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Docs: Clean up.

Mr.doob 9 年之前
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3d4ed98c4a

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

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

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

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

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

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

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

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

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

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<script src="page.js"></script>
@@ -72,7 +72,7 @@
 		</div>
 		</div>
 		Returns true if both line's start and end points are equal.
 		Returns true if both line's start and end points are equal.
 		</div>
 		</div>
-		
+
 		<h3>[method:Float distanceSq]()</h3>
 		<h3>[method:Float distanceSq]()</h3>
 		<div>
 		<div>
 		Returns the line segment's length squared.
 		Returns the line segment's length squared.
@@ -94,7 +94,7 @@
 		<div>
 		<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.
 		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>
 		</div>
-		
+
 		<h3>[method:Vector3 center]([page:Vector3 optionalTarget])</h3>
 		<h3>[method:Vector3 center]([page:Vector3 optionalTarget])</h3>
 		<div>
 		<div>
 		optionalTarget -- [page:Vector3] Optional target to set the result.
 		optionalTarget -- [page:Vector3] Optional target to set the result.

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

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

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

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

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

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<script src="page.js"></script>
@@ -170,8 +170,8 @@
 		// rotate a mesh towards a target quaternion
 		// rotate a mesh towards a target quaternion
 		mesh.quaternion.slerp( endQuaternion, 0.01 );
 		mesh.quaternion.slerp( endQuaternion, 0.01 );
 		</code>
 		</code>
-		
-		
+
+
 		<h2>Static Methods</h2>
 		<h2>Static Methods</h2>
 
 
 		<h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
 		<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
 		t = ( t + 0.01 ) % 1; // constant angular momentum
 		THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
 		THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
 		</code>
 		</code>
-		
+
 		<!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
 		<!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->
 
 
 		<h2>Source</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>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<script src="page.js"></script>
@@ -21,16 +21,16 @@
 		center -- [page:Vector3] <br />
 		center -- [page:Vector3] <br />
 		radius -- [page:Float]
 		radius -- [page:Float]
 		</div>
 		</div>
-		
+
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
 		<h3>[property:Vector3 center]</h3>
 		<h3>[property:Vector3 center]</h3>
-		
+
 		<h3>[property:Float radius]</h3>
 		<h3>[property:Float radius]</h3>
-		
-		
+
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 
 
@@ -84,7 +84,7 @@
 
 
 		<h3>[method:Sphere setFromPoints]([page:Array points], [page:Vector3 optionalCenter]) [page:Sphere this]</h3>
 		<h3>[method:Sphere setFromPoints]([page:Array points], [page:Vector3 optionalCenter]) [page:Sphere this]</h3>
 		<div>
 		<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 />
 		optionalCenter -- Optional [page:Vector3] position for the sphere's center.<br />
 		</div>
 		</div>
 		<div>
 		<div>

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

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

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

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