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docs|kor: AnimationAction translation

kijunkim9 hace 4 años
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+ 0 - 47
docs/api/ko/Polyfills.html

@@ -1,47 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-
-		<h1>Polyfills</h1>
-
-		<p class="desc">Three.js includes polyfills for the following functions and constants.</p>
-
-		<h3>[page:Number.EPSILON Number.EPSILON]</h3>
-		<p>
-			 The difference between one and the smallest value greater than one that can be represented as a Number.
-			 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
-		</p>
-
-		<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
-		<p>
-			If the argument is a positive number, negative number, positive zero or negative zero,
-			the function will return 1, -1, 0 or -0 respectively. Otherwise, NaN is returned.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
-		</p>
-
-		<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
-		<p>
-			Returns the name of a function, or (before ES6 implementations) an empty string for anonymous functions.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
-		</p>
-
-		<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
-		<p>
-			The Object.assign() method is used to copy the values of all enumerable own properties from one or more source objects to a target object.
-			It will return the target object.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/polyfills.js src/polyfills.js]
-		</p>
-	</body>
-</html>

+ 0 - 49
docs/api/ko/Template.html

@@ -1,49 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">todo</p>
-
-
-		<h2>Example</h2>
-
-		<code>todo</code>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Number todo])</h3>
-		<p></p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Number todo]</h3>
-		<p>
-		todo
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null todo]()</h3>
-		<p>todo</p>
-		<p>todo</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 237
docs/api/ko/audio/Audio.html

@@ -1,237 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a non-positional ( global ) audio object.<br /><br />
-
-			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// create an AudioListener and add it to the camera
-		const listener = new THREE.AudioListener();
-		camera.add( listener );
-
-		// create a global audio source
-		const sound = new THREE.Audio( listener );
-
-		// load a sound and set it as the Audio object's buffer
-		const audioLoader = new THREE.AudioLoader();
-		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
-			sound.setBuffer( buffer );
-			sound.setLoop( true );
-			sound.setVolume( 0.5 );
-			sound.play();
-		});
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:AudioListener listener] )</h3>
-		<p>
-		listener — (required) [page:AudioListener AudioListener] instance.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Boolean autoplay]</h3>
-		<p>Whether to start playback automatically. Default is *false*.</p>
-
-		<h3>[property:AudioContext context]</h3>
-		<p>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</p>
-
-		<h3>[property:Number detune]</h3>
-		<p>Modify pitch, measured in cents. +/- 100 is a semitone. +/- 1200 is an octave. Default is *0*.</p>
-
-		<h3>[property:Array filters]</h3>
-		<p>Represents an array of [link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]. Can be used to apply a variety of low-order filters to create more complex sound effects. Filters are set via [page:Audio.setFilter] or [page:Audio.setFilters].</p>
-
-		<h3>[property:GainNode gain]</h3>
-		<p>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
-		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</p>
-
-		<h3>[property:Boolean hasPlaybackControl]</h3>
-		<p>Whether playback can be controlled using the [page:Audio.play play](),
-			[page:Audio.pause pause]() etc. methods. Default is *true*.</p>
-
-		<h3>[property:Boolean isPlaying]</h3>
-		<p>Whether the audio is currently playing.</p>
-
-		<h3>[property:AudioListener listener]</h3>
-		<p>A reference to the listener object of this audio.</p>
-
-		<h3>[property:Number playbackRate]</h3>
-		<p>Speed of playback. Default is *1*.</p>
-
-		<h3>[property:Number offset]</h3>
-		<p>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*.</p>
-
-		<h3>[property:Number duration]</h3>
-		<p>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.</p>
-
-		<h3>[property:String source]</h3>
-		<p>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created
-		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createBufferSource AudioContext.createBufferSource]().</p>
-
-		<h3>[property:String sourceType]</h3>
-		<p>Type of the audio source. Default is string 'empty'.</p>
-
-		<h3>[property:String type]</h3>
-		<p>String denoting the type, set to 'Audio'.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:Audio connect]()</h3>
-		<p>
-		Connect to the [page:Audio.source]. This is used internally on initialisation and when
-		setting / removing filters.
-		</p>
-
-		<h3>[method:Audio disconnect]()</h3>
-		<p>
-		Disconnect from the [page:Audio.source]. This is used internally when
-		setting / removing filters.
-		</p>
-
-		<h3>[method:BiquadFilterNode getFilter]()</h3>
-		<p>
-		Returns the first element of the [page:Audio.filters filters] array.
-		</p>
-
-		<h3>[method:Array getFilters]()</h3>
-		<p>
-		Returns the [page:Audio.filters filters] array.
-		</p>
-
-		<h3>[method:Boolean getLoop]()</h3>
-		<p>
-		Return the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop]
-		 (whether playback should loop).
-		</p>
-
-		<h3>[method:GainNode getOutput]()</h3>
-		<p>
-		Return the [page:Audio.gain gainNode].
-		</p>
-
-		<h3>[method:Float getPlaybackRate]()</h3>
-		<p>
-		Return the value of [page:Audio.playbackRate playbackRate].
-		</p>
-
-		<h3>[method:Float getVolume]( value )</h3>
-		<p>
-		Return the current volume.
-		</p>
-
-		<h3>[method:Audio play]( delay )</h3>
-		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, starts playback.
-		</p>
-
-		<h3>[method:Audio pause]()</h3>
-		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, pauses playback.
-		</p>
-
-		<h3>[method:null onEnded]()</h3>
-		<p>
-		Called automatically when playback finished.
-		</p>
-
-		<h3>[method:Audio setBuffer]( audioBuffer )</h3>
-		<p>
-		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'buffer'.<br />
-		If [page:Audio.autoplay autoplay], also starts playback.
-		</p>
-
-		<h3>[method:Audio setFilter]( filter )</h3>
-		<p>
-		Applies a single [link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNode] to the audio.
-		</p>
-
-		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
-		<p>
-		value - arrays of filters.<br />
-		Applies an array of [link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes] to the audio.
-		</p>
-
-		<h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
-		<p>
-		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value*
-		(whether playback should loop).
-		</p>
-
-		<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
-		<p>
-		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to *value*.
-		</p>
-
-		<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
-		<p>
-		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to *value*.
-		</p>
-
-		<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
-		<p>
-		Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement] as the source of this audio.<br />
-		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
-		</p>
-
-		<h3>[method:Audio setMediaStreamSource]( mediaStream )</h3>
-		<p>
-		Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream] as the source of this audio.<br />
-		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
-		</p>
-
-		<h3>[method:Audio setNodeSource]( audioNode )</h3>
-		<p>
-		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'audioNode'.<br />
-		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
-
-		</p>
-
-		<h3>[method:Audio setPlaybackRate]( [param:Float value] )</h3>
-		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*.
-		</p>
-
-		<h3>[method:Audio setVolume]( [param:Float value] )</h3>
-		<p>
-		Set the volume.
-		</p>
-
-		<h3>[method:Audio stop]()</h3>
-		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops playback.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 100
docs/api/ko/audio/AudioAnalyser.html

@@ -1,100 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a AudioAnalyser object, which uses an [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode]
-			to analyse audio data.<br /><br />
-
-			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
-
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// create an AudioListener and add it to the camera
-		const listener = new THREE.AudioListener();
-		camera.add( listener );
-
-		// create an Audio source
-		const sound = new THREE.Audio( listener );
-
-		// load a sound and set it as the Audio object's buffer
-		const audioLoader = new THREE.AudioLoader();
-		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
-			sound.setBuffer( buffer );
-			sound.setLoop(true);
-			sound.setVolume(0.5);
-			sound.play();
-		});
-
-		// create an AudioAnalyser, passing in the sound and desired fftSize
-		const analyser = new THREE.AudioAnalyser( sound, 32 );
-
-		// get the average frequency of the sound
-		const data = analyser.getAverageFrequency();
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( audio, [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize fftSize] )</h3>
-		<p>
-		Create a new [page:AudioAnalyser AudioAnalyser].
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:AnalyserNode analyser]</h3>
-		<p>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode] used to analyze audio.</p>
-
-		<h3>[property:Integer fftSize]</h3>
-		<p>
-		A non-zero power of two up to 2048, representing the size of the FFT (Fast Fourier Transform) to be used to determine the frequency domain.
-		See [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize this page] for details.
-		</p>
-
-		<h3>[property:Uint8Array data]</h3>
-		<p>
-		A Uint8Array with size determined by [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount analyser.frequencyBinCount]
-		used to hold analysis data.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:Uint8Array getFrequencyData]()</h3>
-		<p>
-		Uses the Web Audio's [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData getByteFrequencyData] method.
-		See that page.
-		</p>
-
-		<h3>[method:Number getAverageFrequency]()</h3>
-		<p>
-		Get the average of the frequencies returned by the [page:AudioAnalyser.getFrequencyData getFrequencyData] method.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 43
docs/api/ko/audio/AudioContext.html

@@ -1,43 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		This contains methods for setting up an [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
-
-		Used internally by the [page:AudioListener AudioListener] and [page:AudioLoader AudioLoader] classes.<br /><br />
-
-		This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
-		</p>
-
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:AudioContext getContext]()</h3>
-		<p>
-		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].
-		</p>
-
-		<h3>[method:AudioContext setContext]( [param:AudioContext value] )</h3>
-		<p>
-		 Set the variable *context* in the outer scope to *value*.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 112
docs/api/ko/audio/AudioListener.html

@@ -1,112 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			The [name] represents a virtual [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.<br />
-			A three.js application usually creates a single instance of [name]. It is a mandatory construtor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
-			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// create an AudioListener and add it to the camera
-		const listener = new THREE.AudioListener();
-		camera.add( listener );
-
-		// create a global audio source
-		const sound = new THREE.Audio( listener );
-
-		// load a sound and set it as the Audio object's buffer
-		const audioLoader = new THREE.AudioLoader();
-		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
-			sound.setBuffer( buffer );
-			sound.setLoop(true);
-			sound.setVolume(0.5);
-			sound.play();
-		});
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_timing webaudio / timing ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name](  )</h3>
-		<p>
-		Create a new AudioListener.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:AudioContext context]</h3>
-		<p>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</p>
-
-		<h3>[property:GainNode gain]</h3>
-		<p>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
-		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</p>
-
-		<h3>[property:AudioNode filter]</h3>
-		<p>Default is *null*.</p>
-
-		<h3>[property:Number timeDelta]</h3>
-		<p>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*.</p>
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:GainNode getInput]()</h3>
-		<p>
-		Return the [page:AudioListener.gain gainNode].
-		</p>
-
-		<h3>[method:AudioListener removeFilter]()</h3>
-		<p>
-		Set the [page:AudioListener.filter filter] property to *null*.
-		</p>
-
-		<h3>[method:AudioNode getFilter]()</h3>
-		<p>
-		Returns the value of the [page:AudioListener.filter filter] property.
-		</p>
-
-		<h3>[method:AudioListener setFilter]( [param:AudioNode value] )</h3>
-		<p>
-		Set the [page:AudioListener.filter filter] property to *value*.
-		</p>
-
-		<h3>[method:Float getMasterVolume]()</h3>
-		<p>
-		Return the volume.
-		</p>
-
-		<h3>[method:AudioListener setMasterVolume]( [param:Number value] )</h3>
-		<p>
-		Set the volume.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 136
docs/api/ko/audio/PositionalAudio.html

@@ -1,136 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr; [page:Audio] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a positional audio object.<br /><br />
-
-			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// create an AudioListener and add it to the camera
-		const listener = new THREE.AudioListener();
-		camera.add( listener );
-
-		// create the PositionalAudio object (passing in the listener)
-		const sound = new THREE.PositionalAudio( listener );
-
-		// load a sound and set it as the PositionalAudio object's buffer
-		const audioLoader = new THREE.AudioLoader();
-		audioLoader.load( 'sounds/song.ogg', function( buffer ) {
-			sound.setBuffer( buffer );
-			sound.setRefDistance( 20 );
-			sound.play();
-		});
-
-		// create an object for the sound to play from
-		const sphere = new THREE.SphereBufferGeometry( 20, 32, 16 );
-		const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
-		const mesh = new THREE.Mesh( sphere, material );
-		scene.add( mesh );
-
-		// finally add the sound to the mesh
-		mesh.add( sound );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webaudio_orientation webaudio / orientation ]<br />
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_timing webaudio / timing ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:AudioListener listener] )</h3>
-		<p>
-		listener — (required) [page:AudioListener AudioListener] instance.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<p>
-			See the [page:Audio Audio] class for inherited properties.
-		</p>
-
-		<h3>[property:PannerNode panner]</h3>
-		<p>The PositionalAudio's [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode PannerNode].</p>
-
-
-		<h2>Methods</h2>
-
-		<p>
-			See the [page:Audio Audio] class for inherited methods.
-		</p>
-
-		<h3>[method:PannerNode getOutput]()</h3>
-		<p>
-		Returns the [page:PositionalAudio.panner panner].
-		</p>
-
-		<h3>[method:Float getRefDistance]()</h3>
-		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
-		</p>
-
-		<h3>[method:PositionalAudio setRefDistance]( [param:Float value] )</h3>
-		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
-		</p>
-
-		<h3>[method:Float getRolloffFactor]()</h3>
-		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
-		</p>
-
-		<h3>[method:PositionalAudio setRolloffFactor]( [param:Float value] )</h3>
-		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
-		</p>
-
-		<h3>[method:String getDistanceModel]()</h3>
-		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
-		</p>
-
-		<h3>[method:PositionalAudio setDistanceModel]( [param:String value] )</h3>
-		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
-		</p>
-
-		<h3>[method:Float getMaxDistance]()</h3>
-		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
-		</p>
-
-		<h3>[method:PositionalAudio setMaxDistance]( [param:Float value] )</h3>
-		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
-		</p>
-
-		<h3>[method:PositionalAudio setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
-		<p>
-		This method can be used in order to transform an omnidirectional sound into a [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 48
docs/api/ko/cameras/ArrayCamera.html

@@ -1,48 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr; [page:Camera] &rarr; [page:PerspectiveCamera] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			[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.<br />
-			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.
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_camera_array camera / array ]</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Array array] )</h3>
-		<p>
-			An array of cameras.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:PerspectiveCamera] class for common properties.</p>
-
-		<h3>[property:Array cameras]</h3>
-		<p>
-			An array of cameras.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PerspectiveCamera] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 81
docs/api/ko/cameras/Camera.html

@@ -1,81 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Abstract base class for cameras. This class should always be inherited when you build a new camera.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-			Creates a new [name]. Note that this class is not intended to be called directly;
-			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
-
-		<h3>[property:Layers layers]</h3>
-		<p>
-		The [page:Layers layers] that the camera is a member of. This is an inherited
-		property from [page:Object3D].<br /><br />
-
-		Objects must share at least one layer with the camera to be seen
-		when the camera's viewpoint is rendered.
-		</p>
-
-		<h3>[property:Matrix4 matrixWorldInverse]</h3>
-		<p>
-			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
-			the world transform of the Camera.
-		</p>
-
-		<h3>[property:Matrix4 projectionMatrix]</h3>
-		<p>This is the matrix which contains the projection.</p>
-
-		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
-		<p>The inverse of projectionMatrix.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
-
-		<h3>[method:Camera clone]( )</h3>
-		<p>
-			Return a new camera with the same properties as this one.
-		</p>
-
-		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
-		<p>
-		Copy the properties from the source camera into this one.
-		</p>
-
-		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a [page:Vector3] representing the world space direction in which the camera is looking.
-		(Note: A camera looks down its local, negative z-axis).<br /><br />
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 89
docs/api/ko/cameras/CubeCamera.html

@@ -1,89 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Create cube render target
-		const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
-
-		// Create cube camera
-		const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
-		scene.add( cubeCamera );
-
-		// Create car
-		const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
-		const car = new Mesh( carGeometry, chromeMaterial );
-		scene.add( car );
-
-		// Update the render target cube
-		car.visible = false;
-		cubeCamera.position.copy( car.position );
-		cubeCamera.update( renderer, scene );
-
-		// Render the scene
-		car.visible = true;
-		renderer.render( scene, camera );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_shading_physical shading / physical ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
-		<p>
-		near -- The near clipping distance. <br />
-		far -- The far clipping distance. <br />
-		renderTarget -- The destination cube render target.
-		</p>
-
-		<p>
-		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
-		render to a [page:WebGLCubeRenderTarget].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
-
-		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
-		<p>
-		The destination cube render target.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
-
-		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
-		<p>
-		renderer -- The current WebGL renderer <br />
-		scene -- The current scene
-		</p>
-		<p>
-		Call this to update the [page:CubeCamera.renderTarget renderTarget].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 140
docs/api/ko/cameras/OrthographicCamera.html

@@ -1,140 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr; [page:Camera] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
-
-			In this projection mode, an object's size in the rendered image stays constant
-			regardless of its distance from the camera.<br /><br />
-
-			This can be useful for rendering 2D scenes and UI elements, amongst other things.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
-		scene.add( camera );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_camera camera ]<br />
-			[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_postprocessing_advanced postprocessing / advanced ]<br />
-			[example:webgl_postprocessing_dof2 postprocessing / dof2 ]<br />
-			[example:webgl_postprocessing_godrays postprocessing / godrays ]<br />
-			[example:webgl_rtt rtt ]<br />
-			[example:webgl_shaders_tonemapping shaders / tonemapping ]<br />
-			[example:webgl_shadowmap shadowmap ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
-		<p>
-		left — Camera frustum left plane.<br />
-		right — Camera frustum right plane.<br />
-		top — Camera frustum top plane.<br />
-		bottom — Camera frustum bottom plane.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
-
-		Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>
-			See the base [page:Camera] class for common properties.<br>
- 			Note that after making changes to most of these properties you will have to call
- 			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
-		</p>
-
-		<h3>[property:Float bottom]</h3>
-		<p>Camera frustum bottom plane.</p>
-
-		<h3>[property:Float far]</h3>
-		<p>
-		Camera frustum far plane. Default is *2000*.<br /><br />
-
-		Must be greater than the current value of [page:.near near] plane.
-		</p>
-
-		<h3>[property:Float left]</h3>
-		<p>Camera frustum left plane.</p>
-
-		<h3>[property:Float near]</h3>
-		<p>
-			Camera frustum near plane. Default is *0.1*.<br /><br />
-
-			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.
-		</p>
-
-		<h3>[property:Float right]</h3>
-		<p>Camera frustum right plane.</p>
-
-		<h3>[property:Float top]</h3>
-		<p>Camera frustum top plane.</p>
-
-		<h3>[property:Object view]</h3>
-		<p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</p>
-
-		<h3>[property:number zoom]</h3>
-		<p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Camera] class for common methods.</p>
-
-		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
-		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera<br /><br />
-
-			Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
-			This is useful for multi-window or multi-monitor/multi-machine setups.
-			For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
-		</p>
-
-		<h3>[method:null clearViewOffset]()</h3>
-		<p>
-		Removes any offset set by the .setViewOffset method.
-		</p>
-
-		<h3>[method:null updateProjectionMatrix]()</h3>
-		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
-		</p>
-
-		<h3>[method:Object toJSON]([param:Object meta])</h3>
-		<p>
-		meta -- object containing metadata such as textures or images in objects' descendants.<br />
-		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 201
docs/api/ko/cameras/PerspectiveCamera.html

