Mr.doob 3 years ago
parent
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build/three.cjs


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build/three.js


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build/three.module.js


+ 5 - 0
docs/api/ar/animation/AnimationObjectGroup.html

@@ -41,6 +41,11 @@
 
 
 		<h2>الخصائص (Properties)</h2>
 		<h2>الخصائص (Properties)</h2>
 
 
+		<h3>[property:Boolean isAnimationObjectGroup]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h3>[property:Object stats]</h3>
 		<h3>[property:Object stats]</h3>
 		<p>
 		<p>

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

@@ -27,7 +27,7 @@
 		يحول مصفوفة إلى نوع معين.
 		يحول مصفوفة إلى نوع معين.
 		</p>
 		</p>
 
 
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
 		<p>
 		<p>
 		تستخدم لتحليل تنسيقات AOS keyframe.
 		تستخدم لتحليل تنسيقات AOS keyframe.
 		</p>
 		</p>

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

@@ -191,7 +191,7 @@
 
 
 		<h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
 		<h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
 		<p>
 		<p>
-			يزيل الإطارات الرئيسية قبل *startTime* وبعد *endTime* ، بدون تغيير أي قيم في النطاق  [*startTime*, *endTime*].
+			يزيل الإطارات الرئيسية قبل *startTime* وبعد *endTime* ، بدون تغيير أي قيم في النطاق [*startTime*, *endTime*].
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean validate]()</h3>
 		<h3>[method:Boolean validate]()</h3>

+ 1 - 1
docs/api/ar/audio/AudioAnalyser.html

@@ -85,7 +85,7 @@
 
 
 		<h3>[method:Number getAverageFrequency]()</h3>
 		<h3>[method:Number getAverageFrequency]()</h3>
 		<p>
 		<p>
-		تقوم بإرجاع  متوسط ​​الترددات المعادة بطريقة [page:AudioAnalyser.getFrequencyData getFrequencyData].
+		تقوم بإرجاع متوسط ​​الترددات المعادة بطريقة [page:AudioAnalyser.getFrequencyData getFrequencyData].
 		</p>
 		</p>
 
 
 		<h2>المصدر (Source)</h2>
 		<h2>المصدر (Source)</h2>

+ 1 - 1
docs/api/ar/audio/AudioContext.html

@@ -13,7 +13,7 @@
 		<p class="desc">
 		<p class="desc">
 		هذا يحتوي على طرق لإعداد [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
 		هذا يحتوي على طرق لإعداد [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
 
 
-		تستخدم داخليا من قبل فئتي [page: AudioListener AudioListener] و [page:AudioLoader AudioLoader].<br /><br />
+		تستخدم داخليا من قبل فئتي [page:AudioListener AudioListener] و [page:AudioLoader AudioLoader].<br /><br />
 
 
 		يستخدم هذا [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		يستخدم هذا [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 		</p>

+ 5 - 0
docs/api/ar/cameras/ArrayCamera.html

@@ -36,6 +36,11 @@
 			مجموعة من الكاميرات.
 			مجموعة من الكاميرات.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isArrayCamera]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>الوظائف (Methods)</h2>
 		<h2>الوظائف (Methods)</h2>
 		<p>راجع الفئة الأساسية [page:PerspectiveCamera]  للتعرف على الطرق الشائعة.</p>
 		<p>راجع الفئة الأساسية [page:PerspectiveCamera]  للتعرف على الطرق الشائعة.</p>
 
 

+ 6 - 1
docs/api/ar/cameras/Camera.html

@@ -27,7 +27,12 @@
 
 
 
 
 		<h2>الخصائص (Properties)</h2>
 		<h2>الخصائص (Properties)</h2>
-		<p>راجع الفئة [page: Object3D] الأساسية للممتلكات العامة.</p>
+		<p>راجع الفئة [page:Object3D] الأساسية للممتلكات العامة.</p>
+
+		<h3>[property:Boolean isCamera]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
 
 
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>

+ 2 - 2
docs/api/ar/cameras/CubeCamera.html

@@ -60,7 +60,7 @@
 		</p>
 		</p>
 
 
 		<h2>الخصائص (Properties)</h2>
 		<h2>الخصائص (Properties)</h2>
-		<p>راجع فئة [page: Object3D] الأساسية للخصائص العامة.</p>
+		<p>راجع فئة [page:Object3D] الأساسية للخصائص العامة.</p>
 
 
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		<p>
@@ -68,7 +68,7 @@
 		</p>
 		</p>
 
 
 		<h2>الوظائف (Methods)</h2>
 		<h2>الوظائف (Methods)</h2>
-		<p>راجع فئة [page: Object3D] الأساسية للخصائص العامة.</p>
+		<p>راجع فئة [page:Object3D] الأساسية للخصائص العامة.</p>
 
 
 		<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
 		<p>

+ 1 - 1
docs/api/en/animation/AnimationAction.html

@@ -121,7 +121,7 @@
 		<p>
 		<p>
 			The degree of influence of this action (in the interval [0, 1]). Values between 0 (no impact)
 			The degree of influence of this action (in the interval [0, 1]). Values between 0 (no impact)
 			and 1 (full impact) can be used to blend between several actions. Default is 1. <br /><br />
 			and 1 (full impact) can be used to blend between several actions. Default is 1. <br /><br />
-			Properties/methods concerning  *weight* are:
+			Properties/methods concerning *weight* are:
 			[page:.crossFadeFrom crossFadeFrom],
 			[page:.crossFadeFrom crossFadeFrom],
 			[page:.crossFadeTo crossFadeTo],
 			[page:.crossFadeTo crossFadeTo],
 			[page:.enabled enabled],
 			[page:.enabled enabled],

+ 5 - 0
docs/api/en/animation/AnimationObjectGroup.html

@@ -43,6 +43,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isAnimationObjectGroup]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h3>[property:Object stats]</h3>
 		<h3>[property:Object stats]</h3>
 		<p>
 		<p>

+ 2 - 2
docs/api/en/animation/AnimationUtils.html

@@ -19,7 +19,7 @@
 
 
 		<h3>[method:Array arraySlice]( array, from, to )</h3>
 		<h3>[method:Array arraySlice]( array, from, to )</h3>
 		<p>
 		<p>
-		This is the same as  Array.prototype.slice, but also works on typed arrays.
+		This is the same as Array.prototype.slice, but also works on typed arrays.
 		</p>
 		</p>
 
