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aardgoosemrdoob
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white space corrections and a few method tags (mrdoob#8994)
pedant mode on. camera, core and math dirs + a stray "]" in WebGLRenderer docs
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docs/api/cameras/Camera.html

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@@ -36,7 +36,7 @@ <h3>[property:Matrix4 projectionMatrix]</h3>
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<h2>Methods</h2>
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<h3>[method:Vector3 getWorldDirection]([page:Vector3 vector])</h3>
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<h3>[method:Vector3 getWorldDirection]( [page:Vector3 vector] )</h3>
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<div>
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vector — (optional)<br />
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<br />

docs/api/cameras/CubeCamera.html

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@@ -43,7 +43,7 @@ <h2>Examples</h2>
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<h2>Constructor</h2>
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<h3>[name]([page:number near], [page:number far], [page:number cubeResolution])</h3>
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<h3>[name]( [page:number near], [page:number far], [page:number cubeResolution] )</h3>
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<div>
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near -- The near clipping distance. <br />
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far -- The far clipping distance <br />
@@ -68,7 +68,7 @@ <h2>Methods</h2>
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<h3>[method:null updateCubeMap]([page:WebGLRenderer renderer], [page:Scene scene])</h3>
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<h3>[method:null updateCubeMap]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
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<div>
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renderer -- The current WebGL renderer <br />
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scene -- The current scene

docs/api/core/BufferAttribute.html

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@@ -15,7 +15,7 @@ <h1>[name]</h1>
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</div>
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<h2>Constructor</h2>
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<h3>[name]([page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized])</h3>
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<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized] )</h3>
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<div>
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Instantiates this attribute with data from the associated buffer.
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itemSize gives the number of values of the array that should be associated with a particular vertex. normalized indicates how the underlying data in the buffer maps to the values in the GLSL shader code.

docs/api/core/Object3D.html

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@@ -143,7 +143,7 @@ <h2>Methods</h2>
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<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
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<h3>[method:null applyMatrix]( [page:Matrix4 matrix])</h3>
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<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
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<div>
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matrix - matrix
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</div>
@@ -256,63 +256,63 @@ <h3>[method:Object3D clone]()</h3>
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</div>
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<h3>[method:Object3D getObjectByName]([page:String name])</h3>
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<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
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<div>
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name -- String to match to the children's Object3d.name property. <br />
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</div>
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<div>
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Searches through the object's children and returns the first with a matching name.
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</div>
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<h3>[method:Object3D getObjectById]([page:Integer id])</h3>
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<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
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<div>
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id -- Unique number of the object instance<br />
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</div>
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<div>
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Searches through the object's children and returns the first with a matching id.
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</div>
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<h3>[method:Vector3 getWorldPosition]([page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
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<div>
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optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
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</div>
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<div>
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Returns a vector representing the position of the object in world space.
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</div>
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<h3>[method:Quaternion getWorldQuaternion]([page:Quaternion optionalTarget])</h3>
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<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
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<div>
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optionalTarget — Optional target to set the result. Otherwise, a new `Quaternion` is instantiated. (optional)<br />
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</div>
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<div>
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Returns a quaternion representing the rotation of the object in world space.
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</div>
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<h3>[method:Euler getWorldRotation]([page:Euler optionalTarget])</h3>
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<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
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<div>
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optionalTarget — Optional target to set the result. Otherwise, a new `Euler` is instantiated. (optional)<br />
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</div>
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<div>
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Returns the euler angles representing the rotation of the object in world space.
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</div>
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<h3>[method:Vector3 getWorldScale]([page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
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<div>
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optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
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</div>
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<div>
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Returns a vector of the scaling factors applied to the object for each axis in world space.
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</div>
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<h3>[method:Vector3 getWorldDirection]([page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
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<div>
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optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
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</div>
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<div>
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Returns a vector representing the direction of object's positive z-axis in world space.
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</div>
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<h3>[method:Object3D translateOnAxis]([page:Vector3 axis], [page:Float distance])</h3>
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<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
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<div>
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axis -- A normalized vector in object space.<br />
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distance -- The distance to translate.
@@ -321,7 +321,7 @@ <h3>[method:Object3D translateOnAxis]([page:Vector3 axis], [page:Float distance]
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Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
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</div>
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<h3>[method:Object3D rotateOnAxis]([page:Vector3 axis], [page:Float angle])</h3>
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<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
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<div>
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axis -- A normalized vector in object space. <br />
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angle -- The angle in radians.
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Rotate an object along an axis in object space. The axis is assumed to be normalized.
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</div>
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333-
<h3>[method:Array raycast]([page:Raycaster raycaster], [page:Array intersects])</h3>
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<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
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<div>
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Abstract method to get intersections between a casted ray and this object. Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order to participate in raycasting.
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</div>

