提交 c87bad18 编写于 作者: D Don McCurdy

Docs: Visible type information on all pages.

上级 c134fbaa
......@@ -150,7 +150,7 @@
<h2>Methods</h2>
<h3>[method:AnimationAction crossFadeFrom]( [page:AnimationAction fadeOutAction], [page:Number durationInSeconds], [page:Boolean warpBoolean] )</h3>
<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
<div>
Causes this action to [page:.fadeIn fade in], fading out another action simultaneously, within
the passed time interval. This method can be chained.<br /><br />
......@@ -162,7 +162,7 @@
</div>
<h3>[method:AnimationAction crossFadeTo]( [page:AnimationAction fadeInAction], [page:Number durationInSeconds], [page:Boolean warpBoolean] )</h3>
<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
<div>
Causes this action to [page:.fadeOut fade out], fading in another action simultaneously, within
the passed time interval. This method can be chained.<br /><br />
......@@ -172,13 +172,13 @@
Note: Like with *fadeIn*/*fadeOut*, the fading starts/ends with a weight of 1.
</div>
<h3>[method:AnimationAction fadeIn]( [page:Number durationInSeconds] )</h3>
<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
<div>
Increases the [page:.weight weight] of this action gradually from 0 to 1, within the passed time
interval. This method can be chained.
</div>
<h3>[method:AnimationAction fadeOut]( [page:Number durationInSeconds] )</h3>
<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
<div>
Decreases the [page:.weight weight] of this action gradually from 1 to 0, within the passed time
interval. This method can be chained.
......@@ -211,7 +211,7 @@
Returns the root object on which this action is performed.
</div>
<h3>[method:AnimationAction halt]( [page:Number durationInSeconds] )</h3>
<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
<div>
Decelerates this animation's speed to 0 by decreasing [page:.timeScale timeScale] gradually
(starting from its current value), within the passed time interval. This method can be chained.
......@@ -261,13 +261,13 @@
This means: If you want both, resetting and stopping, don’t call .*reset*; call .*stop* instead.
</div>
<h3>[method:AnimationAction setDuration]( [page:Number durationInSeconds] )</h3>
<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
<div>
Sets the duration for a single loop of this action (by adjusting [page:.timeScale timeScale]
and stopping any scheduled warping). This method can be chained.
</div>
<h3>[method:AnimationAction setEffectiveTimeScale]( [page:Number timeScale] )</h3>
<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
<div>
Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
......@@ -279,7 +279,7 @@
this method.
</div>
<h3>[method:AnimationAction setEffectiveWeight]( [page:Number weight] )</h3>
<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
<div>
Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
......@@ -291,13 +291,13 @@
this method.
</div>
<h3>[method:AnimationAction setLoop]( [page:Number loopMode], [page:Number repetitions] )</h3>
<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
<div>
Sets the [page:.loop loop mode] and the number of [page:.repetitions repetitions]. This method
can be chained.
</div>
<h3>[method:AnimationAction startAt]( [page:Number startTimeInSeconds] )</h3>
<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
<div>
Defines the time for a delayed start (usually passed as [page:AnimationMixer.time] +
deltaTimeInSeconds). This method can be chained.<br /><br />
......@@ -313,7 +313,7 @@
The action will be immediately stopped and completely [page:.reset reset].<br /><br />
Note: You can stop all active actions on the same mixer in one go via
Note: You can stop all active actions on the same mixer in one go via
[page:AnimationMixer.stopAllAction mixer.stopAllAction].
</div>
......@@ -329,7 +329,7 @@
chained.
</div>
<h3>[method:AnimationAction syncWith]( [page:AnimationAction otherAction] )</h3>
<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
<div>
Synchronizes this action with the passed other action. This method can be chained.<br /><br />
......@@ -339,9 +339,9 @@
Note: Future changes of the other action's *time* and *timeScale* will not be detected.
</div>
<h3>[method:AnimationAction warp]( [page:Number startTimeScale], [page:Number endTimeScale], [page:Number durationInSeconds] )</h3>
<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
<div>
Changes the playback speed, within the passed time interval, by modifying
Changes the playback speed, within the passed time interval, by modifying
[page:.timeScale timeScale] gradually from *startTimeScale* to *endTimeScale*. This method can
be chained.
</div>
......
......@@ -87,7 +87,7 @@
<h2>Static Methods</h2>
<h3>[method:Array CreateClipsFromMorphTargetSequences]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
<div>
Returns an array of new AnimationClips created from the [page:Geometry.morphTargets morph
target sequences] of a geometry, trying to sort morph target names into animation-group-based
......@@ -97,32 +97,32 @@
[page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence].
</div>
<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
<div>
Returns a new AnimationClip from the passed [page:Geometry.morphTargets morph targets array]
of a geometry, taking a name and the number of frames per second.<br /><br />
Note: The fps parameter is required, but the animation speed can be overridden in an
Note: The fps parameter is required, but the animation speed can be overridden in an
*AnimationAction* via [page:AnimationAction.setDuration animationAction.setDuration].
</div>
<h3>[method:AnimationClip findByName]( [page:Object objectOrClipArray], [page:String name] )</h3>
<h3>[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )</h3>
<div>
Searches for an AnimationClip by name, taking as its first parameter either an array of
AnimationClips, or a mesh or geometry that contains an array named "animations".
</div>
<h3>[method:AnimationClip parse]( [page:Object json] )</h3>
<h3>[method:AnimationClip parse]( [param:Object json] )</h3>
<div>
Parses a JSON representation of a clip and returns an AnimationClip.
</div>
<h3>[method:AnimationClip parseAnimation]( [page:Object animation], [page:Array bones] )</h3>
<h3>[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )</h3>
<div>
Parses the animation.hierarchy format and returns an AnimationClip.
</div>
<h3>[method:Object toJSON]( [page:AnimationClip clip] )</h3>
<h3>[method:Object toJSON]( [param:AnimationClip clip] )</h3>
<div>
Takes an AnimationClip and returns a JSON object.
</div>
......
......@@ -49,7 +49,7 @@
<h2>Methods</h2>
<h3>[method:AnimationAction clipAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
<h3>[method:AnimationAction clipAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
<div>
Returns an [page:AnimationAction] for the passed clip, optionally using a root object different
from the mixer's default root. The first parameter can be either an [page:AnimationClip] object
......@@ -57,11 +57,11 @@
If an action fitting these parameters doesn't yet exist, it will be created by this method.<br /><br />
Note: Calling this method several times with the same parameters returns always the same clip
Note: Calling this method several times with the same parameters returns always the same clip
instance.
</div>
<h3>[method:AnimationAction existingAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
<h3>[method:AnimationAction existingAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
<div>
Returns an existing [page:AnimationAction] for the passed clip, optionally using a root object
different from the mixer's default root.<br /><br />
......@@ -79,25 +79,25 @@
Deactivates all previously scheduled actions on this mixer.
</div>
<h3>[method:AnimationMixer update]([page:Number deltaTimeInSeconds]) </h3>
<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
<div>
Advances the global mixer time and updates the animation.<br /><br />
This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale]).
</div>
<h3>[method:null uncacheClip]([page:AnimationClip clip])</h3>
<h3>[method:null uncacheClip]([param:AnimationClip clip])</h3>
<div>
Deallocates all memory resources for a clip.
</div>
<h3>[method:null uncacheRoot]([page:Object3D root]) </h3>
<h3>[method:null uncacheRoot]([param:Object3D root]) </h3>
<div>
Deallocates all memory resources for a root object.
</div>
<h3>[method:null uncacheAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
<h3>[method:null uncacheAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
<div>
Deallocates all memory resources for an action.
</div>
......
......@@ -61,17 +61,17 @@
<h2>Methods</h2>
<h3>[method:null add]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<div>
Adds an arbitrary number of objects to this *AnimationObjectGroup*.
</div>
<h3>[method:null remove]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<div>
Removes an arbitrary number of objects from this *AnimationObjectGroup*.
</div>
<h3>[method:null uncache]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
<div>
Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*.
</div>
......
......@@ -192,18 +192,18 @@
[page:AnimationClip.CreateFromMorphTargetSequence animationClip.CreateFromMorphTargetSequence]).
</div>
<h3>[method:null setInterpolation]( [page:Constant interpolationType] )</h3>
<h3>[method:null setInterpolation]( [param:Constant interpolationType] )</h3>
<div>
Sets the interpolation type. See [page:Animation Animation Constants] for choices.
</div>
<h3>[method:null shift]( [page:Number timeOffsetInSeconds] )</h3>
<h3>[method:null shift]( [param:Number timeOffsetInSeconds] )</h3>
<div>
Moves all keyframes either forward or backward in time.
</div>
<h3>[method:null trim]( [page:Number startTimeInSeconds], [page:Number endTimeInSeconds] )</h3>
<h3>[method:null trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
<div>
Removes keyframes before *startTime* and after *endTime*,
without changing any values within the range [*startTime*, *endTime*].
......@@ -218,12 +218,12 @@
<h2>Static Methods</h2>
<h3>[method:KeyframeTrack parse]( [page:JSON json] )</h3>
<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
<div>
Parses a JSON object and returns a new keyframe track of the correct type.
</div>
<h3>[method:JSON toJSON]( [page:KeyframeTrack track] )</h3>
<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
<div>
Converts the track to JSON.
</div>
......
......@@ -72,11 +72,11 @@
<h2>Methods</h2>
<h3>[method:null getValue]( [page:Array targetArray], [page:Number offset] )</h3>
<h3>[method:null getValue]( [param:Array targetArray], [param:Number offset] )</h3>
<div>
</div>
<h3>[method:null setValue]( [page:Array sourceArray], [page:Number offset] )</h3>
<h3>[method:null setValue]( [param:Array sourceArray], [param:Number offset] )</h3>
<div>
</div>
......
......@@ -167,13 +167,13 @@
Add the filter to the [page:Audio.filters filters] array.
</div>
<h3>[method:Audio setFilters]( [page:Array value] )</h3>
<h3>[method:Audio setFilters]( [param:Array value] )</h3>
<div>
value - arrays of filters.<br />
Set the [page:Audio.filters filters] array to *value*.
</div>
<h3>[method:null setLoop]( [page:Boolean value] )</h3>
<h3>[method:null setLoop]( [param:Boolean value] )</h3>
<div>
Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value*
(whether playback should loop).
......@@ -186,12 +186,12 @@
</div>
<h3>[method:null setPlaybackRate]( [page:Number value] )</h3>
<h3>[method:null setPlaybackRate]( [param:Number value] )</h3>
<div>
If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*.
</div>
<h3>[method:null setVolume]( [page:Number value] )</h3>
<h3>[method:null setVolume]( [param:Number value] )</h3>
<div>
Set the volume.
</div>
......
......@@ -29,7 +29,7 @@
otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
</div>
<h3>[method:AudioContext setContext]( [page:AudioConetxt value] )</h3>
<h3>[method:AudioContext setContext]( [param:AudioConetxt value] )</h3>
<div>
Set the variable *context* in the outer scope to *value*.
</div>
......
......@@ -86,7 +86,7 @@
Returns the value of the [page:AudioListener.filter filter] property.
</div>
<h3>[method:null setFilter]( [page:AudioNode value] )</h3>
<h3>[method:null setFilter]( [param:AudioNode value] )</h3>
<div>
Set the [page:AudioListener.filter filter] property to *value*.
</div>
......@@ -96,7 +96,7 @@
Return the volume.
</div>
<h3>[method:null setMasterVolume]( [page:Number value] )</h3>
<h3>[method:null setMasterVolume]( [param:Number value] )</h3>
<div>
Set the volume.
</div>
......
......@@ -87,7 +87,7 @@
Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
</div>
<h3>[method:PannerNode setRefDistance]( [page:Number value] )</h3>
<h3>[method:PannerNode setRefDistance]( [param:Number value] )</h3>
<div>
Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
</div>
......@@ -97,7 +97,7 @@
Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
</div>
<h3>[method:PannerNode setRolloffFactor]( [page:Number value] )</h3>
<h3>[method:PannerNode setRolloffFactor]( [param:Number value] )</h3>
<div>
Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
</div>
......@@ -107,7 +107,7 @@
Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
</div>
<h3>[method:String setDistanceModel]( [page:String value] )</h3>
<h3>[method:String setDistanceModel]( [param:String value] )</h3>
<div>
Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
</div>
......@@ -117,7 +117,7 @@
Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
</div>
<h3>[method:PannerNode setMaxDistance]( [page:Number value] )</h3>
<h3>[method:PannerNode setMaxDistance]( [param:Number value] )</h3>
<div>
Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
</div>
......
......@@ -64,18 +64,18 @@
Return a new camera with the same properties as this one.
</div>
<h3>[method:Camera copy]( [page:Camera source] )</h3>
<h3>[method:Camera copy]( [param:Camera source] )</h3>
<div>
Copy the properties from the source camera into this one.
</div>
<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getWorldDirection]( [param:Vector3 optionalTarget] )</h3>
<div>
Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br />
Note: This is not the camera’s positive, but its negative z-axis, in contrast to
[page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br />
If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector
(which can be reused in this way), otherwise a new vector will be created.
</div>
......
......@@ -67,7 +67,7 @@
<div>See the base [page:Object3D] class for common methods.</div>
<h3>[method:null update]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
<div>
renderer -- The current WebGL renderer <br />
scene -- The current scene
......@@ -76,7 +76,7 @@
Call this to update the [page:CubeCamera.renderTarget renderTarget].
</div>
<h3>[method:null clear]( [page:WebGLRenderer renderer], [page:Boolean color], [page:Boolean depth], [page:Boolean stencil] )</h3>
<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
<div>
Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
The color buffer is set to the renderer's current clear color. Arguments default to *true*.
......
......@@ -59,7 +59,7 @@ scene.add( camera );</code>
<h2>Properties</h2>
<div>
See the base [page:Camera] class for common properties.<br>
Note that after making changes to most of these properties you will have to call
Note that after making changes to most of these properties you will have to call
[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
</div>
......@@ -107,7 +107,7 @@ scene.add( camera );</code>
<h2>Methods</h2>
<div>See the base [page:Camera] class for common methods.</div>
<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
<div>
fullWidth — full width of multiview setup<br />
fullHeight — full height of multiview setup<br />
......
......@@ -50,8 +50,8 @@ scene.add( camera );</code>
<h2>Properties</h2>
<div>
See the base [page:Camera] class for common properties.<br>
Note that after making changes to most of these poperties you will have to call
[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
Note that after making changes to most of these poperties you will have to call
[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
</div>
<h3>[property:Float aspect]</h3>
......@@ -131,14 +131,14 @@ scene.add( camera );</code>
<h3>[method:Float getFocalLength]()</h3>
<div>Returns the focal length of the current .fov in respect to .filmGauge.</div>
<h3>[method:null setFocalLength]( [page:Float focalLength] )</h3>
<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
<div>
Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
By default, the focal length is specified for a 35mm (full frame) camera.
</div>
<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
<div>
fullWidth — full width of multiview setup<br />
fullHeight — full height of multiview setup<br />
......
......@@ -134,7 +134,7 @@
for notes on requirements if copying a TypedArray.
</div>
<h3>[method:null copyAt] ( [page:Integer index1], [page:BufferAttribute bufferAttribute], [page:Integer index2] ) </h3>
<h3>[method:null copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
<div>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</div>
<h3>[method:BufferAttribute copyColorsArray]( colors ) </h3>
......@@ -164,7 +164,7 @@
<h3>[method:Number getW]( index ) </h3>
<div>Returns the w component of the vector at the given index.</div>
<h3>[method:null onUpload]( [page:Function callback] ) </h3>
<h3>[method:null onUpload]( [param:Function callback] ) </h3>
<div>
Sets the value of the onUploadCallback property.<br /><br />
......@@ -172,7 +172,7 @@
after the buffer has been transfered to the GPU.
</div>
<h3>[method:null set] ( [page:Array value], [page:Integer offset] ) </h3>
<h3>[method:null set] ( [param:Array value], [param:Integer offset] ) </h3>
<div>
value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
......@@ -184,14 +184,14 @@
being a [page:TypedArray].
</div>
<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
<h3>[method:null setArray] ( [param:TypedArray array] ) </h3>
<div>
[page:BufferAttribute.array array] to the TypedArray passed in here.<br /><br />
After setting the array, [page:BufferAttribute.needsUpdate needsUpdate] should be set to true.
</div>
<h3>[method:BufferAttribute setDynamic] ( [page:Boolean value] ) </h3>
<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
<div>Set [page:BufferAttribute.dynamic dynamic] to value.</div>
<h3>[method:null setX]( index, x ) </h3>
......
......@@ -57,7 +57,7 @@ car.start();
<h2>Methods</h2>
<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
<h3>[method:null addEventListener]( [param:String type], [param:Function listener] )</h3>
<div>
type - The type of event to listen to.<br />
listener - The function that gets called when the event is fired.
......@@ -66,7 +66,7 @@ car.start();
Adds a listener to an event type.
</div>
<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
<div>
type - The type of event to listen to.<br />
listener - The function that gets called when the event is fired.
......@@ -75,7 +75,7 @@ car.start();
Checks if listener is added to an event type.
</div>
<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
<h3>[method:null removeEventListener]( [param:String type], [param:Function listener] )</h3>
<div>
type - The type of the listener that gets removed.<br />
listener - The listener function that gets removed.
......@@ -84,7 +84,7 @@ car.start();
Removes a listener from an event type.
</div>
<h3>[method:null dispatchEvent]( [page:object event] )</h3>
<h3>[method:null dispatchEvent]( [param:object event] )</h3>
<div>
event - The event that gets fired.
</div>
......
......@@ -123,7 +123,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
<h3>[method:Face3 clone]()</h3>
<div>Creates a new clone of the Face3 object.</div>
<h3>[method:Face3 copy]( [page:Face3 face3] )</h3>
<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
<div>Copy the paramaters of another Face3 into this.</div>
......
......@@ -211,7 +211,7 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<div>Bakes matrix transform directly into vertex coordinates.</div>
<h3>[method:null center] ()</h3>
......@@ -244,7 +244,7 @@
<h3>[method:null computeMorphNormals]()</h3>
<div>Computes [page:.morphNormals].</div>
<h3>[method:null computeVertexNormals]( [page:Boolean areaWeighted] )</h3>
<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
<div>
areaWeighted - If true the contribution of each face normal to the vertex normal is
weighted by the area of the face. Default is true.<br /><br />
......@@ -252,7 +252,7 @@
Computes vertex normals by averaging face normals.
</div>
<h3>[method:Geometry copy]( [page:Geometry geometry] )</h3>
<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
<div>
Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
</div>
......@@ -263,10 +263,10 @@
Don't forget to call this method when you remove a geometry because it can cause memory leaks.
</div>
<h3>[method:Geometry fromBufferGeometry]( [page:BufferGeometry geometry] )</h3>
<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
<div>Convert a [page:BufferGeometry] to a Geometry.</div>
<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
<div>
vector - A world vector to look at.<br /><br />
......@@ -274,10 +274,10 @@
Use [page:Object3D.lookAt] for typical real-time mesh usage.
</div>
<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
<h3>[method:null mergeMesh]( [page:Mesh mesh] )</h3>
<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
<div>Merge the mesh's geometry with this, also applying the mesh's transform.</div>
......@@ -293,25 +293,25 @@
Make the geometry centered and have a bounding sphere of radius *1.0*.
</div>
<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
<div>
Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
<div>
Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
<div>
Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>
<h3>[method:Geometry setFromPoints] ( [page:Array points] )</h3>
<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
<div>Sets the vertices for this Geometry from an array of points.</div>
<h3>[method:null sortFacesByMaterialIndex] ( )</h3>
......@@ -320,7 +320,7 @@
this can result in reduced draw calls and improved performance.
</div>
<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>
Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
Use [page:Object3D.scale] for typical real-time mesh scaling.
......@@ -329,7 +329,7 @@
<h3>[method:JSON toJSON] ( )</h3>
<div>Convert the geometry to JSON format.</div>
<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>
Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
Use [page:Object3D.position] for typical real-time mesh translation.
......
......@@ -81,12 +81,12 @@
<h2>Methods</h2>
<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
<h3>[method:null setArray] ( [param:TypedArray array] ) </h3>
<div>
array - must be a Typed Array.
</div>
<h3>[method:InterleavedBuffer setDynamic] ( [page:Boolean value] ) </h3>
<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
<div>
Set [page:InterleavedBuffer.dynamic dynamic] to value.
