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Removed old docs. New example viewer. Simpler homepage.

Mr.doob 12 years ago
parent
commit
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+ 0 - 4
docs/48/.buildinfo

@@ -1,4 +0,0 @@
-# Sphinx build info version 1
-# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
-config: ec7cda4681a3e83d81b3b7a6c57cd16a
-tags: fbb0d17656682115ca4d033fb2f83ba1

+ 0 - 32
docs/48/api/cameras/Camera.html

@@ -1,32 +0,0 @@
-[page:Object3D] →
-
-<h1>[name]</h1>
-
-<div class="desc">Abstract base class for cameras.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Matrix4 matrixWorldInverse]</h3>
-
-<h3>.[page:Matrix4 projectionMatrix]</h3>
-
-<h3>.[page:Matrix4 projectionMatrixInverse]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.lookAt( [page:Vector3 vector] )</h3>
-<div>
-vector — point to look at<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 59
docs/48/api/cameras/OrthographicCamera.html

@@ -1,59 +0,0 @@
-[page:Object3D] &rarr; [page:Camera] &rarr;
-
-<h1>[name]</h1>
-
-<div class="desc">Camera with orthographic projection</div>
-
-
-<h2>Example</h2>
-
-<code>var camera = new THREE.OrthographicCamera(  window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 1000 );
-scene.add( camera );
-</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
-<div>
-left — Camera frustum left plane.<br />
-right — Camera frustum right plane.<br />
-top — Camera frustum top plane.<br />
-bottom — Camera frustum bottom plane.<br />
-near — Camera frustum near plane.<br />
-far — Camera frustum far plane.
-</div>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Float left]</h3>
-<div>Camera frustum left plane.</div>
-
-<h3>.[page:Float right]</h3>
-<div>Camera frustum right plane.</div>
-
-<h3>.[page:Float left]</h3>
-<div>Camera frustum top plane.</div>
-
-<h3>.[page:Float right]</h3>
-<div>Camera frustum bottom plane.</div>
-
-<h3>.[page:Float near]</h3>
-<div>Camera frustum near plane.</div>
-
-<h3>.[page:Float far]</h3>
-<div>Camera frustum far plane.</div>
-
-
-<h2>Methods</h2>
-
-<h3>.updateProjectionMatrix()</h3>
-<div>
-Updates the camera projection matrix. Must be called after change of parameters.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 110
docs/48/api/cameras/PerspectiveCamera.html

@@ -1,110 +0,0 @@
-[page:Object3D] &rarr; [page:Camera] &rarr;
-
-<h1>[name]</h1>
-
-<div class="desc">Camera with perspective projection.</div>
-
-
-<h2>Example</h2>
-
-<code>var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
-scene.add( camera );
-</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
-<div>
-fov — Camera frustum vertical field of view.<br />
-aspect — Camera frustum aspect ratio.<br />
-near — Camera frustum near plane.<br />
-far — Camera frustum far plane.
-</div>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Float fov]</h3>
-<div>Camera frustum vertical field of view.</div>
-
-<h3>.[page:Float aspect]</h3>
-<div>Camera frustum aspect ratio.</div>
-
-<h3>.[page:Float near]</h3>
-<div>Camera frustum near plane.</div>
-
-<h3>.[page:Float far]</h3>
-<div>Camera frustum far plane.</div>
-
-
-<h2>Methods</h2>
-
-<h3>.setLens( [page:Float focalLength], [page:Float frameSize] )</h3>
-<div>
-focalLength — focal length<br />
-frameSize — frame size
-</div>
-
-<div>
-Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.<br />
-Formula based on <a href="http://www.bobatkins.com/photography/technical/field_of_view.html" target="_blank">http://www.bobatkins.com/photography/technical/field_of_view.html</a>
-</div>
-
-<h3>.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
-<div>
-fullWidth — full width of multiview setup<br />
-fullHeight — full height of multiview setup<br />
-x — horizontal offset of subcamera<br />
-y — vertical offset of subcamera<br />
-width — width of subcamera<br />
-height — height of subcamera
-</div>
-
-<div>
-Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
-</div>
-
-<div>
-For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
-
-<pre>+---+---+---+
-| A | B | C |
-+---+---+---+
-| D | E | F |
-+---+---+---+
-</pre>
-
-then for each monitor you would call it like this:<br />
-
-<code>var w = 1920;
-var h = 1080;
-var fullWidth = w * 3;
-var fullHeight = h * 2;
-
-// A
-camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
-// B
-camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
-// C
-camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
-// D
-camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
-// E
-camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
-// F
-camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
-</code>
-
-Note there is no reason monitors have to be the same size or in a grid.
-</div>
-
-<h3>.updateProjectionMatrix()</h3>
-<div>
-Updates the camera projection matrix. Must be called after change of parameters.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 51
docs/48/api/core/Clock.html

@@ -1,51 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Object for keeping track of time.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Boolean autoStart] )</h3>
-<div>
-autoStart — Automatically start the clock.
-</div>
-
-<h2>Properties</h2>
-
-<h3>.[page:Boolean autoStart]</h3>
-
-<h3>.[page:Float startTime]</h3>
-
-<h3>.[page:Float oldTime]</h3>
-
-<h3>.[page:Float elapsedTime]</h3>
-
-<h3>.[page:Boolean running]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.start()</h3>
-<div>
-Start clock.
-</div>
-
-<h3>.stop()</h3>
-<div>
-Stop clock.
-</div>
-
-<h3>.getElapsedTime() [page:Float]</h3>
-<div>
-Get milliseconds passed since the clock started.
-</div>
-
-<h3>.getDelta() [page:Float]</h3>
-<div>
-Get the milliseconds passed since the last call to this method.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 120
docs/48/api/core/Color.html

@@ -1,120 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">
-Represents a color. See also [page:ColorUtils].
-</div>
-
-
-<h2>Example</h2>
-
-<code>var color = new THREE.Color( 0xff0000 );</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Integer hex])</h3>
-<div>
-hex — initial color in hexadecimal<br />
-</div>
-
-<h2>Properties</h2>
-
-<h3>.[page:Float r]</h3>
-<div>
-Red channel value between 0 and 1. Default is 1.
-</div>
-
-<h3>.[page:Float g]</h3>
-<div>
-Green channel value between 0 and 1. Default is 1.
-</div>
-
-<h3>.[page:Float b]</h3>
-<div>
-Blue channel value between 0 and 1. Default is 1.
-</div>
-
-<h2>Methods</h2>
-
-<h3>.copy( [page:Color color] ) [page:this]</h3>
-<div>
-color — Color to copy.
-</div>
-<div>
-Copies given color.
-</div>
-
-<h3>.copyGammaToLinear( [page:Color color] ) [page:this]</h3>
-<div>
-color — Color to copy.
-</div>
-<div>
-Copies given color making conversion from gamma to linear space.
-</div>
-
-<h3>.copyLinearToGamma( [page:Color color] ) [page:this]</h3>
-<div>
-color — Color to copy.
-</div>
-<div>
-Copies given color making conversion from linear to gamma space.
-</div>
-
-<h3>.convertGammaToLinear() [page:this]</h3>
-<div>
-Converts this color from gamma to linear space.
-</div>
-
-<h3>.convertLinearToGamma() [page:this]</h3>
-<div>
-Converts this color from linear to gamma space.
-</div>
-
-<h3>.setRGB( [page:Float r], [page:Float g], [page:Float b] ) [page:this]</h3>
-<div>
-r — Red channel value between 0 and 1.<br />
-g — Green channel value between 0 and 1.<br />
-b — Blue channel value between 0 and 1.
-</div>
-<div>
-Sets this color from RGB values.
-</div>
-
-<h3>.setHSV( [page:Float h], [page:Float s], [page:Float v] ) [page:this]</h3>
-<div>
-h — Hue channel value between 0 and 1.<br />
-s — Saturation value channel between 0 and 1.<br />
-v — Value channel value between 0 and 1.
-</div>
-<div>
-Sets this color from HSV values.<br />
-Based on MochiKit implementation by Bob Ippolito.
-</div>
-
-<h3>.setHex( [page:Integer hex] ) [page:this]</h3>
-<div>
-hex — Color in hexadecimal.<br />
-</div>
-<div>
-Sets this color from a hexadecimal value.
-</div>
-
-<h3>.getHex() [page:Integer]</h3>
-<div>
-Returns the value of this color in hexadecimal.
-</div>
-
-<h3>.getContextStyle() [page:String]</h3>
-<div>
-Returns the value of this color in CSS context style.<br />
-Example: rgb(r, g, b)
-</div>
-
-<h3>.clone() [page:Color]</h3>
-<div>
-Clones this object.
-</div>
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 81
docs/48/api/core/Face3.html

@@ -1,81 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">
-Triangle face.
-</div>
-
-
-<h2>Example</h2>
-
-<code>var face = new THREE.Face3( 0, 1, 2, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )</h3>
-<div>
-a — Vertex A index.<br />
-b — Vertex B index.<br />
-c — Vertex C index.<br />
-normal — Face normal or array of vertex normals.<br />
-color — Face color or array of vertex colors.<br />
-materialIndex — Material index.
-</div>
-
-<h2>Properties</h2>
-
-<h3>.[page:Integer a]</h3>
-<div>
-Vertex A index.
-</div>
-
-<h3>.[page:Integer b]</h3>
-<div>
-Vertex B index.
-</div>
-
-<h3>.[page:Integer c]</h3>
-<div>
-Vertex C index.
-</div>
-
-<h3>.[page:Vector3 normal]</h3>
-<div>
-Face normal.
-</div>
-
-<h3>.[page:Color color]</h3>
-<div>
-Face color.
-</div>
-
-<h3>.[page:Array vertexNormals]</h3>
-<div>
-Array of 3 vertex normals.
-</div>
-
-<h3>.[page:Array vertexColors]</h3>
-<div>
-Array of 3 vertex colors.
-</div>
-
-<h3>.[page:Array vertexTangets]</h3>
-<div>
-Array of 3 vertex tangets.
-</div>
-
-
-<h3>.[page:Integer materialIndex]</h3>
-<div>
-Material index (points to [page:Geometry Geometry.materials]).
-</div>
-
-<h3>.[page:Vector3 centroid]</h3>
-<div>
-Face centroid.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 87
docs/48/api/core/Face4.html

@@ -1,87 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">
-Quad face.
-</div>
-
-
-<h2>Example</h2>
-
-<code>var face = new THREE.Face4( 0, 1, 2, 3, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Integer d], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )</h3>
-<div>
-a — Vertex A index.<br />
-b — Vertex B index.<br />
-c — Vertex C index.<br />
-d — Vertex D index.<br />
-normal — Face normal or array of vertex normals.<br />
-color — Face color or array of vertex colors.<br />
-materialIndex — Material index.
-</div>
-
-<h2>Properties</h2>
-
-<h3>.[page:Integer a]</h3>
-<div>
-Vertex A index.
-</div>
-
-<h3>.[page:Integer b]</h3>
-<div>
-Vertex B index.
-</div>
-
-<h3>.[page:Integer c]</h3>
-<div>
-Vertex C index.
-</div>
-
-<h3>.[page:Integer d]</h3>
-<div>
-Vertex D index.
-</div>
-
-<h3>.[page:Vector3 normal]</h3>
-<div>
-Face normal.
-</div>
-
-<h3>.[page:Color color]</h3>
-<div>
-Face color.
-</div>
-
-<h3>.[page:Array vertexNormals]</h3>
-<div>
-Array of 4 vertex normals.
-</div>
-
-<h3>.[page:Array vertexColors]</h3>
-<div>
-Array of 4 vertex colors.
-</div>
-
-<h3>.[page:Array vertexTangets]</h3>
-<div>
-Array of 4 vertex tangets.
-</div>
-
-
-<h3>.[page:Integer materialIndex]</h3>
-<div>
-Material index (points to [page:Geometry Geometry.materials]).
-</div>
-
-<h3>.[page:Vector3 centroid]</h3>
-<div>
-Face centroid.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 30
docs/48/api/core/Frustum.html

@@ -1,30 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc"></div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Array planes]</h3>
-<div>
-Array of 6 [page:Vector4 vectors].
-</div>
-
-
-<h2>Methods</h2>
-
-<h3>.setFromMatrix( [page:Matrix4 matrix] )</h3>
-
-<h3>.contains( [page:Object3D object] ) [page:Boolean]</h3>
-<div>
-Checks whether the object is inside the Frustum.
-</div>
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 169
docs/48/api/core/Geometry.html

@@ -1,169 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Base class for geometries</div>
-
-
-<h2>Example</h2>
-
-<code>// geometry with random points
-
-var geometry = new THREE.Geometry()
-
-for ( var i = 0; i < 10000; i ++ ) {
-
-	var vertex = new THREE.Vertex();
-	vertex.position.x = Math.random() * 1000 - 500;
-	vertex.position.y = Math.random() * 1000 - 500;
-	vertex.position.z = Math.random() * 1000 - 500;
-
-	geometry.vertices.push( vertex );
-
-}
-
-geometry.computeBoundingSphere();
-</code>
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Integer id]</h3>
-<div>
-Unique number of this geometry instance
-</div>
-
-<h3>.[page:Array vertices]</h3>
-<div>
-Array of [page:Vertex vertices].
-</div>
-
-<h3>.[page:Array colors]</h3>
-<div>
-Array of vertex [page:Color colors], matching number and order of vertices.<br />
-Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].<br />
-[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.
-</div>
-
-<h3>.[page:Array materials]</h3>
-<div>
-Array of [page:Material materials].
-</div>
-
-<h3>.[page:Array faces]</h3>
-<div>
-Array of [page:Face3 triangles] or/and [page:Face4 quads].
-</div>
-
-<h3>.[page:Array faceUvs]</h3>
-<div>
-Array of face [page:UV] layers.<br />
-Each UV layer is an array of [page:UV] matching order and number of faces.
-</div>
-
-<h3>.[page:Array faceVertexUvs]</h3>
-<div>
-Array of face [page:UV] layers.<br />
-Each UV layer is an array of [page:UV] matching order and number of vertices in faces.
-</div>
-
-<h3>.[page:Array morphTargets]</h3>
-<div>
-Array of morph targets. Each morph target is JS object:
-<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
-Morph vertices match number and order of primary vertices.
-</div>
-
-<h3>.[page:Array morphColors]</h3>
-<div>
-Array of morph colors. Morph colors have similar structure as morph targets, each color set is JS object:
-<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
-Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
-</div>
-
-<h3>.[page:Array skinWeights]</h3>
-<div>
-Array of skinning weights, matching number and order of vertices.
-</div>
-
-<h3>.[page:Array skinIndices]</h3>
-<div>
-Array of skinning indices, matching number and order of vertices.
-</div>
-
-<h3>.[page:Object boundingBox]</h3>
-<div>
-Bounding box.
-<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
-</div>
-
-<h3>.[page:Object boundingSphere]</h3>
-<div>
-Bounding sphere.
-<code>{ radius: float }</code>
-</div>
-
-<h3>.[page:Boolean hasTangents]</h3>
-<div>
-True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
-</div>
-
-<h3>.[page:Boolean dynamic]</h3>
-<div>
-Set to <strong>true</strong> if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
-Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.
-</div>
-
-
-<h2>Methods</h2>
-
-<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
-<div>
-Bakes matrix transform directly into vertex coordinates.
-</div>
-
-<h3>.computeCentroids()</h3>
-<div>
-Computes centroids for all faces.
-</div>
-
-<h3>.computeFaceNormals()</h3>
-<div>
-Computes face normals.
-</div>
-
-<h3>.computeVertexNormals()</h3>
-<div>
-Computes vertex normals by averaging face normals.<br />
-Face normals must be existing / computed beforehand.
-</div>
-
-<h3>.computeTangents()</h3>
-<div>
-Computes vertex tangents.<br />
-Based on <a href="http://www.terathon.com/code/tangent.html" target="_blank">http://www.terathon.com/code/tangent.html</a><br />
-Geometry must have vertex [page:UV UVs] (layer 0 will be used).
-</div>
-
-<h3>.computeBoundingBox()</h3>
-<div>
-Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
-</div>
-
-<h3>.computeBoundingSphere()</h3>
-<div>
-Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
-</div>
-
-<h3>.mergeVertices()</h3>
-<div>
-Checks for duplicate vertices using hashmap.<br />
-Duplicated vertices are removed and faces' vertices are updated.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 63
docs/48/api/core/Math.html

