@@ -1476,13 +1476,21 @@ function Scene3D(canvasOrContext){
14761476Scene3D . prototype . getContext = function ( ) {
14771477 return this . context ;
14781478}
1479- /** @const No face culling. */
1479+ /** No face culling.
1480+ @const */
14801481Scene3D . NONE = 0 ;
1481- /** @const Back side of a triangle. By default, triangles with clockwise winding are back-facing. */
1482+ /** Back side of a triangle. By default, triangles with clockwise winding are back-facing.
1483+ @const */
14821484Scene3D . BACK = 1 ;
1483- /** @const Front side of a triangle. By default, triangles with counterclockwise winding are front-facing. */
1485+ /**
1486+ Front side of a triangle. By default, triangles with counterclockwise winding are front-facing.
1487+ @const
1488+ */
14841489Scene3D . FRONT = 2 ;
1485- /** @const Back and front sides of a triangle. */
1490+ /**
1491+ Back and front sides of a triangle.
1492+ @const
1493+ */
14861494Scene3D . FRONT_AND_BACK = 3 ;
14871495/**
14881496* Counterclockwise winding. A triangle has counterclockwise winding if
@@ -2017,9 +2025,10 @@ Scene3D.prototype.removeShape=function(shape){
20172025 return this ;
20182026}
20192027/**
2020- *
2028+ * Sets a light source in this scene to a directional light.
20212029 * @param {number } index Zero-based index of the light to set. The first
2022- * light has index 0, the second has index 1, and so on.
2030+ * light has index 0, the second has index 1, and so on. Will be created
2031+ * if the light doesn't exist.
20232032 * @param {Array<number> } position A 3-element vector giving the direction of the light, along the X, Y, and Z
20242033 * axes, respectively. May be null, in which case the default
20252034 * is (0, 0, 1).
@@ -2039,9 +2048,12 @@ Scene3D.prototype.setDirectionalLight=function(index,position,diffuse,specular){
20392048 return this ;
20402049}
20412050/**
2042- * Not documented yet.
2043- * @param {* } index
2044- * @param {* } params
2051+ * Sets parameters for a light in this scene.
2052+ * @param {number } index Zero-based index of the light to set. The first
2053+ * light has index 0, the second has index 1, and so on. Will be created
2054+ * if the light doesn't exist.
2055+ * @param {object } params An object as described in {@link glutil.LightSource.setParams}.
2056+ * @return {glutil.Scene3D } This object.
20452057 */
20462058Scene3D . prototype . setLightParams = function ( index , params ) {
20472059 this . lightSource . setParams ( index , params ) ;
@@ -2069,7 +2081,7 @@ Scene3D.prototype.setAmbient=function(r,g,b,a){
20692081}
20702082
20712083/**
2072- *
2084+ * Sets a light source in this scene to a point light
20732085 * @param {number } index Zero-based index of the light to set. The first
20742086 * light has index 0, the second has index 1, and so on.
20752087 * @param {Array<number> } position
@@ -2269,13 +2281,16 @@ ShapeGroup.prototype.addShape=function(shape){
22692281 return this ;
22702282}
22712283/**
2272- * Not documented yet.
2284+ * Gets a reference to the transform used by this shape group object.
2285+ * @return {glutil.Transform }
22732286 */
22742287ShapeGroup . prototype . getTransform = function ( ) {
22752288 return this . transform ;
22762289}
22772290/**
2278- * Not documented yet.
2291+ * Gets a copy of the transformation needed to transform
2292+ * this shape group's coordinates to world coordinates.
2293+ * @return {glutil.Transform } A 4x4 matrix.
22792294 */
22802295ShapeGroup . prototype . getMatrix = function ( ) {
22812296 var xform = this . getTransform ( ) ;
@@ -2303,7 +2318,8 @@ ShapeGroup.prototype.setTransform=function(transform){
23032318 return this ;
23042319}
23052320/**
2306- * Not documented yet.
2321+ * Gets the number of vertices composed by this all shapes in this shape group.
2322+ * @return {number }
23072323 */
23082324ShapeGroup . prototype . vertexCount = function ( ) {
23092325 var c = 0 ;
@@ -2313,7 +2329,9 @@ ShapeGroup.prototype.vertexCount=function(){
23132329 return c ;
23142330}
23152331/**
2316- * Not documented yet.
2332+ * Gets the number of primitives (triangles, lines,
2333+ * and points) composed by all shapes in this shape group.
2334+ * @return {number }
23172335 */
23182336ShapeGroup . prototype . primitiveCount = function ( ) {
23192337 var c = 0 ;
@@ -2323,7 +2341,9 @@ ShapeGroup.prototype.primitiveCount=function(){
23232341 return c ;
23242342}
23252343/**
2326- * Not documented yet.
2344+ * Gets the number of vertices composed by
2345+ * all shapes in this scene.
2346+ * @return {number }
23272347 */
23282348Scene3D . prototype . vertexCount = function ( ) {
23292349 var c = 0 ;
@@ -2333,7 +2353,9 @@ Scene3D.prototype.vertexCount=function(){
23332353 return c ;
23342354}
23352355/**
2336- * Not documented yet.
2356+ * Gets the number of primitives (triangles, lines,
2357+ * and points) composed by all shapes in this scene.
2358+ * @return {number }
23372359 */
23382360Scene3D . prototype . primitiveCount = function ( ) {
23392361 var c = 0 ;
@@ -2399,13 +2421,17 @@ function Shape(mesh){
23992421 this . parent = null ;
24002422}
24012423/**
2402- * Not documented yet.
2424+ * Gets the number of vertices composed by
2425+ * all shapes in this scene.
2426+ * @return {number }
24032427 */
24042428Shape . prototype . vertexCount = function ( ) {
24052429 return ( this . bufferedMesh ) ? this . bufferedMesh . vertexCount ( ) : 0 ;
24062430}
24072431/**
2408- * Not documented yet.
2432+ * Gets the number of primitives (triangles, lines,
2433+ * and points) composed by all shapes in this scene.
2434+ * @return {number }
24092435 */
24102436Shape . prototype . primitiveCount = function ( ) {
24112437 return ( this . bufferedMesh ) ? this . bufferedMesh . primitiveCount ( ) : 0 ;
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