</div>
......
......@@ -40,35 +40,35 @@
<h2>Methods</h2>
<h3>[method:null disable]( [page:Integer layer] )</h3>
<h3>[method:null disable]( [param:Integer layer] )</h3>
<div>
layer - an integer from 0 to 31.<br /><br />
Remove membership of this *layer*.
</div>
<h3>[method:null enable]( [page:Integer layer] )</h3>
<h3>[method:null enable]( [param:Integer layer] )</h3>
<div>
layer - an integer from 0 to 31.<br /><br />
Add membership of this *layer*.
</div>
<h3>[method:null set]( [page:Integer layer] )</h3>
<h3>[method:null set]( [param:Integer layer] )</h3>
<div>
layer - an integer from 0 to 31.<br /><br />
Set membership to *layer*, and remove membership all other layers.
</div>
<h3>[method:Boolean test]( [page:Integer layers] )</h3>
<h3>[method:Boolean test]( [param:Integer layers] )</h3>
<div>
layers - a Layers object<br /><br />
Returns true if this and the passed *layers* object are members of the same set of layers.
</div>
<h3>[method:null toggle]( [page:Integer layer] )</h3>
<h3>[method:null toggle]( [param:Integer layer] )</h3>
<div>
layer - an integer from 0 to 31.<br /><br />
......
......@@ -188,34 +188,34 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:null add]( [page:Object3D object], ... )</h3>
<h3>[method:null add]( [param:Object3D object], ... )</h3>
<div>
Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
See [page:Group] for info on manually grouping objects.
</div>
<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
<div>Applies the matrix transform to the object and updates the object's position, rotation and scale.</div>
<h3>[method:Object3D applyQuaternion]( [page:Quaternion quaternion] )</h3>
<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
<div>Applies the rotation represented by the quaternion to the object.</div>
<h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
<div>
recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
Returns a clone of this object and optionally all descendants.
</div>
<h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
<h3>[method:Object3D copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
<div>
recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
Copy the given object into this object.
</div>
<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
<div>
id -- Unique number of the object instance<br /><br />
......@@ -223,7 +223,7 @@
Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
</div>
<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
<div>
name -- String to match to the children's Object3D.name property. <br /><br />
......@@ -232,7 +232,7 @@
have to set it manually to make use of this method.
</div>
<h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
<div>
name -- the property name to search for. <br />
value -- value of the given property. <br /><br />
......@@ -240,14 +240,14 @@
Searches through the object's children and returns the first with a property that matches the value given.
</div>
<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getWorldPosition]( [param:Vector3 optionalTarget] )</h3>
<div>
optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated. <br /><br />
Returns a vector representing the position of the object in world space.
</div>
<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion optionalTarget] )</h3>
<div>
optionalTarget — (optional) if specified, the result will be copied into this Quaternion,
otherwise a new Quaternion will be created. <br /><br />
......@@ -255,7 +255,7 @@
Returns a quaternion representing the rotation of the object in world space.
</div>
<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
<h3>[method:Euler getWorldRotation]( [param:Euler optionalTarget] )</h3>
<div>
optionalTarget — (optional) if specified, the result will be copied into this Euler,
otherwise a new Euler will be created. <br /><br />
......@@ -263,7 +263,7 @@
Returns the euler angles representing the rotation of the object in world space.
</div>
<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getWorldScale]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
otherwise a new Vector3 will be created. <br /><br />
......@@ -271,7 +271,7 @@
Returns a vector of the scaling factors applied to the object for each axis in world space.
</div>
<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getWorldDirection]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
otherwise a new Vector3 will be created. <br /><br />
......@@ -280,15 +280,15 @@
</div>
<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
<div>
vector - A vector representing a position in local (object) space.<br /><br />
Converts the vector from local space to world space.
</div>
<h3>[method:null lookAt]( [page:Vector3 vector] )</br>
[method:null lookAt]( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>
vector - A vector representing a position in world space.<br /><br />
Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
......@@ -300,19 +300,19 @@
</div>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
<div>
Abstract (empty) method to get intersections between a casted ray and this object.
Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
to use raycasting.
</div>
<h3>[method:null remove]( [page:Object3D object], ... )</h3>
<h3>[method:null remove]( [param:Object3D object], ... )</h3>
<div>
Removes *object* as child of this object. An arbitrary number of objects may be removed.
</div>
<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
<h3>[method:Object3D rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
<div>
axis -- A normalized vector in object space. <br />
angle -- The angle in radians.<br /><br />
......@@ -320,7 +320,7 @@
Rotate an object along an axis in object space. The axis is assumed to be normalized.
</div>
<h3>[method:Object3D rotateOnWorldAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
<h3>[method:Object3D rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
<div>
axis -- A normalized vector in world space. <br />
angle -- The angle in radians.<br /><br />
......@@ -329,28 +329,28 @@
Method Assumes no rotated parent.
</div>
<h3>[method:null rotateX]( [page:Float rad] )</h3>
<h3>[method:null rotateX]( [param:Float rad] )</h3>
<div>
rad - the angle to rotate in radians.<br /><br />
Rotates the object around x axis in local space.
</div>
<h3>[method:null rotateY]( [page:Float rad] )</h3>
<h3>[method:null rotateY]( [param:Float rad] )</h3>
<div>
rad - the angle to rotate in radians.<br /><br />
Rotates the object around y axis in local space.
</div>
<h3>[method:null rotateZ]( [page:Float rad] )</h3>
<h3>[method:null rotateZ]( [param:Float rad] )</h3>
<div>
rad - the angle to rotate in radians.<br /><br />
Rotates the object around z axis in local space.
</div>
<h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
<div>
axis -- A normalized vector in object space. <br />
angle -- angle in radians<br /><br />
......@@ -359,7 +359,7 @@
on the [page:.quaternion].
</div>
<h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
<div>
euler -- Euler angle specifying rotation amount.<br />
......@@ -367,7 +367,7 @@
on the [page:.quaternion].
</div>
<h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
<div>
m -- rotate the quaternion by the rotation component of the matrix.<br />
......@@ -377,19 +377,19 @@
Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
</div>
<h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
<div>
q -- normalized Quaternion.<br /><br />
Copy the given quaternion into [page:.quaternion].
</div>
<h3>[method:null toJSON]( [page:Quaternion q] )</h3>
<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
<div>
Convert the object to JSON format.
</div>
<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
<h3>[method:Object3D translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
<div>
axis -- A normalized vector in object space.<br />
distance -- The distance to translate.<br /><br />
......@@ -397,23 +397,23 @@
Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
</div>
<h3>[method:null translateX]( [page:Float distance] )</h3>
<h3>[method:null translateX]( [param:Float distance] )</h3>
<div>Translates object along x axis by *distance* units.</div>
<h3>[method:null translateY]( [page:Float distance] )</h3>
<h3>[method:null translateY]( [param:Float distance] )</h3>
<div>Translates object along y axis by *distance* units.</div>
<h3>[method:null translateZ]( [page:Float distance] )</h3>
<h3>[method:null translateZ]( [param:Float distance] )</h3>
<div>Translates object along z axis by *distance* units.</div>
<h3>[method:null traverse]( [page:Function callback] )</h3>
<h3>[method:null traverse]( [param:Function callback] )</h3>
<div>
callback - A function with as first argument an object3D object.<br /><br />
Executes the callback on this object and all descendants.
</div>
<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
<div>
callback - A function with as first argument an object3D object.<br /><br />
......@@ -421,7 +421,7 @@
Descendants of invisible objects are not traversed.
</div>
<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
<div>
callback - A function with as first argument an object3D object.<br /><br />
......@@ -431,11 +431,11 @@
<h3>[method:null updateMatrix]()</h3>
<div>Update the local transform.</div>
<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
<div>Update the global transform of the object and its children.</div>
<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
<div>
vector - A world vector.<br /><br />
......
......@@ -126,7 +126,7 @@
<h2>Methods</h2>
<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
<div>
[page:Vector3 origin] — The origin vector where the ray casts from.<br />
[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
......@@ -135,7 +135,7 @@
Updates the ray with a new origin and direction.
</div>
<h3>[method:null setFromCamera]( [page:Vector2 coords], [page:Camera camera] )</h3>
<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
<div>
[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
[page:Camera camera] — camera from which the ray should originate
......@@ -145,7 +145,7 @@
</div>
<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive] )</h3>
<div>
<p>
[page:Object3D object] — The object to check for intersection with the ray.<br />
......@@ -177,7 +177,7 @@
</p>
</div>
<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive] )</h3>
<div>
[page:Array objects] — The objects to check for intersection with the ray.<br />
[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.
......
......@@ -31,7 +31,7 @@
<h2>Methods</h2>
<h3>[method:Vector getPoint]( [page:Float t], [page:Vector optionalTarget] )</h3>
<h3>[method:Vector getPoint]( [param:Float t], [param:Vector optionalTarget] )</h3>
<div>
[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
......@@ -40,7 +40,7 @@
Returns a vector for a given position on the curve.
</div>
<h3>[method:Vector getPointAt]( [page:Float u], [page:Vector optionalTarget] )</h3>
<h3>[method:Vector getPointAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
<div>
[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
......@@ -49,14 +49,14 @@
Returns a vector for a given position on the curve according to the arc length.
</div>
<h3>[method:Array getPoints]( [page:Integer divisions] )</h3>
<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
<div>
divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
Returns a set of divisions + 1 points using getPoint( t ).
</div>
<h3>[method:Array getSpacedPoints]( [page:Integer divisions] )</h3>
<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
<div>
divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
......@@ -66,33 +66,33 @@
<h3>[method:Float getLength]()</h3>
<div>Get total curve arc length.</div>
<h3>[method:Array getLengths]( [page:Integer divisions] )</h3>
<h3>[method:Array getLengths]( [param:Integer divisions] )</h3>
<div>Get list of cumulative segment lengths.</div>
<h3>[method:null updateArcLengths]()</h3>
<div>Update the cumlative segment distance cache.</div>
<h3>[method:Float getUtoTmapping]( [page:Float u], [page:Float distance] )</h3>
<h3>[method:Float getUtoTmapping]( [param:Float u], [param:Float distance] )</h3>
<div>
Given u in the range ( 0 .. 1 ), returns [page:Float t] also in the range ( 0 .. 1 ).
u and t can then be used to give you points which are equidistant from the ends of the curve,
using [page:.getPoint].
</div>
<h3>[method:Vector getTangent]( [page:Float t] )</h3>
<h3>[method:Vector getTangent]( [param:Float t] )</h3>
<div>
Returns a unit vector tangent at t. If the derived curve does not implement its
tangent derivation, two points a small delta apart will be used to find its gradient
which seems to give a reasonable approximation.
</div>
<h3>[method:Vector getTangentAt]( [page:Float u] )</h3>
<h3>[method:Vector getTangentAt]( [param:Float u] )</h3>
<div>
Returns tangent at a point which is equidistant to the ends of the curve from the
point given in [page:.getTangent].
</div>
<h3>[method:Object computeFrenetFrames]( [page:Integer segments], [page:Boolean closed] )</h3>
<h3>[method:Object computeFrenetFrames]( [param:Integer segments], [param:Boolean closed] )</h3>
<div>
Generates the Frenet Frames. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
</div>
......@@ -100,13 +100,13 @@
<h3>[method:Curve clone]()</h3>
<div>Creates a clone of this instance.</div>
<h3>[method:Curve copy]( [page:Curve source] )</h3>
<h3>[method:Curve copy]( [param:Curve source] )</h3>
<div>Copies another [name] object to this instance.</div>
<h3>[method:Object toJSON]()</h3>
<div>Returns a JSON object representation of this instance.</div>
<h3>[method:Curve fromJSON]( [page:Object json] )</h3>
<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
<div>Copies the data from the given JSON object to this instance.</div>
<h2>Source</h2>
......
......@@ -43,7 +43,7 @@
<h2>Methods</h2>
<div>See the base [page:Curve] class for common methods.</div>
<h3>[method:null add]( [page:Curve curve] )</h3>
<h3>[method:null add]( [param:Curve curve] )</h3>
<div>Add a curve to the [page:.curves] array.</div>
<h3>[method:null closePath]()</h3>
......
......@@ -46,7 +46,7 @@
<h2>Methods</h2>
<h3>[method:null generateShapes]( [page:String text], [page:Float size], [page:Integer divisions] )</h3>
<h3>[method:null generateShapes]( [param:String text], [param:Float size], [param:Integer divisions] )</h3>
<div>
[page:String text] -- string of text.<br />
[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
......
......@@ -16,7 +16,7 @@
<h2>Methods</h2>
<h3>[method:Float CatmullRom]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2], [page:Float p3] )</h3>
<h3>[method:Float CatmullRom]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
<div>
t -- interpolation weight.<br />
p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
......@@ -24,7 +24,7 @@
Used internally by [page:SplineCurve SplineCurve].
</div>
<h3>[method:Float QuadraticBezier]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2] )</h3>
<h3>[method:Float QuadraticBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2] )</h3>
<div>
t -- interpolation weight.<br />
p0, p1, p2 -- the starting, control and end points defining the curve.<br /><br />
......@@ -32,7 +32,7 @@
Used internally by [page:QuadraticBezierCurve3 QuadraticBezierCurve3], [page:QuadraticBezierCurve QuadraticBezierCurve] and [page:Font Font].
</div>
<h3>[method:Float CubicBezier]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2], [page:Float p3] )</h3>
<h3>[method:Float CubicBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
<div>
t -- interpolation weight.<br />
p0, p1, p2, p3 -- the starting, control(twice) and end points defining the curve.<br /><br />
......
......@@ -60,7 +60,7 @@
<h2>Methods</h2>
<div>See the base [page:CurvePath] class for common methods.</div>
<h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<div>
x, y -- The absolute center of the arc.<br />
radius -- The radius of the arc.<br />
......@@ -71,7 +71,7 @@
Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
</div>
<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<div>
x, y -- The absolute center of the ellipse.<br />
xRadius -- The radius of the ellipse in the x axis.<br />
......@@ -84,7 +84,7 @@
Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
</div>
<h3>[method:null arc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<div>
x, y -- The center of the arc offset from the last call.<br />
radius -- The radius of the arc.<br />
......@@ -96,10 +96,10 @@
</div>
<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<div>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</div>
<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<div>
x, y -- The center of the ellipse offset from the last call.<br />
xRadius -- The radius of the ellipse in the x axis.<br />
......@@ -112,18 +112,18 @@
Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
</div>
<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
<div>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</div>
<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
<div>Move the [page:.currentPoint] to x, y.</div>
<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<div>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</div>
<h3>[method:null setFromPoints]( [page:Array vector2s] )</h3>
<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
<div>
points -- array of [page:Vector2 Vector2s].<br /><br />
......@@ -131,7 +131,7 @@
array as [page:LineCurve LineCurves].
</div>
<h3>[method:null splineThru] ( [page:Array points] ) </h3>
<h3>[method:null splineThru] ( [param:Array points] ) </h3>
<div>
points - An array of [page:Vector2 Vector2s]<br /><br />
......
......@@ -73,7 +73,7 @@
<h2>Methods</h2>
<div>See the base [page:Path] class for common methods.</div>
<h3>[method:Array extractPoints]( [page:Integer divisions] )</h3>
<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
<div>
divisions -- The fineness of the result.<br /><br />
......@@ -87,7 +87,7 @@
where shape and holes are arrays of [page:Vector2 Vector2s].
</div>
<h3>[method:Array getPointsHoles]( [page:Integer divisions] )</h3>
<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
<div>
divisions -- The fineness of the result.<br /><br />
......
......@@ -46,32 +46,32 @@
<h2>Methods</h2>
<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
<div>
Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
</div>
<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
<div>This creates a line from the [page:ShapePath.currentPath currentPath]'s
offset to X and Y and updates the offset to X and Y.</div>
<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<div>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
offset to x and y.</div>
<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<div>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
[page:ShapePath.currentPath currentPath]'s offset to x and y.</div>
<h3>[method:null splineThru] ( [page:Array points] ) </h3>
<h3>[method:null splineThru] ( [param:Array points] ) </h3>
<div>points - An array of [page:Vector2]s</div>
<div>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</div>
<h3>[method:Array toShapes]( [page:Boolean isCCW], [page:Boolean noHoles] )</h3>
<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
<div>
isCCW -- Changes how solids and holes are generated<br/>
noHoles -- Whether or not to generate holes
......
......@@ -27,7 +27,7 @@
<h2>Methods</h2>
<h3>[method:null render]([page:Function renderCallback])</h3>
<h3>[method:null render]([param:Function renderCallback])</h3>
<div>
renderCallback -- A function to render the generated object.
</div>
......
......@@ -99,7 +99,7 @@
<h2>Methods</h2>
<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
<h3>[method:null addShapeList]([param:Array shapes], [param:Object options])</h3>
<div>
shapes — An Array of shapes to add. <br />
options — Object that can contain the following parameters.
......@@ -118,7 +118,7 @@
</div>
<div>Adds the shapes to the list to extrude.</div>
<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
<h3>[method:null addShape]([param:Shape shape], [param:Object options])</h3>
<div>
shape — A shape to add. <br />
options — Object that can contain the following parameters.
......
......@@ -99,7 +99,7 @@
<h2>Methods</h2>
<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
<h3>[method:null addShapeList]([param:Array shapes], [param:Object options])</h3>
<div>
shapes — An Array of shapes to add. <br />
options — Object that can contain the following parameters.
......@@ -118,7 +118,7 @@
</div>
<div>Adds the shapes to the list to extrude.</div>
<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
<h3>[method:null addShape]([param:Shape shape], [param:Object options])</h3>
<div>
shape — A shape to add. <br />
options — Object that can contain the following parameters.
......
......@@ -68,14 +68,14 @@
<h3>[method:null setColor]([page:Number hex])</h3>
<h3>[method:null setColor]([param:Number hex])</h3>
<div>
hex -- The hexadecimal value of the color.<br /><br />
Sets the color of the arrowHelper.
</div>
<h3>[method:null setLength]([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
<h3>[method:null setLength]([param:Number length], [param:Number headLength], [param:Number headWidth])</h3>
<div>
length -- The desired length.<br />
headLength -- The length of the head of the arrow.<br />
......@@ -84,7 +84,7 @@
Sets the length of the arrowhelper.
</div>
<h3>[method:null setDirection]([page:Vector3 dir])</h3>
<h3>[method:null setDirection]([param:Vector3 dir])</h3>
<div>
dir -- The desired direction. Must be a unit vector.<br /><br />
......
......@@ -60,7 +60,7 @@
of the object, including any children. See [page:Box3.setFromObject].
</div>
<h3>[method:BoxHelper setFromObject]( [page:Object3D object] )</h3>
<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
<div>
[page:Object3D object] - [page:Object3D] to create the helper of.<br /><br />
......
......@@ -128,7 +128,7 @@ scene.add( directionalLight );
See the base [page:Light Light] class for common methods.
<h3>[method:DirectionalLight copy]( [page:DirectionalLight source] )</h3>
<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
<div>
Copies value of all the properties from the [page:DirectionalLight source] to this
DirectionalLight.
......
......@@ -86,7 +86,7 @@ scene.add( light );
See the base [page:Light Light] class for common methods.
<h3>[method:HemisphereLight copy]( [page:HemisphereLight source] )</h3>
<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
<div>
Copies the value of [page:.color color], [page:.intensity intensity] and
[page:.groundColor groundColor] from the [page:Light source] light into this one.
......
......@@ -61,13 +61,13 @@
</div>
<h3>[method:Light copy]( [page:Light source] )</h3>
<h3>[method:Light copy]( [param:Light source] )</h3>
<div>
Copies the value of [page:.color color] and [page:.intensity intensity] from the
[page:Light source] light into this one.
</div>
<h3>[method:JSON toJSON]( [page:String meta] )</h3>
<h3>[method:JSON toJSON]( [param:String meta] )</h3>
<div>
Return Light data in JSON format.
</div>
......
......@@ -106,7 +106,7 @@ scene.add( light );
See the base [page:Light Light] class for common methods.
</div>
<h3>[method:PointLight copy]( [page:PointLight source] )</h3>
<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
<div>
Copies value of all the properties from the [page:PointLight source] to this
PointLight.
......
......@@ -72,7 +72,7 @@ scene.add( rectLightHelper );
</div>
<h3>[method:RectAreaLight copy]( [page:RectAreaLight source] )</h3>
<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
<div>
Copies value of all the properties from the [page:RectAreaLight source] to this
RectAreaLight.
