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Merge branch 'dev' of https://github.com/mrdoob/three.js into dev

Dinesh Salunke 6 years ago
parent
commit
108715de12
100 changed files with 2833 additions and 3182 deletions
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  4. 1 1
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  5. 19 15
      README.md
  6. 733 948
      build/three.js
  7. 415 407
      build/three.min.js
  8. 731 946
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+ 15 - 0
.editorconfig

@@ -0,0 +1,15 @@
+# http://editorconfig.org
+
+root = true
+
+[*]
+end_of_line = lf
+insert_final_newline = true
+
+[*.{js,ts,html}]
+charset = utf-8
+indent_style = tab
+indent_size = 2
+
+[*.{js,ts}]
+trim_trailing_whitespace = true

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -19,7 +19,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 
 - [ ] Dev
-- [ ] r98
+- [ ] r103
 - [ ] ...
 
 ##### Browser

+ 0 - 1
.npmignore

@@ -1,6 +1,5 @@
 examples/*
 !examples/js/
-src/
 test/
 utils/
 docs/

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright © 2010-2018 three.js authors
+Copyright © 2010-2019 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

+ 19 - 15
README.md

@@ -1,16 +1,16 @@
 three.js
 ========
 
-[![Latest NPM release][npm-badge]][npm-badge-url]
-[![License][license-badge]][license-badge-url]
-[![Dependencies][dependencies-badge]][dependencies-badge-url]
-[![Dev Dependencies][devDependencies-badge]][devDependencies-badge-url]
-[![Build Status](https://travis-ci.org/mrdoob/three.js.svg?branch=dev)](https://travis-ci.org/mrdoob/three.js)
-[![Language Grade: JavaScript](https://img.shields.io/lgtm/grade/javascript/g/mrdoob/three.js.svg?label=code%20quality)](https://lgtm.com/projects/g/mrdoob/three.js/)
+[![NPM package][npm]][npm-url]
+[![Build Size][build-size]][build-size-url]
+[![Build Status][build-status]][build-status-url]
+[![Dependencies][dependencies]][dependencies-url]
+[![Dev Dependencies][dev-dependencies]][dev-dependencies-url]
+[![Language Grade][lgtm]][lgtm-url]
 
 #### JavaScript 3D library ####
 
-The aim of the project is to create an easy to use, lightweight, 3D library. The library provides Canvas 2D, SVG, CSS3D and WebGL renderers.
+The aim of the project is to create an easy to use, lightweight, 3D library with a default WebGL renderer. The library also provides Canvas 2D, SVG and CSS3D renderers in the examples.
 
 [Examples](http://threejs.org/examples/) —
 [Documentation](http://threejs.org/docs/) —
@@ -77,11 +77,15 @@ If everything went well you should see [this](https://jsfiddle.net/f2Lommf5/).
 [Releases](https://github.com/mrdoob/three.js/releases)
 
 
-[npm-badge]: https://img.shields.io/npm/v/three.svg
-[npm-badge-url]: https://www.npmjs.com/package/three
-[license-badge]: https://img.shields.io/npm/l/three.svg
-[license-badge-url]: ./LICENSE
-[dependencies-badge]: https://img.shields.io/david/mrdoob/three.js.svg
-[dependencies-badge-url]: https://david-dm.org/mrdoob/three.js
-[devDependencies-badge]: https://img.shields.io/david/dev/mrdoob/three.js.svg
-[devDependencies-badge-url]: https://david-dm.org/mrdoob/three.js#info=devDependencies
+[npm]: https://img.shields.io/npm/v/three.svg
+[npm-url]: https://www.npmjs.com/package/three
+[build-size]: https://badgen.net/bundlephobia/minzip/three
+[build-size-url]: https://bundlephobia.com/result?p=three
+[build-status]: https://travis-ci.org/mrdoob/three.js.svg?branch=dev
+[build-status-url]: https://travis-ci.org/mrdoob/three.js
+[dependencies]: https://img.shields.io/david/mrdoob/three.js.svg
+[dependencies-url]: https://david-dm.org/mrdoob/three.js
+[dev-dependencies]: https://img.shields.io/david/dev/mrdoob/three.js.svg
+[dev-dependencies-url]: https://david-dm.org/mrdoob/three.js#info=devDependencies
+[lgtm]: https://img.shields.io/lgtm/grade/javascript/g/mrdoob/three.js.svg?label=code%20quality
+[lgtm-url]: https://lgtm.com/projects/g/mrdoob/three.js/

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+ 733 - 948
build/three.js


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+ 415 - 407
build/three.min.js


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+ 731 - 946
build/three.module.js


+ 6 - 4
docs/api/en/animation/AnimationClip.html

@@ -66,6 +66,11 @@
 		<h2>Methods</h2>
 
 
+		<h3>[method:AnimationClip clone]()</h3>
+		<p>
+			Returns a copy of this clip.
+		</p>
+
 		<h3>[method:this optimize]()</h3>
 		<p>
 			Optimizes each track by removing equivalent sequential keys (which are common in morph target
@@ -96,10 +101,7 @@
 		<p>
 			Returns an array of new AnimationClips created from the [page:Geometry.morphTargets morph
 			target sequences] of a geometry, trying to sort morph target names into animation-group-based
-			patterns like "Walk_001, Walk_002, Run_001, Run_002 ..."<br /><br />
-
-			This method is called by the [page:JSONLoader] internally, and it uses
-			[page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence].
+			patterns like "Walk_001, Walk_002, Run_001, Run_002 ...".
 		</p>
 
 		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>

+ 5 - 0
docs/api/en/animation/KeyframeTrack.html

@@ -160,6 +160,11 @@
 		<h2>Methods</h2>
 
 
+		<h3>[method:KeyframeTrack clone]()</h3>
+		<p>
+			Returns a copy of this track.
+		</p>
+
 		<h3>[method:null createInterpolant]()</h3>
 		<p>
 			Creates a [page:LinearInterpolant LinearInterpolant], [page:CubicInterpolant CubicInterpolant]

+ 4 - 1
docs/api/en/audio/Audio.html

@@ -22,7 +22,7 @@
 		<h2>Example</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 
@@ -62,6 +62,9 @@
 		<h3>[property:AudioContext context]</h3>
 		<p>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</p>
 
+		<h3>[property:Number detune]</h3>
+		<p>Modify pitch, measured in cents. +/- 100 is a semitone. +/- 1200 is an octave. Default is *0*.</p>
+
 		<h3>[property:Array filters]</h3>
 		<p>Represents an array of [link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]. Can be used to apply a variety of low-order filters to create more complex sound effects. Filters are set via [page:Audio.setFilter] or [page:Audio.setFilters].</p>
 

+ 1 - 1
docs/api/en/audio/AudioAnalyser.html

@@ -22,7 +22,7 @@
 		<h2>Example</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 

+ 4 - 4
docs/api/en/audio/AudioListener.html

@@ -13,8 +13,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			The [name] represents a virtual [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.</br>
-			A three.js application usually creates a single instance of [name]. It is a mandatory construtor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].</br>
+			The [name] represents a virtual [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.<br />
+			A three.js application usually creates a single instance of [name]. It is a mandatory construtor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
 			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
 		</p>
 
@@ -22,8 +22,8 @@
 		<h2>Example</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
-			[example:webaudio_timing webaudio / timing ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_timing webaudio / timing ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 

+ 2 - 2
docs/api/en/audio/PositionalAudio.html

@@ -22,8 +22,8 @@
 		<h2>Example</h2>
 
 		<p>
-			[example:webaudio_orientation webaudio / orientation ]</br>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_orientation webaudio / orientation ]<br />
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_timing webaudio / timing ]
 		</p>
 

+ 0 - 1
docs/api/en/cameras/CubeCamera.html

@@ -17,7 +17,6 @@
 		<h2>Examples</h2>
 
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
-		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
 		<p>[example:webgl_shading_physical shading / physical ]</p>
 
 		<code>// Create cube camera

+ 1 - 0
docs/api/en/constants/Renderer.html

@@ -55,6 +55,7 @@
 		THREE.ReinhardToneMapping
 		THREE.Uncharted2ToneMapping
 		THREE.CineonToneMapping
+		THREE.ACESFilmicToneMapping
 		</code>
 		<p>
 		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.

+ 0 - 3
docs/api/en/core/Geometry.html

@@ -32,7 +32,6 @@
 		<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
 		<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
 		<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
-		<div>[example:webgl_morphnormals WebGL / morphNormals ]</div>
 
 
 		<code>var geometry = new THREE.Geometry();
@@ -123,8 +122,6 @@
 		<p>
 		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
-
-		See the [example:webgl_morphnormals WebGL / morphNormals] example.
 		</p>
 
 		<h3>[property:String name]</h3>

+ 25 - 9
docs/api/en/core/Object3D.html

@@ -36,6 +36,19 @@
 		<h3>[property:Object3D children]</h3>
 		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
 
+		<h3>[property:Material customDepthMaterial]</h3>
+		<p>
+		Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
+		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
+		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
+		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
+		</p>
+
+		<h3>[property:Material customDistanceMaterial]</h3>
+		<p>
+		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
+		</p>
+
 		<h3>[property:Boolean frustumCulled]</h3>
 		<p>
 		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
@@ -94,14 +107,14 @@
 		On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
 		</p>
 
-		<h3>[property:function onAfterRender]</h3>
+		<h3>[property:Function onAfterRender]</h3>
 		<p>
 		An optional callback that is executed immediately after the Object3D is rendered.
 		This function is called with the following parameters: renderer, scene, camera, geometry,
 		material, group.
 		</p>
 
-		<h3>[property:function onBeforeRender]</h3>
+		<h3>[property:Function onBeforeRender]</h3>
 		<p>
 		An optional callback that is executed immediately before the Object3D is rendered.
 		This function is called with the following parameters: renderer, scene, camera, geometry,
@@ -124,7 +137,8 @@
 		<h3>[property:Number renderOrder]</h3>
 		<p>
 		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
-		objects to be overridden although opaque and transparent objects remain sorted independently.
+		objects to be overridden although opaque and transparent objects remain sorted independently. When this property
+		is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together.
 		Sorting is from lowest to highest renderOrder. Default value is *0*.
 		</p>
 
@@ -144,7 +158,7 @@
 		Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
 		</p>
 
-		<h3>[property:object userData]</h3>
+		<h3>[property:Object userData]</h3>
 		<p>
 		An object that can be used to store custom data about the Object3D. It should not hold
 		references to functions as these will not be cloned.
@@ -189,7 +203,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null add]( [param:Object3D object], ... )</h3>
+		<h3>[method:this add]( [param:Object3D object], ... )</h3>
 		<p>
 		Adds *object* as child of this object. An arbitrary number of objects may be added. Any current parent on an
 		object passed in here will be removed, since an object can have at most one parent.<br /><br />
@@ -200,7 +214,7 @@
 		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
 
-		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
+		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>Applies the rotation represented by the quaternion to the object.</p>
 
 		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
@@ -215,6 +229,8 @@
 		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
 
 		Copy the given object into this object.
+
+		Note: event listeners and user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender]) are not copied.
 		</p>
 
 		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
@@ -278,7 +294,7 @@
 		Converts the vector from local space to world space.
 		</p>
 
-		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+		<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		vector - A vector representing a position in world space.<br /><br />
@@ -286,7 +302,7 @@
 
 		Rotates the object to face a point in world space.<br /><br />
 
-		This method does not support objects with rotated and/or translated parent(s).
+		This method does not support objects having non-uniformly-scaled parent(s).
 		</p>
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
@@ -296,7 +312,7 @@
 		to use raycasting.
 		</p>
 
-		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
+		<h3>[method:this remove]( [param:Object3D object], ... )</h3>
 		<p>
 		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</p>

+ 0 - 1
docs/api/en/core/Raycaster.html

@@ -61,7 +61,6 @@
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
 			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
-			[example:webgl_octree_raycasting Raycasting using an octree]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_raycast_texture Raycast to a Texture]
 		</div>

