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Merge remote-tracking branch 'mrdoob/dev' into dev
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dforrer committed Aug 31, 2015
2 parents 541cbc2 + 26f3119 commit 353a27e
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6,499 changes: 3,577 additions & 2,922 deletions build/three.js

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1,128 changes: 565 additions & 563 deletions build/three.min.js

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2 changes: 1 addition & 1 deletion docs/api/core/BufferAttribute.html
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Expand Up @@ -17,7 +17,7 @@ <h1>[name]</h1>
<h2>Constructor</h2>
<h3>[name]([page:Array array], [page:Integer itemSize])</h3>
<div>
Instantiates this attibute with data from the associated buffer. The array can either be a regular Array or a Typed Array.
Instantiates this attribute with data from the associated buffer. The array can either be a regular Array or a Typed Array.
itemSize gives the number of values of the array that should be associated with a particular vertex.
</div>

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94 changes: 91 additions & 3 deletions docs/api/core/BufferGeometry.html
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Expand Up @@ -129,7 +129,7 @@ <h3>[property:Boolean dynamic]</h3>
When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
</div> -->

<h3>[property:Array drawCalls] (previously [property:Array offsets])</h3>
<h3>[property:Array drawcalls] (previously [property:Array offsets])</h3>
<div>
For geometries that use indexed triangles, this Array can be used to split the object into multiple WebGL draw calls. Each draw call will draw some subset of the vertices in this geometry using the configured [page:Material shader]. This may be necessary if, for instance, you have more than 65535 vertices in your object.
Each element is an object of the form:
Expand Down Expand Up @@ -176,14 +176,67 @@ <h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attr

<h3>[method:null addDrawCall]( [page:Integer start], [page:Integer count], [page:Integer indexOffset] )</h3>
<div>
Adds a draw call to this geometry; see the drawcalls property for details.
Adds a draw call to this geometry; see the [page:BufferGeometry.drawcalls drawcalls] property for details.
</div>

<h3>[method:null clearDrawCalls]( )</h3>
<div>
Clears all draw calls.
</div>


<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>

<h3>[method:null center] ()</h3>
<div>
Center the geometry based on the bounding box.
</div>

<h3>[method:BufferGeometry rotateX] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>

<h3>[method:BufferGeometry rotateY] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>

<h3>[method:BufferGeometry rotateZ] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>

<h3>[method:BufferGeometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
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.
</div>

<h3>[method:BufferGeometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
Scale the geometry data. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.scale] for typical real-time mesh scaling.
</div>

<h3>[method:BufferGeometry lookAt] ( [page:Vector3 vector] )</h3>
<div>
vector - A world vector to look at.<br />
</div>
<div>
Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.lookAt] for typical real-time mesh usage.
</div>

<h3>[method:BufferGeometry setFromObject] ( [page:Object3D object] )</h3>
<div>
Sets the attributes for this BufferGeometry from an [page:Object3D].
</div>

<h3>[method:null computeVertexNormals]()</h3>
<div>
Expand All @@ -209,6 +262,19 @@ <h3>[method:null computeBoundingSphere]()</h3>
Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
</div>

<h3>[method:null computeOffsets] ( [page:Integer size] )</h3>
<div>
Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
size - Defaults to 65535 or 4294967296 if extension OES_element_index_uint supported, but allows for larger or smaller chunks.
</div>

<h3>[method:null merge]( [page:BufferGeometry bufferGeometry], [page:Integer offset] )</h3>
<div>
Merge in another BufferGeometry with an optional offset of where to start merging in.
</div>

<h3>[method:null dispose]()</h3>
<div>
Disposes the object from memory. <br />
Expand All @@ -225,12 +291,34 @@ <h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
Returns the [page:BufferAttribute attribute] with the specified name.
</div>

<h3>[method:BufferAttribute removeAttribute]( [page:String name] )</h3>
<div>
Removes the [page:BufferAttribute attribute] with the specified name.
</div>

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

<h3>[method:Object toJSON]()</h3>
<div>
Returns a raw object representation of the BufferGeometry.
</div>

<h3>[method:BufferGeometry clone]()</h3>
<div>
Creates a clone of this BufferGeometry.
</div>

<h3>[method:BufferGeometry copy]( [page:BufferGeometry bufferGeometry] )</h3>
<div>
Copies another BufferGeometry to this BufferGeometry.
</div>



<h2>Source</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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43 changes: 41 additions & 2 deletions docs/api/core/Geometry.html
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@@ -1,7 +1,7 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta charset="utf-8" />
<base href="../../" />
<script src="list.js"></script>
<script src="page.js"></script>
Expand Down Expand Up @@ -204,10 +204,49 @@ <h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
Bakes matrix transform directly into vertex coordinates.
</div>

<h3>[method:null center]()</h3>
<h3>[method:null center] ()</h3>
<div>
Center the geometry based on the bounding box.
</div>

<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>

<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>

<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
<div>
Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.rotation] for typical real-time mesh rotation.
</div>

<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
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.
</div>

<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
<div>
Scale the geometry data. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.scale] for typical real-time mesh scaling.
</div>

<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
<div>
vector - A world vector to look at.<br />
</div>
<div>
Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
Use [page:Object3D.lookAt] for typical real-time mesh usage.
</div>

<h3>[method:null computeFaceNormals]()</h3>
<div>
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4 changes: 2 additions & 2 deletions docs/api/core/Raycaster.html
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@ <h2>Constructor</h2>
<h3>[name]( [page:Vector3 origin], [page:Vector3 direction], [page:Float near], [page:Float far] ) {</h3>
<div>
[page:Vector3 origin] — The origin vector where the ray casts from.<br />
[page:Vector3 direction] — The direction vector that gives direction to the ray.<br />
[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
[page:Float near] — All results returned are further away than near. Near can't be negative. Default value is 0.<br />
[page:Float far] — All results returned are closer then far. Far can't be lower then near . Default value is Infinity.
</div>
Expand Down Expand Up @@ -109,7 +109,7 @@ <h2>Methods</h2>
<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
<div>
[page:Vector3 origin] — The origin vector where the ray casts from.<br />
[page:Vector3 direction] — The direction vector that gives direction to the ray.
[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
</div>
<div>
Updates the ray with a new origin and direction.
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6 changes: 4 additions & 2 deletions docs/api/extras/core/Path.html
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Expand Up @@ -81,25 +81,27 @@ <h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [
</div>
<div>Draw an arc absolutely positioned</div>

<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
<div>
x, y -- The center of the ellipse offset from the last call
xRadius -- The radius of the ellipse in the x axis
yRadius -- The radius of the ellipse in the y axis
startAngle -- The start angle in radians
endAngle -- The end angle in radians
clockwise -- Sweep the ellipse clockwise. Defaults to false
rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0
</div>
<div>Draw an ellipse offset from the last call</div>

<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
<div>
x, y -- The absolute center of the ellipse
xRadius -- The radius of the ellipse in the x axis
yRadius -- The radius of the ellipse in the y axis
startAngle -- The start angle in radians
endAngle -- The end angle in radians
clockwise -- Sweep the ellipse clockwise. Defaults to false
rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0
</div>
<div>Draw an ellipse absolutely positioned</div>

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9 changes: 6 additions & 3 deletions docs/api/extras/curves/EllipseCurve.html
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Expand Up @@ -21,7 +21,8 @@ <h2>Example</h2>
0, 0, // ax, aY
10, 10, // xRadius, yRadius
0, 2 * Math.PI, // aStartAngle, aEndAngle
false // aClockwise
false, // aClockwise
0 // aRotation
);

var path = new THREE.Path( curve.getPoints( 50 ) );
Expand All @@ -35,15 +36,16 @@ <h2>Example</h2>
<h2>Constructor</h2>


<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise] )</h3>
<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise], [page:Radians aRotation] )</h3>
<div>
aX – The X center of the ellipse<br/>
aY – The Y center of the ellipse<br/>
xRadius – The radius of the ellipse in the x direction<br/>
yRadius – The radius of the ellipse in the y direction<br/>
aStartAngle – The start angle of the curve in radians starting from the middle right side<br/>
aEndAngle – The end angle of the curve in radians starting from the middle right side<br/>
aClockwise – Whether the ellipse is clockwise<br/><br/>
aClockwise – Whether the ellipse is clockwise<br/>
aRotation – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional)<br/><br/>

<strong>Note:</strong> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
</div>
Expand All @@ -58,6 +60,7 @@ <h3>[property:Radians yRadius]</h3>
<h3>[property:Float aStartAngle]</h3>
<h3>[property:Float aEndAngle]</h3>
<h3>[property:Boolean aClockwise]</h3>
<h3>[property:Float aRotation]</h3>

<h2>Methods</h2>

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