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Merge pull request #14918 from gogoend/dev

the zh translation for the document.
Mr.doob пре 6 година
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39db383be5

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

@@ -10,7 +10,7 @@
 	<body>
 		[page:PerspectiveCamera] &rarr;
 
-		<h1>[name]</h1>
+		<h1>阵列摄像机([name]</h1>
 
 		<p class="desc">
 			[name] 可以被用来更加高效地用一组已经预定义好的摄像机来渲染一个场景。 这对于VR场景的渲染来说,是非常重要的一个性能体现。<br />

+ 22 - 26
docs/api/zh/cameras/Camera.html

@@ -10,77 +10,73 @@
 	<body>
 		[page:Object3D] &rarr;
 
-		<h1>[name]</h1>
+		<h1>摄像机([name]</h1>
 
 		<p class="desc">
-			Abstract base class for cameras. This class should always be inherited when you build a new camera.
+			摄像机的抽象基类,你创建一个摄像机总会继承这个类。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]()</h3>
 		<p>
-			Creates a new [name]. Note that this class is not intended to be called directly;
-			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
+			创建一个新的[name](摄像机)。注意:这个类并不是被直接调用的;你所想要的或许是一个 [page:PerspectiveCamera](透视摄像机)或者 [page:OrthographicCamera](正交摄像机)。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 		<h3>[property:Boolean isCamera]</h3>
 		<p>
-			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
+			用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
+			<br /><br />
 
-			You should not change this, as it used internally by the renderer for optimisation.
+			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
 		</p>
 
 		<h3>[property:Layers layers]</h3>
 		<p>
-		The [page:Layers layers] that the camera is a member of. This is an inherited
-		property from [page:Object3D].<br /><br />
-
-		Objects must share at least one layer with the camera to be seen
-		when the camera's viewpoint is rendered.
+		摄像机是一个[page:Layers layers]的成员. 这是一个从[page:Object3D]继承而来的属性。<br /><br />
+			 当摄像机的视点被渲染的时候,物体必须和当前被看到的摄像机共享至少一个层。
 		</p>
 
 		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<p>
-			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
-			the world transform of the Camera.
+			这是matrixWorld矩阵的逆矩阵。 MatrixWorld包含了相机的世界变换矩阵。
 		</p>
 
 		<h3>[property:Matrix4 projectionMatrix]</h3>
-		<p>This is the matrix which contains the projection.</p>
+		<p>这是投影变换矩阵。</p>
 
 		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
-		<p>The inverse of projectionMatrix.</p>
+		<p>这是投影变换矩阵的逆矩阵。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
 
 		<h3>[method:Camera clone]( )</h3>
 		<p>
-			Return a new camera with the same properties as this one.
+			 返回一个具有和当前相机的属性一样的新的相机。
 		</p>
 
 		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
-		Copy the properties from the source camera into this one.
+		将源摄像机的属性复制到新摄像机中。
 		</p>
 
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+		[page:Vector3 target] — 调用该函数的结果将复制给该Vector3对象。<br /><br />
 
-		Returns a [page:Vector3] representing the world space direction in which the camera is looking.
-		(Note: A camera looks down its local, negative z-axis).<br /><br />
+		返回一个能够表示当前摄像机所正视的世界空间方向的[page:Vector3]对象。
+		(注意:摄像机俯视时,其Z轴坐标为负。)<br /><br />
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 20 - 20
docs/api/zh/cameras/CubeCamera.html

@@ -10,11 +10,11 @@
 	<body>
 		[page:Object3D] &rarr;
 
-		<h1>[name]</h1>
+		<h1>立方相机([name]</h1>
 
-		<p class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</p>
+		<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLRenderTargetCube]上。</p>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
@@ -40,49 +40,49 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
 		<p>
-		near -- The near clipping distance. <br />
-		far -- The far clipping distance <br />
-		cubeResolution -- Sets the length of the cube's edges.
+		near -- 远剪切面的距离<br />
+		far -- 近剪切面的距离<br />
+		cubeResolution -- 设置立方体边缘的长度
 		</p>
 		<p>
-		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
-		render to a [page:WebGLRenderTargetCube].
+			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLRenderTargetCube]上。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<p>
-		The cube texture that gets generated.
+			生成的立方体纹理<br>
+			(译注:生成的立方体纹理保存在其中的.texture对象中,可作为贴图赋值给其他材质)
 		</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
 
 
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
-		renderer -- The current WebGL renderer <br />
-		scene -- The current scene
+		renderer -- 当前的WebGL渲染器<br />
+		scene -- 当前的场景
 		</p>
 		<p>
-		Call this to update the [page:CubeCamera.renderTarget renderTarget].
+			这个方法用来更新[page:CubeCamera.renderTarget renderTarget](渲染目标对象)。
 		</p>
 
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
-		Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
-		The color buffer is set to the renderer's current clear color. Arguments default to *true*.
+			这个方法用来来清除[page:CubeCamera.renderTarget renderTarget]的颜色、深度和/或模板缓冲区。
+			颜色缓冲区设置为渲染器当前的“清除”色。参数默认值均为*true*。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 52 - 51
docs/api/zh/cameras/OrthographicCamera.html

@@ -10,19 +10,20 @@
 	<body>
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
-		<h1>[name]</h1>
+		<h1>正交相机([name]</h1>
 
 		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
+			这一摄像机使用[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection](正交投影)来进行投影。<br /><br />
 
-			In this projection mode, an object's size in the rendered image stays constant
-			regardless of its distance from the camera.<br /><br />
+			在这种投影模式下,无论物体距离相机距离远或者近,在最终渲染的图片中物体的大小都保持不变。
+			<br /><br />
 
-			This can be useful for rendering 2D scenes and UI elements, amongst other things.
+
+			这对于渲染2D场景或者UI元素是非常有用的。
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
 		<p>[example:webgl_camera camera ]</p>
@@ -40,104 +41,104 @@
 scene.add( camera );</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<p>
-		left — Camera frustum left plane.<br />
-		right — Camera frustum right plane.<br />
-		top — Camera frustum top plane.<br />
-		bottom — Camera frustum bottom plane.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
-
-		Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+		left — 摄像机视锥体左侧面。<br />
+		right — 摄像机视锥体右侧面。<br />
+		top — 摄像机视锥体上侧面。<br />
+		bottom — 摄像机视锥体下侧面。<br />
+		near — 摄像机视锥体近端面。<br />
+		far — 摄像机视锥体远端面。<br /><br />
+
+		这些参数一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
-			See the base [page:Camera] class for common properties.<br>
- 			Note that after making changes to most of these properties you will have to call
- 			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
+			请参阅其基类[page:Camera]来查看其共有属性。
+			<br>
+			请注意,在大多数属性发生改变之后,你将需要调用[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
 
 		<h3>[property:Float bottom]</h3>
-		<p>Camera frustum bottom plane.</p>
+		<p>摄像机视锥体下侧面。</p>
 
 		<h3>[property:Float far]</h3>
 		<p>
-		Camera frustum far plane. Default is *2000*.<br /><br />
-
-		The valid range is between the current value of the [page:.near near] plane and infinity.
+			摄像机视锥体远端面,其默认值为*2000*。<br /><br />
+			其值的有效范围介于[page:.near near](摄像机视锥体近端面)和无穷大之间。
 		</p>
 
 		<h3>[property:Boolean isOrthographicCamera]</h3>
 		<p>
-			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
-
-			This should not be changed as it is used internally by the renderer for optimisation.
+			用于测试这个类或者派生类是否为OrthographicCameras,默认为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
 		</p>
 
 		<h3>[property:Float left]</h3>
-		<p>Camera frustum left plane.</p>
+		<p>摄像机视锥体左侧面。</p>
 
 		<h3>[property:Float near]</h3>
 		<p>
-			Camera frustum near plane. Default is *0.1*.<br /><br />
+			摄像机视锥体近端面。其默认值为*0.1*.<br /><br />
+
+			其值的有效范围介于0和[page:.far far](摄像机视锥体远端面)之间。
+			<br>
+			请注意,和[page:PerspectiveCamera]不同,*0*对于OrthographicCamera的近端面来说是一个有效值。
 
-			The valid range is between 0 and the current value of the [page:.far far] plane.
-			Note that, unlike for the [page:PerspectiveCamera], *0* is a valid value for an
-			OrthographicCamera's near plane.
 		</p>
 
 		<h3>[property:Float right]</h3>
-		<p>Camera frustum right plane.</p>
+		<p>摄像机视锥体右侧面。</p>
 
 		<h3>[property:Float top]</h3>
-		<p>Camera frustum top plane.</p>
+		<p>摄像机视锥体上侧面。</p>
 
 		<h3>[property:Object view]</h3>
-		<p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</p>
+		<p>这个值是由[page:OrthographicCamera.setViewOffset setViewOffset]来设置的,其默认值为*null*。</p>
 
 		<h3>[property:number zoom]</h3>
-		<p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
+		<p>
+			获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Camera] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Camera]来查看其共有方法。</p>
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera<br /><br />
-
-			Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
-			This is useful for multi-window or multi-monitor/multi-machine setups.
-			For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
+		fullWidth — 多视图的全宽设置<br />
+		fullHeight — 多视图的全高设置<br />
+		x — 副摄像机的水平偏移<br />
+		y — 副摄像机的垂直偏移<br />
+		width — 副摄像机的宽度<br />
+		height — 副摄像机的高度<br /><br />
+
+			在较大的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)中设置偏移量,对于多窗口或者多显示器的设置是很有用的。
+			对于如何使用它,请查看[page:PerspectiveCamera.setViewOffset PerspectiveCamera]中的示例。
+
 		</p>
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<p>
-		Removes any offset set by the .setViewOffset method.
+			清除任何由.setViewOffset设置的偏移量。
 		</p>
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
+			更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
 		</p>
 