......
......@@ -180,7 +180,7 @@ light.target = targetObject;
See the base [page:Light Light] class for common methods.
<h3>[method:SpotLight copy]( [page:SpotLight source] )</h3>
<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
<div>
Copies value of all the properties from the [page:SpotLight source] to this
SpotLight.
......
......@@ -118,7 +118,7 @@ scene.add( helper );
<h2>Methods</h2>
<h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
<div>
Copies value of all the properties from the [page:LightShadow source] to this
SpotLight.
......
......@@ -72,11 +72,11 @@ scene.add( helper );
The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
[page:PerspectiveCamera.aspect aspect] property will track the aspect of the
[page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
[page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.
</div>
<h3>[property:Boolean isSpotLightShadow]</h3>
......@@ -89,7 +89,7 @@ scene.add( helper );
<h2>Methods</h2>
See the base [page:LightShadow LightShadow] class for common methods.
<h3>[method:SpotLightShadow update]( [page:SpotLight light] )</h3>
<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
<div>
Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
</div>
......
......@@ -61,7 +61,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -72,7 +72,7 @@
Begin loading from url and pass the loaded animation to onLoad.
</div>
<h3>[method:null parse]( [page:JSON json], [page:Function onLoad] )</h3>
<h3>[method:null parse]( [param:JSON json], [param:Function onLoad] )</h3>
<div>
[page:JSON json] — required<br />
[page:Function onLoad] — Will be called when parsing completes. <br /><br />
......
......@@ -80,7 +80,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......
......@@ -67,7 +67,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].d<br />
......@@ -79,7 +79,7 @@
Begin loading from url and call onLoad with the parsed response content.
</div>
<h3>[method:BufferGeometry parse]( [page:Object json] )</h3>
<h3>[method:BufferGeometry parse]( [param:Object json] )</h3>
<div>
[page:Object json] — The <em>JSON</em> structure to parse.<br /><br />
Parse a <em>JSON</em> structure and return a [page:BufferGeometry].
......
......@@ -41,7 +41,7 @@ THREE.Cache.enabled = true.
<h2>Methods</h2>
<h3>[method:null add]( [page:String key], file )</h3>
<h3>[method:null add]( [param:String key], file )</h3>
<div>
[page:String key] — the [page:String key] to reference the cached file by.<br />
[page:Object file] — The file to be cached.<br /><br />
......@@ -50,14 +50,14 @@ THREE.Cache.enabled = true.
it is overwritten.
</div>
<h3>[method:null get]( [page:String key] )</h3>
<h3>[method:null get]( [param:String key] )</h3>
<div>
[page:String key] — A string key <br /><br />
Get the value of [page:String key]. If the key does not exist *undefined* is returned.
</div>
<h3>[method:null remove]( [page:String key] )</h3>
<h3>[method:null remove]( [param:String key] )</h3>
<div>
[page:String key] — A string key that references a cached file.<br /><br />
......
......@@ -48,7 +48,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -60,7 +60,7 @@
Begin loading from url and pass the loaded texture to onLoad.
</div>
<h3>[method:FileLoader setPath]( [page:String path] )</h3>
<h3>[method:FileLoader setPath]( [param:String path] )</h3>
<div>
Set the base path or URL from which to load files. This can be useful if
you are loading many textures from the same directory.
......
......@@ -71,7 +71,7 @@ scene.background = new THREE.CubeTextureLoader()
<h2>Methods</h2>
<h3>[method:null load]( [page:String urls], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String urls] — array of 6 urls to images, one for each side of the CubeTexture.
The urls should be specified in the following order: pos-x, neg-x, pos-y, neg-y, pos-z, neg-z.
......@@ -87,10 +87,10 @@ scene.background = new THREE.CubeTextureLoader()
Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
</div>
<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
<div> Set the [page:.crossOrigin] attribute.</div>
<h3>[method:FileLoader setPath]( [page:String path] )</h3>
<h3>[method:FileLoader setPath]( [param:String path] )</h3>
<div>
Set the base path or URL from which to load files. This can be useful if
you are loading many textures from the same directory.
......
......@@ -44,7 +44,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......
......@@ -95,7 +95,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -107,19 +107,19 @@
Load the URL and pass the response to the onLoad function.
</div>
<h3>[method:FileLoader setMimeType]( [page:String mimeType] )</h3>
<h3>[method:FileLoader setMimeType]( [param:String mimeType] )</h3>
<div>
Set the expected [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
of the file being loaded. Note that in many cases this will be determined automatically, so by default it is *undefined*.
</div>
<h3>[method:FileLoader setPath]( [page:String path] )</h3>
<h3>[method:FileLoader setPath]( [param:String path] )</h3>
<div>
Set the base path or URL from which to load files. This can be useful if
you are loading many models from the same directory.
</div>
<h3>[method:FileLoader setResponseType]( [page:String responseType] )</h3>
<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
<div>
[page:String responseType] — Default is '' (empty string).<br /><br />
......@@ -132,7 +132,7 @@
</div>
<h3>[method:FileLoader setWithCredentials]( [page:Boolean value] )</h3>
<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
Whether the XMLHttpRequest uses credentials such as cookies, authorization headers or
TLS client certificates. See
[link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
......
......@@ -69,7 +69,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -80,13 +80,13 @@
Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
</div>
<h3>[method:Font parse]( [page:Object json] )</h3>
<h3>[method:Font parse]( [param:Object json] )</h3>
<div>
[page:Object json] — The <em>JSON</em> structure to parse.<br /><br />
Parse a <em>JSON</em> structure and return a [page:Font].
</div>
<h3>[method:FontLoader setPath]( [page:String path] )</h3>
<h3>[method:FontLoader setPath]( [param:String path] )</h3>
<div>
Set the base path or URL from which to load fonts. This can be useful if
you are loading many fonts from the same directory.
......
......@@ -71,7 +71,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -86,12 +86,12 @@
<h3>[method:ImageBitmapLoader setCrossOrigin]()</h3>
<div>This method exists for compatibility reasons and implements no logic. It ensures that [name] has a similar interface like [page:ImageLoader].</div>
<h3>[method:ImageBitmapLoader setOptions]( [page:Object options] )</h3>
<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
<div>
Sets the options object for [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
</div>
<h3>[method:ImageBitmapLoader setPath]( [page:String path] )</h3>
<h3>[method:ImageBitmapLoader setPath]( [param:String path] )</h3>
<div>
Sets the base path or URL from which to load files. This can be useful if
you are loading many images from the same directory.
......
......@@ -80,7 +80,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -92,10 +92,10 @@
Begin loading from url and return the [page:Image image] object that will contain the data.
</div>
<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
<div>Set the [page:.crossOrigin] attribute.</div>
<h3>[method:FileLoader setPath]( [page:String path] )</h3>
<h3>[method:FileLoader setPath]( [param:String path] )</h3>
<div>
Set the base path or URL from which to load files. This can be useful if
you are loading many images from the same directory.
......
......@@ -75,7 +75,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI]..<br />
......@@ -87,13 +87,13 @@
Begin loading from url and pass the <em>JSON</em> to onLoad.
</div>
<h3>[method:null setTexturePath]( [page:String texturePath] )</h3>
<h3>[method:null setTexturePath]( [param:String texturePath] )</h3>
<div>
Set the base path or URL from which to load files. This can be useful if
you are loading many files from the same directory.
</div>
<h3>[method:Object3D parse]( [page:Object json], [page:String texturePath] )</h3>
<h3>[method:Object3D parse]( [param:Object json], [param:String texturePath] )</h3>
<div>
[page:String json] — JSON object to parse.<br />
[page:String texturePath] — Base path for textures.<br /><br />
......
......@@ -43,7 +43,7 @@
<h2>Methods</h2>
<h3>[method:Material createMaterial]( [page:object m], [page:string texturePath] )</h3>
<h3>[method:Material createMaterial]( [param:object m], [param:string texturePath] )</h3>
<div>
[page:Object m] — The parameters to create the material. <br />
[page:String texturePath] — The base path of the textures.
......@@ -52,7 +52,7 @@
Creates the Material based on the parameters m.
</div>
<h3>[method:Array initMaterials]( [page:Array materials], [page:string texturePath] )</h3>
<h3>[method:Array initMaterials]( [param:Array materials], [param:string texturePath] )</h3>
<div>
[page:Array materials] — an array of parameters to create materials. <br />
[page:String texturePath] — The base path of the textures.
......
......@@ -14,7 +14,7 @@
<h2>Functions</h2>
<h3>[method:String decodeText]( [page:TypedArray array] )</h3>
<h3>[method:String decodeText]( [param:TypedArray array] )</h3>
<div>
[page:TypedArray array] — A stream of bytes as a typed array.
</div>
......@@ -22,7 +22,7 @@
The function takes a stream of bytes as input and returns a string representation.
</div>
<h3>[method:String extractUrlBase]( [page:string url] )</h3>
<h3>[method:String extractUrlBase]( [param:string url] )</h3>
<div>
[page:String url] — The url to extract the base url from.
</div>
......
......@@ -66,7 +66,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -77,14 +77,14 @@
Begin loading from url and return the [page:Material] object that will contain the data.
</div>
<h3>[method:Material parse]( [page:Object json] )</h3>
<h3>[method:Material parse]( [param:Object json] )</h3>
<div>
[page:Object json] — The json object containing the parameters of the Material.<br /><br />
Parse a <em>JSON</em> structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
</div>
<h3>[method:null setTextures]( [page:Object textures] )</h3>
<h3>[method:null setTextures]( [param:Object textures] )</h3>
<div>
[page:Object textures] — object containing any textures used by the material.
</div>
......
......@@ -94,7 +94,7 @@
<h2>Methods</h2>
<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -107,7 +107,7 @@
</div>
<h3>[method:Object3D parse]( [page:Object json], [page:Function onLoad] )</h3>
<h3>[method:Object3D parse]( [param:Object json], [param:Function onLoad] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br />
......@@ -117,7 +117,7 @@
a previously loaded JSON structure.
</div>
<h3>[method:Object3D parseGeometries]( [page:Object json] )</h3>
<h3>[method:Object3D parseGeometries]( [param:Object json] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
......@@ -125,35 +125,35 @@
Internally it uses [page:JSONLoader] for geometries and [page:BufferGeometryLoader] for buffer geometries.
</div>
<h3>[method:Object3D parseMaterials]( [page:Object json] )</h3>
<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
This is used [page:.parse] to parse any materials in the JSON structure using [page:MaterialLoader].
</div>
<h3>[method:Object3D parseAnimations]( [page:Object json] )</h3>
<h3>[method:Object3D parseAnimations]( [param:Object json] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
This is used [page:.parse] to parse any animations in the JSON structure, using [page:AnimationClip.parse].
</div>
<h3>[method:Object3D parseImages]( [page:Object json] )</h3>
<h3>[method:Object3D parseImages]( [param:Object json] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
This is used [page:.parse] to parse any images in the JSON structure, using [page:ImageLoader].
</div>
<h3>[method:Object3D parseTextures]( [page:Object json] )</h3>
<h3>[method:Object3D parseTextures]( [param:Object json] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
This is used [page:.parse] to parse any textures in the JSON structure.
</div>
<h3>[method:Object3D parseObject]( [page:Object json] )</h3>
<h3>[method:Object3D parseObject]( [param:Object json] )</h3>
<div>
[page:Object json] — required. The JSON source to parse.<br /><br />
......@@ -213,12 +213,12 @@
</ul>
</div>
<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
<div>
[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
</div>
<h3>[method:null setTexturePath]( [page:String value] )</h3>
<h3>[method:null setTexturePath]( [param:String value] )</h3>
<div>
[page:String value] — The base path or URL from which textures will be loaded.<br /><br />
......
......@@ -93,7 +93,7 @@
<h2>Methods</h2>
<h3>[method:Texture load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
<h3>[method:Texture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
<div>
[page:String url] — the path or URL to the file. This can also be a
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
......@@ -105,16 +105,16 @@
If you do it this way, the texture may pop up in your scene once the respective loading process is finished.
</div>
<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
<div>Set the [page:.crossOrigin] attribute.</div>
<h3>[method:FileLoader setPath]( [page:String path] )</h3>
<h3>[method:FileLoader setPath]( [param:String path] )</h3>
<div>
Set the base path or URL from which to load files. This can be useful if
you are loading many models from the same directory.
</div>
<h3>[method:FileLoader setWithCredentials]( [page:Boolean value] )</h3>
<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
Whether the XMLHttpRequest uses credentials such as cookies, authorization headers or
TLS client certificates. See
[link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
......
......@@ -160,7 +160,7 @@
<h2>Methods</h2>
<h3>[method:null setURLModifier]( [page:Function callback] )</h3>
<h3>[method:null setURLModifier]( [param:Function callback] )</h3>
<div>
[page:Function callback] — URL modifier callback. Called with [page:String url] argument, and
must return [page:String resolvedURL].<br /><br />
......@@ -170,7 +170,7 @@
behavior can be used to load assets from .ZIP files, drag-and-drop APIs, and Data URIs.
</div>
<h3>[method:String resolveURL]( [page:String url] )</h3>
<h3>[method:String resolveURL]( [param:String url] )</h3>
<div>
[page:String url] — the url to load<br /><br />
......@@ -184,14 +184,14 @@
them directly.</em>
</div>
<h3>[method:null itemStart]( [page:String url] )</h3>
<h3>[method:null itemStart]( [param:String url] )</h3>
<div>
[page:String url] — the url to load<br /><br />
This should be called by any loader using the manager when the loader starts loading an url.
</div>
<h3>[method:null itemEnd]( [page:String url] )</h3>
<h3>[method:null itemEnd]( [param:String url] )</h3>
<div>
[page:String url] — the loaded url<br /><br />
......@@ -199,7 +199,7 @@
</div>
<h3>[method:null itemError]( [page:String url] )</h3>
<h3>[method:null itemError]( [param:String url] )</h3>
<div>
[page:String url] — the loaded url<br /><br />
......
......@@ -107,17 +107,17 @@
(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
</div>
<h3>[property:Material customDistanceMaterial]</h3>
<div>
Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
</div>
<h3>[property:Object defines]</h3>
<div>
Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders. Default is *undefined*.
</div>
<h3>[property:Integer depthFunc]</h3>
<div>
Which depth function to use. Default is [page:Materials LessEqualDepth]. See the depth mode [page:Materials constants] for all possible values.
......@@ -285,7 +285,7 @@
<div>
Defines whether this material is visible. Default is *true*.
</div>
<h3>[property:object userData]</h3>
<div>
An object that can be used to store custom data about the Material. It should not hold
......@@ -299,7 +299,7 @@
<h3>[method:Material clone]( )</h3>
<div>Return a new material with the same parameters as this material.</div>
<h3>[method:Material copy]( [page:material material] )</h3>
<h3>[method:Material copy]( [param:material material] )</h3>
<div>Copy the parameters from the passed material into this material.</div>
<h3>[method:null dispose]()</h3>
......@@ -308,13 +308,13 @@
These needs to be disposed by [page:Texture Texture].
</div>
<h3>[method:null setValues]( [page:object values] )</h3>
<h3>[method:null setValues]( [param:object values] )</h3>
<div>
values -- a container with parameters.<br />
Sets the properties based on the *values*.
</div>
<h3>[method:null toJSON]( [page:object meta] )</h3>
<h3>[method:null toJSON]( [param:object meta] )</h3>
<div>
meta -- object containing metadata such as textures or images for the material.<br />
Convert the material to three.js JSON format.
......@@ -322,7 +322,7 @@
<h3>[method:null update]()</h3>
<div>
Call [method:null dispatchEvent]( { type: '[page:object update]' }) on the material.
Call [method:null dispatchEvent]( { type: '[param:object update]' }) on the material.
</div>
<h2>Source</h2>
......
......@@ -452,7 +452,7 @@ this.extensions = {
<h2>Methods</h2>
<div>See the base [page:Material] class for common methods.</div>
<h3>[method:ShaderMaterial clone]() [page:ShaderMaterial this]</h3>
<h3>[method:ShaderMaterial clone]() [param:ShaderMaterial this]</h3>
<div>
Generates a shallow copy of this material. Note that the vertexShader and fragmentShader
are copied <em>by reference</em>, as are the definitions of the *attributes*; this means
......
......@@ -50,7 +50,7 @@
<h2>Methods</h2>
<h3>[method:Vector2 clampPoint]( [page:Vector2 point], [page:Vector2 optionalTarget] )</h3>
<h3>[method:Vector2 clampPoint]( [param:Vector2 point], [param:Vector2 optionalTarget] )</h3>
<div>
[page:Vector2 point] - [page:Vector2] to clamp. <br>
[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
......@@ -62,7 +62,7 @@
<h3>[method:Box2 clone]()</h3>
<div>Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.</div>
<h3>[method:Boolean containsBox]( [page:Box2 box] )</h3>
<h3>[method:Boolean containsBox]( [param:Box2 box] )</h3>
<div>
[page:Box2 box] - [page:Box2 Box2] to test for inclusion.<br /><br />
......@@ -70,19 +70,19 @@
this function also returns true.
</div>
<h3>[method:Boolean containsPoint]( [page:Vector2 point] )</h3>
<h3>[method:Boolean containsPoint]( [param:Vector2 point] )</h3>
<div>
[page:Vector2 point] - [page:Vector2] to check for inclusion.<br /><br />
Returns true if the specified [page:Vector2 point] lies within or on the boundaries of this box.
</div>
<h3>[method:Box2 copy]( [page:Box2 box] )</h3>
<h3>[method:Box2 copy]( [param:Box2 box] )</h3>
<div>
Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to this box.
</div>
<h3>[method:Float distanceToPoint]( [page:Vector2 point] )</h3>
<h3>[method:Float distanceToPoint]( [param:Vector2 point] )</h3>
<div>
[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
......@@ -90,21 +90,21 @@
If the [page:Vector2 point] lies inside of this box, the distance will be 0.
</div>
<h3>[method:Boolean equals]( [page:Box2 box] )</h3>
<h3>[method:Boolean equals]( [param:Box2 box] )</h3>
<div>
[page:Box2 box] - Box to compare with this one.<br /><br />
Returns true if this box and [page:Box2 box] share the same lower and upper bounds.
</div>
<h3>[method:Box2 expandByPoint]( [page:Vector2 point] )</h3>
<h3>[method:Box2 expandByPoint]( [param:Vector2 point] )</h3>
<div>
[page:Vector2 point] - [page:Vector2] that should be included in the box.<br /><br />
Expands the boundaries of this box to include [page:Vector2 point].
</div>
<h3>[method:Box2 expandByScalar]( [page:float scalar] )</h3>
<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
<div>
[page:float scalar] - Distance to expand the box by.<br /><br />
......@@ -112,7 +112,7 @@
will be contracted.
</div>
<h3>[method:Box2 expandByVector]( [page:Vector2 vector] )</h3>
<h3>[method:Box2 expandByVector]( [param:Vector2 vector] )</h3>
<div>
[page:Vector2 vector] - [page:Vector2] to expand the box by.<br /><br />
......@@ -121,7 +121,7 @@
this box will be expanded by the y component of [page:Vector2 vector] in both directions.
</div>
<h3>[method:Vector2 getCenter]( [page:Vector2 optionalTarget] )</h3>
<h3>[method:Vector2 getCenter]( [param:Vector2 optionalTarget] )</h3>
<div>
[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
otherwise a new Vector2 will be created. <br /><br />
......@@ -129,7 +129,7 @@
Returns the center point of the box as a [page:Vector2].
</div>
<h3>[method:Vector2 getParameter]( [page:Vector2 point], [page:Vector2 optionalTarget] ) </h3>
<h3>[method:Vector2 getParameter]( [param:Vector2 point], [param:Vector2 optionalTarget] ) </h3>
<div>
[page:Vector2 point] - [page:Vector2].<br/>
[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
......@@ -138,7 +138,7 @@
Returns a point as a proportion of this box's width and height.
</div>
<h3>[method:Vector2 getSize]( [page:Vector2 optionalTarget] )</h3>
<h3>[method:Vector2 getSize]( [param:Vector2 optionalTarget] )</h3>
<div>
[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
otherwise a new Vector2 will be created. <br /><br />
......@@ -146,7 +146,7 @@
Returns the width and height of this box.
