Browse Source

Merge pull request #1163 from jbousquie/fix.API.DOC

API DOC ; fix some cosmetics in md parsing
David Catuhe 9 years ago
parent
commit
29c2b47bd8
3 changed files with 106 additions and 88 deletions
  1. 72 63
      src/Mesh/babylon.mesh.ts
  2. 28 19
      src/Mesh/babylon.meshBuilder.ts
  3. 6 6
      src/Particles/babylon.solidParticleSystem.ts

+ 72 - 63
src/Mesh/babylon.mesh.ts

@@ -120,11 +120,11 @@
 
         /**
          * @constructor
-         * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
-         * @param {Scene} scene - The scene to add this mesh to.
-         * @param {Node} parent - The parent of this mesh, if it has one
-         * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
-         * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
+         * @param {string} name The value used by scene.getMeshByName() to do a lookup.
+         * @param {Scene} scene The scene to add this mesh to.
+         * @param {Node} parent The parent of this mesh, if it has one
+         * @param {Mesh} source An optional Mesh from which geometry is shared, cloned.
+         * @param {boolean} doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
          *                  When false, achieved by calling a clone(), also passing False.
          *                  This will make creation of children, recursive.
          */
@@ -228,9 +228,9 @@
         /**
          * Add a mesh as LOD level triggered at the given distance.
          * tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
-         * @param {number} distance - the distance from the center of the object to show this level
-         * @param {Mesh} mesh - the mesh to be added as LOD level
-         * @return {Mesh} this mesh (for chaining)
+         * @param {number} distance The distance from the center of the object to show this level
+         * @param {Mesh} mesh The mesh to be added as LOD level
+         * @return {Mesh} This mesh (for chaining)
          */
         public addLODLevel(distance: number, mesh: Mesh): Mesh {
             if (mesh && mesh._masterMesh) {
@@ -268,8 +268,8 @@
         /**
          * Remove a mesh from the LOD array
          * tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
-         * @param {Mesh} mesh - the mesh to be removed.
-         * @return {Mesh} this mesh (for chaining)
+         * @param {Mesh} mesh The mesh to be removed.
+         * @return {Mesh} This mesh (for chaining)
          */
         public removeLODLevel(mesh: Mesh): Mesh {
 
@@ -326,7 +326,7 @@
             return this;
         }
         /**
-         * Returns the mesh internal `Geometry` object.  
+         * Returns the mesh internal Geometry object.  
          */
         public get geometry(): Geometry {
             return this._geometry;
@@ -368,7 +368,7 @@
         }
 
         /**
-         * Returns the mesh `VertexBuffer` object from the requested `kind` : positions, indices, normals, etc.
+         * Returns the mesh VertexBuffer object from the requested `kind` : positions, indices, normals, etc.
          * Returns `undefined` if the mesh has no geometry.   
          * Possible `kind` values :
          * - BABYLON.VertexBuffer.PositionKind
@@ -561,7 +561,7 @@
         }
 
         /**
-         * This method recomputes and sets a new `BoundingInfo` to the mesh unless it is locked.
+         * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
          * This means the mesh underlying bounding box and sphere are recomputed. 
          */
         public refreshBoundingInfo(): void {
@@ -624,12 +624,12 @@
 
         /**
          * Sets the vertex data of the mesh geometry for the requested `kind`.
-         * If the mesh has no geometry, a new `Geometry` object is set to the mesh and then passed this vertex data.  
+         * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.  
          * The `data` are either a numeric array either a Float32Array. 
-         * The parameter `updatable` is passed as is to the underlying `Geometry` object constructor (if initianilly none) or updater. 
+         * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater. 
          * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).  
-         * Note that a new underlying `VertexBuffer` object is created each call. 
-         * If the `kind` is the `PositionKind`, the mesh `BoundingInfo` is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed. 
+         * Note that a new underlying VertexBuffer object is created each call. 
+         * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed. 
          *
          * Possible `kind` values :
          * - BABYLON.VertexBuffer.PositionKind
@@ -663,8 +663,8 @@
          * Updates the existing vertex data of the mesh geometry for the requested `kind`.
          * If the mesh has no geometry, it is simply returned as it is.  
          * The `data` are either a numeric array either a Float32Array. 
-         * No new underlying `VertexBuffer` object is created. 
-         * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh `BoundingInfo` is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.  
+         * No new underlying VertexBuffer object is created. 
+         * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.  
          * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
          *
          * Possible `kind` values :
@@ -1068,7 +1068,7 @@
         }
 