 
 		<h3>[method:Array convertArray]( array, type, forceClone )</h3>
 		<h3>[method:Array convertArray]( array, type, forceClone )</h3>
@@ -27,7 +27,7 @@
 		Converts an array to a specific type.
 		Converts an array to a specific type.
 		</p>
 		</p>
 
 
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
 		<p>
 		<p>
 		Used for parsing AOS keyframe formats.
 		Used for parsing AOS keyframe formats.
 		</p>
 		</p>

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

@@ -92,7 +92,7 @@
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
 		<p>
 		<p>
-			The track's name can refer to  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
 			[page:PropertyBinding.parseTrackName] for the forms of strings that can be parsed for property
 			binding:
 			binding:
 		</p>
 		</p>

+ 13 - 0
docs/api/en/animation/PropertyMixer.html

@@ -47,6 +47,11 @@
 			Default is *0*.
 			Default is *0*.
 		</p>
 		</p>
 
 
+		<h3>[property:Number cumulativeWeightAdditive]</h3>
+		<p>
+			Default is *0*.
+		</p>
+
 		<h3>[property:Number valueSize]</h3>
 		<h3>[property:Number valueSize]</h3>
 		<p>
 		<p>
 
 
@@ -73,6 +78,14 @@
 			If weight is *0* this does nothing.
 			If weight is *0* this does nothing.
 		</p>
 		</p>
 
 
+		<h3>[method:undefined accumulateAdditive]( [param:Number weight] )</h3>
+		<p>
+			Accumulate data in the 'incoming' region into 'add'.<br />
+
+			If weight is *0* this does nothing.
+		</p>
+
+
 		<h3>[method:undefined apply]( [param:Number accuIndex] )</h3>
 		<h3>[method:undefined apply]( [param:Number accuIndex] )</h3>
 		<p>
 		<p>
 			Apply the state of [page:PropertyMixer.buffer buffer] 'accu[i]' to the binding when accus differ.
 			Apply the state of [page:PropertyMixer.buffer buffer] 'accu[i]' to the binding when accus differ.

+ 10 - 0
docs/api/en/audio/Audio.html

@@ -116,6 +116,11 @@
 		setting / removing filters.
 		setting / removing filters.
 		</p>
 		</p>
 
 
+		<h3>[method:Float getDetune]()</h3>
+		<p>
+		Returns the detuning of oscillation in cents.
+		</p>
+
 		<h3>[method:BiquadFilterNode getFilter]()</h3>
 		<h3>[method:BiquadFilterNode getFilter]()</h3>
 		<p>
 		<p>
 		Returns the first element of the [page:Audio.filters filters] array.
 		Returns the first element of the [page:Audio.filters filters] array.
@@ -168,6 +173,11 @@
 		If [page:Audio.autoplay autoplay], also starts playback.
 		If [page:Audio.autoplay autoplay], also starts playback.
 		</p>
 		</p>
 
 
+		<h3>[method:this setDetune]( [param:Float value] )</h3>
+		<p>
+		Defines the detuning of oscillation in cents.
+		</p>
+
 		<h3>[method:this setFilter]( filter )</h3>
 		<h3>[method:this setFilter]( filter )</h3>
 		<p>
 		<p>
 		Applies a single filter node to the audio.
 		Applies a single filter node to the audio.

+ 5 - 0
docs/api/en/cameras/ArrayCamera.html

@@ -36,6 +36,11 @@
 			An array of cameras.
 			An array of cameras.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isArrayCamera]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:PerspectiveCamera] class for common methods.</p>
 		<p>See the base [page:PerspectiveCamera] class for common methods.</p>
 
 

+ 5 - 0
docs/api/en/cameras/Camera.html

@@ -29,6 +29,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
+		<h3>[property:Boolean isCamera]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The [page:Layers layers] that the camera is a member of. This is an inherited
 		The [page:Layers layers] that the camera is a member of. This is an inherited

+ 5 - 0
docs/api/en/cameras/OrthographicCamera.html

@@ -74,6 +74,11 @@
 		Must be greater than the current value of [page:.near near] plane.
 		Must be greater than the current value of [page:.near near] plane.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isOrthographicCamera]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float left]</h3>
 		<h3>[property:Float left]</h3>
 		<p>Camera frustum left plane.</p>
 		<p>Camera frustum left plane.</p>
 
 

+ 5 - 0
docs/api/en/cameras/PerspectiveCamera.html

@@ -80,6 +80,11 @@
 		<h3>[property:Float fov]</h3>
 		<h3>[property:Float fov]</h3>
 		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
 		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
 
 
+		<h3>[property:Boolean isPerspectiveCamera]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>

+ 1 - 1
docs/api/en/constants/Materials.html

@@ -123,7 +123,7 @@
 		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
 		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
 		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
 		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
 		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
 		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
-		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
+		[page:Materials InvertStencilOp] will perform a bitwise inversion of the current stencil value.<br />
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 6 - 1
docs/api/en/core/BufferAttribute.html

@@ -38,7 +38,7 @@
 		in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance
 		in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance
 		of UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
 		of UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
 		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
 		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
-		 from -32768 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
+		 from -32768 - +32767 to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
 		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
 		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
 		</p>
 		</p>
 
 
@@ -57,6 +57,11 @@
 		then this will count the number of such vectors stored.
 		then this will count the number of such vectors stored.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isBufferAttribute]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 
 

+ 6 - 1
docs/api/en/core/BufferGeometry.html

@@ -129,6 +129,11 @@
 			Default is *null*.
 			Default is *null*.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isBufferGeometry]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Object morphAttributes]</h3>
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 		<p>
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's morph targets.
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's morph targets.
@@ -160,7 +165,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
 
 
 		<h3>[method:this setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<h3>[method:this setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<p>
 		<p>

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

@@ -11,7 +11,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			JavaScript events for custom objects.<br />
 			JavaScript events for custom objects.<br />
-			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+			[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
 		</p>
 		</p>
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>

+ 5 - 0
docs/api/en/core/InstancedBufferGeometry.html

@@ -28,6 +28,11 @@
 			Default is *Infinity*.
 			Default is *Infinity*.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See [page:BufferGeometry] for inherited methods.</p>
 		<p>See [page:BufferGeometry] for inherited methods.</p>
 
 

+ 3 - 11
docs/api/en/core/InterleavedBuffer.html

@@ -45,17 +45,9 @@
 
 
 		<h3>[property:Object updateRange]</h3>
 		<h3>[property:Object updateRange]</h3>
 		<p>
 		<p>
-		Object containing offset and count.
-		</p>
-
-		<h3>[property:Number updateRange.offset]</h3>
-		<p>
-		Default is *0*.
-		</p>
-
-		<h3>[property:Number updateRange.count]</h3>
-		<p>
-		Default is *-1*.
+		Object containing offset and count.<br />
+		- [page:Number offset]: Default is *0*.<br />
+		- [page:Number count]: Default is *-1*.<br />
 		</p>
 		</p>
 
 
 		<h3>[property:String uuid]</h3>
 		<h3>[property:String uuid]</h3>

+ 5 - 0
docs/api/en/core/InterleavedBufferAttribute.html

@@ -39,6 +39,11 @@
 			then this will count the number of such items stored.
 			then this will count the number of such items stored.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
 		<p>
 		<p>
 			How many values make up each item.
 			How many values make up each item.

