ソースを参照

Merge branch 'dev' into dev_pbr_transparency

WestLangley 6 年 前
コミット
17abeefff6
100 ファイル変更949 行追加1368 行削除
  1. 1 1
      .github/ISSUE_TEMPLATE.md
  2. 1 1
      README.md
  3. 262 383
      build/three.js
  4. 0 307
      build/three.min.js
  5. 262 383
      build/three.module.js
  6. 3 0
      docs/api/en/audio/Audio.html
  7. 1 1
      docs/api/en/cameras/OrthographicCamera.html
  8. 1 1
      docs/api/en/cameras/PerspectiveCamera.html
  9. 1 1
      docs/api/en/core/Object3D.html
  10. 8 0
      docs/api/en/core/Raycaster.html
  11. 29 47
      docs/api/en/lights/shadows/LightShadow.html
  12. 81 0
      docs/api/en/lights/shadows/PointLightShadow.html
  13. 37 22
      docs/api/en/loaders/Loader.html
  14. 4 33
      docs/api/en/loaders/ObjectLoader.html
  15. 5 0
      docs/api/en/materials/Material.html
  16. 10 5
      docs/api/en/materials/MeshPhysicalMaterial.html
  17. 1 1
      docs/api/en/materials/MeshStandardMaterial.html
  18. 1 1
      docs/api/en/math/Matrix4.html
  19. 1 1
      docs/api/en/scenes/FogExp2.html
  20. 3 3
      docs/api/zh/cameras/ArrayCamera.html
  21. 2 2
      docs/api/zh/cameras/Camera.html
  22. 3 3
      docs/api/zh/cameras/CubeCamera.html
  23. 5 4
      docs/api/zh/cameras/OrthographicCamera.html
  24. 6 8
      docs/api/zh/cameras/PerspectiveCamera.html
  25. 45 0
      docs/api/zh/constants/Materials.html
  26. 9 9
      docs/api/zh/constants/Textures.html
  27. 1 1
      docs/api/zh/core/Clock.html
  28. 3 1
      docs/api/zh/core/Geometry.html
  29. 1 1
      docs/api/zh/core/InterleavedBufferAttribute.html
  30. 12 4
      docs/api/zh/core/Object3D.html
  31. 3 3
      docs/api/zh/core/Raycaster.html
  32. 1 1
      docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html
  33. 2 2
      docs/api/zh/extras/ShapeUtils.html
  34. 2 2
      docs/api/zh/extras/core/CurvePath.html
  35. 3 3
      docs/api/zh/extras/core/Path.html
  36. 3 3
      docs/api/zh/extras/core/Shape.html
  37. 1 1
      docs/api/zh/extras/core/ShapePath.html
  38. 2 2
      docs/api/zh/extras/curves/ArcCurve.html
  39. 2 2
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  40. 2 2
      docs/api/zh/extras/curves/CubicBezierCurve.html
  41. 2 2
      docs/api/zh/extras/curves/CubicBezierCurve3.html
  42. 2 2
      docs/api/zh/extras/curves/EllipseCurve.html
  43. 2 2
      docs/api/zh/extras/curves/LineCurve.html
  44. 2 2
      docs/api/zh/extras/curves/LineCurve3.html
  45. 2 2
      docs/api/zh/extras/curves/QuadraticBezierCurve.html
  46. 2 2
      docs/api/zh/extras/curves/QuadraticBezierCurve3.html
  47. 2 2
      docs/api/zh/extras/curves/SplineCurve.html
  48. 2 2
      docs/api/zh/geometries/BoxBufferGeometry.html
  49. 2 2
      docs/api/zh/geometries/BoxGeometry.html
  50. 2 2
      docs/api/zh/geometries/CircleBufferGeometry.html
  51. 2 2
      docs/api/zh/geometries/CircleGeometry.html
  52. 2 2
      docs/api/zh/geometries/ConeBufferGeometry.html
  53. 2 2
      docs/api/zh/geometries/ConeGeometry.html
  54. 2 2
      docs/api/zh/geometries/CylinderBufferGeometry.html
  55. 2 2
      docs/api/zh/geometries/CylinderGeometry.html
  56. 2 2
      docs/api/zh/geometries/DodecahedronBufferGeometry.html
  57. 2 2
      docs/api/zh/geometries/DodecahedronGeometry.html
  58. 2 2
      docs/api/zh/geometries/EdgesGeometry.html
  59. 4 2
      docs/api/zh/geometries/ExtrudeBufferGeometry.html
  60. 5 4
      docs/api/zh/geometries/ExtrudeGeometry.html
  61. 2 2
      docs/api/zh/geometries/IcosahedronBufferGeometry.html
  62. 2 2
      docs/api/zh/geometries/IcosahedronGeometry.html
  63. 2 2
      docs/api/zh/geometries/LatheBufferGeometry.html
  64. 2 2
      docs/api/zh/geometries/LatheGeometry.html
  65. 2 2
      docs/api/zh/geometries/OctahedronBufferGeometry.html
  66. 2 2
      docs/api/zh/geometries/OctahedronGeometry.html
  67. 2 2
      docs/api/zh/geometries/ParametricBufferGeometry.html
  68. 2 2
      docs/api/zh/geometries/ParametricGeometry.html
  69. 3 3
      docs/api/zh/geometries/PlaneBufferGeometry.html
  70. 2 2
      docs/api/zh/geometries/PlaneGeometry.html
  71. 2 2
      docs/api/zh/geometries/PolyhedronBufferGeometry.html
  72. 2 2
      docs/api/zh/geometries/PolyhedronGeometry.html
  73. 2 2
      docs/api/zh/geometries/RingBufferGeometry.html
  74. 2 2
      docs/api/zh/geometries/RingGeometry.html
  75. 2 2
      docs/api/zh/geometries/ShapeBufferGeometry.html
  76. 2 2
      docs/api/zh/geometries/ShapeGeometry.html
  77. 2 2
      docs/api/zh/geometries/SphereBufferGeometry.html
  78. 2 2
      docs/api/zh/geometries/SphereGeometry.html
  79. 3 3
      docs/api/zh/geometries/TetrahedronBufferGeometry.html
  80. 2 2
      docs/api/zh/geometries/TetrahedronGeometry.html
  81. 3 3
      docs/api/zh/geometries/TextBufferGeometry.html
  82. 3 3
      docs/api/zh/geometries/TextGeometry.html
  83. 2 2
      docs/api/zh/geometries/TorusBufferGeometry.html
  84. 2 2
      docs/api/zh/geometries/TorusGeometry.html
  85. 3 3
      docs/api/zh/geometries/TorusKnotBufferGeometry.html
  86. 2 2
      docs/api/zh/geometries/TorusKnotGeometry.html
  87. 2 2
      docs/api/zh/geometries/TubeBufferGeometry.html
  88. 3 3
      docs/api/zh/geometries/TubeGeometry.html
  89. 4 2
      docs/api/zh/geometries/WireframeGeometry.html
  90. 1 1
      docs/api/zh/helpers/ArrowHelper.html
  91. 1 1
      docs/api/zh/helpers/AxesHelper.html
  92. 1 1
      docs/api/zh/helpers/Box3Helper.html
  93. 7 6
      docs/api/zh/helpers/BoxHelper.html
  94. 1 1
      docs/api/zh/helpers/CameraHelper.html
  95. 1 1
      docs/api/zh/helpers/FaceNormalsHelper.html
  96. 1 1
      docs/api/zh/helpers/GridHelper.html
  97. 1 1
      docs/api/zh/helpers/PlaneHelper.html
  98. 1 1
      docs/api/zh/helpers/PointLightHelper.html
  99. 1 1
      docs/api/zh/helpers/PolarGridHelper.html
  100. 2 2
      docs/api/zh/helpers/PositionalAudioHelper.html