         /**
-         * Returns an array populated with `ParticleSystem` objects whose the mesh is the emitter. 
+         * Returns an array populated with ParticleSystem objects whose the mesh is the emitter. 
          */
         public getEmittedParticleSystems(): ParticleSystem[] {
             var results = new Array<ParticleSystem>();
@@ -1083,7 +1083,7 @@
         }
 
         /**
-         * Returns an array populated with `ParticleSystem` objects whose the mesh or its children are the emitter.
+         * Returns an array populated with ParticleSystem objects whose the mesh or its children are the emitter.
          */
         public getHierarchyEmittedParticleSystems(): ParticleSystem[] {
             var results = new Array<ParticleSystem>();
@@ -1130,7 +1130,7 @@
         }
 
         /**
-         * Boolean, true is the mesh in the frustum defined by the `Plane` objects from the `frustumPlanes` array parameter.
+         * Boolean, true is the mesh in the frustum defined by the Plane objects from the `frustumPlanes` array parameter.
          */
         public isInFrustum(frustumPlanes: Plane[]): boolean {
             if (this.delayLoadState === Engine.DELAYLOADSTATE_LOADING) {
@@ -1277,7 +1277,7 @@
         }
 
         /**
-         * Returns a new `Mesh` object generated from the current mesh properties.
+         * Returns a new Mesh object generated from the current mesh properties.
          * This method must not get confused with createInstance().  
          * The parameter `name` is a string, the name given to the new mesh. 
          * The optional parameter `newParent` can be any `Node` object (default `null`).  
@@ -1599,7 +1599,7 @@
 
         // Instances
         /**
-         * Creates a new `InstancedMesh` object from the mesh model.
+         * Creates a new InstancedMesh object from the mesh model.
          * An instance shares the same properties and the same material than its model.
          * Only these properties of each instance can then be set individually :
          * - position
@@ -1608,7 +1608,7 @@
          * - setPivotMatrix
          * - scaling
          * tuto : http://doc.babylonjs.com/tutorials/How_to_use_Instances
-         * Warning : this method is not supported for `Line` mesh and `LineSystem`
+         * Warning : this method is not supported for Line mesh and LineSystem
          */
         public createInstance(name: string): InstancedMesh {
             return new InstancedMesh(name, this);
@@ -1686,7 +1686,7 @@
 
         // Statics
         /**
-         * Returns a new `Mesh` object what is a deep copy of the passed mesh. 
+         * Returns a new Mesh object what is a deep copy of the passed mesh. 
          * The parameter `parsedMesh` is the mesh to be copied.
          * The parameter `rootUrl` is a string, it's the root URL to prefix the `delayLoadingFile` property with
          */
@@ -1898,7 +1898,7 @@
 
         /**
          * Creates a ribbon mesh.   
-         * Please consider using the same method from the `MeshBuilder` class instead.   
+         * Please consider using the same method from the MeshBuilder class instead.   
          * The ribbon is a parametric shape :  http://doc.babylonjs.com/tutorials/Parametric_Shapes.  It has no predefined shape. Its final shape will depend on the input parameters.    
          *
          * Please read this full tutorial to understand how to design a ribbon : http://doc.babylonjs.com/tutorials/Ribbon_Tutorial    
@@ -1925,7 +1925,7 @@
         }
         /**
          * Creates a plane polygonal mesh.  By default, this is a disc.   
-         * Please consider using the same method from the `MeshBuilder` class instead.   
+         * Please consider using the same method from the MeshBuilder class instead.   
          * The parameter `radius` sets the radius size (float) of the polygon (default 0.5).  
          * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc.  
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
@@ -1944,7 +1944,7 @@
         }
         /**
          * Creates a box mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.   
+         * Please consider using the same method from the MeshBuilder class instead.   
          * The parameter `size` sets the size (float) of each box side (default 1).  
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
          * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
@@ -1961,7 +1961,7 @@
         }
         /**
          * Creates a sphere mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.   
+         * Please consider using the same method from the MeshBuilder class instead.   
          * The parameter `diameter` sets the diameter size (float) of the sphere (default 1).  
          * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32).  
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
@@ -1983,7 +1983,7 @@
 
         /**
          * Creates a cylinder or a cone mesh.   
-         * Please consider using the same method from the `MeshBuilder` class instead.   
+         * Please consider using the same method from the MeshBuilder class instead.   
          * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).  
          * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).  
          * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.  
@@ -2019,7 +2019,7 @@
         // Torus  (Code from SharpDX.org)
         /**
          * Creates a torus mesh.   
-         * Please consider using the same method from the `MeshBuilder` class instead.      
+         * Please consider using the same method from the MeshBuilder class instead.      
          * The parameter `diameter` sets the diameter size (float) of the torus (default 1).  
          * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5).  
          * The parameter `tessellation` sets the number of torus sides (postive integer, default 16).  
@@ -2040,7 +2040,7 @@
         }
         /**
          * Creates a torus knot mesh.   
-         * Please consider using the same method from the `MeshBuilder` class instead.     
+         * Please consider using the same method from the MeshBuilder class instead.     
          * The parameter `radius` sets the global radius size (float) of the torus knot (default 2).  
          * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32).  
          * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32).  
@@ -2066,7 +2066,7 @@
 
         /**
          * Creates a line mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.     
+         * Please consider using the same method from the MeshBuilder class instead.     
          * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.  
          * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.  
          * The parameter `points` is an array successive Vector3.   
@@ -2085,7 +2085,7 @@
 
         /**
          * Creates a dashed line mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.  
          * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.  
          * The parameter `points` is an array successive Vector3.  
@@ -2110,7 +2110,7 @@
         /**
          * Creates an extruded shape mesh.    
          * The extrusion is a parametric shape :  http://doc.babylonjs.com/tutorials/Parametric_Shapes.  It has no predefined shape. Its final shape will depend on the input parameters.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          *
          * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion     
          * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
@@ -2142,7 +2142,7 @@
         /**
          * Creates an custom extruded shape mesh.    
          * The custom extrusion is a parametric shape :  http://doc.babylonjs.com/tutorials/Parametric_Shapes.  It has no predefined shape. Its final shape will depend on the input parameters.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          *
          * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion     
          * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
@@ -2150,15 +2150,19 @@
          * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.      
          * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path 
          * and the distance of this point from the begining of the path : 
-         * ```rotationFunction = function(i, distance) {
-         *  // do things
-         *  return rotationValue; }```  
+         * ```javascript
+         * var rotationFunction = function(i, distance) {
+         *     // do things
+         *     return rotationValue; }
+         * ```  
          * It must returns a float value that will be the rotation in radians applied to the shape on each path point.      
          * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path 
          * and the distance of this point from the begining of the path : 
-         * ````scaleFunction = function(i, distance) {
-         *   // do things
-         *  return scaleValue;}```  
+         * ```javascript
+         * var scaleFunction = function(i, distance) {
+         *     // do things
+         *    return scaleValue;}
+         * ```  
          * It must returns a float value that will be the scale value applied to the shape on each path point.   
          * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`.  
          * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`.
@@ -2189,7 +2193,7 @@
         /**
          * Creates lathe mesh.  
          * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.      
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          *
          * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be
          * rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero.    
@@ -2213,7 +2217,7 @@
 
