2
0
Эх сурвалжийг харах

docs lint-5 (#25827)

* lint `docs/api/en/lights`

* CHnages

* SOme More Files Lint

* Fix

* Fix tag indentation

* Fix

* Some More fix

* Why can't i get this fixed God damn it

* DOne
vinay 2 жил өмнө
parent
commit
42a86a36a4
100 өөрчлөгдсөн 5215 нэмэгдсэн , 4008 устгасан
  1. 1 9
      docs/api/en/Template.html
  2. 95 88
      docs/api/en/geometries/BoxGeometry.html
  3. 9 7
      docs/api/en/geometries/CapsuleGeometry.html
  4. 10 8
      docs/api/en/geometries/CircleGeometry.html
  5. 9 7
      docs/api/en/geometries/ConeGeometry.html
  6. 9 7
      docs/api/en/geometries/CylinderGeometry.html
  7. 9 7
      docs/api/en/geometries/DodecahedronGeometry.html
  8. 9 7
      docs/api/en/geometries/ExtrudeGeometry.html
  9. 9 7
      docs/api/en/geometries/IcosahedronGeometry.html
  10. 9 8
      docs/api/en/geometries/LatheGeometry.html
  11. 9 8
      docs/api/en/geometries/OctahedronGeometry.html
  12. 9 8
      docs/api/en/geometries/PlaneGeometry.html
  13. 9 8
      docs/api/en/geometries/RingGeometry.html
  14. 9 7
      docs/api/en/geometries/ShapeGeometry.html
  15. 9 8
      docs/api/en/geometries/SphereGeometry.html
  16. 9 8
      docs/api/en/geometries/TetrahedronGeometry.html
  17. 9 8
      docs/api/en/geometries/TorusGeometry.html
  18. 9 8
      docs/api/en/geometries/TorusKnotGeometry.html
  19. 9 7
      docs/api/en/geometries/TubeGeometry.html
  20. 8 13
      docs/api/en/lights/AmbientLight.html
  21. 12 12
      docs/api/en/lights/AmbientLightProbe.html
  22. 49 44
      docs/api/en/lights/DirectionalLight.html
  23. 26 26
      docs/api/en/lights/HemisphereLight.html
  24. 16 13
      docs/api/en/lights/HemisphereLightProbe.html
  25. 23 25
      docs/api/en/lights/Light.html
  26. 24 20
      docs/api/en/lights/LightProbe.html
  27. 51 43
      docs/api/en/lights/PointLight.html
  28. 35 37
      docs/api/en/lights/RectAreaLight.html
  29. 71 78
      docs/api/en/lights/SpotLight.html
  30. 19 20
      docs/api/en/lights/shadows/DirectionalLightShadow.html
  31. 61 52
      docs/api/en/lights/shadows/LightShadow.html
  32. 13 14
      docs/api/en/lights/shadows/PointLightShadow.html
  33. 26 18
      docs/api/en/lights/shadows/SpotLightShadow.html
  34. 22 17
      docs/api/en/loaders/AnimationLoader.html
  35. 21 10
      docs/api/en/loaders/AudioLoader.html
  36. 22 18
      docs/api/en/loaders/BufferGeometryLoader.html
  37. 12 15
      docs/api/en/loaders/Cache.html
  38. 23 13
      docs/api/en/loaders/CompressedTextureLoader.html
  39. 26 16
      docs/api/en/loaders/CubeTextureLoader.html
  40. 24 16
      docs/api/en/loaders/DataTextureLoader.html
  41. 41 21
      docs/api/en/loaders/FileLoader.html
  42. 37 24
      docs/api/en/loaders/ImageBitmapLoader.html
  43. 18 12
      docs/api/en/loaders/ImageLoader.html
  44. 50 34
      docs/api/en/loaders/Loader.html
  45. 12 17
      docs/api/en/loaders/LoaderUtils.html
  46. 29 16
      docs/api/en/loaders/MaterialLoader.html
  47. 54 39
      docs/api/en/loaders/ObjectLoader.html
  48. 28 24
      docs/api/en/loaders/TextureLoader.html
  49. 22 26
      docs/api/en/loaders/managers/DefaultLoadingManager.html
  50. 65 67
      docs/api/en/loaders/managers/LoadingManager.html
  51. 21 19
      docs/api/en/materials/LineBasicMaterial.html
  52. 13 14
      docs/api/en/materials/LineDashedMaterial.html
  53. 188 134
      docs/api/en/materials/Material.html
  54. 67 40
      docs/api/en/materials/MeshBasicMaterial.html
  55. 44 29
      docs/api/en/materials/MeshDepthMaterial.html
  56. 34 28
      docs/api/en/materials/MeshDistanceMaterial.html
  57. 118 68
      docs/api/en/materials/MeshLambertMaterial.html
  58. 60 39
      docs/api/en/materials/MeshMatcapMaterial.html
  59. 43 29
      docs/api/en/materials/MeshNormalMaterial.html
  60. 123 74
      docs/api/en/materials/MeshPhongMaterial.html
  61. 107 67
      docs/api/en/materials/MeshPhysicalMaterial.html
  62. 148 98
      docs/api/en/materials/MeshStandardMaterial.html
  63. 93 54
      docs/api/en/materials/MeshToonMaterial.html
  64. 30 24
      docs/api/en/materials/PointsMaterial.html
  65. 15 9
      docs/api/en/materials/RawShaderMaterial.html
  66. 212 173
      docs/api/en/materials/ShaderMaterial.html
  67. 7 7
      docs/api/en/materials/ShadowMaterial.html
  68. 32 24
      docs/api/en/materials/SpriteMaterial.html
  69. 87 75
      docs/api/en/math/Box2.html
  70. 134 103
      docs/api/en/math/Box3.html
  71. 238 155
      docs/api/en/math/Color.html
  72. 27 21
      docs/api/en/math/Cylindrical.html
  73. 84 67
      docs/api/en/math/Euler.html
  74. 31 27
      docs/api/en/math/Frustum.html
  75. 20 33
      docs/api/en/math/Interpolant.html
  76. 65 44
      docs/api/en/math/Line3.html
  77. 126 71
      docs/api/en/math/MathUtils.html
  78. 147 117
      docs/api/en/math/Matrix3.html
  79. 308 227
      docs/api/en/math/Matrix4.html
  80. 97 68
      docs/api/en/math/Plane.html
  81. 157 103
      docs/api/en/math/Quaternion.html
  82. 113 86
      docs/api/en/math/Ray.html
  83. 66 49
      docs/api/en/math/Sphere.html
  84. 38 25
      docs/api/en/math/Spherical.html
  85. 43 27
      docs/api/en/math/SphericalHarmonics3.html
  86. 92 63
      docs/api/en/math/Triangle.html
  87. 161 111
      docs/api/en/math/Vector2.html
  88. 247 163
      docs/api/en/math/Vector3.html
  89. 172 118
      docs/api/en/math/Vector4.html
  90. 9 33
      docs/api/en/math/interpolants/CubicInterpolant.html
  91. 9 34
      docs/api/en/math/interpolants/DiscreteInterpolant.html
  92. 9 31
      docs/api/en/math/interpolants/LinearInterpolant.html
  93. 9 31
      docs/api/en/math/interpolants/QuaternionLinearInterpolant.html
  94. 5 10
      docs/api/en/objects/Bone.html
  95. 3 7
      docs/api/en/objects/Group.html
  96. 73 50
      docs/api/en/objects/InstancedMesh.html
  97. 44 54
      docs/api/en/objects/LOD.html
  98. 30 26
      docs/api/en/objects/Line.html
  99. 14 12
      docs/api/en/objects/LineLoop.html
  100. 12 12
      docs/api/en/objects/LineSegments.html

+ 1 - 9
docs/api/en/Template.html

@@ -13,25 +13,18 @@
 
 		<p class="desc">todo</p>
 
-
 		<h2>Example</h2>
 
 		<code>todo</code>
 
-
 		<h2>Constructor</h2>
 
 		<h3>[name]([param:Number todo])</h3>
-		<p></p>
-
 
 		<h2>Properties</h2>
 
 		<h3>[property:Number todo]</h3>
-		<p>
-		todo
-		</p>
-
+		<p>todo</p>
 
 		<h2>Methods</h2>
 
@@ -39,7 +32,6 @@
 		<p>todo</p>
 		<p>todo</p>
 
-
 		<h2>Source</h2>
 
 		<p>

+ 95 - 88
docs/api/en/geometries/BoxGeometry.html

@@ -1,91 +1,98 @@
 <!DOCTYPE html>
 <html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			[name] is a geometry class for a rectangular cuboid with a given 'width',
-			'height', and 'depth'. On creation, the cuboid is centred on the origin,
-			with each edge parallel to one of the axes.
-		</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
-
-		<script>
-			// iOS iframe auto-resize workaround
-
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-				const scene = document.getElementById( 'scene' );
-
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
-
-			}
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-const geometry = new THREE.BoxGeometry( 1, 1, 1 ); 
-const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} ); 
-const cube = new THREE.Mesh( geometry, material ); 
-scene.add( cube );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>
-			[name]([param:Float width], [param:Float height], [param:Float depth],
-			[param:Integer widthSegments], [param:Integer heightSegments],
-			[param:Integer depthSegments])
-		</h3>
-		<p>
-			width — Width; that is, the length of the edges parallel to the X axis.
-			Optional; defaults to 1.
-			<br />
-			height — Height; that is, the length of the edges parallel to the Y axis.
-			Optional; defaults to 1.
-			<br />
-			depth — Depth; that is, the length of the edges parallel to the Z axis.
-			Optional; defaults to 1.
-			<br />
-			widthSegments — Number of segmented rectangular faces along the width of
-			the sides. Optional; defaults to 1.
-			<br />
-			heightSegments — Number of segmented rectangular faces along the height of
-			the sides. Optional; defaults to 1.
-			<br />
-			depthSegments — Number of segmented rectangular faces along the depth of
-			the sides. Optional; defaults to 1.
-			<br />
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-			An object with a property for each of the constructor parameters. Any
-			modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
+  <head>
+    <meta charset="utf-8" />
+    <base href="../../../" />
+    <script src="page.js"></script>
+    <link
+      type="text/css"
+      rel="stylesheet"
+      href="page.css" />
+  </head>
+  <body>
+    [page:BufferGeometry] &rarr;
+
+    <h1>[name]</h1>
+
+    <p class="desc">
+      [name] is a geometry class for a rectangular cuboid with a given 'width',
+      'height', and 'depth'. On creation, the cuboid is centred on the origin,
+      with each edge parallel to one of the axes.
+    </p>
+
+    <iframe
+      id="scene"
+      src="scenes/geometry-browser.html#BoxGeometry"></iframe>
+
+    <script>
+
+	// iOS iframe auto-resize workaround
+
+	if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+		const scene = document.getElementById( 'scene' );
+
+		scene.style.width = getComputedStyle( scene ).width;
+		scene.style.height = getComputedStyle( scene ).height;
+		scene.setAttribute( 'scrolling', 'no' );
+
+	}
+
+	</script>
+
+    <h2>Code Example</h2>
+
+    <code>
+    const geometry = new THREE.BoxGeometry( 1, 1, 1 ); 
+    const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} ); 
+    const cube = new THREE.Mesh( geometry, material ); 
+    scene.add( cube );
+    </code>
+
+    <h2>Constructor</h2>
+
+    <h3>
+      [name]([param:Float width], [param:Float height], [param:Float depth],
+      [param:Integer widthSegments], [param:Integer heightSegments],
+      [param:Integer depthSegments])
+    </h3>
+    <p>
+      width — Width; that is, the length of the edges parallel to the X axis.
+      Optional; defaults to 1.
+      <br />
+      height — Height; that is, the length of the edges parallel to the Y axis.
+      Optional; defaults to 1.
+      <br />
+      depth — Depth; that is, the length of the edges parallel to the Z axis.
+      Optional; defaults to 1.
+      <br />
+      widthSegments — Number of segmented rectangular faces along the width of
+      the sides. Optional; defaults to 1.
+      <br />
+      heightSegments — Number of segmented rectangular faces along the height of
+      the sides. Optional; defaults to 1.
+      <br />
+      depthSegments — Number of segmented rectangular faces along the depth of
+      the sides. Optional; defaults to 1.
+      <br />
+    </p>
+
+    <h2>Properties</h2>
+    <p>See the base [page:BufferGeometry] class for common properties.</p>
+
+    <h3>[property:Object parameters]</h3>
+    <p>
+      An object with a property for each of the constructor parameters. Any
+      modification after instantiation does not change the geometry.
+    </p>
+
+    <h2>Methods</h2>
+    <p>See the base [page:BufferGeometry] class for common methods.</p>
+
+    <h2>Source</h2>
+
+    <p>
+      [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+    </p>
+  </body>
 </html>

+ 9 - 7
docs/api/en/geometries/CapsuleGeometry.html

@@ -22,17 +22,19 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Code Example</h2>

+ 10 - 8
docs/api/en/geometries/CircleGeometry.html

@@ -26,19 +26,21 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
+    
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 7
docs/api/en/geometries/ConeGeometry.html

@@ -16,17 +16,19 @@
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Code Example</h2>

+ 9 - 7
docs/api/en/geometries/CylinderGeometry.html

@@ -19,17 +19,19 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Code Example</h2>

+ 9 - 7
docs/api/en/geometries/DodecahedronGeometry.html

@@ -19,17 +19,19 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Constructor</h2>

+ 9 - 7
docs/api/en/geometries/ExtrudeGeometry.html

@@ -19,17 +19,19 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Code Example</h2>

+ 9 - 7
docs/api/en/geometries/IcosahedronGeometry.html

@@ -18,17 +18,19 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Constructor</h2>

+ 9 - 8
docs/api/en/geometries/LatheGeometry.html

@@ -22,19 +22,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 8
docs/api/en/geometries/OctahedronGeometry.html

@@ -18,19 +18,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Constructor</h2>
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>

+ 9 - 8
docs/api/en/geometries/PlaneGeometry.html

@@ -19,19 +19,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 8
docs/api/en/geometries/RingGeometry.html

@@ -16,19 +16,20 @@
 		<iframe id="scene" src="scenes/geometry-browser.html#RingGeometry"></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 7
docs/api/en/geometries/ShapeGeometry.html

@@ -21,17 +21,19 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Code Example</h2>

+ 9 - 8
docs/api/en/geometries/SphereGeometry.html

@@ -19,19 +19,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 8
docs/api/en/geometries/TetrahedronGeometry.html

@@ -19,19 +19,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Constructor</h2>
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>

+ 9 - 8
docs/api/en/geometries/TorusGeometry.html

@@ -19,19 +19,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 8
docs/api/en/geometries/TorusKnotGeometry.html

@@ -23,19 +23,20 @@
 		></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
 
-			}
-		</script>
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
+		</script>
 		<h2>Code Example</h2>
 
 		<code>

+ 9 - 7
docs/api/en/geometries/TubeGeometry.html

@@ -16,17 +16,19 @@
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeGeometry"></iframe>
 
 		<script>
-			// iOS iframe auto-resize workaround
 
-			if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		// iOS iframe auto-resize workaround
 
-				const scene = document.getElementById( 'scene' );
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
 
-				scene.style.width = getComputedStyle( scene ).width;
-				scene.style.height = getComputedStyle( scene ).height;
-				scene.setAttribute( 'scrolling', 'no' );
+			const scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
 
-			}
 		</script>
 
 		<h2>Code Example</h2>

+ 8 - 13
docs/api/en/lights/AmbientLight.html

@@ -28,27 +28,22 @@
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<p>
-		[page:Integer color] - (optional) Numeric value of the RGB component of the color. Default is 0xffffff.<br />
-		[page:Float intensity] - (optional) Numeric value of the light's strength/intensity. Default is 1.<br /><br />
+			[page:Integer color] - (optional) Numeric value of the RGB component of
+			the color. Default is 0xffffff.<br />
+			[page:Float intensity] - (optional) Numeric value of the light's
+			strength/intensity. Default is 1.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
-		<p>
-				See the base [page:Light Light] class for common properties.
-		</p>
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 		<h3>[property:Boolean isAmbientLight]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
-		<p>
-				See the base [page:Light Light] class for common methods.
-		</p>
+		<p>See the base [page:Light Light] class for common methods.</p>
 		<h2>Source</h2>
 
 		<p>

+ 12 - 12
docs/api/en/lights/AmbientLightProbe.html

@@ -12,34 +12,34 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data
-			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
+			Light probes are an alternative way of adding light to a 3D scene.
+			AmbientLightProbe is the light estimation data of a single ambient light
+			in the scene. For more information about light probes, go to
+			[page:LightProbe].
 		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Color color], [param:Float intensity] )</h3>
 		<p>
-		[page:Color color] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
-		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+			[page:Color color] - (optional) An instance of Color, string representing
+			a color or a number representing a color.<br />
+			[page:Float intensity] - (optional) Numeric value of the light probe's
+			intensity. Default is 1.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
 		<p>
-				See the base [page:LightProbe LightProbe] class for common properties.
+			See the base [page:LightProbe LightProbe] class for common properties.
 		</p>
 
 		<h3>[property:Boolean isAmbientLightProbe]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
-		<p>
-				See the base [page:LightProbe LightProbe] class for common methods.
-		</p>
+		<p>See the base [page:LightProbe LightProbe] class for common methods.</p>
 		<h2>Source</h2>
 
 		<p>

+ 49 - 44
docs/api/en/lights/DirectionalLight.html

@@ -12,28 +12,34 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A light that gets emitted in a specific direction. This light will behave as though it is
-			infinitely far away and the rays produced from it are all parallel. The common use case
-			for this is to simulate daylight; the sun is far enough away that its position can be
-			considered to be infinite, and all light rays coming from it are parallel.<br /><br />
-
-			This light can cast shadows - see the [page:DirectionalLightShadow] page for details.
+			A light that gets emitted in a specific direction. This light will behave
+			as though it is infinitely far away and the rays produced from it are all
+			parallel. The common use case for this is to simulate daylight; the sun is
+			far enough away that its position can be considered to be infinite, and
+			all light rays coming from it are parallel.<br /><br />
+
+			This light can cast shadows - see the [page:DirectionalLightShadow] page
+			for details.
 		</p>
 
 		<h2>A Note about Position, Target and rotation</h2>
 		<p>
-			A common point of confusion for directional lights is that setting the rotation has no effect.
-			This is because three.js's DirectionalLight is the equivalent to what is often called a 'Target
-			Direct Light' in other applications.<br /><br />
-
-			This means that its direction is calculated as pointing
-			from the light's [page:Object3D.position position] to	the [page:.target target]'s position
-			(as opposed to a 'Free Direct Light' that just has a rotation component).<br /><br />
-
-			The reason for this is to allow the light to cast shadows - the [page:.shadow shadow]
-			camera needs a position to calculate shadows from.<br /><br />
-
-			See the [page:.target target] property below for details on updating the target.
+			A common point of confusion for directional lights is that setting the
+			rotation has no effect. This is because three.js's DirectionalLight is the
+			equivalent to what is often called a 'Target Direct Light' in other
+			applications.<br /><br />
+
+			This means that its direction is calculated as pointing from the light's
+			[page:Object3D.position position] to the [page:.target target]'s position
+			(as opposed to a 'Free Direct Light' that just has a rotation
+			component).<br /><br />
+
+			The reason for this is to allow the light to cast shadows - the
+			[page:.shadow shadow] camera needs a position to calculate shadows
+			from.<br /><br />
+
+			See the [page:.target target] property below for details on updating the
+			target.
 		</p>
 
 		<h2>Code Example</h2>
@@ -57,8 +63,10 @@
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
+			[page:Integer color] - (optional) hexadecimal color of the light. Default
+			is 0xffffff (white).<br />
+			[page:Float intensity] - (optional) numeric value of the light's
+			strength/intensity. Default is 1.<br /><br />
 
 			Creates a new [name].
 		</p>
@@ -69,19 +77,18 @@
 
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			If set to `true` light will cast dynamic shadows. *Warning*: This is expensive and
-			requires tweaking to get shadows looking right. See the [page:DirectionalLightShadow] for details.
-			The default is `false`.
+			If set to `true` light will cast dynamic shadows. *Warning*: This is
+			expensive and requires tweaking to get shadows looking right. See the
+			[page:DirectionalLightShadow] for details. The default is `false`.
 		</p>
 
 		<h3>[property:Boolean isDirectionalLight]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Vector3 position]</h3>
 		<p>
-			This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the light shines from the top down.
+			This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the
+			light shines from the top down.
 		</p>
 
 		<h3>[property:DirectionalLightShadow shadow]</h3>
@@ -91,32 +98,29 @@
 
 		<h3>[property:Object3D target]</h3>
 		<p>
-			The DirectionalLight points from its [page:.position position] to target.position. The default
-			position of the target is `(0, 0, 0)`.<br />
+			The DirectionalLight points from its [page:.position position] to
+			target.position. The default position of the target is `(0, 0, 0)`.<br />
 
-			*Note*: For the target's position to be changed to anything other than the default,
-			it must be added to the [page:Scene scene] using
+			*Note*: For the target's position to be changed to anything other than the
+			default, it must be added to the [page:Scene scene] using
 		</p>
 		<code>
 		scene.add( light.target );
 		</code>
 		<p>
-			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
-			updated each frame.<br /><br />
+			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets
+			automatically updated each frame.<br /><br />
 
-			It is also possible to set the target to be another object in the scene (anything with a
-			[page:Object3D.position position] property), like so:
+			It is also possible to set the target to be another object in the scene
+			(anything with a [page:Object3D.position position] property), like so:
 		</p>
 		<code>
-		const targetObject = new THREE.Object3D();
+		const targetObject = new THREE.Object3D(); 
 		scene.add(targetObject);
-
+		
 		light.target = targetObject;
 		</code>
-		<p>
-			The directionalLight will now track the target object.
-		</p>
-
+		<p>The directionalLight will now track the target object.</p>
 
 		<h2>Methods</h2>
 
@@ -124,13 +128,14 @@
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-			Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 
 		<h3>[method:this copy]( [param:DirectionalLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:DirectionalLight source] to this
-		DirectionalLight.
+			Copies value of all the properties from the [page:DirectionalLight source]
+			to this DirectionalLight.
 		</p>
 
 		<h2>Source</h2>

+ 26 - 26
docs/api/en/lights/HemisphereLight.html

@@ -7,19 +7,17 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-        [page:Object3D] &rarr; [page:Light] &rarr;
+		[page:Object3D] &rarr; [page:Light] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A light source positioned directly above the scene, with color fading from the
-			sky color to the ground color. <br /><br />
-
+			A light source positioned directly above the scene, with color fading from
+			the sky color to the ground color. <br /><br />
 			This light cannot be used to cast shadows.
 		</p>
 
 		<h2>Code Example</h2>
-
 		<code>
 		const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 		scene.add( light );
@@ -36,44 +34,45 @@
 		</p>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>
-    <p>
-		[page:Integer skyColor] - (optional) hexadecimal color of the sky. Default is 0xffffff.<br />
-		[page:Integer groundColor] - (optional) hexadecimal color of the ground. Default is 0xffffff.<br />
-		[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
-
-		Creates a new [name].
+		<h3>
+			[name]( [param:Integer skyColor], [param:Integer groundColor],
+			[param:Float intensity] )
+		</h3>
+		<p>
+			[page:Integer skyColor] - (optional) hexadecimal color of the sky. Default
+			is 0xffffff.<br />
+			[page:Integer groundColor] - (optional) hexadecimal color of the ground.
+			Default is 0xffffff.<br />
+			[page:Float intensity] - (optional) numeric value of the light's
+			strength/intensity. Default is 1.<br /><br />
+
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
-		<p>
-			See the base [page:Light Light] class for common properties.
-		</p>
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 		<h3>[property:Float color]</h3>
 		<p>
-			The light's sky color, as passed in the constructor.
-			Default is a new [page:Color] set to white (0xffffff).
+			The light's sky color, as passed in the constructor. Default is a new
+			[page:Color] set to white (0xffffff).
 		</p>
 
 		<h3>[property:Float groundColor]</h3>
 		<p>
-			The light's ground color, as passed in the constructor.
-			Default is a new [page:Color] set to white (0xffffff).
+			The light's ground color, as passed in the constructor. Default is a new
+			[page:Color] set to white (0xffffff).
 		</p>
 
 		<h3>[property:Boolean isHemisphereLight]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Vector3 position]</h3>
 		<p>
-			This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the light shines from the top down.
+			This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the
+			light shines from the top down.
 		</p>
 
-
-
 		<h2>Methods</h2>
 
 		<p>See the base [page:Light Light] class for common methods.</p>
@@ -81,7 +80,8 @@
 		<h3>[method:this copy]( [param:HemisphereLight source] )</h3>
 		<p>
 			Copies the value of [page:.color color], [page:.intensity intensity] and
-			[page:.groundColor groundColor] from the [page:Light source] light into this one.
+			[page:.groundColor groundColor] from the [page:Light source] light into
+			this one.
 		</p>
 
 		<h2>Source</h2>

+ 16 - 13
docs/api/en/lights/HemisphereLightProbe.html

@@ -12,35 +12,38 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Light probes are an alternative way of adding light to a 3D scene. HemisphereLightProbe is the light estimation data 
-			of a single hemisphere light in the scene. For more information about light probes, go to [page:LightProbe].
+			Light probes are an alternative way of adding light to a 3D scene.
+			HemisphereLightProbe is the light estimation data of a single hemisphere
+			light in the scene. For more information about light probes, go to
+			[page:LightProbe].
 		</p>
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Color skyColor], [param:Color groundColor], [param:Float intensity] )</h3>
+		<h3>
+			[name]( [param:Color skyColor], [param:Color groundColor], [param:Float intensity] )
+		</h3>
 		<p>
-			[page:Color skyColor] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
-			[page:Color groundColor] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
-			[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+			[page:Color skyColor] - (optional) An instance of Color, string
+			representing a color or a number representing a color.<br />
+			[page:Color groundColor] - (optional) An instance of Color, string
+			representing a color or a number representing a color.<br />
+			[page:Float intensity] - (optional) Numeric value of the light probe's
+			intensity. Default is 1.<br /><br />
 
 			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
 		<p>
-				See the base [page:LightProbe LightProbe] class for common properties.
+			See the base [page:LightProbe LightProbe] class for common properties.
 		</p>
 
 		<h3>[property:Boolean isHemisphereLightProbe]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
-		<p>
-				See the base [page:LightProbe LightProbe] class for common methods.
-		</p>
+		<p>See the base [page:LightProbe LightProbe] class for common methods.</p>
 		<h2>Source</h2>
 
 		<p>

+ 23 - 25
docs/api/en/lights/Light.html

@@ -12,65 +12,63 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Abstract base class for lights - all other light types inherit the properties and methods
-			described here.
+			Abstract base class for lights - all other light types inherit the
+			properties and methods described here.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<p>
-		[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-		[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
-
-		Creates a new [name]. Note that this is not intended to be called directly (use one of derived classes instead).
+			[page:Integer color] - (optional) hexadecimal color of the light. Default
+			is 0xffffff (white).<br />
+			[page:Float intensity] - (optional) numeric value of the light's
+			strength/intensity. Default is 1.<br /><br />
+			Creates a new [name]. Note that this is not intended to be called directly
+			(use one of derived classes instead).
 		</p>
 
 		<h2>Properties</h2>
-		<p>
-			See the base [page:Object3D Object3D] class for common properties.
-		</p>
+		<p>See the base [page:Object3D Object3D] class for common properties.</p>
 
 		<h3>[property:Color color]</h3>
 		<p>
-			Color of the light. Defaults to a new [page:Color] set to white, if not passed in the constructor.<br />
+			Color of the light. Defaults to a new [page:Color] set to white, if not
+			passed in the constructor.<br />
 		</p>
 
 		<h3>[property:Float intensity]</h3>
 		<p>
 			The light's intensity, or strength.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the units of intensity depend on the type of light.<br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			the units of intensity depend on the type of light.<br />
 			Default - `1.0`.
 		</p>
 
 		<h3>[property:Boolean isLight]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
-		<p>
-			See the base [page:Object3D Object3D] class for common methods.
-		</p>
+		<p>See the base [page:Object3D Object3D] class for common methods.</p>
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-		Abstract dispose method for classes that extend this class; implemented by subclasses that have disposable GPU-related resources.
+			Abstract dispose method for classes that extend this class; implemented by
+			subclasses that have disposable GPU-related resources.
 		</p>
 
 		<h3>[method:this copy]( [param:Light source] )</h3>
 		<p>
-		Copies the value of [page:.color color] and [page:.intensity intensity] from the
-		[page:Light source] light into this one.
+			Copies the value of [page:.color color] and [page:.intensity intensity]
+			from the [page:Light source] light into this one.
 		</p>
 
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
-		meta -- object containing metadata such as materials, textures for objects.<br />
-		Convert the light to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+			meta -- object containing metadata such as materials, textures for
+			objects.<br />
+			Convert the light to three.js
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 
 		<h2>Source</h2>

+ 24 - 20
docs/api/en/lights/LightProbe.html

@@ -12,21 +12,26 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional,
-			point or spot lights), light probes do not emit light. Instead they store information about light passing through
-			3D space. During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
+			Light probes are an alternative way of adding light to a 3D scene. Unlike
+			classical light sources (e.g. directional, point or spot lights), light
+			probes do not emit light. Instead they store information about light
+			passing through 3D space. During rendering, the light that hits a 3D
+			object is approximated by using the data from the light probe.
 		</p>
 
 		<p class="desc">
-			Light probes are usually created from (radiance) environment maps. The class [page:LightProbeGenerator] can
-			be used to create light probes from instances of [page:CubeTexture] or [page:WebGLCubeRenderTarget].
-			However, light estimation data could also be provided in other forms e.g. by WebXR. This enables the rendering
-			of augmented reality content that reacts to real world lighting.
+			Light probes are usually created from (radiance) environment maps. The
+			class [page:LightProbeGenerator] can be used to create light probes from
+			instances of [page:CubeTexture] or [page:WebGLCubeRenderTarget]. However,
+			light estimation data could also be provided in other forms e.g. by WebXR.
+			This enables the rendering of augmented reality content that reacts to
+			real world lighting.
 		</p>
 
 		<p class="desc">
-			The current probe implementation in three.js supports so-called diffuse light probes. This type of light probe
-			is functionally equivalent to an irradiance environment map.
+			The current probe implementation in three.js supports so-called diffuse
+			light probes. This type of light probe is functionally equivalent to an
+			irradiance environment map.
 		</p>
 
 		<h2>Examples</h2>
@@ -39,22 +44,23 @@
 
 		<h3>[name]( [param:SphericalHarmonics3 sh], [param:Float intensity] )</h3>
 		<p>
-		[page:SphericalHarmonics3 sh] - (optional) An instance of [page:SphericalHarmonics3].<br />
-		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+			[page:SphericalHarmonics3 sh] - (optional) An instance of
+			[page:SphericalHarmonics3].<br />
+			[page:Float intensity] - (optional) Numeric value of the light probe's
+			intensity. Default is 1.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
 		<p>
-				See the base [page:Light Light] class for common properties. The [page:Light.color color] property is currently
-				not evaluated and thus has no effect.
+			See the base [page:Light Light] class for common properties. The
+			[page:Light.color color] property is currently not evaluated and thus has
+			no effect.
 		</p>
 
 		<h3>[property:Boolean isLightProbe]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:SphericalHarmonics3 sh]</h3>
 		<p>
@@ -62,9 +68,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>
-				See the base [page:Light Light] class for common methods.
-		</p>
+		<p>See the base [page:Light Light] class for common methods.</p>
 		<h2>Source</h2>
 
 		<p>

+ 51 - 43
docs/api/en/lights/PointLight.html

@@ -12,10 +12,12 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			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 />
+			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:PointLightShadow] page for details.
+			This light can cast shadows - see [page:PointLightShadow] page for
+			details.
 		</p>
 
 		<h2>Code Example</h2>
@@ -37,66 +39,72 @@ scene.add( light );
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
+		<h3>
+			[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )
+		</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br />
-			[page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
-			[page:Float decay] - The amount the light dims along the distance of the light. Default is 2.<br /><br />
+			[page:Integer color] - (optional) hexadecimal color of the light. Default
+			is 0xffffff (white).<br />
+			[page:Float intensity] - (optional) numeric value of the light's
+			strength/intensity. Default is 1.<br />
+			[page:Number distance] - Maximum range of the light. Default is 0 (no
+			limit).<br />
+			[page:Float decay] - The amount the light dims along the distance of the
+			light. Default is 2.<br /><br />
 
 			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
-		<p>
-			See the base [page:Light Light] class for common properties.
-		</p>
-		
+		<p>See the base [page:Light Light] class for common properties.</p>
+
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			If set to `true` light will cast dynamic shadows. *Warning*: This is expensive and
-			requires tweaking to get shadows looking right. See the [page:PointLightShadow] for details.
-			The default is `false`.
+			If set to `true` light will cast dynamic shadows. *Warning*: This is
+			expensive and requires tweaking to get shadows looking right. See the
+			[page:PointLightShadow] for details. The default is `false`.
 		</p>
 
 		<h3>[property:Float decay]</h3>
 		<p>
-			The amount the light dims along the distance of the light. Default is `2`.<br />
-			In context of physically-correct rendering the default value should not be changed.
+			The amount the light dims along the distance of the light. Default is
+			`2`.<br />
+			In context of physically-correct rendering the default value should not be
+			changed.
 		</p>
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			`Default mode` — When distance is zero, light does not attenuate. When distance is
-			non-zero, light will attenuate linearly from maximum intensity at the light's position down to
-			zero at this distance from the light.
-		</p>
-		<p>
-			`[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode` — When distance
-			is zero, light will attenuate according to inverse-square law to infinite distance. When
-			distance is non-zero, light will attenuate according to inverse-square law until near the
-			distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
-			are not physically correct.
+			`Default mode` — When distance is zero, light does not attenuate. When
+			distance is non-zero, light will attenuate linearly from maximum intensity
+			at the light's position down to zero at this distance from the light.
 		</p>
 		<p>
-			Default is `0.0`.
+			`[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode` —
+			When distance is zero, light will attenuate according to inverse-square
+			law to infinite distance. When distance is non-zero, light will attenuate
+			according to inverse-square law until near the distance cutoff, where it
+			will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
+			physically correct.
 		</p>
+		<p>Default is `0.0`.</p>
 
 		<h3>[property:Float intensity]</h3>
 		<p>
 			The light's intensity. Default is `1`.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminous
-			intensity of the light measured in candela (cd).<br /><br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			intensity is the luminous intensity of the light measured in candela
+			(cd).<br /><br />
 
 			Changing the intensity will also change the light's power.
-
 		</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
-			power of the light measured in lumens (lm). <br /><br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			power is the luminous power of the light measured in lumens (lm).
+			<br /><br />
 
 			Changing the power will also change the light's intensity.
 		</p>
@@ -105,26 +113,26 @@ scene.add( light );
 		<p>
 			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,
-			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
-			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
+			The lightShadow's [page:LightShadow.camera camera] is set to a
+			[page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
+			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near] 
+			clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping
+			plane at 500.
 		</p>
 
 		<h2>Methods</h2>
-		<p>
-			See the base [page:Light Light] class for common methods.
-		</p>
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-			Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 
 		<h3>[method:this copy]( [param:PointLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:PointLight source] to this
-		PointLight.
+			Copies value of all the properties from the [page:PointLight source] to
+			this PointLight.
 		</p>
 
 		<h2>Source</h2>

+ 35 - 37
docs/api/en/lights/RectAreaLight.html

@@ -12,16 +12,23 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be
-			used to simulate light sources such as bright windows or strip lighting.<br /><br />
+			RectAreaLight emits light uniformly across the face a rectangular plane.
+			This light type can be used to simulate light sources such as bright
+			windows or strip lighting.<br /><br />
 
 			Important Notes:
-			<ul>
-				<li>There is no shadow support.</li>
-				<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
-				<li>You have to include [link:https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene and call `init()`.</li>
-			</ul>
 		</p>
+		<ul>
+			<li>There is no shadow support.</li>
+			<li>
+				Only [page:MeshStandardMaterial MeshStandardMaterial] and
+				[page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.
+			</li>
+			<li>
+				You have to include
+				[link:https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene and call `init()`.
+			</li>
+		</ul>
 
 		<h2>Code Example</h2>
 
@@ -40,17 +47,18 @@ rectLight.add( rectLightHelper );
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_lights_rectarealight WebGL / rectarealight ]
-		</p>
+		<p>[example:webgl_lights_rectarealight WebGL / rectarealight ]</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float width], [param:Float height] )</h3>
+		<h3>
+			[name]( [param:Integer color], [param:Float intensity], [param:Float width], [param:Float height] )
+		</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) the light's intensity, or brightness. Default is 1.<br />
+			[page:Integer color] - (optional) hexadecimal color of the light. Default
+			is 0xffffff (white).<br />
+			[page:Float intensity] - (optional) the light's intensity, or brightness.
+			Default is 1.<br />
 			[page:Float width] - (optional) width of the light. Default is 10.<br />
 			[page:Float height] - (optional) height of the light. Default is 10.<br /><br />
 
@@ -58,54 +66,44 @@ rectLight.add( rectLightHelper );
 		</p>
 
 		<h2>Properties</h2>
-		<p>
-			See the base [page:Light Light] class for common properties.
-		</p>
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 		<h3>[property:Float height]</h3>
-		<p>
-			The height of the light.
-		</p>
+		<p>The height of the light.</p>
 
 		<h3>[property:Float intensity]</h3>
 		<p>
 			The light's intensity. Default is `1`.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminance
-			(brightness) of the light measured in nits (cd/m^2).<br /><br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			intensity is the luminance (brightness) of the light measured in nits
+			(cd/m^2).<br /><br />
 
 			Changing the intensity will also change the light's power.
-
 		</p>
 
 		<h3>[property:Boolean isRectAreaLight]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
-			power of the light measured in lumens (lm). <br /><br />
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			power is the luminous power of the light measured in lumens (lm).
+			<br /><br />
 
 			Changing the power will also change the light's intensity.
 		</p>
 
 		<h3>[property:Float width]</h3>
-		<p>
-			The width of the light.
-		</p>
+		<p>The width of the light.</p>
 
 		<h2>Methods</h2>
-		<p>
-			See the base [page:Light Light] class for common methods.
-		</p>
-
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 		<h3>[method:this copy]( [param:RectAreaLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:RectAreaLight source] to this
-		RectAreaLight.
+			Copies value of all the properties from the [page:RectAreaLight source] to
+			this RectAreaLight.
 		</p>
 
 		<p>

+ 71 - 78
docs/api/en/lights/SpotLight.html

@@ -12,10 +12,10 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This light gets emitted from a single point in one direction, along a cone that increases in size
-			the further from the light it gets. <br /><br />
-
-			This light can cast shadows - see the [page:SpotLightShadow] page for details.
+			This light gets emitted from a single point in one direction, along a cone
+			that increases in size the further from the light it gets. <br /><br />
+			This light can cast shadows - see the [page:SpotLightShadow] page for
+			details.
 		</p>
 
 		<h2>Code Example</h2>
@@ -39,130 +39,120 @@
 		</code>
 
 		<h2>Examples</h2>
-
 		<p>
 			[example:webgl_lights_spotlight lights / spotlight ]<br />
 			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 
 		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )</h3>
-		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br />
-			[page:Float distance] - Maximum range of the light. Default is 0 (no limit).<br />
-			[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
-			bound is Math.PI/2.<br />
-			[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
-			Takes values between zero and 1. Default is zero.<br />
-			[page:Float decay] - The amount the light dims along the distance of the light.<br /><br />
-
+		<h3>
+			[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )
+		</h3>
+		<p>
+			[page:Integer color] - (optional) hexadecimal color of the light. Default
+			is 0xffffff (white).<br />
+			[page:Float intensity] - (optional) numeric value of the light's
+			strength/intensity. Default is 1.<br />
+			[page:Float distance] - Maximum range of the light. Default is 0 (no
+			limit).<br />
+			[page:Radians angle] - Maximum angle of light dispersion from its
+			direction whose upper bound is Math.PI/2.<br />
+			[page:Float penumbra] - Percent of the spotlight cone that is attenuated
+			due to penumbra. Takes values between zero and 1. Default is zero.<br />
+			[page:Float decay] - The amount the light dims along the distance of the
+			light.<br /><br />
 			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
-
 		<p>See the base [page:Light Light] class for common properties.</p>
 
 		<h3>[property:Float angle]</h3>
 		<p>
-			Maximum extent of the spotlight, in radians, from its direction. Should be no more than
-			`Math.PI/2`. The default is `Math.PI/3`.
+			Maximum extent of the spotlight, in radians, from its direction. Should be
+			no more than `Math.PI/2`. The default is `Math.PI/3`.
 		</p>
 
-
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			If set to `true` light will cast dynamic shadows. *Warning*: This is expensive and
-			requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
-			The default is `false`.
+			If set to `true` light will cast dynamic shadows. *Warning*: This is
+			expensive and requires tweaking to get shadows looking right. See the
+			[page:SpotLightShadow] for details. The default is `false`.
 		</p>
 
 		<h3>[property:Float decay]</h3>
 		<p>
-			The amount the light dims along the distance of the light. Default is `2`.<br />
-			In context of physically-correct rendering the default value should not be changed.
+			The amount the light dims along the distance of the light. Default is
+			`2`.<br />
+			In context of physically-correct rendering the default value should not be
+			changed.
 		</p>
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			`Default mode` — When distance is zero, light does not attenuate. When distance is
-			non-zero, light will attenuate linearly from maximum intensity at the light's position down to
-			zero at this distance from the light.
-		</p>
-		<p>
-			`[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode` — When distance
-			is zero, light will attenuate according to inverse-square law to infinite distance. When
-			distance is non-zero, light will attenuate according to inverse-square law until near the
-			distance cutoff, where it will then attenuate quickly and smoothly to `0`. Inherently, cutoffs
-			are not physically correct.
+			`Default mode` — When distance is zero, light does not attenuate. When
+			distance is non-zero, light will attenuate linearly from maximum intensity
+			at the light's position down to zero at this distance from the light.
 		</p>
 		<p>
-			Default is `0.0`.
+			`[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode` —
+			When distance is zero, light will attenuate according to inverse-square
+			law to infinite distance. When distance is non-zero, light will attenuate
+			according to inverse-square law until near the distance cutoff, where it
+			will then attenuate quickly and smoothly to `0`. Inherently, cutoffs are
+			not physically correct.
 		</p>
+		<p>Default is `0.0`.</p>
 
 		<h3>[property:Float intensity]</h3>
 		<p>
 			The light's intensity. Default is `1`.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, intensity is the luminous
-			intensity of the light measured in candela (cd).<br /><br />
-
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			intensity is the luminous intensity of the light measured in candela
+			(cd).<br /><br />
 			Changing the intensity will also change the light's power.
-
 		</p>
 
 		<h3>[property:Boolean isSpotLight]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float penumbra]</h3>
 		<p>
-			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
-			zero and 1. The default is `0.0`.
+			Percent of the spotlight cone that is attenuated due to penumbra. Takes
+			values between zero and 1. The default is `0.0`.
 		</p>
 
 		<h3>[property:Vector3 position]</h3>
 		<p>
-			This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the light shines from the top down.
+			This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the
+			light shines from the top down.
 		</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, power is the luminous
-			power of the light measured in lumens (lm). <br /><br />
-
+			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode,
+			power is the luminous power of the light measured in lumens (lm).
+			<br /><br />
 			Changing the power will also change the light's intensity.
 		</p>
 
-
 		<h3>[property:SpotLightShadow shadow]</h3>
-		<p>
-			A [page:SpotLightShadow] used to calculate shadows for this light.
-		</p>
-
+		<p>A [page:SpotLightShadow] used to calculate shadows for this light.</p>
 
 		<h3>[property:Object3D target]</h3>
 		<p>
-			The Spotlight points from its [page:.position position] to target.position. The default
-			position of the target is *(0, 0, 0)*.<br />
-
-			*Note*: For the target's position to be changed to anything other than the default,
-			it must be added to the [page:Scene scene] using
-			<code>
-				scene.add( light.target );
-			</code>
-
-			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
-			updated each frame.<br /><br />
-
-			It is also possible to set the target to be another object in the scene (anything with a
-			[page:Object3D.position position] property), like so:
+			The Spotlight points from its [page:.position position] to
+			target.position. The default position of the target is *(0, 0, 0)*.<br />
+			*Note*: For the target's position to be changed to anything other than the
+			default, it must be added to the [page:Scene scene] using
+			<code> scene.add( light.target ); </code>
+			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets
+			automatically updated each frame.<br /><br />
+			It is also possible to set the target to be another object in the scene
+			(anything with a [page:Object3D.position position] property), like so:
 			<code>
-const targetObject = new THREE.Object3D();
+const targetObject = new THREE.Object3D(); 
 scene.add(targetObject);
 
 light.target = targetObject;
@@ -172,10 +162,12 @@ light.target = targetObject;
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			A [page:Texture] used to modulate the color of the light. The spot light color is mixed
-			with the RGB value of this texture, with a ratio corresponding to its
-			alpha value. The cookie-like masking effect is reproduced using pixel values (0, 0, 0, 1-cookie_value).
-			*Warning*: [param:SpotLight map] is disabled if [param:SpotLight castShadow] is *false*. 
+			A [page:Texture] used to modulate the color of the light. The spot light
+			color is mixed with the RGB value of this texture, with a ratio
+			corresponding to its alpha value. The cookie-like masking effect is
+			reproduced using pixel values (0, 0, 0, 1-cookie_value). *Warning*:
+			[param:SpotLight map] is disabled if [param:SpotLight castShadow] is
+			*false*.
 		</p>
 
 		<h2>Methods</h2>
@@ -184,13 +176,14 @@ light.target = targetObject;
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-			Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 
 		<h3>[method:this copy]( [param:SpotLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:SpotLight source] to this
-		SpotLight.
+			Copies value of all the properties from the [page:SpotLight source] to
+			this SpotLight.
 		</p>
 
 		<p>

+ 19 - 20
docs/api/en/lights/shadows/DirectionalLightShadow.html

@@ -12,11 +12,12 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.<br /><br />
+			This is used internally by [page:DirectionalLight DirectionalLights] for
+			calculating shadows.<br /><br />
 
-			Unlike the other shadow classes, this uses an [page:OrthographicCamera] to calculate the shadows,
-			rather than a [page:PerspectiveCamera]. This is because light rays from a [page:DirectionalLight]
-			are parallel.
+			Unlike the other shadow classes, this uses an [page:OrthographicCamera] to
+			calculate the shadows, rather than a [page:PerspectiveCamera]. This is
+			because light rays from a [page:DirectionalLight] are parallel.
 		</p>
 
 		<h2>Code Example</h2>
@@ -62,8 +63,8 @@
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<p>
-			Creates a new [name]. This is not intended to be called directly - it is called
-			internally by [page:DirectionalLight].
+			Creates a new [name]. This is not intended to be called directly - it is
+			called internally by [page:DirectionalLight].
 		</p>
 
 		<h2>Properties</h2>
@@ -73,25 +74,23 @@
 
 		<h3>[property:Camera camera]</h3>
 		<p>
-			The light's view of the world. This is used to generate a depth map of the scene; objects behind
-			other objects from the light's perspective will be in shadow.<br /><br />
-
-			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
-			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
-			and [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
-			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
+			The light's view of the world. This is used to generate a depth map of the
+			scene; objects behind other objects from the light's perspective will be
+			in shadow.<br /><br />
+
+			The default is an [page:OrthographicCamera] with
+			[page:OrthographicCamera.left left] and [page:OrthographicCamera.bottom bottom]
+			set to -5, [page:OrthographicCamera.right right] and
+			[page:OrthographicCamera.top top] set to 5, the
+			[page:OrthographicCamera.near near] clipping plane at 0.5 and the
+			[page:OrthographicCamera.far far] clipping plane at 500.
 		</p>
 
 		<h3>[property:Boolean isDirectionalLightShadow]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
-		<p>
-			See the base [page:LightShadow LightShadow] class for common methods.
-		</p>
+		<p>See the base [page:LightShadow LightShadow] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 61 - 52
docs/api/en/lights/shadows/LightShadow.html

@@ -7,146 +7,155 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		<h1>[name]</h1>
 
-		<p class="desc">
-			Serves as a base class for the other shadow classes.
-		</p>
-
+		<p class="desc">Serves as a base class for the other shadow classes.</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Camera camera] )</h3>
 		<p>
-		[page:Camera camera] - the light's view of the world.<br /><br />
+			[page:Camera camera] - the light's view of the world.<br /><br />
 
-		Create a new [name]. This is not intended to be called directly - it is used as a base class by
-		other light shadows.
+			Create a new [name]. This is not intended to be called directly - it is
+			used as a base class by other light shadows.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean autoUpdate]</h3>
 		<p>
-			Enables automatic updates of the light's shadow. Default is `true`.
-			If you do not require dynamic lighting / shadows, you may set this to `false`.
+			Enables automatic updates of the light's shadow. Default is `true`. If you
+			do not require dynamic lighting / shadows, you may set this to `false`.
 		</p>
 
 		<h3>[property:Camera camera]</h3>
 		<p>
-			The light's view of the world. This is used to generate a depth map of the scene; objects behind
-			other objects from the light's perspective will be in shadow.
+			The light's view of the world. This is used to generate a depth map of the
+			scene; objects behind other objects from the light's perspective will be
+			in shadow.
 		</p>
 
 		<h3>[property:Float bias]</h3>
 		<p>
-			Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
-			The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artifacts in shadows
+			Shadow map bias, how much to add or subtract from the normalized depth
+			when deciding whether a surface is in shadow.<br />
+			The default is 0. Very tiny adjustments here (in the order of 0.0001) may
+			help reduce artifacts in shadows
 		</p>
 
 		<h3>[property:Integer blurSamples]</h3>
-		<p>
-			The amount of samples to use when blurring a VSM shadow map.
-		</p>
+		<p>The amount of samples to use when blurring a VSM shadow map.</p>
 
 		<h3>[property:WebGLRenderTarget map]</h3>
 		<p>
-			The depth map generated using the internal camera; a location beyond a pixel's depth is
-			in shadow. Computed internally during rendering.
+			The depth map generated using the internal camera; a location beyond a
+			pixel's depth is in shadow. Computed internally during rendering.
 		</p>
 
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<p>
-			The distribution map generated using the internal camera; an occlusion is calculated based
-			on the distribution of depths. Computed internally during rendering.
+			The distribution map generated using the internal camera; an occlusion is
+			calculated based on the distribution of depths. Computed internally during
+			rendering.
 		</p>
 
 		<h3>[property:Vector2 mapSize]</h3>
 		<p>
 			A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
 
-			Higher values give better quality shadows at the cost of computation time. Values must be
-			powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device,
-			although the width and height don't have to be the same (so, for example, (512, 1024) is valid).
-			The default is *( 512, 512 )*.
+			Higher values give better quality shadows at the cost of computation time.
+			Values must be powers of 2, up to the
+			[page:WebGLRenderer.capabilities].maxTextureSize for a given device,
+			although the width and height don't have to be the same (so, for example,
+			(512, 1024) is valid). The default is *( 512, 512 )*.
 		</p>
 
 		<h3>[property:Matrix4 matrix]</h3>
 		<p>
-			Model to shadow camera space, to compute location and depth in shadow map. Stored
-			in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
+			Model to shadow camera space, to compute location and depth in shadow map.
+			Stored in a [page:Matrix4 Matrix4]. This is computed internally during
+			rendering.
 		</p>
 
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
-			When set to `true`, shadow maps will be updated in the next `render` call. Default is `false`.
-			If you have set [page:.autoUpdate] to `false`, you will need to set this property to `true` and then make a render call to update the light's shadow.
+			When set to `true`, shadow maps will be updated in the next `render` call.
+			Default is `false`. If you have set [page:.autoUpdate] to `false`, you
+			will need to set this property to `true` and then make a render call to
+			update the light's shadow.
 		</p>
 
 		<h3>[property:Float normalBias]</h3>
 		<p>
-			Defines how much the position used to query the shadow map is offset along the object normal.
-			The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
+			Defines how much the position used to query the shadow map is offset along
+			the object normal. The default is 0. Increasing this value can be used to
+			reduce shadow acne especially in large scenes where light shines onto
+			geometry at a shallow angle. The cost is that shadows may appear
+			distorted.
 		</p>
 
 		<h3>[property:Float radius]</h3>
 		<p>
-			Setting this to values greater than 1 will blur the edges of the shadow.<br />
+			Setting this to values greater than 1 will blur the edges of the
+			shadow.<br />
 
-			High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
-			will allow for a higher value to be used here before these effects become visible.<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
-			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
+			High values will cause unwanted banding effects in the shadows - a greater
+			[page:.mapSize mapSize] will allow for a higher value to be used here
+			before these effects become visible.<br />
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], 
+			radius has no effect and it is recommended to increase
+			softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
 
-			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
+			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is
+			set to [page:Renderer BasicShadowMap].
 		</p>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:Vector2 getFrameExtents]()</h3>
 		<p>
-		Used internally by the renderer to extend the shadow map to contain all viewports
+			Used internally by the renderer to extend the shadow map to contain all
+			viewports
 		</p>
 
 		<h3>[method:undefined updateMatrices]( [param:Light light] )</h3>
 		<p>
-		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
+			Update the matrices for the camera and shadow, used internally by the
+			renderer.<br /><br />
 
-		light -- the light for which the shadow is being rendered.
+			light -- the light for which the shadow is being rendered.
 		</p>
 
 		<h3>[method:Frustum getFrustum]()</h3>
 		<p>
-		Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
+			Gets the shadow cameras frustum. Used internally by the renderer to cull
+			objects.
 		</p>
 
 		<h3>[method:number getViewportCount]()</h3>
 		<p>
-		Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
+			Used internally by the renderer to get the number of viewports that need
+			to be rendered for this shadow.
 		</p>
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-		Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 
 		<h3>[method:this copy]( [param:LightShadow source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:LightShadow source] to this
-		Light.
+			Copies value of all the properties from the [page:LightShadow source] to
+			this Light.
 		</p>
 
 		<h3>[method:LightShadow clone]()</h3>
-		<p>
-		Creates a new LightShadow with the same properties as this one.
-		</p>
+		<p>Creates a new LightShadow with the same properties as this one.</p>
 
 		<h3>[method:Object toJSON]()</h3>
-		<p>
-		Serialize this LightShadow.
-		</p>
+		<p>Serialize this LightShadow.</p>
 
 		<h2>Source</h2>
 

+ 13 - 14
docs/api/en/lights/shadows/PointLightShadow.html

@@ -12,10 +12,10 @@
 		<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>
 
-
 		<h2>Code Example</h2>
 		<code>
 		//Create a WebGLRenderer and turn on shadows in the renderer
@@ -58,8 +58,8 @@
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<p>
-			Creates a new [name]. This is not intended to be called directly - it is called
-			internally by [page:PointLight].
+			Creates a new [name]. This is not intended to be called directly - it is
+			called internally by [page:PointLight].
 		</p>
 
 		<h2>Properties</h2>
@@ -68,22 +68,21 @@
 		</p>
 
 		<h3>[property:Boolean isPointLightShadow]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 
-		<p>
-			See the base [page:LightShadow LightShadow] class for common methods.
-		</p>
+		<p>See the base [page:LightShadow LightShadow] class for common methods.</p>
 
-		<h3>[method:undefined updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
+		<h3>
+			[method:undefined updateMatrices]( [param:Light light], [param:number viewportIndex])
+		</h3>
 		<p>
-		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
+			Update the matrices for the camera and shadow, used internally by the
+			renderer.<br /><br />
 
-		light -- the light for which the shadow is being rendered.<br />
-		viewportIndex -- calculates the matrix for this viewport
+			light -- the light for which the shadow is being rendered.<br />
+			viewportIndex -- calculates the matrix for this viewport
 		</p>
 
 		<h2>Source</h2>

+ 26 - 18
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -12,7 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is used internally by [page:SpotLight SpotLights] for calculating shadows.
+			This is used internally by [page:SpotLight SpotLights] for calculating
+			shadows.
 		</p>
 
 		<h2>Code Example</h2>
@@ -56,35 +57,42 @@
 
 		<h2>Constructor</h2>
 
-		<p>The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.</p>
+		<p>
+			The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to
+			manage the shadow's view of the world.
+		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:LightShadow LightShadow] class for common properties.</p>
-
+		<p>
+			See the base [page:LightShadow LightShadow] class for common properties.
+		</p>
 
 		<h3>[property:Camera camera]</h3>
 		<p>
-			The light's view of the world. This is used to generate a depth map of the scene; objects behind
-			other objects from the light's perspective will be in shadow.<br /><br />
-
-			The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at `0.5`.
-			The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
-			[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
-			[page:PerspectiveCamera.aspect aspect] property will track the aspect of the
-			[page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
-			set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to `500`.
-
+			The light's view of the world. This is used to generate a depth map of the
+			scene; objects behind other objects from the light's perspective will be
+			in shadow.<br /><br />
+
+			The default is a [page:PerspectiveCamera] with
+			[page:PerspectiveCamera.near near] clipping plane at `0.5`. The
+			[page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] 
+			property of the owning [page:SpotLight SpotLight] via the
+			[page:SpotLightShadow.update update] method. Similarly, the
+			[page:PerspectiveCamera.aspect aspect] property will track the aspect of
+			the [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] 
+			property of the light is set, the [page:PerspectiveCamera.far far] 
+			clipping plane will track that, otherwise it defaults to `500`.
 		</p>
 
 		<h3>[property:Number focus]</h3>
 		<p>
-			Used to focus the shadow camera. The camera's field of view is set as a percentage of the spotlight's field-of-view. Range is `[0, 1]`. Default is `1.0`.<br/>
+			Used to focus the shadow camera. The camera's field of view is set as a
+			percentage of the spotlight's field-of-view. Range is `[0, 1]`. Default is
+			`1.0`.<br />
 		</p>
 
 		<h3>[property:Boolean isSpotLightShadow]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:LightShadow LightShadow] class for common methods.</p>

+ 22 - 17
docs/api/en/loaders/AnimationLoader.html

@@ -12,8 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Class for loading [page:AnimationClip AnimationClips] in JSON format.
-			This uses the [page:FileLoader] internally for loading files.
+			Class for loading [page:AnimationClip AnimationClips] in JSON format. This
+			uses the [page:FileLoader] internally for loading files.
 		</p>
 
 		<h2>Code Example</h2>
@@ -48,9 +48,9 @@
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
-
-		Creates a new [name].
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -59,27 +59,32 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:AnimationClip animation clips].<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called if load errors.<br /><br />
-
-		Begin loading from url and pass the loaded animation to onLoad.
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded [page:AnimationClip animation clips].<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called if load errors.<br /><br />
+			Begin loading from url and pass the loaded animation to onLoad.
 		</p>
 
 		<h3>[method:Array parse]( [param:JSON json] )</h3>
 		<p>
-		[page:JSON json] — required<br /><br />
-
-		Parse the JSON object and return an array of animation clips. Individual clips in the object will
-		be parsed with [page:AnimationClip.parse].
+			[page:JSON json] — required<br /><br />
+			Parse the JSON object and return an array of animation clips. Individual
+			clips in the object will be parsed with [page:AnimationClip.parse].
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 21 - 10
docs/api/en/loaders/AudioLoader.html

@@ -13,8 +13,9 @@
 
 		<p class="desc">
 			Class for loading an
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBuffer AudioBuffer].
-			This uses the [page:FileLoader] internally for loading files.
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBuffer AudioBuffer]. 
+			This uses the [page:FileLoader] internally for loading
+			files.
 		</p>
 
 		<h2>Code Example</h2>
@@ -65,9 +66,10 @@
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -76,16 +78,25 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded text response.<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and pass the loaded [page:String AudioBuffer] to onLoad.
+			Begin loading from url and pass the loaded [page:String AudioBuffer] to
+			onLoad.
 		</p>
 
 		<h2>Source</h2>

+ 22 - 18
docs/api/en/loaders/BufferGeometryLoader.html

@@ -12,8 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A loader for loading a [page:BufferGeometry].
-			This uses the [page:FileLoader] internally for loading files.
+			A loader for loading a [page:BufferGeometry]. This uses the
+			[page:FileLoader] internally for loading files.
 		</p>
 
 		<h2>Code Example</h2>
@@ -48,19 +48,16 @@
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_performance WebGL / performance]
-		</p>
+		<p>[example:webgl_performance WebGL / performance]</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
 		</p>
+		<p>Creates a new [name].</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Loader] class for common properties.</p>
@@ -68,26 +65,33 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].d<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:BufferGeometry].<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded [page:BufferGeometry].<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and call onLoad with the parsed response content.
+			Begin loading from url and call onLoad with the parsed response content.
 		</p>
 
 		<h3>[method:BufferGeometry parse]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — The `JSON` structure to parse.<br /><br />
-		Parse a `JSON` structure and return a [page:BufferGeometry].
+			[page:Object json] — The `JSON` structure to parse.<br /><br />
+			Parse a `JSON` structure and return a [page:BufferGeometry].
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 12 - 15
docs/api/en/loaders/Cache.html

@@ -15,11 +15,8 @@
 
 		<h2>Code Example</h2>
 
-		<p>To enable caching across all loaders	that use [page:FileLoader], set</p>
-		<code>
-		THREE.Cache.enabled = true.
-		</code>
-
+		<p>To enable caching across all loaders that use [page:FileLoader], set</p>
+		<code> THREE.Cache.enabled = true. </code>
 
 		<h2>Examples</h2>
 
@@ -37,36 +34,36 @@
 		<h3>[property:Object files]</h3>
 		<p>An [page:Object object] that holds cached files.</p>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:undefined add]( [param:String key], [param:Object file] )</h3>
 		<p>
-		[page:String key] — the [page:String key] to reference the cached file by.<br />
-		[page:Object file] — The file to be cached.<br /><br />
+			[page:String key] — the [page:String key] to reference the cached file
+			by.<br />
+			[page:Object file] — The file to be cached.<br /><br />
 
-		Adds a cache entry with a key to reference the file. If this key already holds a file,
-		it is overwritten.
+			Adds a cache entry with a key to reference the file. If this key already
+			holds a file, it is overwritten.
 		</p>
 
 		<h3>[method:Any get]( [param:String key] )</h3>
 		<p>
-		[page:String key] — A string key <br /><br />
+			[page:String key] — A string key <br /><br />
 
-		Get the value of [page:String key]. If the key does not exist `undefined` is returned.
+			Get the value of [page:String key]. If the key does not exist `undefined`
+			is returned.
 		</p>
 
 		<h3>[method:undefined remove]( [param:String key] )</h3>
 		<p>
-		[page:String key] — A string key that references a cached file.<br /><br />
+			[page:String key] — A string key that references a cached file.<br /><br />
 
-		Remove the cached file associated with the key.
+			Remove the cached file associated with the key.
 		</p>
 
 		<h3>[method:undefined clear]()</h3>
 		<p>Remove all values from the cache.</p>
 
-
 		<h2>Source</h2>
 
 		<p>

+ 23 - 13
docs/api/en/loaders/CompressedTextureLoader.html

@@ -12,15 +12,16 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Abstract base class for block based textures loader (dds, pvr, ...).
-		This uses the [page:FileLoader] internally for loading files.
+			Abstract base class for block based textures loader (dds, pvr, ...). This
+			uses the [page:FileLoader] internally for loading files.
 		</p>
 
 		<h2>Examples</h2>
 
 		<p>
-			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/DDSLoader.js DDSLoader]
-			and [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/PVRLoader.js PVRLoader]
+			See the
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/DDSLoader.js DDSLoader] 
+			and [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/PVRLoader.js PVRLoader] 
 			for examples of derived classes.
 		</p>
 
@@ -28,10 +29,10 @@
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use.
-		Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -40,16 +41,25 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:CompressedTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:CompressedTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] (optional) — Will be called when load completes. The argument will be the loaded texture.<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] (optional) — Will be called when load completes.
+			The argument will be the loaded texture.<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and pass the loaded texture to onLoad. The method also returns a new texture object which can directly be used for material creation.
+			Begin loading from url and pass the loaded texture to onLoad. The method
+			also returns a new texture object which can directly be used for material
+			creation.
 		</p>
 
 		<h2>Source</h2>

+ 26 - 16
docs/api/en/loaders/CubeTextureLoader.html

@@ -12,8 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Class for loading a [page:CubeTexture CubeTexture].
-			This uses the [page:ImageLoader] internally for loading files.
+			Class for loading a [page:CubeTexture CubeTexture]. This uses the
+			[page:ImageLoader] internally for loading files.
 		</p>
 
 		<h2>Code Example</h2>
@@ -44,9 +44,10 @@ scene.background = new THREE.CubeTextureLoader()
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -55,24 +56,33 @@ scene.background = new THREE.CubeTextureLoader()
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:CubeTexture load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:CubeTexture load]( [param:String urls], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String urls] — array of 6 urls to images, one for each side of the CubeTexture.
-		The urls should be specified in the following order: pos-x, neg-x, pos-y, neg-y, pos-z, neg-z.
-		They can also be [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URIs].<br />
-		Note that, by convention, cube maps are specified in a coordinate system in which positive-x is to the right
-		when looking up the positive-z axis -- in other words, using a left-handed coordinate system.
-		Since three.js uses a right-handed coordinate system, environment maps used in three.js will have pos-x and neg-x swapped.<br />
-		[page:Function onLoad] (optional) — Will be called when load completes. The argument will be the loaded [page:CubeTexture texture].<br />
-		[page:Function onProgress] (optional) — This callback function is currently not supported.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:String urls] — array of 6 urls to images, one for each side of the
+			CubeTexture. The urls should be specified in the following order: pos-x,
+			neg-x, pos-y, neg-y, pos-z, neg-z. They can also be
+			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URIs].<br />
+			Note that, by convention, cube maps are specified in a coordinate system
+			in which positive-x is to the right when looking up the positive-z axis --
+			in other words, using a left-handed coordinate system. Since three.js uses
+			a right-handed coordinate system, environment maps used in three.js will
+			have pos-x and neg-x swapped.<br />
+			[page:Function onLoad] (optional) — Will be called when load completes.
+			The argument will be the loaded [page:CubeTexture texture].<br />
+			[page:Function onProgress] (optional) — This callback function is
+			currently not supported.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and pass the loaded [page:CubeTexture texture] to onLoad. The method also returns a new texture object which can directly be used for material creation.
+			Begin loading from url and pass the loaded [page:CubeTexture texture] to
+			onLoad. The method also returns a new texture object which can directly be
+			used for material creation.
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 24 - 16
docs/api/en/loaders/DataTextureLoader.html

@@ -12,26 +12,25 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Abstract base class to load generic binary textures formats (rgbe, hdr, ...).
-		This uses the [page:FileLoader] internally for loading files, and creates a new
-		[page:DataTexture].
+			Abstract base class to load generic binary textures formats (rgbe, hdr,
+			...). This uses the [page:FileLoader] internally for loading files, and
+			creates a new [page:DataTexture].
 		</p>
 
 		<h2>Examples</h2>
-
 		<p>
-			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/RGBELoader.js RGBELoader]
+			See the
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/RGBELoader.js RGBELoader] 
 			for an example of a derived class.
 		</p>
 
 		<h2>Constructor</h2>
-
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use.
-		Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -40,20 +39,29 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:DataTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:DataTexture load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] (optional) — Will be called when load completes. The argument will be the loaded texture.<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses.The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] (optional) — Will be called when load completes.
+			The argument will be the loaded texture.<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses.The argument will be the ProgressEvent instance, which contains
+			.[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer
+			loaded]. If the server does not set the Content-Length header;
+			.[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and pass the loaded texture to onLoad. The method also returns a new texture object which can directly be used for material creation.
+			Begin loading from url and pass the loaded texture to onLoad. The method
+			also returns a new texture object which can directly be used for material
+			creation.
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 41 - 21
docs/api/en/loaders/FileLoader.html

@@ -12,8 +12,9 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A low level class for loading resources with Fetch, used internally by most loaders.
-			It can also be used directly to load any file type that does not have a loader.
+			A low level class for loading resources with Fetch, used internally by
+			most loaders. It can also be used directly to load any file type that does
+			not have a loader.
 		</p>
 
 		<h2>Code Example</h2>
@@ -46,17 +47,18 @@
 		<p>
 			*Note:* The cache must be enabled using
 			<code>THREE.Cache.enabled = true;</code>
-			This is a global property and only needs to be set once to be used by all loaders that use FileLoader internally.
-			[page:Cache Cache] is a cache module that holds the response from each request made through this loader, so each file is requested once.
+			This is a global property and only needs to be set once to be used by all
+			loaders that use FileLoader internally. [page:Cache Cache] is a cache
+			module that holds the response from each request made through this loader,
+			so each file is requested once.
 		</p>
 
-
 		<h2>Constructor</h2>
 
 		<h3>[name] ( [param:LoadingManager manager] )</h3>
 		<p>
-			[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use.
-			Default is [page:DefaultLoadingManager].
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:DefaultLoadingManager].
 		</p>
 
 		<h2>Properties</h2>
@@ -64,22 +66,34 @@
 
 		<h3>[property:String mimeType]</h3>
 		<p>
-			The expected [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType].
+			The expected
+			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType].
 			See [page:.setMimeType]. Default is `undefined`.
 		</p>
 
 		<h3>[property:String responseType]</h3>
-		<p>The expected response type. See [page:.setResponseType]. Default is `undefined`.</p>
+		<p>
+			The expected response type. See [page:.setResponseType]. Default is
+			`undefined`.
+		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
 			[page:String url] — the path or URL to the file. This can also be a
-				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-			[page:Function onLoad] (optional) — Will be called when loading completes. The argument will be the loaded response.<br />
-			[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
+			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
+			[page:Function onLoad] (optional) — Will be called when loading completes.
+			The argument will be the loaded response.<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
 			[page:Function onError] (optional) — Will be called if an error occurs.<br /><br />
 
 			Load the URL and pass the response to the onLoad function.
@@ -87,21 +101,27 @@
 
 		<h3>[method:this setMimeType]( [param:String mimeType] )</h3>
 		<p>
-			Set the expected [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
-			of the file being loaded. Note that in many cases this will be determined automatically, so by default it is `undefined`.
+			Set the expected
+			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType] 
+			of the file being loaded. Note that in many cases this will be
+			determined automatically, so by default it is `undefined`.
 		</p>
 
 		<h3>[method:this setResponseType]( [param:String responseType] )</h3>
 		<p>
 			Change the response type. Valid values are:<br />
-			[page:String text] or empty string (default) - returns the data as [page:String String].<br />
-			[page:String arraybuffer] - loads the data into a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer] and returns that.<br />
-			[page:String blob] - returns the data as a [link:https://developer.mozilla.org/en/docs/Web/API/Blob Blob].<br />
-			[page:String document] - parses the file using the [link:https://developer.mozilla.org/en-US/docs/Web/API/DOMParser DOMParser].<br />
-			[page:String json] - parses the file using [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/parse JSON.parse].<br />
+			[page:String text] or empty string (default) - returns the data as
+			[page:String String].<br />
+			[page:String arraybuffer] - loads the data into a
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer] and returns that.<br />
+			[page:String blob] - returns the data as a
+			[link:https://developer.mozilla.org/en/docs/Web/API/Blob Blob].<br />
+			[page:String document] - parses the file using the
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/DOMParser DOMParser].<br />
+			[page:String json] - parses the file using
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/parse JSON.parse].<br />
 		</p>
 
-
 		<h2>Source</h2>
 
 		<p>

+ 37 - 24
docs/api/en/loaders/ImageBitmapLoader.html

@@ -12,16 +12,21 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A loader for loading an [page:Image] as an [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap].
-			An ImageBitmap provides an asynchronous and resource efficient pathway to prepare textures for rendering in WebGL.<br/>
-			Unlike [page:FileLoader], [name] does not avoid multiple concurrent requests to the same URL.
+			A loader for loading an [page:Image] as an
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap]. An ImageBitmap provides an asynchronous and resource
+			efficient pathway to prepare textures for rendering in WebGL.<br />
+			Unlike [page:FileLoader], [name] does not avoid multiple concurrent
+			requests to the same URL.
 		</p>
 
 		<p>
-			Note that [page:Texture.flipY] and [page:Texture.premultiplyAlpha] with [link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] are ignored.
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] needs these configuration on bitmap creation
-			unlike regular images need them on uploading to GPU. You need to set the equivalent options via [page:ImageBitmapLoader.setOptions]
-			instead. Refer to [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
+			Note that [page:Texture.flipY] and [page:Texture.premultiplyAlpha] with
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] are ignored.
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap ImageBitmap] 
+			needs these configuration on bitmap creation unlike regular
+			images need them on uploading to GPU. You need to set the equivalent
+			options via [page:ImageBitmapLoader.setOptions] instead. Refer to
+			[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
 		</p>
 
 		<h2>Code Example</h2>
@@ -49,55 +54,63 @@
 
 			// onError callback
 			function ( err ) {
-				console.log( 'An error happened' );
+				console.log( 'An error happened' ); 
 			}
 		);
 		</code>
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]
-		</p>
+		<p>[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Loader] class for common properties.</p>
 
 		<h3>[property:Boolean isImageBitmapLoader]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:String options]</h3>
-		<p>An optional object that sets options for the internally used [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] factory method. Default is `undefined`.</p>
+		<p>
+			An optional object that sets options for the internally used
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] 
+			factory method. Default is `undefined`.
+		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Image image].<br />
-		[page:Function onProgress] (optional) — This callback function is currently not supported.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded [page:Image image].<br />
+			[page:Function onProgress] (optional) — This callback function is
+			currently not supported.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and return the [page:ImageBitmap image] object that will contain the data.
+			Begin loading from url and return the [page:ImageBitmap image] object that
+			will contain the data.
 		</p>
 
 		<h3>[method:this setOptions]( [param:Object options] )</h3>
 		<p>
-			Sets the options object for [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
+			Sets the options object for
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
 		</p>
 
 		<h2>Source</h2>

+ 18 - 12
docs/api/en/loaders/ImageLoader.html

@@ -12,8 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A loader for loading an [page:Image].
-			This is used internally by the
+			A loader for loading an [page:Image]. This is used internally by the
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
 		</p>
 
@@ -47,8 +46,9 @@
 		</code>
 
 		<p>
-		Please note three.js r84 dropped support for ImageLoader progress events. For an ImageLoader
-		that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639 this thread].
+			Please note three.js r84 dropped support for ImageLoader progress events.
+			For an ImageLoader that supports progress events, see
+			[link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639 this thread].
 		</p>
 
 		<h2>Examples</h2>
@@ -62,9 +62,10 @@
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -73,16 +74,21 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:HTMLImageElement load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:HTMLImageElement load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Image image].<br />
-		[page:Function onProgress] (optional) — This callback function is currently not supported.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded [page:Image image].<br />
+			[page:Function onProgress] (optional) — This callback function is
+			currently not supported.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and return the [page:Image image] object that will contain the data.
+			Begin loading from url and return the [page:Image image] object that will
+			contain the data.
 		</p>
 
 		<h2>Source</h2>

+ 50 - 34
docs/api/en/loaders/Loader.html

@@ -11,106 +11,122 @@
 
 		<p class="desc">Base class for implementing loaders.</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-			[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-			Creates a new [name].
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
 		</p>
-
+		<p>Creates a new [name].</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:String crossOrigin]</h3>
 		<p>
-		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		Default is `anonymous`.
+			The crossOrigin string to implement CORS for loading the url from a
+			different domain that allows CORS. Default is `anonymous`.
 		</p>
 
 		<h3>[property:Boolean withCredentials]</h3>
 		<p>
-			Whether the XMLHttpRequest uses credentials. See [page:.setWithCredentials].
-			Default is `false`.
+			Whether the XMLHttpRequest uses credentials. See
+			[page:.setWithCredentials]. Default is `false`.
 		</p>
 
 		<h3>[property:LoadingManager manager]</h3>
 		<p>
-			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
+			The [page:LoadingManager loadingManager] the loader is using. Default is
+			[page:DefaultLoadingManager].
 		</p>
 
 		<h3>[property:String path]</h3>
 		<p>
-			The base path from which the asset will be loaded.
-			Default is the empty string.
+			The base path from which the asset will be loaded. Default is the empty
+			string.
 		</p>
 
 		<h3>[property:String resourcePath]</h3>
 		<p>
-			The base path from which additional resources like textures will be loaded.
-			Default is the empty string.
+			The base path from which additional resources like textures will be
+			loaded. Default is the empty string.
 		</p>
 
 		<h3>[property:Object requestHeader]</h3>
 		<p>
-			The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is empty object.
+			The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] 
+			used in HTTP request. See [page:.setRequestHeader].
+			Default is empty object.
 		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:undefined load]()</h3>
 		<p>
-			This method needs to be implement by all concrete loaders. It holds the logic for loading the asset from the backend.
+			This method needs to be implement by all concrete loaders. It holds the
+			logic for loading the asset from the backend.
 		</p>
 
-		<h3>[method:Promise loadAsync]( [param:String url], [param:Function onProgress] )</h3>
+		<h3>
+			[method:Promise loadAsync]( [param:String url], [param:Function onProgress] )
+		</h3>
 		<p>
-		[page:String url] — A string containing the path/URL of the file to be loaded.<br />
-		[page:Function onProgress] (optional) — A function to be called while the loading is in progress. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
+			[page:String url] — A string containing the path/URL of the file to be
+			loaded.<br />
+			[page:Function onProgress] (optional) — A function to be called while the
+			loading is in progress. The argument will be the ProgressEvent instance,
+			which contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
 		</p>
 		<p>
-		This method is equivalent to [page:.load], but returns a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promise].
+			This method is equivalent to [page:.load], but returns a
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promise].
 		</p>
 		<p>
-		[page:Function onLoad] is handled by [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise/resolve Promise.resolve] and [page:Function onError] is handled by [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise/reject Promise.reject].
+			[page:Function onLoad] is handled by
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise/resolve Promise.resolve]
+			and [page:Function onError] is handled by
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise/reject Promise.reject].
 		</p>
 
 		<h3>[method:undefined parse]()</h3>
 		<p>
-			This method needs to be implement by all concrete loaders. It holds the logic for parsing the asset into three.js entities.
+			This method needs to be implement by all concrete loaders. It holds the
+			logic for parsing the asset into three.js entities.
 		</p>
 
 		<h3>[method:this setCrossOrigin]( [param:String crossOrigin] )</h3>
 		<p>
-			[page:String crossOrigin] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+			[page:String crossOrigin] — The crossOrigin string to implement CORS for
+			loading the url from a different domain that allows CORS.
 		</p>
 
 		<h3>[method:this setWithCredentials]( [param:Boolean value] )</h3>
 		<p>
-			Whether the XMLHttpRequest uses credentials such as cookies, authorization headers or
-			TLS client certificates. See [link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
-			Note that this has no effect if you are loading files locally or from the same domain.
+			Whether the XMLHttpRequest uses credentials such as cookies, authorization
+			headers or TLS client certificates. See
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
+			Note that this has no effect if you are loading files locally or from the
+			same domain.
 		</p>
 
 		<h3>[method:this setPath]( [param:String path] )</h3>
-		<p>
-			[page:String path] — Set the base path for the asset.
-		</p>
+		<p>[page:String path] — Set the base path for the asset.</p>
 
 		<h3>[method:this setResourcePath]( [param:String resourcePath] )</h3>
 		<p>
-			[page:String resourcePath] — Set the base path for dependent resources like textures.
+			[page:String resourcePath] — Set the base path for dependent resources
+			like textures.
 		</p>
 
 		<h3>[method:this setRequestHeader]( [param:Object requestHeader] )</h3>
 		<p>
-			[page:Object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
+			[page:Object requestHeader] - key: The name of the header whose value is
+			to be set. value: The value to set as the body of the header.<br /><br />
 
-			Set the [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request.
+			Set the
+			[link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request.
 		</p>
 
 		<h2>Source</h2>

+ 12 - 17
docs/api/en/loaders/LoaderUtils.html

@@ -14,34 +14,29 @@
 		<h2>Functions</h2>
 
 		<h3>[method:String decodeText]( [param:TypedArray array] )</h3>
+		<p>[page:TypedArray array] — A stream of bytes as a typed array.</p>
 		<p>
-		[page:TypedArray array] —  A stream of bytes as a typed array.
-		</p>
-		<p>
-		The function takes a stream of bytes as input and returns a string representation.
+			The function takes a stream of bytes as input and returns a string
+			representation.
 		</p>
 
 		<h3>[method:String extractUrlBase]( [param:String url] )</h3>
-		<p>
-		[page:String url] —  The url to extract the base url from.
-		</p>
-		<p>
-		Extract the base from the URL.
-		</p>
-
+		<p>[page:String url] — The url to extract the base url from.</p>
+		<p>Extract the base from the URL.</p>
 
-		<h3>[method:String resolveURL]( [param:String url], [param:String path]  )</h3>
+		<h3>
+			[method:String resolveURL]( [param:String url], [param:String path] )
+		</h3>
 		<p>
-		[page:String url] —  The absolute or relative url resolve.
-		[page:String path] —  The base path for relative urls to be resolved against.
+			[page:String url] — The absolute or relative url resolve. [page:String path] — The base path for relative urls to be resolved against.
 		</p>
 		<p>
-		Resolves relative urls against the given path. Absolute paths, data urls, and blob urls will be returned as is. Invalid urls will return an empty string.
+			Resolves relative urls against the given path. Absolute paths, data urls,
+			and blob urls will be returned as is. Invalid urls will return an empty
+			string.
 		</p>
 
-
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 29 - 16
docs/api/en/loaders/MaterialLoader.html

@@ -12,8 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A loader for loading a [page:Material] in JSON format.
-			This uses the [page:FileLoader] internally for loading files.
+			A loader for loading a [page:Material] in JSON format. This uses the
+			[page:FileLoader] internally for loading files.
 		</p>
 
 		<h2>Code Example</h2>
@@ -44,45 +44,58 @@
 		);
 		</code>
 
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
-		Creates a new [name].
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Loader] class for common properties.</p>
 
 		<h3>[property:Object textures]</h3>
-		<p>Object holding any textures used by the material. See [page:.setTextures].</p>
+		<p>
+			Object holding any textures used by the material. See [page:.setTextures].
+		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Material].<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br /><br />
-
-		Begin loading from url.
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded [page:Material].<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br /><br />
+
+			Begin loading from url.
 		</p>
 
 		<h3>[method:Material parse]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — The json object containing the parameters of the Material.<br /><br />
+			[page:Object json] — The json object containing the parameters of the
+			Material.<br /><br />
 
-		Parse a `JSON` structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
+			Parse a `JSON` structure and create a new [page:Material] of the type
+			[page:String json.type] with parameters defined in the json object.
 		</p>
 
 		<h3>[method:this setTextures]( [param:Object textures] )</h3>
 		<p>
-		[page:Object textures] — object containing any textures used by the material.
+			[page:Object textures] — object containing any textures used by the
+			material.
 		</p>
 
 		<h2>Source</h2>

+ 54 - 39
docs/api/en/loaders/ObjectLoader.html

@@ -12,8 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A loader for loading a JSON resource in the [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].<br /><br />
-
+			A loader for loading a JSON resource in the
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].<br /><br />
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
 
@@ -53,17 +53,15 @@
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_materials_lightmap WebGL / materials / lightmap]
-		</p>
+		<p>[example:webgl_materials_lightmap WebGL / materials / lightmap]</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
-
-		Creates a new [name].
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
@@ -72,75 +70,92 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:undefined load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Object3D object].<br />
-		[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .[page:Boolean lengthComputable], .[page:Integer total] and .[page:Integer loaded]. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br />
+			[page:Function onLoad] — Will be called when load completes. The argument
+			will be the loaded [page:Object3D object].<br />
+			[page:Function onProgress] (optional) — Will be called while load
+			progresses. The argument will be the ProgressEvent instance, which
+			contains .[page:Boolean lengthComputable], .[page:Integer total] and
+			.[page:Integer loaded]. If the server does not set the Content-Length
+			header; .[page:Integer total] will be 0.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and call onLoad with the parsed response content.
+			Begin loading from url and call onLoad with the parsed response content.
 		</p>
 
-
-		<h3>[method:Object3D parse]( [param:Object json], [param:Function onLoad]  )</h3>
+		<h3>
+			[method:Object3D parse]( [param:Object json], [param:Function onLoad] )
+		</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br /><br />
-		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />
-
-		Parse a `JSON` structure and return a three.js object.
-		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
+			[page:Object json] — required. The JSON source to parse.<br /><br />
+			[page:Function onLoad] — Will be called when parsed completes. The
+			argument will be the parsed [page:Object3D object].<br /><br />
+			Parse a `JSON` structure and return a three.js object. This is used
+			internally by [page:.load]() but can also be used directly to parse a
+			previously loaded JSON structure.
 		</p>
 
 		<h3>[method:Object parseGeometries]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br /><br />
+			[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used by [page:.parse]() to parse any [page:BufferGeometry geometries] in the JSON structure.
+			This is used by [page:.parse]() to parse any [page:BufferGeometry geometries] in the JSON structure.
 		</p>
 
 		<h3>[method:Object parseMaterials]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br /><br />
+			[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used by [page:.parse]() to parse any materials in the JSON structure using [page:MaterialLoader].
+			This is used by [page:.parse]() to parse any materials in the JSON
+			structure using [page:MaterialLoader].
 		</p>
 
 		<h3>[method:Object parseAnimations]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br /><br />
+			[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used by [page:.parse]() to parse any animations in the JSON structure, using [page:AnimationClip.parse]().
+			This is used by [page:.parse]() to parse any animations in the JSON
+			structure, using [page:AnimationClip.parse]().
 		</p>
 
 		<h3>[method:Object parseImages]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br /><br />
+			[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used by [page:.parse]() to parse any images in the JSON structure, using [page:ImageLoader].
+			This is used by [page:.parse]() to parse any images in the JSON structure,
+			using [page:ImageLoader].
 		</p>
 
 		<h3>[method:Object parseTextures]( [param:Object json] )</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br /><br />
+			[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used by [page:.parse]() to parse any textures in the JSON structure.
+			This is used by [page:.parse]() to parse any textures in the JSON
+			structure.
 		</p>
 
-		<h3>[method:Object3D parseObject]( [param:Object json], [param:BufferGeometry geometries], [param:Material materials], [param:AnimationClip animations] )</h3>
+		<h3>
+			[method:Object3D parseObject]( [param:Object json], [param:BufferGeometry geometries], [param:Material materials], [param:AnimationClip animations] )
+		</h3>
 		<p>
-		[page:Object json] — required. The JSON source to parse.<br />
-		[page:BufferGeometry geometries] — required. The geometries of the JSON.<br />
-		[page:Material materials] — required. The materials of the JSON.<br />
-		[page:AnimationClip animations] — required. The animations of the JSON.<br /><br />
-
-		This is used by [page:.parse]() to parse any 3D objects in the JSON structure.
+			[page:Object json] — required. The JSON source to parse.<br />
+			[page:BufferGeometry geometries] — required. The geometries of the
+			JSON.<br />
+			[page:Material materials] — required. The materials of the JSON.<br />
+			[page:AnimationClip animations] — required. The animations of the JSON.<br /><br />
+
+			This is used by [page:.parse]() to parse any 3D objects in the JSON
+			structure.
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 28 - 24
docs/api/en/loaders/TextureLoader.html

@@ -12,17 +12,17 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Class for loading a [page:Texture texture].
-			This uses the [page:ImageLoader] internally for loading files.
+			Class for loading a [page:Texture texture]. This uses the
+			[page:ImageLoader] internally for loading files.
 		</p>
 
 		<h2>Code Example</h2>
 
 		<code>
-		const texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
-
-		// immediately use the texture for material creation
-		const material = new THREE.MeshBasicMaterial( { map: texture } );
+		const texture = new THREE.TextureLoader().load('textures/land_ocean_ice_cloud_2048.jpg' ); 
+		// immediately use the texture for material creation 
+		
+		const material = new THREE.MeshBasicMaterial( { map:texture } );
 		</code>
 
 		<h2>Code Example with Callbacks</h2>
@@ -55,45 +55,49 @@
 		</code>
 
 		<p>
-			Please note three.js r84 dropped support for TextureLoader progress events. For a TextureLoader that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145 this thread].
+			Please note three.js r84 dropped support for TextureLoader progress
+			events. For a TextureLoader that supports progress events, see
+			[link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145 this thread].
 		</p>
 
 		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_geometry_cube geometry / cube]
-		</p>
+		<p>[example:webgl_geometry_cube geometry / cube]</p>
 
 		<h2>Constructor</h2>
-
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
+			[page:LoadingManager manager] — The [page:LoadingManager loadingManager]
+			for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:Loader] class for common properties.</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:Texture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[method:Texture load]( [param:String url], [param:Function onLoad],
+			[param:Function onProgress], [param:Function onError] )
+		</h3>
 		<p>
-		[page:String url] — the path or URL to the file. This can also be a
+			[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] (optional) — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
-		[page:Function onProgress] (optional) — This callback function is currently not supported.<br />
-		[page:Function onError] (optional) — Will be called when load errors.<br /><br />
-
-		Begin loading from the given URL and pass the fully loaded [page:Texture texture] to onLoad. The method also returns a new texture object which can directly be used for material creation.
-		If you do it this way, the texture may pop up in your scene once the respective loading process is finished.
+			[page:Function onLoad] (optional) — Will be called when load completes.
+			The argument will be the loaded [page:Texture texture].<br />
+			[page:Function onProgress] (optional) — This callback function is
+			currently not supported.<br />
+			[page:Function onError] (optional) — Will be called when load errors.<br /><br />
+
+			Begin loading from the given URL and pass the fully loaded [page:Texture texture] 
+			to onLoad. The method also returns a new texture object which can
+			directly be used for material creation. If you do it this way, the texture
+			may pop up in your scene once the respective loading process is finished.
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 22 - 26
docs/api/en/loaders/managers/DefaultLoadingManager.html

@@ -9,62 +9,58 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">A global instance of the [page:LoadingManager LoadingManager], used by most loaders
-			when no custom manager has been specified.<br /><br />
+		<p class="desc">
+			A global instance of the [page:LoadingManager LoadingManager], used by
+			most loaders when no custom manager has been specified.<br /><br />
 
-		  This will be sufficient for most purposes, however there may be times when you desire separate loading managers
-			for say, textures and models.
+			This will be sufficient for most purposes, however there may be times when
+			you desire separate loading managers for say, textures and models.
 		</p>
 
 		<h2>Code Example</h2>
 
 		<p>
-			You can optionally set the [page:LoadingManager.onStart onStart], [page:LoadingManager.onLoad onLoad],
-			[page:LoadingManager.onProgress onProgress], [page:LoadingManager.onStart onError] functions for the manager.
-			These will then apply to any loaders using the DefaultLoadingManager.<br /><br />
-
-			Note that these shouldn't be confused with the similarly named functions of individual loaders,
-			as they are intended for displaying information about the overall status of loading,
-			rather than dealing with the data that has been loaded.
+			You can optionally set the [page:LoadingManager.onStart onStart],
+			[page:LoadingManager.onLoad onLoad], [page:LoadingManager.onProgress onProgress], 
+			[page:LoadingManager.onStart onError] functions for the
+			manager. These will then apply to any loaders using the
+			DefaultLoadingManager.<br /><br />
+
+			Note that these shouldn't be confused with the similarly named functions
+			of individual loaders, as they are intended for displaying information
+			about the overall status of loading, rather than dealing with the data
+			that has been loaded.
 		</p>
 		<code>
 THREE.DefaultLoadingManager.onStart = function ( url, itemsLoaded, itemsTotal ) {
-
 	console.log( 'Started loading file: ' + url + '.\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );
-
 };
 
 THREE.DefaultLoadingManager.onLoad = function ( ) {
-
 	console.log( 'Loading Complete!');
-
 };
 
-
 THREE.DefaultLoadingManager.onProgress = function ( url, itemsLoaded, itemsTotal ) {
-
 	console.log( 'Loading file: ' + url + '.\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );
-
 };
 
 THREE.DefaultLoadingManager.onError = function ( url ) {
-
 	console.log( 'There was an error loading ' + url );
-
 };
 		</code>
 
-
 		<h2>Properties</h2>
-
-		<p>See the [page:LoadingManager LoadingManager] page for details of properties.</p>
+		<p>
+			See the [page:LoadingManager LoadingManager] page for details of
+			properties.
+		</p>
 
 		<h2>Methods</h2>
-
-		<p>See the [page:LoadingManager LoadingManager] page for details of methods.</p>
+		<p>
+			See the [page:LoadingManager LoadingManager] page for details of methods.
+		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/loaders/LoadingManager.js src/loaders/LoadingManager.js]
 		</p>

+ 65 - 67
docs/api/en/loaders/managers/LoadingManager.html

@@ -10,12 +10,13 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Handles and keeps track of loaded and pending data. A default global instance of this class
-			is created and used by loaders if not supplied manually - see [page:DefaultLoadingManager].<br /><br />
-
-			In general that should be sufficient, however there are times when it can be useful to have separate loaders -
-			for example if you want to show separate loading bars for objects and textures.
+			Handles and keeps track of loaded and pending data. A default global
+			instance of this class is created and used by loaders if not supplied
+			manually - see [page:DefaultLoadingManager].<br /><br />
 
+			In general that should be sufficient, however there are times when it can
+			be useful to have separate loaders - for example if you want to show
+			separate loading bars for objects and textures.
 		</p>
 
 		<h2>Code Example</h2>
@@ -28,35 +29,24 @@
 		<code>
 		const manager = new THREE.LoadingManager();
 		manager.onStart = function ( url, itemsLoaded, itemsTotal ) {
-
 			console.log( 'Started loading file: ' + url + '.\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );
-
 		};
 
 		manager.onLoad = function ( ) {
-
 			console.log( 'Loading complete!');
-
 		};
 
-
 		manager.onProgress = function ( url, itemsLoaded, itemsTotal ) {
-
 			console.log( 'Loading file: ' + url + '.\nLoaded ' + itemsLoaded + ' of ' + itemsTotal + ' files.' );
-
 		};
 
 		manager.onError = function ( url ) {
-
 			console.log( 'There was an error loading ' + url );
-
 		};
 
 		const loader = new THREE.OBJLoader( manager );
 		loader.load( 'file.obj', function ( object ) {
-
 			//
-
 		} );
 		</code>
 
@@ -78,9 +68,7 @@
 		manager.setURLModifier( ( url ) => {
 
 			url = URL.createObjectURL( blobs[ url ] );
-
 			objectURLs.push( url );
-
 			return url;
 
 		} );
@@ -90,7 +78,6 @@
 		loader.load( 'fish.gltf', (gltf) => {
 
 			scene.add( gltf.scene );
-
 			objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
 
 		});
@@ -105,23 +92,26 @@
 		</p>
 
 		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>
+			[name]( [param:Function onLoad], [param:Function onProgress],
+			[param:Function onError] )
+		</h3>
 		<p>
-		[page:Function onLoad] — (optional) this function will be called when all loaders are done.<br />
-		[page:Function onProgress] — (optional) this function will be called when an item is complete.<br />
-		[page:Function onError] — (optional) this function will be called a loader encounters errors. <br />
+			[page:Function onLoad] — (optional) this function will be called when all
+			loaders are done.<br />
+			[page:Function onProgress] — (optional) this function will be called when
+			an item is complete.<br />
+			[page:Function onError] — (optional) this function will be called a loader
+			encounters errors. <br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Function onStart]</h3>
 		<p>
-			This function will be called when loading starts.
-			The arguments are:<br />
+			This function will be called when loading starts. The arguments are:<br />
 			[page:String url] — The url of the item just loaded.<br />
 			[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
 			[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
@@ -131,19 +121,19 @@
 
 		<h3>[property:Function onLoad]</h3>
 		<p>
-			This function will be called when all loading is completed. By default this is undefined,
-			unless passed in the constructor.
+			This function will be called when all loading is completed. By default
+			this is undefined, unless passed in the constructor.
 		</p>
 
 		<h3>[property:Function onProgress]</h3>
 		<p>
-		This function will be called when an item is complete.
-		The arguments are:<br />
-		[page:String url] — The url of the item just loaded.<br />
-		[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
-		[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
+			This function will be called when an item is complete. The arguments
+			are:<br />
+			[page:String url] — The url of the item just loaded.<br />
+			[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
+			[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
 
-		By default this is undefined, unless passed in the constructor.
+			By default this is undefined, unless passed in the constructor.
 		</p>
 
 		<h3>[property:Function onError]</h3>
@@ -154,80 +144,88 @@
 			By default this is undefined, unless passed in the constructor.
 		</p>
 
-
 		<h2>Methods</h2>
 
-		<h3>[method:this addHandler]( [param:Object regex], [param:Loader loader] )</h3>
+		<h3>
+			[method:this addHandler]( [param:Object regex], [param:Loader loader] )
+		</h3>
 		<p>
-		[page:Object regex] — A regular expression.<br />
-		[page:Loader loader] — The loader.
+			[page:Object regex] — A regular expression.<br />
+			[page:Loader loader] — The loader.
+		</p>
+
 		<p>
-		Registers a loader with the given regular expression. Can be used to define what loader should be used in
-		order to load specific files. A typical use case is to overwrite the default loader for textures.
+			Registers a loader with the given regular expression. Can be used to
+			define what loader should be used in order to load specific files. A
+			typical use case is to overwrite the default loader for textures.
 		</p>
 		<code>
-// add handler for TGA textures
+// add handler for TGA textures 
 manager.addHandler( /\.tga$/i, new TGALoader() );
 		</code>
 
 		<h3>[method:Loader getHandler]( [param:String file] )</h3>
+		<p>[page:String file] — The file path.</p>
+
 		<p>
-		[page:String file] — The file path.
-		<p>
-		Can be used to retrieve the registered loader for the given file path.
+			Can be used to retrieve the registered loader for the given file path.
 		</p>
 
 		<h3>[method:this removeHandler]( [param:Object regex] )</h3>
-		<p>
-		[page:Object regex] — A regular expression.
-		<p>
-		Removes the loader for the given regular expression.
-		</p>
+		<p>[page:Object regex] — A regular expression.</p>
+
+		<p>Removes the loader for the given regular expression.</p>
 
 		<h3>[method:String resolveURL]( [param:String url] )</h3>
 		<p>
-		[page:String url] — the url to load<br /><br />
+			[page:String url] — the url to load<br /><br />
 
-		Given a URL, uses the URL modifier callback (if any) and returns a resolved URL. If no
-		URL modifier is set, returns the original URL.
+			Given a URL, uses the URL modifier callback (if any) and returns a
+			resolved URL. If no URL modifier is set, returns the original URL.
 		</p>
 
 		<h3>[method:this setURLModifier]( [param:Function callback] )</h3>
 		<p>
-		[page:Function callback] — URL modifier callback. Called with [page:String url] argument, and
-		must return [page:String resolvedURL].<br /><br />
+			[page:Function callback] — URL modifier callback. Called with [page:String url] argument, 
+			and must return [page:String resolvedURL].<br /><br />
 
-		If provided, the callback will be passed each resource URL before a request is sent. The
-		callback may return the original URL, or a new URL to override loading behavior. This
-		behavior can be used to load assets from .ZIP files, drag-and-drop APIs, and Data URIs.
+			If provided, the callback will be passed each resource URL before a
+			request is sent. The callback may return the original URL, or a new URL to
+			override loading behavior. This behavior can be used to load assets from
+			.ZIP files, drag-and-drop APIs, and Data URIs.
 		</p>
 
 		<br />
 
 		<p>
-			<em>Note: The following methods are designed to be called internally by loaders. You shouldn't call
-			them directly.</em>
+			<em>
+				Note: The following methods are designed to be called internally by
+				loaders. You shouldn't call them directly.
+			</em>
 		</p>
 
 		<h3>[method:undefined itemStart]( [param:String url] )</h3>
 		<p>
-		[page:String url] — the url to load<br /><br />
+			[page:String url] — the url to load<br /><br />
 
-		This should be called by any loader using the manager when the loader starts loading an url.
+			This should be called by any loader using the manager when the loader
+			starts loading an url.
 		</p>
 
 		<h3>[method:undefined itemEnd]( [param:String url] )</h3>
 		<p>
-		[page:String url] — the loaded url<br /><br />
+			[page:String url] — the loaded url<br /><br />
 
-		This should be called by any loader using the manager when the loader ended loading an url.
+			This should be called by any loader using the manager when the loader
+			ended loading an url.
 		</p>
 
 		<h3>[method:undefined itemError]( [param:String url] )</h3>
 		<p>
-		[page:String url] — the loaded url<br /><br />
+			[page:String url] — the loaded url<br /><br />
 
-		This should be called by any loader using the manager when the loader errors loading an url.
+			This should be called by any loader using the manager when the loader
+			errors loading an url.
 		</p>
 
 		<h2>Source</h2>

+ 21 - 19
docs/api/en/materials/LineBasicMaterial.html

@@ -14,7 +14,6 @@
 		<p class="desc">A material for drawing wireframe-style geometries.</p>
 
 		<h2>Code Example</h2>
-
 		<code>
 		const material = new THREE.LineBasicMaterial( {
 			color: 0xffffff,
@@ -25,7 +24,6 @@
 		</code>
 
 		<h2>Examples</h2>
-
 		<p>
 			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]<br />
 			[example:webgl_buffergeometry_lines WebGL / buffergeometry / lines]<br />
@@ -44,15 +42,17 @@
 		</p>
 
 		<h2>Constructor</h2>
-
 		<h3>[name]( [param:Object parameters] )</h3>
 
 		<p>
-		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-		Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-		The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-		string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
@@ -68,32 +68,34 @@
 		<p>
 			Controls line thickness. Default is `1`.<br /><br />
 
-			Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-			always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h3>[property:String linecap]</h3>
 		<p>
-			Define appearance of line ends. Possible values are 'butt', 'round' and 'square'.
-			Default is 'round'.<br /><br />
+			Define appearance of line ends. Possible values are 'butt', 'round' and
+			'square'. Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:String linejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are 'round', 'bevel' and 'miter'. Default is 'round'. <br /><br />
+			Define appearance of line joints. Possible values are 'round', 'bevel' and
+			'miter'. Default is 'round'. <br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:Texture map]</h3>
-		<p>
-			Sets the color of the lines using data from a [page:Texture].
-		</p>
+		<p>Sets the color of the lines using data from a [page:Texture].</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>

+ 13 - 14
docs/api/en/materials/LineDashedMaterial.html

@@ -11,7 +11,9 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">A material for drawing wireframe-style geometries with dashed lines.</p>
+		<p class="desc">
+			A material for drawing wireframe-style geometries with dashed lines.
+		</p>
 
 		<h2>Code Example</h2>
 
@@ -27,34 +29,32 @@
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
-		</p>
+		<p>[example:webgl_lines_dashed WebGL / lines / dashed]<br /></p>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-		Any property of the material (including any property inherited from [page:LineBasicMaterial]) can be passed in here.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:LineBasicMaterial])
+			can be passed in here.
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:LineBasicMaterial] class for common properties.</p>
 
 		<h3>[property:number dashSize]</h3>
-		<p>The size of the dash. This is both the gap with the stroke. Default is `3`.</p>
+		<p>
+			The size of the dash. This is both the gap with the stroke. Default is
+			`3`.
+		</p>
 
 		<h3>[property:number gapSize]</h3>
 		<p>The size of the gap. Default is `1`.</p>
 
 		<h3>[property:Boolean isLineDashedMaterial]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:number scale]</h3>
 		<p>The scale of the dashed part of a line. Default is `1`.</p>
@@ -63,7 +63,6 @@
 		<p>See the base [page:LineBasicMaterial] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 188 - 134
docs/api/en/materials/Material.html

@@ -10,201 +10,244 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Abstract base class for materials.<br /><br />
+			Abstract base class for materials.<br /><br />
 
-		Materials describe the appearance of [page:Object objects].
-		They are defined in a (mostly) renderer-independent way, so you don't have to
-		rewrite materials if you decide to use a different renderer.<br /><br />
+			Materials describe the appearance of [page:Object objects]. They are
+			defined in a (mostly) renderer-independent way, so you don't have to
+			rewrite materials if you decide to use a different renderer.<br /><br />
 
-		The following properties and methods are inherited by all other material types
-		(although they may have different defaults).
+			The following properties and methods are inherited by all other material
+			types (although they may have different defaults).
 		</p>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
 		<p>This creates a generic material.</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Float alphaTest]</h3>
 		<p>
-		Sets the alpha value to be used when running an alpha test.
-		The material will not be rendered if the opacity is lower than this value.
-		Default is `0`.
+			Sets the alpha value to be used when running an alpha test. The material
+			will not be rendered if the opacity is lower than this value. Default is
+			`0`.
 		</p>
 
 		<h3>[property:Boolean alphaToCoverage]</h3>
 		<p>
-		Enables alpha to coverage. Can only be used with MSAA-enabled contexts (meaning when the renderer was created with `antialias` parameter set to `true`).
-		Default is `false`.
+			Enables alpha to coverage. Can only be used with MSAA-enabled contexts
+			(meaning when the renderer was created with `antialias` parameter set to
+			`true`). Default is `false`.
 		</p>
 
 		<h3>[property:Integer blendDst]</h3>
 		<p>
-		Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
-		See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
-		The material's [page:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
+			Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor]. 
+			See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
+			The material's [page:Constant blending] must be set to [page:Materials CustomBlending] 
+			for this to have any effect.
 		</p>
 
 		<h3>[property:Integer blendDstAlpha]</h3>
-		<p>The transparency of the [page:.blendDst]. Uses [page:.blendDst] value if null. Default is `null`.</p>
+		<p>
+			The transparency of the [page:.blendDst]. Uses [page:.blendDst] value if
+			null. Default is `null`.
+		</p>
 
 		<h3>[property:Integer blendEquation]</h3>
 		<p>
-		Blending equation to use when applying blending. Default is [page:CustomBlendingEquation AddEquation].
-		See the blending equation [page:CustomBlendingEquation constants] for all possible values.<br />
-		The material's [page:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
+			Blending equation to use when applying blending. Default is
+			[page:CustomBlendingEquation AddEquation]. See the blending equation
+			[page:CustomBlendingEquation constants] for all possible values.<br />
+			The material's [page:Constant blending] must be set to [page:Materials CustomBlending] 
+			for this to have any effect.
 		</p>
 
 		<h3>[property:Integer blendEquationAlpha]</h3>
-		<p>The transparency of the [page:.blendEquation]. Uses [page:.blendEquation] value if null. Default is `null`.</p>
+		<p>
+			The transparency of the [page:.blendEquation]. Uses [page:.blendEquation]
+			value if null. Default is `null`.
+		</p>
 
 		<h3>[property:Blending blending]</h3>
 		<p>
-		Which blending to use when displaying objects with this material. <br />
-		This must be set to [page:Materials CustomBlending] to use custom [page:Constant blendSrc], [page:Constant blendDst] or [page:Constant blendEquation].<br />
-		See the blending mode [page:Materials constants] for all possible values. Default is [page:Materials NormalBlending].
+			Which blending to use when displaying objects with this material. <br />
+			This must be set to [page:Materials CustomBlending] to use custom
+			[page:Constant blendSrc], [page:Constant blendDst] or [page:Constant blendEquation].<br />
+			See the blending mode [page:Materials constants] for all possible values.
+			Default is [page:Materials NormalBlending].
 		</p>
 
 		<h3>[property:Integer blendSrc]</h3>
 		<p>
-		Blending source. Default is [page:CustomBlendingEquation SrcAlphaFactor].
-		See the source factors [page:CustomBlendingEquation constants] for all possible values.<br />
-		The material's [page:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
+			Blending source. Default is [page:CustomBlendingEquation SrcAlphaFactor].
+			See the source factors [page:CustomBlendingEquation constants] for all
+			possible values.<br />
+			The material's [page:Constant blending] must be set to [page:Materials CustomBlending] 
+			for this to have any effect.
 		</p>
 
 		<h3>[property:Integer blendSrcAlpha]</h3>
-		<p>The transparency of the [page:.blendSrc]. Uses [page:.blendSrc] value if null. Default is `null`.</p>
+		<p>
+			The transparency of the [page:.blendSrc]. Uses [page:.blendSrc] value if
+			null. Default is `null`.
+		</p>
 
 		<h3>[property:Boolean clipIntersection]</h3>
 		<p>
-		Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
-		Default is `false`.
+			Changes the behavior of clipping planes so that only their intersection is
+			clipped, rather than their union. Default is `false`.
 		</p>
 