</div>
<h3>[method:Box2 intersect]( [page:Box2 box] )</h3>
<h3>[method:Box2 intersect]( [param:Box2 box] )</h3>
<div>
[page:Box2 box] - Box to intersect with.<br /><br />
......@@ -155,7 +155,7 @@
lower bounds.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box2 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box2 box] )</h3>
<div>
[page:Box2 box] - Box to check for intersection against.<br /><br />
......@@ -173,7 +173,7 @@
<div>Makes this box empty.</div>
<h3>[method:Box2 set]( [page:Vector2 min], [page:Vector2 max] )</h3>
<h3>[method:Box2 set]( [param:Vector2 min], [param:Vector2 max] )</h3>
<div>
[page:Vector2 min] - (required ) [page:Vector2] representing the lower (x, y) boundary of the box. <br>
[page:Vector2 max] - (required) [page:Vector2] representing the lower upper (x, y) boundary of the box. <br /><br />
......@@ -181,7 +181,7 @@
Sets the lower and upper (x, y) boundaries of this box.
</div>
<h3>[method:Box2 setFromCenterAndSize]( [page:Vector2 center], [page:Vector2 size] )</h3>
<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
<div>
[page:Vector2 center] - Desired center position of the box ([page:Vector2]). <br>
[page:Vector2 size] - Desired x and y dimensions of the box ([page:Vector2]).<br /><br />
......@@ -190,14 +190,14 @@
in [page:Vector2 size].
</div>
<h3>[method:Box2 setFromPoints]( [page:Array points] )</h3>
<h3>[method:Box2 setFromPoints]( [param:Array points] )</h3>
<div>
[page:Array points] - Array of [page:Vector2 Vector2s] that the resulting box will contain.<br /><br />
Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
</div>
<h3>[method:Box2 translate]( [page:Vector2 offset] )</h3>
<h3>[method:Box2 translate]( [param:Vector2 offset] )</h3>
<div>
[page:Vector2 offset] - Direction and distance of offset.<br /><br />
......@@ -205,7 +205,7 @@
[page:Vector2 offset] units in 2D space.
</div>
<h3>[method:Box2 union]( [page:Box2 box] )</h3>
<h3>[method:Box2 union]( [param:Box2 box] )</h3>
<div>
[page:Box2 box] - Box that will be unioned with this box.<br /><br />
......
......@@ -55,14 +55,14 @@
<h2>Methods</h2>
<h3>[method:Box3 applyMatrix4]( [page:Matrix4 matrix] )</h3>
<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
<div>
[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
Transforms this Box3 with the supplied matrix.
</div>
<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] to clamp. <br>
[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
......@@ -74,7 +74,7 @@
<h3>[method:Box3 clone]()</h3>
<div>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</div>
<h3>[method:Boolean containsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean containsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - [page:Box3 Box3] to test for inclusion.<br /><br />
......@@ -82,21 +82,21 @@
this function also returns true.
</div>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] to check for inclusion.<br /><br />
Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
</div>
<h3>[method:Box3 copy]( [page:Box3 box] )</h3>
<h3>[method:Box3 copy]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - [page:Box3] to copy.<br /><br />
Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to this box.
</div>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
......@@ -105,14 +105,14 @@
</div>
<h3>[method:Boolean equals]( [page:Box3 box] )</h3>
<h3>[method:Boolean equals]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - Box to compare with this one.<br /><br />
Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
</div>
<h3>[method:Box3 expandByObject]( [page:Object3D object] )</h3>
<h3>[method:Box3 expandByObject]( [param:Object3D object] )</h3>
<div>
[page:Object3D object] - [page:Object3D] to expand the box by.<br /><br />
......@@ -121,14 +121,14 @@
</div>
<h3>[method:Box3 expandByPoint]( [page:Vector3 point] )</h3>
<h3>[method:Box3 expandByPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
Expands the boundaries of this box to include [page:Vector3 point].
</div>
<h3>[method:Box3 expandByScalar]( [page:float scalar] )</h3>
<h3>[method:Box3 expandByScalar]( [param:float scalar] )</h3>
<div>
[page:float scalar] - Distance to expand the box by.<br /><br />
......@@ -136,7 +136,7 @@
will be contracted.
</div>
<h3>[method:Box3 expandByVector]( [page:Vector3 vector] )</h3>
<h3>[method:Box3 expandByVector]( [param:Vector3 vector] )</h3>
<div>
[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
......@@ -146,7 +146,7 @@
The depth of this box will be expanded by the z component of *vector* in both directions.
</div>
<h3>[method:Sphere getBoundingSphere]( [page:Sphere optionalTarget] )</h3>
<h3>[method:Sphere getBoundingSphere]( [param:Sphere optionalTarget] )</h3>
<div>
[page:Sphere optionalTarget] — (optional) if specified, the result will be copied into this Sphere,
otherwise a new Sphere will be created. <br /><br />
......@@ -154,7 +154,7 @@
Gets a [page:Sphere] that bounds the box.
</div>
<h3>[method:Vector3 getCenter]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getCenter]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
otherwise a new Vector3 will be created. <br /><br />
......@@ -162,7 +162,7 @@
Returns the center point of the box as a [page:Vector3].
</div>
<h3>[method:Vector3 getParameter]( [page:Vector3 point], [page:Vector3 optionalTarget] ) </h3>
<h3>[method:Vector3 getParameter]( [param:Vector3 point], [param:Vector3 optionalTarget] ) </h3>
<div>
[page:Vector3 point] - [page:Vector3].<br/>
[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
......@@ -171,7 +171,7 @@
Returns a point as a proportion of this box's width and height.
</div>
<h3>[method:Vector3 getSize]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getSize]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
otherwise a new Vector3 will be created. <br /><br />
......@@ -179,7 +179,7 @@
Returns the width, height and depth of this box.
</div>
<h3>[method:Box3 intersect]( [page:Box3 box] )</h3>
<h3>[method:Box3 intersect]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - Box to intersect with.<br /><br />
......@@ -188,28 +188,28 @@
lower bounds.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - Box to check for intersection against.<br /><br />
Determines whether or not this box intersects [page:Box3 box].
</div>
<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
<div>
[page:Plane plane] - [page:Plane] to check for intersection against.<br /><br />
Determines whether or not this box intersects [page:Plane plane].
</div>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<div>
[page:Sphere sphere] - [page:Sphere] to check for intersection against.<br /><br />
Determines whether or not this box intersects [page:Sphere sphere].
</div>
<h3>[method:Boolean intersectsTriangle]( [page:Triangle triangle] )</h3>
<h3>[method:Boolean intersectsTriangle]( [param:Triangle triangle] )</h3>
<div>
[page:Triangle triangle] - [page:Triangle] to check for intersection against.<br /><br />
......@@ -226,7 +226,7 @@
<h3>[method:Box3 makeEmpty]()</h3>
<div>Makes this box empty.</div>
<h3>[method:Box3 set]( [page:Vector3 min], [page:Vector3 max] )</h3>
<h3>[method:Box3 set]( [param:Vector3 min], [param:Vector3 max] )</h3>
<div>
[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
[page:Vector3 max] - [page:Vector3] representing the lower upper (x, y, z) boundary of the box.<br /><br />
......@@ -234,21 +234,21 @@
Sets the lower and upper (x, y, z) boundaries of this box.
</div>
<h3>[method:Box3 setFromArray]( [page:Array array] ) [page:Box3 this]</h3>
<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
<div>
array -- An array of position data that the resulting box will envelop.<br /><br />
Sets the upper and lower bounds of this box to include all of the data in *array*.
</div>
<h3>[method:Box3 setFromBufferAttribute]( [page:BufferAttribute attribute] ) [page:Box3 this]</h3>
<h3>[method:Box3 setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
<div>
[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
</div>
<h3>[method:Box3 setFromCenterAndSize]( [page:Vector3 center], [page:Vector3 size] )</h3>
<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
<div>
[page:Vector3 center] - Desired center position of the box ([page:Vector3]). <br>
[page:Vector3 size] - Desired x, y and z dimensions of the box ([page:Vector3]).<br /><br />
......@@ -257,7 +257,7 @@
in [page:Vector3 size].
</div>
<h3>[method:Box3 setFromCenterAndSize]( [page:Vector3 center], [page:Vector3 size] ) [page:Box3 this]</h3>
<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
<div>
[page:Vector3 center], - Desired center position of the box. <br>
[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
......@@ -266,7 +266,7 @@
in [page:Vector3 size]
</div>
<h3>[method:Box3 setFromObject]( [page:Object3D object] )</h3>
<h3>[method:Box3 setFromObject]( [param:Object3D object] )</h3>
<div>
[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br /><br />
......@@ -275,14 +275,14 @@
</div>
<h3>[method:Box3 setFromPoints]( [page:Array points] )</h3>
<h3>[method:Box3 setFromPoints]( [param:Array points] )</h3>
<div>
[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
</div>
<h3>[method:Box3 translate]( [page:Vector3 offset] )</h3>
<h3>[method:Box3 translate]( [param:Vector3 offset] )</h3>
<div>
[page:Vector3 offset] - Direction and distance of offset.<br /><br />
......@@ -290,7 +290,7 @@
[page:Vector3 offset] units in 3D space.
</div>
<h3>[method:Box3 union]( [page:Box3 box] )</h3>
<h3>[method:Box3 union]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - Box that will be unioned with this box.<br /><br />
......
......@@ -104,19 +104,19 @@ var color = new THREE.Color( 1, 0, 0 );
<h2>Methods</h2>
<h3>[method:Color add]( [page:Color color] ) </h3>
<h3>[method:Color add]( [param:Color color] ) </h3>
<div>Adds the RGB values of [page:Color color] to the RGB values of this color.</div>
<h3>[method:Color addColors]( [page:Color color1], [page:Color color2] ) </h3>
<h3>[method:Color addColors]( [param:Color color1], [param:Color color2] ) </h3>
<div>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</div>
<h3>[method:Color addScalar]( [page:Number s] ) </h3>
<h3>[method:Color addScalar]( [param:Number s] ) </h3>
<div>Adds [page:Number s] to the RGB values of this color.</div>
<h3>[method:Color clone]() </h3>
<div>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</div>
<h3>[method:Color copy]( [page:Color color] ) </h3>
<h3>[method:Color copy]( [param:Color color] ) </h3>
<div>
Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
</div>
......@@ -127,7 +127,7 @@ var color = new THREE.Color( 1, 0, 0 );
<h3>[method:Color convertLinearToGamma]() </h3>
<div>Converts this color from linear to gamma space by taking the square root of [page:.r r], [page:.g g] and [page:.b b]).</div>
<h3>[method:Color copyGammaToLinear]( [page:Color color], [page:Float gammaFactor] ) </h3>
<h3>[method:Color copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
<div>
[page:Color color] — Color to copy.<br />
[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
......@@ -136,7 +136,7 @@ var color = new THREE.Color( 1, 0, 0 );
by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
</div>
<h3>[method:Color copyLinearToGamma]( [page:Color color], [page:Float gammaFactor] ) </h3>
<h3>[method:Color copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
<div>
[page:Color color] — Color to copy.<br />
[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
......@@ -145,10 +145,10 @@ var color = new THREE.Color( 1, 0, 0 );
by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
</div>
<h3>[method:Boolean equals]( [page:Color color] ) </h3>
<h3>[method:Boolean equals]( [param:Color color] ) </h3>
<div>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</div>
<h3>[method:Color fromArray]( [page:Array array], [page:Integer offset] ) </h3>
<h3>[method:Color fromArray]( [param:Array array], [param:Integer offset] ) </h3>
<div>
[page:Array array] - [page:Array] of floats in the form [ [page:Float r], [page:Float g], [page:Float b] ].<br />
[page:Integer offset] - An optional offset into the array.<br /><br />
......@@ -162,7 +162,7 @@ var color = new THREE.Color( 1, 0, 0 );
<h3>[method:String getHexString]()</h3>
<div>Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').</div>
<h3>[method:Object getHSL]( [page:Object optionalTarget] )</h3>
<h3>[method:Object getHSL]( [param:Object optionalTarget] )</h3>
<div>
[page:Object optionalTarget] — (optional) if specified, adds h, s and l keys to the object (if not already present)
and sets the results there. Otherwise, a new Object will be created. <br /><br />
......@@ -179,7 +179,7 @@ var color = new THREE.Color( 1, 0, 0 );
<h3>[method:String getStyle]()</h3>
<div>Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.</div>
<h3>[method:Color lerp]( [page:Color color], [page:Float alpha] ) </h3>
<h3>[method:Color lerp]( [param:Color color], [param:Float alpha] ) </h3>
<div>
[page:Color color] - color to converge on.<br />
[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
......@@ -189,20 +189,20 @@ var color = new THREE.Color( 1, 0, 0 );
this color and 1.0 is the first argument.
</div>
<h3>[method:Color multiply]( [page:Color color] ) </h3>
<h3>[method:Color multiply]( [param:Color color] ) </h3>
<div>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</div>
<h3>[method:Color multiplyScalar]( [page:Number s] ) </h3>
<h3>[method:Color multiplyScalar]( [param:Number s] ) </h3>
<div>Multiplies this color's RGB values by [page:Number s].</div>
<h3>[method:Color offsetHSL]( [page:Float h], [page:Float s], [page:Float l] ) </h3>
<h3>[method:Color offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
<div>
Adds the given [page:Float h], [page:Float s], and [page:Float l] to this color's values.
Internally, this converts the color's [page:.r r], [page:.g g] and [page:.b b] values to HSL, adds
[page:Float h], [page:Float s], and [page:Float l], and then converts the color back to RGB.
</div>
<h3>[method:Color set]( [page:Color_Hex_or_String value] ) </h3>
<h3>[method:Color set]( [param:Color_Hex_or_String value] ) </h3>
<div>
[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
......@@ -210,14 +210,14 @@ var color = new THREE.Color( 1, 0, 0 );
Delegates to [page:.copy], [page:.setStyle], or [page:.setHex] depending on input type.
</div>
<h3>[method:Color setHex]( [page:Integer hex] ) </h3>
<h3>[method:Color setHex]( [param:Integer hex] ) </h3>
<div>
[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
Sets this color from a hexadecimal value.
</div>
<h3>[method:Color setHSL]( [page:Float h], [page:Float s], [page:Float l] ) </h3>
<h3>[method:Color setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
<div>
[page:Float h] — hue value between 0.0 and 1.0 <br />
[page:Float s] — saturation value between 0.0 and 1.0 <br />
......@@ -226,7 +226,7 @@ var color = new THREE.Color( 1, 0, 0 );
Sets color from HSL values.
</div>
<h3>[method:Color setRGB]( [page:Float r], [page:Float g], [page:Float b] ) </h3>
<h3>[method:Color setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
<div>
[page:Float r] — Red channel value between 0.0 and 1.0.<br />
[page:Float g] — Green channel value between 0.0 and 1.0.<br />
......@@ -235,14 +235,14 @@ var color = new THREE.Color( 1, 0, 0 );
Sets this color from RGB values.
</div>
<h3>[method:Color setScalar]( [page:Float scalar] ) </h3>
<h3>[method:Color setScalar]( [param:Float scalar] ) </h3>
<div>
[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
Sets all three color components to the value [page:Float scalar].
</div>
<h3>[method:Color setStyle]( [page:String style] ) </h3>
<h3>[method:Color setStyle]( [param:String style] ) </h3>
<div>
[page:String style] — color as a CSS-style string.<br /><br />
......@@ -261,13 +261,13 @@ var color = new THREE.Color( 1, 0, 0 );
Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange' (all lowercase).
</div>
<h3>[method:Color sub]( [page:Color color] ) </h3>
<h3>[method:Color sub]( [param:Color color] ) </h3>
<div>
Subtracts the RGB components of the given color from the RGB components of this color.
If this results in a negative component, that component is set to zero.
</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) </h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] ) </h3>
<div>
[page:Array array] - An optional array to store the color to. <br />
[page:Integer offset] - An optional offset into the array.<br /><br />
......
......@@ -44,17 +44,17 @@
and [page:.y y] properties as this one.
</div>
<h3>[method:Cylindrical copy]( [page:Cylindrical other] )</h3>
<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
<div>
Copies the values of the passed Cylindrical's [page:.radius radius], [page:.theta theta]
and [page:.y y] properties to this cylindrical.
</div>
<h3>[method:Cylindrical set]( [page:Float radius], [page:Float phi], [page:Float theta] )</h3>
<h3>[method:Cylindrical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
<div>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
and [page:.y y] properties.</div>
<h3>[method:Cylindrical setFromVector3]( [page:Vector3 vec3] )</h3>
<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
<div>
Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
and [page:.y y] properties from the [page:Vector3 Vector3].<br /><br />
......
......@@ -85,16 +85,16 @@
<h2>Methods</h2>
<h3>[method:Euler copy]( [page:Euler euler] )</h3>
<h3>[method:Euler copy]( [param:Euler euler] )</h3>
<div>Copies value of [page:Euler euler] to this euler.</div>
<h3>[method:Euler clone]()</h3>
<div>Returns a new Euler with the same parameters as this one.</div>
<h3>[method:Boolean equals]( [page:Euler euler] )</h3>
<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
<div>Checks for strict equality of this euler and [page:Euler euler].</div>
<h3>[method:Euler fromArray]( [page:Array array] )</h3>
<h3>[method:Euler fromArray]( [param:Array array] )</h3>
<div>
[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
......@@ -104,7 +104,7 @@
Optionally assigns this euler's [page:.order order] to array[3].
</div>
<h3>[method:Euler onChange]( [page:Function onChangeCallback] )</h3>
<h3>[method:Euler onChange]( [param:Function onChangeCallback] )</h3>
<div>
[page:Function onChangeCallback] - set the value of the onChangeCallback() function.
</div>
......@@ -116,7 +116,7 @@
and also after calling most setter functions (see those for details).
</div>
<h3>[method:Euler reorder]( [page:String newOrder] )</h3>
<h3>[method:Euler reorder]( [param:String newOrder] )</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 /><br />
......@@ -124,7 +124,7 @@
<em>WARNING</em>: this discards revolution information.
</div>
<h3>[method:Euler set]( [page:Float x], [page:Float y], [page:Float z], [page:String order] )</h3>
<h3>[method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
<div>
[page:.x x] - the angle of the x axis in radians.<br />
[page:.y y] - the angle of the y axis in radians.<br />
......@@ -134,7 +134,7 @@
Sets the angles of this euler transform and optionally the [page:.order order] and then call [page:.onChangeCallback onChangeCallback]().
</div>
<h3>[method:Euler setFromRotationMatrix]( [page:Matrix4 m], [page:String order], [page:Boolean update] )</h3>
<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order], [param:Boolean update] )</h3>
<div>
[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
......@@ -146,7 +146,7 @@
specified by order.
</div>
<h3>[method:Euler setFromQuaternion]( [page:Quaternion q], [page:String order], [page:Boolean update] )</h3>
<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order], [param:Boolean update] )</h3>
<div>
[page:Quaternion q] - a normalized quaternion.<br />
[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
......@@ -158,7 +158,7 @@
</div>
<h3>[method:Euler setFromVector3]( [page:Vector3 vector], [page:String order] )</h3>
<h3>[method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
<div>
[page:Vector3 vector] - [page:Vector3].<br />
[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
......@@ -168,7 +168,7 @@
</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - (optional) array to store the euler in.<br />
[page:Integer offset] (optional) offset in the array.<br />
......
......@@ -48,28 +48,28 @@
<div>Return a new Frustum with the same parameters as this one.</div>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] to test.<br /><br />
Checks to see if the frustum contains the [page:Vector3 point].
</div>
<h3>[method:Frustum copy]( [page:Frustum frustum] )</h3>
<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
<div>
[page:Frustum frustum] - The frustum to copy<br /><br />
Copies the properties of the passed [page:Frustum frustum] into this one.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
Return true if [page:Box3 box] intersects with this frustum.
</div>
<h3>[method:Boolean intersectsObject]( [page:Object3D object] )</h3>
<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
<div>
Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
......@@ -77,24 +77,24 @@
can be calculated.
</div>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<div>
[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
Return true if [page:Sphere sphere] intersects with this frustum.
</div>
<h3>[method:Boolean intersectsSprite]( [page:Sprite sprite] )</h3>
<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
<div>
Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
</div>
<h3>[method:Frustum set]( [page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5] )</h3>
<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
<div>
Sets the current frustum from the passed planes. No plane order is implicitely implied.
