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Fixed CRLF issues. See mrdoob#13262
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mrdoob committed Feb 8, 2018
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56 changes: 28 additions & 28 deletions .github/CONTRIBUTING.md
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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.

#### 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.

# 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.
174 changes: 87 additions & 87 deletions docs/api/cameras/Camera.html
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@@ -1,87 +1,87 @@
<!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] &rarr;

<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>

<h2>Source</h2>

[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] &rarr;

<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>

<h2>Source</h2>

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