.[page:Vector3 scale]</h3>
<h3>[property:Vector3 scale]</h3>
<div>
Object's local scale.
</div>
<h3>.[page:Vector3 up]</h3>
<h3>[property:Vector3 up]</h3>
<div>
Up direction.
</div>
<h3>.[page:Matrix4 matrix]</h3>
<h3>[property:Matrix4 matrix]</h3>
<div>
Local transform.
</div>
<h3>.[page:Quaternion quaternion]</h3>
<h3>[property:Quaternion quaternion]</h3>
<div>
Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
</div>
<h3>.[page:Boolean useQuaternion]</h3>
<h3>[property:Boolean useQuaternion]</h3>
<div>
Use quaternion instead of Euler angles for specifying local rotation.
</div>
<h3>.[page:Float renderDepth]</h3>
<h3>[property:Float renderDepth]</h3>
<div>
Override depth-sorting order if non *null*.
</div>
<h3>.[page:Boolean visible]</h3>
<h3>[property:Boolean visible]</h3>
<div>
Object gets rendered if *true*.
</div>
<h3>.[page:Boolean castShadow]</h3>
<h3>[property:Boolean castShadow]</h3>
<div>
Gets rendered into shadow map.
</div>
<h3>.[page:Boolean receiveShadow]</h3>
<h3>[property:Boolean receiveShadow]</h3>
<div>
Material gets baked in shadow receiving.
</div>
<h3>.[page:Boolean frustumCulled]</h3>
<h3>[property:Boolean frustumCulled]</h3>
<div>
When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
</div>
<h3>.[page:Boolean matrixAutoUpdate]</h3>
<h3>[property:Boolean matrixAutoUpdate]</h3>
<div>
When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
</div>
<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
<div>
When this is set, it calculates the matrixWorld in that frame and resets this property to false.
</div>
<h3>.[page:Boolean rotationAutoUpdate]</h3>
<h3>[property:Boolean rotationAutoUpdate]</h3>
<div>
When this is set, then the rotationMatrix gets calculated every frame.
</div>
<h3>.[page:object userData]</h3>
<h3>[property: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>
<h3>.[page:Matrix4 matrixWorld]</h3>
<h3>[property: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>
......@@ -144,7 +144,7 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix])</h3>
<div>
matrix - matrix
</div>
......@@ -152,7 +152,7 @@
This updates the position, rotation and scale with the matrix.
</div>
<h3>.translateX( [page:Float distance] )</h3>
<h3>[method:null translateX]( [page:Float distance] )</h3>
<div>
distance - Distance.<br />
</div>
......@@ -160,7 +160,7 @@
Translates object along x axis by distance.
</div>
<h3>.translateY( [page:Float distance] )</h3>
<h3>[method:null translateY]( [page:Float distance] )</h3>
<div>
distance - Distance.<br />
</div>
......@@ -168,7 +168,7 @@
Translates object along y axis by distance.
</div>
<h3>.translateZ( [page:Float distance] )</h3>
<h3>[method:null translateZ]( [page:Float distance] )</h3>
<div>
distance - Distance.<br />
</div>
......@@ -176,7 +176,7 @@
Translates object along z axis by distance.
</div>
<h3>.localToWorld( [page:Vector3 vector] )</h3>
<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
<div>
vector - A local vector.<br />
</div>
......@@ -184,7 +184,7 @@
Updates the vector from local space to world space.
</div>
<h3>.worldToLocal( [page:Vector3 vector] )</h3>
<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
<div>
vector - A world vector.<br />
</div>
......@@ -192,7 +192,7 @@
Updates the vector from world space to local space.
</div>
<h3>.lookAt( [page:Vector3 vector] )</h3>
<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
<div>
vector - A world vector to look at.<br />
</div>
......@@ -200,7 +200,7 @@
Rotates object to face point in space.
</div>
<h3>.add( [page:Object3D object] )</h3>
<h3>[method:null add]( [page:Object3D object] )</h3>
<div>
object - An object.<br />
</div>
......@@ -208,7 +208,7 @@
Adds *object* as child of this object.
</div>
<h3>.remove( [page:Object3D object] )</h3>
<h3>[method:null remove]( [page:Object3D object] )</h3>
<div>
object - An object.<br />
</div>
......@@ -216,7 +216,7 @@
Removes *object* as child of this object.
</div>
<h3>.traverse( [page:Function callback] )</h3>
<h3>[method:null traverse]( [page:Function callback] )</h3>
<div>
callback - An Function with as first argument an object3D object.<br />
</div>
......@@ -224,23 +224,23 @@
Executes the callback on this object and all descendants.
</div>
<h3>.updateMatrix()</h3>
<h3>[method:null updateMatrix]()</h3>
<div>
Updates local transform.
</div>
<h3>.updateMatrixWorld( [page:Boolean force] )</h3>
<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
<div>
Updates global transform of the object and its children.
</div>
<h3>.clone()</h3>
<h3>[method:Object3D clone]()</h3>
<div>
Creates a new clone of this object and all descendants.
</div>
<h3>.getObjectByName([page:String name], [page:Boolean recursive]) [page:Object3d Object3d]</h3>
<h3>[method:Object3D getObjectByName]([page:String name], [page:Boolean recursive])</h3>
<div>
name -- String to match to the children's Object3d.name property. <br />
recursive -- Boolean whether to search through the children's children. Default is false.
......@@ -249,7 +249,7 @@
Searches through the object's children and returns the first with a matching name, optionally recursive.
</div>
<h3>.getObjectById([page:Integer id], [page:Boolean recursive]) [page:Object3D]</h3>
<h3>[method:Object3D getObjectById]([page:Integer id], [page:Boolean recursive])</h3>
<div>
id -- Unique number of the object instance<br />
recursive -- Boolean whether to search through the children's children. Default is false.
......@@ -258,7 +258,7 @@
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>
<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.
......@@ -267,7 +267,7 @@
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>
<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.
......
......@@ -32,31 +32,31 @@
<h2>Properties</h2>
<h3>.[page:Ray ray]</h3>
<h3>[property:Ray ray]</h3>
<div>
The Ray used for the raycasting.
</div>
<h3>.[page:float near]</h3>
<h3>[property:float near]</h3>
<div>
The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
This value shouldn't be negative and should be smaller than the far property.
</div>
<h3>.[page:float far]</h3>
<h3>[property:float far]</h3>
<div>
The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
This value shouldn't be negative and should be larger than the near property.
</div>
<h3>.[page:float precision]</h3>
<h3>[property:float precision]</h3>
<div>
The precision factor of the raycaster.
</div>
<h2>Methods</h2>
<h3>.set( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<div>
[page:Vector3 origin] — The origin vector where the ray casts from.<br />
[page:Vector3 direction] — The direction vector that gives direction to the ray.
......@@ -65,7 +65,7 @@
Updates the ray with a new origin and direction.
</div>
<h3>.intersectObject( [page:Object3D object], [page:Boolean recursive] )</h3>
<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
<div>
[page:Object3D object] — The object to check for intersection with the ray.<br />
[page:Boolean recursive] — If set, it also checks all descendants. Otherwise it only checks intersecton with the object.
......@@ -77,7 +77,7 @@
</code>
</div>
<h3>.intersectObjects( [page:Array objects], [page:Boolean recursive] )</h3>
<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
<div>
[page:Array objects] — The objects to check for intersection with the ray.<br />
[page:Boolean recursive] — If set, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects.
......
......@@ -31,12 +31,12 @@
<h2>Properties</h2>
<h3>.[page:Float minV]</h3>
<h3>[property:Float minV]</h3>
<div>
The minimum value to be represented with the lookup table. Default is 0.
</div>
<h3>.[page:Float maxV]</h3>
<h3>[property:Float maxV]</h3>
<div>
The maximum value to be represented with the lookup table. Default is 1.
</div>
......@@ -48,7 +48,7 @@
<h2>Methods</h2>
<h3>.copy( [page:Lut lut] ) [page:Lut this]</h3>
<h3>[method:null copy]( [page:Lut lut] ) [page:Lut this]</h3>
<div>
color — Lut to copy.
</div>
......@@ -90,7 +90,7 @@
Sets the labels of the legend of this Lut.
</div>
<h3>.setminV( [page:Float minV] ) [page:Lut this]</h3>
<h3>[method:Lut setminV]( [page:Float minV] )</h3>
<div>
minV — The minimum value to be represented with the lookup table.<br />
</div>
......@@ -98,7 +98,7 @@
Sets this Lut with the minimum value to be represented.
</div>
<h3>.setmaxV( [page:Float maxV] ) [page:Lut this]</h3>
<h3>[method:Lut setmaxV]( [page:Float maxV] )</h3>
<div>
maxV — The maximum value to be represented with the lookup table.<br />
</div>
......@@ -106,7 +106,7 @@
Sets this Lut with the maximum value to be represented.
</div>
<h3>.changeNumberOfColors( [page:Float numberOfColors] ) [page:Lut this]</h3>
<h3>[method:Lut changeNumberOfColors]( [page:Float numberOfColors] )</h3>
<div>
numberOfColors — The number of colors to be used to represent the data array.<br />
</div>
......@@ -114,7 +114,7 @@
Sets this Lut with the number of colors to be used.
</div>
<h3>.changeColorMap( [page:Float colorMap] ) [page:Lut this]</h3>
<h3>[method:Lut changeColorMap]( [page:Float colorMap] )</h3>
<div>
colorMap — The name of the color map to be used to represent the data array.<br />
</div>
......@@ -122,12 +122,12 @@
Sets this Lut with the colormap to be used.
</div>
<h3>.addColorMap( colorMapName, arrayOfColors ) [page:Lut this]</h3>
<h3>[method:Lut addColorMap]( colorMapName, arrayOfColors )</h3>
<div>
Insert a new color map into the set of available color maps.
</div>
<h3>.getColor( value ) [page:Lut this]</h3>
<h3>[method:Lut getColor]( value ) [page:Lut this]</h3>
<div>
value -- the data value to be displayed as a color.
</div>
......
......@@ -16,32 +16,32 @@
<h3>.[page:number divisions]</h3>
<h3>[property:number divisions]</h3>
<div>
The amount of segments in a curve. Default is 10.
</div>
<h3>.[page:string style]</h3>
<h3>[property:string style]</h3>
<div>
The style of the used font. Default is "normal".
</div>
<h3>.[page:string weight]</h3>
<h3>[property:string weight]</h3>
<div>
The weight of the used font. Default is "normal".
</div>
<h3>.[page:string face]</h3>
<h3>[property:string face]</h3>
<div>
The name of the font. Default is "helvetiker".
</div>
<h3>.[page:object faces]</h3>
<h3>[property:object faces]</h3>
<div>
All Fonts which are already loaded in.
</div>
<h3>.[page:number size]</h3>
<h3>[property:number size]</h3>
<div>
The size of the used Font. Default is 150.
</div>
......@@ -50,7 +50,7 @@
<h3>.drawText([page:string text]) [page:Object]</h3>
<h3>[method:Object drawText]([page:string text])</h3>
<div>
text -- The text to draw.
</div>
......@@ -58,7 +58,7 @@
Calculates the path and offset of the text in the used font. It returns an object like { paths : fontPaths, offset : width }.
</div>
<h3>.Triangulate([page:Array contour], [page:Boolean indices]) [page:Array]</h3>
<h3>[method:Array Triangulate]([page:Array contour], [page:Boolean indices])</h3>
<div>
contour -- Array of vector2 to define an contour <br />
indices -- A boolean indicating if you need to return indices.
......@@ -67,7 +67,7 @@
Triangulates a contour into an array of faces.
</div>
<h3>.extractGlyphPoints([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path]) [page:Object]</h3>
<h3>[method:Object extractGlyphPoints]([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path])</h3>
<div>
c -- The character to extract. <br />
face -- The face to use. <br />
......@@ -79,7 +79,7 @@
This ectracts the glyphPoints of the character of the face and returns an object containing the path and the new offset.
</div>
<h3>.generateShapes([page:string text], [page:Object parameters]) [page:Array]</h3>
<h3>[method:Array generateShapes]([page:string text], [page:Object parameters])</h3>
<div>
text -- The text to generate the shapes from.<br />
parameters -- The parameter containing <br />
......@@ -94,7 +94,7 @@
Generates shapes from the text and return them as an Array of [page:Shape].
</div>
<h3>.loadFace([page:Object data]) [page:Object]</h3>
<h3>[method:Object loadFace]([page:Object data])</h3>
<div>
data -- The data of the face.
</div>
......@@ -102,7 +102,7 @@
This loads and saves the data of the face and return the data. When you add the font Data as javascriptfile, then this automatically get called. So there is no need to do this yourself.
</div>
<h3>.getFace() [page:Object]</h3>
<h3>[method:Object getFace]()</h3>
<div>
Returns the used font its data based on its style and weight.
</div>
......
......@@ -16,7 +16,7 @@
<h3>.[page:string crossOrigin]</h3>
<h3>[property:string crossOrigin]</h3>
<div>
The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
</div>
......@@ -25,7 +25,7 @@
<h3>.generateDataTexture([page:Number width], [page:Number height], [page:Number color]) [page:DataTexture]</h3>
<h3>[method:DataTexture generateDataTexture]([page:Number width], [page:Number height], [page:Number color])</h3>
<div>
width -- The width of the texture. <br />
height -- The width of the texture. <br />
......@@ -35,7 +35,7 @@
Generates a texture of a single color. It is a DataTexture with format, RGBFormat.
</div>
<h3>.parseDDS([page:String buffer], [page:boolean loadMipmaps]) [page:CompressedTexture]</h3>
<h3>[method:CompressedTexture parseDDS]([page:String buffer], [page:boolean loadMipmaps])</h3>
<div>
buffer -- A string containing the data of the dds. <br />
loadMipmaps -- A boolean to indicate if you need to load the mipmaps. Default is True.
......@@ -44,7 +44,7 @@
Parses a DDS Image from the string into a CompressedTexture.
</div>
<h3>.loadCompressedTexture([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
<h3>[method:todo loadCompressedTexture]([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
<div>
url -- todo <br />
mapping -- todo <br />
......@@ -55,7 +55,7 @@
todo
</div>
<h3>.loadTexture([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError]) [page:todo]</h3>
<h3>[method:todo loadTexture]([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError])</h3>
<div>
url -- the url of the texture<br />
mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br />Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
......@@ -66,7 +66,7 @@
todo
</div>
<h3>.getNormalMap([page:todo image], [page:todo depth]) [page:todo]</h3>
<h3>[method:todo getNormalMap]([page:todo image], [page:todo depth])</h3>
<div>
image -- todo <br />
depth -- todo
......@@ -75,7 +75,7 @@
todo
</div>
<h3>.loadCompressedTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
<h3>[method:todo loadCompressedTextureCube]([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
<div>
array -- todo <br />
mapping -- todo <br />
......@@ -86,7 +86,7 @@
todo
</div>
<h3>.loadTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
<h3>[method:todo loadTextureCube]([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
<div>
array -- todo <br />
mapping -- todo <br />
......
......@@ -15,7 +15,7 @@
<h2>Methods</h2>
<h3>.createMultiMaterialObject([page:Geometry geometry], [page:Array materials]) [page:Object3D]</h3>
<h3>[method:Object3D createMultiMaterialObject]([page:Geometry geometry], [page:Array materials])</h3>
<div>
geometry -- The geometry for the Object. <br />
materials -- The materials for the object.
......@@ -25,7 +25,7 @@
This is mostly useful for object that need a material and a wireframe implementation.
</div>
<h3>.attach([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
<h3>[method:todo attach]([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
<div>
child -- The object to add to the parent <br />
scene -- The scene to detach the object on. <br />
......@@ -35,7 +35,7 @@
Attaches the object to the parent without the moving the object in the worldspace.
</div>
<h3>.detach([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
<h3>[method:todo detach]([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
<div>
child -- The object to remove from the parent <br />
scene -- The scene to attach the object on. <br />
......
......@@ -26,79 +26,79 @@
<h2>Properties</h2>
<h3>.[page:Object3d root]</h3>
<h3>[property:Object3d root]</h3>
<div>
The root object of the animation.
</div>
<h3>.[page:Object data]</h3>
<h3>[property:Object data]</h3>
<div>
The data containing the animation
</div>
<h3>.[page:Array hierarchy]</h3>
<h3>[property:Array hierarchy]</h3>
<div>
The objects that are influenced by the animation.
</div>
<h3>.[page:number currentTime]</h3>
<h3>[property:number currentTime]</h3>
<div>
The time elapsed since the last start/restart of the animation.
</div>
<h3>.[page:number timeScale]</h3>
<h3>[property:number timeScale]</h3>
<div>
The timez
</div>
<h3>.[page:boolean isPlaying]</h3>
<h3>[property:boolean isPlaying]</h3>
<div>
Indicates whether the animation is playing. This shouldn't be adapted by user code.
</div>
<h3>.[page:boolean isPaused]</h3>
<h3>[property:boolean isPaused]</h3>
<div>
Indicates whether the animation is paused. This shouldn't be adapted by user code.
</div>
<h3>.[page:boolean loop]</h3>
<h3>[property:boolean loop]</h3>
<div>
Set to make the animation restart when the animation ends.
</div>
<h3>.[page:number interpolationType]</h3>
<h3>[property:number interpolationType]</h3>
<div>
The type to indicate how to interpolate between 2 data points.
</div>
<h3>.[page:array points]</h3>
<h3>[property:array points]</h3>
<div>
This should be removed from the code.(TODO).
</div>
<h3>.[page:Vector3 target]</h3>
<h3>[property:Vector3 target]</h3>
<div>
This should be removed from the code.(TODO).
</div>
<h2>Methods</h2>
<h3>.play([page:Number startTime])</h3>
<h3>[method:todo play]([page:Number startTime])</h3>
<div>
Starts the animation from a moment startTime in the animation.
</div>
<h3>.pause() </h3>
<h3>[method:todo pause]()</h3>
<div>
Pauses the animation or restarts the animation after pausing it.
</div>
<h3>.stop()</h3>
<h3>[method:todo stop]()</h3>
<div>
Stops the animation.
</div>
<h3>.update([page:Number deltaTimeMS]) [page:todo]</h3>
<h3>[method:todo update]([page:Number deltaTimeMS])</h3>
<div>
deltaTimeMS -- The time of the between the previous frame and this frame in miliseconds.
</div>
......@@ -106,7 +106,7 @@
Updates the animation in time. This shouldn't be called by user code. The animationHandler calls this method.
</div>
<h3>.interpolateCatmullRom([page:Array points], [page:Number scale]) [page:array]</h3>
<h3>[method:array interpolateCatmullRom]([page:Array points], [page:Number scale])</h3>
<div>
points -- The 4 control point to calculate CatMullRom <br />
scale -- The scale between the previous key and the nex key
......@@ -115,7 +115,7 @@
Interpolates the point based on the key. Is used in update.
</div>
<h3>.getNextKeyWith([page:String type], [page:Object h], [page:Number key]) [page:Object]</h3>
<h3>[method:Object getNextKeyWith]([page:String type], [page:Object h], [page:Number key])</h3>
<div>
type -- The animationtype for the key. Can be "pos", "rot" and "scl".<br />
h -- The object of the hierarchy that catins the key <br />
......@@ -125,7 +125,7 @@
Gets the next key. Is used in Update.
</div>
<h3>.getPrevKeyWith([page:String type], [page:Object h], [page:Number key]) [page:Object]</h3>
<h3>[method:Object getPrevKeyWith]([page:String type], [page:Object h], [page:Number key])</h3>
<div>
type -- The animationtype for the key. Can be "pos", "rot" and "scl".<br />
h -- The object of the hierarchy that contains the key. <br />
......
......@@ -27,17 +27,17 @@
<h2>Properties</h2>
<h3>.[page:number CATMULLROM]</h3>
<h3>[property:number CATMULLROM]</h3>
<div>
Enum Value to indicate that the animation needs to be interpolated as CATMULLROM.
</div>
<h3>.[page:number CATMULLROM_FORWARD]</h3>
<h3>[property:number CATMULLROM_FORWARD]</h3>
<div>
Enum Value to indicate that the animation needs to be interpolated as CATMULLROM_FORWARD.
</div>
<h3>.[page:number LINEAR]</h3>
<h3>[property:number LINEAR]</h3>
<div>
Enum Value to indicate that the animation needs to be interpolated as LINEAR.
</div>
......@@ -46,7 +46,7 @@
<h3>.removeFromUpdate([page:Animation animation])</h3>
<h3>[method:null removeFromUpdate]([page:Animation animation])</h3>
<div>
animation -- The Animation to remove from the update.
</div>
......@@ -54,7 +54,7 @@
Removes the animation from the update cycle. This gets called when the animation stops. This shouldn't be called by usercode.
</div>
<h3>.get([page:String name]) [page:Object]</h3>
<h3>[method:Object get]([page:String name])</h3>
<div>
name -- The name of the animationData
</div>
......@@ -62,7 +62,7 @@
Gets the animationData from its library.
</div>
<h3>.update([page:Number deltaTimeMS]) </h3>
<h3>[method:null update]([page:Number deltaTimeMS]) </h3>
<div>
deltaTimeMS -- Time elapsed since last update in milliseconds.
</div>
......@@ -70,7 +70,7 @@
Updates all active animations with deltaTime.
</div>
<h3>.parse([page:Object root])</h3>
<h3>[method:null parse]([page:Object root])</h3>
<div>
root -- object
</div>
......@@ -78,7 +78,7 @@
Parses the object to get the hierachy.
</div>
<h3>.add([page:object data])</h3>
<h3>[method:null add]([page:object data])</h3>
<div>
data -- The animationData
</div>
......@@ -86,7 +86,7 @@
Adds the animationData from its library.
</div>
<h3>.addToUpdate([page:Animation animation]) </h3>
<h3>[method:null addToUpdate]([page:Animation animation]) </h3>
<div>
animation -- The Animation to add from the update.
</div>
......
......@@ -26,47 +26,47 @@
<h2>Properties</h2>
<h3>.[page:todo root]</h3>
<h3>[property:todo root]</h3>
<div>
todo
</div>
<h3>.[page:todo data]</h3>
<h3>[property:todo data]</h3>
<div>
todo
</div>
<h3>.[page:todo hierarchy]</h3>
<h3>[property:todo hierarchy]</h3>
<div>
todo
</div>
<h3>.[page:number currentTime]</h3>
<h3>[property:number currentTime]</h3>
<div>
todo
</div>
<h3>.[page:number timeScale]</h3>
<h3>[property:number timeScale]</h3>
<div>
todo
</div>
<h3>.[page:boolean isPlaying]</h3>
<h3>[property:boolean isPlaying]</h3>
<div>
todo
</div>
<h3>.[page:boolean isPaused]</h3>
<h3>[property:boolean isPaused]</h3>
<div>
todo
</div>
<h3>.[page:boolean loop]</h3>
<h3>[property:boolean loop]</h3>
<div>
todo
</div>
<h3>.[page:number influence]</h3>
<h3>[property:number influence]</h3>
<div>
todo
</div>
......@@ -74,22 +74,22 @@
<h2>Methods</h2>
<h3>.play() [page:todo]</h3>
<h3>[method:todo play]()</h3>
<div>
todo
</div>
<h3>.pause() [page:todo]</h3>
<h3>[method:todo pause]()</h3>
<div>
todo
</div>
<h3>.stop() [page:todo]</h3>
<h3>[method:todo stop]()</h3>
<div>
todo
</div>
<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
<h3>[method:todo update]([page:todo deltaTimeMS])</h3>
<div>
deltaTimeMS -- todo
</div>
......
......@@ -28,69 +28,69 @@
<h2>Properties</h2>
<h3>.[page:todo root]</h3>
<h3>[property:todo root]</h3>
<div>
todo
</div>
<h3>.[page:todo data]</h3>
<h3>[property:todo data]</h3>
<div>
todo
</div>
<h3>.[page:todo hierarchy]</h3>
<h3>[property:todo hierarchy]</h3>
<div>
todo
</div>
<h3>.[page:number currentTime]</h3>
<h3>[property:number currentTime]</h3>
<div>
todo
</div>
<h3>.[page:number timeScale]</h3>
<h3>[property:number timeScale]</h3>
<div>
todo
</div>
<h3>.[page:boolean isPlaying]</h3>
<h3>[property:boolean isPlaying]</h3>
<div>
todo
</div>
<h3>.[page:boolean isPaused]</h3>
<h3>[property:boolean isPaused]</h3>
<div>
todo
</div>
<h3>.[page:boolean loop]</h3>
<h3>[property:boolean loop]</h3>
<div>
todo
</div>
<h3>.[page:boolean JITCompile]</h3>
<h3>[property:boolean JITCompile]</h3>
<div>
todo
</div>
<h2>Methods</h2>
<h3>.play() [page:todo]</h3>
<h3>[method:todo play]()</h3>
<div>
todo
</div>
<h3>.pause() [page:todo]</h3>
<h3>[method:todo pause]()</h3>
<div>
todo
</div>
<h3>.stop() [page:todo]</h3>
<h3>[method:todo stop]()</h3>
<div>
todo
</div>
<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
<h3>[method:todo update]([page:todo deltaTimeMS])</h3>
<div>
deltaTimeMS -- todo
</div>
......@@ -98,7 +98,7 @@
todo
</div>
<h3>.interpolateCatmullRom([page:todo points], [page:todo scale]) [page:todo]</h3>
<h3>[method:todo interpolateCatmullRom]([page:todo points], [page:todo scale])</h3>
<div>
points -- todo <br />
scale -- todo
......@@ -107,7 +107,7 @@
todo
</div>
<h3>.getNextKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
<h3>[method:todo getNextKeyWith]([page:todo sid], [page:todo h], [page:todo key])</h3>
<div>
sid -- todo <br />
h -- todo <br />
......@@ -117,7 +117,7 @@
todo
</div>
<h3>.getPrevKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
<h3>[method:todo getPrevKeyWith]([page:todo sid], [page:todo h], [page:todo key])</h3>
<div>
sid -- todo <br />
h -- todo <br />
......
......@@ -39,69 +39,69 @@
<h3>.[page:Number fov]</h3>
<h3>[property:Number fov]</h3>
<div>
Gets or sets the camera frustum vertical field of view in perspective view.
</div>
<h3>.[page:number left]</h3>
<h3>[property:number left]</h3>
<div>
Gets or sets the camera frustum left plane in orthographic view.
</div>
<h3>.[page:Number right]</h3>
<h3>[property:Number right]</h3>
<div>
Gets or sets the camera frustum right plane in orthographic view.
</div>
<h3>.[page:number top]</h3>
<h3>[property:number top]</h3>
<div>
Gets or sets the camera frustum top plane in orthographic view.
</div>
<h3>.[page:Number bottom]</h3>
<h3>[property:Number bottom]</h3>
<div>
Gets or sets the camera frustum bottom plane in orthographic view.
</div>
<h3>.[page:number zoom]</h3>
<h3>[property:number zoom]</h3>
<div>
Gets or sets the zoom factor of the camera.
</div>
<h3>.[page:number far]</h3>
<h3>[property:number far]</h3>
<div>
Gets camera frustum far plane.
</div>
<h3>.[page:number near]</h3>
<h3>[property:number near]</h3>
<div>
Gets camera frustum near plane.
</div>
<h3>.[page:OrthographicCamera cameraO]</h3>
<h3>[property:OrthographicCamera cameraO]</h3>
<div>
Gets or sets the internal OrthographicCamera used as camera.
</div>
<h3>.[page:PerspectiveCamera cameraP]</h3>
<h3>[property:PerspectiveCamera cameraP]</h3>
<div>
Gets or sets the internal PerspectiveCamera used as camera.
</div>
<h3>.[page:boolean inOrthographicMode]</h3>
<h3>[property:boolean inOrthographicMode]</h3>
<div>
Gets whether the combinedCamera is in Orthographic Mode.
</div>
<h3>.[page:boolean inPerspectiveMode]</h3>
<h3>[property:boolean inPerspectiveMode]</h3>
<div>
Gets whether the combinedCamera is in Perspective Mode.
</div>
<h2>Methods</h2>
<h3>.setFov([page:Number fov])</h3>
<h3>[method:todo setFov]([page:Number fov])</h3>
<div>
fov -- Camera frustum vertical field of view in perspective view.
</div>
......@@ -109,7 +109,7 @@
sets the camera frustum vertical field of view in perspective view.
</div>
<h3>.setZoom([page:Number zoom]) [page:todo]</h3>
<h3>[method:todo setZoom]([page:Number zoom])</h3>
<div>
zoom -- The zoom factor.
</div>
......@@ -117,7 +117,7 @@
Sets the zoomfactor.
</div>
<h3>.setLens([page:number focalLength], [page:Number frameHeight]) [page:todo]</h3>
<h3>[method:todo setLens]([page:number focalLength], [page:Number frameHeight])</h3>
<div>
focalLength -- The focal length of a lens is defined as the distance from the optical center of a lens (or, the secondary principal point for a complex lens like a camera lens) to the focal point (sensor) when the lens is focused on an object at infinity. <br />
frameHeight -- the size of the frame in mm. (default is *35*)
......@@ -126,37 +126,37 @@
Sets the fov based on lens data.
</div>
<h3>.toFrontView()</h3>
<h3>[method:todo toFrontView]()</h3>
<div>
Sets the camera to view the front of the target.
</div>
<h3>.toBackView() </h3>
<h3>[method:todo toBackView]()</h3>
<div>
Sets the camera to view the back of the target.
</div>
<h3>.toLeftView() </h3>
<h3>[method:todo toLeftView]()</h3>
<div>
Sets the camera to view the left of the target.
</div>
<h3>.toRightView()</h3>
<h3>[method:todo toRightView]()</h3>
<div>
Sets the camera to view the right of the target.
</div>
<h3>.toTopView()</h3>
<h3>[method:todo toTopView]()</h3>
<div>
Sets the camera to view the top.
</div>
<h3>.toBottomView()</h3>
<h3>[method:todo toBottomView]()</h3>
<div>
Sets the camera to view the bottom.
</div>
<h3>.setSize([page:Number width], [page:Number height]) </h3>
<h3>[method:todo setSize]([page:Number width], [page:Number height])</h3>
<div>
width -- The width of the orthographic view.<br />
height -- The height of the orthographic view.
......@@ -165,17 +165,17 @@
Sets the size of the orthographic view.
</div>
<h3>.toOrthographic()</h3>
<h3>[method:todo toOrthographic]()</h3>
<div>
Change the camera to orthographic view.
</div>
<h3>.toPerspective()</h3>
<h3>[method:todo toPerspective]()</h3>
<div>
Change the camera to Perspective view.
</div>
<h3>.updateProjectionMatrix()</h3>
<h3>[method:todo updateProjectionMatrix]()</h3>
<div>
Updates the ProjectionMatrix.
</div>
......