</div>
<h3>[method:Frustum setFromMatrix]( [page:Matrix4 matrix] )</h3>
<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
<div>
[page:Matrix4 matrix] - [page:Matrix4] used to set the [page:.planes planes]<br /><br />
......
......@@ -72,7 +72,7 @@
<h2>Methods</h2>
<h3>[method:null evaluate]( [page:Number t] )</h3>
<h3>[method:null evaluate]( [param:Number t] )</h3>
<div>
Evaluate the interpolant at position *t*.
</div>
......
......@@ -39,10 +39,10 @@
<h2>Methods</h2>
<h3>[method:Line3 applyMatrix4]( [page:Matrix4 matrix] )</h3>
<h3>[method:Line3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
<div>Applies a matrix transform to the line segment.</div>
<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Float t] - Use values 0-1 to return a position along the line segment. <br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -55,7 +55,7 @@
<h3>[method:Line3 clone]()</h3>
<div>Returns a new [page:Line3] with the same [page:.start start] and [page:.end end] vectors as this one.</div>
<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Boolean clampToLine], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Boolean clampToLine], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 point] - return the closest point on the line to this point.<br />
[page:Boolean clampToLine] - whether to clamp the returned value to the line segment.<br />
......@@ -66,7 +66,7 @@
clamped to the line segment.
</div>
<h3>[method:Float closestPointToPointParameter]( [page:Vector3 point], [page:Boolean clampToLine] )</h3>
<h3>[method:Float closestPointToPointParameter]( [param:Vector3 point], [param:Boolean clampToLine] )</h3>
<div>
[page:Vector3 point] - the point for which to return a point parameter. <br />
[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
......@@ -75,10 +75,10 @@
If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
</div>
<h3>[method:Line3 copy]( [page:Line3 line] )</h3>
<h3>[method:Line3 copy]( [param:Line3 line] )</h3>
<div>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</div>
<h3>[method:Vector3 delta]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 delta]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
otherwise a new [page:Vector3] will be created.<br /><br />
......@@ -97,14 +97,14 @@
and [page:.end end] vectors.
</div>
<h3>[method:Boolean equals]( [page:Line3 line] )</h3>
<h3>[method:Boolean equals]( [param:Line3 line] )</h3>
<div>
[page:Line3 line] - [page:Line3] to compare with this one.<br /><br />
Returns true if both line's [page:.start start] and [page:.end en] points are equal.
</div>
<h3>[method:Vector3 getCenter]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 getCenter]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
otherwise a new [page:Vector3] will be created.<br /><br />
......@@ -112,7 +112,7 @@
Returns the center of the line segment.
</div>
<h3>[method:Line3 set]( [page:Vector3 start], [page:Vector3 end] )</h3>
<h3>[method:Line3 set]( [param:Vector3 start], [param:Vector3 end] )</h3>
<div>
[page:Vector3 start] - set the [page:.start start point] of the line.<br />
[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />
......
......@@ -14,7 +14,7 @@
<h2>Functions</h2>
<h3>[method:Float clamp]( [page:Float value], [page:Float min], [page:Float max] )</h3>
<h3>[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )</h3>
<div>
[page:Float value] — Value to be clamped.<br />
[page:Float min] — Minimum value.<br />
......@@ -23,10 +23,10 @@
Clamps the [page:Float value] to be between [page:Float min] and [page:Float max].
</div>
<h3>[method:Float degToRad]( [page:Float degrees] )</h3>
<h3>[method:Float degToRad]( [param:Float degrees] )</h3>
<div>Converts degrees to radians.</div>
<h3>[method:Integer euclideanModulo]( [page:Integer n], [page:Integer m] )</h3>
<h3>[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )</h3>
<div>
[page:Integer n], [page:Integer m] - Integers<br /><br />
......@@ -40,10 +40,10 @@
(universally unique identifier).
</div>
<h3>[method:Boolean isPowerOfTwo]( [page:Number n] )</h3>
<h3>[method:Boolean isPowerOfTwo]( [param:Number n] )</h3>
<div>Return *true* if [page:Number n] is a power of 2.</div>
<h3>[method:Float lerp]( [page:Float x], [page:Float y], [page:Float t] )</h3>
<h3>[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )</h3>
<div>
[page:Float x] - Start point. <br />
[page:Float y] - End point. <br />
......@@ -70,25 +70,25 @@
Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
</div>
<h3>[method:Integer ceilPowerOfTwo]( [page:Number n] )</h3>
<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
<div>Returns the smallest power of 2 that is greater than or equal to [page:Number n].</div>
<h3>[method:Integer floorPowerOfTwo]( [page:Number n] )</h3>
<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
<div>Returns the largest power of 2 that is less than or equal to [page:Number n].</div>
<h3>[method:Float radToDeg]( [page:Float radians] )</h3>
<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
<div>Converts radians to degrees.</div>
<h3>[method:Float randFloat]( [page:Float low], [page:Float high] )</h3>
<h3>[method:Float randFloat]( [param:Float low], [param:Float high] )</h3>
<div>Random float in the interval [page:Float low] to [page:Float high].</div>
<h3>[method:Float randFloatSpread]( [page:Float range] )</h3>
<h3>[method:Float randFloatSpread]( [param:Float range] )</h3>
<div>Random float in the interval *- [page:Float range] / 2* to *[page:Float range] / 2*.</div>
<h3>[method:Integer randInt]( [page:Integer low], [page:Integer high] )</h3>
<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
<div>Random integer in the interval [page:Float low] to [page:Float high].</div>
<h3>[method:Float smoothstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
<div>
[page:Float x] - The value to evaluate based on its position between min and max. <br />
[page:Float min] - Any x value below min will be 0.<br />
......@@ -100,7 +100,7 @@
See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
</div>
<h3>[method:Float smootherstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
<h3>[method:Float smootherstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
<div>
[page:Float x] - The value to evaluate based on its position between min and max. <br />
[page:Float min] - Any x value below min will be 0.<br />
......
......@@ -72,7 +72,7 @@ m.elements = [ 11, 21, 31,
<h2>Methods</h2>
<h3>[method:Array applyToBufferAttribute]( [page:BufferAttribute attribute] )</h3>
<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
<div>
[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
......@@ -83,7 +83,7 @@ m.elements = [ 11, 21, 31,
<h3>[method:Matrix3 clone]()</h3>
<div>Creates a new Matrix3 and with identical elements to this one.</div>
<h3>[method:Matrix3 copy]( [page:Matrix3 m] )</h3>
<h3>[method:Matrix3 copy]( [param:Matrix3 m] )</h3>
<div>Copies the elements of matrix [page:Matrix3 m] into this matrix.</div>
<h3>[method:Float determinant]()</h3>
......@@ -92,10 +92,10 @@ m.elements = [ 11, 21, 31,
[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
</div>
<h3>[method:Boolean equals]( [page:Matrix3 m] )</h3>
<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
<div>Return true if this matrix and [page:Matrix3 m] are equal.</div>
<h3>[method:Matrix3 fromArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Matrix3 fromArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - the array to read the elements from.<br />
[page:Integer offset] - (optional) index of first element in the array. Default is 0.<br /><br />
......@@ -104,7 +104,7 @@ m.elements = [ 11, 21, 31,
[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
</div>
<h3>[method:Matrix3 getInverse]( [page:Matrix3 m], [page:Boolean throwOnDegenerate] )</h3>
<h3>[method:Matrix3 getInverse]( [param:Matrix3 m], [param:Boolean throwOnDegenerate] )</h3>
<div>
[page:Matrix3 m] - the matrix to take the inverse of.<br />
[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
......@@ -115,7 +115,7 @@ m.elements = [ 11, 21, 31,
If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 3x3 identity matrix.
</div>
<h3>[method:Matrix3 getNormalMatrix]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix3 getNormalMatrix]( [param:Matrix4 m] )</h3>
<div>
[page:Matrix4 m] - [page:Matrix4]<br /><br />
......@@ -135,13 +135,13 @@ m.elements = [ 11, 21, 31,
</div>
<h3>[method:Matrix3 multiply]( [page:Matrix3 m] )</h3>
<h3>[method:Matrix3 multiply]( [param:Matrix3 m] )</h3>
<div>Post-multiplies this matrix by [page:Matrix3 m].</div>
<h3>[method:Matrix3 multiplyMatrices]( [page:Matrix3 a], [page:Matrix3 b] )</h3>
<h3>[method:Matrix3 multiplyMatrices]( [param:Matrix3 a], [param:Matrix3 b] )</h3>
<div>Sets this matrix to [page:Matrix3 a] x [page:Matrix3 b].</div>
<h3>[method:Matrix3 multiplyScalar]( [page:Float s] )</h3>
<h3>[method:Matrix3 multiplyScalar]( [param:Float s] )</h3>
<div>Multiplies every component of the matrix by the scalar value *s*.</div>
<h3>
......@@ -163,10 +163,10 @@ m.elements = [ 11, 21, 31,
sequence of values.
</div>
<h3>[method:Matrix3 premultiply]( [page:Matrix3 m] )</h3>
<h3>[method:Matrix3 premultiply]( [param:Matrix3 m] )</h3>
<div>Pre-multiplies this matrix by [page:Matrix3 m].</div>
<h3>[method:Matrix3 setFromMatrix4]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix3 setFromMatrix4]( [param:Matrix4 m] )</h3>
<div>Set this matrx to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</div>
<h3>
......@@ -186,7 +186,7 @@ m.elements = [ 11, 21, 31,
Sets the UV transform matrix from offset, repeat, rotation, and center.
</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - (optional) array to store the resulting vector in. If not given a new array will be created.<br />
[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
......@@ -198,7 +198,7 @@ m.elements = [ 11, 21, 31,
<h3>[method:Matrix3 transpose]()</h3>
<div>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</div>
<h3>[method:Matrix3 transposeIntoArray]( [page:Array array] )</h3>
<h3>[method:Matrix3 transposeIntoArray]( [param:Array array] )</h3>
<div>
[page:Array array] - array to store the resulting vector in.<br /><br />
......
......@@ -108,7 +108,7 @@ m.elements = [ 11, 21, 31, 41,
<h2>Methods</h2>
<h3>[method:Array applyToBufferAttribute]( [page:BufferAttribute attribute] )</h3>
<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
<div>
[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
......@@ -119,7 +119,7 @@ m.elements = [ 11, 21, 31, 41,
<h3>[method:Matrix4 clone]()</h3>
<div>Creates a new Matrix4 with identical [page:.elements elements] to this one.</div>
<h3>[method:Matrix4 compose]( [page:Vector3 position], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
<h3>[method:Matrix4 compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
<div>
Sets this matrix to the transformation composed of [page:Vector3 position],
[page:Quaternion quaternion] and [page:Vector3 scale]. Internally this calls
......@@ -128,16 +128,16 @@ m.elements = [ 11, 21, 31, 41,
[page:.setPosition setPosition]( [page:Vector3 position] ).
</div>
<h3>[method:Matrix4 copy]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix4 copy]( [param:Matrix4 m] )</h3>
<div>Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this matrix.</div>
<h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix4 copyPosition]( [param:Matrix4 m] )</h3>
<div>
Copies the translation component of the supplied matrix [page:Matrix4 m] into this
matrix's translation component.
</div>
<h3>[method:null decompose]( [page:Vector3 position], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
<h3>[method:null decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
<div>
Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and
[page:Vector3 scale] components.
......@@ -151,10 +151,10 @@ m.elements = [ 11, 21, 31, 41,
Based on the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
</div>
<h3>[method:Boolean equals]( [page:Matrix4 m] )</h3>
<h3>[method:Boolean equals]( [param:Matrix4 m] )</h3>
<div>Return true if this matrix and [page:Matrix4 m] are equal.</div>
<h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
<h3>[method:Matrix4 extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
<div>
Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
matrix into the three axis vectors provided. If this matrix is:
......@@ -172,13 +172,13 @@ zAxis = (c, g, k)
</code>
</div>
<h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix4 extractRotation]( [param:Matrix4 m] )</h3>
<div>
Extracts the rotation component of the supplied matrix [page:Matrix4 m] into this matrix's
rotation component.
</div>
<h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Matrix4 fromArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - the array to read the elements from.<br />
[page:Integer offset] - ( optional ) offset into the array. Default is 0.<br /><br />
......@@ -187,7 +187,7 @@ zAxis = (c, g, k)
[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
</div>
<h3>[method:Matrix4 getInverse]( [page:Matrix4 m], [page:Boolean throwOnDegenerate] )</h3>
<h3>[method:Matrix4 getInverse]( [param:Matrix4 m], [param:Boolean throwOnDegenerate] )</h3>
<div>
[page:Matrix4 m] - the matrix to take the inverse of.<br />
[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
......@@ -205,13 +205,13 @@ zAxis = (c, g, k)
<h3>[method:Matrix4 identity]()</h3>
<div>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</div>
<h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], )</h3>
<h3>[method:Matrix4 lookAt]( [param:Vector3 eye], [param:Vector3 center], [param:Vector3 up], )</h3>
<div>
Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
oriented by the [page:Vector3 up] vector.
</div>
<h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] )</h3>
<h3>[method:Matrix4 makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )</h3>
<div>
[page:Vector3 axis] — Rotation axis, should be normalized.<br />
[page:Float theta] — Rotation angle in radians.<br /><br />
......@@ -222,7 +222,7 @@ zAxis = (c, g, k)
See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
</div>
<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
<h3>[method:Matrix4 makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
<div>
Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] matrix consisting
of the three provided basis vectors:
......@@ -234,26 +234,26 @@ xAxis.z, yAxis.z, zAxis.z, 0,
</code>
</div>
<h3>[method:Matrix4 makePerspective]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
<h3>[method:Matrix4 makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
<div>
Creates a [link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] matrix.
This is used internally by [page:PerspectiveCamera.updateProjectionMatrix]()
</div>
<h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
<h3>[method:Matrix4 makeOrthographic]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
<div>
Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] matrix.
This is used internally by [page:OrthographicCamera.updateProjectionMatrix]().
</div>
<h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] )</h3>
<h3>[method:Matrix4 makeRotationFromEuler]( [param:Euler euler] )</h3>
<div>
Sets the rotation component (the upper left 3x3 matrix) of this matrix to the rotation specified by the given [page:Euler Euler Angle].
The rest of the matrix is set to the identity. Depending on the [page:Euler.order order] of the [page:Euler euler], there are six possible outcomes.
See [link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page] for a complete list.
</div>
<h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] )</h3>
<h3>[method:Matrix4 makeRotationFromQuaternion]( [param:Quaternion q] )</h3>
<div>
Sets the rotation component of this matrix to the rotation specified by [page:Quaternion q], as outlined
[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here].
......@@ -266,7 +266,7 @@ xAxis.z, yAxis.z, zAxis.z, 0,
</code>
</div>
<h3>[method:Matrix4 makeRotationX]( [page:Float theta] )</h3>
<h3>[method:Matrix4 makeRotationX]( [param:Float theta] )</h3>
<div>
[page:Float theta] — Rotation angle in radians.<br /><br />
......@@ -280,7 +280,7 @@ xAxis.z, yAxis.z, zAxis.z, 0,
</code>
</div>
<h3>[method:Matrix4 makeRotationY]( [page:Float theta] )</h3>
<h3>[method:Matrix4 makeRotationY]( [param:Float theta] )</h3>
<div>
[page:Float theta] — Rotation angle in radians.<br /><br />
......@@ -294,7 +294,7 @@ cos(&theta;) 0 sin(&theta;) 0
</code>
</div>
<h3>[method:Matrix4 makeRotationZ]( [page:Float theta] )</h3>
<h3>[method:Matrix4 makeRotationZ]( [param:Float theta] )</h3>
<div>
[page:Float theta] — Rotation angle in radians.<br /><br />
......@@ -308,7 +308,7 @@ sin(&theta;) cos(&theta;) 0 0
</code>
</div>
<h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:Matrix4 makeScale]( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>
[page:Float x] - the amount to scale in the X axis.<br />
[page:Float y] - the amount to scale in the Y axis.<br />
......@@ -323,7 +323,7 @@ x, 0, 0, 0,
</code>
</div>
<h3>[method:Matrix4 makeShear]( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:Matrix4 makeShear]( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>
[page:Float x] - the amount to shear in the X axis.<br />
[page:Float y] - the amount to shear in the Y axis.<br />
......@@ -338,7 +338,7 @@ x, y, 1, 0,
</code>
</div>
<h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:Matrix4 makeTranslation]( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>
[page:Float x] - the amount to translate in the X axis.<br />
[page:Float y] - the amount to translate in the Y axis.<br />
......@@ -353,19 +353,19 @@ x, y, 1, 0,
</code>
</div>
<h3>[method:Matrix4 multiply]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix4 multiply]( [param:Matrix4 m] )</h3>
<div>Post-multiplies this matrix by [page:Matrix4 m].</div>
<h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] )</h3>
<h3>[method:Matrix4 multiplyMatrices]( [param:Matrix4 a], [param:Matrix4 b] )</h3>
<div>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</div>
<h3>[method:Matrix4 multiplyScalar]( [page:Float s] )</h3>
<h3>[method:Matrix4 multiplyScalar]( [param:Float s] )</h3>
<div>Multiplies every component of the matrix by a scalar value [page:Float s].</div>
<h3>[method:Matrix4 premultiply]( [page:Matrix4 m] )</h3>
<h3>[method:Matrix4 premultiply]( [param:Matrix4 m] )</h3>
<div>Pre-multiplies this matrix by [page:Matrix4 m].</div>
<h3>[method:Matrix4 scale]( [page:Vector3 v] )</h3>
<h3>[method:Matrix4 scale]( [param:Vector3 v] )</h3>
<div>Multiplies the columns of this matrix by vector [page:Vector3 v].</div>
<h3>[method:Matrix4 set](
......@@ -378,7 +378,7 @@ x, y, 1, 0,
[page:Float n12], ... [page:Float n44].
</div>
<h3>[method:Matrix4 setPosition]( [page:Vector3 v] )</h3>
<h3>[method:Matrix4 setPosition]( [param:Vector3 v] )</h3>
<div>
Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
rest of the matrix - i.e. if the matrix is currently:
......@@ -397,7 +397,7 @@ m, n, o, p
</code>
</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - (optional) array to store the resulting vector in.<br />
[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
......
......@@ -34,7 +34,7 @@
<h2>Methods</h2>
<h3>[method:Plane applyMatrix4]( [page:Matrix4 matrix], [page:Matrix3 optionalNormalMatrix] )</h3>
<h3>[method:Plane applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
<div>
[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 being applied.<br /><br />
......@@ -49,7 +49,7 @@
<h3>[method:Plane clone]()</h3>
<div>Returns a new plane with the same [page:.normal normal] and [page:.constant constant] as this one.</div>
<h3>[method:Vector3 coplanarPoint]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 coplanarPoint]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
otherwise a new [page:Vector3] will be created.<br /><br />
......@@ -58,25 +58,25 @@
normal vector at the origin onto the plane.
</div>
<h3>[method:Plane copy]( [page:Plane plane] )</h3>
<h3>[method:Plane copy]( [param:Plane plane] )</h3>
<div>
Copies the values of the passed plane's [page:.normal normal] and [page:.constant constant]
properties to this plane.
</div>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
<div>Returns the signed distance from the [page:Vector3 point] to the plane.</div>
<h3>[method:Float distanceToSphere]( [page:Sphere sphere] )</h3>
<h3>[method:Float distanceToSphere]( [param:Sphere sphere] )</h3>
<div>Returns the signed distance from the [page:Sphere sphere] to the plane.</div>
<h3>[method:Boolean equals]( [page:Plane plane] )</h3>
<h3>[method:Boolean equals]( [param:Plane plane] )</h3>
<div>
Checks to see if two planes are equal (their [page:.normal normal] and
[page:.constant constant] properties match).
</div>
<h3>[method:Vector3 intersectLine]( [page:Line3 line], [page:Vector3 optionalTarget] ) or [page:undefined]</h3>
<h3>[method:Vector3 intersectLine]( [param:Line3 line], [param:Vector3 optionalTarget] ) or [param:undefined]</h3>
<div>
[page:Line3 line] - the [page:Line3] to check for intersection.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -87,21 +87,21 @@
coplanar with the plane.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - the [page:Box3] to check for intersection.<br /><br />
Determines whether or not this plane intersects [page:Box3 box].