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
-		Return the camera's data in JSON format.
+		使用JSON格式来返回摄像机数据。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 61 - 62
docs/api/zh/cameras/PerspectiveCamera.html

@@ -10,17 +10,17 @@
 	<body>
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
-		<h1>[name]</h1>
+		<h1>透视相机([name]</h1>
 
 		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
+			这一摄像机使用[link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection](透视投影)来进行投影。<br /><br />
+
+			这一投影模式被用来模拟人眼所看到的景象,它是3D场景的渲染中使用得最普遍的投影模式。
 
-			This projection mode is designed to mimic the way the human eye sees. It is the most
-			common projection mode used for rendering a 3D scene.
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<p>[example:canvas_geometry_birds geometry / birds ]</p>
 		<p>[example:canvas_geometry_cube geometry / cube ]</p>
@@ -34,126 +34,125 @@
 scene.add( camera );</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<p>
-		fov — Camera frustum vertical field of view.<br />
-		aspect — Camera frustum aspect ratio.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
+		fov — 摄像机视锥体垂直视野角度<br />
+		aspect — 摄像机视锥体长宽比<br />
+		near — 摄像机视锥体近端面<br />
+		far — 摄像机视锥体远端面<br /><br />
 
-			Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+		这些参数一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
-			See the base [page:Camera] class for common properties.<br>
-			Note that after making changes to most of these properties you will have to call
-			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
+			请参阅其基类 [page:Camera] 来查看共有属性。<br>
+			请注意,在大多数属性发生改变之后,你将需要调用[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
 
 		<h3>[property:Float aspect]</h3>
-		<p>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</p>
+		<p>摄像机视锥体的长宽比,通常是使用画布的宽/画布的高。默认值是*1*(正方形画布)。</p>
 
 		<h3>[property:Float far]</h3>
 		<p>
-			Camera frustum far plane. Default is *2000*.<br /><br />
-
-			The valid range is between the current value of the [page:.near near] plane and infinity.
+			摄像机的远端面,默认值是*2000*。
+			<br /><br />
+			其有效值范围是在当前摄像机[page:.near near] plane(近端面)的值到无穷远之间。
 		</p>
 
 		<h3>[property:Float filmGauge]</h3>
-		<p>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</p>
+		<p>胶片尺寸,其默认值为35(毫米)。
+			这个参数不会影响摄像机的投影矩阵,除非.filmOffset被设置为了一个非零的值。</p>
 
 		<h3>[property:Float filmOffset]</h3>
-		<p>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</p>
+		<p>水平偏离中心偏移量,和.filmGauge单位相同。默认值为*0*。</p>
 
 		<h3>[property:Float focus]</h3>
-		<p>Object distance used for stereoscopy and depth-of-field effects.
-			This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
-			Default is *10*.
+		<p>用于立体视觉和景深效果的物体的距离。
+		   这个参数不会影响摄像机的投影矩阵,除非使用了[page:StereoCamera]。
+			默认值是*10*。
 		</p>
 
 		<h3>[property:Float fov]</h3>
-		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
+		<p>摄像机视锥体垂直视野角度,从视图的底部到顶部,以角度来表示。默认值是*50*。</p>
 
 		<h3>[property:Boolean isPerspectiveCamera]</h3>
 		<p>
-			Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
 
-			This should not be changed as it is used internally by the renderer for optimisation.
+			用于测试这个类或者派生类是否为PerspectiveCameras,默认为true。
+			<br /><br />
+
+			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
 		</p>
 
 
 		<h3>[property:Float near]</h3>
 		<p>
-			Camera frustum near plane. Default is *0.1*.<br /><br />
-
-			The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
-			Note that, unlike for the [page:OrthographicCamera], *0* is <em>not</em> a valid value
-			for a PerspectiveCamera's near plane.
+			摄像机的近端面,默认值是*0.1*。<br /><br />
+			其有效值范围是0到当前摄像机[page:.far far] plane(远端面)的值之间。
+			请注意,和[page:OrthographicCamera]不同,*0*对于PerspectiveCamera的近端面来说<em>不是</em>一个有效值。
 		</p>
 
 		<h3>[property:Object view]</h3>
 		<p>
 			Frustum window specification or null.
-			This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
-			and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
+			这个值使用[page:PerspectiveCamera.setViewOffset .setViewOffset]方法来进行设置,使用[page:PerspectiveCamera.clearViewOffset .clearViewOffset]方法来进行清除。
 		</p>
 
 		<h3>[property:number zoom]</h3>
-		<p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
+		<p>获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Camera] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Camera]来查看共有属性。</p>
 
 		<h3>[method:null clearViewOffset]()</h3>
-		<p>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</p>
+		<p>清除任何由[page:PerspectiveCamera.setViewOffset .setViewOffset]设置的偏移量。</p>
 
 		<h3>[method:Float getEffectiveFOV]()</h3>
-		<p>Returns the current vertical field of view angle in degrees considering .zoom.</p>
+		<p>结合.zoom(缩放倍数),以角度返回当前垂直视野角度。</p>
 
 		<h3>[method:Float getFilmHeight]()</h3>
 		<p>
-		Returns the height of the image on the film. If .aspect is less than or equal to one
-		(portrait format), the result equals .filmGauge.
+			返回当前胶片上图像的高,如果.aspect小于或等于1(肖像格式、纵向构图),则结果等于.filmGauge。
+
 		</p>
 
 		<h3>[method:Float getFilmWidth]()</h3>
 		<p>
-		Returns the width of the image on the film. If .aspect is greater than or equal to one
-		(landscape format), the result equals .filmGauge.
+			返回当前胶片上图像的宽,如果.aspect大于或等于1(景观格式、横向构图),则结果等于.filmGauge。
 		</p>
 
 		<h3>[method:Float getFocalLength]()</h3>
-		<p>Returns the focal length of the current .fov in respect to .filmGauge.</p>
+		<p>返回当前.fov(视野角度)相对于.filmGauge(胶片尺寸)的焦距。
 
 		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<p>
-		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
-
+			通过相对于当前[page:PerspectiveCamera.filmGauge .filmGauge]的焦距,设置FOV。
+		<br /><br />
+			默认情况下,焦距是为35mm(全画幅)摄像机而指定的。
 		By default, the focal length is specified for a 35mm (full frame) camera.
 		</p>
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera
+		fullWidth — 多视图的全宽设置<br />
+		fullHeight — 多视图的全高设置<br />
+		x — 副摄像机的水平偏移<br />
+		y — 副摄像机的垂直偏移<br />
+		width — 副摄像机的宽度<br />
+		height — 副摄像机的高度
 		</p>
 
 		<p>
-		Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
+				在较大的viewing frustum(视锥体)中设置偏移量,对于多窗口或者多显示器的设置是很有用的。
 		</p>
 
 		<p>
-		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
+			例如,如果你有一个3x2的显示器阵列,每个显示器分辨率都是1920x1080,且这些显示器排列成像这样的网格:<br />
 
 		<pre>
 +---+---+---+
@@ -162,8 +161,7 @@ scene.add( camera );</code>
 | D | E | F |
 +---+---+---+
 		</pre>
-
-		then for each monitor you would call it like this:<br />
+		那对于每个显示器,你可以这样来设置、调用:<br />
 
 		<code>var w = 1920;
 var h = 1080;
@@ -183,21 +181,22 @@ camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 // F
 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 </code>
-
-		Note there is no reason monitors have to be the same size or in a grid.
+		请注意,显示器的不必具有相同的大小,或者不必在网格中。
 		</p>
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
+
+		更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
+
 		</p>
 
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
-		Return camera data in JSON format.
-		</p>
+				使用JSON格式来返回摄像机数据。
+			</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 14 - 17
docs/api/zh/cameras/StereoCamera.html

@@ -9,58 +9,55 @@
 	</head>
 	<body>
 
-		<h1>[name]</h1>
+		<h1>立体相机([name]</h1>
 
 		<p class="desc">
-		Dual [page:PerspectiveCamera PerspectiveCamera]s used for effects such as
-		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
+			双透视摄像机(立体相机)常被用于创建[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph](3D立体影像)或者[link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier](视差效果)。
+
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
 		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>
 
 		<p>
-		This class is used internally in the files<br /><br />
+			这些类在以上示例中的文件内部使用:<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
-		used in the above examples.
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 		<h3>[name]( )</h3>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Float aspect]</h3>
-		<p>Default is *1*.</p>
+		<p>默认值是*1*.</p>
 
 		<h3>[property:Float eyeSep]</h3>
-		<p>Default is *0.064*.</p>
+		<p>默认值是*0.064*.</p>
 
 		<h3>[property:PerspectiveCamera cameraL]</h3>
-		<p>Left camera. This is added to [page:Layers layer 1] - objects to be rendered
-		by the left camera must also be added to this layer.</p>
+		<p>左摄像机,它被加入到了[page:Layers layer 1]中 —— 需要被左摄像机渲染的物体也应当要加入到这一层中。</p>
 
 		<h3>[property:PerspectiveCamera cameraR]</h3>
-		<p>Right camera.This is added to [page:Layers layer 2] - objects to be rendered
-		by the right camera must also be added to this layer.</p>
+		<p>右摄像机,它被加入到了[page:Layers layer 2]中 —— 需要被右摄像机渲染的物体也应当要加入到这一层中。</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null update]( [param:PerspectiveCamera camera] )</h3>
 		<p>
-		Update the stereo cameras based on the camera passed in.
+			基于摄像机通过场景,更新立体摄像机。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 17 - 15
docs/manual/zh/introduction/Browser-support.html

