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mrdoob committed Apr 25, 2024
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716 changes: 472 additions & 244 deletions build/three.cjs

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716 changes: 472 additions & 244 deletions build/three.module.js

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4 changes: 2 additions & 2 deletions build/three.module.min.js

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2 changes: 1 addition & 1 deletion docs/api/ar/loaders/ObjectLoader.html
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Expand Up @@ -53,7 +53,7 @@ <h2>مثال الكود</h2>

<h2>أمثلة (Examples)</h2>

<p>[example:webgl_materials_lightmap WebGL / materials / lightmap]</p>
<p>[example:webgpu_materials_lightmap WebGL / materials / lightmap]</p>

<h2>المنشئ (Constructor)</h2>

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4 changes: 2 additions & 2 deletions docs/api/ar/loaders/managers/LoadingManager.html
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Expand Up @@ -44,7 +44,7 @@ <h2>مثال للكود</h2>
console.log( 'There was an error loading ' + url );
};

const loader = new THREE.OBJLoader( manager );
const loader = new OBJLoader( manager );
loader.load( 'file.obj', function ( object ) {
//
} );
Expand Down Expand Up @@ -74,7 +74,7 @@ <h2>مثال للكود</h2>
} );

// Load as usual, then revoke the blob URLs.
const loader = new THREE.GLTFLoader( manager );
const loader = new GLTFLoader( manager );
loader.load( 'fish.gltf', (gltf) => {

scene.add( gltf.scene );
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9 changes: 8 additions & 1 deletion docs/api/ar/materials/MeshPhysicalMaterial.html
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Expand Up @@ -153,7 +153,14 @@ <h3>[property:Object defines]</h3>

يستخدم هذا بواسطة [page:WebGLRenderer] لتحديد المُظَهِّرات.
</p>


<h3>[property:Float dispersion]</h3>
<p>
Defines the strength of the angular separation of colors (chromatic aberration) transmitting through a relatively clear volume.
Any value zero or larger is valid, the typical range of realistic values is `[0, 1]`.
Default is `0` (no dispersion).
This property can be only be used with transmissive objects, see [page:.transmission].
</p>

<h3>[property:Float ior]</h3>
<p>
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1 change: 0 additions & 1 deletion docs/api/ar/materials/ShaderMaterial.html
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Expand Up @@ -109,7 +109,6 @@ <h2>أمثلة (Examples)</h2>
[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
[example:webgl_marchingcubes webgl / marchingcubes]<br />
[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
[example:webgl_materials_lightmap webgl / materials / lightmap]<br />
[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
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3 changes: 1 addition & 2 deletions docs/api/ar/math/Plane.html
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Expand Up @@ -145,8 +145,7 @@ <h3>[method:this set]( [param:Vector3 normal], [param:Float constant] )</h3>
<p>
[page:Vector3 normal] - وحدة طول [page:Vector3] تحدد الطبيعي
من الطائرة. <br />
[page:Float constant] - المسافة الموقعة من المنشأ إلى الطائرة.
الافتراضي هو `0`. <br /><br />
[page:Float constant] - المسافة الموقعة من المنشأ إلى الطائرة. <br /><br />

يضع خصائص [page:.normal normal] و[page:.constant constant]
لهذه الطائرة عن طريق نسخ القيم من الطبيعي المعطى.
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16 changes: 16 additions & 0 deletions docs/api/ar/renderers/WebGLRenderTarget.html
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Expand Up @@ -46,8 +46,11 @@ <h3>
[page:Texture.anisotropy]<br />
[page:Constant colorSpace] - الافتراضي هو [page:Textures NoColorSpace].
<br />
[page:String internalFormat] - الافتراضي هو `null`.<br />
[page:Boolean depthBuffer] - الافتراضي هو `true`. <br />
[page:Boolean stencilBuffer] - الافتراضي هو `false`. <br />
[page:Boolean resolveDepthBuffer] - الافتراضي هو `true`. <br />
[page:Boolean resolveStencilBuffer] - الافتراضي هو `true`. <br />
[page:Number samples] - الافتراضي هو 0. <br /><br />

ينشئ جديدًا [name]
Expand Down Expand Up @@ -86,6 +89,19 @@ <h3>[property:Boolean depthBuffer]</h3>

<h3>[property:Boolean stencilBuffer]</h3>
<p>يعرض على مخزن القالب. الافتراضي هو false.</p>

<h3>[property:Boolean resolveDepthBuffer]</h3>
<p>
Defines whether the depth buffer should be resolved when rendering into a multisampled render target.
Default is `true`.
</p>

<h3>[property:Boolean resolveStencilBuffer]</h3>
<p>
Defines whether the stencil buffer should be resolved when rendering into a multisampled render target.
This property has no effect when [page:.resolveDepthBuffer] is set to `false`.
Default is `true`.
</p>

<h3>[property:DepthTexture depthTexture]</h3>
<p>
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6 changes: 3 additions & 3 deletions docs/api/en/core/Object3D.html
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Expand Up @@ -325,10 +325,10 @@ <h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>

<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
<p>
recursive -- if true, descendants of the object are also copied. Default
is true.<br /><br />
recursive -- If set to `true`, descendants of the object are copied next to the existing ones.
If set to `false`, descendants are left unchanged. Default is `true`.<br /><br />

Copy the given object into this object. Note: event listeners and
Copies the given object into this object. Note: Event listeners and
user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender])
are not copied.
</p>
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2 changes: 1 addition & 1 deletion docs/api/en/loaders/ObjectLoader.html
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Expand Up @@ -53,7 +53,7 @@ <h2>Code Example</h2>

<h2>Examples</h2>

<p>[example:webgl_materials_lightmap WebGL / materials / lightmap]</p>
<p>[example:webgpu_materials_lightmap WebGL / materials / lightmap]</p>

<h2>Constructor</h2>

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4 changes: 2 additions & 2 deletions docs/api/en/loaders/managers/LoadingManager.html
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Expand Up @@ -44,7 +44,7 @@ <h2>Code Example</h2>
console.log( 'There was an error loading ' + url );
};

const loader = new THREE.OBJLoader( manager );
const loader = new OBJLoader( manager );
loader.load( 'file.obj', function ( object ) {
//
} );
Expand Down Expand Up @@ -74,7 +74,7 @@ <h2>Code Example</h2>
} );

// Load as usual, then revoke the blob URLs.
const loader = new THREE.GLTFLoader( manager );
const loader = new GLTFLoader( manager );
loader.load( 'fish.gltf', (gltf) => {

scene.add( gltf.scene );
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8 changes: 8 additions & 0 deletions docs/api/en/materials/MeshPhysicalMaterial.html
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Expand Up @@ -187,6 +187,14 @@ <h3>[property:Object defines]</h3>
This is used by the [page:WebGLRenderer] for selecting shaders.
</p>

<h3>[property:Float dispersion]</h3>
<p>
Defines the strength of the angular separation of colors (chromatic aberration) transmitting through a relatively clear volume.
Any value zero or larger is valid, the typical range of realistic values is `[0, 1]`.
Default is `0` (no dispersion).
This property can be only be used with transmissive objects, see [page:.transmission].
</p>

<h3>[property:Float ior]</h3>
<p>
Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
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1 change: 0 additions & 1 deletion docs/api/en/materials/ShaderMaterial.html
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Expand Up @@ -115,7 +115,6 @@ <h2>Examples</h2>
[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
[example:webgl_marchingcubes webgl / marchingcubes]<br />
[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
[example:webgl_materials_lightmap webgl / materials / lightmap]<br />
[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
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2 changes: 1 addition & 1 deletion docs/api/en/math/Plane.html
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Expand Up @@ -146,7 +146,7 @@ <h3>[method:this set]( [param:Vector3 normal], [param:Float constant] )</h3>
[page:Vector3 normal] - a unit length [page:Vector3] defining the normal
of the plane.<br />
[page:Float constant] - the signed distance from the origin to the plane.
Default is `0`.<br /><br />
<br /><br />

Sets this plane's [page:.normal normal] and [page:.constant constant]
properties by copying the values from the given normal.
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24 changes: 24 additions & 0 deletions docs/api/en/objects/BatchedMesh.html
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Expand Up @@ -213,6 +213,30 @@ <h3>
Replaces the geometry at `index` with the provided geometry. Throws an error if there is not enough space reserved for geometry at the index.
</p>

<h3>
[method:Integer getInstanceCountAt]( [param:Integer index] )
</h3>
<p>
[page:Integer index]: The index of an instance. Values have to be in the
range [0, count].
</p>
<p>
Gets the instance count of the geometry at `index`. Returns `null` if instance counts are not configured.
</p>

<h3>
[method:Integer setInstanceCountAt]( [param:Integer index], [param:Integer instanceCount ] )
</h3>
<p>
[page:Integer index]: Which geometry index to configure an instance count for.
</p>
<p>
[page:Integer instanceCount]: The number of instances to render of the given geometry index.
</p>
<p>
Sets an instance count of the geometry at `index`.
</p>

<h2>Source</h2>

<p>
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16 changes: 16 additions & 0 deletions docs/api/en/renderers/WebGLRenderTarget.html
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Expand Up @@ -47,8 +47,11 @@ <h3>
[page:Texture.anisotropy]<br />
[page:Constant colorSpace] - default is [page:Textures NoColorSpace].
<br />
[page:String internalFormat] - default is `null`.<br />
[page:Boolean depthBuffer] - default is `true`. <br />
[page:Boolean stencilBuffer] - default is `false`.<br />
[page:Boolean resolveDepthBuffer] - default is `true`.<br />
[page:Boolean resolveStencilBuffer] - default is `true`.<br />
[page:Number samples] - default is `0`.<br />
[page:Number count] - default is `1`.<br /><br />

Expand Down Expand Up @@ -96,6 +99,19 @@ <h3>[property:Boolean depthBuffer]</h3>
<h3>[property:Boolean stencilBuffer]</h3>
<p>Renders to the stencil buffer. Default is false.</p>

<h3>[property:Boolean resolveDepthBuffer]</h3>
<p>
Defines whether the depth buffer should be resolved when rendering into a multisampled render target.
Default is `true`.
</p>

<h3>[property:Boolean resolveStencilBuffer]</h3>
<p>
Defines whether the stencil buffer should be resolved when rendering into a multisampled render target.
This property has no effect when [page:.resolveDepthBuffer] is set to `false`.
Default is `true`.
</p>

<h3>[property:DepthTexture depthTexture]</h3>
<p>
If set, the scene depth will be rendered to this texture. Default is null.
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8 changes: 8 additions & 0 deletions docs/api/fr/materials/MeshPhysicalMaterial.html
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Expand Up @@ -131,6 +131,14 @@ <h3>[property:Object defines]</h3>
Est utilisé par [page:WebGLRenderer] pour sélectionner les shaders.
</p>

<h3>[property:Float dispersion]</h3>
<p>
Defines the strength of the angular separation of colors (chromatic aberration) transmitting through a relatively clear volume.
Any value zero or larger is valid, the typical range of realistic values is `[0, 1]`.
Default is `0` (no dispersion).
This property can be only be used with transmissive objects, see [page:.transmission].
</p>

<h3>[property:Float ior]</h3>
<p>
Indice de réfraction pour les matériaux non métalliques, de "1,0" à "2,333". La valeur par défaut est `1.5`.<br />
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1 change: 0 additions & 1 deletion docs/api/fr/materials/ShaderMaterial.html
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Expand Up @@ -107,7 +107,6 @@ <h2>Exemples</h2>
[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
[example:webgl_marchingcubes webgl / marchingcubes]<br />
[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
[example:webgl_materials_lightmap webgl / materials / lightmap]<br />
[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
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2 changes: 1 addition & 1 deletion docs/api/it/loaders/ObjectLoader.html
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Expand Up @@ -56,7 +56,7 @@ <h2>Codice di Esempio</h2>
<h2>Esempi</h2>

<p>
[example:webgl_materials_lightmap WebGL / materials / lightmap]
[example:webgpu_materials_lightmap WebGL / materials / lightmap]
</p>

<h2>Costruttore</h2>
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4 changes: 2 additions & 2 deletions docs/api/it/loaders/managers/LoadingManager.html
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Expand Up @@ -51,7 +51,7 @@ <h2>Codice di Esempio</h2>

};

const loader = new THREE.OBJLoader( manager );
const loader = new OBJLoader( manager );
loader.load( 'file.obj', function ( object ) {

//
Expand Down Expand Up @@ -86,7 +86,7 @@ <h2>Codice di Esempio</h2>
} );

// Carica come di solito, quindi revoca gli URL dei Blob
const loader = new THREE.GLTFLoader( manager );
const loader = new GLTFLoader( manager );
loader.load( 'fish.gltf', (gltf) => {

scene.add( gltf.scene );
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8 changes: 8 additions & 0 deletions docs/api/it/materials/MeshPhysicalMaterial.html
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Expand Up @@ -136,6 +136,14 @@ <h3>[property:Object defines]</h3>
Questo viene utilizzato dal [page:WebGLRenderer] per selezionare gli shader.
</p>

<h3>[property:Float dispersion]</h3>
<p>
Defines the strength of the angular separation of colors (chromatic aberration) transmitting through a relatively clear volume.
Any value zero or larger is valid, the typical range of realistic values is `[0, 1]`.
Default is `0` (no dispersion).
This property can be only be used with transmissive objects, see [page:.transmission].
</p>

<h3>[property:Float ior]</h3>
<p>
Indice di rifrazione per materiali non metallici, da `1.0` a `2.333`. Il valore predefinito è `1.5`.<br />
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1 change: 0 additions & 1 deletion docs/api/it/materials/ShaderMaterial.html
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Expand Up @@ -109,7 +109,6 @@ <h2>Esempi</h2>
[example:webgl_lights_hemisphere webgl / lights / hemisphere]<br />
[example:webgl_marchingcubes webgl / marchingcubes]<br />
[example:webgl_materials_envmaps webgl / materials / envmaps]<br />
[example:webgl_materials_lightmap webgl / materials / lightmap]<br />
[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
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2 changes: 1 addition & 1 deletion docs/api/it/math/Plane.html
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Expand Up @@ -131,7 +131,7 @@ <h3>[method:Vector3 projectPoint]( [param:Vector3 point], [param:Vector3 target]
<h3>[method:this set]( [param:Vector3 normal], [param:Float constant] )</h3>
<p>
[page:Vector3 normal] - un [page:Vector3] di lunghezza unitaria che definisce la normale del piano.<br />
[page:Float constant] - la distanza con segno dall'origine al piano. Il valore predefinito è `0`.<br /><br />
[page:Float constant] - la distanza con segno dall'origine al piano.<br /><br />

Imposta le proprietà [page:.normal normal] e [page:.constant constant] del piano copiando i valori dalla normale data.
</p>
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16 changes: 16 additions & 0 deletions docs/api/it/renderers/WebGLRenderTarget.html
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Expand Up @@ -40,8 +40,11 @@ <h3>[name]([param:Number width], [param:Number height], [param:Object options])<
[page:Constant type] - il valore predefinito è [page:Textures UnsignedByteType]. <br />
[page:Number anisotropy] - il valore predefinito è `1`. Vedi [page:Texture.anisotropy]<br />
[page:Constant colorSpace] - il valore predefinito è [page:Textures NoColorSpace]. <br />
[page:String internalFormat] - il valore predefinito è `null`.<br />
[page:Boolean depthBuffer] - il valore predefinito è `true`. <br />
[page:Boolean stencilBuffer] - il valore predefinito è `false`.<br />
[page:Boolean resolveDepthBuffer] - il valore predefinito è `true`.<br />
[page:Boolean resolveStencilBuffer] - il valore predefinito è `true`.<br />
[page:Number samples] - il valore predefinito è 0.<br />
[page:Number count] - default is `1`.<br /><br />

Expand Down Expand Up @@ -101,6 +104,19 @@ <h3>[property:Boolean stencilBuffer]</h3>
Effettua il rendering al buffer stencil. Il valore predefinito è `false`.
</p>

<h3>[property:Boolean resolveDepthBuffer]</h3>
<p>
Defines whether the depth buffer should be resolved when rendering into a multisampled render target.
Il valore predefinito è `true`.
</p>

<h3>[property:Boolean resolveStencilBuffer]</h3>
<p>
Defines whether the stencil buffer should be resolved when rendering into a multisampled render target.
This property has no effect when [page:.resolveDepthBuffer] is set to `false`.
Il valore predefinito è `true`.
</p>

<h3>[property:DepthTexture depthTexture]</h3>
<p>
Se impostato, la profondità della scena verrà renderizzata su questa texture. Il valore predefinito è `null`.
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2 changes: 1 addition & 1 deletion docs/api/zh/cameras/PerspectiveCamera.html
Original file line number Diff line number Diff line change
Expand Up @@ -82,7 +82,7 @@ <h3>[property:Float fov]</h3>

<h3>[property:Boolean isPerspectiveCamera]</h3>
<p>
Read-only flag to check if a given object is of type [name].
只读属性,用于检查给定的对象是否为 [name]
</p>


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9 changes: 4 additions & 5 deletions docs/api/zh/extras/ImageUtils.html
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Expand Up @@ -10,16 +10,15 @@
<h1>[name]</h1>

<p class="desc">
A class containing utility functions for images.
包含Image功能函数的工具类
</p>

<h2>Methods</h2>
<h2>方法(Methods</h2>

<h3>[method:String getDataURL]( [param:HTMLCanvasElement image] | [param:HTMLImageElement image] | [param:ImageBitmap image] )</h3>
<p>
image -- The image object.<br /><br />

Returns a data URI containing a representation of the given image.
image -- Image对象<br /><br />
返回Image对象的DataURL<br />
</p>

<h2>Source</h2>
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2 changes: 1 addition & 1 deletion docs/api/zh/loaders/ObjectLoader.html
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Expand Up @@ -54,7 +54,7 @@ <h2>代码示例</h2>
<h2>例子</h2>

<p>
[example:webgl_materials_lightmap WebGL / materials / lightmap]
[example:webgpu_materials_lightmap WebGL / materials / lightmap]
</p>

<h2>构造函数</h2>
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4 changes: 2 additions & 2 deletions docs/api/zh/loaders/managers/LoadingManager.html
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Expand Up @@ -50,7 +50,7 @@ <h2>代码示例</h2>

};

const loader = new THREE.OBJLoader( manager );
const loader = new OBJLoader( manager );
loader.load( 'file.obj', function ( object ) {

//
Expand Down Expand Up @@ -83,7 +83,7 @@ <h2>代码示例</h2>
} );

// 像通常一样加载,然后撤消blob URL
const loader = new THREE.GLTFLoader( manager );
const loader = new GLTFLoader( manager );
loader.load( 'fish.gltf', (gltf) => {

scene.add( gltf.scene );
Expand Down
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