Răsfoiți Sursa

Merge pull request #4 from mrdoob/dev

merge dev into stencil branch
Garrett Johnson 6 ani în urmă
părinte
comite
3595590a9f
100 a modificat fișierele cu 3367 adăugiri și 2895 ștergeri
  1. 15 0
      .editorconfig
  2. 1 1
      .github/ISSUE_TEMPLATE.md
  3. 0 1
      .npmignore
  4. 3 3
      README.md
  5. 733 963
      build/three.js
  6. 355 384
      build/three.min.js
  7. 731 961
      build/three.module.js
  8. 5 0
      docs/api/en/animation/AnimationClip.html
  9. 5 0
      docs/api/en/animation/KeyframeTrack.html
  10. 1 1
      docs/api/en/audio/Audio.html
  11. 1 1
      docs/api/en/audio/AudioAnalyser.html
  12. 4 4
      docs/api/en/audio/AudioListener.html
  13. 2 2
      docs/api/en/audio/PositionalAudio.html
  14. 2 2
      docs/api/en/cameras/ArrayCamera.html
  15. 3 3
      docs/api/en/cameras/OrthographicCamera.html
  16. 3 2
      docs/api/en/cameras/PerspectiveCamera.html
  17. 1 0
      docs/api/en/constants/Renderer.html
  18. 1 1
      docs/api/en/core/BufferGeometry.html
  19. 4 2
      docs/api/en/core/Geometry.html
  20. 10 4
      docs/api/en/core/Object3D.html
  21. 1 1
      docs/api/en/extras/core/Path.html
  22. 1 1
      docs/api/en/extras/core/Shape.html
  23. 5 2
      docs/api/en/extras/core/ShapePath.html
  24. 1 1
      docs/api/en/extras/curves/ArcCurve.html
  25. 1 1
      docs/api/en/geometries/ConeBufferGeometry.html
  26. 1 1
      docs/api/en/geometries/ConeGeometry.html
  27. 1 1
      docs/api/en/geometries/DodecahedronBufferGeometry.html
  28. 2 0
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  29. 2 0
      docs/api/en/geometries/ExtrudeGeometry.html
  30. 1 1
      docs/api/en/geometries/IcosahedronBufferGeometry.html
  31. 1 1
      docs/api/en/geometries/OctahedronBufferGeometry.html
  32. 1 1
      docs/api/en/geometries/TetrahedronBufferGeometry.html
  33. 3 1
      docs/api/en/geometries/TextBufferGeometry.html
  34. 3 1
      docs/api/en/geometries/TextGeometry.html
  35. 1 1
      docs/api/en/helpers/AxesHelper.html
  36. 1 1
      docs/api/en/helpers/Box3Helper.html
  37. 7 7
      docs/api/en/helpers/BoxHelper.html
  38. 1 1
      docs/api/en/helpers/CameraHelper.html
  39. 1 1
      docs/api/en/helpers/FaceNormalsHelper.html
  40. 2 2
      docs/api/en/helpers/GridHelper.html
  41. 1 1
      docs/api/en/helpers/PlaneHelper.html
  42. 1 1
      docs/api/en/helpers/PointLightHelper.html
  43. 1 1
      docs/api/en/helpers/PolarGridHelper.html
  44. 73 0
      docs/api/en/helpers/PositionalAudioHelper.html
  45. 1 1
      docs/api/en/helpers/VertexNormalsHelper.html
  46. 3 2
      docs/api/en/lights/Light.html
  47. 4 5
      docs/api/en/loaders/AnimationLoader.html
  48. 10 0
      docs/api/en/loaders/ImageBitmapLoader.html
  49. 1 1
      docs/api/en/loaders/ImageLoader.html
  50. 24 0
      docs/api/en/loaders/Loader.html
  51. 10 3
      docs/api/en/materials/Material.html
  52. 131 0
      docs/api/en/materials/MeshDistanceMaterial.html
  53. 150 0
      docs/api/en/materials/MeshMatcapMaterial.html
  54. 61 1
      docs/api/en/materials/MeshNormalMaterial.html
  55. 2 2
      docs/api/en/materials/MeshToonMaterial.html
  56. 1 1
      docs/api/en/materials/RawShaderMaterial.html
  57. 22 2
      docs/api/en/math/Box3.html
  58. 1 1
      docs/api/en/math/Matrix3.html
  59. 2 1
      docs/api/en/math/Matrix4.html
  60. 7 0
      docs/api/en/math/Quaternion.html
  61. 1 1
      docs/api/en/math/Spherical.html
  62. 2 2
      docs/api/en/objects/LOD.html
  63. 1 1
      docs/api/en/objects/Mesh.html
  64. 3 3
      docs/api/en/objects/SkinnedMesh.html
  65. 0 6
      docs/api/en/renderers/WebGLRenderTargetCube.html
  66. 80 50
      docs/api/en/renderers/WebGLRenderer.html
  67. 3 2
      docs/api/en/scenes/Scene.html
  68. 10 2
      docs/api/en/textures/DataTexture3D.html
  69. 17 5
      docs/api/en/textures/Texture.html
  70. 3 0
      docs/api/zh/animation/AnimationClip.html
  71. 6 0
      docs/api/zh/animation/AnimationUtils.html
  72. 3 0
      docs/api/zh/animation/KeyframeTrack.html
  73. 2 2
      docs/api/zh/audio/Audio.html
  74. 1 1
      docs/api/zh/audio/AudioAnalyser.html
  75. 4 4
      docs/api/zh/audio/AudioListener.html
  76. 2 2
      docs/api/zh/audio/PositionalAudio.html
  77. 1 1
      docs/api/zh/cameras/ArrayCamera.html
  78. 2 2
      docs/api/zh/core/Object3D.html
  79. 73 0
      docs/api/zh/helpers/PositionalAudioHelper.html
  80. 4 7
      docs/api/zh/loaders/AnimationLoader.html
  81. 10 0
      docs/api/zh/loaders/ImageBitmapLoader.html
  82. 20 0
      docs/api/zh/loaders/Loader.html
  83. 5 1
      docs/api/zh/materials/Material.html
  84. 112 0
      docs/api/zh/materials/MeshDistanceMaterial.html
  85. 120 0
      docs/api/zh/materials/MeshMatcapMaterial.html
  86. 42 1
      docs/api/zh/materials/MeshNormalMaterial.html
  87. 2 2
      docs/api/zh/materials/MeshToonMaterial.html
  88. 7 7
      docs/api/zh/math/Cylindrical.html
  89. 2 2
      docs/api/zh/math/Euler.html
  90. 3 3
      docs/api/zh/math/Matrix3.html
  91. 5 5
      docs/api/zh/math/Matrix4.html
  92. 8 1
      docs/api/zh/math/Quaternion.html
  93. 16 19
      docs/api/zh/math/Spherical.html
  94. 117 115
      docs/api/zh/math/Vector2.html
  95. 136 138
      docs/api/zh/math/Vector3.html
  96. 111 111
      docs/api/zh/math/Vector4.html
  97. 2 2
      docs/api/zh/objects/LOD.html
  98. 1 1
      docs/api/zh/objects/Mesh.html
  99. 7 7
      docs/api/zh/objects/SkinnedMesh.html
  100. 0 5
      docs/api/zh/renderers/WebGLRenderTargetCube.html

+ 15 - 0
.editorconfig

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

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -19,7 +19,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 ##### Three.js version
 
 
 - [ ] Dev
 - [ ] Dev
-- [ ] r100
+- [ ] r104
 - [ ] ...
 - [ ] ...
 
 
 ##### Browser
 ##### Browser

+ 0 - 1
.npmignore

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

+ 3 - 3
README.md

@@ -10,7 +10,7 @@ three.js
 
 
 #### JavaScript 3D library ####
 #### JavaScript 3D library ####
 
 
-The aim of the project is to create an easy to use, lightweight, 3D library. The library provides Canvas 2D, SVG, CSS3D and WebGL renderers.
+The aim of the project is to create an easy to use, lightweight, 3D library with a default WebGL renderer. The library also provides Canvas 2D, SVG and CSS3D renderers in the examples.
 
 
 [Examples](http://threejs.org/examples/) —
 [Examples](http://threejs.org/examples/) —
 [Documentation](http://threejs.org/docs/) —
 [Documentation](http://threejs.org/docs/) —
@@ -24,13 +24,13 @@ The aim of the project is to create an easy to use, lightweight, 3D library. The
 ### Usage ###
 ### Usage ###
 
 
 Download the [minified library](http://threejs.org/build/three.min.js) and include it in your HTML, or install and import it as a [module](http://threejs.org/docs/#manual/introduction/Import-via-modules),
 Download the [minified library](http://threejs.org/build/three.min.js) and include it in your HTML, or install and import it as a [module](http://threejs.org/docs/#manual/introduction/Import-via-modules),
-Alternatively see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/Build-instructions).
+Alternatively, see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/Build-instructions).
 
 
 ```html
 ```html
 <script src="js/three.min.js"></script>
 <script src="js/three.min.js"></script>
 ```
 ```
 
 
-This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a `WebGL` renderer for the scene and camera, and it adds that viewport to the document.body element. Finally, it animates the cube within the scene for the camera.
+This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a `WebGL` renderer for the scene and camera, and it adds that viewport to the `document.body` element. Finally, it animates the cube within the scene for the camera.
 
 
 ```javascript
 ```javascript
 var camera, scene, renderer;
 var camera, scene, renderer;

Fișier diff suprimat deoarece este prea mare
+ 733 - 963
build/three.js


Fișier diff suprimat deoarece este prea mare
+ 355 - 384
build/three.min.js


Fișier diff suprimat deoarece este prea mare
+ 731 - 961
build/three.module.js


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

@@ -66,6 +66,11 @@
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 
 
+		<h3>[method:AnimationClip clone]()</h3>
+		<p>
+			Returns a copy of this clip.
+		</p>
+
 		<h3>[method:this optimize]()</h3>
 		<h3>[method:this optimize]()</h3>
 		<p>
 		<p>
 			Optimizes each track by removing equivalent sequential keys (which are common in morph target
 			Optimizes each track by removing equivalent sequential keys (which are common in morph target

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

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

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

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

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

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

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

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

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

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

+ 2 - 2
docs/api/en/cameras/ArrayCamera.html

@@ -8,13 +8,13 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:PerspectiveCamera] &rarr;
+		[page:Object3D] &rarr; [page:Camera] &rarr; [page:PerspectiveCamera] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
 			[name] can be used in order to efficiently render a scene with a predefined set of cameras. This is an important performance aspect for rendering VR scenes.<br />
 			[name] can be used in order to efficiently render a scene with a predefined set of cameras. This is an important performance aspect for rendering VR scenes.<br />
-			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *bounds* property which determines the part of the viewport that is rendered with this camera.
+			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
 		</p>
 		</p>
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>

+ 3 - 3
docs/api/en/cameras/OrthographicCamera.html

@@ -130,12 +130,12 @@ scene.add( camera );</code>
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 		</p>
 
 
-		<h3>[method:JSON toJSON]()</h3>
+		<h3>[method:Object toJSON](param:object meta])</h3>
 		<p>
 		<p>
-		Return the camera's data in JSON format.
+		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].
 		</p>
 		</p>
 
 
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 3 - 2
docs/api/en/cameras/PerspectiveCamera.html

@@ -190,9 +190,10 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 		</p>
 
 
-		<h3>[method:JSON toJSON]()</h3>
+		<h3>[method:Object toJSON](param:object meta])</h3>
 		<p>
 		<p>
-		Return camera data in JSON format.
+		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].
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

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

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

@@ -327,7 +327,7 @@
 		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
 		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
 
 
 		<h3>[method:Object toJSON]()</h3>
 		<h3>[method:Object toJSON]()</h3>
-		<p>Returns a JSON object representation of the BufferGeometry.</p>
+		<p>Convert the buffer geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].</p>
 
 
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<p>Return a non-index version of an indexed BufferGeometry.</p>
 		<p>Return a non-index version of an indexed BufferGeometry.</p>

+ 4 - 2
docs/api/en/core/Geometry.html

@@ -327,8 +327,10 @@
 		Use [page:Object3D.scale] for typical real-time mesh scaling.
 		Use [page:Object3D.scale] for typical real-time mesh scaling.
 		</p>
 		</p>
 
 
-		<h3>[method:JSON toJSON] ( )</h3>
-		<p>Convert the geometry to JSON format.</p>
+		<h3>[method:Object toJSON] ( )</h3>
+		<p>Convert the geometry to JSON format.<br />
+		Convert the geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+		</p>
 
 
 		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>

+ 10 - 4
docs/api/en/core/Object3D.html

@@ -46,7 +46,7 @@
 
 
 		<h3>[property:Material customDistanceMaterial]</h3>
 		<h3>[property:Material customDistanceMaterial]</h3>
 		<p>
 		<p>
-		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
+		Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is *undefined*.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean frustumCulled]</h3>
 		<h3>[property:Boolean frustumCulled]</h3>
@@ -217,6 +217,9 @@
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>Applies the rotation represented by the quaternion to the object.</p>
 		<p>Applies the rotation represented by the quaternion to the object.</p>
 
 
+		<h3>[method:this attach]( [param:Object3D object] )</h3>
+		<p>Adds *object* as a child of this, while maintaining the object's world transform.</p>
+
 		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
 		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
 		<p>
 		<p>
 		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
 		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
@@ -229,6 +232,8 @@
 		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
 		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
 
 
 		Copy the given object into this object.
 		Copy the given object into this object.
+
+		Note: event listeners and user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender]) are not copied.
 		</p>
 		</p>
 
 
 		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
 		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
@@ -292,7 +297,7 @@
 		Converts the vector from local space to world space.
 		Converts the vector from local space to world space.
 		</p>
 		</p>
 
 
-		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+		<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
 		vector - A vector representing a position in world space.<br /><br />
 		vector - A vector representing a position in world space.<br /><br />
@@ -387,9 +392,10 @@
 			Copy the given quaternion into [page:.quaternion].
 			Copy the given quaternion into [page:.quaternion].
 		</p>
 		</p>
 
 
-		<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
+		<h3>[method:Object toJSON]( [param:object meta] )</h3>
 		<p>
 		<p>
-			Convert the object to JSON format.
+		meta -- object containing metadata such as materials, textures or images for the object.<br />
+		Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 		</p>
 
 
 		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
 		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>

+ 1 - 1
docs/api/en/extras/core/Path.html

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

+ 1 - 1
docs/api/en/extras/core/Shape.html

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

+ 5 - 2
docs/api/en/extras/core/ShapePath.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
@@ -44,6 +44,9 @@
 		The current [page:Path] that is being generated.
 		The current [page:Path] that is being generated.
 		</p>
 		</p>
 
 
+		<h3>[property:Color color]</h3>
+		<p>[page:Color] of the shape, by default set to white (0xffffff).</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
@@ -86,6 +89,6 @@
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/Path.js src/extras/core/Path.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/ShapePath.js src/extras/core/ShapePath.js]
 	</body>
 	</body>
 </html>
 </html>

+ 1 - 1
docs/api/en/extras/curves/ArcCurve.html

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

+ 1 - 1
docs/api/en/geometries/ConeBufferGeometry.html

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

+ 1 - 1
docs/api/en/geometries/ConeGeometry.html

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

+ 1 - 1
docs/api/en/geometries/DodecahedronBufferGeometry.html

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

+ 2 - 0
docs/api/en/geometries/ExtrudeBufferGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelThickness: 1,
 			bevelSize: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 			bevelSegments: 1
 		};
 		};
 
 
@@ -76,6 +77,7 @@
 				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
 				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
 				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
 				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
+				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
 				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
 				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>

+ 2 - 0
docs/api/en/geometries/ExtrudeGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelThickness: 1,
 			bevelSize: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 			bevelSegments: 1
 		};
 		};
 
 
@@ -76,6 +77,7 @@
 				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
 				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
 				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
 				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
+				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
 				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
 				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>

+ 1 - 1
docs/api/en/geometries/IcosahedronBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:PolyhedronBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">A class for generating an icosahedron geometry.</p>
 		<p class="desc">A class for generating an icosahedron geometry.</p>

+ 1 - 1
docs/api/en/geometries/OctahedronBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:PolyhedronBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">A class for generating an octahedron geometry.</p>
 		<p class="desc">A class for generating an octahedron geometry.</p>

+ 1 - 1
docs/api/en/geometries/TetrahedronBufferGeometry.html

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

+ 3 - 1
docs/api/en/geometries/TextBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:ExtrudeBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:ExtrudeBufferGeometry] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
@@ -55,6 +55,7 @@
 				bevelEnabled: true,
 				bevelEnabled: true,
 				bevelThickness: 10,
 				bevelThickness: 10,
 				bevelSize: 8,
 				bevelSize: 8,
+				bevelOffset: 0,
 				bevelSegments: 5
 				bevelSegments: 5
 			} );
 			} );
 		} );
 		} );
@@ -74,6 +75,7 @@
 			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
 			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
 			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
 			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
 			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
 			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
+			<li>bevelOffset — Float. How far from text outline bevel starts. Default is 0.</li>
 			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
 			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
 		</ul>
 		</ul>
 		</p>
 		</p>

+ 3 - 1
docs/api/en/geometries/TextGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:ExtrudeGeometry] &rarr;
+		[page:Geometry] &rarr; [page:ExtrudeGeometry] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
@@ -55,6 +55,7 @@
 				bevelEnabled: true,
 				bevelEnabled: true,
 				bevelThickness: 10,
 				bevelThickness: 10,
 				bevelSize: 8,
 				bevelSize: 8,
+				bevelOffset: 0,
 				bevelSegments: 5
 				bevelSegments: 5
 			} );
 			} );
 		} );
 		} );
@@ -74,6 +75,7 @@
 			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
 			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
 			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
 			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
 			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
 			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
+			<li>bevelOffset — Float. How far from text outline bevel starts. Default is 0.</li>
 			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
 			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
 		</ul>
 		</ul>
 		</p>
 		</p>

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

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

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

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

+ 7 - 7
docs/api/en/helpers/BoxHelper.html

@@ -8,13 +8,13 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Helper object to show the world-axis-aligned bounding box around an object.
-
+			Helper object to graphically show the world-axis-aligned bounding box around an object. 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.
 			Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
 			Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
 			so it won't work with [page:Sprite Sprites].
 			so it won't work with [page:Sprite Sprites].
 		</p>
 		</p>
@@ -28,10 +28,10 @@
 
 
 
 
 		<code>
 		<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>
 		</code>
 
 
 
 

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

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

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

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

+ 2 - 2
docs/api/en/helpers/GridHelper.html

@@ -8,8 +8,8 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:Line] &rarr;
-
+		[page:Object3D] &rarr; [page:Line] &rarr;
+		
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>

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

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

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

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

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

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

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

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

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

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

+ 3 - 2
docs/api/en/lights/Light.html

@@ -67,9 +67,10 @@
 		[page:Light source] light into this one.
 		[page:Light source] light into this one.
 		</p>
 		</p>
 
 
-		<h3>[method:JSON toJSON]( [param:String meta] )</h3>
+		<h3>[method:Object toJSON]( [param:object meta] )</h3>
 		<p>
 		<p>
-		Return Light data in JSON format.
+		meta -- object containing metadata such as materials, textures for objects.<br />
+		Convert the light to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

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

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

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

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

@@ -12,7 +12,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			A loader for loading an [page:Image].
 			A loader for loading an [page:Image].
-			This uses the [page:FileLoader] internally for loading files, and is used internally by the
+			This is used internally by the
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
 		</p>
 		</p>
 
 

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

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

+ 10 - 3
docs/api/en/materials/Material.html

@@ -296,6 +296,13 @@
 		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
 		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean vertexTangents]</h3>
+		<p>
+		Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
+		are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
+		more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
+		</p>
+
 		<h3>[property:Boolean visible]</h3>
 		<h3>[property:Boolean visible]</h3>
 		<p>
 		<p>
 		Defines whether this material is visible. Default is *true*.
 		Defines whether this material is visible. Default is *true*.
@@ -323,7 +330,7 @@
 		These needs to be disposed by [page:Texture Texture].
 		These needs to be disposed by [page:Texture Texture].
 		</p>
 		</p>
 
 
-		<h3>[method:null onBeforeCompile]( [param:Object shader], [param:WebGLRenderer renderer] )</h3>
+		<h3>[method:null onBeforeCompile]( [param:Shader shader], [param:WebGLRenderer renderer] )</h3>
 		<p>
 		<p>
 		An optional callback that is executed immediately before the shader program is compiled.
 		An optional callback that is executed immediately before the shader program is compiled.
 		This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
 		This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
@@ -335,10 +342,10 @@
 		Sets the properties based on the *values*.
 		Sets the properties based on the *values*.
 		</p>
 		</p>
 
 
-		<h3>[method:null toJSON]( [param:object meta] )</h3>
+		<h3>[method:Object toJSON]( [param:object meta] )</h3>
 		<p>
 		<p>
 		meta -- object containing metadata such as textures or images for the material.<br />
 		meta -- object containing metadata such as textures or images for the material.<br />
-		Convert the material to three.js JSON format.
+		Convert the material to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 131 - 0
docs/api/en/materials/MeshDistanceMaterial.html

@@ -0,0 +1,131 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Material] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			[name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
+
+			Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
+			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
+		</p>
+
+		<h2>Example</h2>
+
+		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<p>
+			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
+			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
+		</p>
+
+		<h2>Properties</h2>
+		<p>See the base [page:Material] class for common properties.</p>
+
+		<h3>[property:Texture alphaMap]</h3>
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
+			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one exists.
+			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
+			green channel when sampling this texture due to the extra bit of precision provided
+			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
+			luminance/alpha textures will also still work as expected.
+		</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p>
+			The displacement map affects the position of the mesh's vertices. Unlike other maps
+			which only affect the light and shade of the material the displaced vertices can cast shadows,
+			block other objects, and otherwise act as real geometry. The displacement texture is
+			an image where the value of each pixel (white being the highest) is mapped against,
+			and repositions, the vertices of the mesh.
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p>
+			How much the displacement map affects the mesh (where black is no displacement,
+			and white is maximum displacement). Without a displacement map set, this value is not applied.
+			 Default is 1.
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			The offset of the displacement map's values on the mesh's vertices.
+			Without a displacement map set, this value is not applied. Default is 0.
+		</p>
+
+		<h3>[property:Float farDistance]</h3>
+		<p>
+			The far value of the point light's internal shadow camera.
+		</p>
+
+		<h3>[property:Boolean fog]</h3>
+		<p>Whether the material is affected by fog. Default is *false*.</p>
+
+		<h3>[property:Boolean isMeshDistanceMaterial]</h3>
+		<p>
+			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</p>
+
+		<h3>[property:Boolean lights]</h3>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>The color map. Default is  null.</p>
+
+		<h3>[property:boolean morphTargets]</h3>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
+
+		<h3>[property:Float nearDistance]</h3>
+		<p>
+			The near value of the point light's internal shadow camera.
+		</p>
+
+		<h3>[property:Vector3 referencePosition]</h3>
+		<p>
+			The position of the point light in world space.
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>Define whether the material uses skinning. Default is false.</p>
+
+		<h2>Methods</h2>
+		<p>See the base [page:Material] class for common methods.</p>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 150 - 0
docs/api/en/materials/MeshMatcapMaterial.html

@@ -0,0 +1,150 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Material] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			[name] is defined by a MatCap (or Lit Sphere) texture, which encodes the material color and shading.<br/><br/>
+			[name] does not respond to lights since the matcap image file encodes baked lighting.
+			It will cast a shadow onto an object that receives shadows (and shadow clipping works), but it will not self-shadow or receive shadows.
+		</p>
+
+		<iframe id="scene" src="scenes/material-browser.html#MeshMatcapMaterial"></iframe>
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<p>
+			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
+			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
+
+			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
+			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
+		</p>
+
+		<h2>Properties</h2>
+		<p>See the base [page:Material] class for common properties.</p>
+
+		<h3>[property:Texture alphaMap]</h3>
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
+			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one exists.
+			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
+			green channel when sampling this texture due to the extra bit of precision provided
+			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
+			luminance/alpha textures will also still work as expected.
+		</p>
+
+		<h3>[property:Texture bumpMap]</h3>
+		<p>
+			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
+			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
+			be ignored.
+		</p>
+
+		<h3>[property:Float bumpScale]</h3>
+		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
+
+		<h3>[property:Color color]</h3>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p>
+			The displacement map affects the position of the mesh's vertices. Unlike other maps
+			which only affect the light and shade of the material the displaced vertices can cast shadows,
+			block other objects, and otherwise act as real geometry. The displacement texture is
+			an image where the value of each pixel (white being the highest) is mapped against,
+			and repositions, the vertices of the mesh.
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p>
+			How much the displacement map affects the mesh (where black is no displacement,
+			and white is maximum displacement). Without a displacement map set, this value is not applied.
+			 Default is 1.
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			The offset of the displacement map's values on the mesh's vertices.
+			Without a displacement map set, this value is not applied. Default is 0.
+		</p>
+
+		<h3>[property:Boolean isMeshMatcapMaterial]</h3>
+		<p>
+			Used to check whether this or derived classes are mesh Matcap materials. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
+
+		<h3>[property:Texture matcap]</h3>
+		<p>The matcap map. Default is null.</p>
+
+		<h3>[property:boolean morphNormals]</h3>
+		<p>
+			Defines whether the material uses morphNormals. Set as true to pass morphNormal
+			attributes from the [page:Geometry]	to the shader. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean morphTargets]</h3>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
+
+		<h3>[property:Texture normalMap]</h3>
+		<p>
+			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
+			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+		</p>
+
+		<h3>[property:Integer normalMapType]</h3>
+		<p>
+			The type of normal map.<br /><br />
+
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+		</p>
+
+		<h3>[property:Vector2 normalScale]</h3>
+		<p>
+			How much the normal map affects the material. Typical ranges are 0-1.
+			Default is a [page:Vector2] set to (1,1).
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>Define whether the material uses skinning. Default is false.</p>
+
+		<h2>Methods</h2>
+		<p>See the base [page:Material] class for common methods.</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 61 - 1
docs/api/en/materials/MeshNormalMaterial.html

@@ -44,6 +44,38 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Material] class for common properties.</p>
 		<p>See the base [page:Material] class for common properties.</p>
 
 
+		<h3>[property:Texture bumpMap]</h3>
+		<p>
+			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
+			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
+			be ignored.
+		</p>
+
+		<h3>[property:Float bumpScale]</h3>
+		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p>
+			The displacement map affects the position of the mesh's vertices. Unlike other maps
+			which only affect the light and shade of the material the displaced vertices can cast shadows,
+			block other objects, and otherwise act as real geometry. The displacement texture is
+			an image where the value of each pixel (white being the highest) is mapped against,
+			and repositions, the vertices of the mesh.
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p>
+			How much the displacement map affects the mesh (where black is no displacement,
+			and white is maximum displacement). Without a displacement map set, this value is not applied.
+			 Default is 1.
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			The offset of the displacement map's values on the mesh's vertices.
+			Without a displacement map set, this value is not applied. Default is 0.
+		</p>
+
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 
@@ -57,9 +89,37 @@
 		<h3>[property:Boolean lights]</h3>
 		<h3>[property:Boolean lights]</h3>
 		<p>Whether the material is affected by lights. Default is *false*.</p>
 		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 
-		<h3>[property:boolean morphTargets]</h3>
+		<h3>[property:boolean morphNormals]</h3>
+		<p>
+			Defines whether the material uses morphNormals. Set as true to pass morphNormal
+			attributes from the [page:Geometry]	to the shader. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean morphTargets]</h3>
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 
+		<h3>[property:Texture normalMap]</h3>
+		<p>
+			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
+			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+		</p>
+
+		<h3>[property:Integer normalMapType]</h3>
+		<p>
+			The type of normal map.<br /><br />
+
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+		</p>
+
+		<h3>[property:Vector2 normalScale]</h3>
+		<p>
+			How much the normal map affects the material. Typical ranges are 0-1.
+			Default is a [page:Vector2] set to (1,1).
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>Define whether the material uses skinning. Default is false.</p>
+
 		<h3>[property:boolean wireframe]</h3>
 		<h3>[property:boolean wireframe]</h3>
 		<p>
 		<p>
 			Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
 			Render geometry as wireframe. Default is false (i.e. render as smooth shaded).

+ 2 - 2
docs/api/en/materials/MeshToonMaterial.html

@@ -14,7 +14,7 @@
 
 
 		<div class="desc">An extension of the [page:MeshPhongMaterial] with toon shading.</div>
 		<div class="desc">An extension of the [page:MeshPhongMaterial] with toon shading.</div>
 
 
-		<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
+		<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
 
 
 		<script>
 		<script>
 
 
@@ -30,7 +30,7 @@
 
 
 		}
 		}
 
 
-		</script> -->
+		</script>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 		[example:webgl_materials_variations_toon materials / variations / toon]<br />
 		[example:webgl_materials_variations_toon materials / variations / toon]<br />

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

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

+ 22 - 2
docs/api/en/math/Box3.html

@@ -12,11 +12,31 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			Represents a box or cube in 3D space. The main purpose of this is to represent
 			Represents a box or cube in 3D space. The main purpose of this is to represent
-			the [link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]
-			for objects.
+			the world-axis-aligned bounding boxes for objects. 
 		</p>
 		</p>
 
 
+		
+		<h2>Example</h2>
 
 
+		<code>
+		// Creating the object whose bounding box we want to compute
+		var sphereObject = new THREE.Mesh( 
+			new THREE.SphereGeometry(), 
+			new THREE.MeshBasicMaterial( 0xff0000 ) 
+		);
+		// Creating the actual bounding box with Box3
+		sphereObject.geometry.computeBoundingBox();
+		var box = sphereObject.geometry.boundingBox.clone();
+
+		// ...
+		
+		// In the animation loop, to keep the bounding box updated after move/rotate/scale operations
+		sphereObject.updateMatrixWorld( true );
+		box.copy( sphereObject.geometry.boundingBox ).applyMatrix4( sphereObject.matrixWorld );
+		</code>
+
+
+		
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

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

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

+ 2 - 1
docs/api/en/math/Matrix4.html

@@ -90,7 +90,7 @@ m.elements = [ 11, 21, 31, 41,
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Float32Array elements]</h3>
+		<h3>[property:Array elements]</h3>
 		<p>
 		<p>
 		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
 		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
 		 list of matrix values.
 		 list of matrix values.
@@ -375,6 +375,7 @@ x, y, 1, 0,
 		</p>
 		</p>
 
 
 		<h3>[method:this setPosition]( [param:Vector3 v] )</h3>
 		<h3>[method:this setPosition]( [param:Vector3 v] )</h3>
+		<h3>[method:this setPosition]( [param:Float x], [param:Float y], [param:Float z] ) // optional API</h3>
 		<p>
 		<p>
 			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
 			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
 			rest of the matrix - i.e. if the matrix is currently:
 			rest of the matrix - i.e. if the matrix is currently:

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

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

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

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

+ 2 - 2
docs/api/en/objects/LOD.html

@@ -72,7 +72,7 @@ scene.add( lod );
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
+		<h3>[method:this addLevel]( [param:Object3D object], [param:Float distance] )</h3>
 		<p>
 		<p>
 		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 		[page:Float distance] - The distance at which to display this level of detail.<br /><br />
 		[page:Float distance] - The distance at which to display this level of detail.<br /><br />
@@ -100,7 +100,7 @@ scene.add( lod );
 
 
 
 
 
 
-		<h3>[method:null toJSON]( meta )</h3>
+		<h3>[method:Object toJSON]( meta )</h3>
 		<p>
 		<p>
 		Create a JSON structure with details of this LOD object.
 		Create a JSON structure with details of this LOD object.
 		</p>
 		</p>

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

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

+ 3 - 3
docs/api/en/objects/SkinnedMesh.html

@@ -91,8 +91,8 @@
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
 		<p>
-    [page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
-    [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
+		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
 		</p>
 		</p>
 
 
 
 
@@ -128,7 +128,7 @@
 
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		<p>
-		[page:Skeleton] representing the bone hierachy of the skinned mesh.
+		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
 		</p>
 		</p>
 
 
 
 

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

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

+ 80 - 50
docs/api/en/renderers/WebGLRenderer.html

@@ -55,7 +55,10 @@
 
 
 		[page:String powerPreference] - Provides a hint to the user agent indicating what configuration
 		[page:String powerPreference] - Provides a hint to the user agent indicating what configuration
 		of GPU is suitable for this WebGL context. Can be *"high-performance"*, *"low-power"* or *"default"*. Default is *"default"*.
 		of GPU is suitable for this WebGL context. Can be *"high-performance"*, *"low-power"* or *"default"*. Default is *"default"*.
-		See the [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for more information.<br />
+		See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.<br />
+
+		[page:Boolean failIfMajorPerformanceCaveat] - whether the renderer creation will fail upon low perfomance is detected. Default is *false*.
+		See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.<br />
 
 
 		[page:Boolean depth] - whether the drawing buffer has a
 		[page:Boolean depth] - whether the drawing buffer has a
 		[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits.
 		[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits.
@@ -92,6 +95,15 @@
 			Default is *true*.
 			Default is *true*.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean debug.checkShaderErrors]</h3>
+		<p>
+			If [page:.checkShaderErrors checkShaderErrors] is true, defines whether material shader programs are checked
+			for errors during compilation and linkage process. It may be useful to disable this check in production for performance gain.
+			It is strongly recommended to keep these checks enabled during development.
+			If the shader does not compile and link - it will not work and associated material will not render.
+			Default is *true*.
+		</p>
+
 		<h3>[property:Object capabilities]</h3>
 		<h3>[property:Object capabilities]</h3>
 		<p>
 		<p>
 		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
 		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
@@ -279,13 +291,6 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[method:Integer allocTextureUnit]</h3>
-		<p>
-		Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
-		more texture units than the GPU supports. This is mainly used internally.
-		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
-		</p>
-
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
 		<p>
 		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
 		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
@@ -346,39 +351,68 @@
 		<p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
 		<p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
 
 
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
-		<p>Returns the current RenderTarget, if any.</p>
+		<p>Returns the current [page:RenderTarget RenderTarget] if there are; returns *null* otherwise.</p>
+
+		<h3>[method:Vector4 getCurrentViewport]( [param:Vector4 target] )</h3>
+		<p>
+		[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
 
 
-		<h3>[method:RenderTarget getCurrentViewport]()</h3>
-		<p>Returns the current viewport.</p>
+		Returns the current viewport.
+		</p>
 
 
-		<h3>[method:Object getDrawingBufferSize]()</h3>
-		<p>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</p>
+		<h3>[method:Vector2 getDrawingBufferSize]( [param:Vector2 target] )</h3>
+		<p>
+		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+
+		Returns the width and height of the renderer's drawing buffer, in pixels.
+		</p>
 
 
 		<h3>[method:number getPixelRatio]()</h3>
 		<h3>[method:number getPixelRatio]()</h3>
 		<p>Returns current device pixel ratio used.</p>
 		<p>Returns current device pixel ratio used.</p>
 
 
-		<h3>[method:Object getSize]()</h3>
-		<p>Returns an object containing the width and height of the renderer's output canvas, in pixels.</p>
+		<h3>[method:Vector4 getScissor]( [param:Vector4 target] )</h3>
+		<p>
+		[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
+
+		Returns the scissor region.
+		</p>
+
+		<h3>[method:Boolean getScissorTest]()</h3>
+		<p>Returns *true* if scissor test is enabled; returns *false* otherwise.</p>
+
+		<h3>[method:Vector2 getSize]( [param:Vector2 target] )</h3>
+		<p>
+		[page:Vector2 target] — the result will be copied into this Vector2.<br /><br />
+
+		Returns the width and height of the renderer's output canvas, in pixels.
+		</p>
+
+		<h3>[method:Vector4 getViewport]( [param:Vector4 target] )</h3>
+		<p>
+		[page:Vector4 target] — the result will be copied into this Vector4.<br /><br />
+
+		Returns the viewport.
+		</p>
 