+ 6 - 1
docs/api/en/core/Object3D.html

@@ -57,6 +57,11 @@
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<p>readonly – Unique number for this object instance.</p>
 		<p>readonly – Unique number for this object instance.</p>
 
 
+		<h3>[property:Boolean isObject3D]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The layer membership of the object. The object is only visible if it has at least one
 		The layer membership of the object. The object is only visible if it has at least one
@@ -204,7 +209,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
 
 
 		<h3>[method:this add]( [param:Object3D object], ... )</h3>
 		<h3>[method:this add]( [param:Object3D object], ... )</h3>
 		<p>
 		<p>

+ 1 - 1
docs/api/en/extras/Earcut.html

@@ -21,7 +21,7 @@
 		holeIndices -- An array of hole indices if any.<br />
 		holeIndices -- An array of hole indices if any.<br />
 		dim -- The number of coordinates per vertex in the input array.<br /><br />
 		dim -- The number of coordinates per vertex in the input array.<br /><br />
 
 
-		Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices. 
+		Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 7 - 0
docs/api/en/extras/ImageUtils.html

@@ -22,6 +22,13 @@
 		Returns a data URI containing a representation of the given image.
 		Returns a data URI containing a representation of the given image.
 		</p>
 		</p>
 
 
+		<h3>[method:Object sRGBToLinear]( [param:HTMLCanvasElement image] | [param:HTMLImageElement image] | [param:ImageBitmap image] )</h3>
+		<p>
+		image -- The image object.<br /><br />
+
+		Converts the given sRGB image data to linear color space.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

+ 36 - 9
docs/api/en/extras/PMREMGenerator.html

@@ -11,11 +11,41 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
 			This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
-			This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special
-			CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE.
+			This allows different levels of blur to be quickly accessed based on material roughness.
 			Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
 			Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
 			filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
 			filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
-			resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
+			resolution to smoothly interpolate diffuse lighting while limiting sampling computation.<br/><br/>
+
+			Note: The minimum [page:MeshStandardMaterial]'s roughness depends on the size of the provided texture.
+			If your render has small dimensions or the shiny parts have a lot of curvature, you may still be able to get away with
+			a smaller texture size.
+
+			<table>
+				<tr>
+					<th>texture size</td><th>minimum roughness</td>
+				</tr>
+				<tr>
+					<td>16</td><td>0.21</td>
+				</tr>
+				<tr>
+					<td>32</td><td>0.15</td>
+				</tr>
+				<tr>
+					<td>64</td><td>0.11</td>
+				</tr>
+				<tr>
+					<td>128</td><td>0.076</td>
+				</tr>
+				<tr>
+					<td>256</td><td>0.054</td>
+				</tr>
+				<tr>
+					<td>512</td><td>0.038</td>
+				</tr>
+				<tr>
+					<td>1024</td><td>0.027</td>
+				</tr>
+			</table>
 		</p>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -42,16 +72,14 @@
 		<p>
 		<p>
 			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
 			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
 
 
-			Generates a PMREM from an equirectangular texture, which can be either LDR or HDR.
-			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
+			Generates a PMREM from an equirectangular texture.
 		</p>
 		</p>
 
 
 		<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
 		<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
 		<p>
 		<p>
 			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
 			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
 
 
-			Generates a PMREM from an cubemap texture, which can be either LDR or HDR.
-			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
+			Generates a PMREM from an cubemap texture.
 		</p>
 		</p>
 
 
 		<h3>[method:undefined compileCubemapShader]()</h3>
 		<h3>[method:undefined compileCubemapShader]()</h3>
@@ -66,8 +94,7 @@
 
 
 		<h3>[method:undefined dispose]()</h3>
 		<h3>[method:undefined dispose]()</h3>
 		<p>
 		<p>
-			Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one
-			PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable.
+			Disposes of the PMREMGenerator's internal memory.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/extras/ShapeUtils.html

@@ -31,7 +31,7 @@
 		pts -- points defining a 2D polygon<br /><br />
 		pts -- points defining a 2D polygon<br /><br />
 
 
 		Note that this is a linear function so it is necessary to calculate separately for
 		Note that this is a linear function so it is necessary to calculate separately for
-		x, y  components of a polygon.<br /><br />
+		x, y components of a polygon.<br /><br />
 
 
 		Used internally by [page:Path Path],
 		Used internally by [page:Path Path],
 		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].
 		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].

+ 1 - 1
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/CubicBezierCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/CubicBezierCurve3.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/EllipseCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const ellipse = new THREE.Line( geometry, material );
 		const ellipse = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/QuadraticBezierCurve.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/QuadraticBezierCurve3.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/SplineCurve.html

@@ -31,7 +31,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const splineObject = new THREE.Line( geometry, material );
 		const splineObject = new THREE.Line( geometry, material );

+ 0 - 9
docs/api/en/geometries/BoxGeometry.html

@@ -61,15 +61,6 @@
 		<p>
 		<p>
 		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
 		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
 		</p>
 		</p>
- 		<p>
-		Using the above example:
-		<code>
-		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
-		cube.geometry.parameters; // as above
-		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments; // === undefined.
-		</code>
-		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:BufferGeometry] class for common methods.</p>
 		<p>See the base [page:BufferGeometry] class for common methods.</p>

+ 1 - 1
docs/api/en/geometries/CircleGeometry.html

@@ -13,7 +13,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			[name] is a simple shape of Euclidean geometry.
 			[name] is a simple shape of Euclidean geometry.
-			It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
+			It is constructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
 			It is built counter-clockwise from a start angle and a given central angle.
 			It is built counter-clockwise from a start angle and a given central angle.
 			It can also be used to create regular polygons, where the number of segments determines the number of sides.
 			It can also be used to create regular polygons, where the number of segments determines the number of sides.
 		</p>
 		</p>

+ 5 - 0
docs/api/en/helpers/SkeletonHelper.html

@@ -47,6 +47,11 @@
 		The list of bones that the helper renders as [page:Line Lines].
 		The list of bones that the helper renders as [page:Line Lines].
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isSkeletonHelper]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Object3D root]</h3>
 		<h3>[property:Object3D root]</h3>
 		<p>
 		<p>
 		The object passed in the constructor.
 		The object passed in the constructor.

