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添加版权相关注释
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garreet committed Feb 6, 2015
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3 changes: 2 additions & 1 deletion Three.js
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*/

/**
* @desc 声明全局对象THREE
* @desc 声明全局对象THREE<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @class THREE
*/
var THREE = {
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3 changes: 2 additions & 1 deletion cameras/Camera.js
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* @author WestLangley / http://github.com/WestLangley
*/
/**
* @classdesc 相机基类
* @classdesc 相机基类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @constructor
* @extends {THREE.Object3D}
*/
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3 changes: 2 additions & 1 deletion cameras/CubeCamera.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 立方体投影相机
* @classdesc 立方体投影相机<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 根据 near, far, cubeResolution 生成立方体投影相机
* @constructor
* @param {float} near 相对于深度剪切面的近的距离,必须为正数,可选参数,如果未指定,初始化为0.1
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3 changes: 2 additions & 1 deletion cameras/OrthographicCamera.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 正交投影相机
* @classdesc 正交投影相机<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 根据 left, right, top, bottom, near, far 生成正交投影相
* @constructor
* @param {float} left 垂直平面的左侧坐标位置
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3 changes: 2 additions & 1 deletion cameras/PerspectiveCamera.js
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* @author zz85 / http://www.lab4games.net/zz85/blog
*/
/**
* @classdesc 透视投影相机
* @classdesc 透视投影相机<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 根据 fov, aspect, near, far 生成透视投影相机
* @constructor
* @param {float} fov 相机的可视角度,可选参数,如果未指定,初始化为50
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3 changes: 2 additions & 1 deletion core/BufferAttribute.js
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*/

/**
* @classdesc 属性对象类
* @classdesc 属性对象类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 存储于bufferGeometry相关联的属性数据
* @param {array} array 属性数组
* @param {number} itemSize 数组元素尺寸
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1 change: 1 addition & 0 deletions core/BufferGeometry.js
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*/
/**
* @classdesc 另一种几何体对象基类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 将所有的数据包括顶点位置,法线,面,颜色,uv和其它的自定义属性存在缓冲区<br />
* 这样可以减少GPU的负荷,BufferGeometry同样也比Geometry对象复杂,增加了使用的难度,这里的属性都是存放在数组中<br />
* 比如顶点位置不是Vector3对象,颜色也不是color对象,而是数组.需要访问这些属性,需要从属性缓冲区中读原始数据<br />
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3 changes: 2 additions & 1 deletion core/Clock.js
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*/

/**
* @classdesc 时钟类
* @classdesc 时钟类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 用来记录时间等功能
* @param {boolean} autoStart 是否自动启动,默认为启动
* @constructor
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3 changes: 2 additions & 1 deletion core/EventDispatcher.js
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* https://github.com/mrdoob/eventdispatcher.js/
*/
/**
* @classdesc 事件调度类
* @classdesc 事件调度类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 用来管理侦听函数,被嵌入Object3D对象之上.当Object3D发生事件时,这个方法就会自动被触发.<br />
* 可以通过调用调度该事件的对象的 addEventListener() 方法来注册函数以处理运行时事件
* @constructor
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3 changes: 2 additions & 1 deletion core/Face3.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 三角面对象类(三维空间内)
* @classdesc 三角面对象类(三维空间内)<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {THREE.Vector3} a 三角面角点a的索引
* @param {THREE.Vector3} b 三角面角点b的索引
* @param {THREE.Vector3} c 三角面角点c的索引
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1 change: 1 addition & 0 deletions core/Geometry.js
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*/
/**
* @classdesc 几何体对象基类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc Geometry是场景中由顶点和三角面构成的几何体对象的基类,保存描述几何体所有必要的数据
* @constructor
*/
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3 changes: 2 additions & 1 deletion core/Object3D.js
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* @author WestLangley / http://github.com/WestLangley
*/
/**
* @classdesc 3D对象基类
* @classdesc 3D对象基类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc Object3D是场景中图形对象的基类.Object3D对象主要是对象的矩阵变换,父子关系维护等功能
* @constructor
*/
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3 changes: 2 additions & 1 deletion core/Raycaster.js
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( function ( THREE ) {
/**
* @classdesc 射线拾取对象
* @classdesc 射线拾取对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {THREE.Vector3} origin 射线起点
* @param {THREE.Vector3} direction 射线方向
* @param {float} near 最近距离
