Browse Source

Merge remote-tracking branch 'upstream/dev' into dev

Yasushi ANDO 8 years ago
parent
commit
3232c8201a
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  2. 29 0
      .github/ISSUE_TEMPLATE.md
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      .gitignore
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  5. 1 1
      LICENSE
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      README.md
  7. 0 26
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+ 11 - 10
CONTRIBUTING.md → .github/CONTRIBUTING.md

@@ -1,27 +1,28 @@
-### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
 
-
-Before reporting a bug
+# Help 
+#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
 ---
+# Bugs
+#### Before reporting a bug
+
 1. Search issue tracker for similar issues.
 2. Try the latest dev branch version of three.js.
 3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version.
 
+#### How to report a bug
 
-How to report a bug
----
 1. Specify the revision number of the three.js library where the bug occurred.
 2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M)
 3. Describe the problem in detail. Explain what happened, and what you expected would happen.
-4. Provide a small test-case (http://jsfiddle.net). If a test-case is not possible, provide a link to a live version of your application.
+4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application.
 5. If helpful, include a screenshot. Annotate the screenshot for clarity.
 
-
-How to contribute to three.js
 ---
+# Contribution
+#### How to contribute to three.js
+
 1. Make sure you have a GitHub account.
 2. Fork the repository on GitHub.
 3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
 4. Make changes to your clone of the repository.
-5. Submit a pull request.
-
+5. Submit a pull request. Don't include build files in the PR.

+ 29 - 0
.github/ISSUE_TEMPLATE.md

@@ -0,0 +1,29 @@
+(*** This section is for bug reports and feature requests only. This is NOT a help site. Do not ask help questions here. If you need help, please use stackoverflow. ***)
+
+##### Description of the problem 
+
+
+##### Three.js version
+
+- [ ] Dev
+- [ ] r82
+- [ ] ...
+
+##### Browser
+
+- [x] All of them
+- [ ] Chrome
+- [ ] Firefox
+- [ ] Internet Explorer
+
+##### OS
+
+- [x] All of them
+- [ ] Windows
+- [ ] Linux
+- [ ] Android
+- [ ] IOS
+
+##### Hardware Requirements (graphics card, VR Device, ...)
+
+

+ 2 - 0
.gitignore

@@ -2,3 +2,5 @@
 *.swp
 .project
 node_modules
+.idea/
+npm-debug.log

+ 7 - 0
.npmignore

@@ -0,0 +1,7 @@
+examples/*
+!examples/js/
+src/
+test/
+utils/
+docs/
+editor/

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright © 2010-2014 three.js authors
+Copyright © 2010-2016 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

+ 49 - 34
README.md

@@ -1,69 +1,84 @@
 three.js
 ========
 
-#### JavaScript 3D library ####
+[![Latest NPM release][npm-badge]][npm-badge-url]
+[![License][license-badge]][license-badge-url]
+[![Dependencies][dependencies-badge]][dependencies-badge-url]
+[![Dev Dependencies][devDependencies-badge]][devDependencies-badge-url]
 
-The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.
+#### JavaScript 3D library ####
 
-[Examples](http://threejs.org/) — [Documentation](http://threejs.org/docs/) — [Migrating](https://github.com/mrdoob/three.js/wiki/Migration) — [Help](http://stackoverflow.com/questions/tagged/three.js)
+The aim of the project is to create an easy to use, lightweight, 3D library. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.
 
+[Examples](http://threejs.org/examples/) —
+[Documentation](http://threejs.org/docs/) —
+[Wiki](https://github.com/mrdoob/three.js/wiki) —
+[Migrating](https://github.com/mrdoob/three.js/wiki/Migration-Guide) —
+[Help](http://stackoverflow.com/questions/tagged/three.js)
 
 ### Usage ###
 
 Download the [minified library](http://threejs.org/build/three.min.js) and include it in your html.
-Alternatively see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/build.py,-or-how-to-generate-a-compressed-Three.js-file).
+Alternatively see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/Build-instructions).
 
 ```html
 <script src="js/three.min.js"></script>
 ```
 
-This code creates a scene, then creates a camera, adds the camera and cube to the scene, creates a &lt;canvas&gt; renderer and adds its viewport in the document.body element.
-
-```html
-<script>
-
-	var camera, scene, renderer;
-	var geometry, material, mesh;
+This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a `WebGL` renderer for the scene and camera, and it adds that viewport to the document.body element. Finally it animates the cube within the scene for the camera.
 
-	init();
-	animate();
+```javascript
+var scene, camera, renderer;
+var geometry, material, mesh;
 
-	function init() {
+init();
+animate();
 
-		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
-		camera.position.z = 1000;
+function init() {
 
-		scene = new THREE.Scene();
+	scene = new THREE.Scene();
 
-		geometry = new THREE.BoxGeometry( 200, 200, 200 );
-		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
+	camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
+	camera.position.z = 1000;
 
-		mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
+	geometry = new THREE.BoxGeometry( 200, 200, 200 );
+	material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
 
-		renderer = new THREE.CanvasRenderer();
-		renderer.setSize( window.innerWidth, window.innerHeight );
+	mesh = new THREE.Mesh( geometry, material );
+	scene.add( mesh );
 
-		document.body.appendChild( renderer.domElement );
+	renderer = new THREE.WebGLRenderer();
+	renderer.setSize( window.innerWidth, window.innerHeight );
 
-	}
+	document.body.appendChild( renderer.domElement );
 
-	function animate() {
+}
 
-		// note: three.js includes requestAnimationFrame shim
-		requestAnimationFrame( animate );
+function animate() {
 
-		mesh.rotation.x += 0.01;
-		mesh.rotation.y += 0.02;
+	requestAnimationFrame( animate );
 
-		renderer.render( scene, camera );
+	mesh.rotation.x += 0.01;
+	mesh.rotation.y += 0.02;
 
-	}
+	renderer.render( scene, camera );
 
