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Docs: More clean up.

Mugen87 5 年之前
父节点
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8d6bcd5969

+ 4 - 3
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -17,6 +17,10 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 <code>
 //Create a closed wavey loop
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
 var curve = new THREE.CatmullRomCurve3( [
@@ -36,9 +40,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 </code>
 
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>

+ 5 - 13
docs/api/en/helpers/ArrowHelper.html

@@ -14,12 +14,13 @@
 
 
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
-		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
 
 
 		<code>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,11 +36,8 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<p>
 		<p>
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
@@ -53,21 +51,15 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-
 		<h3>[property:Line line]</h3>
 		<h3>[property:Line line]</h3>
 		<p>Contains the line part of the arrowHelper.</p>
 		<p>Contains the line part of the arrowHelper.</p>
 
 
 		<h3>[property:Mesh cone]</h3>
 		<h3>[property:Mesh cone]</h3>
 		<p>Contains the cone part of the arrowHelper.</p>
 		<p>Contains the cone part of the arrowHelper.</p>
 
 
-
-
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		<p>
 		color -- The desired color.<br /><br />
 		color -- The desired color.<br /><br />

+ 5 - 6
docs/api/en/helpers/AxesHelper.html

@@ -15,14 +15,13 @@
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
-
-
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_convex WebGL / geometry / convex]<br/>
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );
 var axesHelper = new THREE.AxesHelper( 5 );

+ 5 - 5
docs/api/en/helpers/BoxHelper.html

@@ -19,13 +19,13 @@
 			so it won't work with [page:Sprite Sprites].
 			so it won't work with [page:Sprite Sprites].
 		</p>
 		</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<div>[example:webgl_helpers WebGL / helpers]</div>
-		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
-		<div>[example:webgl_buffergeometry_drawcalls advanced / buffergeometry / drawcalls]</div>
-
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 
 		<code>
 		<code>
 			var sphere = new THREE.SphereGeometry();
 			var sphere = new THREE.SphereGeometry();

+ 4 - 3
docs/api/en/helpers/CameraHelper.html

@@ -18,9 +18,10 @@
 		</p>
 		</p>
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
-
-		<div>[example:webgl_camera WebGL / camera]</div>
-		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
+		<p>
+			[example:webgl_camera WebGL / camera]<br/>
+			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
+		</p>
 
 
 		<code>
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

+ 5 - 4
docs/api/en/helpers/GridHelper.html

@@ -9,22 +9,23 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
 		[page:Object3D] &rarr; [page:Line] &rarr;
-		
+
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var size = 10;
 		<code>var size = 10;
 		var divisions = 10;
 		var divisions = 10;
 
 
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		scene.add( gridHelper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 3
docs/api/en/helpers/HemisphereLightHelper.html

@@ -16,13 +16,11 @@
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h2>Example</h2>
 
 
 		<code>
 		<code>
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-
 var helper = new THREE.HemisphereLightHelper( light, 5 );
 var helper = new THREE.HemisphereLightHelper( light, 5 );
-
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 

+ 4 - 3
docs/api/en/helpers/PolarGridHelper.html

@@ -14,9 +14,12 @@
 
 
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var radius = 10;
 		<code>var radius = 10;
 		var radials = 16;
 		var radials = 16;
 		var circles = 8;
 		var circles = 8;
@@ -25,8 +28,6 @@
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -21,9 +21,9 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<p>
 		<p>
-		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
-		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
-		[example:webgl_loader_bvh loader / bvh ]
+			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
+			[example:webgl_animation_skinning_morph WebGL / animation / skinning / morph]<br />
+			[example:webgl_loader_bvh WebGL / loader / bvh ]
 		</p>
 		</p>
 
 
 		<code>
 		<code>

+ 6 - 10
docs/api/en/helpers/SpotLightHelper.html

@@ -14,12 +14,10 @@
 
 
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 
 
-		<h2>Example</h2>
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
-		<h2>Other Examples</h2>
-
-		<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
+		</p>
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 		<code>
 		<code>
@@ -31,10 +29,8 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<p>
 		<p>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
@@ -63,8 +59,8 @@
 
 
 		<h3>[property:hex color]</h3>
 		<h3>[property:hex color]</h3>
 		<p>
 		<p>
-					 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
-					the next time [page:.update update] is called.
+			 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
+			the next time [page:.update update] is called.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 4 - 3
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -18,6 +18,10 @@
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>
 
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 <code>
 //Create a closed wavey loop
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
 var curve = new THREE.CatmullRomCurve3( [
@@ -37,9 +41,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 </code>
 
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>

+ 5 - 10
docs/api/zh/helpers/ArrowHelper.html

@@ -14,12 +14,13 @@
 
 
 		<p class="desc">用于模拟方向的3维箭头对象.</p>
 		<p class="desc">用于模拟方向的3维箭头对象.</p>
 
 
-
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
-		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
 
 
 		<code>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,8 +36,6 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
-
-
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 
 
@@ -60,13 +59,9 @@
 		<h3>[property:Mesh cone]</h3>
 		<h3>[property:Mesh cone]</h3>
 		<p>包含箭头辅助对象的锥体部分.</p>
 		<p>包含箭头辅助对象的锥体部分.</p>
 
 
-
-
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 
 
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		<p>
 		color -- 所需的颜色。<br /><br />
 		color -- 所需的颜色。<br /><br />

+ 5 - 7
docs/api/zh/helpers/AxesHelper.html

@@ -15,15 +15,13 @@
 		<p class="desc">用于简单模拟3个坐标轴的对象. <br />
 		<p class="desc">用于简单模拟3个坐标轴的对象. <br />
 			红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.</p>
 			红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.</p>
 
 
-
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
-		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
-
-
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_convex WebGL / geometry / convex]<br/>
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );
 var axesHelper = new THREE.AxesHelper( 5 );

+ 5 - 5
docs/api/zh/helpers/BoxHelper.html

@@ -20,13 +20,13 @@
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
 		</p>
 		</p>
 
 
-
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
-		<div>[example:webgl_helpers WebGL / helpers]</div>
-		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
-		<div>[example:webgl_buffergeometry_drawcalls advanced / buffergeometry / drawcalls]</div>
-
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 
 		<code>
 		<code>
 			var sphere = new THREE.SphereGeometry();
 			var sphere = new THREE.SphereGeometry();

+ 4 - 3
docs/api/zh/helpers/CameraHelper.html

@@ -18,9 +18,10 @@
 		</p>
 		</p>
 
 
 		<h2>例子</h2>
 		<h2>例子</h2>
-
-		<div>[example:webgl_camera WebGL / camera]</div>
-		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
+		<p>
+			[example:webgl_camera WebGL / camera]<br/>
+			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
+		</p>
 
 
 		<code>
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

+ 4 - 3
docs/api/zh/helpers/GridHelper.html

@@ -14,17 +14,18 @@
 
 
 		<p class="desc">坐标格辅助对象. 坐标格实际上是2维线数组.</p>
 		<p class="desc">坐标格辅助对象. 坐标格实际上是2维线数组.</p>
 
 
-
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var size = 10;
 		<code>var size = 10;
 		var divisions = 10;
 		var divisions = 10;
 
 
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		scene.add( gridHelper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 

+ 1 - 3
docs/api/zh/helpers/HemisphereLightHelper.html

@@ -17,13 +17,11 @@
 			半球形光源 [page:HemisphereLight HemisphereLight].
 			半球形光源 [page:HemisphereLight HemisphereLight].
 		</p>
 		</p>
 
 
-		<h3>例子</h3>
+		<h2>例子</h2>
 
 
 		<code>
 		<code>
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-
 var helper = new THREE.HemisphereLightHelper( light, 5 );
 var helper = new THREE.HemisphereLightHelper( light, 5 );
-
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 

+ 4 - 3
docs/api/zh/helpers/PolarGridHelper.html

@@ -14,9 +14,12 @@
 
 
 		<p class="desc">极坐标格辅助对象. 坐标格实际上是2维线数组.</p>
 		<p class="desc">极坐标格辅助对象. 坐标格实际上是2维线数组.</p>
 
 
-
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var radius = 10;
 		<code>var radius = 10;
 		var radials = 16;
 		var radials = 16;
 		var circles = 8;
 		var circles = 8;
@@ -25,8 +28,6 @@
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 

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

@@ -21,9 +21,9 @@
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<p>
-		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
-		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
-		[example:webgl_loader_bvh loader / bvh ]
+			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
+			[example:webgl_animation_skinning_morph WebGL / animation / skinning / morph]<br />
+			[example:webgl_loader_bvh WebGL / loader / bvh ]
 		</p>
 		</p>
 
 
 		<code>
 		<code>

+ 1 - 6
docs/api/zh/helpers/SpotLightHelper.html

@@ -15,11 +15,7 @@
 		<p class="desc">用于模拟聚光灯 [page:SpotLight] 的锥形辅助对象.</p>
 		<p class="desc">用于模拟聚光灯 [page:SpotLight] 的锥形辅助对象.</p>
 
 
 		<h2>例子</h2>
 		<h2>例子</h2>
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
-		<h2>其他例子</h2>
-
-		<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
+		<p>[example:webgl_lights_spotlights WebGL / lights / spotlights ]</p>
 
 
 		<h2>代码示例</h2>
 		<h2>代码示例</h2>
 		<code>
 		<code>
@@ -31,7 +27,6 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
-
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 
 

+ 0 - 1
docs/manual/en/introduction/Animation-system.html

@@ -113,7 +113,6 @@
 				<li>THREE.FBXLoader</li>
 				<li>THREE.FBXLoader</li>
 				<li>[page:GLTFLoader THREE.GLTFLoader]</li>
 				<li>[page:GLTFLoader THREE.GLTFLoader]</li>
 				<li>THREE.MMDLoader</li>
 				<li>THREE.MMDLoader</li>
-				<li>THREE.SEA3DLoader</li>
 			</ul>
 			</ul>
 
 
 		<p class="desc">
 		<p class="desc">

+ 85 - 88
docs/manual/en/introduction/How-to-update-things.html

@@ -32,33 +32,31 @@ object.matrixAutoUpdate  = false;
 object.updateMatrix();
 object.updateMatrix();
 		</code>
 		</code>
 
 
-		<h2>Geometries</h2>
+		<h2>BufferGeometry</h2>
 		<div>
 		<div>
-			<h3>[page:BufferGeometry]</h3>
-			<div>
-				<p>
-					BufferGeometries store information (such as vertex positions, face indices, normals, colors,
-					UVs, and any custom attributes) in [page:BufferAttribute buffers] - that is,
-					[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays].
-					This makes them generally faster than standard Geometries, at the cost of being somewhat harder to
-					work with.
-				</p>
-				<p>
-					With regards to updating BufferGeometries, the most important thing to understand is that
-					you cannot resize buffers (this is very costly,	basically the equivalent to creating a new geometry).
-					You can however update the content of buffers.
-				</p>
-				<p>
-					This means that if you know an attribute of your BufferGeometry will grow, say the number of vertices,
-					you must pre-allocate a buffer large enough to hold any new vertices that may be created. Of
-					course, this also means that there will be a maximum size for your BufferGeometry - there is
-					no way to create a BufferGeometry that can efficiently be extended indefinitely.
-				</p>
-				<p>
-					We'll use the example of a line that gets extended at render time. We'll allocate space
-					in the buffer for 500 vertices but draw only two at first, using [page:BufferGeometry.drawRange].
-				</p>
-				<code>
+			<p>
+				BufferGeometries store information (such as vertex positions, face indices, normals, colors,
+				UVs, and any custom attributes) in [page:BufferAttribute buffers] - that is,
+				[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays].
+				This makes them generally faster than standard Geometries, at the cost of being somewhat harder to
+				work with.
+			</p>
+			<p>
+				With regards to updating BufferGeometries, the most important thing to understand is that
+				you cannot resize buffers (this is very costly,	basically the equivalent to creating a new geometry).
+				You can however update the content of buffers.
+			</p>
+			<p>
+				This means that if you know an attribute of your BufferGeometry will grow, say the number of vertices,
+				you must pre-allocate a buffer large enough to hold any new vertices that may be created. Of
+				course, this also means that there will be a maximum size for your BufferGeometry - there is
+				no way to create a BufferGeometry that can efficiently be extended indefinitely.
+			</p>
+			<p>
+				We'll use the example of a line that gets extended at render time. We'll allocate space
+				in the buffer for 500 vertices but draw only two at first, using [page:BufferGeometry.drawRange].
+			</p>
+			<code>
 var MAX_POINTS = 500;
 var MAX_POINTS = 500;
 
 
 // geometry
 // geometry
@@ -78,11 +76,11 @@ var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 // line
 // line
 var line = new THREE.Line( geometry,  material );
 var line = new THREE.Line( geometry,  material );
 scene.add( line );
 scene.add( line );
-				</code>
-			 	<p>
-					Next we'll randomly add points to the line using a pattern like:
-				</p>
-				<code>
+			</code>
+		 	<p>
+				Next we'll randomly add points to the line using a pattern like:
+			</p>
+			<code>
 var positions = line.geometry.attributes.position.array;
 var positions = line.geometry.attributes.position.array;
 
 
 var x, y, z, index;
 var x, y, z, index;
@@ -99,50 +97,52 @@ for ( var i = 0, l = MAX_POINTS; i < l; i ++ ) {
     z += ( Math.random() - 0.5 ) * 30;
     z += ( Math.random() - 0.5 ) * 30;
 
 
 }
 }
-				</code>
-				<p>
-					If you want to change the <em>number of points</em> rendered after the first render, do this:
-				</p>
-				<code>
+			</code>
+			<p>
+				If you want to change the <em>number of points</em> rendered after the first render, do this:
+			</p>
+			<code>
 line.geometry.setDrawRange( 0, newValue );
 line.geometry.setDrawRange( 0, newValue );
-				</code>
-				<p>
-					If you want to change the position data values after the first render, you need to
-					set the needsUpdate flag like so:
-				</p>
-				<code>
+			</code>
+			<p>
+				If you want to change the position data values after the first render, you need to
+				set the needsUpdate flag like so:
+			</p>
+			<code>
 line.geometry.attributes.position.needsUpdate = true; // required after the first render
 line.geometry.attributes.position.needsUpdate = true; // required after the first render
-				</code>
+			</code>
 
 
-				<p>
-					If you change the position data values after the initial render, you may need to
-					call `.computeBoundingSphere()` in order to recalculate the geometry's bounding sphere.
-				</p>
-				<code>
+			<p>
+				If you change the position data values after the initial render, you may need to
+				call `.computeBoundingSphere()` in order to recalculate the geometry's bounding sphere.
+			</p>
+			<code>
 line.geometry.computeBoundingSphere();
 line.geometry.computeBoundingSphere();
-				</code>
+			</code>
 
 
-				<p>
-					[link:http://jsfiddle.net/w67tzfhx/ Here is a fiddle] showing an animated line which you can adapt to your use case.
-				</p>
+			<p>
+				[link:http://jsfiddle.net/w67tzfhx/ Here is a fiddle] showing an animated line which you can adapt to your use case.
+			</p>
 
 
-				<h3>Examples:</h3>
-					[example:webgl_custom_attributes WebGL / custom / attributes]<br />
-					[example:webgl_buffergeometry_custom_attributes_particles WebGL / buffergeometry / custom / attributes / particles]
+			<h3>Examples</h3>
 
 
+			<p>
+				[example:webgl_custom_attributes WebGL / custom / attributes]<br />
+				[example:webgl_buffergeometry_custom_attributes_particles WebGL / buffergeometry / custom / attributes / particles]
+			</p>
 
 
-			</div>
+		</div>
 
 
-			<h3>[page:Geometry]</h3>
-			<div>
-				<p>
-					The following flags control updating of various geometry attributes. Set flags only
-					for attributes that you need to update, updates are costly. Once buffers
-					change, these flags reset automatically back to false. You need to keep setting them to
-					true if you want to keep updating buffers. Note that this applies only to [page:Geometry]
-					and not to [page:BufferGeometry].
-				</p>
-				<code>
+		<h2>Geometry</h2>
+		<div>
+			<p>
+				The following flags control updating of various geometry attributes. Set flags only
+				for attributes that you need to update, updates are costly. Once buffers
+				change, these flags reset automatically back to false. You need to keep setting them to
+				true if you want to keep updating buffers. Note that this applies only to [page:Geometry]
+				and not to [page:BufferGeometry].
+			</p>
+			<code>
 var geometry = new THREE.Geometry();
 var geometry = new THREE.Geometry();
 geometry.verticesNeedUpdate = true;
 geometry.verticesNeedUpdate = true;
 geometry.elementsNeedUpdate = true;
 geometry.elementsNeedUpdate = true;
@@ -151,27 +151,20 @@ geometry.uvsNeedUpdate = true;
 geometry.normalsNeedUpdate = true;
 geometry.normalsNeedUpdate = true;
 geometry.colorsNeedUpdate = true;
 geometry.colorsNeedUpdate = true;
 geometry.tangentsNeedUpdate = true;
 geometry.tangentsNeedUpdate = true;
-				</code>
-
-				<p>
-					In versions prior to [link:https://github.com/mrdoob/three.js/releases/tag/r66 r66] meshes
-					additionally need the <em>dynamic</em> flag enabled (to keep internal typed arrays):
-				</p>
+			</code>
 
 
-				<code>
-		//removed after r66
-		geometry.dynamic = true;
-				</code>
+			<p>
+				In versions prior to [link:https://github.com/mrdoob/three.js/releases/tag/r66 r66] meshes
+				additionally need the <em>dynamic</em> flag enabled (to keep internal typed arrays):
+			</p>
 
 
-				<h3>Examples:</h3>
-					[example:webgl_geometry_dynamic WebGL / geometry / dynamic]<br />
-			</div>
+			<code>
+	//removed after r66
+	geometry.dynamic = true;
+			</code>
 
 
 		</div>
 		</div>
 
 
-
-
-
 		<h2>Materials</h2>
 		<h2>Materials</h2>
 		<div>
 		<div>
 			<p>All uniforms values can be changed freely (e.g. colors, textures, opacity, etc), values are sent to the shader every frame.</p>
 			<p>All uniforms values can be changed freely (e.g. colors, textures, opacity, etc), values are sent to the shader every frame.</p>
@@ -208,9 +201,11 @@ geometry.tangentsNeedUpdate = true;
 
 
 			<p>If the number is large (e.g. each face could be potentially different), consider a different solution, such as using attributes / textures to drive different per-face look.</p>
 			<p>If the number is large (e.g. each face could be potentially different), consider a different solution, such as using attributes / textures to drive different per-face look.</p>
 
 
-			<h3>Examples:</h3>
-			[example:webgl_materials_car WebGL / materials / car]<br />
-			[example:webgl_postprocessing_dof WebGL / webgl_postprocessing / dof]
+			<h3>Examples</h3>
+			<p>
+				[example:webgl_materials_car WebGL / materials / car]<br />
+				[example:webgl_postprocessing_dof WebGL / webgl_postprocessing / dof]
+			</p>
 		</div>
 		</div>
 
 
 
 
@@ -222,9 +217,11 @@ geometry.tangentsNeedUpdate = true;
 			</code>
 			</code>
 			<p>Render targets update automatically.</p>
 			<p>Render targets update automatically.</p>
 
 
-			<h3>Examples:</h3>
-			[example:webgl_materials_video WebGL / materials / video]<br />
-			[example:webgl_rtt WebGL / rtt]
+			<h3>Examples</h3>
+			<p>
+				[example:webgl_materials_video WebGL / materials / video]<br />
+				[example:webgl_rtt WebGL / rtt]
+			</p>
 
 
 		</div>
 		</div>
 
 

+ 3 - 1
docs/manual/en/introduction/Matrix-transformations.html

@@ -16,7 +16,9 @@
 
 
 		<h2>Convenience properties and *matrixAutoUpdate*</h2>
 		<h2>Convenience properties and *matrixAutoUpdate*</h2>
 
 
-		There are two ways to update an object's transformation:
+		<p>
+			There are two ways to update an object's transformation:
+		</p>
 		<ol>
 		<ol>
 			<li>
 			<li>
 				Modify the object's *position*, *quaternion*, and *scale* properties, and let three.js recompute
 				Modify the object's *position*, *quaternion*, and *scale* properties, and let three.js recompute

+ 0 - 1
docs/manual/zh/introduction/Animation-system.html

@@ -90,7 +90,6 @@
 				<li>THREE.FBXLoader</li>
 				<li>THREE.FBXLoader</li>
 				<li>[page:GLTFLoader THREE.GLTFLoader]</li>
 				<li>[page:GLTFLoader THREE.GLTFLoader]</li>
 				<li>THREE.MMDLoader</li>
 				<li>THREE.MMDLoader</li>
-				<li>THREE.SEA3DLoader</li>
 			</ul>
 			</ul>
 
 
 		<p class="desc">
 		<p class="desc">

+ 72 - 79
docs/manual/zh/introduction/How-to-update-things.html

@@ -32,29 +32,27 @@ object.matrixAutoUpdate  = false;
 object.updateMatrix();
 object.updateMatrix();
 		</code>
 		</code>
 
 
-		<h2>几何形状(Geometries)</h2>
+		<h2>BufferGeometry</h2>
 		<div>
 		<div>
-			<h3>[page:BufferGeometry]</h3>
-			<div>
-				<p>
-					BufferGeometries 将信息(例如顶点位置,面索引,法线,颜色,uv和任何自定义属性)存储在[page:BufferAttribute buffers] —— 也就是,
-					[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays].
-					这使得它们通常比标准Geometries更快,缺点是更难用。
-				</p>
-				<p>
-					关于更新BufferGeometries,最重要的是理解你不能调整 buffers 大小(这种操作开销很大,相当于创建了个新的geometry)。
-					但你可以更新 buffers的内容。
-				</p>
-				<p>
-					这意味着如果你知道BufferGeometry的一个属性会增长,比如顶点的数量,
-					你必须预先分配足够大的buffer来容纳可能创建的任何新顶点。
-					当然,这也意味着BufferGeometry将有一个最大大小 —— 无法创建一个可以高效地无限扩展的BufferGeometry。
-				</p>
-				<p>
-					我们以在渲染时扩展的line来示例。我们将分配可容纳500个顶点的空间但起初仅绘制2个,使用
-					在500个顶点的缓冲区中,但首先只使用 [page:BufferGeometry.drawRange]。
-				</p>
-				<code>
+			<p>
+				BufferGeometries 将信息(例如顶点位置,面索引,法线,颜色,uv和任何自定义属性)存储在[page:BufferAttribute buffers] —— 也就是,
+				[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays].
+				这使得它们通常比标准Geometries更快,缺点是更难用。
+			</p>
+			<p>
+				关于更新BufferGeometries,最重要的是理解你不能调整 buffers 大小(这种操作开销很大,相当于创建了个新的geometry)。
+				但你可以更新 buffers的内容。
+			</p>
+			<p>
+				这意味着如果你知道BufferGeometry的一个属性会增长,比如顶点的数量,
+				你必须预先分配足够大的buffer来容纳可能创建的任何新顶点。
+				当然,这也意味着BufferGeometry将有一个最大大小 —— 无法创建一个可以高效地无限扩展的BufferGeometry。
+			</p>
+			<p>
+				我们以在渲染时扩展的line来示例。我们将分配可容纳500个顶点的空间但起初仅绘制2个,使用
+				在500个顶点的缓冲区中,但首先只使用 [page:BufferGeometry.drawRange]。
+			</p>
+			<code>
 var MAX_POINTS = 500;
 var MAX_POINTS = 500;
 
 
 // geometry
 // geometry
@@ -74,11 +72,11 @@ var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 // line
 // line
 var line = new THREE.Line( geometry,  material );
 var line = new THREE.Line( geometry,  material );
 scene.add( line );
 scene.add( line );
-				</code>
-			 	<p>
-					然后我们随机增加顶点到line中,以这样的一种方式:
-				</p>
-				<code>
+			</code>
+		 	<p>
+				然后我们随机增加顶点到line中,以这样的一种方式:
+			</p>
+			<code>
 var positions = line.geometry.attributes.position.array;
 var positions = line.geometry.attributes.position.array;
 
 
 var x, y, z, index;
 var x, y, z, index;
@@ -95,39 +93,40 @@ for ( var i = 0, l = MAX_POINTS; i < l; i ++ ) {
     z += ( Math.random() - 0.5 ) * 30;
     z += ( Math.random() - 0.5 ) * 30;
 
 
 }
 }
-				</code>
-				<p>
-					如果要更改第一次渲染后渲染的<em>点数</em>,执行以下操作:
-				</p>
-				<code>
+			</code>
+			<p>
+				如果要更改第一次渲染后渲染的<em>点数</em>,执行以下操作:
+			</p>
+			<code>
 line.geometry.setDrawRange( 0, newValue );
 line.geometry.setDrawRange( 0, newValue );
-				</code>
-				<p>
-					如果要在第一次渲染后更改position数值,则需要像这样设置needsUpdate标志:
-				</p>
-				<code>
+			</code>
+			<p>
+				如果要在第一次渲染后更改position数值,则需要像这样设置needsUpdate标志:
+			</p>
+			<code>
 line.geometry.attributes.position.needsUpdate = true; // 需要加在第一次渲染之后
 line.geometry.attributes.position.needsUpdate = true; // 需要加在第一次渲染之后
-				</code>
-
-				<p>
-					<a href="http://jsfiddle.net/w67tzfhx/">这个fiddle</a>展示了一个你可以参考的运动的line。
-				</p>
+			</code>
 
 
-				<h3>例子:</h3>
-					[example:webgl_custom_attributes WebGL / custom / attributes]<br />
-					[example:webgl_buffergeometry_custom_attributes_particles WebGL / buffergeometry / custom / attributes / particles]
+			<p>
+				<a href="http://jsfiddle.net/w67tzfhx/">这个fiddle</a>展示了一个你可以参考的运动的line。
+			</p>
 
 
+			<h3>例子</h3>
+			<p>
+				[example:webgl_custom_attributes WebGL / custom / attributes]<br />
+				[example:webgl_buffergeometry_custom_attributes_particles WebGL / buffergeometry / custom / attributes / particles]
+			</p>
 
 
-			</div>
+		</div>
 
 
-			<h3>[page:Geometry]</h3>
-			<div>
-				<p>
-					以下标志控制各种geometry属性的更新。仅对于需要更新的属性设置标志,因为更新成本很高。
-					一旦buffers改变,这些标志位会自动重置为false。如果你想要持续更新buffers,你需要保持这些设置为true。
-					请注意这仅适用于[page:Geometry]而不是[page:BufferGeometry]。
-				</p>
-				<code>
+		<h2>Geometry</h2>
+		<div>
+			<p>
+				以下标志控制各种geometry属性的更新。仅对于需要更新的属性设置标志,因为更新成本很高。
+				一旦buffers改变,这些标志位会自动重置为false。如果你想要持续更新buffers,你需要保持这些设置为true。
+				请注意这仅适用于[page:Geometry]而不是[page:BufferGeometry]。
+			</p>
+			<code>
 var geometry = new THREE.Geometry();
 var geometry = new THREE.Geometry();
 geometry.verticesNeedUpdate = true;
 geometry.verticesNeedUpdate = true;
 geometry.elementsNeedUpdate = true;
 geometry.elementsNeedUpdate = true;
@@ -136,27 +135,19 @@ geometry.uvsNeedUpdate = true;
 geometry.normalsNeedUpdate = true;
 geometry.normalsNeedUpdate = true;
 geometry.colorsNeedUpdate = true;
 geometry.colorsNeedUpdate = true;
 geometry.tangentsNeedUpdate = true;
 geometry.tangentsNeedUpdate = true;
-				</code>
-
-				<p>
-					在早于[link:https://github.com/mrdoob/three.js/releases/tag/r66 r66]的版本中,meshes
-					需要额外设定 <em>dynamic</em> 标志为true (为了维持内部的 typed arrays):
-				</p>
-
-				<code>
-		//removed after r66
-		geometry.dynamic = true;
-				</code>
+			</code>
 
 
-				<h3>例子:</h3>
-					[example:webgl_geometry_dynamic WebGL / geometry / dynamic]<br />
-			</div>
+			<p>
+				在早于[link:https://github.com/mrdoob/three.js/releases/tag/r66 r66]的版本中,meshes
+				需要额外设定 <em>dynamic</em> 标志为true (为了维持内部的 typed arrays):
+			</p>
 
 
+			<code>
+	//removed after r66
+	geometry.dynamic = true;
+			</code>
 		</div>
 		</div>
 
 
-
-
-
 		<h2>材质(Materials)</h2>
 		<h2>材质(Materials)</h2>
 		<div>
 		<div>
 			<p>所有uniforms值都可以自由改变(比如 colors, textures, opacity 等等),这些数值在每帧都发给shader。</p>
 			<p>所有uniforms值都可以自由改变(比如 colors, textures, opacity 等等),这些数值在每帧都发给shader。</p>
@@ -193,9 +184,11 @@ geometry.tangentsNeedUpdate = true;
 
 
 			<p>如果数量很大(例如,每个面可能有所不同),请考虑不同的解决方案,例如使用属性/纹理来驱动不同的每个面部外观。</p>
 			<p>如果数量很大(例如,每个面可能有所不同),请考虑不同的解决方案,例如使用属性/纹理来驱动不同的每个面部外观。</p>
 
 
-			<h3>例子:</h3>
-			[example:webgl_materials_car WebGL / materials / car]<br />
-			[example:webgl_postprocessing_dof WebGL / webgl_postprocessing / dof]
+			<h3>例子</h3>
+			<p>
+				[example:webgl_materials_car WebGL / materials / car]<br />
+				[example:webgl_postprocessing_dof WebGL / webgl_postprocessing / dof]
+			</p>
 		</div>
 		</div>
 
 
 
 
@@ -207,13 +200,13 @@ geometry.tangentsNeedUpdate = true;
 			</code>
 			</code>
 			<p>渲染对象就会自动更新。</p>
 			<p>渲染对象就会自动更新。</p>
 
 
-			<h3>例子:</h3>
-			[example:webgl_materials_video WebGL / materials / video]<br />
-			[example:webgl_rtt WebGL / rtt]
-
+			<h3>例子</h3>
+			<p>
+				[example:webgl_materials_video WebGL / materials / video]<br />
+				[example:webgl_rtt WebGL / rtt]
+			</p>
 		</div>
 		</div>
 
 
-
 		<h2>相机(Cameras)</h2>
 		<h2>相机(Cameras)</h2>
 		<div>
 		<div>
 			<p>相机的位置和目标会自动更新。 如果你需要改变</p>
 			<p>相机的位置和目标会自动更新。 如果你需要改变</p>

+ 3 - 1
docs/manual/zh/introduction/Matrix-transformations.html

@@ -17,7 +17,9 @@
 
 
 		<h2>便利的属性和*matrixAutoUpdate*(Convenience properties and *matrixAutoUpdate*)</h2>
 		<h2>便利的属性和*matrixAutoUpdate*(Convenience properties and *matrixAutoUpdate*)</h2>
 
 
-		有两种方法可以更新对象的转换:
+		<p>
+			有两种方法可以更新对象的转换:
+		</p>
 		<ol>
 		<ol>
 			<li>
 			<li>
 				修改对象的*position*,*quaternion*和*scale*属性,让three.js重新计算来自这些属性的对象矩阵:
 				修改对象的*position*,*quaternion*和*scale*属性,让three.js重新计算来自这些属性的对象矩阵: