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Docs: Honor latest Geometry changes.

Mugen87 4 年之前
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共有 68 个文件被更改,包括 129 次插入1218 次删除
  1. 2 2
      docs/api/ar/animation/AnimationClip.html
  2. 1 1
      docs/api/ar/animation/KeyframeTrack.html
  3. 1 1
      docs/api/en/Template.html
  4. 3 4
      docs/api/en/animation/AnimationClip.html
  5. 1 2
      docs/api/en/animation/KeyframeTrack.html
  6. 5 42
      docs/api/en/core/BufferGeometry.html
  7. 0 109
      docs/api/en/core/DirectGeometry.html
  8. 3 3
      docs/api/en/core/Face3.html
  9. 0 344
      docs/api/en/core/Geometry.html
  10. 1 1
      docs/api/en/extras/objects/ImmediateRenderObject.html
  11. 1 1
      docs/api/en/helpers/BoxHelper.html
  12. 1 1
      docs/api/en/loaders/ObjectLoader.html
  13. 1 1
      docs/api/en/materials/MeshLambertMaterial.html
  14. 1 1
      docs/api/en/materials/MeshMatcapMaterial.html
  15. 1 1
      docs/api/en/materials/MeshNormalMaterial.html
  16. 1 1
      docs/api/en/materials/MeshPhongMaterial.html
  17. 1 1
      docs/api/en/materials/MeshStandardMaterial.html
  18. 1 1
      docs/api/en/materials/MeshToonMaterial.html
  19. 2 3
      docs/api/en/materials/ShaderMaterial.html
  20. 2 3
      docs/api/en/math/Frustum.html
  21. 1 1
      docs/api/en/objects/InstancedMesh.html
  22. 3 3
      docs/api/en/objects/Line.html
  23. 2 2
      docs/api/en/objects/LineLoop.html
  24. 2 2
      docs/api/en/objects/LineSegments.html
  25. 4 8
      docs/api/en/objects/Mesh.html
  26. 4 8
      docs/api/en/objects/Points.html
  27. 1 5
      docs/api/en/objects/SkinnedMesh.html
  28. 1 1
      docs/api/en/renderers/WebGLRenderer.html
  29. 4 5
      docs/api/ko/animation/AnimationClip.html
  30. 8 8
      docs/api/ko/animation/KeyframeTrack.html
  31. 1 1
      docs/api/zh/Template.html
  32. 3 3
      docs/api/zh/animation/AnimationClip.html
  33. 1 1
      docs/api/zh/animation/KeyframeTrack.html
  34. 2 21
      docs/api/zh/core/BufferGeometry.html
  35. 0 104
      docs/api/zh/core/DirectGeometry.html
  36. 2 2
      docs/api/zh/core/Face3.html
  37. 0 333
      docs/api/zh/core/Geometry.html
  38. 1 1
      docs/api/zh/extras/objects/ImmediateRenderObject.html
  39. 1 1
      docs/api/zh/helpers/BoxHelper.html
  40. 1 1
      docs/api/zh/loaders/ObjectLoader.html
  41. 1 1
      docs/api/zh/materials/MeshLambertMaterial.html
  42. 1 1
      docs/api/zh/materials/MeshMatcapMaterial.html
  43. 1 1
      docs/api/zh/materials/MeshNormalMaterial.html
  44. 1 1
      docs/api/zh/materials/MeshPhongMaterial.html
  45. 1 1
      docs/api/zh/materials/MeshStandardMaterial.html
  46. 1 1
      docs/api/zh/materials/MeshToonMaterial.html
  47. 2 2
      docs/api/zh/materials/ShaderMaterial.html
  48. 3 3
      docs/api/zh/math/Frustum.html
  49. 1 1
      docs/api/zh/objects/InstancedMesh.html
  50. 3 3
      docs/api/zh/objects/Line.html
  51. 2 2
      docs/api/zh/objects/LineLoop.html
  52. 2 2
      docs/api/zh/objects/LineSegments.html
  53. 4 6
      docs/api/zh/objects/Mesh.html
  54. 4 5
      docs/api/zh/objects/Points.html
  55. 1 1
      docs/api/zh/renderers/WebGLRenderer.html
  56. 1 1
      docs/examples/en/helpers/VertexNormalsHelper.html
  57. 1 1
      docs/examples/en/utils/SceneUtils.html
  58. 1 1
      docs/examples/zh/helpers/VertexNormalsHelper.html
  59. 2 2
      docs/examples/zh/utils/SceneUtils.html
  60. 0 4
      docs/list.json
  61. 2 2
      docs/manual/ar/introduction/Animation-system.html
  62. 0 27
      docs/manual/ar/introduction/How-to-update-things.html
  63. 3 4
      docs/manual/en/introduction/Animation-system.html
  64. 0 32
      docs/manual/en/introduction/How-to-update-things.html
  65. 14 14
      docs/manual/ko/introduction/Animation-system.html
  66. 4 34
      docs/manual/ko/introduction/How-to-update-things.html
  67. 2 2
      docs/manual/zh/introduction/Animation-system.html
  68. 0 29
      docs/manual/zh/introduction/How-to-update-things.html

+ 2 - 2
docs/api/ar/animation/AnimationClip.html

@@ -93,12 +93,12 @@
 
 		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			تُرجع مصفوفة من AnimationClips الجديدة التي تم إنشاؤها من [page:Geometry.morphTargets morph target sequences] من الشكل الهندسي ، في محاولة لفرز أسماء الأهداف التحويلية إلى أنماط قائمة على مجموعة الرسوم المتحركة مثل "Walk_001 ، Walk_002 ، Run_001 ، Run_002 ...".
+			تُرجع مصفوفة من AnimationClips الجديدة التي تم إنشاؤها من morph target sequences من الشكل الهندسي ، في محاولة لفرز أسماء الأهداف التحويلية إلى أنماط قائمة على مجموعة الرسوم المتحركة مثل "Walk_001 ، Walk_002 ، Run_001 ، Run_002 ...".
 		</p>
 
 		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			يُرجع مقطع رسوم متحركة جديدًا من [page:Geometry.morphTargets morph targets array] تم تمريره لشكل هندسي ، مع أخذ اسم وعدد الإطارات في الثانية.<br /><br />
+			يُرجع مقطع رسوم متحركة جديدًا من morph targets array تم تمريره لشكل هندسي ، مع أخذ اسم وعدد الإطارات في الثانية.<br /><br />
 
 			ملاحظة: قيمة fps مطلوبة و ضرورية ، ولكن يمكن إعادة ضبظ سرعة الرسوم المتحركة في *AnimationAction* عبر [page:AnimationAction.setDuration animationAction.setDuration].
 		</p>

+ 1 - 1
docs/api/ar/animation/KeyframeTrack.html

@@ -77,7 +77,7 @@
 
 		<h3>[property:String name]</h3>
 		<p>
-			يمكن أن يشير اسم المسار إلى [page:Geometry.morphTargets morph targets] أو [page:SkinnedMesh bones] أو ربما إلى قيم أخرى داخل كائن متحرك. راجع [page:PropertyBinding.parseTrackName] للتعرف على أشكال السلاسل التي يمكن تحليلها لربط الخاصية:
+			يمكن أن يشير اسم المسار إلى morph targets أو [page:SkinnedMesh bones] أو ربما إلى قيم أخرى داخل كائن متحرك. راجع [page:PropertyBinding.parseTrackName] للتعرف على أشكال السلاسل التي يمكن تحليلها لربط الخاصية:
 		</p>
 
 		<p>

+ 1 - 1
docs/api/en/Template.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 

+ 3 - 4
docs/api/en/animation/AnimationClip.html

@@ -103,15 +103,14 @@
 
 		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			Returns an array of new AnimationClips created from the [page:Geometry.morphTargets morph
-			target sequences] of a geometry, trying to sort morph target names into animation-group-based
+			Returns an array of new AnimationClips created from the morph
+			target sequences of a geometry, trying to sort morph target names into animation-group-based
 			patterns like "Walk_001, Walk_002, Run_001, Run_002 ...".
 		</p>
 
 		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			Returns a new AnimationClip from the passed [page:Geometry.morphTargets morph targets array]
-			of a geometry, taking a name and the number of frames per second.<br /><br />
+			Returns a new AnimationClip from the passed morph targets array of a geometry, taking a name and the number of frames per second.<br /><br />
 
 			Note: The fps parameter is required, but the animation speed can be overridden in an
 			*AnimationAction* via [page:AnimationAction.setDuration animationAction.setDuration].

+ 1 - 2
docs/api/en/animation/KeyframeTrack.html

@@ -92,8 +92,7 @@
 
 		<h3>[property:String name]</h3>
 		<p>
-			The track's name can refer to [page:Geometry.morphTargets morph targets] or
-			[page:SkinnedMesh bones] or possibly other values within an animated object. See
+			The track's name can refer to  morph targets or [page:SkinnedMesh bones] or possibly other values within an animated object. See
 			[page:PropertyBinding.parseTrackName] for the forms of strings that can be parsed for property
 			binding:
 		</p>

+ 5 - 42
docs/api/en/core/BufferGeometry.html

@@ -10,16 +10,13 @@
 		<h1>[name]</h1>
 
 		<p>
-		An efficient representation of mesh, line, or point geometry. Includes vertex positions, face
+		A representation of mesh, line, or point geometry. Includes vertex positions, face
 		indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of
 		passing all this data to the GPU.
 		</p>
 		<p>
 		To read and edit data in BufferGeometry attributes, see [page:BufferAttribute] documentation.
 		</p>
-		<p>
-		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
-		</p>
 
 		<h2>Code Example</h2>
 		<code>
@@ -123,9 +120,8 @@
 
 		<h3>[property:BufferAttribute index]</h3>
 		<p>
-			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
-			works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
-			This attribute therefore stores the index of each vertex for each triangular face.
+			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles".
+			Each triangle is associated with the indices of three vertices. This attribute therefore stores the index of each vertex for each triangular face.
 
