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Merge pull request #4166 from BabylonJSGuide/master

Update Links for API
David Catuhe 7 vuotta sitten
vanhempi
commit
62f763af9c
4 muutettua tiedostoa jossa 949 lisäystä ja 949 poistoa
  1. 900 900
      Playground/babylon.d.txt
  2. 18 18
      src/Mesh/babylon.mesh.ts
  3. 27 27
      src/Mesh/babylon.meshBuilder.ts
  4. 4 4
      what's new.md

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 900 - 900
Playground/babylon.d.txt


+ 18 - 18
src/Mesh/babylon.mesh.ts

@@ -1558,7 +1558,7 @@
          * Modifies the mesh geometry according to the passed transformation matrix.  
          * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable. 
          * The mesh normals are modified accordingly the same transformation.  
-         * tuto : http://doc.babylonjs.com/tutorials/How_Rotations_and_Translations_Work#baking-transform  
+         * tuto : http://doc.babylonjs.com/resources/baking_transformations  
          * Note that, under the hood, this method sets a new VertexBuffer each call.  
          * Returns the Mesh.  
          */
@@ -2565,7 +2565,7 @@
          * It's the offset to join together the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.    
          * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon   
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean = false, closePath: boolean, offset: number, scene?: Scene, updatable: boolean = false, sideOrientation?: number, instance?: Mesh): Mesh {
@@ -2585,7 +2585,7 @@
          * 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  
-         * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateDisc(name: string, radius: number, tessellation: number, scene: Nullable<Scene> = null, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2603,7 +2603,7 @@
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateBox(name: string, size: number, scene: Nullable<Scene> = null, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2621,7 +2621,7 @@
          * 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  
-         * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2646,7 +2646,7 @@
          * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
          * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh {
@@ -2680,7 +2680,7 @@
          * 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).  
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2702,7 +2702,7 @@
          * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32).  
          * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3).    
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2803,7 +2803,7 @@
          * 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 read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion     
+         * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes     
          * 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
          * extruded along the Z axis.    
          * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.      
@@ -2813,7 +2813,7 @@
          * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape  
          * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.       
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene: Nullable<Scene> = null, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {
@@ -2835,7 +2835,7 @@
          * 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 read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion     
+         * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes     
          * 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
          * extruded along the Z axis.    
          * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.      
@@ -2861,7 +2861,7 @@
          * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape  
          * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.       
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {
@@ -2890,7 +2890,7 @@
          * The parameter `radius` (positive float, default 1) is the radius value of the lathe.        
          * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe.      
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2910,7 +2910,7 @@
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh {
@@ -2967,7 +2967,7 @@
         }
         /**
          * Creates a ground mesh from a height map.    
-         * tuto : http://doc.babylonjs.com/tutorials/14._Height_Map   
+         * tuto : http://doc.babylonjs.com/babylon101/height_map   
          * 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.     
@@ -3013,7 +3013,7 @@
          * 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  
-         * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: { (i: number, distance: number): number; }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh {
@@ -3043,7 +3043,7 @@
          * 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  
-         * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.   
          */
         public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number }, scene: Scene): Mesh {
@@ -3057,7 +3057,7 @@
          * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.    
          * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface.  
          * 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    
+         * Detail here : http://doc.babylonjs.com/babylon101/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.  
          */
         public static CreateIcoSphere(name: string, options: { radius?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, updatable?: boolean }, scene: Scene): Mesh {

+ 27 - 27
src/Mesh/babylon.meshBuilder.ts

@@ -22,7 +22,7 @@
          * * 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  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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
          * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box  
          * @param name defines the name of the mesh
@@ -51,7 +51,7 @@
          * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio  
          * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation  
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
@@ -78,13 +78,13 @@
          * * 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 create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio  
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the plane polygonal mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#disc 
+         * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon 
          */
         public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {
             var disc = new Mesh(name, scene);
@@ -106,13 +106,13 @@
          * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
          * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the icosahedron mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#icosphere   
+         * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere   
          */
         public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Scene): Mesh {
             var sphere = new Mesh(name, scene);
@@ -136,7 +136,7 @@
          * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
          * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon   
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation    
          * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
          * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
          * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
@@ -299,7 +299,7 @@
          * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.    
          * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379  
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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.  
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
@@ -326,7 +326,7 @@
          * * 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)
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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.  
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
@@ -354,7 +354,7 @@
          * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
          * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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.  
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
@@ -386,7 +386,7 @@
          * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
          * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
          * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem  
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system  
          * @param name defines the name of the new line system
          * @param options defines the options used to create the line system
          * @param scene defines the hosting scene
@@ -448,7 +448,7 @@
          * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
          * * When updating an instance, remember that only point positions can change, not the number of points
          * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
          * @param name defines the name of the new line system
          * @param options defines the options used to create the line system
          * @param scene defines the hosting scene
@@ -475,7 +475,7 @@
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the dashed line mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#dashed-lines
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
          */
         public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh }, scene: Nullable<Scene> = null): LinesMesh {
             var points = options.points;
@@ -547,7 +547,7 @@
          * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape  
          * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.       
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation    
          * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.  
          * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.  
          * @param name defines the name of the mesh
@@ -555,8 +555,8 @@
          * @param scene defines the hosting scene
          * @returns the extruded shape mesh
          * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
-         * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion     
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#extruded-shapes
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes     
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
          */
         public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable<Scene> = null): Mesh {
             var path = options.path;
@@ -587,16 +587,16 @@
          * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape  
          * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation   
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation   
          * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
          * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the custom extruded shape mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#custom-extruded-shapes
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
          * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
-         * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
          */
         public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?: any, rotationFunction?: any, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Scene): Mesh {
             var path = options.path;
@@ -623,14 +623,14 @@
          * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "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          
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation    
          * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
          * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the lathe mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lathe 
+         * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe 
          */
         public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, cap?: number, invertUV?: boolean }, scene: Scene): Mesh {
             var arc: number = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
@@ -678,7 +678,7 @@
          * * 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
          * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
@@ -778,7 +778,7 @@
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the ground mesh
-         * @see http://doc.babylonjs.com/tutorials/14._Height_Map   
+         * @see http://doc.babylonjs.com/babylon101/height_map   
          * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
          */
         public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, colorFilter?: Color3, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Scene): GroundMesh {
@@ -919,7 +919,7 @@
          * * 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  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation  
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation  
          * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
          * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
          * @param name defines the name of the mesh
@@ -1051,13 +1051,13 @@
          * * 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  
-         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation    
+         * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/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
          * @param name defines the name of the mesh
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the polyhedron mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#polyhedron
+         * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
          */
         public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Scene): Mesh {
             var polyhedron = new Mesh(name, scene);
@@ -1084,7 +1084,7 @@
          * @param options defines the options used to create the mesh
          * @param scene defines the hosting scene
          * @returns the decal mesh
-         * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#decals
+         * @see http://doc.babylonjs.com/how_to/decals
          */
         public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {
             var indices = <IndicesArray>sourceMesh.getIndices();

+ 4 - 4
what's new.md

@@ -5,7 +5,7 @@
 - Added VRExperienceHelper to create WebVR experience with 2 lines of code. [Documentation](http://doc.babylonjs.com/how_to/webvr_helper) ([davrous](https://github.com/davrous), [TrevorDev](https://github.com/TrevorDev))
 - Added BackgroundMaterial. [Documentation](https://doc.babylonjs.com/how_to/backgroundmaterial) ([sebavan](https://github.com/sebavan))
 - Added EnvironmentHelper. [Documentation](https://doc.babylonjs.com/babylon101/environment#skybox-and-ground) ([sebavan](https://github.com/sebavan))
-- Added support for webgl context lost and restored events. [Documentation](http://doc.babylonjs.com/tutorials/optimizing_your_scene#handling-webgl-context-lost) ([deltakosh](https://github.com/deltakosh))
+- Added support for webgl context lost and restored events. [Documentation](http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost) ([deltakosh](https://github.com/deltakosh))
 - Added support for non-pow2 textures when in WebGL2 mode ([deltakosh](https://github.com/deltakosh))
 - Engine can now be initialized with an existing webgl context ([deltakosh](https://github.com/deltakosh))
 - Introduced behaviors. [Documentation](http://doc.babylonjs.com/overviews/behaviors) ([deltakosh](https://github.com/deltakosh))
@@ -16,10 +16,10 @@
   - Bouncing ([deltakosh](https://github.com/deltakosh))
 - New InputText for Babylon.GUI. [Documentation](http://doc.babylonjs.com/overviews/gui#inputtext) ([deltakosh](https://github.com/deltakosh))
 - New VirtualKeyboard for Babylon.GUI. [Documentation](http://doc.babylonjs.com/overviews/gui#virtualkeyboard) ([deltakosh](https://github.com/deltakosh) / [adam](https://github.com/abow))
-- Added support for depth pre-pass rendering. [Documentation](http://doc.babylonjs.com/tutorials/transparency_and_how_meshes_are_rendered#depth-pre-pass-meshes) ([deltakosh](https://github.com/deltakosh))
-- Added support for `material.separateCullingPass`. [Documentation](http://doc.babylonjs.com/tutorials/transparency_and_how_meshes_are_rendered#things-to-do-and-not-to-do) ([sebavan](https://github.com/sebavan))
+- Added support for depth pre-pass rendering. [Documentation](http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#depth-pre-pass-meshes) ([deltakosh](https://github.com/deltakosh))
+- Added support for `material.separateCullingPass`. [Documentation](http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#things-to-do-and-not-to-do) ([sebavan](https://github.com/sebavan))
 - Added support for Windows Motion Controllers ([Lewis Weaver](https://github.com/leweaver))
-- Added support for Particle animation in ParticleSystem. [Documentation](http://doc.babylonjs.com/tutorials/particles#particle-animation) ([Ibraheem Osama](https://github.com/IbraheemOsama))
+- Added support for Particle animation in ParticleSystem. [Documentation](http://doc.babylonjs.com/how_to/animate) ([Ibraheem Osama](https://github.com/IbraheemOsama))
 - More robust TypeScript code with *strictNullChecks*, *noImplicitAny*, *noImplicitThis* and *noImplicitReturns* compiler options ([deltakosh](https://github.com/deltakosh) and [RaananW](https://github.com/RaananW))
 - Introduced `NullEngine` which can be used to use Babylon.js in headless mode. [Documentation](http://doc.babylonjs.com/generals/nullengine) ([deltakosh](https://github.com/deltakosh))
 - New instrumentations tools. [Documentation](http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation) ([deltakosh](https://github.com/deltakosh))