+ 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
-- [ ] r106
+- [ ] r107
 - [ ] ...
 
 ##### Browser

+ 1 - 1
README.md

@@ -19,7 +19,7 @@ The aim of the project is to create an easy to use, lightweight, 3D library with
 [Questions](http://stackoverflow.com/questions/tagged/three.js) —
 [Forum](https://discourse.threejs.org/) —
 [Gitter](https://gitter.im/mrdoob/three.js) —
-[Slack](https://threejs-slack.herokuapp.com/)
+[Slack](https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLTQ1YmY4YTQxOTFjNDAzYmQ4NjU2YzRhNzliY2RiNDEyYjU2MjhhODgyYWQ5Y2MyZTU3MWNkOGVmOGRhOTQzYTk)
 
 ### Usage ###
 

ファイルの差分が大きいため隠しています
+ 262 - 383
build/three.js


ファイルの差分が大きいため隠しています
+ 0 - 307
build/three.min.js


ファイルの差分が大きいため隠しています
+ 262 - 383
build/three.module.js


+ 3 - 0
docs/api/en/audio/Audio.html

@@ -91,6 +91,9 @@
 		<h3>[property:Number offset]</h3>
 		<p>An offset to the time within the audio buffer that playback should begin. Same as the *offset* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.</p>
 
+		<h3>[property:Number duration]</h3>
+		<p>Overrides the duration of the audio. Same as the *duration* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *undefined* to play the whole buffer.</p>
+
 		<h3>[property:String source]</h3>
 		<p>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created
 		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createBufferSource AudioContext.createBufferSource]().</p>

+ 1 - 1
docs/api/en/cameras/OrthographicCamera.html

@@ -130,7 +130,7 @@ scene.add( camera );</code>
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 
-		<h3>[method:Object toJSON](param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
 		meta -- object containing metadata such as textures or images in objects' descendants.<br />
 		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 1 - 1
docs/api/en/cameras/PerspectiveCamera.html

@@ -190,7 +190,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 
-		<h3>[method:Object toJSON](param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
 		meta -- object containing metadata such as textures or images in objects' descendants.<br />
 		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 1 - 1
docs/api/en/core/Object3D.html

@@ -192,7 +192,7 @@
 			Set to ( 0, 1, 0 ) by default.
 		</p>
 
-		<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
+		<h3>[property:Boolean DefaultMatrixAutoUpdate]</h3>
 		<p>
 			The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
 

+ 8 - 0
docs/api/en/core/Raycaster.html

@@ -103,6 +103,14 @@
 		This value shouldn't be negative and should be smaller than the far property.
 		</p>
 
+		<h3>[property:Camera camera]</h3>
+		<p>
+		The camera to use when raycasting against view-dependent objects such as billboarded objects like [page:Sprites]. This field
+		can be set manually or is set when calling "setFromCamera".
+
+		Defaults to null.
+		</p>
+
 		<h3>[property:Object params]</h3>
 		<p>
 		An object with the following properties:

+ 29 - 47
docs/api/en/lights/shadows/LightShadow.html

@@ -12,60 +12,18 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
-			a base class for the other shadow classes.
+			Serves as a base class for the other shadow classes.
 		</p>
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a PointLight and turn on shadows for the light
-var light = new THREE.PointLight( 0xffffff, 1, 100 );
-light.position.set( 0, 10, 0 );
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;       // default
-light.shadow.camera.far = 500      // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Camera camera] )</h3>
 		<p>
 		[page:Camera camera] - the light's view of the world.<br /><br />
 