 			If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
 			positions represent a single triangle.
@@ -135,7 +131,7 @@
 
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
-			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
+			Hashmap of [page:BufferAttribute]s holding details of the geometry's morph targets.
 		</p>
 
 		<h3>[property:Boolean morphTargetsRelative]</h3>
@@ -222,17 +218,6 @@
 		You need to call this when you want the BufferGeometry removed while the application is running.
 		</p>
 
-		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
-		<p>
-			Populates this BufferGeometry with data from a [page:DirectGeometry] object containing faces. Not implemented for a line geometry.<br /><br />
-
-			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
-			and BufferGeometry.
-		</p>
-
-		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
-		<p>Populates this BufferGeometry with data from a [page:Geometry] object containing faces. Not implemented for a line geometry.</p>
-
 		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
 		<p>Returns the [page:BufferAttribute attribute] with the specified name.</p>
 
@@ -293,9 +278,6 @@
 		<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 setFromObject] ( [param:Object3D object] )</h3>
-		<p>Sets the attributes for this BufferGeometry from an [page:Object3D].</p>
-
 		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
 		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
 
@@ -308,28 +290,9 @@
 		<h3>[method:BufferGeometry 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.
+		Use [page:Object3D.position] for typical real-time mesh translation.
 		</p>
 
-		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
-		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
 		<h2>Source</h2>
 
 		<p>

+ 0 - 109
docs/api/en/core/DirectGeometry.html

@@ -1,109 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			This class is used internally to convert from [page:Geometry] to [page:BufferGeometry].
-		</p>
-
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>This creates a new [name].</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Integer id]</h3>
-		<p>Unique number for this [name] instance.</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name. Default is the empty string.</p>
-
-		<h3>[property:Array type]</h3>
-		<p>String 'DirectGeometry'.</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array normals]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array colors]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array uvs]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array uvs2]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array groups]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array morphTargets]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array skinWeights]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Array skinIndices]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			Bounding box for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			Bounding sphere for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
-		</p>
-
-		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>Default is false.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[property:null computeGroups]( [param:Geometry geometry] )</h3>
-		<p>
-			Compute the parts of the geometry that have different materialIndex.
-			See [page:BufferGeometry.groups].
-		</p>
-
-		<h3>[property:null fromGeometry]( [param:Geometry geometry] )</h3>
-		<p>Pass in a [page:Geometry] instance for conversion.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/core/Face3.html

@@ -10,7 +10,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Triangular face used in [page:Geometry]. These are created automatically for all
+		Triangular face used in deprecated geometry. These are created automatically for all
 		standard geometry types, however if you are building a custom geometry you will have to
 		create them manually.
 		</p>
@@ -89,8 +89,8 @@
 
 		<h3>[property:Vector3 normal]</h3>
 		<p>
-		Face normal - vector showing the direction of the Face3. If calculated automatically
-		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
+		Face normal - vector showing the direction of the Face3. If calculated automatically,
+		this is the normalized cross product of two edges of the
 		triangle. Default is *(0, 0, 0)*.
 		</p>
 

+ 0 - 344
docs/api/en/core/Geometry.html

@@ -1,344 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">
-		<p>
-		Geometry is a user-friendly alternative to [page:BufferGeometry]. Geometries store attributes
-		(vertex positions, faces, colors, etc.) using objects like [page:Vector3] or [page:Color] that
-		are easier to read and edit, but less efficient than typed arrays.
-		</p>
-		<p>
-		Prefer [page:BufferGeometry] for large or serious projects.
-		</p>
-		</div>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.Geometry();
-
-		geometry.vertices.push(
-			new THREE.Vector3( -10,  10, 0 ),
-			new THREE.Vector3( -10, -10, 0 ),
-			new THREE.Vector3(  10, -10, 0 )
-		);
-
-		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
-
-		geometry.computeBoundingSphere();
-		</code>
-
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
-			[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
-			[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
-			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
-			[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_lines WebGL / interactive / lines ]<br />
-			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
-			[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-		The constructor takes no arguments.
-		</p>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			Bounding box for the Geometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			Bounding sphere for the Geometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
-		</p>
-
-		<h3>[property:Array colors]</h3>
-		<p>
-		Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
-
-		This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
-		[page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
-
-		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Array faces]</h3>
-		<p>
-		Array of [page:Face3 faces].<br />
-		The array of faces describe how each vertex in the model is connected to form faces.
-		Additionally it holds information about face and vertex normals and colors.<br /><br />
-		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Array faceVertexUvs]</h3>
-		<p>
-		Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
-		Each UV layer is an array of [page:Vector2]s matching the order and number of vertices in faces.<br /><br />
-		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>Unique number for this geometry instance.</p>
-
-		<h3>[property:Array lineDistances]</h3>
-		<p>
-		An array containing distances between vertices for Line geometries.
-		This is required for [page:LineDashedMaterial] to render correctly.
-		</p>
-
-		<h3>[property:Array morphTargets]</h3>
-		<p>
-		Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets]. Each morph target is a Javascript object:
-		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
-		Morph vertices match number and order of primary vertices.
-		</p>
-
-		<h3>[property:Array morphNormals]</h3>
-		<p>
-		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
-		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name for this geometry. Default is an empty string.</p>
-
-		<h3>[property:Array skinWeights]</h3>
-		<p>
-		When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
-		The skinWeights property is an array of weight values that correspond to the order of the vertices in
-		the geometry. So for instance, the first skinWeight would correspond to the first vertex in the geometry.
-		Since each vertex can be modified by 4 bones, a [page:Vector4] is used to represent the skin weights
-		for that vertex.
-		</p>
-		<p>
-		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
-		transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
-		have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
-		the first component of the vector, the rest can be ignored and set to 0.
-		</p>
-
-		<h3>[property:Array skinIndices]</h3>
-		<p>
-		Just like the skinWeights property, the skinIndices' values correspond to the geometry's vertices.
-		Each vertex can have up to 4 bones associated with it. So if you look at the first vertex, and the
-		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
-		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
-		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
-		<strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
-		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
-		and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
-		</p>
-		<p>
-		In code another example could look like this:
-		<code>
-		// e.g.
-		geometry.skinIndices[15] = new THREE.Vector4(   0,   5,   9, 10 );
-		geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3,  0 );
-
-		// corresponds with the following vertex
-		geometry.vertices[15];
-
-		// these bones will be used like so:
-		skeleton.bones[0]; // weight of 0.2
-		skeleton.bones[5]; // weight of 0.5
-		skeleton.bones[9]; // weight of 0.3
-		skeleton.bones[10]; // weight of 0
-		</code>
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
-		</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>
-		Array of [page:Vector3 vertices].<br />
-		The array of vertices holds the position of every vertex in the model.<br />
-		To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
-		</p>
-
-		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>Set to *true* if the vertices array has been updated.</p>
-
-		<h3>[property:Boolean elementsNeedUpdate]</h3>
-		<p>Set to *true* if the faces array has been updated.</p>
-
-		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>Set to *true* if the uvs array has been updated.	</p>
-
-		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>Set to *true* if the normals array has been updated.</p>
-
-		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>Set to *true* if the colors array or a face3 color has been updated.</p>
-
-		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>Set to *true* if a face3 materialIndex has been updated.</p>
-
-		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
-		<p>Set to *true* if the linedistances array has been updated.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>Bakes matrix transform directly into vertex coordinates.</p>
-
-		<h3>[method:Geometry center] ()</h3>
-		<p>Center the geometry based on the bounding box.</p>
-
-		<h3>[method:Geometry clone]()</h3>
-		<p>
-		Creates a new clone of the Geometry.<br /><br />
-
-		This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
-		</p>
-
-		<h3>[method:null computeBoundingBox]()</h3>
-		<p>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</p>
-
-		<h3>[method:null computeBoundingSphere]()</h3>
-		<p>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</p>
-
-		<p>
-			Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
-			otherwise they are *null*.
-		</p>
-
-		<h3>[method:null computeFaceNormals]()</h3>
-		<p>Computes [page:Face3.normal face normals].</p>
-
-		<h3>[method:null computeFlatVertexNormals]()</h3>
-		<p>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</p>
-
-		<h3>[method:null computeMorphNormals]()</h3>
-		<p>Computes [page:.morphNormals].</p>
-
-		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
-		<p>
-		areaWeighted - If true the contribution of each face normal to the vertex normal is
-		weighted by the area of the face. Default is true.<br /><br />
-
-		Computes vertex normals by averaging face normals.
-		</p>
-
-		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
-		<p>
-			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
-		</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>
-		Removes The object from memory. <br />
-		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
-		</p>
-
-		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
-		<p>Convert a [page:BufferGeometry] to a Geometry. <br />
-		When converting from BufferGeometry to Geometry, all vertices are preserved, so duplicated vertices may appear.
-		Use [page:Geometry.mergeVertices] to remove them.</p>
-
-		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A world vector to look at.<br /><br />
-
-		Rotates the geometry to face point in space. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
-		</p>
-
-		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
-		<p>Merge two geometries or geometry and geometry from object (using object's transform)</p>
-
-		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
-		<p>Merge the mesh's geometry with this, also applying the mesh's transform.</p>
-
-
-		<h3>[method:null mergeVertices]()</h3>
-		<p>
-		Checks for duplicate vertices using hashmap.<br />
-		Duplicated vertices are removed and faces' vertices are updated.
-		</p>
-
-		<h3>[method:null normalize]()</h3>
-		<p>
-		Normalize the geometry. <br />
-		Make the geometry centered and have a bounding sphere of radius *1.0*.
-		</p>
-
-		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
-    	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
-		<p>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
-	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</p>
-
-		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
-		<p>Sets the vertices for this Geometry from an array of points.</p>
-
-		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
-		<p>
-		Sorts the faces array according to material index. For complex geometries with several materials,
-		this can result in reduced draw calls and improved performance.
-		</p>
-
-		<h3>[method:Geometry 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 but not during the render loop.<br>
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
-		</p>
-
-		<h3>[method:Object toJSON] ( )</h3>
-		<p>Convert the geometry to JSON format.<br />
-		Convert the geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
-		</p>
-
-		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
-    	        Use [page:Object3D.position] for typical real-time mesh translation.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 1 - 1
docs/api/en/extras/objects/ImmediateRenderObject.html

@@ -20,7 +20,7 @@
 		</p>
 
 		<p class="desc">
-			[name] does not work with instances of [page:BufferGeometry] or [page:Geometry]. The
+			[name] does not work with instances of [page:BufferGeometry]. The
 			raw geometry data have to be maintained as properties of the [name].
 		</p>
 

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

@@ -14,7 +14,7 @@
 		<p class="desc">
 			Helper object to graphically show the world-axis-aligned bounding box around an object. The actual bounding box is handled with [page:Box3], this is just a visual helper for debugging.
 			It can be automatically resized with the [page:BoxHelper.update] method when the object it's created from is transformed.
-			Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
+			Note that the object must have a [page:BufferGeometry] for this to work,
 			so it won't work with [page:Sprite Sprites].
 		</p>
 

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

@@ -98,7 +98,7 @@
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used by [page:.parse]() to parse any [page:Geometry geometries] or [page:BufferGeometry buffer geometries]  in the JSON structure.
+		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>