@@ -8,36 +8,38 @@
 	<link type="text/css" rel="stylesheet" href="page.css" />
 </head>
 <body>
-	<h1>[name]</h1>
+	<h1>浏览器支持([name]</h1>
 
-	<h2>Overview</h2>
+	<h2>总览</h2>
 	<div>
 		<p>
-			Three.js can use WebGL to render your scenes on all modern browsers. For older browsers, especially Internet Explorer 10 and below, you may have to fallback to one of the other [link:https://github.com/mrdoob/three.js/tree/master/examples/js/renderers renderers] (CSS2DRenderer, CSS3DRenderer, SVGRenderer, CanvasRenderer). Additionally, you may have to include some polyfills, especially if you are using files from the [link:https://github.com/mrdoob/three.js/tree/master/examples /examples] folder.
+            在所有现代浏览器中,Three.js可以使用WebGL来渲染场景。对于较旧的浏览器,特别是Internet Explorer 10或者更低版本浏览器,你将需要回落到其它[link:https://github.com/mrdoob/three.js/tree/master/examples/js/renderers renderers](CSS2DRenderer、CSS3DRenderer、SVGRenderer、CanvasRenderer)。此外,你或许不得不包含一些额外的“填充物”来解决兼容性问题,特别是当你使用[link:https://github.com/mrdoob/three.js/tree/master/examples /examples]目录中的文件时。
 		</p>
 		<p>
-			Note: if you don't need to support these old browsers, then it is not recommended to use the other renderers as they are slower and support less features than the WebGLRenderer.
+            注意:如果你并不需要支持较旧的浏览器,那就不推荐使用其他渲染器来进行渲染,因为与WebGLRenderer相比,其它渲染器渲染较慢,并且不支持WebGL的诸多特性。
 		</p>
 	</div>
 
-	<h2>Browsers that support WebGL</h2>
+	<h2>支持WebGL的渲染器</h2>
 	<div>
 		<p>
-			Google Chrome 9+, Firefox 4+, Opera 15+, Safari 5.1+, Internet Explorer 11 and Microsoft Edge. You can find which browsers support WebGL at [link:https://caniuse.com/#feat=webgl Can I use WebGL].
+			Google Chrome 9+、Firefox 4+、Opera 15+、Safari 5.1+、Internet Explorer 11 和 Microsoft Edge。你可以点击[link:https://caniuse.com/#feat=webgl Can I use WebGL]来查阅各个浏览器对WebGL的支持性。
 		</p>
 	</div>
 
-	<h2>JavaScript Language Features or Web APIs Used in three.js</h2>
+	<h2>
+        在Three.js中所使用到的JavaScript语言特性或者Web API
+        </h2>
 	<div>
 		<p>
-			Here are some features used in three.js. Some of them may require additional polyfills.
+            这里是一些在Three.js中使用到的特性,其中的一部分需要额外的“填充物”来解决兼容性问题。
 		</p>
 		<table>
 			<thead>
 				<tr>
-					<th>Feature</th>
-					<th>Use Scope</th>
-					<th>Modules</th>
+					<th>特性</th>
+					<th>适用范围</th>
+					<th>模块</th>
 				</tr>
 			</thead>
 			<tbody>
@@ -90,16 +92,16 @@
 		</table>
 	</div>
 
-	<h2>Polyfills</h2>
+	<h2>关于用于解决兼容性问题的“填充物”</h2>
 	<div>
-		<p>Just import polyfills based on your requirements. Taking IE9 as an example, you need to polyfill at least these features:</p>
+		<p>根据你的需求,引入相关的“填充物”即可。以IE9为例,你至少需要来使用“填充物”完成以下的功能。</p>
 		<ul>
 			<li>Typed Arrays</li>
 			<li>Blob</li>
 		</ul>
 	</div>
 
-	<h3>Suggested polyfills</h3>
+	<h3>建议的“填充物”</h3>
 	<div>
 		<ul>
 			<li>
@@ -120,4 +122,4 @@
 		</ul>
 	</div>
 </body>
-</html>
+</html>

+ 7 - 7
docs/manual/zh/introduction/Code-style-guide.html

@@ -8,15 +8,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</a></h1>
+		<h1>代码风格指南([name]</a></h1>
 
 		<p class="desc">
-			All code and examples in three.js are written using Mr.doob's Code Style.
-			Of course you are free to use whatever style you prefer for your own work, but
-			if you are adding code to the library or examples then you must follow this guide.<br /><br />
-
-			You can find details
-			<a href="https://github.com/mrdoob/three.js/wiki/Mr.doob%27s-Code-Style%E2%84%A2" target="_blank">here</a>.
+			在three.js中的所有文档和示例使用的是Mr.doob的代码风格。
+			当然,你也可以自由选择你更加喜欢的风格来为你工作,
+			但是,如果你希望添加代码或者添加示例到three.js的库中,你将必须遵守这个指南。
+			<br /><br />
+			有关代码风格的详细信息,请
+			<a href="https://github.com/mrdoob/three.js/wiki/Mr.doob%27s-Code-Style%E2%84%A2" target="_blank">点击此处</a>进行浏览。
 		</p>
 	</body>
 </html>

+ 21 - 20
docs/manual/zh/introduction/Creating-a-scene.html

@@ -8,9 +8,9 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1><br />
+		<h1>创建一个场景([name]</h1><br />
 
-		<p>这一部分的目标是对three.js来做一个简要的介绍。我们将建立一个包含有旋转立方体的场景来开始这一部分。为了防止你遇到麻烦需要帮助,一个已经完成的例子在可以在页面下方找到。</p>
+		<p>这一部分的目标是对three.js来做一个简要的介绍。我们将建立一个包含有旋转立方体的场景来开始这一部分。为了防止你遇到麻烦或者需要帮助,一个已经完成的例子在可以在页面下方找到。</p>
 
 		<h2>开始之前</h2>
 		<p>
@@ -55,7 +55,7 @@
 
 		<p>three.js里有几种不同的相机,在这里,我们使用的是<strong>PerspectiveCamera</strong>(透视摄像机)。</p>
 
-		<p>第一个属性是<strong>视场角(FOV)</strong>。视场角就是无论在什么时候,你所能在显示器上看到的场景的范围,它的值是一个角度。</p>
+		<p>第一个属性是<strong>视野角度(FOV)</strong>。视野角度就是无论在什么时候,你所能在显示器上看到的场景的范围,它的值是一个角度。</p>
 
 		<p>第二个值是<strong>长宽比(aspect ratio)</strong>。 也就是你用一个物体的宽除以它的高的比值。比如说,当你在一个宽屏电视上播放老电影时,可以看到图像仿佛是被压扁的。</p>
 
@@ -65,11 +65,11 @@
 
 		<p>除了创建一个渲染器的实例之外,我们还需要在我们的应用程序里设置一个渲染器的大小尺寸。比如说,我们可以使用所需要的这个渲染区域的宽高,来将渲染器渲染出的场景,使其填充满我们的应用程序。因此,我们可以将渲染器宽高设置为浏览器窗口宽高。 对于性能比较敏感的应用程序来说,你可以给<strong>setSize</strong>传入一个较小的值,例如<strong>window.innerWidth/2</strong>和<strong>window.innerHeight/2</strong>,这将使得app在渲染时以一半的长宽尺寸渲染场景。</p>
 
-		<p>If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling <strong>setSize</strong> with false as <strong>updateStyle</strong> (the third argument). For example, <strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong> will render your app at half resolution, given that your &lt;canvas&gt; has 100% width and height.</p>
+		<p>如果你希望保持你的应用程序的尺寸,但是以较低的分辨率来渲染,你可以在调用<strong>setSize</strong>时,给<strong>updateStyle</strong>(第三个参数)传入false。例如, 假设你的&lt;canvas&gt; 标签具有了100%的宽和高,<strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong>将使得你的应用程序以一半的分辨率来进行渲染。</p>
 
-		<p>Last but not least, we add the <strong>renderer</strong> element to our HTML document. This is a &lt;canvas&gt; element the renderer uses to display the scene to us.</p>
+		<p>最后,我们将<strong>renderer</strong>(渲染器)这个元素添加到我们的HTML文档中,这也就是渲染器使用&lt;canvas&gt;元素来将场景展现给我们。</p>
 
-		<p><em>"That's all good, but where's that cube you promised?"</em> Let's add it now.</p>
+		<p><em>“嗯,看起来很不错,那你说的那个立方体在哪儿?”</em>我们接下来来对它继续进行添加吧。</p>
 
 		<code>
 		var geometry = new THREE.BoxGeometry( 1, 1, 1 );
@@ -80,17 +80,17 @@
 		camera.position.z = 5;
 		</code>
 
-		<p>To create a cube, we need a <strong>BoxGeometry</strong>. This is an object that contains all the points (<strong>vertices</strong>) and fill (<strong>faces</strong>) of the cube. We'll explore this more in the future.</p>
+		<p>要创建一个立方体,我们需要一个<strong>BoxGeometry</strong>(立方体)对象. 这个对象包含了一个立方体中所有的顶点(<strong>vertices</strong>)和面<strong>faces</strong>。未来我们将在这方面进行更多的探索。</p>
 
-		<p>In addition to the geometry, we need a material to color it. Three.js comes with several materials, but we'll stick to the <strong>MeshBasicMaterial</strong> for now. All materials take an object of properties which will be applied to them. To keep things very simple, we only supply a color attribute of <strong>0x00ff00</strong>, which is green. This works the same way that colors work in CSS or Photoshop (<strong>hex colors</strong>).</p>
+		<p>接下来,对于这个立方体,我们需要给它一个材质来让它有颜色。Three.js自带了几种材质,但在这里我们使用的是<strong>MeshBasicMaterial</strong>。所有的材质是一个将应用于立方体的属性对象。 简单起见, 我们在这里只应用一个color属性,值为<strong>0x00ff00</strong>,也就是绿色。这里所做的事情就相当于在CSS或者Photoshop里使用十六进制(<strong>hex colors</strong>)的颜色格式来设置颜色。</p>
 