-		Create a new [name]. This is not intended to be called directly - it is called
-		internally by [page:PointLight] or used as a base class by other light shadows.
+		Create a new [name]. This is not intended to be called directly - it is used as a base class by 
+		other light shadows.
 		</p>
 
 		<h2>Properties</h2>
@@ -88,7 +46,6 @@ scene.add( helper );
 			in shadow. Computed internally during rendering.
 		</p>
 
-
 		<h3>[property:Vector2 mapSize]</h3>
 		<p>
 			A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
@@ -118,10 +75,35 @@ scene.add( helper );
 
 
 		<h2>Methods</h2>
+
+		<h3>[method:Vector2 getFrameExtents]()</h3>
+		<p>
+		Used internally by the renderer to extend the shadow map to contain all viewports
+		</p>
+
+		<h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
+		<p>
+		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
+
+		light -- the light for which the shadow is being rendered.<br />
+		viewCamera -- the camera view for which the shadow is being rendered.<br />
+		viewportIndex -- calculates the matrix for this viewport
+		</p>
+
+		<h3>[method:Frustum getFrustum]()</h3>
+		<p>
+		Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
+		</p>
+
+		<h3>[method:number getViewportCount]()</h3>
+		<p>
+		Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
+		</p>
+
 		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
 		<p>
 		Copies value of all the properties from the [page:LightShadow source] to this
-		SpotLight.
+		Light.
 		</p>
 
 		<h3>[method:LightShadow clone]()</h3>

+ 81 - 0
docs/api/en/lights/shadows/PointLightShadow.html

@@ -0,0 +1,81 @@
+<!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">
+			This is used internally by [page:PointLight PointLights] for calculating shadows
+		</p>
+
+
+		<h2>Example</h2>
+		<p>
+			<code>
+//Create a WebGLRenderer and turn on shadows in the renderer
+var renderer = new THREE.WebGLRenderer();
+renderer.shadowMap.enabled = true;
+renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+//Create a PointLight and turn on shadows for the light
+var light = new THREE.PointLight( 0xffffff, 1, 100 );
+light.position.set( 0, 10, 0 );
+light.castShadow = true;            // default false
+scene.add( light );
+
+//Set up shadow properties for the light
+light.shadow.mapSize.width = 512;  // default
+light.shadow.mapSize.height = 512; // default
+light.shadow.camera.near = 0.5;       // default
+light.shadow.camera.far = 500      // default
+
+//Create a sphere that cast shadows (but does not receive them)
+var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+sphere.castShadow = true; //default is false
+sphere.receiveShadow = false; //default
+scene.add( sphere );
+
+//Create a plane that receives shadows (but does not cast them)
+var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+plane.receiveShadow = true;
+scene.add( plane );
+
+//Create a helper for the shadow camera (optional)
+var helper = new THREE.CameraHelper( light.shadow.camera );
+scene.add( helper );
+			</code>
+		</p>
+
+		<h2>Constructor</h2>
+		<h3>[name]( )</h3>
+		<p>
+			Creates a new [name]. This is not intended to be called directly - it is called
+			internally by [page:PointLight].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+			See the base [page:LightShadow LightShadow] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+			See the base [page:LightShadow LightShadow] class for common methods.
+		</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+	</body>
+</html>

+ 37 - 22
docs/api/en/loaders/Loader.html

@@ -16,50 +16,65 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		Creates a new [name]. This should be called as base class.
+			[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:Function onLoadStart]</h3>
-		<p>Will be called when load starts.</p>
-		<p>The default is a function with empty body.</p>
+		<h3>[property:string crossOrigin]</h3>
+		<p>
+		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		Default is *anonymous*.
+		</p>
 
-		<h3>[property:Function onLoadProgress]</h3>
-		<p>Will be called while load progresses.</p>
-		<p>The default is a function with empty body.</p>
+		<h3>[property:LoadingManager manager]</h3>
+		<p>
+			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
+		</p>
 
-		<h3>[property:Function onLoadComplete]</h3>
-		<p>Will be called when load completes.</p>
-		<p>The default is a function with empty body.</p>
+		<h3>[property:String path]</h3>
+		<p>
+			The base path from which the asset will be loaded.
+			Default is the empty string.
+		</p>
 
-		<h3>[property:string crossOrigin]</h3>
+		<h3>[property:String resourcePath]</h3>
 		<p>
-		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		Default is *"anonymous"*.
+			The base path from which additional resources like textures will be loaded.
+			Default is the empty string.
 		</p>
 
 		<h2>Methods</h2>
 
-		<h3>[method:Material createMaterial]( [param:object m], [param:string texturePath] )</h3>
+		<h3>[method:void load]()</h3>
+		<p>
+			This method needs to be implement by all concrete loaders. It holds the logic for loading the asset from the backend.
+		</p>
+
+		<h3>[method:void parse]()</h3>
 		<p>
-		[page:Object m] — The parameters to create the material. <br />
-		[page:String texturePath] — The base path of the textures.
+			This method needs to be implement by all concrete loaders. It holds the logic for parsing the asset into three.js entities.
 		</p>
+
+		<h3>[method:Loader setCrossOrigin]( [param:String crossOrigin] )</h3>
 		<p>
-		Creates the Material based on the parameters m.
+			[page:String crossOrigin] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</p>
 
-		<h3>[method:Array initMaterials]( [param:Array materials], [param:string texturePath] )</h3>
+		<h3>[method:Loader setPath]( [param:String path] )</h3>
 		<p>
-		[page:Array materials] — an array of parameters to create materials. <br />
-		[page:String texturePath] —  The base path of the textures.
+			[page:String path] — Set the base path for the asset.
 		</p>
+
+		<h3>[method:Loader setResourcePath]( [param:String resourcePath] )</h3>
 		<p>
-		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.
+			[page:String resourcePath] — Set the base path for dependent resources like textures.
 		</p>
 
