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# Help | ||
#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js). | ||
--- | ||
# Bugs | ||
#### Before reporting a bug | ||
|
||
1. Search issue tracker for similar issues. | ||
2. Try the latest dev branch version of three.js. | ||
3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version. | ||
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||
#### How to report a bug | ||
|
||
1. Specify the revision number of the three.js library where the bug occurred. | ||
2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M) | ||
3. Describe the problem in detail. Explain what happened, and what you expected would happen. | ||
4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application. | ||
5. If helpful, include a screenshot. Annotate the screenshot for clarity. | ||
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||
--- | ||
# Contribution | ||
#### How to contribute to three.js | ||
|
||
1. Make sure you have a GitHub account. | ||
2. Fork the repository on GitHub. | ||
3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js). | ||
4. Make changes to your clone of the repository. | ||
5. Submit a pull request. Don't include build files in the PR. | ||
|
||
# Help | ||
#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js). | ||
--- | ||
# Bugs | ||
#### Before reporting a bug | ||
|
||
1. Search issue tracker for similar issues. | ||
2. Try the latest dev branch version of three.js. | ||
3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version. | ||
|
||
#### How to report a bug | ||
|
||
1. Specify the revision number of the three.js library where the bug occurred. | ||
2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M) | ||
3. Describe the problem in detail. Explain what happened, and what you expected would happen. | ||
4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application. | ||
5. If helpful, include a screenshot. Annotate the screenshot for clarity. | ||
|
||
--- | ||
# Contribution | ||
#### How to contribute to three.js | ||
|
||
1. Make sure you have a GitHub account. | ||
2. Fork the repository on GitHub. | ||
3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js). | ||
4. Make changes to your clone of the repository. | ||
5. Submit a pull request. Don't include build files in the PR. |
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Original file line number | Diff line number | Diff line change |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="utf-8" /> | ||
<base href="../../" /> | ||
<script src="list.js"></script> | ||
<script src="page.js"></script> | ||
<link type="text/css" rel="stylesheet" href="page.css" /> | ||
</head> | ||
<body> | ||
[page:Object3D] → | ||
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<h1>[name]</h1> | ||
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<div class="desc"> | ||
Abstract base class for cameras. This class should always be inherited when you build a new camera. | ||
</div> | ||
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||
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<h2>Constructor</h2> | ||
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<h3>[name]()</h3> | ||
<div> | ||
Creates a new [name]. Note that this class is not intended to be called directly; | ||
you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead. | ||
</div> | ||
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||
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<h2>Properties</h2> | ||
<div>See the base [page:Object3D] class for common properties.</div> | ||
|
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<h3>[property:Boolean isCamera]</h3> | ||
<div> | ||
Used to check whether this or derived classes are cameras. Default is *true*.<br /><br /> | ||
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You should not change this, as it used internally by the renderer for optimisation. | ||
</div> | ||
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<h3>[property:Layers layers]</h3> | ||
<div> | ||
The [page:Layers layers] that the camera is a member of. This is an inherited | ||
property from [page:Object3D].<br /><br /> | ||
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Objects must share at least one layer with the camera to be seen | ||
when the camera's viewpoint is rendered. | ||
</div> | ||
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<h3>[property:Matrix4 matrixWorldInverse]</h3> | ||
<div> | ||
This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has | ||
the world transform of the Camera. | ||
</div> | ||
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<h3>[property:Matrix4 projectionMatrix]</h3> | ||
<div>This is the matrix which contains the projection.</div> | ||
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<h2>Methods</h2> | ||
<div>See the base [page:Object3D] class for common methods.</div> | ||
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<h3>[method:Camera clone]( )</h3> | ||
<div> | ||
Return a new camera with the same properties as this one. | ||
</div> | ||
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<h3>[method:Camera copy]( [page:Camera source] )</h3> | ||
<div> | ||
Copy the properties from the source camera into this one. | ||
</div> | ||
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<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3> | ||
<div> | ||
Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br /> | ||
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Note: This is not the camera’s positive, but its negative z-axis, in contrast to | ||
[page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br /> | ||
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If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector | ||
(which can be reused in this way), otherwise a new vector will be created. | ||
</div> | ||
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<h2>Source</h2> | ||
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] | ||
</body> | ||
</html> | ||
<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="utf-8" /> | ||
<base href="../../" /> | ||
<script src="list.js"></script> | ||
<script src="page.js"></script> | ||
<link type="text/css" rel="stylesheet" href="page.css" /> | ||
</head> | ||
<body> | ||
[page:Object3D] → | ||
|
||
<h1>[name]</h1> | ||
|
||
<div class="desc"> | ||
Abstract base class for cameras. This class should always be inherited when you build a new camera. | ||
</div> | ||
|
||
|
||
<h2>Constructor</h2> | ||
|
||
|
||
<h3>[name]()</h3> | ||
<div> | ||
Creates a new [name]. Note that this class is not intended to be called directly; | ||
you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead. | ||
</div> | ||
|
||
|
||
<h2>Properties</h2> | ||
<div>See the base [page:Object3D] class for common properties.</div> | ||
|
||
<h3>[property:Boolean isCamera]</h3> | ||
<div> | ||
Used to check whether this or derived classes are cameras. Default is *true*.<br /><br /> | ||
|
||
You should not change this, as it used internally by the renderer for optimisation. | ||
</div> | ||
|
||
<h3>[property:Layers layers]</h3> | ||
<div> | ||
The [page:Layers layers] that the camera is a member of. This is an inherited | ||
property from [page:Object3D].<br /><br /> | ||
|
||
Objects must share at least one layer with the camera to be seen | ||
when the camera's viewpoint is rendered. | ||
</div> | ||
|
||
<h3>[property:Matrix4 matrixWorldInverse]</h3> | ||
<div> | ||
This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has | ||
the world transform of the Camera. | ||
</div> | ||
|
||
<h3>[property:Matrix4 projectionMatrix]</h3> | ||
<div>This is the matrix which contains the projection.</div> | ||
|
||
|
||
<h2>Methods</h2> | ||
<div>See the base [page:Object3D] class for common methods.</div> | ||
|
||
<h3>[method:Camera clone]( )</h3> | ||
<div> | ||
Return a new camera with the same properties as this one. | ||
</div> | ||
|
||
<h3>[method:Camera copy]( [page:Camera source] )</h3> | ||
<div> | ||
Copy the properties from the source camera into this one. | ||
</div> | ||
|
||
<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3> | ||
<div> | ||
Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br /> | ||
|
||
Note: This is not the camera’s positive, but its negative z-axis, in contrast to | ||
[page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br /> | ||
|
||
If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector | ||
(which can be reused in this way), otherwise a new vector will be created. | ||
</div> | ||
|
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<h2>Source</h2> | ||
|
||
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js] | ||
</body> | ||
</html> |
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