diff --git a/types/three/src/core/BufferGeometry.d.ts b/types/three/src/core/BufferGeometry.d.ts index 3632cfbdb..21e2170c2 100644 --- a/types/three/src/core/BufferGeometry.d.ts +++ b/types/three/src/core/BufferGeometry.d.ts @@ -333,14 +333,16 @@ export class BufferGeometry< setFromPoints(points: Vector3[] | Vector2[]): this; /** - * Computes bounding box of the geometry, updating {@link boundingBox | .boundingBox} attribute. - * @remarks Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`. + * Computes the bounding box of the geometry, and updates the {@link .boundingBox} attribute. The bounding box is + * not computed by the engine; it must be computed by your app. You may need to recompute the bounding box if the + * geometry vertices are modified. */ computeBoundingBox(): void; /** - * Computes bounding sphere of the geometry, updating {@link boundingSphere | .boundingSphere} attribute. - * @remarks bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`. + * Computes the bounding sphere of the geometry, and updates the {@link .boundingSphere} attribute. The engine + * automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. You + * may need to recompute the bounding sphere if the geometry vertices are modified. */ computeBoundingSphere(): void; diff --git a/types/three/src/objects/InstancedMesh.d.ts b/types/three/src/objects/InstancedMesh.d.ts index 7ac790434..84acece1f 100644 --- a/types/three/src/objects/InstancedMesh.d.ts +++ b/types/three/src/objects/InstancedMesh.d.ts @@ -90,14 +90,16 @@ export class InstancedMesh< morphTexture: DataTexture | null; /** - * Computes bounding box of the all instances, updating {@link boundingBox | .boundingBox} attribute. - * @remarks Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`. + * Computes the bounding box of the instanced mesh, and updates the {@link .boundingBox} attribute. The bounding box + * is not computed by the engine; it must be computed by your app. You may need to recompute the bounding box if an + * instance is transformed via {@link .setMatrixAt()}. */ computeBoundingBox(): void; /** - * Computes bounding sphere of the all instances, updating {@link boundingSphere | .boundingSphere} attribute. - * @remarks bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`. + * Computes the bounding sphere of the instanced mesh, and updates the {@link .boundingSphere} attribute. The engine + * automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. You + * may need to recompute the bounding sphere if an instance is transformed via [page:.setMatrixAt](). */ computeBoundingSphere(): void; diff --git a/types/three/src/objects/SkinnedMesh.d.ts b/types/three/src/objects/SkinnedMesh.d.ts index 8e0288a72..a0476c75a 100644 --- a/types/three/src/objects/SkinnedMesh.d.ts +++ b/types/three/src/objects/SkinnedMesh.d.ts @@ -117,19 +117,16 @@ export class SkinnedMesh< bind(skeleton: Skeleton, bindMatrix?: Matrix4): void; /** - * Computes the bounding box, updating {@link boundingBox | .boundingBox} attribute. - * @remarks - * Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`. If an - * instance of SkinnedMesh is animated, this method should be called per frame to compute a correct bounding box. + * Computes the bounding box of the skinned mesh, and updates the {@link .boundingBox} attribute. The bounding box + * is not computed by the engine; it must be computed by your app. If the skinned mesh is animated, the bounding box + * should be recomputed per frame. */ computeBoundingBox(): void; /** - * Computes the bounding sphere, updating {@link boundingSphere | .boundingSphere} attribute. - * @remarks - * Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`. If - * an instance of SkinnedMesh is animated, this method should be called per frame to compute a correct bounding - * sphere. + * Computes the bounding sphere of the skinned mesh, and updates the {@link .boundingSphere} attribute. The bounding + * sphere is automatically computed by the engine when it is needed, e.g., for ray casting and view frustum culling. + * If the skinned mesh is animated, the bounding sphere should be recomputed per frame. */ computeBoundingSphere(): void;