 		<h2>Handlers</h2>

+ 4 - 33
docs/api/en/loaders/ObjectLoader.html

@@ -8,6 +8,8 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
+		[page:Loader] &rarr;
+
 		<h1>[name]</h1>
 
 		<p class="desc">
@@ -66,27 +68,11 @@
 		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 resourcePath]</h3>
-		<p>
-			The base path or URL from which additional resources like textuures will be loaded. See [page:.setResourcePath].
-			Default is the empty string.
-		</p>
+		<p>See the base [page:Loader] class for common properties.</p>
 
 		<h2>Methods</h2>
+		<p>See the base [page:Loader] class for common methods.</p>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
@@ -206,21 +192,6 @@
 		</ul>
 		</p>
 
-		<h3>[method:ObjectLoader setCrossOrigin]( [param:String value] )</h3>
-		<p>
-		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		</p>
-
-		<h3>[method:ObjectLoader setPath]( [param:String value] )</h3>
-		<p>
-			Set the base path for the original file.
-		</p>
-
-		<h3>[method:ObjectLoader 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]

+ 5 - 0
docs/api/en/materials/Material.html

@@ -267,6 +267,11 @@
 		Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
 		</p>
 
+		<h3>[property:Boolean toneMapped]</h3>
+		<p>
+		Defines whether this material is tone mapped according to the renderer's [page:WebGLRenderer.toneMapping toneMapping] setting. Default is *true*.
+		</p>
+
 		<h3>[property:Boolean transparent]</h3>
 		<p>
 		Defines whether this material is transparent. This has an effect on rendering

+ 10 - 5
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -55,13 +55,13 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</p>
 
-		<h3>[property:Float clearCoat]</h3>
+		<h3>[property:Float clearcoat]</h3>
 		<p>
-		ClearCoat level, from *0.0* to *1.0*. Default is *0.0*.
+		Clearcoat level, from *0.0* to *1.0*. Default is *0.0*.
 		</p>
 
-		<h3>[property:Float clearCoatRoughness]</h3>
-		<p>How rough the clearCoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
+		<h3>[property:Float clearcoatRoughness]</h3>
+		<p>How rough the clearcoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
 
 		<h3>[property:Boolean isMeshPhysicalMaterial]</h3>
 		<p>
@@ -73,7 +73,12 @@
 		<h3>[property:Object defines]</h3>
 		<p>An object of the form:
 			<code>
-				{ 'PHYSICAL': '' };
+				{
+
+					'PHYSICAL': '',
+					'ADVANCED_PHYSICAL': ''
+			
+				};
 			</code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.

+ 1 - 1
docs/api/en/materials/MeshStandardMaterial.html

@@ -122,7 +122,7 @@
 		<h3>[property:Object defines]</h3>
 		<p>An object of the form:
 			<code>
-				{ 'STANDARD': '' };
+				{ 'PHYSICAL': '' };
 			</code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.

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

@@ -56,7 +56,7 @@
 
 			This means that calling
 		<code>
-var m = new Matrix4();
+var m = new THREE.Matrix4();
 
 m.set( 11, 12, 13, 14,
        21, 22, 23, 24,

+ 1 - 1
docs/api/en/scenes/FogExp2.html

@@ -10,7 +10,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">This class contains the parameters that define exponential fog, i.e., that grows exponentially denser with the distance.</p>
+		<p class="desc">This class contains the parameters that define exponential squared fog, which gives a clear view near the camera and a faster than exponentially densening fog farther from the camera.</p>
 
 
 		<h2>Constructor</h2>

+ 3 - 3
docs/api/zh/cameras/ArrayCamera.html

@@ -15,7 +15,7 @@
 		<p class="desc">
 
 			[name] 用于更加高效地使用一组已经预定义的摄像机来渲染一个场景。这将能够更好地提升VR场景的渲染性能。<br />
-			一个 [name] 的实例中总是包含着一组子摄像机,应当为每一个子摄像机定义*viewport*(边界)这个属性,这一属性决定了由该子摄像机所渲染的视口区域的大小。
+			一个 [name] 的实例中总是包含着一组子摄像机,应当为每一个子摄像机定义*viewport*(视口)这个属性,这一属性决定了由该子摄像机所渲染的视口区域的大小。
 		</p>
 
 		<h2>示例</h2>
@@ -31,7 +31,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅基类[page:PerspectiveCamera]的公共属性。</p>
+		<p>共有属性请参见其基类[page:PerspectiveCamera]。</p>
 
 		<h3>[property:Array cameras]</h3>
 		<p>
@@ -39,7 +39,7 @@
 		</p>
 
 		<h2>方法</h2>
-		<p>请参阅基类[page:PerspectiveCamera]的公共方法。</p>
+		<p>共有方法请参见其基类[page:PerspectiveCamera]。</p>
 
 		<h2>源码</h2>
 

+ 2 - 2
docs/api/zh/cameras/Camera.html

@@ -31,7 +31,7 @@
 
 		<h2>属性</h2>
 
-		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
+		<p>共有属性请参见其基类[page:Object3D]</p>
 
 		<h3>[property:Boolean isCamera]</h3>
 		<p>
@@ -64,7 +64,7 @@
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 		<h3>[method:Camera clone]( )</h3>
 		<p>

+ 3 - 3
docs/api/zh/cameras/CubeCamera.html

@@ -26,7 +26,7 @@
 		scene.add( cubeCamera );
 
 		// Create car
-		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget } );
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget.texture } );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		scene.add( car );
 
@@ -60,7 +60,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
+		<p>共有属性请参见其基类[page:Object3D]。</p>
 
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<p>
@@ -69,7 +69,7 @@
 		</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 
 

+ 5 - 4
docs/api/zh/cameras/OrthographicCamera.html

@@ -63,7 +63,7 @@ scene.add( camera );</code>
 
 		<h2>属性</h2>
 		<p>
-			请参阅其基类[page:Camera]来查看其共有属性
+			共有属性请参见其基类[page:Camera]
 			<br>
 			请注意,在大多数属性发生改变之后,你将需要调用[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
@@ -111,7 +111,7 @@ scene.add( camera );</code>
 			获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Camera]来查看其共有方法。</p>
+		<p>共有方法请参见其基类[page:Camera]。</p>
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
@@ -138,9 +138,10 @@ scene.add( camera );</code>
 
 		</p>
 
-		<h3>[method:JSON toJSON]()</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
-		使用JSON格式来返回摄像机数据。
+		meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
+		将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 		</p>
 
 

+ 6 - 8
docs/api/zh/cameras/PerspectiveCamera.html

@@ -49,7 +49,7 @@ scene.add( camera );</code>
 
 		<h2>属性</h2>
 		<p>
-			请参阅其基类 [page:Camera] 来查看共有属性。<br>
+			共有属性请参见其基类 [page:Camera] 。<br>
 			请注意,在大多数属性发生改变之后,你将需要调用[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
 
@@ -107,7 +107,7 @@ scene.add( camera );</code>
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Camera]来查看共有属性。</p>
+		<p>共有方法请参见其基类[page:Camera]。</p>
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<p>清除任何由[page:PerspectiveCamera.setViewOffset .setViewOffset]设置的偏移量。</p>
@@ -184,16 +184,14 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
-
 		更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
-
 		</p>
 
-		<h3>[method:JSON toJSON]()</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
-
-				使用JSON格式来返回摄像机数据
-			</p>
+		meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
+		将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)
+		</p>
 
 		<h2>源代码</h2>
 

+ 45 - 0
docs/api/zh/constants/Materials.html

@@ -94,6 +94,51 @@
 		[page:Constant MixOperation] 使用反射率来混和两种颜色。uses reflectivity to blend between the two colors.<br />
 		[page:Constant AddOperation] 用于对两种颜色进行相加。</p>
 
+		<h2>Stencil Functions</h2>
+		<code>
+		THREE.NeverStencilFunc
+		THREE.LessStencilFunc
+		THREE.EqualStencilFunc
+		THREE.LessEqualStencilFunc
+		THREE.GreaterStencilFunc
+		THREE.NotEqualStencilFunc
+		THREE.GreaterEqualStencilFunc
+		THREE.AlwaysStencilFunc
+		</code>
+		<p>
+		Which stencil function the material uses to determine whether or not to perform a stencil operation.<br />
+		[page:Materials NeverStencilFunc] will never return true.<br />
+		[page:Materials LessStencilFunc] will return true if the stencil reference value is less than the current stencil value.<br />
+		[page:Materials EqualStencilFunc] will return true if the stencil reference value is equal to the current stencil value.<br />
+		[page:Materials LessEqualStencilFunc] will return true if the stencil reference value is less than or equal to the current stencil value.<br />
+		[page:Materials GreaterStencilFunc] will return true if the stencil reference value is greater than the current stencil value.<br />
+		[page:Materials NotEqualStencilFunc] will return true if the stencil reference value is not equal to the current stencil value.<br />
+		[page:Materials GreaterEqualStencilFunc] will return true if the stencil reference value is greater than or equal to the current stencil value.<br />
+		[page:Materials AlwaysStencilFunc] will always return true.<br />
+		</p>
+
+		<h2>Stencil Operations</h2>
+		<code>
+		THREE.ZeroStencilOp
+		THREE.KeepStencilOp
+		THREE.ReplaceStencilOp
+		THREE.IncrementStencilOp
+		THREE.DecrementStencilOp
+		THREE.IncrementWrapStencilOp
+		THREE.DecrementWrapStencilOp
+		THREE.InvertStencilOp
+		</code>
+		<p>
+		Which stencil operation the material will perform on the stencil buffer pixel if the provided stencil function passes.<br />
+		[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
+		[page:Materials KeepStencilOp] will not change the current stencil value.<br />
+		[page:Materials ReplaceStencilOp] will replace the stencil value with the specified stencil reference value.<br />
+		[page:Materials IncrementStencilOp] will increment the current stencil value by 1.<br />
+		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
+		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
+		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
+		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
+		</p>
 
 		<h2>源代码</h2>
 

+ 9 - 9
docs/api/zh/constants/Textures.html

@@ -84,12 +84,12 @@
 		Minification Filters</h2>
 	<code>
 		THREE.NearestFilter
-		THREE.NearestMipMapNearestFilter
-		THREE.NearestMipMapLinearFilter
+		THREE.NearestMipmapNearestFilter
+		THREE.NearestMipmapLinearFilter
 		THREE.LinearFilter
-		THREE.LinearMipMapNearestFilter
-		THREE.LinearMipMapLinearFilter
-		</code>
+		THREE.LinearMipmapNearestFilter
+		THREE.LinearMipmapLinearFilter
+	</code>
 
 	<p>
 		这些常量用于纹理的[page:Texture.minFilter minFilter]属性,它们定义了当被纹理化的像素映射到大于1纹理元素(texel)的区域时,将要使用的纹理缩小函数。<br /><br />
@@ -97,19 +97,19 @@
 		除了[page:constant NearestFilter] 和 [page:constant LinearFilter],
 		下面的四个函数也可以用于缩小:<br /><br />
 
-		[page:constant NearestMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		[page:constant NearestMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
 		NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
 		<br /><br />
 
-		[page:constant NearestMipMapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		[page:constant NearestMipmapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
 		NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
 		<br /><br />
 