-		<p>The third thing we need is a <strong>Mesh</strong>. A mesh is an object that takes a geometry, and applies a material to it, which we then can insert to our scene, and move freely around.</p>
+		<p>第三步,我们需要一个<strong>Mesh</strong>(网格)。 网格是包含有一个几何体以及应用在在此几何体上的材质的对,我们可以直接将网格对象插入到我们的场景中,并在其中自由移动。</p>
 
-		<p>By default, when we call <strong>scene.add()</strong>, the thing we add will be added to the coordinates <strong>(0,0,0)</strong>. This would cause both the camera and the cube to be inside each other. To avoid this, we simply move the camera out a bit.</p>
+		<p>默认情况下,当我们调用<strong>scene.add()</strong>的时候,物体将会被添加到坐标为<strong>(0,0,0)</strong>的位置。可或许会使得摄像机的位置和立方体相互重叠(也就是摄像机位于立方体中)。为了防止这种情况的发生,我们只需要将摄像机稍微向外移动一些。</p>
 
-		<h2>Rendering the scene</h2>
+		<h2>渲染场景</h2>
 
-		<p>If you copied the code from above into the HTML file we created earlier, you wouldn't be able to see anything. This is because we're not actually rendering anything yet. For that, we need what's called a <strong>render or animate loop</strong>.</p>
+		<p>在此之前,如果你从上面复制了我们已经写好的代码到一个HTML文件中,你将不会在其中看到任何东西。这是因为我们还没有对它进行真正的渲染。为此,我们需要调用一个所谓“<strong>渲染</strong>”或者“<strong>动画循环</strong>”的东西。</p>
 
 		<code>
 		function animate() {
@@ -100,25 +100,26 @@
 		animate();
 		</code>
 
-		<p>This will create a loop that causes the renderer to draw the scene every time the screen is refreshed (on a typical screen this means 60 times per second). If you're new to writing games in the browser, you might say <em>"why don't we just create a setInterval ?"</em> The thing is - we could, but <strong>requestAnimationFrame</strong> has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.</p>
+		<p>在这里我们创建了一个循环——这使得渲染器能够在每次屏幕刷新时对场景进行绘制(在大多数屏幕上,刷新率一般是60次/秒)。如果你正在浏览器里写一个游戏,你或许会说<em>“为什么我们不直接用setInterval来实现刷新的功能呢?”</em>当然啦,我们的确可以用setInterval,但是,<strong>requestAnimationFrame</strong>有很多的优点。最重要的一点或许是当用户切换到其它的标签页时,它会暂停,因此不会浪费用户宝贵的处理器资源以及损耗电池的寿命。</p>
 
-		<h2>Animating the cube</h2>
+		<h2>使立方体动起来</h2>
 
-		<p>If you insert all the code above into the file you created before we began, you should see a green box. Let's make it all a little more interesting by rotating it.</p>
+		<p>
+			 在开始之前,如果你已经将上面的代码写入到了你所创建的文件中,你应当已经可以看到一个绿色的盒子。让我们来做一些更加有趣的事——让它旋转起来。</p>
 
-		<p>Add the following right above the <strong>renderer.render</strong> call in your <strong>animate</strong> function:</p>
+		<p>将下列代码加入到animate()函数中,位于<strong>renderer.render</strong>调用的上方:</p>
 
 		<code>
 		cube.rotation.x += 0.01;
 		cube.rotation.y += 0.01;
 		</code>
 
-		<p>This will be run every frame (normally 60 times per second), and give the cube a nice rotation animation. Basically, anything you want to move or change while the app is running has to go through the animate loop. You can of course call other functions from there, so that you don't end up with a <strong>animate</strong> function that's hundreds of lines.</p>
+		<p>这将在渲染每一帧时被调用(正常情况下时60次/秒),使得立方体有了一个看起来很不错的旋转动画。基本上来说,在应用程序运行时,你想要移动或者改变任何东西,都必须要经过这个动画循环。当然你也可以在这里调用其它函数,这样你在写<strong>animate</strong>函数的时候,就不用以成千上万行代码而结尾了。</p>
 
-		<h2>The result</h2>
-		<p>Congratulations! You have now completed your first three.js application. It's simple, you have to start somewhere.</p>
+		<h2>结果</h2>
+		<p>祝贺你!你现在已经成功完成了你的第一个Three.js应用程序。它现在很简单, 你现在已经有了一个起点。</p>
 
-		<p>The full code is available below. Play around with it to get a better understanding of how it works.</p>
+		<p>下面是完整的代码,请尽情运行它或者修改它,这将可以让你对它的工作机制有更加深入的了解。</p>
 
 		<code>
 		&lt;html&gt;

+ 22 - 32
docs/manual/zh/introduction/Creating-text.html

@@ -8,26 +8,22 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>创建文字([name]</h1>
 		<div>
-			<p>
-				There are often times when you might need to use text in your three.js application - here are
-				a couple of ways that you can do so.
+			<p>有时候,您可能需要在你的Three.js应用程序中使用到文本,这里有几种方法可以做到。
 			</p>
 		</div>
 
 		<h2>1. DOM + CSS</h2>
 		<div>
 			<p>
-				Using HTML is generally the easiest and fastest manner to add text. This is the method
-				used for descriptive overlays in most three.js examples.
+				使用HTML是通常是最简单、最快的添加文本的方法,这是大多数的Three.js示例中用于添加描述性叠加文字的方法。
 			</p>
-			<p>You can add content to a</p>
+			<p>你可以在这里添加内容</p>
 			<code>&lt;div id="info"&gt;Description&lt;/div&gt;</code>
 
 			<p>
-				and use CSS markup to position absolutely at a position above all others with a
-				z-index especially if you are running three.js full screen.
+				然后使用CSS来将其绝对定位在其它具有z-index的元素之上,尤其是当你全屏运行three.js的时候。
 			</p>
 
 			<code>
@@ -45,44 +41,41 @@
 
 
 
-		<h2>2. Draw text to canvas and use as a [page:Texture]</h2>
+		<h2>2. 将文字绘制到画布中,并将其用作[page:Texture](纹理)</h2>
 		<div>
-			<p>Use this method if you wish to draw text easily on a plane in your three.js scene.</p>
+			<p>如果你希望在three.js的场景中的平面上轻松地绘制文本,请使用此方法。</p>
 		</div>
 
 
-		<h2>3. Create a model in your favourite 3D application and export to three.js</h2>
+		<h2>3. 在你所喜欢的3D软件里创建模型,并导出给three.js
+			 </h2>
 		<div>
-			<p>Use this method if you prefer working with your 3d applications and importing the models to three.js</p>
+			<p>如果你更喜欢使用3D建模软件来工作并导出模型到three.js,请使用这种方法。</p>
 		</div>
 
 
 
-		<h2>4. Procedural Text Geometry</h2>
+		<h2>4. three.js自带的文字几何体Procedural Text Geometry</h2>
 		<div>
 			<p>
-				If you prefer to work purely in THREE.js or to create procedural and dynamic 3D
-				text geometries, you can create a mesh whose geometry is an instance of THREE.TextGeometry:
+				如果你更喜欢使用纯three.js来工作或者创建能够由程序改变的、动态的3D文字,你可以创建一个其几何体为THREE.TextGeometry实例的网格:
 			</p>
 			<p>
 				<code>new THREE.TextGeometry( text, parameters );</code>
 			</p>
 			<p>
-				In order for this to work, however, your TextGeometry will need an instance of THREE.Font
-				to be set on its "font" parameter.
+				然而,为了使得它能够工作,你的TextGeometry需要在其“font”参数上设置一个THREE.Font的实例
 
-				See the [page:TextGeometry] page for more info on how this can be done, descriptions of each
-				accepted parameter, and a list of the JSON fonts that come with the THREE.js distribution itself.
+				请参阅 [page:TextGeometry] 页面来阅读如何完成此操作的详细信息,以及每一个接收的参数的描述,还有由three.js分发的自带JSON字体的列表。
 			</p>
 
-			<h3>Examples</h3>
+			<h3>示例</h3>
 			[example:webgl_geometry_text WebGL / geometry / text]<br />
 			[example:canvas_geometry_text canvas / geometry / text]<br />
 			[example:webgl_shadowmap WebGL / shadowmap]
 
 			<p>
-				If Typeface is down, or you want to use a font that is not there, there's a tutorial
-				with a python script for blender that allows you to export text to Three.js's JSON format:
+				如果Typeface已经关闭,或者没有你所想使用的字体,这有一个教程,这是一个在blender上运行的python脚本,能够让你将文字导出为Three.js的JSON格式。
 				[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
 				</p>
 
@@ -90,21 +83,18 @@
 
 
 
