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Merge branch 'zh_doc_20200221' into zh_doc_20200511

# Conflicts:
#	docs/api/zh/cameras/OrthographicCamera.html
#	docs/api/zh/loaders/managers/LoadingManager.html
#	docs/api/zh/math/Frustum.html
#	docs/examples/zh/controls/DeviceOrientationControls.html
#	docs/examples/zh/controls/DragControls.html
#	docs/examples/zh/controls/FirstPersonControls.html
#	docs/examples/zh/controls/FlyControls.html
#	docs/examples/zh/controls/OrbitControls.html
#	docs/examples/zh/controls/PointerLockControls.html
#	docs/examples/zh/controls/TrackballControls.html
#	docs/examples/zh/controls/TransformControls.html
#	docs/examples/zh/geometries/ConvexBufferGeometry.html
#	docs/examples/zh/geometries/ConvexGeometry.html
#	docs/examples/zh/geometries/DecalGeometry.html
gogoend 5 سال پیش
والد
کامیت
1c3b0afcb0
38فایلهای تغییر یافته به همراه601 افزوده شده و 294 حذف شده
  1. 3 6
      docs/api/zh/cameras/OrthographicCamera.html
  2. 284 2
      docs/api/zh/constants/Textures.html
  3. 12 0
      docs/api/zh/core/BufferAttribute.html
  4. 7 0
      docs/api/zh/core/BufferGeometry.html
  5. 0 5
      docs/api/zh/core/InterleavedBuffer.html
  6. 3 0
      docs/api/zh/core/InterleavedBufferAttribute.html
  7. 3 3
      docs/api/zh/core/Object3D.html
  8. 1 1
      docs/api/zh/helpers/ArrowHelper.html
  9. 10 11
      docs/api/zh/loaders/managers/LoadingManager.html
  10. 2 2
      docs/api/zh/materials/MeshBasicMaterial.html
  11. 2 2
      docs/api/zh/materials/MeshLambertMaterial.html
  12. 2 2
      docs/api/zh/materials/MeshPhongMaterial.html
  13. 2 2
      docs/api/zh/materials/MeshStandardMaterial.html
  14. 2 5
      docs/api/zh/materials/MeshToonMaterial.html
  15. 2 1
      docs/api/zh/materials/PointsMaterial.html
  16. 2 1
      docs/api/zh/math/Box2.html
  17. 4 1
      docs/api/zh/math/Box3.html
  18. 1 1
      docs/api/zh/math/Frustum.html
  19. 1 1
      docs/api/zh/math/Plane.html
  20. 1 1
      docs/api/zh/math/Ray.html
  21. 2 1
      docs/api/zh/math/Sphere.html
  22. 2 2
      docs/api/zh/math/Spherical.html
  23. 2 1
      docs/api/zh/math/Triangle.html
  24. 3 0
      docs/api/zh/math/Vector3.html
  25. 11 0
      docs/api/zh/textures/Texture.html
  26. 5 5
      docs/examples/en/controls/TrackballControls.html
  27. 17 17
      docs/examples/zh/controls/DeviceOrientationControls.html
  28. 18 18
      docs/examples/zh/controls/DragControls.html
  29. 29 30
      docs/examples/zh/controls/FirstPersonControls.html
  30. 18 19
      docs/examples/zh/controls/FlyControls.html
  31. 7 8
      docs/examples/zh/controls/OrbitControls.html
  32. 26 27
      docs/examples/zh/controls/PointerLockControls.html
  33. 49 50
      docs/examples/zh/controls/TrackballControls.html
  34. 50 51
      docs/examples/zh/controls/TransformControls.html
  35. 5 5
      docs/examples/zh/geometries/ConvexBufferGeometry.html
  36. 5 5
      docs/examples/zh/geometries/ConvexGeometry.html
  37. 7 7
      docs/examples/zh/geometries/DecalGeometry.html
  38. 1 1
      docs/examples/zh/loaders/MTLLoader.html

+ 3 - 6
docs/api/zh/cameras/OrthographicCamera.html

@@ -18,7 +18,6 @@
 			在这种投影模式下,无论物体距离相机距离远或者近,在最终渲染的图片中物体的大小都保持不变。
 			<br /><br />
 
-
 			这对于渲染2D场景或者UI元素是非常有用的。
 		</p>
 
@@ -102,8 +101,7 @@
 		<p>这个值是由[page:OrthographicCamera.setViewOffset setViewOffset]来设置的,其默认值为*null*。</p>
 
 		<h3>[property:number zoom]</h3>
-		<p>
-			获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
+		<p>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>共有方法请参见其基类[page:Camera]。</p>
@@ -124,13 +122,12 @@
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<p>
-			清除任何由.setViewOffset设置的偏移量。
+		清除任何由.setViewOffset设置的偏移量。
 		</p>
 
 		<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。
-
+		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:Object toJSON]([param:object meta])</h3>

+ 284 - 2
docs/api/zh/constants/Textures.html

@@ -136,28 +136,57 @@
 	<h2>格式</h2>
 	<code>
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		THREE.RGBEFormat
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
-		</code>
+	</code>
 	<p>
 		这些常量用于纹理的[page:Texture.format format]属性,它们定义了shader(着色器)将如何读取的2D纹理或者*texels*(纹理元素)的元素。.<br /><br />
 
 		[page:constant AlphaFormat] 丢弃红、绿、蓝分量,仅读取Alpha分量。<br /><br />
 
+		[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
+
+		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBFormat] 丢弃Alpha分量,仅读取红、绿、蓝分量。<br /><br />
 
+		[page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBAFormat] 是默认值,它将读取红、绿、蓝和Alpha分量。<br /><br />
 
+		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
 
 		[page:constant LuminanceFormat] 将每个元素作为单独的亮度分量来读取。
 		将其转换为范围限制在[0,1]区间的浮点数,然后通过将亮度值放入红、绿、蓝通道,并将1.0赋给Alpha通道,来组装成一个RGBA元素。<br /><br />
 
-
 		[page:constant LuminanceAlphaFormat] 将每个元素同时作为亮度分量和Alpha分量来读取。
 		和上面[page:constant LuminanceFormat]的处理过程是一致的,除了Alpha分量具有除了*1.0*以外的值。<br /><br />
 
@@ -267,6 +296,259 @@
 	these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
 	</p>
 
+	<h2>Internal Formats</h2>
+	<code>
+	'ALPHA'
+	'RGB'
+	'RGBA'
+	'LUMINANCE'
+	'LUMINANCE_ALPHA'
+	'RED_INTEGER'
+	'R8'
+	'R8_SNORM'
+	'R8I'
+	'R8UI'
+	'R16I'
+	'R16UI'
+	'R16F'
+	'R32I'
+	'R32UI'
+	'R32F'
+	'RG8'
+	'RG8_SNORM'
+	'RG8I'
+	'RG8UI'
+	'RG16I'
+	'RG16UI'
+	'RG16F'
+	'RG32I'
+	'RG32UI'
+	'RG32F'
+	'RGB565'
+	'RGB8'
+	'RGB8_SNORM'
+	'RGB8I'
+	'RGB8UI'
+	'RGB16I'
+	'RGB16UI'
+	'RGB16F'
+	'RGB32I'
+	'RGB32UI'
+	'RGB32F'
+	'RGB9_E5'
+	'SRGB8'
+	'R11F_G11F_B10F'
+	'RGBA4'
+	'RGBA8'
+	'RGBA8_SNORM'
+	'RGBA8I'
+	'RGBA8UI'
+	'RGBA16I'
+	'RGBA16UI'
+	'RGBA16F'
+	'RGBA32I'
+	'RGBA32UI'
+	'RGBA32F'
+	'RGB5_A1'
+	'RGB10_A2'
+	'RGB10_A2UI'
+	'SRGB8_ALPHA8'
+	'DEPTH_COMPONENT16'
+	'DEPTH_COMPONENT24'
+	'DEPTH_COMPONENT32F'
+	'DEPTH24_STENCIL8'
+	'DEPTH32F_STENCIL8'
+	</code>
+
+	<p>
+
+	Heads up: changing the internal format of a texture will only affect the
+	texture when using a WebGL 2 rendering context.<br /><br />
+
+	For use with a texture's [page:Texture.internalFormat internalFormat]	property,
+	these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
+
+	[page:constant R8] stores the red component on 8 bits.<br /><br />
+
+	[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
+
+	[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
+
+	[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
+
+	[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
+
+	[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
+
+	[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
+
+	[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
+
+	[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
+
+	[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
+
+	[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
+
+	[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
+	Every component is stored as normalized.
+	<br /><br />
+
+	[page:constant RG8I] stores the red and green components on 8 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RG8UI] stores the red and green components on 8 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RG16I] stores the red and green components on 16 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RG16UI] stores the red and green components on 16 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RG16F] stores the red and green components on 16 bits each.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RG32I] stores the red and green components on 32 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RG32UI] stores the red and green components on 32 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RG32F] stores the red and green components on 32 bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
+
+	[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
+	Every component is stored as normalized.
+	<br /><br />
+
+	[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
+	Every component is stored as floating point
+	<br /><br />
+
+	[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
+	Every component is stored as floating point
+	<br /><br />
+
+	[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
+
+	[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
+
+	[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+	[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
+	Every component is stored as normalized.
+	<br /><br />
+
+	[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
+	Every component is stored as an integer.
+	<br /><br />
+
+	[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
+	Every component is stored as floating point.
+	<br /><br />
+
+	[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
+
+	[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
+
+	[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
+	Every component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
+
+	[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+	[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
+
+	[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
+
+	[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
+
+	[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
+	The stencil component is stored as an unsigned integer.
+	<br /><br />
+
+	[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
+	The depth component is stored as floating point, and the stencil component as an unsigned integer.
+	<br /><br />
+
+	Note that the texture must have the correct [page:Texture.type type] set,
+	as well as the correct [page:Texture.format format].
+
+	See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
+	[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
+	for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
+	and [page:Texture.type type].<br /><br />
+
+	For more in-depth information regarding internal formats, you can also refer directly
+	to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
+	to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
+	</p>
+
 	<h2>编码</h2>
 	<code>
 		THREE.LinearEncoding

+ 12 - 0
docs/api/zh/core/BufferAttribute.html

@@ -97,6 +97,18 @@
 
 		<h2>方法</h2>
 
+		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
+		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
+		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
+
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>返回该 BufferAttribute 的拷贝。</p>
 

+ 7 - 0
docs/api/zh/core/BufferGeometry.html

@@ -132,6 +132,13 @@
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。
 		</p>
 
+		<h3>[property:Boolean morphTargetsRelative]</h3>
+		<p>
+			Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals.
+
+			Default is *false*.
+		</p>
+
 		<h3>[property:String name]</h3>
 		<p>
 			当前 bufferGeometry 实例的可选别名。默认值是空字符串。

+ 0 - 5
docs/api/zh/core/InterleavedBuffer.html

@@ -64,11 +64,6 @@
 			版本号,每次 needsUpdate 属性设置为 true 时,版本号增加。
 		</p>
 
-		<h3>[property:Integer isInterleavedBuffer]</h3>
-		<p>
-			默认值为 *true*。
-		</p>
-
 		<h3>[property:Integer needsUpdate]</h3>
 		<p>
 			默认值为 *false*。该值被设置为 true 时,会导致 [page:InterleavedBuffer.version version] 增加。

+ 3 - 0
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -56,6 +56,9 @@
 
 		<h2>方法</h2>
 
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
+
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<p>返回给定索引矢量的第一个元素 (X 值)。</p>
 

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

@@ -224,7 +224,7 @@
 	<p>
 		id —— 标识该对象实例的唯一数字。<br /><br />
 
-		搜索该对象的子级,返回第一个带有匹配id的子对象。<br />
+		从该对象开始,搜索一个对象及其子级,返回第一个带有匹配id的子对象。<br />
 		请注意,id是按照时间顺序来分配的:1、2、3、……,每增加一个新的对象就自增1。
 	</p>
 
@@ -232,7 +232,7 @@
 	<p>
 		name —— 用于来匹配子物体中Object3D.name属性的字符串。<br /><br />
 
-		搜索该对象的子级,返回第一个带有匹配name的子对象。<br />
+		从该对象开始,搜索一个对象及其子级,返回第一个带有匹配name的子对象。<br />
 		请注意,大多数的对象中name默认是一个空字符串,要使用这个方法,你将需要手动地设置name属性。
 	</p>
 
@@ -240,7 +240,7 @@
 	<p>
 		name —— 将要用于查找的属性的名称。<br />
 		value —— 给定的属性的值。 <br /><br />
-		搜索该对象的子级,返回第一个给定的属性中包含有匹配的值的子对象。
+		从该对象开始,搜索一个对象及其子级,返回第一个给定的属性中包含有匹配的值的子对象。
 	</p>
 
 	<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>

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

@@ -48,7 +48,7 @@
 		[page:Number length] -- 箭头的长度. 默认为 *1*.<br />
 		[page:Number hex] -- 定义的16进制颜色值. 默认为 0xffff00.<br />
 		[page:Number headLength] -- 箭头头部(锥体)的长度. 默认为箭头长度的0.2倍(0.2 * length).<br />
-		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.
+		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.<br />
 		</p>
 
 		<h2>属性</h2>

+ 10 - 11
docs/api/zh/loaders/managers/LoadingManager.html

@@ -11,8 +11,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-
-			其功能时处理并跟踪已加载和待处理的数据。如果未手动设置加强管理器,则会为加载器创建和使用默认全局实例加载器管理器
+			其功能是处理并跟踪已加载和待处理的数据。如果未手动设置加强管理器,则会为加载器创建和使用默认全局实例加载器管理器
 			- 请参阅 [page:DefaultLoadingManager].<br /><br />
 
 			一般来说,默认的加载管理器已足够使用了,但有时候也需要设置单独的加载器 - 例如,如果你想为对象和纹理显示单独的加载条。
@@ -120,38 +119,38 @@
 
 		<h3>[property:Function onStart]</h3>
 		<p>
-			此换上咋加载开始时,被调用.
-			有如下参数:<br />
+			此函数在加载开始时被调用。
+			有如下参数<br />
 			[page:String url] — 被加载的项的url。<br />
 			[page:Integer itemsLoaded] — 目前已加载项的个数。<br />
 			[page:Iteger itemsTotal] — 总共所需要加载项的个数。<br /><br />
 
-			此方法默认时未定义
+			该函数默认为undefined
 		</p>
 
 		<h3>[property:Function onLoad]</h3>
 		<p>
-			所有的项加载完成后将调用此函数。默认情况下,此方法时未定义的,除非在构造函数中进行传递
+			所有的项加载完成后将调用此函数。默认情况下,该函数是未定义的,除非在构造函数中传入
 		</p>
 
 		<h3>[property:Function onProgress]</h3>
 		<p>
 			此方法加载每一个项,加载完成时进行调用。
-			有如下参数:<br />
+			有如下参数<br />
 		[page:String url] — 被加载的项的url。<br />
 		[page:Integer itemsLoaded] — 目前已加载项的个数。<br />
 		[page:Iteger itemsTotal] — 总共所需要加载项的个数。<br /><br />
 
-			默认情况下,此方法时未定义的,除非在构造函数中进行传递
+			默认情况下,该函数为undefined,除非在构造函数中传入
 		</p>
 
 		<h3>[property:Function onError]</h3>
 		<p>
 			此方法将在任意项加载错误时,进行调用。
-			有如下参数:<br />
-			[page:String url] — 所加载出错误的项的url<br /><br />
+			有如下参数<br />
+			[page:String url] — 加载发生错误的项目的url<br /><br />
 
-			默认情况下,此方法时未定义的,除非在构造函数中进行传递
+			默认情况下,该函数为undefined,除非在构造函数中传入
 		</p>
 
 

+ 2 - 2
docs/api/zh/materials/MeshBasicMaterial.html

@@ -57,7 +57,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
+		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -75,7 +75,7 @@
 		<p>环境贴图。默认值为null。</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

+ 2 - 2
docs/api/zh/materials/MeshLambertMaterial.html

@@ -63,7 +63,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p> 该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p> 该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p> 环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -94,7 +94,7 @@
 		<p> 环境贴图。默认值为null。</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

+ 2 - 2
docs/api/zh/materials/MeshPhongMaterial.html

@@ -61,7 +61,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
+		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -115,7 +115,7 @@
 
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

+ 2 - 2
docs/api/zh/materials/MeshStandardMaterial.html

@@ -82,7 +82,7 @@
 		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]属性。</p>
+		<p>该纹理的红色通道用作环境遮挡贴图。默认值为null。aoMap需要第二组UV。</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>环境遮挡效果的强度。默认值为1。零是不遮挡效果。</p>
@@ -149,7 +149,7 @@
 
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>光照贴图。默认值为null。lightMap需要第二组UVs,因此将忽略[page:Texture repeat]和[page:Texture offset]纹理属性。</p>
+		<p>光照贴图。默认值为null。lightMap需要第二组UV。</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>烘焙光的强度。默认值为1。</p>

+ 2 - 5
docs/api/zh/materials/MeshToonMaterial.html

@@ -64,8 +64,7 @@
 
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -127,9 +126,7 @@
 			[page:Textures THREE.NearestFilter] when using this type of texture. Default is *null*.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>

+ 2 - 1
docs/api/zh/materials/PointsMaterial.html

@@ -87,7 +87,8 @@
 		<p>材质是否使用morphTargets。默认值为false。</p>
 
 		<h3>[property:Number size]</h3>
-		<p>设置点的大小。默认值为1.0。</p>
+		<p>设置点的大小。默认值为1.0。<br/>
+			Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>指定点的大小是否因相机深度而衰减。(仅限透视摄像头。)默认为true。 </p>

+ 2 - 1
docs/api/zh/math/Box2.html

@@ -154,7 +154,8 @@
 			[page:Vector2 min] - (必须 ) 表示该盒子的下边界(x, y)。 <br>
 			[page:Vector2 max]  - (必须) 表示该盒子的上边界(x, y)。 <br /><br />
 
-			设置这个盒子的上下(x, y)的界限。
+			设置这个盒子的上下(x, y)的界限。<br>
+			Please note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>

+ 4 - 1
docs/api/zh/math/Box3.html

@@ -124,6 +124,7 @@
 		[page:Object3D object] - 包裹在包围盒中的3d对象 [page:Object3D]。<br /><br />
 
 		扩展此包围盒的边界,使得对象及其子对象在包围盒内,包括对象和子对象的世界坐标的变换。
+		The function may result in a larger box than strictly necessary.
 
 		</p>
 
@@ -231,7 +232,8 @@
 		[page:Vector3 min] - [page:Vector3] 表示下边界每个纬度(x,y,z)的值。<br />
 		[page:Vector3 max] - [page:Vector3] 表示上边界每个纬度(x,y,z)的值。<br /><br />
 
-		设置包围盒上下边界每个纬度(x,y,z)的值。
+		设置包围盒上下边界每个纬度(x,y,z)的值。<br>
+		Please note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
@@ -261,6 +263,7 @@
 		[page:Object3D object] - 用来计算包围盒的3D对象 [page:Object3D]。<br /><br />
 
 		计算和世界轴对齐的一个对象 [page:Object3D] (含其子对象)的包围盒,计算对象和子对象的世界坐标变换。
+		The function may result in a larger box than strictly necessary.
 
 		</p>
 

+ 1 - 1
docs/api/zh/math/Frustum.html

@@ -88,7 +88,7 @@
 
 		<h3>[method:this set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
 		<p>
-		Sets the frustum from the passed planes. No plane order is implied.<br>
+		从传入的平面设置当前视锥体。没有隐式的顺序。<br>
 		Note that this method only copies the values from the given objects.
 		</p>
 

+ 1 - 1
docs/api/zh/math/Plane.html

@@ -123,7 +123,7 @@
 			[page:Vector3 normal] - 单位长度的向量表示平面的法向量。<br />
 			[page:Float constant] - 原点到平面有符号距离。默认值为 *0*。<br /><br />
 
-			设置平面 [page:.normal normal] 的法线和常量 [page:.constant constant] 属性值。
+			设置平面 [page:.normal normal] 的法线和常量 [page:.constant constant] 属性值 by copying the values from the given normal
 		</p>
 
 		<h3>[method:Plane setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>

+ 1 - 1
docs/api/zh/math/Ray.html

@@ -194,7 +194,7 @@
 		该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
 		<br /><br />
 
-		将传入的参数赋值给射线的[page:.origin origin]和[page:.direction direction]。
+		Sets this ray's [page:.origin origin] and [page:.direction direction] properties by copying the values from the given objects.
 		</p>
 
 

+ 2 - 1
docs/api/zh/math/Sphere.html

@@ -117,7 +117,8 @@
 			[page:Vector3 center] - 球心位置。<br />
 			[page:Float radius] - 球的半径。<br /><br />
 
-		设置球的[page:.center center]和[page:.radius radius]属性。
+		设置球的[page:.center center]和[page:.radius radius]属性。<br>
+		Please note that this method only copies the values from the given center.
 		</p>
 
 		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>

+ 2 - 2
docs/api/zh/math/Spherical.html

@@ -20,8 +20,8 @@
 		<p>
 		[page:Float radius] - 半径值,或者说从该点到原点的
 		[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里得距离,即直线距离)。默认值为*1.0*。<br />
-		[page:Float phi] - polar angle from the y (up) axis. Default is *0*.<br />
-		[page:Float theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
+		[page:Float phi] - polar angle in radians from the y (up) axis. Default is *0*.<br />
+		[page:Float theta] - equator angle in radians around the y (up) axis. Default is *0*.<br /><br />
 
 		The poles (phi) are at the positive and negative y axis. The equator (theta) starts at positive z.
 		</p>

+ 2 - 1
docs/api/zh/math/Triangle.html

@@ -120,7 +120,8 @@
 
 		<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<p>
-			将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:vector3 vector3]。
+			将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:vector3 vector3]。<br>
+			Please note that this method only copies the values from the given objects.
 		</p>
 
 		<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>

+ 3 - 0
docs/api/zh/math/Vector3.html

@@ -105,6 +105,9 @@
 			将该向量乘以四阶矩阵m(第四个维度隐式地为1),and divides by perspective.
 		</p>
 
+		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
+		<p>Multiplies this vector by normal matrix [page:Matrix3 m] and normalizes the result.</p>
+
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>
 		将[page:Quaternion]变换应用到该向量。

+ 11 - 0
docs/api/zh/textures/Texture.html

@@ -117,6 +117,17 @@
 		请参阅[page:Textures texture constants]页面来了解其它格式。
 		</p>
 
+		<h3>[property:String internalFormat]</h3>
+		<p>
+		The default value is obtained using a combination of [page:Texture.format .format] and
+		[page:Texture.type .type].<br />
+
+		The GPU format allows the developer to specify how the data is going to be
+		stored on the GPU.<br /><br />
+
+		See the [page:Textures texture constants] page for details regarding all supported internal formats.
+		</p>
+
 		<h3>[property:number type]</h3>
 		<p>
 			这个值必须与[page:Texture.format .format]相对应。默认值为[page:Textures THREE.UnsignedByteType],

+ 5 - 5
docs/examples/en/controls/TrackballControls.html

@@ -86,12 +86,12 @@
 
 		<h3>[property:Number maxDistance]</h3>
 		<p>
-			 How far you can zoom in. Default is *Infinity*.
+			How far you can zoom out. Default is *Infinity*.
 		</p>
 
 		<h3>[property:Number minDistance]</h3>
 		<p>
-			 How far you can zoom in. Default is *0*.
+			How far you can zoom in. Default is *0*.
 		</p>
 
 		<h3>
@@ -99,9 +99,9 @@
 		<p>
 			This object contains references to the mouse actions used by the controls.
 			<ul>
-				<li>.LEFT is assinged with *THREE.MOUSE.ROTATE*</li>
-				<li>.MIDDLE is assinged with *THREE.MOUSE.ZOOM*</li>
-				<li>.RIGHT is assinged with *THREE.MOUSE.PAN*</li>
+				<li>.LEFT is assigned with *THREE.MOUSE.ROTATE*</li>
+				<li>.MIDDLE is assigned with *THREE.MOUSE.ZOOM*</li>
+				<li>.RIGHT is assigned with *THREE.MOUSE.PAN*</li>
 			</ul>
 		</p>
 

+ 17 - 17
docs/examples/zh/controls/DeviceOrientationControls.html

@@ -9,78 +9,78 @@
 	</head>
 	<body>
 
-		<h1>[name]</h1>
+		<h1>设备朝向控制器([name]</h1>
 
 		<p class="desc">
-			Can be used to orient the camera based on the mobile device's orientation.
+			通过使用设备朝向来确定摄像机的朝向。
 		</p>
 
 		<h2>例子</h2>
 
 		<p>[example:misc_controls_deviceorientation misc / controls / deviceorientation ]</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Camera object] )</h3>
 		<p>
 			<p>
-				[page:Camera object]: The camera to be controlled.
+				[page:Camera object]: 被控制的摄像机。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Number alphaOffset]</h3>
 		<p>
-			The alpha offset in radians. Default is *0*.
+			alpha角偏移量,以弧度表示,默认为*0*。
 		</p>
 
 		<h3>[property:Object deviceOrientation]</h3>
 		<p>
-			The current *deviceorientation* event object.
+			当前 *deviceorientation* 事件的对象。
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Whether or not the controls are enabled.
+			是否启用控制器。
 		</p>
 
 		<h3>[property:Camera object]</h3>
 		<p>
-			The camera to be controlled.
+			被控制的摄像机。
 		</p>
 
 		<h3>[property:Number screenOrientation]</h3>
 		<p>
-			The orientation in degrees (in 90-degree increments) of the viewport relative to the device's natural orientation. Default is *0*.
+			相对于设备自然朝向的视口朝向,以角度表示(增量为90)。默认为*0*。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null connect] ()</h3>
 		<p>
-			Adds the event listeners of the controls and enables it.
+			增加控制器的事件监听,并启用控制器。
 		</p>
 
 		<h3>[method:null disconnect] ()</h3>
 		<p>
-			Removes the event listeners of the controls and disables it.
+			移除控制器的事件监听,并禁用控制器。
 		</p>
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Should be called if the controls is no longer required.
+			若不再需要该控制器,则应当调用此函数。
 		</p>
 
 		<h3>[method:null update] ()</h3>
 		<p>
-			Updates the controls. Usually called in the animation loop.
+			更新控制器,常被用在动画循环中。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/DeviceOrientationControls.js examples/jsm/controls/DeviceOrientationControls.js]

+ 18 - 18
docs/examples/zh/controls/DragControls.html

@@ -10,10 +10,10 @@
 	<body>
 		[page:EventDispatcher] &rarr;
 
-		<h1>[name]</h1>
+		<h1>拖放控制器([name]</h1>
 
 		<p class="desc">
-		This class can be used to provide a drag'n'drop interaction.
+		该类被用于提供一个拖放交互。
 		</p>
 
 		<h2>代码示例</h2>
@@ -45,51 +45,51 @@
 		<h3>[name]( [param:Array objects], [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 			<p>
-				[page:Array objects]: An array of draggable 3D objects.
+			[page:Array objects]: 一组可被拖拽的3D Objects。
 			</p>
 			<p>
-			[page:Camera camera]: The camera of the rendered scene.
+			[page:Camera camera]: 渲染场景的摄像机。
 			</p>
 			<p>
-			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+			[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Events</h2>
+		<h2>事件</h2>
 
 		<h3>dragstart</h3>
 		<p>
-			Fires when the user starts to drag a 3D object.
+			当用户开始拖拽3D Objects时触发。
 		</p>
 
 		<h3>drag</h3>
 		<p>
-			Fires when the user drags a 3D object.
+			当用户拖拽3D Objects时触发。
 		</p>
 
 		<h3>dragend</h3>
 		<p>
-			Fires when the user has finished dragging a 3D object.
+			当用户开始完成3D Objects时触发。
 		</p>
 
 		<h3>hoveron</h3>
 		<p>
-			Fires when the pointer is moved onto a 3D object, or onto one of its children.
+			当指针移动到一个3D Object或者其某个子级上时触发。
 		</p>
 
 		<h3>hoveroff</h3>
 		<p>
-			Fires when the pointer is moved out of a 3D object.
+			当指针移出一个3D Object时触发。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Whether or not the controls are enabled.
+			是否启用控制器。
 		</p>
 
 		<h3>[property:Boolean transformGroup]</h3>
@@ -100,21 +100,21 @@
 
 		<h2>Methods</h2>
 
-		<p>See the base [page:EventDispatcher] class for common methods.</p>
+		<p>共有方法请参见其基类[page:EventDispatcher]。</p>
 
 		<h3>[method:null activate] ()</h3>
 		<p>
-			Adds the event listeners of the controls.
+			添加控制器的事件监听。
 		</p>
 
 		<h3>[method:null deactivate] ()</h3>
 		<p>
-			Removes the event listeners of the controls.
+			移除控制器的事件监听。
 		</p>
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Should be called if the controls is no longer required.
+			若不再需要该控制器,则应当调用此函数。
 		</p>
 
 		<h3>[method:Array getObjects] ()</h3>

+ 29 - 30
docs/examples/zh/controls/FirstPersonControls.html

@@ -9,57 +9,56 @@
 	</head>
 	<body>
 
-		<h1>[name]</h1>
+		<h1>第一人称控制器([name]</h1>
 
 		<p class="desc">
-			This class is an alternative implementation of [page:FlyControls].
+			该类是 [page:FlyControls] 的另一个实现。
 		</p>
 
 		<h2>例子</h2>
 
 		<p>[example:webgl_geometry_terrain webgl / geometry / terrain ]</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Camera object], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 			<p>
-				[page:Camera object]: The camera to be controlled.
+				[page:Camera object]: 被控制的摄像机。
 			</p>
 			<p>
-				[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+				[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean activeLook]</h3>
 		<p>
-			Whether or not it's possible to look around. Default is *true*.
+			是否能够环视四周。默认为*true*。
 		</p>
 
 		<h3>[property:Boolean autoForward]</h3>
 		<p>
-			Whether or not the camera is automatically moved forward. Default is *false*.
+			摄像机是否自动向前移动。默认为*false*。
 		</p>
 
 		<h3>[property:Boolean constrainVertical]</h3>
 		<p>
-			Whether or not looking around is vertically constrained by [[page:.verticalMin], [page:.verticalMax]]. Default is *false*.
+			垂直环视是否约束在[[page:.verticalMin], [page:.verticalMax]]之间。默认值为*false*。
 		</p>
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners.
+			该 HTMLDOMElement 用于监听鼠标/触摸事件,该属性必须在构造函数中传入。在此处改变它将不会设置新的事件监听。
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Whether or not the controls are enabled. Default is *true*.
+			是否启用控制器。默认为*true*。
 		</p>
 
 		<h3>[property:Number heightCoef]</h3>
@@ -79,55 +78,55 @@
 
 		<h3>[property:Boolean heightSpeed]</h3>
 		<p>
-			Whether or not the camera's height influences the forward movement speed. Default is *false*.
-			Use the properties [page:.heightCoef], [page:.heightMin] and [page:.heightMax] for configuration.
+			摄像机的高度是否影响向前移动的速度。默认值为*false*。
+			使用属性 [page:.heightCoef]、 [page:.heightMin] 和 [page:.heightMax] 来进行配置。
 		</p>
 
 		<h3>[property:Boolean lookVertical]</h3>
 		<p>
-			Whether or not it's possible to vertically look around. Default is *true*.
+			是否能够垂直环视。默认为*true*。
 		</p>
 
 		<h3>[property:Number lookSpeed]</h3>
 		<p>
-			The look around speed. Default is *0.005*.
+			环视速度。默认为*0.005*。
 		</p>
 
 		<h3>[property:Boolean mouseDragOn]</h3>
 		<p>
-			Whether or not the mouse is pressed down. Read-only property.
+			鼠标是否被按下。只读属性。
 		</p>
 
 		<h3>[property:Number movementSpeed]</h3>
 		<p>
-			The movement speed. Default is *1*.
+			移动速度。默认为*1*。
 		</p>
 
 		<h3>[property:Camera object]</h3>
 		<p>
-			The camera to be controlled.
+			被控制的摄像机。
 		</p>
 
 		<h3>[property:Number verticalMax]</h3>
 		<p>
-			How far you can vertically look around, upper limit. Range is 0 to Math.PI radians. Default is *Math.PI*.
+			你能够垂直环视角度的上限。范围在 0 到 Math.PI 弧度之间。默认为*Math.PI*。
 		</p>
 
 		<h3>[property:Number verticalMin]</h3>
 		<p>
-			How far you can vertically look around, lower limit. Range is 0 to Math.PI radians. Default is *0*.
+			你能够垂直环视角度的下限。范围在 0 到 Math.PI 弧度之间。默认为*0*。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Should be called if the controls is no longer required.
+			若不再需要该控制器,则应当调用此函数。
 		</p>
 
 		<h3>[method:null handleResize] ()</h3>
 		<p>
-			Should be called if the application window is resized.
+			若应用程序窗口大小发生改变,则应当调用此函数。
 		</p>
 
 		<h3>[method:FirstPersonControls lookAt]( [param:Vector3 vector] )<br />
@@ -135,14 +134,14 @@
 		<p>
 			<p>
 				<p>
-					vector - A vector representing the target position.
+					vector - 一个表示目标位置的向量。
 				</p>
 				<p>
-					Optionally, the x, y, z components of the world space position.
+					或者,世界空间位置的x、y、z分量。
 				</p>
 			</p>
 			<p>
-				Ensures the controls orient the camera towards the defined target position.
+				确保控制器将相机方向朝向到所传入的目标的位置。
 			</p>
 		</p>
 
@@ -152,11 +151,11 @@
 				[page:Number delta]: Time delta value.
 			</p>
 			<p>
-				Updates the controls. Usually called in the animation loop.
+				更新控制器,常被用在动画循环中。
 			</p>
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/FirstPersonControls.js examples/jsm/controls/FirstPersonControls.js]

+ 18 - 19
docs/examples/zh/controls/FlyControls.html

@@ -9,70 +9,69 @@
 	</head>
 	<body>
 
-		<h1>[name]</h1>
+		<h1>飞行控制器([name]</h1>
 
 		<p class="desc">
-			[name] enables a navigation similar to fly modes in DCC tools like Blender. You can arbitrarily transform the camera in
-			3D space without any limitations (e.g. focus on a specific target).
+			[name] 启用了一种类似于数字内容创建工具(例如Blender)中飞行模式的导航方式。
+			你可以在3D空间中任意变换摄像机,并且无任何限制(例如,专注于一个特定的目标)。
 		</p>
 
 		<h2>例子</h2>
 
 		<p>[example:misc_controls_fly misc / controls / fly ]</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Camera object], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 			<p>
-				[page:Camera object]: The camera to be controlled.
+				[page:Camera object]: 被控制的摄像机。
 			</p>
 			<p>
-				[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+				[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean autoForward]</h3>
 		<p>
-			If set to *true*, the camera automatically moves forward (and does not stop) when initially translated. Default is *false*.
+			若该值设为*true*,初始变换后,摄像机将自动向前移动(且不会停止)。默认为*false*。
 		</p>
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners.
+			该 HTMLDOMElement 用于监听鼠标/触摸事件,该属性必须在构造函数中传入。在此处改变它将不会设置新的事件监听。
 		</p>
 
 		<h3>[property:Boolean dragToLook]</h3>
 		<p>
-			If set to *true*, you can only look around by performing a drag interaction. Default is *false*.
+			若该值设为*true*,你将只能通过执行拖拽交互来环视四周。默认为*false*。
 		</p>
 
 		<h3>[property:Number movementSpeed]</h3>
 		<p>
-			The movement speed. Default is *1*.
+			移动速度,默认为*1*。
 		</p>
 
 		<h3>[property:Camera object]</h3>
 		<p>
-			The camera to be controlled.
+			被控制的摄像机。
 		</p>
 
 		<h3>[property:Number rollSpeed]</h3>
 		<p>
-			The rotation speed. Default is *0.005*.
+			旋转速度。默认为*0.005*。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Should be called if the controls is no longer required.
+			若不再需要该控制器,则应当调用此函数。
 		</p>
 
 		<h3>[method:null update] ( [param:Number delta] )</h3>
@@ -81,11 +80,11 @@
 				[page:Number delta]: Time delta value.
 			</p>
 			<p>
-				Updates the controls. Usually called in the animation loop.
+				更新控制器,常被用在动画循环中。
 			</p>
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/FlyControls.js examples/jsm/controls/FlyControls.js]

+ 7 - 8
docs/examples/zh/controls/OrbitControls.html

@@ -57,11 +57,11 @@
 		<p>
 			[page:Camera object]: (必须)将要被控制的相机。该相机不允许是其他任何对象的子级,除非该对象是场景自身。<br><br>
 
-			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+			[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean autoRotate]</h3>
 		<p>
@@ -84,8 +84,7 @@
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			用于监听鼠标事件或触摸事件的HTMLDOMElement(DOM元素)。该值必须在构造函数中进行传入;
-			在此更改它将不会设置新的事件监听器
+			该 HTMLDOMElement 用于监听鼠标/触摸事件,该属性必须在构造函数中传入。在此处改变它将不会设置新的事件监听。
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
@@ -158,7 +157,7 @@ controls.keys = {
 
 		<h3>[property:Float maxZoom]</h3>
 		<p>
-			你能够将相机缩小多少( 仅适用于[page:OrthographicCamera] only ),其默认值为Infinity。
+			你能够将相机缩小多少(仅适用于[page:OrthographicCamera]),其默认值为Infinity。
 		</p>
 
 		<h3>[property:Float minAzimuthAngle]</h3>
@@ -179,13 +178,13 @@ controls.keys = {
 
 		<h3>[property:Float minZoom]</h3>
 		<p>
-			你能够将相机放大多少( 仅适用于[page:OrthographicCamera] ),其默认值为0。
+			你能够将相机放大多少(仅适用于[page:OrthographicCamera]),其默认值为0。
 		</p>
 
 		<h3>
 			[property:Object mouseButtons]</h3>
 		<p>
-			这一对象包含了对用于控制的鼠标按钮的引用。
+			该对象包含由控件所使用的鼠标操作的引用。
 			<code>
 controls.mouseButtons = {
 	LEFT: THREE.MOUSE.ROTATE,
@@ -212,7 +211,7 @@ controls.mouseButtons = {
 
 		<h3>[property:Float rotateSpeed]</h3>
 		<p>
-			旋转的速度,其默认值为1.
+			旋转的速度,其默认值为1
 		</p>
 
 		<h3>[property:Boolean screenSpacePanning]</h3>

+ 26 - 27
docs/examples/zh/controls/PointerLockControls.html

@@ -10,11 +10,11 @@
 	<body>
 		[page:EventDispatcher] &rarr;
 
-		<h1>[name]</h1>
+		<h1>指针锁定控制器([name]</h1>
 
 		<p class="desc">
-		The implementation of this class is based on the [link:https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API Pointer Lock API].
-		[name] is a perfect choice for first person 3D games.
+		该类的实现是基于[link:https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API Pointer Lock API]的。
+		对于第一人称3D游戏来说, [name] 是一个非常完美的选择。
 		</p>
 
 		<h2>代码示例</h2>
@@ -46,102 +46,101 @@
 		<h3>[name]( [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 			<p>
-			[page:Camera camera]: The camera of the rendered scene.
+			[page:Camera camera]: 渲染场景的摄像机。
 			</p>
 			<p>
-			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+			[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Events</h2>
+		<h2>事件</h2>
 
 		<h3>change</h3>
 		<p>
-			Fires when the user moves the mouse.
+			当用户移动鼠标时触发。
 		</p>
 
 		<h3>lock</h3>
 		<p>
-			Fires when the pointer lock status is "locked" (in other words: the mouse is captured).
+			当指针状态为 “locked” (即鼠标被捕获)时触发。
 		</p>
 
 		<h3>unlock</h3>
 		<p>
-			Fires when the pointer lock status is "unlocked" (in other words: the mouse is not captured anymore).
+			当指针状态为 “unlocked” (即鼠标不再被捕获)时触发。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners.
+			该 HTMLDOMElement 用于监听鼠标/触摸事件,该属性必须在构造函数中传入。在此处改变它将不会设置新的事件监听。
 		</p>
 
 
 		<h3>[property:Boolean isLocked]</h3>
 		<p>
-			Whether or not the controls are locked.
+			控制器是否被锁定。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
-		<p>See the base [page:EventDispatcher] class for common methods.</p>
+		<p>共有方法请参见其基类[page:EventDispatcher]。</p>
 
 		<h3>[method:null connect] ()</h3>
 		<p>
-			Adds the event listeners of the controls.
+			添加控制器的事件监听。
 		</p>
 
 		<h3>[method:null disconnect] ()</h3>
 		<p>
-			Removes the event listeners of the controls.
+			移除控制器的事件监听。
 		</p>
 
 		<h3>[method:Vector3 getDirection] ( [param:Vector3 target] )</h3>
 		<p>
 			<p>
-				[page:Vector3 target]: The target vector.
+				[page:Vector3 target]: 目标向量。
 			</p>
 			<p>
-				Returns the look direction of the camera.
+				返回摄像机的观看方向。
 			</p>
 		</p>
 
 		<h3>[method:null lock] ()</h3>
 		<p>
-			Activates the pointer lock.
+			激活指针锁定。
 		</p>
 
 		<h3>[method:null moveForward] ( [param:Number distance] )</h3>
 		<p>
 			<p>
-				[page:Number distance]: The signed distance.
+				[page:Number distance]: 距离(区分正负)。
 			</p>
 			<p>
-				Moves the camera forward parallel to the xz-plane. Assumes camera.up is y-up.
+				平行于xz平面,向前移动摄像机。假定camera.up是y朝上。
 			</p>
 		</p>
 
 		<h3>[method:null moveRight] ( [param:Number distance] )</h3>
 		<p>
 			<p>
-				[page:Number distance]: The signed distance.
+				[page:Number distance]: 距离(区分正负)。
 			</p>
 			<p>
-				Moves the camera sidewards parallel to the xz-plane.
+				平行于xz平面,向侧面移动摄像机。
 			</p>
 		</p>
 
 		<h3>[method:null unlock] ()</h3>
 		<p>
-			Exits the pointer lock.
+			退出指针锁定。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/PointerLockControls.js examples/jsm/controls/PointerLockControls.js]

+ 49 - 50
docs/examples/zh/controls/TrackballControls.html

@@ -10,12 +10,12 @@
 	<body>
 		[page:EventDispatcher] &rarr;
 
-		<h1>[name]</h1>
+		<h1>轨迹球控制器([name]</h1>
 
 		<p class="desc">
 			<p>
-				[name] is similar to [page:OrbitControls]. However, it does not maintain a constant camera [page:Object3D.up up] vector.
-				That means if the camera orbits over the “north” and “south” poles, it does not flip to stay "right side up".
+				[name] 与 [page:OrbitControls] 相类似。然而,它不能恒定保持摄像机的[page:Object3D.up up]向量。
+				这意味着,如果摄像机绕过“北极”和“南极”,则不会翻转以保持“右侧朝上”。
 			</p>
 		</p>
 
@@ -23,182 +23,181 @@
 
 		<p>[example:misc_controls_trackball misc / controls / trackball ]</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 			<p>
-				[page:Camera camera]: The camera of the rendered scene.
+				[page:Camera camera]: 渲染场景的摄像机。
 			</p>
 			<p>
-				[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+				[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Events</h2>
+		<h2>事件</h2>
 
 		<h3>change</h3>
 		<p>
-			Fires when the camera has been transformed by the controls.
+			当摄像机被控制器变换后触发。
 		</p>
 
 		<h3>start</h3>
 		<p>
-			Fires when an interaction (e.g. touch) was initiated.
+			当交互(例如触摸)被初始化后触发。
 		</p>
 
 		<h3>end</h3>
 		<p>
-			Fires when an interaction has finished.
+			当交互完成后触发。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners.
+			该 HTMLDOMElement 用于监听鼠标/触摸事件,该属性必须在构造函数中传入。在此处改变它将不会设置新的事件监听。
 		</p>
 
 		<h3>[property:Number dynamicDampingFactor]</h3>
 		<p>
-			Defines the intensity of damping. Only considered if [page:.staticMoving staticMoving] is set to *false*. Default is *0.2*.
+			设置阻尼的强度。仅在[page:.staticMoving staticMoving]设为*false*时考虑。默认为*0.2*。
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Whether or not the controls are enabled.
+			是否启用控制器。
 		</p>
 
 		<h3>[property:Array keys]</h3>
 		<p>
-			This array holds keycodes for controlling interactions.
+			该数组包含用于控制交互的按键代码。
 			<ul>
-				<li>When the first defined key is pressed, all mouse interactions (left, middle, right) performs orbiting.</li>
-				<li>When the second defined key is pressed, all mouse interactions (left, middle, right) performs zooming.</li>
-				<li>When the third defined key is pressed, all mouse interactions (left, middle, right) performs panning.</li>
+				<li>当定义的第一个按键按下后,所有的鼠标交互(左/中/右键)表现为环绕。</li>
+				<li>当定义的第二个按键按下后,所有的鼠标交互(左/中/右键)表现为缩放。</li>
+				<li>当定义的第一个按键按下后,所有的鼠标交互(左/中/右键)表现为平移。</li>
 			</ul>
-			Default is *65, 83, 68* which represents A, S, D.
+			默认为*65, 83, 68*,分别表示A, S, D。
 		</p>
 
 		<h3>[property:Number maxDistance]</h3>
 		<p>
-			 How far you can zoom in. Default is *Infinity*.
+			你能够将相机向外移动多少,其默认值为*Infinity*。
 		</p>
 
 		<h3>[property:Number minDistance]</h3>
 		<p>
-			 How far you can zoom in. Default is *0*.
+			你能够将相机向内移动多少,其默认值为*0*。
 		</p>
 
 		<h3>
 			[property:Object mouseButtons]</h3>
 		<p>
-			This object contains references to the mouse actions used by the controls.
+			该对象包含由控件所使用的鼠标操作的引用。
 			<ul>
-				<li>.LEFT is assinged with *THREE.MOUSE.ROTATE*</li>
-				<li>.MIDDLE is assinged with *THREE.MOUSE.ZOOM*</li>
-				<li>.RIGHT is assinged with *THREE.MOUSE.PAN*</li>
+				<li>.LEFT 指定给 *THREE.MOUSE.ROTATE*</li>
+				<li>.MIDDLE 指定给 *THREE.MOUSE.ZOOM*</li>
+				<li>.RIGHT 指定给 *THREE.MOUSE.PAN*</li>
 			</ul>
 		</p>
 
 		<h3>[property:Boolean noPan]</h3>
 		<p>
-			Whether or not panning is disabled. Default is *false*.
+			是否禁用平移,默认为*false*。
 		</p>
 
 		<h3>[property:Boolean noRotate]</h3>
 		<p>
-			Whether or not rotation is disabled. Default is *false*.
+			是否禁用旋转,默认为*false*。
 		</p>
 
 		<h3>[property:Boolean noZoom]</h3>
 		<p>
-			Whether or not zooming is disabled. Default is *false*.
+			是否禁用缩放,默认为*false*。
 		</p>
 
 		<h3>[property:Camera object]</h3>
 		<p>
-			The camera being controlled.
+			正被控制的摄像机。
 		</p>
 
 		<h3>[property:Number panSpeed]</h3>
 		<p>
-			The zoom speed. Default is *0.3*.
+			平移的速度,其默认值为*0.3*。
 		</p>
 
 		<h3>[property:Number rotateSpeed]</h3>
 		<p>
-			The rotation speed. Default is *1.0*.
+			旋转的速度,其默认值为*1.0*。
 		</p>
 
 		<h3>[property:Object screen]</h3>
 		<p>
-			Represents the properties of the screen. Automatically set when [page:.handleResize handleResize]() is called.
+			表示屏幕的属性。在[page:.handleResize handleResize]()被调用时会自动设置。
 			<ul>
-				<li>left: Represents the offset in pixels to the screen's left boundary.</li>
-				<li>top: Represents the offset in pixels to the screen's top boundary.</li>
-				<li>width: Represents the screen width in pixels.</li>
-				<li>height: Represents the screen height in pixels.</li>
+				<li>left: 表示到屏幕左侧边界的偏移量(单位为像素)。</li>
+				<li>top: 表示到屏幕顶部边界的偏移量(单位为像素)。</li>
+				<li>width: 表示屏幕的宽度(单位为像素)。</li>
+				<li>height: 表示屏幕的高度(单位为像素)。</li>
 			</ul>
 		</p>
 
 		<h3>[property:Boolean staticMoving]</h3>
 		<p>
-			Whether or not damping is disabled. Default is *false*.
+			阻尼是否被禁用。默认为*false*。
 		</p>
 
 		<h3>[property:Number zoomSpeed]</h3>
 		<p>
-			The zoom speed. Default is *1.2*.
+			缩放的速度,其默认值为*1.2*。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null checkDistances] ()</h3>
 		<p>
-			Ensures the controls stay in the range [minDistance, maxDistance]. Called by [page:.update update]().
+			确保控制器位于 [minDistance, maxDistance] 范围内。由[page:.update update]()调用。
 		</p>
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Should be called if the controls is no longer required.
+			若不再需要该控制器,则应当调用此函数。
 		</p>
 
 		<h3>[method:null handleResize] ()</h3>
 		<p>
-			Should be called if the application window is resized.
+			若应用程序窗口大小发生改变,则应当调用此函数。
 		</p>
 
 		<h3>[method:null panCamera] ()</h3>
 		<p>
-			Performs panning if necessary. Called by [page:.update update]().
+			如有必要,执行平移。由[page:.update update]()调用。
 		</p>
 
 		<h3>[method:null reset] ()</h3>
 		<p>
-			Resets the controls to its initial state.
+			重置控制器到初始状态。
 		</p>
 
 		<h3>[method:null rotateCamera] ()</h3>
 		<p>
-			Rotates the camera if necessary. Called by [page:.update update]().
+			如有必要,旋转相机。由[page:.update update]()调用。
 		</p>
 
 		<h3>[method:null update] ()</h3>
 		<p>
-			Updates the controls. Usually called in the animation loop.
+			更新控制器,常被用在动画循环中。
 		</p>
 
 		<h3>[method:null zoomCamera] ()</h3>
 		<p>
-			Performs zooming if necessary. Called by [page:.update update]().
+			如有必要,执行缩放。由[page:.update update]()调用。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/TrackballControls.js examples/jsm/controls/TrackballControls.js]

+ 50 - 51
docs/examples/zh/controls/TransformControls.html

@@ -10,214 +10,213 @@
 	<body>
 		[page:Object3D] &rarr;
 
-		<h1>[name]</h1>
+		<h1>变换控制器([name]</h1>
 
 		<p class="desc">
-			This class can be used to transform objects in 3D space by adapting a similar interaction model of DCC tools like Blender.
-			Unlike other controls, it is not intended to transform the scene's camera.<br /><br />
+			该类可提供一种类似于在数字内容创建工具(例如Blender)中对模型进行交互的方式,来在3D空间中变换物体。
+			和其他控制器不同的是,变换控制器不倾向于对场景摄像机的变换进行改变。<br /><br />
 
-			[name] expects that its attached 3D object is part of the scene graph.
+			[name] 期望其所附加的3D对象是场景图的一部分。
 		</p>
 
 		<h2>例子</h2>
 
 		<p>[example:misc_controls_transform misc / controls / transform ]</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
 		<p>
 			<p>
-				[page:Camera camera]: The camera of the rendered scene.
+				[page:Camera camera]: 被控制的摄像机。
 			</p>
 			<p>
-				[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
+				[page:HTMLDOMElement domElement]: 用于事件监听的HTML元素。
 			</p>
 			<p>
-				Creates a new instance of [name].
+				创建一个新的 [name] 实例。
 			</p>
 		</p>
 
-		<h2>Events</h2>
+		<h2>事件</h2>
 
 		<h3>change</h3>
 		<p>
-			Fires if any type of change (object or property change) is performed. Property changes
-			are separate events you can add event listeners to. The event type is "propertyname-changed".
+			如果发生了任何类型的改变(对象或属性的改变)则触发该事件。
+			属性改变是单独的事件,你也可以为此添加单独的事件监听;该事件类型为"propertyname-changed"(“属性名称-changed”)。
 		</p>
 
 		<h3>mouseDown</h3>
 		<p>
-			Fires if a pointer (mouse/touch) becomes active.
+			如果指针(鼠标/触摸)为活动状态则触发该事件。
 		</p>
 
 		<h3>mouseUp</h3>
 		<p>
-			Fires if a pointer (mouse/touch) is no longer active.
+			如果指针(鼠标/触摸)不再为活动状态则触发该事件。
 		</p>
 
 		<h3>objectChange</h3>
 		<p>
-			Fires if the controlled 3D object is changed.
+			如果被控制的3D对象发生改变则触发该事件。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<p>共有属性请参见其基类[page:Object3D]。</p>
 
 		<h3>[property:String axis]</h3>
 		<p>
-			The current transformation axis.
+			当前变换轴。
 		</p>
 
 		<h3>[property:Camera camera]</h3>
 		<p>
-			The camera of the rendered scene.
+			渲染场景的摄像机。
 		</p>
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners.
+			该 HTMLDOMElement 用于监听鼠标/触摸事件,该属性必须在构造函数中传入。在此处改变它将不会设置新的事件监听。
 		</p>
 
 		<h3>[property:Boolean dragging]</h3>
 		<p>
-			Whether or not dragging is currently performed. Read-only property.
+			当前是否正在拖动。只读属性。
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Whether or not the controls are enabled.
+			是否启用控制器。默认为*true*。
 		</p>
 
 		<h3>[property:String mode]</h3>
 		<p>
-			The current transformation mode. Possible values are "translate", "rotate" and "scale". Default is *translate*.
+			当前的变换模式。可能的值包括"translate"、"rotate" 和 "scale"。默认为*translate*。
 		</p>
 
 		<h3>[property:Object3D object]</h3>
 		<p>
-			The 3D object being controlled.
+			正在被控制的3D对象。
 		</p>
 
 		<h3>[property:Number rotationSnap]</h3>
 		<p>
-			By default, 3D objects are continously rotated. If you set this property to a numeric value (radians), you can define in which
-			steps the 3D object should be rotated. Deault is *null*.
+			默认情况下,3D对象是可以被连续旋转的。如果你将该值设为一个数值(弧度),则你将可以定义每次旋转3D对象时的步幅。
+			默认为*null*。
 		</p>
 
 		<h3>[property:Boolean showX]</h3>
 		<p>
-			Whether or not the x-axis helper should be visible. Default is *true*.
+			x轴手柄是否显示。默认为*true*。
 		</p>
 
 		<h3>[property:Boolean showY]</h3>
 		<p>
-			Whether or not the y-axis helper should be visible. Default is *true*.
+			y轴手柄是否显示。默认为*true*。
 		</p>
 
 		<h3>[property:Boolean showZ]</h3>
 		<p>
-			Whether or not the z-axis helper should be visible. Default is *true*.
+			z轴手柄是否显示。默认为*true*。
 		</p>
 
 		<h3>[property:Number size]</h3>
 		<p>
-			The size of the helper UI (axes/planes). Default is *1*.
+			手柄UI(轴/平面)的大小。默认为*1*。
 		</p>
 
 		<h3>[property:String space]</h3>
 		<p>
-			Defines in which coordinate space transformations should be performed. Possible values are "world" and "local". Default is *world*.
+			定义了在哪种坐标空间中进行变换。可能的值有"world" 和 "local"。默认为*world*。
 		</p>
 
 		<h3>[property:Number translationSnap]</h3>
 		<p>
-			By default, 3D objects are continously translated. If you set this property to a numeric value (world units), you can define in which
-			steps the 3D object should be translated. Deault is *null*.
+			默认情况下,3D对象是可以被连续平移的。如果你将该值设为一个数值(世界单位),则你将可以定义每次平移3D对象时的步幅。
+			默认为*null*。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 		<h3>[method:TransformControls attach] ( [param:Object3D object] )</h3>
 		<p>
 			<p>
-				[page:Object3D object]: The 3D object that should be transformed.
+				[page:Object3D object]: 应当变换的3D对象。
 			</p>
 			<p>
-				Sets the 3D object that should be transformed and ensures the controls UI is visible.
+				设置应当变换的3D对象,并确保控制器UI是可见的。
 			</p>
 		</p>
 
 		<h3>[method:TransformControls detach] ()</h3>
 		<p>
-			Removes the current 3D object from the controls and makes the helper UI is invisible.
+			从控制器中移除当前3D对象,并确保控制器UI是不可见的。
 		</p>
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Should be called if the controls is no longer required.
+			若不再需要该控制器,则应当调用此函数。
 		</p>
 
 		<h3>[method:String getMode] ()</h3>
 		<p>
-			Returns the transformation mode.
+			返回变换模式。
 		</p>
 
 		<h3>[method:null setMode] ( [param:String mode] )</h3>
 		<p>
 			<p>
-				[page:String mode]: The transformation mode.
+				[page:String mode]: 变换模式。
 			</p>
 			<p>
-				Sets the transformation mode.
+				设置变换模式。
 			</p>
 		</p>
 
 		<h3>[method:null setRotationSnap] ( [param:Number rotationSnap] )</h3>
 		<p>
 			<p>
-				[page:Number rotationSnap]: The rotation snap.
+				[page:Number rotationSnap]: 旋转捕捉步幅。
 			</p>
 			<p>
-				Sets the rotation snap.
+				设置旋转捕捉。
 			</p>
 		</p>
 
 		<h3>[method:null setSize] ( [param:Number size] )</h3>
 		<p>
 			<p>
-				[page:Number size]: The size of the helper UI.
+				[page:Number size]: 手柄UI的大小。
 			</p>
 			<p>
-				Sets the size of the helper UI.
+				设置手柄UI的大小。
 			</p>
 		</p>
 
 		<h3>[method:null setSpace] ( [param:String space] )</h3>
 		<p>
 			<p>
-				[page:String space]: The coordinate space in which transformations are applied.
+				[page:String space]: 应用变换的坐标空间。
 			</p>
 			<p>
-				Sets the coordinate space in which transformations are applied.
+				设置应用变换的坐标空间。
 			</p>
 		</p>
 
 		<h3>[method:null setTranslationSnap] ( [param:Number translationSnap] )</h3>
 		<p>
 			<p>
-				[page:Number translationSnap]: The translation snap.
+				[page:Number translationSnap]: 平移捕捉步幅。
 			</p>
 			<p>
-				Sets the translation snap.
+				设置平移捕捉。
 			</p>
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/TransformControls.js examples/jsm/controls/TransformControls.js]

+ 5 - 5
docs/examples/zh/geometries/ConvexBufferGeometry.html

@@ -11,10 +11,10 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>凸包缓冲几何体([name]</h1>
 
-		<p class="desc">[name] can be used to generate a convex hull for a given array of 3D points.
-			The average time complexity for this task is considered to be O(nlog(n)).</p>
+		<p class="desc">[name] 可被用于为传入的一组点生成凸包。
+				该任务的平均时间复杂度被认为是O(nlog(n))。</p>
 
 		<h2>代码示例</h2>
 
@@ -32,11 +32,11 @@
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points — Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.
+		points — 所得凸包中将包含的一组[page:Vector3 Vector3]。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/geometries/ConvexGeometry.js examples/jsm/geometries/ConvexGeometry.js]

+ 5 - 5
docs/examples/zh/geometries/ConvexGeometry.html

@@ -10,10 +10,10 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>凸包几何体([name]</h1>
 
-		<p class="desc">[name] can be used to generate a convex hull for a given array of 3D points.
-			The average time complexity for this task is considered to be O(nlog(n)).</p>
+		<p class="desc">[name] 可被用于为传入的一组点生成凸包。
+			该任务的平均时间复杂度被认为是O(nlog(n))。</p>
 
 		<h2>代码示例</h2>
 
@@ -31,11 +31,11 @@
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points — Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.
+		points — 所得凸包中将包含的一组[page:Vector3 Vector3]。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/geometries/ConvexGeometry.js examples/jsm/geometries/ConvexGeometry.js]

+ 7 - 7
docs/examples/zh/geometries/DecalGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>贴花几何体([name]</h1>
 
-		<p class="desc">[name] can be used to create a decal mesh that serves different kinds of purposes e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.</p>
+		<p class="desc">[name] 可被用于创建贴花网格物体,以达到不同的目的,例如:为模型增加独特的细节、进行动态的视觉环境改变或覆盖接缝。</p>
 
 		<h2>代码示例</h2>
 
@@ -31,13 +31,13 @@
 
 		<h3>[name]( [param:Mesh mesh], [param:Vector3 position], [param:Euler orientation], [param:Vector3 size] )</h3>
 		<p>
-		mesh — Any mesh object.<br />
-		position — Position of the decal projector.<br />
-		orientation — Orientation of the decal projector.<br />
-		size — Size of the decal projector.
+		mesh — 一个网格对象。<br />
+		position — 贴花投影器的位置。<br />
+		orientation — 贴花投影器的朝向。<br />
+		size — 贴花投影器的尺寸。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/geometries/DecalGeometry.js examples/jsm/geometries/DecalGeometry.js]

+ 1 - 1
docs/examples/zh/loaders/MTLLoader.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">A loader for loading an <em>.mtl</em> resource, used internaly by [page:OBJLoader].<br />
+		<p class="desc">A loader for loading an <em>.mtl</em> resource, used internally by [page:OBJLoader].<br />
 		The Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ that describes surface shading
 		(material) properties of objects within one or more .OBJ files.
 		</p>