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mrdoob committed Feb 16, 2014
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Showing 231 changed files with 17,652 additions and 5,604 deletions.
3,691 changes: 2,191 additions & 1,500 deletions build/three.js

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1,012 changes: 517 additions & 495 deletions build/three.min.js

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9 changes: 5 additions & 4 deletions docs/api/core/BufferGeometry.html
Expand Up @@ -21,7 +21,7 @@ <h2>Constructor</h2>

<h3>[name]()</h3>
<div>
This creates a new [name]. It also sets several properties to an default value.
This creates a new [name]. It also sets several properties to an default value.
</div>


Expand Down Expand Up @@ -68,7 +68,7 @@ <h3>.[page:Array morphTargets]</h3>

<h3>.[page:boolean hasTangents]</h3>
<div>
todo
True if BufferGeometry has tangents. Set in [page:BufferGeometry BufferGeometry.computeTangents].
</div>

<h2>Methods</h2>
Expand Down Expand Up @@ -110,9 +110,10 @@ <h3>.dispose()</h3>
You need to call this when you want the bufferGeometry removed while the application is running.
</div>

<h3>.normalizeNormals() [page:todo]</h3>
<h3>.normalizeNormals()</h3>
<div>
todo
Every normal vector in a geometry will have a magnitude of 1.
This will correct lighting on the geometry surfaces.
</div>

<h2>Source</h2>
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2 changes: 1 addition & 1 deletion docs/api/core/Projector.html
Expand Up @@ -17,7 +17,7 @@ <h2>Constructor</h2>

<h3>[name]()</h3>
<div>
todo
Creates a new projector Object. It initializes a lot of variables that the projector uses to project the points.
</div>


Expand Down
10 changes: 8 additions & 2 deletions docs/api/core/Raycaster.html
Expand Up @@ -71,7 +71,10 @@ <h3>.intersectObject( [page:Object3D object], [page:Boolean recursive] )</h3>
[page:Boolean recursive] — If set, it also checks all descendants. Otherwise it only checks intersecton with the object.
</div>
<div>
checks all intersection between the ray and the object with or without the descendants.
checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first.
<code>
[ { distance, point, face, faceIndex, object }, ... ]
</code>
</div>

<h3>.intersectObjects( [page:Array objects], [page:Boolean recursive] )</h3>
Expand All @@ -80,7 +83,10 @@ <h3>.intersectObjects( [page:Array objects], [page:Boolean recursive] )</h3>
[page:Boolean recursive] — If set, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects.
</div>
<div>
checks all intersection between the ray and the objects with or without the descendants.
checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first.
<code>
[ { distance, point, face, faceIndex, object }, ... ]
</code>
</div>


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66 changes: 36 additions & 30 deletions docs/api/extras/FontUtils.html
Expand Up @@ -9,7 +9,7 @@
<body>
<h1>[name]</h1>

<div class="desc">todo</div>
<div class="desc">A class for text operations in three.js (See [page:TextGeometry])</div>


<h2>Properties</h2>
Expand All @@ -18,87 +18,93 @@ <h2>Properties</h2>

<h3>.[page:number divisions]</h3>
<div>
todo
The amount of segments in a curve. Default is 10.
</div>

<h3>.[page:string style]</h3>
<div>
todo
The style of the used font. Default is "normal".
</div>

<h3>.[page:string weight]</h3>
<div>
todo
The weight of the used font. Default is "normal".
</div>

<h3>.[page:string face]</h3>
<div>
todo
The name of the font. Default is "helvetiker".
</div>

<h3>.[page:object faces]</h3>
<div>
todo
All Fonts which are already loaded in.
</div>

<h3>.[page:number size]</h3>
<div>
todo
The size of the used Font. Default is 150.
</div>

<h2>Methods</h2>



<h3>.drawText([page:todo text]) [page:todo]</h3>
<h3>.drawText([page:string text]) [page:Object]</h3>
<div>
text -- todo
text -- The text to draw.
</div>
<div>
todo
Calculates the path and offset of the text in the used font. It returns an object like { paths : fontPaths, offset : width }.
</div>

<h3>.Triangulate([page:todo contour], [page:todo indices]) [page:todo]</h3>
<h3>.Triangulate([page:Array contour], [page:Boolean indices]) [page:Array]</h3>
<div>
contour -- todo <br />
indices -- todo
contour -- Array of vector2 to define an contour <br />
indices -- A boolean indicating if you need to return indices.
</div>
<div>
todo
Triangulates a contour into an array of faces.
</div>

<h3>.extractGlyphPoints([page:todo c], [page:todo face], [page:todo scale], [page:todo offset], [page:todo path]) [page:todo]</h3>
<h3>.extractGlyphPoints([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path]) [page:Object]</h3>
<div>
c -- todo <br />
face -- todo <br />
scale -- todo <br />
offset -- todo <br />
path -- todo
c -- The character to extract. <br />
face -- The face to use. <br />
scale -- The scale of the character. <br />
offset -- The offset of the character compared to begin of the path. <br />
path -- THe path to which to add the character points.
</div>
<div>
todo
This ectracts the glyphPoints of the character of the face and returns an object containing the path and the new offset.
</div>

<h3>.generateShapes([page:todo text], [page:todo parameters]) [page:todo]</h3>
<h3>.generateShapes([page:string text], [page:Object parameters]) [page:Array]</h3>
<div>
text -- todo <br />
parameters -- todo
text -- The text to generate the shapes from.<br />
parameters -- The parameter containing <br />
size -- Default is 100.
curveSegments -- Default is 4.
font -- Default is "helvetiker".
weight -- Default is "normal".
style -- Default is "normal".

</div>
<div>
todo
Generates shapes from the text and return them as an Array of [page:Shape].
</div>

<h3>.loadFace([page:todo data]) [page:todo]</h3>
<h3>.loadFace([page:Object data]) [page:Object]</h3>
<div>
data -- todo
data -- The data of the face.
</div>
<div>
todo
This loads and saves the data of the face and return the data. When you add the font Data as javascriptfile, then this automatically get called. So there is no need to do this yourself.
</div>

<h3>.getFace() [page:todo]</h3>
<h3>.getFace() [page:Object]</h3>
<div>
todo
Returns the used font its data based on its style and weight.
</div>

<h2>Source</h2>
Expand Down
22 changes: 11 additions & 11 deletions docs/api/extras/ImageUtils.html
Expand Up @@ -9,7 +9,7 @@
<body>
<h1>[name]</h1>

<div class="desc">todo</div>
<div class="desc">A Helper class to ease the loading of images of different types.</div>


<h2>Properties</h2>
Expand All @@ -18,30 +18,30 @@ <h2>Properties</h2>

<h3>.[page:string crossOrigin]</h3>
<div>
todo
The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
</div>

<h2>Methods</h2>



<h3>.generateDataTexture([page:todo width], [page:todo height], [page:todo color]) [page:todo]</h3>
<h3>.generateDataTexture([page:Number width], [page:Number height], [page:Number color]) [page:DataTexture]</h3>
<div>
width -- todo <br />
height -- todo <br />
color -- todo
width -- The width of the texture. <br />
height -- The width of the texture. <br />
color -- The hexadecimal value of the color.
</div>
<div>
todo
Generates a texture of a single color. It is a DataTexture with format, RGBFormat.
</div>

<h3>.parseDDS([page:todo buffer], [page:todo loadMipmaps]) [page:todo]</h3>
<h3>.parseDDS([page:String buffer], [page:boolean loadMipmaps]) [page:CompressedTexture]</h3>
<div>
buffer -- todo <br />
loadMipmaps -- todo
buffer -- A string containing the data of the dds. <br />
loadMipmaps -- A boolean to indicate if you need to load the mipmaps. Default is True.
</div>
<div>
todo
Parses a DDS Image from the string into a CompressedTexture.
</div>

<h3>.loadCompressedTexture([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
Expand Down
31 changes: 16 additions & 15 deletions docs/api/extras/SceneUtils.html
Expand Up @@ -9,39 +9,40 @@
<body>
<h1>[name]</h1>

<div class="desc">todo</div>
<div class="desc">A class containing usefull utility functions for scene manipulation.</div>


<h2>Methods</h2>


<h3>.createMultiMaterialObject([page:todo geometry], [page:todo materials]) [page:todo]</h3>
<h3>.createMultiMaterialObject([page:Geometry geometry], [page:Array materials]) [page:Object3D]</h3>
<div>
geometry -- todo <br />
materials -- todo
geometry -- The geometry for the Object. <br />
materials -- The materials for the object.
</div>
<div>
todo
Creates an new Object3D an new mesh for each material defined in materials. Beware that this is not the same as Meshfacematerial which defines multiple material for 1 mesh.<br />
This is mostly useful for object that need a material and a wireframe implementation.
</div>

<h3>.attach([page:todo child], [page:todo scene], [page:todo parent]) [page:todo]</h3>
<h3>.attach([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
<div>
child -- todo <br />
scene -- todo <br />
parent -- todo
child -- The object to add to the parent <br />
scene -- The scene to detach the object on. <br />
parent -- The parent to attach the object from.
</div>
<div>
todo
Attaches the object to the parent without the moving the object in the worldspace.
</div>

<h3>.detach([page:todo child], [page:todo parent], [page:todo scene]) [page:todo]</h3>
<h3>.detach([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
<div>
child -- todo <br />
parent -- todo <br />
scene -- todo
child -- The object to remove from the parent <br />
scene -- The scene to attach the object on. <br />
parent -- The parent to detach the object from.
</div>
<div>
todo
Detaches the object from the parent and adds it back to the scene without moving in worldspace.
</div>

<h2>Source</h2>
Expand Down
18 changes: 10 additions & 8 deletions docs/api/extras/core/Path.html
Expand Up @@ -17,10 +17,10 @@ <h2>Constructor</h2>

<h3>[name]([page:todo points])</h3>
<div>
points -- todo
points -- array of Vector2
</div>
<div>
todo
Creates a Path from the points. The first vector defines the offset. After that the lines get defined.
</div>


Expand All @@ -29,25 +29,27 @@ <h2>Properties</h2>

<h3>.[page:array actions]</h3>
<div>
todo
The possible actions that define the path.
</div>

<h2>Methods</h2>

<h3>.fromPoints ( vectors ) </h3>
<div>todo</div>
<div>
Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
</div>

<h3>.moveTo ( x, y ) </h3>
<div>todo</div>
<div>This moves the offset to x and y</div>

<h3>.lineTo ( x, y ) </h3>
<div>todo</div>
<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>

<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
<div>todo</div>
<div>This creates a quadratic curve from the offset to aX and aY with aCPx and aCPy as control point and updates the offset to aX and aY.</div>

<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
<div>todo</div>
<div>This creates a bezier curve from the offset to aX and aY with aCP1x, aCP1y and aCP1x, aCP1y as control points and updates the offset to aX and aY.</div>

<h3>.splineThru ( pts /*Array of Vector*/ ) </h3>
<div>todo</div>
Expand Down
15 changes: 15 additions & 0 deletions docs/api/extras/geometries/CircleGeometry.html
Expand Up @@ -11,6 +11,21 @@ <h1>[name]</h1>

<div 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.
</div>

<h2>Example</h2>

<code>var material = new THREE.MeshBasicMaterial({
color: 0x0000ff
});

var radius = 5;
var segments = 32;

var circleGeometry = new THREE.CircleGeometry( radius, segments );
var circle = new THREE.Mesh( circleGeometry, material );
scene.add( circle );
</code>


<h2>Constructor</h2>

Expand Down
10 changes: 10 additions & 0 deletions docs/api/extras/geometries/CubeGeometry.html
Expand Up @@ -12,6 +12,16 @@
<h1>[name]</h1>

<div class="desc">CubeGeometry 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.</div>


<h2>Example</h2>


<code>var geometry = new THREE.CubeGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
</code>


<h2>Constructor</h2>
Expand Down

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