......@@ -32,7 +32,7 @@
<h3>.[page:WebGLRenderTargetCube renderTarget]</h3>
<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
<div>
todo
</div>
......@@ -41,7 +41,7 @@
<h3>.updateCubeMap([page:todo renderer], [page:todo scene]) [page:todo]</h3>
<h3>[method:todo updateCubeMap]([page:todo renderer], [page:todo scene])</h3>
<div>
renderer -- todo <br />
scene -- todo
......
......@@ -23,34 +23,34 @@
<h2>Methods</h2>
<h3>.getPoint ( t )</h3>
<h3>[method:todo getPoint]( t )</h3>
<div>Returns a vector for point t of the curve where t is between 0 and 1</div>
<h3>.getPointAt ( u )</h3>
<h3>[method:todo getPointAt]( u )</h3>
<div>Returns a vector for point at relative position in curve according to arc length</div>
<h3>.getPoints ( divisions )</h3>
<h3>[method:todo getPoints]( divisions )</h3>
<div>Get sequence of points using getPoint( t ) </div>
<h3>.getSpacedPoints ( divisions )</h3>
<h3>[method:todo getSpacedPoints]( divisions )</h3>
<div>Get sequence of equi-spaced points using getPointAt( u )</div>
<h3>.getLength ()</h3>
<h3>[method:todo getLength]()</h3>
<div>Get total curve arc length</div>
<h3>.getLengths ( divisions )</h3>
<h3>[method:todo getLengths]( divisions )</h3>
<div>Get list of cumulative segment lengths</div>
<h3>.updateArcLengths ()</h3>
<h3>[method:todo updateArcLengths]()</h3>
<div>Update the cumlative segment distance cache</div>
<h3>.getUtoTmapping ( u, distance )</h3>
<h3>[method:todo getUtoTmapping]( u, distance )</h3>
<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant</div>
<h3>.getTangent ( t )</h3>
<h3>[method:todo getTangent]( t )</h3>
<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
<h3>.getTangentAt ( u )</h3>
<h3>[method:todo getTangentAt]( u )</h3>
<div>Returns tangent at equidistant point u on the curve</div>
......
......@@ -26,17 +26,17 @@
<h2>Properties</h2>
<h3>.[page:array curves]</h3>
<h3>[property:array curves]</h3>
<div>
todo
</div>
<h3>.[page:array bends]</h3>
<h3>[property:array bends]</h3>
<div>
todo
</div>
<h3>.[page:boolean autoClose]</h3>
<h3>[property:boolean autoClose]</h3>
<div>
todo
</div>
......@@ -44,7 +44,7 @@
<h2>Methods</h2>
<h3>.getWrapPoints([page:todo oldPts], [page:todo path]) [page:todo]</h3>
<h3>[method:todo getWrapPoints]([page:todo oldPts], [page:todo path])</h3>
<div>
oldPts -- todo <br />
path -- todo
......@@ -53,7 +53,7 @@
todo
</div>
<h3>.createPointsGeometry([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo createPointsGeometry]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......@@ -61,7 +61,7 @@
todo
</div>
<h3>.addWrapPath([page:todo bendpath]) [page:todo]</h3>
<h3>[method:todo addWrapPath]([page:todo bendpath])</h3>
<div>
bendpath -- todo
</div>
......@@ -69,7 +69,7 @@
todo
</div>
<h3>.createGeometry([page:todo points]) [page:todo]</h3>
<h3>[method:todo createGeometry]([page:todo points])</h3>
<div>
points -- todo
</div>
......@@ -77,7 +77,7 @@
todo
</div>
<h3>.add([page:todo curve]) [page:todo]</h3>
<h3>[method:todo add]([page:todo curve])</h3>
<div>
curve -- todo
</div>
......@@ -85,7 +85,7 @@
todo
</div>
<h3>.getTransformedSpacedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
<h3>[method:todo getTransformedSpacedPoints]([page:todo segments], [page:todo bends])</h3>
<div>
segments -- todo <br />
bends -- todo
......@@ -94,7 +94,7 @@
todo
</div>
<h3>.createSpacedPointsGeometry([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo createSpacedPointsGeometry]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......@@ -102,22 +102,22 @@
todo
</div>
<h3>.closePath() [page:todo]</h3>
<h3>[method:todo closePath]()</h3>
<div>
todo
</div>
<h3>.getBoundingBox() [page:todo]</h3>
<h3>[method:todo getBoundingBox]()</h3>
<div>
todo
</div>
<h3>.getCurveLengths() [page:todo]</h3>
<h3>[method:todo getCurveLengths]()</h3>
<div>
todo
</div>
<h3>.getTransformedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
<h3>[method:todo getTransformedPoints]([page:todo segments], [page:todo bends])</h3>
<div>
segments -- todo <br />
bends -- todo
......@@ -126,7 +126,7 @@
todo
</div>
<h3>.checkConnection() [page:todo]</h3>
<h3>[method:todo checkConnection]()</h3>
<div>
todo
</div>
......
......@@ -29,46 +29,46 @@
<h2>Properties</h2>
<h3>.[page:array actions]</h3>
<h3>[property:array actions]</h3>
<div>
The possible actions that define the path.
</div>
<h2>Methods</h2>
<h3>.fromPoints ( vectors ) </h3>
<h3>[method:todo fromPoints]( vectors )</h3>
<div>
Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
</div>
<h3>.moveTo ( x, y ) </h3>
<h3>[method:todo moveTo]( x, y )</h3>
<div>This moves the offset to x and y</div>
<h3>.lineTo ( x, y ) </h3>
<h3>[method:todo lineTo]( x, y )</h3>
<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>
<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
<h3>[method:todo quadraticCurveTo]( aCPx, aCPy, aX, aY )</h3>
<div>This creates a quadratic curve from the offset to aX and aY with aCPx and aCPy as control point and updates the offset to aX and aY.</div>
<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
<h3>[method:todo bezierCurveTo]( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY )</h3>
<div>This creates a bezier curve from the offset to aX and aY with aCP1x, aCP1y and aCP1x, aCP1y as control points and updates the offset to aX and aY.</div>
<h3>.splineThru ( pts /*Array of Vector*/ ) </h3>
<div>todo</div>
<h3>.arc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
<h3>[method:todo arc]( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )</h3>
<div>todo</div>
<h3>.absarc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
<h3>[method:todo absarc]( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )</h3>
<div>todo</div>
<h3>.ellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
<h3>[method:todo ellipse]( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise )</h3>
<div>todo</div>
<h3>.absellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
<h3>[method:todo absellipse]( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise )</h3>
<div>todo</div>
<h3>.toShapes () </h3>
<h3>[method:todo toShapes]()</h3>
<div>todo</div>
......
......@@ -26,7 +26,7 @@
<h2>Properties</h2>
<h3>.[page:array holes]</h3>
<h3>[property:array holes]</h3>
<div>
todo
</div>
......@@ -34,7 +34,7 @@
<h2>Methods</h2>
<h3>.makeGeometry([page:todo options]) [page:todo]</h3>
<h3>[method:todo makeGeometry]([page:todo options])</h3>
<div>
options -- The options passed as the second argument to [page:ShapeGeometry ShapeGeometry]
</div>
......@@ -42,7 +42,7 @@
Convenience method to return ShapeGeometry
</div>
<h3>.extractAllPoints([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo extractAllPoints]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......@@ -50,7 +50,7 @@
Get points of shape and holes (keypoints based on segments parameter)
</div>
<h3>.extrude([page:todo options]) [page:todo]</h3>
<h3>[method:todo extrude]([page:todo options])</h3>
<div>
options -- The options passed as the second argument to [page:ExtrudeGeometry ExtrudeGeometry]
</div>
......@@ -58,7 +58,7 @@
Convenience method to return ExtrudeGeometry
</div>
<h3>.extractPoints([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo extractPoints]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......@@ -66,7 +66,7 @@
todo
</div>
<h3>.extractAllSpacedPoints([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo extractAllSpacedPoints]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......@@ -74,7 +74,7 @@
todo
</div>
<h3>.getPointsHoles([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo getPointsHoles]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......@@ -82,7 +82,7 @@
Get points of holes
</div>
<h3>.getSpacedPointsHoles([page:todo divisions]) [page:todo]</h3>
<h3>[method:todo getSpacedPointsHoles]([page:todo divisions])</h3>
<div>
divisions -- todo
</div>
......
......@@ -40,7 +40,7 @@ var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
<h2>Properties</h2>
<h3>.[page:Array points]</h3>
<h3>[property:Array points]</h3>
<h2>Methods</h2>
......
......@@ -50,13 +50,13 @@ var ellipse = new THREE.Line( geometry, material );
<h2>Properties</h2>
<h3>.[page:Float aX]</h3>
<h3>.[page:Float aY]</h3>
<h3>.[page:Radians xRadius]</h3>
<h3>.[page:Radians yRadius]</h3>
<h3>.[page:Float aStartAngle]</h3>
<h3>.[page:Float aEndAngle]</h3>
<h3>.[page:Boolean aClockwise]</h3>
<h3>[property:Float aX]</h3>
<h3>[property:Float aY]</h3>
<h3>[property:Radians xRadius]</h3>
<h3>[property:Radians yRadius]</h3>
<h3>[property:Float aStartAngle]</h3>
<h3>[property:Float aEndAngle]</h3>
<h3>[property:Boolean aClockwise]</h3>
<h2>Methods</h2>
......
......@@ -25,8 +25,8 @@
<h2>Properties</h2>
<h3>.[page:Vector2 v1]</h3>
<h3>.[page:Vector2 v2]</h3>
<h3>[property:Vector2 v1]</h3>
<h3>[property:Vector2 v2]</h3>
<h2>Methods</h2>
......
......@@ -25,8 +25,8 @@
<h2>Properties</h2>
<h3>.[page:Vector3 v1]</h3>
<h3>.[page:Vector3 v2]</h3>
<h3>[property:Vector3 v1]</h3>
<h3>[property:Vector3 v2]</h3>
<h2>Methods</h2>
......
......@@ -42,7 +42,7 @@ var object3d = new THREE.Line( geometry, material );
<h2>Properties</h2>
<h3>.[page:Array points]</h3>
<h3>[property:Array points]</h3>
<h2>Methods</h2>
......
......@@ -40,7 +40,7 @@ var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
<h2>Properties</h2>
<h3>.[page:Array points]</h3>
<h3>[property:Array points]</h3>
<h2>Methods</h2>
......
......@@ -26,7 +26,7 @@
<h2>Properties</h2>
<h3>.[page:Object parameters]</h3>
<h3>[property:Object parameters]</h3>
<div>
An object with all of the parameters that were used to generate the geometry.
</div>
......
......@@ -48,7 +48,7 @@
<h2>Methods</h2>
<h3>.addShapeList ([page:Array shapes], [page:Object options])</h3>
<h3>[method:todo addShapeList]([page:Array shapes], [page:Object options])</h3>
<div>
shapes — An Array of shapes to add. <br />
options — Object that can contain the following parameters.
......@@ -69,7 +69,7 @@
</div>
<div>Adds the shapes to the list to extrude.</div>
<h3>.addShape ([page:Shape shape], [page:Object options])</h3>
<h3>[method:todo addShape]([page:Shape shape], [page:Object options])</h3>
<div>
shape — A shape to add. <br />
options — Object that can contain the following parameters.
......
......@@ -25,7 +25,7 @@
<h2>Properties</h2>
<h3>.[page:Object parameters]</h3>
<h3>[property:Object parameters]</h3>
<div>
An object with all of the parameters that were used to generate the geometry.
</div>
......
......@@ -25,7 +25,7 @@
<h2>Properties</h2>
<h3>.[page:Object parameters]</h3>
<h3>[property:Object parameters]</h3>
<div>
An object with all of the parameters that were used to generate the geometry.
</div>
......
......@@ -50,7 +50,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
<h2>Properties</h2>
<h3>.[page:Object parameters]</h3>
<h3>[property:Object parameters]</h3>
<div>
An object with all of the parameters that were used to generate the geometry.
</div>
......
......@@ -59,7 +59,7 @@
Adds a list of shapes to the geometry.
</div>
<h3>.addShape([page:Shape shape], [page:Object options])</h3>
<h3>[method:todo addShape]([page:Shape shape], [page:Object options])</h3>
<div>
shape — [page:Shape] <br />
options — See options in constructor
......
......@@ -26,7 +26,7 @@
<h2>Properties</h2>
<h3>.[page:Object parameters]</h3>
<h3>[property:Object parameters]</h3>
<div>
An object with all of the parameters that were used to generate the geometry.
</div>
......
......@@ -56,22 +56,22 @@ var geometry = new THREE.TubeGeometry(
<h2>Properties</h2>
<h3>.[page:Object parameters]</h3>
<h3>[property:Object parameters]</h3>
<div>
An object with all of the parameters that were used to generate the geometry.
</div>
<h3>.[page:Array tangents]</h3>
<h3>[property:Array tangents]</h3>
<div>
An array of [page:Vector3] tangents
</div>
<h3>.[page:Array normals]</h3>
<h3>[property:Array normals]</h3>
<div>
An array of [page:Vector3] normals
</div>
<h3>.[page:Array binormals]</h3>
<h3>[property:Array binormals]</h3>
<div>
An array of [page:Vector3] binormals
</div>
......
......@@ -48,12 +48,12 @@
<h3>.[page:Line line]</h3>
<h3>[property:Line line]</h3>
<div>
Contains the line part of the arrowHelper.
</div>
<h3>.[page:Mesh cone]</h3>
<h3>[property:Mesh cone]</h3>
<div>
Contains the cone part of the arrowHelper.
</div>
......@@ -62,7 +62,7 @@
<h3>.setColor([page:Number hex])</h3>
<h3>[method:todo setColor]([page:Number hex])</h3>
<div>
hex -- The hexadicmal value of the color
</div>
......@@ -70,7 +70,7 @@
Sets the color of the arrowHelper.
</div>
<h3>.setLength([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
<h3>[method:todo setLength]([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
<div>
length -- The desired length<br />
headLength -- The length of the head of the arrow<br />
......@@ -80,7 +80,7 @@
Sets the length of the arrowhelper.
</div>
<h3>.setDirection([page:vector3 dir])</h3>
<h3>[method:todo setDirection]([page:vector3 dir])</h3>
<div>
dir -- The desired direction in euler format.
</div>
......
......@@ -46,19 +46,19 @@
<h3>.[page:Object3D object]</h3>
<h3>[property:Object3D object]</h3>
<div>
Contains the object3D to show the world-axis-aligned boundingbox.
</div>
<h3>.[page:Box3 box]</h3>
<h3>[property:Box3 box]</h3>
<div>
Contains the bounding box of the object.
</div>
<h2>Methods</h2>
<h3>.update()</h3>
<h3>[method:todo update]()</h3>
<div>
Updates the BoundingBoxHelper based on the object property.
</div>
......
......@@ -32,12 +32,12 @@
<h2>Properties</h2>
<h3>.[page:object pointMap]</h3>
<h3>[property:object pointMap]</h3>
<div>
This contains the points to viualize the cameraHelper
</div>
<h3>.[page:Camera camera]</h3>
<h3>[property:Camera camera]</h3>
<div>
The camera to visualize.
</div>
......@@ -45,7 +45,7 @@
<h2>Methods</h2>
<h3>.update()</h3>
<h3>[method:todo update]()</h3>
<div>
Updates the helper based on the projectionMatrix of the camera.
</div>
......
......@@ -30,17 +30,17 @@
<h2>Properties</h2>
<h3>.[page:Mesh lightSphere]</h3>
<h3>[property:Mesh lightSphere]</h3>
<div>
todo
</div>
<h3>.[page:DirectionalLight light]</h3>
<h3>[property:DirectionalLight light]</h3>
<div>
todo
</div>
<h3>.[page:Line targetLine]</h3>
<h3>[property:Line targetLine]</h3>
<div>
todo
</div>
......
......@@ -37,7 +37,7 @@
<h2>Methods</h2>
<h3>.setColors([page:number colorCenterLine], [page:Number colorGrid])</h3>
<h3>[method:todo setColors]([page:number colorCenterLine], [page:Number colorGrid])</h3>
<div>
colorCenterLine -- The color of the centerline. This can be a [page:Color], a hexadecimal value and an CSS-Color name. <br />
colorGrid -- The color of the lines of the grid. This can be a [page:Color], a hexadecimal value and an CSS-Color name.
......
......@@ -30,12 +30,12 @@
<h2>Properties</h2>
<h3>.[page:Mesh lightSphere]</h3>
<h3>[property:Mesh lightSphere]</h3>
<div>
todo
</div>
<h3>.[page:HemisphereLight light]</h3>
<h3>[property:HemisphereLight light]</h3>
<div>
todo
</div>
......@@ -43,7 +43,7 @@
<h2>Methods</h2>
<h3>.update() [page:todo]</h3>
<h3>[method:todo update]()</h3>
<div>
todo
</div>
......
......@@ -40,12 +40,12 @@
<h2>Properties</h2>
<h3>.[page:Mesh lightSphere]</h3>
<h3>[property:Mesh lightSphere]</h3>
<div>
todo
</div>
<h3>.[page:PointLight light]</h3>
<h3>[property:PointLight light]</h3>
<div>
todo
</div>
......@@ -53,7 +53,7 @@
<h2>Methods</h2>
<h3>.update() [page:todo]</h3>
<h3>[method:todo update]()</h3>
<div>
todo
</div>
......
......@@ -30,17 +30,17 @@
<h2>Properties</h2>
<h3>.[page:Mesh lightSphere]</h3>
<h3>[property:Mesh lightSphere]</h3>
<div>
todo
</div>
<h3>.[page:SpotLight light]</h3>
<h3>[property:SpotLight light]</h3>
<div>
todo
</div>
<h3>.[page:Mesh lightCone]</h3>
<h3>[property:Mesh lightCone]</h3>
<div>
todo
</div>
......@@ -48,7 +48,7 @@
<h2>Methods</h2>
<h3>.update() [page:todo]</h3>
<h3>[method:todo update]()</h3>
<div>
todo
</div>
......
......@@ -26,7 +26,7 @@
<h2>Methods</h2>
<h3>.render([page:Function renderCallback])</h3>
<h3>[method:todo render]([page:Function renderCallback])</h3>
<div>
renderCallback -- A function to render the generated object.
</div>
......
......@@ -34,17 +34,17 @@
<h3>.[page:array lensFlares]</h3>
<h3>[property:array lensFlares]</h3>
<div>
todo
</div>
<h3>.[page:Vector3 positionScreen]</h3>
<h3>[property:Vector3 positionScreen]</h3>
<div>
todo
</div>
<h3>.[page:todo customUpdateCallback]</h3>
<h3>[property:todo customUpdateCallback]</h3>
<div>
todo
</div>
......@@ -53,7 +53,7 @@
<h3>.updateLensFlares() [page:todo]</h3>
<h3>[method:todo updateLensFlares]()</h3>
<div>
todo
</div>
......
......@@ -30,12 +30,12 @@
<h2>Properties</h2>
<h3>.[page:object animationsMap]</h3>
<h3>[property:object animationsMap]</h3>
<div>
todo
</div>
<h3>.[page:array animationsList]</h3>
<h3>[property:array animationsList]</h3>
<div>
todo
</div>
......@@ -44,7 +44,7 @@
<h3>.setAnimationWeight([page:todo name], [page:todo weight]) [page:todo]</h3>
<h3>[method:todo setAnimationWeight]([page:todo name], [page:todo weight])</h3>
<div>
name -- todo <br />
weight -- todo
......@@ -53,7 +53,7 @@
todo
</div>
<h3>.setAnimationFPS([page:todo name], [page:todo fps]) [page:todo]</h3>
<h3>[method:todo setAnimationFPS]([page:todo name], [page:todo fps])</h3>
<div>
name -- todo <br />
fps -- todo
......@@ -62,7 +62,7 @@
todo
</div>
<h3>.createAnimation([page:todo name], [page:todo start], [page:todo end], [page:todo fps]) [page:todo]</h3>
<h3>[method:todo createAnimation]([page:todo name], [page:todo start], [page:todo end], [page:todo fps])</h3>
<div>
name -- todo <br />
start -- todo <br />
......@@ -73,7 +73,7 @@
todo
</div>
<h3>.playAnimation([page:todo name]) [page:todo]</h3>
<h3>[method:todo playAnimation]([page:todo name])</h3>
<div>
name -- todo
</div>
......@@ -81,7 +81,7 @@
todo
</div>
<h3>.update([page:todo delta]) [page:todo]</h3>
<h3>[method:todo update]([page:todo delta])</h3>
<div>
delta -- todo
</div>
......@@ -89,7 +89,7 @@
todo
</div>
<h3>.autoCreateAnimations([page:todo fps]) [page:todo]</h3>
<h3>[method:todo autoCreateAnimations]([page:todo fps])</h3>
<div>
fps -- todo
</div>
......@@ -97,7 +97,7 @@
todo
</div>
<h3>.setAnimationDuration([page:todo name], [page:todo duration]) [page:todo]</h3>
<h3>[method:todo setAnimationDuration]([page:todo name], [page:todo duration])</h3>
<div>
name -- todo <br />
duration -- todo
......@@ -106,7 +106,7 @@
todo
</div>
<h3>.setAnimationDirectionForward([page:todo name]) [page:todo]</h3>
<h3>[method:todo setAnimationDirectionForward]([page:todo name])</h3>
<div>
name -- todo
</div>
......@@ -114,7 +114,7 @@
todo
</div>
<h3>.getAnimationDuration([page:todo name]) [page:todo]</h3>
<h3>[method:todo getAnimationDuration]([page:todo name])</h3>
<div>
name -- todo
</div>
......@@ -122,7 +122,7 @@
todo
</div>
<h3>.getAnimationTime([page:todo name]) [page:todo]</h3>
<h3>[method:todo getAnimationTime]([page:todo name])</h3>
<div>
name -- todo
</div>
......@@ -130,7 +130,7 @@
todo
</div>
<h3>.setAnimationDirectionBackward([page:todo name]) [page:todo]</h3>
<h3>[method:todo setAnimationDirectionBackward]([page:todo name])</h3>
<div>
name -- todo
</div>
......@@ -138,7 +138,7 @@
todo
</div>
<h3>.setAnimationTime([page:todo name], [page:todo time]) [page:todo]</h3>
<h3>[method:todo setAnimationTime]([page:todo name], [page:todo time])</h3>
<div>
name -- todo <br />
time -- todo
......@@ -147,7 +147,7 @@
todo
</div>
<h3>.stopAnimation([page:todo name]) [page:todo]</h3>
<h3>[method:todo stopAnimation]([page:todo name])</h3>
<div>
name -- todo
</div>
......
......@@ -25,12 +25,12 @@
<h3>.[page:boolean enabled]</h3>
<h3>[property:boolean enabled]</h3>
<div>
todo
</div>
<h3>.[page:object renderTarget]</h3>
<h3>[property:object renderTarget]</h3>
<div>
todo
</div>
......@@ -39,7 +39,7 @@
<h3>.init([page:todo renderer]) [page:todo]</h3>
<h3>[method:todo init]([page:todo renderer])</h3>
<div>
renderer -- todo
</div>
......@@ -47,7 +47,7 @@
todo
</div>
<h3>.update([page:todo scene], [page:todo camera]) [page:todo]</h3>
<h3>[method:todo update]([page:todo scene], [page:todo camera])</h3>
<div>
scene -- todo <br />
camera -- todo
......@@ -56,7 +56,7 @@
todo
</div>
<h3>.render([page:todo scene], [page:todo camera]) [page:todo]</h3>
<h3>[method:todo render]([page:todo scene], [page:todo camera])</h3>
<div>
scene -- todo <br />
camera -- todo
......
......@@ -26,7 +26,7 @@
<h3>.init([page:WebglRenderer renderer])</h3>
<h3>[method:todo init]([page:WebglRenderer renderer])</h3>
<div>
renderer -- The WebglRenderer that uses the plugin.
</div>
......@@ -34,7 +34,7 @@
Initializes the plugin to work with the renderer. This gets called when the plugin gets added as a plugin to the renderer.
</div>
<h3>.render([page:Scene scene], [page:Camera camera], [page:Number viewportWidth], [page:Number viewportHeight])</h3>
<h3>[method:todo render]([page:Scene scene], [page:Camera camera], [page:Number viewportWidth], [page:Number viewportHeight])</h3>
<div>
scene -- The scene to render. <br />
camera -- The camera to render. <br />
......
......@@ -27,7 +27,7 @@
<h3>.init([page:WebGLRenderer renderer])</h3>
<h3>[method:todo init]([page:WebGLRenderer renderer])</h3>
<div>
renderer -- The WebglRenderer that uses the plugin.
</div>
......@@ -35,7 +35,7 @@
Initializes the plugin to work with the renderer. This gets called when the plugin gets added as a plugin to the renderer.
</div>
<h3>.update([page:Scene scene], [page:Camera camera]) </h3>
<h3>[method:todo update]([page:Scene scene], [page:Camera camera])</h3>
<div>
scene -- The scene to render. <br />
camera -- The camera to render.
......@@ -44,7 +44,7 @@
Updates the textures nessecary for the shadowmaps. This gets called by updateShadowMap in [page:WebGLRenderer].
</div>
<h3>.render([page:Scene scene], [page:Camera camera])</h3>
<h3>[method:todo render]([page:Scene scene], [page:Camera camera])</h3>
<div>
scene -- The scene to render. <br />
camera -- The camera to render.
......
......@@ -26,7 +26,7 @@
<h3>.init([page:WebglRenderer renderer])</h3>
<h3>[method:todo init]([page:WebglRenderer renderer])</h3>
<div>
renderer -- The WebglRenderer that uses the plugin.
</div>
......@@ -34,7 +34,7 @@
Initializes the plugin to work with the renderer. This gets called when the plugin gets added as a plugin to the renderer.
</div>
<h3>.render([page:Scene scene], [page:Camera camera], [page:Number viewportWidth], [page:Number viewportHeight])</h3>
<h3>[method:todo render]([page:Scene scene], [page:Camera camera], [page:Number viewportWidth], [page:Number viewportHeight])</h3>
<div>
scene -- The scene to render. <br />
camera -- The camera to render. <br />
......
......@@ -18,12 +18,12 @@
<h2>Properties</h2>
<h3>.[page:object lensFlare]</h3>
<h3>[property:object lensFlare]</h3>
<div>
The object that contains the vertex code and fragment code of the lensflares implementation when there are no vertex textures available.
</div>
<h3>.[page:object lensFlareVertexTexture]</h3>
<h3>[property:object lensFlareVertexTexture]</h3>
<div>
The object that contains the vertex code and fragment code of the lensflares implementation when there are vertex textures available.
</div>
......
......@@ -40,43 +40,43 @@ scene.add( areaLight1 );</code>
<h3>.[page:Vector3 right]</h3>
<h3>[property:Vector3 right]</h3>
<div>
Sets or gets an unit vector that indicates the right side of the light. This is calculated in local space.
</div>
<h3>.[page:Vector3 normal]</h3>
<h3>[property:Vector3 normal]</h3>
<div>
Sets or gets an unit vectorSets or gets an unit vector that indicates the right side of the light. This is calculated in local space.
</div>
<h3>.[page:number height]</h3>
<h3>[property:number height]</h3>
<div>
Sets or gets the height of the illuminating plane.
</div>
<h3>.[page:number width]</h3>
<h3>[property:number width]</h3>
<div>
Sets or gets the width of the illuminating plane.
</div>
<h3>.[page:Float intensity]</h3>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default — *1.0*.
</div>
<h3>.[page:number constantAttenuation]</h3>
<h3>[property:number constantAttenuation]</h3>
<div>
Sets or gets the attention of the light in constant space. This is independant of the distance of the light.
</div>
<h3>.[page:number linearAttenuation]</h3>
<h3>[property:number linearAttenuation]</h3>
<div>
Sets or gets the attention of the light in linear space. This increases the attenuation linearly with the distance from the light.
</div>
<h3>.[page:number quadraticAttenuation]</h3>
<h3>[property:number quadraticAttenuation]</h3>
<div>
Sets or gets the attention of the light in linear space. This increases the attenuation quadratic with the distance from the light.
</div>
......
......@@ -42,162 +42,162 @@ scene.add( directionalLight );</code>
<h2>Properties</h2>
<h3>.[page:Object3D target]</h3>
<h3>[property:Object3D target]</h3>
<div>
Target used for shadow camera orientation.
</div>
<h3>.[page:Float intensity]</h3>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default — *1.0*.
</div>
<h3>.[page:Boolean onlyShadow]</h3>
<h3>[property:Boolean onlyShadow]</h3>
<div>
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
Default — *false*.
</div>
<h3>.[page:Float shadowCameraNear]</h3>
<h3>[property:Float shadowCameraNear]</h3>
<div>
Orthographic shadow camera frustum parameter.<br />
Default — *50*.
</div>
<h3>.[page:Float shadowCameraFar]</h3>
<h3>[property:Float shadowCameraFar]</h3>
<div>
Orthographic shadow camera frustum parameter.<br />
Default — *5000*.
</div>
<h3>.[page:Float shadowCameraLeft]</h3>
<h3>[property:Float shadowCameraLeft]</h3>
<div>
Orthographic shadow camera frustum parameter.<br />
Default — *-500*.
</div>
<h3>.[page:Float shadowCameraRight]</h3>
<h3>[property:Float shadowCameraRight]</h3>
<div>
Orthographic shadow camera frustum parameter.<br />
Default — *500*.
</div>
<h3>.[page:Float shadowCameraTop]</h3>
<h3>[property:Float shadowCameraTop]</h3>
<div>
Orthographic shadow camera frustum parameter.<br />
Default — *500*.
</div>
<h3>.[page:Float shadowCameraBottom]</h3>
<h3>[property:Float shadowCameraBottom]</h3>
<div>
Orthographic shadow camera frustum parameter.<br />
Default — *-500*.
</div>
<h3>.[page:Boolean shadowCameraVisible]</h3>
<h3>[property:Boolean shadowCameraVisible]</h3>
<div>
Show debug shadow camera frustum.<br />
Default — *false*.
</div>
<h3>.[page:Float shadowBias]</h3>
<h3>[property:Float shadowBias]</h3>
<div>
Shadow map bias.<br />
Default — *0*.
</div>
<h3>.[page:Float shadowDarkness]</h3>
<h3>[property:Float shadowDarkness]</h3>
<div>
Darkness of shadow casted by this light (from *0* to *1*).<br />
Default — *0.5*.
</div>
<h3>.[page:Integer shadowMapWidth]</h3>
<h3>[property:Integer shadowMapWidth]</h3>
<div>
Shadow map texture width in pixels.<br />
Default — *512*.
</div>
<h3>.[page:Integer shadowMapHeight]</h3>
<h3>[property:Integer shadowMapHeight]</h3>
<div>
Shadow map texture height in pixels.<br />
Default — *512*.
