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build/three.js

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build/three.min.js

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docs/api/constants/Materials.html

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<!DOCTYPE html>
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<html lang="en">
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<head>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../" />
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<script src="list.js"></script>
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>Material Constants</h1>
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<h2>Side</h2>
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<div>
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THREE.FrontSide<br />
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THREE.BackSide<br />
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THREE.DoubleSide
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</div>
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<h2>Shading</h2>
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<div>
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THREE.FlatShading<br />
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THREE.SmoothShading
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</div>
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<h2>Colors</h2>
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<div>
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THREE.NoColors<br />
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THREE.FaceColors<br />
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THREE.VertexColors
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</div>
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<h2>Blending Mode</h2>
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<div>
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THREE.NoBlending<br />
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THREE.NormalBlending<br />
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THREE.AdditiveBlending<br />
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THREE.SubtractiveBlending<br />
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THREE.MultiplyBlending<br />
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THREE.CustomBlending
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
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</body>
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</html>
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<base href="../../" />
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<script src="list.js"></script>
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>Material Constants</h1>
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<h2>Side</h2>
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<div>
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THREE.FrontSide<br />
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THREE.BackSide<br />
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THREE.DoubleSide
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</div>
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<h2>Shading</h2>
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<div>
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THREE.FlatShading<br />
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THREE.SmoothShading
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</div>
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<h2>Colors</h2>
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<div>
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THREE.NoColors<br />
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THREE.FaceColors<br />
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THREE.VertexColors
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</div>
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<h2>Blending Mode</h2>
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<div>
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THREE.NoBlending<br />
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THREE.NormalBlending<br />
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THREE.AdditiveBlending<br />
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THREE.SubtractiveBlending<br />
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THREE.MultiplyBlending<br />
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THREE.CustomBlending
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</div>
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<h2>Depth Mode</h2>
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<div>
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THREE.NeverDepth<br />
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THREE.AlwaysDepth<br />
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THREE.LessDepth<br />
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THREE.LessEqualDepth<br />
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THREE.GreaterEqualDepth<br />
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THREE.GreaterDepth<br />
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THREE.NotEqualDepth
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</div>
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<h2>Source</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
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</body>
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</html>

docs/api/core/BufferAttribute.html

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attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
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</div>
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<h3>[property:Integer length]</h3>
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<h3>[property:Integer count]</h3>
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<div>
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Gives the total number of elements in the array.
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</div>

docs/api/core/BufferGeometry.html

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You need to call this when you want the bufferGeometry removed while the application is running.
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</div>
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<h3>[method:null fromGeometry]( [page:Geometry] )</h3>
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<h3>[method:BufferGeometry fromGeometry]( [page:Geometry] )</h3>
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<div>
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Populates this BufferGeometry with data from a [page:Geometry] object.
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</div>

docs/api/core/Raycaster.html

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[page:Face3 face] – intersected face<br />
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[page:Integer faceIndex] – index of the intersected face<br />
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[page:Array indices] – indices of vertices comprising the intersected face<br />
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[page:Object3D object] – the intersected object
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[page:Object3D object] – the intersected object<br />
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[page:Vector2 uv] - U,V coordinates at point of intersection
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</p>
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<p>

docs/api/extras/geometries/ConeGeometry.html

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<h2>Constructor</h2>
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<h3>[name]([page:Float radius], [page:Float height], [page:Integer radiusSegments], [page:Integer heightSegments], [page:Boolean openEnded], [page:Float thetaStart], [page:Float thetaLength])</h3>
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<h3>[name]([page:Float radius], [page:Float height], [page:Integer radialSegments], [page:Integer heightSegments], [page:Boolean openEnded], [page:Float thetaStart], [page:Float thetaLength])</h3>
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<div>
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radius — Radius of the cone at the base. Default is 20.<br />
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height — Height of the cone. Default is 100.<br />

docs/api/materials/Material.html

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Whether to have depth test enabled when rendering this material. Default is *true*.
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</div>
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<h3>[property:Integer depthFunc]</h3>
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<div>
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What depth function to use. Default is [page:Materials THREE.LessEqualDepth].
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</div>
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<h3>[property:Boolean depthWrite]</h3>
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Whether rendering this material has any effect on the depth buffer. Default is *true*.

docs/api/materials/PointsMaterial.html

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<h1>[name]</h1>
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<div class="desc">The default material used by [page:Points particle] systems.</div>
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<div class="desc">The default material used by [page:Points].</div>
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<h2>Constructor</h2>
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<div>parameters is an object with one or more properties defining the material's appearance.</div>
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<div>
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color — Particle color in hexadecimal. Default is 0xffffff.<br />
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color — Points color in hexadecimal. Default is 0xffffff.<br />
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map — a [page:Texture texture].If defined, then a point has the data from texture as colors. Default is null.<br />
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size — Define size of particles. Default is 1.0.<br />
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size — Define size of points. Default is 1.0.<br />
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sizeAttenuation — Enable/disable size attenuation with distance.<br />
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vertexColors — Define whether the material uses vertex colors, or not. Default is false.<br />
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fog — Define whether the material color is affected by global fog settings. Default is true.
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<h3>[property:Number color]</h3>
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<div>Sets the color of the particles. Default is 0xffffff.</div>
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<div>Sets the color of the points. Default is 0xffffff.</div>
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<h3>[property:Texture map]</h3>
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<div>Sets the color of the particles using data from a texture.</div>
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<div>Sets the color of the points using data from a texture.</div>
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<h3>[property:Number size]</h3>
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<div>Sets the size of the particles. Default is 1.0.</div>
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<div>Sets the size of the points. Default is 1.0.</div>
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<h3>[property:Boolean sizeAttenuation]</h3>
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<div>Specify whether particles' size will get smaller with the distance. Default is true.</div>
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<div>Specify whether points' size will get smaller with the distance. Default is true.</div>
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<h3>[property:Boolean vertexColors]</h3>
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<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>

docs/api/math/Color.html

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Linear interpolation of this colors rgb values and the rgb values of the first argument. The alpha argument can be thought of as the percent between the two colors, where 0 is this color and 1 is the first argument.
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</div>
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<h3>[method:Color equals]( [page:Color c] ) [page:Color this]</h3>
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<h3>[method:Boolean equals]( [page:Color c] ) [page:Color this]</h3>
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<div>
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Compares this color and c and returns true if they are the same, false otherwise.
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</div>

docs/api/math/Frustum.html

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Return a copy of this Frustum
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</div>
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<h3>[method:Boolean set]( [page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5] )</h3>
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<h3>[method:Frustum set]( [page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5] )</h3>
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<div>
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p0 -- [page:Plane] <br />
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p1 -- [page:Plane] <br />

docs/api/math/Line3.html

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Apply a matrix transform to the line segment.
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</div>
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<h3>[method:Vector at]( [page:Float t], [page:Vector3 optionalTarget] )</h3>
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<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] )</h3>
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<div>
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t -- [page:Float] Use values 0-1 to return a result on the line segment. <br />
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optionalTarget -- [page:Vector] Optional target to set the result.

docs/api/math/Matrix4.html

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Sets this matrix to the transformation composed of *translation*, *quaternion* and *scale*.
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<h3>[method:Array decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
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<h3>[method:null decompose]( [page:Vector3 translation], [page:Quaternion quaternion], [page:Vector3 scale] ) [page:Matrix4 this]</h3>
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Decomposes this matrix into the *translation*, *quaternion* and *scale* components.
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docs/api/math/Plane.html

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Returns the intersection point of the passed line and the plane. Returns undefined if the line does not intersect. Returns the line's starting point if the line is coplanar with the plane.
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<h3>[method:Vector3 setFromNormalAndCoplanarPoint]( [page:Vector3 normal], [page:Vector3 point] ) [page:Vector3 this]</h3>
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<h3>[method:Plane setFromNormalAndCoplanarPoint]( [page:Vector3 normal], [page:Vector3 point] ) [page:Vector3 this]</h3>
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<div>
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normal -- [page:Vector3] <br />
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point -- [page:Vector3]

docs/api/math/Quaternion.html

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THREE.Quaternion.slerp( startQuaternion, endQuaternion, mesh.quaternion, t );
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</code>
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<h3>[method:Quaternion slerpFlat]( [page:Array dst], [page:Integer dstOffset], [page:Array src0], [page:Integer srcOffset0], [page:Array src1], [page:Integer srcOffset1], [page:Float t] )</h3>
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<h3>[method:null slerpFlat]( [page:Array dst], [page:Integer dstOffset], [page:Array src0], [page:Integer srcOffset0], [page:Array src1], [page:Integer srcOffset1], [page:Float t] )</h3>
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dst -- The output array.<br />
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dstOffset -- An offset into the output array.<br />

docs/api/math/Ray.html

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Return whether this and the other [page:Ray] have equal offsets and directions.
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<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] = null ) [page:Vector3]?</h3>
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<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
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<div>
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box -- [page:Box3] The [page:Box3] to intersect with.<br />
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optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
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Intersect this [page:Ray] with a [page:Box3], returning the intersection point or *null* if there is no intersection.
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<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] = null ) [page:Vector3]?</h3>
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<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
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<div>
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plane -- [page:Plane] The [page:Plane] to intersect with.<br />
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optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
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Intersect this [page:Ray] with a [page:Plane], returning the intersection point or *null* if there is no intersection.
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function ( a, b, c, backfaceCulling, optionalTarget )
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<h3>[method:Vector3 intersectTriangle]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null ) [page:Vector3]?</h3>
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<h3>[method:Vector3 intersectSphere]( [page:Sphere sphere], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
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<div>
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sphere -- [page:Sphere] The [page:Sphere] to intersect with.<br />
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optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
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</div>
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Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or *null* if there is no intersection.
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<h3>[method:Vector3 intersectTriangle]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
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<div>
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a, b, c -- [page:Vector3] The [page:Vector3] points on the triangle.<br />
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backfaceCulling -- [page:Boolean] Whether to use backface culling.<br />

docs/api/math/Sphere.html

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Returns the closest distance from the boundary of the sphere to the point. If the sphere contains the point, the distance will be negative.
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<h3>[method:Box getBoundingBox]( [page:Box optionalTarget] )</h3>
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<h3>[method:Box3 getBoundingBox]( [page:Box optionalTarget] )</h3>
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docs/api/math/Vector2.html

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Sets this vector to be the vector linearly interpolated between *v1* and *v2* with *alpha* factor.
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<h3>[method:undefined setComponent]( [page:Integer index], [page:Float value] ) [page:Vector2 this]</h3>
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<h3>[method:null setComponent]( [page:Integer index], [page:Float value] ) [page:Vector2 this]</h3>
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<div>
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index -- 0 or 1 <br />
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value -- [page:Float]

docs/api/math/Vector3.html

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If this vector's x, y, or z value is less than vector v's x, y, or z value, that value is replaced by the corresponding vector v value.
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<h3>[method:Vector3 setComponent]( [page:Integer index], [page:Float value] ) [page:Vector3 this]</h3>
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<h3>[method:null setComponent]( [page:Integer index], [page:Float value] ) [page:Vector3 this]</h3>
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<div>
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value -- [page:Float]

docs/api/objects/Points.html

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<h1>[name]</h1>
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<div class="desc">A class for displaying particles in the form of variable size points. For example, if using the [page:WebGLRenderer], the particles are displayed using GL_POINTS.</div>
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<div class="desc">A class for displaying points. For example, if using the [page:WebGLRenderer], the points are displayed using GL_POINTS.</div>
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<h2>Constructor</h2>
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<h3>[property:Geometry geometry]</h3>
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<div>An instance of [page:Geometry], where each vertex designates the position of a particle in the system.</div>
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<div>An instance of [page:Geometry], where each vertex designates the position the points.</div>
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<h3>[property:Material material]</h3>
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docs/manual/introduction/Creating-a-scene.html

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<div>In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give <strong>setSize</strong> smaller values, like <strong>window.innerWidth/2</strong> and <strong>window.innerHeight/2</strong>, which will make the app render at half size.</div>
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<div>If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling <strong>setSize</strong> with false as <strong>updateStyle</strong>. For example, <strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong> will render your app at half resolution, given that your &lt;canvas&gt; has 100% width and height.</div>
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<div>If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling <strong>setSize</strong> with false as <strong>updateStyle</strong> (the third arugment). For example, <strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong> will render your app at half resolution, given that your &lt;canvas&gt; has 100% width and height.</div>
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<div>Last but not least, we add the <strong>renderer</strong> element to our HTML document. This is a &lt;canvas&gt; element the renderer uses to display the scene to us.</div>
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editor/index.html

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<script src="js/Toolbar.js"></script>
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<script src="js/Viewport.js"></script>
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<script src="js/Viewport.Info.js"></script>
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<script src="js/Command.js"></script>
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<script src="js/commands/AddObjectCommand.js"></script>
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<script src="js/commands/RemoveObjectCommand.js"></script>
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signals.objectChanged.add( saveState );
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signals.objectRemoved.add( saveState );
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signals.materialChanged.add( saveState );
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signals.sceneBackgroundChanged.add( saveState );
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signals.sceneFogChanged.add( saveState );
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signals.sceneGraphChanged.add( saveState );
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signals.scriptChanged.add( saveState );
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signals.historyChanged.add( saveState );

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