-</script>
+}
 ```
-If everything went well you should see [this](http://jsfiddle.net/Gy4w7/).
+
+If everything went well you should see [this](http://jsfiddle.net/hfj7gm6t/).
 
 ### Change log ###
 
 [releases](https://github.com/mrdoob/three.js/releases)
+
+
+
+[npm-badge]: https://img.shields.io/npm/v/three.svg
+[npm-badge-url]: https://www.npmjs.com/package/three
+[license-badge]: https://img.shields.io/npm/l/three.svg
+[license-badge-url]: ./LICENSE
+[dependencies-badge]: https://img.shields.io/david/mrdoob/three.js.svg
+[dependencies-badge-url]: https://david-dm.org/mrdoob/three.js
+[devDependencies-badge]: https://img.shields.io/david/dev/mrdoob/three.js.svg
+[devDependencies-badge-url]: https://david-dm.org/mrdoob/three.js#info=devDependencies

+ 0 - 26
bower.json

@@ -1,26 +0,0 @@
-{
-	"name": "three.js",
-	"version": "0.0.66",
-	"homepage": "http://threejs.org/",
-	"description": "JavaScript 3D library",
-	"main": "build/three.js",
-	"keywords": [
-		"three",
-		"threejs",
-		"three.js",
-		"3D",
-		"webgl"
-	],
-	"license": "MIT",
-	"ignore": [
-		"**/.*",
-		"*.md",
-		"docs",
-		"editor",
-		"examples",
-		"src",
-		"test",
-		"utils",
-		"LICENSE"
-	]
-}

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+ 2983 - 2734
build/three.js


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+ 0 - 391
build/three.min.js


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+ 4917 - 0
build/three.module.js


+ 7 - 0
docs/api/CONTRIBUTING.md

@@ -0,0 +1,7 @@
+Contributing to the documentation
+=================================
+
+- To link to the page for `ClassName`, use `[page:ClassName link title]` (or just `[page:ClassName]`). Use `[page:ClassName.memberName]` to link to a class member (a property or method) called `memberName` on the page for `ClassName`. You can write `[page:.memberName]` to link to a property or method called `memberName` on the same page.
+- Use `[example:exampleName title]` (not just `[example:exampleName]`) to link to the example `threejs.org/examples/#exampleName`.
+- Document a property by writing `<h3>[property:TypeName propertyName]</h3>`.
+- Document a method using `<h3>[method:ReturnType methodName]</h3>`.

+ 0 - 48
docs/api/Original.html

@@ -1,48 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>todo</h3>
-		<div></div>
-
-
-		<h2>Properties</h2>
-
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
-
-		<h2>Methods</h2>
-		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 46 - 0
docs/api/Polyfills.html

@@ -0,0 +1,46 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>Polyfills</h1>
+
+		<div class="desc">Three.js includes polyfills for the following functions and constants.</div>
+
+		<h3>[page:Number.EPSILON Number.EPSILON]</h3>
+		<div>
+			 The difference between one and the smallest value greater than one that can be represented as a Number.
+			 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
+		</div>
+
+		<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
+		<div>
+			If the argument is a positive number, negative number, positive zero or negative zero,
+			the function will return 1, -1, 0 or -0 respectively. Otherwise, NaN is returned.
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
+		</div>
+
+		<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
+		<div>
+			Returns the name of a function, or (before ES6 implementations) an empty string for anonymous functions.
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
+		</div>
+
+		<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
+		<div>
+			The Object.assign() method is used to copy the values of all enumerable own properties from one or more source objects to a target object.
+			It will return the target object.
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 14 - 14
docs/api/extras/geometries/BoxGeometry.html → docs/api/Template.html

@@ -2,45 +2,45 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<base href="../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Geometry] &rarr;
-		
+
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
 
+
 		<h2>Example</h2>
 
 		<code>todo</code>
 
-		<h2>Constructor</h2>
 
+		<h2>Constructor</h2>
 
-		<h3>todo</h3>
+		<h3>[name]([page:Number todo])</h3>
 		<div></div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[property:Number todo]</h3>
 		<div>
 		todo
-		</div> 
+		</div>
 
 
 		<h2>Methods</h2>
-		
 
-		<h3>todo</h3>
+		<h3>[method:null todo]()</h3>
 		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
+		<div>todo</div>
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 132 - 0
docs/api/animation/AnimationAction.html

@@ -0,0 +1,132 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+    <h1>[name]</h1>
+
+    <div class="desc">
+    An AnimationAction schedules clip playback on specific objects.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:AnimationMixer mixer], [page:AnimationClip clip], [page:Object3D localRoot] )</h3>
+
+
+    <h2>Properties</h2>
+
+
+    <h3>[property:Number time]</h3>
+
+    <h3>[property:Number timeScale]</h3>
+
+    <h3>[property:Number weight]</h3>
+
+    <h3>[property:Number loop]</h3>
+
+    <h3>[property:Number repetitions]</h3>
+
+    <h3>[property:Boolean paused]</h3>
+
+    <h3>[property:Boolean enabled]</h3>
+
+    <h3>[property:Boolean clampWhenFinished]</h3>
+
+    <h3>[property:Boolean zeroSlopeAtStart]</h3>
+
+    <h3>[property:Boolean zeroSlopeAtEnd]</h3>
+
+
+    <h2>Methods</h2>
+
+
+    <h3>[method:AnimationAction play]()</h3>
+
+    <h3>[method:AnimationAction stop]()</h3>
+
+    <h3>[method:AnimationAction reset]()</h3>
+
+    <h3>[method:Boolean isRunning]()</h3>
+
+    <h3>[method:Boolean isScheduled]()</h3>
+
+    <h3>[method:AnimationAction startAt]()</h3>
+
+    <h3>[method:AnimationAction setLoop]( [page:Number mode], [page:Number repetitions] )</h3>
+
+    <h3>[method:AnimationAction setEffectiveWeight]( [page:Number weight] )</h3>
+
+    <h3>[method:number getEffectiveWeight]()</h3>
+
+    <h3>[method:AnimationAction fadeIn]( [page:Number duration] )</h3>
+
+    <h3>[method:AnimationAction fadeOut]( [page:Number duration] )</h3>
+
+    <h3>[method:AnimationAction crossFadeFrom]( [page:AnimationAction fadeOutAction], [page:Number duration], [page:Boolean warp] )</h3>
+
+    <h3>[method:AnimationAction crossFadeTo]( [page:AnimationAction fadeInAction], [page:Number duration], [page:Boolean warp] )</h3>
+
+    <h3>[method:AnimationAction stopFading]()</h3>
+
+    <h3>[method:AnimationAction setEffectiveTimeScale]( [page:Number timeScale] )</h3>
+
+    <h3>[method:Number getEffectiveTimeScale]()</h3>
+
+    <h3>[method:AnimationAction setDuration]( [page:Number duration] )</h3>
+
+    <h3>[method:AnimationAction syncWith]( [page:AnimationAction action] )</h3>
+
+    <h3>[method:AnimationAction halt]( [page:Number duration] )</h3>
+
+    <h3>[method:AnimationAction warp]( [page:Number startTimeScale], [page:Number endTimeScale], [page:Number duration] )</h3>
+
+    <h3>[method:AnimationAction stopWarping]()</h3>
+
+    <h3>[method:AnimationMixer getMixer]()</h3>
+
+    <h3>[method:AnimationClip getClip]()</h3>
+
+    <h3>[method:Object3D getRoot]()</h3>
+
+
+    <h2>Static Methods</h2>
+
+
+    <h3>[method:AnimationClip parse]( [page:Object json] )</h3>
+    <div>
+    json -- JSON object
+    </div>
+
+    <h3>[method:Object toJSON]( [page:AnimationClip clip] )</h3>
+    <div>
+    clip -- AnimationClip
+    </div>
+
+    <h3>[method:AnimationClip CreateFromMorphTargetSequence]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
+    <div>
+    name -- Name for the new clip <br />
+    morphTargetSequence -- Array of morph targets <br />
+    fps -- Number of frames per second <br />
+    noLoop -- Whether looping occurs automatically.
+    </div>
+
+    <h3>[method:AnimationClip parseAnimation]( [page:Object animation], [page:Array bones] )</h3>
+    <div>
+    Parses the animation.hierarchy format and returns an AnimationClip.
+    </div>
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 87 - 0
docs/api/animation/AnimationClip.html

@@ -0,0 +1,87 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+    <h1>[name]</h1>
+
+    <div class="desc">
+    An AnimationClip is a reusable set of Tracks that represent an animation.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Number duration], tracks )</h3>
+
+
+    <h2>Properties</h2>
+
+
+    <h3>[property:String uuid]</h3>
+
+    <h3>[property:String name]</h3>
+
+    <h3>[property:Number duration]</h3>
+
+    <h3>.tracks</h3>
+
+
+    <h2>Methods</h2>
+
+
+    <h3>[method:null resetDuration]()</h3>
+    <div>
+    Resets duration by scanning all tracks in the clip.
+    </div>
+
+    <h3>[method:AnimationClip trim]()</h3>
+    <div>
+    Trims all tracks to the clip's duration.
+    </div>
+
+    <h3>[method:AnimationClip optimize]()</h3>
+    <div>
+    Optimizes each track.
+    </div>
+
+
+    <h2>Static Methods</h2>
+
+
+    <h3>[method:AnimationClip parse]( [page:Object json] )</h3>
+    <div>
+    json -- JSON object
+    </div>
+
+    <h3>[method:Object toJSON]( [page:AnimationClip clip] )</h3>
+    <div>
+    clip -- AnimationClip
+    </div>
+
+    <h3>[method:AnimationClip CreateFromMorphTargetSequence]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
+    <div>
+    name -- Name for the new clip <br />
+    morphTargetSequence -- Array of morph targets <br />
+    fps -- Number of frames per second <br />
+    noLoop -- Whether looping occurs automatically.
+    </div>
+
+    <h3>[method:AnimationClip parseAnimation]( [page:Object animation], [page:Array bones] )</h3>
+    <div>
+    Parses the animation.hierarchy format and returns an AnimationClip.
+    </div>
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 102 - 0
docs/api/animation/AnimationMixer.html

@@ -0,0 +1,102 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+    <h1>[name]</h1>
+
+    <div class="desc">
+    The AnimationMixer is a player for AnimationClip objects.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:Object3D root] )</h3>
+
+
+    <h2>Properties</h2>
+
+
+    <h3>[property:Number time]</h3>
+
+    <h3>[property:Number timeScale]</h3>
+
+
+    <h2>Methods</h2>
+
+
+    <h3>[method:AnimationAction clipAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+    <div>
+    clip -- AnimationClip <br />
+    optionalRoot -- Object3D
+    </div>
+    <div>
+    Return an action for a clip, optionally using a custom root target object.
+    </div>
+
+    <h3>[method:AnimationAction existingAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+    <div>
+    clip -- AnimationClip <br />
+    optionalRoot -- Object3D
+    </div>
+    <div>
+    Return an existing action.
+    </div>
+
+    <h3>[method:AnimationMixer stopAllAction]()</h3>
+    <div>
+    Deactivates all scheduled actions.
+    </div>
+
+    <h3>[method:AnimationMixer update]([page:Number deltaTimeMS]) </h3>
+    <div>
+    deltaTimeMS -- Time elapsed since last update in milliseconds.
+    </div>
+    <div>
+    Updates the animation with deltaTimeMS.
+    </div>
+
+    <h3>[method:Object3D getRoot]()</h3>
+    <div>
+    Return this mixer's root target object.
+    </div>
+
+    <h3>[method:null uncacheClip]([page:AnimationClip clip])</h3>
+    <div>
+    clip -- AnimationClip
+    </div>
+    <div>
+    Free all resources for a clip.
+    </div>
+
+    <h3>[method:null uncacheRoot]([page:Object3D root]) </h3>
+    <div>
+    root -- Object3D
+    </div>
+    <div>
+    Free all resources for a root target object.
+    </div>
+
+    <h3>[method:null uncacheAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+    <div>
+    clip -- AnimationClip <br />
+    optionalRoot -- Object3D
+    </div>
+    <div>
+    Free all resources for an action.
+    </div>
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 74 - 0
docs/api/animation/AnimationObjectGroup.html

@@ -0,0 +1,74 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+    <h1>[name]</h1>
+
+    <div class="desc">A group of objects that receives a shared animation state.</div>
+
+    <h2>Usage:</h2>
+
+    <div>
+      Add objects you would otherwise pass as 'root' to the	constructor or the [page:AnimationMixer.clipAction clipAction]
+      method of [page:AnimationMixer AnimationMixer] and instead pass this object as 'root'.<br /><br />
+
+      Note that objects of this class appear as one object to the mixer,
+      so cache control of the individual objects must be done	on the group.
+    </div>
+
+
+   <h2>Limitations</h2>
+   <div>
+    The animated properties must be compatible among all objects in the group.<br /><br />
+
+    A single property can either be controlled through a target group or directly, but not both.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+
+
+    <h2>Properties</h2>
+
+    <h3>[property:object stats]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Number timeScale]</h3>
+
+
+    <h2>Methods</h2>
+
+
+    <h3>[method:null add]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+    <div>
+
+    </div>
+
+    <h3>[method:null remove]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+    <div>
+
+    </div>
+
+    <h3>[method:null uncache]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+    <div>
+
+    </div>
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 54 - 0
docs/api/animation/AnimationUtils.html

@@ -0,0 +1,54 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+    <h1>[name]</h1>
+
+    <div class="desc">
+    An object with various functions to assist with animations.
+    </div>
+
+    <h2>Methods</h2>
+
+    <h3>[method:Array arraySlice]( array, from, to )</h3>
+    <div>
+    Convert an array to a specific type.
+    </div>
+
+    <h3>[method:Array convertArray]( array, type, forceClone )</h3>
+    <div>
+    This is the same as  Array.prototype.slice, but also works on typed arrays.
+    </div>
+
+    <h3>[method:Boolean isTypedArray]( object )</h3>
+    <div>
+    Return *true* if the object is a typed array.
+    </div>
+
+    <h3>[method:Array getKeyframeOrder]( times )</h3>
+    <div>
+    Returns an array by which times and values can be sorted.
+    </div>
+
+    <h3>[method:Array sortedArray]( values, stride, order )</h3>
+    <div>
+    Sort the array previously returned by [page:AnimationUtils.getKeyframeOrder getKeyframeOrder].
+    </div>
+
+    <h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+    <div>
+    Used for parsing AOS keyframe formats
+    </div>
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 154 - 0
docs/api/animation/KeyframeTrack.html

@@ -0,0 +1,154 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+    A timed sequence of [link:https://en.wikipedia.org/wiki/Key_frame keyframes] for animating
+    a specific property of an object.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values], [page:Constant interpolation] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+      -- [page:Constant interpolation] the type of interpolation to use. See [page:Animation Animation Constants] for possible values.
+      Default is [page:Animation InterpolateLinear].
+    </div>
+
+    <h2>Properties</h2>
+
+
+    <h3>[property:String name]</h3>
+    <div>
+    The name given to the KeyframeTrack in the constructor.
+    </div>
+
+    <h3>[property:Float32Array times]</h3>
+    <div>
+    [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array]
+    of keyframe times.
+    </div>
+
+    <h3>[property:Float32Array values]</h3>
+    <div>
+    [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array]
+    of keyframe values, corresponding to the [page:KeyframeTrack.times times].
+    </div>
+
+    <h3>[property:Constant DefaultInterpolation]</h3>
+    <div>
+    The default tnterpolation type to use, [page:Animation InterpolateLinear].
+    </div>
+
+
+    <h2>Methods</h2>
+
+    <h3>[method:null createInterpolant ](  )</h3>
+    <div>
+      Create a [page:LinearInterpolant LinearInterpolant], [page:CubicInterpolant CubicInterpolant]
+      or [page:DiscreteInterpolant DiscreteInterpolant], depending on the value of the interpolation parameter
+      passed in the constructor.
+    </div>
+
+    <h3>[method:null getInterpolation ](  )</h3>
+    <div>
+      Get the interpolation type.
+    </div>
+
+    <h3>[method:Number getValueSize ](  )</h3>
+    <div>
+      The the size of each value (length of the values array divied by length of times array).
+    </div>
+
+    <h3>[method:DiscreteInterpolant InterpolantFactoryMethodDiscrete ]( result )</h3>
+    <div>
+      Create a new [page:DiscreteInterpolant DiscreteInterpolant] from the [page:KeyframeTrack.times times]
+      and [page:KeyframeTrack.times values].
+    </div>
+
+    <h3>[method:null InterpolantFactoryMethodLinear ](  )</h3>
+    <div>
+      Create a new [page:LinearInterpolant LinearInterpolant] from the [page:KeyframeTrack.times times]
+      and [page:KeyframeTrack.times values].
+    </div>
+
+    <h3>[method:null InterpolantFactoryMethodSmooth ](  )</h3>
+    <div>
+      Create a new [page:CubicInterpolant CubicInterpolant] from the [page:KeyframeTrack.times times]
+      and [page:KeyframeTrack.times values].
+    </div>
+
+    <h3>[method:null optimize ](  )</h3>
+    <div>
+      Remove equivalent sequential keys, which are common in morph target sequences. <br />
+  	  Called automatically by the constructor.
+    </div>
+
+    <h3>[method:KeyframeTrack parse]( [page:JSON json] )</h3>
+    <div>
+    Parse json and return new keyframe track of the correct type.
+    </div>
+
+    <h3>[method:null scale ](  )</h3>
+    <div>
+      Scale all keyframe times by a factor (useful for frame <-> seconds conversions).
+    </div>
+
+    <h3>[method:null setInterpolation ]( [page:Constant interpolation] )</h3>
+    <div>
+      Set the interpolation type. See [page:Animation animation constants] for choices.
+    </div>
+
+    <h3>[method:null shift ]( [page:Number timeOffset] )</h3>
+    <div>
+      Move all keyframes either forwards or backwards in time.
+    </div>
+
+    <h3>[method:null TimeBufferType ](  )</h3>
+    <div>
+      [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
+      used to convert the times array passed in the constructor to a Float32Array.
+    </div>
+
+    <h3>[method:JSON toJSON]( [page:KeyframeTrack track] )</h3>
+    <div>
+    Convert the track to JSON.
+    </div>
+
+    <h3>[method:null trim ]( [page:Number startTime], [page:Number endTime] )</h3>
+    <div>
+      Removes keyframes before [page:Number startTime] and after [page:Number endTime]
+      without changing any values within the range [[page:Number startTime], [page:Number endTime]].
+    </div>
+
+    <h3>[method:null validate ](  )</h3>
+    <div>
+      Perform minimal validation on the tracks. Called automatically by the constructor.
+    </div>
+
+    <h3>[method:null ValueBufferType ](  )</h3>
+    <div>
+      [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
+      used to convert the values array passed in the constructor to a Float32Array.
+    </div>
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 131 - 0
docs/api/animation/PropertyBinding.html

@@ -0,0 +1,131 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+    <h1>[name]</h1>
+
+    <div class="desc">
+    This holds a reference to a real property in the scene graph.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:Object3D rootNode], path, parsedPath )</h3>
+    <div>
+      -- [page:Object3D rootNode]:
+      -- path
+      -- parsedPath (optional)
+
+    </div>
+
+    <h2>Properties</h2>
+
+    <h3>[property:Number path]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Number parsedPath]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Number node]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Number rootNode]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Object BindingType]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Object Versioning]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Array GetterByBindingType]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Array SetterByBindingTypeAndVersioning]</h3>
+    <div>
+
+    </div>
+
+
+
+    <h2>Methods</h2>
+
+    <h3>[method:null getValue]( [page:Array targetArray], [page:Number offset] )</h3>
+    <div>
+    </div>
+
+    <h3>[method:null setValue]( [page:Array sourceArray], [page:Number offset] )</h3>
+    <div>
+    </div>
+
+    <h3>[method:null bind]( )</h3>
+    <div>
+      Create getter / setter pair for a property in the scene graph. Used internally by
+      [page:PropertyBinding.getValue getValue] and [page:PropertyBinding.setValue setValue].
+    </div>
+
+    <h3>[method:null unbind]( )</h3>
+    <div>
+      Unbind getter / setter pair for a property in the scene graph.
+    </div>
+
+    <h3>[method:Constructor Composite]( targetGroup, path, optionalParsedPath )</h3>
+    <div>
+      Create a new Composite PropertyBinding.
+    </div>
+
+    <h3>[method:Constructor create]( root, path, parsedPath )</h3>
+    <div>
+      Create a new Composite PropertyBinding (if root is an [page:AnimationObjectGroup]) or PropertyBinding.
+    </div>
+
+    <h3>[method:Constructor parseTrackName]( trackName )</h3>
+    <div>
+      Matches strings in the following forms:<br />
+      -- nodeName.property<br />
+      -- nodeName.property[accessor]<br />
+      -- nodeName.material.property[accessor]<br />
+      -- uuid.property[accessor]<br />
+      -- uuid.objectName[objectIndex].propertyName[propertyIndex]<br />
+      -- parentName/nodeName.property<br />
+      -- parentName/parentName/nodeName.property[index]<br />
+      -- .bone[Armature.DEF_cog].position<br />
+      -- scene:helium_balloon_model:helium_balloon_model.position
+    </div>
+
+    <h3>[method:Constructor findNode]( root, nodeName )</h3>
+    <div>
+      Find a node in a node tree or [page:Skeleton Skeleton].
+    </div>
+
+
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 99 - 0
docs/api/animation/PropertyMixer.html

@@ -0,0 +1,99 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+    <h1>[name]</h1>
+
+    <div class="desc">
+    Buffered scene graph property that allows weighted accumulation.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( binding, typeName, valueSize )</h3>
+    <div>
+      -- binding <br />
+      -- typeName <br />
+      -- valueSize <br />
+    </div>
+
+
+    <h2>Properties</h2>
+
+
+    <h3>[property:Number binding]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Number buffer]</h3>
+    <div>
+      Buffer with size [page:PropertyMixer valueSize] * 4. <br /><br />
+      This has the layout: [ incoming | accu0 | accu1 | orig ]<br /><br />
+      Interpolators can use .buffer as their .result and the data then goes to 'incoming'.<br />
+      'accu0' and 'accu1' are used frame-interleaved for the cumulative result and
+      are compared to detect changes.<br />
+      'orig' stores the original state of the property.<br />
+    </div>
+
+    <h3>[property:Number cumulativeWeight]</h3>
+    <div>
+      Default is *0*.
+    </div>
+
+    <h3>[property:Number valueSize]</h3>
+    <div>
+
+    </div>
+
+    <h3>[property:Number referenceCount]</h3>
+    <div>
+      Default is *0*.
+    </div>
+
+    <h3>[property:Number useCount]</h3>
+    <div>
+      Default is *0*.
+    </div>
+
+
+    <h2>Methods</h2>
+
+
+    <h3>[method:null accumulate]( accuIndex, weight )</h3>
+    <div>
+      Accumulate data in [page:PropertyMixer.buffer buffer][accuIndex] 'incoming' region into 'accu[i]'.<br />
+
+      If weight is *0* this does nothing.
+    </div>
+
+    <h3>[method:null apply]( accuIndex )</h3>
+    <div>
+      Apply the state of [page:PropertyMixer.buffer buffer] 'accu[i]' to the binding when accus differ.
+    </div>
+
+    <h3>[method:null saveOriginalState]( )</h3>
+    <div>
+      Remember the state of the bound property and copy it to both accus.
+    </div>
+
+    <h3>[method:null restoreOriginalState](  )</h3>
+    <div>
+      Apply the state previously taken via 'saveOriginalState' to the binding.
+    </div>
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 72 - 0
docs/api/animation/tracks/BooleanKeyframeTrack.html

@@ -0,0 +1,72 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+		[page:KeyframeTrack] &rarr;
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+     A Track of Boolean keyframe values.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+    </div>
+
+    <h2>Properties</h2>
+
+		See [page:KeyframeTrack] for inherited properties.
+
+
+    <h3>[property:String ValueTypeName]</h3>
+    <div>
+    String 'bool'.
+    </div>
+
+    <h3>[property:Constant DefaultInterpolation]</h3>
+    <div>
+    The default interpolation type to use, [page:Animation InterpolateDiscrete].
+    </div>
+
+
+    <h2>Methods</h2>
+
+		See [page:KeyframeTrack] for inherited methods.
+
+    <h3>[method:null InterpolantFactoryMethodLinear ](  )</h3>
+    <div>
+      The value of this method here is 'undefined', as it does not make sense for discrete properties.
+    </div>
+
+    <h3>[method:null InterpolantFactoryMethodSmooth ](  )</h3>
+    <div>
+      The value of this method here is 'undefined', as it does not make sense for discrete properties.
+    </div>
+
+    <h3>[method:null ValueBufferType ](  )</h3>
+    <div>
+      Used to convert the values array passed in the constructor to an Array.
+			Note: In this case this does nothing, other Track types may convert the array to a Typed Array.
+    </div>
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 52 - 0
docs/api/animation/tracks/ColorKeyframeTrack.html

@@ -0,0 +1,52 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+		[page:KeyframeTrack] &rarr;
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+     A Track of keyframe values that represent color.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+			-- [page:Constant interpolation] the type of interpolation to use. See [page:Animation Animation Constants] for possible values.
+      Default is [page:Animation InterpolateLinear].
+    </div>
+
+    <h2>Properties</h2>
+
+		See [page:KeyframeTrack] for inherited properties.
+
+    <h3>[property:String ValueTypeName]</h3>
+    <div>
+    String 'color'.
+    </div>
+
+    <h2>Methods</h2>
+
+		See [page:KeyframeTrack] for inherited methods.
+
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 52 - 0
docs/api/animation/tracks/NumberKeyframeTrack.html

@@ -0,0 +1,52 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+		[page:KeyframeTrack] &rarr;
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+     A Track of numeric keyframe values.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+			-- [page:Constant interpolation] the type of interpolation to use. See [page:Animation Animation Constants] for possible values.
+      Default is [page:Animation InterpolateLinear].
+    </div>
+
+    <h2>Properties</h2>
+
+		See [page:KeyframeTrack] for inherited properties.
+
+
+    <h3>[property:String ValueTypeName]</h3>
+    <div>
+    String 'number'.
+    </div>
+
+    <h2>Methods</h2>
+
+		See [page:KeyframeTrack] for inherited methods.
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 69 - 0
docs/api/animation/tracks/QuaternionKeyframeTrack.html

@@ -0,0 +1,69 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+		[page:KeyframeTrack] &rarr;
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+     A Track of quaternion keyframe values.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+			-- [page:Constant interpolation] the type of interpolation to use. See [page:Animation Animation Constants] for possible values.
+      Default is [page:Animation InterpolateLinear].
+    </div>
+
+    <h2>Properties</h2>
+
+		See [page:KeyframeTrack] for inherited properties.
+
+
+    <h3>[property:String ValueTypeName]</h3>
+    <div>
+    String 'quaternion'.
+    </div>
+
+    <h3>[property:Constant DefaultInterpolation]</h3>
+    <div>
+    The default interpolation type to use, [page:Animation InterpolateLinear].
+    </div>
+
+
+    <h2>Methods</h2>
+
+		See [page:KeyframeTrack] for inherited methods.
+
+    <h3>[method:Number getValueSize ](  )</h3>
+    <div>
+      The the size of each value (length of the values array divied by length of times array).
+    </div>
+
+    <h3>[method:null InterpolantFactoryMethodLinear ](  )</h3>
+    <div>
+      Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the [page:KeyframeTrack.values values],
+			[page:KeyframeTrack.times times] and [page:KeyframeTrack.valueSize valueSize] of the keyframes.
+    </div>
+
+
+    <h2>Source</h2>
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 74 - 0
docs/api/animation/tracks/StringKeyframeTrack.html

@@ -0,0 +1,74 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+		[page:KeyframeTrack] &rarr;
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+     A Track of String keyframe values.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+			-- [page:Constant interpolation] the type of interpolation to use. See [page:Animation Animation Constants] for possible values.
+      Default is [page:Animation InterpolateDiscrete].
+    </div>
+
+    <h2>Properties</h2>
+
+		See [page:KeyframeTrack] for inherited properties.
+
+
+    <h3>[property:String ValueTypeName]</h3>
+    <div>
+    String 'string'.
+    </div>
+
+    <h3>[property:Constant DefaultInterpolation]</h3>
+    <div>
+    The default interpolation type to use, [page:Animation InterpolateDiscrete].
+    </div>
+
+
+    <h2>Methods</h2>
+
+		See [page:KeyframeTrack] for inherited methods.
+
+    <h3>[method:null InterpolantFactoryMethodLinear ](  )</h3>
+    <div>
+      The value of this method here is 'undefined', as it does not make sense for discrete properties.
+    </div>
+
+    <h3>[method:null InterpolantFactoryMethodSmooth ](  )</h3>
+    <div>
+      The value of this method here is 'undefined', as it does not make sense for discrete properties.
+    </div>
+
+    <h3>[method:null ValueBufferType ](  )</h3>
+    <div>
+      Used to convert the values array passed in the constructor to an Array.
+			Note: In this case this does nothing, other Track types may convert the array to a Typed Array.
+    </div>
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 51 - 0
docs/api/animation/tracks/VectorKeyframeTrack.html

@@ -0,0 +1,51 @@
+<!DOCTYPE html>
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="list.js"></script>
+    <script src="page.js"></script>
+    <link type="text/css" rel="stylesheet" href="page.css" />
+  </head>
+  <body>
+
+		[page:KeyframeTrack] &rarr;
+
+    <h1>[name]</h1>
+
+    <div class="desc">
+     A Track of Vector keyframe values.
+    </div>
+
+
+    <h2>Constructor</h2>
+
+
+    <h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+    <div>
+      -- [page:String name] (required) identifier for the KeyframeTrack.<br />
+      -- [page:Array times] (required) array of keyframe times<br />
+      -- [page:Array values] values for the keyframes at the times specified.<br />
+			-- [page:Constant interpolation] the type of interpolation to use. See [page:Animation Animation Constants] for possible values.
+      Default is [page:Animation InterpolateLinear].
+    </div>
+
+    <h2>Properties</h2>
+
+		See [page:KeyframeTrack] for inherited properties.
+
+    <h3>[property:String ValueTypeName]</h3>
+    <div>
+    String 'vector'.
+    </div>
+
+    <h2>Methods</h2>
+
+		See [page:KeyframeTrack] for inherited methods.
+
+    <h2>Source</h2>
+
+
+    [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+  </body>
+</html>

+ 203 - 0
docs/api/audio/Audio.html

@@ -0,0 +1,203 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a non-positional ( global ) audio object.<br /><br />
+
+			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<div>[example:misc_sound misc / sound ]</div>
+		<code>
+		//Create an AudioListener and add it to the camera
+		var listener = new THREE.AudioListener();
+		camera.add( listener );
+
+		// create a global audio source
+		var sound = new THREE.Audio( listener );
+
+		var audioLoader = new THREE.AudioLoader();
+
+		//Load a sound and set it as the Audio object's buffer
+		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
+			sound.setBuffer( buffer );
+			sound.setLoop(true);
+			sound.setVolume(0.5);
+			sound.play();
+		});
+		</code>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:AudioListener listener] )</h3>
+		<div>
+		listener — (required) [page:AudioListener AudioListener] instance.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Boolean autoplay]</h3>
+		<div>Whether to start playback automatically. Default is *false*.</div>
+
+		<h3>[property:AudioContext context]</h3>
+		<div>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</div>
+
+		<h3>[property:Array filters]</h3>
+		<div>Whether the audio is currently playing. Default is empty array.</div>
+
+		<h3>[property:GainNode gain]</h3>
+		<div>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
+		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</div>
+
+		<h3>[property:Boolean hasPlaybackControl]</h3>
+		<div>Whether playback can be controlled using the [page:Audio.play play](),
+			[page:Audio.pause pause]() etc. methods. Default is *true*.</div>
+
+		<h3>[property:Number playbackRate]</h3>
+		<div>Speed of playback. Default is *1*.</div>
+
+		<h3>[property:Boolean isPlaying]</h3>
+		<div>Whether the audio is currently playing.</div>
+
+		<h3>[property:Number startTime]</h3>
+		<div>Point at which to start playback. Default is *0*.</div>
+
+		<h3>[property:String source]</h3>
+		<div>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created
+		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createBufferSource AudioContext.createBufferSource]().</div>
+
+		<h3>[property:String sourceType]</h3>
+		<div>Type of the audio source. Default is string 'empty'.</div>
+
+		<h3>[property:String type]</h3>
+		<div>String denoting the type, set to 'Audio'.</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null connect]()</h3>
+		<div>
+		Connect to the [page:Audio.source]. This is used internally on initialisation and when
+		setting / removing filters.
+		</div>
+
+		<h3>[method:null disconnect]()</h3>
+		<div>
+		Disconnect from the [page:Audio.source]. This is used internally when
+		setting / removing filters.
+		</div>
+
+		<h3>[method:Array getFilter]()</h3>
+		<div>
+		Returns the first element of the [page:Audio.filters filters] array.
+		</div>
+
+		<h3>[method:null getFilters]()</h3>
+		<div>
+		Returns the [page:Audio.filters filters] array.
+		</div>
+
+		<h3>[method:Boolean getLoop]()</h3>
+		<div>
+		Return the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop]
+		 (whether playback should loop).
+		</div>
+
+		<h3>[method:GainNode getOutput]()</h3>
+		<div>
+		Return the [page:Audio.gain gainNode].
+		</div>
+
+		<h3>[method:Number getPlaybackRate]()</h3>
+		<div>
+		Return the value of [page:Audio.playbackRate playbackRate].
+		</div>
+
+		<h3>[method:Number getVolume]( value )</h3>
+		<div>
+		Return the current volume.
+		</div>
+
+		<h3>[method:null play]()</h3>
+		<div>
+		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, starts playback.
+		</div>
+
+		<h3>[method:null pause]()</h3>
+		<div>
+		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, pauses playback.
+		</div>
+
+		<h3>[method:null onEnded]()</h3>
