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Docs: Increase linewidth for Math section.

Don McCurdy 7 gadi atpakaļ
vecāks
revīzija
2b8390c1f5

+ 50 - 50
docs/api/math/Box2.html

@@ -10,16 +10,16 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Represents a box in 2D space.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector2 min], [param:Vector2 max] )</h3>
-		<div>
+		<p>
 		[page:Vector2 min] - (optional) [page:Vector2] representing the lower (x, y) boundary of the box.
 		Default is ( + Infinity, + Infinity ).<br>
 
@@ -27,7 +27,7 @@
 		Default is ( - Infinity, - Infinity ).<br /><br />
 
 		Creates a [name] bounded by min and max.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
@@ -35,180 +35,180 @@
 
 
 		<h3>[property:Vector2 min]</h3>
-		<div>
+		<p>
 			[page:Vector2] representing the lower (x, y) boundary of the box.<br />
 			Default is ( + Infinity, + Infinity ).
-		</div>
+		</p>
 
 		<h3>[property:Vector2 max]</h3>
-		<div>
+		<p>
 			[page:Vector2] representing the lower upper (x, y) boundary of the box.<br />
 			Default is ( - Infinity, - Infinity ).
-		</div>
+		</p>
 
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:Vector2 clampPoint]( [param:Vector2 point], [param:Vector2 target] )</h3>
-		<div>
+		<p>
 		[page:Vector2 point] - [page:Vector2] to clamp. <br>
 		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector2 point] within the bounds of this box.<br />
-		</div>
+		</p>
 
 		<h3>[method:Box2 clone]()</h3>
-		<div>Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.</div>
+		<p>Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.</p>
 
 		<h3>[method:Boolean containsBox]( [param:Box2 box] )</h3>
-		<div>
+		<p>
 		[page:Box2 box] - [page:Box2 Box2] to test for inclusion.<br /><br />
 
 		Returns true if this box includes the entirety of [page:Box2 box]. If this and [page:Box2 box] are identical, <br>
 		this function also returns true.
-		</div>
+		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector2 point] )</h3>
-		<div>
+		<p>
 		[page:Vector2 point] - [page:Vector2] to check for inclusion.<br /><br />
 
 		Returns true if the specified [page:Vector2 point] lies within or on the boundaries of this box.
-		</div>
+		</p>
 
 		<h3>[method:Box2 copy]( [param:Box2 box] )</h3>
-		<div>
+		<p>
 		Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to this box.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector2 point] )</h3>
-		<div>
+		<p>
 		[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
 
 		Returns the distance from any edge of this box to the specified point.
 		If the [page:Vector2 point] lies inside of this box, the distance will be 0.
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Box2 box] )</h3>
-		<div>
+		<p>
 		[page:Box2 box] - Box to compare with this one.<br /><br />
 
 		Returns true if this box and [page:Box2 box] share the same lower and upper bounds.
-		</div>
+		</p>
 
 		<h3>[method:Box2 expandByPoint]( [param:Vector2 point] )</h3>
-		<div>
+		<p>
 		[page:Vector2 point] - [page:Vector2] that should be included in the box.<br /><br />
 
 		Expands the boundaries of this box to include [page:Vector2 point].
-		</div>
+		</p>
 
 		<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
-		<div>
+		<p>
 		[page:float scalar] - Distance to expand the box by.<br /><br />
 
 		Expands each dimension of the box by [page:float scalar]. If negative, the dimensions of the box
 		will be contracted.
-		</div>
+		</p>
 
 		<h3>[method:Box2 expandByVector]( [param:Vector2 vector] )</h3>
-		<div>
+		<p>
 		[page:Vector2 vector] - [page:Vector2] to expand the box by.<br /><br />
 
 		Expands this box equilaterally by [page:Vector2 vector]. The width of this box will be
 		expanded by the x component of [page:Vector2 vector] in both directions. The height of
 		this box will be expanded by the y component of [page:Vector2 vector] in both directions.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 getCenter]( [param:Vector2 target] )</h3>
-		<div>
+		<p>
 		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
 		Returns the center point of the box as a [page:Vector2].
-		</div>
+		</p>
 
 		<h3>[method:Vector2 getParameter]( [param:Vector2 point], [param:Vector2 target] ) </h3>
-		<div>
+		<p>
 		[page:Vector2 point] - [page:Vector2].<br/>
 		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
 		Returns a point as a proportion of this box's width and height.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 getSize]( [param:Vector2 target] )</h3>
-		<div>
+		<p>
 		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
 		Returns the width and height of this box.
-		</div>
+		</p>
 
 		<h3>[method:Box2 intersect]( [param:Box2 box] )</h3>
-		<div>
+		<p>
 		[page:Box2 box] - Box to intersect with.<br /><br />
 
 		Returns the intersection of this and [page:Box2 box], setting the upper bound of this box to the lesser
 		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
 		lower bounds.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box2 box] )</h3>
-		<div>
+		<p>
 		[page:Box2 box] - Box to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Box2 box].
-		</div>
+		</p>
 
 		<h3>[method:Boolean isEmpty]()</h3>
-		<div>
+		<p>
 		Returns true if this box includes zero points within its bounds.<br>
 		Note that a box with equal lower and upper bounds still includes one point, the
 		one both bounds share.
-		</div>
+		</p>
 
 		<h3>[method:Box2 makeEmpty]()</h3>
-		<div>Makes this box empty.</div>
+		<p>Makes this box empty.</p>
 
 
 		<h3>[method:Box2 set]( [param:Vector2 min], [param:Vector2 max] )</h3>
-		<div>
+		<p>
 			[page:Vector2 min] - (required ) [page:Vector2] representing the lower (x, y) boundary of the box. <br>
 			[page:Vector2 max]  - (required) [page:Vector2] representing the lower upper (x, y) boundary of the box. <br /><br />
 
 			Sets the lower and upper (x, y) boundaries of this box.
-		</div>
+		</p>
 
 		<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
-		<div>
+		<p>
 		[page:Vector2 center] - Desired center position of the box ([page:Vector2]). <br>
 		[page:Vector2 size] - Desired x and y dimensions of the box ([page:Vector2]).<br /><br />
 
 		Centers this box on [page:Vector2 center] and sets this box's width and height to the values specified
 		in [page:Vector2 size].
-		</div>
+		</p>
 
 		<h3>[method:Box2 setFromPoints]( [param:Array points] )</h3>
-		<div>
+		<p>
 		[page:Array points] - Array of [page:Vector2 Vector2s] that the resulting box will contain.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
-		</div>
+		</p>
 
 		<h3>[method:Box2 translate]( [param:Vector2 offset] )</h3>
-		<div>
+		<p>
 		[page:Vector2 offset] - Direction and distance of offset.<br /><br />
 
 		Adds [page:Vector2 offset] to both the upper and lower bounds of this box, effectively moving this box
 		[page:Vector2 offset] units in 2D space.
-		</div>
+		</p>
 
 		<h3>[method:Box2 union]( [param:Box2 box] )</h3>
-		<div>
+		<p>
 		[page:Box2 box] - Box that will be unioned with this box.<br /><br />
 
 		Unions this box with [page:Box2 box], setting the upper bound of this box to the greater of the
 		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
 		lower bounds.
-		</div>
+		</p>
 
 
 

+ 72 - 71
docs/api/math/Box3.html

@@ -10,17 +10,18 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Represents a box or cube in 3D space. The main purpose of this is to represent
 			the [link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]
 			for objects.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 min], [param:Vector3 max] )</h3>
+		<p>
 		[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x, y, z) boundary of the box.
 		Default is ( + Infinity, + Infinity, + Infinity ).<br>
 
@@ -28,271 +29,271 @@
 		Default is ( - Infinity, - Infinity, - Infinity ).<br /><br />
 
 		Creates a [name] bounded by min and max.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isBox3]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Box3s. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Vector3 min]</h3>
-		<div>
+		<p>
 			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 			Default is ( + Infinity, + Infinity, + Infinity ).
-		</div>
+		</p>
 
 		<h3>[property:Vector3 max]</h3>
-		<div>
+		<p>
 			[page:Vector3] representing the upper (x, y, z) boundary of the box.<br />
 			Default is ( - Infinity, - Infinity, - Infinity ).
-		</div>
+		</p>
 
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<div>
+		<p>
 		[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
 
 		Transforms this Box3 with the supplied matrix.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] to clamp. <br>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector3 point] within the bounds of this box.<br />
-		</div>
+		</p>
 
 		<h3>[method:Box3 clone]()</h3>
-		<div>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</div>
+		<p>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</p>
 
 		<h3>[method:Boolean containsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - [page:Box3 Box3] to test for inclusion.<br /><br />
 
 		Returns true if this box includes the entirety of [page:Box3 box]. If this and [page:Box3 box] are identical, <br>
 		this function also returns true.
-		</div>
+		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] to check for inclusion.<br /><br />
 
 		Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
-		</div>
+		</p>
 
 		<h3>[method:Box3 copy]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
 
 		Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to this box.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
 
 		Returns the distance from any edge of this box to the specified point.
 		If the [page:Vector3 point] lies inside of this box, the distance will be 0.
-		</div>
+		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - Box to compare with this one.<br /><br />
 
 		Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
-		</div>
+		</p>
 
 		<h3>[method:Box3 expandByObject]( [param:Object3D object] )</h3>
-		<div>
+		<p>
 		[page:Object3D object] - [page:Object3D] to expand the box by.<br /><br />
 
 		Expands the boundaries of this box to include [page:Object3D object] and its children,
 		accounting for the object's, and children's, world transforms.
 
-		</div>
+		</p>
 
 		<h3>[method:Box3 expandByPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
 
 		Expands the boundaries of this box to include [page:Vector3 point].
-		</div>
+		</p>
 
 		<h3>[method:Box3 expandByScalar]( [param:float scalar] )</h3>
-		<div>
+		<p>
 		[page:float scalar] - Distance to expand the box by.<br /><br />
 
 		Expands each dimension of the box by [page:float scalar]. If negative, the dimensions of the box
 		will be contracted.
-		</div>
+		</p>
 
 		<h3>[method:Box3 expandByVector]( [param:Vector3 vector] )</h3>
-		<div>
+		<p>
 		[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
 
 		Expands this box equilaterally by [page:Vector3 vector]. The width of this box will be
 		expanded by the x component of [page:Vector3 vector] in both directions. The height of
 		this box will be expanded by the y component of [page:Vector3 vector] in both directions.
 		The depth of this box will be expanded by the z component of *vector* in both directions.
-		</div>
+		</p>
 
 		<h3>[method:Sphere getBoundingSphere]( [param:Sphere target] )</h3>
-		<div>
+		<p>
 		[page:Sphere target] — the result will be copied into this Sphere.<br /><br />
 
 		Gets a [page:Sphere] that bounds the box.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 getCenter]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns the center point of the box as a [page:Vector3].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 getParameter]( [param:Vector3 point], [param:Vector3 target] ) </h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3].<br/>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns a point as a proportion of this box's width and height.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 getSize]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns the width, height and depth of this box.
-		</div>
+		</p>
 
 		<h3>[method:Box3 intersect]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - Box to intersect with.<br /><br />
 
 		Returns the intersection of this and [page:Box3 box], setting the upper bound of this box to the lesser
 		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
 		lower bounds.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - Box to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Box3 box].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
-		<div>
+		<p>
 		[page:Plane plane] - [page:Plane] to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Plane plane].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		[page:Sphere sphere] - [page:Sphere] to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Sphere sphere].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsTriangle]( [param:Triangle triangle] )</h3>
-		<div>
+		<p>
 		[page:Triangle triangle] - [page:Triangle] to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Triangle triangle].
-		</div>
+		</p>
 
 		<h3>[method:Boolean isEmpty]()</h3>
-		<div>
+		<p>
 		Returns true if this box includes zero points within its bounds.<br>
 		Note that a box with equal lower and upper bounds still includes one point,
 		the one both bounds share.
-		</div>
+		</p>
 
 		<h3>[method:Box3 makeEmpty]()</h3>
-		<div>Makes this box empty.</div>
+		<p>Makes this box empty.</p>
 
 		<h3>[method:Box3 set]( [param:Vector3 min], [param:Vector3 max] )</h3>
-		<div>
+		<p>
 		[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 		[page:Vector3 max] - [page:Vector3] representing the lower upper (x, y, z) boundary of the box.<br /><br />
 
 		Sets the lower and upper (x, y, z) boundaries of this box.
-		</div>
+		</p>
 
 		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
-		<div>
+		<p>
 		array -- An array of position data that the resulting box will envelop.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the data in *array*.
-		</div>
+		</p>
 
 		<h3>[method:Box3 setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
-		<div>
+		<p>
 		[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
-		</div>
+		</p>
 
 		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
-		<div>
+		<p>
 		[page:Vector3 center] - Desired center position of the box ([page:Vector3]). <br>
 		[page:Vector3 size] - Desired x, y and z dimensions of the box ([page:Vector3]).<br /><br />
 
 		Centers this box on [page:Vector3 center] and sets this box's width and height to the values specified
 		in [page:Vector3 size].
-		</div>
+		</p>
 
 		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
-		<div>
+		<p>
 		[page:Vector3 center], - Desired center position of the box. <br>
 		[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
 
 		Centers this box on [page:Vector3 center] and sets this box's width, height and depth to the values specified <br>
 		in [page:Vector3 size]
-		</div>
+		</p>
 
 		<h3>[method:Box3 setFromObject]( [param:Object3D object] )</h3>
-		<div>
+		<p>
 		[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br /><br />
 
 		Computes the world-axis-aligned bounding box of an [page:Object3D] (including its children),
 		accounting for the object's, and children's, world transforms.
 
-		</div>
+		</p>
 
 		<h3>[method:Box3 setFromPoints]( [param:Array points] )</h3>
-		<div>
+		<p>
 		[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
-		</div>
+		</p>
 
 		<h3>[method:Box3 translate]( [param:Vector3 offset] )</h3>
-		<div>
+		<p>
 		[page:Vector3 offset] - Direction and distance of offset.<br /><br />
 
 		Adds [page:Vector3 offset] to both the upper and lower bounds of this box, effectively moving this box
 		[page:Vector3 offset] units in 3D space.
-		</div>
+		</p>
 
 		<h3>[method:Box3 union]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - Box that will be unioned with this box.<br /><br />
 
 		Unions this box with [page:Box3 box], setting the upper bound of this box to the greater of the
 		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
 		lower bounds.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 54 - 54
docs/api/math/Color.html

@@ -10,9 +10,9 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Class representing a color.
-		</div>
+		</p>
 
 
 		<h2>Examples</h2>
@@ -45,7 +45,7 @@ var color = new THREE.Color( 1, 0, 0 );
 
 
 		<h3>[name]( [param:Color_Hex_or_String r], [param:Float g], [param:Float b] )</h3>
-		<div>
+		<p>
 		[page:Color_Hex_or_String r] - (optional) If arguments [page:Float g] and [page:Float b] are defined, the red component of the color.
 		If they are not defined, it can be a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] (recommended), a CSS-style string, or another Color instance.<br />
 		[page:Float g] - (optional) If it is defined, the green component of the color.<br />
@@ -71,31 +71,31 @@ var color = new THREE.Color( 1, 0, 0 );
 
 			</li>
 		</ul>
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isColor]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Colors. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Float r]</h3>
-		<div>
+		<p>
 		Red channel value between 0 and 1. Default is 1.
-		</div>
+		</p>
 
 		<h3>[property:Float g]</h3>
-		<div>
+		<p>
 		Green channel value between 0 and 1. Default is 1.
-		</div>
+		</p>
 
 		<h3>[property:Float b]</h3>
-		<div>
+		<p>
 		Blue channel value between 0 and 1. Default is 1.
-		</div>
+		</p>
 
 
 
@@ -105,65 +105,65 @@ var color = new THREE.Color( 1, 0, 0 );
 		<h2>Methods</h2>
 
 		<h3>[method:Color add]( [param:Color color] ) </h3>
-		<div>Adds the RGB values of [page:Color color] to the RGB values of this color.</div>
+		<p>Adds the RGB values of [page:Color color] to the RGB values of this color.</p>
 
 		<h3>[method:Color addColors]( [param:Color color1], [param:Color color2] ) </h3>
-		<div>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</div>
+		<p>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</p>
 
 		<h3>[method:Color addScalar]( [param:Number s] ) </h3>
-		<div>Adds [page:Number s] to the RGB values of this color.</div>
+		<p>Adds [page:Number s] to the RGB values of this color.</p>
 
 		<h3>[method:Color clone]() </h3>
-		<div>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</div>
+		<p>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</p>
 
 		<h3>[method:Color copy]( [param:Color color] ) </h3>
-		<div>
+		<p>
 			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
-		</div>
+		</p>
 
 		<h3>[method:Color convertGammaToLinear]() </h3>
-		<div>Converts this color from gamma to linear space by squaring the values of [page:.r r], [page:.g g] and [page:.b b] ).</div>
+		<p>Converts this color from gamma to linear space by squaring the values of [page:.r r], [page:.g g] and [page:.b b] ).</p>
 
 		<h3>[method:Color convertLinearToGamma]() </h3>
-		<div>Converts this color from linear to gamma space by taking the square root of [page:.r r], [page:.g g] and [page:.b b]).</div>
+		<p>Converts this color from linear to gamma space by taking the square root of [page:.r r], [page:.g g] and [page:.b b]).</p>
 
 		<h3>[method:Color copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
-		<div>
+		<p>
 		[page:Color color] — Color to copy.<br />
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
 
 		Copies the given color into this color while converting it from gamma to linear space
 		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
-		</div>
+		</p>
 
 		<h3>[method:Color copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
-		<div>
+		<p>
 		[page:Color color] — Color to copy.<br />
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
 
 		Copies the given color into this color while converting it from linear to gamma space
 		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Color color] ) </h3>
-		<div>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</div>
+		<p>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</p>
 
 		<h3>[method:Color fromArray]( [param:Array array], [param:Integer offset] ) </h3>
-		<div>
+		<p>
 		[page:Array array] - [page:Array] of floats in the form [ [page:Float r], [page:Float g], [page:Float b] ].<br />
 		[page:Integer offset] - An optional offset into the array.<br /><br />
 
 		Sets this color's components based on an array formatted like [ [page:Float r], [page:Float g], [page:Float b] ].
-		</div>
+		</p>
 
 		<h3>[method:Integer getHex]()</h3>
-		<div>Returns the hexadecimal value of this color.</div>
+		<p>Returns the hexadecimal value of this color.</p>
 
 		<h3>[method:String getHexString]()</h3>
-		<div>Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').</div>
+		<p>Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').</p>
 
 		<h3>[method:Object getHSL]( [param:Object target] )</h3>
-		<div>
+		<p>
 			[page:Object target] — the result will be copied into this Object. Adds h, s and l keys to the object (if not already present).<br /><br />
 
 			Convert this Color's [page:.r r], [page:.g g] and [page:.b b] values to [link:https://en.wikipedia.org/wiki/HSL_and_HSV HSL]
@@ -173,76 +173,76 @@ var color = new THREE.Color( 1, 0, 0 );
 				{ h: 0, s: 0, l: 0 }
 			</code>
 
-		</div>
+		</p>
 
 		<h3>[method:String getStyle]()</h3>
-		<div>Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.</div>
+		<p>Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.</p>
 
 		<h3>[method:Color lerp]( [param:Color color], [param:Float alpha] ) </h3>
-		<div>
+		<p>
 		[page:Color color] - color to converge on.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolates this color's RGB values toward the RGB values of the passed argument.
 		The alpha argument can be thought of as the ratio between the two colors, where 0.0 is
 		this color and 1.0 is the first argument.
-		</div>
+		</p>
 
 		<h3>[method:Color multiply]( [param:Color color] ) </h3>
-		<div>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</div>
+		<p>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</p>
 
 		<h3>[method:Color multiplyScalar]( [param:Number s] ) </h3>
-		<div>Multiplies this color's RGB values by [page:Number s].</div>
+		<p>Multiplies this color's RGB values by [page:Number s].</p>
 
 		<h3>[method:Color offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
-		<div>
+		<p>
 			Adds the given [page:Float h], [page:Float s], and [page:Float l] to this color's values.
 			Internally, this converts the color's [page:.r r], [page:.g g] and [page:.b b] values to HSL, adds
 			[page:Float h], [page:Float s], and [page:Float l], and then converts the color back to RGB.
-		</div>
+		</p>
 
 		<h3>[method:Color set]( [param:Color_Hex_or_String value] ) </h3>
-		<div>
+		<p>
 		[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
 
 		See the Constructor above for full details of what [page:Color_Hex_or_String value] can be.
 		Delegates to [page:.copy], [page:.setStyle], or [page:.setHex] depending on input type.
-		</div>
+		</p>
 
 		<h3>[method:Color setHex]( [param:Integer hex] ) </h3>
-		<div>
+		<p>
 		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
 
 		Sets this color from a hexadecimal value.
-		</div>
+		</p>
 
 		<h3>[method:Color setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
-		<div>
+		<p>
 		[page:Float h] — hue value between 0.0 and 1.0 <br />
 		[page:Float s] — saturation value between 0.0 and 1.0 <br />
 		[page:Float l] — lightness value between 0.0 and 1.0<br /><br />
 
 		Sets color from HSL values.
-		</div>
+		</p>
 
 		<h3>[method:Color setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
-		<div>
+		<p>
 		[page:Float r] — Red channel value between 0.0 and 1.0.<br />
 		[page:Float g] — Green channel value between 0.0 and 1.0.<br />
 		[page:Float b] — Blue channel value between 0.0 and 1.0.<br /><br />
 
 		Sets this color from RGB values.
-		</div>
+		</p>
 
 		<h3>[method:Color setScalar]( [param:Float scalar] ) </h3>
-		<div>
+		<p>
 		[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
 
 		Sets all three color components to the value [page:Float scalar].
-		</div>
+		</p>
 
 		<h3>[method:Color setStyle]( [param:String style] ) </h3>
-		<div>
+		<p>
 		[page:String style] — color as a CSS-style string.<br /><br />
 
 		Sets this color from a CSS-style string. For example,
@@ -258,21 +258,21 @@ var color = new THREE.Color( 1, 0, 0 );
 		but the alpha-channel coordinate will be discarded.<br /><br />
 
 		Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange' (all lowercase).
-		</div>
+		</p>
 
 		<h3>[method:Color sub]( [param:Color color] ) </h3>
-		<div>
+		<p>
 		Subtracts the RGB components of the given color from the RGB components of this color.
 		If this results in a negative component, that component is set to zero.
-		</div>
+		</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] ) </h3>
-		<div>
+		<p>
 		[page:Array array] - An optional array to store the color to. <br />
 		[page:Integer offset] - An optional offset into the array.<br /><br />
 
 		Returns an array of the form [ r, g, b ].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 12 - 12
docs/api/math/Cylindrical.html

@@ -10,21 +10,21 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A point's [link:https://en.wikipedia.org/wiki/Cylindrical_coordinate_system cylindrical coordinates].
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
-		<div>
+		<p>
 		[page:Float radius] - distance from the origin to a point in the x-z plane.
 		Default is *1.0*.<br />
 		[page:Float theta] - counterclockwise angle in the x-z plane measured in radians
 		from the positive z-axis. Default is *0*.<br />
 		[page:Float y] - height above the x-z plane. Default is *0*.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
@@ -39,30 +39,30 @@
 		<h2>Methods</h2>
 
 		<h3>[method:Cylindrical clone]()</h3>
-		<div>
+		<p>
 		Returns a new cylindrical with the same [page:.radius radius], [page:.theta theta]
 		and [page:.y y] properties as this one.
-		</div>
+		</p>
 
 		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
-		<div>
+		<p>
 			Copies the values of the passed Cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties to this cylindrical.
-		</div>
+		</p>
 
 		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<div>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
-		and [page:.y y] properties.</div>
+		<p>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
+		and [page:.y y] properties.</p>
 
 		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
-		<div>
+		<p>
 			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties from the [page:Vector3 Vector3].<br /><br />
 
 			The [page:.radius radius] is set the vector's distance from the origin as measured along
 			the the x-z plane, while [page:.theta theta] is set from its direction on
 			the the x-z plane and [page:.y y] is set from the vector's y component.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 36 - 36
docs/api/math/Euler.html

@@ -10,12 +10,12 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].<br /><br />
 
 			Euler angles describe a rotational transformation by rotating an object on its various
 			axes in specified amounts per axis, and a specified axis order.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -29,27 +29,27 @@
 
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
-		<div>
+		<p>
 		[page:Float x] - (optional) the angle of the x axis in radians. Default is *0*.<br />
 		[page:Float y] - (optional) the angle of the y axis in radians. Default is *0*.<br />
 		[page:Float z] - (optional) the angle of the z axis in radians. Default is *0*.<br />
 		[page:String order] - (optional) a string representing the order that the rotations are applied,
 		defaults to 'XYZ' (must be upper case).<br /><br />
 
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isEuler]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Eulers. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:String order]</h3>
-		<div>
+		<p>
 			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
 			rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
 			'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.<br /><br />
@@ -60,82 +60,82 @@
 			world Y-axis), then local-Z (which may be different from the world Z-axis).<br /><br />
 
 			If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.
-		</div>
+		</p>
 
 		<h3>[property:Float x]</h3>
-		<div>
+		<p>
 			The current value of the x component.<br /><br />
 
 			If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
-		</div>
+		</p>
 
 		<h3>[property:Float y]</h3>
-		<div>
+		<p>
 			The current value of the y component.<br /><br />
 
 			If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
-		</div>
+		</p>
 
 		<h3>[property:Float z]</h3>
-		<div>
+		<p>
 			The current value of the z component.<br /><br />
 
 			If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Euler copy]( [param:Euler euler] )</h3>
-		<div>Copies value of [page:Euler euler] to this euler.</div>
+		<p>Copies value of [page:Euler euler] to this euler.</p>
 
 		<h3>[method:Euler clone]()</h3>
-		<div>Returns a new Euler with the same parameters as this one.</div>
+		<p>Returns a new Euler with the same parameters as this one.</p>
 
 		<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
-		<div>Checks for strict equality of this euler and [page:Euler euler].</div>
+		<p>Checks for strict equality of this euler and [page:Euler euler].</p>
 
 		<h3>[method:Euler fromArray]( [param:Array array] )</h3>
-		<div>
+		<p>
 		[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
 
 		Assigns this euler's [page:.x x] angle to array[0]. <br />
 		Assigns this euler's [page:.y y] angle to array[1]. <br />
 		Assigns this euler's [page:.z z] angle to array[2]. <br />
 		Optionally assigns this euler's [page:.order order] to array[3].
-		</div>
+		</p>
 
 		<h3>[method:Euler onChange]( [param:Function onChangeCallback] )</h3>
-		<div>
+		<p>
 			[page:Function onChangeCallback] - set the value of the onChangeCallback() function.
-		</div>
+		</p>
 
 		<h3>[method:Euler onChangeCallback](  )</h3>
-		<div>
+		<p>
 			By default this is an empty function, however it can be set via [page:.onChange onChange]().<br />
 			It gets called after changing the [page:.x x], [page:.y y], [page:.z z] or [page:.order order] properties,
 			and also after calling most setter functions (see those for details).
-		</div>
+		</p>
 
 		<h3>[method:Euler reorder]( [param:String newOrder] )</h3>
-		<div>
+		<p>
 		Resets the euler angle with a new order by creating a quaternion from this euler angle
 		and then setting this euler angle with the quaternion and the new order. <br /><br />
 
 		<em>WARNING</em>: this discards revolution information.
-		</div>
+		</p>
 
 		<h3>[method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
-		<div>
+		<p>
 			[page:.x x] - the angle of the x axis in radians.<br />
 			[page:.y y] - the angle of the y axis in radians.<br />
 			[page:.z z] - the angle of the z axis in radians.<br />
 			[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
 
 			Sets the angles of this euler transform and optionally the [page:.order order] and then call [page:.onChangeCallback onChangeCallback]().
-		</div>
+		</p>
 
 		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order], [param:Boolean update] )</h3>
-		<div>
+		<p>
 		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
 		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
@@ -144,10 +144,10 @@
 
 		Sets the angles of this euler transform from a pure rotation matrix based on the orientation
 		specified by order.
-		</div>
+		</p>
 
 		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order], [param:Boolean update] )</h3>
-		<div>
+		<p>
 		[page:Quaternion q] - a normalized quaternion.<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
 		[page:Boolean update] - (optional) whether to call [page:.onChangeCallback onChangeCallback]() after applying
@@ -155,29 +155,29 @@
 
 		Sets the angles of this euler transform from a normalized quaternion based on the orientation
 		specified by [page:.order order].
-		</div>
+		</p>
 
 
 		<h3>[method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
-		<div>
+		<p>
 		[page:Vector3 vector] - [page:Vector3].<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
 
 		Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order]. [page:.onChangeCallback onChangeCallback]()
 		is called after these changes are made.
-		</div>
+		</p>
 
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - (optional) array to store the euler in.<br />
 		[page:Integer offset] (optional) offset in the array.<br />
 
 		Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 toVector3]()</h3>
-		<div>Returns the Euler's [page:.x x], [page:.y y] and [page:.z z] properties as a [page:Vector3].</div>
+		<p>Returns the Euler's [page:.x x], [page:.y y] and [page:.z z] properties as a [page:Vector3].</p>
 
 
 		<h2>Source</h2>

+ 22 - 22
docs/api/math/Frustum.html

@@ -10,21 +10,21 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			[link:http://en.wikipedia.org/wiki/Frustum Frustums] are used to determine what is
 			inside the camera's field of view. They help speed up the rendering process - object which lie
 			outside a camera's frustum can safely be excluded from rendering.<br /><br />
 
 			This class is mainly intended for use internally by a renderer for calculating
 			a [page:Camera camera] or [page:LightShadow.camera shadowCamera]'s frustum.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5])</h3>
-		<div>
+		<p>
 			[page:Plane p0] - (optional) defaults to a new [page:Plane].<br />
 			[page:Plane p1] - (optional) defaults to a new [page:Plane].<br />
 			[page:Plane p2] - (optional) defaults to a new [page:Plane].<br />
@@ -33,74 +33,74 @@
 			[page:Plane p5] - (optional) defaults to a new [page:Plane].<br /><br />
 
 			Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Array planes]</h3>
-		<div>Array of 6 [page:Plane planes].</div>
+		<p>Array of 6 [page:Plane planes].</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:Frustum clone]()</h3>
-		<div>Return a new Frustum with the same parameters as this one.</div>
+		<p>Return a new Frustum with the same parameters as this one.</p>
 
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] to test.<br /><br />
 
 		Checks to see if the frustum contains the [page:Vector3 point].
-		</div>
+		</p>
 
 		<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
-		<div>
+		<p>
 		[page:Frustum frustum] - The frustum to copy<br /><br />
 
 		Copies the properties of the passed [page:Frustum frustum] into this one.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
 
 	 	Return true if [page:Box3 box] intersects with this frustum.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
-		<div>
+		<p>
 			Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
 
 			Note that the object must have a [page:Geometry] or [page:BufferGeometry] so that the bounding sphere
 			can be calculated.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
 
 	 	Return true if [page:Sphere sphere] intersects with this frustum.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
-		<div>
+		<p>
 			Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
-		</div>
+		</p>
 
 		<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
-		<div>
+		<p>
 		Sets the current frustum from the passed planes. No plane order is implicitely implied.
-		</div>
+		</p>
 
 		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
-		<div>
+		<p>
 			[page:Matrix4 matrix] - [page:Matrix4] used to set the [page:.planes planes]<br /><br />
 
 			This is used by the [page:WebGLRenderer] to set up the Frustum from a [page:Camera Camera]'s
 			[page:Camera.projectionMatrix projectionMatrix] and [page:Camera.matrixWorldInverse matrixWorldInverse].
-		</div>
+		</p>
 
 
 

+ 16 - 16
docs/api/math/Interpolant.html

@@ -10,7 +10,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Abstract base class of interpolants over parametric samples.<br /><br />
 
 		The parameter domain is one dimensional, typically the time or a path along a curve defined by the data.<br /><br />
@@ -23,7 +23,7 @@
 		where *N* is the number of positions.<br /><br />
 
 		References:	[link:http://www.oodesign.com/template-method-pattern.html http://www.oodesign.com/template-method-pattern.html]
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
@@ -32,50 +32,50 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
-		<div>
+		<p>
 		parameterPositions -- array of positions<br />
 		sampleValues -- array of samples<br />
 		sampleSize -- number of samples<br />
 		resultBuffer -- buffer to store the interpolation results.<br /><br />
 
 		Note: This is not designed to be called directly.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 
 
 		<h3>[property:null parameterPositions]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:Object settings]</h3>
-		<div>
+		<p>
 		Optional, subclass-specific settings structure.
-		</div>
+		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null evaluate]( [param:Number t] )</h3>
-		<div>
+		<p>
 		Evaluate the interpolant at position *t*.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 26 - 26
docs/api/math/Line3.html

@@ -10,28 +10,28 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A geometric line segment represented by a start and end point.</div>
+		<p class="desc">A geometric line segment represented by a start and end point.</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 start], [param:Vector3 end] )</h3>
-		<div>
+		<p>
 		[page:Vector3 start] - Start of the line segment. Default is (0, 0, 0).<br />
 		[page:Vector3 end] - End of the line segment. Default is (0, 0, 0).<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Vector3 start]</h3>
-		<div>[page:Vector3] representing the start point of the line.</div>
+		<p>[page:Vector3] representing the start point of the line.</p>
 
 		<h3>[property:Vector3 end]</h3>
-		<div>[page:Vector3] representing the end point of the line.</div>
+		<p>[page:Vector3] representing the end point of the line.</p>
 
 
 
@@ -40,81 +40,81 @@
 		<h2>Methods</h2>
 
 		<h3>[method:Line3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<div>Applies a matrix transform to the line segment.</div>
+		<p>Applies a matrix transform to the line segment.</p>
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Float t] - Use values 0-1 to return a position along the line segment. <br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns a vector at a certain position along the line. When [page:Float t] = 0, it returns the start vector,
 		and when [page:Float t] = 1 it returns the end vector.<br />
-		</div>
+		</p>
 
 		<h3>[method:Line3 clone]()</h3>
-		<div>Returns a new [page:Line3] with the same [page:.start start] and [page:.end end] vectors as this one.</div>
+		<p>Returns a new [page:Line3] with the same [page:.start start] and [page:.end end] vectors as this one.</p>
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Boolean clampToLine], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - return the closest point on the line to this point.<br />
 		[page:Boolean clampToLine] - whether to clamp the returned value to the line segment.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns the closets point on the line. If [page:Boolean clampToLine] is true, then the returned value will be
 		clamped to the line segment.
-		</div>
+		</p>
 
 		<h3>[method:Float closestPointToPointParameter]( [param:Vector3 point], [param:Boolean clampToLine] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - the point for which to return a point parameter. <br />
 		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
 
 		Returns a point parameter based on the closest point as projected on the line segement.
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
-		</div>
+		</p>
 
 		<h3>[method:Line3 copy]( [param:Line3 line] )</h3>
-		<div>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</div>
+		<p>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</p>
 
 		<h3>[method:Vector3 delta]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 			Returns the delta vector of the line segment ( [page:.end end] vector minus the [page:.start start] vector).
-		</div>
+		</p>
 
 		<h3>[method:Float distance]()</h3>
-		<div>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-		(straight-line distance) between the line's [page:.start start] and [page:.end end] points.</div>
+		<p>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+		(straight-line distance) between the line's [page:.start start] and [page:.end end] points.</p>
 
 		<h3>[method:Float distanceSq]()</h3>
-		<div>
+		<p>
 			Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
 			(straight-line distance) between the line's [page:.start start]
 			and [page:.end end] vectors.
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Line3 line] )</h3>
-		<div>
+		<p>
 		[page:Line3 line]  - [page:Line3] to compare with this one.<br /><br />
 
 		Returns true if both line's [page:.start start] and [page:.end en] points are equal.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 getCenter]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns the center of the line segment.
-		</div>
+		</p>
 
 		<h3>[method:Line3 set]( [param:Vector3 start], [param:Vector3 end] )</h3>
-		<div>
+		<p>
 		[page:Vector3 start] - set the [page:.start start point] of the line.<br />
 		[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />
 
 		Sets the start and end values by copying the provided vectors.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 23 - 23
docs/api/math/Math.html

@@ -10,41 +10,41 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">An object with several math utility functions.</div>
+		<p class="desc">An object with several math utility functions.</p>
 
 		<h2>Functions</h2>
 
 		<h3>[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float value] — Value to be clamped.<br />
 		[page:Float min] — Minimum value.<br />
 		[page:Float max] — Maximum value.<br /><br />
 
 		Clamps the [page:Float value] to be between [page:Float min] and [page:Float max].
-		</div>
+		</p>
 
 		<h3>[method:Float degToRad]( [param:Float degrees] )</h3>
-		<div>Converts degrees to radians.</div>
+		<p>Converts degrees to radians.</p>
 
 		<h3>[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )</h3>
-		<div>
+		<p>
 		[page:Integer n], [page:Integer m] - Integers<br /><br />
 
 		Computes the Euclidean modulo of [page:Integer m] % [page:Integer n], that is:
 		<code>( ( n % m ) + m ) % m</code>
-		</div>
+		</p>
 
 		<h3>[method:UUID generateUUID]( )</h3>
-		<div>
+		<p>
 		Generate a [link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
 		(universally unique identifier).
-		</div>
+		</p>
 
 		<h3>[method:Boolean isPowerOfTwo]( [param:Number n] )</h3>
-		<div>Return *true* if [page:Number n] is a power of 2.</div>
+		<p>Return *true* if [page:Number n] is a power of 2.</p>
 
 		<h3>[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )</h3>
-		<div>
+		<p>
 		[page:Float x] - Start point. <br />
 		[page:Float y] - End point. <br />
 		[page:Float t] - interpolation factor in the closed interval [0, 1].<br><br />
@@ -52,7 +52,7 @@
 		Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
 		from two known points based on the given interval - [page:Float t] = 0 will return [page:Float x]
 		and [page:Float t] = 1 will return [page:Float y].
-		</div>
+		</p>
 
 		<h3>[method:Float mapLinear](
 			[page:Float x],
@@ -60,7 +60,7 @@
 			[page:Float a2],
 			[page:Float b1],
 			[page:Float b2] )</h3>
-		<div>
+		<p>
 		[page:Float x] — Value to be mapped.<br />
 		[page:Float a1] — Minimum value for range A.<br />
 		[page:Float a2] — Maximum value for range A.<br />
@@ -68,28 +68,28 @@
 		[page:Float b2] — Maximum value for range B.<br /><br />
 
 		Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
-		</div>
+		</p>
 
 		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
-		<div>Returns the smallest power of 2 that is greater than or equal to [page:Number n].</div>
+		<p>Returns the smallest power of 2 that is greater than or equal to [page:Number n].</p>
 
 		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
-		<div>Returns the largest power of 2 that is less than or equal to [page:Number n].</div>
+		<p>Returns the largest power of 2 that is less than or equal to [page:Number n].</p>
 
 		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
-		<div>Converts radians to degrees.</div>
+		<p>Converts radians to degrees.</p>
 
 		<h3>[method:Float randFloat]( [param:Float low], [param:Float high] )</h3>
-		<div>Random float in the interval [page:Float low] to [page:Float high].</div>
+		<p>Random float in the interval [page:Float low] to [page:Float high].</p>
 
 		<h3>[method:Float randFloatSpread]( [param:Float range] )</h3>
-		<div>Random float in the interval *- [page:Float range] / 2* to *[page:Float range] / 2*.</div>
+		<p>Random float in the interval *- [page:Float range] / 2* to *[page:Float range] / 2*.</p>
 
 		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
-		<div>Random integer in the interval [page:Float low] to [page:Float high].</div>
+		<p>Random integer in the interval [page:Float low] to [page:Float high].</p>
 
 		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float x] - The value to evaluate based on its position between min and max. <br />
 		[page:Float min] - Any x value below min will be 0.<br />
 		[page:Float max] - Any x value above max will be 1.<br /><br />
@@ -98,17 +98,17 @@
 		but smoothed or slowed down the closer X is to the min and max.<br/><br/>
 
 		See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
-		</div>
+		</p>
 
 		<h3>[method:Float smootherstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float x] - The value to evaluate based on its position between min and max. <br />
 		[page:Float min] - Any x value below min will be 0.<br />
 		[page:Float max] - Any x value above max will be 1.<br /><br />
 
 		Returns a value between 0-1. A [link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep]
 		that has zero 1st and 2nd order derivatives at x=0 and x=1.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 39 - 39
docs/api/math/Matrix3.html

@@ -10,9 +10,9 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A class representing a 3x3 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].
-		</div>
+		</p>
 
 		<h2>Example</h2>
 		<code>
@@ -20,7 +20,7 @@ var m = new Matrix3();
 		</code>
 
 		<h2>A Note on Row-Major and Column-Major Ordering</h2>
-		<div>
+		<p>
 			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
 			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
 
@@ -40,72 +40,72 @@ m.elements = [ 11, 21, 31,
 		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
 		the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
 		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]()</h3>
-		<div>
+		<p>
 		Creates and initializes the [name] to the 3x3
 		[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
-		</div>
+		</p>
 
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float32Array elements]</h3>
-		<div>
+		<p>
 		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]
 		 list of matrix values.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isMatrix3]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Matrix3s. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
-		<div>
+		<p>
 		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
 
 		Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
-		</div>
+		</p>
 
 
 		<h3>[method:Matrix3 clone]()</h3>
-		<div>Creates a new Matrix3 and with identical elements to this one.</div>
+		<p>Creates a new Matrix3 and with identical elements to this one.</p>
 
 		<h3>[method:Matrix3 copy]( [param:Matrix3 m] )</h3>
-		<div>Copies the elements of matrix [page:Matrix3 m] into this matrix.</div>
+		<p>Copies the elements of matrix [page:Matrix3 m] into this matrix.</p>
 
 		<h3>[method:Float determinant]()</h3>
-		<div>
+		<p>
 		Computes and returns the
 		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
-		<div>Return true if this matrix and [page:Matrix3 m] are equal.</div>
+		<p>Return true if this matrix and [page:Matrix3 m] are equal.</p>
 
 		<h3>[method:Matrix3 fromArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - the array to read the elements from.<br />
 		[page:Integer offset] - (optional) index of first element in the array. Default is 0.<br /><br />
 
 		Sets the elements of this matrix based on an array in
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
-		</div>
+		</p>
 
 		<h3>[method:Matrix3 getInverse]( [param:Matrix3 m], [param:Boolean throwOnDegenerate] )</h3>
-		<div>
+		<p>
 		[page:Matrix3 m] - the matrix to take the inverse of.<br />
 		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
 
@@ -113,19 +113,19 @@ m.elements = [ 11, 21, 31,
 		using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
 		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 3x3 identity matrix.
-		</div>
+		</p>
 
 		<h3>[method:Matrix3 getNormalMatrix]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		[page:Matrix4 m] - [page:Matrix4]<br /><br />
 
 		Sets this matrix as the upper left 3x3 of the [link:https://en.wikipedia.org/wiki/Normal_matrix normal matrix]
 		of the passed [page:Matrix4 matrix4]. The normal matrix is the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] [link:https://en.wikipedia.org/wiki/Transpose transpose]
 	  of the matrix [page:Matrix4 m].
-		</div>
+		</p>
 
 		<h3>[method:Matrix3 identity]()</h3>
-		<div>
+		<p>
 		Resets this matrix to the 3x3 identity matrix:
 		<code>
 1, 0, 0
@@ -133,16 +133,16 @@ m.elements = [ 11, 21, 31,
 0, 0, 1
 		</code>
 