-		[page:constant LinearMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		[page:constant LinearMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
 		LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
 		<br /><br />
 
-		[page:constant LinearMipMapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		[page:constant LinearMipmapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
 		LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />
 
 		请查看示例:[example:webgl_materials_texture_filters materials / texture / filters]。

+ 1 - 1
docs/api/zh/core/Clock.html

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 		<p class="desc">
 			该对象用于跟踪时间。如果[link:https://developer.mozilla.org/en-US/docs/Web/API/Performance/now performance.now]可用,则
-			Clock 对象通过该方法实现,否则通过歉精准的[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now]实现。
+			Clock 对象通过该方法实现,否则回落到使用略欠精准的[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now]实现。
 		</p>
 
 

+ 3 - 1
docs/api/zh/core/Geometry.html

@@ -318,7 +318,9 @@
 		</p>
 
 		<h3>[method:JSON toJSON] ( )</h3>
-		<p> 将 Geometry 对象数据转为  JSON 格式。</p>
+		<p> 将 Geometry 对象转为  JSON 格式。<br />
+			将几何体转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
+		</p>
 
 		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>

+ 1 - 1
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -51,7 +51,7 @@
 
 		<h3>[property:Boolean normalized]</h3>
 		<p>
-			默认值为 *true*。
+			默认值为 *false*。
 		</p>
 
 		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>

+ 12 - 4
docs/api/zh/core/Object3D.html

@@ -182,7 +182,7 @@
 		默认设为( 0, 1, 0 )。
 	</p>
 
-	<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
+	<h3>[property:Boolean DefaultMatrixAutoUpdate]</h3>
 	<p>
 			[page:.matrixAutoUpdate matrixAutoUpdate]的默认设置,用于新创建的Object3D。<br />
 
@@ -206,6 +206,10 @@
 	<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
 	<p>对当前物体应用由四元数所表示的变换。</p>
 
+	
+	<h3>[method:this attach]( [param:Object3D object] )</h3>
+	<p>将*object*作为子级来添加到该对象中,同时保持该object的世界变换。</p>
+
 	<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
 	<p>
 		recursive —— 如果值为true,则该物体的后代也会被克隆。默认值为true。<br /><br />
@@ -216,7 +220,10 @@
 	<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
 	<p>
 		recursive —— 如果值为true,则该物体的后代也会被复制。默认值为true。<br /><br />
+
 		复制给定的对象到这个对象中。
+
+		请注意,事件监听器和用户定义的回调函数([page:.onAfterRender] 和 [page:.onBeforeRender])不会被复制。
 	</p>
 
 	<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
@@ -356,12 +363,13 @@
 	<p>
 		q -- 标准化的四元数。<br /><br />
 
-将所给的四元数复制到[page:.quaternion]中。
+		将所给的四元数复制到[page:.quaternion]中。
 	</p>
 
-	<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
+	<h3>[method:Object toJSON]( [param:object meta] )</h3>
 	<p>
-		将这个对象转换为JSON格式。
+		meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
+		将对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 	</p>
 
 	<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>

+ 3 - 3
docs/api/zh/core/Raycaster.html

@@ -149,7 +149,7 @@
 		[page:Array optionalTarget] — (可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)。
 		</p>
 		<p>
-			检测所有在射线与物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个。<br>
+			检测所有在射线与物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个。<br>
 			该方法返回一个包含有交叉部分的数组:
 		</p>
 		<code>
@@ -162,7 +162,7 @@
 			[page:Integer faceIndex] —— 相交的面的索引<br />
 			[page:Object3D object] —— 相交的物体<br />
 			[page:Vector2 uv] —— 相交部分的点的UV坐标。<br />
-			[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection
+			[page:Vector2 uv2] —— Second set of U,V coordinates at point of intersection
 		</p>
 		<p>
 			当计算这条射线是否和物体相交的时候,*Raycaster*将传入的对象委托给[page:Object3D.raycast raycast]方法。
@@ -178,7 +178,7 @@
 		<p>
 		[page:Array objects] —— 检测和射线相交的一组物体。<br />
 		[page:Boolean recursive] —— 若为true,则同时也会检测所有物体的后代。否则将只会检测对象本身的相交部分。默认值为false。<br />
-		[page:Array optionalTarget] —— (可选)(可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)。
+		[page:Array optionalTarget] —— (可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)。
 		</p>
 		<p>
 			检测所有在射线与这些物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个),相交部分和[page:.intersectObject]所返回的格式是相同的。

+ 1 - 1
docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -31,7 +31,7 @@
 
 		<h2>构造函数</h2>
 
-		所有上述内容都以相同的方式调用。
+		<p>所有上述内容都以相同的方式调用。</p>
 		<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<p>
 			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 />

+ 2 - 2
docs/api/zh/extras/ShapeUtils.html

@@ -21,7 +21,7 @@
 
 		<h3>[method:Number area]( contour )</h3>
 		<p>
-		contour -- 2D多边形。<br /><br />
+		contour -- 2D多边形,一个THREE.Vector2()数组。<br /><br />
 
 		计算(2D)轮廓多边形的面积。<br /><br />
 
@@ -39,7 +39,7 @@
 		<h3>[method:Array triangulateShape]( contour, holes )</h3>
 		<p>
 		contour -- 2D多边形。<br />
-		holes -- 洞数组<br /><br />
+		holes -- 洞数组<br /><br />
 
 		由[page:ExtrudeGeometry ExtrudeGeometry]和[page:ShapeGeometry ShapeGeometry]内部使用以计算带孔的形状中的面。
 		</p>

