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Missing "new" keyword

I think the line 41 should be
var armSkeleton = new THREE.Skeleton(bones);
oomarsmanoo 9 years ago
parent
commit
9c8af29961
1 changed files with 132 additions and 132 deletions
  1. 132 132
      docs/api/objects/Skeleton.html

+ 132 - 132
docs/api/objects/Skeleton.html

@@ -1,133 +1,133 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
+<!DOCTYPE html>
+<html lang="en">
+	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		
-		<h1>[name]</h1>
-
-		<div class="desc">
-		Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].
-		WebGL only.
-		</div>
-
-		<h2>Example</h2>
-
-		<code>
-		// Create a simple "arm"
-		
-		var bones = [];
-		
-		var shoulder = new THREE.Bone();
-		var elbow = new THREE.Bone();
-		var hand = new THREE.Bone();
-		
-		shoulder.add( elbow );
-		elbow.add( hand );
-
-		bones.push( shoulder );
-		bones.push( elbow );
-		bones.push( hand );
-		
-		shoulder.position.y = -5;
-		elbow.position.y = 0;
-		hand.position.y = 5;
-		
-		var armSkeleton = THREE.Skeleton( bones );
-		
-		// See THREE.SkinnedMesh for an example of usage with a mesh
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture]  )</h3>
-		<div>
-		bones — The array of [page:bone bones]<br/>
-		boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/>
-		useVertexTexture — (optional) Whether or not to use a vertex texture in the shader.
-		</div>
-		<div>
-		The constructor automatically sets up all of the properties below.
-		</div>
-
-
-		<h2>Properties</h2>
-		
-		<h3>[property:Array bones]</h3>
-		<div>
-		The array of [page:bone bones]
-		</div>
-		
-		
-		<h3>[property:Boolean useVertexTexture]</h3>
-		<div>
-		Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices
-		support floating point pixel textures. If this option is set then the bone matrices will be packed into
-		a texture and sent to the shader. This method allows a much larger set of bones to be used. Otherwise
-		the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact
-		numbers vary between devices.
-		</div>
-		
-		
-		<h3>[property:Array boneInverses]</h3>
-		<div>
-		An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones.
-		</div>
-		
-		
-		<h3>[property:Integer boneTextureWidth]</h3>
-		<div>
-		The width of the vertex data texture.
-		</div>
-		
-		
-		<h3>[property:Integer boneTextureHeight]</h3>
-		<div>
-		The height of the vertex data texture.
-		</div>
-		
-		
-		<h3>[property:Float32Array boneMatrices]</h3>
-		<div>
-		The array buffer holding the bone data when using a vertex texture.
-		</div>
-		
-		
-		<h3>[property:DataTexture boneTexture]</h3>
-		<div>
-		The [page:DataTexture] holding the bone data when using a vertex texture.
-		</div>
-		
-
-		<h2>Methods</h2>
-
-		<h3>[method:null calculateInverses]()</h3>
-		<div>Generates the boneInverses.</div>
-		
-		
-		<h3>[method:null pose]()</h3>
-		<div>Returns the skeleton to the base pose.</div>
-		
-		
-		<h3>[method:null update]()</h3>
-		<div>
-		Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
-		This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
-		</div>
-		
-		<h3>[method:Skeleton clone]()</h3>
-		<div>
-		Clone a Skeleton Object.
-		</div>
-		
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		
+		<h1>[name]</h1>
+
+		<div class="desc">
+		Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].
+		WebGL only.
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// Create a simple "arm"
+		
+		var bones = [];
+		
+		var shoulder = new THREE.Bone();
+		var elbow = new THREE.Bone();
+		var hand = new THREE.Bone();
+		
+		shoulder.add( elbow );
+		elbow.add( hand );
+
+		bones.push( shoulder );
+		bones.push( elbow );
+		bones.push( hand );
+		
+		shoulder.position.y = -5;
+		elbow.position.y = 0;
+		hand.position.y = 5;
+		
+		var armSkeleton = new THREE.Skeleton( bones );
+		
+		// See THREE.SkinnedMesh for an example of usage with a mesh
+		</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Array bones], [page:Array boneInverses], [page:Boolean useVertexTexture]  )</h3>
+		<div>
+		bones — The array of [page:bone bones]<br/>
+		boneInverses — (optional) An array of [page:Matrix4 Matrix4s]<br/>
+		useVertexTexture — (optional) Whether or not to use a vertex texture in the shader.
+		</div>
+		<div>
+		The constructor automatically sets up all of the properties below.
+		</div>
+
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Array bones]</h3>
+		<div>
+		The array of [page:bone bones]
+		</div>
+		
+		
+		<h3>[property:Boolean useVertexTexture]</h3>
+		<div>
+		Whether or not to use a vertex texture in the shader, set in the constructor. Not all devices
+		support floating point pixel textures. If this option is set then the bone matrices will be packed into
+		a texture and sent to the shader. This method allows a much larger set of bones to be used. Otherwise
+		the vertex shader will use uniforms, which do not allow for as many bones to be used. The exact
+		numbers vary between devices.
+		</div>
+		
+		
+		<h3>[property:Array boneInverses]</h3>
+		<div>
+		An array of [page:Matrix4 Matrix4s] that represent the inverse of the matrixWorld of the individual bones.
+		</div>
+		
+		
+		<h3>[property:Integer boneTextureWidth]</h3>
+		<div>
+		The width of the vertex data texture.
+		</div>
+		
+		
+		<h3>[property:Integer boneTextureHeight]</h3>
+		<div>
+		The height of the vertex data texture.
+		</div>
+		
+		
+		<h3>[property:Float32Array boneMatrices]</h3>
+		<div>
+		The array buffer holding the bone data when using a vertex texture.
+		</div>
+		
+		
+		<h3>[property:DataTexture boneTexture]</h3>
+		<div>
+		The [page:DataTexture] holding the bone data when using a vertex texture.
+		</div>
+		
+
+		<h2>Methods</h2>
+
+		<h3>[method:null calculateInverses]()</h3>
+		<div>Generates the boneInverses.</div>
+		
+		
+		<h3>[method:null pose]()</h3>
+		<div>Returns the skeleton to the base pose.</div>
+		
+		
+		<h3>[method:null update]()</h3>
+		<div>
+		Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
+		This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
+		</div>
+		
+		<h3>[method:Skeleton clone]()</h3>
+		<div>
+		Clone a Skeleton Object.
+		</div>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>