+ 6 - 18
docs/api/en/deprecated/DeprecatedList.html

@@ -245,24 +245,13 @@
 			Light.shadowMapHeight is now [page:Light.shadow.mapSize.height].
 		</p>
 
-
-
-
-
-
-
-
 		<h2>Loaders</h2>
 
 		<h3>[page:XHRLoader]</h3>
 		<p>XHRLoader has been renamed to [page:FileLoader].</p>
 
-
-
-
-
-
-
+		<h3>[page:JSONLoader]</h3>
+		<p>JSONLoader has been removed from core.</p>
 
 		<h2>Maths</h2>
 
@@ -494,11 +483,10 @@
 			Shape.makeGeometry has been removed. Use [page:ShapeGeometry] instead.
 		</p>
 
-
-
-
-
-
+		<h3>[page:SkinnedMesh]</h3>
+		<p>
+			SkinnedMesh.initBones() has been removed.
+		</p>
 
 
 		<h2>Renderers</h2>

+ 4 - 1
docs/api/en/extras/core/ShapePath.html

@@ -44,6 +44,9 @@
 		The current [page:Path] that is being generated.
 		</p>
 
+		<h3>[property:Color color]</h3>
+		<p>[page:Color] of the shape, by default set to white (0xffffff).</p>
+
 		<h2>Methods</h2>
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
@@ -86,6 +89,6 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/Path.js src/extras/core/Path.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/ShapePath.js src/extras/core/ShapePath.js]
 	</body>
 </html>

+ 0 - 6
docs/api/en/extras/curves/EllipseCurve.html

@@ -88,12 +88,6 @@ var ellipse = new THREE.Line( geometry, material );
 		<h3>[property:Float aRotation]</h3>
 		<p>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</p>
 
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Curve] class for common methods.</p>

+ 15 - 13
docs/api/en/geometries/BoxBufferGeometry.html

@@ -44,29 +44,31 @@
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
-		width — Width of the sides on the X axis. Default is 1.<br />
-		height — Height of the sides on the Y axis. Default is 1.<br />
-		depth — Depth of the sides on the Z axis. Default is 1.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
+		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
+		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
+		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
+		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
+		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
 		</p>
 
 		<h2>Properties</h2>
-
+	
 		<h3>[property:Object parameters]</h3>
 		<p>
 		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
 		</p>
  		<p>
-			Using the above example code above as our basis:
-			<code>
-		geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
+		Using the above example:
+		<code>
+		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
 		cube.geometry.parameters; // as above
 		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments // === undefined.
-			</code>
- 		</p>
+		cube.geometry.parameters.widthSegments; // === undefined.
+		</code>
+		</p>
+		
+		<h2>Methods</h2>	
 
 		<h2>Source</h2>
 

+ 15 - 15
docs/api/en/geometries/BoxGeometry.html

@@ -12,8 +12,8 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">BoxGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</p>
-
+		<p class="desc">BoxGeometry is a geometry class for a [link:https://en.wikipedia.org/wiki/Cuboid rectangular cuboid] with a given 'width', 'height', and 'depth'. On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.</p>
+		
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 
 		<script>
@@ -44,12 +44,12 @@
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
-		width — Width of the sides on the X axis. Default is 1.<br />
-		height — Height of the sides on the Y axis. Default is 1.<br />
-		depth — Depth of the sides on the Z axis. Default is 1.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
+		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
+		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
+		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
+		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
+		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
 		</p>
 
 		<h2>Properties</h2>
@@ -59,13 +59,13 @@
 		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
 		</p>
  		<p>
-			Using the above example code above as our basis:
-			<code>
-				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
-				cube.geometry.parameters; // as above
-				cube.geometry.parameters.width; // === 1
-				cube.geometry.parameters.widthSegments // === undefined.
-			</code>
+		Using the above example:
+		<code>
+		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
+		cube.geometry.parameters; // as above
+		cube.geometry.parameters.width; // === 1
+		cube.geometry.parameters.widthSegments; // === undefined.
+		</code>
  		</p>
 
 		<h2>Source</h2>

+ 0 - 1
docs/api/en/helpers/AxesHelper.html

@@ -19,7 +19,6 @@
 		<h2>Example</h2>
 
 		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
 		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
 		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
 

+ 73 - 0
docs/api/en/helpers/PositionalAudioHelper.html

@@ -0,0 +1,73 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">This helper displays the directional cone of a [page:PositionalAudio].</p>
+
+		<h2>Example</h2>
+
+		<div>[example:webaudio_orientation webaudio / orientation ]</div>
+
+		<h2>Code Example</h2>
+		<code>
+var positionalAudio = new THREE.PositionalAudio( listener );
+positionalAudio.setDirectionalCone( 180, 230, 0.1 );
+
+var helper = new PositionalAudioHelper( positionalAudio );
+positionalAudio.add( helper );
+		</code>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:PositionalAudio audio], [param:Number range] )</h3>
+		<p>
+			[page:PositionalAudio audio] -- The [page:PositionalAudio] to be visualized. <br /><br/>
+
+			[page:Number range] -- (optional) The range of the directional cone. <br /><br/>
+
+			[page:Number divisionsInnerAngle] -- (optional) The amount of divisions of the inner part of the directional cone. <br /><br/>
+
+			[page:Number divisionsOuterAngle] -- (optional) The amount of divisions of the outer part of the directional cone. <br /><br/>
+		</p>
+
+
+		<h2>Properties</h2>
+		<p>See the base [page:Object3D] class for common properties.</p>
+
+		<h3>[property:PositionalAudio audio]</h3>
+		<p>[page:PositionalAudio] to be visualized.</p>
+
+		<h3>[property:Number range]</h3>
+		<p>The range of the directional cone.</p>
+
+		<h3>[property:Number divisionsInnerAngle]</h3>
+		<p>The amount of divisions of the inner part of the directional cone.</p>
+
+		<h3>[property:Number divisionsOuterAngle]</h3>
+		<p>The amount of divisions of the outer part of the directional cone.</p>
+
+		<h2>Methods</h2>
+		<p>See the base [page:Object3D] class for common methods.</p>
+
+		<h3>[method:null dispose]()</h3>
+		<p>Disposes of the helper.</p>
+
+		<h3>[method:null update]()</h3>
+		<p>Updates the helper.</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 1 - 1
docs/api/en/helpers/RectAreaLightHelper.html

@@ -23,7 +23,7 @@ var light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
 
 var helper = new THREE.RectAreaLightHelper( light );
 
-scene.add( helper );
+light.add( helper ); // helper must be added as a child of the light
 		</code>
 
 

+ 1 - 1
docs/api/en/lights/RectAreaLight.html

@@ -41,7 +41,7 @@ rectLight.lookAt( 0, 0, 0 );
 scene.add( rectLight )
 
 rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
-scene.add( rectLightHelper );
+rectLight.add( rectLightHelper );
 
 			</code>
 		</p>

+ 4 - 5
docs/api/en/loaders/AnimationLoader.html

@@ -65,19 +65,18 @@
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Animation animation].<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:AnimationClip animation clips].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called if load errors.<br /><br />
 
 		Begin loading from url and pass the loaded animation to onLoad.
 		</p>
 
-		<h3>[method:null parse]( [param:JSON json], [param:Function onLoad] )</h3>
+		<h3>[method:Array parse]( [param:JSON json] )</h3>
 		<p>
-		[page:JSON json] — required<br />
-		[page:Function onLoad] — Will be called when parsing completes. <br /><br />
+		[page:JSON json] — required<br /><br />
 
-		Parse the JSON object and pass the result to onLoad. Individual clips in the object will
+		Parse the JSON object and return an array of animation clips. Individual clips in the object will
 		be parsed with [page:AnimationClip.parse].
 		</p>
 

+ 1 - 1
docs/api/en/loaders/CompressedTextureLoader.html

@@ -48,7 +48,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:CompressedTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

+ 2 - 3
docs/api/en/loaders/CubeTextureLoader.html

@@ -22,7 +22,6 @@
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection]<br />
 			[example:webgl_materials_cubemap_balls_refraction materials / cubemap / balls / refraction]<br />
 			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
-			[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2]<br />
 			[example:webgl_materials_cubemap_refraction materials / cubemap / refraction]
 		</p>
 
@@ -71,7 +70,7 @@ scene.background = new THREE.CubeTextureLoader()
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:CubeTexture load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String urls] — array of 6 urls to images, one for each side of the CubeTexture.
 		The urls should be specified in the following order: pos-x, neg-x, pos-y, neg-y, pos-z, neg-z.
@@ -84,7 +83,7 @@ scene.background = new THREE.CubeTextureLoader()
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
+		Begin loading from url and pass the loaded [page:CubeTexture texture] to onLoad.
 		</p>
 
 		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>

+ 1 - 1
docs/api/en/loaders/DataTextureLoader.html

@@ -44,7 +44,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:DataTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

+ 4 - 8
docs/api/en/loaders/FileLoader.html

@@ -17,10 +17,6 @@
 		</p>
 
 		<h2>Example</h2>
-		<p>
-			[example:webgl_loader_msgpack WebGL / loader / msgpack]<br />
-			[example:webgl_morphtargets_human WebGL / morphtargets / human]<br />
-		</p>
 		<code>
 		var loader = new THREE.FileLoader();
 
@@ -80,7 +76,7 @@
 		<h3>[property:String path]</h3>
 		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
-		<h3>[property:object requestHeader]</h3>
+		<h3>[property:Object requestHeader]</h3>
 		<p>The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is *undefined*.</p>
 
 		<h3>[property:String responseType]</h3>
@@ -95,7 +91,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:XMLHttpRequest load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 			[page:String url] — the path or URL to the file. This can also be a
 				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
@@ -119,7 +115,7 @@
 			you are loading many models from the same directory.
 		</p>
 
-		<h3>[method:FileLoader setRequestHeader]( [param:object requestHeader] )</h3>
+		<h3>[method:FileLoader setRequestHeader]( [param:Object requestHeader] )</h3>
 		<p>
 			[page:object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
 
@@ -129,7 +125,7 @@
 		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
 		<p>
 			Change the response type. Valid values are:<br />
-			[page:String text] or empty string (default) - returns the data as [page:String string].<br />
+			[page:String text] or empty string (default) - returns the data as [page:String String].<br />
 			[page:String arraybuffer] - loads the data into a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer] and returns that.<br />
 			[page:String blob] - returns the data as a [link:https://developer.mozilla.org/en/docs/Web/API/Blob Blob].<br />
 			[page:String document] - parses the file using the [link:https://developer.mozilla.org/en-US/docs/Web/API/DOMParser DOMParser].<br />

+ 1 - 1
docs/api/en/loaders/FontLoader.html

@@ -73,7 +73,7 @@
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Font font].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 

+ 10 - 0
docs/api/en/loaders/ImageBitmapLoader.html

@@ -16,6 +16,13 @@
 			Unlike [page:FileLoader], [name] does not avoid multiple concurrent requests to the same URL.
 		</p>
 
+		<p>
+			Note that [page:Texture.flipY] and [page:Texture.premultiplyAlpha] with [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap] are ignored.
+			[link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap] needs these configuration on bitmap creation
+			unlike regular images need them on uploading to GPU. You need to set the equivalent options via [page:ImageBitmapLoader.setOptions]
+			instead. Refer to [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
+		</p>
+
 		<h2>Example</h2>
 
 		<p>
@@ -26,6 +33,9 @@
 		// instantiate a loader
 		var loader = new THREE.ImageBitmapLoader();
 
+		// set options if needed
+		loader.setOptions( { imageOrientation: 'flipY' } );
+
 		// load a image resource
 		loader.load(
 			// resource URL

+ 2 - 2
docs/api/en/loaders/ImageLoader.html

@@ -12,7 +12,7 @@
 
 		<p class="desc">
 			A loader for loading an [page:Image].
-			This uses the [page:FileLoader] internally for loading files, and is used internally by the
+			This is used internally by the
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
 		</p>
 
@@ -82,7 +82,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:HTMLImageElement load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