</div>
<h3>.[page:Boolean shadowCascade]</h3>
<h3>[property:Boolean shadowCascade]</h3>
<div>
??? <br />
Default — *false*.
</div>
<h3>.[page:Vector3 shadowCascadeOffset]</h3>
<h3>[property:Vector3 shadowCascadeOffset]</h3>
<div>
??? <br />
Default — *Three.Vector3( 0, 0, -1000 )*.
</div>
<h3>.[page:Integer shadowCascadeCount]</h3>
<h3>[property:Integer shadowCascadeCount]</h3>
<div>
??? <br />
Default — *2*.
</div>
<h3>.[page:Array shadowCascadeBias]</h3>
<h3>[property:Array shadowCascadeBias]</h3>
<div>
??? <br />
Default — <strong>[ 0, 0, 0 ]</strong>.
</div>
<h3>.[page:Array shadowCascadeWidth]</h3>
<h3>[property:Array shadowCascadeWidth]</h3>
<div>
??? <br />
Default — <strong>[ 512, 512, 512 ]</strong>.
</div>
<h3>.[page:Array shadowCascadeHeight]</h3>
<h3>[property:Array shadowCascadeHeight]</h3>
<div>
??? <br />
Default — <strong>[ 512, 512, 512 ]</strong>.
</div>
<h3>.[page:Array shadowCascadeNearZ]</h3>
<h3>[property:Array shadowCascadeNearZ]</h3>
<div>
??? <br />
Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
</div>
<h3>.[page:Array shadowCascadeFarZ]</h3>
<h3>[property:Array shadowCascadeFarZ]</h3>
<div>
??? <br />
Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
</div>
<h3>.[page:Array shadowCascadeArray]</h3>
<h3>[property:Array shadowCascadeArray]</h3>
<div>
??? <br />
Default — <strong>[ ]</strong>.
</div>
<h3>.[page:RenderTarget shadowMap]</h3>
<h3>[property:RenderTarget shadowMap]</h3>
<div>
??? <br />
Default — *null*.
</div>
<h3>.[page:Integer shadowMapSize]</h3>
<h3>[property:Integer shadowMapSize]</h3>
<div>
??? <br />
Default — *null*.
</div>
<h3>.[page:Camera shadowCamera]</h3>
<h3>[property:Camera shadowCamera]</h3>
<div>
??? <br />
Default — *null*.
</div>
<h3>.[page:Matrix shadowMatrix]</h3>
<h3>[property:Matrix shadowMatrix]</h3>
<div>
??? <br />
Default — *null*.
......
......@@ -25,13 +25,13 @@
<h2>Properties</h2>
<h3>.[page:Float groundColor]</h3>
<h3>[property:Float groundColor]</h3>
<div>
Light's ground color.<br />
</div>
<h3>.[page:Float intensity]</h3>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default — *1.0*.
......
......@@ -28,7 +28,7 @@
<h2>Properties</h2>
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
Color of the light.<br />
</div>
......
......@@ -40,13 +40,13 @@ scene.add( light );</code>
<h2>Properties</h2>
<h3>.[page:Float intensity]</h3>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default - *1.0*.
</div>
<h3>.[page:Float distance]</h3>
<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
Default — *0.0*.
......
......@@ -53,137 +53,137 @@ scene.add( spotLight );</code>
<h2>Properties</h2>
<h3>.[page:Object3D target]</h3>
<h3>[property:Object3D target]</h3>
<div>
Spotlight focus points at target.position.<br />
Default position — *(0,0,0)*.
</div>
<h3>.[page:Float intensity]</h3>
<h3>[property:Float intensity]</h3>
<div>
Light's intensity.<br />
Default — *1.0*.
</div>
<h3>.[page:Float distance]</h3>
<h3>[property:Float distance]</h3>
<div>
If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
Default — *0.0*.
</div>
<h3>.[page:Float angle]</h3>
<h3>[property:Float angle]</h3>
<div>
Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
Default — *Math.PI/3*.
</div>
<h3>.[page:Float exponent]</h3>
<h3>[property:Float exponent]</h3>
<div>
Rapidity of the falloff of light from its target direction.<br />
Default — *10.0*.
</div>
<h3>.[page:Boolean castShadow]</h3>
<h3>[property:Boolean castShadow]</h3>
<div>
If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
Default — *false*.
</div>
<h3>.[page:Boolean onlyShadow]</h3>
<h3>[property:Boolean onlyShadow]</h3>
<div>
If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
Default — *false*.
</div>
<h3>.[page:Float shadowCameraNear]</h3>
<h3>[property:Float shadowCameraNear]</h3>
<div>
Perspective shadow camera frustum <em>near</em> parameter.<br />
Default — *50*.
</div>
<h3>.[page:Float shadowCameraFar]</h3>
<h3>[property:Float shadowCameraFar]</h3>
<div>
Perspective shadow camera frustum <em>far</em> parameter.<br />
Default — *5000*.
</div>
<h3>.[page:Float shadowCameraFov]</h3>
<h3>[property:Float shadowCameraFov]</h3>
<div>
Perspective shadow camera frustum <em>field of view</em> parameter.<br />
Default — *50*.
</div>
<h3>.[page:Boolean shadowCameraVisible]</h3>
<h3>[property:Boolean shadowCameraVisible]</h3>
<div>
Show debug shadow camera frustum.<br />
Default — *false*.
</div>
<h3>.[page:Float shadowBias]</h3>
<h3>[property:Float shadowBias]</h3>
<div>
Shadow map bias.<br />
Default — *0*.
</div>
<h3>.[page:Float shadowDarkness]</h3>
<h3>[property:Float shadowDarkness]</h3>
<div>
Darkness of shadow casted by this light (from *0* to *1*).<br />
Default — *0.5*.
</div>
<h3>.[page:Integer shadowMapWidth]</h3>
<h3>[property:Integer shadowMapWidth]</h3>
<div>
Shadow map texture width in pixels.<br />
Default — *512*.
</div>
<h3>.[page:Integer shadowMapHeight]</h3>
<h3>[property:Integer shadowMapHeight]</h3>
<div>
Shadow map texture height in pixels.<br />
Default — *512*.
</div>
<h3>.[page:Float shadowBias]</h3>
<h3>[property:Float shadowBias]</h3>
<div>
Shadow map bias.<br />
Default — *0*.
</div>
<h3>.[page:Float shadowDarkness]</h3>
<h3>[property:Float shadowDarkness]</h3>
<div>
Darkness of shadow casted by this light (from *0* to *1*).<br />
Default — *0.5*.
</div>
<h3>.[page:Integer shadowMapWidth]</h3>
<h3>[property:Integer shadowMapWidth]</h3>
<div>
Shadow map texture width in pixels.<br />
Default — *512*.
</div>
<h3>.[page:Integer shadowMapHeight]</h3>
<h3>[property:Integer shadowMapHeight]</h3>
<div>
Shadow map texture height in pixels.<br />
Default — *512*.
</div>
<h3>.[page:object shadowMatrix]</h3>
<h3>[property:object shadowMatrix]</h3>
<div>
todo
</div>
<h3>.[page:object shadowMapSize]</h3>
<h3>[property:object shadowMapSize]</h3>
<div>
todo
</div>
<h3>.[page:object shadowCamera]</h3>
<h3>[property:object shadowCamera]</h3>
<div>
todo
</div>
<h3>.[page:object shadowMap]</h3>
<h3>[property:object shadowMap]</h3>
<div>
todo
</div>
......
......@@ -24,14 +24,14 @@
<h2>Properties</h2>
<h3>.[page:string crossOrigin]</h3>
<h3>[property:string crossOrigin]</h3>
<div>
The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
</div>
<h2>Methods</h2>
<h3>.load( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] ) [page:Image]</h3>
<h3>[method:Image load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<div>
onLoad -- Will be called when load completes. The argument will be the loaded Imageloader.
onProgress -- Will be called while load progresses. The argument will be the progress event.
......@@ -42,7 +42,7 @@
Begin loading from url and return the [page:Image image] object that will contain the data.
</div>
<h3>.setCrossOrigin([page:String value])</h3>
<h3>[method:todo setCrossOrigin]([page:String value])</h3>
<div>
value -- The crossOrigin string.
</div>
......
......@@ -27,14 +27,14 @@
<h2>Properties</h2>
<h3>.[page:boolean withCredentials]</h3>
<h3>[property:boolean withCredentials]</h3>
<div>
todo
</div>
<h2>Methods</h2>
<h3>.load( [page:String url], [page:Function callback], [page:String texturePath] )</h3>
<h3>[method:todo load]( [page:String url], [page:Function callback], [page:String texturePath] )</h3>
<div>
url — required<br />
callback — required. This function will be called with the loaded model as an instance of [page:Geometry geometry] when the load is completed.<br />
......@@ -42,7 +42,7 @@
</div>
<h3>.parse([page:todo json], [page:todo texturePath]) [page:todo]</h3>
<h3>[method:todo parse]([page:todo json], [page:todo texturePath])</h3>
<div>
json -- todo <br />
texturePath -- todo
......@@ -51,7 +51,7 @@
todo
</div>
<h3>.loadAjaxJSON([page:todo context], [page:todo url], [page:todo callback], [page:todo texturePath], [page:todo callbackProgress]) [page:todo]</h3>
<h3>[method:todo loadAjaxJSON]([page:todo context], [page:todo url], [page:todo callback], [page:todo texturePath], [page:todo callbackProgress])</h3>
<div>
context -- todo <br />
url -- todo <br />
......
......@@ -26,32 +26,32 @@
<h2>Properties</h2>
<h3>.[page:Boolean showStatus]</h3>
<h3>[property:Boolean showStatus]</h3>
<div>If true, show loading status in the statusDomElement.</div>
<h3>.[page:DOMElement statusDomElement]</h3>
<h3>[property:DOMElement statusDomElement]</h3>
<div>This is the recipient of status messages.</div>
<h3>.[page:Function onLoadStart]</h3>
<h3>[property:Function onLoadStart]</h3>
<div>Will be called when load starts.</div>
<div>The default is a function with empty body.</div>
<h3>.[page:Function onLoadProgress]</h3>
<h3>[property:Function onLoadProgress]</h3>
<div>Will be called while load progresses.</div>
<div>The default is a function with empty body.</div>
<h3>.[page:Function onLoadComplete]</h3>
<h3>[property:Function onLoadComplete]</h3>
<div>Will be called when load completes.</div>
<div>The default is a function with empty body.</div>
<h3>.[page:string crossOrigin]</h3>
<h3>[property:string crossOrigin]</h3>
<div>
The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
</div>
<h2>Methods</h2>
<h3>.needsTangents([page:Array materials]) [page:Boolean]</h3>
<h3>[method:Boolean needsTangents]([page:Array materials])</h3>
<div>
materials -- an array of [page:Material]
</div>
......@@ -59,7 +59,7 @@
Checks if the loaded object needs tangents based on its materials.
</div>
<h3>.updateProgress([page:object progress])</h3>
<h3>[method:todo updateProgress]([page:object progress])</h3>
<div>
progress -- an object containing loaded(contains the amount of bytes loaded) and optionally total (containing the total amount of bytes).
</div>
......@@ -67,7 +67,7 @@
Updates the DOM object with the progress made.
</div>
<h3>.createMaterial([page:object m], [page:string texturePath]) [page:Material]</h3>
<h3>[method:Material createMaterial]([page:object m], [page:string texturePath])</h3>
<div>
m -- The parameters to create the material. <br />
texturePath -- The base path of the textures.
......@@ -76,7 +76,7 @@
Creates the Material based on the parameters m.
</div>
<h3>.initMaterials([page:Array materials], [page:string texturePath]) [page:Array]</h3>
<h3>[method:Array initMaterials]([page:Array materials], [page:string texturePath])</h3>
<div>
materials -- an array of parameters to create materials. <br />
texturePath -- The base path of the textures.
......@@ -85,7 +85,7 @@
Creates an array of [page:Material] based on the array of parameters m. The index of the parameters decide the correct index of the materials.
</div>
<h3>.extractUrlBase([page:string url])</h3>
<h3>[method:todo extractUrlBase]([page:string url])</h3>
<div>
url -- The url to extract the base url from.
</div>
......@@ -93,7 +93,7 @@
Extract the base from the URL.
</div>
<h3>.addStatusElement() [page:DOMElement]</h3>
<h3>[method:DOMElement addStatusElement]()</h3>
<div>
Add a DOM element to indicate the progress and returns the DOMElement
</div>
......
......@@ -41,18 +41,18 @@ loader.load( 'file.obj', function ( object ) {
<h2>Properties</h2>
<h3>.[page:function onLoad]</h3>
<h3>[property:function onLoad]</h3>
<div>
The function that needs to be called when all loaders are done.
</div>
<h3>.[page:function onProgress]</h3>
<h3>[property:function onProgress]</h3>
<div>
The function that needs to be called when an item is complete. The arguments are url(The url of the item just loaded),<br />
loaded(the amount of items already loaded), total( The total amount of items to be loaded.)
</div>
<h3>.[page:function onError]</h3>
<h3>[property:function onError]</h3>
<div>
The function that needs to be called when an item errors.
</div>
......@@ -60,7 +60,7 @@ loader.load( 'file.obj', function ( object ) {
<h2>Methods</h2>
<h3>.itemStart( [page:String url] )</h3>
<h3>[method:todo itemStart]( [page:String url] )</h3>
<div>
url — the url to load
</div>
......@@ -68,7 +68,7 @@ loader.load( 'file.obj', function ( object ) {
This should be called by any loader used by the manager when the loader starts loading an url. These shouldn't be called outside a loader.
</div>
<h3>.itemEnd( [page:String url] )</h3>
<h3>[method:todo itemEnd]( [page:String url] )</h3>
<div>
url — the url to load
</div>
......
......@@ -25,7 +25,7 @@
<h2>Methods</h2>
<h3>.load( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] ) [page:Image]</h3>
<h3>[method:Image load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<div>
onLoad -- Will be called when load completes. The argument will be the loaded Imageloader.
onProgress -- Will be called while load progresses. The argument will be the progress event.
......@@ -36,7 +36,7 @@
Begin loading from url and return the [page:Material material] object that will contain the data.
</div>
<h3>.setCrossOrigin([page:String value])</h3>
<h3>[method:todo setCrossOrigin]([page:String value])</h3>
<div>
value -- The crossOrigin string.
</div>
......@@ -44,7 +44,7 @@
The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
</div>
<h3>.parse([page:Object json])</h3>
<h3>[method:todo parse]([page:Object json])</h3>
<div>
json -- The json object containing the parameters of the Material.
</div>
......
......@@ -41,7 +41,7 @@
<h2>Properties</h2>
<h3>.[page:todo crossOrigin]</h3>
<h3>[property:todo crossOrigin]</h3>
<div>
default — *null*.<br />
If set, assigns the *crossOrigin* attribute of the image to the value of *crossOrigin*, prior to starting the load.
......@@ -49,14 +49,14 @@
<h2>Methods</h2>
<h3>.load( [page:String url] )</h3>
<h3>[method:todo load]( [page:String url] )</h3>
<div>
url — required
</div>
<div class="desc">Begin loading from <em>url</em></div>
<h3>.dispatchEvent([page:todo event]) [page:todo]</h3>
<h3>[method:todo dispatchEvent]([page:todo event])</h3>
<div>
event -- todo
</div>
......@@ -64,7 +64,7 @@
todo
</div>
<h3>.hasEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
<h3>[method:todo hasEventListener]([page:todo type], [page:todo listener])</h3>
<div>
type -- todo <br />
listener -- todo
......@@ -73,7 +73,7 @@
todo
</div>
<h3>.removeEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
<h3>[method:todo removeEventListener]([page:todo type], [page:todo listener])</h3>
<div>
type -- todo <br />
listener -- todo
......@@ -82,7 +82,7 @@
todo
</div>
<h3>.addEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
<h3>[method:todo addEventListener]([page:todo type], [page:todo listener])</h3>
<div>
type -- todo <br />
listener -- todo
......