docs/api/math/Color.html

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@@ -89,7 +89,7 @@ <h3>[method:Color copy]( [page:Color color] ) [page:Color this]</h3>
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Copies given color.
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</div>
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<h3>[method:Color fromArray]([page:Array array], [page:Integer offset]) [page:Color this]</h3>
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<h3>[method:Color fromArray]( [page:Array array], [page:Integer offset] ) [page:Color this]</h3>
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<div>
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array -- [page:Array] [r, g, b] <br />
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offset -- [page:Integer] An optional offset into the array.
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Sets color from hsl
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</div>
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178-
<h3>.getHSL() [page:Object hsl]</h3>
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<h3>[method:Object getHSL]() [page:Object hsl]</h3>
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<div>
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Returns an object with properties h, s, and l.
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</div>
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Clones this color.
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<h3>[method:Array toArray]([page:Array array], [page:Integer offset]) [page:Color this]</h3>
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<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) [page:Color this]</h3>
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<div>
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array -- An optional array to store the color to. <br />
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offset -- An optional offset into the array.

docs/api/math/Euler.html

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@@ -92,7 +92,7 @@ <h3>[method:Euler reorder]( [page:String newOrder] ) [page:Euler this]</h3>
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WARNING: this discards revolution information.
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</div>
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<h3>[method:Euler setFromVector3]([page:Vector3 vector], [page:String order]) [page:Euler this]</h3>
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<h3>[method:Euler setFromVector3]( [page:Vector3 vector], [page:String order] ) [page:Euler this]</h3>
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<div>
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vector -- [page:Vector3].
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order -- [page:string] Order of axes, defaults to 'XYZ' (must be upper case)
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Returns the Euler's XYZ properties as a Vector3.
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</div>
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<h3>[method:Euler fromArray]([page:Array array]) [page:Euler this]</h3>
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<h3>[method:Euler fromArray]( [page:Array array] ) [page:Euler this]</h3>
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<div>
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array -- [page:Array] of length 3 or 4. array[3] is an optional order argument.
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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: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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<div>
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p0 -- [page:Plane] <br />
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p1 -- [page:Plane] <br />
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Sets the current frustum from the passed planes. No plane order is implicitely implied.
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</div>
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<h3>[method:Frustum copy]([page:Frustum frustum]) [page:Frustum this]</h3>
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<h3>[method:Frustum copy]( [page:Frustum frustum] ) [page:Frustum this]</h3>
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<div>
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frustum -- The frustum to copy
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</div>
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Copies the values of the passed frustum.
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</div>
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<h3>[method:Boolean containsPoint]([page:Vector3 point])</h3>
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<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
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<div>
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point -- [page:Vector3] to test
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</div>
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<div>
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Checks to see if the frustum contains the point.
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</div>
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<h3>[method:Boolean intersectsBox]([page:Box3 box])</h3>
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<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
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<div>
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box -- [page:Box3]
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</div>
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Check to see if the box intersects with the frustum.
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<h3>[method:Boolean intersectsSphere]([page:Sphere sphere])</h3>
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<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
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sphere -- [page:Sphere]
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docs/api/math/Line3.html

