فهرست منبع

Merge branch 'dev' into dev51

Michael Herzog 4 سال پیش
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f8338e5470
100فایلهای تغییر یافته به همراه1095 افزوده شده و 3448 حذف شده
  1. 2 3
      .github/CONTRIBUTING.md
  2. 3 0
      .github/FUNDING.yml
  3. 1 1
      LICENSE
  4. 5 7
      README.md
  5. 270 493
      build/three.js
  6. 0 0
      build/three.min.js
  7. 260 610
      build/three.module.js
  8. 2 2
      docs/api/ar/animation/AnimationClip.html
  9. 1 1
      docs/api/ar/animation/KeyframeTrack.html
  10. 1 1
      docs/api/ar/audio/PositionalAudio.html
  11. 1 1
      docs/api/en/Template.html
  12. 3 4
      docs/api/en/animation/AnimationClip.html
  13. 1 2
      docs/api/en/animation/KeyframeTrack.html
  14. 1 1
      docs/api/en/audio/PositionalAudio.html
  15. 1 1
      docs/api/en/core/BufferAttribute.html
  16. 11 42
      docs/api/en/core/BufferGeometry.html
  17. 0 109
      docs/api/en/core/DirectGeometry.html
  18. 3 3
      docs/api/en/core/Face3.html
  19. 0 344
      docs/api/en/core/Geometry.html
  20. 1 1
      docs/api/en/core/Layers.html
  21. 1 1
      docs/api/en/core/Raycaster.html
  22. 4 8
      docs/api/en/extras/core/CurvePath.html
  23. 1 1
      docs/api/en/extras/core/Shape.html
  24. 1 1
      docs/api/en/extras/objects/ImmediateRenderObject.html
  25. 0 80
      docs/api/en/geometries/BoxBufferGeometry.html
  26. 7 4
      docs/api/en/geometries/BoxGeometry.html
  27. 0 70
      docs/api/en/geometries/CircleBufferGeometry.html
  28. 8 4
      docs/api/en/geometries/CircleGeometry.html
  29. 0 72
      docs/api/en/geometries/ConeBufferGeometry.html
  30. 3 3
      docs/api/en/geometries/ConeGeometry.html
  31. 0 73
      docs/api/en/geometries/CylinderBufferGeometry.html
  32. 4 4
      docs/api/en/geometries/CylinderGeometry.html
  33. 0 59
      docs/api/en/geometries/DodecahedronBufferGeometry.html
  34. 3 3
      docs/api/en/geometries/DodecahedronGeometry.html
  35. 3 3
      docs/api/en/geometries/EdgesGeometry.html
  36. 0 113
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  37. 3 3
      docs/api/en/geometries/ExtrudeGeometry.html
  38. 0 58
      docs/api/en/geometries/IcosahedronBufferGeometry.html
  39. 3 4
      docs/api/en/geometries/IcosahedronGeometry.html
  40. 0 77
      docs/api/en/geometries/LatheBufferGeometry.html
  41. 4 4
      docs/api/en/geometries/LatheGeometry.html
  42. 0 58
      docs/api/en/geometries/OctahedronBufferGeometry.html
  43. 3 4
      docs/api/en/geometries/OctahedronGeometry.html
  44. 0 71
      docs/api/en/geometries/ParametricBufferGeometry.html
  45. 3 4
      docs/api/en/geometries/ParametricGeometry.html
  46. 0 69
      docs/api/en/geometries/PlaneBufferGeometry.html
  47. 4 4
      docs/api/en/geometries/PlaneGeometry.html
  48. 0 68
      docs/api/en/geometries/PolyhedronBufferGeometry.html
  49. 6 4
      docs/api/en/geometries/PolyhedronGeometry.html
  50. 0 72
      docs/api/en/geometries/RingBufferGeometry.html
  51. 5 4
      docs/api/en/geometries/RingGeometry.html
  52. 0 83
      docs/api/en/geometries/ShapeBufferGeometry.html
  53. 3 3
      docs/api/en/geometries/ShapeGeometry.html
  54. 0 77
      docs/api/en/geometries/SphereBufferGeometry.html
  55. 4 4
      docs/api/en/geometries/SphereGeometry.html
  56. 0 59
      docs/api/en/geometries/TetrahedronBufferGeometry.html
  57. 3 3
      docs/api/en/geometries/TetrahedronGeometry.html
  58. 0 176
      docs/api/en/geometries/TextBufferGeometry.html
  59. 2 2
      docs/api/en/geometries/TextGeometry.html
  60. 0 70
      docs/api/en/geometries/TorusBufferGeometry.html
  61. 4 4
      docs/api/en/geometries/TorusGeometry.html
  62. 0 73
      docs/api/en/geometries/TorusKnotBufferGeometry.html
  63. 4 5
      docs/api/en/geometries/TorusKnotGeometry.html
  64. 0 111
      docs/api/en/geometries/TubeBufferGeometry.html
  65. 3 3
      docs/api/en/geometries/TubeGeometry.html
  66. 3 3
      docs/api/en/geometries/WireframeGeometry.html
  67. 2 2
      docs/api/en/helpers/AxesHelper.html
  68. 2 2
      docs/api/en/helpers/BoxHelper.html
  69. 2 2
      docs/api/en/lights/shadows/DirectionalLightShadow.html
  70. 2 2
      docs/api/en/lights/shadows/PointLightShadow.html
  71. 2 2
      docs/api/en/lights/shadows/SpotLightShadow.html
  72. 7 61
      docs/api/en/loaders/ObjectLoader.html
  73. 1 1
      docs/api/en/materials/MeshBasicMaterial.html
  74. 2 2
      docs/api/en/materials/MeshLambertMaterial.html
  75. 1 1
      docs/api/en/materials/MeshMatcapMaterial.html
  76. 1 1
      docs/api/en/materials/MeshNormalMaterial.html
  77. 2 3
      docs/api/en/materials/MeshPhongMaterial.html
  78. 7 0
      docs/api/en/materials/MeshPhysicalMaterial.html
  79. 4 12
      docs/api/en/materials/MeshStandardMaterial.html
  80. 1 1
      docs/api/en/materials/MeshToonMaterial.html
  81. 2 4
      docs/api/en/materials/ShaderMaterial.html
  82. 1 1
      docs/api/en/materials/ShadowMaterial.html
  83. 1 1
      docs/api/en/math/Box3.html
  84. 11 0
      docs/api/en/math/Color.html
  85. 3 4
      docs/api/en/math/Frustum.html
  86. 2 2
      docs/api/en/math/Matrix3.html
  87. 6 3
      docs/api/en/math/Matrix4.html
  88. 3 0
      docs/api/en/math/Vector4.html
  89. 1 1
      docs/api/en/objects/Group.html
  90. 6 1
      docs/api/en/objects/InstancedMesh.html
  91. 1 1
      docs/api/en/objects/LOD.html
  92. 3 3
      docs/api/en/objects/Line.html
  93. 2 2
      docs/api/en/objects/LineLoop.html
  94. 2 2
      docs/api/en/objects/LineSegments.html
  95. 5 9
      docs/api/en/objects/Mesh.html
  96. 4 8
      docs/api/en/objects/Points.html
  97. 2 6
      docs/api/en/objects/SkinnedMesh.html
  98. 5 2
      docs/api/en/renderers/WebGLRenderer.html
  99. 1 1
      docs/api/en/textures/DataTexture.html
  100. 339 0
      docs/api/ko/animation/AnimationAction.html

+ 2 - 3
.github/CONTRIBUTING.md

@@ -40,7 +40,7 @@ Many linting errors can be fixed automatically by running
 
 If you’d like to make a minified version of the build files i.e. ‘build/three.min.js’ run:
         
-    npm run-script build-closure
+    npm run build
 
 ## Making changes
 
@@ -65,7 +65,7 @@ When you’ve decided to make changes, start with the following:
 
 * Don't include any build files to your commit.
 * Not all new features will need a new example. Simpler features could be incorporated into an existing example. Bigger features may be asked to add an example demonstrating the feature.
-* Making changes may require changes to the documentation. If so, please make a new PR for the appropriate doc changes. To update the Chinese docs, simply copy the English to begin with.
+* Making changes may require changes to the documentation. To update the docs in other languages, simply copy the English to begin with.
 * it's good to also add an example and screenshot for it, for showing how it's used and for end-to-end testing.
 * If you modify existing code, run relevant examples to check they didn't break and there wasn't performance regress.
 * If you add some assets for the examples (models, textures, sounds, etc), make sure they have a proper license allowing for their use here, less restrictive the better. It is unlikely for large assets to be accepted.
@@ -75,7 +75,6 @@ When you’ve decided to make changes, start with the following:
 
       npm run make-screenshot <example_1_name> ...<example_N_name>
 
-* Watch out for Closure compiler warnings when building the libs, there should not be any.
 * Once done with a patch / feature do not add more commits to a feature branch
 * Create separate branches per patch or feature.
 * If you make a PR but it is not actually ready to be pulled into the dev branch, add `[Draft]` into the PR title and/or convert it to a draft PR

+ 3 - 0
.github/FUNDING.yml

@@ -0,0 +1,3 @@
+# These are supported funding model platforms
+
+github: [mrdoob, HumanInteractive]

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright © 2010-2020 three.js authors
+Copyright © 2010-2021 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

+ 5 - 7
README.md

@@ -31,7 +31,6 @@ let camera, scene, renderer;
 let geometry, material, mesh;
 
 init();
-animate();
 
 function init() {
 
@@ -48,23 +47,22 @@ function init() {
 
 	renderer = new THREE.WebGLRenderer( { antialias: true } );
 	renderer.setSize( window.innerWidth, window.innerHeight );
+	renderer.setAnimationLoop( animation );
 	document.body.appendChild( renderer.domElement );
 
 }
 
-function animate() {
+function animation( time ) {
 
-	requestAnimationFrame( animate );
-
-	mesh.rotation.x += 0.01;
-	mesh.rotation.y += 0.02;
+	mesh.rotation.x = time / 2000;
+	mesh.rotation.y = time / 1000;
 
 	renderer.render( scene, camera );
 
 }
 ```
 
-If everything went well, you should see [this](https://jsfiddle.net/ruc3h17j/).
+If everything went well, you should see [this](https://jsfiddle.net/zdjankqw/).
 
 ### Cloning this repository ###
 

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 270 - 493
build/three.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
build/three.min.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 260 - 610
build/three.module.js


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

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

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

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

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

@@ -36,7 +36,7 @@
 		});
 
 		// create an object for the sound to play from
-		const sphere = new THREE.SphereBufferGeometry( 20, 32, 16 );
+		const sphere = new THREE.SphereGeometry( 20, 32, 16 );
 		const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
 		const mesh = new THREE.Mesh( sphere, material );
 		scene.add( mesh );

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

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

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

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

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

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

+ 1 - 1
docs/api/en/audio/PositionalAudio.html

@@ -36,7 +36,7 @@
 		});
 
 		// create an object for the sound to play from
-		const sphere = new THREE.SphereBufferGeometry( 20, 32, 16 );
+		const sphere = new THREE.SphereGeometry( 20, 32, 16 );
 		const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
 		const mesh = new THREE.Mesh( sphere, material );
 		scene.add( mesh );

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

@@ -158,7 +158,7 @@
 		<h3>[method:Number getW]( [param:Integer index] ) </h3>
 		<p>Returns the w component of the vector at the given index.</p>
 
-		<h3>[method:null onUpload]( [param:Function callback] ) </h3>
+		<h3>[method:this onUpload]( [param:Function callback] ) </h3>
 		<p>
 		Sets the value of the onUploadCallback property.<br /><br />
 

+ 11 - 42
docs/api/en/core/BufferGeometry.html

@@ -10,16 +10,13 @@
 		<h1>[name]</h1>
 
 		<p>
-		An efficient representation of mesh, line, or point geometry. Includes vertex positions, face
+		A representation of mesh, line, or point geometry. Includes vertex positions, face
 		indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of
 		passing all this data to the GPU.
 		</p>
 		<p>
 		To read and edit data in BufferGeometry attributes, see [page:BufferAttribute] documentation.
 		</p>
-		<p>
-		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
-		</p>
 
 		<h2>Code Example</h2>
 		<code>
@@ -123,9 +120,8 @@
 
 		<h3>[property:BufferAttribute index]</h3>
 		<p>
-			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
-			works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
-			This attribute therefore stores the index of each vertex for each triangular face.
+			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles".
+			Each triangle is associated with the indices of three vertices. This attribute therefore stores the index of each vertex for each triangular face.
 
 			If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
 			positions represent a single triangle.
@@ -135,7 +131,7 @@
 
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
-			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
+			Hashmap of [page:BufferAttribute]s holding details of the geometry's morph targets.
 		</p>
 
 		<h3>[property:Boolean morphTargetsRelative]</h3>
@@ -207,6 +203,12 @@
 		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</p>
 
+		<h3>[method:null computeTangents]()</h3>
+		<p>
+		Calculates and adds a tangent attribute to this geometry.<br />
+		The computation is only supported for indexed geometries and if position, normal, and uv attributes are defined.
+		</p>
+
 		<h3>[method:null computeVertexNormals]()</h3>
 		<p>Computes vertex normals by averaging face normals.</p>
 
@@ -216,17 +218,6 @@
 		You need to call this when you want the BufferGeometry removed while the application is running.
 		</p>
 
-		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
-		<p>
-			Populates this BufferGeometry with data from a [page:DirectGeometry] object containing faces. Not implemented for a line geometry.<br /><br />
-
-			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
-			and BufferGeometry.
-		</p>
-
-		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
-		<p>Populates this BufferGeometry with data from a [page:Geometry] object containing faces. Not implemented for a line geometry.</p>
-
 		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
 		<p>Returns the [page:BufferAttribute attribute] with the specified name.</p>
 
@@ -287,9 +278,6 @@
 		<p>Set the [page:.drawRange] property. For non-indexed BufferGeometry, count is the number of vertices to render.
 		For indexed BufferGeometry, count is the number of indices to render.</p>
 
-		<h3>[method:BufferGeometry setFromObject] ( [param:Object3D object] )</h3>
-		<p>Sets the attributes for this BufferGeometry from an [page:Object3D].</p>
-
 		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
 		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
 
@@ -302,28 +290,9 @@
 		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		Translate the geometry. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.position] for typical real-time mesh translation.
+		Use [page:Object3D.position] for typical real-time mesh translation.
 		</p>
 
-		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
-		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
 		<h2>Source</h2>
 
 		<p>

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

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

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

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

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

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

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

@@ -69,7 +69,7 @@
 		<p>
 			layers - a Layers object<br /><br />
 
-			Returns true if this and the passed *layers* object are members of the same set of layers.
+			Returns true if this and the passed *layers* object have at least one layer in common.
 		</p>
 
 		<h3>[method:null toggle]( [param:Integer layer] )</h3>

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

@@ -145,7 +145,7 @@
 		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
 		</p>
 		<p>
-		Updates the ray with a new origin and direction.
+		Updates the ray with a new origin and direction. Please note that this method only copies the values from the arguments.
 		</p>
 
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>

+ 4 - 8
docs/api/en/extras/core/CurvePath.html

@@ -16,16 +16,13 @@
 		but retains the api of a curve.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
 		<p>
 		The constructor take no parameters.
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
@@ -35,10 +32,6 @@
 		<h3>[property:Boolean autoClose]</h3>
 		<p>Whether or not to automatically close the path.</p>
 
-
-
-
-
 		<h2>Methods</h2>
 		<p>See the base [page:Curve] class for common methods.</p>
 
@@ -62,7 +55,10 @@
 		<p>
 			divisions -- number of pieces to divide the curve into. Default is *12*.<br /><br />
 
-			Returns a set of divisions + 1 points using getPoint( t ).
+			Returns an array of points representing a sequence of curves. The *division* parameter defines
+			the number of pieces each curve is divided into. However, for optimization and quality purposes,
+			the actual sampling resolution for each curve depends on its type. For example, for a [page:LineCurve],
+			the returned number of points is always just 2.
 		</p>
 
 		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>

+ 1 - 1
docs/api/en/extras/core/Shape.html

@@ -31,7 +31,7 @@
 
 		const extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
 
-		const geometry = new THREE.ExtrudeBufferGeometry( heartShape, extrudeSettings );
+		const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
 
 		const mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
 		</code>

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

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

+ 0 - 80
docs/api/en/geometries/BoxBufferGeometry.html

@@ -1,80 +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">This is the [page:BufferGeometry] port of [page:BoxGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
-		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
-		const cube = new THREE.Mesh( geometry, material );
-		scene.add( cube );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
-		<p>
-		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
-		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
-		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
-		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
-		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
-		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
- 		<p>
-		Using the above example:
-		<code>
-		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
-		cube.geometry.parameters; // as above
-		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments; // === undefined.
-		</code>
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 7 - 4
docs/api/en/geometries/BoxGeometry.html

@@ -7,11 +7,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">BoxGeometry is a geometry class for a [link:https://en.wikipedia.org/wiki/Cuboid rectangular cuboid] with a given 'width', 'height', and 'depth'. On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.</p>
+		<p class="desc">
+			[name] is a geometry class for a rectangular cuboid with a given 'width', 'height', and 'depth'.
+			On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.
+		</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 
@@ -52,7 +55,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -69,7 +72,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 70
docs/api/en/geometries/CircleBufferGeometry.html

@@ -1,70 +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">This is the [page:BufferGeometry] port of [page:CircleGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.CircleBufferGeometry( 5, 32 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const circle = new THREE.Mesh( geometry, material );
-		scene.add( circle );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 8 - 4
docs/api/en/geometries/CircleGeometry.html

@@ -7,11 +7,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">CircleGeometry is a simple shape of Euclidean geometry.  It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.  It is built counter-clockwise from a start angle and a given central angle.  It can also be used to create regular polygons, where the number of segments determines the number of sides.
+		<p class="desc">
+			[name] is a simple shape of Euclidean geometry.
+			It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
+			It is built counter-clockwise from a start angle and a given central angle.
+			It can also be used to create regular polygons, where the number of segments determines the number of sides.
 		</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleGeometry"></iframe>
@@ -52,7 +56,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -60,7 +64,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 72
docs/api/en/geometries/ConeBufferGeometry.html

@@ -1,72 +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; [page:CylinderBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:ConeGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const cone = new THREE.Mesh( geometry, material );
-		scene.add( cone );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radius — Radius of the cone base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:CylinderBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:CylinderBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/geometries/ConeGeometry.html

@@ -7,11 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr; [page:CylinderGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:CylinderGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">A class for generating cone geometries</p>
+		<p class="desc">A class for generating cone geometries.</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
 
@@ -43,7 +43,7 @@
 
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
-		radius — Radius of the cone at the base. Default is 1.<br />
+		radius — Radius of the cone base. Default is 1.<br />
 		height — Height of the cone. Default is 1.<br />
 		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
 		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />

+ 0 - 73
docs/api/en/geometries/CylinderBufferGeometry.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:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CylinderGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const cylinder = new THREE.Mesh( geometry, material );
-		scene.add( cylinder );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 4 - 4
docs/api/en/geometries/CylinderGeometry.html

@@ -7,11 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">A class for generating cylinder geometries</p>
+		<p class="desc">A class for generating cylinder geometries.</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderGeometry"></iframe>
 
@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 59
docs/api/en/geometries/DodecahedronBufferGeometry.html

@@ -1,59 +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; [page:PolyhedronBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a dodecahedron geometries.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/geometries/DodecahedronGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -48,7 +48,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 3 - 3
docs/api/en/geometries/EdgesGeometry.html

@@ -11,12 +11,12 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
+		<p class="desc">This can be used as a helper object to view the edges of a [page:BufferGeometry geometry].</p>
 
 		<h2>Code Example</h2>
 
 		<code>
-const geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
+const geometry = new THREE.BoxGeometry( 100, 100, 100 );
 const edges = new THREE.EdgesGeometry( geometry );
 const line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
 scene.add( line );
@@ -29,7 +29,7 @@ scene.add( line );
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Integer thresholdAngle] )</h3>
 		<p>
 		geometry — Any geometry object.<br />
 		thresholdAngle — An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

+ 0 - 113
docs/api/en/geometries/ExtrudeBufferGeometry.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:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates extruded BufferGeometry from a path shape.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-
-		<code>
-		const length = 12, width = 8;
-
-		const shape = new THREE.Shape();
-		shape.moveTo( 0,0 );
-		shape.lineTo( 0, width );
-		shape.lineTo( length, width );
-		shape.lineTo( length, 0 );
-		shape.lineTo( 0, 0 );
-
-		const extrudeSettings = {
-			steps: 2,
-			depth: 16,
-			bevelEnabled: true,
-			bevelThickness: 1,
-			bevelSize: 1,
-			bevelOffset: 0,
-			bevelSegments: 1
-		};
-
-		const geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material ) ;
-		scene.add( mesh );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array shapes], [param:Object options])</h3>
-		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
-
-			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
-			</ul>
-
-		</p>
-		<p>
-			This object extrudes a 2D shape to a 3D geometry.
-		</p>
-
-		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/geometries/ExtrudeGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -94,7 +94,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -102,7 +102,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 58
docs/api/en/geometries/IcosahedronBufferGeometry.html

@@ -1,58 +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; [page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating an icosahedron geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 4
docs/api/en/geometries/IcosahedronGeometry.html

@@ -7,8 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
-
+		[page:BufferGeometry] &rarr; [page:PolyhedronGeometry] &rarr;
 		<h1>[name]</h1>
 
 		<p class="desc">A class for generating an icosahedron geometry.</p>
@@ -40,7 +39,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -48,7 +47,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 77
docs/api/en/geometries/LatheBufferGeometry.html

@@ -1,77 +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">This is the [page:BufferGeometry] port of [page:LatheGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const points = [];
-		for ( let i = 0; i < 10; i ++ ) {
-			points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
-		}
-		const geometry = new THREE.LatheBufferGeometry( points );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const lathe = new THREE.Mesh( geometry, material );
-		scene.add( lathe );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
-		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
-		</p>
-		<p>
-		This creates a LatheBufferGeometry based on the parameters.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 4 - 4
docs/api/en/geometries/LatheGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -54,11 +54,11 @@
 		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
 		</p>
 		<p>
-		This creates a LatheGeometry based on the parameters.
+		This creates a [name] based on the parameters.
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -66,7 +66,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 58
docs/api/en/geometries/OctahedronBufferGeometry.html

@@ -1,58 +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; [page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating an octahedron geometry.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 4
docs/api/en/geometries/OctahedronGeometry.html

@@ -7,8 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
-
+		[page:BufferGeometry] &rarr; [page:PolyhedronGeometry] &rarr;
 		<h1>[name]</h1>
 
 		<p class="desc">A class for generating an octahedron geometry.</p>
@@ -40,7 +39,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -48,7 +47,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 71
docs/api/en/geometries/ParametricBufferGeometry.html

@@ -1,71 +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">Generate geometry representing a parametric surface.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ParametricBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const klein = new THREE.Mesh( geometry, material );
-		scene.add( klein );
-		</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
-		<p>
-		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and modifies a third [page:Vector3] argument<br />
-		slices — The count of slices to use for the parametric function <br />
-		stacks — The count of stacks to use for the parametric function
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 4
docs/api/en/geometries/ParametricGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -51,9 +51,8 @@
 		stacks — The count of stacks to use for the parametric function
 		</p>
 
-
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -61,7 +60,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 69
docs/api/en/geometries/PlaneBufferGeometry.html

@@ -1,69 +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">This is the [page:BufferGeometry] port of [page:PlaneGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
-		const plane = new THREE.Mesh( geometry, material );
-		scene.add( plane );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
-		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 4 - 4
docs/api/en/geometries/PlaneGeometry.html

@@ -7,11 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">A class for generating plane geometries</p>
+		<p class="desc">A class for generating plane geometries.</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
 
@@ -50,7 +50,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -58,7 +58,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 68
docs/api/en/geometries/PolyhedronBufferGeometry.html

@@ -1,68 +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">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
-			by [page:DodecahedronBufferGeometry], [page:IcosahedronBufferGeometry], [page:OctahedronBufferGeometry],
-			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
-		</p>
-
-		<h2>Code Example</h2>
-<code>
-const verticesOfCube = [
-    -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
-    -1,-1, 1,    1,-1, 1,    1, 1, 1,    -1, 1, 1,
-];
-
-const indicesOfFaces = [
-    2,1,0,    0,3,2,
-    0,4,7,    7,3,0,
-    0,1,5,    5,4,0,
-    1,2,6,    6,5,1,
-    2,3,7,    7,6,2,
-    4,5,6,    6,7,4
-];
-
-const geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
-</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
-		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 6 - 4
docs/api/en/geometries/PolyhedronGeometry.html

@@ -7,13 +7,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
 			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail.
+			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
+			by [page:DodecahedronGeometry], [page:IcosahedronGeometry], [page:OctahedronGeometry],
+			and [page:TetrahedronGeometry] to generate their respective geometries.
 		</p>
 
 		<h2>Code Example</h2>
@@ -47,7 +49,7 @@ const geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -55,7 +57,7 @@ const geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 72
docs/api/en/geometries/RingBufferGeometry.html

@@ -1,72 +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">This is the [page:BufferGeometry] port of [page:RingGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
-		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 1.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 5 - 4
docs/api/en/geometries/RingGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -46,13 +46,14 @@
 		innerRadius — Default is 0.5. <br />
 		outerRadius — Default is 1. <br />
 		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 8.<br />
+		phiSegments — Minimum is 1.  Default is 1.<br />
 		thetaStart — Starting angle. Default is 0. <br />
 		thetaLength — Central angle.  Default is Math.PI * 2.
 		</p>
 
+
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -60,7 +61,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 83
docs/api/en/geometries/ShapeBufferGeometry.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:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#ShapeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-
-		<h2>Code Example</h2>
-
-
-		<code>
-		const x = 0, y = 0;
-
-		const heartShape = new THREE.Shape();
-
-		heartShape.moveTo( x + 5, y + 5 );
-		heartShape.bezierCurveTo( x + 5, y + 5, x + 4, y, x, y );
-		heartShape.bezierCurveTo( x - 6, y, x - 6, y + 7,x - 6, y + 7 );
-		heartShape.bezierCurveTo( x - 6, y + 11, x - 3, y + 15.4, x + 5, y + 19 );
-		heartShape.bezierCurveTo( x + 12, y + 15.4, x + 16, y + 11, x + 16, y + 7 );
-		heartShape.bezierCurveTo( x + 16, y + 7, x + 16, y, x + 10, y );
-		heartShape.bezierCurveTo( x + 7, y, x + 5, y + 5, x + 5, y + 5 );
-
-		const geometry = new THREE.ShapeBufferGeometry( heartShape );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material ) ;
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
-		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/geometries/ShapeGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -64,7 +64,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -72,7 +72,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 77
docs/api/en/geometries/SphereBufferGeometry.html

@@ -1,77 +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">This is the [page:BufferGeometry] port of [page:SphereGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-		const material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
-		const sphere = new THREE.Mesh( geometry, material );
-		scene.add( sphere );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
-
-		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
-		</p>
-
-		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 4 - 4
docs/api/en/geometries/SphereGeometry.html

@@ -7,11 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">A class for generating sphere geometries</p>
+		<p class="desc">A class for generating sphere geometries.</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereGeometry"></iframe>
 
@@ -58,7 +58,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -66,7 +66,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 59
docs/api/en/geometries/TetrahedronBufferGeometry.html

@@ -1,59 +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; [page:PolyhedronBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:PolyhedronBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/geometries/TetrahedronGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -48,7 +48,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:PolyhedronGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 176
docs/api/en/geometries/TextBufferGeometry.html

@@ -1,176 +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; [page:ExtrudeBufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeBufferGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
-		</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TextBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		const loader = new THREE.FontLoader();
-
-		loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
-
-			const geometry = new THREE.TextBufferGeometry( 'Hello three.js!', {
-				font: font,
-				size: 80,
-				height: 5,
-				curveSegments: 12,
-				bevelEnabled: true,
-				bevelThickness: 10,
-				bevelSize: 8,
-				bevelOffset: 0,
-				bevelSegments: 5
-			} );
-		} );
-		</code>
-
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:String text], [param:Object parameters])</h3>
-		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
-		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelOffset — Float. How far from text outline bevel starts. Default is 0.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
-		</ul>
-		</p>
-
-		<h2>Available Fonts</h2>
-
-		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
-		</p>
-		<table>
-			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
-			</tr>
-			<tr>
-				<td>helvetiker</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/helvetiker_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>helvetiker</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/helvetiker_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>optimer</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/optimer_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>optimer</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/optimer_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>gentilis</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/gentilis_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>gentilis</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/gentilis_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid sans</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_sans_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid sans</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_sans_bold.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid serif</td>
-				<td>normal</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_serif_regular.typeface.json</td>
-			</tr>
-			<tr>
-				<td>droid serif</td>
-				<td>bold</td>
-				<td>normal</td>
-				<td>/examples/fonts/droid/droid_serif_bold.typeface.json</td>
-			</tr>
-		</table>
-
-		<h2>Properties</h2>
-		<p>See the base [page:ExtrudeBufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:ExtrudeBufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 2 - 2
docs/api/en/geometries/TextGeometry.html

@@ -7,14 +7,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr; [page:ExtrudeGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:ExtrudeGeometry] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
 			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
 			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating-Text] pages for additional details.
+			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
 		</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>

+ 0 - 70
docs/api/en/geometries/TorusBufferGeometry.html

@@ -1,70 +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">This is the [page:BufferGeometry] port of [page:TorusGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const torus = new THREE.Mesh( geometry, material );
-		scene.add( torus );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
-		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 4 - 4
docs/api/en/geometries/TorusGeometry.html

@@ -7,11 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">A class for generating torus geometries</p>
+		<p class="desc">A class for generating torus geometries.</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusGeometry"></iframe>
 
@@ -51,7 +51,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -59,7 +59,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 73
docs/api/en/geometries/TorusKnotBufferGeometry.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:BufferGeometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<p class="desc">This is the [page:BufferGeometry] port of [page:TorusKnotGeometry].</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>const geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
-		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-		const torusKnot = new THREE.Mesh( geometry, material );
-		scene.add( torusKnot );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
-		<p>
-			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
-			</ul>
-		</p>
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 4 - 5
docs/api/en/geometries/TorusKnotGeometry.html

@@ -7,11 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q.  If p and q are not coprime, the result will be a torus link.</p>
+		<p class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q. If p and q are not coprime, the result will be a torus link.</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
 
@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,8 +62,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
-
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 111
docs/api/en/geometries/TubeBufferGeometry.html

@@ -1,111 +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">Creates a tube that extrudes along a 3d curve.</p>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#TubeBufferGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			const scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Code Example</h2>
-
-		<code>
-		class CustomSinCurve extends THREE.Curve {
-
-			constructor( scale = 1 ) {
-
-				super();
-
-				this.scale = scale;
-
-			}
-
-			getPoint( t, optionalTarget = new THREE.Vector3() ) {
-
-				const tx = t * 3 - 1.5;
-				const ty = Math.sin( 2 * Math.PI * t );
-				const tz = 0;
-
-				return optionalTarget.set( tx, ty, tz ).multiplyScalar( this.scale );
-
-			}
-
-		}
-
-		const path = new CustomSinCurve( 10 );
-		const geometry = new THREE.TubeBufferGeometry( path, 20, 2, 8, false );
-		const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
-		const mesh = new THREE.Mesh( geometry, material );
-		scene.add( mesh );
-		</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
-		<p>
-		path — [page:Curve] - A 3D path that inherits from the [page:Curve] base class<br />
-		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
-		radius — [page:Float] - The radius of the tube, default is 1<br />
-		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
-		closed — [page:Boolean] Is the tube open or closed, default is false <br />
-		</p>
-
-
-		<h2>Properties</h2>
-		<p>See the base [page:BufferGeometry] class for common properties.</p>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h3>[property:Array tangents]</h3>
-		<p>
-		An array of [page:Vector3] tangents
-		</p>
-
-		<h3>[property:Array normals]</h3>
-		<p>
-		An array of [page:Vector3] normals
-		</p>
-
-		<h3>[property:Array binormals]</h3>
-		<p>
-		An array of [page:Vector3] binormals
-		</p>
-
-		<h2>Methods</h2>
-		<p>See the base [page:BufferGeometry] class for common methods.</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-		</p>
-	</body>
-</html>

+ 3 - 3
docs/api/en/geometries/TubeGeometry.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
+		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
 
@@ -77,7 +77,7 @@
 
 
 		<h2>Properties</h2>
-		<p>See the base [page:Geometry] class for common properties.</p>
+		<p>See the base [page:BufferGeometry] class for common properties.</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +100,7 @@
 		</p>
 
 		<h2>Methods</h2>
-		<p>See the base [page:Geometry] class for common methods.</p>
+		<p>See the base [page:BufferGeometry] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 3 - 3
docs/api/en/geometries/WireframeGeometry.html

@@ -11,12 +11,12 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
+		<p class="desc">This can be used as a helper object to view a [page:BufferGeometry geometry] as a wireframe.</p>
 
 		<h2>Code Example</h2>
 
 		<code>
-		const geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
+		const geometry = new THREE.SphereGeometry( 100, 100, 100 );
 
 		const wireframe = new THREE.WireframeGeometry( geometry );
 
@@ -36,7 +36,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry] )</h3>
 		<p>
 		geometry — any geometry object.
 		</p>

+ 2 - 2
docs/api/en/helpers/AxesHelper.html

@@ -25,9 +25,9 @@ scene.add( axesHelper );
 		<h2>Examples</h2>
 
 		<p>
-			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_buffergeometry_compression WebGL / buffergeometry / compression]<br/>
 			[example:webgl_geometry_convex WebGL / geometry / convex]<br/>
-			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]
 		</p>
 
 		<h2>Constructor</h2>

+ 2 - 2
docs/api/en/helpers/BoxHelper.html

@@ -14,14 +14,14 @@
 		<p class="desc">
 			Helper object to graphically show the world-axis-aligned bounding box around an object. The actual bounding box is handled with [page:Box3], this is just a visual helper for debugging.
 			It can be automatically resized with the [page:BoxHelper.update] method when the object it's created from is transformed.
-			Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
+			Note that the object must have a [page:BufferGeometry] for this to work,
 			so it won't work with [page:Sprite Sprites].
 		</p>
 
 		<h2>Code Example</h2>
 
 		<code>
-		const sphere = new THREE.SphereBufferGeometry();
+		const sphere = new THREE.SphereGeometry();
 		const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
 		const box = new THREE.BoxHelper( object, 0xffff00 );
 		scene.add( box );

+ 2 - 2
docs/api/en/lights/shadows/DirectionalLightShadow.html

@@ -40,7 +40,7 @@
 		light.shadow.camera.far = 500; // default
 
 		//Create a sphere that cast shadows (but does not receive them)
-		const sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
 		const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
 		const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
 		sphere.castShadow = true; //default is false
@@ -48,7 +48,7 @@
 		scene.add( sphere );
 
 		//Create a plane that receives shadows (but does not cast them)
-		const planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
 		const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
 		const plane = new THREE.Mesh( planeGeometry, planeMaterial );
 		plane.receiveShadow = true;

+ 2 - 2
docs/api/en/lights/shadows/PointLightShadow.html

@@ -35,7 +35,7 @@
 		light.shadow.camera.far = 500; // default
 
 		//Create a sphere that cast shadows (but does not receive them)
-		const sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
 		const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
 		const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
 		sphere.castShadow = true; //default is false
@@ -43,7 +43,7 @@
 		scene.add( sphere );
 
 		//Create a plane that receives shadows (but does not cast them)
-		const planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
 		const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
 		const plane = new THREE.Mesh( planeGeometry, planeMaterial );
 		plane.receiveShadow = true;

+ 2 - 2
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -35,7 +35,7 @@
 		light.shadow.focus = 1; // default
 
 		//Create a sphere that cast shadows (but does not receive them)
-		const sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
 		const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
 		const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
 		sphere.castShadow = true; //default is false
@@ -43,7 +43,7 @@
 		scene.add( sphere );
 
 		//Create a plane that receives shadows (but does not cast them)
-		const planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
 		const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
 		const plane = new THREE.Mesh( planeGeometry, planeMaterial );
 		plane.receiveShadow = true;

+ 7 - 61
docs/api/en/loaders/ObjectLoader.html

@@ -91,43 +91,42 @@
 		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />
 
 		Parse a <em>JSON</em> structure and return a threejs object.
-		This is used internally by [page:.load], but can also be used directly to parse
-		a previously loaded JSON structure.
+		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
 		</p>
 
 		<h3>[method:Object3D parseGeometries]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used [page:.parse] to parse any [page:Geometry geometries] or [page:BufferGeometry buffer geometries]  in the JSON structure.
+		This is used by [page:.parse]() to parse any [page:BufferGeometry geometries] in the JSON structure.
 		</p>
 
 		<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used [page:.parse] to parse any materials in the JSON structure using [page:MaterialLoader].
+		This is used by [page:.parse]() to parse any materials in the JSON structure using [page:MaterialLoader].
 		</p>
 
 		<h3>[method:Object3D parseAnimations]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used [page:.parse] to parse any animations in the JSON structure, using [page:AnimationClip.parse].
+		This is used by [page:.parse]() to parse any animations in the JSON structure, using [page:AnimationClip.parse]().
 		</p>
 
 		<h3>[method:Object3D parseImages]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used [page:.parse] to parse any images in the JSON structure, using [page:ImageLoader].
+		This is used by [page:.parse]() to parse any images in the JSON structure, using [page:ImageLoader].
 		</p>
 
 		<h3>[method:Object3D parseTextures]( [param:Object json] )</h3>
 		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
-		This is used [page:.parse] to parse any textures in the JSON structure.
+		This is used by [page:.parse]() to parse any textures in the JSON structure.
 		</p>
 
 		<h3>[method:Object3D parseObject]( [param:Object json], [param:BufferGeometry geometries], [param:Material materials], [param:AnimationClip animations] )</h3>
@@ -137,60 +136,7 @@
 		[page:Material materials] — required. The materials of the JSON.<br />
 		[page:AnimationClip animations] — required. The animations of the JSON.<br /><br />
 
-		This is used [page:.parse] to parse any objects in the JSON structure.
-		Objects can be of the following types:
-
-		<ul>
-			<li>
-				[page:Scene]
-			</li>
-			<li>
-				[page:PerspectiveCamera]
-			</li>
-			<li>
-				[page:OrthographicCamera]
-			</li>
-			<li>
-				[page:AmbientLight]
-			</li>
-			<li>
-				[page:DirectionalLight]
-			</li>
-			<li>
-				[page:PointLight]
-			</li>
-			<li>
-				[page:SpotLight]
-			</li>
-			<li>
-				[page:HemisphereLight]
-			</li>
-			<li>
-				[page:Mesh]
-			</li>
-			<li>
-				[page:LOD]
-			</li>
-			<li>
-				[page:Line]
-			</li>
-			<li>
-				[page:LineSegments]
-			</li>
-			<li>
-				[page:Points]
-			</li>
-			<li>
-				[page:Sprite]
-			</li>
-			<li>
-				[page:Group]
-			</li>
-			<li>
-				[page:Object3D]
-			</li>
-
-		</ul>
+		This is used by [page:.parse]() to parse any 3D objects in the JSON structure.
 		</p>
 
 		<h2>Source</h2>

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

@@ -80,7 +80,7 @@
 			blend between the two colors.
 		</p>
 
-		<h3>[property:TextureCube envMap]</h3>
+		<h3>[property:Texture envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Texture lightMap]</h3>

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

@@ -107,7 +107,7 @@
 		<h3>[property:Float emissiveIntensity]</h3>
 		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
-		<h3>[property:TextureCube envMap]</h3>
+		<h3>[property:Texture envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Texture lightMap]</h3>
@@ -122,7 +122,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

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

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

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

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

@@ -139,10 +139,9 @@
 		<h3>[property:Float emissiveIntensity]</h3>
 		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
-		<h3>[property:TextureCube envMap]</h3>
+		<h3>[property:Texture envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
-
 		<h3>[property:Texture lightMap]</h3>
 		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
@@ -155,7 +154,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

+ 7 - 0
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -61,6 +61,7 @@
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
 			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
 			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
+			[example:webgl_materials_physical_sheen materials / physical / sheen]<br />
 			[example:webgl_materials_physical_transmission materials / physical / transmission]
 		</p>
 
@@ -132,6 +133,12 @@
 			This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is *1.0*
 		</p>
 
+		<h3>[property:Color sheen]</h3>
+		<p>
+			If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet.
+			The sheen color provides the ability to create two-tone specular materials. *null* by default.
+		</p>
+
 		<h3>[property:Float transmission]</h3>
 		<p>
 		Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />

+ 4 - 12
docs/api/en/materials/MeshStandardMaterial.html

@@ -164,17 +164,9 @@
 		<h3>[property:Float emissiveIntensity]</h3>
 		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
-		<h3>[property:TextureCube envMap]</h3>
-		<p>The environment map. Default is null.  Note that in order for the material roughness
-		property to correctly blur out the environment map, the shader must have access to mipmaps
-		of the env texture.  TextureCubes created with default settings are correctly configured;
-		if adjusting texture parameters manually, ensure minFilter is set to one of the MipMap options,
-		and that mip maps have not been otherwise forcibly disabled.</p>
-		<p>
-		Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
-		for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
-		[page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().
-		See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
+		<h3>[property:Texture envMap]</h3>
+		<p>The environment map. To ensure a physically correct rendering, you should only add
+			environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
 		</p>
 
 		<h3>[property:Float envMapIntensity]</h3>
@@ -203,7 +195,7 @@
 		<h3>[property:Boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
-			attributes from the [page:Geometry]	to the shader. Default is *false*.
+			attributes from the geometry to the shader. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>

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

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

+ 2 - 4
docs/api/en/materials/ShaderMaterial.html

@@ -17,7 +17,7 @@
 			You may want to use a custom shader if you need to:
 		<ul>
 			<li>implement an effect not included with any of the built-in [page:Material materials]</li>
-			<li>combine many objects into a single [page:Geometry] or [page:BufferGeometry] in order to improve performance</li>
+			<li>combine many objects into a single [page:BufferGeometry] in order to improve performance</li>
 		</ul>
 		There are the following notes to bear in mind when using a *ShaderMaterial*:
 
@@ -30,8 +30,7 @@
 			</li>
 			<li>
 				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
-				A [page:BufferGeometry] instance (instead of a [page:Geometry] instance) must be used instead,
-				using [page:BufferAttribute] instances to define custom attributes.
+				A [page:BufferGeometry] instance  must be used instead, using [page:BufferAttribute] instances to define custom attributes.
 			</li>
 			<li>
 				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
@@ -117,7 +116,6 @@
 			[example:webgl_materials_skin webgl / materials / skin]<br />
 			[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
 			[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
-			[example:webgl_nearestneighbour webgl / nearestneighbour]<br />
 			[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
 			[example:webgl_postprocessing_godrays webgl / postprocessing / godrays]
 		</p>

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

@@ -18,7 +18,7 @@
 		<h2>Code Example</h2>
 
 		<code>
-		const geometry = new THREE.PlaneBufferGeometry( 2000, 2000 );
+		const geometry = new THREE.PlaneGeometry( 2000, 2000 );
 		geometry.rotateX( - Math.PI / 2 );
 
 		const material = new THREE.ShadowMaterial();

+ 1 - 1
docs/api/en/math/Box3.html

@@ -19,7 +19,7 @@
 		const box = new THREE.Box3();
 
 		const mesh = new THREE.Mesh(
-			new THREE.SphereBufferGeometry(),
+			new THREE.SphereGeometry(),
 			new THREE.MeshBasicMaterial()
 		);
 

+ 11 - 0
docs/api/en/math/Color.html

@@ -218,6 +218,17 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		this color and 1.0 is the first argument.
 		</p>
 
+		<h3>[method:this lerpColors]( [param:Color color1], [param:Color color2], [param:Float alpha] )</h3>
+		<p>
+		[page:Color color1] - the starting [page:Color].<br />
+		[page:Color color2] - [page:Color] to interpolate towards.<br />
+		[page:Float alpha] - interpolation factor, typically in the closed interval [0, 1].<br /><br />
+
+		Sets this color to be the color linearly interpolated between [page:Color color1] and
+		[page:Color color2] where alpha is the percent distance along the line connecting the two colors
+		- alpha = 0 will be [page:Color color1], and alpha = 1 will be [page:Color color2].
+		</p>
+
 		<h3>[method:Color lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
 		[page:Color color] - color to converge on.<br />

+ 3 - 4
docs/api/en/math/Frustum.html

@@ -11,7 +11,7 @@
 
 		<p class="desc">
 			[link:http://en.wikipedia.org/wiki/Frustum Frustums] are used to determine what is
-			inside the camera's field of view. They help speed up the rendering process - object which lie
+			inside the camera's field of view. They help speed up the rendering process - objects which lie
 			outside a camera's frustum can safely be excluded from rendering.<br /><br />
 
 			This class is mainly intended for use internally by a renderer for calculating
@@ -70,10 +70,9 @@
 
 		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
 		<p>
-			Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
+			Checks whether the [page:Object3D object]'s [page:BufferGeometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
 
-			Note that the object must have a [page:Geometry] or [page:BufferGeometry] so that the bounding sphere
-			can be calculated.
+			Note that the object must have a [page:BufferGeometry geometry] so that the bounding sphere can be calculated.
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>

+ 2 - 2
docs/api/en/math/Matrix3.html

@@ -105,7 +105,7 @@ zAxis = (c, f, i)
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
-		<h3>[method:this invert()]()</h3>
+		<h3>[method:this invert]()</h3>
 		<p>
 		Inverts this matrix, using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
@@ -159,7 +159,7 @@ zAxis = (c, f, i)
 		<p>Pre-multiplies this matrix by [page:Matrix3 m].</p>
 
 		<h3>[method:this setFromMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Set this matrx to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</p>
+		<p>Set this matrix to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</p>
 
 		<h3>[method:this setUvTransform]( [param:Float tx], [param:Float ty], [param:Float sx], [param:Float sy], [param:Float rotation], [param:Float cx], [param:Float cy] )</h3>
 		<p>

+ 6 - 3
docs/api/en/math/Matrix4.html

@@ -138,8 +138,8 @@ m.elements = [ 11, 21, 31, 41,
 
 		<h3>[method:null decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<p>
-		Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and
-		[page:Vector3 scale] components.
+		Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and [page:Vector3 scale] components.
+		The method can't be used to decompose an object's world matrix if its parent has a non-uniform scale.
 		</p>
 
 		<h3>[method:Float determinant]()</h3>
@@ -186,7 +186,7 @@ zAxis = (c, g, k)
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</p>
 
-		<h3>[method:this invert()]()</h3>
+		<h3>[method:this invert]()</h3>
 		<p>
 		Inverts this matrix, using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
@@ -368,6 +368,9 @@ x, y, 1, 0,
 			[page:Float n12], ... [page:Float n44].
 		</p>
 
+		<h3>[method:this setFromMatrix3]( [param:Matrix3 m] )</h3>
+		<p>Set the upper 3x3 elements of this matrix to the values of the Matrix3 [page:Matrix3 m].</p>
+
 		<h3>[method:this setPosition]( [param:Vector3 v] )</h3>
 		<h3>[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API</h3>
 		<p>

+ 3 - 0
docs/api/en/math/Vector4.html

@@ -241,6 +241,9 @@
 		that value with the corresponding min value.
 		</p>
 
+		<h3>[method:this multiply]( [param:Vector4 v] )</h3>
+		<p>Multiplies this vector by [page:Vector4 v].</p>
+
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<p>Multiplies this vector by scalar [page:Float s].</p>
 

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

@@ -19,7 +19,7 @@
 		<h2>Code Example</h2>
 
 		<code>
-		const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
+		const geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 
 		const cubeA = new THREE.Mesh( geometry, material );

+ 6 - 1
docs/api/en/objects/InstancedMesh.html

@@ -33,7 +33,7 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] )</h3>
 		<p>
-		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
 		[page:Material material] - an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].<br />
 		[page:Integer count] - the number of instances.<br />
 		</p>
@@ -66,6 +66,11 @@
 		<h2>Methods</h2>
 		<p>See the base [page:Mesh] class for common methods.</p>
 
+		<h3>[method:null dispose]()</h3>
+		<p>
+			Frees the internal resources of this instance.
+		</p>
+
 		<h3>[method:null getColorAt]( [param:Integer index], [param:Color color] )</h3>
 		<p>
 			[page:Integer index]: The index of an instance. Values have to be in the range [0, count].

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

@@ -27,7 +27,7 @@
 		//Create spheres with 3 levels of detail and create new LOD levels for them
 		for( let i = 0; i < 3; i++ ) {
 
-			const geometry = new THREE.IcosahedronBufferGeometry( 10, 3 - i )
+			const geometry = new THREE.IcosahedronGeometry( 10, 3 - i )
 
 			const mesh = new THREE.Mesh( geometry, material );
 

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

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

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

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

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

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

+ 5 - 9
docs/api/en/objects/Mesh.html

@@ -19,7 +19,7 @@
 		<h2>Code Example</h2>
 
 		<code>
-		const geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
+		const geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		const mesh = new THREE.Mesh( geometry, material );
 		scene.add( mesh );
@@ -27,10 +27,9 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-		[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
-		  Default is a new [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] — (optional) an instance of [page:BufferGeometry]. Default is a new [page:BufferGeometry].<br />
 		[page:Material material] — (optional) a single or an array of [page:Material]. Default is a new [page:MeshBasicMaterial]
 		</p>
 
@@ -38,12 +37,9 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Geometry geometry]</h3>
+		<h3>[property:BufferGeometry geometry]</h3>
 		<p>
-			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
-			defining the object's structure.<br /><br />
-
-			It's recommended to always use a [page:BufferGeometry] if possible for best performance.
+			An instance of [page:BufferGeometry] (or derived classes), defining the object's structure.
 		</p>
 
 		<h3>[property:Material material]</h3>

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

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

+ 2 - 6
docs/api/en/objects/SkinnedMesh.html

@@ -37,7 +37,7 @@
 		<h2>Code Example</h2>
 
 		<code>
-		const geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );
+		const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
 
 		// create the skin indices and skin weights
 
@@ -90,14 +90,10 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:BufferGeometry geometry] - an instance of [page:BufferGeometry].<br />
 		[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
 		</p>
 
-
-
-
-
 		<h2>Properties</h2>
 		<p>See the base [page:Mesh] class for common properties.</p>
 

+ 5 - 2
docs/api/en/renderers/WebGLRenderer.html

@@ -335,7 +335,7 @@
 		<h3>[method:Float getClearAlpha]()</h3>
 		<p>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</p>
 
-		<h3>[method:Color getClearColor]()</h3>
+		<h3>[method:Color getClearColor]( [param:Color target] )</h3>
 		<p>Returns a [page:Color THREE.Color] instance with the current clear color.</p>
 
 		<h3>[method:WebGLRenderingContext getContext]()</h3>
@@ -418,7 +418,7 @@
 			[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To forcibly clear one ore more buffers call [page:WebGLRenderer.clear .clear].
 		</p>
 
-		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
+		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:BufferGeometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
 		<p>Render a buffer geometry group using the camera and with the specified material.</p>
 
 		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:WebGLProgram program] )</h3>
@@ -428,6 +428,9 @@
 		Renders an instance of [page:ImmediateRenderObject]. Gets called by renderObjectImmediate().
 		</p>
 
+		<h3>[method:null resetState]()</h3>
+		<p>Can be used to reset the internal WebGL state. This method is mostly relevant for applications which share a single WebGL context across multiple WebGL libraries.</p>
+
 		<h3>[method:null setAnimationLoop]( [param:Function callback] )</h3>
 		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
 		<p>A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebXR projects this function must be used.</p>

+ 1 - 1
docs/api/en/textures/DataTexture.html

@@ -16,7 +16,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
+		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding )</h3>
 		<p>
 			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
 			Further parameters correspond to the properties inherited from [page:Texture], where both magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.

+ 339 - 0
docs/api/ko/animation/AnimationAction.html

@@ -0,0 +1,339 @@
+<!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">
+			AnimationActions는 [page:AnimationClip AnimationClips]에 저장된 애니메이션을 예약하는 데 사용됩니다.
+			<br /><br />
+
+			참고: 대부분의 애니메이션 액션 메소드들은 체인으로 연결되어 있습니다.<br /><br />
+
+			three.js 애니메이션 시스템 엘리먼트에 대한 개요들은 매뉴얼의 "Next Steps" 섹션에 있는 "애니메이션 시스템" 글을 참조하세요.
+		</p>
+
+
+		<h2>생성자</h2>
+
+
+		<h3>[name]( [param:AnimationMixer mixer], [param:AnimationClip clip], [param:Object3D localRoot] )</h3>
+		<p>
+			[page:AnimationMixer mixer] - 애니메이션 믹서는 애니메이션 액션에 의해 제어됩니다.<br />
+			[page:AnimationClip clip] - 애니메이션 클립은 애니메이션 액션에 대한 애니메이션 데이터를 보유하고 있습니다.<br />
+			[page:Object3D localRoot] - 루트 오브젝트는 애니메이션 액션을 수행합니다.<br /><br />
+
+			참고: 해당 생성자를 직접 호출하는 대신 [page:AnimationMixer.clipAction] 으로 AnimationAction을 인스턴스화 해야합니다. 해당 메소드는 더 나은 성능을 위한 캐싱을 제공하기 때문입니다.
+		</p>
+
+
+		<h2>속성</h2>
+
+
+		<h3>[property:Boolean clampWhenFinished]</h3>
+		<p>
+			*clampWhenFinished* 가 true로 설정 되었을 경우 자동으로 애니메이션의 마지막 프레임에서 [page:.paused paused] 됩니다.
+			<br /><br />
+
+			*clampWhenFinished* 가 false로 설정 되었을 경우 마지막 루프의 작업이 완료 될 때 [page:.enabled enabled]을 자동으로 false로 전환되어, 더이상 작업에 영향을 주지 않습니다. <br /><br />
+
+			초기값은 *false* 입니다.<br /><br />
+
+			참고: *clampWhenFinished* 는 작업이 중단될 경우 아무런 영향을 주지 않습니다 (마지막 루프를 실제로 완료된 경우에만 효과가 있음).
+			
+		</p>
+
+		<h3>[property:Boolean enabled]</h3>
+		<p>
+			*enabled* 를 *false* 로 설정하면 작업이 비활성화 되어 아무런 영향을 주지 않습니다. 기본값은 *true* 입니다. <br /><br />
+
+			애니메이션 액션이 다시 활성화되면, 현재 [page:.time time] 부터 연속적으로 애니메이션이 활성화 됩니다 (*enabled* 를 *false* 로 설정하면 애니메이션 액션이 초기화 되지 않습니다).<br /><br />
+
+			참고: *enabled* 를 *true* 로 설정해도 자동적으로 애니메이션이 재시작하지 않습니다. *enabled* 를 *true* 로 설정하면 다음 조건이 충족되는 경우에만 즉시 애니메이션을 시작합니다: 
+			[page:.paused paused] 가 *false* 인 경우, - 그동안 애니메이션 액션은 비활성화 되지 않습니다 
+			( [page:.stop stop] 또는 [page:.reset reset] 명령을 실행하여) 그리고 [page:.weight weight], [page:.timeScale timeScale] 는 둘 다 0 이 아닙니다.
+
+		</p>
+
+		<h3>[property:Number loop]</h3>
+		<p>
+			반복 모드 ([page:.setLoop setLoop] 으로 변경할 수 있습니다). 기본값은 [page:Animation THREE.LoopRepeat] ([page:.repetitions repetitions] 는 무한한 수를 포함)
+			<br /><br />
+
+			다음의 상수값 중 하나여야 함:<br /><br />
+			[page:Animation THREE.LoopOnce] - 클립 한번 재생 <br />
+			[page:Animation THREE.LoopRepeat] - 클립의 끝에서 시작 부분으로 즉시 이동할 때마다 선택한 *repetitions* 수 만큼 클립 재생 <br />
+			[page:Animation THREE.LoopPingPong] - 선택한 *repetitions* 수 만큼 클립을 앞뒤로 재생
+		</p>
+  
+			애니메이션 액션에서 수행된 [page:AnimationClip] 의 반복 횟수입니다.
+			[page:.setLoop setLoop]을 통해 설정할 수 있습니다. 기본값은 *무한대* 입니다. <br /><br />
+			[page:. loop loop mode] 가 [page:animation THREE.LoopOnce] 로 설정되어 있으면 숫자를 설정해도 아무런 영향을 미치지 않습니다.
+			
+		</p>
+
+		<h3>[property:Number time]</h3>
+		<p>
+			애니메이션 액션의 로컬 시간 속성 (초 단위, 0부터 시작).<br /><br />
+
+			시간 속성은 값이 고정 되거나, 반복 상태에 따라 0 ... clip.duration 으로 래핑 됩니다. 
+			[page:.timeScale timeScale] 을 변경하여 글로벌 믹서 타임을 상대적으로 확장할 수 있습니다 
+			([page:.setEffectiveTimeScale setEffectiveTimeScale] 또는 [page:.setDuration setDuration] 을 이용하여) <br />
+		</p>
+
+		<h3>[property:Number timeScale]</h3>
+		<p>
+			[page:.time time] 에 대한 스케일 팩터 속성입니다. 값이 0 일 경우 애니메이션은 중지됩니다.
+			음수 값 일 경우 애니메이션은 뒤로 재생 됩니다. 기본값은 *1* 입니다. <br /><br />
+			*timeScale* 과 관련된 속성/메소드는:
+			[page:.getEffectiveTimeScale getEffectiveTimeScale],
+			[page:.halt halt],
+			[page:.paused paused],
+			[page:.setDuration setDuration],
+			[page:.setEffectiveTimeScale setEffectiveTimeScale],
+			[page:.stopWarping stopWarping],
+			[page:.syncWith syncWith],
+			[page:.warp warp] 입니다.
+		</p>
+
+		<h3>[property:Number weight]</h3>
+		<p>
+			애니메이션 액션의 중요도에 대한 속성입니다 ([0,1] 간격). 
+			값은 *0* (영향 없음) 과 *1* (최대 영향) 사이의 값을 사용할 수 있고, 여러 액션들을 혼합해서 사용할 수 있습니다.
+			기본값은 *1* 입니다. <br /><br />
+			
+			*weight* 와 관련된 속성/메소드는:
+			[page:.crossFadeFrom crossFadeFrom],
+			[page:.crossFadeTo crossFadeTo],
+			[page:.enabled enabled],
+			[page:.fadeIn fadeIn],
+			[page:.fadeOut fadeOut],
+			[page:.getEffectiveWeight getEffectiveWeight],
+			[page:.setEffectiveWeight setEffectiveWeight],
+			[page:.stopFading stopFading] 입니다.
+		</p>
+
+		<h3>[property:Boolean zeroSlopeAtEnd]</h3>
+		<p>
+			시작, 루프 및 종료에 대해 별도의 클립없이 부드러운 보간이 가능합니다. 기본값은 *true* 입니다.
+		</p>
+
+		<h3>[property:Boolean zeroSlopeAtStart]</h3>
+		<p>
+			시작, 루프 및 종료에 대해 별도의 클립없이 부드러운 보간이 가능합니다. 기본값은 *true* 입니다.
+		</p>
+
+
+		<h2>메소드</h2>
+
+
+		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<p>
+			해당 메소드는 [page:.fadeIn fade in] 을 수행하게 되고, 전달 된 시간 간격 내에서 동시에 다른 작업을 페이드 아웃을 수행합니다.
+			해당 메소드는 체인으로 연결될 수 있습니다. <br /><br />
+
+			만약 warpBoolean 이 true 일 경우, 추가적으로 [page.warp warping] 이 적용될 것입니다 (time scales 만큼 점차적으로 변경). <br /><br />
+
+			참고: *fadeIn*/*fadeOut* 처럼, 페이딩의 시작/종료의 가중치 값이 1일 때 동작됩니다.
+
+		</p>
+
+		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<p>
+			해당 메소드는 [page:.fadeOut fade out] 을 수행하게 되고, 전달 된 시간 간격 내에서 동시에 다른 작업을 페이드 인을 수행합니다.
+			해당 메소드는 체인으로 연결될 수 있습니다. <br /><br />
+			
+			만약 warpBoolean 이 true 일 경우, 추가적으로 [page.warp warping] 이 적용될 것입니다 (time scales 만큼 점차적으로 변경). <br /><br />
+			
+			참고: *fadeIn*/*fadeOut* 처럼, 페이딩의 시작/종료의 가중치 값이 1일 때 동작됩니다.
+
+		</p>
+
+		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
+		<p>
+			전달된 시간 간격 내에서 페이드 인의 [page:.weight weight] 의 값을 0 에서 1으로 점차적으로 증가합니다. 
+			해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
+		<p>
+			전달된 시간 간격 내에서 페이드 아웃의 [page:.weight weight] 의 값을 1 에서 0으로 점차적으로 감소합니다.
+			해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+		<h3>[method:Number getEffectiveTimeScale]()</h3>
+		<p>
+			실질적인 타임 스케일을 반환합니다. (현재 워핑 상태 및 [page:.paused paused] 을 고려해야합니다).
+			
+		</p>
+
+		<h3>[method:number getEffectiveWeight]()</h3>
+		<p>
+			실질적인 가중치를 반환합니다. (현재 페이딩 상태 및 [page:.enabled enabled] 을 고려해야합니다).
+		</p>
+
+		<h3>[method:AnimationClip getClip]()</h3>
+		<p>
+			애니메이션 액션에 대한 애니메이션 데이터를 보관하는 클립을 반환합니다.
+		</p>
+
+		<h3>[method:AnimationMixer getMixer]()</h3>
+		<p>
+			애니메이션 액션을 재생할 애니메이션 믹서를 반환합니다.
+		</p>
+
+		<h3>[method:Object3D getRoot]()</h3>
+		<p>
+			애니메이션 액션이 수행되는 루트 객체를 반환합니다.
+		</p>
+
+		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
+		<p>
+			전달 된 시간 간격 내에서 [page:.timeScale timeScale]을 점차적으로 애니메이션 속도를 0으로 감소시킵니다(현재 값에서부터 시작).
+			해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+		<h3>[method:Boolean isRunning]()</h3>
+		<p>
+			애니메이션 액션이 현재 [page:.time time] 동작중일 경우 true 을 반환합니다. <br /><br />
+
+			추가적으로 믹서에서 활성화되는 것 이외에 ([page:.isScheduled isScheduled] 참조) 다음 조건을 충족해야 합니다:
+			[page:.paused paused] 는 false 조건을 충족해야 합니다,
+			[page:.enabled enabled] 는 true 조건을 충족해야 합니다,
+			[page:.timeScale timeScale] 는 0이 아니여야 하고, ([page:.startAt start] 지연되지 않아야 합니다. <br /><br />
+
+			참고: *isRunning* 이 true 이여도 애니메이션이 실제 동작한다는 것을 의미하지는 않습니다.
+			[page : .weight weight] 가 0이 아닌 값으로 추가로 설정된 경우에만 해당됩니다.
+			
+		</p>
+
+		<h3>[method:Boolean isScheduled]()</h3>
+		<p>
+			만약 애니메이션 액션이 믹서에서 활성화 될 경우 true 를 반환합니다. <br /><br />
+			
+			참고: 해당 메소드는 애니메이션이 실제로 동작하고 있음을 의미하지는 않습니다. ([page:.isRunning isRunning] 에 대한 추가적인 비교 조건이 필요)
+			
+		</p>
+
+		<h3>[method:AnimationAction play]()</h3>
+		<p>
+			믹서에 애니메이션 액션을 활성화하도록 요청합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			참고: 해당 메소드를 활성화 할 경우 반드시 애니메이션이 실행되는 것을 의미하지는 않습니다: 
+			만약 애니메이션 액션 작업이 이미 완료되었거나 (마지막 루프의 끝에 도달하여), 지연된 시작 시간이 설정된 경우([page:.startAt startAt] 을 통해), 먼저 [page:.reset rest]을 처음으로 실행해야 합니다.
+			일부 다른 설정 ([page:.paused paused] = true, [page:.enabled enabled] = false, [page:.weight weight] = 0, [page:.timeScale timeScale] = 0) 으로 인해 애니메이션이 재생되지 않을 수 있습니다.
+		</p>
+
+		<h3>[method:AnimationAction reset]()</h3>
+		<p>
+			애니메이션 액션을 재설정 합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			해당 메소드는 
+			[page:.paused paused] 를 false로 설정합니다,
+			[page:.enabled enabled] 를 true로 설정합니다,
+			[page:.time time] 을 0으로 설정합니다,
+			미리 예약된 페이딩 및 워핑을 중단하고 내부 루프 수를 제거하고 시작을 지연시킵니다. <br /><br />
+
+			참고: *.reset* 은 항상 [page:.stop stop] 에 의해 호출됩니다 그러나, *reset* 은 스스로 *stop* 을 호출하지는 않습니다. <br/>
+			기술: 만약 당신이 *stop* 과 *reset* 둘다 호출하기를 원하면, *reset* 은 호출하지 말고 *stop* 을 해야합니다. <br/>
+		</p>
+
+		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
+		<p>
+			애니메이션 액션의 단일 루프의 기간을 설정합니다 ([page:.timeScale timeScale] 을 조정하고, 미리 예약된 워핑을 중단).
+			해당 메소드는 체인으로 연결할 수 있습니다.
+			
+		</p>
+
+		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
+		<p>
+			[page:.timeScale timeScale] 을 설정하고 예약된 워핑을 중단합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			만약 [page:.paused paused] 가 false 일 경우, 실질적인 타임 스케일 (내부 속성) 값은 해당 timeScale 값으로 설정됩니다;
+			그렇지 않으면, 실질적인 타임 스케일 (현재 애니메이션에 직접적으로 영향을 미치는) 값은 0으로 설정됩니다. <br /><br />
+
+			참고: 해당 메소드로 인해 *timeScale* 의 값이 0 으로 설정 되어도 .*paused* 값은 자동적으로 *true* 로 변경되지 않습니다.
+			
+		</p>
+
+		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
+		<p>
+			[page:.weight weight] 이 설정되고 예약된 페이딩을 중지 합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			만약 [page:..enabled enabled] 이 true 일 경우, 실질적인 가중치 (내부 속성* 값은 해당 weight 값으로 설정됩니다;
+			그렇지 않으면, 실질적인 가중치 (현재 애니메이션에 직접적으로 영향을 미치는) 값은 0으로 설정됩니다. <br /><br />
+	
+			참고: 해당 메소드로 인해 *weight* 의 값이 0 으로 설정 되어도 .*enabled* 값은 자동적으로 *false*로 변경되지 않습니다.
+		</p>
+
+		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
+		<p>
+			[page:.loop loop mode] 및 [page:.repetitions repetitions] 의 횟수를 설정합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
+		<p>
+			
+			지연된 시작 이벤트를 정의합니다 (일반적으로 AnimationMixer.time + deltaTimeInSeconds에서 전달됨). 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			참고: .[page:.startAt startAt] 메소드가 [page:.play play] 메소드와 함께 연결되어 있거나 애니메이션이 믹서에서 활성화 된 경우 (중지 또는 재설정없이 .*play* 를 먼저 호출하여) 애니메이션은 지정된 시간에만 시작됩니다.
+		</p>
+
+		<h3>[method:AnimationAction stop]()</h3>
+		<p>
+			믹서에게 애니메이션 액션을 비활성화하도록 설정합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			해당 메소드를 실행하면 작업이 즉시 중단되고 완전히 재설정 [page:.rest rest] 됩니다. <br /><br />
+
+			참고: [page:.AnimationMixer.stopAllAction mixer.stopAllAction] 을 통해 같은 믹서에 있는 모든 활성된 작업들을 한번에 종료할 수 있습니다.
+
+		</p>
+
+		<h3>[method:AnimationAction stopFading]()</h3>
+		<p>
+			애니메이션 액션에 적용되어 있는 [page:.fadeIn fading] 을 종료합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+		<h3>[method:AnimationAction stopWarping]()</h3>
+		<p>
+			애니메이션 액션에 적용되어 있는 [page:.warp warping] 을 종료합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
+		<p>
+			애니메이션 액션을 전달된 다른 작업과 함께 동기화를 합니다. 해당 메소드는 체인으로 연결할 수 있습니다. <br /><br />
+
+			애니메이션 액션의 동기화는 [page:.time time] 및 [page:.timeScale timeScale] 값을 다른 작업의 값으로 대응되어 설정됩니다 (예약 된 워핑 중지). <br /><br />
+
+			참고: 다른 작업들의 *time* 및 *timeScale* 의  향후 변경 사항은 감지되지 않습니다.
+		</p>
+
+		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
+		<p>
+			들어오는 이벤트 간격에서 [page:.timeScale timeScale] 을 *startTimeScale* 에서 *endTimeScale* 로 점차적으로 재생 속도를 변경합니다. 해당 메소드는 체인으로 연결할 수 있습니다.
+		</p>
+
+
+		<h2>이벤트</h2>
+
+
+		<p class="desc">
+			단일 루프의 끝과 전체 작업의 ​​끝을 나타내는 두 가지 이벤트가 있습니다. 당신은 다음과 같이 응답 할 수 있습니다.
+		</p>
+		<code>
+		mixer.addEventListener( 'loop', function( e ) { …} ); // properties of e: type, action and loopDelta
+		mixer.addEventListener( 'finished', function( e ) { …} ); // properties of e: type, action and direction
+		</code>
+
+		<h2>소스</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

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