......@@ -31,26 +31,26 @@
<h2>Properties</h2>
<h3>.[page:Integer color]</h3>
<h3>[property:Integer color]</h3>
<div>Sets the color of the line. Default is 0xffffff.</div>
<h3>.[page:Float linewidth]</h3>
<h3>[property:Float linewidth]</h3>
<div>Controls line thickness. Default is 1.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>.[page:String linecap]</h3>
<h3>[property:String linecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String linejoin]</h3>
<h3>[property:String linejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:Integer vertexColors]</h3>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers.</div>
<h3>.[page:Boolean fog]</h3>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
......
......@@ -34,35 +34,35 @@
<h3>.[page:number scale]</h3>
<h3>[property:number scale]</h3>
<div>
The scale of the dashed part of a line.
</div>
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
Sets the color of the line. Default is 0xffffff.
</div>
<h3>.[page:boolean vertexColors]</h3>
<h3>[property:boolean vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers.</div>
<h3>.[page:number dashSize]</h3>
<h3>[property:number dashSize]</h3>
<div>
The size of the dash. This is both the gap with the stroke. Default is 3.
</div>
<h3>.[page:boolean fog]</h3>
<h3>[property:boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:number gapSize]</h3>
<h3>[property:number gapSize]</h3>
<div>
The size of the gap. Default is 1.
</div>
<h3>.[page:number linewidth]</h3>
<h3>[property:number linewidth]</h3>
<div>Controls line thickness. Default is 1.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
......
......@@ -23,17 +23,17 @@
<h2>Properties</h2>
<h3>.[page:Integer id]</h3>
<h3>[property:Integer id]</h3>
<div>
Unique number for this material instance.
</div>
<h3>.[page:String name]</h3>
<h3>[property:String name]</h3>
<div>
Material name. Default is an empty string.
</div>
<h3>.[page:Float opacity]</h3>
<h3>[property:Float opacity]</h3>
<div>
Float in the range of 0.0 - 1.0 indicating how transparent the material is.
A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If
......@@ -42,7 +42,7 @@
</div>
<div>Default is *1.0*.</div>
<h3>.[page:Boolean transparent]</h3>
<h3>[property:Boolean transparent]</h3>
<div>
Defines whether this material is transparent. This has an effect on rendering
as transparent objects need special treatment and are rendered after
......@@ -53,32 +53,32 @@
</div>
<div>Default is *false*.</div>
<h3>.[page:Blending blending]</h3>
<h3>[property:Blending blending]</h3>
<div>
Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending].
</div>
<h3>.[page:Integer blendSrc]</h3>
<h3>[property:Integer blendSrc]</h3>
<div>
Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation SrcAlphaFactor]
</div>
<h3>.[page:Integer blendDst]</h3>
<h3>[property:Integer blendDst]</h3>
<div>
Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
</div>
<h3>.[page:Integer blendEquation]</h3>
<h3>[property:Integer blendEquation]</h3>
<div>
Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation AddEquation.]
</div>
<h3>.[page:Boolean depthTest]</h3>
<h3>[property:Boolean depthTest]</h3>
<div>
Whether to have depth test enabled when rendering this material. Default is *true*.
</div>
<h3>.[page:Boolean depthWrite]</h3>
<h3>[property:Boolean depthWrite]</h3>
<div>
Whether rendering this material has any effect on the depth buffer. Default is *true*.
</div>
......@@ -86,37 +86,37 @@
When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
</div>
<h3>.[page:Boolean polygonOffset]</h3>
<h3>[property:Boolean polygonOffset]</h3>
<div>
Whether to use polygon offset. Default is *false*. This corresponds to the *POLYGON_OFFSET_FILL* WebGL feature.
</div>
<h3>.[page:Integer polygonOffsetFactor]</h3>
<h3>[property:Integer polygonOffsetFactor]</h3>
<div>
Sets the polygon offset factor. Default is *0*.
</div>
<h3>.[page:Integer polygonOffsetUnits]</h3>
<h3>[property:Integer polygonOffsetUnits]</h3>
<div>
Sets the polygon offset units. Default is *0*.
</div>
<h3>.[page:Number alphaTest]</h3>
<h3>[property:Number alphaTest]</h3>
<div>
Sets the alpha value to be used when running an alpha test. Default is *0*.
</div>
<h3>.[page:Float overdraw]</h3>
<h3>[property:Float overdraw]</h3>
<div>
Amount of triangle expansion at draw time. This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer]. *0.5* tends to give good results across browsers. Default is *0*.
</div>
<h3>.[page:Boolean visible]</h3>
<h3>[property:Boolean visible]</h3>
<div>
Defines whether this material is visible. Default is *true*.
</div>
<h3>.[page:Enum side]</h3>
<h3>[property:Enum side]</h3>
<div>
Defines which of the face sides will be rendered - front, back or both.
</div>
......@@ -124,7 +124,7 @@
Default is [page:Materials THREE.FrontSide]. Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
</div>
<h3>.[page:Boolean needsUpdate]</h3>
<h3>[property:Boolean needsUpdate]</h3>
<div>
Specifies that the material needs to be updated at the WebGL level. Set it to true if you made changes that need to be reflected in WebGL.
</div>
......@@ -137,7 +137,7 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>.clone([page:material material]) [page:Material]</h3>
<h3>[method:Material clone]([page:material material])</h3>
<div>
material -- this material gets the cloned information (optional).
</div>
......@@ -145,12 +145,12 @@
This clones the material in the optional parameter and returns it.
</div>
<h3>.dispose()</h3>
<h3>[method:todo dispose]()</h3>
<div>
This disposes the material.
</div>
<h3>.setValues([page:object values])</h3>
<h3>[method:todo setValues]([page:object values])</h3>
<div>
values -- a container with parameters.
</div>
......
......@@ -40,70 +40,70 @@
<h2>Properties</h2>
<h3>.[page:Integer color]</h3>
<h3>[property:Integer color]</h3>
<div>Sets the color of the geometry. Default is 0xffffff.</div>
<h3>.[page:Boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<div>Render geometry as wireframe. Default is false (i.e. render as flat polygons).</div>
<h3>.[page:Float wireframeLinewidth]</h3>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Controls wireframe thickness. Default is 1.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>.[page:String wireframeLinecap]</h3>
<h3>[property:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String wireframeLinejoin]</h3>
<h3>[property:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String shading]</h3>
<h3>[property:String shading]</h3>
<div>Define shading type. Default is THREE.SmoothShading.</div>
<h3>.[page:Integer vertexColors]</h3>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Boolean fog]</h3>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Texture lightMap]</h3>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>.[page:Texture specularMap]</h3>
<h3>[property:Texture specularMap]</h3>
<div>Set specular map. Default is null.</div>
<h3>.[page:Texture alphaMap]</h3>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
<h3>.[page:TextureCube envMap]</h3>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>.[page:Boolean skinning]</h3>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</div>
<h3>.[page:Boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is false.</div>
<h3>.[page:Texture map]</h3>
<h3>[property:Texture map]</h3>
<div>
Sets the texture map. Default is null.
</div>
<h3>.[page:number combine]</h3>
<h3>[property:number combine]</h3>
<div>
How to combine the result of the surface's color with the environment map, if any.
</div>
<h3>.[page:number reflectivity]</h3>
<h3>[property:number reflectivity]</h3>
<div>
How much the environment map affects the surface; also see "combine".
</div>
<h3>.[page:number refractionRatio]</h3>
<h3>[property:number refractionRatio]</h3>
<div>
The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.
</div>
......
......@@ -29,10 +29,10 @@
<h2>Properties</h2>
<h3>.[page:boolean wireframe]</h3>
<h3>[property:boolean wireframe]</h3>
<div>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</div>
<h3>.[page:number wireframeLinewidth]</h3>
<h3>[property:number wireframeLinewidth]</h3>
<div>
Controls wireframe thickness. Default is 1.<br/><br/>
Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.
......
......@@ -32,7 +32,7 @@
<h3>.[page:Array materials]</h3>
<h3>[property:Array materials]</h3>
<div>
Get or set the materials for the geometry.
</div>
......
......@@ -29,94 +29,94 @@
<h2>Properties</h2>
<div>See the base [page:Material] class for common parameters.</div>
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
Diffuse color of the material. Default is white.<br />
</div>
<h3>.[page:Color ambient]</h3>
<h3>[property:Color ambient]</h3>
<div>
Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
</div>
<h3>.[page:Color emissive]</h3>
<h3>[property:Color emissive]</h3>
<div>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
</div>
<h3>.[page:Integer shading]</h3>
<h3>[property:Integer shading]</h3>
<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
<h3>.[page:Boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
<h3>.[page:Float wireframeLinewidth]</h3>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Line thickness for wireframe mode. Default is *1.0*.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>.[page:String wireframeLinecap]</h3>
<h3>[property:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String wireframeLinejoin]</h3>
<h3>[property:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:Integer vertexColors]</h3>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Boolean fog]</h3>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Texture map]</h3>
<h3>[property:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<h3>.[page:Texture lightMap]</h3>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>.[page:Texture specularMap]</h3>
<h3>[property:Texture specularMap]</h3>
<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
<h3>.[page:Texture alphaMap]</h3>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
<h3>.[page:TextureCube envMap]</h3>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>.[page:Float reflectivity]</h3>
<h3>[property:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<h3>.[page:Float refractionRatio]</h3>
<h3>[property:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
<h3>.[page:Integer combine]</h3>
<h3>[property:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<div>Options are [page:Textures THREE.Multiply] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>.[page:Boolean skinning]</h3>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is *false*.</div>
<h3>.[page:Boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is *false*.</div>
<h3>.[page:Vector3 wrapRGB]</h3>
<h3>[property:Vector3 wrapRGB]</h3>
<div>
todo
</div>
<h3>.[page:boolean morphNormals]</h3>
<h3>[property:boolean morphNormals]</h3>
<div>
todo
</div>
<h3>.[page:boolean wrapAround]</h3>
<h3>[property:boolean wrapAround]</h3>
<div>
todo
</div>
......
......@@ -33,22 +33,22 @@
<h3>.[page:boolean morphTargets]</h3>
<h3>[property:boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is false.</div>
<h3>.[page:number shading]</h3>
<h3>[property:number shading]</h3>
<div>
How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.<br/><br/>
Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading]
</div>
<h3>.[page:boolean wireframe]</h3>
<h3>[property:boolean wireframe]</h3>
<div>
Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
</div>
<h3>.[page:number wireframeLinewidth]</h3>
<h3>[property:number wireframeLinewidth]</h3>
<div>
Controls wireframe thickness. Default is 1.<br/><br/>
Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.
......
......@@ -31,127 +31,127 @@
<h2>Properties</h2>
<div>See the base [page:Material] class for common parameters.</div>
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
Diffuse color of the material. Default is white.<br />
</div>
<h3>.[page:Color ambient]</h3>
<h3>[property:Color ambient]</h3>
<div>
Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
</div>
<h3>.[page:Color emissive]</h3>
<h3>[property:Color emissive]</h3>
<div>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
</div>
<h3>.[page:Color specular]</h3>
<h3>[property:Color specular]</h3>
<div>
Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.<br />
</div>
<h3>.[page:Float shininess]</h3>
<h3>[property:Float shininess]</h3>
<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
<h3>.[page:Integer shading]</h3>
<h3>[property:Integer shading]</h3>
<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
<h3>.[page:Boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
<h3>.[page:Float wireframeLinewidth]</h3>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Line thickness for wireframe mode. Default is *1.0*.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>.[page:String wireframeLinecap]</h3>
<h3>[property:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:String wireframeLinejoin]</h3>
<h3>[property:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<h3>.[page:Integer vertexColors]</h3>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Boolean fog]</h3>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>.[page:Texture map]</h3>
<h3>[property:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<h3>.[page:Texture lightMap]</h3>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>.[page:Texture specularMap]</h3>
<h3>[property:Texture specularMap]</h3>
<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
<h3>.[page:Texture alphaMap]</h3>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
<h3>.[page:TextureCube envMap]</h3>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>.[page:Float reflectivity]</h3>
<h3>[property:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<h3>.[page:Float refractionRatio]</h3>
<h3>[property:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
<h3>.[page:Integer combine]</h3>
<h3>[property:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<div>Options are [page:Textures THREE.MultiplyOperation] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>.[page:Boolean skinning]</h3>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is *false*.</div>
<h3>.[page:Boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is *false*.</div>
<h3>.[page:Vector2 normalScale]</h3>
<h3>[property:Vector2 normalScale]</h3>
<div>
todo
</div>
<h3>.[page:boolean morphNormals]</h3>
<h3>[property:boolean morphNormals]</h3>
<div>
todo
</div>
<h3>.[page:boolean metal]</h3>
<h3>[property:boolean metal]</h3>
<div>
todo
</div>
<h3>.[page:number bumpScale]</h3>
<h3>[property:number bumpScale]</h3>
<div>
todo
</div>
<h3>.[page:boolean wrapAround]</h3>
<h3>[property:boolean wrapAround]</h3>
<div>
todo
</div>
<h3>.[page:object normalMap]</h3>
<h3>[property:object normalMap]</h3>
<div>
todo
</div>
<h3>.[page:object bumpMap]</h3>
<h3>[property:object bumpMap]</h3>
<div>
todo
</div>
<h3>.[page:Vector3 wrapRGB]</h3>
<h3>[property:Vector3 wrapRGB]</h3>
<div>
todo
</div>
......
......@@ -31,25 +31,25 @@
<h2>Properties</h2>
<h3>.[page:Number color]</h3>
<h3>[property:Number color]</h3>
<div>Sets the color of the particles. Default is 0xffffff.</div>
<h3>.[page:Texture map]</h3>
<h3>[property:Texture map]</h3>
<div>Sets the color of the particles using data from a texture.</div>
<h3>.[page:Number size]</h3>
<h3>[property:Number size]</h3>
<div>Sets the size of the particles. Default is 1.0.</div>
<h3>.[page:Boolean sizeAttenuation]</h3>
<h3>[property:Boolean sizeAttenuation]</h3>
<div>Specify whether particles' size will get smaller with the distance. Default is true.</div>
<h3>.[page:Boolean vertexColors]</h3>
<h3>[property:Boolean vertexColors]</h3>
<h3>.[page:Boolean fog]</h3>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
......
......@@ -214,7 +214,7 @@
<h2>Properties</h2>
<h3>.[page:Object uniforms]</h3>
<h3>[property:Object uniforms]</h3>
<div>
Object specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
<code>
......@@ -223,7 +223,7 @@
where *type* is a <a href="#uniform-types">uniform type string</a>, and *value* is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.
</div>
<h3>.[page:Object attributes]</h3>
<h3>[property:Object attributes]</h3>
<div>
<p>
Object specifying the custom attributes to be passed to the shader code; keys are attribute names, values are definitions of the form
......@@ -237,7 +237,7 @@
</p>
</div>
<h3>.[page:Object defines]</h3>
<h3>[property:Object defines]</h3>
<div>
Defines custom constants using *#define* directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive:
<code>
......@@ -254,72 +254,72 @@
in the GLSL code.