@@ -1,63 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Math utility functions</div>
-
-
-<h2>Methods</h2>
-
-<h3>.clamp( [page:Float x], [page:Float a], [page:Float b] ) [page:Float]</h3>
-<div>
-x — Value to be clamped.<br />
-a — Minimum value<br />
-b — Maximum value.
-</div>
-<div>
-Clamps the <strong>x</strong> to be between <strong>a</strong> and <strong>b</strong>.
-</div>
-
-<h3>.clampBottom( [page:Float x], [page:Float a] ) [page:Float]</h3>
-<div>
-x — Value to be clamped.<br />
-a — Minimum value
-</div>
-<div>
-Clamps the <strong>x</strong> to be larger than <strong>a</strong>.
-</div>
-
-<h3>.mapLinear( [page:Float x], [page:Float a] ) [page:Float]</h3>
-<div>
-x — Value to be mapped.<br />
-a1 — Minimum value for range A.<br />
-a2 — Maximum value for range A.<br />
-b1 — Minimum value for range B.<br />
-b2 — Maximum value for range B.
-</div>
-<div>
-Linear mapping of <strong>x</strong> from range [<strong>a1</strong>, <strong>a2</strong>] to range [<strong>b1</strong>, <strong>b2</strong>].
-</div>
-
-<h3>.random16() [page:Float]</h3>
-<div>
-Random float from 0 to 1 with 16 bits of randomness.<br />
-Standard Math.random() creates repetitive patterns when applied over larger space.
-</div>
-
-<h3>.randInt( [page:Integer low], [page:Integer high] ) [page:Integer]</h3>
-<div>
-Random integer from <strong>low</strong> to <strong>high</strong> interval.
-</div>
-
-<h3>.randFloat( [page:Float low], [page:Float high] ) [page:Float]</h3>
-<div>
-Random float from <strong>low</strong> to <strong>high</strong> interval.
-</div>
-
-<h3>.randFloatSpread( [page:Float range] ) [page:Float]</h3>
-<div>
-Random float from <strong>- range / 2</strong> to <strong>range / 2</strong> interval.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 34
docs/48/api/core/Matrix3.html

@@ -1,34 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">A 3x3 matrix.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Array m]</h3>
-<div>
-Array with matrix values.
-</div>
-
-
-<h2>Methods</h2>
-
-<h3>.transpose() [page:Matrix3]</h3>
-<div>
-Transposes this matrix in place.
-</div>
-
-<h3>.transposeIntoArray( [page:Array r] ) [page:Array]</h3>
-<div>
-Transposes this matrix into supplied array.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 110
docs/48/api/core/Matrix4.html

@@ -1,110 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">A 4x4 Matrix.</div>
-
-
-<h2>Example</h2>
-
-<code>// Simple rig for rotating around 3 axes
-
-var m = new THREE.Matrix4();
-
-var m1 = new THREE.Matrix4();
-var m2 = new THREE.Matrix4();
-var m3 = new THREE.Matrix4();
-
-var alpha = 0;
-var beta = Math.PI;
-var gamma = Math.PI/2;
-
-m1.setRotationX( alpha );
-m2.setRotationY( beta );
-m3.setRotationZ( gamma );
-
-m.multiply( m1, m2 );
-m.multiplySelf( m3 );
-</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Float n11]</h3>
-
-<h3>.[page:Float n12]</h3>
-
-<h3>.[page:Float n13]</h3>
-
-<h3>.[page:Float n14]</h3>
-
-<h3>.[page:Float n21]</h3>
-
-<h3>.[page:Float n22]</h3>
-
-<h3>.[page:Float n23]</h3>
-
-<h3>.[page:Float n24]</h3>
-
-<h3>.[page:Float n31]</h3>
-
-<h3>.[page:Float n32]</h3>
-
-<h3>.[page:Float n33]</h3>
-
-<h3>.[page:Float n34]</h3>
-
-<h3>.[page:Float n41]</h3>
-
-<h3>.[page:Float n42]</h3>
-
-<h3>.[page:Float n43]</h3>
-
-<h3>.[page:Float n44]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.set( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4]</h3>
-<div>
-Sets all fields of this matrix.
-</div>
-
-<h3>.identity() [page:Matrix4]</h3>
-<div>
-Resets this matrix to identity.
-</div>
-
-<h3>.copy( [page:Matrix4 m] ) [page:Matrix4]</h3>
-<div>
-Copies a matrix <strong>m</strong> into this matrix.
-</div>
-
-<h3>.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4]</h3>
-<div>
-Constructs a rotation matrix, looking from <strong>eye</strong> towards <strong>center</strong> with defined <strong>up</strong> vector.
-</div>
-
-<h3>.multiply( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4]</h3>
-<div>
-Sets this matrix to <strong>a * b</strong>.
-</div>
-
-<h3>.multiplySelf( [page:Matrix4 m] ) [page:Matrix4]</h3>
-<div>
-Multiplies this matrix by <strong>m</strong>.
-</div>
-
-<h3>.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]</h3>
-<div>
-Sets this matrix to <strong>a * b</strong> and sets result into flat array <strong>r</strong>.<br />
-Destination array can be regular Array or TypedArray.
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 476
docs/48/api/core/Matrix4.rst

@@ -1,476 +0,0 @@
-Matrix4 - A 4x4 Matrix
-----------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Matrix4( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44  )
-
-    A 4x4 Matrix
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Matrix4.n11
-.. attribute:: Matrix4.n12
-.. attribute:: Matrix4.n13
-.. attribute:: Matrix4.n14
-.. attribute:: Matrix4.n21
-.. attribute:: Matrix4.n22
-.. attribute:: Matrix4.n23
-.. attribute:: Matrix4.n24
-.. attribute:: Matrix4.n31
-.. attribute:: Matrix4.n32
-.. attribute:: Matrix4.n33
-.. attribute:: Matrix4.n34
-.. attribute:: Matrix4.n41
-.. attribute:: Matrix4.n42
-.. attribute:: Matrix4.n43
-.. attribute:: Matrix4.n44
-
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Matrix4.clone( )
-
-    Clones this matrix
-
-    :returns: New instance identical to this matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 )
-
-    Sets all fields of this matrix
-
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.identity()
-
-    Resets this matrix to identity
-
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.copy( m )
-
-    Copies a matrix ``m`` into this matrix
-
-    :param Matrix4 m: Matrix to be copied
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.lookAt( eye, center, up )
-
-    Constructs rotation matrix, looking from ``eye`` towards ``center`` with defined ``up`` vector
-
-    :param Vector3 eye: vector
-    :param Vector3 center: vector
-    :param Vector3 up: vector
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.multiply( a, b )
-
-    Sets this matrix to ``a * b``
-
-    :param Matrix4 a: source matrix A
-    :param Matrix4 b: source matrix B
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.multiplyToArray( a, b, r )
-
-    Sets this matrix to ``a * b`` and sets result into flat array ``r``
-
-    Destination array can be regular JS array or Typed Array
-
-    :param Matrix4 a: source matrix A
-    :param Matrix4 b: source matrix B
-    :param array r: destination array
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.multiplySelf( a )
-
-    Multiplies this matrix by ``a``
-
-    :param Matrix4 a: matrix
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.multiplyScalar( s )
-
-    Multiplies this matrix by ``s``
-
-    :param float  a: number
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.multiplyVector3( v )
-
-    Applies this matrix to a :class:`Vector3`
-
-    :param Vector3 v: vector
-    :returns: Multiplied vector
-    :rtype: :class:`Vector3`
-
-.. function:: Matrix4.multiplyVector4( v )
-
-    Applies this matrix to a :class:`Vector4`
-
-    :param Vector4 v: vector
-    :returns: Multiplied vector
-    :rtype: :class:`Vector4`
-
-.. function:: Matrix4.rotateAxis( v )
-
-    Applies rotation submatrix of this matrix to vector ``v`` and then normalizes it
-
-    :param Vector3 v: vector
-    :returns: Rotated vector
-    :rtype: :class:`Vector3`
-
-.. function:: Matrix4.crossVector( a )
-
-    //todo:description
-
-    :param Vector4 a: vector
-    :rtype: :class:`Vector4`
-
-.. function:: Matrix4.determinant()
-
-    Computes determinant of this matrix
-
-    Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-
-    :returns: Determinant
-    :rtype: float
-
-.. function:: Matrix4.transpose()
-
-    Transposes this matrix
-
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.flatten()
-
-    Flattens this matrix into internal :attr:`Matrix4.flat` array
-
-    :returns: Flat array with this matrix values
-    :rtype: array
-
-.. function:: Matrix4.flattenToArray( flat )
-
-    Flattens this matrix into supplied ``flat`` array
-
-    :param array flat: array
-    :returns: Flat array with this matrix values
-    :rtype: array
-
-.. function:: Matrix4.flattenToArrayOffset( flat, offset )
-
-    Flattens this matrix into supplied ``flat`` array starting from ``offset`` position in the array
-
-    :param array flat: array
-    :param integer offset: offset
-    :returns: Flat array with this matrix values
-    :rtype: array
-
-.. function:: Matrix4.setTranslation( x, y, z )
-
-    Sets this matrix as translation transform
-
-    :param float x: x-translation
-    :param float y: y-translation
-    :param float z: z-translation
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setScale( x, y, z )
-
-    Sets this matrix as scale transform
-
-    :param float x: x-scale
-    :param float y: y-scale
-    :param float z: z-scale
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setRotationX( theta )
-
-    Sets this matrix as rotation transform around x-axis by ``theta`` radians
-
-    :param float theta: Rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setRotationY( theta )
-
-    Sets this matrix as rotation transform around y-axis by ``theta`` radians
-
-    :param float theta: Rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setRotationZ( theta )
-
-    Sets this matrix as rotation transform around z-axis by ``theta`` radians
-
-    :param float theta: Rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setRotationAxis( axis, angle )
-
-    Sets this matrix as rotation transform around ``axis`` by ``angle`` radians
-
-    Based on http://www.gamedev.net/reference/articles/article1199.asp
-
-    :param Vector3 axis: Rotation axis
-    :param float angle: Rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setPosition( v )
-
-    Sets just position component for this matrix from vector ``v``
-
-    :param Vector3 v: position vector
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.getPosition()
-
-    Returns position component from this matrix
-
-    Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
-
-    :returns: Vector with position
-    :rtype: :class:`Vector3`
-
-.. function:: Matrix4.getColumnX()
-
-    Returns x-column component from this matrix
-
-    Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
-
-    :returns: Vector with x-column
-    :rtype: :class:`Vector3`
-
-.. function:: Matrix4.getColumnY()
-
-    Returns y-column component from this matrix
-
-    Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
-
-    :returns: Vector with y-column
-    :rtype: :class:`Vector3`
-
-.. function:: Matrix4.getColumnZ()
-
-    Returns z-column component from this matrix
-
-    Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
-
-    :returns: Vector with z-column
-    :rtype: :class:`Vector3`
-
-.. function:: Matrix4.getInverse( m )
-
-    Sets this matrix to inverse of matrix ``m``
-
-    Based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-
-    :param Matrix4 m: source matrix
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setRotationFromEuler( v, order )
-
-    Sets rotation submatrix of this matrix to rotation specified by Euler angles
-
-    Default order ``XYZ``
-
-    :param Vector3 v: Vector3 with all the rotations
-    :param string order: The order of rotations eg. 'XYZ'
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.setRotationFromQuaternion( q )
-
-    Sets rotation submatrix of this matrix to rotation specified by quaternion
-
-    :param Quaternion q: rotation
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.scale( v )
-
-    Multiplies columns of this matrix by vector ``v``
-
-    :param Vector3 v: scale vector
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.compose( translation, rotation, scale )
-
-    Sets this matrix to transform composed of ``translation``, ``rotation`` and ``scale``
-
-    :param Vector3 translation: vector
-    :param Quaternion rotation: quaternion
-    :param Vector3 scale: vector
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.decompose( translation, rotation, scale )
-
-    Decomposes this matrix into `translation``, ``rotation`` and ``scale`` components
-
-    If parameters are not supplied, new instances will be created
-
-    :param Vector3 translation: destination translation vector
-    :param Quaternion rotation: destination rotation quaternion
-    :param Vector3 scale: destination scale vector
-    :returns: Array [ translation, rotation, scale ]
-    :rtype: Array
-
-.. function:: Matrix4.extractPosition( m )
-
-    Copies translation component of supplied matrix ``m`` into this matrix translation
-
-    :param Matrix4 m: source matrix
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.extractRotation( m )
-
-    Copies rotation component of supplied matrix ``m`` into this matrix rotation
-
-    :param Matrix4 m: source matrix
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.rotateByAxis( axis, angle )
-
-    Rotates this matrix around supplied ``axis`` by ``angle``
-
-    :param Vector3 axis: rotation axis
-    :param float angle: rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.rotateX( angle )
-
-    Rotates this matrix around x-axis by ``angle``
-
-    :param float angle: rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.rotateY( angle )
-
-    Rotates this matrix around y-axis by ``angle``
-
-    :param float angle: rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.rotateZ( angle )
-
-    Rotates this matrix around z-axis by ``angle``
-
-    :param float angle: rotation angle in radians
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.translate( v )
-
-    Translates this matrix by vector ``v``
-
-    :param Vector3 v: translation vector
-    :returns: This matrix
-    :rtype: :class:`Matrix4`
-
-.. ...............................................................................
-.. rubric:: Static methods
-.. ...............................................................................
-
-.. function:: Matrix4.makeInvert3x3( m )
-
-    Inverts just rotation submatrix of matrix ``m``
-
-    Note: this method returns a reference to internal 3x3 matrix, make copy or clone if you don't use it right away.
-
-    Based on http://code.google.com/p/webgl-mjs/
-
-    :param Matrix4 m: source matrix
-    :returns: inverted submatrix
-    :rtype: :class:`Matrix3`
-
-.. function:: Matrix4.makeFrustum( left, right, bottom, top, near, far )
-
-    Creates frustum matrix
-
-    :param float left: left
-    :param float right: right
-    :param float bottom: bottom
-    :param float top: top
-    :param float near: near
-    :param float far: far
-    :returns: New instance of frustum matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.makePerspective( fov, aspect, near, far )
-
-    Creates perspective projection matrix
-
-    :param float fov: vertical field of view in degrees
-    :param float aspect: aspect ratio
-    :param float near: near plane
-    :param float far: far plane
-    :returns: New instance of projection matrix
-    :rtype: :class:`Matrix4`
-
-.. function:: Matrix4.makeOrtho( left, right, top, bottom, near, far )
-
-    Creates orthographic projection matrix
-
-    :param float left: left
-    :param float right: right
-    :param float top: top
-    :param float bottom: bottom
-    :param float near: near plane
-    :param float far: far plane
-    :returns: New instance of projection matrix
-    :rtype: :class:`Matrix4`
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // simple rig for rotation around 3 axes
-
-    var m = new THREE.Matrix4();
-
-    var m1 = new THREE.Matrix4();
-    var m2 = new THREE.Matrix4();
-    var m3 = new THREE.Matrix4();
-
-    var alpha = 0;
-    var beta = Math.PI;
-    var gamma = Math.PI/2;
-
-    m1.setRotationX( alpha );
-    m2.setRotationY( beta );
-    m3.setRotationZ( gamma );
-
-    m.multiply( m1, m2 );
-    m.multiplySelf( m3 );

+ 0 - 26
docs/48/api/core/Object3D.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">todo</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 239
docs/48/api/core/Object3D.rst

@@ -1,239 +0,0 @@
-Object3D - Base class for scene graph objects
----------------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Object3D()
-
-    Base class for scene graph objects
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Object3D.id
-
-    Unique number of this object instance
-
-.. attribute:: Object3D.name
-
-    Optional name of the object (doesn't have to be unique)
-
-.. ...............................................................................
-.. rubric:: Scene graph attributes
-.. ...............................................................................
-
-.. attribute:: Object3D.parent
-
-    Object's parent in scene graph
-
-.. attribute:: Object3D.children
-
-    Array with object's children
-
-.. ...............................................................................
-.. rubric:: Transform attributes
-.. ...............................................................................
-
-.. attribute:: Object3D.position
-
-    Object's local position
-
-    :class:`Vector3` - default  ``( 0, 0, 0 )``
-
-.. attribute:: Object3D.rotation
-
-    Object's local rotation (Euler angles)
-
-    :class:`Vector3` - default  ``( 0, 0, 0 )``
-
-.. attribute:: Object3D.eulerOrder
-
-    Order of axis for Euler angles
-
-    ``string`` - default ``XYZ``
-
-.. attribute:: Object3D.scale
-
-    Object's local scale
-
-    :class:`Vector3` - default  ``( 1, 1, 1 )``
-
-.. attribute:: Object3D.up
-
-    Up direction
-
-    :class:`Vector3` - default  ``( 0, 1, 0 )``
-
-.. attribute:: Object3D.matrix
-
-    Local transform
-
-    :class:`Matrix4`
-
-.. attribute:: Object3D.matrixWorld
-
-    Global transform
-
-    :class:`Matrix4`
-
-.. attribute:: Object3D.matrixRotationWorld
-
-    Global rotation
-
-    :class:`Matrix4`
-
-.. attribute:: Object3D.quaternion
-
-    Rotation quaternion
-
-    :class:`Quaternion`
-
-.. attribute:: Object3D.useQuaternion
-
-    Use quaternion instead of Euler angles for specifying local rotation
-
-    boolean - default ``false``
-
-.. attribute:: Object3D.boundRadius
-
-    ``float`` - default ``0.0``
-
-.. attribute:: Object3D.boundRadiusScale
-
-    Maximum scale from X, Y, Z scale components
-
-    ``float`` - default ``1.0``
-
-.. attribute:: Object3D.renderDepth
-
-    Override depth-sorting order if non ``null``
-
-    ``float`` - default ``null``
-
-.. ...............................................................................
-.. rubric:: Appearance flags
-.. ...............................................................................
-
-.. attribute:: Object3D.visible
-
-    Object gets rendered if ``true``
-
-    ``boolean`` - default ``true``
-
-.. attribute:: Object3D.doubleSided
-
-    Both sides of faces visible if ``true``
-
-    default ``false``
-
-.. attribute:: Object3D.flipSided
-
-    Backside of face visible
-
-    default ``false``
-
-.. attribute:: Object3D.castShadow
-
-    Gets rendered into shadow map
-
-    ``boolean`` - default ``false``
-
-.. attribute:: Object3D.receiveShadow
-
-    Material gets baked in shadow receiving
-
-    ``boolean`` - default ``false``
-
-
-.. ...............................................................................
-.. rubric:: Scene graph flags
-.. ...............................................................................
-
-.. attribute:: Object3D.frustumCulled
-
-    ``boolean`` - default ``true``
-
-.. attribute:: Object3D.matrixAutoUpdate
-
-    ``boolean`` - default ``true``
-
-.. attribute:: Object3D.matrixWorldNeedsUpdate
-
-    ``boolean`` - default ``true``
-
-.. attribute:: Object3D.rotationAutoUpdate
-
-    ``boolean`` - default ``true``
-
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Object3D.translate ( distance, axis )
-
-    Translates object along arbitrary axis by distance
-
-    :param float distance: distance
-    :param Vector3 axis: translation direction
-
-.. function:: Object3D.translateX ( distance )
-
-    Translates object along X-axis by distance
-
-    :param float distance: distance
-
-.. function:: Object3D.translateY ( distance )
-
-    Translates object along Y-axis by distance
-
-    :param float distance: distance
-
-.. function:: Object3D.translateZ ( distance )
-
-    Translates object along Z-axis by distance
-
-    :param float distance: distance
-
-.. function:: Object3D.lookAt ( vector )
-
-    Rotates object to face point in space
-
-    :param Vector3 vector: vector
-
-.. function:: Object3D.add ( object )
-
-    Adds child object to this object
-
-    :param Object3D object: child
-
-.. function:: Object3D.remove ( object )
-
-    Removes child object from this object
-
-    :param Object3D object: child
-
-.. function:: Object3D.getChildByName ( name, doRecurse )
-
-    Gets first child with name matching the argument (searches whole subgraph recursively if flag is set).
-
-    :param string name: child name
-    :param boolean doRecurse: recurse flag
-    :returns: child with matching name or ``undefined``
-    :rtype: :class:`Object3D`
-
-.. function:: Object3D.updateMatrix ( )
-
-    Updates local transform
-
-.. function:: Object3D.updateMatrixWorld ( force )
-
-    Updates global transform of the object and its children
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................