+		<div>
+		Called automatically when playback finished. Sets If [page:Audio.isPlaying isPlaying] to false.
+		</div>
+
+		<h3>[method:Audio setBuffer]( audioBuffer )</h3>
+		<div>
+		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'buffer'.<br />
+		If [page:Audio.autoplay autoplay], also starts playback.
+		</div>
+
+		<h3>[method:null setFilter]( filter )</h3>
+		<div>
+		Add the filter to the [page:Audio.filters filters] array.
+		</div>
+
+		<h3>[method:Audio setFilters]( [page:Array value] )</h3>
+		<div>
+		value - arrays of filters.<br />
+		Set the [page:Audio.filters filters] array to *value*.
+		</div>
+
+		<h3>[method:null setLoop]( [page:Boolean value] )</h3>
+		<div>
+		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value*
+		(whether playback should loop).
+		</div>
+
+		<h3>[method:null setNodeSource]( audioNode )</h3>
+		<div>
+		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'audioNode'.<br />
+		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
+
+		</div>
+
+		<h3>[method:null setPlaybackRate]( [page:Number value] )</h3>
+		<div>
+		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*.
+		</div>
+
+		<h3>[method:null setVolume]( [page:Number value] )</h3>
+		<div>
+		Set the volume.
+		</div>
+
+		<h3>[method:null stop]()</h3>
+		<div>
+		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops playback,
+		resets [page:Audio.startTime startTime] to *0* and sets [page:Audio.isPlaying isPlaying] to false.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 96 - 0
docs/api/audio/AudioAnalyser.html

@@ -0,0 +1,96 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a AudioAnalyser object, which uses an [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode]
+			to analyse audio data.<br /><br />
+
+			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
+
+		</div>
+
+
+		<h2>Example</h2>
+
+		<div>[example:misc_sound misc / sound ]</div>
+		<code>
+		//Create an AudioListener and add it to the camera
+		var listener = new THREE.AudioListener();
+		camera.add( listener );
+
+		// create an Audio source
+		var sound = new THREE.Audio( listener );
+
+		var audioLoader = new THREE.AudioLoader();
+
+		//Load a sound and set it as the Audio object's buffer
+		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
+			sound.setBuffer( buffer );
+			sound.setLoop(true);
+			sound.setVolume(0.5);
+			sound.play();
+		});
+
+		//Create an AudioAnalyser, passing in the sound and desired fftSize
+		var analyser = new THREE.AudioAnalyser( sound, 32 );
+
+		//Get the average frequency of the sound
+		analyser.getAverageFrequency();
+		</code>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( audio, [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize fftSize] )</h3>
+		<div>
+		Create a new [page:AudioAnalyser AudioAnalyser].
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:AnalyserNode analyser]</h3>
+		<div>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode] used to analyze audio.</div>
+
+		<h3>[property:Integer fftSize]</h3>
+		<div>
+		A non-zero power of two up to 2048, representing the size of the FFT (Fast Fourier Transform) to be used to determine the frequency domain.<br />
+		See [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize this page] for details.
+		</div>
+
+		<h3>[property:Uint8Array data]</h3>
+		<div>
+		A Uint8Array with size determined by [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount analyser.frequencyBinCount]
+		used to hold analysis data.
+		</div>
+
+
+		<h2>Methods</h2>
+
+
+		<h3>[method:Uint8Array getFrequencyData]()</h3>
+		<div>
+		Uses the Web Audio's [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData getByteFrequencyData] method.
+		See that page.
+		</div>
+
+		<h3>[method:Number getAverageFrequency]()</h3>
+		<div>
+		Get the average of the frequencies returned by the [page:AudioAnalyser.getFrequencyData getFrequencyData] method.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 42 - 0
docs/api/audio/AudioContext.html

@@ -0,0 +1,42 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		This contains methods for setting up an [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
+
+		Used internally by the [page:AudioListener AudioListener] and [page:AudioLoader AudioLoader] classes.<br /><br />
+
+		This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
+		</div>
+
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:AudioContext getContext]()</h3>
+		<div>
+		Return the value of the variable *context* in the outer scope, if defined,
+		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
+		</div>
+
+		<h3>[method:AudioContext setContext]( [page:AudioConetxt value] )</h3>
+		<div>
+		 Set the variable *context* in the outer scope to *value*.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 106 - 0
docs/api/audio/AudioListener.html

@@ -0,0 +1,106 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a non-positional ( global ) audio object.<br /><br />
+
+			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
+
+		</div>
+
+
+		<h2>Example</h2>
+
+		<div>[example:misc_sound misc / sound ]</div>
+		<code>
+		//Create an AudioListener and add it to the camera
+		var listener = new THREE.AudioListener();
+		camera.add( listener );
+
+		// create a global audio source
+		var sound = new THREE.Audio( listener );
+
+		var audioLoader = new THREE.AudioLoader();
+
+		//Load a sound and set it as the Audio object's buffer
+		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
+			sound.setBuffer( buffer );
+			sound.setLoop(true);
+			sound.setVolume(0.5);
+			sound.play();
+		});
+		</code>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name](  )</h3>
+		<div>
+		Create a new AudioListener.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:AudioContext context]</h3>
+		<div>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</div>
+
+		<h3>[property:GainNode gain]</h3>
+		<div>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
+		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</div>
+
+		<h3>[property:AudioNode filter]</h3>
+		<div>Default is *null*.</div>
+
+
+		<h2>Methods</h2>
+
+
+		<h3>[method:GainNode getInput]()</h3>
+		<div>
+		Return the [page:AudioListener.gain gainNode].
+		</div>
+
+		<h3>[method:null removeFilter]()</h3>
+		<div>
+		Set the [page:AudioListener.filter filter] property to *null*.
+		</div>
+
+		<h3>[method:AudioNode getFilter]()</h3>
+		<div>
+		Returns the value of the [page:AudioListener.filter filter] property.
+		</div>
+
+		<h3>[method:null setFilter]( [page:AudioNode value] )</h3>
+		<div>
+		Set the [page:AudioListener.filter filter] property to *value*.
+		</div>
+
+		<h3>[method:Number getMasterVolume]()</h3>
+		<div>
+		Return the volume.
+		</div>
+
+		<h3>[method:null getMasterVolume]( [page:Number value] )</h3>
+		<div>
+		Set the volume.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 125 - 0
docs/api/audio/PositionalAudio.html

@@ -0,0 +1,125 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr; [page:Audio] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a positional audio object.<br /><br />
+
+			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<div>[example:misc_sound misc / sound ]</div>
+		<code>
+		//Create an AudioListener and add it to the camera
+		var listener = new THREE.AudioListener();
+		camera.add( listener );
+
+		//Create the PositionalAudio object (passing in the listener)
+		var sound = new THREE.PositionalAudio( listener );
+
+		//Load a sound and set it as the PositionalAudio object's buffer
+		var audioLoader = new THREE.AudioLoader();
+		audioLoader.load( 'sounds/song.ogg', function( buffer ) {
+			sound1.setBuffer( buffer );
+			sound1.setRefDistance( 20 );
+			sound1.play();
+		});
+
+		//Create an object for the sound to play from
+		var sphere = new THREE.SphereGeometry( 20, 32, 16 );
+		var material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
+		var mesh = new THREE.Mesh( sphere, material );
+		scene.add( mesh );
+
+		//Finally add the sound to the mesh
+		mesh.add( sound );
+		</code>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:AudioListener listener] )</h3>
+		<div>
+		listener — (required) [page:AudioListener AudioListener] instance.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<div>
+			See the [page:Audio Audio] class for inherited properties.
+		</div>
+
+		<h3>[property:PannerNode panner]</h3>
+		<div>The PositionalAudio's [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode PannerNode].</div>
+
+
+		<h2>Methods</h2>
+
+		<div>
+			See the [page:Audio Audio] class for inherited methods.
+		</div>
+
+		<h3>[method:PannerNode getOutput]()</h3>
+		<div>
+		Returns the [page:PositionalAudio.panner panner].
+		</div>
+
+		<h3>[method:Number getRefDistance]()</h3>
+		<div>
+		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
+		</div>
+
+		<h3>[method:PannerNode setRefDistance]( [page:Number value] )</h3>
+		<div>
+		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
+		</div>
+
+		<h3>[method:PannerNode getRolloffFactor]()</h3>
+		<div>
+		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
+		</div>
+
+		<h3>[method:PannerNode setRolloffFactor]( [page:Number value] )</h3>
+		<div>
+		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
+		</div>
+
+		<h3>[method:String getDistanceModel]()</h3>
+		<div>
+		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
+		</div>
+
+		<h3>[method:String setDistanceModel]( [page:String value] )</h3>
+		<div>
+		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
+		</div>
+
+		<h3>[method:PannerNode getMaxDistance]()</h3>
+		<div>
+		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.distanceModel].
+		</div>
+
+		<h3>[method:PannerNode setMaxDistance]( [page:Number value] )</h3>
+		<div>
+		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.distanceModel].
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 54 - 13
docs/api/cameras/Camera.html

@@ -2,16 +2,19 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Object3D] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">Abstract base class for cameras. This class should always be inherited when you build a new camera.</div>
+		<div class="desc">
+			Abstract base class for cameras. This class should always be inherited when you build a new camera.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -19,29 +22,67 @@
 
 		<h3>[name]()</h3>
 		<div>
-			This constructor sets the following properties to the correct type: matrixWorldInverse and projectionMatrix.
-			
+			Creates a new [name]. Note that this class is not intended to be called directly;
+			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:Boolean isCamera]</h3>
+		<div>
+			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally by the renderer for optimisation.
+		</div>
 
-		<h3>.[page:Matrix4 matrixWorldInverse]</h3>
-		<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
+		<h3>[property:Layers layers]</h3>
+		<div>
+		The [page:Layers layers] that the camera is a member of. This is an inherited
+		property from [page:Object3D].<br /><br />
+
+		Objects must share at least one layer with the camera to be seen
+		when the camera's viewpoint is rendered.
+		</div>
+
+		<h3>[property:Matrix4 matrixWorldInverse]</h3>
+		<div>
+			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
+			the world transform of the Camera.
+		</div>
 
-		<h3>.[page:Matrix4 projectionMatrix]</h3>
+		<h3>[property:Matrix4 projectionMatrix]</h3>
 		<div>This is the matrix which contains the projection.</div>
 
 
 		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
+
+		<h3>[method:Camera clone]( )</h3>
+		<div>
+			Return a new camera with the same properties as this one.
+		</div>
+
+		<h3>[method:Camera copy]( [page:Camera source] )</h3>
+		<div>
+		Copy the properties from the source camera into this one.
+		</div>
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		vector — point to look at<br />
-		<br />
-		This makes the camera look at the vector position in the global space as long as the parent of this camera is the scene or at position (0,0,0).
+		Returns a vector representing the direction in which the camera is looking,
+		in world space. If the [page:Vector3 optionalTarget] is set, returns a vector representing the direction
+		from the camera's position to the [page:Vector3 optionalTarget].
 		</div>
 
+		<h3>[method:null lookAt]( [page:Vector3 target] )</h3>
+		<div>
+		target — position in 3D space for the camera to point towards<br /><br />
+
+		This makes the camera look at the vector position in the global space as long as
+		the parent of this camera is the scene or at position (0,0,0).
+		</div>
 
 		<h2>Source</h2>
 

+ 83 - 0
docs/api/cameras/CubeCamera.html

@@ -0,0 +1,83 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</div>
+
+		<h2>Examples</h2>
+
+		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
+		<div>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</div>
+		<div>[example:webgl_shading_physical shading / physical ]</div>
+
+		<code>//Create cube camera
+		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
+		scene.add( cubeCamera );
+
+		//Create car
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget } );
+		var car = new Mesh( carGeometry, chromeMaterial );
+		scene.add( car );
+
+		//Update the render target cube
+		car.setVisible( false );
+		cubeCamera.position.copy( car.position );
+		cubeCamera.updateCubeMap( renderer, scene );
+
+		//Render the scene
+		car.setVisible( true );
+		renderer.render( scene, camera );
+		</code>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Number near], [page:Number far], [page:Number cubeResolution] )</h3>
+		<div>
+		near -- The near clipping distance. <br />
+		far -- The far clipping distance <br />
+		cubeResolution -- Sets the length of the cube's edges.
+		</div>
+		<div>
+		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
+		render to a [page:WebGLRenderTargetCube].
+		</div>
+
+
+		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
+		<div>
+		The cube texture that gets generated.
+		</div>
+
+		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
+
+
+		<h3>[method:null updateCubeMap]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
+		<div>
+		renderer -- The current WebGL renderer <br />
+		scene -- The current scene
+		</div>
+		<div>
+		Call this to update the [page:CubeCamera.renderTarget renderTarget].
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 89 - 18
docs/api/cameras/OrthographicCamera.html

@@ -2,20 +2,41 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">Camera with orthographic projection.</div>
+		<div class="desc">
+			Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
+
+			In this projection mode, an object's size in the rendered image stays constant
+			regardless of its distance from the camera.<br /><br />
+
+			This can be useful for rendering 2D scenes and UI elements, amongst other things.
+		</div>
 
 
 		<h2>Example</h2>
 
+		<div>[example:canvas_camera_orthographic camera / orthographic ]</div>
+		<div>[example:canvas_camera_orthographic2 camera / orthographic2 ]</div>
+		<div>[example:webgl_camera camera ]</div>
+		<div>[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]</div>
+		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
+		<div>[example:webgl_postprocessing_advanced postprocessing / advanced ]</div>
+		<div>[example:webgl_postprocessing_dof2 postprocessing / dof2 ]</div>
+		<div>[example:webgl_postprocessing_godrays postprocessing / godrays ]</div>
+		<div>[example:webgl_rtt rtt ]</div>
+		<div>[example:webgl_shaders_tonemapping shaders / tonemapping ]</div>
+		<div>[example:webgl_shadowmap shadowmap ]</div>
+		<div>[example:webgl_terrain_dynamic terrain / dynamic ]</div>
+
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>
 
@@ -23,43 +44,93 @@ scene.add( camera );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
+		<h3>[name]( [page:Number left], [page:Number right], [page:Number top], [page:Number bottom], [page:Number near], [page:Number far] )</h3>
 		<div>
 		left — Camera frustum left plane.<br />
 		right — Camera frustum right plane.<br />
 		top — Camera frustum top plane.<br />
 		bottom — Camera frustum bottom plane.<br />
 		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.
+		far — Camera frustum far plane.<br /><br />
+
+		Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Camera] class for common properties.</div>
+
+		<h3>[property:Float bottom]</h3>
+		<div>Camera frustum bottom plane.</div>
+
+		<h3>[property:Float far]</h3>
+		<div>
+		Camera frustum far plane. Default is *2000*.<br /><br />
+
+		The valid range is between the current value of the [page:.near near] plane and infinity.
+		</div>
+
+		<h3>[property:Boolean isOrthographicCamera]</h3>
+		<div>
+			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
+
+			This should not be changed as it is used internally by the renderer for optimisation.
+		</div>
 
-		<h3>.[page:Float left]</h3>
+		<h3>[property:Float left]</h3>
 		<div>Camera frustum left plane.</div>
 
-		<h3>.[page:Float right]</h3>
+		<h3>[property:Float near]</h3>
+		<div>
+			Camera frustum near plane. Default is *0.1*.<br /><br />
+
+			The valid range is between 0 and the current value of the [page:.far far] plane.
+			Note that, unlike for the [page:PerspectiveCamera], *0* is a valid value for an
+			OrthographicCamera's near plane.
+		</div>
+
+		<h3>[property:Float right]</h3>
 		<div>Camera frustum right plane.</div>
 
-		<h3>.[page:Float top]</h3>
+		<h3>[property:Float top]</h3>
 		<div>Camera frustum top plane.</div>
 
-		<h3>.[page:Float bottom]</h3>
-		<div>Camera frustum bottom plane.</div>
+		<h3>[property:Object view]</h3>
+		<div>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</div>
+
+		<h3>[property:number zoom]</h3>
+		<div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
 
-		<h3>.[page:Float near]</h3>
-		<div>Camera frustum near plane.</div>
+		<h2>Methods</h2>
+		<div>See the base [page:Camera] class for common methods.</div>
 
-		<h3>.[page:Float far]</h3>
-		<div>Camera frustum far plane.</div>
+		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<div>
+		fullWidth — full width of multiview setup<br />
+		fullHeight — full height of multiview setup<br />
+		x — horizontal offset of subcamera<br />
+		y — vertical offset of subcamera<br />
+		width — width of subcamera<br />
+		height — height of subcamera<br /><br />
+
+			Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+			This is useful for multi-window or multi-monitor/multi-machine setups.
+			For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
+		</div>
 
+		<h3>[method:null clearViewOffset]()</h3>
+		<div>
+		Removes any offset set by the .setViewOffset method.
+		</div>
 
-		<h2>Methods</h2>
+		<h3>[method:null updateProjectionMatrix]()</h3>
+		<div>
+		Updates the camera projection matrix. Must be called after any change of parameters.
+		</div>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:JSON toJSON]()</h3>
 		<div>
-		Updates the camera projection matrix. Must be called after change of parameters.
+		Return the camera's data in JSON format.
 		</div>
 
 

+ 108 - 24
docs/api/cameras/PerspectiveCamera.html

@@ -2,64 +2,142 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">Camera with perspective projection.</div>
+		<div class="desc">
+			Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
+
+			This projection mode is designed to mimic the way the human eye sees. It is the most
+			common projection mode used for rendering a 3D scene.
+		</div>
 
 
 		<h2>Example</h2>
 
+		<div>[example:canvas_geometry_birds geometry / birds ]</div>
+		<div>[example:canvas_geometry_cube geometry / cube ]</div>
+		<div>[example:webgl_animation_skinning_blending animation / skinning / blending ]</div>
+		<div>[example:webgl_animation_skinning_morph animation / skinning / blending ]</div>
+		<div>[example:webgl_effects_stereo effects / stereo ]</div>
+		<div>[example:webgl_interactive_cubes interactive / cubes ]</div>
+		<div>[example:webgl_loader_collada_skinning loader / collada / skinning ]</div>
+
 		<code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
 scene.add( camera );</code>
 
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
+		<h3>[name]( [page:Number fov], [page:Number aspect], [page:Number near], [page:Number far] )</h3>
 		<div>
 		fov — Camera frustum vertical field of view.<br />
 		aspect — Camera frustum aspect ratio.<br />
 		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.
+		far — Camera frustum far plane.<br /><br />
+
+			Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Camera] class for common properties.</div>
+
+		<h3>[property:Float aspect]</h3>
+		<div>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</div>
 
-		<h3>.[page:Float fov]</h3>
-		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
+		<h3>[property:Float far]</h3>
+		<div>
+			Camera frustum far plane. Default is *2000*.<br /><br />
+
+			The valid range is between the current value of the [page:.near near] plane and infinity.
+		</div>
+
+		<h3>[property:Float filmGauge]</h3>
+		<div>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</div>
+
+		<h3>[property:Float filmOffset]</h3>
+		<div>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</div>
+
+		<h3>[property:Float focus]</h3>
+		<div>Object distance used for stereoscopy and depth-of-field effects.
+			This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
+			Default is *10*.
+		</div>
+
+		<h3>[property:Float fov]</h3>
+		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</div>
+
+		<h3>[property:Boolean isPerspectiveCamera]</h3>
+		<div>
+			Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
+
+			This should not be changed as it is used internally by the renderer for optimisation.
+		</div>
+
+
+		<h3>[property:Float near]</h3>
+		<div>
+			Camera frustum near plane. Default is *0.1*.<br /><br />
+
+			The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
+			Note that, unlike for the [page:OrthographicCamera], *0* is <em>not</em> a valid value
+			for a PerspectiveCamera's near plane.
+		</div>
+
+		<h3>[property:Object view]</h3>
+		<div>
+			Frustum window specification or null.
+			This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
+			and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
+		</div>
+
+		<h3>[property:number zoom]</h3>
+		<div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
 
-		<h3>.[page:Float aspect]</h3>
-		<div>Camera frustum aspect ratio, window width divided by window height.</div>
 
-		<h3>.[page:Float near]</h3>
-		<div>Camera frustum near plane.</div>
 
-		<h3>.[page:Float far]</h3>
-		<div>Camera frustum far plane.</div>
 
 
 		<h2>Methods</h2>
+		<div>See the base [page:Camera] class for common methods.</div>
+
+		<h3>[method:null clearViewOffset]()</h3>
+		<div>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</div>
+
+		<h3>[method:Float getEffectiveFOV]()</h3>
+		<div>Returns the current vertical field of view angle in degrees considering .zoom.</div>
 
-		<h3>.setLens( [page:Float focalLength], [page:Float frameSize] )</h3>
+		<h3>[method:Float getFilmHeight]()</h3>
 		<div>
-		focalLength — focal length<br />
-		frameSize — frame size
+		Returns the height of the image on the film. If .aspect is less than or equal to one
+		(portrait format), the result equals .filmGauge.
 		</div>
 
+		<h3>[method:Float getFilmWidth]()</h3>
 		<div>
-		Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.<br />
-		Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
+		Returns the width of the image on the film. If .aspect is greater than or equal to one
+		(landscape format), the result equals .filmGauge.
 		</div>
 
-		<h3>.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:Float getFocalLength]()</h3>
+		<div>Returns the focal length of the current .fov in respect to .filmGauge.</div>
+
+		<h3>[method:null setFocalLength]( [page:Float focalLength] )</h3>
+		<div>
+		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
+
+		By default, the focal length is specified for a 35mm (full frame) camera.
+		</div>
+
+		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />
@@ -76,11 +154,13 @@ scene.add( camera );</code>
 		<div>
 		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
 
-		<pre>+---+---+---+
+		<pre>
++---+---+---+
 | A | B | C |
 +---+---+---+
 | D | E | F |
-+---+---+---+</pre>
++---+---+---+
+		</pre>
 
 		then for each monitor you would call it like this:<br />
 
@@ -106,11 +186,15 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Note there is no reason monitors have to be the same size or in a grid.
 		</div>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
-		Updates the camera projection matrix. Must be called after change of parameters.
+		Updates the camera projection matrix. Must be called after any change of parameters.
 		</div>
 
+		<h3>[method:JSON toJSON]()</h3>
+		<div>
+		Return camera data in JSON format.
+		</div>
 
 		<h2>Source</h2>
 

+ 67 - 0
docs/api/cameras/StereoCamera.html

@@ -0,0 +1,67 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		Dual [page:PerspectiveCamera PerspectiveCamera]s used for effects such as
+		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<div>[example:webgl_effects_anaglyph effects / anaglyph ]</div>
+		<div>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</div>
+		<div>[example:webgl_effects_stereo effects / stereo ]</div>
+
+		<div>
+		This class is used internally in the files<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
+		used in the above examples.
+		</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( )</h3>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Float aspect]</h3>
+		<div>Default is *1*.</div>
+
+		<h3>[property:Float eyeSep]</h3>
+		<div>Default is *0.064*.</div>
+
+		<h3>[property:PerspectiveCamera cameraL]</h3>
+		<div>Left camera. This is added to [page:Layers layer 1] - objects to be rendered
+		by the left camera must also be added to this layer.</div>
+
+		<h3>[property:PerspectiveCamera cameraR]</h3>
+		<div>Right camera.This is added to [page:Layers layer 2] - objects to be rendered
+		by the left camera must also be added to this layer.</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null update]( camera )</h3>
+		<div>
+		Update the stereo cameras based on the camera passed in.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 39 - 0
docs/api/constants/Animation.html

@@ -0,0 +1,39 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>Animation Constants</h1>
+
+		<h2>Loop Modes</h2>
+    
+		<code>
+THREE.LoopOnce
+THREE.LoopRepeat
+THREE.LoopPingPong
+		</code>
+
+    <h2>Interpolation Modes</h2>
+    <code>
+THREE.InterpolateDiscrete
+THREE.InterpolateLinear
+THREE.InterpolateSmooth
+    </code>
+
+    <h2>Ending Modes</h2>
+    <code>
+THREE.ZeroCurvatureEnding
+THREE.ZeroSlopeEnding
+THREE.WrapAroundEnding
+    </code>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+	</body>
+</html>

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

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

+ 42 - 23
docs/api/constants/CustomBlendingEquations.html

@@ -2,41 +2,60 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>Custom Blending Equation Constants</h1>
 
-		<h2>Equations</h2>
-		<div>
-		THREE.AddEquation<br />
-		THREE.SubtractEquation<br />
+
+		<h2>Example</h2>
+		<div>[example:webgl_materials_blending_custom materials / blending / custom ]</div>
+
+		<h2>Usage</h2>
+		These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
+
+		<code>
+		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
+		material.blending = THREE.CustomBlending;
+		material.blendEquation = THREE.AddEquation; //default
+		material.blendSrc = THREE.SrcAlphaFactor; //default
+		material.blendDst = THREE.OneMinusDstAlphaFactor; //default
+		</code>
+
+		<h2>Blending Equations</h2>
+		<code>
+		THREE.AddEquation
+		THREE.SubtractEquation
 		THREE.ReverseSubtractEquation
-		</div>
+		THREE.MinEquation
+		THREE.MaxEquation
+		</code>
 
-		<h2>Destination Factors</h2>
-		<div>
-		THREE.ZeroFactor<br />
-		THREE.OneFactor<br />
-		THREE.SrcColorFactor<br />
-		THREE.OneMinusSrcColorFactor<br />
-		THREE.SrcAlphaFactor<br />
-		THREE.OneMinusSrcAlphaFactor<br />
-		THREE.DstAlphaFactor<br />
+		<h2>Source Factors</h2>
+		<code>
+		THREE.ZeroFactor
+		THREE.OneFactor
+		THREE.SrcColorFactor
+		THREE.OneMinusSrcColorFactor
+		THREE.SrcAlphaFactor
+		THREE.OneMinusSrcAlphaFactor
+		THREE.DstAlphaFactor
 		THREE.OneMinusDstAlphaFactor
-		</div>
+		THREE.DstColorFactor
+		THREE.OneMinusDstColorFactor
+		THREE.SrcAlphaSaturateFactor
+		</code>
 
-		<h2>Source Factors</h2>
+		<h2>Destination Factors</h2>
 		<div>
-		THREE.DstColorFactor<br />
-		THREE.OneMinusDstColorFactor<br />
-		THREE.SrcAlphaSaturateFactor
+			All of the Source Factors are valid as Destination Factors, except for <code>THREE.SrcAlphaSaturateFactor</code>
 		</div>
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 </html>

+ 83 - 0
docs/api/constants/DrawModes.html

@@ -0,0 +1,83 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>Draw Mode Constants</h1>
+
+		<div class="desc">
+			These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.<br /><br />
+
+			Note that these only work when [page:Mesh.geometry] is a [page:BufferGeometry]. Changing this
+			when [page:Mesh.geometry] is a [page:Geometry] will have no effect.<br /><br />
+
+
+
+		</div>
+
+		<h2>Draw Modes</h2>
+
+		<code>
+			THREE.TrianglesDrawMode
+		</code>
+		<div>
+			This is the default, and results in every three consecutive vertices (v0, v1, v2), (v2, v3, v5), ...
+			being interpreted as a separate triangle. <br />
+			If the number of vertices is not a multiple of 3, excess vertices are ignored.
+		</div>
+
+		<code>
+			THREE.TriangleStripDrawMode
+		</code>
+		<div>
+			This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ...
+			so that every subsequent triangle shares two vertices with the previous triangle.
+		</div>
+
+		<code>
+			THREE.TriangleFanDrawMode
+		</code>
+		<div>
+			This will result in a series of triangles each sharing the first vertex (like a fan),
+			given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ... <br /><br />
+
+			<em>Note:</em> As of [link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10], this mode is not supported. As Chrome and Firefox
+			render WebGL using [link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE] on Windows,
+			internally this mode will be converted to a supported mode, which will likely lead to lowered
+			performance on those browsers.
+		</div>
+
+
+		<h2>Usage</h2>
+
+		<code>
+		var geometry = new THREE.Geometry();
+
+		geometry.vertices.push(
+			new THREE.Vector3( -10,  10, 0 ),
+			new THREE.Vector3( -10, -10, 0 ),
+			new THREE.Vector3(  10, -10, 0 ),
+			...
+		);
+		geometry.faces.push( new THREE.Face3( 0, 1, 2 ), ... );
+
+		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
+
+		var mesh = new THREE.Mesh( geometry, material );
+		mesh.drawMode = THREE.TrianglesDrawMode; //default
+
+		scene.add( mesh );
+		</code>
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+	</body>
+</html>

+ 0 - 30
docs/api/constants/GLState.html

@@ -1,30 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>GL State Conflicts</h1>
-
-		<h2>Cull Face</h2>
-		<div>
-		THREE.CullFaceNone<br />
-		THREE.CullFaceBack<br />
-		THREE.CullFaceFront<br />
-		THREE.CullFaceFrontBack
-		</div>
-
-		<h2>Front Face Direction</h2>
-		<div>
-		THREE.FrontFaceDirectionCW<br />
-		THREE.FrontFaceDirectionCCW<br />
-		</div>
-	
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
-	</body>
-</html>

+ 109 - 47
docs/api/constants/Materials.html

@@ -1,47 +1,109 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>Material Constants</h1>
-
-		<h2>Side</h2>
-		<div>
-		THREE.FrontSide<br />
-		THREE.BackSide<br />
-		THREE.DoubleSide
-		</div>
-
-		<h2>Shading</h2>
-		<div>
-		THREE.NoShading<br />
-		THREE.FlatShading<br />
-		THREE.SmoothShading
-		</div>
-
-		<h2>Colors</h2>
-		<div>
-		THREE.NoColors<br />
-		THREE.FaceColors<br />
-		THREE.VertexColors
-		</div>
-
-		<h2>Blending Mode</h2>
-		<div>
-		THREE.NoBlending<br />
-		THREE.NormalBlending<br />
-		THREE.AdditiveBlending<br />
-		THREE.SubtractiveBlending<br />
-		THREE.MultiplyBlending<br />
-		THREE.CustomBlending
-		</div>
-	
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
-	</body>
-</html>
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>Material Constants</h1>
+
+		<div class="desc">
+		These constants define properties common to all material types,
+		with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
+		</div>
+
+
+		<h2>Side</h2>
+		<code>
+		THREE.FrontSide
+		THREE.BackSide
+		THREE.DoubleSide
+		</code>
+		<div>
+		Defines which side of faces will be rendered - front, back or both.
+		Default is [page:Constant FrontSide].
+		</div>
+
+
+		<h2>Shading</h2>
+		<code>
+	  THREE.SmoothShading
+		THREE.FlatShading
+		</code>
+		<div>
+		[page:Constant SmoothShading] is the default and linearly interpolates color between vertices.<br />
+		[page:Constant FlatShading] uses the color of the first vertex for every pixel in a face.
+		</div>
+
+		<h2>Colors</h2>
+		<code>
+		THREE.NoColors
+		THREE.FaceColors
+		THREE.VertexColors
+		</code>
+		<div>
+		[page:Constant NoColors] is the default and applies the material's color to all faces.<br />
+		[page:Constant FaceColors] colors faces according to each [page:Face3 Face3][property:Color color] value.<br />
+		[page:Constant VertexColors] colors faces according to each [page:Face3 Face3][property:Array vertexColors] value. This is an array of three [page:Color Color]s, one for each vertex in the face.<br />
+		See the [example:webgl_geometry_colors geometry / colors] example.
+		</div>
+
+		<h2>Blending Mode</h2>
+		<code>
+		THREE.NoBlending
+		THREE.NormalBlending
+		THREE.AdditiveBlending
+		THREE.SubtractiveBlending
+		THREE.MultiplyBlending
+		THREE.CustomBlending
+		</code>
+
+
+		<div>
+		These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
+		[page:Constant NormalBlending] is the default.<br />
+		Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
+		See the [example:webgl_materials_blending materials / blending] example.<br />
+		</div>
+
+		<h2>Depth Mode</h2>
+		<code>
+		THREE.NeverDepth
+		THREE.AlwaysDepth
+		THREE.LessDepth
+		THREE.LessEqualDepth
+		THREE.GreaterEqualDepth
+		THREE.GreaterDepth
+		THREE.NotEqualDepth
+		</code>
+		<div>
+		Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
+		[page:Materials NeverDepth] will never return true.<br />
+		[page:Materials AlwaysDepth] will always return true.<br />
+		[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
+		[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
+		[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
+		[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
+		[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is equal to the current buffer Z-depth.<br />
+		</div>
+
+		<h2>Texture Combine Operations</h2>
+		<code>
+		THREE.MultiplyOperation
+		THREE.MixOperation
+		THREE.AddOperation
+		</code>
+		These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
+		[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
+		[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
+		[page:Constant AddOperation] adds the two colors.
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+	</body>
+</html>

+ 78 - 0
docs/api/constants/Renderer.html

@@ -0,0 +1,78 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>WebGLRenderer Constants</h1>
+
+		<h2>Cull Face Modes</h2>
+		<code>
+		THREE.CullFaceNone
+		THREE.CullFaceBack
+		THREE.CullFaceFront
+		THREE.CullFaceFrontBack
+		</code>
+		<div>
+		These are used by the WebGLRenderer's [page:WebGLRenderer.setFaceCulling setFaceCulling] method.<br /><br />
+		[page:constant CullFaceNone] disables face culling.<br />
+		[page:constant CullFaceBack] culls back faces (default).<br />
+		[page:constant CullFaceFront] culls front faces.<br />
+		[page:constant CullFaceFrontBack] culls both front and back faces.
+		</div>
+
+		<h2>Front Face Direction</h2>
+		<code>
+		THREE.FrontFaceDirectionCW
+		THREE.FrontFaceDirectionCCW
+		</code>
+		<div>
+		These are used by the WebGLRenderer's [page:WebGLRenderer.setFaceCulling setFaceCulling] method.<br /><br />
+		[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.<br />
+		[page:constant FrontFaceDirectionCW] sets the winding order for polygons to counter-clockwise (default).
+		</div>
+
+		<h2>Shadow Types</h2>
+		<code>
+		THREE.BasicShadowMap
+		THREE.PCFShadowMap
+		THREE.PCFSoftShadowMap
+		</code>
+		<div>
+		These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
+
+		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
+		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
+		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
+		</div>
+
+		<h2>Tone Mapping</h2>
+		<code>
+		THREE.NoToneMapping
+		THREE.LinearToneMapping
+		THREE.ReinhardToneMapping
+		THREE.Uncharted2ToneMapping
+		THREE.CineonToneMapping
+		</code>
+		<div>
+		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
+		This is used to approximate the appearance of high dynamic range (HDR) on the
+		low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
+
+		[page:constant NoToneMapping] disables tone mapping.<br />
+		[page:constant LinearToneMapping] is the default.<br /><br />
+
+		See the [example:webgl_tonemapping WebGL / tonemapping] example.
+
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+	</body>
+</html>

+ 0 - 23
docs/api/constants/ShadowingTypes.html

@@ -1,23 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>Shadowing Type Contants</h1>
-
-		<h2>Shadow Map</h2>
-		<div>
-		THREE.BasicShadowMap<br />
-		THREE.PCFShadowMap<br />
-		THREE.PCFSoftShadowMap
-		</div>
-	
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
-	</body>
-</html>

+ 237 - 48
docs/api/constants/Textures.html

@@ -2,84 +2,273 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>Texture Constants</h1>
 
-		<h2>Operations</h2>
-		<div>
-		THREE.MultiplyOperation<br />
-		THREE.MixOperation<br />
-		THREE.AddOperation
-		</div>
-
 		<h2>Mapping Modes</h2>
+		<code>
+		THREE.UVMapping
+		THREE.CubeReflectionMapping
+		THREE.CubeRefractionMapping
+		THREE.EquirectangularReflectionMapping
+		THREE.EquirectangularRefractionMapping
+		THREE.SphericalReflectionMapping
+		THREE.CubeUVReflectionMapping
+		THREE.CubeUVRefractionMapping
+		</code>
+
 		<div>
-		THREE.UVMapping<br />
-		THREE.CubeReflectionMapping<br />
-		THREE.CubeRefractionMapping<br />
-		THREE.SphericalReflectionMapping<br />
-		THREE.SphericalRefractionMapping
+		These define the texture's mapping mode.<br />
+		[page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
+
+		The rest define environment mapping types.<br /><br />
+
+		[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
+		use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.<br />
+		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
+
+		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
+		are for use with an equirectangular environment map.<br /><br />
+
+		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map.<br /><br />
+
+		See the [example:webgl_materials_envmaps materials / envmaps] example.
 		</div>
 
+
 		<h2>Wrapping Modes</h2>
-		<div>
-		THREE.RepeatWrapping<br />
-		THREE.ClampToEdgeWrapping<br />
+		<code>
+		THREE.RepeatWrapping
+		THREE.ClampToEdgeWrapping
 		THREE.MirroredRepeatWrapping
+		</code>
+		<div>
+		These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
+		which define horizontal and vertical texture wrapping.<br /><br />
+
+		With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
+
+		[page:constant ClampToEdgeWrapping] is the default.
+		The last pixel of the texture stretches to the edge of the mesh.<br /><br />
+
+		With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.<br />
 		</div>
 
-		<h2>Filters</h2>
+		<h2>Magnification Filters</h2>
+		<code>
+		THREE.NearestFilter
+		THREE.LinearFilter
+		</code>
+
 		<div>
-		THREE.NearestFilter<br />
-		THREE.NearestMipMapNearestFilter<br />
-		THREE.NearestMipMapLinearFilter<br />
-		THREE.LinearFilter<br />
-		THREE.LinearMipMapNearestFilter<br />
-		THREE.LinearMipMapLinearFilter
+		For use with a texture's [page:Texture.magFilter magFilter]	property,
+		these define the texture magnification function to be used when the pixel being textured maps to an
+		area less than or equal to one texture element (texel).<br /><br />
+
+		[page:constant NearestFilter] returns the value of the texture element that is nearest
+		(in Manhattan distance) to the specified texture coordinates.<br /><br />
+
+		[page:constant LinearFilter] is the default and returns the weighted average
+		of the four texture elements that are closest to the specified texture coordinates,
+		and can include items wrapped or repeated from other parts of a texture,
+		depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
 		</div>
 
-		<h2>Data Types</h2>
+		<h2>Minification Filters</h2>
+		<code>
+		THREE.NearestFilter
+		THREE.NearestMipMapNearestFilter
+		THREE.NearestMipMapLinearFilter
+		THREE.LinearFilter
+		THREE.LinearMipMapNearestFilter
+		THREE.LinearMipMapLinearFilter
+		</code>
+
 		<div>
-		THREE.UnsignedByteType<br />
-		THREE.ByteType<br />
-		THREE.ShortType<br />
-		THREE.UnsignedShortType<br />
-		THREE.IntType<br />
-		THREE.UnsignedIntType<br />
+		For use with a texture's [page:Texture.minFilter minFilter]	property, these define
+		the texture minifying function that is used whenever the pixel being textured maps
+		to an area greater than one texture element (texel).<br /><br />
+
+		In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
+		the following four functions can be used for minification:<br /><br />
+
+		[page:constant NearestMipMapNearestFilter] chooses the mipmap that most closely
+		matches the size of the pixel being textured
+		and uses the [page:constant NearestFilter] criterion (the texel nearest to the
+		center of the pixel) to produce a texture value.<br /><br />
+
+		[page:constant NearestMipMapLinearFilter] chooses the two mipmaps that most closely
+		match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
+		a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
+
+		[page:constant LinearMipMapNearestFilter] chooses the mipmap that most closely matches
+		the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
+		(a weighted average of the four texels that are closest to the center of the pixel)
+		to produce a texture value.<br /><br />
+
+		[page:constant LinearMipMapLinearFilter] is the default and chooses the two mipmaps
+		that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
+		to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
+
+		See the [example:webgl_materials_texture_filters materials / texture / filters] example.
+		</div>
+
+		<h2>Types</h2>
+		<code>
+		THREE.UnsignedByteType
+		THREE.ByteType
+		THREE.ShortType
+		THREE.UnsignedShortType
+		THREE.IntType
+		THREE.UnsignedIntType
 		THREE.FloatType
+		THREE.HalfFloatType
+		THREE.UnsignedShort4444Type
+		THREE.UnsignedShort5551Type
+		THREE.UnsignedShort565Type
+		THREE.UnsignedInt248Type
+		</code>
+		<div>
+		For use with a texture's [page:Texture.type type]	property, which must correspond to the correct format. See below for details.<br /><br />
+
+		[page:constant UnsignedByteType] is the default.
 		</div>
 
-		<h2>Pixel Types</h2>
+		<h2>Formats</h2>
+		<code>
+		THREE.AlphaFormat
+		THREE.RGBFormat
+		THREE.RGBAFormat
+		THREE.LuminanceFormat
+		THREE.LuminanceAlphaFormat
+		THREE.RGBEFormat
+		THREE.DepthFormat
+		THREE.DepthStencilFormat
+		</code>
 		<div>
-		THREE.UnsignedShort4444Type<br />
-		THREE.UnsignedShort5551Type<br />
-		THREE.UnsignedShort565Type
+		For use with a texture's [page:Texture.format format]	property, these define
+		how elements of a 2d texture, or *texels*, are read by shaders.<br /><br />
+
+		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.
+		The [page:Texture.type type] must be [page:constant UnsignedByteType].<br /><br />
+
+		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.
+		The [page:Texture.type type] must be [page:constant UnsignedByteType] or [page:constant UnsignedShort565Type].<br /><br />
+
+		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.
+		The [page:Texture.type type] must be [page:constant UnsignedByteType], [page:constant UnsignedShort4444Type] or [page:constant THREE.UnsignedShort5551Type].<br /><br />
+
+		[page:constant LuminanceFormat] reads each element as a single luminance component.
+		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
+		 into an RGBA element by placing the luminance value in the red, green and blue channels,
+		 and attaching 1.0 to the alpha channel. The [page:Texture.type type] must be [page:constant UnsignedByteType].<br /><br />
+
+		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
+		The same process occurs as for the [page:constant LuminanceFormat], except that the
+		alpha channel may have values other than *1.0*. The [page:Texture.type type] must be [page:constant UnsignedByteType].<br /><br />
+
+		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
+
+		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
+		The [page:Texture.type type] must be [page:constant UnsignedIntType] or [page:constant UnsignedShortType].
+		This is the default for [page:DepthTexture DepthTexture].<br /><br />
+
+		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
+		The depth component of the pair is interpreted as in [page:constant DepthFormat].
+		The stencil component is interpreted based on the depth + stencil internal format.
+		The [page:Texture.type type] must be [page:constant UnsignedInt248Type].<br /><br />
+
+		Note that the texture must have the correct [page:Texture.type type] set, as described above.
+		See <a href="https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D">this page</a> for details.
 		</div>
 
-		<h2>Pixel Formats</h2>
+		<h2>DDS / ST3C Compressed Texture Formats</h2>
+		<code>
+		THREE.RGB_S3TC_DXT1_Format
+		THREE.RGBA_S3TC_DXT1_Format
+		THREE.RGBA_S3TC_DXT3_Format
+		THREE.RGBA_S3TC_DXT5_Format
+		</code>
 		<div>
-		THREE.AlphaFormat<br />
-		THREE.RGBFormat<br />
-		THREE.RGBAFormat<br />
-		THREE.LuminanceFormat<br />
-		THREE.LuminanceAlphaFormat
+		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
+		these require support for the
+		<a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/">WEBGL_compressed_texture_s3tc</a>
+		extension. <br />
+		According to <a href="http://webglstats.com/">WebglStats</a>, as of February 2016
+		over 80% of WebGL enabled devices support this extension.<br /><br />
+
+		There are four <a href="https://en.wikipedia.org/wiki/S3_Texture_Compression">S3TC</a> formats available via this extension. These are:<br />
+		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
+		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
+		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
+		[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.<br />
 		</div>
 
-		<h2>Compressed Texture Formats</h2>
+		<h2>PVRTC Compressed Texture Formats</h2>
+		<code>
+		THREE.RGB_PVRTC_4BPPV1_Format
+		THREE.RGB_PVRTC_2BPPV1_Format
+		THREE.RGBA_PVRTC_4BPPV1_Format
+		THREE.RGBA_PVRTC_2BPPV1_Format
+		</code>
 		<div>
-		THREE.RGB_S3TC_DXT1_Format<br />
-		THREE.RGBA_S3TC_DXT1_Format<br />
-		THREE.RGBA_S3TC_DXT3_Format<br />
-		THREE.RGBA_S3TC_DXT5_Format
+		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
+		these require support for the <a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/">WEBGL_compressed_texture_pvrtc</a>
+		extension. <br />
+		According to <a href="http://webglstats.com/">WebglStats</a>, as of February 2016
+		less than 8% of WebGL enabled devices support this extenstion.
+		PVRTC is typically only available on mobile devices with PowerVR chipsets,
+		which are mainly Apple devices.<br /><br />
+
+		There are four <a href="https://en.wikipedia.org/wiki/PVRTC">PVRTC</a> formats available via this extension. These are:<br />
+		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
+		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
+		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
+		[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.<br />
 		</div>
 
+		<h2>ETC Compressed Texture Format</h2>
+		<code>
+		THREE.RGB_ETC1_Format
+		</code>
+		<div>
+		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
+		these require support for the <a href="https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/">WEBGL_compressed_texture_etc1</a>
+		extension. <br />
+		According to <a href="http://webglstats.com/">WebglStats</a>, as of February 2016
+		just over 13% of WebGL enabled devices support this extenstion.<br /><br />
+		</div>
+
+		<h2>Encoding</h2>
+		<code>
+		THREE.LinearEncoding
+		THREE.sRGBEncoding
+		THREE.GammaEncoding
+		THREE.RGBEEncoding
+		THREE.LogLuvEncoding
+		THREE.RGBM7Encoding
+		THREE.RGBM16Encoding
+		THREE.RGBDEncoding
+		THREE.BasicDepthPacking
+		THREE.RGBADepthPacking
+		</code>
+		<div>
+		For use with a Texture's [page:Texture.encoding encoding]	property.<br /><br />
+
+		If the encoding type is changed after the texture has already been used by a material,
+		you will need to set [page:Material.needsUpdate Material.needsUpdate] to *true* to make the material recompile.<br /><br />
+
+		[page:constant LinearEncoding] is the default.
+		Values other than this are only valid for a material's map, envMap and emissiveMap.
+		</div>
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 </html>

+ 191 - 17
docs/api/core/BufferAttribute.html

@@ -2,43 +2,217 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+		This class stores data for an attribute (such as vertex positions, face indices, normals,
+		colors, UVs, and any custom attributes ) associated with a [page:BufferGeometry], which allows
+		for more efficient passing of data to the GPU. See that page for details and a usage example.<br /><br />
 
-		<h2>Example</h2>
-
-		<code>todo</code>
+		Data is stored as vectors of any length (defined by [page:BufferAttribute.itemSize itemSize]),
+		and in general in the methods outlined below if passing in an index, this is automatically
+		multiplied by the vector length.
+		</div>
 
 		<h2>Constructor</h2>
+		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized] )</h3>
+		<div>
+		[page:TypedArray array] -- Must be a [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
+		Used to instantiate the buffer. <br />
+		This array should have
+	 	<code>itemSize * numVertices</code>
+		elements, where numVertices is the number of vertices in the associated [page:BufferGeometry BufferGeometry].<br /><br />
 
 
-		<h3>todo</h3>
-		<div></div>
+		[page:Integer itemSize] --  the number of values of the array that should be associated with
+		a particular vertex. For instance, if this
+		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
+		<br /><br />
 
+		[page:Boolean normalized] -- (optional) Indicates how the underlying data in the buffer maps
+		to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance of
+		UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
+		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
+		 from -32767 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
+		 will be converted to floats which contain the exact value, i.e. 32767 becomes 32767.0f.
+		</div>
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[property:TypedArray array]</h3>
+		<div>
+		The [page:TypedArray array] holding data stored in the buffer.
+		</div>
+
+		<h3>[property:Integer count]</h3>
+		<div>
+		Stores the [page:BufferAttribute.array array]'s length divided by the [page:BufferAttribute.itemSize itemSize].<br /><br />
+
+		If the buffer is storing a 3-component vector (such as a position, normal, or color),
+		then this will count the number of such vectors stored.
+		</div>
+
+		<h3>[property:Boolean dynamic]</h3>
+		<div>
+			Whether the buffer is dynamic or not. Default is *false*.<br />
+
+			If false, the GPU is informed that contents of the buffer are likely to be used often and not change often.
+			This corresponds to the  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.STATIC_DRAW] flag.<br />
+			if true, the GPU is informed that contents of the buffer are likely to be used often and change often.
+			This corresponds to the  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.DYNAMIC_DRAW] flag.
+		</div>
+
+		<h3>[property:Boolean isBufferAttribute]</h3>
+		<div>
+			Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</div>
+
+		<h3>[property:Integer itemSize]</h3>
+		<div>The length of vectors that are being stored in the [page:BufferAttribute.array array].</div>
+
+
+		<h3>[property:Boolean needsUpdate]</h3>
+		<div>
+		Flag to indicate that this attribute has changed and should be re-sent to the GPU.
+		Set this to true when you modify the value of the array.<br /><br />
+
+		Setting this to true also increments the [page:BufferAttribute.version version].
+		</div>
+
+		<h3>[property:Boolean normalized]</h3>
+		<div>
+		Indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
+		See the constructor above for details.
+		</div>
+
+		<h3>[property:Function onUploadCallback]</h3>
 		<div>
-		todo
-		</div> 
+		A callback function that is executed after the Renderer has transfered the attribute array data to the GPU.
+		</div>
+
+		<h3>[property:Object updateRange]</h3>
+		<div>Object containing:<br />
+			[page:Integer offset]: Default is *0*. Position at whcih to start update.<br />
+			[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
+
+			This can be used to only update some components of stored vectors (for example, just the component
+			related to color).
+		</div>
+
+		<h3>[property:String uuid]</h3>
+		<div>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and this shouldn't be edited.
+		</div>
+
+		<h3>[property:Integer version]</h3>
+		<div>A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.</div>
 
 
 		<h2>Methods</h2>
-		
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[method:BufferAttribute clone]() </h3>
+		<div>Return a copy of this bufferAttribute.</div>
+
+		<h3>[method:BufferAttribute copyArray]( array ) </h3>
+		<div>Copy the array given here (which can be a normal array or TypedArray) into
+			[page:BufferAttribute.array array].<br /><br />
+
+			See [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]
+			for notes on requirements if copying a TypedArray.
+		</div>
+
+		<h3>[method:null copyAt] ( [page:Integer index1], [page:BufferAttribute bufferAttribute], [page:Integer index2] ) </h3>
+		<div>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</div>
+
+		<h3>[method:BufferAttribute copyColorsArray]( colors ) </h3>
+		<div>Copy an array representing RGB color values into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyIndicesArray]( indices ) </h3>
+		<div>Copy an array representing [page:Face3] indices into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyVector2sArray]( vectors ) </h3>
+		<div>Copy an array representing [page:Vector2]s into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyVector3sArray]( vectors ) </h3>
+		<div>Copy an array representing [page:Vector3]s into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyVector4sArray]( vectors ) </h3>
+		<div>Copy an array representing [page:Vector4]s into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:Number getX]( index ) </h3>
+		<div>Returns the x component of the vector at the given index.</div>
+
+		<h3>[method:Number getY]( index ) </h3>
+		<div>Returns the y component of the vector at the given index.</div>
+
+		<h3>[method:Number getZ]( index ) </h3>
+		<div>Returns the z component of the vector at the given index.</div>
+
+		<h3>[method:Number getW]( index ) </h3>
+		<div>Returns the w component of the vector at the given index.</div>
+
+		<h3>[method:null onUpload]( [page:Function callback] ) </h3>
 		<div>
-		todo
+		Sets the value of the onUploadCallback property.<br /><br />
+
+		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
+		after the buffer has been	transfered to the GPU.
 		</div>
-		
+
+		<h3>[method:null set] ( [page:Array value], [page:Integer offset] ) </h3>
+		<div>
+		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
+		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
+
+		Calls	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
+		on the [page:BufferAttribute.array array].<br /><br />
+
+		In particular, see that page for requirements on [page:Array value]
+		being a [page:TypedArray].
+		</div>
+
+		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<div>
+		[page:BufferAttribute.array array] to the TypedArray passed in here.<br /><br />
+
+		After setting the array, [page:BufferAttribute.needsUpdate needsUpdate] should be set to true.
+		</div>
+
+		<h3>[method:BufferAttribute setDynamic] ( [page:Boolean value] ) </h3>
+		<div>Set [page:BufferAttribute.dynamic dynamic] to value.</div>
+
+		<h3>[method:null setX]( index, x ) </h3>
+		<div>Sets the x component of the vector at the given index.</div>
+
+		<h3>[method:null setY]( index, y ) </h3>
+		<div>Sets the y component of the vector at the given index.</div>
+
+		<h3>[method:null setZ]( index, z ) </h3>
+		<div>Sets the z component of the vector at the given index.</div>
+
+		<h3>[method:null setW]( index, w ) </h3>
+		<div>Sets the w component of the vector at the given index.</div>
+
+		<h3>[method:null setXY]( index, x, y ) </h3>
+		<div>Sets the x and y components of the vector at the given index.</div>
+
+		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
+		<div>Sets the x, y and z components of the vector at the given index.</div>
+
+		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
+		<div>Sets the x, y, z and w components of the vector at the given index.</div>
+
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 354 - 120
docs/api/core/BufferGeometry.html

@@ -1,123 +1,357 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">
-		This is a super efficient class for geometries because it saves all data in buffers. <br />
-		It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the necessary buffer calculations.<br />
-		It is mainly interesting when working with static objects.
-		</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		This creates a new [name]. It also sets several properties to a default value.
-		</div>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Integer id]</h3>
-		<div>
-		Unique number of this buffergeometry instance
-		</div>
-		
-		<h3>.[page:Hashmap attributes]</h3>
-		<div>
-		This hashmap has as id the name of the attribute to be set and as value the buffer to set it to.
-		</div>
-		
-		<h3>.[page:Boolean dynamic]</h3>
-		<div>
-		When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
-		</div>
-		
-		<h3>.[page:Array offsets]</h3>
-		<div>
-		This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
-		</div>
-
-		<h3>.[page:Object boundingBox]</h3>
-		<div>
-		Bounding box.
-		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
-		</div>
-
-		<h3>.[page:Object boundingSphere]</h3>
-		<div>
-		Bounding sphere.
-		<code>{ radius: float }</code>
-		</div>
-		
-		<h3>.[page:Array morphTargets]</h3>
-		<div>
-		Array of morph targets. Each morph target is a Javascript object:
-		<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
-		Morph vertices match number and order of primary vertices.
-		</div>
-
-		<h3>.[page:boolean hasTangents]</h3>
-		<div>
-		True if BufferGeometry has tangents. Set in [page:BufferGeometry BufferGeometry.computeTangents].
-		</div> 
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-		
-		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
-		<div>
-		Bakes matrix transform directly into vertex coordinates.
-		</div>
-
-		<h3>.computeVertexNormals()</h3>
-		<div>
-		Computes vertex normals by averaging face normals.<br />
-		</div>
-
-		<h3>.computeTangents()</h3>
-		<div>
-		Computes vertex tangents.<br />
-		Based on [link:http://www.terathon.com/code/tangent.html]<br />
-		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
-		</div>
-
-		<h3>.computeBoundingBox()</h3>
-		<div>
-		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
-		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
-		</div>
-
-		<h3>.computeBoundingSphere()</h3>
-		<div>
-		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
-		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
-		</div>
-		
-		<h3>.dispose()</h3>
-		<div>
-		Disposes the object from memory. <br />
-		You need to call this when you want the bufferGeometry removed while the application is running.
-		</div>
-
-		<h3>.normalizeNormals()</h3>
-		<div>
-		Every normal vector in a geometry will have a magnitude of 1.
-		This will correct lighting on the geometry surfaces.
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		<p>
+		This class is an efficient alternative to [page:Geometry], because it stores all data, including
+		vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers; this
+		reduces the cost of passing all this data to the GPU.<br />
+		This also makes BufferGeometry harder to work with than [page:Geometry]; rather than accessing
+		position data as [page:Vector3] objects, color data as [page:Color] objects, and so on, you have to
+		access the raw data from the appropriate [page:BufferAttribute attribute buffer]. This makes
+		BufferGeometry best-suited for static objects where you don't need to manipulate the geometry much
+		after instantiating it.
+		</p>
+
+		<h2>Example</h2>
+		<code>
+		var geometry = new THREE.BufferGeometry();
+		// create a simple square shape. We duplicate the top left and bottom right
+		// vertices because each vertex needs to appear once per triangle.
+		var vertices = new Float32Array( [
+			-1.0, -1.0,  1.0,
+			 1.0, -1.0,  1.0,
+			 1.0,  1.0,  1.0,
+
+			 1.0,  1.0,  1.0,
+			-1.0,  1.0,  1.0,
+			-1.0, -1.0,  1.0
+		] );
+
+		// itemSize = 3 because there are 3 values (components) per vertex
+		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
+		var mesh = new THREE.Mesh( geometry, material );
+		</code>
+		<div>
+			[example:webgl_buffergeometry Complex mesh with non-indexed faces]<br />
+			[example:webgl_buffergeometry_uint Complex mesh with indexed faces]<br />
+			[example:webgl_buffergeometry_lines Lines]<br />
+			[example:webgl_buffergeometry_lines_indexed Indexed Lines]<br />
+			[example:webgl_buffergeometry_custom_attributes_particles Particles]<br />
+			[example:webgl_buffergeometry_rawshader Raw Shaders]
+		</div>
+
+
+		<h2>Accessing Attributes</h2>
+		<p>
+		WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>.
+		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
+		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
+		up this information into typed array buffers and sending this data to the shader. With
+		BufferGeometry, all of this data is stored in buffers associated with individual attributes.
+		This means that to get the position data associated with a vertex (for instance), you must call
+		[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual
+		x, y, and z coordinates of the position.
+		</p>
+		<p>
+		The following attributes are set by various members of this class:
+		</p>
+		<h3>[page:BufferAttribute position] (itemSize: 3)</h3>
+		<div>
+		Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
+		</div>
+
+		<h3>[page:BufferAttribute normal] (itemSize: 3)</h3>
+		<div>
+		Stores the x, y, and z components of the face or vertex normal vector of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h3>[page:BufferAttribute color] (itemSize: 3)</h3>
+		<div>
+		Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h3>[page:BufferAttribute index] (itemSize: 1)</h3>
+		Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
+		works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
+		This attribute therefore stores the index of each vertex for each triangular face.
+
+		If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
+		positions represent a single triangle.
+		</div>
+		<p>
+		In addition to the the built-in attributes, you can set your own custom attributes using the addAttribute method. With [page:Geometry], these attributes are set and stored on the [page:Material]. In BufferGeometry, the attributes are stored with the geometry itself. Note that you still need to set the attributes information on the material as well, but the value of each attribute is stored in the BufferGeometry.
+		</p>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]()</h3>
+		<div>
+		This creates a new [name]. It also sets several properties to a default value.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Hashmap attributes]</h3>
+		<div>
+		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
+		Rather than accessing this property directly, use addAttribute and getAttribute to access attributes of this geometry.
+		</div>
+
+		<h3>[property:Box3 boundingBox]</h3>
+		<div>
+			Bounding box for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
+		</div>
+
+		<h3>[property:Sphere boundingSphere]</h3>
+		<div>
+			Bounding sphere for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
+		</div>
+
+		<h3>[property:Object drawRange]</h3>
+		<div>
+			Used to determine what part of the geometry should be rendered. This should not
+			be set directly, instead use [page:.setDrawRange].<br />
+			Default is
+			<code>
+				{ start: 0, count: Infinity }
+			</code>
+		</div>
+
+		<h3>[property:Array groups]</h3>
+		<div>
+			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
+			This allows a [page:MultiMaterial] to be used with the bufferGeometry.<br /><br />
+
+			Each group is an object of the form:
+			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
+			where start specifies the index of the first vertex in this draw call, count specifies
+			how many vertices are included, and materialIndex specifies the [page:MultiMaterial] index to use.<br /><br />
+
+			Use [page:.addGroup] to add groups, rather than modifying this array directly.
+		</div>
+
+
+		<!-- Note: groups used to be called drawCalls
+
+		<h3>[property:Array drawcalls]</h3>
+		<div>
+		For geometries that use indexed triangles, this Array can be used to split the object
+		into multiple WebGL draw calls. Each draw call will draw some subset of the vertices
+		in this geometry using the configured [page:Material shader]. This may be necessary if,
+		for instance, you have more than 65535 vertices in your object.
+		</div> -->
+
+
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this bufferGeometry instance.</div>
+
+		<h3>[property:BufferAttribute index]</h3>
+		<div>
+			See "Accessing Attributes" section above for a description of this property.
+			Default is *null*.
+		</div>
+
+		<h3>[property:Boolean isBufferGeometry]</h3>
+		<div>
+			Used to check whether this or derived classes are BufferGeometries. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</div>
+
+		<h3>[property:Integer MaxIndex]</h3>
+		<div>Maximum number of vertices allowed, set to *65535*.</div>
+
+		<h3>[property:Object morphAttributes]</h3>
+		<div>
+			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
+		</div>
+
+		<h3>[property:String name]</h3>
+		<div>
+		Optional name for this bufferGeometry instance. Default is an empty string.
+		</div>
+
+		<h3>[property:String uuid]</h3>
+		<div>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and shouldn't be edited.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+
+		<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
+		<div>
+		Adds an attribute to this geometry. Use this rather than the attributes property,
+		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
+		attributes.
+		</div>
+
+		<h3>[method:null addGroup]( [page:Integer start], [page:Integer count], [page:Integer materialIndex] )</h3>
+		<div>
+			Adds a group to this geometry; see the [page:BufferGeometry.groups groups]
+			property for details.
+		</div>
+
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<div>Bakes matrix transform directly into vertex coordinates.</div>
+
+		<h3>[method:null center] ()</h3>
+		<div>Center the geometry based on the bounding box.</div>
+
+		<h3>[method:BufferGeometry clone]()</h3>
+		<div>Creates a clone of this BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry copy]( [page:BufferGeometry bufferGeometry] )</h3>
+		<div>Copies another BufferGeometry to this BufferGeometry.</div>
+
+		<h3>[method:null clearGroups]( )</h3>
+		<div>Clears all groups.</div>
+
+		<h3>[method:null computeBoundingBox]()</h3>
+		<div>
+		Computes bounding box of the geometry, updating [page:.boundingBox] attribute.<br />
+		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+		</div>
+
+		<h3>[method:null computeBoundingSphere]()</h3>
+		<div>
+		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
+		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+		</div>
+
+		<h3>[method:null computeVertexNormals]()</h3>
+		<div>Computes vertex normals by averaging face normals.</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>
+		Disposes the object from memory. <br />
+		You need to call this when you want the bufferGeometry removed while the application is running.
+		</div>
+
+		<h3>[method:BufferGeometry fromDirectGeometry]( [page:Geometry] )</h3>
+		<div>
+			Populates this BufferGeometry with data from a [page:DirectGeometry] object.<br /><br />
+
+			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
+			and BufferGeometry.
+		</div>
+
+		<h3>[method:BufferGeometry fromGeometry]( [page:Geometry] )</h3>
+		<div>Populates this BufferGeometry with data from a [page:Geometry] object.</div>
+
+		<h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
+		<div>Returns the [page:BufferAttribute attribute] with the specified name.</div>
+
+		<h3>[method:BufferAttribute getIndex] ()</h3>
+		<div>Return the [page:.index] buffer.</div>
+
+		<h3>[method:BufferGeometry lookAt] ( [page:Vector3 vector] )</h3>
+		<div>
+		vector - A world vector to look at.<br /><br />
+
+		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
+		Use [page:Object3D.lookAt] for typical real-time mesh usage.
+		</div>
+
+		<h3>[method:null merge]( [page:BufferGeometry bufferGeometry], [page:Integer offset] )</h3>
+		<div>Merge in another BufferGeometry with an optional offset of where to start merging in.</div>
+
+		<h3>[method:null normalizeNormals]()</h3>
+		<div>
+		Every normal vector in a geometry will have a magnitude of 1.
+		This will correct lighting on the geometry surfaces.
+		</div>
+
+		<h3>[method:BufferAttribute removeAttribute]( [page:String name] )</h3>
+		<div>Removes the [page:BufferAttribute attribute] with the specified name.</div>
+
+		<h3>[method:BufferGeometry rotateX] ( [page:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry rotateY] ( [page:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry rotateZ] ( [page:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<div>
+		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
+		Use [page:Object3D.scale] for typical real-time mesh scaling.
+		</div>
+
+		<h3>[method:null setIndex] ( [page:BufferAttribute index] )</h3>
+		<div>Set the [page:.index] buffer.</div>
+
+		<h3>[method:null setDrawRange] ( [page:Integer start], [page:Integer count] )</h3>
+		<div>Set the [page:.drawRange] buffer. See that property for details.</div>
+
+		<h3>[method:BufferGeometry setFromObject] ( [page:Object3D object] )</h3>
+		<div>Sets the attributes for this BufferGeometry from an [page:Object3D].</div>
+
+		<h3>[method:Object toJSON]()</h3>
+		<div>Returns a JSON object representation of the BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry toNonIndexed]()</h3>
+		<div>Return a non-index version of an indexed BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<div>
+		Translate the geometry. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.position] for typical real-time mesh translation.
 		</div>
 
-		<h2>Source</h2>
+		<h3>[method:BufferGeometry updateFromObject] ( [page:Object3D object] )</h3>
+		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 31 - 26
docs/api/core/Clock.html

@@ -2,14 +2,18 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Object for keeping track of time.</div>
+		<div class="desc">
+		Object for keeping track of time. This uses <a href="https://developer.mozilla.org/en-US/docs/Web/API/Performance/now">performance.now()</a>
+		if it is available, otherwise it reverts to the less accurate <a href="https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now">Date.now()</a>.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -17,61 +21,62 @@
 
 		<h3>[name]( [page:Boolean autoStart] )</h3>
 		<div>
-		autoStart — Automatically start the clock.
+		autoStart — (optional) whether to automatically start the clock. Default is true.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Boolean autoStart]</h3>
+		<h3>[property:Boolean autoStart]</h3>
 		<div>
-		If set, starts the clock automatically when the first update is called.
+		If set, starts the clock automatically when the first update is called. Default is true.
 		</div>
 
-		<h3>.[page:Float startTime]</h3>
+		<h3>[property:Float startTime]</h3>
 		<div>
-		When the clock is running, It holds the start time of the clock. <br />
-		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
+		Holds the time at which the clock's [page:Clock.start start] method was last called.
  		</div>
 
 
-		<h3>.[page:Float oldTime]</h3>
+		<h3>[property:Float oldTime]</h3>
 		<div>
-		When the clock is running, It holds the previous time from a update.<br />
-		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
+		Holds the time at which the clock's [page:Clock.start start], [page:Clock.getElapsedTime getElapsedTime] or [page:Clock.getDelta getDelta]
+		methods were last called.
  		</div>
 
-		<h3>.[page:Float elapsedTime]</h3>
+		<h3>[property:Float elapsedTime]</h3>
 		<div>
-		When the clock is running, It holds the time elapsed between the start of the clock to the previous update.<br />
-		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
+		Keeps track of the total time that the clock has been running.
  		</div>
 
-		<h3>.[page:Boolean running]</h3>
+		<h3>[property:Boolean running]</h3>
 		<div>
-		This property keeps track whether the clock is running or not.
+		Whether the clock is running or not.
  		</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.start()</h3>
+		<h3>[method:null start]()</h3>
 		<div>
-		Starts clock.
+		Starts clock. Also sets the [page:Clock.startTime startTime] and [page:Clock.oldTime oldTime]
+		to the current time, sets [page:Clock.elapsedTime elapsedTime] to *0* and [page:Clock.running running] to *true*.
 		</div>
 
-		<h3>.stop()</h3>
+		<h3>[method:null stop]()</h3>
 		<div>
-		Stops clock.
+		Stops clock and sets [page:Clock.oldTime oldTime] to the current time.
 		</div>
 
-		<h3>.getElapsedTime() [page:Float]</h3>
+		<h3>[method:Float getElapsedTime]()</h3>
 		<div>
-		Get the seconds passed since the clock started.
+		Get the seconds passed since the clock started and sets [page:Clock.oldTime oldTime] to the current time.<br />
+		If [page:Clock.autoStart autoStart] is *true* and the clock is not running, also starts the clock.
 		</div>
 
-		<h3>.getDelta() [page:Float]</h3>
+		<h3>[method:Float getDelta]()</h3>
 		<div>
-		Get the seconds passed since the last call to this method.
+		Get the seconds passed since the time [page:Clock.oldTime oldTime] was set and sets [page:Clock.oldTime oldTime] to the current time.<br />
+		If [page:Clock.autoStart autoStart] is *true* and the clock is not running, also starts the clock.
 		</div>
 
 

+ 132 - 0
docs/api/core/DirectGeometry.html

@@ -0,0 +1,132 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+			This class is used internally to convert from [page:Geometry] to [page:BufferGeometry].
+		</div>
+
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]()</h3>
+		<div>This creates a new [name].</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this [name] instance.</div>
+
+		<h3>[property:String name]</h3>
+		<div>Optional name. Default is the empty string.</div>
+
+		<h3>[property:Array type]</h3>
+		<div>String 'DirectGeometry'.</div>
+
+		<h3>[property:Array indices]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array vertices]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array normals]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array colors]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array uvs]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array uvs2]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array groups]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array morphTargets]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array skinWeights]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Array skinIndices]</h3>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
+
+		<h3>[property:Box3 boundingBox]</h3>
+		<div>
+			Bounding box for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
+		</div>
+
+		<h3>[property:Sphere boundingSphere]</h3>
+		<div>
+			Bounding sphere for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
+		</div>
+
+		<h3>[property:Boolean verticesNeedUpdate]</h3>
+		<div>Default is false.</div>
+
+		<h3>[property:Boolean normalsNeedUpdate]</h3>
+		<div>Default is false.</div>
+
+		<h3>[property:Boolean verticesNeedUpdate]</h3>
+		<div>Default is false.</div>
+
+		<h3>[property:Boolean colorsNeedUpdate]</h3>
+		<div>Default is false.</div>
+
+		<h3>[property:Boolean uvsNeedUpdate]</h3>
+		<div>Default is false.</div>
+
+		<h3>[property:Boolean groupsNeedUpdate]</h3>
+		<div>Default is false.</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+
+		<h3>[property:null computeBoundingBox](  )</h3>
+		<div>
+		 See [page:Geometry.computeBoundingBox].
+		</div>
+
+		<h3>[property:null computeBoundingSphere](  )</h3>
+		<div>
+		 See [page:Geometry.computeBoundingSphere].
+		</div>
+
+		<h3>[property:null computeGroups]( [page:Geometry geometry] )</h3>
+		<div>
+			Compute the parts of the geometry that have different materialIndex.
+			See [page:BufferGeometry.groups].
+		</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>
+		Disposes the object from memory. <br />
+		You need to call this when you want the directGeometry removed while the application is running.
+		</div>
+
+		<h3>[property:null fromGeometry]( [page:Geometry geometry] )</h3>
+		<div>Pass in a [page:Geometry] instance for conversion.</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 46 - 12
docs/api/core/EventDispatcher.html

@@ -1,19 +1,53 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">JavaScript events for custom objects.<br />
-		<a href="https://github.com/mrdoob/eventdispatcher.js">https://github.com/mrdoob/eventdispatcher.js</a></div>
+		<div class="desc">
+			JavaScript events for custom objects.<br />
+			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+		</div>
 
-		<h2>Constructor</h2>
+		<h2>Example</h2>
+
+		<code>
+// Adding events to a custom object
+
+var Car = function () {
+
+    this.start = function () {
+
+        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
+
+    };
+
+};
+
+// Mixin the EventDispatcher.prototype with the custom object prototype
 
+Object.assign( Car.prototype, EventDispatcher.prototype );
+
+// Using events with the custom object
+
+var car = new Car();
+
+car.addEventListener( 'start', function ( event ) {
+
+    alert( event.message );
+
+} );
+
+car.start();
+		</code>
+
+		<h2>Constructor</h2>
 
 		<h3>[name]()</h3>
 		<div>
@@ -23,7 +57,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.addEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -32,7 +66,7 @@
 		Adds a listener to an event type.
 		</div>
 
-		<h3>.hasEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -41,7 +75,7 @@
 		Checks if listener is added to an event type.
 		</div>
 
-		<h3>.removeEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of the listener that gets removed.<br />
 		listener - The listener function that gets removed.
@@ -50,9 +84,9 @@
 		Removes a listener from an event type.
 		</div>
 
-		<h3>.dispatchEvent( [page:String type] )</h3>
+		<h3>[method:null dispatchEvent]( [page:object event] )</h3>
 		<div>
-		type - The type of event that gets fired.
+		event - The event that gets fired.
 		</div>
 		<div>
 		Fire an event type.

+ 75 - 37
docs/api/core/Face3.html

@@ -1,24 +1,54 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
 		<div class="desc">
-		Triangle face.
+		Triangular face used in [page:Geometry]. These are created automatically for all
+		standard geometry types, however if you are building a custom geometry you will have to
+		create them manually.
 		</div>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
-		<code>var normal = new THREE.Vector3( 0, 1, 0 );
-		var color = new THREE.Color( 0xffaa00 );
-		var face = new THREE.Face3( 0, 1, 2, normal, color, 0 );</code>
+		<div>[example:misc_ubiquity_test ubiquity / test ]</div>
+		<div>[example:svg_sandbox svg / sandbox ]</div>
+		<div>[example:webgl_exporter_obj WebGL / exporter / obj ]</div>
+		<div>[example:webgl_shaders_vector WebGL / shaders / vector ]</div>
+
+
+		<code>
+var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
+
+//create a triangular geometry
+var geometry = new THREE.Geometry();
+geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
+geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
+geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
+
+//create a new face using vertices 0, 1, 2
+var normal = new THREE.Vector3( 0, 1, 0 ); //optional
+var color = new THREE.Color( 0xffaa00 ); //optional
+var materialIndex = 0; //optional
+var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
+
+//add the face to the geometry's faces array
+geometry.faces.push( face );
+
+//the face normals and vertex normals can be calculated automatically if not supplied above
+geometry.computeFaceNormals();
+geometry.computeVertexNormals();
+
+scene.add( new THREE.Mesh( geometry, material ) );
+	</code>
 
 
 		<h2>Constructor</h2>
@@ -27,68 +57,76 @@
 		<div>
 		a — Vertex A index.<br />
 		b — Vertex B index.<br />
-		c — Vertex C index.<br />
-		normal — Face normal or array of vertex normals.<br />
-		color — Face color or array of vertex colors.<br />
-		materialIndex — Material index.
+		c — Vertex C index.<br /><br />
+
+		normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
+		If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
+		vectors is passed in this sets [page:.vertexNormals]<br /><br />
+
+		color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
+		If a single vector is passed in, this sets [page:.color], otherwise if an array of three
+		vectors is passed in this sets [page:.vertexColors]<br /><br />
+
+		materialIndex — (optional) which index of a [page:MultiMaterial] to associate
+		with the face.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer a]</h3>
+		<h3>[property:Integer a]</h3>
 		<div>
 		Vertex A index.
 		</div>
 
-		<h3>.[page:Integer b]</h3>
+		<h3>[property:Integer b]</h3>
 		<div>
 		Vertex B index.
 		</div>
 
-		<h3>.[page:Integer c]</h3>
+		<h3>[property:Integer c]</h3>
 		<div>
 		Vertex C index.
 		</div>
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
-		Face normal.
+		Face normal - vector showing the direction of the Face3. If calculated automatically
+		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
+		triangle. Default is *(0, 0, 0)*.
 		</div>
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
-		Face color.
+		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
+		must be set to [page:Materials THREE.FaceColors].
 		</div>
 
-		<h3>.[page:Array vertexNormals]</h3>
+		<h3>[property:Array vertexNormals]</h3>
 		<div>
-		Array of 3 vertex normals.
+		Array of 3 [page:Vector3 vertex normals].
 		</div>
 
-		<h3>.[page:Array vertexColors]</h3>
+		<h3>[property:Array vertexColors]</h3>
 		<div>
-		Array of 3 vertex colors.
+		Array of 3 vertex colors - for these to be used a material's [page:Material.vertexColors vertexColors] property
+		must be set to [page:Materials THREE.VertexColors].
 		</div>
 
-		<h3>.[page:Array vertexTangents]</h3>
-		<div>
-		Array of 3 vertex tangents.
-		</div>
 
-
-		<h3>.[page:Integer materialIndex]</h3>
+		<h3>[property:Integer materialIndex]</h3>
 		<div>
-		Material index (points to [page:MeshFaceMaterial MeshFaceMaterial.materials]).
+		Material index (points to [page:MultiMaterial MultiMaterial.materials]). Default is *0*.
 		</div>
 
 		<h2>Methods</h2>
 
-		<h3>.clone()</h3>
-		<div>
-		Creates a new clone of the Face3 object.
-		</div>
-		
-		
+		<h3>[method:Face3 clone]()</h3>
+		<div>Creates a new clone of the Face3 object.</div>
+
+		<h3>[method:Face3 copy]( [page:Face3 face3] )</h3>
+		<div>Copy the paramaters of another Face3 into this.</div>
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 220 - 129
docs/api/core/Geometry.html

@@ -2,26 +2,44 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
 		<div class="desc">
-		Base class for geometries.<br />
-		A geometry holds all data necessary to describe a 3D model.
+		Base class for all geometries (but not for [page:BufferGeometry BufferGeometries]).<br />
+		This can also be used directly for building custom geometries.<br /><br />
+
+		Geometries are easier to work with than [page:BufferGeometry BufferGeometries] as they store
+		attributes such as vertices, faces, colors and so on directly (rather than in [page:BufferAttribute buffers]),
+		however they are generally slower.
 		</div>
 
 
 		<h2>Example</h2>
 
+		<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
+		<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
+		<div>[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]</div>
+		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]</div>
+		<div>[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]</div>
+		<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
+		<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
+		<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
+		<div>[example:webgl_morphnormals WebGL / morphNormals ]</div>
+
+
 		<code>var geometry = new THREE.Geometry();
 
-		geometry.vertices.push( new THREE.Vector3( -10,  10, 0 ) );
-		geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
-		geometry.vertices.push( new THREE.Vector3(  10, -10, 0 ) );
+		geometry.vertices.push(
+			new THREE.Vector3( -10,  10, 0 ),
+			new THREE.Vector3( -10, -10, 0 ),
+			new THREE.Vector3(  10, -10, 0 )
+		);
 
 		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
 
@@ -39,210 +57,283 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
-		<div>
-		Unique number of this geometry instance
-		</div>
-		
-		<h3>.[page:String name]</h3>
+		<h3>[property:Box3 boundingBox]</h3>
 		<div>
-		Name for this geometry. Default is an empty string.
+			Bounding box for the Geometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
 		</div>
 
-		<h3>.[page:Array vertices]</h3>
+		<h3>[property:Sphere boundingSphere]</h3>
 		<div>
-		Array of [page:Vector3 vertices].<br />
-		The array of vertices holds every position of points in the model.<br />
-		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
+			Bounding sphere for the Geometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
 		</div>
 
-		<h3>.[page:Array colors]</h3>
+		<h3>[property:Array colors]</h3>
 		<div>
-		Array of vertex [page:Color colors], matching number and order of vertices.<br />
-		Used in [page:ParticleSystem] and [page:Line].<br />
-		[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
+		Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
+
+		This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
+		[page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
+
 		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faces]</h3>
+		<h3>[property:Array faces]</h3>
 		<div>
-		Array of [page:Face3 triangles].<br />
-		The array of faces describe how each vertex in the model is connected with each other.<br />
+		Array of [page:Face3 faces].<br />
+		The array of faces describe how each vertex in the model is connected to form faces.
+		Additionally it holds information about face and vertex normals and colors.<br /><br />
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faceVertexUvs]</h3>
+		<h3>[property:Array faceVertexUvs]</h3>
 		<div>
-		Array of face [page:UV] layers.<br />
-		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
+		Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
+		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br /><br />
 		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array morphTargets]</h3>
-		<div>
-		Array of morph targets. Each morph target is a Javascript object:
-		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
-		Morph vertices match number and order of primary vertices.
-		</div>
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this geometry instance.</div>
 
-		<h3>.[page:Array morphColors]</h3>
+		<h3>[property:Boolean isGeometry]</h3>
 		<div>
-		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
-		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
-		Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
-		</div>
+			Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
 
-		<h3>.[page:Array morphNormals]</h3>
-		<div>
-		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
-		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>.[page:Array skinWeights]</h3>
+		<h3>[property:array lineDistances]</h3>
 		<div>
-		Array of skinning weights, matching number and order of vertices.
+		An array containing distances between vertices for Line geometries.
+		This is required for [page:LineSegments] / [page:LineDashedMaterial] to render correctly.
+		Line distances can be generated automatically with [page:.computeLineDistances].
 		</div>
 
-		<h3>.[page:Array skinIndices]</h3>
+		<h3>[property:Array morphTargets]</h3>
 		<div>
-		Array of skinning indices, matching number and order of vertices.
+		Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets]. Each morph target is a Javascript object:
+		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
+		Morph vertices match number and order of primary vertices.
 		</div>
 
-		<h3>.[page:Object boundingBox]</h3>
+		<h3>[property:Array morphNormals]</h3>
 		<div>
-		Bounding box.
-		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
-		</div>
+		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
+		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 
-		<h3>.[page:Object boundingSphere]</h3>
-		<div>
-		Bounding sphere.
-		<code>{ radius: float }</code>
+		See the [example:webgl_morphnormals WebGL / morphNormals] example.
 		</div>
 
-		<h3>.[page:Boolean hasTangents]</h3>
-		<div>
-		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
-		</div>
+		<h3>[property:String name]</h3>
+		<div>Optional name for this geometry. Default is an empty string.</div>
 
-		<h3>.[page:Boolean dynamic]</h3>
-		<div>
-		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
-		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
-		Defaults to true.
-		</div>
-		
-		<h3>.[page:Boolean verticesNeedUpdate]</h3>
+		<h3>[property:Array skinWeights]</h3>
 		<div>
-		Set to *true* if the vertices array has been updated.
+		When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
+		The skinWeights property is an array of weight values that correspond to the order of the vertices in
+		the geometry. So for instance, the first skinWeight would correspond to the first vertex in the geometry.
+		Since each vertex can be modified by 4 bones, a [page:Vector4] is used to represent the skin weights
+		for that vertex.
 		</div>
-		
-		<h3>.[page:Boolean elementsNeedUpdate]</h3>
 		<div>
-		Set to *true* if the faces array has been updated.
+		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
+		transformation will have no affect. When set to 0.5 it will have 50% affect. When set to 100%, it will
+		have 100% affect. If there is only 1 bone associated with the vertex then you only need to worry about
+		the first component of the vector, the rest can be ignored and set to 0.
 		</div>
-		
-		<h3>.[page:Boolean uvsNeedUpdate]</h3>
+
+		<h3>[property:Array skinIndices]</h3>
 		<div>
-		Set to *true* if the uvs array has been updated.
+		Just like the skinWeights property, the skinIndices' values correspond to the geometry's vertices.
+		Each vertex can have up to 4 bones associated with it. So if you look at the first vertex, and the
+		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
+		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
+		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
+		<strong>( 0.8, 0.2, 0, 0 )</strong>. In affect this would take the first vertex, and then the bone
+		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
+		and apply it 20% of the way. The next two values have a weight of 0, so they would have no affect.
 		</div>
-		
-		<h3>.[page:Boolean normalsNeedUpdate]</h3>
 		<div>
-		Set to *true* if the normals array has been updated.
+		In code another example could look like this:
+		<code>
+		// e.g.
+		geometry.skinIndices[15] = new THREE.Vector4(   0,   5,   9, 0 );
+		geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3, 0 );
+
+		// corresponds with the following vertex
+		geometry.vertices[15];
+
+		// these bones will be used like so:
+		skeleton.bones[0]; // weight of 0.2
+		skeleton.bones[5]; // weight of 0.5
+		skeleton.bones[9]; // weight of 0.3
+		skeleton.bones[10]; // weight of 0
+		</code>
 		</div>
-		
-		<h3>.[page:Boolean tangentsNeedUpdate]</h3>
+
+		<h3>[property:String uuid]</h3>
 		<div>
-		Set to *true* if the tangents in the faces has been updated.
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and shouldn't be edited.
 		</div>
-		
-		<h3>.[page:Boolean colorsNeedUpdate]</h3>
+
+		<h3>[property:Array vertices]</h3>
 		<div>
-		Set to *true* if the colors array has been updated.
+		Array of [page:Vector3 vertices].<br />
+		The array of vertices holds the position of every vertex in the model.<br />
+		To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
 		</div>
-		
-		<h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
+
+		<h3>[property:Boolean verticesNeedUpdate]</h3>
+		<div>Set to *true* if the vertices array has been updated.</div>
+
+		<h3>[property:Boolean elementsNeedUpdate]</h3>
+		<div>Set to *true* if the faces array has been updated.</div>
+
+		<h3>[property:Boolean uvsNeedUpdate]</h3>
+		<div>Set to *true* if the uvs array has been updated.	</div>
+
+		<h3>[property:Boolean normalsNeedUpdate]</h3>
+		<div>Set to *true* if the normals array has been updated.</div>
+
+		<h3>[property:Boolean colorsNeedUpdate]</h3>
+		<div>Set to *true* if the colors array or a face3 color has been updated.</div>
+
+		<h3>[property:Boolean groupsNeedUpdate]</h3>
+		<div>Set to *true* if a face3 materialIndex has been updated.</div>
+
+		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
+		<div>Set to *true* if the linedistances array has been updated.</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<div>Bakes matrix transform directly into vertex coordinates.</div>
+
+		<h3>[method:null center] ()</h3>
+		<div>Center the geometry based on the bounding box.</div>
+
+		<h3>[method:Geometry clone]()</h3>
 		<div>
-		Set to *true* if the linedistances array has been updated.
+		Creates a new clone of the Geometry.<br /><br />
+
+		This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
 		</div>
-		
-		<h3>.[page:Boolean buffersNeedUpdate]</h3>
+
+		<h3>[method:null computeBoundingBox]()</h3>
+		<div>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</div>
+
+		<h3>[method:null computeBoundingSphere]()</h3>
+		<div>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</div>
+
 		<div>
-		Set to *true* if an array has changed in length.
+			Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
+			otherwise they are *null*.
 		</div>
 
-		<h3>.[page:array lineDistances]</h3>
+		<h3>[method:null computeFaceNormals]()</h3>
+		<div>Computes [page:Face3.normal face normals].</div>
+
+		<h3>[method:null computeFlatVertexNormals]()</h3>
+		<div>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</div>
+
+		<h3>[method:null computeLineDistances]()</h3>
+		<div>Compute [page:.lineDistances].</div>
+
+		<h3>[method:null computeMorphNormals]()</h3>
+		<div>Computes [page:.morphNormals].</div>
+
+		<h3>[method:null computeVertexNormals]( [page:Boolean areaWeighted] )</h3>
 		<div>
-		An array containing distances between vertices for Line geometries.
-		This is required for LinePieces/LineDashedMaterial to render correctly.
-		Line distances can also be generated with computeLineDistances.
-		</div> 
+		areaWeighted - If true the contribution of each face normal to the vertex normal is
+		weighted by the area of the face. Default is true.<br /><br />
 
-		<h2>Methods</h2>
-		
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		Computes vertex normals by averaging face normals.
+		</div>
 
-		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
+		<h3>[method:Geometry copy]( [page:Geometry geometry] )</h3>
 		<div>
-		Bakes matrix transform directly into vertex coordinates.
+			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
 		</div>
 
-		<h3>.computeFaceNormals()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
-		Computes face normals.
+		Removes The object from memory. <br />
+		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
 		</div>
 
-		<h3>.computeVertexNormals()</h3>
+		<h3>[method:Geometry fromBufferGeometry]( [page:BufferGeometry geometry] )</h3>
+		<div>Convert a [page:BufferGeometry] to a Geometry.</div>
+
+		<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
 		<div>
-		Computes vertex normals by averaging face normals.<br />
-		Face normals must be existing / computed beforehand.
+		vector - A world vector to look at.<br /><br />
+
+		Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
+		Use [page:Object3D.lookAt] for typical real-time mesh usage.
 		</div>
 
-		<h3>.computeMorphNormals()</h3>
+		<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
+		<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
+
+		<h3>[method:null mergeMesh]( [page:Mesh mesh] )</h3>
+		<div>Merge the mesh's geometry with this, also applying the mesh's transform.</div>
+
+
+		<h3>[method:null mergeVertices]()</h3>
 		<div>
-		Computes morph normals.
+		Checks for duplicate vertices using hashmap.<br />
+		Duplicated vertices are removed and faces' vertices are updated.
 		</div>
 
-		<h3>.computeTangents()</h3>
+		<h3>[method:null normalize]()</h3>
 		<div>
-		Computes vertex tangents.<br />
-		Based on [link:http://www.terathon.com/code/tangent.html]<br />
-		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
+		Normalize the geometry. <br />
+		Make the geometry centered and have a bounding sphere of radius *1.0*.
 		</div>
 
-		<h3>.computeBoundingBox()</h3>
+		<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
 		<div>
-		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
+		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>.computeBoundingSphere()</h3>
+		<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
 		<div>
-		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
+		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
-		
-		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
 
-		<h3>.mergeVertices()</h3>
+		<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
 		<div>
-		Checks for duplicate vertices using hashmap.<br />
-		Duplicated vertices are removed and faces' vertices are updated.
+		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
-		
-		<h3>.clone()</h3>
+
+		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
 		<div>
-		Creates a new clone of the Geometry.
+			Sorts the faces array according to material index. For complex geometries with several materials,
+			this can result in reduced draw call and improved performance.
 		</div>
-		
-		<h3>.dispose()</h3>
+
+		<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Removes The object from memory. <br />
-		Don't forget to call this method when you remove a geometry because it can cause memory leaks. 
+		Scale the geometry data. This is typically done as a one time operation, and not during a loop
+		Use [page:Object3D.scale] for typical real-time mesh scaling.
 		</div>
 
-		<h3>.computeLineDistances()</h3>
+		<h3>[method:JSON toJSON] ( )</h3>
+		<div>Convert the geometry to JSON format.</div>
+
+		<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Compute distances between vertices for Line geometries.
+		Translate the geometry. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.position] for typical real-time mesh translation.
 		</div>
 
 

+ 44 - 0
docs/api/core/InstancedBufferAttribute.html

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

+ 50 - 0
docs/api/core/InstancedBufferGeometry.html

@@ -0,0 +1,50 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:BufferGeometry] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		An instanced version of [page:BufferGeometry].
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+		See [page:BufferGeometry] for inherited properties.
+
+		<h3>[property:Number maxInstancedCount]</h3>
+		<div>
+			Default is *undefined*.
+		</div>
+
+		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h2>Methods</h2>
+		See [page:BufferAttribute] for inherited methods.
+
+		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
+		<div>
+
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

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

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

+ 104 - 0
docs/api/core/InterleavedBuffer.html

@@ -0,0 +1,104 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [page:TypedArray array], [page:Integer stride] )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array array]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Integer stride]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Integer count]</h3>
+		<div>
+		Gives the total number of elements in the array.
+		</div>
+
+		<h3>[property:Boolean dynamic]</h3>
+		<div>
+		Default is *false*.
+		</div>
+
+		<h3>[property:Object updateRange]</h3>
+		<div>
+		Object containing offset and count.
+		</div>
+
+		<h3>[property:Number updateRange.offset]</h3>
+		<div>
+		DEfault is *0*.
+		</div>
+
+		<h3>[property:Number updateRange.count]</h3>
+		<div>
+		Default is *-1*.
+		</div>
+
+		<h3>[property:Integer version]</h3>
+		<div>
+		A version number, incremented every time the needsUpdate property is set to true.
+		</div>
+
+		<h3>[property:Integer isInterleavedBuffer]</h3>
+		<div>
+		Default is *true*.
+		</div>
+
+		<h3>[property:Integer needsUpdate]</h3>
+		<div>
+		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<div>
+		 array - must be  a Typed Array.
+		</div>
+
+		<h3>[method:InterleavedBuffer setDynamic] ( [page:Boolean value] ) </h3>
+		<div>
+			Set [page:InterleavedBuffer.dynamic dynamic] to value.
+		</div>
+
+		<h3>[method:InterleavedBuffer copy]( source ) </h3>
+		<div>
+		 Copy the array, count, stride and value of dynamic to this.
+		</div>
+
+		<h3>[method:InterleavedBuffer copyAt]( index1, attribute, index2 ) </h3>
+		<div>
+		</div>
+
+		<h3>[method:InterleavedBuffer set]( value, offset ) </h3>
+		<div>
+		</div>
+
+		<h3>[method:InterleavedBuffer clone]( index, x, y ) </h3>
+		<div>
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 116 - 0
docs/api/core/InterleavedBufferAttribute.html

@@ -0,0 +1,116 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [page:InterleavedBuffer interleavedBuffer], [page:Integer itemSize], [page:Integer offset], [page:Boolean normalized] )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:InterleavedBuffer data]</h3>
+		<div>
+			The [page:InterleavedBuffer InterleavedBuffer] instance passed in the constructor.
+		</div>
+
+		<h3>[property:Integer itemSize]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Integer offset]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Boolean normalized]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Integer count]()</h3>
+		<div>
+			The value of [page:InterleavedBufferAttribute.data data].count.
+		</div>
+
+		<h3>[method:Array array]()</h3>
+		<div>
+			The value of [page:InterleavedBufferAttribute.data data].array.
+		</div>
+
+		<h3>[method:null getX]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null getY]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null getZ]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null getW]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setX]( index, x ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setY]( index, y ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setZ]( index, z ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setXY]( index, x, y ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
+		<div>
+
+		</div>
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 83 - 0
docs/api/core/Layers.html

@@ -0,0 +1,83 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		An object providing a [link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask] and accessor methods
+		used to control an [page:Object3D]'s visibility.
+		A [page:Layers] object assigns an [page:Object3D] to 0 or more of 32 layers numbered 0 to 31.<br /><br />
+
+		This is used to control visibility - an object must share a layer with a [page:Camera camera]
+		to be visible when that camera's view is renderered.<br /><br />
+
+		All classes that inherit from [page:Object3D] have a [property:layers] property which is an instance
+		of this class.
+		</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]()</h3>