</div>
<h3>.[page:String fragmentShader]</h3>
<h3>[property:String fragmentShader]</h3>
<div>
Fragment shader GLSL code. This is the actual code for the shader. In the example above, the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
</div>
<h3>.[page:String vertexShader]</h3>
<h3>[property:String vertexShader]</h3>
<div>
Vertex shader GLSL code. This is the actual code for the shader. In the example above, the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
</div>
<h3>.[page:Boolean lights]</h3>
<h3>[property:Boolean lights]</h3>
<div>
Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader
</div>
<h3>.[page:Boolean morphTargets]</h3>
<h3>[property:Boolean morphTargets]</h3>
<div>
Defines whether the material uses morphTargets; true morphTarget attributes to this shader
</div>
<h3>.[page:Boolean morphNormals]</h3>
<h3>[property:Boolean morphNormals]</h3>
<div>
Defines whether the material uses morphNormals; true to pass morphNormal attributes to this shader
</div>
<h3>.[page:Boolean wireframe]</h3>
<h3>[property:Boolean wireframe]</h3>
<div>
Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
</div>
<h3>.[page:Number vertexColors]</h3>
<h3>[property:Number vertexColors]</h3>
<div>
Define how the vertices are colored, by defining how the *colors* attribute gets populated. Possible values are [page:Materials THREE.NoColors], [page:Materials THREE.FaceColors] and [page:Materials THREE.VertexColors]. Default is THREE.NoColors.
</div>
<h3>.[page:Boolean skinning]</h3>
<h3>[property:Boolean skinning]</h3>
<div>
Define whether the material uses skinning; true to pass skinning attributes to the shader. Default is false.
</div>
<h3>.[page:Boolean fog]</h3>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings; true to pass fog uniforms to the shader. Default is false.</div>
<h3>.[page:Number shading]</h3>
<h3>[property:Number shading]</h3>
<div>
Define shading type, which determines whether normals are smoothed between vertices; possible values are [page:Materials THREE.SmoothShading] or [page:Materials THREE.FlatShading]. Default is THREE.SmoothShading.
</div>
<h3>.[page:Number linewidth]</h3>
<h3>[property:Number linewidth]</h3>
<div>Controls line thickness; only effective if the material is attached to a [page:Line]. Default is 1.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>.[page:Number wireframeLinewidth]</h3>
<h3>[property:Number wireframeLinewidth]</h3>
<div>Controls wireframe thickness; only effective if the material is attached to a [page:Mesh] and *wireframe* is true. Default is 1.</div>
<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>.[page:WebGLProgram program]</h3>
<h3>[property:WebGLProgram program]</h3>
<div>
The compiled shader program associated with this material, generated by [page:WebGLRenderer]. You should not need to access this property.
</div>
<h2>Methods</h2>
<h3>.clone()</h3>
<h3>[method:todo clone]()</h3>
<div>
Generates a shallow copy of this material. Note that the vertexShader and fragmentShader are copied <emph>by reference</emph>, as are the definitions of the *attributes*; this means that clones of the material will share the same compiled [page:WebGLProgram]. However, the *uniforms* are copied <emph>by value</emph>, which allows you to have different sets of uniforms for different copies of the material.
</div>
......
......@@ -30,7 +30,7 @@
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
todo
</div>
......@@ -39,7 +39,7 @@
<h3>.program([page:todo context], [page:todo color]) [page:todo]</h3>
<h3>[method:todo program]([page:todo context], [page:todo color])</h3>
<div>
context -- todo <br />
color -- todo
......
......@@ -30,47 +30,47 @@
<h3>.[page:Texture map]</h3>
<h3>[property:Texture map]</h3>
<div>
todo
</div>
<h3>.[page:Vector2 uvScale]</h3>
<h3>[property:Vector2 uvScale]</h3>
<div>
todo
</div>
<h3>.[page:boolean sizeAttenuation]</h3>
<h3>[property:boolean sizeAttenuation]</h3>
<div>
todo
</div>
<h3>.[page:Color color]</h3>
<h3>[property:Color color]</h3>
<div>
todo
</div>
<h3>.[page:Vector2 uvOffset]</h3>
<h3>[property:Vector2 uvOffset]</h3>
<div>
todo
</div>
<h3>.[page:boolean fog]</h3>
<h3>[property:boolean fog]</h3>
<div>
todo
</div>
<h3>.[page:boolean useScreenCoordinates]</h3>
<h3>[property:boolean useScreenCoordinates]</h3>
<div>
todo
</div>
<h3>.[page:boolean scaleByViewport]</h3>
<h3>[property:boolean scaleByViewport]</h3>
<div>
todo
</div>
<h3>.[page:Vector2 alignment]</h3>
<h3>[property:Vector2 alignment]</h3>
<div>
todo
</div>
......
......@@ -29,12 +29,12 @@
<h3>.[page:Vector2 max]</h3>
<h3>[property:Vector2 max]</h3>
<div>
Upper (x, y) boundary of this box.
</div>
<h3>.[page:Vector2 min]</h3>
<h3>[property:Vector2 min]</h3>
<div>
Lower (x, y) boundary of this box.
</div>
......@@ -43,7 +43,7 @@
<h3>.set([page:Vector2 min], [page:Vector2 max]) [page:Box2 this]</h3>
<h3>[method:Box2 set]([page:Vector2 min], [page:Vector2 max]) [page:Box2 this]</h3>
<div>
min -- Lower (x, y) boundary of the box. <br />
max -- Upper (x, y) boundary of the box.
......@@ -52,7 +52,7 @@
Sets the lower and upper (x, y) boundaries of this box.
</div>
<h3>.expandByPoint([page:Vector2 point]) [page:Box2 this]</h3>
<h3>[method:Box2 expandByPoint]([page:Vector2 point]) [page:Box2 this]</h3>
<div>
point -- Point that should be included in the box.
</div>
......@@ -60,7 +60,7 @@
Expands the boundaries of this box to include *point*.
</div>
<h3>.clampPoint([page:Vector2 point], [page:Vector2 optionalTarget]) [page:Vector2]</h3>
<h3>[method:Vector2 clampPoint]([page:Vector2 point], [page:Vector2 optionalTarget])</h3>
<div>
point -- Position to clamp. <br />
optionalTarget -- If specified, the clamped result will be copied here.
......@@ -69,7 +69,7 @@
Clamps *point* within the bounds of this box.
</div>
<h3>.isIntersectionBox([page:Box2 box]) [page:Boolean]</h3>
<h3>[method:Boolean isIntersectionBox]([page:Box2 box])</h3>
<div>
box -- Box to check for intersection against.
</div>
......@@ -77,7 +77,7 @@
Determines whether or not this box intersects *box*.
</div>
<h3>.setFromPoints([page:Array points]) [page:Box2 this]</h3>
<h3>[method:Box2 setFromPoints]([page:Array points]) [page:Box2 this]</h3>
<div>
points -- Set of points that the resulting box will envelop.
</div>
......@@ -85,7 +85,7 @@
Sets the upper and lower bounds of this box to include all of the points in *points*.
</div>
<h3>.size([page:Vector2 optionalTarget]) [page:Vector2]</h3>
<h3>[method:Vector2 size]([page:Vector2 optionalTarget])</h3>
<div>
optionalTarget -- If specified, the result will be copied here.
</div>
......@@ -93,7 +93,7 @@
Returns the width and height of this box.
</div>
<h3>.union([page:Box2 box]) [page:Box2 this]</h3>
<h3>[method:Box2 union]([page:Box2 box]) [page:Box2 this]</h3>
<div>
box -- Box that will be unioned with this box.
</div>
......@@ -103,7 +103,7 @@
lower bounds.
</div>
<h3>.getParameter([page:Vector2 point], [page:Vector2 optionalTarget]) [page:Vector2]</h3>
<h3>[method:Vector2 getParameter]([page:Vector2 point], [page:Vector2 optionalTarget])</h3>
<div>
point -- [page:Vector2]<br/>
optionalTarget -- [page:Vector2]<br/>
......@@ -113,7 +113,7 @@
Returns a point as a proportion of this box's width and height.
</div>
<h3>.expandByScalar([page:float scalar]) [page:Box2 this]</h3>
<h3>[method:Box2 expandByScalar]([page:float scalar]) [page:Box2 this]</h3>
<div>
scalar -- Distance to expand.
</div>
......@@ -122,7 +122,7 @@
will be contracted.
</div>
<h3>.intersect([page:Box2 box]) [page:Box2 this]</h3>
<h3>[method:Box2 intersect]([page:Box2 box]) [page:Box2 this]</h3>
<div>
box -- Box to intersect with.
</div>
......@@ -132,7 +132,7 @@
lower bounds.
</div>
<h3>.containsBox([page:Box2 box]) [page:Boolean]</h3>
<h3>[method:Boolean containsBox]([page:Box2 box])</h3>
<div>
box -- Box to test for inclusion.
</div>
......@@ -141,7 +141,7 @@
this function also returns true.
</div>
<h3>.translate([page:Vector2 offset]) [page:Box2 this]</h3>
<h3>[method:Box2 translate]([page:Vector2 offset]) [page:Box2 this]</h3>
<div>
offset -- Direction and distance of offset.
</div>
......@@ -150,19 +150,19 @@
*offset* units in 2D space.
</div>
<h3>.empty() [page:Boolean]</h3>
<h3>[method:Boolean empty]()</h3>
<div>
Returns true if this box includes zero points within its bounds.</br>
Note that a box with equal lower and upper bounds still includes one point, the
one both bounds share.
</div>
<h3>.clone() [page:Box2]</h3>
<h3>[method:Box2 clone]()</h3>
<div>
Returns a copy of this box.
</div>
<h3>.equals([page:Box2 box]) [page:Boolean]</h3>
<h3>[method:Boolean equals]([page:Box2 box])</h3>
<div>
box -- Box to compare.
</div>
......@@ -170,7 +170,7 @@
Returns true if this box and *box* share the same lower and upper bounds.
</div>
<h3>.expandByVector([page:Vector2 vector]) [page:Box2 this]</h3>
<h3>[method:Box2 expandByVector]([page:Vector2 vector]) [page:Box2 this]</h3>
<div>
vector -- Amount to expand this box in each dimension.
</div>
......@@ -180,7 +180,7 @@
this box will be expanded by the y component of *vector* in both directions.
</div>
<h3>.copy([page:Box2 box]) [page:Box2 this]</h3>
<h3>[method:Box2 copy]([page:Box2 box]) [page:Box2 this]</h3>
<div>
box -- Box to copy.
</div>
......@@ -188,12 +188,12 @@
Copies the values of *box* to this box.
</div>
<h3>.makeEmpty() [page:Box2 this]</h3>
<h3>[method:Box2 makeEmpty]() [page:Box2 this]</h3>
<div>
Makes this box empty.
</div>
<h3>.center([page:Vector2 optionalTarget]) [page:Vector2]</h3>
<h3>[method:Vector2 center]([page:Vector2 optionalTarget])</h3>
<div>
optionalTarget -- If specified, the result will be copied here.
</div>
......@@ -201,7 +201,7 @@
Returns the center point of this box.
</div>
<h3>.distanceToPoint([page:Vector2 point]) [page:Float]</h3>
<h3>[method:Float distanceToPoint]([page:Vector2 point])</h3>
<div>
point -- Point to measure distance to.
</div>
......@@ -210,7 +210,7 @@
If the point lies inside of this box, the distance will be 0.
</div>
<h3>.containsPoint([page:Vector2 point]) [page:Boolean]</h3>
<h3>[method:Boolean containsPoint]([page:Vector2 point])</h3>
<div>
point -- [page:Vector2] to check for inclusion.
</div>
......@@ -218,7 +218,7 @@
Returns true if the specified point lies within the boundaries of this box.
</div>
<h3>.setFromCenterAndSize([page:Vector2 center], [page:Vector2 size]) [page:Box2 this]</h3>
<h3>[method:Box2 setFromCenterAndSize]([page:Vector2 center], [page:Vector2 size]) [page:Box2 this]</h3>
<div>
center -- Desired center position of the box. <br />
size -- Desired x and y dimensions of the box.
......
......@@ -28,12 +28,12 @@
<h3>.[page:Vector3 max]</h3>
<h3>[property:Vector3 max]</h3>
<div>
Upper (x, y, z) boundary of this box.
</div>
<h3>.[page:Vector3 min]</h3>
<h3>[property:Vector3 min]</h3>
<div>
Lower (x, y, z) boundary of this box.
</div>
......@@ -42,7 +42,7 @@
<h3>.set([page:Vector3 min], [page:Vector3 max]) [page:Box3 this]</h3>
<h3>[method:Box3 set]([page:Vector3 min], [page:Vector3 max]) [page:Box3 this]</h3>
<div>
min -- Lower (x, y, z) boundary of the box. <br />
max -- Upper (x, y, z) boundary of the box.
......@@ -51,7 +51,7 @@
Sets the lower and upper (x, y, z) boundaries of this box.
</div>
<h3>.applyMatrix4([page:Matrix4 matrix]) [page:Box3 this]</h3>
<h3>[method:Box3 applyMatrix4]([page:Matrix4 matrix]) [page:Box3 this]</h3>
<div>
matrix -- The [page:Matrix4] to apply
</div>
......@@ -59,7 +59,7 @@
Transforms this Box3 with the supplied matrix.
</div>
<h3>.clampPoint([page:Vector3 point], [page:Vector3 optionalTarget]) [page:Vector3]</h3>
<h3>[method:Vector3 clampPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<div>
point -- Position to clamp. <br />
optionalTarget -- If specified, the clamped result will be copied here.
......@@ -68,7 +68,7 @@
Clamps *point* within the bounds of this box.
</div>
<h3>.isIntersectionBox([page:Box3 box]) [page:Boolean]</h3>
<h3>[method:Boolean isIntersectionBox]([page:Box3 box])</h3>
<div>
box -- Box to check for intersection against.
</div>
......@@ -76,7 +76,7 @@
Determines whether or not this box intersects *box*.
</div>
<h3>.setFromPoints([page:Array points]) [page:Box3 this]</h3>
<h3>[method:Box3 setFromPoints]([page:Array points]) [page:Box3 this]</h3>
<div>
points -- Set of points that the resulting box will envelop.
</div>
......@@ -84,7 +84,7 @@
Sets the upper and lower bounds of this box to include all of the points in *points*.
</div>
<h3>.setFromObject([page:Object3D object]) [page:Box3 this]</h3>
<h3>[method:Box3 setFromObject]([page:Object3D object]) [page:Box3 this]</h3>
<div>
object -- [page:Object3D] to compute the bounding box for.
</div>
......@@ -95,7 +95,7 @@
<h3>.size([page:Vector3 optionalTarget]) [page:Vector3]</h3>
<h3>[method:Vector3 size]([page:Vector3 optionalTarget])</h3>
<div>
optionalTarget -- If specified, the result will be copied here.
</div>
......@@ -103,7 +103,7 @@
Returns the width, height, and depth of this box.
</div>
<h3>.union([page:Box3 box]) [page:Box3]</h3>
<h3>[method:Box3 union]([page:Box3 box])</h3>
<div>
box -- Box that will be unioned with this box.
</div>
......@@ -113,7 +113,7 @@
lower bounds.
</div>
<h3>.getParameter([page:Vector3 point], [page:Vector3 optionalTarget]) [page:Vector3]</h3>
<h3>[method:Vector3 getParameter]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
<div>
point -- Point to parametrize.
optionalTarget -- If specified, the result will be copied here.
......@@ -122,7 +122,7 @@
Returns point as a proportion of this box's width and height.
