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docs: Remove untranslated files

KijunKim9 4 years ago
parent
commit
d66fd4419e
61 changed files with 464 additions and 6043 deletions
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      docs/api/ko/animation/AnimationClip.html
  2. 0 118
      docs/api/ko/animation/AnimationMixer.html
  3. 0 86
      docs/api/ko/animation/AnimationObjectGroup.html
  4. 0 62
      docs/api/ko/animation/AnimationUtils.html
  5. 0 265
      docs/api/ko/animation/KeyframeTrack.html
  6. 0 132
      docs/api/ko/animation/PropertyBinding.html
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      docs/api/ko/animation/PropertyMixer.html
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+ 0 - 149
docs/api/ko/animation/AnimationClip.html

@@ -1,149 +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">
-			An AnimationClip is a reusable set of keyframe tracks which represent an animation.<br /><br />
-
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Number duration], [param:Array tracks] )</h3>
-		<p>
-			[page:String name] - a name for this clip.<br />
-			[page:Number duration] - the duration of this clip (in seconds). If a negative value is passed,
-			the duration will be calculated from the passed *tracks* array.<br />
-			[page:Array tracks] - an array of [page:KeyframeTrack KeyframeTracks].<br /><br />
-
-			Note: Instead of instantiating an AnimationClip directly with the constructor, you can use one
-			of its static methods to create AnimationClips: from JSON ([page:.parse parse]), from morph
-			target sequences ([page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence],
-			[page:.CreateClipsFromMorphTargetSequences CreateClipsFromMorphTargetSequences]) or from
-			animation hierarchies ([page:.parseAnimation parseAnimation]) - if your model doesn't already
-			hold AnimationClips in its geometry's animations array.
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<h3>[property:Number duration]</h3>
-		<p>
-			The duration of this clip (in seconds). This can be calculated from the [page:.tracks tracks]
-			array via [page:.resetDuration resetDuration].
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p>
-			A name for this clip. A certain clip can be searched via [page:.findByName findByName].
-		</p>
-
-		<h3>[property:Array tracks]</h3>
-		<p>
-			An array containing a [page:KeyframeTrack] for each property that are animated by this clip.
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-			The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this clip instance.
-			It gets automatically assigned and shouldn't be edited.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:AnimationClip clone]()</h3>
-		<p>
-			Returns a copy of this clip.
-		</p>
-
-		<h3>[method:this optimize]()</h3>
-		<p>
-			Optimizes each track by removing equivalent sequential keys (which are common in morph target
-			sequences).
-		</p>
-
-		<h3>[method:this resetDuration]()</h3>
-		<p>
-			Sets the [page:.duration duration] of the clip to the duration of its longest
-			[page:KeyframeTrack].
-		</p>
-
-		<h3>[method:Object toJSON]()</h3>
-		<p>
-			Returns a JSON object representing the serialized animation clip.
-		</p>
-
-		<h3>[method:this trim]()</h3>
-		<p>
-			Trims all tracks to the clip's duration.
-		</p>
-
-		<h3>[method:Boolean validate]()</h3>
-		<p>
-			Performs minimal validation on each track in the clip. Returns true if all tracks are valid.
-		</p>
-
-
-		<h2>Static Methods</h2>
-
-
-		<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
-			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 />
-
-			Note: The fps parameter is required, but the animation speed can be overridden in an
-			*AnimationAction* via [page:AnimationAction.setDuration animationAction.setDuration].
-		</p>
-
-		<h3>[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )</h3>
-		<p>
-			Searches for an AnimationClip by name, taking as its first parameter either an array of
-			AnimationClips, or a mesh or geometry that contains an array named "animations".
-		</p>
-
-		<h3>[method:AnimationClip parse]( [param:Object json] )</h3>
-		<p>
-			Parses a JSON representation of a clip and returns an AnimationClip.
-		</p>
-
-		<h3>[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )</h3>
-		<p>
-			Parses the animation.hierarchy format and returns an AnimationClip.
-		</p>
-
-		<h3>[method:Object toJSON]( [param:AnimationClip clip] )</h3>
-		<p>
-			Takes an AnimationClip and returns a JSON object.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 118
docs/api/ko/animation/AnimationMixer.html

@@ -1,118 +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">
-			The AnimationMixer is a player for animations on a particular object in the scene. When
-			multiple objects in the scene are animated independently, one AnimationMixer may be used for
-			each object.<br /><br />
-
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Object3D rootObject] )</h3>
-		<p>
-			[page:Object3D rootObject] - the object whose animations shall be played by this mixer.<br />
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<h3>[property:Number time]</h3>
-		<p>
-			The global mixer time (in seconds; starting with 0 on the mixer's creation).
-		</p>
-
-		<h3>[property:Number timeScale]</h3>
-		<p>
-			A scaling factor for the global [page:.time mixer time].<br /><br />
-
-			Note: Setting the mixer's timeScale to 0 and later back to 1 is a possibility to pause/unpause
-			all actions that are controlled by this mixer.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:AnimationAction clipAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
-		<p>
-			Returns an [page:AnimationAction] for the passed clip, optionally using a root object different
-			from the mixer's default root. The first parameter can be either an [page:AnimationClip] object
-			or the name of an AnimationClip.<br /><br />
-
-			If an action fitting the clip and root parameters doesn't yet exist, it will be created by
-			this method. Calling this method several times with the same clip and root parameters always
-			returns the same clip instance.
-		</p>
-
-		<h3>[method:AnimationAction existingAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
-		<p>
-			Returns an existing [page:AnimationAction] for the passed clip, optionally using a root object
-			different from the mixer's default root.<br /><br />
-
-			The first parameter can be either an [page:AnimationClip] object or the name of an AnimationClip.
-		</p>
-
-		<h3>[method:Object3D getRoot]()</h3>
-		<p>
-			Returns this mixer's root object.
-		</p>
-
-		<h3>[method:AnimationMixer stopAllAction]()</h3>
-		<p>
-			Deactivates all previously scheduled actions on this mixer.
-		</p>
-
-		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
-		<p>
-			Advances the global mixer time and updates the animation.<br /><br />
-
-			This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale]).
-		</p>
-
-		<h3>[method:AnimationMixer setTime]([param:Number timeInSeconds]) </h3>
-		<p>
-			Sets the global mixer to a specific time and updates the animation accordingly.<br /><br />
-
-			This is useful when you need to jump to an exact time in an animation. The input parameter will be scaled by the mixer's [page:.timeScale timeScale].
-		</p>
-
-		<h3>[method:null uncacheClip]([param:AnimationClip clip])</h3>
-
-		<p>
-			Deallocates all memory resources for a clip.
-		</p>
-
-		<h3>[method:null uncacheRoot]([param:Object3D root]) </h3>
-		<p>
-			Deallocates all memory resources for a root object.
-		</p>
-
-		<h3>[method:null uncacheAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
-		<p>
-			Deallocates all memory resources for an action.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 86
docs/api/ko/animation/AnimationObjectGroup.html

@@ -1,86 +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">A group of objects that receives a shared animation state.<br /><br />
-
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
-		</p>
-
-		<h2>Usage:</h2>
-
-		<p class="desc">
-			Add objects you would otherwise pass as 'root' to the constructor or the [page:AnimationMixer.clipAction clipAction]
-			method of [page:AnimationMixer AnimationMixer] and instead pass this object as 'root'.<br /><br />
-
-			Note that objects of this class appear as one object to the mixer,
-			so cache control of the individual objects must be done	on the group.
-		</p>
-
-
-		<h2>Limitations</h2>
-		<p class="desc">
-			The animated properties must be compatible among all objects in the group.<br /><br />
-
-			A single property can either be controlled through a target group or directly, but not both.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
-		<p>
-			[page:Object obj] - an abitrary number of meshes that share the same animation state.
-		</p>
-
-		<h2>Properties</h2>
-
-
-		<h3>[property:Object stats]</h3>
-		<p>
-			An object that contains some informations of this *AnimationObjectGroup* (total number, number
-			in use, number of bindings per object)
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-			The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this
-			*AnimationObjectGroup*. It gets automatically assigned and shouldn't be edited.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:null add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
-		<p>
-			Adds an arbitrary number of objects to this *AnimationObjectGroup*.
-		</p>
-
-		<h3>[method:null remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
-		<p>
-			Removes an arbitrary number of objects from this *AnimationObjectGroup*.
-		</p>
-
-		<h3>[method:null uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
-		<p>
-			Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 62
docs/api/ko/animation/AnimationUtils.html

@@ -1,62 +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">
-		An object with various functions to assist with animations, used internally.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:Array arraySlice]( array, from, to )</h3>
-		<p>
-		This is the same as  Array.prototype.slice, but also works on typed arrays.
-		</p>
-
-		<h3>[method:Array convertArray]( array, type, forceClone )</h3>
-		<p>
-		Converts an array to a specific type.
-		</p>
-
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
-		<p>
-		Used for parsing AOS keyframe formats.
-		</p>
-
-		<h3>[method:Array getKeyframeOrder]( times )</h3>
-		<p>
-		Returns an array by which times and values can be sorted.
-		</p>
-
-		<h3>[method:Boolean isTypedArray]( object )</h3>
-		<p>
-		Returns *true* if the object is a typed array.
-		</p>
-
-		<h3>[method:Array sortedArray]( values, stride, order )</h3>
-		<p>
-		Sorts the array previously returned by [page:AnimationUtils.getKeyframeOrder getKeyframeOrder].
-		</p>
-
-		<h3>[method:AnimationClip subclip]( [param:AnimationClip clip], [param:String name], [param:Number startFrame], [param:Number endFrame], [param:Number fps] )</h3>
-		<p>
-		Creates a new clip, containing only the segment of the original clip between the given frames.
-		</p>
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 265
docs/api/ko/animation/KeyframeTrack.html

@@ -1,265 +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">
-			A KeyframeTrack is a timed sequence of [link:https://en.wikipedia.org/wiki/Key_frame keyframes],
-			which are composed of lists of times and related values, and which are used to animate a
-			specific property of an object.
-		</p>
-
-		<p>
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
-		</p>
-
-		<p>
-			In contrast to the animation hierarchy of the
-			[link:https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3 JSON model format] a
-			*KeyframeTrack* doesn't store its single keyframes as objects in a "keys" array (holding the
-			times and the values for each frame together in one place).
-		</p>
-
-		<p>
-			Instead of this there are always two arrays in a *KeyframeTrack*: the [page:.times times] array
-			stores the time values for all keyframes of this track in sequential order, and the
-			[page:.values values] array contains the corresponding changing values of the animated property.
-		</p>
-
-		<p>
-			A single value, belonging to a certain point of time, can not only be a simple number, but (for
-			example) a vector (if a position is animated) or a quaternion (if a rotation is animated). For
-			this reason the values array (which is a flat array, too) might be three or four times as long as the
-			times array.
-		</p>
-
-		<p>
-			Corresponding to the different possible types of animated values there are several subclasses of
-			*KeyframeTrack*, inheriting the most properties and methods:
-		</p>
-
-		<ul>
-			<li>[page:BooleanKeyframeTrack]</li>
-			<li>[page:ColorKeyframeTrack]</li>
-			<li>[page:NumberKeyframeTrack]</li>
-			<li>[page:QuaternionKeyframeTrack]</li>
-			<li>[page:StringKeyframeTrack]</li>
-			<li>[page:VectorKeyframeTrack]</li>
-		</ul>
-
-		<p>
-			Some examples of how to manually create [page:AnimationClip AnimationClips] with different sorts
-			of KeyframeTracks can be found in the [link:https://threejs.org/examples/jsm/animation/AnimationClipCreator.js AnimationClipCreator]
-			file.
-		</p>
-
-		<p>
-			Since explicit values are only specified for the discrete points of time stored in the times array,
-			all values in between have to be interpolated.
-		</p>
-
-		<p>
-			The track's name is important for the connection of this track with a specific property of the
-			animated node (done by [page:PropertyBinding]).
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values], [param:Constant interpolation] )</h3>
-		<p>
-			[page:String name] - the identifier for the *KeyframeTrack*.<br />
-			[page:Array times] - an array of keyframe times, converted internally to a
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array].<br />
-			[page:Array values] - an array with the values related to the times array, converted internally to a
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array].<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is [page:Animation InterpolateLinear].
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<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
-			[page:PropertyBinding.parseTrackName] for the forms of strings that can be parsed for property
-			binding:
-		</p>
-
-		<p>
-			The name can specify the node either using its name or its uuid (although it needs to be in the
-			subtree of the scene graph node passed into the mixer). Or, if the track name starts with a dot,
-			the track applies to the root node that was passed into the mixer.
-		</p>
-
-		<p>
-			Usually after the node a property will be specified directly. But you can also specify a
-			subproperty, such as .rotation[x], if you just want to drive the X component of the rotation
-			via a float track.
-		</p>
-
-		<p>
-			You can also specify bones or multimaterials by using an object name, for example:
-			.bones[R_hand].scale; the red channel of the diffuse color of the fourth material in a
-			materials array - as a further example - can be accessed with .materials[3].diffuse[r].
-		</p>
-
-		<p>
-			PropertyBinding will also resolve morph target names, for example: .morphTargetInfluences[run].
-		</p>
-
-		<p>
-			Note: The track's name does not necessarily have to be unique. Multiple tracks can drive the same
-			property. The result should be based on a weighted blend between the multiple tracks according to
-			the weights of their respective actions.
-		</p>
-
-		<h3>[property:Float32Array times]</h3>
-		<p>
-			A [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			converted from the times array which is passed in the constructor.
-		</p>
-
-		<h3>[property:Float32Array values]</h3>
-		<p>
-			A [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			converted from the values array which is passed in the constructor.
-		</p>
-
-		<h3>[property:Constant DefaultInterpolation]</h3>
-		<p>
-			The default interpolation type: [page:Animation InterpolateLinear].
-		</p>
-
-		<h3>[property:Constant TimeBufferType ]</h3>
-		<p>
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			the type of the buffer internally used for the times.
-		</p>
-
-		<h3>[property:Constant ValueBufferType ]</h3>
-		<p>
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			the type of the buffer internally used for the values.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:KeyframeTrack clone]()</h3>
-		<p>
-			Returns a copy of this track.
-		</p>
-
-		<h3>[method:null createInterpolant]()</h3>
-		<p>
-			Creates a [page:LinearInterpolant LinearInterpolant], [page:CubicInterpolant CubicInterpolant]
-			or [page:DiscreteInterpolant DiscreteInterpolant], depending on the value of the interpolation
-			parameter passed in the constructor.
-		</p>
-
-		<h3>[method:null getInterpolation]()</h3>
-		<p>
-			Returns the interpolation type.
-		</p>
-
-		<h3>[method:Number getValueSize]()</h3>
-		<p>
-			Returns the size of each value (that is the length of the [page:.values values] array divided
-			by the length of the [page:.times times] array).
-		</p>
-
-		<h3>[method:DiscreteInterpolant InterpolantFactoryMethodDiscrete]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
-		<p>
-			Creates a new [page:DiscreteInterpolant DiscreteInterpolant] from the
-			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A Float32Array can be
-			passed which will receive the results. Otherwise a new array with the appropriate size will be
-			created automatically.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodLinear]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
-		<p>
-			Creates a new [page:LinearInterpolant LinearInterpolant] from the
-			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A Float32Array can be
-			passed which will receive the results. Otherwise a new array with the appropriate size will be
-			created automatically.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodSmooth]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
-		<p>
-			Create a new [page:CubicInterpolant CubicInterpolant] from the
-			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A Float32Array can be
-			passed which will receive the results. Otherwise a new array with the appropriate size will be
-			created automatically.
-		</p>
-
-		<h3>[method:this optimize]()</h3>
-		<p>
-			Removes equivalent sequential keys, which are common in morph target sequences.
-		</p>
-
-		<h3>[method:this scale]()</h3>
-		<p>
-			Scales all keyframe times by a factor.<br /><br />
-
-			Note: This is useful, for example, for conversions to a certain rate of frames per seconds (as it
-			is done internally by
-			[page:AnimationClip.CreateFromMorphTargetSequence animationClip.CreateFromMorphTargetSequence]).
-		</p>
-
-		<h3>[method:this setInterpolation]( [param:Constant interpolationType] )</h3>
-		<p>
-			Sets the interpolation type. See [page:Animation Animation Constants] for choices.
-		</p>
-
-		<h3>[method:this shift]( [param:Number timeOffsetInSeconds] )</h3>
-		<p>
-			Moves all keyframes either forward or backward in time.
-		</p>
-
-
-		<h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
-		<p>
-			Removes keyframes before *startTime* and after *endTime*,
-			without changing any values within the range [*startTime*, *endTime*].
-		</p>
-
-		<h3>[method:Boolean validate]()</h3>
-		<p>
-			Performs minimal validation on the tracks. Returns true if valid.
-		</p>
-
-		<p>
-			This method logs errors to the console, if a track is empty, if the [page:.valueSize value size] is not valid, if an item
-			in the [page:.times times] or [page:.values values] array is not a valid number or if the items in the *times* array are out of order.
-		</p>
-
-		<h2>Static Methods</h2>
-
-		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
-		<p>
-		Converts the track to JSON.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 132
docs/api/ko/animation/PropertyBinding.html

@@ -1,132 +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 holds a reference to a real property in the scene graph; used internally.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Object3D rootNode], path, parsedPath )</h3>
-		<p>
-			-- [page:Object3D rootNode]:
-			-- path
-			-- parsedPath (optional)
-
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Number path]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Number parsedPath]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Number node]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Number rootNode]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Object BindingType]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Object Versioning]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Array GetterByBindingType]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Array SetterByBindingTypeAndVersioning]</h3>
-		<p>
-
-		</p>
-
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null getValue]( [param:Array targetArray], [param:Number offset] )</h3>
-		<p>
-		</p>
-
-		<h3>[method:null setValue]( [param:Array sourceArray], [param:Number offset] )</h3>
-		<p>
-		</p>
-
-		<h3>[method:null bind]( )</h3>
-		<p>
-			Create getter / setter pair for a property in the scene graph. Used internally by
-			[page:PropertyBinding.getValue getValue] and [page:PropertyBinding.setValue setValue].
-		</p>
-
-		<h3>[method:null unbind]( )</h3>
-		<p>
-			Unbind getter / setter pair for a property in the scene graph.
-		</p>
-
-		<h3>[method:Constructor Composite]( targetGroup, path, optionalParsedPath )</h3>
-		<p>
-			Create a new Composite PropertyBinding.
-		</p>
-
-		<h3>[method:Constructor create]( root, path, parsedPath )</h3>
-		<p>
-			Create a new Composite PropertyBinding (if root is an [page:AnimationObjectGroup]) or PropertyBinding.
-		</p>
-
-		<h3>[method:Constructor parseTrackName]( trackName )</h3>
-		<p>
-			Matches strings in the following forms:<br />
-			-- nodeName.property<br />
-			-- nodeName.property[accessor]<br />
-			-- nodeName.material.property[accessor]<br />
-			-- uuid.property[accessor]<br />
-			-- uuid.objectName[objectIndex].propertyName[propertyIndex]<br />
-			-- parentName/nodeName.property<br />
-			-- parentName/parentName/nodeName.property[index]<br />
-			-- .bone[Armature.DEF_cog].position<br />
-			-- scene:helium_balloon_model:helium_balloon_model.position
-		</p>
-
-		<h3>[method:Constructor findNode]( root, nodeName )</h3>
-		<p>
-			Find a node in a node tree or [page:Skeleton Skeleton].
-		</p>
-
-
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 99
docs/api/ko/animation/PropertyMixer.html

@@ -1,99 +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">
-		Buffered scene graph property that allows weighted accumulation; used internally.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:PropertyBinding binding], [param:String typeName], [param:Number valueSize] )</h3>
-		<p>
-			-- binding <br />
-			-- typeName <br />
-			-- valueSize <br />
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<h3>[property:PropertyBinding binding]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:TypedArray buffer]</h3>
-		<p>
-			Buffer with size [page:PropertyMixer valueSize] * 4. <br /><br />
-			This has the layout: [ incoming | accu0 | accu1 | orig ]<br /><br />
-			Interpolators can use .buffer as their .result and the data then goes to 'incoming'.
-			'accu0' and 'accu1' are used frame-interleaved for the cumulative result and
-			are compared to detect changes. 'orig' stores the original state of the property.
-		</p>
-
-		<h3>[property:Number cumulativeWeight]</h3>
-		<p>
-			Default is *0*.
-		</p>
-
-		<h3>[property:Number valueSize]</h3>
-		<p>
-
-		</p>
-
-		<h3>[property:Number referenceCount]</h3>
-		<p>
-			Default is *0*.
-		</p>
-
-		<h3>[property:Number useCount]</h3>
-		<p>
-			Default is *0*.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<h3>[method:null accumulate]( [param:Number accuIndex], [param:Number weight] )</h3>
-		<p>
-			Accumulate data in [page:PropertyMixer.buffer buffer][accuIndex] 'incoming' region into 'accu[i]'.<br />
-
-			If weight is *0* this does nothing.
-		</p>
-
-		<h3>[method:null apply]( [param:Number accuIndex] )</h3>
-		<p>
-			Apply the state of [page:PropertyMixer.buffer buffer] 'accu[i]' to the binding when accus differ.
-		</p>
-
-		<h3>[method:null saveOriginalState]( )</h3>
-		<p>
-			Remember the state of the bound property and copy it to both accus.
-		</p>
-
-		<h3>[method:null restoreOriginalState](  )</h3>
-		<p>
-			Apply the state previously taken via 'saveOriginalState' to the binding.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 79
docs/api/ko/animation/tracks/BooleanKeyframeTrack.html