-		<h2>5. Bitmap Fonts</h2>
+		<h2>5. 位图字体</h2>
 		<div>
 			<p>
-				BMFonts (bitmap fonts) allow batching glyphs into a single BufferGeometry. BMFont rendering
-				supports word-wrapping, letter spacing, kerning, signed distance fields with standard
-				derivatives, multi-channel signed distance fields, multi-texture fonts, and more.
-				See [link:https://github.com/Jam3/three-bmfont-text three-bmfont-text].
+				BMFonts (位图字体) 可以将字形批处理为单个BufferGeometry。BMFont的渲染支持自动换行、字母间距、字句调整、signed distance fields with standard derivatives、multi-channel signed distance fields、多纹理字体等特性。
+				详情请参阅[link:https://github.com/Jam3/three-bmfont-text three-bmfont-text]。
 			</p>
 			<p>
-				Stock fonts are available in projects like
-				[link:https://github.com/etiennepinchon/aframe-fonts A-Frame Fonts], or you can create your own
-				from any .TTF font, optimizing to include only characters required for a project.
+				现有库存的字体在项目中同样可用,就像[link:https://github.com/etiennepinchon/aframe-fonts A-Frame Fonts]一样,
+				或者你也可以从任何TTF字体中创建你自己的自己,优化时只包含项目中所需的字符即可。
 			</p>
 			<p>
-				Some helpful tools:
+				这是一些有用的工具:
 			</p>
 			<ul>
 				<li>[link:http://msdf-bmfont.donmccurdy.com/ msdf-bmfont-web] <i>(web-based)</i></li>

+ 13 - 11
docs/manual/zh/introduction/Drawing-lines.html

@@ -8,14 +8,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>画线([name]</h1>
 		<div>
 			<p>
-				Let's say you want to draw a line or a circle, not a wireframe [page:Mesh].
-				First we need to setup the [page:WebGLRenderer renderer], [page:Scene scene] and camera (see the Creating a scene page).
+				假设你想画一个圆或者画一条线,而不是一个线框或者说[page:Mesh](网格)。
+				第一部我们要做的,是设置好[page:WebGLRenderer renderer](渲染器)、[page:Scene scene](场景)和[page:Camera camera](相机)-(请阅读本手册第一章“Creating a scene”)。
 			</p>
 
-			<p>Here is the code that we will use:</p>
+			<p>这是我们将要用到的代码:</p>
 			<code>
 var renderer = new THREE.WebGLRenderer();
 renderer.setSize( window.innerWidth, window.innerHeight );
@@ -27,15 +27,17 @@ camera.lookAt( 0, 0, 0 );
 
 var scene = new THREE.Scene();
 			</code>
-			<p>Next thing we will do is define a material. For lines we have to use [page:LineBasicMaterial] or [page:LineDashedMaterial].</p>
+			<p>
+				接下来我们要做的事情是定义一个材质。对于线条来说,我们能使用的材质只有[page:LineBasicMaterial] 或者 [page:LineDashedMaterial]。
+			</p>
 			<code>
 //create a blue LineBasicMaterial
 var material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
 			</code>
 
 			<p>
-				After material we will need a [page:Geometry] or [page:BufferGeometry] with some vertices
-				(it's recommended to use a BufferGeometry as it's more performant, however for simplicity we'll use a Geometry here):
+				定义好材质之后,我们需要一个带有一些顶点的[page:Geometry] 或者 [page:BufferGeometry]。
+				(推荐使用BufferGeometry,因为它在性能上表现得会更好一些;但在这里,为了简单起见,我们使用Geometry):
 			</p>
 
 			<code>
@@ -45,20 +47,20 @@ geometry.vertices.push(new THREE.Vector3( 0, 10, 0) );
 geometry.vertices.push(new THREE.Vector3( 10, 0, 0) );
 			</code>
 
-			<p>Note that lines are drawn between each consecutive pair of vertices, but not between the first and last (the line is not closed.)</p>
+			<p>注意,线是被画在每一对连续的顶点之间的,而不是在第一个顶点和最后一个定点之间绘制线条(线条并未闭合)。</p>
 
-			<p>Now that we have points for two lines and a material, we can put them together to form a line.</p>
+			<p>既然我们已经有了能够画两条线的点和一个材质,我们现在就能够将他们组合在一起,形成一条线。</p>
 			<code>
 var line = new THREE.Line( geometry, material );
 			</code>
-			<p>All that's left is to add it to the scene and call [page:WebGLRenderer.render render].</p>
+			<p>剩下的就是把它添加到场景中并调用[page:WebGLRenderer.render render](渲染)函数。</p>
 
 			<code>
 scene.add( line );
 renderer.render( scene, camera );
 			</code>
 
-			<p>You should now be seeing an arrow pointing upwards, made from two blue lines.</p>
+			<p>你现在应当已经看到了一个由两条蓝线组成的、指向上的箭头。</p>
 		</div>
 	</body>
 </html>

+ 17 - 20
docs/manual/zh/introduction/FAQ.html

@@ -8,49 +8,46 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>常见问题([name]</h1>
 
-		<h2>Which 3D model format is best supported?</h2>
+		<h2>哪一种三维物体格式能够被最好地支持呢?</h2>
 		<div>
 			<p>
-				The recommended format for importing and exporting assets is glTF (GL Transmission Format). Because glTF is focused on runtime asset delivery, it is compact to transmit and fast to load.
+				推荐使用glTF(GL传输格式)来对三维物体进行导入和导出,由于glTF这种格式是专注于在程序运行时呈现三维物体的,所以它的传输效率非常紧凑,而且加载速度很快。
 			</p>
-			<p>
-				three.js provides loaders for many other popular formats like FBX, Collada or OBJ as well. Nevertheless, you should always try to establish a glTF based workflow in your projects first. For more information, see [link:#manual/introduction/Loading-3D-models loading 3D models].
+			<p>three.js同样也为其它广受欢迎的格式像FBX、Collada以及OBJ等等提供了载入工具。虽然如此,你应当还是首先尝试着在你的项目里建立一个基于glTF的工作流程。
+				了解更多详细信息,请查看[link:#manual/introduction/Loading-3D-models loading 3D models]。
 			</p>
 		</div>
 
-		<h2>Why are there meta viewport tags in examples?</h2>
+		<h2>为什么在示例中会有一些和viewport相关的meta标签?</h2>
 		<div>
 			<div class="highlight highlight-text-html-basic"><pre>&lt;<span class="pl-ent">meta</span> <span class="pl-e">name</span>=<span class="pl-s"><span class="pl-pds">"</span>viewport<span class="pl-pds">"</span></span> <span class="pl-e">content</span>=<span class="pl-s"><span class="pl-pds">"</span>width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0<span class="pl-pds">"</span></span>&gt;</pre></div>
 
-				<p>These tags control viewport size and scale for mobile browsers (where page content may be rendered at different size than visible viewport).</p>
+				<p>这些标签用于在移动端浏览器上控制视口的大小和缩放(页面内容可能会以与可视区域不同的大小来呈现)。</p>
 
 				<p>[link:https://developer.apple.com/library/content/documentation/AppleApplications/Reference/SafariWebContent/UsingtheViewport/UsingtheViewport.html Safari: Using the Viewport]</p>
 
 				<p>[link:https://developer.mozilla.org/en/Mobile/Viewport_meta_tag MDN: Using the viewport meta tag]</p>
 		</div>
 
-		<h2>How can scene scale be preserved on resize?</h2>
+		<h2>如何在窗口调整大小时保持场景比例不变?</h2>
 		<p>
-			We want all objects, regardless of their distance from the camera, to appear the same size, even as the window is resized.
-
-			The key equation to solving this is this formula for the visible height at a given distance:
-
+			我们希望所有的物体,无论它们距离摄像机有多远,都能呈现相同尺寸,即使是在窗口被重新调整大小的时候。
+			解决这个问题的关键,是一个很重要的公式:给定距离,求可见高度
 			<code>
-visible_height = 2 * Math.tan( ( Math.PI / 180 ) * camera.fov / 2 ) * distance_from_camera;
+visible_height = 2 * Math.tan( ( Math.PI / 180 ) * camera.fov / 2 ) * distance_from_camera;<br>
 			</code>
-			If we increase the window height by a certain percentage, then what we want is the visible height at all distances
-			to increase by the same percentage.
-
-			This can not be done by changing the camera position. Instead you have to change the camera field-of-view.
-			[link:http://jsfiddle.net/Q4Jpu/ Example].
+			如果我们以一定的百分比增加了窗口的高度,那我们所想要的结果便是所有距离的可见高度都增加相同的百分比。
+			这并不能通过改变摄像机的位置来实现,相反,你得改变摄像机的视野角度(FOV)。这是个示例:[link:http://jsfiddle.net/Q4Jpu/ Example].
 		</p>
 
-		<h2>Why is part of my object invisible?</h2>
+		<h2>为什么我的物体的一部分是不可见的?</h2>
 		<p>
-			This could be because of face culling. Faces have an orientation that  decides which side is which. And the culling removes the backside in normal circumstances. To see if this is your problem, change the material side to THREE.DoubleSide.
+			这可能是由于面消除而导致的。面是具有朝向的,这个朝向决定了哪边是正面或者哪边是背面。
+			在正常情况下,渲染时会将背面进行消除。要查看这是不是你所遇到的问题,请将material的slide更改为THREE.DoubleSide。
 			<code>material.side = THREE.DoubleSide</code>
 		</p>
 	</body>
 </html>
+

+ 46 - 51
docs/manual/zh/introduction/How-to-run-things-locally.html

@@ -8,61 +8,58 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>如何在本地运行([name]</h1>
 		<p>
-			If you use just procedural geometries and don't load any textures, webpages should work
-			straight from the file system, just double-click on HTML file in a file manager and it
-			should appear working in the browser (you'll see <em>file:///yourFile.html</em> in the address bar).
+            倘若你只是使用程序中提供的几何体,且不载入任何纹理贴图,网页是可以从本地的文件系统中打开并且是能够直接运行的,只需在文件管理器中双击HTML文件,它将在浏览器中进行显示。
+            (你将在地址栏中看到类似这样的URL:<em>file:///yourFile.html</em>)
+			
 		</p>
 
