From 3d1c5b8aaad7f64f81322f778a6561d04efa5b77 Mon Sep 17 00:00:00 2001
From: sunag
- [page:AnimationMixer mixer] - the *AnimationMixer* that is controlled by this action.
- 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.
- Setting *enabled* to *false* disables this action, so that it has no impact. Default is *true*.Constructor
[name]( [param:AnimationMixer mixer], [param:AnimationClip clip], [param:Object3D localRoot] )
- [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 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`.
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.
- 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`.
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].
- 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]).
- 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 @@
- 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 @@
- 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`.
- 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 @@- 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.
- 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 @@- 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 @@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 @@
[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 @@
- 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).
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.
- 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)
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 @@- Adds an arbitrary number of objects to this *AnimationObjectGroup*. + Adds an arbitrary number of objects to this `AnimationObjectGroup`.
- Removes an arbitrary number of objects from this *AnimationObjectGroup*. + Removes an arbitrary number of objects from this `AnimationObjectGroup`.
- 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 @@- Returns *true* if the object is a typed array. + Returns `true` if the object is a typed array.
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 @@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:
- [page:String name] - the identifier for the *KeyframeTrack*.
+ [page:String name] - the identifier for the `KeyframeTrack`.
[page:Array times] - an array of keyframe times, converted internally to a
[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array].
[page:Array values] - an array with the values related to the times array, converted internally to a
@@ -232,8 +232,8 @@
- Removes keyframes before *startTime* and after *endTime*, - without changing any values within the range [*startTime*, *endTime*]. + Removes keyframes before `startTime` and after `endTime`, + without changing any values within the range [`startTime`, `endTime`].
This method logs errors to the console, if a track is empty, if the [page:.valueSize value size] is not valid, if an item - in the [page:.times times] or [page:.values values] array is not a valid number or if the items in the *times* array are out of order. + in the [page:.times times] or [page:.values values] array is not a valid number or if the items in the `times` array are out of order.
- Default is *0*. + Default is `0`.
- Default is *0*. + Default is `0`.
- Default is *0*. + Default is `0`.
- Default is *0*. + Default is `0`.
@@ -75,14 +75,14 @@
Accumulate data in [page:PropertyMixer.buffer buffer][accuIndex] 'incoming' region into 'accu[i]'.
- If weight is *0* this does nothing.
+ If weight is `0` this does nothing.
Accumulate data in the 'incoming' region into 'add'.
- If weight is *0* this does nothing.
+ If weight is `0` this does nothing.
- A normal Array (no Float32Array in this case, unlike *ValueBufferType* of [page:KeyframeTrack]). + A normal Array (no Float32Array in this case, unlike `ValueBufferType` of [page:KeyframeTrack]).
- A normal Array (no Float32Array in this case, unlike *ValueBufferType* of [page:KeyframeTrack]). + A normal Array (no Float32Array in this case, unlike `ValueBufferType` of [page:KeyframeTrack]).
Whether to start playback automatically. Default is *false*.
+Whether to start playback automatically. Default is `false`.
The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.
Modify pitch, measured in cents. +/- 100 is a semitone. +/- 1200 is an octave. Default is *0*.
+Modify pitch, measured in cents. +/- 100 is a semitone. +/- 1200 is an octave. Default is `0`.
Represents an array of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioNode AudioNodes]. Can be used to apply a variety of low-order filters to create more complex sound effects. @@ -74,7 +74,7 @@
Whether playback can be controlled using the [page:Audio.play play](), - [page:Audio.pause pause]() etc. methods. Default is *true*.
+ [page:Audio.pause pause]() etc. methods. Default is `true`.Whether the audio is currently playing.
@@ -83,13 +83,13 @@A reference to the listener object of this audio.
Speed of playback. Default is *1*.
+Speed of playback. Default is `1`.
An offset to the time within the audio buffer that playback should begin. Same as the *offset* parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.
+An offset to the time within the audio buffer that playback should begin. Same as the `offset` parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is `0`.
Overrides the duration of the audio. Same as the *duration* parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *undefined* to play the whole buffer.
+Overrides the duration of the audio. Same as the `duration` parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is `undefined` to play the whole buffer.
An [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created @@ -191,18 +191,18 @@
- Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value* + Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to `value` (whether playback should loop).
- Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to *value*. + Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to `value`.
- Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to *value*. + Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to `value`.
- If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*. + If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to `value`.
- Return the value of the variable *context* in the outer scope, if defined, + Return the value of the variable `context` in the outer scope, if defined, otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
- Set the variable *context* in the outer scope to *value*. + Set the variable `context` in the outer scope to `value`.
diff --git a/docs/api/en/audio/AudioListener.html b/docs/api/en/audio/AudioListener.html index cff1bd17247c6d..7eb3ba1c180929 100644 --- a/docs/api/en/audio/AudioListener.html +++ b/docs/api/en/audio/AudioListener.html @@ -64,10 +64,10 @@Default is *null*.
+Default is `null`.
Time delta value for audio entities. Use in context of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/linearRampToValueAtTime AudioParam.linearRampToValueAtTimeDefault](). Default is *0*.
+Time delta value for audio entities. Use in context of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/linearRampToValueAtTime AudioParam.linearRampToValueAtTimeDefault](). Default is .
- Set the [page:AudioListener.filter filter] property to *null*. + Set the [page:AudioListener.filter filter] property to `null`.
- Set the [page:AudioListener.filter filter] property to *value*. + Set the [page:AudioListener.filter filter] property to `value`.
[name] can be used in order to efficiently render a scene with a predefined set of cameras. This is an important performance aspect for rendering VR scenes.
- An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
+ An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the `viewport` property which determines the part of the viewport that is rendered with this camera.
- Camera frustum far plane. Default is *2000*.
+ Camera frustum far plane. Default is `2000`.
Must be greater than the current value of [page:.near near] plane.
- Camera frustum near plane. Default is *0.1*.
+ Camera frustum near plane. Default is `0.1`.
- The valid range is between 0 and the current value of the [page:.far far] plane.
- Note that, unlike for the [page:PerspectiveCamera], *0* is a valid value for an
+ The valid range is between `0` and the current value of the [page:.far far] plane.
+ Note that, unlike for the [page:PerspectiveCamera], `0` is a valid value for an
OrthographicCamera's near plane.
Camera frustum top plane.
Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.
+Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is `null`.
Gets or sets the zoom factor of the camera. Default is *1*.
+Gets or sets the zoom factor of the camera. Default is `1`.
See the base [page:Camera] class for common methods.
diff --git a/docs/api/en/cameras/PerspectiveCamera.html b/docs/api/en/cameras/PerspectiveCamera.html index c1143b369754a5..156aae1787a598 100644 --- a/docs/api/en/cameras/PerspectiveCamera.html +++ b/docs/api/en/cameras/PerspectiveCamera.html @@ -56,11 +56,11 @@Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).
+Camera frustum aspect ratio, usually the canvas width / canvas height. Default is `1` (square canvas).
- Camera frustum far plane. Default is *2000*.
+ Camera frustum far plane. Default is `2000`.
Must be greater than the current value of [page:.near near] plane.
Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.
Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.
+Horizontal off-center offset in the same unit as `.filmGauge`. Default is `0`.
Object distance used for stereoscopy and depth-of-field effects. This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used. - Default is *10*. + Default is `10`.
Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.
+Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is `50`.
@@ -88,10 +88,10 @@
- Camera frustum near plane. Default is *0.1*.
+ Camera frustum near plane. Default is `0.1`.
The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
- Note that, unlike for the [page:OrthographicCamera], *0* is not a valid value
+ Note that, unlike for the [page:OrthographicCamera], `0` is not a valid value
for a PerspectiveCamera's near plane.
Gets or sets the zoom factor of the camera. Default is *1*.
+Gets or sets the zoom factor of the camera. Default is `1`.
Default is *1*.
+Default is `1`.
Default is *0.064*.
+Default is `0.064`.
Left camera. This is added to [page:Layers layer 1] - objects to be rendered diff --git a/docs/api/en/constants/Materials.html b/docs/api/en/constants/Materials.html index ad77f57fa953fe..d03aa20bff3f63 100644 --- a/docs/api/en/constants/Materials.html +++ b/docs/api/en/constants/Materials.html @@ -119,10 +119,10 @@
For use with a texture's [page:Texture.format format] property, these define
- how elements of a 2d texture, or *texels*, are read by shaders.
+ how elements of a 2d texture, or `texels`, are read by shaders.
[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.
@@ -186,7 +186,7 @@
Object containing:
- [page:Integer offset]: Default is *0*. Position at which to start update.
- [page:Integer count]: Default is *-1*, which means don't use update ranges.
+ [page:Integer offset]: Default is `0`. Position at which to start update.
+ [page:Integer count]: Default is `-1`, which means don't use update ranges.
This can be used to only update some components of stored vectors (for example, just the component
related to color).
@@ -101,7 +101,7 @@
- Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of
+ Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the `usage` parameter of
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
Default is [page:BufferAttributeUsage StaticDrawUsage]. See usage [page:BufferAttributeUsage constants] for all possible values.
diff --git a/docs/api/en/core/BufferGeometry.html b/docs/api/en/core/BufferGeometry.html
index a07603f80d795a..0aac77fd3a1ae0 100644
--- a/docs/api/en/core/BufferGeometry.html
+++ b/docs/api/en/core/BufferGeometry.html
@@ -69,13 +69,13 @@
Bounding box for the bufferGeometry, which can be calculated with - [page:.computeBoundingBox](). Default is *null*. + [page:.computeBoundingBox](). Default is `null`.
Bounding sphere for the bufferGeometry, which can be calculated with - [page:.computeBoundingSphere](). Default is *null*. + [page:.computeBoundingSphere](). Default is `null`.
Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals. - Default is *false*. + Default is `false`.
Computes bounding box of the geometry, updating [page:.boundingBox] attribute.
- Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+ Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.
- Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+ Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
Return the [page:.index] buffer.
Returns *true* if the attribute with the specified name exists.
+Returns `true` if the attribute with the specified name exists.
diff --git a/docs/api/en/core/Clock.html b/docs/api/en/core/Clock.html index 9b358268c7d8a1..f37cf24ddf90f3 100644 --- a/docs/api/en/core/Clock.html +++ b/docs/api/en/core/Clock.html @@ -18,42 +18,42 @@
- autoStart — (optional) whether to automatically start the clock when [page:.getDelta]() is called for the first time. Default is *true*. + autoStart — (optional) whether to automatically start the clock when [page:.getDelta]() is called for the first time. Default is `true`.
- If set, starts the clock automatically when [page:.getDelta]() is called for the first time. Default is *true*. + If set, starts the clock automatically when [page:.getDelta]() is called for the first time. Default is `true`.
- Holds the time at which the clock's [page:Clock.start start] method was last called. Default is *0*. + Holds the time at which the clock's [page:Clock.start start] method was last called. Default is `0`.
Holds the time at which the clock's [page:Clock.start start], [page:.getElapsedTime]() or [page:.getDelta]() - methods were last called. Default is *0*. + methods were last called. Default is `0`.
- Keeps track of the total time that the clock has been running. Default is *0*. + Keeps track of the total time that the clock has been running. Default is `0`.
- Whether the clock is running or not. Default is *false*. + Whether the clock is running or not. Default is `false`.
- Starts clock. Also sets the [page:.startTime] and [page:.oldTime] to the current time, sets [page:.elapsedTime] to *0* and [page:.running] to *true*. + Starts clock. Also sets the [page:.startTime] and [page:.oldTime] to the current time, sets [page:.elapsedTime] to `0` and [page:.running] to `true`.
Get the seconds passed since the clock started and sets [page:.oldTime] to the current time.
- If [page:.autoStart] is *true* and the clock is not running, also starts the clock.
+ If [page:.autoStart] is `true` and the clock is not running, also starts the clock.
Get the seconds passed since the time [page:.oldTime] was set and sets [page:.oldTime] to the current time.
- If [page:.autoStart] is *true* and the clock is not running, also starts the clock.
+ If [page:.autoStart] is `true` and the clock is not running, also starts the clock.
This buffer attribute class does not construct a VBO. Instead, it uses
whatever VBO is passed in constructor and can later be altered via the
- *buffer* property.
+ `buffer` property.
It is required to pass additional params alongside the VBO. Those are:
the GL context, the GL data type, the number of components per vertex,
the number of bytes per component, and the number of vertices.
@@ -23,15 +23,15 @@
- *buffer* — Must be a WebGLBuffer.
+ `buffer` — Must be a WebGLBuffer.
- *type* — One of WebGL Data Types.
+ `type` — One of WebGL Data Types.
- *itemSize* — The number of values of the array that should be associated with
+ `itemSize` — The number of values of the array that should be associated with
a particular vertex. For instance, if this
attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
- *elementSize* — 1, 2 or 4. The corresponding size (in bytes) for the given "type" param.
+ `elementSize` — 1, 2 or 4. The corresponding size (in bytes) for the given "type" param.
- Stores the corresponding size in bytes for the current *type* property value. + Stores the corresponding size in bytes for the current `type` property value.
See above (constructor) for a list of known type sizes. @@ -75,28 +75,28 @@
- Set this property together with *elementSize*. The recommended way is - using the *setType* method. + Set this property together with `elementSize`. The recommended way is + using the `setType` method.
- Read-only. Always *true*. + Read-only. Always `true`.
Sets the *buffer* property.
+Sets the `buffer` property.
Sets the both *type* and *elementSize* properties.
+Sets the both `type` and `elementSize` properties.
Sets the *itemSize* property.
+Sets the `itemSize` property.
Sets the *count* property.
+Sets the `count` property.
@@ -105,7 +105,7 @@
- Default is *false*. Setting this to true increments [page:GLBufferAttribute.version version]. + Default is `false`. Setting this to true increments [page:GLBufferAttribute.version version].
- Defines how often a value of this buffer attribute should be repeated. A value of one means that each value of the instanced attribute is used for a single instance. A value of two means that each value is used for two consecutive instances (and so on). Default is *1*. + Defines how often a value of this buffer attribute should be repeated. A value of one means that each value of the instanced attribute is used for a single instance. A value of two means that each value is used for two consecutive instances (and so on). Default is `1`.
- Default is *Infinity*. + Default is `Infinity`.
- Default is *1*. + Default is `1`.
Object containing offset and count.
- - [page:Number offset]: Default is *0*.
- - [page:Number count]: Default is *-1*.
+ - [page:Number offset]: Default is `0`.
+ - [page:Number count]: Default is `-1`.
- Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version]. + Default is `false`. Setting this to true increments [page:InterleavedBuffer.version version].
- Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of + Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the `usage` parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
@@ -79,12 +79,12 @@Copies data from attribute[index2] to [page:InterleavedBuffer.array array][index1].
+Copies data from `attribute[index2]` to [page:InterleavedBuffer.array array][index1].
value - The source (typed) array.
- offset - The offset into the target array at which to begin writing values from the source array. Default is *0*.
+ offset - The offset into the target array at which to begin writing values from the source array. Default is .
Stores multiple values in the buffer, reading input values from a specified array.
- Default is *false*. Setting this to *true* will send the entire interleaved buffer (not just the specific attribute data) to the GPU again. + Default is `false`. Setting this to `true` will send the entire interleaved buffer (not just the specific attribute data) to the GPU again.
- Default is *false*. + Default is `false`.
- A [page:Layers] object assigns an [page:Object3D] to 1 or more of 32 layers numbered 0 to 31
+ A [page:Layers] object assigns an [page:Object3D] to 1 or more of 32 layers numbered `0` to `31`
- internally the layers are stored as a [link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask], and by default all
Object3Ds are a member of layer 0.
@@ -48,28 +48,28 @@
layer - an integer from 0 to 31.
- Remove membership of this *layer*.
+ Remove membership of this `layer`.
layer - an integer from 0 to 31.
- Add membership of this *layer*.
+ Add membership of this `layer`.
layer - an integer from 0 to 31.
- Set membership to *layer*, and remove membership all other layers.
+ Set membership to `layer`, and remove membership all other layers.
layers - a Layers object
- Returns true if this and the passed *layers* object have at least one layer in common.
+ Returns true if this and the passed `layers` object have at least one layer in common.
layer - an integer from 0 to 31.
- Toggle membership of *layer*.
+ Toggle membership of `layer`.
Array with object's animation clips.
Whether the object gets rendered into shadow map. Default is *false*.
+Whether the object gets rendered into shadow map. Default is `false`.
Array with object's children. See [page:Group] for info on manually grouping objects.
@@ -41,12 +41,12 @@Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes. - When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is *undefined*. + When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is `undefined`.
- Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is *undefined*. + Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is `undefined`.
When this is set, it calculates the matrixWorld in that frame and resets this property - to false. Default is *false*. + to false. Default is `false`.
- Please notice that this callback is only executed for *renderable* 3D objects. Meaning 3D objects which define their visual + Please notice that this callback is only executed for `renderable` 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite]. Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
@@ -124,7 +124,7 @@- Please notice that this callback is only executed for *renderable* 3D objects. Meaning 3D objects which define their visual + Please notice that this callback is only executed for `renderable` 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite]. Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
@@ -134,20 +134,20 @@A [page:Vector3] representing the object's local position. Default is (0, 0, 0).
+A [page:Vector3] representing the object's local position. Default is `(0, 0, 0)`.
Object's local rotation as a [page:Quaternion Quaternion].
Whether the material receives shadows. Default is *false*.
+Whether the material receives shadows. Default is `false`.
This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph] objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together. - Sorting is from lowest to highest renderOrder. Default value is *0*. + Sorting is from lowest to highest renderOrder. Default value is `0`.
This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.
- Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
+ Default is [page:Object3D.DefaultUp] - that is, `( 0, 1, 0 )`.
Object gets rendered if *true*. Default is *true*.
+Object gets rendered if `true`. Default is `true`.
@@ -189,7 +189,7 @@
- Adds *object* as child of this object. An arbitrary number of objects may be added. Any current parent on an
+ Adds `object` as child of this object. An arbitrary number of objects may be added. Any current parent on an
object passed in here will be removed, since an object can have at most one parent.
See [page:Group] for info on manually grouping objects.
@@ -226,7 +226,7 @@
Applies the rotation represented by the quaternion to the object.
Adds *object* as a child of this, while maintaining the object's world transform.
+
Adds `object` as a child of this, while maintaining the object's world transform.
Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).
- Removes *object* as child of this object. An arbitrary number of objects may be removed. + Removes `object` as child of this object. An arbitrary number of objects may be removed.
Translates object along x axis in object space by *distance* units.
+Translates object along x axis in object space by `distance` units.
Translates object along y axis in object space by *distance* units.
+Translates object along y axis in object space by `distance` units.
Translates object along z axis in object space by *distance* units.
+Translates object along z axis in object space by `distance` units.
diff --git a/docs/api/en/core/Raycaster.html b/docs/api/en/core/Raycaster.html index f547e476dff631..5174cd65d55175 100644 --- a/docs/api/en/core/Raycaster.html +++ b/docs/api/en/core/Raycaster.html @@ -107,7 +107,7 @@
Used by [name] to selectively ignore 3D objects when performing intersection tests. The following code example ensures that
- only 3D objects on layer *1* will be honored by the instance of [name].
+ only 3D objects on layer `1` will be honored by the instance of [name].
raycaster.layers.set( 1 );
@@ -180,10 +180,10 @@
[method:Array intersectObject]( [param:Object3D object], [param:Boolean recu
[page:Integer instanceId] – The index number of the instance where the ray intersects the InstancedMesh
- *Raycaster* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds]. + `Raycaster` delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
- *Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*. + *Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to `THREE.DoubleSide`.
- Each uniform must have a *value* property. The type of the value must correspond to the + Each uniform must have a `value` property. The type of the value must correspond to the type of the uniform variable in the GLSL code as specified for the primitive GLSL types in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive type must either be specified as an array of the corresponding THREE objects or as a flat array containing the data of all the objects. In other words; GLSL primitives in arrays must not be represented by arrays. This rule does not apply transitively. - An array of *vec2* arrays, each with a length of five vectors, must be an array of arrays, - of either five [page:Vector2] objects or ten *number*s. + An array of `vec2` arrays, each with a length of five vectors, must be an array of arrays, + of either five [page:Vector2] objects or ten `number`s.
- Note that attribute buffers are not refreshed automatically when their values change. To update custom attributes, - set the *needsUpdate* flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry] + Note that attribute buffers are `not` refreshed automatically when their values change. To update custom attributes, + set the `needsUpdate` flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry] for further details).
- To declare a custom [page:Uniform], use the *uniforms* property:
+ To declare a custom [page:Uniform], use the `uniforms` property:
- Defines custom constants using *#define* directives within the GLSL code for both the
+ Defines custom constants using `#define` directives within the GLSL code for both the
vertex shader and the fragment shader; each key/value pair yields another directive:
Fragment shader GLSL code. This is the actual code for the shader. In the example above,
- the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed
+ the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
as a string directly or loaded via AJAX instead.
Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify
- GLSL 3.0 or not. Valid values are *THREE.GLSL1* or *THREE.GLSL3*. Default is *null*.
+ GLSL 3.0 or not. Valid values are `THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
- Can be used to force a uniform update while changing uniforms in [page:Object3D.onBeforeRender](). Default is *false*.
+ Can be used to force a uniform update while changing uniforms in [page:Object3D.onBeforeRender](). Default is `false`.
- Defines whether vertex coloring is used. Default is *false*.
+ Defines whether vertex coloring is used. Default is `false`.
Vertex shader GLSL code. This is the actual code for the shader. In the example above,
- the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed
+ the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
as a string directly or loaded via AJAX instead.
Generates a shallow copy of this material. Note that the vertexShader and fragmentShader
- are copied by reference, as are the definitions of the *attributes*; this means
+ are copied `by reference`, as are the definitions of the `attributes`; this means
that clones of the material will share the same compiled [page:WebGLProgram]. However, the
- *uniforms* are copied by value, which allows you to have different sets of uniforms
+ `uniforms` are copied `by value`, which allows you to have different sets of uniforms
for different copies of the material.
[page:Color] of the material, by default set to black (0x000000). Whether the material is affected by fog. Default is *true*. Whether the material is affected by fog. Default is `true`. Defines whether this material is transparent. Default is *true*. Defines whether this material is transparent. Default is `true`. See the base [page:Material] classes for common methods.
uniforms: {
time: { value: 1.0 },
@@ -293,7 +293,7 @@
[property:Object defaultAttributeValues]
[property:Object defines]
defines: {
@@ -333,14 +333,14 @@
[property:Boolean fog]
[property:String fragmentShader]
[property:String glslVersion]
[property:String index0AttributeName]
@@ -384,25 +384,25 @@ [property:Object uniforms]
{ value: 1.0 }
- where *value* is the value of the uniform. Names must match the name of the uniform,
+ where `value` is the value of the uniform. Names must match the name of the uniform,
as defined in the GLSL code. Note that uniforms are refreshed on every frame,
so updating the value of the uniform will immediately update the value available to the GLSL code.
[property:Boolean uniformsNeedUpdate]
[property:Boolean vertexColors]
[property:String vertexShader]
Methods
[method:ShaderMaterial clone]() [param:ShaderMaterial this]
[property:Color color]
[property:Boolean fog]
- [property:Boolean transparent]
- Methods
[name]( [param:Object parameters] )
Any property of the material (including any property inherited from [page:Material]) can be passed in here.
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
- string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
+ string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
SpriteMaterials are not clipped by using [page:Material.clippingPlanes].
[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is multiplied by the color.
Whether the material is affected by fog. Default is *true*.
+Whether the material is affected by fog. Default is `true`.
@@ -77,10 +77,10 @@
The rotation of the sprite in radians. Default is 0.
Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is *true*.
+Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is `true`.
Defines whether this material is transparent. Default is *true*.
+Defines whether this material is transparent. Default is `true`.
See the base [page:Material] class for common methods.
diff --git a/docs/api/en/math/Box3.html b/docs/api/en/math/Box3.html index 78b0092d7d0a21..ceadf080c48d22 100644 --- a/docs/api/en/math/Box3.html +++ b/docs/api/en/math/Box3.html @@ -159,7 +159,7 @@
array -- An array of position data that the resulting box will envelop.
- Sets the upper and lower bounds of this box to include all of the data in *array*.
+ Sets the upper and lower bounds of this box to include all of the data in `array`.
Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.
+Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
[page:Color color] - color to converge on.
- [page:Float alpha] - interpolation factor in the closed interval [0, 1].
+ [page:Float alpha] - interpolation factor in the closed interval `[0, 1]`.
Linearly interpolates this color's RGB values toward the RGB values of the passed argument.
- The alpha argument can be thought of as the ratio between the two colors, where 0.0 is
- this color and 1.0 is the first argument.
+ The alpha argument can be thought of as the ratio between the two colors, where `0.0` is
+ this color and `1.0` is the first argument.
[page:Color color1] - the starting [page:Color].
[page:Color color2] - [page:Color] 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 color to be the color linearly interpolated between [page:Color color1] and
[page:Color color2] where alpha is the percent distance along the line connecting the two colors
@@ -211,7 +211,7 @@
[page:Color color] - color to converge on.
- [page:Float alpha] - interpolation factor in the closed interval [0, 1].
+ [page:Float alpha] - interpolation factor in the closed interval `[0, 1]`.
Linearly interpolates this color's HSL values toward the HSL values of the passed argument.
It differs from the classic [page:.lerp] by not interpolating straight from one color to the other,
diff --git a/docs/api/en/math/Cylindrical.html b/docs/api/en/math/Cylindrical.html
index f2a2cab20d155a..2d60a0aca1260d 100644
--- a/docs/api/en/math/Cylindrical.html
+++ b/docs/api/en/math/Cylindrical.html
@@ -19,10 +19,10 @@
[page:Float radius] - distance from the origin to a point in the x-z plane.
- Default is *1.0*.
+ Default is `1.0`.
[page:Float theta] - counterclockwise angle in the x-z plane measured in radians
- from the positive z-axis. Default is *0*.
- [page:Float y] - height above the x-z plane. Default is *0*.
+ from the positive z-axis. Default is `0`.
+ [page:Float y] - height above the x-z plane. Default is `0`.
- [page:Float x] - (optional) the angle of the x axis in radians. Default is *0*.
- [page:Float y] - (optional) the angle of the y axis in radians. Default is *0*.
- [page:Float z] - (optional) the angle of the z axis in radians. Default is *0*.
+ [page:Float x] - (optional) the angle of the x axis in radians. Default is `0`.
+ [page:Float y] - (optional) the angle of the y axis in radians. Default is `0`.
+ [page:Float z] - (optional) the angle of the z axis in radians. Default is `0`.
[page:String order] - (optional) a string representing the order that the rotations are applied,
defaults to 'XYZ' (must be upper case).
@@ -55,8 +55,8 @@
[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].
- Assigns this euler's [page:.x x] angle to array[0].
- Assigns this euler's [page:.y y] angle to array[1].
- Assigns this euler's [page:.z z] angle to array[2].
- Optionally assigns this euler's [page:.order order] to array[3].
+ Assigns this euler's [page:.x x] angle to `array[0]`.
+ Assigns this euler's [page:.y y] angle to `array[1]`.
+ Assigns this euler's [page:.z z] angle to `array[2]`.
+ Optionally assigns this euler's [page:.order order] to `array[3]`.
- [page:Vector3 start] - Start of the line segment. Default is (0, 0, 0).
- [page:Vector3 end] - End of the line segment. Default is (0, 0, 0).
+ [page:Vector3 start] - Start of the line segment. Default is `(0, 0, 0)`.
+ [page:Vector3 end] - End of the line segment. Default is `(0, 0, 0)`.
Creates a new [name].
[page:Vector3 point] - the point for which to return a point parameter.
- [page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].
+ [page:Boolean clampToLine] - Whether to clamp the result to the range `[0, 1]`.
Returns a point parameter based on the closest point as projected on the line segment.
If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
diff --git a/docs/api/en/math/MathUtils.html b/docs/api/en/math/MathUtils.html
index 04d55c533a2f62..a3461209fb4e88 100644
--- a/docs/api/en/math/MathUtils.html
+++ b/docs/api/en/math/MathUtils.html
@@ -40,7 +40,7 @@
Return *true* if [page:Number n] is a power of 2.
+Return `true` if [page:Number n] is a power of 2.
@@ -48,14 +48,14 @@
[page:Float x] - Start point.
[page:Float y] - End point.
- [page:Float t] - interpolation factor in the closed interval [0, 1].
+ [page:Float t] - interpolation factor in the closed interval `[0, 1]`.
Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
from two known points based on the given interval - [page:Float t] = 0 will return [page:Float x]
@@ -110,7 +110,7 @@
Random integer in the interval [[page:Float low], [page:Float high]].
Deterministic pseudo-random float in the interval [0, 1]. The integer [page:Integer seed] is optional.
+Deterministic pseudo-random float in the interval `[0, 1]`. The integer [page:Integer seed] is optional.
diff --git a/docs/api/en/math/Matrix4.html b/docs/api/en/math/Matrix4.html index 2046abac8ff963..e47221b3f98865 100644 --- a/docs/api/en/math/Matrix4.html +++ b/docs/api/en/math/Matrix4.html @@ -19,7 +19,7 @@
[page:Vector3 normal] - (optional) a unit length [page:Vector3] defining the normal of the plane. Default is *(1, 0, 0)*.
- [page:Float constant] - (optional) the signed distance from the origin to the plane. Default is *0*.
+ [page:Float constant] - (optional) the signed distance from the origin to the plane. Default is `0`.
[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.
- [page:Float constant] - the signed distance from the origin to the plane. Default is *0*.
+ [page:Float constant] - the signed distance from the origin to the plane. Default is `0`.
Sets this plane's [page:.normal normal] and [page:.constant constant] properties by copying the values from the given normal.
[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is, calculated the quaternion that performs the same rotation as this one, but has [page:.length length] - equal to *1*. + equal to `1`.
[page:Quaternion qb] - The other quaternion rotation
Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].
- [page:Float t] - interpolation factor in the closed interval [0, 1].
+ [page:Float t] - interpolation factor in the closed interval `[0, 1]`.
Handles the spherical linear interpolation between quaternions. [page:Float t] represents the
amount of rotation between this quaternion (where [page:Float t] is 0) and [page:Quaternion qb] (where
[page:Float t] is 1). This quaternion is set to the result. Also see the static version of the
- *slerp* below.
+ `slerp` below.
// rotate a mesh towards a target quaternion
@@ -187,7 +187,7 @@
[method:this setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )<
Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].
- *Axis* is assumed to be normalized, *angle* is in radians.
+ `Axis` is assumed to be normalized, `angle` is in radians.
[method:this setFromEuler]( [param:Euler euler] )
@@ -233,9 +233,9 @@ [method:undefined slerpFlat]( [param:Array dst], [param:Integer dstOffset],
[page:Array dst] - The output array.
[page:Integer dstOffset] - An offset into the output array.
[page:Array src0] - The source array of the starting quaternion.
- [page:Integer srcOffset0] - An offset into the array *src0*.
+ [page:Integer srcOffset0] - An offset into the array `src0`.
[page:Array src1] - The source array of the target quaternion.
- [page:Integer srcOffset1] - An offset into the array *src1*.
+ [page:Integer srcOffset1] - An offset into the array `src1`.
[page:Float t] - Normalized interpolation factor (between 0 and 1).
This SLERP implementation assumes the quaternion data are managed in flat arrays.
@@ -246,9 +246,9 @@ [method:Array multiplyQuaternionsFlat]( [param:Array dst], [param:Integer ds
[page:Array dst] - The output array.
[page:Integer dstOffset] - An offset into the output array.
[page:Array src0] - The source array of the starting quaternion.
- [page:Integer srcOffset0] - An offset into the array *src0*.
+ [page:Integer srcOffset0] - An offset into the array `src0`.
[page:Array src1] - The source array of the target quaternion.
- [page:Integer srcOffset1] - An offset into the array *src1*.
+ [page:Integer srcOffset1] - An offset into the array `src1`.
This multiplication implementation assumes the quaternion data are managed in flat arrays.
The origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).
+The origin of the [page:Ray]. Default is a [page:Vector3] at `(0, 0, 0)`.
@@ -102,7 +102,7 @@
[page:Plane plane] - the [page:Plane] to get the distance to.
- Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
+ Get the distance from [page:.origin origin] to the [page:Plane], or `null` if the [page:Ray] doesn't intersect the [page:Plane].
- [page:Vector3 center] - center of the sphere. Default is a [page:Vector3] at (0, 0, 0).
+ [page:Vector3 center] - center of the sphere. Default is a [page:Vector3] at `(0, 0, 0)`.
[page:Float radius] - radius of the sphere. Default is -1.
Creates a new [name].
@@ -26,7 +26,7 @@
A [page:Vector3] defining the center of the sphere. Default is (0, 0, 0).
+A [page:Vector3] defining the center of the sphere. Default is `(0, 0, 0)`.
The radius of the sphere. Default is -1.
diff --git a/docs/api/en/math/Spherical.html b/docs/api/en/math/Spherical.html index 2a6e544e9453e1..77b0e75251fcb3 100644 --- a/docs/api/en/math/Spherical.html +++ b/docs/api/en/math/Spherical.html @@ -18,9 +18,9 @@
[page:Float radius] - the radius, or the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
- (straight-line distance) from the point to the origin. Default is *1.0*.
- [page:Float phi] - polar angle in radians from the y (up) axis. Default is *0*.
- [page:Float theta] - equator angle in radians around the y (up) axis. Default is *0*.
+ (straight-line distance) from the point to the origin. Default is `1.0`.
+ [page:Float phi] - polar angle in radians from the y (up) axis. Default is `0`.
+ [page:Float theta] - equator angle in radians around the y (up) axis. Default is `0`.
The poles (phi) are at the positive and negative y axis. The equator (theta) starts at positive z.
- [page:Vector3 a] - the first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
- [page:Vector3 b] - the second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
- [page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
+ [page:Vector3 a] - the first corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
+ [page:Vector3 b] - the second corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
+ [page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
Creates a new [name].
- The first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0). + The first corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
- The second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0). + The second corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
- the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0) + The final corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
- Iterating through a [name] instance will yield its components (x, y) in the corresponding order. + Iterating through a [name] instance will yield its components `(x, y)` in the corresponding order.
- [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 x] - the x value of this vector. Default is `0`.
+ [page:Float y] - the y value of this vector. Default is `0`.
Creates a new [name].
Returns *true* if the components of this vector and [page:Vector2 v] are strictly equal; *false* otherwise.
+Returns `true` if the components of this vector and [page:Vector2 v] are strictly equal; `false` otherwise.
The components of this vector are rounded down to the nearest integer value.
@@ -194,7 +194,7 @@
[page:Vector2 v] - [page:Vector2] 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:Vector2 v], where alpha is the
percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
@@ -242,7 +242,7 @@
[page:Vector2 v1] - the starting [page:Vector2].
[page:Vector2 v2] - [page:Vector2] 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:Vector2 v1] and
[page:Vector2 v2] where alpha is the percent distance along the line connecting the two vectors
diff --git a/docs/api/en/math/Vector3.html b/docs/api/en/math/Vector3.html
index 6dfaa181495730..770374b7175ded 100644
--- a/docs/api/en/math/Vector3.html
+++ b/docs/api/en/math/Vector3.html
@@ -22,8 +22,8 @@
- Iterating through a [name] instance will yield its components (x, y, z) in the corresponding order. + Iterating through a [name] instance will yield its components `(x, y, z)` in the corresponding order.
@@ -56,9 +56,9 @@
- [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 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`.
Creates a new [name].
Returns *true* if the components of this vector and [page:Vector3 v] are strictly equal; *false* otherwise.
+Returns `true` if the components of this vector and [page:Vector3 v] are strictly equal; `false` otherwise.
The components of this vector are rounded down to the nearest integer value.
@@ -220,8 +220,8 @@
[page:Vector3 v] - [page:Vector3] 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 interpolate between this vector and [page:Vector3 v], where alpha is the
percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
@@ -270,7 +270,7 @@
[page:Vector3 v1] - the starting [page:Vector3].
[page:Vector3 v2] - [page:Vector3] 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:Vector3 v1] and
[page:Vector3 v2] where alpha is the percent distance along the line connecting the two vectors
diff --git a/docs/api/en/math/Vector4.html b/docs/api/en/math/Vector4.html
index 59fbbefbd1abf7..bed00f2d54784a 100644
--- a/docs/api/en/math/Vector4.html
+++ b/docs/api/en/math/Vector4.html
@@ -22,8 +22,8 @@
- 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.
- [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].
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.
The components of this vector are rounded down to the nearest integer value.
@@ -169,8 +169,8 @@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)`.@@ -203,24 +203,24 @@
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.
[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].
[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 @@
- 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 @@- 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 @@
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.
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`.
- 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`.
If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer. - Default is *true*. + Default is `true`.
If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer. - Default is *true*. + Default is `true`.
If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer. - Default is *true*. + Default is `true`.
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();
Defines whether the renderer respects object-level clipping planes. Default is *false*.
+Defines whether the renderer respects object-level clipping planes. Default is `false`.
- 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 @@
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 @@
- 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 @@
- Exposure level of tone mapping. Default is *1*. + Exposure level of tone mapping. Default is `1`.
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`.
Returns the current active mipmap level.
Returns the current [page:RenderTarget RenderTarget] if there are; returns *null* otherwise.
+Returns the current [page:RenderTarget RenderTarget] if there are; returns `null` otherwise.
@@ -371,7 +371,7 @@
Returns *true* if scissor test is enabled; returns *false* otherwise.
+Returns `true` if scissor test is enabled; returns `false` otherwise.
@@ -419,7 +419,7 @@
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.
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`.
Sets the clear color and opacity.
@@ -429,7 +429,7 @@
- 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 @@
- 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`.
- 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.
- 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].
- 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 @@
[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.
[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.
- 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.
[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`.
- 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 @@
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.
- 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`.
- 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`.
- 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:Any data] -- The data definition of a texture. Default is *null*. + [page:Any data] -- The data definition of a texture. Default is `null`.
- 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.
- 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`.
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:
- 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:
- 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`.
- 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 @@
- 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 @@
- 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`.
- 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.
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.
- 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 @@ 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.
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.
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).
- 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`.
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`.
- Whether or not it's possible to look around. Default is *true*. + Whether or not it's possible to look around. Default is `true`.
- Whether or not the camera is automatically moved forward. Default is *false*. + Whether or not the camera is automatically moved forward. Default is `false`.
- 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`.
- Whether or not the controls are enabled. Default is *true*. + Whether or not the controls are enabled. Default is `true`.
- 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.
- 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`.
- The look around speed. Default is *0.005*. + The look around speed. Default is `0.005`.
- 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`.
- 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`.
- 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`.
- The rotation speed. Default is *0.005*. + The rotation speed. Default is `0.005`.
- 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`.
- 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.
- 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`.
- How far you can zoom out. Default is *Infinity*. + How far you can zoom out. Default is `Infinity`.
This object contains references to the mouse actions used by the controls.
- Whether or not panning is disabled. Default is *false*. + Whether or not panning is disabled. Default is `false`.
- Whether or not rotation is disabled. Default is *false*. + Whether or not rotation is disabled. Default is `false`.
- Whether or not zooming is disabled. Default is *false*. + Whether or not zooming is disabled. Default is `false`.
- The pan speed. Default is *0.3*. + The pan speed. Default is `0.3`.
- The rotation speed. Default is *1.0*. + The rotation speed. Default is `1.0`.
- Whether or not damping is disabled. Default is *false*. + Whether or not damping is disabled. Default is `false`.
- The zoom speed. Default is *1.2*. + The zoom speed. Default is `1.2`.
- 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`.
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`.
- 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`.
- 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`.
- 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`.
- 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`.
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`.
- 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 @@
- 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 @@
- 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 @@
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 @@
- 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 @@
- 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 @@- 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 @@- 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 @@- 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`.
- [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.
- [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 @@- 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 @@
- [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.
- [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 @@
- [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.
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 @@
- [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 @@
- [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].
- [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].
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.
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 @@
- [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 @@
- [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 @@
- [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 @@
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.
- [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 @@
- [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.
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 @@
- [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 @@
- [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.
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.
- [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 @@
- 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].
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.
- [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 @@
- [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.
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 @@
- [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 @@
- [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].
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.
- [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 @@
A loader for loading a .tga resource.
+
A loader for loading a `.tga` resource.
TGA is a raster graphics, image file format.
- [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 @@
- 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`.
- The currently selected color map. Default is the *rainbow* color map. + The currently selected color map. Default is the `rainbow` color map.
- 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`.
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 @@
[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 @@
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.
[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.
[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.
- 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`.
[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.
- 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`.
- Sets the render quality. Possible values are *low* and *high* (default). + Sets the render quality. Possible values are `low` and `high` (default).
- 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 @@
- 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 @@
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 @@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.
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.
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.
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 @@- 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 @@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
-
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.
-
View the model in another application. For glTF, drag-and-drop viewers
@@ -144,8 +144,8 @@
Troubleshooting
-
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:
-
- 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]