-		</div>
+		</p>
 
 		<h3>[method:Matrix3 multiply]( [param:Matrix3 m] )</h3>
-		<div>Post-multiplies this matrix by [page:Matrix3 m].</div>
+		<p>Post-multiplies this matrix by [page:Matrix3 m].</p>
 
 		<h3>[method:Matrix3 multiplyMatrices]( [param:Matrix3 a], [param:Matrix3 b] )</h3>
-		<div>Sets this matrix to [page:Matrix3 a] x [page:Matrix3 b].</div>
+		<p>Sets this matrix to [page:Matrix3 a] x [page:Matrix3 b].</p>
 
 		<h3>[method:Matrix3 multiplyScalar]( [param:Float s] )</h3>
-		<div>Multiplies every component of the matrix by the scalar value *s*.</div>
+		<p>Multiplies every component of the matrix by the scalar value *s*.</p>
 
 		<h3>
 			[method:Matrix3 set](
@@ -150,7 +150,7 @@ m.elements = [ 11, 21, 31,
 			[page:Float n21], [page:Float n22], [page:Float n23],
 			[page:Float n31], [page:Float n32], [page:Float n33] )
 		</h3>
-		<div>
+		<p>
 		[page:Float n11] - value to put in row 1, col 1.<br />
 		[page:Float n12] - value to put in row 1, col 2.<br />
 		...<br />
@@ -161,20 +161,20 @@ m.elements = [ 11, 21, 31,
 		Sets the 3x3 matrix values to the given
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order row-major]
 		sequence of values.
-		</div>
+		</p>
 
 		<h3>[method:Matrix3 premultiply]( [param:Matrix3 m] )</h3>
-		<div>Pre-multiplies this matrix by [page:Matrix3 m].</div>
+		<p>Pre-multiplies this matrix by [page:Matrix3 m].</p>
 
 		<h3>[method:Matrix3 setFromMatrix4]( [param:Matrix4 m] )</h3>
-		<div>Set this matrx to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</div>
+		<p>Set this matrx to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</p>
 
 		<h3>
 			[method:Matrix3 setUvTransform](
 			[page:Float tx], [page:Float ty], [page:Float sx], [page:Float sy],
 			[page:Float rotation], [page:Float cx], [page:Float cy] )
 		</h3>
-		<div>
+		<p>
 		[page:Float tx] - offset x<br />
 		[page:Float ty] - offset y<br />
 		[page:Float sx] - repeat x<br />
@@ -184,27 +184,27 @@ m.elements = [ 11, 21, 31,
 		[page:Float cy] - center y of rotation<br /><br />
 
 		Sets the UV transform matrix from offset, repeat, rotation, and center.
-		</div>
+		</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - (optional) array to store the resulting vector in. If not given a new array will be created.<br />
 		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
 
 		Writes the elements of this matrix to an array in
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
-		</div>
+		</p>
 
 		<h3>[method:Matrix3 transpose]()</h3>
-		<div>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</div>
+		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</p>
 
 		<h3>[method:Matrix3 transposeIntoArray]( [param:Array array] )</h3>
-		<div>
+		<p>
 		[page:Array array] -  array to store the resulting vector in.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix into the supplied array,
 		and returns itself unchanged.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 71 - 71
docs/api/math/Matrix4.html

@@ -10,7 +10,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A class representing a 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />
 
 			The most common use of a 4x4 matrix in 3D computer graphics is as a
@@ -47,10 +47,10 @@
 				</li>
 			</ul>
 			Note: [page:Object3D.normalMatrix] is not a Matrix4, but a [page:Matrix3].
-		</div>
+		</p>
 
 		<h2>A Note on Row-Major and Column-Major Ordering</h2>
-		<div>
+		<p>
 			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
 			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
 
@@ -75,7 +75,7 @@ m.elements = [ 11, 21, 31, 41,
 		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
 		the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
 		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
@@ -83,25 +83,25 @@ m.elements = [ 11, 21, 31, 41,
 
 		<h3>[name]()</h3>
 
-		<div>
+		<p>
 			Creates and initializes the [name] to the 4x4
 			[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
-	</div>
+	</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float32Array elements]</h3>
-		<div>
+		<p>
 		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
 		 list of matrix values.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isMatrix4]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Matrix4s. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 
@@ -109,53 +109,53 @@ m.elements = [ 11, 21, 31, 41,
 		<h2>Methods</h2>
 
 		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
-		<div>
+		<p>
 		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
 
 		Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
-		</div>
+		</p>
 
 
 		<h3>[method:Matrix4 clone]()</h3>
-		<div>Creates a new Matrix4 with identical [page:.elements elements] to this one.</div>
+		<p>Creates a new Matrix4 with identical [page:.elements elements] to this one.</p>
 
 		<h3>[method:Matrix4 compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
-		<div>
+		<p>
 		Sets this matrix to the transformation composed of [page:Vector3 position],
 		[page:Quaternion quaternion] and [page:Vector3 scale]. Internally this calls
 		[page:.makeRotationFromQuaternion makeRotationFromQuaternion]( [page:Quaternion quaternion] )
 		followed by [page:.scale scale]( [page:Vector3 scale] ), then finally
 		[page:.setPosition setPosition]( [page:Vector3 position] ).
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 copy]( [param:Matrix4 m] )</h3>
-		<div>Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this matrix.</div>
+		<p>Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this matrix.</p>
 
 		<h3>[method:Matrix4 copyPosition]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Copies the translation component of the supplied matrix [page:Matrix4 m] into this
 		matrix's translation component.
-		</div>
+		</p>
 
 		<h3>[method:null decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
-		<div>
+		<p>
 		Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and
 		[page:Vector3 scale] components.
-		</div>
+		</p>
 
 		<h3>[method:Float determinant]()</h3>
-		<div>
+		<p>
 		Computes and returns the
 		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.<br /><br />
 
 		Based on the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Matrix4 m] )</h3>
-		<div>Return true if this matrix and [page:Matrix4 m] are equal.</div>
+		<p>Return true if this matrix and [page:Matrix4 m] are equal.</p>
 
 		<h3>[method:Matrix4 extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
-		<div>
+		<p>
 		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
 		matrix into the three axis vectors provided. If this matrix is:
 		<code>
@@ -170,25 +170,25 @@ xAxis = (a, e, i)
 yAxis = (b, f, j)
 zAxis = (c, g, k)
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 extractRotation]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Extracts the rotation component of the supplied matrix [page:Matrix4 m] into this matrix's
 		rotation component.
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 fromArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - the array to read the elements from.<br />
 		[page:Integer offset] - ( optional ) offset into the array. Default is 0.<br /><br />
 
 		Sets the elements of this matrix based on an [page:Array array] in
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 getInverse]( [param:Matrix4 m], [param:Boolean throwOnDegenerate] )</h3>
-		<div>
+		<p>
 		[page:Matrix4 m] - the matrix to take the inverse of.<br />
 		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
 
@@ -196,23 +196,23 @@ zAxis = (c, g, k)
 		using the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
 
 		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 4x4 identity matrix.
-		</div>
+		</p>
 
 
 		<h3>[method:Float getMaxScaleOnAxis]()</h3>
-		<div>Gets the maximum scale value of the 3 axes.</div>
+		<p>Gets the maximum scale value of the 3 axes.</p>
 
 		<h3>[method:Matrix4 identity]()</h3>
-		<div>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</div>
+		<p>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</p>
 
 		<h3>[method:Matrix4 lookAt]( [param:Vector3 eye], [param:Vector3 center], [param:Vector3 up], )</h3>
-		<div>
+		<p>
 			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
 			oriented by the [page:Vector3 up] vector.
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )</h3>
-		<div>
+		<p>
 		[page:Vector3 axis] — Rotation axis, should be normalized.<br />
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
@@ -220,10 +220,10 @@ zAxis = (c, g, k)
 
 		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
 		See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
-		<div>
+		<p>
 		Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] matrix consisting
 		of the three provided basis vectors:
 		<code>
@@ -232,29 +232,29 @@ xAxis.y, yAxis.y, zAxis.y, 0,
 xAxis.z, yAxis.z, zAxis.z, 0,
 0,       0,       0,       1
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
-		<div>
+		<p>
 			Creates a [link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] matrix.
 			This is used internally by [page:PerspectiveCamera.updateProjectionMatrix]()
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeOrthographic]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
-		<div>
+		<p>
 		Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] matrix.
 		This is used internally by [page:OrthographicCamera.updateProjectionMatrix]().
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeRotationFromEuler]( [param:Euler euler] )</h3>
-		<div>
+		<p>
 		Sets the rotation component (the upper left 3x3 matrix) of this matrix to the rotation specified by the given [page:Euler Euler Angle].
 		The rest of the matrix is set to the identity. Depending on the [page:Euler.order order] of the [page:Euler euler], there are six possible outcomes.
 		See [link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page] for a complete list.
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeRotationFromQuaternion]( [param:Quaternion q] )</h3>
-		<div>
+		<p>
 		Sets the rotation component of this matrix to the rotation specified by [page:Quaternion q], as outlined
 		[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here].
 		The rest of the matrix is set to the identity. So, given [page:Quaternion q] = w + xi + yj + zk, the resulting matrix will be:
@@ -264,10 +264,10 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 2xz-2yw      2yz+2xw    1-2x²-2y²  0
 0            0          0          1
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeRotationX]( [param:Float theta] )</h3>
-		<div>
+		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
 		Sets this matrix as a rotational transformation around the X axis by [page:Float theta] (&theta;) radians.
@@ -278,10 +278,10 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 0 sin(&theta;) cos(&theta;)   0
 0 0      0        1
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeRotationY]( [param:Float theta] )</h3>
-		<div>
+		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
 		Sets this matrix as a rotational transformation around the Y axis by [page:Float theta] (&theta;) radians.
@@ -292,10 +292,10 @@ cos(&theta;)  0 sin(&theta;) 0
 -sin(&theta;) 0 cos(&theta;) 0
 0       0 0      1
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeRotationZ]( [param:Float theta] )</h3>
-		<div>
+		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
 		Sets this matrix as a rotational transformation around the Z axis by [page:Float theta] (&theta;) radians.
@@ -306,10 +306,10 @@ sin(&theta;) cos(&theta;)  0 0
 0      0       1 0
 0      0       0 1
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeScale]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<div>
+		<p>
 			[page:Float x] - the amount to scale in the X axis.<br />
 			[page:Float y] - the amount to scale in the Y axis.<br />
 			[page:Float z] - the amount to scale in the Z axis.<br /><br />
@@ -321,10 +321,10 @@ x, 0, 0, 0,
 0, 0, z, 0,
 0, 0, 0, 1
 			</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeShear]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<div>
+		<p>
 		[page:Float x] - the amount to shear in the X axis.<br />
 		[page:Float y] - the amount to shear in the Y axis.<br />
 		[page:Float z] - the amount to shear in the Z axis.<br /><br />
@@ -336,10 +336,10 @@ x, 1, z, 0,
 x, y, 1, 0,
 0, 0, 0, 1
 </code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 makeTranslation]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<div>
+		<p>
 			[page:Float x] - the amount to translate in the X axis.<br />
 			[page:Float y] - the amount to translate in the Y axis.<br />
 			[page:Float z] - the amount to translate in the Z axis.<br /><br />
@@ -351,35 +351,35 @@ x, y, 1, 0,
 0, 0, 1, z,
 0, 0, 0, 1
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 multiply]( [param:Matrix4 m] )</h3>
-		<div>Post-multiplies this matrix by [page:Matrix4 m].</div>
+		<p>Post-multiplies this matrix by [page:Matrix4 m].</p>
 
 		<h3>[method:Matrix4 multiplyMatrices]( [param:Matrix4 a], [param:Matrix4 b] )</h3>
-		<div>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</div>
+		<p>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</p>
 
 		<h3>[method:Matrix4 multiplyScalar]( [param:Float s] )</h3>
-		<div>Multiplies every component of the matrix by a scalar value [page:Float s].</div>
+		<p>Multiplies every component of the matrix by a scalar value [page:Float s].</p>
 
 		<h3>[method:Matrix4 premultiply]( [param:Matrix4 m] )</h3>
-		<div>Pre-multiplies this matrix by [page:Matrix4 m].</div>
+		<p>Pre-multiplies this matrix by [page:Matrix4 m].</p>
 
 		<h3>[method:Matrix4 scale]( [param:Vector3 v] )</h3>
-		<div>Multiplies the columns of this matrix by vector [page:Vector3 v].</div>
+		<p>Multiplies the columns of this matrix by vector [page:Vector3 v].</p>
 
 		<h3>[method:Matrix4 set](
 			[page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14],
 			[page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24],
 			[page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34],
 			[page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
-		<div>
+		<p>
 			Set the [page:.elements elements] of this matrix to the supplied row-major values [page:Float n11],
 			[page:Float n12], ... [page:Float n44].
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 setPosition]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
 			rest of the matrix - i.e. if the matrix is currently:
 <code>
@@ -395,19 +395,19 @@ e, f, g, v.y,
 i, j, k, v.z,
 m, n, o, p
 </code>
-		</div>
+		</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - (optional) array to store the resulting vector in.<br />
 		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
 
 		Writes the elements of this matrix to an array in
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
-		</div>
+		</p>
 
 		<h3>[method:Matrix4 transpose]()</h3>
-		<div>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix.</div>
+		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix.</p>
 
 		<h2>Source</h2>
 

+ 39 - 39
docs/api/math/Plane.html

@@ -10,20 +10,20 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A two dimensional surface that extends infinitely in 3d space, represented in [link:http://mathworld.wolfram.com/HessianNormalForm.html Hessian normal form]
 			by a unit length normal vector and a constant.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 normal], [param:Float constant] )</h3>
-		<div>
+		<p>
 		[page:Vector3 normal] - (optional) a unit length [page:Vector3] defining the normal of the plane. Default is *(1, 0, 0)*.<br />
 		[page:Float constant] - (optional) the signed distance from the origin to the plane. Default is *0*.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
@@ -35,7 +35,7 @@
 		<h2>Methods</h2>
 
 		<h3>[method:Plane applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
-		<div>
+		<p>
 		[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
 		[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 being applied.<br /><br />
 
@@ -44,130 +44,130 @@
 		<code>
 		var optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
 		</code>
-		</div>
+		</p>
 
 		<h3>[method:Plane clone]()</h3>
-		<div>Returns a new plane with the same [page:.normal normal] and [page:.constant constant] as this one.</div>
+		<p>Returns a new plane with the same [page:.normal normal] and [page:.constant constant] as this one.</p>
 
 		<h3>[method:Vector3 coplanarPoint]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns a [page:Vector3] coplanar to the plane, by calculating the projection of the
 		normal vector at the origin onto the plane.
-		</div>
+		</p>
 
 		<h3>[method:Plane copy]( [param:Plane plane] )</h3>
-		<div>
+		<p>
 		Copies the values of the passed plane's [page:.normal normal] and [page:.constant constant]
 		properties to this plane.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
-		<div>Returns the signed distance from the [page:Vector3 point] to the plane.</div>
+		<p>Returns the signed distance from the [page:Vector3 point] to the plane.</p>
 
 		<h3>[method:Float distanceToSphere]( [param:Sphere sphere] )</h3>
-		<div>Returns the signed distance from the [page:Sphere sphere] to the plane.</div>
+		<p>Returns the signed distance from the [page:Sphere sphere] to the plane.</p>
 
 		<h3>[method:Boolean equals]( [param:Plane plane] )</h3>
-		<div>
+		<p>
 			Checks to see if two planes are equal (their [page:.normal normal] and
 			[page:.constant constant] properties match).
-		</div>
+		</p>
 
 		<h3>[method:Vector3 intersectLine]( [param:Line3 line], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Line3 line] - the [page:Line3] to check for intersection.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns the intersection point of the passed line and the plane. Returns undefined
 		 if the line does not intersect. Returns the line's starting point if the line is
 		 coplanar with the plane.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - the [page:Box3] to check for intersection.<br /><br />
 
 		Determines whether or not this plane intersects [page:Box3 box].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsLine]( [param:Line3 line] )</h3>
-		<div>
+		<p>
 		[page:Line3 line] - the [page:Line3] to check for intersection.<br /><br />
 
 		Tests whether a line segment intersects with (passes through) the plane.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		[page:Sphere sphere]  - the [page:Sphere] to check for intersection.<br /><br />
 
 		Determines whether or not this plane intersects [page:Sphere sphere].
-		</div>
+		</p>
 
 		<h3>[method:Plane negate]()</h3>
-		<div>
+		<p>
 		Negates both the normal vector and the constant.
-		</div>
+		</p>
 
 		<h3>[method:Plane normalize]()</h3>
-		<div>
+		<p>
 			Normalizes the [page:.normal normal] vector, and adjusts the [page:.constant constant]
 			value accordingly.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 projectPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - the [page:Vector3] to project onto the plane.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Projects a [page:Vector3 point] onto the plane.
-		</div>
+		</p>
 
 		<h3>[method:Plane set]( [param:Vector3 normal], [param:Float constant] )</h3>
-		<div>
+		<p>
 			[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
 			[page:Float constant] - the signed distance from the origin to the plane. Default is *0*.<br /><br />
 
 			 Sets the plane's [page:.normal normal] and [page:.constant constant] properties.
-		</div>
+		</p>
 
 		<h3>[method:Plane setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<div>
+		<p>
 		[page:Float x] - x value of the unit length normal vector.<br />
 		[page:Float y] - y value of the unit length normal vector.<br />
 		[page:Float z] - z value of the unit length normal vector.<br />
 		[page:Float w] - the value of the plane's [page:.constant constant] property.<br /><br />
 
 		Set the individual components that define the plane.
-		</div>
+		</p>
 
 		<h3>[method:Plane setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
-		<div>
+		<p>
 		 [page:Vector3 a] - first point on the plane.<br />
 		 [page:Vector3 b] - second point on the plane.<br />
 		 [page:Vector3 c] - third point on the plane.<br /><br />
 
 		Defines the plane based on the 3 provided points. The winding order is assumed to be counter-clockwise,
 		and determines the direction of the [page:.normal normal].
-		</div>
+		</p>
 
 		<h3>[method:Plane setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] ) [param:Vector3 this]</h3>
-		<div>
+		<p>
 		[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
 		[page:Vector3 point] - [page:Vector3]<br /><br />
 
 		Sets the plane's properties as defined by a [page:Vector3 normal] and an arbitrary coplanar [page:Vector3 point].
-		</div>
+		</p>
 
 		<h3>[method:Plane translate]( [param:Vector3 offset] )</h3>
-		<div>
+		<p>
 		[page:Vector3 offset] - the amount to move the plane by.<br /><br />
 
 		Translates the plane by the distance defined by the [page:Vector3 offset] vector.
 		Note that this only affects the plane constant and will not affect the normal vector.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 55 - 54
docs/api/math/Quaternion.html

@@ -10,13 +10,13 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].
 			This is used for [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]
 			without encountering the dreaded
 			[link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock] issue, amongst other
 			advantages.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
@@ -34,113 +34,113 @@
 
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<div>
+		<p>
 		[page:Float x] - x coordinate<br />
 		[page:Float y] - y coordinate<br />
 		[page:Float z] - z coordinate<br />
 		[page:Float w] - w coordinate
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float x]</h3>
-		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 		<h3>[property:Float y]</h3>
-		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 		<h3>[property:Float z]</h3>
-		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 		<h3>[property:Float w]</h3>
-		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:Quaternion clone]()</h3>
-		<div>
+		<p>
 			Creates a new Quaternion with identical [page:.x x], [page:.y y],
 			[page:.z z] and [page:.w w] properties to this one.
-		</div>
+		</p>
 
 
 		<h3>[method:Quaternion conjugate]()</h3>
-		<div>
+		<p>
 		Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
 		represents the same rotation in the opposite direction about the rotational axis.
-		</div>
+		</p>
 
 		<h3>[method:Quaternion copy]( [param:Quaternion q] )</h3>
-		<div>
+		<p>
 			Copies the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
 			of [page:Quaternion q] into this quaternion.
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Quaternion v] )</h3>
-		<div>
+		<p>
 		[page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
 
 		Compares the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties of
 		[page:Quaternion v] to the equivalent properties of this quaternion to determine if they
 		represent the same rotation.
-		</div>
+		</p>
 
 		<h3>[method:Float dot]( [param:Quaternion v] )</h3>
-		<div>
+		<p>
 			Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
 			quaternions [page:Quaternion v] and this one.
-		</div>
+		</p>
 
 		<h3>[method:Quaternion fromArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
 		[page:Integer offset] - (optional) an offset into the array.<br /><br />
 
 		Sets this quaternion's [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
 		from an array.
-		</div>
+		</p>
 
 		<h3>[method:Quaternion inverse]()</h3>
-		<div>
+		<p>
 			Inverts this quaternion - calculate the [page:.conjugate conjugate] and then
 			[page:.normalize normalizes] the result.
-		</div>
+		</p>
 
 		<h3>[method:Float length]()</h3>
-		<div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) of this quaternion, considered as a 4 dimensional vector.</div>
+		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) of this quaternion, considered as a 4 dimensional vector.</p>
 
 		<h3>[method:Float lengthSq]()</h3>
-		<div>
+		<p>
 			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
 			(straight-line length) of this quaternion, considered as a 4 dimensional
 			vector. This can be useful if you are comparing the lengths of two quaternions,
 			as this is a slightly more efficient calculation than [page:.length length]().
-		</div>
+		</p>
 
 		<h3>[method:Quaternion normalize]()</h3>
-		<div>
+		<p>
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
 		calculated the quaternion that performs the same rotation as this one, but has  [page:.length length]
 		equal to *1*.
-		</div>
+		</p>
 
 		<h3>[method:Quaternion multiply]( [param:Quaternion q] )</h3>
-		<div>Multiplies this quaternion by [page:Quaternion q].</div>
+		<p>Multiplies this quaternion by [page:Quaternion q].</p>
 
 		<h3>[method:Quaternion multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
-		<div>
+		<p>
 		Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
 		Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
-		</div>
+		</p>
 
 		<h3>[method:Quaternion onChange]( [param:Function onChangeCallback] )</h3>
-		<div>Sets the [page:.onChangeCallback onChangeCallback]() method.</div>
+		<p>Sets the [page:.onChangeCallback onChangeCallback]() method.</p>
 
 		<h3>[method:Quaternion onChangeCallback]( )</h3>
-		<div>
+		<p>
 			This function is called whenever any of the following occurs:
 			<ul>
 				<li>
@@ -159,14 +159,14 @@
 				</li>
 			</ul>
 			By default it is the empty function, however you can change it if needed using [page:.onChange onChange]( [page:Function onChangeCallback] ).
-		</div>
+		</p>
 
 
 		<h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
-		<div>Pre-multiplies this quaternion by [page:Quaternion q].</div>
+		<p>Pre-multiplies this quaternion by [page:Quaternion q].</p>
 
 		<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
-		<div>
+		<p>
 			[page:Quaternion qb] - The other quaternion rotation<br />
 			[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
 
@@ -179,47 +179,47 @@
 			// rotate a mesh towards a target quaternion
 			mesh.quaternion.slerp( endQuaternion, 0.01 );
 			</code>
-		</div>
+		</p>
 
 		<h3>[method:Quaternion set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<div>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</div>
+		<p>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</p>
 
 		<h3>[method:Quaternion setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<div>
+		<p>
 		Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
 		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
 		*Axis* is assumed to be normalized, *angle* is in radians.
-		</div>
+		</p>
 
 		<h3>[method:Quaternion setFromEuler]( [param:Euler euler] )</h3>
-		<div>Sets this quaternion from the rotation specified by [page:Euler] angle.</div>
+		<p>Sets this quaternion from the rotation specified by [page:Euler] angle.</p>
 
 		<h3>[method:Quaternion setFromRotationMatrix]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Sets this quaternion from rotation component of [page:Matrix4 m].<br />
 		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
-		</div>
+		</p>
 
 		<h3>[method:Quaternion setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
-		<div>
+		<p>
 		Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
 		direction vector [page:Vector3 vTo].<br />
 		Adapted from the method [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here].<br />
 		[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
-		</div>
+		</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - An optional array to store the quaternion. If not specified, a new array will be created.<br/>
 		[page:Integer offset] - (optional) if specified, the result will be copied
 		into this [page:Array].<br /><br />
 
 		Returns the numerical elements of this quaternion in an array of format [x, y, z, w].
-		</div>
+		</p>
 
 		<h2>Static Methods</h2>
 
-		<div>
+		<p>
 			Static methods (as opposed to instance methods) are designed to be called directly from the class,
 			rather than from a specific instance. So to use the static version of, call it like so:
 			<code>
@@ -234,10 +234,10 @@ var q = new THREE.Quaternion();
 q.slerp( qb, t )
 			</code>
 
-		</div>
+		</p>
 
 		<h3>[method:Quaternion slerp]( [param:Quaternion qStart], [param:Quaternion qEnd], [param:Quaternion qTarget], [param:Float t] )</h3>
-		<div>
+		<p>
 			[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
 			[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
 			[page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
@@ -254,7 +254,7 @@ q.slerp( qb, t )
 			t = ( t + 0.01 ) % 1; // constant angular momentum
 			THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
 			</code>
-		</div>
+		</p>
 
 
 		<h3>
@@ -268,7 +268,7 @@ q.slerp( qb, t )
 			[page:Float t]
 		)
 		</h3>
-		<div>
+		<p>
 		[page:Array dst] - The output array.<br />
 		[page:Integer dstOffset] - An offset into the output array.<br />
 		[page:Array src0] - The source array of the starting quaternion.<br />
@@ -276,9 +276,10 @@ q.slerp( qb, t )
 		[page:Array src1] - The source array of the target quatnerion.<br />
 		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
 		[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
-		<div>
+		</p>
+		<p>
 		Like the static *slerp* method above, but operates directly on flat arrays of numbers.
-		</div>
+		</p>
 
 		<!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
 

+ 47 - 47
docs/api/math/Ray.html

@@ -10,36 +10,36 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A ray that emits from an origin in a certain direction. This is used by the
 			[page:Raycaster] 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.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
-		<div>
+		<p>
 		[page:Vector3 origin] - (optional) the origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).<br />
 		[page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray]. This must be normalized
 		 (with [page:Vector3.normalize]) for the methods to operate properly.  Default is a [page:Vector3] at (0, 0, 0).<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Vector3 origin]</h3>
-		<div>The origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).</div>
+		<p>The origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).</p>
 
 		<h3>[property:Vector3 direction]</h3>
-		<div>
+		<p>
 		The direction of the [page:Ray]. This must be normalized (with [page:Vector3.normalize])
 		for the methods to operate properly. Default is a [page:Vector3] at (0, 0, 0).
-		</div>
+		</p>
 
 
 
@@ -47,48 +47,48 @@
 		<h2>Methods</h2>
 
 		<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
-		<div>
+		<p>
 		[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
 
 		Transform this [page:Ray] by the [page:Matrix4].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] ) </h3>
-		<div>
+		<p>
 		[page:Float t] - the distance along the [page:Ray] to retrieve a position for.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Get a [page:Vector3] that is a given distance along this [page:Ray].
-		</div>
+		</p>
 
 		<h3>[method:Ray clone]()</h3>
-		<div>
+		<p>
 			Creates a new Ray with identical [page:.origin origin] and [page:.direction direction]  to this one.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - the point to get the closest approach to. <br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
-		</div>
+		</p>
 
 		<h3>[method:Ray copy]( [param:Ray ray] )</h3>
-		<div>
+		<p>
 			Copies the [page:.origin origin] and [page:.direction direction] properties
 			of [page:Ray ray] into this ray.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
 
 		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
-		</div>
+		</p>
 
 		<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
-		<div>
+		<p>
 		[page:Vector3 v0] - the start of the line segment.<br />
 		[page:Vector3 v1] - the end of the line segment.<br />
 		optionalPointOnRay - (optional) if this is provided, it receives the point on this
@@ -97,105 +97,105 @@
 			on the line segment that is closest to this [page:Ray].<br /><br />
 
 		Get the squared distance between this [page:Ray] and a line segment.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
-		<div>
+		<p>
 		[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
 
 		Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
 
 		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3 point].
-		</div>
+		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
-		<div>
+		<p>
 		[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
 
 		Returns true if this and the other [page:Ray ray] have equal [page:.offset offset]
 		 and [page:.direction direction].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - the [page:Box3] to intersect with.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or
 		*null* if there is no intersection.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Plane plane] - the [page:Plane] to intersect with.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or
 		*null* if there is no intersection.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or
 		*null* if there is no intersection.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
 		[page:Boolean backfaceCulling] - whether to use backface culling.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Intersect this [page:Ray] with a triangle, returning the intersection point or *null*
 		if there is no intersection.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
 
 		Return true if this [page:Ray] intersects with the [page:Box3].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
-		<div>
+		<p>
 		[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
 
 		Return true if this [page:Ray] intersects with the [page:Plane].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
 
 		Return true if this [page:Ray] intersects with the [page:Sphere].
-		</div>
+		</p>
 
 		<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
 
 		Adjusts the direction of the ray to point at the vector in world coordinates.
-		</div>
+		</p>
 
 		<h3>[method:Ray recast]( [param:Float t] )</h3>
-		<div>
+		<p>
 		[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
 
 		Shift the origin of this [page:Ray] along its direction by the distance given.
-		</div>
+		</p>
 
 		<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
-		<div>
+		<p>
 		[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
 		[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].
 		This must be normalized (with [page:Vector3.normalize]) for the methods to operate
@@ -203,7 +203,7 @@
 
 		Copy the parameters to the [page:.origin origin] and [page:.direction direction] properties
 		of this ray.
-		</div>
+		</p>
 
 
 

+ 33 - 32
docs/api/math/Sphere.html

@@ -10,126 +10,127 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A sphere defined by a center and radius.</div>
+		<p class="desc">A sphere defined by a center and radius.</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Vector3 center], [param:Float radius] )</h3>
-		<div>
+		<p>
 		[page:Vector3 center] - center of the sphere. Default is a [page:Vector3] at (0, 0, 0). <br />
 		[page:Float radius] - radius of the sphere. Default is 0.<br /><br />
 
 		Creates a new [name].
 