</div>
<h3>.intersect([page:Box3 box]) [page:Box3 this]</h3>
<h3>[method:Box3 intersect]([page:Box3 box]) [page:Box3 this]</h3>
<div>
box -- Box to intersect with.
</div>
......@@ -132,7 +132,7 @@
lower bounds.
</div>
<h3>.containsBox([page:Box3 box]) [page:Boolean]</h3>
<h3>[method:Boolean containsBox]([page:Box3 box])</h3>
<div>
box -- Box to test for inclusion.
</div>
......@@ -141,7 +141,7 @@
this function also returns true.
</div>
<h3>.containsPoint([page:Vector3 point]) [page:Boolean]</h3>
<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
<div>
point -- [page:Vector3] to check for inclusion.
</div>
......@@ -149,7 +149,7 @@
Returns true if the specified point lies within the boundaries of this box.
</div>
<h3>.translate([page:Vector3 offset]) [page:Box3 this]</h3>
<h3>[method:Box3 translate]([page:Vector3 offset]) [page:Box3 this]</h3>
<div>
offset -- Direction and distance of offset.
</div>
......@@ -158,19 +158,19 @@
*offset* units in 3D space.
</div>
<h3>.empty() [page:Boolean]</h3>
<h3>[method:Boolean empty]()</h3>
<div>
Returns true if this box includes zero points within its bounds.</br>
Note that a box with equal lower and upper bounds still includes one point, the
one both bounds share.
</div>
<h3>.clone() [page:Box3]</h3>
<h3>[method:Box3 clone]()</h3>
<div>
Returns a copy of this box.
</div>
<h3>.equals([page:Box3 box]) [page:Boolean]</h3>
<h3>[method:Boolean equals]([page:Box3 box])</h3>
<div>
box -- Box to compare.
</div>
......@@ -178,7 +178,7 @@
Returns true if this box and *box* share the same lower and upper bounds.
</div>
<h3>.expandByPoint([page:Vector3 point]) [page:Box3 this]</h3>
<h3>[method:Box3 expandByPoint]([page:Vector3 point]) [page:Box3 this]</h3>
<div>
point -- Point that should be included in the box.
</div>
......@@ -186,7 +186,7 @@
Expands the boundaries of this box to include *point*.
</div>
<h3>.expandByScalar([page:float scalar]) [page:Box3 this]</h3>
<h3>[method:Box3 expandByScalar]([page:float scalar]) [page:Box3 this]</h3>
<div>
scalar -- Distance to expand.
</div>
......@@ -195,7 +195,7 @@
will be contracted.
</div>
<h3>.expandByVector([page:Vector3 vector]) [page:Box3 this]</h3>
<h3>[method:Box3 expandByVector]([page:Vector3 vector]) [page:Box3 this]</h3>
<div>
vector -- Amount to expand this box in each dimension.
</div>
......@@ -207,7 +207,7 @@
both directions.
</div>
<h3>.copy([page:Box3 box]) [page:Box3 this]</h3>
<h3>[method:Box3 copy]([page:Box3 box]) [page:Box3 this]</h3>
<div>
box -- Box to copy.
</div>
......@@ -215,12 +215,12 @@
Copies the values of *box* to this box.
</div>
<h3>.makeEmpty() [page:Box3 this]</h3>
<h3>[method:Box3 makeEmpty]() [page:Box3 this]</h3>
<div>
Makes this box empty.
</div>
<h3>.center([page:Vector3 optionalTarget]) [page:Vector3]</h3>
<h3>[method:Vector3 center]([page:Vector3 optionalTarget])</h3>
<div>
optionalTarget -- If specified, the result will be copied here.
</div>
......@@ -228,7 +228,7 @@
Returns the center point of this box.
</div>
<h3>.getBoundingSphere([page:Sphere optionalTarget]) [page:Sphere]</h3>
<h3>[method:Sphere getBoundingSphere]([page:Sphere optionalTarget])</h3>
<div>
optionalTarget -- [page:Sphere] to optionally set the result to.
</div>
......@@ -236,7 +236,7 @@
Gets a sphere that bounds the box.
</div>
<h3>.distanceToPoint([page:Vector3 point]) [page:Float]</h3>
<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
<div>
point -- Point to measure distance to.
</div>
......@@ -245,7 +245,7 @@
If the point lies inside of this box, the distance will be 0.
</div>
<h3>.setFromCenterAndSize([page:Vector3 center], [page:Vector3 size]) [page:Box3 this]</h3>
<h3>[method:Box3 setFromCenterAndSize]([page:Vector3 center], [page:Vector3 size]) [page:Box3 this]</h3>
<div>
center -- Desired center position of the box. <br />
size -- Desired x and y dimensions of the box.
......
......@@ -31,24 +31,24 @@
<h2>Properties</h2>
<h3>.[page:Float r]</h3>
<h3>[property:Float r]</h3>
<div>
Red channel value between 0 and 1. Default is 1.
</div>
<h3>.[page:Float g]</h3>
<h3>[property:Float g]</h3>
<div>
Green channel value between 0 and 1. Default is 1.
</div>
<h3>.[page:Float b]</h3>
<h3>[property:Float b]</h3>
<div>
Blue channel value between 0 and 1. Default is 1.
</div>
<h2>Methods</h2>
<h3>.copy( [page:Color color] ) [page:Color this]</h3>
<h3>[method:Color copy]( [page:Color color] ) [page:Color this]</h3>
<div>
color — Color to copy.
</div>
......@@ -56,7 +56,7 @@
Copies given color.
</div>
<h3>.copyGammaToLinear( [page:Color color] ) [page:Color this]</h3>
<h3>[method:Color copyGammaToLinear]( [page:Color color] ) [page:Color this]</h3>
<div>
color — Color to copy.
</div>
......@@ -64,7 +64,7 @@
Copies given color making conversion from gamma to linear space.
</div>
<h3>.copyLinearToGamma( [page:Color color] ) [page:Color this]</h3>
<h3>[method:Color copyLinearToGamma]( [page:Color color] ) [page:Color this]</h3>
<div>
color — Color to copy.
</div>
......@@ -72,17 +72,17 @@
Copies given color making conversion from linear to gamma space.
</div>
<h3>.convertGammaToLinear() [page:Color this]</h3>
<h3>[method:Color convertGammaToLinear]() [page:Color this]</h3>
<div>
Converts this color from gamma to linear space.
</div>
<h3>.convertLinearToGamma() [page:Color this]</h3>
<h3>[method:Color convertLinearToGamma]() [page:Color this]</h3>
<div>
Converts this color from linear to gamma space.
</div>
<h3>.setRGB( [page:Float r], [page:Float g], [page:Float b] ) [page:Color this]</h3>
<h3>[method:Color setRGB]( [page:Float r], [page:Float g], [page:Float b] ) [page:Color this]</h3>
<div>
r — Red channel value between 0 and 1.<br />
g — Green channel value between 0 and 1.<br />
......@@ -92,17 +92,17 @@
Sets this color from RGB values.
</div>
<h3>.getHex() [page:Integer]</h3>
<h3>[method:Integer getHex]()</h3>
<div>
Returns the hexadecimal value of this color.
</div>
<h3>.getHexString() [page:String]</h3>
<h3>[method:String getHexString]()</h3>
<div>
Returns the string formated hexadecimal value of this color.
</div>
<h3>.setHex( [page:Integer hex] ) [page:Color this]</h3>
<h3>[method:Color setHex]( [page:Integer hex] ) [page:Color this]</h3>
<div>
hex — Color in hexadecimal.<br />
</div>
......@@ -110,7 +110,7 @@
Sets this color from a hexadecimal value.
</div>
<h3>.setStyle( [page:String style] ) [page:Color this]</h3>
<h3>[method:Color setStyle]( [page:String style] ) [page:Color this]</h3>
<div>
style — color as a CSS-style string, for example, "rgb(250, 0,0)", "rgb(100%,0%,0%)", "#ff0000", "#f00", or "red"
</div>
......@@ -118,12 +118,12 @@
Sets this color from a CSS-style string.
</div>
<h3>.getStyle() [page:String]</h3>
<h3>[method:String getStyle]()</h3>
<div>
Returns the value of this color as a CSS-style string. Example: rgb(255,0,0)
</div>
<h3>.setHSL( [page:Float h], [page:Float s], [page:Float l] ) [page:Color this]</h3>
<h3>[method:Color setHSL]( [page:Float h], [page:Float s], [page:Float l] ) [page:Color this]</h3>
<div>
h — hue value between 0.0 and 1.0 <br />
s — saturation value between 0.0 and 1.0 <br />
......@@ -138,37 +138,37 @@
Returns an object with properties h, s, and l.
</div>
<h3>.offsetHSL( [page:Float h], [page:Float s], [page:Float l] ) [page:Color this]</h3>
<h3>[method:Color offsetHSL]( [page:Float h], [page:Float s], [page:Float l] ) [page:Color this]</h3>
<div>
Adds given h, s, and l to this color's existing h, s, and l values.
</div>
<h3>.add ( [page:Color color] ) [page:Color this]</h3>
<h3>[method:Color add]( [page:Color color] ) [page:Color this]</h3>
<div>
Adds rgb values of given color to rgb values of this color
</div>
<h3>.addColors( [page:Color color1], [page:Color color2] ) [page:Color this]</h3>
<h3>[method:Color addColors]( [page:Color color1], [page:Color color2] ) [page:Color this]</h3>
<div>
Sets this color to the sum of color1 and color2
</div>
<h3>.addScalar( [page:Number s] ) [page:Color this]</h3>
<h3>[method:Color addScalar]( [page:Number s] ) [page:Color this]</h3>
<div>
Adds s to the rgb values of this color
</div>
<h3>.multiply( [page:Color color] ) [page:Color this]</h3>
<h3>[method:Color multiply]( [page:Color color] ) [page:Color this]</h3>
<div>
Multiplies this color's rgb values by given color's rgb values
</div>
<h3>.multiplyScalar( [page:Number s] ) [page:Color this]</h3>
<h3>[method:Color multiplyScalar]( [page:Number s] ) [page:Color this]</h3>
<div>
Multiplies this color's rgb values by s
</div>
<h3>.lerp( [page:Color color], alpha ) [page:Color this]</h3>
<h3>[method:Color lerp]( [page:Color color], alpha ) [page:Color this]</h3>
<div>
alpha -- a number between 0 and 1.
</div>
......@@ -176,17 +176,17 @@
Linear interpolation of this colors rgb values and the rgb values of the first argument. The alpha argument can be thought of as the percent between the two colors, where 0 is this color and 1 is the first argument.
</div>
<h3>.equals( [page:Color c] ) [page:Color this]</h3>
<h3>[method:Color equals]( [page:Color c] ) [page:Color this]</h3>
<div>
Compares this color and c and returns true if they are the same, false otherwise.
</div>
<h3>.clone() [page:Color]</h3>
<h3>[method:Color clone]()</h3>
<div>
Clones this color.
</div>
<h3>.set( value ) [page:Color this]</h3>
<h3>[method:Color set]( value ) [page:Color this]</h3>
<div>
value -- either an instance of [page:Color], a [page:Integer hexadecimal] value, or a css style [page:String string]
</div>
......
......@@ -39,19 +39,19 @@
<h2>Properties</h2>
<h3>.[page:Float x]</h3>
<h3>[property:Float x]</h3>
<h3>.[page:Float y]</h3>
<h3>[property:Float y]</h3>
<h3>.[page:Float z]</h3>
<h3>[property:Float z]</h3>
<h3>.[page:String order]</h3>
<h3>[property:String order]</h3>
<h2>Methods</h2>
<h3>.set( [page:Float x], [page:Float y], [page:Float z], [page:String order] ) [page:Euler this]</h3>
<h3>[method:Euler set]( [page:Float x], [page:Float y], [page:Float z], [page:String order] ) [page:Euler this]</h3>
<div>
x -- [page:Float] Angle in x axis in radians<br />
y -- [page:Float] Angle in y axis in radians<br />
......@@ -62,12 +62,12 @@
Sets the angles of this euler transform.
</div>
<h3>.copy( [page:Euler euler] ) [page:Euler this]</h3>
<h3>[method:Euler copy]( [page:Euler euler] ) [page:Euler this]</h3>
<div>
Copies value of *euler* to this euler.
</div>
<h3>.setFromRotationMatrix( [page:Matrix4 m], [page:String order] ) [page:Euler this]</h3>
<h3>[method:Euler setFromRotationMatrix]( [page:Matrix4 m], [page:String order] ) [page:Euler this]</h3>
<div>
m -- [page:Matrix4] assumes upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled)<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
......@@ -76,7 +76,7 @@
Sets the angles of this euler transform from a pure rotation matrix based on the orientation specified by order.
</div>
<h3>.setFromQuaternion( [page:Quaternion q], [page:String order] ) [page:Euler this]</h3>
<h3>[method:Euler setFromQuaternion]( [page:Quaternion q], [page:String order] ) [page:Euler this]</h3>
<div>
q -- [page:Quaternion] quaternion must be normalized<br />
order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
......@@ -85,13 +85,13 @@
Sets the angles of this euler transform from a normalized quaternion based on the orientation specified by order.
</div>
<h3>.reorder( [page:String newOrder] ) [page:Euler this]</h3>
<h3>[method:Euler reorder]( [page:String newOrder] ) [page:Euler this]</h3>
<div>
Resets the euler angle with a new order by creating a quaternion from this euler angle and then setting this euler angle with the quaternion and the new order. <br />
WARNING: this discards revolution information.
</div>
<h3>.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>
......@@ -102,17 +102,17 @@
Optionally assigns this euler's order to array[3].
</div>
<h3>.toArray() [page:Array]</h3>
<h3>[method:Array toArray]()</h3>
<div>
Returns an array [x, y, z, order].
</div>
<h3>.equals( [page:Euler euler] ) [page:Boolean]</h3>
<h3>[method:Boolean equals]( [page:Euler euler] )</h3>
<div>
Checks for strict equality of this euler and *euler*.
</div>
<h3>.clone() [page:Euler]</h3>
<h3>[method:Euler clone]()</h3>
<div>
Returns a new euler created from this euler.
</div>
......
......@@ -31,7 +31,7 @@
<h2>Properties</h2>
<h3>.[page:Array planes]</h3>
<h3>[property:Array planes]</h3>
<div>
Array of 6 [page:Plane planes].
</div>
......@@ -39,19 +39,19 @@
<h2>Methods</h2>
<h3>.setFromMatrix( [page:Matrix4 matrix] )</h3>
<h3>[method:todo setFromMatrix]( [page:Matrix4 matrix] )</h3>
<h3>.intersectsObject( [page:Object3D object] ) [page:Boolean]</h3>
<h3>[method:Boolean intersectsObject]( [page:Object3D object] )</h3>
<div>
Checks whether the object's bounding sphere is intersecting the Frustum.
</div>
<h3>.clone() [page:Frustum]</h3>
<h3>[method:Frustum clone]()</h3>
<div>
Return a copy of this Frustum
</div>
<h3>.set([page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5]) [page:Boolean]</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 />
......@@ -64,7 +64,7 @@
Sets the current frustum from the passed planes. No plane order is implicitely implied.
</div>
<h3>.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>
......@@ -72,7 +72,7 @@
Copies the values of the passed frustum.
</div>
<h3>.containsPoint([page:Vector3 point]) [page:Boolean]</h3>
<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
<div>
point -- [page:Vector3] to test
</div>
......@@ -80,7 +80,7 @@
Checks to see if the frustum contains the point.
</div>
<h3>.intersectsSphere([page:Sphere sphere]) [page:Boolean]</h3>
<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
<div>
sphere -- [page:Sphere]
</div>
......
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