@@ -1,79 +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>
-
-		[page:KeyframeTrack] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A Track of boolean keyframe values.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
-		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
-		<h3>[property:Constant DefaultInterpolation]</h3>
-		<p>
-			The default interpolation type to use, [page:Animation InterpolateDiscrete].
-		</p>
-
-		<h3>[property:Array ValueBufferType]</h3>
-		<p>
-			A normal Array (no Float32Array in this case, unlike *ValueBufferType* of [page:KeyframeTrack]).
-		</p>
-
-		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'bool'.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodLinear ]()</h3>
-		<p>
-			The value of this method here is 'undefined', as it does not make sense for discrete properties.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodSmooth ]()</h3>
-		<p>
-			The value of this method here is 'undefined', as it does not make sense for discrete properties.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 63
docs/api/ko/animation/tracks/ColorKeyframeTrack.html

@@ -1,63 +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>
-
-		[page:KeyframeTrack] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A Track of keyframe values that represent color changes.<br /><br />
-			The very basic implementation of this subclass has nothing special yet. However, this is the place
-			for color space parameterization.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
-		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
-			[page:Animation InterpolateLinear].
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
-		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'color'.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 63
docs/api/ko/animation/tracks/NumberKeyframeTrack.html

@@ -1,63 +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>
-
-		[page:KeyframeTrack] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A Track of numeric keyframe values.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
-		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
-			[page:Animation InterpolateLinear].
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
-
-		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'number'.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 74
docs/api/ko/animation/tracks/QuaternionKeyframeTrack.html

@@ -1,74 +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>
-
-		[page:KeyframeTrack] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A Track of quaternion keyframe values.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
-		<p>
-			[page:String name] (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] (required) array of keyframe times.<br />
-			[page:Array values] values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
-			[page:Animation InterpolateLinear].
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
-		<h3>[property:Constant DefaultInterpolation]</h3>
-		<p>
-			The default interpolation type to use, [page:Animation InterpolateLinear].
-		</p>
-
-		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'quaternion'.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodLinear]()</h3>
-		<p>
-			Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the
-			[page:KeyframeTrack.values values], [page:KeyframeTrack.times times] and
-			[page:KeyframeTrack.valueSize valueSize] of the keyframes.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 82
docs/api/ko/animation/tracks/StringKeyframeTrack.html

@@ -1,82 +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>
-
-		[page:KeyframeTrack] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A Track of string keyframe values.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
-		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
-			[page:Animation InterpolateDiscrete].
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
-		<h3>[property:Constant DefaultInterpolation]</h3>
-		<p>
-			The default interpolation type to use, [page:Animation InterpolateDiscrete].
-		</p>
-
-		<h3>[property:Array ValueBufferType]</h3>
-		<p>
-			A normal Array (no Float32Array in this case, unlike *ValueBufferType* of [page:KeyframeTrack]).
-		</p>
-
-		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'string'.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodLinear]()</h3>
-		<p>
-		  The value of this method here is 'undefined', as it does not make sense for discrete properties.
-		</p>
-
-		<h3>[method:null InterpolantFactoryMethodSmooth]()</h3>
-		<p>
-		  The value of this method here is 'undefined', as it does not make sense for discrete properties.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 62
docs/api/ko/animation/tracks/VectorKeyframeTrack.html

@@ -1,62 +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>
-
-		[page:KeyframeTrack] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A Track of vector keyframe values.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
-		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
-			[page:Animation InterpolateLinear].
-		</p>
-
-
-		<h2>Properties</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
-		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'vector'.
-		</p>
-
-
-		<h2>Methods</h2>
-
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-
-		<h2>Source</h2>
-
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 104
docs/examples/ko/animations/CCDIKSolver.html

@@ -1,104 +0,0 @@
-<!DOCTYPE html>
-<html lang="ko">
-	<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"> A solver for IK with <a href="https://sites.google.com/site/auraliusproject/ccd-algorithm"><em>CCD Algorithm</em></a>. <br /><br />
-		[name] solves Inverse Kinematics Problem with CCD Algorithm.
-		[name] is designed to work with [page:SkinnedMesh] loaded by [page:MMDLoader] but also can be used for generic [page:SkinnedMesh].
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		let ikSolver;
-
-		// Load MMD resources and instantiate CCDIKSolver
-		new MMDLoader().load(
-			'models/mmd/miku.pmd',
-			function ( mesh ) {
-
-				ikSolver = new CCDIKSolver( mesh, mesh.geometry.iks );
-				scene.add( mesh );
-
-			}
-		);
-
-		function render() {
-
-			animate(); // update bones
-			if ( ikSolver !== undefined ) ikSolver.update();
-			renderer.render( scene, camera );
-
-		}
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_mmd]<br />
-			[example:webgl_loader_mmd_pose]<br />
-			[example:webgl_loader_mmd_audio]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:SkinnedMesh mesh], [param:Array iks] )</h3>
-		<p>
-		[page:SkinnedMesh mesh] — [page:SkinnedMesh] for which [name] solves IK problem.<br />
-		[page:Array iks] — An array of [page:Object] specifying IK parameter. target, effector, and link-index are index integers in .skeleton.bones.
-		The bones relation should be "links[ n ], links[ n - 1 ], ..., links[ 0 ], effector" in order from parent to child.<br />
-		<ul>
-			<li>[page:Integer target] — Target bone.</li>
-			<li>[page:Integer effector] — Effector bone.</li>
-			<li>[page:Array links] — An array of [page: Object] specifying link bones.
-			<ul>
-				<li>[page:Integer index] — Link bone.</li>
-				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>
-				<li>[page:Vector3 rotationMin] — (optional) Rotation minimum limit. Default is undefined.</li>
-				<li>[page:Vector3 rotationMax] — (optional) Rotation maximum limit. Default is undefined.</li>
-				<li>[page:Boolean enabled] — (optional) Default is true.</li>
-			</ul>
-			</li>
-			<li>[page:Integer iteration] — (optional) Iteration number of calculation. Smaller is faster but less precise. Default is 1.</li>
-			<li>[page:Number minAngle] — (optional) Minimum rotation angle in a step. Default is undefined.</li>
-			<li>[page:Number maxAngle] — (optional) Maximum rotation angle in a step. Default is undefined.</li>
-		</ul>
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Array iks]</h3>
-		<p>An array of IK parameter passed to the constructor.</p>
-
-		<h3>[property:SkinnedMesh mesh]</h3>
-		<p>[page:SkinnedMesh] passed to the constructor.</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:CCDIKHelper createHelper]()</h3>
-		<p>
-		Return [page:CCDIKHelper]. You can visualize IK bones by adding the helper to scene.
-		</p>
-
-		<h3>[method:CCDIKSolver update]()</h3>
-		<p>
-		Update bones quaternion by solving CCD algorithm.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/animation/CCDIKSolver.js examples/jsm/animation/CCDIKSolver.js]
-		</p>
-	</body>
-</html>

+ 0 - 170
docs/examples/ko/animations/MMDAnimationHelper.html

@@ -1,170 +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"> A animation helper for <a href="https://sites.google.com/view/evpvp/"><em>MMD</em></a> resources. <br /><br />
-		[name] handles animation of MMD assets loaded by [page:MMDLoader] with MMD special features as IK, Grant, and Physics.
-		It uses [page:CCDIKSolver] and [page:MMDPhysics] inside.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate a helper
-		const helper = new MMDAnimationHelper();
-
-		// Load MMD resources and add to helper
-		new MMDLoader().loadWithAnimation(
-			'models/mmd/miku.pmd',
-			'models/mmd/dance.vmd',
-			function ( mmd ) {
-
-				helper.add( mmd.mesh, {
-					animation: mmd.animation,
-					physics: true
-				} );
-
-				scene.add( mmd.mesh );
-
-				new THREE.AudioLoader().load(
-					'audios/mmd/song.mp3',
-					function ( buffer ) {
-
-						const listener = new THREE.AudioListener();
-						const audio = new THREE.Audio( listener ).setBuffer( buffer );
-
-						listener.position.z = 1;
-
-						scene.add( audio );
-						scene.add( listener );
-
-					}
-
-				);
-
-			}
-		);
-
-		function render() {
-
-			helper.update( clock.getDelta() );
-			renderer.render( scene, camera );
-
-		}
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_mmd]<br />
-			[example:webgl_loader_mmd_pose]<br />
-			[example:webgl_loader_mmd_audio]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Object params] )</h3>
-		<p>
-		[page:Object params] — (optional)<br />
-		<ul>
-			<li> [page:Boolean sync] - Whether animation durations of added objects are synched. Default is true.</li>
-			<li> [page:Number afterglow] - Default is 0.0.</li>
-			<li> [page:Boolean resetPhysicsOnLoop] - Default is true.</li>
-		</ul>
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Audio audio]</h3>
-		<p>An [page:Audio] added to helper.</p>
-
-		<h3>[property:Camera camera]</h3>
-		<p>An [page:Camera] added to helper.</p>
-
-		<h3>[property:Array meshes]</h3>
-		<p>An array of [page:SkinnedMesh] added to helper.</p>
-
-		<h3>[property:WeakMap objects]</h3>
-		<p>A [page:WeakMap] which holds animation stuffs used in helper for objects added to helper. For example, you can access [page:AnimationMixer] for an added [page:SkinnedMesh] with "helper.objects.get( mesh ).mixer"</p>
-
-		<h3>[property:Function onBeforePhysics]</h3>
-		<p>An optional callback that is executed immediately before the physicis calculation for an [page:SkinnedMesh]. This function is called with the [page:SkinnedMesh].</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:MMDAnimationHelper add]( [param:Object3D object], [param:Object params] )</h3>
-		<p>
-		[page:Object3D object] — [page:SkinnedMesh], [page:Camera], or [page:Audio]<br />
-		[page:Object params] — (optional)<br />
-		<ul>
-			<li>[page:AnimationClip animation] - an [page:AnimationClip] or an array of [page:AnimationClip] set to object. Only for [page:SkinnedMesh] and [page:Camera]. Default is undefined.</li>
-			<li>[page:Boolean physics] - Only for [page:SkinnedMesh]. A flag whether turn on physics. Default is true.</li>
-			<li>[page:Integer warmup] - Only for [page:SkinnedMesh] and physics is true. Physics parameter. Default is 60.</li>
-			<li>[page:Number unitStep] - Only for [page:SkinnedMesh] and physics is true. Physics parameter. Default is 1 / 65.</li>
-			<li>[page:Integer maxStepNum] - Only for [page:SkinnedMesh] and physics is true. Physics parameter. Default is 3.</li>
-			<li>[page:Vector3 gravity] - Only for [page:SkinnedMesh] and physics is true. Physics parameter. Default is ( 0, - 9.8 * 10, 0 ).</li>
-			<li>[page:Number delayTime] - Only for [page:Audio]. Default is 0.0.</li>
-		</ul>
-		</p>
-		<p>
-		Add an [page:SkinnedMesh], [page:Camera], or [page:Audio] to helper and setup animation. The anmation durations of added objects are synched.
-		If camera/audio has already been added, it'll be replaced with a new one.
-		</p>
-
-		<h3>[method:MMDAnimationHelper enable]( [param:String key], [param:Boolean enabled] )</h3>
-		<p>
-		[page:String key] — Allowed strings are 'animation', 'ik', 'grant', 'physics', and 'cameraAnimation'.<br />
-		[page:Boolean enabled] — true is enable, false is disable<br />
-		</p>
-		<p>
-		Enable/Disable an animation feature
-		</p>
-
-		<h3>[method:MMDAnimationHelper pose]( [param:SkinnedMesh mesh], [param:Object vpd], [param:Object params] )</h3>
-		<p>
-		[page:SkinnedMesh mesh] — [page:SkinnedMesh] which changes the posing. It doesn't need to be added to helper.<br />
-		[page:Object vpd] — VPD content obtained by [page:MMDLoader].loadVPD<br />
-		[page:Object params] — (optional)<br />
-		<ul>
-			<li>[page:Boolean resetPose] - Default is true.</li>
-			<li>[page:Boolean ik] - Default is true.</li>
-			<li>[page:Boolean grant] - Default is true.</li>
-		</ul>
-		</p>
-		<p>
-		Changes the posing of [page:SkinnedMesh] as VPD content specifies.
-		</p>
-
-		<h3>[method:MMDAnimationHelper remove]( [param:Object3D object] )</h3>
-		<p>
-		[page:Object3D object] — [page:SkinnedMesh], [page:Camera], or [page:Audio]<br />
-		</p>
-		<p>
-		Remove an [page:SkinnedMesh], [page:Camera], or [page:Audio] from helper.
-		</p>
-
-		<h3>[method:MMDAnimationHelper update]( [param:Nummber delta] )</h3>
-		<p>
-		[page:Number delta] — number in second<br />
-		</p>
-		<p>
-		Advance mixer time and update the animations of objects added to helper
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/animation/MMDAnimationHelper.js examples/jsm/animation/MMDAnimationHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 114
docs/examples/ko/animations/MMDPhysics.html

@@ -1,114 +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"> A Physics handler for <a href="https://sites.google.com/view/evpvp/"><em>MMD</em></a> resources. <br /><br />
-		[name] calculates Physics for model loaded by [page:MMDLoader] with <a href="https://github.com/kripken/ammo.js/">ammo.js</a> (Bullet-based JavaScript Physics engine).
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		let physics;
-
-		// Load MMD resources and instantiate MMDPhysics
-		new MMDLoader().load(
-			'models/mmd/miku.pmd',
-			function ( mesh ) {
-
-				physics = new MMDPhysics( mesh )
-				scene.add( mesh );
-
-			}
-		);
-
-		function render() {
-
-			const delta = clock.getDelta();
-			animate( delta );  // update bones
-			if ( physics !== undefined ) physics.update( delta );
-			renderer.render( scene, camera );
-
-		}
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_mmd]<br />
-			[example:webgl_loader_mmd_audio]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:SkinnedMesh mesh], [param:Array rigidBodyParams], [param:Array constraintParams], [param:Object params] )</h3>
-		<p>
-		[page:SkinnedMesh mesh] — [page:SkinnedMesh] for which [name] calculates Physics.<br />
-		[page:Array rigidBodyParams] — An array of [page:Object] specifying Rigid Body parameters.<br />
-		[page:Array constraintParams] — (optional) An array of [page:Object] specifying Constraint parameters.<br />
-		[page:Object params] — (optional)<br />
-		<ul>
-			<li>[page:Number unitStep] - Default is 1 / 65.</li>
-			<li>[page:Integer maxStepNum] - Default is 3.</li>
-			<li>[page:Vector3 gravity] - Default is ( 0, - 9.8 * 10, 0 )</li>
-		</ul>
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Array mesh]</h3>
-		<p>[page:SkinnedMesh] passed to the constructor.</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:MMDPhysicsHelper createHelper]()</h3>
-		<p>
-		Return [page:MMDPhysicsHelper]. You can visualize Rigid bodies by adding the helper to scene.
-		</p>
-
-		<h3>[method:CCDIKSolver reset]()</h3>
-		<p>
-		Resets Rigid bodies transorm to current bone's.
-		</p>
-
-		<h3>[method:CCDIKSolver setGravity]( [param:Vector3 gravity] )</h3>
-		<p>
-		[page:Vector3 gravity] — Direction and volume of gravity.
-		</p>
-		<p>
-		Set gravity.
-		</p>
-
-		<h3>[method:CCDIKSolver update]( [param:Number delta] )</h3>
-		<p>
-		[page:Number delta] — Time in second.
-		</p>
-		<p>
-		Advance Physics calculation and updates bones.
-		</p>
-
-		<h3>[method:CCDIKSolver warmup]( [param:Integer cycles] )</h3>
-		<p>
-		[page:Number delta] — Time in second.
-		</p>
-		<p>
-		Warm up Rigid bodies. Calculates cycles steps.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/animation/MMDPhysics.js examples/jsm/animation/MMDPhysics.js]
-		</p>
-	</body>
-</html>

+ 0 - 2
docs/examples/ko/controls/TrackballControls.html

@@ -191,13 +191,11 @@
 
 		<h3>[method:null update] ()</h3>
 		<p>
-			Updates the controls. Usually called in the animation loop.
 			컨트롤을 업데이트합니다. 보통은 애니메이션 루프에서 수행합니다.
 		</p>
 
 		<h3>[method:null zoomCamera] ()</h3>
 		<p>
-			Performs zooming if necessary. Called by [page:.update update]().
 			줌잉이 필요항 경우 [page:.update update]() 을 호출하여 수행합니다.
 		</p>
 

+ 0 - 82
docs/examples/ko/exporters/ColladaExporter.html

@@ -1,82 +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">
-		An exporter for *Collada*.
-		<br /><br />
-		<a href="https://www.khronos.org/collada/">Collada</a> is a
-		file format for robust representation of scenes, materials, animations, and other 3D content in an xml format.
-		This exporter only supports exporting geometry, materials, textures, and scene hierarchy.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate an exporter
-		const exporter = new ColladaExporter();
-
-		// Parse the input and generate the ply output
-		const data = exporter.parse( scene, null, options );
-		downloadFile( data );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-		<p>
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null parse]( [param:Object3D input], [param:Function onCompleted], [param:Object options] )</h3>
-		<p>
-		[page:Object input] — Object3D to be exported<br />
-		[page:Function onCompleted] — Will be called when the export completes. Optional. The same data is immediately returned from the function.<br />
-		[page:Options options] — Export options<br />
-		<ul>
-			<li>version - string. Which version of Collada to export. The options are "1.4.1" or "1.5.0". Defaults to "1.4.1".</li>
-			<li>author - string. The name to include in the author field. Author field is excluded by default.</li>
-			<li>textureDirectory - string. The directory relative to the Collada file to save the textures to.</li>
-		</ul>
-		</p>
-		<p>
-		Generates an object with Collada file and texture data. This object is returned from the function and passed into the "onCompleted" callback.
-		<code>
-		{
-			// Collada file content
-			data: "",
-
-			// List of referenced texures
-			textures: [{
-
-				// File directory, name, and extension of the texture data
-				directory: "",
-				name: "",
-				ext: "",
-
-				// The texture data and original texture object
-				data: [],
-				original: &ltTHREE.Texture&gt
-			}, ...]
-		}
-		</code>
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/ColladaExporter.js examples/jsm/exporters/ColladaExporter.js]
-		</p>
-	</body>
-</html>

+ 0 - 116
docs/examples/ko/exporters/GLTFExporter.html

@@ -1,116 +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">
-		An exporter for *glTF* 2.0.
-		<br /><br />
-		<a href="https://www.khronos.org/gltf">glTF</a> (GL Transmission Format) is an
-		<a href="https://github.com/KhronosGroup/glTF/tree/master/specification/2.0">open format specification</a>
-		for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
-		or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
-		data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
-		textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
-		</p>
-
-		<h2>Extensions</h2>
-
-		<p>
-			GLTFExporter supports the following
-			[link:https://github.com/KhronosGroup/glTF/tree/master/extensions/ glTF 2.0 extensions]:
-		</p>
-
-		<ul>
-			<li>KHR_lights_punctual</li>
-			<li>KHR_materials_unlit</li>
-			<li>KHR_texture_transform</li>
-		</ul>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate a exporter
-		const exporter = new GLTFExporter();
-
-		// Parse the input and generate the glTF output
-		exporter.parse( scene, function ( gltf ) {
-			console.log( gltf );
-			downloadJSON( gltf );
-		}, options );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:misc_exporter_gltf]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-		<p>
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null parse]( [param:Object3D input], [param:Function onCompleted], [param:Object options] )</h3>
-		<p>
-		[page:Object input] — Scenes or objects to export. Valid options:<br />
-		<ul>
-			<li>
-				Export scenes
-				<code>
-				exporter.parse( scene1, ... )
-		exporter.parse( [ scene1, scene2 ], ... )
-				</code>
-			</li>
-			<li>
-				Export objects (It will create a new Scene to hold all the objects)
-				<code>
-				exporter.parse( object1, ... )
-		exporter.parse( [ object1, object2 ], ... )
-				</code>
-			</li>
-			<li>
-				Mix scenes and objects (It will export the scenes as usual but it will create a new scene to hold all the single objects).
-				<code>
-				exporter.parse( [ scene1, object1, object2, scene2 ], ... )
-				</code>
-			</li>
-		</ul>
-
-		[page:Function onCompleted] — Will be called when the export completes. The argument will be the generated glTF JSON or binary ArrayBuffer.<br />
-		[page:Options options] — Export options<br />
-		<ul>
-			<li>trs - bool. Export position, rotation and scale instead of matrix per node. Default is false</li>
-			<li>onlyVisible - bool. Export only visible objects. Default is true.</li>
-			<li>truncateDrawRange - bool. Export just the attributes within the drawRange, if defined, instead of exporting the whole array. Default is true.</li>
-			<li>binary - bool. Export in binary (.glb) format, returning an ArrayBuffer. Default is false.</li>
-			<li>embedImages - bool. Export with images embedded into the glTF asset. Default is true.</li>
-			<li>maxTextureSize - int. Restricts the image maximum size (both width and height) to the given value. This option works only if embedImages is true. Default is Infinity.</li>
-			<li>animations - Array<[page:AnimationClip AnimationClip]>. List of animations to be included in the export.</li>
-			<li>forceIndices - bool. Generate indices for non-index geometry and export with them. Default is false.</li>
-			<li>includeCustomExtensions - bool. Export custom glTF extensions defined on an object's <em>userData.gltfExtensions</em> property. Default is false.</li>
-		</ul>
-		</p>
-		<p>
-		Generates a .gltf (JSON) or .glb (binary) output from the input (Scenes or Objects)
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/GLTFExporter.js examples/jsm/exporters/GLTFExporter.js]
-		</p>
-	</body>
-</html>

+ 0 - 65
docs/examples/ko/exporters/PLYExporter.html

@@ -1,65 +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">
-		An exporter for *PLY*.
-		<br /><br />
-		<a href="https://en.wikipedia.org/wiki/PLY_(file_format)">PLY</a> (Polygon or Stanford Triangle Format) is a
-		file format for efficient delivery and loading of simple, static 3D content in a dense format.
-		Both binary and ascii formats are supported. PLY can store vertex positions, colors, normals and
-		uv coordinates. No textures or texture references are saved.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate an exporter
-		const exporter = new PLYExporter();
-
-		// Parse the input and generate the ply output
-		const data = exporter.parse( scene, options );
-		downloadFile( data );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-		<p>
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null parse]( [param:Object3D input], [param:Function onDone], [param:Object options] )</h3>
-		<p>
-		[page:Object input] — Object3D<br />
-		[page:Function onCompleted] — Will be called when the export completes. The argument will be the generated ply ascii or binary ArrayBuffer.<br />
-		[page:Options options] — Export options<br />
-		<ul>
-			<li>excludeAttributes - array. Which properties to explicitly exclude from the exported PLY file. Valid values are 'color', 'normal', 'uv', and 'index'. If triangle indices are excluded, then a point cloud is exported. Default is an empty array.</li>
-			<li>binary - bool. Export in binary format, returning an ArrayBuffer. Default is false.</li>
-		</ul>
-		</p>
-		<p>
-		Generates ply file data as string or ArrayBuffer (ascii or binary) output from the input object. The data that is returned is the same
-		that is passed into the "onCompleted" function.
-		If the object is composed of multiple children and geometry, they are merged into a single mesh in the file.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/exporters/PLYExporter.js examples/jsm/exporters/PLYExporter.js]
-		</p>
-	</body>
-</html>

+ 0 - 44
docs/examples/ko/geometries/ConvexBufferGeometry.html

@@ -1,44 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="page.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">[name] can be used to generate a convex hull for a given array of 3D points.
-			The average time complexity for this task is considered to be O(nlog(n)).</p>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new ConvexBufferGeometry( points );
-		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_geometry_convex geometry / convex ]</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Array points] )</h3>
-		<p>
-		points — Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/geometries/ConvexGeometry.js examples/jsm/geometries/ConvexGeometry.js]
-		</p>
-	</body>
-</html>

+ 0 - 43
docs/examples/ko/geometries/ConvexGeometry.html

@@ -1,43 +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>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">[name] can be used to generate a convex hull for a given array of 3D points.
-			The average time complexity for this task is considered to be O(nlog(n)).</p>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new ConvexGeometry( points );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_geometry_convex geometry / convex ]</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Array points] )</h3>
-		<p>
-		points — Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/geometries/ConvexGeometry.js examples/jsm/geometries/ConvexGeometry.js]
-		</p>
-	</body>
-</html>

+ 0 - 45
docs/examples/ko/geometries/DecalGeometry.html

@@ -1,45 +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>
-		[page:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">[name] can be used to create a decal mesh that serves different kinds of purposes e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry =  new DecalGeometry( mesh, position, orientation, size );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_decals WebGL / decals]</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Mesh mesh], [param:Vector3 position], [param:Euler orientation], [param:Vector3 size] )</h3>
-		<p>
-		mesh — Any mesh object.<br />
-		position — Position of the decal projector.<br />
-		orientation — Orientation of the decal projector.<br />
-		size — Size of the decal projector.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/geometries/DecalGeometry.js examples/jsm/geometries/DecalGeometry.js]
-		</p>
-	</body>
-</html>

+ 0 - 83
docs/examples/ko/helpers/FaceNormalsHelper.html

@@ -1,83 +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>
-		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Renders [page:ArrowHelper arrows] to visualize an object's [page:Face3 face] normals.
-			Requires  that face normals have been specified on all 	[page:Face3 faces] or calculated
-			with [page:Geometry.computeFaceNormals computeFaceNormals]. <br /><br />
-
-			Note that this only works with the objects whose geometry is an instance of [page:Geometry].
-			For [page:BufferGeometry] use a [page:VertexNormalsHelper] instead.
-		<p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		geometry = new THREE.BoxGeometry( 10, 10, 10, 2, 2, 2 );
-		material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
-		box = new THREE.Mesh( geometry, material );
-
-		helper = new FaceNormalsHelper( box, 2, 0x00ff00, 1 );
-
-		scene.add( box );
-		scene.add( helper );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_helpers WebGL / helpers]</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Object3D object], [param:Number size], [param:Color color], [param:Number linewidth] )</h3>
-		<p>
-		[page:Object3D object] -- object for which to render face normals.<br />
-		[page:Number size] -- (optional) length of the arrows. Default is *1*.<br />
-		[page:Hex color] -- (optional) hex color of the arrows. Default is *0xffff00*.<br />
-		[page:Number linewidth] -- (optional) width of the arrow lines.  Default is *1*.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
-
-		<h3>[property:Object matrixAutoUpdate]</h3>
-		<p>
-			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
-			objects's [page:Object3D.matrixWorld matrixWorld].
-		</p>
-
-		<h3>[property:Object3D object]</h3>
-		<p>The object for which the face normals are being visualized.</p>
-
-		<h3>[property:Number size]</h3>
-		<p>Length of the arrows. Default is *1*.</p>
-
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
-
-
-		<h3>[method:null update]()</h3>
-		<p>Updates the face normal preview based on movement of the object.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/helpers/FaceNormalsHelper.js examples/jsm/helpers/FaceNormalsHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 60
docs/examples/ko/helpers/LightProbeHelper.html

@@ -1,60 +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>
-		[page:Object3D] &rarr; [page:Mesh] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Renders a sphere to visualize a light probe in the scene.
-		<p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const helper = new LightProbeHelper( lightProbe, 1 );
-		scene.add( helper );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>[example:webgl_lightprobe_cubecamera WebGL / lightprobe / cubecamera]</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LightProbe lightProbe], [param:Number size] )</h3>
-		<p>
-		[page:LightProbe lightProbe] -- the light probe.<br />
-		[page:Number size] -- size of the helper sphere
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Mesh] class for common properties.</p>
-
-		<h3>[property:LightProbe lightProbe]</h3>
-		<p>The light probe.</p>
-
-		<h3>[property:Number size]</h3>
-		<p>The size of the helper sphere.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Mesh] class for common methods.</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>Frees internal resources.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/helpers/LightProbeHelper.js examples/jsm/helpers/LightProbeHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 73
docs/examples/ko/helpers/PositionalAudioHelper.html

@@ -1,73 +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>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This helper displays the directional cone of a [page:PositionalAudio].</p>
-
-		<h2>Code Example</h2>
-		<code>
-		const positionalAudio = new THREE.PositionalAudio( listener );
-		positionalAudio.setDirectionalCone( 180, 230, 0.1 );
-
-		const helper = new PositionalAudioHelper( positionalAudio );
-		positionalAudio.add( helper );
-		</code>
-
-		<h2>Examples</h2>
-
-		<div>[example:webaudio_orientation webaudio / orientation ]</div>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:PositionalAudio audio], [param:Number range] )</h3>
-		<p>
-			[page:PositionalAudio audio] -- The [page:PositionalAudio] to be visualized. <br /><br/>
-
-			[page:Number range] -- (optional) The range of the directional cone. <br /><br/>
-
-			[page:Number divisionsInnerAngle] -- (optional) The amount of divisions of the inner part of the directional cone. <br /><br/>
-
-			[page:Number divisionsOuterAngle] -- (optional) The amount of divisions of the outer part of the directional cone. <br /><br/>
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
-
-		<h3>[property:PositionalAudio audio]</h3>
-		<p>[page:PositionalAudio] to be visualized.</p>
-
-		<h3>[property:Number range]</h3>
-		<p>The range of the directional cone.</p>
-
-		<h3>[property:Number divisionsInnerAngle]</h3>
-		<p>The amount of divisions of the inner part of the directional cone.</p>
-
-		<h3>[property:Number divisionsOuterAngle]</h3>
-		<p>The amount of divisions of the outer part of the directional cone.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>Disposes of the helper.</p>
-
-		<h3>[method:null update]()</h3>
-		<p>Updates the helper.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/helpers/PositionalAudioHelper.js examples/jsm/helpers/PositionalAudioHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 66
docs/examples/ko/helpers/RectAreaLightHelper.html

@@ -1,66 +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>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Creates a visual aid for a [page:RectAreaLight].
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
-		const helper = new RectAreaLightHelper( light );
-		light.add( helper ); // helper must be added as a child of the light
-		</code>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:RectAreaLight light], [param:Hex color] )</h3>
-		<p>
-			[page:RectAreaLight light] -- The light being visualized.<br /><br />
-
-			[page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
-
-		<h3>[property:RectAreaLight light]</h3>
-		<p>Reference to the RectAreaLight being visualized.</p>
-
-		<h3>[property:hex color]</h3>
-		<p>
-						 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
-						the next time [page:.update update] is called.
-		</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
-
-		<h3>[method:null dispose]()</h3>
-		<p>Dispose of the rectAreaLightHelper.</p>
-
-		<h3>[method:null update]()</h3>
-		<p>Updates the helper to match the position and direction of the [page:.light].</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/helpers/RectAreaLightHelper.js examples/jsm/helpers/RectAreaLightHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 82
docs/examples/ko/helpers/VertexNormalsHelper.html

@@ -1,82 +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>
-		[page:Object3D] &rarr; [page:Line] &rarr;
-
-		<h1>[name]</h1>
-
-		<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 />
-
-			Unlike [page:FaceNormalsHelper], this works with [page:BufferGeometry].
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.BoxBufferGeometry( 10, 10, 10, 2, 2, 2 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
-		const box = new THREE.Mesh( geometry, material );
-
-		const helper = new VertexNormalsHelper( box, 2, 0x00ff00, 1 );
-
-		scene.add( box );
-		scene.add( helper );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_helpers WebGL / helpers]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Object3D object], [param:Number size], [param:Hex color], [param:Number linewidth] )</h3>
-		<p>
-			[page:Object3D object] -- object for which to render vertex normals.<br />
-			[page:Number size] -- (optional) length of the arrows. Default is 1.<br />
-			[page:Hex color] -- hex color of the arrows. Default is 0xff0000.<br />
-			[page:Number linewidth] -- (optional) width of the arrow lines. Default is 1.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
-
-		<h3>[property:Object matrixAutoUpdate]</h3>
-		<p>
-			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
-			objects's [page:Object3D.matrixWorld matrixWorld].
-		</p>
-
-		<h3>[property:Object3D object]</h3>
-		<p>The object for which the vertex normals are being visualized.</p>
-
-		<h3>[property:Number size]</h3>
-		<p>Length of the arrows. Default is *1*.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
-
-
-		<h3>[method:null update]()</h3>
-		<p>Updates the vertex normal preview based on movement of the object.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/helpers/VertexNormalsHelper.js examples/jsm/helpers/VertexNormalsHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 81
docs/examples/ko/helpers/VertexTangentsHelper.html

@@ -1,81 +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>
-		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Renders arrows to visualize an object's vertex tangent vectors.
-			Requires that tangents have been specified in a [page:BufferAttribute custom attribute] or
-			have been calculated using [page:BufferGeometryUtils.computeTangents computeTangents].<br /><br />
-
-			This helper supports [page:BufferGeometry] only.
-		</p>
-
-		<h2>Code Example</h2>
-		<code>
-		const geometry = new THREE.BoxBufferGeometry( 10, 10, 10, 2, 2, 2 );
-		const material = new THREE.MeshNormalMaterial();
-		const box = new THREE.Mesh( geometry, material );
-
-		const helper = new VertexTangentsHelper( box, 1, 0x00ffff, 1 );
-
-		scene.add( box );
-		scene.add( helper );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_helpers WebGL / helpers]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Object3D object], [param:Number size], [param:Hex color], [param:Number linewidth] )</h3>
-		<p>
-			[page:Object3D object] -- object for which to render vertex tangents.<br />
-			[page:Number size] -- (optional) length of the arrows. Default is *1*.<br />
-			[page:Hex color] -- hex color of the arrows. Default is 0x00ffff.<br />
-			[page:Number linewidth] -- (optional) width of the arrow lines. Default is *1*. (Setting lineWidth is currently not supported.)
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
-
-		<h3>[property:Object matrixAutoUpdate]</h3>
-		<p>
-			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
-			objects's [page:Object3D.matrixWorld matrixWorld].
-		</p>
-
-		<h3>[property:Object3D object]</h3>
-		<p>The object for which the vertex tangents are being visualized.</p>
-
-		<h3>[property:Number size]</h3>
-		<p>Length of the arrows. Default is *1*.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
-
-
-		<h3>[method:null update]()</h3>
-		<p>Updates the vertex tangents preview based on the object's world transform.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/helpers/VertexTangentsHelper.js examples/jsm/helpers/VertexTangentsHelper.js]
-		</p>
-	</body>
-</html>

+ 0 - 45
docs/examples/ko/lights/LightProbeGenerator.html

@@ -1,45 +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">
-			Utility class for creating instances of [page:LightProbe].
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_lightprobe WebGL / light probe ]<br />
-			[example:webgl_lightprobe_cubecamera WebGL / light probe / cube camera ]
-		</p>
-
-		<h2>Static Methods</h2>
-
-		<h3>[method:LightProbe fromCubeTexture] ( [param:CubeTexture cubeTexture] )</h3>
-		<p>
-			Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube texture.
-		</p>
-
-		<h3>[method:LightProbe fromCubeRenderTarget] ( [param:WebGLRenderer renderer], [param:WebGLCubeRenderTarget cubeRenderTarget] )</h3>
-		<p>
-			Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube render target.
-		</p>
-		<p>
-			The [page:Texture.format format] of the cube render target must be set to *RGBA*.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/lights/LightProbeGenerator.js examples/jsm/lights/LightProbeGenerator.js]
-		</p>
-	</body>
-</html>

+ 0 - 193
docs/examples/ko/loaders/3DMLoader.html

@@ -1,193 +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>
-		[page:Loader] &rarr;
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A loader for Rhinoceros 3d files and objects. <br /><br />
-			Rhinoceros is a 3D modeler used to create, edit, analyze, document, render, animate, and translate NURBS curves, surfaces, solids, point clouds, as well as polygon meshes and SubD objects.
-			[link:https://github.com/mcneel/rhino3dm rhino3dm.js] is compiled to WebAssembly from the open source geometry library [link:https://github.com/mcneel/opennurbs openNURBS].
-			Currently uses rhino3dm.js 0.13.0
-		</p>
-
-		<h2>Supported Conversions</h2>
-
-		<p>
-			[name] loads the following objects to a respective three.js type:
-		</p>
-
-		<table>
-			<tr>
-				<th>3dm type</th>
-				<th>three.js type</th>
-			</tr>
-			<tr>
-				<td>Point</td>
-				<td>[page:Points Points]</td>
-			</tr>
-			<tr>
-				<td>PointSet</td>
-				<td>[page:Points Points]</td>
-			</tr>
-			<tr>
-				<td>TextDot</td>
-				<td>[page:Sprite Sprite]</td>
-			</tr>
-			<tr>
-				<td>Curve</td>
-				<td>[page:Line Line] <sup>1</sup></td>
-			</tr>
-			<tr>
-				<td>Mesh</td>
-				<td>[page:Mesh Mesh]</td>
-			</tr>
-			<tr>
-				<td>Extrusion</td>
-				<td>[page:Mesh Mesh] <sup> 2</sup></td>
-			</tr>
-			<tr>
-				<td>BREP</td>
-				<td>[page:Object3D Object3D] <sup>2, 3</sup></td>
-			</tr>
-			<tr>
-				<td>SubD</td>
-				<td>[page:Mesh Mesh] <sup>4</sup></td>
-			</tr>
-			<tr>
-				<td>InstanceReferences</td>
-				<td>[page:Object3D Object3D]</td>
-			</tr>
-			<tr>
-				<td>DirectionalLight</td>
-				<td>[page:DirectionalLight DirectionalLight]</td>
-			</tr>
-			<tr>
-				<td>PointLight</td>
-				<td>[page:PointLight PointLight]</td>
-			</tr>
-			<tr>
-				<td>RectangularLight</td>
-				<td>[page:RectAreaLight RectAreaLight]</td>
-			</tr>
-			<tr>
-				<td>SpotLight</td>
-				<td>[page:SpotLight SpotLight]</td>
-			</tr>
-		</table>
-
-		<p><i>
-			<sup>1</sup> NURBS curves are discretized to a hardcoded resolution.
-		</i></p>
-		<p><i>
-			<sup>2</sup> Types which are based on BREPs and NURBS surfaces are represented with their "Render Mesh".
-		</i></p>
-		<p><i>
-			<sup>3</sup> BREPS are converted to an Object3D with it's children array populated with BREP Faces
-		</i></p>
-		<p><i>
-			<sup>4</sup> SubD objects are represented by subdividing their control net.
-		</i></p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate a loader
-		const loader = new Rhino3dmLoader();
-
-		// Specify path to a folder containing WASM/JS libraries.
-		loader.setLibraryPath( '/examples/jsm/libs/rhino3dm/' );
-
-		// Load a 3DM file
-		loader.load(
-			// resource URL
-			'model.3dm',
-			// called when the resource is loaded
-			function ( object ) {
-
-				scene.add( object );
-
-			},
-			// called as loading progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_3dm]
-		</p>
-
-		<hr>
-
-		<h2>Constructor</h2>
-
-		<h3>Rhino3dmLoader( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new Rhino3dmLoader.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.3dm</em> file.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call the <em>onLoad</em> function with the geometry.
-		</p>
-
-		<h3>[method:this setLibraryPath]( [param:String value] )</h3>
-		<p>
-		[page:String value] — Path to folder containing the JS and WASM libraries.
-		</p>
-
-		<h3>[method:this setWorkerLimit]( [param:Number workerLimit] )</h3>
-		<p>
-			[page:Number workerLimit] - Maximum number of workers to be allocated. Default is 4.<br />
-		</p>
-		<p>
-		Sets the maximum number of [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Using_web_workers Web Workers]
-		to be used during decoding. A lower limit may be preferable if workers are also for other tasks
-		in the application.
-		</p>
-
-		<h3>[method:this dispose]()</h3>
-		<p>
-		Disposes of the loader resources and deallocates memory.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/3DMLoader.js examples/jsm/loaders/3DMLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 143
docs/examples/ko/loaders/BasisTextureLoader.html