+ 0 - 26
docs/48/api/core/Projector.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Projecting points between spaces.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 26
docs/48/api/core/Quaternion.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">todo</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 169
docs/48/api/core/Quaternion.rst

@@ -1,169 +0,0 @@
-Quaternion - Implementation of a quaternion
--------------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Quaternion( x, y, z, w )
-
-    Implementation of a quaternion
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :param float z: z-coordinate
-    :param float w: w-coordinate
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Quaternion.x
-
-    float - default ``0``
-
-.. attribute:: Quaternion.y
-
-    float - default ``0``
-
-.. attribute:: Quaternion.z
-
-    float - default ``0``
-
-.. attribute:: Quaternion.w
-
-    float - default ``1``
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Quaternion.clone( )
-
-    Clones this quaternion
-
-    :returns: New instance identical to this quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.set( x, y, z, w )
-
-    Sets value of this vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :param float z: z-coordinate
-    :param float w: w-coordinate
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.copy( q )
-
-    Copies value of ``q`` to this quaternion
-
-    :param Quaternion v: source quaternion
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.setFromEuler ( vec3 )
-
-    Sets this quaternion from rotation specified by Euler angles
-
-    Angles are in degrees
-
-    :param Vector3 vec3: Euler angles vector
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.setFromAxisAngle ( axis, angle )
-
-    Sets this quaternion from rotation specified by axis and angle
-
-    Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-
-    Axis have to be normalized, angle is in radians
-
-    :param Vector3 axis: axis vector
-    :param float angle: angle
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.setFromRotationMatrix ( m )
-
-    Sets this quaternion from rotation specified by matrix
-
-    Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-
-    :param Matrix4 m: rotation matrix
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.calculateW( )
-
-    Calculates ``w`` component of this quaternion
-
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.inverse( )
-
-    Inverts this quaternion
-
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.length( )
-
-    Computes length of this quaternion
-
-    :returns: length
-    :rtype: float
-
-.. function:: Quaternion.normalize( )
-
-    Normalizes this quaternion
-
-    :returns: This vector
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.multiplySelf( quat2 )
-
-    Multiplies this quaternion by ``quat2``
-
-    :param Quaternion quat2: quaternion
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.multiply( q1, q2 )
-
-    Sets this quaternion to ``q1 * q2``
-
-    Adapted from: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-
-    :param Quaternion q1: quaternion 1
-    :param Quaternion q2: quaternion 2
-    :returns: This quaternion
-    :rtype: :class:`Quaternion`
-
-.. function:: Quaternion.multiplyVector3( vec, dest )
-
-    Rotates ``vec`` by this quaternion into ``dest``
-
-    If ``dest`` is not specified, result goes to ``vec``
-
-    :param Vector3 vec: source vector
-    :param Vector3 dest: destination vector
-    :returns: Rotated vector
-    :rtype: :class:`Vector3`
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    var q = new THREE.Quaternion();
-    q.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
-
-    var v = new THREE.Vector3( 1, 0, 0 );
-    q.multiplyVector3( v );

+ 0 - 26
docs/48/api/core/Ray.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Representation of a ray in space.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

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docs/48/api/core/Rectangle.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Represents a 2D rectangle.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

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docs/48/api/core/Spline.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">Represents a spline.</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

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docs/48/api/core/UV.html

@@ -1,43 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">A texture coordinate.</div>
-
-<h2>Example</h2>
-
-<code>var uv = new THREE.UV( 0, 1 );</code>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]( [page:Float u], [page:Float v] )</h3>
-<div>
-u — Horizontal coordinate.<br />
-v — Vertical coordinate.<br />
-</div>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Float u]</h3>
-<div>
-Horizontal coordinate.<br />
-</div>
-
-<h3>.[page:Float v]</h3>
-<div>
-Vertical coordinate.<br />
-</div>
-
-
-<h2>Methods</h2>
-
-<h3>.set( [page:Float u], [page:Float v] )</h3>
-
-<h3>.copy( [page:UV uv] )</h3>
-
-<h3>.clone() [page:UV]</h3>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 26
docs/48/api/core/Vector2.html

@@ -1,26 +0,0 @@
-<h1>[name]</h1>
-
-<div class="desc">todo</div>
-
-
-<h2>Constructor</h2>
-
-<h3>[name]()</h3>
-
-
-<h2>Properties</h2>
-
-<h3>.[page:Vector3 todo]</h3>
-
-
-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

+ 0 - 184
docs/48/api/core/Vector2.rst

@@ -1,184 +0,0 @@
-Vector2 - 2D vector
--------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Vector2( x, y )
-
-    2D vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Vector2.x
-
-    float - default ``0``
-
-.. attribute:: Vector2.y
-
-    float - default ``0``
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Vector2.clone( )
-
-    Clones this vector
-
-    :returns: New instance identical to this vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.set( x, y )
-
-    Sets value of this vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.copy( v )
-
-    Copies value of ``v`` to this vector
-
-    :param Vector2 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.add( v1, v2 )
-
-    Sets this vector to ``v1 + v2``
-
-    :param Vector2 v1: source vector 1
-    :param Vector2 v2: source vector 2
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.addSelf( v )
-
-    Adds ``v`` to this vector
-
-    :param Vector2 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.sub( v1, v2 )
-
-    Sets this vector to ``v1 - v2``
-
-    :param Vector2 v1: source vector 1
-    :param Vector2 v2: source vector 2
-
-.. function:: Vector2.subSelf( v )
-
-    Subtracts ``v`` from this vector
-
-    :param Vector2 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.multiplyScalar( s )
-
-    Multiplies this vector by scalar ``s``
-
-    :param float s: scalar
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.divideScalar( s )
-
-    Divides this vector by scalar ``s``
-
-    Set vector to ``( 0, 0 )`` if ``s == 0``
-
-    :param float s: scalar
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.negate( )
-
-    Inverts this vector
-
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.dot( v )
-
-    Computes dot product of this vector and ``v``
-
-    :returns: dot product
-    :rtype: float
-
-.. function:: Vector2.lengthSq( )
-
-    Computes squared length of this vector
-
-    :returns: squared length
-    :rtype: float
-
-.. function:: Vector2.length( )
-
-    Computes length of this vector
-
-    :returns: length
-    :rtype: float
-
-.. function:: Vector2.normalize( )
-
-    Normalizes this vector
-
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.distanceTo( v )
-
-    Computes distance of this vector to ``v``
-
-    :returns: squared distance
-    :rtype: float
-
-.. function:: Vector2.distanceToSquared( v )
-
-    Computes squared distance of this vector to ``v``
-
-    :returns: squared distance
-    :rtype: float
-
-.. function:: Vector2.setLength( l )
-
-    Normalizes this vector and multiplies it by ``l``
-
-    :returns: This vector
-    :rtype: :class:`Vector2`
-
-.. function:: Vector2.equals( v )
-
-    Checks for strict equality of this vector and ``v``
-
-    :returns: true if this vector equals ``v``
-    :rtype: boolean
-
-.. function:: Vector2.isZero( )
-
-    Checks if length of this vector is within small epsilon (``0.0001``)
-
-    :returns: true if this vector is zero
-    :rtype: boolean
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    var a = new THREE.Vector2( 0, 1 );
-    var b = new THREE.Vector2( 1, 0 );
-
-    var d = a.distanceTo( b );

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-
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-Vector3 - 3D vector
--------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Vector3()
-
-    3D vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :param float z: z-coordinate
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Vector3.x
-
-    float - default ``0``
-
-.. attribute:: Vector3.y
-
-    float - default ``0``
-
-.. attribute:: Vector3.z
-
-    float - default ``0``
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Vector3.clone( )
-
-    Clones this vector
-
-    :returns: New instance identical to this vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.set( x, y, z )
-
-    Sets value of this vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :param float z: z-coordinate
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.setX( x )
-
-    Sets x-value of this vector
-
-    :param float x: x-coordinate
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.setY( y )
-
-    Sets y-value of this vector
-
-    :param float y: y-coordinate
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.setZ( z )
-
-    Sets z-value of this vector
-
-    :param float z: z-coordinate
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.copy( v )
-
-    Copies value of ``v`` to this vector
-
-    :param Vector3 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.add( v1, v2 )
-
-    Sets this vector to ``v1 + v2``
-
-    :param Vector3 v1: source vector 1
-    :param Vector3 v2: source vector 2
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.addSelf( v )
-
-    Adds ``v`` to this vector
-
-    :param Vector3 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.sub( v1, v2 )
-
-    Sets this vector to ``v1 - v2``
-
-    :param Vector3 v1: source vector 1
-    :param Vector3 v2: source vector 2
-
-.. function:: Vector3.subSelf( v )
-
-    Subtracts ``v`` from this vector
-
-    :param Vector3 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.multiplyScalar( s )
-
-    Multiplies this vector by scalar ``s``
-
-    :param float s: scalar
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.divideScalar( s )
-
-    Divides this vector by scalar ``s``
-
-    Set vector to ``( 0, 0, 0 )`` if ``s == 0``
-
-    :param float s: scalar
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.negate( )
-
-    Inverts this vector
-
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.dot( v )
-
-    Computes dot product of this vector and ``v``
-
-    :param Vector3 v: vector
-    :returns: dot product
-    :rtype: float
-
-.. function:: Vector3.lengthSq( )
-
-    Computes squared length of this vector
-
-    :returns: squared length
-    :rtype: float
-
-.. function:: Vector3.length( )
-
-    Computes length of this vector
-
-    :returns: length
-    :rtype: float
-
-.. function:: Vector3.lengthManhattan( )
-
-    Computes Manhattan length of this vector
-
-    http://en.wikipedia.org/wiki/Taxicab_geometry
-
-    :returns: length
-    :rtype: float
-
-.. function:: Vector3.normalize( )
-
-    Normalizes this vector
-
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.distanceTo( v )
-
-    Computes distance of this vector to ``v``
-
-    :param Vector3 v: vector
-    :returns: squared distance
-    :rtype: float
-
-.. function:: Vector3.distanceToSquared( v )
-
-    Computes squared distance of this vector to ``v``
-
-    :param Vector3 v: vector
-    :returns: squared distance
-    :rtype: float
-
-.. function:: Vector3.setLength( l )
-
-    Normalizes this vector and multiplies it by ``l``
-
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.cross( a, b )
-
-    Sets this vector to cross product of ``a`` and ``b``
-
-    :param Vector3 a: vector
-    :param Vector3 b: vector
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.crossSelf( v )
-
-    Sets this vector to cross product of itself and ``v``
-
-    :param Vector3 v: vector
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.setPositionFromMatrix( m )
-
-    Sets this vector extracting position from matrix transform
-
-    :param Matrix4 m: matrix
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.setRotationFromMatrix( m )
-
-    Sets this vector extracting Euler angles rotation from matrix transform
-
-    :param Matrix4 m: matrix
-    :returns: This vector
-    :rtype: :class:`Vector3`
-
-.. function:: Vector3.equals( v )
-
-    Checks for strict equality of this vector and ``v``
-
-    :param Vector3 v: vector
-    :returns: true if this vector equals ``v``
-    :rtype: boolean
-
-.. function:: Vector3.isZero( )
-
-    Checks if length of this vector is within small epsilon (``0.0001``)
-
-    :returns: true if this vector is zero
-    :rtype: boolean
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    var a = new THREE.Vector3( 1, 0, 0 );
-    var b = new THREE.Vector3( 0, 1, 0 );
-
-    var c = new THREE.Vector3();
-    c.cross( a, b );

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-Vector4 - 4D vector
--------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Vector4( x, y, z, w )
-
-    4D vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :param float z: z-coordinate
-    :param float w: w-coordinate
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Vector4.x
-
-    float - default ``0``
-
-.. attribute:: Vector4.y
-
-    float - default ``0``
-
-.. attribute:: Vector4.z
-
-    float - default ``0``
-
-.. attribute:: Vector4.w
-
-    float - default ``1``
-
-
-.. ...............................................................................
-.. rubric:: Methods
-.. ...............................................................................
-
-.. function:: Vector4.clone( )
-
-    Clones this vector
-
-    :returns: New instance identical to this vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.set( x, y, z, w )
-
-    Sets value of this vector
-
-    :param float x: x-coordinate
-    :param float y: y-coordinate
-    :param float z: z-coordinate
-    :param float w: w-coordinate
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.copy( v )
-
-    Copies value of ``v`` to this vector
-
-    Sets ``w`` to 1 if ``v.w`` is undefined
-
-    :param Vector4 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.add( v1, v2 )
-
-    Sets this vector to ``v1 + v2``
-
-    :param Vector4 v1: source vector 1
-    :param Vector4 v2: source vector 2
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.addSelf( v )
-
-    Adds ``v`` to this vector
-
-    :param Vector4 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.sub( v1, v2 )
-
-    Sets this vector to ``v1 - v2``
-
-    :param Vector4 v1: source vector 1
-    :param Vector4 v2: source vector 2
-
-.. function:: Vector4.subSelf( v )
-
-    Subtracts ``v`` from this vector
-
-    :param Vector4 v: source vector
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.multiplyScalar( s )
-
-    Multiplies this vector by scalar ``s``
-
-    :param float s: scalar
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.divideScalar( s )
-
-    Divides this vector by scalar ``s``
-
-    Set vector to ``( 0, 0, 0, 1 )`` if ``s == 0``
-
-    :param float s: scalar
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.negate( )
-
-    Inverts this vector
-
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.dot( v )
-
-    Computes dot product of this vector and ``v``
-
-    :param Vector4 v: vector
-    :returns: dot product
-    :rtype: float
-
-.. function:: Vector4.lengthSq( )
-
-    Computes squared length of this vector
-
-    :returns: squared length
-    :rtype: float
-
-.. function:: Vector4.length( )
-
-    Computes length of this vector
-
-    :returns: length
-    :rtype: float
-
-.. function:: Vector4.normalize( )
-
-    Normalizes this vector
-
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.setLength( l )
-
-    Normalizes this vector and multiplies it by ``l``
-
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-.. function:: Vector4.lerpSelf( v, alpha )
-
-    Linearly interpolate between this vector and ``v`` with ``alpha`` factor
-
-    :param Vector4 v: vector
-    :param float alpha: interpolation factor
-    :returns: This vector
-    :rtype: :class:`Vector4`
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    var a = new THREE.Vector4( 1, 0, 0, 0 );

