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additions to animation docs modified after review, page.css reverted (for extra PR)

Jost Schmithals преди 8 години
родител
ревизия
43dd9cffdc

+ 18 - 29
docs/api/animation/AnimationAction.html

@@ -16,7 +16,7 @@
         
         Note: Most of AnimationAction's methods can be chained.<br /><br />
         
-        For an overview over the different elements of the three.js animation system see the
+        For an overview of the different elements of the three.js animation system see the
         "Animation System" article in the "Next Steps" section of the manual.
     </div>
     
@@ -30,8 +30,8 @@
         [page:AnimationClip clip] - the *AnimationClip* that holds the animation data for this action.<br />
         [page:Object3D localRoot] - the root object on which this action is performed.<br /><br />
         
-        Note: Instead of calling this constructor directly you can instantiate an AnimationAction with 
-        [page:AnimationMixer.clipAction].
+        Note: Instead of calling this constructor directly you should instantiate an AnimationAction with 
+        [page:AnimationMixer.clipAction] since this method provides caching for better performance.
     </div>   
     
    
@@ -40,17 +40,16 @@
         
     <h3>[property:Boolean clampWhenFinished]</h3>
     <div>
-        If *clampWhenFinished* is set to true, [page:.paused paused] will automatically be switched to 
-        true, when the last loop of the action has finished. Therefore the last frame of the animation 
-        will be hold as the final state.<br /><br />
+        If *clampWhenFinished* is set to true the animation will automatically be [page:.paused paused] 
+        on its last frame.<br /><br />
          
         If *clampWhenFinished* is set to false, [page:.enabled enabled] will automatically be switched 
-        to false, when the last loop of the action has finished, so that this action has no further 
+        to false when the last loop of the action has finished, so that this action has no further 
         impact.<br /><br />
         
         Default is false.<br /><br />
         
-        Note: *clampWhenFinished* has no impact, if the action is interrupted (it has only an effect if 
+        Note: *clampWhenFinished* has no impact if the action is interrupted (it has only an effect if 
         its last loop has really finished).
     </div>    
 
@@ -58,11 +57,11 @@
     <div>
         Setting *enabled* to *false* disables this action, so that it has no impact. Default is *true*.<br /><br />
         
-        When the action is re-enabled, the animation continues from its current point of [page:.time time] 
+        When the action is re-enabled, the animation continues from its current [page:.time time] 
         (setting *enabled* to *false* doesn't reset the action).<br /><br />
 
         Note: Setting *enabled* to *true* doesn’t automatically restart the animation. Setting *enabled* 
-        to *true* will only restart the animation immediately, if the following condition is fulfilled: 
+        to *true* will only restart the animation immediately if the following condition is fulfilled: 
         [page:.paused paused] is *false*, this action has not been deactivated in the meantime (by 
         executing a [page:.stop stop] or [page:.reset reset] command), and neither [page:.weight weight] 
         nor [page:.timeScale timeScale] is 0.
@@ -85,16 +84,6 @@
     <div>
         Setting *paused* to *true* pauses the execution of the action by setting the effective time scale
         to 0. Default is *false*.<br /><br />
-        
-        Setting *paused* to *true* doesn’t reset the action. The action can be continued from this point 
-        of time by setting *paused* to false afterwards. Unlike setting [page:.enabled enabled] to false
-        the current frame will be shown statically during pausing.<br /><br />
-
-        Note: Setting *paused* to *false* doesn’t automatically restart the animation. Setting *paused* to 
-        *false* will only restart the animation immediately, if the following condition is fulfilled:
-        [page:.enabled enabled] is *true*, this action has not been deactivated in the meantime (by executing 
-        a [page:.stop stop] or [page:.reset reset] command), and neither [page:.weight weight] nor 
-        [page:.timeScale timeScale] is 0.
     </div>    
     
     <h3>[property:Number repetitions]</h3>
@@ -230,10 +219,10 @@
 
     <h3>[method:Boolean isRunning]()</h3>
     <div>
-        Returns true, if this action is not only activated in the mixer, but really playing (as opposed 
-        to [page:.isScheduled isScheduled]).<br /><br />
+        Returns true if this action is activated in the mixer and currently playing (as opposed to 
+        [page:.isScheduled isScheduled]).<br /><br />
          
-        In addition to the activation in the mixer the following conditions must be fulfilled: 
+        In addition to being activated in the mixer the following conditions must be fulfilled: 
         [page:.paused paused] is equal to false, [page:.enabled enabled] is equal to true, 
         [page:.timeScale timeScale] is different from 0, and there is no scheduling for a delayed start 
         ([page:.startAt startAt]).
@@ -280,8 +269,8 @@
     <div>
         Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
         
-        If [page:.paused paused] is false, the effective time scale (an internal property) will be set 
-        to this value, too; otherwise the effective time scale (directly affecting the animation at 
+        If [page:.paused paused] is false, the effective time scale (an internal property) will also be set 
+        to this value; otherwise the effective time scale (directly affecting the animation at 
         this moment) will be set to 0.<br /><br />
         
         Note: .*paused* will not be switched to *true* automatically, if .*timeScale* is set to 0 by 
@@ -292,9 +281,9 @@
     <div>
         Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
  
-        If [page:.enabled enabled] is true, the effective weight (an internal property) will be set to 
-        this value, too; otherwise the effective weight (directly affecting the animation at this 
-        moment) will be set to 0.<br /><br />
+        If [page:.enabled enabled] is true, the effective weight (an internal property) will also be set 
+        to this value; otherwise the effective weight (directly affecting the animation at this moment) 
+        will be set to 0.<br /><br />
 
         Note: .*enabled* will not be switched to *false* automatically, if .*weight* is set to 0 by 
         this method.
@@ -320,7 +309,7 @@
     <div>
         Tells the mixer to deactivate this action. This method can be chained.<br /><br />
         
-        The action will be immediately stopped and completely resetted (calling [page:.reset reset] internally).<br /><br />
+        The action will be immediately stopped and completely [page:.reset reset].<br /><br />
         
         Note: You can stop all active actions on the same mixer in one go via 
         [page:AnimationMixer.stopAllAction mixer.stopAllAction].

+ 2 - 1
docs/api/animation/AnimationClip.html

@@ -12,7 +12,8 @@
 
     <div class="desc">
     An AnimationClip is a reusable set of keyframe tracks which represent an animation.<br /><br />
-    For an overview over the different elements of the three.js animation system see the
+    
+    For an overview of the different elements of the three.js animation system see the
     "Animation System" article in the "Next Steps" section of the manual.
     </div>
     

+ 1 - 1
docs/api/animation/AnimationMixer.html

@@ -15,7 +15,7 @@
         multiple objects in the scene are animated independently, one AnimationMixer may be used for 
         each object.<br /><br />
         		
-        For an overview over the different elements of the three.js animation system see the
+        For an overview of the different elements of the three.js animation system see the
         "Animation System" article in the "Next Steps" section of the manual.
     </div>
 

+ 1 - 1
docs/api/animation/AnimationObjectGroup.html

@@ -12,7 +12,7 @@
 
     <div class="desc">A group of objects that receives a shared animation state.<br /><br />
         		
-        For an overview over the different elements of the three.js animation system see the
+        For an overview of the different elements of the three.js animation system see the
         "Animation System" article in the "Next Steps" section of the manual.
     </div>
 

+ 1 - 1
docs/api/animation/KeyframeTrack.html

@@ -16,7 +16,7 @@
         which are composed of lists of times and related values, and which are used to animate a 
         specific property of an object.<br /><br />
 
-        For an overview over the different elements of the three.js animation system see the
+        For an overview of the different elements of the three.js animation system see the
         "Animation System" article in the "Next Steps" section of the manual.<br /><br />
 
         In contrast to the animation hierarchy of the 

+ 16 - 16
docs/manual/introduction/Animation-system.html

@@ -24,9 +24,9 @@
 
         To achieve all this in one homogeneous system, the three.js animation system
         [link:https://github.com/mrdoob/three.js/issues/6881 has completely changed in 2015]
-        (be aware of outdated informations!), and it has now an architecture similar to 
-        Unity/Unreal Engine 4. Here is a short overview over its main components and how 
-        they work together:
+        (be aware of outdated information!), and it has now an architecture similar to 
+        Unity/Unreal Engine 4. This page gives a short overview of the main components of the 
+        system and how they work together.
         
     </div>
            
@@ -41,9 +41,9 @@
         properties of the loaded mesh should be an array named "animations", containing the 
         [page:AnimationClip AnimationClips] for this model (see a list of possible loaders below).<br /><br />
 
-        Each *AnimationClip* usually holds the data for a certain activity of the object. For 
-        example there can be one AnimationClip for a walkcycle, a second for a jump, a third for
-        sidestepping and so on (assumed the object is a character).
+        Each *AnimationClip* usually holds the data for a certain activity of the object. If the 
+        mesh is a character, for example, there may be one AnimationClip for a walkcycle, a second 
+        for a jump, a third for sidestepping and so on.
 
     </div>
            
@@ -60,8 +60,8 @@
         
         Assumed the model has [page:Geometry.morphTargets morph targets] (for example one morph 
         target showing a friendly face and another showing an angry face), each track holds the 
-        information, how the [page:Mesh.morphTargetInfluences influence] of a certain morph target 
-        changes during the performance of the clip.
+        information as to how the [page:Mesh.morphTargetInfluences influence] of a certain morph 
+        target changes during the performance of the clip.
 
     </div>
            
@@ -69,10 +69,10 @@
         
     <div class="desc">
         
-        The stored data form only the basis for the animations. Of course a playback software is 
-        needed, too: in three.js this is the [page:AnimationMixer]. You can imagine this not only 
-        as a player for animations, but as a simulation of a hardware like a real mixer console,
-        which can control several animations simultaneously, blending and merging them.
+        The stored data form only the basis for the animations - actual playback is controlled by 
+        the [page:AnimationMixer]. You can imagine this not only as a player for animations, but 
+        as a simulation of a hardware like a real mixer console, which can control several animations 
+        simultaneously, blending and merging them.
 
     </div>
            
@@ -84,8 +84,8 @@
         can be controlled by the [page:AnimationAction AnimationActions]. By configuring an 
         *AnimationAction* you can determine when a certain *AnimationClip* shall be played, paused 
         or stopped on one of the mixers, if and how often the clip has to be repeated, whether it 
-        shall be performed with a fade or a time scaling, and some things more (like crossfading or 
-        synchronizing).
+        shall be performed with a fade or a time scaling, and some additional things, such crossfading 
+        or synchronizing.
 
     </div>          
            
@@ -93,7 +93,7 @@
         
     <div class="desc">
               
-        If you want that a group of objects receives a shared animation state, you can use an
+        If you want a group of objects to receive a shared animation state, you can use an
         [page:AnimationObjectGroup].  
 
     </div>          
@@ -102,7 +102,7 @@
         
     <div class="desc">
 		Note that not all model formats include animation (OBJ notably does not), and that only some
-		THREE.js loaders support [page:AnimationClip AnimationClip] sequences. Several that <i>do</i>
+		three.js loaders support [page:AnimationClip AnimationClip] sequences. Several that <i>do</i>
 		support this animation type:
     </div>
 

+ 6 - 7
docs/page.css

@@ -40,11 +40,11 @@ h3 {
 	font-size: 16px;
 	font-weight: normal;
 
-	margin-top: 40px;
+	margin-top: 30px;
 }
 
 div {
-    padding-left: 30px; 
+	/* padding-left: 30px; */
 	margin-bottom: 20px;
 }
 
@@ -56,7 +56,6 @@ pre, code {
 	margin-top: 20px;
 	margin-bottom: 20px;
 }
-
 code {
 	display: block;
 	width: -webkit-calc( 100% - 40px );
@@ -103,10 +102,10 @@ strong {
 	opacity: 0.5;
 }
 
-#button:hover {
-    cursor: pointer;
-    opacity: 1;
-}
+	#button:hover {
+		cursor: pointer;
+		opacity: 1;
+	}
 
 a.permalink {
 	float: right;