+		<div>
+		Create a new Layers object, with an initial mask set to layer 1.
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Integer mask]</h3>
+		<div>
+		Internal layer mask.
+		</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null disable]( [page:Integer layer] )</h3>
+		<div>
+		layer - an integer from 0 to 31.<br /><br />
+
+		Remove *layer* from the mask.
+		</div>
+
+		<h3>[method:null enable]( [page:Integer layer] )</h3>
+		<div>
+		layer - an integer from 0 to 31.<br /><br />
+
+		Add *layer* to the mask.
+		</div>
+
+		<h3>[method:null set]( [page:Integer layer] )</h3>
+		<div>
+		layer - an integer from 0 to 31.<br /><br />
+
+		Set the layer mask to the value *layer*.
+		</div>
+
+		<h3>[method:Boolean test]( [page:Integer layers] )</h3>
+		<div>
+		layers - a 32bit bit mask of layer numbers.<br /><br />
+
+		Returns true if *layers* and [page:.mask] have any bits set in common.
+		</div>
+
+		<h3>[method:null toggle]( [page:Integer layer] )</h3>
+		<div>
+		layer - an integer from 0 to 31.<br /><br />
+
+		Toggle the *layer* value in the mask.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 269 - 129
docs/api/core/Object3D.html

@@ -2,14 +2,21 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Base class for scene graph objects.</div>
+		<div class="desc">
+			This is the base class for most objects in three.js and provides a set of properties and methods
+			for manipulating objects in 3D space.<br /><br />
+
+			Note that this can be used for grouping objects via the [page:.add]( object ) method
+			which adds the object as a child, however it is better to use [page:Group] for this.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -23,259 +30,392 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
-		<div>
-		Unique number of this object instance.
-		</div>
+		<h3>[property:Boolean castShadow]</h3>
+		<div>Whether the object gets rendered into shadow map. Default is *false*.</div>
 
-		<h3>.[page:String name]</h3>
-		<div>
-		Optional name of the object (doesn't need to be unique).
-		</div>
+		<h3>[property:Object3D children]</h3>
+		<div>Array with object's children. See [page:Group] for info on manually grouping objects.</div>
 
-		<h3>.[page:Object3D parent]</h3>
+		<h3>[property:Boolean frustumCulled]</h3>
 		<div>
-		Object's parent in the scene graph.
+		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
+		Otherwise the object gets renderered every frame even if it isn't visible. Default is *true*.
 		</div>
 
-		<h3>.[page:Object3D children]</h3>
-		<div>
-		Array with object's children.
-		</div>
+		<h3>[property:Integer id]</h3>
+		<div>readonly – Unique number for this object instance.</div>
 
-		<h3>.[page:Vector3 position]</h3>
+		<h3>[property:Boolean isObject]</h3>
 		<div>
-		Object's local position.
-		</div>
+			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
 
-		<h3>.[page:Euler rotation]</h3>
-		<div>
-		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>.[page:String eulerOrder]</h3>
+		<h3>[property:Layers layers]</h3>
 		<div>
-		Order of axis for Euler angles.
+		The layer membership of the object. The object is only visible if it has at least one
+		layer in common with the [page:Camera] in use.
 		</div>
 
-		<h3>.[page:Vector3 scale]</h3>
+		<h3>[property:Matrix4 matrix]</h3>
+		<div>The local transform matrix.</div>
+
+		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<div>
-		Object's local scale.
+		When this is set, it calculates the matrix of position, (rotation or quaternion) and
+		scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
 		</div>
 
-		<h3>.[page:Vector3 up]</h3>
+		<h3>[property:Matrix4 matrixWorld]</h3>
 		<div>
-		Up direction.
+		The global transform of the object. If the Object3d has no parent, then it's identical to
+		the local transform [page:.matrix].
 		</div>
 
-		<h3>.[page:Matrix4 matrix]</h3>
+		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<div>
-		Local transform.
+		When this is set, it calculates the matrixWorld in that frame and resets this property
+		 to false. Default is *false*.
 		</div>
 
-		<h3>.[page:Quaternion quaternion]</h3>
+		<h3>[property:Matrix4 modelViewMatrix]</h3>
+		<div>This is passed to the shader and used to calculate the position of the object.</div>
+
+		<h3>[property:String name]</h3>
+		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
+
+		<h3>[property:Matrix3 normalMatrix]</h3>
+		<div>This is passed to the shader and used to calculate lighting for the object.</div>
+
+		<h3>[property:function onAfterRender]</h3>
 		<div>
-		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
+		An optional callback that is executed immediately after the Object3D is rendered.
+		This function is called with the following parameters: renderer, scene, camera, geometry,
+		material, group.
 		</div>
 
-		<h3>.[page:Boolean useQuaternion]</h3>
+		<h3>[property:function onBeforeRender]</h3>
 		<div>
-		Use quaternion instead of Euler angles for specifying local rotation.
+		An optional callback that is executed immediately before the Object3D is rendered.
+		This function is called with the following parameters: renderer, scene, camera, geometry,
+		material, group.
 		</div>
 
-		<h3>.[page:Float renderDepth]</h3>
+		<h3>[property:Object3D parent]</h3>
+		<div>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph].</div>
+
+		<h3>[property:Vector3 position]</h3>
+		<div>The object's local position.</div>
+
+		<h3>[property:Quaternion quaternion]</h3>
+		<div>Object's local rotation as a [page:Quaternion Quaternion].</div>
+
+		<h3>[property:Boolean receiveShadow]</h3>
+		<div>Whether the material receives shadows. Default is *false*.</div>
+
+		<h3>[property:Number renderOrder]</h3>
 		<div>
-		Override depth-sorting order if non *null*.
+		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
+		objects to be overridden although opaque and transparent objects remain sorted independently.
+		Sorting is from lowest to highest renderOrder. Default value is *0*.
 		</div>
 
-		<h3>.[page:Boolean visible]</h3>
+		<h3>[property:Euler rotation]</h3>
 		<div>
-		Object gets rendered if *true*.
+		Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
 		</div>
 
-		<h3>.[page:Boolean castShadow]</h3>
+		<h3>[property:Vector3 scale]</h3>
 		<div>
-		Gets rendered into shadow map.
+		The object's local [property:Vector3 scale]. Default is [page:Vector3]( 1, 1, 1 ).
 		</div>
 
-		<h3>.[page:Boolean receiveShadow]</h3>
+		<h3>[property:Vector3 up]</h3>
 		<div>
-		Material gets baked in shadow receiving.
+		This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
+		Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
 		</div>
 
-		<h3>.[page:Boolean frustumCulled]</h3>
+		<h3>[property:object userData]</h3>
 		<div>
-		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
+		An object that can be used to store custom data about the Object3d. It should not hold
+		references to functions as these will not be cloned.
 		</div>
 
-		<h3>.[page:Boolean matrixAutoUpdate]</h3>
+		<h3>[property:String uuid]</h3>
 		<div>
-		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned, so this shouldn't be edited.
 		</div>
 
-		<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
+		<h3>[property:Boolean visible]</h3>
+		<div>Object gets rendered if *true*. Default is *true*.</div>
+
+
+
+
+		<h2>Static Properties</h2>
 		<div>
-		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
+			Static properties and methods are defined per class rather than per instance of that class.
+			This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
+			will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
+			<em>every</em>	instance of Object3D (or derived classes)	created after the change has
+			been made (already created Object3Ds will not be affected).
 		</div>
 
-		<h3>.[page:Boolean rotationAutoUpdate]</h3>
+		<h3>[property:Vector3 DefaultUp]</h3>
 		<div>
-		When this is set, then the rotationMatrix gets calculated every frame.
+			The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
+			[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
+			Set to (0, 1, 0) by default.
 		</div>
 
-		<h3>.[page:object userData]</h3>
+		<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
 		<div>
-		An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
-		</div> 
+			The default setting for [page.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
+
+		</div>
 
-		<h3>.[page:Matrix4 matrixWorld]</h3>
-		<div>
-		The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
-		</div> 
 
-		
 		<h2>Methods</h2>
-		
+
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-		
-		<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
-		<div>
-		matrix - matrix
-		</div>
-		<div>
-		This updates the position, rotation and scale with the matrix.
-		</div>
-		
-		<h3>.translateX( [page:Float distance] )</h3>
-		<div>
-		distance - Distance.<br />
-		</div>
+
+		<h3>[method:null add]( [page:Object3D object], ... )</h3>
 		<div>
-		Translates object along x axis by distance.
+		Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
+
+		See [page:Group] for info on manually grouping objects.
 		</div>
 
-		<h3>.translateY( [page:Float distance] )</h3>
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<div>This updates the position, rotation and scale with the matrix.</div>
+
+		<h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
 		<div>
-		distance - Distance.<br />
+		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
+
+		Returns a clone of this object and optionaly all descendants.
 		</div>
+
+		<h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
 		<div>
-		Translates object along y axis by distance.
+		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
+
+		Copy the given object into this object.
 		</div>
 
-		<h3>.translateZ( [page:Float distance] )</h3>
+		<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
 		<div>
-		distance - Distance.<br />
+		id -- Unique number of the object instance<br /><br />
+
+		Searches through the object's children and returns the first with a matching id.<br />
+		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
 		</div>
+
+		<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
 		<div>
-		Translates object along z axis by distance.
+		name -- String to match to the children's Object3d.name property. <br /><br />
+
+		Searches through the object's children and returns the first with a matching name.<br />
+		Note that for most objects the [property:name] is an empty string by default. You will
+		have to set it manually to make use of this method.
 		</div>
-		
-		<h3>.localToWorld( [page:Vector3 vector] )</h3>
+
+		<h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
 		<div>
-		vector - A local vector.<br />
+		name -- the property name to search for. <br />
+		value -- value of the given property. <br /><br />
+
+		Searches through the object's children and returns the first with a property that matches the aclue given.
 		</div>
+
+		<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		Updates the vector from local space to world space.
+		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated. <br /><br />
+
+		Returns a vector representing the position of the object in world space.
 		</div>
 
-		<h3>.worldToLocal( [page:Vector3 vector] )</h3>
+		<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
 		<div>
-		vector - A world vector.<br />
+		optionalTarget — (optional) if specified, the result will be copied into this Quaternion,
+		otherwise a new Quaternion will be created. <br /><br />
+
+		Returns a quaternion representing the rotation of the object in world space.
 		</div>
+
+		<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
 		<div>
-		Updates the vector from world space to local space.
+		optionalTarget — (optional) if specified, the result will be copied into this Euler,
+		otherwise a new Euler will be created. <br /><br />
+
+		Returns the euler angles representing the rotation of the object in world space.
 		</div>
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		vector - A world vector to look at.<br />
+		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+		otherwise a new Vector3 will be created. <br /><br />
+
+		Returns a vector of the scaling factors applied to the object for each axis in world space.
 		</div>
+
+		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		Rotates object to face point in space.
+		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+		otherwise a new Vector3 will be created. <br /><br />
+
+		Returns a vector representing the direction of object's positive z-axis in world space.
 		</div>
 
-		<h3>.add( [page:Object3D object] )</h3>
+
+		<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
 		<div>
-		object - An object.<br />
+		vector - A vector representing a position in local (object) spave.<br /><br />
+
+		Converts the vector from local space to world space.
 		</div>
+
+		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
-		Adds *object* as child of this object.
+		vector - A vector representing a position in world space.<br /><br />
+
+		Rotates the object to face a point in world space.
 		</div>
 
-		<h3>.remove( [page:Object3D object] )</h3>
+		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
 		<div>
-		object - An object.<br />
+		Abstract (empty) method to get intersections between a casted ray and this object.
+		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
+		to use raycasting.
 		</div>
+
+		<h3>[method:null remove]( [page:Object3D object], ... )</h3>
 		<div>
-		Removes *object* as child of this object.
+		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</div>
 
-		<h3>.traverse( [page:Function callback] )</h3>
+		<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
 		<div>
-		callback - An Function with as first argument an object3D object.<br />
+		axis -- A normalized vector in object space. <br />
+		angle -- The angle in radians.<br /><br />
+
+		Rotate an object along an axis in object space. The axis is assumed to be normalized.
 		</div>
+
+		<h3>[method:null rotateX]( [page:Float rad] )</h3>
 		<div>
-		Executes the callback on this object and all descendants. 
+		rad - the angle to rotate in radians.<br /><br />
+
+		Rotates the object around x axis in local space.
 		</div>
 
-		<h3>.getDescendants( [page:Array array] )</h3>
+		<h3>[method:null rotateY]( [page:Float rad] )</h3>
 		<div>
-		array - optional argument that returns the the array with descendants.<br />
+		rad - the angle to rotate in radians.<br /><br />
+
+		Rotates the object around y axis in local space.
 		</div>
+
+		<h3>[method:null rotateZ]( [page:Float rad] )</h3>
 		<div>
-		Searches whole subgraph recursively to add all objects in the array.
+		rad - the angle to rotate in radians.<br /><br />
+
+		Rotates the object around z axis in local space.
 		</div>
 
-		<h3>.updateMatrix()</h3>
+		<h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
 		<div>
-		Updates local transform.
+			axis -- A normalized vector in object space. <br />
+			angle -- angle in radians<br /><br />
+
+			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
+			on the [page:.quaternion].
 		</div>
 
-		<h3>.updateMatrixWorld( [page:Boolean force] )</h3>
+		<h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
 		<div>
-		Updates global transform of the object and its children.
+			euler -- Euler angle specifying rotation amount.<br />
+
+			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
+			on the [page:.quaternion].
 		</div>
 
-		<h3>.clone()</h3>
+		<h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
 		<div>
-		Creates a new clone of this object and all descendants.
-		</div>
+			m -- rotate the quaternion by the rotation component of the matrix.<br />
 
+			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
+			on the [page:.quaternion].<br /><br />
 
-		<h3>.getObjectByName([page:String name], [page:Boolean recursive]) [page:Object3d Object3d]</h3>
-		<div>
-		name -- String to match to the children's Object3d.name property. <br />
-		recursive -- Boolean whether to search through the children's children. Default is false.
+			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
 		</div>
+
+		<h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
 		<div>
-		Searches through the object's children and returns the first with a matching name, optionally recursive.
+			q -- normalized Quaternion.<br /><br />
+
+			Copy the given quaternion into [page:.quaternion].
 		</div>
 
-		<h3>.getObjectById([page:Integer id], [page:Boolean recursive]) [page:Object3D]</h3>
+		<h3>[method:null toJSON]( [page:Quaternion q] )</h3>
 		<div>
-		id -- Unique number of the object instance<br />
-		recursive -- Boolean whether to search through the children's children. Default is false.
+			Convert the object to JSON format.
 		</div>
+
+		<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
 		<div>
-		Searches through the object's children and returns the first with a matching id, optionally recursive.
+		axis -- A normalized vector in object space.<br />
+		distance -- The distance to translate.<br /><br />
+
+		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
 		</div>
-		
-		<h3>.translateOnAxis([page:Vector3 axis], [page:Float distance]) [page:Object3D]</h3>
+
+		<h3>[method:null translateX]( [page:Float distance] )</h3>
+		<div>Translates object along x axis by *distance* units.</div>
+
+		<h3>[method:null translateY]( [page:Float distance] )</h3>
+		<div>Translates object along y axis by *distance* units.</div>
+
+		<h3>[method:null translateZ]( [page:Float distance] )</h3>
+		<div>Translates object along z axis by *distance* units.</div>
+
+		<h3>[method:null traverse]( [page:Function callback] )</h3>
 		<div>
-		axis -- A normalized vector in object space.<br />
-		distance -- The distance to translate.
+		callback - A function with as first argument an object3D object.<br /><br />
+
+		Executes the callback on this object and all descendants.
 		</div>
+
+		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
 		<div>
-		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
+		callback - A function with as first argument an object3D object.<br /><br />
+
+		Like traverse, but the callback will only be executed for visible objects.
+		Descendants of invisible objects are not traversed.
 		</div>
-		
-		<h3>.rotateOnAxis([page:Vector3 axis], [page:Float angle]) [page:Object3D]</h3>
+
+		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
 		<div>
-		axis -- A normalized vector in object space. <br />
-		angle -- The angle in radians.
+		callback - A function with as first argument an object3D object.<br /><br />
+
+		Executes the callback on all ancestors.
 		</div>
+
+		<h3>[method:null updateMatrix]()</h3>
+		<div>Update the local transform.</div>
+
+		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
+		<div>Update the global transform of the object and its children.</div>
+
+
+		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
 		<div>
-		Rotate an object along an axis in object space. The axis is assumed to be normalized.
+		vector - A world vector.<br /><br />
+
+		Updates the vector from world space to local space.
 		</div>
 
 		<h2>Source</h2>

+ 0 - 70
docs/api/core/Projector.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">Projects points between spaces.</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		Creates a new projector Object. It initializes a lot of variables that the projector uses to project the points.
-		</div>
-		
-		
-		<h2>Properties</h2>
-
-		<h2>Methods</h2>
-
-		<h3>.projectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
-		<div>
-		[page:Vector3 vector] — vector to project.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		</div>
-		<div>
-		Projects a vector with the camera. Caution, this method changes 'vector'.
-		</div>
-
-		<h3>.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
-		<div>
-		[page:Vector3 vector] — vector to unproject.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		</div>
-		<div>
-		Unprojects a vector with the camera. Caution, this method changes 'vector'. 
-		</div>
-		
-		<h3>.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Raycaster]</h3>
-		<div>
-		Translates a 2D point from NDC (<em>Normalized Device Coordinates</em>) to a [page:Raycaster] that can be used for picking. NDC range from [-1..1] in x (left to right) and [1.0 .. -1.0] in y (top to bottom).
-		</div>
-
-		<h3>.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]</h3>
-		<div>
-		[page:Scene scene] — scene to project.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		[page:Boolean sort] — select whether to sort elements using the <a href="http://en.wikipedia.org/wiki/Painter%27s_algorithm">Painter's algorithm</a>.
-		</div>
-		
-		<div>
-		Transforms a 3D [page:Scene scene] object into 2D render data that can be rendered in a screen with your renderer of choice, projecting and clipping things out according to the used camera.
-		</div>
-		<div>
-		If the <em>scene</em> were a real scene, this method would be the equivalent of taking a picture with the <em>camera</em> (and developing the film would be the next step, using a Renderer).
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 127 - 30
docs/api/core/Raycaster.html

@@ -2,27 +2,82 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
 		<div class="desc">
-		This class makes raycasting easier. Raycasting is used for picking and more.
-			
+		This class is designed to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
+		Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
+		other things.
 		</div>
 
+		<h2>Example</h2>
+		<code>
+		var raycaster = new THREE.Raycaster();
+		var mouse = new THREE.Vector2();
 
-		<h2>Constructor</h2>
+		function onMouseMove( event ) {
+
+			// calculate mouse position in normalized device coordinates
+			// (-1 to +1) for both components
+
+			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
+			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
+
+		}
+
+		function render() {
+
+			// update the picking ray with the camera and mouse position
+			raycaster.setFromCamera( mouse, camera );
+
+			// calculate objects intersecting the picking ray
+			var intersects = raycaster.intersectObjects( scene.children );
+
+			for ( var i = 0; i < intersects.length; i++ ) {
+
+				intersects[ i ].object.material.color.set( 0xff0000 );
+
+			}
 
+			renderer.render( scene, camera );
+
+		}
+
+		window.addEventListener( 'mousemove', onMouseMove, false );
+
+		window.requestAnimationFrame(render);
+
+		</code>
+		<div>
+			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
+			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
+			[example:webgl_interactive_lines Raycasting to a Line]<br />
+			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
+			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
+			[example:webgl_octree_raycasting Raycasting using an octree]<br />
+			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
+			[example:webgl_raycast_texture Raycast to a Texture]
+		</div>
+
+
+		<div>
+		</div>
+
+
+		<h2>Constructor</h2>
 
 		<h3>[name]( [page:Vector3 origin], [page:Vector3 direction], [page:Float near], [page:Float far] ) {</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The direction vector that  gives direction to the ray.<br />
-		[page:Float near] — All results returned are further away then near. Near can't be negative. Default value is 0.<br />
+		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
+		[page:Float near] — All results returned are further away than near. Near can't be negative. Default value is 0.<br />
 		[page:Float far] — All results returned are closer then far. Far can't be lower then near . Default value is Infinity.
 		</div>
 		<div>
@@ -32,61 +87,103 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Ray ray]</h3>
+		<h3>[property:float far]</h3>
 		<div>
-		The Ray used for the raycasting.
+		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
+		This value shouldn't be negative and should be larger than the near property.
 		</div>
 
-		<h3>.[page:float near]</h3>
+		<h3>[property:float linePrecision]</h3>
 		<div>
-		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
-		This value shouldn't be negative and should be smaller than the far property. 
+		The precision factor of the raycaster when intersecting [page:Line] objects.
 		</div>
 
-		<h3>.[page:float far]</h3>
+		<h3>[property:float near]</h3>
 		<div>
-		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
-		This value shouldn't be negative and should be larger than the near property. 
+		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
+		This value shouldn't be negative and should be smaller than the far property.
 		</div>
 
-		<h3>.[page:float precision]</h3>
+		<h3>[property:Object params]</h3>
 		<div>
-		The precision factor of the raycaster. 
+		An object with the following properties:
+
+			<code>
+{
+	Mesh: {},
+	Line: {},
+	LOD: {},
+	Points: { threshold: 1 },
+	Sprite: {}
+}
+			</code>
+
 		</div>
 
+		<h3>[property:Ray ray]</h3>
+		<div>The [Page:Ray] used for the raycasting.</div>
+
+
 		<h2>Methods</h2>
 
-		<h3>.set( [page:Vector3 origin], [page:Vector3 direction] )</h3>
+		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The direction vector that  gives direction to the ray.
+		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
 		</div>
 		<div>
 		Updates the ray with a new origin and direction.
 		</div>
 
-		<h3>.intersectObject( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:null setFromCamera]( [page:Vector2 coords], [page:Camera camera] )</h3>
 		<div>
+		[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
+		[page:Camera camera] — camera from which the ray should originate
+		</div>
+		<div>
+		Updates the ray with a new origin and direction.
+		</div>
+
+
+		<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<div>
+		<p>
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If set, it also checks all descendants. Otherwise it only checks intersecton with the object.
+		[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.
+		</p>
 		</div>
 		<div>
-		checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first.
+		Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. An array of intersections is returned...
         <code>
-            [ { distance, point, face, faceIndex, object }, ... ]
+            [ { distance, point, face, faceIndex, indices, object }, ... ]
         </code>
+        <p>
+        [page:Float distance] – distance between the origin of the ray and the intersection<br />
+        [page:Vector3 point] – point of intersection, in world coordinates<br />
+        [page:Face3 face] – intersected face<br />
+        [page:Integer faceIndex] – index of the intersected face<br />
+        [page:Array indices] – indices of vertices comprising the intersected face<br />
+        [page:Object3D object] – the intersected object<br />
+        [page:Vector2 uv] - U,V coordinates at point of intersection
+    	</p>
+        <p>
+        When intersecting a [page:Mesh] with a [page:BufferGeometry], the *faceIndex* will be *undefined*, and *indices* will be set; when intersecting a [page:Mesh] with a [page:Geometry], *indices* will be *undefined*.
+        </p>
+		<p>
+		*Raycaster* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
+		</p>
+		<p>
+		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.
+		</p>
 		</div>
 
-		<h3>.intersectObjects( [page:Array objects], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
 		<div>
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If set, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects.
+		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.
 		</div>
 		<div>
-		checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first.
-        <code>
-            [ { distance, point, face, faceIndex, object }, ... ]
-        </code>
+		Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by [page:.intersectObject].
 		</div>
 
 

+ 213 - 0
docs/api/core/Uniform.html

@@ -0,0 +1,213 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
+		</div>
+
+		<h3>Example</h3>
+		<p>
+		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
+		</p>
+		<code>
+		uniforms: {
+			time: { value: 1.0 },
+			resolution: new THREE.Uniform(new THREE.Vector2())
+		}
+		</code>
+
+		<h3>Uniform types</h3>
+
+		<p>
+		Each uniform must have a *value* property. The type of the value must correspond to the
+		type of the uniform variable in the GLSL code as specified for the primitive GLSL types
+		in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive
+		type must either be specified as an array of the corresponding THREE objects or as a flat
+		array containing the data of all the objects. In other words; GLSL primitives in arrays
+		must not be represented by arrays. This rule does not apply transitively.
+		An array of *vec2* arrays, each with a length of five vectors, must be an array of arrays,
+		of either five [page:Vector2] objects or ten *number*s.
+		</p>
+		<table>
+			<caption><a id="uniform-types">Uniform types</a></caption>
+			<thead>
+				<tr>
+					<th>GLSL type</th>
+					<th>JavaScript type</th>
+				</tr>
+			</thead>
+			<tbody>
+
+				<tr>
+					<td>int</td>
+					<td>[page:Number]</td>
+				</tr>
+				<tr>
+					<td>float</td>
+					<td>[page:Number]</td>
+				</tr>
+				<tr>
+					<td>bool</td>
+					<td>[page:Boolean]</td>
+				</tr>
+				<tr>
+					<td>bool</td>
+					<td>[page:Number]</td>
+				</tr>
+
+				<tr>
+					<td>vec2</td>
+					<td>[page:Vector2 THREE.Vector2]</td>
+				</tr>
+				<tr>
+					<td>vec2</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>vec2</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+				<tr>
+					<td>vec3</td>
+					<td>[page:Vector3 THREE.Vector3]</td>
+				</tr>
+				<tr>
+					<td>vec3</td>
+					<td>[page:Color THREE.Color]</td>
+				</tr>
+				<tr>
+					<td>vec3</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>vec3</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+				<tr>
+					<td>vec4</td>
+					<td>[page:Vector4 THREE.Vector4]</td>
+				</tr>
+				<tr>
+					<td>vec4</td>
+					<td>[page:Quaternion THREE.Quaternion]</td>
+				</tr>
+				<tr>
+					<td>vec4</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>vec4</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+
+				<tr>
+					<td>mat2</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>mat2</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+				<tr>
+					<td>mat3</td>
+					<td>[page:Matrix3 THREE.Matrix3]</td>
+				</tr>
+				<tr>
+					<td>mat3</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>mat3</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+				<tr>
+					<td>mat4</td>
+					<td>[page:Matrix3 THREE.Matrix4]</td>
+				</tr>
+				<tr>
+					<td>mat4</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>mat4</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+
+				<tr>
+					<td>ivec2, bvec2</td>
+					<td>[page:Float32Array Float32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>ivec2, bvec2</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+				<tr>
+					<td>ivec3, bvec3</td>
+					<td>[page:Int32Array Int32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>ivec3, bvec3</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+				<tr>
+					<td>ivec4, bvec4</td>
+					<td>[page:Int32Array Int32Array] (*)</td>
+				</tr>
+				<tr>
+					<td>ivec4, bvec4</td>
+					<td>[page:Array Array] (*)</td>
+				</tr>
+
+				<tr>
+					<td>sampler2D</td>
+					<td>[page:Texture THREE.Texture]</td>
+				</tr>
+				<tr>
+					<td>samplerCube</td>
+					<td>[page:CubeTexture THREE.CubeTexture]</td>
+				</tr>
+
+			</tbody>
+		</table>
+		
+		<p>
+		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:Object value] )</h3>
+		<div>
+		value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Object value]</h3>
+		<div>
+		Current value of the uniform.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Uniform clone]()</h3>
+		<div>
+		Returns a clone of this uniform.<br />
+		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assigment.
+		Array values are shared between cloned [page:Uniform]s.<br /><br />
+		See [example:webgldeferred_animation WebGL deferred animation] for an example of this method in use.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 54 - 0
docs/api/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -0,0 +1,54 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:BufferAttribute] &rarr;
+
+		<h1>BufferAttribute Types</h1>
+
+		<div class="desc">
+		There are nine types of [page:BufferAttribute] available in three.js. These correspond to the JavaScript
+		[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
+		</div>
+
+		<code>
+		THREE.Float64BufferAttribute
+		THREE.Float32BufferAttribute
+		THREE.Uint32BufferAttribute
+		THREE.Int32BufferAttribute
+		THREE.Uint16BufferAttribute
+		THREE.Int16BufferAttribute
+		THREE.Uint8ClampedBufferAttribute
+		THREE.Uint8BufferAttribute
+		THREE.Int8BufferAttribute
+		</code>
+
+		<h2>Constructor</h2>
+
+		All of the above are called in the same way.
+		<h3>TypedBufferAttribute( [page:Array array], [page:Integer itemSize] )</h3>
+		<div>
+			array -- this can be a typed or untyped (normal) array. It will be converted to the Type specified.<br /><br />
+
+			itemSize -- the number of values of the array that should be associated with a particular vertex.
+		</div>
+
+		<h2>Properties</h2>
+
+		See the [page:BufferAttribute] page for inherited properties.
+
+		<h2>Methods</h2>
+
+		See the [page:BufferAttribute] page for inherited methods.
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
+	</body>
+</html>

+ 594 - 0
docs/api/deprecated/DeprecatedList.html

@@ -0,0 +1,594 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>Deprecated API List</h1>
+
+		<div>
+			As three.js has a rapidly evolving interface, you may come across examples that
+			suggest the use of API elements that are no longer part of the core.<br /><br />
+
+			Below is a list of such elements, along with info regarding their replacements.
+		</div>
+
+
+
+
+
+
+
+
+
+
+		<h2>Audio</h2>
+
+		<h3>[page:Audio]</h3>
+		<div>Audio.load has been deprecated. Use [page:AudioLoader] instead.</div>
+
+		<h3>[page:AudioAnalyser]</h3>
+		<div>AudioAnalyser.getData() has been renamed to [page:AudioAnalyser.getFrequencyData]().</div>
+
+		<h3>[page:BinaryTextureLoader]</h3>
+		<div>BinaryTextureLoader has been renamed to [page:DataTextureLoader].</div>
+
+
+
+
+
+
+
+
+
+
+
+		<h2>Buffers</h2>
+
+		<h3>[page:BufferAttribute]</h3>
+		<div>BufferAttribute.length has been renamed to [page:BufferAttribute.count].</div>
+
+
+		<h3>[page:DynamicBufferAttribute]</h3>
+		<div>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setDynamic]( true ) instead.</div>
+
+		<h3>[page:Int8Attribute]</h3>
+		<div>Int8Attribute has been removed. Use [page:BufferAttributeTypes Int8BufferAttribute] instead.</div>
+
+		<h3>[page:Uint8Attribute]</h3>
+		<div>Uint8Attribute has been removed. Use [page:BufferAttributeTypes Uint8BufferAttribute] instead.</div>
+
+		<h3>[page:Uint8ClampedAttribute]</h3>
