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Docs: Clean up.

Mugen87 vor 5 Jahren
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35f3690db3

+ 1 - 7
docs/api/en/core/InstancedBufferGeometry.html

@@ -30,13 +30,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See [page:BufferAttribute] for inherited methods.</p>
-
-		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
-		<p>
-
-		</p>
-
+		<p>See [page:BufferGeometry] for inherited methods.</p>
 
 		<h2>Source</h2>
 

+ 1 - 2
docs/api/en/core/Uniform.html

@@ -206,8 +206,7 @@
 		<p>
 		Returns a clone of this uniform.<br />
 		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
-		Array values are shared between cloned [page:Uniform]s.<br /><br />
-		See [example:webgldeferred_animation WebGL deferred animation] for an example of this method in use.
+		Array values are shared between cloned [page:Uniform]s.
 		</p>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/extras/curves/ArcCurve.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">Alias for [page:EllipseCurve].</p>
 
 		<h2>Properties</h2>
 		<p>See the [page:EllipseCurve] class for common properties.</p>

+ 3 - 3
docs/api/en/lights/PointLight.html

@@ -16,7 +16,7 @@
 			A light that gets emitted from a single point in all directions. A common use case for this
 			is to replicate the light emitted from a bare lightbulb.<br /><br />
 
-			 This light can cast shadows - see [page:LightShadow] page for details.
+			 This light can cast shadows - see [page:PointLightShadow] page for details.
 		</p>
 
 
@@ -92,9 +92,9 @@ scene.add( light );
 			and changing this will also change the intensity.
 		</p>
 
-		<h3>[property:LightShadow shadow]</h3>
+		<h3>[property:PointLightShadow shadow]</h3>
 		<p>
-			A [page:LightShadow] used to calculate shadows for this light.<br /><br />
+			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 			 The lightShadow's [page:LightShadow.camera camera]
 			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,

+ 1 - 1
docs/api/en/lights/shadows/PointLightShadow.html

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is used internally by [page:PointLight PointLights] for calculating shadows
+			This is used internally by [page:PointLight PointLights] for calculating shadows.
 		</p>
 
 

+ 1 - 7
docs/api/zh/core/InstancedBufferGeometry.html

@@ -30,13 +30,7 @@
 		</p>
 
 		<h2>方法</h2>
-		<p>继承方法详见 [page:BufferAttribute]。</p>
-
-		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
-		<p>
-
-		</p>
-
+		<p>继承方法详见 [page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 1 - 3
docs/api/zh/core/Uniform.html

@@ -205,9 +205,7 @@
 		<p>
 			返回该 Uniform 的克隆。<br />
 			如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
-			队列中的值会在该 Uniform 和 被克隆对象间共享。<br /><br />
-
-			该方法的使用示例详见 [example:webgldeferred_animation WebGL deferred animation]。
+			队列中的值会在该 Uniform 和 被克隆对象间共享。
 		</p>
 
 		<h2>源代码</h2>

+ 3 - 3
docs/api/zh/lights/PointLight.html

@@ -15,7 +15,7 @@
 		<p class="desc">
 			从一个点向各个方向发射的光源。一个常见的例子是模拟一个灯泡发出的光。
 			<br /><br />
-			该光源可以投射阴影 - 跳转至 [page:LightShadow] 查看更多细节。
+			该光源可以投射阴影 - 跳转至 [page:PointLightShadow] 查看更多细节。
 		</p>
 
 
@@ -82,9 +82,9 @@ scene.add( light );
 			修改该值也会导致光强度的改变。
 		</p>
 
-		<h3>[property:LightShadow shadow]</h3>
+		<h3>[property:PointLightShadow shadow]</h3>
 		<p>
-			[page:LightShadow]用与计算此光照的阴影。<br /><br />
+			[page:PointLightShadow]用与计算此光照的阴影。<br /><br />
 
 			此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
 			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far]

+ 1 - 1
docs/examples/en/objects/Lensflare.html

@@ -13,7 +13,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Creates a simulated lens flare that tracks a light.<br /><br />
+			Creates a simulated lens flare that tracks a light.
 		</p>
 
 		<h2>Example</h2>

+ 3 - 3
docs/examples/en/utils/BufferGeometryUtils.html

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		A class containing utility functions for [page:BufferGeometry BufferGeometry] instances.<br /><br />
+		A class containing utility functions for [page:BufferGeometry BufferGeometry] instances.
 		</p>
 
 
@@ -21,7 +21,7 @@
 		<p>
 		geometry -- A [page:BufferGeometry BufferGeometry] instance, which must have index, position, normal, and uv attributes.<br /><br />
 
-		Calculates and adds tangent attribute to a geometry.<br /><br />
+		Calculates and adds tangent attribute to a geometry.
 
 		</p>
 
@@ -31,7 +31,7 @@
 		useGroups -- Whether groups should be generated for the merged geometry or not.<br /><br />
 
 		Merges a set of geometries into a single instance. All geometries must have compatible attributes.
-		If merge does not succeed, the method returns null.<br /><br />
+		If merge does not succeed, the method returns null.
 
 		</p>
 

+ 1 - 1
docs/examples/zh/objects/Lensflare.html

@@ -13,7 +13,7 @@
 		<h1>镜头光晕([name])</h1>
 
 		<p class="desc">
-			创建一个模拟追踪着灯光的镜头光晕。<br /><br />
+			创建一个模拟追踪着灯光的镜头光晕。
 		</p>
 
 		<h2>示例</h2>

+ 3 - 3
docs/examples/zh/utils/BufferGeometryUtils.html

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		A class containing utility functions for [page:BufferGeometry BufferGeometry] instances.<br /><br />
+		A class containing utility functions for [page:BufferGeometry BufferGeometry] instances.
 		</p>
 
 
@@ -21,7 +21,7 @@
 		<p>
 		geometry -- A [page:BufferGeometry BufferGeometry] instance, which must have index, position, normal, and uv attributes.<br /><br />
 
-		Calculates and adds tangent attribute to a geometry.<br /><br />
+		Calculates and adds tangent attribute to a geometry.
 
 		</p>
 
@@ -31,7 +31,7 @@
 		useGroups -- Whether groups should be generated for the merged geometry or not.<br /><br />
 
 		Merges a set of geometries into a single instance. All geometries must have compatible attributes.
-		If merge does not succeed, the method returns null.<br /><br />
+		If merge does not succeed, the method returns null.
 
 		</p>
 

+ 0 - 2
src/lights/DirectionalLight.d.ts

@@ -4,8 +4,6 @@ import { DirectionalLightShadow } from './DirectionalLightShadow';
 import { Light } from './Light';
 
 /**
- * Affects objects using MeshLambertMaterial or MeshPhongMaterial.
- *
  * @example
  * // White directional light at half intensity shining from the top.
  * var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );

+ 2 - 11
src/lights/PointLight.d.ts

@@ -1,17 +1,8 @@
 import { Color } from './../math/Color';
 import { Light } from './Light';
-import { PerspectiveCamera } from './../cameras/PerspectiveCamera';
-import { LightShadow } from './LightShadow';
-
-export class PointLightShadow extends LightShadow {
-
-	camera: PerspectiveCamera;
-
-}
+import { PointLightShadow } from './PointLightShadow';
 
 /**
- * Affects objects using {@link MeshLambertMaterial} or {@link MeshPhongMaterial}.
- *
  * @example
  * var light = new THREE.PointLight( 0xff0000, 1, 100 );
  * light.position.set( 50, 50, 50 );
@@ -34,7 +25,7 @@ export class PointLight extends Light {
 
 	/**
 	 * If non-zero, light will attenuate linearly from maximum intensity at light position down to zero at distance.
-	 * Default  0.0.
+	 * Default - 0.0.
 	 */
 	distance: number;