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104 changes: 60 additions & 44 deletions build/three.js

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832 changes: 417 additions & 415 deletions build/three.min.js

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104 changes: 60 additions & 44 deletions build/three.module.js

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1 change: 0 additions & 1 deletion docs/api/en/cameras/CubeCamera.html
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Expand Up @@ -17,7 +17,6 @@ <h1>[name]</h1>
<h2>Examples</h2>

<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
<p>[example:webgl_shading_physical shading / physical ]</p>

<code>// Create cube camera
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3 changes: 0 additions & 3 deletions docs/api/en/core/Geometry.html
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Expand Up @@ -32,7 +32,6 @@ <h2>Example</h2>
<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
<div>[example:webgl_morphnormals WebGL / morphNormals ]</div>


<code>var geometry = new THREE.Geometry();
Expand Down Expand Up @@ -123,8 +122,6 @@ <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>

See the [example:webgl_morphnormals WebGL / morphNormals] example.
</p>

<h3>[property:String name]</h3>
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1 change: 0 additions & 1 deletion docs/api/en/core/Raycaster.html
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Expand Up @@ -61,7 +61,6 @@ <h2>Example</h2>
[example:webgl_interactive_lines Raycasting to a Line]<br />
[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
[example:webgl_octree_raycasting Raycasting using an octree]<br />
[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
[example:webgl_raycast_texture Raycast to a Texture]
</div>
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6 changes: 0 additions & 6 deletions docs/api/en/extras/curves/EllipseCurve.html
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Expand Up @@ -88,12 +88,6 @@ <h3>[property:Boolean aClockwise]</h3>
<h3>[property:Float aRotation]</h3>
<p>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</p>

<h3>[property:Boolean isEllipseCurve]</h3>
<p>
Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />

You should not change this, as it used internally for optimisation.
</p>

<h2>Methods</h2>
<p>See the base [page:Curve] class for common methods.</p>
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28 changes: 15 additions & 13 deletions docs/api/en/geometries/BoxBufferGeometry.html
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Expand Up @@ -44,29 +44,31 @@ <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 of the sides on the X axis. Default is 1.<br />
height — Height of the sides on the Y axis. Default is 1.<br />
depth — Depth of the sides on the Z axis. Default is 1.<br />
widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
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>

<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 above as our basis:
<code>
geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
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>
cube.geometry.parameters.widthSegments; // === undefined.
</code>
</p>

<h2>Methods</h2>

<h2>Source</h2>

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30 changes: 15 additions & 15 deletions docs/api/en/geometries/BoxGeometry.html
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Expand Up @@ -12,8 +12,8 @@

<h1>[name]</h1>

<p class="desc">BoxGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</p>

<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>
<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>

<script>
Expand Down Expand Up @@ -44,12 +44,12 @@ <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 of the sides on the X axis. Default is 1.<br />
height — Height of the sides on the Y axis. Default is 1.<br />
depth — Depth of the sides on the Z axis. Default is 1.<br />
widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
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>
Expand All @@ -59,13 +59,13 @@ <h3>[property:Object parameters]</h3>
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 above as our basis:
<code>
geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
cube.geometry.parameters; // as above
cube.geometry.parameters.width; // === 1
cube.geometry.parameters.widthSegments // === undefined.
</code>
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>Source</h2>
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1 change: 0 additions & 1 deletion docs/api/en/helpers/AxesHelper.html
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Expand Up @@ -19,7 +19,6 @@ <h1>[name]</h1>
<h2>Example</h2>

<div>[example:webgl_geometries WebGL / geometries]</div>
<div>[example:webgl_geometries2 WebGL / geometries2]</div>
<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>

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2 changes: 1 addition & 1 deletion docs/api/en/helpers/RectAreaLightHelper.html
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Expand Up @@ -23,7 +23,7 @@ <h3>Example</h3>

var helper = new THREE.RectAreaLightHelper( light );

scene.add( helper );
light.add( helper ); // helper must be added as a child of the light
</code>


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2 changes: 1 addition & 1 deletion docs/api/en/lights/RectAreaLight.html
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Expand Up @@ -41,7 +41,7 @@ <h2>Examples</h2>
scene.add( rectLight )

rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
scene.add( rectLightHelper );
rectLight.add( rectLightHelper );

</code>
</p>
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1 change: 0 additions & 1 deletion docs/api/en/loaders/CubeTextureLoader.html
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Expand Up @@ -22,7 +22,6 @@ <h2>Example</h2>
[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection]<br />
[example:webgl_materials_cubemap_balls_refraction materials / cubemap / balls / refraction]<br />
[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2]<br />
[example:webgl_materials_cubemap_refraction materials / cubemap / refraction]
</p>

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4 changes: 0 additions & 4 deletions docs/api/en/loaders/FileLoader.html
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Expand Up @@ -17,10 +17,6 @@ <h1>[name]</h1>
</p>

<h2>Example</h2>
<p>
[example:webgl_loader_msgpack WebGL / loader / msgpack]<br />
[example:webgl_morphtargets_human WebGL / morphtargets / human]<br />
</p>
<code>
var loader = new THREE.FileLoader();

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1 change: 0 additions & 1 deletion docs/api/en/materials/LineBasicMaterial.html
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Expand Up @@ -29,7 +29,6 @@ <h2>Examples</h2>
[example:webgl_lines_colors WebGL / lines / colors]<br />
[example:webgl_lines_dashed WebGL / lines / dashed]<br />
[example:webgl_lines_sphere WebGL / lines / sphere]<br />
[example:webgl_lines_splines WebGL / lines / splines]<br />
[example:webgl_materials WebGL / materials]<br />
[example:webgl_physics_rope WebGL / phyics / rope]
</p>
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2 changes: 0 additions & 2 deletions docs/api/en/materials/PointsMaterial.html
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Expand Up @@ -26,9 +26,7 @@ <h2>Examples</h2>
[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]<br />
[example:webgl_multiple_elements_text WebGL / multiple / elements / text]<br />
[example:webgl_points_billboards WebGL / points / billboards]<br />
[example:webgl_points_billboards_colors WebGL / points / billboards / colors]<br />
[example:webgl_points_dynamic WebGL / points / dynamic]<br />
[example:webgl_points_random WebGL / points / random]<br />
[example:webgl_points_sprites WebGL / points / sprites]<br />
[example:webgl_trails WebGL / trails]
</p>
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1 change: 0 additions & 1 deletion docs/api/en/materials/ShaderMaterial.html
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Expand Up @@ -96,7 +96,6 @@ <h2>Examples</h2>
[example:webgl_materials_parallaxmap webgl / materials / parallaxmap]<br />
[example:webgl_materials_shaders_fresnel webgl / materials / shaders / fresnel]<br />
[example:webgl_materials_skin webgl / materials / skin]<br />
[example:webgl_materials_texture_hdr webgl / materials / texture / hdr]<br />
[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
[example:webgl_nearestneighbour webgl / nearestneighbour]<br />
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2 changes: 1 addition & 1 deletion docs/api/en/renderers/WebGLRenderer.html
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Expand Up @@ -253,7 +253,7 @@ <h3>[property:Boolean sortObjects]</h3>

Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
By definition, sorting objects may not work in all cases. Depending on the needs of application,
it may be neccessary to turn off sorting and use other methods to deal with transparency
it may be necessary to turn off sorting and use other methods to deal with transparency
rendering e.g. manually determining each object's rendering order.
</p>

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3 changes: 1 addition & 2 deletions docs/api/zh/core/Raycaster.html
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Expand Up @@ -59,7 +59,6 @@ <h2>示例</h2>
[example:webgl_interactive_lines Raycasting to a Line]<br />
[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
[example:webgl_octree_raycasting Raycasting using an octree]<br />
[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
[example:webgl_raycast_texture Raycast to a Texture]
</div>
Expand Down Expand Up @@ -136,7 +135,7 @@ <h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
<p>
[page:Vector2 coords] —— 在标准化设备坐标中鼠标的二维坐标 —— X分量与Y分量应当在-1到1之间。<br />

[page:Camera camera] —— 射线所来源的摄像机。
</p>
<p>
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30 changes: 15 additions & 15 deletions docs/api/zh/extras/core/CurvePath.html
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Expand Up @@ -10,50 +10,50 @@
<body>
[page:Curve] &rarr;

<h1>[name]</h1>
<h1>曲线路径([name]</h1>

<p class="desc">
An abstract base class extending [page:Curve]. A CurvePath is simply an array of connected curves,
but retains the api of a curve.

一个扩展了[page:Curve]的抽象基类。CurvePath仅仅是一个已连接的曲线的数组,但保留了曲线的API。
</p>


<h2>Constructor</h2>
<h2>构造函数</h2>


<h3>[name]()</h3>
<p>
The constructor take no parameters.
构造函数中不传入参数。
</p>


<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Curve]来了解共有属性。</p>

<h3>[property:array curves]</h3>
<p>The array of [page:Curve Curves].</p>
<p>[page:Curve Curves]数组。</p>

<h3>[property:boolean autoClose]</h3>
<p>Whether or not to automatically close the path.</p>
<p>是否自动闭合路径。</p>





<h2>Methods</h2>
<p>See the base [page:Curve] class for common methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Curve]来了解共有方法。</p>

<h3>[method:null add]( [param:Curve curve] )</h3>
<p>Add a curve to the [page:.curves] array.</p>
<p>添加一条曲线到[page:.curves]数组中。</p>

<h3>[method:null closePath]()</h3>
<p>Adds a [page:LineCurve lineCurve] to close the path.</p>
<p>添加一条[page:LineCurve lineCurve]用于闭合路径。</p>

<h3>[method:Float getCurveLengths]()</h3>
<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
<p>[page:.curves]数组中曲线的长度相加。</p>


<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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34 changes: 18 additions & 16 deletions docs/api/zh/extras/core/Font.html
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Expand Up @@ -8,53 +8,55 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<h1>字体([name]</h1>

<p class="desc">
Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
以JSON格式,创建一系列的[page:Shape Shape](形状)来表示一个字体。
<br /><br />

This is used internally by the [page:FontLoader].
该类在内部由[page:FontLoader]所使用。
</p>

<h2>Examples</h2>
<h2>示例</h2>

<p>
[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
[example:webgl_shaders_vector vector / text ]<br/>
</p>

<h2>Constructor</h2>
<h2>构造函数</h2>

<h3>[name]( data )</h3>
<p>
data -- JSON data representing the font.<br /><br />
data -- 表示字体的JSON数据。<br /><br />

This constructor creates a new [name], which is an array of [page:Shape Shapes].
这一构造函数创建一个新的[name],它是一个[page:Shape Shapes]数组。
</p>

<h2>Properties</h2>
<h2>属性</h2>

<h3>[property:array data]</h3>
<p>The JSON data passed in the constructor.</p>
<p>传入到构造函数的JSON数据。</p>

<h3>[property:Boolean isFont]</h3>
<p>
Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为字体。默认值为*true*。
<br /><br />

You should not change this, as it used internally by the renderer for optimisation.
你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
</p>

<h2>Methods</h2>
<h2>方法</h2>

<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
<p>
[page:String text] -- string of text.<br />
[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
[page:String text] -- 文本字符串。<br />
[page:Float size] -- (可选)[page:Shape Shapes]的缩放,默认值为*100*<br />

Creates an array of [page:Shape Shapes] representing the text in the font.
创建一个[page:Shape Shapes]数组,表示使用字体的文本。
</p>

<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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