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<h2>Constructor</h2>
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<h3>[name]([page:Vector3 start], [page:Vector3 end])</h3>
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<h3>[name]( [page:Vector3 start], [page:Vector3 end] )</h3>
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start -- [page:Vector3] Start of the line segment<br />
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end -- [page:Vector3] End of the line segment
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<h3>[method:Line3 set]([page:Vector3 start], [page:Vector3 end])</h3>
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<h3>[method:Line3 set]( [page:Vector3 start], [page:Vector3 end] )</h3>
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<div>
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start -- [page:Vector3] <br />
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end -- [page:Vector3]
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Sets the start and end values by copying the provided vectors.
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<h3>[method:Line3 copy]([page:Line3 line])</h3>
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<h3>[method:Line3 copy]( [page:Line3 line] )</h3>
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<div>
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line -- [page:Line3]
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Return a new copy of this [page:Line3].
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</div>
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<h3>[method:Boolean equals]([page:Line3 line])</h3>
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<h3>[method:Boolean equals]( [page:Line3 line] )</h3>
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<div>
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line -- [page:Line3]
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</div>
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Returns the line segment's length squared.
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</div>
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<h3>[method:Line3 applyMatrix4]([page:Matrix4 matrix]) [page:Line3 this]</h3>
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<h3>[method:Line3 applyMatrix4]( [page:Matrix4 matrix] ) [page:Line3 this]</h3>
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<div>
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matrix -- [page:Matrix4]
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</div>
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<div>
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Apply a matrix transform to the line segment.
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<h3>[method:Vector at]([page:Float t], [page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector 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.
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Return a vector at a certain position along the line. When t = 0, it returns the start vector, and when t=1 it returns the end vector.
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</div>
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<h3>[method:Vector3 center]([page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector3 center]( [page:Vector3 optionalTarget] )</h3>
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<div>
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optionalTarget -- [page:Vector3] Optional target to set the result.
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<div>
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Return the center of the line segment.
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<h3>[method:Vector3 delta]([page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector3 delta]( [page:Vector3 optionalTarget] )</h3>
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<div>
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optionalTarget -- [page:Vector3] Optional target to set the result.
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Returns the delta vector of the line segment, or the end vector minus the start vector.
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<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Boolean clampToLine], [page:Vector3 optionalTarget])</h3>
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<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Boolean clampToLine], [page:Vector3 optionalTarget] )</h3>
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<div>
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point -- [page:Vector3] <br />
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clampToLine -- [page:Boolean] <br />
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Returns the closets point on the line. If clamp to line is true, then the returned value will be clamped to the line segment.
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<h3>[method:Float closestPointToPointParameter]([page:Vector3 point], [page:Boolean clampToLine])</h3>
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<h3>[method:Float closestPointToPointParameter]( [page:Vector3 point], [page:Boolean clampToLine] )</h3>
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point -- [page:Vector3] <br />
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clampToLine -- [page:Boolean]

docs/api/math/Math.html

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Random float from *- range / 2* to *range / 2* interval.
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</div>
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<h3>[method:Float degToRad]([page:Float degrees])</h3>
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<h3>[method:Float degToRad]( [page:Float degrees] )</h3>
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<div>
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degrees -- [page:Float]
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</div>
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<div>
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Converts degrees to radians.
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<h3>[method:Float radToDeg]([page:Float radians])</h3>
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<h3>[method:Float radToDeg]( [page:Float radians] )</h3>
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<div>
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radians -- [page:Float]
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</div>
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<div>
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Converts radians to degrees
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<h3>[method:Float smoothstep]([page:Float x], [page:Float min], [page:Float max])</h3>
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<h3>[method:Float smoothstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
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<div>
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x -- The value to evaluate based on its position between min and max. <br />
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min -- Any x value below min will be 0 <br />
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[link:http://en.wikipedia.org/wiki/Smoothstep Wikipedia]
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<h3>[method:Float smootherstep]([page:Float x], [page:Float min], [page:Float max])</h3>
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<h3>[method:Float smootherstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
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<div>
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x -- The value to evaluate based on its position between min and max. <br />
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min -- Any x value below min will be 0 <br />

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