+ 5 - 0
docs/api/en/lights/AmbientLight.html

@@ -44,6 +44,11 @@
 				See the base [page:Light Light] class for common properties.
 				See the base [page:Light Light] class for common properties.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isAmbientLight]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>

+ 6 - 1
docs/api/en/lights/AmbientLightProbe.html

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data 
+			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data
 			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
 			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
 		</p>
 		</p>
 
 
@@ -31,6 +31,11 @@
 				See the base [page:LightProbe LightProbe] class for common properties.
 				See the base [page:LightProbe LightProbe] class for common properties.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isAmbientLightProbe]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 				See the base [page:LightProbe LightProbe] class for common methods.
 				See the base [page:LightProbe LightProbe] class for common methods.

+ 5 - 0
docs/api/en/lights/DirectionalLight.html

@@ -74,6 +74,11 @@
 			The default is *false*.
 			The default is *false*.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isDirectionalLight]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Vector3 position]</h3>
 		<h3>[property:Vector3 position]</h3>
 		<p>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.

+ 5 - 0
docs/api/en/lights/HemisphereLight.html

@@ -62,6 +62,11 @@
 			Default is a new [page:Color] set to white (0xffffff).
 			Default is a new [page:Color] set to white (0xffffff).
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isHemisphereLight]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Vector3 position]</h3>
 		<h3>[property:Vector3 position]</h3>
 		<p>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.

+ 5 - 0
docs/api/en/lights/HemisphereLightProbe.html

@@ -32,6 +32,11 @@
 				See the base [page:LightProbe LightProbe] class for common properties.
 				See the base [page:LightProbe LightProbe] class for common properties.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isHemisphereLightProbe]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 				See the base [page:LightProbe LightProbe] class for common methods.
 				See the base [page:LightProbe LightProbe] class for common methods.

+ 5 - 0
docs/api/en/lights/Light.html

@@ -45,6 +45,11 @@
 			Default - *1.0*.
 			Default - *1.0*.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isLight]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>

+ 5 - 0
docs/api/en/lights/LightProbe.html

@@ -51,6 +51,11 @@
 				not evaluated and thus has no effect.
 				not evaluated and thus has no effect.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isLightProbe]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:SphericalHarmonics3 sh]</h3>
 		<h3>[property:SphericalHarmonics3 sh]</h3>
 		<p>
 		<p>
 			A light probe uses spherical harmonics to encode lighting information.
 			A light probe uses spherical harmonics to encode lighting information.

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

@@ -101,7 +101,7 @@ scene.add( light );
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 
 			 The lightShadow's [page:LightShadow.camera camera]
 			 The lightShadow's [page:LightShadow.camera camera]
-			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
+			is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
 			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
 			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
 			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
 			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
 		</p>
 		</p>

+ 16 - 1
docs/api/en/lights/RectAreaLight.html

@@ -34,7 +34,7 @@ rectLight.position.set( 5, 5, 0 );
 rectLight.lookAt( 0, 0, 0 );
 rectLight.lookAt( 0, 0, 0 );
 scene.add( rectLight )
 scene.add( rectLight )
 
 
-const rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
+const rectLightHelper = new RectAreaLightHelper( rectLight );
 rectLight.add( rectLightHelper );
 rectLight.add( rectLightHelper );
 		</code>
 		</code>
 
 
@@ -62,6 +62,11 @@ rectLight.add( rectLightHelper );
 			See the base [page:Light Light] class for common properties.
 			See the base [page:Light Light] class for common properties.
 		</p>
 		</p>
 
 
+		<h3>[property:Float height]</h3>
+		<p>
+			The height of the light.
+		</p>
+
 		<h3>[property:Float intensity]</h3>
 		<h3>[property:Float intensity]</h3>
 		<p>
 		<p>
 			The light's intensity. Default is *1*. <br />
 			The light's intensity. Default is *1*. <br />
@@ -72,6 +77,11 @@ rectLight.add( rectLightHelper );
 
 
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isRectAreaLight]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float power]</h3>
 		<h3>[property:Float power]</h3>
 		<p>
 		<p>
 			The light's power.<br />
 			The light's power.<br />
@@ -81,6 +91,11 @@ rectLight.add( rectLightHelper );
 			Changing the power will also change the light's intensity.
 			Changing the power will also change the light's intensity.
 		</p>
 		</p>
 
 
+		<h3>[property:Float width]</h3>
+		<p>
+			The width of the light.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 			See the base [page:Light Light] class for common methods.
 			See the base [page:Light Light] class for common methods.

+ 5 - 0
docs/api/en/lights/SpotLight.html

@@ -113,6 +113,11 @@
 
 
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isSpotLight]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float penumbra]</h3>
 		<h3>[property:Float penumbra]</h3>
 		<p>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between

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

@@ -78,7 +78,7 @@
 
 
 			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
 			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
 			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
 			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
-			and  [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
+			and [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
 			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
 			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
 		</p>
 		</p>
 
 

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

@@ -67,7 +67,7 @@
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			other objects from the light's perspective will be in shadow.<br /><br />
 			other objects from the light's perspective will be in shadow.<br /><br />
 
 
-			The default is a  [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
+			The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
 			The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
 			The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
 			[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
 			[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
 			[page:PerspectiveCamera.aspect aspect] property will track the aspect of the
 			[page:PerspectiveCamera.aspect aspect] property will track the aspect of the

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A low level class for loading resources with Fetch, used internaly by most loaders.
+			A low level class for loading resources with Fetch, used internally by most loaders.
 			It can also be used directly to load any file type that does not have a loader.
 			It can also be used directly to load any file type that does not have a loader.
 		</p>
 		</p>
 
 

+ 5 - 0
docs/api/en/loaders/ImageBitmapLoader.html

@@ -72,6 +72,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Loader] class for common properties.</p>
 		<p>See the base [page:Loader] class for common properties.</p>
 
 
+		<h3>[property:Boolean isImageBitmapLoader]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:String options]</h3>
 		<h3>[property:String options]</h3>
 		<p>An optional object that sets options for the internally used [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] factory method. Default is *undefined*.</p>
 		<p>An optional object that sets options for the internally used [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] factory method. Default is *undefined*.</p>
 
 

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

@@ -90,7 +90,7 @@
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />
 		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />
 
 
-		Parse a <em>JSON</em> structure and return a threejs object.
+		Parse a <em>JSON</em> structure and return a three.js object.
 		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
 		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
 		</p>
 		</p>
 
 

+ 4 - 4
docs/api/en/loaders/managers/LoadingManager.html

@@ -123,8 +123,8 @@
 			This function will be called when loading starts.
 			This function will be called when loading starts.
 			The arguments are:<br />
 			The arguments are:<br />
 			[page:String url] — The url of the item just loaded.<br />
 			[page:String url] — The url of the item just loaded.<br />
-			[page:Integer itemsLoaded] — the number  of items already loaded so far.<br />
-			[page:Iteger itemsTotal] — the total amount of items to be loaded.<br /><br />
+			[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
+			[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
 
 
 			By default this is undefined.
 			By default this is undefined.
 		</p>
 		</p>
@@ -140,8 +140,8 @@
 		This function will be called when an item is complete.
 		This function will be called when an item is complete.
 		The arguments are:<br />
 		The arguments are:<br />
 		[page:String url] — The url of the item just loaded.<br />
 		[page:String url] — The url of the item just loaded.<br />
-		[page:Integer itemsLoaded] — the number  of items already loaded so far.<br />
-		[page:Iteger itemsTotal] — the total amount of items to be loaded.<br /><br />
+		[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
+		[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
 
 
 		By default this is undefined, unless passed in the constructor.
 		By default this is undefined, unless passed in the constructor.
 		</p>
 		</p>

+ 5 - 0
docs/api/en/materials/LineDashedMaterial.html

@@ -50,6 +50,11 @@
 		<h3>[property:number gapSize]</h3>
 		<h3>[property:number gapSize]</h3>
 		<p>The size of the gap. Default is *1*.</p>
 		<p>The size of the gap. Default is *1*.</p>
 
 
+		<h3>[property:Boolean isLineDashedMaterial]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h3>[property:number scale]</h3>
 		<h3>[property:number scale]</h3>
 		<p>The scale of the dashed part of a line. Default is *1*.</p>
 		<p>The scale of the dashed part of a line. Default is *1*.</p>

+ 6 - 1
docs/api/en/materials/Material.html

@@ -128,6 +128,11 @@
 		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
 		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isMaterial]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Boolean stencilWrite]</h3>
 		<h3>[property:Boolean stencilWrite]</h3>
 		<p>
 		<p>
 		Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be *true*. Default is *false*.
 		Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be *true*. Default is *false*.
@@ -311,7 +316,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
 
 
 		<h3>[method:Material clone]( )</h3>
 		<h3>[method:Material clone]( )</h3>
 		<p>Return a new material with the same parameters as this material.</p>
 		<p>Return a new material with the same parameters as this material.</p>

+ 2 - 2
docs/api/en/materials/MeshBasicMaterial.html

@@ -75,7 +75,7 @@
 		<p>
 		<p>
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 
 
-			Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
+			Options are [page:Materials THREE.MultiplyOperation] (default), [page:Materials THREE.MixOperation],
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			blend between the two colors.
 			blend between the two colors.
 		</p>
 		</p>
@@ -90,7 +90,7 @@
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Float reflectivity]</h3>
 		<h3>[property:Float reflectivity]</h3>
 		<p>
 		<p>

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

@@ -82,7 +82,7 @@
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Boolean wireframe]</h3>
 		<h3>[property:Boolean wireframe]</h3>
 		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>
 		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>

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

@@ -93,7 +93,7 @@
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Float nearDistance]</h3>
 		<h3>[property:Float nearDistance]</h3>
 		<p>
 		<p>

+ 2 - 2
docs/api/en/materials/MeshLambertMaterial.html

@@ -86,7 +86,7 @@
 		<p>
 		<p>
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 
 
-			Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
+			Options are [page:Materials THREE.MultiplyOperation] (default), [page:Materials THREE.MixOperation],
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			blend between the two colors.
 			blend between the two colors.
 		</p>
 		</p>
@@ -117,7 +117,7 @@
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Float reflectivity]</h3>
 		<h3>[property:Float reflectivity]</h3>
 		<p>How much the environment map affects the surface; also see [page:.combine].</p>
 		<p>How much the environment map affects the surface; also see [page:.combine].</p>

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

@@ -131,7 +131,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>

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

@@ -177,7 +177,7 @@
 
 
 		<h3>[property:Texture specularColorMap]</h3>
 		<h3>[property:Texture specularColorMap]</h3>
 		<p>
 		<p>
-			The RGB channels of this teture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is *null*.
+			The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is *null*.
 		</p>
 		</p>
 
 
 		<h3>[property:Float transmission]</h3>
 		<h3>[property:Float transmission]</h3>

+ 6 - 1
docs/api/en/materials/MeshStandardMaterial.html

@@ -156,7 +156,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>
@@ -177,6 +177,11 @@
 		Define whether the material is rendered with flat shading. Default is false.
 		Define whether the material is rendered with flat shading. Default is false.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isMeshStandardMaterial]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Texture lightMap]</h3>
 		<h3>[property:Texture lightMap]</h3>
 		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 

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

@@ -112,7 +112,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>

+ 6 - 1
docs/api/en/materials/ShaderMaterial.html

@@ -30,7 +30,7 @@
 			</li>
 			</li>
 			<li>
 			<li>
 				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
 				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
-				A [page:BufferGeometry] 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>
 			<li>
 			<li>
 				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
 				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
@@ -351,6 +351,11 @@ this.extensions = {
 
 
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isShaderMaterial]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Boolean lights]</h3>
 		<h3>[property:Boolean lights]</h3>
 		<p>
 		<p>
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.