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3 changes: 2 additions & 1 deletion extras/FontUtils.js
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*
*/
/**
* @classdesc 字体对象工具集
* @classdesc 字体对象工具集<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @constructor
*/
THREE.FontUtils = {
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3 changes: 2 additions & 1 deletion extras/GeometryUtils.js
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* @author mrdoob / http://mrdoob.com/
*/
/**
* @classdesc 几何对象工具集
* @classdesc 几何对象工具集<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @ignore
* @constructor
*/
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3 changes: 2 additions & 1 deletion extras/ImageUtils.js
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* @author Daosheng Mu / https://github.com/DaoshengMu/
*/
/**
* @classdesc 图片对象工具集
* @classdesc 图片对象工具集<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @constructor
*/
THREE.ImageUtils = {
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2 changes: 1 addition & 1 deletion extras/SceneUtils.js

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3 changes: 2 additions & 1 deletion extras/objects/ImmediateRenderObject.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 即时渲染对象
* @classdesc 即时渲染对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @constructor
*/
THREE.ImmediateRenderObject = function () {
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3 changes: 2 additions & 1 deletion extras/objects/MorphBlendMesh.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @desc 动画混合mesh
* @desc 动画混合mesh<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {THREE.Geometry} geometry 几何对象
* @param {THREE.Material} material 材质对象
* @constructor
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3 changes: 2 additions & 1 deletion lights/AmbientLight.js
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* @author mrdoob / http://mrdoob.com/
*/
/**
* @classdesc 环境光对象
* @classdesc 环境光对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {THREE.Color} color 环境光的颜色
* @extends {THREE.Light}
* @constructor
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3 changes: 2 additions & 1 deletion lights/AreaLight.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 面光,区域光对象
* @classdesc 面光,区域光对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 区域光和其他光源不同,是一种二维面积光源,他的亮度不仅和强度有关,而且还和他的面积大小有关.<br />
* 通过变换灯光的width,height,normal属性,区域光可以模拟窗户射入光线
* @param {THREE.Color} color 环境光的颜色
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3 changes: 2 additions & 1 deletion lights/DirectionalLight.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 平行光源对象
* @classdesc 平行光源对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 平行光支持阴影
* @param {THREE.Color} color 平行光的颜色属性
* @param {float} intensity 平行光的强度,默认是1
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3 changes: 2 additions & 1 deletion lights/HemisphereLight.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 半球光对象
* @classdesc 半球光对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc HemisphereLight类是在场景中创建半球光,就是天光效果<br />
* 经常用在室外,将各个位置的物体都照亮,室内的光线大多是方向性的<br />
* 半球光不支持阴影
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3 changes: 2 additions & 1 deletion lights/Light.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 灯光对象的抽象基类
* @classdesc 灯光对象的抽象基类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 在WebGL的三维空间中,存在点光源PointLight和聚光灯SpotLight两种类型,还有作为点光源的一种特例<br />
* 平行光DirectionLight,和环境光AmbientLight.在3D场景中,基本上是这几种光源的组合,创建各种各样的效果
* @param {THREE.Color} color 灯光颜色值
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3 changes: 2 additions & 1 deletion lights/PointLight.js
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* @author mrdoob / http://mrdoob.com/
*/
/**
* @classdesc 点光源对象
* @classdesc 点光源对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 点光源目前不支持阴影
* @param {THREE.Color} color 点光源颜色
* @param {float} intensity 光的强度,默认是1
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3 changes: 2 additions & 1 deletion lights/SpotLight.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 聚光灯光源对象
* @classdesc 聚光灯光源对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 根据设置灯光的颜属性color, 强度属性intensity,距离属性 distance,灯光的照射角度 angle,衰减速度 exponent 创建聚光灯光源(射灯)<br />
* SpotLight类型灯光实现了阴影,但是需要在场景中使用MeshLambertMaterial或者MeshPhongMaterial
* @param {THREE.Color} color 灯光的颜色属性
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3 changes: 2 additions & 1 deletion materials/LineBasicMaterial.js
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* }
*/
/**
* @classdesc 线线型材质
* @classdesc 线线型材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 据参数parameters创建线段的线线型材质,参数为JSON格式的属性参数
* @param {String} parameters 材质参数
* @extends {THREE.Material}
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3 changes: 2 additions & 1 deletion materials/LineDashedMaterial.js
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* }