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-
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-
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-Curve - Extensible curve object
---------------------------------------
-
-.. rubric:: Constructor
-
-.. class:: Curve()
-
-    Extensible curve object
-
-.. rubric:: Attributes
-
-.. rubric:: Method
-
-.. rubric:: Example(s)
-    

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-CurvePath - Path with connected curves
--------------------------------------------
-
-.. rubric:: Constructor
-
-.. class:: CurvePath()
-
-    A Path made with connected set of curves
-    
-.. rubric:: Attributes
-
-.. rubric:: Method
-
-.. rubric:: Example(s)

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-Path - A CurvePath with a Drawing API
--------------------------------------------
-
-.. rubric:: Constructor
-
-.. class:: Path()
-
-    A CurvePath with convenience Drawing methods 
-    
-.. rubric:: Attributes
-
-.. rubric:: Method
-
-.. rubric:: Example(s)

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-Shape - A closed 2d path with holes
-----------------------------------------
-
-.. rubric:: Constructor
-
-.. class:: Shape()
-
-    A closed 2d Path with holes
-    
-.. rubric:: Attributes
-
-.. rubric:: Method
-
-.. rubric:: Example(s)

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-TextPath - Class for turning Text to Shapes
-----------------------------------------------
-
-.. rubric:: Constructor
-
-.. class:: TextPath()
-
-    Class for turning Text to Shapes
-    
-.. rubric:: Attributes
-
-.. rubric:: Method
-
-.. rubric:: Example(s)

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docs/48/api/lights/AmbientLight.rst

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-AmbientLight - An ambient light
--------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: AmbientLight( hex )
-
-    An ambient light
-
-    Inherits from :class:`Light` :class:`Object3D`
-
-    Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
-
-    :param integer hex: light color
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: AmbientLight.color
-
-    Light :class:`Color`
-
-    Material's ambient color gets multiplied by this color.
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    var ambientLight = new THREE.AmbientLight( 0x333333 );
-    scene.add( ambientLight );

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docs/48/api/lights/DirectionalLight.html

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docs/48/api/lights/DirectionalLight.rst

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-DirectionalLight - A directional light
---------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: DirectionalLight( hex, intensity, distance )
-
-    A directional light
-
-    Part of scene graph
-
-    Inherits from :class:`Light` :class:`Object3D`
-
-    Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
-
-    :param integer hex: light color
-    :param float intensity: light intensity
-    :param float distance: distance affected by light
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: DirectionalLight.color
-
-    Light :class:`Color`
-
-.. attribute:: DirectionalLight.intensity
-
-    Light intensity
-
-    ``default 1.0``
-
-.. attribute:: DirectionalLight.position
-
-    Direction of the light is normalized vector from ``position`` to ``(0,0,0)``.
-
-.. attribute:: DirectionalLight.distance
-
-    Modulating directional light by distance not implemented in :class:`WebGLRenderer`
-
-
-.. ...............................................................................
-.. rubric:: Shadow attributes
-.. ...............................................................................
-
-.. attribute:: DirectionalLight.castShadow
-
-    If set to `true` light will cast dynamic shadows
-
-    Warning: this is expensive and requires tweaking to get shadows looking right.
-
-    ``default false``
-
-.. attribute:: DirectionalLight.onlyShadow
-
-    If set to `true` light will only cast shadow but not contribute any lighting (as if intensity was 0 but cheaper to compute)
-
-    ``default false``
-
-.. attribute:: DirectionalLight.target
-
-    :class:`Object3D` target used for shadow camera orientation
-
-.. attribute:: DirectionalLight.shadowCameraNear
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 50``
-
-.. attribute:: DirectionalLight.shadowCameraFar
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 5000``
-
-.. attribute:: DirectionalLight.shadowCameraLeft
-
-    Orthographic shadow camera frustum parameter
-
-    ``default -500``
-
-.. attribute:: DirectionalLight.shadowCameraRight
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 500``
-
-.. attribute:: DirectionalLight.shadowCameraTop
-
-    Orthographic shadow camera frustum parameter
-
-    ``default 500``
-
-.. attribute:: DirectionalLight.shadowCameraBottom
-
-    Orthographic shadow camera frustum parameter
-
-    ``default -500``
-
-.. attribute:: DirectionalLight.shadowCameraVisible
-
-    Show debug shadow camera frustum
-
-    ``default false``
-
-.. attribute:: DirectionalLight.shadowBias
-
-    Shadow map bias
-
-    ``default 0``
-
-.. attribute:: DirectionalLight.shadowDarkness
-
-    Darkness of shadow casted by this light (``float`` from 0 to 1)
-
-    ``default 0.5``
-
-.. attribute:: DirectionalLight.shadowMapWidth
-
-    Shadow map texture width in pixels
-
-    ``default 512``
-
-.. attribute:: DirectionalLight.shadowMapHeight
-
-    Shadow map texture height in pixels
-
-    ``default 512``
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // white directional light at half intensity shining from the top
-
-    var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
-    directionalLight.position.set( 0, 1, 0 );
-    scene.add( directionalLight );

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docs/48/api/lights/Light.rst

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-Light - Abstract base class for lights
---------------------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: Light( hex )
-
-    Abstract base class for lights
-
-    Inherits from :class:`Object3D`
-
-    :param integer hex: light color
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: Light.color
-
-    Light :class:`Color`

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docs/48/api/lights/PointLight.html

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docs/48/api/lights/PointLight.rst

@@ -1,56 +0,0 @@
-PointLight - A point light
---------------------------
-
-.. ...............................................................................
-.. rubric:: Constructor
-.. ...............................................................................
-
-.. class:: PointLight( hex, intensity, distance )
-
-    A point light
-
-    Part of scene graph
-
-    Inherits from :class:`Light` :class:`Object3D`
-
-    Affects :class:`MeshLambertMaterial` and :class:`MeshPhongMaterial`
-
-    :param integer hex: light color
-    :param float intensity: light intensity
-    :param float distance: distance affected by light
-
-
-.. ...............................................................................
-.. rubric:: Attributes
-.. ...............................................................................
-
-.. attribute:: PointLight.color
-
-    Light :class:`Color`
-
-.. attribute:: PointLight.intensity
-
-    Light intensity
-
-    ``default 1.0``
-
-.. attribute:: PointLight.position
-
-    Position of the light
-
-.. attribute:: PointLight.distance
-
-    If non-zero, light will attenuate linearly from maximum intensity at light ``position`` down to zero at ``distance``
-
-
-.. ...............................................................................
-.. rubric:: Example
-.. ...............................................................................
-
-::
-
-    // red point light shining from the front
-
-    var pointLight = new THREE.PointLight( 0xff0000 );
-    pointLight.position.set( 0, 0, 10 );
-    scene.add( pointLight );

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-[page:Light] &rarr;
-
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-<h2>Methods</h2>
-
-<h3>.todo( [page:Vector3 todo] )</h3>
-<div>
-todo — todo<br />
-</div>
-
-
-<h2>Source</h2>
-
-<a href="https://github.com/mrdoob/three.js/blob/master/src/[path].js" target="_blank">src/[path].js</a>

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