+ 0 - 122
docs/api/en/loaders/JSONLoader.html

@@ -1,122 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">
-			A loader for loading objects in JSON format.
-			This uses the [page:FileLoader] internally for loading files.
-		</p>
-
-		<h2>Example</h2>
-
-		<p>
-		[example:webgl_loader_json WebGL / loader / json]
-		</p>
-
-		<code>
-		// instantiate a loader
-		var loader = new THREE.JSONLoader();
-
-		// load a resource
-		loader.load(
-			// resource URL
-			'models/animated/monster/monster.js',
-
-			// onLoad callback
-			function ( geometry, materials ) {
-				var material = materials[ 0 ];
-				var object = new THREE.Mesh( geometry, material );
-				scene.add( object );
-			},
-
-			// onProgress callback
-			function ( xhr ) {
-				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
-			},
-
-			// onError callback
-			function( err ) {
-				console.log( 'An error happened' );
-			}
-		);
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</p>
-		<p>
-		Creates a new [name].
-		</p>
-
-		<h2>Properties</h2>
-
-		<h3>[property:String crossOrigin]</h3>
-		<p>
-		If set, assigns the [link:https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes crossOrigin]
-	 attribute of the image to the value of *crossOrigin*, prior to starting the load. Default is *"anonymous"*.
-		</p>
-
-		<h3>[property:LoadingManager manager]</h3>
-		<p>
-			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</p>
-
-		<h3>[property:String withCredentials]</h3>
-		<p>
-			Whether the XMLHttpRequest uses credentials.
-			Default is *false*.
-		</p>
-
-		<h2>Methods</h2>
-
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<p>
-		[page:String url] — the path or URL to the file. This can also be a
-			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI]..<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — Will be called when load errors.<br />
-		</p>
-		<p>
-		Begin loading from url and pass the <em>JSON</em> to onLoad.
-		</p>
-
-		<h3>[method:Object3D parse]( [param:Object json], [param:String path] )</h3>
-		<p>
-		[page:String json] — JSON object to parse.<br />
-		[page:String path] — Base path for resources if no resource path is defined.<br /><br />
-
-		Parse a <em>JSON</em> structure and return an [page:object] containing the parsed [page:Geometry geometry] and [page:Array materials].
-		</p>
-
-		<h3>[method:JSONLoader setCrossOrigin]( [param:String value] )</h3>
-		<p>
-			Set the [page:.crossOrigin] attribute.
-		</p>
-
-		<h3>[method:JSONLoader setPath]( [param:String value] )</h3>
-		<p>
-			Set the base path for the original file.
-		</p>
-
-		<h3>[method:JSONLoader setResourcePath]( [param:String value] )</h3>
-		<p>
-			Set the base path for dependent resources like textures.
-		</p>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 24 - 0
docs/api/en/loaders/Loader.html

@@ -62,6 +62,30 @@
 		Creates an array of [page:Material] based on the array of parameters m. The index of the parameters decide the correct index of the materials.
 		</p>
 
+		<h2>Handlers</h2>
+
+		<p>
+		*[name].Handlers* is a special object normally used by other loaders like [page:GLTFLoader] or [page:MTLLoader]. It provides an
+		API that allows the definition of special mappings: What loaders should be used in order to load specific files. A typical use case
+		is to overwrite the default loader for textures.<br /><br />
+
+		Note: It's only possible to use *[name].Handlers* if the respective loader support the usage.
+		</p>
+
+		<h3>[method:null add]( [param:Object regex], [param:Loader loader] )</h3>
+		<p>
+		[page:Object regex] — A regular expression.<br />
+		[page:Loader loader] — The loader.
+		<p>
+		Registers a loader with the given regular expression.
+		</p>
+
+		<h3>[method:null get]( [param:String file] )</h3>
+		<p>
+		[page:String file] — The file path.
+		<p>
+		Can be used to retrieve the registered loader for the given file path.
+		</p>
 
 		<h2>Source</h2>
 

+ 1 - 1
docs/api/en/loaders/MaterialLoader.html

@@ -74,7 +74,7 @@
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
-		Begin loading from url and return the [page:Material] object that will contain the data.
+		Begin loading from url.
 		</p>
 
 		<h3>[method:Material parse]( [param:Object json] )</h3>

+ 2 - 8
docs/api/en/loaders/ObjectLoader.html

@@ -11,10 +11,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A loader for loading a JSON resource. Unlike the [page:JSONLoader], this one make use of the
-			<em>.type</em> attributes of objects to map them to their original classes.<br /><br />
-
-			Note that this loader can't load [page:Geometries]. Use [page:JSONLoader] instead for that.<br /><br />
+			A loader for loading a JSON resource in the [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].<br /><br />
 
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
@@ -22,10 +19,8 @@
 		<h2>Example</h2>
 
 		<p>
-
-			[example:webgl_animation_scene WebGL / animation / scene]<br />
 			[example:webgl_loader_json_claraio WebGL / loader / json / claraio]<br />
-			[example:webgl_loader_msgpack WebGL / loader / msgpack]
+			[example:webgl_materials_lightmap WebGL / materials / lightmap]
 		</p>
 
 		<code>
@@ -121,7 +116,6 @@
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any [page:Geometry geometries] or [page:BufferGeometry buffer geometries]  in the JSON structure.
-		Internally it uses [page:JSONLoader] for geometries and [page:BufferGeometryLoader] for buffer geometries.
 		</p>
 
 		<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>

+ 0 - 1
docs/api/en/materials/LineBasicMaterial.html

@@ -29,7 +29,6 @@
 			[example:webgl_lines_colors WebGL / lines / colors]<br />
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
 			[example:webgl_lines_sphere WebGL / lines / sphere]<br />
-			[example:webgl_lines_splines WebGL / lines / splines]<br />
 			[example:webgl_materials WebGL / materials]<br />
 			[example:webgl_physics_rope WebGL / phyics / rope]
 		</p>

+ 8 - 14
docs/api/en/materials/Material.html

@@ -101,19 +101,6 @@
 		This can be used in conjunction with a mesh's [page:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
 		</p>
 
-		<h3>[property:Material customDepthMaterial]</h3>
-		<p>
-		Custom depth material to be used by this material when rendering to the depth map.
-		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
-		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
-		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
-		</p>
-
-		<h3>[property:Material customDistanceMaterial]</h3>
-		<p>
-		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
-		</p>
-
 		<h3>[property:Object defines]</h3>
 		<p>
 		Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders.  Default is *undefined*.
@@ -274,6 +261,13 @@
 		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
 		</p>
 
+		<h3>[property:Boolean vertexTangents]</h3>
+		<p>
+		Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
+		are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
+		more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
+		</p>
+
 		<h3>[property:Boolean visible]</h3>
 		<p>
 		Defines whether this material is visible. Default is *true*.
@@ -301,7 +295,7 @@
 		These needs to be disposed by [page:Texture Texture].
 		</p>
 
-		<h3>[method:null onBeforeCompile]( [param:Object shader], [param:WebGLRenderer renderer] )</h3>
+		<h3>[method:null onBeforeCompile]( [param:Shader shader], [param:WebGLRenderer renderer] )</h3>
 		<p>
 		An optional callback that is executed immediately before the shader program is compiled.
 		This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.

+ 0 - 2
docs/api/en/materials/PointsMaterial.html

@@ -26,9 +26,7 @@
 			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]<br />
 			[example:webgl_multiple_elements_text WebGL / multiple / elements / text]<br />
 			[example:webgl_points_billboards WebGL / points / billboards]<br />
-			[example:webgl_points_billboards_colors WebGL / points / billboards / colors]<br />
 			[example:webgl_points_dynamic WebGL / points / dynamic]<br />
-			[example:webgl_points_random WebGL / points / random]<br />
 			[example:webgl_points_sprites WebGL / points / sprites]<br />
 			[example:webgl_trails WebGL / trails]
 		</p>

+ 0 - 1
docs/api/en/materials/ShaderMaterial.html

@@ -96,7 +96,6 @@
 			[example:webgl_materials_parallaxmap webgl / materials / parallaxmap]<br />
 			[example:webgl_materials_shaders_fresnel webgl / materials / shaders / fresnel]<br />
 			[example:webgl_materials_skin webgl / materials / skin]<br />
-			[example:webgl_materials_texture_hdr webgl / materials / texture / hdr]<br />
 			[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
 			[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
 			[example:webgl_nearestneighbour webgl / nearestneighbour]<br />

+ 0 - 9
docs/api/en/math/Box3.html

@@ -244,15 +244,6 @@
 		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
 		</p>
 
-		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
-		<p>
-		[page:Vector3 center] - Desired center position of the box ([page:Vector3]). <br>
-		[page:Vector3 size] - Desired x, y and z dimensions of the box ([page:Vector3]).<br /><br />
-
-		Centers this box on [page:Vector3 center] and sets this box's width and height to the values specified
-		in [page:Vector3 size].
-		</p>
-
 		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
 		<p>
 		[page:Vector3 center], - Desired center position of the box. <br>

+ 1 - 1
docs/api/en/math/Matrix3.html

@@ -55,7 +55,7 @@ m.elements = [ 11, 21, 31,
 
 		<h2>Properties</h2>
 
-		<h3>[property:Float32Array elements]</h3>
+		<h3>[property:Array elements]</h3>
 		<p>
 		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]
 		 list of matrix values.

+ 1 - 1
docs/api/en/math/Matrix4.html

@@ -90,7 +90,7 @@ m.elements = [ 11, 21, 31, 41,
 
 		<h2>Properties</h2>
 
-		<h3>[property:Float32Array elements]</h3>
+		<h3>[property:Array elements]</h3>
 		<p>
 		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
 		 list of matrix values.

+ 7 - 0
docs/api/en/math/Quaternion.html

@@ -44,6 +44,13 @@
 
 		<h2>Properties</h2>
 
+		<h3>[property:Boolean isQuaternion]</h3>
+		<p>
+			Used to check whether this or derived classes are Quaternions. Default is *true*.<br /><br />
+
+			You should not change this, as it is used internally for optimisation.
+		</p>
+
 		<h3>[property:Float x]</h3>
 		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 

+ 1 - 1
docs/api/en/math/Spherical.html

@@ -40,7 +40,7 @@
 
 		<h3>[method:Spherical clone]()</h3>
 		<p>
-		Returns a new plane with the same [page:.radius radius], [page:.phi phi]
+		Returns a new spherical with the same [page:.radius radius], [page:.phi phi]
 		and [page:.theta theta] properties as this one.
 		</p>
 

+ 1 - 1
docs/api/en/objects/Mesh.html

@@ -95,7 +95,7 @@
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		Get intersections between a casted ray and this mesh.
-		[page:Raycaster.intersectObject] will call this method.
+		[page:Raycaster.intersectObject] will call this method, but the results are not ordered.
 		</p>
 
 		<h3>[method:null updateMorphTargets]()</h3>

+ 43 - 32
docs/api/en/objects/SkinnedMesh.html

@@ -38,42 +38,61 @@
 		<h2>Example</h2>
 
 		<code>
-		var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
+		var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );
 
-		//Create the skin indices and skin weights
-		for ( var i = 0; i < geometry.vertices.length; i ++ ) {
+		// create the skin indices and skin weights
 
-			// Imaginary functions to calculate the indices and weights
-			// This part will need to be changed depending your skeleton and model
-			var skinIndex = calculateSkinIndex( geometry.vertices, i );
-			var skinWeight = calculateSkinWeight( geometry.vertices, i );
+		var position = geometry.attributes.position;
 
-			// Ease between each bone
-			geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0 ) );
-			geometry.skinWeights.push( new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0 ) );
+		var vertex = new THREE.Vector3();
+
+		var skinIndices = [];
+		var skinWeights = [];
+
+		for ( var i = 0; i < position.count; i ++ ) {
+
+			vertex.fromBufferAttribute( position, i );
+
+			// compute skinIndex and skinWeight based on some configuration data
+
+			var y = ( vertex.y + sizing.halfHeight );
+
+			var skinIndex = Math.floor( y / sizing.segmentHeight );
+			var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
+
+			skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
+			skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
 