@@ -1,143 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Loader for Basis Universal GPU Texture Codec.<br><br>
-
-			[link:https://github.com/BinomialLLC/basis_universal/ Basis Universal] is a
-			"supercompressed" GPU texture and texture video compression system that
-			outputs a highly compressed intermediate file format (.basis) that can be
-			quickly transcoded to a wide variety of GPU texture compression formats.
-		</p>
-
-		<p>
-			This loader parallelizes the transcoding process across a configurable number
-			of web workers, before transferring the transcoded compressed texture back
-			to the main thread. The required WASM transcoder and JS wrapper are available from the
-			[link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/basis examples/js/libs/basis]
-			directory.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const basisLoader = new BasisTextureLoader();
-		basisLoader.setTranscoderPath( 'examples/js/libs/basis/' );
-		basisLoader.detectSupport( renderer );
-		basisLoader.load( 'diffuse.basis', function ( texture ) {
-
-			const material = new THREE.MeshStandardMaterial( { map: texture } );
-
-		}, function () {
-
-			console.log( 'onProgress' );
-
-		}, function ( e ) {
-
-			console.error( e );
-
-		} );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_texture_basis]
-		</p>
-
-		<h2>Browser compatibility</h2>
-
-		<p>
-			BasisTextureLoader transcodes input textures in '.basis' format to an
-			appropriate compressed texture format for the target device, where
-			possible. This allows the same source texture to be served across
-			desktop, Android, and iOS devices, and transcoded into ASTC, DXT, ETC1,
-			or PVRTC1. Other output formats may be supported in the future.
-		</p>
-		<p>
-			Transcoding to PVRTC1 (for iOS) requires square power-of-two textures.
-		</p>
-		<p>
-			This loader relies on ES6 Promises and Web Assembly, which are not
-			supported in IE11.
-		</p>
-
-		<br>
-		<hr>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.basis</em> file.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Load from url and call the <em>onLoad</em> function with the transcoded [page:CompressedTexture].
-		</p>
-
-		<h3>[method:this detectSupport]( [param:WebGLRenderer renderer] )</h3>
-		<p>
-		[page:WebGLRenderer renderer] — A renderer instance.
-		</p>
-		<p>
-		Detects hardware support for available compressed texture formats, to determine
-		the output format for the transcoder. Must be called before loading a texture.
-		</p>
-
-		<h3>[method:this setTranscoderPath]( [param:String path] )</h3>
-		<p>
-		[page:String path] — Path to folder containing the WASM transcoder and JS wrapper.
-		</p>
-		<p>
-		The WASM transcoder and JS wrapper are available from the
-		[link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/basis examples/js/libs/basis]
-		directory.
-		</p>
-
-		<h3>[method:this setWorkerLimit]( [param:Number limit] )</h3>
-		<p>
-		[page:Number limit] — Maximum number of workers. Default is '4'.
-		</p>
-		<p>
-		Sets the maximum number of web workers to be allocated by this instance.
-		</p>
-
-		<h3>[method:this dispose]()</h3>
-		<p>
-		Disposes the loader object, de-allocating any Web Workers created.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/BasisTextureLoader.js examples/jsm/loaders/BasisTextureLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 154
docs/examples/ko/loaders/DRACOLoader.html

@@ -1,154 +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>
-		[page:Loader] &rarr;
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A loader for geometry compressed with the Draco library. <br /><br />
-			[link:https://google.github.io/draco/ Draco] is an open source library for compressing and
-			decompressing 3D meshes and point clouds. Compressed geometry can be significantly smaller,
-			at the cost of additional decoding time on the client device.
-		</p>
-
-		<p>
-			Standalone Draco files have a <em>.drc</em> extension, and contain vertex positions,
-			normals, colors, and other attributes. Draco files <em>do not</em> contain materials,
-			textures, animation, or node hierarchies – to use these features, embed Draco geometry
-			inside of a glTF file. A normal glTF file can be converted to a Draco-compressed glTF file
-			using [link:https://github.com/AnalyticalGraphicsInc/gltf-pipeline glTF-Pipeline]. When
-			using Draco with glTF, an instance of DRACOLoader will be used internally by [page:GLTFLoader].
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate a loader
-		const loader = new DRACOLoader();
-
-		// Specify path to a folder containing WASM/JS decoding libraries.
-		loader.setDecoderPath( '/examples/js/libs/draco/' );
-
-		// Optional: Pre-fetch Draco WASM/JS module.
-		loader.preload();
-
-		// Load a Draco geometry
-		loader.load(
-			// resource URL
-			'model.drc',
-			// called when the resource is loaded
-			function ( geometry ) {
-
-				const material = new THREE.MeshStandardMaterial( { color: 0x606060 } );
-				const mesh = new THREE.Mesh( geometry, material );
-				scene.add( mesh );
-
-			},
-			// called as loading progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_draco]
-		</p>
-
-		<h2>Browser compatibility</h2>
-
-		<p>DRACOLoader relies on ES6 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promises],
-		which are not supported in IE11. To use the loader in IE11, you must
-		[link:https://github.com/stefanpenner/es6-promise include a polyfill]
-		providing a Promise replacement. DRACOLoader will automatically use
-		either the JS or the WASM decoding library, based on browser
-		capabilities.</p>
-
-		<br>
-		<hr>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.drc</em> file.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call the <em>onLoad</em> function with the decompressed geometry.
-		</p>
-
-		<h3>[method:this setDecoderPath]( [param:String value] )</h3>
-		<p>
-		[page:String value] — Path to folder containing the JS and WASM decoder libraries.
-		</p>
-
-		<h3>[method:this setDecoderConfig]( [param:Object config] )</h3>
-		<p>
-			[page:String config.type] - (Optional) <em>"js"</em> or <em>"wasm"</em>.<br />
-		</p>
-		<p>
-		Provides configuration for the decoder libraries. Configuration cannot be changed
-		after decoding begins.
-		</p>
-
-		<h3>[method:this setWorkerLimit]( [param:Number workerLimit] )</h3>
-		<p>
-			[page:Number workerLimit] - Maximum number of workers to be allocated. Default is 4.<br />
-		</p>
-		<p>
-		Sets the maximum number of [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Using_web_workers Web Workers]
-		to be used during decoding. A lower limit may be preferable if workers are also for other tasks
-		in the application.
-		</p>
-
-		<h3>[method:this preload]()</h3>
-		<p>
-		Requests the decoder libraries, if not already loaded.
-		</p>
-
-		<h3>[method:this dispose]()</h3>
-		<p>
-		Disposes of the decoder resources and deallocates memory. The decoder
-		[link:https://github.com/google/draco/issues/349 cannot be reloaded afterward].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/DRACOLoader.js examples/jsm/loaders/DRACOLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 219
docs/examples/ko/loaders/GLTFLoader.html

@@ -1,219 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc"> A loader for <em>glTF 2.0</em> resources. <br /><br />
-		[link:https://www.khronos.org/gltf glTF] (GL Transmission Format) is an
-		[link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification]
-		for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
-		or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
-		data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
-		textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
-		</p>
-
-		<h2>Extensions</h2>
-
-		<p>
-			GLTFLoader supports the following
-			[link:https://github.com/KhronosGroup/glTF/tree/master/extensions/ glTF 2.0 extensions]:
-		</p>
-
-		<ul>
-			<li>KHR_draco_mesh_compression</li>
-			<li>KHR_materials_clearcoat</li>
-			<li>KHR_materials_pbrSpecularGlossiness</li>
-			<li>KHR_materials_unlit</li>
-			<li>KHR_mesh_quantization</li>
-			<li>KHR_lights_punctual<sup>1</sup></li>
-			<li>KHR_texture_basisu <i>(experimental)</i></li>
-			<li>KHR_texture_transform<sup>2</sup></li>
-			<li>EXT_texture_webp</li>
-			<li>EXT_meshopt_compression</li>
-			<li>MSFT_texture_dds</li>
-		</ul>
-
-		<p><i>
-			<sup>1</sup>Requires [link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.physicallyCorrectLights physicallyCorrectLights] to be enabled.
-		</i></p>
-		<p><i>
-			<sup>2</sup>UV transforms are supported, with several key limitations. Transforms applied to
-			a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
-			transform, or no transform at all. The aoMap and lightMap textures cannot be transformed. No
-			more than one transform may be used per material. Each use of a texture with a unique
-			transform will result in an additional GPU texture upload. See
-			#[link:https://github.com/mrdoob/three.js/pull/13831 13831] and
-			#[link:https://github.com/mrdoob/three.js/issues/12788 12788].
-		</i></p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate a loader
-		const loader = new GLTFLoader();
-
-		// Optional: Provide a DRACOLoader instance to decode compressed mesh data
-		const dracoLoader = new DRACOLoader();
-		dracoLoader.setDecoderPath( '/examples/js/libs/draco/' );
-		loader.setDRACOLoader( dracoLoader );
-
-		// Load a glTF resource
-		loader.load(
-			// resource URL
-			'models/gltf/duck/duck.gltf',
-			// called when the resource is loaded
-			function ( gltf ) {
-
-				scene.add( gltf.scene );
-
-				gltf.animations; // Array&lt;THREE.AnimationClip&gt;
-				gltf.scene; // THREE.Group
-				gltf.scenes; // Array&lt;THREE.Group&gt;
-				gltf.cameras; // Array&lt;THREE.Camera&gt;
-				gltf.asset; // Object
-
-			},
-			// called while loading is progressing
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_loader_gltf]
-		</p>
-
-		<h2>Browser compatibility</h2>
-
-		<p>GLTFLoader relies on ES6 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promises],
-		which are not supported in IE11. To use the loader in IE11, you must
-		[link:https://github.com/stefanpenner/es6-promise include a polyfill]
-		providing a Promise replacement.</p>
-
-		<h2>Textures</h2>
-
-		<p>Textures containing color information (.map, .emissiveMap, and .specularMap) always use sRGB colorspace in
-		glTF, while vertex colors and material properties (.color, .emissive, .specular) use linear colorspace. In a
-		typical rendering workflow, textures are converted to linear colorspace by the renderer, lighting calculations
-		are made, then final output is converted back to sRGB and displayed on screen. Unless you need post-processing
-		in linear colorspace, always configure [page:WebGLRenderer] as follows when using glTF:</p>
-
-		<code>
-		renderer.outputEncoding = THREE.sRGBEncoding;
-		</code>
-
-		<p>GLTFLoader will automatically configure textures referenced from a .gltf or .glb file correctly, with the
-		assumption that the renderer is set up as shown above. When loading textures externally (e.g., using
-		[page:TextureLoader]) and applying them to a glTF model, colorspace and orientation must be given:</p>
-
-		<code>
-		// If texture is used for color information, set colorspace.
-		texture.encoding = THREE.sRGBEncoding;
-
-		// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
-		texture.flipY = false;
-		</code>
-
-		<h2>Custom extensions</h2>
-
-		<p>
-			Metadata from unknown extensions is preserved as “.userData.gltfExtensions” on Object3D, Scene, and Material instances,
-			or attached to the response “gltf” object. Example:
-		</p>
-
-		<code>
-		loader.load('foo.gltf', function ( gltf ) {
-
-			const scene = gltf.scene;
-
-			const mesh = scene.children[ 3 ];
-
-			const fooExtension = mesh.userData.gltfExtensions.EXT_foo;
-
-			gltf.parser.getDependency( 'bufferView', fooExtension.bufferView )
-				.then( function ( fooBuffer ) { ... } );
-
-		} );
-		</code>
-
-		<br>
-		<hr>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.gltf</em> or <em>.glb</em> file.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed. The function receives the loaded JSON response returned from [page:Function parse].<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call the callback function with the parsed response content.
-		</p>
-
-		<h3>[method:null setDRACOLoader]( [param:DRACOLoader dracoLoader] )</h3>
-		<p>
-		[page:DRACOLoader dracoLoader] — Instance of THREE.DRACOLoader, to be used for decoding assets compressed with the KHR_draco_mesh_compression extension.
-		</p>
-		<p>
-		Refer to this [link:https://github.com/mrdoob/three.js/tree/dev/examples/js/libs/draco#readme readme] for the details of Draco and its decoder.
-		</p>
-
-
-		<h3>[method:null setDDSLoader]( [param:DDSLoader ddsLoader] )</h3>
-		<p>
-		[page:DDSLoader ddsLoader] — Instance of THREE.DDSLoader, to be used for loading compressed textures with the MSFT_TEXTURE_DDS extension.
-		</p>
-
-		<h3>[method:null parse]( [param:ArrayBuffer data], [param:String path], [param:Function onLoad], [param:Function onError] )</h3>
-		<p>
-		[page:ArrayBuffer data] — glTF asset to parse, as an ArrayBuffer or <em>JSON</em> string.<br />
-		[page:String path] — The base path from which to find subsequent glTF resources such as textures and .bin data files.<br />
-		[page:Function onLoad] — A function to be called when parse completes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during parsing. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Parse a glTF-based ArrayBuffer or <em>JSON</em> String and fire [page:Function onLoad] callback when complete. The argument to [page:Function onLoad] will be an [page:Object] that contains loaded parts: .[page:Group scene], .[page:Array scenes], .[page:Array cameras], .[page:Array animations], and .[page:Object asset].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/GLTFLoader.js examples/jsm/loaders/GLTFLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 123
docs/examples/ko/loaders/MMDLoader.html

@@ -1,123 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc"> A loader for <a href="https://sites.google.com/view/evpvp/"><em>MMD</em></a> resources. <br /><br />
-		[name] creates Three.js Objects from MMD resources as PMD, PMX, VMD, and VPD files.
-		See [page:MMDAnimationHelper] for MMD animation handling as IK, Grant, and Physics.<br /><br />
-
-		If you want raw content of MMD resources, use .loadPMD/PMX/VMD/VPD methods.
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Instantiate a loader
-		const loader = new MMDLoader();
-
-		// Load a MMD model
-		loader.load(
-			// path to PMD/PMX file
-			'models/mmd/miku.pmd',
-			// called when the resource is loaded
-			function ( mesh ) {
-
-				scene.add( mesh );
-
-			},
-			// called when loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-		[example:webgl_loader_mmd]<br />
-		[example:webgl_loader_mmd_pose]<br />
-		[example:webgl_loader_mmd_audio]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.pmd</em> or <em>.pmx</em> file.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading PMD/PMX model file from url and fire the callback function with the parsed [page:SkinnedMesh] containing [page:BufferGeometry] and an array of [page:MeshToonMaterial].
-		</p>
-
-		<h3>[method:null loadAnimation]( [param:String url], [param:Object3D object], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string or an array of string containing the path/URL of the <em>.vmd</em> file(s).If two or more files are specified, they'll be merged.<br />
-		[page:Object3D object] — [page:SkinnedMesh] or [page:Camera]. Clip and its tracks will be fitting to this object.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading VMD motion file(s) from url(s) and fire the callback function with the parsed [page:AnimatioinClip].
-		</p>
-
-		<h3>[method:null loadWithAnimation]( [param:String modelUrl], [param:String vmdUrl], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String modelUrl] — A string containing the path/URL of the <em>.pmd</em> or <em>.pmx</em> file.<br />
-		[page:String vmdUrl] — A string or an array of string containing the path/URL of the <em>.vmd</em> file(s).<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading PMD/PMX model file and VMD motion file(s) from urls and fire the callback function with an [page:Object] containing parsed [page:SkinnedMesh] and [page:AnimationClip] fitting to the [page:SkinnedMesh].
-		</p>
-
-		<h3>[method:MMDLoader setAnimationPath]( [param:String animationPath] )</h3>
-		<p>
-		[page:String animationPath] — Base path for loading animation data (VMD/VPD files).
-		</p>
-		<p>
-		Set the base path for additional resources like textures.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/MMDLoader.js examples/jsm/loaders/MMDLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 78
docs/examples/ko/loaders/MTLLoader.html

@@ -1,78 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading an <em>.mtl</em> resource, used internally by [page:OBJLoader].<br />
-		The Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ that describes surface shading
-		(material) properties of objects within one or more .OBJ files.
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager loadingManager] )</h3>
-		<p>
-			[page:LoadingManager loadingManager] — LoadingManager to use. Defaults to [page:DefaultLoadingManager DefaultLoadingManager]<br />
-		</p>
-		<p>
-			Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-			[page:String url] — A string containing the path/URL of the <em>.mtl</em> file.<br />
-			[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.<br />
-			[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-			[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-			Begin loading from url and return the loaded material.
-		</p>
-
-		<h3>[method:MTLLoader setMaterialOptions]( [param:Object options] )</h3>
-		<p>
-			[page:Object options] — required
-			<ul>
-				<li>side: Which side to apply the material. THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide</li>
-				<li>wrap: What type of wrapping to apply for textures. THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping</li>
-				<li>normalizeRGB: RGBs need to be normalized to 0-1 from 0-255. Default: false, assumed to be already normalized</li>
-				<li>ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's. Default: false</li>
-				<li>invertTrProperty: Use values 1 of Tr field for fully opaque. This option is useful for obj exported from 3ds MAX, vcglib or meshlab. Default: false</li>
-			</ul>
-		</p>
-		<p>
-			Set of options on how to construct the materials
-		</p>
-
-
-		<h3>[method:MTLLoaderMaterialCreator parse]( [param:String text, param:String path] )</h3>
-		<p>
-			[page:String text] — The textual <em>mtl</em> structure to parse.
-			[page:String path] — The path to the MTL file.
-		</p>
-		<p>
-			Parse a <em>mtl</em> text structure and return a [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.<br />
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/[name].js examples/jsm/loaders/[name].js]
-		</p>
-	</body>
-</html>

+ 0 - 108
docs/examples/ko/loaders/OBJLoader.html

@@ -1,108 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.obj</em> resource.<br />
-		The <a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ file format</a> is a simple data-format
-		that represents 3D geometry in a human readable format as the position of each vertex, the UV position of
-		each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of
-		vertices, and texture vertices.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate a loader
-		const loader = new OBJLoader();
-
-		// load a resource
-		loader.load(
-			// resource URL
-			'models/monster.obj',
-			// called when resource is loaded
-			function ( object ) {
-
-				scene.add( object );
-
-			},
-			// called when loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_obj]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.obj</em> file.<br />
-		[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the parsed response content.
-		</p>
-
-		<h3>[method:Object3D parse]( [param:String text] )</h3>
-		<p>
-		[page:String text] — The textual <em>obj</em> structure to parse.
-		</p>
-		<p>
-		Returns an [page:Object3D]. It contains the parsed meshes as [page:Mesh] and lines as [page:LineSegments].<br />
-		All geometry is created as [page:BufferGeometry]. Default materials are created as [page:MeshPhongMaterial].<br />
-		If an <em>obj</em> object or group uses multiple materials while declaring faces, geometry groups and an array of materials are used.
-		</p>
-
-		<h3>[method:OBJLoader setMaterials]( [param:MTLLoader.MaterialCreator materials] )</h3>
-		<p>
-		[page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator materials] - A MaterialCreator instance.
-		</p>
-		<p>
-		Sets materials loaded by MTLLoader or any other supplier of a [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/OBJLoader.js examples/jsm/loaders/OBJLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 206
docs/examples/ko/loaders/OBJLoader2.html

@@ -1,206 +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">A loader for loading a <em>.obj</em> resource.<br />
-			The <a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ file format</a> is a simple data-format
-			that represents 3D geometry in a human readable format as, the position of each vertex, the UV position of
-			each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of
-			vertices, and texture vertices.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate the loader
-		let loader = new OBJLoader2();
-
-		// function called on successful load
-		function callbackOnLoad ( object3d ) {
-			scene.add( object3d );
-		}
-
-		// load a resource from provided URL synchronously
-		loader.load( 'obj/female02/female02.obj', callbackOnLoad, null, null, null );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_obj2] - Simple example<br />
-			[example:webgl_loader_obj2_options] - Example for multiple use-cases (parse and load, sync or in parallel to main (see [page:OBJLoader2Parallel]))
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-			[page:LoadingManager manager] - The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br>
-		</p>
-		<p>
-			Creates a new [name]. Use it to load OBJ data from files or to parse OBJ data from arraybuffer or text.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-
-		<h3>[method:Object3D parse]( [param:Arraybuffer content]|[param:String content] )</h3>
-		<p>
-			[[page:Arraybuffer content]|[page:String content]] OBJ data as Uint8Array or String
-		</p>
-		<p>
-			Parses OBJ data synchronously from arraybuffer or string and returns the [page:Object3D baseObject3d].
-		</p>
-
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError], [param:Function onMeshAlter] )</h3>
-		<p>
-			[page:String url] - A string containing the path/URL of the file to be loaded.<br>
-			[page:Function onLoad] - A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.<br>
-			[page:Function onProgress] - (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br>
-			[page:Function onError] - (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br>
-			[page:Function onMeshAlter] - (optional) A function to be called after a new mesh raw data becomes available for alteration.<br>
-		</p>
-		<p>
-			Use this convenient method to load a file at the given URL. By default the fileLoader uses an ArrayBuffer.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setLogging]( [param:Boolean enabled], [param:Boolean debug] )</h3>
-		<p>
-			[page:Boolean enabled] True or false.<br>
-			[page:Boolean debug] True or false.
-		</p>
-		<p>
-			Enable or disable logging in general (except warn and error), plus enable or disable debug logging.
-		</p>
-
-
-		<h3>[method:OBJLoader2 addMaterialPerSmoothingGroup] ( [param:Boolean materialPerSmoothingGroup] )</h3>
-		<p>
-			[page:Boolean materialPerSmoothingGroup]
-		</p>
-		<p>
-			Tells whether a material shall be created per smoothing group.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setUseOAsMesh] ( [param:Boolean useOAsMesh] )</h3>
-		<p>
-			[page:Boolean useOAsMesh]
-		</p>
-		<p>
-			Usually 'o' is meta-information and does not result in creation of new meshes, but mesh creation on occurrence of "o" can be enforced.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setUseIndices]( [param:Boolean useIndices] )</h3>
-		<p>
-			[page:Boolean useIndices]
-		</p>
-		<p>
-			Instructs loaders to create indexed [page:BufferGeometry].
-		</p>
-
-
-		<h3>[method:OBJLoader2 setDisregardNormals]( [param:Boolean disregardNormals] )</h3>
-		<p>
-			[page:Boolean disregardNormals]
-		</p>
-		<p>
-			Tells whether normals should be completely disregarded and regenerated.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setModelName] ( [param:String modelName] )</h3>
-		<p>
-			[page:String modelName]
-		</p>
-		<p>
-			Set the name of the model.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setBaseObject3d] ( [param:Object3d baseObject3d] )</h3>
-		<p>
-			[page:Object3D baseObject3d - Object already attached to scenegraph where new meshes will be attached to
-		</p>
-		<p>
-			Set the node where the loaded objects will be attached directly.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setMaterials] ( [param:Object materials] )</h3>
-		<p>
-			[page:Object materials] -  materials Object with named [page:Material Materials]
-		</p>
-		<p>
-			Add materials as associated array.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setCallbackOnLoad] ( [param:Function onLoad] )</h3>
-		<p>
-			[page:Function onLoad]
-		</p>
-		<p>
-			Register a function that is called when parsing was completed.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setCallbackOnAssetAvailable] ( [param:Function onAssetAvailable] )</h3>
-		<p>
-			[page:Function onAssetAvailable]
-		</p>
-		<p>
-			Register a function that is called once an asset (mesh/material) becomes available.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setCallbackOnProgress] ( [param:Function onProgress] )</h3>
-		<p>
-			[page:Function onProgress]
-		</p>
-		<p>
-			Register a function that is used to report overall processing progress.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setCallbackOnError] ( [param:Function onError] )</h3>
-		<p>
-			[page:Function onError]
-		</p>
-		<p>
-			Register an error handler function that is called if errors occur. It can decide to just log or to throw an exception.
-		</p>
-
-
-		<h3>[method:OBJLoader2 setCallbackOnMeshAlter] ( [param:Function onMeshAlter] )</h3>
-		<p>
-			[page:Function onMeshAlter]
-		</p>
-		<p>
-			Register a function that is called once a single mesh is available and it could be altered by the supplied function.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/OBJLoader2.js examples/jsm/loaders/OBJLoader2.js]
-		</p>
-	</body>
-</html>

+ 0 - 110
docs/examples/ko/loaders/OBJLoader2Parallel.html

@@ -1,110 +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">A loader for loading a <em>.obj</em> resource.<br />
-			The <a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ file format</a> is a simple data-format
-			that represents 3D geometry in a human readable format as, the position of each vertex, the UV position of
-			each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of
-			vertices, and texture vertices.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate the loader
-		let objLoader2Parallel = new OBJLoader2Parallel();
-
-		// define where to attach the data
-		let local = new THREE.Object3D();
-
-		// function called on successful completion of parsing
-		function callbackOnLoad( object3d, message ) {
-			local.add( object3d );
-		}
-
-		// load a resource from provided URL in parallel to Main
-		objLoader2Parallel.load( 'models/obj/walt/WaltHead.obj', callbackOnLoad, null, null, null );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-		[example:webgl_loader_obj2_options] - Example for multiple use-cases (parse and load, sync (see [page:OBJLoader2]) or in parallel to main)
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-			[page:LoadingManager manager] - The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br>
-		</p>
-		<p>
-			Creates a new [name]. Use it to load OBJ data from files or to parse OBJ data from arraybuffer.
-			It extends [page:OBJLoader2]  with the capability to run the parser in a web worker.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:OBJLoader2] class for common properties.</p>
-
-
-		<h2>Methods</h2>
-		<p>See the base [page:OBJLoader2] class for common methods. </p>
-
-
-		<h3>[method:Object3D parse]</h3>
-		<p>See [page:OBJLoader2.parse].<br>
-			The callback [page:OBJLoader2.setCallbackOnLoad OBJLoader2.onLoad] needs to be set to be able to receive the content if used in parallel mode.
-			Fallback is possible via [page:OBJLoader2Parallel.setExecuteParallel].
-		</p>
-
-
-		<h3>[method:null load]</h3>
-		<p>See [page:OBJLoader2.load].</p>
-
-
-		<h3>[method:OBJLoader2Parallel setExecuteParallel] ( [param:Boolean executeParallel] )</h3>
-		<p>
-			[page:Boolean executeParallel] - True or False
-		</p>
-		<p>
-			Execution of parse in parallel via Worker is default, but synchronous [page:OBJLoader2] parsing can be enforced via false here.
-		</p>
-
-
-		<h3>[method:OBJLoader2Parallel setPreferJsmWorker] ( [param:Boolean preferJsmWorker] )</h3>
-		<p>
-			[page:Boolean preferJsmWorker] - True or False
-		</p>
-		<p>
-			Set whether jsm modules in workers should be used. This requires browser support which is currently only experimental.
-		</p>
-
-
-		<h3>[method:WorkerExecutionSupport getWorkerExecutionSupport] ()</h3>
-		<p>
-			Allow to get hold of [page:WorkerExecutionSupport] for configuration purposes.
-		</p>
-
-
-		<h3>[method:CodeBuilderInstructions buildWorkerCode] ()</h3>
-		<p>
-			Provide instructions on what is to be contained in the worker.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/OBJLoader2Parallel.js examples/jsm/loaders/OBJLoader2Parallel.js]
-		</p>
-	</body>
-</html>

+ 0 - 106
docs/examples/ko/loaders/PCDLoader.html

@@ -1,106 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.pcd</em> resource. <br />
-		Point Cloud Data is a file format for <a href="https://en.wikipedia.org/wiki/Point_Cloud_Library">Point Cloud Library</a>. <br />
-		Loader support ascii and (compressed) binary.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-
-		// instantiate a loader
-		const loader = new PCDLoader();
-
-		// load a resource
-		loader.load(
-			// resource URL
-			'pointcloud.pcd',
-			// called when the resource is loaded
-			function ( mesh ) {
-
-				scene.add( mesh );
-
-			},
-			// called when loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_pcd]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h3>[page:Boolean littleEndian]</h3>
-		<p>
-		Default value is true.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.pcd</em> file.<br />
-		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the parsed response content.
-		</p>
-
-		<h3>[method:Object3D parse]( [param:Arraybuffer data],[param:String url] )</h3>
-		<p>
-		[page:Arraybuffer data] — The binary structure to parse.
-		</p>
-		<p>
-		[page:String url] — The file name or file url.
-		</p>
-		<p>
-		Parse an <em>pcd</em> binary structure and return an [page:Object3D].<br />
-		The object is converted to [page:Points] with a [page:BufferGeometry] and a [page:PointsMaterial].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/PCDLoader.js examples/jsm/loaders/PCDLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 99
docs/examples/ko/loaders/PDBLoader.html

@@ -1,99 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.pdb</em> resource.<br>
-		The <a href="http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format)">Protein Data Bank</a> file format is a textual file describing the three-dimensional structures of molecules.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate a loader
-		const loader = new PDBLoader();
-
-		// load a PDB resource
-		loader.load(
-			// resource URL
-			'models/pdb/caffeine.pdb',
-			// called when the resource is loaded
-			function ( pdb ) {
-
-				const geometryAtoms = pdb.geometryAtoms;
-				const geometryBonds = pdb.geometryBonds;
-				const json = pdb.json;
-
-				console.log( 'This molecule has ' + json.atoms.length + ' atoms' );
-
-			},
-			// called when loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_pdb]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.pdb</em> file.<br />
-		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the object having the following properties. [page:BufferGeometry geometryAtoms], [page:BufferGeometry geometryBonds] and the [page:Object JSON] structure.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the parsed response content.
-		</p>
-
-		<h3>[method:Object parse]( [param:String text] )</h3>
-		<p>
-		[page:String text] — The textual <em>pdb</em> structure to parse.
-		</p>
-		<p>
-		Parse a <em>pdb</em> text and return a <em>JSON</em> structure.<br />
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/PDBLoader.js examples/jsm/loaders/PDBLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 107
docs/examples/ko/loaders/PRWMLoader.html

@@ -1,107 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.prwm</em> resource.<br />
-		Packed Raw WebGL Model is an open-source binary file format for nD geometries specifically designed for
-		JavaScript and WebGL with a strong focus on fast parsing (from 1ms to 0.1ms in Chrome 59
-		on a MBP Late 2013). The parsing of PRWM file is especially fast when the endianness of the file is
-		the same as the endianness of the client platform. More information
-		on this <a href="https://github.com/kchapelier/PRWM">here</a>.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate a loader
-		const loader = new PRWMLoader();
-
-		// load a resource
-		loader.load(
-			// resource URL
-			'models/nefertiti.le.prwm',
-			// called when resource is loaded
-			function ( bufferGeometry ) {
-
-				const object = new THREE.Mesh( bufferGeometry, new THREE.MeshNormalMaterial() );
-				scene.add( object );
-
-			},
-			// called when loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_prwm]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.prwm</em> file. Any <em>*</em> character in the URL will be automatically replaced by <em>le</em> or <em>be</em> depending on the platform endianness.<br />
-		[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:BufferGeometry] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the parsed response content.
-		</p>
-
-		<h3>[method:BufferGeometry parse]( [param:ArrayBuffer arrayBuffer] )</h3>
-		<p>
-		[page:ArrayBuffer arrayBuffer] — ArrayBuffer containing the <em>prwm</em> data.
-		</p>
-		<p>
-		Parse a <em>prwm</em> file passed as an ArrayBuffer and directly return an instance of [page:BufferGeometry].
-		</p>
-
-		<h3>PRWMLoader.isBigEndianPlatform( )</h3>
-
-		<p>
-		Return true if the endianness of the platform is Big Endian, false otherwise.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/PRWMLoader.js examples/jsm/loaders/PRWMLoader.js]
-		</p>
-
-	</body>
-</html>

+ 0 - 113
docs/examples/ko/loaders/SVGLoader.html

@@ -1,113 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.svg</em> resource.<br >
-		<a href="https://en.wikipedia.org/wiki/Scalable_Vector_Graphics">Scalable Vector Graphics</a> is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate a loader
-		const loader = new SVGLoader();
-
-		// load a SVG resource
-		loader.load(
-			// resource URL
-			'data/svgSample.svg',
-			// called when the resource is loaded
-			function ( data ) {
-
-				const paths = data.paths;
-				const group = new THREE.Group();
-
-				for ( let i = 0; i < paths.length; i ++ ) {
-
-					const path = paths[ i ];
-
-					const material = new THREE.MeshBasicMaterial( {
-						color: path.color,
-						side: THREE.DoubleSide,
-						depthWrite: false
-					} );
-
-					const shapes = path.toShapes( true );
-
-					for ( let j = 0; j < shapes.length; j ++ ) {
-
-						const shape = shapes[ j ];
-						const geometry = new THREE.ShapeBufferGeometry( shape );
-						const mesh = new THREE.Mesh( geometry, material );
-						group.add( mesh );
-
-					}
-
-				}
-
-				scene.add( group );
-
-			},
-			// called when loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when loading has errors
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_svg]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.svg</em> file.<br />
-		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives an array of [page:ShapePath] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and call onLoad with the response content.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/SVGLoader.js examples/jsm/loaders/SVGLoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 92
docs/examples/ko/loaders/TGALoader.html

@@ -1,92 +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>
-		[page:Loader] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A loader for loading a <em>.tga</em> resource. <br />
-		<a href="https://en.wikipedia.org/wiki/Truevision_TGA">TGA</a> is a raster graphics, image file format.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// instantiate a loader
-		const loader = new TGALoader();
-
-		// load a resource
-		const texture = loader.load(
-			// resource URL
-			'textures/crate_grey8.tga'
-			// called when loading is completed
-			function ( texture ) {
-
-				console.log( 'Texture is loaded' );
-
-			},
-			// called when the loading is in progresses
-			function ( xhr ) {
-
-				console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
-
-			},
-			// called when the loading failes
-			function ( error ) {
-
-				console.log( 'An error happened' );
-
-			}
-		);
-
-		const material = new THREE.MeshPhongMaterial( {
-			color: 0xffffff,
-			map: texture
-		} );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_loader_texture_tga]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
-
-		<h3>[method:DataTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — A string containing the path/URL of the <em>.tga</em> file. <br />
-		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:DataTexture] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
-		</p>
-		<p>
-		Begin loading from url and pass the loaded [page:DataTexture texture] to onLoad. The [page:DataTexture texture] is also directly returned for immediate use (but may not be fully loaded).
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/TGALoader.js examples/jsm/loaders/TGALoader.js]
-		</p>
-	</body>
-</html>

+ 0 - 144
docs/examples/ko/math/Lut.html

@@ -1,144 +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">
-		Represents a lookup table for colormaps. It is used to determine the color values from a range of data values.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const lut = new Lut( 'rainbow', 512 );
-		const color = lut.getColor( 0.5 );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( colormap, numberOfColors )</h3>
-		<p>
-		colormap - optional argument that sets a colormap from predefined colormaps. Available colormaps are : "rainbow", "cooltowarm", "blackbody".
-		numberOfColors - optional argument that sets the number of colors used to represent the data array.
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Float minV]</h3>
-		<p>
-		The minimum value to be represented with the lookup table. Default is 0.
-		</p>
-
-		<h3>[property:Float maxV]</h3>
-		<p>
-		The maximum value to be represented with the lookup table. Default is 1.
-		</p>
-
-		<h3>.[legend]</h3>
-		<p>
-		The legend of the lookup table.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null copy]( [param:Lut lut] ) [param:Lut this]</h3>
-		<p>
-		color — Lut to copy.
-		</p>
-		<p>
-		Copies given lut.
-		</p>
-
-		<h3>.setLegendOn [parameters]</h3>
-		<p>
-		parameters - { layout: value, position: { x: value, y: value, z: value }, dimensions: { width: value, height: value } }
-		layout — Horizontal or vertical layout. Default is vertical.<br />
-		position — The position x,y,z of the legend.<br />
-		dimensions — The dimensions (width and height) of the legend.<br />
-		</p>
-		<p>
-		Sets this Lut with the legend on.
-		</p>
-
-		<h3>.setLegendOff</h3>
-		<p>
-		</p>
-		<p>
-		Sets this Lut with the legend off.
-		</p>
-
-    <h3>.setLegendLabels [parameters, callback]</h3>
-		<p>
-		parameters - { fontsize: value, fontface: value, title: value, um: value, ticks: value, decimal: value, notation: value }
-		fontsize — Font size to be used for labels.<br />
-		fontface — Font type to be used for labels.<br />
-		title — The title of the legend.<br />
-		um — The unit of measurements of the legend.<br />
-		ticks — The number of ticks to be displayed.<br />
-		decimal — The number of decimals to be used for legend values.<br />
-		notation — Legend notation: standard (default) or scientific.<br />
-		callback — An optional callback to be used to format the legend labels.<br />
-		</p>
-		<p>
-		Sets the labels of the legend of this Lut.
-		</p>
-
-		<h3>[method:Lut setMin]( [param:Float minV] )</h3>
-		<p>
-		minV — The minimum value to be represented with the lookup table.<br />
-		</p>
-		<p>
-		Sets this Lut with the minimum value to be represented.
-		</p>
-
-		<h3>[method:Lut setMax]( [param:Float maxV] )</h3>
-		<p>
-		maxV — The maximum value to be represented with the lookup table.<br />
-		</p>
-		<p>
-		Sets this Lut with the maximum value to be represented.
-		</p>
-
-		<h3>[method:Lut changeNumberOfColors]( [param:Float numberOfColors] )</h3>
-		<p>
-		numberOfColors — The number of colors to be used to represent the data array.<br />
-		</p>
-		<p>
-		Sets this Lut with the number of colors to be used.
-		</p>
-
-		<h3>[method:Lut changeColorMap]( [param:Float colorMap] )</h3>
-		<p>
-		colorMap — The name of the color map to be used to represent the data array.<br />
-		</p>
-		<p>
-		Sets this Lut with the colormap to be used.
-		</p>
-
-		<h3>[method:Lut addColorMap]( colorMapName, arrayOfColors )</h3>
-		<p>
-		Insert a new color map into the set of available color maps.
-		</p>
-
-		<h3>[method:Lut getColor]( value ) [param:Lut this]</h3>
-		<p>
-		value -- the data value to be displayed as a color.
-		</p>
-		<p>
-		Returns a [page:Color].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/[path].js examples/jsm/math/[path].js]
-		</p>
-	</body>
-</html>

+ 0 - 85
docs/examples/ko/math/MeshSurfaceSampler.html

@@ -1,85 +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">Utility class for sampling weighted random points on the surface of a mesh.</p>
-
-		<p>Weighted sampling is useful for effects like heavier foliage growth in certain areas of terrain, or concentrated particle emissions from specific parts of a mesh. Vertex weights may be written programmatically, or painted by hand as vertex colors in 3D tools like Blender.</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		// Create a sampler for a Mesh surface.
-		const sampler = new MeshSurfaceSampler( surfaceMesh )
-			.setWeightAttribute( 'color' )
-			.build();
-
-		const sampleMesh = new THREE.InstancedMesh( sampleGeometry, sampleMaterial, 100 );
-
-		const _position = new THREE.Vector3();
-		const _normal = new THREE.Vector3();
-		const _matrix = new THREE.Matrix4();
-
-		// Sample randomly from the surface, creating an instance of the sample
-		// geometry at each sample point.
-		for ( let i = 0; i < 100; i ++ ) {
-
-			sampler.sample( _position, _normal );
-
-			_matrix.makeTranslation( _position.x, _position.y, _position.z );
-
-			mesh.setMatrixAt( i, _matrix );
-
-		}
-
-		mesh.instanceMatrix.needsUpdate = true;
-
-		scene.add( mesh );
-		</code>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_instancing_scatter]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Mesh mesh] )</h3>
-		<p>
-		[page:Mesh mesh] — Surface mesh from which to sample.
-		</p>
-		<p>
-		Creates a new [name]. If the input geometry is indexed, a non-indexed copy is made. After construction, the sampler is not able to return samples until [page:MeshSurfaceSampler.build build] is called.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:this setWeightAttribute]( [param:String name] )</h3>
-		<p>
-		Specifies a vertex attribute to be used as a weight when sampling from the surface. Faces with higher weights are more likely to be sampled, and those with weights of zero will not be sampled at all. For vector attributes, only <i>.x</i> is used in sampling.
-		</p>
-		<p>If no weight attribute is selected, sampling is randomly distributed by area.</p>
-
-		<h3>[method:this build]()</h3>
-		<p>
-		Processes the input geometry and prepares to return samples. Any configuration of the geometry or sampler must occur before this method is called. Time complexity is <i>O(n)</i> for a surface with <i>n</i> faces.
-		</p>
-
-		<h3>[method:this sample]( [param:Vector3 targetPosition], [param:Vector3 targetNormal], [param:Color targetColor] )</h3>
-		<p>
-		Selects a random point on the surface of the input geometry, returning the position and optionally the normal vector and color at that point. Time complexity is <i>O(log n)</i> for a surface with <i>n</i> faces.</i></p>
-
-		<h2>Source</h2>
-
-		<p>
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/MeshSurfaceSampler.js examples/jsm/math/MeshSurfaceSampler.js]
-		</p>
-	</body>
-</html>

+ 0 - 174
docs/examples/ko/math/OBB.html

@@ -1,174 +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">
-			Represents an oriented bounding box (OBB) in 3D space.
-		</p>
-
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_math_obb]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:Vector3 center], [param:Vector3 halfSize], [param:Matrix3 rotation] )</h3>
-		<p>
-			[page:Vector3 center] — The center of the [name]. (optional)<br />
-			[page:Vector3 halfSize] — Positive halfwidth extents of the [name] along each axis. (optional)<br />
-			[page:Matrix3 rotation] — The rotation of the [name]. (optional)
-		</p>
-		<p>
-			Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Vector3 center]</h3>
-		<p>
-			The center of the [name]. Default is *( 0, 0, 0 )*.
-		</p>
-
-		<h3>[property:Vector3 halfSize]</h3>
-		<p>
-			Positive halfwidth extents of the [name] along each axis. Default is *( 0, 0, 0 )*.
-		</p>
-
-		<h3>[property:Matrix3 rotation]</h3>
-		<p>
-			The rotation of the [name]. Default is the identity matrix.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>
-			[page:Matrix4 matrix] — A 4x4 transformation matrix.
-		</p>
-		<p>
-			Applies the given transformation matrix to this [name]. This method can be used to transform the
-			bounding volume with the world matrix of a 3D object in order to keep both entities in sync.
-		</p>
-
-		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 clampedPoint] )</h3>
-		<p>
-			[page:Vector3 point] — The point that should be clamped within the bounds of this [name].<br />
-			[page:Matrix3 clampedPoint] — The result will be copied into this vector.
-		</p>
-		<p>
-			Clamps the given point within the bounds of this [name].
-		</p>
-
-		<h3>[method:OBB clone]()</h3>
-		<p>
-			Creates a cloned [name] for this instance.
-		</p>
-
-		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
-		<p>
-			[page:Vector3 point] — The point to test.
-		</p>
-		<p>
-			Whether the given point lies within this [name] or not.
-		</p>
-
-		<h3>[method:this copy]( [param:OBB obb] )</h3>
-		<p>
-			[page:OBB obb] — The [name] to copy.
-		</p>
-		<p>
-			Copies the properties of the given [name] to this [name].
-		</p>
-
-		<h3>[method:Boolean equals]( [param:OBB obb] )</h3>
-		<p>
-			[page:OBB obb] — The [name] to test.
-		</p>
-		<p>
-			Whether the given [name] is equal to this [name] or not.
-		</p>
-
-		<h3>[method:this fromBox3]( [param:Box3 box3] )</h3>
-		<p>
-			[page:Box3 box3] — An AABB.
-		</p>
-		<p>
-			Defines an [name] based on the given AABB.
-		</p>
-
-		<h3>[method:Vector3 getSize]( [param:Vector3 size] )</h3>
-		<p>
-			[page:Vector3 size] — The result will be copied into this vector.
-		</p>
-		<p>
-			Returns the size of this [name] into the given vector.
-		</p>
-
-		<h3>[method:Boolean intersectsBox3]( [param:Box3 box3] )</h3>
-		<p>
-			[page:Box3 box3] — The AABB to test.
-		</p>
-		<p>
-			Whether the given AABB intersects this [name] or not.
-		</p>
-
-		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
-		<p>
-			[page:Sphere sphere] — The bounding sphere to test.
-		</p>
-		<p>
-			Whether the given bounding sphere intersects this [name] or not.
-		</p>
-
-		<h3>[method:Boolean intersectsOBB]( [param:OBB obb], [param:Number epsilon] )</h3>
-		<p>
-			[page:OBB obb] — The OBB to test.<br />
-			[page:Number epsilon] — An optional numeric value to counteract arithmetic errors. Default is *Number.EPSILON*.
-		</p>
-		<p>
-			Whether the given [name] intersects this [name] or not.
-		</p>
-
-		<h3>[method:Boolean intersectsRay]( [param:Ray ray] )</h3>
-		<p>
-			[page:Ray ray] — The ray to test.
-		</p>
-		<p>
-			Whether the given ray intersects this [name] or not.
-		</p>
-
-		<h3>[method:Vector3 intersectRay]( [param:Ray ray], [param:Vector3 intersectionPoint] )</h3>
-		<p>
-			[page:Ray ray] — The ray to test.<br />
-			[page:Vector3 intersectionPoint] — The result will be copied into this vector.
-		</p>
-		<p>
-			Performs a Ray/OBB intersection test and stores the intersection point to the given 3D vector.
-			If no intersection is detected, *null* is returned.
-		</p>
-
-		<h3>[method:this set]( [param:Vector3 center], [param:Vector3 halfSize], [param:Matrix3 rotation] )</h3>
-		<p>
-			[page:Vector3 center] — The center of the [name].<br />
-			[page:Vector3 halfSize] — Positive halfwidth extents of the [name] along each axis.<br />
-			[page:Matrix3 rotation] — The rotation of the [name].
-		</p>
-		<p>
-			Defines the [name] for the given values.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/OBB.js examples/jsm/math/OBB.js]
-		</p>
-	</body>
-</html>

+ 0 - 218
docs/examples/ko/math/convexhull/ConvexHull.html

@@ -1,218 +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">
-			A convex hull class. Implements the Quickhull algorithm by: Dirk Gregorius. March 2014, Game Developers Conference: [link:http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf Implementing QuickHull].
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-			Creates a new instance of [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:VertexList assigned]</h3>
-		<p>
-			This [page:VertexList vertex list] holds all vertices that are assigned to a face. Default is an empty vertex list.
-		</p>
-
-		<h3>[property:Array faces]</h3>
-		<p>
-			The generated faces of the convex hull. Default is an empty array.
-		</p>
-
-		<h3>[property:Array newFaces]</h3>
-		<p>
-			This array holds the faces that are generated within a single iteration. Default is an empty array.
-		</p>
-
-		<h3>[property:Float tolerance]</h3>
-		<p>
-			The epsilon value that is used for internal comparative operations. The calculation of this value depends on the size of the geometry. Default is -1.
-		</p>
-
-		<h3>[property:VertexList unassigned]</h3>
-		<p>
-			This [page:VertexList vertex list] holds all vertices that are not assigned to a face. Default is an empty vertex list.
-		</p>
-
-		<h3>[property:Array vertices]</h3>
-		<p>
-			The internal representation of the given geometry data (an array of [page:VertexNode vertices]).
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:HalfEdge addAdjoiningFace]( [param:VertexNode eyeVertex], [param:HalfEdge horizonEdge] )</h3>
-		<p>
-			[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br />
-			[page:HalfEdge horizonEdge] - A single edge of the horizon.<br /><br />
-
-			Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order.
-			All the half edges are created in CCW order thus the face is always pointing outside the hull
-		</p>
-
-		<h3>[method:ConvexHull addNewFaces]( [param:VertexNode eyeVertex], [param:HalfEdge horizonEdge] )</h3>
-		<p>
-			[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br />
-			[page:HalfEdge horizon] - An array of half-edges that form the horizon.<br /><br />
-
-			Adds 'horizon.length' faces to the hull, each face will be linked with the horizon opposite face and the face on the left/right.
-		</p>
-
-		<h3>[method:ConvexHull addVertexToFace]( [param:VertexNode vertex], [param:Face face]	)</h3>
-		<p>
-			[page:VertexNodeNode vertex] - The vertex to add.<br />
-			[page:Face face] - The target face.<br /><br />
-
-			Adds a vertex to the 'assigned' list of vertices and assigns it to the given face.
-		</p>
-
-		<h3>[method:ConvexHull addVertexToHull]( [param:VertexNode eyeVertex] )</h3>
-		<p>
-			[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br /><br />
-
-			Adds a vertex to the hull with the following algorithm
-			<ul>
-				<li>Compute the 'horizon' which is a chain of half edges. For an edge to belong to this group it must be the edge connecting a face that can see 'eyeVertex' and a face which cannot see 'eyeVertex'.</li>
-				<li>All the faces that can see 'eyeVertex' have its visible vertices removed from the assigned vertex list.</li>
-				<li>A new set of faces is created with each edge of the 'horizon' and 'eyeVertex'. Each face is connected with the opposite horizon face and the face on the left/right.</li>
-				<li>The vertices removed from all the visible faces are assigned to the new faces if possible.</li>
-			</ul>
-		</p>
-
-		<h3>[method:ConvexHull cleanup]()</h3>
-
-		<p>Cleans up internal properties after computing the convex hull.</p>
-
-		<h3>[method:ConvexHull compute]()</h3>
-
-		<p>Starts the execution of the quick hull algorithm.</p>
-
-		<h3>[method:Object computeExtremes]()</h3>
-
-		<p>Computes the extremes values (min/max vectors) which will be used to compute the inital hull.</p>
-
-		<h3>[method:ConvexHull computeHorizon]( [param:Vector3 eyePoint], [param:HalfEdge crossEdge], [param:Face face], [param:Array horizon]	)</h3>
-		<p>
-			[page:Vector3 eyePoint] - The 3D-coordinates of a point.<br />
-			[page:HalfEdge crossEdge] - The edge used to jump to the current face.<br />
-			[page:Face face] - The current face being tested.<br />
-			[page:Array horizon] - The edges that form part of the horizon in CCW order.<br /><br />
-
-			Computes a chain of half edges in CCW order called the 'horizon'. For an edge to be part of the horizon it must join a face that can see 'eyePoint' and a face that cannot see 'eyePoint'.
-		</p>
-
-		<h3>[method:ConvexHull computeInitialHull]()</h3>
-
-		<p>Computes the initial simplex assigning to its faces all the points that are candidates to form part of the hull.</p>
-
-		<h3>[method:ConvexHull containsPoint]( [param:Vector3 point] )</h3>
-		<p>
-			[page:Vector3 point] - A point in 3D space.<br /><br />
-
-			Returns *true* if the given point is inside this convex hull.
-		</p>
-
-		<h3>[method:ConvexHull deleteFaceVertices]( [param:Face face], [param:Face absorbingFace]	)</h3>
-		<p>
-			[page:Face face] - The given face.<br />
-			[page:Face absorbingFace] - An optional face that tries to absorb the vertices of the first face.<br /><br />
-
-			Removes all the visible vertices that 'face' is able to see.
-			<ul>
-				<li>If 'absorbingFace' doesn't exist, then all the removed vertices will be added to the 'unassigned' vertex list.</li>
-				<li>If 'absorbingFace' exists, then this method will assign all the vertices of 'face' that can see 'absorbingFace'.</li>
-				<li>If a vertex cannot see 'absorbingFace', it's added to the 'unassigned' vertex list.</li>
-			</ul>
-		</p>
-
-		<h3>[method:Vector3 intersectRay]( [param:Ray ray], [param:Vector3 target] )</h3>
-		<p>
-			[page:Ray ray] - The given ray.<br />
-			[page:Vector3 target] - The target vector representing the intersection point.<br /><br />
-
-			Performs a ray intersection test with this convext hull. If no intersection is found, *null* is returned.
-		</p>
-
-		<h3>[method:Boolean intersectsRay]( [param:Ray ray] )</h3>
-		<p>
-			[page:Ray ray] - The given ray.<br /><br />
-
-			Returns *true* if the given ray intersects with this convex hull.
-		</p>
-
-		<h3>[method:ConvexHull makeEmpty]()</h3>
-
-		<p>Makes this convex hull empty.</p>
-
-		<h3>[method:VertexNode nextVertexToAdd]()</h3>
-
-		<p>Finds the next vertex to create faces with the current hull.
-			<ul>
-				<li>Let the initial face be the first face existing in the 'assigned' vertex list.</li>
-				<li>If a face doesn't exist then return since there're no vertices left.</li>
-				<li>Otherwise for each vertex that face sees find the one furthest away from it.</li>
-			</ul>
-		</p>
-
-		<h3>[method:ConvexHull reindexFaces]()</h3>
-
-		<p>Removes inactive (e.g. deleted) faces from the internal face list.</p>
-
-		<h3>[method:VertexNode removeAllVerticesFromFace]( [param:Face face]	)</h3>
-		<p>
-			[page:Face face] - The given face.<br /><br />
-
-			Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list.
-		</p>
-
-		<h3>[method:ConvexHull removeVertexFromFace]( [param:VertexNode vertex], [param:Face face]	)</h3>
-		<p>
-			[page:VertexNode vertex] - The vertex to remove.<br />
-			[page:Face face] - The target face.<br /><br />
-
-			Removes a vertex from the 'assigned' list of vertices and from the given face. It also makes sure that the link from 'face' to the first vertex it sees in 'assigned' is linked correctly after the removal.
-		</p>
-
-		<h3>[method:ConvexHull resolveUnassignedPoints]( [param:Array newFaces]	)</h3>
-		<p>
-			[page:Face newFaces] - An array of new faces.<br /><br />
-
-			Reassigns as many vertices as possible from the unassigned list to the new faces.
-		</p>
-
-		<h3>[method:ConvexHull setFromObject]( [param:Object3D object] )</h3>
-		<p>
-			[page:Object3D object] - [page:Object3D] to compute the convex hull of.<br /><br />
-
-			Computes the convex hull of an [page:Object3D] (including its children),accounting for the world transforms of both the object and its childrens.
-		</p>
-
-		<h3>[method:ConvexHull setFromPoints]( [param:Array points] )</h3>
-		<p>
-			[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.<br /><br />
-
-			Computes to convex hull for the given array of points.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
-		</p>
-	</body>
-</html>

+ 0 - 97
docs/examples/ko/math/convexhull/Face.html

@@ -1,97 +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">
-			Represents a section bounded by a specific amount of half-edges. The current implmentation assumes that a face always consist of three edges.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-			Creates a new instance of [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Vector3 normal]</h3>
-		<p>
-			The normal vector of the face. Default is a [page:Vector3] at (0, 0, 0).
-		</p>
-
-		<h3>[property:Vector3 midpoint]</h3>
-		<p>
-			The midpoint or centroid of the face. Default is a [page:Vector3] at (0, 0, 0).
-		</p>
-
-		<h3>[property:Float area]</h3>
-		<p>
-			The area of the face. Default is 0.
-		</p>
-
-		<h3>[property:Float constant]</h3>
-		<p>
-			Signed distance from face to the origin. Default is 0.
-		</p>
-
-		<h3>[property:VertexNode outside]</h3>
-		<p>
-			Reference to a vertex in a vertex list this face can see. Default is null.
-		</p>
-
-		<h3>[property:Integer mark]</h3>
-		<p>
-			Marks if a face is visible or deleted. Default is 'Visible'.
-		</p>
-
-		<h3>[property:HalfEdge edge]</h3>
-		<p>
-			Reference to the base edge of a face. To retrieve all edges, you can use the 'next' reference of the current edge. Default is null.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Face create]( [param:VertexNode a], [param:VertexNode b], [param:VertexNode c] )</h3>
-		<p>
-			[page:VertexNode a] - First vertex of the face.<br />
-			[page:VertexNode b] - Second vertex of the face.<br />
-			[page:VertexNode c] - Third vertex of the face.<br /><br />
-
-			Creates a face.
-		</p>
-
-		<h3>[method:HalfEdge getEdge]( [param:Integer i] )</h3>
-		<p>
-			[page:Integer i] - The index of the edge.<br /><br />
-
-			Returns an edge by the given index.
-		</p>
-
-		<h3>[method:Face compute] ()</h3>
-
-		<p>Computes all properties of the face.</p>
-
-		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
-		<p>
-			[page:Vector3 point] - Any point in 3D space.<br /><br />
-
-			Returns the signed distance from a given point to the plane representation of this face.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
-		</p>
-	</body>
-</html>

+ 0 - 84
docs/examples/ko/math/convexhull/HalfEdge.html

@@ -1,84 +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">
-			The basis for a half-edge data structure, also known as doubly connected edge list (DCEL).<br />
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:VertexNode vertex], [param:Face face] )</h3>
-		<p>
-		[page:VertexNode vertex] - [page:VertexNode] A reference to its destination vertex.<br />
-		[page:Face face] - [page:Face] A reference to its face.<br /><br />
-
-		Creates a new instance of [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:VertexNode vertex]</h3>
-		<p>
-			Reference to the destination vertex. The origin vertex can be obtained by querying the destination of its twin, or of the previous half-edge. Default is undefined.
-		</p>
-
-		<h3>[property:HalfEdge prev]</h3>
-		<p>
-			Reference to the previous half-edge of the same face. Default is null.
-		</p>
-
-		<h3>[property:HalfEdge next]</h3>
-		<p>
-			Reference to the next half-edge of the same face. Default is null.
-		</p>
-
-		<h3>[property:HalfEdge twin]</h3>
-		<p>
-			Reference to the twin half-edge to reach the opposite face. Default is null.
-		</p>
-
-		<h3>[property:Face face]</h3>
-		<p>
-			 Each half-edge bounds a single face and thus has a reference to that face. Default is undefined.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:VertexNode head]()</h3>
-		<p>Returns the destintation vertex.</p>
-
-		<h3>[method:VertexNode tail]()</h3>
-		<p>Returns the origin vertex.</p>
-
-		<h3>[method:Float length]()</h3>
-		<p>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) of the edge.</p>
-
-		<h3>[method:Float lengthSquared]()</h3>
-		<p>Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) of the edge.</p>
-
-		<h3>[method:HalfEdge setTwin]( [param:HalfEdge edge] )</h3>
-		<p>
-			[page:HalfEdge edge] - Any half-edge.<br /><br />
-
-			Sets the twin edge of this half-edge. It also ensures that the twin reference of the given half-edge is correctly set.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
-		</p>
-	</body>
-</html>

+ 0 - 103
docs/examples/ko/math/convexhull/VertexList.html

@@ -1,103 +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">
-			A doubly linked list of vertices.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<p>
-			Creates a new instance of [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:VertexNode head]</h3>
-		<p>
-			Reference to the first vertex of the linked list. Default is null.
-		</p>
-
-		<h3>[property:VertexNode tail]</h3>
-		<p>
-			Reference to the last vertex of the linked list. Default is null.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:VertexNode first]()</h3>
-		<p>Returns the head reference.</p>
-
-		<h3>[method:VertexNode last]()</h3>
-		<p>Returns the tail reference.</p>
-
-		<h3>[method:VertexList clear]()</h3>
-		<p>Clears the linked list.</p>
-
-		<h3>[method:VertexList insertBefore]( [param:Vertex target], [param:Vertex vertex] )</h3>
-		<p>
-			[page:Vertex target] - The target vertex. It's assumed that this vertex belongs to the linked list.<br />
-			[page:Vertex vertex] - The vertex to insert.<br /><br />
-
-			Inserts a vertex <strong>before</strong> a target vertex.
-		</p>
-
-		<h3>[method:VertexList insertAfter]( [param:Vertex target], [param:Vertex vertex] )</h3>
-		<p>
-			[page:Vertex target] - The target vertex. It's assumed that this vertex belongs to the linked list.<br />
-			[page:Vertex vertex] - The vertex to insert.<br /><br />
-
-			Inserts a vertex <strong>after</strong> a target vertex.
-		</p>
-
-		<h3>[method:VertexList append]( [param:Vertex vertex] )</h3>
-		<p>
-			[page:Vertex vertex] - The vertex to append.<br /><br />
-
-			Appends a vertex to the end of the linked list.
-		</p>
-
-		<h3>[method:VertexList appendChain]( [param:Vertex vertex] )</h3>
-		<p>
-			[page:Vertex vertex] - The head vertex of a chain of vertices.<br /><br />
-
-			Appends a chain of vertices where the given vertex is the head.
-		</p>
-
-		<h3>[method:VertexList remove]( [param:Vertex vertex] )</h3>
-		<p>
-			[page:Vertex vertex] - The vertex to remove.<br /><br />
-
-			Removes a vertex from the linked list.
-		</p>
-
-		<h3>[method:VertexList removeSubList]( [param:Vertex a], [param:Vertex b] )</h3>
-		<p>
-			[page:Vertex a] - The head of the sublist.<br />
-			[page:Vertex b] - The tail of the sublist.<br /><br />
-
-			Removes a sublist of vertices from the linked list.
-		</p>
-
-		<h3>[method:Boolean isEmpty]()</h3>
-
-		<p>Returns true if the linked list is empty.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
-		<p>
-	</body>
-</html>

+ 0 - 55
docs/examples/ko/math/convexhull/VertexNode.html

@@ -1,55 +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">
-			A vertex as a double linked list node.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:Vector3 point] )</h3>
-		<p>
-		[page:Vector3 point] - [page:Vector3] A point (x, y, z) in 3D space.<br /><br />
-
-		Creates a new instance of [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Vector3 point]</h3>
-		<p>
-			A point (x, y, z) in 3D space. Default is undefined.
-		</p>
-
-		<h3>[property:VertexNode prev]</h3>
-		<p>
-			Reference to the previous vertex in the double linked list. Default is null.
-		</p>
-
-		<h3>[property:VertexNode next]</h3>
-		<p>
-			Reference to the next vertex in the double linked list. Default is null.
-		</p>
-
-		<h3>[property:Face face]</h3>
-		<p>
-			Reference to the face that is able to see this vertex. Default is undefined.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
-		<p>
-	</body>
-</html>

+ 0 - 65
docs/examples/ko/objects/Lensflare.html

@@ -1,65 +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>
-		[page:Mesh] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			Creates a simulated lens flare that tracks a light.
-		</p>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
-
-		const textureLoader = new THREE.TextureLoader();
-
-		const textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
-		const textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
-		const textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
-
-		const lensflare = new Lensflare();
-
-		lensflare.addElement( new LensflareElement( textureFlare0, 512, 0 ) );
-		lensflare.addElement( new LensflareElement( textureFlare1, 512, 0 ) );
-		lensflare.addElement( new LensflareElement( textureFlare2, 60, 0.6 ) );
-
-		light.add( lensflare );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_lensflares WebGL / lensflares]
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
-		<p>
-		[page:Texture texture] - THREE.Texture to use for the flare. <br />
-		[page:Float size] - (optional) size in pixels <br />
-		[page:Float distance] - (optional) (0-1) from light source (0 = at light source) <br />
-		[page:Color color] - (optional) the [page:Color] of the lens flare
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:Mesh] class for common properties.</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js examples/jsm/objects/Lensflare.js]
-		</p>
-	</body>
-</html>

+ 0 - 156
docs/examples/ko/postprocessing/EffectComposer.html

@@ -1,156 +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">
-			Used to implement post-processing effects in three.js. The class manages a chain of post-processing passes
-			to produce the final visual result. Post-processing passes are executed in order of their addition/insertion.
-			The last pass is automatically rendered to screen.
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_postprocessing postprocessing]<br />
-			[example:webgl_postprocessing_advanced postprocessing advanced]<br />
-			[example:webgl_postprocessing_backgrounds postprocessing backgrounds]<br />
-			[example:webgl_postprocessing_crossfade postprocessing crossfade]<br />
-			[example:webgl_postprocessing_dof postprocessing depth-of-field]<br />
-			[example:webgl_postprocessing_dof2 postprocessing depth-of-field 2]<br />
-			[example:webgl_postprocessing_fxaa postprocessing fxaa]<br />
-			[example:webgl_postprocessing_glitch postprocessing glitch]<br />
-			[example:webgl_postprocessing_godrays postprocessing godrays]<br />
-			[example:webgl_postprocessing_masking postprocessing masking]<br />
-			[example:webgl_postprocessing_nodes postprocessing node material]<br />
-			[example:webgl_postprocessing_outline postprocessing outline]<br />
-			[example:webgl_postprocessing_pixel postprocessing pixelate]<br />
-			[example:webgl_postprocessing_procedural postprocessing procedural]<br />
-			[example:webgl_postprocessing_rgb_halftone postprocessing rgb halftone]<br />
-			[example:webgl_postprocessing_sao postprocessing sao]<br />
-			[example:webgl_postprocessing_smaa postprocessing smaa]<br />
-			[example:webgl_postprocessing_sobel postprocessing sobel]<br />
-			[example:webgl_postprocessing_ssaa postprocessing ssaa]<br />
-			[example:webgl_postprocessing_ssao postprocessing ssao]<br />
-			[example:webgl_postprocessing_taa postprocessing taa]<br />
-			[example:webgl_postprocessing_unreal_bloom postprocessing unreal bloom]<br />
-			[example:webgl_postprocessing_unreal_bloom_selective postprocessing unreal bloom selective]<br />
-		</p>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [param:WebGLRenderer renderer], [param:WebGLRenderTarget renderTarget] )</h3>
-		<p>
-		[page:WebGLRenderer renderer] -- The renderer used to render the scene. <br />
-		[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Array passes]</h3>
-		<p>
-			An array representing the (ordered) chain of post-processing passes.
-		</p>
-
-		<h3>[property:WebGLRendererTarget readBuffer]</h3>
-		<p>
-			A reference to the internal read buffer. Passes usually read the previous render result from this buffer.
-		</p>
-
-		<h3>[property:WebGLRenderer renderer]</h3>
-		<p>
-			A reference to the internal renderer.
-		</p>
-
-		<h3>[property:Boolean renderToScreen]</h3>
-		<p>
-			Whether the final pass is rendered to the screen (default framebuffer) or not.
-		</p>
-
-		<h3>[property:WebGLRendererTarget writeBuffer]</h3>
-		<p>
-			A reference to the internal write buffer. Passes usually write their result into this buffer.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:void addPass]( [param:Pass pass] )</h3>
-
-		<p>
-			pass -- The pass to add to the pass chain.<br /><br />
-
-			Adds the given pass to the pass chain.
-		</p>
-
-		<h3>[method:void insertPass]( [param:Pass pass], [param:Integer index] )</h3>
-
-		<p>
-			pass -- The pass to insert into the pass chain.<br />
-			index -- Defines the position in the pass chain where the pass should be inserted.<br /><br />
-
-			Inserts the given pass into the pass chain at the given index.
-		</p>
-
-		<h3>[method:Boolean isLastEnabledPass]( [param:Integer passIndex] )</h3>
-
-		<p>
-			passIndex -- The pass to check.<br /><br />
-
-			Returns true if the pass for the given index is the last enabled pass in the pass chain.
-			Used by [name] to determine when a pass should be rendered to screen.
-		</p>
-
-		<h3>[method:void render]( [param:Float deltaTime] )</h3>
-
-		<p>
-			deltaTime -- The delta time value.<br /><br />
-
-			Executes all enabled post-processing passes in order to produce the final frame.
-		</p>
-
-		<h3>[method:void reset]( [param:WebGLRenderTarget renderTarget] )</h3>
-
-		<p>
-			[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name]..<br /><br />
-
-			Resets the internal state of the [name].
-		</p>
-
-		<h3>[method:void setPixelRatio]( [param:Float pixelRatio] )</h3>
-
-		<p>
-			pixelRatio -- The device pixel ratio.<br /><br />
-
-			Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output.
-				Thus, the semantic of the method is similar to [page:WebGLRenderer.setPixelRatio]().
-		</p>
-
-		<h3>[method:void setSize]( [param:Integer width], [param:Integer height] )</h3>
-
-		<p>
-			width -- The width of the [name].<br />
-			height -- The height of the [name].<br /><br />
-
-				Resizes the internal render buffers and passes to (width, height) with device pixel ratio taken into account.
-				Thus, the semantic of the method is similar to [page:WebGLRenderer.setSize]().
-		</p>
-
-		<h3>[method:void swapBuffers]()</h3>
-
-		<p>Swaps the internal read/write buffers.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/postprocessing/EffectComposer.js examples/jsm/postprocessing/EffectComposer.js]
-		</p>
-	</body>
-</html>

+ 0 - 50
docs/examples/ko/renderers/CSS2DRenderer.html

@@ -1,50 +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">[name] is a simplified version of [page:CSS3DRenderer]. The only transformation that is supported is translation.<br /><br />
-			The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too, the respective DOM elements are wrapped into an instance of *CSS2DObject* and added to the scene graph.<br />
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:css2d_label]<br>
-			[example:webgl_loader_pdb molecules]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Object getSize]()</h3>
-		<p>
-			Returns an object containing the width and height of the renderer.
-		</p>
-
-		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
-		<p>
-			Renders a [page:Scene scene] using a [page:Camera camera].<br />
-		</p>
-
-		<h3>[method:null setSize]([param:Number width], [param:Number height])</h3>
-		<p>
-			Resizes the renderer to (width, height).
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/renderers/CSS2DRenderer.js examples/jsm/renderers/CSS2DRenderer.js]
-		</p>
-	</body>
-</html>

+ 0 - 62
docs/examples/ko/renderers/CSS3DRenderer.html

@@ -1,62 +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">[name] can be used to apply hierarchical 3D transformations to DOM elements
-			via the CSS3 [link:https://www.w3schools.com/cssref/css3_pr_transform.asp transform] property.
-			This renderer is particular interesting if you want to apply 3D effects to a website without
-			canvas based rendering. It can also be used in order to combine DOM elements with WebGL
-			content.<br /><br />
-			There are, however, some important limitations:
-			<ul>
-				<li>It's not possible to use the material system of *three.js*.</li>
-				<li>It's also not possible to use geometries.</li>
-			</ul>
-			So [name] is just focused on ordinary DOM elements. These elements are wrapped into special objects (*CSS3DObject* or *CSS3DSprite*) and then added to the scene graph.
-		</p>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:css3d_molecules molecules]<br />
-			[example:css3d_orthographic orthographic camera]<br />
-			[example:css3d_panorama panorama]<br />
-			[example:css3d_periodictable periodictable]<br />
-			[example:css3d_sprites sprites]<br />
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Object getSize]()</h3>
-		<p>
-			Returns an object containing the width and height of the renderer.
-		</p>
-
-		<h3>[method:null render]( [param:Scene scene], [param:PerspectiveCamera camera] )</h3>
-		<p>
-			Renders a [page:Scene scene] using a [page:PerspectiveCamera perspective camera].<br />
-		</p>
-
-		<h3>[method:null setSize]([param:Number width], [param:Number height])</h3>
-		<p>
-			Resizes the renderer to (width, height).
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/renderers/CSS3DRenderer.js examples/jsm/renderers/CSS3DRenderer.js]
-		</p>
-	</body>
-</html>

+ 0 - 97
docs/examples/ko/renderers/SVGRenderer.html

@@ -1,97 +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>
-				[name] can be used to render geometric data using SVG. The produced vector graphics are particular useful in the following use cases:
-			</p>
-			<ul>
-				<li>Animated logos or icons</li>
-				<li>Interactive 2D/3D diagrams or graphs</li>
-				<li>Interactive maps</li>
-				<li>Complex or animated user interfaces</li>
-			</ul>
-			<p>
-				[name] has various advantages. It produces crystal-clear and sharp output which is independent of the actual viewport resolution.<br />
-				SVG elements can be styled via CSS. And they have good accessibility since it's possible to add metadata like title or description (useful for search engines or screen readers).
-			</p>
-			<p>
-				There are, however, some important limitations:
-			</p>
-			<ul>
-				<li>No advanced shading</li>
-				<li>No texture support</li>
-				<li>No shadow support</li>
-			</ul>
-		</div>
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:svg_lines lines]<br />
-			[example:svg_sandbox sandbox]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Number overdraw]</h3>
-		<p>
-		Number of fractional pixels to enlarge polygons in order to prevent anti-aliasing gaps. Range is [0..1]. Default is *0.5*.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null clear]()</h3>
-		<p>
-			Tells the renderer to clear its drawing surface.
-		</p>
-
-		<h3>[method:Object getSize]()</h3>
-		<p>
-			Returns an object containing the width and height of the renderer.
-		</p>
-
-		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
-		<p>
-			Renders a [page:Scene scene] using a [page:Camera camera].
-		</p>
-
-		<h3>[method:null setClearColor]( [param:Color color], [param:number alpha] )</h3>
-		<p>
-			Sets the clearColor and the clearAlpha.
-		</p>
-
-		<h3>[method:null setPrecision]( [param:Number precision] )</h3>
-		<p>
-			Sets the precision of the data used to create a path.
-		</p>
-
-		<h3>[method:null setQuality]()</h3>
-		<p>
-			Sets the render quality. Possible values are *low* and *high* (default).
-		</p>
-
-		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
-		<p>
-			Resizes the renderer to (width, height).
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/renderers/SVGRenderer.js examples/jsm/renderers/SVGRenderer.js]
-		</p>
-	</body>
-</html>

+ 0 - 91
docs/examples/ko/utils/BufferGeometryUtils.html

@@ -1,91 +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">
-		A class containing utility functions for [page:BufferGeometry BufferGeometry] instances.
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null computeTangents]( [param:BufferGeometry geometry] )</h3>
-		<p>
-		geometry -- A [page:BufferGeometry BufferGeometry] instance, which must have index, position, normal, and uv attributes.<br /><br />
-
-		Calculates and adds tangent attribute to a geometry.
-
-		</p>
-
-		<h3>[method:BufferGeometry mergeBufferGeometries]( [param:Array geometries], [param:Boolean useGroups] )</h3>
-		<p>
-		geometries -- Array of [page:BufferGeometry BufferGeometry] instances.<br />
-		useGroups -- Whether groups should be generated for the merged geometry or not.<br /><br />
-
-		Merges a set of geometries into a single instance. All geometries must have compatible attributes.
-		If merge does not succeed, the method returns null.
-
-		</p>
-
-		<h3>[method:BufferAttribute mergeBufferAttributes]( [param:Array attributes] )</h3>
-		<p>
-		attributes -- Array of [page:BufferAttribute BufferAttribute] instances.<br /><br />
-
-		Merges a set of attributes into a single instance. All attributes must have compatible properties
-		and types, and [page:InterleavedBufferAttribute InterleavedBufferAttributes] are not supported. If merge does not succeed, the method
-		returns null.
-
-		</p>
-
-		<h3>[method:InterleavedBufferAttribute interleaveAttributes]( [param:Array attributes] )</h3>
-		<p>
-		attributes -- Array of [page:BufferAttribute BufferAttribute] instances.<br /><br />
-
-		Interleaves a set of attributes and returns a new array of corresponding attributes that share
-		a single InterleavedBuffer instance. All attributes must have compatible types. If merge does not
-		succeed, the method returns null.
-
-		</p>
-
-		<h3>[method:Number estimateBytesUsed]( [param:BufferGeometry geometry] )</h3>
-		<p>
-		geometry -- Instance of [page:BufferGeometry BufferGeometry] to estimate the memory use of.<br /><br />
-
-		Returns the amount of bytes used by all attributes to represent the geometry.
-
-		</p>
-
-		<h3>[method:BufferGeometry mergeVertices]( [param:BufferGeometry geometry], [param:Number tolerance] )</h3>
-		<p>
-		geometry -- Instance of [page:BufferGeometry BufferGeometry] to merge the vertices of.<br />
-		tolerance -- The maximum allowable difference between vertex attributes to merge. Defaults to 1e-4.<br /><br />
-
-		Returns a new [page:BufferGeometry BufferGeometry] with vertices for which all similar vertex attributes
-		(within tolerance) are merged.
-
-		</p>
-
-		<h3>[method:BufferGeometry toTrianglesDrawMode]( [param:BufferGeometry geometry], [param:TrianglesDrawMode drawMode] )</h3>
-		<p>
-		geometry -- Instance of [page:BufferGeometry BufferGeometry].<br />
-		drawMode -- The draw mode of the given geometry.<br /><br />
-
-		Returns a new indexed [page:BufferGeometry BufferGeometry] based on the [page:DrawModes THREE.TrianglesDrawMode] draw mode. This mode
-		corresponds to the *gl.TRIANGLES* WebGL primitive.
-
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/BufferGeometryUtils.js examples/jsm/utils/BufferGeometryUtils.js]
-		</p>
-	</body>
-</html>

+ 0 - 41
docs/examples/ko/utils/SceneUtils.html

@@ -1,41 +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">A class containing useful utility functions for scene manipulation.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:Group createMeshesFromInstancedMesh]( [param:InstancedMesh instancedMesh] )</h3>
-		<p>
-		instancedMesh -- The instanced mesh.
-		</p>
-		<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>
-		<p>
-		geometry -- The geometry for the set of materials. <br />
-		materials -- The materials for the object.
-		</p>
-		<p>
-		Creates a new Group that contains a new mesh for each material defined in materials. Beware that this is not the same as an array of materials which defines multiple materials for 1 mesh.<br />
-		This is mostly useful for objects that need both a material and a wireframe implementation.
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/SceneUtils.js examples/jsm/utils/SceneUtils.js]
-		</p>
-	</body>
-</html>

+ 0 - 61
docs/examples/ko/utils/SkeletonUtils.html

@@ -1,61 +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">Utility functions for [page:Skeleton], [page:SkinnedMesh], and [page:Bone] manipulation.</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:Object3D clone]( [param:Object3D object] )</h3>
-		<p>
-			Clones the given object and its descendants, ensuring that any [page:SkinnedMesh] instances
-			are correctly associated with their bones. Bones are also cloned, and must be descendants of
-			the object passed to this method. Other data, like geometries and materials, are reused by
-			reference.
-		</p>
-
-		<h3>[method:Object findBoneTrackData]( [param:String name], [param:Array tracks] )</h3>
-		<p></p>
-
-		<h3>[method:Bone getBoneByName]( [param:String name], [param:Skeleton skeleton] )</h3>
-		<p></p>
-
-		<h3>[method:Array getBones]( [param:Skeleton skeleton] )</h3>
-		<p></p>
-
-		<h3>[method:Array getEqualsBonesNames]( [param:Skeleton skeleton], [param:Skeleton targetSkeleton] )</h3>
-		<p></p>
-
-		<h3>[method:SkeletonHelper getHelperFromSkeleton]( [param:Skeleton skeleton] )</h3>
-		<p></p>
-
-		<h3>[method:Bone getNearestBone]( [param:Bone bone], [param:Array names] )</h3>
-		<p></p>
-
-		<h3>[method:Object getSkeletonOffsets]( [param:SkeletonHelper target], [param:SkeletonHelper source], [param:Object options] )</h3>
-		<p></p>
-
-		<h3>[method:this renameBones]( [param:Skeleton skeleton], [param:Array names] )</h3>
-		<p></p>
-
-		<h3>[method:null retarget]( [param:SkeletonHelper target], [param:SkeletonHelper source], [param:Object options] )</h3>
-		<p></p>
-
-		<h3>[method:AnimationClip retargetClip]( [param:SkeletonHelper target], [param:SkeletonHelper source], [param:AnimationClip clip], [param:Object options] )</h3>
-		<p></p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/SkeletonUtils.js examples/jsm/utils/SkeletonUtils.js]
-		</p>
-	</body>
-</html>

+ 464 - 0
docs/list.json

@@ -998,6 +998,470 @@
 
 		}
 
+	},
+		"ko": {
+
+		"Manual": {
+
+			"Getting Started": {
+				"Creating a scene": "manual/ko/introduction/Creating-a-scene",
+				"Installation": "manual/ko/introduction/Installation",
+				"Browser support": "manual/ko/introduction/Browser-support",
+				"WebGL compatibility check": "manual/ko/introduction/WebGL-compatibility-check",
+				"How to run things locally": "manual/ko/introduction/How-to-run-things-locally",
+				"Typescript setup": "manual/ko/introduction/Typescript-setup",
+				"Drawing lines": "manual/ko/introduction/Drawing-lines",
+				"Creating text": "manual/ko/introduction/Creating-text",
+				"Loading 3D models": "manual/ko/introduction/Loading-3D-models",
+				"FAQ": "manual/ko/introduction/FAQ",
+				"Useful links": "manual/ko/introduction/Useful-links"
+			},
+
+			"Next Steps": {
+				"How to update things": "manual/ko/introduction/How-to-update-things",
+				"How to dispose of objects": "manual/ko/introduction/How-to-dispose-of-objects",
+				"How to create VR content": "manual/ko/introduction/How-to-create-VR-content",
+				"How to use post-processing": "manual/ko/introduction/How-to-use-post-processing",
+				"Matrix transformations": "manual/ko/introduction/Matrix-transformations",
+				"Animation system": "manual/ko/introduction/Animation-system"
+			},
+
+			"Build Tools": {
+				"Testing with NPM": "manual/ko/buildTools/Testing-with-NPM"
+			}
+
+		},
+
+		"레퍼런스": {
+
+			"애니메이션": {
+				"AnimationAction": "api/ko/animation/AnimationAction",
+				"AnimationClip": "api/ko/animation/AnimationClip",
+				"AnimationMixer": "api/ko/animation/AnimationMixer",
+				"AnimationObjectGroup": "api/ko/animation/AnimationObjectGroup",
+				"AnimationUtils": "api/ko/animation/AnimationUtils",
+				"KeyframeTrack": "api/ko/animation/KeyframeTrack",
+				"PropertyBinding": "api/ko/animation/PropertyBinding",
+				"PropertyMixer": "api/ko/animation/PropertyMixer"
+			},
+
+			"Animation / Tracks": {
+				"BooleanKeyframeTrack": "api/ko/animation/tracks/BooleanKeyframeTrack",
+				"ColorKeyframeTrack": "api/ko/animation/tracks/ColorKeyframeTrack",
+				"NumberKeyframeTrack": "api/ko/animation/tracks/NumberKeyframeTrack",
+				"QuaternionKeyframeTrack": "api/ko/animation/tracks/QuaternionKeyframeTrack",
+				"StringKeyframeTrack": "api/ko/animation/tracks/StringKeyframeTrack",
+				"VectorKeyframeTrack": "api/ko/animation/tracks/VectorKeyframeTrack"
+			},
+
+			"Audio": {
+				"Audio": "api/ko/audio/Audio",
+				"AudioAnalyser": "api/ko/audio/AudioAnalyser",
+				"AudioContext": "api/ko/audio/AudioContext",
+				"AudioListener": "api/ko/audio/AudioListener",
+				"PositionalAudio": "api/ko/audio/PositionalAudio"
+			},
+
+			"Cameras": {
+				"ArrayCamera": "api/ko/cameras/ArrayCamera",
+				"Camera": "api/ko/cameras/Camera",
+				"CubeCamera": "api/ko/cameras/CubeCamera",
+				"OrthographicCamera": "api/ko/cameras/OrthographicCamera",
+				"PerspectiveCamera": "api/ko/cameras/PerspectiveCamera",
+				"StereoCamera": "api/ko/cameras/StereoCamera"
+			},
+
+			"Constants": {
+				"Animation": "api/ko/constants/Animation",
+				"Core": "api/ko/constants/Core",
+				"CustomBlendingEquation": "api/ko/constants/CustomBlendingEquations",
+				"Materials": "api/ko/constants/Materials",
+				"Renderer": "api/ko/constants/Renderer",
+				"Textures": "api/ko/constants/Textures"
+			},
+
+			"Core": {
+				"BufferAttribute": "api/ko/core/BufferAttribute",
+				"BufferGeometry": "api/ko/core/BufferGeometry",
+				"Clock": "api/ko/core/Clock",
+				"DirectGeometry": "api/ko/core/DirectGeometry",
+				"EventDispatcher": "api/ko/core/EventDispatcher",
+				"Face3": "api/ko/core/Face3",
+				"Geometry": "api/ko/core/Geometry",
+				"GLBufferAttribute": "api/ko/core/GLBufferAttribute",
+				"InstancedBufferAttribute": "api/ko/core/InstancedBufferAttribute",
+				"InstancedBufferGeometry": "api/ko/core/InstancedBufferGeometry",
+				"InstancedInterleavedBuffer": "api/ko/core/InstancedInterleavedBuffer",
+				"InterleavedBuffer": "api/ko/core/InterleavedBuffer",
+				"InterleavedBufferAttribute": "api/ko/core/InterleavedBufferAttribute",
+				"Layers": "api/ko/core/Layers",
+				"Object3D": "api/ko/core/Object3D",
+				"Raycaster": "api/ko/core/Raycaster",
+				"Uniform": "api/ko/core/Uniform"
+			},
+
+			"Core / BufferAttributes": {
+				"BufferAttribute Types": "api/ko/core/bufferAttributeTypes/BufferAttributeTypes"
+			},
+
+			"Extras": {
+				"DataUtils": "api/ko/extras/DataUtils",
+				"Earcut": "api/ko/extras/Earcut",
+				"ImageUtils": "api/ko/extras/ImageUtils",
+				"PMREMGenerator": "api/ko/extras/PMREMGenerator",
+				"ShapeUtils": "api/ko/extras/ShapeUtils"
+			},
+
+			"Extras / Core": {
+				"Curve": "api/ko/extras/core/Curve",
+				"CurvePath": "api/ko/extras/core/CurvePath",
+				"Font": "api/ko/extras/core/Font",
+				"Interpolations": "api/ko/extras/core/Interpolations",
+				"Path": "api/ko/extras/core/Path",
+				"Shape": "api/ko/extras/core/Shape",
+				"ShapePath": "api/ko/extras/core/ShapePath"
+			},
+
+			"Extras / Curves": {
+				"ArcCurve": "api/ko/extras/curves/ArcCurve",
+				"CatmullRomCurve3": "api/ko/extras/curves/CatmullRomCurve3",
+				"CubicBezierCurve": "api/ko/extras/curves/CubicBezierCurve",
+				"CubicBezierCurve3": "api/ko/extras/curves/CubicBezierCurve3",
+				"EllipseCurve": "api/ko/extras/curves/EllipseCurve",
+				"LineCurve": "api/ko/extras/curves/LineCurve",
+				"LineCurve3": "api/ko/extras/curves/LineCurve3",
+				"QuadraticBezierCurve": "api/ko/extras/curves/QuadraticBezierCurve",
+				"QuadraticBezierCurve3": "api/ko/extras/curves/QuadraticBezierCurve3",
+				"SplineCurve": "api/ko/extras/curves/SplineCurve"
+			},
+
+			"Extras / Objects": {
+				"ImmediateRenderObject": "api/ko/extras/objects/ImmediateRenderObject"
+			},
+
+			"Geometries": {
+				"BoxBufferGeometry": "api/ko/geometries/BoxBufferGeometry",
+				"BoxGeometry": "api/ko/geometries/BoxGeometry",
+				"CircleBufferGeometry": "api/ko/geometries/CircleBufferGeometry",
+				"CircleGeometry": "api/ko/geometries/CircleGeometry",
+				"ConeBufferGeometry": "api/ko/geometries/ConeBufferGeometry",
+				"ConeGeometry": "api/ko/geometries/ConeGeometry",
+				"CylinderBufferGeometry": "api/ko/geometries/CylinderBufferGeometry",
+				"CylinderGeometry": "api/ko/geometries/CylinderGeometry",
+				"DodecahedronBufferGeometry": "api/ko/geometries/DodecahedronBufferGeometry",
+				"DodecahedronGeometry": "api/ko/geometries/DodecahedronGeometry",
+				"EdgesGeometry": "api/ko/geometries/EdgesGeometry",
+				"ExtrudeBufferGeometry": "api/ko/geometries/ExtrudeBufferGeometry",
+				"ExtrudeGeometry": "api/ko/geometries/ExtrudeGeometry",
+				"IcosahedronBufferGeometry": "api/ko/geometries/IcosahedronBufferGeometry",
+				"IcosahedronGeometry": "api/ko/geometries/IcosahedronGeometry",
+				"LatheBufferGeometry": "api/ko/geometries/LatheBufferGeometry",
+				"LatheGeometry": "api/ko/geometries/LatheGeometry",
+				"OctahedronBufferGeometry": "api/ko/geometries/OctahedronBufferGeometry",
+				"OctahedronGeometry": "api/ko/geometries/OctahedronGeometry",
+				"ParametricBufferGeometry": "api/ko/geometries/ParametricBufferGeometry",
+				"ParametricGeometry": "api/ko/geometries/ParametricGeometry",
+				"PlaneBufferGeometry": "api/ko/geometries/PlaneBufferGeometry",
+				"PlaneGeometry": "api/ko/geometries/PlaneGeometry",
+				"PolyhedronBufferGeometry": "api/ko/geometries/PolyhedronBufferGeometry",
+				"PolyhedronGeometry": "api/ko/geometries/PolyhedronGeometry",
+				"RingBufferGeometry": "api/ko/geometries/RingBufferGeometry",
+				"RingGeometry": "api/ko/geometries/RingGeometry",
+				"ShapeBufferGeometry": "api/ko/geometries/ShapeBufferGeometry",
+				"ShapeGeometry": "api/ko/geometries/ShapeGeometry",
+				"SphereBufferGeometry": "api/ko/geometries/SphereBufferGeometry",
+				"SphereGeometry": "api/ko/geometries/SphereGeometry",
+				"TetrahedronBufferGeometry": "api/ko/geometries/TetrahedronBufferGeometry",
+				"TetrahedronGeometry": "api/ko/geometries/TetrahedronGeometry",
+				"TextBufferGeometry": "api/ko/geometries/TextBufferGeometry",
+				"TextGeometry": "api/ko/geometries/TextGeometry",
+				"TorusBufferGeometry": "api/ko/geometries/TorusBufferGeometry",
+				"TorusGeometry": "api/ko/geometries/TorusGeometry",
+				"TorusKnotBufferGeometry": "api/ko/geometries/TorusKnotBufferGeometry",
+				"TorusKnotGeometry": "api/ko/geometries/TorusKnotGeometry",
+				"TubeBufferGeometry": "api/ko/geometries/TubeBufferGeometry",
+				"TubeGeometry": "api/ko/geometries/TubeGeometry",
+				"WireframeGeometry": "api/ko/geometries/WireframeGeometry"
+			},
+
+			"Helpers": {
+				"ArrowHelper": "api/ko/helpers/ArrowHelper",
+				"AxesHelper": "api/ko/helpers/AxesHelper",
+				"BoxHelper": "api/ko/helpers/BoxHelper",
+				"Box3Helper": "api/ko/helpers/Box3Helper",
+				"CameraHelper": "api/ko/helpers/CameraHelper",
+				"DirectionalLightHelper": "api/ko/helpers/DirectionalLightHelper",
+				"GridHelper": "api/ko/helpers/GridHelper",
+				"PolarGridHelper": "api/ko/helpers/PolarGridHelper",
+				"HemisphereLightHelper": "api/ko/helpers/HemisphereLightHelper",
+				"PlaneHelper": "api/ko/helpers/PlaneHelper",
+				"PointLightHelper": "api/ko/helpers/PointLightHelper",
+				"SkeletonHelper": "api/ko/helpers/SkeletonHelper",
+				"SpotLightHelper": "api/ko/helpers/SpotLightHelper"
+			},
+
+			"Lights": {
+				"AmbientLight": "api/ko/lights/AmbientLight",
+				"AmbientLightProbe": "api/ko/lights/AmbientLightProbe",
+				"DirectionalLight": "api/ko/lights/DirectionalLight",
+				"HemisphereLight": "api/ko/lights/HemisphereLight",
+				"HemisphereLightProbe": "api/ko/lights/HemisphereLightProbe",
+				"Light": "api/ko/lights/Light",
+				"LightProbe": "api/ko/lights/LightProbe",
+				"PointLight": "api/ko/lights/PointLight",
+				"RectAreaLight": "api/ko/lights/RectAreaLight",
+				"SpotLight": "api/ko/lights/SpotLight"
+			},
+
+			"Lights / Shadows": {
+				"LightShadow": "api/ko/lights/shadows/LightShadow",
+				"PointLightShadow": "api/ko/lights/shadows/PointLightShadow",
+				"DirectionalLightShadow": "api/ko/lights/shadows/DirectionalLightShadow",
+				"SpotLightShadow": "api/ko/lights/shadows/SpotLightShadow"
+			},
+
+			"Loaders": {
+				"AnimationLoader": "api/ko/loaders/AnimationLoader",
+				"AudioLoader": "api/ko/loaders/AudioLoader",
+				"BufferGeometryLoader": "api/ko/loaders/BufferGeometryLoader",
+				"Cache": "api/ko/loaders/Cache",
+				"CompressedTextureLoader": "api/ko/loaders/CompressedTextureLoader",
+				"CubeTextureLoader": "api/ko/loaders/CubeTextureLoader",
+				"DataTextureLoader": "api/ko/loaders/DataTextureLoader",
+				"FileLoader": "api/ko/loaders/FileLoader",
+				"FontLoader": "api/ko/loaders/FontLoader",
+				"ImageBitmapLoader": "api/ko/loaders/ImageBitmapLoader",
+				"ImageLoader": "api/ko/loaders/ImageLoader",
+				"Loader": "api/ko/loaders/Loader",
+				"LoaderUtils": "api/ko/loaders/LoaderUtils",
+				"MaterialLoader": "api/ko/loaders/MaterialLoader",
+				"ObjectLoader": "api/ko/loaders/ObjectLoader",
+				"TextureLoader": "api/ko/loaders/TextureLoader"
+			},
+
+			"Loaders / Managers": {
+				"DefaultLoadingManager": "api/ko/loaders/managers/DefaultLoadingManager",
+				"LoadingManager": "api/ko/loaders/managers/LoadingManager"
+			},
+
+			"Materials": {
+				"LineBasicMaterial": "api/ko/materials/LineBasicMaterial",
+				"LineDashedMaterial": "api/ko/materials/LineDashedMaterial",
+				"Material": "api/ko/materials/Material",
+				"MeshBasicMaterial": "api/ko/materials/MeshBasicMaterial",
+				"MeshDepthMaterial": "api/ko/materials/MeshDepthMaterial",
+				"MeshDistanceMaterial": "api/ko/materials/MeshDistanceMaterial",
+				"MeshLambertMaterial": "api/ko/materials/MeshLambertMaterial",
+				"MeshMatcapMaterial": "api/ko/materials/MeshMatcapMaterial",
+				"MeshNormalMaterial": "api/ko/materials/MeshNormalMaterial",
+				"MeshPhongMaterial": "api/ko/materials/MeshPhongMaterial",
+				"MeshPhysicalMaterial": "api/ko/materials/MeshPhysicalMaterial",
+				"MeshStandardMaterial": "api/ko/materials/MeshStandardMaterial",
+				"MeshToonMaterial": "api/ko/materials/MeshToonMaterial",
+				"PointsMaterial": "api/ko/materials/PointsMaterial",
+				"RawShaderMaterial": "api/ko/materials/RawShaderMaterial",
+				"ShaderMaterial": "api/ko/materials/ShaderMaterial",
+				"ShadowMaterial": "api/ko/materials/ShadowMaterial",
+				"SpriteMaterial": "api/ko/materials/SpriteMaterial"
+			},
+
+			"Math": {
+				"Box2": "api/ko/math/Box2",
+				"Box3": "api/ko/math/Box3",
+				"Color": "api/ko/math/Color",
+				"Cylindrical": "api/ko/math/Cylindrical",
+				"Euler": "api/ko/math/Euler",
+				"Frustum": "api/ko/math/Frustum",
+				"Interpolant": "api/ko/math/Interpolant",
+				"Line3": "api/ko/math/Line3",
+				"MathUtils": "api/ko/math/MathUtils",
+				"Matrix3": "api/ko/math/Matrix3",
+				"Matrix4": "api/ko/math/Matrix4",
+				"Plane": "api/ko/math/Plane",
+				"Quaternion": "api/ko/math/Quaternion",
+				"Ray": "api/ko/math/Ray",
+				"Sphere": "api/ko/math/Sphere",
+				"Spherical": "api/ko/math/Spherical",
+				"SphericalHarmonics3": "api/ko/math/SphericalHarmonics3",
+				"Triangle": "api/ko/math/Triangle",
+				"Vector2": "api/ko/math/Vector2",
+				"Vector3": "api/ko/math/Vector3",
+				"Vector4": "api/ko/math/Vector4"
+			},
+
+			"Math / Interpolants": {
+				"CubicInterpolant": "api/ko/math/interpolants/CubicInterpolant",
+				"DiscreteInterpolant": "api/ko/math/interpolants/DiscreteInterpolant",
+				"LinearInterpolant": "api/ko/math/interpolants/LinearInterpolant",
+				"QuaternionLinearInterpolant": "api/ko/math/interpolants/QuaternionLinearInterpolant"
+			},
+
+			"Objects": {
+				"Bone": "api/ko/objects/Bone",
+				"Group": "api/ko/objects/Group",
+				"InstancedMesh": "api/ko/objects/InstancedMesh",
+				"Line": "api/ko/objects/Line",
+				"LineLoop": "api/ko/objects/LineLoop",
+				"LineSegments": "api/ko/objects/LineSegments",
+				"LOD": "api/ko/objects/LOD",
+				"Mesh": "api/ko/objects/Mesh",
+				"Points": "api/ko/objects/Points",
+				"Skeleton": "api/ko/objects/Skeleton",
+				"SkinnedMesh": "api/ko/objects/SkinnedMesh",
+				"Sprite": "api/ko/objects/Sprite"
+			},
+
+			"Renderers": {
+				"WebGLMultisampleRenderTarget": "api/ko/renderers/WebGLMultisampleRenderTarget",
+				"WebGLRenderer": "api/ko/renderers/WebGLRenderer",
+				"WebGL1Renderer": "api/ko/renderers/WebGL1Renderer",
+				"WebGLRenderTarget": "api/ko/renderers/WebGLRenderTarget",
+				"WebGLCubeRenderTarget": "api/ko/renderers/WebGLCubeRenderTarget"
+			},
+
+			"Renderers / Shaders": {
+				"ShaderChunk": "api/ko/renderers/shaders/ShaderChunk",
+				"ShaderLib": "api/ko/renderers/shaders/ShaderLib",
+				"UniformsLib": "api/ko/renderers/shaders/UniformsLib",
+				"UniformsUtils": "api/ko/renderers/shaders/UniformsUtils"
+			},
+
+			"Renderers / WebXR": {
+				"WebXRManager": "api/ko/renderers/webxr/WebXRManager"
+			},
+
+			"Scenes": {
+				"Fog": "api/ko/scenes/Fog",
+				"FogExp2": "api/ko/scenes/FogExp2",
+				"Scene": "api/ko/scenes/Scene"
+			},
+
+			"Textures": {
+				"CanvasTexture": "api/ko/textures/CanvasTexture",
+				"CompressedTexture": "api/ko/textures/CompressedTexture",
+				"CubeTexture": "api/ko/textures/CubeTexture",
+				"DataTexture": "api/ko/textures/DataTexture",
+				"DataTexture2DArray": "api/ko/textures/DataTexture2DArray",
+				"DataTexture3D": "api/ko/textures/DataTexture3D",
+				"DepthTexture": "api/ko/textures/DepthTexture",
+				"Texture": "api/ko/textures/Texture",
+				"VideoTexture": "api/ko/textures/VideoTexture"
+			}
+
+		},
+
+		"예제": {
+
+			"Animations": {
+				"CCDIKSolver": "examples/ko/animations/CCDIKSolver",
+				"MMDAnimationHelper": "examples/ko/animations/MMDAnimationHelper",
+				"MMDPhysics": "examples/ko/animations/MMDPhysics"
+			},
+
+			"컨트롤": {
+				"DeviceOrientationControls": "examples/ko/controls/DeviceOrientationControls",
+				"DragControls": "examples/ko/controls/DragControls",
+				"FirstPersonControls": "examples/ko/controls/FirstPersonControls",
+				"FlyControls": "examples/ko/controls/FlyControls",
+				"OrbitControls": "examples/ko/controls/OrbitControls",
+				"PointerLockControls": "examples/ko/controls/PointerLockControls",
+				"TrackballControls": "examples/ko/controls/TrackballControls",
+				"TransformControls": "examples/ko/controls/TransformControls"
+			},
+
+			"Geometries": {
+				"ConvexBufferGeometry": "examples/ko/geometries/ConvexBufferGeometry",
+				"ConvexGeometry": "examples/ko/geometries/ConvexGeometry",
+				"DecalGeometry": "examples/ko/geometries/DecalGeometry"
+			},
+
+			"Helpers": {
+				"FaceNormalsHelper": "examples/ko/helpers/FaceNormalsHelper",
+				"LightProbeHelper": "examples/ko/helpers/LightProbeHelper",
+				"PositionalAudioHelper": "examples/ko/helpers/PositionalAudioHelper",
+				"RectAreaLightHelper": "examples/ko/helpers/RectAreaLightHelper",
+				"VertexNormalsHelper": "examples/ko/helpers/VertexNormalsHelper",
+				"VertexTangentsHelper": "examples/ko/helpers/VertexTangentsHelper"
+			},
+
+			"Lights": {
+				"LightProbeGenerator": "examples/ko/lights/LightProbeGenerator"
+			},
+
+			"Loaders": {
+				"3DMLoader": "examples/ko/loaders/3DMLoader",
+				"BasisTextureLoader": "examples/ko/loaders/BasisTextureLoader",
+				"DRACOLoader": "examples/ko/loaders/DRACOLoader",
+				"GLTFLoader": "examples/ko/loaders/GLTFLoader",
+				"MMDLoader": "examples/ko/loaders/MMDLoader",
+				"MTLLoader": "examples/ko/loaders/MTLLoader",
+				"OBJLoader": "examples/ko/loaders/OBJLoader",
+				"OBJLoader2": "examples/ko/loaders/OBJLoader2",
+				"OBJLoader2Parallel": "examples/ko/loaders/OBJLoader2Parallel",
+				"PCDLoader": "examples/ko/loaders/PCDLoader",
+				"PDBLoader": "examples/ko/loaders/PDBLoader",
+				"PRWMLoader": "examples/ko/loaders/PRWMLoader",
+				"SVGLoader": "examples/ko/loaders/SVGLoader",
+				"TGALoader": "examples/ko/loaders/TGALoader"
+			},
+
+			"Objects": {
+				"Lensflare": "examples/ko/objects/Lensflare"
+			},
+
+			"Post-Processing": {
+				"EffectComposer": "examples/ko/postprocessing/EffectComposer"
+			},
+
+			"Exporters": {
+				"GLTFExporter": "examples/ko/exporters/GLTFExporter",
+				"PLYExporter": "examples/ko/exporters/PLYExporter",
+				"ColladaExporter": "examples/ko/exporters/ColladaExporter"
+			},
+
+			"Math": {
+				"LookupTable": "examples/ko/math/Lut",
+				"MeshSurfaceSampler": "examples/ko/math/MeshSurfaceSampler",
+				"OBB": "examples/ko/math/OBB"
+			},
+
+			"ConvexHull": {
+				"Face": "examples/ko/math/convexhull/Face",
+				"HalfEdge": "examples/ko/math/convexhull/HalfEdge",
+				"ConvexHull": "examples/ko/math/convexhull/ConvexHull",
+				"VertexNode": "examples/ko/math/convexhull/VertexNode",
+				"VertexList": "examples/ko/math/convexhull/VertexList"
+			},
+
+			"Renderers": {
+				"CSS2DRenderer": "examples/ko/renderers/CSS2DRenderer",
+				"CSS3DRenderer": "examples/ko/renderers/CSS3DRenderer",
+				"SVGRenderer": "examples/ko/renderers/SVGRenderer"
+
+			},
+
+			"Utils": {
+				"BufferGeometryUtils": "examples/ko/utils/BufferGeometryUtils",
+				"SceneUtils": "examples/ko/utils/SceneUtils",
+				"SkeletonUtils": "examples/ko/utils/SkeletonUtils"
+			}
+
+		},
+
+		"Developer Reference": {
+
+			"Polyfills": {
+				"Polyfills": "api/ko/Polyfills"
+			},
+
+			"WebGLRenderer": {
+				"WebGLProgram": "api/ko/renderers/webgl/WebGLProgram",
+				"WebGLShader": "api/ko/renderers/webgl/WebGLShader",
+				"WebGLState": "api/ko/renderers/webgl/WebGLState"
+			}
+
+		}
+
 	}
 
 }