         /**
          * Creates a plane mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * The parameter `size` sets the size (float) of both sides of the plane at once (default 1).  
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
          * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
@@ -2232,7 +2236,7 @@
         }
         /**
          * Creates a ground mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground.    
          * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side.       
          * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.  
@@ -2249,7 +2253,7 @@
         }
         /**
          * Creates a tiled ground mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates.     
          * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates.   
          * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the
@@ -2274,15 +2278,18 @@
         /**
          * Creates a ground mesh from a height map.    
          * tuto : http://doc.babylonjs.com/tutorials/14._Height_Map   
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * The parameter `url` sets the URL of the height map image resource.  
          * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.     
          * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.  
          * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.     
          * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.   
          * The parameter `onReady` is a javascript callback function that will be called  once the mesh is just built (the height map download can last some time).  
-         * This function is passed the newly built mesh : ```function(mesh) { // do things
-         * return; }```
+         * This function is passed the newly built mesh : 
+         * ```javascript
+         * function(mesh) { // do things
+         *     return; }
+         * ```
          * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.  
          */
         public static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void): GroundMesh {
@@ -2302,16 +2309,18 @@
          * Creates a tube mesh.    
          * The tube is a parametric shape :  http://doc.babylonjs.com/tutorials/Parametric_Shapes.  It has no predefined shape. Its final shape will depend on the input parameters.    
          *
-         * Please consider using the same method from the `MeshBuilder` class instead.    
-         * The parameter `path` is a required array of successive `Vector3`. It is the curve used as the axis of the tube.        
+         * Please consider using the same method from the MeshBuilder class instead.    
+         * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube.        
          * The parameter `radius` (positive float, default 1) sets the tube radius size.    
          * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface.  
          * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`. 
          * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. 
          * It must return a radius value (positive float) : 
-         * ```var radiusFunction = function(i, distance) {
-         *   // do things
-         *   return radius; }```
+         * ```javascript
+         * var radiusFunction = function(i, distance) {
+         *     // do things
+         *     return radius; }
+         * ```
          * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL         
          * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube    
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
@@ -2335,14 +2344,14 @@
         /**
          * Creates a polyhedron mesh.  
          * 
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial
          *  to choose the wanted type.  
          * The parameter `size` (positive float, default 1) sets the polygon size.  
          * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value).  
          * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`.  
          * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron    
-         * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (`Color4`, default `(1, 1, 1, 1)`) and faceUV (`Vector4`, default `(0, 0, 1, 1)`). 
+         * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`). 
          * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors  
          * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored.    
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
@@ -2354,7 +2363,7 @@
         }
         /**
          * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided.   
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * The parameter `radius` sets the radius size (float) of the icosphere (default 1).  
          * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`).  
          * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.    
@@ -2369,11 +2378,11 @@
 
         /**
          * Creates a decal mesh.  
-         * Please consider using the same method from the `MeshBuilder` class instead.    
+         * Please consider using the same method from the MeshBuilder class instead.    
          * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal.  
-         * The parameter `position` (`Vector3`, default `(0, 0, 0)`) sets the position of the decal in World coordinates.  
-         * The parameter `normal` (`Vector3`, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates.  
-         * The parameter `size` (`Vector3`, default `(1, 1, 1)`) sets the decal scaling.  
+         * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates.  
+         * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates.  
+         * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling.  
          * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal.  
          */
         public static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh {
@@ -2524,7 +2533,7 @@
         // Tools
         /**
          * Returns an object `{min: Vector3, max: Vector3}`
-         * This min and max `Vector3` are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
+         * This min and max Vector3 are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
          */
         public static MinMax(meshes: AbstractMesh[]): { min: Vector3; max: Vector3 } {
             var minVector: Vector3 = null;

+ 28 - 19
src/Mesh/babylon.meshBuilder.ts

@@ -5,7 +5,7 @@
          * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box  
          * The parameter `size` sets the size (float) of each box side (default 1).  
          * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value than `size`).  
-         * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 `Color3` elements) and `faceUV` (an array of 6 `Vector4` elements).
+         * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements).
          * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors  
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
          * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
@@ -195,7 +195,7 @@
          * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.  
          * The parameter `enclose`  (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.  
          * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.   
-         * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n `Color3` elements) and `faceUV` (an array of n `Vector4` elements).   
+         * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).   
          * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3   
          * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7   
          * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17    
@@ -426,15 +426,19 @@
          * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.      
          * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path 
          * and the distance of this point from the begining of the path : 
-         * ```rotationFunction = function(i, distance) {
-         *  // do things
-         *  return rotationValue; }```  
+         * ```javascript
+         * var rotationFunction = function(i, distance) {
+         *     // do things
+         *     return rotationValue; }
+         * ```  
          * It must returns a float value that will be the rotation in radians applied to the shape on each path point.      
          * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path 
          * and the distance of this point from the begining of the path : 
-         * ````scaleFunction = function(i, distance) {
-         *   // do things
-         *  return scaleValue;}```  
+         * ```javascript
+         * var scaleFunction = function(i, distance) {
+         *     // do things
+         *     return scaleValue;}
+         * ```  
          * It must returns a float value that will be the scale value applied to the shape on each path point.   
          * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`.  
          * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`.
@@ -519,7 +523,7 @@
          * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane  
          * The parameter `size` sets the size (float) of both sides of the plane at once (default 1).  
          * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value than `size`).
-         * The parameter `sourcePlane` is a `Plane` instance. It builds a mesh plane from a Math plane.    
+         * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane.    
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
          * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
          * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.  
@@ -601,8 +605,11 @@
          * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.     
          * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.   
          * The parameter `onReady` is a javascript callback function that will be called  once the mesh is just built (the height map download can last some time).  
-         * This function is passed the newly built mesh : ```function(mesh) { // do things
-         * return; }```
+         * This function is passed the newly built mesh : 
+         * ```javascript
+         * function(mesh) { // do things
+         *     return; }
+         * ```
          * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.  
          */
         public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Scene): GroundMesh {
@@ -666,15 +673,17 @@
          * The tube is a parametric shape :  http://doc.babylonjs.com/tutorials/Parametric_Shapes.  It has no predefined shape. Its final shape will depend on the input parameters.    
          *
          * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube     
-         * The parameter `path` is a required array of successive `Vector3`. It is the curve used as the axis of the tube.        
+         * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube.        
          * The parameter `radius` (positive float, default 1) sets the tube radius size.    
          * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface.  
          * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`. 
          * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. 
          * It must return a radius value (positive float) : 
-         * ```var radiusFunction = function(i, distance) {
-         *   // do things
-         *   return radius; }```
+         * ```javascript
+         * var radiusFunction = function(i, distance) {
+         *     // do things
+         *     return radius; }
+         * ```
          * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc.  
          * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL         
          * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube    
@@ -792,7 +801,7 @@
          * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value).  
          * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`.  
          * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron    
-         * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (`Color4`, default `(1, 1, 1, 1)`) and faceUV (`Vector4`, default `(0, 0, 1, 1)`). 
+         * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`). 
          * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors  
          * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored.    
          * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
@@ -813,9 +822,9 @@
          * Creates a decal mesh.  
          * tuto : http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#decals  
          * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal.  
-         * The parameter `position` (`Vector3`, default `(0, 0, 0)`) sets the position of the decal in World coordinates.  
-         * The parameter `normal` (`Vector3`, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates.  
-         * The parameter `size` (`Vector3`, default `(1, 1, 1)`) sets the decal scaling.  
+         * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates.  
+         * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates.  
+         * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling.  
          * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal.  
          */
         public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {

+ 6 - 6
src/Particles/babylon.solidParticleSystem.ts

@@ -108,7 +108,7 @@
         * Creates a SPS (Solid Particle System) object.
         * `name` (String) is the SPS name, this will be the underlying mesh name.  
         * `scene` (Scene) is the scene in which the SPS is added.  
-        * `updatableè (default true) : if the SPS must be updatable or immutable.  
+        * `updatable` (default true) : if the SPS must be updatable or immutable.  
         * `isPickable` (default false) : if the solid particles must be pickable.  
         */
         constructor(name: string, scene: Scene, options?: { updatable?: boolean; isPickable?: boolean }) {
@@ -174,7 +174,7 @@
         * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.  
         * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
         * Thus the particles generated from `digest()` have their property `position` set yet.  
-        * `mesh` (`Mesh`) is the mesh to be digested  
+        * `mesh` ( Mesh ) is the mesh to be digested  
         * `facetNb` (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
         * `delta` (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
         * `number` (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
@@ -383,7 +383,7 @@
         /**
         * Adds some particles to the SPS from the model shape. Returns the shape id.   
         * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
-        * `mesh` is any `Mesh` object that will be used as a model for the solid particles.
+        * `mesh` is any Mesh object that will be used as a model for the solid particles.
         * `nb` (positive integer) the number of particles to be created from this model
         * `positionFunction` is an optional javascript function to called for each particle on SPS creation. 
         * `vertexFunction` is an optional javascript function to called for each vertex of each particle on SPS creation
@@ -481,9 +481,9 @@
         *  Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
         *  This method calls `updateParticle()` for each particle of the SPS.
         *  For an animated SPS, it is usually called within the render loop.
-        * @param start (default 0) the particle index in the particle array where to start to compute the particle property values
-        * @param end (default nbParticle - 1)  the particle index in the particle array where to stop to compute the particle property values
-        * @param update (default true) if the mesh must be finally updated on this call after all the particle computations.
+        * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
+        * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
+        * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
         */
         public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): void {
             if (!this._updatable) {