Pārlūkot izejas kodu

Merge branch 'dev' into gtlf-exporter-data-texture

Mr.doob 4 gadi atpakaļ
vecāks
revīzija
7eecac1de4
100 mainītis faili ar 939 papildinājumiem un 502 dzēšanām
  1. 35 27
      .github/CONTRIBUTING.md
  2. 2 0
      .github/ISSUE_TEMPLATE/bug_report.md
  3. 2 0
      .github/ISSUE_TEMPLATE/feature_request.md
  4. 5 3
      .github/pull_request_template.md
  5. 347 131
      build/three.js
  6. 0 0
      build/three.min.js
  7. 328 145
      build/three.module.js
  8. 6 6
      docs/api/ar/animation/AnimationObjectGroup.html
  9. 0 5
      docs/api/ar/animation/KeyframeTrack.html
  10. 6 6
      docs/api/en/animation/AnimationObjectGroup.html
  11. 0 5
      docs/api/en/animation/KeyframeTrack.html
  12. 1 1
      docs/api/en/cameras/OrthographicCamera.html
  13. 1 1
      docs/api/en/cameras/PerspectiveCamera.html
  14. 3 0
      docs/api/en/core/BufferGeometry.html
  15. 1 1
      docs/api/en/core/EventDispatcher.html
  16. 1 1
      docs/api/en/core/Geometry.html
  17. 1 1
      docs/api/en/core/Object3D.html
  18. 2 2
      docs/api/en/core/Raycaster.html
  19. 2 1
      docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html
  20. 2 2
      docs/api/en/extras/core/CurvePath.html
  21. 1 1
      docs/api/en/extras/core/Font.html
  22. 1 1
      docs/api/en/extras/core/Path.html
  23. 1 1
      docs/api/en/extras/core/Shape.html
  24. 2 2
      docs/api/en/extras/core/ShapePath.html
  25. 1 1
      docs/api/en/extras/curves/CatmullRomCurve3.html
  26. 3 3
      docs/api/en/helpers/CameraHelper.html
  27. 2 2
      docs/api/en/helpers/DirectionalLightHelper.html
  28. 2 2
      docs/api/en/helpers/HemisphereLightHelper.html
  29. 2 2
      docs/api/en/helpers/PointLightHelper.html
  30. 2 2
      docs/api/en/helpers/SpotLightHelper.html
  31. 2 2
      docs/api/en/lights/Light.html
  32. 3 3
      docs/api/en/loaders/Loader.html
  33. 1 1
      docs/api/en/loaders/LoaderUtils.html
  34. 3 3
      docs/api/en/materials/Material.html
  35. 2 2
      docs/api/en/materials/MeshDepthMaterial.html
  36. 1 1
      docs/api/en/materials/MeshDistanceMaterial.html
  37. 1 1
      docs/api/en/materials/MeshLambertMaterial.html
  38. 1 1
      docs/api/en/materials/MeshMatcapMaterial.html
  39. 2 2
      docs/api/en/materials/MeshNormalMaterial.html
  40. 1 1
      docs/api/en/materials/MeshPhongMaterial.html
  41. 1 1
      docs/api/en/materials/MeshStandardMaterial.html
  42. 1 1
      docs/api/en/materials/MeshToonMaterial.html
  43. 1 1
      docs/api/en/materials/ShaderMaterial.html
  44. 3 3
      docs/api/en/math/Box2.html
  45. 3 3
      docs/api/en/math/Box3.html
  46. 4 4
      docs/api/en/math/MathUtils.html
  47. 3 6
      docs/api/en/math/Matrix3.html
  48. 3 7
      docs/api/en/math/Matrix4.html
  49. 9 9
      docs/api/en/math/Quaternion.html
  50. 1 1
      docs/api/en/math/Triangle.html
  51. 3 3
      docs/api/en/math/Vector2.html
  52. 30 0
      docs/api/en/objects/InstancedMesh.html
  53. 4 4
      docs/api/en/objects/LOD.html
  54. 4 0
      docs/api/en/objects/Skeleton.html
  55. 1 1
      docs/api/en/objects/SkinnedMesh.html
  56. 3 3
      docs/api/en/renderers/WebGLRenderTarget.html
  57. 5 1
      docs/api/en/renderers/WebGLRenderer.html
  58. 4 4
      docs/api/en/renderers/webgl/WebGLState.html
  59. 1 1
      docs/api/en/scenes/Scene.html
  60. 1 1
      docs/api/en/textures/CanvasTexture.html
  61. 2 2
      docs/api/en/textures/CompressedTexture.html
  62. 5 5
      docs/api/en/textures/Texture.html
  63. 2 2
      docs/api/en/textures/VideoTexture.html
  64. 6 6
      docs/api/zh/animation/AnimationObjectGroup.html
  65. 0 5
      docs/api/zh/animation/KeyframeTrack.html
  66. 1 1
      docs/api/zh/cameras/OrthographicCamera.html
  67. 1 1
      docs/api/zh/cameras/PerspectiveCamera.html
  68. 3 0
      docs/api/zh/core/BufferGeometry.html
  69. 1 1
      docs/api/zh/core/EventDispatcher.html
  70. 1 1
      docs/api/zh/core/Geometry.html
  71. 4 4
      docs/api/zh/core/Object3D.html
  72. 2 2
      docs/api/zh/core/Raycaster.html
  73. 1 0
      docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html
  74. 2 2
      docs/api/zh/extras/core/CurvePath.html
  75. 1 1
      docs/api/zh/extras/core/Font.html
  76. 1 1
      docs/api/zh/extras/core/Path.html
  77. 1 1
      docs/api/zh/extras/core/Shape.html
  78. 2 2
      docs/api/zh/extras/core/ShapePath.html
  79. 1 1
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  80. 3 3
      docs/api/zh/helpers/CameraHelper.html
  81. 2 2
      docs/api/zh/helpers/DirectionalLightHelper.html
  82. 2 2
      docs/api/zh/helpers/HemisphereLightHelper.html
  83. 2 2
      docs/api/zh/helpers/PointLightHelper.html
  84. 2 2
      docs/api/zh/helpers/SpotLightHelper.html
  85. 2 2
      docs/api/zh/lights/Light.html
  86. 2 2
      docs/api/zh/loaders/FileLoader.html
  87. 3 3
      docs/api/zh/loaders/Loader.html
  88. 1 1
      docs/api/zh/loaders/LoaderUtils.html
  89. 3 3
      docs/api/zh/materials/Material.html
  90. 2 2
      docs/api/zh/materials/MeshDepthMaterial.html
  91. 1 1
      docs/api/zh/materials/MeshDistanceMaterial.html
  92. 1 1
      docs/api/zh/materials/MeshLambertMaterial.html
  93. 1 1
      docs/api/zh/materials/MeshMatcapMaterial.html
  94. 2 2
      docs/api/zh/materials/MeshNormalMaterial.html
  95. 1 1
      docs/api/zh/materials/MeshPhongMaterial.html
  96. 1 1
      docs/api/zh/materials/MeshStandardMaterial.html
  97. 1 1
      docs/api/zh/materials/MeshToonMaterial.html
  98. 1 1
      docs/api/zh/materials/ShaderMaterial.html
  99. 2 2
      docs/api/zh/math/Box2.html
  100. 3 3
      docs/api/zh/math/Box3.html

+ 35 - 27
.github/CONTRIBUTING.md

@@ -1,8 +1,7 @@
 # Contribution
-#### Introduction
+## Introduction
 
-It is assumed that you know a little about node.js and git. If not, [here's some help to get started
-with git](https://help.github.com/en/github/using-git) and [here’s some help to get started with node.js.](https://nodejs.org/en/docs/guides/getting-started-guide/)
+It is assumed that you know a little about node.js and git. If not, [here's some help to get started with git](https://help.github.com/en/github/using-git) and [here’s some help to get started with node.js.](https://nodejs.org/en/docs/guides/getting-started-guide/)
 
 * Install [Node.js](https://nodejs.org/)
 * Install [Git](https://git-scm.com/)
@@ -11,54 +10,59 @@ with git](https://help.github.com/en/github/using-git) and [here’s some help t
 * Change into the directory you’d like
 * Clone your forked repo
 
-        git clone https://github.com/[yourgithubname]/three.js.git
+      git clone https://github.com/[yourgithubname]/three.js.git
+
 * Go into the three.js directory.
         
-        cd ./three.js
+      cd ./three.js
+
 * Install the dependencies
 
-        npm install
+      npm install
 
-#### Next Steps
+## Next Steps
 
 As per the npm standard, ‘start’ is the place to begin the package.
 
     npm start
 
-This script will start a local server similar to three.js, but instead will be hosted on your local
-machine. Browse to http://localhost:8080/ to check it out. It also automatically creates the
-‘build/three.js’ and ‘build/three.module.js’ scripts anytime there is a change within your three.js
-directory.
+This script will start a local server similar to [threejs.org](https://threejs.org/), but instead will be hosted on your local machine. Browse to http://localhost:8080/ to check it out. It also automatically creates the ‘build/three.js’ and ‘build/three.module.js’ scripts anytime there is a change within your three.js directory.
 
-The next most important script runs all the appropriate testing.
-        
-        npm test
+The next most important script runs all the appropriate testing. The E-2-E testing is intended to be run by github actions.
+
+    npm test
+
+The linting is there to keep a consistent code-style across the all of the code and the testing is there to help catch bugs and check that the code behaves as expected. It is important that neither of these steps comes up with any errors due to your changes.
+
+Many linting errors can be fixed automatically by running
 
-The linting is there to keep a consistent code-style across the all of the code and the testing is
-there to help catch bugs and check that the code behaves as expected. It is important that
-neither of these steps comes up with any errors due to your changes.
+    npm lint-fix
 
 If you’d like to make a minified version of the build files i.e. ‘build/three.min.js’ run:
         
     npm run-script build-closure
 
-#### Making changes
+## Making changes
 
 When you’ve decided to make changes, start with the following:
+
 * Update your local repo
         
-        git pull https://github.com/mrdoob/three.js.git
-        git push
+      git pull https://github.com/mrdoob/three.js.git
+      git push
+
 * Make a new branch from the dev branch
         
-        git checkout dev
-        git branch [mychangesbranch]
-        git checkout [mychangesbranch]
+      git checkout dev
+      git branch [mychangesbranch]
+      git checkout [mychangesbranch]
+
 * Add your changes to your commit.
 * Push the changes to your forked repo.
 * Open a Pull Request (PR)
 
-Important notes:
+## Important notes:
+
 * Don't include any build files to your commit.
 * Not all new features will need a new example. Simpler features could be incorporated into an existing example. Bigger features may be asked to add an example demonstrating the feature.
 * Making changes may require changes to the documentation. If so, please make a new PR for the appropriate doc changes. To update the Chinese docs, simply copy the English to begin with.
@@ -66,10 +70,14 @@ Important notes:
 * If you modify existing code, run relevant examples to check they didn't break and there wasn't performance regress.
 * If you add some assets for the examples (models, textures, sounds, etc), make sure they have a proper license allowing for their use here, less restrictive the better. It is unlikely for large assets to be accepted.
 * If some issue is relevant to patch / feature, please mention it with hash (e.g. #2774) in a commit message to get cross-reference in GitHub.
-* If you modify files in examples/js directory, then don't perform any changes in the examples/jsm, JavaScript modules are auto-generated via running ‘node utils/modularize.js’.
-* If end-to-end test failed in Travis and you are sure that all is correct, make a new screenshots with npm run make-screenshot <example_1_name> ... <example_N_name> .
+* If you modify files in `examples/js` directory, then don't perform any changes in the `examples/jsm`, JavaScript modules are auto-generated via running `node utils/modularize.js`.
+* If end-to-end test failed in Travis and you are sure that all is correct, make a new screenshots with 
+
+      npm run make-screenshot <example_1_name> ...<example_N_name>
+
 * Watch out for Closure compiler warnings when building the libs, there should not be any.
 * Once done with a patch / feature do not add more commits to a feature branch
 * Create separate branches per patch or feature.
+* If you make a PR but it is not actually ready to be pulled into the dev branch, add `[Draft]` into the PR title and/or convert it to a draft PR
 
-This project is currently contributed to mostly via everyone's spare time. Please keep that in mind as it may take some time for the appropriate feedback to get to you. If you are unsure about adding a new feature, it might be better to ask first to see whether other people think it's a good idea.
+This project is currently contributed to mostly via everyone's spare time. Please keep that in mind as it may take some time for the appropriate feedback to get to you. If you are unsure about adding a new feature, it might be better to ask first to see whether other people think it's a good idea.

+ 2 - 0
.github/ISSUE_TEMPLATE/bug_report.md

@@ -7,6 +7,8 @@ assignees: ''
 
 ---
 
+<!-- Ignoring this template may result in your bug report getting deleted -->
+
 **Describe the bug**
 
 A clear and concise description of what the bug is. Before submitting, please remove unnecessary sections.

+ 2 - 0
.github/ISSUE_TEMPLATE/feature_request.md

@@ -7,6 +7,8 @@ assignees: ''
 
 ---
 
+<!-- Ignoring this template may result in your feature request getting deleted -->
+
 **Is your feature request related to a problem? Please describe.**
 
 A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

+ 5 - 3
.github/pull_request_template.md

@@ -1,7 +1,9 @@
-Related issues:
-
-#XXXX
+Related issue: #XXXX
 
 **Description**
 
 A clear and concise description of what the problem was and how this pull request solves it.
+
+<!-- Remove the line below if is not relevant -->
+
+This contribution is funded by [Example](https://example.com).

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 347 - 131
build/three.js


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
build/three.min.js


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 328 - 145
build/three.module.js


+ 6 - 6
docs/api/ar/animation/AnimationObjectGroup.html

@@ -34,15 +34,15 @@
 
 		<h2>المنشئ (Constructor)</h2>
 
-		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
-			[page:object obj] - عدد عشوائي من الشبكات التي تشترك في نفس حالة الحركة.
+			[page:Object obj] - عدد عشوائي من الشبكات التي تشترك في نفس حالة الحركة.
 		</p>
 
 		<h2>الخصائص (Properties)</h2>
 
 
-		<h3>[property:object stats]</h3>
+		<h3>[property:Object stats]</h3>
 		<p>
 			كائن يحتوي على بعض المعلومات حول *AnimationObjectGroup* (العدد الإجمالي ، العدد المستخدم ، عدد الروابط لكل كائن)
 		</p>
@@ -56,17 +56,17 @@
 		<h2>الوظائف (Methods)</h2>
 
 
-		<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			يضيف عددًا عشوائيًا من الكائنات إلى *AnimationObjectGroup*.
 		</p>
 
-		<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			يزيل عددًا عشوائيًا من الكائنات من *AnimationObjectGroup*.
 		</p>
 
-		<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			إلغاء تخصيص كافة موارد الذاكرة للكائنات التي تم تمريرها من *AnimationObjectGroup*.
 		</p>

+ 0 - 5
docs/api/ar/animation/KeyframeTrack.html

@@ -205,11 +205,6 @@
 
 		<h2>الوظائف الساكنة (Static Methods)</h2>
 
-		<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
-		<p>
-		يحلل كائن JSON ويعيد مسار إطار رئيسي جديد من النوع الصحيح.
-		</p>
-
 		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
 		<p>
 		يحول المسار إلى JSON.

+ 6 - 6
docs/api/en/animation/AnimationObjectGroup.html

@@ -36,15 +36,15 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
-			[page:object obj] - an abitrary number of meshes that share the same animation state.
+			[page:Object obj] - an abitrary number of meshes that share the same animation state.
 		</p>
 
 		<h2>Properties</h2>
 
 
-		<h3>[property:object stats]</h3>
+		<h3>[property:Object stats]</h3>
 		<p>
 			An object that contains some informations of this *AnimationObjectGroup* (total number, number
 			in use, number of bindings per object)
@@ -60,17 +60,17 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			Adds an arbitrary number of objects to this *AnimationObjectGroup*.
 		</p>
 
-		<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			Removes an arbitrary number of objects from this *AnimationObjectGroup*.
 		</p>
 
-		<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*.
 		</p>

+ 0 - 5
docs/api/en/animation/KeyframeTrack.html

@@ -249,11 +249,6 @@
 
 		<h2>Static Methods</h2>
 
-		<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
-		<p>
-		Parses a JSON object and returns a new keyframe track of the correct type.
-		</p>
-
 		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
 		<p>
 		Converts the track to JSON.

+ 1 - 1
docs/api/en/cameras/OrthographicCamera.html

@@ -125,7 +125,7 @@
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 
-		<h3>[method:Object toJSON]([param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:Object meta])</h3>
 		<p>
 		meta -- object containing metadata such as textures or images in objects' descendants.<br />
 		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 1 - 1
docs/api/en/cameras/PerspectiveCamera.html

@@ -186,7 +186,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 
-		<h3>[method:Object toJSON]([param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:Object meta])</h3>
 		<p>
 		meta -- object containing metadata such as textures or images in objects' descendants.<br />
 		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 3 - 0
docs/api/en/core/BufferGeometry.html

@@ -233,6 +233,9 @@
 		<h3>[method:BufferAttribute getIndex] ()</h3>
 		<p>Return the [page:.index] buffer.</p>
 
+		<h3>[method:Boolean hasAttribute]( [param:String name] )</h3>
+		<p>Returns *true* if the attribute with the specified name exists.</p>
+
 		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		vector - A world vector to look at.<br /><br />

+ 1 - 1
docs/api/en/core/EventDispatcher.html

@@ -79,7 +79,7 @@
 		Removes a listener from an event type.
 		</p>
 
-		<h3>[method:null dispatchEvent]( [param:object event] )</h3>
+		<h3>[method:null dispatchEvent]( [param:Object event] )</h3>
 		<p>
 		event - The event that gets fired.
 		</p>

+ 1 - 1
docs/api/en/core/Geometry.html

@@ -101,7 +101,7 @@
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this geometry instance.</p>
 
-		<h3>[property:array lineDistances]</h3>
+		<h3>[property:Array lineDistances]</h3>
 		<p>
 		An array containing distances between vertices for Line geometries.
 		This is required for [page:LineDashedMaterial] to render correctly.

+ 1 - 1
docs/api/en/core/Object3D.html

@@ -390,7 +390,7 @@
 			Copy the given quaternion into [page:.quaternion].
 		</p>
 
-		<h3>[method:Object toJSON]( [param:object meta] )</h3>
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
 		meta -- object containing metadata such as materials, textures or images for the object.<br />
 		Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 2 - 2
docs/api/en/core/Raycaster.html

@@ -84,13 +84,13 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:float far]</h3>
+		<h3>[property:Float far]</h3>
 		<p>
 		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.
 		This value shouldn't be negative and should be larger than the near property.
 		</p>
 
-		<h3>[property:float near]</h3>
+		<h3>[property:Float near]</h3>
 		<p>
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
 		This value shouldn't be negative and should be smaller than the far property.

+ 2 - 1
docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -19,6 +19,7 @@
 		<code>
 		THREE.Float64BufferAttribute
 		THREE.Float32BufferAttribute
+		THREE.Float16BufferAttribute
 		THREE.Uint32BufferAttribute
 		THREE.Int32BufferAttribute
 		THREE.Uint16BufferAttribute
@@ -59,6 +60,6 @@
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
-		</p>	
+		</p>
 	</body>
 </html>

+ 2 - 2
docs/api/en/extras/core/CurvePath.html

@@ -29,10 +29,10 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:array curves]</h3>
+		<h3>[property:Array curves]</h3>
 		<p>The array of [page:Curve Curves].</p>
 
-		<h3>[property:boolean autoClose]</h3>
+		<h3>[property:Boolean autoClose]</h3>
 		<p>Whether or not to automatically close the path.</p>
 
 

+ 1 - 1
docs/api/en/extras/core/Font.html

@@ -33,7 +33,7 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:array data]</h3>
+		<h3>[property:Array data]</h3>
 		<p>The JSON data passed in the constructor.</p>
 
 		<h2>Methods</h2>

+ 1 - 1
docs/api/en/extras/core/Path.html

@@ -52,7 +52,7 @@
 		<h2>Properties</h2>
 		<p>See the base [page:CurvePath] class for common properties.</p>
 
-		<h3>[property:array currentPoint]</h3>
+		<h3>[property:Array currentPoint]</h3>
 		<p>The current offset of the path. Any new [page:Curve] added will start here.</p>
 
 

+ 1 - 1
docs/api/en/extras/core/Shape.html

@@ -68,7 +68,7 @@
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
 		</p>
 
-		<h3>[property:array holes]</h3>
+		<h3>[property:Array holes]</h3>
 		<p>An array of [page:Path paths] that define the holes in the shape.</p>
 
 		<h2>Methods</h2>

+ 2 - 2
docs/api/en/extras/core/ShapePath.html

@@ -32,12 +32,12 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:array subPaths]</h3>
+		<h3>[property:Array subPaths]</h3>
 		<p>
 		Array of [page:Path]s.
 		</p>
 
-		<h3>[property:array currentPath]</h3>
+		<h3>[property:Array currentPath]</h3>
 		<p>
 		The current [page:Path] that is being generated.
 		</p>

+ 1 - 1
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -64,7 +64,7 @@
 		<h3>[property:String curveType]</h3>
 		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
 
-		<h3>[property:float tension]</h3>
+		<h3>[property:Float tension]</h3>
 		<p>When [page:.curveType] is *catmullrom*, defines catmullrom's tension.</p>
 
 

+ 3 - 3
docs/api/en/helpers/CameraHelper.html

@@ -49,13 +49,13 @@ scene.add( helper );
 		<h3>[property:Camera camera]</h3>
 		<p>The camera being visualized.</p>
 
-		<h3>[property:object pointMap]</h3>
+		<h3>[property:Object pointMap]</h3>
 		<p>This contains the points used to visualize the camera.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>Reference to the [page:Object3D.matrixWorld camera.matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
 			camera's [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/en/helpers/DirectionalLightHelper.html

@@ -48,10 +48,10 @@
 		<h3>[property:DirectionalLight light]</h3>
 		<p>Reference to the [page:DirectionalLight directionalLight] being visualized.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>Reference to the light's [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
 			light's [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/en/helpers/HemisphereLightHelper.html

@@ -42,10 +42,10 @@
 		<h3>[property:HemisphereLight light]</h3>
 		<p>Reference to the HemisphereLight being visualized.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>Reference to the hemisphereLight's [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
 			hemisphereLight's [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/en/helpers/PointLightHelper.html

@@ -51,10 +51,10 @@
 		<h3>[property:PointLight light]</h3>
 		<p>The [page:PointLight] that is being visualized.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>Reference to the pointLight's [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
 			pointLight's [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/en/helpers/SpotLightHelper.html

@@ -47,10 +47,10 @@
 		<h3>[property:SpotLight light]</h3>
 		<p>Reference to the [page:SpotLight] being visualized.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>Reference to the spotLight's [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
 			spotLight's [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/en/lights/Light.html

@@ -20,7 +20,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [param:Integer color], [param:float intensity] )</h3>
+		<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 />
@@ -59,7 +59,7 @@
 		[page:Light source] light into this one.
 		</p>
 
-		<h3>[method:Object toJSON]( [param:object meta] )</h3>
+		<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].

+ 3 - 3
docs/api/en/loaders/Loader.html

@@ -26,13 +26,13 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:string crossOrigin]</h3>
+		<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*.
 		</p>
 
-		<h3>[property:boolean withCredentials]</h3>
+		<h3>[property:Boolean withCredentials]</h3>
 		<p>
 			Whether the XMLHttpRequest uses credentials. See [page:.setWithCredentials].
 			Default is *false*.
@@ -108,7 +108,7 @@
 
 		<h3>[method:Loader 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.
 		</p>

+ 1 - 1
docs/api/en/loaders/LoaderUtils.html

@@ -21,7 +21,7 @@
 		The function takes a stream of bytes as input and returns a string representation.
 		</p>
 
-		<h3>[method:String extractUrlBase]( [param:string url] )</h3>
+		<h3>[method:String extractUrlBase]( [param:String url] )</h3>
 		<p>
 		[page:String url] —  The url to extract the base url from.
 		</p>

+ 3 - 3
docs/api/en/materials/Material.html

@@ -302,7 +302,7 @@
 		Defines whether this material is visible. Default is *true*.
 		</p>
 
-		<h3>[property:object userData]</h3>
+		<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.
@@ -363,13 +363,13 @@
 		Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 		</p>
 
-		<h3>[method:null setValues]( [param:object values] )</h3>
+		<h3>[method:null setValues]( [param:Object values] )</h3>
 		<p>
 		values -- a container with parameters.<br />
 		Sets the properties based on the *values*.
 		</p>
 
-		<h3>[method:Object toJSON]( [param:object meta] )</h3>
+		<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].

+ 2 - 2
docs/api/en/materials/MeshDepthMaterial.html

@@ -84,13 +84,13 @@
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is  null.</p>
 
-		<h3>[property:boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Boolean skinning]</h3>
 		<p>Define whether the material uses skinning. Default is false.</p>
 
-		<h3>[property:boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>

+ 1 - 1
docs/api/en/materials/MeshDistanceMaterial.html

@@ -95,7 +95,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is  null.</p>
 
-		<h3>[property:boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Float nearDistance]</h3>

+ 1 - 1
docs/api/en/materials/MeshLambertMaterial.html

@@ -119,7 +119,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is  null.</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.

+ 1 - 1
docs/api/en/materials/MeshMatcapMaterial.html

@@ -101,7 +101,7 @@
 		<h3>[property:Texture matcap]</h3>
 		<p>The matcap map. Default is null.</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.

+ 2 - 2
docs/api/en/materials/MeshNormalMaterial.html

@@ -78,7 +78,7 @@
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.
@@ -111,7 +111,7 @@
 		<h3>[property:Boolean skinning]</h3>
 		<p>Define whether the material uses skinning. Default is false.</p>
 
-		<h3>[property:boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<p>
 			Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
 		</p>

+ 1 - 1
docs/api/en/materials/MeshPhongMaterial.html

@@ -152,7 +152,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.

+ 1 - 1
docs/api/en/materials/MeshStandardMaterial.html

@@ -200,7 +200,7 @@
 		<h3>[property:Texture metalnessMap]</h3>
 		<p>The blue channel of this texture is used to alter the metalness of the material.</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.

+ 1 - 1
docs/api/en/materials/MeshToonMaterial.html

@@ -133,7 +133,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.

+ 1 - 1
docs/api/en/materials/ShaderMaterial.html

@@ -378,7 +378,7 @@ this.extensions = {
 		When set to true, morph target attributes are available in the vertex shader. Default is *false*.
 		</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 		When set to true, morph normal attributes are available in the vertex shader. Default is *false*.
 		</p>

+ 3 - 3
docs/api/en/math/Box2.html

@@ -102,11 +102,11 @@
 		Expands the boundaries of this box to include [page:Vector2 point].
 		</p>
 
-		<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
+		<h3>[method:Box2 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
+		Expands each dimension of the box by [page:Float scalar]. If negative, the dimensions of the box
 		will be contracted.
 		</p>
 

+ 3 - 3
docs/api/en/math/Box3.html

@@ -138,11 +138,11 @@
 		Expands the boundaries of this box to include [page:Vector3 point].
 		</p>
 
-		<h3>[method:this expandByScalar]( [param:float scalar] )</h3>
+		<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
+		Expands each dimension of the box by [page:Float scalar]. If negative, the dimensions of the box
 		will be contracted.
 		</p>
 

+ 4 - 4
docs/api/en/math/MathUtils.html

@@ -74,16 +74,16 @@
 		<p>Converts radians to degrees.</p>
 
 		<h3>[method:Float randFloat]( [param:Float low], [param:Float high] )</h3>
-		<p>Random float in the interval [page:Float low] to [page:Float high].</p>
+		<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* to *[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>
-		<p>Random integer in the interval [page:Float low] to [page:Float high].</p>
+		<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>
 		<p>

+ 3 - 6
docs/api/en/math/Matrix3.html

@@ -105,14 +105,11 @@ zAxis = (c, f, i)
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
-		<h3>[method:this getInverse]( [param:Matrix3 m] )</h3>
+		<h3>[method:this invert()]()</h3>
 		<p>
-		[page:Matrix3 m] - the matrix to take the inverse of.<br /><br />
+		Inverts this matrix, using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
-		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix3 m],
-		using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
-
-		You can not invert a matrix with a determinant of zero. If you attempt this, the method returns a zero matrix instead.
+		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>

+ 3 - 7
docs/api/en/math/Matrix4.html

@@ -186,17 +186,13 @@ zAxis = (c, g, k)
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
-		<h3>[method:this getInverse]( [param:Matrix4 m] )</h3>
+		<h3>[method:this invert()]()</h3>
 		<p>
-		[page:Matrix4 m] - the matrix to take the inverse of.<br /><br />
+		Inverts this matrix, using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
-		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix4 m],
-		using the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
-
-		You can not invert a matrix with a determinant of zero. If you attempt this, the method returns a zero matrix instead.
+		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>
 

+ 9 - 9
docs/api/en/math/Quaternion.html

@@ -102,7 +102,7 @@
 			Sets this quaternion to the identity quaternion; that is, to the quaternion that represents "no rotation".
 		</p>
 
-		<h3>[method:Quaternion inverse]()</h3>
+		<h3>[method:Quaternion invert]()</h3>
 		<p>
 			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.
 		</p>
@@ -141,20 +141,20 @@
 		<h3>[method:Quaternion 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 />
+			[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*.
 		</p>
 
-		<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
+		<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:Float t] )</h3>
 		<p>
 			[page:Quaternion qb] - The other quaternion rotation<br />
-			[page:float t] - interpolation factor in the closed interval [0, 1].<br /><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
+			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>
@@ -233,7 +233,7 @@ q.slerp( qb, t )
 			[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
 			[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
 			[page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
-			[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
+			[page:Float t] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 			Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
 			<code>
@@ -257,7 +257,7 @@ q.slerp( qb, t )
 		[page:Integer srcOffset0] - An offset into the array *src0*.<br />
 		[page:Array src1] - The source array of the target quatnerion.<br />
 		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
-		[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+		[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
 		</p>
 		<p>
 		Like the static *slerp* method above, but operates directly on flat arrays of numbers.

+ 1 - 1
docs/api/en/math/Triangle.html

@@ -122,7 +122,7 @@
 
 		<h3>[method:Triangle 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>
+		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>
 

+ 3 - 3
docs/api/en/math/Vector2.html

@@ -269,12 +269,12 @@
 		<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 />
+			[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>

+ 30 - 0
docs/api/en/objects/InstancedMesh.html

@@ -51,6 +51,12 @@
 			If you need more instances than the original count value, you have to create a new [name].
 		</p>
 
+		<h3>[property:BufferAttribute 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]().
+		</p>
+
 		<h3>[property:BufferAttribute instanceMatrix]</h3>
 		<p>
 			Represents the local transformation of all instances.
@@ -60,6 +66,17 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Mesh] class for common methods.</p>
 
+		<h3>[method:null 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>
+		<p>
+			[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:null 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].
@@ -71,6 +88,18 @@
 			Get the local transformation matrix of the defined instance.
 		</p>
 
+		<h3>[method:null 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>
+		<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.
+		</p>
+
 		<h3>[method:null 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].
@@ -80,6 +109,7 @@
 		</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.
 		</p>
 
 		<h2>Source</h2>

+ 4 - 4
docs/api/en/objects/LOD.html

@@ -54,16 +54,16 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:boolean autoUpdate]</h3>
+		<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.
 		</p>
 
-		<h3>[property:array levels]</h3>
+		<h3>[property:Array levels]</h3>
 		<p>
-		An array of [page:object level] objects<br /><br />
+		An array of [page:Object level] objects<br /><br />
 
 		Each level is an object with two properties:<br />
 		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
@@ -88,7 +88,7 @@
 		</p>
 
 
-		<h3>[method:integer getCurrentLevel]()</h3>
+		<h3>[method:Integer getCurrentLevel]()</h3>
 		<p>
 		Get the currently active LOD level. As index of the levels array.
 		</p>

+ 4 - 0
docs/api/en/objects/Skeleton.html

@@ -79,6 +79,10 @@
 		The [page:DataTexture] holding the bone data when using a vertex texture.
 		</p>
 
+		<h3>[property:Integer boneTextureSize]</h3>
+		<p>
+		The size of the [page:.boneTexture].
+		</p>
 
 		<h2>Methods</h2>
 

+ 1 - 1
docs/api/en/objects/SkinnedMesh.html

@@ -101,7 +101,7 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Mesh] class for common properties.</p>
 
-		<h3>[property:string bindMode]</h3>
+		<h3>[property:String bindMode]</h3>
 		<p>
 		Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
 		property for the base transform	matrix of the bones. "detached" uses the

+ 3 - 3
docs/api/en/renderers/WebGLRenderTarget.html

@@ -62,7 +62,7 @@
 		A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded.
 		</p>
 
-		<h3>[property:boolean scissorTest]</h3>
+		<h3>[property:Boolean scissorTest]</h3>
 		<p>
 		Indicates whether the scissor test is active or not.
 		</p>
@@ -77,12 +77,12 @@
 		This texture instance holds the rendered pixels. Use it as input for further processing.
 		</p>
 
-		<h3>[property:boolean depthBuffer]</h3>
+		<h3>[property:Boolean depthBuffer]</h3>
 		<p>
 		Renders to the depth buffer. Default is true.
 		</p>
 
-		<h3>[property:boolean stencilBuffer]</h3>
+		<h3>[property:Boolean stencilBuffer]</h3>
 		<p>
 		Renders to the stencil buffer. Default is false.
 		</p>

+ 5 - 1
docs/api/en/renderers/WebGLRenderer.html

@@ -191,9 +191,13 @@
 			</li>
 		</ul>
 		</p>
-		<p>By default these data are reset at each render calls, but when using the composer or mirrors it can be preferred to reset them with a custom pattern :
+		<p>By default these data are reset at each render call but when having multiple render passes per frame (e.g. when using post processing) it can be preferred to reset with a custom pattern.
+			First, set *autoReset* to *false*.
 		<code>
 		renderer.info.autoReset = false;
+		</code>
+		Call *reset()* whenever you have finished to render a single frame.
+		<code>
 		renderer.info.reset();
 		</code>
 		</p>

+ 4 - 4
docs/api/en/renderers/webgl/WebGLState.html

@@ -14,17 +14,17 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null enable]( [param:integer id], [param:boolean boolean] )</h3>
+		<h3>[method:null enable]( [param:Integer id], [param:Boolean boolean] )</h3>
 		<p>
 		TODO
 		</p>
 
-		<h3>[method:null disable]( [param:integer id], [param:boolean boolean] )</h3>
+		<h3>[method:null disable]( [param:Integer id], [param:Boolean boolean] )</h3>
 		<p>
 		TODO
 		</p>
 
-		<h3>[method:null setDepthTest]( [param:boolean depthTest] )</h3>
+		<h3>[method:null setDepthTest]( [param:Boolean depthTest] )</h3>
 		<p>
 		depthTest -- The boolean to decide if depth of a fragment needs to be tested against the depth buffer . <br />
 		</p>
@@ -32,7 +32,7 @@
 		This sets, based on depthTest, whether or not the depth data needs to be tested against the depth buffer.
 		</p>
 
-		<h3>[method:null setDepthWrite]( [param:boolean depthWrite] )</h3>
+		<h3>[method:null setDepthWrite]( [param:Boolean depthWrite] )</h3>
 		<p>
 		depthWrite -- The boolean to decide if depth of a fragment needs to be kept. <br />
 		</p>

+ 1 - 1
docs/api/en/scenes/Scene.html

@@ -24,7 +24,7 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:boolean autoUpdate]</h3>
+		<h3>[property:Boolean autoUpdate]</h3>
 		<p>
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
 		When it isn't, then you have to maintain all matrices in the scene yourself.

+ 1 - 1
docs/api/en/textures/CanvasTexture.html

@@ -56,7 +56,7 @@
     See the base [page:Texture Texture] class for common properties.
     </p>
 
-		<h3>[property:boolean needsUpdate]</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 
 		<p>
 			True by default. This is required so that the canvas data is loaded.

+ 2 - 2
docs/api/en/textures/CompressedTexture.html

@@ -63,13 +63,13 @@
 
 		See the base [page:Texture Texture] class for common properties.
 
-		<h3>[property:boolean flipY]</h3>
+		<h3>[property:Boolean flipY]</h3>
 
 		<p>
 			False by default. Flipping textures does not work for compressed textures.
 		</p>
 
-		<h3>[property:boolean generateMipmaps]</h3>
+		<h3>[property:Boolean generateMipmaps]</h3>
 
 		<p>
 			False by default. Mipmaps can't be generated for compressed textures

+ 5 - 5
docs/api/en/textures/Texture.html

@@ -53,7 +53,7 @@
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		</p>
 
-		<h3>[property:array mipmaps]</h3>
+		<h3>[property:Array mipmaps]</h3>
 		<p>
 		Array of user-specified mipmaps (optional).
 		</p>
@@ -166,7 +166,7 @@
 		The point around which rotation occurs. A value of (0.5, 0.5) corresponds to the center of the texture. Default is (0, 0), the lower left.
 		</p>
 
-		<h3>[property:boolean matrixAutoUpdate]</h3>
+		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<p>
 		Whether to update the texture's uv-transform [page:Texture.matrix .matrix] from the texture properties [page:Texture.offset .offset], [page:Texture.repeat .repeat],
 		[page:Texture.rotation .rotation], and [page:Texture.center .center]. True by default.
@@ -181,13 +181,13 @@
 		Default is the identity matrix.
 		</p>
 
-		<h3>[property:boolean generateMipmaps]</h3>
+		<h3>[property:Boolean generateMipmaps]</h3>
 		<p>
 		Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are
 		creating mipmaps manually.
 		</p>
 
-		<h3>[property:boolean premultiplyAlpha]</h3>
+		<h3>[property:Boolean premultiplyAlpha]</h3>
 		<p>
 		If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br /><br />
 
@@ -195,7 +195,7 @@
 		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
 		</p>
 
-		<h3>[property:boolean flipY]</h3>
+		<h3>[property:Boolean flipY]</h3>
 		<p>
 		If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br /><br />
 

+ 2 - 2
docs/api/en/textures/VideoTexture.html

@@ -67,7 +67,7 @@
 		See the base [page:Texture Texture] class for common properties.
 		</p>
 
-		<h3>[property:boolean needsUpdate]</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		You will not need to set this manually here as it is handled by the [page:VideoTexture.update update] method.
 		</p>
@@ -80,7 +80,7 @@
 
 		<h3>[method:null update]()</h3>
 		<p>
-		This is called automatically and sets [property:boolean needsUpdate] to *true* every time
+		This is called automatically and sets [property:Boolean needsUpdate] to *true* every time
 		a new frame is available.
 		</p>
 

+ 6 - 6
docs/api/zh/animation/AnimationObjectGroup.html

@@ -34,15 +34,15 @@
 
 		<h2>构造器</h2>
 
-		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
-			[page:object obj] - 共享同一动画状态的任意数量的网格
+			[page:Object obj] - 共享同一动画状态的任意数量的网格
 		</p>
 
 		<h2>属性</h2>
 
 
-		<h3>[property:object stats]</h3>
+		<h3>[property:Object stats]</h3>
 		<p>
 			一个包含此动画对象组(AnimationObjectGroup)的一些信息的对象 (总数, 使用中的数量,绑定到每个对象上的数量)
 
@@ -57,17 +57,17 @@
 		<h2>方法</h2>
 
 
-		<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			将任意数量的对象添加到这个动画对象组(AnimationObjectGroup)。
 		</p>
 
-		<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			将任意数量的对象从这个动画对象组(AnimationObjectGroup)中删除。
 		</p>
 
-		<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
+		<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
 		<p>
 			释放此动画对象组(AnimationObjectGroup)传递的对象的所有内存资源
 		</p>

+ 0 - 5
docs/api/zh/animation/KeyframeTrack.html

@@ -214,11 +214,6 @@
 
 		<h2>静态方法</h2>
 
-		<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
-		<p>
-			解析JSON对象并返回一个正确类型的新关键帧轨道。
-		</p>
-
 		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
 		<p>
 			将该轨道转化为JSON

+ 1 - 1
docs/api/zh/cameras/OrthographicCamera.html

@@ -129,7 +129,7 @@
 		更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
 		</p>
 
-		<h3>[method:Object toJSON]([param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:Object meta])</h3>
 		<p>
 		meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
 		将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。

+ 1 - 1
docs/api/zh/cameras/PerspectiveCamera.html

@@ -179,7 +179,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
 		</p>
 
-		<h3>[method:Object toJSON]([param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:Object meta])</h3>
 		<p>
 		meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
 		将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。

+ 3 - 0
docs/api/zh/core/BufferGeometry.html

@@ -222,6 +222,9 @@
 		<h3>[method:BufferAttribute getIndex] ()</h3>
 		<p>返回缓存相关的 [page:.index]。</p>
 
+		<h3>[method:Boolean hasAttribute]( [param:String name] )</h3>
+		<p>Returns *true* if the attribute with the specified name exists.</p>
+
 		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 			vector - 几何体所朝向的世界坐标。<br /><br />

+ 1 - 1
docs/api/zh/core/EventDispatcher.html

@@ -79,7 +79,7 @@
 		从指定事件类型中移除监听函数。
 		</p>
 
-		<h3>[method:null dispatchEvent]( [param:object event] )</h3>
+		<h3>[method:null dispatchEvent]( [param:Object event] )</h3>
 		<p>
 		event - 将被触发的事件。
 		</p>

+ 1 - 1
docs/api/zh/core/Geometry.html

@@ -98,7 +98,7 @@
 		<h3>[property:Integer id]</h3>
 		<p>当前 geometry 实例的唯一标识符的数。</p>
 
-		<h3>[property:array lineDistances]</h3>
+		<h3>[property:Array lineDistances]</h3>
 		<p>
 			用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。
 		</p>

+ 4 - 4
docs/api/zh/core/Object3D.html

@@ -96,13 +96,13 @@
 		另一方面,modelViewMatrix矩阵中的位移部分和法线的计算无关,因此Matrix3就已经足够了。
 	</p>
 
-	<h3>[property:function onAfterRender]</h3>
+	<h3>[property:Function onAfterRender]</h3>
 	<p>
 		一个可选的回调函数,在Object3D渲染之后直接执行。
 		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
 	</p>
 
-	<h3>[property:function onBeforeRender]</h3>
+	<h3>[property:Function onBeforeRender]</h3>
 	<p>
 		一个可选的回调函数,在Object3D渲染之前直接执行。
 		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
@@ -144,7 +144,7 @@
 		默认值是[page:Object3D.DefaultUp],即( 0, 1, 0 )。
 	</p>
 
-	<h3>[property:object userData]</h3>
+	<h3>[property:Object userData]</h3>
 	<p>
 		一个用于存储Object3D自定义数据的对象。
 		它不应当包含对函数的引用,因为这些函数将不会被克隆。
@@ -360,7 +360,7 @@
 		将所给的四元数复制到[page:.quaternion]中。
 	</p>
 
-	<h3>[method:Object toJSON]( [param:object meta] )</h3>
+	<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 	<p>
 		meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
 		将对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。

+ 2 - 2
docs/api/zh/core/Raycaster.html

@@ -86,13 +86,13 @@
 
 		<h2>属性</h2>
 
-		<h3>[property:float far]</h3>
+		<h3>[property:Float far]</h3>
 		<p>
 			raycaster的远距离因数(投射远点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
 			这个值不应当为负,并且应当比near属性大。
 		</p>
 
-		<h3>[property:float near]</h3>
+		<h3>[property:Float near]</h3>
 		<p>
 			raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
 			这个值不应当为负,并且应当比far属性小。

+ 1 - 0
docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -19,6 +19,7 @@
 		<code>
 		THREE.Float64BufferAttribute
 		THREE.Float32BufferAttribute
+		THREE.Float16BufferAttribute
 		THREE.Uint32BufferAttribute
 		THREE.Int32BufferAttribute
 		THREE.Uint16BufferAttribute

+ 2 - 2
docs/api/zh/extras/core/CurvePath.html

@@ -29,10 +29,10 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:array curves]</h3>
+		<h3>[property:Array curves]</h3>
 		<p>[page:Curve Curves]数组。</p>
 
-		<h3>[property:boolean autoClose]</h3>
+		<h3>[property:Boolean autoClose]</h3>
 		<p>是否自动闭合路径。</p>
 
 

+ 1 - 1
docs/api/zh/extras/core/Font.html

@@ -34,7 +34,7 @@
 
 		<h2>属性</h2>
 
-		<h3>[property:array data]</h3>
+		<h3>[property:Array data]</h3>
 		<p>传入到构造函数的JSON数据。</p>
 
 		<h2>方法</h2>

+ 1 - 1
docs/api/zh/extras/core/Path.html

@@ -51,7 +51,7 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:CurvePath]。</p>
 
-		<h3>[property:array currentPoint]</h3>
+		<h3>[property:Array currentPoint]</h3>
 		<p>路径当前的偏移量,任何新被加入的[page:Curve]将会从这里开始。</p>
 
 

+ 1 - 1
docs/api/zh/extras/core/Shape.html

@@ -66,7 +66,7 @@
 		该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
 		</p>
 
-		<h3>[property:array holes]</h3>
+		<h3>[property:Array holes]</h3>
 		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
 		<h2>方法</h2>

+ 2 - 2
docs/api/zh/extras/core/ShapePath.html

@@ -30,12 +30,12 @@
 
 		<h2>属性</h2>
 
-		<h3>[property:array subPaths]</h3>
+		<h3>[property:Array subPaths]</h3>
 		<p>
 		[page:Path]数组。
 		</p>
 
-		<h3>[property:array currentPath]</h3>
+		<h3>[property:Array currentPath]</h3>
 		<p>
 		当前将要被生成的路径。
 		</p>

+ 1 - 1
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -65,7 +65,7 @@
 		<h3>[property:String curveType]</h3>
 		<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
 
-		<h3>[property:float tension]</h3>
+		<h3>[property:Float tension]</h3>
 		<p>当[page:.curveType]为*catmullrom*时,定义catmullrom的张力。</p>
 
 

+ 3 - 3
docs/api/zh/helpers/CameraHelper.html

@@ -50,13 +50,13 @@
 		<h3>[property:Camera camera]</h3>
 		<p>被模拟的相机.</p>
 
-		<h3>[property:object pointMap]</h3>
+		<h3>[property:Object pointMap]</h3>
 		<p>包含用于模拟相机的点.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>请参考相机的世界矩阵 [page:Object3D.matrixWorld camera.matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
 			使用相机的 [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/zh/helpers/DirectionalLightHelper.html

@@ -48,10 +48,10 @@
 		<h3>[property:DirectionalLight light]</h3>
 		<p>被模拟的光源. 请参考 [page:DirectionalLight directionalLight] .</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>请参考光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			请查看 [page:Object3D.matrixAutoUpdate] 页面. 这里设置为 *false* 表示辅助对象
 			使用光源的 [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/zh/helpers/HemisphereLightHelper.html

@@ -43,10 +43,10 @@
 		<h3>[property:HemisphereLight light]</h3>
 		<p>被模拟的半球形光源.</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>请参考半球形光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
 			使用半球形光源的 [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/zh/helpers/PointLightHelper.html

@@ -51,10 +51,10 @@
 		<h3>[property:PointLight light]</h3>
 		<p>被模拟的点光源 [page:PointLight] .</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>请参考点光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
 			使用点光源的 [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/zh/helpers/SpotLightHelper.html

@@ -46,10 +46,10 @@
 		<h3>[property:SpotLight light]</h3>
 		<p>被模拟的聚光灯 [page:SpotLight] .</p>
 
-		<h3>[property:object matrix]</h3>
+		<h3>[property:Object matrix]</h3>
 		<p>请参考聚光灯的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
 
-		<h3>[property:object matrixAutoUpdate]</h3>
+		<h3>[property:Object matrixAutoUpdate]</h3>
 		<p>
 			请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
 			使用聚光灯的 [page:Object3D.matrixWorld matrixWorld].

+ 2 - 2
docs/api/zh/lights/Light.html

@@ -19,7 +19,7 @@
 		<h2>构造器(Constructor)</h2>
 
 
-		<h3>[name]( [param:Integer color], [param:float intensity] )</h3>
+		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<p>
 		[page:Integer color] - (可选参数) 16进制表示光的颜色。 缺省值 0xffffff (白色)。<br />
 		[page:Float intensity] - (可选参数) 光照强度。 缺省值 1。<br /><br />
@@ -59,7 +59,7 @@
 		的值到当前光源对象中。
 		</p>
 
-		<h3>[method:Object toJSON]( [param:object meta] )</h3>
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
 			以JSON格式返回光数据。
 		</p>

+ 2 - 2
docs/api/zh/loaders/FileLoader.html

@@ -98,9 +98,9 @@
 			。请注意,在许多情况下,这将自动确定,因此默认情况下它是 *undefined* 。
 		</p>
 
-		<h3>[method:FileLoader setRequestHeader]( [param:object requestHeader] )</h3>
+		<h3>[method:FileLoader setRequestHeader]( [param:Object requestHeader] )</h3>
 		<p>
-			[page:object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
+			[page:Object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
 
 			请参考在HTTP 请求中的 [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header]。
 		</p>

+ 3 - 3
docs/api/zh/loaders/Loader.html

@@ -26,7 +26,7 @@
 
 		<h2>属性</h2>
 
-		<h3>[property:string crossOrigin]</h3>
+		<h3>[property:String crossOrigin]</h3>
 		<p>
 		crossOrigin 字符串用于实现 CORS ,以从允许 CORS 的其他域加载url。
 		默认为*anonymous*。
@@ -49,7 +49,7 @@
 			默认为空字符串。
 		</p>
 
-		<h3>[property:object requestHeader]</h3>
+		<h3>[property:Object requestHeader]</h3>
 		<p>
 			[link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] 在 HTTP 请求中使用。 请参考 [page:.setRequestHeader]。 默认为 *undefined*。
 		</p>	
@@ -95,7 +95,7 @@
 
 		<h3>[method:Loader setRequestHeader]( [param:Object requestHeader] )</h3>
 		<p>
-			[page:object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
+			[page:Object requestHeader] - key: 要设置header的名称。 value:要设置header的值。<br /><br />
 
 			设置在 HTTP 请求中使用的 [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header](请求头)。
 		</p>

+ 1 - 1
docs/api/zh/loaders/LoaderUtils.html

@@ -21,7 +21,7 @@
 			该函数将字节流作为输入并返回字符串作为表示。
 		</p>
 
-		<h3>[method:String extractUrlBase]( [param:string url] )</h3>
+		<h3>[method:String extractUrlBase]( [param:String url] )</h3>
 		<p>
 		[page:String url] — 从基本URL中,进行提取的URL。
 		</p>

+ 3 - 3
docs/api/zh/materials/Material.html

@@ -261,7 +261,7 @@ Defines whether vertex coloring is used. Default is *false*.
 <p> 此材质是否可见。默认为*true*。
 </p>
 
-<h3>[property:object userData]</h3>
+<h3>[property:Object userData]</h3>
 <p> 一个对象,可用于存储有关Material的自定义数据。它不应该包含对函数的引用,因为这些函数不会被克隆。
 </p>
 
@@ -316,12 +316,12 @@ then customProgramCacheKey should be set like this:<br />
 Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 </p>
 
-<h3>[method:null setValues]( [param:object values] )</h3>
+<h3>[method:null setValues]( [param:Object values] )</h3>
 <p> values -- 具有参数的容器。
 	根据*values*设置属性。<br/>
 </p>
 
-<h3>[method:Object toJSON]( [param:object meta] )</h3>
+<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 <p>
 	meta -- 包含有元数据的对象,例如该对象的纹理或图片。
 	将material对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。

+ 2 - 2
docs/api/zh/materials/MeshDepthMaterial.html

@@ -73,13 +73,13 @@
 		<h3>[property:Texture map]</h3>
 		<p>颜色贴图。默认为null。</p>
 
-		<h3>[property:boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<p>材质是否使用morphTargets。默认值为false。</p>
 
 		<h3>[property:Boolean skinning]</h3>
 		<p>材质是否使用蒙皮。默认值为false。</p>
 
-		<h3>[property:boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<p> 将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>

+ 1 - 1
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -84,7 +84,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>颜色贴图。默认为null。</p>
 
-		<h3>[property:boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<p>材质是否使用morphTargets。默认值为false。</p>
 
 		<h3>[property:Float nearDistance]</h3>

+ 1 - 1
docs/api/zh/materials/MeshLambertMaterial.html

@@ -101,7 +101,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>颜色贴图。默认为null。</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
 		</p>
 

+ 1 - 1
docs/api/zh/materials/MeshMatcapMaterial.html

@@ -86,7 +86,7 @@
 		<h3>[property:Texture matcap]</h3>
 		<p>matcap贴图,默认为null。</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
 		</p>
 

+ 2 - 2
docs/api/zh/materials/MeshNormalMaterial.html

@@ -65,7 +65,7 @@
 		<h3>[property:Boolean fog]</h3>
 		<p>材质是否受雾影响。默认值为*false*。</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
 		</p>
 
@@ -90,7 +90,7 @@
 		<h3>[property:Boolean skinning]</h3>
 		<p>材质是否使用蒙皮。默认值为false。</p>
 
-		<h3>[property:boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<p>
 			将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。
 		</p>

+ 1 - 1
docs/api/zh/materials/MeshPhongMaterial.html

@@ -122,7 +122,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>颜色贴图。默认为null。纹理贴图颜色由漫反射颜色[page:.color]调节。</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
 		</p>
 

+ 1 - 1
docs/api/zh/materials/MeshStandardMaterial.html

@@ -164,7 +164,7 @@
 		<h3>[property:Texture metalnessMap]</h3>
 		<p> 该纹理的蓝色通道用于改变材质的金属度。</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
 		</p>
 

+ 1 - 1
docs/api/zh/materials/MeshToonMaterial.html

@@ -133,7 +133,7 @@
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.

+ 1 - 1
docs/api/zh/materials/ShaderMaterial.html

@@ -334,7 +334,7 @@ this.extensions = {
 		<p> When set to true, morph target attributes are available in the vertex shader. Default is *false*.
 		</p>
 
-		<h3>[property:boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<p> When set to true, morph normal attributes are available in the vertex shader. Default is *false*.
 		</p>
 

+ 2 - 2
docs/api/zh/math/Box2.html

@@ -92,9 +92,9 @@
 		扩展盒子的边界来包含该点。
 		</p>
 
-		<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
+		<h3>[method:Box2 expandByScalar]( [param:Float scalar] )</h3>
 		<p>
-		[page:float scalar] - 盒子扩展的距离。<br /><br />
+		[page:Float scalar] - 盒子扩展的距离。<br /><br />
 		在每个维度上扩展参数scalar所指定的距离,如果为负数,则盒子空间将收缩。
 		</p>
 

+ 3 - 3
docs/api/zh/math/Box3.html

@@ -134,11 +134,11 @@
 		扩展这个包围盒的边界使得该点([page:Vector3 point])在包围盒内。
 		</p>
 
-		<h3>[method:this expandByScalar]( [param:float scalar] )</h3>
+		<h3>[method:this expandByScalar]( [param:Float scalar] )</h3>
 		<p>
-		[page:float scalar] - 扩展包围盒的比例。<br /><br />
+		[page:Float scalar] - 扩展包围盒的比例。<br /><br />
 
-		按 [page:float scalar] 的值展开盒子的每个维度。如果是负数,盒子的尺寸会缩小。
+		按 [page:Float scalar] 的值展开盒子的每个维度。如果是负数,盒子的尺寸会缩小。
 		</p>
 
 		<h3>[method:this expandByVector]( [param:Vector3 vector] )</h3>

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