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

@@ -122,7 +122,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -104,7 +104,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -81,7 +81,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -154,7 +154,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -195,7 +195,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -136,7 +136,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

+ 2 - 3
docs/api/en/materials/ShaderMaterial.html

@@ -17,7 +17,7 @@
 			You may want to use a custom shader if you need to:
 		<ul>
 			<li>implement an effect not included with any of the built-in [page:Material materials]</li>
-			<li>combine many objects into a single [page:Geometry] or [page:BufferGeometry] in order to improve performance</li>
+			<li>combine many objects into a single [page:BufferGeometry] in order to improve performance</li>
 		</ul>
 		There are the following notes to bear in mind when using a *ShaderMaterial*:
 
@@ -30,8 +30,7 @@
 			</li>
 			<li>
 				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
-				A [page:BufferGeometry] instance (instead of a [page:Geometry] instance) must be used instead,
-				using [page:BufferAttribute] instances to define custom attributes.
+				A [page:BufferGeometry] instance  must be used instead, using [page:BufferAttribute] instances to define custom attributes.
 			</li>
 			<li>
 				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances

+ 2 - 3
docs/api/en/math/Frustum.html

@@ -70,10 +70,9 @@
 
 		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
 		<p>
-			Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
+			Checks whether the [page:Object3D object]'s [page:BufferGeometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
 
-			Note that the object must have a [page:Geometry] or [page:BufferGeometry] so that the bounding sphere
-			can be calculated.
+			Note that the object must have a [page:BufferGeometry geometry] so that the bounding sphere can be calculated.
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>

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

@@ -33,7 +33,7 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] )</h3>
 		<p>
-		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
 		[page:Material material] - an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].<br />
 		[page:Integer count] - the number of instances.<br />
 		</p>

+ 3 - 3
docs/api/en/objects/Line.html

@@ -42,10 +42,10 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 
 		<p>
-		[page:Geometry geometry] — vertices representing the line segment(s). Default is a new [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] — vertices representing the line segment(s). Default is a new [page:BufferGeometry].<br />
 		[page:Material material] — material for the line. Default is a new [page:LineBasicMaterial].<br />
 		</p>
 
@@ -53,7 +53,7 @@
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:Geometry geometry]</h3>
+		<h3>[property:BufferGeometry geometry]</h3>
 		<p>Vertices representing the line segment(s).</p>
 
 		<h3>[property:Material material]</h3>

+ 2 - 2
docs/api/en/objects/LineLoop.html

@@ -23,10 +23,10 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 
 		<p>
-		[page:Geometry geometry] — List of vertices representing points on the line loop.<br />
+		[page:BufferGeometry geometry] — List of vertices representing points on the line loop.<br />
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 

+ 2 - 2
docs/api/en/objects/LineSegments.html

@@ -22,10 +22,10 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 
 		<p>
-		[page:Geometry geometry] — Pair(s) of vertices representing each line segment(s).<br />
+		[page:BufferGeometry geometry] — Pair(s) of vertices representing each line segment(s).<br />
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 

+ 4 - 8
docs/api/en/objects/Mesh.html

@@ -27,10 +27,9 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-		[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
-		  Default is a new [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] — (optional) an instance of [page:BufferGeometry]. Default is a new [page:BufferGeometry].<br />
 		[page:Material material] — (optional) a single or an array of [page:Material]. Default is a new [page:MeshBasicMaterial]
 		</p>
 
@@ -38,12 +37,9 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Geometry geometry]</h3>
+		<h3>[property:BufferGeometry geometry]</h3>
 		<p>
-			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
-			defining the object's structure.<br /><br />
-
-			It's recommended to always use a [page:BufferGeometry] if possible for best performance.
+			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 		</p>
 
 		<h3>[property:Material material]</h3>

+ 4 - 8
docs/api/en/objects/Points.html

@@ -20,10 +20,9 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-			[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
-				Default is a new [page:BufferGeometry].<br />
+			[page:BufferGeometry geometry] — (optional) an instance of [page:BufferGeometry].	Default is a new [page:BufferGeometry].<br />
 			[page:Material material] — (optional) a [page:Material]. Default is a new [page:PointsMaterial].
 		</p>
 
@@ -31,12 +30,9 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Geometry geometry]</h3>
+		<h3>[property:BufferGeometry geometry]</h3>
 		<p>
-			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
-			defining the object's structure.<br /><br />
-
-			Its recommended to always use a [page:BufferGeometry] if possible for best performance.
+			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 		</p>
 
 		<h3>[property:Material material]</h3>

+ 1 - 5
docs/api/en/objects/SkinnedMesh.html

@@ -90,14 +90,10 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
 		[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
 		</p>
 
-
-
-
-
 		<h2>Properties</h2>
 		<p>See the base [page:Mesh] class for common properties.</p>
 

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

@@ -418,7 +418,7 @@
 			[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To forcibly clear one ore more buffers call [page:WebGLRenderer.clear .clear].
 		</p>
 
-		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
+		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:BufferGeometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
 		<p>Render a buffer geometry group using the camera and with the specified material.</p>
 
 		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:WebGLProgram program] )</h3>

+ 4 - 5
docs/api/ko/animation/AnimationClip.html

@@ -25,7 +25,7 @@
 			[page:Number duration] - 클립의 길이 (초 단위). 음수 값을 입력하면 길이는 *tracks* 배열에서 계산됩니다.<br />
 			[page:Array tracks] - [page:KeyframeTrack KeyframeTracks] 배열.<br /><br />
 
-			참고: AnimationClip를 직접 인스턴스로 만드는 것보다, 정적 메서드를 활용하여 AnimationClips를 만드는 것이 좋습니다: 
+			참고: AnimationClip를 직접 인스턴스로 만드는 것보다, 정적 메서드를 활용하여 AnimationClips를 만드는 것이 좋습니다:
 			JSON ([page:.parse parse]), 모프 타겟 시퀀스 ([page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence],
 			[page:.CreateClipsFromMorphTargetSequences CreateClipsFromMorphTargetSequences]) 혹은
 			애니메이션 계층 ([page:.parseAnimation parseAnimation])을 활용하세요. - 모델의 기하학 애니메이션 배열에 AnimationClips가 없을 경우.
@@ -96,18 +96,17 @@
 
 		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			geometry의 [page:Geometry.morphTargets morph
-			target sequences]를 통해 생성된 새 AnimationClips 배열을 리턴하고 , 
+			geometry의 morphtarget sequences 를 통해 생성된 새 AnimationClips 배열을 리턴하고 ,
 			모프 타겟 이름을 애니메이션-그룹-기반의 "Walk_001, Walk_002, Run_001, Run_002 ..."와 같은 패턴으로 정리합니다.
 		</p>
 
 		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			geometry에서 넘어온 [page:Geometry.morphTargets morph targets array]를 통해 
+			geometry에서 넘어온 morph targets array 를 통해
 			초 단위의 프레임 수와 이름을 받아 새 AnimationClip을 리턴합니다.
 			<br /><br />
 
-			참고: fps 파라미터가 필요하지만, 애니메이션 속도는 [page:AnimationAction.setDuration animationAction.setDuration]을 통한 
+			참고: fps 파라미터가 필요하지만, 애니메이션 속도는 [page:AnimationAction.setDuration animationAction.setDuration]을 통한
 			*AnimationAction*에 의해 오버라이딩될 수 있습니다.
 		</p>
 

+ 8 - 8
docs/api/ko/animation/KeyframeTrack.html

@@ -49,12 +49,12 @@
 		</ul>
 
 		<p>
-			다른 종류의 KeyframeTracks으로 [page:AnimationClip AnimationClips]를 직접 만드는 예제는 
+			다른 종류의 KeyframeTracks으로 [page:AnimationClip AnimationClips]를 직접 만드는 예제는
 			[link:https://threejs.org/examples/jsm/animation/AnimationClipCreator.js AnimationClipCreator]를 참고하세요.
 		</p>
 
 		<p>
-			명시적 값은 시간 배열에 저장된 시간 이산 지점에 특정되기 때문에, 모든 중간 값들은 보간이 되어야 합니다. 
+			명시적 값은 시간 배열에 저장된 시간 이산 지점에 특정되기 때문에, 모든 중간 값들은 보간이 되어야 합니다.
 		</p>
 
 		<p>
@@ -68,7 +68,7 @@
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values], [param:Constant interpolation] )</h3>
 		<p>
 			[page:String name] - *KeyframeTrack*의 식별자.<br />
-			[page:Array times] - 키프레임 시간 배열, 내부적으로 
+			[page:Array times] - 키프레임 시간 배열, 내부적으로
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array]로 변환됩니다.<br />
 			[page:Array values] - 시간 배열과 관련된 값을 가진 배열, 내부적으로
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array]로 변환됩니다.<br />
@@ -82,24 +82,24 @@
 
 		<h3>[property:String name]</h3>
 		<p>
-			트랙의 이름은 [page:Geometry.morphTargets morph targets] 혹은 [page:SkinnedMesh bones] 및 
+			트랙의 이름은 morph targets 혹은 [page:SkinnedMesh bones] 및 
 			다른 애니메이션 오브젝트에 들어있는 값들을 참조할 수 있습니다. See
 			프로퍼티로 파싱될 수 있는 문자열 폼에 대해서는 [page:PropertyBinding.parseTrackName] 를 참고하세요.
 		</p>
 
 		<p>
-			트랙의 이름은 노드의 이름을 사용하거나 노드의 uuid(믹서에 전달된 장면 그래프 노드의 서브트리 안에 있어야 하지만)를 사용해서 노드를 특정할 수 있습니다. 
+			트랙의 이름은 노드의 이름을 사용하거나 노드의 uuid(믹서에 전달된 장면 그래프 노드의 서브트리 안에 있어야 하지만)를 사용해서 노드를 특정할 수 있습니다.
 			혹은 만약 트랙 이름이 .으로 시작한다면, 트랙은  믹서에 전달된 루트 노드를 적용할 것입니다.
 		</p>
 
 		<p>
-			보통 노드 다음에는 프로퍼티가 직접 특정됩니다. 하지만 float 트랙을 통해 회전의 X 컴포넌트를 조절하려면 
+			보통 노드 다음에는 프로퍼티가 직접 특정됩니다. 하지만 float 트랙을 통해 회전의 X 컴포넌트를 조절하려면
 			.rotation[x]같은 서브프로퍼티를 특정할 수도 있습니다.
 		</p>
 
 		<p>
 			오브젝트 이름으로 골자나 다중 재질을 특정할 수도 있습니다. 예시:
-			.bones[R_hand].scale; 
+			.bones[R_hand].scale;
 			추가적으로, 재질 배열의 네 번째 재질의 확상광 중 레드 채널은 .materials[3].diffuse[r]로 접근할 수 있습니다.
 		</p>
 
