Browse Source

Docs: Clean up.

Mr.doob 9 years ago
parent
commit
3d4ed98c4a

+ 1 - 1
docs/api/math/Box2.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 1 - 1
docs/api/math/Box3.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 1 - 1
docs/api/math/Euler.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 1 - 1
docs/api/math/Frustum.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 3 - 3
docs/api/math/Line3.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -72,7 +72,7 @@
 		</div>
 		Returns true if both line's start and end points are equal.
 		</div>
-		
+
 		<h3>[method:Float distanceSq]()</h3>
 		<div>
 		Returns the line segment's length squared.
@@ -94,7 +94,7 @@
 		<div>
 		Return a vector at a certain position along the line. When t = 0, it returns the start vector, and when t=1 it returns the end vector.
 		</div>
-		
+
 		<h3>[method:Vector3 center]([page:Vector3 optionalTarget])</h3>
 		<div>
 		optionalTarget -- [page:Vector3] Optional target to set the result.

+ 1 - 1
docs/api/math/Math.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 1 - 1
docs/api/math/Plane.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 4 - 4
docs/api/math/Quaternion.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -170,8 +170,8 @@
 		// rotate a mesh towards a target quaternion
 		mesh.quaternion.slerp( endQuaternion, 0.01 );
 		</code>
-		
-		
+
+
 		<h2>Static Methods</h2>
 
 		<h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
@@ -195,7 +195,7 @@
 		t = ( t + 0.01 ) % 1; // constant angular momentum
 		THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
 		</code>
-		
+
 		<!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
 
 		<h2>Source</h2>

+ 206 - 205
docs/api/math/Ray.html

@@ -1,205 +1,206 @@
-<!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 ray that emits from an origin in a certain direction.</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:Vector3 origin], [page:Vector3 direction])</h3>
-		<div>
-		origin -- [page:Vector3] The origin of the [page:Ray].<br />
-		direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
-		</div>
-		<div>
-		Initialises the origin and direction properties to the provided values.
-		</div>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Vector3 origin]</h3>
-		<div>
-		The origin of the [page:Ray].
-		</div>
-
-		<h3>[property:Vector3 direction]</h3>
-		<div>
-		The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
-		</div>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Ray applyMatrix4]([page:Matrix4 matrix4])</h3>
-		<div>
-		matrix4 -- [page:Matrix4] The [page:Matrix4] to transform this [page:Ray] by.
-		</div>
-		<div>
-		Transform this [page:Ray] by the [page:Matrix4].
-		</div>
-
-		<h3>.at([page:Float t], [page:Vector3 optionalTarget] = null) [page:Vector3]</h3>
-		<div>
-		t -- [page:Float] The distance along the [page:Ray] to retrieve a position for.<br />
-		optionalTarget -- [page:Vector3] Receives the position along the [page:Ray] if passed; otherwise a new [page:Vector3] is created.
-		</div>
-		<div>
-		Get a [page:Vector3] that is a given distance along this [page:Ray].
-		</div>
-
-		<h3>[method:Ray clone]()</h3>
-		<div>
-		Create a clone of this [page:Ray].
-		</div>
-
-		<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
-		<div>
-		point -- [page:Vector3] The point to get the closest approach to. <br />
-		optionalTarget -- [page:Vector3] Receives the return value if passed; otherwise a new [page:Vector3] is created.
-		</div>
-		<div>
-		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
-		</div>
-
-		<h3>[method:Ray copy]([page:Ray ray])</h3>
-		<div>
-		ray -- [page:Ray] The [page:Ray] to copy values from.
-		</div>
-		<div>
-		Copy the properties of the provided [page:Ray], then return this [page:Ray].
-		</div>
-
-		<h3>.distanceSqToSegment([page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null) [page:Float]</h3>
-		<div>
-		v0 -- [page:Vector3] The start of the line segment.
-		v1 -- [page:Vector3] The end of the line segment.
-		optionalPointOnRay -- [page:Vector3] If this is provided, it receives the point on this [page:Ray] that is closest to the segment.
-		optionalPointOnSegment -- [page:Vector3] If this is provided, it receives the point on the line segment that is closest to this [page:Ray].
-		</div>
-		<div>
-		Get the squared distance between this [page:Ray] and a line segment.
-		</div>
-
-		<h3>[method:Float distanceToPlane]([page:Plane plane])</h3>
-		<div>
-		plane -- [page:Plane] The [page:Plane] to get the distance to.
-		</div>
-		<div>
-		Get the distance from the origin to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
-		</div>
-
-		<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
-		<div>
-		point -- [page:Vector3] The [page:Vector3] to compute a distance to.
-		</div>
-		<div>
-		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3].
-		</div>
-
-		<h3>[method:Float distanceSqToPoint]([page:Vector3 point])</h3>
-		<div>
-		point -- [page:Vector3] The [page:Vector3] to compute a distance to.
-		</div>
-		<div>
-		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
-		</div>
-
-		<h3>[method:Boolean equals]([page:Ray ray])</h3>
-		<div>
-		ray -- [page:Ray] The [page:Ray] to compare to.
-		</div>
-		<div>
-		Return whether this and the other [page:Ray] have equal offsets and directions.
-		</div>
-
-		<h3>.intersectBox([page:Box3 box], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
-		<div>
-		box  -- [page:Box3] The [page:Box3] to intersect with.<br />
-		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
-		</div>
-		<div>
-		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or *null* if there is no intersection.
-		</div>
-
-		<h3>.intersectPlane([page:Plane plane], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
-		<div>
-		plane -- [page:Plane] The [page:Plane] to intersect with.<br />
-		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
-		</div>
-		<div>
-		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or *null* if there is no intersection.
-		</div>
-		function ( a, b, c, backfaceCulling, optionalTarget )
-
-		<h3>.intersectTriangle([page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
-		<div>
-		a, b, c -- [page:Vector3] The [page:Vector3] points on the triangle.<br />
-		backfaceCulling -- [page:Boolean] Whether to use backface culling.<br />
-		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
-		</div>
-		<div>
-		Intersect this [page:Ray] with a triangle, returning the intersection point or *null* if there is no intersection.
-		</div>
-
-		<h3>[method:Boolean intersectsBox]([page:Box3 box])</h3>
-		<div>
-		box -- [page:Box3] The [page:Box3] to intersect with.
-		</div>
-		<div>
-		Return whether or not this [page:Ray] intersects with the [page:Box3].
-		</div>
-
-		<h3>[method:Boolean intersectsPlane]([page:Plane plane])</h3>
-		<div>
-		plane -- [page:Plane] The [page:Plane] to intersect with.
-		</div>
-		<div>
-		Return whether or not this [page:Ray] intersects with the [page:Plane].
-		</div>
-
-		<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
-		<div>
-		sphere -- [page:Sphere] The [page:Sphere] to intersect with.
-		</div>
-		<div>
-		Return whether or not this [page:Ray] intersects with the [page:Sphere].
-		</div>
-
-		<h3>[method:Ray recast]([page:Float t])</h3>
-		<div>
-		t -- The distance along the [page:Ray] to interpolate.
-		</div>
-		<div>
-		Shift the origin of this [page:Ray] along its direction by the distance given.
-		</div>
-
-		<h3>[method:Ray set]([page:Vector3 origin], [page:Vector3 direction])</h3>
-		<div>
-		origin -- [page:Vector3] The origin of the [page:Ray].<br />
-		direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
-		</div>
-		<div>
-		Copy the parameters to the origin and direction properties.
-		</div>
-		<h3>[method:Ray lookAt]([page:Vector3 v])</h3>
-		<div>
-		v -- [page:Vector3] The vector to look at.
-		</div>
-		<div>
-		Adjusts the direction of the ray to point at the vector in world coordinates.
-		</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>
+		<h1>[name]</h1>
+
+		<div class="desc">A ray that emits from an origin in a certain direction.</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:Vector3 origin], [page:Vector3 direction])</h3>
+		<div>
+		origin -- [page:Vector3] The origin of the [page:Ray].<br />
+		direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
+		</div>
+		<div>
+		Initialises the origin and direction properties to the provided values.
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Vector3 origin]</h3>
+		<div>
+		The origin of the [page:Ray].
+		</div>
+
+		<h3>[property:Vector3 direction]</h3>
+		<div>
+		The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Ray applyMatrix4]([page:Matrix4 matrix4])</h3>
+		<div>
+		matrix4 -- [page:Matrix4] The [page:Matrix4] to transform this [page:Ray] by.
+		</div>
+		<div>
+		Transform this [page:Ray] by the [page:Matrix4].
+		</div>
+
+		<h3>.at([page:Float t], [page:Vector3 optionalTarget] = null) [page:Vector3]</h3>
+		<div>
+		t -- [page:Float] The distance along the [page:Ray] to retrieve a position for.<br />
+		optionalTarget -- [page:Vector3] Receives the position along the [page:Ray] if passed; otherwise a new [page:Vector3] is created.
+		</div>
+		<div>
+		Get a [page:Vector3] that is a given distance along this [page:Ray].
+		</div>
+
+		<h3>[method:Ray clone]()</h3>
+		<div>
+		Create a clone of this [page:Ray].
+		</div>
+
+		<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
+		<div>
+		point -- [page:Vector3] The point to get the closest approach to. <br />
+		optionalTarget -- [page:Vector3] Receives the return value if passed; otherwise a new [page:Vector3] is created.
+		</div>
+		<div>
+		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
+		</div>
+
+		<h3>[method:Ray copy]([page:Ray ray])</h3>
+		<div>
+		ray -- [page:Ray] The [page:Ray] to copy values from.
+		</div>
+		<div>
+		Copy the properties of the provided [page:Ray], then return this [page:Ray].
+		</div>
+
+		<h3>.distanceSqToSegment([page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null) [page:Float]</h3>
+		<div>
+		v0 -- [page:Vector3] The start of the line segment.
+		v1 -- [page:Vector3] The end of the line segment.
+		optionalPointOnRay -- [page:Vector3] If this is provided, it receives the point on this [page:Ray] that is closest to the segment.
+		optionalPointOnSegment -- [page:Vector3] If this is provided, it receives the point on the line segment that is closest to this [page:Ray].
+		</div>
+		<div>
+		Get the squared distance between this [page:Ray] and a line segment.
+		</div>
+
+		<h3>[method:Float distanceToPlane]([page:Plane plane])</h3>
+		<div>
+		plane -- [page:Plane] The [page:Plane] to get the distance to.
+		</div>
+		<div>
+		Get the distance from the origin to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
+		</div>
+
+		<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
+		<div>
+		point -- [page:Vector3] The [page:Vector3] to compute a distance to.
+		</div>
+		<div>
+		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3].
+		</div>
+
+		<h3>[method:Float distanceSqToPoint]([page:Vector3 point])</h3>
+		<div>
+		point -- [page:Vector3] The [page:Vector3] to compute a distance to.
+		</div>
+		<div>
+		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
+		</div>
+
+		<h3>[method:Boolean equals]([page:Ray ray])</h3>
+		<div>
+		ray -- [page:Ray] The [page:Ray] to compare to.
+		</div>
+		<div>
+		Return whether this and the other [page:Ray] have equal offsets and directions.
+		</div>
+
+		<h3>.intersectBox([page:Box3 box], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
+		<div>
+		box  -- [page:Box3] The [page:Box3] to intersect with.<br />
+		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
+		</div>
+		<div>
+		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or *null* if there is no intersection.
+		</div>
+
+		<h3>.intersectPlane([page:Plane plane], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
+		<div>
+		plane -- [page:Plane] The [page:Plane] to intersect with.<br />
+		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
+		</div>
+		<div>
+		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or *null* if there is no intersection.
+		</div>
+		function ( a, b, c, backfaceCulling, optionalTarget )
+
+		<h3>.intersectTriangle([page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
+		<div>
+		a, b, c -- [page:Vector3] The [page:Vector3] points on the triangle.<br />
+		backfaceCulling -- [page:Boolean] Whether to use backface culling.<br />
+		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
+		</div>
+		<div>
+		Intersect this [page:Ray] with a triangle, returning the intersection point or *null* if there is no intersection.
+		</div>
+
+		<h3>[method:Boolean intersectsBox]([page:Box3 box])</h3>
+		<div>
+		box -- [page:Box3] The [page:Box3] to intersect with.
+		</div>
+		<div>
+		Return whether or not this [page:Ray] intersects with the [page:Box3].
+		</div>
+
+		<h3>[method:Boolean intersectsPlane]([page:Plane plane])</h3>
+		<div>
+		plane -- [page:Plane] The [page:Plane] to intersect with.
+		</div>
+		<div>
+		Return whether or not this [page:Ray] intersects with the [page:Plane].
+		</div>
+
+		<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
+		<div>
+		sphere -- [page:Sphere] The [page:Sphere] to intersect with.
+		</div>
+		<div>
+		Return whether or not this [page:Ray] intersects with the [page:Sphere].
+		</div>
+
+		<h3>[method:Ray recast]([page:Float t])</h3>
+		<div>
+		t -- The distance along the [page:Ray] to interpolate.
+		</div>
+		<div>
+		Shift the origin of this [page:Ray] along its direction by the distance given.
+		</div>
+
+		<h3>[method:Ray set]([page:Vector3 origin], [page:Vector3 direction])</h3>
+		<div>
+		origin -- [page:Vector3] The origin of the [page:Ray].<br />
+		direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
+		</div>
+		<div>
+		Copy the parameters to the origin and direction properties.
+		</div>
+
+		<h3>[method:Ray lookAt]([page:Vector3 v])</h3>
+		<div>
+		v -- [page:Vector3] The vector to look at.
+		</div>
+		<div>
+		Adjusts the direction of the ray to point at the vector in world coordinates.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 6 - 6
docs/api/math/Sphere.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -21,16 +21,16 @@
 		center -- [page:Vector3] <br />
 		radius -- [page:Float]
 		</div>
-		
+
 
 		<h2>Properties</h2>
 
 
 		<h3>[property:Vector3 center]</h3>
-		
+
 		<h3>[property:Float radius]</h3>
-		
-		
+
+
 		<h2>Methods</h2>
 
 
@@ -84,7 +84,7 @@
 
 		<h3>[method:Sphere setFromPoints]([page:Array points], [page:Vector3 optionalCenter]) [page:Sphere this]</h3>
 		<div>
-		points -- [page:Array] of [page:Vector3] positions.<br />  
+		points -- [page:Array] of [page:Vector3] positions.<br />
 		optionalCenter -- Optional [page:Vector3] position for the sphere's center.<br />
 		</div>
 		<div>

+ 5 - 5
docs/api/math/Spline.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -17,7 +17,7 @@
 
 
 		<h3>[name]( [page:Array points] )</h3>
-		
+
 		<div>Initialises the spline with *points*, which are the places through which the spline will go.</div>
 
 
@@ -40,11 +40,11 @@
 		k — point index
 		</div>
 		<div>Return the interpolated point at *k*.</div>
-		
+
 		<h3>[method:Array getControlPointsArray]( )</h3>
 		<div>Returns an array with triplets of x, y, z coordinates that correspond to the current control points.
 		</div>
-		
+
 		<h3>[method:Object getLength]( [page:Integer nSubDivisions] )</h3>
 		<div>
 		nSubDivisions — number of subdivisions between control points. Default is *100*.
@@ -54,7 +54,7 @@
 			the length of the spline when using nSubDivisions. The property .[page:Array chunkLength]
 			contains an array with the total length from the beginning of the spline to the end of that chunk.
 		</div>
-		
+
 		<h3>[method:null reparametrizeByArcLength]( [page:Float samplingCoef] )</h3>
 		<div>
 		samplingCoef — how many intermediate values to use between spline points

+ 3 - 3
docs/api/math/Triangle.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -35,7 +35,7 @@
 		<div>
 		The first [page:Vector3] of the triangle.
 		</div>
-		
+
 		<h3>[property:Vector3 b]</h3>
 		<div>
 		The second [page:Vector3] of the triangle.
@@ -120,7 +120,7 @@
 		optionalTarget -- Optional [page:Plane] target to set the result.
 		</div>
 		<div>
-		Return a [page:Plane plane] based on the triangle. Optionally sets a target plane. 
+		Return a [page:Plane plane] based on the triangle. Optionally sets a target plane.
 		</div>
 
 		<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>