-		<h2>Content loaded from external files</h2>
+		<h2>从外部文件载入的内容</h2>
 		<div>
 			<p>
-				If you load models or textures from external files, due to browsers' [link:http://en.wikipedia.org/wiki/Same_origin_policy same origin policy]
-			 	security restrictions, loading from a file system will fail with a security exception.
+                倘若你是从外部文件里载入几何体或是纹理贴图,由于浏览器[link:http://en.wikipedia.org/wiki/Same_origin_policy same origin policy](同源策略)的安全限制,从本地文件系统载入外部文件将会失败,同时抛出安全性异常。
 		 	</p>
 
-			<p>There are two ways to solve this:</p>
+			<p>这里有两种方法来解决这个问题:</p>
 
 			<ol>
 				<li>
-					Change security for local files in a browser. This allows you to access your page as: <code>file:///yourFile.html</code>
+                    在浏览器中改变本地文件的安全策略,这将使得你通过<code>file:///yourFile.html</code>来直接运行本地文件系统中的文件。
 				</li>
 				<li>
-					Run files from a local web server. This allows you to access your page as: <code>http://localhost/yourFile.html</code>
+                    从本地的服务器运行文件,这可以让你通过<code>http://localhost/yourFile.html</code>来访问运行在本地服务器上的文件。
 				</li>
 			</ol>
 
 			<p>
-				If you use option 1, be aware that you may open yourself to some vulnerabilities if using
-				the same browser for a regular web surfing. You may want to create a separate browser
-				profile / shortcut used just for local development to be safe. Let's go over each option in turn.
+                倘若你选择第一种方法,请小心,倘若你使用同一个浏览器来进行日常网络冲浪,你将会遇到一些漏洞。
+                你或许可以创建一个用于开发环境的独立的浏览器配置文件或者快捷方式,仅用于本地开发;将日常使用环境与开发环境分离,以保证日常使用环境的安全性。
+                接下来我们来看一看除此之外的别的方法。
 			</p>
 		</div>
 
 
-		<h2>Run a local server</h2>
+		<h2>运行一个本地的服务器</h2>
 		<div>
 			<p>
-				Many programming languages have simple HTTP servers built in. They are not as full featured as
-				production servers such as [link:https://www.apache.org/ Apache] or [link:https://nginx.org NGINX], however they should be sufficient for testing your
-				three.js application.
+                很多的编程语言都具有一个内置的建议HTTP服务器。它们的功能并不像能够被用于生产环境的服务器例如[link:https://www.apache.org/ Apache] 或者 [link:https://nginx.org NGINX]那样完善,
+                但对于测试你的three.js应用程序来说,它们可以说是比较够用的。
 			</p>
 
 			<h3>Node.js server</h3>
 			<div>
-				<p>Node.js has a simple HTTP server package. To install:</p>
+				<p>Node.js 具有一个简单的HTTP服务器包,如需安装,请执行:</p>
 				<code>npm install http-server -g</code>
 
-				<p>To run (from your local directory):</p>
+				<p>若要从本地目录下运行,请执行:</p>
 				<code>http-server . -p 8000</code>
 			</div>
 
 			<h3>Python server</h3>
 			<div>
 				<p>
-					If you have [link:http://python.org/ Python] installed, it should be enough to run this
-					from a command line (from your working directory):
+					如果你已经安装好了[link:http://python.org/ Python],仅仅从命令行里便可以运行它(从工作目录):
 				</p>
 				<code>
 //Python 2.x
@@ -72,14 +69,14 @@ python -m SimpleHTTPServer
 python -m http.server
 				</code>
 
-				<p>This will serve files from the current directory at localhost under port 8000, i.e in the address bar type:</p>
+				<p>这将会在为当前目录在8000端口创建一个服务器,也就是说你可以在地址栏里输入这个地址来访问已经创建好的服务器:</p>
 
 				<code>http://localhost:8000/</code>
 			</div>
 
 			<h3>Ruby server</h3>
 			<div>
-				<p>If you have Ruby installed, you can get the same result running this instead:</p>
+				<p>如果你已经安装好了Ruby,通过运行下列命也可以创建同样的服务器:</p>
 				<code>
 ruby -r webrick -e "s = WEBrick::HTTPServer.new(:Port => 8000, :DocumentRoot => Dir.pwd); trap('INT') { s.shutdown }; s.start"
 				</code>
@@ -87,13 +84,15 @@ ruby -r webrick -e "s = WEBrick::HTTPServer.new(:Port => 8000, :DocumentRoot =>
 
 			<h3>PHP server</h3>
 			<div>
-				<p>PHP also has a built-in web server, starting with php 5.4.0:</p>
+				<p>PHP自5.4.0起,便内置了一个Web服务器:</p>
 				<code>php -S localhost:8000</code>
 			</div>
 
 			<h3>Lighttpd</h3>
 			<div>
 				<p>
+                    Lighttpd是一个轻量级的通用Web服务器,在这里,我们将介绍如何在OS X上使用HomeBrew来安装它。
+                    不像我们在这里讨论的其他服务器,lighttpd是一个成熟的能够为生产环境而准备的服务器。
 					Lighttpd is a very lightweight general purpose webserver. We'll cover installing it on OSX with
 					HomeBrew here. Unlike the other servers discussed here, lighttpd is a full fledged production
 					ready server.
@@ -101,79 +100,76 @@ ruby -r webrick -e "s = WEBrick::HTTPServer.new(:Port => 8000, :DocumentRoot =>
 
 				<ol>
 					<li>
-						Install it via homebrew
+						通过HomeBrew安装lighttpd
 						<code>brew install lighttpd</code>
 					</li>
 					<li>
-						Create a configuration file called lighttpd.conf in the directory where you want to run
-						your webserver. There is a sample [link:http://redmine.lighttpd.net/projects/lighttpd/wiki/TutorialConfiguration here].
+                        在你希望作为服务器来运行的目录里,创建一个名为lighttpd.conf的配置文件。
+                        这是一个配置文件的样本:[link:http://redmine.lighttpd.net/projects/lighttpd/wiki/TutorialConfiguration TutorialConfiguration]。
 					 </li>
 					<li>
-						In the conf file, change the server.document-root to the directory you want to serve files from.
+                        在配置文件里,将server.document-root更改为你将要创建的服务器中的文件所在的目录。
 					</li>
 					<li>
-						Start it with
+						使用这个命令来启动:
 						<code>lighttpd -f lighttpd.conf</code>
 					</li>
 					<li>
-						Navigate to http://localhost:3000/ and it will serve static files from the directory you
-						chose.
+						使用浏览器打开http://localhost:3000/,然后服务器将可以从你选择的目录中向你提供静态文件。
 					</li>
 				</ol>
 			</div>
 
-		<h2>Change local files security policy</h2>
+		<h2>更改本地文件的安全策略</h2>
 		<div>
 			<h3>Safari</h3>
 			<div>
 				<p>
-					Enable the develop menu using the preferences panel, under Advanced -&gt; "Show develop menu
-					in menu bar".
+                    在“偏好”面板中启用开发菜单,位于“高级”-&gt“在菜单栏中显示开发菜单”
 				</p>
 
 				<p>
-					Then from the safari "Develop" menu, select "Disable local file restrictions", it is also
-					worth noting safari has some odd behaviour with caches, so it is advisable to use the
-					"Disable caches" option in the same menu; if you are editing &amp; debugging using safari.
+                    之后从Safari中的“开发”菜单中,选择“停用本地文件限制”,同样需要注意的是,Safari对于缓存有一些奇怪的行为,
+                    因此建议,在同一菜单中打开“停用缓存”的选项;如果你正在编辑,请使用Safari进行调试。
 				</p>
 			</div>
 
 
 			<h3>Chrome</h3>
 			<div>
-				<p>Close all running Chrome instances first. The important word here is 'all'.</p>
+				<p>请关闭Chrome浏览器正在运行的*所有*实例,注意这里非常重要的关键字是“*所有*”。</p>
 
 				<p>
-					On Windows, you may check for Chrome instances using the Windows Task Manager.
-					Alternatively, if you see a Chrome icon in the system tray, then you may open its context
-					menu and click 'Exit'. This should close all Chrome instances.
+                    在Windows中,你可以在任务管理器中查看所有正在运行的Chorme浏览器的实例。
+                    此外,如果你在系统任务栏中看到了Chrome图标,请鼠标右键打开它的上下文菜单,点击关闭。这样就应当已经关闭所有正在运行的Chrome浏览器实例了。
+
 				</p>
 
-				<p>Then start the Chrome executable with a command line flag:</p>
+				<p>
+                    然后使用命令行执行Chrome浏览器,并在命令行中添加允许访问本地文件的参数:</p>
 
 				<code>chrome --allow-file-access-from-files</code>
 
 				<p>
-					On Windows, probably the easiest is probably to create a special shortcut icon which has
-					added the flag given above (right-click on shortcut -&gt; properties -&gt; target).
+                    在Windows中,最简单的做法或许就是创建一个特别的快捷方式图标,快捷方式的目标指向上面的命令行
+                    (右键点击快捷方式图标-&gt;属性-&gt;目标)。
 				</p>
 
-				<p>On Mac OSX, you can do this with</p>
+				<p>在Mac OS X中,你可以用这种方法来添加允许访问本地文件的参数并运行Chrome:</p>
 
 				<code>open /Applications/Google\ Chrome.app --args --allow-file-access-from-files</code>
 			</div>
-
 			<h3>Firefox</h3>
 			<div>
 				<ol>
 				<li>
-					In the address bar, type <code>about:config</code>
+					在地址栏中,键入<code>about:config</code>
 				</li>
 				<li>
-					Find the <code>security.fileuri.strict_origin_policy</code> parameter
+					找到这个参数<code>security.fileuri.strict_origin_policy</code>
 				</li>
 				<li>
-					Set it to <em>false</em>
+					将其设置为<em>false</em>
 				</li>
 				</ol>
 			</div>
@@ -181,8 +177,7 @@ ruby -r webrick -e "s = WEBrick::HTTPServer.new(:Port => 8000, :DocumentRoot =>
 		</div>
 
 			<p>
-				Other simple alternatives are [link:http://stackoverflow.com/q/12905426/24874 discussed here]
-				on Stack Overflow.
+                其它简单的替代方案你可以在Stack Overflow上找到:[link:http://stackoverflow.com/q/12905426/24874 click here]。
 			</p>
 		</div>
 

+ 17 - 17
docs/manual/zh/introduction/Import-via-modules.html

@@ -8,29 +8,29 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1><br />
+		<h1>通过模块来引入([name]</h1><br />
 
 		<p>
-			While importing three.js via script tags is a great way to get up and running fast, it has a few drawbacks for longer lived projects, for example:
+			虽然通过script标签来引入three.js是一个能够快速起步、快速运行的方式,但这种方式对于一些具有较长生命周期的项目来说是有一些缺点的。比如说:
+
 			<ul>
-				<li>You have to manually fetch and include a copy of the library as part of your project's source code</li>
-				<li>Updating the library's version is a manual process</li>
-				<li>When checking in a new version of the library your version control diffs are cluttered by the many lines of the build file</li>
+				<li>你必须手动获得并在你的源代码中包含这个库的一个拷贝</li>
+				<li>更新这个库的版本是一个手动操作的过程</li>
+				<li>在检查新版本的库时,你的版本控制差异对比会被许多行给弄乱。</li>
 			</ul>
 		</p>
 
-		<p>Using a dependency manager like npm avoids these caveats by allowing you to simply download and import your desired version of the library onto your machine.</p>
+		<p>使用像npm这样的依赖包管理器可以很好地避免这些需要注意的问题,只需在你的电脑上下载并导入你所需要的库的版本即可。</p>
 
-		<h2>Installation via npm</h2>
+		<h2>通过npm来安装</h2>
 
-		<p>Three.js is published as an npm module, see: [link:https://www.npmjs.com/package/three npm]. This means all you need to do to include three.js into your project is run "npm install three"</p>
+		<p>Three.js已经作为一个npm包来进行发布,详情请参阅:[link:https://www.npmjs.com/package/three npm]。这意味着在所有你需要包含three.js库的项目中,只需运行"npm install three"即可。</p>
 
-		<h2>Importing the module</h2>
+		<h2>导入这个模块</h2>
 
-		<p>Assuming that you're bundling your files with a tool such as [link:https://webpack.github.io/ Webpack] or [link:https://github.com/substack/node-browserify Browserify], which allow you to "require('modules') in the browser by bundling up all of your dependencies."</p>
+		<p>假设你正在使用[link:https://webpack.github.io/ Webpack]或者[link:https://github.com/substack/node-browserify Browserify]等允许你“通过打包所有依赖,来在浏览器中使用require('modules')”的打包工具对你的文件进行打包。</p>
 
-		<p>
-			You should now be able to import the module into your source files and continue to use it as per normal.
+		<p>你现在可以在你的源代码中引入模块,并继续像往常一样使用这个库。
 		</p>
 
 		<code>
@@ -41,7 +41,7 @@
 		</code>
 
 		<p>
-			You're also able to leverage [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/import ES6 import syntax]:
+			你也可以使用[link:https://developer.mozilla.org/zh-CN/docs/Web/JavaScript/Reference/Statements/import ES6 import]
 		</p>
 
 		<code>
@@ -52,7 +52,7 @@
 		</code>
 
 		<p>
-			or if you wish to import only select parts of three.js library, for example Scene:
+			或者,如果你希望只导入three.js库中的特定部分,例如Scene:
 		</p>
 
 		<code>
@@ -62,11 +62,11 @@
 		...
 		</code>
 
-		<h2>Caveats</h2>
+		<h2>注意事项</h2>
 
 		<p>
-			Currently it's not possible to import the files within the "examples/js" directory in this way.
-			This is due to some of the files relying on global namespace pollution of THREE. For more information see <a href="https://github.com/mrdoob/three.js/issues/9562" target="_blank">Transform `examples/js` to support modules #9562</a>.
+			目前,无法用这种方式导入"examples/js"目录中的文件。
+			这是因为一些文件依赖于THREE的全局命名空间污染。了解更多详情,请参阅<a href="https://github.com/mrdoob/three.js/issues/9562" target="_blank">Transform `examples/js` to support modules #9562</a>
 		</p>
 	</body>
 </html>

+ 39 - 59
docs/manual/zh/introduction/Loading-3D-models.html

@@ -10,48 +10,40 @@
 </head>
 
 <body>
-  <h1>[name]</h1>
+  <h1>载入3D模型([name]</h1>
   <br />
 
   <p>
-    3D models are available in hundreds of file formats, each with different
-    purposes, assorted features, and varying complexity. Although
-    <a href="https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders" target="_blank" rel="noopener">
-    three.js provides many loaders</a>, choosing the right format and
-    workflow will save time and frustration later on. Some formats are
-    difficult to work with, inefficient for realtime experiences, or simply not
-    fully supported at this time.
+	  3D模型目前的有成千上万钟格式,每一种格式都具有不同的目的、用途以及复杂性。
+    虽然<a href="https://github.com/mrdoob/three.js/tree/dev/examples/js/loaders" target="_blank" rel="noopener">
+	three.js已经提供了多种导入工具</a>
+	选择正确的文件格式以及工作流程将可以节省很多时间,以及避免很多挫折。某些格式难以使用,或者实时体验效率低下,或者目前尚未得到完全支持。
   </p>
 
   <p>
-    This guide provides a workflow recommended for most users, and suggestions
-    for what to try if things don't go as expected.
+		对大多数用户,本指南推荐了以一个工作流程,以及当没有达到预期的效果时给你提供的建议。
+
   </p>
 
-  <h2>Before we start</h2>
+  <h2>在开始之前</h2>
 
   <p>
-    If you're new to running a local server, begin with
-    [link:#manual/introduction/How-to-run-things-locally how to run things locally]
-    first. Many common errors viewing 3D models can be avoided by hosting files
-    correctly.
+	  如果你是第一次运行一个本地服务器,可以先阅读[link:#manual/introduction/How-to-run-things-locally how to run things locally]。
+	  通过正确地托管文件,可以避免很多查看3D模型时的常见错误。
   </p>
 
-  <h2>Recommended workflow</h2>
+  <h2>推荐的工作流程</h2>
 
   <p>
-    Where possible, we recommend using glTF (GL Transmission Format). Both
-    <small>.GLB</small> and <small>.GLTF</small> versions of the format are
-    well supported. Because glTF is focused on runtime asset delivery, it is
-    compact to transmit and fast to load. Features include meshes, materials,
-    textures, skins, skeletons, morph targets, animations, lights, and
-    cameras.
+	  如果有可能的话,我们推荐使用glTF(GL传输格式)。<small>.GLB</small>和<small>.GLTF</small>是这种格式的这两种不同版本,
+	  都可以被很好地支持。由于glTF这种格式是专注于在程序运行时呈现三维物体的,所以它的传输效率非常紧凑,而且加载速度很快。
+	  功能方面则包含了网格、材质、纹理、皮肤、骨骼、变形目标、动画、灯光和摄像机。
   </p>
 
   <p>
-    Public-domain glTF files are available on sites like
+	  公共领域的glTF文件可以在网上找到,例如
     <a href="https://sketchfab.com/models?features=downloadable&sort_by=-likeCount&type=models" target="_blank" rel="noopener">
-    Sketchfab</a>, or various tools include glTF export:
+    Sketchfab</a>,或者很多工具包含了glTF的导出功能:
   </p>
 
   <ul>
@@ -62,66 +54,54 @@
     <li><a href="https://www.allegorithmic.com/products/substance-painter" target="_blank" rel="noopener">Substance Painter</a> by Allegorithmic</li>
     <li><a href="https://www.foundry.com/products/modo" target="_blank" rel="noopener">Modo</a> by Foundry</li>
     <li><a href="https://www.marmoset.co/toolbag/" target="_blank" rel="noopener">Toolbag</a> by Marmoset</li>
-    <li>&hellip;and <a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">many more</a></li>
+    <li>……<a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">还有更多</a></li>
   </ul>
 
   <p>
-    If your preferred tools do not support glTF, consider requesting glTF
-    export from the authors, or posting on
-    <a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>.
+	  倘若你所喜欢的工具不支持glTF格式,请考虑向该工具的作者请求glTF导出功能,
+	  或者在<a href="https://github.com/KhronosGroup/glTF/issues/1051" target="_blank" rel="noopener">the glTF roadmap thread</a>贴出你的想法。
+
   </p>
 
   <p>
-    When glTF is not an option, popular formats such as FBX, OBJ, or COLLADA
-    are also available and regularly maintained.
+	  当glTF不能被作为一个选项的时候,诸如FBX、OBJ或者COLLADA等等其它受欢迎的格式也是可以使用、并且是也定期维护的。
   </p>
 
-  <h2>Troubleshooting</h2>
+  <h2>故障排除</h2>
 
   <p>
-    You've spent hours modeling an artisanal masterpiece, you load it into
-    the webpage, and — oh no! 😭 It's distorted, miscolored, or missing entirely.
-    Start with these troubleshooting steps:
+	  你花了几个小时亲手建了一个堪称杰作的模型,现在你把它给导入到网页中——
+	  哦,我的天呐~😭它导入以后完全失真了、材质贴图丢了、或者说整个模型完全丢失了!
+	  接下来我们来按照下面的步骤排除故障:
   </p>
 
   <ol>
     <li>
-      Check the JavaScript console for errors, and make sure you've used an
-      <em>onError</em> callback when calling <em>.load()</em> to log the result.
+		在Javascript的Console中查找错误,并确定当你调用<em>.load()</em>的时候,使用了<em>onError</em>回调函数来输出结果。
     </li>
     <li>
-      View the model in another application. For glTF, drag-and-drop viewers
-      are available for
-      <a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> and
-      <a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. If the model
-      appears correctly in one or more applications,
-      <a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">file a bug against three.js</a>.
-      If the model cannot be shown in any application, we strongly encourage
-      filing a bug with the application used to create the model.
+		在别的应用程序中查看3D模型。对于glTF格式的模型来说,可以直接在下面的应用程序中进行查看:
+      <a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a>和
+	  <a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>。
+	  如果该模型能够在一个或者更多应用程序里正确呈现,请<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">点击这里向three.js提交Bug报告</a>。
+	 如果模型不能在任意一个应用程序里显示,我们强烈鼓励你向我们提交Bug报告,告知我们你的模型是使用哪一款应用程序创建的。
+
     </li>
     <li>
-      Try scaling the model up or down by a factor of 1000. Many models are
-      scaled differently, and large models may not appear if the camera is
-      inside the model.
+		尝试将模型放大或缩小原来的1000倍。许多模型的缩放比例各不相同,倘若摄像机位于相机内,则大型模型将可能不会显示。
     </li>
     <li>
-      Look for failed texture requests in the network tab, like
-      <em>C:\\Path\To\Model\texture.jpg</em>. Use paths relative to your
-      model instead, such as <em>images/texture.jpg</em> — this may require
-      editing the model file in a text editor.
+		在网络面板中查找失败的纹理贴图请求,像<em>C:\\Path\To\Model\texture.jpg</em>。使用相对于你的模型的文件路径,例如
+		<em>images/texture.jpg</em>——这或许需要在文本编辑器中编辑模型文件。
     </li>
   </ol>
 
-  <h2>Asking for help</h2>
+  <h2>请求帮助</h2>
 
   <p>
-    If you've gone through the troubleshooting process above and your model
-    still isn't working, the right approach to asking for help will get you to
-    a solution faster. Post a question on the
-    <a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a> and, whenever possible,
-    include your model (or a simpler model with the same problem) in any formats
-    you have available. Include enough information for someone else to reproduce
-    the issue quickly — ideally, a live demo.
+	倘若你已经尝试经历了以上故障排除的过程,但是你的模型仍然无法工作,寻求正确的方法来获得帮助将使您更快地获得解决方案。
+您可以将您的问题发布到<a href="https://discourse.threejs.org/" target="_blank" rel="noopener">three.js forum</a>,
+	同时,尽可能将你的模型(或者一个简单的、具有相同问题的模型)可用的包含在你能够使用的任何格式中,为其他人提供足够的信息,以便快速重现这个问题——最好是一个能够现场演示的Demo。
   </p>
 
 </body>

+ 5 - 6
docs/manual/zh/introduction/Migration-guide.html

@@ -8,13 +8,12 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</a></h1>
-
+		<h1>迁移指南([name])</h1>
 		<p class="desc">
-			The migration guide is maintained on the [link:https://github.com/mrdoob/three.js/wiki wiki].
-			It contains a list of changes for each version of three.js going back to r45.<br /><br />
-
-			You can find it [link:https://github.com/mrdoob/three.js/wiki/Migration-Guide here].
+			迁移指南保留在[link:https://github.com/mrdoob/three.js/wiki wiki]中。
+			它包含了从r45起,直到当前版本的每一个版本的更改列表。
+			<br /><br />
+			你可以在这里找到:[link:https://github.com/mrdoob/three.js/wiki/Migration-Guide here]。
 		</p>
 	</body>
 </html>

+ 21 - 25
docs/manual/zh/introduction/Useful-links.html

@@ -8,30 +8,28 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1><br />
+		<h1>一些有用的链接([name]</h1><br />
 
 		<p class="desc">
-			The following is a collection of links that you might find useful when learning three.js.<br />
-			If you find something that you'd like to add here, or think that one of the links below is no longer
-			relevant or working, feel free to click the 'edit' button in the top right and make some changes!<br /><br />
+			下面是一些你在学习three.js过程中或许对你有很大帮助的链接。<br />
+			如果你发现了一些你想要在这里添加的东西,或者下面的某些链接已经不再可用,请尽情点击右上角的编辑按钮来做一些修改。<br /><br />
+请注意,three.js目前正处于快速发展的阶段,这里的很多链接已经过时了;如果一些东西没有按照你所预想情况、或者以下链接中所说的情况来工作,请查看
+浏览器的Console中的错误或者警告,以及相应的文档,特别是[page:DeprecatedList](弃用清单)。<br /><br />
 
-			Note also that as three.js is under rapid development, a lot of these links will contain information that is
-			out of date - if something isn't working as you'd expect or as one of these links says it should,
-			check the browser console for warnings or errors, the relevant docs pages and especially the [page:DeprecatedList].<br /><br />
-
-			In addition to this page, mrdoob maintains a collection of links related to three.js over on Google+.
-			Check them out <a href="https://plus.google.com/+ThreejsOrg">here</a>.
+此外除了这个页面,mrdoob还在Google+上维护了一些和three.js相关的链接。
+<a href="https://plus.google.com/+ThreejsOrg">点击这里</a>来查看它们。
 		</p>
 
-		<h2>Help forums</h2>
+		<h2>帮助论坛</h2>
 		<p>
-			Three.js officially uses [link:http://stackoverflow.com/tags/three.js/info Stack Overflow] for help requests.
-			If you need assistance with something, that's the place to go. Do NOT open an issue on Github for help requests.
+			Three.js官方使用[link:http://stackoverflow.com/tags/three.js/info Stack Overflow]来处理帮助请求。
+			如果你需要一些帮助,这才是你所要去的地方。请*一定不要*在GitHub上提issue来寻求帮助。
+		
 		</p>
 
-		<h2>Tutorials and courses</h2>
+		<h2>教程以及课程</h2>
 
-		<h3>Getting started with three.js</h3>
+		<h3>three.js入门</h3>
 		<ul>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] by [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -41,7 +39,7 @@
 			</li>
 		</ul>
 
-		<h3>More extensive / advanced articles and courses</h3>
+		<h3>更加广泛、高级的文章与教程</h3>
 		<ul>
 			<li>
 				[link:http://blog.cjgammon.com/ Collection of tutorials] by [link:http://www.cjgammon.com/ CJ Gammon].
@@ -65,7 +63,7 @@
 		 </li>
 		</ul>
 
-		<h3>Tutorials in other languages</h3>
+		<h3>其他语言的教程</h3>
 		<ul>
 			<li>
 				[link:http://www.natural-science.or.jp/article/20120220155529.php Building A Physics Simulation Environment] - three.js tutorial in Japanese
@@ -73,7 +71,7 @@
 
 		</ul>
 
-		<h2>News and Updates</h2>
+		<h2>新闻与更新</h2>
 		<ul>
 			<li>
 				[link:http://www.reddit.com/r/threejs/ Three.js on reddit]
@@ -88,8 +86,7 @@
 				[link:https://plus.google.com/104300307601542851567/posts Three.js posts] on Google+ – frequent posts on Three.js
 			</li>
 		</ul>
-
-		<h2>Examples</h2>
+		<h2>示例</h2>
 		<ul>
 			<li>
 				[link:https://github.com/edwinwebb/three-seed/ three-seed] - three.js starter project with ES6 and Webpack
@@ -109,7 +106,7 @@
 			</li>
 		</ul>
 
-	 <h2>Tools</h2>
+	 <h2>工具</h2>
 	 <ul>
 		 <li>
 			[link:http://www.physgl.org/ physgl.org] - javascript front-end with wrappers to three.js, to bring WebGL
@@ -127,17 +124,16 @@
 		</li>
 	 </ul>
 		
-	<h2>WebGL References</h2>
+	<h2>WebGL参考</h2>
 	 <ul>
 		 <li>
 			[link:https://www.khronos.org/files/webgl/webgl-reference-card-1_0.pdf] - Reference of all WebGL and GLSL keywords, terminology, syntex and definations.
 		 </li>
 	 </ul>
 
-	 <h2>Old Links</h2>
+	 <h2>较旧的链接</h2>
 	 <p>
-		These links are kept for historical purposes - you may still find them useful, but be warned that
-		they may have information relating to very old versions of three.js.
+		 这些链接是出于历史的目的而保留的,你或许可以发现它们仍然很有用,但是它们可能含有和three.js非常老旧的版本有关的信息。
 	 </p>
 
 	 <ul>

+ 5 - 6
docs/manual/zh/introduction/WebGL-compatibility-check.html

@@ -8,16 +8,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1><br />
+		<h1>WebGL兼容性检查([name]</h1><br />
 		<p>
-			Even though this is becoming less and less of a problem, some devices or browsers may still not support WebGL.
-			The following method allows you to check if it is supported and display a message to the user if it is not.
+            虽然这个问题现在已经变得越来越小,但不得不说,有的设备或者浏览器到现在仍然不支持WebGL。
+            以下的方法可以帮助你检测当前用户所使用的环境是否支持WebGL,倘若不支持,将向用户显示一条信息。
 		</p>
 
 		<p>
-			Add	[link:https://github.com/mrdoob/three.js/blob/master/examples/js/Detector.js]
-			to your javascript and run the following before attempting to render anything.
-		</p>
+			请把[link:https://github.com/mrdoob/three.js/blob/master/examples/js/Detector.js]引入到你的文件,并在尝试开始渲染之前先运行该文件。
+        	</p>
 
 <code>
 if (Detector.webgl) {