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 
 		<h3>[property:Vector3 center]</h3>
-		<div>A [page:Vector3] defining the center of the sphere. Default is (0, 0, 0).</div>
+		<p>A [page:Vector3] defining the center of the sphere. Default is (0, 0, 0).</p>
 
 		<h3>[property:Float radius]</h3>
-		<div>The radius of the sphere. Default is 0.</div>
+		<p>The radius of the sphere. Default is 0.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Sphere applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<div>
+		<p>
 			[page:Matrix4 matrix] - the [Page:Matrix4] to apply <br /><br />
 
 			Transforms this sphere with the provided [page:Matrix4].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Clamps a point within the sphere. If the point is is outside the sphere, it will clamp it to the
 		closets point on the edge of the sphere. Points already inside the sphere will not be affected.
-		</div>
+		</p>
 
 		<h3>[method:Sphere clone]()</h3>
-		<div>Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.</div>
+		<p>Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - the [page:Vector3] to be checked<br /><br />
 
 		Checks to see if the sphere contains the provided [page:Vector3 point] inclusive of the
 		surface of the sphere.
-		</div>
+		</p>
 
 		<h3>[method:Sphere copy]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		Copies the values of the passed sphere's [page:.center center] and [page:.radius radius]
 		properties to this sphere.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		Returns the closest distance from the boundary of the sphere to the [page:Vector3 point]. If the sphere contains the point,
 		the distance will be negative.
-		</div>
+		</p>
 
 		<h3>[method:Boolean empty]()</h3>
-		<div>Checks to see if the sphere is empty (the radius set to 0).</div>
+		<p>Checks to see if the sphere is empty (the radius set to 0).</p>
 
 		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		Checks to see if the two spheres' centers and radii are equal.
-		</div>
+		</p>
 
 		<h3>[method:Box3 getBoundingBox]( [param:Box3 target] )</h3>
-		<div>
+		<p>
 		[page:Box3 target] — the result will be copied into this Box3.<br /><br />
 
 		Returns a[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box] for the sphere.
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - [page:Box3] to check for intersection against.<br /><br />
 
 		Determines whether or not this sphere intersects a given [page:Box3 box].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
-		<div>
+		<p>
 		[page:Plane plane] - Plane to check for intersection against.<br /><br />
 
 		Determines whether or not this sphere intersects a given [page:Plane plane].
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
-		<div>
+		<p>
 		[page:Sphere sphere] - Sphere to check for intersection against.<br /><br />
 
 		Checks to see if two spheres intersect.
-		</div>
+		</p>
 
 		<h3>[method:Sphere set]( [param:Vector3 center], [param:Float radius] )</h3>
-		<div>
+		<p>
 			[page:Vector3 center] - center of the sphere.<br />
 			[page:Float radius] - radius of the sphere.<br /><br />
 
 		Sets the [page:.center center] and [page:.radius radius] properties of this sphere.
-		</div>
+		</p>
 
 		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
-		<div>
+		<p>
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
 
 		Computes the minimum bounding sphere for an array of [page:Array points]. If  [page:Vector3 optionalCenter]is given,
 		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
 		[page:Array points] is calculated.
-		</div>
+		</p>
 
 		<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
+		<p>
 		Translate the sphere's center by the provided offset [page:Vector3].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 13 - 13
docs/api/math/Spherical.html

@@ -10,21 +10,21 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A point's [link:https://en.wikipedia.org/wiki/Spherical_coordinate_system spherical coordinates].</div>
+		<p class="desc">A point's [link:https://en.wikipedia.org/wiki/Spherical_coordinate_system spherical coordinates].</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<div>
+		<p>
 		[page:Float radius] - the radius, or the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
 		(straight-line distance) from the point to the origin. Default is *1.0*.<br />
 		[page:Float phi] - polar angle from the y (up) axis. Default is *0*.<br />
 		[page:Float theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
 
 		The poles (phi) are at the positive and negative y axis. The equator (theta) starts at positive z.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
@@ -39,34 +39,34 @@
 		<h2>Methods</h2>
 
 		<h3>[method:Spherical clone]()</h3>
-		<div>
+		<p>
 		Returns a new plane with the same [page:.radius radius], [page:.phi phi]
 		and [page:.theta theta] properties as this one.
-		</div>
+		</p>
 
 		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
-		<div>
+		<p>
 			Copies the values of the passed Spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties to this spherical.
-		</div>
+		</p>
 
 		<h3>[method:Spherical makeSafe]()</h3>
-		<div>
+		<p>
 		Restricts the polar angle [page:.phi phi] to be between 0.000001 and pi - 0.000001.
-		</div>
+		</p>
 
 		<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<div>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-		and [page:.theta theta] properties.</div>
+		<p>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
+		and [page:.theta theta] properties.</p>
 
 		<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
-		<div>
+		<p>
 			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties from the [page:Vector3 Vector3].<br /><br />
 
 			The [page:.radius radius] is set the vector's [page:Vector3.length], while the
 			[page:.phi phi] and [page:.theta theta] properties are set from its direction.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 35 - 35
docs/api/math/Triangle.html

@@ -10,80 +10,80 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A geometric triangle as defined by three [page:Vector3 Vector3s] representing its
 			three corners.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
-		<div>
+		<p>
 		[page:Vector3 a] - the first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br />
 		[page:Vector3 b] - the second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br />
 		[page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Vector3 a]</h3>
-		<div>
+		<p>
 			The first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
-		</div>
+		</p>
 
 		<h3>[property:Vector3 b]</h3>
-		<div>
+		<p>
 			The second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
-		</div>
+		</p>
 
 		<h3>[property:Vector3 c]</h3>
-		<div>
+		<p>
 		the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0)
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Triangle clone]()</h3>
-		<div>
+		<p>
 			Returns a new triangle with the same [page:.a a], [page:.b b] and  [page:.c c] properties as this one.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] <br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Returns the closest point on the triangle to [page:Vector3 point].
-		</div>
+		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] to check.<br /><br />
 
 		Returns true if the passed point, when projected onto the plane of the triangle, lies within the triangle.
-		</div>
+		</p>
 
 		<h3>[method:Triangle copy]( [param:Triangle triangle] )</h3>
-		<div>
+		<p>
 			Copies the values of the passed triangles's [page:.a a], [page:.b b] and [page:.c c]
 			properties to this triangle.
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Triangle triangle] )</h3>
-		<div>
+		<p>
 		Returns true if the two triangles have identical [page:.a a], [page:.b b] and [page:.c c] properties.
-		</div>
+		</p>
 
 		<h3>[method:Float getArea]()</h3>
-		<div>Return the area of the triangle.</div>
+		<p>Return the area of the triangle.</p>
 
 		<h3>[method:Vector3 getBarycoord]( [param:Vector3 point], [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 point] - [page:Vector3] <br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
@@ -91,50 +91,50 @@
 		 from the given vector. <br/><br/>
 
 		[link:http://commons.wikimedia.org/wiki/File:Barycentric_coordinates_1.png Picture of barycentric coordinates]
-		</div>
+		</p>
 
 		<h3>[method:Vector3 getMidpoint]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Calculate the midpoint of the triangle.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 getNormal]( [param:Vector3 target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 		Calculate the [link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector] of the triangle.
-		</div>
+		</p>
 
 		<h3>[method:Plane getPlane]( [param:Plane target] )</h3>
-		<div>
+		<p>
 		[page:Vector3 target] — the result will be copied into this Plane.<br /><br />
 
 		Calculate a [page:Plane plane] based on the triangle. .
-		</div>
+		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
-		<div>
+		<p>
 		[page:Box3 box] - Box to check for intersection against.<br /><br />
 
 		Determines whether or not this triangle intersects [page:Box3 box].
-		</div>
+		</p>
 
 		<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
-		<div>
+		<p>
 		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:vector3 vector3s].
-		</div>
+		</p>
 
 		<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
-		<div>
+		<p>
 		points - [page:Array] of [page:Vector3]s <br />
 		i0 - [page:Integer] index <br />
 		i1 - [page:Integer] index <br />
 		i2 - [page:Integer] index<br /><br />
 
 		Sets the triangle's vectors to the vectors in the array.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 102 - 100
docs/api/math/Vector2.html

@@ -10,30 +10,32 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
 
 			A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
 			represent a number of things, such as:
-
-			<ul>
-				<li>
-					A point in 2D space (i.e. a position on a plane).
-				</li>
-				<li>
-					A direction and length across a plane. In three.js the length will always be the
-					[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-					(straight-line distance) from (0, 0) to (x, y) and the direction is also
-					measured from (0, 0) towards (x, y).
-				</li>
-				<li>
-					Any arbitrary ordered pair of numbers.
-				</li>
-			</ul>
-
+		</p>
+
+		<ul>
+			<li>
+				A point in 2D space (i.e. a position on a plane).
+			</li>
+			<li>
+				A direction and length across a plane. In three.js the length will always be the
+				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+				(straight-line distance) from (0, 0) to (x, y) and the direction is also
+				measured from (0, 0) towards (x, y).
+			</li>
+			<li>
+				Any arbitrary ordered pair of numbers.
+			</li>
+		</ul>
+
+		<p>
 			There are other things a 2D vector can be used to represent, such as momentum
 			vectors, complex numbers and so on,	however these are the most common uses in three.js.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -50,28 +52,28 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
-		<div>
+		<p>
 		[page:Float x] - the x value of the vector. Default is *0*.<br />
 		[page:Float y] -  the y value of the vector. Default is *0*.<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isVector2]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
 
 			You should not change this, as it is used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Float height]</h3>
-		<div>Alias for [page:.y y].</div>
+		<p>Alias for [page:.y y].</p>
 
 		<h3>[property:Float width]</h3>
-		<div>Alias for [page:.x x].</div>
+		<p>Alias for [page:.x x].</p>
 
 		<h3>[property:Float x]</h3>
 
@@ -81,157 +83,157 @@
 		<h2>Methods</h2>
 
 		<h3>[method:Vector2 add]( [param:Vector2 v] )</h3>
-		<div>Adds [page:Vector2 v] to this vector.</div>
+		<p>Adds [page:Vector2 v] to this vector.</p>
 
 		<h3>[method:Vector2 addScalar]( [param:Float s] )</h3>
-		<div>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</div>
+		<p>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</p>
 
 		<h3>[method:Vector2 addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
-		<div>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</div>
+		<p>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</p>
 
 		<h3>[method:Vector2 addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
-		<div>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</div>
+		<p>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</p>
 
 		<h3>[method:Float angle]()</h3>
-		<div>
+		<p>
 		Computes the angle in radians of this vector with respect to the positive x-axis.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 applyMatrix3]( [param:Matrix3 m] )</h3>
-		<div>
+		<p>
 		Multiplies this vector (with an implicit 1 as the 3rd component) by m.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 ceil]()</h3>
-		<div>
+		<p>
 		The [page:.x x] and [page:.y y] components of the vector are rounded up to the nearest integer value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
-		<div>
+		<p>
 		[page:Vector2 min] - the minimum x and y values.<br />
 		[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
 
 		If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. <br /><br />
 		If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 clampLength]( [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float min] - the minimum value the length will be clamped to <br />
 		[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
 		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
 		If this vector's length is less than the min value, it is replaced by the min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 clampScalar]( [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float min] - the minimum value the components will be clamped to <br />
 		[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
 		If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /><br />
 		If this vector's x or y values are less than the min value, they are replaced by the min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 clone]()</h3>
-		<div>
+		<p>
 		Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as this one.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 copy]( [param:Vector2 v] )</h3>
-		<div>
+		<p>
 			Copies the values of the passed Vector2's [page:.x x] and [page:.y y]
 			properties to this Vector2.
-		</div>
+		</p>
 
 		<h3>[method:Float distanceTo]( [param:Vector2 v] )</h3>
-		<div>Computes the distance from this vector to [page:Vector2 v].</div>
+		<p>Computes the distance from this vector to [page:Vector2 v].</p>
 
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
-		<div>
+		<p>
 		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
-		<div>
+		<p>
 		Computes the squared distance from this vector to [page:Vector2 v]. If you are just
 		comparing the distance with another distance, you should compare the distance squared instead
 		as it is slightly more efficient to calculate.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 divide]( [param:Vector2 v] )</h3>
-		<div>Divides this vector by [page:Vector2 v].</div>
+		<p>Divides this vector by [page:Vector2 v].</p>
 
 		<h3>[method:Vector2 divideScalar]( [param:Float s] )</h3>
-		<div>
+		<p>
 		Divides this vector by scalar [page:Float s].<br />
 		Sets vector to *( 0, 0 )* if [page:Float s] = 0.
-		</div>
+		</p>
 
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
-		<div>
+		<p>
 		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
 	  vector and [page:Vector2 v].
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
-		<div>Checks for strict equality of this vector and [page:Vector2 v].</div>
+		<p>Checks for strict equality of this vector and [page:Vector2 v].</p>
 
 		<h3>[method:Vector2 floor]()</h3>
-		<div>The components of the vector are rounded down to the nearest integer value.</div>
+		<p>The components of the vector are rounded down to the nearest integer value.</p>
 
 		<h3>[method:Vector2 fromArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - the source array.<br />
 		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
 
 		Sets this vector's [page:.x x] value to be array[ offset ] and [page:.y y] value to be array[ offset + 1 ].
-		</div>
+		</p>
 
 		<h3>[method:Vector2 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
-		<div>
+		<p>
 		[page:BufferAttribute attribute] - the source attribute.<br />
 		[page:Integer index] - index in the attribute.<br /><br />
 
 		Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
-		</div>
+		</p>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
-		<div>
+		<p>
 		[page:Integer index] - 0 or 1.<br /><br />
 
 		If index equals 0 returns the [page:.x x] value. <br />
 		If index equals 1 returns the [page:.y y] value.
-		</div>
+		</p>
 
 		<h3>[method:Float length]()</h3>
-		<div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0) to (x, y).</div>
+		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) from (0, 0) to (x, y).</p>
 
 		<h3>[method:Float manhattanLength]()</h3>
-		<div>
+		<p>
 		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
-		</div>
+		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
-		<div>
+		<p>
 		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
 		(straight-line length) from (0, 0) to (x, y). If you are 	comparing the lengths of
 		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
-		<div>
+		<p>
 		[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
 		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolates between this vector and [page:Vector2 v], where alpha is the
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
-		</div>
+		</p>
 
 		<h3>[method:Vector2 lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
-		<div>
+		<p>
 		[page:Vector2 v1] - the starting [page:Vector2].<br />
 		[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -239,97 +241,97 @@
 		Sets this vector to be the vector linearly interpolated between [page:Vector2 v1] and
 		[page:Vector2 v2] where alpha is the distance along the line connecting the two vectors
 		- alpha = 0 will be [page:Vector2 v1], and alpha = 1 will be [page:Vector2 v2].
-		</div>
+		</p>
 
 		<h3>[method:Vector2 negate]()</h3>
-		<div>Inverts this vector - i.e. sets x = -x and y = -y.</div>
+		<p>Inverts this vector - i.e. sets x = -x and y = -y.</p>
 
 		<h3>[method:Vector2 normalize]()</h3>
-		<div>
+		<p>
 		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction
 		as this one, but [page:.length length] 1.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 max]( [param:Vector2 v] )</h3>
-		<div>
+		<p>
 		If this vector's x or y value is less than [page:Vector2 v]'s x or y value, replace
 		that value with the corresponding max value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 min]( [param:Vector2 v] )</h3>
-		<div>
+		<p>
 		If this vector's x or y value is greater than [page:Vector2 v]'s x or y value, replace
 		that value with the corresponding min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 multiply]( [param:Vector2 v] )</h3>
-		<div>Multiplies this vector by [page:Vector2 v].</div>
+		<p>Multiplies this vector by [page:Vector2 v].</p>
 
 
 		<h3>[method:Vector2 multiplyScalar]( [param:Float s] )</h3>
-		<div>Multiplies this vector by scalar [page:Float s].</div>
+		<p>Multiplies this vector by scalar [page:Float s].</p>
 
 		<h3>[method:Vector2 rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
-		<div>
+		<p>
 			[page:Vector2 center] - the point around which to rotate.<br />
 			[page:float angle] - the angle to rotate, in radians.<br /><br />
 
 			Rotates the vector around [page:Vector2 center] by [page:float angle] radians.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 round]()</h3>
-		<div>The components of the vector are rounded to the nearest integer value.</div>
+		<p>The components of the vector are rounded to the nearest integer value.</p>
 
 		<h3>[method:Vector2 roundToZero]()</h3>
-		<div>
+		<p>
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
-		</div>
+		</p>
 
 		<h3>[method:Vector2 set]( [param:Float x], [param:Float y] )</h3>
-		<div>Sets the [page:.x x] and [page:.y y] components of this vector.</div>
+		<p>Sets the [page:.x x] and [page:.y y] components of this vector.</p>
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
-		<div>
+		<p>
 		[page:Integer index] - 0 or 1.<br />
 		[page:Float value] - [page:Float]<br /><br />
 
 		If index equals 0 set [page:.x x] to [page:Float value]. <br />
 		If index equals 1 set [page:.y y] to [page:Float value]
-		</div>
+		</p>
 
 		<h3>[method:Vector2 setLength]( [param:Float l] )</h3>
-		<div>
+		<p>
 		Sets this vector to the vector with the same direction as this one, but [page:.length length]
 		[page:Float l].
-		</div>
+		</p>
 
 		<h3>[method:Vector2 setScalar]( [param:Float scalar] )</h3>
-		<div>
+		<p>
 		Sets the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
-		</div>
+		</p>
 
 		<h3>[method:Vector2 setX]( [param:Float x] )</h3>
-		<div>Replaces this vector's [page:.x x] value with [page:Float x].</div>
+		<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>
 
 		<h3>[method:Vector2 setY]( [param:Float y] )</h3>
-		<div>Replaces this vector's [page:.y y] value with [page:Float y].</div>
+		<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>
 
 		<h3>[method:Vector2 sub]( [param:Vector2 v] )</h3>
-		<div>Subtracts [page:Vector2 v] from this vector.</div>
+		<p>Subtracts [page:Vector2 v] from this vector.</p>
 
 		<h3>[method:Vector2 subScalar]( [param:Float s] )</h3>
-		<div>Subtracts [page:Float s]  from this vector's [page:.x x] and [page:.y y] components.</div>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x] and [page:.y y] components.</p>
 
 		<h3>[method:Vector2 subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
-		<div>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</div>
+		<p>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
 		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
 
 		Returns an array [x, y], or copies x and y into the provided [page:Array array].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 116 - 114
docs/api/math/Vector3.html

@@ -10,10 +10,11 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Class representing a 3D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+		<p class="desc">Class representing a 3D [link:https://en.wikipedia.org/wiki/Vector_space vector].
 
 		A 3D vector is an ordered triplet of numbers (labeled x, y, and z), which can be used to
 		represent a number of things, such as:
+		</p>
 
 		<ul>
 			<li>
@@ -30,9 +31,10 @@
 			</li>
 		</ul>
 
+		<p>
 		There are other things a 3D vector can be used to represent, such as momentum
 		vectors and so on, however these are the most common uses in three.js.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
@@ -50,23 +52,23 @@ var d = a.distanceTo( b );
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<div>
+		<p>
 		[page:Float x] - the x value of the vector. Default is *0*.<br />
 		[page:Float y] -  the y value of the vector. Default is *0*.<br />
 		[page:Float z] - the z value of the vector. Default is *0*.<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isVector3]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Vector3s. Default is *true*.<br /><br />
 
 			You should not change this, as it is used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Float x]</h3>
 
@@ -78,192 +80,192 @@ var d = a.distanceTo( b );
 		<h2>Methods</h2>
 
 		<h3>[method:Vector3 add]( [param:Vector3 v] )</h3>
-		<div>Adds [page:Vector3 v] to this vector.</div>
+		<p>Adds [page:Vector3 v] to this vector.</p>
 
 		<h3>[method:Vector3 addScalar]( [param:Float s] )</h3>
-		<div>Adds the scalar value s to this vector's [page:.x x], [page:.y y] and [page:.z z] values.</div>
+		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y] and [page:.z z] values.</p>
 
 		<h3>[method:Vector3 addScaledVector]( [param:Vector3 v], [param:Float s] )</h3>
-		<div>Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.</div>
+		<p>Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.</p>
 
 		<h3>[method:Vector3 addVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<div>Sets this vector to [page:Vector3 a] + [page:Vector3 b].</div>
+		<p>Sets this vector to [page:Vector3 a] + [page:Vector3 b].</p>
 
 		<h3>[method:Vector3 applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<div>
+		<p>
 		[page:Vector3 axis] - A normalized [page:Vector3].<br />
 		[page:Float angle] - An angle in radians.<br /><br />
 
 		Applies a rotation specified by an axis and an angle to this vector.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 applyEuler]( [param:Euler euler] )</h3>
-		<div>
+		<p>
 		Applies euler transform to this vector by converting the [page:Euler] object to a
 		[page:Quaternion] and applying.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 applyMatrix3]( [param:Matrix3 m] )</h3>
-		<div>Multiplies this vector by [page:Matrix3 m]</div>
+		<p>Multiplies this vector by [page:Matrix3 m]</p>
 
 		<h3>[method:Vector3 applyMatrix4]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Multiplies this vector (with an implicit 1 in the 4th dimension) and m, and divides by perspective.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 applyQuaternion]( [param:Quaternion quaternion] )</h3>
-		<div>
+		<p>
 		Applies a [page:Quaternion] transform to this vector.
-		</div>
+		</p>
 
 
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		Returns the angle between this vector and vector [page:Vector3 v] in radians.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 ceil]()</h3>
-		<div>
+		<p>
 		The [page:.x x], [page:.y y] and [page:.z z] components of the vector are rounded up to the nearest integer value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
-		<div>
+		<p>
 		[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z] values.<br />
 		[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z z] values in the desired range<br /><br />
 
 		If this vector's x, y or z value is greater than the max vector's x, y or z value, it is replaced by the corresponding value. <br /><br />
 		If this vector's x, y or z value is less than the min vector's x, y or z value, it is replaced by the corresponding value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 clampLength]( [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float min] - the minimum value the length will be clamped to <br />
 		[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
 		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
 		If this vector's length is less than the min value, it is replaced by the min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 clampScalar]( [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float min] - the minimum value the components will be clamped to <br />
 		[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
 		If this vector's x, y or z values are greater than the max value, they are replaced by the max value. <br /><br />
 		If this vector's x, y or z values are less than the min value, they are replaced by the min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 clone]()</h3>
-		<div>
+		<p>
 		Returns a new vector3 with the same [page:.x x], [page:.y y] and [page:.z z] values as this one.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 copy]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 			Copies the values of the passed vector3's [page:.x x], [page:.y y] and [page:.z z]
 			properties to this vector3.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 cross]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of itself and [page:Vector3 v].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<div>
+		<p>
 		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of [page:Vector3 a] and [page:Vector3 b].
-		</div>
+		</p>
 
 		<h3>[method:Float distanceTo]( [param:Vector3 v] )</h3>
-		<div>Computes the distance from this vector to [page:Vector3 v].</div>
+		<p>Computes the distance from this vector to [page:Vector3 v].</p>
 
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector3 v].
-		</div>
+		</p>
 
 		<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		Computes the squared distance from this vector to [page:Vector3 v]. If you are just
 		comparing the distance with another distance, you should compare the distance squared instead
 		as it is slightly more efficient to calculate.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 divide]( [param:Vector3 v] )</h3>
-		<div>Divides this vector by [page:Vector3 v].</div>
+		<p>Divides this vector by [page:Vector3 v].</p>
 
 		<h3>[method:Vector3 divideScalar]( [param:Float s] )</h3>
-		<div>
+		<p>
 		Divides this vector by scalar [page:Float s].<br />
 		Sets vector to *( 0, 0, 0 )* if *[page:Float s] = 0*.
-		</div>
+		</p>
 
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
 		vector and [page:Vector3 v].
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Vector3 v] )</h3>
-		<div>Checks for strict equality of this vector and [page:Vector3 v].</div>
+		<p>Checks for strict equality of this vector and [page:Vector3 v].</p>
 
 		<h3>[method:Vector3 floor]()</h3>
-		<div>The components of the vector are rounded down to the nearest integer value.</div>
+		<p>The components of the vector are rounded down to the nearest integer value.</p>
 
 		<h3>[method:Vector3 fromArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - the source array.<br />
 		[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
 
 		Sets this vector's [page:.x x] value to be array[ offset + 0 ], [page:.y y] value to be array[ offset + 1 ]
 		and [page:.z z] value to be array[ offset + 2 ].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
-		<div>
+		<p>
 		[page:BufferAttribute attribute] - the source attribute.<br />
 		[page:Integer index] - index in the attribute.<br /><br />
 
 		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from the [page:BufferAttribute attribute].
-		</div>
+		</p>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
-		<div>
+		<p>
 		[page:Integer index] - 0, 1 or 2.<br /><br />
 
 		If index equals 0 returns the [page:.x x] value. <br />
 		If index equals 1 returns the [page:.y y] value. <br />
 		If index equals 2 returns the [page:.z z] value.
-		</div>
+		</p>
 
 		<h3>[method:Float length]()</h3>
-		<div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0) to (x, y, z).</div>
+		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) from (0, 0, 0) to (x, y, z).</p>
 
 		<h3>[method:Float manhattanLength]()</h3>
-		<div>
+		<p>
 		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
-		</div>
+		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
-		<div>
+		<p>
 		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
 		(straight-line length) from (0, 0, 0) to (x, y, z). If you are 	comparing the lengths of
 		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
-		<div>
+		<p>
 		[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
 		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolate between this vector and [page:Vector3 v], where alpha is the
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
-		<div>
+		<p>
 		[page:Vector3 v1] - the starting [page:Vector3].<br />
 		[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -271,164 +273,164 @@ var d = a.distanceTo( b );
 		Sets this vector to be the vector linearly interpolated between [page:Vector3 v1] and
 		[page:Vector3 v2] where alpha is the distance along the line connecting the two vectors
 		- alpha = 0 will be [page:Vector3 v1], and alpha = 1 will be [page:Vector3 v2].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 max]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z value, replace
 		that value with the corresponding max value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 min]( [param:Vector3 v] )</h3>
-		<div>
+		<p>
 		If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y or z value, replace
 		that value with the corresponding min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 multiply]( [param:Vector3 v] )</h3>
-		<div>Multiplies this vector by [page:Vector3 v].</div>
+		<p>Multiplies this vector by [page:Vector3 v].</p>
 
 		<h3>[method:Vector3 multiplyScalar]( [param:Float s] )</h3>
-		<div>Multiplies this vector by scalar [page:Float s].</div>
+		<p>Multiplies this vector by scalar [page:Float s].</p>
 
 		<h3>[method:Vector3 multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<div>Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.</div>
+		<p>Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.</p>
 
 		<h3>[method:Vector3 negate]()</h3>
-		<div>Inverts this vector - i.e. sets x = -x, y = -y and z = -z.</div>
+		<p>Inverts this vector - i.e. sets x = -x, y = -y and z = -z.</p>
 
 		<h3>[method:Vector3 normalize]()</h3>
-		<div>
+		<p>
 		Convert this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction
 		as this one, but [page:.length length] 1.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 project]( [param:Camera camera] )</h3>
-		<div>
+		<p>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Vector_projection Projects] the vector with the camera.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 projectOnPlane]( [param:Vector3 planeNormal] )</h3>
-		<div>
+		<p>
 		[page:Vector3 planeNormal] - A vector representing a plane normal.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto a plane by subtracting this vector projected onto the plane's
 		normal from this vector.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 projectOnVector]( [param:Vector3] )</h3>
-		<div>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto another vector.</div>
+		<p>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto another vector.</p>
 
 		<h3>[method:Vector3 reflect]( [param:Vector3 normal] )</h3>
-		<div>
+		<p>
 		[page:Vector3 normal] - the normal to the reflecting plane<br /><br />
 
 		Reflect the vector off of plane orthogonal to [page:Vector3 normal]. Normal is assumed to
 		have unit length.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 round]()</h3>
-		<div>The components of the vector are rounded to the nearest integer value.</div>
+		<p>The components of the vector are rounded to the nearest integer value.</p>
 