+ 3 - 0
docs/api/en/materials/ShadowMaterial.html

@@ -48,6 +48,9 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Material] classes for common properties.</p>
 		<p>See the base [page:Material] classes for common properties.</p>
 
 
+		<h3>[property:Color color]</h3>
+		<p>[page:Color] of the material, by default set to black (0x000000).</p>
+
 		<h3>[property:Boolean transparent]</h3>
 		<h3>[property:Boolean transparent]</h3>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 
 

+ 9 - 1
docs/api/en/materials/SpriteMaterial.html

@@ -60,7 +60,12 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>
+		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is multiplied by the color.</p>
+
+		<h3>[property:Boolean isSpriteMaterial]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
 		<p>The texture map. Default is null.</p>
 		<p>The texture map. Default is null.</p>
@@ -71,6 +76,9 @@
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is *true*.</p>
 		<p>Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is *true*.</p>
 
 
+		<h3>[property:Boolean transparent]</h3>
+		<p>Defines whether this material is transparent. Default is *true*.</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 		<p>See the base [page:Material] class for common methods.</p>
 
 

+ 5 - 0
docs/api/en/math/Box3.html

@@ -49,6 +49,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isBox3]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Vector3 min]</h3>
 		<h3>[property:Vector3 min]</h3>
 		<p>
 		<p>
 			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />

+ 6 - 1
docs/api/en/math/Color.html

@@ -74,6 +74,11 @@ const color7 = new THREE.Color( 1, 0, 0 );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isColor]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float r]</h3>
 		<h3>[property:Float r]</h3>
 		<p>
 		<p>
 		Red channel value between 0 and 1. Default is 1.
 		Red channel value between 0 and 1. Default is 1.
@@ -123,7 +128,7 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		Converts this color from sRGB space to linear space.
 		Converts this color from sRGB space to linear space.
 		</p>
 		</p>
 
 
-		<h3>[method:this copyLinearToSRGB]( [param:Color color]] ) </h3>
+		<h3>[method:this copyLinearToSRGB]( [param:Color color] ) </h3>
 		<p>
 		<p>
 		[page:Color color] — Color to copy.<br />
 		[page:Color color] — Color to copy.<br />
 
 

+ 5 - 9
docs/api/en/math/Euler.html

@@ -40,6 +40,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isEuler]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:String order]</h3>
 		<h3>[property:String order]</h3>
 		<p>
 		<p>
 			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
 			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
@@ -143,15 +148,6 @@
 		Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
 		Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
 		</p>
 		</p>
 
 
-		<h3>[method:Vector3 toVector3]( [param:Vector3 optionalResult] )</h3>
-		<p>
-			[page:Vector3 optionalResult] — (optional) If specified, the result will be copied into this Vector,
-			otherwise a new one will be created. <br /><br />
-
-			Returns the Euler's [page:.x x], [page:.y y] and [page:.z z] properties as a [page:Vector3].
-		</p>
-
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

+ 1 - 1
docs/api/en/math/Line3.html

@@ -68,7 +68,7 @@
 		[page:Vector3 point] - the point for which to return a point parameter. <br />
 		[page:Vector3 point] - the point for which to return a point parameter. <br />
 		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
 		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
 
 
-		Returns a point parameter based on the closest point as projected on the line segement.
+		Returns a point parameter based on the closest point as projected on the line segment.
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
 		</p>
 		</p>
 
 

+ 9 - 0
docs/api/en/math/Matrix3.html

@@ -141,6 +141,12 @@ zAxis = (c, f, i)
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<p>Multiplies every component of the matrix by the scalar value *s*.</p>
 		<p>Multiplies every component of the matrix by the scalar value *s*.</p>
 
 
+		<h3>[method:this rotate]( [param:Float theta] )</h3>
+		<p>Rotates this matrix by the given angle (in radians).</p>
+
+		<h3>[method:this scale]( [param:Float sx], [param:Float sy] )</h3>
+		<p>Scales this matrix with the given scalar values.</p>
+
 		<h3>[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], [param:Float n21], [param:Float n22], [param:Float n23], [param:Float n31], [param:Float n32], [param:Float n33] )</h3>
 		<h3>[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], [param:Float n21], [param:Float n22], [param:Float n23], [param:Float n31], [param:Float n32], [param:Float n33] )</h3>
 		<p>
 		<p>
 		[page:Float n11] - value to put in row 1, col 1.<br />
 		[page:Float n11] - value to put in row 1, col 1.<br />
@@ -183,6 +189,9 @@ zAxis = (c, f, i)
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 		</p>
 
 
+		<h3>[method:this translate]( [param:Float tx], [param:Float ty] )</h3>
+		<p>Translates this matrix by the given scalar values.</p>
+
 		<h3>[method:this transpose]()</h3>
 		<h3>[method:this transpose]()</h3>
 		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</p>
 		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</p>
 
 

+ 5 - 0
docs/api/en/math/Plane.html

@@ -27,6 +27,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isPlane]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Vector3 normal]</h3>
 		<h3>[property:Vector3 normal]</h3>
 
 
 		<h3>[property:Float constant]</h3>
 		<h3>[property:Float constant]</h3>

+ 7 - 2
docs/api/en/math/Quaternion.html

@@ -39,6 +39,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isQuaternion]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
@@ -122,7 +127,7 @@
 		<h3>[method:this normalize]()</h3>
 		<h3>[method:this normalize]()</h3>
 		<p>
 		<p>
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
-		calculated the quaternion that performs the same rotation as this one, but has  [page:.length length]
+		calculated the quaternion that performs the same rotation as this one, but has [page:.length length]
 		equal to *1*.
 		equal to *1*.
 		</p>
 		</p>
 
 
@@ -225,7 +230,7 @@
 		[page:Integer dstOffset] - An offset into the output array.<br />
 		[page:Integer dstOffset] - An offset into the output array.<br />
 		[page:Array src0] - The source array of the starting quaternion.<br />
 		[page:Array src0] - The source array of the starting quaternion.<br />
 		[page:Integer srcOffset0] - An offset into the array *src0*.<br />
 		[page:Integer srcOffset0] - An offset into the array *src0*.<br />
-		[page:Array src1] - The source array of the target quatnerion.<br />
+		[page:Array src1] - The source array of the target quaternion.<br />
 		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
 		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
 		[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
 		[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
 		</p>
 		</p>

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

@@ -135,7 +135,7 @@
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
 
 
-		Computes the minimum bounding sphere for an array of [page:Array points]. If  [page:Vector3 optionalCenter]is given,
+		Computes the minimum bounding sphere for an array of [page:Array points]. If [page:Vector3 optionalCenter]is given,
 		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
 		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
 		[page:Array points] is calculated.
 		[page:Array points] is calculated.
 		</p>
 		</p>

+ 5 - 0
docs/api/en/math/SphericalHarmonics3.html

@@ -22,6 +22,11 @@
 		<h3>[property:Array coefficients]</h3>
 		<h3>[property:Array coefficients]</h3>
 		<p>An array holding the (9) SH coefficients. A single coefficient is represented as an instance of [page:Vector3].</p>
 		<p>An array holding the (9) SH coefficients. A single coefficient is represented as an instance of [page:Vector3].</p>
 
 
+		<h3>[property:Boolean isSphericalHarmonics3]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:this add]( [param:SphericalHarmonics3 sh] )</h3>
 		<h3>[method:this add]( [param:SphericalHarmonics3 sh] )</h3>

+ 19 - 1
docs/api/en/math/Triangle.html

@@ -49,7 +49,7 @@
 
 
 		<h3>[method:Triangle clone]()</h3>
 		<h3>[method:Triangle clone]()</h3>
 		<p>
 		<p>
-			Returns a new triangle with the same [page:.a a], [page:.b b] and  [page:.c c] properties as this one.
+			Returns a new triangle with the same [page:.a a], [page:.b b] and [page:.c c] properties as this one.
 		</p>
 		</p>
 
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
@@ -113,6 +113,17 @@
 		Calculate a [page:Plane plane] based on the triangle. .
 		Calculate a [page:Plane plane] based on the triangle. .
 		</p>
 		</p>
 
 
+		<h3>[method:Vector2 getUV]( [param:Vector3 point], [param:Vector2 uv1], [param:Vector2 uv2], [param:Vector2 uv3], [param:Vector2 target] )</h3>
+		<p>
+		[page:Vector3 point] - The point on the triangle.<br />
+		[page:Vector2 uv1] - The uv coordinate of the triangle's first vertex.<br />
+		[page:Vector2 uv2] - The uv coordinate of the triangle's second vertex.<br />
+		[page:Vector2 uv2] - The uv coordinate of the triangle's third vertex.<br />
+		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+
+		Returns the uv coordinates for the given point on the triangle.
+		</p>
+
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
 		<p>
 		[page:Box3 box] - Box to check for intersection against.<br /><br />
 		[page:Box3 box] - Box to check for intersection against.<br /><br />
@@ -120,6 +131,13 @@
 		Determines whether or not this triangle intersects [page:Box3 box].
 		Determines whether or not this triangle intersects [page:Box3 box].
 		</p>
 		</p>
 
 
+		<h3>[method:Boolean isFrontFacing]( [param:Vector3 direction] )</h3>
+		<p>
+		[page:Vector3 direction] - The direction to test.<br /><br />
+
+		Whether the triangle is oriented towards the given direction or not.
+		</p>
+
 		<h3>[method:this set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<h3>[method:this set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<p>
 		<p>
 		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:Vector3 vector3s].<br>
 		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:Vector3 vector3s].<br>

+ 6 - 2
docs/api/en/math/Vector2.html

@@ -68,6 +68,11 @@
 		<h3>[property:Float height]</h3>
 		<h3>[property:Float height]</h3>
 		<p>Alias for [page:.y y].</p>
 		<p>Alias for [page:.y y].</p>
 
 
+		<h3>[property:Boolean isVector2]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float width]</h3>
 		<h3>[property:Float width]</h3>
 		<p>Alias for [page:.x x].</p>
 		<p>Alias for [page:.x x].</p>
 
 
@@ -163,8 +168,7 @@
 
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<p>
 		<p>
-		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0 )* if [page:Float s] = 0.
+		Divides this vector by scalar [page:Float s].
 		</p>
 		</p>
 
 
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>

+ 12 - 3
docs/api/en/math/Vector3.html

@@ -66,6 +66,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isVector3]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
@@ -195,8 +200,7 @@
 
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<p>
 		<p>
-		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0, 0 )* if *[page:Float s] = 0*.
+		Divides this vector by scalar [page:Float s].
 		</p>
 		</p>
 
 
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
@@ -358,6 +362,11 @@
 		<h3>[method:this setFromCylindricalCoords]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<h3>[method:this setFromCylindricalCoords]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<p>Sets this vector from the cylindrical coordinates [page:Cylindrical radius], [page:Cylindrical theta] and [page:Cylindrical y].</p>
 		<p>Sets this vector from the cylindrical coordinates [page:Cylindrical radius], [page:Cylindrical theta] and [page:Cylindrical y].</p>
 
 
+		<h3>[method:this setFromEuler]( [param:Euler euler] )</h3>
+		<p>
+		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from the x, y, and z components of the specified [page:Euler Euler Angle].
+		</p>
+
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<p>
 		<p>
 		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix4 matrix].
 		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix4 matrix].
@@ -412,7 +421,7 @@
 		<p>Subtracts [page:Vector3 v] from this vector.</p>
 		<p>Subtracts [page:Vector3 v] from this vector.</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</p>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] components.</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>
 		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>

+ 9 - 5
docs/api/en/math/Vector4.html

@@ -65,6 +65,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isVector4]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
@@ -144,8 +149,7 @@
 
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<p>
 		<p>
-		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0, 0, 0 )* if *[page:Float s] = 0*.
+		Divides this vector by scalar [page:Float s].
 		</p>
 		</p>
 
 
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
@@ -261,9 +265,9 @@
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
 		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
 
 
-		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
+		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
 		<p>
 		<p>
-			[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
+			[page:Quaternion q] - a normalized [page:Quaternion]<br /><br />
 
 
 			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
 			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
 			quaternion's axis and [page:.w w] to the angle.
 			quaternion's axis and [page:.w w] to the angle.
@@ -315,7 +319,7 @@
 		<p>Subtracts [page:Vector4 v] from this vector.</p>
 		<p>Subtracts [page:Vector4 v] from this vector.</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</p>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components.</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
 		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>

+ 5 - 0
docs/api/en/objects/Bone.html

@@ -36,6 +36,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
+		<h3>[property:Boolean isBone]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h3>[property:String type]</h3>
 		<h3>[property:String type]</h3>
 		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>
 		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>

+ 5 - 0
docs/api/en/objects/Group.html

@@ -45,6 +45,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
+		<h3>[property:Boolean isGroup]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:String type]</h3>
 		<h3>[property:String type]</h3>
 		<p>A string 'Group'. This should not be changed.</p>
 		<p>A string 'Group'. This should not be changed.</p>
 
 

+ 5 - 0
docs/api/en/objects/InstancedMesh.html

@@ -60,6 +60,11 @@
 			You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setMatrixAt]().
 			You have to set its [page:BufferAttribute.needsUpdate needsUpdate] flag to true if you modify instanced data via [page:.setMatrixAt]().
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isInstancedMesh]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Mesh] class for common methods.</p>
 		<p>See the base [page:Mesh] class for common methods.</p>
 
 

+ 5 - 0
docs/api/en/objects/LOD.html

@@ -61,6 +61,11 @@
 		Default is true.
 		Default is true.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isLOD]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Array levels]</h3>
 		<h3>[property:Array levels]</h3>
 		<p>
 		<p>
 		An array of [page:Object level] objects<br /><br />
 		An array of [page:Object level] objects<br /><br />

+ 5 - 0
docs/api/en/objects/Line.html

@@ -56,6 +56,11 @@
 		<h3>[property:BufferGeometry geometry]</h3>
 		<h3>[property:BufferGeometry geometry]</h3>
 		<p>Vertices representing the line segment(s).</p>
 		<p>Vertices representing the line segment(s).</p>
 
 
+		<h3>[property:Boolean isLine]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>Material for the line.</p>
 		<p>Material for the line.</p>
 
 

+ 5 - 0
docs/api/en/objects/LineLoop.html

@@ -33,6 +33,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 		<p>See the base [page:Line] class for common properties.</p>
 
 
+		<h3>[property:Boolean isLineLoop]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>
 		<p>See the base [page:Line] class for common methods.</p>

+ 5 - 0
docs/api/en/objects/LineSegments.html

@@ -32,6 +32,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 		<p>See the base [page:Line] class for common properties.</p>
 
 
+		<h3>[property:Boolean isLineSegments]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>
 		<p>See the base [page:Line] class for common methods.</p>

+ 5 - 0
docs/api/en/objects/Mesh.html

@@ -42,6 +42,11 @@
 			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isMesh]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>
 		<p>
 			An instance of material derived from the [page:Material] base class or an array of materials, defining the
 			An instance of material derived from the [page:Material] base class or an array of materials, defining the

+ 5 - 0
docs/api/en/objects/Points.html

@@ -35,6 +35,11 @@
 			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isPoints]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>
 		<p>
 			An instance of [page:Material], defining the object's appearance.
 			An instance of [page:Material], defining the object's appearance.

+ 14 - 2
docs/api/en/objects/SkinnedMesh.html

@@ -38,7 +38,8 @@
 		<code>
 		<code>
 		const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
 		const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
 
 
-		// create the skin indices and skin weights
+		// create the skin indices and skin weights manually
+		// (typically a loader would read this data from a 3D model for you)
 
 
 		const position = geometry.attributes.position;
 		const position = geometry.attributes.position;
 
 
@@ -113,6 +114,11 @@
 		The base matrix that is used for resetting the bound bone transforms.
 		The base matrix that is used for resetting the bound bone transforms.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isSkinnedMesh]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 		<h3>[property:Skeleton skeleton]</h3>
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		<p>
 		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
 		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
@@ -147,9 +153,15 @@
 		This method sets the skinned mesh in the rest pose (resets the pose).
 		This method sets the skinned mesh in the rest pose (resets the pose).
 		</p>
 		</p>
 
 
-		<h3>[method:Vector3 boneTransform]( [index:Integer], [target:Vector3] )</h3>
+		<h3>[method:Vector3 boneTransform]( [param:Integer index], [param:Vector3 target] )</h3>
 		<p>
 		<p>
 		Calculates the position of the vertex at the given index relative to the current bone transformations.
 		Calculates the position of the vertex at the given index relative to the current bone transformations.
+		Target vector must be initialized with the vetrex coordinates prior to the transformation:
+		<code>
+const target = new THREE.Vector3();
+target.fromBufferAttribute( mesh.geometry.attributes.position, index );
+mesh.boneTransform( index, target );
+		</code>
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 5 - 0
docs/api/en/objects/Sprite.html

@@ -41,6 +41,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
+		<h3>[property:Boolean isSprite]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h3>[property:SpriteMaterial material]</h3>
 		<h3>[property:SpriteMaterial material]</h3>
 		<p>
 		<p>

+ 5 - 0
docs/api/en/renderers/WebGL1Renderer.html

@@ -34,6 +34,11 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:WebGLRenderer] class for common properties.</p>
 		<p>See the base [page:WebGLRenderer] class for common properties.</p>
 
 
+		<h3>[property:Boolean isWebGL1Renderer]</h3>
+		<p>
+			Read-only flag to check whether a given object is of type [name].
+		</p>
+
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:WebGLRenderer] class for common methods.</p>
 		<p>See the base [page:WebGLRenderer] class for common methods.</p>

+ 53 - 0
docs/api/en/renderers/WebGL3DRenderTarget.html

@@ -0,0 +1,53 @@
+<!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>
+		[page:WebGLRenderTarget] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Represents a three-dimensional render target.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Number width], [param:Number height], [param:Number depth] )</h3>
+		<p>
+		[page:Number width] - the width of the render target, in pixels.<br />
+		[page:Number height] - the height of the render target, in pixels.<br />
+		[page:Number depth] - the depth of the render target.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
+
+		<h3>[property:number depth]</h3>
+		<p>
+		The depth of the render target.
+		</p>
+
+		<h3>[property:Data3DTexture texture]</h3>
+		<p>
+		The texture property is overwritten with an instance of [page:Data3DTexture].
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 59 - 0
docs/api/en/renderers/WebGLArrayRenderTarget.html

@@ -0,0 +1,59 @@
+<!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>
+		[page:WebGLRenderTarget] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			This type of render target represents an array of textures.
+		</p>
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl2_rendertarget_texture2darray WebGL 2 / render target / array]<br />
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Number width], [param:Number height], [param:Number depth] )</h3>
+		<p>
+		[page:Number width] - the width of the render target, in pixels.<br />
+		[page:Number height] - the height of the render target, in pixels.<br />
+		[page:Number depth] - the depth/layer count of the render target.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
+
+		<h3>[property:number depth]</h3>
+		<p>
+		The depth of the render target.
+		</p>
+
+		<h3>[property:DataArrayTexture texture]</h3>
+		<p>
+		The texture property is overwritten with an instance of [page:DataArrayTexture].
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

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