 		}
 
+		geometry.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
+		geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
+
+		// create skinned mesh and skeleton
+
 		var mesh = new THREE.SkinnedMesh( geometry, material );
+		var skeleton = new THREE.Skeleton( bones );
+
+		// see example from THREE.Skeleton
 
-		// See example from THREE.Skeleton for the armSkeleton
-		var rootBone = armSkeleton.bones[ 0 ];
+		var rootBone = skeleton.bones[ 0 ];
 		mesh.add( rootBone );
 
-		// Bind the skeleton to the mesh
-		mesh.bind( armSkeleton );
+		// bind the skeleton to the mesh
+
+		mesh.bind( skeleton );
+
+		// move the bones and manipulate the model
 
-		// Move the bones and manipulate the model
-		armSkeleton.bones[ 0 ].rotation.x = -0.1;
-		armSkeleton.bones[ 1 ].rotation.x = 0.2;
+		skeleton.bones[ 0 ].rotation.x = -0.1;
+		skeleton.bones[ 1 ].rotation.x = 0.2;
 		</code>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-    [page:Geometry geometry] - an instance of [page:Geometry] or [page:BufferGeometry] (recommended).
-		[page:Geometry.skinIndices skinIndices] and [page:Geometry.skinWeights skinWeights] should be set to true on the geometry.<br />
-    [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
+		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
 		</p>
 
 
@@ -109,8 +128,7 @@
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
-		[page:Skeleton] created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
-		constructor.
+		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
 		</p>
 
 
@@ -124,9 +142,7 @@
 		[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
 
 		Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property
-		and the .bindMatrixInverse gets calculated. This is called automatically in the constructor, and the skeleton
-		is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
-		constructor.
+		and the .bindMatrixInverse gets calculated.
 		</p>
 
 		<h3>[method:SkinnedMesh clone]()</h3>
@@ -136,7 +152,7 @@
 
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<p>
-		Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
+		Normalizes the skin weights.
 		</p>
 
 		<h3>[method:null pose]()</h3>
@@ -149,11 +165,6 @@
 		Updates the [page:Matrix4 MatrixWorld].
 		</p>
 
-		<h3>[method:null initBones]()</h3>
-		<p>
-		Creates an array of hierarchical [page:Bone bones] objects from the internal geometry.
-		</p>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 49 - 0
docs/api/en/renderers/WebGLMultisampleRenderTarget.html

@@ -0,0 +1,49 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			A special render target that can be used to utilize multi-sampled renderbuffers.
+			Heads up: [name] can only be used with a WebGL 2 rendering context.
+		</p>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
+
+		<p>
+		[page:Float width] - The width of the render target. <br />
+		[page:Float height] - The height of the render target.<br />
+		[page:Object options] - (optional) object that holds texture parameters for an auto-generated target
+		texture and depthBuffer/stencilBuffer booleans.
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:number samples]</h3>
+		<p>
+		Specifies the number of samples to be used for the renderbuffer storage. However, the maximum supported
+		size for multisampling is platform dependent and defined via *gl.MAX_SAMPLES*.
+		</p>
+
+		<p>[page:WebGLRenderTarget WebGLRenderTarget] properties are available on this class.</p>
+
+		<h2>Methods</h2>
+
+		<p>[page:WebGLRenderTarget WebGLRenderTarget] methods are available on this class.</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 0 - 6
docs/api/en/renderers/WebGLRenderTargetCube.html

@@ -50,12 +50,6 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:integer activeCubeFace]</h3>
-		<p>
-		The activeCubeFace property corresponds to a cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) and is
-		used and set internally by the [page:CubeCamera].
-		</p>
-
 		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
 
 

+ 66 - 48
docs/api/en/renderers/WebGLRenderer.html

@@ -253,7 +253,7 @@
 
 		Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
 		By definition, sorting objects may not work in all cases.  Depending on the needs of application,
-		it may be neccessary to turn off sorting and use other methods to deal with transparency
+		it may be necessary to turn off sorting and use other methods to deal with transparency
 		rendering e.g. manually determining each object's rendering order.
 		</p>
 
@@ -279,13 +279,6 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Integer allocTextureUnit]</h3>
-		<p>
-		Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
-		more texture units than the GPU supports. This is mainly used internally.
-		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
-		</p>
-
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
 		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
@@ -346,39 +339,68 @@
 		<p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
 
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
-		<p>Returns the current RenderTarget, if any.</p>
+		<p>Returns the current [page:RenderTarget RenderTarget] if there are; returns *null* otherwise.</p>
+
+		<h3>[method:Vector4 getCurrentViewport]( [param:Vector4 target] )</h3>
+		<p>
+		[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
 
-		<h3>[method:RenderTarget getCurrentViewport]()</h3>
-		<p>Returns the current viewport.</p>
+		Returns the current viewport.
+		</p>
 
-		<h3>[method:Object getDrawingBufferSize]()</h3>
-		<p>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</p>
+		<h3>[method:Vector2 getDrawingBufferSize]( [param:Vector2 target] )</h3>
+		<p>
+		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+
+		Returns the width and height of the renderer's drawing buffer, in pixels.
+		</p>
 
 		<h3>[method:number getPixelRatio]()</h3>
 		<p>Returns current device pixel ratio used.</p>
 
-		<h3>[method:Object getSize]()</h3>
-		<p>Returns an object containing the width and height of the renderer's output canvas, in pixels.</p>
+		<h3>[method:Vector4 getScissor]( [param:Vector4 target] )</h3>
+		<p>
+		[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
+
+		Returns the scissor region.
+		</p>
+
+		<h3>[method:Boolean getScissorTest]()</h3>
+		<p>Returns *true* if scissor test is enabled; returns *false* otherwise.</p>
+
+		<h3>[method:Vector2 getSize]( [param:Vector2 target] )</h3>
+		<p>
+		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+
+		Returns the width and height of the renderer's output canvas, in pixels.
+		</p>
+
+		<h3>[method:Vector4 getViewport]( [param:Vector4 target] )</h3>
+		<p>
+		[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
+
+		Returns the viewport.
+		</p>
 
 		<h3>[method:null resetGLState]( )</h3>
 		<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
 
-		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
-		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
-		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
+		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], [param:TypedArray buffer] )</h3>
+		<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
+		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().</p>
+		<p>See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
 		</p>
 
-		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
+
+		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<p>
 			Render a [page:Scene scene] using a [page:Camera camera].<br />
 
-			The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
-
-			If [page:Boolean forceClear] is *true*, the depth, stencil and color buffers will be cleared
-			before rendering even if the renderer's [page:WebGLRenderer.autoClear autoClear] property is false.<br />
+			The render is done to a previously specified [page:WebGLRenderTarget renderTarget] set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.<br />
 
-			Even with forceClear set to true you can prevent certain buffers being cleared by setting
-			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
+			By default render buffers are cleared before rendering but you can prevent this by setting the property [page:WebGLRenderer.autoClear autoClear] to false.
+			If you want to prevent only certain buffers being cleared you can set either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or
+			[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To forcibly clear one ore more buffers call [page:WebGLRenderer.clear .clear].
 		</p>
 
 		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
@@ -405,15 +427,23 @@
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
 
-		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
+		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipMapLevel] )</h3>
 		<p>
-		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
-		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
+		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When *null* is given, the canvas is set as the active render target instead.<br />
+		activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLRenderTargetCube] (optional).<br />
+		activeMipMapLevel -- Specifies the active mipmap level (optional).<br /><br />
+		This method sets the active rendertarget.
 		</p>
 
-		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
+		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
+		[method:null setScissor]( [param:Vector4 vector] )</h3>
+
 		<p>
-		Sets the scissor area from (x, y) to (x + width, y + height)
+		The x, y, width, and height parameters of the scissor region.<br />
+		Optionally, a 4-component vector specifying the parameters of the region.<br /><br />
+
+		Sets the scissor region from (x, y) to (x + width, y + height).<br />
+		(x, y) is the lower-left corner of the scissor region.
 		</p>
 
 		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
@@ -429,29 +459,17 @@
 			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
 		</p>
 
-		<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
-		<p>
-		texture -- The [page:Texture texture] that needs to be set.<br />
-		slot -- The number indicating which slot should be used by the texture.<br /><br />
-
-		This method sets the correct texture to the correct slot for the WebGL shader.
-		The slot number can be found as a value of the uniform of the sampler.<br /><br />
+		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
+		[method:null setViewport]( [param:Vector4 vector] )</h3>
 
-		Note: This method replaces the older [method:null setTexture] method.
-		</p>
-
-		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
 		<p>
-		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
-		slot -- The number indicating which slot should be used by the texture.<br /><br />
+		The x, y, width, and height parameters of the viewport.<br />
+		Optionally, a 4-component vector specifying the parameters of a viewport.<br /><br />
 
-		This method sets the correct texture to the correct slot for the WebGL shader.
-		The slot number can be found as a value of the uniform of the sampler.
+		Sets the viewport to render from (x, y) to (x + width, y + height).<br />
+		(x, y) is the lower-left corner of the region.
 		</p>
 
-		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
-		<p>Sets the viewport to render from (x, y) to (x + width, y + height).</p>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 6 - 1
docs/api/en/scenes/Scene.html

@@ -41,7 +41,7 @@
 
 		<h3>[property:Object background]</h3>
 		<p>
-		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a [page:CubeTexture]. Default is null.
+		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLRenderTargetCube]. Default is null.
 		</p>
 
 		<h2>Methods</h2>
@@ -51,6 +51,11 @@
 		Return the scene data in JSON format.
 		</p>
 
+		<h3>[method:null dispose]()</h3>
+		<p>
+		Clears scene related data internally cached by [page:WebGLRenderer].
+		</p>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 10 - 2
docs/api/en/textures/DataTexture3D.html

@@ -32,10 +32,18 @@
 		<div>[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]</div>
 		<div>[example:webgl2_materials_texture3d_volume WebGL2 / materials / texture3d / volume]</div>
 
-		<h2>Properties</h2>
+    <h2>Properties</h2>
 
 		<p>
-		See the base [page:Texture Texture] class for common properties.
+    See the base [page:Texture Texture] class for common properties.
+    </p>
+
+    <h3>[property:number wrapR]</h3>
+		<p>
+		This defines how the texture is wrapped in the depth direction.<br />
+		The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
+		The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
+		See the [page:Textures texture constants] page for details.
 		</p>
 
 		<h2>Methods</h2>

+ 7 - 0
docs/api/en/textures/Texture.html

@@ -55,6 +55,13 @@
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		</p>
 
+		<h3>[property:Boolean isTexture]</h3>
+		<p>
+			Used to check whether this or derived classes are Textures. Default is *true*.<br /><br />
+
+			You should not change this, as it is used internally for optimisation.
+		</p>
+
 		<h3>[property:array mipmaps]</h3>
 		<p>
 		Array of user-specified mipmaps (optional).