+		<div>Uint8ClampedAttribute has been removed. Use [page:BufferAttributeTypes Uint8ClampedBufferAttribute] instead.</div>
+
+		<h3>[page:Int16Attribute]</h3>
+		<div>Int16Attribute has been removed. Use [page:BufferAttributeTypes Int16BufferAttribute] instead.</div>
+
+		<h3>[page:Uint16Attribute]</h3>
+		<div>Uint16Attribute has been removed. Use [page:BufferAttributeTypes Uint16BufferAttribute] instead.</div>
+
+		<h3>[page:Int32Attribute]</h3>
+		<div>Int32Attribute has been removed. Use [page:BufferAttributeTypes Int32BufferAttribute] instead.</div>
+
+		<h3>[page:Uint32Attribute]</h3>
+		<div>Uint32Attribute has been removed. Use [page:BufferAttributeTypes Uint32BufferAttribute] instead.</div>
+
+		<h3>[page:Float32Attribute]</h3>
+		<div>Float32Attribute has been removed. Use [page:BufferAttributeTypes Float32BufferAttribute] instead.</div>
+
+		<h3>[page:Float64Attribute]</h3>
+		<div>Float64Attribute has been removed. Use [page:BufferAttributeTypes Float64BufferAttribute] instead.</div>
+
+
+
+
+
+
+
+		<h2>Cameras</h2>
+
+		<h3>[page:PerspectiveCamera]</h3>
+		<div>
+		PerspectiveCamera.setLens() is deprecated. Use [page:PerspectiveCamera.setFocalLength]()
+		 and [page:PerspectiveCamera.filmGauge]() for a photographic setup.
+		</div>
+
+
+
+
+
+
+
+		<h2>Constants</h2>
+
+		<h3>[page:LineStrip]</h3>
+
+		<h3>[page:LinePieces]</h3>
+		<div>
+		LinePieces mode is no longer supported for [page:Line]s. Create a [page:LineSegments] instead.
+		</div>
+
+
+
+
+
+		<h2>Core</h2>
+
+		<h3>[page:EventDispatcher]</h3>
+		<div>EventDispatcher.apply has been removed. Inherit or Object.assign the prototype to mix-in instead.</div>
+
+		<h3>[page:Raycaster]</h3>
+		<div>Raycaster.params.PointCloud has been renamed to [page:Raycaster.params.Points].</div>
+
+
+		<h3>[page:Uniform]</h3>
+		<div>
+			Uniform.dynamic has been removed. Use object.onBeforeRender() instead.<br /><br />
+
+			Uniform.onUpdate has been removed. Use object.onBeforeRender() instead.
+		</div>
+
+
+
+
+
+
+		<h2>Extras</h2>
+
+		<h3>[page:ClosedSplineCurve3]</h3>
+		<div>ClosedSplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</div>
+
+		<h3>[page:SplineCurve3]</h3>
+		<div>SplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</div>
+
+
+
+
+
+
+
+		<h2>Geometry</h2>
+
+		<h3>[page:BufferGeometry]</h3>
+		<div>
+			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
+
+			BufferGeometry.addDrawCall is now [page:BufferGeometry.addGroup].<br /><br />
+
+			BufferGeometry.clearDrawCalls is now [page:BufferGeometry.clearGroups].<br /><br />
+
+			BufferGeometry.computeTangents has been removed.<br /><br />
+
+			BufferGeometry.computeOffsets has been removed.<br /><br />
+
+			BufferGeometry.drawcalls has been renamed to [page:BufferGeometry.groups].<br /><br />
+
+			BufferGeometry.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
+
+		</div>
+
+		<h3>[page:CubeGeometry]</h3>
+		<div>CubeGeometry has been renamed to [page:BoxGeometry].</div>
+
+		<h3>[page:Geometry]</h3>
+		<div>Geometry.computeTangents() has been removed.</div>
+
+		<h3>[page:GeometryUtils]</h3>
+		<div>
+			GeometryUtils.merge has been moved to [page:Geometry]. Use [page:Geometry.merge]( geometry2, matrix, materialIndexOffset ) instead.<br /><br />
+
+			GeometryUtils.center has been moved to [page:Geometry]. Use [page:Geometry.center]( ) instead.
+		</div>
+
+		<h3>[page:Plane]</h3>
+		<div>
+			Plane.isIntersectionLine]() has been renamed to	[page:Plane.intersectsLine]().
+		</div>
+
+
+
+
+
+
+
+
+		<h2>Helpers</h2>
+
+		<h3>[page:BoundingBoxHelper]</h3>
+		<div>BoundingBoxHelper has been deprecated. Use [page:BoxHelper] instead.</div>
+
+		<h3>[page:EdgesHelper]</h3>
+		<div>EdgesHelper has been removed. Use [page:EdgesGeometry] instead.</div>
+
+		<h3>[page:GridHelper]</h3>
+		<div>GridHelper.setColors() has been deprecated, pass them in the constructor instead.</div>
+
+		<h3>[page:WireframeHelper WireframeHelper]</h3>
+		<div>WireframeHelper has been removed. Use [page:WireframeGeometry] instead.</div>
+
+
+
+
+		<h2>Lights</h2>
+
+		<h3>[page:Light]</h3>
+		<div>
+			Light.onlyShadow has been removed.<br /><br />
+
+			Light.shadowCameraLeft is now [page:Light.shadow.camera.left].<br /><br />
+
+			Light.shadowCameraRight is now [page:Light.shadow.camera.right].<br /><br />
+
+			Light.shadowCameraTop is now [page:Light.shadow.camera.top].<br /><br />
+
+			Light.shadowCameraBottom is now [page:Light.shadow.camera.bottom].<br /><br />
+
+			Light.shadowCameraNear is now [page:Light.shadow.camera.near].<br /><br />
+
+			Light.shadowCameraFar is now [page:Light.shadow.camera.far].<br /><br />
+
+			Light.shadowCameraVisible has been removed. Use [page:CameraHelper] ( light.shadow.camera ) instead.<br /><br />
+
+			Light.shadowMapWidth is now [page:Light.shadow.mapSize.width].<br /><br />
+
+			Light.shadowMapHeight is now [page:Light.shadow.mapSize.height].
+		</div>
+
+
+
+
+
+
+
+
+		<h2>Loaders</h2>
+
+		<h3>[page:XHRLoader]</h3>
+		<div>XHRLoader has been renamed to [page:FileLoader].</div>
+
+
+
+
+
+
+
+
+		<h2>Maths</h2>
+
+		<h3>[page:Box2]</h3>
+		<div>
+			Box2.center has been renamed to [page:Box2.getCenter]().<br /><br />
+
+			Box2.empty has been renamed to [page:Box2.isEmpty]().<br /><br />
+
+			Box2.isIntersectionBox has been renamed to [page:Box2.intersectsBox]().<br /><br />
+
+			Box2.size has been renamed to [page:Box2.getSize]().
+
+		</div>
+
+		<h3>[page:Box3]</h3>
+		<div>
+			Box3.center has been renamed to [page:Box3.getCenter]().<br /><br />
+
+			Box3.empty has been renamed to [page:Box3.isEmpty]().<br /><br />
+
+			Box3.isIntersectionBox has been renamed to [page:Box3.intersectsBox]().<br /><br />
+
+			Box3.isIntersectionSphere has been renamed to [page:Box3.intersectsSphere]().<br /><br />
+
+			Box3.size has been renamed to [page:Box3.getSize]().
+		</div>
+
+		<h3>[page:Face4]</h3>
+		<div>Face4 has been removed. Use [page:Face3] instead.</div>
+
+		<h3>[page:Line3]</h3>
+		<div>Line3.center has been renamed to [page:Line3.getCenter]().</div>
+
+		<h3>[page:Math]</h3>
+		<div>
+			Math.random16() has been deprecated. Use Math.random() instead.
+		</div>
+
+		<h3>[page:Matrix3]</h3>
+		<div>
+			Matrix3.flattenToArrayOffset is deprecated. Use [page:Matrix3.toArray]() instead.<br /><br />
+
+			Matrix3.multiplyVector3 has been removed. Use vector.applyMatrix3( matrix ) instead.<br /><br />
+
+			Matrix3.multiplyVector3Array has been renamed to [page:Matrix3.applyToVector3Array]( array ).<br /><br />
+
+			Matrix3.applyToBuffer has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.<br /><br />
+
+			Matrix3.applyToVector3Array has been removed.
+		<div>
+
+		<h3>[page:Matrix4]</h3>
+		<div>
+			Matrix4.flattenToArrayOffset() is deprecated. Use [page:Matrix4.toArray]() instead.<br /><br />
+
+			Matrix4.extractPosition() has been renamed to [page:Matrix4.copyPosition]( matrix ).<br /><br />
+
+			Matrix4.getPosition() has been removed. Use [page:Vector3.setFromMatrixPosition]( matrix ) instead.<br /><br />
+
+			Matrix4.setRotationFromQuaternion() has been renamed to [page:Matrix4.makeRotationFromQuaternion]( quaternion ).<br /><br />
+
+			Matrix4.multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+
+			Matrix4.multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+
+			Matrix4.multiplyVector3Array() has been renamed to [page:Matrix4.applyToVector3Array] ( array ).<br /><br />
+
+			Matrix4.rotateAxis() has been removed. Use [page:Matrix4.transformDirection]( matrix ) instead.<br /><br />
+
+			Matrix4.crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+
+			Matrix4.rotateX() has been removed.<br /><br />
+
+			Matrix4.rotateY() has been removed.<br /><br />
+
+			Matrix4.rotateZ() has been removed.<br /><br />
+
+			Matrix4.rotateByAxis() has been removed.<br /><br />
+
+			Matrix4.applyToBuffer() has been removed. Use matrix.applyToBufferAttribute() instead.<br /><br />
+
+			Matrix4.applyToVector3Array() has been removed.<br /><br />
+
+			Matrix4.makeFrustum() has been removed. Use [page:Matrix4.makePerspective]( left, right, top, bottom, near, far ) instead.
+		</div>
+
+
+		<h3>[page:Quaternion.multiplyVector3]</h3>
+		<div>Quaternion.multiplyVector3() has been removed. Use vector.applyQuaternion( quaternion ) instead.</div>
+
+		<h3>[page:Ray]</h3>
+		<div>
+			Ray.isIntersectionBox() has been renamed to [page:Ray.intersectsBox]().<br /><br />
+
+			Ray.isIntersectionPlane has been renamed to [page:Ray.intersectsPlane].<br /><br />
+
+			Ray.isIntersectionSphere has been renamed to [page:Ray.intersectsSphere].
+		</div>
+
+		<h3>[page:Vector2]</h3>
+		<div>
+			Vector2.fromAttribute() has been renamed to [page:Vector2.fromBufferAttribute]().
+		</div>
+
+		<h3>[page:Vector3]</h3>
+		<div>
+			Vector3.setEulerFromRotationMatrix() has been removed. Use [page:Euler.setFromRotationMatrix]() instead.<br /><br />
+
+			Vector3.setEulerFromQuaternion() has been removed. Use [page:Euler.setFromQuaternion]() instead.<br /><br />
+
+			Vector3.getPositionFromMatrix() has been renamed to [page:Vector3.setFromMatrixPosition]().<br /><br />
+
+			Vector3.getScaleFromMatrix() has been renamed to [page:Vector3.setFromMatrixScale]().<br /><br />
+
+			Vector3.getColumnFromMatrix() has been renamed to [page:Vector3.setFromMatrixColumn]().<br /><br />
+
+			Vector3.applyProjection() has been removed. Use [page:Vector3.applyMatrix4]() instead.<br /><br />
+
+			Vector3.fromAttribute() has been renamed to [page:Vector3.fromBufferAttribute]().
+		</div>
+
+		<h3>[page:Vector4]</h3>
+		<div>
+			Vector4.fromAttribute() has been renamed to [page:Vector4.fromBufferAttribute]().
+		</div>
+
+		<h3>[page:Vertex]</h3>
+		<div>Vertex has been removed. Use [page:Vector3] instead.</div>
+
+		<h3>[page:Spline]</h3>
+		<div>Spline has been removed. Use [page:CatmullRomCurve3] instead.</div>
+
+
+
+
+
+
+
+
+
+
+
+
+		<h2>Materials</h2>
+
+		<h3>[page:Material]</h3>
+		<div>
+			Material.wrapAround has been removed.<br /><br />
+
+			Material.wrapRGB has been removed.
+
+		</div>
+
+		<h3>[page:MeshFaceMaterial]</h3>
+		<div>MeshFaceMaterial has been removed. Use [page:MultiMaterial] instead.</div>
+
+		<h3>[page:MeshPhongMaterial]</h3>
+		<div>MeshPhongMaterial.metal has been removed. Use [page:MeshStandardMaterial] instead.</div>
+
+		<h3>[page:ParticleBasicMaterial]</h3>
+		<div>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</div>
+
+		<h3>[page:ParticleSystemMaterial]</h3>
+		<div>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</div>
+
+		<h3>[page:PointCloudMaterial]</h3>
+		<div>PointCloudMaterial has been renamed to [page:PointsMaterial].</div>
+
+		<h3>[page:ShaderMaterial.derivatives]</h3>
+		<div>ShaderMaterial.derivatives has been moved to [page:ShaderMaterial.extensions.derivatives].</div>
+
+
+
+
+
+
+
+
+		<h2>Objects</h2>
+
+		<h3>[page:LOD.objects]</h3>
+		<div>LOD.objects has been renamed to [page:LOD.levels].</div>
+
+		<h3>[page:Object3D]</h3>
+		<div>
+			Object3D.eulerOrder is now [page:Object3D.rotation.order].<br /><br />
+
+			Object3D.getChildByName() has been renamed to [page:Object3D.getObjectByName]().<br /><br />
+
+			Object3D.renderDepth has been removed. Use [page:Object3D.renderOrder] instead.<br /><br />
+
+			Object3D.translate() has been removed. Use [page:Object3D.translateOnAxis]( axis, distance ) instead.<br /><br />
+
+			Object3D.useQuaternion has been removed. The library now uses quaternions by default.
+		</div>
+
+
+		<h3>[page:Particle]</h3>
+		<div>ParticleSystem has been renamed to [page:Sprite].</div>
+
+		<h3>[page:ParticleSystem]</h3>
+		<div>ParticleSystem has been renamed to [page:Points].</div>
+
+		<h3>[page:PointCloud]</h3>
+		<div>PointCloud has been renamed to [page:Points].</div>
+
+		<h3>[page:Shape]</h3>
+		<div>
+			Shape.extrude has been removed. Use [page:ExtrudeGeometry] instead.<br /><br />
+
+			Shape.makeGeometry has been removed. Use [page:ShapeGeometry] instead.
+		</div>
+
+
+
+
+
+
+
+
+		<h2>Renderer</h2>
+
+		<h3>[page:Projector]</h3>
+		<div>
+			CanvasRenderer has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CanvasRenderer.js /examples/js/renderers/CanvasRenderer.js].
+		</div>
+
+		<h3>[page:Projector]</h3>
+		<div>
+			Projector has been moved to
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js 	/examples/js/renderers/Projector.js].<br /><br />
+
+			Projector.projectVector() is now [page:Vector.project]().<br /><br />
+
+			Projector.unprojectVector() is now [page:Vector.unproject]().<br /><br />
+
+			Projector:.pickingRay() is now [page:Raycaster.setFromCamera]().
+		</div>
+
+		<h3>[page:WebGLProgram]</h3>
+		<div>
+			WebGLProgram.uniforms is now [page:	WebGLProgram.getUniforms]().<br /><br />
+
+			WebGLProgram.attributes is now [page:	WebGLProgram.getAttributes]().
+		</div>
+
+		<h3>[page:WebGLRenderer]</h3>
+		<div>
+			WebGLRenderer.supportsFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_float' ).<br /><br />
+
+			WebGLRenderer.supportsHalfFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_half_float' ).<br /><br />
+
+			WebGLRenderer.supportsStandardDerivatives() is now [page:WebGLRenderer.extensions.get]( 'OES_standard_derivatives' ).<br /><br />
+
+			WebGLRenderer.supportsCompressedTextureS3TC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_s3tc' ).<br /><br />
+
+			WebGLRenderer.supportsCompressedTexturePVRTC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_pvrtc' ).<br /><br />
+
+			WebGLRenderer.supportsBlendMinMax() is now [page:WebGLRenderer.extensions.get]( 'EXT_blend_minmax' ).<br /><br />
+
+			WebGLRenderer.supportsVertexTextures() is now [page:WebGLRenderer.capabilities.vertexTextures].<br /><br />
+
+			WebGLRenderer.supportsInstancedArrays() is now [page:WebGLRenderer.extensions.get]( 'ANGLE_instanced_arrays' ).<br /><br />
+
+			WebGLRenderer.enableScissorTest() is now [page:WebGLRenderer.setScissorTest]().<br /><br />
+
+			WebGLRenderer.initMaterial() has been removed.<br /><br />
+
+			WebGLRenderer.addPrePlugin() has been removed.<br /><br />
+
+			WebGLRenderer.addPostPlugin() has been removed.<br /><br />
+
+			WebGLRenderer.updateShadowMap() has been removed.<br /><br />
+
+			WebGLRenderer.setTexture is deprecated, use [page:WebGLRenderer.setTexture2D]() instead.<br /><br />
+
+			WebGLRenderer.shadowMapEnabled is now [page:WebGLRenderer.shadowMap.enabled].<br /><br />
+
+			WebGLRenderer.shadowMapType is now [page:WebGLRenderer.shadowMap.type].<br /><br />
+
+			WebGLRenderer.shadowMapCullFace is now [page:WebGLRenderer.shadowMap.cullFace].<br /><br />
+
+			WebGLRenderer.shadowMap.cullFace is deprecated. Set [page:WebGLRenderer.shadowMap.renderReverseSided] to true or false instead.
+		</div>
+
+		<h3>[page:WebGLRenderTarget]</h3>
+		<div>
+			WebGLRenderTarget.wrapS is now [page:WebGLRenderTarget.texture.wrapS].<br /><br />
+
+			WebGLRenderTarget.wrapT is now [page:WebGLRenderTarget.texture.wrapT].<br /><br />
+
+			WebGLRenderTarget.magFilter is now [page:WebGLRenderTarget.texture.magFilter].<br /><br />
+
+			WebGLRenderTarget.minFilter is now [page:WebGLRenderTarget.texture.minFilter].<br /><br />
+
+			WebGLRenderTarget.anisotropy is now [page:WebGLRenderTarget.texture.anisotropy].<br /><br />
+
+			WebGLRenderTarget.offset is now [page:WebGLRenderTarget.texture.offset].<br /><br />
+
+			WebGLRenderTarget.repeat is now [page:WebGLRenderTarget.texture.repeat].<br /><br />
+
+			WebGLRenderTarget.format is now [page:WebGLRenderTarget.texture.format].<br /><br />
+
+			WebGLRenderTarget.type is now [page:WebGLRenderTarget.texture.type].<br /><br />
+
+			WebGLRenderTarget.generateMipmaps is now [page:WebGLRenderTarget.texture.generateMipmaps].
+		</div>
+
+
+
+
+
+
+
+		<h2>Textures</h2>
+
+		<h3>[page:ImageUtils]</h3>
+		<div>
+			ImageUtils.loadTexture has been deprecated. Use [page:TextureLoader] instead.<br /><br />
+
+			ImageUtils.loadTextureCube has been deprecated. Use [page:CubeTextureLoader] instead.<br /><br />
+
+			ImageUtils.loadCompressedTexture has been removed. Use [page:DDSLoader] instead.<br /><br />
+
+			ImageUtils.loadCompressedTextureCube has been removed. Use [page:DDSLoader] instead.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.Legacy.js src/Three.Legacy.js]
+
+
+		</body>
+</html>

+ 63 - 0
docs/api/extras/CurveUtils.html

@@ -0,0 +1,63 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		A class containing utility functions for curves.<br />
+
+		Note that these are all linear functions so it is neccessary to calculate seperately for
+		x, y (and z, w if present) components of a curve.
+		</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:Number interpolate]( p0, p1, p2, p3, t )</h3>
+		<div>
+		t -- interpolation weight. <br />
+		p0, p1, p2, p4 -- the points defining the spline curve.<br /><br />
+
+		Used internally by [page:SplineCurve SplineCurve].
+		</div>
+
+		<h3>[method:Number tangentQuadraticBezier]( t, p0, p1, p2 )</h3>
+		<div>
+		t -- the point at which to calculate the tangent. <br />
+		p0, p1, p2 -- the three points defining the quadratic Bézier curve.<br /><br />
+
+		Calculate the tangent at the point t on a quadratic Bézier curve given by the three points.<br /><br />
+
+		Used internally by [page:QuadraticBezierCurve QuadraticBezierCurve].
+		</div>
+
+		<h3>[method:Number tangentCubicBezier]( t, p0, p1, p2, p3 )</h3>
+		<div>
+		t -- the point at which to calculate the tangent. <br />
+		p0, p1, p2, p3 -- the points defining the cubic Bézier curve.<br /><br />
+
+		Calculate the tangent at the point t on a cubic Bézier curve given by the four points.<br /><br />
+
+		Used internally by [page:CubicBezierCurve CubicBezierCurve].
+		</div>
+
+		<h3>[method:Number tangentSpline]( t, p0, p1, p2, p3 )</h3>
+		<div>
+		t -- the point at which to calculate the tangent. <br />
+		p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
+
+		Calculate the tangent at the point t on a spline curve given by the four points.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 0 - 114
docs/api/extras/FontUtils.html

@@ -1,114 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">A class for text operations in three.js (See [page:TextGeometry])</div>
-
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:number divisions]</h3>
-		<div>
-		The amount of segments in a curve. Default is 10.
-		</div> 
-
-		<h3>.[page:string style]</h3>
-		<div>
-		The style of the used font. Default is "normal".
-		</div> 
-
-		<h3>.[page:string weight]</h3>
-		<div>
-		The weight of the used font. Default is "normal".
-		</div> 
-
-		<h3>.[page:string face]</h3>
-		<div>
-		The name of the font. Default is "helvetiker".
-		</div> 
-
-		<h3>.[page:object faces]</h3>
-		<div>
-		All Fonts which are already loaded in.
-		</div> 
-
-		<h3>.[page:number size]</h3>
-		<div>
-		The size of the used Font. Default is 150.
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.drawText([page:string text]) [page:Object]</h3>
-		<div>
-		text -- The text to draw.
-		</div>
-		<div>
-		Calculates the path and offset of the text in the used font. It returns an  object like { paths : fontPaths, offset : width }.
-		</div>
-
-		<h3>.Triangulate([page:Array contour], [page:Boolean indices]) [page:Array]</h3>
-		<div>
-		contour -- Array of vector2 to define an contour <br />
-		indices -- A boolean indicating if you need to return indices.
-		</div>
-		<div>
-		Triangulates a contour into an array of faces.
-		</div>
-
-		<h3>.extractGlyphPoints([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path]) [page:Object]</h3>
-		<div>
-		c -- The character to extract. <br />
-		face -- The face to use. <br />
-		scale -- The scale of the character. <br />
-		offset -- The offset of the character compared to begin of the path. <br />
-		path -- The path to which to add the character points.
-		</div>
-		<div>
-		This ectracts the glyphPoints of the character of the face and returns an object containing the path and the new offset.
-		</div>
-
-		<h3>.generateShapes([page:string text], [page:Object parameters]) [page:Array]</h3>
-		<div>
-		text -- The text to generate the shapes from.<br />
-		parameters -- The parameter containing <br />
-			size -- Default is 100.
-			curveSegments -- Default is 4.
-			font -- Default is "helvetiker".
-			weight -- Default is "normal".
-			style -- Default is "normal".
-
-		</div>
-		<div>
-		Generates shapes from the text and return them as an Array of [page:Shape].
-		</div>
-
-		<h3>.loadFace([page:Object data]) [page:Object]</h3>
-		<div>
-		data -- The data of the face.
-		</div>
-		<div>
-		This loads and saves the data of the face and return the data. When you add the font Data as javascriptfile, then this automatically get called. So there is no need to do this yourself.
-		</div>
-
-		<h3>.getFace() [page:Object]</h3>
-		<div>
-		Returns the used font its data based on its style and weight.
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 85
docs/api/extras/GeometryUtils.html

@@ -1,85 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">Contains handy functions geometry manipulations.</div>
-
-
-		<h2>Methods</h2>
-
-		<h3> .merge( [page:Geometry geometry1] , [page:Geometry geometry2], [page:Integer materialIndexOffset] )</h3>
-		<div>
-		geometry1 — Parent geomentry element <br />
-		geometry2 — Geometry that need to be added in parent <br />
-		materialIndexOffset — Offset applied to the materialIndex of all the new faces in the merged geometry. Default : 0 <br />
-		</div>
-
-		<h3> .randomPointInTriangle( [page:Vector VectorA] , [page:Vector VectorB]  , [page:Vector VectorC])</h3>
-		<div>
-		VectorA — Vector  <br />
-		VectorB — Vector  <br />
-		VectorC — Vector  <br />
-
-		 returns [page:Int Point]
-
-		</div>
-
-		<h3> .randomPointInFace( [page:face Face] , [page:geometry Geometry]  , [page:Boolean useCachedAreas])</h3>
-		<div>
-		Face — Face id<br />
-		Geometry — Geometry that contains the Face  <br />
-		useCachedAreas — Flag to use cached areas. Default : False  <br />
-
-		 returns [page:Int Point]
-
-		</div>
-
-		<h3> .randomPointsInGeometry( [page:geometry Geometry]  , [page:Integer Points])</h3>
-		<div>
-		Geometry — Geometry  <br />
-
-		 returns [page:Int Point]
-
-		</div>
-
-
-		<h3> .triangleArea ( [page:Vector VectorA] , [page:Vector VectorB]  , [page:Vector VectorC]) </h3>
-
-		<div>
-		VectorA — Vector  <br />
-		VectorB — Vector  <br />
-		VectorC — Vector  <br />
-
-		returns [page:Int Area]
-
-		</div>
-
-		<h3> .center ( [page:geometry Geometry] ) </h3>
-
-		<div>
-
-		Geometry — Geometry to Center position
-
-		</div>
-
-		<h3> .triangulateQuads ( [page:geometry Geometry] ) </h3>
-
-		<div>
-
-		Geometry — Geometry to triangulate Quads <br />
-
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 104
docs/api/extras/ImageUtils.html

@@ -1,104 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">A Helper class to ease the loading of images of different types.</div>
-		
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:string crossOrigin]</h3>
-		<div>
-		The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.generateDataTexture([page:Number width], [page:Number height], [page:Number color]) [page:DataTexture]</h3>
-		<div>
-		width -- The width of the texture. <br />
-		height -- The width of the texture. <br />
-		color -- The hexadecimal value of the color.
-		</div>
-		<div>
-		Generates a texture of a single color. It is a DataTexture with format, RGBFormat.
-		</div>
-
-		<h3>.parseDDS([page:String buffer], [page:boolean loadMipmaps]) [page:CompressedTexture]</h3>
-		<div>
-		buffer -- A string containing the data of the dds. <br />
-		loadMipmaps -- A boolean to indicate if you need to load the mipmaps. Default is True.
-		</div>
-		<div>
-		Parses a DDS Image from the string into a CompressedTexture. 
-		</div>
-
-		<h3>.loadCompressedTexture([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
-		<div>
-		url -- todo <br />
-		mapping -- todo <br />
-		onLoad -- todo <br />
-		onError -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.loadTexture([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError]) [page:todo]</h3>
-		<div>
-		url -- the url of the texture<br />
-		mapping -- Can be an instance of [page:UVMapping Three.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br />Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
-		onLoad -- callback function<br />
-		onError -- callback function
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.getNormalMap([page:todo image], [page:todo depth]) [page:todo]</h3>
-		<div>
-		image -- todo <br />
-		depth -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.loadCompressedTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
-		<div>
-		array -- todo <br />
-		mapping -- todo <br />
-		onLoad -- todo <br />
-		onError -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.loadTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
-		<div>
-		array -- todo <br />
-		mapping -- todo <br />
-		onLoad -- todo <br />
-		onError -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 11 - 10
docs/api/extras/SceneUtils.html

@@ -2,47 +2,48 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A class containing usefull utility functions for scene manipulation.</div>
+		<div class="desc">A class containing useful utility functions for scene manipulation.</div>
 
 
 		<h2>Methods</h2>
 
 
-		<h3>.createMultiMaterialObject([page:Geometry geometry], [page:Array materials]) [page:Object3D]</h3>
+		<h3>[method:Object3D createMultiMaterialObject]( [page:Geometry geometry], [page:Array materials] )</h3>
 		<div>
 		geometry -- The geometry for the Object. <br />
 		materials -- The materials for the object.
 		</div>
 		<div>
-		Creates an new Object3D an new mesh for each material defined in materials. Beware that this is not the same as Meshfacematerial which defines multiple material for 1 mesh.<br />
+		Creates an new Object3D an new mesh for each material defined in materials. Beware that this is not the same as MultiMaterial which defines multiple material for 1 mesh.<br />
 		This is mostly useful for object that need a material and a wireframe implementation.
 		</div>
 
-		<h3>.attach([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
+		<h3>[method:null attach]( [page:Object3D child], [page:Object3D scene], [page:Object3D parent] )</h3>
 		<div>
 		child -- The object to add to the parent  <br />
 		scene -- The scene to detach the object on. <br />
 		parent -- The parent to attach the object from.
 		</div>
 		<div>
-		Attaches the object to the parent without the moving the object in the worldspace.
+		Attaches the object to the parent without the moving the object in the worldspace. Beware that to do this the matrixWorld needs to be updated, this can be done by calling the updateMatrixWorld method on the parent object.
 		</div>
 
-		<h3>.detach([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
+		<h3>[method:null detach]( [page:Object3D child], [page:Object3D parent], [page:Object3D scene] )</h3>
 		<div>
 		child -- The object to remove from the parent  <br />
 		scene -- The scene to attach the object on. <br />
 		parent -- The parent to detach the object from.
 		</div>
 		<div>
-		Detaches the object from the parent and adds it back to the scene without moving in worldspace.
+		Detaches the object from the parent and adds it back to the scene without moving in worldspace. Beware that to do this the matrixWorld needs to be updated, this can be done by calling the updateMatrixWorld method on the parent object.
 		</div>
 
 		<h2>Source</h2>

+ 88 - 0
docs/api/extras/ShapeUtils.html

@@ -0,0 +1,88 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		A class containing utility functions for shapes.<br />
+
+		Note that these are all linear functions so it is neccessary to calculate seperately for
+		x, y (an z, w if present) components of a vector.
+		</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:Number area]( contour )</h3>
+		<div>
+		contour -- 2D polygon.<br /><br />
+
+		Calculate area of a ( 2D ) contour polygon.<br /><br />
+
+		</div>
+
+		<h3>[method:Number b2]( t, p0, p1, p2 )</h3>
+		<div>
+		t -- number<br />
+		p0, p1, p2 -- x, y, z or w components of a quadratic bezier curve.<br /><br />
+
+		Note that this is a linear function so it is neccessary to calculate seperately for
+		x, y (and z for 3D curves) components of a curve.<br /><br />
+
+		Used internally by [page:QuadraticBezierCurve QuadraticBezierCurve],
+		[page:QuadraticBezierCurve3 QuadraticBezierCurve3] and [page:Font Font].
+		</div>
+
+		<h3>[method:Number b3]( t, p0, p1, p2, p3 )</h3>
+		<div>
+		t -- number. <br />
+		p0, p1, p2, p3 -- x, y or z components of a cubic bezier curve..<br /><br />
+
+		Note that this is a linear function so it is neccessary to calculate seperately for
+		x, y (and z for 3D curves) components of a curve.<br /><br />
+
+		Used internally by [page:CubicBezierCurve CubicBezierCurve],
+		[page:CubicBezierCurve3 CubicBezierCurve3] and [page:Font Font].
+		</div>
+
+		<h3>[method:Boolean isClockwise]( pts )</h3>
+		<div>
+		pts -- points defining a 2D polygon<br /><br />
+
+		Note that this is a linear function so it is neccessary to calculate seperately for
+		x, y  components of a polygon.<br /><br />
+
+		Used internally by [page:Path Path],
+		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeBufferGeometry ShapeBufferGeometry].
+		</div>
+
+		<h3>[method:null triangulate]( contour, indices )</h3>
+		<div>
+		contour --  2D polygon.<br />
+		indices -- <br /><br />
+
+		Used internally by [page:ExtrudeGeometry ExtrudeGeometry]
+		and [page:ShapeBufferGeometry ShapeBufferGeometry] to calculate faces.
+		</div>
+
+		<h3>[method:null triangulateShape]( contour, holes )</h3>
+		<div>
+		contour -- 2D polygon.<br />
+		holes -- array of holes<br /><br />
+
+		Used internally by [page:ExtrudeGeometry ExtrudeGeometry]
+		and [page:ShapeBufferGeometry ShapeBufferGeometry] to calculate faces in shapes with holes.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 0 - 105
docs/api/extras/animation/AnimationMorphTarget.html

@@ -1,105 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo root], [page:todo data])</h3>
-		<div>
-		root -- todo <br />
-		data -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Properties</h2>
-		
-		<h3>.[page:todo root]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:todo data]</h3>
-		<div>
-		todo
-		</div> 
-		
-		<h3>.[page:todo hierarchy]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.[page:number currentTime]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:number timeScale]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.[page:boolean isPlaying]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:boolean isPaused]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:boolean loop]</h3>
-		<div>
-		todo
-		</div> 
-		
-		<h3>.[page:number influence]</h3>
-		<div>
-		todo
-		</div> 
-
-
-		<h2>Methods</h2>
-
-		<h3>.play() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.pause() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.stop() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
-		<div>
-		deltaTimeMS -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 133
docs/api/extras/animation/KeyFrameAnimation.html

@@ -1,133 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo root], [page:todo data], [page:todo JITCompile])</h3>
-		<div>
-		root -- todo <br />
-		data -- todo <br />
-		JITCompile -- todo
-		</div>
-		<div>
-		todo
-		</div>
-		
-
-		<h2>Properties</h2>
-
-		<h3>.[page:todo root]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:todo data]</h3>
-		<div>
-		todo
-		</div> 
-		
-		<h3>.[page:todo hierarchy]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.[page:number currentTime]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:number timeScale]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.[page:boolean isPlaying]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:boolean isPaused]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:boolean loop]</h3>
-		<div>
-		todo
-		</div> 
-		
-		<h3>.[page:boolean JITCompile]</h3>
-		<div>
-		todo
-		</div>
-
-		<h2>Methods</h2>
-		
-		<h3>.play() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.pause() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.stop() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
-		<div>
-		deltaTimeMS -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.interpolateCatmullRom([page:todo points], [page:todo scale]) [page:todo]</h3>
-		<div>
-		points -- todo <br />
-		scale -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.getNextKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
-		<div>
-		sid -- todo <br />
-		h -- todo <br />
-		key -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.getPrevKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
-		<div>
-		sid -- todo <br />
-		h -- todo <br />
-		key -- todo
-		</div>
-		<div>
-		todo
-		</div>
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 57
docs/api/extras/cameras/CubeCamera.html

@@ -1,57 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo near], [page:todo far], [page:todo cubeResolution])</h3>
-		<div>
-		near -- todo <br />
-		far -- todo <br />
-		cubeResolution -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:WebGLRenderTargetCube renderTarget]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.updateCubeMap([page:todo renderer], [page:todo scene]) [page:todo]</h3>
-		<div>
-		renderer -- todo <br />
-		scene -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 58 - 25
docs/api/extras/core/Curve.html

@@ -1,16 +1,23 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">An extensible curve object which contains methods for interpolation.</div>
+		<div class="desc">
+		An abstract base class for creating a curve object that contains methods for interpolation.
+		For an array of Curves see [page:CurvePath].
+		</div>
+
+		<h2>Examples</h2>
 
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]</h3>
 
 		<h2>Constructor</h2>
 
@@ -23,36 +30,62 @@
 
 		<h2>Methods</h2>
 
-		<h3>.getPoint ( t )</h3>
-		<div>Returns a vector for point t of the curve where t is between 0 and 1</div>
+		<h3>[method:Vector getPoint]( [page:Number t] )</h3>
+		<div>Returns a vector for point t of the curve where t is between 0 and 1. Must be implemented in the extending class.</div>
 
-		<h3>.getPointAt ( u )</h3>
-		<div>Returns a vector for point at relative position in curve according to arc length</div>
+		<h3>[method:Vector getPointAt]( [page:Number u] )</h3>
+		<div>
+			Returns a vector for point at a relative position in curve according to arc length.
+			u is in the range [0, 1].
+		</div>
 
-		<h3>.getPoints ( divisions )</h3>
-		<div>Get sequence of points using getPoint( t ) </div>
+		<h3>[method:Array getPoints]( [page:integer divisions] )</h3>
+		<div>
+			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
 
-		<h3>.getSpacedPoints ( divisions )</h3>
-		<div>Get sequence of equi-spaced points using getPointAt( u )</div>
+			Returns a set of divisions + 1 points using getPoint( t ).
+		</div>
 
-		<h3>.getLength ()</h3>
-		<div>Get total curve arc length</div>
+		<h3>[method:Array getSpacedPoints]( divisions )</h3>
+		<div>
+			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
 
-		<h3>.getLengths ( divisions )</h3>