</div>
<h3>[method:Boolean intersectsLine]( [page:Line3 line] )</h3>
<h3>[method:Boolean intersectsLine]( [param:Line3 line] )</h3>
<div>
[page:Line3 line] - the [page:Line3] to check for intersection.<br /><br />
Tests whether a line segment intersects with (passes through) the plane.
</div>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<div>
[page:Sphere sphere] - the [page:Sphere] to check for intersection.<br /><br />
......@@ -119,7 +119,7 @@
value accordingly.
</div>
<h3>[method:Vector3 projectPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 projectPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 point] - the [page:Vector3] to project onto the plane.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -128,7 +128,7 @@
Projects a [page:Vector3 point] onto the plane.
</div>
<h3>[method:Plane set]( [page:Vector3 normal], [page:Float constant] )</h3>
<h3>[method:Plane set]( [param:Vector3 normal], [param:Float constant] )</h3>
<div>
[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
[page:Float constant] - the signed distance from the origin to the plane. Default is *0*.<br /><br />
......@@ -136,7 +136,7 @@
Sets the plane's [page:.normal normal] and [page:.constant constant] properties.
</div>
<h3>[method:Plane setComponents]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
<h3>[method:Plane setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
<div>
[page:Float x] - x value of the unit length normal vector.<br />
[page:Float y] - y value of the unit length normal vector.<br />
......@@ -146,7 +146,7 @@
Set the individual components that define the plane.
</div>
<h3>[method:Plane setFromCoplanarPoints]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] )</h3>
<h3>[method:Plane setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
<div>
[page:Vector3 a] - first point on the plane.<br />
[page:Vector3 b] - second point on the plane.<br />
......@@ -156,7 +156,7 @@
and determines the direction of the [page:.normal normal].
</div>
<h3>[method:Plane setFromNormalAndCoplanarPoint]( [page:Vector3 normal], [page:Vector3 point] ) [page:Vector3 this]</h3>
<h3>[method:Plane setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] ) [param:Vector3 this]</h3>
<div>
[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
[page:Vector3 point] - [page:Vector3]<br /><br />
......@@ -164,7 +164,7 @@
Sets the plane's properties as defined by a [page:Vector3 normal] and an arbitrary coplanar [page:Vector3 point].
</div>
<h3>[method:Plane translate]( [page:Vector3 offset] )</h3>
<h3>[method:Plane translate]( [param:Vector3 offset] )</h3>
<div>
[page:Vector3 offset] - the amount to move the plane by.<br /><br />
......
......@@ -72,13 +72,13 @@
represents the same rotation in the opposite direction about the rotational axis.
</div>
<h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
<h3>[method:Quaternion copy]( [param:Quaternion q] )</h3>
<div>
Copies the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] properties
of [page:Quaternion q] into this quaternion.
</div>
<h3>[method:Boolean equals]( [page:Quaternion v] )</h3>
<h3>[method:Boolean equals]( [param:Quaternion v] )</h3>
<div>
[page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
......@@ -87,13 +87,13 @@
represent the same rotation.
</div>
<h3>[method:Float dot]( [page:Quaternion v] )</h3>
<h3>[method:Float dot]( [param:Quaternion v] )</h3>
<div>
Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
quaternions [page:Quaternion v] and this one.
</div>
<h3>[method:Quaternion fromArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Quaternion fromArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
[page:Integer offset] - (optional) an offset into the array.<br /><br />
......@@ -127,16 +127,16 @@
equal to *1*.
</div>
<h3>[method:Quaternion multiply]( [page:Quaternion q] )</h3>
<h3>[method:Quaternion multiply]( [param:Quaternion q] )</h3>
<div>Multiplies this quaternion by [page:Quaternion q].</div>
<h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
<h3>[method:Quaternion multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
<div>
Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
</div>
<h3>[method:Quaternion onChange]( [page:Function onChangeCallback] )</h3>
<h3>[method:Quaternion onChange]( [param:Function onChangeCallback] )</h3>
<div>Sets the [page:.onChangeCallback onChangeCallback]() method.</div>
<h3>[method:Quaternion onChangeCallback]( )</h3>
......@@ -162,10 +162,10 @@
</div>
<h3>[method:Quaternion premultiply]( [page:Quaternion q] )</h3>
<h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
<div>Pre-multiplies this quaternion by [page:Quaternion q].</div>
<h3>[method:Quaternion slerp]( [page:Quaternion qb], [page:float t] )</h3>
<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
<div>
[page:Quaternion qb] - The other quaternion rotation<br />
[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
......@@ -181,26 +181,26 @@
</code>
</div>
<h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
<h3>[method:Quaternion set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
<div>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</div>
<h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
<h3>[method:Quaternion setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
<div>
Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
*Axis* is assumed to be normalized, *angle* is in radians.
</div>
<h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
<h3>[method:Quaternion setFromEuler]( [param:Euler euler] )</h3>
<div>Sets this quaternion from the rotation specified by [page:Euler] angle.</div>
<h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
<h3>[method:Quaternion setFromRotationMatrix]( [param:Matrix4 m] )</h3>
<div>
Sets this quaternion from rotation component of [page:Matrix4 m].<br />
Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
</div>
<h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
<h3>[method:Quaternion setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
<div>
Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
direction vector [page:Vector3 vTo].<br />
......@@ -208,7 +208,7 @@
[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - An optional array to store the quaternion. If not specified, a new array will be created.<br/>
[page:Integer offset] - (optional) if specified, the result will be copied
......@@ -236,7 +236,7 @@ q.slerp( qb, t )
</div>
<h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
<h3>[method:Quaternion slerp]( [param:Quaternion qStart], [param:Quaternion qEnd], [param:Quaternion qTarget], [param:Float t] )</h3>
<div>
[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
......
......@@ -46,14 +46,14 @@
<h2>Methods</h2>
<h3>[method:Ray applyMatrix4]( [page:Matrix4 matrix4] )</h3>
<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
<div>
[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
Transform this [page:Ray] by the [page:Matrix4].
</div>
<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] ) </h3>
<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 optionalTarget] ) </h3>
<div>
[page:Float t] - the distance along the [page:Ray] to retrieve a position for.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -67,7 +67,7 @@
Creates a new Ray with identical [page:.origin origin] and [page:.direction direction] to this one.
</div>
<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 point] - the point to get the closest approach to. <br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -76,20 +76,20 @@
Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
</div>
<h3>[method:Ray copy]( [page:Ray ray] )</h3>
<h3>[method:Ray copy]( [param:Ray ray] )</h3>
<div>
Copies the [page:.origin origin] and [page:.direction direction] properties
of [page:Ray ray] into this ray.
</div>
<h3>[method:Float distanceSqToPoint]( [page:Vector3 point] )</h3>
<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
</div>
<h3>[method:Float distanceSqToSegment]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay], [page:Vector3 optionalPointOnSegment] )</h3>
<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
<div>
[page:Vector3 v0] - the start of the line segment.<br />
[page:Vector3 v1] - the end of the line segment.<br />
......@@ -101,14 +101,14 @@
Get the squared distance between this [page:Ray] and a line segment.
</div>
<h3>[method:Float distanceToPlane]( [page:Plane plane] )</h3>
<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
<div>
[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
</div>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
......@@ -116,7 +116,7 @@
</div>
<h3>[method:Boolean equals]( [page:Ray ray] )</h3>
<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
<div>
[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
......@@ -124,7 +124,7 @@
and [page:.direction direction].
</div>
<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Box3 box] - the [page:Box3] to intersect with.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -134,7 +134,7 @@
*null* if there is no intersection.
</div>
<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Plane plane] - the [page:Plane] to intersect with.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -144,7 +144,7 @@
*null* if there is no intersection.
</div>
<h3>[method:Vector3 intersectSphere]( [page:Sphere sphere], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -154,7 +154,7 @@
*null* if there is no intersection.
</div>
<h3>[method:Vector3 intersectTriangle]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
[page:Boolean backfaceCulling] - whether to use backface culling.<br />
......@@ -165,42 +165,42 @@
if there is no intersection.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
Return true if this [page:Ray] intersects with the [page:Box3].
</div>
<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
<div>
[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
Return true if this [page:Ray] intersects with the [page:Plane].
</div>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<div>
[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
Return true if this [page:Ray] intersects with the [page:Sphere].
</div>
<h3>[method:Ray lookAt]( [page:Vector3 v] )</h3>
<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
<div>
[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
Adjusts the direction of the ray to point at the vector in world coordinates.
</div>
<h3>[method:Ray recast]( [page:Float t] )</h3>
<h3>[method:Ray recast]( [param:Float t] )</h3>
<div>
[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
Shift the origin of this [page:Ray] along its direction by the distance given.
</div>
<h3>[method:Ray set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
<div>
[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].
......
......@@ -34,14 +34,14 @@
<h2>Methods</h2>
<h3>[method:Sphere applyMatrix4]( [page:Matrix4 matrix] )</h3>
<h3>[method:Sphere applyMatrix4]( [param:Matrix4 matrix] )</h3>
<div>
[page:Matrix4 matrix] - the [Page:Matrix4] to apply <br /><br />
Transforms this sphere with the provided [page:Matrix4].
</div>
<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
......@@ -54,7 +54,7 @@
<h3>[method:Sphere clone]()</h3>
<div>Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.</div>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - the [page:Vector3] to be checked<br /><br />
......@@ -62,13 +62,13 @@
surface of the sphere.
</div>
<h3>[method:Sphere copy]( [page:Sphere sphere] )</h3>
<h3>[method:Sphere copy]( [param:Sphere sphere] )</h3>
<div>
Copies the values of the passed sphere's [page:.center center] and [page:.radius radius]
properties to this sphere.
</div>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
<div>
Returns the closest distance from the boundary of the sphere to the [page:Vector3 point]. If the sphere contains the point,
the distance will be negative.
......@@ -77,40 +77,40 @@
<h3>[method:Boolean empty]()</h3>
<div>Checks to see if the sphere is empty (the radius set to 0).</div>
<h3>[method:Boolean equals]( [page:Sphere sphere] )</h3>
<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
<div>
Checks to see if the two spheres' centers and radii are equal.
</div>
<h3>[method:Box3 getBoundingBox]( [page:Box3 optionalTarget] )</h3>
<h3>[method:Box3 getBoundingBox]( [param:Box3 optionalTarget] )</h3>
<div>
[page:Box3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Box3], otherwise a new [page:Box3] will be created.<br /><br />
Returns a[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box] for the sphere.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - [page:Box3] to check for intersection against.<br /><br />
Determines whether or not this sphere intersects a given [page:Box3 box].
</div>
<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
<div>
[page:Plane plane] - Plane to check for intersection against.<br /><br />
Determines whether or not this sphere intersects a given [page:Plane plane].
</div>
<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<div>
[page:Sphere sphere] - Sphere to check for intersection against.<br /><br />
Checks to see if two spheres intersect.
</div>
<h3>[method:Sphere set]( [page:Vector3 center], [page:Float radius] )</h3>
<h3>[method:Sphere set]( [param:Vector3 center], [param:Float radius] )</h3>
<div>
[page:Vector3 center] - center of the sphere.<br />
[page:Float radius] - radius of the sphere.<br /><br />
......@@ -118,7 +118,7 @@
Sets the [page:.center center] and [page:.radius radius] properties of this sphere.
</div>
<h3>[method:Sphere setFromPoints]( [page:Array points], [page:Vector3 optionalCenter] )</h3>
<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
<div>
[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
......@@ -128,7 +128,7 @@
[page:Array points] is calculated.
</div>
<h3>[method:Sphere translate]( [page:Vector3 offset] )</h3>
<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
Translate the sphere's center by the provided offset [page:Vector3].
</div>
......
......@@ -44,7 +44,7 @@
and [page:.theta theta] properties as this one.
</div>
<h3>[method:Spherical copy]( [page:Spherical s] )</h3>
<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
<div>
Copies the values of the passed Spherical's [page:.radius radius], [page:.phi phi]
and [page:.theta theta] properties to this spherical.
......@@ -55,11 +55,11 @@
Restricts the polar angle page:.phi phi] to be between 0.000001 and pi - 0.000001.
</div>
<h3>[method:Spherical set]( [page:Float radius], [page:Float phi], [page:Float theta] )</h3>
<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
<div>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
and [page:.theta theta] properties.</div>
<h3>[method:Spherical setFromVector3]( [page:Vector3 vec3] )</h3>
<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
<div>
Sets values of this spherical's [page:.radius radius], [page:.phi phi]
and [page:.theta theta] properties from the [page:Vector3 Vector3].<br /><br />
......
......@@ -51,7 +51,7 @@
<h3>[method:Float area]()</h3>
<div>Return the area of the triangle.</div>
<h3>[method:Vector3 barycoordFromPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 barycoordFromPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] <br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
......@@ -67,7 +67,7 @@
Returns a new triangle with the same [page:.a a], [page:.b b] and [page:.c c] properties as this one.
</div>
<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
<div>
point - [page:Vector3] <br />
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
......@@ -75,58 +75,58 @@
Returns the closest point on the triangle to [page:Vector3 point].
</div>
<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
<div>
[page:Vector3 point] - [page:Vector3] to check.<br /><br />
Returns true if the passed point, when projected onto the plane of the triangle, lies within the triangle.
</div>
<h3>[method:Triangle copy]( [page:Triangle triangle] )</h3>
<h3>[method:Triangle copy]( [param:Triangle triangle] )</h3>
<div>
Copies the values of the passed triangles's [page:.a a], [page:.b b] and [page:.c c]
properties to this triangle.
</div>
<h3>[method:Boolean equals]( [page:Triangle triangle] )</h3>
<h3>[method:Boolean equals]( [param:Triangle triangle] )</h3>
<div>
Returns true if the two triangles have identical [page:.a a], [page:.b b] and [page:.c c] properties.
</div>
<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<div>
[page:Box3 box] - Box to check for intersection against.<br /><br />
Determines whether or not this triangle intersects [page:Box3 box].
</div>
<h3>[method:Vector3 midpoint]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 midpoint]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
Calculate the midpoint of the triangle.
</div>
<h3>[method:Vector3 normal]( [page:Vector3 optionalTarget] )</h3>
<h3>[method:Vector3 normal]( [param:Vector3 optionalTarget] )</h3>
<div>
[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
Calculate the [link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector] of the triangle.
</div>
<h3>[method:Plane plane]( [page:Plane optionalTarget] )</h3>
<h3>[method:Plane plane]( [param:Plane optionalTarget] )</h3>
<div>
[page:Plane optionalTarget] - (optional) if specified, the result will be copied into this [page:Plane], otherwise a new [page:Plane] will be created.<br /><br />
Create a [page:Plane plane] based on the triangle. .
</div>
<h3>[method:Triangle set]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] ) [page:Triangle this]</h3>
<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
<div>
Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:vector3 vector3s].
</div>
<h3>[method:Triangle setFromPointsAndIndices]( [page:Array points], [page:Integer i0], [page:Integer i1], [page:Integer i2] ) [page:Triangle this]</h3>
<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
<div>
points - [page:Array] of [page:Vector3]s <br />
i0 - [page:Integer] index <br />
......
......@@ -80,16 +80,16 @@
<h2>Methods</h2>
<h3>[method:Vector2 add]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 add]( [param:Vector2 v] )</h3>
<div>Adds [page:Vector2 v] to this vector.</div>
<h3>[method:Vector2 addScalar]( [page:Float s] )</h3>
<h3>[method:Vector2 addScalar]( [param:Float s] )</h3>
<div>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</div>
<h3>[method:Vector2 addScaledVector]( [page:Vector2 v], [page:Float s] )</h3>
<h3>[method:Vector2 addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
<div>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</div>
<h3>[method:Vector2 addVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
<h3>[method:Vector2 addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
<div>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</div>
<h3>[method:Float angle]()</h3>
......@@ -97,7 +97,7 @@
Computes the angle in radians of this vector with respect to the positive x-axis.
</div>
<h3>[method:Vector2 applyMatrix3]( [page:Matrix3 m] )</h3>
<h3>[method:Vector2 applyMatrix3]( [param:Matrix3 m] )</h3>
<div>
Multiplies this vector (with an implicit 1 as the 3rd component) by m.
</div>
......@@ -107,7 +107,7 @@
The [page:.x x] and [page:.y y] components of the vector are rounded up to the nearest integer value.
</div>
<h3>[method:Vector2 clamp]( [page:Vector2 min], [page:Vector2 max] )</h3>
<h3>[method:Vector2 clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
<div>
[page:Vector2 min] - the minimum x and y values.<br />
[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
......@@ -116,7 +116,7 @@
If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
</div>
<h3>[method:Vector2 clampLength]( [page:Float min], [page:Float max] )</h3>
<h3>[method:Vector2 clampLength]( [param:Float min], [param:Float max] )</h3>
<div>
[page:Float min] - the minimum value the length will be clamped to <br />
[page:Float max] - the maximum value the length will be clamped to<br /><br />
......@@ -125,7 +125,7 @@
If this vector's length is less than the min value, it is replaced by the min value.
</div>
<h3>[method:Vector2 clampScalar]( [page:Float min], [page:Float max] )</h3>
<h3>[method:Vector2 clampScalar]( [param:Float min], [param:Float max] )</h3>
<div>
[page:Float min] - the minimum value the components will be clamped to <br />
[page:Float max] - the maximum value the components will be clamped to<br /><br />
......@@ -139,49 +139,49 @@
Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as this one.
</div>
<h3>[method:Vector2 copy]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 copy]( [param:Vector2 v] )</h3>
<div>
Copies the values of the passed Vector2's [page:.x x] and [page:.y y]
properties to this Vector2.
</div>
<h3>[method:Float distanceTo]( [page:Vector2 v] )</h3>
<h3>[method:Float distanceTo]( [param:Vector2 v] )</h3>
<div>Computes the distance from this vector to [page:Vector2 v].</div>
<h3>[method:Float manhattanDistanceTo]( [page:Vector2 v] )</h3>
<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
<div>
Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
</div>
<h3>[method:Float distanceToSquared]( [page:Vector2 v] )</h3>
<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
<div>
Computes the squared distance from this vector to [page:Vector2 v]. If you are just
comparing the distance with another distance, you should compare the distance squared instead
as it is slightly more efficient to calculate.
</div>
<h3>[method:Vector2 divide]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 divide]( [param:Vector2 v] )</h3>
<div>Divides this vector by [page:Vector2 v].</div>
<h3>[method:Vector2 divideScalar]( [page:Float s] )</h3>
<h3>[method:Vector2 divideScalar]( [param:Float s] )</h3>
<div>
Divides this vector by scalar [page:Float s].<br />
Sets vector to *( 0, 0 )* if [page:Float s] = 0.
</div>
<h3>[method:Float dot]( [page:Vector2 v] )</h3>
<h3>[method:Float dot]( [param:Vector2 v] )</h3>
<div>
Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
vector and [page:Vector2 v].
</div>
<h3>[method:Boolean equals]( [page:Vector2 v] )</h3>
<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
<div>Checks for strict equality of this vector and [page:Vector2 v].</div>
<h3>[method:Vector2 floor]()</h3>
<div>The components of the vector are rounded down to the nearest integer value.</div>
<h3>[method:Vector2 fromArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Vector2 fromArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - the source array.<br />
[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
......@@ -189,7 +189,7 @@
Sets this vector's [page:.x x] value to be array[ offset ] and [page:.y y] value to be array[ offset + 1 ].
</div>
<h3>[method:Vector2 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
<h3>[method:Vector2 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
<div>
[page:BufferAttribute attribute] - the source attribute.<br />
[page:Integer index] - index in the attribute.<br /><br />
......@@ -197,7 +197,7 @@
Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
</div>
<h3>[method:Float getComponent]( [page:Integer index] )</h3>
<h3>[method:Float getComponent]( [param:Integer index] )</h3>
<div>
[page:Integer index] - 0 or 1.<br /><br />
......@@ -221,7 +221,7 @@
vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
</div>
<h3>[method:Vector2 lerp]( [page:Vector2 v], [page:Float alpha] )</h3>
<h3>[method:Vector2 lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
<div>
[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
alpha - interpolation factor in the closed interval [0, 1].<br /><br />
......@@ -230,7 +230,7 @@
distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
</div>
<h3>[method:Vector2 lerpVectors]( [page:Vector2 v1], [page:Vector2 v2], [page:Float alpha] )</h3>
<h3>[method:Vector2 lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
<div>
[page:Vector2 v1] - the starting [page:Vector2].<br />
[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
......@@ -250,26 +250,26 @@
as this one, but [page:.length length] 1.
</div>
<h3>[method:Vector2 max]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 max]( [param:Vector2 v] )</h3>
<div>
If this vector's x or y value is less than [page:Vector2 v]'s x or y value, replace
that value with the corresponding max value.
</div>
<h3>[method:Vector2 min]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 min]( [param:Vector2 v] )</h3>
<div>
If this vector's x or y value is greater than [page:Vector2 v]'s x or y value, replace
that value with the corresponding min value.
</div>
<h3>[method:Vector2 multiply]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 multiply]( [param:Vector2 v] )</h3>
<div>Multiplies this vector by [page:Vector2 v].</div>
<h3>[method:Vector2 multiplyScalar]( [page:Float s] )</h3>
<h3>[method:Vector2 multiplyScalar]( [param:Float s] )</h3>
<div>Multiplies this vector by scalar [page:Float s].</div>
<h3>[method:Vector2 rotateAround]( [page:Vector2 center], [page:float angle] )</h3>
<h3>[method:Vector2 rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
<div>
[page:Vector2 center] - the point around which to rotate.<br />
[page:float angle] - the angle to rotate, in radians.<br /><br />
......@@ -285,10 +285,10 @@
The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
</div>
<h3>[method:Vector2 set]( [page:Float x], [page:Float y] )</h3>
<h3>[method:Vector2 set]( [param:Float x], [param:Float y] )</h3>
<div>Sets the [page:.x x] and [page:.y y] components of this vector.</div>
<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
<div>
[page:Integer index] - 0 or 1.<br />
[page:Float value] - [page:Float]<br /><br />
......@@ -297,33 +297,33 @@
If index equals 1 set [page:.y y] to [page:Float value]
</div>
<h3>[method:Vector2 setLength]( [page:Float l] )</h3>
<h3>[method:Vector2 setLength]( [param:Float l] )</h3>
<div>
Sets this vector to the vector with the same direction as this one, but [page:.length length]
[page:Float l].
</div>
<h3>[method:Vector2 setScalar]( [page:Float scalar] )</h3>
<h3>[method:Vector2 setScalar]( [param:Float scalar] )</h3>
<div>
Sets the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
</div>
<h3>[method:Vector2 setX]( [page:Float x] )</h3>
<h3>[method:Vector2 setX]( [param:Float x] )</h3>
<div>Replaces this vector's [page:.x x] value with [page:Float x].</div>
<h3>[method:Vector2 setY]( [page:Float y] )</h3>
<h3>[method:Vector2 setY]( [param:Float y] )</h3>
<div>Replaces this vector's [page:.y y] value with [page:Float y].</div>
<h3>[method:Vector2 sub]( [page:Vector2 v] )</h3>
<h3>[method:Vector2 sub]( [param:Vector2 v] )</h3>
<div>Subtracts [page:Vector2 v] from this vector.</div>
<h3>[method:Vector2 subScalar]( [page:Float s] )</h3>
<h3>[method:Vector2 subScalar]( [param:Float s] )</h3>
<div>Subtracts [page:Float s] from this vector's [page:.x x] and [page:.y y] components.</div>
<h3>[method:Vector2 subVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
<h3>[method:Vector2 subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
<div>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
[page:Integer offset] - (optional) optional offset into the array.<br /><br />
......
......@@ -77,19 +77,19 @@ var d = a.distanceTo( b );
<h2>Methods</h2>
<h3>[method:Vector3 add]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 add]( [param:Vector3 v] )</h3>
<div>Adds [page:Vector3 v] to this vector.</div>
<h3>[method:Vector3 addScalar]( [page:Float s] )</h3>
<h3>[method:Vector3 addScalar]( [param:Float s] )</h3>
<div>Adds the scalar value s to this vector's [page:.x x], [page:.y y] and [page:.z z] values.</div>
<h3>[method:Vector3 addScaledVector]( [page:Vector3 v], [page:Float s] )</h3>
<h3>[method:Vector3 addScaledVector]( [param:Vector3 v], [param:Float s] )</h3>
<div>Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.</div>
<h3>[method:Vector3 addVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
<h3>[method:Vector3 addVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
<div>Sets this vector to [page:Vector3 a] + [page:Vector3 b].</div>
<h3>[method:Vector3 applyAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
<h3>[method:Vector3 applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
<div>
[page:Vector3 axis] - A normalized [page:Vector3].<br />
[page:Float angle] - An angle in radians.<br /><br />
......@@ -97,27 +97,27 @@ var d = a.distanceTo( b );
Applies a rotation specified by an axis and an angle to this vector.
</div>
<h3>[method:Vector3 applyEuler]( [page:Euler euler] )</h3>
<h3>[method:Vector3 applyEuler]( [param:Euler euler] )</h3>
<div>
Applies euler transform to this vector by converting the [page:Euler] object to a
[page:Quaternion] and applying.
</div>
<h3>[method:Vector3 applyMatrix3]( [page:Matrix3 m] )</h3>
<h3>[method:Vector3 applyMatrix3]( [param:Matrix3 m] )</h3>
<div>Multiplies this vector by [page:Matrix3 m]</div>
<h3>[method:Vector3 applyMatrix4]( [page:Matrix4 m] )</h3>
<h3>[method:Vector3 applyMatrix4]( [param:Matrix4 m] )</h3>
<div>
Multiplies this vector (with an implicit 1 in the 4th dimension) and m, and divides by perspective.
</div>
<h3>[method:Vector3 applyQuaternion]( [page:Quaternion quaternion] )</h3>
<h3>[method:Vector3 applyQuaternion]( [param:Quaternion quaternion] )</h3>
<div>
Applies a [page:Quaternion] transform to this vector.
</div>
<h3>[method:Float angleTo]( [page:Vector3 v] )</h3>
<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
<div>
Returns the angle between this vector and vector [page:Vector3 v] in radians.
</div>
......@@ -127,7 +127,7 @@ var d = a.distanceTo( b );
The [page:.x x], [page:.y y] and [page:.z z] components of the vector are rounded up to the nearest integer value.
</div>
<h3>[method:Vector3 clamp]( [page:Vector3 min], [page:Vector3 max] )</h3>
<h3>[method:Vector3 clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
<div>
[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z] values.<br />
[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z z] values in the desired range<br /><br />
......@@ -136,7 +136,7 @@ var d = a.distanceTo( b );
If this vector's x, y or z value is less than the min vector's x, y or z value, it is replaced by the corresponding value.
</div>
<h3>[method:Vector3 clampLength]( [page:Float min], [page:Float max] )</h3>
<h3>[method:Vector3 clampLength]( [param:Float min], [param:Float max] )</h3>
<div>
[page:Float min] - the minimum value the length will be clamped to <br />
[page:Float max] - the maximum value the length will be clamped to<br /><br />
......@@ -145,7 +145,7 @@ var d = a.distanceTo( b );
If this vector's length is less than the min value, it is replaced by the min value.
</div>
<h3>[method:Vector3 clampScalar]( [page:Float min], [page:Float max] )</h3>
<h3>[method:Vector3 clampScalar]( [param:Float min], [param:Float max] )</h3>
<div>
[page:Float min] - the minimum value the components will be clamped to <br />
[page:Float max] - the maximum value the components will be clamped to<br /><br />
......@@ -159,59 +159,59 @@ var d = a.distanceTo( b );
Returns a new vector3 with the same [page:.x x], [page:.y y] and [page:.z z] values as this one.
</div>
<h3>[method:Vector3 copy]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 copy]( [param:Vector3 v] )</h3>
<div>
Copies the values of the passed vector3's [page:.x x], [page:.y y] and [page:.z z]
properties to this vector3.
</div>
<h3>[method:Vector3 cross]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 cross]( [param:Vector3 v] )</h3>
<div>
Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of itself and [page:Vector3 v].
</div>
<h3>[method:Vector3 crossVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
<h3>[method:Vector3 crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
<div>
Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of [page:Vector3 a] and [page:Vector3 b].
</div>
<h3>[method:Float distanceTo]( [page:Vector3 v] )</h3>
<h3>[method:Float distanceTo]( [param:Vector3 v] )</h3>
<div>Computes the distance from this vector to [page:Vector3 v].</div>
<h3>[method:Float manhattanDistanceTo]( [page:Vector3 v] )</h3>
<h3>[method:Float manhattanDistanceTo]( [param:Vector3 v] )</h3>
<div>
Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector3 v].
</div>
<h3>[method:Float distanceToSquared]( [page:Vector3 v] )</h3>
<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
<div>
Computes the squared distance from this vector to [page:Vector3 v]. If you are just
comparing the distance with another distance, you should compare the distance squared instead
as it is slightly more efficient to calculate.
</div>
<h3>[method:Vector3 divide]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 divide]( [param:Vector3 v] )</h3>
<div>Divides this vector by [page:Vector3 v].</div>
<h3>[method:Vector3 divideScalar]( [page:Float s] )</h3>
<h3>[method:Vector3 divideScalar]( [param:Float s] )</h3>
<div>
Divides this vector by scalar [page:Float s].<br />
Sets vector to *( 0, 0, 0 )* if *[page:Float s] = 0*.
</div>
<h3>[method:Float dot]( [page:Vector3 v] )</h3>
<h3>[method:Float dot]( [param:Vector3 v] )</h3>
<div>
Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
vector and [page:Vector3 v].
</div>
<h3>[method:Boolean equals]( [page:Vector3 v] )</h3>
<h3>[method:Boolean equals]( [param:Vector3 v] )</h3>
<div>Checks for strict equality of this vector and [page:Vector3 v].</div>
<h3>[method:Vector3 floor]()</h3>
<div>The components of the vector are rounded down to the nearest integer value.</div>
<h3>[method:Vector3 fromArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Vector3 fromArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - the source array.<br />
[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
......@@ -220,7 +220,7 @@ var d = a.distanceTo( b );
and [page:.z z] value to be array[ offset + 2 ].
</div>
<h3>[method:Vector3 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
<h3>[method:Vector3 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
<div>
[page:BufferAttribute attribute] - the source attribute.<br />
[page:Integer index] - index in the attribute.<br /><br />
......@@ -228,7 +228,7 @@ var d = a.distanceTo( b );
Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from the [page:BufferAttribute attribute].
</div>
<h3>[method:Float getComponent]( [page:Integer index] )</h3>
<h3>[method:Float getComponent]( [param:Integer index] )</h3>
<div>
[page:Integer index] - 0, 1 or 2.<br /><br />
......@@ -253,7 +253,7 @@ var d = a.distanceTo( b );
vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
</div>
<h3>[method:Vector3 lerp]( [page:Vector3 v], [page:Float alpha] )</h3>
<h3>[method:Vector3 lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
<div>
[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
alpha - interpolation factor in the closed interval [0, 1].<br /><br />
......@@ -262,7 +262,7 @@ var d = a.distanceTo( b );
distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
</div>
<h3>[method:Vector3 lerpVectors]( [page:Vector3 v1], [page:Vector3 v2], [page:Float alpha] )</h3>
<h3>[method:Vector3 lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
<div>
[page:Vector3 v1] - the starting [page:Vector3].<br />
[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
......@@ -282,35 +282,35 @@ var d = a.distanceTo( b );
as this one, but [page:.length length] 1.
</div>
<h3>[method:Vector3 max]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 max]( [param:Vector3 v] )</h3>
<div>
If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z value, replace
that value with the corresponding max value.
</div>
<h3>[method:Vector3 min]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 min]( [param:Vector3 v] )</h3>
<div>
If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y or z value, replace
that value with the corresponding min value.
</div>
<h3>[method:Vector3 multiply]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 multiply]( [param:Vector3 v] )</h3>
<div>Multiplies this vector by [page:Vector3 v].</div>
<h3>[method:Vector3 multiplyScalar]( [page:Float s] )</h3>
<h3>[method:Vector3 multiplyScalar]( [param:Float s] )</h3>
<div>Multiplies this vector by scalar [page:Float s].</div>
<h3>[method:Vector3 multiplyVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
<h3>[method:Vector3 multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
<div>Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.</div>
<h3>[method:Vector3 project]( [page:Camera camera] )</h3>
<h3>[method:Vector3 project]( [param:Camera camera] )</h3>
<div>
[page:Camera camera] — camera to use in the projection.<br /><br />
[link:https://en.wikipedia.org/wiki/Vector_projection Projects] the vector with the camera.
</div>
<h3>[method:Vector3 projectOnPlane]( [page:Vector3 planeNormal] )</h3>
<h3>[method:Vector3 projectOnPlane]( [param:Vector3 planeNormal] )</h3>
<div>
[page:Vector3 planeNormal] - A vector representing a plane normal.<br /><br />
......@@ -318,10 +318,10 @@ var d = a.distanceTo( b );
normal from this vector.
</div>
<h3>[method:Vector3 projectOnVector]( [page:Vector3] )</h3>
<h3>[method:Vector3 projectOnVector]( [param:Vector3] )</h3>
<div>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto another vector.</div>
<h3>[method:Vector3 reflect]( [page:Vector3 normal] )</h3>
<h3>[method:Vector3 reflect]( [param:Vector3 normal] )</h3>
<div>
[page:Vector3 normal] - the normal to the reflecting plane<br /><br />
......@@ -337,10 +337,10 @@ var d = a.distanceTo( b );
The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
</div>
<h3>[method:Vector3 set]( [page:Float x], [page:Float y], [page:Float z] )</h3>
<h3>[method:Vector3 set]( [param:Float x], [param:Float y], [param:Float z] )</h3>
<div>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</div>
<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
<div>
[page:Integer index] - 0, 1 or 2.<br />
[page:Float value] - [page:Float]<br /><br />
......@@ -350,64 +350,64 @@ var d = a.distanceTo( b );
If index equals 2 set [page:.z z] to [page:Float value]
</div>
<h3>[method:Vector3 setFromCylindrical]( [page:Cylindrical c] )</h3>
<h3>[method:Vector3 setFromCylindrical]( [param:Cylindrical c] )</h3>
<div>
Sets this vector from the cylindrical coordinates [page:Cylindrical c].
</div>
<h3>[method:Vector3 setFromMatrixColumn]( [page:Matrix4 matrix], [page:Integer index] )</h3>
<h3>[method:Vector3 setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
<div>
Sets this vector's [page:.x x], [page:.y y] and [page:.z z] equal to the column of
the [page:Matrix4 matrix] specified by the [page:Integer index].
</div>
<h3>[method:Vector3 setFromMatrixPosition]( [page:Matrix4 m] )</h3>
<h3>[method:Vector3 setFromMatrixPosition]( [param:Matrix4 m] )</h3>
<div>
Sets this vector to the position elements of the
[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
</div>
<h3>[method:Vector3 setFromMatrixScale]( [page:Matrix4 m] )</h3>
<h3>[method:Vector3 setFromMatrixScale]( [param:Matrix4 m] )</h3>
<div>
Sets this vector to the scale elements of the
[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
</div>
<h3>[method:Vector3 setFromSpherical]( [page:Spherical s] )</h3>
<h3>[method:Vector3 setFromSpherical]( [param:Spherical s] )</h3>
<div>
Sets this vector from the spherical coordinates [page:Spherical s].
</div>
<h3>[method:Vector3 setLength]( [page:Float l] )</h3>
<h3>[method:Vector3 setLength]( [param:Float l] )</h3>
<div>
Set this vector to the vector with the same direction as this one, but [page:.length length]
[page:Float l].
</div>
<h3>[method:Vector3 setScalar]( [page:Float scalar] )</h3>
<h3>[method:Vector3 setScalar]( [param:Float scalar] )</h3>
<div>
Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector both equal to [page:Float scalar].
</div>
<h3>[method:Vector3 setX]( [page:Float x] )</h3>
<h3>[method:Vector3 setX]( [param:Float x] )</h3>
<div>Replace this vector's [page:.x x] value with [page:Float x].</div>
<h3>[method:Vector3 setY]( [page:Float y] )</h3>
<h3>[method:Vector3 setY]( [param:Float y] )</h3>
<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
<h3>[method:Vector3 setZ]( [page:Float z] )</h3>
<h3>[method:Vector3 setZ]( [param:Float z] )</h3>
<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
<h3>[method:Vector3 sub]( [page:Vector3 v] )</h3>
<h3>[method:Vector3 sub]( [param:Vector3 v] )</h3>
<div>Subtracts [page:Vector3 v] from this vector.</div>
<h3>[method:Vector3 subScalar]( [page:Float s] )</h3>
<h3>[method:Vector3 subScalar]( [param:Float s] )</h3>
<div>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</div>
<h3>[method:Vector3 subVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
<h3>[method:Vector3 subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
<div>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - (optional) array to store the vector to. If this is not provided
a new array will be created.<br />
......@@ -416,13 +416,13 @@ var d = a.distanceTo( b );
Returns an array [x, y, z], or copies x, y and z into the provided [page:Array array].
</div>
<h3>[method:Vector3 transformDirection]( [page:Matrix4 m] )</h3>
<h3>[method:Vector3 transformDirection]( [param:Matrix4 m] )</h3>
<div>
Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a [page:Matrix4 m])
and then [page:.normalize normalizes] the result.
</div>
<h3>[method:Vector3 unproject]( [page:Camera camera] )</h3>
<h3>[method:Vector3 unproject]( [param:Camera camera] )</h3>
<div>
[page:Camera camera] — camera to use in the projection.<br /><br />
......
......@@ -79,19 +79,19 @@ var d = a.dot( b );
<h2>Methods</h2>
<h3>[method:Vector4 add]( [page:Vector4 v] )</h3>
<h3>[method:Vector4 add]( [param:Vector4 v] )</h3>
<div>Adds [page:Vector4 v] to this vector.</div>
<h3>[method:Vector4 addScalar]( [page:Float s] )</h3>
<h3>[method:Vector4 addScalar]( [param:Float s] )</h3>
<div>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</div>
<h3>[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] )</h3>
<h3>[method:Vector4 addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
<div>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</div>
<h3>[method:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
<h3>[method:Vector4 addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
<div>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</div>
<h3>[method:Vector4 applyMatrix4]( [page:Matrix4 m] )</h3>
<h3>[method:Vector4 applyMatrix4]( [param:Matrix4 m] )</h3>
<div>
Multiplies this vector by 4 x 4 [page:Matrix4 m].
</div>
......@@ -101,7 +101,7 @@ var d = a.dot( b );
The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of the vector are rounded up to the nearest integer value.
</div>
<h3>[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] )</h3>
<h3>[method:Vector4 clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
<div>
[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />
......@@ -110,7 +110,7 @@ var d = a.dot( b );
If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
</div>
<h3>[method:Vector4 clampLength]( [page:Float min], [page:Float max] )</h3>
<h3>[method:Vector4 clampLength]( [param:Float min], [param:Float max] )</h3>
<div>
[page:Float min] - the minimum value the length will be clamped to <br />
[page:Float max] - the maximum value the length will be clamped to<br /><br />
......@@ -119,7 +119,7 @@ var d = a.dot( b );
If this vector's length is less than the min value, it is replaced by the min value.
</div>
<h3>[method:Vector4 clampScalar]( [page:Float min], [page:Float max] )</h3>
<h3>[method:Vector4 clampScalar]( [param:Float min], [param:Float max] )</h3>
<div>
[page:Float min] - the minimum value the components will be clamped to <br />
[page:Float max] - the maximum value the components will be clamped to<br /><br />
......@@ -133,31 +133,31 @@ var d = a.dot( b );
Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
</div>
<h3>[method:Vector4 copy]( [page:Vector4 v] )</h3>
<h3>[method:Vector4 copy]( [param:Vector4 v] )</h3>
<div>
Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
properties to this Vector4.
</div>
<h3>[method:Vector4 divideScalar]( [page:Float s] )</h3>
<h3>[method:Vector4 divideScalar]( [param:Float s] )</h3>
<div>
Divides this vector by scalar [page:Float s].<br />
Sets vector to *( 0, 0, 0, 0 )* if *[page:Float s] = 0*.
</div>
<h3>[method:Float dot]( [page:Vector4 v] )</h3>
<h3>[method:Float dot]( [param:Vector4 v] )</h3>
<div>
Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
vector and [page:Vector4 v].
</div>
<h3>[method:Boolean equals]( [page:Vector4 v] )</h3>
<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
<div>Checks for strict equality of this vector and [page:Vector4 v].</div>
<h3>[method:Vector4 floor]()</h3>
<div>The components of the vector are rounded down to the nearest integer value.</div>
<h3>[method:Vector4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Vector4 fromArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - the source array.<br />
[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
......@@ -166,7 +166,7 @@ var d = a.dot( b );
[page:.z z] value to be array[ offset + 2 ] and [page:.w w ] value to be array[ offset + 3 ].
</div>
<h3>[method:Vector4 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
<h3>[method:Vector4 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
<div>
[page:BufferAttribute attribute] - the source attribute.<br />
[page:Integer index] - index in the attribute.<br /><br />
......@@ -174,7 +174,7 @@ var d = a.dot( b );
Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
</div>
<h3>[method:Float getComponent]( [page:Integer index] )</h3>
<h3>[method:Float getComponent]( [param:Integer index] )</h3>
<div>
[page:Integer index] - 0, 1, 2 or 3.<br /><br />
......@@ -200,7 +200,7 @@ var d = a.dot( b );
vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
</div>
<h3>[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] )</h3>
<h3>[method:Vector4 lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
<div>
[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
alpha - interpolation factor in the closed interval [0, 1].<br /><br />
......@@ -209,7 +209,7 @@ var d = a.dot( b );
distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v].
</div>
<h3>[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] )</h3>
<h3>[method:Vector4 lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
<div>
[page:Vector4 v1] - the starting [page:Vector4].<br />
[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
......@@ -229,19 +229,19 @@ var d = a.dot( b );
as this one, but [page:.length length] 1.
</div>
<h3>[method:Vector4 max]( [page:Vector4 v] )</h3>
<h3>[method:Vector4 max]( [param:Vector4 v] )</h3>
<div>
If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y, z or w value, replace
that value with the corresponding max value.
</div>
<h3>[method:Vector4 min]( [page:Vector4 v] )</h3>
<h3>[method:Vector4 min]( [param:Vector4 v] )</h3>
<div>
If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x, y, z or w value, replace
that value with the corresponding min value.
</div>
<h3>[method:Vector4 multiplyScalar]( [page:Float s] )</h3>
<h3>[method:Vector4 multiplyScalar]( [param:Float s] )</h3>
<div>Multiplies this vector by scalar [page:Float s].</div>
<h3>[method:Vector4 round]()</h3>
......@@ -252,10 +252,10 @@ var d = a.dot( b );
The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
</div>
<h3>[method:Vector4 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
<h3>[method:Vector4 set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
<h3>[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaterion q] )</h3>
<h3>[method:Vector4 setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
<div>
[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
......@@ -263,14 +263,14 @@ var d = a.dot( b );
quaternion's axis and [page:.w w] to the angle.
</div>
<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] )</h3>
<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
<div>
[page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
</div>
<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
<div>
[page:Integer index] - 0, 1 or 2.<br />
[page:Float value] - [page:Float]<br /><br />
......@@ -282,39 +282,39 @@ var d = a.dot( b );
</div>
<h3>[method:Vector4 setLength]( [page:Float l] )</h3>
<h3>[method:Vector4 setLength]( [param:Float l] )</h3>
<div>
Sets this vector to the vector with the same direction as this one, but [page:.length length]
[page:Float l].
</div>
<h3>[method:Vector4 setScalar]( [page:Float scalar] )</h3>
<h3>[method:Vector4 setScalar]( [param:Float scalar] )</h3>
<div>
Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
</div>
<h3>[method:Vector4 setX]( [page:Float x] )</h3>
<h3>[method:Vector4 setX]( [param:Float x] )</h3>
<div>Replaces this vector's [page:.x x] value with [page:Float x].</div>
<h3>[method:Vector4 setY]( [page:Float y] )</h3>
<h3>[method:Vector4 setY]( [param:Float y] )</h3>
<div>Replaces this vector's [page:.y y] value with [page:Float y].</div>
<h3>[method:Vector4 setZ]( [page:Float z] )</h3>
<h3>[method:Vector4 setZ]( [param:Float z] )</h3>
<div>Replaces this vector's [page:.z z] value with [page:Float z].</div>
<h3>[method:Vector4 setW]( [page:Float w] )</h3>
<h3>[method:Vector4 setW]( [param:Float w] )</h3>
<div>Replaces this vector's [page:.w w] value with [page:Float w].</div>
<h3>[method:Vector4 sub]( [page:Vector4 v] )</h3>
<h3>[method:Vector4 sub]( [param:Vector4 v] )</h3>
<div>Subtracts [page:Vector4 v] from this vector.</div>
<h3>[method:Vector4 subScalar]( [page:Float s] )</h3>
<h3>[method:Vector4 subScalar]( [param:Float s] )</h3>
<div>Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</div>
<h3>[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
<h3>[method:Vector4 subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
<div>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</div>
<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
<div>
[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
[page:Integer offset] - (optional) optional offset into the array.<br /><br />
......
......@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
<h2>Methods</h2>
<h3>[method:null evaluate]( [page:Number t] )</h3>
<h3>[method:null evaluate]( [param:Number t] )</h3>
<div>
Evaluate the interpolant at position *t*.
</div>
......
......@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
<h2>Methods</h2>
<h3>[method:null evaluate]( [page:Number t] )</h3>
<h3>[method:null evaluate]( [param:Number t] )</h3>
<div>
Evaluate the interpolant at position *t*.
</div>
......
......@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
<h2>Methods</h2>
<h3>[method:null evaluate]( [page:Number t] )</h3>
<h3>[method:null evaluate]( [param:Number t] )</h3>
<div>
Evaluate the interpolant at position *t*.
</div>
......
......@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
<h2>Methods</h2>
<h3>[method:null evaluate]( [page:Number t] )</h3>
<h3>[method:null evaluate]( [param:Number t] )</h3>
<div>
Evaluate the interpolant at position *t*.
</div>
......
......@@ -68,7 +68,7 @@ scene.add( lod );
<h2>Methods</h2>
<div>See the base [page:Object3D] class for common methods.</div>
<h3>[method:null addLevel]( [page:Object3D object], [page:Float distance] )</h3>
<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
<div>
[page:Object3D object] - The [page:Object3D] to display at this level.<br />
[page:Float distance] - The distance at which to display this level of detail.<br /><br />
......@@ -83,12 +83,12 @@ scene.add( lod );
</div>
<h3>[method:Object3D getObjectForDistance]( [page:Float distance] )</h3>
<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
<div>
Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
</div>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
<div>
Get intersections between a casted [page:Ray] and this LOD.
[page:Raycaster.intersectObject] will call this method.
......@@ -101,7 +101,7 @@ scene.add( lod );
Create a JSON structure with details of this LOD object.
</div>
<h3>[method:null update]( [page:Camera camera] )</h3>
<h3>[method:null update]( [param:Camera camera] )</h3>
<div>
Set the visibility of each [page:levels level]'s [page:Object3D object] based on
distance from the [page:Camera camera]. This needs to be called in the render loop
......
......@@ -79,7 +79,7 @@
Computes an array of distance values which are necessary for [page:LineDashedMaterial]. For each vertex in the geometry, the method calculates the cumulative length from the current point to the very beginning of the line.
</div>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
<div>
Get intersections between a casted [page:Ray] and this Line.
[page:Raycaster.intersectObject] will call this method.
......
......@@ -93,7 +93,7 @@
<h3>[method:Mesh clone]()</h3>
<div>Returns a clone of this [name] object and its descendants.</div>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
<div>
Get intersections between a casted ray and this mesh.
[page:Raycaster.intersectObject] will call this method.
......
......@@ -58,7 +58,7 @@
<h2>Methods</h2>
<div>See the base [page:Object3D] class for common methods.</div>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
<div>
Get intersections between a casted ray and this Points.
[page:Raycaster.intersectObject] will call this method.
......
......@@ -115,7 +115,7 @@
<h2>Methods</h2>
<div>See the base [page:Mesh] class for common methods.</div>
<h3>[method:null bind]( [page:Skeleton skeleton], [page:Matrix4 bindMatrix] )</h3>
<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
<div>
[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
......@@ -141,7 +141,7 @@
This method sets the skinned mesh in the rest pose (resets the pose).
</div>
<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
<div>
Updates the [page:Matrix4 MatrixWorld].
</div>
......
......@@ -71,12 +71,12 @@ scene.add( sprite );
Returns a clone of this Sprite object and any descendants.
</div>
<h3>[method:Sprite copy]( [page:Sprite sprite] )</h3>
<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
<div>
Copies the properties of the passed sprite to this one.
</div>
<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
<div>
Get intersections between a casted ray and this sprite.
[page:Raycaster.intersectObject] will call this method.
......
......@@ -101,7 +101,7 @@
<h2>Methods</h2>
<h3>[method:null setSize]( [page:Number width], [page:Number height] )</h3>
<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
<div>
Sets the size of the render target.
</div>
......@@ -111,7 +111,7 @@
Creates a copy of this render target.
</div>
<h3>[method:WebGLRenderTarget copy]( [page:WebGLRenderTarget source] )</h3>
<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
<div>
Adopts the settings of the given render target.
</div>
......
......@@ -286,7 +286,7 @@
See [page:WebGLRenderer.capabilities capabilities.maxTextures].
</div>
<h3>[method:null clear]( [page:Boolean color], [page:Boolean depth], [page:Boolean stencil] )</h3>
<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
<div>
Tells the renderer to clear its color, depth or stencil drawing buffer(s).
This method initializes the color buffer to the current clear color value.<br />
......@@ -302,7 +302,7 @@
<h3>[method:null clearStencil]( )</h3>
<div>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</div>
<h3>[method:null clearTarget]([page:WebGLRenderTarget renderTarget], [page:boolean color], [page:boolean depth], [page:boolean stencil])</h3>
<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
<div>
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
color -- If set, then the color gets cleared. <br />
......@@ -313,16 +313,16 @@
This method clears a rendertarget. To do this, it activates the rendertarget.
</div>
<h3>[method:null compile]( [page:Scene scene], [page:Camera camera] )</h3>
<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
<div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
<h3>[method:null copyFramebufferToTexture]( [page:Vector2 position], [page:Texture texture], [page:Number level] )</h3>
<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
<div>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/de/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</div>
<h3>[method:null dispose]( )</h3>
<div>Dispose of the current rendering context.</div>
<h3>[method:Object extensions.get]( [page:String extensionName] )</h3>
<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
<div>
Used to check whether various extensions are supported and returns an object with details of the extension if available.
This method can check for the following extensions:<br /><br />
......@@ -371,7 +371,7 @@
<h3>[method:null resetGLState]( )</h3>
<div>Reset the GL state to default. Called internally if the WebGL context is lost.</div>
<h3>[method:null readRenderTargetPixels]( [page:WebGLRenderTarget renderTarget], [page:Float x], [page:Float y], [page:Float width], [page:Float height], buffer )</h3>
<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
<div>Reads the pixel data from the renderTarget into the buffer you pass in.
Buffer should be a Javascript Uint8Array instantiated with
new Uint8Array( renderTargetWidth * renderTargetWidth * 4 ) to account for size and color
......@@ -379,7 +379,7 @@
See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
</div>
<h3>[method:null render]( [page:Scene scene], [page:Camera camera], [page:WebGLRenderTarget renderTarget], [page:Boolean forceClear] )</h3>
<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
<div>
Render a [page:Scene scene] using a [page:Camera camera].<br />
......@@ -392,10 +392,10 @@
either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
</div>
<h3>[method:null renderBufferDirect]( [page:Camera camera], [page:Array lights], [page:Fog fog], [page:Material material], [page:Object geometryGroup], [page:Object3D object] )</h3>
<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Array lights], [param:Fog fog], [param:Material material], [param:Object geometryGroup], [param:Object3D object] )</h3>
<div>Render a buffer geometry group using the camera and with the specified material.</div>
<h3>[method:null renderBufferImmediate]( [page:Object3D object], [page:shaderprogram program], [page:Material shading] )</h3>
<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
<div>object - an instance of [page:Object3D]<br />
program - an instance of shaderProgram<br />
shading - an instance of Material<br /><br />
......@@ -403,27 +403,27 @@
Render an immediate buffer. Gets called by renderImmediateObject.
</div>
<h3>[method:null setClearAlpha]( [page:Float alpha] )</h3>
<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
<div>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</div>
<h3>[method:null setClearColor]( [page:Color color], [page:Float alpha] )</h3>
<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
<div>Sets the clear color and opacity.</div>
<h3>[method:null setPixelRatio]( [page:number value] )</h3>
<h3>[method:null setPixelRatio]( [param:number value] )</h3>
<div>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</div>
<h3>[method:null setRenderTarget]( [page:WebGLRenderTarget renderTarget] )</h3>
<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
<div>
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
</div>
<h3>[method:null setScissor]( [page:Integer x], [page:Integer y], [page:Integer width], [page:Integer height] )</h3>
<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
<div>
Sets the scissor area from (x, y) to (x + width, y + height)
</div>
<h3>[method:null setScissorTest]( [page:Boolean boolean] )</h3>
<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
<div>
Enable or disable the scissor test. When this is enabled, only the pixels within the defined
scissor area will be affected by further renderer actions.
......@@ -435,14 +435,14 @@
This has been deprecated in favour of [page:WebGLRenderer.capabilities capabilities.vertexTexures].
</div>
<h3>[method:null setSize]( [page:Integer width], [page:Integer height], [page:Boolean updateStyle] )</h3>
<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
<div>
Resizes the output canvas to (width, height) with device pixel ratio taken into account,
and also sets the viewport to fit that size, starting in (0, 0).
Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
</div>
<h3>[method:null setTexture2D]( [page:Texture texture], [page:number slot] )</h3>
<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
<div>
texture -- The [page:Texture texture] that needs to be set.<br />
slot -- The number indicating which slot should be used by the texture.<br /><br />
......@@ -453,7 +453,7 @@
Note: This method replaces the older [method:null setTexture] method.
</div>
<h3>[method:null setTextureCube]( [page:CubeTexture cubeTexture], [page:Number slot] )</h3>
<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
<div>
texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
slot -- The number indicating which slot should be used by the texture.<br /><br />
......@@ -462,7 +462,7 @@
The slot number can be found as a value of the uniform of the sampler.
</div>
<h3>[method:null setViewport]( [page:Integer x], [page:Integer y], [page:Integer width], [page:Integer height] )</h3>
<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
<div>Sets the viewport to render from (x, y) to (x + width, y + height).</div>
<h2>Source</h2>
......
......@@ -15,17 +15,17 @@
<h2>Methods</h2>
<h3>[method:null enable]( [page:integer id], [page:boolean boolean] )</h3>
<h3>[method:null enable]( [param:integer id], [param:boolean boolean] )</h3>
<div>
TODO
</div>
<h3>[method:null disable]( [page:integer id], [page:boolean boolean] )</h3>
<h3>[method:null disable]( [param:integer id], [param:boolean boolean] )</h3>
<div>
TODO
</div>
<h3>[method:null setDepthTest]( [page:boolean depthTest] )</h3>
<h3>[method:null setDepthTest]( [param:boolean depthTest] )</h3>
<div>
depthTest -- The boolean to decide if depth of a fragment needs to be tested against the depth buffer . <br />
</div>
......@@ -33,7 +33,7 @@
This sets, based on depthTest, whether or not the depth data needs to be tested against the depth buffer.
</div>
<h3>[method:null setDepthWrite]( [page:boolean depthWrite] )</h3>
<h3>[method:null setDepthWrite]( [param:boolean depthWrite] )</h3>
<div>
depthWrite -- The boolean to decide if depth of a fragment needs to be kept. <br />
</div>
......@@ -41,7 +41,7 @@
This sets, based on depthWrite, whether or not the depth data needs to be written in the depth buffer.
</div>
<h3>[method:null setBlending]( [page:number blending], [page:number blendEquation], [page:number blendSrc], [page:number blendDst] )</h3>
<h3>[method:null setBlending]( [param:number blending], [param:number blendEquation], [param:number blendSrc], [param:number blendDst] )</h3>
<div>
blending -- A number indicating the blending mode. Possible value are THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending or THREE.CustomBlending <br />
blendEquation -- When blending is THREE.CustomBlending, then you can set the blendEquation. Possible values are THREE.AddEquation, THREE.SubtractEquation or THREE.ReverseSubtractEquation.<br />
......
......@@ -23,7 +23,7 @@
<h2>Methods</h2>
<h3>[method:null render]( [page:Scene scene], [page:Camera camera] )</h3>
<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
<div>
scene -- The scene to render. <br />
camera -- The camera to render.
......
......@@ -130,20 +130,20 @@
<h3>[property:Vector2 offset]</h3>
<div>
How much a single repetition of the texture is offset from the beginning, in each direction U and V.
Typical range is *0.0* to *1.0*. _Note:_ The offset property is a convenience modifier and only affects
Typical range is *0.0* to *1.0*. _Note:_ The offset property is a convenience modifier and only affects
the Texture's application to the first set of UVs on a model. If the Texture is used as a map requiring
additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
assigned to achieve the desired offset.
</div>
<h3>[property:Vector2 repeat]</h3>
<div>
How many times the texture is repeated across the surface, in each direction U and V. If repeat is set
greater than 1 in either direction, the corresponding Wrap parameter should also be set to
[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
tiling effect. _Note:_ The repeat property is a convenience modifier and only affects
How many times the texture is repeated across the surface, in each direction U and V. If repeat is set
greater than 1 in either direction, the corresponding Wrap parameter should also be set to
[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
tiling effect. _Note:_ The repeat property is a convenience modifier and only affects
the Texture's application to the first set of UVs on a model. If the Texture is used as a map requiring
additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
assigned to achieve the desired repetiton.
</div>
......@@ -228,7 +228,7 @@
<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
<h3>[method:Texture clone]( [page:Texture texture] )</h3>
<h3>[method:Texture clone]( [param:Texture texture] )</h3>
<div>
Make copy of the texture. Note this is not a "deep copy", the image is shared.
</div>
......
......@@ -49,7 +49,7 @@
<h2>Methods</h2>
<h3>[method:null copy]( [page:Lut lut] ) [page:Lut this]</h3>
<h3>[method:null copy]( [param:Lut lut] ) [param:Lut this]</h3>
<div>
color — Lut to copy.
</div>
......@@ -91,7 +91,7 @@
Sets the labels of the legend of this Lut.
</div>
<h3>[method:Lut setminV]( [page:Float minV] )</h3>
<h3>[method:Lut setminV]( [param:Float minV] )</h3>
<div>
minV — The minimum value to be represented with the lookup table.<br />
</div>
......@@ -99,7 +99,7 @@
Sets this Lut with the minimum value to be represented.
</div>
<h3>[method:Lut setmaxV]( [page:Float maxV] )</h3>
<h3>[method:Lut setmaxV]( [param:Float maxV] )</h3>
<div>
maxV — The maximum value to be represented with the lookup table.<br />
</div>
......@@ -107,7 +107,7 @@
Sets this Lut with the maximum value to be represented.
</div>
<h3>[method:Lut changeNumberOfColors]( [page:Float numberOfColors] )</h3>
<h3>[method:Lut changeNumberOfColors]( [param:Float numberOfColors] )</h3>
<div>
numberOfColors — The number of colors to be used to represent the data array.<br />
</div>
......@@ -115,7 +115,7 @@
Sets this Lut with the number of colors to be used.
</div>
<h3>[method:Lut changeColorMap]( [page:Float colorMap] )</h3>
<h3>[method:Lut changeColorMap]( [param:Float colorMap] )</h3>
<div>
colorMap — The name of the color map to be used to represent the data array.<br />
</div>
......@@ -128,7 +128,7 @@
Insert a new color map into the set of available color maps.
</div>
<h3>[method:Lut getColor]( value ) [page:Lut this]</h3>
<h3>[method:Lut getColor]( value ) [param:Lut this]</h3>
<div>
value -- the data value to be displayed as a color.
</div>
......
......@@ -41,7 +41,7 @@
<h3>[method:null program]([page:CanvasRenderingContext2D context], [page:Color color])</h3>
<h3>[method:null program]([param:CanvasRenderingContext2D context], [param:Color color])</h3>
<div>
context -- The canvas context <br />
color -- The color of the sprite
......
......@@ -47,7 +47,7 @@
<h2>Methods</h2>
<h3>[method:null parse]( [page:Object input], [page:Function onCompleted], [page:Object options] )</h3>
<h3>[method:null parse]( [param:Object input], [param:Function onCompleted], [param:Object options] )</h3>
<div>
[page:Object input] — Scenes or objects to export. Valid options:<br />
<ul>
......
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