 		<h3>[method:Vector3 roundToZero]()</h3>
-		<div>
+		<p>
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 set]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<div>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</div>
+		<p>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</p>
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
-		<div>
+		<p>
 		[page:Integer index] - 0, 1 or 2.<br />
 		[page:Float value] - [page:Float]<br /><br />
 
 		If index equals 0 set [page:.x x] to [page:Float value].<br />
 		If index equals 1 set [page:.y y] to [page:Float value].<br />
 		If index equals 2 set [page:.z z] to [page:Float value]
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setFromCylindrical]( [param:Cylindrical c] )</h3>
-		<div>
+		<p>
 		Sets this vector from the cylindrical coordinates [page:Cylindrical c].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
-		<div>
+		<p>
 		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] equal to the column of
 		the [page:Matrix4 matrix] specified by the [page:Integer index].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setFromMatrixPosition]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Sets this vector to the position elements of the
 		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setFromMatrixScale]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Sets this vector to the scale elements of the
 		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setFromSpherical]( [param:Spherical s] )</h3>
-		<div>
+		<p>
 		Sets this vector from the spherical coordinates [page:Spherical s].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setLength]( [param:Float l] )</h3>
-		<div>
+		<p>
 		Set this vector to the vector with the same direction as this one, but [page:.length length]
 		[page:Float l].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setScalar]( [param:Float scalar] )</h3>
-		<div>
+		<p>
 		Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector both equal to [page:Float scalar].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 setX]( [param:Float x] )</h3>
-		<div>Replace this vector's [page:.x x] value with [page:Float x].</div>
+		<p>Replace this vector's [page:.x x] value with [page:Float x].</p>
 
 		<h3>[method:Vector3 setY]( [param:Float y] )</h3>
-		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
+		<p>Replace this vector's [page:.y y] value with [page:Float y].</p>
 
 		<h3>[method:Vector3 setZ]( [param:Float z] )</h3>
-		<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
+		<p>Replace this vector's [page:.z z] value with [page:Float z].</p>
 
 		<h3>[method:Vector3 sub]( [param:Vector3 v] )</h3>
-		<div>Subtracts [page:Vector3 v] from this vector.</div>
+		<p>Subtracts [page:Vector3 v] from this vector.</p>
 
 		<h3>[method:Vector3 subScalar]( [param:Float s] )</h3>
-		<div>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</div>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</p>
 
 		<h3>[method:Vector3 subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<div>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</div>
+		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - (optional) array to store the vector to. If this is not provided
 		a new array will be created.<br />
 		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
 
 		Returns an array [x, y, z], or copies x, y and z into the provided [page:Array array].
-		</div>
+		</p>
 
 		<h3>[method:Vector3 transformDirection]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a [page:Matrix4 m])
 		and then [page:.normalize normalizes] the result.
-		</div>
+		</p>
 
 		<h3>[method:Vector3 unproject]( [param:Camera camera] )</h3>
-		<div>
+		<p>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Vector_projection Unprojects] the vector with the
 		camera's projection matrix.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 79 - 77
docs/api/math/Vector4.html

@@ -10,10 +10,11 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+		<p class="desc">Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector].
 
 		A 4D vector is an ordered quadruplet of numbers (labeled x, y, z, and w), which can be used to
 		represent a number of things, such as:
+		</p>
 
 		<ul>
 			<li>
@@ -30,8 +31,9 @@
 			</li>
 		</ul>
 
+		<p>
 		There are other things a 4D vector can be used to represent, however these are the most common uses in three.js.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
@@ -49,24 +51,24 @@ var d = a.dot( b );
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<div>
+		<p>
 		[page:Float x] - the x value of the vector. Default is *0*.<br />
 		[page:Float y] -  the y value of the vector. Default is *0*.<br />
 		[page:Float z] - the z value of the vector. Default is *0*.<br />
 		[page:Float w] - the w value of the vector. Default is *1*.<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isVector4]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are Vector4s. Default is *true*.<br /><br />
 
 			You should not change this, as it is used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Float x]</h3>
 
@@ -80,137 +82,137 @@ var d = a.dot( b );
 		<h2>Methods</h2>
 
 		<h3>[method:Vector4 add]( [param:Vector4 v] )</h3>
-		<div>Adds [page:Vector4 v] to this vector.</div>
+		<p>Adds [page:Vector4 v] to this vector.</p>
 
 		<h3>[method:Vector4 addScalar]( [param:Float s] )</h3>
-		<div>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</div>
+		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</p>
 
 		<h3>[method:Vector4 addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
-		<div>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</div>
+		<p>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</p>
 
 		<h3>[method:Vector4 addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
-		<div>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</div>
+		<p>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</p>
 
 		<h3>[method:Vector4 applyMatrix4]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 		Multiplies this vector by 4 x 4 [page:Matrix4 m].
-		</div>
+		</p>
 
 		<h3>[method:Vector4 ceil]()</h3>
-		<div>
+		<p>
 		The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of the vector are rounded up to the nearest integer value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
-		<div>
+		<p>
 		[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
 		[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />
 
 		If this vector's x, y, z or w value is greater than the max vector's x, y, z or w value, it is replaced by the corresponding value. <br /><br />
 		If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 clampLength]( [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float min] - the minimum value the length will be clamped to <br />
 		[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
 		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
 		If this vector's length is less than the min value, it is replaced by the min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 clampScalar]( [param:Float min], [param:Float max] )</h3>
-		<div>
+		<p>
 		[page:Float min] - the minimum value the components will be clamped to <br />
 		[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
 		If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value. <br /><br />
 		If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 clone]()</h3>
-		<div>
+		<p>
 		Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 copy]( [param:Vector4 v] )</h3>
-		<div>
+		<p>
 			Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
 			properties to this Vector4.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 divideScalar]( [param:Float s] )</h3>
-		<div>
+		<p>
 		Divides this vector by scalar [page:Float s].<br />
 		Sets vector to *( 0, 0, 0, 0 )* if *[page:Float s] = 0*.
-		</div>
+		</p>
 
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
-		<div>
+		<p>
 		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
 		vector and [page:Vector4 v].
-		</div>
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
-		<div>Checks for strict equality of this vector and [page:Vector4 v].</div>
+		<p>Checks for strict equality of this vector and [page:Vector4 v].</p>
 
 		<h3>[method:Vector4 floor]()</h3>
-		<div>The components of the vector are rounded down to the nearest integer value.</div>
+		<p>The components of the vector are rounded down to the nearest integer value.</p>
 
 		<h3>[method:Vector4 fromArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - the source array.<br />
 		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
 
 		Sets this vector's [page:.x x] value to be array[ offset + 0 ], [page:.y y] value to be array[ offset + 1 ]
 		[page:.z z] value to be array[ offset + 2 ] and [page:.w w ] value to be array[ offset + 3 ].
-		</div>
+		</p>
 
 		<h3>[method:Vector4 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
-		<div>
+		<p>
 		[page:BufferAttribute attribute] - the source attribute.<br />
 		[page:Integer index] - index in the attribute.<br /><br />
 
 		Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
-		</div>
+		</p>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
-		<div>
+		<p>
 		[page:Integer index] - 0, 1, 2 or 3.<br /><br />
 
 		If index equals 0 returns the [page:.x x] value. <br />
 		If index equals 1 returns the [page:.y y] value. <br />
 		If index equals 2 returns the [page:.z z] value.<br />
 		If index equals 3 returns the [page:.w w] value.
-		</div>
+		</p>
 
 		<h3>[method:Float length]()</h3>
-		<div>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0, 0) to (x, y, z, w).</div>
+		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+		(straight-line length) from (0, 0, 0, 0) to (x, y, z, w).</p>
 
 		<h3>[method:Float manhattanLength]()</h3>
-		<div>
+		<p>
 		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
-		</div>
+		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
-		<div>
+		<p>
 		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
 		(straight-line length) from (0, 0, 0, 0) to (x, y, z, w). If you are 	comparing the lengths of
 		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
-		<div>
+		<p>
 		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
 		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolates between this vector and [page:Vector4 v], where alpha is the
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v].
-		</div>
+		</p>
 
 		<h3>[method:Vector4 lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
-		<div>
+		<p>
 		[page:Vector4 v1] - the starting [page:Vector4].<br />
 		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -218,60 +220,60 @@ var d = a.dot( b );
 		Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and
 		[page:Vector4 v2] where alpha is the distance along the line connecting the two vectors
 		- alpha = 0 will be [page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
-		</div>
+		</p>
 
 		<h3>[method:Vector4 negate]()</h3>
-		<div>Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.</div>
+		<p>Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.</p>
 
 		<h3>[method:Vector4 normalize]()</h3>
-		<div>
+		<p>
 		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction
 		as this one, but [page:.length length] 1.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 max]( [param:Vector4 v] )</h3>
-		<div>
+		<p>
 		If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y, z or w value, replace
 		that value with the corresponding max value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 min]( [param:Vector4 v] )</h3>
-		<div>
+		<p>
 		If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x, y, z or w value, replace
 		that value with the corresponding min value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 multiplyScalar]( [param:Float s] )</h3>
-		<div>Multiplies this vector by scalar [page:Float s].</div>
+		<p>Multiplies this vector by scalar [page:Float s].</p>
 
 		<h3>[method:Vector4 round]()</h3>
-		<div>The components of the vector are rounded to the nearest integer value.</div>
+		<p>The components of the vector are rounded to the nearest integer value.</p>
 
 		<h3>[method:Vector4 roundToZero]()</h3>
-		<div>
+		<p>
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
+		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
 
 		<h3>[method:Vector4 setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
-		<div>
+		<p>
 			[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
 
 			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
 			quaternion's axis and [page:.w w] to the angle.
-		</div>
+		</p>
 
 		<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
-		<div>
+		<p>
 			 [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
 
 			Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
-		</div>
+		</p>
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
-		<div>
+		<p>
 		[page:Integer index] - 0, 1 or 2.<br />
 		[page:Float value] - [page:Float]<br /><br />
 
@@ -279,48 +281,48 @@ var d = a.dot( b );
 		If index equals 1 set [page:.y y] to [page:Float value].<br />
 		If index equals 2 set [page:.z z] to [page:Float value].<br />
 		If index equals 3 set [page:.w w] to [page:Float value].
-		</div>
+		</p>
 
 
 		<h3>[method:Vector4 setLength]( [param:Float l] )</h3>
-		<div>
+		<p>
 		Sets this vector to the vector with the same direction as this one, but [page:.length length]
 		[page:Float l].
-		</div>
+		</p>
 
 		<h3>[method:Vector4 setScalar]( [param:Float scalar] )</h3>
-		<div>
+		<p>
 		Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
-		</div>
+		</p>
 
 		<h3>[method:Vector4 setX]( [param:Float x] )</h3>
-		<div>Replaces this vector's [page:.x x] value with [page:Float x].</div>
+		<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>
 
 		<h3>[method:Vector4 setY]( [param:Float y] )</h3>
-		<div>Replaces this vector's [page:.y y] value with [page:Float y].</div>
+		<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>
 
 		<h3>[method:Vector4 setZ]( [param:Float z] )</h3>
-		<div>Replaces this vector's [page:.z z] value with [page:Float z].</div>
+		<p>Replaces this vector's [page:.z z] value with [page:Float z].</p>
 
 		<h3>[method:Vector4 setW]( [param:Float w] )</h3>
-		<div>Replaces this vector's [page:.w w] value with [page:Float w].</div>
+		<p>Replaces this vector's [page:.w w] value with [page:Float w].</p>
 
 		<h3>[method:Vector4 sub]( [param:Vector4 v] )</h3>
-		<div>Subtracts [page:Vector4 v] from this vector.</div>
+		<p>Subtracts [page:Vector4 v] from this vector.</p>
 
 		<h3>[method:Vector4 subScalar]( [param:Float s] )</h3>
-		<div>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</div>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</p>
 
 		<h3>[method:Vector4 subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
-		<div>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</div>
+		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
-		<div>
+		<p>
 		[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
 		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
 
 		Returns an array [x, y, z, w], or copies x, y, z and w into the provided [page:Array array].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 16 - 16
docs/api/math/interpolants/CubicInterpolant.html

@@ -12,9 +12,9 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -33,50 +33,50 @@ interpolant.evaluate( 0.5 );
 		<h2>Constructor</h2>
 
 		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
-		<div>
+		<p>
 		parameterPositions -- array of positions<br />
 		sampleValues -- array of samples<br />
 		sampleSize -- number of samples<br />
 		resultBuffer -- buffer to store the interpolation results.<br /><br />
 
 
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 
 
 		<h3>[property:null parameterPositions]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:Object settings]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null evaluate]( [param:Number t] )</h3>
-		<div>
+		<p>
 		Evaluate the interpolant at position *t*.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 16 - 16
docs/api/math/interpolants/DiscreteInterpolant.html

@@ -12,9 +12,9 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -33,50 +33,50 @@ interpolant.evaluate( 0.5 );
 		<h2>Constructor</h2>
 
 		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
-		<div>
+		<p>
 		parameterPositions -- array of positions<br />
 		sampleValues -- array of samples<br />
 		sampleSize -- number of samples<br />
 		resultBuffer -- buffer to store the interpolation results.<br /><br />
 
 
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 
 
 		<h3>[property:null parameterPositions]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:Object settings]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null evaluate]( [param:Number t] )</h3>
-		<div>
+		<p>
 		Evaluate the interpolant at position *t*.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 16 - 16
docs/api/math/interpolants/LinearInterpolant.html

@@ -12,9 +12,9 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -33,50 +33,50 @@ interpolant.evaluate( 0.5 );
 		<h2>Constructor</h2>
 
 		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
-		<div>
+		<p>
 		parameterPositions -- array of positions<br />
 		sampleValues -- array of samples<br />
 		sampleSize -- number of samples<br />
 		resultBuffer -- buffer to store the interpolation results.<br /><br />
 
 
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 
 
 		<h3>[property:null parameterPositions]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:Object settings]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null evaluate]( [param:Number t] )</h3>
-		<div>
+		<p>
 		Evaluate the interpolant at position *t*.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 16 - 16
docs/api/math/interpolants/QuaternionLinearInterpolant.html

@@ -12,9 +12,9 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -33,50 +33,50 @@ interpolant.evaluate( 0.5 );
 		<h2>Constructor</h2>
 
 		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
-		<div>
+		<p>
 		parameterPositions -- array of positions<br />
 		sampleValues -- array of samples<br />
 		sampleSize -- number of samples<br />
 		resultBuffer -- buffer to store the interpolation results.<br /><br />
 
 
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 
 
 		<h3>[property:null parameterPositions]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:Object settings]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<div>
+		<p>
 
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null evaluate]( [param:Number t] )</h3>
-		<div>
+		<p>
 		Evaluate the interpolant at position *t*.
-		</div>
+		</p>
 
 		<h2>Source</h2>