*/
/**
* @classdesc 虚线线型材质
* @classdesc 虚线线型材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 据参数parameters创建线段的线线型材质,参数为JSON格式的属性参数
* @param {String} parameters 材质参数
* @extends {THREE.Material}
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3 changes: 2 additions & 1 deletion materials/Material.js
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* @author alteredq / http://alteredqualia.com/
*/
/**
* @classdesc 材质对象
* @classdesc 材质对象<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc Material是材质对象的抽象基类,当创建材质时都从这个类继承<br />
* Material对象的功能函数采用定义构造的函数原型对象来实现<br />
* 简单的说就是物体看起来是什么质地。材质可以看成是材料和质感的结合。<br />
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3 changes: 2 additions & 1 deletion materials/MeshBasicMaterial.js
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* }
*/
/**
* @classdesc mesh(网格)的基本材质材质
* @classdesc mesh(网格)的基本材质材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 据参数parameters创建线段的线线型材质,参数为JSON格式的属性参数
* @param {String} parameters 材质参数
* @extends {THREE.Material}
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3 changes: 2 additions & 1 deletion materials/MeshDepthMaterial.js
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* }
*/
/**
* @classdesc mesh(网格)的网格深度材质
* @classdesc mesh(网格)的网格深度材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 基于相机远近裁切面自动变换亮度(明暗度)的mesh(网格)的材质<br />
* 离相机越近,材质越亮(白),离相机越远,材质越暗(黑)
* @param {String} parameters 材质参数
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3 changes: 2 additions & 1 deletion materials/MeshFaceMaterial.js
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* @author mrdoob / http://mrdoob.com/
*/
/**
* @classdesc mesh(网格)的网格复合材质
* @classdesc mesh(网格)的网格复合材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 多材质,支持材质的列表<br />
* 离相机越近,材质越亮(白),离相机越远,材质越暗(黑)
* @param {String} parameters 材质参数
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3 changes: 2 additions & 1 deletion materials/MeshLambertMaterial.js
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* }
*/
/**
* @classdesc mesh(网格)的Lambert(兰伯特)材质
* @classdesc mesh(网格)的Lambert(兰伯特)材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 表面有光泽的材质类型,计算每个像素)
* @param {String} parameters 材质参数
* @extends {THREE.Material}
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3 changes: 2 additions & 1 deletion materials/MeshNormalMaterial.js
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* }
*/
/**
* @classdesc mesh(网格)的标准材质类型
* @classdesc mesh(网格)的标准材质类型<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {String} parameters 材质参数
* @extends {THREE.Material}
* @constructor
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3 changes: 2 additions & 1 deletion materials/MeshPhongMaterial.js
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* }
*/
/**
* @classdesc 高光材质类型
* @classdesc 高光材质类型<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc mesh(网格)的phong(冯氏)高光材质类型<br />
* 表面有光泽的材质类型,计算每个像素
* @param {String} parameters 材质参数
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3 changes: 2 additions & 1 deletion materials/PointCloudMaterial.js
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* }
*/
/**
* @classdesc 点云(粒子系统)材质基类
* @classdesc 点云(粒子系统)材质基类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {String} parameters 材质参数
* @extends {THREE.Material}
* @constructor
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3 changes: 2 additions & 1 deletion materials/RawShaderMaterial.js
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* @author mrdoob / http://mrdoob.com/
*/
/**
* @classdesc 自定义着色器材质类型
* @classdesc 自定义着色器材质类型<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 自定义着色器材质类型让用户扩充材质类型,有了无限的可能<br />
* 这个类和ShaderMaterial工作方式一样 <br />
* 除了自定义的uniforms和attribute属性不会自动追加到GLSL着色器代码中
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3 changes: 2 additions & 1 deletion materials/ShaderMaterial.js
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* }
*/
/**
* @classdesc 自定义着色器创建材质类型
* @classdesc 自定义着色器创建材质类型<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 这样的材质对象让用户扩充材质类型,有了无限的可能
* @param {String} parameters 材质参数
* @extends {THREE.Material}
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3 changes: 2 additions & 1 deletion materials/SpriteMaterial.js
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* }
*/
/**
* @desc Sprite(点精灵)的材质
* @classdesc Sprite(点精灵)的材质<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {String} parameters 材质参数
* @extends {THREE.Material}
* @constructor
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3 changes: 2 additions & 1 deletion math/Box2.js
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* @author bhouston / http://exocortex.com
*/
/**
* @classdesc 2维矩形类
* @classdesc 2维矩形类<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @param {THREE.Vector2} min 未定义则为无穷大
* @param {THREE.Vector2} max 未定义则为无穷小
* @constructor
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