+ 4 - 4
docs/api/zh/animation/AnimationClip.html

@@ -62,6 +62,9 @@
 		<h2>方法</h2>
 
 
+		<h3>[method:AnimationClip clone]()</h3>
+		<p></p>
+
 		<h3>[method:this optimize]()</h3>
 		<p>
             通过移除等效的顺序键(在变形目标序列中很常见)来优化每一个轨道
@@ -91,10 +94,7 @@
 		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
 			返回从几何体的变形目标序列([page:Geometry.morphTargets morph
-			target sequences])创建的新动画剪辑(AnimationClip)数组,并尝试将变形目标名称分类为基于动画组的模式,如“Walk_001、Walk_002、Run_001、Run_002……”。<br /><br />
-
-			该方法被[page:JSONLoader]内部调用, 并且它使用了
-			[page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence].
+			target sequences])创建的新动画剪辑(AnimationClip)数组,并尝试将变形目标名称分类为基于动画组的模式,如“Walk_001、Walk_002、Run_001、Run_002……”。
 		</p>
 
 		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>

+ 6 - 0
docs/api/zh/animation/AnimationUtils.html

@@ -38,12 +38,18 @@
             返回一个数组,时间和值可以根据此数组排序。
 		</p>
 
+		<h3>[method:Number insertKeyframe]( [param:KeyframeTrack track], [param:Number time] )</h3>
+		<p></p>
+
 		<h3>[method:Boolean isTypedArray]( object )</h3>
 		<p>
             如果该对象是类型化数组,返回*true*
 
 		</p>
 
+		<h3>[method:AnimationClip mergeMorphTargetTracks]( [param:AnimationClip clip], [param:Object3D root] )</h3>
+		<p></p>
+
 		<h3>[method:Array sortedArray]( values, stride, order )</h3>
 		<p>
             将[page:AnimationUtils.getKeyframeOrder getKeyframeOrder]方法返回的数组排序。

+ 3 - 0
docs/api/zh/animation/KeyframeTrack.html

@@ -137,6 +137,9 @@
 		<h2>方法</h2>
 
 
+		<h3>[method:KeyframeTrack clone]()</h3>
+		<p></p>
+
 		<h3>[method:null createInterpolant]()</h3>
 		<p>
 			根据传入构造器中的插值类型参数,创建线性插值([page:LinearInterpolant LinearInterpolant]),立方插值([page:CubicInterpolant CubicInterpolant])或离散插值

+ 14 - 14
docs/api/zh/animation/tracks/BooleanKeyframeTrack.html

@@ -14,36 +14,36 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A Track of boolean keyframe values.
+			布尔类型的关键帧轨道。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
+			[page:String name] - (必须) 关键帧轨道(KeyframeTrack)的标识符.<br />
+			[page:Array times] - (必须) 关键帧的时间数组.<br />
+			[page:Array values] - 与时间数组中的时间点对应的值数组.<br />
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
+			参见 [page:KeyframeTrack] 查看继承的属性.
 		</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
 		<p>
-			The default interpolation type to use, [page:Animation InterpolateDiscrete].
+			默认的插值类型。 参见 [page:Animation InterpolateDiscrete].
 		</p>
 
 		<h3>[property:Array ValueBufferType]</h3>
 		<p>
-			A normal Array (no Float32Array in this case, unlike *ValueBufferType* of [page:KeyframeTrack]).
+			一个基本数组 (不是 Float32Array 类型, 与 [page:KeyframeTrack] 内的 *ValueBufferType* 属性不一样).
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
@@ -52,25 +52,25 @@
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
+			参见 [page:KeyframeTrack] 查看继承的方法.
 		</p>
 
 		<h3>[method:null InterpolantFactoryMethodLinear ]()</h3>
 		<p>
-			The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			这个方法在这里的值为 'undefined', 因为他对离散属性没有意义.
 		</p>
 
 		<h3>[method:null InterpolantFactoryMethodSmooth ]()</h3>
 		<p>
-			The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			这个方法在这里的值为 'undefined', 因为他对离散属性没有意义.
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 12 - 13
docs/api/zh/animation/tracks/ColorKeyframeTrack.html

@@ -14,31 +14,30 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A Track of keyframe values that represent color changes.<br /><br />
-			The very basic implementation of this subclass has nothing special yet. However, this is the place
-			for color space parameterization.
+			反应颜色变化的关键帧轨道。<br /><br />
+			这个子类的基本实现还没有什么特别之处。不过,这里可以表示颜色空间参数化。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
+			[page:String name] - (必须) 关键帧轨道(KeyframeTrack)的标识符.<br />
+			[page:Array times] - (必须) 关键帧的时间数组.<br />
+			[page:Array values] - 与时间数组中的时间点对应的值数组.<br />
+			[page:Constant interpolation] - 使用的插值类型。 取值参考
+			[page:Animation Animation Constants]. 默认值为
 			[page:Animation InterpolateLinear].
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
+			参见 [page:KeyframeTrack] 查看继承的属性.
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
@@ -51,10 +50,10 @@
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
+			参见 [page:KeyframeTrack] 查看继承的方法.
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 12 - 12
docs/api/zh/animation/tracks/NumberKeyframeTrack.html

@@ -14,29 +14,29 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A Track of numeric keyframe values.
+			数字类型的关键帧轨道
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
+			[page:String name] - (必须) 关键帧轨道(KeyframeTrack)的标识符.<br />
+			[page:Array times] - (必须) 关键帧的时间数组.<br />
+			[page:Array values] - 与时间数组中的时间点对应的值数组.<br />
+			[page:Constant interpolation] - 使用的插值类型。 取值参考
+			[page:Animation Animation Constants] 默认值为
 			[page:Animation InterpolateLinear].
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
+			参见 [page:KeyframeTrack] 查看继承的属性.
 		</p>
 
 
@@ -46,15 +46,15 @@
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
+			参见 [page:KeyframeTrack] 查看继承的方法.
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 17 - 16
docs/api/zh/animation/tracks/QuaternionKeyframeTrack.html

@@ -14,34 +14,34 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A Track of quaternion keyframe values.
+			四元数类型的关键帧轨道。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<p>
-			[page:String name] (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] (required) array of keyframe times.<br />
-			[page:Array values] values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
+			[page:String name] - (必须) 关键帧轨道(KeyframeTrack)的标识符.<br />
+			[page:Array times] - (必须) 关键帧的时间数组.<br />
+			[page:Array values] - 与时间数组中的时间点对应的值数组.<br />
+			[page:Constant interpolation] - 使用的插值类型。 取值参考
+			[page:Animation Animation Constants] 默认值为
 			[page:Animation InterpolateLinear].
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
+			参见 [page:KeyframeTrack] 查看继承的属性.
 		</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
 		<p>
-			The default interpolation type to use, [page:Animation InterpolateLinear].
+			默认的插值类型。 参见 [page:Animation InterpolateDiscrete].
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
@@ -50,22 +50,23 @@
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
+			参见 [page:KeyframeTrack] 查看继承的方法.
 		</p>
 
 		<h3>[method:null InterpolantFactoryMethodLinear]()</h3>
 		<p>
-			Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the
-			[page:KeyframeTrack.values values], [page:KeyframeTrack.times times] and
-			[page:KeyframeTrack.valueSize valueSize] of the keyframes.
+			根据值数组 ([page:KeyframeTrack.values values]),
+			时间 ([page:KeyframeTrack.times times])
+			和值大小 [page:KeyframeTrack.valueSize valueSize]
+			创建一个新的线性插值 ([page:QuaternionLinearInterpolant QuaternionLinearInterpolant])。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 16 - 16
docs/api/zh/animation/tracks/StringKeyframeTrack.html

@@ -14,39 +14,39 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A Track of string keyframe values.
+			字符串类型的关键帧轨道
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
+			[page:String name] - (必须) 关键帧轨道(KeyframeTrack)的标识符.<br />
+			[page:Array times] - (必须) 关键帧的时间数组.<br />
+			[page:Array values] - 与时间数组中的时间点对应的值数组.<br />
+			[page:Constant interpolation] - 使用的插值类型。 取值参考
+			[page:Animation Animation Constants] 默认值为
 			[page:Animation InterpolateDiscrete].
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
+			参见 [page:KeyframeTrack] 查看继承的属性.
 		</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
 		<p>
-			The default interpolation type to use, [page:Animation InterpolateDiscrete].
+			默认的插值类型。 参见 [page:Animation InterpolateDiscrete].
 		</p>
 
 		<h3>[property:Array ValueBufferType]</h3>
 		<p>
-			A normal Array (no Float32Array in this case, unlike *ValueBufferType* of [page:KeyframeTrack]).
+			一个基本数组 (不是 Float32Array 类型, 与 [page:KeyframeTrack] 内的 *ValueBufferType* 属性不一样).
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
@@ -55,25 +55,25 @@
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
+			参见 [page:KeyframeTrack] 查看继承的方法.
 		</p>
 
 		<h3>[method:null InterpolantFactoryMethodLinear]()</h3>
 		<p>
-		  The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			这个方法在这里的值为 'undefined', 因为他对离散属性没有意义.
 		</p>
 
 		<h3>[method:null InterpolantFactoryMethodSmooth]()</h3>
 		<p>
-		  The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			这个方法在这里的值为 'undefined', 因为他对离散属性没有意义.
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 12 - 12
docs/api/zh/animation/tracks/VectorKeyframeTrack.html

@@ -14,29 +14,29 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A Track of vector keyframe values.
+			向量类型的关键帧轨道
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<p>
-			[page:String name] - (required) identifier for the KeyframeTrack.<br />
-			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is
+			[page:String name] - (必须) 关键帧轨道(KeyframeTrack)的标识符.<br />
+			[page:Array times] - (必须) 关键帧的时间数组.<br />
+			[page:Array values] - 与时间数组中的时间点对应的值数组.<br />
+			[page:Constant interpolation] - 使用的插值类型。 取值参考
+			[page:Animation Animation Constants] 默认值为
 			[page:Animation InterpolateLinear].
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
+			参见 [page:KeyframeTrack] 查看继承的属性.
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
@@ -45,15 +45,15 @@
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
+			参见 [page:KeyframeTrack] 查看继承的方法.
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 4 - 1
docs/api/zh/audio/Audio.html

@@ -22,7 +22,7 @@
 		<h2>例子</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 
@@ -62,6 +62,9 @@
 		<h3>[property:AudioContext context]</h3>
 		<p>构造函数中传入[page:AudioListener listener]的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].</p>
 
+		<h3>[property:Number detune]</h3>
+		<p>修改音高,以音分为单位。 +/- 100为一个半音, +/- 1200为一个八度。默认值为0。</p>
+
 		<h3>[property:Array filters]</h3>
 		<p>表示[link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]的数组. 可以使用多种不同的低阶filters去创建复杂的音效. filters可以通过 [page:Audio.setFilter] 或者 [page:Audio.setFilters]设置.</p>
 

+ 1 - 1
docs/api/zh/audio/AudioAnalyser.html

@@ -22,7 +22,7 @@
 		<h2>示例</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 

+ 4 - 4
docs/api/zh/audio/AudioListener.html

@@ -13,8 +13,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			[name] 用一个虚拟的[link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener]表示在场景中所有的位置和非位置相关的音效.</br>
-			一个three.js程序通常创建一个[name]. 它是音频实体构造函数的必须参数,比如 [page:Audio Audio] and [page:PositionalAudio PositionalAudio].</br>
+			[name] 用一个虚拟的[link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener]表示在场景中所有的位置和非位置相关的音效.<br />
+			一个three.js程序通常创建一个[name]. 它是音频实体构造函数的必须参数,比如 [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
 			大多数情况下, listener对象是camera的子对象. Camera的3D变换表示了listener的3D变换.
 		</p>
 
@@ -22,8 +22,8 @@
 		<h2>示例</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
-			[example:webaudio_timing webaudio / timing ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_timing webaudio / timing ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 

+ 2 - 2
docs/api/zh/audio/PositionalAudio.html

@@ -22,8 +22,8 @@
 		<h2>示例</h2>
 
 		<p>
-			[example:webaudio_orientation webaudio / orientation ]</br>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_orientation webaudio / orientation ]<br />
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_timing webaudio / timing ]
 		</p>
 

+ 14 - 3
docs/api/zh/core/Object3D.html

@@ -36,6 +36,17 @@
 	<h3>[property:Object3D children]</h3>
 	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 
+	<h3>[property:Material customDepthMaterial]</h3>
+	<p>渲染到深度贴图时此材质要使用的自定义深度材质。
+	    当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
+	    (b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
+	    您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
+	</p>
+
+	<h3>[property:Material customDistanceMaterial]</h3>
+	<p>与customDepthMaterial相同,但与[page:PointLight]一起使用。默认值为*undefined*。
+	</p>
+
 	<h3>[property:Boolean frustumCulled]</h3>
 	<p>
 		当这个属性被设置的时候,它将在渲染物体之前,检查每一帧的物体是否在摄像机的视锥体中。
@@ -262,7 +273,7 @@
 		将局部空间向量转换为世界空间向量。
 	</p>
 