 		<h3>[property:Array clippingPlanes]</h3>
 		<p>
-		User-defined clipping planes specified as THREE.Plane objects in world space.
-		These planes apply to the objects this material is attached to.
-		Points in space whose signed distance to the plane is negative are clipped (not rendered).
-		This requires [page:WebGLRenderer.localClippingEnabled] to be `true`.
-		See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example.
-		Default is `null`.
+			User-defined clipping planes specified as THREE.Plane objects in world
+			space. These planes apply to the objects this material is attached to.
+			Points in space whose signed distance to the plane is negative are clipped
+			(not rendered). This requires [page:WebGLRenderer.localClippingEnabled] to
+			be `true`. See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example. Default is `null`.
 		</p>
 
 		<h3>[property:Boolean clipShadows]</h3>
 		<p>
-		Defines whether to clip shadows according to the clipping planes specified on this material. Default is `false`.
+			Defines whether to clip shadows according to the clipping planes specified
+			on this material. Default is `false`.
 		</p>
 
 		<h3>[property:Boolean colorWrite]</h3>
 		<p>
-		Whether to render the material's color.
-		This can be used in conjunction with a mesh's [page:Integer renderOrder] property to create invisible objects that occlude other objects. Default is `true`.
+			Whether to render the material's color. This can be used in conjunction
+			with a mesh's [page:Integer renderOrder] property to create invisible
+			objects that occlude other objects. Default is `true`.
 		</p>
 
 		<h3>[property:Object defines]</h3>
 		<p>
-		Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. `{ MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }`. The pairs are defined in both vertex and fragment shaders.  Default is `undefined`.
+			Custom defines to be injected into the shader. These are passed in form of
+			an object literal, with key/value pairs. `{ MY_CUSTOM_DEFINE: '' , PI2:
+			Math.PI * 2 }`. The pairs are defined in both vertex and fragment shaders.
+			Default is `undefined`.
 		</p>
 
 		<h3>[property:Integer depthFunc]</h3>
 		<p>
-		Which depth function to use. Default is [page:Materials LessEqualDepth]. See the depth mode [page:Materials constants] for all possible values.
+			Which depth function to use. Default is [page:Materials LessEqualDepth].
+			See the depth mode [page:Materials constants] for all possible values.
 		</p>
 
 		<h3>[property:Boolean depthTest]</h3>
 		<p>
-		Whether to have depth test enabled when rendering this material. Default is `true`.
+			Whether to have depth test enabled when rendering this material. Default
+			is `true`.
 		</p>
 
 		<h3>[property:Boolean depthWrite]</h3>
 		<p>
-		Whether rendering this material has any effect on the depth buffer. Default is `true`.<br /><br />
+			Whether rendering this material has any effect on the depth buffer.
+			Default is `true`.<br /><br />
 
-		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
+			When drawing 2D overlays it can be useful to disable the depth writing in
+			order to layer several things together without creating z-index artifacts.
 		</p>
 
 		<h3>[property:Boolean forceSinglePass]</h3>
 		<p>
-		Whether double-sided, transparent objects should be rendered with a single pass or not. Default is `false`.<br /><br />
+			Whether double-sided, transparent objects should be rendered with a single
+			pass or not. Default is `false`.<br /><br />
 
-		The engine renders double-sided, transparent objects with two draw calls (back faces first, then front faces) to mitigate transparency artifacts.
-		There are scenarios however where this approach produces no quality gains but still doubles draw calls e.g. when rendering flat vegetation like grass sprites. 
-		In these cases, set the `forceSinglePass` flag to `true` to disable the two pass rendering to avoid performance issues.
+			The engine renders double-sided, transparent objects with two draw calls
+			(back faces first, then front faces) to mitigate transparency artifacts.
+			There are scenarios however where this approach produces no quality gains
+			but still doubles draw calls e.g. when rendering flat vegetation like
+			grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
+			disable the two pass rendering to avoid performance issues.
 		</p>
 
 		<h3>[property:Boolean isMaterial]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Boolean stencilWrite]</h3>
 		<p>
-		Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be `true`. Default is `false`.
+			Whether stencil operations are performed against the stencil buffer. In
+			order to perform writes or comparisons against the stencil buffer this
+			value must be `true`. Default is `false`.
 		</p>
 
 		<h3>[property:Integer stencilWriteMask]</h3>
 		<p>
-		The bit mask to use when writing to the stencil buffer. Default is `0xFF`.
+			The bit mask to use when writing to the stencil buffer. Default is `0xFF`.
 		</p>
 
 		<h3>[property:Integer stencilFunc]</h3>
 		<p>
-		The stencil comparison function to use. Default is [page:Materials AlwaysStencilFunc]. See stencil function [page:Materials constants] for all possible values.
+			The stencil comparison function to use. Default is [page:Materials AlwaysStencilFunc]. 
+			See stencil function [page:Materials constants] for
+			all possible values.
 		</p>
 
 		<h3>[property:Integer stencilRef]</h3>
 		<p>
-		The value to use when performing stencil comparisons or stencil operations. Default is `0`.
+			The value to use when performing stencil comparisons or stencil
+			operations. Default is `0`.
 		</p>
 
 		<h3>[property:Integer stencilFuncMask]</h3>
 		<p>
-		The bit mask to use when comparing against the stencil buffer. Default is `0xFF`.
+			The bit mask to use when comparing against the stencil buffer. Default is
+			`0xFF`.
 		</p>
 
 		<h3>[property:Integer stencilFail]</h3>
 		<p>
-		Which stencil operation to perform when the comparison function returns false. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+			Which stencil operation to perform when the comparison function returns
+			false. Default is [page:Materials KeepStencilOp]. See the stencil
+			operations [page:Materials constants] for all possible values.
 		</p>
 
 		<h3>[property:Integer stencilZFail]</h3>
 		<p>
-		Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+			Which stencil operation to perform when the comparison function returns
+			true but the depth test fails. Default is [page:Materials KeepStencilOp].
+			See the stencil operations [page:Materials constants] for all possible
+			values.
 		</p>
 
 		<h3>[property:Integer stencilZPass]</h3>
 		<p>
-		Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+			Which stencil operation to perform when the comparison function returns
+			true and the depth test passes. Default is [page:Materials KeepStencilOp].
+			See the stencil operations [page:Materials constants] for all possible
+			values.
 		</p>
 
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this material instance.</p>
 
 		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
-
-		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
-		Specifies that the material needs to be recompiled.
+			Optional name of the object (doesn't need to be unique). Default is an
+			empty string.
 		</p>
 
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>Specifies that the material needs to be recompiled.</p>
+
 		<h3>[property:Float opacity]</h3>
 		<p>
-		Float in the range of `0.0` - `1.0` indicating how transparent the material is.
-		A value of `0.0` indicates fully transparent, `1.0` is fully opaque.<br />
-		If the material's [page:Boolean transparent] property is not set to `true`, the material will remain
-		fully opaque and this value will only affect its color. <br />
-		Default is `1.0`.
+			Float in the range of `0.0` - `1.0` indicating how transparent the
+			material is. A value of `0.0` indicates fully transparent, `1.0` is fully
+			opaque.<br />
+			If the material's [page:Boolean transparent] property is not set to
+			`true`, the material will remain fully opaque and this value will only
+			affect its color. <br />
+			Default is `1.0`.
 		</p>
 
 		<h3>[property:Boolean polygonOffset]</h3>
 		<p>
-		Whether to use polygon offset. Default is `false`. This corresponds to the `GL_POLYGON_OFFSET_FILL` WebGL feature.
+			Whether to use polygon offset. Default is `false`. This corresponds to the
+			`GL_POLYGON_OFFSET_FILL` WebGL feature.
 		</p>
 
 		<h3>[property:Integer polygonOffsetFactor]</h3>
@@ -215,28 +258,30 @@
 
 		<h3>[property:String precision]</h3>
 		<p>
-		Override the renderer's default precision for this material. Can be `"highp"`, `"mediump"` or `"lowp"`.
-		Default is `null`.
+			Override the renderer's default precision for this material. Can be
+			`"highp"`, `"mediump"` or `"lowp"`. Default is `null`.
 		</p>
 
 		<h3>[property:Boolean premultipliedAlpha]</h3>
 		<p>
-		Whether to premultiply the alpha (transparency) value.
-		See [Example:webgl_materials_physical_transmission WebGL / Materials / Physical / Transmission] for an example of the difference.
-		Default is `false`.
+			Whether to premultiply the alpha (transparency) value. See
+			[Example:webgl_materials_physical_transmission WebGL / Materials / Physical / Transmission] 
+			for an example of the difference. Default is `false`.
 		</p>
 
 		<h3>[property:Boolean dithering]</h3>
 		<p>
-		Whether to apply dithering to the color to remove the appearance of banding.
-		Default is `false`.
+			Whether to apply dithering to the color to remove the appearance of
+			banding. Default is `false`.
 		</p>
 
 		<h3>[property:Integer shadowSide]</h3>
 		<p>
-		Defines which side of faces cast shadows.
-		When set, can be [page:Materials THREE.FrontSide], [page:Materials THREE.BackSide], or [page:Materials THREE.DoubleSide]. Default is `null`. <br />
-		If `null`, the side casting shadows is determined as follows: <br />
+			Defines which side of faces cast shadows. When set, can be [page:Materials THREE.FrontSide], 
+			[page:Materials THREE.BackSide], or [page:Materials THREE.DoubleSide]. 
+			Default is `null`. <br />
+			If `null`, the side casting shadows is determined as follows: <br />
+		</p>
 
 		<table>
 			<thead>
@@ -246,7 +291,6 @@
 				</tr>
 			</thead>
 			<tbody>
-
 				<tr>
 					<td>THREE.FrontSide</td>
 					<td>back side</td>
@@ -262,68 +306,68 @@
 			</tbody>
 		</table>
 
-
-		</p>
-
 		<h3>[property:Integer side]</h3>
 		<p>
-		Defines which side of faces will be rendered - front, back or both.
-		Default is [page:Materials THREE.FrontSide].
-		Other options are [page:Materials THREE.BackSide] or [page:Materials THREE.DoubleSide].
+			Defines which side of faces will be rendered - front, back or both.
+			Default is [page:Materials THREE.FrontSide]. Other options are
+			[page:Materials THREE.BackSide] or [page:Materials THREE.DoubleSide].
 		</p>
 
 		<h3>[property:Boolean toneMapped]</h3>
 		<p>
-		Defines whether this material is tone mapped according to the renderer's [page:WebGLRenderer.toneMapping toneMapping] setting. Default is `true`.
+			Defines whether this material is tone mapped according to the renderer's
+			[page:WebGLRenderer.toneMapping toneMapping] setting. Default is `true`.
 		</p>
 
 		<h3>[property:Boolean transparent]</h3>
 		<p>
-		Defines whether this material is transparent. This has an effect on rendering
-		as transparent objects need special treatment and are rendered after
-		non-transparent objects. <br />
-		When set to true, the extent to which the material is transparent is
-		controlled by setting its [page:Float opacity] property. <br />
-		Default is `false`.
+			Defines whether this material is transparent. This has an effect on
+			rendering as transparent objects need special treatment and are rendered
+			after non-transparent objects. <br />
+			When set to true, the extent to which the material is transparent is
+			controlled by setting its [page:Float opacity] property. <br />
+			Default is `false`.
 		</p>
 
 		<h3>[property:String type]</h3>
 		<p>
-		Value is the string 'Material'. This shouldn't be changed, and can be used to
-		find all objects of this type in a scene.
+			Value is the string 'Material'. This shouldn't be changed, and can be used
+			to find all objects of this type in a scene.
 		</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this material instance.
-		This gets automatically assigned, so this shouldn't be edited.
+			[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of
+			this material instance. This gets automatically assigned, so this
+			shouldn't be edited.
 		</p>
 
 		<h3>[property:Integer version]</h3>
 		<p>
-		This starts at `0` and counts how many times [page:Material.needsUpdate .needsUpdate] is set to `true`.
+			This starts at `0` and counts how many times [page:Material.needsUpdate .needsUpdate] is set to `true`.
 		</p>
 
 		<h3>[property:Boolean vertexColors]</h3>
 		<p>
-		Defines whether vertex coloring is used. Default is `false`.
-		The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or four (RGBA) component color buffer attribute is used.
+			Defines whether vertex coloring is used. Default is `false`. The engine
+			supports RGB and RGBA vertex colors depending on whether a three (RGB) or
+			four (RGBA) component color buffer attribute is used.
 		</p>
 
 		<h3>[property:Boolean visible]</h3>
-		<p>
-		Defines whether this material is visible. Default is `true`.
-		</p>
+		<p>Defines whether this material is visible. Default is `true`.</p>
 
 		<h3>[property:Object userData]</h3>
 		<p>
-		An object that can be used to store custom data about the Material. It should not hold
-		references to functions as these will not be cloned.
+			An object that can be used to store custom data about the Material. It
+			should not hold references to functions as these will not be cloned.
 		</p>
 
 		<h2>Methods</h2>
-
-		<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
+		<p>
+			[page:EventDispatcher EventDispatcher] methods are available on this
+			class.
+		</p>
 
 		<h3>[method:Material clone]( )</h3>
 		<p>Return a new material with the same parameters as this material.</p>
@@ -333,61 +377,71 @@
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-		Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 		<p>
-		Material textures must be be disposed of by the dispose() method of [page:Texture Texture].</p>
+			Material textures must be be disposed of by the dispose() method of
+			[page:Texture Texture].
 		</p>
 
-		<h3>[method:undefined onBeforeCompile]( [param:Shader shader], [param:WebGLRenderer renderer] )</h3>
+		<h3>
+			[method:undefined onBeforeCompile]( [param:Shader shader],
+			[param:WebGLRenderer renderer] )
+		</h3>
 		<p>
-		An optional callback that is executed immediately before the shader program is compiled.
-		This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
+			An optional callback that is executed immediately before the shader
+			program is compiled. This function is called with the shader source code
+			as a parameter. Useful for the modification of built-in materials.
 		</p>
 		<p>
-		Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
+			Unlike properties, the callback is not supported by [page:Material.clone .clone](), 
+			[page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 		</p>
 
 		<h3>[method:String customProgramCacheKey]()</h3>
 		<p>
-		In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader for this material as needed.
+			In case onBeforeCompile is used, this callback can be used to identify
+			values of settings used in onBeforeCompile, so three.js can reuse a cached
+			shader or recompile the shader for this material as needed.
 		</p>
 
 		<p>
-		For example, if onBeforeCompile contains a conditional statement like:<br />
-
-		<code>if ( black ) {
-
-			shader.fragmentShader = shader.fragmentShader.replace('gl_FragColor = vec4(1)', 'gl_FragColor = vec4(0)')
-
-		}
-		</code>
-
-		then customProgramCacheKey should be set like this:<br />
-
-		<code>material.customProgramCacheKey = function() {
+			For example, if onBeforeCompile contains a conditional statement like:<br />
 
-			return black ? '1' : '0';
+			<code>
+			if ( black ) { 
+				shader.fragmentShader = shader.fragmentShader.replace('gl_FragColor = vec4(1)', 
+				'gl_FragColor = vec4(0)') 
+			}
+			</code>
 
-		}
-		</code>
+			then customProgramCacheKey should be set like this:<br />
 
+			<code>
+			material.customProgramCacheKey = function() { 
+				return black ? '1' : '0';
+			}
+			</code>
 		</p>
 
 		<p>
-		Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
+			Unlike properties, the callback is not supported by [page:Material.clone .clone](), 
+			[page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 		</p>
 
 		<h3>[method:undefined setValues]( [param:Object values] )</h3>
 		<p>
-		values -- a container with parameters.<br />
-		Sets the properties based on the `values`.
+			values -- a container with parameters.<br />
+			Sets the properties based on the `values`.
 		</p>
 
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
-		meta -- object containing metadata such as textures or images for the material.<br />
-		Convert the material to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+			meta -- object containing metadata such as textures or images for the
+			material.<br />
+			Convert the material to three.js
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 
 		<h2>Source</h2>

+ 67 - 40
docs/api/en/materials/MeshBasicMaterial.html

@@ -12,13 +12,16 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A material for drawing geometries in a simple shaded (flat or wireframe) way.<br /><br />
+			A material for drawing geometries in a simple shaded (flat or wireframe)
+			way.<br /><br />
 
 			This material is not affected by lights.
 		</p>
 
-
-		<iframe id="scene" src="scenes/material-browser.html#MeshBasicMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshBasicMaterial"
+		></iframe>
 
 		<script>
 
@@ -40,44 +43,57 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs.</p>
+		<p>
+			The red channel of this texture is used as the ambient occlusion map.
+			Default is null. The aoMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+		<p>
+			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			occlusion effect.
+		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Integer combine]</h3>
 		<p>
-			How to combine the result of the surface's color with the environment map, if any.<br /><br />
+			How to combine the result of the surface's color with the environment map,
+			if any.<br /><br />
 
-			Options are [page:Materials THREE.MultiplyOperation] (default), [page:Materials THREE.MixOperation],
-			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
-			blend between the two colors.
+			Options are [page:Materials THREE.MultiplyOperation] (default),
+			[page:Materials THREE.MixOperation], [page:Materials THREE.AddOperation].
+			If mix is chosen, the [page:.reflectivity] is used to blend between the
+			two colors.
 		</p>
 
 		<h3>[property:Texture envMap]</h3>
@@ -87,27 +103,31 @@
 		<p>Whether the material is affected by fog. Default is `true`.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
+		<p>
+			The light map. Default is null. The lightMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
 		</p>
 
 		<h3>[property:Float reflectivity]</h3>
 		<p>
-			How much the environment map affects the surface; also see [page:.combine].
-			The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
+			How much the environment map affects the surface; also see
+			[page:.combine]. The default value is 1 and the valid range is between 0
+			(no reflections) and 1 (full reflections).
 		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
 		<p>
-			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
-			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
+			The index of refraction (IOR) of air (approximately 1) divided by the
+			index of refraction of the material. It is used with environment mapping
+			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
 			The refraction ratio should not exceed 1. Default is `0.98`.
 		</p>
 
@@ -115,37 +135,44 @@
 		<p>Specular map used by the material. Default is null.</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is `false` (i.e. render as flat polygons).</p>
+		<p>
+			Render geometry as wireframe. Default is `false` (i.e. render as flat
+			polygons).
+		</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
 		<p>
-			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
+			Define appearance of line ends. Possible values are "butt", "round" and
+			"square". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
+			Define appearance of line joints. Possible values are "round", "bevel" and
+			"miter". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 44 - 29
docs/api/en/materials/MeshDepthMaterial.html

@@ -11,9 +11,15 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.</p>
+		<p class="desc">
+			A material for drawing geometry by depth. Depth is based off of the camera
+			near and far plane. White is nearest, black is farthest.
+		</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshDepthMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshDepthMaterial"
+		></iframe>
 
 		<script>
 
@@ -35,22 +41,27 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Constant depthPacking]</h3>
@@ -58,18 +69,19 @@
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -83,27 +95,30 @@
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null.
 		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>
+		<p>
+			Render geometry as wireframe. Default is false (i.e. render as smooth
+			shaded).
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 
-
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 34 - 28
docs/api/en/materials/MeshDistanceMaterial.html

@@ -12,17 +12,18 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			[name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
+			[name] is internally used for implementing shadow mapping with
+			[page:PointLight]s.<br /><br />
 
-			Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
-			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
+			Can also be used to customize the shadow casting of an object by assigning
+			an instance of [name] to [page:Object3D.customDistanceMaterial]. The
+			following examples demonstrates this approach in order to ensure
+			transparent parts of objects do no cast shadows.
 		</p>
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
-		</p>
+		<p>[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]</p>
 
 		<script>
 
@@ -44,38 +45,44 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -89,16 +96,15 @@
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 
-
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 118 - 68
docs/api/en/materials/MeshLambertMaterial.html

@@ -14,16 +14,23 @@
 		<p class="desc">
 			A material for non-shiny surfaces, without specular highlights.<br /><br />
 
-			The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
-			model for calculating reflectance. This can simulate some surfaces (such as untreated wood or stone) well,
-			but cannot simulate shiny surfaces with specular highlights (such as varnished wood). [name] uses per-fragment shading.<br /><br />
-
-			Due to the simplicity of the reflectance and illumination models, performance will be greater
-			when using this material over the [page:MeshPhongMaterial],	[page:MeshStandardMaterial] or [page:MeshPhysicalMaterial],
-			at the cost of some graphical accuracy.
+			The material uses a non-physically based
+			[link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
+			model for calculating reflectance. This can simulate some surfaces (such
+			as untreated wood or stone) well, but cannot simulate shiny surfaces with
+			specular highlights (such as varnished wood). [name] uses per-fragment
+			shading.<br /><br />
+
+			Due to the simplicity of the reflectance and illumination models,
+			performance will be greater when using this material over the
+			[page:MeshPhongMaterial], [page:MeshStandardMaterial] or
+			[page:MeshPhysicalMaterial], at the cost of some graphical accuracy.
 		</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshLambertMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshLambertMaterial"
+		></iframe>
 
 		<script>
 
@@ -45,70 +52,88 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs.</p>
+		<p>
+			The red channel of this texture is used as the ambient occlusion map.
+			Default is null. The aoMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+		<p>
+			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			occlusion effect.
+		</p>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<p>
-			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
-			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
-			be ignored.
+			The texture to create a bump map. The black and white values map to the
+			perceived depth in relation to the lights. Bump doesn't actually affect
+			the geometry of the object, only the lighting. If a normal map is defined
+			this will be ignored.
 		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
+		<p>
+			How much the bump map affects the material. Typical ranges are 0-1.
+			Default is 1.
+		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Integer combine]</h3>
 		<p>
-			How to combine the result of the surface's color with the environment map, if any.<br /><br />
+			How to combine the result of the surface's color with the environment map,
+			if any.<br /><br />
 
-			Options are [page:Materials THREE.MultiplyOperation] (default), [page:Materials THREE.MixOperation],
-			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
-			blend between the two colors.
+			Options are [page:Materials THREE.MultiplyOperation] (default),
+			[page:Materials THREE.MixOperation], [page:Materials THREE.AddOperation].
+			If mix is chosen, the [page:.reflectivity] is used to blend between the
+			two colors.
 		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -119,56 +144,67 @@
 
 		<h3>[property:Color emissive]</h3>
 		<p>
-		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
-		Default is black.
+			Emissive (light) color of the material, essentially a solid color
+			unaffected by other lighting. Default is black.
 		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
-		Set emissive (glow) map. Default is null. The emissive map color is modulated by
-		the emissive color and the emissive intensity. If you have an emissive map, be sure to
-		set the emissive color to something other than black.
+			Set emissive (glow) map. Default is null. The emissive map color is
+			modulated by the emissive color and the emissive intensity. If you have an
+			emissive map, be sure to set the emissive color to something other than
+			black.
 		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
+		<p>
+			Intensity of the emissive light. Modulates the emissive color. Default is
+			1.
+		</p>
 
 		<h3>[property:Texture envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Boolean flatShading]</h3>
 		<p>
-		Define whether the material is rendered with flat shading. Default is false.
+			Define whether the material is rendered with flat shading. Default is
+			false.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is `true`.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
+		<p>
+			The light map. Default is null. The lightMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null.
 		</p>
 
 		<h3>[property:Texture normalMap]</h3>
 		<p>
-			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
-			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-			In case the material has a normal map authored using the left handed convention, the y component of normalScale
-			should be negated to compensate for the different handedness.
+			The texture to create a normal map. The RGB values affect the surface
+			normal for each pixel fragment and change the way the color is lit. Normal
+			maps do not change the actual shape of the surface, only the lighting. In
+			case the material has a normal map authored using the left handed
+			convention, the y component of normalScale should be negated to compensate
+			for the different handedness.
 		</p>
 
 		<h3>[property:Integer normalMapType]</h3>
 		<p>
 			The type of normal map.<br /><br />
 
-			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
+			[page:constant THREE.ObjectSpaceNormalMap].
 		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
@@ -178,43 +214,57 @@
 		</p>
 
 		<h3>[property:Float reflectivity]</h3>
-		<p>How much the environment map affects the surface; also see [page:.combine].</p>
+		<p>
+			How much the environment map affects the surface; also see
+			[page:.combine].
+		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
 		<p>
-			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
-			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
-			The refraction ratio should not exceed 1. Default is `0.98`.
+			The index of refraction (IOR) of air (approximately 1) divided by the
+			index of refraction of the material. It is used with environment mapping
+			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
+			The refraction ratio should not
+			exceed 1. Default is `0.98`.
 		</p>
 
 		<h3>[property:Texture specularMap]</h3>
 		<p>Specular map used by the material. Default is null.</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is `false` (i.e. render as flat polygons).</p>
+		<p>
+			Render geometry as wireframe. Default is `false` (i.e. render as flat
+			polygons).
+		</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
 		<p>
-			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
+			Define appearance of line ends. Possible values are "butt", "round" and
+			"square". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
+			Define appearance of line joints. Possible values are "round", "bevel" and
+			"miter". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 60 - 39
docs/api/en/materials/MeshMatcapMaterial.html

@@ -12,12 +12,18 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			[name] is defined by a MatCap (or Lit Sphere) texture, which encodes the material color and shading.<br/><br/>
-			[name] does not respond to lights since the matcap image file encodes baked lighting.
-			It will cast a shadow onto an object that receives shadows (and shadow clipping works), but it will not self-shadow or receive shadows.
+			[name] is defined by a MatCap (or Lit Sphere) texture, which encodes the
+			material color and shading.<br /><br />
+			[name] does not respond to lights since the matcap image file encodes
+			baked lighting. It will cast a shadow onto an object that receives shadows
+			(and shadow clipping works), but it will not self-shadow or receive
+			shadows.
 		</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshMatcapMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshMatcapMaterial"
+		></iframe>
 
 		<script>
 
@@ -39,54 +45,65 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<p>
-			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
-			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
-			be ignored.
+			The texture to create a bump map. The black and white values map to the
+			perceived depth in relation to the lights. Bump doesn't actually affect
+			the geometry of the object, only the lighting. If a normal map is defined
+			this will be ignored.
 		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
+		<p>
+			How much the bump map affects the material. Typical ranges are 0-1.
+			Default is 1.
+		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -97,7 +114,8 @@
 
 		<h3>[property:Boolean flatShading]</h3>
 		<p>
-		Define whether the material is rendered with flat shading. Default is false.
+			Define whether the material is rendered with flat shading. Default is
+			false.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>
@@ -105,9 +123,10 @@
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
-			The texture map color is modulated by the diffuse [page:.color].
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null. The texture map color is modulated by the
+			diffuse [page:.color].
 		</p>
 
 		<h3>[property:Texture matcap]</h3>
@@ -115,17 +134,20 @@
 
 		<h3>[property:Texture normalMap]</h3>
 		<p>
-			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
-			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-			In case the material has a normal map authored using the left handed convention, the y component of normalScale
-			should be negated to compensate for the different handedness.
+			The texture to create a normal map. The RGB values affect the surface
+			normal for each pixel fragment and change the way the color is lit. Normal
+			maps do not change the actual shape of the surface, only the lighting. In
+			case the material has a normal map authored using the left handed
+			convention, the y component of normalScale should be negated to compensate
+			for the different handedness.
 		</p>
 
 		<h3>[property:Integer normalMapType]</h3>
 		<p>
 			The type of normal map.<br /><br />
 
-			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
+			[page:constant THREE.ObjectSpaceNormalMap].
 		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
@@ -138,7 +160,6 @@
 		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 43 - 29
docs/api/en/materials/MeshNormalMaterial.html

@@ -13,7 +13,10 @@
 
 		<p class="desc">A material that maps the normal vectors to RGB colors.</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshNormalMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshNormalMaterial"
+		></iframe>
 
 		<script>
 
@@ -35,38 +38,44 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<p>
-			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
-			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
-			be ignored.
+			The texture to create a bump map. The black and white values map to the
+			perceived depth in relation to the lights. Bump doesn't actually affect
+			the geometry of the object, only the lighting. If a normal map is defined
+			this will be ignored.
 		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
+		<p>
+			How much the bump map affects the material. Typical ranges are 0-1.
+			Default is 1.
+		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -77,7 +86,8 @@
 
 		<h3>[property:Boolean flatShading]</h3>
 		<p>
-		Define whether the material is rendered with flat shading. Default is false.
+			Define whether the material is rendered with flat shading. Default is
+			false.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>
@@ -85,17 +95,20 @@
 
 		<h3>[property:Texture normalMap]</h3>
 		<p>
-			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
-			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-			In case the material has a normal map authored using the left handed convention, the y component of normalScale
-			should be negated to compensate for the different handedness.
+			The texture to create a normal map. The RGB values affect the surface
+			normal for each pixel fragment and change the way the color is lit. Normal
+			maps do not change the actual shape of the surface, only the lighting. In
+			case the material has a normal map authored using the left handed
+			convention, the y component of normalScale should be negated to compensate
+			for the different handedness.
 		</p>
 
 		<h3>[property:Integer normalMapType]</h3>
 		<p>
 			The type of normal map.<br /><br />
 
-			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
+			[page:constant THREE.ObjectSpaceNormalMap].
 		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
@@ -106,22 +119,23 @@
 
 		<h3>[property:Boolean wireframe]</h3>
 		<p>
-			Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
+			Render geometry as wireframe. Default is false (i.e. render as smooth
+			shaded).
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 
-
-
 		<h2>Source</h2>
 
 		<p>

+ 123 - 74
docs/api/en/materials/MeshPhongMaterial.html

@@ -14,15 +14,21 @@
 		<p class="desc">
 			A material for shiny surfaces with specular highlights.<br /><br />
 
-			The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Blinn-Phong_shading_model Blinn-Phong]
-			model for calculating reflectance. Unlike the Lambertian model used in the [page:MeshLambertMaterial]
-			this can simulate shiny surfaces with specular highlights (such as varnished wood). [name] uses per-fragment shading.<br /><br />
-
-			Performance will generally be greater when using this material over the	[page:MeshStandardMaterial]
-			or [page:MeshPhysicalMaterial], at the cost of some graphical accuracy.
+			The material uses a non-physically based
+			[link:https://en.wikipedia.org/wiki/Blinn-Phong_shading_model Blinn-Phong]
+			model for calculating reflectance. Unlike the Lambertian model used in the
+			[page:MeshLambertMaterial] this can simulate shiny surfaces with specular
+			highlights (such as varnished wood). [name] uses per-fragment shading.<br /><br />
+
+			Performance will generally be greater when using this material over the
+			[page:MeshStandardMaterial] or [page:MeshPhysicalMaterial], at the cost of
+			some graphical accuracy.
 		</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshPhongMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshPhongMaterial"
+		></iframe>
 
 		<script>
 
@@ -44,71 +50,88 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs.</p>
+		<p>
+			The red channel of this texture is used as the ambient occlusion map.
+			Default is null. The aoMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+		<p>
+			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			occlusion effect.
+		</p>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<p>
-			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
-			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
-			be ignored.
+			The texture to create a bump map. The black and white values map to the
+			perceived depth in relation to the lights. Bump doesn't actually affect
+			the geometry of the object, only the lighting. If a normal map is defined
+			this will be ignored.
 		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
-
+		<p>
+			How much the bump map affects the material. Typical ranges are 0-1.
+			Default is 1.
+		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Integer combine]</h3>
 		<p>
-			How to combine the result of the surface's color with the environment map, if any.<br /><br />
+			How to combine the result of the surface's color with the environment map,
+			if any.<br /><br />
 
-			Options are [page:Materials THREE.MultiplyOperation] (default), [page:Materials THREE.MixOperation],
-			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
-			blend between the two colors.
+			Options are [page:Materials THREE.MultiplyOperation] (default),
+			[page:Materials THREE.MixOperation], [page:Materials THREE.AddOperation].
+			If mix is chosen, the [page:.reflectivity] is used to blend between the
+			two colors.
 		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -119,57 +142,68 @@
 
 		<h3>[property:Color emissive]</h3>
 		<p>
-		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
-		Default is black.
+			Emissive (light) color of the material, essentially a solid color
+			unaffected by other lighting. Default is black.
 		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
-		Set emissive (glow) map. Default is null. The emissive map color is modulated by
-		the emissive color and the emissive intensity. If you have an emissive map, be sure to
-		set the emissive color to something other than black.
+			Set emissive (glow) map. Default is null. The emissive map color is
+			modulated by the emissive color and the emissive intensity. If you have an
+			emissive map, be sure to set the emissive color to something other than
+			black.
 		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
+		<p>
+			Intensity of the emissive light. Modulates the emissive color. Default is
+			1.
+		</p>
 
 		<h3>[property:Texture envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Boolean flatShading]</h3>
 		<p>
-		Define whether the material is rendered with flat shading. Default is false.
+			Define whether the material is rendered with flat shading. Default is
+			false.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is `true`.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
+		<p>
+			The light map. Default is null. The lightMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
-			The texture map color is modulated by the diffuse [page:.color].
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null. The texture map color is modulated by the
+			diffuse [page:.color].
 		</p>
 
 		<h3>[property:Texture normalMap]</h3>
 		<p>
-			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
-			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-			In case the material has a normal map authored using the left handed convention, the y component of normalScale
-			should be negated to compensate for the different handedness.
+			The texture to create a normal map. The RGB values affect the surface
+			normal for each pixel fragment and change the way the color is lit. Normal
+			maps do not change the actual shape of the surface, only the lighting. In
+			case the material has a normal map authored using the left handed
+			convention, the y component of normalScale should be negated to compensate
+			for the different handedness.
 		</p>
 
 		<h3>[property:Integer normalMapType]</h3>
 		<p>
 			The type of normal map.<br /><br />
 
-			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
+			[page:constant THREE.ObjectSpaceNormalMap].
 		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
@@ -178,61 +212,76 @@
 			Default is a [page:Vector2] set to (1,1).
 		</p>
 
-
 		<h3>[property:Float reflectivity]</h3>
 		<p>
-			How much the environment map affects the surface; also see [page:.combine].
-			The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
+			How much the environment map affects the surface; also see
+			[page:.combine]. The default value is 1 and the valid range is between 0
+			(no reflections) and 1 (full reflections).
 		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
 		<p>
-			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
-			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
+			The index of refraction (IOR) of air (approximately 1) divided by the
+			index of refraction of the material. It is used with environment mapping
+			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
 			The refraction ratio should not exceed 1. Default is `0.98`.
 		</p>
 
 		<h3>[property:Float shininess]</h3>
-		<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is `30`.</p>
+		<p>
+			How shiny the [page:.specular] highlight is; a higher value gives a
+			sharper highlight. Default is `30`.
+		</p>
 
 		<h3>[property:Color specular]</h3>
 		<p>
-			Specular color of the material. Default is a [page:Color] set to `0x111111` (very dark grey).<br /><br />
+			Specular color of the material. Default is a [page:Color] set to
+			`0x111111` (very dark grey).<br /><br />
 
 			This defines how shiny the material is and the color of its shine.
 		</p>
 
 		<h3>[property:Texture specularMap]</h3>
 		<p>
-			The specular map value affects both how much the specular surface highlight
-			contributes and how much of the environment map affects the surface. Default is null.
+			The specular map value affects both how much the specular surface
+			highlight contributes and how much of the environment map affects the
+			surface. Default is null.
 		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is `false` (i.e. render as flat polygons).</p>
+		<p>
+			Render geometry as wireframe. Default is `false` (i.e. render as flat
+			polygons).
+		</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
 		<p>
-			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
+			Define appearance of line ends. Possible values are "butt", "round" and
+			"square". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
+			Define appearance of line joints. Possible values are "round", "bevel" and
+			"miter". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 107 - 67
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -12,22 +12,26 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:
+			An extension of the [page:MeshStandardMaterial], providing more advanced
+			physically-based rendering properties:
 		</p>
 
 		<ul>
 			<li>
-				<b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and wet surfaces — require a
-				clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat
-				approximates this effect, without the need for a separate transparent surface.
+				<b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and
+				wet surfaces — require a clear, reflective layer on top of another layer
+				that may be irregular or rough. Clearcoat approximates this effect,
+				without the need for a separate transparent surface.
 			</li>
 			<li>
-				<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
-				that highly transparent materials are less reflective. Physically-based [page:.transmission]
-				provides a more realistic option for thin, transparent surfaces like glass.
+				<b>Physically-based transparency:</b> One limitation of
+				[page:Material.opacity .opacity] is that highly transparent materials
+				are less reflective. Physically-based [page:.transmission] provides a
+				more realistic option for thin, transparent surfaces like glass.
 			</li>
 			<li>
-				<b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
+				<b>Advanced reflectivity:</b> More flexible reflectivity for
+				non-metallic materials.
 			</li>
 			<li>
 				<b>Sheen:</b> Can be used for representing cloth and fabric materials.
@@ -35,13 +39,17 @@
 		</ul>
 
 		<p>
-			As a result of these complex shading features, MeshPhysicalMaterial has a higher performance
-			cost, per pixel, than other three.js materials. Most effects are disabled by default, and add
-			cost as they are enabled. For best results, always specify an [page:.envMap environment map]
-			when using this material.
+			As a result of these complex shading features, MeshPhysicalMaterial has a
+			higher performance cost, per pixel, than other three.js materials. Most
+			effects are disabled by default, and add cost as they are enabled. For
+			best results, always specify an [page:.envMap environment map] when using
+			this material.
 		</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshPhysicalMaterial"
+		></iframe>
 
 		<script>
 
@@ -72,63 +80,80 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-		Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
-
-		The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-		string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material] and
+			[page:MeshStandardMaterial]) can be passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
-
 		<h2>Properties</h2>
-		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</p>
+		<p>
+			See the base [page:Material] and [page:MeshStandardMaterial] classes for
+			common properties.
+		</p>
 
 		<h3>[property:Color attenuationColor]</h3>
 		<p>
-		The color that white light turns into due to absorption when reaching the attenuation distance. Default is `white` (0xffffff).
+			The color that white light turns into due to absorption when reaching the
+			attenuation distance. Default is `white` (0xffffff).
 		</p>
 
 		<h3>[property:Float attenuationDistance]</h3>
 		<p>
-		Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space units, and must be greater than zero. Default is `Infinity`.
+			Density of the medium given as the average distance that light travels in
+			the medium before interacting with a particle. The value is given in world
+			space units, and must be greater than zero. Default is `Infinity`.
 		</p>
 
 		<h3>[property:Float clearcoat]</h3>
 		<p>
-		Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use clear coat related properties to enable multilayer
-		materials that have a thin translucent layer over the base layer. Default is `0.0`.
+			Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
+			clear coat related properties to enable multilayer materials that have a
+			thin translucent layer over the base layer. Default is `0.0`.
 		</p>
 
 		<h3>[property:Texture clearcoatMap]</h3>
 		<p>
-		The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
-		over a coating's intensity. Default is `null`.
+			The red channel of this texture is multiplied against [page:.clearcoat],
+			for per-pixel control over a coating's intensity. Default is `null`.
 		</p>
 
 		<h3>[property:Texture clearcoatNormalMap]</h3>
-		<p>Can be used to enable independent normals for the clear coat layer. Default is `null`.</p>
+		<p>
+			Can be used to enable independent normals for the clear coat layer.
+			Default is `null`.
+		</p>
 
 		<h3>[property:Vector2 clearcoatNormalScale]</h3>
-		<p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from `(0,0)` to `(1,1)`. Default is `(1,1)`.</p>
+		<p>
+			How much [page:.clearcoatNormalMap] affects the clear coat layer, from
+			`(0,0)` to `(1,1)`. Default is `(1,1)`.
+		</p>
 
 		<h3>[property:Float clearcoatRoughness]</h3>
-		<p>Roughness of the clear coat layer, from `0.0` to `1.0`. Default is `0.0`.</p>
+		<p>
+			Roughness of the clear coat layer, from `0.0` to `1.0`. Default is `0.0`.
+		</p>
 
 		<h3>[property:Texture clearcoatRoughnessMap]</h3>
 		<p>
-		The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
-		over a coating's roughness. Default is `null`.
+			The green channel of this texture is multiplied against
+			[page:.clearcoatRoughness], for per-pixel control over a coating's
+			roughness. Default is `null`.
 		</p>
 
 		<h3>[property:Object defines]</h3>
-		<p>An object of the form:
+		<p>
+			An object of the form:
 			<code>
-				{
-
-					'STANDARD': ''
-					'PHYSICAL': '',
-
-				};
+			{ 
+				'STANDARD': '',
+				'PHYSICAL': '', 
+			};
 			</code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.
@@ -136,14 +161,17 @@
 
 		<h3>[property:Float ior]</h3>
 		<p>
-			Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. Default is `1.5`.<br />
+			Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
+			Default is `1.5`.<br />
 		</p>
 
 		<h3>[property:Float reflectivity]</h3>
 		<p>
-			Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which corresponds to an index-of-refraction of 1.5.<br />
+			Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
+			corresponds to an index-of-refraction of 1.5.<br />
 
-			This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is `1.0`
+			This models the reflectivity of non-metallic materials. It has no effect
+			when [page:MeshStandardMaterial.metalness metalness] is `1.0`
 		</p>
 
 		<h3>[property:Float sheen]</h3>
@@ -152,78 +180,90 @@
 		</p>
 
 		<h3>[property:Float sheenRoughness]</h3>
-		<p>
-			Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.
-		</p>
+		<p>Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.</p>
 
 		<h3>[property:Texture sheenRoughnessMap]</h3>
 		<p>
-			The alpha channel of this texture is multiplied against [page:.sheenRoughness], for per-pixel control
-			over sheen roughness. Default is `null`.
+			The alpha channel of this texture is multiplied against
+			[page:.sheenRoughness], for per-pixel control over sheen roughness.
+			Default is `null`.
 		</p>
 
 		<h3>[property:Color sheenColor]</h3>
-		<p>
-			The sheen tint. Default is `0xffffff`, white.
-		</p>
+		<p>The sheen tint. Default is `0xffffff`, white.</p>
 
 		<h3>[property:Texture sheenColorMap]</h3>
 		<p>
-			The RGB channels of this texture are multiplied against [page:.sheenColor], for per-pixel control
-			over sheen tint. Default is `null`.
+			The RGB channels of this texture are multiplied against
+			[page:.sheenColor], for per-pixel control over sheen tint. Default is
+			`null`.
 		</p>
 
 		<h3>[property:Float specularIntensity]</h3>
 		<p>
-			A float that scales the amount of specular reflection for non-metals only. When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. Default is `0.0`.
+			A float that scales the amount of specular reflection for non-metals only.
+			When set to zero, the model is effectively Lambertian. From `0.0` to
+			`1.0`. Default is `0.0`.
 		</p>
 
 		<h3>[property:Texture specularIntensityMap]</h3>
 		<p>
-			The alpha channel of this texture is multiplied against [page:.specularIntensity], for per-pixel control over specular intensity. Default is `null`.
+			The alpha channel of this texture is multiplied against
+			[page:.specularIntensity], for per-pixel control over specular intensity.
+			Default is `null`.
 		</p>
 
 		<h3>[property:Color specularColor]</h3>
 		<p>
-			A [page:Color] that tints the specular reflection at normal incidence for non-metals only.
-			Default is `0xffffff`, white.
+			A [page:Color] that tints the specular reflection at normal incidence for
+			non-metals only. Default is `0xffffff`, white.
 		</p>
 
 		<h3>[property:Texture specularColorMap]</h3>
 		<p>
-			The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is `null`.
+			The RGB channels of this texture are multiplied against
+			[page:.specularColor], for per-pixel control over specular color. Default
+			is `null`.
 		</p>
 
 		<h3>[property:Float thickness]</h3>
 		<p>
-		The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary. Default is `0`.
+			The thickness of the volume beneath the surface. The value is given in the
+			coordinate space of the mesh. If the value is 0 the material is
+			thin-walled. Otherwise the material is a volume boundary. Default is `0`.
 		</p>
 
 		<h3>[property:Texture thicknessMap]</h3>
 		<p>
-		A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is `null`.
+			A texture that defines the thickness, stored in the G channel. This will
+			be multiplied by [page:.thickness]. Default is `null`.
 		</p>
 
 		<h3>[property:Float transmission]</h3>
 		<p>
-		Degree of transmission (or optical transparency), from `0.0` to `1.0`. Default is `0.0`.<br />
-
-		Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
+			Degree of transmission (or optical transparency), from `0.0` to `1.0`.
+			Default is `0.0`.<br />
 
-		The transmission property can be used to model these materials.<br />
+			Thin, transparent or semitransparent, plastic or glass materials remain
+			largely reflective even if they are fully transmissive. The transmission
+			property can be used to model these materials.<br />
 
-		When transmission is non-zero, [page:Material.opacity opacity] should be set to `0`.
+			When transmission is non-zero, [page:Material.opacity opacity] should be
+			set to `0`.
 		</p>
 
 		<h3>[property:Texture transmissionMap]</h3>
 		<p>
-			The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
-			over optical transparency. Default is `null`.
+			The red channel of this texture is multiplied against
+			[page:.transmission], for per-pixel control over optical transparency.
+			Default is `null`.
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
-
+		<p>
+			See the base [page:Material] and [page:MeshStandardMaterial] classes for
+			common methods.
+		</p>
 
 		<h2>Source</h2>
 

+ 148 - 98
docs/api/en/materials/MeshStandardMaterial.html

@@ -12,42 +12,52 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A standard physically based material, using Metallic-Roughness workflow.<br /><br />
+			A standard physically based material, using Metallic-Roughness
+			workflow.<br /><br />
 
-			Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
+			Physically based rendering (PBR) has recently become the standard in many
+			3D applications, such as
 			[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
 			[link:https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ Unreal] and
 			[link:http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017 3D Studio Max].<br /><br />
 
-			This approach differs from older approaches in that instead of using approximations for the way in which
-			light interacts with a surface, a physically correct model is used. The idea is that, instead of
-			tweaking materials to look good under specific lighting, a material can	be created that
-			will react 'correctly' under all lighting scenarios.<br /><br />
-
-			In practice this gives a more accurate and realistic looking result than the [page:MeshLambertMaterial]
-			or [page:MeshPhongMaterial], at the cost of being somewhat more computationally expensive. [name] uses per-fragment shading.<br /><br />
-
-			Note that for best results you should always specify an [page:.envMap environment map] when using
-			this material.<br /><br />
-
-			For a non-technical introduction to the concept of PBR and how to set up a PBR material,
-			check out these articles by the people at [link:https://www.marmoset.co marmoset]:
-			<ul>
-				<li>
-					[link:https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically Based Rendering]
-				</li>
-				<li>
-					[link:https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ Physically Based Rendering and You Can Too]
-				</li>
-			</ul>
+			This approach differs from older approaches in that instead of using
+			approximations for the way in which light interacts with a surface, a
+			physically correct model is used. The idea is that, instead of tweaking
+			materials to look good under specific lighting, a material can be created
+			that will react 'correctly' under all lighting scenarios.<br /><br />
+
+			In practice this gives a more accurate and realistic looking result than
+			the [page:MeshLambertMaterial] or [page:MeshPhongMaterial], at the cost of
+			being somewhat more computationally expensive. [name] uses per-fragment
+			shading.<br /><br />
+
+			Note that for best results you should always specify an [page:.envMap environment map] 
+			when using this material.<br /><br />
+
+			For a non-technical introduction to the concept of PBR and how to set up a
+			PBR material, check out these articles by the people at
+			[link:https://www.marmoset.co marmoset]:
 		</p>
+		<ul>
+			<li>
+				[link:https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically Based Rendering]
+			</li>
+			<li>
+				[link:https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ Physically Based Rendering and You Can Too]
+			</li>
+		</ul>
 		<p>
-			Technical details of the approach used in three.js (and most other PBR systems) can be found is this
-			[link:https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf paper from Disney] (pdf),
-			by Brent Burley.
+			Technical details of the approach used in three.js (and most other PBR
+			systems) can be found is this
+			[link:https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf paper from Disney] 
+			(pdf), by Brent Burley.
 		</p>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshStandardMaterial"
+		></iframe>
 
 		<script>
 
@@ -69,71 +79,85 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs.</p>
+		<p>
+			The red channel of this texture is used as the ambient occlusion map.
+			Default is null. The aoMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+		<p>
+			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			occlusion effect.
+		</p>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<p>
-			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
-			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
-			be ignored.
+			The texture to create a bump map. The black and white values map to the
+			perceived depth in relation to the lights. Bump doesn't actually affect
+			the geometry of the object, only the lighting. If a normal map is defined
+			this will be ignored.
 		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
-
+		<p>
+			How much the bump map affects the material. Typical ranges are 0-1.
+			Default is 1.
+		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Object defines]</h3>
-		<p>An object of the form:
-			<code>
-				{ 'STANDARD': '' };
-			</code>
+		<p>
+			An object of the form:
+			<code> { 'STANDARD': '' }; </code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.
 		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -144,23 +168,29 @@
 
 		<h3>[property:Color emissive]</h3>
 		<p>
-		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
-		Default is black.
+			Emissive (light) color of the material, essentially a solid color
+			unaffected by other lighting. Default is black.
 		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
-		Set emissive (glow) map. Default is null. The emissive map color is modulated by
-		the emissive color and the emissive intensity. If you have an emissive map, be sure to
-		set the emissive color to something other than black.
+			Set emissive (glow) map. Default is null. The emissive map color is
+			modulated by the emissive color and the emissive intensity. If you have an
+			emissive map, be sure to set the emissive color to something other than
+			black.
 		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
+		<p>
+			Intensity of the emissive light. Modulates the emissive color. Default is
+			1.
+		</p>
 
 		<h3>[property:Texture envMap]</h3>
-		<p>The environment map. To ensure a physically correct rendering, you should only add
-			environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
+		<p>
+			The environment map. To ensure a physically correct rendering, you should
+			only add environment maps which were preprocessed by
+			[page:PMREMGenerator]. Default is null.
 		</p>
 
 		<h3>[property:Float envMapIntensity]</h3>
@@ -168,53 +198,61 @@
 
 		<h3>[property:Boolean flatShading]</h3>
 		<p>
-		Define whether the material is rendered with flat shading. Default is false.
+			Define whether the material is rendered with flat shading. Default is
+			false.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is `true`.</p>
 
 		<h3>[property:Boolean isMeshStandardMaterial]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
+		<p>
+			The light map. Default is null. The lightMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
-			The texture map color is modulated by the diffuse [page:.color].
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null. The texture map color is modulated by the diffuse [page:.color].
 		</p>
 
 		<h3>[property:Float metalness]</h3>
 		<p>
-			How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
-			(usually) in between. Default is 0.0. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is
-			also provided, both values are multiplied.
+			How much the material is like a metal. Non-metallic materials such as wood
+			or stone use 0.0, metallic use 1.0, with nothing (usually) in between.
+			Default is 0.0. A value between 0.0 and 1.0 could be used for a rusty
+			metal look. If metalnessMap is also provided, both values are multiplied.
 		</p>
 
 		<h3>[property:Texture metalnessMap]</h3>
-		<p>The blue channel of this texture is used to alter the metalness of the material.</p>
+		<p>
+			The blue channel of this texture is used to alter the metalness of the
+			material.
+		</p>
 
 		<h3>[property:Texture normalMap]</h3>
 		<p>
-			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
-			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-			In case the material has a normal map authored using the left handed convention, the y component of normalScale
-			should be negated to compensate for the different handedness.
+			The texture to create a normal map. The RGB values affect the surface
+			normal for each pixel fragment and change the way the color is lit. Normal
+			maps do not change the actual shape of the surface, only the lighting. In
+			case the material has a normal map authored using the left handed
+			convention, the y component of normalScale should be negated to compensate
+			for the different handedness.
 		</p>
 
 		<h3>[property:Integer normalMapType]</h3>
 		<p>
 			The type of normal map.<br /><br />
 
-			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
+			[page:constant THREE.ObjectSpaceNormalMap].
 		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
@@ -225,44 +263,56 @@
 
 		<h3>[property:Float roughness]</h3>
 		<p>
-			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 1.0.
-			If roughnessMap is also provided, both values are multiplied.
+			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0
+			means fully diffuse. Default is 1.0. If roughnessMap is also provided,
+			both values are multiplied.
 		</p>
 
 		<h3>[property:Texture roughnessMap]</h3>
-		<p>The green channel of this texture is used to alter the roughness of the material.</p>
+		<p>
+			The green channel of this texture is used to alter the roughness of the
+			material.
+		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is `false` (i.e. render as flat polygons).</p>
+		<p>
+			Render geometry as wireframe. Default is `false` (i.e. render as flat
+			polygons).
+		</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
 		<p>
-			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
+			Define appearance of line ends. Possible values are "butt", "round" and
+			"square". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
+			Define appearance of line joints. Possible values are "round", "bevel" and
+			"miter". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 
-
 		<h2>Source</h2>
 
 		<p>

+ 93 - 54
docs/api/en/materials/MeshToonMaterial.html

@@ -13,7 +13,10 @@
 
 		<div class="desc">A material implementing toon shading.</div>
 
-		<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
+		<iframe
+			id="scene"
+			src="scenes/material-browser.html#MeshToonMaterial"
+		></iframe>
 
 		<script>
 
@@ -40,62 +43,77 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
 
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
 
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs.</p>
+		<p>
+			The red channel of this texture is used as the ambient occlusion map.
+			Default is null. The aoMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+		<p>
+			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			occlusion effect.
+		</p>
 
 		<h3>[property:Texture bumpMap]</h3>
 		<p>
-			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
-			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
-			be ignored.
+			The texture to create a bump map. The black and white values map to the
+			perceived depth in relation to the lights. Bump doesn't actually affect
+			the geometry of the object, only the lighting. If a normal map is defined
+			this will be ignored.
 		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
-
+		<p>
+			How much the bump map affects the material. Typical ranges are 0-1.
+			Default is 1.
+		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Texture displacementMap]</h3>
 		<p>
-			The displacement map affects the position of the mesh's vertices. Unlike other maps
-			which only affect the light and shade of the material the displaced vertices can cast shadows,
-			block other objects, and otherwise act as real geometry. The displacement texture is
-			an image where the value of each pixel (white being the highest) is mapped against,
-			and repositions, the vertices of the mesh.
+			The displacement map affects the position of the mesh's vertices. Unlike
+			other maps which only affect the light and shade of the material the
+			displaced vertices can cast shadows, block other objects, and otherwise
+			act as real geometry. The displacement texture is an image where the value
+			of each pixel (white being the highest) is mapped against, and
+			repositions, the vertices of the mesh.
 		</p>
 
 		<h3>[property:Float displacementScale]</h3>
 		<p>
-			How much the displacement map affects the mesh (where black is no displacement,
-			and white is maximum displacement). Without a displacement map set, this value is not applied.
-			 Default is 1.
+			How much the displacement map affects the mesh (where black is no
+			displacement, and white is maximum displacement). Without a displacement
+			map set, this value is not applied. Default is 1.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
@@ -106,53 +124,65 @@
 
 		<h3>[property:Color emissive]</h3>
 		<p>
-		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
-		Default is black.
+			Emissive (light) color of the material, essentially a solid color
+			unaffected by other lighting. Default is black.
 		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
-		Set emissive (glow) map. Default is null. The emissive map color is modulated by
-		the emissive color and the emissive intensity. If you have an emissive map, be sure to
-		set the emissive color to something other than black.
+			Set emissive (glow) map. Default is null. The emissive map color is
+			modulated by the emissive color and the emissive intensity. If you have an
+			emissive map, be sure to set the emissive color to something other than
+			black.
 		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
+		<p>
+			Intensity of the emissive light. Modulates the emissive color. Default is
+			1.
+		</p>
 
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is `true`.</p>
 
 		<h3>[property:Texture gradientMap]</h3>
-		<p>Gradient map for toon shading. It's required to set [page:Texture.minFilter] and [page:Texture.magFilter] to
-			[page:Textures THREE.NearestFilter] when using this type of texture. Default is `null`.</p>
+		<p>
+			Gradient map for toon shading. It's required to set
+			[page:Texture.minFilter] and [page:Texture.magFilter] to [page:Textures THREE.NearestFilter] 
+			when using this type of texture. Default is `null`.
+		</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
+		<p>
+			The light map. Default is null. The lightMap requires a second set of UVs.
+		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
-			The texture map color is modulated by the diffuse [page:.color].
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null. The texture map color is modulated by the diffuse [page:.color].
 		</p>
 
 		<h3>[property:Texture normalMap]</h3>
 		<p>
-			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
-			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-			In case the material has a normal map authored using the left handed convention, the y component of normalScale
-			should be negated to compensate for the different handedness.
+			The texture to create a normal map. The RGB values affect the surface
+			normal for each pixel fragment and change the way the color is lit. Normal
+			maps do not change the actual shape of the surface, only the lighting. In
+			case the material has a normal map authored using the left handed
+			convention, the y component of normalScale should be negated to compensate
+			for the different handedness.
 		</p>
 
 		<h3>[property:Integer normalMapType]</h3>
 		<p>
 			The type of normal map.<br /><br />
 
-			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and
+			[page:constant THREE.ObjectSpaceNormalMap].
 		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
@@ -162,30 +192,39 @@
 		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<p>Render geometry as wireframe. Default is `false` (i.e. render as flat polygons).</p>
+		<p>
+			Render geometry as wireframe. Default is `false` (i.e. render as flat
+			polygons).
+		</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
 		<p>
-			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
+			Define appearance of line ends. Possible values are "butt", "round" and
+			"square". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
 		<p>
-			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
+			Define appearance of line joints. Possible values are "round", "bevel" and
+			"miter". Default is 'round'.<br /><br />
 
-			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			This corresponds to the
+			[link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin] 
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 30 - 24
docs/api/en/materials/PointsMaterial.html

@@ -18,22 +18,17 @@
 		const vertices = [];
 
 		for ( let i = 0; i < 10000; i ++ ) {
-
 			const x = THREE.MathUtils.randFloatSpread( 2000 );
 			const y = THREE.MathUtils.randFloatSpread( 2000 );
 			const z = THREE.MathUtils.randFloatSpread( 2000 );
 
 			vertices.push( x, y, z );
-
 		}
 
 		const geometry = new THREE.BufferGeometry();
 		geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-
 		const material = new THREE.PointsMaterial( { color: 0x888888 } );
-
 		const points = new THREE.Points( geometry, material );
-
 		scene.add( points );
 		</code>
 
@@ -57,25 +52,31 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally.
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Color color]</h3>
@@ -86,18 +87,23 @@
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			Sets the color of the points using data from a [page:Texture].
-			May optionally include an alpha channel, typically combined with
+			Sets the color of the points using data from a [page:Texture]. May
+			optionally include an alpha channel, typically combined with
 			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest].
 		</p>
 
 		<h3>[property:Number size]</h3>
-		<p>Defines the size of the points in pixels. Default is 1.0.<br/>
-			Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
+		<p>
+			Defines the size of the points in pixels. Default is 1.0.<br />
+			Will be capped if it exceeds the hardware dependent parameter
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].
+		</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
-		<p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>
-
+		<p>
+			Specify whether points' size is attenuated by the camera depth.
+			(Perspective camera only.) Default is true.
+		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>

+ 15 - 9
docs/api/en/materials/RawShaderMaterial.html

@@ -12,8 +12,9 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This class works just like [page:ShaderMaterial], except that definitions of
-			built-in uniforms and attributes are not automatically prepended to the GLSL shader code.
+			This class works just like [page:ShaderMaterial], except that definitions
+			of built-in uniforms and attributes are not automatically prepended to the
+			GLSL shader code.
 		</p>
 
 		<h2>Code Example</h2>
@@ -44,18 +45,23 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material] and [page:ShaderMaterial]) can be passed in here.<br /><br />
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material] and
+			[page:ShaderMaterial]) can be passed in here.<br /><br />
 		</p>
 
-
 		<h2>Properties</h2>
-		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
-
+		<p>
+			See the base [page:Material] and [page:ShaderMaterial] classes for common
+			properties.
+		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
-
+		<p>
+			See the base [page:Material] and [page:ShaderMaterial] classes for common
+			methods.
+		</p>
 
 		<h2>Source</h2>
 

+ 212 - 173
docs/api/en/materials/ShaderMaterial.html

@@ -12,62 +12,73 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A material rendered with custom shaders. A shader is a small program written in
-			[link:https://www.khronos.org/files/opengles_shading_language.pdf GLSL] that runs on the GPU.
-			You may want to use a custom shader if you need to:
+			A material rendered with custom shaders. A shader is a small program
+			written in
+			[link:https://www.khronos.org/files/opengles_shading_language.pdf GLSL]
+			that runs on the GPU. You may want to use a custom shader if you need to:
+		</p>
+
 		<ul>
-			<li>implement an effect not included with any of the built-in [page:Material materials]</li>
-			<li>combine many objects into a single [page:BufferGeometry] in order to improve performance</li>
+			<li>
+				implement an effect not included with any of the built-in [page:Material materials]
+			</li>
+			<li>
+				combine many objects into a single [page:BufferGeometry] in order to
+				improve performance
+			</li>
 		</ul>
 		There are the following notes to bear in mind when using a `ShaderMaterial`:
 
 		<ul>
 			<li>
-				A `ShaderMaterial` will only be rendered properly by [page:WebGLRenderer],
-				since the GLSL code in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertexShader]
-				and [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders fragmentShader] properties must
-				be compiled and run on the GPU using WebGL.
+				A `ShaderMaterial` will only be rendered properly by
+				[page:WebGLRenderer], since the GLSL code in the
+				[link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertexShader]
+				and [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders fragmentShader] 
+				properties must be compiled and run on the GPU using WebGL.
 			</li>
 			<li>
-				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
-				A [page:BufferGeometry] instance must be used instead, using [page:BufferAttribute] instances to define custom attributes.
+				As of THREE r72, directly assigning attributes in a ShaderMaterial is no
+				longer supported. A [page:BufferGeometry] instance must be used instead,
+				using [page:BufferAttribute] instances to define custom attributes.
 			</li>
 			<li>
-				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
-				are no longer supposed to be used as uniforms. Their [page:Texture texture] property
-				must be used instead.
+				As of THREE r77, [page:WebGLRenderTarget] or
+				[page:WebGLCubeRenderTarget] instances are no longer supposed to be used
+				as uniforms. Their [page:Texture texture] property must be used instead.
 			</li>
 			<li>
-				Built in attributes and uniforms are passed to the shaders along with your code.
-				If you don't want the [page:WebGLProgram] to add anything to your shader code, you can use
-				[page:RawShaderMaterial] instead of this class.
+				Built in attributes and uniforms are passed to the shaders along with
+				your code. If you don't want the [page:WebGLProgram] to add anything to
+				your shader code, you can use [page:RawShaderMaterial] instead of this
+				class.
 			</li>
 			<li>
-				You can use the directive #pragma unroll_loop_start and #pragma unroll_loop_end in order to unroll a `for` loop in GLSL by the shader preprocessor.
-				The directive has to be placed right above the loop. The loop formatting has to correspond to a defined standard.
+				You can use the directive #pragma unroll_loop_start and #pragma
+				unroll_loop_end in order to unroll a `for` loop in GLSL by the shader
+				preprocessor. The directive has to be placed right above the loop. The
+				loop formatting has to correspond to a defined standard.
 				<ul>
 					<li>
-						The loop has to be [link:https://en.wikipedia.org/wiki/Normalized_loop normalized].
-					</li>
-					<li>
-						The loop variable has to be *i*.
+						The loop has to be
+						[link:https://en.wikipedia.org/wiki/Normalized_loop normalized].
 					</li>
+					<li>The loop variable has to be *i*.</li>
 					<li>
-						The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly value of *i* for the given iteration and can be used in preprocessor statements.
+						The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
+						value of *i* for the given iteration and can be used in preprocessor
+						statements.
 					</li>
 				</ul>
 				<code>
-		#pragma unroll_loop_start
-		for ( int i = 0; i < 10; i ++ ) {
-
-			// ...
-
-		}
-		#pragma unroll_loop_end
+					#pragma unroll_loop_start 
+					for ( int i = 0; i < 10; i ++ ) {
+						 // ... 
+					 }
+					#pragma unroll_loop_end
 				</code>
 			</li>
 		</ul>
-		</p>
 
 		<h2>Code Example</h2>
 
@@ -75,14 +86,11 @@
 		const material = new THREE.ShaderMaterial( {
 
 			uniforms: {
-
 				time: { value: 1.0 },
 				resolution: { value: new THREE.Vector2() }
-
 			},
 
 			vertexShader: document.getElementById( 'vertexShader' ).textContent,
-
 			fragmentShader: document.getElementById( 'fragmentShader' ).textContent
 
 		} );
@@ -120,84 +128,99 @@
 			<p>You can specify two different types of shaders for each material:</p>
 			<ul>
 				<li>
-					The vertex shader runs first; it receives `attributes`, calculates / manipulates
-					the position of each individual vertex, and passes additional data (`varying`s) to the fragment shader.
+					The vertex shader runs first; it receives `attributes`, calculates /
+					manipulates the position of each individual vertex, and passes
+					additional data (`varying`s) to the fragment shader.
 				</li>
 				<li>
-					The fragment ( or pixel ) shader runs second; it sets the color of each individual "fragment"
-					(pixel) rendered to the screen.
+					The fragment ( or pixel ) shader runs second; it sets the color of
+					each individual "fragment" (pixel) rendered to the screen.
 				</li>
 			</ul>
-			<p>There are three types of variables in shaders: uniforms, attributes, and varyings:</p>
+			<p>
+				There are three types of variables in shaders: uniforms, attributes, and
+				varyings:
+			</p>
 			<ul>
 				<li>
-					`Uniforms` are variables that have the same value for all vertices - lighting, fog,
-					and shadow maps are examples of data that would be stored in uniforms.
-					Uniforms can be accessed by both the vertex shader and the fragment shader.
+					`Uniforms` are variables that have the same value for all vertices -
+					lighting, fog, and shadow maps are examples of data that would be
+					stored in uniforms. Uniforms can be accessed by both the vertex shader
+					and the fragment shader.
 				</li>
 				<li>
-					`Attributes` are variables associated with each vertex---for instance, the vertex position,
-					face normal, and vertex color are all examples of data that would be stored in attributes.
-					Attributes can `only` be accessed within the vertex shader.
+					`Attributes` are variables associated with each vertex---for instance,
+					the vertex position, face normal, and vertex color are all examples of
+					data that would be stored in attributes. Attributes can `only` be
+					accessed within the vertex shader.
 				</li>
 				<li>
-					`Varyings` are variables that are passed from the vertex shader to the fragment shader.
-					For each fragment, the value of each varying will be smoothly interpolated from the values of adjacent vertices.
+					`Varyings` are variables that are passed from the vertex shader to the
+					fragment shader. For each fragment, the value of each varying will be
+					smoothly interpolated from the values of adjacent vertices.
 				</li>
 			</ul>
 			<p>
-				Note that `within` the shader itself, uniforms and attributes act like constants;
-				you can only modify their values by passing different values to the buffers from your JavaScript code.
+				Note that `within` the shader itself, uniforms and attributes act like
+				constants; you can only modify their values by passing different values
+				to the buffers from your JavaScript code.
 			</p>
 		</div>
 
+		<h2>Built-in attributes and uniforms</h2>
 
-	<h2>Built-in attributes and uniforms</h2>
-
-	<div>
+		<div>
 			<p>
-			The [page:WebGLRenderer] provides many attributes and uniforms to shaders by default;
-			definitions of these variables are prepended to your `fragmentShader` and `vertexShader`
-			code by the [page:WebGLProgram] when the shader is compiled; you don't need to declare them yourself.
-			See [page:WebGLProgram] for details of these variables.
+				The [page:WebGLRenderer] provides many attributes and uniforms to
+				shaders by default; definitions of these variables are prepended to your
+				`fragmentShader` and `vertexShader` code by the [page:WebGLProgram] when
+				the shader is compiled; you don't need to declare them yourself. See
+				[page:WebGLProgram] for details of these variables.
 			</p>
 			<p>
-			Some of these uniforms or attributes (e.g. those pertaining lighting, fog, etc.)
-			require properties to be set on the material in order for [page:WebGLRenderer] to copy
-			the appropriate values to the GPU - make sure to set these flags if you want to use these
-			features in your own shader.
+				Some of these uniforms or attributes (e.g. those pertaining lighting,
+				fog, etc.) require properties to be set on the material in order for
+				[page:WebGLRenderer] to copy the appropriate values to the GPU - make
+				sure to set these flags if you want to use these features in your own
+				shader.
 			</p>
 			<p>
-			If you don't want [page:WebGLProgram] to add anything to your shader code, you can use
-			[page:RawShaderMaterial] instead of this class.
+				If you don't want [page:WebGLProgram] to add anything to your shader
+				code, you can use [page:RawShaderMaterial] instead of this class.
 			</p>
 		</div>
 
-
 		<h2>Custom attributes and uniforms</h2>
 
 		<div>
 			<p>
-				Both custom attributes and uniforms must be declared in your GLSL shader code
-				(within `vertexShader` and/or `fragmentShader`). Custom uniforms must be defined in `both`
-				the `uniforms` property of your `ShaderMaterial`, whereas any custom attributes must be
-				defined via [page:BufferAttribute] instances. Note that `varying`s only need to
-				be declared within the shader code (not within the material).
+				Both custom attributes and uniforms must be declared in your GLSL shader
+				code (within `vertexShader` and/or `fragmentShader`). Custom uniforms
+				must be defined in `both` the `uniforms` property of your
+				`ShaderMaterial`, whereas any custom attributes must be defined via
+				[page:BufferAttribute] instances. Note that `varying`s only need to be
+				declared within the shader code (not within the material).
 			</p>
 			<p>
-				To declare a custom attribute, please reference the [page:BufferGeometry] page for an overview,
-				and the [page:BufferAttribute] page for a detailed look at the `BufferAttribute` API.
+				To declare a custom attribute, please reference the
+				[page:BufferGeometry] page for an overview, and the
+				[page:BufferAttribute] page for a detailed look at the `BufferAttribute`
+				API.
 			</p>
 			<p>
-				When creating your attributes, each typed array that you create to hold your
-				attribute's data must be a multiple of your data type's size. For example, if your
-				attribute is a [page:Vector3 THREE.Vector3] type, and you have 3000 vertices in your
-				[page:BufferGeometry], your typed array value must be created with a length of 3000 * 3,
-				or 9000 (one value per-component). A table of each data type's size is shown below for reference:
+				When creating your attributes, each typed array that you create to hold
+				your attribute's data must be a multiple of your data type's size. For
+				example, if your attribute is a [page:Vector3 THREE.Vector3] type, and
+				you have 3000 vertices in your [page:BufferGeometry], your typed array
+				value must be created with a length of 3000 * 3, or 9000 (one value
+				per-component). A table of each data type's size is shown below for
+				reference:
 			</p>
 
 			<table>
-				<caption><a id="attribute-sizes">Attribute sizes</a></caption>
+				<caption>
+					<a id="attribute-sizes">Attribute sizes</a>
+				</caption>
 				<thead>
 					<tr>
 						<th>GLSL type</th>
@@ -235,36 +258,40 @@
 			</table>
 
 			<p>
-				Note that attribute buffers are `not` refreshed automatically when their values change. To update custom attributes,
-				set the `needsUpdate` flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry]
-				for further details).
+				Note that attribute buffers are `not` refreshed automatically when their
+				values change. To update custom attributes, set the `needsUpdate` flag
+				to true on the [page:BufferAttribute] of the geometry (see
+				[page:BufferGeometry] for further details).
 			</p>
 
 			<p>
-			To declare a custom [page:Uniform], use the `uniforms` property:
-			<code>
-			uniforms: {
-				time: { value: 1.0 },
-				resolution: { value: new THREE.Vector2() }
-			}
-			</code>
+				To declare a custom [page:Uniform], use the `uniforms` property:
+				<code>
+uniforms: { 
+	time: { value: 1.0 },
+	resolution: { value: new THREE.Vector2() } 
+}
+				</code>
 			</p>
 
 			<p>
-			You're recommended to update custom [page:Uniform] values depending on [page:Object3D object] and [page:Camera camera]
-			in [page:Object3D.onBeforeRender] because [page:Material] can be shared among [page:Mesh meshes], [page:Matrix4 matrixWorld]
-			of [page:Scene] and [page:Camera] are updated in [page:WebGLRenderer.render], and some effects render a [page:Scene scene]
-			with their own private [page:Camera cameras].
+				You're recommended to update custom [page:Uniform] values depending on
+				[page:Object3D object] and [page:Camera camera] in
+				[page:Object3D.onBeforeRender] because [page:Material] can be shared
+				among [page:Mesh meshes], [page:Matrix4 matrixWorld] of [page:Scene] and
+				[page:Camera] are updated in [page:WebGLRenderer.render], and some
+				effects render a [page:Scene scene] with their own private [page:Camera cameras].
 			</p>
-
 		</div>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.
 		</p>
 
 		<h2>Properties</h2>
@@ -272,165 +299,177 @@
 
 		<h3>[property:Boolean clipping]</h3>
 		<p>
-		Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
+			Defines whether this material supports clipping; true to let the renderer
+			pass the clippingPlanes uniform. Default is false.
 		</p>
 
 		<h3>[property:Object defaultAttributeValues]</h3>
 		<p>
-			When the rendered geometry doesn't include these attributes but the material does,
-			 these default values will be passed to the shaders. This avoids errors when buffer data is missing.
+			When the rendered geometry doesn't include these attributes but the
+			material does, these default values will be passed to the shaders. This
+			avoids errors when buffer data is missing.
 
 			<code>
-this.defaultAttributeValues = {
-	'color': [ 1, 1, 1 ],
+this.defaultAttributeValues = { 
+	'color': [ 1, 1, 1 ], 
 	'uv': [ 0, 0 ],
-	'uv2': [ 0, 0 ]
+	'uv2': [ 0, 0 ] 
 };
 			</code>
-
 		</p>
 
-
 		<h3>[property:Object defines]</h3>
 		<p>
-		Defines custom constants using `#define` directives within the GLSL code for both the
-		vertex shader and the fragment shader; each key/value pair yields another directive:
-		<code>
-		defines: {
-			FOO: 15,
-			BAR: true
-		}
-		</code>
-		yields the lines
-		<code>
-		#define FOO 15
-		#define BAR true
-		</code>
-		in the GLSL code.
+			Defines custom constants using `#define` directives within the GLSL code
+			for both the vertex shader and the fragment shader; each key/value pair
+			yields another directive:
+			<code> 
+				defines: { 
+					FOO: 15, 
+					BAR: true 
+				} 
+			</code>
+			yields the lines
+			<code> 
+				#define FOO 15 
+				#define BAR true 
+			</code>
+			in the GLSL code.
 		</p>
 
 		<h3>[property:Object extensions]</h3>
 		<p>
-		An object with the following properties:
-		<code>
-this.extensions = {
+			An object with the following properties:
+			<code>
+this.extensions = { 
 	derivatives: false, // set to use derivatives
-	fragDepth: false, // set to use fragment depth values
-	drawBuffers: false, // set to use draw buffers
-	shaderTextureLOD: false // set to use shader texture LOD
+	fragDepth: false, // set to use fragment depth values 
+	drawBuffers: false, // set to use draw buffers 
+	shaderTextureLOD: false // set to use
+	shader texture LOD 
 };
-		</code>
+			</code>
 		</p>
 
-
 		<h3>[property:Boolean fog]</h3>
 		<p>
-			Define whether the material color is affected by global fog settings; true to pass
-			fog uniforms to the shader. Default is false.
+			Define whether the material color is affected by global fog settings; true
+			to pass fog uniforms to the shader. Default is false.
 		</p>
 
-
 		<h3>[property:String fragmentShader]</h3>
 		<p>
-		Fragment shader GLSL code.  This is the actual code for the shader. In the example above,
-		the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
-		as a string directly or loaded via AJAX instead.
+			Fragment shader GLSL code. This is the actual code for the shader. In the
+			example above, the `vertexShader` and `fragmentShader` code is extracted
+			from the DOM; it could be passed as a string directly or loaded via AJAX
+			instead.
 		</p>
 
 		<h3>[property:String glslVersion]</h3>
 		<p>
-		Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify
-		GLSL 3.0 or not. Valid values are `THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
+			Defines the GLSL version of custom shader code. Only relevant for WebGL 2
+			in order to define whether to specify GLSL 3.0 or not. Valid values are
+			`THREE.GLSL1` or `THREE.GLSL3`. Default is `null`.
 		</p>
 
 		<h3>[property:String index0AttributeName]</h3>
 		<p>
-			If set, this calls [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation gl.bindAttribLocation]
-			to bind a generic vertex index to an attribute variable.
-			Default is undefined.
-
+			If set, this calls
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation gl.bindAttribLocation] 
+			to bind a generic vertex index to an attribute variable. Default is undefined.
 		</p>
 
 		<h3>[property:Boolean isShaderMaterial]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Boolean lights]</h3>
 		<p>
-		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
+			Defines whether this material uses lighting; true to pass uniform data
+			related to lighting to this shader. Default is false.
 		</p>
 
 		<h3>[property:Float linewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
 		<h3>[property:Boolean flatShading]</h3>
 		<p>
-		Define whether the material is rendered with flat shading. Default is false.
+			Define whether the material is rendered with flat shading. 
+			Default is false.
 		</p>
 
 		<h3>[property:Object uniforms]</h3>
 		<p>
 			An object of the form:
-			<code>
-{ "uniform1": { value: 1.0 }, "uniform2": { value: 2 } }
+			<code> 
+				{ 
+					"uniform1": { value: 1.0 }, 
+					"uniform2": { value: 2 } 
+				}
 			</code>
-		specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
-		<code>
-		{ value: 1.0 }
-		</code>
-		where `value` is the value of the uniform. Names must match the name of the uniform,
-		as defined in the GLSL code. Note that uniforms are refreshed on every frame,
-		so updating the value of the uniform will immediately update the value available to the GLSL code.
+			specifying the uniforms to be passed to the shader code; keys are uniform
+			names, values are definitions of the form
+			<code> 
+				{
+					value: 1.0 
+				}
+			</code>
+			where `value` is the value of the uniform. Names must match the name of
+			the uniform, as defined in the GLSL code. Note that uniforms are refreshed
+			on every frame, so updating the value of the uniform will immediately
+			update the value available to the GLSL code.
 		</p>
 
 		<h3>[property:Boolean uniformsNeedUpdate]</h3>
 		<p>
-		Can be used to force a uniform update while changing uniforms in [page:Object3D.onBeforeRender](). Default is `false`.
+			Can be used to force a uniform update while changing uniforms in
+			[page:Object3D.onBeforeRender](). Default is `false`.
 		</p>
 
 		<h3>[property:Boolean vertexColors]</h3>
-		<p>
-		Defines whether vertex coloring is used. Default is `false`.
-		</p>
+		<p>Defines whether vertex coloring is used. Default is `false`.</p>
 
 		<h3>[property:String vertexShader]</h3>
 		<p>
-		Vertex shader GLSL code.  This is the actual code for the shader. In the example above,
-		the `vertexShader` and `fragmentShader` code is extracted from the DOM; it could be passed
-		as a string directly or loaded via AJAX instead.
+			Vertex shader GLSL code. This is the actual code for the shader. In the
+			example above, the `vertexShader` and `fragmentShader` code is extracted
+			from the DOM; it could be passed as a string directly or loaded via AJAX
+			instead.
 		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
 		<p>
-		Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
+			Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES).
+			Default is false (i.e. render as flat polygons).
 		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<p>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>
+			Controls wireframe thickness. Default is 1.<br /><br />
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
-		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
-		always be 1 regardless of the set value.
+			Due to limitations of the
+			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
+			with the [page:WebGLRenderer WebGL] renderer on most
+			platforms linewidth will always be 1 regardless of the set value.
 		</p>
 
-
-
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 
 		<h3>[method:ShaderMaterial clone]() [param:ShaderMaterial this]</h3>
 		<p>
-		Generates a shallow copy of this material. Note that the vertexShader and fragmentShader
-		are copied `by reference`, as are the definitions of the `attributes`; this means
-		that clones of the material will share the same compiled [page:WebGLProgram]. However, the
-		`uniforms` are copied `by value`, which allows you to have different sets of uniforms
-		for different copies of the material.
+			Generates a shallow copy of this material. Note that the vertexShader and
+			fragmentShader are copied `by reference`, as are the definitions of the
+			`attributes`; this means that clones of the material will share the same
+			compiled [page:WebGLProgram]. However, the `uniforms` are copied `by
+			value`, which allows you to have different sets of uniforms for different
+			copies of the material.
 		</p>
 
 		<h2>Source</h2>

+ 7 - 7
docs/api/en/materials/ShadowMaterial.html

@@ -12,7 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		This material can receive shadows, but otherwise is completely transparent.
+			This material can receive shadows, but otherwise is completely
+			transparent.
 		</p>
 
 		<h2>Code Example</h2>
@@ -32,19 +33,18 @@
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_geometry_spline_editor geometry / spline / editor]
-		</p>
+		<p>[example:webgl_geometry_spline_editor geometry / spline / editor]</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:Material] classes for common properties.</p>
 

+ 32 - 24
docs/api/en/materials/SpriteMaterial.html

@@ -35,52 +35,61 @@
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
-			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
-
-			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-			string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
-
-			SpriteMaterials are not clipped by using [page:Material.clippingPlanes].
+			[page:Object parameters] - (optional) an object with one or more
+			properties defining the material's appearance. Any property of the
+			material (including any property inherited from [page:Material]) can be
+			passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be
+			passed in as a hexadecimal string and is `0xffffff` (white) by default.
+			[page:Color.set]( color ) is called internally. SpriteMaterials are not
+			clipped by using [page:Material.clippingPlanes].
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<p>The alpha map is a grayscale texture that controls the opacity across the surface
-			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
-
-			Only the color of the texture is used, ignoring the alpha channel if one exists.
-			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
-			green channel when sampling this texture due to the extra bit of precision provided
-			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
-			luminance/alpha textures will also still work as expected.
+		<p>
+			The alpha map is a grayscale texture that controls the opacity across the
+			surface (black: fully transparent; white: fully opaque). Default is
+			null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one
+			exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
+			will use the green channel when sampling this texture due to the extra bit
+			of precision provided for green in DXT-compressed and uncompressed RGB 565
+			formats. Luminance-only and luminance/alpha textures will also still work
+			as expected.
 		</p>
 
 		<h3>[property:Color color]</h3>
-		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is multiplied by the color.</p>
+		<p>
+			[page:Color] of the material, by default set to white (0xffffff). The
+			[page:.map] is multiplied by the color.
+		</p>
 
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is `true`.</p>
 
 		<h3>[property:Boolean isSpriteMaterial]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
-			The color map. May optionally include an alpha channel, typically combined with
-			[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
+			The color map. May optionally include an alpha channel, typically combined
+			with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. 
+			Default is null.
 		</p>
 
 		<h3>[property:Radians rotation]</h3>
 		<p>The rotation of the sprite in radians. Default is 0.</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
-		<p>Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is `true`.</p>
+		<p>
+			Whether the size of the sprite is attenuated by the camera depth.
+			(Perspective camera only.) Default is `true`.
+		</p>
 
 		<h3>[property:Boolean transparent]</h3>
 		<p>Defines whether this material is transparent. Default is `true`.</p>
@@ -89,7 +98,6 @@
 		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 87 - 75
docs/api/en/math/Box2.html

@@ -13,26 +13,21 @@
 			Represents an axis-aligned bounding box (AABB) in 2D space.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<p>
-		[page:Vector2 min] - (optional) [page:Vector2] representing the lower (x, y) boundary of the box.
-		Default is ( + Infinity, + Infinity ).<br>
+			[page:Vector2 min] - (optional) [page:Vector2] representing the lower (x,
+			y) boundary of the box. Default is ( + Infinity, + Infinity ).<br />
 
-		[page:Vector2 max] - (optional) [page:Vector2] representing the upper (x, y) boundary of the box.
-		Default is ( - Infinity, - Infinity ).<br /><br />
+			[page:Vector2 max] - (optional) [page:Vector2] representing the upper (x,
+			y) boundary of the box. Default is ( - Infinity, - Infinity ).<br /><br />
 
-		Creates a [name] bounded by min and max.
+			Creates a [name] bounded by min and max.
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:Vector2 min]</h3>
 		<p>
 			[page:Vector2] representing the lower (x, y) boundary of the box.<br />
@@ -45,173 +40,190 @@
 			Default is ( - Infinity, - Infinity ).
 		</p>
 
-
-
 		<h2>Methods</h2>
 
-		<h3>[method:Vector2 clampPoint]( [param:Vector2 point], [param:Vector2 target] )</h3>
+		<h3>
+			[method:Vector2 clampPoint]( [param:Vector2 point], [param:Vector2 target] )
+		</h3>
 		<p>
-		[page:Vector2 point] - [page:Vector2] to clamp. <br>
-		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+			[page:Vector2 point] - [page:Vector2] to clamp. <br />
+			[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector2 point] within the bounds of this box.<br />
+			[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the
+			[page:Vector2 point] within the bounds of this box.<br />
 		</p>
 
 		<h3>[method:Box2 clone]()</h3>
-		<p>Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.</p>
+		<p>
+			Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.
+		</p>
 
 		<h3>[method:Boolean containsBox]( [param:Box2 box] )</h3>
 		<p>
-		[page:Box2 box] - [page:Box2 Box2] to test for inclusion.<br /><br />
+			[page:Box2 box] - [page:Box2 Box2] to test for inclusion.<br /><br />
 
-		Returns true if this box includes the entirety of [page:Box2 box]. If this and [page:Box2 box] are identical, <br>
-		this function also returns true.
+			Returns true if this box includes the entirety of [page:Box2 box]. If this
+			and [page:Box2 box] are identical, <br />
+			this function also returns true.
 		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector2 point] )</h3>
 		<p>
-		[page:Vector2 point] - [page:Vector2] to check for inclusion.<br /><br />
+			[page:Vector2 point] - [page:Vector2] to check for inclusion.<br /><br />
 
-		Returns true if the specified [page:Vector2 point] lies within or on the boundaries of this box.
+			Returns true if the specified [page:Vector2 point] lies within or on the
+			boundaries of this box.
 		</p>
 
 		<h3>[method:this copy]( [param:Box2 box] )</h3>
 		<p>
-		Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to this box.
+			Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to
+			this box.
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector2 point] )</h3>
 		<p>
-		[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
+			[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
 
-		Returns the distance from any edge of this box to the specified point.
-		If the [page:Vector2 point] lies inside of this box, the distance will be 0.
+			Returns the distance from any edge of this box to the specified point. If
+			the [page:Vector2 point] lies inside of this box, the distance will be 0.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Box2 box] )</h3>
 		<p>
-		[page:Box2 box] - Box to compare with this one.<br /><br />
+			[page:Box2 box] - Box to compare with this one.<br /><br />
 
-		Returns true if this box and [page:Box2 box] share the same lower and upper bounds.
+			Returns true if this box and [page:Box2 box] share the same lower and
+			upper bounds.
 		</p>
 
 		<h3>[method:this expandByPoint]( [param:Vector2 point] )</h3>
 		<p>
-		[page:Vector2 point] - [page:Vector2] that should be included in the box.<br /><br />
+			[page:Vector2 point] - [page:Vector2] that should be included in the
+			box.<br /><br />
 
-		Expands the boundaries of this box to include [page:Vector2 point].
+			Expands the boundaries of this box to include [page:Vector2 point].
 		</p>
 
 		<h3>[method:this expandByScalar]( [param:Float scalar] )</h3>
 		<p>
-		[page:Float scalar] - Distance to expand the box by.<br /><br />
+			[page:Float scalar] - Distance to expand the box by.<br /><br />
 
-		Expands each dimension of the box by [page:Float scalar]. If negative, the dimensions of the box
-		will be contracted.
+			Expands each dimension of the box by [page:Float scalar]. If negative, the
+			dimensions of the box will be contracted.
 		</p>
 
 		<h3>[method:this expandByVector]( [param:Vector2 vector] )</h3>
 		<p>
-		[page:Vector2 vector] - [page:Vector2] to expand the box by.<br /><br />
+			[page:Vector2 vector] - [page:Vector2] to expand the box by.<br /><br />
 
-		Expands this box equilaterally by [page:Vector2 vector]. The width of this box will be
-		expanded by the x component of [page:Vector2 vector] in both directions. The height of
-		this box will be expanded by the y component of [page:Vector2 vector] in both directions.
+			Expands this box equilaterally by [page:Vector2 vector]. The width of this
+			box will be expanded by the x component of [page:Vector2 vector] in both
+			directions. The height of this box will be expanded by the y component of
+			[page:Vector2 vector] in both directions.
 		</p>
 
 		<h3>[method:Vector2 getCenter]( [param:Vector2 target] )</h3>
 		<p>
-		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+			[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
-		Returns the center point of the box as a [page:Vector2].
+			Returns the center point of the box as a [page:Vector2].
 		</p>
 
-		<h3>[method:Vector2 getParameter]( [param:Vector2 point], [param:Vector2 target] ) </h3>
+		<h3>
+			[method:Vector2 getParameter]( [param:Vector2 point], [param:Vector2 target] )
+		</h3>
 		<p>
-		[page:Vector2 point] - [page:Vector2].<br/>
-		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+			[page:Vector2 point] - [page:Vector2].<br />
+			[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
-		Returns a point as a proportion of this box's width and height.
+			Returns a point as a proportion of this box's width and height.
 		</p>
 
 		<h3>[method:Vector2 getSize]( [param:Vector2 target] )</h3>
 		<p>
-		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+			[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
 
-		Returns the width and height of this box.
+			Returns the width and height of this box.
 		</p>
 
 		<h3>[method:this intersect]( [param:Box2 box] )</h3>
 		<p>
-		[page:Box2 box] - Box to intersect with.<br /><br />
+			[page:Box2 box] - Box to intersect with.<br /><br />
 
-		Returns the intersection of this and [page:Box2 box], setting the upper bound of this box to the lesser
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
-		lower bounds.
+			Returns the intersection of this and [page:Box2 box], setting the upper
+			bound of this box to the lesser of the two boxes' upper bounds and the
+			lower bound of this box to the greater of the two boxes' lower bounds.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box2 box] )</h3>
 		<p>
-		[page:Box2 box] - Box to check for intersection against.<br /><br />
+			[page:Box2 box] - Box to check for intersection against.<br /><br />
 
-		Determines whether or not this box intersects [page:Box2 box].
+			Determines whether or not this box intersects [page:Box2 box].
 		</p>
 
 		<h3>[method:Boolean isEmpty]()</h3>
 		<p>
-		Returns true if this box includes zero points within its bounds.<br>
-		Note that a box with equal lower and upper bounds still includes one point, the
-		one both bounds share.
+			Returns true if this box includes zero points within its bounds.<br />
+			Note that a box with equal lower and upper bounds still includes one
+			point, the one both bounds share.
 		</p>
 
 		<h3>[method:this makeEmpty]()</h3>
 		<p>Makes this box empty.</p>
 
-
 		<h3>[method:this set]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<p>
-			[page:Vector2 min] - (required ) [page:Vector2] representing the lower (x, y) boundary of the box. <br>
-			[page:Vector2 max]  - (required) [page:Vector2] representing the upper (x, y) boundary of the box. <br /><br />
+			[page:Vector2 min] - (required ) [page:Vector2] representing the lower (x,
+			y) boundary of the box. <br />
+			[page:Vector2 max] - (required) [page:Vector2] representing the upper (x,
+			y) boundary of the box. <br /><br />
 
-			Sets the lower and upper (x, y) boundaries of this box.<br>
-			Please note that this method only copies the values from the given objects.
+			Sets the lower and upper (x, y) boundaries of this box.<br />
+			Please note that this method only copies the values from the given
+			objects.
 		</p>
 
-		<h3>[method:this setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
+		<h3>
+			[method:this setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )
+		</h3>
 		<p>
-		[page:Vector2 center] - Desired center position of the box ([page:Vector2]). <br>
-		[page:Vector2 size] - Desired x and y dimensions of the box ([page:Vector2]).<br /><br />
+			[page:Vector2 center] - Desired center position of the box
+			([page:Vector2]). <br />
+			[page:Vector2 size] - Desired x and y dimensions of the box
+			([page:Vector2]).<br /><br />
 
-		Centers this box on [page:Vector2 center] and sets this box's width and height to the values specified
-		in [page:Vector2 size].
+			Centers this box on [page:Vector2 center] and sets this box's width and
+			height to the values specified in [page:Vector2 size].
 		</p>
 
 		<h3>[method:this setFromPoints]( [param:Array points] )</h3>
 		<p>
-		[page:Array points] - Array of [page:Vector2 Vector2s] that the resulting box will contain.<br /><br />
+			[page:Array points] - Array of [page:Vector2 Vector2s] that the resulting
+			box will contain.<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
+			Sets the upper and lower bounds of this box to include all of the points
+			in [page:Array points].
 		</p>
 
 		<h3>[method:this translate]( [param:Vector2 offset] )</h3>
 		<p>
-		[page:Vector2 offset] - Direction and distance of offset.<br /><br />
+			[page:Vector2 offset] - Direction and distance of offset.<br /><br />
 
-		Adds [page:Vector2 offset] to both the upper and lower bounds of this box, effectively moving this box
-		[page:Vector2 offset] units in 2D space.
+			Adds [page:Vector2 offset] to both the upper and lower bounds of this box,
+			effectively moving this box [page:Vector2 offset] units in 2D space.
 		</p>
 
 		<h3>[method:this union]( [param:Box2 box] )</h3>
 		<p>
-		[page:Box2 box] - Box that will be unioned with this box.<br /><br />
+			[page:Box2 box] - Box that will be unioned with this box.<br /><br />
 
-		Unions this box with [page:Box2 box], setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
-		lower bounds.
+			Unions this box with [page:Box2 box], setting the upper bound of this box
+			to the greater of the two boxes' upper bounds and the lower bound of this
+			box to the lesser of the two boxes' lower bounds.
 		</p>
 
-
-
 		<h2>Source</h2>
 
 		<p>

+ 134 - 103
docs/api/en/math/Box3.html

@@ -35,24 +35,23 @@
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
-		[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x, y, z) boundary of the box.
-		Default is ( + Infinity, + Infinity, + Infinity ).<br>
+			[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x,
+			y, z) boundary of the box. Default is ( + Infinity, + Infinity, + Infinity
+			).<br />
 
-		[page:Vector3 max] - (optional) [page:Vector3] representing the upper (x, y, z) boundary of the box.
-		Default is ( - Infinity, - Infinity, - Infinity ).<br /><br />
+			[page:Vector3 max] - (optional) [page:Vector3] representing the upper (x,
+			y, z) boundary of the box. Default is ( - Infinity, - Infinity, - Infinity
+			).<br /><br />
 
-		Creates a [name] bounded by min and max.
+			Creates a [name] bounded by min and max.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isBox3]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Vector3 min]</h3>
 		<p>
@@ -66,173 +65,188 @@
 			Default is ( - Infinity, - Infinity, - Infinity ).
 		</p>
 
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
-		[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
+			[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
 
-		Transforms this Box3 with the supplied matrix.
+			Transforms this Box3 with the supplied matrix.
 		</p>
 
-		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to clamp. <br>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - [page:Vector3] to clamp. <br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector3 point] within the bounds of this box.<br />
+			[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the
+			[page:Vector3 point] within the bounds of this box.<br />
 		</p>
 
 		<h3>[method:Box3 clone]()</h3>
-		<p>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</p>
+		<p>
+			Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.
+		</p>
 
 		<h3>[method:Boolean containsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - [page:Box3 Box3] to test for inclusion.<br /><br />
+			[page:Box3 box] - [page:Box3 Box3] to test for inclusion.<br /><br />
 
-		Returns true if this box includes the entirety of [page:Box3 box]. If this and [page:Box3 box] are identical, <br>
-		this function also returns true.
+			Returns true if this box includes the entirety of [page:Box3 box]. If this
+			and [page:Box3 box] are identical, <br />
+			this function also returns true.
 		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to check for inclusion.<br /><br />
+			[page:Vector3 point] - [page:Vector3] to check for inclusion.<br /><br />
 
-		Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
+			Returns true if the specified [page:Vector3 point] lies within or on the
+			boundaries of this box.
 		</p>
 
 		<h3>[method:this copy]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
+			[page:Box3 box] - [page:Box3] to copy.<br /><br />
 
-		Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to this box.
+			Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to
+			this box.
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
+			[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
 
-		Returns the distance from any edge of this box to the specified point.
-		If the [page:Vector3 point] lies inside of this box, the distance will be 0.
+			Returns the distance from any edge of this box to the specified point. If
+			the [page:Vector3 point] lies inside of this box, the distance will be 0.
 		</p>
 
-
 		<h3>[method:Boolean equals]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to compare with this one.<br /><br />
+			[page:Box3 box] - Box to compare with this one.<br /><br />
 
-		Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
+			Returns true if this box and [page:Box3 box] share the same lower and
+			upper bounds.
 		</p>
 
-		<h3>[method:this expandByObject]( [param:Object3D object], [param:Boolean precise] )</h3>
+		<h3>
+			[method:this expandByObject]( [param:Object3D object], [param:Boolean precise] )
+		</h3>
 		<p>
-		[page:Object3D object] - [page:Object3D] to expand the box by.<br />
-		precise - (optional) expand the bounding box as little as necessary at the expense of more computation. Default is false.<br /><br />
-
-		Expands the boundaries of this box to include [page:Object3D object] and its children,
-		accounting for the object's, and children's, world transforms.
-		The function may result in a larger box than strictly necessary (unless the precise parameter is set to true).
+			[page:Object3D object] - [page:Object3D] to expand the box by.<br />
+			precise - (optional) expand the bounding box as little as necessary at the
+			expense of more computation. Default is false.<br /><br />
 
+			Expands the boundaries of this box to include [page:Object3D object] and
+			its children, accounting for the object's, and children's, world
+			transforms. The function may result in a larger box than strictly
+			necessary (unless the precise parameter is set to true).
 		</p>
 
 		<h3>[method:this expandByPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
+			[page:Vector3 point] - [page:Vector3] that should be included in the
+			box.<br /><br />
 
-		Expands the boundaries of this box to include [page:Vector3 point].
+			Expands the boundaries of this box to include [page:Vector3 point].
 		</p>
 
 		<h3>[method:this expandByScalar]( [param:Float scalar] )</h3>
 		<p>
-		[page:Float scalar] - Distance to expand the box by.<br /><br />
+			[page:Float scalar] - Distance to expand the box by.<br /><br />
 
-		Expands each dimension of the box by [page:Float scalar]. If negative, the dimensions of the box
-		will be contracted.
+			Expands each dimension of the box by [page:Float scalar]. If negative, the
+			dimensions of the box will be contracted.
 		</p>
 
 		<h3>[method:this expandByVector]( [param:Vector3 vector] )</h3>
 		<p>
-		[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
+			[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
 
-		Expands this box equilaterally by [page:Vector3 vector]. The width of this box will be
-		expanded by the x component of [page:Vector3 vector] in both directions. The height of
-		this box will be expanded by the y component of [page:Vector3 vector] in both directions.
-		The depth of this box will be expanded by the z component of `vector` in both directions.
+			Expands this box equilaterally by [page:Vector3 vector]. The width of this
+			box will be expanded by the x component of [page:Vector3 vector] in both
+			directions. The height of this box will be expanded by the y component of
+			[page:Vector3 vector] in both directions. The depth of this box will be
+			expanded by the z component of `vector` in both directions.
 		</p>
 
 		<h3>[method:Sphere getBoundingSphere]( [param:Sphere target] )</h3>
 		<p>
-		[page:Sphere target] — the result will be copied into this Sphere.<br /><br />
+			[page:Sphere target] — the result will be copied into this Sphere.<br /><br />
 
-		Gets a [page:Sphere] that bounds the box.
+			Gets a [page:Sphere] that bounds the box.
 		</p>
 
 		<h3>[method:Vector3 getCenter]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns the center point of the box as a [page:Vector3].
+			Returns the center point of the box as a [page:Vector3].
 		</p>
 
-		<h3>[method:Vector3 getParameter]( [param:Vector3 point], [param:Vector3 target] ) </h3>
+		<h3>
+			[method:Vector3 getParameter]( [param:Vector3 point], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3].<br/>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - [page:Vector3].<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns a point as a proportion of this box's width, height and depth.
+			Returns a point as a proportion of this box's width, height and depth.
 		</p>
 
 		<h3>[method:Vector3 getSize]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns the width, height and depth of this box.
+			Returns the width, height and depth of this box.
 		</p>
 
 		<h3>[method:this intersect]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to intersect with.<br /><br />
+			[page:Box3 box] - Box to intersect with.<br /><br />
 
-		Computes the intersection of this and [page:Box3 box], setting the upper bound of this box to the lesser
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
-		lower bounds. If there's no overlap, makes this box empty.
+			Computes the intersection of this and [page:Box3 box], setting the upper
+			bound of this box to the lesser of the two boxes' upper bounds and the
+			lower bound of this box to the greater of the two boxes' lower bounds. If
+			there's no overlap, makes this box empty.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to check for intersection against.<br /><br />
+			[page:Box3 box] - Box to check for intersection against.<br /><br />
 
-		Determines whether or not this box intersects [page:Box3 box].
+			Determines whether or not this box intersects [page:Box3 box].
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - [page:Plane] to check for intersection against.<br /><br />
+			[page:Plane plane] - [page:Plane] to check for intersection against.<br /><br />
 
-		Determines whether or not this box intersects [page:Plane plane].
+			Determines whether or not this box intersects [page:Plane plane].
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - [page:Sphere] to check for intersection against.<br /><br />
+			[page:Sphere sphere] - [page:Sphere] to check for intersection against.<br /><br />
 
-		Determines whether or not this box intersects [page:Sphere sphere].
+			Determines whether or not this box intersects [page:Sphere sphere].
 		</p>
 
 		<h3>[method:Boolean intersectsTriangle]( [param:Triangle triangle] )</h3>
 		<p>
-		[page:Triangle triangle] - [page:Triangle] to check for intersection against.<br /><br />
+			[page:Triangle triangle] - [page:Triangle] to check for intersection
+			against.<br /><br />
 
-		Determines whether or not this box intersects [page:Triangle triangle].
+			Determines whether or not this box intersects [page:Triangle triangle].
 		</p>
 
 		<h3>[method:Boolean isEmpty]()</h3>
 		<p>
-		Returns true if this box includes zero points within its bounds.<br>
-		Note that a box with equal lower and upper bounds still includes one point,
-		the one both bounds share.
+			Returns true if this box includes zero points within its bounds.<br />
+			Note that a box with equal lower and upper bounds still includes one
+			point, the one both bounds share.
 		</p>
 
 		<h3>[method:this makeEmpty]()</h3>
@@ -240,69 +254,86 @@
 
 		<h3>[method:this set]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
-		[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
-		[page:Vector3 max] - [page:Vector3] representing the upper (x, y, z) boundary of the box.<br /><br />
+			[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z)
+			boundary of the box.<br />
+			[page:Vector3 max] - [page:Vector3] representing the upper (x, y, z)
+			boundary of the box.<br /><br />
 
-		Sets the lower and upper (x, y, z) boundaries of this box.<br>
-		Please note that this method only copies the values from the given objects.
+			Sets the lower and upper (x, y, z) boundaries of this box.<br />
+			Please note that this method only copies the values from the given
+			objects.
 		</p>
 
 		<h3>[method:this setFromArray]( [param:Array array] )</h3>
 		<p>
-		array -- An array of position data that the resulting box will envelop.<br /><br />
+			array -- An array of position data that the resulting box will envelop.<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the data in `array`.
+			Sets the upper and lower bounds of this box to include all of the data in
+			`array`.
 		</p>
 
-		<h3>[method:this setFromBufferAttribute]( [param:BufferAttribute attribute] )</h3>
+		<h3>
+			[method:this setFromBufferAttribute]( [param:BufferAttribute attribute] )
+		</h3>
 		<p>
-		[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
+			[page:BufferAttribute attribute] - A buffer attribute of position data
+			that the resulting box will envelop.<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
+			Sets the upper and lower bounds of this box to include all of the data in
+			[page:BufferAttribute attribute].
 		</p>
 
-		<h3>[method:this setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
+		<h3>
+			[method:this setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )
+		</h3>
 		<p>
-		[page:Vector3 center], - Desired center position of the box. <br>
-		[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
+			[page:Vector3 center], - Desired center position of the box. <br />
+			[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
 
-		Centers this box on [page:Vector3 center] and sets this box's width, height and depth to the values specified <br>
-		in [page:Vector3 size]
+			Centers this box on [page:Vector3 center] and sets this box's width,
+			height and depth to the values specified <br />
+			in [page:Vector3 size]
 		</p>
 
-		<h3>[method:this setFromObject]( [param:Object3D object], [param:Boolean precise] )</h3>
+		<h3>
+			[method:this setFromObject]( [param:Object3D object], [param:Boolean precise] )
+		</h3>
 		<p>
-		[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br />
-		precise - (optional) compute the smallest world-axis-aligned bounding box at the expense of more computation. Default is false.<br /><br />
-
-		Computes the world-axis-aligned bounding box of an [page:Object3D] (including its children),
-		accounting for the object's, and children's, world transforms.
-		The function may result in a larger box than strictly necessary.
+			[page:Object3D object] - [page:Object3D] to compute the bounding box
+			of.<br />
+			precise - (optional) compute the smallest world-axis-aligned bounding box
+			at the expense of more computation. Default is false.<br /><br />
 
+			Computes the world-axis-aligned bounding box of an [page:Object3D]
+			(including its children), accounting for the object's, and children's,
+			world transforms. The function may result in a larger box than strictly
+			necessary.
 		</p>
 
 		<h3>[method:this setFromPoints]( [param:Array points] )</h3>
 		<p>
-		[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
+			[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting
+			box will contain.<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
+			Sets the upper and lower bounds of this box to include all of the points
+			in [page:Array points].
 		</p>
 
 		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
-		[page:Vector3 offset] - Direction and distance of offset.<br /><br />
+			[page:Vector3 offset] - Direction and distance of offset.<br /><br />
 
-		Adds [page:Vector3 offset] to both the upper and lower bounds of this box, effectively moving this box
-		[page:Vector3 offset] units in 3D space.
+			Adds [page:Vector3 offset] to both the upper and lower bounds of this box,
+			effectively moving this box [page:Vector3 offset] units in 3D space.
 		</p>
 
 		<h3>[method:this union]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box that will be unioned with this box.<br /><br />
+			[page:Box3 box] - Box that will be unioned with this box.<br /><br />
 
-		Computes the union of this box and [page:Box3 box], setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
-		lower bounds.
+			Computes the union of this box and [page:Box3 box], setting the upper
+			bound of this box to the greater of the two boxes' upper bounds and the
+			lower bound of this box to the lesser of the two boxes' lower bounds.
 		</p>
 
 		<h2>Source</h2>

+ 238 - 155
docs/api/en/math/Color.html

@@ -9,20 +9,17 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">
-		Class representing a color.
-		</p>
+		<p class="desc">Class representing a color.</p>
 
 		<p>
-		Iterating through a [name] instance will yield its components (r, g, b) in the corresponding order.
+			Iterating through a [name] instance will yield its components (r, g, b) in
+			the corresponding order.
 		</p>
 
 		<h2>Code Examples</h2>
 
-		<p>
-			A Color can be initialised in any of the following ways:
-		</p>
-		<code>
+		<p>A Color can be initialised in any of the following ways:</p>
+				<code>
 //empty constructor - will default white
 const color1 = new THREE.Color();
 
@@ -46,23 +43,37 @@ const color7 = new THREE.Color( 1, 0, 0 );
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:Color_Hex_or_String r], [param:Float g], [param:Float b] )</h3>
-		<p>
-		[page:Color_Hex_or_String r] - (optional) If arguments [page:Float g] and [page:Float b] are defined, the red component of the color.
-		If they are not defined, it can be a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] (recommended), a CSS-style string, or another Color instance.<br />
-		[page:Float g] - (optional) If it is defined, the green component of the color.<br />
-		[page:Float b] - (optional) If it is defined, the blue component of the color.<br /><br />
-
-		Note that standard method of specifying color in three.js is with a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], and that method is used
-		throughout the rest of the documentation.<br /><br />
-
-		When all arguments are defined then [page:Color_Hex_or_String r] is the red component, [page:Float g] is the green component and [page:Float b] is the blue component of the color.<br />
-		When only [page:Color_Hex_or_String r] is defined:<br />
+		<h3>
+			[name]( [param:Color_Hex_or_String r], [param:Float g], [param:Float b] )
+		</h3>
+		<p>
+			[page:Color_Hex_or_String r] - (optional) If arguments [page:Float g] and
+			[page:Float b] are defined, the red component of the color. If they are
+			not defined, it can be a
+			[link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] (recommended), 
+			a CSS-style string, or another Color instance.<br />
+			[page:Float g] - (optional) If it is defined, the green component of the
+			color.<br />
+			[page:Float b] - (optional) If it is defined, the blue component of the
+			color.<br /><br />
+
+			Note that standard method of specifying color in three.js is with a
+			[link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], 
+			and that method is used throughout the rest of the
+			documentation.<br /><br />
+
+			When all arguments are defined then [page:Color_Hex_or_String r] is the
+			red component, [page:Float g] is the green component and [page:Float b] is
+			the blue component of the color.<br />
+			When only [page:Color_Hex_or_String r] is defined:<br />
+		</p>
 		<ul>
-			<li>It can be a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] representing the color (recommended).</li>
+			<li>
+				It can be a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] representing the color (recommended).
+			</li>
 			<li>It can be an another Color instance.</li>
-			<li>It can be a CSS-style string. For example:
+			<li>
+				It can be a CSS-style string. For example:
 				<ul>
 					<li>'rgb(250, 0,0)'</li>
 					<li>'rgb(100%,0%,0%)'</li>
@@ -71,263 +82,335 @@ const color7 = new THREE.Color( 1, 0, 0 );
 					<li>'#f00'</li>
 					<li>'red'</li>
 				</ul>
-
 			</li>
 		</ul>
-		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isColor]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float r]</h3>
-		<p>
-		Red channel value between 0 and 1. Default is 1.
-		</p>
+		<p>Red channel value between 0 and 1. Default is 1.</p>
 
 		<h3>[property:Float g]</h3>
-		<p>
-		Green channel value between 0 and 1. Default is 1.
-		</p>
+		<p>Green channel value between 0 and 1. Default is 1.</p>
 
 		<h3>[property:Float b]</h3>
-		<p>
-		Blue channel value between 0 and 1. Default is 1.
-		</p>
+		<p>Blue channel value between 0 and 1. Default is 1.</p>
 
 		<h2>Methods</h2>
 
-		<h3>[method:this add]( [param:Color color] ) </h3>
-		<p>Adds the RGB values of [page:Color color] to the RGB values of this color.</p>
+		<h3>[method:this add]( [param:Color color] )</h3>
+		<p>
+			Adds the RGB values of [page:Color color] to the RGB values of this color.
+		</p>
 
-		<h3>[method:this addColors]( [param:Color color1], [param:Color color2] ) </h3>
-		<p>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</p>
+		<h3>
+			[method:this addColors]( [param:Color color1], [param:Color color2] )
+		</h3>
+		<p>
+			Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].
+		</p>
 
-		<h3>[method:this addScalar]( [param:Number s] ) </h3>
+		<h3>[method:this addScalar]( [param:Number s] )</h3>
 		<p>Adds [page:Number s] to the RGB values of this color.</p>
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
-		<p>Applies the transform [page:Matrix3 m] to this color's RGB components.</p>
-
-		<h3>[method:Color clone]() </h3>
-		<p>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</p>
-
-		<h3>[method:this copy]( [param:Color color] ) </h3>
 		<p>
-			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
+			Applies the transform [page:Matrix3 m] to this color's RGB components.
 		</p>
 
-		<h3>[method:this convertLinearToSRGB]() </h3>
+		<h3>[method:Color clone]()</h3>
 		<p>
-		Converts this color from linear space to sRGB space.
+			Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b]
+			values as this one.
 		</p>
 
-		<h3>[method:this convertSRGBToLinear]() </h3>
+		<h3>[method:this copy]( [param:Color color] )</h3>
 		<p>
-		Converts this color from sRGB space to linear space.
+			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from
+			[page:Color color] in to this color.
 		</p>
 
-		<h3>[method:this copyLinearToSRGB]( [param:Color color] ) </h3>
+		<h3>[method:this convertLinearToSRGB]()</h3>
+		<p>Converts this color from linear space to sRGB space.</p>
+
+		<h3>[method:this convertSRGBToLinear]()</h3>
+		<p>Converts this color from sRGB space to linear space.</p>
+
+		<h3>[method:this copyLinearToSRGB]( [param:Color color] )</h3>
 		<p>
-		[page:Color color] — Color to copy.<br />
+			[page:Color color] — Color to copy.<br />
 
-		Copies the given color into this color, and then converts this color from linear space to sRGB space.
+			Copies the given color into this color, and then converts this color from
+			linear space to sRGB space.
 		</p>
 
-		<h3>[method:this copySRGBToLinear]( [param:Color color] ) </h3>
+		<h3>[method:this copySRGBToLinear]( [param:Color color] )</h3>
 		<p>
-		[page:Color color] — Color to copy.<br />
+			[page:Color color] — Color to copy.<br />
 
-		Copies the given color into this color, and then converts this color from sRGB space to linear space.
+			Copies the given color into this color, and then converts this color from
+			sRGB space to linear space.
 		</p>
 
-		<h3>[method:Boolean equals]( [param:Color color] ) </h3>
-		<p>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</p>
+		<h3>[method:Boolean equals]( [param:Color color] )</h3>
+		<p>
+			Compares the RGB values of [page:Color color] with those of this object.
+			Returns true if they are the same, false otherwise.
+		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] ) </h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - [page:Array] of floats in the form [ [page:Float r], [page:Float g], [page:Float b] ].<br />
-		[page:Integer offset] - An optional offset into the array.<br /><br />
+			[page:Array array] - [page:Array] of floats in the form [ [page:Float r],
+			[page:Float g], [page:Float b] ].<br />
+			[page:Integer offset] - An optional offset into the array.<br /><br />
 
-		Sets this color's components based on an array formatted like [ [page:Float r], [page:Float g], [page:Float b] ].
+			Sets this color's components based on an array formatted like [
+			[page:Float r], [page:Float g], [page:Float b] ].
 		</p>
 
-		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<h3>
+			[method:this fromBufferAttribute]( [param:BufferAttribute attribute],
+			[param:Integer index] )
+		</h3>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+			[page:BufferAttribute attribute] - the source attribute.<br />
+			[page:Integer index] - index in the attribute.<br /><br />
 
-		Sets this color's components from the [page:BufferAttribute attribute].
+			Sets this color's components from the [page:BufferAttribute attribute].
 		</p>
 
-		<h3>[method:Integer getHex]( [param:string colorSpace] = SRGBColorSpace )</h3>
+		<h3>
+			[method:Integer getHex]( [param:string colorSpace] = SRGBColorSpace )
+		</h3>
 		<p>Returns the hexadecimal value of this color.</p>
 
-		<h3>[method:String getHexString]( [param:string colorSpace] = SRGBColorSpace )</h3>
-		<p>Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').</p>
+		<h3>
+			[method:String getHexString]( [param:string colorSpace] = SRGBColorSpace )
+		</h3>
+		<p>
+			Returns the hexadecimal value of this color as a string (for example,
+			'FFFFFF').
+		</p>
 
-		<h3>[method:Object getHSL]( [param:Object target], [param:string colorSpace] = LinearSRGBColorSpace )</h3>
+		<h3>
+			[method:Object getHSL]( [param:Object target], [param:string colorSpace] =
+			LinearSRGBColorSpace )
+		</h3>
 		<p>
-			[page:Object target] — the result will be copied into this Object. Adds h, s and l keys to the object (if not already present).<br /><br />
+			[page:Object target] — the result will be copied into this Object. Adds h,
+			s and l keys to the object (if not already present).<br /><br />
 
-			Convert this Color's [page:.r r], [page:.g g] and [page:.b b] values to [link:https://en.wikipedia.org/wiki/HSL_and_HSV HSL]
-			format and returns an object of the form:
+			Convert this Color's [page:.r r], [page:.g g] and [page:.b b] values to
+			[link:https://en.wikipedia.org/wiki/HSL_and_HSV HSL] format and returns an
+			object of the form:
 
 			<code>
-				{ h: 0, s: 0, l: 0 }
+			{ 
+				h: 0, 
+				s: 0, 
+				l: 0 
+			} 
 			</code>
-
 		</p>
 
-		<h3>[method:Color getRGB]( [param:Color target], [param:string colorSpace] = SRGBColorSpace )</h3>
+		<h3>
+			[method:Color getRGB]( [param:Color target], [param:string colorSpace] =
+			SRGBColorSpace )
+		</h3>
 		<p>
 			[page:Color target] — the result will be copied into this object.<br /><br />
 
 			Returns the RGB values of this color as an instance of [page:Color].
 		</p>
 
-		<h3>[method:String getStyle]( [param:string colorSpace] = SRGBColorSpace )</h3>
-		<p>Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.</p>
+		<h3>
+			[method:String getStyle]( [param:string colorSpace] = SRGBColorSpace )
+		</h3>
+		<p>
+			Returns the value of this color as a CSS style string. Example:
+			`rgb(255,0,0)`.
+		</p>
 
-		<h3>[method:this lerp]( [param:Color color], [param:Float alpha] ) </h3>
+		<h3>[method:this lerp]( [param:Color color], [param:Float alpha] )</h3>
 		<p>
-		[page:Color color] - color to converge on.<br />
-		[page:Float alpha] - interpolation factor in the closed interval `[0, 1]`.<br /><br />
+			[page:Color color] - color to converge on.<br />
+			[page:Float alpha] - interpolation factor in the closed interval `[0,
+			1]`.<br /><br />
 
-		Linearly interpolates this color's RGB values toward the RGB values of the passed argument.
-		The alpha argument can be thought of as the ratio between the two colors, where `0.0` is
-		this color and `1.0` is the first argument.
+			Linearly interpolates this color's RGB values toward the RGB values of the
+			passed argument. The alpha argument can be thought of as the ratio between
+			the two colors, where `0.0` is this color and `1.0` is the first argument.
 		</p>
 
-		<h3>[method:this lerpColors]( [param:Color color1], [param:Color color2], [param:Float alpha] )</h3>
+		<h3>
+			[method:this lerpColors]( [param:Color color1], [param:Color color2],
+			[param:Float alpha] )
+		</h3>
 		<p>
-		[page:Color color1] - the starting [page:Color].<br />
-		[page:Color color2] - [page:Color] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Color color1] - the starting [page:Color].<br />
+			[page:Color color2] - [page:Color] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Sets this color to be the color linearly interpolated between [page:Color color1] and
-		[page:Color color2] where alpha is the percent distance along the line connecting the two colors
-		- alpha = 0 will be [page:Color color1], and alpha = 1 will be [page:Color color2].
+			Sets this color to be the color linearly interpolated between [page:Color color1] 
+			and [page:Color color2] where alpha is the percent distance along
+			the line connecting the two colors - alpha = 0 will be [page:Color color1], 
+			and alpha = 1 will be [page:Color color2].
 		</p>
 
-		<h3>[method:this lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
+		<h3>[method:this lerpHSL]( [param:Color color], [param:Float alpha] )</h3>
 		<p>
-		[page:Color color] - color to converge on.<br />
-		[page:Float alpha] - interpolation factor in the closed interval `[0, 1]`.<br /><br />
+			[page:Color color] - color to converge on.<br />
+			[page:Float alpha] - interpolation factor in the closed interval `[0,
+			1]`.<br /><br />
 
-		Linearly interpolates this color's HSL values toward the HSL values of the passed argument.
-		It differs from the classic [page:.lerp] by not interpolating straight from one color to the other,
-		but instead going through all the hues in between those two colors.
-		The alpha argument can be thought of as the ratio between the two colors, where 0.0 is
-		this color and 1.0 is the first argument.
+			Linearly interpolates this color's HSL values toward the HSL values of the
+			passed argument. It differs from the classic [page:.lerp] by not
+			interpolating straight from one color to the other, but instead going
+			through all the hues in between those two colors. The alpha argument can
+			be thought of as the ratio between the two colors, where 0.0 is this color
+			and 1.0 is the first argument.
 		</p>
 
-		<h3>[method:this multiply]( [param:Color color] ) </h3>
-		<p>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</p>
+		<h3>[method:this multiply]( [param:Color color] )</h3>
+		<p>
+			Multiplies this color's RGB values by the given [page:Color color]'s RGB
+			values.
+		</p>
 
-		<h3>[method:this multiplyScalar]( [param:Number s] ) </h3>
+		<h3>[method:this multiplyScalar]( [param:Number s] )</h3>
 		<p>Multiplies this color's RGB values by [page:Number s].</p>
 
-		<h3>[method:this offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
+		<h3>
+			[method:this offsetHSL]( [param:Float h], [param:Float s], [param:Float l] )
+		</h3>
 		<p>
-			Adds the given [page:Float h], [page:Float s], and [page:Float l] to this color's values.
-			Internally, this converts the color's [page:.r r], [page:.g g] and [page:.b b] values to HSL, adds
-			[page:Float h], [page:Float s], and [page:Float l], and then converts the color back to RGB.
+			Adds the given [page:Float h], [page:Float s], and [page:Float l] to this
+			color's values. Internally, this converts the color's [page:.r r],
+			[page:.g g] and [page:.b b] values to HSL, adds [page:Float h],
+			[page:Float s], and [page:Float l], and then converts the color back to
+			RGB.
 		</p>
 
-		<h3>[method:this set]( [param:Color_Hex_or_String value] ) </h3>
+		<h3>[method:this set]( [param:Color_Hex_or_String value] )</h3>
 		<p>
-		[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
+			[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
 
-		See the Constructor above for full details of what [page:Color_Hex_or_String value] can be.
-		Delegates to [page:.copy], [page:.setStyle], or [page:.setHex] depending on input type.
+			See the Constructor above for full details of what
+			[page:Color_Hex_or_String value] can be. Delegates to [page:.copy],
+			[page:.setStyle], or [page:.setHex] depending on input type.
 		</p>
 
 		<h3>[method:this setFromVector3]( [param:Vector3 vector] )</h3>
 		<p>
-		Sets this colors's [page:.r r], [page:.g g] and [page:.b b] components from the x, y, and z components of the specified [page:Vector3 vector].
+			Sets this colors's [page:.r r], [page:.g g] and [page:.b b] components
+			from the x, y, and z components of the specified [page:Vector3 vector].
 		</p>
 
-		<h3>[method:this setHex]( [param:Integer hex], [param:string colorSpace] = SRGBColorSpace ) </h3>
+		<h3>
+			[method:this setHex]( [param:Integer hex], [param:string colorSpace] =
+			SRGBColorSpace )
+		</h3>
 		<p>
-		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
+			[page:Integer hex] —
+			[link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
 
-		Sets this color from a hexadecimal value.
+			Sets this color from a hexadecimal value.
 		</p>
 
-		<h3>[method:this setHSL]( [param:Float h], [param:Float s], [param:Float l], [param:string colorSpace] = LinearSRGBColorSpace ) </h3>
+		<h3>
+			[method:this setHSL]( [param:Float h], [param:Float s], [param:Float l],
+			[param:string colorSpace] = LinearSRGBColorSpace )
+		</h3>
 		<p>
-		[page:Float h] — hue value between 0.0 and 1.0 <br />
-		[page:Float s] — saturation value between 0.0 and 1.0 <br />
-		[page:Float l] — lightness value between 0.0 and 1.0<br /><br />
+			[page:Float h] — hue value between 0.0 and 1.0 <br />
+			[page:Float s] — saturation value between 0.0 and 1.0 <br />
+			[page:Float l] — lightness value between 0.0 and 1.0<br /><br />
 
-		Sets color from HSL values.
+			Sets color from HSL values.
 		</p>
 
-		<h3>[method:this setRGB]( [param:Float r], [param:Float g], [param:Float b], [param:string colorSpace] = LinearSRGBColorSpace ) </h3>
+		<h3>
+			[method:this setRGB]( [param:Float r], [param:Float g], [param:Float b],
+			[param:string colorSpace] = LinearSRGBColorSpace )
+		</h3>
 		<p>
-		[page:Float r] — Red channel value between 0.0 and 1.0.<br />
-		[page:Float g] — Green channel value between 0.0 and 1.0.<br />
-		[page:Float b] — Blue channel value between 0.0 and 1.0.<br /><br />
+			[page:Float r] — Red channel value between 0.0 and 1.0.<br />
+			[page:Float g] — Green channel value between 0.0 and 1.0.<br />
+			[page:Float b] — Blue channel value between 0.0 and 1.0.<br /><br />
 
-		Sets this color from RGB values.
+			Sets this color from RGB values.
 		</p>
 
-		<h3>[method:this setScalar]( [param:Float scalar] ) </h3>
+		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
-		[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
+			[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
 
-		Sets all three color components to the value [page:Float scalar].
+			Sets all three color components to the value [page:Float scalar].
 		</p>
 
-		<h3>[method:this setStyle]( [param:String style], [param:string colorSpace] = SRGBColorSpace ) </h3>
+		<h3>
+			[method:this setStyle]( [param:String style], [param:string colorSpace] =
+			SRGBColorSpace )
+		</h3>
 		<p>
-		[page:String style] — color as a CSS-style string.<br /><br />
+			[page:String style] — color as a CSS-style string.<br /><br />
 
-		Sets this color from a CSS-style string. For example,
-		"rgb(250, 0,0)",
-		"rgb(100%, 0%, 0%)",
-		"hsl(0, 100%, 50%)",
-		"#ff0000",
-		"#f00", or
-		"red" ( or any [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color name]
-		- all 140 color names are supported ).<br />
+			Sets this color from a CSS-style string. For example, "rgb(250, 0,0)",
+			"rgb(100%, 0%, 0%)", "hsl(0, 100%, 50%)", "#ff0000", "#f00", or "red" ( or
+			any [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color name] -
+			all 140 color names are supported ).<br />
 
-		Translucent colors such as "rgba(255, 0, 0, 0.5)" and "hsla(0, 100%, 50%, 0.5)" are also accepted,
-		but the alpha-channel coordinate will be discarded.<br /><br />
+			Translucent colors such as "rgba(255, 0, 0, 0.5)" and "hsla(0, 100%, 50%,
+			0.5)" are also accepted, but the alpha-channel coordinate will be
+			discarded.<br /><br />
 
-		Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange'.
+			Note that for X11 color names, multiple words such as Dark Orange become
+			the string 'darkorange'.
 		</p>
 
-		<h3>[method:this setColorName]( [param:String style], [param:string colorSpace] = SRGBColorSpace ) </h3>
+		<h3>
+			[method:this setColorName]( [param:String style], [param:string colorSpace] = SRGBColorSpace )
+		</h3>
 		<p>
-		[page:String style] — color name ( from [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color names] ).<br /><br />
+			[page:String style] — color name ( from
+			[link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color names] ).<br /><br />
 
-		Sets this color from a color name. Faster than [page:.setStyle] method if you don't need the other CSS-style formats.<br/><br/>
+			Sets this color from a color name. Faster than [page:.setStyle] method if
+			you don't need the other CSS-style formats.<br /><br />
 
-		For convenience, the list of names is exposed in Color.NAMES as a hash: <code>Color.NAMES.aliceblue // returns 0xF0F8FF</code>
+			For convenience, the list of names is exposed in Color.NAMES as a hash:
+			<code>
+			Color.NAMES.aliceblue // returns 0xF0F8FF
+			</code>
 		</p>
 
-		<h3>[method:this sub]( [param:Color color] ) </h3>
+		<h3>[method:this sub]( [param:Color color] )</h3>
 		<p>
-		Subtracts the RGB components of the given color from the RGB components of this color.
-		If this results in a negative component, that component is set to zero.
+			Subtracts the RGB components of the given color from the RGB components of
+			this color. If this results in a negative component, that component is set
+			to zero.
 		</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] ) </h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - An optional array to store the color to. <br />
-		[page:Integer offset] - An optional offset into the array.<br /><br />
+			[page:Array array] - An optional array to store the color to. <br />
+			[page:Integer offset] - An optional offset into the array.<br /><br />
 
-		Returns an array of the form [ r, g, b ].
+			Returns an array of the form [ r, g, b ].
 		</p>
 
 		<h3>[method:Number toJSON]()</h3>
 		<p>
-		This methods defines the serialization result of [name]. Returns the color as a hexadecimal value.
+			This methods defines the serialization result of [name]. Returns the color
+			as a hexadecimal value.
 		</p>
 
 		<h2>Source</h2>

+ 27 - 21
docs/api/en/math/Cylindrical.html

@@ -10,22 +10,23 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A point's [link:https://en.wikipedia.org/wiki/Cylindrical_coordinate_system cylindrical coordinates].
+			A point's
+			[link:https://en.wikipedia.org/wiki/Cylindrical_coordinate_system cylindrical coordinates].
 		</p>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
+		<h3>
+			[name]( [param:Float radius], [param:Float theta], [param:Float y] )
+		</h3>
 		<p>
-		[page:Float radius] - distance from the origin to a point in the x-z plane.
-		Default is `1.0`.<br />
-		[page:Float theta] - counterclockwise angle in the x-z plane measured in radians
-		from the positive z-axis. Default is `0`.<br />
-		[page:Float y] - height above the x-z plane. Default is `0`.
+			[page:Float radius] - distance from the origin to a point in the x-z
+			plane. Default is `1.0`.<br />
+			[page:Float theta] - counterclockwise angle in the x-z plane measured in
+			radians from the positive z-axis. Default is `0`.<br />
+			[page:Float y] - height above the x-z plane. Default is `0`.
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Float radius]</h3>
@@ -34,35 +35,40 @@
 
 		<h3>[property:Float y]</h3>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:Cylindrical clone]()</h3>
 		<p>
-		Returns a new cylindrical with the same [page:.radius radius], [page:.theta theta]
-		and [page:.y y] properties as this one.
+			Returns a new cylindrical with the same [page:.radius radius],
+			[page:.theta theta] and [page:.y y] properties as this one.
 		</p>
 
 		<h3>[method:this copy]( [param:Cylindrical other] )</h3>
 		<p>
-			Copies the values of the passed Cylindrical's [page:.radius radius], [page:.theta theta]
-			and [page:.y y] properties to this cylindrical.
+			Copies the values of the passed Cylindrical's [page:.radius radius],
+			[page:.theta theta] and [page:.y y] properties to this cylindrical.
 		</p>
 
-		<h3>[method:this set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
-		<p>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
-		and [page:.y y] properties.</p>
+		<h3>
+			[method:this set]( [param:Float radius], [param:Float theta], [param:Float y] )
+		</h3>
+		<p>
+			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta] and [page:.y y] properties.
+		</p>
 
 		<h3>[method:this setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
-			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
+			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta] 
 			and [page:.y y] properties from the [page:Vector3 Vector3].
 		</p>
 
-		<h3>[method:this setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>
+			[method:this setFromCartesianCoords]( [param:Float x], [param:Float y],
+			[param:Float z] )
+		</h3>
 		<p>
-			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
-			and [page:.y y] properties from Cartesian coordinates.
+			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta] and 
+			[page:.y y] properties from Cartesian coordinates.
 		</p>
 
 		<h2>Source</h2>

+ 84 - 67
docs/api/en/math/Euler.html

@@ -12,69 +12,68 @@
 		<p class="desc">
 			A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].<br /><br />
 
-			Euler angles describe a rotational transformation by rotating an object on its various
-			axes in specified amounts per axis, and a specified axis order.
+			Euler angles describe a rotational transformation by rotating an object on
+			its various axes in specified amounts per axis, and a specified axis
+			order.
 		</p>
 
 		<p>
-		Iterating through a [name] instance will yield its components (x, y, z, order) in the corresponding order.
+			Iterating through a [name] instance will yield its components (x, y, z,
+			order) in the corresponding order.
 		</p>
 
 		<h2>Code Example</h2>
 
-		<code>const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
-		const b = new THREE.Vector3( 1, 0, 1 );
-		b.applyEuler(a);
+		<code>
+const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
+const b = new THREE.Vector3( 1, 0, 1 );
+b.applyEuler(a);
 		</code>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
+		<h3>
+			[name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )
+		</h3>
 		<p>
-		[page:Float x] - (optional) the angle of the x axis in radians. Default is `0`.<br />
-		[page:Float y] - (optional) the angle of the y axis in radians. Default is `0`.<br />
-		[page:Float z] - (optional) the angle of the z axis in radians. Default is `0`.<br />
-		[page:String order] - (optional) a string representing the order that the rotations are applied,
-		defaults to 'XYZ' (must be upper case).<br /><br />
-
+			[page:Float x] - (optional) the angle of the x axis in radians. Default is
+			`0`.<br />
+			[page:Float y] - (optional) the angle of the y axis in radians. Default is
+			`0`.<br />
+			[page:Float z] - (optional) the angle of the z axis in radians. Default is
+			`0`.<br />
+			[page:String order] - (optional) a string representing the order that the
+			rotations are applied, defaults to 'XYZ' (must be upper case).<br /><br />
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isEuler]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:String order]</h3>
 		<p>
-			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
-			rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
-			'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.<br /><br />
-
-			Three.js uses `intrinsic` Tait-Bryan angles. This means that rotations are performed with respect
-			to the `local` coordinate system. That is, for order 'XYZ', the rotation is first around the local-X
-			axis (which is the same as the world-X axis), then around local-Y (which may now be different from the
-			world Y-axis), then local-Z (which may be different from the world Z-axis).<br /><br />
+			The order in which to apply rotations. Default is 'XYZ', which means that
+			the object will first be rotated around its X axis, then its Y axis and
+			finally its Z axis. Other possibilities are: 'YZX', 'ZXY', 'XZY', 'YXZ'
+			and 'ZYX'. These must be in upper case.<br /><br />
+
+			Three.js uses `intrinsic` Tait-Bryan angles. This means that rotations are
+			performed with respect to the `local` coordinate system. That is, for
+			order 'XYZ', the rotation is first around the local-X axis (which is the
+			same as the world-X axis), then around local-Y (which may now be different
+			from the world Y-axis), then local-Z (which may be different from the
+			world Z-axis).<br /><br />
 		</p>
 
 		<h3>[property:Float x]</h3>
-		<p>
-			The current value of the x component.<br /><br />
-		</p>
+		<p>The current value of the x component.<br /><br /></p>
 
 		<h3>[property:Float y]</h3>
-		<p>
-			The current value of the y component.<br /><br />
-		</p>
+		<p>The current value of the y component.<br /><br /></p>
 
 		<h3>[property:Float z]</h3>
-		<p>
-			The current value of the z component.<br /><br />
-		</p>
+		<p>The current value of the z component.<br /><br /></p>
 
 		<h2>Methods</h2>
 
@@ -89,67 +88,85 @@
 
 		<h3>[method:this fromArray]( [param:Array array] )</h3>
 		<p>
-		[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
+			[page:Array array] of length 3 or 4. The optional 4th argument corresponds
+			to the [page:.order order].<br /><br />
 
-		Assigns this euler's [page:.x x] angle to `array[0]`. <br />
-		Assigns this euler's [page:.y y] angle to `array[1]`. <br />
-		Assigns this euler's [page:.z z] angle to `array[2]`. <br />
-		Optionally assigns this euler's [page:.order order] to `array[3]`.
+			Assigns this euler's [page:.x x] angle to `array[0]`. <br />
+			Assigns this euler's [page:.y y] angle to `array[1]`. <br />
+			Assigns this euler's [page:.z z] angle to `array[2]`. <br />
+			Optionally assigns this euler's [page:.order order] to `array[3]`.
 		</p>
 
 		<h3>[method:this reorder]( [param:String newOrder] )</h3>
 		<p>
-		Resets the euler angle with a new order by creating a quaternion from this euler angle
-		and then setting this euler angle with the quaternion and the new order. <br /><br />
+			Resets the euler angle with a new order by creating a quaternion from this
+			euler angle and then setting this euler angle with the quaternion and the
+			new order. <br /><br />
 
-		<em>*Warning*: this discards revolution information.</em>
+			<em>*Warning*: this discards revolution information.</em>
 		</p>
 
-		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
+		<h3>
+			[method:this set]( [param:Float x], [param:Float y], [param:Float z],
+			[param:String order] )
+		</h3>
 		<p>
 			[page:.x x] - the angle of the x axis in radians.<br />
 			[page:.y y] - the angle of the y axis in radians.<br />
 			[page:.z z] - the angle of the z axis in radians.<br />
-			[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
+			[page:.order order] - (optional) a string representing the order that the
+			rotations are applied.<br /><br />
 
 			Sets the angles of this euler transform and optionally the [page:.order order].
 		</p>
 
-		<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )</h3>
+		<h3>
+			[method:this setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )
+		</h3>
 		<p>
-		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
-		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
-		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
+			[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a
+			pure [link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix]
+			(i.e. unscaled).<br />
+			[page:.order order] - (optional) a string representing the order that the
+			rotations are applied.<br />
 
-		Sets the angles of this euler transform from a pure rotation matrix based on the orientation
-		specified by order.
+			Sets the angles of this euler transform from a pure rotation matrix based
+			on the orientation specified by order.
 		</p>
 
-		<h3>[method:this setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
+		<h3>
+			[method:this setFromQuaternion]( [param:Quaternion q], [param:String order] )
+		</h3>
 		<p>
-		[page:Quaternion q] - a normalized quaternion.<br />
-		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
+			[page:Quaternion q] - a normalized quaternion.<br />
+			[page:.order order] - (optional) a string representing the order that the
+			rotations are applied.<br />
 
-		Sets the angles of this euler transform from a normalized quaternion based on the orientation
-		specified by [page:.order order].
+			Sets the angles of this euler transform from a normalized quaternion based
+			on the orientation specified by [page:.order order].
 		</p>
 
-
-		<h3>[method:this setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
+		<h3>
+			[method:this setFromVector3]( [param:Vector3 vector], [param:String order] )
+		</h3>
 		<p>
-		[page:Vector3 vector] - [page:Vector3].<br />
-		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
+			[page:Vector3 vector] - [page:Vector3].<br />
+			[page:.order order] - (optional) a string representing the order that the
+			rotations are applied.<br /><br />
 
-		Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order].
+			Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update
+			the [page:.order order].
 		</p>
 
-
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - (optional) array to store the euler in.<br />
-		[page:Integer offset] (optional) offset in the array.<br />
+			[page:Array array] - (optional) array to store the euler in.<br />
+			[page:Integer offset] (optional) offset in the array.<br />
 
-		Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
+			Returns an array of the form [[page:.x x], [page:.y y], [page:.z z],
+			[page:.order order ]].
 		</p>
 
 		<h2>Source</h2>

+ 31 - 27
docs/api/en/math/Frustum.html

@@ -10,19 +10,20 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			[link:http://en.wikipedia.org/wiki/Frustum Frustums] are used to determine what is
-			inside the camera's field of view. They help speed up the rendering process - objects which lie
-			outside a camera's frustum can safely be excluded from rendering.<br /><br />
+			[link:http://en.wikipedia.org/wiki/Frustum Frustums] are used to determine
+			what is inside the camera's field of view. They help speed up the
+			rendering process - objects which lie outside a camera's frustum can
+			safely be excluded from rendering.<br /><br />
 
-			This class is mainly intended for use internally by a renderer for calculating
-			a [page:Camera camera] or [page:LightShadow.camera shadowCamera]'s frustum.
+			This class is mainly intended for use internally by a renderer for
+			calculating a [page:Camera camera] or [page:LightShadow.camera shadowCamera]'s frustum.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]([param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5])</h3>
+		<h3>
+			[name]([param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5])
+		</h3>
 		<p>
 			[page:Plane p0] - (optional) defaults to a new [page:Plane].<br />
 			[page:Plane p1] - (optional) defaults to a new [page:Plane].<br />
@@ -34,52 +35,52 @@
 			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Array planes]</h3>
 		<p>Array of 6 [page:Plane planes].</p>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:Frustum clone]()</h3>
 		<p>Return a new Frustum with the same parameters as this one.</p>
 
-
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to test.<br /><br />
+			[page:Vector3 point] - [page:Vector3] to test.<br /><br />
 
-		Checks to see if the frustum contains the [page:Vector3 point].
+			Checks to see if the frustum contains the [page:Vector3 point].
 		</p>
 
 		<h3>[method:this copy]( [param:Frustum frustum] )</h3>
 		<p>
-		[page:Frustum frustum] - The frustum to copy<br /><br />
+			[page:Frustum frustum] - The frustum to copy<br /><br />
 
-		Copies the properties of the passed [page:Frustum frustum] into this one.
+			Copies the properties of the passed [page:Frustum frustum] into this one.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
+			[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
 
-	 	Return true if [page:Box3 box] intersects with this frustum.
+			Return true if [page:Box3 box] intersects with this frustum.
 		</p>
 
 		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
 		<p>
-			Checks whether the [page:Object3D object]'s [page:BufferGeometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
+			Checks whether the [page:Object3D object]'s
+			[page:BufferGeometry.boundingSphere bounding sphere] is intersecting the
+			Frustum.<br /><br />
 
-			Note that the object must have a [page:BufferGeometry geometry] so that the bounding sphere can be calculated.
+			Note that the object must have a [page:BufferGeometry geometry] so that
+			the bounding sphere can be calculated.
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
+			[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
 
-	 	Return true if [page:Sphere sphere] intersects with this frustum.
+			Return true if [page:Sphere sphere] intersects with this frustum.
 		</p>
 
 		<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
@@ -87,19 +88,22 @@
 			Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
 		</p>
 
-		<h3>[method:this set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
+		<h3>
+			[method:this set]( [param:Plane p0], [param:Plane p1], [param:Plane p2],
+			[param:Plane p3], [param:Plane p4], [param:Plane p5] )
+		</h3>
 		<p>
-		Sets the frustum from the passed planes. No plane order is implied.<br>
-		Note that this method only copies the values from the given objects.
+			Sets the frustum from the passed planes. No plane order is implied.<br />
+			Note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:this setFromProjectionMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>
-		[page:Matrix4 matrix] - Projection [page:Matrix4] used to set the [page:.planes planes]<br /><br />
-		Sets the frustum planes from the projection matrix.
+			[page:Matrix4 matrix] - Projection [page:Matrix4] used to set the
+			[page:.planes planes]<br /><br />
+			Sets the frustum planes from the projection matrix.
 		</p>
 
-
 		<h2>Source</h2>
 
 		<p>

+ 20 - 33
docs/api/en/math/Interpolant.html

@@ -10,67 +10,54 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Abstract base class of interpolants over parametric samples.<br /><br />
+			Abstract base class of interpolants over parametric samples.<br /><br />
 
-		The parameter domain is one dimensional, typically the time or a path along a curve defined by the data.<br /><br />
+			The parameter domain is one dimensional, typically the time or a path
+			along a curve defined by the data.<br /><br />
 
-		The sample values can have any dimensionality and derived classes may apply special interpretations to the data.<br /><br />
+			The sample values can have any dimensionality and derived classes may
+			apply special interpretations to the data.<br /><br />
 
-		This class provides the interval seek in a Template Method, deferring the actual interpolation to derived classes.<br /><br />
+			This class provides the interval seek in a Template Method, deferring the
+			actual interpolation to derived classes.<br /><br />
 
-		Time complexity is `O(1)` for linear access crossing at most two points and `O(log N)` for random access,
-		where *N* is the number of positions.<br /><br />
+			Time complexity is `O(1)` for linear access crossing at most two points
+			and `O(log N)` for random access, where *N* is the number of positions.<br /><br />
 
-		References:	[link:http://www.oodesign.com/template-method-pattern.html http://www.oodesign.com/template-method-pattern.html]
+			References: [link:http://www.oodesign.com/template-method-pattern.html http://www.oodesign.com/template-method-pattern.html]
 		</p>
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
+		<h3>
+			[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )
+		</h3>
 		<p>
-		parameterPositions -- array of positions<br />
-		sampleValues -- array of samples<br />
-		sampleSize -- number of samples<br />
-		resultBuffer -- buffer to store the interpolation results.<br /><br />
+			parameterPositions -- array of positions<br />
+			sampleValues -- array of samples<br />
+			sampleSize -- number of samples<br />
+			resultBuffer -- buffer to store the interpolation results.<br /><br />
 
-		Note: This is not designed to be called directly.
+			Note: This is not designed to be called directly.
 		</p>
 
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:null parameterPositions]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object settings]</h3>
-		<p>
-		Optional, subclass-specific settings structure.
-		</p>
+		<p>Optional, subclass-specific settings structure.</p>
 
 		<h3>[property:null valueSize]</h3>
-		<p>
-
-		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Array evaluate]( [param:Number t] )</h3>
-		<p>
-		Evaluate the interpolant at position *t*.
-		</p>
+		<p>Evaluate the interpolant at position *t*.</p>
 
 		<h2>Source</h2>
 

+ 65 - 44
docs/api/en/math/Line3.html

@@ -9,21 +9,21 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">A geometric line segment represented by a start and end point.</p>
-
+		<p class="desc">
+			A geometric line segment represented by a start and end point.
+		</p>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<p>
-		[page:Vector3 start] - Start of the line segment. Default is `(0, 0, 0)`.<br />
-		[page:Vector3 end] - End of the line segment. Default is `(0, 0, 0)`.<br /><br />
+			[page:Vector3 start] - Start of the line segment. Default is `(0, 0,
+			0)`.<br />
+			[page:Vector3 end] - End of the line segment. Default is `(0, 0, 0)`.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Vector3 start]</h3>
@@ -32,10 +32,6 @@
 		<h3>[property:Vector3 end]</h3>
 		<p>[page:Vector3] representing the end point of the line.</p>
 
-
-
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
@@ -43,76 +39,101 @@
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
 		<p>
-		[page:Float t] - Use values 0-1 to return a position along the line segment. <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Float t] - Use values 0-1 to return a position along the line
+			segment. <br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns a vector at a certain position along the line. When [page:Float t] = 0, it returns the start vector,
-		and when [page:Float t] = 1 it returns the end vector.<br />
+			Returns a vector at a certain position along the line. When [page:Float t]
+			= 0, it returns the start vector, and when [page:Float t] = 1 it returns
+			the end vector.<br />
 		</p>
 
 		<h3>[method:Line3 clone]()</h3>
-		<p>Returns a new [page:Line3] with the same [page:.start start] and [page:.end end] vectors as this one.</p>
-
-		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Boolean clampToLine], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 point] - return the closest point on the line to this point.<br />
-		[page:Boolean clampToLine] - whether to clamp the returned value to the line segment.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
-
-		Returns the closets point on the line. If [page:Boolean clampToLine] is true, then the returned value will be
-		clamped to the line segment.
+			Returns a new [page:Line3] with the same [page:.start start] and
+			[page:.end end] vectors as this one.
 		</p>
 
-		<h3>[method:Float closestPointToPointParameter]( [param:Vector3 point], [param:Boolean clampToLine] )</h3>
+		<h3>
+			[method:Vector3 closestPointToPoint]( [param:Vector3 point],
+			[param:Boolean clampToLine], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - the point for which to return a point parameter. <br />
-		[page:Boolean clampToLine] - Whether to clamp the result to the range `[0, 1]`.<br /><br />
+			[page:Vector3 point] - return the closest point on the line to this
+			point.<br />
+			[page:Boolean clampToLine] - whether to clamp the returned value to the
+			line segment.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+
+			Returns the closets point on the line. If [page:Boolean clampToLine] is
+			true, then the returned value will be clamped to the line segment.
+		</p>
 
-		Returns a point parameter based on the closest point as projected on the line segment.
-		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
+		<h3>
+			[method:Float closestPointToPointParameter]( [param:Vector3 point],
+			[param:Boolean clampToLine] )
+		</h3>
+		<p>
+			[page:Vector3 point] - the point for which to return a point parameter.
+			<br />
+			[page:Boolean clampToLine] - Whether to clamp the result to the range `[0,
+			1]`.<br /><br />
+
+			Returns a point parameter based on the closest point as projected on the
+			line segment. If [page:Boolean clampToLine] is true, then the returned
+			value will be between 0 and 1.
 		</p>
 
 		<h3>[method:this copy]( [param:Line3 line] )</h3>
-		<p>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</p>
+		<p>
+			Copies the passed line's [page:.start start] and [page:.end end] vectors
+			to this line.
+		</p>
 
 		<h3>[method:Vector3 delta]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-			Returns the delta vector of the line segment ( [page:.end end] vector minus the [page:.start start] vector).
+			Returns the delta vector of the line segment ( [page:.end end] vector
+			minus the [page:.start start] vector).
 		</p>
 
 		<h3>[method:Float distance]()</h3>
-		<p>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-		(straight-line distance) between the line's [page:.start start] and [page:.end end] points.</p>
+		<p>
+			Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] 
+			(straight-line distance) between the line's
+			[page:.start start] and [page:.end end] points.
+		</p>
 
 		<h3>[method:Float distanceSq]()</h3>
 		<p>
-			Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-			(straight-line distance) between the line's [page:.start start]
-			and [page:.end end] vectors.
+			Returns the square of the
+			[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+			(straight-line distance) between the line's [page:.start start] and
+			[page:.end end] vectors.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Line3 line] )</h3>
 		<p>
-		[page:Line3 line]  - [page:Line3] to compare with this one.<br /><br />
+			[page:Line3 line] - [page:Line3] to compare with this one.<br /><br />
 
-		Returns true if both line's [page:.start start] and [page:.end end] points are equal.
+			Returns true if both line's [page:.start start] and [page:.end end] points
+			are equal.
 		</p>
 
 		<h3>[method:Vector3 getCenter]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns the center of the line segment.
+			Returns the center of the line segment.
 		</p>
 
 		<h3>[method:this set]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<p>
-		[page:Vector3 start] - set the [page:.start start point] of the line.<br />
-		[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />
+			[page:Vector3 start] - set the [page:.start start point] of the line.<br />
+			[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />
 
-		Sets the start and end values by copying the provided vectors.
+			Sets the start and end values by copying the provided vectors.
 		</p>
 
 		<h2>Source</h2>

+ 126 - 71
docs/api/en/math/MathUtils.html

@@ -13,89 +13,116 @@
 
 		<h2>Functions</h2>
 
-		<h3>[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )</h3>
+		<h3>
+			[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )
+		</h3>
 		<p>
-		[page:Float value] — Value to be clamped.<br />
-		[page:Float min] — Minimum value.<br />
-		[page:Float max] — Maximum value.<br /><br />
+			[page:Float value] — Value to be clamped.<br />
+			[page:Float min] — Minimum value.<br />
+			[page:Float max] — Maximum value.<br /><br />
 
-		Clamps the [page:Float value] to be between [page:Float min] and [page:Float max].
+			Clamps the [page:Float value] to be between [page:Float min] and
+			[page:Float max].
 		</p>
 
 		<h3>[method:Float degToRad]( [param:Float degrees] )</h3>
 		<p>Converts degrees to radians.</p>
 
-		<h3>[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )</h3>
+		<h3>
+			[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )
+		</h3>
 		<p>
-		[page:Integer n], [page:Integer m] - Integers<br /><br />
+			[page:Integer n], [page:Integer m] - Integers<br /><br />
 
-		Computes the Euclidean modulo of [page:Integer m] % [page:Integer n], that is:
-		<code>( ( n % m ) + m ) % m</code>
+			Computes the Euclidean modulo of [page:Integer m] % [page:Integer n], that
+			is:
+			<code>( ( n % m ) + m ) % m</code>
 		</p>
 
 		<h3>[method:UUID generateUUID]( )</h3>
 		<p>
-		Generate a [link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
-		(universally unique identifier).
+			Generate a
+			[link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
+			(universally unique identifier).
 		</p>
 
 		<h3>[method:Boolean isPowerOfTwo]( [param:Number n] )</h3>
 		<p>Return `true` if [page:Number n] is a power of 2.</p>
 
-		<h3>[method:Float inverseLerp]( [param:Float x], [param:Float y], [param:Float value] )</h3>
+		<h3>
+			[method:Float inverseLerp]( [param:Float x], [param:Float y], [param:Float value] )
+		</h3>
 		<p>
-		[page:Float x] - Start point.<br />
-		[page:Float y] - End point.<br />
-		[page:Float value] - A value between start and end.<br><br />
+			[page:Float x] - Start point.<br />
+			[page:Float y] - End point.<br />
+			[page:Float value] - A value between start and end.<br /><br />
 
-		Returns the percentage in the closed interval `[0, 1]` of the given value between the start and end point.
+			Returns the percentage in the closed interval `[0, 1]` of the given value
+			between the start and end point.
 		</p>
 
-		<h3>[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )</h3>
+		<h3>
+			[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )
+		</h3>
 		<p>
-		[page:Float x] - Start point. <br />
-		[page:Float y] - End point. <br />
-		[page:Float t] - interpolation factor in the closed interval `[0, 1]`.<br><br />
-
-		Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
-		from two known points based on the given interval - [page:Float t] = 0 will return [page:Float x]
-		and [page:Float t] = 1 will return [page:Float y].
+			[page:Float x] - Start point. <br />
+			[page:Float y] - End point. <br />
+			[page:Float t] - interpolation factor in the closed interval `[0, 1]`.<br /><br />
+
+			Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated] 
+			from two known points based on the given interval -
+			[page:Float t] = 0 will return [page:Float x] and [page:Float t] = 1 will
+			return [page:Float y].
 		</p>
 
-		<h3>[method:Float damp]( [param:Float x], [param:Float y], [param:Float lambda], [param:Float dt] )</h3>
+		<h3>
+			[method:Float damp]( [param:Float x], [param:Float y], [param:Float lambda], [param:Float dt] )
+		</h3>
 		<p>
-		[page:Float x] - Current point. <br />
-		[page:Float y] - Target point. <br />
-		[page:Float lambda] - A higher lambda value will make the movement more sudden, and a lower value will make the movement more gradual. <br />
-		[page:Float dt] - Delta time in seconds.<br><br />
-
-		Smoothly interpolate a number from [page:Float x] toward [page:Float y] in a spring-like manner using the [page:Float dt] to maintain frame rate independent movement.
-		For details, see [link:http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ Frame rate independent damping using lerp].
+			[page:Float x] - Current point. <br />
+			[page:Float y] - Target point. <br />
+			[page:Float lambda] - A higher lambda value will make the movement more
+			sudden, and a lower value will make the movement more gradual. <br />
+			[page:Float dt] - Delta time in seconds.<br /><br />
+
+			Smoothly interpolate a number from [page:Float x] toward [page:Float y] in
+			a spring-like manner using the [page:Float dt] to maintain frame rate
+			independent movement. For details, see
+			[link:http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ Frame rate independent damping using lerp].
 		</p>
 
-		<h3>[method:Float mapLinear]( [param:Float x], [param:Float a1], [param:Float a2], [param:Float b1], [param:Float b2] )</h3>
+		<h3>
+			[method:Float mapLinear]( [param:Float x], [param:Float a1], [param:Float a2], [param:Float b1], [param:Float b2] )
+		</h3>
 		<p>
-		[page:Float x] — Value to be mapped.<br />
-		[page:Float a1] — Minimum value for range A.<br />
-		[page:Float a2] — Maximum value for range A.<br />
-		[page:Float b1] — Minimum value for range B.<br />
-		[page:Float b2] — Maximum value for range B.<br /><br />
+			[page:Float x] — Value to be mapped.<br />
+			[page:Float a1] — Minimum value for range A.<br />
+			[page:Float a2] — Maximum value for range A.<br />
+			[page:Float b1] — Minimum value for range B.<br />
+			[page:Float b2] — Maximum value for range B.<br /><br />
 
-		Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
+			Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
 		</p>
 
 		<h3>[method:Float pingpong]( [param:Float x], [param:Float length] )</h3>
 		<p>
-		[page:Float x] — The value to pingpong.<br />
-		[page:Float length] — The positive value the function will pingpong to. Default is 1.<br /><br />
+			[page:Float x] — The value to pingpong.<br />
+			[page:Float length] — The positive value the function will pingpong to.
+			Default is 1.<br /><br />
 
-		Returns a value that alternates between 0 and [param:Float length].</p>
+			Returns a value that alternates between 0 and [param:Float length].
+		</p>
 
 		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
-		<p>Returns the smallest power of 2 that is greater than or equal to [page:Number n].</p>
+		<p>
+			Returns the smallest power of 2 that is greater than or equal to
+			[page:Number n].
+		</p>
 
 		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
-		<p>Returns the largest power of 2 that is less than or equal to [page:Number n].</p>
+		<p>
+			Returns the largest power of 2 that is less than or equal to [page:Number n].
+		</p>
 
 		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
 		<p>Converts radians to degrees.</p>
@@ -104,47 +131,75 @@
 		<p>Random float in the interval [[page:Float low], [page:Float high]].</p>
 
 		<h3>[method:Float randFloatSpread]( [param:Float range] )</h3>
-		<p>Random float in the interval [- [page:Float range] / 2, [page:Float range] / 2].</p>
+		<p>
+			Random float in the interval [- [page:Float range] / 2, [page:Float range]
+			/ 2].
+		</p>
 
-		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
+		<h3>
+			[method:Integer randInt]( [param:Integer low], [param:Integer high] )
+		</h3>
 		<p>Random integer in the interval [[page:Float low], [page:Float high]].</p>
 
 		<h3>[method:Float seededRandom]( [param:Integer seed] )</h3>
-		<p>Deterministic pseudo-random float in the interval `[0, 1]`. The integer [page:Integer seed] is optional.</p>
+		<p>
+			Deterministic pseudo-random float in the interval `[0, 1]`. The integer
+			[page:Integer seed] is optional.
+		</p>
 
-		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
+		<h3>
+			[method:Float smoothstep]( [param:Float x], [param:Float min],
+			[param:Float max] )
+		</h3>
 		<p>
-		[page:Float x] - The value to evaluate based on its position between min and max. <br />
-		[page:Float min] - Any x value below min will be 0.<br />
-		[page:Float max] - Any x value above max will be 1.<br /><br />
+			[page:Float x] - The value to evaluate based on its position between min
+			and max. <br />
+			[page:Float min] - Any x value below min will be 0.<br />
+			[page:Float max] - Any x value above max will be 1.<br /><br />
 
-		Returns a value between 0-1 that represents the percentage that x has moved between min and max,
-		but smoothed or slowed down the closer X is to the min and max.<br/><br/>
+			Returns a value between 0-1 that represents the percentage that x has
+			moved between min and max, but smoothed or slowed down the closer X is to
+			the min and max.<br /><br />
 
-		See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
+			See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
 		</p>
 
-		<h3>[method:Float smootherstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
+		<h3>
+			[method:Float smootherstep]( [param:Float x], [param:Float min],
+			[param:Float max] )
+		</h3>
 		<p>
-		[page:Float x] - The value to evaluate based on its position between min and max. <br />
-		[page:Float min] - Any x value below min will be 0.<br />
-		[page:Float max] - Any x value above max will be 1.<br /><br />
-
-		Returns a value between 0-1. A [link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep]
-		that has zero 1st and 2nd order derivatives at x=0 and x=1.
+			[page:Float x] - The value to evaluate based on its position between min
+			and max. <br />
+			[page:Float min] - Any x value below min will be 0.<br />
+			[page:Float max] - Any x value above max will be 1.<br /><br />
+
+			Returns a value between 0-1. A
+			[link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep] 
+			that has zero 1st and 2nd order derivatives at x=0 and x=1.
 		</p>
 
-		<h3>[method:undefined setQuaternionFromProperEuler]( [param:Quaternion q], [param:Float a], [param:Float b], [param:Float c], [param:String order] )</h3>
+		<h3>
+			[method:undefined setQuaternionFromProperEuler]( [param:Quaternion q],
+			[param:Float a], [param:Float b], [param:Float c], [param:String order] )
+		</h3>
 		<p>
-		[page:Quaternion q] - the quaternion to be set<br />
-		[page:Float a] - the rotation applied to the first axis, in radians <br />
-		[page:Float b] - the rotation applied to the second axis, in radians <br />
-		[page:Float c] - the rotation applied to the third axis, in radians <br />
-		[page:String order] - a string specifying the axes order: 'XYX', 'XZX', 'YXY', 'YZY', 'ZXZ', or 'ZYZ'<br /><br />
-
-		Sets quaternion [page:Quaternion q] from the [link:http://en.wikipedia.org/wiki/Euler_angles intrinsic Proper Euler Angles] defined by angles [page:Float a], [page:Float b], and [page:Float c], and order [page:String order].<br />
-
-		Rotations are applied to the axes in the order specified by [page:String order]: rotation by angle [page:Float a] is applied first, then by angle [page:Float b], then by angle [page:Float c]. Angles are in radians.
+			[page:Quaternion q] - the quaternion to be set<br />
+			[page:Float a] - the rotation applied to the first axis, in radians <br />
+			[page:Float b] - the rotation applied to the second axis, in radians
+			<br />
+			[page:Float c] - the rotation applied to the third axis, in radians <br />
+			[page:String order] - a string specifying the axes order: 'XYX', 'XZX',
+			'YXY', 'YZY', 'ZXZ', or 'ZYZ'<br /><br />
+
+			Sets quaternion [page:Quaternion q] from the
+			[link:http://en.wikipedia.org/wiki/Euler_angles intrinsic Proper Euler Angles] 
+			defined by angles [page:Float a], [page:Float b], and [page:Float c], 
+			and order [page:String order].<br />
+
+			Rotations are applied to the axes in the order specified by [page:String order]: 
+			rotation by angle [page:Float a] is applied first, then by angle
+			[page:Float b], then by angle [page:Float c]. Angles are in radians.
 		</p>
 
 		<h2>Source</h2>

+ 147 - 117
docs/api/en/math/Matrix3.html

@@ -10,58 +10,58 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A class representing a 3x3 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].
+			A class representing a 3x3
+			[link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].
 		</p>
 
 		<h2>Code Example</h2>
 		<code>
-const m = new Matrix3();
+const m = new Matrix3(); 
 		</code>
 
 		<h2>A Note on Row-Major and Column-Major Ordering</h2>
 		<p>
-			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
-			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
+			The [page:set]() method takes arguments in
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major] 
+			order, while internally they are stored in the [page:.elements elements] 
+			array in column-major order.<br /><br />
 
 			This means that calling
-		<code>
+			<code>
 m.set( 11, 12, 13,
        21, 22, 23,
        31, 32, 33 );
 		</code>
-		will result in the [page:.elements elements] array containing:
-		<code>
+			will result in the [page:.elements elements] array containing:
+			<code> 
 m.elements = [ 11, 21, 31,
-              12, 22, 32,
-              13, 23, 33 ];
-		</code>
-		and internally all calculations are performed using column-major ordering. However, as the actual ordering
-		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
-		the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
-		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
+			   12, 22, 32, 
+			   13, 23, 33 ];
+			</code>
+			and internally all calculations are performed using column-major ordering.
+			However, as the actual ordering makes no difference mathematically and
+			most people are used to thinking about matrices in row-major order, the
+			three.js documentation shows matrices in row-major order. Just bear in
+			mind that if you are reading the source code, you'll have to take the
+			[link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices
+			outlined here to make sense of the calculations.
 		</p>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
 		<p>
-		Creates and initializes the [name] to the 3x3
-		[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
+			Creates and initializes the [name] to the 3x3
+			[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
 		</p>
 
-
-
 		<h2>Properties</h2>
 
 		<h3>[property:Array elements]</h3>
 		<p>
-		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]
-		 list of matrix values.
+			A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major] list of matrix values.
 		</p>
 
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:Matrix3 clone]()</h3>
@@ -72,108 +72,120 @@ m.elements = [ 11, 21, 31,
 
 		<h3>[method:Float determinant]()</h3>
 		<p>
-		Computes and returns the
-		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
+			Computes and returns the [link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
 		<p>Return true if this matrix and [page:Matrix3 m] are equal.</p>
 
-		<h3>[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
+		<h3>
+			[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis],
+			[param:Vector3 zAxis] )
+		</h3>
 		<p>
-		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
-		matrix into the three axis vectors provided. If this matrix is:
-		<code>
-a, b, c,
-d, e, f,
-g, h, i
-		</code>
-		then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] will be set to:
-		<code>
-xAxis = (a, d, g)
-yAxis = (b, e, h)
-zAxis = (c, f, i)
-		</code>
+			Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] 
+			of this matrix into the three axis vectors provided. If this matrix
+			is:
+			<code>
+a, b, c, 
+d, e, f, 
+g, h, i 
+			</code>
+			then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis]
+			will be set to:
+			<code>
+xAxis = (a, d, g) 
+yAxis = (b, e, h) 
+zAxis = (c, f, i) 
+			</code>
 		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - the array to read the elements from.<br />
-		[page:Integer offset] - (optional) index of first element in the array. Default is 0.<br /><br />
+			[page:Array array] - the array to read the elements from.<br />
+			[page:Integer offset] - (optional) index of first element in the array.
+			Default is 0.<br /><br />
 
-		Sets the elements of this matrix based on an array in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+			Sets the elements of this matrix based on an array in
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
 		<h3>[method:this invert]()</h3>
 		<p>
-		Inverts this matrix, using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
-
-		You can not invert with a determinant of zero. If you attempt this, the method produces a zero matrix instead.
+			Inverts this matrix, using the
+			[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method]. 
+			You can not invert with a determinant of zero. If you
+			attempt this, the method produces a zero matrix instead.
 		</p>
 
 		<h3>[method:this getNormalMatrix]( [param:Matrix4 m] )</h3>
 		<p>
-		[page:Matrix4 m] - [page:Matrix4]<br /><br />
-
-		Sets this matrix as the upper left 3x3 of the [link:https://en.wikipedia.org/wiki/Normal_matrix normal matrix]
-		of the passed [page:Matrix4 matrix4]. The normal matrix is the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] [link:https://en.wikipedia.org/wiki/Transpose transpose]
-	  of the matrix [page:Matrix4 m].
+			[page:Matrix4 m] - [page:Matrix4]<br /><br />
+
+			Sets this matrix as the upper left 3x3 of the
+			[link:https://en.wikipedia.org/wiki/Normal_matrix normal matrix] of the
+			passed [page:Matrix4 matrix4]. 
+			The normal matrix is the
+			[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse]
+			[link:https://en.wikipedia.org/wiki/Transpose transpose] of the matrix
+			[page:Matrix4 m].
 		</p>
 
 		<h3>[method:this identity]()</h3>
 		<p>
-		Resets this matrix to the 3x3 identity matrix:
-		<code>
-1, 0, 0
-0, 1, 0
-0, 0, 1
-		</code>
+			Resets this matrix to the 3x3 identity matrix:
+			<code> 
+1, 0, 0 
+0, 1, 0 
+0, 0, 1 	</code>
 		</p>
 
 		<h3>[method:this makeRotation]( [param:Float theta] )</h3>
 		<p>
-		[page:Float theta] — Rotation angle in radians. Positive values rotate counterclockwise.<br /><br />
-
-		Sets this matrix as a 2D rotational transformation by [page:Float theta] radians.
-		The resulting matrix will be:
-		<code>
-cos(&theta;) -sin(&theta;) 0
-sin(&theta;) cos(&theta;)  0
-0      0       1
-		</code>
+			[page:Float theta] — Rotation angle in radians. Positive values rotate
+			counterclockwise.<br /><br />
+
+			Sets this matrix as a 2D rotational transformation by [page:Float theta]
+			radians. The resulting matrix will be:
+			<code>
+cos(&theta;) -sin(&theta;) 0 
+sin(&theta;) cos(&theta;) 0 
+0 0 1
+			</code>
 		</p>
 
 		<h3>[method:this makeScale]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		[page:Float x] - the amount to scale in the X axis.<br />
-		[page:Float y] - the amount to scale in the Y axis.<br />
-
-		Sets this matrix as a 2D scale transform:
-		<code>
-x, 0, 0,
-0, y, 0,
-0, 0, 1
-		</code>
+			[page:Float x] - the amount to scale in the X axis.<br />
+			[page:Float y] - the amount to scale in the Y axis.<br />
+
+			Sets this matrix as a 2D scale transform:
+			<code> 
+x, 0, 0, 
+0, y, 0, 
+0, 0, 1 	</code>
 		</p>
 
 		<h3>[method:this makeTranslation]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		[page:Float x] - the amount to translate in the X axis.<br />
-		[page:Float y] - the amount to translate in the Y axis.<br />
-
-		Sets this matrix as a 2D translation transform:
-		<code>
-1, 0, x,
-0, 1, y,
-0, 0, 1
-		</code>
+			[page:Float x] - the amount to translate in the X axis.<br />
+			[page:Float y] - the amount to translate in the Y axis.<br />
+
+			Sets this matrix as a 2D translation transform:
+			<code>
+1, 0, x, 
+0, 1, y, 
+0, 0, 1 	</code>
 		</p>
 
 		<h3>[method:this multiply]( [param:Matrix3 m] )</h3>
 		<p>Post-multiplies this matrix by [page:Matrix3 m].</p>
 
-		<h3>[method:this multiplyMatrices]( [param:Matrix3 a], [param:Matrix3 b] )</h3>
+		<h3>
+			[method:this multiplyMatrices]( [param:Matrix3 a], [param:Matrix3 b] )
+		</h3>
 		<p>Sets this matrix to [page:Matrix3 a] x [page:Matrix3 b].</p>
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
@@ -185,60 +197,78 @@ x, 0, 0,
 		<h3>[method:this scale]( [param:Float sx], [param:Float sy] )</h3>
 		<p>Scales this matrix with the given scalar values.</p>
 
-		<h3>[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], [param:Float n21], [param:Float n22], [param:Float n23], [param:Float n31], [param:Float n32], [param:Float n33] )</h3>
+		<h3>
+			[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], 
+			[param:Float n21], [param:Float n22], [param:Float n23],
+			[param:Float n31], [param:Float n32], [param:Float n33] )
+		</h3>
 		<p>
-		[page:Float n11] - value to put in row 1, col 1.<br />
-		[page:Float n12] - value to put in row 1, col 2.<br />
-		...<br />
-		...<br />
-		[page:Float n32] - value to put in row 3, col 2.<br />
-		[page:Float n33] - value to put in row 3, col 3.<br /><br />
-
-		Sets the 3x3 matrix values to the given
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order row-major]
-		sequence of values.
+			[page:Float n11] - value to put in row 1, col 1.<br />
+			[page:Float n12] - value to put in row 1, col 2.<br />
+			...<br />
+			...<br />
+			[page:Float n32] - value to put in row 3, col 2.<br />
+			[page:Float n33] - value to put in row 3, col 3.<br /><br />
+
+			Sets the 3x3 matrix values to the given
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order row-major]
+			sequence of values.
 		</p>
 
 		<h3>[method:this premultiply]( [param:Matrix3 m] )</h3>
 		<p>Pre-multiplies this matrix by [page:Matrix3 m].</p>
 
 		<h3>[method:this setFromMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Set this matrix to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</p>
-
-		<h3>[method:this setUvTransform]( [param:Float tx], [param:Float ty], [param:Float sx], [param:Float sy], [param:Float rotation], [param:Float cx], [param:Float cy] )</h3>
 		<p>
-		[page:Float tx] - offset x<br />
-		[page:Float ty] - offset y<br />
-		[page:Float sx] - repeat x<br />
-		[page:Float sy] - repeat y<br />
-		[page:Float rotation] - rotation, in radians. Positive values rotate counterclockwise<br />
-		[page:Float cx] - center x of rotation<br />
-		[page:Float cy] - center y of rotation<br /><br />
+			Set this matrix to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].
+		</p>
 
-		Sets the UV transform matrix from offset, repeat, rotation, and center.
+		<h3>
+			[method:this setUvTransform]( [param:Float tx], [param:Float ty],
+			[param:Float sx], [param:Float sy], [param:Float rotation], [param:Float cx], 
+			[param:Float cy] )
+		</h3>
+		<p>
+			[page:Float tx] - offset x<br />
+			[page:Float ty] - offset y<br />
+			[page:Float sx] - repeat x<br />
+			[page:Float sy] - repeat y<br />
+			[page:Float rotation] - rotation, in radians. Positive values rotate
+			counterclockwise<br />
+			[page:Float cx] - center x of rotation<br />
+			[page:Float cy] - center y of rotation<br /><br />
+
+			Sets the UV transform matrix from offset, repeat, rotation, and center.
 		</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - (optional) array to store the resulting vector in. If not given a new array will be created.<br />
-		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
+			[page:Array array] - (optional) array to store the resulting vector in. If
+			not given a new array will be created.<br />
+			[page:Integer offset] - (optional) offset in the array at which to put the
+			result.<br /><br />
 
-		Writes the elements of this matrix to an array in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+			Writes the elements of this matrix to an array in
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
 		<h3>[method:this translate]( [param:Float tx], [param:Float ty] )</h3>
 		<p>Translates this matrix by the given scalar values.</p>
 
 		<h3>[method:this transpose]()</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</p>
+		<p>
+			[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in
+			place.
+		</p>
 
 		<h3>[method:this transposeIntoArray]( [param:Array array] )</h3>
 		<p>
-		[page:Array array] -  array to store the resulting vector in.<br /><br />
+			[page:Array array] - array to store the resulting vector in.<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix into the supplied array,
-		and returns itself unchanged.
+			[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix into
+			the supplied array, and returns itself unchanged.
 		</p>
 
 		<h2>Source</h2>

+ 308 - 227
docs/api/en/math/Matrix4.html

@@ -10,302 +10,361 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A class representing a 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />
+			A class representing a 4x4
+			[link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />
 
 			The most common use of a 4x4 matrix in 3D computer graphics is as a
-			[link:https://en.wikipedia.org/wiki/Transformation_matrix Transformation Matrix].
-			For an introduction to transformation matrices as used in WebGL, check out
+			[link:https://en.wikipedia.org/wiki/Transformation_matrix Transformation Matrix]. 
+			For an introduction to transformation matrices as used in WebGL,
+			check out
 			[link:http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices this tutorial].<br /><br />
 
-			This allows a [page:Vector3] representing a point in 3D space to undergo transformations
-			such as translation, rotation, shear, scale, reflection, orthogonal or perspective projection
-			and so on, by being multiplied by the matrix. This is known as	`applying`
-			the matrix to the vector.<br /><br />
+			This allows a [page:Vector3] representing a point in 3D space to undergo
+			transformations such as translation, rotation, shear, scale, reflection,
+			orthogonal or perspective projection and so on, by being multiplied by the
+			matrix. This is known as `applying` the matrix to the vector.<br /><br />
 
 			Every [page:Object3D] has three associated Matrix4s:
-			<ul>
-				<li>
-					[page:Object3D.matrix]: This stores the local transform of the object. This is the object's transformation relative to its parent.
-				</li>
-				<li>
-					[page:Object3D.matrixWorld]: The global or world transform of the object. If the object has no parent, then this is identical to the local transform stored in [page:Object3D.matrix matrix].
-				</li>
-				<li>
-					[page:Object3D.modelViewMatrix]: This represents the object's transformation relative to the camera's coordinate system.
-					An object's modelViewMatrix is the object's matrixWorld pre-multiplied by the camera's matrixWorldInverse.
-				</li>
-			</ul>
-
-			[page:Camera Cameras] have three additional Matrix4s:
-			<ul>
-				<li>
-					[page:Camera.matrixWorldInverse]: The view matrix - the inverse of the Camera's [page:Object3D.matrixWorld matrixWorld].
-				</li>
-				<li>
-					[page:Camera.projectionMatrix]: Represents the information how to project the scene to clip space.
-				</li>
-				<li>
-					[page:Camera.projectionMatrixInverse]: The inverse of projectionMatrix.
-				</li>
-			</ul>
-			Note: [page:Object3D.normalMatrix] is not a Matrix4, but a [page:Matrix3].
 		</p>
+		<ul>
+			<li>
+				[page:Object3D.matrix]: This stores the local transform of the object.
+				This is the object's transformation relative to its parent.
+			</li>
+			<li>
+				[page:Object3D.matrixWorld]: The global or world transform of the
+				object. If the object has no parent, then this is identical to the local
+				transform stored in [page:Object3D.matrix matrix].
+			</li>
+			<li>
+				[page:Object3D.modelViewMatrix]: This represents the object's
+				transformation relative to the camera's coordinate system. An object's
+				modelViewMatrix is the object's matrixWorld pre-multiplied by the
+				camera's matrixWorldInverse.
+			</li>
+		</ul>
+
+		[page:Camera Cameras] have three additional Matrix4s:
+		<ul>
+			<li>
+				[page:Camera.matrixWorldInverse]: The view matrix - the inverse of the
+				Camera's [page:Object3D.matrixWorld matrixWorld].
+			</li>
+			<li>
+				[page:Camera.projectionMatrix]: Represents the information how to
+				project the scene to clip space.
+			</li>
+			<li>
+				[page:Camera.projectionMatrixInverse]: The inverse of projectionMatrix.
+			</li>
+		</ul>
+		Note: [page:Object3D.normalMatrix] is not a Matrix4, but a [page:Matrix3].
 
 		<h2>A Note on Row-Major and Column-Major Ordering</h2>
 		<p>
-			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
+			The [page:set]() method takes arguments in
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major] 
 			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
 
 			This means that calling
-		<code>
-const m = new THREE.Matrix4();
-
-m.set( 11, 12, 13, 14,
-       21, 22, 23, 24,
-       31, 32, 33, 34,
-       41, 42, 43, 44 );
-
-		</code>
-		will result in the [page:.elements elements] array containing:
-		<code>
-m.elements = [ 11, 21, 31, 41,
-               12, 22, 32, 42,
-               13, 23, 33, 43,
-               14, 24, 34, 44 ];
-		</code>
-		and internally all calculations are performed using column-major ordering. However, as the actual ordering
-		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
-		the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
-		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
+			<code>
+const m = new THREE.Matrix4(); 
+m.set( 11, 12, 13, 14, 
+	   21, 22, 23, 24,
+	   31, 32, 33, 34, 
+	   41, 42, 43, 44 );
+			</code>
+			will result in the [page:.elements elements] array containing:
+			<code>
+m.elements = [ 11, 21, 31, 41, 
+			   12, 22, 32, 42, 
+			   13, 23, 33, 43, 
+			   14, 24, 34, 44 ];
+			</code>
+			and internally all calculations are performed using column-major ordering.
+			However, as the actual ordering makes no difference mathematically and
+			most people are used to thinking about matrices in row-major order, the
+			three.js documentation shows matrices in row-major order. Just bear in
+			mind that if you are reading the source code, you'll have to take the
+			[link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices
+			outlined here to make sense of the calculations.
 		</p>
 
 		<h2>Extracting position, rotation and scale</h2>
 		<p>
-			There are several options available for extracting position, rotation and scale from a Matrix4.
-			<ul>
-				<li>
-					[page:Vector3.setFromMatrixPosition]: can be used to extract the translation component.
-				</li>
-				<li>
-					[page:Vector3.setFromMatrixScale]: can be used to extract the scale component.
-				</li>
-				<li>
-					[page:Quaternion.setFromRotationMatrix], [page:Euler.setFromRotationMatrix] or [page:.extractRotation extractRotation] can be used to extract the rotation component from a pure (unscaled) matrix.
-				</li>
-				<li>
-					[page:.decompose decompose] can be used to extract position, rotation and scale all at once.
-				</li>
-			</ul>
+			There are several options available for extracting position, rotation and
+			scale from a Matrix4.
 		</p>
+		<ul>
+			<li>
+				[page:Vector3.setFromMatrixPosition]: can be used to extract the
+				translation component.
+			</li>
+			<li>
+				[page:Vector3.setFromMatrixScale]: can be used to extract the scale
+				component.
+			</li>
+			<li>
+				[page:Quaternion.setFromRotationMatrix],
+				[page:Euler.setFromRotationMatrix] or [page:.extractRotation extractRotation] 
+				can be used to extract the rotation component from a pure (unscaled) matrix.
+			</li>
+			<li>
+				[page:.decompose decompose] can be used to extract position, rotation
+				and scale all at once.
+			</li>
+		</ul>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
 
 		<p>
 			Creates and initializes the [name] to the 4x4
 			[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
-	</p>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Array elements]</h3>
 		<p>
-		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
-		 list of matrix values.
+			A
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] list of matrix values.
 		</p>
 
-
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:Matrix4 clone]()</h3>
-		<p>Creates a new Matrix4 with identical [page:.elements elements] to this one.</p>
+		<p>
+			Creates a new Matrix4 with identical [page:.elements elements] to this
+			one.
+		</p>
 
-		<h3>[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
+		<h3>
+			[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )
+		</h3>
 		<p>
-		Sets this matrix to the transformation composed of [page:Vector3 position],
-		[page:Quaternion quaternion] and [page:Vector3 scale].
+			Sets this matrix to the transformation composed of [page:Vector3 position], 
+			[page:Quaternion quaternion] and [page:Vector3 scale].
 		</p>
 
 		<h3>[method:this copy]( [param:Matrix4 m] )</h3>
-		<p>Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this matrix.</p>
+		<p>
+			Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this
+			matrix.
+		</p>
 
 		<h3>[method:this copyPosition]( [param:Matrix4 m] )</h3>
 		<p>
-		Copies the translation component of the supplied matrix [page:Matrix4 m] into this
-		matrix's translation component.
+			Copies the translation component of the supplied matrix [page:Matrix4 m]
+			into this matrix's translation component.
 		</p>
 
-		<h3>[method:this decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
+		<h3>
+			[method:this decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )
+		</h3>
 		<p>
-		Decomposes this matrix into its [page:Vector3 position], [page:Quaternion quaternion] and [page:Vector3 scale] components.<br/><br/>
-		Note: Not all matrices are decomposable in this way. For example, if an object has a non-uniformly scaled parent, then the object's world matrix may not be decomposable, and this method may not be appropriate.
+			Decomposes this matrix into its [page:Vector3 position], [page:Quaternion quaternion] 
+			and [page:Vector3 scale] components.<br /><br />
+			Note: Not all matrices are decomposable in this way. For example, if an
+			object has a non-uniformly scaled parent, then the object's world matrix
+			may not be decomposable, and this method may not be appropriate.
 		</p>
 
 		<h3>[method:Float determinant]()</h3>
 		<p>
-		Computes and returns the
-		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.<br /><br />
+			Computes and returns the [link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.<br /><br />
 
-		Based on the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
+			Based on the method outlined
+			[link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html here].
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Matrix4 m] )</h3>
 		<p>Return true if this matrix and [page:Matrix4 m] are equal.</p>
 
-		<h3>[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
+		<h3>
+			[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis],
+			[param:Vector3 zAxis] )
+		</h3>
 		<p>
-		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
-		matrix into the three axis vectors provided. If this matrix is:
-		<code>
-a, b, c, d,
-e, f, g, h,
-i, j, k, l,
-m, n, o, p
-		</code>
-		then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] will be set to:
+			Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] 
+			of this matrix into the three axis vectors provided. If this matrix
+			is:
 		<code>
-xAxis = (a, e, i)
-yAxis = (b, f, j)
-zAxis = (c, g, k)
-		</code>
+a, b, c, d, 
+e, f, g, h, 
+i, j, k, l, 
+m, n, o, p </code>
+			then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis]
+			will be set to:
+			<code>
+xAxis = (a, e, i) 
+yAxis = (b, f, j) 
+zAxis = (c, g, k) </code>
 		</p>
 
 		<h3>[method:this extractRotation]( [param:Matrix4 m] )</h3>
 		<p>
-		Extracts the rotation component of the supplied matrix [page:Matrix4 m] into this matrix's
-		rotation component.
+			Extracts the rotation component of the supplied matrix [page:Matrix4 m]
+			into this matrix's rotation component.
 		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - the array to read the elements from.<br />
-		[page:Integer offset] - ( optional ) offset into the array. Default is 0.<br /><br />
+			[page:Array array] - the array to read the elements from.<br />
+			[page:Integer offset] - ( optional ) offset into the array. Default is
+			0.<br /><br />
 
-		Sets the elements of this matrix based on an [page:Array array] in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+			Sets the elements of this matrix based on an [page:Array array] in
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
 		<h3>[method:this invert]()</h3>
 		<p>
-		Inverts this matrix, using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
-
-		You can not invert with a determinant of zero. If you attempt this, the method produces a zero matrix instead.
+			Inverts this matrix, using the
+			[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method]. 
+			You can not invert with a determinant of zero. If you
+			attempt this, the method produces a zero matrix instead.
 		</p>
 
 		<h3>[method:Float getMaxScaleOnAxis]()</h3>
 		<p>Gets the maximum scale value of the 3 axes.</p>
 
 		<h3>[method:this identity]()</h3>
-		<p>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</p>
+		<p>
+			Resets this matrix to the
+			[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
+		</p>
 
-		<h3>[method:this lookAt]( [param:Vector3 eye], [param:Vector3 target], [param:Vector3 up] )</h3>
+		<h3>
+			[method:this lookAt]( [param:Vector3 eye], [param:Vector3 target],
+			[param:Vector3 up] )
+		</h3>
 		<p>
-			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 target]
-			oriented by the [page:Vector3 up] vector.
+			Constructs a rotation matrix, looking from [page:Vector3 eye] towards
+			[page:Vector3 target] oriented by the [page:Vector3 up] vector.
 		</p>
 
-		<h3>[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )</h3>
+		<h3>
+			[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )
+		</h3>
 		<p>
-		[page:Vector3 axis] — Rotation axis, should be normalized.<br />
-		[page:Float theta] — Rotation angle in radians.<br /><br />
+			[page:Vector3 axis] — Rotation axis, should be normalized.<br />
+			[page:Float theta] — Rotation angle in radians.<br /><br />
 
-		Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />
+			Sets this matrix as rotation transform around [page:Vector3 axis] by
+			[page:Float theta] radians.<br />
 
-		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternion Quaternions].
-		See the discussion [link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here].
+			This is a somewhat controversial but mathematically sound alternative to
+			rotating via [page:Quaternion Quaternions]. See the discussion
+			[link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here].
 		</p>
 
-		<h3>[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
+		<h3>
+			[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis],
+			[param:Vector3 zAxis] )
+		</h3>
 		<p>
-		Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] matrix consisting
-		of the three provided basis vectors:
-		<code>
-xAxis.x, yAxis.x, zAxis.x, 0,
-xAxis.y, yAxis.y, zAxis.y, 0,
-xAxis.z, yAxis.z, zAxis.z, 0,
-0,       0,       0,       1
-		</code>
+			Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] 
+			matrix consisting of the three provided basis vectors:
+			<code>
+xAxis.x, yAxis.x, zAxis.x, 0, 
+xAxis.y, yAxis.y, zAxis.y, 0, 
+xAxis.z, yAxis.z, zAxis.z, 0, 
+	0, 		0, 		0, 	   1
+			</code>
 		</p>
 
-		<h3>[method:this makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
+		<h3>
+			[method:this makePerspective]( [param:Float left], [param:Float right],
+			[param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )
+		</h3>
 		<p>
-			Creates a [link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] matrix.
-			This is used internally by [page:PerspectiveCamera.updateProjectionMatrix]()
+			Creates a
+			[link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] 
+			matrix. This is used internally by
+			[page:PerspectiveCamera.updateProjectionMatrix]()
 		</p>
 
-		<h3>[method:this makeOrthographic]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
+		<h3>
+			[method:this makeOrthographic]( [param:Float left], [param:Float right],
+			[param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )
+		</h3>
 		<p>
-		Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] matrix.
-		This is used internally by [page:OrthographicCamera.updateProjectionMatrix]().
+			Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] 
+			matrix. This is used internally by
+			[page:OrthographicCamera.updateProjectionMatrix]().
 		</p>
 
 		<h3>[method:this makeRotationFromEuler]( [param:Euler euler] )</h3>
 		<p>
-		Sets the rotation component (the upper left 3x3 matrix) of this matrix to the rotation specified by the given [page:Euler Euler Angle].
-		The rest of the matrix is set to the identity. Depending on the [page:Euler.order order] of the [page:Euler euler], there are six possible outcomes.
-		See [link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page] for a complete list.
+			Sets the rotation component (the upper left 3x3 matrix) of this matrix to
+			the rotation specified by the given [page:Euler Euler Angle]. The rest of
+			the matrix is set to the identity. Depending on the [page:Euler.order order] 
+			of the [page:Euler euler], there are six possible outcomes. See
+			[link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page] for a complete list.
 		</p>
 
 		<h3>[method:this makeRotationFromQuaternion]( [param:Quaternion q] )</h3>
 		<p>
-		Sets the rotation component of this matrix to the rotation specified by [page:Quaternion q], as outlined
-		[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here].
-		The rest of the matrix is set to the identity. So, given [page:Quaternion q] = w + xi + yj + zk, the resulting matrix will be:
-		<code>
-1-2y²-2z²    2xy-2zw    2xz+2yw    0
-2xy+2zw      1-2x²-2z²  2yz-2xw    0
-2xz-2yw      2yz+2xw    1-2x²-2y²  0
-0            0          0          1
-		</code>
+			Sets the rotation component of this matrix to the rotation specified by
+			[page:Quaternion q], as outlined
+			[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here]. The
+			rest of the matrix is set to the identity. So, given [page:Quaternion q] =
+			w + xi + yj + zk, the resulting matrix will be:
+			<code>
+1-2y²-2z² 	2xy-2zw 	2xz+2yw 	0 
+2xy+2zw   	1-2x²-2z² 	2yz-2xw 	0 
+2xz-2yw   	2yz+2xw   	1-2x²-2y²   0
+	0 			0	 		0 		1
+			</code>
 		</p>
 
 		<h3>[method:this makeRotationX]( [param:Float theta] )</h3>
 		<p>
-		[page:Float theta] — Rotation angle in radians.<br /><br />
+			[page:Float theta] — Rotation angle in radians.<br /><br />
 
-		Sets this matrix as a rotational transformation around the X axis by [page:Float theta] (&theta;) radians.
-		The resulting matrix will be:
-		<code>
-1 0      0        0
-0 cos(&theta;) -sin(&theta;)  0
-0 sin(&theta;) cos(&theta;)   0
-0 0      0        1
-		</code>
+			Sets this matrix as a rotational transformation around the X axis by
+			[page:Float theta] (&theta;) radians. The resulting matrix will be:
+			<code>
+	1 		0	 		0 			0 
+	0 	cos(&theta;) -sin(&theta;) 	0 
+	0 	sin(&theta;) cos(&theta;) 	0 
+	0 		0			0 			1
+			</code>
 		</p>
 
 		<h3>[method:this makeRotationY]( [param:Float theta] )</h3>
 		<p>
-		[page:Float theta] — Rotation angle in radians.<br /><br />
+			[page:Float theta] — Rotation angle in radians.<br /><br />
 
-		Sets this matrix as a rotational transformation around the Y axis by [page:Float theta] (&theta;) radians.
-		The resulting matrix will be:
-		<code>
-cos(&theta;)  0 sin(&theta;) 0
-0       1 0      0
--sin(&theta;) 0 cos(&theta;) 0
-0       0 0      1
-		</code>
+			Sets this matrix as a rotational transformation around the Y axis by
+			[page:Float theta] (&theta;) radians. The resulting matrix will be:
+			<code>
+				cos(&theta;) 0 sin(&theta;) 0 0 1 0 0 -sin(&theta;) 0 cos(&theta;) 0 0 0
+				0 1
+			</code>
 		</p>
 
 		<h3>[method:this makeRotationZ]( [param:Float theta] )</h3>
 		<p>
-		[page:Float theta] — Rotation angle in radians.<br /><br />
+			[page:Float theta] — Rotation angle in radians.<br /><br />
 
-		Sets this matrix as a rotational transformation around the Z axis by [page:Float theta] (&theta;) radians.
-		The resulting matrix will be:
-		<code>
-cos(&theta;) -sin(&theta;) 0 0
-sin(&theta;) cos(&theta;)  0 0
-0      0       1 0
-0      0       0 1
-		</code>
+			Sets this matrix as a rotational transformation around the Z axis by
+			[page:Float theta] (&theta;) radians. The resulting matrix will be:
+			<code>
+cos(&theta;) -sin(&theta;) 0 0 
+sin(&theta;) cos(&theta;)  0 0 
+	0 			0 		   1 0 
+	0 			0		   0 1
+			</code>
 		</p>
 
-		<h3>[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>
+			[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] )
+		</h3>
 		<p>
 			[page:Float x] - the amount to scale in the X axis.<br />
 			[page:Float y] - the amount to scale in the Y axis.<br />
@@ -313,14 +372,16 @@ sin(&theta;) cos(&theta;)  0 0
 
 			Sets this matrix as scale transform:
 			<code>
-x, 0, 0, 0,
-0, y, 0, 0,
-0, 0, z, 0,
-0, 0, 0, 1
-			</code>
+x, 0, 0, 0, 
+0, y, 0, 0, 
+0, 0, z, 0, 
+0, 0, 0, 1 </code>
 		</p>
 
-		<h3>[method:this makeShear]( [param:Float xy], [param:Float xz], [param:Float yx], [param:Float yz], [param:Float zx], [param:Float zy] )</h3>
+		<h3>
+			[method:this makeShear]( [param:Float xy], [param:Float xz], [param:Float yx], 
+			[param:Float yz], [param:Float zx], [param:Float zy] )
+		</h3>
 		<p>
 			[page:Float xy] - the amount to shear X by Y.<br />
 			[page:Float xz] - the amount to shear X by Z.<br />
@@ -329,38 +390,43 @@ x, 0, 0, 0,
 			[page:Float zx] - the amount to shear Z by X.<br />
 			[page:Float zy] - the amount to shear Z by Y.<br /><br />
 
-		Sets this matrix as a shear transform:
-<code>
-1,   yx,  zx,  0,
-xy,   1,  zy,  0,
-xz,  yz,   1,  0,
-0,    0,   0,  1
-</code>
+			Sets this matrix as a shear transform:
+			<code> 
+1, yx, zx, 0, 
+xy, 1, zy, 0, 
+xz, yz, 1, 0, 
+0, 0, 0, 1 </code>
 		</p>
 
-		<h3>[method:this makeTranslation]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>
+			[method:this makeTranslation]( [param:Float x], [param:Float y],
+			[param:Float z] )
+		</h3>
 		<p>
 			[page:Float x] - the amount to translate in the X axis.<br />
 			[page:Float y] - the amount to translate in the Y axis.<br />
 			[page:Float z] - the amount to translate in the Z axis.<br /><br />
 
-		Sets this matrix as a translation transform:
-		<code>
-1, 0, 0, x,
-0, 1, 0, y,
-0, 0, 1, z,
-0, 0, 0, 1
-		</code>
+			Sets this matrix as a translation transform:
+			<code> 
+1, 0, 0, x, 
+0, 1, 0, y, 
+0, 0, 1, z, 
+0, 0, 0, 1 </code>
 		</p>
 
 		<h3>[method:this multiply]( [param:Matrix4 m] )</h3>
 		<p>Post-multiplies this matrix by [page:Matrix4 m].</p>
 
-		<h3>[method:this multiplyMatrices]( [param:Matrix4 a], [param:Matrix4 b] )</h3>
+		<h3>
+			[method:this multiplyMatrices]( [param:Matrix4 a], [param:Matrix4 b] )
+		</h3>
 		<p>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</p>
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
-		<p>Multiplies every component of the matrix by a scalar value [page:Float s].</p>
+		<p>
+			Multiplies every component of the matrix by a scalar value [page:Float s].
+		</p>
 
 		<h3>[method:this premultiply]( [param:Matrix4 m] )</h3>
 		<p>Pre-multiplies this matrix by [page:Matrix4 m].</p>
@@ -368,46 +434,61 @@ xz,  yz,   1,  0,
 		<h3>[method:this scale]( [param:Vector3 v] )</h3>
 		<p>Multiplies the columns of this matrix by vector [page:Vector3 v].</p>
 
-		<h3>[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], [param:Float n14], [param:Float n21], [param:Float n22], [param:Float n23], [param:Float n24], [param:Float n31], [param:Float n32], [param:Float n33], [param:Float n34], [param:Float n41], [param:Float n42], [param:Float n43], [param:Float n44] )</h3>
+		<h3>
+			[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], 
+			[param:Float n14], [param:Float n21], [param:Float n22],
+			[param:Float n23], [param:Float n24], [param:Float n31], [param:Float n32], 
+			[param:Float n33], [param:Float n34], [param:Float n41],
+			[param:Float n42], [param:Float n43], [param:Float n44] )
+		</h3>
 		<p>
-			Set the [page:.elements elements] of this matrix to the supplied row-major values [page:Float n11],
-			[page:Float n12], ... [page:Float n44].
+			Set the [page:.elements elements] of this matrix to the supplied row-major
+			values [page:Float n11], [page:Float n12], ... [page:Float n44].
 		</p>
 
 		<h3>[method:this setFromMatrix3]( [param:Matrix3 m] )</h3>
-		<p>Set the upper 3x3 elements of this matrix to the values of the Matrix3 [page:Matrix3 m].</p>
+		<p>
+			Set the upper 3x3 elements of this matrix to the values of the Matrix3
+			[page:Matrix3 m].
+		</p>
 
 		<h3>[method:this setPosition]( [param:Vector3 v] )</h3>
-		<h3>[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API</h3>
+		<h3>
+			[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API
+		</h3>
 		<p>
-			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
-			rest of the matrix - i.e. if the matrix is currently:
-<code>
-a, b, c, d,
-e, f, g, h,
-i, j, k, l,
-m, n, o, p
-</code>
-This becomes:
-<code>
-a, b, c, v.x,
-e, f, g, v.y,
-i, j, k, v.z,
-m, n, o, p
-</code>
+			Sets the position component for this matrix from vector [page:Vector3 v],
+			without affecting the rest of the matrix - i.e. if the matrix is
+			currently:
+			<code>
+a, b, c, d, 
+e, f, g, h, 
+i, j, k, l, 
+m, n, o, p </code>
+			This becomes:
+			<code>
+a, b, c, v.x, 
+e, f, g, v.y, 
+i, j, k, v.z, 
+m, n, o, p </code>
 		</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - (optional) array to store the resulting vector in.<br />
-		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
+			[page:Array array] - (optional) array to store the resulting vector in.<br />
+			[page:Integer offset] - (optional) offset in the array at which to put the
+			result.<br /><br />
 
-		Writes the elements of this matrix to an array in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+			Writes the elements of this matrix to an array in
+			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
 		<h3>[method:this transpose]()</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix.</p>
+		<p>
+			[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix.
+		</p>
 
 		<h2>Source</h2>
 

+ 97 - 68
docs/api/en/math/Plane.html

@@ -10,27 +10,25 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A two dimensional surface that extends infinitely in 3d space, represented in [link:http://mathworld.wolfram.com/HessianNormalForm.html Hessian normal form]
+			A two dimensional surface that extends infinitely in 3d space, represented
+			in [link:http://mathworld.wolfram.com/HessianNormalForm.html Hessian normal form] 
 			by a unit length normal vector and a constant.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Vector3 normal], [param:Float constant] )</h3>
 		<p>
-		[page:Vector3 normal] - (optional) a unit length [page:Vector3] defining the normal of the plane. Default is *(1, 0, 0)*.<br />
-		[page:Float constant] - (optional) the signed distance from the origin to the plane. Default is `0`.
+			[page:Vector3 normal] - (optional) a unit length [page:Vector3] defining
+			the normal of the plane. Default is *(1, 0, 0)*.<br />
+			[page:Float constant] - (optional) the signed distance from the origin to
+			the plane. Default is `0`.
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isPlane]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Vector3 normal]</h3>
 
@@ -38,40 +36,52 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
+		<h3>
+			[method:this applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )
+		</h3>
 		<p>
-		[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
-		[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 being applied.<br /><br />
+			[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
+			[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal
+			[Page:Matrix3] of the Matrix4 being applied.<br /><br />
 
-		Apply a Matrix4 to the plane. The matrix must be an affine, homogeneous transform.<br />
-		If supplying an [page:Matrix3 optionalNormalMatrix], it can be created like so:
-		<code>
-		const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-		</code>
+			Apply a Matrix4 to the plane. The matrix must be an affine, homogeneous
+			transform.<br />
+			If supplying an [page:Matrix3 optionalNormalMatrix], it can be created
+			like so:
+			<code>
+const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+			</code>
 		</p>
 
 		<h3>[method:Plane clone]()</h3>
-		<p>Returns a new plane with the same [page:.normal normal] and [page:.constant constant] as this one.</p>
+		<p>
+			Returns a new plane with the same [page:.normal normal] and
+			[page:.constant constant] as this one.
+		</p>
 
 		<h3>[method:Vector3 coplanarPoint]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns a [page:Vector3] coplanar to the plane, by calculating the projection of the
-		normal vector at the origin onto the plane.
+			Returns a [page:Vector3] coplanar to the plane, by calculating the
+			projection of the normal vector at the origin onto the plane.
 		</p>
 
 		<h3>[method:this copy]( [param:Plane plane] )</h3>
 		<p>
-		Copies the values of the passed plane's [page:.normal normal] and [page:.constant constant]
-		properties to this plane.
+			Copies the values of the passed plane's [page:.normal normal] and
+			[page:.constant constant] properties to this plane.
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
-		<p>Returns the signed distance from the [page:Vector3 point] to the plane.</p>
+		<p>
+			Returns the signed distance from the [page:Vector3 point] to the plane.
+		</p>
 
 		<h3>[method:Float distanceToSphere]( [param:Sphere sphere] )</h3>
-		<p>Returns the signed distance from the [page:Sphere sphere] to the plane.</p>
+		<p>
+			Returns the signed distance from the [page:Sphere sphere] to the plane.
+		</p>
 
 		<h3>[method:Boolean equals]( [param:Plane plane] )</h3>
 		<p>
@@ -79,98 +89,117 @@
 			[page:.constant constant] properties match).
 		</p>
 
-		<h3>[method:Vector3 intersectLine]( [param:Line3 line], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 intersectLine]( [param:Line3 line], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Line3 line] - the [page:Line3] to check for intersection.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Line3 line] - the [page:Line3] to check for intersection.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns the intersection point of the passed line and the plane. Returns null
-		 if the line does not intersect. Returns the line's starting point if the line is
-		 coplanar with the plane.
+			Returns the intersection point of the passed line and the plane. Returns
+			null if the line does not intersect. Returns the line's starting point if
+			the line is coplanar with the plane.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to check for intersection.<br /><br />
+			[page:Box3 box] - the [page:Box3] to check for intersection.<br /><br />
 
-		Determines whether or not this plane intersects [page:Box3 box].
+			Determines whether or not this plane intersects [page:Box3 box].
 		</p>
 
 		<h3>[method:Boolean intersectsLine]( [param:Line3 line] )</h3>
 		<p>
-		[page:Line3 line] - the [page:Line3] to check for intersection.<br /><br />
+			[page:Line3 line] - the [page:Line3] to check for intersection.<br /><br />
 
-		Tests whether a line segment intersects with (passes through) the plane.
+			Tests whether a line segment intersects with (passes through) the plane.
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere]  - the [page:Sphere] to check for intersection.<br /><br />
+			[page:Sphere sphere] - the [page:Sphere] to check for intersection.<br /><br />
 
-		Determines whether or not this plane intersects [page:Sphere sphere].
+			Determines whether or not this plane intersects [page:Sphere sphere].
 		</p>
 
 		<h3>[method:this negate]()</h3>
-		<p>
-		Negates both the normal vector and the constant.
-		</p>
+		<p>Negates both the normal vector and the constant.</p>
 
 		<h3>[method:this normalize]()</h3>
 		<p>
-			Normalizes the [page:.normal normal] vector, and adjusts the [page:.constant constant]
-			value accordingly.
+			Normalizes the [page:.normal normal] vector, and adjusts the
+			[page:.constant constant] value accordingly.
 		</p>
 
-		<h3>[method:Vector3 projectPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 projectPoint]( [param:Vector3 point], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - the [page:Vector3] to project onto the plane.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - the [page:Vector3] to project onto the plane.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Projects a [page:Vector3 point] onto the plane.
+			Projects a [page:Vector3 point] onto the plane.
 		</p>
 
 		<h3>[method:this set]( [param:Vector3 normal], [param:Float constant] )</h3>
 		<p>
-			[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
-			[page:Float constant] - the signed distance from the origin to the plane. Default is `0`.<br /><br />
+			[page:Vector3 normal] - a unit length [page:Vector3] defining the normal
+			of the plane.<br />
+			[page:Float constant] - the signed distance from the origin to the plane.
+			Default is `0`.<br /><br />
 
-			Sets this plane's [page:.normal normal] and [page:.constant constant] properties by copying the values from the given normal.
+			Sets this plane's [page:.normal normal] and [page:.constant constant]
+			properties by copying the values from the given normal.
 		</p>
 
-		<h3>[method:this setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>
+			[method:this setComponents]( [param:Float x], [param:Float y],
+			[param:Float z], [param:Float w] )
+		</h3>
 		<p>
-		[page:Float x] - x value of the unit length normal vector.<br />
-		[page:Float y] - y value of the unit length normal vector.<br />
-		[page:Float z] - z value of the unit length normal vector.<br />
-		[page:Float w] - the value of the plane's [page:.constant constant] property.<br /><br />
+			[page:Float x] - x value of the unit length normal vector.<br />
+			[page:Float y] - y value of the unit length normal vector.<br />
+			[page:Float z] - z value of the unit length normal vector.<br />
+			[page:Float w] - the value of the plane's [page:.constant constant]
+			property.<br /><br />
 
-		Set the individual components that define the plane.
+			Set the individual components that define the plane.
 		</p>
 
-		<h3>[method:this setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
+		<h3>
+			[method:this setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b],
+			[param:Vector3 c] )
+		</h3>
 		<p>
-		 [page:Vector3 a] - first point on the plane.<br />
-		 [page:Vector3 b] - second point on the plane.<br />
-		 [page:Vector3 c] - third point on the plane.<br /><br />
+			[page:Vector3 a] - first point on the plane.<br />
+			[page:Vector3 b] - second point on the plane.<br />
+			[page:Vector3 c] - third point on the plane.<br /><br />
 
-		Defines the plane based on the 3 provided points. The winding order is assumed to be counter-clockwise,
-		and determines the direction of the [page:.normal normal].
+			Defines the plane based on the 3 provided points. The winding order is
+			assumed to be counter-clockwise, and determines the direction of the
+			[page:.normal normal].
 		</p>
 
-		<h3>[method:this setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] )</h3>
+		<h3>
+			[method:this setFromNormalAndCoplanarPoint]( [param:Vector3 normal],
+			[param:Vector3 point] )
+		</h3>
 		<p>
-		[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
-		[page:Vector3 point] - [page:Vector3]<br /><br />
+			[page:Vector3 normal] - a unit length [page:Vector3] defining the normal
+			of the plane.<br />
+			[page:Vector3 point] - [page:Vector3]<br /><br />
 
-		Sets the plane's properties as defined by a [page:Vector3 normal] and an arbitrary coplanar [page:Vector3 point].
+			Sets the plane's properties as defined by a [page:Vector3 normal] and an
+			arbitrary coplanar [page:Vector3 point].
 		</p>
 
 		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
-		[page:Vector3 offset] - the amount to move the plane by.<br /><br />
+			[page:Vector3 offset] - the amount to move the plane by.<br /><br />
 
-		Translates the plane by the distance defined by the [page:Vector3 offset] vector.
-		Note that this only affects the plane constant and will not affect the normal vector.
+			Translates the plane by the distance defined by the [page:Vector3 offset]
+			vector. Note that this only affects the plane constant and will not affect
+			the normal vector.
 		</p>
 
 		<h2>Source</h2>

+ 157 - 103
docs/api/en/math/Quaternion.html

@@ -10,12 +10,14 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].<br/>
-			Quaternions are used in three.js to represent [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotations].
+			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].<br />
+			Quaternions are used in three.js to represent
+			[link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotations].
 		</p>
 
 		<p>
-		Iterating through a [name] instance will yield its components (x, y, z, w) in the corresponding order.
+			Iterating through a [name] instance will yield its components (x, y, z, w)
+			in the corresponding order.
 		</p>
 
 		<h2>Code Example</h2>
@@ -28,25 +30,22 @@
 		vector.applyQuaternion( quaternion );
 		</code>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>
+			[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )
+		</h3>
 		<p>
-		[page:Float x] - x coordinate<br />
-		[page:Float y] - y coordinate<br />
-		[page:Float z] - z coordinate<br />
-		[page:Float w] - w coordinate
+			[page:Float x] - x coordinate<br />
+			[page:Float y] - y coordinate<br />
+			[page:Float z] - z coordinate<br />
+			[page:Float w] - w coordinate
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isQuaternion]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float x]</h3>
 
@@ -56,7 +55,6 @@
 
 		<h3>[property:Float w]</h3>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:Float angleTo]( [param:Quaternion q] )</h3>
@@ -66,99 +64,114 @@
 
 		<h3>[method:Quaternion clone]()</h3>
 		<p>
-			Creates a new Quaternion with identical [page:.x x], [page:.y y],
-			[page:.z z] and [page:.w w] properties to this one.
+			Creates a new Quaternion with identical [page:.x x], [page:.y y], [page:.z z] 
+			and [page:.w w] properties to this one.
 		</p>
 
 		<h3>[method:this conjugate]()</h3>
 		<p>
-		Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
-		represents the same rotation in the opposite direction about the rotational axis.
+			Returns the rotational conjugate of this quaternion. The conjugate of a
+			quaternion represents the same rotation in the opposite direction about
+			the rotational axis.
 		</p>
 
 		<h3>[method:this copy]( [param:Quaternion q] )</h3>
 		<p>
-			Copies the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
-			of [page:Quaternion q] into this quaternion.
+			Copies the [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
+			properties of [page:Quaternion q] into this quaternion.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Quaternion v] )</h3>
 		<p>
-		[page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
+			[page:Quaternion v] - Quaternion that this quaternion will be compared
+			to.<br /><br />
 
-		Compares the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties of
-		[page:Quaternion v] to the equivalent properties of this quaternion to determine if they
-		represent the same rotation.
+			Compares the [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
+			properties of [page:Quaternion v] to the equivalent properties of this
+			quaternion to determine if they represent the same rotation.
 		</p>
 
 		<h3>[method:Float dot]( [param:Quaternion v] )</h3>
 		<p>
-			Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
-			quaternions [page:Quaternion v] and this one.
+			Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] 
+			of quaternions [page:Quaternion v] and this one.
 		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
-		[page:Integer offset] - (optional) an offset into the array.<br /><br />
+			[page:Array array] - array of format (x, y, z, w) used to construct the
+			quaternion.<br />
+			[page:Integer offset] - (optional) an offset into the array.<br /><br />
 
-		Sets this quaternion's [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
-		from an array.
+			Sets this quaternion's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] 
+			properties from an array.
 		</p>
 
 		<h3>[method:this identity]()</h3>
 		<p>
-			Sets this quaternion to the identity quaternion; that is, to the quaternion that represents "no rotation".
+			Sets this quaternion to the identity quaternion; that is, to the
+			quaternion that represents "no rotation".
 		</p>
 
 		<h3>[method:this invert]()</h3>
 		<p>
-			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.
+			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The
+			quaternion is assumed to have unit length.
 		</p>
 
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) of this quaternion, considered as a 4 dimensional vector.</p>
+		<p>
+			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] 
+			(straight-line length) of this quaternion, considered as
+			a 4 dimensional vector.
+		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
-			Computes the squared [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+			Computes the squared
+			[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
 			(straight-line length) of this quaternion, considered as a 4 dimensional
-			vector. This can be useful if you are comparing the lengths of two quaternions,
-			as this is a slightly more efficient calculation than [page:.length length]().
+			vector. This can be useful if you are comparing the lengths of two
+			quaternions, as this is a slightly more efficient calculation than
+			[page:.length length]().
 		</p>
 
 		<h3>[method:this normalize]()</h3>
 		<p>
-			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
-		calculated the quaternion that performs the same rotation as this one, but has [page:.length length]
-		equal to `1`.
+			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this
+			quaternion - that is, calculated the quaternion that performs the same
+			rotation as this one, but has [page:.length length] equal to `1`.
 		</p>
 
 		<h3>[method:this multiply]( [param:Quaternion q] )</h3>
 		<p>Multiplies this quaternion by [page:Quaternion q].</p>
 
-		<h3>[method:this multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
+		<h3>
+			[method:this multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )
+		</h3>
 		<p>
-		Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
-		Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
+			Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
+			Adapted from the method outlined
+			[link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.html here].
 		</p>
 
 		<h3>[method:this premultiply]( [param:Quaternion q] )</h3>
 		<p>Pre-multiplies this quaternion by [page:Quaternion q].</p>
 
 		<h3>[method:this random]()</h3>
-		<p>
-		Sets this quaternion to a uniformly random, normalized quaternion.
-		</p>
+		<p>Sets this quaternion to a uniformly random, normalized quaternion.</p>
 
-		<h3>[method:this rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
+		<h3>
+			[method:this rotateTowards]( [param:Quaternion q], [param:Float step] )
+		</h3>
 		<p>
 			[page:Quaternion q] - The target quaternion.<br />
 			[page:Float step] - The angular step in radians.<br /><br />
 
-			Rotates this quaternion by a given angular step to the defined quaternion *q*.
-			The method ensures that the final quaternion will not overshoot *q*.
+			Rotates this quaternion by a given angular step to the defined quaternion
+			*q*. The method ensures that the final quaternion will not overshoot *q*.
 		</p>
 
 		<h3>[method:this slerp]( [param:Quaternion qb], [param:Float t] )</h3>
@@ -166,96 +179,137 @@
 			[page:Quaternion qb] - The other quaternion rotation<br />
 			[page:Float t] - interpolation factor in the closed interval `[0, 1]`.<br /><br />
 
-			Handles the spherical linear interpolation between quaternions. [page:Float t] represents the
-			amount of rotation between this quaternion (where [page:Float t] is 0) and [page:Quaternion qb] (where
-			[page:Float t] is 1). This quaternion is set to the result. Also see the static version of the
-			`slerp` below.
+			Handles the spherical linear interpolation between quaternions.
+			[page:Float t] represents the amount of rotation between this quaternion
+			(where [page:Float t] is 0) and [page:Quaternion qb] (where [page:Float t]
+			is 1). This quaternion is set to the result. Also see the static version
+			of the `slerp` below.
 
 			<code>
-			// rotate a mesh towards a target quaternion
+			// rotate a mesh towards a target quaternion 
 			mesh.quaternion.slerp( endQuaternion, 0.01 );
 			</code>
 		</p>
 
-		<h3>[method:this slerpQuaternions]( [param:Quaternion qa], [param:Quaternion qb], [param:Float t] )</h3>
-		<p>Performs a spherical linear interpolation between the given quaternions and stores the result in this quaternion.</p>
+		<h3>
+			[method:this slerpQuaternions]( [param:Quaternion qa], [param:Quaternion qb], [param:Float t] )
+		</h3>
+		<p>
+			Performs a spherical linear interpolation between the given quaternions
+			and stores the result in this quaternion.
+		</p>
 
-		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<p>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</p>
+		<h3>
+			[method:this set]( [param:Float x], [param:Float y], [param:Float z],
+			[param:Float w] )
+		</h3>
+		<p>
+			Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this
+			quaternion.
+		</p>
 
-		<h3>[method:this setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
+		<h3>
+			[method:this setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )
+		</h3>
 		<p>
-		Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
-		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
-		`Axis` is assumed to be normalized, `angle` is in radians.
+			Sets this quaternion from rotation specified by [page:Vector3 axis] and
+			[page:Float angle].<br />
+			Adapted from the method
+			[link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.html here].<br />
+			`Axis` is assumed to be normalized, `angle` is in radians.
 		</p>
 
 		<h3>[method:this setFromEuler]( [param:Euler euler] )</h3>
-		<p>Sets this quaternion from the rotation specified by [page:Euler] angle.</p>
+		<p>
+			Sets this quaternion from the rotation specified by [page:Euler] angle.
+		</p>
 
 		<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<p>
-		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
-		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
-		Sets this quaternion from rotation component of [page:Matrix4 m].<br />
-		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
+			[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a
+			pure [link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix]
+			(i.e. unscaled).<br />
+			Sets this quaternion from rotation component of [page:Matrix4 m].<br />
+			Adapted from the method
+			[link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.html here].
 		</p>
 
-		<h3>[method:this setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
+		<h3>
+			[method:this setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )
+		</h3>
 		<p>
-		Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
-		direction vector [page:Vector3 vTo].<br />
-		Adapted from the method [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here].<br />
-		[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
+			Sets this quaternion to the rotation required to rotate direction vector
+			[page:Vector3 vFrom] to direction vector [page:Vector3 vTo].<br />
+			Adapted from the method
+			[link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here].<br />
+			[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
 		</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - An optional array to store the quaternion. If not specified, a new array will be created.<br/>
-		[page:Integer offset] - (optional) if specified, the result will be copied
-		into this [page:Array].<br /><br />
+			[page:Array array] - An optional array to store the quaternion. If not
+			specified, a new array will be created.<br />
+			[page:Integer offset] - (optional) if specified, the result will be copied
+			into this [page:Array].<br /><br />
 
-		Returns the numerical elements of this quaternion in an array of format [x, y, z, w].
+			Returns the numerical elements of this quaternion in an array of format
+			[x, y, z, w].
 		</p>
 
 		<h3>[method:Array toJSON]()</h3>
 		<p>
-		This methods defines the serialization result of [name]. Returns the numerical elements of this quaternion in an array of format [x, y, z, w].
+			This methods defines the serialization result of [name]. Returns the
+			numerical elements of this quaternion in an array of format [x, y, z, w].
 		</p>
 
-		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<h3>
+			[method:this fromBufferAttribute]( [param:BufferAttribute attribute],
+			[param:Integer index] )
+		</h3>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+			[page:BufferAttribute attribute] - the source attribute.<br />
+			[page:Integer index] - index in the attribute.<br /><br />
 
-		Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion from the [page:BufferAttribute attribute].
+			Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this
+			quaternion from the [page:BufferAttribute attribute].
 		</p>
 
 		<h2>Static Methods</h2>
 
-		<h3>[method:undefined slerpFlat]( [param:Array dst], [param:Integer dstOffset], [param:Array src0], [param:Integer srcOffset0], [param:Array src1], [param:Integer srcOffset1], [param:Float t] )</h3>
+		<h3>
+			[method:undefined slerpFlat]( [param:Array dst], [param:Integer dstOffset], 
+			[param:Array src0], [param:Integer srcOffset0], [param:Array src1], 
+			[param:Integer srcOffset1], [param:Float t] )
+		</h3>
 		<p>
-		[page:Array dst] - The output array.<br />
-		[page:Integer dstOffset] - An offset into the output array.<br />
-		[page:Array src0] - The source array of the starting quaternion.<br />
-		[page:Integer srcOffset0] - An offset into the array `src0`.<br />
-		[page:Array src1] - The source array of the target quaternion.<br />
-		[page:Integer srcOffset1] - An offset into the array `src1`.<br />
-		[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
-
-		This SLERP implementation assumes the quaternion data are managed in flat arrays.
+			[page:Array dst] - The output array.<br />
+			[page:Integer dstOffset] - An offset into the output array.<br />
+			[page:Array src0] - The source array of the starting quaternion.<br />
+			[page:Integer srcOffset0] - An offset into the array `src0`.<br />
+			[page:Array src1] - The source array of the target quaternion.<br />
+			[page:Integer srcOffset1] - An offset into the array `src1`.<br />
+			[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+
+			This SLERP implementation assumes the quaternion data are managed in flat
+			arrays.
 		</p>
 
-		<h3>[method:Array multiplyQuaternionsFlat]( [param:Array dst], [param:Integer dstOffset], [param:Array src0], [param:Integer srcOffset0], [param:Array src1], [param:Integer srcOffset1] )</h3>
+		<h3>
+			[method:Array multiplyQuaternionsFlat]( [param:Array dst], [param:Integer dstOffset], 
+			[param:Array src0], [param:Integer srcOffset0], [param:Array src1], [param:Integer srcOffset1] )
+		</h3>
 		<p>
-		[page:Array dst] - The output array.<br />
-		[page:Integer dstOffset] - An offset into the output array.<br />
-		[page:Array src0] - The source array of the starting quaternion.<br />
-		[page:Integer srcOffset0] - An offset into the array `src0`.<br />
-		[page:Array src1] - The source array of the target quaternion.<br />
-		[page:Integer srcOffset1] - An offset into the array `src1`.<br /><br />
-
-		This multiplication implementation assumes the quaternion data are managed in flat arrays.
+			[page:Array dst] - The output array.<br />
+			[page:Integer dstOffset] - An offset into the output array.<br />
+			[page:Array src0] - The source array of the starting quaternion.<br />
+			[page:Integer srcOffset0] - An offset into the array `src0`.<br />
+			[page:Array src1] - The source array of the target quaternion.<br />
+			[page:Integer srcOffset1] - An offset into the array `src1`.<br /><br />
+
+			This multiplication implementation assumes the quaternion data are managed
+			in flat arrays.
 		</p>
 
 		<!-- Note: Do not add non-static methods to the bottom of this page. Put them above the <h2>Static Methods</h2> -->

+ 113 - 86
docs/api/en/math/Ray.html

@@ -10,201 +10,228 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A ray that emits from an origin in a certain direction. This is used by the
-			[page:Raycaster] to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-			Raycasting is used for mouse picking (working out what objects in the 3D space the mouse is over) amongst
-			other things.
+			A ray that emits from an origin in a certain direction. This is used by
+			the [page:Raycaster] to assist with
+			[link:https://en.wikipedia.org/wiki/Ray_casting raycasting]. Raycasting is
+			used for mouse picking (working out what objects in the 3D space the mouse
+			is over) amongst other things.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
-		[page:Vector3 origin] - (optional) the origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).<br />
-		[page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray]. This must be normalized
-		 (with [page:Vector3.normalize]) for the methods to operate properly.  Default is a [page:Vector3] at (0, 0, -1).<br /><br />
+			[page:Vector3 origin] - (optional) the origin of the [page:Ray]. Default
+			is a [page:Vector3] at (0, 0, 0).<br />
+			[page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray].
+			This must be normalized (with [page:Vector3.normalize]) for the methods to
+			operate properly. Default is a [page:Vector3] at (0, 0, -1).<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Vector3 origin]</h3>
-		<p>The origin of the [page:Ray]. Default is a [page:Vector3] at `(0, 0, 0)`.</p>
+		<p>
+			The origin of the [page:Ray]. Default is a [page:Vector3] at `(0, 0, 0)`.
+		</p>
 
 		<h3>[property:Vector3 direction]</h3>
 		<p>
-		The direction of the [page:Ray]. This must be normalized (with [page:Vector3.normalize])
-		for the methods to operate properly. Default is a [page:Vector3] at (0, 0, -1).
+			The direction of the [page:Ray]. This must be normalized (with
+			[page:Vector3.normalize]) for the methods to operate properly. Default is
+			a [page:Vector3] at (0, 0, -1).
 		</p>
 
-
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix4] )</h3>
 		<p>
-		[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
+			[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this
+			[page:Ray].<br /><br />
 
-		Transform this [page:Ray] by the [page:Matrix4].
+			Transform this [page:Ray] by the [page:Matrix4].
 		</p>
 
-		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] ) </h3>
+		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
 		<p>
-		[page:Float t] - the distance along the [page:Ray] to retrieve a position for.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Float t] - the distance along the [page:Ray] to retrieve a position
+			for.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Get a [page:Vector3] that is a given distance along this [page:Ray].
+			Get a [page:Vector3] that is a given distance along this [page:Ray].
 		</p>
 
 		<h3>[method:Ray clone]()</h3>
 		<p>
-			Creates a new Ray with identical [page:.origin origin] and [page:.direction direction]  to this one.
+			Creates a new Ray with identical [page:.origin origin] and
+			[page:.direction direction] to this one.
 		</p>
 
-		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 closestPointToPoint]( [param:Vector3 point],
+			[param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - the point to get the closest approach to. <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - the point to get the closest approach to. <br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
+			Get the point along this [page:Ray] that is closest to the [page:Vector3]
+			provided.
 		</p>
 
 		<h3>[method:this copy]( [param:Ray ray] )</h3>
 		<p>
-			Copies the [page:.origin origin] and [page:.direction direction] properties
-			of [page:Ray ray] into this ray.
+			Copies the [page:.origin origin] and [page:.direction direction]
+			properties of [page:Ray ray] into this ray.
 		</p>
 
 		<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
+			[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
 
-		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
+			Get the squared distance of the closest approach between the [page:Ray]
+			and the [page:Vector3].
 		</p>
 
-		<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
+		<h3>
+			[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], 
+			[param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )
+		</h3>
 		<p>
-		[page:Vector3 v0] - the start of the line segment.<br />
-		[page:Vector3 v1] - the end of the line segment.<br />
-		optionalPointOnRay - (optional) if this is provided, it receives the point on this
-			[page:Ray] that is closest to the segment.<br />
-		optionalPointOnSegment - (optional) if this is provided, it receives the point
-			on the line segment that is closest to this [page:Ray].<br /><br />
+			[page:Vector3 v0] - the start of the line segment.<br />
+			[page:Vector3 v1] - the end of the line segment.<br />
+			optionalPointOnRay - (optional) if this is provided, it receives the point
+			on this [page:Ray] that is closest to the segment.<br />
+			optionalPointOnSegment - (optional) if this is provided, it receives the
+			point on the line segment that is closest to this [page:Ray].<br /><br />
 
-		Get the squared distance between this [page:Ray] and a line segment.
+			Get the squared distance between this [page:Ray] and a line segment.
 		</p>
 
 		<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
+			[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
 
-		Get the distance from [page:.origin origin] to the [page:Plane], or `null` if the [page:Ray] doesn't intersect the [page:Plane].
+			Get the distance from [page:.origin origin] to the [page:Plane], or `null`
+			if the [page:Ray] doesn't intersect the [page:Plane].
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
+			[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a
+			distance to.<br /><br />
 
-		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3 point].
+			Get the distance of the closest approach between the [page:Ray] and the
+			[page:Vector3 point].
 		</p>
 
-
 		<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
 		<p>
-		[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
+			[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
 
-		Returns true if this and the other [page:Ray ray] have equal [page:.origin origin]
-		 and [page:.direction direction].
+			Returns true if this and the other [page:Ray ray] have equal [page:.origin origin] 
+			and [page:.direction direction].
 		</p>
 
-		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Box3 box] - the [page:Box3] to intersect with.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or
-		`null` if there is no intersection.
+			Intersect this [page:Ray] with a [page:Box3], returning the intersection
+			point or `null` if there is no intersection.
 		</p>
 
-		<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Plane plane] - the [page:Plane] to intersect with.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or
-		`null` if there is no intersection.
+			Intersect this [page:Ray] with a [page:Plane], returning the intersection
+			point or `null` if there is no intersection.
 		</p>
 
-		<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or
-		`null` if there is no intersection.
+			Intersect this [page:Ray] with a [page:Sphere], returning the intersection
+			point or `null` if there is no intersection.
 		</p>
 
-		<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b],
+			[param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
-		[page:Boolean backfaceCulling] - whether to use backface culling.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3]
+			points making up the triangle.<br />
+			[page:Boolean backfaceCulling] - whether to use backface culling.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Intersect this [page:Ray] with a triangle, returning the intersection point or `null`
-		if there is no intersection.
+			Intersect this [page:Ray] with a triangle, returning the intersection
+			point or `null` if there is no intersection.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
+			[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Box3].
+			Return true if this [page:Ray] intersects with the [page:Box3].
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
+			[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Plane].
+			Return true if this [page:Ray] intersects with the [page:Plane].
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
+			[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Sphere].
+			Return true if this [page:Ray] intersects with the [page:Sphere].
 		</p>
 
 		<h3>[method:this lookAt]( [param:Vector3 v] )</h3>
 		<p>
-		[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
+			[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
 
-		Adjusts the direction of the ray to point at the vector in world coordinates.
+			Adjusts the direction of the ray to point at the vector in world
+			coordinates.
 		</p>
 
 		<h3>[method:this recast]( [param:Float t] )</h3>
 		<p>
-		[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
+			[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
 
-		Shift the origin of this [page:Ray] along its direction by the distance given.
+			Shift the origin of this [page:Ray] along its direction by the distance
+			given.
 		</p>
 
-		<h3>[method:this set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
+		<h3>
+			[method:this set]( [param:Vector3 origin], [param:Vector3 direction] )
+		</h3>
 		<p>
-		[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
-		[page:Vector3 direction] - the [page:.direction direction] of the [page:Ray].
-		This must be normalized (with [page:Vector3.normalize]) for the methods to operate
-		properly.<br /><br />
+			[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
+			[page:Vector3 direction] - the [page:.direction direction] of the
+			[page:Ray]. This must be normalized (with [page:Vector3.normalize]) for
+			the methods to operate properly.<br /><br />
 
-		Sets this ray's [page:.origin origin] and [page:.direction direction] properties by copying the values from the given objects.
+			Sets this ray's [page:.origin origin] and [page:.direction direction]
+			properties by copying the values from the given objects.
 		</p>
 
-
-
 		<h2>Source</h2>
 
 		<p>

+ 66 - 49
docs/api/en/math/Sphere.html

@@ -14,19 +14,20 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Vector3 center], [param:Float radius] )</h3>
 		<p>
-		[page:Vector3 center] - center of the sphere. Default is a [page:Vector3] at `(0, 0, 0)`. <br />
-		[page:Float radius] - radius of the sphere. Default is -1.<br /><br />
-
-		Creates a new [name].
+			[page:Vector3 center] - center of the sphere. Default is a [page:Vector3]
+			at `(0, 0, 0)`. <br />
+			[page:Float radius] - radius of the sphere. Default is -1.<br /><br />
 
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
 		<h3>[property:Vector3 center]</h3>
-		<p>A [page:Vector3] defining the center of the sphere. Default is `(0, 0, 0)`.</p>
+		<p>
+			A [page:Vector3] defining the center of the sphere. Default is `(0, 0,
+			0)`.
+		</p>
 
 		<h3>[property:Float radius]</h3>
 		<p>The radius of the sphere. Default is -1.</p>
@@ -40,85 +41,96 @@
 			Transforms this sphere with the provided [page:Matrix4].
 		</p>
 
-		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Clamps a point within the sphere. If the point is outside the sphere, it will clamp it to the
-		closest point on the edge of the sphere. Points already inside the sphere will not be affected.
+			Clamps a point within the sphere. If the point is outside the sphere, it
+			will clamp it to the closest point on the edge of the sphere. Points
+			already inside the sphere will not be affected.
 		</p>
 
 		<h3>[method:Sphere clone]()</h3>
-		<p>Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.</p>
+		<p>
+			Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.
+		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - the [page:Vector3] to be checked<br /><br />
+			[page:Vector3 point] - the [page:Vector3] to be checked<br /><br />
 
-		Checks to see if the sphere contains the provided [page:Vector3 point] inclusive of the
-		surface of the sphere.
+			Checks to see if the sphere contains the provided [page:Vector3 point]
+			inclusive of the surface of the sphere.
 		</p>
 
 		<h3>[method:this copy]( [param:Sphere sphere] )</h3>
 		<p>
-		Copies the values of the passed sphere's [page:.center center] and [page:.radius radius]
-		properties to this sphere.
+			Copies the values of the passed sphere's [page:.center center] and
+			[page:.radius radius] properties to this sphere.
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		Returns the closest distance from the boundary of the sphere to the [page:Vector3 point]. If the sphere contains the point,
-		the distance will be negative.
+			Returns the closest distance from the boundary of the sphere to the
+			[page:Vector3 point]. If the sphere contains the point, the distance will
+			be negative.
 		</p>
 
 		<h3>[method:this expandByPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] that should be included in the sphere.<br /><br />
+			[page:Vector3 point] - [page:Vector3] that should be included in the
+			sphere.<br /><br />
 
-		Expands the boundaries of this sphere to include [page:Vector3 point].
+			Expands the boundaries of this sphere to include [page:Vector3 point].
 		</p>
 
 		<h3>[method:Boolean isEmpty]()</h3>
 		<p>
-		Checks to see if the sphere is empty (the radius set to a negative number).</br>
-		Spheres with a radius of 0 contain only their center point and are not considered to be empty.
+			Checks to see if the sphere is empty (the radius set to a negative
+			number). <br />
+			Spheres with a radius of 0 contain only their center point and are not
+			considered to be empty.
 		</p>
 
 		<h3>[method:this makeEmpty]()</h3>
-		<p>Makes the sphere empty by setting [page:.center center] to (0, 0, 0) and [page:.radius radius] to -1.</p>
-
-		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
 		<p>
-		Checks to see if the two spheres' centers and radii are equal.
+			Makes the sphere empty by setting [page:.center center] to (0, 0, 0) and
+			[page:.radius radius] to -1.
 		</p>
 
+		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
+		<p>Checks to see if the two spheres' centers and radii are equal.</p>
+
 		<h3>[method:Box3 getBoundingBox]( [param:Box3 target] )</h3>
 		<p>
-		[page:Box3 target] — the result will be copied into this Box3.<br /><br />
+			[page:Box3 target] — the result will be copied into this Box3.<br /><br />
 
-		Returns a[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box] for the sphere.
+			Returns a[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box] 
+			for the sphere.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - [page:Box3] to check for intersection against.<br /><br />
+			[page:Box3 box] - [page:Box3] to check for intersection against.<br /><br />
 
-		Determines whether or not this sphere intersects a given [page:Box3 box].
+			Determines whether or not this sphere intersects a given [page:Box3 box].
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - Plane to check for intersection against.<br /><br />
+			[page:Plane plane] - Plane to check for intersection against.<br /><br />
 
-		Determines whether or not this sphere intersects a given [page:Plane plane].
+			Determines whether or not this sphere intersects a given [page:Plane plane].
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - Sphere to check for intersection against.<br /><br />
+			[page:Sphere sphere] - Sphere to check for intersection against.<br /><br />
 
-		Checks to see if two spheres intersect.
+			Checks to see if two spheres intersect.
 		</p>
 
 		<h3>[method:this set]( [param:Vector3 center], [param:Float radius] )</h3>
@@ -126,30 +138,35 @@
 			[page:Vector3 center] - center of the sphere.<br />
 			[page:Float radius] - radius of the sphere.<br /><br />
 
-		Sets the [page:.center center] and [page:.radius radius] properties of this sphere.<br>
-		Please note that this method only copies the values from the given center.
+			Sets the [page:.center center] and [page:.radius radius] properties of
+			this sphere.<br />
+			Please note that this method only copies the values from the given center.
 		</p>
 
-		<h3>[method:this setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
+		<h3>
+			[method:this setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )
+		</h3>
 		<p>
-		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
-		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
+			[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
+			[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the
+			sphere's center.<br /><br />
 
-		Computes the minimum bounding sphere for an array of [page:Array points]. If [page:Vector3 optionalCenter]is given,
-		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
-		[page:Array points] is calculated.
+			Computes the minimum bounding sphere for an array of [page:Array points].
+			If [page:Vector3 optionalCenter]is given, it is used as the sphere's
+			center. Otherwise, the center of the axis-aligned bounding box
+			encompassing [page:Array points] is calculated.
 		</p>
 
 		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
-		<p>
-		Translate the sphere's center by the provided offset [page:Vector3].
-		</p>
+		<p>Translate the sphere's center by the provided offset [page:Vector3].</p>
 
 		<h3>[method:this union]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - Bounding sphere that will be unioned with this sphere.<br /><br />
+			[page:Sphere sphere] - Bounding sphere that will be unioned with this
+			sphere.<br /><br />
 
-		Expands this sphere to enclose both the original sphere and the given sphere.
+			Expands this sphere to enclose both the original sphere and the given
+			sphere.
 		</p>
 
 		<h2>Source</h2>

+ 38 - 25
docs/api/en/math/Spherical.html

@@ -9,23 +9,29 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">A point's [link:https://en.wikipedia.org/wiki/Spherical_coordinate_system spherical coordinates].</p>
-
+		<p class="desc">
+			A point's [link:https://en.wikipedia.org/wiki/Spherical_coordinate_system spherical coordinates].
+		</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
+		<h3>
+			[name]( [param:Float radius], [param:Float phi], [param:Float theta] )
+		</h3>
 		<p>
-		[page:Float radius] - the radius, or the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-		(straight-line distance) from the point to the origin. Default is `1.0`.<br />
-		[page:Float phi] - polar angle in radians from the y (up) axis. Default is `0`.<br />
-		[page:Float theta] - equator angle in radians around the y (up) axis. Default is `0`.<br /><br />
-
-		The poles (phi) are at the positive and negative y axis. The equator (theta) starts at positive z.
+			[page:Float radius] - the radius, or the
+			[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+			(straight-line distance) from the point to the origin. Default is
+			`1.0`.<br />
+			[page:Float phi] - polar angle in radians from the y (up) axis. Default is
+			`0`.<br />
+			[page:Float theta] - equator angle in radians around the y (up) axis.
+			Default is `0`.<br /><br />
+
+			The poles (phi) are at the positive and negative y axis. The equator
+			(theta) starts at positive z.
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Float radius]</h3>
@@ -34,40 +40,47 @@
 
 		<h3>[property:Float theta]</h3>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:Spherical clone]()</h3>
 		<p>
-		Returns a new spherical with the same [page:.radius radius], [page:.phi phi]
-		and [page:.theta theta] properties as this one.
+			Returns a new spherical with the same [page:.radius radius], [page:.phi phi] 
+			and [page:.theta theta] properties as this one.
 		</p>
 
 		<h3>[method:this copy]( [param:Spherical s] )</h3>
 		<p>
-			Copies the values of the passed Spherical's [page:.radius radius], [page:.phi phi]
-			and [page:.theta theta] properties to this spherical.
+			Copies the values of the passed Spherical's [page:.radius radius],
+			[page:.phi phi] and [page:.theta theta] properties to this spherical.
 		</p>
 
 		<h3>[method:this makeSafe]()</h3>
 		<p>
-		Restricts the polar angle [page:.phi phi] to be between 0.000001 and pi - 0.000001.
+			Restricts the polar angle [page:.phi phi] to be between 0.000001 and pi -
+			0.000001.
 		</p>
 
-		<h3>[method:this set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<p>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-		and [page:.theta theta] properties.</p>
+		<h3>
+			[method:this set]( [param:Float radius], [param:Float phi], [param:Float theta] )
+		</h3>
+		<p>
+			Sets values of this spherical's [page:.radius radius], [page:.phi phi] and
+			[page:.theta theta] properties.
+		</p>
 
 		<h3>[method:this setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
-			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-			and [page:.theta theta] properties from the [page:Vector3 Vector3].
+			Sets values of this spherical's [page:.radius radius], [page:.phi phi] and
+			[page:.theta theta] properties from the [page:Vector3 Vector3].
 		</p>
 
-		<h3>[method:this setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>
+			[method:this setFromCartesianCoords]( [param:Float x], [param:Float y],
+			[param:Float z] )
+		</h3>
 		<p>
-			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-			and [page:.theta theta] properties from Cartesian coordinates.
+			Sets values of this spherical's [page:.radius radius], [page:.phi phi] and
+			[page:.theta theta] properties from Cartesian coordinates.
 		</p>
 
 		<h2>Source</h2>

+ 43 - 27
docs/api/en/math/SphericalHarmonics3.html

@@ -9,24 +9,26 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">Represents a third-order spherical harmonics (SH). Light probes use this class to encode lighting information.</p>
+		<p class="desc">
+			Represents a third-order spherical harmonics (SH). Light probes use this
+			class to encode lighting information.
+		</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]()</h3>
-		<p>
-		Creates a new instance of [name].
-		</p>
+		<p>Creates a new instance of [name].</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Array coefficients]</h3>
-		<p>An array holding the (9) SH coefficients. A single coefficient is represented as an instance of [page:Vector3].</p>
-
-		<h3>[property:Boolean isSphericalHarmonics3]</h3>
 		<p>
-			Read-only flag to check if a given object is of type [name].
+			An array holding the (9) SH coefficients. A single coefficient is
+			represented as an instance of [page:Vector3].
 		</p>
 
+		<h3>[property:Boolean isSphericalHarmonics3]</h3>
+		<p>Read-only flag to check if a given object is of type [name].</p>
+
 		<h2>Methods</h2>
 
 		<h3>[method:this add]( [param:SphericalHarmonics3 sh] )</h3>
@@ -36,18 +38,19 @@
 			Adds the given SH to this instance.
 		</p>
 
-		<h3>[method:this addScaledSH]( [param:SphericalHarmonics3 sh], [param:Number scale] )</h3>
+		<h3>
+			[method:this addScaledSH]( [param:SphericalHarmonics3 sh], [param:Number scale] )
+		</h3>
 		<p>
 			[page:SphericalHarmonics3 sh] - The SH to add.<br />
 			[page:Number scale] - The scale factor.<br /><br />
 
-			A convenience method for performing [page:.add]() and [page:.scale]() at once.
+			A convenience method for performing [page:.add]() and [page:.scale]() at
+			once.
 		</p>
 
 		<h3>[method:SphericalHarmonics3 clone]()</h3>
-		<p>
-			Returns a new instance of [name] with equal coefficients.
-		</p>
+		<p>Returns a new instance of [name] with equal coefficients.</p>
 
 		<h3>[method:this copy]( [param:SphericalHarmonics3 sh] )</h3>
 		<p>
@@ -63,15 +66,20 @@
 			Returns true if the given SH and this instance have equal coefficients.
 		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Number offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Number offset] )
+		</h3>
 		<p>
-			[page:Array array] - The array holding the numbers of the SH coefficients.<br />
+			[page:Array array] - The array holding the numbers of the SH
+			coefficients.<br />
 			[page:Number offset] - (optional) The array offset.<br /><br />
 
 			Sets the coefficients of this instance from the given array.
 		</p>
 
-		<h3>[method:Vector3 getAt]( [param:Vector3 normal], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 getAt]( [param:Vector3 normal], [param:Vector3 target] )
+		</h3>
 		<p>
 			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
 			[page:Vector3 target] - The result vector.<br /><br />
@@ -79,20 +87,26 @@
 			Returns the radiance in the direction of the given normal.
 		</p>
 
-		<h3>[method:Vector3 getIrradianceAt]( [param:Vector3 normal], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 getIrradianceAt]( [param:Vector3 normal], [param:Vector3 target] )
+		</h3>
 		<p>
 			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
 			[page:Vector3 target] - The result vector.<br /><br />
 
-			Returns the irradiance (radiance convolved with cosine lobe) in the direction of the given normal.
+			Returns the irradiance (radiance convolved with cosine lobe) in the
+			direction of the given normal.
 		</p>
 
-		<h3>[method:this lerp]( [param:SphericalHarmonics3 sh], [param:Number alpha] )</h3>
+		<h3>
+			[method:this lerp]( [param:SphericalHarmonics3 sh], [param:Number alpha] )
+		</h3>
 		<p>
 			[page:SphericalHarmonics3 sh] - The SH to interpolate with.<br />
 			[page:Number alpha] - The alpha factor.<br /><br />
 
-			Linear interpolates between the given SH and this instance by the given alpha factor.
+			Linear interpolates between the given SH and this instance by the given
+			alpha factor.
 		</p>
 
 		<h3>[method:this scale]( [param:Number scale] )</h3>
@@ -109,23 +123,25 @@
 			Sets the given SH coefficients to this instance.
 		</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Number offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Number offset] )
+		</h3>
 		<p>
 			[page:Array array] - (optional) The target array.<br />
 			[page:Number offset] - (optional) The array offset.<br /><br />
 
-			Returns an array with the coefficients, or copies them into the provided array. The coefficients
-			are represented as numbers.
+			Returns an array with the coefficients, or copies them into the provided
+			array. The coefficients are represented as numbers.
 		</p>
 
 		<h3>[method:this zero]()</h3>
-		<p>
-			Sets all SH coefficients to 0.
-		</p>
+		<p>Sets all SH coefficients to 0.</p>
 
 		<h2>Static Methods</h2>
 
-		<h3>[method:undefined getBasisAt]( [param:Vector3 normal], [param:Array shBasis] )</h3>
+		<h3>
+			[method:undefined getBasisAt]( [param:Vector3 normal], [param:Array shBasis] )
+		</h3>
 		<p>
 			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
 			[page:Array shBasis] - The resulting SH basis.<br /><br />

+ 92 - 63
docs/api/en/math/Triangle.html

@@ -10,161 +10,190 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A geometric triangle as defined by three [page:Vector3 Vector3s] representing its
-			three corners.
+			A geometric triangle as defined by three [page:Vector3 Vector3s]
+			representing its three corners.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
 		<p>
-		[page:Vector3 a] - the first corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.<br />
-		[page:Vector3 b] - the second corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.<br />
-		[page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.<br /><br />
+			[page:Vector3 a] - the first corner of the triangle. Default is a
+			[page:Vector3] at `(0, 0, 0)`.<br />
+			[page:Vector3 b] - the second corner of the triangle. Default is a
+			[page:Vector3] at `(0, 0, 0)`.<br />
+			[page:Vector3 c] - the final corner of the triangle. Default is a
+			[page:Vector3] at `(0, 0, 0)`.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Vector3 a]</h3>
 		<p>
-			The first corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
+			The first corner of the triangle. Default is a [page:Vector3] at `(0, 0,
+			0)`.
 		</p>
 
 		<h3>[property:Vector3 b]</h3>
 		<p>
-			The second corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
+			The second corner of the triangle. Default is a [page:Vector3] at `(0, 0,
+			0)`.
 		</p>
 
 		<h3>[property:Vector3 c]</h3>
 		<p>
-			The final corner of the triangle. Default is a [page:Vector3] at `(0, 0, 0)`.
+			The final corner of the triangle. Default is a [page:Vector3] at `(0, 0,
+			0)`.
 		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Triangle clone]()</h3>
 		<p>
-			Returns a new triangle with the same [page:.a a], [page:.b b] and [page:.c c] properties as this one.
+			Returns a new triangle with the same [page:.a a], [page:.b b] and [page:.c c] 
+			properties as this one.
 		</p>
 
-		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 closestPointToPoint]( [param:Vector3 point],
+			[param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - [page:Vector3] <br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Returns the closest point on the triangle to [page:Vector3 point].
+			Returns the closest point on the triangle to [page:Vector3 point].
 		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to check.<br /><br />
+			[page:Vector3 point] - [page:Vector3] to check.<br /><br />
 
-		Returns true if the passed point, when projected onto the plane of the triangle, lies within the triangle.
+			Returns true if the passed point, when projected onto the plane of the
+			triangle, lies within the triangle.
 		</p>
 
 		<h3>[method:this copy]( [param:Triangle triangle] )</h3>
 		<p>
-			Copies the values of the passed triangles's [page:.a a], [page:.b b] and [page:.c c]
-			properties to this triangle.
+			Copies the values of the passed triangles's [page:.a a], [page:.b b] and
+			[page:.c c] properties to this triangle.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Triangle triangle] )</h3>
 		<p>
-		Returns true if the two triangles have identical [page:.a a], [page:.b b] and [page:.c c] properties.
+			Returns true if the two triangles have identical [page:.a a], [page:.b b]
+			and [page:.c c] properties.
 		</p>
 
 		<h3>[method:Float getArea]()</h3>
 		<p>Return the area of the triangle.</p>
 
-		<h3>[method:Vector3 getBarycoord]( [param:Vector3 point], [param:Vector3 target] )</h3>
+		<h3>
+			[method:Vector3 getBarycoord]( [param:Vector3 point], [param:Vector3 target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 point] - [page:Vector3] <br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Return a [link:https://en.wikipedia.org/wiki/Barycentric_coordinate_system barycentric coordinate]
-		 from the given vector. <br/><br/>
+			Return a [link:https://en.wikipedia.org/wiki/Barycentric_coordinate_system barycentric coordinate] 
+			from the given vector. <br /><br />
 
-		[link:http://commons.wikimedia.org/wiki/File:Barycentric_coordinates_1.png Picture of barycentric coordinates]
+			[link:http://commons.wikimedia.org/wiki/File:Barycentric_coordinates_1.png Picture of barycentric coordinates]
 		</p>
 
 		<h3>[method:Vector3 getMidpoint]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Calculate the midpoint of the triangle.
+			Calculate the midpoint of the triangle.
 		</p>
 
 		<h3>[method:Vector3 getNormal]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
-		Calculate the [link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector] of the triangle.
+			Calculate the [link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector] of the triangle.
 		</p>
 
 		<h3>[method:Plane getPlane]( [param:Plane target] )</h3>
 		<p>
-		[page:Plane target] — the result will be copied into this Plane.<br /><br />
+			[page:Plane target] — the result will be copied into this Plane.<br /><br />
 
-		Calculate a [page:Plane plane] based on the triangle. .
+			Calculate a [page:Plane plane] based on the triangle. .
 		</p>
 
-		<h3>[method:Vector getInterpolation]( [param:Vector3 point], [param:Vector3 p1], [param:Vector3 p2], [param:Vector3 p3], [param:Vector v1], [param:Vector v2], [param:Vector v3], [param:Vector target] )</h3>
+		<h3>
+			[method:Vector getInterpolation]( [param:Vector3 point], [param:Vector3 p1], 
+			[param:Vector3 p2], [param:Vector3 p3], [param:Vector v1],
+			[param:Vector v2], [param:Vector v3], [param:Vector target] )
+		</h3>
 		<p>
-		[page:Vector3 point] - Position of interpolated point.<br />
-		[page:Vector3 p1] - Position of first vertex.<br />
-		[page:Vector3 p2] - Position of second vertex.<br />
-		[page:Vector3 p3] - Position of third vertex.<br />
-		[page:Vector v1] - Value of first vertex.<br />
-		[page:Vector v2] - Value of second vertex.<br />
-		[page:Vector v3] - Value of third vertex.<br />
-		[page:Vector target] — Result will be copied into this Vector.<br /><br />
+			[page:Vector3 point] - Position of interpolated point.<br />
+			[page:Vector3 p1] - Position of first vertex.<br />
+			[page:Vector3 p2] - Position of second vertex.<br />
+			[page:Vector3 p3] - Position of third vertex.<br />
+			[page:Vector v1] - Value of first vertex.<br />
+			[page:Vector v2] - Value of second vertex.<br />
+			[page:Vector v3] - Value of third vertex.<br />
+			[page:Vector target] — Result will be copied into this Vector.<br /><br />
 
-		Returns the value barycentrically interpolated for the given point on the triangle.
+			Returns the value barycentrically interpolated for the given point on the
+			triangle.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to check for intersection against.<br /><br />
+			[page:Box3 box] - Box to check for intersection against.<br /><br />
 
-		Determines whether or not this triangle intersects [page:Box3 box].
+			Determines whether or not this triangle intersects [page:Box3 box].
 		</p>
 
 		<h3>[method:Boolean isFrontFacing]( [param:Vector3 direction] )</h3>
 		<p>
-		[page:Vector3 direction] - The direction to test.<br /><br />
+			[page:Vector3 direction] - The direction to test.<br /><br />
 
-		Whether the triangle is oriented towards the given direction or not.
+			Whether the triangle is oriented towards the given direction or not.
 		</p>
 
-		<h3>[method:this set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
+		<h3>
+			[method:this set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) 
+			[param:Triangle this]
+		</h3>
 		<p>
-		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:Vector3 vector3s].<br>
-		Please note that this method only copies the values from the given objects.
+			Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to
+			the passed [page:Vector3 vector3s].<br />
+			Please note that this method only copies the values from the given
+			objects.
 		</p>
 
-		<h3>[method:this setFromAttributeAndIndices]( [param:BufferAttribute attribute], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
+		<h3>
+			[method:this setFromAttributeAndIndices]( [param:BufferAttribute attribute], 
+			[param:Integer i0], [param:Integer i1], [param:Integer i2] )
+			[param:Triangle this]
+		</h3>
 		<p>
-		attribute - [page:BufferAttribute] of vertex data <br />
-		i0 - [page:Integer] index <br />
-		i1 - [page:Integer] index <br />
-		i2 - [page:Integer] index<br /><br />
+			attribute - [page:BufferAttribute] of vertex data <br />
+			i0 - [page:Integer] index <br />
+			i1 - [page:Integer] index <br />
+			i2 - [page:Integer] index<br /><br />
 
-		Sets the triangle's vertices from the buffer attribute vertex data.
+			Sets the triangle's vertices from the buffer attribute vertex data.
 		</p>
 
-		<h3>[method:this setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
+		<h3>
+			[method:this setFromPointsAndIndices]( [param:Array points],
+			[param:Integer i0], [param:Integer i1], [param:Integer i2] )
+			[param:Triangle this]
+		</h3>
 		<p>
-		points - [page:Array] of [page:Vector3]s <br />
-		i0 - [page:Integer] index <br />
-		i1 - [page:Integer] index <br />
-		i2 - [page:Integer] index<br /><br />
+			points - [page:Array] of [page:Vector3]s <br />
+			i0 - [page:Integer] index <br />
+			i1 - [page:Integer] index <br />
+			i2 - [page:Integer] index<br /><br />
 
-		Sets the triangle's vectors to the vectors in the array.
+			Sets the triangle's vectors to the vectors in the array.
 		</p>
 
 		<h2>Source</h2>

+ 161 - 111
docs/api/en/math/Vector2.html

@@ -10,34 +10,31 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
-
-			A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
-			represent a number of things, such as:
+			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector]. 
+			A 2D vector is an ordered pair of numbers (labeled x and y),
+			which can be used to represent a number of things, such as:
 		</p>
 
 		<ul>
+			<li>A point in 2D space (i.e. a position on a plane).</li>
 			<li>
-				A point in 2D space (i.e. a position on a plane).
-			</li>
-			<li>
-				A direction and length across a plane. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from `(0, 0)` to `(x, y)` and the direction is also
-				measured from `(0, 0)` towards `(x, y)`.
-			</li>
-			<li>
-				Any arbitrary ordered pair of numbers.
+				A direction and length across a plane. In three.js the length will
+				always be the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] 
+				(straight-line distance) from `(0, 0)` to `(x, y)`
+				and the direction is also measured from `(0, 0)` towards `(x, y)`.
 			</li>
+			<li>Any arbitrary ordered pair of numbers.</li>
 		</ul>
 
 		<p>
-			There are other things a 2D vector can be used to represent, such as momentum
-			vectors, complex numbers and so on,	however these are the most common uses in three.js.
+			There are other things a 2D vector can be used to represent, such as
+			momentum vectors, complex numbers and so on, however these are the most
+			common uses in three.js.
 		</p>
 
 		<p>
-			Iterating through a [name] instance will yield its components `(x, y)` in the corresponding order.
+			Iterating through a [name] instance will yield its components `(x, y)` in
+			the corresponding order.
 		</p>
 
 		<h2>Code Example</h2>
@@ -51,27 +48,23 @@
 		const d = a.distanceTo( b );
 		</code>
 
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		[page:Float x] - the x value of this vector. Default is `0`.<br />
-		[page:Float y] -  the y value of this vector. Default is `0`.<br /><br />
+			[page:Float x] - the x value of this vector. Default is `0`.<br />
+			[page:Float y] - the y value of this vector. Default is `0`.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Float height]</h3>
 		<p>Alias for [page:.y y].</p>
 
 		<h3>[property:Boolean isVector2]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float width]</h3>
 		<p>Alias for [page:.x x].</p>
@@ -80,71 +73,86 @@
 
 		<h3>[property:Float y]</h3>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:this add]( [param:Vector2 v] )</h3>
 		<p>Adds [page:Vector2 v] to this vector.</p>
 
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
-		<p>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</p>
+		<p>
+			Adds the scalar value [page:Float s] to this vector's [page:.x x] and
+			[page:.y y] values.
+		</p>
 
 		<h3>[method:this addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
-		<p>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</p>
+		<p>
+			Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.
+		</p>
 
 		<h3>[method:this addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
 		<p>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</p>
 
 		<h3>[method:Float angle]()</h3>
 		<p>
-		Computes the angle in radians of this vector with respect to the positive x-axis.
+			Computes the angle in radians of this vector with respect to the positive
+			x-axis.
 		</p>
 
 		<h3>[method:Float angleTo]( [param:Vector2 v] )</h3>
 		<p>
-		Returns the angle between this vector and vector [page:Vector2 v] in radians.
+			Returns the angle between this vector and vector [page:Vector2 v] in
+			radians.
 		</p>
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
 		<p>
-		Multiplies this vector (with an implicit 1 as the 3rd component) by m.
+			Multiplies this vector (with an implicit 1 as the 3rd component) by m.
 		</p>
 
 		<h3>[method:this ceil]()</h3>
 		<p>
-		The [page:.x x] and [page:.y y] components of this vector are rounded up to the nearest integer value.
+			The [page:.x x] and [page:.y y] components of this vector are rounded up
+			to the nearest integer value.
 		</p>
 
 		<h3>[method:this clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<p>
-		[page:Vector2 min] - the minimum x and y values.<br />
-		[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
+			[page:Vector2 min] - the minimum x and y values.<br />
+			[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
 
-		If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
+			If this vector's x or y value is greater than the max vector's x or y
+			value, it is replaced by the corresponding value. <br /><br />
+			If this vector's x or y value is less than the min vector's x or y value,
+			it is replaced by the corresponding value.
 		</p>
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float min] - the minimum value the length will be clamped to <br />
-		[page:Float max] - the maximum value the length will be clamped to<br /><br />
+			[page:Float min] - the minimum value the length will be clamped to <br />
+			[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
-		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
-		If this vector's length is less than the min value, it is replaced by the min value.
+			If this vector's length is greater than the max value, it is replaced by
+			the max value. <br /><br />
+			If this vector's length is less than the min value, it is replaced by the
+			min value.
 		</p>
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float min] - the minimum value the components will be clamped to <br />
-		[page:Float max] - the maximum value the components will be clamped to<br /><br />
+			[page:Float min] - the minimum value the components will be clamped to
+			<br />
+			[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
-		If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x or y values are less than the min value, they are replaced by the min value.
+			If this vector's x or y values are greater than the max value, they are
+			replaced by the max value. <br /><br />
+			If this vector's x or y values are less than the min value, they are
+			replaced by the min value.
 		</p>
 
 		<h3>[method:Vector2 clone]()</h3>
 		<p>
-		Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as this one.
+			Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as
+			this one.
 		</p>
 
 		<h3>[method:this copy]( [param:Vector2 v] )</h3>
@@ -158,100 +166,126 @@
 
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
 		<p>
-		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
+			Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] 
+			from this vector to [page:Vector2 v].
 		</p>
 
 		<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
 		<p>
-		Computes the squared distance from this vector to [page:Vector2 v]. If you are just
-		comparing the distance with another distance, you should compare the distance squared instead
-		as it is slightly more efficient to calculate.
+			Computes the squared distance from this vector to [page:Vector2 v]. If you
+			are just comparing the distance with another distance, you should compare
+			the distance squared instead as it is slightly more efficient to
+			calculate.
 		</p>
 
 		<h3>[method:this divide]( [param:Vector2 v] )</h3>
 		<p>Divides this vector by [page:Vector2 v].</p>
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
-		<p>
-		Divides this vector by scalar [page:Float s].
-		</p>
+		<p>Divides this vector by scalar [page:Float s].</p>
 
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
 		<p>
-		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
-	  vector and [page:Vector2 v].
+			Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] 
+			of this vector and [page:Vector2 v].
 		</p>
 
 		<h3>[method:Float cross]( [param:Vector2 v] )</h3>
 		<p>
-		Calculates the [link:https://en.wikipedia.org/wiki/Cross_product cross product] of this
-	  vector and [page:Vector2 v]. Note that a 'cross-product' in 2D is not well-defined. This function computes a geometric cross-product often used in 2D graphics
+			Calculates the [link:https://en.wikipedia.org/wiki/Cross_product cross product] 
+			of this vector and [page:Vector2 v]. Note that a 'cross-product'
+			in 2D is not well-defined. This function computes a geometric
+			cross-product often used in 2D graphics
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
-		<p>Returns `true` if the components of this vector and [page:Vector2 v] are strictly equal; `false` otherwise.</p>
+		<p>
+			Returns `true` if the components of this vector and [page:Vector2 v] are
+			strictly equal; `false` otherwise.
+		</p>
 
 		<h3>[method:this floor]()</h3>
-		<p>The components of this vector are rounded down to the nearest integer value.</p>
+		<p>
+			The components of this vector are rounded down to the nearest integer
+			value.
+		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - the source array.<br />
-		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
+			[page:Array array] - the source array.<br />
+			[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
 
-		Sets this vector's [page:.x x] value to be `array[ offset ]` and [page:.y y] value to be `array[ offset + 1 ]`.
+			Sets this vector's [page:.x x] value to be `array[ offset ]` and [page:.y y] 
+			value to be `array[ offset + 1 ]`.
 		</p>
 
-		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<h3>
+			[method:this fromBufferAttribute]( [param:BufferAttribute attribute],
+			[param:Integer index] )
+		</h3>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+			[page:BufferAttribute attribute] - the source attribute.<br />
+			[page:Integer index] - index in the attribute.<br /><br />
 
-		Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
+			Sets this vector's [page:.x x] and [page:.y y] values from the
+			[page:BufferAttribute attribute].
 		</p>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
-		[page:Integer index] - 0 or 1.<br /><br />
+			[page:Integer index] - 0 or 1.<br /><br />
 
-		If index equals 0 returns the [page:.x x] value. <br />
-		If index equals 1 returns the [page:.y y] value.
+			If index equals 0 returns the [page:.x x] value. <br />
+			If index equals 1 returns the [page:.y y] value.
 		</p>
 
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0) to (x, y).</p>
+		<p>
+			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] 
+			(straight-line length) from (0, 0) to (x, y).
+		</p>
 
 		<h3>[method:Float manhattanLength]()</h3>
 		<p>
-		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
+			Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
 		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
-		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0) to (x, y). If you are 	comparing the lengths of
-		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
+			Computes the square of the
+			[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+			(straight-line length) from (0, 0) to (x, y). If you are comparing the
+			lengths of vectors, you should compare the length squared instead as it is
+			slightly more efficient to calculate.
 		</p>
 
 		<h3>[method:this lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
 		<p>
-		[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Linearly interpolates between this vector and [page:Vector2 v], where alpha is the
-		percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
+			Linearly interpolates between this vector and [page:Vector2 v], where
+			alpha is the percent distance along the line - alpha = 0 will be this
+			vector, and alpha = 1 will be [page:Vector2 v].
 		</p>
 
-		<h3>[method:this lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
+		<h3>
+			[method:this lerpVectors]( [param:Vector2 v1], [param:Vector2 v2],
+			[param:Float alpha] )
+		</h3>
 		<p>
-		[page:Vector2 v1] - the starting [page:Vector2].<br />
-		[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Vector2 v1] - the starting [page:Vector2].<br />
+			[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Sets this vector to be the vector linearly interpolated between [page:Vector2 v1] and
-		[page:Vector2 v2] where alpha is the percent distance along the line connecting the two vectors
-		- alpha = 0 will be [page:Vector2 v1], and alpha = 1 will be [page:Vector2 v2].
+			Sets this vector to be the vector linearly interpolated between
+			[page:Vector2 v1] and [page:Vector2 v2] where alpha is the percent
+			distance along the line connecting the two vectors - alpha = 0 will be
+			[page:Vector2 v1], and alpha = 1 will be [page:Vector2 v2].
 		</p>
 
 		<h3>[method:this negate]()</h3>
@@ -259,66 +293,75 @@
 
 		<h3>[method:this normalize]()</h3>
 		<p>
-		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to a vector with the same direction
-		as this one, but [page:.length length] 1.
+			Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - 
+			that is, sets it equal to a vector with the same direction
+			as this one, but [page:.length length] 1.
 		</p>
 
 		<h3>[method:this max]( [param:Vector2 v] )</h3>
 		<p>
-		If this vector's x or y value is less than [page:Vector2 v]'s x or y value, replace
-		that value with the corresponding max value.
+			If this vector's x or y value is less than [page:Vector2 v]'s x or y
+			value, replace that value with the corresponding max value.
 		</p>
 
 		<h3>[method:this min]( [param:Vector2 v] )</h3>
 		<p>
-		If this vector's x or y value is greater than [page:Vector2 v]'s x or y value, replace
-		that value with the corresponding min value.
+			If this vector's x or y value is greater than [page:Vector2 v]'s x or y
+			value, replace that value with the corresponding min value.
 		</p>
 
 		<h3>[method:this multiply]( [param:Vector2 v] )</h3>
 		<p>Multiplies this vector by [page:Vector2 v].</p>
 
-
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<p>Multiplies this vector by scalar [page:Float s].</p>
 
-		<h3>[method:this rotateAround]( [param:Vector2 center], [param:Float angle] )</h3>
+		<h3>
+			[method:this rotateAround]( [param:Vector2 center], [param:Float angle] )
+		</h3>
 		<p>
 			[page:Vector2 center] - the point around which to rotate.<br />
 			[page:Float angle] - the angle to rotate, in radians.<br /><br />
 
-			Rotates this vector around [page:Vector2 center] by [page:Float angle] radians.
+			Rotates this vector around [page:Vector2 center] by [page:Float angle]
+			radians.
 		</p>
 
 		<h3>[method:this round]()</h3>
-		<p>The components of this vector are rounded to the nearest integer value.</p>
+		<p>
+			The components of this vector are rounded to the nearest integer value.
+		</p>
 
 		<h3>[method:this roundToZero]()</h3>
 		<p>
-		The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.
+			The components of this vector are rounded towards zero (up if negative,
+			down if positive) to an integer value.
 		</p>
 
 		<h3>[method:this set]( [param:Float x], [param:Float y] )</h3>
 		<p>Sets the [page:.x x] and [page:.y y] components of this vector.</p>
 
-		<h3>[method:this setComponent]( [param:Integer index], [param:Float value] )</h3>
+		<h3>
+			[method:this setComponent]( [param:Integer index], [param:Float value] )
+		</h3>
 		<p>
-		[page:Integer index] - 0 or 1.<br />
-		[page:Float value] - [page:Float]<br /><br />
+			[page:Integer index] - 0 or 1.<br />
+			[page:Float value] - [page:Float]<br /><br />
 
-		If index equals 0 set [page:.x x] to [page:Float value]. <br />
-		If index equals 1 set [page:.y y] to [page:Float value]
+			If index equals 0 set [page:.x x] to [page:Float value]. <br />
+			If index equals 1 set [page:.y y] to [page:Float value]
 		</p>
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<p>
-		Sets this vector to a vector with the same direction as this one, but [page:.length length]
-		[page:Float l].
+			Sets this vector to a vector with the same direction as this one, but
+			[page:.length length] [page:Float l].
 		</p>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
-		Sets the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
+			Sets the [page:.x x] and [page:.y y] values of this vector both equal to
+			[page:Float scalar].
 		</p>
 
 		<h3>[method:this setX]( [param:Float x] )</h3>
@@ -331,22 +374,29 @@
 		<p>Subtracts [page:Vector2 v] from this vector.</p>
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x] and [page:.y y] components.</p>
+		<p>
+			Subtracts [page:Float s] from this vector's [page:.x x] and [page:.y y]
+			components.
+		</p>
 
 		<h3>[method:this subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
 		<p>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - (optional) array to store this vector to. If this is not provided, a new array will be created.<br />
-		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+			[page:Array array] - (optional) array to store this vector to. If this is
+			not provided, a new array will be created.<br />
+			[page:Integer offset] - (optional) optional offset into the array.<br /><br />
 
-		Returns an array [x, y], or copies x and y into the provided [page:Array array].
+			Returns an array [x, y], or copies x and y into the provided [page:Array array].
 		</p>
 
 		<h3>[method:this random]()</h3>
 		<p>
-			Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.
+			Sets each component of this vector to a pseudo-random value between 0 and
+			1, excluding 1.
 		</p>
 
 		<h2>Source</h2>

+ 247 - 163
docs/api/en/math/Vector3.html

@@ -9,39 +9,35 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">Class representing a 3D [link:https://en.wikipedia.org/wiki/Vector_space vector].
-
-		A 3D vector is an ordered triplet of numbers (labeled x, y, and z), which can be used to
-		represent a number of things, such as:
+		<p class="desc">
+			Class representing a 3D [link:https://en.wikipedia.org/wiki/Vector_space vector]. 
+			A 3D vector is an ordered triplet of numbers (labeled x, y, and
+			z), which can be used to represent a number of things, such as:
 		</p>
 
 		<ul>
+			<li>A point in 3D space.</li>
 			<li>
-				A point in 3D space.
-			</li>
-			<li>
-				A direction and length in 3D space. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from `(0, 0, 0)` to `(x, y, z)` and the direction is also
-				measured from `(0, 0, 0)` towards `(x, y, z)`.
-			</li>
-			<li>
-				Any arbitrary ordered triplet of numbers.
+				A direction and length in 3D space. In three.js the length will always
+				be the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] 
+				(straight-line distance) from `(0, 0, 0)` to `(x, y, z)` and
+				the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
 			</li>
+			<li>Any arbitrary ordered triplet of numbers.</li>
 		</ul>
 
 		<p>
-		There are other things a 3D vector can be used to represent, such as momentum
-		vectors and so on, however these are the most common uses in three.js.
+			There are other things a 3D vector can be used to represent, such as
+			momentum vectors and so on, however these are the most common uses in
+			three.js.
 		</p>
 
 		<p>
-		Iterating through a [name] instance will yield its components `(x, y, z)` in the corresponding order.
+			Iterating through a [name] instance will yield its components `(x, y, z)`
+			in the corresponding order.
 		</p>
 
-
 		<h2>Code Example</h2>
-
 		<code>
 		const a = new THREE.Vector3( 0, 1, 0 );
 
@@ -51,25 +47,21 @@
 		const d = a.distanceTo( b );
 		</code>
 
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-		[page:Float x] - the x value of this vector. Default is `0`.<br />
-		[page:Float y] -  the y value of this vector. Default is `0`.<br />
-		[page:Float z] - the z value of this vector. Default is `0`.<br /><br />
+			[page:Float x] - the x value of this vector. Default is `0`.<br />
+			[page:Float y] - the y value of this vector. Default is `0`.<br />
+			[page:Float z] - the z value of this vector. Default is `0`.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isVector3]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float x]</h3>
 
@@ -77,33 +69,39 @@
 
 		<h3>[property:Float z]</h3>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:this add]( [param:Vector3 v] )</h3>
 		<p>Adds [page:Vector3 v] to this vector.</p>
 
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
-		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y] and [page:.z z] values.</p>
+		<p>
+			Adds the scalar value s to this vector's [page:.x x], [page:.y y] and
+			[page:.z z] values.
+		</p>
 
 		<h3>[method:this addScaledVector]( [param:Vector3 v], [param:Float s] )</h3>
-		<p>Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.</p>
+		<p>
+			Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.
+		</p>
 
 		<h3>[method:this addVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<p>Sets this vector to [page:Vector3 a] + [page:Vector3 b].</p>
 
-		<h3>[method:this applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
+		<h3>
+			[method:this applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )
+		</h3>
 		<p>
-		[page:Vector3 axis] - A normalized [page:Vector3].<br />
-		[page:Float angle] - An angle in radians.<br /><br />
+			[page:Vector3 axis] - A normalized [page:Vector3].<br />
+			[page:Float angle] - An angle in radians.<br /><br />
 
-		Applies a rotation specified by an axis and an angle to this vector.
+			Applies a rotation specified by an axis and an angle to this vector.
 		</p>
 
 		<h3>[method:this applyEuler]( [param:Euler euler] )</h3>
 		<p>
-		Applies euler transform to this vector by converting the [page:Euler] object to a
-		[page:Quaternion] and applying.
+			Applies euler transform to this vector by converting the [page:Euler]
+			object to a [page:Quaternion] and applying.
 		</p>
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
@@ -111,73 +109,89 @@
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<p>
-		Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and divides by perspective.
+			Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
+			divides by perspective.
 		</p>
 
 		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
-		<p>Multiplies this vector by normal matrix [page:Matrix3 m] and normalizes the result.</p>
-
-		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>
-		Applies a [page:Quaternion] transform to this vector.
+			Multiplies this vector by normal matrix [page:Matrix3 m] and normalizes
+			the result.
 		</p>
 
+		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
+		<p>Applies a [page:Quaternion] transform to this vector.</p>
 
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<p>
-		Returns the angle between this vector and vector [page:Vector3 v] in radians.
+			Returns the angle between this vector and vector [page:Vector3 v] in
+			radians.
 		</p>
 