@@ -223,7 +223,7 @@
 		</p>
 
 		<p>
-			이 메서드는 트랙이 비었거나, [page:.valueSize value size] 값이 부적절하거나, 
+			이 메서드는 트랙이 비었거나, [page:.valueSize value size] 값이 부적절하거나,
 			[page:.times times] 혹은 [page:.values values] 배열의 값이 부적절하거나, *times* 배열의 순서가 어긋나면 에러 로그를 콘솔에 출력합니다.
 		</p>
 

+ 1 - 1
docs/api/zh/Template.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 

+ 3 - 3
docs/api/zh/animation/AnimationClip.html

@@ -95,13 +95,13 @@
 
 		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			返回从几何体的变形目标序列([page:Geometry.morphTargets morph
-			target sequences])创建的新动画剪辑(AnimationClip)数组,并尝试将变形目标名称分类为基于动画组的模式,如“Walk_001、Walk_002、Run_001、Run_002……”。
+			返回从几何体的变形目标序列(morph
+			target sequences)创建的新动画剪辑(AnimationClip)数组,并尝试将变形目标名称分类为基于动画组的模式,如“Walk_001、Walk_002、Run_001、Run_002……”。
 		</p>
 
 		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			返回一个由几何体变形目标数组([page:Geometry.morphTargets morph targets array])得到的新动画剪辑,接收名称和帧率参数。<br /><br />
+			返回一个由几何体变形目标数组(morph targets array)得到的新动画剪辑,接收名称和帧率参数。<br /><br />
 
 			说明: 帧率是必须参数, 但是动画速度可能会在*AnimationAction*中被[page:AnimationAction.setDuration animationAction.setDuration]方法重写。
 

+ 1 - 1
docs/api/zh/animation/KeyframeTrack.html

@@ -80,7 +80,7 @@
 
 		<h3>[property:String name]</h3>
 		<p>
-			轨道的名称可以指动画对象中的变形目标([page:Geometry.morphTargets morph targets])、骨骼([page:SkinnedMesh bones])或可能的其他值
+			轨道的名称可以指动画对象中的变形目标(morph targets)、骨骼([page:SkinnedMesh bones])或可能的其他值
 			查看[page:PropertyBinding.parseTrackName]可获知哪些形式的字符串可以解析出绑定的属性:
 		</p>
 		<p>

+ 2 - 21
docs/api/zh/core/BufferGeometry.html

@@ -16,9 +16,6 @@
 		<p>
 			读取或编辑 BufferGeometry 中的数据,见 [page:BufferAttribute] 文档。
 		</p>
-		<p>
-			几何体的更多使用示例,详见 [page:Geometry]。
-		</p>
 
 		<h2>代码示例</h2>
 		<code>
@@ -118,7 +115,7 @@
 
 		<h3>[property:BufferAttribute index]</h3>
 		<p>
-			允许顶点在多个三角面片间可以重用。这样的顶点被称为"已索引的三角面片(indexed triangles)"并且使用时和[page:Geometry]中一致:
+			允许顶点在多个三角面片间可以重用。这样的顶点被称为"已索引的三角面片(indexed triangles)。
 			每个三角面片都和三个顶点的索引相关。该 attribute 因此所存储的是每个三角面片的三个顶点的索引。
 
 			如果该 attribute 没有设置过,则 [page:WebGLRenderer renderer] 假设每三个连续的位置代表一个三角面片。
@@ -128,7 +125,7 @@
 
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
-			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。
+			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 morph targets 的细节信息。
 		</p>
 
 		<h3>[property:Boolean morphTargetsRelative]</h3>
@@ -212,16 +209,6 @@
 			如果在运行是需要从内存中删除 BufferGeometry,则需要调用该函数。
 		</p>
 
-		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
-		<p>
-			通过 [page:DirectGeometry] 所包含的面数据生成一个 BufferGeometry 对象。对于线型几何体未实现该方法。<br /><br />
-
-			注意: [page:DirectGeometry] 主要用于内部 [page:Geometry] 和 BufferGeometry 的类型转换。
-		</p>
-
-		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
-		<p>通过 [page:Geometry] 所包含的面信息生成一个 BufferGeometry 对象。对于线型几何体未实现该方法。</p>
-
 		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
 		<p>返回指定名称的 [page:BufferAttribute attribute]。</p>
 
@@ -275,9 +262,6 @@
 		<h3>[method:null 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 setFromObject] ( [param:Object3D object] )</h3>
-		<p>通过 [page:Object3D] 设置该 BufferGeometry 的 attribute。</p>
-
 		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
 		<p>通过点队列设置该 BufferGeometry 的 attribute。</p>
 
@@ -292,9 +276,6 @@
 			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>
 
-		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
-		<div>通过 [page:Object3D] 更新 BufferGeometry 的 attribute。</div>
-
 		<h2>Source</h2>
 
 		<p>

+ 0 - 104
docs/api/zh/core/DirectGeometry.html

@@ -1,104 +0,0 @@
-<!DOCTYPE html>
-<html lang="zh">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			该类在内部被用于 [page:Geometry] 到 [page:BufferGeometry] 的转换。
-		</p>
-
-		<h2>构造函数</h2>
-
-
-		<h3>[name]()</h3>
-		<p>创建一个新的 [name] 对象。</p>
-
-
-		<h2>属性</h2>
-
-		<h3>[property:Integer id]</h3>
-		<p>当前 [name] 实例的唯一数字标识。</p>
-
-		<h3>[property:String name]</h3>
-		<p>可选名称. 默认值是空字符串。</p>
-
-		<h3>[property:Array type]</h3>
-		<p>返回 'DirectGeometry' 字符串。</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array normals]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array colors]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array uvs]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array uvs2]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array groups]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array morphTargets]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array skinWeights]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Array skinIndices]</h3>
-		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			对应 bufferGeometry 的外边界矩形,该值可通过 [page:.computeBoundingBox]() 计算。默认值是 *null*。
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			对应 bufferGeometry 的外边界球,该值可通过 [page:.computeBoundingSphere]() 计算。默认值是 *null*。
-		</p>
-
-		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>默认值为 false。</p>
-
-		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>默认值为 false。</p>
-
-		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>默认值为 false。</p>
-
-		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>默认值为 false。</p>
-
-		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>默认值为 false。</p>
-
-
-		<h2>方法</h2>
-
-		<h3>[property:null computeGroups]( [param:Geometry geometry] )</h3>
-		<p>
-			计算几何体中有不同 materialIndex 的部分,详见 [page:BufferGeometry.groups]。
-		</p>
-
-		<h3>[property:null fromGeometry]( [param:Geometry geometry] )</h3>
-		<p>传入一个需要转换的 [page:Geometry] 实例。</p>
-
-
-		<h2>源代码</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 2 - 2
docs/api/zh/core/Face3.html

@@ -10,7 +10,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			在 [page:Geometry] 中被使用到的三角形面。这些三角形面会为所有标准几何体自动创建。
+			在 deprecated geometry 中被使用到的三角形面。这些三角形面会为所有标准几何体自动创建。
 			然而,如果你正在构建一个自定义几何体,你需要手动创建这些三角形面。
 		</p>
 
@@ -87,7 +87,7 @@
 
 		<h3>[property:Vector3 normal]</h3>
 		<p>
-			面的法向量 - 矢量展示 Face3 的方向。如果该量是通过调用 [page:Geometry.computeFaceNormals] 自动计算的,
+			面的法向量 - 矢量展示 Face3 的方向。如果该量是通过调用自动计算的,
 			该值等于归一化的两条边的差积。默认值是 *(0, 0, 0)*。
 		</p>
 

+ 0 - 333
docs/api/zh/core/Geometry.html

@@ -1,333 +0,0 @@
-<!DOCTYPE html>
-<html lang="zh">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">
-		<p>
-			Geometry 是一个便于用户使用的 [page:BufferGeometry] 的替代品。Geometry 利用 [page:Vector3]
-			或 [page:Color] 存储了几何体的相关 attributes(如顶点位置,面信息,颜色等)比起 BufferGeometry
-			更容易读写,但是运行效率不如有类型的队列。
-		</p>
-		<p>
-		对于大型工程或正式工程,推荐采用 [page:BufferGeometry]。
-		</p>
-		</div>
-
-		<h2>代码示例</h2>
-
-		<code>
-		const geometry = new THREE.Geometry();
-
-		geometry.vertices.push(
-			new THREE.Vector3( -10,  10, 0 ),
-			new THREE.Vector3( -10, -10, 0 ),
-			new THREE.Vector3(  10, -10, 0 )
-		);
-
-		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
-
-		geometry.computeBoundingSphere();
-		</code>
-
-		<h2>例子</h2>
-
-		<p>
-			[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
-			[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
-			[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
-			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
-			[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_lines WebGL / interactive / lines ]<br />
-			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
-			[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
-		</p>
-
-		<h2>构造函数</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-		构造函数没有任何参数。
-		</p>
-
-
-		<h2>属性</h2>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<p>
-			Geometry 的外边界矩形,可以通过 [page:.computeBoundingBox]() 进行计算,默认值是 *null*。
-		</p>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<p>
-			Geometry 的外边界球形,可以通过 [page:.computeBoundingSphere]() 进行计算,默认值是 *null*。
-		</p>
-
-		<h3>[property:Array colors]</h3>
-		<p>
-			顶点 [page:Color colors] 队列,与顶点数量和顺序保持一致。<br /><br />
-
-			该属性用于 [page:Points] 、 [page:Line] 或派生自 [page:LineSegments] 的类。
-			对于 [page:Mesh Meshes],请使用 [page:Face3.vertexColors] 函数。<br /><br />
-
-			如果要标记队列中的数据已经更新,[page:Geometry Geometry.colorsNeedUpdate] 值需要被设置为 true。
-		</p>
-
-		<h3>[property:Array faces]</h3>
-		<p>
-			[page:Face3 faces] 队列。<br />
-
-			描述每个顶点之间如何组成模型面的面队列。同时该队列保存面和顶点的法向量和颜色信息。<br /><br />
-			如果要标记队列中的数据已经更新,[page:Geometry Geometry.elementsNeedUpdate] 值需要被设置为 true。
-		</p>
-
-		<h3>[property:Array faceVertexUvs]</h3>
-		<p>
-			面的 [link:https://en.wikipedia.org/wiki/UV_mapping UV] 层的队列,该队列用于将纹理和几何信息进行映射。<br />
-			每个 UV 层都是一个 [page:UV] 的队列,顺序和数量同面中的顶点相对用。<br /><br />
-			如果要标记队列中的数据已经更新,[page:Geometry Geometry.uvsNeedUpdate] 值需要被设置为 true。
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>当前 geometry 实例的唯一标识符的数。</p>
-
-		<h3>[property:Array lineDistances]</h3>
-		<p>
-			用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。
-		</p>
-
-		<h3>[property:Array morphTargets]</h3>
-		<p>
-			[link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets] 的队列。每个
-			morph target 都是一个如下的 javascript 对象:
-		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
-			Morph 顶点和几何体原始顶点在数量和顺序上需要一一对应。
-		</p>
-
-		<h3>[property:Array morphNormals]</h3>
-		<p>
-			一个 morph 法向量的数组。Morph 法向量和 morph target 有类似的结构,每个法向量都是一个如下的 Javascript 对象:
-		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
-
-			示例详见 [example:webgl_morphnormals WebGL / morphNormals]。
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p>当前几何的可选别名。默认值是一个空字符串。</p>
-
-		<h3>[property:Array skinWeights]</h3>
-		<p>
-			当在处理一个 [page:SkinnedMesh] 时,每个顶点最多可以有 4 个相关的 [page:Bone bones] 来影响它。
-			skinWeights 属性是一个权重队列,顺序同几何体中的顶点保持一致。因而,队列中的第一个 skinWeight
-			就对应几何体中的第一个顶点。由于每个顶点可以被 4 个 [page:Bone bones] 营销,因而每个顶点的 skinWeights
-			就采用一个 [page:Vector4] 表示。
-		</p>
-		<p>
-			skinWeight 矢量中每个元素的取值范围应该在 0 到 1 之间。例如,当设置为 0,骨骼对该顶点的位置没有影响。当设置为 0.5,
-			则对顶点的影响为 50%。 当设置为 100% 则对顶点的影响是 100%。如果矢量中只有一个骨骼与顶点相关联,则你只需要关注矢量中的第一个元素,
-			剩余的元素可以忽略,他们的值可以都设置为 0。
-		</p>
-
-		<h3>[property:Array skinIndices]</h3>
-		<p>
-			就如同 skinWeights 属性一样。skinWeights 的值也是与几何体的顶点相对应。每个顶点可以最多有 4 个骨骼与之相关联。
-			因而第一个 skinIndex 就与几何体的第一个顶点相关联,skinIndex 的值就指明了影响该顶点的骨骼是哪个。例如,第一个顶点的值是
-			<strong>( 10.05, 30.10, 12.12 )</strong>,第一个 skinIndex 的值是<strong>( 10, 2, 0, 0 )</strong>,第一个 skinWeight
-			的值是 <strong>( 0.8, 0.2, 0, 0 )</strong>。上述值表明第一个顶点受到<strong>mesh.bones[10]</strong>骨骼的影响有 80%,
-			受到 <strong>skeleton.bones[2]</strong> 的影响是 20%,由于另外两个 skinWeight 的值是 0,因而他们对顶点没有任何影响。
-		</p>
-		<p>
-			下面以代码的形式展示示例:
-		<code>
-		// 例如
-		geometry.skinIndices[15] = new THREE.Vector4(   0,   5,   9, 10 );
-		geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3,  0 );
-
-		// 与该顶点相关
-		geometry.vertices[15];
-
-		// 相应骨骼可以这样被调用:
-		skeleton.bones[0]; // weight of 0.2
-		skeleton.bones[5]; // weight of 0.5
-		skeleton.bones[9]; // weight of 0.3
-		skeleton.bones[10]; // weight of 0
-		</code>
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-			当前对象实例的 [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。
-			该值会被自动分配,请不要修改它。
-		</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>
-			[page:Vector3 vertices] 的队列。<br />
-			顶点的队列,保存了模型中每个顶点的位置信息。<br />
-			如果要标记队列中的数据已经更新,[page:.verticesNeedUpdate] 值需要被设置为 true。
-		</p>
-
-		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p> 如果顶点队列中的数据被修改,该值需要被设置为 *true*。</p>
-
-		<h3>[property:Boolean elementsNeedUpdate]</h3>
-		<p> 如果面队列中的数据被修改,该值需要被设置为 *true*。</p>
-
-		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p> 如果 UV 队列中的数据被修改,该值需要被设置为 *true*。</p>
-
-		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p> 如果法向量队列中的数据被修改,该值需要被设置为 *true*。</p>
-
-		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p> 如果颜色队列或 face3 的颜色数据被修改,该值需要被设置为 *true*。</p>
-
-		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p> 如果 face3 的 materialIndex 被修改,该值需要被设置为 *true*。</p>
-
-		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
-		<p> 如果 linedistances 队列中的数据被修改,该值需要被设置为 *true*。</p>
-
-
-		<h2>方法</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] 该类中可用的函数。</h3>
-
-		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p> 将矩阵信息直接应用于几何体顶点坐标。</p>
-
-		<h3>[method:Geometry center] ()</h3>
-		<p> 基于外边界矩形将几何体居中。</p>
-
-		<h3>[method:Geometry clone]()</h3>
-		<p>克隆当前几何体。<br /><br />
-			该方法除几何体的顶点、面信息和 UV 外不会复制其他属性。
-		</p>
-
-		<h3>[method:null computeBoundingBox]()</h3>
-		<p> 计算当前几何体的外边界矩形。该方法会更新 [page:Geometry Geometry.boundingBox] 属性值。</p>
-
-		<h3>[method:null computeBoundingSphere]()</h3>
-		<p> 计算当前几何体的外边界球。该方法会更新 [page:Geometry Geometry.boundingSphere] 属性值。</p>
-
-		<p>
-			计算外边界矩形或外边界球并不是默认会自动调用的方法,这两个函数需要被显示的调用才能天得到相应属性值,否则对应属性值保持默认值 *null*。
-		</p>
-
-		<h3>[method:null computeFaceNormals]()</h3>
-		<p> 计算 [page:Face3.normal face normals] 值。</p>
-
-		<h3>[method:null computeFlatVertexNormals]()</h3>
-		<p> 计算 flat [page:Face3.vertexNormals vertex normals] 值。
-			该方法会将顶点法向量的值赋值为相应面的法向量值。</p>
-
-		<h3>[method:null computeMorphNormals]()</h3>
-		<p> 计算 [page:.morphNormals] 值。</p>
-
-		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
-		<p>
-		areaWeighted - 如果该值设置为 true,则每个面的法向量对顶点法向量的影响按照面的面积大小来计算。默认值为 true.<br /><br />
-
-			通过周围面的法向量计算顶点的法向量。
-		</p>
-
-		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
-		<p>
-			将参数代表的几何体的顶点、面和 UV 复制到当前几何体。该方法不会复制除此以外的别的属性值。
-		</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>
-			将对象从内存中删除。 <br />
-
-			在你删除一个几何体时,不要忘记调用该方法,否则会造成内存泄漏。
-		</p>
-
-		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
-		<p> 将一个 [page:BufferGeometry] 对象,转换成一个 Geometry 对象。</p>
-
-		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
-		<p>
-			vector - 当前几何体朝向的世界坐标。<br /><br />
-
-			该方法将几何体进行旋转,是的几何体朝向参数指定的世界坐标。该方法一般在一次处理中完成,但不在渲染过程中执行。<br>
-			一般使用 [page:Object3D.lookAt] 方法进行实时更改。
-		</p>
-
-		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
-		<p> 将两个几何体,或一个几何体和一个从对象中通过变换获得的几何体进行合并。</p>
-
-		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
-		<p> 将参数指定的面片信息与当前几何体进行合并。同样会使用到参数 mesh 的变换。</p>
-
-
-		<h3>[method:null mergeVertices]()</h3>
-		<p>
-			通过 hashmap 检查重复的顶点。<br />
-			重复的顶点将会被移除,面的顶点信息会被更新。
-		</p>
-
-		<h3>[method:null normalize]()</h3>
-		<p>
-			将当前几何体归一化。 <br />
-			将当前几何体居中,并且使得该几何体的外边界球半径为 *1.0*。
-		</p>
-
-		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
-		<p>
-			将几何体绕 X 轴旋转参数指定度数。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
-			使用 [page:Object3D.rotation] 对模型面片进行实时旋转处理。
-		</p>
-
-		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
-		<p>
-			将几何体绕 Y 轴旋转参数指定度数。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
-			使用 [page:Object3D.rotation] 对模型面片进行实时旋转处理。
-		</p>
-
-		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
-		<p>
-			将几何体绕 Z 轴旋转参数指定度数。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
-			使用 [page:Object3D.rotation] 对模型面片进行实时旋转处理。
-		</p>
-
-		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
-		<p>通过点队列设置一个 Geometry 中的顶点。</p>
-
-		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
-		<p>
-			通过材质索引对面队列进行排序。对于复杂且有多个材质的几何体,该操作可以有效减少 draw call 从而提升性能。
-		</p>
-
-		<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-			缩放几何体大小。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
-			使用 [page:Object3D.scale] 对模型面片进行实时缩放处理。
-		</p>
-
-		<h3>[method:JSON toJSON] ( )</h3>
-		<p> 将 Geometry 对象转为  JSON 格式。<br />
-			将几何体转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
-		</p>
-
-		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-			移动当前几何体。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
-			使用 [page:Object3D.position] 对模型面片进行实时移动处理。
-		</p>
-
-
-		<h2>源代码</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 1 - 1
docs/api/zh/extras/objects/ImmediateRenderObject.html

@@ -20,7 +20,7 @@
 		</p>
 
 		<p class="desc">
-			[name] does not work with instances of [page:BufferGeometry] or [page:Geometry]. The
+			[name] does not work with instances of [page:BufferGeometry]. The
 			raw geometry data have to be maintained as properties of the [name].
 		</p>
 

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

@@ -15,7 +15,7 @@
 			用于图形化地展示对象世界轴心对齐的包围盒的辅助对象。The actual bounding box is handled with [page:Box3], this is just a visual helper for debugging.
 			It can be automatically resized with the [page:BoxHelper.update] method when the object it's created from is transformed.
 
-			注意:要想能正常运行,目标对象必须包含 [page:Geometry] 或 [page:BufferGeometry] ,
+			注意:要想能正常运行,目标对象必须包含 [page:BufferGeometry] ,
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
 		</p>
 

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

@@ -98,7 +98,7 @@
 		<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:Geometry geometries]或[page:BufferGeometry buffer geometries]。
+			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>

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

@@ -102,7 +102,7 @@
 		<p>颜色贴图。默认为null。</p>
 
 		<h3>[property:Boolean morphNormals]</h3>
-		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从geometry传递到shader。默认值为*false*。
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -87,7 +87,7 @@
 		<p>matcap贴图,默认为null。</p>
 
 		<h3>[property:Boolean morphNormals]</h3>
-		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从geometry传递到shader。默认值为*false*。
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -66,7 +66,7 @@
 		<p>材质是否受雾影响。默认值为*false*。</p>
 
 		<h3>[property:Boolean morphNormals]</h3>
-		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从geometry传递到shader。默认值为*false*。
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -123,7 +123,7 @@
 		<p>颜色贴图。默认为null。纹理贴图颜色由漫反射颜色[page:.color]调节。</p>
 
 		<h3>[property:Boolean morphNormals]</h3>
-		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从geometry传递到shader。默认值为*false*。
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -159,7 +159,7 @@
 		<p> 该纹理的蓝色通道用于改变材质的金属度。</p>
 
 		<h3>[property:Boolean morphNormals]</h3>
-		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从geometry传递到shader。默认值为*false*。
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -136,7 +136,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

@@ -16,7 +16,7 @@
 			您可能需要使用自定义shader,如果你要:
 		<ul>
 			<li>要实现内置 [page:Material materials] 之外的效果。</li>
-			<li>将许多对象组合成单个[page:Geometry]或[page:BufferGeometry]以提高性能。</li>
+			<li>将许多对象组合成单个[page:BufferGeometry]以提高性能。</li>
 		</ul>
 		使用*ShaderMaterial*时需要注意以下注意事项:
 		<ul>
@@ -26,7 +26,7 @@
 				属性中GLSL代码必须使用WebGL来编译并运行在GPU中。
 			</li>
 			<li> 从 THREE r72开始,不再支持在ShaderMaterial中直接分配属性。
-				必须使用 [page:BufferGeometry]实例 (而不是 [page:Geometry] 实例),使用[page:BufferAttribute]实例来定义自定义属性。
+				必须使用 [page:BufferGeometry]实例,使用[page:BufferAttribute]实例来定义自定义属性。
 			</li>
 			<li> 从 THREE r77开始,[page:WebGLRenderTarget] 或 [page:WebGLCubeRenderTarget] 实例不再被用作uniforms。
 				必须使用它们的[page:Texture texture] 属性。

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

@@ -62,15 +62,15 @@
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
 		[page:Box3 box] - [page:Box3] 用于检测是否要交的包围盒。<br /><br />
-		
+
 		返回 true 如果该 [page:Box3 box] 与视锥体相交。
 		</p>
 
 		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
 		<p>
-			检测 [page:Object3D object] 的包围球 [page:Geometry.boundingSphere bounding sphere] 是否与视锥体相交。<br /><br />
+			检测 [page:Object3D object] 的包围球 [page:BufferGeometry.boundingSphere bounding sphere] 是否与视锥体相交。<br /><br />
 
-			注意:该对象必须有一个 [page:Geometry] 或 [page:BufferGeometry] ,因为这样才能计算出包围球。
+			注意:该对象必须有一个 [page:BufferGeometry] ,因为这样才能计算出包围球。
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>

+ 1 - 1
docs/api/zh/objects/InstancedMesh.html

@@ -32,7 +32,7 @@
 		<h2>构造函数</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] )</h3>
 		<p>
-		[page:Geometry geometry] - 一个 [page:BufferGeometry] 的实例。<br />
+		[page:BufferGeometry geometry] - 一个 [page:BufferGeometry] 的实例。<br />
 		[page:Material material] - 一个 [page:Material] 的实例。默认为一个新的 [page:MeshBasicMaterial] 。<br />
 		[page:Integer count] - 实例的数量<br />
 		</p>

+ 3 - 3
docs/api/zh/objects/Line.html

@@ -39,10 +39,10 @@
 
 		<h2>构造器</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 
 		<p>
-		[page:Geometry geometry] —— 表示线段的顶点,默认值是一个新的[page:BufferGeometry]。<br />
+		[page:BufferGeometry geometry] —— 表示线段的顶点,默认值是一个新的[page:BufferGeometry]。<br />
 		[page:Material material] —— 线的材质,默认值是一个新的具有随机颜色的[page:LineBasicMaterial]。<br />
 		</p>
 
@@ -50,7 +50,7 @@
 		<p>共有属性请参见其基类[page:Object3D]。</p>
 
 
-		<h3>[property:Geometry geometry]</h3>
+		<h3>[property:BufferGeometry geometry]</h3>
 		<p>表示线段的顶点。</p>
 
 		<h3>[property:Material material]</h3>

+ 2 - 2
docs/api/zh/objects/LineLoop.html

@@ -21,10 +21,10 @@
 
 		<h2>构造器</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 
 		<p>
-		[page:Geometry geometry] —— 表示环线上的点的顶点列表。<br />
+		[page:BufferGeometry geometry] —— 表示环线上的点的顶点列表。<br />
 		[page:Material material] —— 线的材质,默认值是[page:LineBasicMaterial LineBasicMaterial]。
 		</p>
 

+ 2 - 2
docs/api/zh/objects/LineSegments.html

@@ -20,10 +20,10 @@
 
 		<h2>构造器</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 
 		<p>
-		[page:Geometry geometry] —— 表示每条线段的两个顶点。<br />
+		[page:BufferGeometry geometry] —— 表示每条线段的两个顶点。<br />
 		[page:Material material] —— 线的材质,默认值是[page:LineBasicMaterial LineBasicMaterial]。
 		</p>
 

+ 4 - 6
docs/api/zh/objects/Mesh.html

@@ -29,9 +29,9 @@
 
 		<h2>构造器</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-		[page:Geometry geometry] —— (可选)[page:Geometry]或者[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。<br />
+		[page:BufferGeometry geometry] —— (可选)[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。<br />
 		[page:Material material] —— (可选)一个[page:Material],或是一个包含有[page:Material]的数组,默认是一个新的[page:MeshBasicMaterial]。
 		</p>
 
@@ -39,11 +39,9 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Object3D]。</p>
 
-		<h3>[property:Geometry geometry]</h3>
+		<h3>[property:BufferGeometry geometry]</h3>
 		<p>
-			[page:Geometry] 或 [page:BufferGeometry] 的实例或者派生类,定义了物体的结构。<br /><br />
-
-			如有可能,推荐总是使用[page:BufferGeometry]来获得最好的表现。
+			[page:BufferGeometry] 的实例或者派生类,定义了物体的结构。
 		</p>
 
 		<h3>[property:Material material]</h3>

+ 4 - 5
docs/api/zh/objects/Points.html

@@ -22,9 +22,9 @@
 
 	<h2>构造器</h2>
 
-	<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+	<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 	<p>
-		[page:Geometry geometry] —— (可选)是一个[page:Geometry]或者[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。
+		[page:BufferGeometry geometry] —— (可选)是一个[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。
 		<br />
 		[page:Material material] —— (可选) 是一个对象,默认值是一个[page:PointsMaterial]。
 	</p>
@@ -33,10 +33,9 @@
 	<h2>属性</h2>
 	<p>共有属性请参见其基类[page:Object3D]。</p>
 
-	<h3>[property:Geometry geometry]</h3>
+	<h3>[property:BufferGeometry geometry]</h3>
 	<p>
-		一个[page:Geometry]或[page:BufferGeometry]的实例(或者派生类),定义了物体的结构。<br /><br />
-		如有可能,推荐总是使用[page:BufferGeometry]来获得最佳表现。
+		一个[page:BufferGeometry]的实例(或者派生类),定义了物体的结构。
 	</p>
 
 	<h3>[property:Material material]</h3>

+ 1 - 1
docs/api/zh/renderers/WebGLRenderer.html

@@ -375,7 +375,7 @@
 			即便forceClear设为true, 也可以通过将[page:WebGLRenderer.autoClearColor autoClearColor]、[page:WebGLRenderer.autoClearStencil autoClearStencil]或[page:WebGLRenderer.autoClearDepth autoClearDepth]属性的值设为false来阻止对应缓存被清除。
 		</p>
 
-		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
+		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:BufferGeometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
 		<p>使用相机和指定材质渲染缓冲几何组。</p>
 
 		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:WebGLProgram program] )</h3>

+ 1 - 1
docs/examples/en/helpers/VertexNormalsHelper.html

@@ -14,7 +14,7 @@
 		<p class="desc">
 			Renders [page:ArrowHelper arrows] to visualize an object's vertex normal vectors.
 			Requires that normals have been specified in a [page:BufferAttribute custom attribute] or
-			have been calculated using [page:Geometry.computeVertexNormals computeVertexNormals].<br /><br />
+			have been calculated using [page:BufferGeometry.computeVertexNormals computeVertexNormals].<br /><br />
 		</p>
 
 		<h2>Code Example</h2>

+ 1 - 1
docs/examples/en/utils/SceneUtils.html

@@ -22,7 +22,7 @@
 		Creates a new group object that contains a new mesh for each instance of the given instanced mesh.
 		</p>
 
-		<h3>[method:Group createMultiMaterialObject]( [param:Geometry geometry], [param:Array materials] )</h3>
+		<h3>[method:Group createMultiMaterialObject]( [param:BufferGeometry geometry], [param:Array materials] )</h3>
 		<p>
 		geometry -- The geometry for the set of materials. <br />
 		materials -- The materials for the object.

+ 1 - 1
docs/examples/zh/helpers/VertexNormalsHelper.html

@@ -14,7 +14,7 @@
 		<p class="desc">
 			渲染箭头辅助对象 [page:ArrowHelper arrows] 来模拟顶点的法线.
 			需要定义了法线缓存属性 [page:BufferAttribute custom attribute] 或
-			使用了 [page:Geometry.computeVertexNormals computeVertexNormals] 方法计算了顶点法线.<br /><br />
+			使用了 [page:BufferGeometry.computeVertexNormals computeVertexNormals] 方法计算了顶点法线.<br /><br />
 		</p>
 
 		<h2>代码示例</h2>

+ 2 - 2
docs/examples/zh/utils/SceneUtils.html

@@ -21,8 +21,8 @@
 		<p>
 		Creates a new group object that contains a new mesh for each instance of the given instanced mesh.
 		</p>
-		
-		<h3>[method:Group createMultiMaterialObject]( [param:Geometry geometry], [param:Array materials] )</h3>
+
+		<h3>[method:Group createMultiMaterialObject]( [param:BufferGeometry geometry], [param:Array materials] )</h3>
 		<p>
 		geometry -- The geometry for the set of materials. <br />
 		materials -- The materials for the object.

+ 0 - 4
docs/list.json

@@ -86,10 +86,8 @@
 				"BufferAttribute": "api/en/core/BufferAttribute",
 				"BufferGeometry": "api/en/core/BufferGeometry",
 				"Clock": "api/en/core/Clock",
-				"DirectGeometry": "api/en/core/DirectGeometry",
 				"EventDispatcher": "api/en/core/EventDispatcher",
 				"Face3": "api/en/core/Face3",
-				"Geometry": "api/en/core/Geometry",
 				"GLBufferAttribute": "api/en/core/GLBufferAttribute",
 				"InstancedBufferAttribute": "api/en/core/InstancedBufferAttribute",
 				"InstancedBufferGeometry": "api/en/core/InstancedBufferGeometry",
@@ -600,10 +598,8 @@
 				"BufferAttribute": "api/zh/core/BufferAttribute",
 				"BufferGeometry": "api/zh/core/BufferGeometry",
 				"Clock": "api/zh/core/Clock",
-				"DirectGeometry": "api/zh/core/DirectGeometry",
 				"EventDispatcher": "api/zh/core/EventDispatcher",
 				"Face3": "api/zh/core/Face3",
-				"Geometry": "api/zh/core/Geometry",
 				"GLBufferAttribute": "api/zh/core/GLBufferAttribute",
 				"InstancedBufferAttribute": "api/zh/core/InstancedBufferAttribute",
 				"InstancedBufferGeometry": "api/zh/core/InstancedBufferGeometry",

+ 2 - 2
docs/manual/ar/introduction/Animation-system.html

@@ -12,7 +12,7 @@
 		<h2>نظرة عامة</h2>
 
 		<p class="desc">
-			يضمن نظام الرسوم المتحركة three.js ، إمكانية تحريك الخصائص المختلفة لنماذجك: عظام [page:SkinnedMesh skinned and rigged model] ، [page:Geometry.morphTargets morph targets] ، خصائص مادة مختلفة (ألوان ، عتامة ، منطقية) ، الرؤية والتحولات. يمكن أن تتلاشى الخصائص المتحركة، أو تتلاشى وتتشوه. يمكن تغيير مقاييس الوزن والوقت للرسوم المتحركة المتزامنة المختلفة على نفس الكائن وكذلك على كائنات مختلفة بشكل مستقل. يمكن مزامنة الرسوم المتحركة المختلفة على نفس الشيء وعلى كائنات مختلفة.
+			يضمن نظام الرسوم المتحركة three.js ، إمكانية تحريك الخصائص المختلفة لنماذجك: عظام [page:SkinnedMesh skinned and rigged model] ، morph targets ، خصائص مادة مختلفة (ألوان ، عتامة ، منطقية) ، الرؤية والتحولات. يمكن أن تتلاشى الخصائص المتحركة، أو تتلاشى وتتشوه. يمكن تغيير مقاييس الوزن والوقت للرسوم المتحركة المتزامنة المختلفة على نفس الكائن وكذلك على كائنات مختلفة بشكل مستقل. يمكن مزامنة الرسوم المتحركة المختلفة على نفس الشيء وعلى كائنات مختلفة.
 			<br /><br />
 
 			لتحقيق كل هذا في نظام واحد متجانس ، نظام الرسوم المتحركة three.js شعد تغييرا هامًا في عام [link:https://github.com/mrdoob/three.js/issues/6881 2015] (احذر من المعلومات القديمة!) ، ولديه الآن بنية مشابهة لـ Unity / Unreal Engine 4. تقدم هذه الصفحة لمحة موجزة عن المكونات الرئيسية للنظام وكيف تعمل معًا.
@@ -37,7 +37,7 @@
 			داخل ملف *AnimationClip* ، يتم تخزين البيانات الخاصة بكل خاصية متحركة في [page:KeyframeTrack]. بافتراض أن كائن حرف له هيكل عظمي [page:Skeleton skeleton] ، يمكن لمسار إطار رئيسي واحد تخزين البيانات لتغييرات موضع عظم الذراع السفلي بمرور الوقت ، وهو أمر مختلف تتبع البيانات الخاصة بتغييرات دوران نفس العظم ، وثلث موضع المسار ، دوران أو تحجيم عظم آخر ، وما إلى ذلك. يجب أن يكون واضحًا ، أن AnimationClip يمكن أن يتكون من الكثير من هذه المسارات.
 			<br /><br />
 
-			بافتراض أن النموذج يحتوي على [page:Geometry.morphTargets morph targets] (على سبيل المثال ، أحد أهداف التشكيل يظهر وجهًا ودودًا والآخر يظهر وجهًا غاضبًا) ، فإن كل مسار يحمل المعلومات المتعلقة بكيفية تغيير الرقم [page:Mesh.morphTargetInfluences influence] لهدف تشكيل معين أثناء أداء المقطع.
+			بافتراض أن النموذج يحتوي على morph targets (على سبيل المثال ، أحد أهداف التشكيل يظهر وجهًا ودودًا والآخر يظهر وجهًا غاضبًا) ، فإن كل مسار يحمل المعلومات المتعلقة بكيفية تغيير الرقم [page:Mesh.morphTargetInfluences influence] لهدف تشكيل معين أثناء أداء المقطع.
 
 		</p>
 

+ 0 - 27
docs/manual/ar/introduction/How-to-update-things.html

@@ -123,33 +123,6 @@ line.geometry.computeBoundingSphere();
 
 		</div>
 
-		<h2>الهندسة (Geometry)</h2>
-		<div>
-			<p>
-				تتحكم العلامات التالية في تحديث سمات الهندسة المختلفة. قم بتعيين العلامات فقط للسمات التي تحتاج إلى تحديثها ، فالتحديثات مكلفة. بمجرد تغيير المخازن المؤقتة ، يتم إعادة تعيين هذه العلامات تلقائيًا إلى false. تحتاج إلى الاستمرار في ضبطها على true إذا كنت تريد الاستمرار في تحديث المخازن المؤقتة. لاحظ أن هذا ينطبق فقط على [page:Geometry] وليس [page:BufferGeometry].
-			</p>
-			<code>
-const geometry = new THREE.Geometry();
-geometry.verticesNeedUpdate = true;
-geometry.elementsNeedUpdate = true;
-geometry.morphTargetsNeedUpdate = true;
-geometry.uvsNeedUpdate = true;
-geometry.normalsNeedUpdate = true;
-geometry.colorsNeedUpdate = true;
-geometry.tangentsNeedUpdate = true;
-			</code>
-
-			<p>
-				في الإصدارات السابقة لـ [link:https://github.com/mrdoob/three.js/releases/tag/r66 r66] ، تحتاج الشبكات أيضًا إلى تمكين العلامة  <em>الديناميكية</em> (للاحتفاظ بالمصفوفات المكتوبة داخليًا):
-			</p>
-
-			<code>
-// removed after r66
-geometry.dynamic = true;
-			</code>
-
-		</div>
-
 		<h2>المواد (Materials)</h2>
 		<div>
 			<p>يمكن تغيير جميع قيم الزي الرسمي بحرية (على سبيل المثال ، الألوان ، والأنسجة ، والعتامة ، وما إلى ذلك) ، ويتم إرسال القيم إلى الشادر (shader) في كل إطار.</p>

+ 3 - 4
docs/manual/en/introduction/Animation-system.html

@@ -13,9 +13,8 @@
 
 		<p class="desc">
 			Within the three.js animation system you can animate various properties of your models:
-			the bones of a [page:SkinnedMesh skinned and rigged model],
-			[page:Geometry.morphTargets morph targets], different material properties (colors,
-			opacity, booleans), visibility and transforms. The animated properties can be faded in,
+			the bones of a [page:SkinnedMesh skinned and rigged model], morph targets, different material properties
+			(colors, opacity, booleans), visibility and transforms. The animated properties can be faded in,
 			faded out, crossfaded and warped. The weight and time scales of different simultaneous
 			animations on the same object as well as on different objects can be changed
 			independently. Various animations on the same and on different objects can be
@@ -57,7 +56,7 @@
 			the track position, rotation or scaling of another bone, and so on. It should be clear,
 			that an AnimationClip can be composed of lots of such tracks.<br /><br />
 
-			Assuming the model has [page:Geometry.morphTargets morph targets] (for example one morph
+			Assuming the model has morph targets (for example one morph
 			target showing a friendly face and another showing an angry face), each track holds the
 			information as to how the [page:Mesh.morphTargetInfluences influence] of a certain morph
 			target changes during the performance of the clip.

+ 0 - 32
docs/manual/en/introduction/How-to-update-things.html

@@ -133,38 +133,6 @@ line.geometry.computeBoundingSphere();
 
 		</div>
 
-		<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>
-const geometry = new THREE.Geometry();
-geometry.verticesNeedUpdate = true;
-geometry.elementsNeedUpdate = true;
-geometry.morphTargetsNeedUpdate = true;
-geometry.uvsNeedUpdate = true;
-geometry.normalsNeedUpdate = true;
-geometry.colorsNeedUpdate = 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>
-// removed after r66
-geometry.dynamic = true;
-			</code>
-
-		</div>
-
 		<h2>Materials</h2>
 		<div>
 			<p>All uniforms values can be changed freely (e.g. colors, textures, opacity, etc), values are sent to the shader every frame.</p>

+ 14 - 14
docs/manual/ko/introduction/Animation-system.html

@@ -13,15 +13,15 @@
 
 		<p class="desc">
             three.js 애니메이션 시스템에서는 모델의 다양한 속성을 설정할 수 있습니다:
-            [page:SkinnedMesh 스킨 및 리깅 모델], [page:Geometry.morphTargets 모프타깃]의 골자, 서로 다른 재질의 속성(색상, 불투명도, 참/거짓 연산), 
-            가시성과 변환이 그 예입니다. 애니메이션의 속성은 페이드 아웃, 페이드 아웃, 크로스페이드, 랩이 있습니다. 
-            한 오브젝트에 대한 동시에 일어나는 다른 확대 시간 및 가중치 조절이나, 서로 다른 오브젝트간의 애니메이션도 전부 개별로 변화시킬 수 있습니다. 
+            [page:SkinnedMesh 스킨 및 리깅 모델], 모프타깃의 골자, 서로 다른 재질의 속성(색상, 불투명도, 참/거짓 연산),
+            가시성과 변환이 그 예입니다. 애니메이션의 속성은 페이드 아웃, 페이드 아웃, 크로스페이드, 랩이 있습니다.
+            한 오브젝트에 대한 동시에 일어나는 다른 확대 시간 및 가중치 조절이나, 서로 다른 오브젝트간의 애니메이션도 전부 개별로 변화시킬 수 있습니다.
             같은, 혹은 서로 다른 오브젝트틀간의 다양한 애니메이션도 싱크를 맞출 수 있습니다.
             <br /><br />
-            
-            이를 한 시스템 안에 구현하기 위해서, three.js 애니메이션 시스템은 
+
+            이를 한 시스템 안에 구현하기 위해서, three.js 애니메이션 시스템은
 			[link:https://github.com/mrdoob/three.js/issues/6881 2015년에 완전히 변경]
-            (지난 정보임에 주의하세요!)되었으며, 현재는 Unity/Unreal Engine 4와 유사한 구조를 가지고 있습니다. 
+            (지난 정보임에 주의하세요!)되었으며, 현재는 Unity/Unreal Engine 4와 유사한 구조를 가지고 있습니다.
             이 페이지에서는 어떻게 시스템 메인 컴포넌트가 구성되고 동작되는지를 간단하게 알아보겠습니다.
 