@@ -1,201 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr; [page:Camera] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
-
-			This projection mode is designed to mimic the way the human eye sees. It is the most
-			common projection mode used for rendering a 3D scene.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
-		scene.add( camera );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_animation_skinning_blending animation / skinning / blending ]<br />
-			[example:webgl_animation_skinning_morph animation / skinning / morph ]<br />
-			[example:webgl_effects_stereo effects / stereo ]<br />
-			[example:webgl_interactive_cubes interactive / cubes ]<br />
-			[example:webgl_loader_collada_skinning loader / collada / skinning ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
-		<p>
-		fov — Camera frustum vertical field of view.<br />
-		aspect — Camera frustum aspect ratio.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
-
-			Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>
-			See the base [page:Camera] class for common properties.<br>
-			Note that after making changes to most of these properties you will have to call
-			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
-		</p>
-
-		<h3>[property:Float aspect]</h3>
-		<p>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</p>
-
-		<h3>[property:Float far]</h3>
-		<p>
-			Camera frustum far plane. Default is *2000*.<br /><br />
-
-			Must be greater than the current value of [page:.near near] plane.
-		</p>
-
-		<h3>[property:Float filmGauge]</h3>
-		<p>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.</p>
-
-		<h3>[property:Float filmOffset]</h3>
-		<p>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</p>
-
-		<h3>[property:Float focus]</h3>
-		<p>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*.
-		</p>
-
-		<h3>[property:Float fov]</h3>
-		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
-
-
-		<h3>[property:Float near]</h3>
-		<p>
-			Camera frustum near plane. Default is *0.1*.<br /><br />
-
-			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 <em>not</em> a valid value
-			for a PerspectiveCamera's near plane.
-		</p>
-
-		<h3>[property:Object view]</h3>
-		<p>
-			Frustum window specification or null.
-			This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
-			and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
-		</p>
-
-		<h3>[property:number zoom]</h3>
-		<p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Camera] class for common methods.</p>
-
-		<h3>[method:null clearViewOffset]()</h3>
-		<p>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</p>
-
-		<h3>[method:Float getEffectiveFOV]()</h3>
-		<p>Returns the current vertical field of view angle in degrees considering .zoom.</p>
-
-		<h3>[method:Float getFilmHeight]()</h3>
-		<p>
-		Returns the height of the image on the film. If .aspect is less than or equal to one
-		(portrait format), the result equals .filmGauge.
-		</p>
-
-		<h3>[method:Float getFilmWidth]()</h3>
-		<p>
-		Returns the width of the image on the film. If .aspect is greater than or equal to one
-		(landscape format), the result equals .filmGauge.
-		</p>
-
-		<h3>[method:Float getFocalLength]()</h3>
-		<p>Returns the focal length of the current .fov in respect to .filmGauge.</p>
-
-		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
-		<p>
-		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
-
-		By default, the focal length is specified for a 35mm (full frame) camera.
-		</p>
-
-		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
-		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera
-		</p>
-
-		<p>
-		Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
-		</p>
-
-		<p>
-		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
-
-		<pre>
-+---+---+---+
-| A | B | C |
-+---+---+---+
-| D | E | F |
-+---+---+---+
-		</pre>
-
-		then for each monitor you would call it like this:<br />
-
-		<code>const w = 1920;
-const h = 1080;
-const fullWidth = w * 3;
-const fullHeight = h * 2;
-
-// A
-camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
-// B
-camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
-// C
-camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
-// D
-camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
-// E
-camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
-// F
-camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
-</code>
-
-		Note there is no reason monitors have to be the same size or in a grid.
-		</p>
-
-		<h3>[method:null updateProjectionMatrix]()</h3>
-		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
-		</p>
-
-		<h3>[method:Object toJSON]([param:Object meta])</h3>
-		<p>
-		meta -- object containing metadata such as textures or images in objects' descendants.<br />
-		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 60
docs/api/ko/cameras/StereoCamera.html

@@ -1,60 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		Dual [page:PerspectiveCamera PerspectiveCamera]s used for effects such as
-		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
-			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
-			[example:webgl_effects_stereo effects / stereo ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( )</h3>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Float aspect]</h3>
-		<p>Default is *1*.</p>
-
-		<h3>[property:Float eyeSep]</h3>
-		<p>Default is *0.064*.</p>
-
-		<h3>[property:PerspectiveCamera cameraL]</h3>
-		<p>Left camera. This is added to [page:Layers layer 1] - objects to be rendered
-		by the left camera must also be added to this layer.</p>
-
-		<h3>[property:PerspectiveCamera cameraR]</h3>
-		<p>Right camera.This is added to [page:Layers layer 2] - objects to be rendered
-		by the right camera must also be added to this layer.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null update]( [param:PerspectiveCamera camera] )</h3>
-		<p>
-		Update the stereo cameras based on the camera passed in.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 40
docs/api/ko/constants/Animation.html

@@ -1,40 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Animation Constants</h1>
-
-		<h2>Loop Modes</h2>
-
-		<code>
-THREE.LoopOnce
-THREE.LoopRepeat
-THREE.LoopPingPong
-		</code>
-
-    <h2>Interpolation Modes</h2>
-    <code>
-THREE.InterpolateDiscrete
-THREE.InterpolateLinear
-THREE.InterpolateSmooth
-    </code>
-
-    <h2>Ending Modes</h2>
-    <code>
-THREE.ZeroCurvatureEnding
-THREE.ZeroSlopeEnding
-THREE.WrapAroundEnding
-    </code>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 37
docs/api/ko/constants/Core.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Core Constants</h1>
-
-		<h2>Revision Number</h2>
-
-		<code>
-		THREE.REVISION
-		</code>
-
-		<div id="rev">
-			The current three.js [link:https://github.com/mrdoob/three.js/releases revision number].
-		</div>
-
-    <h2>Mouse Buttons</h2>
-    <code>
-		THREE.MOUSE.LEFT
-		THREE.MOUSE.MIDDLE
-		THREE.MOUSE.RIGHT
-    </code>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-
-
-</html>

+ 0 - 64
docs/api/ko/constants/CustomBlendingEquations.html

@@ -1,64 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Custom Blending Equation Constants</h1>
-
-		<p>
-			These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
-		material.blending = THREE.CustomBlending;
-		material.blendEquation = THREE.AddEquation; //default
-		material.blendSrc = THREE.SrcAlphaFactor; //default
-		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
-		</code>
-
-		<h2>Examples</h2>
-		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
-
-		<h2>Blending Equations</h2>
-		<code>
-		THREE.AddEquation
-		THREE.SubtractEquation
-		THREE.ReverseSubtractEquation
-		THREE.MinEquation
-		THREE.MaxEquation
-		</code>
-
-		<h2>Source Factors</h2>
-		<code>
-		THREE.ZeroFactor
-		THREE.OneFactor
-		THREE.SrcColorFactor
-		THREE.OneMinusSrcColorFactor
-		THREE.SrcAlphaFactor
-		THREE.OneMinusSrcAlphaFactor
-		THREE.DstAlphaFactor
-		THREE.OneMinusDstAlphaFactor
-		THREE.DstColorFactor
-		THREE.OneMinusDstColorFactor
-		THREE.SrcAlphaSaturateFactor
-		</code>
-
-		<h2>Destination Factors</h2>
-		<p>
-			All of the Source Factors are valid as Destination Factors, except for <code>THREE.SrcAlphaSaturateFactor</code>
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 133
docs/api/ko/constants/Materials.html

@@ -1,133 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Material Constants</h1>
-
-		<p class="desc">
-		These constants define properties common to all material types,
-		with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
-		</p>
-
-
-		<h2>Side</h2>
-		<code>
-		THREE.FrontSide
-		THREE.BackSide
-		THREE.DoubleSide
-		</code>
-		<p>
-		Defines which side of faces will be rendered - front, back or both.
-		Default is [page:Constant FrontSide].
-		</p>
-
-		<h2>Blending Mode</h2>
-		<code>
-		THREE.NoBlending
-		THREE.NormalBlending
-		THREE.AdditiveBlending
-		THREE.SubtractiveBlending
-		THREE.MultiplyBlending
-		THREE.CustomBlending
-		</code>
-
-
-		<p>
-		These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
-		[page:Constant NormalBlending] is the default.<br />
-		Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
-		See the [example:webgl_materials_blending materials / blending] example.<br />
-		</p>
-
-		<h2>Depth Mode</h2>
-		<code>
-		THREE.NeverDepth
-		THREE.AlwaysDepth
-		THREE.LessDepth
-		THREE.LessEqualDepth
-		THREE.GreaterEqualDepth
-		THREE.GreaterDepth
-		THREE.NotEqualDepth
-		</code>
-		<p>
-		Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
-		[page:Materials NeverDepth] will never return true.<br />
-		[page:Materials AlwaysDepth] will always return true.<br />
-		[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
-		[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
-		[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.<br />
-		</p>
-
-		<h2>Texture Combine Operations</h2>
-		<code>
-		THREE.MultiplyOperation
-		THREE.MixOperation
-		THREE.AddOperation
-		</code>
-		<p>
-		These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
-		[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
-		[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
-		[page:Constant AddOperation] adds the two colors.
-		</p>
-
-		<h2>Stencil Functions</h2>
-		<code>
-		THREE.NeverStencilFunc
-		THREE.LessStencilFunc
-		THREE.EqualStencilFunc
-		THREE.LessEqualStencilFunc
-		THREE.GreaterStencilFunc
-		THREE.NotEqualStencilFunc
-		THREE.GreaterEqualStencilFunc
-		THREE.AlwaysStencilFunc
-		</code>
-		<p>
-		Which stencil function the material uses to determine whether or not to perform a stencil operation.<br />
-		[page:Materials NeverStencilFunc] will never return true.<br />
-		[page:Materials LessStencilFunc] will return true if the stencil reference value is less than the current stencil value.<br />
-		[page:Materials EqualStencilFunc] will return true if the stencil reference value is equal to the current stencil value.<br />
-		[page:Materials LessEqualStencilFunc] will return true if the stencil reference value is less than or equal to the current stencil value.<br />
-		[page:Materials GreaterStencilFunc] will return true if the stencil reference value is greater than the current stencil value.<br />
-		[page:Materials NotEqualStencilFunc] will return true if the stencil reference value is not equal to the current stencil value.<br />
-		[page:Materials GreaterEqualStencilFunc] will return true if the stencil reference value is greater than or equal to the current stencil value.<br />
-		[page:Materials AlwaysStencilFunc] will always return true.<br />
-		</p>
-
-		<h2>Stencil Operations</h2>
-		<code>
-		THREE.ZeroStencilOp
-		THREE.KeepStencilOp
-		THREE.ReplaceStencilOp
-		THREE.IncrementStencilOp
-		THREE.DecrementStencilOp
-		THREE.IncrementWrapStencilOp
-		THREE.DecrementWrapStencilOp
-		THREE.InvertStencilOp
-		</code>
-		<p>
-		Which stencil operation the material will perform on the stencil buffer pixel if the provided stencil function passes.<br />
-		[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
-		[page:Materials KeepStencilOp] will not change the current stencil value.<br />
-		[page:Materials ReplaceStencilOp] will replace the stencil value with the specified stencil reference value.<br />
-		[page:Materials IncrementStencilOp] will increment the current stencil value by 1.<br />
-		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
-		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
-		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
-		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 66
docs/api/ko/constants/Renderer.html

@@ -1,66 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>WebGLRenderer Constants</h1>
-
-		<h2>Cull Face Modes</h2>
-		<code>
-		THREE.CullFaceNone
-		THREE.CullFaceBack
-		THREE.CullFaceFront
-		THREE.CullFaceFrontBack
-		</code>
-		<p>
-		[page:constant CullFaceNone] disables face culling.<br />
-		[page:constant CullFaceBack] culls back faces (default).<br />
-		[page:constant CullFaceFront] culls front faces.<br />
-		[page:constant CullFaceFrontBack] culls both front and back faces.
-		</p>
-
-		<h2>Shadow Types</h2>
-		<code>
-		THREE.BasicShadowMap
-		THREE.PCFShadowMap
-		THREE.PCFSoftShadowMap
-		THREE.VSMShadowMap
-		</code>
-		<p>
-		These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
-
-		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
-		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
-		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
-		[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
-		</p>
-
-		<h2>Tone Mapping</h2>
-		<code>
-		THREE.NoToneMapping
-		THREE.LinearToneMapping
-		THREE.ReinhardToneMapping
-		THREE.CineonToneMapping
-		THREE.ACESFilmicToneMapping
-		</code>
-		<p>
-		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
-		This is used to approximate the appearance of high dynamic range (HDR) on the
-		low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
-
-		See the [example:webgl_tonemapping WebGL / tonemapping] example.
-
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 587
docs/api/ko/constants/Textures.html

@@ -1,587 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Texture Constants</h1>
-
-		<h2>Mapping Modes</h2>
-		<code>
-		THREE.UVMapping
-		THREE.CubeReflectionMapping
-		THREE.CubeRefractionMapping
-		THREE.EquirectangularReflectionMapping
-		THREE.EquirectangularRefractionMapping
-		THREE.CubeUVReflectionMapping
-		THREE.CubeUVRefractionMapping
-		</code>
-
-		<p>
-		These define the texture's mapping mode.<br />
-		[page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
-
-		The rest define environment mapping types.<br /><br />
-
-		[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
-		use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.
-		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
-
-		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
-		are for use with an equirectangular environment map.  Also called a lat-long map, an equirectangular
-		texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
-		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
-		of a mapped sphere.<br /><br />
-
-		See the [example:webgl_materials_envmaps materials / envmaps] example.
-		</p>
-
-
-		<h2>Wrapping Modes</h2>
-		<code>
-		THREE.RepeatWrapping
-		THREE.ClampToEdgeWrapping
-		THREE.MirroredRepeatWrapping
-		</code>
-		<p>
-		These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
-		which define horizontal and vertical texture wrapping.<br /><br />
-
-		With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
-
-		[page:constant ClampToEdgeWrapping] is the default.
-		The last pixel of the texture stretches to the edge of the mesh.<br /><br />
-
-		With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.
-		</p>
-
-		<h2>Magnification Filters</h2>
-		<code>
-		THREE.NearestFilter
-		THREE.LinearFilter
-		</code>
-
-		<p>
-		For use with a texture's [page:Texture.magFilter magFilter]	property,
-		these define the texture magnification function to be used when the pixel being textured maps to an
-		area less than or equal to one texture element (texel).<br /><br />
-
-		[page:constant NearestFilter] returns the value of the texture element that is nearest
-		(in Manhattan distance) to the specified texture coordinates.<br /><br />
-
-		[page:constant LinearFilter] is the default and returns the weighted average
-		of the four texture elements that are closest to the specified texture coordinates,
-		and can include items wrapped or repeated from other parts of a texture,
-		depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
-		</p>
-
-		<h2>Minification Filters</h2>
-		<code>
-		THREE.NearestFilter
-		THREE.NearestMipmapNearestFilter
-		THREE.NearestMipmapLinearFilter
-		THREE.LinearFilter
-		THREE.LinearMipmapNearestFilter
-		THREE.LinearMipmapLinearFilter
-		</code>
-
-		<p>
-		For use with a texture's [page:Texture.minFilter minFilter]	property, these define
-		the texture minifying function that is used whenever the pixel being textured maps
-		to an area greater than one texture element (texel).<br /><br />
-
-		In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
-		the following four functions can be used for minification:<br /><br />
-
-		[page:constant NearestMipmapNearestFilter] chooses the mipmap that most closely
-		matches the size of the pixel being textured
-		and uses the [page:constant NearestFilter] criterion (the texel nearest to the
-		center of the pixel) to produce a texture value.<br /><br />
-
-		[page:constant NearestMipmapLinearFilter] chooses the two mipmaps that most closely
-		match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
-		a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
-
-		[page:constant LinearMipmapNearestFilter] chooses the mipmap that most closely matches
-		the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		(a weighted average of the four texels that are closest to the center of the pixel)
-		to produce a texture value.<br /><br />
-
-		[page:constant LinearMipmapLinearFilter] is the default and chooses the two mipmaps
-		that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
-
-		See the [example:webgl_materials_texture_filters materials / texture / filters] example.
-		</p>
-
-		<h2>Types</h2>
-		<code>
-		THREE.UnsignedByteType
-		THREE.ByteType
-		THREE.ShortType
-		THREE.UnsignedShortType
-		THREE.IntType
-		THREE.UnsignedIntType
-		THREE.FloatType
-		THREE.HalfFloatType
-		THREE.UnsignedShort4444Type
-		THREE.UnsignedShort5551Type
-		THREE.UnsignedShort565Type
-		THREE.UnsignedInt248Type
-		</code>
-		<p>
-		For use with a texture's [page:Texture.type type]	property, which must correspond to the correct format. See below for details.<br /><br />
-
-		[page:constant UnsignedByteType] is the default.
-		</p>
-
-		<h2>Formats</h2>
-		<code>
-		THREE.AlphaFormat
-		THREE.RedFormat
-		THREE.RedIntegerFormat
-		THREE.RGFormat
-		THREE.RGIntegerFormat
-		THREE.RGBFormat
-		THREE.RGBIntegerFormat
-		THREE.RGBAFormat
-		THREE.RGBAIntegerFormat
-		THREE.LuminanceFormat
-		THREE.LuminanceAlphaFormat
-		THREE.RGBEFormat
-		THREE.DepthFormat
-		THREE.DepthStencilFormat
-		</code>
-		<p>
-		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.<br /><br />
-
-		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
-
-		[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
-
-		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
-		The texels are read as integers instead of floating point.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
-		The texels are read as integers instead of floating point.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
-
-		[page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
-
-		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
-		The texels are read as integers instead of floating point.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant LuminanceFormat] reads each element as a single luminance component.
-		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
-		 into an RGBA element by placing the luminance value in the red, green and blue channels,
-		 and attaching 1.0 to the alpha channel.<br /><br />
-
-		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
-		The same process occurs as for the [page:constant LuminanceFormat], except that the
-		alpha channel may have values other than *1.0*.<br /><br />
-
-		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
-
-		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
-		This is the default for [page:DepthTexture DepthTexture].<br /><br />
-
-		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
-		The depth component of the pair is interpreted as in [page:constant DepthFormat].
-		The stencil component is interpreted based on the depth + stencil internal format.
-		<br /><br />
-
-		Note that the texture must have the correct [page:Texture.type type] set, as described above.
-		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
-		</p>
-
-		<h2>DDS / ST3C Compressed Texture Formats</h2>
-		<code>
-		THREE.RGB_S3TC_DXT1_Format
-		THREE.RGBA_S3TC_DXT1_Format
-		THREE.RGBA_S3TC_DXT3_Format
-		THREE.RGBA_S3TC_DXT5_Format
-		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the
-		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
-		extension. <br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
-		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
-		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
-		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
-		[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.<br />
-		</p>
-
-		<h2>PVRTC Compressed Texture Formats</h2>
-		<code>
-		THREE.RGB_PVRTC_4BPPV1_Format
-		THREE.RGB_PVRTC_2BPPV1_Format
-		THREE.RGBA_PVRTC_4BPPV1_Format
-		THREE.RGBA_PVRTC_2BPPV1_Format
-		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
-		extension. <br />
-		PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.<br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:<br />
-		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		</p>
-
-		<h2>ETC Compressed Texture Format</h2>
-		<code>
-		THREE.RGB_ETC1_Format
-		THREE.RGB_ETC2_Format
-		THREE.RGBA_ETC2_EAC_Format
-		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		(ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
-		(ETC2) extensions. <br /><br />
-		</p>
-
-		<h2>ASTC Compressed Texture Format</h2>
-		<code>
-		THREE.RGBA_ASTC_4x4_Format
-		THREE.RGBA_ASTC_5x4_Format
-		THREE.RGBA_ASTC_5x5_Format
-		THREE.RGBA_ASTC_6x5_Format
-		THREE.RGBA_ASTC_6x6_Format
-		THREE.RGBA_ASTC_8x5_Format
-		THREE.RGBA_ASTC_8x6_Format
-		THREE.RGBA_ASTC_8x8_Format
-		THREE.RGBA_ASTC_10x5_Format
-		THREE.RGBA_ASTC_10x6_Format
-		THREE.RGBA_ASTC_10x8_Format
-		THREE.RGBA_ASTC_10x10_Format
-		THREE.RGBA_ASTC_12x10_Format
-		THREE.RGBA_ASTC_12x12_Format
-		THREE.SRGB8_ALPHA8_ASTC_4x4_Format
-		THREE.SRGB8_ALPHA8_ASTC_5x4_Format
-		THREE.SRGB8_ALPHA8_ASTC_5x5_Format
-		THREE.SRGB8_ALPHA8_ASTC_6x5_Format
-		THREE.SRGB8_ALPHA8_ASTC_6x6_Format
-		THREE.SRGB8_ALPHA8_ASTC_8x5_Format
-		THREE.SRGB8_ALPHA8_ASTC_8x6_Format
-		THREE.SRGB8_ALPHA8_ASTC_8x8_Format
-		THREE.SRGB8_ALPHA8_ASTC_10x5_Format
-		THREE.SRGB8_ALPHA8_ASTC_10x6_Format
-		THREE.SRGB8_ALPHA8_ASTC_10x8_Format
-		THREE.SRGB8_ALPHA8_ASTC_10x10_Format
-		THREE.SRGB8_ALPHA8_ASTC_12x10_Format
-		THREE.SRGB8_ALPHA8_ASTC_12x12_Format
-		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
-		</p>
-
-		<h2>Internal Formats</h2>
-		<code>
-		'ALPHA'
-		'RGB'
-		'RGBA'
-		'LUMINANCE'
-		'LUMINANCE_ALPHA'
-		'RED_INTEGER'
-		'R8'
-		'R8_SNORM'
-		'R8I'
-		'R8UI'
-		'R16I'
-		'R16UI'
-		'R16F'
-		'R32I'
-		'R32UI'
-		'R32F'
-		'RG8'
-		'RG8_SNORM'
-		'RG8I'
-		'RG8UI'
-		'RG16I'
-		'RG16UI'
-		'RG16F'
-		'RG32I'
-		'RG32UI'
-		'RG32F'
-		'RGB565'
-		'RGB8'
-		'RGB8_SNORM'
-		'RGB8I'
-		'RGB8UI'
-		'RGB16I'
-		'RGB16UI'
-		'RGB16F'
-		'RGB32I'
-		'RGB32UI'
-		'RGB32F'
-		'RGB9_E5'
-		'SRGB8'
-		'R11F_G11F_B10F'
-		'RGBA4'
-		'RGBA8'
-		'RGBA8_SNORM'
-		'RGBA8I'
-		'RGBA8UI'
-		'RGBA16I'
-		'RGBA16UI'
-		'RGBA16F'
-		'RGBA32I'
-		'RGBA32UI'
-		'RGBA32F'
-		'RGB5_A1'
-		'RGB10_A2'
-		'RGB10_A2UI'
-		'SRGB8_ALPHA8'
-		'DEPTH_COMPONENT16'
-		'DEPTH_COMPONENT24'
-		'DEPTH_COMPONENT32F'
-		'DEPTH24_STENCIL8'
-		'DEPTH32F_STENCIL8'
-		</code>
-
-		<p>
-
-		Heads up: changing the internal format of a texture will only affect the
-		texture when using a WebGL 2 rendering context.<br /><br />
-
-		For use with a texture's [page:Texture.internalFormat internalFormat]	property,
-		these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
-
-		[page:constant R8] stores the red component on 8 bits.<br /><br />
-
-		[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
-
-		[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
-
-		[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
-
-		[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
-
-		[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
-
-		[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
-
-		[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
-
-		[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
-
-		[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
-
-		[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
-
-		[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
-		Every component is stored as normalized.
-		<br /><br />
-
-		[page:constant RG8I] stores the red and green components on 8 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RG8UI] stores the red and green components on 8 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RG16I] stores the red and green components on 16 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RG16UI] stores the red and green components on 16 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RG16F] stores the red and green components on 16 bits each.
-		Every component is stored as floating point.
-		<br /><br />
-
-		[page:constant RG32I] stores the red and green components on 32 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RG32UI] stores the red and green components on 32 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RG32F] stores the red and green components on 32 bits.
-		Every component is stored as floating point.
-		<br /><br />
-
-		[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
-
-		[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
-		Every component is stored as normalized.
-		<br /><br />
-
-		[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
-		Every component is stored as floating point
-		<br /><br />
-
-		[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
-		Every component is stored as floating point
-		<br /><br />
-
-		[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
-		Every component is stored as floating point.
-		<br /><br />
-
-		[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
-
-		[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
-
-		[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
-
-		[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
-		Every component is stored as normalized.
-		<br /><br />
-
-		[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
-		Every component is stored as floating point.
-		<br /><br />
-
-		[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
-		Every component is stored as an integer.
-		<br /><br />
-
-		[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
-		Every component is stored as floating point.
-		<br /><br />
-
-		[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
-
-		[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
-
-		[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
-
-		[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
-
-		[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
-
-		[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
-
-		[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
-
-		[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
-		The stencil component is stored as an unsigned integer.
-		<br /><br />
-
-		[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
-		The depth component is stored as floating point, and the stencil component as an unsigned integer.
-		<br /><br />
-
-		Note that the texture must have the correct [page:Texture.type type] set,
-		as well as the correct [page:Texture.format format].
-
-		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
-		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
-		for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
-		and [page:Texture.type type].<br /><br />
-
-		For more in-depth information regarding internal formats, you can also refer directly
-		to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
-		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
-		</p>
-
-		<h2>Encoding</h2>
-		<code>
-		THREE.LinearEncoding
-		THREE.sRGBEncoding
-		THREE.GammaEncoding
-		THREE.RGBEEncoding
-		THREE.LogLuvEncoding
-		THREE.RGBM7Encoding
-		THREE.RGBM16Encoding
-		THREE.RGBDEncoding
-		THREE.BasicDepthPacking
-		THREE.RGBADepthPacking
-		</code>
-		<p>
-		For use with a Texture's [page:Texture.encoding encoding]	property.<br /><br />
-
-		If the encoding type is changed after the texture has already been used by a material,
-		you will need to set [page:Material.needsUpdate Material.needsUpdate] to *true* to make the material recompile.<br /><br />
-
-		[page:constant LinearEncoding] is the default.
-		Values other than this are only valid for a material's map, envMap and emissiveMap.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 213
docs/api/ko/core/BufferAttribute.html

@@ -1,213 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		This class stores data for an attribute (such as vertex positions, face indices, normals,
-		colors, UVs, and any custom attributes ) associated with a [page:BufferGeometry], which allows
-		for more efficient passing of data to the GPU. See that page for details and a usage example.<br /><br />
-
-		Data is stored as vectors of any length (defined by [page:BufferAttribute.itemSize itemSize]),
-		and in general in the methods outlined below if passing in an index, this is automatically
-		multiplied by the vector length.
-		</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
-		<p>
-		[page:TypedArray array] -- Must be a [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
-		Used to instantiate the buffer. <br />
-		This array should have
-	 	<code>itemSize * numVertices</code>
-		elements, where numVertices is the number of vertices in the associated [page:BufferGeometry BufferGeometry].<br /><br />
-
-
-		[page:Integer 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.
-		<br /><br />
-
-		[page:Boolean normalized] -- (optional) Applies to integer data only. Indicates how the underlying data
-		in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance
-		of UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
-		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
-		 from -32767 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
-		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:TypedArray array]</h3>
-		<p>
-		The [page:TypedArray array] holding data stored in the buffer.
-		</p>
-
-		<h3>[property:Integer count]</h3>
-		<p>
-		Stores the [page:BufferAttribute.array array]'s length divided by the [page:BufferAttribute.itemSize itemSize].<br /><br />
-
-		If the buffer is storing a 3-component vector (such as a position, normal, or color),
-		then this will count the number of such vectors stored.
-		</p>
-
-		<h3>[property:Integer itemSize]</h3>
-		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
-
-		<h3>[property:String name]</h3>
-		<p>
-		Optional name for this attribute instance. Default is an empty string.
-		</p>
-
-		<h3>[property:Boolean needsUpdate]</h3>
-		<p>
-		Flag to indicate that this attribute has changed and should be re-sent to the GPU.
-		Set this to true when you modify the value of the array.<br /><br />
-
-		Setting this to true also increments the [page:BufferAttribute.version version].
-		</p>
-
-		<h3>[property:Boolean normalized]</h3>
-		<p>
-		Indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
-		See the constructor above for details.
-		</p>
-
-		<h3>[property:Function onUploadCallback]</h3>
-		<p>
-		A callback function that is executed after the Renderer has transferred the attribute array data to the GPU.
-		</p>
-
-		<h3>[property:Object updateRange]</h3>
-		<p>Object containing:<br />
-			[page:Integer offset]: Default is *0*. Position at which to start update.<br />
-			[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
-
-			This can be used to only update some components of stored vectors (for example, just the component
-			related to color).
-		</p>
-
-		<h3>[property:Usage usage]</h3>
-		<p>
-			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 *THREE.StaticDrawUsage*.
-		</p>
-
-		<h3>[property:Integer version]</h3>
-		<p>A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
-		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
-
-		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
-
-		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
-		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
-
-		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
-
-		<h3>[method:BufferAttribute clone]() </h3>
-		<p>Return a copy of this bufferAttribute.</p>
-
-		<h3>[method:BufferAttribute copy]( [param:BufferAttribute bufferAttribute] )</h3>
-		<p>Copies another BufferAttribute to this BufferAttribute.</p>
-
-		<h3>[method:BufferAttribute copyArray]( array ) </h3>
-		<p>Copy the array given here (which can be a normal array or TypedArray) into
-			[page:BufferAttribute.array array].<br /><br />
-
-			See [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]
-			for notes on requirements if copying a TypedArray.
-		</p>
-
-		<h3>[method:null copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
-		<p>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</p>
-
-		<h3>[method:BufferAttribute copyColorsArray]( [param:Array colors] ) </h3>
-		<p>Copy an array representing RGB color values into [page:BufferAttribute.array array].</p>
-
-		<h3>[method:BufferAttribute copyVector2sArray]( [param:Array vectors] ) </h3>
-		<p>Copy an array representing [page:Vector2]s into [page:BufferAttribute.array array].</p>
-
-		<h3>[method:BufferAttribute copyVector3sArray]( [param:Array vectors] ) </h3>
-		<p>Copy an array representing [page:Vector3]s into [page:BufferAttribute.array array].</p>
-
-		<h3>[method:BufferAttribute copyVector4sArray]( [param:Array vectors] ) </h3>
-		<p>Copy an array representing [page:Vector4]s into [page:BufferAttribute.array array].</p>
-
-		<h3>[method:Number getX]( [param:Integer index] ) </h3>
-		<p>Returns the x component of the vector at the given index.</p>
-
-		<h3>[method:Number getY]( [param:Integer index] ) </h3>
-		<p>Returns the y component of the vector at the given index.</p>
-
-		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
-		<p>Returns the z component of the vector at the given index.</p>
-
-		<h3>[method:Number getW]( [param:Integer index] ) </h3>
-		<p>Returns the w component of the vector at the given index.</p>
-
-		<h3>[method:null onUpload]( [param:Function callback] ) </h3>
-		<p>
-		Sets the value of the onUploadCallback property.<br /><br />
-
-		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
-		after the buffer has been	transferred to the GPU.
-		</p>
-
-		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
-		<p>
-		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
-		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
-
-		Calls	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
-		on the [page:BufferAttribute.array array].<br /><br />
-
-		In particular, see that page for requirements on [page:Array value]
-		being a [page:TypedArray].
-		</p>
-
-		<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
-		<p>Set [page:BufferAttribute.usage usage] to value.</p>
-
-		<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
-		<p>Sets the x component of the vector at the given index.</p>
-
-		<h3>[method:BufferAttribute setY]( [param:Integer index], [param:Float y] ) </h3>
-		<p>Sets the y component of the vector at the given index.</p>
-
-		<h3>[method:BufferAttribute setZ]( [param:Integer index], [param:Float z] ) </h3>
-		<p>Sets the z component of the vector at the given index.</p>
-
-		<h3>[method:BufferAttribute setW]( [param:Integer index], [param:Float w] ) </h3>
-		<p>Sets the w component of the vector at the given index.</p>
-
-		<h3>[method:BufferAttribute setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
-		<p>Sets the x and y components of the vector at the given index.</p>
-
-		<h3>[method:BufferAttribute setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
-		<p>Sets the x, y and z components of the vector at the given index.</p>
-
-		<h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
-		<p>Sets the x, y, z and w components of the vector at the given index.</p>
-
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 333
docs/api/ko/core/BufferGeometry.html

@@ -1,333 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p>
-		An efficient representation of mesh, line, or point geometry. Includes vertex positions, face
-		indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of
-		passing all this data to the GPU.
-		</p>
-		<p>
-		To read and edit data in BufferGeometry attributes, see [page:BufferAttribute] documentation.
-		</p>
-		<p>
-		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
-		</p>
-
-		<h2>Code Example</h2>
-		<code>
-		const geometry = new THREE.BufferGeometry();
-		// create a simple square shape. We duplicate the top left and bottom right
-		// vertices because each vertex needs to appear once per triangle.
-		const vertices = new Float32Array( [
-			-1.0, -1.0,  1.0,
-			 1.0, -1.0,  1.0,
-			 1.0,  1.0,  1.0,
-
-			 1.0,  1.0,  1.0,
-			-1.0,  1.0,  1.0,
-			-1.0, -1.0,  1.0
-		] );
-
-		// itemSize = 3 because there are 3 values (components) per vertex
-		geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
-		const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
-		const mesh = new THREE.Mesh( geometry, material );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_buffergeometry Mesh with non-indexed faces]<br />
-			[example:webgl_buffergeometry_indexed Mesh with indexed faces]<br />
-			[example:webgl_buffergeometry_lines Lines]<br />
-			[example:webgl_buffergeometry_lines_indexed Indexed Lines]<br />
-			[example:webgl_buffergeometry_custom_attributes_particles Particles]<br />
-			[example:webgl_buffergeometry_rawshader Raw Shaders]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		This creates a new [name]. It also sets several properties to a default value.
-		</div>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Object attributes]</h3>
-		<p>
-		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
-		Rather than accessing this property directly, use [page:.setAttribute] and [page:.getAttribute] to access attributes of this geometry.
-		</p>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			Bounding box for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			Bounding sphere for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
-		</p>
-
-		<h3>[property:Object drawRange]</h3>
-		<p>
-			Determines the part of the geometry to render. This should not
-			be set directly, instead use [page:.setDrawRange]. Default is
-			<code>
-				{ start: 0, count: Infinity }
-			</code>
-			For non-indexed BufferGeometry, count is the number of vertices to render.
-			For indexed BufferGeometry, count is the number of indices to render.
-		</p>
-
-		<h3>[property:Array groups]</h3>
-		<p>
-			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
-			This allows an array of materials to be used with the bufferGeometry.<br /><br />
-
-			Each group is an object of the form:
-			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
-			where start specifies the first element in this draw call – the first vertex for non-indexed geometry,
-			otherwise the first triangle index. Count specifies how many vertices (or indices) are included, and
-			materialIndex specifies the material array index to use.<br /><br />
-
-			Use [page:.addGroup] to add groups, rather than modifying this array directly.
-		</p>
-
-
-		<!-- Note: groups used to be called drawCalls
-
-		<h3>[property:Array drawcalls]</h3>
-		<p>
-		For geometries that use indexed triangles, this Array can be used to split the object
-		into multiple WebGL draw calls. Each draw call will draw some subset of the vertices
-		in this geometry using the configured [page:Material shader]. This may be necessary if,
-		for instance, you have more than 65535 vertices in your object.
-		</p> -->
-
-
-		<h3>[property:Integer id]</h3>
-		<p>Unique number for this bufferGeometry instance.</p>
-
-		<h3>[property:BufferAttribute index]</h3>
-		<p>
-			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
-			works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
-			This attribute therefore stores the index of each vertex for each triangular face.
-
-			If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
-			positions represent a single triangle.
-
-			Default is *null*.
-		</p>
-
-		<h3>[property:Object morphAttributes]</h3>
-		<p>
-			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
-		</p>
-
-		<h3>[property:Boolean morphTargetsRelative]</h3>
-		<p>
-			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*.
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p>
-		Optional name for this bufferGeometry instance. Default is an empty string.
-		</p>
-
-		<h3>[property:Object userData]</h3>
-		<p>
-		An object that can be used to store custom data about the BufferGeometry. It should not hold
-		references to functions as these will not be cloned.
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[method:BufferGeometry setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
-		<p>
-		Sets an attribute to this geometry. Use this rather than the attributes property,
-		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
-		attributes.
-		</p>
-
-		<h3>[method:null addGroup]( [param:Integer start], [param:Integer count], [param:Integer materialIndex] )</h3>
-		<p>
-			Adds a group to this geometry; see the [page:BufferGeometry.groups groups]
-			property for details.
-		</p>
-
-
-		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>Bakes matrix transform directly into vertex coordinates.</p>
-
-		<h3>[method:BufferGeometry center] ()</h3>
-		<p>Center the geometry based on the bounding box.</p>
-
-		<h3>[method:BufferGeometry clone]()</h3>
-		<p>Creates a clone of this BufferGeometry.</p>
-
-		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
-		<p>Copies another BufferGeometry to this BufferGeometry.</p>
-
-		<h3>[method:null clearGroups]( )</h3>
-		<p>Clears all groups.</p>
-
-		<h3>[method:null computeBoundingBox]()</h3>
-		<p>
-		Computes bounding box of the geometry, updating [page:.boundingBox] attribute.<br />
-		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
-		</p>
-
-		<h3>[method:null computeBoundingSphere]()</h3>
-		<p>
-		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
-		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
-		</p>
-
-		<h3>[method:null computeVertexNormals]()</h3>
-		<p>Computes vertex normals by averaging face normals.</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>
-		Disposes the object from memory. <br />
-		You need to call this when you want the BufferGeometry removed while the application is running.
-		</p>
-
-		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
-		<p>
-			Populates this BufferGeometry with data from a [page:DirectGeometry] object containing faces. Not implemented for a line geometry.<br /><br />
-
-			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
-			and BufferGeometry.
-		</p>
-
-		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
-		<p>Populates this BufferGeometry with data from a [page:Geometry] object containing faces. Not implemented for a line geometry.</p>
-
-		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
-		<p>Returns the [page:BufferAttribute attribute] with the specified name.</p>
-
-		<h3>[method:BufferAttribute getIndex] ()</h3>
-		<p>Return the [page:.index] buffer.</p>
-
-		<h3>[method:Boolean hasAttribute]( [param:String name] )</h3>
-		<p>Returns *true* if the attribute with the specified name exists.</p>
-
-		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A world vector to look at.<br /><br />
-
-		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
-		</p>
-
-		<h3>[method:null merge]( [param:BufferGeometry bufferGeometry], [param:Integer offset] )</h3>
-		<p>Merge in another BufferGeometry with an optional offset of where to start merging in.</p>
-
-		<h3>[method:null normalizeNormals]()</h3>
-		<p>
-		Every normal vector in a geometry will have a magnitude of 1.
-		This will correct lighting on the geometry surfaces.
-		</p>
-
-		<h3>[method:BufferAttribute deleteAttribute]( [param:String name] )</h3>
-		<p>Deletes the [page:BufferAttribute attribute] with the specified name.</p>
-
-		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
-		</p>
-
-		<h3>[method:BufferGeometry setIndex] ( [param:BufferAttribute index] )</h3>
-		<p>Set the [page:.index] buffer.</p>
-
-		<h3>[method:null setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
-		<p>Set the [page:.drawRange] property. For non-indexed BufferGeometry, count is the number of vertices to render.
-		For indexed BufferGeometry, count is the number of indices to render.</p>
-
-		<h3>[method:BufferGeometry setFromObject] ( [param:Object3D object] )</h3>
-		<p>Sets the attributes for this BufferGeometry from an [page:Object3D].</p>
-
-		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
-		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
-
-		<h3>[method:Object toJSON]()</h3>
-		<p>Convert the buffer geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].</p>
-
-		<h3>[method:BufferGeometry toNonIndexed]()</h3>
-		<p>Return a non-index version of an indexed BufferGeometry.</p>
-
-		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.position] for typical real-time mesh translation.
-		</p>
-
-		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
-		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 88
docs/api/ko/core/Clock.html