 
 		<h3>[method:null resetGLState]( )</h3>
 		<h3>[method:null resetGLState]( )</h3>
 		<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
 		<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
 
 
-		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
-		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
-		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
-		</p>
+		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], [param:TypedArray buffer], [param:Integer activeCubeFaceIndex] )</h3>
+		<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
+		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().</p>
+		<p>See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.</p>
+		<p>For reading out a [page:WebGLRenderTargetCube WebGLRenderTargetCube] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 
 
-		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
+
+		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<p>
 		<p>
 			Render a [page:Scene scene] using a [page:Camera camera].<br />
 			Render a [page:Scene scene] using a [page:Camera camera].<br />
 
 
-			The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
-
-			If [page:Boolean forceClear] is *true*, the depth, stencil and color buffers will be cleared
-			before rendering even if the renderer's [page:WebGLRenderer.autoClear autoClear] property is false.<br />
+			The render is done to a previously specified [page:WebGLRenderTarget renderTarget] set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.<br />
 
 
-			Even with forceClear set to true you can prevent certain buffers being cleared by setting
-			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
+			By default render buffers are cleared before rendering but you can prevent this by setting the property [page:WebGLRenderer.autoClear autoClear] to false.
+			If you want to prevent only certain buffers being cleared you can set either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or
+			[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To forcibly clear one ore more buffers call [page:WebGLRenderer.clear .clear].
 		</p>
 		</p>
 
 
 		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
 		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Fog fog], [param:Geometry geometry], [param:Material material], [param:Object3D object], [param:Object group] )</h3>
@@ -394,7 +428,7 @@
 
 
 		<h3>[method:null setAnimationLoop]( [param:Function callback] )</h3>
 		<h3>[method:null setAnimationLoop]( [param:Function callback] )</h3>
 		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
 		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
-		<p>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p>
+		<p>A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p>
 
 
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
 		<p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
 		<p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
@@ -405,15 +439,23 @@
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
 		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
 
 
-		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
+		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipMapLevel] )</h3>
 		<p>
 		<p>
-		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
-		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
+		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When *null* is given, the canvas is set as the active render target instead.<br />
+		activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLRenderTargetCube] (optional).<br />
+		activeMipMapLevel -- Specifies the active mipmap level (optional).<br /><br />
+		This method sets the active rendertarget.
 		</p>
 		</p>
 
 
-		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
+		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
+		[method:null setScissor]( [param:Vector4 vector] )</h3>
+
 		<p>
 		<p>
-		Sets the scissor area from (x, y) to (x + width, y + height)
+		The x, y, width, and height parameters of the scissor region.<br />
+		Optionally, a 4-component vector specifying the parameters of the region.<br /><br />
+
+		Sets the scissor region from (x, y) to (x + width, y + height).<br />
+		(x, y) is the lower-left corner of the scissor region.
 		</p>
 		</p>
 
 
 		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
 		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
@@ -429,29 +471,17 @@
 			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
 			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
 		</p>
 		</p>
 
 
-		<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
-		<p>
-		texture -- The [page:Texture texture] that needs to be set.<br />
-		slot -- The number indicating which slot should be used by the texture.<br /><br />
+		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )<br />
+		[method:null setViewport]( [param:Vector4 vector] )</h3>
 
 
-		This method sets the correct texture to the correct slot for the WebGL shader.
-		The slot number can be found as a value of the uniform of the sampler.<br /><br />
-
-		Note: This method replaces the older [method:null setTexture] method.
-		</p>
-
-		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
 		<p>
 		<p>
-		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
-		slot -- The number indicating which slot should be used by the texture.<br /><br />
+		The x, y, width, and height parameters of the viewport.<br />
+		Optionally, a 4-component vector specifying the parameters of a viewport.<br /><br />
 
 
-		This method sets the correct texture to the correct slot for the WebGL shader.
-		The slot number can be found as a value of the uniform of the sampler.
+		Sets the viewport to render from (x, y) to (x + width, y + height).<br />
+		(x, y) is the lower-left corner of the region.
 		</p>
 		</p>
 
 
-		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
-		<p>Sets the viewport to render from (x, y) to (x + width, y + height).</p>
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 3 - 2
docs/api/en/scenes/Scene.html

@@ -46,9 +46,10 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[method:JSON toJSON]</h3>
+		<h3>[method:Object toJSON]</h3>
 		<p>
 		<p>
-		Return the scene data in JSON format.
+		meta -- object containing metadata such as textures or images for the scene.<br />
+		Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 		</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>

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

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

+ 17 - 5
docs/api/en/textures/Texture.html

@@ -55,6 +55,13 @@
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean isTexture]</h3>
+		<p>
+			Used to check whether this or derived classes are Textures. Default is *true*.<br /><br />
+
+			You should not change this, as it is used internally for optimisation.
+		</p>
+
 		<h3>[property:array mipmaps]</h3>
 		<h3>[property:array mipmaps]</h3>
 		<p>
 		<p>
 		Array of user-specified mipmaps (optional).
 		Array of user-specified mipmaps (optional).
@@ -180,13 +187,18 @@
 
 
 		<h3>[property:boolean premultiplyAlpha]</h3>
 		<h3>[property:boolean premultiplyAlpha]</h3>
 		<p>
 		<p>
-		False by default, which is the norm for PNG images. Set to true if the RGB values have
-		been stored premultiplied by alpha.
+		If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Defaut is *false*.<br /><br />
+
+		Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
+		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
 		</p>
 		</p>
 
 
 		<h3>[property:boolean flipY]</h3>
 		<h3>[property:boolean flipY]</h3>
 		<p>
 		<p>
-		True by default. Flips the image's Y axis to match the WebGL texture coordinate space.
+		If set to *true*, the texture is flipped along the vertical axis when uploaded to the GPU. Default is *true*.<br /><br />
+
+		Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
+		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
 		</p>
 		</p>
 
 
 		<h3>[property:number unpackAlignment]</h3>
 		<h3>[property:number unpackAlignment]</h3>
@@ -239,10 +251,10 @@
 		Make copy of the texture. Note this is not a "deep copy", the image is shared.
 		Make copy of the texture. Note this is not a "deep copy", the image is shared.
 		</p>
 		</p>
 
 
-		<h3>[method:Texture toJSON]( [param:Object meta] )</h3>
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
 		<p>
 		meta -- optional object containing metadata.<br />
 		meta -- optional object containing metadata.<br />
-		Convert the material to three.js JSON format.
+		Convert the texture to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 		</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>

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

@@ -62,6 +62,9 @@
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 
 
+		<h3>[method:AnimationClip clone]()</h3>
+		<p></p>
+
 		<h3>[method:this optimize]()</h3>
 		<h3>[method:this optimize]()</h3>
 		<p>
 		<p>
             通过移除等效的顺序键(在变形目标序列中很常见)来优化每一个轨道
             通过移除等效的顺序键(在变形目标序列中很常见)来优化每一个轨道

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

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

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

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

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

@@ -22,7 +22,7 @@
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 		</p>
 
 
@@ -63,7 +63,7 @@
 		<p>构造函数中传入[page:AudioListener listener]的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].</p>
 		<p>构造函数中传入[page:AudioListener listener]的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].</p>
 
 
 		<h3>[property:Number detune]</h3>
 		<h3>[property:Number detune]</h3>
-		<p>TODO</p>
+		<p>修改音高,以音分为单位。 +/- 100为一个半音, +/- 1200为一个八度。默认值为0。</p>
 
 
 		<h3>[property:Array filters]</h3>
 		<h3>[property:Array filters]</h3>
 		<p>表示[link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]的数组. 可以使用多种不同的低阶filters去创建复杂的音效. filters可以通过 [page:Audio.setFilter] 或者 [page:Audio.setFilters]设置.</p>
 		<p>表示[link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]的数组. 可以使用多种不同的低阶filters去创建复杂的音效. filters可以通过 [page:Audio.setFilter] 或者 [page:Audio.setFilters]设置.</p>

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

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

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

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

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

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

+ 1 - 1
docs/api/zh/cameras/ArrayCamera.html

@@ -15,7 +15,7 @@
 		<p class="desc">
 		<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 />
 			[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*bound*(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*(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。
 		</p>
 		</p>
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>

+ 2 - 2
docs/api/zh/core/Object3D.html

@@ -44,7 +44,7 @@
 	</p>
 	</p>
 
 
 	<h3>[property:Material customDistanceMaterial]</h3>
 	<h3>[property:Material customDistanceMaterial]</h3>
-	<p>与customDepthMaterial相同,但与[page:PointLight]一起使用。默认值为*undefined*。
+	<p>与[page:.customDepthMaterial customDepthMaterial]相同,但与[page:PointLight]一起使用。默认值为*undefined*。
 	</p>
 	</p>
 
 
 	<h3>[property:Boolean frustumCulled]</h3>
 	<h3>[property:Boolean frustumCulled]</h3>
@@ -273,7 +273,7 @@
 		将局部空间向量转换为世界空间向量。
 		将局部空间向量转换为世界空间向量。
 	</p>
 	</p>
 
 
-	<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+	<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 	<p>
 	<p>
 		vector - 一个表示世界空间中位置的向量。<br /><br />
 		vector - 一个表示世界空间中位置的向量。<br /><br />

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

@@ -0,0 +1,73 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">这一辅助对象显示[page:PositionalAudio]的方向锥。</p>
+
+		<h2>示例</h2>
+
+		<div>[example:webaudio_orientation webaudio / orientation ]</div>
+
+		<h2>示例代码</h2>
+		<code>
+var positionalAudio = new THREE.PositionalAudio( listener );
+positionalAudio.setDirectionalCone( 180, 230, 0.1 );
+
+var helper = new PositionalAudioHelper( positionalAudio );
+positionalAudio.add( helper );
+		</code>
+
+
+		<h2>构造函数</h2>
+
+		<h3>[name]( [param:PositionalAudio audio], [param:Number range] )</h3>
+		<p>
+			[page:PositionalAudio audio] -- 将会被可视化的[page:PositionalAudio]。<br /><br/>
+
+			[page:Number range] -- (可选)方向锥的范围。<br /><br/>
+
+			[page:Number divisionsInnerAngle] -- (可选)方向锥内侧部分的分段数。<br /><br/>
+
+			[page:Number divisionsOuterAngle] -- (可选)方向锥外侧部分的分段数。<br /><br/>
+		</p>
+
+
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来了解共有属性。</p>
+
+		<h3>[property:PositionalAudio audio]</h3>
+		<p>将会被可视化的[page:PositionalAudio]。</p>
+
+		<h3>[property:Number range]</h3>
+		<p>方向锥的范围。</p>
+
+		<h3>[property:Number divisionsInnerAngle]</h3>
+		<p>方向锥内侧部分的分段数。</p>
+
+		<h3>[property:Number divisionsOuterAngle]</h3>
+		<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>
+
+		<h3>[method:null dispose]()</h3>
+		<p>废置这一辅助对象。</p>
+
+		<h3>[method:null update]()</h3>
+		<p>更新这一辅助对象。</p>
+
+		<h2>源代码</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 4 - 7
docs/api/zh/loaders/AnimationLoader.html

@@ -65,20 +65,17 @@
 		<p>
 		<p>
 		[page:String url] — 文件的URL或者路径,也可以为
 		[page:String url] — 文件的URL或者路径,也可以为
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — 加载完成时将调用。回调参数为将要加载的[page:Animation animation].<br />
+		[page:Function onLoad] — 加载完成时将调用。回调参数为将要加载的[page:AnimationClip animation clips].<br />
 		[page:Function onProgress] —  将在加载过程中进行调用。参数为XMLHttpRequest实例,实例包含[page:Integer total]和[page:Integer loaded]字节。<br />
 		[page:Function onProgress] —  将在加载过程中进行调用。参数为XMLHttpRequest实例,实例包含[page:Integer total]和[page:Integer loaded]字节。<br />
 		[page:Function onError] — 在加载错误时被调用。<br /><br />
 		[page:Function onError] — 在加载错误时被调用。<br /><br />
 
 
             从URL中进行加载并将动画传递给onLoad。
             从URL中进行加载并将动画传递给onLoad。
 		</p>
 		</p>
 
 
-		<h3>[method:null parse]( [param:JSON json], [param:Function onLoad] )</h3>
+		<h3>[method:Array parse]( [param:JSON json] )</h3>
 		<p>
 		<p>
-		[page:JSON json] — 请求<br />
-		[page:Function onLoad] — 当解析完成时,将被调用 <br /><br />
-
-            解析JSON对象并将结果传递给onLoad。对象中的单个片段将
-            用[page [page:AnimationClip.parse]进行解析。
+		[page:JSON json] — 请求 <br /><br />
+			TODO
 		</p>
 		</p>
 
 
 		<h2>源</h2>
 		<h2>源</h2>

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

@@ -16,6 +16,13 @@
 			不像[page:FileLoader], [name]无需避免对同一的URL进行多次请求。
 			不像[page:FileLoader], [name]无需避免对同一的URL进行多次请求。
 		</p>
 		</p>
 
 
+		<p>
+			Note that [page:Texture.flipY] and [page:Texture.premultiplyAlpha] with [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap] are ignored.
+			[link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap] needs these configuration on bitmap creation
+			unlike regular images need them on uploading to GPU. You need to set the equivalent options via [page:ImageBitmapLoader.setOptions]
+			instead. Refer to [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
+		</p>
+
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<p>
@@ -26,6 +33,9 @@
 		// 初始化一个加载器
 		// 初始化一个加载器
 		var loader = new THREE.ImageBitmapLoader();
 		var loader = new THREE.ImageBitmapLoader();
 
 
+		// set options if needed
+		loader.setOptions( { imageOrientation: 'flipY' } );
+
 		// 加载一个图片资源
 		// 加载一个图片资源
 		loader.load(
 		loader.load(
 			// 资源的URL
 			// 资源的URL

+ 20 - 0
docs/api/zh/loaders/Loader.html

@@ -61,6 +61,26 @@
 		基于参数数组m,来创建 [page:Material] 数组. 参数索引与材质的索引一致。
 		基于参数数组m,来创建 [page:Material] 数组. 参数索引与材质的索引一致。
 		</p>
 		</p>
 
 
+		<h2>Handlers</h2>
+
+		<p>
+		TODO
+		</p>
+
+		<h3>[method:null add]( [param:Object regex], [param:Loader loader] )</h3>
+		<p>
+		[page:Object regex] — TODO<br />
+		[page:Loader loader] — TODO
+		<p>
+		TODO
+		</p>
+
+		<h3>[method:null get]( [param:String file] )</h3>
+		<p>
+		[page:String file] — TODO
+		<p>
+		TODO
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 5 - 1
docs/api/zh/materials/Material.html

@@ -217,6 +217,10 @@
     其他选项有[page:Materials THREE.VertexColors] 和 [page:Materials THREE.FaceColors]。
     其他选项有[page:Materials THREE.VertexColors] 和 [page:Materials THREE.FaceColors]。
 </p>
 </p>
 
 
+<h3>[property:Boolean vertexTangents]</h3>
+<p> TODO.
+</p>
+
 <h3>[property:Boolean visible]</h3>
 <h3>[property:Boolean visible]</h3>
 <p> 此材质是否可见。默认为*true*。
 <p> 此材质是否可见。默认为*true*。
 </p>
 </p>
@@ -239,7 +243,7 @@
 <p> 处理材质。材质的纹理不会被处理。需要通过[page:Texture Texture]处理。
 <p> 处理材质。材质的纹理不会被处理。需要通过[page:Texture Texture]处理。
 </p>
 </p>
 
 
-<h3>[method:null onBeforeCompile]( [param:Object shader], [param:WebGLRenderer renderer] )</h3>
+<h3>[method:null onBeforeCompile]( [param:Shader shader], [param:WebGLRenderer renderer] )</h3>
 <p> 在编译shader程序之前立即执行的可选回调。此函数使用shader源码作为参数。用于修改内置材质。
 <p> 在编译shader程序之前立即执行的可选回调。此函数使用shader源码作为参数。用于修改内置材质。
 </p>
 </p>
 
 

+ 112 - 0
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -0,0 +1,112 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Material] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			TODO
+		</p>
+
+		<h2>Example</h2>
+
+		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>构造函数(Constructor)</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<p>[page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
+			材质的任何属性都可以从此处传入(包括从[page:Material]继承的任何属性)。
+		</p>
+
+		<h2>属性(Properties)</h2>
+		<p>常用属性请参见基类[page:Material]。</p>
+
+		<h3>[property:Texture alphaMap]</h3>
+		<p>alpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。<br /><br />
+			仅使用纹理的颜色,忽略alpha通道(如果存在)。对于RGB和RGBA纹理,[page:WebGLRenderer WebGL]渲染器在采样此纹理时将使用绿色通道,
+			因为在DXT压缩和未压缩RGB 565格式中为绿色提供了额外的精度。Luminance-only以及luminance/alpha纹理也仍然有效。
+		</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p> 位移贴图会影响网格顶点的位置,与仅影响材质的光照和阴影的其他贴图不同,移位的顶点可以投射阴影,阻挡其他对象,以及充当真实的几何体。
+			位移纹理是指:网格的所有顶点被映射为图像中每个像素的值(白色是最高的),并且被重定位。
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p>位移贴图对网格的影响程度(黑色是无位移,白色是最大位移)。如果没有设置位移贴图,则不会应用此值。默认值为1。
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p> 位移贴图在网格顶点上的偏移量。如果没有设置位移贴图,则不会应用此值。默认值为0。
+		</p>
+
+		<h3>[property:Float farDistance]</h3>
+		<p>
+			TODO
+		</p>
+
+		<h3>[property:Boolean fog]</h3>
+		<p> 材质是否受雾影响。默认值为*false*。</p>
+
+		<h3>[property:Boolean isMeshDistanceMaterial]</h3>
+		<p> 用于检查此类或派生类是否为深度网格材质。默认值为 *true*。<br /><br />
+
+			因为其通常用在内部优化,所以不应该更改该属性值。
+		</p>
+
+		<h3>[property:Boolean lights]</h3>
+		<p>材质是否受到光照的影响。默认值为 *false*。</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>颜色贴图。默认为null。</p>
+
+		<h3>[property:boolean morphTargets]</h3>
+		<p>材质是否使用morphTargets。默认值为false。</p>
+
+		<h3>[property:Float nearDistance]</h3>
+		<p>
+			TODO
+		</p>
+
+		<h3>[property:Vector3 referencePosition]</h3>
+		<p>
+			TODO
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>材质是否使用蒙皮。默认值为false。</p>
+
+		<h2>方法(Methods)</h2>
+		<p>常用方法请参见基类[page:Material]。</p>
+
+
+		<h2>源码(Source)</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 120 - 0
docs/api/zh/materials/MeshMatcapMaterial.html

@@ -0,0 +1,120 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Material] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			TODO
+		</p>
+
+		<iframe id="scene" src="scenes/material-browser.html#MeshMatcapMaterial"></iframe>
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>构造函数(Constructor)</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<p>[page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
+			材质的任何属性都可以从此处传入(包括从[page:Material]继承的任何属性)。<br /><br />
+			属性[page:Hexadecimal color]例外,其可以作为十六进制字符串传递,默认情况下为 *0xffffff*(白色),内部调用[page:Color.set](color)。
+		</p>
+
+		<h2>属性(Properties)</h2>
+		<p>常用属性请参见基类[page:Material]。</p>
+
+		<h3>[property:Texture alphaMap]</h3>
+		<p>Talpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。<br /><br />
+			仅使用纹理的颜色,忽略alpha通道(如果存在)。对于RGB和RGBA纹理,[page:WebGLRenderer WebGL]渲染器在采样此纹理时将使用绿色通道,
+			因为在DXT压缩和未压缩RGB 565格式中为绿色提供了额外的精度。Luminance-only以及luminance/alpha纹理也仍然有效。
+		</p>
+
+		<h3>[property:Texture bumpMap]</h3>
+		<p> 用于创建凹凸贴图的纹理。黑色和白色值映射到与光照相关的感知深度。凹凸实际上不会影响对象的几何形状,只影响光照。如果定义了法线贴图,则将忽略该贴图。
+		</p>
+
+		<h3>[property:Float bumpScale]</h3>
+		<p> 凹凸贴图会对材质产生多大影响。典型范围是0-1。默认值为1。</p>
+
+		<h3>[property:Color color]</h3>
+		<p>材质的颜色([page:Color]),默认值为白色 (0xffffff)。</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p> 位移贴图会影响网格顶点的位置,与仅影响材质的光照和阴影的其他贴图不同,移位的顶点可以投射阴影,阻挡其他对象,
+			以及充当真实的几何体。位移纹理是指:网格的所有顶点被映射为图像中每个像素的值(白色是最高的),并且被重定位。
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p> 位移贴图对网格的影响程度(黑色是无位移,白色是最大位移)。如果没有设置位移贴图,则不会应用此值。默认值为1。
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			位移贴图在网格顶点上的偏移量。如果没有设置位移贴图,则不会应用此值。默认值为0。
+		</p>
+
+		<h3>[property:Boolean isMeshMatcapMaterial]</h3>
+		<p>TODO<br /><br />
+
+			因为其通常用在内部优化,所以不应该更改该属性值。
+		</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>颜色贴图。默认为null。纹理贴图颜色由漫反射颜色[page:.color]调节。</p>
+
+		<h3>[property:Texture matcap]</h3>
+		<p>TODO</p>
+
+		<h3>[property:boolean morphNormals]</h3>
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		</p>
+
+		<h3>[property:Boolean morphTargets]</h3>
+		<p>定义材质是否使用morphTargets。默认值为false。</p>
+
+		<h3>[property:Texture normalMap]</h3>
+		<p> 用于创建法线贴图的纹理。RGB值会影响每个像素片段的曲面法线,并更改颜色照亮的方式。法线贴图不会改变曲面的实际形状,只会改变光照。
+		</p>
+
+		<h3>[property:Integer normalMapType]</h3>
+		<p> 法线贴图的类型。<br /><br />
+			选项为[page:constant THREE.TangentSpaceNormalMap](默认)和[page:constant THREE.ObjectSpaceNormalMap]。
+		</p>
+
+		<h3>[property:Vector2 normalScale]</h3>
+		<p> 法线贴图对材质的影响程度。典型范围是0-1。默认值是[page:Vector2]设置为(1,1)。
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>材质是否使用蒙皮。默认值为false。</p>
+
+		<h2>方法(Methods)</h2>
+		<p>常用方法请参见基类[page:Material]。</p>
+
+		<h2>源码(Source)</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 42 - 1
docs/api/zh/materials/MeshNormalMaterial.html

@@ -42,6 +42,27 @@
 		<h2>属性(Properties)</h2>
 		<h2>属性(Properties)</h2>
 		<p>常用属性请参见基类[page:Material]。</p>
 		<p>常用属性请参见基类[page:Material]。</p>
 
 
+		<h3>[property:Texture bumpMap]</h3>
+		<p> 用于创建凹凸贴图的纹理。黑色和白色值映射到与光照相关的感知深度。凹凸实际上不会影响对象的几何形状,只影响光照。如果定义了法线贴图,则将忽略该贴图。
+		</p>
+
+		<h3>[property:Float bumpScale]</h3>
+		<p> 凹凸贴图会对材质产生多大影响。典型范围是0-1。默认值为1。</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p> 位移贴图会影响网格顶点的位置,与仅影响材质的光照和阴影的其他贴图不同,移位的顶点可以投射阴影,阻挡其他对象,
+			以及充当真实的几何体。位移纹理是指:网格的所有顶点被映射为图像中每个像素的值(白色是最高的),并且被重定位。
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p> 位移贴图对网格的影响程度(黑色是无位移,白色是最大位移)。如果没有设置位移贴图,则不会应用此值。默认值为1。
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			位移贴图在网格顶点上的偏移量。如果没有设置位移贴图,则不会应用此值。默认值为0。
+		</p>
+
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>
 		<p>材质是否受雾影响。默认值为*false*。</p>
 		<p>材质是否受雾影响。默认值为*false*。</p>
 
 
@@ -54,9 +75,29 @@
 		<h3>[property:Boolean lights]</h3>
 		<h3>[property:Boolean lights]</h3>
 		<p>材质是否受到光照的影响。默认值为 *false*。</p>
 		<p>材质是否受到光照的影响。默认值为 *false*。</p>
 
 
-		<h3>[property:boolean morphTargets]</h3>
+		<h3>[property:boolean morphNormals]</h3>
+		<p> 定义是否使用morphNormals。设置为true可将morphNormal属性从[page:Geometry]传递到shader。默认值为*false*。
+		</p>
+
+		<h3>[property:Boolean morphTargets]</h3>
 		<p>定义材质是否使用morphTargets。默认值为false。</p>
 		<p>定义材质是否使用morphTargets。默认值为false。</p>
 
 
+		<h3>[property:Texture normalMap]</h3>
+		<p> 用于创建法线贴图的纹理。RGB值会影响每个像素片段的曲面法线,并更改颜色照亮的方式。法线贴图不会改变曲面的实际形状,只会改变光照。
+		</p>
+
+		<h3>[property:Integer normalMapType]</h3>
+		<p> 法线贴图的类型。<br /><br />
+			选项为[page:constant THREE.TangentSpaceNormalMap](默认)和[page:constant THREE.ObjectSpaceNormalMap]。
+		</p>
+
+		<h3>[property:Vector2 normalScale]</h3>
+		<p> 法线贴图对材质的影响程度。典型范围是0-1。默认值是[page:Vector2]设置为(1,1)。
+		</p>
+
+		<h3>[property:Boolean skinning]</h3>
+		<p>材质是否使用蒙皮。默认值为false。</p>
+
 		<h3>[property:boolean wireframe]</h3>
 		<h3>[property:boolean wireframe]</h3>
 		<p>
 		<p>
 			将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。
 			将几何体渲染为线框。默认值为*false*(即渲染为平滑着色)。

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

@@ -14,7 +14,7 @@
 
 
 		<div class="desc">[page:MeshPhongMaterial]卡通着色的扩展。</div>
 		<div class="desc">[page:MeshPhongMaterial]卡通着色的扩展。</div>
 
 
-		<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
+		<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
 
 
 		<script>
 		<script>
 
 
@@ -30,7 +30,7 @@
 
 
 		}
 		}
 
 
-		</script> -->
+		</script>
 
 
 		<h2>例子(Examples)</h2>
 		<h2>例子(Examples)</h2>
 		[example:webgl_materials_variations_toon materials / variations / toon]<br />
 		[example:webgl_materials_variations_toon materials / variations / toon]<br />

+ 7 - 7
docs/api/zh/math/Cylindrical.html

@@ -8,10 +8,10 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>圆柱体[name]</h1>
+		<h1>圆柱坐标([name])</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A point's [link:https://en.wikipedia.org/wiki/Cylindrical_coordinate_system cylindrical coordinates].
+			一个点的[link:https://en.wikipedia.org/wiki/Cylindrical_coordinate_system cylindrical coordinates](圆柱坐标)。
 		</p>
 		</p>
 
 
 
 
@@ -39,12 +39,12 @@
 
 
 		<h3>[method:Cylindrical clone]()</h3>
 		<h3>[method:Cylindrical clone]()</h3>
 		<p>
 		<p>
-			返回一个与当前拥有相同 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性的圆柱
+			返回一个与当前拥有相同 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性的圆柱坐标
 		</p>
 		</p>
 
 
 		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
 		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
 		<p>
 		<p>
-			将传入的圆柱对象的 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性赋给当前对象。
+			将传入的圆柱坐标对象的 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性赋给当前对象。
 		</p>
 		</p>
 
 
 		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
@@ -53,15 +53,15 @@
 
 
 		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
 		<p>
-			从 [page:Vector3 Vector3] 中取x,y,z,并调用setFromCartesianCoords来设置圆柱
+			从 [page:Vector3 Vector3] 中取x,y,z,并调用setFromCartesianCoords来设置圆柱坐标
 			[page:.radius radius]、[page:.theta theta] 和 [page:.y y] 的属性值。
 			[page:.radius radius]、[page:.theta theta] 和 [page:.y y] 的属性值。
 
 
 		</p>
 		</p>
 
 
 		<h3>[method:Cylindrical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:Cylindrical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-			使用笛卡尔坐标来设置该圆柱体的 [page:.radius radius], [page:.theta theta]
-			and [page:.y y] 属性值。
+			使用笛卡尔坐标来设置该圆柱坐标中 [page:.radius radius], [page:.theta theta]
+			以及 [page:.y y] 的属性值。
 		</p>
 		</p>
 
 
 		<h2>源码(Source)</h2>
 		<h2>源码(Source)</h2>

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

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>欧拉角([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
 			表示 [link:http://en.wikipedia.org/wiki/Euler_angles Euler] 的类。<br /><br />
 			表示 [link:http://en.wikipedia.org/wiki/Euler_angles Euler] 的类。<br /><br />
@@ -51,7 +51,7 @@
 			绕X轴旋转,然后是Y轴,最后是Z轴。其他可能性包括:
 			绕X轴旋转,然后是Y轴,最后是Z轴。其他可能性包括:
 			'YZX', 'ZXY', 'XZY', 'YXZ'和'ZYX'。这些必须是大写字母。<br /><br />
 			'YZX', 'ZXY', 'XZY', 'YXZ'和'ZYX'。这些必须是大写字母。<br /><br />
 			Three.js 使用<em>intrinsic</em> Tait-Bryan angles(Yaw、Pitch、Roll)。
 			Three.js 使用<em>intrinsic</em> Tait-Bryan angles(Yaw、Pitch、Roll)。
-			这意味着旋转是在<em>本地</em>坐标系下进行的。也就是说,对于“XYZ”订单,首先是围绕local-X轴旋转(与world- x轴相同),
+			这意味着旋转是在<em>本地</em>坐标系下进行的。也就是说,对于“XYZ”顺序,首先是围绕local-X轴旋转(与world- x轴相同),
 			然后是local-Y(现在可能与world y轴不同),然后是local-Z(可能与world z轴不同)。<br /><br />
 			然后是local-Y(现在可能与world y轴不同),然后是local-Z(可能与world z轴不同)。<br /><br />
 
 
 			如果order值被改变,[page:.onChangeCallback onChangeCallback] 会被调用。
 			如果order值被改变,[page:.onChangeCallback onChangeCallback] 会被调用。

+ 3 - 3
docs/api/zh/math/Matrix3.html

@@ -53,7 +53,7 @@ m.elements = [ 11, 21, 31,
 
 
 		<h2>属性(Properties)</h2>
 		<h2>属性(Properties)</h2>
 
 
-		<h3>[property:Float32Array elements]</h3>
+		<h3>[property:Array elements]</h3>
 		<p>
 		<p>
 			矩阵列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]列表。
 			矩阵列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]列表。
 		</p>
 		</p>
@@ -61,7 +61,7 @@ m.elements = [ 11, 21, 31,
 		<h3>[property:Boolean isMatrix3]</h3>
 		<h3>[property:Boolean isMatrix3]</h3>
 		<p>
 		<p>
 				用于判定此对象或者此类的派生对象是否是三维矩阵。默认值为 *true*。<br /><br />
 				用于判定此对象或者此类的派生对象是否是三维矩阵。默认值为 *true*。<br /><br />
-			
+
 				不应该改变该值,因为它在内部用于优化。
 				不应该改变该值,因为它在内部用于优化。
 		</p>
 		</p>
 
 
@@ -103,7 +103,7 @@ m.elements = [ 11, 21, 31,
 		<p>
 		<p>
 		[page:Matrix3 m] - 取逆的矩阵。<br />
 		[page:Matrix3 m] - 取逆的矩阵。<br />
 		[page:Boolean throwOnDegenerate] - (optional) 如果设置为true,如果矩阵是退化的(如果不可逆的话),则会抛出一个错误。<br /><br />
 		[page:Boolean throwOnDegenerate] - (optional) 如果设置为true,如果矩阵是退化的(如果不可逆的话),则会抛出一个错误。<br /><br />
-		
+
 		使用逆矩阵计算方法[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method],
 		使用逆矩阵计算方法[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method],
 		将当前矩阵设置为给定矩阵的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse],如果[page:Boolean throwOnDegenerate]
 		将当前矩阵设置为给定矩阵的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse],如果[page:Boolean throwOnDegenerate]
 		参数没有设置且给定矩阵不可逆,那么将当前矩阵设置为3X3单位矩阵。
 		参数没有设置且给定矩阵不可逆,那么将当前矩阵设置为3X3单位矩阵。

+ 5 - 5
docs/api/zh/math/Matrix4.html

@@ -83,7 +83,7 @@ m.elements = [ 11, 21, 31, 41,
 
 
 		<h2>属性(Properties)</h2>
 		<h2>属性(Properties)</h2>
 
 
-		<h3>[property:Float32Array elements]</h3>
+		<h3>[property:Array elements]</h3>
 		<p>
 		<p>
 		矩阵列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]列表。
 		矩阵列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]列表。
 		</p>
 		</p>
@@ -91,7 +91,7 @@ m.elements = [ 11, 21, 31, 41,
 		<h3>[property:Boolean isMatrix4]</h3>
 		<h3>[property:Boolean isMatrix4]</h3>
 		<p>
 		<p>
 			用于判定此对象或者此类的派生对象是否是三维矩阵。默认值为 *true*。<br /><br />
 			用于判定此对象或者此类的派生对象是否是三维矩阵。默认值为 *true*。<br /><br />
-		
+
 			不应该改变该值,因为它在内部用于优化。
 			不应该改变该值,因为它在内部用于优化。
 		</p>
 		</p>
 
 
@@ -168,7 +168,7 @@ zAxis = (c, g, k)
 		<p>
 		<p>
 			[page:Array array] - 用来存储设置元素数据的数组<br />
 			[page:Array array] - 用来存储设置元素数据的数组<br />
 			[page:Integer offset] - (可选参数) 数组的偏移量,默认值为 0。<br /><br />
 			[page:Integer offset] - (可选参数) 数组的偏移量,默认值为 0。<br /><br />
-	
+
 			使用基于列优先格式[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]的数组来设置该矩阵。
 			使用基于列优先格式[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]的数组来设置该矩阵。
 			</p>
 			</p>
 
 
@@ -176,7 +176,7 @@ zAxis = (c, g, k)
 		<p>
 		<p>
 			[page:Matrix3 m] - 取逆的矩阵。<br />
 			[page:Matrix3 m] - 取逆的矩阵。<br />
 			[page:Boolean throwOnDegenerate] - (optional) 如果设置为true,如果矩阵是退化的(如果不可逆的话),则会抛出一个错误。<br /><br />
 			[page:Boolean throwOnDegenerate] - (optional) 如果设置为true,如果矩阵是退化的(如果不可逆的话),则会抛出一个错误。<br /><br />
-			
+
 			使用逆矩阵计算方法[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method],
 			使用逆矩阵计算方法[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method],
 			将当前矩阵设置为给定矩阵的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse],如果[page:Boolean throwOnDegenerate]
 			将当前矩阵设置为给定矩阵的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse],如果[page:Boolean throwOnDegenerate]
 			参数没有设置且给定矩阵不可逆,那么将当前矩阵设置为3X3单位矩阵。
 			参数没有设置且给定矩阵不可逆,那么将当前矩阵设置为3X3单位矩阵。
@@ -251,7 +251,7 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 		<h3>[method:this makeRotationX]( [param:Float theta] )</h3>
 		<h3>[method:this makeRotationX]( [param:Float theta] )</h3>
 		<p>
 		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 		[page:Float theta] — Rotation angle in radians.<br /><br />
-		
+
 		把该矩阵设置为绕x轴旋转弧度[page:Float theta] (&theta;)大小的矩阵。
 		把该矩阵设置为绕x轴旋转弧度[page:Float theta] (&theta;)大小的矩阵。
 		结果如下:
 		结果如下:
 		<code>
 		<code>

+ 8 - 1
docs/api/zh/math/Quaternion.html

@@ -44,6 +44,13 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean isQuaternion]</h3>
+		<p>
+			Used to check whether this or derived classes are Quaternions. Default is *true*.<br /><br />
+
+			You should not change this, as it is used internally for optimisation.
+		</p>
+
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
@@ -290,4 +297,4 @@ q.slerp( qb, t )
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
-</html>
+</html>

+ 16 - 19
docs/api/zh/math/Spherical.html

@@ -8,18 +8,18 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>球坐标([name]</h1>
 
 
-		<p class="desc">A point's [link:https://en.wikipedia.org/wiki/Spherical_coordinate_system spherical coordinates].</p>
+		<p class="desc">一个点的[link:https://en.wikipedia.org/wiki/Spherical_coordinate_system spherical coordinates](球坐标)。</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<h3>[name]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<p>
 		<p>
-		[page:Float radius] - the radius, or the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-		(straight-line distance) from the point to the origin. Default is *1.0*.<br />
+		[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 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 theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
 
 
@@ -27,7 +27,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Float radius]</h3>
 		<h3>[property:Float radius]</h3>
 
 
@@ -36,42 +36,39 @@
 		<h3>[property:Float theta]</h3>
 		<h3>[property:Float theta]</h3>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Spherical clone]()</h3>
 		<h3>[method:Spherical clone]()</h3>
 		<p>
 		<p>
-		Returns a new plane with the same [page:.radius radius], [page:.phi phi]
-		and [page:.theta theta] properties as this one.
+		返回一个新的球坐标,新的球坐标与该球坐标具有相同的
+		[page:.radius radius]、[page:.phi phi]和[page:.theta theta]。
 		</p>
 		</p>
 
 
 		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
 		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
 		<p>
 		<p>
-			Copies the values of the passed Spherical's [page:.radius radius], [page:.phi phi]
-			and [page:.theta theta] properties to this spherical.
+		复制所传入的球坐标的[page:.radius radius]、
+		[page:.phi phi] 和[page:.theta theta]属性到该球坐标中。
 		</p>
 		</p>
 
 
 		<h3>[method:Spherical makeSafe]()</h3>
 		<h3>[method:Spherical makeSafe]()</h3>
 		<p>
 		<p>
-		Restricts the polar angle [page:.phi phi] to be between 0.000001 and pi - 0.000001.
+		将极角 [page:.phi phi] 的值限制在0.000001 和 pi - 0.000001 之间。
 		</p>
 		</p>
 
 
 		<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<p>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-		and [page:.theta theta] properties.</p>
+		<p>设置球坐标中[page:.radius radius]、[page:.phi phi] 和 [page:.theta theta] 属性的值。</p>
 
 
 		<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
 		<p>
-			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-			and [page:.theta theta] properties from the [page:Vector3 Vector3].
+			从[page:Vector3 Vector3]中设置球坐标的[page:.radius radius]、[page:.phi phi]和[page:.theta theta]值。
 		</p>
 		</p>
 
 
 		<h3>[method:Spherical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:Spherical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
-			and [page:.theta theta] properties from Cartesian coordinates.
+			从笛卡尔坐标系中设置球坐标的[page:.radius radius]、[page:.phi phi]和[page:.theta theta]值。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 117 - 115
docs/api/zh/math/Vector2.html

@@ -8,36 +8,34 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>二维向量([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+			表示2D [link:https://en.wikipedia.org/wiki/Vector_space vector](二维向量)的类。
 
 
-			A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
-			represent a number of things, such as:
+			一个二维向量是一对有顺序的数字(标记为x和y),可用来表示很多事物,例如:
 		</p>
 		</p>
 
 
 		<ul>
 		<ul>
 			<li>
 			<li>
-				A point in 2D space (i.e. a position on a plane).
+				一个位于二维空间中的点(例如一个在平面上的点)。
 			</li>
 			</li>
 			<li>
 			<li>
-				A direction and length across a plane. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from (0, 0) to (x, y) and the direction is also
-				measured from (0, 0) towards (x, y).
+				一个在平面上的方向与长度的定义。在three.js中,长度总是从(0, 0)到(x, y)的
+				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里德距离,即直线距离),
+				方向也是从(0, 0)到(x, y)的方向。
 			</li>
 			</li>
 			<li>
 			<li>
-				Any arbitrary ordered pair of numbers.
+				任意的、有顺序的一对数字。
 			</li>
 			</li>
 		</ul>
 		</ul>
 
 
 		<p>
 		<p>
-			There are other things a 2D vector can be used to represent, such as momentum
-			vectors, complex numbers and so on,	however these are the most common uses in three.js.
+			其他的一些事物也可以使用二维向量进行表示,比如说动量矢量、复数等等;但以上这些是它在three.js中的常用用途。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
+
 
 
 		<code>
 		<code>
 		var a = new THREE.Vector2( 0, 1 );
 		var a = new THREE.Vector2( 0, 1 );
@@ -49,297 +47,301 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<p>
 		<p>
-		[page:Float x] - the x value of the vector. Default is *0*.<br />
-		[page:Float y] -  the y value of the vector. Default is *0*.<br /><br />
+		[page:Float x] - 向量的x值,默认为*0*。<br />
+		[page:Float y] - 向量的y值,默认为*0*。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Boolean isVector2]</h3>
 		<h3>[property:Boolean isVector2]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
+			用于测试这个类或者派生类是否为Vector2,默认为*true*。<br /><br />
 
 
-			You should not change this, as it is used internally for optimisation.
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Float height]</h3>
 		<h3>[property:Float height]</h3>
-		<p>Alias for [page:.y y].</p>
+		<p>[page:.y y]的别名。</p>
 
 
 		<h3>[property:Float width]</h3>
 		<h3>[property:Float width]</h3>
-		<p>Alias for [page:.x x].</p>
+		<p>[page:.x x]的别名。</p>
 
 
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:this add]( [param:Vector2 v] )</h3>
 		<h3>[method:this add]( [param:Vector2 v] )</h3>
-		<p>Adds [page:Vector2 v] to this vector.</p>
+		<p>将传入的向量[page:Vector2 v]和这个向量相加。</p>
 
 
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
-		<p>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</p>
+		<p>将传入的标量[page:Float s]和这个向量的[page:.x x]值、[page:.y y]值相加。</p>
 
 
 		<h3>[method:this addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
 		<h3>[method:this addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
-		<p>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</p>
+		<p>将所传入的[page:Vector2 v]与[page:Float s]相乘所得乘积和这个向量相加。</p>
 
 
 		<h3>[method:this addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
 		<h3>[method:this addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
-		<p>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</p>
+		<p>将该向量设置为 [page:Vector2 a] + [page:Vector2 b]。</p>
 
 
 		<h3>[method:Float angle]()</h3>
 		<h3>[method:Float angle]()</h3>
 		<p>
 		<p>
-		Computes the angle in radians of this vector with respect to the positive x-axis.
+			计算该向量相对于x轴正方向的弧度角度。
 		</p>
 		</p>
 
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
 		<p>
 		<p>
-		Multiplies this vector (with an implicit 1 as the 3rd component) by m.
+			将该向量乘以三阶矩阵m(第三个值隐式地为1)。
 		</p>
 		</p>
 
 
 		<h3>[method:this ceil]()</h3>
 		<h3>[method:this ceil]()</h3>
 		<p>
 		<p>
-		The [page:.x x] and [page:.y y] components of the vector are rounded up to the nearest integer value.
+			向量中的[page:.x x]分量和[page:.y y]分量向上取整为最接近的整数值。
 		</p>
 		</p>
 
 
 		<h3>[method:this clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<h3>[method:this clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<p>
 		<p>
-		[page:Vector2 min] - the minimum x and y values.<br />
-		[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
+		[page:Vector2 min] - 在限制范围内,x和y的最小值。<br />
+		[page:Vector2 max] - 在限制范围内,x和y的最大值。<br /><br />
+
+		如果该向量的x值或y值大于限制范围内最大x值或y值,则该值将会被所对应的值取代。<br /><br />
+		如果该向量的x值或y值小于限制范围内最小x值或y值,则该值将会被所对应的值取代。
 
 
-		If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
 		</p>
 		</p>
 
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
-		[page:Float min] - the minimum value the length will be clamped to <br />
-		[page:Float max] - the maximum value the length will be clamped to<br /><br />
+		[page:Float min] - 长度将被限制为的最小值 <br />
+		[page:Float max] - 长度将被限制为的最大值<br /><br />
+
+		如果向量长度大于最大值,则它将会被最大值所取代。<br /><br />
+		如果向量长度小于最小值,则它将会被最小值所取代。
 
 
-		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
-		If this vector's length is less than the min value, it is replaced by the min value.
 		</p>
 		</p>
 
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
-		[page:Float min] - the minimum value the components will be clamped to <br />
-		[page:Float max] - the maximum value the components will be clamped to<br /><br />
+		[page:Float min] - 分量将被限制为的最小值 <br />
+		[page:Float max] - 分量将被限制为的最大值<br /><br />
+
+		如果该向量的x值或y值大于最大值,则它们将被最大值所取代。<br /><br />
+		如果该向量的x值或y值小于最小值,则它们将被最小值所取代。
 
 
-		If this vector's x or y values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x or y values are less than the min value, they are replaced by the min value.
 		</p>
 		</p>
 
 
 		<h3>[method:Vector2 clone]()</h3>
 		<h3>[method:Vector2 clone]()</h3>
 		<p>
 		<p>
-		Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as this one.
+			返回一个新的Vector2,其具有和当前这个向量相同的[page:.x x]和[page:.y y]。
 		</p>
 		</p>
 
 
 		<h3>[method:this copy]( [param:Vector2 v] )</h3>
 		<h3>[method:this copy]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-			Copies the values of the passed Vector2's [page:.x x] and [page:.y y]
-			properties to this Vector2.
+			将所传入Vector2的[page:.x x]和[page:.y y]属性复制给这一Vector2。
 		</p>
 		</p>
 
 
 		<h3>[method:Float distanceTo]( [param:Vector2 v] )</h3>
 		<h3>[method:Float distanceTo]( [param:Vector2 v] )</h3>
-		<p>Computes the distance from this vector to [page:Vector2 v].</p>
+		<p>计算该vector到传入的[page:Vector2 v]的距离。</p>
 
 
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
+		计算该vector到传入的[page:Vector2 v]的曼哈顿距离([link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance])。
 		</p>
 		</p>
 
 
 		<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
 		<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-		Computes the squared distance from this vector to [page:Vector2 v]. If you are just
-		comparing the distance with another distance, you should compare the distance squared instead
-		as it is slightly more efficient to calculate.
+		计算该向量到传入的[page:Vector2 v]的平方距离。
+		如果你只是将该距离和另一个距离进行比较,则应当比较的是距离的平方,
+		因为它的计算效率会更高一些。
 		</p>
 		</p>
 
 
 		<h3>[method:this divide]( [param:Vector2 v] )</h3>
 		<h3>[method:this divide]( [param:Vector2 v] )</h3>
-		<p>Divides this vector by [page:Vector2 v].</p>
+		<p>将该向量除以向量[page:Vector2 v]。</p>
 
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<p>
 		<p>
-		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0 )* if [page:Float s] = 0.
+			将该向量除以标量[page:Float s]。<br />
+			如果传入的[page:Float s] = 0,则向量将被设置为*( 0, 0 )*。
 		</p>
 		</p>
 
 
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
-	  vector and [page:Vector2 v].
+			计算该vector和所传入[page:Vector2 v]的点积([link:https://en.wikipedia.org/wiki/Dot_product dot product])。
 		</p>
 		</p>
         
         
 		<h3>[method:Float cross]( [param:Vector2 v] )</h3>
 		<h3>[method:Float cross]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-		Calculates the [link:https://en.wikipedia.org/wiki/Cross_product cross product] of this
-	  vector and [page:Vector2 v]. Note that a 'cross-product' in 2D is not well-defined. This function computes a geometric cross-product often used in 2D graphics
+			计算该vector和所传入[page:Vector2 v]的叉积([link:https://en.wikipedia.org/wiki/Cross_product cross product])。 
+			请注意,“叉积”在2D中并没有被明确定义。该函数计算的是2D图形中经常使用的几何叉积。
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
 		<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
-		<p>Checks for strict equality of this vector and [page:Vector2 v].</p>
+		<p>检查该向量和[page:Vector2 v]的严格相等性。</p>
 
 
 		<h3>[method:this floor]()</h3>
 		<h3>[method:this floor]()</h3>
-		<p>The components of the vector are rounded down to the nearest integer value.</p>
+		<p>
+			向量中的[page:.x x]分量和[page:.y y]分量向下取整为最接近的整数值。
+		</p>
 
 
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
-		[page:Array array] - the source array.<br />
-		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
+		[page:Array array] - 来源的数组。<br />
+		[page:Integer offset] - (可选)在数组中的元素偏移量,默认值为0。<br /><br />
 
 
-		Sets this vector's [page:.x x] value to be array[ offset ] and [page:.y y] value to be array[ offset + 1 ].
+		设置向量中的[page:.x x]值为array[ offset ],[page:.y y]值为array[ offset + 1 ]。
 		</p>
 		</p>
 
 
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<p>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+		[page:BufferAttribute attribute] - 来源的attribute。<br />
+		[page:Integer index] - 在attribute中的索引。<br /><br />
 
 
-		Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
-		</p>
+		从[page:BufferAttribute attribute]中设置向量的[page:.x x]值和[page:.y y]值。 
+		</p>
 
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		<p>
-		[page:Integer index] - 0 or 1.<br /><br />
+		[page:Integer index] - 0 或 1<br /><br />
 
 
-		If index equals 0 returns the [page:.x x] value. <br />
-		If index equals 1 returns the [page:.y y] value.
+		如果index值为0则返回[page:.x x]值。<br />
+		如果index值为1则返回[page:.y y]值。
 		</p>
 		</p>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0) to (x, y).</p>
+		<p>
+		计算从(0, 0)到(x, y)的欧几里得长度
+		([link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length],即直线长度)。
+		</p>
 
 
 		<h3>[method:Float manhattanLength]()</h3>
 		<h3>[method:Float manhattanLength]()</h3>
 		<p>
 		<p>
-		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
+		计算该向量的曼哈顿长度([link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length])。
 		</p>
 		</p>
 
 
 		<h3>[method:Float lengthSq]()</h3>
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
 		<p>
-		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0) to (x, y). If you are 	comparing the lengths of
-		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
+		计算从(0, 0)到(x, y)的欧几里得长度
+		([link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length],即直线长度)的平方。
+		如果你正在比较向量的长度,应当比较的是长度的平方,因为它的计算效率更高一些。
 		</p>
 		</p>
 
 
 		<h3>[method:this lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
 		<h3>[method:this lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
 		<p>
 		<p>
-		[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
-		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Vector2 v] - 朝着进行插值的[page:Vector2]。<br />
+		alpha - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 
-		Linearly interpolates between this vector and [page:Vector2 v], where alpha is the
-		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
+		在该向量与传入的向量[page:Vector2 v]之间的线性插值,alpha是沿着线的距离长度。
+		—— alpha = 0 时表示的是当前向量,alpha = 1 时表示的是所传入的向量[page:Vector2 v]。
 		</p>
 		</p>
 
 
 		<h3>[method:this lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
 		<h3>[method:this lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
 		<p>
 		<p>
-		[page:Vector2 v1] - the starting [page:Vector2].<br />
-		[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Vector2 v1] - 起始的[page:Vector2]。<br />
+		[page:Vector2 v2] - 朝着进行插值的[page:Vector2]。<br />
+		[page:Float alpha] - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 
-		Sets this vector to be the vector linearly interpolated between [page:Vector2 v1] and
-		[page:Vector2 v2] where alpha is the distance along the line connecting the two vectors
-		- alpha = 0 will be [page:Vector2 v1], and alpha = 1 will be [page:Vector2 v2].
+		将此向量设置为在[page:Vector2 v1]和[page:Vector2 v2]之间进行线性插值的向量,
+		其中alpha为两个向量之间连线的距离长度。
+		—— alpha = 0 时表示的是[page:Vector2 v1],alpha = 1 时表示的是[page:Vector2 v2]。
 		</p>
 		</p>
 
 
 		<h3>[method:this negate]()</h3>
 		<h3>[method:this negate]()</h3>
-		<p>Inverts this vector - i.e. sets x = -x and y = -y.</p>
+		<p>向量取反,即: x = -x , y = -y。</p>
 
 
 		<h3>[method:this normalize]()</h3>
 		<h3>[method:this normalize]()</h3>
 		<p>
 		<p>
-		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction
-		as this one, but [page:.length length] 1.
+		将该向量转换为单位向量([link:https://en.wikipedia.org/wiki/Unit_vector unit vector]),
+		也就是说,将该向量的方向设置为和原向量相同,但是其长度([page:.length length])为1。
 		</p>
 		</p>
 
 
 		<h3>[method:this max]( [param:Vector2 v] )</h3>
 		<h3>[method:this max]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-		If this vector's x or y value is less than [page:Vector2 v]'s x or y value, replace
-		that value with the corresponding max value.
+		如果该向量的x值或y值小于所传入[page:Vector2 v]的x值或y值,则将该值替换为对应的最大值。
 		</p>
 		</p>
 
 
 		<h3>[method:this min]( [param:Vector2 v] )</h3>
 		<h3>[method:this min]( [param:Vector2 v] )</h3>
 		<p>
 		<p>
-		If this vector's x or y value is greater than [page:Vector2 v]'s x or y value, replace
-		that value with the corresponding min value.
+		如果该向量的x值或y值大于所传入[page:Vector2 v]的x值或y值,则将该值替换为对应的最小值。
 		</p>
 		</p>
 
 
 		<h3>[method:this multiply]( [param:Vector2 v] )</h3>
 		<h3>[method:this multiply]( [param:Vector2 v] )</h3>
-		<p>Multiplies this vector by [page:Vector2 v].</p>
+		<p>将该向量与所传入的向量[page:Vector2 v]进行相乘。</p>
 
 
 
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
-		<p>Multiplies this vector by scalar [page:Float s].</p>
+		<p>将该向量与所传入的标量[page:Float s]进行相乘。</p>
 
 
 		<h3>[method:this rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
 		<h3>[method:this rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
 		<p>
 		<p>
-			[page:Vector2 center] - the point around which to rotate.<br />
-			[page:float angle] - the angle to rotate, in radians.<br /><br />
+		[page:Vector2 center] - 将被围绕旋转的点。<br />
+		[page:float angle] - 将要旋转的角度,以弧度来表示。<br /><br />
 
 
-			Rotates the vector around [page:Vector2 center] by [page:float angle] radians.
+		将向量围绕着[page:Vector2 center]旋转[page:float angle]弧度。
 		</p>
 		</p>
 
 
 		<h3>[method:this round]()</h3>
 		<h3>[method:this round]()</h3>
-		<p>The components of the vector are rounded to the nearest integer value.</p>
+		<p>			
+			向量中的[page:.x x]分量和[page:.y y]分量四舍五入取整为最接近的整数值。
+		</p>
 
 
 		<h3>[method:this roundToZero]()</h3>
 		<h3>[method:this roundToZero]()</h3>
 		<p>
 		<p>
-		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
+			向量中的分量朝向0取整数(若分量为负数则向上取整,若为正数则向下取整)。
 		</p>
 		</p>
 
 
 		<h3>[method:this set]( [param:Float x], [param:Float y] )</h3>
 		<h3>[method:this set]( [param:Float x], [param:Float y] )</h3>
-		<p>Sets the [page:.x x] and [page:.y y] components of this vector.</p>
+		<p>设置该向量的[page:.x x]和[page:.y y]分量。</p>
 
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<p>
 		<p>
-		[page:Integer index] - 0 or 1.<br />
+		[page:Integer index] - 0 或 1<br />
 		[page:Float value] - [page:Float]<br /><br />
 		[page:Float value] - [page:Float]<br /><br />
 
 
-		If index equals 0 set [page:.x x] to [page:Float value]. <br />
-		If index equals 1 set [page:.y y] to [page:Float value]
+		如果index值为0则将[page:.x x]值设置为[page:Float value]。<br />
+		如果index值为1则将[page:.y y]值设置为[page:Float value]
 		</p>
 		</p>
 
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<p>
 		<p>
-		Sets this vector to the vector with the same direction as this one, but [page:.length length]
-		[page:Float l].
+			将该向量的方向设置为和原向量相同,但是长度([page:.length length])为[page:Float l]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
 		<p>
-		Sets the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
+		将该向量的[page:.x x]、[page:.y y]值同时设置为等于传入的[page:Float scalar]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setX]( [param:Float x] )</h3>
 		<h3>[method:this setX]( [param:Float x] )</h3>
-		<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>
+		<p>将向量中的[page:.x x]值替换为[page:Float x]。</p>
 
 
 		<h3>[method:this setY]( [param:Float y] )</h3>
 		<h3>[method:this setY]( [param:Float y] )</h3>
-		<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>
+		<p>将向量中的[page:.y y]值替换为[page:Float y]。</p>
 
 
 		<h3>[method:this sub]( [param:Vector2 v] )</h3>
 		<h3>[method:this sub]( [param:Vector2 v] )</h3>
-		<p>Subtracts [page:Vector2 v] from this vector.</p>
+		<p>从该向量减去向量[page:Vector2 v]。</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x] and [page:.y y] components.</p>
+		<p>从该向量的[page:.x x]和[page:.y y]中减去标量[page:Float s]。</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
-		<p>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</p>
+		<p>将该向量设置为[page:Vector2 a] - [page:Vector2 b]。</p>
 
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
-		[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
-		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+		[page:Array array] - (可选)被用于存储向量的数组。如果这个值没有传入,则将创建一个新的数组。<br />
+		[page:Integer offset] - (可选) 数组中元素的偏移量。<br /><br />
 
 
-		Returns an array [x, y], or copies x and y into the provided [page:Array array].
+		返回一个数组[x, y],或者将x和y复制到所传入的[page:Array array]中。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 136 - 138
docs/api/zh/math/Vector3.html

@@ -8,36 +8,36 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>三维向量([name]</h1>
 
 
-		<p class="desc">Class representing a 3D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+		<p class="desc">该类表示的是一个三维向量(3D [link:https://en.wikipedia.org/wiki/Vector_space vector])。
 
 
-		A 3D vector is an ordered triplet of numbers (labeled x, y, and z), which can be used to
-		represent a number of things, such as:
+		一个三维向量表示的是一个有顺序的、三个为一组的数字组合(标记为x、y和z),
+		可被用来表示很多事物,例如:
+		
 		</p>
 		</p>
 
 
 		<ul>
 		<ul>
 			<li>
 			<li>
-				A point in 3D space.
+				一个位于三维空间中的点。
 			</li>
 			</li>
 			<li>
 			<li>
-				A direction and length in 3D space. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from (0, 0, 0) to (x, y, z) and the direction is also
-				measured from (0, 0, 0) towards (x, y, z).
+				一个在三维空间中的方向与长度的定义。在three.js中,长度总是从(0, 0, 0)到(x, y, z)的
+				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里德距离,即直线距离),
+				方向也是从(0, 0, 0)到(x, y, z)的方向。
 			</li>
 			</li>
 			<li>
 			<li>
-				Any arbitrary ordered triplet of numbers.
+				任意的、有顺序的、三个为一组的数字组合。
 			</li>
 			</li>
 		</ul>
 		</ul>
 
 
 		<p>
 		<p>
-		There are other things a 3D vector can be used to represent, such as momentum
-		vectors and so on, however these are the most common uses in three.js.
+		其他的一些事物也可以使用二维向量进行表示,比如说动量矢量等等;
+		但以上这些是它在three.js中的常用用途。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 var a = new THREE.Vector3( 0, 1, 0 );
 var a = new THREE.Vector3( 0, 1, 0 );
@@ -49,25 +49,25 @@ var d = a.distanceTo( b );
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-		[page:Float x] - the x value of the vector. Default is *0*.<br />
-		[page:Float y] -  the y value of the vector. Default is *0*.<br />
-		[page:Float z] - the z value of the vector. Default is *0*.<br /><br />
+		[page:Float x] - 向量的x值,默认为*0*。<br />
+		[page:Float y] - 向量的y值,默认为*0*。<br />
+		[page:Float z] - 向量的z值,默认为*0*。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Boolean isVector3]</h3>
 		<h3>[property:Boolean isVector3]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are Vector3s. Default is *true*.<br /><br />
+			用于测试这个类或者派生类是否为Vector3,默认为*true*。<br /><br />
 
 
-			You should not change this, as it is used internally for optimisation.
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
@@ -77,239 +77,239 @@ var d = a.distanceTo( b );
 		<h3>[property:Float z]</h3>
 		<h3>[property:Float z]</h3>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:this add]( [param:Vector3 v] )</h3>
 		<h3>[method:this add]( [param:Vector3 v] )</h3>
-		<p>Adds [page:Vector3 v] to this vector.</p>
+		<p>将传入的向量[page:Vector3 v]和这个向量相加。</p>
 
 
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
-		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y] and [page:.z z] values.</p>
+		<p>将传入的标量s和这个向量的[page:.x x]值、[page:.y y]值以及[page:.z z]值相加。</p>
 
 
 		<h3>[method:this addScaledVector]( [param:Vector3 v], [param:Float s] )</h3>
 		<h3>[method:this addScaledVector]( [param:Vector3 v], [param:Float s] )</h3>
-		<p>Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.</p>
+		<p>将所传入的[page:Vector3 v]与[page:Float s]相乘所得的乘积和这个向量相加。</p>
 
 
 		<h3>[method:this addVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<h3>[method:this addVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<p>Sets this vector to [page:Vector3 a] + [page:Vector3 b].</p>
+		<p>将该向量设置为[page:Vector3 a] + [page:Vector3 b]。</p>
 
 
 		<h3>[method:this applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<h3>[method:this applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<p>
 		<p>
-		[page:Vector3 axis] - A normalized [page:Vector3].<br />
-		[page:Float angle] - An angle in radians.<br /><br />
+		[page:Vector3 axis] - 一个被归一化的[page:Vector3]。<br />
+		[page:Float angle] - 以弧度表示的角度。<br /><br />
 
 
-		Applies a rotation specified by an axis and an angle to this vector.
+		将轴和角度所指定的旋转应用到该向量上。
 		</p>
 		</p>
 
 
 		<h3>[method:this applyEuler]( [param:Euler euler] )</h3>
 		<h3>[method:this applyEuler]( [param:Euler euler] )</h3>
 		<p>
 		<p>
-		Applies euler transform to this vector by converting the [page:Euler] object to a
-		[page:Quaternion] and applying.
+		通过将[page:Euler](欧拉)对象转换为[page:Quaternion](四元数)并应用,
+		将欧拉变换应用到这一向量上。
 		</p>
 		</p>
 
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
-		<p>Multiplies this vector by [page:Matrix3 m]</p>
+		<p>将该向量乘以三阶矩阵[page:Matrix3 m]。</p>
 
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<p>
 		<p>
-		Multiplies this vector (with an implicit 1 in the 4th dimension) and m, and divides by perspective.
+			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>
 		</p>
 
 
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>
 		<p>
-		Applies a [page:Quaternion] transform to this vector.
+		将[page:Quaternion]变换应用到该向量。
 		</p>
 		</p>
 
 
 
 
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		Returns the angle between this vector and vector [page:Vector3 v] in radians.
+		以弧度返回该向量与向量[page:Vector3 v]之间的角度。
 		</p>
 		</p>
 
 
 		<h3>[method:this ceil]()</h3>
 		<h3>[method:this ceil]()</h3>
 		<p>
 		<p>
-		The [page:.x x], [page:.y y] and [page:.z z] components of the vector are rounded up to the nearest integer value.
+		将该向量[page:.x x]分量、 [page:.y y]分量以及[page:.z z]分量向上取整为最接近的整数。
 		</p>
 		</p>
 
 
 		<h3>[method:this clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<h3>[method:this clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
 		<p>
-		[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z] values.<br />
-		[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z z] values in the desired range<br /><br />
+		[page:Vector3 min] - 在限制范围内,[page:.x x]值、[page:.y y]值和[page:.z z]的最小值。<br />
+		[page:Vector3 max] - 在限制范围内,[page:.x x]值、[page:.y y]值和[page:.z z]的最大值。<br /><br />
 
 
-		If this vector's x, y or z value is greater than the max vector's x, y or z value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x, y or z value is less than the min vector's x, y or z value, it is replaced by the corresponding value.
+		如果该向量的x值、y值或z值大于限制范围内最大x值、y值或z值,则该值将会被所对应的值取代。<br /><br />
+		如果该向量的x值、y值或z值小于限制范围内最小x值、y值或z值,则该值将会被所对应的值取代。
 		</p>
 		</p>
 
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
-		[page:Float min] - the minimum value the length will be clamped to <br />
-		[page:Float max] - the maximum value the length will be clamped to<br /><br />
+		[page:Float min] - 长度将被限制为的最小值 <br />
+		[page:Float max] - 长度将被限制为的最大值<br /><br />
 
 
-		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
-		If this vector's length is less than the min value, it is replaced by the min value.
+		如果向量长度大于最大值,则它将会被最大值所取代。<br /><br />
+		如果向量长度小于最小值,则它将会被最小值所取代。
 		</p>
 		</p>
 
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
-		[page:Float min] - the minimum value the components will be clamped to <br />
-		[page:Float max] - the maximum value the components will be clamped to<br /><br />
+		[page:Float min] - 分量将被限制为的最小值 <br />
+		[page:Float max] - 分量将被限制为的最大值<br /><br />
 
 
-		If this vector's x, y or z values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x, y or z values are less than the min value, they are replaced by the min value.
+		如果该向量的x值、y值或z值大于最大值,则它们将被最大值所取代。<br /><br />
+		如果该向量的x值、y值或z值小于最小值,则它们将被最小值所取代。
 		</p>
 		</p>
 
 
 		<h3>[method:Vector3 clone]()</h3>
 		<h3>[method:Vector3 clone]()</h3>
 		<p>
 		<p>
-		Returns a new vector3 with the same [page:.x x], [page:.y y] and [page:.z z] values as this one.
+		返回一个新的Vector3,其具有和当前这个向量相同的[page:.x x]、[page:.y y]和[page:.z z]。
 		</p>
 		</p>
 
 
 		<h3>[method:this copy]( [param:Vector3 v] )</h3>
 		<h3>[method:this copy]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-			Copies the values of the passed vector3's [page:.x x], [page:.y y] and [page:.z z]
-			properties to this vector3.
+		将所传入Vector3的[page:.x x]、[page:.y y]和[page:.z z]属性复制给这一Vector3。
 		</p>
 		</p>
 
 
 		<h3>[method:this cross]( [param:Vector3 v] )</h3>
 		<h3>[method:this cross]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of itself and [page:Vector3 v].
+		将该向量设置为它本身与传入的[page:Vector3 v]的叉积([link:https://en.wikipedia.org/wiki/Cross_product cross product])。
 		</p>
 		</p>
 
 
 		<h3>[method:this crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<h3>[method:this crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<p>
 		<p>
-		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of [page:Vector3 a] and [page:Vector3 b].
+		将该向量设置为传入的[page:Vector3 a]与[page:Vector3 b]的叉积([link:https://en.wikipedia.org/wiki/Cross_product cross product])。
 		</p>
 		</p>
 
 
 		<h3>[method:Float distanceTo]( [param:Vector3 v] )</h3>
 		<h3>[method:Float distanceTo]( [param:Vector3 v] )</h3>
-		<p>Computes the distance from this vector to [page:Vector3 v].</p>
+		<p>计算该向量到所传入的[page:Vector3 v]间的距离。</p>
 
 
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector3 v] )</h3>
 		<h3>[method:Float manhattanDistanceTo]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector3 v].
+		计算该向量到所传入的[page:Vector3 v]之间的曼哈顿距离([link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance])。
 		</p>
 		</p>
 
 
 		<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
 		<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		Computes the squared distance from this vector to [page:Vector3 v]. If you are just
-		comparing the distance with another distance, you should compare the distance squared instead
-		as it is slightly more efficient to calculate.
+		计算该向量到传入的[page:Vector3 v]的平方距离。
+		如果你只是将该距离和另一个距离进行比较,则应当比较的是距离的平方,
+		因为它的计算效率会更高一些。
 		</p>
 		</p>
 
 
 		<h3>[method:this divide]( [param:Vector3 v] )</h3>
 		<h3>[method:this divide]( [param:Vector3 v] )</h3>
-		<p>Divides this vector by [page:Vector3 v].</p>
+		<p>将该向量除以向量[page:Vector3 v]。</p>
 
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<p>
 		<p>
-		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0, 0 )* if *[page:Float s] = 0*.
+		将该向量除以标量[page:Float s]。<br />
+		如果传入的[page:Float s] = 0,则向量将被设置为*( 0, 0, 0 )*。
 		</p>
 		</p>
 
 
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
-		vector and [page:Vector3 v].
+		计算该vector和所传入[page:Vector3 v]的点积([link:https://en.wikipedia.org/wiki/Dot_product dot product])。
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Vector3 v] )</h3>
 		<h3>[method:Boolean equals]( [param:Vector3 v] )</h3>
-		<p>Checks for strict equality of this vector and [page:Vector3 v].</p>
+		<p>检查该向量和[page:Vector3 v]的严格相等性。</p>
 
 
 		<h3>[method:this floor]()</h3>
 		<h3>[method:this floor]()</h3>
-		<p>The components of the vector are rounded down to the nearest integer value.</p>
+		<p>向量的分量向下取整为最接近的整数值。</p>
 
 
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
-		[page:Array array] - the source array.<br />
-		[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
+		[page:Array array] - 来源矩阵。<br />
+		[page:Integer offset] - (可选)在数组中的元素偏移量,默认值为0。<br /><br />
 
 
-		Sets this vector's [page:.x x] value to be array[ offset + 0 ], [page:.y y] value to be array[ offset + 1 ]
-		and [page:.z z] value to be array[ offset + 2 ].
+		设置向量中的[page:.x x]值为array[ offset + 0 ],[page:.y y]值为array[ offset + 1 ],
+		[page:.z z]值为array[ offset + 2 ]。
 		</p>
 		</p>
 
 
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<p>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+		[page:BufferAttribute attribute] - 来源的attribute。<br />
+		[page:Integer index] - 在attribute中的索引。<br /><br />
 
 
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from the [page:BufferAttribute attribute].
+		从[page:BufferAttribute attribute]中设置向量的[page:.x x]值、[page:.y y]值和[page:.z z]值。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		<p>
 		[page:Integer index] - 0, 1 or 2.<br /><br />
 		[page:Integer index] - 0, 1 or 2.<br /><br />
 
 
-		If index equals 0 returns the [page:.x x] value. <br />
-		If index equals 1 returns the [page:.y y] value. <br />
-		If index equals 2 returns the [page:.z z] value.
+		如果index值为0返回[page:.x x]值。 <br />
+		如果index值为1返回[page:.y y]值。 <br />
+		如果index值为2返回[page:.z z]值。
 		</p>
 		</p>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0) to (x, y, z).</p>
+		<p>计算从(0, 0, 0) 到 (x, y, z)的欧几里得长度
+		([link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length],即直线长度)
+		</p>
 
 
 		<h3>[method:Float manhattanLength]()</h3>
 		<h3>[method:Float manhattanLength]()</h3>
 		<p>
 		<p>
-		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
+		计算该向量的曼哈顿长度([link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length])。
 		</p>
 		</p>
 
 
 		<h3>[method:Float lengthSq]()</h3>
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
 		<p>
-		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0) to (x, y, z). If you are 	comparing the lengths of
-		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
+		计算从(0, 0, 0)到(x, y, z)的欧几里得长度
+		([link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length],即直线长度)的平方。
+		如果你正在比较向量的长度,应当比较的是长度的平方,因为它的计算效率更高一些。
 		</p>
 		</p>
 
 
 		<h3>[method:this lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
 		<h3>[method:this lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
 		<p>
 		<p>
-		[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
-		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Vector3 v] - 朝着进行插值的[page:Vector3]。<br />
+		alpha - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 
-		Linearly interpolate between this vector and [page:Vector3 v], where alpha is the
-		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
+		在该向量与传入的向量[page:Vector3 v]之间的线性插值,alpha是沿着线的距离长度。
+		—— alpha = 0 时表示的是当前向量,alpha = 1 时表示的是所传入的向量[page:Vector3 v]。
 		</p>
 		</p>
 
 
 		<h3>[method:this lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
 		<h3>[method:this lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
 		<p>
 		<p>
-		[page:Vector3 v1] - the starting [page:Vector3].<br />
-		[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Vector3 v1] - 起始的[page:Vector3]。<br />
+		[page:Vector3 v2] - 朝着进行插值的[page:Vector3]。<br />
+		[page:Float alpha] - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 
-		Sets this vector to be the vector linearly interpolated between [page:Vector3 v1] and
-		[page:Vector3 v2] where alpha is the distance along the line connecting the two vectors
-		- alpha = 0 will be [page:Vector3 v1], and alpha = 1 will be [page:Vector3 v2].
+		
+		将此向量设置为在[page:Vector3 v1]和[page:Vector3 v2]之间进行线性插值的向量,
+		其中alpha为两个向量之间连线的距离长度。
+		—— alpha = 0 时表示的是[page:Vector3 v1],alpha = 1 时表示的是[page:Vector3 v2]。
 		</p>
 		</p>
 
 
 		<h3>[method:this max]( [param:Vector3 v] )</h3>
 		<h3>[method:this max]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z value, replace
-		that value with the corresponding max value.
+		如果该向量的x值、y值或z值小于所传入[page:Vector3 v]的x值、y值或z值,
+		则将该值替换为对应的最大值。
 		</p>
 		</p>
 
 
 		<h3>[method:this min]( [param:Vector3 v] )</h3>
 		<h3>[method:this min]( [param:Vector3 v] )</h3>
 		<p>
 		<p>
-		If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y or z value, replace
-		that value with the corresponding min value.
+		如果该向量的x值、y值或z值大于所传入[page:Vector3 v]的x值、y值或z值,
+		则将该值替换为对应的最小值。
 		</p>
 		</p>
 
 
 		<h3>[method:this multiply]( [param:Vector3 v] )</h3>
 		<h3>[method:this multiply]( [param:Vector3 v] )</h3>
-		<p>Multiplies this vector by [page:Vector3 v].</p>
+		<p>将该向量与所传入的向量[page:Vector3 v]进行相乘。</p>
 
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
-		<p>Multiplies this vector by scalar [page:Float s].</p>
+		<p>将该向量与所传入的标量[page:Float s]进行相乘。</p>
 
 
 		<h3>[method:this multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<h3>[method:this multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<p>Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.</p>
+		<p>按照分量顺序,将该向量设置为和[page:Vector3 a] * [page:Vector3 b]相等。</p>
 
 
 		<h3>[method:this negate]()</h3>
 		<h3>[method:this negate]()</h3>
-		<p>Inverts this vector - i.e. sets x = -x, y = -y and z = -z.</p>
+		<p>向量取反,即: x = -x, y = -y , z = -z。</p>
 
 
 		<h3>[method:this normalize]()</h3>
 		<h3>[method:this normalize]()</h3>
 		<p>
 		<p>
-		Convert this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction
-		as this one, but [page:.length length] 1.
+		将该向量转换为单位向量([link:https://en.wikipedia.org/wiki/Unit_vector unit vector]),
+		也就是说,将该向量的方向设置为和原向量相同,但是其长度([page:.length length])为1。
 		</p>
 		</p>
 
 
 		<h3>[method:this project]( [param:Camera camera] )</h3>
 		<h3>[method:this project]( [param:Camera camera] )</h3>
 		<p>
 		<p>
-		[page:Camera camera] — camera to use in the projection.<br /><br />
+		[page:Camera camera] — 在投影中使用的摄像机。<br /><br />
 
 
-		[link:https://en.wikipedia.org/wiki/Vector_projection Projects] the vector with the camera.
+		使用所传入的摄像机来投影([link:https://en.wikipedia.org/wiki/Vector_projection projects])该向量。
 		</p>
 		</p>
 
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
@@ -321,7 +321,7 @@ var d = a.distanceTo( b );
 		</p>
 		</p>
 
 
 		<h3>[method:this projectOnVector]( [param:Vector3] )</h3>
 		<h3>[method:this projectOnVector]( [param:Vector3] )</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto another vector.</p>
+		<p>投影([link:https://en.wikipedia.org/wiki/Vector_projection Projects])该向量到另一个向量上。 </p>
 
 
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<p>
 		<p>
@@ -332,114 +332,112 @@ var d = a.distanceTo( b );
 		</p>
 		</p>
 
 
 		<h3>[method:this round]()</h3>
 		<h3>[method:this round]()</h3>
-		<p>The components of the vector are rounded to the nearest integer value.</p>
+		<p>	向量中的分量四舍五入取整为最接近的整数值。</p>
 
 
 		<h3>[method:this roundToZero]()</h3>
 		<h3>[method:this roundToZero]()</h3>
 		<p>
 		<p>
-		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
+		向量中的分量朝向0取整数(若分量为负数则向上取整,若为正数则向下取整)。
 		</p>
 		</p>
 
 
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</p>
+		<p>设置该向量的[page:.x x]、[page:.y y] 和 [page:.z z] 分量。</p>
 
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<p>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br />
+		[page:Integer index] - 0、1 或 2。<br />
 		[page:Float value] - [page:Float]<br /><br />
 		[page:Float value] - [page:Float]<br /><br />
 
 
-		If index equals 0 set [page:.x x] to [page:Float value].<br />
-		If index equals 1 set [page:.y y] to [page:Float value].<br />
-		If index equals 2 set [page:.z z] to [page:Float value]
+		若index为 0 则设置 [page:.x x] 值为 [page:Float value]。<br />
+		若index为 1 则设置 [page:.y y] 值为 [page:Float value]。<br />
+		若index为 2 则设置 [page:.z z] 值为 [page:Float value]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setFromCylindrical]( [param:Cylindrical c] )</h3>
 		<h3>[method:this setFromCylindrical]( [param:Cylindrical c] )</h3>
 		<p>
 		<p>
-		Sets this vector from the cylindrical coordinates [page:Cylindrical c].
+		从圆柱坐标[page:Cylindrical c]中设置该向量。
 		</p>
 		</p>
 
 
 		<h3>[method:this setFromCylindricalCoords]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<h3>[method:this setFromCylindricalCoords]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
-		<p>Sets this vector from the cylindrical coordinates [page:Cylindrical radius], [page:Cylindrical theta] and [page:Cylindrical y].</p>
+		<p>从圆柱坐标中的[page:Cylindrical radius]、[page:Cylindrical theta]和[page:Cylindrical y]设置该向量。</p>
 
 
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<p>
 		<p>
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] equal to the column of
-		the [page:Matrix4 matrix] specified by the [page:Integer index].
+		从传入的四阶矩阵[page:Matrix4 matrix]由[page:Integer index]指定的列中,
+		设置该向量的[page:.x x]值、[page:.y y]值和[page:.z z]值。
 		</p>
 		</p>
 
 
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
 		<p>
 		<p>
-		Sets this vector to the position elements of the
-		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
+		从变换矩阵([link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix])[page:Matrix4 m]中,
+		设置该向量为其中与位置相关的元素。
 		</p>
 		</p>
 
 
 		<h3>[method:this setFromMatrixScale]( [param:Matrix4 m] )</h3>
 		<h3>[method:this setFromMatrixScale]( [param:Matrix4 m] )</h3>
 		<p>
 		<p>
-		Sets this vector to the scale elements of the
-		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
+		从变换矩阵([link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix])[page:Matrix4 m]中,
+		设置该向量为其中与缩放相关的元素。
 		</p>
 		</p>
 
 
 		<h3>[method:this setFromSpherical]( [param:Spherical s] )</h3>
 		<h3>[method:this setFromSpherical]( [param:Spherical s] )</h3>
 		<p>
 		<p>
-		Sets this vector from the spherical coordinates [page:Spherical s].
+		从球坐标[page:Spherical s]中设置该向量。
 		</p>
 		</p>
 
 
 		<h3>[method:this setFromSphericalCoords]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<h3>[method:this setFromSphericalCoords]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
-		<p>Sets this vector from the spherical coordinates [page:Spherical radius], [page:Spherical phi] and [page:Spherical theta].</p>
+		<p>从球坐标中的[page:Spherical radius]、[page:Spherical phi]和[page:Spherical theta]设置该向量。</p>
 
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<p>
 		<p>
-		Set this vector to the vector with the same direction as this one, but [page:.length length]
-		[page:Float l].
+		将该向量的方向设置为和原向量相同,但是长度([page:.length length])为[page:Float l]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
 		<p>
-		Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector both equal to [page:Float scalar].
+		将该向量的[page:.x x]、[page:.y y]和[page:.z z]值同时设置为等于传入的[page:Float scalar]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setX]( [param:Float x] )</h3>
 		<h3>[method:this setX]( [param:Float x] )</h3>
-		<p>Replace this vector's [page:.x x] value with [page:Float x].</p>
+		<p>将向量中的[page:.x x]值替换为[page:Float x]。</p>
 
 
 		<h3>[method:this setY]( [param:Float y] )</h3>
 		<h3>[method:this setY]( [param:Float y] )</h3>
-		<p>Replace this vector's [page:.y y] value with [page:Float y].</p>
+		<p>将向量中的[page:.y y]值替换为[page:Float y]。</p>
 
 
 		<h3>[method:this setZ]( [param:Float z] )</h3>
 		<h3>[method:this setZ]( [param:Float z] )</h3>
-		<p>Replace this vector's [page:.z z] value with [page:Float z].</p>
+		<p>将向量中的[page:.z z]值替换为[page:Float z]。</p>
 
 
 		<h3>[method:this sub]( [param:Vector3 v] )</h3>
 		<h3>[method:this sub]( [param:Vector3 v] )</h3>
-		<p>Subtracts [page:Vector3 v] from this vector.</p>
+		<p>从该向量减去向量[page:Vector3 v]。</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</p>
+		<p>从该向量的[page:.x x]、[page:.y y]和[page:.z z]中减去标量[page:Float s]。</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
-		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>
+		<p>将该向量设置为[page:Vector3 a] - [page:Vector3 b]。</p>
 
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
-		[page:Array array] - (optional) array to store the vector to. If this is not provided
-		a new array will be created.<br />
-		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+		[page:Array array] - (可选)被用于存储向量的数组。如果这个值没有传入,则将创建一个新的数组。<br />
+		[page:Integer offset] - (可选) 数组中元素的偏移量。<br /><br />
 
 
-		Returns an array [x, y, z], or copies x, y and z into the provided [page:Array array].
+		返回一个数组[x, y ,z],或者将x、y和z复制到所传入的[page:Array array]中。
 		</p>
 		</p>
 
 
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
 		<p>
 		<p>
-		Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a [page:Matrix4 m])
-		and then [page:.normalize normalizes] the result.
+		通过传入的矩阵([page:Matrix4 m]的左上角3 x 3子矩阵)变换向量的方向,
+		并将结果进行[page:.normalize normalizes](归一化)。
 		</p>
 		</p>
 
 
 		<h3>[method:this unproject]( [param:Camera camera] )</h3>
 		<h3>[method:this unproject]( [param:Camera camera] )</h3>
 		<p>
 		<p>
-		[page:Camera camera] — camera to use in the projection.<br /><br />
+		[page:Camera camera] — 在投影中使用的摄像机。<br /><br />
 
 
 		[link:https://en.wikipedia.org/wiki/Vector_projection Unprojects] the vector with the
 		[link:https://en.wikipedia.org/wiki/Vector_projection Unprojects] the vector with the
 		camera's projection matrix.
 		camera's projection matrix.
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 111 - 111
docs/api/zh/math/Vector4.html

@@ -8,35 +8,35 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>四维向量([name]</h1>
 
 
-		<p class="desc">Class representing a 4D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+		<p class="desc">该类表示的是一个三维向量(4D [link:https://en.wikipedia.org/wiki/Vector_space vector])。
 
 
-		A 4D vector is an ordered quadruplet of numbers (labeled x, y, z, and w), which can be used to
-		represent a number of things, such as:
+
+		一个四维向量表示的是一个有顺序的、四个为一组的数字组合(标记为x、y和z),
+		可被用来表示很多事物,例如:
 		</p>
 		</p>
 
 
 		<ul>
 		<ul>
 			<li>
 			<li>
-				A point in 4D space.
+				一个位于四维空间中的点。
 			</li>
 			</li>
 			<li>
 			<li>
-				A direction and length in 4D space. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from (0, 0, 0, 0) to (x, y, z, w) and the direction is also
-				measured from (0, 0, 0, 0) towards (x, y, z, w).
+				一个在四维空间中的方向与长度的定义。在three.js中,长度总是从(0, 0, 0, 0)到(x, y, z, w)的
+				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里德距离,即直线距离),
+				方向也是从(0, 0, 0, 0)到(x, y, z, w)的方向。
 			</li>
 			</li>
 			<li>
 			<li>
-				Any arbitrary ordered quadruplet of numbers.
+				任意的、有顺序的、四个为一组的数字组合。
 			</li>
 			</li>
 		</ul>
 		</ul>
 
 
 		<p>
 		<p>
-		There are other things a 4D vector can be used to represent, however these are the most common uses in three.js.
+		其他的一些事物也可以使用二维向量进行表示,但以上这些是它在three.js中的常用用途。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 var a = new THREE.Vector4( 0, 1, 0, 0 );
 var a = new THREE.Vector4( 0, 1, 0, 0 );
@@ -48,26 +48,26 @@ var d = a.dot( b );
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>
 		<p>
-		[page:Float x] - the x value of the vector. Default is *0*.<br />
-		[page:Float y] -  the y value of the vector. Default is *0*.<br />
-		[page:Float z] - the z value of the vector. Default is *0*.<br />
-		[page:Float w] - the w value of the vector. Default is *1*.<br /><br />
+		[page:Float x] - 向量的x值,默认为*0*。<br />
+		[page:Float y] - 向量的y值,默认为*0*。<br />
+		[page:Float z] - 向量的z值,默认为*0*。<br />
+		[page:Float w] - 向量的w值,默认为*1*。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Boolean isVector4]</h3>
 		<h3>[property:Boolean isVector4]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are Vector4s. Default is *true*.<br /><br />
+			用于测试这个类或者派生类是否为Vector4,默认为*true*。<br /><br />
 
 
-			You should not change this, as it is used internally for optimisation.
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
@@ -79,252 +79,252 @@ var d = a.dot( b );
 		<h3>[property:Float w]</h3>
 		<h3>[property:Float w]</h3>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:this add]( [param:Vector4 v] )</h3>
 		<h3>[method:this add]( [param:Vector4 v] )</h3>
-		<p>Adds [page:Vector4 v] to this vector.</p>
+		<p>将传入的向量[page:Vector4 v]和这个向量相加。</p>
 
 
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
 		<h3>[method:this addScalar]( [param:Float s] )</h3>
-		<p>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</p>
+		<p>将传入的标量s和这个向量的[page:.x x]值、[page:.y y]值、[page:.z z]值以及[page:.w w]值相加。</p>
 
 
 		<h3>[method:this addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
 		<h3>[method:this addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
-		<p>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</p>
+		<p>将所传入的[page:Vector4 v]与[page:Float s]相乘所得的乘积和这个向量相加。</p>
 
 
 		<h3>[method:this addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<h3>[method:this addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
-		<p>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</p>
+		<p>将该向量设置为[page:Vector4 a] + [page:Vector4 b].</p>
 
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<p>
 		<p>
-		Multiplies this vector by 4 x 4 [page:Matrix4 m].
+		将该向量乘以四阶矩阵[page:Matrix4 m]。
 		</p>
 		</p>
 
 
 		<h3>[method:this ceil]()</h3>
 		<h3>[method:this ceil]()</h3>
 		<p>
 		<p>
-		The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of the vector are rounded up to the nearest integer value.
+		将该向量[page:.x x]分量、 [page:.y y]分量[page:.z z]分量以及[page:.w w]分量向上取整为最接近的整数。
 		</p>
 		</p>
 
 
 		<h3>[method:this clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
 		<h3>[method:this clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
 		<p>
 		<p>
-		[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
-		[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />
+		[page:Vector4 min] - 在限制范围内,[page:.x x]值、[page:.y y]值、[page:.z z]值以及[page:.w w]值的最小值<br />
+		[page:Vector4 max] - 在限制范围内,[page:.x x]值、[page:.y y]值、[page:.z z]值以及[page:.w w]值的最大值<br /><br />
 
 
-		If this vector's x, y, z or w value is greater than the max vector's x, y, z or w value, it is replaced by the corresponding value. <br /><br />
-		If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
+		如果该向量的x值、y值、z值或w值大于限制范围内最大x值、y值、z值或w值,则该值将会被所对应的值取代。<br /><br />
+		如果该向量的x值、y值、z值或w值小于限制范围内最小x值、y值、z值或w值,则该值将会被所对应的值取代。
 		</p>
 		</p>
 
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
-		[page:Float min] - the minimum value the length will be clamped to <br />
-		[page:Float max] - the maximum value the length will be clamped to<br /><br />
+		[page:Float min] - 长度将被限制为的最小值 <br />
+		[page:Float max] - 长度将被限制为的最大值<br /><br />
 
 
-		If this vector's length is greater than the max value, it is replaced by the max value. <br /><br />
-		If this vector's length is less than the min value, it is replaced by the min value.
+		如果向量长度大于最大值,则它将会被最大值所取代。<br /><br />
+		如果向量长度小于最小值,则它将会被最小值所取代。
 		</p>
 		</p>
 
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
-		[page:Float min] - the minimum value the components will be clamped to <br />
-		[page:Float max] - the maximum value the components will be clamped to<br /><br />
+		[page:Float min] - 分量将被限制为的最小值<br />
+		[page:Float max] - 分量将被限制为的最大值<br /><br />
 
 
-		If this vector's x, y, z or w values are greater than the max value, they are replaced by the max value. <br /><br />
-		If this vector's x, y, z or w values are less than the min value, they are replaced by the min value.
+		如果该向量的x值、y值、z值或w值大于最大值,则它们将被最大值所取代。<br /><br />
+		如果该向量的x值、y值、z值或w值小于最小值,则它们将被最小值所取代。
 		</p>
 		</p>
 
 
 		<h3>[method:Vector4 clone]()</h3>
 		<h3>[method:Vector4 clone]()</h3>
 		<p>
 		<p>
-		Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
+		返回一个新的Vector4,其具有和当前这个向量相同的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]。
 		</p>
 		</p>
 
 
 		<h3>[method:this copy]( [param:Vector4 v] )</h3>
 		<h3>[method:this copy]( [param:Vector4 v] )</h3>
 		<p>
 		<p>
-			Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
-			properties to this Vector4.
+			将所传入Vector4的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]属性复制给这一Vector4。
 		</p>
 		</p>
 
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<p>
 		<p>
-		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0, 0, 0 )* if *[page:Float s] = 0*.
+		将该向量除以标量[page:Float s]。<br />
+		如果传入的[page:Float s] = 0,则向量将被设置为*( 0, 0, 0, 0 )*。
 		</p>
 		</p>
 
 
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
 		<p>
 		<p>
-		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
-		vector and [page:Vector4 v].
+		计算该vector和所传入[page:Vector4 v]
+		的点积([link:https://en.wikipedia.org/wiki/Dot_product dot product])。
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
 		<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
-		<p>Checks for strict equality of this vector and [page:Vector4 v].</p>
+		<p>检查该向量和[page:Vector4 v]的严格相等性。</p>
 
 
 		<h3>[method:this floor]()</h3>
 		<h3>[method:this floor]()</h3>
-		<p>The components of the vector are rounded down to the nearest integer value.</p>
+		<p>向量的分量向下取整为最接近的整数值。</p>
 
 
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
-		[page:Array array] - the source array.<br />
-		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
+		[page:Array array] - 来源矩阵。<br />
+		[page:Integer offset] - (可选)在数组中的元素偏移量,默认值为0。<br /><br />
 
 
-		Sets this vector's [page:.x x] value to be array[ offset + 0 ], [page:.y y] value to be array[ offset + 1 ]
-		[page:.z z] value to be array[ offset + 2 ] and [page:.w w ] value to be array[ offset + 3 ].
+		设置向量中的[page:.x x]值为array[ offset + 0 ],[page:.y y]值为array[ offset + 1 ],
+		[page:.z z]值为array[ offset + 2 ],[page:.w w ]值为array[ offset + 3 ]。
 		</p>
 		</p>
 
 
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<p>
 		<p>
-		[page:BufferAttribute attribute] - the source attribute.<br />
-		[page:Integer index] - index in the attribute.<br /><br />
+		[page:BufferAttribute attribute] - 来源的attribute。<br />
+		[page:Integer index] - 在attribute中的索引。<br /><br />
 
 
-		Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
+		从[page:BufferAttribute attribute]中设置向量的[page:.x x]值、[page:.y y]值、[page:.z z]值和[page:.w w]值。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		<p>
 		[page:Integer index] - 0, 1, 2 or 3.<br /><br />
 		[page:Integer index] - 0, 1, 2 or 3.<br /><br />
 
 
-		If index equals 0 returns the [page:.x x] value. <br />
-		If index equals 1 returns the [page:.y y] value. <br />
-		If index equals 2 returns the [page:.z z] value.<br />
-		If index equals 3 returns the [page:.w w] value.
+		如果index值为0返回[page:.x x]值。 <br />
+		如果index值为1返回[page:.y y]值。 <br />
+		如果index值为2返回[page:.z z]值。<br />
+		如果index值为3返回[page:.w w]值。
 		</p>
 		</p>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
-		<p>Computes the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0, 0) to (x, y, z, w).</p>
+		<p>
+		计算从(0, 0, 0, 0) 到 (x, y, z, w)的欧几里得长度
+		([link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length],即直线长度)。</p>
 
 
 		<h3>[method:Float manhattanLength]()</h3>
 		<h3>[method:Float manhattanLength]()</h3>
 		<p>
 		<p>
-		Computes the [link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length] of this vector.
+		计算该向量的曼哈顿长度([link:http://en.wikipedia.org/wiki/Taxicab_geometry Manhattan length])。
 		</p>
 		</p>
 
 
 		<h3>[method:Float lengthSq]()</h3>
 		<h3>[method:Float lengthSq]()</h3>
 		<p>
 		<p>
-		Computes the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
-		(straight-line length) from (0, 0, 0, 0) to (x, y, z, w). If you are 	comparing the lengths of
-		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
+		计算从(0, 0, 0, 0)到(x, y, z, w)的欧几里得长度
+		([link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length],即直线长度)的平方。
+		如果你正在比较向量的长度,应当比较的是长度的平方,因为它的计算效率更高一些。
 		</p>
 		</p>
 
 
 		<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
 		<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
 		<p>
 		<p>
-		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
-		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Vector4 v] - 朝着进行插值的[page:Vector4]。<br />
+		alpha - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 
-		Linearly interpolates between this vector and [page:Vector4 v], where alpha is the
-		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v].
+		在该向量与传入的向量[page:Vector4 v]之间的线性插值,alpha是沿着线的距离长度。
+		—— alpha = 0 时表示的是当前向量,alpha = 1 时表示的是所传入的向量[page:Vector4 v]。
 		</p>
 		</p>
 
 
 		<h3>[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
 		<h3>[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
 		<p>
 		<p>
-		[page:Vector4 v1] - the starting [page:Vector4].<br />
-		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
-		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Vector4 v1] - 起始的[page:Vector4]。<br />
+		[page:Vector4 v2] - 朝着进行插值的[page:Vector4]。<br />
+		[page:Float alpha] - 插值因数,其范围在[0, 1]闭区间。<br /><br />
 
 
-		Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and
-		[page:Vector4 v2] where alpha is the distance along the line connecting the two vectors
-		- alpha = 0 will be [page:Vector4 v1], and alpha = 1 will be [page:Vector4 v2].
+		将此向量设置为在[page:Vector4 v1]和[page:Vector4 v2]之间进行线性插值的向量,
+		其中alpha为两个向量之间连线的距离长度。
+		—— alpha = 0 时表示的是[page:Vector4 v1],alpha = 1 时表示的是[page:Vector4 v2]。
 		</p>
 		</p>
 
 
 		<h3>[method:this negate]()</h3>
 		<h3>[method:this negate]()</h3>
-		<p>Inverts this vector - i.e. sets x = -x, y = -y, z = -z and w = -w.</p>
+		<p>向量取反,即: x = -x, y = -y, z = -z , w = -w。</p>
 
 
 		<h3>[method:this normalize]()</h3>
 		<h3>[method:this normalize]()</h3>
 		<p>
 		<p>
-		Converts this vector to a [link:https://en.wikipedia.org/wiki/Unit_vector unit vector] - that is, sets it equal to the vector with the same direction
-		as this one, but [page:.length length] 1.
+		将该向量转换为单位向量([link:https://en.wikipedia.org/wiki/Unit_vector unit vector]),
+		也就是说,将该向量的方向设置为和原向量相同,但是其长度([page:.length length])为1。
 		</p>
 		</p>
 
 
 		<h3>[method:this max]( [param:Vector4 v] )</h3>
 		<h3>[method:this max]( [param:Vector4 v] )</h3>
 		<p>
 		<p>
-		If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y, z or w value, replace
-		that value with the corresponding max value.
+		如果该向量的x值、y值、z值或w值小于所传入[page:Vector4 v]的x值、y值、z值或w值,
+		则将该值替换为对应的最大值。
 		</p>
 		</p>
 
 
 		<h3>[method:this min]( [param:Vector4 v] )</h3>
 		<h3>[method:this min]( [param:Vector4 v] )</h3>
 		<p>
 		<p>
-		If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x, y, z or w value, replace
-		that value with the corresponding min value.
+		如果该向量的x值、y值、z值或w值大于所传入[page:Vector4 v]的x值、y值、z值或w值,
+		则将该值替换为对应的最小值。
 		</p>
 		</p>
 
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
-		<p>Multiplies this vector by scalar [page:Float s].</p>
+		<p>将该向量与所传入的标量[page:Float s]进行相乘。</p>
 
 
 		<h3>[method:this round]()</h3>
 		<h3>[method:this round]()</h3>
-		<p>The components of the vector are rounded to the nearest integer value.</p>
+		<p>向量中的分量四舍五入取整为最接近的整数值。</p>
 
 
 		<h3>[method:this roundToZero]()</h3>
 		<h3>[method:this roundToZero]()</h3>
 		<p>
 		<p>
-		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
+		向量中的分量朝向0取整数(若分量为负数则向上取整,若为正数则向下取整)
 		</p>
 		</p>
 
 
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
-		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
+		<p>设置该向量的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]分量。</p>
 
 
 		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
 		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
 		<p>
 		<p>
-			[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
+			[page:Quaterion q] - 归一化的[page:Quaterion](四元数)<br /><br />
+
+			将该向量的[page:.x x]、[page:.y y]和[page:.z z]分量设置为四元数的轴,
+			[page:.w w]分量设置为四元数的角度。
 
 
-			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
-			quaternion's axis and [page:.w w] to the angle.
 		</p>
 		</p>
 
 
 		<h3>[method:this setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<h3>[method:this setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<p>
 		<p>
-			 [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
+			[page:Matrix4 m] - 一个[page:Matrix4](四阶矩阵),其左上角3x3的元素表示的是一个纯旋转矩。<br /><br />
 
 
-			Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
+			将该向量的[page:.x x]、[page:.y y]和[page:.z z]设置为旋转轴,[page:.w w]为角度。
 		</p>
 		</p>
 
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<p>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br />
+		[page:Integer index] - 0、1或2。<br />
 		[page:Float value] - [page:Float]<br /><br />
 		[page:Float value] - [page:Float]<br /><br />
 
 
-		If index equals 0 set [page:.x x] to [page:Float value].<br />
-		If index equals 1 set [page:.y y] to [page:Float value].<br />
-		If index equals 2 set [page:.z z] to [page:Float value].<br />
-		If index equals 3 set [page:.w w] to [page:Float value].
+		若index为 0 则设置 [page:.x x] 值为 [page:Float value]。<br />
+		若index为 1 则设置 [page:.y y] 值为 [page:Float value]。<br />
+		若index为 2 则设置 [page:.z z] 值为 [page:Float value]。<br />
+		若index为 3 则设置 [page:.w w] 值为 [page:Float value]。
 		</p>
 		</p>
 
 
 
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<p>
 		<p>
-		Sets this vector to the vector with the same direction as this one, but [page:.length length]
-		[page:Float l].
+		将该向量的方向设置为和原向量相同,但是长度([page:.length length])为[page:Float l]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
 		<p>
-		Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
+		将该向量的[page:.x x]、[page:.y y]、[page:.z z]值和[page:.w w]同时设置为等于传入的[page:Float scalar]。
 		</p>
 		</p>
 
 
 		<h3>[method:this setX]( [param:Float x] )</h3>
 		<h3>[method:this setX]( [param:Float x] )</h3>
-		<p>Replaces this vector's [page:.x x] value with [page:Float x].</p>
+		<p>将向量中的[page:.x x]值替换为[page:Float x]。</p>
 
 
 		<h3>[method:this setY]( [param:Float y] )</h3>
 		<h3>[method:this setY]( [param:Float y] )</h3>
-		<p>Replaces this vector's [page:.y y] value with [page:Float y].</p>
+		<p>将向量中的[page:.y y]值替换为[page:Float y]。</p>
 
 
 		<h3>[method:this setZ]( [param:Float z] )</h3>
 		<h3>[method:this setZ]( [param:Float z] )</h3>
-		<p>Replaces this vector's [page:.z z] value with [page:Float z].</p>
+		<p>将向量中的[page:.z z]值替换为[page:Float z]。</p>
 
 
 		<h3>[method:this setW]( [param:Float w] )</h3>
 		<h3>[method:this setW]( [param:Float w] )</h3>
-		<p>Replaces this vector's [page:.w w] value with [page:Float w].</p>
+		<p>将向量中的[page:.w w]值替换为[page:Float w]。</p>
 
 
 		<h3>[method:this sub]( [param:Vector4 v] )</h3>
 		<h3>[method:this sub]( [param:Vector4 v] )</h3>
-		<p>Subtracts [page:Vector4 v] from this vector.</p>
+		<p>从该向量减去向量[page:Vector4 v]。</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</p>
+		<p>从该向量的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]分量中减去标量[page:Float s]。</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
-		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
+		<p>将该向量设置为[page:Vector4 a] - [page:Vector4 b]。</p>
 
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
-		[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
-		[page:Integer offset] - (optional) optional offset into the array.<br /><br />
+		[page:Array array] - (可选)被用于存储向量的数组。如果这个值没有传入,则将创建一个新的数组。<br />
+		[page:Integer offset] - (可选) 数组中元素的偏移量。<br /><br />
 
 
-		Returns an array [x, y, z, w], or copies x, y, z and w into the provided [page:Array array].
+		返回一个数组[x, y, z, w],或者将x、y、z和w复制到所传入的[page:Array array]中。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 2 - 2
docs/api/zh/objects/LOD.html

@@ -69,7 +69,7 @@ scene.add( lod );
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>请参阅其基类[page:Object3D]来查看共有方法。</p>
 		<p>请参阅其基类[page:Object3D]来查看共有方法。</p>
 
 
-		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
+		<h3>[method:this addLevel]( [param:Object3D object], [param:Float distance] )</h3>
 		<p>
 		<p>
 		[page:Object3D object] —— 在这个层次中将要显示的[page:Object3D]。<br />
 		[page:Object3D object] —— 在这个层次中将要显示的[page:Object3D]。<br />
 		[page:Float distance] —— 将显示这一细节层次的距离。<br /><br />
 		[page:Float distance] —— 将显示这一细节层次的距离。<br /><br />
@@ -96,7 +96,7 @@ scene.add( lod );
 
 
 
 
 
 
-		<h3>[method:null toJSON]( meta )</h3>
+		<h3>[method:Object toJSON]( meta )</h3>
 		<p>
 		<p>
 			使用这个方法,为LOD对象中的每个细节层次创建一个JSON结构。
 			使用这个方法,为LOD对象中的每个细节层次创建一个JSON结构。
 		</p>
 		</p>

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

@@ -91,7 +91,7 @@
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<p>
 			在一条投射出去的[page:Ray](射线)和这个网格之间产生交互。
 			在一条投射出去的[page:Ray](射线)和这个网格之间产生交互。
-			[page:Raycaster.intersectObject]将会调用这个方法
+			[page:Raycaster.intersectObject]将会调用这个方法但是这个结果是未排序的
 		</p>
 		</p>
 
 
 		<h3>[method:null updateMorphTargets]()</h3>
 		<h3>[method:null updateMorphTargets]()</h3>

+ 7 - 7
docs/api/zh/objects/SkinnedMesh.html

@@ -91,8 +91,8 @@
 		<h2>构造器</h2>
 		<h2>构造器</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
 		<p>
-    [page:BufferGeometry geometry] —— TODO<br />
-    [page:Material material] —— (可选)一个[page:Material]实例,默认值是一个新的[page:MeshBasicMaterial]。
+    [page:BufferGeometry geometry] —— 一个[page:BufferGeometry]实例。<br />
+    [page:Material material] —— (可选)一个[page:Material]实例,默认值是一个新的[page:MeshBasicMaterial]。
 		</p>
 		</p>
 
 
 
 
@@ -111,12 +111,12 @@
 
 
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<p>
 		<p>
-		用于绑定骨骼变换的基础矩阵
+			该基础矩阵用于绑定骨骼变换。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<p>
 		<p>
-		用于重置绑定骨骼变换的基础矩阵
+			该基础矩阵用于重置绑定骨骼变换。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isSkinnedMesh]</h3>
 		<h3>[property:Boolean isSkinnedMesh]</h3>
@@ -127,7 +127,7 @@
 
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		<p>
-			TODO
+			用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton](骨架)。
 		</p>
 		</p>
 
 
 
 
@@ -138,7 +138,7 @@
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<p>
 		<p>
 		[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/>
 		[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/>
-		[page:Matrix4 bindMatrix] —— 代表着骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br />
+		[page:Matrix4 bindMatrix] —— 表示骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br />
 		将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。
 		将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。
 		</p>
 		</p>
 
 
@@ -149,7 +149,7 @@
 
 
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<p>
 		<p>
-		TODO
+		标准化蒙皮的权重。
 		</p>
 		</p>
 
 
 		<h3>[method:null pose]()</h3>
 		<h3>[method:null pose]()</h3>

+ 0 - 5
docs/api/zh/renderers/WebGLRenderTargetCube.html

@@ -47,11 +47,6 @@
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 
 
-		<h3>[property:integer activeCubeFace]</h3>
-		<p>
-		activeCubeFace属性对应立方体的面(PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) 并由[page:CubeCamera]内部使用和设置
-		</p>
-
 		<h3>继承属性,请参阅[page:WebGLRenderTarget]</h3>
 		<h3>继承属性,请参阅[page:WebGLRenderTarget]</h3>
 
 
 
 

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff