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Docs: Consistent use of "return this". (#22799)

Michael Herzog 3 rokov pred
rodič
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100 zmenil súbory, kde vykonal 573 pridanie a 586 odobranie
  1. 17 17
      docs/api/ar/animation/AnimationAction.html
  2. 3 3
      docs/api/ar/animation/AnimationMixer.html
  3. 16 16
      docs/api/ar/audio/Audio.html
  4. 2 2
      docs/api/ar/audio/AudioListener.html
  5. 5 5
      docs/api/ar/audio/PositionalAudio.html
  6. 1 1
      docs/api/ar/cameras/Camera.html
  7. 18 18
      docs/api/en/animation/AnimationAction.html
  8. 3 3
      docs/api/en/animation/AnimationMixer.html
  9. 16 16
      docs/api/en/audio/Audio.html
  10. 3 3
      docs/api/en/audio/AudioListener.html
  11. 5 5
      docs/api/en/audio/PositionalAudio.html
  12. 1 1
      docs/api/en/cameras/Camera.html
  13. 15 15
      docs/api/en/core/BufferAttribute.html
  14. 11 11
      docs/api/en/core/BufferGeometry.html
  15. 1 1
      docs/api/en/core/InstancedBufferGeometry.html
  16. 5 5
      docs/api/en/core/InterleavedBuffer.html
  17. 2 2
      docs/api/en/extras/core/Curve.html
  18. 1 1
      docs/api/en/helpers/BoxHelper.html
  19. 1 1
      docs/api/en/lights/DirectionalLight.html
  20. 1 1
      docs/api/en/lights/HemisphereLight.html
  21. 1 1
      docs/api/en/lights/Light.html
  22. 1 1
      docs/api/en/lights/PointLight.html
  23. 1 1
      docs/api/en/lights/RectAreaLight.html
  24. 1 1
      docs/api/en/lights/SpotLight.html
  25. 1 1
      docs/api/en/lights/shadows/LightShadow.html
  26. 3 3
      docs/api/en/loaders/FileLoader.html
  27. 1 1
      docs/api/en/loaders/ImageBitmapLoader.html
  28. 5 5
      docs/api/en/loaders/Loader.html
  29. 1 1
      docs/api/en/loaders/MaterialLoader.html
  30. 5 5
      docs/api/en/loaders/ObjectLoader.html
  31. 2 2
      docs/api/en/loaders/managers/LoadingManager.html
  32. 1 1
      docs/api/en/materials/Material.html
  33. 11 11
      docs/api/en/math/Box2.html
  34. 26 26
      docs/api/en/math/Color.html
  35. 4 4
      docs/api/en/math/Cylindrical.html
  36. 7 7
      docs/api/en/math/Euler.html
  37. 1 1
      docs/api/en/math/Frustum.html
  38. 3 3
      docs/api/en/math/Line3.html
  39. 9 9
      docs/api/en/math/Plane.html
  40. 17 17
      docs/api/en/math/Quaternion.html
  41. 5 5
      docs/api/en/math/Ray.html
  42. 6 6
      docs/api/en/math/Sphere.html
  43. 5 5
      docs/api/en/math/Spherical.html
  44. 8 8
      docs/api/en/math/SphericalHarmonics3.html
  45. 4 4
      docs/api/en/math/Triangle.html
  46. 1 1
      docs/api/en/objects/Line.html
  47. 1 1
      docs/api/en/objects/Sprite.html
  48. 1 1
      docs/api/en/renderers/WebGLCubeRenderTarget.html
  49. 1 1
      docs/api/en/renderers/WebGLRenderTarget.html
  50. 1 1
      docs/api/en/scenes/Fog.html
  51. 1 1
      docs/api/en/scenes/FogExp2.html
  52. 3 1
      docs/api/en/textures/CompressedTexture.html
  53. 39 39
      docs/api/ko/animation/AnimationAction.html
  54. 3 3
      docs/api/ko/animation/AnimationMixer.html
  55. 16 16
      docs/api/ko/audio/Audio.html
  56. 3 3
      docs/api/ko/audio/AudioListener.html
  57. 5 5
      docs/api/ko/audio/PositionalAudio.html
  58. 1 1
      docs/api/ko/cameras/Camera.html
  59. 15 15
      docs/api/ko/core/BufferAttribute.html
  60. 11 11
      docs/api/ko/core/BufferGeometry.html
  61. 7 7
      docs/api/ko/core/InterleavedBuffer.html
  62. 2 2
      docs/api/ko/extras/core/Curve.html
  63. 17 17
      docs/api/zh/animation/AnimationAction.html
  64. 9 10
      docs/api/zh/animation/AnimationMixer.html
  65. 16 16
      docs/api/zh/audio/Audio.html
  66. 3 3
      docs/api/zh/audio/AudioListener.html
  67. 5 5
      docs/api/zh/audio/PositionalAudio.html
  68. 1 1
      docs/api/zh/cameras/Camera.html
  69. 14 14
      docs/api/zh/core/BufferAttribute.html
  70. 11 11
      docs/api/zh/core/BufferGeometry.html
  71. 1 1
      docs/api/zh/core/InstancedBufferGeometry.html
  72. 5 5
      docs/api/zh/core/InterleavedBuffer.html
  73. 1 1
      docs/api/zh/core/Object3D.html
  74. 2 2
      docs/api/zh/extras/core/Curve.html
  75. 1 1
      docs/api/zh/helpers/BoxHelper.html
  76. 1 1
      docs/api/zh/lights/DirectionalLight.html
  77. 1 1
      docs/api/zh/lights/HemisphereLight.html
  78. 2 2
      docs/api/zh/lights/Light.html
  79. 1 1
      docs/api/zh/lights/PointLight.html
  80. 1 1
      docs/api/zh/lights/RectAreaLight.html
  81. 1 1
      docs/api/zh/lights/SpotLight.html
  82. 1 1
      docs/api/zh/lights/shadows/LightShadow.html
  83. 3 17
      docs/api/zh/loaders/FileLoader.html
  84. 1 1
      docs/api/zh/loaders/ImageBitmapLoader.html
  85. 1 1
      docs/api/zh/loaders/ImageLoader.html
  86. 5 5
      docs/api/zh/loaders/Loader.html
  87. 5 5
      docs/api/zh/loaders/ObjectLoader.html
  88. 2 2
      docs/api/zh/loaders/managers/LoadingManager.html
  89. 1 1
      docs/api/zh/materials/Material.html
  90. 11 11
      docs/api/zh/math/Box2.html
  91. 26 26
      docs/api/zh/math/Color.html
  92. 4 4
      docs/api/zh/math/Cylindrical.html
  93. 7 7
      docs/api/zh/math/Euler.html
  94. 1 1
      docs/api/zh/math/Frustum.html
  95. 4 4
      docs/api/zh/math/Line3.html
  96. 9 9
      docs/api/zh/math/Plane.html
  97. 16 16
      docs/api/zh/math/Quaternion.html
  98. 5 5
      docs/api/zh/math/Ray.html
  99. 6 6
      docs/api/zh/math/Sphere.html
  100. 5 5
      docs/api/zh/math/Spherical.html

+ 17 - 17
docs/api/ar/animation/AnimationAction.html

@@ -128,7 +128,7 @@
 		<h2>الوظائف (Methods)</h2>
 
 
-		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			يؤدي هذا الإجراء إلى تلاشي [page:.fadeIn fade in] ، مما يؤدي إلى تلاشي إجراء آخر في نفس الوقت ، خلال الفترة الزمنية المنقضية. يمكن تقييد هذه الطريقة.<br /><br />
 
@@ -138,7 +138,7 @@
 
 		</p>
 
-		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			يؤدي هذا الإجراء إلى تلاشي [page:.fadeOut fade out] ، يتلاشى في إجراء آخر في وقت واحد ، خلال الفترة الزمنية المنقضية. يمكن تقييد هذه الطريقة ضمن سلسلة.<br /><br />
 			إذا كانت warpBoolean صحيحة ، فسيتم تطبيق [page:.warp warping] إضافيًا (تغييرات تدريجية في المقاييس الزمنية).<br /><br />
@@ -146,12 +146,12 @@
 			ملاحظة: كما هو الحال مع *fadeIn*/*fadeOut* ، يبدأ / ينتهي التلاشي بوزن 1.
 		</p>
 
-		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>
 		<p>
 			يزيد [page:.weight weight] هذا الإجراء تدريجياً من 0 إلى 1 ، خلال الفترة الزمنية المنقضية. يمكن تقييد هذه الطريقة ضمن سلسلة.
 		</p>
 
-		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeOut]( [param:Number durationInSeconds] )</h3>
 		<p>
 			يقلل [page:.weight weight] هذا الإجراء تدريجيًا من 1 إلى 0 ، خلال الفترة الزمنية المنقضية. يمكن تقييد هذه الطريقة ضمن سلسلة.
 		</p>
@@ -181,7 +181,7 @@
 			تُرجع الكائن الجذر الذي تم تنفيذ هذا الإجراء عليه.
 		</p>
 
-		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this halt]( [param:Number durationInSeconds] )</h3>
 		<p>
 			تعمل على إبطاء سرعة هذه الرسوم المتحركة إلى 0 من خلال إنقاص [page:.timeScale timeScale] تدريجيًا (بدءًا من قيمتها الحالية) ، خلال الفترة الزمنية المنقضية. يمكن تقييد هذه الطريقة ضمن سلسلة.
 		</p>
@@ -205,7 +205,7 @@
 			ملاحظة: هذا لا يعني بالضرورة أن الرسوم المتحركة تعمل بالفعل (قارن الشروط الإضافية لـ [page:.isRunning isRunning]).
 		</p>
 
-		<h3>[method:AnimationAction play]()</h3>
+		<h3>[method:this play]()</h3>
 		<p>
 			يعلم الخالط بضرورة البدء في تنشيط الحدث (action). يمكن تقييد هذه الطريقة ضمن سلسلة. <br /><br />
 
@@ -214,7 +214,7 @@
 			[page:.weight weight]=0, [page:.timeScale timeScale]=0) منع تشغيل الرسوم المتحركة أيضًا.
 		</p>
 
-		<h3>[method:AnimationAction reset]()</h3>
+		<h3>[method:this reset]()</h3>
 		<p>
 			يتم إعادة الحدث إلى وضع البداية. يمكن تقييد هذه الطريقة ضمن سلسلة.<br /><br />
 
@@ -224,12 +224,12 @@
 			هذا يعني: إذا كنت تريد كلاهما ، reset وstop ، لا تتصل بـ *reset* بل إتصل بـ *stop* بدلا من ذلك.
 		</p>
 
-		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this setDuration]( [param:Number durationInSeconds] )</h3>
 		<p>
 			يضبط المدة لحلقة واحدة من هذا الإجراء (بضبط [page:.timeScale timeScale] وإيقاف أي إلتفاف مجدول). يمكن تقييد هذه الطريقة ضمن سلسلة.
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
+		<h3>[method:this setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<p>
 			يضبط [page:.timeScale timeScale] ويوقف أي إلتفاف مجدول. يمكن تقييد هذه الطريقة ضمن سلسلة. <br /><br />
 
@@ -239,7 +239,7 @@
 			ملاحظة: *paused* لن يتم تحويله إلى *true* تلقائيًا ، إذا تم ضبط *timeScale* على 0 بهذه الطريقة.
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
+		<h3>[method:this setEffectiveWeight]( [param:Number weight] )</h3>
 		<p>
 			تضبط [page:.weight weight] وتوقف أي تضاؤل مجدول. يمكن تقييد هذه الطريقة ضمن سلسلة. <br /><br />
 
@@ -249,12 +249,12 @@
 			ملاحظة: لن يتم تحويل *enabled* إلى false تلقائيًا ، إذا تم ضبط *weight* على 0 بهذه الطريقة.
 		</p>
 
-		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
+		<h3>[method:this setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
 		<p>
 			يعين [page:.loop loop mode] وعدد [page:.repetitions repetitions]. يمكن تقييد هذه الطريقة ضمن سلسلة
 		</p>
 
-		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
+		<h3>[method:this startAt]( [param:Number startTimeInSeconds] )</h3>
 		<p>
 			يحدد وقت البداية المتأخرة (عادةً ما يتم تمريره كـ [page:AnimationMixer.time] + deltaTimeInSeconds). يمكن تقييد هذه الطريقة ضمن سلسلة. <br /><br />
 
@@ -262,7 +262,7 @@
 			أو إذا تم بالفعل تنشيط الإجراء في الخالط (عن طريق استدعاء سابق لـ. *play* ، دون إيقافه أو إعادة تعيينه في هذه الأثناء).
 		</p>
 
-		<h3>[method:AnimationAction stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 			يخبر الخالط بإلغاء تنشيط هذا الإجراء. يمكن تقييد هذه الطريقة ضمن سلسلة. <br /><br />
 
@@ -271,17 +271,17 @@
 			ملاحظة: يمكنك إيقاف جميع الإجراءات النشطة على نفس الخالط دفعة واحدة عبر [page:AnimationMixer.stopAllAction mixer.stopAllAction].
 		</p>
 
-		<h3>[method:AnimationAction stopFading]()</h3>
+		<h3>[method:this stopFading]()</h3>
 		<p>
 			يوقف أي [page:.fadeIn fading] مجدولًا يتم تطبيقه على هذا الحدث. يمكن تقييد هذه الطريقة ضمن سلسلة.
 		</p>
 
-		<h3>[method:AnimationAction stopWarping]()</h3>
+		<h3>[method:this stopWarping]()</h3>
 		<p>
 			يوقف أي [page:.warp warping] مجدولًا يتم تطبيقه على هذا الحدث. يمكن تقييد هذه الوظيفة ضمن سلسلة.
 		</p>
 
-		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
+		<h3>[method:this syncWith]( [param:AnimationAction otherAction] )</h3>
 		<p>
 			يزامن هذا الإجراء مع الإجراء الآخر الذي تم تمريره. يمكن تقييد هذه الوظيفة ضمن سلسلة. <br /><br />
 
@@ -290,7 +290,7 @@
 			ملاحظة: لن يتم الكشف عن التغييرات المستقبلية في *time* و *timeScale* للإجراء الآخر.
 		</p>
 
-		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
+		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<p>
 			يغير سرعة التشغيل ، خلال الفترة الزمنية المنقضية ، عن طريق تعديل [page:.timeScale timeScale] تدريجيًا من *startTimeScale* إلى *endTimeScale*.يمكن تقييد هذه الوظيفة ضمن سلسلة.
 		</p>

+ 3 - 3
docs/api/ar/animation/AnimationMixer.html

@@ -63,19 +63,19 @@
 			إرجاع جذركائن الخالط.
 		</p>
 
-		<h3>[method:AnimationMixer stopAllAction]()</h3>
+		<h3>[method:this stopAllAction]()</h3>
 		<p>
 			يقوم بإلغاء تنشيط كافة الإجراءات المجدولة مسبقًا على هذا الخالط.
 		</p>
 
-		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:this update]([param:Number deltaTimeInSeconds]) </h3>
 		<p>
 			يعمل على تقدم وقت الخالط العالمي وتحديث الرسوم المتحركة.<br /><br />
 
 			يتم ذلك عادةً في حلقة العرض ، حيث يتم تمرير [page:Clock.getDelta clock.getDelta] مقياسًا بواسطة جهاز الخلاط [page:.timeScale timeScale]).
 		</p>
 
-		<h3>[method:AnimationMixer setTime]([param:Number timeInSeconds]) </h3>
+		<h3>[method:this setTime]([param:Number timeInSeconds]) </h3>
 		<p>
 			يضبط الخالط العام على وقت محدد ويقوم بتحديث الرسوم المتحركة وفقًا لذلك.<br /><br />
 

+ 16 - 16
docs/api/ar/audio/Audio.html

@@ -101,12 +101,12 @@
 
 		<h2>الوظائف (Methods)</h2>
 
-		<h3>[method:Audio connect]()</h3>
+		<h3>[method:this connect]()</h3>
 		<p>
 		متصل بـ [page:Audio.source]. يستخدم هذا داخليًا عند التهيئة وعند ضبط / إزالة المرشحات.
 		</p>
 
-		<h3>[method:Audio disconnect]()</h3>
+		<h3>[method:this disconnect]()</h3>
 		<p>
 		قطع الاتصال من [page:Audio.source]. يستخدم هذا داخليًا عند تعيين / إزالة المرشحات.
 		</p>
@@ -141,12 +141,12 @@
 		إعادة الحجم الحالي.
 		</p>
 
-		<h3>[method:Audio play]( delay )</h3>
+		<h3>[method:this play]( delay )</h3>
 		<p>
 		إذا كانت [page:Audio.hasPlaybackControl hasPlaybackControl] تحمل قيمة *true* ، يبدأ التشغيل.
 		</p>
 
-		<h3>[method:Audio pause]()</h3>
+		<h3>[method:this pause]()</h3>
 		<p>
 		إذا كانت [page:Audio.hasPlaybackControl hasPlaybackControl] تحمل قيمة *true* ، يقوم بإقاف التشغيل.
 		</p>
@@ -156,67 +156,67 @@
 		يتم مناداته تلقائيًا عند انتهاء التشغيل.
 		</p>
 
-		<h3>[method:Audio setBuffer]( audioBuffer )</h3>
+		<h3>[method:this setBuffer]( audioBuffer )</h3>
 		<p>
 		تقوم بإعداد [page:Audio.source source] إلى *audioBuffer* ، وتقوم بتعيين [page:Audio.sourceType sourceType] إلى 'buffer'.<br />
 		إذا كان [page:Audio.autoplay autoplay] ، يبدأ التشغيل أيضًا.
 		</p>
 
-		<h3>[method:Audio setFilter]( filter )</h3>
+		<h3>[method:this setFilter]( filter )</h3>
 		<p>
 		Applies a single filter node to the audio.
 		</p>
 
-		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
+		<h3>[method:this setFilters]( [param:Array value] )</h3>
 		<p>
 		value - arrays of filters.<br />
 		Applies an array of filter nodes to the audio.
 		</p>
 
-		<h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
+		<h3>[method:this setLoop]( [param:Boolean value] )</h3>
 		<p>
 		يضبط [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] على *value* (ما إذا كان يجب تكرار التشغيل).
 		</p>
 
-		<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
+		<h3>[method:this setLoopStart]( [param:Float value] )</h3>
 		<p>
 		يضبط [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] على *value*.
 		</p>
 
-		<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
+		<h3>[method:this setLoopEnd]( [param:Float value] )</h3>
 		<p>
 		يضبط [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] على *value*.
 		</p>
 
-		<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
+		<h3>[method:this setMediaElementSource]( mediaElement )</h3>
 		<p>
 		يطبق الكائن المحدد من النوع [link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement] كمصدر لهذا الصوت.<br />
 		يحدد أيضًا [page:Audio.hasPlaybackControl hasPlaybackControl] إلى false.
 		</p>
 
-		<h3>[method:Audio setMediaStreamSource]( mediaStream )</h3>
+		<h3>[method:this setMediaStreamSource]( mediaStream )</h3>
 		<p>
 		يطبق الكائن المحدد من النوع [link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream] كمصدر لهذا الصوت.<br />
 		يحدد أيضًا [page:Audio.hasPlaybackControl hasPlaybackControl] إلى false.
 		</p>
 
-		<h3>[method:Audio setNodeSource]( audioNode )</h3>
+		<h3>[method:this setNodeSource]( audioNode )</h3>
 		<p>
 		يقوم بإعداد [page:Audio.source source] إلى audioBuffer ، ويقوم بتعيين [page:Audio.sourceType sourceType] على 'audioNode'.<br />
 		يضبط أيضًا [page:Audio.hasPlaybackControl hasPlaybackControl] إلى false.
 		</p>
 
-		<h3>[method:Audio setPlaybackRate]( [param:Float value] )</h3>
+		<h3>[method:this setPlaybackRate]( [param:Float value] )</h3>
 		<p>
 		إذا تم تمكين [page:Audio.hasPlaybackControl hasPlaybackControl] ، فيتم ضبط [page:Audio.playbackRate playbackRate] على *value*.
 		</p>
 
-		<h3>[method:Audio setVolume]( [param:Float value] )</h3>
+		<h3>[method:this setVolume]( [param:Float value] )</h3>
 		<p>
 		تضبط مستوى الصوت.
 		</p>
 
-		<h3>[method:Audio stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 		إذا تم تمكين [page:Audio.hasPlaybackControl hasPlaybackControl] ، فسيتوقف عن التشغيل.
 		</p>

+ 2 - 2
docs/api/ar/audio/AudioListener.html

@@ -86,7 +86,7 @@
 		ترجع قيمة الخاصة بـ[page:AudioListener.filter filter].
 		</p>
 
-		<h3>[method:AudioListener setFilter]( [param:AudioNode value] )</h3>
+		<h3>[method:this setFilter]( [param:AudioNode value] )</h3>
 		<p>
 		تقوم بتعيين خاصية [page:AudioListener.filter filter] إلى *value*.
 		</p>
@@ -96,7 +96,7 @@
 		إعادة *volume*.
 		</p>
 
-		<h3>[method:AudioListener setMasterVolume]( [param:Number value] )</h3>
+		<h3>[method:this setMasterVolume]( [param:Number value] )</h3>
 		<p>
 		ضبط مستوى الصوت (volume).
 		</p>

+ 5 - 5
docs/api/ar/audio/PositionalAudio.html

@@ -87,7 +87,7 @@
 		تُرجع القيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</p>
 
-		<h3>[method:PositionalAudio setRefDistance]( [param:Float value] )</h3>
+		<h3>[method:this setRefDistance]( [param:Float value] )</h3>
 		<p>
 		يضبط قيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</p>
@@ -97,7 +97,7 @@
 		تُرجع القيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</p>
 
-		<h3>[method:PositionalAudio setRolloffFactor]( [param:Float value] )</h3>
+		<h3>[method:this setRolloffFactor]( [param:Float value] )</h3>
 		<p>
 		يضبط قيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</p>
@@ -107,7 +107,7 @@
 		تُرجع القيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</p>
 
-		<h3>[method:PositionalAudio setDistanceModel]( [param:String value] )</h3>
+		<h3>[method:this setDistanceModel]( [param:String value] )</h3>
 		<p>
 		يضبط قيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</p>
@@ -117,12 +117,12 @@
 		تُرجع القيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</p>
 
-		<h3>[method:PositionalAudio setMaxDistance]( [param:Float value] )</h3>
+		<h3>[method:this setMaxDistance]( [param:Float value] )</h3>
 		<p>
 		يضبط قيمة [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</p>
 
-		<h3>[method:PositionalAudio setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
+		<h3>[method:this setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
 		<p>
 		يمكن استخدام هذه الطريقة لتحويل الصوت متعدد الاتجاهات إلى [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound].
 		</p>

+ 1 - 1
docs/api/ar/cameras/Camera.html

@@ -56,7 +56,7 @@
 			ترجع كاميرا جديدة بنفس خصائص هذه الكاميرا.
 		</p>
 
-		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
+		<h3>[method:this copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
 			تنسخ الخصائص من الكاميرا المصدر إلى هذه الكاميرا.
 		</p>

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

@@ -146,7 +146,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			Causes this action to [page:.fadeIn fade in], fading out another action simultaneously, within
 			the passed time interval. This method can be chained.<br /><br />
@@ -158,7 +158,7 @@
 
 		</p>
 
-		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			Causes this action to [page:.fadeOut fade out], fading in another action simultaneously, within
 			the passed time interval. This method can be chained.<br /><br />
@@ -168,13 +168,13 @@
 			Note: Like with *fadeIn*/*fadeOut*, the fading starts/ends with a weight of 1.
 		</p>
 
-		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>
 		<p>
 			Increases the [page:.weight weight] of this action gradually from 0 to 1, within the passed time
 			interval. This method can be chained.
 		</p>
 
-		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeOut]( [param:Number durationInSeconds] )</h3>
 		<p>
 			Decreases the [page:.weight weight] of this action gradually from 1 to 0, within the passed time
 			interval. This method can be chained.
@@ -186,7 +186,7 @@
 			[page:.paused paused]).
 		</p>
 
-		<h3>[method:number getEffectiveWeight]()</h3>
+		<h3>[method:Number getEffectiveWeight]()</h3>
 		<p>
 			Returns the effective weight (considering the current states of fading and
 			[page:.enabled enabled]).
@@ -207,7 +207,7 @@
 			Returns the root object on which this action is performed.
 		</p>
 
-		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this halt]( [param:Number durationInSeconds] )</h3>
 		<p>
 			Decelerates this animation's speed to 0 by decreasing [page:.timeScale timeScale] gradually
 			(starting from its current value), within the passed time interval. This method can be chained.
@@ -233,7 +233,7 @@
 			conditions for [page:.isRunning isRunning]).
 		</p>
 
-		<h3>[method:AnimationAction play]()</h3>
+		<h3>[method:this play]()</h3>
 		<p>
 			Tells the mixer to activate the action. This method can be chained.<br /><br />
 
@@ -245,7 +245,7 @@
 			too.
 		</p>
 
-		<h3>[method:AnimationAction reset]()</h3>
+		<h3>[method:this reset]()</h3>
 		<p>
 			Resets the action. This method can be chained.<br /><br />
 
@@ -257,13 +257,13 @@
 			This means: If you want both, resetting and stopping, don’t call .*reset*; call .*stop* instead.
 		</p>
 
-		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this setDuration]( [param:Number durationInSeconds] )</h3>
 		<p>
 			Sets the duration for a single loop of this action (by adjusting [page:.timeScale timeScale]
 			and stopping any scheduled warping). This method can be chained.
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
+		<h3>[method:this setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<p>
 			Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
 
@@ -275,7 +275,7 @@
 			this method.
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
+		<h3>[method:this setEffectiveWeight]( [param:Number weight] )</h3>
 		<p>
 			Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
 
@@ -287,13 +287,13 @@
 			this method.
 		</p>
 
-		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
+		<h3>[method:this setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
 		<p>
 			Sets the [page:.loop loop mode] and the number of [page:.repetitions repetitions]. This method
 			can be chained.
 		</p>
 
-		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
+		<h3>[method:this startAt]( [param:Number startTimeInSeconds] )</h3>
 		<p>
 			Defines the time for a delayed start (usually passed as [page:AnimationMixer.time] +
 			deltaTimeInSeconds). This method can be chained.<br /><br />
@@ -303,7 +303,7 @@
 			call of .*play*, without stopping or resetting it in the meantime).
 		</p>
 
-		<h3>[method:AnimationAction stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 			Tells the mixer to deactivate this action. This method can be chained.<br /><br />
 
@@ -313,19 +313,19 @@
 			[page:AnimationMixer.stopAllAction mixer.stopAllAction].
 		</p>
 
-		<h3>[method:AnimationAction stopFading]()</h3>
+		<h3>[method:this stopFading]()</h3>
 		<p>
 			Stops any scheduled [page:.fadeIn fading] which is applied to this action. This method can be
 			chained.
 		</p>
 
-		<h3>[method:AnimationAction stopWarping]()</h3>
+		<h3>[method:this stopWarping]()</h3>
 		<p>
 			Stops any scheduled [page:.warp warping] which is applied to this action. This method can be
 			chained.
 		</p>
 
-		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
+		<h3>[method:this syncWith]( [param:AnimationAction otherAction] )</h3>
 		<p>
 			Synchronizes this action with the passed other action. This method can be chained.<br /><br />
 
@@ -335,7 +335,7 @@
 			Note: Future changes of the other action's *time* and *timeScale* will not be detected.
 		</p>
 
-		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
+		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<p>
 			Changes the playback speed, within the passed time interval, by modifying
 			[page:.timeScale timeScale] gradually from *startTimeScale* to *endTimeScale*. This method can

+ 3 - 3
docs/api/en/animation/AnimationMixer.html

@@ -72,19 +72,19 @@
 			Returns this mixer's root object.
 		</p>
 
-		<h3>[method:AnimationMixer stopAllAction]()</h3>
+		<h3>[method:this stopAllAction]()</h3>
 		<p>
 			Deactivates all previously scheduled actions on this mixer.
 		</p>
 
-		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:this update]([param:Number deltaTimeInSeconds]) </h3>
 		<p>
 			Advances the global mixer time and updates the animation.<br /><br />
 
 			This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale]).
 		</p>
 
-		<h3>[method:AnimationMixer setTime]([param:Number timeInSeconds]) </h3>
+		<h3>[method:this setTime]([param:Number timeInSeconds]) </h3>
 		<p>
 			Sets the global mixer to a specific time and updates the animation accordingly.<br /><br />
 

+ 16 - 16
docs/api/en/audio/Audio.html

@@ -104,13 +104,13 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Audio connect]()</h3>
+		<h3>[method:this connect]()</h3>
 		<p>
 		Connect to the [page:Audio.source]. This is used internally on initialisation and when
 		setting / removing filters.
 		</p>
 
-		<h3>[method:Audio disconnect]()</h3>
+		<h3>[method:this disconnect]()</h3>
 		<p>
 		Disconnect from the [page:Audio.source]. This is used internally when
 		setting / removing filters.
@@ -147,12 +147,12 @@
 		Return the current volume.
 		</p>
 
-		<h3>[method:Audio play]( delay )</h3>
+		<h3>[method:this play]( delay )</h3>
 		<p>
 		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, starts playback.
 		</p>
 
-		<h3>[method:Audio pause]()</h3>
+		<h3>[method:this pause]()</h3>
 		<p>
 		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, pauses playback.
 		</p>
@@ -162,69 +162,69 @@
 		Called automatically when playback finished.
 		</p>
 
-		<h3>[method:Audio setBuffer]( audioBuffer )</h3>
+		<h3>[method:this setBuffer]( audioBuffer )</h3>
 		<p>
 		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'buffer'.<br />
 		If [page:Audio.autoplay autoplay], also starts playback.
 		</p>
 
-		<h3>[method:Audio setFilter]( filter )</h3>
+		<h3>[method:this setFilter]( filter )</h3>
 		<p>
 		Applies a single filter node to the audio.
 		</p>
 
-		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
+		<h3>[method:this setFilters]( [param:Array value] )</h3>
 		<p>
 		value - arrays of filters.<br />
 		Applies an array of filter nodes to the audio.
 		</p>
 
-		<h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
+		<h3>[method:this setLoop]( [param:Boolean value] )</h3>
 		<p>
 		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value*
 		(whether playback should loop).
 		</p>
 
-		<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
+		<h3>[method:this setLoopStart]( [param:Float value] )</h3>
 		<p>
 		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to *value*.
 		</p>
 
-		<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
+		<h3>[method:this setLoopEnd]( [param:Float value] )</h3>
 		<p>
 		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to *value*.
 		</p>
 
-		<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
+		<h3>[method:this setMediaElementSource]( mediaElement )</h3>
 		<p>
 		Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement] as the source of this audio.<br />
 		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
 		</p>
 
-		<h3>[method:Audio setMediaStreamSource]( mediaStream )</h3>
+		<h3>[method:this setMediaStreamSource]( mediaStream )</h3>
 		<p>
 		Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream] as the source of this audio.<br />
 		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
 		</p>
 
-		<h3>[method:Audio setNodeSource]( audioNode )</h3>
+		<h3>[method:this setNodeSource]( audioNode )</h3>
 		<p>
 		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'audioNode'.<br />
 		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
 
 		</p>
 
-		<h3>[method:Audio setPlaybackRate]( [param:Float value] )</h3>
+		<h3>[method:this setPlaybackRate]( [param:Float value] )</h3>
 		<p>
 		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*.
 		</p>
 
-		<h3>[method:Audio setVolume]( [param:Float value] )</h3>
+		<h3>[method:this setVolume]( [param:Float value] )</h3>
 		<p>
 		Set the volume.
 		</p>
 
-		<h3>[method:Audio stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops playback.
 		</p>

+ 3 - 3
docs/api/en/audio/AudioListener.html

@@ -77,7 +77,7 @@
 		Return the [page:AudioListener.gain gainNode].
 		</p>
 
-		<h3>[method:AudioListener removeFilter]()</h3>
+		<h3>[method:this removeFilter]()</h3>
 		<p>
 		Set the [page:AudioListener.filter filter] property to *null*.
 		</p>
@@ -87,7 +87,7 @@
 		Returns the value of the [page:AudioListener.filter filter] property.
 		</p>
 
-		<h3>[method:AudioListener setFilter]( [param:AudioNode value] )</h3>
+		<h3>[method:this setFilter]( [param:AudioNode value] )</h3>
 		<p>
 		Set the [page:AudioListener.filter filter] property to *value*.
 		</p>
@@ -97,7 +97,7 @@
 		Return the volume.
 		</p>
 
-		<h3>[method:AudioListener setMasterVolume]( [param:Number value] )</h3>
+		<h3>[method:this setMasterVolume]( [param:Number value] )</h3>
 		<p>
 		Set the volume.
 		</p>

+ 5 - 5
docs/api/en/audio/PositionalAudio.html

@@ -87,7 +87,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</p>
 
-		<h3>[method:PositionalAudio setRefDistance]( [param:Float value] )</h3>
+		<h3>[method:this setRefDistance]( [param:Float value] )</h3>
 		<p>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</p>
@@ -97,7 +97,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</p>
 
-		<h3>[method:PositionalAudio setRolloffFactor]( [param:Float value] )</h3>
+		<h3>[method:this setRolloffFactor]( [param:Float value] )</h3>
 		<p>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</p>
@@ -107,7 +107,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</p>
 
-		<h3>[method:PositionalAudio setDistanceModel]( [param:String value] )</h3>
+		<h3>[method:this setDistanceModel]( [param:String value] )</h3>
 		<p>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</p>
@@ -117,12 +117,12 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</p>
 
-		<h3>[method:PositionalAudio setMaxDistance]( [param:Float value] )</h3>
+		<h3>[method:this setMaxDistance]( [param:Float value] )</h3>
 		<p>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</p>
 
-		<h3>[method:PositionalAudio setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
+		<h3>[method:this setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
 		<p>
 		This method can be used in order to transform an omnidirectional sound into a [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound].
 		</p>

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

@@ -59,7 +59,7 @@
 			Return a new camera with the same properties as this one.
 		</p>
 
-		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
+		<h3>[method:this copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
 		Copy the properties from the source camera into this one.
 		</p>

+ 15 - 15
docs/api/en/core/BufferAttribute.html

@@ -120,10 +120,10 @@
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>Return a copy of this bufferAttribute.</p>
 
-		<h3>[method:BufferAttribute copy]( [param:BufferAttribute bufferAttribute] )</h3>
+		<h3>[method:this copy]( [param:BufferAttribute bufferAttribute] )</h3>
 		<p>Copies another BufferAttribute to this BufferAttribute.</p>
 
-		<h3>[method:BufferAttribute copyArray]( array ) </h3>
+		<h3>[method:this copyArray]( array ) </h3>
 		<p>Copy the array given here (which can be a normal array or TypedArray) into
 			[page:BufferAttribute.array array].<br /><br />
 
@@ -134,16 +134,16 @@
 		<h3>[method:this copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
 		<p>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</p>
 
-		<h3>[method:BufferAttribute copyColorsArray]( [param:Array colors] ) </h3>
+		<h3>[method:this copyColorsArray]( [param:Array colors] ) </h3>
 		<p>Copy an array representing RGB color values into [page:BufferAttribute.array array].</p>
 
-		<h3>[method:BufferAttribute copyVector2sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector2sArray]( [param:Array vectors] ) </h3>
 		<p>Copy an array representing [page:Vector2]s into [page:BufferAttribute.array array].</p>
 
-		<h3>[method:BufferAttribute copyVector3sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector3sArray]( [param:Array vectors] ) </h3>
 		<p>Copy an array representing [page:Vector3]s into [page:BufferAttribute.array array].</p>
 
-		<h3>[method:BufferAttribute copyVector4sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector4sArray]( [param:Array vectors] ) </h3>
 		<p>Copy an array representing [page:Vector4]s into [page:BufferAttribute.array array].</p>
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
@@ -166,7 +166,7 @@
 		after the buffer has been	transferred to the GPU.
 		</p>
 
-		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
+		<h3>[method:this set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<p>
 		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
 		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
@@ -178,28 +178,28 @@
 		being a [page:TypedArray].
 		</p>
 
-		<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<p>Set [page:BufferAttribute.usage usage] to value. See usage [page:BufferAttributeUsage constants] for all possible input values.</p>
 
-		<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
+		<h3>[method:this setX]( [param:Integer index], [param:Float x] ) </h3>
 		<p>Sets the x component of the vector at the given index.</p>
 
-		<h3>[method:BufferAttribute setY]( [param:Integer index], [param:Float y] ) </h3>
+		<h3>[method:this setY]( [param:Integer index], [param:Float y] ) </h3>
 		<p>Sets the y component of the vector at the given index.</p>
 
-		<h3>[method:BufferAttribute setZ]( [param:Integer index], [param:Float z] ) </h3>
+		<h3>[method:this setZ]( [param:Integer index], [param:Float z] ) </h3>
 		<p>Sets the z component of the vector at the given index.</p>
 
-		<h3>[method:BufferAttribute setW]( [param:Integer index], [param:Float w] ) </h3>
+		<h3>[method:this setW]( [param:Integer index], [param:Float w] ) </h3>
 		<p>Sets the w component of the vector at the given index.</p>
 
-		<h3>[method:BufferAttribute setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
+		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
 		<p>Sets the x and y components of the vector at the given index.</p>
 
-		<h3>[method:BufferAttribute setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
+		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
 		<p>Sets the x, y and z components of the vector at the given index.</p>
 
-		<h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
+		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
 		<p>Sets the x, y, z and w components of the vector at the given index.</p>
 
 

+ 11 - 11
docs/api/en/core/BufferGeometry.html

@@ -162,7 +162,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:BufferGeometry setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
+		<h3>[method:this setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<p>
 		Sets an attribute to this geometry. Use this rather than the attributes property,
 		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
@@ -182,13 +182,13 @@
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>Applies the rotation represented by the quaternion to the geometry.</p>
 
-		<h3>[method:BufferGeometry center] ()</h3>
+		<h3>[method:this center] ()</h3>
 		<p>Center the geometry based on the bounding box.</p>
 
 		<h3>[method:BufferGeometry clone]()</h3>
 		<p>Creates a clone of this BufferGeometry.</p>
 
-		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
+		<h3>[method:this copy]( [param:BufferGeometry bufferGeometry] )</h3>
 		<p>Copies another BufferGeometry to this BufferGeometry.</p>
 
 		<h3>[method:undefined clearGroups]( )</h3>
@@ -230,7 +230,7 @@
 		<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>
+		<h3>[method:this lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		vector - A world vector to look at.<br /><br />
 
@@ -250,38 +250,38 @@
 		<h3>[method:BufferAttribute deleteAttribute]( [param:String name] )</h3>
 		<p>Deletes the [page:BufferAttribute attribute] with the specified name.</p>
 
-		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateX] ( [param:Float radians] )</h3>
 		<p>
 		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
     Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</p>
 
-		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateY] ( [param:Float radians] )</h3>
 		<p>
 		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
     Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</p>
 
-		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateZ] ( [param:Float radians] )</h3>
 		<p>
 		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
     Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</p>
 
-		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
 		Use [page:Object3D.scale] for typical real-time mesh scaling.
 		</p>
 
-		<h3>[method:BufferGeometry setIndex] ( [param:BufferAttribute index] )</h3>
+		<h3>[method:this setIndex] ( [param:BufferAttribute index] )</h3>
 		<p>Set the [page:.index] buffer.</p>
 
 		<h3>[method:undefined setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
 		<p>Set the [page:.drawRange] property. For non-indexed BufferGeometry, count is the number of vertices to render.
 		For indexed BufferGeometry, count is the number of indices to render.</p>
 
-		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints] ( [param:Array points] )</h3>
 		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
 
 		<h3>[method:Object toJSON]()</h3>
@@ -290,7 +290,7 @@
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<p>Return a non-index version of an indexed BufferGeometry.</p>
 
-		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		Translate the geometry. This is typically done as a one time operation, and not during a loop.
 		Use [page:Object3D.position] for typical real-time mesh translation.

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

@@ -31,7 +31,7 @@
 		<h2>Methods</h2>
 		<p>See [page:BufferGeometry] for inherited methods.</p>
 
-		<h3>[method:InstancedBufferGeometry copy]( [param:InstancedBufferGeometry source] )</h3>
+		<h3>[method:this copy]( [param:InstancedBufferGeometry source] )</h3>
 		<p>Copies the given [name] to this instance.</p>
 
 		<h2>Source</h2>

+ 5 - 5
docs/api/en/core/InterleavedBuffer.html

@@ -81,15 +81,15 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
+		<h3>[method:this copy]( [param:InterleavedBuffer source] ) </h3>
 		<p>
 		 Copies another [name] to this [name].
 		</p>
 
-		<h3>[method:InterleavedBuffer copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
+		<h3>[method:this copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
 		<p>Copies data from attribute[index2] to [page:InterleavedBuffer.array array][index1].</p>
 
-		<h3>[method:InterleavedBuffer set]( [param:TypedArray value], [param:Integer offset] ) </h3>
+		<h3>[method:this set]( [param:TypedArray value], [param:Integer offset] ) </h3>
 		<p>
 			value - The source (typed) array.<br/>
 			offset - The offset into the target array at which to begin writing values from the source array. Default is *0*.<br/><br />
@@ -104,10 +104,10 @@
 			Creates a clone of this [name].
 		</p>
 
-		<h3>[method:InterleavedBuffer setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<p>Set [page:InterleavedBuffer.usage usage] to value.</p>
 
-		<h3>[method:InterleavedBuffer toJSON]( [param:Object data] ) </h3>
+		<h3>[method:Object toJSON]( [param:Object data] ) </h3>
 		<p>
 			data - This object holds shared array buffers required for properly serializing geometries with interleaved attributes.<br/><br />
 

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

@@ -111,13 +111,13 @@
 		<h3>[method:Curve clone]()</h3>
 		<p>Creates a clone of this instance.</p>
 
-		<h3>[method:Curve copy]( [param:Curve source] )</h3>
+		<h3>[method:this copy]( [param:Curve source] )</h3>
 		<p>Copies another [name] object to this instance.</p>
 
 		<h3>[method:Object toJSON]()</h3>
 		<p>Returns a JSON object representation of this instance.</p>
 
-		<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
+		<h3>[method:this fromJSON]( [param:Object json] )</h3>
 		<p>Copies the data from the given JSON object to this instance.</p>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/helpers/BoxHelper.html

@@ -60,7 +60,7 @@
 			of the object, including any children. See [page:Box3.setFromObject].
 		</p>
 
-		<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
+		<h3>[method:this setFromObject]( [param:Object3D object] )</h3>
 		<p>
 			[page:Object3D object] - [page:Object3D] to create the helper of.<br /><br />
 

+ 1 - 1
docs/api/en/lights/DirectionalLight.html

@@ -123,7 +123,7 @@
 		Disposes of this light's [page:DirectionalLightShadow shadow].
 		</p>
 
-		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
+		<h3>[method:this copy]( [param:DirectionalLight source] )</h3>
 		<p>
 		Copies value of all the properties from the [page:DirectionalLight source] to this
 		DirectionalLight.

+ 1 - 1
docs/api/en/lights/HemisphereLight.html

@@ -73,7 +73,7 @@
 
 		<p>See the base [page:Light Light] class for common methods.</p>
 
-		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
+		<h3>[method:this copy]( [param:HemisphereLight source] )</h3>
 		<p>
 			Copies the value of [page:.color color], [page:.intensity intensity] and
 			[page:.groundColor groundColor] from the [page:Light source] light into this one.

+ 1 - 1
docs/api/en/lights/Light.html

@@ -56,7 +56,7 @@
 		Abstract dispose method for lights; implemented by subclasses that have disposable resources.
 		</p>
 
-		<h3>[method:Light copy]( [param:Light source] )</h3>
+		<h3>[method:this copy]( [param:Light source] )</h3>
 		<p>
 		Copies the value of [page:.color color] and [page:.intensity intensity] from the
 		[page:Light source] light into this one.

+ 1 - 1
docs/api/en/lights/PointLight.html

@@ -117,7 +117,7 @@ scene.add( light );
 		Disposes of this light's [page:PointLightShadow shadow].
 		</p>
 
-		<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
+		<h3>[method:this copy]( [param:PointLight source] )</h3>
 		<p>
 		Copies value of all the properties from the [page:PointLight source] to this
 		PointLight.

+ 1 - 1
docs/api/en/lights/RectAreaLight.html

@@ -87,7 +87,7 @@ rectLight.add( rectLightHelper );
 		</p>
 
 
-		<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
+		<h3>[method:this copy]( [param:RectAreaLight source] )</h3>
 		<p>
 		Copies value of all the properties from the [page:RectAreaLight source] to this
 		RectAreaLight.

+ 1 - 1
docs/api/en/lights/SpotLight.html

@@ -176,7 +176,7 @@ light.target = targetObject;
 		Disposes of this light's [page:SpotLightShadow shadow].
 		</p>
 
-		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
+		<h3>[method:this copy]( [param:SpotLight source] )</h3>
 		<p>
 		Copies value of all the properties from the [page:SpotLight source] to this
 		SpotLight.

+ 1 - 1
docs/api/en/lights/shadows/LightShadow.html

@@ -132,7 +132,7 @@
 		Disposes of this shadow's textures ([page:LightShadow.map map] and [page:LightShadow.mapPass mapPass]).
 		</p>
 
-		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
+		<h3>[method:this copy]( [param:LightShadow source] )</h3>
 		<p>
 		Copies value of all the properties from the [page:LightShadow source] to this
 		Light.

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

@@ -74,7 +74,7 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Loader] class for common methods.</p>
 
-		<h3>[method:XMLHttpRequest load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 			[page:String url] — the path or URL to the file. This can also be a
 				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
@@ -86,13 +86,13 @@
 			Load the URL and pass the response to the onLoad function.
 		</p>
 
-		<h3>[method:FileLoader setMimeType]( [param:String mimeType] )</h3>
+		<h3>[method:this setMimeType]( [param:String mimeType] )</h3>
 		<p>
 			Set the expected [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
 			of the file being loaded. Note that in many cases this will be determined automatically, so by default it is *undefined*.
 		</p>
 
-		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
+		<h3>[method:this setResponseType]( [param:String responseType] )</h3>
 		<p>
 			Change the response type. Valid values are:<br />
 			[page:String text] or empty string (default) - returns the data as [page:String String].<br />

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

@@ -90,7 +90,7 @@
 		Begin loading from url and return the [page:ImageBitmap image] object that will contain the data.
 		</p>
 
-		<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
+		<h3>[method:this setOptions]( [param:Object options] )</h3>
 		<p>
 			Sets the options object for [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
 		</p>

+ 5 - 5
docs/api/en/loaders/Loader.html

@@ -84,29 +84,29 @@
 			This method needs to be implement by all concrete loaders. It holds the logic for parsing the asset into three.js entities.
 		</p>
 
-		<h3>[method:Loader setCrossOrigin]( [param:String crossOrigin] )</h3>
+		<h3>[method:this setCrossOrigin]( [param:String crossOrigin] )</h3>
 		<p>
 			[page:String crossOrigin] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</p>
 
-		<h3>[method:Loader setWithCredentials]( [param:Boolean value] )</h3>
+		<h3>[method:this setWithCredentials]( [param:Boolean value] )</h3>
 		<p>
 			Whether the XMLHttpRequest uses credentials such as cookies, authorization headers or
 			TLS client certificates. See [link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
 			Note that this has no effect if you are loading files locally or from the same domain.
 		</p>
 
-		<h3>[method:Loader setPath]( [param:String path] )</h3>
+		<h3>[method:this setPath]( [param:String path] )</h3>
 		<p>
 			[page:String path] — Set the base path for the asset.
 		</p>
 
-		<h3>[method:Loader setResourcePath]( [param:String resourcePath] )</h3>
+		<h3>[method:this setResourcePath]( [param:String resourcePath] )</h3>
 		<p>
 			[page:String resourcePath] — Set the base path for dependent resources like textures.
 		</p>
 
-		<h3>[method:Loader setRequestHeader]( [param:Object requestHeader] )</h3>
+		<h3>[method:this setRequestHeader]( [param:Object requestHeader] )</h3>
 		<p>
 			[page:Object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
 

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

@@ -80,7 +80,7 @@
 		Parse a <em>JSON</em> structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
 		</p>
 
-		<h3>[method:MaterialLoader setTextures]( [param:Object textures] )</h3>
+		<h3>[method:this setTextures]( [param:Object textures] )</h3>
 		<p>
 		[page:Object textures] — object containing any textures used by the material.
 		</p>

+ 5 - 5
docs/api/en/loaders/ObjectLoader.html

@@ -94,35 +94,35 @@
 		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
 		</p>
 
-		<h3>[method:Object3D parseGeometries]( [param:Object json] )</h3>
+		<h3>[method:Object parseGeometries]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used by [page:.parse]() to parse any [page:BufferGeometry geometries] in the JSON structure.
 		</p>
 
-		<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>
+		<h3>[method:Object parseMaterials]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used by [page:.parse]() to parse any materials in the JSON structure using [page:MaterialLoader].
 		</p>
 
-		<h3>[method:Object3D parseAnimations]( [param:Object json] )</h3>
+		<h3>[method:Object parseAnimations]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used by [page:.parse]() to parse any animations in the JSON structure, using [page:AnimationClip.parse]().
 		</p>
 
-		<h3>[method:Object3D parseImages]( [param:Object json] )</h3>
+		<h3>[method:Object parseImages]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used by [page:.parse]() to parse any images in the JSON structure, using [page:ImageLoader].
 		</p>
 
-		<h3>[method:Object3D parseTextures]( [param:Object json] )</h3>
+		<h3>[method:Object parseTextures]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 

+ 2 - 2
docs/api/en/loaders/managers/LoadingManager.html

@@ -158,7 +158,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:LoadingManager addHandler]( [param:Object regex], [param:Loader loader] )</h3>
+		<h3>[method:this addHandler]( [param:Object regex], [param:Loader loader] )</h3>
 		<p>
 		[page:Object regex] — A regular expression.<br />
 		[page:Loader loader] — The loader.
@@ -178,7 +178,7 @@ manager.addHandler( /\.tga$/i, new TGALoader() );
 		Can be used to retrieve the registered loader for the given file path.
 		</p>
 
-		<h3>[method:LoadingManager removeHandler]( [param:Object regex] )</h3>
+		<h3>[method:this removeHandler]( [param:Object regex] )</h3>
 		<p>
 		[page:Object regex] — A regular expression.
 		<p>

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

@@ -321,7 +321,7 @@
 		<h3>[method:Material clone]( )</h3>
 		<p>Return a new material with the same parameters as this material.</p>
 
-		<h3>[method:Material copy]( [param:material material] )</h3>
+		<h3>[method:this copy]( [param:material material] )</h3>
 		<p>Copy the parameters from the passed material into this material.</p>
 
 		<h3>[method:undefined dispose]()</h3>

+ 11 - 11
docs/api/en/math/Box2.html

@@ -75,7 +75,7 @@
 		Returns true if the specified [page:Vector2 point] lies within or on the boundaries of this box.
 		</p>
 
-		<h3>[method:Box2 copy]( [param:Box2 box] )</h3>
+		<h3>[method:this copy]( [param:Box2 box] )</h3>
 		<p>
 		Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to this box.
 		</p>
@@ -95,14 +95,14 @@
 		Returns true if this box and [page:Box2 box] share the same lower and upper bounds.
 		</p>
 
-		<h3>[method:Box2 expandByPoint]( [param:Vector2 point] )</h3>
+		<h3>[method:this expandByPoint]( [param:Vector2 point] )</h3>
 		<p>
 		[page:Vector2 point] - [page:Vector2] that should be included in the box.<br /><br />
 
 		Expands the boundaries of this box to include [page:Vector2 point].
 		</p>
 
-		<h3>[method:Box2 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 />
 
@@ -110,7 +110,7 @@
 		will be contracted.
 		</p>
 
-		<h3>[method:Box2 expandByVector]( [param:Vector2 vector] )</h3>
+		<h3>[method:this expandByVector]( [param:Vector2 vector] )</h3>
 		<p>
 		[page:Vector2 vector] - [page:Vector2] to expand the box by.<br /><br />
 
@@ -141,7 +141,7 @@
 		Returns the width and height of this box.
 		</p>
 
-		<h3>[method:Box2 intersect]( [param:Box2 box] )</h3>
+		<h3>[method:this intersect]( [param:Box2 box] )</h3>
 		<p>
 		[page:Box2 box] - Box to intersect with.<br /><br />
 
@@ -164,11 +164,11 @@
 		one both bounds share.
 		</p>
 
-		<h3>[method:Box2 makeEmpty]()</h3>
+		<h3>[method:this makeEmpty]()</h3>
 		<p>Makes this box empty.</p>
 
 
-		<h3>[method:Box2 set]( [param:Vector2 min], [param:Vector2 max] )</h3>
+		<h3>[method:this set]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<p>
 			[page:Vector2 min] - (required ) [page:Vector2] representing the lower (x, y) boundary of the box. <br>
 			[page:Vector2 max]  - (required) [page:Vector2] representing the upper (x, y) boundary of the box. <br /><br />
@@ -177,7 +177,7 @@
 			Please note that this method only copies the values from the given objects.
 		</p>
 
-		<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
+		<h3>[method:this setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
 		<p>
 		[page:Vector2 center] - Desired center position of the box ([page:Vector2]). <br>
 		[page:Vector2 size] - Desired x and y dimensions of the box ([page:Vector2]).<br /><br />
@@ -186,14 +186,14 @@
 		in [page:Vector2 size].
 		</p>
 
-		<h3>[method:Box2 setFromPoints]( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints]( [param:Array points] )</h3>
 		<p>
 		[page:Array points] - Array of [page:Vector2 Vector2s] that the resulting box will contain.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
 		</p>
 
-		<h3>[method:Box2 translate]( [param:Vector2 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector2 offset] )</h3>
 		<p>
 		[page:Vector2 offset] - Direction and distance of offset.<br /><br />
 
@@ -201,7 +201,7 @@
 		[page:Vector2 offset] units in 2D space.
 		</p>
 
-		<h3>[method:Box2 union]( [param:Box2 box] )</h3>
+		<h3>[method:this union]( [param:Box2 box] )</h3>
 		<p>
 		[page:Box2 box] - Box that will be unioned with this box.<br /><br />
 

+ 26 - 26
docs/api/en/math/Color.html

@@ -96,46 +96,46 @@ const color7 = new THREE.Color( 1, 0, 0 );
 
 		<h2>Methods</h2>
 
-		<h3>[method:Color add]( [param:Color color] ) </h3>
+		<h3>[method:this add]( [param:Color color] ) </h3>
 		<p>Adds the RGB values of [page:Color color] to the RGB values of this color.</p>
 
-		<h3>[method:Color addColors]( [param:Color color1], [param:Color color2] ) </h3>
+		<h3>[method:this addColors]( [param:Color color1], [param:Color color2] ) </h3>
 		<p>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</p>
 
-		<h3>[method:Color addScalar]( [param:Number s] ) </h3>
+		<h3>[method:this addScalar]( [param:Number s] ) </h3>
 		<p>Adds [page:Number s] to the RGB values of this color.</p>
 
 		<h3>[method:Color clone]() </h3>
 		<p>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</p>
 
-		<h3>[method:Color copy]( [param:Color color] ) </h3>
+		<h3>[method:this copy]( [param:Color color] ) </h3>
 		<p>
 			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
 		</p>
 
-		<h3>[method:Color convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
+		<h3>[method:this convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
 		Converts this color from gamma space to linear space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
 		</p>
 
-		<h3>[method:Color convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
+		<h3>[method:this convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
 		Converts this color from linear space to gamma space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
 		</p>
 
-		<h3>[method:Color convertLinearToSRGB]() </h3>
+		<h3>[method:this convertLinearToSRGB]() </h3>
 		<p>
 		Converts this color from linear space to sRGB space.
 		</p>
 
-		<h3>[method:Color convertSRGBToLinear]() </h3>
+		<h3>[method:this convertSRGBToLinear]() </h3>
 		<p>
 		Converts this color from sRGB space to linear space.
 		</p>
 
-		<h3>[method:Color copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
+		<h3>[method:this copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Color color] — Color to copy.<br />
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
@@ -144,7 +144,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
 		</p>
 
-		<h3>[method:Color copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
+		<h3>[method:this copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Color color] — Color to copy.<br />
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
@@ -153,14 +153,14 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
 		</p>
 
-		<h3>[method:Color copyLinearToSRGB]( [param:Color color]] ) </h3>
+		<h3>[method:this copyLinearToSRGB]( [param:Color color]] ) </h3>
 		<p>
 		[page:Color color] — Color to copy.<br />
 
 		Copies the given color into this color, and then converts this color from linear space to sRGB space.
 		</p>
 
-		<h3>[method:Color copySRGBToLinear]( [param:Color color] ) </h3>
+		<h3>[method:this copySRGBToLinear]( [param:Color color] ) </h3>
 		<p>
 		[page:Color color] — Color to copy.<br />
 
@@ -170,7 +170,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		<h3>[method:Boolean equals]( [param:Color color] ) </h3>
 		<p>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</p>
 
-		<h3>[method:Color fromArray]( [param:Array array], [param:Integer offset] ) </h3>
+		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] ) </h3>
 		<p>
 		[page:Array array] - [page:Array] of floats in the form [ [page:Float r], [page:Float g], [page:Float b] ].<br />
 		[page:Integer offset] - An optional offset into the array.<br /><br />
@@ -208,7 +208,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		<h3>[method:String getStyle]()</h3>
 		<p>Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.</p>
 
-		<h3>[method:Color lerp]( [param:Color color], [param:Float alpha] ) </h3>
+		<h3>[method:this lerp]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
 		[page:Color color] - color to converge on.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -229,7 +229,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		- alpha = 0 will be [page:Color color1], and alpha = 1 will be [page:Color color2].
 		</p>
 
-		<h3>[method:Color lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
+		<h3>[method:this lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
 		[page:Color color] - color to converge on.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -241,20 +241,20 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		this color and 1.0 is the first argument.
 		</p>
 
-		<h3>[method:Color multiply]( [param:Color color] ) </h3>
+		<h3>[method:this multiply]( [param:Color color] ) </h3>
 		<p>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</p>
 
-		<h3>[method:Color multiplyScalar]( [param:Number s] ) </h3>
+		<h3>[method:this multiplyScalar]( [param:Number s] ) </h3>
 		<p>Multiplies this color's RGB values by [page:Number s].</p>
 
-		<h3>[method:Color offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
+		<h3>[method:this offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<p>
 			Adds the given [page:Float h], [page:Float s], and [page:Float l] to this color's values.
 			Internally, this converts the color's [page:.r r], [page:.g g] and [page:.b b] values to HSL, adds
 			[page:Float h], [page:Float s], and [page:Float l], and then converts the color back to RGB.
 		</p>
 
-		<h3>[method:Color set]( [param:Color_Hex_or_String value] ) </h3>
+		<h3>[method:this set]( [param:Color_Hex_or_String value] ) </h3>
 		<p>
 		[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
 
@@ -262,14 +262,14 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		Delegates to [page:.copy], [page:.setStyle], or [page:.setHex] depending on input type.
 		</p>
 
-		<h3>[method:Color setHex]( [param:Integer hex] ) </h3>
+		<h3>[method:this setHex]( [param:Integer hex] ) </h3>
 		<p>
 		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
 
 		Sets this color from a hexadecimal value.
 		</p>
 
-		<h3>[method:Color setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
+		<h3>[method:this setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<p>
 		[page:Float h] — hue value between 0.0 and 1.0 <br />
 		[page:Float s] — saturation value between 0.0 and 1.0 <br />
@@ -278,7 +278,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		Sets color from HSL values.
 		</p>
 
-		<h3>[method:Color setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
+		<h3>[method:this setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
 		<p>
 		[page:Float r] — Red channel value between 0.0 and 1.0.<br />
 		[page:Float g] — Green channel value between 0.0 and 1.0.<br />
@@ -287,14 +287,14 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		Sets this color from RGB values.
 		</p>
 
-		<h3>[method:Color setScalar]( [param:Float scalar] ) </h3>
+		<h3>[method:this setScalar]( [param:Float scalar] ) </h3>
 		<p>
 		[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
 
 		Sets all three color components to the value [page:Float scalar].
 		</p>
 
-		<h3>[method:Color setStyle]( [param:String style] ) </h3>
+		<h3>[method:this setStyle]( [param:String style] ) </h3>
 		<p>
 		[page:String style] — color as a CSS-style string.<br /><br />
 
@@ -313,7 +313,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange'.
 		</p>
 
-		<h3>[method:Color setColorName]( [param:String style] ) </h3>
+		<h3>[method:this setColorName]( [param:String style] ) </h3>
 		<p>
 		[page:String style] — color name ( from [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color names] ).<br /><br />
 
@@ -322,7 +322,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		For convenience, the list of names is exposed in Color.NAMES as a hash: <code>Color.NAMES.aliceblue // returns 0xF0F8FF</code>
 		</p>
 
-		<h3>[method:Color sub]( [param:Color color] ) </h3>
+		<h3>[method:this sub]( [param:Color color] ) </h3>
 		<p>
 		Subtracts the RGB components of the given color from the RGB components of this color.
 		If this results in a negative component, that component is set to zero.

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

@@ -43,23 +43,23 @@
 		and [page:.y y] properties as this one.
 		</p>
 
-		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
+		<h3>[method:this copy]( [param:Cylindrical other] )</h3>
 		<p>
 			Copies the values of the passed Cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties to this cylindrical.
 		</p>
 
-		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
+		<h3>[method:this set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<p>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
 		and [page:.y y] properties.</p>
 
-		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
+		<h3>[method:this setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
 			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties from the [page:Vector3 Vector3].
 		</p>
 
-		<h3>[method:Cylindrical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties from Cartesian coordinates.

+ 7 - 7
docs/api/en/math/Euler.html

@@ -69,7 +69,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Euler copy]( [param:Euler euler] )</h3>
+		<h3>[method:this copy]( [param:Euler euler] )</h3>
 		<p>Copies value of [page:Euler euler] to this euler.</p>
 
 		<h3>[method:Euler clone]()</h3>
@@ -78,7 +78,7 @@
 		<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
 		<p>Checks for strict equality of this euler and [page:Euler euler].</p>
 
-		<h3>[method:Euler fromArray]( [param:Array array] )</h3>
+		<h3>[method:this fromArray]( [param:Array array] )</h3>
 		<p>
 		[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
 
@@ -88,7 +88,7 @@
 		Optionally assigns this euler's [page:.order order] to array[3].
 		</p>
 
-		<h3>[method:Euler reorder]( [param:String newOrder] )</h3>
+		<h3>[method:this reorder]( [param:String newOrder] )</h3>
 		<p>
 		Resets the euler angle with a new order by creating a quaternion from this euler angle
 		and then setting this euler angle with the quaternion and the new order. <br /><br />
@@ -96,7 +96,7 @@
 		<em>WARNING</em>: this discards revolution information.
 		</p>
 
-		<h3>[method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
+		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
 		<p>
 			[page:.x x] - the angle of the x axis in radians.<br />
 			[page:.y y] - the angle of the y axis in radians.<br />
@@ -106,7 +106,7 @@
 			Sets the angles of this euler transform and optionally the [page:.order order].
 		</p>
 
-		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )</h3>
+		<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m], [param:String order] )</h3>
 		<p>
 		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
 		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
@@ -116,7 +116,7 @@
 		specified by order.
 		</p>
 
-		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
+		<h3>[method:this setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
 		<p>
 		[page:Quaternion q] - a normalized quaternion.<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
@@ -126,7 +126,7 @@
 		</p>
 
 
-		<h3>[method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
+		<h3>[method:this setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
 		<p>
 		[page:Vector3 vector] - [page:Vector3].<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />

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

@@ -54,7 +54,7 @@
 		Checks to see if the frustum contains the [page:Vector3 point].
 		</p>
 
-		<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
+		<h3>[method:this copy]( [param:Frustum frustum] )</h3>
 		<p>
 		[page:Frustum frustum] - The frustum to copy<br /><br />
 

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

@@ -38,7 +38,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Line3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Applies a matrix transform to the line segment.</p>
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
@@ -72,7 +72,7 @@
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
 		</p>
 
-		<h3>[method:Line3 copy]( [param:Line3 line] )</h3>
+		<h3>[method:this copy]( [param:Line3 line] )</h3>
 		<p>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</p>
 
 		<h3>[method:Vector3 delta]( [param:Vector3 target] )</h3>
@@ -107,7 +107,7 @@
 		Returns the center of the line segment.
 		</p>
 
-		<h3>[method:Line3 set]( [param:Vector3 start], [param:Vector3 end] )</h3>
+		<h3>[method:this set]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<p>
 		[page:Vector3 start] - set the [page:.start start point] of the line.<br />
 		[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />

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

@@ -33,7 +33,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Plane applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
 		<p>
 		[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
 		[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 being applied.<br /><br />
@@ -56,7 +56,7 @@
 		normal vector at the origin onto the plane.
 		</p>
 
-		<h3>[method:Plane copy]( [param:Plane plane] )</h3>
+		<h3>[method:this copy]( [param:Plane plane] )</h3>
 		<p>
 		Copies the values of the passed plane's [page:.normal normal] and [page:.constant constant]
 		properties to this plane.
@@ -105,12 +105,12 @@
 		Determines whether or not this plane intersects [page:Sphere sphere].
 		</p>
 
-		<h3>[method:Plane negate]()</h3>
+		<h3>[method:this negate]()</h3>
 		<p>
 		Negates both the normal vector and the constant.
 		</p>
 
-		<h3>[method:Plane normalize]()</h3>
+		<h3>[method:this normalize]()</h3>
 		<p>
 			Normalizes the [page:.normal normal] vector, and adjusts the [page:.constant constant]
 			value accordingly.
@@ -124,7 +124,7 @@
 		Projects a [page:Vector3 point] onto the plane.
 		</p>
 
-		<h3>[method:Plane set]( [param:Vector3 normal], [param:Float constant] )</h3>
+		<h3>[method:this set]( [param:Vector3 normal], [param:Float constant] )</h3>
 		<p>
 			[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
 			[page:Float constant] - the signed distance from the origin to the plane. Default is *0*.<br /><br />
@@ -132,7 +132,7 @@
 			Sets this plane's [page:.normal normal] and [page:.constant constant] properties by copying the values from the given normal.
 		</p>
 
-		<h3>[method:Plane setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>[method:this setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>
 		[page:Float x] - x value of the unit length normal vector.<br />
 		[page:Float y] - y value of the unit length normal vector.<br />
@@ -142,7 +142,7 @@
 		Set the individual components that define the plane.
 		</p>
 
-		<h3>[method:Plane setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
+		<h3>[method:this setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
 		<p>
 		 [page:Vector3 a] - first point on the plane.<br />
 		 [page:Vector3 b] - second point on the plane.<br />
@@ -152,7 +152,7 @@
 		and determines the direction of the [page:.normal normal].
 		</p>
 
-		<h3>[method:Plane setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] )</h3>
+		<h3>[method:this setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] )</h3>
 		<p>
 		[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
 		[page:Vector3 point] - [page:Vector3]<br /><br />
@@ -160,7 +160,7 @@
 		Sets the plane's properties as defined by a [page:Vector3 normal] and an arbitrary coplanar [page:Vector3 point].
 		</p>
 
-		<h3>[method:Plane translate]( [param:Vector3 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
 		[page:Vector3 offset] - the amount to move the plane by.<br /><br />
 

+ 17 - 17
docs/api/en/math/Quaternion.html

@@ -61,13 +61,13 @@
 			[page:.z z] and [page:.w w] properties to this one.
 		</p>
 
-		<h3>[method:Quaternion conjugate]()</h3>
+		<h3>[method:this conjugate]()</h3>
 		<p>
 		Returns the rotational conjugate of this quaternion. The conjugate of a quaternion
 		represents the same rotation in the opposite direction about the rotational axis.
 		</p>
 
-		<h3>[method:Quaternion copy]( [param:Quaternion q] )</h3>
+		<h3>[method:this copy]( [param:Quaternion q] )</h3>
 		<p>
 			Copies the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
 			of [page:Quaternion q] into this quaternion.
@@ -88,7 +88,7 @@
 			quaternions [page:Quaternion v] and this one.
 		</p>
 
-		<h3>[method:Quaternion fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		[page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
 		[page:Integer offset] - (optional) an offset into the array.<br /><br />
@@ -97,12 +97,12 @@
 		from an array.
 		</p>
 
-		<h3>[method:Quaternion identity]()</h3>
+		<h3>[method:this identity]()</h3>
 		<p>
 			Sets this quaternion to the identity quaternion; that is, to the quaternion that represents "no rotation".
 		</p>
 
-		<h3>[method:Quaternion invert]()</h3>
+		<h3>[method:this invert]()</h3>
 		<p>
 			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.
 		</p>
@@ -119,31 +119,31 @@
 			as this is a slightly more efficient calculation than [page:.length length]().
 		</p>
 
-		<h3>[method:Quaternion normalize]()</h3>
+		<h3>[method:this normalize]()</h3>
 		<p>
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
 		calculated the quaternion that performs the same rotation as this one, but has  [page:.length length]
 		equal to *1*.
 		</p>
 
-		<h3>[method:Quaternion multiply]( [param:Quaternion q] )</h3>
+		<h3>[method:this multiply]( [param:Quaternion q] )</h3>
 		<p>Multiplies this quaternion by [page:Quaternion q].</p>
 
-		<h3>[method:Quaternion multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
+		<h3>[method:this multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
 		<p>
 		Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
 		Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
 		</p>
 
-		<h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
+		<h3>[method:this premultiply]( [param:Quaternion q] )</h3>
 		<p>Pre-multiplies this quaternion by [page:Quaternion q].</p>
 
-		<h3>[method:Quaternion random]()</h3>
+		<h3>[method:this random]()</h3>
 		<p>
 		Sets this quaternion to a uniformly random, normalized quaternion.
 		</p>
 
-		<h3>[method:Quaternion rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
+		<h3>[method:this rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
 		<p>
 			[page:Quaternion q] - The target quaternion.<br />
 			[page:Float step] - The angular step in radians.<br /><br />
@@ -152,7 +152,7 @@
 			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:this 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 />
@@ -171,20 +171,20 @@
 		<h3>[method:this slerpQuaternions]( [param:Quaternion qa], [param:Quaternion qb], [param:Float t] )</h3>
 		<p>Performs a spherical linear interpolation between the given quaternions and stores the result in this quaternion.</p>
 
-		<h3>[method:Quaternion set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</p>
 
-		<h3>[method:Quaternion setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
+		<h3>[method:this setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<p>
 		Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
 		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
 		*Axis* is assumed to be normalized, *angle* is in radians.
 		</p>
 
-		<h3>[method:Quaternion setFromEuler]( [param:Euler euler] )</h3>
+		<h3>[method:this setFromEuler]( [param:Euler euler] )</h3>
 		<p>Sets this quaternion from the rotation specified by [page:Euler] angle.</p>
 
-		<h3>[method:Quaternion setFromRotationMatrix]( [param:Matrix4 m] )</h3>
+		<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<p>
 		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
 		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
@@ -192,7 +192,7 @@
 		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
 		</p>
 
-		<h3>[method:Quaternion setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
+		<h3>[method:this setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
 		<p>
 		Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
 		direction vector [page:Vector3 vTo].<br />

+ 5 - 5
docs/api/en/math/Ray.html

@@ -45,7 +45,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix4] )</h3>
 		<p>
 		[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
 
@@ -73,7 +73,7 @@
 		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
 		</p>
 
-		<h3>[method:Ray copy]( [param:Ray ray] )</h3>
+		<h3>[method:this copy]( [param:Ray ray] )</h3>
 		<p>
 			Copies the [page:.origin origin] and [page:.direction direction] properties
 			of [page:Ray ray] into this ray.
@@ -179,21 +179,21 @@
 		Return true if this [page:Ray] intersects with the [page:Sphere].
 		</p>
 
-		<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
+		<h3>[method:this lookAt]( [param:Vector3 v] )</h3>
 		<p>
 		[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
 
 		Adjusts the direction of the ray to point at the vector in world coordinates.
 		</p>
 
-		<h3>[method:Ray recast]( [param:Float t] )</h3>
+		<h3>[method:this recast]( [param:Float t] )</h3>
 		<p>
 		[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
 
 		Shift the origin of this [page:Ray] along its direction by the distance given.
 		</p>
 
-		<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
+		<h3>[method:this set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
 		[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
 		[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].

+ 6 - 6
docs/api/en/math/Sphere.html

@@ -33,7 +33,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Sphere applyMatrix4]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
 			[page:Matrix4 matrix] - the [Page:Matrix4] to apply <br /><br />
 
@@ -60,7 +60,7 @@
 		surface of the sphere.
 		</p>
 
-		<h3>[method:Sphere copy]( [param:Sphere sphere] )</h3>
+		<h3>[method:this copy]( [param:Sphere sphere] )</h3>
 		<p>
 		Copies the values of the passed sphere's [page:.center center] and [page:.radius radius]
 		properties to this sphere.
@@ -85,7 +85,7 @@
 		Spheres with a radius of 0 contain only their center point and are not considered to be empty.
 		</p>
 
-		<h3>[method:Sphere makeEmpty]()</h3>
+		<h3>[method:this makeEmpty]()</h3>
 		<p>Makes the sphere empty by setting [page:.center center] to (0, 0, 0) and [page:.radius radius] to -1.</p>
 
 		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
@@ -121,7 +121,7 @@
 		Checks to see if two spheres intersect.
 		</p>
 
-		<h3>[method:Sphere set]( [param:Vector3 center], [param:Float radius] )</h3>
+		<h3>[method:this set]( [param:Vector3 center], [param:Float radius] )</h3>
 		<p>
 			[page:Vector3 center] - center of the sphere.<br />
 			[page:Float radius] - radius of the sphere.<br /><br />
@@ -130,7 +130,7 @@
 		Please note that this method only copies the values from the given center.
 		</p>
 
-		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
+		<h3>[method:this setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
 		<p>
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
@@ -140,7 +140,7 @@
 		[page:Array points] is calculated.
 		</p>
 
-		<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
 		Translate the sphere's center by the provided offset [page:Vector3].
 		</p>

+ 5 - 5
docs/api/en/math/Spherical.html

@@ -43,28 +43,28 @@
 		and [page:.theta theta] properties as this one.
 		</p>
 
-		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
+		<h3>[method:this copy]( [param:Spherical s] )</h3>
 		<p>
 			Copies the values of the passed Spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties to this spherical.
 		</p>
 
-		<h3>[method:Spherical makeSafe]()</h3>
+		<h3>[method:this makeSafe]()</h3>
 		<p>
 		Restricts the polar angle [page:.phi phi] to be between 0.000001 and pi - 0.000001.
 		</p>
 
-		<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
+		<h3>[method:this set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<p>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
 		and [page:.theta theta] properties.</p>
 
-		<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
+		<h3>[method:this setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
 			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties from the [page:Vector3 Vector3].
 		</p>
 
-		<h3>[method:Spherical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties from Cartesian coordinates.

+ 8 - 8
docs/api/en/math/SphericalHarmonics3.html

@@ -24,14 +24,14 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:SphericalHarmonics3 add]( [param:SphericalHarmonics3 sh] )</h3>
+		<h3>[method:this add]( [param:SphericalHarmonics3 sh] )</h3>
 		<p>
 			[page:SphericalHarmonics3 sh] - The SH to add.<br /><br />
 
 			Adds the given SH to this instance.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 addScaledSH]( [param:SphericalHarmonics3 sh], [param:Number scale] )</h3>
+		<h3>[method:this addScaledSH]( [param:SphericalHarmonics3 sh], [param:Number scale] )</h3>
 		<p>
 			[page:SphericalHarmonics3 sh] - The SH to add.<br />
 			[page:Number scale] - The scale factor.<br /><br />
@@ -44,7 +44,7 @@
 			Returns a new instance of [name] with equal coefficients.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 copy]( [param:SphericalHarmonics3 sh] )</h3>
+		<h3>[method:this copy]( [param:SphericalHarmonics3 sh] )</h3>
 		<p>
 			[page:SphericalHarmonics3 sh] - The SH to copy.<br /><br />
 
@@ -58,7 +58,7 @@
 			Returns true if the given SH and this instance have equal coefficients.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 fromArray]( [param:Array array], [param:Number offset] )</h3>
+		<h3>[method:this fromArray]( [param:Array array], [param:Number offset] )</h3>
 		<p>
 			[page:Array array] - The array holding the numbers of the SH coefficients.<br />
 			[page:Number offset] - (optional) The array offset.<br /><br />
@@ -82,7 +82,7 @@
 			Returns the irradiance (radiance convolved with cosine lobe) in the direction of the given normal.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 lerp]( [param:SphericalHarmonics3 sh], [param:Number alpha] )</h3>
+		<h3>[method:this lerp]( [param:SphericalHarmonics3 sh], [param:Number alpha] )</h3>
 		<p>
 			[page:SphericalHarmonics3 sh] - The SH to interpolate with.<br />
 			[page:Number alpha] - The alpha factor.<br /><br />
@@ -90,14 +90,14 @@
 			Linear interpolates between the given SH and this instance by the given alpha factor.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 scale]( [param:Number scale] )</h3>
+		<h3>[method:this scale]( [param:Number scale] )</h3>
 		<p>
 			[page:Number scale] - The scale factor.<br /><br />
 
 			Scales this SH by the given scale factor.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 set]( [param:Array coefficients] )</h3>
+		<h3>[method:this set]( [param:Array coefficients] )</h3>
 		<p>
 			[page:Array coefficients] - An array of SH coefficients.<br /><br />
 
@@ -113,7 +113,7 @@
 			are represented as numbers.
 		</p>
 
-		<h3>[method:SphericalHarmonics3 zero]()</h3>
+		<h3>[method:this zero]()</h3>
 		<p>
 			Sets all SH coefficients to 0.
 		</p>

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

@@ -67,7 +67,7 @@
 		Returns true if the passed point, when projected onto the plane of the triangle, lies within the triangle.
 		</p>
 
-		<h3>[method:Triangle copy]( [param:Triangle triangle] )</h3>
+		<h3>[method:this copy]( [param:Triangle triangle] )</h3>
 		<p>
 			Copies the values of the passed triangles's [page:.a a], [page:.b b] and [page:.c c]
 			properties to this triangle.
@@ -120,13 +120,13 @@
 		Determines whether or not this triangle intersects [page:Box3 box].
 		</p>
 
-		<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
+		<h3>[method:this set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<p>
 		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:Vector3 vector3s].<br>
 		Please note that this method only copies the values from the given objects.
 		</p>
 
-		<h3>[method:Triangle setFromAttributeAndIndices]( [param:BufferAttribute attribute], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
+		<h3>[method:this setFromAttributeAndIndices]( [param:BufferAttribute attribute], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
 		<p>
 		attribute - [page:BufferAttribute] of vertex data <br />
 		i0 - [page:Integer] index <br />
@@ -136,7 +136,7 @@
 		Sets the triangle's vertices from the buffer attribute vertex data.
 		</p>
 
-		<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
+		<h3>[method:this setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
 		<p>
 		points - [page:Array] of [page:Vector3]s <br />
 		i0 - [page:Integer] index <br />

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

@@ -74,7 +74,7 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
-		<h3>[method:Line computeLineDistances]()</h3>
+		<h3>[method:this computeLineDistances]()</h3>
 		<p>
 		Computes an array of distance values which are necessary for [page:LineDashedMaterial]. For each vertex in the geometry, the method calculates the cumulative length from the current point to the very beginning of the line.
 		</p>

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

@@ -63,7 +63,7 @@
 		Returns a clone of this Sprite object and any descendants.
 		</p>
 
-		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
+		<h3>[method:this copy]( [param:Sprite sprite] )</h3>
 		<p>
 		Copies the properties of the passed sprite to this one.
 		</p>

+ 1 - 1
docs/api/en/renderers/WebGLCubeRenderTarget.html

@@ -56,7 +56,7 @@
 
 		<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
 
-		<h3>[method:WebGLCubeRenderTarget fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
+		<h3>[method:this fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
 		<p>
 			[page:WebGLRenderer renderer] — the renderer.<br/>
 			[page:Texture texture] — the equirectangular texture.

+ 1 - 1
docs/api/en/renderers/WebGLRenderTarget.html

@@ -106,7 +106,7 @@
 		Creates a copy of this render target.
 		</p>
 
-		<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
+		<h3>[method:this copy]( [param:WebGLRenderTarget source] )</h3>
 		<p>
 		Adopts the settings of the given render target.
 		</p>

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

@@ -39,7 +39,7 @@
 		<h3>[method:Fog clone]()</h3>
 		<p>Returns a new fog instance with the same parameters as this one.</p>
 
-		<h3>[method:Fog toJSON]()</h3>
+		<h3>[method:Object toJSON]()</h3>
 		<p>Return fog data in JSON format.</p>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/scenes/FogExp2.html

@@ -35,7 +35,7 @@
 		<h3>[method:FogExp2 clone]()</h3>
 		<p>Returns a new FogExp2 instance with the same parameters as this one.</p>
 
-		<h3>[method:FogExp2 toJSON]()</h3>
+		<h3>[method:Object toJSON]()</h3>
 		<p>Return FogExp2 data in JSON format.</p>
 
 		<h2>Source</h2>

+ 3 - 1
docs/api/en/textures/CompressedTexture.html

@@ -78,7 +78,9 @@
 
 		<h2>Methods</h2>
 
-
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
 
 		<h2>Source</h2>
 

+ 39 - 39
docs/api/ko/animation/AnimationAction.html

@@ -45,7 +45,7 @@
 			초기값은 *false* 입니다.<br /><br />
 
 			참고: *clampWhenFinished* 는 작업이 중단될 경우 아무런 영향을 주지 않습니다 (마지막 루프를 실제로 완료된 경우에만 효과가 있음).
-			
+
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
@@ -54,8 +54,8 @@
 
 			애니메이션 액션이 다시 활성화되면, 현재 [page:.time time] 부터 연속적으로 애니메이션이 활성화 됩니다 (*enabled* 를 *false* 로 설정하면 애니메이션 액션이 초기화 되지 않습니다).<br /><br />
 
-			참고: *enabled* 를 *true* 로 설정해도 자동적으로 애니메이션이 재시작하지 않습니다. *enabled* 를 *true* 로 설정하면 다음 조건이 충족되는 경우에만 즉시 애니메이션을 시작합니다: 
-			[page:.paused paused] 가 *false* 인 경우, - 그동안 애니메이션 액션은 비활성화 되지 않습니다 
+			참고: *enabled* 를 *true* 로 설정해도 자동적으로 애니메이션이 재시작하지 않습니다. *enabled* 를 *true* 로 설정하면 다음 조건이 충족되는 경우에만 즉시 애니메이션을 시작합니다:
+			[page:.paused paused] 가 *false* 인 경우, - 그동안 애니메이션 액션은 비활성화 되지 않습니다
 			( [page:.stop stop] 또는 [page:.reset reset] 명령을 실행하여) 그리고 [page:.weight weight], [page:.timeScale timeScale] 는 둘 다 0 이 아닙니다.
 
 		</p>
@@ -70,19 +70,19 @@
 			[page:Animation THREE.LoopRepeat] - 클립의 끝에서 시작 부분으로 즉시 이동할 때마다 선택한 *repetitions* 수 만큼 클립 재생 <br />
 			[page:Animation THREE.LoopPingPong] - 선택한 *repetitions* 수 만큼 클립을 앞뒤로 재생
 		</p>
-  
+
 			애니메이션 액션에서 수행된 [page:AnimationClip] 의 반복 횟수입니다.
 			[page:.setLoop setLoop]을 통해 설정할 수 있습니다. 기본값은 *무한대* 입니다. <br /><br />
 			[page:. loop loop mode] 가 [page:animation THREE.LoopOnce] 로 설정되어 있으면 숫자를 설정해도 아무런 영향을 미치지 않습니다.
-			
+
 		</p>
 
 		<h3>[property:Number time]</h3>
 		<p>
 			애니메이션 액션의 로컬 시간 속성 (초 단위, 0부터 시작).<br /><br />
 
-			시간 속성은 값이 고정 되거나, 반복 상태에 따라 0 ... clip.duration 으로 래핑 됩니다. 
-			[page:.timeScale timeScale] 을 변경하여 글로벌 믹서 타임을 상대적으로 확장할 수 있습니다 
+			시간 속성은 값이 고정 되거나, 반복 상태에 따라 0 ... clip.duration 으로 래핑 됩니다.
+			[page:.timeScale timeScale] 을 변경하여 글로벌 믹서 타임을 상대적으로 확장할 수 있습니다
 			([page:.setEffectiveTimeScale setEffectiveTimeScale] 또는 [page:.setDuration setDuration] 을 이용하여) <br />
 		</p>
 
@@ -103,10 +103,10 @@
 
 		<h3>[property:Number weight]</h3>
 		<p>
-			애니메이션 액션의 중요도에 대한 속성입니다 ([0,1] 간격). 
+			애니메이션 액션의 중요도에 대한 속성입니다 ([0,1] 간격).
 			값은 *0* (영향 없음) 과 *1* (최대 영향) 사이의 값을 사용할 수 있고, 여러 액션들을 혼합해서 사용할 수 있습니다.
 			기본값은 *1* 입니다. <br /><br />
-			
+
 			*weight* 와 관련된 속성/메소드는:
 			[page:.crossFadeFrom crossFadeFrom],
 			[page:.crossFadeTo crossFadeTo],
@@ -132,7 +132,7 @@
 		<h2>메소드</h2>
 
 
-		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			해당 메소드는 [page:.fadeIn fade in] 을 수행하게 되고, 전달 된 시간 간격 내에서 동시에 다른 작업을 페이드 아웃을 수행합니다.
 			해당 메소드는 체인으로 연결될 수 있습니다. <br /><br />
@@ -143,24 +143,24 @@
 
 		</p>
 
-		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			해당 메소드는 [page:.fadeOut fade out] 을 수행하게 되고, 전달 된 시간 간격 내에서 동시에 다른 작업을 페이드 인을 수행합니다.
 			해당 메소드는 체인으로 연결될 수 있습니다. <br /><br />
-			
+
 			만약 warpBoolean 이 true 일 경우, 추가적으로 [page.warp warping] 이 적용될 것입니다 (time scales 만큼 점차적으로 변경). <br /><br />
-			
+
 			참고: *fadeIn*/*fadeOut* 처럼, 페이딩의 시작/종료의 가중치 값이 1일 때 동작됩니다.
 
 		</p>
 
-		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>
 		<p>
-			전달된 시간 간격 내에서 페이드 인의 [page:.weight weight] 의 값을 0 에서 1으로 점차적으로 증가합니다. 
+			전달된 시간 간격 내에서 페이드 인의 [page:.weight weight] 의 값을 0 에서 1으로 점차적으로 증가합니다.
 			해당 메소드는 체인으로 연결할 수 있습니다.
 		</p>
 
-		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeOut]( [param:Number durationInSeconds] )</h3>
 		<p>
 			전달된 시간 간격 내에서 페이드 아웃의 [page:.weight weight] 의 값을 1 에서 0으로 점차적으로 감소합니다.
 			해당 메소드는 체인으로 연결할 수 있습니다.
@@ -169,7 +169,7 @@
 		<h3>[method:Number getEffectiveTimeScale]()</h3>
 		<p>
 			실질적인 타임 스케일을 반환합니다. (현재 워핑 상태 및 [page:.paused paused] 을 고려해야합니다).
-			
+
 		</p>
 
 		<h3>[method:number getEffectiveWeight]()</h3>
@@ -192,7 +192,7 @@
 			애니메이션 액션이 수행되는 루트 객체를 반환합니다.
 		</p>
 
-		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this halt]( [param:Number durationInSeconds] )</h3>
 		<p>
 			전달 된 시간 간격 내에서 [page:.timeScale timeScale]을 점차적으로 애니메이션 속도를 0으로 감소시킵니다(현재 값에서부터 시작).
 			해당 메소드는 체인으로 연결할 수 있습니다.
@@ -209,31 +209,31 @@
 
 			참고: *isRunning* 이 true 이여도 애니메이션이 실제 동작한다는 것을 의미하지는 않습니다.
 			[page : .weight weight] 가 0이 아닌 값으로 추가로 설정된 경우에만 해당됩니다.
-			
+
 		</p>
 
 		<h3>[method:Boolean isScheduled]()</h3>
 		<p>
 			만약 애니메이션 액션이 믹서에서 활성화 될 경우 true 를 반환합니다. <br /><br />
-			
+
 			참고: 해당 메소드는 애니메이션이 실제로 동작하고 있음을 의미하지는 않습니다. ([page:.isRunning isRunning] 에 대한 추가적인 비교 조건이 필요)
-			
+
 		</p>
 
-		<h3>[method:AnimationAction play]()</h3>
+		<h3>[method:this play]()</h3>
 		<p>
 			믹서에 애니메이션 액션을 활성화하도록 요청합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
-			참고: 해당 메소드를 활성화 할 경우 반드시 애니메이션이 실행되는 것을 의미하지는 않습니다: 
+			참고: 해당 메소드를 활성화 할 경우 반드시 애니메이션이 실행되는 것을 의미하지는 않습니다:
 			만약 애니메이션 액션 작업이 이미 완료되었거나 (마지막 루프의 끝에 도달하여), 지연된 시작 시간이 설정된 경우([page:.startAt startAt] 을 통해), 먼저 [page:.reset rest]을 처음으로 실행해야 합니다.
 			일부 다른 설정 ([page:.paused paused] = true, [page:.enabled enabled] = false, [page:.weight weight] = 0, [page:.timeScale timeScale] = 0) 으로 인해 애니메이션이 재생되지 않을 수 있습니다.
 		</p>
 
-		<h3>[method:AnimationAction reset]()</h3>
+		<h3>[method:this reset]()</h3>
 		<p>
 			애니메이션 액션을 재설정 합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
-			해당 메소드는 
+			해당 메소드는
 			[page:.paused paused] 를 false로 설정합니다,
 			[page:.enabled enabled] 를 true로 설정합니다,
 			[page:.time time] 을 0으로 설정합니다,
@@ -243,14 +243,14 @@
 			기술: 만약 당신이 *stop* 과 *reset* 둘다 호출하기를 원하면, *reset* 은 호출하지 말고 *stop* 을 해야합니다. <br/>
 		</p>
 
-		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this setDuration]( [param:Number durationInSeconds] )</h3>
 		<p>
 			애니메이션 액션의 단일 루프의 기간을 설정합니다 ([page:.timeScale timeScale] 을 조정하고, 미리 예약된 워핑을 중단).
 			해당 메소드는 체인으로 연결할 수 있습니다.
-			
+
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
+		<h3>[method:this setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<p>
 			[page:.timeScale timeScale] 을 설정하고 예약된 워핑을 중단합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
@@ -258,33 +258,33 @@
 			그렇지 않으면, 실질적인 타임 스케일 (현재 애니메이션에 직접적으로 영향을 미치는) 값은 0으로 설정됩니다. <br /><br />
 
 			참고: 해당 메소드로 인해 *timeScale* 의 값이 0 으로 설정 되어도 .*paused* 값은 자동적으로 *true* 로 변경되지 않습니다.
-			
+
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
+		<h3>[method:this setEffectiveWeight]( [param:Number weight] )</h3>
 		<p>
 			[page:.weight weight] 이 설정되고 예약된 페이딩을 중지 합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
 			만약 [page:..enabled enabled] 이 true 일 경우, 실질적인 가중치 (내부 속성* 값은 해당 weight 값으로 설정됩니다;
 			그렇지 않으면, 실질적인 가중치 (현재 애니메이션에 직접적으로 영향을 미치는) 값은 0으로 설정됩니다. <br /><br />
-	
+
 			참고: 해당 메소드로 인해 *weight* 의 값이 0 으로 설정 되어도 .*enabled* 값은 자동적으로 *false*로 변경되지 않습니다.
 		</p>
 
-		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
+		<h3>[method:this setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
 		<p>
 			[page:.loop loop mode] 및 [page:.repetitions repetitions] 의 횟수를 설정합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
 		</p>
 
-		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
+		<h3>[method:this startAt]( [param:Number startTimeInSeconds] )</h3>
 		<p>
-			
+
 			지연된 시작 이벤트를 정의합니다 (일반적으로 AnimationMixer.time + deltaTimeInSeconds에서 전달됨). 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
 			참고: .[page:.startAt startAt] 메소드가 [page:.play play] 메소드와 함께 연결되어 있거나 애니메이션이 믹서에서 활성화 된 경우 (중지 또는 재설정없이 .*play* 를 먼저 호출하여) 애니메이션은 지정된 시간에만 시작됩니다.
 		</p>
 
-		<h3>[method:AnimationAction stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 			믹서에게 애니메이션 액션을 비활성화하도록 설정합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
@@ -294,17 +294,17 @@
 
 		</p>
 
-		<h3>[method:AnimationAction stopFading]()</h3>
+		<h3>[method:this stopFading]()</h3>
 		<p>
 			애니메이션 액션에 적용되어 있는 [page:.fadeIn fading] 을 종료합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
 		</p>
 
-		<h3>[method:AnimationAction stopWarping]()</h3>
+		<h3>[method:this stopWarping]()</h3>
 		<p>
 			애니메이션 액션에 적용되어 있는 [page:.warp warping] 을 종료합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
 		</p>
 
-		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
+		<h3>[method:this syncWith]( [param:AnimationAction otherAction] )</h3>
 		<p>
 			애니메이션 액션을 전달된 다른 작업과 함께 동기화를 합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
 
@@ -313,7 +313,7 @@
 			참고: 다른 작업들의 *time* 및 *timeScale* 의  향후 변경 사항은 감지되지 않습니다.
 		</p>
 
-		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
+		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<p>
 			들어오는 이벤트 간격에서 [page:.timeScale timeScale] 을 *startTimeScale* 에서 *endTimeScale* 로 점차적으로 재생 속도를 변경합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
 		</p>

+ 3 - 3
docs/api/ko/animation/AnimationMixer.html

@@ -67,19 +67,19 @@
 			믹서의 루트 오브젝트를 리턴합니다.
 		</p>
 
-		<h3>[method:AnimationMixer stopAllAction]()</h3>
+		<h3>[method:this stopAllAction]()</h3>
 		<p>
 			믹서의 모든 이전 예약 동작들을 비활성화합니다.
 		</p>
 
-		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:this update]([param:Number deltaTimeInSeconds]) </h3>
 		<p>
 			글로벌 믹서 시간을 되돌리고 애니메이션을 업데이트합니다.<br /><br />
 
 			주로 렌더 루프에서 사용되며, [page:.timeScale timeScale]로 설정된 배율로 [page:Clock.getDelta clock.getDelta]를 넘겨줍니다.
 		</p>
 
-		<h3>[method:AnimationMixer setTime]([param:Number timeInSeconds]) </h3>
+		<h3>[method:this setTime]([param:Number timeInSeconds]) </h3>
 		<p>
 			글로벌 믹서의 특정 시간을 설정하고 그에 따라 애니메이션을 업데이트합니다.<br /><br />
 

+ 16 - 16
docs/api/ko/audio/Audio.html

@@ -104,12 +104,12 @@
 
 		<h2>메서드</h2>
 
-		<h3>[method:Audio connect]()</h3>
+		<h3>[method:this connect]()</h3>
 		<p>
 		[page:Audio.source]에 연결합니다. 시작 및 필터 설정/제거 시에 내부적으로 사용됩니다.
 		</p>
 
-		<h3>[method:Audio disconnect]()</h3>
+		<h3>[method:this disconnect]()</h3>
 		<p>
 		[page:Audio.source] 연결을 해제합니다. 필터 설정/제거 시에 내부적으로 사용됩니다.
 		</p>
@@ -144,12 +144,12 @@
 		현재 볼륨을 리턴합니다.
 		</p>
 
-		<h3>[method:Audio play]( delay )</h3>
+		<h3>[method:this play]( delay )</h3>
 		<p>
 		[page:Audio.hasPlaybackControl hasPlaybackControl]가 true면, 재생을 시작합니다.
 		</p>
 
-		<h3>[method:Audio pause]()</h3>
+		<h3>[method:this pause]()</h3>
 		<p>
 		[page:Audio.hasPlaybackControl hasPlaybackControl]가 true면, 재생을 멈춥니다.
 		</p>
@@ -159,67 +159,67 @@
 		재생이 끝나면 자동으로 호출됩니다.
 		</p>
 
-		<h3>[method:Audio setBuffer]( audioBuffer )</h3>
+		<h3>[method:this setBuffer]( audioBuffer )</h3>
 		<p>
 		[page:Audio.source source]를 audioBuffer에 설치하고, [page:Audio.sourceType sourceType]를 'buffer'에 설정합니다.<br />
 		[page:Audio.autoplay autoplay]의 경우에는 재생도 시작합니다.
 		</p>
 
-		<h3>[method:Audio setFilter]( filter )</h3>
+		<h3>[method:this setFilter]( filter )</h3>
 		<p>
 		Applies a single filter node to the audio.
 		</p>
 
-		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
+		<h3>[method:this setFilters]( [param:Array value] )</h3>
 		<p>
 		value - arrays of filters.<br />
 		Applies an array of filter nodes to the audio.
 		</p>
 
-		<h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
+		<h3>[method:this setLoop]( [param:Boolean value] )</h3>
 		<p>
 		*value*를 [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop]로 설정합니다(재생이 반복되는지).
 		</p>
 
-		<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
+		<h3>[method:this setLoopStart]( [param:Float value] )</h3>
 		<p>
 		*value*를 [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart]로 설정합니다.
 		</p>
 
-		<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
+		<h3>[method:this setLoopEnd]( [param:Float value] )</h3>
 		<p>
 		*value*를 [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd]로 설정합니다.
 		</p>
 
-		<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
+		<h3>[method:this setMediaElementSource]( mediaElement )</h3>
 		<p>
 		이 오디오 소스에 [link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement]타입의 오브젝트를 적용합니다.<br />
 		[page:Audio.hasPlaybackControl hasPlaybackControl]를 false로 설정합니다.
 		</p>
 
-		<h3>[method:Audio setMediaStreamSource]( mediaStream )</h3>
+		<h3>[method:this setMediaStreamSource]( mediaStream )</h3>
 		<p>
 		이 오디오 소스에 [link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream]타입의 오브젝트를 적용합니다.<br />
 		[page:Audio.hasPlaybackControl hasPlaybackControl]를 false로 설정합니다.
 		</p>
 
-		<h3>[method:Audio setNodeSource]( audioNode )</h3>
+		<h3>[method:this setNodeSource]( audioNode )</h3>
 		<p>
 		audioBuffer에 [page:Audio.source source]를 설치하고 'audioNode'를 [page:Audio.sourceType sourceType]로 설정합니다.<br />
 		[page:Audio.hasPlaybackControl hasPlaybackControl]를 false로 설정합니다.
 		</p>
 
-		<h3>[method:Audio setPlaybackRate]( [param:Float value] )</h3>
+		<h3>[method:this setPlaybackRate]( [param:Float value] )</h3>
 		<p>
 		[page:Audio.hasPlaybackControl hasPlaybackControl]이 활성화되어 있으면 *value*를 [page:Audio.playbackRate playbackRate]로 설정합니다.
 		</p>
 
-		<h3>[method:Audio setVolume]( [param:Float value] )</h3>
+		<h3>[method:this setVolume]( [param:Float value] )</h3>
 		<p>
 		볼륨을 설정합니다.
 		</p>
 
-		<h3>[method:Audio stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 		[page:Audio.hasPlaybackControl hasPlaybackControl]가 활성화되어 있으면 재생을 중단합니다.
 		</p>

+ 3 - 3
docs/api/ko/audio/AudioListener.html

@@ -77,7 +77,7 @@
 		[page:AudioListener.gain gainNode]를 리턴합니다.
 		</p>
 
-		<h3>[method:AudioListener removeFilter]()</h3>
+		<h3>[method:this removeFilter]()</h3>
 		<p>
 		[page:AudioListener.filter filter] 프로퍼티를 *null*로 설정합니다.
 		</p>
@@ -87,7 +87,7 @@
 		[page:AudioListener.filter filter] 프로퍼티의 값을 리턴합니다.
 		</p>
 
-		<h3>[method:AudioListener setFilter]( [param:AudioNode value] )</h3>
+		<h3>[method:this setFilter]( [param:AudioNode value] )</h3>
 		<p>
 		[page:AudioListener.filter filter] 프로퍼티를 *value*로 설정합니다.
 		</p>
@@ -97,7 +97,7 @@
 		볼륨을 리턴합니다.
 		</p>
 
-		<h3>[method:AudioListener setMasterVolume]( [param:Number value] )</h3>
+		<h3>[method:this setMasterVolume]( [param:Number value] )</h3>
 		<p>
 		볼륨을 설정합니다.
 		</p>

+ 5 - 5
docs/api/ko/audio/PositionalAudio.html

@@ -87,7 +87,7 @@
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance]의 값을 리턴합니다.
 		</p>
 
-		<h3>[method:PositionalAudio setRefDistance]( [param:Float value] )</h3>
+		<h3>[method:this setRefDistance]( [param:Float value] )</h3>
 		<p>
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance]의 값을 설정합니다.
 		</p>
@@ -97,7 +97,7 @@
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor]의 값을 리턴합니다.
 		</p>
 
-		<h3>[method:PositionalAudio setRolloffFactor]( [param:Float value] )</h3>
+		<h3>[method:this setRolloffFactor]( [param:Float value] )</h3>
 		<p>
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor]의 값을 설정합니다.
 		</p>
@@ -107,7 +107,7 @@
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel]의 값을 리턴합니다.
 		</p>
 
-		<h3>[method:PositionalAudio setDistanceModel]( [param:String value] )</h3>
+		<h3>[method:this setDistanceModel]( [param:String value] )</h3>
 		<p>
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel]의 값을 설정합니다.
 		</p>
@@ -117,12 +117,12 @@
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance]의 값을 리턴합니다.
 		</p>
 
-		<h3>[method:PositionalAudio setMaxDistance]( [param:Float value] )</h3>
+		<h3>[method:this setMaxDistance]( [param:Float value] )</h3>
 		<p>
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance]의 값을 리턴합니다.
 		</p>
 
-		<h3>[method:PositionalAudio setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
+		<h3>[method:this setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
 		<p>
 		이 메서드는 전방향 사운드를 [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound]로 변환하기 위해 사용할 수 있습니다.
 		</p>

+ 1 - 1
docs/api/ko/cameras/Camera.html

@@ -56,7 +56,7 @@
 			이 카메라와 같은 프로퍼티를 가진 새 카메라를 리턴합니다.
 		</p>
 
-		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
+		<h3>[method:this copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
 		원본 카메라에서 이 카메라로 프로퍼티를 복사합니다.
 		</p>

+ 15 - 15
docs/api/ko/core/BufferAttribute.html

@@ -115,10 +115,10 @@
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>bufferAttribute 사본을 리턴합니다.</p>
 
-		<h3>[method:BufferAttribute copy]( [param:BufferAttribute bufferAttribute] )</h3>
+		<h3>[method:this copy]( [param:BufferAttribute bufferAttribute] )</h3>
 		<p>현재의 BufferAttribute에 다른 BufferAttribute를 붙여 넣습니다.</p>
 
-		<h3>[method:BufferAttribute copyArray]( array ) </h3>
+		<h3>[method:this copyArray]( array ) </h3>
 		<p>[page:BufferAttribute.array array]에 해당 배열(일반 배열 혹은 TypedArray)을 복사합니다.<br /><br />
 
 			TypedArray를 복사할 때의 조건에 대한 주의사항은 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]
@@ -128,16 +128,16 @@
 		<h3>[method:this copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
 		<p>bufferAttribute[index2]의 벡터를 [page:BufferAttribute.array array][index1]에 복사합니다.</p>
 
-		<h3>[method:BufferAttribute copyColorsArray]( [param:Array colors] ) </h3>
+		<h3>[method:this copyColorsArray]( [param:Array colors] ) </h3>
 		<p>RGB 색상 값을 나타내는 배열을 [page:BufferAttribute.array array]에 복사합니다.</p>
 
-		<h3>[method:BufferAttribute copyVector2sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector2sArray]( [param:Array vectors] ) </h3>
 		<p>[page:Vector2]값을 나타내는 배열을 [page:BufferAttribute.array array]에 복사합니다.</p>
 
-		<h3>[method:BufferAttribute copyVector3sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector3sArray]( [param:Array vectors] ) </h3>
 		<p>[page:Vector3]값을 나타내는 배열을 [page:BufferAttribute.array array]에 복사합니다.</p>
 
-		<h3>[method:BufferAttribute copyVector4sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector4sArray]( [param:Array vectors] ) </h3>
 		<p>[page:Vector4]값을 나타내는 배열을 [page:BufferAttribute.array array]에 복사합니다.</p>
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
@@ -159,7 +159,7 @@
 		이 값은 [example:webgl_buffergeometry WebGL / Buffergeometry]에서 버퍼가 GPU로 전송된 후에 자유 메모리로 사용됩니다.
 		</p>
 
-		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
+		<h3>[method:this set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<p>
 		value -- 복사할 [page:Array] 혹은 [page:TypedArray] 값입니다. <br />
 		offset -- (생략가능) 복사를 시작할 [page:BufferAttribute.array array] 의 인덱스값입니다.<br /><br />
@@ -170,28 +170,28 @@
 		[page:Array value]가 [page:TypedArray]로 되는 조건에 대해서는 해당 페이지를 참고하세요.
 		</p>
 
-		<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<p>[page:BufferAttribute.usage usage]를 value로 설정합니다.</p>
 
-		<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
+		<h3>[method:this setX]( [param:Integer index], [param:Float x] ) </h3>
 		<p> x 컴포넌트 값을 설정합니다.</p>
 
-		<h3>[method:BufferAttribute setY]( [param:Integer index], [param:Float y] ) </h3>
+		<h3>[method:this setY]( [param:Integer index], [param:Float y] ) </h3>
 		<p> y 컴포넌트 값을 설정합니다.</p>
 
-		<h3>[method:BufferAttribute setZ]( [param:Integer index], [param:Float z] ) </h3>
+		<h3>[method:this setZ]( [param:Integer index], [param:Float z] ) </h3>
 		<p> z 컴포넌트 값을 설정합니다.</p>
 
-		<h3>[method:BufferAttribute setW]( [param:Integer index], [param:Float w] ) </h3>
+		<h3>[method:this setW]( [param:Integer index], [param:Float w] ) </h3>
 		<p> w 컴포넌트 값을 설정합니다.</p>
 
-		<h3>[method:BufferAttribute setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
+		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
 		<p>index의 벡터의 x 및 y 컴포넌트를 설정합니다.</p>
 
-		<h3>[method:BufferAttribute setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
+		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
 		<p> x, y 및 z 컴포넌트를 설정합니다. </p>
 
-		<h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
+		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
 		<p> x, y, z 및 w 컴포넌트를 설정합니다. </p>
 
 

+ 11 - 11
docs/api/ko/core/BufferGeometry.html

@@ -160,7 +160,7 @@
 
 		<h3>이 클래스에서는 [page:EventDispatcher EventDispatcher] 메서드들이 활용 가능합니다.</h3>
 
-		<h3>[method:BufferGeometry setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
+		<h3>[method:this setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<p>
 		기하학에 대한 속성을 설정합니다. [page:.attributes]의 내부 해시맵은 속성들의 반복 속도 증가를 위해 유지되기 때문에,
 		속성 프로퍼티 대신 이 메서드를 사용하세요.
@@ -175,13 +175,13 @@
 		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>꼭짓점 좌표로 직접 매트릭스 변형을 합니다.</p>
 
-		<h3>[method:BufferGeometry center] ()</h3>
+		<h3>[method:this center] ()</h3>
 		<p>바운딩 박스를 기준으로 기하학을 중앙정렬합니다.</p>
 
 		<h3>[method:BufferGeometry clone]()</h3>
 		<p>BufferGeometry의 사본을 만듭니다.</p>
 
-		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
+		<h3>[method:this copy]( [param:BufferGeometry bufferGeometry] )</h3>
 		<p>다른 BufferGeometry를 이 BufferGeometry에 복사합니다.</p>
 
 		<h3>[method:undefined clearGroups]( )</h3>
@@ -223,7 +223,7 @@
 		<h3>[method:Boolean hasAttribute]( [param:String name] )</h3>
 		<p>특정 이름의 속성이 존재하면 *true*를 리턴합니다.</p>
 
-		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
+		<h3>[method:this lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		vector - 바라보는 시점의 월드 벡터 입니다.<br /><br />
 
@@ -243,38 +243,38 @@
 		<h3>[method:BufferAttribute deleteAttribute]( [param:String name] )</h3>
 		<p>특정 이름의 [page:BufferAttribute attribute]를 전부 삭제합니다.</p>
 
-		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateX] ( [param:Float radians] )</h3>
 		<p>
 		X 축의 기하학을 회전합니다. 일반적으로 한 구간에서만 사용되며 루프 구간에서 사용되지 않습니다.
 		일반적인 리얼타임 메쉬 회전은 [page:Object3D.rotation] 를 사용하세요.
 		</p>
 
-		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateY] ( [param:Float radians] )</h3>
 		<p>
 		Y 축의 기하학을 회전합니다. 일반적으로 한 구간에서만 사용되며 루프 구간에서 사용되지 않습니다.
 		일반적인 리얼타임 메쉬 회전은 [page:Object3D.rotation] 를 사용하세요.
 		</p>
 
-		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateZ] ( [param:Float radians] )</h3>
 		<p>
 		Z 축의 기하학을 회전합니다. 일반적으로 한 구간에서만 사용되며 루프 구간에서 사용되지 않습니다.
 		일반적인 리얼타임 메쉬 회전은 [page:Object3D.rotation] 를 사용하세요.
 		</p>
 
-		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		기하학 데이터를 확대/축소합니다. 일반적으로 한 구간에서만 사용되며 루프 구간에서 사용되지 않습니다.
 		일반적인 리얼타임 메쉬 확대/축소는 [page:Object3D.scale] 를 사용하세요.
 		</p>
 
-		<h3>[method:BufferGeometry setIndex] ( [param:BufferAttribute index] )</h3>
+		<h3>[method:this setIndex] ( [param:BufferAttribute index] )</h3>
 		<p>[page:.index] 버퍼를 설정합니다.</p>
 
 		<h3>[method:undefined setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
 		<p>[page:.drawRange] 프로퍼티를 설정합니다. 인덱스가 없는 BufferGeometry에서, count는 렌더링할 꼭짓점의 수입니다.
 		인덱스가 있는 BufferGeometry에서 count는 렌더링할 인덱스의 수입니다.</p>
 
-		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints] ( [param:Array points] )</h3>
 		<p>점 배열로부터 BufferGeometry의 속성을 설정합니다. from an array of points.</p>
 
 		<h3>[method:Object toJSON]()</h3>
@@ -283,7 +283,7 @@
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<p>인덱스가 있는 BufferGeometry의 인덱스가 없는 버전을 리턴합니다.</p>
 
-		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		기하학을 이동합니다. 일반적으로 한 구간에서만 사용되며 루프 구간에서 사용되지 않습니다.
 		일반적인 리얼타임 메쉬 이동은 [page:Object3D.position] 를 사용하세요.

+ 7 - 7
docs/api/ko/core/InterleavedBuffer.html

@@ -10,7 +10,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			"Interleaved"는 서로 다른 타입일 수도 있는 여러 속성들이(예를 들어 위치, 법선, uv, 색상)이 단일 배열 버퍼에 패키징되어있다는 뜻입니다. 
+			"Interleaved"는 서로 다른 타입일 수도 있는 여러 속성들이(예를 들어 위치, 법선, uv, 색상)이 단일 배열 버퍼에 패키징되어있다는 뜻입니다.
 			<br/><br/>
 			인터리브 배열에 대한 설명은 여기: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]에서 확인할 수 있습니다.
 		</p>
@@ -75,21 +75,21 @@
 
 		<h3>[property:Usage usage]</h3>
 		<p>
-			최적화 목적의 데이터 저장 패턴의 사용법을 정의합니다. 
+			최적화 목적의 데이터 저장 패턴의 사용법을 정의합니다.
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]()의 *usage* 파라미터에 해당합니다.
 		</p>
 
 		<h2>메서드</h2>
 
-		<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
+		<h3>[method:this copy]( [param:InterleavedBuffer source] ) </h3>
 		<p>
 		 다른 [name]를 이[name]에 복사합니다.
 		</p>
 
-		<h3>[method:InterleavedBuffer copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
+		<h3>[method:this copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
 		<p>속성 [index2]의 데이터를 [page:InterleavedBuffer.array array][index1]에 복사합니다.</p>
 
-		<h3>[method:InterleavedBuffer set]( [param:TypedArray value], [param:Integer offset] ) </h3>
+		<h3>[method:this set]( [param:TypedArray value], [param:Integer offset] ) </h3>
 		<p>
 			value - 원본 (타입) 배열.<br/>
 			offset - 원본 배열로부터 값을 작성하기 시작할 타깃 배열의 오프셋. 기본값은 *0*입니다.<br/><br />
@@ -105,10 +105,10 @@
 			이 [name]의 사본을 만듭니다.
 		</p>
 
-		<h3>[method:InterleavedBuffer setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<p>[page:InterleavedBuffer.usage usage]를 value 로 설정합니다.</p>
 
-		<h3>[method:InterleavedBuffer toJSON]( [param:Object data] ) </h3>
+		<h3>[method:Object toJSON]( [param:Object data] ) </h3>
 		<p>
 			data - 이 오브젝트는 인터리브 속성을 가진 기하학의 적절한 시리얼라이징을 위한 공유 배열 버퍼를 가지고 있습니다.<br/><br />
 

+ 2 - 2
docs/api/ko/extras/core/Curve.html

@@ -100,13 +100,13 @@
 		<h3>[method:Curve clone]()</h3>
 		<p>이 인스턴스의 사본을 만듭니다.</p>
 
-		<h3>[method:Curve copy]( [param:Curve source] )</h3>
+		<h3>[method:this copy]( [param:Curve source] )</h3>
 		<p>다른 [name] 객체를 이 인스턴스에 복사합니다.</p>
 
 		<h3>[method:Object toJSON]()</h3>
 		<p>이 인스턴스의 JSON 객체 표현을 리턴합니다.</p>
 
-		<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
+		<h3>[method:this fromJSON]( [param:Object json] )</h3>
 		<p>JSON 객체에서 이 인스턴스로 데이터를 복사합니다.</p>
 
 		<h2>소스코드</h2>

+ 17 - 17
docs/api/zh/animation/AnimationAction.html

@@ -131,7 +131,7 @@
 		<h2>方法</h2>
 
 
-		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			在传入的时间段内,让此动作淡入([page:.fadeIn fade in]),同时让另一个动作淡出。此方法可链式调用。<br /><br />
 
@@ -141,7 +141,7 @@
 
 		</p>
 
-		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>[method:this crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<p>
 			在传入的时间段内, 让此动作淡出([page:.fadeOut fade out]),同时让另一个动作淡入。此方法可链式调用。<br /><br />
 			如果warpBoolean值是true, 额外的 [page:.warp warping] (时间比例的渐变)将会被应用。<br /><br />
@@ -149,12 +149,12 @@
 			说明: 与 *fadeIn*/*fadeOut*一样, 淡入淡出动作开始/结束时的权重是1.
 		</p>
 
-		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>
 		<p>
 			在传入的时间间隔内,逐渐将此动作的权重([page:.weight weight])由0升到1。此方法可链式调用。
 		</p>
 
-		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this fadeOut]( [param:Number durationInSeconds] )</h3>
 		<p>
 			在传入的时间间隔内,逐渐将此动作的权重([page:.weight weight])由1降至0。此方法可链式调用。
 		</p>
@@ -184,7 +184,7 @@
 			返回执行此动作的根对象
 		</p>
 
-		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this halt]( [param:Number durationInSeconds] )</h3>
 		<p>
 			在传入的时间间隔内,通过从当前值开始逐渐降低时间比例([page:.timeScale timeScale])使动画逐渐减速至0。此方法可链式调用。
 		</p>
@@ -206,7 +206,7 @@
 			说明: 这并不意味着动画正在执行中 (需要额外判断[page:.isRunning isRunning]值)
 		</p>
 
-		<h3>[method:AnimationAction play]()</h3>
+		<h3>[method:this play]()</h3>
 		<p>
 			让混合器激活动作。此方法可链式调用。<br /><br />
 
@@ -215,7 +215,7 @@
 			[page:.weight weight]=0, [page:.timeScale timeScale]=0) 也可以阻止动画的开始。
 		</p>
 
-		<h3>[method:AnimationAction reset]()</h3>
+		<h3>[method:this reset]()</h3>
 		<p>
 			重置动作。此方法可链式调用。<br /><br />
 
@@ -226,12 +226,12 @@
 			这就表示: 如果你想要这两者, 重置并且停止, 不要调用*reset*; 而应该调用*stop*。
 		</p>
 
-		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
+		<h3>[method:this setDuration]( [param:Number durationInSeconds] )</h3>
 		<p>
 			设置单此循环的持续时间(通过调整时间比例([page:.timeScale timeScale])以及停用所有的变形)。此方法可以链式调用。
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
+		<h3>[method:this setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<p>
 			设置时间比例([page:.timeScale timeScale])以及停用所有的变形)。 此方法可以链式调用。<br /><br />
 
@@ -241,7 +241,7 @@
 			说明: 如果时间比例.*timeScale* 被此方法设为0,暂停值*paused*不会被自动改为*true*。
 		</p>
 
-		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
+		<h3>[method:this setEffectiveWeight]( [param:Number weight] )</h3>
 		<p>
 			设置权重([page:.weight weight])以及停止所有淡入淡出。该方法可以链式调用。<br /><br />
 
@@ -250,12 +250,12 @@
 			说明: 如果该方法将权重*weight*值设为0,启用值*enabled*不会被自动改为*false*。
 		</p>
 
-		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
+		<h3>[method:this setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
 		<p>
 			设置循环([page:.loop loop mode])及循环重复次数([page:.repetitions repetitions])。改方法可被链式调用。
 		</p>
 
-		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
+		<h3>[method:this startAt]( [param:Number startTimeInSeconds] )</h3>
 		<p>
 			定义延时启动的事件 (通常会传入[page:AnimationMixer.time] +
 			deltaTimeInSeconds)。 该方法可以链式调用。<br /><br />
@@ -263,7 +263,7 @@
 			说明: 如果 *startAt*方法是和[page:.play play]方法一起链式调用, 或者动画已经在混合器中被激活 (通过先行调用*play*, 同时没有停止或重置),动画将仅在给定时间开始.
 		</p>
 
-		<h3>[method:AnimationAction stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 			让混合器停止动作。该方法可以被链式调用。<br /><br />
 
@@ -272,17 +272,17 @@
 			说明: 你可以通过[page:AnimationMixer.stopAllAction mixer.stopAllAction]在一个混合器中一举停止所有处于激活态的动作。
 		</p>
 
-		<h3>[method:AnimationAction stopFading]()</h3>
+		<h3>[method:this stopFading]()</h3>
 		<p>
 			停止动作中所有预定的淡入淡出([page:.fadeIn fading])。该方法可以被链式调用。
 		</p>
 
-		<h3>[method:AnimationAction stopWarping]()</h3>
+		<h3>[method:this stopWarping]()</h3>
 		<p>
 			停用动作中所有预定的变形[page:.warp warping]。该方法可被链式调用。
 		</p>
 
-		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
+		<h3>[method:this syncWith]( [param:AnimationAction otherAction] )</h3>
 		<p>
 			将此动作与传入的其它动作同步。此方法可被链式调用。<br /><br />
 
@@ -292,7 +292,7 @@
 			说明: 另一动作的 *time* 和 *timeScale*未来变化将不会被检测到.
 		</p>
 
-		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
+		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<p>
 			在传入的事件间隔内,通过逐渐将时间比例[page:.timeScale timeScale]由*startTimeScale*修改至*endTimeScale*来改变回放速度。该方法可被链式调用。
 		</p>

+ 9 - 10
docs/api/zh/animation/AnimationMixer.html

@@ -40,14 +40,6 @@
 			说明: 将混合器的时间比例设为0, 稍后再设置为1,可以暂停/取消暂停由该混合器控制的所有动作。
 		</p>
 
-		<h3>[method:AnimationMixer setTime]([param:Number timeInSeconds]) </h3>
-		<p>
-			设置全局混合器到一个给定的时间,并相应地更新动画。<br /><br />
-
-			当你需要在一个动画里跳转到一个精确的时间,该函数将是十分有用的。输入的参数将会被混合器的[page:.timeScale timeScale]进行缩放。
-		</p>
-
-
 		<h2>方法</h2>
 
 
@@ -70,18 +62,25 @@
 			返回混合器的根对象
 		</p>
 
-		<h3>[method:AnimationMixer stopAllAction]()</h3>
+		<h3>[method:this stopAllAction]()</h3>
 		<p>
 			停用混合器上所有预定的动作
 		</p>
 
-		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:this update]([param:Number deltaTimeInSeconds]) </h3>
 		<p>
 			推进混合器时间并更新动画 <br /><br />
 
 			通常在渲染循环中完成, 传入按照混合器的时间比例([page:.timeScale timeScale])缩放过的[page:Clock.getDelta clock.getDelta]
 		</p>
 
+		<h3>[method:this setTime]([param:Number timeInSeconds]) </h3>
+		<p>
+			设置全局混合器到一个给定的时间,并相应地更新动画。<br /><br />
+
+			当你需要在一个动画里跳转到一个精确的时间,该函数将是十分有用的。输入的参数将会被混合器的[page:.timeScale timeScale]进行缩放。
+		</p>
+
 		<h3>[method:undefined uncacheClip]([param:AnimationClip clip])</h3>
 
 		<p>

+ 16 - 16
docs/api/zh/audio/Audio.html

@@ -102,12 +102,12 @@
 
 		<h2>方法</h2>
 
-		<h3>[method:Audio connect]()</h3>
+		<h3>[method:this connect]()</h3>
 		<p>
 		连接[page:Audio.source]. 在初始化和设置/删除filters时使用.
 		</p>
 
-		<h3>[method:Audio disconnect]()</h3>
+		<h3>[method:this disconnect]()</h3>
 		<p>
 		断开连接[page:Audio.source]. 在设置/删除filters时使用.
 		</p>
@@ -143,12 +143,12 @@
 		返回音量.
 		</p>
 
-		<h3>[method:Audio play]( delay )</h3>
+		<h3>[method:this play]( delay )</h3>
 		<p>
 		如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 开始播放.
 		</p>
 
-		<h3>[method:Audio pause]()</h3>
+		<h3>[method:this pause]()</h3>
 		<p>
 		如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 暂停播放.
 		</p>
@@ -158,69 +158,69 @@
 		播放完成后自动调用.
 		</p>
 
-		<h3>[method:Audio setBuffer]( audioBuffer )</h3>
+		<h3>[method:this setBuffer]( audioBuffer )</h3>
 		<p>
 		设置[page:Audio.source source]给audioBuffer, 和设置[page:Audio.sourceType sourceType]给'buffer'.<br />
 		如果[page:Audio.autoplay autoplay]为true, 也开始播放.
 		</p>
 
-		<h3>[method:Audio setFilter]( filter )</h3>
+		<h3>[method:this setFilter]( filter )</h3>
 		<p>
 		Applies a single filter node to the audio.
 		</p>
 
-		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
+		<h3>[method:this setFilters]( [param:Array value] )</h3>
 		<p>
 		value - arrays of filters.<br />
 		Applies an array of filter nodes to the audio.
 		</p>
 
-		<h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
+		<h3>[method:this setLoop]( [param:Boolean value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop]的值
 		(是否循环播放).
 		</p>
 
-		<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
+		<h3>[method:this setLoopStart]( [param:Float value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart]的值
 		</p>
 
-		<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
+		<h3>[method:this setLoopEnd]( [param:Float value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd]的值
 		</p>
 
-		<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
+		<h3>[method:this setMediaElementSource]( mediaElement )</h3>
 		<p>
 		应用传入的[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement]类型对象作为音源。<br />
 		并且设置[page:Audio.hasPlaybackControl hasPlaybackControl]为false。
 		</p>
 
-		<h3>[method:Audio setMediaStreamSource]( mediaStream )</h3>
+		<h3>[method:this setMediaStreamSource]( mediaStream )</h3>
 		<p>
 		应用传入的[link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream]类型对象作为音源。<br />
 		并且设置[page:Audio.hasPlaybackControl hasPlaybackControl]为false。
 		</p>
 
-		<h3>[method:Audio setNodeSource]( audioNode )</h3>
+		<h3>[method:this setNodeSource]( audioNode )</h3>
 		<p>
 		设置[page:Audio.source source]给audioBuffer, 和设置[page:Audio.sourceType sourceType]给 'audioNode'.<br />
 		并且设置[page:Audio.hasPlaybackControl hasPlaybackControl]为false.
 
 		</p>
 
-		<h3>[method:Audio setPlaybackRate]( [param:Float value] )</h3>
+		<h3>[method:this setPlaybackRate]( [param:Float value] )</h3>
 		<p>
 		如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 设置[page:Audio.playbackRate playbackRate](播放速率) 的值.
 		</p>
 
-		<h3>[method:Audio setVolume]( [param:Float value] )</h3>
+		<h3>[method:this setVolume]( [param:Float value] )</h3>
 		<p>
 		设置音量.
 		</p>
 
-		<h3>[method:Audio stop]()</h3>
+		<h3>[method:this stop]()</h3>
 		<p>
 		如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 停止播放.
 		</p>

+ 3 - 3
docs/api/zh/audio/AudioListener.html

@@ -76,7 +76,7 @@
 		返回[page:AudioListener.gain gainNode].
 		</p>
 
-		<h3>[method:AudioListener removeFilter]()</h3>
+		<h3>[method:this removeFilter]()</h3>
 		<p>
 		设置[page:AudioListener.filter filter]属性为*null*.
 		</p>
@@ -86,7 +86,7 @@
 		返回[page:AudioListener.filter filter]属性的值.
 		</p>
 
-		<h3>[method:AudioListener setFilter]( [param:AudioNode value] )</h3>
+		<h3>[method:this setFilter]( [param:AudioNode value] )</h3>
 		<p>
 		设置[page:AudioListener.filter filter] 属性的值.
 		</p>
@@ -96,7 +96,7 @@
 		返回音量.
 		</p>
 
-		<h3>[method:AudioListener setMasterVolume]( [param:Number value] )</h3>
+		<h3>[method:this setMasterVolume]( [param:Number value] )</h3>
 		<p>
 		设置音量.
 		</p>

+ 5 - 5
docs/api/zh/audio/PositionalAudio.html

@@ -87,7 +87,7 @@
 		返回[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance]的值.
 		</p>
 
-		<h3>[method:PositionalAudio setRefDistance]( [param:Float value] )</h3>
+		<h3>[method:this setRefDistance]( [param:Float value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance]的值.
 		</p>
@@ -97,7 +97,7 @@
 		返回[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor]的值.
 		</p>
 
-		<h3>[method:PositionalAudio setRolloffFactor]( [param:Float value] )</h3>
+		<h3>[method:this setRolloffFactor]( [param:Float value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor]的值.
 		</p>
@@ -107,7 +107,7 @@
 		返回[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel]的值.
 		</p>
 
-		<h3>[method:PositionalAudio setDistanceModel]( [param:String value] )</h3>
+		<h3>[method:this setDistanceModel]( [param:String value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel]的值.
 		</p>
@@ -117,12 +117,12 @@
 		返回[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance]的值.
 		</p>
 
-		<h3>[method:PositionalAudio setMaxDistance]( [param:Float value] )</h3>
+		<h3>[method:this setMaxDistance]( [param:Float value] )</h3>
 		<p>
 		设置[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance]的值.
 		</p>
 
-		<h3>[method:PositionalAudio setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
+		<h3>[method:this setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
 		<p>
 		这个方法用来把环绕声音转换为定向声音[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound].
 		</p>

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

@@ -62,7 +62,7 @@
 
 		</p>
 
-		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
+		<h3>[method:this copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
 
 		将源摄像机的属性复制到新摄像机中。

+ 14 - 14
docs/api/zh/core/BufferAttribute.html

@@ -111,7 +111,7 @@
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>返回该 BufferAttribute 的拷贝。</p>
 
-		<h3>[method:BufferAttribute copyArray]( array ) </h3>
+		<h3>[method:this copyArray]( array ) </h3>
 		<p>将参数中所给定的普通队列或 TypedArray 拷贝到 [page:BufferAttribute.array array] 中。<br /><br />
 			拷贝 TypedArray 相关注意事项详见 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]。
 		</p>
@@ -119,16 +119,16 @@
 		<h3>[method:this copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
 		<p>将一个矢量从 bufferAttribute[index2] 拷贝到 [page:BufferAttribute.array array][index1] 中。</p>
 
-		<h3>[method:BufferAttribute copyColorsArray]( [param:Array colors] ) </h3>
+		<h3>[method:this copyColorsArray]( [param:Array colors] ) </h3>
 		<p>将一个存储 RGB 颜色值的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
-		<h3>[method:BufferAttribute copyVector2sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector2sArray]( [param:Array vectors] ) </h3>
 		<p>将一个存储 [page:Vector2] 的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
-		<h3>[method:BufferAttribute copyVector3sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector3sArray]( [param:Array vectors] ) </h3>
 		<p>将一个存储 [page:Vector3] 的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
-		<h3>[method:BufferAttribute copyVector4sArray]( [param:Array vectors] ) </h3>
+		<h3>[method:this copyVector4sArray]( [param:Array vectors] ) </h3>
 		<p>将一个存储 [page:Vector4] 的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
@@ -148,7 +148,7 @@
 			在 [example:webgl_buffergeometry WebGL / Buffergeometry] 中,该方在缓存数据传递给 GPU 后,用于释放内存。
 		</p>
 
-		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
+		<h3>[method:this set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<p>
 		value -- 被拷贝的 [page:Array] 或 [page:TypedArray] 类型的数据。 <br />
 		offset -- (可选) [page:BufferAttribute.array array] 中开始拷贝的位置索引。<br /><br />
@@ -159,28 +159,28 @@
 		特别的, 对将 [page:Array value] 转为  [page:TypedArray] 的要求详见上述链接。
 		</p>
 
-		<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<p>Set [page:BufferAttribute.usage usage] to value. See usage [page:BufferAttributeUsage constants] for all possible input values.</p>
 
-		<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
+		<h3>[method:this setX]( [param:Integer index], [param:Float x] ) </h3>
 		<p>设置给定索引的矢量的第一维数据(设置 X 值)。</p>
 
-		<h3>[method:BufferAttribute setY]( [param:Integer index], [param:Float y] ) </h3>
+		<h3>[method:this setY]( [param:Integer index], [param:Float y] ) </h3>
 		<p>设置给定索引的矢量的第二维数据(设置 Y 值)。</p>
 
-		<h3>[method:BufferAttribute setZ]( [param:Integer index], [param:Float z] ) </h3>
+		<h3>[method:this setZ]( [param:Integer index], [param:Float z] ) </h3>
 		<p>设置给定索引的矢量的第三维数据(设置 Z 值)。</p>
 
-		<h3>[method:BufferAttribute setW]( [param:Integer index], [param:Float w] ) </h3>
+		<h3>[method:this setW]( [param:Integer index], [param:Float w] ) </h3>
 		<p>设置给定索引的矢量的第四维数据(设置 W 值)。</p>
 
-		<h3>[method:BufferAttribute setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
+		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
 		<p>设置给定索引的矢量的第一、二维数据(设置 X 和 Y 值)。</p>
 
-		<h3>[method:BufferAttribute setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
+		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
 		<p>设置给定索引的矢量的第一、二、三维数据(设置 X、Y 和 Z 值)。</p>
 
-		<h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
+		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
 		<p>设置给定索引的矢量的第一、二、三、四维数据(设置 X、Y、Z 和 W 值)。</p>
 
 

+ 11 - 11
docs/api/zh/core/BufferGeometry.html

@@ -154,7 +154,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] 在该类上可用的所有方法。</h3>
 
-		<h3>[method:BufferGeometry setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
+		<h3>[method:this setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<p>
 			为当前几何体设置一个 attribute 属性。在类的内部,有一个存储 [page:.attributes] 的 hashmap,
 			通过该 hashmap,遍历 attributes 的速度会更快。而使用该方法,可以向 hashmap 内部增加 attribute。
@@ -170,13 +170,13 @@
 		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p> 用给定矩阵转换几何体的顶点坐标。</p>
 
-		<h3>[method:BufferGeometry center] ()</h3>
+		<h3>[method:this center] ()</h3>
 		<p>根据边界矩形将几何体居中。</p>
 
 		<h3>[method:BufferGeometry clone]()</h3>
 		<p>克隆当前的 BufferGeometry。</p>
 
-		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
+		<h3>[method:this copy]( [param:BufferGeometry bufferGeometry] )</h3>
 		<p>将参数指定的 BufferGeometry 的值拷贝到当前 BufferGeometry 中。</p>
 
 		<h3>[method:undefined clearGroups]( )</h3>
@@ -218,7 +218,7 @@
 		<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>
+		<h3>[method:this lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 			vector - 几何体所朝向的世界坐标。<br /><br />
 
@@ -236,33 +236,33 @@
 		<h3>[method:BufferAttribute deleteAttribute]( [param:String name] )</h3>
 		<p>删除具有指定名称的 [page:BufferAttribute attribute]。</p>
 
-		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateX] ( [param:Float radians] )</h3>
 		<p>
 			在 X 轴上旋转几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 
-		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateY] ( [param:Float radians] )</h3>
 		<p>
 			在 Y 轴上旋转几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 
-		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
+		<h3>[method:this rotateZ] ( [param:Float radians] )</h3>
 		<p>
 			在 Z 轴上旋转几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 
-		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 			缩放几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.scale] 实时旋转几何体。
 		</p>
 
-		<h3>[method:BufferGeometry setIndex] ( [param:BufferAttribute index] )</h3>
+		<h3>[method:this setIndex] ( [param:BufferAttribute index] )</h3>
 		<p>设置缓存的 [page:.index]。</p>
 
 		<h3>[method:undefined setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
 		<p>设置缓存的 [page:.drawRange]。详见相关属性说明。</p>
 
-		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints] ( [param:Array points] )</h3>
 		<p>通过点队列设置该 BufferGeometry 的 attribute。</p>
 
 		<h3>[method:Object toJSON]()</h3>
@@ -271,7 +271,7 @@
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<p>返回已索引的 BufferGeometry 的非索引版本。</p>
 
-		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 			移动几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>

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

@@ -31,7 +31,7 @@
 		<h2>方法</h2>
 		<p>继承方法详见 [page:BufferGeometry]。</p>
 
-		<h3>[method:InstancedBufferGeometry copy]( [param:InstancedBufferGeometry source] )</h3>
+		<h3>[method:this copy]( [param:InstancedBufferGeometry source] )</h3>
 		<p>Copies the given [name] to this instance.</p>
 
 		<h2>源代码</h2>

+ 5 - 5
docs/api/zh/core/InterleavedBuffer.html

@@ -81,15 +81,15 @@
 
 		<h2>方法</h2>
 
-		<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
+		<h3>[method:this copy]( [param:InterleavedBuffer source] ) </h3>
 		<p>
 			将参数指定的 [name] 拷贝到当前 [name]。
 		</p>
 
-		<h3>[method:InterleavedBuffer copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
+		<h3>[method:this copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
 		<p> 将数据从 attribute[index2] 拷贝到 [page:InterleavedBuffer.array array][index1]。</p>
 
-		<h3>[method:InterleavedBuffer set]( [param:TypedArray value], [param:Integer offset] ) </h3>
+		<h3>[method:this set]( [param:TypedArray value], [param:Integer offset] ) </h3>
 		<p>
 			value - 被拷贝的源(类型化)队列。<br/>
 			offset - 源队列中,数据开始拷贝的偏移量。默认值是 *0*.<br/><br />
@@ -104,10 +104,10 @@
 			Creates a clone of this [name].
 		</p>
 
-		<h3>[method:InterleavedBuffer setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<p>Set [page:InterleavedBuffer.usage usage] to value.</p>
 
-		<h3>[method:InterleavedBuffer toJSON]( [param:Object data] ) </h3>
+		<h3>[method:Object toJSON]( [param:Object data] ) </h3>
 		<p>
 			data - This object holds shared array buffers required for properly serializing geometries with interleaved attributes.<br/><br />
 

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

@@ -206,7 +206,7 @@
 	<h3>[method:undefined applyMatrix4]( [param:Matrix4 matrix] )</h3>
 	<p>对当前物体应用这个变换矩阵,并更新物体的位置、旋转和缩放。</p>
 
-	<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
+	<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 	<p>对当前物体应用由四元数所表示的变换。</p>
 
 

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

@@ -98,13 +98,13 @@
 		<h3>[method:Curve clone]()</h3>
 		<p>创建此实例的克隆。</p>
 
-		<h3>[method:Curve copy]( [param:Curve source] )</h3>
+		<h3>[method:this copy]( [param:Curve source] )</h3>
 		<p>将另一个[name]对象复制到此实例。</p>
 
 		<h3>[method:Object toJSON]()</h3>
 		<p>返回此实例的JSON对象表示形式。</p>
 
-		<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
+		<h3>[method:this fromJSON]( [param:Object json] )</h3>
 		<p>将给定的JSON数据复制到此实例。</p>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/zh/helpers/BoxHelper.html

@@ -61,7 +61,7 @@
 			保持一致, 包围目标对象所有子对象. 请查看 [page:Box3.setFromObject].
 		</p>
 
-		<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
+		<h3>[method:this setFromObject]( [param:Object3D object] )</h3>
 		<p>
 			[page:Object3D object] - 用于创建辅助对象的目标 [page:Object3D] 对象.<br /><br />
 

+ 1 - 1
docs/api/zh/lights/DirectionalLight.html

@@ -110,7 +110,7 @@
 
 		<p>公共方法请查看基类 [page:Light Light]。</p>
 
-		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
+		<h3>[method:this copy]( [param:DirectionalLight source] )</h3>
 		<p>
 			复制 source 的值到这个平行光源对象。
 		</p>

+ 1 - 1
docs/api/zh/lights/HemisphereLight.html

@@ -79,7 +79,7 @@
 
 		<p>公共方法请查看基类 [page:Light Light]。</p>
 
-		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
+		<h3>[method:this copy]( [param:HemisphereLight source] )</h3>
 		<p>
 			从[page:Light source]复制 [page:.color color], [page:.intensity intensity] 和
 			[page:.groundColor groundColor] 的值到当前半球光对象中。

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

@@ -53,9 +53,9 @@
 		</p>
 
 
-		<h3>[method:Light copy]( [param:Light source] )</h3>
+		<h3>[method:this copy]( [param:Light source] )</h3>
 		<p>
-		从[page:Light source]复制 [page:.color color], [page:.intensity intensity] 
+		从[page:Light source]复制 [page:.color color], [page:.intensity intensity]
 		的值到当前光源对象中。
 		</p>
 

+ 1 - 1
docs/api/zh/lights/PointLight.html

@@ -94,7 +94,7 @@
 			公共方法请查看基类 [page:Light Light]。
 		</p>
 
-		<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
+		<h3>[method:this copy]( [param:PointLight source] )</h3>
 		<p>
 			将所有属性的值从源 [page:PointLight source] 复制到此点光源对象。
 		</p>

+ 1 - 1
docs/api/zh/lights/RectAreaLight.html

@@ -67,7 +67,7 @@
 		</p>
 
 
-		<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
+		<h3>[method:this copy]( [param:RectAreaLight source] )</h3>
 		<p>
 			将所有属性的值从源 [page:RectAreaLight source] 复制到此平面光光源对象。
 		</p>

+ 1 - 1
docs/api/zh/lights/SpotLight.html

@@ -144,7 +144,7 @@ light.target = targetObject;
 
 		<p>公共方法请查看基类 [page:Light Light]。</p>
 
-		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
+		<h3>[method:this copy]( [param:SpotLight source] )</h3>
 		<p>
 			将所有属性的值从源 [page:SpotLight source] 复制到此聚光灯光源对象。
 		</p>

+ 1 - 1
docs/api/zh/lights/shadows/LightShadow.html

@@ -122,7 +122,7 @@
 		Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
 		</p>
 
-		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
+		<h3>[method:this copy]( [param:LightShadow source] )</h3>
 		<p>
 			将[page:LightShadow source]中的所有属性的值复制到该Light。
 		</p>

+ 3 - 17
docs/api/zh/loaders/FileLoader.html

@@ -80,7 +80,7 @@
 		<h2>方法</h2>
 		<p>共有方法请参见其基类[page:Loader]。</p>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:undefined load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 			[page:String url] — 文件的URL或者路径,也可以为
 				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
@@ -92,20 +92,13 @@
 			加载URL并将响应传递给onLoad函数。
 		</p>
 
-		<h3>[method:FileLoader setMimeType]( [param:String mimeType] )</h3>
+		<h3>[method:this setMimeType]( [param:String mimeType] )</h3>
 		<p>
 			设置正在加载的文件预期类型 [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
 			。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>
-		<p>
-			[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>
-
-		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
+		<h3>[method:this setResponseType]( [param:String responseType] )</h3>
 		<p>
 			改变响应的类型,其类型有效值如下:<br />
 			[page:String text] 或者空 string (默认) - 返回的数据类型为 [page:String string].<br />
@@ -115,13 +108,6 @@
 			[page:String json] - 将文件解析为 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/parse JSON.parse].<br />
 		</p>
 
-		<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
-		<p>
-			XMLHttpRequest是否使用cookie、授权头或TLS客户端证书等凭据。 请参考 [link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
-			请注意,当您在本地或从同一域加载文件,则该方法无效。
-		</p>
-
-
 		<h2>源</h2>
 
 		<p>

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

@@ -92,7 +92,7 @@
 			从URL中进行加载,并返回将包含数据的[page:ImageBitmap image]对象。
 		</p>
 
-		<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
+		<h3>[method:this setOptions]( [param:Object options] )</h3>
 		<p>
 			设置[link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap]的选项对象。
 		</p>

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

@@ -73,7 +73,7 @@
 		<h2>方法</h2>
 		<p>共有方法请参见其基类[page:Loader]。</p>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:HTMLImageElement load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — 文件的URL或者路径,也可以为
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

+ 5 - 5
docs/api/zh/loaders/Loader.html

@@ -52,7 +52,7 @@
 		<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>	
+		</p>
 
 		<h2>方法</h2>
 
@@ -78,22 +78,22 @@
 			该方法需要被所有具体的加载器来实现。它包含了解析资产到 three.js 实体的逻辑。
 		</p>
 
-		<h3>[method:Loader setCrossOrigin]( [param:String crossOrigin] )</h3>
+		<h3>[method:this setCrossOrigin]( [param:String crossOrigin] )</h3>
 		<p>
 			[page:String crossOrigin] — crossOrigin字符串用于实现CORS,以从允许CORS的其它域加载url。
 		</p>
 
-		<h3>[method:Loader setPath]( [param:String path] )</h3>
+		<h3>[method:this setPath]( [param:String path] )</h3>
 		<p>
 			[page:String path] — 设置资产的基本路径。
 		</p>
 
-		<h3>[method:Loader setResourcePath]( [param:String resourcePath] )</h3>
+		<h3>[method:this setResourcePath]( [param:String resourcePath] )</h3>
 		<p>
 			[page:String resourcePath] — 设置独立资源(如纹理贴图)的基本路径。
 		</p>
 
-		<h3>[method:Loader setRequestHeader]( [param:Object requestHeader] )</h3>
+		<h3>[method:this 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 />
 

+ 5 - 5
docs/api/zh/loaders/ObjectLoader.html

@@ -94,35 +94,35 @@
 		内部使用[page:.load]()进行加载, 但也可以直接用于解析先前加载的JSON结构。
 		</p>
 
-		<h3>[method:Object3D parseGeometries]( [param:Object json] )</h3>
+		<h3>[method:Object parseGeometries]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — 必选参数,需要被解析的JSON源。<br /><br />
 
 			此函数以JSON结构,用[page:.parse]()去解析[page:BufferGeometry geometries]。
 		</p>
 
-		<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>
+		<h3>[method:Object parseMaterials]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] —  必选参数,需要被解析的JSON源。<br /><br />
 
 		此函数通过[page:.parse()来使用[page:MaterialLoader],以解析JSON结构中任意材质。
 		</p>
 
-		<h3>[method:Object3D parseAnimations]( [param:Object json] )</h3>
+		<h3>[method:Object parseAnimations]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] —  必选参数,需要被解析的JSON源。<br /><br />
 
 		此函数通过[page:.parse]()来使用[page:AnimationClip.parse](), 以解析JSON结构中任意动画。
 		</p>
 
-		<h3>[method:Object3D parseImages]( [param:Object json] )</h3>
+		<h3>[method:Object parseImages]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] —  必选参数,需要被解析的JSON源。<br /><br />
 
 			此函数通过[page:.parse]()来使用[page:ImageLoader], 以解析JSON结构中任意图片。
 		</p>
 
-		<h3>[method:Object3D parseTextures]( [param:Object json] )</h3>
+		<h3>[method:Object parseTextures]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] —  必选参数,需要被解析的JSON源。<br /><br />
 			此函数通过[page:.parse]()来解析JSON结构中任意纹理。

+ 2 - 2
docs/api/zh/loaders/managers/LoadingManager.html

@@ -155,7 +155,7 @@
 
 		<h2>方法</h2>
 
-		<h3>[method:LoadingManager addHandler]( [param:Object regex], [param:Loader loader] )</h3>
+		<h3>[method:this addHandler]( [param:Object regex], [param:Loader loader] )</h3>
 		<p>
 		[page:Object regex] — A regular expression.<br />
 		[page:Loader loader] — The loader.
@@ -175,7 +175,7 @@ manager.addHandler( /\.tga$/i, new TGALoader() );
 		Can be used to retrieve the registered loader for the given file path.
 		</p>
 
-		<h3>[method:LoadingManager removeHandler]( [param:Object regex] )</h3>
+		<h3>[method:this removeHandler]( [param:Object regex] )</h3>
 		<p>
 		[page:Object regex] — A regular expression.
 		<p>

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

@@ -278,7 +278,7 @@ This starts at *0* and counts how many times [property:Boolean needsUpdate] is s
 <h3>[method:Material clone]( )</h3>
 <p> 返回与此材质具有相同参数的新材质。</p>
 
-<h3>[method:Material copy]( [param:material material] )</h3>
+<h3>[method:this copy]( [param:material material] )</h3>
 <p> 将被传入材质中的参数复制到此材质中。</p>
 
 <h3>[method:undefined dispose]()</h3>

+ 11 - 11
docs/api/zh/math/Box2.html

@@ -69,7 +69,7 @@
 		如果指定的点([page:Vector2 point])位于盒子的边界内或边界上,则返回true。
 		</p>
 
-		<h3>[method:Box2 copy]( [param:Box2 box] )</h3>
+		<h3>[method:this copy]( [param:Box2 box] )</h3>
 		<p>
 			将[page:Box2 box]的[page:.min min] 和 [page:.max max]复制到此盒子中。
 		</p>
@@ -86,19 +86,19 @@
 		如果这个盒子和被对比盒子具有相同的上下边界,则返回true。
 		</p>
 
-		<h3>[method:Box2 expandByPoint]( [param:Vector2 point] )</h3>
+		<h3>[method:this expandByPoint]( [param:Vector2 point] )</h3>
 		<p>
 		[page:Vector2 point] - 应该被盒子包含的点。<br /><br />
 		扩展盒子的边界来包含该点。
 		</p>
 
-		<h3>[method:Box2 expandByScalar]( [param:Float scalar] )</h3>
+		<h3>[method:this expandByScalar]( [param:Float scalar] )</h3>
 		<p>
 		[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>
 
-		<h3>[method:Box2 expandByVector]( [param:Vector2 vector] )</h3>
+		<h3>[method:this expandByVector]( [param:Vector2 vector] )</h3>
 		<p>
 		[page:Vector2 vector] - 按照该向量扩展。<br /><br />
 		在每个维度中按vector的数值进行扩展。宽度在两个方向上的扩展将由vector的x分量确定,
@@ -126,7 +126,7 @@
 			返回此盒子的宽度和高度。
 		</p>
 
-		<h3>[method:Box2 intersect]( [param:Box2 box] )</h3>
+		<h3>[method:this intersect]( [param:Box2 box] )</h3>
 		<p>
 		[page:Box2 box] - 要相交的盒子。<br /><br />
 		返回两者的相交后的盒子,并将相交后的盒子的上限设置为两者的上限中的较小者,将下限设置为两者的下限中的较大者。
@@ -144,11 +144,11 @@
 			请注意,一个下上边界相等的的盒子仍然包括一个点,一个两个边界共享的点。
 		</p>
 
-		<h3>[method:Box2 makeEmpty]()</h3>
+		<h3>[method:this makeEmpty]()</h3>
 		<p>使此盒子为空。</p>
 
 
-		<h3>[method:Box2 set]( [param:Vector2 min], [param:Vector2 max] )</h3>
+		<h3>[method:this set]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<p>
 			[page:Vector2 min] - (必须) 表示该盒子的下边界(x, y)。 <br>
 			[page:Vector2 max]  - (必须) 表示该盒子的上边界(x, y)。 <br /><br />
@@ -157,7 +157,7 @@
 			请注意,此方法仅复制给定对象的值。
 		</p>
 
-		<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
+		<h3>[method:this setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
 		<p>
 		[page:Vector2 center] - 盒子所要设置的中心位置。 ([page:Vector2]). <br>
 		[page:Vector2 size] - 盒子所要设置的x和y尺寸 ([page:Vector2]).<br /><br />
@@ -165,19 +165,19 @@
 		使盒子的中心点位于[page:Vector2 center],并设置宽高为[page:Vector2 size]中指定的值。
 		</p>
 
-		<h3>[method:Box2 setFromPoints]( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints]( [param:Array points] )</h3>
 		<p>
 		[page:Array points] - 点的集合,由这些点确定的空间将被盒子包围。<br /><br />
 		设置这个盒子的上下边界,来包含所有设置在[page:Array points]参数中的点。
 		</p>
 
-		<h3>[method:Box2 translate]( [param:Vector2 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector2 offset] )</h3>
 		<p>
 		[page:Vector2 offset] - 偏移方向和距离。<br /><br />
 		添加 [page:Vector2 offset] 到这个盒子的上下边界,实际上在2D空间移动这个盒子[page:Vector2 offset]个单位。
 		</p>
 
-		<h3>[method:Box2 union]( [param:Box2 box] )</h3>
+		<h3>[method:this union]( [param:Box2 box] )</h3>
 		<p>
 		[page:Box2 box] - 将要与该盒子联合的盒子<br /><br />
 		在[page:Box2 box]参数的上边界和该盒子的上边界之间取较大者,而对两者的下边界取较小者,这样获得一个新的较大的联合盒子。

+ 26 - 26
docs/api/zh/math/Color.html

@@ -96,46 +96,46 @@
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Color add]( [param:Color color] ) </h3>
+		<h3>[method:this add]( [param:Color color] ) </h3>
 		<p>将给定颜色的RGB值添加到此颜色的RGB值。</p>
 
-		<h3>[method:Color addColors]( [param:Color color1], [param:Color color2] ) </h3>
+		<h3>[method:this addColors]( [param:Color color1], [param:Color color2] ) </h3>
 		<p>将此颜色的RGB值设置为 [page:Color color1] 和 [page:Color color2] 的RGB值之和。</p>
 
-		<h3>[method:Color addScalar]( [param:Number s] ) </h3>
+		<h3>[method:this addScalar]( [param:Number s] ) </h3>
 		<p>给现有的RGB值都加上 [page:Number s] 。</p>
 
 		<h3>[method:Color clone]() </h3>
 		<p>返回一个与当前颜色的 [page:.r r], [page:.g g] 和 [page:.b b] 相同的颜色。</p>
 
-		<h3>[method:Color copy]( [param:Color color] ) </h3>
+		<h3>[method:this copy]( [param:Color color] ) </h3>
 		<p>
 			从 [page:Color color] 中拷贝 [page:.r r], [page:.g g] 和 [page:.b b] 值到当前的颜色。
 		</p>
 
-		<h3>[method:Color convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
+		<h3>[method:this convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Float gammaFactor] - (可选参数). 默认值 *2.0*.<br /><br />
 		通过取颜色 [page:.r r], [page:.g g] and [page:.b b] 的 [page:Float gammaFactor] 次方将颜色从伽马空间转换成线性空间。
 		</p>
 
-		<h3>[method:Color convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
+		<h3>[method:this convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Float gammaFactor] - (可选参数). 默认值 *2.0*.<br /><br />
 		通过取颜色 [page:.r r], [page:.g g] and [page:.b b] 的 1/[page:Float gammaFactor] 次方将颜色从线性空间转换成伽马空间。
 		</p>
 
-		<h3>[method:Color convertLinearToSRGB]() </h3>
+		<h3>[method:this convertLinearToSRGB]() </h3>
 		<p>
 			将此颜色从线性空间转换成sRGB空间。
 		</p>
 
-		<h3>[method:Color convertSRGBToLinear]() </h3>
+		<h3>[method:this convertSRGBToLinear]() </h3>
 		<p>
 			将此颜色从sRGB空间转换成线性空间。
 		</p>
 
-		<h3>[method:Color copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
+		<h3>[method:this copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Color color] — 需要拷贝的颜色。<br />
 		[page:Float gammaFactor] - (可选参数). 默认值为 *2.0*.<br /><br />
@@ -143,7 +143,7 @@
 		将传入的 [param:Color color] 从伽马空间转换到线性空间然后复制给当前颜色。
 		</p>
 
-		<h3>[method:Color copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
+		<h3>[method:this copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<p>
 		[page:Color color] — 需要拷贝的颜色。<br />
 		[page:Float gammaFactor] - (可选参数). 默认值为 *2.0*.<br /><br />
@@ -151,14 +151,14 @@
 		将传入的 [param:Color color] 从线性空间转换到伽马空间然后复制给当前颜色。
 		</p>
 
-		<h3>[method:Color copyLinearToSRGB]( [param:Color color]] ) </h3>
+		<h3>[method:this copyLinearToSRGB]( [param:Color color]] ) </h3>
 		<p>
 		[page:Color color] — 需要拷贝的颜色。<br />
 
 		将传入的 [param:Color color] 拷贝给当前颜色,然后将当前颜色从线性空间转换到sRGB空间。
 		</p>
 
-		<h3>[method:Color copySRGBToLinear]( [param:Color color] ) </h3>
+		<h3>[method:this copySRGBToLinear]( [param:Color color] ) </h3>
 		<p>
 		[page:Color color] — 需要拷贝的颜色。<br />
 
@@ -168,7 +168,7 @@
 		<h3>[method:Boolean equals]( [param:Color color] ) </h3>
 		<p>将 [param:Color color] 的RGB值与该对象的RGB值进行比较。如果它们都是相同的,返回true,否则返回false。</p>
 
-		<h3>[method:Color fromArray]( [param:Array array], [param:Integer offset] ) </h3>
+		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] ) </h3>
 		<p>
 		[page:Array array] - 格式为 [ [page:Float r], [page:Float g], [page:Float b] ] 的数组 [page:Array]。<br />
 		[page:Integer offset] - 数组中可选偏移量<br /><br />
@@ -205,7 +205,7 @@
 		<h3>[method:String getStyle]()</h3>
 		<p>以CSS样式字符串的形式返回该颜色的值。例如:“rgb(255,0,0)”。</p>
 
-		<h3>[method:Color lerp]( [param:Color color], [param:Float alpha] ) </h3>
+		<h3>[method:this lerp]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
 		[page:Color color] - 用于收敛的颜色。<br />
 		[page:Float alpha] - 介于0到1的数字。<br /><br />
@@ -223,7 +223,7 @@
 		alpha = 0 时为 [page:Color color1], alpha = 1 时为 [page:Color color2]。
 		</p>
 
-		<h3>[method:Color lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
+		<h3>[method:this lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
 		[page:Color color] - 用于收敛的颜色。<br />
 		[page:Float alpha] - 介于0到1的数字。<br /><br />
@@ -233,20 +233,20 @@
 		其中0是当前颜色和1.0是第一个参数的颜色。
 		</p>
 
-		<h3>[method:Color multiply]( [param:Color color] ) </h3>
+		<h3>[method:this multiply]( [param:Color color] ) </h3>
 		<p>将此颜色的RGB值乘以给定的 [page:Color color] 的RGB值。</p>
 
-		<h3>[method:Color multiplyScalar]( [param:Number s] ) </h3>
+		<h3>[method:this multiplyScalar]( [param:Number s] ) </h3>
 		<p>将此颜色的RGB值乘以给定的[page:Number s]的值。</p>
 
-		<h3>[method:Color offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
+		<h3>[method:this offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<p>
 			将给定的 [page:Float h], [page:Float s], 和 [page:Float l]值加到当前颜色值。
 			内部的机制为:先将该颜色的 [page:.r r], [page:.g g] 和 [page:.b b] 值转换为HSL,然后与传入的[page:Float h], [page:Float s], 和 [page:Float l]
 			相加,最后再将结果转成RGB值。
 		</p>
 
-		<h3>[method:Color set]( [param:Color_Hex_or_String value] ) </h3>
+		<h3>[method:this set]( [param:Color_Hex_or_String value] ) </h3>
 		<p>
 		[page:Color_Hex_or_String value] - 用于设置该颜色的值。<br /><br />
 
@@ -254,7 +254,7 @@
 		根据输入类型,将会委托给 [page:.copy], [page:.setStyle], 或者 [page:.setHex] 函数处理。
 		</p>
 
-		<h3>[method:Color setHex]( [param:Integer hex] ) </h3>
+		<h3>[method:this setHex]( [param:Integer hex] ) </h3>
 		<p>
 		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] 格式。<br /><br />
 
@@ -262,7 +262,7 @@
 
 		</p>
 
-		<h3>[method:Color setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
+		<h3>[method:this setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<p>
 		[page:Float h] — 色相值处于0到1之间。hue value between 0.0 and 1.0 <br />
 		[page:Float s] — 饱和度值处于0到1之间。<br />
@@ -271,7 +271,7 @@
 		采用HLS值设置此颜色。
 		</p>
 
-		<h3>[method:Color setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
+		<h3>[method:this setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
 		<p>
 		[page:Float r] — 红色通道的值在0到1之间。<br />
 		[page:Float g] — 绿色通道的值在0到1之间。<br />
@@ -280,14 +280,14 @@
 		采用RGB值设置此颜色。
 		</p>
 
-		<h3>[method:Color setScalar]( [param:Float scalar] ) </h3>
+		<h3>[method:this setScalar]( [param:Float scalar] ) </h3>
 		<p>
 		[page:Float scalar] — 处于0到1之间的值<br /><br />
 
 		将颜色的RGB值都设为该 [page:Float scalar] 的值。
 		</p>
 
-		<h3>[method:Color setStyle]( [param:String style] ) </h3>
+		<h3>[method:this setStyle]( [param:String style] ) </h3>
 		<p>
 		[page:String style] — 颜色css样式的字符串<br /><br />
 
@@ -306,7 +306,7 @@
 		注意,对于X11颜色名称,多个单词(如暗橙色)变成字符串“darkorange”。
 		</p>
 
-		<h3>[method:Color setColorName]( [param:String style] ) </h3>
+		<h3>[method:this setColorName]( [param:String style] ) </h3>
 		<p>
 		[page:String style] — 颜色名字的英文单词 ( 具体请查阅 [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color names] )<br /><br />
 
@@ -315,7 +315,7 @@
 		为了方便使用,颜色名称都可以通过 Color.NAMES 访问,例如:<code>Color.NAMES.aliceblue // returns 0xF0F8FF</code>
 		</p>
 
-		<h3>[method:Color sub]( [param:Color color] ) </h3>
+		<h3>[method:this sub]( [param:Color color] ) </h3>
 		<p>
 		从该颜色的RGB分量中减去传入颜色的RGB分量。如果分量结果是负,则该分量为零。
 		</p>

+ 4 - 4
docs/api/zh/math/Cylindrical.html

@@ -41,23 +41,23 @@
 			返回一个与当前拥有相同 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性的圆柱坐标。
 		</p>
 
-		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
+		<h3>[method:this copy]( [param:Cylindrical other] )</h3>
 		<p>
 			将传入的圆柱坐标对象的 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性赋给当前对象。
 		</p>
 
-		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
+		<h3>[method:this set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<p>设置该对象的 [page:.radius radius], [page:.theta theta]
 		和 [page:.y y] 属性。</p>
 
-		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
+		<h3>[method:this setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
 			从 [page:Vector3 Vector3] 中取x,y,z,并调用setFromCartesianCoords来设置圆柱坐标的
 			[page:.radius radius]、[page:.theta theta] 和 [page:.y y] 的属性值。
 
 		</p>
 
-		<h3>[method:Cylindrical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 			使用笛卡尔坐标来设置该圆柱坐标中 [page:.radius radius], [page:.theta theta]
 			以及 [page:.y y] 的属性值。

+ 7 - 7
docs/api/zh/math/Euler.html

@@ -65,7 +65,7 @@
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Euler copy]( [param:Euler euler] )</h3>
+		<h3>[method:this copy]( [param:Euler euler] )</h3>
 		<p>将 [page:Euler euler] 的属性拷贝到当前对象。</p>
 
 		<h3>[method:Euler clone]()</h3>
@@ -74,7 +74,7 @@
 		<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
 		<p>检查 [page:Euler euler] 是否与当前对象相同。</p>
 
-		<h3>[method:Euler fromArray]( [param:Array array] )</h3>
+		<h3>[method:this fromArray]( [param:Array array] )</h3>
 		<p>
 		长度为3或4的一个 [page:Array array] 。array[3] 是一个可选的 [page:.order order] 参数。<br /><br />
 
@@ -84,14 +84,14 @@
 		将array[3]设置给欧拉角的 [page:.order order] 。可选。
 		</p>
 
-		<h3>[method:Euler reorder]( [param:String newOrder] )</h3>
+		<h3>[method:this reorder]( [param:String newOrder] )</h3>
 		<p>
 		通过这个欧拉角创建一个四元数,然后用这个四元数和新顺序设置这个欧拉角。 <br /><br />
 
 		<em>警告</em>: 这将弃用旋转信息。
 		</p>
 
-		<h3>[method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
+		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
 		<p>
 			[page:.x x] - 用弧度表示x轴旋转量。<br />
 			[page:.y y] - 用弧度表示y轴旋转量。<br />
@@ -101,7 +101,7 @@
 			设置该欧拉变换的角度和旋转顺序 [page:.order order]。
 		</p>
 
-		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order])</h3>
+		<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m], [param:String order])</h3>
 		<p>
 		[page:Matrix4 m] - [page:Matrix4] 矩阵上面的3x3部分是一个纯旋转矩阵[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix]
 		(也就是不发生缩放)<br />
@@ -110,7 +110,7 @@
 		使用基于 [page:.order order] 顺序的纯旋转矩阵来设置当前欧拉角。
 		</p>
 
-		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
+		<h3>[method:this setFromQuaternion]( [param:Quaternion q], [param:String order] )</h3>
 		<p>
 		[page:Quaternion q] - 归一化的四元数。<br />
 		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br />
@@ -119,7 +119,7 @@
 		</p>
 
 
-		<h3>[method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
+		<h3>[method:this setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
 		<p>
 		[page:Vector3 vector] - [page:Vector3].<br />
 		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br /><br />

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

@@ -52,7 +52,7 @@
 		检测该点 [page:Vector3 point] 是否在视锥体内。
 		</p>
 
-		<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
+		<h3>[method:this copy]( [param:Frustum frustum] )</h3>
 		<p>
 		[page:Frustum frustum] - 用于拷贝的视锥体。<br /><br />
 

+ 4 - 4
docs/api/zh/math/Line3.html

@@ -38,14 +38,14 @@
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Line3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>对此线段应用矩阵变换。</p>
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
 		<p>
 		[page:Float t] - 使用值0-1返回沿线段的位置。<br />
 		[page:Vector3 target] — 计算结果会被拷贝到target。<br /><br />
-		
+
 		返回一个线段某一位置的向量,当 [page:Float t] = 0的时候返回起始点,当[page:Float t] = 1的时候返回终点。<br />
 		</p>
 
@@ -69,7 +69,7 @@
 		返回一个基于点投影到线段上的点的参数。如果 [page:Boolean clampToLine] 为true则返回值将在0到1之间。
 		</p>
 
-		<h3>[method:Line3 copy]( [param:Line3 line] )</h3>
+		<h3>[method:this copy]( [param:Line3 line] )</h3>
 		<p>拷贝传入线段的起始点 [page:.start start] 和终点 [page:.end end] 向量到当前线段。</p>
 
 		<h3>[method:Vector3 delta]( [param:Vector3 target] )</h3>
@@ -101,7 +101,7 @@
 		返回线段的中心点。
 		</p>
 
-		<h3>[method:Line3 set]( [param:Vector3 start], [param:Vector3 end] )</h3>
+		<h3>[method:this set]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<p>
 		[page:Vector3 start] - 设置线段的起点 [page:.start start point]。<br />
 		[page:Vector3 end] - 设置线段的终点 [page:.end end point]。<br /><br />

+ 9 - 9
docs/api/zh/math/Plane.html

@@ -32,7 +32,7 @@
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Plane applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
 		<p>
 		[page:Matrix4 matrix] - 要应用的四位矩阵([Page:Matrix4])。<br />
 		[page:Matrix3 optionalNormalMatrix] - (可选参数) 预先计算好的上述Matrix4参数的法线矩阵 [Page:Matrix3]。<br /><br />
@@ -54,7 +54,7 @@
 		返回一个共面点,通过原点的法向量在平面上投影算得。
 		</p>
 
-		<h3>[method:Plane copy]( [param:Plane plane] )</h3>
+		<h3>[method:this copy]( [param:Plane plane] )</h3>
 		<p>
 			拷贝给定平面,将其中的法线 [page:.normal normal],距离常量 [page:.constant constant]属性拷贝给该对象。
 		</p>
@@ -99,12 +99,12 @@
 		确定该平面是否与给定球体 [page:Sphere] 相交。
 		</p>
 
-		<h3>[method:Plane negate]()</h3>
+		<h3>[method:this negate]()</h3>
 		<p>
 			将法向量与常量求反(乘以-1)。
 		</p>
 
-		<h3>[method:Plane normalize]()</h3>
+		<h3>[method:this normalize]()</h3>
 		<p>
 			归一化法向量 [page:.normal normal] ,并相应的调整常量 [page:.constant constant]数值。
 		</p>
@@ -117,7 +117,7 @@
 		将一个点[page:Vector3 point]投射到该平面上。
 		</p>
 
-		<h3>[method:Plane set]( [param:Vector3 normal], [param:Float constant] )</h3>
+		<h3>[method:this set]( [param:Vector3 normal], [param:Float constant] )</h3>
 		<p>
 			[page:Vector3 normal] - 单位长度的向量表示平面的法向量。<br />
 			[page:Float constant] - 原点到平面有符号距离。默认值为 *0*。<br /><br />
@@ -125,7 +125,7 @@
 			设置平面 [page:.normal normal] 的法线和常量 [page:.constant constant] 属性值。
 		</p>
 
-		<h3>[method:Plane setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>[method:this setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>
 		[page:Float x] - 单位长度法向量的x值。<br />
 		[page:Float y] - 单位长度法向量的y值。<br />
@@ -135,7 +135,7 @@
 		设置定义平面的各个变量。
 		</p>
 
-		<h3>[method:Plane setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
+		<h3>[method:this setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
 		<p>
 		 [page:Vector3 a] - 用于确定平面的第一个点。<br />
 		 [page:Vector3 b] - 用于确定平面的第二个点。<br />
@@ -144,7 +144,7 @@
 		 根据给定的三个点确定平面。如果三个点共线将会抛出错误。通过右手螺旋规则确定(向量叉乘)法向量 [page:.normal normal]。
 		</p>
 
-		<h3>[method:Plane setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] )</h3>
+		<h3>[method:this setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] )</h3>
 		<p>
 		[page:Vector3 normal] - 平面单位法向量<br />
 		[page:Vector3 point] - 平面上的点<br /><br />
@@ -152,7 +152,7 @@
 		通过参数提供的法线 normal 和 平面上的一个点 point 来设置该平面。
 		</p>
 
-		<h3>[method:Plane translate]( [param:Vector3 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
 		[page:Vector3 offset] - 平移量<br /><br />
 

+ 16 - 16
docs/api/zh/math/Quaternion.html

@@ -61,13 +61,13 @@
 			属性的四元数。
 		</p>
 
-		<h3>[method:Quaternion conjugate]()</h3>
+		<h3>[method:this conjugate]()</h3>
 		<p>
 			返回该四元数的旋转共轭。
 			四元数的共轭表示的是,围绕旋转轴在相反方向上的相同旋转。
 		</p>
 
-		<h3>[method:Quaternion copy]( [param:Quaternion q] )</h3>
+		<h3>[method:this copy]( [param:Quaternion q] )</h3>
 		<p>
 			复制四元数 [page:Quaternion q] 的 [page:.x x]、[page:.y y]、[page:.z z] 和 [page:.w w]
 			属性到该四元数中。
@@ -86,7 +86,7 @@
 			计算四元数 [page:Quaternion v] 与当前四元数的[link:https://en.wikipedia.org/wiki/Dot_product dot product](点积)。
 		</p>
 
-		<h3>[method:Quaternion fromArray]( [param:Array array], [param:Integer offset] )</h3>
+		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		[page:Array array] - 用于构造四元数的形如(x, y, z, w)的数组。<br />
 		[page:Integer offset] - (可选)数组的偏移量。(译者注:使用数组中从第offset元素算起的四个元素)<br /><br />
@@ -94,12 +94,12 @@
 		从一个数组来设置四元数的 [page:.x x]、 [page:.y y]、[page:.z z] 和 [page:.w w] 的属性。
 		</p>
 
-		<h3>[method:Quaternion identity]()</h3>
+		<h3>[method:this identity]()</h3>
 		<p>
 			设置该四元数为 identity 四元数,即表示“不旋转”的四元数。
 		</p>
 
-		<h3>[method:Quaternion invert]()</h3>
+		<h3>[method:this invert]()</h3>
 		<p>
 			翻转该四元数 —— 计算 [page:.conjugate conjugate] 。假定该四元数具有单位长度。
 		</p>
@@ -116,25 +116,25 @@
 			因为这比 [page:.length length]() 的效率稍高一些。
 		</p>
 
-		<h3>[method:Quaternion normalize]()</h3>
+		<h3>[method:this normalize]()</h3>
 		<p>
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes](归一化)四元数 ——
 			即计算与该四元数具有相同旋转、但长度为*1*的四元数。
 		</p>
 
-		<h3>[method:Quaternion multiply]( [param:Quaternion q] )</h3>
+		<h3>[method:this multiply]( [param:Quaternion q] )</h3>
 		<p>将该四元数与[page:Quaternion q]相乘。</p>
 
-		<h3>[method:Quaternion multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
+		<h3>[method:this multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
 		<p>
 		将该四元数设为 [page:Quaternion a] x [page:Quaternion b] 。<br />
 		改编自 [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here] 所概述的方法。
 		</p>
 
-		<h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
+		<h3>[method:this premultiply]( [param:Quaternion q] )</h3>
 		<p>使用 [page:Quaternion q] 乘以该四元数。</p>
 
-		<h3>[method:Quaternion rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
+		<h3>[method:this rotateTowards]( [param:Quaternion q], [param:Float step] )</h3>
 		<p>
 			[page:Quaternion q] - 目标四元数<br />
 			[page:Float step] - 以弧度为单位的角度步长<br /><br />
@@ -142,7 +142,7 @@
 			将该四元数按照步长 step 向目标 *q* 进行旋转。该方法确保最终的四元数不会超过 *q*。
 		</p>
 
-		<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:Float t] )</h3>
+		<h3>[method:this slerp]( [param:Quaternion qb], [param:Float t] )</h3>
 		<p>
 			[page:Quaternion qb] - 另一个四元数旋转<br />
 			[page:Float t] - 闭区间 [0, 1] 中的插值因子<br /><br />
@@ -159,26 +159,26 @@
 		<h3>[method:this slerpQuaternions]( [param:Quaternion qa], [param:Quaternion qb], [param:Float t] )</h3>
 		<p>在给定的四元数之间执行球面线性插值,并将结果存储在这个四元数中</p>
 
-		<h3>[method:Quaternion set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
+		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>设置该四元数的 [page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]属性。</p>
 
-		<h3>[method:Quaternion setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
+		<h3>[method:this setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<p>
 		从由 [page:Vector3 axis](轴) 和 [page:Float angle](角度)所给定的旋转来设置该四元数。<br />
 		改编自 [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here] 所述的方法。<br />
 		假定*Axis*已被归一化,*angle*以弧度来表示。
 		</p>
 
-		<h3>[method:Quaternion setFromEuler]( [param:Euler euler] )</h3>
+		<h3>[method:this setFromEuler]( [param:Euler euler] )</h3>
 		<p>从由 [page:Euler] 角所给定的旋转来设置该四元数。</p>
 
-		<h3>[method:Quaternion setFromRotationMatrix]( [param:Matrix4 m] )</h3>
+		<h3>[method:this setFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<p>
 		从[page:Matrix4 m]的旋转分量中来设置该四元数。<br />
 		改编自 [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here] 所概述的方法。
 		</p>
 
-		<h3>[method:Quaternion setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
+		<h3>[method:this setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
 		<p>
 		将该四元数设置为从方向向量 [page:Vector3 vFrom] 旋转到方向向量 [page:Vector3 vTo] 所需的旋转。<br />
 		改编自方法 [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here]。<br />

+ 5 - 5
docs/api/zh/math/Ray.html

@@ -44,7 +44,7 @@
 
 		<h2>方法</h2>
 
-		<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix4] )</h3>
 		<p>
 		[page:Matrix4 matrix4] - 将被用于这个[page:Ray]的[page:Matrix4]。<br /><br />
 
@@ -72,7 +72,7 @@
 		沿着[page:Ray],获得与所传入[page:Vector3]最接近的点。
 		</p>
 
-		<h3>[method:Ray copy]( [param:Ray ray] )</h3>
+		<h3>[method:this copy]( [param:Ray ray] )</h3>
 		<p>
 			复制所传入Ray的[page:.origin origin]和[page:.direction direction]属性到这个Ray上。
 		</p>
@@ -171,21 +171,21 @@
 		若这一射线与[page:Sphere]相交,则将返回true。
 		</p>
 
-		<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
+		<h3>[method:this lookAt]( [param:Vector3 v] )</h3>
 		<p>
 		[page:Vector3 v] - 将要“直视”的[page:Vector3]<br /><br />
 
 		调整光线的方向到世界坐标中该向量所指代的点。
 		</p>
 
-		<h3>[method:Ray recast]( [param:Float t] )</h3>
+		<h3>[method:this recast]( [param:Float t] )</h3>
 		<p>
 		[page:Float t] - 沿着[page:Ray]进行插值的距离。<br /><br />
 
 		将[page:Ray](射线)的原点沿着其方向移动给定的距离。
 		</p>
 
-		<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
+		<h3>[method:this set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
 		[page:Vector3 origin] - [page:Ray](射线)的[page:.origin origin](原点)。<br />
 		[page:Vector3 origin] - [page:Ray](射线)的[page:.direction direction](方向)。

+ 6 - 6
docs/api/zh/math/Sphere.html

@@ -33,7 +33,7 @@
 
 		<h2>方法</h2>
 
-		<h3>[method:Sphere applyMatrix4]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
 			[page:Matrix4 matrix] - 将被应用的[Page:Matrix4]矩阵。<br /><br />
 
@@ -58,7 +58,7 @@
 		检查球体中是否包含所传入的[page:Vector3 point]点,包括球的表面。
 		</p>
 
-		<h3>[method:Sphere copy]( [param:Sphere sphere] )</h3>
+		<h3>[method:this copy]( [param:Sphere sphere] )</h3>
 		<p>
 		复制所传入的球的[page:.center center]和[page:.radius radius]到这个球上。
 		</p>
@@ -81,7 +81,7 @@
 		检查球是否为空(球半径为负值)。半径为 0 的球体仅包含其中心点,并不会被视为空。
 		</p>
 
-		<h3>[method:Sphere makeEmpty]()</h3>
+		<h3>[method:this makeEmpty]()</h3>
 		<p>将该球修改为空,即中心点 [page:.center center] 为 (0,0,0),半径 [page:.radius radius] 为 -1。</p>
 
 		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
@@ -117,7 +117,7 @@
 		检测两球之间是否有交集。
 		</p>
 
-		<h3>[method:Sphere set]( [param:Vector3 center], [param:Float radius] )</h3>
+		<h3>[method:this set]( [param:Vector3 center], [param:Float radius] )</h3>
 		<p>
 			[page:Vector3 center] - 球心位置。<br />
 			[page:Float radius] - 球的半径。<br /><br />
@@ -126,7 +126,7 @@
 		请注意此,方法使用复制的方式来设置中心值。
 		</p>
 
-		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
+		<h3>[method:this setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
 		<p>
 		[page:Array points] - 一个包含有[page:Vector3]位置的[page:Array]。<br />
 		[page:Vector3 optionalCenter] - 可选, [page:Vector3] 球心位置。<br /><br />
@@ -135,7 +135,7 @@
 		否则,环绕[page:Array points]的包围盒的轴心将通过计算来得到。
 		</p>
 
-		<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
 		使用所给定[page:Vector3] offset(偏移量)平移球心。
 		</p>

+ 5 - 5
docs/api/zh/math/Spherical.html

@@ -43,26 +43,26 @@
 		[page:.radius radius]、[page:.phi phi]和[page:.theta theta]。
 		</p>
 
-		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
+		<h3>[method:this copy]( [param:Spherical s] )</h3>
 		<p>
 		复制所传入的球坐标的[page:.radius radius]、
 		[page:.phi phi] 和[page:.theta theta]属性到该球坐标中。
 		</p>
 
-		<h3>[method:Spherical makeSafe]()</h3>
+		<h3>[method:this makeSafe]()</h3>
 		<p>
 		将极角 [page:.phi phi] 的值限制在0.000001 和 π - 0.000001 之间。
 		</p>
 
-		<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
+		<h3>[method:this set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<p>设置球坐标中[page:.radius radius]、[page:.phi phi] 和 [page:.theta theta] 属性的值。</p>
 
-		<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
+		<h3>[method:this setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
 			从[page:Vector3 Vector3]中设置球坐标的[page:.radius radius]、[page:.phi phi]和[page:.theta theta]值。
 		</p>
 
-		<h3>[method:Spherical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<h3>[method:this setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 			从笛卡尔坐标系中设置球坐标的[page:.radius radius]、[page:.phi phi]和[page:.theta theta]值。
 		</p>

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