@@ -1,88 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		Object for keeping track of time. This uses [link:https://developer.mozilla.org/en-US/docs/Web/API/Performance/now performance.now]
-		if it is available, otherwise it reverts to the less accurate [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now].
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Boolean autoStart] )</h3>
-		<p>
-		autoStart — (optional) whether to automatically start the clock. Default is true.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Boolean autoStart]</h3>
-		<p>
-		If set, starts the clock automatically when the first update is called. Default is true.
-		</p>
-
-		<h3>[property:Float startTime]</h3>
-		<p>
-		Holds the time at which the clock's [page:Clock.start start] method was last called.
- 		</p>
-
-
-		<h3>[property:Float oldTime]</h3>
-		<p>
-		Holds the time at which the clock's [page:Clock.start start], [page:Clock.getElapsedTime getElapsedTime] or [page:Clock.getDelta getDelta]
-		methods were last called.
- 		</p>
-
-		<h3>[property:Float elapsedTime]</h3>
-		<p>
-		Keeps track of the total time that the clock has been running.
- 		</p>
-
-		<h3>[property:Boolean running]</h3>
-		<p>
-		Whether the clock is running or not.
- 		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null start]()</h3>
-		<p>
-		Starts clock. Also sets the [page:Clock.startTime startTime] and [page:Clock.oldTime oldTime]
-		to the current time, sets [page:Clock.elapsedTime elapsedTime] to *0* and [page:Clock.running running] to *true*.
-		</p>
-
-		<h3>[method:null stop]()</h3>
-		<p>
-		Stops clock and sets [page:Clock.oldTime oldTime] to the current time.
-		</p>
-
-		<h3>[method:Float getElapsedTime]()</h3>
-		<p>
-		Get the seconds passed since the clock started and sets [page:Clock.oldTime oldTime] to the current time.<br />
-		If [page:Clock.autoStart autoStart] is *true* and the clock is not running, also starts the clock.
-		</p>
-
-		<h3>[method:Float getDelta]()</h3>
-		<p>
-		Get the seconds passed since the time [page:Clock.oldTime oldTime] was set and sets [page:Clock.oldTime oldTime] to the current time.<br />
-		If [page:Clock.autoStart autoStart] is *true* and the clock is not running, also starts the clock.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 109
docs/api/ko/core/DirectGeometry.html

@@ -1,109 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			This class is used internally to convert from [page:Geometry] to [page:BufferGeometry].
-		</p>
-
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>This creates a new [name].</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Integer id]</h3>
-		<p>Unique number for this [name] instance.</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name. Default is the empty string.</p>
-
-		<h3>[property:Array type]</h3>
-		<p>String 'DirectGeometry'.</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array normals]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array colors]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array uvs]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array uvs2]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array groups]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array morphTargets]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array skinWeights]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array skinIndices]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			Bounding box for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			Bounding sphere for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
-		</p>
-
-		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[property:null computeGroups]( [param:Geometry geometry] )</h3>
-		<p>
-			Compute the parts of the geometry that have different materialIndex.
-			See [page:BufferGeometry.groups].
-		</p>
-
-		<h3>[property:null fromGeometry]( [param:Geometry geometry] )</h3>
-		<p>Pass in a [page:Geometry] instance for conversion.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 97
docs/api/ko/core/EventDispatcher.html

@@ -1,97 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			JavaScript events for custom objects.<br />
-			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Adding events to a custom object
-
-		class Car extends EventDispatcher {
-
-			start() {
-
-				this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
-
-			}
-
-		};
-
-		// Using events with the custom object
-
-		const car = new Car();
-
-		car.addEventListener( 'start', function ( event ) {
-
-			alert( event.message );
-
-		} );
-
-		car.start();
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-		<p>
-		Creates EventDispatcher object.
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null addEventListener]( [param:String type], [param:Function listener] )</h3>
-		<p>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
-		</p>
-		<p>
-		Adds a listener to an event type.
-		</p>
-
-		<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
-		<p>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
-		</p>
-		<p>
-		Checks if listener is added to an event type.
-		</p>
-
-		<h3>[method:null removeEventListener]( [param:String type], [param:Function listener] )</h3>
-		<p>
-		type - The type of the listener that gets removed.<br />
-		listener - The listener function that gets removed.
-		</p>
-		<p>
-		Removes a listener from an event type.
-		</p>
-
-		<h3>[method:null dispatchEvent]( [param:Object event] )</h3>
-		<p>
-		event - The event that gets fired.
-		</p>
-		<p>
-		Fire an event type.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 135
docs/api/ko/core/Face3.html

@@ -1,135 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		Triangular face used in [page:Geometry]. These are created automatically for all
-		standard geometry types, however if you are building a custom geometry you will have to
-		create them manually.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
-
-		//create a triangular geometry
-		const geometry = new THREE.Geometry();
-		geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
-		geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
-		geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
-
-		//create a new face using vertices 0, 1, 2
-		const normal = new THREE.Vector3( 0, 0, 1 ); //optional
-		const color = new THREE.Color( 0xffaa00 ); //optional
-		const materialIndex = 0; //optional
-		const face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
-
-		//add the face to the geometry's faces array
-		geometry.faces.push( face );
-
-		//the face normals and vertex normals can be calculated automatically if not supplied above
-		geometry.computeFaceNormals();
-		geometry.computeVertexNormals();
-
-		scene.add( new THREE.Mesh( geometry, material ) );
-	</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:svg_sandbox svg / sandbox ]<br />
-			[example:misc_exporter_obj exporter / obj ]<br />
-			[example:webgl_shaders_vector WebGL / shaders / vector ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Integer a], [param:Integer b], [param:Integer c], [param:Vector3 normal], [param:Color color], [param:Integer materialIndex] )</h3>
-		<p>
-		a — Vertex A index.<br />
-		b — Vertex B index.<br />
-		c — Vertex C index.<br /><br />
-
-		normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
-		If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
-		vectors is passed in this sets [page:.vertexNormals]<br /><br />
-
-		color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
-		If a single vector is passed in, this sets [page:.color], otherwise if an array of three
-		vectors is passed in this sets [page:.vertexColors]<br /><br />
-
-		materialIndex — (optional) which index of an array of materials to associate
-		with the face.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Integer a]</h3>
-		<p>
-		Vertex A index.
-		</p>
-
-		<h3>[property:Integer b]</h3>
-		<p>
-		Vertex B index.
-		</p>
-
-		<h3>[property:Integer c]</h3>
-		<p>
-		Vertex C index.
-		</p>
-
-		<h3>[property:Vector3 normal]</h3>
-		<p>
-		Face normal - vector showing the direction of the Face3. If calculated automatically
-		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
-		triangle. Default is *(0, 0, 0)*.
-		</p>
-
-		<h3>[property:Color color]</h3>
-		<p>
-		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to *true*.
-		</p>
-
-		<h3>[property:Array vertexNormals]</h3>
-		<p>
-		Array of 3 [page:Vector3 vertex normals].
-		</p>
-
-		<h3>[property:Array vertexColors]</h3>
-		<p>
-		Array of 3 vertex colors - for these to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to *true*.
-		</p>
-
-
-		<h3>[property:Integer materialIndex]</h3>
-		<p>
-		Material index (points to an index in the associated array of materials). Default is *0*.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Face3 clone]()</h3>
-		<p>Creates a new clone of the Face3 object.</p>
-
-		<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
-		<p>Copy the parameters of another Face3 into this.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 116
docs/api/ko/core/GLBufferAttribute.html

@@ -1,116 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			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.<br /><br />
-			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.<br /><br />
-			The most common use case for this class is when some kind of GPGPU
-			calculation interferes or even produces the VBOs in question.
-		</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( [param:WebGLBuffer buffer], [param:GLenum type], [param:Integer itemSize], [param:Integer elementSize], [param:Integer count] )</h3>
-		<p>
-		*buffer* — Must be a <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a>.
-		<br />
-		*type* — One of <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Types</a>.
-		<br />
-		*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.
-		<br />
-		*elementSize* — 1, 2 or 4. The corresponding size (in bytes) for the given "type" param.
-		<ul>
-			<li>gl.FLOAT: 4</li>
-			<li>gl.UNSIGNED_SHORT: 2</li>
-			<li>gl.SHORT: 2</li>
-			<li>gl.UNSIGNED_INT: 4</li>
-			<li>gl.INT: 4</li>
-			<li>gl.BYTE: 1</li>
-			<li>gl.UNSIGNED_BYTE: 1</li>
-		</ul>
-		*count* — The expected number of vertices in VBO.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:WebGLBuffer buffer]</h3>
-		<p>
-			The current <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a> instance.
-		</p>
-
-		<h3>[property:Integer count]</h3>
-		<p>
-			The expected number of vertices in VBO.
-		</p>
-
-		<h3>[property:Integer itemSize]</h3>
-		<p>
-			How many values make up each item (vertex).
-		</p>
-
-		<h3>[property:Integer elementSize]</h3>
-		<p>
-			Stores the corresponding size in bytes for the current *type* property value.
-		</p>
-		<p>
-			See above (constructor) for a list of known type sizes.
-		</p>
-
-		<h3>[property:GLenum type]</h3>
-		<p>
-			A <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Type</a>
-			describing the underlying VBO contents.
-		</p>
-		<p>
-			Set this property together with *elementSize*. The recommended way is
-			using the *setType* method.
-		</p>
-
-		<h3>[property:Boolean isGLBufferAttribute]</h3>
-		<p>
-			Read-only. Always *true*.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null setBuffer]( buffer ) </h3>
-		<p>Sets the *buffer* property.</p>
-
-		<h3>[method:null setType]( type, elementSize ) </h3>
-		<p>Sets the both *type* and *elementSize* properties.</p>
-
-		<h3>[method:null setItemSize]( itemSize ) </h3>
-		<p>Sets the *itemSize* property.</p>
-
-		<h3>[method:null setCount]( count ) </h3>
-		<p>Sets the *count* property.</p>
-
-		<h3>[property:Integer version]</h3>
-		<p>
-		A version number, incremented every time the needsUpdate property is set to true.
-		</p>
-
-		<h3>[property:Boolean needsUpdate]</h3>
-		<p>
-		Default is *false*. Setting this to true increments [page:GLBufferAttribute.version version].
-		</p>
-
-		<h2>Source</h2>
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 344
docs/api/ko/core/Geometry.html

@@ -1,344 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">
-		<p>
-		Geometry is a user-friendly alternative to [page:BufferGeometry]. Geometries store attributes
-		(vertex positions, faces, colors, etc.) using objects like [page:Vector3] or [page:Color] that
-		are easier to read and edit, but less efficient than typed arrays.
-		</p>
-		<p>
-		Prefer [page:BufferGeometry] for large or serious projects.
-		</p>
-		</div>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.Geometry();
-
-		geometry.vertices.push(
-			new THREE.Vector3( -10,  10, 0 ),
-			new THREE.Vector3( -10, -10, 0 ),
-			new THREE.Vector3(  10, -10, 0 )
-		);
-
-		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
-
-		geometry.computeBoundingSphere();
-		</code>
-
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
-			[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
-			[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
-			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
-			[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_lines WebGL / interactive / lines ]<br />
-			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
-			[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-		The constructor takes no arguments.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			Bounding box for the Geometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			Bounding sphere for the Geometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
-		</p>
-
-		<h3>[property:Array colors]</h3>
-		<p>
-		Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
-
-		This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
-		[page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
-
-		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Array faces]</h3>
-		<p>
-		Array of [page:Face3 faces].<br />
-		The array of faces describe how each vertex in the model is connected to form faces.
-		Additionally it holds information about face and vertex normals and colors.<br /><br />
-		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Array faceVertexUvs]</h3>
-		<p>
-		Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
-		Each UV layer is an array of [page:Vector2]s matching the order and number of vertices in faces.<br /><br />
-		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>Unique number for this geometry instance.</p>
-
-		<h3>[property:Array lineDistances]</h3>
-		<p>
-		An array containing distances between vertices for Line geometries.
-		This is required for [page:LineDashedMaterial] to render correctly.
-		</p>
-
-		<h3>[property:Array morphTargets]</h3>
-		<p>
-		Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets]. Each morph target is a Javascript object:
-		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
-		Morph vertices match number and order of primary vertices.
-		</p>
-
-		<h3>[property:Array morphNormals]</h3>
-		<p>
-		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
-		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name for this geometry. Default is an empty string.</p>
-
-		<h3>[property:Array skinWeights]</h3>
-		<p>
-		When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
-		The skinWeights property is an array of weight values that correspond to the order of the vertices in
-		the geometry. So for instance, the first skinWeight would correspond to the first vertex in the geometry.
-		Since each vertex can be modified by 4 bones, a [page:Vector4] is used to represent the skin weights
-		for that vertex.
-		</p>
-		<p>
-		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
-		transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
-		have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
-		the first component of the vector, the rest can be ignored and set to 0.
-		</p>
-
-		<h3>[property:Array skinIndices]</h3>
-		<p>
-		Just like the skinWeights property, the skinIndices' values correspond to the geometry's vertices.
-		Each vertex can have up to 4 bones associated with it. So if you look at the first vertex, and the
-		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
-		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
-		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
-		<strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
-		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
-		and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
-		</p>
-		<p>
-		In code another example could look like this:
-		<code>
-		// e.g.
-		geometry.skinIndices[15] = new THREE.Vector4(   0,   5,   9, 10 );
-		geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3,  0 );
-
-		// corresponds with the following vertex
-		geometry.vertices[15];
-
-		// these bones will be used like so:
-		skeleton.bones[0]; // weight of 0.2
-		skeleton.bones[5]; // weight of 0.5
-		skeleton.bones[9]; // weight of 0.3
-		skeleton.bones[10]; // weight of 0
-		</code>
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
-		</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>
-		Array of [page:Vector3 vertices].<br />
-		The array of vertices holds the position of every vertex in the model.<br />
-		To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>Set to *true* if the vertices array has been updated.</p>
-
-		<h3>[property:Boolean elementsNeedUpdate]</h3>
-		<p>Set to *true* if the faces array has been updated.</p>
-
-		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>Set to *true* if the uvs array has been updated.	</p>
-
-		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>Set to *true* if the normals array has been updated.</p>
-
-		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>Set to *true* if the colors array or a face3 color has been updated.</p>
-
-		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>Set to *true* if a face3 materialIndex has been updated.</p>
-
-		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
-		<p>Set to *true* if the linedistances array has been updated.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>Bakes matrix transform directly into vertex coordinates.</p>
-
-		<h3>[method:Geometry center] ()</h3>
-		<p>Center the geometry based on the bounding box.</p>
-
-		<h3>[method:Geometry clone]()</h3>
-		<p>
-		Creates a new clone of the Geometry.<br /><br />
-
-		This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
-		</p>
-
-		<h3>[method:null computeBoundingBox]()</h3>
-		<p>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</p>
-
-		<h3>[method:null computeBoundingSphere]()</h3>
-		<p>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</p>
-
-		<p>
-			Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
-			otherwise they are *null*.
-		</p>
-
-		<h3>[method:null computeFaceNormals]()</h3>
-		<p>Computes [page:Face3.normal face normals].</p>
-
-		<h3>[method:null computeFlatVertexNormals]()</h3>
-		<p>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</p>
-
-		<h3>[method:null computeMorphNormals]()</h3>
-		<p>Computes [page:.morphNormals].</p>
-
-		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
-		<p>
-		areaWeighted - If true the contribution of each face normal to the vertex normal is
-		weighted by the area of the face. Default is true.<br /><br />
-
-		Computes vertex normals by averaging face normals.
-		</p>
-
-		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
-		<p>
-			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
-		</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>
-		Removes The object from memory. <br />
-		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
-		</p>
-
-		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
-		<p>Convert a [page:BufferGeometry] to a Geometry. <br />
-		When converting from BufferGeometry to Geometry, all vertices are preserved, so duplicated vertices may appear.
-		Use [page:Geometry.mergeVertices] to remove them.</p>
-
-		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A world vector to look at.<br /><br />
-
-		Rotates the geometry to face point in space. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
-		</p>
-
-		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
-		<p>Merge two geometries or geometry and geometry from object (using object's transform)</p>
-
-		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
-		<p>Merge the mesh's geometry with this, also applying the mesh's transform.</p>
-
-
-		<h3>[method:null mergeVertices]()</h3>
-		<p>
-		Checks for duplicate vertices using hashmap.<br />
-		Duplicated vertices are removed and faces' vertices are updated.
-		</p>
-
-		<h3>[method:null normalize]()</h3>
-		<p>
-		Normalize the geometry. <br />
-		Make the geometry centered and have a bounding sphere of radius *1.0*.
-		</p>
-
-		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
-    	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
-	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
-		<p>Sets the vertices for this Geometry from an array of points.</p>
-
-		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
-		<p>
-		Sorts the faces array according to material index. For complex geometries with several materials,
-		this can result in reduced draw calls and improved performance.
-		</p>
-
-		<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
-		</p>
-
-		<h3>[method:Object toJSON] ( )</h3>
-		<p>Convert the geometry to JSON format.<br />
-		Convert the geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
-		</p>
-
-		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
-    	        Use [page:Object3D.position] for typical real-time mesh translation.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 40
docs/api/ko/core/InstancedBufferAttribute.html

@@ -1,40 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferAttribute] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		An instanced version of [page:BufferAttribute].
-		</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized], [param:Number meshPerAttribute] )</h3>
-		<p>
-		</p>
-
-		<h2>Properties</h2>
-		<p>See [page:BufferAttribute] for inherited properties.</p>
-
-		<h3>[property:Number meshPerAttribute]</h3>
-		<p>
-			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*.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See [page:BufferAttribute] for inherited methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 40
docs/api/ko/core/InstancedBufferGeometry.html

@@ -1,40 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		An instanced version of [page:BufferGeometry].
-		</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( )</h3>
-		<p>
-		</p>
-
-		<h2>Properties</h2>
-		<p>See [page:BufferGeometry] for inherited properties.</p>
-
-		<h3>[property:Number instanceCount]</h3>
-		<p>
-			Default is *Infinity*.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See [page:BufferGeometry] for inherited methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 44
docs/api/ko/core/InstancedInterleavedBuffer.html

@@ -1,44 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:InterleavedBuffer] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		An instanced version of [page:InterleavedBuffer].
-		</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
-		<p>
-		</p>
-
-		<h2>Properties</h2>
-		<p>
-			See [page:InterleavedBuffer] for inherited properties.
-		</p>
-
-		<h3>[property:Number meshPerAttribute]</h3>
-		<p>
-			Default is *1*.
-		</p>
-
-		<h2>Methods</h2>
-		<p>
-			See [page:InterleavedBuffer] for inherited methods.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 123
docs/api/ko/core/InterleavedBuffer.html

@@ -1,123 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			"Interleaved" means that multiple attributes, possibly of different types, (e.g., position, normal, uv, color) are packed into a single array buffer.
-			<br/><br/>
-			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( [param:TypedArray array], [param:Integer stride] )</h3>
-		<p>
-			[page:TypedArray array] -- A typed array with a shared buffer. Stores the geometry data.<br/>
-			[page:Integer stride] -- The number of typed-array elements per vertex.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Array array]</h3>
-		<p>
-			 A typed array with a shared buffer. Stores the geometry data.
-		</p>
-
-		<h3>[property:Integer stride]</h3>
-		<p>
-			The number of typed-array elements per vertex.
-		</p>
-
-		<h3>[property:Integer count]</h3>
-		<p>
-		Gives the total number of elements in the array.
-		</p>
-
-		<h3>[property:Object updateRange]</h3>
-		<p>
-		Object containing offset and count.
-		</p>
-
-		<h3>[property:Number updateRange.offset]</h3>
-		<p>
-		Default is *0*.
-		</p>
-
-		<h3>[property:Number updateRange.count]</h3>
-		<p>
-		Default is *-1*.
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
-		</p>
-
-		<h3>[property:Integer version]</h3>
-		<p>
-		A version number, incremented every time the needsUpdate property is set to true.
-		</p>
-
-		<h3>[property:Boolean needsUpdate]</h3>
-		<p>
-		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
-		</p>
-
-		<h3>[property:Usage usage]</h3>
-		<p>
-			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]().
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
-		<p>
-		 Copies another [name] to this [name].
-		</p>
-
-		<h3>[method:InterleavedBuffer copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
-		<p>Copies data from attribute[index2] to [page:InterleavedBuffer.array array][index1].</p>
-
-		<h3>[method:InterleavedBuffer set]( [param:TypedArray value], [param:Integer offset] ) </h3>
-		<p>
-			value - The source (typed) array.<br/>
-			offset - The offset into the target array at which to begin writing values from the source array. Default is *0*.<br/><br />
-
-			Stores multiple values in the buffer, reading input values from a specified array.
-		</p>
-
-		<h3>[method:InterleavedBuffer clone]( [param:Object data] ) </h3>
-		<p>
-			data - This object holds shared array buffers required for properly cloning geometries with interleaved attributes.<br/><br />
-
-			Creates a clone of this [name].
-		</p>
-
-		<h3>[method:InterleavedBuffer setUsage] ( [param:Usage value] ) </h3>
-		<p>Set [page:InterleavedBuffer.usage usage] to value.</p>
-
-		<h3>[method:InterleavedBuffer toJSON]( [param:Object data] ) </h3>
-		<p>
-			data - This object holds shared array buffers required for properly serializing geometries with interleaved attributes.<br/><br />
-
-			Serializes this [name].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 113
docs/api/ko/core/InterleavedBufferAttribute.html

@@ -1,113 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-
-		</p>
-
-		<h2>Constructor</h2>
-		<h3>[name]( [param:InterleavedBuffer interleavedBuffer], [param:Integer itemSize], [param:Integer offset], [param:Boolean normalized] )</h3>
-		<p>
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:InterleavedBuffer data]</h3>
-		<p>
-			The [page:InterleavedBuffer InterleavedBuffer] instance passed in the constructor.
-		</p>
-
-		<h3>[property:TypedArray array]</h3>
-		<p>
-			The value of [page:InterleavedBufferAttribute.data data].array.
-		</p>
-
-		<h3>[property:Integer count]</h3>
-		<p>
-			The value of [page:InterleavedBufferAttribute.data data].count.
-
-			If the buffer is storing a 3-component item (such as a position, normal, or color),
-			then this will count the number of such items stored.
-		</p>
-
-		<h3>[property:Integer itemSize]</h3>
-		<p>
-			How many values make up each item.
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p>
-		Optional name for this attribute instance. Default is an empty string.
-		</p>
-
-		<h3>[property:Boolean needsUpdate]</h3>
-		<p>
-			Default is *false*. Setting this to *true* will send the entire interleaved buffer (not just the specific attribute data) to the GPU again.
-		</p>
-
-		<h3>[property:Boolean normalized]</h3>
-		<p>
-			Default is *false*.
-		</p>
-
-		<h3>[property:Integer offset]</h3>
-		<p>
-			The offset in the underlying array buffer where an item starts.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
-
-		<h3>[method:Number getX]( [param:Integer index] ) </h3>
-		<p>Returns the x component of the item at the given index.</p>
-
-		<h3>[method:Number getY]( [param:Integer index] ) </h3>
-		<p>Returns the y component of the item at the given index.</p>
-
-		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
-		<p>Returns the z component of the item at the given index.</p>
-
-		<h3>[method:Number getW]( [param:Integer index] ) </h3>
-		<p>Returns the w component of the item at the given index.</p>
-
-		<h3>[method:null setX]( [param:Integer index], [param:Float x] ) </h3>
-		<p>Sets the x component of the item at the given index.</p>
-
-		<h3>[method:null setY]( [param:Integer index], [param:Float y] ) </h3>
-		<p>Sets the y component of the item at the given index.</p>
-
-		<h3>[method:null setZ]( [param:Integer index], [param:Float z] ) </h3>
-		<p>Sets the z component of the item at the given index.</p>
-
-		<h3>[method:null setW]( [param:Integer index], [param:Float w] ) </h3>
-		<p>Sets the w component of the item at the given index.</p>
-
-		<h3>[method:null setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
-		<p>Sets the x and y components of the item at the given index.</p>
-
-		<h3>[method:null setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
-		<p>Sets the x, y and z components of the item at the given index.</p>
-
-		<h3>[method:null setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
-		<p>Sets the x, y, z and w components of the item at the given index.</p>
-
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 98
docs/api/ko/core/Layers.html

@@ -1,98 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			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.<br /><br />
-
-			This can be used to control visibility - an object must share a layer with a [page:Camera camera] to be visible when that camera's
-			view is renderered.<br /><br />
-
-			All classes that inherit from [page:Object3D] have an [page:Object3D.layers] property which is an instance of this class.
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_layers WebGL / layers]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-			Create a new Layers object, with membership initially set to layer 0.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Integer mask]</h3>
-		<p>
-			A bit mask storing which of the 32 layers this layers object is currently a member of.
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null disable]( [param:Integer layer] )</h3>
-		<p>
-			layer - an integer from 0 to 31.<br /><br />
-
-			Remove membership of this *layer*.
-		</p>
-
-		<h3>[method:null enable]( [param:Integer layer] )</h3>
-		<p>
-			layer - an integer from 0 to 31.<br /><br />
-
-			Add membership of this *layer*.
-		</p>
-
-		<h3>[method:null set]( [param:Integer layer] )</h3>
-		<p>
-			layer - an integer from 0 to 31.<br /><br />
-
-			Set membership to *layer*, and remove membership all other layers.
-		</p>
-
-		<h3>[method:Boolean test]( [param:Layers layers] )</h3>
-		<p>
-			layers - a Layers object<br /><br />
-
-			Returns true if this and the passed *layers* object are members of the same set of layers.
-		</p>
-
-		<h3>[method:null toggle]( [param:Integer layer] )</h3>
-		<p>
-			layer - an integer from 0 to 31.<br /><br />
-
-			Toggle membership of *layer*.
-		</p>
-
-		<h3>[method:null enableAll]()</h3>
-		<p>
-			Add membership to all layers.
-		</p>
-
-		<h3>[method:null disableAll]()</h3>
-		<p>
-			Remove membership from all layers.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 471
docs/api/ko/core/Object3D.html

@@ -1,471 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			This is the base class for most objects in three.js and provides a set of properties and methods
-			for manipulating objects in 3D space.<br /><br />
-
-			Note that this can be used for grouping objects via the [page:.add]( object ) method
-			which adds the object as a child, however it is better to use [page:Group] for this.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-		The constructor takes no arguments.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:AnimationClip animations]</h3>
-		<p>Array with object's animation clips.</p>
-
-		<h3>[property:Boolean castShadow]</h3>
-		<p>Whether the object gets rendered into shadow map. Default is *false*.</p>
-
-		<h3>[property:Object3D children]</h3>
-		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
-
-		<h3>[property:Material customDepthMaterial]</h3>
-		<p>
-		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 (a) modifying vertex positions in the vertex shader,
-		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
-		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
-		</p>
-
-		<h3>[property:Material customDistanceMaterial]</h3>
-		<p>
-		Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is *undefined*.
-		</p>
-
-		<h3>[property:Boolean frustumCulled]</h3>
-		<p>
-		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
-		Otherwise the object gets rendered every frame even if it isn't visible. Default is *true*.
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>readonly – Unique number for this object instance.</p>
-
-		<h3>[property:Layers layers]</h3>
-		<p>
-		The layer membership of the object. The object is only visible if it has at least one
-		layer in common with the [page:Camera] in use. This property can also be used to filter out
-		unwanted objects in ray-intersection tests when using [page:Raycaster].
-		</p>
-
-		<h3>[property:Matrix4 matrix]</h3>
-		<p>The local transform matrix.</p>
-
-		<h3>[property:Boolean matrixAutoUpdate]</h3>
-		<p>
-		When this is set, it calculates the matrix of position, (rotation or quaternion) and
-		scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
-		</p>
-
-		<h3>[property:Matrix4 matrixWorld]</h3>
-		<p>
-		The global transform of the object. If the Object3D has no parent, then it's identical to
-		the local transform [page:.matrix].
-		</p>
-
-		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
-		<p>
-		When this is set, it calculates the matrixWorld in that frame and resets this property
-		 to false. Default is *false*.
-		</p>
-
-		<h3>[property:Matrix4 modelViewMatrix]</h3>
-		<p>This is passed to the shader and used to calculate the position of the object.</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
-
-		<h3>[property:Matrix3 normalMatrix]</h3>
-		<p>
-		This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.<br /><br />
-
-		The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling).<br /><br />
-
-		On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
-		</p>
-
-		<h3>[property:Function onAfterRender]</h3>
-		<p>
-		An optional callback that is executed immediately after the Object3D is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
-		</p>
-
-		<h3>[property:Function onBeforeRender]</h3>
-		<p>
-		An optional callback that is executed immediately before the Object3D is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
-		</p>
-
-		<h3>[property:Object3D parent]</h3>
-		<p>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most
-		one parent.</p>
-
-		<h3>[property:Vector3 position]</h3>
-		<p>A [page:Vector3] representing the object's local position. Default is (0, 0, 0).</p>
-
-		<h3>[property:Quaternion quaternion]</h3>
-		<p>Object's local rotation as a [page:Quaternion Quaternion].</p>
-
-		<h3>[property:Boolean receiveShadow]</h3>
-		<p>Whether the material receives shadows. Default is *false*.</p>
-
-		<h3>[property:Number renderOrder]</h3>
-		<p>
-		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*.
-		</p>
-
-		<h3>[property:Euler rotation]</h3>
-		<p>
-		Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
-		</p>
-
-		<h3>[property:Vector3 scale]</h3>
-		<p>
-		The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).
-		</p>
-
-		<h3>[property:Vector3 up]</h3>
-		<p>
-		This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
-		Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
-		</p>
-
-		<h3>[property:Object userData]</h3>
-		<p>
-		An object that can be used to store custom data about the Object3D. It should not hold
-		references to functions as these will not be cloned.
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned, so this shouldn't be edited.
-		</p>
-
-		<h3>[property:Boolean visible]</h3>
-		<p>Object gets rendered if *true*. Default is *true*.</p>
-
-
-
-
-		<h2>Static Properties</h2>
-		<p>
-			Static properties and methods are defined per class rather than per instance of that class.
-			This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
-			will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
-			<em>every</em>	instance of Object3D (or derived classes)	created after the change has
-			been made (already created Object3Ds will not be affected).
-		</p>
-
-		<h3>[property:Vector3 DefaultUp]</h3>
-		<p>
-			The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
-			[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
-			Set to ( 0, 1, 0 ) by default.
-		</p>
-
-		<h3>[property:Boolean DefaultMatrixAutoUpdate]</h3>
-		<p>
-			The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
-
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[method:this add]( [param:Object3D object], ... )</h3>
-		<p>
-		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.<br /><br />
-
-		See [page:Group] for info on manually grouping objects.
-		</p>
-
-		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
-
-		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
-		<p>Applies the rotation represented by the quaternion to the object.</p>
-
-		<h3>[method:this attach]( [param:Object3D object] )</h3>
-		<p>Adds *object* as a child of this, while maintaining the object's world transform.</p>
-
-		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
-		<p>
-		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
-
-		Returns a clone of this object and optionally all descendants.
-		</p>
-
-		<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
-		<p>
-		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
-
-		Copy the given object into this object.
-
-		Note: event listeners and user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender]) are not copied.
-		</p>
-
-		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
-		<p>
-		id -- Unique number of the object instance<br /><br />
-
-		Searches through an object and its children, starting with the object itself, and returns the first with a matching id.<br />
-		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
-		</p>
-
-		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
-		<p>
-		name -- String to match to the children's Object3D.name property. <br /><br />
-
-		Searches through an object and its children, starting with the object itself, and returns the first with a matching name.<br />
-		Note that for most objects the name is an empty string by default. You will
-		have to set it manually to make use of this method.
-		</p>
-
-		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
-		<p>
-		name -- the property name to search for. <br />
-		value -- value of the given property. <br /><br />
-
-		Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
-		</p>
-
-		<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector representing the position of the object in world space.
-		</p>
-
-		<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
-		<p>
-		[page:Quaternion target] — the result will be copied into this Quaternion. <br /><br />
-
-		Returns a quaternion representing the rotation of the object in world space.
-		</p>
-
-		<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector of the scaling factors applied to the object for each axis in world space.
-		</p>
-
-		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector representing the direction of object's positive z-axis in world space.
-		</p>
-
-
-		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A vector representing a position in this object's local space.<br /><br />
-
-		Converts the vector from this object's local space to world space.
-		</p>
-
-		<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
-		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		vector - A vector representing a position in world space.<br /><br />
-		Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
-
-		Rotates the object to face a point in world space.<br /><br />
-
-		This method does not support objects having non-uniformly-scaled parent(s).
-		</p>
-
-		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<p>
-		Abstract (empty) method to get intersections between a casted ray and this object.
-		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
-		to use raycasting.
-		</p>
-
-		<h3>[method:this remove]( [param:Object3D object], ... )</h3>
-		<p>
-		Removes *object* as child of this object. An arbitrary number of objects may be removed.
-		</p>
-
-		<h3>[method:this clear]()</h3>
-		<p>
-		Removes all child objects.
-		</p>
-
-		<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- A normalized vector in object space. <br />
-		angle -- The angle in radians.<br /><br />
-
-		Rotate an object along an axis in object space. The axis is assumed to be normalized.
-		</p>
-
-		<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- A normalized vector in world space. <br />
-		angle -- The angle in radians.<br /><br />
-
-		Rotate an object along an axis in world space. The axis is assumed to be normalized.
-		Method Assumes no rotated parent.
-		</p>
-
-		<h3>[method:this rotateX]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around x axis in local space.
-		</p>
-
-		<h3>[method:this rotateY]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around y axis in local space.
-		</p>
-
-		<h3>[method:this rotateZ]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around z axis in local space.
-		</p>
-
-		<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-			axis -- A normalized vector in object space. <br />
-			angle -- angle in radians<br /><br />
-
-			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
-			on the [page:.quaternion].
-		</p>
-
-		<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
-		<p>
-			euler -- Euler angle specifying rotation amount.<br />
-
-			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
-			on the [page:.quaternion].
-		</p>
-
-		<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
-		<p>
-			m -- rotate the quaternion by the rotation component of the matrix.<br />
-
-			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
-			on the [page:.quaternion].<br /><br />
-
-			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
-		</p>
-
-		<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
-		<p>
-			q -- normalized Quaternion.<br /><br />
-
-			Copy the given quaternion into [page:.quaternion].
-		</p>
-
-		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
-		<p>
-		meta -- object containing metadata such as materials, textures or images for the object.<br />
-		Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
-		</p>
-
-		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
-		<p>
-		axis -- A normalized vector in object space.<br />
-		distance -- The distance to translate.<br /><br />
-
-		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
-		</p>
-
-		<h3>[method:this translateX]( [param:Float distance] )</h3>
-		<p>Translates object along x axis in object space by *distance* units.</p>
-
-		<h3>[method:this translateY]( [param:Float distance] )</h3>
-		<p>Translates object along y axis in object space by *distance* units.</p>
-
-		<h3>[method:this translateZ]( [param:Float distance] )</h3>
-		<p>Translates object along z axis in object space by *distance* units.</p>
-
-		<h3>[method:null traverse]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
-
-		Executes the callback on this object and all descendants.<br/>
-		Note: Modifying the scene graph inside the callback is discouraged.
-		</p>
-
-		<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
-
-		Like traverse, but the callback will only be executed for visible objects.
-		Descendants of invisible objects are not traversed.<br/>
-		Note: Modifying the scene graph inside the callback is discouraged.
-		</p>
-
-		<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
-
-		Executes the callback on all ancestors.<br/>
-		Note: Modifying the scene graph inside the callback is discouraged.
-		</p>
-
-		<h3>[method:null updateMatrix]()</h3>
-		<p>Updates the local transform.</p>
-
-		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
-		<p>Updates the global transform of the object and its descendants.</p>
-
-		<h3>[method:null updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
-		<p>
-		updateParents - recursively updates global transform of ancestors.<br />
-		updateChildren - recursively updates global transform of descendants.<br /><br />
-
-		Updates the global transform of the object.
-		</p>
-
-		<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A vector representing a position in world space.<br /><br />
-
-		Converts the vector from world space to this object's local space.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 206
docs/api/ko/core/Raycaster.html

@@ -1,206 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		This class is designed to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-		Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
-		other things.
-		</p>
-
-		<h2>Code Example</h2>
-		<code>
-		const raycaster = new THREE.Raycaster();
-		const mouse = new THREE.Vector2();
-
-		function onMouseMove( event ) {
-
-			// calculate mouse position in normalized device coordinates
-			// (-1 to +1) for both components
-
-			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
-			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
-
-		}
-
-		function render() {
-
-			// update the picking ray with the camera and mouse position
-			raycaster.setFromCamera( mouse, camera );
-
-			// calculate objects intersecting the picking ray
-			const intersects = raycaster.intersectObjects( scene.children );
-
-			for ( let i = 0; i < intersects.length; i ++ ) {
-
-				intersects[ i ].object.material.color.set( 0xff0000 );
-
-			}
-
-			renderer.render( scene, camera );
-
-		}
-
-		window.addEventListener( 'mousemove', onMouseMove, false );
-
-		window.requestAnimationFrame(render);
-
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_interactive_cubes Raycasting to a Mesh]<br />
-			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
-			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
-			[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
-			[example:webgl_interactive_lines Raycasting to a Line]<br />
-			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
-			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
-			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
-			[example:webgl_raycast_texture Raycast to a Texture]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
-		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
-		[page:Float near] — All results returned are further away than near. Near can't be negative. Default value is 0.<br />
-		[page:Float far] — All results returned are closer than far. Far can't be lower than near. Default value is Infinity.
-		</p>
-		<p>
-		This creates a new raycaster object.<br />
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Float far]</h3>
-		<p>
-		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be larger than the near property.
-		</p>
-
-		<h3>[property:Float near]</h3>
-		<p>
-		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be smaller than the far property.
-		</p>
-
-		<h3>[property:Camera camera]</h3>
-		<p>
-		The camera to use when raycasting against view-dependent objects such as billboarded objects like [page:Sprites]. This field
-		can be set manually or is set when calling "setFromCamera".
-
-		Defaults to null.
-		</p>
-
-		<h3>[property:Layers layers]</h3>
-		<p>
-		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].
-
-		<code>
-		raycaster.layers.set( 1 );
-		object.layers.enable( 1 );
-		</code>
-
-		</p>
-
-		<h3>[property:Object params]</h3>
-		<p>
-		An object with the following properties:
-
-			<code>
-{
-	Mesh: {},
-	Line: { threshold: 1 },
-	LOD: {},
-	Points: { threshold: 1 },
-	Sprite: {}
-}
-			</code>
-
-		Where threshold is the precision of the raycaster when intersecting objects, in world units.
-		</p>
-
-		<h3>[property:Ray ray]</h3>
-		<p>The [Page:Ray] used for the raycasting.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
-		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
-		</p>
-		<p>
-		Updates the ray with a new origin and direction.
-		</p>
-
-		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
-		<p>
-		[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
-		[page:Camera camera] — camera from which the ray should originate
-		</p>
-		<p>
-		Updates the ray with a new origin and direction.
-		</p>
-
-		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
-		<p>
-		[page:Object3D object] — The object to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is false.<br />
-		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
-		</p>
-		<p>
-		Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. An array of intersections is returned...
-		</p>
-		<code>
-				[ { distance, point, face, faceIndex, object }, ... ]
-		</code>
-		<p>
-			[page:Float distance] – distance between the origin of the ray and the intersection<br />
-			[page:Vector3 point] – point of intersection, in world coordinates<br />
-			[page:Face3 face] – intersected face<br />
-			[page:Integer faceIndex] – index of the intersected face<br />
-			[page:Object3D object] – the intersected object<br />
-			[page:Vector2 uv] - U,V coordinates at point of intersection<br />
-			[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection<br />
-			[page:Integer instanceId] – The index number of the instance where the ray intersects the InstancedMesh
-		</p>
-		<p>
-		*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].
-		</p>
-		<p>
-		*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*.
-		</p>
-
-		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
-		<p>
-		[page:Array objects] — The objects to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersection with the objects. Default is false.<br />
-		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
-		</p>
-		<p>
-		Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by [page:.intersectObject].
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 274
docs/api/ko/core/Uniform.html

@@ -1,274 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
-		</p>
-
-		<h2>Code Example</h2>
-		<p>
-		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
-		</p>
-		<code>
-		uniforms: {
-			time: { value: 1.0 },
-			resolution: new Uniform( new Vector2() )
-		};
-		</code>
-
-		<h2>Uniform types</h2>
-
-		<p>
-		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.
-		</p>
-		<table>
-			<caption><a id="uniform-types">Uniform types</a></caption>
-			<thead>
-				<tr>
-					<th>GLSL type</th>
-					<th>JavaScript type</th>
-				</tr>
-			</thead>
-			<tbody>
-
-				<tr>
-					<td>int</td>
-					<td>[page:Number]</td>
-				</tr>
-				<tr>
-					<td>uint (WebGL 2)</td>
-					<td>[page:Number]</td>
-				</tr>
-				<tr>
-					<td>float</td>
-					<td>[page:Number]</td>
-				</tr>
-				<tr>
-					<td>bool</td>
-					<td>[page:Boolean]</td>
-				</tr>
-				<tr>
-					<td>bool</td>
-					<td>[page:Number]</td>
-				</tr>
-
-				<tr>
-					<td>vec2</td>
-					<td>[page:Vector2 THREE.Vector2]</td>
-				</tr>
-				<tr>
-					<td>vec2</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>vec2</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-				<tr>
-					<td>vec3</td>
-					<td>[page:Vector3 THREE.Vector3]</td>
-				</tr>
-				<tr>
-					<td>vec3</td>
-					<td>[page:Color THREE.Color]</td>
-				</tr>
-				<tr>
-					<td>vec3</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>vec3</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-				<tr>
-					<td>vec4</td>
-					<td>[page:Vector4 THREE.Vector4]</td>
-				</tr>
-				<tr>
-					<td>vec4</td>
-					<td>[page:Quaternion THREE.Quaternion]</td>
-				</tr>
-				<tr>
-					<td>vec4</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>vec4</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-
-				<tr>
-					<td>mat2</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>mat2</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-				<tr>
-					<td>mat3</td>
-					<td>[page:Matrix3 THREE.Matrix3]</td>
-				</tr>
-				<tr>
-					<td>mat3</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>mat3</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-				<tr>
-					<td>mat4</td>
-					<td>[page:Matrix3 THREE.Matrix4]</td>
-				</tr>
-				<tr>
-					<td>mat4</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>mat4</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-
-				<tr>
-					<td>ivec2, bvec2</td>
-					<td>[page:Float32Array Float32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>ivec2, bvec2</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-				<tr>
-					<td>ivec3, bvec3</td>
-					<td>[page:Int32Array Int32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>ivec3, bvec3</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-				<tr>
-					<td>ivec4, bvec4</td>
-					<td>[page:Int32Array Int32Array] (*)</td>
-				</tr>
-				<tr>
-					<td>ivec4, bvec4</td>
-					<td>[page:Array Array] (*)</td>
-				</tr>
-
-				<tr>
-					<td>sampler2D</td>
-					<td>[page:Texture THREE.Texture]</td>
-				</tr>
-				<tr>
-					<td>samplerCube</td>
-					<td>[page:CubeTexture THREE.CubeTexture]</td>
-				</tr>
-
-			</tbody>
-		</table>
-
-		<p>
-		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
-		</p>
-
-		<h2>Structured Uniforms</h2>
-
-		<p>
-			Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able
-			to process structured uniform data.
-		</p>
-		<code>
-		uniforms = {
-			data: {
-				value: {
-					position: new Vector3(),
-					direction: new Vector3( 0, 0, 1 )
-				 }
-			}
-		};
-		</code>
-		This definition can be mapped on the following GLSL code:
-		<code>
-		struct Data {
-			vec3 position;
-			vec3 direction;
-		};
-
-		uniform Data data;
-		</code>
-
-		<h2>Structured Uniforms with Arrays</h2>
-
-		<p>
-			It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
-		</p>
-		<code>
-		const entry1 = {
-			position: new Vector3(),
-			direction: new Vector3( 0, 0, 1 )
-		};
-		const entry2 = {
-			position: new Vector3( 1, 1, 1 ),
-			direction: new Vector3( 0, 1, 0 )
-		};
-
-		uniforms = {
-			data: {
-				value: [ entry1, entry2 ]
-			}
-		};
-		</code>
-		This definition can be mapped on the following GLSL code:
-		<code>
-		struct Data {
-			vec3 position;
-			vec3 direction;
-		};
-
-		uniform Data data[ 2 ];
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Object value] )</h3>
-		<p>
-		value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Object value]</h3>
-		<p>
-		Current value of the uniform.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Uniform clone]()</h3>
-		<p>
-		Returns a clone of this uniform.<br />
-		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
-		Array values are shared between cloned [page:Uniform]s.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 65
docs/api/ko/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -1,65 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferAttribute] &rarr;
-
-		<h1>BufferAttribute Types</h1>
-
-		<p class="desc">
-		There are nine types of [page:BufferAttribute] available in three.js. These correspond to the JavaScript
-		[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
-		</p>
-
-		<code>
-		THREE.Float64BufferAttribute
-		THREE.Float32BufferAttribute
-		THREE.Float16BufferAttribute
-		THREE.Uint32BufferAttribute
-		THREE.Int32BufferAttribute
-		THREE.Uint16BufferAttribute
-		THREE.Int16BufferAttribute
-		THREE.Uint8ClampedBufferAttribute
-		THREE.Uint8BufferAttribute
-		THREE.Int8BufferAttribute
-		</code>
-
-		<h2>Constructor</h2>
-
-		<p>All of the above are called in the same way.</p>
-
-		<h3>TypedBufferAttribute( [param:Array_or_Integer array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
-		<p>
-			array -- this can be a typed or untyped (normal) array or an integer length.
-			An array value will be converted to the Type specified.
-			If a length is given a new TypedArray will created, initialized with all elements set to zero.<br /><br />
-
-			itemSize -- the number of values of the array that should be associated with a particular vertex.<br /><br />
-
-			normalized -- (optional) indicates how the underlying data in the buffer maps to the values in the GLSL code.
-		</p>
-
-		<h2>Properties</h2>
-
-		<p>
-			See the [page:BufferAttribute] page for inherited properties.
-		</p>
-
-		<h2>Methods</h2>
-
-		<p>
-			See the [page:BufferAttribute] page for inherited methods.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
-		</p>
-	</body>
-</html>

+ 0 - 31
docs/api/ko/extras/DataUtils.html

@@ -1,31 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		A class containing utility functions for data.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Number toHalfFloat]( [param:Number val] )</h3>
-		<p>
-		val -- A single precision floating point value.<br /><br />
-
-		Returns a half precision floating point value represented as an uint16 value.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 33
docs/api/ko/extras/Earcut.html

@@ -1,33 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		An implementation of the earcut polygon triangulation algorithm. The code is a port of [link:https://github.com/mapbox/earcut mapbox/earcut].
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Array triangulate]( data, holeIndices, dim )</h3>
-		<p>
-		data -- A flat array of vertex coordinates.<br />
-		holeIndices -- An array of hole indices if any.<br />
-		dim -- The number of coordinates per vertex in the input array.<br /><br />
-
-		Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices. 
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 31
docs/api/ko/extras/ImageUtils.html

@@ -1,31 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		A class containing utility functions for images.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:String getDataURL]( [param:HTMLCanvasElement image] | [param:HTMLImageElement image] | [param:ImageBitmap image] )</h3>
-		<p>
-		image -- The image object.<br /><br />
-
-		Returns a data URI containing a representation of the given image.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 79
docs/api/ko/extras/PMREMGenerator.html

@@ -1,79 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
-			This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special
-			CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE.
-			Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
-			filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
-			resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:WebGLRenderer renderer] )</h3>
-		<p>
-		This constructor creates a new [name].
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:WebGLRenderTarget fromScene]( [param:Scene scene], [param:Number sigma], [param:Number near], [param:Number far] )</h3>
-		<p>
-			[page:Scene scene] - The given scene.<br>
-			[page:Number sigma] - (optional) Specifies a blur radius in radians to be applied to the scene before PMREM generation. Default is *0*.<br>
-			[page:Number near] - (optional) The near plane value. Default is *0.1*.<br>
-			[page:Number far] - (optional) The far plane value. Default is *100*.<br /><br />
-
-			Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low.
-			Optional near and far planes ensure the scene is rendered in its entirety (the cubeCamera is placed at the origin).
-		</p>
-
-		<h3>[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangular] )</h3>
-		<p>
-			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
-
-			Generates a PMREM from an equirectangular texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
-			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
-		</p>
-
-		<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
-		<p>
-			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
-
-			Generates a PMREM from an cubemap texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
-			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
-		</p>
-
-		<h3>[method:void compileCubemapShader]()</h3>
-		<p>
-			Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
-		</p>
-
-		<h3>[method:void compileEquirectangularShader]()</h3>
-		<p>
-			Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
-		</p>
-
-		<h3>[method:void dispose]()</h3>
-		<p>
-			Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one
-			PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 54
docs/api/ko/extras/ShapeUtils.html

@@ -1,54 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		A class containing utility functions for shapes.<br /><br />
-
-		Note that these are all linear functions so it is neccessary to calculate separately for
-		x, y (and z, w if present) components of a vector.
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:Number area]( contour )</h3>
-		<p>
-		contour -- 2D polygon. An array of THREE.Vector2()<br /><br />
-
-		Calculate area of a ( 2D ) contour polygon.
-		</p>
-
-		<h3>[method:Boolean isClockWise]( pts )</h3>
-		<p>
-		pts -- points defining a 2D polygon<br /><br />
-
-		Note that this is a linear function so it is neccessary to calculate separately for
-		x, y  components of a polygon.<br /><br />
-
-		Used internally by [page:Path Path],
-		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].
-		</p>
-
-		<h3>[method:Array triangulateShape]( contour, holes )</h3>
-		<p>
-		contour -- 2D polygon.<br />
-		holes -- array of holes<br /><br />
-
-		Used internally by [page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry] to calculate faces in shapes with holes.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 125
docs/api/ko/extras/core/Curve.html

@@ -1,125 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		An abstract base class for creating a [name] object that contains methods for interpolation.
-		For an array of [name]s see [page:CurvePath].
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-		This constructor creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Integer arcLengthDivisions]</h3>
-		<p>This value determines the amount of divisions when calculating the cumulative segment lengths of a curve via [page:.getLengths].
-			To ensure precision when using methods like [page:.getSpacedPoints], it is recommended to increase [page:.arcLengthDivisions] if the curve is very large. Default is 200.</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Vector getPoint]( [param:Float t], [param:Vector optionalTarget] )</h3>
-		<p>
-			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
-			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
-			otherwise a new Vector will be created. <br /><br />
-
-			Returns a vector for a given position on the curve.
-		</p>
-
-		<h3>[method:Vector getPointAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
-		<p>
-			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
-			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
-			otherwise a new Vector will be created. <br /><br />
-
-			Returns a vector for a given position on the curve according to the arc length.
-		</p>
-
-		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
-		<p>
-			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
-
-			Returns a set of divisions + 1 points using getPoint( t ).
-		</p>
-
-		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
-		<p>
-			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
-
-			Returns a set of divisions + 1 equi-spaced points using getPointAt( u ).
-		</p>
-
-		<h3>[method:Float getLength]()</h3>
-		<p>Get total curve arc length.</p>
-
-		<h3>[method:Array getLengths]( [param:Integer divisions] )</h3>
-		<p>Get list of cumulative segment lengths.</p>
-
-		<h3>[method:null updateArcLengths]()</h3>
-		<p>Update the cumlative segment distance cache.</p>
-
-		<h3>[method:Float getUtoTmapping]( [param:Float u], [param:Float distance] )</h3>
-		<p>
-			Given u in the range ( 0 .. 1 ), returns [page:Float t] also in the range ( 0 .. 1 ).
-			u and t can then be used to give you points which are equidistant from the ends of the curve,
-			using [page:.getPoint].
-		 </p>
-
-		<h3>[method:Vector getTangent]( [param:Float t], [param:Vector optionalTarget] )</h3>
-		<p>
-			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
-			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
-			otherwise a new Vector will be created. <br /><br />
-
-			Returns a unit vector tangent at t. If the derived curve does not implement its
-			tangent derivation, two points a small delta apart will be used to find its gradient
-			which seems to give a reasonable approximation.
-		</p>
-
-		<h3>[method:Vector getTangentAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
-		<p>
-			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
-			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
-			otherwise a new Vector will be created. <br /><br />
-
-			Returns tangent at a point which is equidistant to the ends of the curve from the
-			point given in [page:.getTangent].
-		</p>
-
-		<h3>[method:Object computeFrenetFrames]( [param:Integer segments], [param:Boolean closed] )</h3>
-		<p>
-		Generates the Frenet Frames. Requires a curve definition in 3D space. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
-		</p>
-
-		<h3>[method:Curve clone]()</h3>
-		<p>Creates a clone of this instance.</p>
-
-		<h3>[method:Curve copy]( [param:Curve source] )</h3>
-		<p>Copies another [name] object to this instance.</p>
-
-		<h3>[method:Object toJSON]()</h3>
-		<p>Returns a JSON object representation of this instance.</p>
-
-		<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
-		<p>Copies the data from the given JSON object to this instance.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 81
docs/api/ko/extras/core/CurvePath.html

@@ -1,81 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		An abstract base class extending [page:Curve]. A CurvePath is simply an array of connected curves,
-		but retains the api of a curve.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-		The constructor take no parameters.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Array curves]</h3>
-		<p>The array of [page:Curve Curves].</p>
-
-		<h3>[property:Boolean autoClose]</h3>
-		<p>Whether or not to automatically close the path.</p>
-
-
-
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-		<h3>[method:null add]( [param:Curve curve] )</h3>
-		<p>Add a curve to the [page:.curves] array.</p>
-
-		<h3>[method:null closePath]()</h3>
-		<p>Adds a [page:LineCurve lineCurve] to close the path.</p>
-
-		<h3>[method:Array getCurveLengths]()</h3>
-		<p>Get list of cumulative curve lengths of the curves in the [page:.curves] array.</p>
-
-		<h3>[method:Vector getPoint]( [param:Float t] )</h3>
-		<p>
-			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br><br />
-
-			Returns a vector for a given position on the curve path.
-		</p>
-
-		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
-		<p>
-			divisions -- number of pieces to divide the curve into. Default is *12*.<br /><br />
-
-			Returns a set of divisions + 1 points using getPoint( t ).
-		</p>
-
-		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
-		<p>
-			divisions -- number of pieces to divide the curve into. Default is *40*.<br /><br />
-
-			Returns a set of divisions + 1 equi-spaced points using getPointAt( u ).
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 55
docs/api/ko/extras/core/Font.html

@@ -1,55 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
-
-		This is used internally by the [page:FontLoader].
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
-		[example:webgl_shaders_vector vector / text ]<br/>
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( data )</h3>
-		<p>
-		data -- JSON data representing the font.<br /><br />
-
-		This constructor creates a new [name], which is an array of [page:Shape Shapes].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Array data]</h3>
-		<p>The JSON data passed in the constructor.</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
-		<p>
-			[page:String text] -- string of text.<br />
-			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
-
-			Creates an array of [page:Shape Shapes] representing the text in the font.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 48
docs/api/ko/extras/core/Interpolations.html

@@ -1,48 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			[name] contains spline and Bézier functions internally used by concrete curve classes.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Float CatmullRom]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
-		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
-
-		Used internally by [page:SplineCurve SplineCurve].
-		</p>
-
-		<h3>[method:Float QuadraticBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2] )</h3>
-		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2 -- the starting, control and end points defining the curve.<br /><br />
-
-		Used internally by [page:QuadraticBezierCurve3 QuadraticBezierCurve3], [page:QuadraticBezierCurve QuadraticBezierCurve] and [page:Font Font].
-		</p>
-
-		<h3>[method:Float CubicBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
-		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2, p3 -- the starting, control(twice) and end points defining the curve.<br /><br />
-
-		Used internally by [page:CubicBezierCurve3 CubicBezierCurve3], [page:CubicBezierCurve CubicBezierCurve] and [page:Font Font].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 146
docs/api/ko/extras/core/Path.html

@@ -1,146 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const path = new THREE.Path();
-
-		path.lineTo( 0, 0.8 );
-		path.quadraticCurveTo( 0, 1, 0.2, 1 );
-		path.lineTo( 1, 1 );
-
-		const points = path.getPoints();
-
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-		const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
-
-		const line = new THREE.Line( geometry, material );
-		scene.add( line );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Array points] )</h3>
-		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
-
-		Creates a Path from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
-
-		If no points are specified, an empty path is created and the [page:.currentPoint] is set to
-		the origin.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:CurvePath] class for common properties.</p>
-
-		<h3>[property:Array currentPoint]</h3>
-		<p>The current offset of the path. Any new [page:Curve] added will start here.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:CurvePath] class for common methods.</p>
-
-		<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise] )</h3>
-		<p>
-			x, y -- The absolute center of the arc.<br />
-			radius -- The radius of the arc.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
-
-			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
-		</p>
-
-		<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise], [param:Float rotation] )</h3>
-		<p>
-			x, y -- The absolute center of the ellipse.<br />
-			xRadius -- The radius of the ellipse in the x axis.<br />
-			yRadius -- The radius of the ellipse in the y axis.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the ellipse clockwise. Defaults to false.<br />
-			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0.<br /><br />
-
-			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
-		</p>
-
-		<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise] )</h3>
-		<p>
-		x, y -- The center of the arc offset from the last call.<br />
-		radius -- The radius of the arc.<br />
-		startAngle -- The start angle in radians.<br />
-		endAngle -- The end angle in radians.<br />
-		clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
-
-		Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
-		</p>
-
-
-		<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</p>
-
-		<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise], [param:Float rotation] )</h3>
-		<p>
-			x, y -- The center of the ellipse offset from the last call.<br />
-			xRadius -- The radius of the ellipse in the x axis.<br />
-			yRadius -- The radius of the ellipse in the y axis.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the ellipse clockwise. Defaults to *false*.<br />
-			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to *0*.<br /><br />
-
-			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
-		</p>
-
-		<h3>[method:this lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</p>
-
-
-		<h3>[method:this moveTo]( [param:Float x], [param:Float y] )</h3>
-		<p>Move the [page:.currentPoint] to x, y.</p>
-
-
-		<h3>[method:this quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</p>
-
-		<h3>[method:this setFromPoints]( [param:Array vector2s] )</h3>
-		<p>
-			points --  array of [page:Vector2 Vector2s].<br /><br />
-
-			Points are added to the [page:CurvePath.curves curves]
-			array as [page:LineCurve LineCurves].
-		</p>
-
-		<h3>[method:this splineThru] ( [param:Array points] ) </h3>
-		<p>
-			points - An array of [page:Vector2 Vector2s]<br /><br />
-
-			Connects a new [page:SplineCurve] onto the path.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 104
docs/api/ko/extras/core/Shape.html

@@ -1,104 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr; [page:Path] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
-		[page:ShapeGeometry], to get points, or to get triangulated faces.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const heartShape = new THREE.Shape();
-
-		heartShape.moveTo( 25, 25 );
-		heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
-		heartShape.bezierCurveTo( 30, 0, 30, 35,30,35 );
-		heartShape.bezierCurveTo( 30, 55, 10, 77, 25, 95 );
-		heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
-		heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
-		heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
-
-		const extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
-
-		const geometry = new THREE.ExtrudeBufferGeometry( heartShape, extrudeSettings );
-
-		const mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_shapes geometry / shapes ]<br/>
-		[example:webgl_geometry_extrude_shapes geometry / extrude / shapes ]<br/>
-		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2 ]<br/>
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Array points] )</h3>
-		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
-
-		Creates a Shape from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
-
-		If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
-		the origin.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Path] class for common properties.</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
-		</p>
-
-		<h3>[property:Array holes]</h3>
-		<p>An array of [page:Path paths] that define the holes in the shape.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Path] class for common methods.</p>
-
-		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
-		<p>
-		divisions -- The fineness of the result.<br /><br />
-
-		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
-		<code>
-{
-	shape
-	holes
-}
-		</code>
-		where shape and holes are arrays of [page:Vector2 Vector2s].
-		</p>
-
-		<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
-		<p>
-		divisions -- The fineness of the result.<br /><br />
-
-		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 94
docs/api/ko/extras/core/ShapePath.html

@@ -1,94 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-		This class is used to convert a series of shapes to an array of [page:Path]s, for example an SVG shape to a
-		path (see the example below). It is used internally by [page:Font] to convert a font in JSON format to a
-		series of paths.
-		</p>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name](  )</h3>
-		<p>
-		Creates a new ShapePath. Unlike a [page:Path], no points are passed in as the ShapePath is designed to
-		be generated after creation.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Array subPaths]</h3>
-		<p>
-		Array of [page:Path]s.
-		</p>
-
-		<h3>[property:Array currentPath]</h3>
-		<p>
-		The current [page:Path] that is being generated.
-		</p>
-
-		<h3>[property:Color color]</h3>
-		<p>[page:Color] of the shape, by default set to white (0xffffff).</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:this moveTo]( [param:Float x], [param:Float y] )</h3>
-		<p>
-		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
-		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
-		</p>
-
-		<h3>[method:this lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>This creates a line from the [page:ShapePath.currentPath currentPath]'s
-			offset to X and Y and updates the offset to X and Y.</p>
-
-		<h3>[method:this quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y.</p>
-
-		<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
-			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
-			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</p>
-
-		<h3>[method:this splineThru] ( [param:Array points] ) </h3>
-		<p>points - An array of [page:Vector2]s</p>
-		<p>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</p>
-
-
-		<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
-		<p>
-		isCCW -- Changes how solids and holes are generated<br/>
-		noHoles -- Whether or not to generate holes
-		</p>
-		<p>
-		Converts the [page:ShapePath.subPaths subPaths] array into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
-		then those are flipped. If the parameter noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
-		<br/>
-
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/ShapePath.js src/extras/core/ShapePath.js]
-		</p>
-	</body>
-</html>

+ 0 - 26
docs/api/ko/extras/curves/ArcCurve.html

@@ -1,26 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr; [page:EllipseCurve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Alias for [page:EllipseCurve].</p>
-
-		<h2>Properties</h2>
-		<p>See the [page:EllipseCurve] class for common properties.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 80
docs/api/ko/extras/curves/CatmullRomCurve3.html

@@ -1,80 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Create a smooth 3d spline curve from a series of points using the
-			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		//Create a closed wavey loop
-		const curve = new THREE.CatmullRomCurve3( [
-			new THREE.Vector3( -10, 0, 10 ),
-			new THREE.Vector3( -5, 5, 5 ),
-			new THREE.Vector3( 0, 0, 0 ),
-			new THREE.Vector3( 5, -5, 5 ),
-			new THREE.Vector3( 10, 0, 10 )
-		] );
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const curveObject = new THREE.Line( geometry, material );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
-		<p>
-			points – An array of [page:Vector3] points<br/>
-			closed – Whether the curve is closed. Default is *false*.<br/>
-			curveType – Type of the curve. Default is *centripetal*.<br/>
-			tension – Tension of the curve. Default is *0.5*.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
-
-		<h3>[property:Boolean closed]</h3>
-		<p>The curve will loop back onto itself when this is true.</p>
-
-		<h3>[property:String curveType]</h3>
-		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
-
-		<h3>[property:Float tension]</h3>
-		<p>When [page:.curveType] is *catmullrom*, defines catmullrom's tension.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 75
docs/api/ko/extras/curves/CubicBezierCurve.html

@@ -1,75 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const curve = new THREE.CubicBezierCurve(
-			new THREE.Vector2( -10, 0 ),
-			new THREE.Vector2( -5, 15 ),
-			new THREE.Vector2( 20, 15 ),
-			new THREE.Vector2( 10, 0 )
-		);
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const curveObject = new THREE.Line( geometry, material );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name] ( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2], [param:Vector2 v3] )</h3>
-		<p>
-			[page:Vector2 v0] – The starting point.<br/>
-			[page:Vector2 v1] – The first control point.<br/>
-			[page:Vector2 v2] – The second control point.<br/>
-			[page:Vector2 v3] – The ending point.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
-
-		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
-
-		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
-
-		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 76
docs/api/ko/extras/curves/CubicBezierCurve3.html

@@ -1,76 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const curve = new THREE.CubicBezierCurve3(
-			new THREE.Vector3( -10, 0, 0 ),
-			new THREE.Vector3( -5, 15, 0 ),
-			new THREE.Vector3( 20, 15, 0 ),
-			new THREE.Vector3( 10, 0, 0 )
-		);
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const curveObject = new THREE.Line( geometry, material );
-
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2], [param:Vector3 v3] )</h3>
-		<p>
-			[page:Vector3 v0] – The starting point.<br/>
-			[page:Vector3 v1] – The first control point.<br/>
-			[page:Vector3 v2] – The second control point.<br/>
-			[page:Vector3 v3] – The ending point.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
-
-		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
-
-		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
-
-		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 91
docs/api/ko/extras/curves/EllipseCurve.html

@@ -1,91 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Creates a 2d curve in the shape of an ellipse. Setting the
-			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const curve = new THREE.EllipseCurve(
-			0,  0,            // ax, aY
-			10, 10,           // xRadius, yRadius
-			0,  2 * Math.PI,  // aStartAngle, aEndAngle
-			false,            // aClockwise
-			0                 // aRotation
-		);
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const ellipse = new THREE.Line( geometry, material );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Float aX], [param:Float aY], [param:Float xRadius], [param:Float yRadius], [param:Radians aStartAngle], [param:Radians aEndAngle], [param:Boolean aClockwise], [param:Radians aRotation] )</h3>
-		<p>
-			[page:Float aX] – The X center of the ellipse. Default is *0*.<br/>
-			[page:Float aY] – The Y center of the ellipse. Default is *0*.<br/>
-			[page:Float xRadius] – The radius of the ellipse in the x direction. Default is *1*.<br/>
-			[page:Float yRadius] – The radius of the ellipse in the y direction. Default is *1*.<br/>
-			[page:Radians aStartAngle] – The start angle of the curve in radians starting from the positive X axis.  Default is *0*.<br/>
-			[page:Radians aEndAngle] – The end angle of the curve in radians starting from the positive X axis. Default is *2 x Math.PI*.<br/>
-			[page:Boolean aClockwise] – Whether the ellipse is drawn clockwise. Default is *false*.<br/>
-			[page:Radians aRotation]  – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.<br/><br/>
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Float aX]</h3>
-		<p>The X center of the ellipse.</p>
-
-		<h3>[property:Float aY]</h3>
-		<p>The Y center of the ellipse.</p>
-
-		<h3>[property:Radians xRadius]</h3>
-		<p>The radius of the ellipse in the x direction.</p>
-
-		<h3>[property:Radians yRadius]</h3>
-		<p>The radius of the ellipse in the y direction.</p>
-
-		<h3>[property:Float aStartAngle]</h3>
-		<p>The start angle of the curve in radians starting from the middle right side.</p>
-
-		<h3>[property:Float aEndAngle]</h3>
-		<p>The end angle of the curve in radians starting from the middle right side.</p>
-
-		<h3>[property:Boolean aClockwise]</h3>
-		<p>Whether the ellipse is drawn clockwise.</p>
-
-		<h3>[property:Float aRotation]</h3>
-		<p>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 45
docs/api/ko/extras/curves/LineCurve.html

@@ -1,45 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A curve representing a 2d line segment.</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Vector2 v1], [param:Vector2 v2] )</h3>
-		<p>
-			[page:Vector2 v1] – The start point.<br/>
-			[page:Vector2 v2] - The end point.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Vector2 v1]</h3>
-		<p>The start point.</p>
-
-		<h3>[property:Vector2 v2]</h3>
-		<p>The end point</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 44
docs/api/ko/extras/curves/LineCurve3.html

@@ -1,44 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A curve representing a 3d line segment.</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Vector3 v1], [param:Vector3 v2] )</h3>
-		<p>
-			[page:Vector3 v1] – The start point.<br/>
-			[page:Vector3 v2] - The end point.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Vector3 v1]</h3>
-		<p>The start point.</p>
-
-		<h3>[property:Vector3 v2]</h3>
-		<p>The end point.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 70
docs/api/ko/extras/curves/QuadraticBezierCurve.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const curve = new THREE.QuadraticBezierCurve(
-			new THREE.Vector2( -10, 0 ),
-			new THREE.Vector2( 20, 15 ),
-			new THREE.Vector2( 10, 0 )
-		);
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const curveObject = new THREE.Line( geometry, material );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2] )</h3>
-		<p>
-			[page:Vector2 v0] – The startpoint.<br/>
-			[page:Vector2 v1] – The control point.<br/>
-			[page:Vector2 v2] – The endpoint.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Vector2 v0]</h3>
-		<p>The startpoint.</p>
-
-		<h3>[property:Vector2 v1]</h3>
-		<p>The control point.</p>
-
-		<h3>[property:Vector2 v2]</h3>
-		<p>The endpoint.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 71
docs/api/ko/extras/curves/QuadraticBezierCurve3.html

@@ -1,71 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const curve = new THREE.QuadraticBezierCurve3(
-			new THREE.Vector3( -10, 0, 0 ),
-			new THREE.Vector3( 20, 15, 0 ),
-			new THREE.Vector3( 10, 0, 0 )
-		);
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const curveObject = new THREE.Line( geometry, material );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2] )</h3>
-		<p>
-			[page:Vector3 v0] – The starting point<br/>
-			[page:Vector3 v1] – The middle control point<br/>
-			[page:Vector3 v2] – The ending point<br/>
-		</p>
-
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Vector3 v0]</h3>
-		<p>The startpoint.</p>
-
-		<h3>[property:Vector3 v1]</h3>
-		<p>The control point.</p>
-
-		<h3>[property:Vector3 v2]</h3>
-		<p>The endpoint.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 66
docs/api/ko/extras/curves/SplineCurve.html

@@ -1,66 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-		Create a smooth 2d spline curve from a series of points. Internally this uses
-		[page:Interpolations.CatmullRom] to create the curve.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Create a sine-like wave
-		const curve = new THREE.SplineCurve( [
-			new THREE.Vector2( -10, 0 ),
-			new THREE.Vector2( -5, 5 ),
-			new THREE.Vector2( 0, 0 ),
-			new THREE.Vector2( 5, -5 ),
-			new THREE.Vector2( 10, 0 )
-		] );
-
-		const points = curve.getPoints( 50 );
-		const geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-		// Create the final object to add to the scene
-		const splineObject = new THREE.Line( geometry, material );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Array points] )</h3>
-		<p>points – An array of [page:Vector2] points that define the curve.</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
-
-		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector2] points that define the curve.</p>
-
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
-
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 119
docs/api/ko/extras/objects/ImmediateRenderObject.html

@@ -1,119 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			This experimental class provides a fast code path for rendering meshes with frequently updated
-			geometry data. When the renderer encounters an instance of [name], it only takes care about
-			the most primitive rendering operations (e.g. binding vertex attributes, determining correct shader
-			program or perfoming the actual draw call). Features like view frustum culling, wireframe rendering
-			or using multiple materials are not supported. Besides [name] can only be used to render triangles.
-		</p>
-
-		<p class="desc">
-			[name] does not work with instances of [page:BufferGeometry] or [page:Geometry]. The
-			raw geometry data have to be maintained as properties of the [name].
-		</p>
-
-		<p class="desc">
-			Using [name] makes only sense if you are updating your geometry data per frame. You can then
-			benefit of a faster code path compared to the default mesh redering logic.
-		</p>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_marchingcubes Marching Cubes]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Material material] )</h3>
-		<p>
-		[page:Material material] — The material of the [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
-
-		<h3>[property:Boolean material]</h3>
-		<p>
-			The material of the [name]. Assigning multiple materials is not supported.
-		</p>
-
-		<h3>[property:Boolean hasPositions]</h3>
-		<p>
-			Whether position data are defined or not. Default is *false*.
-		</p>
-
-		<h3>[property:Boolean hasNormals]</h3>
-		<p>
-			Whether normal data are defined or not. Default is *false*.
-		</p>
-
-		<h3>[property:Boolean hasColors]</h3>
-		<p>
-			Whether color data are defined or not. Default is *false*.
-		</p>
-
-		<h3>[property:Boolean hasUvs]</h3>
-		<p>
-			Whether texture coordinates are defined or not. Default is *false*.
-		</p>
-
-		<h3>[property:Float32Array positionArray]</h3>
-		<p>
-			The buffer holding position data. Default is *null*.
-		</p>
-
-		<h3>[property:Float32Array normalArray]</h3>
-		<p>
-			The buffer holding normal data. Default is *null*.
-		</p>
-
-		<h3>[property:Float32Array colorArray]</h3>
-		<p>
-			The buffer holding color data. Default is *null*.
-		</p>
-
-		<h3>[property:Float32Array uvArray]</h3>
-		<p>
-			The buffer holding texture coordinates. Default is *null*.
-		</p>
-
-		<h3>[property:Integer count]</h3>
-		<p>
-			The number of primitives to be rendered. Default is *0*.
-			This property will be set to *0* after each rendering so you usually
-			set it in the implementatio of [page:.render]().
-		</p>
-
-		<h2>Methods</h2>
-
-		<p>See the base [page:Object3D] class for common methods.</p>
-
-		<h3>[method:null render]([param:Function renderCallback])</h3>
-		<p>
-		renderCallback -- A function to render the generated geometry data.
-		</p>
-		<p>
-		This method needs to be implemented by the deriving class of [name]. You normally want to implement the
-		vertex buffer update logic and execute *renderCallback* at the end of your implementation.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 80
docs/api/ko/geometries/BoxBufferGeometry.html

@@ -1,80 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:BoxGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
-		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
-		const cube = new THREE.Mesh( geometry, material );
-		scene.add( cube );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
-		<p>
-		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
-		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
-		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
-		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
-		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
-		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
- 		<p>
-		Using the above example:
-		<code>
-		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
-		cube.geometry.parameters; // as above
-		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments; // === undefined.
-		</code>
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 80
docs/api/ko/geometries/BoxGeometry.html

@@ -1,80 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">BoxGeometry is a geometry class for a [link:https://en.wikipedia.org/wiki/Cuboid rectangular cuboid] with a given 'width', 'height', and 'depth'. On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.BoxGeometry( 1, 1, 1 );
-		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
-		const cube = new THREE.Mesh( geometry, material );
-		scene.add( cube );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
-		<p>
-		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
-		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
-		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
-		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
-		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
-		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
- 		<p>
-		Using the above example:
-		<code>
-		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
-		cube.geometry.parameters; // as above
-		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments; // === undefined.
-		</code>
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 70
docs/api/ko/geometries/CircleBufferGeometry.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CircleGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.CircleBufferGeometry( 5, 32 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const circle = new THREE.Mesh( geometry, material );
-		scene.add( circle );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 71
docs/api/ko/geometries/CircleGeometry.html

@@ -1,71 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">CircleGeometry is a simple shape of Euclidean geometry.  It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.  It is built counter-clockwise from a start angle and a given central angle.  It can also be used to create regular polygons, where the number of segments determines the number of sides.
-		</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#CircleGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.CircleGeometry( 5, 32 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const circle = new THREE.Mesh( geometry, material );
-		scene.add( circle );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 72
docs/api/ko/geometries/ConeBufferGeometry.html

@@ -1,72 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr; [page:CylinderBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:ConeGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const cone = new THREE.Mesh( geometry, material );
-		scene.add( cone );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radius — Radius of the cone base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:CylinderBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:CylinderBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 72
docs/api/ko/geometries/ConeGeometry.html

@@ -1,72 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr; [page:CylinderGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating cone geometries</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.ConeGeometry( 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const cone = new THREE.Mesh( geometry, material );
-		scene.add( cone );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radius — Radius of the cone at the base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:CylinderGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:CylinderGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 73
docs/api/ko/geometries/CylinderBufferGeometry.html

@@ -1,73 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CylinderGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const cylinder = new THREE.Mesh( geometry, material );
-		scene.add( cylinder );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 73
docs/api/ko/geometries/CylinderGeometry.html

@@ -1,73 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating cylinder geometries</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#CylinderGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const cylinder = new THREE.Mesh( geometry, material );
-		scene.add( cylinder );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 59
docs/api/ko/geometries/DodecahedronBufferGeometry.html

@@ -1,59 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a dodecahedron geometries.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 59
docs/api/ko/geometries/DodecahedronGeometry.html

@@ -1,59 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a dodecahedron geometries.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 55
docs/api/ko/geometries/EdgesGeometry.html

@@ -1,55 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-const geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
-const edges = new THREE.EdgesGeometry( geometry );
-const line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
-scene.add( line );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_helpers helpers]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
-		<p>
-		geometry — Any geometry object.<br />
-		thresholdAngle — An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 113
docs/api/ko/geometries/ExtrudeBufferGeometry.html

@@ -1,113 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates extruded BufferGeometry from a path shape.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-
-		<code>
-		const length = 12, width = 8;
-
-		const shape = new THREE.Shape();
-		shape.moveTo( 0,0 );
-		shape.lineTo( 0, width );
-		shape.lineTo( length, width );
-		shape.lineTo( length, 0 );
-		shape.lineTo( 0, 0 );
-
-		const extrudeSettings = {
-			steps: 2,
-			depth: 16,
-			bevelEnabled: true,
-			bevelThickness: 1,
-			bevelSize: 1,
-			bevelOffset: 0,
-			bevelSegments: 1
-		};
-
-		const geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material ) ;
-		scene.add( mesh );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array shapes], [param:Object options])</h3>
-		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
-
-			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
-			</ul>
-
-		</p>
-		<p>
-			This object extrudes a 2D shape to a 3D geometry.
-		</p>
-
-		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 113
docs/api/ko/geometries/ExtrudeGeometry.html

@@ -1,113 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates extruded geometry from a path shape.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-
-		<code>
-		const length = 12, width = 8;
-
-		const shape = new THREE.Shape();
-		shape.moveTo( 0,0 );
-		shape.lineTo( 0, width );
-		shape.lineTo( length, width );
-		shape.lineTo( length, 0 );
-		shape.lineTo( 0, 0 );
-
-		const extrudeSettings = {
-			steps: 2,
-			depth: 16,
-			bevelEnabled: true,
-			bevelThickness: 1,
-			bevelSize: 1,
-			bevelOffset: 0,
-			bevelSegments: 1
-		};
-
-		const geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material ) ;
-		scene.add( mesh );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array shapes], [param:Object options])</h3>
-		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
-
-			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
-			</ul>
-
-		</p>
-		<p>
-			This object extrudes a 2D shape to a 3D geometry.
-		</p>
-
-		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 58
docs/api/ko/geometries/IcosahedronBufferGeometry.html

@@ -1,58 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating an icosahedron geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 59
docs/api/ko/geometries/IcosahedronGeometry.html

@@ -1,59 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating an icosahedron geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 77
docs/api/ko/geometries/LatheBufferGeometry.html

@@ -1,77 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:LatheGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const points = [];
-		for ( let i = 0; i < 10; i ++ ) {
-			points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
-		}
-		const geometry = new THREE.LatheBufferGeometry( points );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const lathe = new THREE.Mesh( geometry, material );
-		scene.add( lathe );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
-		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
-		</p>
-		<p>
-		This creates a LatheBufferGeometry based on the parameters.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 77
docs/api/ko/geometries/LatheGeometry.html

@@ -1,77 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#LatheGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const points = [];
-		for ( let i = 0; i < 10; i ++ ) {
-			points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
-		}
-		const geometry = new THREE.LatheGeometry( points );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const lathe = new THREE.Mesh( geometry, material );
-		scene.add( lathe );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
-		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
-		</p>
-		<p>
-		This creates a LatheGeometry based on the parameters.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 58
docs/api/ko/geometries/OctahedronBufferGeometry.html

@@ -1,58 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating an octahedron geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 59
docs/api/ko/geometries/OctahedronGeometry.html

@@ -1,59 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating an octahedron geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 71
docs/api/ko/geometries/ParametricBufferGeometry.html

@@ -1,71 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Generate geometry representing a parametric surface.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ParametricBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const klein = new THREE.Mesh( geometry, material );
-		scene.add( klein );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
-		<p>
-		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and modifies a third [page:Vector3] argument<br />
-		slices — The count of slices to use for the parametric function <br />
-		stacks — The count of stacks to use for the parametric function
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 72
docs/api/ko/geometries/ParametricGeometry.html

@@ -1,72 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Generate geometry representing a parametric surface.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ParametricGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const klein = new THREE.Mesh( geometry, material );
-		scene.add( klein );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
-		<p>
-		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and modifies a third [page:Vector3] argument<br />
-		slices — The count of slices to use for the parametric function <br />
-		stacks — The count of stacks to use for the parametric function
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 69
docs/api/ko/geometries/PlaneBufferGeometry.html

@@ -1,69 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:PlaneGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
-		const plane = new THREE.Mesh( geometry, material );
-		scene.add( plane );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
-		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 69
docs/api/ko/geometries/PlaneGeometry.html

@@ -1,69 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating plane geometries</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.PlaneGeometry( 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
-		const plane = new THREE.Mesh( geometry, material );
-		scene.add( plane );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
-		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 68
docs/api/ko/geometries/PolyhedronBufferGeometry.html

@@ -1,68 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
-			by [page:DodecahedronBufferGeometry], [page:IcosahedronBufferGeometry], [page:OctahedronBufferGeometry],
-			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
-		</p>
-
-		<h2>Code Example</h2>
-<code>
-const verticesOfCube = [
-    -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
-    -1,-1, 1,    1,-1, 1,    1, 1, 1,    -1, 1, 1,
-];
-
-const indicesOfFaces = [
-    2,1,0,    0,3,2,
-    0,4,7,    7,3,0,
-    0,1,5,    5,4,0,
-    1,2,6,    6,5,1,
-    2,3,7,    7,6,2,
-    4,5,6,    6,7,4
-];
-
-const geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
-</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
-		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 66
docs/api/ko/geometries/PolyhedronGeometry.html

@@ -1,66 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail.
-		</p>
-
-		<h2>Code Example</h2>
-<code>
-const verticesOfCube = [
-    -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
-    -1,-1, 1,    1,-1, 1,    1, 1, 1,    -1, 1, 1,
-];
-
-const indicesOfFaces = [
-    2,1,0,    0,3,2,
-    0,4,7,    7,3,0,
-    0,1,5,    5,4,0,
-    1,2,6,    6,5,1,
-    2,3,7,    7,6,2,
-    4,5,6,    6,7,4
-];
-
-const geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
-</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
-		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 72
docs/api/ko/geometries/RingBufferGeometry.html

@@ -1,72 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:RingGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 1.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 71
docs/api/ko/geometries/RingGeometry.html

@@ -1,71 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a two-dimensional ring geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#RingGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.RingGeometry( 1, 5, 32 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 8.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 83
docs/api/ko/geometries/ShapeBufferGeometry.html

@@ -1,83 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ShapeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-
-		<h2>Code Example</h2>
-
-
-		<code>
-		const x = 0, y = 0;
-
-		const heartShape = new THREE.Shape();
-
-		heartShape.moveTo( x + 5, y + 5 );
-		heartShape.bezierCurveTo( x + 5, y + 5, x + 4, y, x, y );
-		heartShape.bezierCurveTo( x - 6, y, x - 6, y + 7,x - 6, y + 7 );
-		heartShape.bezierCurveTo( x - 6, y + 11, x - 3, y + 15.4, x + 5, y + 19 );
-		heartShape.bezierCurveTo( x + 12, y + 15.4, x + 16, y + 11, x + 16, y + 7 );
-		heartShape.bezierCurveTo( x + 16, y + 7, x + 16, y, x + 10, y );
-		heartShape.bezierCurveTo( x + 7, y, x + 5, y + 5, x + 5, y + 5 );
-
-		const geometry = new THREE.ShapeBufferGeometry( heartShape );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material ) ;
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
-		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 83
docs/api/ko/geometries/ShapeGeometry.html

@@ -1,83 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ShapeGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-
-		<h2>Code Example</h2>
-
-
-		<code>
-		const x = 0, y = 0;
-
-		const heartShape = new THREE.Shape();
-
-		heartShape.moveTo( x + 5, y + 5 );
-		heartShape.bezierCurveTo( x + 5, y + 5, x + 4, y, x, y );
-		heartShape.bezierCurveTo( x - 6, y, x - 6, y + 7,x - 6, y + 7 );
-		heartShape.bezierCurveTo( x - 6, y + 11, x - 3, y + 15.4, x + 5, y + 19 );
-		heartShape.bezierCurveTo( x + 12, y + 15.4, x + 16, y + 11, x + 16, y + 7 );
-		heartShape.bezierCurveTo( x + 16, y + 7, x + 16, y, x + 10, y );
-		heartShape.bezierCurveTo( x + 7, y, x + 5, y + 5, x + 5, y + 5 );
-
-		const geometry = new THREE.ShapeGeometry( heartShape );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material ) ;
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
-		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 77
docs/api/ko/geometries/SphereBufferGeometry.html

@@ -1,77 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:SphereGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const sphere = new THREE.Mesh( geometry, material );
-		scene.add( sphere );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
-
-		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
-		</p>
-
-		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 77
docs/api/ko/geometries/SphereGeometry.html

@@ -1,77 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating sphere geometries</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#SphereGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.SphereGeometry( 5, 32, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const sphere = new THREE.Mesh( geometry, material );
-		scene.add( sphere );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
-
-		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
-		</p>
-
-		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 59
docs/api/ko/geometries/TetrahedronBufferGeometry.html

@@ -1,59 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 59
docs/api/ko/geometries/TetrahedronGeometry.html

@@ -1,59 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 176
docs/api/ko/geometries/TextBufferGeometry.html

@@ -1,176 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr; [page:ExtrudeBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeBufferGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
-		</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TextBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const loader = new THREE.FontLoader();
-
-		loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
-
-			const geometry = new THREE.TextBufferGeometry( 'Hello three.js!', {
-				font: font,
-				size: 80,
-				height: 5,
-				curveSegments: 12,
-				bevelEnabled: true,
-				bevelThickness: 10,
-				bevelSize: 8,
-				bevelOffset: 0,
-				bevelSegments: 5
-			} );
-		} );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:String text], [param:Object parameters])</h3>
-		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
-		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelOffset — Float. How far from text outline bevel starts. Default is 0.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
-		</ul>
-		</p>
-
-		<h2>Available Fonts</h2>
-
-		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
-		</p>
-		<table>
-			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
-			</tr>
-			<tr>
-				<td>helvetiker</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/helvetiker_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>helvetiker</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/helvetiker_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>optimer</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/optimer_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>optimer</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/optimer_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>gentilis</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/gentilis_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>gentilis</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/gentilis_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid sans</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_sans_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid sans</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_sans_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid serif</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_serif_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid serif</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_serif_bold.typeface.json</td>
-			</tr>
-		</table>
-
-		<h2>Properties</h2>
-		<p>See the base [page:ExtrudeBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:ExtrudeBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 176
docs/api/ko/geometries/TextGeometry.html

@@ -1,176 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr; [page:ExtrudeGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating-Text] pages for additional details.
-		</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const loader = new THREE.FontLoader();
-
-		loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
-
-			const geometry = new THREE.TextGeometry( 'Hello three.js!', {
-				font: font,
-				size: 80,
-				height: 5,
-				curveSegments: 12,
-				bevelEnabled: true,
-				bevelThickness: 10,
-				bevelSize: 8,
-				bevelOffset: 0,
-				bevelSegments: 5
-			} );
-		} );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:String text], [param:Object parameters])</h3>
-		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
-		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelOffset — Float. How far from text outline bevel starts. Default is 0.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
-		</ul>
-		</p>
-
-		<h2>Available Fonts</h2>
-
-		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
-		</p>
-		<table>
-			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
-			</tr>
-			<tr>
-				<td>helvetiker</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/helvetiker_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>helvetiker</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/helvetiker_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>optimer</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/optimer_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>optimer</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/optimer_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>gentilis</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/gentilis_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>gentilis</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/gentilis_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid sans</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_sans_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid sans</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_sans_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid serif</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_serif_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid serif</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_serif_bold.typeface.json</td>
-			</tr>
-		</table>
-
-		<h2>Properties</h2>
-		<p>See the base [page:ExtrudeGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:ExtrudeGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 70
docs/api/ko/geometries/TorusBufferGeometry.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:TorusGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const torus = new THREE.Mesh( geometry, material );
-		scene.add( torus );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
-		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 70
docs/api/ko/geometries/TorusGeometry.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating torus geometries</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TorusGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const torus = new THREE.Mesh( geometry, material );
-		scene.add( torus );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
-		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 73
docs/api/ko/geometries/TorusKnotBufferGeometry.html

@@ -1,73 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:TorusKnotGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const torusKnot = new THREE.Mesh( geometry, material );
-		scene.add( torusKnot );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
-		<p>
-			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
-			</ul>
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 74
docs/api/ko/geometries/TorusKnotGeometry.html

@@ -1,74 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q.  If p and q are not coprime, the result will be a torus link.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const torusKnot = new THREE.Mesh( geometry, material );
-		scene.add( torusKnot );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
-		<p>
-			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
-			</ul>
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 111
docs/api/ko/geometries/TubeBufferGeometry.html

@@ -1,111 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates a tube that extrudes along a 3d curve.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TubeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		class CustomSinCurve extends THREE.Curve {
-
-			constructor( scale = 1 ) {
-
-				super();
-
-				this.scale = scale;
-
-			}
-
-			getPoint( t, optionalTarget = new THREE.Vector3() ) {
-
-				const tx = t * 3 - 1.5;
-				const ty = Math.sin( 2 * Math.PI * t );
-				const tz = 0;
-
-				return optionalTarget.set( tx, ty, tz ).multiplyScalar( this.scale );
-
-			}
-
-		}
-
-		const path = new CustomSinCurve( 10 );
-		const geometry = new THREE.TubeBufferGeometry( path, 20, 2, 8, false );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
-		<p>
-		path — [page:Curve] - A 3D path that inherits from the [page:Curve] base class<br />
-		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
-		radius — [page:Float] - The radius of the tube, default is 1<br />
-		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
-		closed — [page:Boolean] Is the tube open or closed, default is false <br />
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h3>[property:Array tangents]</h3>
-		<p>
-		An array of [page:Vector3] tangents
-		</p>
-
-		<h3>[property:Array normals]</h3>
-		<p>
-		An array of [page:Vector3] normals
-		</p>
-
-		<h3>[property:Array binormals]</h3>
-		<p>
-		An array of [page:Vector3] binormals
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

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