+ 2 - 2
docs/api/zh/extras/core/CurvePath.html

@@ -28,7 +28,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:array curves]</h3>
 		<p>[page:Curve Curves]数组。</p>
@@ -41,7 +41,7 @@
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h3>[method:null add]( [param:Curve curve] )</h3>
 		<p>添加一条曲线到[page:.curves]数组中。</p>

+ 3 - 3
docs/api/zh/extras/core/Path.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 		<h1>路径([name])</h1>
 
@@ -50,14 +50,14 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:CurvePath]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:CurvePath]。</p>
 
 		<h3>[property:array currentPoint]</h3>
 		<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>方法</h2>
-		<p>请参阅其基类[page:CurvePath]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:CurvePath]。</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>

+ 3 - 3
docs/api/zh/extras/core/Shape.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Path] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr; [page:Path] &rarr;
 
 		<h1>形状([name])</h1>
 
@@ -59,7 +59,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Path]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Path]。</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
@@ -70,7 +70,7 @@
 		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Path]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Path]。</p>
 
 		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<p>

+ 1 - 1
docs/api/zh/extras/core/ShapePath.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 		<h1>形状路径([name])</h1>
 

+ 2 - 2
docs/api/zh/extras/curves/ArcCurve.html

@@ -8,14 +8,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:EllipseCurve] &rarr;
+		[page:Curve] &rarr; [page:EllipseCurve] &rarr;
 
 		<h1>弧线([name])</h1>
 
 		<p class="desc">[page:EllipseCurve]的别名</p>
 
 		<h2>属性</h2>
-		<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:EllipseCurve]。</p>
 
 		<h3>[property:Boolean isArcCurve]</h3>
 		<p>

+ 2 - 2
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -52,7 +52,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isCatmullRomCurve3]</h3>
 		<p>
@@ -75,7 +75,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 2 - 2
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -49,7 +49,7 @@ var curveObject = new THREE.Line( geometry, material );
 		</p>
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve]</h3>
 		<p>
@@ -73,7 +73,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -50,7 +50,7 @@ var curveObject = new THREE.Line( geometry, material );
 		</p>
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve3]</h3>
 		<p>
@@ -73,7 +73,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/EllipseCurve.html

@@ -55,7 +55,7 @@ var ellipse = new THREE.Line( geometry, material );
 		</p>
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isEllipseCurve]</h3>
 		<p>
@@ -89,7 +89,7 @@ var ellipse = new THREE.Line( geometry, material );
 		<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>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/LineCurve.html

@@ -25,7 +25,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isLineCurve]</h3>
 		<p>
@@ -42,7 +42,7 @@
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 
 		<h2>源代码</h2>

+ 2 - 2
docs/api/zh/extras/curves/LineCurve3.html

@@ -25,7 +25,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isLineCurve3]</h3>
 		<p>
@@ -42,7 +42,7 @@
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/QuadraticBezierCurve.html

@@ -48,7 +48,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
 		<p>
@@ -68,7 +68,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -49,7 +49,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
 		<p>
@@ -68,7 +68,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/SplineCurve.html

@@ -45,7 +45,7 @@ var splineObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isSplineCurve]</h3>
 		<p>
@@ -60,7 +60,7 @@ var splineObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 
 

+ 2 - 2
docs/api/zh/geometries/BoxBufferGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -71,7 +71,7 @@
  		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/BoxGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -71,7 +71,7 @@
  		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/CircleBufferGeometry.html

@@ -52,7 +52,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -60,7 +60,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/CircleGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ConeBufferGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:CylinderBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:CylinderBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:CylinderBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:CylinderBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ConeGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:CylinderGeometry]。</p>
+		<p>共有属性请参见其基类[page:CylinderGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>Source</h2>
 

+ 2 - 2
docs/api/zh/geometries/CylinderBufferGeometry.html

@@ -55,7 +55,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -63,7 +63,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/CylinderGeometry.html

@@ -55,7 +55,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -63,7 +63,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/DodecahedronBufferGeometry.html

@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/DodecahedronGeometry.html

@@ -42,7 +42,7 @@
 	</p>
 
 	<h2>属性</h2>
-	<p>常用属性请参见基类[page:Geometry]。</p>
+	<p>共有属性请参见其基类[page:Geometry]。</p>
 
 	<h3>[property:Object parameters]</h3>
 	<p>
@@ -50,7 +50,7 @@
 	</p>
 
 	<h2>方法(Methods)</h2>
-	<p>常用方法请参见基类[page:Geometry]。</p>
+	<p>共有方法请参见其基类[page:Geometry]。</p>
 
 	<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/EdgesGeometry.html

@@ -34,7 +34,7 @@ scene.add( line );
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -42,7 +42,7 @@ scene.add( line );
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 4 - 2
docs/api/zh/geometries/ExtrudeBufferGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 		};
 
@@ -76,6 +77,7 @@
 				<li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
 				<li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。</li>
 				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
+				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
 				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。</li>
 				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>
@@ -92,7 +94,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +102,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 5 - 4
docs/api/zh/geometries/ExtrudeGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 		};
 
@@ -70,12 +71,12 @@
 
 			<ul>
 				<li>curveSegments — int,曲线上点的数量,默认值是12。</li>
-				<li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。
-				</li>
+				<li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。</li>
 				<li>depth — float,挤出的形状的深度,默认值为100。</li>
 				<li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
 				<li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。</li>
 				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
+				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
 				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。</li>
 				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>
@@ -92,7 +93,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +101,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/IcosahedronBufferGeometry.html

@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -48,7 +48,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/IcosahedronGeometry.html

@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/LatheBufferGeometry.html

@@ -59,7 +59,7 @@
 			</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -67,7 +67,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/LatheGeometry.html

@@ -59,7 +59,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -67,7 +67,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/OctahedronBufferGeometry.html

