From 3d1c5b8aaad7f64f81322f778a6561d04efa5b77 Mon Sep 17 00:00:00 2001 From: sunag Date: Thu, 19 May 2022 01:48:32 -0300 Subject: [PATCH] Docs: Supports to inline code (#24079) * Docs: supports to inline code * update docs(en) to inline code * cleanup * cleanup * fix/cleanup * more revision --- docs/api/en/animation/AnimationAction.html | 88 ++++++++--------- docs/api/en/animation/AnimationClip.html | 4 +- docs/api/en/animation/AnimationMixer.html | 4 +- .../en/animation/AnimationObjectGroup.html | 10 +- docs/api/en/animation/AnimationUtils.html | 2 +- docs/api/en/animation/KeyframeTrack.html | 14 +-- docs/api/en/animation/PropertyMixer.html | 12 +-- .../tracks/BooleanKeyframeTrack.html | 2 +- .../animation/tracks/StringKeyframeTrack.html | 2 +- docs/api/en/audio/Audio.html | 20 ++-- docs/api/en/audio/AudioContext.html | 4 +- docs/api/en/audio/AudioListener.html | 8 +- docs/api/en/cameras/ArrayCamera.html | 2 +- docs/api/en/cameras/OrthographicCamera.html | 12 +-- docs/api/en/cameras/PerspectiveCamera.html | 16 +-- docs/api/en/cameras/StereoCamera.html | 4 +- docs/api/en/constants/Materials.html | 8 +- docs/api/en/constants/Textures.html | 8 +- docs/api/en/core/BufferAttribute.html | 8 +- docs/api/en/core/BufferGeometry.html | 14 +-- docs/api/en/core/Clock.html | 18 ++-- docs/api/en/core/GLBufferAttribute.html | 30 +++--- .../api/en/core/InstancedBufferAttribute.html | 2 +- docs/api/en/core/InstancedBufferGeometry.html | 2 +- .../en/core/InstancedInterleavedBuffer.html | 2 +- docs/api/en/core/InterleavedBuffer.html | 12 +-- .../en/core/InterleavedBufferAttribute.html | 4 +- docs/api/en/core/Layers.html | 12 +-- docs/api/en/core/Object3D.html | 36 +++---- docs/api/en/core/Raycaster.html | 6 +- docs/api/en/core/Uniform.html | 10 +- docs/api/en/extras/PMREMGenerator.html | 6 +- docs/api/en/extras/core/Curve.html | 4 +- docs/api/en/extras/core/CurvePath.html | 6 +- docs/api/en/extras/core/Path.html | 8 +- .../en/extras/curves/CatmullRomCurve3.html | 10 +- docs/api/en/extras/curves/EllipseCurve.html | 18 ++-- docs/api/en/geometries/SphereGeometry.html | 2 +- docs/api/en/geometries/TubeGeometry.html | 8 +- docs/api/en/helpers/ArrowHelper.html | 2 +- docs/api/en/helpers/AxesHelper.html | 2 +- docs/api/en/helpers/CameraHelper.html | 2 +- .../en/helpers/DirectionalLightHelper.html | 6 +- .../api/en/helpers/HemisphereLightHelper.html | 4 +- docs/api/en/helpers/PointLightHelper.html | 6 +- docs/api/en/helpers/SpotLightHelper.html | 4 +- docs/api/en/lights/DirectionalLight.html | 6 +- docs/api/en/lights/Light.html | 2 +- docs/api/en/lights/PointLight.html | 10 +- docs/api/en/lights/RectAreaLight.html | 4 +- docs/api/en/lights/SpotLight.html | 20 ++-- docs/api/en/lights/shadows/LightShadow.html | 8 +- .../en/lights/shadows/SpotLightShadow.html | 6 +- docs/api/en/loaders/BufferGeometryLoader.html | 4 +- docs/api/en/loaders/Cache.html | 4 +- docs/api/en/loaders/FileLoader.html | 8 +- docs/api/en/loaders/ImageBitmapLoader.html | 2 +- docs/api/en/loaders/Loader.html | 4 +- docs/api/en/loaders/MaterialLoader.html | 2 +- docs/api/en/loaders/ObjectLoader.html | 2 +- docs/api/en/materials/LineBasicMaterial.html | 6 +- docs/api/en/materials/LineDashedMaterial.html | 6 +- docs/api/en/materials/Material.html | 74 +++++++------- docs/api/en/materials/MeshBasicMaterial.html | 8 +- docs/api/en/materials/MeshDepthMaterial.html | 2 +- .../en/materials/MeshDistanceMaterial.html | 2 +- .../api/en/materials/MeshLambertMaterial.html | 8 +- docs/api/en/materials/MeshMatcapMaterial.html | 4 +- docs/api/en/materials/MeshNormalMaterial.html | 2 +- docs/api/en/materials/MeshPhongMaterial.html | 12 +-- .../en/materials/MeshPhysicalMaterial.html | 54 +++++----- .../en/materials/MeshStandardMaterial.html | 6 +- docs/api/en/materials/MeshToonMaterial.html | 8 +- docs/api/en/materials/PointsMaterial.html | 4 +- docs/api/en/materials/ShaderMaterial.html | 56 +++++------ docs/api/en/materials/ShadowMaterial.html | 4 +- docs/api/en/materials/SpriteMaterial.html | 8 +- docs/api/en/math/Box3.html | 4 +- docs/api/en/math/Color.html | 12 +-- docs/api/en/math/Cylindrical.html | 6 +- docs/api/en/math/Euler.html | 20 ++-- docs/api/en/math/Interpolant.html | 2 +- docs/api/en/math/Line3.html | 6 +- docs/api/en/math/MathUtils.html | 8 +- docs/api/en/math/Matrix4.html | 2 +- docs/api/en/math/Plane.html | 4 +- docs/api/en/math/Quaternion.html | 16 +-- docs/api/en/math/Ray.html | 12 +-- docs/api/en/math/Sphere.html | 4 +- docs/api/en/math/Spherical.html | 6 +- docs/api/en/math/Triangle.html | 12 +-- docs/api/en/math/Vector2.html | 18 ++-- docs/api/en/math/Vector3.html | 22 ++--- docs/api/en/math/Vector4.html | 32 +++--- docs/api/en/objects/InstancedMesh.html | 4 +- docs/api/en/objects/SkinnedMesh.html | 2 +- .../en/renderers/WebGLCubeRenderTarget.html | 10 +- docs/api/en/renderers/WebGLRenderTarget.html | 10 +- docs/api/en/renderers/WebGLRenderer.html | 98 +++++++++---------- docs/api/en/renderers/webxr/WebXRManager.html | 22 ++--- docs/api/en/textures/CanvasTexture.html | 2 +- docs/api/en/textures/CubeTexture.html | 2 +- docs/api/en/textures/DataTexture.html | 2 +- docs/api/en/textures/DepthTexture.html | 2 +- docs/api/en/textures/Source.html | 6 +- docs/api/en/textures/Texture.html | 16 +-- docs/api/en/textures/VideoTexture.html | 4 +- docs/examples/en/animations/CCDIKSolver.html | 2 +- .../en/animations/MMDAnimationHelper.html | 2 +- docs/examples/en/animations/MMDPhysics.html | 2 +- .../examples/en/controls/ArcballControls.html | 2 +- docs/examples/en/controls/DragControls.html | 2 +- .../en/controls/FirstPersonControls.html | 16 +-- docs/examples/en/controls/FlyControls.html | 6 +- docs/examples/en/controls/OrbitControls.html | 4 +- .../en/controls/TrackballControls.html | 24 ++--- .../en/controls/TransformControls.html | 14 +-- .../en/exporters/ColladaExporter.html | 2 +- docs/examples/en/exporters/EXRExporter.html | 2 +- docs/examples/en/exporters/GLTFExporter.html | 4 +- docs/examples/en/exporters/PLYExporter.html | 2 +- .../en/helpers/RectAreaLightHelper.html | 2 +- .../en/helpers/VertexNormalsHelper.html | 2 +- .../en/helpers/VertexTangentsHelper.html | 2 +- .../en/lights/LightProbeGenerator.html | 2 +- docs/examples/en/loaders/3DMLoader.html | 8 +- docs/examples/en/loaders/DRACOLoader.html | 10 +- docs/examples/en/loaders/FontLoader.html | 4 +- docs/examples/en/loaders/GLTFLoader.html | 8 +- docs/examples/en/loaders/KTX2Loader.html | 4 +- docs/examples/en/loaders/LDrawLoader.html | 2 +- docs/examples/en/loaders/MMDLoader.html | 10 +- docs/examples/en/loaders/MTLLoader.html | 8 +- docs/examples/en/loaders/OBJLoader.html | 8 +- docs/examples/en/loaders/PCDLoader.html | 6 +- docs/examples/en/loaders/PDBLoader.html | 8 +- docs/examples/en/loaders/PRWMLoader.html | 8 +- docs/examples/en/loaders/SVGLoader.html | 4 +- docs/examples/en/loaders/TGALoader.html | 4 +- docs/examples/en/math/Lut.html | 10 +- docs/examples/en/math/OBB.html | 4 +- .../en/math/convexhull/ConvexHull.html | 6 +- docs/examples/en/objects/Lensflare.html | 2 +- docs/examples/en/renderers/CSS2DRenderer.html | 2 +- docs/examples/en/renderers/CSS3DRenderer.html | 2 +- docs/examples/en/renderers/SVGRenderer.html | 4 +- .../en/utils/BufferGeometryUtils.html | 2 +- .../en/introduction/Animation-system.html | 8 +- .../en/introduction/Creating-a-scene.html | 30 +++--- .../How-to-create-VR-content.html | 2 +- .../How-to-dispose-of-objects.html | 16 +-- .../How-to-use-post-processing.html | 12 +-- docs/manual/en/introduction/Installation.html | 2 +- .../en/introduction/Loading-3D-models.html | 6 +- .../introduction/Matrix-transformations.html | 12 +-- docs/page.js | 1 + 156 files changed, 741 insertions(+), 740 deletions(-) diff --git a/docs/api/en/animation/AnimationAction.html b/docs/api/en/animation/AnimationAction.html index 736d6cfedc3e75..8cb9337800f57b 100644 --- a/docs/api/en/animation/AnimationAction.html +++ b/docs/api/en/animation/AnimationAction.html @@ -25,8 +25,8 @@

Constructor

[name]( [param:AnimationMixer mixer], [param:AnimationClip clip], [param:Object3D localRoot] )

- [page:AnimationMixer mixer] - the *AnimationMixer* that is controlled by this action.
- [page:AnimationClip clip] - the *AnimationClip* that holds the animation data for this action.
+ [page:AnimationMixer mixer] - the `AnimationMixer` that is controlled by this action.
+ [page:AnimationClip clip] - the `AnimationClip` that holds the animation data for this action.
[page:Object3D localRoot] - the root object on which this action is performed.

Note: Instead of calling this constructor directly you should instantiate an AnimationAction with @@ -39,31 +39,31 @@

Properties

[property:Boolean clampWhenFinished]

- If *clampWhenFinished* is set to true the animation will automatically be [page:.paused paused] + If `clampWhenFinished` is set to true the animation will automatically be [page:.paused paused] on its last frame.

- If *clampWhenFinished* is set to false, [page:.enabled enabled] will automatically be switched + If `clampWhenFinished` is set to false, [page:.enabled enabled] will automatically be switched to false when the last loop of the action has finished, so that this action has no further impact.

Default is false.

- Note: *clampWhenFinished* has no impact if the action is interrupted (it has only an effect if + Note: `clampWhenFinished` has no impact if the action is interrupted (it has only an effect if its last loop has really finished).

[property:Boolean enabled]

- Setting *enabled* to *false* disables this action, so that it has no impact. Default is *true*.

+ Setting `enabled` to `false` disables this action, so that it has no impact. Default is `true`.

When the action is re-enabled, the animation continues from its current [page:.time time] - (setting *enabled* to *false* doesn't reset the action).

+ (setting `enabled` to `false` doesn't reset the action).

- Note: Setting *enabled* to *true* doesn’t automatically restart the animation. Setting *enabled* - to *true* will only restart the animation immediately if the following condition is fulfilled: - [page:.paused paused] is *false*, this action has not been deactivated in the meantime (by + Note: Setting `enabled` to `true` doesn’t automatically restart the animation. Setting `enabled` + to `true` will only restart the animation immediately if the following condition is fulfilled: + [page:.paused paused] is `false`, this action has not been deactivated in the meantime (by executing a [page:.stop stop] or [page:.reset reset] command), and neither [page:.weight weight] - nor [page:.timeScale timeScale] is 0. + nor [page:.timeScale timeScale] is `0`.

[property:Number loop]

@@ -73,40 +73,40 @@

[property:Number loop]

Must be one of these constants:

[page:Animation THREE.LoopOnce] - playing the clip once,
- [page:Animation THREE.LoopRepeat] - playing the clip with the chosen number of *repetitions*, + [page:Animation THREE.LoopRepeat] - playing the clip with the chosen number of `repetitions`, each time jumping from the end of the clip directly to its beginning,
- [page:Animation THREE.LoopPingPong] - playing the clip with the chosen number of *repetitions*, + [page:Animation THREE.LoopPingPong] - playing the clip with the chosen number of `repetitions`, alternately playing forward and backward.

[property:Boolean paused]

- Setting *paused* to *true* pauses the execution of the action by setting the effective time scale - to 0. Default is *false*.

+ Setting `paused` to `true` pauses the execution of the action by setting the effective time scale + to `0`. Default is `false`.

[property:Number repetitions]

The number of repetitions of the performed [page:AnimationClip] over the course of this action. - Can be set via [page:.setLoop setLoop]. Default is *Infinity*.

+ Can be set via [page:.setLoop setLoop]. Default is `Infinity`.

Setting this number has no effect, if the [page:.loop loop mode] is set to [page:Animation THREE.LoopOnce].

[property:Number time]

- The local time of this action (in seconds, starting with 0).

+ The local time of this action (in seconds, starting with `0`).

- The value gets clamped or wrapped to 0...clip.duration (according to the loop state). It can be + The value gets clamped or wrapped to `0...clip.duration` (according to the loop state). It can be scaled relatively to the global mixer time by changing [page:.timeScale timeScale] (using [page:.setEffectiveTimeScale setEffectiveTimeScale] or [page:.setDuration setDuration]).

[property:Number timeScale]

- Scaling factor for the [page:.time time]. A value of 0 causes the animation to pause. Negative - values cause the animation to play backwards. Default is 1.

- Properties/methods concerning *timeScale* (respectively *time*) are: + Scaling factor for the [page:.time time]. A value of `0` causes the animation to pause. Negative + values cause the animation to play backwards. Default is `1`.

+ Properties/methods concerning `timeScale` (respectively `time`) are: [page:.getEffectiveTimeScale getEffectiveTimeScale], [page:.halt halt], [page:.paused paused], @@ -119,9 +119,9 @@

[property:Number timeScale]

[property:Number weight]

- The degree of influence of this action (in the interval [0, 1]). Values between 0 (no impact) - and 1 (full impact) can be used to blend between several actions. Default is 1.

- Properties/methods concerning *weight* are: + The degree of influence of this action (in the interval `[0, 1]`). Values between `0` (no impact) + and 1 (full impact) can be used to blend between several actions. Default is `1`.

+ Properties/methods concerning `weight` are: [page:.crossFadeFrom crossFadeFrom], [page:.crossFadeTo crossFadeTo], [page:.enabled enabled], @@ -134,12 +134,12 @@

[property:Number weight]

[property:Boolean zeroSlopeAtEnd]

- Enables smooth interpolation without separate clips for start, loop and end. Default is *true*. + Enables smooth interpolation without separate clips for start, loop and end. Default is `true`.

[property:Boolean zeroSlopeAtStart]

- Enables smooth interpolation without separate clips for start, loop and end. Default is *true*. + Enables smooth interpolation without separate clips for start, loop and end. Default is `true`.

@@ -154,7 +154,7 @@

[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:N If warpBoolean is true, additional [page:.warp warping] (gradually changes of the time scales) will be applied.

- Note: Like with *fadeIn*/*fadeOut*, the fading starts/ends with a weight of 1. + Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight of 1.

@@ -165,18 +165,18 @@

[method:this crossFadeTo]( [param:AnimationAction fadeInAction], [param:Numb If warpBoolean is true, additional [page:.warp warping] (gradually changes of the time scales) will be applied.

- Note: Like with *fadeIn*/*fadeOut*, the fading starts/ends with a weight of 1. + Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight of 1.

[method:this fadeIn]( [param:Number durationInSeconds] )

- Increases the [page:.weight weight] of this action gradually from 0 to 1, within the passed time + Increases the [page:.weight weight] of this action gradually from `0` to `1`, within the passed time interval. This method can be chained.

[method:this fadeOut]( [param:Number durationInSeconds] )

- Decreases the [page:.weight weight] of this action gradually from 1 to 0, within the passed time + Decreases the [page:.weight weight] of this action gradually from `1` to `0`, within the passed time interval. This method can be chained.

@@ -209,7 +209,7 @@

[method:Object3D getRoot]()

[method:this halt]( [param:Number durationInSeconds] )

- Decelerates this animation's speed to 0 by decreasing [page:.timeScale timeScale] gradually + 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.

@@ -219,10 +219,10 @@

[method:Boolean isRunning]()

In addition to being activated in the mixer (see [page:.isScheduled isScheduled]) the following conditions must be fulfilled: [page:.paused paused] is equal to false, [page:.enabled enabled] is equal to true, - [page:.timeScale timeScale] is different from 0, and there is no scheduling for a delayed start + [page:.timeScale timeScale] is different from `0`, and there is no scheduling for a delayed start ([page:.startAt startAt]).

- Note: *isRunning* being true doesn’t necessarily mean that the animation can actually be seen. + Note: `isRunning` being true doesn’t necessarily mean that the animation can actually be seen. This is only the case, if [page:.weight weight] is additionally set to a non-zero value.

@@ -250,11 +250,11 @@

[method:this reset]()

Resets the action. This method can be chained.

This method sets [page:.paused paused] to false, [page:.enabled enabled] to true, - [page:.time time] to 0, interrupts any scheduled fading and warping, and removes the internal + [page:.time time] to `0`, interrupts any scheduled fading and warping, and removes the internal loop count and scheduling for delayed starting.

- Note: .*reset* is always called by [page:.stop stop], but .*reset* doesn’t call .*stop* itself. - This means: If you want both, resetting and stopping, don’t call .*reset*; call .*stop* instead. + Note: .`reset` is always called by [page:.stop stop], but .`reset` doesn’t call .`stop` itself. + This means: If you want both, resetting and stopping, don’t call .`reset`; call .`stop` instead.

[method:this setDuration]( [param:Number durationInSeconds] )

@@ -269,9 +269,9 @@

[method:this setEffectiveTimeScale]( [param:Number timeScale] )

If [page:.paused paused] is false, the effective time scale (an internal property) will also be set to this value; otherwise the effective time scale (directly affecting the animation at - this moment) will be set to 0.

+ this moment) will be set to `0`.

- Note: .*paused* will not be switched to *true* automatically, if .*timeScale* is set to 0 by + Note: .`paused` will not be switched to `true` automatically, if .`timeScale` is set to `0` by this method.

@@ -281,9 +281,9 @@

[method:this setEffectiveWeight]( [param:Number weight] )

If [page:.enabled enabled] is true, the effective weight (an internal property) will also be set to this value; otherwise the effective weight (directly affecting the animation at this moment) - will be set to 0.

+ will be set to `0`.

- Note: .*enabled* will not be switched to *false* automatically, if .*weight* is set to 0 by + Note: .`enabled` will not be switched to `false` automatically, if .`weight` is set to `0` by this method.

@@ -298,9 +298,9 @@

[method:this startAt]( [param:Number startTimeInSeconds] )

Defines the time for a delayed start (usually passed as [page:AnimationMixer.time] + deltaTimeInSeconds). This method can be chained.

- Note: The animation will only start at the given time, if .*startAt* is chained with + Note: The animation will only start at the given time, if .`startAt` is chained with [page:.play play], or if the action has already been activated in the mixer (by a previous - call of .*play*, without stopping or resetting it in the meantime). + call of .`play`, without stopping or resetting it in the meantime).

[method:this stop]()

@@ -332,13 +332,13 @@

[method:this syncWith]( [param:AnimationAction otherAction] )

Synchronizing is done by setting this action’s [page:.time time] and [page:.timeScale timeScale] values to the corresponding values of the other action (stopping any scheduled warping).

- Note: Future changes of the other action's *time* and *timeScale* will not be detected. + Note: Future changes of the other action's `time` and `timeScale` will not be detected.

[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )

Changes the playback speed, within the passed time interval, by modifying - [page:.timeScale timeScale] gradually from *startTimeScale* to *endTimeScale*. This method can + [page:.timeScale timeScale] gradually from `startTimeScale` to `endTimeScale`. This method can be chained.

diff --git a/docs/api/en/animation/AnimationClip.html b/docs/api/en/animation/AnimationClip.html index 4dbb7156032652..f2d2ca45d549dd 100644 --- a/docs/api/en/animation/AnimationClip.html +++ b/docs/api/en/animation/AnimationClip.html @@ -24,7 +24,7 @@

[name]( [param:String name], [param:Number duration], [param:Array tracks] )

[page:String name] - a name for this clip.
[page:Number duration] - the duration of this clip (in seconds). If a negative value is passed, - the duration will be calculated from the passed *tracks* array.
+ the duration will be calculated from the passed `tracks` array.
[page:Array tracks] - an array of [page:KeyframeTrack KeyframeTracks].

Note: Instead of instantiating an AnimationClip directly with the constructor, you can use one @@ -113,7 +113,7 @@

[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [ Returns a new AnimationClip from the passed morph targets array of a geometry, taking a name and the number of frames per second.

Note: The fps parameter is required, but the animation speed can be overridden in an - *AnimationAction* via [page:AnimationAction.setDuration animationAction.setDuration]. + `AnimationAction` via [page:AnimationAction.setDuration animationAction.setDuration].

[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )

diff --git a/docs/api/en/animation/AnimationMixer.html b/docs/api/en/animation/AnimationMixer.html index 8b71b362d7de26..8716de37ce42dd 100644 --- a/docs/api/en/animation/AnimationMixer.html +++ b/docs/api/en/animation/AnimationMixer.html @@ -33,14 +33,14 @@

Properties

[property:Number time]

- The global mixer time (in seconds; starting with 0 on the mixer's creation). + The global mixer time (in seconds; starting with `0` on the mixer's creation).

[property:Number timeScale]

A scaling factor for the global [page:.time mixer time].

- Note: Setting the mixer's timeScale to 0 and later back to 1 is a possibility to pause/unpause + Note: Setting the mixer's timeScale to `0` and later back to `1` is a possibility to pause/unpause all actions that are controlled by this mixer.

diff --git a/docs/api/en/animation/AnimationObjectGroup.html b/docs/api/en/animation/AnimationObjectGroup.html index 56472fc96bb762..251fb1d3571108 100644 --- a/docs/api/en/animation/AnimationObjectGroup.html +++ b/docs/api/en/animation/AnimationObjectGroup.html @@ -51,14 +51,14 @@

[property:Boolean isAnimationObjectGroup]

[property:Object stats]

- An object that contains some informations of this *AnimationObjectGroup* (total number, number + An object that contains some informations of this `AnimationObjectGroup` (total number, number in use, number of bindings per object)

[property:String uuid]

The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this - *AnimationObjectGroup*. It gets automatically assigned and shouldn't be edited. + `AnimationObjectGroup`. It gets automatically assigned and shouldn't be edited.

@@ -67,17 +67,17 @@

Methods

[method:undefined add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )

- Adds an arbitrary number of objects to this *AnimationObjectGroup*. + Adds an arbitrary number of objects to this `AnimationObjectGroup`.

[method:undefined remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )

- Removes an arbitrary number of objects from this *AnimationObjectGroup*. + Removes an arbitrary number of objects from this `AnimationObjectGroup`.

[method:undefined uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )

- Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*. + Deallocates all memory resources for the passed objects of this `AnimationObjectGroup`.

diff --git a/docs/api/en/animation/AnimationUtils.html b/docs/api/en/animation/AnimationUtils.html index 239f08a7b813f5..dc484dd9855988 100644 --- a/docs/api/en/animation/AnimationUtils.html +++ b/docs/api/en/animation/AnimationUtils.html @@ -39,7 +39,7 @@

[method:Array getKeyframeOrder]( times )

[method:Boolean isTypedArray]( object )

- Returns *true* if the object is a typed array. + Returns `true` if the object is a typed array.

[method:AnimationClip makeClipAdditive]( [param:AnimationClip targetClip], [param:Number referenceFrame], [param:AnimationClip referenceClip], [param:Number fps] )

diff --git a/docs/api/en/animation/KeyframeTrack.html b/docs/api/en/animation/KeyframeTrack.html index a819ce36a083b4..bc2b4660a35d7a 100644 --- a/docs/api/en/animation/KeyframeTrack.html +++ b/docs/api/en/animation/KeyframeTrack.html @@ -24,12 +24,12 @@

[name]

In contrast to the animation hierarchy of the [link:https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3 JSON model format] a - *KeyframeTrack* doesn't store its single keyframes as objects in a "keys" array (holding the + `KeyframeTrack` doesn't store its single keyframes as objects in a "keys" array (holding the times and the values for each frame together in one place).

- Instead of this there are always two arrays in a *KeyframeTrack*: the [page:.times times] array + Instead of this there are always two arrays in a `KeyframeTrack`: the [page:.times times] array stores the time values for all keyframes of this track in sequential order, and the [page:.values values] array contains the corresponding changing values of the animated property.

@@ -43,7 +43,7 @@

[name]

Corresponding to the different possible types of animated values there are several subclasses of - *KeyframeTrack*, inheriting the most properties and methods: + `KeyframeTrack`, inheriting the most properties and methods:

- There are other things a 4D vector can be used to represent, however these are the most common uses in three.js. + There are other things a 4D vector can be used to represent, however these are the most common uses in *three.js*.

- Iterating through a [name] instance will yield its components (x, y, z, w) in the corresponding order. + Iterating through a [name] instance will yield its components `(x, y, z, w)` in the corresponding order.

Code Example

@@ -54,10 +54,10 @@

Constructor

[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )

- [page:Float x] - the x value of this vector. Default is *0*.
- [page:Float y] - the y value of this vector. Default is *0*.
- [page:Float z] - the z value of this vector. Default is *0*.
- [page:Float w] - the w value of this vector. Default is *1*.

+ [page:Float x] - the x value of this vector. Default is `0`.
+ [page:Float y] - the y value of this vector. Default is `0`.
+ [page:Float z] - the z value of this vector. Default is `0`.
+ [page:Float w] - the w value of this vector. Default is `1`.

Creates a new [name].

@@ -159,7 +159,7 @@

[method:Float dot]( [param:Vector4 v] )

[method:Boolean equals]( [param:Vector4 v] )

-

Returns *true* if the components of this vector and [page:Vector4 v] are strictly equal; *false* otherwise.

+

Returns `true` if the components of this vector and [page:Vector4 v] are strictly equal; `false` otherwise.

[method:this floor]()

The components of this vector are rounded down to the nearest integer value.

@@ -169,8 +169,8 @@

[method:this fromArray]( [param:Array array], [param:Integer offset] )

[page:Array array] - the source array.
[page:Integer offset] - (optional) offset into the array. Default is 0.

- Sets this vector's [page:.x x] value to be array[ offset + 0 ], [page:.y y] value to be array[ offset + 1 ] - [page:.z z] value to be array[ offset + 2 ] and [page:.w w ] value to be array[ offset + 3 ]. + Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] value to be `array[ offset + 1 ]` + [page:.z z] value to be `array[ offset + 2 ]` and [page:.w w ] value to be `array[ offset + 3 ]`.

[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )

@@ -193,7 +193,7 @@

[method:Float getComponent]( [param:Integer index] )

[method:Float length]()

Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] - (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).

+ (straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`.

[method:Float manhattanLength]()

@@ -203,24 +203,24 @@

[method:Float manhattanLength]()

[method:Float lengthSq]()

Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] - (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of + (straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`. If you are comparing the lengths of vectors, you should compare the length squared instead as it is slightly more efficient to calculate.

[method:this lerp]( [param:Vector4 v], [param:Float alpha] )

[page:Vector4 v] - [page:Vector4] to interpolate towards.
- [page:Float alpha] - interpolation factor, typically in the closed interval [0, 1].

+ [page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.

Linearly interpolates between this vector and [page:Vector4 v], where alpha is the - percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v]. + percent distance along the line - `alpha = 0` will be this vector, and `alpha = 1` will be [page:Vector4 v].

[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )

[page:Vector4 v1] - the starting [page:Vector4].
[page:Vector4 v2] - [page:Vector4] to interpolate towards.
- [page:Float alpha] - interpolation factor, typically in the closed interval [0, 1].

+ [page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.

Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and [page:Vector4 v2] where alpha is the percent distance along the line connecting the two vectors diff --git a/docs/api/en/objects/InstancedMesh.html b/docs/api/en/objects/InstancedMesh.html index bd6d17ccf7bf18..7c38b521dc9d57 100644 --- a/docs/api/en/objects/InstancedMesh.html +++ b/docs/api/en/objects/InstancedMesh.html @@ -40,7 +40,7 @@

Properties

[property:Integer count]

- The number of instances. The *count* value passed into the constructor represents the maximum number of + The number of instances. The `count` value passed into the constructor represents the maximum number of instances of this mesh. You can change the number of instances at runtime to an integer value in the range [0, count].

@@ -50,7 +50,7 @@

[property:Integer count]

[property:InstancedBufferAttribute instanceColor]

- Represents the colors of all instances. *null* by default. + Represents the colors of all instances. `null` by default. You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setColorAt]().

diff --git a/docs/api/en/objects/SkinnedMesh.html b/docs/api/en/objects/SkinnedMesh.html index 9449f612700335..fa06628a4f953b 100644 --- a/docs/api/en/objects/SkinnedMesh.html +++ b/docs/api/en/objects/SkinnedMesh.html @@ -14,7 +14,7 @@

[name]

A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.

- [name] can only be used with WebGL 2. With WebGL 1 *OES_texture_float* and vertex textures support is required. + [name] can only be used with WebGL 2. With WebGL 1 `OES_texture_float` and vertex textures support is required.

diff --git a/docs/api/en/renderers/WebGLCubeRenderTarget.html b/docs/api/en/renderers/WebGLCubeRenderTarget.html index 17177c98474f8a..ed64b899157630 100644 --- a/docs/api/en/renderers/WebGLCubeRenderTarget.html +++ b/docs/api/en/renderers/WebGLCubeRenderTarget.html @@ -36,13 +36,13 @@

[name]([param:Number size], [param:Object options])

[page:Constant wrapT] - default is [page:Textures ClampToEdgeWrapping].
[page:Constant magFilter] - default is [page:Textures .LinearFilter].
[page:Constant minFilter] - default is [page:Textures LinearFilter].
- [page:Boolean generateMipmaps] - default is *false*.
+ [page:Boolean generateMipmaps] - default is `false`.
[page:Constant format] - default is [page:Textures RGBAFormat].
[page:Constant type] - default is [page:Textures UnsignedByteType].
- [page:Number anisotropy] - default is *1*. See [page:Texture.anisotropy]
+ [page:Number anisotropy] - default is `1`. See [page:Texture.anisotropy]
[page:Constant encoding] - default is [page:Textures LinearEncoding].
- [page:Boolean depthBuffer] - default is *true*.
- [page:Boolean stencilBuffer] - default is *false*.

+ [page:Boolean depthBuffer] - default is `true`.
+ [page:Boolean stencilBuffer] - default is `false`.

Creates a new [name]

@@ -68,7 +68,7 @@

[method:this fromEquirectangularTexture]( [param:WebGLRenderer renderer], [p

[method:undefined clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )

Call this to clear the renderTarget's color, depth, and/or stencil buffers. - The color buffer is set to the renderer's current clear color. Arguments default to *true*. + The color buffer is set to the renderer's current clear color. Arguments default to `true`.

Source

diff --git a/docs/api/en/renderers/WebGLRenderTarget.html b/docs/api/en/renderers/WebGLRenderTarget.html index 4f1d0639ffad30..27a97c8f7da61d 100644 --- a/docs/api/en/renderers/WebGLRenderTarget.html +++ b/docs/api/en/renderers/WebGLRenderTarget.html @@ -35,13 +35,13 @@

[name]([param:Number width], [param:Number height], [param:Object options])< [page:Constant wrapT] - default is [page:Textures ClampToEdgeWrapping].
[page:Constant magFilter] - default is [page:Textures LinearFilter].
[page:Constant minFilter] - default is [page:Textures LinearFilter].
- [page:Boolean generateMipmaps] - default is *false*.
+ [page:Boolean generateMipmaps] - default is `false`.
[page:Constant format] - default is [page:Textures RGBAFormat].
[page:Constant type] - default is [page:Textures UnsignedByteType].
- [page:Number anisotropy] - default is *1*. See [page:Texture.anisotropy]
+ [page:Number anisotropy] - default is `1`. See [page:Texture.anisotropy]
[page:Constant encoding] - default is [page:Textures LinearEncoding].
- [page:Boolean depthBuffer] - default is *true*.
- [page:Boolean stencilBuffer] - default is *false*.
+ [page:Boolean depthBuffer] - default is `true`.
+ [page:Boolean stencilBuffer] - default is `false`.
[page:Number samples] - default is 0.

Creates a new [name] @@ -101,7 +101,7 @@

[property:DepthTexture depthTexture]

[property:Number samples]

- Defines the count of MSAA samples. Can only be used with WebGL 2. Default is *0*. + Defines the count of MSAA samples. Can only be used with WebGL 2. Default is `0`.

Methods

diff --git a/docs/api/en/renderers/WebGLRenderer.html b/docs/api/en/renderers/WebGLRenderer.html index 9e61aebc08ddc6..a0be922c96eb9e 100644 --- a/docs/api/en/renderers/WebGLRenderer.html +++ b/docs/api/en/renderers/WebGLRenderer.html @@ -32,41 +32,41 @@

[name]( [param:Object parameters] )

[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext]. Default is null.
- [page:String precision] - Shader precision. Can be *"highp"*, *"mediump"* or *"lowp"*. - Defaults to *"highp"* if supported by the device. See the note in "Things to Avoid" + [page:String precision] - Shader precision. Can be `"highp"`, `"mediump"` or `"lowp"`. + Defaults to `"highp"` if supported by the device. See the note in "Things to Avoid" [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices here].
- [page:Boolean alpha] - controls the default clear alpha value. When set to *true*, the value is *0*. Otherwise it's *1*. Default is *false*.
+ [page:Boolean alpha] - controls the default clear alpha value. When set to `true`, the value is `0`. Otherwise it's `1`. Default is `false`.
[page:Boolean premultipliedAlpha] - whether the renderer will assume that colors have [link:https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#Premultiplied_alpha premultiplied alpha]. - Default is *true*.
+ Default is `true`.
- [page:Boolean antialias] - whether to perform antialiasing. Default is *false*.
+ [page:Boolean antialias] - whether to perform antialiasing. Default is `false`.
[page:Boolean stencil] - whether the drawing buffer has a [link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer] of at least 8 bits. - Default is *true*.
+ Default is `true`.
[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers until manually cleared - or overwritten. Default is *false*.
+ or overwritten. Default is `false`.
[page:String powerPreference] - Provides a hint to the user agent indicating what configuration - of GPU is suitable for this WebGL context. Can be *"high-performance"*, *"low-power"* or *"default"*. Default is *"default"*. + of GPU is suitable for this WebGL context. Can be `"high-performance"`, `"low-power"` or `"default"`. Default is `"default"`. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.
- [page:Boolean failIfMajorPerformanceCaveat] - whether the renderer creation will fail upon low performance is detected. Default is *false*. + [page:Boolean failIfMajorPerformanceCaveat] - whether the renderer creation will fail upon low performance is detected. Default is `false`. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.
[page:Boolean depth] - whether the drawing buffer has a [link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits. - Default is *true*.
+ Default is `true`.
[page:Boolean logarithmicDepthBuffer] - whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene. Note that this setting uses gl_FragDepth if available which disables the [link:https://www.khronos.org/opengl/wiki/Early_Fragment_Test Early Fragment Test] optimization and can cause a decrease in performance. - Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example. + Default is `false`. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.

Properties

@@ -78,21 +78,21 @@

[property:Boolean autoClear]

[property:Boolean autoClearColor]

If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer. - Default is *true*. + Default is `true`.

[property:Boolean autoClearDepth]

If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer. - Default is *true*. + Default is `true`.

[property:Boolean autoClearStencil]

If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer. - Default is *true*. + Default is `true`.

[property:Object debug]

@@ -102,7 +102,7 @@

[property:Object debug]

for errors during compilation and linkage process. It may be useful to disable this check in production for performance gain. It is strongly recommended to keep these checks enabled during development. If the shader does not compile and link - it will not work and associated material will not render. - Default is *true*. + Default is `true`.

[property:Object capabilities]

@@ -110,31 +110,31 @@

[property:Object capabilities]

An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].
- [page:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
- - [page:Boolean floatVertexTextures]: *true* if [page:Boolean floatFragmentTextures] and [page:Boolean vertexTextures] are both true.
+ - [page:Boolean floatVertexTextures]: `true` if [page:Boolean floatFragmentTextures] and [page:Boolean vertexTextures] are both true.
- [page:Method getMaxAnisotropy](): Returns the maximum available anisotropy.
- [page:Method getMaxPrecision](): Returns the maximum available precision for vertex and fragment shaders.
- - [page:Boolean isWebGL2]: *true* if the context in use is a WebGL2RenderingContext object.
- - [page:Boolean logarithmicDepthBuffer]: *true* if the [page:parameter logarithmicDepthBuffer] was set to true in the constructor and + - [page:Boolean isWebGL2]: `true` if the context in use is a WebGL2RenderingContext object.
+ - [page:Boolean logarithmicDepthBuffer]: `true` if the [page:parameter logarithmicDepthBuffer] was set to true in the constructor and the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.
- - [page:Integer maxAttributes]: The value of *gl.MAX_VERTEX_ATTRIBS*.
- - [page:Integer maxCubemapSize]: The value of *gl.MAX_CUBE_MAP_TEXTURE_SIZE*. + - [page:Integer maxAttributes]: The value of `gl.MAX_VERTEX_ATTRIBS`.
+ - [page:Integer maxCubemapSize]: The value of `gl.MAX_CUBE_MAP_TEXTURE_SIZE`. Maximum height * width of cube map textures that a shader can use.
- - [page:Integer maxFragmentUniforms]: The value of *gl.MAX_FRAGMENT_UNIFORM_VECTORS*. + - [page:Integer maxFragmentUniforms]: The value of `gl.MAX_FRAGMENT_UNIFORM_VECTORS`. The number of uniforms that can be used by a fragment shader.
- - [page:Integer maxSamples]: The value of *gl.MAX_SAMPLES*. + - [page:Integer maxSamples]: The value of `gl.MAX_SAMPLES`. Maximum number of samples in context of Multisample anti-aliasing (MSAA).
- - [page:Integer maxTextureSize]: The value of *gl.MAX_TEXTURE_SIZE*. + - [page:Integer maxTextureSize]: The value of `gl.MAX_TEXTURE_SIZE`. Maximum height * width of a texture that a shader use.
- - [page:Integer maxTextures]: The value of *gl.MAX_TEXTURE_IMAGE_UNITS*. + - [page:Integer maxTextures]: The value of `gl.MAX_TEXTURE_IMAGE_UNITS`. The maximum number of textures that can be used by a shader.
- - [page:Integer maxVaryings]: The value of *gl.MAX_VARYING_VECTORS*. + - [page:Integer maxVaryings]: The value of `gl.MAX_VARYING_VECTORS`. The number of varying vectors that can used by shaders.
- - [page:Integer maxVertexTextures]: The value of *gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS*. + - [page:Integer maxVertexTextures]: The value of `gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS`. The number of textures that can be used in a vertex shader.
- - [page:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*. + - [page:Integer maxVertexUniforms]: The value of `gl.MAX_VERTEX_UNIFORM_VECTORS`. The maximum number of uniforms that can be used in a vertex shader.
- [page:String precision]: The shader precision currently being used by the renderer.
- - [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertex textures can be used).
+ - [page:Boolean vertexTextures]: `true` if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertex textures can be used).

[property:Array clippingPlanes]

@@ -161,11 +161,11 @@

[property:Object extensions]

This method can check for the following extensions:
    -
  • *WEBGL_depth_texture*
  • -
  • *EXT_texture_filter_anisotropic*
  • -
  • *WEBGL_compressed_texture_s3tc*
  • -
  • *WEBGL_compressed_texture_pvrtc*
  • -
  • *WEBGL_compressed_texture_etc1*
  • +
  • `WEBGL_depth_texture`
  • +
  • `EXT_texture_filter_anisotropic`
  • +
  • `WEBGL_compressed_texture_s3tc`
  • +
  • `WEBGL_compressed_texture_pvrtc`
  • +
  • `WEBGL_compressed_texture_etc1`

@@ -198,22 +198,22 @@

[property:Object info]

By default these data are reset at each render call but when having multiple render passes per frame (e.g. when using post processing) it can be preferred to reset with a custom pattern. - First, set *autoReset* to *false*. + First, set `autoReset` to `false`. renderer.info.autoReset = false; - Call *reset()* whenever you have finished to render a single frame. + Call `reset()` whenever you have finished to render a single frame. renderer.info.reset();

[property:Boolean localClippingEnabled]

-

Defines whether the renderer respects object-level clipping planes. Default is *false*.

+

Defines whether the renderer respects object-level clipping planes. Default is `false`.

[property:Boolean physicallyCorrectLights]

- Whether to use physically correct lighting mode. Default is *false*. + Whether to use physically correct lighting mode. Default is `false`. See the [example:webgl_lights_physical lights / physical] example.

@@ -231,13 +231,13 @@

[property:WebGLShadowMap shadowMap]

This contains the reference to the shadow map, if used.
- [page:Boolean enabled]: - If set, use shadow maps in the scene. Default is *false*.
+ If set, use shadow maps in the scene. Default is `false`.
- [page:Boolean autoUpdate]: - Enables automatic updates to the shadows in the scene. Default is *true*.
- If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.
+ Enables automatic updates to the shadows in the scene. Default is `true`.
+ If you do not require dynamic lighting / shadows, you may set this to `false` when the renderer is instantiated.
- [page:Boolean needsUpdate]: - When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*.
- If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.
+ When set to `true`, shadow maps in the scene will be updated in the next `render` call. Default is `false`.
+ If you have disabled automatic updates to shadow maps (`shadowMap.autoUpdate = false`), you will need to set this to `true` and then make a render call to update the shadows in your scene.
- [page:Integer type]: Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader). Options are: @@ -252,7 +252,7 @@

[property:WebGLShadowMap shadowMap]

[property:Boolean sortObjects]

- Defines whether the renderer should sort objects. Default is *true*.

+ Defines whether the renderer should sort objects. Default is `true`.

Note: Sorting is used to attempt to properly render objects that have some degree of transparency. By definition, sorting objects may not work in all cases. Depending on the needs of application, @@ -272,7 +272,7 @@

[property:Constant toneMapping]

[property:Number toneMappingExposure]

- Exposure level of tone mapping. Default is *1*. + Exposure level of tone mapping. Default is `1`.

[property:WebXRManager xr]

@@ -286,7 +286,7 @@

[method:undefined clear]( [param:Boolean color], [param:Boolean depth], [par

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.
- Arguments default to *true*. + Arguments default to `true`.

[method:undefined clearColor]( )

@@ -344,7 +344,7 @@

[method:Integer getActiveMipmapLevel]()

Returns the current active mipmap level.

[method:RenderTarget getRenderTarget]()

-

Returns the current [page:RenderTarget RenderTarget] if there are; returns *null* otherwise.

+

Returns the current [page:RenderTarget RenderTarget] if there are; returns `null` otherwise.

[method:Vector4 getCurrentViewport]( [param:Vector4 target] )

@@ -371,7 +371,7 @@

[method:Vector4 getScissor]( [param:Vector4 target] )

[method:Boolean getScissorTest]()

-

Returns *true* if scissor test is enabled; returns *false* otherwise.

+

Returns `true` if scissor test is enabled; returns `false` otherwise.

[method:Vector2 getSize]( [param:Vector2 target] )

@@ -419,7 +419,7 @@

[method:undefined setAnimationLoop]( [param:Function callback] )

A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebXR projects this function must be used.

[method:undefined setClearAlpha]( [param:Float alpha] )

-

Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.

+

Sets the clear alpha. Valid input is a float between `0.0` and `1.0`.

[method:undefined setClearColor]( [param:Color color], [param:Float alpha] )

Sets the clear color and opacity.

@@ -429,7 +429,7 @@

[method:undefined setPixelRatio]( [param:number value] )

[method:undefined setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )

- renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When *null* is given, the canvas is set as the active render target instead.
+ renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When `null` is given, the canvas is set as the active render target instead.
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLCubeRenderTarget]. When passing a [page:WebGLArrayRenderTarget] or [page:WebGL3DRenderTarget] this indicates the z layer to render in to (optional).
activeMipmapLevel -- Specifies the active mipmap level (optional).

This method sets the active rendertarget. diff --git a/docs/api/en/renderers/webxr/WebXRManager.html b/docs/api/en/renderers/webxr/WebXRManager.html index 10807fb959ed32..3cfc098271dd44 100644 --- a/docs/api/en/renderers/webxr/WebXRManager.html +++ b/docs/api/en/renderers/webxr/WebXRManager.html @@ -21,18 +21,18 @@

Properties

[property:Boolean cameraAutoUpdate]

- Whether the manager's XR camera should be automatically updated or not. Default is *true*. + Whether the manager's XR camera should be automatically updated or not. Default is `true`.

[property:Boolean enabled]

- This flag notifies the renderer to be ready for XR rendering. Default is *false*. Set it to *true* if you are going + This flag notifies the renderer to be ready for XR rendering. Default is `false`. Set it to `true` if you are going to use XR in your app.

[property:Boolean isPresenting]

- Whether XR presentation is active or not. Default is *false*. This flag is read-only and automatically set by [name]. + Whether XR presentation is active or not. Default is `false`. This flag is read-only and automatically set by [name].

Methods

@@ -43,7 +43,7 @@

[method:ArrayCamera getCamera]()

For each view it holds a separate camera object in its [page:ArrayCamera.cameras cameras] property.

- The camera's *fov* is currently not used and does not reflect the fov of the XR camera. If you need the fov on app level, + The camera's `fov` is currently not used and does not reflect the fov of the XR camera. If you need the fov on app level, you have to compute in manually from the XR camera's projection matrices.

@@ -59,7 +59,7 @@

[method:Group getControllerGrip]( [param:Integer index] )

[page:Integer index] — The index of the controller.

- Returns a [page:Group] representing the so called *grip* space of the XR controller. + Returns a [page:Group] representing the so called `grip` space of the XR controller. Use this space if the user is going to hold other 3D objects like a lightsaber.

@@ -78,7 +78,7 @@

[method:Group getHand]( [param:Integer index] )

[page:Integer index] — The index of the controller.

- Returns a [page:Group] representing the so called *hand* or *joint* space of the XR controller. + Returns a [page:Group] representing the so called `hand` or `joint` space of the XR controller. Use this space for visualizing the user's hands when no physical controllers are used.

@@ -89,14 +89,14 @@

[method:String getReferenceSpace]()

[method:XRSession getSession]()

- Returns the *XRSession* object which allows a more fine-grained management of active WebXR sessions on application level. + Returns the `XRSession` object which allows a more fine-grained management of active WebXR sessions on application level.

[method:undefined setFoveation]( [param:Float foveation] )

[page:Float foveation] — The foveation to set.

- Specifies the amount of foveation used by the XR compositor for the layer. Must be a value between *0* and *1*. + Specifies the amount of foveation used by the XR compositor for the layer. Must be a value between `0` and `1`.

[method:undefined setFramebufferScaleFactor]( [param:Float framebufferScaleFactor] )

@@ -104,7 +104,7 @@

[method:undefined setFramebufferScaleFactor]( [param:Float framebufferScaleF [page:Float framebufferScaleFactor] — The framebuffer scale factor to set.

Specifies the scaling factor to use when determining the size of the framebuffer when rendering to a XR device. - The value is relative to the default XR device display resolution. Default is *1*. A value of *0.5* would specify + The value is relative to the default XR device display resolution. Default is `1`. A value of `0.5` would specify a framebuffer with 50% of the display's native resolution.

@@ -124,13 +124,13 @@

[method:undefined setReferenceSpaceType]( [param:String referenceSpaceType] [page:String referenceSpaceType] — The reference space type to set.

Can be used to configure a spatial relationship with the user's physical environment. Depending on how the user moves in 3D space, setting an - appropriate reference space can improve tracking. Default is *local-floor*. + appropriate reference space can improve tracking. Default is `local-floor`. Please check out the [link:https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType MDN] for possible values and their use cases.

[method:undefined updateCamera]( [param:PerspectiveCamera camera] )

- Updates the state of the XR camera. Use this method on app level if you set [page:.cameraAutoUpdate] to *false*. + Updates the state of the XR camera. Use this method on app level if you set [page:.cameraAutoUpdate] to `false`. The method requires the non-XR camera of the scene as a parameter. The passed in camera's transformation is automatically adjusted to the position of the XR camera when calling this method.

diff --git a/docs/api/en/textures/CanvasTexture.html b/docs/api/en/textures/CanvasTexture.html index 86daba51bf3d59..64e698c611868d 100644 --- a/docs/api/en/textures/CanvasTexture.html +++ b/docs/api/en/textures/CanvasTexture.html @@ -14,7 +14,7 @@

[name]

Creates a texture from a canvas element.

- This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately. + This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to `true` immediately.

diff --git a/docs/api/en/textures/CubeTexture.html b/docs/api/en/textures/CubeTexture.html index b00a0e534aba8c..2f43e1ea7df139 100644 --- a/docs/api/en/textures/CubeTexture.html +++ b/docs/api/en/textures/CubeTexture.html @@ -48,7 +48,7 @@

Properties

[property:Boolean flipY]

- If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *false*. + If set to `true`, the texture is flipped along the vertical axis when uploaded to the GPU. Default is `false`.

[property:Boolean isCubeTexture]

diff --git a/docs/api/en/textures/DataTexture.html b/docs/api/en/textures/DataTexture.html index a0e6171a1adb22..d3a2f76ada5999 100644 --- a/docs/api/en/textures/DataTexture.html +++ b/docs/api/en/textures/DataTexture.html @@ -72,7 +72,7 @@

Properties

[property:Boolean flipY]

- If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *false*. + If set to `true`, the texture is flipped along the vertical axis when uploaded to the GPU. Default is `false`.

[property:Boolean generateMipmaps]

diff --git a/docs/api/en/textures/DepthTexture.html b/docs/api/en/textures/DepthTexture.html index 60ecad27dc5b10..ba029ae0c6e452 100644 --- a/docs/api/en/textures/DepthTexture.html +++ b/docs/api/en/textures/DepthTexture.html @@ -92,7 +92,7 @@

[page:Texture.minFilter minFilter]

[page:Texture.flipY flipY]

- Depth textures do not need to be flipped so this is *false* by default. + Depth textures do not need to be flipped so this is `false` by default.

[page:Texture.generateMipmaps .generateMipmaps]

diff --git a/docs/api/en/textures/Source.html b/docs/api/en/textures/Source.html index 82ee9b466d771a..51fa8f5c5b956e 100644 --- a/docs/api/en/textures/Source.html +++ b/docs/api/en/textures/Source.html @@ -17,7 +17,7 @@

Constructor

[name]( [param:Any data] )

- [page:Any data] -- The data definition of a texture. Default is *null*. + [page:Any data] -- The data definition of a texture. Default is `null`.

Properties

@@ -29,7 +29,7 @@

[property:Any data]

[property:Boolean needsUpdate]

- Set this to *true* to trigger a data upload to the GPU next time the source is used. + Set this to `true` to trigger a data upload to the GPU next time the source is used.

[property:String uuid]

@@ -40,7 +40,7 @@

[property:String uuid]

[property:Integer version]

- This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*. + This starts at `0` and counts how many times [property:Boolean needsUpdate] is set to `true`.

Methods

diff --git a/docs/api/en/textures/Texture.html b/docs/api/en/textures/Texture.html index 837c867adcc0b7..79c2120c14cbfb 100644 --- a/docs/api/en/textures/Texture.html +++ b/docs/api/en/textures/Texture.html @@ -149,10 +149,10 @@

[property:number type]

[property:Vector2 offset]

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*. + Typical range is `0.0` to `1.0`.

- The below texture types share the *first* uv channel in the engine. The offset (and repeat) setting is evaluated according to + The below texture types share the `first` uv channel in the engine. The offset (and repeat) setting is evaluated according to the following priorities and then shared by those textures:

  1. color map
  2. @@ -170,7 +170,7 @@

    [property:Vector2 offset]

- The below texture types share the *second* uv channel in the engine. The offset (and repeat) setting is evaluated according to + The below texture types share the `second` uv channel in the engine. The offset (and repeat) setting is evaluated according to the following priorities and then shared by those textures:

  1. ao map
  2. @@ -188,7 +188,7 @@

    [property:Vector2 repeat]

    [property:number rotation]

    - How much the texture is rotated around the center point, in radians. Positive values are counter-clockwise. Default is *0*. + How much the texture is rotated around the center point, in radians. Positive values are counter-clockwise. Default is `0`.

    [property:Vector2 center]

    @@ -219,7 +219,7 @@

    [property:Boolean generateMipmaps]

    [property:Boolean premultiplyAlpha]

    - If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.

    + If set to `true`, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is `false`.

    Note that this property has no effect for [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]. You need to configure on bitmap creation instead. See [page:ImageBitmapLoader]. @@ -227,7 +227,7 @@

    [property:Boolean premultiplyAlpha]

    [property:Boolean flipY]

    - If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.

    + If set to `true`, the texture is flipped along the vertical axis when uploaded to the GPU. Default is `true`.

    Note that this property has no effect for [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]. You need to configure on bitmap creation instead. See [page:ImageBitmapLoader]. @@ -253,7 +253,7 @@

    [property:number encoding]

    [property:Integer version]

    - This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*. + This starts at `0` and counts how many times [property:Boolean needsUpdate] is set to `true`.

    [property:Function onUpdate]

    @@ -264,7 +264,7 @@

    [property:Function onUpdate]

    [property:Boolean needsUpdate]

    - Set this to *true* to trigger an update next time the texture is used. Particularly important for setting the wrap mode. + Set this to `true` to trigger an update next time the texture is used. Particularly important for setting the wrap mode.

    [property:Object userData]

    diff --git a/docs/api/en/textures/VideoTexture.html b/docs/api/en/textures/VideoTexture.html index 52b04c3881a43e..89e200115e132a 100644 --- a/docs/api/en/textures/VideoTexture.html +++ b/docs/api/en/textures/VideoTexture.html @@ -14,7 +14,7 @@

    [name]

    Creates a texture for use with a video texture.

    - This is almost the same as the base [page:Texture Texture] class, except that it continuously sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled. + This is almost the same as the base [page:Texture Texture] class, except that it continuously sets [page:Texture.needsUpdate needsUpdate] to `true` so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.

    Code Example

    @@ -90,7 +90,7 @@

    Methods

    [method:undefined update]()

    - This is called automatically and sets [property:Boolean needsUpdate] to *true* every time + This is called automatically and sets [property:Boolean needsUpdate] to `true` every time a new frame is available.

    diff --git a/docs/examples/en/animations/CCDIKSolver.html b/docs/examples/en/animations/CCDIKSolver.html index b111450da22d7d..db4f6f34e79e68 100644 --- a/docs/examples/en/animations/CCDIKSolver.html +++ b/docs/examples/en/animations/CCDIKSolver.html @@ -9,7 +9,7 @@

    [name]

    -

    A solver for IK with CCD Algorithm.

    +

    A solver for IK with `CCD Algorithm`.

    [name] solves Inverse Kinematics Problem with CCD Algorithm. [name] is designed to work with [page:SkinnedMesh] but also can be used with [page:MMDLoader] or [page:GLTFLoader] skeleton.

    diff --git a/docs/examples/en/animations/MMDAnimationHelper.html b/docs/examples/en/animations/MMDAnimationHelper.html index 5d8091f021c9d2..1ba7fd81419ee9 100644 --- a/docs/examples/en/animations/MMDAnimationHelper.html +++ b/docs/examples/en/animations/MMDAnimationHelper.html @@ -9,7 +9,7 @@

    [name]

    -

    A animation helper for MMD resources.

    +

    A animation helper for `MMD` resources.

    [name] handles animation of MMD assets loaded by [page:MMDLoader] with MMD special features as IK, Grant, and Physics. It uses [page:CCDIKSolver] and [page:MMDPhysics] inside.

    diff --git a/docs/examples/en/animations/MMDPhysics.html b/docs/examples/en/animations/MMDPhysics.html index 1c38598d8111cb..531808752655c5 100644 --- a/docs/examples/en/animations/MMDPhysics.html +++ b/docs/examples/en/animations/MMDPhysics.html @@ -9,7 +9,7 @@

    [name]

    -

    A Physics handler for MMD resources.

    +

    A Physics handler for `MMD` resources.

    [name] calculates Physics for model loaded by [page:MMDLoader] with ammo.js (Bullet-based JavaScript Physics engine).

    diff --git a/docs/examples/en/controls/ArcballControls.html b/docs/examples/en/controls/ArcballControls.html index db1a185a52aba1..8e7a65fdf9a7c7 100644 --- a/docs/examples/en/controls/ArcballControls.html +++ b/docs/examples/en/controls/ArcballControls.html @@ -123,7 +123,7 @@

    [property:HTMLDOMElement domElement]

    [property:Boolean enabled]

    - When set to *false*, the controls will not respond to user input. Default is *true*. + When set to `false`, the controls will not respond to user input. Default is `true`.

    [property:Boolean enableAnimations]

    diff --git a/docs/examples/en/controls/DragControls.html b/docs/examples/en/controls/DragControls.html index 05335a8ed04ad0..073e21a2945996 100644 --- a/docs/examples/en/controls/DragControls.html +++ b/docs/examples/en/controls/DragControls.html @@ -94,7 +94,7 @@

    [property:Boolean enabled]

    [property:Boolean transformGroup]

    This option only works if the [page:DragControls.objects] array contains a single draggable group object. - If set to *true*, [name] does not transform individual objects but the entire group. Default is *false*. + If set to `true`, [name] does not transform individual objects but the entire group. Default is `false`.

    Methods

    diff --git a/docs/examples/en/controls/FirstPersonControls.html b/docs/examples/en/controls/FirstPersonControls.html index 8880e6e696da2e..f2b01b6409f0b2 100644 --- a/docs/examples/en/controls/FirstPersonControls.html +++ b/docs/examples/en/controls/FirstPersonControls.html @@ -37,17 +37,17 @@

    Properties

    [property:Boolean activeLook]

    - Whether or not it's possible to look around. Default is *true*. + Whether or not it's possible to look around. Default is `true`.

    [property:Boolean autoForward]

    - Whether or not the camera is automatically moved forward. Default is *false*. + Whether or not the camera is automatically moved forward. Default is `false`.

    [property:Boolean constrainVertical]

    - Whether or not looking around is vertically constrained by [[page:.verticalMin], [page:.verticalMax]]. Default is *false*. + Whether or not looking around is vertically constrained by [[page:.verticalMin], [page:.verticalMax]]. Default is `false`.

    [property:HTMLDOMElement domElement]

    @@ -58,7 +58,7 @@

    [property:HTMLDOMElement domElement]

    [property:Boolean enabled]

    - Whether or not the controls are enabled. Default is *true*. + Whether or not the controls are enabled. Default is `true`.

    [property:Number heightCoef]

    @@ -78,18 +78,18 @@

    [property:Number heightMin]

    [property:Boolean heightSpeed]

    - Whether or not the camera's height influences the forward movement speed. Default is *false*. + Whether or not the camera's height influences the forward movement speed. Default is `false`. Use the properties [page:.heightCoef], [page:.heightMin] and [page:.heightMax] for configuration.

    [property:Boolean lookVertical]

    - Whether or not it's possible to vertically look around. Default is *true*. + Whether or not it's possible to vertically look around. Default is `true`.

    [property:Number lookSpeed]

    - The look around speed. Default is *0.005*. + The look around speed. Default is `0.005`.

    [property:Boolean mouseDragOn]

    @@ -109,7 +109,7 @@

    [property:Camera object]

    [property:Number verticalMax]

    - How far you can vertically look around, upper limit. Range is 0 to Math.PI radians. Default is *Math.PI*. + How far you can vertically look around, upper limit. Range is 0 to Math.PI radians. Default is `Math.PI`.

    [property:Number verticalMin]

    diff --git a/docs/examples/en/controls/FlyControls.html b/docs/examples/en/controls/FlyControls.html index 35de38c2464de3..1a096fcd66e89a 100644 --- a/docs/examples/en/controls/FlyControls.html +++ b/docs/examples/en/controls/FlyControls.html @@ -45,7 +45,7 @@

    Properties

    [property:Boolean autoForward]

    - If set to *true*, the camera automatically moves forward (and does not stop) when initially translated. Default is *false*. + If set to `true`, the camera automatically moves forward (and does not stop) when initially translated. Default is `false`.

    [property:HTMLDOMElement domElement]

    @@ -56,7 +56,7 @@

    [property:HTMLDOMElement domElement]

    [property:Boolean dragToLook]

    - If set to *true*, you can only look around by performing a drag interaction. Default is *false*. + If set to `true`, you can only look around by performing a drag interaction. Default is `false`.

    [property:Number movementSpeed]

    @@ -71,7 +71,7 @@

    [property:Camera object]

    [property:Number rollSpeed]

    - The rotation speed. Default is *0.005*. + The rotation speed. Default is `0.005`.

    Methods

    diff --git a/docs/examples/en/controls/OrbitControls.html b/docs/examples/en/controls/OrbitControls.html index d9fcc1def905b2..20bbac2f1aa592 100644 --- a/docs/examples/en/controls/OrbitControls.html +++ b/docs/examples/en/controls/OrbitControls.html @@ -106,7 +106,7 @@

    [property:HTMLDOMElement domElement]

    [property:Boolean enabled]

    - When set to *false*, the controls will not respond to user input. Default is *true*. + When set to `false`, the controls will not respond to user input. Default is `true`.

    [property:Boolean enableDamping]

    @@ -289,7 +289,7 @@

    [method:Float getDistance] ()

    [method:undefined listenToKeyEvents] ( [param:HTMLDOMElement domElement] )

    - Adds key event listeners to the given DOM element. *window* is a recommended argument for using this method. + Adds key event listeners to the given DOM element. `window` is a recommended argument for using this method.

    [method:undefined reset] ()

    diff --git a/docs/examples/en/controls/TrackballControls.html b/docs/examples/en/controls/TrackballControls.html index f221837747de61..3ecbfbc98f1c07 100644 --- a/docs/examples/en/controls/TrackballControls.html +++ b/docs/examples/en/controls/TrackballControls.html @@ -64,7 +64,7 @@

    [property:HTMLDOMElement domElement]

    [property:Number dynamicDampingFactor]

    - Defines the intensity of damping. Only considered if [page:.staticMoving staticMoving] is set to *false*. Default is *0.2*. + Defines the intensity of damping. Only considered if [page:.staticMoving staticMoving] is set to `false`. Default is `0.2`.

    [property:Boolean enabled]

    @@ -85,7 +85,7 @@

    [property:Array keys]

    [property:Number maxDistance]

    - How far you can zoom out. Default is *Infinity*. + How far you can zoom out. Default is `Infinity`.

    [property:Number minDistance]

    @@ -98,25 +98,25 @@

    This object contains references to the mouse actions used by the controls.

      -
    • .LEFT is assigned with *THREE.MOUSE.ROTATE*
    • -
    • .MIDDLE is assigned with *THREE.MOUSE.ZOOM*
    • -
    • .RIGHT is assigned with *THREE.MOUSE.PAN*
    • +
    • .LEFT is assigned with `THREE.MOUSE.ROTATE`
    • +
    • .MIDDLE is assigned with `THREE.MOUSE.ZOOM`
    • +
    • .RIGHT is assigned with `THREE.MOUSE.PAN`

    [property:Boolean noPan]

    - Whether or not panning is disabled. Default is *false*. + Whether or not panning is disabled. Default is `false`.

    [property:Boolean noRotate]

    - Whether or not rotation is disabled. Default is *false*. + Whether or not rotation is disabled. Default is `false`.

    [property:Boolean noZoom]

    - Whether or not zooming is disabled. Default is *false*. + Whether or not zooming is disabled. Default is `false`.

    [property:Camera object]

    @@ -126,12 +126,12 @@

    [property:Camera object]

    [property:Number panSpeed]

    - The pan speed. Default is *0.3*. + The pan speed. Default is `0.3`.

    [property:Number rotateSpeed]

    - The rotation speed. Default is *1.0*. + The rotation speed. Default is `1.0`.

    [property:Object screen]

    @@ -147,12 +147,12 @@

    [property:Object screen]

    [property:Boolean staticMoving]

    - Whether or not damping is disabled. Default is *false*. + Whether or not damping is disabled. Default is `false`.

    [property:Number zoomSpeed]

    - The zoom speed. Default is *1.2*. + The zoom speed. Default is `1.2`.

    Methods

    diff --git a/docs/examples/en/controls/TransformControls.html b/docs/examples/en/controls/TransformControls.html index cc3c2232608d27..1a030425199404 100644 --- a/docs/examples/en/controls/TransformControls.html +++ b/docs/examples/en/controls/TransformControls.html @@ -92,7 +92,7 @@

    [property:Boolean enabled]

    [property:String mode]

    - The current transformation mode. Possible values are "translate", "rotate" and "scale". Default is *translate*. + The current transformation mode. Possible values are "translate", "rotate" and "scale". Default is `translate`.

    [property:Object3D object]

    @@ -103,22 +103,22 @@

    [property:Object3D object]

    [property:Number rotationSnap]

    By default, 3D objects are continuously rotated. If you set this property to a numeric value (radians), you can define in which - steps the 3D object should be rotated. Default is *null*. + steps the 3D object should be rotated. Default is `null`.

    [property:Boolean showX]

    - Whether or not the x-axis helper should be visible. Default is *true*. + Whether or not the x-axis helper should be visible. Default is `true`.

    [property:Boolean showY]

    - Whether or not the y-axis helper should be visible. Default is *true*. + Whether or not the y-axis helper should be visible. Default is `true`.

    [property:Boolean showZ]

    - Whether or not the z-axis helper should be visible. Default is *true*. + Whether or not the z-axis helper should be visible. Default is `true`.

    [property:Number size]

    @@ -128,13 +128,13 @@

    [property:Number size]

    [property:String space]

    - Defines in which coordinate space transformations should be performed. Possible values are "world" and "local". Default is *world*. + Defines in which coordinate space transformations should be performed. Possible values are "world" and "local". Default is `world`.

    [property:Number translationSnap]

    By default, 3D objects are continuously translated. If you set this property to a numeric value (world units), you can define in which - steps the 3D object should be translated. Default is *null*. + steps the 3D object should be translated. Default is `null`.

    Methods

    diff --git a/docs/examples/en/exporters/ColladaExporter.html b/docs/examples/en/exporters/ColladaExporter.html index 82b352f95e1737..6f5c0039253cf9 100644 --- a/docs/examples/en/exporters/ColladaExporter.html +++ b/docs/examples/en/exporters/ColladaExporter.html @@ -10,7 +10,7 @@

    [name]

    - An exporter for *Collada*. + An exporter for `Collada`.

    Collada is a file format for robust representation of scenes, materials, animations, and other 3D content in an xml format. diff --git a/docs/examples/en/exporters/EXRExporter.html b/docs/examples/en/exporters/EXRExporter.html index b9d76a8ac8234e..95d1da3a9e3a22 100644 --- a/docs/examples/en/exporters/EXRExporter.html +++ b/docs/examples/en/exporters/EXRExporter.html @@ -10,7 +10,7 @@

    [name]

    - An exporter for *EXR*. + An exporter for `EXR`.

    EXR ( Extended Dynamic Range) is an open format specification diff --git a/docs/examples/en/exporters/GLTFExporter.html b/docs/examples/en/exporters/GLTFExporter.html index 8159aaec815ecd..170fcd820bceec 100644 --- a/docs/examples/en/exporters/GLTFExporter.html +++ b/docs/examples/en/exporters/GLTFExporter.html @@ -10,7 +10,7 @@

    [name]

    - An exporter for *glTF* 2.0. + An exporter for `glTF` 2.0.

    glTF (GL Transmission Format) is an open format specification @@ -122,7 +122,7 @@

    [method:undefined parse]( [param:Object3D input], [param:Function onComplete
  3. maxTextureSize - int. Restricts the image maximum size (both width and height) to the given value. Default is Infinity.
  4. animations - Array<[page:AnimationClip AnimationClip]>. List of animations to be included in the export.
  5. forceIndices - bool. Generate indices for non-index geometry and export with them. Default is false.
  6. -
  7. includeCustomExtensions - bool. Export custom glTF extensions defined on an object's userData.gltfExtensions property. Default is false.
  8. +
  9. includeCustomExtensions - bool. Export custom glTF extensions defined on an object's `userData.gltfExtensions` property. Default is false.
  10. diff --git a/docs/examples/en/exporters/PLYExporter.html b/docs/examples/en/exporters/PLYExporter.html index 387adb225a2d26..a7419001afd0ed 100644 --- a/docs/examples/en/exporters/PLYExporter.html +++ b/docs/examples/en/exporters/PLYExporter.html @@ -10,7 +10,7 @@

    [name]

    - An exporter for *PLY*. + An exporter for `PLY`.

    PLY (Polygon or Stanford Triangle Format) is a file format for efficient delivery and loading of simple, static 3D content in a dense format. diff --git a/docs/examples/en/helpers/RectAreaLightHelper.html b/docs/examples/en/helpers/RectAreaLightHelper.html index b68747b8554822..4226f9cb55e03f 100644 --- a/docs/examples/en/helpers/RectAreaLightHelper.html +++ b/docs/examples/en/helpers/RectAreaLightHelper.html @@ -42,7 +42,7 @@

    [property:RectAreaLight light]

    [property:hex color]

    - The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update + The color parameter passed in the constructor. Default is `undefined`. If this is changed, the helper's color will update the next time [page:.update update] is called.

    diff --git a/docs/examples/en/helpers/VertexNormalsHelper.html b/docs/examples/en/helpers/VertexNormalsHelper.html index fc5dc1b1675f11..6a1daf31d7fd92 100644 --- a/docs/examples/en/helpers/VertexNormalsHelper.html +++ b/docs/examples/en/helpers/VertexNormalsHelper.html @@ -52,7 +52,7 @@

    Properties

    [property:Object matrixAutoUpdate]

    - See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the + See [page:Object3D.matrixAutoUpdate]. Set to `false` here as the helper is using the object's [page:Object3D.matrixWorld matrixWorld].

    diff --git a/docs/examples/en/helpers/VertexTangentsHelper.html b/docs/examples/en/helpers/VertexTangentsHelper.html index 1cbe354691fa29..5bacbbd591f544 100644 --- a/docs/examples/en/helpers/VertexTangentsHelper.html +++ b/docs/examples/en/helpers/VertexTangentsHelper.html @@ -53,7 +53,7 @@

    Properties

    [property:Object matrixAutoUpdate]

    - See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the + See [page:Object3D.matrixAutoUpdate]. Set to `false` here as the helper is using the object's [page:Object3D.matrixWorld matrixWorld].

    diff --git a/docs/examples/en/lights/LightProbeGenerator.html b/docs/examples/en/lights/LightProbeGenerator.html index 89d6c023fbf776..dbe74f01710355 100644 --- a/docs/examples/en/lights/LightProbeGenerator.html +++ b/docs/examples/en/lights/LightProbeGenerator.html @@ -33,7 +33,7 @@

    [method:LightProbe fromCubeRenderTarget] ( [param:WebGLRenderer renderer], [ Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube render target.

    - The [page:Texture.format format] of the cube render target must be set to *RGBA*. + The [page:Texture.format format] of the cube render target must be set to `RGBA`.

    Source

    diff --git a/docs/examples/en/loaders/3DMLoader.html b/docs/examples/en/loaders/3DMLoader.html index a2b90b23200723..ba74521359aa94 100644 --- a/docs/examples/en/loaders/3DMLoader.html +++ b/docs/examples/en/loaders/3DMLoader.html @@ -163,23 +163,23 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .3dm file.
    + [page:String url] — A string containing the path/URL of the `.3dm` file.
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.

    - Begin loading from url and call the onLoad function with the resulting Object3d. + Begin loading from url and call the `onLoad` function with the resulting Object3d.

    [method:undefined parse]( [param:ArrayBuffer buffer], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:ArrayBuffer buffer] — An ArrayBuffer representing the Rhino File3dm document.
    + [page:ArrayBuffer buffer] — An ArrayBuffer representing the Rhino `File3dm` document.
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.

    - Parse a File3dm ArrayBuffer and call the onLoad function with the resulting Object3d. + Parse a File3dm ArrayBuffer and call the `onLoad` function with the resulting Object3d. See this example for further reference.

    diff --git a/docs/examples/en/loaders/DRACOLoader.html b/docs/examples/en/loaders/DRACOLoader.html index 76e4d2da15dc01..596521fe1edbd2 100644 --- a/docs/examples/en/loaders/DRACOLoader.html +++ b/docs/examples/en/loaders/DRACOLoader.html @@ -18,8 +18,8 @@

    [name]

    - Standalone Draco files have a .drc extension, and contain vertex positions, - normals, colors, and other attributes. Draco files do not contain materials, + Standalone Draco files have a `.drc` extension, and contain vertex positions, + normals, colors, and other attributes. Draco files *do not* contain materials, textures, animation, or node hierarchies – to use these features, embed Draco geometry inside of a glTF file. A normal glTF file can be converted to a Draco-compressed glTF file using [link:https://github.com/AnalyticalGraphicsInc/gltf-pipeline glTF-Pipeline]. When @@ -106,13 +106,13 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .drc file.
    + [page:String url] — A string containing the path/URL of the `.drc` file.
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.

    - Begin loading from url and call the onLoad function with the decompressed geometry. + Begin loading from url and call the `onLoad` function with the decompressed geometry.

    [method:this setDecoderPath]( [param:String value] )

    @@ -122,7 +122,7 @@

    [method:this setDecoderPath]( [param:String value] )

    [method:this setDecoderConfig]( [param:Object config] )

    - [page:String config.type] - (Optional) "js" or "wasm".
    + [page:String config.type] - (Optional) `"js"` or `"wasm"`.

    Provides configuration for the decoder libraries. Configuration cannot be changed diff --git a/docs/examples/en/loaders/FontLoader.html b/docs/examples/en/loaders/FontLoader.html index 52186b3b8b33dc..cd5dfd0287f4f0 100644 --- a/docs/examples/en/loaders/FontLoader.html +++ b/docs/examples/en/loaders/FontLoader.html @@ -79,8 +79,8 @@

    [method:undefined load]( [param:String url], [param:Function onLoad], [param

    [method:Font parse]( [param:Object json] )

    - [page:Object json] — The JSON structure to parse.

    - Parse a JSON structure and return a font. + [page:Object json] — The `JSON` structure to parse.

    + Parse a `JSON` structure and return a font.

    Source

    diff --git a/docs/examples/en/loaders/GLTFLoader.html b/docs/examples/en/loaders/GLTFLoader.html index 2074f7d531ef36..8621ea03a090e3 100644 --- a/docs/examples/en/loaders/GLTFLoader.html +++ b/docs/examples/en/loaders/GLTFLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for glTF 2.0 resources.

    +

    A loader for `glTF 2.0` resources.

    [link:https://www.khronos.org/gltf glTF] (GL Transmission Format) is an [link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification] for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) @@ -196,7 +196,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .gltf or .glb file.
    + [page:String url] — A string containing the path/URL of the `.gltf` or `.glb` file.
    [page:Function onLoad] — A function to be called after the loading is successfully completed. The function receives the loaded JSON response returned from [page:Function parse].
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.
    @@ -220,13 +220,13 @@

    [method:this setKTX2Loader]( [param:KTX2Loader ktx2Loader] )

    [method:undefined parse]( [param:ArrayBuffer data], [param:String path], [param:Function onLoad], [param:Function onError] )

    - [page:ArrayBuffer data] — glTF asset to parse, as an ArrayBuffer or JSON string.
    + [page:ArrayBuffer data] — glTF asset to parse, as an ArrayBuffer or `JSON` string.
    [page:String path] — The base path from which to find subsequent glTF resources such as textures and .bin data files.
    [page:Function onLoad] — A function to be called when parse completes.
    [page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.

    - Parse a glTF-based ArrayBuffer or JSON String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:Object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset]. + Parse a glTF-based ArrayBuffer or `JSON` String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:Object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].

    Source

    diff --git a/docs/examples/en/loaders/KTX2Loader.html b/docs/examples/en/loaders/KTX2Loader.html index 60113d61966301..03013238b4f4d3 100644 --- a/docs/examples/en/loaders/KTX2Loader.html +++ b/docs/examples/en/loaders/KTX2Loader.html @@ -82,13 +82,13 @@

    Methods

    [method:CompressedTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .basis file.
    + [page:String url] — A string containing the path/URL of the `.basis` file.
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.

    - Load from url and call the onLoad function with the transcoded [page:CompressedTexture]. + Load from url and call the `onLoad` function with the transcoded [page:CompressedTexture].

    [method:this detectSupport]( [param:WebGLRenderer renderer] )

    diff --git a/docs/examples/en/loaders/LDrawLoader.html b/docs/examples/en/loaders/LDrawLoader.html index 5c60ed29d49c17..7aa28b1c6e7834 100644 --- a/docs/examples/en/loaders/LDrawLoader.html +++ b/docs/examples/en/loaders/LDrawLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for LDraw resources.

    +

    A loader for `LDraw` resources.

    [link:https://ldraw.org LDraw] (LEGO Draw) is an [link:https://ldraw.org/article/218.html open format specification] for describing LEGO and other construction set 3D models.

    diff --git a/docs/examples/en/loaders/MMDLoader.html b/docs/examples/en/loaders/MMDLoader.html index 20570eeceaaa8d..7458af24639579 100644 --- a/docs/examples/en/loaders/MMDLoader.html +++ b/docs/examples/en/loaders/MMDLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for MMD resources.

    +

    A loader for `MMD` resources.

    [name] creates Three.js Objects from MMD resources as PMD, PMX, VMD, and VPD files. See [page:MMDAnimationHelper] for MMD animation handling as IK, Grant, and Physics.

    @@ -73,7 +73,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .pmd or .pmx file.
    + [page:String url] — A string containing the path/URL of the `.pmd` or `.pmx` file.
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.
    @@ -84,7 +84,7 @@

    [method:undefined load]( [param:String url], [param:Function onLoad], [param

    [method:undefined loadAnimation]( [param:String url], [param:Object3D object], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string or an array of string containing the path/URL of the .vmd file(s).If two or more files are specified, they'll be merged.
    + [page:String url] — A string or an array of string containing the path/URL of the `.vmd` file(s).If two or more files are specified, they'll be merged.
    [page:Object3D object] — [page:SkinnedMesh] or [page:Camera]. Clip and its tracks will be fitting to this object.
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.
    @@ -96,8 +96,8 @@

    [method:undefined loadAnimation]( [param:String url], [param:Object3D object

    [method:undefined loadWithAnimation]( [param:String modelUrl], [param:String vmdUrl], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String modelUrl] — A string containing the path/URL of the .pmd or .pmx file.
    - [page:String vmdUrl] — A string or an array of string containing the path/URL of the .vmd file(s).
    + [page:String modelUrl] — A string containing the path/URL of the `.pmd` or `.pmx` file.
    + [page:String vmdUrl] — A string or an array of string containing the path/URL of the `.vmd` file(s).
    [page:Function onLoad] — A function to be called after the loading is successfully completed.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.
    diff --git a/docs/examples/en/loaders/MTLLoader.html b/docs/examples/en/loaders/MTLLoader.html index 88d11f5039a29d..4cc1c29a1b13c6 100644 --- a/docs/examples/en/loaders/MTLLoader.html +++ b/docs/examples/en/loaders/MTLLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading an .mtl resource, used internally by [page:OBJLoader].
    +

    A loader for loading an `.mtl` resource, used internally by [page:OBJLoader].
    The Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ that describes surface shading (material) properties of objects within one or more .OBJ files.

    @@ -34,7 +34,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .mtl file.
    + [page:String url] — A string containing the path/URL of the `.mtl` file.
    [page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.
    @@ -61,11 +61,11 @@

    [method:this setMaterialOptions]( [param:Object options] )

    [method:MTLLoaderMaterialCreator parse]( [param:String text, param:String path] )

    - [page:String text] — The textual mtl structure to parse. + [page:String text] — The textual `mtl` structure to parse. [page:String path] — The path to the MTL file.

    - Parse a mtl text structure and return a [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.
    + Parse a `mtl` text structure and return a [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.

    diff --git a/docs/examples/en/loaders/OBJLoader.html b/docs/examples/en/loaders/OBJLoader.html index b20adb1b91cac0..32fa8a46f5758d 100644 --- a/docs/examples/en/loaders/OBJLoader.html +++ b/docs/examples/en/loaders/OBJLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading a .obj resource.
    +

    A loader for loading a `.obj` resource.
    The OBJ file format is a simple data-format that represents 3D geometry in a human readable format as the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of @@ -72,7 +72,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .obj file.
    + [page:String url] — A string containing the path/URL of the `.obj` file.
    [page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.
    @@ -83,12 +83,12 @@

    [method:undefined load]( [param:String url], [param:Function onLoad], [param

    [method:Object3D parse]( [param:String text] )

    - [page:String text] — The textual obj structure to parse. + [page:String text] — The textual `obj` structure to parse.

    Returns an [page:Object3D]. It contains the parsed meshes as [page:Mesh] and lines as [page:LineSegments].
    All geometry is created as [page:BufferGeometry]. Default materials are created as [page:MeshPhongMaterial].
    - If an obj object or group uses multiple materials while declaring faces, geometry groups and an array of materials are used. + If an `obj` object or group uses multiple materials while declaring faces, geometry groups and an array of materials are used.

    [method:this setMaterials]( [param:MTLLoader.MaterialCreator materials] )

    diff --git a/docs/examples/en/loaders/PCDLoader.html b/docs/examples/en/loaders/PCDLoader.html index 575a656358d6c7..b940f1e5af2d49 100644 --- a/docs/examples/en/loaders/PCDLoader.html +++ b/docs/examples/en/loaders/PCDLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading a .pcd resource.
    +

    A loader for loading a `.pcd` resource.
    Point Cloud Data is a file format for Point Cloud Library.
    Loader support ascii and (compressed) binary.

    @@ -76,7 +76,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .pcd file.
    + [page:String url] — A string containing the path/URL of the `.pcd` file.
    [page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.
    @@ -93,7 +93,7 @@

    [method:Object3D parse]( [param:Arraybuffer data],[param:String url] )

    [page:String url] — The file name or file url.

    - Parse an pcd binary structure and return an [page:Object3D].
    + Parse an `pcd` binary structure and return an [page:Object3D].
    The object is converted to [page:Points] with a [page:BufferGeometry] and a [page:PointsMaterial].

    diff --git a/docs/examples/en/loaders/PDBLoader.html b/docs/examples/en/loaders/PDBLoader.html index c6f5239168a7a2..3b5770e2803c8d 100644 --- a/docs/examples/en/loaders/PDBLoader.html +++ b/docs/examples/en/loaders/PDBLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading a .pdb resource.
    +

    A loader for loading a `.pdb` resource.
    The Protein Data Bank file format is a textual file describing the three-dimensional structures of molecules.

    @@ -73,7 +73,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .pdb file.
    + [page:String url] — A string containing the path/URL of the `.pdb` file.
    [page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the object having the following properties. [page:BufferGeometry geometryAtoms], [page:BufferGeometry geometryBonds] and the [page:Object JSON] structure.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.
    @@ -84,10 +84,10 @@

    [method:undefined load]( [param:String url], [param:Function onLoad], [param

    [method:Object parse]( [param:String text] )

    - [page:String text] — The textual pdb structure to parse. + [page:String text] — The textual `pdb` structure to parse.

    - Parse a pdb text and return a JSON structure.
    + Parse a `pdb` text and return a `JSON` structure.

    Source

    diff --git a/docs/examples/en/loaders/PRWMLoader.html b/docs/examples/en/loaders/PRWMLoader.html index a8c3f786c52c5f..691d35c5a9664d 100644 --- a/docs/examples/en/loaders/PRWMLoader.html +++ b/docs/examples/en/loaders/PRWMLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading a .prwm resource.
    +

    A loader for loading a `.prwm` resource.
    Packed Raw WebGL Model is an open-source binary file format for nD geometries specifically designed for JavaScript and WebGL with a strong focus on fast parsing (from 1ms to 0.1ms in Chrome 59 on a MBP Late 2013). The parsing of PRWM file is especially fast when the endianness of the file is @@ -74,7 +74,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .prwm file. Any * character in the URL will be automatically replaced by le or be depending on the platform endianness.
    + [page:String url] — A string containing the path/URL of the `.prwm` file. Any `*` character in the URL will be automatically replaced by `le` or `be` depending on the platform endianness.
    [page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:BufferGeometry] as an argument.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.
    @@ -85,10 +85,10 @@

    [method:undefined load]( [param:String url], [param:Function onLoad], [param

    [method:BufferGeometry parse]( [param:ArrayBuffer arrayBuffer] )

    - [page:ArrayBuffer arrayBuffer] — ArrayBuffer containing the prwm data. + [page:ArrayBuffer arrayBuffer] — ArrayBuffer containing the `prwm` data.

    - Parse a prwm file passed as an ArrayBuffer and directly return an instance of [page:BufferGeometry]. + Parse a `prwm` file passed as an ArrayBuffer and directly return an instance of [page:BufferGeometry].

    PRWMLoader.isBigEndianPlatform( )

    diff --git a/docs/examples/en/loaders/SVGLoader.html b/docs/examples/en/loaders/SVGLoader.html index a0394f41446c17..023209aada1e6b 100644 --- a/docs/examples/en/loaders/SVGLoader.html +++ b/docs/examples/en/loaders/SVGLoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading a .svg resource.
    +

    A loader for loading a `.svg` resource.
    Scalable Vector Graphics is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.

    @@ -95,7 +95,7 @@

    Methods

    [method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .svg file.
    + [page:String url] — A string containing the path/URL of the `.svg` file.
    [page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives an array of [page:ShapePath] as an argument.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.
    diff --git a/docs/examples/en/loaders/TGALoader.html b/docs/examples/en/loaders/TGALoader.html index 99c95ff808c328..304ea3410cdf02 100644 --- a/docs/examples/en/loaders/TGALoader.html +++ b/docs/examples/en/loaders/TGALoader.html @@ -11,7 +11,7 @@

    [name]

    -

    A loader for loading a .tga resource.
    +

    A loader for loading a `.tga` resource.
    TGA is a raster graphics, image file format.

    @@ -74,7 +74,7 @@

    Methods

    [method:DataTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )

    - [page:String url] — A string containing the path/URL of the .tga file.
    + [page:String url] — A string containing the path/URL of the `.tga` file.
    [page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:DataTexture] as an argument.
    [page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.
    [page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.
    diff --git a/docs/examples/en/math/Lut.html b/docs/examples/en/math/Lut.html index 77df076ecf8335..37fde3527bbe0a 100644 --- a/docs/examples/en/math/Lut.html +++ b/docs/examples/en/math/Lut.html @@ -25,8 +25,8 @@

    Constructor

    [name]( [param:String colormap], [param:Number count] )

    - colormap - Sets a colormap from predefined colormaps. Available colormaps are: *rainbow*, *cooltowarm*, *blackbody*, *grayscale*. Default is *rainbow*.
    - count - Sets the number of colors used to represent the data array. Default is *32*. + colormap - Sets a colormap from predefined colormaps. Available colormaps are: `rainbow`, `cooltowarm`, `blackbody`, `grayscale`. Default is `rainbow`.
    + count - Sets the number of colors used to represent the data array. Default is `32`.

    Properties

    @@ -38,7 +38,7 @@

    [property:Array lut]

    [property:Array map]

    - The currently selected color map. Default is the *rainbow* color map. + The currently selected color map. Default is the `rainbow` color map.

    [property:Number minV]

    @@ -53,7 +53,7 @@

    [property:Number maxV]

    [property:Number n]

    - The number of colors of the current selected color map. Default is *32*. + The number of colors of the current selected color map. Default is `32`.

    Methods

    @@ -91,7 +91,7 @@

    [method:Color getColor]( [param:Number alpha] )

    [method:this setColorMap]( [param:String colormap], [param:Number count] )

    colormap — The name of the color map.
    - count — The number of colors. Default is *32*. + count — The number of colors. Default is `32`.

    Configure the lookup table for the given color map and number of colors. diff --git a/docs/examples/en/math/OBB.html b/docs/examples/en/math/OBB.html index efb44295bcbf9c..8d99766377b4d1 100644 --- a/docs/examples/en/math/OBB.html +++ b/docs/examples/en/math/OBB.html @@ -131,7 +131,7 @@

    [method:Boolean intersectsSphere]( [param:Sphere sphere] )

    [method:Boolean intersectsOBB]( [param:OBB obb], [param:Number epsilon] )

    [page:OBB obb] — The OBB to test.
    - [page:Number epsilon] — An optional numeric value to counteract arithmetic errors. Default is *Number.EPSILON*. + [page:Number epsilon] — An optional numeric value to counteract arithmetic errors. Default is `Number.EPSILON`.

    Whether the given [name] intersects this [name] or not. @@ -152,7 +152,7 @@

    [method:Vector3 intersectRay]( [param:Ray ray], [param:Vector3 intersectionP

    Performs a Ray/OBB intersection test and stores the intersection point to the given 3D vector. - If no intersection is detected, *null* is returned. + If no intersection is detected, `null` is returned.

    [method:this set]( [param:Vector3 center], [param:Vector3 halfSize], [param:Matrix3 rotation] )

    diff --git a/docs/examples/en/math/convexhull/ConvexHull.html b/docs/examples/en/math/convexhull/ConvexHull.html index e66ae8cc42d69d..b12a88ff86a125 100644 --- a/docs/examples/en/math/convexhull/ConvexHull.html +++ b/docs/examples/en/math/convexhull/ConvexHull.html @@ -124,7 +124,7 @@

    [method:this containsPoint]( [param:Vector3 point] )

    [page:Vector3 point] - A point in 3D space.

    - Returns *true* if the given point is inside this convex hull. + Returns `true` if the given point is inside this convex hull.

    [method:this deleteFaceVertices]( [param:Face face], [param:Face absorbingFace] )

    @@ -145,14 +145,14 @@

    [method:Vector3 intersectRay]( [param:Ray ray], [param:Vector3 target] )

    [page:Vector3 target] - The target vector representing the intersection point.

    - Performs a ray intersection test with this convext hull. If no intersection is found, *null* is returned. + Performs a ray intersection test with this convext hull. If no intersection is found, `null` is returned.

    [method:Boolean intersectsRay]( [param:Ray ray] )

    [page:Ray ray] - The given ray.

    - Returns *true* if the given ray intersects with this convex hull. + Returns `true` if the given ray intersects with this convex hull.

    [method:this makeEmpty]()

    diff --git a/docs/examples/en/objects/Lensflare.html b/docs/examples/en/objects/Lensflare.html index 927675b426d656..e78650bee6cee7 100644 --- a/docs/examples/en/objects/Lensflare.html +++ b/docs/examples/en/objects/Lensflare.html @@ -12,7 +12,7 @@

    [name]

    - Creates a simulated lens flare that tracks a light. [name] can only be used when setting the *alpha* context parameter of [page:WebGLRenderer] to *true*. + Creates a simulated lens flare that tracks a light. [name] can only be used when setting the `alpha` context parameter of [page:WebGLRenderer] to `true`.

    Code Example

    diff --git a/docs/examples/en/renderers/CSS2DRenderer.html b/docs/examples/en/renderers/CSS2DRenderer.html index 41cd094f4a9ec8..a3a1db3bfcc999 100644 --- a/docs/examples/en/renderers/CSS2DRenderer.html +++ b/docs/examples/en/renderers/CSS2DRenderer.html @@ -10,7 +10,7 @@

    [name]

    [name] is a simplified version of [page:CSS3DRenderer]. The only transformation that is supported is translation.

    - The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too, the respective DOM elements are wrapped into an instance of *CSS2DObject* and added to the scene graph.
    + The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too, the respective DOM elements are wrapped into an instance of `CSS2DObject` and added to the scene graph.

    Examples

    diff --git a/docs/examples/en/renderers/CSS3DRenderer.html b/docs/examples/en/renderers/CSS3DRenderer.html index 2874d5e5140258..04aaf57216ef9e 100644 --- a/docs/examples/en/renderers/CSS3DRenderer.html +++ b/docs/examples/en/renderers/CSS3DRenderer.html @@ -19,7 +19,7 @@

    [name]

  11. It's not possible to use the material system of *three.js*.
  12. It's also not possible to use geometries.
  13. - So [name] is just focused on ordinary DOM elements. These elements are wrapped into special objects (*CSS3DObject* or *CSS3DSprite*) and then added to the scene graph. + So `[name]` is just focused on ordinary DOM elements. These elements are wrapped into special objects (`CSS3DObject` or `CSS3DSprite`) and then added to the scene graph.

    Examples

    diff --git a/docs/examples/en/renderers/SVGRenderer.html b/docs/examples/en/renderers/SVGRenderer.html index 8a43b96cc71699..17eb1e82d76ee1 100644 --- a/docs/examples/en/renderers/SVGRenderer.html +++ b/docs/examples/en/renderers/SVGRenderer.html @@ -48,7 +48,7 @@

    Properties

    [property:Number overdraw]

    - Number of fractional pixels to enlarge polygons in order to prevent anti-aliasing gaps. Range is [0..1]. Default is *0.5*. + Number of fractional pixels to enlarge polygons in order to prevent anti-aliasing gaps. Range is [0..1]. Default is `0.5`.

    Methods

    @@ -80,7 +80,7 @@

    [method:undefined setPrecision]( [param:Number precision] )

    [method:undefined setQuality]()

    - Sets the render quality. Possible values are *low* and *high* (default). + Sets the render quality. Possible values are `low` and `high` (default).

    [method:undefined setSize]( [param:Number width], [param:Number height] )

    diff --git a/docs/examples/en/utils/BufferGeometryUtils.html b/docs/examples/en/utils/BufferGeometryUtils.html index cf95f1f2af6820..8a008d0a785c10 100644 --- a/docs/examples/en/utils/BufferGeometryUtils.html +++ b/docs/examples/en/utils/BufferGeometryUtils.html @@ -77,7 +77,7 @@

    [method:BufferGeometry toTrianglesDrawMode]( [param:BufferGeometry geometry] drawMode -- The draw mode of the given geometry.

    Returns a new indexed [page:BufferGeometry BufferGeometry] based on the [page:DrawModes THREE.TrianglesDrawMode] draw mode. This mode - corresponds to the *gl.TRIANGLES* WebGL primitive. + corresponds to the `gl.TRIANGLES` WebGL primitive.

    diff --git a/docs/manual/en/introduction/Animation-system.html b/docs/manual/en/introduction/Animation-system.html index 1b2dcf90bd50de..98d19812f0e1ba 100644 --- a/docs/manual/en/introduction/Animation-system.html +++ b/docs/manual/en/introduction/Animation-system.html @@ -39,7 +39,7 @@

    Animation Clips

    should be an array named "animations", containing the [page:AnimationClip AnimationClips] for this model (see a list of possible loaders below).

    - Each *AnimationClip* usually holds the data for a certain activity of the object. If the + Each `AnimationClip` usually holds the data for a certain activity of the object. If the mesh is a character, for example, there may be one AnimationClip for a walkcycle, a second for a jump, a third for sidestepping and so on. @@ -49,7 +49,7 @@

    Keyframe Tracks

    - Inside of such an *AnimationClip* the data for each animated property are stored in a + Inside of such an `AnimationClip` the data for each animated property are stored in a separate [page:KeyframeTrack]. Assuming a character object has a [page:Skeleton skeleton], one keyframe track could store the data for the position changes of the lower arm bone over time, a different track the data for the rotation changes of the same bone, a third @@ -78,9 +78,9 @@

    Animation Actions

    - The *AnimationMixer* itself has only very few (general) properties and methods, because it + The `AnimationMixer` itself has only very few (general) properties and methods, because it can be controlled by the [page:AnimationAction AnimationActions]. By configuring an - *AnimationAction* you can determine when a certain *AnimationClip* shall be played, paused + `AnimationAction` you can determine when a certain `AnimationClip` shall be played, paused or stopped on one of the mixers, if and how often the clip has to be repeated, whether it shall be performed with a fade or a time scaling, and some additional things, such crossfading or synchronizing. diff --git a/docs/manual/en/introduction/Creating-a-scene.html b/docs/manual/en/introduction/Creating-a-scene.html index 12faa255a11e92..4021591387ab9b 100644 --- a/docs/manual/en/introduction/Creating-a-scene.html +++ b/docs/manual/en/introduction/Creating-a-scene.html @@ -51,21 +51,21 @@

    Creating the scene

    Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer.

    -

    There are a few different cameras in three.js. For now, let's use a PerspectiveCamera.

    +

    There are a few different cameras in three.js. For now, let's use a `PerspectiveCamera`.

    -

    The first attribute is the field of view. FOV is the extent of the scene that is seen on the display at any given moment. The value is in degrees.

    +

    The first attribute is the `field of view`. FOV is the extent of the scene that is seen on the display at any given moment. The value is in degrees.

    -

    The second one is the aspect ratio. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.

    +

    The second one is the `aspect ratio`. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.

    -

    The next two attributes are the near and far clipping plane. What that means, is that objects further away from the camera than the value of far or closer than near won't be rendered. You don't have to worry about this now, but you may want to use other values in your apps to get better performance.

    +

    The next two attributes are the `near` and `far` clipping plane. What that means, is that objects further away from the camera than the value of `far` or closer than `near` won't be rendered. You don't have to worry about this now, but you may want to use other values in your apps to get better performance.

    Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.

    -

    In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give setSize smaller values, like window.innerWidth/2 and window.innerHeight/2, which will make the app render at quarter size.

    +

    In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give `setSize` smaller values, like `window.innerWidth/2` and `window.innerHeight/2`, which will make the app render at quarter size.

    -

    If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling setSize with false as updateStyle (the third argument). For example, setSize(window.innerWidth/2, window.innerHeight/2, false) will render your app at half resolution, given that your <canvas> has 100% width and height.

    +

    If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling `setSize` with false as `updateStyle` (the third argument). For example, `setSize(window.innerWidth/2, window.innerHeight/2, false)` will render your app at half resolution, given that your <canvas> has 100% width and height.

    -

    Last but not least, we add the renderer element to our HTML document. This is a <canvas> element the renderer uses to display the scene to us.

    +

    Last but not least, we add the `renderer` element to our HTML document. This is a <canvas> element the renderer uses to display the scene to us.

    "That's all good, but where's that cube you promised?" Let's add it now.

    @@ -78,17 +78,17 @@

    Creating the scene

    camera.position.z = 5;
    -

    To create a cube, we need a BoxGeometry. This is an object that contains all the points (vertices) and fill (faces) of the cube. We'll explore this more in the future.

    +

    To create a cube, we need a `BoxGeometry`. This is an object that contains all the points (`vertices`) and fill (`faces`) of the cube. We'll explore this more in the future.

    -

    In addition to the geometry, we need a material to color it. Three.js comes with several materials, but we'll stick to the MeshBasicMaterial for now. All materials take an object of properties which will be applied to them. To keep things very simple, we only supply a color attribute of 0x00ff00, which is green. This works the same way that colors work in CSS or Photoshop (hex colors).

    +

    In addition to the geometry, we need a material to color it. Three.js comes with several materials, but we'll stick to the `MeshBasicMaterial` for now. All materials take an object of properties which will be applied to them. To keep things very simple, we only supply a color attribute of `0x00ff00`, which is green. This works the same way that colors work in CSS or Photoshop (`hex colors`).

    -

    The third thing we need is a Mesh. A mesh is an object that takes a geometry, and applies a material to it, which we then can insert to our scene, and move freely around.

    +

    The third thing we need is a `Mesh`. A mesh is an object that takes a geometry, and applies a material to it, which we then can insert to our scene, and move freely around.

    -

    By default, when we call scene.add(), the thing we add will be added to the coordinates (0,0,0). This would cause both the camera and the cube to be inside each other. To avoid this, we simply move the camera out a bit.

    +

    By default, when we call `scene.add()`, the thing we add will be added to the coordinates `(0,0,0)`. This would cause both the camera and the cube to be inside each other. To avoid this, we simply move the camera out a bit.

    Rendering the scene

    -

    If you copied the code from above into the HTML file we created earlier, you wouldn't be able to see anything. This is because we're not actually rendering anything yet. For that, we need what's called a render or animate loop.

    +

    If you copied the code from above into the HTML file we created earlier, you wouldn't be able to see anything. This is because we're not actually rendering anything yet. For that, we need what's called a `render or animate loop`.

    function animate() { @@ -98,20 +98,20 @@

    Rendering the scene

    animate();
    -

    This will create a loop that causes the renderer to draw the scene every time the screen is refreshed (on a typical screen this means 60 times per second). If you're new to writing games in the browser, you might say "why don't we just create a setInterval ?" The thing is - we could, but requestAnimationFrame has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.

    +

    This will create a loop that causes the renderer to draw the scene every time the screen is refreshed (on a typical screen this means 60 times per second). If you're new to writing games in the browser, you might say "why don't we just create a setInterval ?" The thing is - we could, but `requestAnimationFrame` has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.

    Animating the cube

    If you insert all the code above into the file you created before we began, you should see a green box. Let's make it all a little more interesting by rotating it.

    -

    Add the following right above the renderer.render call in your animate function:

    +

    Add the following right above the `renderer.render` call in your `animate` function:

    cube.rotation.x += 0.01; cube.rotation.y += 0.01; -

    This will be run every frame (normally 60 times per second), and give the cube a nice rotation animation. Basically, anything you want to move or change while the app is running has to go through the animate loop. You can of course call other functions from there, so that you don't end up with an animate function that's hundreds of lines.

    +

    This will be run every frame (normally 60 times per second), and give the cube a nice rotation animation. Basically, anything you want to move or change while the app is running has to go through the animate loop. You can of course call other functions from there, so that you don't end up with an `animate` function that's hundreds of lines.

    The result

    Congratulations! You have now completed your first three.js application. It's simple, but you have to start somewhere.

    diff --git a/docs/manual/en/introduction/How-to-create-VR-content.html b/docs/manual/en/introduction/How-to-create-VR-content.html index 1420d6fef357bb..d365f8072fbd21 100644 --- a/docs/manual/en/introduction/How-to-create-VR-content.html +++ b/docs/manual/en/introduction/How-to-create-VR-content.html @@ -38,7 +38,7 @@

    Workflow

    - Next, you have to tell your instance of *WebGLRenderer* to enable XR rendering. + Next, you have to tell your instance of `WebGLRenderer` to enable XR rendering.

    diff --git a/docs/manual/en/introduction/How-to-dispose-of-objects.html b/docs/manual/en/introduction/How-to-dispose-of-objects.html index 3b5a00c385808f..287bed80b91f15 100644 --- a/docs/manual/en/introduction/How-to-dispose-of-objects.html +++ b/docs/manual/en/introduction/How-to-dispose-of-objects.html @@ -45,8 +45,8 @@

    Textures

    - If you use an *ImageBitmap* as the texture's data source, you have to call [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap/close ImageBitmap.close]() at the application level to dispose of all CPU-side resources. - An automated call of *ImageBitmap.close()* in [page:Texture.dispose]() is not possible, since the image bitmap becomes unusable, and the engine has no way of knowing if the image bitmap is used elsewhere. + If you use an `ImageBitmap` as the texture's data source, you have to call [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap/close ImageBitmap.close]() at the application level to dispose of all CPU-side resources. + An automated call of `ImageBitmap.close()` in [page:Texture.dispose]() is not possible, since the image bitmap becomes unusable, and the engine has no way of knowing if the image bitmap is used elsewhere.

    Render Targets

    @@ -60,8 +60,8 @@

    Render Targets

    Miscellaneous

    - There are other classes from the examples directory like controls or post processing passes which provide *dispose()* methods in order to remove internal event listeners - or render targets. In general, it's recommended to check the API or documentation of a class and watch for *dispose()*. If present, you should use it when cleaning things up. + There are other classes from the examples directory like controls or post processing passes which provide `dispose()` methods in order to remove internal event listeners + or render targets. In general, it's recommended to check the API or documentation of a class and watch for `dispose()`. If present, you should use it when cleaning things up.

    FAQ

    @@ -72,7 +72,7 @@

    Why can't *three.js* dispose objects automatically?

    This question was asked many times by the community so it's important to clarify this matter. Fact is that *three.js* does not know the lifetime or scope of user-created entities like geometries or materials. This is the responsibility of the application. For example even if a material is currently not used for rendering, it might be necessary for the next frame. So if the application decides that a certain object can be deleted, it has to notify the engine via calling the respective - *dispose()* method. + `dispose()` method.

    Does removing a mesh from the scene also dispose its geometry and material?

    @@ -89,14 +89,14 @@

    Does *three.js* provide information about the amount of cached objects?

    in your application, it's a good idea to debug this property in order to easily identify a memory leak.

    -

    What happens when you call *dispose()* on a texture but the image is not loaded yet?

    +

    What happens when you call `dispose()` on a texture but the image is not loaded yet?

    Internal resources for a texture are only allocated if the image has fully loaded. If you dispose a texture before the image was loaded, nothing happens. No resources were allocated so there is also no need for clean up.

    -

    What happens when I call *dispose()* and then use the respective object at a later point?

    +

    What happens when I call `dispose()` and then use the respective object at a later point?

    The deleted internal resources will be created again by the engine. So no runtime error will occur but you might notice a negative performance impact for the current frame, @@ -106,7 +106,7 @@

    What happens when I call *dispose()* and then use the respective object at a

    How should I manage *three.js* objects in my app? When do I know how to dispose things?

    - In general, there is no definite recommendation for this. It highly depends on the specific use case when calling *dispose()* is appropriate. It's important to highlight that + In general, there is no definite recommendation for this. It highly depends on the specific use case when calling `dispose()` is appropriate. It's important to highlight that it's not always necessary to dispose objects all the time. A good example for this is a game which consists of multiple levels. A good place for object disposal is when switching the level. The app could traverse through the old scene and dispose all obsolete materials, geometries and textures. As mentioned in the previous section, it does not produce a runtime error if you dispose an object that is actually still in use. The worst thing that can happen is performance drop for a single frame. diff --git a/docs/manual/en/introduction/How-to-use-post-processing.html b/docs/manual/en/introduction/How-to-use-post-processing.html index d63c175eb4dfd2..677c3d5473bed0 100644 --- a/docs/manual/en/introduction/How-to-use-post-processing.html +++ b/docs/manual/en/introduction/How-to-use-post-processing.html @@ -58,8 +58,8 @@

    Workflow

    Our composer is now ready so it's possible to configure the chain of post-processing passes. These passes are responsible for creating - the final visual output of the application. They are processed in order of their addition/insertion. In our example, the instance of *RenderPass* - is executed first and then the instance of *GlitchPass*. The last enabled pass in the chain is automatically rendered to the screen. The setup + the final visual output of the application. They are processed in order of their addition/insertion. In our example, the instance of `RenderPass` + is executed first and then the instance of `GlitchPass`. The last enabled pass in the chain is automatically rendered to the screen. The setup of the passes looks like so:

    @@ -72,8 +72,8 @@

    Workflow

    - *RenderPass* is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case, - *GlitchPass* is going to use these image data to apply a wild glitch effect. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example] + `RenderPass` is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case, + `GlitchPass` is going to use these image data to apply a wild glitch effect. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example] to see it in action.

    @@ -88,7 +88,7 @@

    Custom Passes

    Sometimes you want to write a custom post-processing shader and include it into the chain of post-processing passes. For this scenario, - you can utilize *ShaderPass*. After importing the file and your custom shader, you can use the following code to setup the pass. + you can utilize `ShaderPass`. After importing the file and your custom shader, you can use the following code to setup the pass.

    @@ -103,7 +103,7 @@

    Custom Passes

    The repository provides a file called [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/shaders/CopyShader.js CopyShader] which is a - good starting code for your own custom shader. *CopyShader* just copies the image contents of the [page:EffectComposer]'s read buffer + good starting code for your own custom shader. `CopyShader` just copies the image contents of the [page:EffectComposer]'s read buffer to its write buffer without applying any effects.

    diff --git a/docs/manual/en/introduction/Installation.html b/docs/manual/en/introduction/Installation.html index c1d6dd58a2c640..41281749aba2cc 100644 --- a/docs/manual/en/introduction/Installation.html +++ b/docs/manual/en/introduction/Installation.html @@ -64,7 +64,7 @@

    Install from CDN or static hosting

    The three.js library can be used without any build system, either by uploading files to your own web server or by using an existing CDN. Because the library relies on ES modules, any script that references it must use type="module" as shown below. - It is also require to define an Import Map which resolves the bare module specifier *three*. + It is also require to define an Import Map which resolves the bare module specifier `three`.

    diff --git a/docs/manual/en/introduction/Loading-3D-models.html b/docs/manual/en/introduction/Loading-3D-models.html index 926c0b87160c96..76dc5257c93906 100644 --- a/docs/manual/en/introduction/Loading-3D-models.html +++ b/docs/manual/en/introduction/Loading-3D-models.html @@ -122,7 +122,7 @@

    Troubleshooting

    1. Check the JavaScript console for errors, and make sure you've used an - onError callback when calling .load() to log the result. + `onError` callback when calling `.load()` to log the result.
    2. View the model in another application. For glTF, drag-and-drop viewers @@ -144,8 +144,8 @@

      Troubleshooting

    3. Look for failed texture requests in the network tab, like - C:\\Path\To\Model\texture.jpg. Use paths relative to your - model instead, such as images/texture.jpg — this may require + `"C:\\Path\To\Model\texture.jpg"`. Use paths relative to your + model instead, such as `images/texture.jpg` — this may require editing the model file in a text editor.
    diff --git a/docs/manual/en/introduction/Matrix-transformations.html b/docs/manual/en/introduction/Matrix-transformations.html index 25ba33905fba4a..bb0fbdcc4dbc8d 100644 --- a/docs/manual/en/introduction/Matrix-transformations.html +++ b/docs/manual/en/introduction/Matrix-transformations.html @@ -10,23 +10,23 @@

    [name]

    - Three.js uses *matrices* to encode 3D transformations---translations (position), rotations, and scaling. Every instance of [page:Object3D] has a [page:Object3D.matrix matrix] which stores that object's position, rotation, and scale. This page describes how to update an object's transformation. + Three.js uses `matrices` to encode 3D transformations---translations (position), rotations, and scaling. Every instance of [page:Object3D] has a [page:Object3D.matrix matrix] which stores that object's position, rotation, and scale. This page describes how to update an object's transformation.

    -

    Convenience properties and *matrixAutoUpdate*

    +

    Convenience properties and `matrixAutoUpdate`

    There are two ways to update an object's transformation:

    1. - Modify the object's *position*, *quaternion*, and *scale* properties, and let three.js recompute + Modify the object's `position`, `quaternion`, and `scale` properties, and let three.js recompute the object's matrix from these properties: object.position.copy( start_position ); object.quaternion.copy( quaternion ); - By default, the *matrixAutoUpdate* property is set true, and the matrix will be automatically recalculated. + By default, the `matrixAutoUpdate` property is set true, and the matrix will be automatically recalculated. If the object is static, or you wish to manually control when recalculation occurs, better performance can be obtained by setting the property false: object.matrixAutoUpdate = false; @@ -43,7 +43,7 @@

      Convenience properties and *matrixAutoUpdate*

      object.matrix.setPosition( start_position ); object.matrixAutoUpdate = false;
      - Note that *matrixAutoUpdate* must be set to *false* in this case, and you should make sure not to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on. + Note that `matrixAutoUpdate` must be set to `false` in this case, and you should make sure not to call `updateMatrix`. Calling `updateMatrix` will clobber the manual changes made to the matrix, recalculating the matrix from `position`, `scale`, and so on.
    @@ -60,7 +60,7 @@

    Rotation and Quaternion

    Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are always stored in the object's [page:Object3D.quaternion quaternion].

    - Previous versions of the library included a *useQuaternion* property which, when set to false, would cause the object's [page:Object3D.matrix matrix] to be calculated from an Euler angle. This practice is deprecated---instead, you should use the [page:Object3D.setRotationFromEuler setRotationFromEuler] method, which will update the quaternion. + Previous versions of the library included a `useQuaternion` property which, when set to false, would cause the object's [page:Object3D.matrix matrix] to be calculated from an Euler angle. This practice is deprecated---instead, you should use the [page:Object3D.setRotationFromEuler setRotationFromEuler] method, which will update the quaternion.

    diff --git a/docs/page.js b/docs/page.js index 1aae1991575c64..8415d74d6f79b0 100644 --- a/docs/page.js +++ b/docs/page.js @@ -72,6 +72,7 @@ function onDocumentLoad() { text = text.replace( /\[link:([\w\:\/\.\-\_\(\)\?\#\=\!\~]+)\]/gi, '$1' ); // [link:url] text = text.replace( /\[link:([\w\:\/\.\-\_\(\)\?\#\=\!\~]+) ([\w\:\/\.\-\_\'\s]+)\]/gi, '$2' ); // [link:url title] text = text.replace( /\*([\w\d\"\-\(][\w\d\ \/\+\-\(\)\=\,\."]*[\w\d\"\)]|\w)\*/gi, '$1' ); // *text* + text = text.replace( /\`(.*?)\`/gi, '$1' ); // `code` text = text.replace( /\[example:([\w\_]+)\]/gi, '[example:$1 $1]' ); // [example:name] to [example:name title] text = text.replace( /\[example:([\w\_]+) ([\w\:\/\.\-\_ \s]+)\]/gi, '$2' ); // [example:name title]