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update links to []() format in JSdoc comments (#32132)
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examples/jsm/animation/CCDIKSolver.js

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const _matrix = new Matrix4();
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/**
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* This class solves the Inverse Kinematics Problem with a [CCD Algorithm]{@link https://web.archive.org/web/20221206080850/https://sites.google.com/site/auraliusproject/ccd-algorithm}.
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* This class solves the Inverse Kinematics Problem with a [CCD Algorithm](https://web.archive.org/web/20221206080850/https://sites.google.com/site/auraliusproject/ccd-algorithm).
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*
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* `CCDIKSolver` is designed to work with instances of {@link SkinnedMesh}.
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*

examples/jsm/controls/PointerLockControls.js

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const _PI_2 = Math.PI / 2;
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/**
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* The implementation of this class is based on the [Pointer Lock API]{@link https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API}.
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* The implementation of this class is based on the [Pointer Lock API](https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API).
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* `PointerLockControls` is a perfect choice for first person 3D games.
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*
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* ```js

examples/jsm/effects/AsciiEffect.js

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/**
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* A class that creates an ASCII effect.
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*
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* The ASCII generation is based on [jsascii]{@link https://github.com/hassadee/jsascii/blob/master/jsascii.js}.
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* The ASCII generation is based on [jsascii](https://github.com/hassadee/jsascii/blob/master/jsascii.js).
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*
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* @three_import import { AsciiEffect } from 'three/addons/effects/AsciiEffect.js';
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*/

examples/jsm/exporters/DRACOExporter.js

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/**
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* An exporter to compress geometry with the Draco library.
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*
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* [Draco]{@link https://google.github.io/draco/} is an open source library for compressing and
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* [Draco](https://google.github.io/draco/) is an open source library for compressing and
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* decompressing 3D meshes and point clouds. Compressed geometry can be significantly smaller,
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* at the cost of additional decoding time on the client device.
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*
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* Standalone Draco files have a `.drc` extension, and contain vertex positions,
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* normals, colors, and other attributes. Draco files *do not* contain materials,
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* textures, animation, or node hierarchies – to use these features, embed Draco geometry
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* inside of a glTF file. A normal glTF file can be converted to a Draco-compressed glTF file
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* using [glTF-Pipeline]{@link https://github.com/AnalyticalGraphicsInc/gltf-pipeline}.
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* using [glTF-Pipeline](https://github.com/AnalyticalGraphicsInc/gltf-pipeline).
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*
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* ```js
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* const exporter = new DRACOExporter();

examples/jsm/exporters/EXRExporter.js

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/**
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* An exporter for EXR.
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*
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* EXR ( Extended Dynamic Range) is an [open format specification]{@link https://github.com/AcademySoftwareFoundation/openexr}
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* EXR ( Extended Dynamic Range) is an [open format specification](https://github.com/AcademySoftwareFoundation/openexr)
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* for professional-grade image storage format of the motion picture industry. The purpose of
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* format is to accurately and efficiently represent high-dynamic-range scene-linear image data
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* and associated metadata. The library is widely used in host application software where accuracy

examples/jsm/exporters/GLTFExporter.js

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/**
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* An exporter for `glTF` 2.0.
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*
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* glTF (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/master/specification/2.0}
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* glTF (GL Transmission Format) is an [open format specification](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0)
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* for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
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* or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
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* data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
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* textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
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*
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* GLTFExporter supports the [glTF 2.0 extensions]{@link https://github.com/KhronosGroup/glTF/tree/master/extensions/}:
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* GLTFExporter supports the [glTF 2.0 extensions](https://github.com/KhronosGroup/glTF/tree/master/extensions/):
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*
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* - KHR_lights_punctual
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* - KHR_materials_clearcoat
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*
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* The following glTF 2.0 extension is supported by an external user plugin:
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*
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* - [KHR_materials_variants]{@link https://github.com/takahirox/three-gltf-extensions}
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* - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions)
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*
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* ```js
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* const exporter = new GLTFExporter();

examples/jsm/geometries/DecalGeometry.js

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* adding unique details to models, performing dynamic visual environmental changes or covering seams.
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*
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* Please not that decal projections can be distorted when used around corners. More information at
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* this GitHub issue: [Decal projections without distortions]{@link https://github.com/mrdoob/three.js/issues/21187}.
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* this GitHub issue: [Decal projections without distortions](https://github.com/mrdoob/three.js/issues/21187).
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*
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* Reference: [How to project decals]{@link http://blog.wolfire.com/2009/06/how-to-project-decals/}
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* Reference: [How to project decals](http://blog.wolfire.com/2009/06/how-to-project-decals/)
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*
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* ```js
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* const geometry = new DecalGeometry( mesh, position, orientation, size );

examples/jsm/geometries/ParametricGeometry.js

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/**
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* This class can be used to generate a geometry based on a parametric surface.
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*
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* Reference: [Mesh Generation with Python]{@link https://prideout.net/blog/old/blog/index.html@p=44.html}
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* Reference: [Mesh Generation with Python](https://prideout.net/blog/old/blog/index.html@p=44.html)
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*
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* ```js
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* const geometry = new THREE.ParametricGeometry( klein, 25, 25 );

examples/jsm/geometries/TeapotGeometry.js

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* Segments 'n' determines the number of triangles output. Total triangles = 32*2*n*n - 8*n
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* (degenerates at the top and bottom cusps are deleted).
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*
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* Code based on [SPD software]{@link http://tog.acm.org/resources/SPD/}
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* Created for the Udacity course [Interactive Rendering]{@link http://bit.ly/ericity}
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* Code based on [SPD software](http://tog.acm.org/resources/SPD/)
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* Created for the Udacity course [Interactive Rendering](http://bit.ly/ericity)
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*
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* ```js
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* const geometry = new TeapotGeometry( 50, 18 );

examples/jsm/geometries/TextGeometry.js

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*
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* See the {@link FontLoader} page for additional details.
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*
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* `TextGeometry` uses [typeface.json]{@link http://gero3.github.io/facetype.js/} generated fonts.
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* `TextGeometry` uses [typeface.json](http://gero3.github.io/facetype.js/) generated fonts.
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* Some existing fonts can be found located in `/examples/fonts`.
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*
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* ```js

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