@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/OctahedronGeometry.html

@@ -43,7 +43,7 @@
 	</p>
 
 	<h2>属性</h2>
-	<p>常用属性请参见基类[page:Geometry]。</p>
+	<p>共有属性请参见其基类[page:Geometry]。</p>
 
 	<h3>[property:Object parameters]</h3>
 	<p>
@@ -51,7 +51,7 @@
 	</p>
 
 	<h2>方法(Methods)</h2>
-	<p>常用方法请参见基类[page:Geometry]。</p>
+	<p>共有方法请参见其基类[page:Geometry]。</p>
 
 	<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ParametricBufferGeometry.html

@@ -53,7 +53,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>方法</h2>
 

+ 2 - 2
docs/api/zh/geometries/ParametricGeometry.html

@@ -54,7 +54,7 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/PlaneBufferGeometry.html

@@ -51,7 +51,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -59,9 +59,9 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PlaneGeometry.js src/geometries/PlaneGeometry.js]
 	</body>

+ 2 - 2
docs/api/zh/geometries/PlaneGeometry.html

@@ -51,7 +51,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -59,7 +59,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/PolyhedronBufferGeometry.html

@@ -49,7 +49,7 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -57,7 +57,7 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/PolyhedronGeometry.html

@@ -47,7 +47,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -55,7 +55,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/RingBufferGeometry.html

@@ -54,7 +54,7 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/RingGeometry.html

@@ -53,7 +53,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ShapeBufferGeometry.html

@@ -65,7 +65,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -73,7 +73,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ShapeGeometry.html

@@ -65,7 +65,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -73,7 +73,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/SphereBufferGeometry.html

@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -69,7 +69,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/SphereGeometry.html

@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -69,7 +69,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TetrahedronBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:PolyhedronBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
 
 		<h1>四面缓冲几何体([name])</h1>
 
@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TetrahedronGeometry.html

@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TextBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ExtrudeBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:ExtrudeBufferGeometry] &rarr;
 
 		<h1>文本缓冲几何体([name])</h1>
 
@@ -154,7 +154,7 @@
 		</table>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:ExtrudeBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:ExtrudeBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -162,7 +162,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:ExtrudeBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:ExtrudeBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TextGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ExtrudeGeometry] &rarr;
+		[page:Geometry] &rarr; [page:ExtrudeGeometry] &rarr;
 
 		<h1>文本几何体([name])</h1>
 
@@ -154,7 +154,7 @@
 		</table>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:ExtrudeGeometry]。</p>
+		<p>共有属性请参见其基类[page:ExtrudeGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -162,7 +162,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:ExtrudeGeometry]。</p>
+		<p>共有方法请参见其基类[page:ExtrudeGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TorusBufferGeometry.html

@@ -52,7 +52,7 @@
 				</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -60,7 +60,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TorusGeometry.html

@@ -52,7 +52,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -60,7 +60,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TorusKnotBufferGeometry.html

@@ -55,15 +55,15 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
-				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。
+		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>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TorusKnotGeometry.html

@@ -56,7 +56,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -64,7 +64,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TubeBufferGeometry.html

@@ -77,7 +77,7 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +100,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TubeGeometry.html

@@ -77,11 +77,11 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-				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。
+		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>
 
 		<h3>[property:Array tangents]</h3>
@@ -100,7 +100,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 4 - 2
docs/api/zh/geometries/WireframeGeometry.html

@@ -50,15 +50,17 @@ scene.add( line );
 		</code>
 
 		<h2>构造器</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<p>
 		geometry — 任意几何体对象。
 		</p>
 
+		<h2>属性</h2>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
+
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 1 - 1
docs/api/zh/helpers/ArrowHelper.html

@@ -69,7 +69,7 @@
 
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
-		color -- The desired color.<br /><br />
+		color -- 所需的颜色。<br /><br />
 
 		设置箭头辅助对象的颜色.
 		</p>

+ 1 - 1
docs/api/zh/helpers/AxesHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/Box3Helper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 7 - 6
docs/api/zh/helpers/BoxHelper.html

@@ -8,12 +8,13 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
-			用于展示对象世界轴心对齐的包围盒的辅助对象.
+			用于图形化地展示对象世界轴心对齐的包围盒的辅助对象。The actual bounding box is handled with [page:Box3], this is just a visual helper for debugging.
+			It can be automatically resized with the [page:BoxHelper.update] method when the object it's created from is transformed.
 
 			注意:要想能正常运行,目标对象必须包含 [page:Geometry] 或 [page:BufferGeometry] ,
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
@@ -28,10 +29,10 @@
 
 
 		<code>
-		var sphere = new THREE.SphereGeometry();
-		var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
-		var box = new THREE.BoxHelper( object, 0xffff00 );
-		scene.add( box );
+			var sphere = new THREE.SphereGeometry();
+			var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
+			var box = new THREE.BoxHelper( object, 0xffff00 );
+			scene.add( box );
 		</code>
 
 

+ 1 - 1
docs/api/zh/helpers/CameraHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/FaceNormalsHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/GridHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PlaneHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PointLightHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Mesh] &rarr;
+		[page:Object3D] &rarr; [page:Mesh] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PolarGridHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 2 - 2
docs/api/zh/helpers/PositionalAudioHelper.html

@@ -43,7 +43,7 @@ positionalAudio.add( helper );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Object3D]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Object3D]。</p>
 
 		<h3>[property:PositionalAudio audio]</h3>
 		<p>将会被可视化的[page:PositionalAudio]。</p>
@@ -58,7 +58,7 @@ positionalAudio.add( helper );
 		<p>方向锥外侧部分的分段数。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Object3D]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 		<h3>[method:null dispose]()</h3>
 		<p>废置这一辅助对象。</p>

この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません