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Merge pull request #5858 from stianjensen/object3d-docs

Object3D docs: Remove deprecated properties
Mr.doob 10 years ago
parent
commit
b22ca4e416
1 changed files with 45 additions and 17 deletions
  1. 45 17
      docs/api/core/Object3D.html

+ 45 - 17
docs/api/core/Object3D.html

@@ -25,7 +25,7 @@
 
 
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<div>
 		<div>
-		Unique number for this object instance.
+		readonly – Unique number for this object instance.
 		</div>
 		</div>
 
 
 		<h3>[property:String uuid]</h3>
 		<h3>[property:String uuid]</h3>
@@ -59,11 +59,6 @@
 		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
 		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
 		</div>
 		</div>
 
 
-		<h3>[property:String eulerOrder]</h3>
-		<div>
-		Order of axis for Euler angles.
-		</div>
-
 		<h3>[property:Vector3 scale]</h3>
 		<h3>[property:Vector3 scale]</h3>
 		<div>
 		<div>
 		Object's local scale.
 		Object's local scale.
@@ -81,48 +76,64 @@
 
 
 		<h3>[property:Quaternion quaternion]</h3>
 		<h3>[property:Quaternion quaternion]</h3>
 		<div>
 		<div>
-		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
-		</div>
-
-		<h3>[property:Boolean useQuaternion]</h3>
-		<div>
-		Use quaternion instead of Euler angles for specifying local rotation.
+		Object's local rotation as [page:Quaternion Quaternion].
 		</div>
 		</div>
 
 
 		<h3>[property:Boolean visible]</h3>
 		<h3>[property:Boolean visible]</h3>
 		<div>
 		<div>
 		Object gets rendered if *true*.
 		Object gets rendered if *true*.
 		</div>
 		</div>
+		<div>
+		default – true
+		</div>
 
 
 		<h3>[property:Boolean castShadow]</h3>
 		<h3>[property:Boolean castShadow]</h3>
 		<div>
 		<div>
 		Gets rendered into shadow map.
 		Gets rendered into shadow map.
 		</div>
 		</div>
+		<div>
+		default – false
+		</div>
 
 
 		<h3>[property:Boolean receiveShadow]</h3>
 		<h3>[property:Boolean receiveShadow]</h3>
 		<div>
 		<div>
 		Material gets baked in shadow receiving.
 		Material gets baked in shadow receiving.
 		</div>
 		</div>
+		<div>
+		default – false
+		</div>
 
 
 		<h3>[property:Boolean frustumCulled]</h3>
 		<h3>[property:Boolean frustumCulled]</h3>
 		<div>
 		<div>
 		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
 		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
 		</div>
 		</div>
+		<div>
+		default – true
+		</div>
 
 
 		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<div>
 		<div>
 		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
 		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
 		</div>
 		</div>
+		<div>
+		default – true
+		</div>
 
 
 		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<div>
 		<div>
 		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
 		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
 		</div>
 		</div>
+		<div>
+		default – false
+		</div>
 
 
 		<h3>[property:Boolean rotationAutoUpdate]</h3>
 		<h3>[property:Boolean rotationAutoUpdate]</h3>
 		<div>
 		<div>
 		When this is set, then the rotationMatrix gets calculated every frame.
 		When this is set, then the rotationMatrix gets calculated every frame.
 		</div>
 		</div>
+		<div>
+		default – true
+		</div>
 
 
 		<h3>[property:object userData]</h3>
 		<h3>[property:object userData]</h3>
 		<div>
 		<div>
@@ -195,29 +206,46 @@
 		Rotates object to face point in space.
 		Rotates object to face point in space.
 		</div>
 		</div>
 
 
-		<h3>[method:null add]( [page:Object3D object] )</h3>
+		<h3>[method:null add]( [page:Object3D object], ... )</h3>
 		<div>
 		<div>
 		object - An object.<br />
 		object - An object.<br />
 		</div>
 		</div>
 		<div>
 		<div>
-		Adds *object* as child of this object.
+		Adds *object* as child of this object. An arbitrary number of objects may be added.
 		</div>
 		</div>
 
 
-		<h3>[method:null remove]( [page:Object3D object] )</h3>
+		<h3>[method:null remove]( [page:Object3D object], ... )</h3>
 		<div>
 		<div>
 		object - An object.<br />
 		object - An object.<br />
 		</div>
 		</div>
 		<div>
 		<div>
-		Removes *object* as child of this object.
+		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</div>
 		</div>
 
 
 		<h3>[method:null traverse]( [page:Function callback] )</h3>
 		<h3>[method:null traverse]( [page:Function callback] )</h3>
 		<div>
 		<div>
-		callback - An Function with as first argument an object3D object.<br />
+		callback - A function with as first argument an object3D object.<br />
 		</div>
 		</div>
 		<div>
 		<div>
 		Executes the callback on this object and all descendants.
 		Executes the callback on this object and all descendants.
 		</div>
 		</div>
+		
+		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
+		<div>
+		callback - A function with as first argument an object3D object.<br />
+		</div>
+		<div>
+		Like traverse, but the callback will only be executed for visible objects.
+		Descendants of invisible objects are not traversed.
+		</div>
+		
+		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
+		<div>
+		callback - A function with as first argument an object3D object.<br />
+		</div>
+		<div>
+		Executes the callback on this object and all ancestors.
+		</div>
 
 
 		<h3>[method:null updateMatrix]()</h3>
 		<h3>[method:null updateMatrix]()</h3>
 		<div>
 		<div>