-	<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+	<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 	<p>
 		vector - 一个表示世界空间中位置的向量。<br /><br />
@@ -334,7 +345,7 @@
 	<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
 	<p>
 		m -- 通过该矩阵中的旋转分量来旋转四元数。<br />
-			
+
 		调用[page:.quaternion]中的[page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])。
 		<br /><br />
 
@@ -411,4 +422,4 @@
 	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 </body>
 
-</html>
+</html>

+ 1 - 2
docs/api/zh/core/Raycaster.html

@@ -59,7 +59,6 @@
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
 			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
-			[example:webgl_octree_raycasting Raycasting using an octree]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_raycast_texture Raycast to a Texture]
 		</div>
@@ -136,7 +135,7 @@
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
 		[page:Vector2 coords] —— 在标准化设备坐标中鼠标的二维坐标 —— X分量与Y分量应当在-1到1之间。<br />
-								
+
 		[page:Camera camera] —— 射线所来源的摄像机。
 		</p>
 		<p>

+ 4 - 4
docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -31,14 +31,14 @@
 
 		<h2>构造函数</h2>
 
-		All of the above are called in the same way.
+		所有上述内容都以相同的方式调用。
 		<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<p>
-			array -- this can be a typed or untyped (normal) array. It will be converted to the Type specified.<br /><br />
+			array -- 这可以是类型化或非类型化的(普通)数组。它将被转换为指定的类型。<br /><br />
 
-			itemSize -- the number of values of the array that should be associated with a particular vertex.<br /><br />
+			itemSize -- 应与特定顶点关联的数组值的数量。<br /><br />
 
-			normalized -- (optional) indicates how the underlying data in the buffer maps to the values in the GLSL code.
+			normalized -- (可选)表示缓冲区中的基础数据如何映射到GLSL代码中的值。
 		</p>
 
 		<h2>属性</h2>

+ 6 - 25
docs/api/zh/deprecated/DeprecatedList.html

@@ -15,10 +15,6 @@
 			下面就列举出了这些API元素,以及一些关于他们的替代信息。
 		</p>
 
-		
-		
-		
-		
 		<h2>音频(Audio)</h2>
 
 		<h3>[page:Audio]</h3>
@@ -31,9 +27,6 @@
 		<p>BinaryTextureLoader 已被重命名为 [page:DataTextureLoader]。</p>
 
 
-		
-		
-		
 		<h2>缓冲器(Buffers)</h2>
 
 		<h3>[page:BufferAttribute]</h3>
@@ -232,24 +225,13 @@
 			Light.shadowMapHeight 现在是 [page:Light.shadow.mapSize.height]。
 		</p>
 
-
-
-
-
-
-
-
 		<h2>加载器(Loaders)</h2>
 
 		<h3>[page:XHRLoader]</h3>
 		<p>XHRLoader 已被重命名为 [page:FileLoader]。</p>
 
-
-
-
-
-
-
+		<h3>[page:JSONLoader]</h3>
+		<p>JSONLoader has been removed from core.</p>
 
 		<h2>数学(Maths)</h2>
 
@@ -481,11 +463,10 @@
 			Shape.makeGeometry 已被删除。 请使用[page:ShapeGeometry] 。
 		</p>
 
-
-
-
-
-
+		<h3>[page:SkinnedMesh]</h3>
+		<p>
+			SkinnedMesh.initBones() has been removed.
+		</p>
 
 
 		<h2>渲染器(Renderer)</h2>

+ 6 - 6
docs/api/zh/extras/Earcut.html

@@ -11,20 +11,20 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		An implementation of the earcut polygon triangulation algorithm. The code is a port of [link:https://github.com/mapbox/earcut mapbox/earcut].
+		切割多边形三角剖分算法的实现。这份代码是[link:https://github.com/mapbox/earcut mapbox/earcut]的一个端口。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Array triangulate]( data, holeIndices, dim )</h3>
 		<p>
-		data -- A flat array of vertice coordinates.<br /><br />
-		holeIndices -- An array of hole indices if any.<br /><br />
-		dim -- The number of coordinates per vertice in the input array.<br /><br />
+		data -- 一个顶点坐标的平面数组。<br /><br />
+		holeIndices -- 空洞索引的数组(如果有的话)。<br /><br />
+		dim -- 输入数组中每个顶点的坐标数。<br /><br />
 
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 12 - 15
docs/api/zh/extras/ShapeUtils.html

@@ -11,43 +11,40 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		A class containing utility functions for shapes.<br /><br />
+		一个包含形状实用函数的类。<br /><br />
 
-		Note that these are all linear functions so it is neccessary to calculate separately for
-		x, y (and z, w if present) components of a vector.
+		请注意,这些都是线性函数,因此有必要分别计算向量的x,y(和z,w,如果存在的话)分量。
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Number area]( contour )</h3>
 		<p>
-		contour -- 2D polygon.<br /><br />
+		contour -- 2D多边形。<br /><br />
 
-		Calculate area of a ( 2D ) contour polygon.<br /><br />
+		计算(2D)轮廓多边形的面积。<br /><br />
 
 		</p>
 
 		<h3>[method:Boolean isClockwise]( pts )</h3>
 		<p>
-		pts -- points defining a 2D polygon<br /><br />
+		pts -- 定义2D多边形的点<br /><br />
 
-		Note that this is a linear function so it is neccessary to calculate separately for
-		x, y  components of a polygon.<br /><br />
+		请注意,这是一个线性函数,因此需要分别计算多边形的x,y分量。<br /><br />
 
-		Used internally by [page:Path Path],
-		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].
+		由[page:Path Path],[page:ExtrudeGeometry ExtrudeGeometry]和[page:ShapeGeometry ShapeGeometry]内部使用。
 		</p>
 
 		<h3>[method:Array triangulateShape]( contour, holes )</h3>
 		<p>
-		contour -- 2D polygon.<br />
-		holes -- array of holes<br /><br />
+		contour -- 2D多边形。<br />
+		holes -- 空洞数组<br /><br />
 
-		Used internally by [page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry] to calculate faces in shapes with holes.
+		由[page:ExtrudeGeometry ExtrudeGeometry]和[page:ShapeGeometry ShapeGeometry]内部使用以计算带孔的形状中的面。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 15 - 15
docs/api/zh/extras/core/CurvePath.html

@@ -10,50 +10,50 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>曲线路径([name]</h1>
 
 		<p class="desc">
-		An abstract base class extending [page:Curve]. A CurvePath is simply an array of connected curves,
-		but retains the api of a curve.
+		
+		一个扩展了[page:Curve]的抽象基类。CurvePath仅仅是一个已连接的曲线的数组,但保留了曲线的API。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]()</h3>
 		<p>
-		The constructor take no parameters.
+		构造函数中不传入参数。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:array curves]</h3>
-		<p>The array of [page:Curve Curves].</p>
+		<p>[page:Curve Curves]数组。</p>
 
 		<h3>[property:boolean autoClose]</h3>
-		<p>Whether or not to automatically close the path.</p>
+		<p>是否自动闭合路径。</p>
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 		<h3>[method:null add]( [param:Curve curve] )</h3>
-		<p>Add a curve to the [page:.curves] array.</p>
+		<p>添加一条曲线到[page:.curves]数组中。</p>
 
 		<h3>[method:null closePath]()</h3>
-		<p>Adds a [page:LineCurve lineCurve] to close the path.</p>
+		<p>添加一条[page:LineCurve lineCurve]用于闭合路径。</p>
 
 		<h3>[method:Float getCurveLengths]()</h3>
-		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
+		<p>将[page:.curves]数组中曲线的长度相加。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 18 - 16
docs/api/zh/extras/core/Font.html

@@ -8,53 +8,55 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>字体([name]</h1>
 
 		<p class="desc">
-		Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
+		以JSON格式,创建一系列的[page:Shape Shape](形状)来表示一个字体。
+		<br /><br />
 
-		This is used internally by the [page:FontLoader].
+		该类在内部由[page:FontLoader]所使用。
 		</p>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
 		[example:webgl_shaders_vector vector / text ]<br/>
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( data )</h3>
 		<p>
-		data -- JSON data representing the font.<br /><br />
+		data -- 表示字体的JSON数据。<br /><br />
 
-		This constructor creates a new [name], which is an array of [page:Shape Shapes].
+		这一构造函数创建一个新的[name],它是一个[page:Shape Shapes]数组。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:array data]</h3>
-		<p>The JSON data passed in the constructor.</p>
+		<p>传入到构造函数的JSON数据。</p>
 
 		<h3>[property:Boolean isFont]</h3>
 		<p>
-			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为字体。默认值为*true*。
+			<br /><br />
 
-			You should not change this, as it used internally by the renderer for optimisation.
+			你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
 		<p>
-			[page:String text] -- string of text.<br />
-			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
+			[page:String text] -- 文本字符串。<br />
+			[page:Float size] -- (可选)[page:Shape Shapes]的缩放,默认值为*100*。<br />
 
-			Creates an array of [page:Shape Shapes] representing the text in the font.
+			创建一个[page:Shape Shapes]数组,表示使用字体的文本。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 12 - 12
docs/api/zh/extras/core/Interpolations.html

@@ -8,39 +8,39 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>插值([name]</h1>
 
 		<p class="desc">
 		TODO
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Float CatmullRom]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
+		t -- 插值权重<br />
+		p0, p1, p2, p3 -- 定义了样条曲线的点。<br /><br />
 
-		Used internally by [page:SplineCurve SplineCurve].
+		在内部由[page:SplineCurve SplineCurve]所使用。
 		</p>
 
 		<h3>[method:Float QuadraticBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2] )</h3>
 		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2 -- the starting, control and end points defining the curve.<br /><br />
+		t -- 插值权重<br />
+		p0, p1, p2 -- 定义了该曲线的起始点、控制点和终止点。<br /><br />
 
-		Used internally by [page:QuadraticBezierCurve3 QuadraticBezierCurve3], [page:QuadraticBezierCurve QuadraticBezierCurve] and [page:Font Font].
+		在内部由[page:QuadraticBezierCurve3 QuadraticBezierCurve3]、[page:QuadraticBezierCurve QuadraticBezierCurve]和[page:Font Font]所使用。
 		</p>
 
 		<h3>[method:Float CubicBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2, p3 -- the starting, control(twice) and end points defining the curve.<br /><br />
+		t -- 插值权重<br />
+		p0, p1, p2, p3 -- 定义了该曲线的起始点、两个控制点和终止点。<br /><br />
 
-		Used internally by [page:CubicBezierCurve3 CubicBezierCurve3], [page:CubicBezierCurve CubicBezierCurve] and [page:Font Font].
+		在内部由[page:CubicBezierCurve3 CubicBezierCurve3]、[page:CubicBezierCurve CubicBezierCurve]和[page:Font Font]所使用。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 52 - 54
docs/api/zh/extras/core/Path.html

@@ -10,13 +10,13 @@
 	<body>
 		[page:CurvePath] &rarr;
 
-		<h1>[name]</h1>
+		<h1>路径([name]</h1>
 
 		<p class="desc">
-		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
+		该类定义了二维路径,提供了一些类似2D Canvas API的方法来创建或者构造二维路径。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 			var path = new THREE.Path();
@@ -35,110 +35,108 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+		points -- (可选)[page:Vector2 Vector2s]数组。<br /><br />
 
-		Creates a Path from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+		从传入的点中创建一条Path。第一个点定义了偏移量,
+		接下来的点作为[page:LineCurve LineCurves]被添加到[page:CurvePath.curves curves]数组中。<br /><br />
 
-		If no points are specified, an empty path is created and the [page:.currentPoint] is set to
-		the origin.
+		倘若没有点被指定,一条空路径将会被创建,[page:.currentPoint]将被设置为原点。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:CurvePath] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:CurvePath]来了解共有属性。</p>
 
 		<h3>[property:array currentPoint]</h3>
-		<p>The current offset of the path. Any new [page:Curve] added will start here.</p>
+		<p>路径当前的偏移量,任何新被加入的[page:Curve]将会从这里开始。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:CurvePath] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:CurvePath]来了解共有方法。</p>
 
 		<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<p>
-			x, y -- The absolute center of the arc.<br />
-			radius -- The radius of the arc.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+			x, y -- 弧线的绝对中心。<br />
+			radius -- 弧线的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)弧线。默认值为*false*。<br /><br />
 
-			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
+			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 		</p>
 
 		<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<p>
-			x, y -- The absolute center of the ellipse.<br />
-			xRadius -- The radius of the ellipse in the x axis.<br />
-			yRadius -- The radius of the ellipse in the y axis.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the ellipse clockwise. Defaults to false.<br />
-			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0.<br /><br />
-
-			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
+			x, y -- 椭圆的绝对中心。<br />
+			xRadius -- 椭圆x轴方向的半径。<br />
+			yRadius -- 椭圆y轴方向的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)椭圆。默认值为*false*。<br />
+			rotation -- 椭圆从X轴正方向逆时针的旋转角度(可选),以弧度表示,默认值为*0*。<br /><br />
+
+			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 		</p>
 
 		<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<p>
-		x, y -- The center of the arc offset from the last call.<br />
-		radius -- The radius of the arc.<br />
-		startAngle -- The start angle in radians.<br />
-		endAngle -- The end angle in radians.<br />
-		clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+			x, y -- 弧线的中心来自上次调用后的偏移量。<br />
+			radius -- 弧线的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)弧线。默认值为*false*。<br /><br />
 
-		Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+		添加一条[page:EllipseCurve EllipseCurve]到路径中,位置相对于[page:.currentPoint]。
 		</p>
 
 
 		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</p>
+		<p>从[page:.currentPoint]创建一条贝塞尔曲线,以(cp1X, cp1Y)和(cp2X, cp2Y)作为控制点,并将[page:.currentPoint]更新到x,y。</p>
 
 		<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<p>
-			x, y -- The center of the ellipse offset from the last call.<br />
-			xRadius -- The radius of the ellipse in the x axis.<br />
-			yRadius -- The radius of the ellipse in the y axis.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the ellipse clockwise. Defaults to *false*.<br />
-			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to *0*.<br /><br />
-
-			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+			x, y -- 椭圆的中心来自上次调用后的偏移量。The center of the ellipse offset from the last call.<br />
+			xRadius -- 椭圆x轴方向的半径。<br />
+			yRadius -- 椭圆y轴方向的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)椭圆。默认值为*false*。<br />
+			rotation -- 椭圆从X轴正方向逆时针的旋转角度(可选),以弧度表示,默认值为*0*。<br /><br />
+
+			添加一条[page:EllipseCurve EllipseCurve]到路径中,位置相对于[page:.currentPoint]。
 		</p>
 
 		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</p>
+		<p>在当前路径上,从[page:.currentPoint]连接一条直线到x,y。</p>
 
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
-		<p>Move the [page:.currentPoint] to x, y.</p>
+		<p>将[page:.currentPoint]移动到x, y。</p>
 
 
 		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</p>
+		<p>从[page:.currentPoint]创建一条二次曲线,以(cpX,cpY)作为控制点,并将[page:.currentPoint]更新到x,y。</p>
 
 		<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
 		<p>
-			points --  array of [page:Vector2 Vector2s].<br /><br />
+			points -- [page:Vector2 Vector2]数组。<br /><br />
 
-			Points are added to the [page:CurvePath.curves curves]
-			array as [page:LineCurve LineCurves].
+			点将被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]数组中。
 		</p>
 
 		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
 		<p>
-			points - An array of [page:Vector2 Vector2s]<br /><br />
+			points -[page:Vector2 Vector2]数组。<br /><br />
 
-			Connects a new [page:SplineCurve] onto the path.
+			连接一条新的[page:SplineCurve]到路径上。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 21 - 22
docs/api/zh/extras/core/Shape.html

@@ -10,11 +10,11 @@
 	<body>
 		[page:Path] &rarr;
 
-		<h1>[name]</h1>
+		<h1>形状([name]</h1>
 
 		<p class="desc">
-		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
-		[page:ShapeGeometry], to get points, or to get triangulated faces.
+		使用路径以及可选的孔洞来定义一个二维形状平面。
+		它可以和[page:ExtrudeGeometry]、[page:ShapeGeometry]一起使用,获取点,或者获取三角面。
 		</p>
 
 		<code>
@@ -35,7 +35,7 @@
 		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
 		</code>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 		[example:webgl_geometry_shapes geometry / shapes ]<br/>
@@ -44,57 +44,56 @@
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+		points -- (optional) 一个[page:Vector2 Vector2]数组。<br /><br />
 
-		Creates a Shape from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+		从点来创建一个Shape。第一个点定义了偏移量,
+		接下来的点被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]中。<br /><br />
 
-		If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
-		the origin.
+		如果没有点被指定,一个空的形状将会被创建,且[page:.currentPoint]将会被设为原点。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Path] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Path]来了解共有属性。</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
+		该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
 		</p>
 
 		<h3>[property:array holes]</h3>
-		<p>An array of [page:Path paths] that define the holes in the shape.</p>
+		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Path] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Path]来了解共有方法。</p>
 
 		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<p>
-		divisions -- The fineness of the result.<br /><br />
+		divisions -- 结果的精细程度(细分数)。<br /><br />
 
-		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
+		在形状以及[page:.holes](孔洞)数组上调用[page:Curve.getPoints getPoints],并返回一个来自于:
 		<code>
 {
 	shape
 	holes
 }
 		</code>
-		where shape and holes are arrays of [page:Vector2 Vector2s].
+		的对象,其中的形状和孔洞是[page:Vector2 Vector2]数组。
 		</p>
 
 		<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
 		<p>
-		divisions -- The fineness of the result.<br /><br />
+		divisions -- 结果的精细程度(细分数)。<br /><br />
 
-		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
+		获取一个表示形状上的孔洞的[page:Vector2 Vector2s]数组。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 28 - 29
docs/api/zh/extras/core/ShapePath.html

@@ -10,81 +10,80 @@
 	<body>
 		[page:CurvePath] &rarr;
 
-		<h1>[name]</h1>
+		<h1>形状路径([name]</h1>
 
 		<p class="desc">
-		This class is used to convert a series of shapes to an array of [page:Path]s, for example an SVG shape to a
-		path (see the example below). It is used internally by [page:Font] to convert a font in JSON format to a
-		series of paths.
+		该类用于转换一系列的形状为一个[page:Path]数组,例如转换SVG中的Path为three.js中的Path(请参阅下方的example)。
+		在内部它由[page:Font]所使用,用于将JSON字体转换为一系列路径。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name](  )</h3>
 		<p>
-		Creates a new ShapePath. Unlike a [page:Path], no points are passed in as the ShapePath is designed to
-		be generated after creation.
+		创建一个新的ShapePath。和[page:Path]不同,因为ShapePath被设计为在创建之后生成,所以没有点被传入到构造函数中。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:array subPaths]</h3>
 		<p>
-		Array of [page:Path]s.
+		[page:Path]数组。
 		</p>
 
 		<h3>[property:array currentPath]</h3>
 		<p>
-		The current [page:Path] that is being generated.
+		当前将要被生成的路径。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
-		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
+		创建一个新的[page:Path],并在[page:Path]上调用[page:Path.moveTo]( x, y )。
 		</p>
 
 		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>This creates a line from the [page:ShapePath.currentPath currentPath]'s
-			offset to X and Y and updates the offset to X and Y.</p>
+		<p>这一方法从[page:ShapePath.currentPath currentPath](当前路径)的偏移量创建一条到X和Y的线,并将偏移量更新为X和Y。
+		</p>
 
 		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y.</p>
+		<p>这一方法从[page:ShapePath.currentPath currentPath](当前路径)创建一条到X和Y的二次曲线,cpX和cpY作为控制点,
+			并将[page:ShapePath.currentPath currentPath]的偏移量更新为x和y。
+		</p>
 
 		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
-			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
-			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</p>
+		<p>
+			这一方法从[page:ShapePath.currentPath currentPath](当前路径)的偏移量创建一条到X和Y的贝塞尔曲线,
+			cp1X、cp1Y和cp1X、cp1Y为控制点,并将[page:ShapePath.currentPath currentPath]的偏移量更新为x和y。
+		</p>
 
 		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
-		<p>points - An array of [page:Vector2]s</p>
-		<p>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</p>
+		<p>points - 一个[page:Vector2]数组。</p>
+		<p>
+			连接一个新的[page:SplineCurve](样条曲线)到[page:ShapePath.currentPath currentPath](当前路径)。</p>
 
 
 		<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
 		<p>
-		isCCW -- Changes how solids and holes are generated<br/>
-		noHoles -- Whether or not to generate holes
+		isCCW -- 更改实体形状和孔洞的生成方式。<br/>
+		noHoles -- 是否创建孔洞。
 		</p>
 		<p>
-		Converts the [page:ShapePath.subPaths subPaths] array into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
-		then those are flipped. If the parameter noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
+		将[page:ShapePath.subPaths subPaths]数组转换为到Shapes数组。默认情况下,实体形状按照顺时针(CW)来定义,孔洞按照逆时针(CCW)来定义。
+		如果isCCW被设置为true,则孔洞和实体形状的定义将被反转。如果noHoles参数设置为true,则所有路径将被设置为实体形状,isCCW将被忽略。
 		<br/>
 
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/Path.js src/extras/core/Path.js]
 	</body>

+ 7 - 7
docs/api/zh/extras/curves/ArcCurve.html

@@ -10,22 +10,22 @@
 	<body>
 		[page:EllipseCurve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>弧线([name]</h1>
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">[page:EllipseCurve]的别名</p>
 
-		<h2>Properties</h2>
-		<p>See the [page:EllipseCurve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isArcCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为ArcCurves(弧线)。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 19 - 18
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -12,10 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">Create a smooth 3d spline curve from a series of points using the
-			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
+		<p class="desc">
+			使用[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom]算法,
+			从一系列的点创建一条平滑的三维样条曲线。</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 //Create a closed wavey loop
@@ -39,42 +40,42 @@ var curveObject = new THREE.Line( geometry, material );
 		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<p>
-			points – An array of [page:Vector3] points<br/>
-			closed – Whether the curve is closed. Default is *false*.<br/>
-			curveType – Type of the curve. Default is *centripetal*.<br/>
-			tension – Tension of the curve. Default is *0.5*.
+			points – [page:Vector3]点数组<br/>
+			closed – 该曲线是否闭合,默认值为false。<br/>
+			curveType – 曲线的类型,默认值为*centripetal*。<br/>
+			tension – 曲线的张力,默认为*0.5*。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCatmullRomCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为CatmullRomCurve3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
+		<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
 
 		<h3>[property:Boolean closed]</h3>
-		<p>The curve will loop back onto itself when this is true.</p>
+		<p>当该值为true时,曲线将会闭合(环回自身)。</p>
 
 		<h3>[property:String curveType]</h3>
-		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
+		<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
 
 		<h3>[property:float tension]</h3>
-		<p>When [page:.type] is *catmullrom*, defines catmullrom's tension.</p>
+		<p>当[page:.type]为*catmullrom*时,定义catmullrom的张力。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 22 - 21
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维三次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
+			创建一条平滑的二维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>,
+			由起点、终点和两个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.CubicBezierCurve(
@@ -37,44 +37,45 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name] ( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2], [param:Vector2 v3] )</h3>
 		<p>
-			[page:Vector2 v0] – The starting point.<br/>
-			[page:Vector2 v1] – The first control point.<br/>
-			[page:Vector2 v2] – The second control point.<br/>
-			[page:Vector2 v3] – The ending point.
+			[page:Vector2 v0] – 起点<br/>
+			[page:Vector2 v1] – 第一个控制点<br/>
+			[page:Vector2 v2] – 第二个控制点<br/>
+			[page:Vector2 v3] – 终点
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are CubicBezierCurves. Default is *true*.<br /><br />
+			
+			用于检查该类或者其派生类是否为CubicBezierCurves。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
+		<p>第一个控制点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
+		<p>第二个控制点</p>
 
 		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
+		<p>终点</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 25 - 25
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维三次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
+			创建一条平滑的三维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>,
+			由起点、终点和两个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.CubicBezierCurve3(
@@ -38,44 +38,44 @@ var curveObject = new THREE.Line( geometry, material );
 
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2], [param:Vector3 v3] )</h3>
 		<p>
-			[page:Vector3 v0] – The starting point.<br/>
-			[page:Vector3 v1] – The first control point.<br/>
-			[page:Vector3 v2] – The second control point.<br/>
-			[page:Vector3 v3] – The ending point.
+			[page:Vector3 v0] – 起点<br/>
+			[page:Vector3 v1] – 第一个控制点<br/>
+			[page:Vector3 v2] – 第二个控制点<br/>
+			[page:Vector3 v3] – 终点
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are CubicBezierCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为CubicBezierCurves3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
-		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
+		<h3>[property:Vector3 v0]</h3>
+		<p>起点</p>
 
-		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
+		<h3>[property:Vector3 v1]</h3>
+		<p>第一个控制点</p>
 
-		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
+		<h3>[property:Vector3 v2]</h3>
+		<p>第二个控制点</p>
 
-		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
+		<h3>[property:Vector3 v3]</h3>
+		<p>终点</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 31 - 38
docs/api/zh/extras/curves/EllipseCurve.html

@@ -10,14 +10,14 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>椭圆曲线([name]</h1>
 
 		<p class="desc">
-			Creates a 2d curve in the shape of an ellipse. Setting the
-			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
+			创建一个形状为椭圆的曲线。
+			将[page:Number xRadius]与[page:Number yRadius]设为相等的值它将会成为一个圆。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.EllipseCurve(
@@ -37,68 +37,61 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var ellipse = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Float aX], [param:Float aY], [param:Float xRadius], [param:Float yRadius], [param:Radians aStartAngle], [param:Radians aEndAngle], [param:Boolean aClockwise], [param:Radians aRotation] )</h3>
 		<p>
-			[page:Float aX] – The X center of the ellipse. Default is *0*.<br/>
-			[page:Float aY] – The Y center of the ellipse. Default is *0*.<br/>
-			[page:Float xRadius] – The radius of the ellipse in the x direction. Default is *1*.<br/>
-			[page:Float yRadius] – The radius of the ellipse in the y direction. Default is *1*.<br/>
-			[page:Radians aStartAngle] – The start angle of the curve in radians starting from the middle right side.  Default is *0*.<br/>
-			[page:Radians aEndAngle] – The end angle of the curve in radians starting from the middle right side. Default is *2 x Math.PI*.<br/>
-			[page:Boolean aClockwise] – Whether the ellipse is drawn clockwise. Default is *false*.<br/>
-			[page:Radians aRotation]  – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.<br/><br/>
-
-			<em>Note:</em> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
+			[page:Float aX] – 椭圆的中心的X坐标,默认值为*0*。<br/>
+			[page:Float aY] – 椭圆的中心的Y坐标,默认值为*0*。<br/>
+			[page:Float xRadius] – X轴向上椭圆的半径,默认值为*1*。<br/>
+			[page:Float yRadius] – Y轴向上椭圆的半径,默认值为*1*。<br/>
+			[page:Radians aStartAngle] – 以弧度来表示,从正右侧算起曲线开始的角度,默认值为*0*。<br/>
+			[page:Radians aEndAngle] – 以弧度来表示,从正右侧算起曲线终止的角度,默认值为*2 x Math.PI*。<br/>
+			[page:Boolean aClockwise] – 椭圆是否按照顺时针方向来绘制,默认值为*false*。<br/>
+			[page:Radians aRotation]  – 以弧度表示,椭圆从X轴正方向逆时针的旋转角度(可选),默认值为*0*。<br/><br/>
+
+			<em>请注意:</em> 当使用顺时针的时候,最好将起始角度角度设为(Math.PI * 2),并向着更小的数字运行。
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isEllipseCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are EllipseCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查该类或者其派生类是否为EllipseCurves。默认值为*true*。
+			<br /><br />
+			你不应当更改这个属性,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Float aX]</h3>
-		<p>The X center of the ellipse.</p>
+		<p>椭圆的中心的X坐标。</p>
 
 		<h3>[property:Float aY]</h3>
-		<p>The Y center of the ellipse.</p>
+		<p>椭圆的中心的Y坐标。</p>
 
 		<h3>[property:Radians xRadius]</h3>
-		<p>The radius of the ellipse in the x direction.</p>
+		<p>X轴向上椭圆的半径。</p>
 
 		<h3>[property:Radians yRadius]</h3>
-		<p>The radius of the ellipse in the y direction.</p>
+		<p>Y轴向上椭圆的半径。</p>
 
 		<h3>[property:Float aStartAngle]</h3>
-		<p>The start angle of the curve in radians starting from the middle right side.</p>
+		<p>以弧度来表示,从正右侧算起曲线开始的角度。</p>
 
 		<h3>[property:Float aEndAngle]</h3>
-		<p>The end angle of the curve in radians starting from the middle right side.</p>
+		<p>以弧度来表示,从正右侧算起曲线终止的角度。</p>
 
 		<h3>[property:Boolean aClockwise]</h3>
-		<p>Whether the ellipse is drawn clockwise.</p>
+		<p>椭圆是否按照顺时针方向来绘制。</p>
 
 		<h3>[property:Float aRotation]</h3>
-		<p>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</p>
-
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
+		<p>以弧度表示,椭圆在X轴正方向逆时针的旋转角度(可选),默认值为*0*。</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 15 - 14
docs/api/zh/extras/curves/LineCurve.html

@@ -10,41 +10,42 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维线段曲线([name]</h1>
 
-		<p class="desc">A curve representing a 2d line segment.</p>
+		<p class="desc">一个表示二维线段的曲线。</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector2 v1], [param:Vector2 v2] )</h3>
 		<p>
-			[page:Vector2 v1] – The start point.<br/>
-			[page:Vector2 v2] - The end point.
+			[page:Vector2 v1] – 起点<br/>
+			[page:Vector2 v2] - 终点
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isLineCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are LineCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
+			<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当更改这个属性,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The start point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The end point</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 16 - 15
docs/api/zh/extras/curves/LineCurve3.html

@@ -10,40 +10,41 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维线段曲线([name]</h1>
 
-		<p class="desc">A curve representing a 3d line segment.</p>
+		<p class="desc">一个表示三维线段的曲线。</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<p>
-			[page:Vector3 v1] – The start point.<br/>
-			[page:Vector3 v2] - The end point.
+			[page:Vector3 v1] – 起点<br/>
+			[page:Vector3 v2] - 终点
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isLineCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are LineCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
+			<br /><br />
+	
+			你不应当更改这个属性,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector3 v1]</h3>
-		<p>The start point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector3 v2]</h3>
-		<p>The end point.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 19 - 19
docs/api/zh/extras/curves/QuadraticBezierCurve.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维二次贝塞尔曲线([name])</h1>
 
 		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
+			创建一条平滑的二维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>,
+			由起点、终点和一个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.QuadraticBezierCurve(
@@ -36,41 +36,41 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2] )</h3>
 		<p>
-			[page:Vector2 v0] – The startpoint.<br/>
-			[page:Vector2 v1] – The control point.<br/>
-			[page:Vector2 v2] – The endpoint.
+			[page:Vector2 v0] – 起点<br/>
+			[page:Vector2 v1] – 中间的控制点<br/>
+			[page:Vector2 v2] – 终点<br/>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为QuadraticBezierCurve。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 
 		<h3>[property:Vector2 v0]</h3>
-		<p>The startpoint.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The control point.</p>
+		<p>控制点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The endpoint.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 19 - 19
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维二次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
+			创建一条平滑的三维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>,
+			由起点、终点和一个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.QuadraticBezierCurve3(
@@ -36,41 +36,41 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<p>
-			[page:Vector3 v0] – The starting point<br/>
-			[page:Vector3 v1] – The middle control point<br/>
-			[page:Vector3 v2] – The ending point<br/>
+			[page:Vector3 v0] – 起点<br/>
+			[page:Vector3 v1] – 中间的控制点<br/>
+			[page:Vector3 v2] – 终点<br/>
 		</p>
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为QuadraticBezierCurve3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector3 v0]</h3>
-		<p>The startpoint.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector3 v1]</h3>
-		<p>The control point.</p>
+		<p>控制点</p>
 
 		<h3>[property:Vector3 v2]</h3>
-		<p>The endpoint.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 13 - 14
docs/api/zh/extras/curves/SplineCurve.html

@@ -10,14 +10,13 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>样条曲线([name]</h1>
 
 		<p class="desc">
-		Create a smooth 2d spline curve from a series of points. Internally this uses
-		[page:Interpolations.CatmullRom] to create the curve.
+			从一系列的点中,创建一个平滑的二维样条曲线。内部使用[page:Interpolations.CatmullRom]来创建曲线。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 // Create a sine-like wave
@@ -38,34 +37,34 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var splineObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
-		<p>points – An array of [page:Vector2] points that define the curve.</p>
+		<p>points – 定义曲线的[page:Vector2]点的数组。</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isSplineCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为样条曲线。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector2] points that define the curve.</p>
+		<p>定义这一曲线的[page:Vector2]点的数组。</p>
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 2 - 2
docs/api/zh/extras/objects/ImmediateRenderObject.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:Object3D] &rarr;
 
-		<h1>时渲染对象([name])</h1>
+		<h1>时渲染对象([name])</h1>
 
-		<p class="desc">时渲染对象的基类。</p>
+		<p class="desc">时渲染对象的基类。</p>
 
 
 		<h2>构造函数(Constructor)</h2>

+ 1 - 1
docs/api/zh/geometries/CircleBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>圆形缓冲几何体[name]</h1>
+		<h1>圆形缓冲几何体[name]</h1>
 
 		<p class="desc">这是[page:CircleGeometry]中的[page:BufferGeometry]接口。</p>
 

+ 1 - 1
docs/api/zh/geometries/LatheBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>车削缓冲几何体([name]</h1>
 
 		<p class="desc">这是[page:LatheGeometry]中的[page:BufferGeometry]接口。</p>
 

+ 7 - 7
docs/api/zh/geometries/ParametricBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>参数化缓冲几何体([name]</h1>
 
-		<p class="desc">Generate geometry representing a parametric surface.</p>
+		<p class="desc">生成由参数表示其表面的几何体。</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ParametricBufferGeometry"></iframe>
 
@@ -32,7 +32,7 @@
 
 		</script>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
@@ -42,7 +42,7 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
@@ -52,15 +52,15 @@
 		stacks — The count of stacks to use for the parametric function
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>方法</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ParametricGeometry.js src/geometries/ParametricGeometry.js]
 	</body>

+ 7 - 7
docs/api/zh/geometries/ParametricGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>参数化几何体([name]</h1>
 
-		<p class="desc">Generate geometry representing a parametric surface.</p>
+		<p class="desc">生成由参数表示其表面的几何体。</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ParametricGeometry"></iframe>
 
@@ -32,7 +32,7 @@
 
 		</script>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
@@ -42,7 +42,7 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
@@ -53,15 +53,15 @@
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 1 - 1
docs/api/zh/geometries/PlaneBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>平面缓冲几何体([name]</h1>
 
 		<p class="desc">这是[page:PlaneGeometry]中的[page:BufferGeometry]接口。</p>
 

+ 1 - 1
docs/api/zh/geometries/SphereGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>球几何体[name]</h1>
+		<h1>球几何体[name]</h1>
 
 		<p class="desc">一个用于生成球体的类。</p>
 

+ 1 - 1
docs/api/zh/geometries/TorusGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>圆环几何体[name]</h1>
+		<h1>圆环几何体[name]</h1>
 
 		<p class="desc">一个用于生成圆环几何体的类。</p>
 

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