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update Object3D documentation

OpenShift guest 12 years ago
parent
commit
9cd600c912
1 changed files with 69 additions and 11 deletions
  1. 69 11
      docs/api/core/Object3D.html

+ 69 - 11
docs/api/core/Object3D.html

@@ -76,7 +76,7 @@
 
 
 		<h3>.[page:Quaternion quaternion]</h3>
 		<h3>.[page:Quaternion quaternion]</h3>
 		<div>
 		<div>
-		Global rotation.
+		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
 		</div>
 		</div>
 
 
 		<h3>.[page:Boolean useQuaternion]</h3>
 		<h3>.[page:Boolean useQuaternion]</h3>
@@ -84,14 +84,6 @@
 		Use quaternion instead of Euler angles for specifying local rotation.
 		Use quaternion instead of Euler angles for specifying local rotation.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float boundRadius]</h3>
-		<div>Default is 0.0.</div>
-
-		<h3>.[page:Float boundRadiusScale]</h3>
-		<div>
-		Maximum scale from x, y, z scale components.
-		</div>
-
 		<h3>.[page:Float renderDepth]</h3>
 		<h3>.[page:Float renderDepth]</h3>
 		<div>
 		<div>
 		Override depth-sorting order if non *null*.
 		Override depth-sorting order if non *null*.
@@ -113,16 +105,35 @@
 		</div>
 		</div>
 
 
 		<h3>.[page:Boolean frustumCulled]</h3>
 		<h3>.[page:Boolean frustumCulled]</h3>
+		<div>
+		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
+		</div>
 
 
 		<h3>.[page:Boolean matrixAutoUpdate]</h3>
 		<h3>.[page:Boolean matrixAutoUpdate]</h3>
+		<div>
+		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
+		</div>
 
 
 		<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
 		<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
+		<div>
+		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
+		</div>
 
 
 		<h3>.[page:Boolean rotationAutoUpdate]</h3>
 		<h3>.[page:Boolean rotationAutoUpdate]</h3>
-
+		<div>
+		When this is set, then the rotationMatrix gets calculated every frame.
+		</div>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
-
+		
+		<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
+		<div>
+		matrix - matrix
+		</div>
+		<div>
+		This updates the position, rotation and scale with the matrix.
+		</div>
+		
 		<h3>.translate( [page:Float distance], [page:Vector3 axis] )</h3>
 		<h3>.translate( [page:Float distance], [page:Vector3 axis] )</h3>
 		<div>
 		<div>
 		distance - Distance.<br />
 		distance - Distance.<br />
@@ -134,34 +145,76 @@
 
 
 		<h3>.translateX( [page:Float distance] )</h3>
 		<h3>.translateX( [page:Float distance] )</h3>
 		<div>
 		<div>
+		distance - Distance.<br />
+		</div>
+		<div>
 		Translates object along x axis by distance.
 		Translates object along x axis by distance.
 		</div>
 		</div>
 
 
 		<h3>.translateY( [page:Float distance] )</h3>
 		<h3>.translateY( [page:Float distance] )</h3>
 		<div>
 		<div>
+		distance - Distance.<br />
+		</div>
+		<div>
 		Translates object along y axis by distance.
 		Translates object along y axis by distance.
 		</div>
 		</div>
 
 
 		<h3>.translateZ( [page:Float distance] )</h3>
 		<h3>.translateZ( [page:Float distance] )</h3>
 		<div>
 		<div>
+		distance - Distance.<br />
+		</div>
+		<div>
 		Translates object along z axis by distance.
 		Translates object along z axis by distance.
 		</div>
 		</div>
+		
+		<h3>.localToWorld( [page:Vector3 vector] )</h3>
+		<div>
+		vector - A local vector.<br />
+		</div>
+		<div>
+		Updates the vector from local space to world space.
+		</div>
+
+		<h3>.worldToLocal( [page:Vector3 vector] )</h3>
+		<div>
+		vector - A world vector.<br />
+		</div>
+		<div>
+		Updates the vector from world space to local space.
+		</div>
 
 
 		<h3>.lookAt( [page:Vector3 vector] )</h3>
 		<h3>.lookAt( [page:Vector3 vector] )</h3>
 		<div>
 		<div>
+		vector - A world vector to look at.<br />
+		</div>
+		<div>
 		Rotates object to face point in space.
 		Rotates object to face point in space.
 		</div>
 		</div>
 
 
 		<h3>.add( [page:Object3D object] )</h3>
 		<h3>.add( [page:Object3D object] )</h3>
 		<div>
 		<div>
+		object - An object.<br />
+		</div>
+		<div>
 		Adds *object* as child of this object.
 		Adds *object* as child of this object.
 		</div>
 		</div>
 
 
 		<h3>.remove( [page:Object3D object] )</h3>
 		<h3>.remove( [page:Object3D object] )</h3>
 		<div>
 		<div>
+		object - An object.<br />
+		</div>
+		<div>
 		Removes *object* as child of this object.
 		Removes *object* as child of this object.
 		</div>
 		</div>
 
 
+		<h3>.traverse( [page:Function callback] )</h3>
+		<div>
+		callback - An Function with as first argument an object3D object.<br />
+		</div>
+		<div>
+		Executes the callback on this object and all descendants. 
+		</div>
+
 		<h3>.getChildByName( [page:String name], [page:Boolean recursive] )</h3>
 		<h3>.getChildByName( [page:String name], [page:Boolean recursive] )</h3>
 		<div>
 		<div>
 		name - Object name.<br />
 		name - Object name.<br />
@@ -189,6 +242,11 @@
 		Updates global transform of the object and its children.
 		Updates global transform of the object and its children.
 		</div>
 		</div>
 
 
+		<h3>.clone()</h3>
+		<div>
+		Creates a new clone of this object and all descendants.
+		</div>
+
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>