-		<div>Get list of cumulative segment lengths</div>
+			Returns a set of divisions + 1 equi-spaced points using getPointAt( u ).
+		</div>
 
-		<h3>.updateArcLengths ()</h3>
-		<div>Update the cumlative segment distance cache</div>
+		<h3>[method:Float getLength]()</h3>
+		<div>Get total curve arc length.</div>
 
-		<h3>.getUtoTmapping ( u, distance )</h3>
-		<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant</div>
+		<h3>[method:Array getLengths]( divisions )</h3>
+		<div>Get list of cumulative segment lengths.</div>
 
-		<h3>.getTangent ( t )</h3>
-		<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
+		<h3>[method:null updateArcLengths]()</h3>
+		<div>Update the cumlative segment distance cache.</div>
 
-		<h3>.getTangentAt ( u )</h3>
-		<div>Returns tangent at equidistant point u on the curve</div>
+		<h3>[method:Float getUtoTmapping]( [page:Number u], distance )</h3>
+		<div>
+			Given u in the range ( 0 .. 1 ), returns [page:Number t] also in the range ( 0 .. 1 ).
+			u and t can then be used to give you points which are equidistant from the ends of the curve,
+			using [page:.getPoint].
+		 </div>
 
+		<h3>[method:Vector getTangent]( [page:Number t] )</h3>
+		<div>
+			Returns a unit vector tangent at t. If the subclassed curve do not implement its
+			tangent derivation, 2 points a small delta apart will be used to find its gradient
+			which seems to give a reasonable approximation
+		</div>
+
+		<h3>[method:Vector getTangentAt]( [page:Number u] )</h3>
+		<div>
+			Returns tangent at a point which is equidistant to the ends of the curve from the
+			point given in [page:.getTangent].
+		</div>
+
+		<h3>[method:Object computeFrenetFrames]( segments, closed )</h3>
+		<div>
+		Generates the Frenet Frames. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
+		</div>
 
 		<h2>Source</h2>
 

+ 33 - 88
docs/api/extras/core/CurvePath.html

@@ -2,16 +2,20 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+		An abstract base class extending [page:Curve]. A CurvePath is simply an array of connected curves,
+		but retains the api of a curve.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -19,117 +23,58 @@
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		The constructor take no parameters.
 		</div>
 
 
 		<h2>Properties</h2>
-		
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>.[page:array curves]</h3>
-		<div>
-		todo
-		</div> 
+		<h3>[property:array curves]</h3>
+		<div>The array of [page:Curve Curves].</div>
 
-		<h3>.[page:array bends]</h3>
-		<div>
-		todo
-		</div> 
+		<h3>[property:boolean autoClose]</h3>
+		<div>Whether or not to automatically close the path.</div>
 
-		<h3>.[page:boolean autoClose]</h3>
-		<div>
-		todo
-		</div> 
 
-		<h2>Methods</h2>
 
 
-		<h3>.getWrapPoints([page:todo oldPts], [page:todo path]) [page:todo]</h3>
-		<div>
-		oldPts -- todo <br />
-		path -- todo
-		</div>
-		<div>
-		todo
-		</div>
 
-		<h3>.createPointsGeometry([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
 
-		<h3>.addWrapPath([page:todo bendpath]) [page:todo]</h3>
-		<div>
-		bendpath -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		<h3>[method:null add]( [page:Curve curve] )</h3>
+		<div>Add a curve to the [page:.curves] array.</div>
 
-		<h3>.createGeometry([page:todo points]) [page:todo]</h3>
-		<div>
-		points -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		<h3>[method:null closePath]()</h3>
+		<div>Adds a [page:LineCurve lineCurve] to close the path.</div>
 
-		<h3>.add([page:todo curve]) [page:todo]</h3>
+		<h3>[method:Geometry createGeometry]( [page:Vector3 points] )</h3>
 		<div>
-		curve -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		points -- An array of [page:Vector3 Vector3s]<br /><br />
 
-		<h3>.getTransformedSpacedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
-		<div>
-		segments -- todo <br />
-		bends -- todo
-		</div>
-		<div>
-		todo
+		Creates a geometry from points
 		</div>
 
-		<h3>.createSpacedPointsGeometry([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
+		<h3>[method:Geometry createPointsGeometry]( [page:Integer divisions] )</h3>
 		<div>
-		todo
-		</div>
+		divisions -- How many segments to create. Defaults to *12*.<br /><br />
 
-		<h3>.closePath() [page:todo]</h3>
-		<div>
-		todo
+		Creates a [page:Geometry] object comprised of [page:Vector3 Vector3s], for example
+		to be used with [page:Line] or [page:Points]. Uses [page:Curve.getPoints]() for the division.
 		</div>
 
-		<h3>.getBoundingBox() [page:todo]</h3>
+		<h3>[method:Geometry createSpacedPointsGeometry]( [page:Integer divisions] )</h3>
 		<div>
-		todo
-		</div>
+		divisions -- How many segments to create. Defaults to *12*.<br /><br />
 
-		<h3>.getCurveLengths() [page:todo]</h3>
-		<div>
-		todo
+		Creates a [page:Geometry] object comprised of [page:Vector3]s that are equidistant, for example
+		to be used with [page:Line] or [page:Points].	Uses [page:Curve.getSpacedPoints]() for the division.
 		</div>
 
-		<h3>.getTransformedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
-		<div>
-		segments -- todo <br />
-		bends -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		<h3>[method:Float getCurveLengths]()</h3>
+		<div>Adds together the lengths of the curves in the [page:.curves] array.</div>
 
-		<h3>.checkConnection() [page:todo]</h3>
-		<div>
-		todo
-		</div>
 
 		<h2>Source</h2>
 

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

@@ -0,0 +1,55 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
+
+		This is used internally by the [page:FontLoader].
+		</div>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( data )</h3>
+		<div>
+		data -- JSON data representing the font.<br /><br />
+
+		This constructor creates a new [name], which is an array of [page:Shape Shapes].
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:array data]</h3>
+		<div>The JSON data passed in the constructor.</div>
+
+		<h3>[property:Boolean isFont]</h3>
+		<div>
+			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally by the renderer for optimisation.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null generateShapes]( [page:String text], [page:Float size], [page:Integer divisions] )</h3>
+		<div>
+			[page:String text] -- string of text.<br />
+			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
+			[page:Integer divisions] -- (optional) fineness of the [page:Shape Shapes]. Default is *5*.<br />
+
+			Creates an array of [page:Shape Shapes] representing the text in the font.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 0 - 68
docs/api/extras/core/Gyroscope.html

@@ -1,68 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:Vector3 scaleWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 translationWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Quaternion rotationWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 translationObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 scaleObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Quaternion rotationObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 96 - 35
docs/api/extras/core/Path.html

@@ -2,75 +2,136 @@
 <html lang="en">
 	<head>
 		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:CurvePath] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">A 2d path representation, comprising of points, lines, and cubes,  similar to the html5 2d canvas api. It extends CurvePath.</div>
+		<div class="desc">
+		A 2d path representation, comprising of points, lines, and cubes, similar to the 2D Canvas API.
+		It extends [page:CurvePath].
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+var v1 = new THREE.Vector3();
+var v2 = new THREE.Vector3(1, 45, 6);
+var v3 = new THREE.Vector3(34, 34, 676);
+
+var vectors = [v1, v2, v3];
+
+var path = new THREE.Path(vectors);
+		</code>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo points])</h3>
-		<div>
-		points -- array of Vector2
-		</div>
+		<h3>[name]( [page:Array points] )</h3>
 		<div>
-		Creates a Path from the points. The first vector defines the offset. After that the lines get defined.
+		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+
+		Creates a Path from the points. The first point defines the offset, then successive points
+		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+
+		If no points are specified, an empty path is created and the [page:.currentPoint] is set to
+		the origin.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:CurvePath] class for common properties.</div>
 
+		<h3>[property:array currentPoint]</h3>
+		<div>The current offset of the path. Any new [page:Curve] added will start here.</div>
 
-		<h3>.[page:array actions]</h3>
-		<div>
-		The possible actions that define the path.
-		</div> 
 
 		<h2>Methods</h2>
+		<div>See the base [page:CurvePath] class for common methods.</div>
 
-		<h3>.fromPoints ( vectors ) </h3>
+		<h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
 		<div>
-		Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
+			x, y -- The absolute center of the arc.<br />
+			radius -- The radius of the arc.<br />
+			startAngle -- The start angle in radians.<br />
+			endAngle -- The end angle in radians.<br />
+			clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+
+			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</div>
 
-		<h3>.moveTo ( x, y ) </h3>
-		<div>This moves the offset to x and y</div>
+		<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<div>
+			x, y -- The absolute center of the ellipse.<br />
+			xRadius -- The radius of the ellipse in the x axis.<br />
+			yRadius -- The radius of the ellipse in the y axis.<br />
+			startAngle -- The start angle in radians.<br />
+			endAngle -- The end angle in radians.<br />
+			clockwise -- Sweep the ellipse clockwise. Defaults to false.<br />
+			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0.<br /><br />
+
+			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
+		</div>
 
-		<h3>.lineTo ( x, y ) </h3>
-		<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>
+		<h3>[method:null arc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<div>
+		x, y -- The center of the arc offset from the last call.<br />
+		radius -- The radius of the arc.<br />
+		startAngle -- The start angle in radians.<br />
+		endAngle -- The end angle in radians.<br />
+		clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+
+		Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+		</div>
+
+
+		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<div>This creates a bezier curve from [page:.currentPoint] with cp1X, cp1Y and cp1X, cp1Y as control points and updates [page:.currentPoint] to x and y.</div>
+
+		<h3>[method:null fromPoints]( [page:Array vector2s] )</h3>
+		<div>
+			points --  array of [page:Vector2 Vector2s].<br /><br />
 
-		<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
-		<div>This creates a quadratic curve from the offset to aX and aY with aCPx and aCPy as control point and updates the offset to aX and aY.</div>
+			Adds to the from the points. Points	are added to the [page:CurvePath.curves curves]
+			array as [page:LineCurve LineCurves].
+		</div>
 
-		<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
-		<div>This creates a bezier curve from the offset to aX and aY with aCP1x, aCP1y and aCP1x, aCP1y  as control points and updates the offset to aX and aY.</div>
+		<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<div>
+			x, y -- The center of the ellipse offset from the last call.<br />
+			xRadius -- The radius of the ellipse in the x axis.<br />
+			yRadius -- The radius of the ellipse in the y axis.<br />
+			startAngle -- The start angle in radians.<br />
+			endAngle -- The end angle in radians.<br />
+			clockwise -- Sweep the ellipse clockwise. Defaults to *false*.<br />
+			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to *0*.<br /><br />
+
+			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+		</div>
 
-		<h3>.splineThru ( pts /*Array of Vector*/ ) </h3>
-		<div>todo</div>
+		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<div>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</div>
 
-		<h3>.arc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
-		<div>todo</div>
 
-		<h3>.absarc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
-		<div>todo</div>
+		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<div>Move the [page:.currentPoint] to x, y.</div>
 
-		<h3>.ellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
-		<div>todo</div>
 
-		<h3>.absellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
-		<div>todo</div>
+		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<div>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</div>
 
-		<h3>.toShapes () </h3>
-		<div>todo</div>
+		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
+		<div>
+			points - An array of [page:Vector2 Vector2s]<br /><br />
 
+			Connects a new [page:SplineCurve] onto the path.
+		</div>
 
 		<h2>Source</h2>
 

+ 92 - 97
docs/api/extras/core/Shape.html

@@ -1,97 +1,92 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Path] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">Defines a 2d shape plane using paths.</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-		<h3>.[page:array holes]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h2>Methods</h2>
-
-
-		<h3>.makeGeometry([page:todo options]) [page:todo]</h3>
-		<div>
-		options -- The options passed as the second argument to [page:ShapeGeometry ShapeGeometry]
-		</div>
-		<div>
-		Convenience method to return ShapeGeometry
-		</div>
-
-		<h3>.extractAllPoints([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
-		<div>
-		Get points of shape and holes (keypoints based on segments parameter)
-		</div>
-
-		<h3>.extrude([page:todo options]) [page:todo]</h3>
-		<div>
-		options -- The options passed as the second argument to [page:ExtrudeGeometry ExtrudeGeometry]
-		</div>
-		<div>
-		Convenience method to return ExtrudeGeometry
-		</div>
-
-		<h3>.extractPoints([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.extractAllSpacedPoints([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.getPointsHoles([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
-		<div>
-		Get points of holes
-		</div>
-
-		<h3>.getSpacedPointsHoles([page:todo divisions]) [page:todo]</h3>
-		<div>
-		divisions -- todo
-		</div>
-		<div>
-		Get points of holes (spaced by regular distance)
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Path] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
+		[page:ShapeGeometry], to get points, or to get triangulated faces.
+		</div>
+
+		<code>
+		var heartShape = new THREE.Shape();
+
+		heartShape.moveTo( 25, 25 );
+		heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
+		heartShape.bezierCurveTo( 30, 0, 30, 35,30,35 );
+		heartShape.bezierCurveTo( 30, 55, 10, 77, 25, 95 );
+		heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
+		heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
+		heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
+
+		var extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
+
+		var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
+
+		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
+		</code>
+
+		<h2>Examples</h2>
+
+		<div>
+		[example:webgl_geometry_shapes geometry / shapes ]<br/>
+		[example:webgl_geometry_extrude_shapes geometry / extrude / shapes ]<br/>
+		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2 ]<br/>
+		[example:webgl_particles_shapes particles / shapes ]
+		</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]()</h3>
+
+
+		<h2>Properties</h2>
+		<div>See the base [page:Path] class for common properties.</div>
+
+		<h3>[property:array holes]</h3>
+		<div>An array of [page:Path paths] that define the holes in the shape.</div>
+
+		<h2>Methods</h2>
+		<div>See the base [page:Path] class for common methods.</div>
+
+		<h3>[method:Array extractAllPoints]( [page:Integer divisions] )</h3>
+		<div>
+		divisions -- The fineness of the result.<br /><br />
+
+		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
+		<code>
+{
+	shape
+	holes
+}
+		</code>
+		where shape and holes are arrays of [page:Vector2 Vector2s].
+		</div>
+
+		<h3>[method:Object extractPoints]( [page:Integer divisions] )</h3>
+		<div>This is identical to [page:.extractAllPoints].</div>
+
+
+		<h3>[method:Array getPointsHoles]( [page:Integer divisions] )</h3>
+		<div>
+		divisions -- The fineness of the result.<br /><br />
+
+		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 91 - 0
docs/api/extras/core/ShapePath.html

@@ -0,0 +1,91 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:CurvePath] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		This is class is used to convert a series of shapes to an array of [page:Path]s, for example an SVG shape to a
+		path (see the example below). It is used internally by [page:Font] to convert a font in JSON format to a
+		series of paths.
+		</div>
+
+		<h2>Example</h2>
+
+		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name](  )</h3>
+		<div>
+		Creates a new ShapePath. Unlike a [page:Path], no points are passed in as the ShapePath is designed to
+		be generated after creation.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:array subPaths]</h3>
+		<div>
+		Array of [page:Path]s.
+		</div>
+
+		<h3>[property:array currentPath]</h3>
+		<div>
+		The current [page:Path] that is being generated.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<div>
+		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
+		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
+		</div>
+
+		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<div>This creates a line from the [page:ShapePath.currentPath currentPath]'s
+			offset to X and Y and updates the offset to X and Y.</div>
+
+		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<div>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
+			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
+			offset to x and y.</div>
+
+		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<div>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
+			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
+			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</div>
+
+		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
+		<div>points - An array of [page:Vector2]s</div>
+		<div>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</div>
+
+
+		<h3>[method:Array toShapes]( [page:Boolean isCCW], [page:Boolean noHoles] )</h3>
+		<div>
+		isCCW -- Changes how solids and holes are generated<br/>
+		noHoles -- Whether or not to generate holes
+		</div>
+		<div>
+		Converts the [page:ShapePath.subPaths subPaths] array into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
+		then those are flipped. If the paramater noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
+		<br/>
+
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 7 - 34
docs/api/extras/curves/ArcCurve.html

@@ -1,46 +1,19 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:EllipseCurve] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>todo</h3>
-		<div></div>
-
-
-		<h2>Properties</h2>
-
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
 
+		<h1>[name]</h1>
 
-		<h2>Methods</h2>
-		
+		<div class="desc">Alias for [page:EllipseCurve]</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 71 - 0
docs/api/extras/curves/CatmullRomCurve3.html

@@ -0,0 +1,71 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">Create a smooth 3d spline curve from a series of points using the
+			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</div>
+
+		<h2>Example</h2>
+
+<code>
+//Create a closed wavey loop
+var curve = new THREE.CatmullRomCurve3( [
+	new THREE.Vector3( -10, 0, 10 ),
+	new THREE.Vector3( -5, 5, 5 ),
+	new THREE.Vector3( 0, 0, 0 ),
+	new THREE.Vector3( 5, -5, 5 ),
+	new THREE.Vector3( 10, 0, 10 )
+] );
+
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final object to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
+
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector3] points</div>
+
+
+
+
+		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
+
+		<h3>[property:Array points]</h3>
+		<div>The array of array of [page:Vector3] points that define the curve.</div>
+
+		<h3>[property:Boolean closed]</h3>
+		<div>The curve will loop back onto itself when this is true. False by default</div>
+
+		<h3>[property:String type]</h3>
+		<div>Possible values are `centripetal` (default), `chordal` and `catmullrom`.</div>
+
+		<h3>[property:float tension]</h3>
+		<div>When [page:.type] is `catmullrom`, defines catmullrom's tension. Defaults is *0.5*.</div>
+
+
+		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 0 - 48
docs/api/extras/curves/ClosedSplineCurve3.html

@@ -1,48 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>todo</h3>
-		<div></div>
-
-
-		<h2>Properties</h2>
-
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
-
-		<h2>Methods</h2>
-		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 47 - 21
docs/api/extras/curves/CubicBezierCurve.html

@@ -1,46 +1,72 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 2d
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
+			defined by a start point, endpoint and two control points.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.CubicBezierCurve(
+	new THREE.Vector2( -10, 0, 0 ),
+	new THREE.Vector2( -5, 15, 0 ),
+	new THREE.Vector2( 20, 15, 0 ),
+	new THREE.Vector2( 10, 0, 0 )
+);
 
-		<h2>Constructor</h2>
+var path = new THREE.Path( curve.getPoints( 50 ) );
 
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-		<h3>todo</h3>
-		<div></div>
+// Create the final object to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
 
+		<h2>Constructor</h2>
 
-		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[name] ( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2], [page:Vector2 v3] )</h3>
 		<div>
-		todo
-		</div> 
+			[page:Vector2 v0] – The starting point.<br/>
+			[page:Vector2 v1] – The first control point.<br/>
+			[page:Vector2 v2] – The second control point.<br/>
+			[page:Vector2 v3] – The ending point.
+		</div>
+
+		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
+
+		<h3>[property:Vector2 v0]</h3>
+		<div>The starting point.</div>
+
+		<h3>[property:Vector2 v1]</h3>
+		<div>The first control point.</div>
+
+		<h3>[property:Vector2 v2]</h3>
+		<div>The second control point.</div>
+
+		<h3>[property:Vector2 v3]</h3>
+		<div>The ending point.</div>
 
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common Methods.</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 48 - 21
docs/api/extras/curves/CubicBezierCurve3.html

@@ -1,46 +1,73 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 3d
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
+			defined by a start point, endpoint and two control points.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.CubicBezierCurve3(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( -5, 15, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
 
-		<h2>Constructor</h2>
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
 
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-		<h3>todo</h3>
-		<div></div>
+// Create the final object to add to the scene
+var curveObject = new THREE.Line( geometry, material );
 
+</code>
+
+		<h2>Constructor</h2>
 
-		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2], [page:Vector3 v3] )</h3>
 		<div>
-		todo
-		</div> 
+			[page:Vector3 v0] – The starting point.<br/>
+			[page:Vector3 v1] – The first control point.<br/>
+			[page:Vector3 v2] – The second control point.<br/>
+			[page:Vector3 v3] – The ending point.
+		</div>
+
+		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
+
+		<h3>[property:Vector2 v0]</h3>
+		<div>The starting point.</div>
+
+		<h3>[property:Vector2 v1]</h3>
+		<div>The first control point.</div>
+
+		<h3>[property:Vector2 v2]</h3>
+		<div>The second control point.</div>
+
+		<h3>[property:Vector2 v3]</h3>
+		<div>The ending point.</div>
 
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common Methods.</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 68 - 19
docs/api/extras/curves/EllipseCurve.html

@@ -1,46 +1,95 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Creates a 2d curve in the shape of an ellipse. Setting the
+			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.EllipseCurve(
+	0,  0,            // ax, aY
+	10, 10,           // xRadius, yRadius
+	0,  2 * Math.PI,  // aStartAngle, aEndAngle
+	false,            // aClockwise
+	0                 // aRotation
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final object to add to the scene
+var ellipse = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise], [page:Radians aRotation] )</h3>
+		<div>
+			[page:Float aX] – The X center of the ellipse.<br/>
+			[page:Float aY] – The Y center of the ellipse.<br/>
+			[page:Float xRadius] – The radius of the ellipse in the x direction.<br/>
+			[page:Float yRadius] – The radius of the ellipse in the y direction.<br/>
+			[page:Radians aStartAngle] – The start angle of the curve in radians starting from the middle right side.<br/>
+			[page:Radians aEndAngle] – The end angle of the curve in radians starting from the middle right side.<br/>
+			[page:Boolean aClockwise] – Whether the ellipse is drawn clockwise.<br/>
+			[page:Radians aRotation]  – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.<br/><br/>
 
+			<em>Note:</em> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
+		</div>
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
+		<h3>[property:Float aX]</h3>
+		<div>The X center of the ellipse.</div>
 
+		<h3>[property:Float aY]</h3>
+		<div>The Y center of the ellipse.</div>
 
-		<h2>Methods</h2>
-		
+		<h3>[property:Radians xRadius]</h3>
+		<div>The radius of the ellipse in the x direction.</div>
+
+		<h3>[property:Radians yRadius]</h3>
+		<div>The radius of the ellipse in the y direction.</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[property:Float aStartAngle]</h3>
+		<div>The start angle of the curve in radians starting from the middle right side.</div>
+
+		<h3>[property:Float aEndAngle]</h3>
+		<div>The end angle of the curve in radians starting from the middle right side.</div>
+
+		<h3>[property:Boolean aClockwise]</h3>
+		<div>Whether the ellipse is drawn clockwise.</div>
+
+		<h3>[property:Float aRotation]</h3>
+		<div>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</div>
+
+		<h3>[property:Boolean isEllipseCurve]</h3>
 		<div>
-		todo
+			Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
 		</div>
-		
+
+		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 25 - 22
docs/api/extras/curves/LineCurve.html

@@ -1,46 +1,49 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
 
-		<h2>Example</h2>
+		<h1>[name]</h1>
 
-		<code>todo</code>
+		<div class="desc">A curve representing a 2d line segment.</div>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<div>
+			[page:Vector2 v1] – The start point.<br/>
+			[page:Vector2 v2] - The end point.
+		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>todo</h3>
+		<h3>[property:Boolean isLineCurve]</h3>
 		<div>
-		todo
-		</div> 
+			Used to check whether this or derived classes are LineCurves. Default is *true*.<br /><br />
 
+			You should not change this, as it used internally for optimisation.
+		</div>
+
+		<h3>[property:Vector2 v1]</h3>
+		<div>The start point.</div>
+
+		<h3>[property:Vector2 v2]</h3>
+		<div>The end point</div>
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common methods.</div>
+
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 18 - 23
docs/api/extras/curves/LineCurve3.html

@@ -1,46 +1,41 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
 
-		<h2>Example</h2>
+		<h1>[name]</h1>
 
-		<code>todo</code>
+		<div class="desc">A curve representing a 3d line segment.</div>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector3 v1], [page:Vector3 v2] )</h3>
+		<div>
+			[page:Vector3 v1] – The start point.<br/>
+			[page:Vector3 v2] - The end point.
+		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
+		<h3>[property:Vector3 v1]</h3>
+		<div>The start point.</div>
 
+		<h3>[property:Vector3 v2]</h3>
+		<div>The end point.</div>
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common methods.</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 42 - 20
docs/api/extras/curves/QuadraticBezierCurve.html

@@ -1,46 +1,68 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 2d
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
+			defined by a startpoint, endpoint and a single control point.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.QuadraticBezierCurve(
+	new THREE.Vector2( -10, 0 ),
+	new THREE.Vector2( 20, 15 ),
+	new THREE.Vector2( 10, 0 )
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+//Create the final object to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<div>
+			[page:Vector2 v0] – The startpoint.<br/>
+			[page:Vector2 v1] – The control point.<br/>
+			[page:Vector2 v2] – The endpoint.
+		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
 
+		<h3>[property:Vector2 v0]</h3>
+		<div>The startpoint.</div>
+
+		<h3>[property:Vector2 v1]</h3>
+		<div>The control point.</div>
+
+		<h3>[property:Vector2 v2]</h3>
+		<div>The endpoint.</div>
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common methods.</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 43 - 20
docs/api/extras/curves/QuadraticBezierCurve3.html

@@ -1,46 +1,69 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 3d
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
+			defined by a startpoint, endpoint and a single control point.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.QuadraticBezierCurve3(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
+
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final object to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2] )</h3>
+		<div>
+			[page:Vector3 v0] – The starting point<br/>
+			[page:Vector3 v1] – The middle control point<br/>
+			[page:Vector3 v2] – The ending point<br/>
+		</div>
+
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
 
+		<h3>[property:Vector3 v0]</h3>
+		<div>The startpoint.</div>
+
+		<h3>[property:Vector3 v1]</h3>
+		<div>The control point.</div>
+
+		<h3>[property:Vector3 v2]</h3>
+		<div>The endpoint.</div>
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common methods.</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 37 - 20
docs/api/extras/curves/SplineCurve.html

@@ -1,46 +1,63 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+		Create a smooth 2d spline curve from a series of points. Internally this uses
+		[page:CurveUtils.interpolate] to create the curve.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+// Create a sine-like wave
+var curve = new THREE.SplineCurve( [
+	new THREE.Vector2( -10, 0 ),
+	new THREE.Vector2( -5, 5 ),
+	new THREE.Vector2( 0, 0 ),
+	new THREE.Vector2( 5, -5 ),
+	new THREE.Vector2( 10, 0 )
+] );
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final object to add to the scene
+var splineObject = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector2] points that define the curve.</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
+
+		<h3>[property:Array points]</h3>
+		<div>The array of [page:Vector3] points that define the curve.</div>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
 
 
 		<h2>Methods</h2>
-		
+		<div>See the base [page:Curve] class for common methods.</div>
+
+
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 48
docs/api/extras/curves/SplineCurve3.html

@@ -1,48 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>todo</h3>
-		<div></div>
-
-
-		<h2>Properties</h2>
-
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
-
-		<h2>Methods</h2>
-		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 19
docs/api/extras/geometries/CubeGeometry.html

@@ -1,19 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-	
-		<h1>[name]</h1>
-
-		<div class="desc">Renamed CubeGeometry to BoxGeometry. see [page:BoxGeometry].</div>
-
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 70
docs/api/extras/geometries/ExtrudeGeometry.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">Creates extruded geometry from a path shape</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo shapes], [page:Object options])</h3>
-		<div>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
-
-	<ul>
-<li>curveSegments —  int. number of points on the curves</li>
-<li>steps —  int. number of points used for subdividing segements of extrude spline</li>
-<li>amount —  int. Depth to extrude the shape</li>
-<li>bevelEnabled —  bool. turn on bevel</li>
-<li>bevelThickness —  float. how deep into the original shape bevel goes</li>
-<li>bevelSize —  float. how far from shape outline is bevel</li>
-<li>bevelSegments —  int. number of bevel layers</li>
-<li>extrudePath —  THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
-<li>frames —  THREE.TubeGeometry.FrenetFrames.  containing arrays of tangents, normals, binormals</li>
-<li>material —  int. material index for front and back faces</li>
-<li>extrudeMaterial —  int. material index for extrusion and beveled faces</li>
-<li>uvGenerator —  Object. object that provides UV generator functions</li>
-	</ul>
-
-		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-		<h2>Methods</h2>
-
-		<h3>.addShapeList ([page:todo shapes], [page:Object options])</h3>
-		<div>
-			shapes — todo <br />
-			options — todo
-		</div>
-		<div>todo</div>
-
-		<h3>.addShape ([page:todo shape], [page:Object options])</h3>
-		<div>
-			shape — todo <br />
-			options — todo
-		</div>
-		<div>todo</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 38
docs/api/extras/geometries/IcosahedronGeometry.html

@@ -1,38 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:PolyhedronGeometry] &rarr;
-		<h1>[name]</h1>
-
-		<div class="desc">A class for generating an icosahedron geometry.</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
-		<div>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-		<div>
-		Each of the contructor parameters is accessible as a property of the same name. Any modification of these properties after instantiation does not change the geometry.
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 33
docs/api/extras/geometries/OctahedronGeometry.html

@@ -1,33 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:PolyhedronGeometry] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
-		<div>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 35
docs/api/extras/geometries/ParametricGeometry.html

@@ -1,35 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-		
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo func], [page:todo slices], [page:todo stacks])</h3>
-		<div>
-		func — todo <br />
-		slices — todo <br />
-		stacks — todo
-		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 36
docs/api/extras/geometries/PolyhedronGeometry.html

@@ -1,36 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:Array vertices], [page:Array faces], [page:Float radius], [page:Integer detail])</h3>
-		<div>
-		vertices — todo <br />
-		faces — todo <br />
-		radius — todo <br />
-		detail — todo
-		</div>
-		<div>
-		todo
-		</div>
-		
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

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