 		<h3>[method:this ceil]()</h3>
 		<p>
-		The [page:.x x], [page:.y y] and [page:.z z] components of this vector are rounded up to the nearest integer value.
+			The [page:.x x], [page:.y y] and [page:.z z] components of this vector are
+			rounded up to the nearest integer value.
 		</p>
 
 		<h3>[method:this clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
-		[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z] values.<br />
-		[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z z] values in the desired range<br /><br />
+			[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z]
+			values.<br />
+			[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z z]
+			values in the desired range<br /><br />
 
-		If this vector's x, y or z value is greater than the max vector's x, y or z value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x, y or z value is less than the min vector's x, y or z value, it is replaced by the corresponding value.
+			If this vector's x, y or z value is greater than the max vector's x, y or
+			z value, it is replaced by the corresponding value. <br /><br />
+			If this vector's x, y or z value is less than the min vector's x, y or z
+			value, it is replaced by the corresponding value.
 		</p>
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float min] - the minimum value the length will be clamped to <br />
-		[page:Float max] - the maximum value the length will be clamped to<br /><br />
+			[page:Float min] - the minimum value the length will be clamped to <br />
+			[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
-		If this vector's length is greater than the max value, the vector will be scaled down so its length is the max value. <br /><br />
-		If this vector's length is less than the min value, the vector will be scaled up so its length is the min value.</p>
+			If this vector's length is greater than the max value, the vector will be
+			scaled down so its length is the max value. <br /><br />
+			If this vector's length is less than the min value, the vector will be
+			scaled up so its length is the min value.
+		</p>
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float min] - the minimum value the components will be clamped to <br />
-		[page:Float max] - the maximum value the components will be clamped to<br /><br />
+			[page:Float min] - the minimum value the components will be clamped to
+			<br />
+			[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
-		If this vector's x, y or z values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x, y or z values are less than the min value, they are replaced by the min value.
+			If this vector's x, y or z values are greater than the max value, they are
+			replaced by the max value. <br /><br />
+			If this vector's x, y or z values are less than the min value, they are
+			replaced by the min value.
 		</p>
 
 		<h3>[method:Vector3 clone]()</h3>
 		<p>
-		Returns a new vector3 with the same [page:.x x], [page:.y y] and [page:.z z] values as this one.
+			Returns a new vector3 with the same [page:.x x], [page:.y y] 
+			and [page:.z z] values as this one.
 		</p>
 
 		<h3>[method:this copy]( [param:Vector3 v] )</h3>
 		<p>
-			Copies the values of the passed vector3's [page:.x x], [page:.y y] and [page:.z z]
-			properties to this vector3.
+			Copies the values of the passed vector3's [page:.x x], [page:.y y] and
+			[page:.z z] properties to this vector3.
 		</p>
 
 		<h3>[method:this cross]( [param:Vector3 v] )</h3>
 		<p>
-		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of itself and [page:Vector3 v].
+			Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] 
+			of itself and [page:Vector3 v].
 		</p>
 
 		<h3>[method:this crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<p>
-		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of [page:Vector3 a] and [page:Vector3 b].
+			Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] 
+			of [page:Vector3 a] and [page:Vector3 b].
 		</p>
 
 		<h3>[method:Float distanceTo]( [param:Vector3 v] )</h3>
@@ -185,108 +199,133 @@
 
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector3 v] )</h3>
 		<p>
-		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector3 v].
+			Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] 
+			from this vector to [page:Vector3 v].
 		</p>
 
 		<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
 		<p>
-		Computes the squared distance from this vector to [page:Vector3 v]. If you are just
-		comparing the distance with another distance, you should compare the distance squared instead
-		as it is slightly more efficient to calculate.
+			Computes the squared distance from this vector to [page:Vector3 v]. If you
+			are just comparing the distance with another distance, you should compare
+			the distance squared instead as it is slightly more efficient to
+			calculate.
 		</p>
 
 		<h3>[method:this divide]( [param:Vector3 v] )</h3>
 		<p>Divides this vector by [page:Vector3 v].</p>
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
-		<p>
-		Divides this vector by scalar [page:Float s].
-		</p>
+		<p>Divides this vector by scalar [page:Float s].</p>
 
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
 		<p>
-		Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
-		vector and [page:Vector3 v].
+			Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product]
+			of this vector and [page:Vector3 v].
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Vector3 v] )</h3>
-		<p>Returns `true` if the components of this vector and [page:Vector3 v] are strictly equal; `false` otherwise.</p>
+		<p>
+			Returns `true` if the components of this vector and [page:Vector3 v] are
+			strictly equal; `false` otherwise.
+		</p>
 
 		<h3>[method:this floor]()</h3>
-		<p>The components of this vector are rounded down to the nearest integer value.</p>
+		<p>
+			The components of this vector are rounded down to the nearest integer
+			value.
+		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - the source array.<br />
-		[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
+			[page:Array array] - the source array.<br />
+			[page:Integer offset] - ( optional) offset into the array. Default is
+			0.<br /><br />
 
-		Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] value to be `array[ offset + 1 ]`
-		and [page:.z z] value to be `array[ offset + 2 ]`.
+			Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] 
+			value to be `array[ offset + 1 ]` and [page:.z z] value to be `array[ offset + 2 ]`.
 		</p>
 
-		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<h3>
+			[method:this fromBufferAttribute]( [param:BufferAttribute attribute],
+			[param:Integer index] )
+		</h3>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+			[page:BufferAttribute attribute] - the source attribute.<br />
+			[page:Integer index] - index in the attribute.<br /><br />
 
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from the [page:BufferAttribute attribute].
+			Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from
+			the [page:BufferAttribute attribute].
 		</p>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br /><br />
+			[page:Integer index] - 0, 1 or 2.<br /><br />
 
-		If index equals 0 returns the [page:.x x] value. <br />
-		If index equals 1 returns the [page:.y y] value. <br />
-		If index equals 2 returns the [page:.z z] value.
+			If index equals 0 returns the [page:.x x] value. <br />
+			If index equals 1 returns the [page:.y y] value. <br />
+			If index equals 2 returns the [page:.z z] value.
 		</p>
 
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0) to (x, y, z).</p>
+		<p>
+			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] 
+			(straight-line length) from (0, 0, 0) to (x, y, z).
+		</p>
 
 		<h3>[method:Float manhattanLength]()</h3>
 		<p>
-		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
+			Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] 
+			of this vector.
 		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
-		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0) to (x, y, z). If you are 	comparing the lengths of
-		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
+			Computes the square of the
+			[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+			(straight-line length) from (0, 0, 0) to (x, y, z). If you are comparing
+			the lengths of vectors, you should compare the length squared instead as
+			it is slightly more efficient to calculate.
 		</p>
 
 		<h3>[method:this lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
 		<p>
-		[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Linearly interpolate between this vector and [page:Vector3 v], where alpha is the
-		percent distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
+			Linearly interpolate between this vector and [page:Vector3 v], where alpha
+			is the percent distance along the line - alpha = 0 will be this vector,
+			and alpha = 1 will be [page:Vector3 v].
 		</p>
 
-		<h3>[method:this lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
+		<h3>
+			[method:this lerpVectors]( [param:Vector3 v1], [param:Vector3 v2],
+			[param:Float alpha] )
+		</h3>
 		<p>
-		[page:Vector3 v1] - the starting [page:Vector3].<br />
-		[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Vector3 v1] - the starting [page:Vector3].<br />
+			[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Sets this vector to be the vector linearly interpolated between [page:Vector3 v1] and
-		[page:Vector3 v2] where alpha is the percent distance along the line connecting the two vectors
-		- alpha = 0 will be [page:Vector3 v1], and alpha = 1 will be [page:Vector3 v2].
+			Sets this vector to be the vector linearly interpolated between
+			[page:Vector3 v1] and [page:Vector3 v2] where alpha is the percent
+			distance along the line connecting the two vectors - alpha = 0 will be
+			[page:Vector3 v1], and alpha = 1 will be [page:Vector3 v2].
 		</p>
 
 		<h3>[method:this max]( [param:Vector3 v] )</h3>
 		<p>
-		If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z value, replace
-		that value with the corresponding max value.
+			If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z
+			value, replace that value with the corresponding max value.
 		</p>
 
 		<h3>[method:this min]( [param:Vector3 v] )</h3>
 		<p>
-		If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y or z value, replace
-		that value with the corresponding min value.
+			If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y
+			or z value, replace that value with the corresponding min value.
 		</p>
 
 		<h3>[method:this multiply]( [param:Vector3 v] )</h3>
@@ -295,122 +334,160 @@
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<p>Multiplies this vector by scalar [page:Float s].</p>
 
-		<h3>[method:this multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<p>Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.</p>
+		<h3>
+			[method:this multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )
+		</h3>
+		<p>
+			Sets this vector equal to [page:Vector3 a] * [page:Vector3 b],
+			component-wise.
+		</p>
 
 		<h3>[method:this negate]()</h3>
 		<p>Inverts this vector - i.e. sets x = -x, y = -y and z = -z.</p>
 
 		<h3>[method:this normalize]()</h3>
 		<p>
-		Convert this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to a vector with the same direction
-		as this one, but [page:.length length] 1.
+			Convert this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] 
+			- that is, sets it equal to a vector with the same direction
+			as this one, but [page:.length length] 1.
 		</p>
 
 		<h3>[method:this project]( [param:Camera camera] )</h3>
 		<p>
-		[page:Camera camera] — camera to use in the projection.<br /><br />
+			[page:Camera camera] — camera to use in the projection.<br /><br />
 
-		Projects this vector from world space into the camera's normalized device coordinate (NDC) space.
+			Projects this vector from world space into the camera's normalized device
+			coordinate (NDC) space.
 		</p>
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
 		<p>
-		[page:Vector3 planeNormal] - A vector representing a plane normal.<br /><br />
+			[page:Vector3 planeNormal] - A vector representing a plane normal.<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto a plane by subtracting this vector projected onto the plane's
-		normal from this vector.
+			[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this
+			vector onto a plane by subtracting this vector projected onto the plane's
+			normal from this vector.
 		</p>
 
 		<h3>[method:this projectOnVector]( [param:Vector3 v] )</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto [page:Vector3 v].</p>
+		<p>
+			[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this
+			vector onto [page:Vector3 v].
+		</p>
 
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<p>
-		[page:Vector3 normal] - the normal to the reflecting plane<br /><br />
+			[page:Vector3 normal] - the normal to the reflecting plane<br /><br />
 
-		Reflect this vector off of plane orthogonal to [page:Vector3 normal]. Normal is assumed to
-		have unit length.
+			Reflect this vector off of plane orthogonal to [page:Vector3 normal].
+			Normal is assumed to have unit length.
 		</p>
 
 		<h3>[method:this round]()</h3>
-		<p>The components of this vector are rounded to the nearest integer value.</p>
+		<p>
+			The components of this vector are rounded to the nearest integer value.
+		</p>
 
 		<h3>[method:this roundToZero]()</h3>
 		<p>
-		The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.
+			The components of this vector are rounded towards zero (up if negative,
+			down if positive) to an integer value.
 		</p>
 
-		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</p>
+		<h3>
+			[method:this set]( [param:Float x], [param:Float y], [param:Float z] )
+		</h3>
+		<p>
+			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this
+			vector.
+		</p>
 
-		<h3>[method:this setComponent]( [param:Integer index], [param:Float value] )</h3>
+		<h3>
+			[method:this setComponent]( [param:Integer index], [param:Float value] )
+		</h3>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br />
-		[page:Float value] - [page:Float]<br /><br />
+			[page:Integer index] - 0, 1 or 2.<br />
+			[page:Float value] - [page:Float]<br /><br />
 
-		If index equals 0 set [page:.x x] to [page:Float value].<br />
-		If index equals 1 set [page:.y y] to [page:Float value].<br />
-		If index equals 2 set [page:.z z] to [page:Float value]
+			If index equals 0 set [page:.x x] to [page:Float value].<br />
+			If index equals 1 set [page:.y y] to [page:Float value].<br />
+			If index equals 2 set [page:.z z] to [page:Float value]
 		</p>
 
 		<h3>[method:this setFromColor]( [param:Color color] )</h3>
 		<p>
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from the r, g, and b components of the specified [page:Color color].
+			Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components
+			from the r, g, and b components of the specified [page:Color color].
 		</p>
 
 		<h3>[method:this setFromCylindrical]( [param:Cylindrical c] )</h3>
 		<p>
-		Sets this vector from the cylindrical coordinates [page:Cylindrical c].
+			Sets this vector from the cylindrical coordinates [page:Cylindrical c].
 		</p>
 
-		<h3>[method:this setFromCylindricalCoords]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
-		<p>Sets this vector from the cylindrical coordinates [page:Cylindrical radius], [page:Cylindrical theta] and [page:Cylindrical y].</p>
+		<h3>
+			[method:this setFromCylindricalCoords]( [param:Float radius], [param:Float theta], [param:Float y] )
+		</h3>
+		<p>
+			Sets this vector from the cylindrical coordinates [page:Cylindrical radius], 
+			[page:Cylindrical theta] and [page:Cylindrical y].
+		</p>
 
 		<h3>[method:this setFromEuler]( [param:Euler euler] )</h3>
 		<p>
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from the x, y, and z components of the specified [page:Euler Euler Angle].
+			Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components
+			from the x, y, and z components of the specified [page:Euler Euler Angle].
 		</p>
 
-		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
+		<h3>
+			[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )
+		</h3>
 		<p>
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix4 matrix].
+			Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components
+			from [page:Integer index] column of [page:Matrix4 matrix].
 		</p>
 
-		<h3>[method:this setFromMatrix3Column]( [param:Matrix3 matrix], [param:Integer index] )</h3>
+		<h3>
+			[method:this setFromMatrix3Column]( [param:Matrix3 matrix], [param:Integer index] )
+		</h3>
 		<p>
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix3 matrix].
+			Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components
+			from [page:Integer index] column of [page:Matrix3 matrix].
 		</p>
 
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
 		<p>
-		Sets this vector to the position elements of the
-		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
+			Sets this vector to the position elements of the
+			[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
 		</p>
 
 		<h3>[method:this setFromMatrixScale]( [param:Matrix4 m] )</h3>
 		<p>
-		Sets this vector to the scale elements of the
-		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
+			Sets this vector to the scale elements of the
+			[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
 		</p>
 
 		<h3>[method:this setFromSpherical]( [param:Spherical s] )</h3>
+		<p>Sets this vector from the spherical coordinates [page:Spherical s].</p>
+
+		<h3>
+			[method:this setFromSphericalCoords]( [param:Float radius], [param:Float phi], [param:Float theta] )
+		</h3>
 		<p>
-		Sets this vector from the spherical coordinates [page:Spherical s].
+			Sets this vector from the spherical coordinates [page:Spherical radius],
+			[page:Spherical phi] and [page:Spherical theta].
 		</p>
 
-		<h3>[method:this setFromSphericalCoords]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<p>Sets this vector from the spherical coordinates [page:Spherical radius], [page:Spherical phi] and [page:Spherical theta].</p>
-
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<p>
-		Set this vector to a vector with the same direction as this one, but [page:.length length]
-		[page:Float l].
+			Set this vector to a vector with the same direction as this one, but
+			[page:.length length] [page:Float l].
 		</p>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
-		Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector both equal to [page:Float scalar].
+			Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector
+			both equal to [page:Float scalar].
 		</p>
 
 		<h3>[method:this setX]( [param:Float x] )</h3>
@@ -426,42 +503,49 @@
 		<p>Subtracts [page:Vector3 v] from this vector.</p>
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] components.</p>
+		<p>
+			Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y] and
+			[page:.z z] components.
+		</p>
 
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - (optional) array to store this vector to. If this is not provided
-		a new array will be created.<br />
-		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+			[page:Array array] - (optional) array to store this vector to. If this is
+			not provided a new array will be created.<br />
+			[page:Integer offset] - (optional) optional offset into the array.<br /><br />
 
-		Returns an array [x, y, z], or copies x, y and z into the provided [page:Array array].
+			Returns an array [x, y, z], or copies x, y and z into the provided
+			[page:Array array].
 		</p>
 
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
 		<p>
-		Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a [page:Matrix4 m])
-		and then [page:.normalize normalizes] the result.
+			Transforms the direction of this vector by a matrix (the upper left 3 x 3
+			subset of a [page:Matrix4 m]) and then [page:.normalize normalizes] the
+			result.
 		</p>
 
 		<h3>[method:this unproject]( [param:Camera camera] )</h3>
 		<p>
-		[page:Camera camera] — camera to use in the projection.<br /><br />
+			[page:Camera camera] — camera to use in the projection.<br /><br />
 
-		Projects this vector from the camera's normalized device coordinate (NDC) space into world space.
+			Projects this vector from the camera's normalized device coordinate (NDC)
+			space into world space.
 		</p>
 
 		<h3>[method:this random]()</h3>
 		<p>
-			Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.
+			Sets each component of this vector to a pseudo-random value between 0 and
+			1, excluding 1.
 		</p>
 
 		<h3>[method:this randomDirection]()</h3>
-		<p>
-		Sets this vector to a uniformly random point on a unit sphere.
-		</p>
+		<p>Sets this vector to a uniformly random point on a unit sphere.</p>
 
 		<h2>Source</h2>
 

+ 172 - 118
docs/api/en/math/Vector4.html

@@ -9,33 +9,32 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector].
-
-		A 4D vector is an ordered quadruplet of numbers (labeled x, y, z, and w), which can be used to
-		represent a number of things, such as:
+		<p class="desc">
+			Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector]. 
+			A 4D vector is an ordered quadruplet of numbers (labeled x, y, z,
+			and w), which can be used to represent a number of things, such as:
 		</p>
 
 		<ul>
+			<li>A point in 4D space.</li>
 			<li>
-				A point in 4D space.
-			</li>
-			<li>
-				A direction and length in 4D space. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)` and the direction is also
-				measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
-			</li>
-			<li>
-				Any arbitrary ordered quadruplet of numbers.
+				A direction and length in 4D space. In three.js the length will always
+				be the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] 
+				(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
+				and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y,
+				z, w)`.
 			</li>
+			<li>Any arbitrary ordered quadruplet of numbers.</li>
 		</ul>
 
 		<p>
-		There are other things a 4D vector can be used to represent, however these are the most common uses in *three.js*.
+			There are other things a 4D vector can be used to represent, however these
+			are the most common uses in *three.js*.
 		</p>
 
 		<p>
-		Iterating through a [name] instance will yield its components `(x, y, z, w)` in the corresponding order.
+			Iterating through a [name] instance will yield its components `(x, y, z,
+			w)` in the corresponding order.
 		</p>
 
 		<h2>Code Example</h2>
@@ -49,26 +48,24 @@
 		const d = a.dot( b );
 		</code>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>
+			[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )
+		</h3>
 		<p>
-		[page:Float x] - the x value of this vector. Default is `0`.<br />
-		[page:Float y] -  the y value of this vector. Default is `0`.<br />
-		[page:Float z] - the z value of this vector. Default is `0`.<br />
-		[page:Float w] - the w value of this vector. Default is `1`.<br /><br />
+			[page:Float x] - the x value of this vector. Default is `0`.<br />
+			[page:Float y] - the y value of this vector. Default is `0`.<br />
+			[page:Float z] - the z value of this vector. Default is `0`.<br />
+			[page:Float w] - the w value of this vector. Default is `1`.<br /><br />
 
-		Creates a new [name].
+			Creates a new [name].
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isVector4]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float x]</h3>
 
@@ -84,147 +81,182 @@
 		<h3>[property:Float height]</h3>
 		<p>Alias for [page:.w w].</p>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:this add]( [param:Vector4 v] )</h3>
 		<p>Adds [page:Vector4 v] to this vector.</p>
 
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
-		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</p>
+		<p>
+			Adds the scalar value s to this vector's [page:.x x], [page:.y y],
+			[page:.z z] and [page:.w w] values.
+		</p>
 
 		<h3>[method:this addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
-		<p>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</p>
+		<p>
+			Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.
+		</p>
 
 		<h3>[method:this addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<p>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</p>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
-		<p>
-		Multiplies this vector by 4 x 4 [page:Matrix4 m].
-		</p>
+		<p>Multiplies this vector by 4 x 4 [page:Matrix4 m].</p>
 
 		<h3>[method:this ceil]()</h3>
 		<p>
-		The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector are rounded up to the nearest integer value.
+			The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of
+			this vector are rounded up to the nearest integer value.
 		</p>
 
 		<h3>[method:this clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
 		<p>
-		[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
-		[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />
+			[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and
+			[page:.w w] values.<br />
+			[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and
+			[page:.w w] values in the desired range<br /><br />
 
-		If this vector's x, y, z or w value is greater than the max vector's x, y, z or w value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
+			If this vector's x, y, z or w value is greater than the max vector's x, y,
+			z or w value, it is replaced by the corresponding value. <br /><br />
+			If this vector's x, y, z or w value is less than the min vector's x, y, z
+			or w value, it is replaced by the corresponding value.
 		</p>
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float min] - the minimum value the length will be clamped to <br />
-		[page:Float max] - the maximum value the length will be clamped to<br /><br />
+			[page:Float min] - the minimum value the length will be clamped to <br />
+			[page:Float max] - the maximum value the length will be clamped to<br /><br />
 
-		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
-		If this vector's length is less than the min value, it is replaced by the min value.
+			If this vector's length is greater than the max value, it is replaced by
+			the max value. <br /><br />
+			If this vector's length is less than the min value, it is replaced by the
+			min value.
 		</p>
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float min] - the minimum value the components will be clamped to <br />
-		[page:Float max] - the maximum value the components will be clamped to<br /><br />
+			[page:Float min] - the minimum value the components will be clamped to
+			<br />
+			[page:Float max] - the maximum value the components will be clamped to<br /><br />
 
-		If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.
+			If this vector's x, y, z or w values are greater than the max value, they
+			are replaced by the max value. <br /><br />
+			If this vector's x, y, z or w values are less than the min value, they are
+			replaced by the min value.
 		</p>
 
 		<h3>[method:Vector4 clone]()</h3>
 		<p>
-		Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
+			Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z]
+			and [page:.w w] values as this one.
 		</p>
 
 		<h3>[method:this copy]( [param:Vector4 v] )</h3>
 		<p>
-			Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
-			properties to this Vector4.
+			Copies the values of the passed Vector4's [page:.x x], [page:.y y],
+			[page:.z z] and [page:.w w] properties to this Vector4.
 		</p>
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
-		<p>
-		Divides this vector by scalar [page:Float s].
-		</p>
+		<p>Divides this vector by scalar [page:Float s].</p>
 
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
 		<p>
-		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
-		vector and [page:Vector4 v].
+			Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] 
+			of this vector and [page:Vector4 v].
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
-		<p>Returns `true` if the components of this vector and [page:Vector4 v] are strictly equal; `false` otherwise.</p>
+		<p>
+			Returns `true` if the components of this vector and [page:Vector4 v] are
+			strictly equal; `false` otherwise.
+		</p>
 
 		<h3>[method:this floor]()</h3>
-		<p>The components of this vector are rounded down to the nearest integer value.</p>
+		<p>
+			The components of this vector are rounded down to the nearest integer
+			value.
+		</p>
 
-		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:this fromArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - the source array.<br />
-		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
+			[page:Array array] - the source array.<br />
+			[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
 
-		Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] value to be `array[ offset + 1 ]`
-		[page:.z z] value to be `array[ offset + 2 ]` and [page:.w w ] value to be `array[ offset + 3 ]`.
+			Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] 
+			value to be `array[ offset + 1 ]` [page:.z z] value to be `array[ offset + 2 ]` 
+			and [page:.w w ] value to be `array[ offset + 3 ]`.
 		</p>
 
-		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<h3>
+			[method:this fromBufferAttribute]( [param:BufferAttribute attribute],
+			[param:Integer index] )
+		</h3>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+			[page:BufferAttribute attribute] - the source attribute.<br />
+			[page:Integer index] - index in the attribute.<br /><br />
 
-		Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
+			Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
+			values from the [page:BufferAttribute attribute].
 		</p>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
-		[page:Integer index] - 0, 1, 2 or 3.<br /><br />
+			[page:Integer index] - 0, 1, 2 or 3.<br /><br />
 
-		If index equals 0 returns the [page:.x x] value. <br />
-		If index equals 1 returns the [page:.y y] value. <br />
-		If index equals 2 returns the [page:.z z] value.<br />
-		If index equals 3 returns the [page:.w w] value.
+			If index equals 0 returns the [page:.x x] value. <br />
+			If index equals 1 returns the [page:.y y] value. <br />
+			If index equals 2 returns the [page:.z z] value.<br />
+			If index equals 3 returns the [page:.w w] value.
 		</p>
 
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`.</p>
+		<p>
+			Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length] 
+			(straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`.
+		</p>
 
 		<h3>[method:Float manhattanLength]()</h3>
 		<p>
-		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
+			Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
 		</p>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
-		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`. If you are comparing the lengths of
-		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
+			Computes the square of the
+			[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
+			(straight-line length) from `(0, 0, 0, 0)` to `(x, y, z, w)`. If you are
+			comparing the lengths of vectors, you should compare the length squared
+			instead as it is slightly more efficient to calculate.
 		</p>
 
 		<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
 		<p>
-		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Linearly interpolates between this vector and [page:Vector4 v], where alpha is the
-		percent distance along the line - `alpha = 0` will be this vector, and `alpha = 1` will be [page:Vector4 v].
+			Linearly interpolates between this vector and [page:Vector4 v], where
+			alpha is the percent distance along the line - `alpha = 0` will be this
+			vector, and `alpha = 1` will be [page:Vector4 v].
 		</p>
 
-		<h3>[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
+		<h3>
+			[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2],
+			[param:Float alpha] )
+		</h3>
 		<p>
-		[page:Vector4 v1] - the starting [page:Vector4].<br />
-		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor, typically in the closed interval `[0, 1]`.<br /><br />
+			[page:Vector4 v1] - the starting [page:Vector4].<br />
+			[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
+			[page:Float alpha] - interpolation factor, typically in the closed
+			interval `[0, 1]`.<br /><br />
 
-		Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and
-		[page:Vector4 v2] where alpha is the percent distance along the line connecting the two vectors
-		- alpha = 0 will be [page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
+			Sets this vector to be the vector linearly interpolated between
+			[page:Vector4 v1] and [page:Vector4 v2] where alpha is the percent
+			distance along the line connecting the two vectors - alpha = 0 will be
+			[page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
 		</p>
 
 		<h3>[method:this negate]()</h3>
@@ -232,20 +264,21 @@
 
 		<h3>[method:this normalize]()</h3>
 		<p>
-		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to a vector with the same direction
-		as this one, but [page:.length length] 1.
+			Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] 
+			- that is, sets it equal to a vector with the same direction
+			as this one, but [page:.length length] 1.
 		</p>
 
 		<h3>[method:this max]( [param:Vector4 v] )</h3>
 		<p>
-		If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y, z or w value, replace
-		that value with the corresponding max value.
+			If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y,
+			z or w value, replace that value with the corresponding max value.
 		</p>
 
 		<h3>[method:this min]( [param:Vector4 v] )</h3>
 		<p>
-		If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x, y, z or w value, replace
-		that value with the corresponding min value.
+			If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x,
+			y, z or w value, replace that value with the corresponding min value.
 		</p>
 
 		<h3>[method:this multiply]( [param:Vector4 v] )</h3>
@@ -255,52 +288,65 @@
 		<p>Multiplies this vector by scalar [page:Float s].</p>
 
 		<h3>[method:this round]()</h3>
-		<p>The components of this vector are rounded to the nearest integer value.</p>
+		<p>
+			The components of this vector are rounded to the nearest integer value.
+		</p>
 
 		<h3>[method:this roundToZero]()</h3>
 		<p>
-		The components of this vector are rounded towards zero (up if negative, down if positive) to an integer value.
+			The components of this vector are rounded towards zero (up if negative,
+			down if positive) to an integer value.
 		</p>
 
-		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
+		<h3>
+			[method:this set]( [param:Float x], [param:Float y], [param:Float z],
+			[param:Float w] )
+		</h3>
+		<p>
+			Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components
+			of this vector.
+		</p>
 
 		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
 		<p>
 			[page:Quaternion q] - a normalized [page:Quaternion]<br /><br />
 
-			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
-			quaternion's axis and [page:.w w] to the angle.
+			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this
+			vector to the quaternion's axis and [page:.w w] to the angle.
 		</p>
 
 		<h3>[method:this setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<p>
-			 [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
+			[page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is
+			a pure rotation matrix.<br /><br />
 
-			Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
+			Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation
+			and [page:.w w] to the angle.
 		</p>
 
-		<h3>[method:this setComponent]( [param:Integer index], [param:Float value] )</h3>
+		<h3>
+			[method:this setComponent]( [param:Integer index], [param:Float value] )
+		</h3>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br />
-		[page:Float value] - [page:Float]<br /><br />
+			[page:Integer index] - 0, 1 or 2.<br />
+			[page:Float value] - [page:Float]<br /><br />
 
-		If index equals 0 set [page:.x x] to [page:Float value].<br />
-		If index equals 1 set [page:.y y] to [page:Float value].<br />
-		If index equals 2 set [page:.z z] to [page:Float value].<br />
-		If index equals 3 set [page:.w w] to [page:Float value].
+			If index equals 0 set [page:.x x] to [page:Float value].<br />
+			If index equals 1 set [page:.y y] to [page:Float value].<br />
+			If index equals 2 set [page:.z z] to [page:Float value].<br />
+			If index equals 3 set [page:.w w] to [page:Float value].
 		</p>
 
-
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<p>
-		Sets this vector to a vector with the same direction as this one, but [page:.length length]
-		[page:Float l].
+			Sets this vector to a vector with the same direction as this one, but
+			[page:.length length] [page:Float l].
 		</p>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
-		Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
+			Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of
+			this vector both equal to [page:Float scalar].
 		</p>
 
 		<h3>[method:this setX]( [param:Float x] )</h3>
@@ -319,22 +365,30 @@
 		<p>Subtracts [page:Vector4 v] from this vector.</p>
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components.</p>
+		<p>
+			Subtracts [page:Float s] from this vector's [page:.x x], [page:.y y],
+			[page:.z z] and [page:.w w] components.
+		</p>
 
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
 
-		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>
+			[method:Array toArray]( [param:Array array], [param:Integer offset] )
+		</h3>
 		<p>
-		[page:Array array] - (optional) array to store this vector to. If this is not provided, a new array will be created.<br />
-		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+			[page:Array array] - (optional) array to store this vector to. If this is
+			not provided, a new array will be created.<br />
+			[page:Integer offset] - (optional) optional offset into the array.<br /><br />
 
-		Returns an array [x, y, z, w], or copies x, y, z and w into the provided [page:Array array].
+			Returns an array [x, y, z, w], or copies x, y, z and w into the provided
+			[page:Array array].
 		</p>
 
 		<h3>[method:this random]()</h3>
 		<p>
-			Sets each component of this vector to a pseudo-random value between 0 and 1, excluding 1.
+			Sets each component of this vector to a pseudo-random value between 0 and
+			1, excluding 1.
 		</p>
 
 		<h2>Source</h2>

+ 9 - 33
docs/api/en/math/interpolants/CubicInterpolant.html

@@ -11,12 +11,9 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-
-		</p>
+		<p class="desc"></p>
 
 		<h2>Code Example</h2>
-
 		<code>
 const interpolant = new THREE.[name](
 		new Float32Array( 2 ),
@@ -28,54 +25,33 @@ const interpolant = new THREE.[name](
 interpolant.evaluate( 0.5 );
 		</code>
 
-
 		<h2>Constructor</h2>
-
-		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
+		<h3>
+			[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )
+		</h3>
 		<p>
-		parameterPositions -- array of positions<br />
-		sampleValues -- array of samples<br />
-		sampleSize -- number of samples<br />
-		resultBuffer -- buffer to store the interpolation results.<br /><br />
-
-
+			parameterPositions -- array of positions<br />
+			sampleValues -- array of samples<br />
+			sampleSize -- number of samples<br />
+			resultBuffer -- buffer to store the interpolation results.<br /><br />
 		</p>
 
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:null parameterPositions]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object settings]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<p>
-
-		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Array evaluate]( [param:Number t] )</h3>
-		<p>
-		Evaluate the interpolant at position *t*.
-		</p>
+		<p>Evaluate the interpolant at position *t*.</p>
 
 		<h2>Source</h2>
 

+ 9 - 34
docs/api/en/math/interpolants/DiscreteInterpolant.html

@@ -11,12 +11,9 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-
-		</p>
+		<p class="desc"></p>
 
 		<h2>Code Example</h2>
-
 		<code>
 const interpolant = new THREE.[name](
 		new Float32Array( 2 ),
@@ -28,54 +25,32 @@ const interpolant = new THREE.[name](
 interpolant.evaluate( 0.5 );
 		</code>
 
-
 		<h2>Constructor</h2>
-
-		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
+		<h3>
+			[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )
+		</h3>
 		<p>
-		parameterPositions -- array of positions<br />
-		sampleValues -- array of samples<br />
-		sampleSize -- number of samples<br />
-		resultBuffer -- buffer to store the interpolation results.<br /><br />
-
-
+			parameterPositions -- array of positions<br />
+			sampleValues -- array of samples<br />
+			sampleSize -- number of samples<br />
+			resultBuffer -- buffer to store the interpolation results.<br /><br />
 		</p>
 
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:null parameterPositions]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object settings]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<p>
-
-		</p>
 
 		<h2>Methods</h2>
-
 		<h3>[method:Array evaluate]( [param:Number t] )</h3>
-		<p>
-		Evaluate the interpolant at position *t*.
-		</p>
+		<p>Evaluate the interpolant at position *t*.</p>
 
 		<h2>Source</h2>
 

+ 9 - 31
docs/api/en/math/interpolants/LinearInterpolant.html

@@ -11,9 +11,7 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-
-		</p>
+		<p class="desc"></p>
 
 		<h2>Code Example</h2>
 
@@ -28,54 +26,34 @@ const interpolant = new THREE.[name](
 interpolant.evaluate( 0.5 );
 		</code>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
+		<h3>
+			[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )
+		</h3>
 		<p>
-		parameterPositions -- array of positions<br />
-		sampleValues -- array of samples<br />
-		sampleSize -- number of samples<br />
-		resultBuffer -- buffer to store the interpolation results.<br /><br />
-
-
+			parameterPositions -- array of positions<br />
+			sampleValues -- array of samples<br />
+			sampleSize -- number of samples<br />
+			resultBuffer -- buffer to store the interpolation results.<br /><br />
 		</p>
 
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:null parameterPositions]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object settings]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<p>
-
-		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Array evaluate]( [param:Number t] )</h3>
-		<p>
-		Evaluate the interpolant at position *t*.
-		</p>
+		<p>Evaluate the interpolant at position *t*.</p>
 
 		<h2>Source</h2>
 

+ 9 - 31
docs/api/en/math/interpolants/QuaternionLinearInterpolant.html

@@ -11,9 +11,7 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-
-		</p>
+		<p class="desc"></p>
 
 		<h2>Code Example</h2>
 
@@ -28,54 +26,34 @@ const interpolant = new THREE.[name](
 interpolant.evaluate( 0.5 );
 		</code>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )</h3>
+		<h3>
+			[name]( parameterPositions, sampleValues, sampleSize, resultBuffer )
+		</h3>
 		<p>
-		parameterPositions -- array of positions<br />
-		sampleValues -- array of samples<br />
-		sampleSize -- number of samples<br />
-		resultBuffer -- buffer to store the interpolation results.<br /><br />
-
-
+			parameterPositions -- array of positions<br />
+			sampleValues -- array of samples<br />
+			sampleSize -- number of samples<br />
+			resultBuffer -- buffer to store the interpolation results.<br /><br />
 		</p>
 
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:null parameterPositions]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null resultBuffer]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null sampleValues]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object settings]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:null valueSize]</h3>
-		<p>
-
-		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Array evaluate]( [param:Number t] )</h3>
-		<p>
-		Evaluate the interpolant at position *t*.
-		</p>
+		<p>Evaluate the interpolant at position *t*.</p>
 
 		<h2>Source</h2>
 

+ 5 - 10
docs/api/en/objects/Bone.html

@@ -12,8 +12,9 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		A bone which is part of a [page:Skeleton]. The skeleton in turn is used by the [page:SkinnedMesh].
-		Bones are almost identical to a blank [page:Object3D].
+			A bone which is part of a [page:Skeleton]. The skeleton in turn is used by
+			the [page:SkinnedMesh]. Bones are almost identical to a blank
+			[page:Object3D].
 		</p>
 
 		<h2>Code Example</h2>
@@ -29,23 +30,17 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( )</h3>
-		<p>
-		Creates a new [name].
-		</p>
+		<p>Creates a new [name].</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean isBone]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:String type]</h3>
 		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>
 
-
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 

+ 3 - 7
docs/api/en/objects/Group.html

@@ -12,8 +12,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is almost identical to an [page:Object3D Object3D]. Its purpose is to make working
-			with groups of objects syntactically clearer.
+			This is almost identical to an [page:Object3D Object3D]. Its purpose is to
+			make working with groups of objects syntactically clearer.
 		</p>
 
 		<h2>Code Example</h2>
@@ -37,7 +37,6 @@
 		scene.add( group );
 		</code>
 
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( )</h3>
@@ -46,9 +45,7 @@
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean isGroup]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:String type]</h3>
 		<p>A string 'Group'. This should not be changed.</p>
@@ -57,7 +54,6 @@
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 73 - 50
docs/api/en/objects/InstancedMesh.html

@@ -12,13 +12,14 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		A special version of [page:Mesh] with instanced rendering support. Use [name] if you have to render a large number of
-		objects with the same geometry and material but with different world transformations. The usage of [name] will help you
-		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
+			A special version of [page:Mesh] with instanced rendering support. Use
+			[name] if you have to render a large number of objects with the same
+			geometry and material but with different world transformations. The usage
+			of [name] will help you to reduce the number of draw calls and thus
+			improve the overall rendering performance in your application.
 		</p>
 
 		<h2>Examples</h2>
-
 		<p>
 			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
 			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
@@ -27,11 +28,15 @@
 		</p>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] )</h3>
+		<h3>
+			[name]( [param:BufferGeometry geometry], [param:Material material],
+			[param:Integer count] )
+		</h3>
 		<p>
-		[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
-		[page:Material material] - an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].<br />
-		[page:Integer count] - the number of instances.<br />
+			[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
+			[page:Material material] - an instance of [page:Material]. Default is a
+			new [page:MeshBasicMaterial].<br />
+			[page:Integer count] - the number of instances.<br />
 		</p>
 
 		<h2>Properties</h2>
@@ -39,105 +44,123 @@
 
 		<h3>[property:Box3 boundingBox]</h3>
 		<p>
-			This bounding box encloses all instances of the [name]. Can be calculated with [page:.computeBoundingBox](). Default is `null`.
+			This bounding box encloses all instances of the [name]. Can be calculated
+			with [page:.computeBoundingBox](). Default is `null`.
 		</p>
 
 		<h3>[property:Sphere boundingSphere]</h3>
 		<p>
-			This bounding sphere encloses all instances of the [name]. Can be calculated with [page:.computeBoundingSphere](). Default is `null`.
+			This bounding sphere encloses all instances of the [name]. Can be
+			calculated with [page:.computeBoundingSphere](). Default is `null`.
 		</p>
 
 		<h3>[property:Integer count]</h3>
 		<p>
-			The number of instances. The `count` value passed into the constructor represents the maximum number of
-			instances of this mesh. You can change the number of instances at runtime to an integer value
-			in the range [0, count].
+			The number of instances. The `count` value passed into the constructor
+			represents the maximum number of instances of this mesh. You can change
+			the number of instances at runtime to an integer value in the range [0, count].
 		</p>
 		<p>
-			If you need more instances than the original count value, you have to create a new [name].
+			If you need more instances than the original count value, you have to
+			create a new [name].
 		</p>
 
 		<h3>[property:InstancedBufferAttribute instanceColor]</h3>
 		<p>
-			Represents the colors of all instances. `null` by default.
-			You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setColorAt]().
+			Represents the colors of all instances. `null` by default. You have to set
+			its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you
+			modify instanced data via [page:.setColorAt]().
 		</p>
 
 		<h3>[property:InstancedBufferAttribute instanceMatrix]</h3>
 		<p>
-			Represents the local transformation of all instances.
-			You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setMatrixAt]().
+			Represents the local transformation of all instances. You have to set its
+			[page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify
+			instanced data via [page:.setMatrixAt]().
 		</p>
 
 		<h3>[property:Boolean isInstancedMesh]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Mesh] class for common methods.</p>
 
 		<h3>[method:undefined computeBoundingBox]()</h3>
 		<p>
-		Computes the bounding box, updating [page:.boundingBox] attribute.<br />
-		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
+			Computes the bounding box, updating [page:.boundingBox] attribute.<br />
+			Bounding boxes aren't computed by default. They need to be explicitly
+			computed, otherwise they are `null`.
 		</p>
 
 		<h3>[method:undefined computeBoundingSphere]()</h3>
 		<p>
-		Computes the bounding sphere, updating [page:.boundingSphere] attribute.<br />
-		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
+			Computes the bounding sphere, updating [page:.boundingSphere]
+			attribute.<br />
+			Bounding spheres aren't computed by default. They need to be explicitly
+			computed, otherwise they are `null`.
 		</p>
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-			Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 
-		<h3>[method:undefined getColorAt]( [param:Integer index], [param:Color color] )</h3>
-		<p>
-			[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
-		</p>
+		<h3>
+			[method:undefined getColorAt]( [param:Integer index], [param:Color color] )
+		</h3>
 		<p>
-			[page:Color color]: This color object will be set to the color of the defined instance.
+			[page:Integer index]: The index of an instance. Values have to be in the
+			range [0, count].
 		</p>
 		<p>
-			Get the color of the defined instance.
+			[page:Color color]: This color object will be set to the color of the
+			defined instance.
 		</p>
+		<p>Get the color of the defined instance.</p>
 
-		<h3>[method:undefined getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
+		<h3>
+			[method:undefined getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )
+		</h3>
 		<p>
-			[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
+			[page:Integer index]: The index of an instance. Values have to be in the
+			range [0, count].
 		</p>
 		<p>
-			[page:Matrix4 matrix]: This 4x4 matrix will be set to the local transformation matrix of the defined instance.
-		</p>
-		<p>
-			Get the local transformation matrix of the defined instance.
+			[page:Matrix4 matrix]: This 4x4 matrix will be set to the local
+			transformation matrix of the defined instance.
 		</p>
+		<p>Get the local transformation matrix of the defined instance.</p>
 
-		<h3>[method:undefined setColorAt]( [param:Integer index], [param:Color color] )</h3>
-		<p>
-			[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
-		</p>
+		<h3>
+			[method:undefined setColorAt]( [param:Integer index], [param:Color color] )
+		</h3>
 		<p>
-			[page:Color color]: The color of a single instance.
+			[page:Integer index]: The index of an instance. Values have to be in the
+			range [0, count].
 		</p>
+		<p>[page:Color color]: The color of a single instance.</p>
 		<p>
-			Sets the given color to the defined instance.
-			Make sure you set [page:.instanceColor][page:BufferAttribute.needsUpdate .needsUpdate] to true after updating all the colors.
+			Sets the given color to the defined instance. Make sure you set
+			[page:.instanceColor][page:BufferAttribute.needsUpdate .needsUpdate] to
+			true after updating all the colors.
 		</p>
 
-		<h3>[method:undefined setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
+		<h3>
+			[method:undefined setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )
+		</h3>
 		<p>
-			[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
+			[page:Integer index]: The index of an instance. Values have to be in the
+			range [0, count].
 		</p>
 		<p>
-			[page:Matrix4 matrix]: A 4x4 matrix representing the local transformation of a single instance.
+			[page:Matrix4 matrix]: A 4x4 matrix representing the local transformation
+			of a single instance.
 		</p>
 		<p>
-			Sets the given local transformation matrix to the defined instance.
-			Make sure you set [page:.instanceMatrix][page:BufferAttribute.needsUpdate .needsUpdate] to true after updating all the matrices.
+			Sets the given local transformation matrix to the defined instance. Make
+			sure you set [page:.instanceMatrix][page:BufferAttribute.needsUpdate .needsUpdate] 
+			to true after updating all the matrices.
 		</p>
 
 		<h2>Source</h2>

+ 44 - 54
docs/api/en/objects/LOD.html

@@ -12,11 +12,13 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Level of Detail - show meshes with more or less geometry based on distance from the camera.<br /><br />
+			Level of Detail - show meshes with more or less geometry based on distance
+			from the camera.<br /><br />
 
-		  Every level is associated with an object, and rendering can be switched between them at the distances
-			specified. Typically you would create, say, three meshes, one for far away (low detail), one for mid range (medium detail)
-			and one for close up (high detail).
+			Every level is associated with an object, and rendering can be switched
+			between them at the distances specified. Typically you would create, say,
+			three meshes, one for far away (low detail), one for mid range (medium
+			detail) and one for close up (high detail).
 		</p>
 
 		<h2>Code Example</h2>
@@ -26,13 +28,9 @@
 
 		//Create spheres with 3 levels of detail and create new LOD levels for them
 		for( let i = 0; i < 3; i++ ) {
-
 			const geometry = new THREE.IcosahedronGeometry( 10, 3 - i )
-
 			const mesh = new THREE.Mesh( geometry, material );
-
 			lod.addLevel( mesh, i * 75 );
-
 		}
 
 		scene.add( lod );
@@ -40,90 +38,82 @@
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_lod webgl / lod ]
-		</p>
+		<p>[example:webgl_lod webgl / lod ]</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
-		<p>
-			Creates a new [name].
-		</p>
-
+		<p>Creates a new [name].</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean autoUpdate]</h3>
 		<p>
-		Whether the LOD object is updated automatically by the renderer per frame or not.
-		If set to false, you have to call [page:LOD.update]() in the render loop by yourself.
-		Default is true.
+			Whether the LOD object is updated automatically by the renderer per frame
+			or not. If set to false, you have to call [page:LOD.update]() in the
+			render loop by yourself. Default is true.
 		</p>
 
 		<h3>[property:Boolean isLOD]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Array levels]</h3>
 		<p>
-		An array of [page:Object level] objects<br /><br />
-
-		Each level is an object with the following properties:<br />
-		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
-		[page:Float distance] - The distance at which to display this level of detail.<br />
-		[page:Float hysteresis] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
+			An array of [page:Object level] objects<br /><br />
+
+			Each level is an object with the following properties:<br />
+			[page:Object3D object] - The [page:Object3D] to display at this level.<br />
+			[page:Float distance] - The distance at which to display this level of
+			detail.<br />
+			[page:Float hysteresis] - Threshold used to avoid flickering at LOD
+			boundaries, as a fraction of distance.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
-		<h3>[method:this addLevel]( [param:Object3D object], [param:Float distance], [param:Float hysteresis] )</h3>
+		<h3>
+			[method:this addLevel]( [param:Object3D object], [param:Float distance],
+			[param:Float hysteresis] )
+		</h3>
 		<p>
-		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
-		[page:Float distance] - The distance at which to display this level of detail. Default 0.0.<br />
-		[page:Float hysteresis] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. Default 0.0.<br /><br />
-
-		Adds a mesh that will display at a certain distance and greater. Typically the further away the distance,
-		the lower the detail on the mesh.
+			[page:Object3D object] - The [page:Object3D] to display at this level.<br />
+			[page:Float distance] - The distance at which to display this level of
+			detail. Default 0.0.<br />
+			[page:Float hysteresis] - Threshold used to avoid flickering at LOD
+			boundaries, as a fraction of distance. Default 0.0.<br /><br />
+
+			Adds a mesh that will display at a certain distance and greater. Typically
+			the further away the distance, the lower the detail on the mesh.
 		</p>
 
 		<h3>[method:LOD clone]()</h3>
-		<p>
-		Returns a clone of this LOD object with its associated levels.
-		</p>
-
+		<p>Returns a clone of this LOD object with its associated levels.</p>
 
 		<h3>[method:Integer getCurrentLevel]()</h3>
-		<p>
-		Get the currently active LOD level. As index of the levels array.
-		</p>
-
-
+		<p>Get the currently active LOD level. As index of the levels array.</p>
 
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<p>
-		Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
+			Get a reference to the first [page:Object3D] (mesh) that is greater than
+			[page:Float distance].
 		</p>
 
-		<h3>[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
+		<h3>
+			[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )
+		</h3>
 		<p>
-		Get intersections between a casted [page:Ray] and this LOD.
-		[page:Raycaster.intersectObject] will call this method.
+			Get intersections between a casted [page:Ray] and this LOD.
+			[page:Raycaster.intersectObject] will call this method.
 		</p>
 
-
-
 		<h3>[method:Object toJSON]( meta )</h3>
-		<p>
-		Create a JSON structure with details of this LOD object.
-		</p>
+		<p>Create a JSON structure with details of this LOD object.</p>
 
 		<h3>[method:undefined update]( [param:Camera camera] )</h3>
 		<p>
-			Set the visibility of each [page:levels level]'s [page:Object3D object] based on
-			distance from the [page:Camera camera].
+			Set the visibility of each [page:levels level]'s [page:Object3D object]
+			based on distance from the [page:Camera camera].
 		</p>
 
 		<h2>Source</h2>

+ 30 - 26
docs/api/en/objects/Line.html

@@ -14,11 +14,10 @@
 		<p class="desc">
 			A continuous line.<br /><br />
 
-			This is nearly the same
-			as [page:LineSegments]; the only difference is that it is rendered using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP]
-			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
-
+			This is nearly the same as [page:LineSegments]; the only difference is
+			that it is rendered using
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP] instead of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
 		</p>
 
 		<h2>Code Example</h2>
@@ -39,41 +38,42 @@
 		scene.add( line );
 		</code>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
+		<h3>
+			[name]( [param:BufferGeometry geometry], [param:Material material] )
+		</h3>
 
 		<p>
-		[page:BufferGeometry geometry] — vertices representing the line segment(s). Default is a new [page:BufferGeometry].<br />
-		[page:Material material] — material for the line. Default is a new [page:LineBasicMaterial].<br />
+			[page:BufferGeometry geometry] — vertices representing the line
+			segment(s). Default is a new [page:BufferGeometry].<br />
+			[page:Material material] — material for the line. Default is a new
+			[page:LineBasicMaterial].<br />
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-
 		<h3>[property:BufferGeometry geometry]</h3>
 		<p>Vertices representing the line segment(s).</p>
 
 		<h3>[property:Boolean isLine]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Material material]</h3>
 		<p>Material for the line.</p>
 
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<p>
-		An array of weights typically from 0-1 that specify how much of the morph is applied.
-		Undefined by default, but reset to a blank array by [page:.updateMorphTargets]().
+			An array of weights typically from 0-1 that specify how much of the morph
+			is applied. Undefined by default, but reset to a blank array by
+			[page:.updateMorphTargets]().
 		</p>
 
 		<h3>[property:Object morphTargetDictionary]</h3>
 		<p>
-		A dictionary of morphTargets based on the morphTarget.name property.
-		Undefined by default, but rebuilt [page:.updateMorphTargets]().
+			A dictionary of morphTargets based on the morphTarget.name property.
+			Undefined by default, but rebuilt [page:.updateMorphTargets]().
 		</p>
 
 		<h2>Methods</h2>
@@ -81,24 +81,28 @@
 
 		<h3>[method:this computeLineDistances]()</h3>
 		<p>
-		Computes an array of distance values which are necessary for [page:LineDashedMaterial]. For each vertex in the geometry, the method calculates the cumulative length from the current point to the very beginning of the line.
+			Computes an array of distance values which are necessary for
+			[page:LineDashedMaterial]. For each vertex in the geometry, the method
+			calculates the cumulative length from the current point to the very
+			beginning of the line.
 		</p>
 
-		<h3>[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
+		<h3>
+			[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )
+		</h3>
 		<p>
-		Get intersections between a casted [page:Ray] and this Line.
-		[page:Raycaster.intersectObject] will call this method.
+			Get intersections between a casted [page:Ray] and this Line.
+			[page:Raycaster.intersectObject] will call this method.
 		</p>
 
 		<h3>[method:Line clone]()</h3>
-		<p>
-		Returns a clone of this Line object and its descendants.
-		</p>
+		<p>Returns a clone of this Line object and its descendants.</p>
 
 		<h3>[method:undefined updateMorphTargets]()</h3>
 		<p>
-		Updates the morphTargets to have no influence on the object. Resets the
-		[page:.morphTargetInfluences] and [page:.morphTargetDictionary] properties.
+			Updates the morphTargets to have no influence on the object. Resets the
+			[page:.morphTargetInfluences] and [page:.morphTargetDictionary]
+			properties.
 		</p>
 
 		<h2>Source</h2>

+ 14 - 12
docs/api/en/objects/LineLoop.html

@@ -14,30 +14,32 @@
 		<p class="desc">
 			A continuous line that connects back to the start.<br /><br />
 
-			This is nearly the same	as [page:Line]; the only difference is that it is rendered using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_LOOP]
-			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP],
-			which draws a straight line to the next vertex, and connects the last vertex back to the first.
+			This is nearly the same as [page:Line]; the only difference is that it is
+			rendered using
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_LOOP] instead of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP], 
+			which draws a straight line to the next vertex, and
+			connects the last vertex back to the first.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
+		<h3>
+			[name]( [param:BufferGeometry geometry], [param:Material material] )
+		</h3>
 
 		<p>
-		[page:BufferGeometry geometry] — List of vertices representing points on the line loop.<br />
-		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
+			[page:BufferGeometry geometry] — List of vertices representing points on
+			the line loop.<br />
+			[page:Material material] — Material for the line. Default is
+			[page:LineBasicMaterial LineBasicMaterial].
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 
 		<h3>[property:Boolean isLineLoop]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>

+ 12 - 12
docs/api/en/objects/LineSegments.html

@@ -14,35 +14,35 @@
 		<p class="desc">
 			A series of lines drawn between pairs of vertices.<br /><br />
 
-			This is nearly the same	as [page:Line]; the only difference is that it is rendered using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
-			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP].
+			This is nearly the same as [page:Line]; the only difference is that it is
+			rendered using
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES] instead of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP].
 		</p>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
+		<h3>
+			[name]( [param:BufferGeometry geometry], [param:Material material] )
+		</h3>
 
 		<p>
-		[page:BufferGeometry geometry] — Pair(s) of vertices representing each line segment(s).<br />
-		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
+			[page:BufferGeometry geometry] — Pair(s) of vertices representing each
+			line segment(s).<br />
+			[page:Material material] — Material for the line. Default is
+			[page:LineBasicMaterial LineBasicMaterial].
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 
 		<h3>[property:Boolean isLineSegments]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

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