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Merge pull request #15624 from gogoend/zh_doc

Docs: zh translation , and a little fixes in en doc.
Mr.doob 6 年之前
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5310b0724a

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

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

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

@@ -128,7 +128,7 @@
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
-		[page:Skeleton] representing the bone hierachy of the skinned mesh.
+		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
 		</p>
 
 

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

@@ -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>
 
 		<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>
 		<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>

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

@@ -8,10 +8,10 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>圆柱体[name]</h1>
+		<h1>圆柱坐标([name])</h1>
 
 		<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>
 
 
@@ -39,12 +39,12 @@
 
 		<h3>[method:Cylindrical clone]()</h3>
 		<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>
 
 		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
 		<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>
 
 		<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>
 		<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。
 
 		</p>
 
 		<h3>[method:Cylindrical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<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>
 
 		<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" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>欧拉角([name]</h1>
 
 		<p class="desc">
 			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:
 			'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)。
-			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 />
 
 			如果order值被改变,[page:.onChangeCallback onChangeCallback] 会被调用。

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

@@ -8,18 +8,18 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<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>
 		<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 theta] - equator angle around the y (up) axis. Default is *0*.<br /><br />
 
@@ -27,7 +27,7 @@
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Float radius]</h3>
 
@@ -36,42 +36,39 @@
 		<h3>[property:Float theta]</h3>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Spherical clone]()</h3>
 		<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>
 
 		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
 		<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>
 
 		<h3>[method:Spherical makeSafe]()</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:Spherical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<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>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

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

@@ -8,36 +8,34 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>二维向量([name]</h1>
 
 		<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>
 
 		<ul>
 			<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>
-				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>
-				Any arbitrary ordered pair of numbers.
+				任意的、有顺序的一对数字。
 			</li>
 		</ul>
 
 		<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>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
+
 
 		<code>
 		var a = new THREE.Vector2( 0, 1 );
@@ -49,297 +47,301 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<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>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean isVector2]</h3>
 		<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>
 
 		<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>
-		<p>Alias for [page:.x x].</p>
+		<p>[page:.x x]的别名。</p>
 
 		<h3>[property:Float x]</h3>
 
 		<h3>[property:Float y]</h3>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
 		<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>
 
 		<h3>[method:this ceil]()</h3>
 		<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>
 
 		<h3>[method:this clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<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>
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<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>
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<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>
 
 		<h3>[method:Vector2 clone]()</h3>
 		<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>
 
 		<h3>[method:this copy]( [param:Vector2 v] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
 		<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>
         
 		<h3>[method:Float cross]( [param:Vector2 v] )</h3>
 		<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>
 
 		<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>
-		<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>
 		<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>
 
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<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>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<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>
 
 		<h3>[method:this lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
 		<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>
 
 		<h3>[method:this lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:this max]( [param:Vector2 v] )</h3>
 		<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>
 
 		<h3>[method:this min]( [param:Vector2 v] )</h3>
 		<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>
 
 		<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>
-		<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>
 		<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>
 
 		<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>
 		<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>
 
 		<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>
 		<p>
-		[page:Integer index] - 0 or 1.<br />
+		[page:Integer index] - 0 或 1<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>
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<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>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<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>
 
 		<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>
-		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

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

@@ -8,36 +8,36 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<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>
 
 		<ul>
 			<li>
-				A point in 3D space.
+				一个位于三维空间中的点。
 			</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>
-				Any arbitrary ordered triplet of numbers.
+				任意的、有顺序的、三个为一组的数字组合。
 			</li>
 		</ul>
 
 		<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>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 var a = new THREE.Vector3( 0, 1, 0 );
@@ -49,25 +49,25 @@ var d = a.distanceTo( b );
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<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>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean isVector3]</h3>
 		<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>
 
 		<h3>[property:Float x]</h3>
@@ -77,239 +77,239 @@ var d = a.distanceTo( b );
 		<h3>[property:Float z]</h3>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
 		<h3>[method:this applyEuler]( [param:Euler euler] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>
-		Applies a [page:Quaternion] transform to this vector.
+		将[page:Quaternion]变换应用到该向量。
 		</p>
 
 
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<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>
 
 		<h3>[method:this ceil]()</h3>
 		<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>
 
 		<h3>[method:this clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<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>
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<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>
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<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>
 
 		<h3>[method:Vector3 clone]()</h3>
 		<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>
 
 		<h3>[method:this copy]( [param:Vector3 v] )</h3>
 		<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>
 
 		<h3>[method:this cross]( [param:Vector3 v] )</h3>
 		<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>
 
 		<h3>[method:this crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
 		<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>
 
 		<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>
-		<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>
 		<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>
 
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<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>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		[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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<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>
 
 		<h3>[method:this lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
 		<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>
 
 		<h3>[method:this lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
 		<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>
 
 		<h3>[method:this max]( [param:Vector3 v] )</h3>
 		<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>
 