 		</p>
@@ -29,13 +29,13 @@
 		<h3>애니메이션 클립(Animation Clips)</h3>
 
 		<p class="desc">
-            애니메이션 3D 오브젝트를 잘 불러왔다면(구조에 골자 혹은 모프 타깃이 있는지는 상관 없습니다) — 예를 들면 
-            [link:https://github.com/KhronosGroup/glTF-Blender-IO glTF Blender exporter]라는 익스포터로 추출하고 
+            애니메이션 3D 오브젝트를 잘 불러왔다면(구조에 골자 혹은 모프 타깃이 있는지는 상관 없습니다) — 예를 들면
+            [link:https://github.com/KhronosGroup/glTF-Blender-IO glTF Blender exporter]라는 익스포터로 추출하고
             [page:GLTFLoader]를 사용해 three.js에 불러왔다면 — 응답 필드 중 하나가 "animations"라는 이름의 배열로 되어 있고 해당 모델에 대한
             [page:AnimationClip AnimationClips]를 담고 있을 것입니다(활용 가능한 로더는 아래 리스트를 확인하세요).
             <br /><br />
 
-			각각의 *AnimationClip*은 대개 해당 오브젝트의 특정 행동에 대한 데이터를 담고 있습니다. 
+			각각의 *AnimationClip*은 대개 해당 오브젝트의 특정 행동에 대한 데이터를 담고 있습니다.
 			예를 들어 mesh가 이름이라면, walkcycle AnimationClip 한 개와, 두 번째는 jump, 세 번째는 sidestepping 등등이 들어 있을 것입니다.
 
 		</p>
@@ -50,7 +50,7 @@
             애니매이션 클립은 이런 트랙으로 여러 번 구성될 수 있다는 것을 잘 알아야 합니다.
             <br /><br />
 
-            가령 모형이 [page:Geometry.morphTargets 모프 타깃](예를 들어 한 모프타깃은 웃는 표정, 다른 하나는 화난 표정을 나타낸다거 히면)을 가지고 있다고 하면, 각 트랙은
+            가령 모형이 모프 타깃(예를 들어 한 모프타깃은 웃는 표정, 다른 하나는 화난 표정을 나타낸다거 히면)을 가지고 있다고 하면, 각 트랙은
             해당 모프 타깃이 변화하는 동안에 어떻게 [page:Mesh.morphTargetInfluences 영향]을 미치는지에 대한 정보를 담고 있을 것입니다.
 		</p>
 
@@ -66,9 +66,9 @@
 
 		<p class="desc">
 
-			*AnimationMixer*는 아주 적은(일반적인) 속성과 메서드를 가지고 있는데, 
-            [page:AnimationAction AnimationActions]으로 설정할 수 있습니다. *AnimationAction*을 설정하면 
-            특정 *AnimationClip*이 언제, 어떤 믹서에서 실행, 정지, 중지되어야 하는지를 조절할 수 있으며 얼마나 반복되어야 하는지, 페이드나 타임 스케일링이 필요한지, 
+			*AnimationMixer*는 아주 적은(일반적인) 속성과 메서드를 가지고 있는데,
+            [page:AnimationAction AnimationActions]으로 설정할 수 있습니다. *AnimationAction*을 설정하면
+            특정 *AnimationClip*이 언제, 어떤 믹서에서 실행, 정지, 중지되어야 하는지를 조절할 수 있으며 얼마나 반복되어야 하는지, 페이드나 타임 스케일링이 필요한지,
             크로스페이딩이나 싱크로나이징 같은 것들이 필요한지도 설정할 수 있습니다.
 		</p>
 
@@ -128,4 +128,4 @@
 		</code>
 
 	</body>
-</html>
+</html>

+ 4 - 34
docs/manual/ko/introduction/How-to-update-things.html

@@ -35,7 +35,7 @@ object.updateMatrix();
 		<div>
 			<p>
 				BufferGeometries는 [page:BufferAttribute buffers]에 다양한 정보(꼭짓점 위치, 면 순서, 법선, 색깔,
-				UV, 모든 커스텀 속성들)를 저장합니다. - 이는  
+				UV, 모든 커스텀 속성들)를 저장합니다. - 이는
 				[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays typed arrays]라는 의미입니다.
 				이는 기본 Geometries보다 빠르게 작동하지만, 그 대신 작업하기가 더 어렵습니다.
 			</p>
@@ -45,7 +45,7 @@ object.updateMatrix();
 				그 대신에 buffers의 내용을 변경할 수 있습니다.
 			</p>
 			<p>
-				이는 곧 만약 BufferGeometry의 속성이 증가할 것이라고 예측이 된다면, 예를 들어 꼭짓점의 갯수라면, 
+				이는 곧 만약 BufferGeometry의 속성이 증가할 것이라고 예측이 된다면, 예를 들어 꼭짓점의 갯수라면,
 				만들어질 수 있는 새로운 꼭짓점들을 담을 수 있는 충분한 buffer를 미리 준비해 놓아야 합니다.
 				물론 이는 당신이 사용할 BufferGeometry의 상한치가 있을 것이라는 뜻이기도 합니다 - 효율적으로 무한대로 확장되는 BufferGeometry를 만드는 방법은 없습니다.
 			</p>
@@ -108,7 +108,7 @@ line.geometry.attributes.position.needsUpdate = true; // required after the firs
 			</code>
 
 			<p>
-				첫 렌더링 이후에 position 데이터 수치를 변경한다면, bounding volumes를 재계산해서 
+				첫 렌더링 이후에 position 데이터 수치를 변경한다면, bounding volumes를 재계산해서
 				다른 엔진의 절두체 컬링 혹은 헬퍼같은 특성들이 적절히 작동하도록 해야합니다.
 			</p>
 			<code>
@@ -129,36 +129,6 @@ line.geometry.computeBoundingSphere();
 
 		</div>
 
-		<h2>Geometry</h2>
-		<div>
-			<p>
-				아래의 플래그는 다양한 geometry 속성의 업데이트를 제어합니다. 업데이트가 필요한 속성의 플래그만 사용한다면 업데이트에 자원이 비효율적으로 사용될 것입니다. 
-				한 번 buffers가 변경되면, 이 플래그들은 자동으로 false로 리셋될 것입니다. buffers의 업데이트 상태를 유지하고 싶으면 항상 true값으로 설정해주어야 합니다.
-				이 점은 [page:Geometry]에만 적용되고 [page:BufferGeometry]에는 적용되지 않는다는 점도 주의해주세요.
-			</p>
-			<code>
-const geometry = new THREE.Geometry();
-geometry.verticesNeedUpdate = true;
-geometry.elementsNeedUpdate = true;
-geometry.morphTargetsNeedUpdate = true;
-geometry.uvsNeedUpdate = true;
-geometry.normalsNeedUpdate = true;
-geometry.colorsNeedUpdate = true;
-geometry.tangentsNeedUpdate = true;
-			</code>
-
-			<p>
-				[link:https://github.com/mrdoob/three.js/releases/tag/r66 r66] 이전 버전에서는 meshes
-				에 추가적으로 <em>dynamic</em> 플래그가 true여야 합니다. (내부 typed arrays 유지를 위해):
-			</p>
-
-			<code>
-// removed after r66
-geometry.dynamic = true;
-			</code>
-
-		</div>
-
 		<h2>재질(Materials)</h2>
 		<div>
 			<p>모든 uniforms 값들은 자유롭게 변경이 가능합니다. (예를 들면 colors, textures, opacity, etc), 값들은 shader에 매 프레임 전송됩니다.</p>
@@ -246,4 +216,4 @@ camera.updateProjectionMatrix();
 			</code>
 		</div>
 	</body>
-</html>
+</html>

+ 2 - 2
docs/manual/zh/introduction/Animation-system.html

@@ -13,7 +13,7 @@
 
 		<p class="desc">
 			在three.js动画系统中,您可以为模型的各种属性设置动画:
-			[page:SkinnedMesh](蒙皮和装配模型)的骨骼,[page:Geometry.morphTargets](变形目标),
+			[page:SkinnedMesh](蒙皮和装配模型)的骨骼,morph targets(变形目标),
 			不同的材料属性(颜色,不透明度,布尔运算),可见性和变换。动画属性可以淡入、淡出、交叉淡化和扭曲。
 			在相同或不同物体上同时发生的动画的权重和时间比例的变化可以独立地进行。
 			相同或不同物体的动画也可以同步发生。
@@ -46,7 +46,7 @@
 			另一个轨道追踪同一块骨骼的旋转变化,第三个追踪另外一块骨骼的位置、转角和尺寸,等等。
 			应该很清楚,AnimationClip可以由许多这样的轨道组成。
 			<br /><br />
-			假设模型具有[page:Geometry.morphTargets](变形目标)——
+			假设模型具有morph Targets(变形目标)——
 			例如一个变形目标显示一个笑脸,另一个显示愤怒的脸 ——
 			每个轨道都持有某个变形目标在AnimationClip运行期间产生的[page:Mesh.morphTargetInfluences](变形目标影响)如何变化的信息。
 		</p>

+ 0 - 29
docs/manual/zh/introduction/How-to-update-things.html

@@ -118,35 +118,6 @@ line.geometry.attributes.position.needsUpdate = true; // 需要加在第一次
 
 		</div>
 
-		<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>
-const geometry = new THREE.Geometry();
-geometry.verticesNeedUpdate = true;
-geometry.elementsNeedUpdate = true;
-geometry.morphTargetsNeedUpdate = true;
-geometry.uvsNeedUpdate = true;
-geometry.normalsNeedUpdate = true;
-geometry.colorsNeedUpdate = 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>
-		</div>
-
 		<h2>材质(Materials)</h2>
 		<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>