 		<h3>[method:this min]( [param:Vector3 v] )</h3>
 		<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>
 
 		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
 		<h3>[method:this project]( [param:Camera camera] )</h3>
 		<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>
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
@@ -321,7 +321,7 @@ var d = a.distanceTo( b );
 		</p>
 
 		<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>
 		<p>
@@ -332,114 +332,112 @@ var d = a.distanceTo( b );
 		</p>
 
 		<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>
 		<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>
 
 		<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>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br />
+		[page:Integer index] - 0、1 或 2。<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>
 
 		<h3>[method:this setFromCylindrical]( [param:Cylindrical c] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
 		<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>
 
 		<h3>[method:this setFromMatrixScale]( [param:Matrix4 m] )</h3>
 		<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>
 
 		<h3>[method:this setFromSpherical]( [param:Spherical s] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<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>
 
 		<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>
-		<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>
-		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
 		<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>
 
 		<h3>[method:this unproject]( [param:Camera camera] )</h3>
 		<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
 		camera's projection matrix.
 		</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>

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

@@ -8,35 +8,35 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<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>
 
 		<ul>
 			<li>
-				A point in 4D space.
+				一个位于四维空间中的点。
 			</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>
-				Any arbitrary ordered quadruplet of numbers.
+				任意的、有顺序的、四个为一组的数字组合。
 			</li>
 		</ul>
 
 		<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>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 var a = new THREE.Vector4( 0, 1, 0, 0 );
@@ -48,26 +48,26 @@ var d = a.dot( b );
 		</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>
 		<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>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean isVector4]</h3>
 		<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>
 
 		<h3>[property:Float x]</h3>
@@ -79,252 +79,252 @@ var d = a.dot( b );
 		<h3>[property:Float w]</h3>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
 		<h3>[method:this ceil]()</h3>
 		<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>
 
 		<h3>[method:this clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
 		<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>
 
 		<h3>[method:this clampLength]( [param:Float min], [param:Float max] )</h3>
 		<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>
 
 		<h3>[method:this clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<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>
 
 		<h3>[method:Vector4 clone]()</h3>
 		<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>
 
 		<h3>[method:this copy]( [param:Vector4 v] )</h3>
 		<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>
 
 		<h3>[method:this divideScalar]( [param:Float s] )</h3>
 		<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>
 
 		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
 		<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>
 
 		<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>
-		<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>
 		<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>
 
 		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<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>
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		[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>
 
 		<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>
 		<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>
 
 		<h3>[method:Float lengthSq]()</h3>
 		<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>
 
 		<h3>[method:this lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
 		<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>
 
 		<h3>[method:this lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:this max]( [param:Vector4 v] )</h3>
 		<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>
 
 		<h3>[method:this min]( [param:Vector4 v] )</h3>
 		<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>
 
 		<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>
-		<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>
 		<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>
 
 		<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>
 		<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>
 
 		<h3>[method:this setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<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>
 
 		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<p>
-		[page:Integer index] - 0, 1 or 2.<br />
+		[page:Integer index] - 0、1或2。<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>
 
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<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>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<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>
 
 		<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>
-		<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>
-		<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>
-		<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>
-		<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>
-		<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>
-		<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>
 		<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>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

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

@@ -91,8 +91,8 @@
 		<h2>构造器</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<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>
 
 
@@ -111,12 +111,12 @@
 
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<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>
 
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<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>
 
 		<h3>[property:Boolean isSkinnedMesh]</h3>
@@ -127,7 +127,7 @@
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
-			TODO
+			用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton](骨架)。
 		</p>
 
 
@@ -138,7 +138,7 @@
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<p>
 		[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。
 		</p>
 
@@ -149,7 +149,7 @@
 
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<p>
-		TODO
+		标准化蒙皮的权重。
 		</p>
 
 		<h3>[method:null pose]()</h3>

+ 1 - 1
docs/api/zh/scenes/Scene.html

@@ -56,7 +56,7 @@
 
 		<h3>[method:null dispose]()</h3>
 		<p>
-			TODO
+			清除[page:WebGLRenderer]内部所缓存的场景相关的数据。
 		</p>
 
 		<h2>源代码</h2>

+ 2 - 2
docs/manual/zh/introduction/Useful-links.html

@@ -109,7 +109,7 @@
 	 <h2>工具</h2>
 	 <ul>
 		 <li>
-			[link:http://www.physgl.org/ physgl.org] - javascript front-end with wrappers to three.js, to bring WebGL
+			[link:http://www.physgl.org/ physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
  			graphics to students learning physics and math.
 		 </li>
 		 <li>
@@ -127,7 +127,7 @@
 	<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.
+			[link:https://www.khronos.org/files/webgl/webgl-reference-card-1_0.pdf] - Reference of all WebGL and GLSL keywords, terminology, syntax and definitions.
 		 </li>
 	 </ul>