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  1. 1 1
      .github/ISSUE_TEMPLATE.md
  2. 1 1
      LICENSE
  3. 41 4
      build/three.js
  4. 366 386
      build/three.min.js
  5. 39 2
      build/three.module.js
  6. 5 0
      docs/api/en/animation/AnimationClip.html
  7. 5 0
      docs/api/en/animation/KeyframeTrack.html
  8. 1 1
      docs/api/en/audio/Audio.html
  9. 1 1
      docs/api/en/audio/AudioAnalyser.html
  10. 4 4
      docs/api/en/audio/AudioListener.html
  11. 2 2
      docs/api/en/audio/PositionalAudio.html
  12. 0 1
      docs/api/en/cameras/CubeCamera.html
  13. 1 0
      docs/api/en/constants/Renderer.html
  14. 0 3
      docs/api/en/core/Geometry.html
  15. 22 8
      docs/api/en/core/Object3D.html
  16. 0 1
      docs/api/en/core/Raycaster.html
  17. 0 6
      docs/api/en/extras/curves/EllipseCurve.html
  18. 15 13
      docs/api/en/geometries/BoxBufferGeometry.html
  19. 15 15
      docs/api/en/geometries/BoxGeometry.html
  20. 0 1
      docs/api/en/helpers/AxesHelper.html
  21. 1 1
      docs/api/en/helpers/RectAreaLightHelper.html
  22. 1 1
      docs/api/en/lights/RectAreaLight.html
  23. 1 1
      docs/api/en/loaders/CompressedTextureLoader.html
  24. 2 3
      docs/api/en/loaders/CubeTextureLoader.html
  25. 1 1
      docs/api/en/loaders/DataTextureLoader.html
  26. 4 8
      docs/api/en/loaders/FileLoader.html
  27. 1 1
      docs/api/en/loaders/FontLoader.html
  28. 1 1
      docs/api/en/loaders/ImageLoader.html
  29. 1 1
      docs/api/en/loaders/MaterialLoader.html
  30. 0 1
      docs/api/en/materials/LineBasicMaterial.html
  31. 0 13
      docs/api/en/materials/Material.html
  32. 0 2
      docs/api/en/materials/PointsMaterial.html
  33. 0 1
      docs/api/en/materials/ShaderMaterial.html
  34. 0 9
      docs/api/en/math/Box3.html
  35. 1 1
      docs/api/en/math/Spherical.html
  36. 3 3
      docs/api/en/objects/SkinnedMesh.html
  37. 49 0
      docs/api/en/renderers/WebGLMultisampleRenderTarget.html
  38. 1 1
      docs/api/en/renderers/WebGLRenderer.html
  39. 5 0
      docs/api/en/scenes/Scene.html
  40. 3 0
      docs/api/zh/animation/AnimationClip.html
  41. 6 0
      docs/api/zh/animation/AnimationUtils.html
  42. 3 0
      docs/api/zh/animation/KeyframeTrack.html
  43. 2 2
      docs/api/zh/audio/Audio.html
  44. 1 1
      docs/api/zh/audio/AudioAnalyser.html
  45. 4 4
      docs/api/zh/audio/AudioListener.html
  46. 2 2
      docs/api/zh/audio/PositionalAudio.html
  47. 14 3
      docs/api/zh/core/Object3D.html
  48. 1 2
      docs/api/zh/core/Raycaster.html
  49. 4 4
      docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html
  50. 6 6
      docs/api/zh/extras/Earcut.html
  51. 12 15
      docs/api/zh/extras/ShapeUtils.html
  52. 15 15
      docs/api/zh/extras/core/CurvePath.html
  53. 18 16
      docs/api/zh/extras/core/Font.html
  54. 12 12
      docs/api/zh/extras/core/Interpolations.html
  55. 52 54
      docs/api/zh/extras/core/Path.html
  56. 21 22
      docs/api/zh/extras/core/Shape.html
  57. 28 29
      docs/api/zh/extras/core/ShapePath.html
  58. 7 7
      docs/api/zh/extras/curves/ArcCurve.html
  59. 19 18
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  60. 22 21
      docs/api/zh/extras/curves/CubicBezierCurve.html
  61. 25 25
      docs/api/zh/extras/curves/CubicBezierCurve3.html
  62. 31 38
      docs/api/zh/extras/curves/EllipseCurve.html
  63. 15 14
      docs/api/zh/extras/curves/LineCurve.html
  64. 16 15
      docs/api/zh/extras/curves/LineCurve3.html
  65. 19 19
      docs/api/zh/extras/curves/QuadraticBezierCurve.html
  66. 19 19
      docs/api/zh/extras/curves/QuadraticBezierCurve3.html
  67. 13 14
      docs/api/zh/extras/curves/SplineCurve.html
  68. 2 2
      docs/api/zh/extras/objects/ImmediateRenderObject.html
  69. 1 1
      docs/api/zh/geometries/CircleBufferGeometry.html
  70. 1 1
      docs/api/zh/geometries/LatheBufferGeometry.html
  71. 7 7
      docs/api/zh/geometries/ParametricBufferGeometry.html
  72. 7 7
      docs/api/zh/geometries/ParametricGeometry.html
  73. 1 1
      docs/api/zh/geometries/PlaneBufferGeometry.html
  74. 1 1
      docs/api/zh/geometries/SphereGeometry.html
  75. 1 1
      docs/api/zh/geometries/TorusGeometry.html
  76. 1 1
      docs/api/zh/geometries/TorusKnotBufferGeometry.html
  77. 0 11
      docs/api/zh/materials/Material.html
  78. 3 11
      docs/api/zh/math/Box3.html
  79. 7 7
      docs/api/zh/math/Cylindrical.html
  80. 2 2
      docs/api/zh/math/Euler.html
  81. 1 1
      docs/api/zh/math/Matrix4.html
  82. 1 1
      docs/api/zh/math/Quaternion.html
  83. 67 75
      docs/api/zh/math/Ray.html
  84. 39 43
      docs/api/zh/math/Sphere.html
  85. 16 19
      docs/api/zh/math/Spherical.html
  86. 38 41
      docs/api/zh/math/Triangle.html
  87. 118 116
      docs/api/zh/math/Vector2.html
  88. 136 138
      docs/api/zh/math/Vector3.html
  89. 111 111
      docs/api/zh/math/Vector4.html
  90. 7 7
      docs/api/zh/objects/SkinnedMesh.html
  91. 46 0
      docs/api/zh/renderers/WebGLMultisampleRenderTarget.html
  92. 5 0
      docs/api/zh/scenes/Scene.html
  93. 13 0
      docs/examples/exporters/GLTFExporter.html
  94. 6 3
      docs/examples/loaders/GLTFLoader.html
  95. 28 0
      docs/examples/utils/BufferGeometryUtils.html
  96. 15 0
      docs/index.html
  97. 2 0
      docs/list.js
  98. 2 2
      docs/manual/en/introduction/Browser-support.html
  99. 2 0
      docs/manual/en/introduction/How-to-use-WebGL2.html
  100. 3 2
      docs/manual/en/introduction/Loading-3D-models.html

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -19,7 +19,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 
 - [ ] Dev
-- [ ] r99
+- [ ] r101
 - [ ] ...
 
 ##### Browser

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright © 2010-2018 three.js authors
+Copyright © 2010-2019 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 41 - 4
build/three.js


Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 366 - 386
build/three.min.js


Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 39 - 2
build/three.module.js


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

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

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

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

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

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

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

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

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

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

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

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

+ 0 - 1
docs/api/en/cameras/CubeCamera.html

@@ -17,7 +17,6 @@
 		<h2>Examples</h2>
 
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
-		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
 		<p>[example:webgl_shading_physical shading / physical ]</p>
 
 		<code>// Create cube camera

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

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

+ 0 - 3
docs/api/en/core/Geometry.html

@@ -32,7 +32,6 @@
 		<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
 		<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
 		<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
-		<div>[example:webgl_morphnormals WebGL / morphNormals ]</div>
 
 
 		<code>var geometry = new THREE.Geometry();
@@ -123,8 +122,6 @@
 		<p>
 		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
-
-		See the [example:webgl_morphnormals WebGL / morphNormals] example.
 		</p>
 
 		<h3>[property:String name]</h3>

+ 22 - 8
docs/api/en/core/Object3D.html

@@ -36,6 +36,19 @@
 		<h3>[property:Object3D children]</h3>
 		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
 
+		<h3>[property:Material customDepthMaterial]</h3>
+		<p>
+		Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
+		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
+		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
+		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
+		</p>
+
+		<h3>[property:Material customDistanceMaterial]</h3>
+		<p>
+		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
+		</p>
+
 		<h3>[property:Boolean frustumCulled]</h3>
 		<p>
 		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
@@ -94,14 +107,14 @@
 		On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
 		</p>
 
-		<h3>[property:function onAfterRender]</h3>
+		<h3>[property:Function onAfterRender]</h3>
 		<p>
 		An optional callback that is executed immediately after the Object3D is rendered.
 		This function is called with the following parameters: renderer, scene, camera, geometry,
 		material, group.
 		</p>
 
-		<h3>[property:function onBeforeRender]</h3>
+		<h3>[property:Function onBeforeRender]</h3>
 		<p>
 		An optional callback that is executed immediately before the Object3D is rendered.
 		This function is called with the following parameters: renderer, scene, camera, geometry,
@@ -124,7 +137,8 @@
 		<h3>[property:Number renderOrder]</h3>
 		<p>
 		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
-		objects to be overridden although opaque and transparent objects remain sorted independently.
+		objects to be overridden although opaque and transparent objects remain sorted independently. When this property
+		is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together.
 		Sorting is from lowest to highest renderOrder. Default value is *0*.
 		</p>
 
@@ -144,7 +158,7 @@
 		Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
 		</p>
 
-		<h3>[property:object userData]</h3>
+		<h3>[property:Object userData]</h3>
 		<p>
 		An object that can be used to store custom data about the Object3D. It should not hold
 		references to functions as these will not be cloned.
@@ -189,7 +203,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null add]( [param:Object3D object], ... )</h3>
+		<h3>[method:this add]( [param:Object3D object], ... )</h3>
 		<p>
 		Adds *object* as child of this object. An arbitrary number of objects may be added. Any current parent on an
 		object passed in here will be removed, since an object can have at most one parent.<br /><br />
@@ -200,7 +214,7 @@
 		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
 
-		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
+		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>Applies the rotation represented by the quaternion to the object.</p>
 
 		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
@@ -278,7 +292,7 @@
 		Converts the vector from local space to world space.
 		</p>
 
-		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+		<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		vector - A vector representing a position in world space.<br /><br />
@@ -296,7 +310,7 @@
 		to use raycasting.
 		</p>
 
-		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
+		<h3>[method:this remove]( [param:Object3D object], ... )</h3>
 		<p>
 		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</p>

+ 0 - 1
docs/api/en/core/Raycaster.html

@@ -61,7 +61,6 @@
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
 			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
-			[example:webgl_octree_raycasting Raycasting using an octree]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_raycast_texture Raycast to a Texture]
 		</div>

+ 0 - 6
docs/api/en/extras/curves/EllipseCurve.html

@@ -88,12 +88,6 @@ var ellipse = new THREE.Line( geometry, material );
 		<h3>[property:Float aRotation]</h3>
 		<p>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</p>
 
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Curve] class for common methods.</p>

+ 15 - 13
docs/api/en/geometries/BoxBufferGeometry.html

@@ -44,29 +44,31 @@
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
-		width — Width of the sides on the X axis. Default is 1.<br />
-		height — Height of the sides on the Y axis. Default is 1.<br />
-		depth — Depth of the sides on the Z axis. Default is 1.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
+		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
+		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
+		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
+		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
+		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
 		</p>
 
 		<h2>Properties</h2>
-
+	
 		<h3>[property:Object parameters]</h3>
 		<p>
 		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
 		</p>
  		<p>
-			Using the above example code above as our basis:
-			<code>
-		geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
+		Using the above example:
+		<code>
+		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
 		cube.geometry.parameters; // as above
 		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments // === undefined.
-			</code>
- 		</p>
+		cube.geometry.parameters.widthSegments; // === undefined.
+		</code>
+		</p>
+		
+		<h2>Methods</h2>	
 
 		<h2>Source</h2>
 

+ 15 - 15
docs/api/en/geometries/BoxGeometry.html

@@ -12,8 +12,8 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">BoxGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</p>
-
+		<p class="desc">BoxGeometry is a geometry class for a [link:https://en.wikipedia.org/wiki/Cuboid rectangular cuboid] with a given 'width', 'height', and 'depth'. On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.</p>
+		
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 
 		<script>
@@ -44,12 +44,12 @@
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
-		width — Width of the sides on the X axis. Default is 1.<br />
-		height — Height of the sides on the Y axis. Default is 1.<br />
-		depth — Depth of the sides on the Z axis. Default is 1.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+		width — Width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1.<br />
+		height — Height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1.<br />
+		depth — Depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1.<br />
+		widthSegments — Number of segmented rectangular faces along the width of the sides. Optional; defaults to 1.<br />
+		heightSegments — Number of segmented rectangular faces along the height of the sides. Optional; defaults to 1.<br />
+		depthSegments — Number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1.<br />
 		</p>
 
 		<h2>Properties</h2>
@@ -59,13 +59,13 @@
 		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
 		</p>
  		<p>
-			Using the above example code above as our basis:
-			<code>
-				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
-				cube.geometry.parameters; // as above
-				cube.geometry.parameters.width; // === 1
-				cube.geometry.parameters.widthSegments // === undefined.
-			</code>
+		Using the above example:
+		<code>
+		geometry.parameters; // {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined, depthSegments: undefined}
+		cube.geometry.parameters; // as above
+		cube.geometry.parameters.width; // === 1
+		cube.geometry.parameters.widthSegments; // === undefined.
+		</code>
  		</p>
 
 		<h2>Source</h2>

+ 0 - 1
docs/api/en/helpers/AxesHelper.html

@@ -19,7 +19,6 @@
 		<h2>Example</h2>
 
 		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
 		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
 		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
 

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

@@ -23,7 +23,7 @@ var light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
 
 var helper = new THREE.RectAreaLightHelper( light );
 
-scene.add( helper );
+light.add( helper ); // helper must be added as a child of the light
 		</code>
 
 

+ 1 - 1
docs/api/en/lights/RectAreaLight.html

@@ -41,7 +41,7 @@ rectLight.lookAt( 0, 0, 0 );
 scene.add( rectLight )
 
 rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
-scene.add( rectLightHelper );
+rectLight.add( rectLightHelper );
 
 			</code>
 		</p>

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

@@ -48,7 +48,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:CompressedTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

+ 2 - 3
docs/api/en/loaders/CubeTextureLoader.html

@@ -22,7 +22,6 @@
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection]<br />
 			[example:webgl_materials_cubemap_balls_refraction materials / cubemap / balls / refraction]<br />
 			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
-			[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2]<br />
 			[example:webgl_materials_cubemap_refraction materials / cubemap / refraction]
 		</p>
 
@@ -71,7 +70,7 @@ scene.background = new THREE.CubeTextureLoader()
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:CubeTexture load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String urls] — array of 6 urls to images, one for each side of the CubeTexture.
 		The urls should be specified in the following order: pos-x, neg-x, pos-y, neg-y, pos-z, neg-z.
@@ -84,7 +83,7 @@ scene.background = new THREE.CubeTextureLoader()
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>
-		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
+		Begin loading from url and pass the loaded [page:CubeTexture texture] to onLoad.
 		</p>
 
 		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>

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

@@ -44,7 +44,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:DataTexture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

+ 4 - 8
docs/api/en/loaders/FileLoader.html

@@ -17,10 +17,6 @@
 		</p>
 
 		<h2>Example</h2>
-		<p>
-			[example:webgl_loader_msgpack WebGL / loader / msgpack]<br />
-			[example:webgl_morphtargets_human WebGL / morphtargets / human]<br />
-		</p>
 		<code>
 		var loader = new THREE.FileLoader();
 
@@ -80,7 +76,7 @@
 		<h3>[property:String path]</h3>
 		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
-		<h3>[property:object requestHeader]</h3>
+		<h3>[property:Object requestHeader]</h3>
 		<p>The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is *undefined*.</p>
 
 		<h3>[property:String responseType]</h3>
@@ -95,7 +91,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:XMLHttpRequest load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 			[page:String url] — the path or URL to the file. This can also be a
 				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
@@ -119,7 +115,7 @@
 			you are loading many models from the same directory.
 		</p>
 
-		<h3>[method:FileLoader setRequestHeader]( [param:object requestHeader] )</h3>
+		<h3>[method:FileLoader setRequestHeader]( [param:Object requestHeader] )</h3>
 		<p>
 			[page:object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
 
@@ -129,7 +125,7 @@
 		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
 		<p>
 			Change the response type. Valid values are:<br />
-			[page:String text] or empty string (default) - returns the data as [page:String string].<br />
+			[page:String text] or empty string (default) - returns the data as [page:String String].<br />
 			[page:String arraybuffer] - loads the data into a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer] and returns that.<br />
 			[page:String blob] - returns the data as a [link:https://developer.mozilla.org/en/docs/Web/API/Blob Blob].<br />
 			[page:String document] - parses the file using the [link:https://developer.mozilla.org/en-US/docs/Web/API/DOMParser DOMParser].<br />

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

@@ -73,7 +73,7 @@
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
-		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Font font].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 

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

@@ -82,7 +82,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
+		<h3>[method:HTMLImageElement load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />

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

@@ -74,7 +74,7 @@
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
-		Begin loading from url and return the [page:Material] object that will contain the data.
+		Begin loading from url.
 		</p>
 
 		<h3>[method:Material parse]( [param:Object json] )</h3>

+ 0 - 1
docs/api/en/materials/LineBasicMaterial.html

@@ -29,7 +29,6 @@
 			[example:webgl_lines_colors WebGL / lines / colors]<br />
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
 			[example:webgl_lines_sphere WebGL / lines / sphere]<br />
-			[example:webgl_lines_splines WebGL / lines / splines]<br />
 			[example:webgl_materials WebGL / materials]<br />
 			[example:webgl_physics_rope WebGL / phyics / rope]
 		</p>

+ 0 - 13
docs/api/en/materials/Material.html

@@ -101,19 +101,6 @@
 		This can be used in conjunction with a mesh's [page:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
 		</p>
 
-		<h3>[property:Material customDepthMaterial]</h3>
-		<p>
-		Custom depth material to be used by this material when rendering to the depth map.
-		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
-		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
-		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
-		</p>
-
-		<h3>[property:Material customDistanceMaterial]</h3>
-		<p>
-		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
-		</p>
-
 		<h3>[property:Object defines]</h3>
 		<p>
 		Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders.  Default is *undefined*.

+ 0 - 2
docs/api/en/materials/PointsMaterial.html

@@ -26,9 +26,7 @@
 			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]<br />
 			[example:webgl_multiple_elements_text WebGL / multiple / elements / text]<br />
 			[example:webgl_points_billboards WebGL / points / billboards]<br />
-			[example:webgl_points_billboards_colors WebGL / points / billboards / colors]<br />
 			[example:webgl_points_dynamic WebGL / points / dynamic]<br />
-			[example:webgl_points_random WebGL / points / random]<br />
 			[example:webgl_points_sprites WebGL / points / sprites]<br />
 			[example:webgl_trails WebGL / trails]
 		</p>

+ 0 - 1
docs/api/en/materials/ShaderMaterial.html

@@ -96,7 +96,6 @@
 			[example:webgl_materials_parallaxmap webgl / materials / parallaxmap]<br />
 			[example:webgl_materials_shaders_fresnel webgl / materials / shaders / fresnel]<br />
 			[example:webgl_materials_skin webgl / materials / skin]<br />
-			[example:webgl_materials_texture_hdr webgl / materials / texture / hdr]<br />
 			[example:webgl_materials_wireframe webgl / materials / wireframe]<br />
 			[example:webgl_modifier_tessellation webgl / modifier / tessellation]<br />
 			[example:webgl_nearestneighbour webgl / nearestneighbour]<br />

+ 0 - 9
docs/api/en/math/Box3.html

@@ -244,15 +244,6 @@
 		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
 		</p>
 
-		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
-		<p>
-		[page:Vector3 center] - Desired center position of the box ([page:Vector3]). <br>
-		[page:Vector3 size] - Desired x, y and z dimensions of the box ([page:Vector3]).<br /><br />
-
-		Centers this box on [page:Vector3 center] and sets this box's width and height to the values specified
-		in [page:Vector3 size].
-		</p>
-
 		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
 		<p>
 		[page:Vector3 center], - Desired center position of the box. <br>

+ 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>
 

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

@@ -91,8 +91,8 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
 		<p>
-    [page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
-    [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
+		[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
+		[page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
 		</p>
 
 
@@ -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>
 
 

+ 49 - 0
docs/api/en/renderers/WebGLMultisampleRenderTarget.html

@@ -0,0 +1,49 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			A special render target that can be used to utilize multi-sampled renderbuffers.
+			Heads up: [name] can only be used with a WebGL 2 rendering context.
+		</p>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
+
+		<p>
+		[page:Float width] - The width of the render target. <br />
+		[page:Float height] - The height of the render target.<br />
+		[page:Object options] - (optional) object that holds texture parameters for an auto-generated target
+		texture and depthBuffer/stencilBuffer booleans.
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:number samples]</h3>
+		<p>
+		Specifies the number of samples to be used for the renderbuffer storage. However, the maximum supported
+		size for multisampling is platform dependent and defined via *gl.MAX_SAMPLES*.
+		</p>
+
+		<p>[page:WebGLRenderTarget WebGLRenderTarget] properties are available on this class.</p>
+
+		<h2>Methods</h2>
+
+		<p>[page:WebGLRenderTarget WebGLRenderTarget] methods are available on this class.</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 1 - 1
docs/api/en/renderers/WebGLRenderer.html

@@ -253,7 +253,7 @@
 
 		Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
 		By definition, sorting objects may not work in all cases.  Depending on the needs of application,
-		it may be neccessary to turn off sorting and use other methods to deal with transparency
+		it may be necessary to turn off sorting and use other methods to deal with transparency
 		rendering e.g. manually determining each object's rendering order.
 		</p>
 

+ 5 - 0
docs/api/en/scenes/Scene.html

@@ -51,6 +51,11 @@
 		Return the scene data in JSON format.
 		</p>
 
+		<h3>[method:null dispose]()</h3>
+		<p>
+		Clears scene related data internally cached by [page:WebGLRenderer].
+		</p>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

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

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

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

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

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

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

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

@@ -22,7 +22,7 @@
 		<h2>例子</h2>
 
 		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
 			[example:webaudio_visualizer webaudio / visualizer ]
 		</p>
 
@@ -63,7 +63,7 @@
 		<p>构造函数中传入[page:AudioListener listener]的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].</p>
 
 		<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>

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

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

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

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

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

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

+ 14 - 3
docs/api/zh/core/Object3D.html

@@ -36,6 +36,17 @@
 	<h3>[property:Object3D children]</h3>
 	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 
+	<h3>[property:Material customDepthMaterial]</h3>
+	<p>渲染到深度贴图时此材质要使用的自定义深度材质。
+	    当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
+	    (b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
+	    您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
+	</p>
+
+	<h3>[property:Material customDistanceMaterial]</h3>
+	<p>与customDepthMaterial相同,但与[page:PointLight]一起使用。默认值为*undefined*。
+	</p>
+
 	<h3>[property:Boolean frustumCulled]</h3>
 	<p>
 		当这个属性被设置的时候,它将在渲染物体之前,检查每一帧的物体是否在摄像机的视锥体中。
@@ -262,7 +273,7 @@
 		将局部空间向量转换为世界空间向量。
 	</p>
 
-	<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+	<h3>[method:null lookAt]( [param:Vector3 vector] )<br />
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 	<p>
 		vector - 一个表示世界空间中位置的向量。<br /><br />
@@ -334,7 +345,7 @@
 	<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
 	<p>
 		m -- 通过该矩阵中的旋转分量来旋转四元数。<br />
-			
+
 		调用[page:.quaternion]中的[page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])。
 		<br /><br />
 
@@ -411,4 +422,4 @@
 	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 </body>
 
-</html>
+</html>

+ 1 - 2
docs/api/zh/core/Raycaster.html

@@ -59,7 +59,6 @@
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
 			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
-			[example:webgl_octree_raycasting Raycasting using an octree]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_raycast_texture Raycast to a Texture]
 		</div>
@@ -136,7 +135,7 @@
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
 		[page:Vector2 coords] —— 在标准化设备坐标中鼠标的二维坐标 —— X分量与Y分量应当在-1到1之间。<br />
-								
+
 		[page:Camera camera] —— 射线所来源的摄像机。
 		</p>
 		<p>

+ 4 - 4
docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -31,14 +31,14 @@
 
 		<h2>构造函数</h2>
 
-		All of the above are called in the same way.
+		所有上述内容都以相同的方式调用。
 		<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<p>
-			array -- this can be a typed or untyped (normal) array. It will be converted to the Type specified.<br /><br />
+			array -- 这可以是类型化或非类型化的(普通)数组。它将被转换为指定的类型。<br /><br />
 
-			itemSize -- the number of values of the array that should be associated with a particular vertex.<br /><br />
+			itemSize -- 应与特定顶点关联的数组值的数量。<br /><br />
 
-			normalized -- (optional) indicates how the underlying data in the buffer maps to the values in the GLSL code.
+			normalized -- (可选)表示缓冲区中的基础数据如何映射到GLSL代码中的值。
 		</p>
 
 		<h2>属性</h2>

+ 6 - 6
docs/api/zh/extras/Earcut.html

@@ -11,20 +11,20 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		An implementation of the earcut polygon triangulation algorithm. The code is a port of [link:https://github.com/mapbox/earcut mapbox/earcut].
+		切割多边形三角剖分算法的实现。这份代码是[link:https://github.com/mapbox/earcut mapbox/earcut]的一个端口。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Array triangulate]( data, holeIndices, dim )</h3>
 		<p>
-		data -- A flat array of vertice coordinates.<br /><br />
-		holeIndices -- An array of hole indices if any.<br /><br />
-		dim -- The number of coordinates per vertice in the input array.<br /><br />
+		data -- 一个顶点坐标的平面数组。<br /><br />
+		holeIndices -- 空洞索引的数组(如果有的话)。<br /><br />
+		dim -- 输入数组中每个顶点的坐标数。<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>

+ 12 - 15
docs/api/zh/extras/ShapeUtils.html

@@ -11,43 +11,40 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		A class containing utility functions for shapes.<br /><br />
+		一个包含形状实用函数的类。<br /><br />
 
-		Note that these are all linear functions so it is neccessary to calculate separately for
-		x, y (and z, w if present) components of a vector.
+		请注意,这些都是线性函数,因此有必要分别计算向量的x,y(和z,w,如果存在的话)分量。
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Number area]( contour )</h3>
 		<p>
-		contour -- 2D polygon.<br /><br />
+		contour -- 2D多边形。<br /><br />
 
-		Calculate area of a ( 2D ) contour polygon.<br /><br />
+		计算(2D)轮廓多边形的面积。<br /><br />
 
 		</p>
 
 		<h3>[method:Boolean isClockwise]( pts )</h3>
 		<p>
-		pts -- points defining a 2D polygon<br /><br />
+		pts -- 定义2D多边形的点<br /><br />
 
-		Note that this is a linear function so it is neccessary to calculate separately for
-		x, y  components of a polygon.<br /><br />
+		请注意,这是一个线性函数,因此需要分别计算多边形的x,y分量。<br /><br />
 
-		Used internally by [page:Path Path],
-		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].
+		由[page:Path Path],[page:ExtrudeGeometry ExtrudeGeometry]和[page:ShapeGeometry ShapeGeometry]内部使用。
 		</p>
 
 		<h3>[method:Array triangulateShape]( contour, holes )</h3>
 		<p>
-		contour -- 2D polygon.<br />
-		holes -- array of holes<br /><br />
+		contour -- 2D多边形。<br />
+		holes -- 空洞数组<br /><br />
 
-		Used internally by [page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry] to calculate faces in shapes with holes.
+		由[page:ExtrudeGeometry ExtrudeGeometry]和[page:ShapeGeometry ShapeGeometry]内部使用以计算带孔的形状中的面。
 		</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>

+ 15 - 15
docs/api/zh/extras/core/CurvePath.html

@@ -10,50 +10,50 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>曲线路径([name]</h1>
 
 		<p class="desc">
-		An abstract base class extending [page:Curve]. A CurvePath is simply an array of connected curves,
-		but retains the api of a curve.
+		
+		一个扩展了[page:Curve]的抽象基类。CurvePath仅仅是一个已连接的曲线的数组,但保留了曲线的API。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]()</h3>
 		<p>
-		The constructor take no parameters.
+		构造函数中不传入参数。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:array curves]</h3>
-		<p>The array of [page:Curve Curves].</p>
+		<p>[page:Curve Curves]数组。</p>
 
 		<h3>[property:boolean autoClose]</h3>
-		<p>Whether or not to automatically close the path.</p>
+		<p>是否自动闭合路径。</p>
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 		<h3>[method:null add]( [param:Curve curve] )</h3>
-		<p>Add a curve to the [page:.curves] array.</p>
+		<p>添加一条曲线到[page:.curves]数组中。</p>
 
 		<h3>[method:null closePath]()</h3>
-		<p>Adds a [page:LineCurve lineCurve] to close the path.</p>
+		<p>添加一条[page:LineCurve lineCurve]用于闭合路径。</p>
 
 		<h3>[method:Float getCurveLengths]()</h3>
-		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
+		<p>将[page:.curves]数组中曲线的长度相加。</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>

+ 18 - 16
docs/api/zh/extras/core/Font.html

@@ -8,53 +8,55 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>字体([name]</h1>
 
 		<p class="desc">
-		Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
+		以JSON格式,创建一系列的[page:Shape Shape](形状)来表示一个字体。
+		<br /><br />
 
-		This is used internally by the [page:FontLoader].
+		该类在内部由[page:FontLoader]所使用。
 		</p>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
 		[example:webgl_shaders_vector vector / text ]<br/>
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( data )</h3>
 		<p>
-		data -- JSON data representing the font.<br /><br />
+		data -- 表示字体的JSON数据。<br /><br />
 
-		This constructor creates a new [name], which is an array of [page:Shape Shapes].
+		这一构造函数创建一个新的[name],它是一个[page:Shape Shapes]数组。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:array data]</h3>
-		<p>The JSON data passed in the constructor.</p>
+		<p>传入到构造函数的JSON数据。</p>
 
 		<h3>[property:Boolean isFont]</h3>
 		<p>
-			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为字体。默认值为*true*。
+			<br /><br />
 
-			You should not change this, as it used internally by the renderer for optimisation.
+			你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
 		<p>
-			[page:String text] -- string of text.<br />
-			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
+			[page:String text] -- 文本字符串。<br />
+			[page:Float size] -- (可选)[page:Shape Shapes]的缩放,默认值为*100*。<br />
 
-			Creates an array of [page:Shape Shapes] representing the text in the font.
+			创建一个[page:Shape Shapes]数组,表示使用字体的文本。
 		</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>

+ 12 - 12
docs/api/zh/extras/core/Interpolations.html

@@ -8,39 +8,39 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>插值([name]</h1>
 
 		<p class="desc">
 		TODO
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Float CatmullRom]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
+		t -- 插值权重<br />
+		p0, p1, p2, p3 -- 定义了样条曲线的点。<br /><br />
 
-		Used internally by [page:SplineCurve SplineCurve].
+		在内部由[page:SplineCurve SplineCurve]所使用。
 		</p>
 
 		<h3>[method:Float QuadraticBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2] )</h3>
 		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2 -- the starting, control and end points defining the curve.<br /><br />
+		t -- 插值权重<br />
+		p0, p1, p2 -- 定义了该曲线的起始点、控制点和终止点。<br /><br />
 
-		Used internally by [page:QuadraticBezierCurve3 QuadraticBezierCurve3], [page:QuadraticBezierCurve QuadraticBezierCurve] and [page:Font Font].
+		在内部由[page:QuadraticBezierCurve3 QuadraticBezierCurve3]、[page:QuadraticBezierCurve QuadraticBezierCurve]和[page:Font Font]所使用。
 		</p>
 
 		<h3>[method:Float CubicBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<p>
-		t -- interpolation weight.<br />
-		p0, p1, p2, p3 -- the starting, control(twice) and end points defining the curve.<br /><br />
+		t -- 插值权重<br />
+		p0, p1, p2, p3 -- 定义了该曲线的起始点、两个控制点和终止点。<br /><br />
 
-		Used internally by [page:CubicBezierCurve3 CubicBezierCurve3], [page:CubicBezierCurve CubicBezierCurve] and [page:Font Font].
+		在内部由[page:CubicBezierCurve3 CubicBezierCurve3]、[page:CubicBezierCurve CubicBezierCurve]和[page:Font Font]所使用。
 		</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 - 54
docs/api/zh/extras/core/Path.html

@@ -10,13 +10,13 @@
 	<body>
 		[page:CurvePath] &rarr;
 
-		<h1>[name]</h1>
+		<h1>路径([name]</h1>
 
 		<p class="desc">
-		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
+		该类定义了二维路径,提供了一些类似2D Canvas API的方法来创建或者构造二维路径。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 			var path = new THREE.Path();
@@ -35,110 +35,108 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+		points -- (可选)[page:Vector2 Vector2s]数组。<br /><br />
 
-		Creates a Path from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+		从传入的点中创建一条Path。第一个点定义了偏移量,
+		接下来的点作为[page:LineCurve LineCurves]被添加到[page:CurvePath.curves curves]数组中。<br /><br />
 
-		If no points are specified, an empty path is created and the [page:.currentPoint] is set to
-		the origin.
+		倘若没有点被指定,一条空路径将会被创建,[page:.currentPoint]将被设置为原点。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:CurvePath] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:CurvePath]来了解共有属性。</p>
 
 		<h3>[property:array currentPoint]</h3>
-		<p>The current offset of the path. Any new [page:Curve] added will start here.</p>
+		<p>路径当前的偏移量,任何新被加入的[page:Curve]将会从这里开始。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:CurvePath] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:CurvePath]来了解共有方法。</p>
 
 		<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<p>
-			x, y -- The absolute center of the arc.<br />
-			radius -- The radius of the arc.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+			x, y -- 弧线的绝对中心。<br />
+			radius -- 弧线的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)弧线。默认值为*false*。<br /><br />
 
-			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
+			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 		</p>
 
 		<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<p>
-			x, y -- The absolute center of the ellipse.<br />
-			xRadius -- The radius of the ellipse in the x axis.<br />
-			yRadius -- The radius of the ellipse in the y axis.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the ellipse clockwise. Defaults to false.<br />
-			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0.<br /><br />
-
-			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
+			x, y -- 椭圆的绝对中心。<br />
+			xRadius -- 椭圆x轴方向的半径。<br />
+			yRadius -- 椭圆y轴方向的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)椭圆。默认值为*false*。<br />
+			rotation -- 椭圆从X轴正方向逆时针的旋转角度(可选),以弧度表示,默认值为*0*。<br /><br />
+
+			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 		</p>
 
 		<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<p>
-		x, y -- The center of the arc offset from the last call.<br />
-		radius -- The radius of the arc.<br />
-		startAngle -- The start angle in radians.<br />
-		endAngle -- The end angle in radians.<br />
-		clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+			x, y -- 弧线的中心来自上次调用后的偏移量。<br />
+			radius -- 弧线的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)弧线。默认值为*false*。<br /><br />
 
-		Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+		添加一条[page:EllipseCurve EllipseCurve]到路径中,位置相对于[page:.currentPoint]。
 		</p>
 
 
 		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</p>
+		<p>从[page:.currentPoint]创建一条贝塞尔曲线,以(cp1X, cp1Y)和(cp2X, cp2Y)作为控制点,并将[page:.currentPoint]更新到x,y。</p>
 
 		<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<p>
-			x, y -- The center of the ellipse offset from the last call.<br />
-			xRadius -- The radius of the ellipse in the x axis.<br />
-			yRadius -- The radius of the ellipse in the y axis.<br />
-			startAngle -- The start angle in radians.<br />
-			endAngle -- The end angle in radians.<br />
-			clockwise -- Sweep the ellipse clockwise. Defaults to *false*.<br />
-			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to *0*.<br /><br />
-
-			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+			x, y -- 椭圆的中心来自上次调用后的偏移量。The center of the ellipse offset from the last call.<br />
+			xRadius -- 椭圆x轴方向的半径。<br />
+			yRadius -- 椭圆y轴方向的半径。<br />
+			startAngle -- 起始角,以弧度来表示。<br />
+			endAngle -- 终止角,以弧度来表示。<br />
+			clockwise -- 以顺时针方向创建(扫过)椭圆。默认值为*false*。<br />
+			rotation -- 椭圆从X轴正方向逆时针的旋转角度(可选),以弧度表示,默认值为*0*。<br /><br />
+
+			添加一条[page:EllipseCurve EllipseCurve]到路径中,位置相对于[page:.currentPoint]。
 		</p>
 
 		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</p>
+		<p>在当前路径上,从[page:.currentPoint]连接一条直线到x,y。</p>
 
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
-		<p>Move the [page:.currentPoint] to x, y.</p>
+		<p>将[page:.currentPoint]移动到x, y。</p>
 
 
 		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</p>
+		<p>从[page:.currentPoint]创建一条二次曲线,以(cpX,cpY)作为控制点,并将[page:.currentPoint]更新到x,y。</p>
 
 		<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
 		<p>
-			points --  array of [page:Vector2 Vector2s].<br /><br />
+			points -- [page:Vector2 Vector2]数组。<br /><br />
 
-			Points are added to the [page:CurvePath.curves curves]
-			array as [page:LineCurve LineCurves].
+			点将被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]数组中。
 		</p>
 
 		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
 		<p>
-			points - An array of [page:Vector2 Vector2s]<br /><br />
+			points -[page:Vector2 Vector2]数组。<br /><br />
 
-			Connects a new [page:SplineCurve] onto the path.
+			连接一条新的[page:SplineCurve]到路径上。
 		</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>

+ 21 - 22
docs/api/zh/extras/core/Shape.html

@@ -10,11 +10,11 @@
 	<body>
 		[page:Path] &rarr;
 
-		<h1>[name]</h1>
+		<h1>形状([name]</h1>
 
 		<p class="desc">
-		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
-		[page:ShapeGeometry], to get points, or to get triangulated faces.
+		使用路径以及可选的孔洞来定义一个二维形状平面。
+		它可以和[page:ExtrudeGeometry]、[page:ShapeGeometry]一起使用,获取点,或者获取三角面。
 		</p>
 
 		<code>
@@ -35,7 +35,7 @@
 		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
 		</code>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 		[example:webgl_geometry_shapes geometry / shapes ]<br/>
@@ -44,57 +44,56 @@
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+		points -- (optional) 一个[page:Vector2 Vector2]数组。<br /><br />
 
-		Creates a Shape from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+		从点来创建一个Shape。第一个点定义了偏移量,
+		接下来的点被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]中。<br /><br />
 
-		If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
-		the origin.
+		如果没有点被指定,一个空的形状将会被创建,且[page:.currentPoint]将会被设为原点。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Path] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Path]来了解共有属性。</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
+		该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
 		</p>
 
 		<h3>[property:array holes]</h3>
-		<p>An array of [page:Path paths] that define the holes in the shape.</p>
+		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Path] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Path]来了解共有方法。</p>
 
 		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<p>
-		divisions -- The fineness of the result.<br /><br />
+		divisions -- 结果的精细程度(细分数)。<br /><br />
 
-		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
+		在形状以及[page:.holes](孔洞)数组上调用[page:Curve.getPoints getPoints],并返回一个来自于:
 		<code>
 {
 	shape
 	holes
 }
 		</code>
-		where shape and holes are arrays of [page:Vector2 Vector2s].
+		的对象,其中的形状和孔洞是[page:Vector2 Vector2]数组。
 		</p>
 
 		<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
 		<p>
-		divisions -- The fineness of the result.<br /><br />
+		divisions -- 结果的精细程度(细分数)。<br /><br />
 
-		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
+		获取一个表示形状上的孔洞的[page:Vector2 Vector2s]数组。
 		</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>

+ 28 - 29
docs/api/zh/extras/core/ShapePath.html

@@ -10,81 +10,80 @@
 	<body>
 		[page:CurvePath] &rarr;
 
-		<h1>[name]</h1>
+		<h1>形状路径([name]</h1>
 
 		<p class="desc">
-		This class is used to convert a series of shapes to an array of [page:Path]s, for example an SVG shape to a
-		path (see the example below). It is used internally by [page:Font] to convert a font in JSON format to a
-		series of paths.
+		该类用于转换一系列的形状为一个[page:Path]数组,例如转换SVG中的Path为three.js中的Path(请参阅下方的example)。
+		在内部它由[page:Font]所使用,用于将JSON字体转换为一系列路径。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name](  )</h3>
 		<p>
-		Creates a new ShapePath. Unlike a [page:Path], no points are passed in as the ShapePath is designed to
-		be generated after creation.
+		创建一个新的ShapePath。和[page:Path]不同,因为ShapePath被设计为在创建之后生成,所以没有点被传入到构造函数中。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:array subPaths]</h3>
 		<p>
-		Array of [page:Path]s.
+		[page:Path]数组。
 		</p>
 
 		<h3>[property:array currentPath]</h3>
 		<p>
-		The current [page:Path] that is being generated.
+		当前将要被生成的路径。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
-		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
+		创建一个新的[page:Path],并在[page:Path]上调用[page:Path.moveTo]( x, y )。
 		</p>
 
 		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>This creates a line from the [page:ShapePath.currentPath currentPath]'s
-			offset to X and Y and updates the offset to X and Y.</p>
+		<p>这一方法从[page:ShapePath.currentPath currentPath](当前路径)的偏移量创建一条到X和Y的线,并将偏移量更新为X和Y。
+		</p>
 
 		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y.</p>
+		<p>这一方法从[page:ShapePath.currentPath currentPath](当前路径)创建一条到X和Y的二次曲线,cpX和cpY作为控制点,
+			并将[page:ShapePath.currentPath currentPath]的偏移量更新为x和y。
+		</p>
 
 		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
-			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
-			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</p>
+		<p>
+			这一方法从[page:ShapePath.currentPath currentPath](当前路径)的偏移量创建一条到X和Y的贝塞尔曲线,
+			cp1X、cp1Y和cp1X、cp1Y为控制点,并将[page:ShapePath.currentPath currentPath]的偏移量更新为x和y。
+		</p>
 
 		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
-		<p>points - An array of [page:Vector2]s</p>
-		<p>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</p>
+		<p>points - 一个[page:Vector2]数组。</p>
+		<p>
+			连接一个新的[page:SplineCurve](样条曲线)到[page:ShapePath.currentPath currentPath](当前路径)。</p>
 
 
 		<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
 		<p>
-		isCCW -- Changes how solids and holes are generated<br/>
-		noHoles -- Whether or not to generate holes
+		isCCW -- 更改实体形状和孔洞的生成方式。<br/>
+		noHoles -- 是否创建孔洞。
 		</p>
 		<p>
-		Converts the [page:ShapePath.subPaths subPaths] array into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
-		then those are flipped. If the parameter noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
+		将[page:ShapePath.subPaths subPaths]数组转换为到Shapes数组。默认情况下,实体形状按照顺时针(CW)来定义,孔洞按照逆时针(CCW)来定义。
+		如果isCCW被设置为true,则孔洞和实体形状的定义将被反转。如果noHoles参数设置为true,则所有路径将被设置为实体形状,isCCW将被忽略。
 		<br/>
 
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/Path.js src/extras/core/Path.js]
 	</body>

+ 7 - 7
docs/api/zh/extras/curves/ArcCurve.html

@@ -10,22 +10,22 @@
 	<body>
 		[page:EllipseCurve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>弧线([name]</h1>
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">[page:EllipseCurve]的别名</p>
 
-		<h2>Properties</h2>
-		<p>See the [page:EllipseCurve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isArcCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为ArcCurves(弧线)。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</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>

+ 19 - 18
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -12,10 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">Create a smooth 3d spline curve from a series of points using the
-			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
+		<p class="desc">
+			使用[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom]算法,
+			从一系列的点创建一条平滑的三维样条曲线。</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 //Create a closed wavey loop
@@ -39,42 +40,42 @@ var curveObject = new THREE.Line( geometry, material );
 		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<p>
-			points – An array of [page:Vector3] points<br/>
-			closed – Whether the curve is closed. Default is *false*.<br/>
-			curveType – Type of the curve. Default is *centripetal*.<br/>
-			tension – Tension of the curve. Default is *0.5*.
+			points – [page:Vector3]点数组<br/>
+			closed – 该曲线是否闭合,默认值为false。<br/>
+			curveType – 曲线的类型,默认值为*centripetal*。<br/>
+			tension – 曲线的张力,默认为*0.5*。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCatmullRomCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为CatmullRomCurve3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
+		<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
 
 		<h3>[property:Boolean closed]</h3>
-		<p>The curve will loop back onto itself when this is true.</p>
+		<p>当该值为true时,曲线将会闭合(环回自身)。</p>
 
 		<h3>[property:String curveType]</h3>
-		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
+		<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
 
 		<h3>[property:float tension]</h3>
-		<p>When [page:.type] is *catmullrom*, defines catmullrom's tension.</p>
+		<p>当[page:.type]为*catmullrom*时,定义catmullrom的张力。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 22 - 21
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维三次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
+			创建一条平滑的二维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>,
+			由起点、终点和两个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.CubicBezierCurve(
@@ -37,44 +37,45 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name] ( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2], [param:Vector2 v3] )</h3>
 		<p>
-			[page:Vector2 v0] – The starting point.<br/>
-			[page:Vector2 v1] – The first control point.<br/>
-			[page:Vector2 v2] – The second control point.<br/>
-			[page:Vector2 v3] – The ending point.
+			[page:Vector2 v0] – 起点<br/>
+			[page:Vector2 v1] – 第一个控制点<br/>
+			[page:Vector2 v2] – 第二个控制点<br/>
+			[page:Vector2 v3] – 终点
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are CubicBezierCurves. Default is *true*.<br /><br />
+			
+			用于检查该类或者其派生类是否为CubicBezierCurves。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
+		<p>第一个控制点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
+		<p>第二个控制点</p>
 
 		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
+		<p>终点</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 25 - 25
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维三次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
+			创建一条平滑的三维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>,
+			由起点、终点和两个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.CubicBezierCurve3(
@@ -38,44 +38,44 @@ var curveObject = new THREE.Line( geometry, material );
 
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2], [param:Vector3 v3] )</h3>
 		<p>
-			[page:Vector3 v0] – The starting point.<br/>
-			[page:Vector3 v1] – The first control point.<br/>
-			[page:Vector3 v2] – The second control point.<br/>
-			[page:Vector3 v3] – The ending point.
+			[page:Vector3 v0] – 起点<br/>
+			[page:Vector3 v1] – 第一个控制点<br/>
+			[page:Vector3 v2] – 第二个控制点<br/>
+			[page:Vector3 v3] – 终点
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are CubicBezierCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为CubicBezierCurves3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
-		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
+		<h3>[property:Vector3 v0]</h3>
+		<p>起点</p>
 
-		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
+		<h3>[property:Vector3 v1]</h3>
+		<p>第一个控制点</p>
 
-		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
+		<h3>[property:Vector3 v2]</h3>
+		<p>第二个控制点</p>
 
-		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
+		<h3>[property:Vector3 v3]</h3>
+		<p>终点</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 31 - 38
docs/api/zh/extras/curves/EllipseCurve.html

@@ -10,14 +10,14 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>椭圆曲线([name]</h1>
 
 		<p class="desc">
-			Creates a 2d curve in the shape of an ellipse. Setting the
-			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
+			创建一个形状为椭圆的曲线。
+			将[page:Number xRadius]与[page:Number yRadius]设为相等的值它将会成为一个圆。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.EllipseCurve(
@@ -37,68 +37,61 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var ellipse = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Float aX], [param:Float aY], [param:Float xRadius], [param:Float yRadius], [param:Radians aStartAngle], [param:Radians aEndAngle], [param:Boolean aClockwise], [param:Radians aRotation] )</h3>
 		<p>
-			[page:Float aX] – The X center of the ellipse. Default is *0*.<br/>
-			[page:Float aY] – The Y center of the ellipse. Default is *0*.<br/>
-			[page:Float xRadius] – The radius of the ellipse in the x direction. Default is *1*.<br/>
-			[page:Float yRadius] – The radius of the ellipse in the y direction. Default is *1*.<br/>
-			[page:Radians aStartAngle] – The start angle of the curve in radians starting from the middle right side.  Default is *0*.<br/>
-			[page:Radians aEndAngle] – The end angle of the curve in radians starting from the middle right side. Default is *2 x Math.PI*.<br/>
-			[page:Boolean aClockwise] – Whether the ellipse is drawn clockwise. Default is *false*.<br/>
-			[page:Radians aRotation]  – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.<br/><br/>
-
-			<em>Note:</em> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
+			[page:Float aX] – 椭圆的中心的X坐标,默认值为*0*。<br/>
+			[page:Float aY] – 椭圆的中心的Y坐标,默认值为*0*。<br/>
+			[page:Float xRadius] – X轴向上椭圆的半径,默认值为*1*。<br/>
+			[page:Float yRadius] – Y轴向上椭圆的半径,默认值为*1*。<br/>
+			[page:Radians aStartAngle] – 以弧度来表示,从正右侧算起曲线开始的角度,默认值为*0*。<br/>
+			[page:Radians aEndAngle] – 以弧度来表示,从正右侧算起曲线终止的角度,默认值为*2 x Math.PI*。<br/>
+			[page:Boolean aClockwise] – 椭圆是否按照顺时针方向来绘制,默认值为*false*。<br/>
+			[page:Radians aRotation]  – 以弧度表示,椭圆从X轴正方向逆时针的旋转角度(可选),默认值为*0*。<br/><br/>
+
+			<em>请注意:</em> 当使用顺时针的时候,最好将起始角度角度设为(Math.PI * 2),并向着更小的数字运行。
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isEllipseCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are EllipseCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查该类或者其派生类是否为EllipseCurves。默认值为*true*。
+			<br /><br />
+			你不应当更改这个属性,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Float aX]</h3>
-		<p>The X center of the ellipse.</p>
+		<p>椭圆的中心的X坐标。</p>
 
 		<h3>[property:Float aY]</h3>
-		<p>The Y center of the ellipse.</p>
+		<p>椭圆的中心的Y坐标。</p>
 
 		<h3>[property:Radians xRadius]</h3>
-		<p>The radius of the ellipse in the x direction.</p>
+		<p>X轴向上椭圆的半径。</p>
 
 		<h3>[property:Radians yRadius]</h3>
-		<p>The radius of the ellipse in the y direction.</p>
+		<p>Y轴向上椭圆的半径。</p>
 
 		<h3>[property:Float aStartAngle]</h3>
-		<p>The start angle of the curve in radians starting from the middle right side.</p>
+		<p>以弧度来表示,从正右侧算起曲线开始的角度。</p>
 
 		<h3>[property:Float aEndAngle]</h3>
-		<p>The end angle of the curve in radians starting from the middle right side.</p>
+		<p>以弧度来表示,从正右侧算起曲线终止的角度。</p>
 
 		<h3>[property:Boolean aClockwise]</h3>
-		<p>Whether the ellipse is drawn clockwise.</p>
+		<p>椭圆是否按照顺时针方向来绘制。</p>
 
 		<h3>[property:Float aRotation]</h3>
-		<p>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</p>
-
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
+		<p>以弧度表示,椭圆在X轴正方向逆时针的旋转角度(可选),默认值为*0*。</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 15 - 14
docs/api/zh/extras/curves/LineCurve.html

@@ -10,41 +10,42 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维线段曲线([name]</h1>
 
-		<p class="desc">A curve representing a 2d line segment.</p>
+		<p class="desc">一个表示二维线段的曲线。</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector2 v1], [param:Vector2 v2] )</h3>
 		<p>
-			[page:Vector2 v1] – The start point.<br/>
-			[page:Vector2 v2] - The end point.
+			[page:Vector2 v1] – 起点<br/>
+			[page:Vector2 v2] - 终点
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isLineCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are LineCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
+			<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当更改这个属性,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The start point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The end point</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 16 - 15
docs/api/zh/extras/curves/LineCurve3.html

@@ -10,40 +10,41 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维线段曲线([name]</h1>
 
-		<p class="desc">A curve representing a 3d line segment.</p>
+		<p class="desc">一个表示三维线段的曲线。</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<p>
-			[page:Vector3 v1] – The start point.<br/>
-			[page:Vector3 v2] - The end point.
+			[page:Vector3 v1] – 起点<br/>
+			[page:Vector3 v2] - 终点
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isLineCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are LineCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
+			<br /><br />
+	
+			你不应当更改这个属性,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector3 v1]</h3>
-		<p>The start point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector3 v2]</h3>
-		<p>The end point.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 19 - 19
docs/api/zh/extras/curves/QuadraticBezierCurve.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维二次贝塞尔曲线([name])</h1>
 
 		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
+			创建一条平滑的二维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>,
+			由起点、终点和一个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.QuadraticBezierCurve(
@@ -36,41 +36,41 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2] )</h3>
 		<p>
-			[page:Vector2 v0] – The startpoint.<br/>
-			[page:Vector2 v1] – The control point.<br/>
-			[page:Vector2 v2] – The endpoint.
+			[page:Vector2 v0] – 起点<br/>
+			[page:Vector2 v1] – 中间的控制点<br/>
+			[page:Vector2 v2] – 终点<br/>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为QuadraticBezierCurve。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 
 		<h3>[property:Vector2 v0]</h3>
-		<p>The startpoint.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The control point.</p>
+		<p>控制点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The endpoint.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 19 - 19
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维二次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
+			创建一条平滑的三维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>,
+			由起点、终点和一个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.QuadraticBezierCurve3(
@@ -36,41 +36,41 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<p>
-			[page:Vector3 v0] – The starting point<br/>
-			[page:Vector3 v1] – The middle control point<br/>
-			[page:Vector3 v2] – The ending point<br/>
+			[page:Vector3 v0] – 起点<br/>
+			[page:Vector3 v1] – 中间的控制点<br/>
+			[page:Vector3 v2] – 终点<br/>
 		</p>
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为QuadraticBezierCurve3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector3 v0]</h3>
-		<p>The startpoint.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector3 v1]</h3>
-		<p>The control point.</p>
+		<p>控制点</p>
 
 		<h3>[property:Vector3 v2]</h3>
-		<p>The endpoint.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 13 - 14
docs/api/zh/extras/curves/SplineCurve.html

@@ -10,14 +10,13 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>样条曲线([name]</h1>
 
 		<p class="desc">
-		Create a smooth 2d spline curve from a series of points. Internally this uses
-		[page:Interpolations.CatmullRom] to create the curve.
+			从一系列的点中,创建一个平滑的二维样条曲线。内部使用[page:Interpolations.CatmullRom]来创建曲线。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 // Create a sine-like wave
@@ -38,34 +37,34 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var splineObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
-		<p>points – An array of [page:Vector2] points that define the curve.</p>
+		<p>points – 定义曲线的[page:Vector2]点的数组。</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isSplineCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为样条曲线。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector2] points that define the curve.</p>
+		<p>定义这一曲线的[page:Vector2]点的数组。</p>
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</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>

+ 2 - 2
docs/api/zh/extras/objects/ImmediateRenderObject.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:Object3D] &rarr;
 
-		<h1>时渲染对象([name])</h1>
+		<h1>时渲染对象([name])</h1>
 
-		<p class="desc">时渲染对象的基类。</p>
+		<p class="desc">时渲染对象的基类。</p>
 
 
 		<h2>构造函数(Constructor)</h2>

+ 1 - 1
docs/api/zh/geometries/CircleBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>圆形缓冲几何体[name]</h1>
+		<h1>圆形缓冲几何体[name]</h1>
 
 		<p class="desc">这是[page:CircleGeometry]中的[page:BufferGeometry]接口。</p>
 

+ 1 - 1
docs/api/zh/geometries/LatheBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>车削缓冲几何体([name]</h1>
 
 		<p class="desc">这是[page:LatheGeometry]中的[page:BufferGeometry]接口。</p>
 

+ 7 - 7
docs/api/zh/geometries/ParametricBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>参数化缓冲几何体([name]</h1>
 
-		<p class="desc">Generate geometry representing a parametric surface.</p>
+		<p class="desc">生成由参数表示其表面的几何体。</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ParametricBufferGeometry"></iframe>
 
@@ -32,7 +32,7 @@
 
 		</script>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
@@ -42,7 +42,7 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
@@ -52,15 +52,15 @@
 		stacks — The count of stacks to use for the parametric function
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>方法</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ParametricGeometry.js src/geometries/ParametricGeometry.js]
 	</body>

+ 7 - 7
docs/api/zh/geometries/ParametricGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>参数化几何体([name]</h1>
 
-		<p class="desc">Generate geometry representing a parametric surface.</p>
+		<p class="desc">生成由参数表示其表面的几何体。</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ParametricGeometry"></iframe>
 
@@ -32,7 +32,7 @@
 
 		</script>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
@@ -42,7 +42,7 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
@@ -53,15 +53,15 @@
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 1 - 1
docs/api/zh/geometries/PlaneBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>平面缓冲几何体([name]</h1>
 
 		<p class="desc">这是[page:PlaneGeometry]中的[page:BufferGeometry]接口。</p>
 

+ 1 - 1
docs/api/zh/geometries/SphereGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>球几何体[name]</h1>
+		<h1>球几何体[name]</h1>
 
 		<p class="desc">一个用于生成球体的类。</p>
 

+ 1 - 1
docs/api/zh/geometries/TorusGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>圆环几何体[name]</h1>
+		<h1>圆环几何体[name]</h1>
 
 		<p class="desc">一个用于生成圆环几何体的类。</p>
 

+ 1 - 1
docs/api/zh/geometries/TorusKnotBufferGeometry.html

@@ -10,7 +10,7 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>圆环缓冲几何体([name]</h1>
 
 		<p class="desc">This is the [page:BufferGeometry] port of [page:TorusKnotGeometry].</p>
 

+ 0 - 11
docs/api/zh/materials/Material.html

@@ -83,17 +83,6 @@
     这可以与网格的[page:Integer renderOrder]属性结合使用,以创建遮挡其他对象的不可见对象。默认值为*true*。
 </p>
 
-<h3>[property:Material customDepthMaterial]</h3>
-<p>渲染到深度贴图时此材质要使用的自定义深度材质。
-    当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
-    (b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
-    您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
-</p>
-
-<h3>[property:Material customDistanceMaterial]</h3>
-<p>与customDepthMaterial相同,但与[page:PointLight]一起使用。默认值为*undefined*。
-</p>
-
 <h3>[property:Object defines]</h3>
 <p> 注入shader的自定义对象。 以键值对形式的对象传递,{ MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }。
     这些键值对在顶点和片元着色器中定义。默认值为*undefined*。

+ 3 - 11
docs/api/zh/math/Box3.html

@@ -34,7 +34,7 @@
 		<h3>[property:Boolean isBox3]</h3>
 		<p>
 			用于检测当前对象或者派生类对象是否是Box3。默认为 *true*。<br /><br />
-			
+
 			不应该修改这个值,因为内部使用该属性做了优化的任务。
 		</p>
 
@@ -57,7 +57,7 @@
 		<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
 		[page:Matrix4 matrix] - 要应用的 [page:Matrix4] <br /><br />
-		
+
 		使用传入的矩阵变换Box3(包围盒8个顶点都会乘以这个变换矩阵)。
 		</p>
 
@@ -219,7 +219,7 @@
 		[page:Vector3 min] - [page:Vector3] 表示下边界每个纬度(x,y,z)的值。<br />
 		[page:Vector3 max] - [page:Vector3] 表示上边界每个纬度(x,y,z)的值。<br /><br />
 
-		设置包围盒上下边界每个纬度(x,y,z)的值。 
+		设置包围盒上下边界每个纬度(x,y,z)的值。
 		</p>
 
 		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
@@ -236,14 +236,6 @@
 		设置此包围盒的上边界和下边界,以包含 [page:BufferAttribute attribute] 中的所有位置数据。
 		</p>
 
-<!--	<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
-		<p>
-		[page:Vector3 center] - 包围盒的中心位置 ([page:Vector3]). <br>
-		[page:Vector3 size] - 需要设置包围盒x,y,z的分量 ([page:Vector3]).<br /><br />
-
-		将包围盒的中心点设为 [page:Vector3 center] ,然后将包围盒的宽高设为指定的 [page:Vector3 size]。
-		</p>-->	
-
 		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
 		<p>
 		[page:Vector3 center], - 包围盒所要设置的中心位置。 <br>

+ 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。

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

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>四维矩阵([name]</h1>
+		<h1>四维矩阵([name]</h1>
 
 		<p class="desc">
 			表示为一个 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />

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

@@ -290,4 +290,4 @@ q.slerp( qb, t )
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
-</html>
+</html>

+ 67 - 75
docs/api/zh/math/Ray.html

@@ -8,206 +8,198 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>射线([name]</h1>
 
 		<p class="desc">
-			A ray that emits from an origin in a certain direction. This is used by the
-			[page:Raycaster] to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-			Raycasting is used for mouse picking (working out what objects in the 3D space the mouse is over) amongst
-			other things.
+			射线由一个原点向一个确定的方向发射。它被[page:Raycaster](光线投射)所使用,
+			以用于辅助[link:https://en.wikipedia.org/wiki/Ray_casting raycasting]。
+			光线投射用于在各个物体之间进行拾取(当鼠标经过三维空间中的物体/对象时进行拾取)。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
-		[page:Vector3 origin] - (optional) the origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).<br />
-		[page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray]. This must be normalized
-		 (with [page:Vector3.normalize]) for the methods to operate properly.  Default is a [page:Vector3] at (0, 0, 0).<br /><br />
+		[page:Vector3 origin] - (可选)[page:Ray](射线)的原点,默认值是一个位于(0, 0, 0)的[page:Vector3]。<br />
+		[page:Vector3 direction] - [page:Vector3] [page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
+		默认值是一个位于(0, 0, 0)的[page:Vector3]。<br /><br />
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Vector3 origin]</h3>
-		<p>The origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).</p>
+		<p>[page:Ray](射线)的原点,默认值是一个位于(0, 0, 0)的[page:Vector3]。</p>
 
 		<h3>[property:Vector3 direction]</h3>
 		<p>
-		The direction of the [page:Ray]. This must be normalized (with [page:Vector3.normalize])
-		for the methods to operate properly. Default is a [page:Vector3] at (0, 0, 0).
+		[page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
+		默认值是一个位于(0, 0, 0)的[page:Vector3]。
 		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
 		<p>
-		[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
+		[page:Matrix4 matrix4] - 将被用于这个[page:Ray]的[page:Matrix4]。<br /><br />
 
-		Transform this [page:Ray] by the [page:Matrix4].
+		使用传入的[page:Matrix4]来变换这个[page:Ray]。
 		</p>
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] ) </h3>
 		<p>
-		[page:Float t] - the distance along the [page:Ray] to retrieve a position for.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Float t] - 使用这一传入的距离,在[page:Ray]上确定一个位置。<br />
+		[page:Vector3 target] — 结果将复制到这一Vector3中。<br /><br />
 
-		Get a [page:Vector3] that is a given distance along this [page:Ray].
+		获得这一[page:Ray]上给定距离处的[page:Vector3]。
 		</p>
 
 		<h3>[method:Ray clone]()</h3>
 		<p>
-			Creates a new Ray with identical [page:.origin origin] and [page:.direction direction]  to this one.
+			创建一个新的和这个Ray具有相同[page:.origin origin]和[page:.direction direction]的Ray。
 		</p>
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 point] - the point to get the closest approach to. <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 point] - 获得距离射线上的点最接近的点。<br />
+		[page:Vector3 target] — 结果将复制到这一Vector3中。<br /><br />
 
-		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
+		沿着[page:Ray],获得与所传入[page:Vector3]最接近的点。
 		</p>
 
 		<h3>[method:Ray copy]( [param:Ray ray] )</h3>
 		<p>
-			Copies the [page:.origin origin] and [page:.direction direction] properties
-			of [page:Ray ray] into this ray.
+			复制所传入Ray的[page:.origin origin]和[page:.direction direction]属性到这个Ray上。
 		</p>
 
 		<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
 		<p>
 		[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
 
-		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
+		获得[page:Ray]与传入的[page:Vector3]之间最近的平方距离。
 		</p>
 
 		<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
 		<p>
-		[page:Vector3 v0] - the start of the line segment.<br />
-		[page:Vector3 v1] - the end of the line segment.<br />
-		optionalPointOnRay - (optional) if this is provided, it receives the point on this
-			[page:Ray] that is closest to the segment.<br />
-		optionalPointOnSegment - (optional) if this is provided, it receives the point
-			on the line segment that is closest to this [page:Ray].<br /><br />
+		[page:Vector3 v0] - 线段的起点。<br />
+		[page:Vector3 v1] - 线段的终点。<br />
+		optionalPointOnRay - (可选)若这个值被给定,它将接收在[page:Ray](射线)上距离线段最近的点。
+			<br />
+		optionalPointOnSegment - (可选)若这个值被给定,它将接收在线段上距离[page:Ray](射线)最近的点。<br /><br />
 
-		Get the squared distance between this [page:Ray] and a line segment.
+		获取[page:Ray](射线)与线段之间的平方距离。
 		</p>
 
 		<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
+		[page:Plane plane] - 将要获取射线原点到该平面的距离的平面。<br /><br />
 
-		Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
+		获取射线原点([page:.origin origin])到平面([page:Plane])之间的距离。若射线([page:Ray])不与平面([page:Plane])相交,则将返回*null*。
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
+		[page:Vector3 point] - [page:Vector3] 将被用于计算到其距离的[page:Vector3]。<br /><br />
 
-		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3 point].
+		获得[page:Ray](射线)到所传入[page:Vector3 point]之间最接近的距离。
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
 		<p>
-		[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
+		[page:Ray ray] - 用于比较的[page:Ray]。<br /><br />
 
-		Returns true if this and the other [page:Ray ray] have equal [page:.offset offset]
-		 and [page:.direction direction].
+		如果所传入的[page:Ray ray]具有和当前Ray相同的[page:.offset offset]和[page:.direction direction]则返回true。
 		</p>
 
 		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Box3 box] - 将会与之相交的[page:Box3]。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or
-		*null* if there is no intersection.
+		将[page:Ray](射线)与一个[page:Box3]相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Plane plane] - 将会与之相交的[page:Plane]。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or
-		*null* if there is no intersection.
+		将[page:Ray](射线)与一个[page:Plane]相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
 		<p>
-		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Sphere sphere] - 将会与之相交的[page:Sphere]。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or
-		*null* if there is no intersection.
+		将[page:Ray](射线)与一个[page:Sphere](球)相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
-		[page:Boolean backfaceCulling] - whether to use backface culling.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - 组成三角形的三个[page:Vector3]。<br />
+		[page:Boolean backfaceCulling] - 是否使用背面剔除。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a triangle, returning the intersection point or *null*
-		if there is no intersection.
+		将[page:Ray](射线)与一个三角形相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
+		[page:Box3 box] - 将被检查是否与之相交的[page:Box3]。<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Box3].
+		若这一射线与[page:Box3]相交,则将返回true。
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
+		[page:Plane plane] - 将被检查是否与之相交的[page:Plane]。<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Plane].
+		若这一射线与[page:Plane]相交,则将返回true。
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
+		[page:Sphere sphere] - 将被检查是否与之相交的[page:Sphere]。<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Sphere].
+		若这一射线与[page:Sphere]相交,则将返回true。
 		</p>
 
 		<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
 		<p>
-		[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
+		[page:Vector3 v] - 将要“直视”的[page:Vector3]<br /><br />
 
-		Adjusts the direction of the ray to point at the vector in world coordinates.
+		调整光线的方向到世界坐标中该向量所指代的点。
 		</p>
 
 		<h3>[method:Ray recast]( [param:Float t] )</h3>
 		<p>
-		[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
+		[page:Float t] - 沿着[page:Ray]进行插值的距离。<br /><br />
 
-		Shift the origin of this [page:Ray] along its direction by the distance given.
+		将[page:Ray](射线)的原点沿着其方向移动给定的距离。
 		</p>
 
 		<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
-		[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
-		[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].
-		This must be normalized (with [page:Vector3.normalize]) for the methods to operate
-		properly.<br /><br />
+		[page:Vector3 origin] - [page:Ray](射线)的[page:.origin origin](原点)。<br />
+		[page:Vector3 origin] - [page:Ray](射线)的[page:.direction direction](方向)。
+		
+		该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
+		<br /><br />
 
-		Copy the parameters to the [page:.origin origin] and [page:.direction direction] properties
-		of this ray.
+		将传入的参数赋值给射线的[page:.origin origin]和[page:.direction direction]。
 		</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>

+ 39 - 43
docs/api/zh/math/Sphere.html

@@ -8,131 +8,127 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>球([name]</h1>
 
-		<p class="desc">A sphere defined by a center and radius.</p>
+		<p class="desc">一个球由球心和半径所定义。</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( [param:Vector3 center], [param:Float radius] )</h3>
 		<p>
-		[page:Vector3 center] - center of the sphere. Default is a [page:Vector3] at (0, 0, 0). <br />
-		[page:Float radius] - radius of the sphere. Default is 0.<br /><br />
+		[page:Vector3 center] - 球心的位置,默认值是一个位于(0, 0, 0)的[page:Vector3]。<br />
+		[page:Float radius] - 球的半径,默认值是0。<br /><br />
 
-		Creates a new [name].
+		创建一个新的[name]。
 
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Vector3 center]</h3>
-		<p>A [page:Vector3] defining the center of the sphere. Default is (0, 0, 0).</p>
+		<p>A [page:Vector3]定义了球心的位置,默认值位于(0, 0, 0)。</p>
 
 		<h3>[property:Float radius]</h3>
-		<p>The radius of the sphere. Default is 0.</p>
+		<p>球的半径,默认值为0。</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Sphere applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
-			[page:Matrix4 matrix] - the [Page:Matrix4] to apply <br /><br />
+			[page:Matrix4 matrix] - 将被应用的[Page:Matrix4]矩阵。<br /><br />
 
-			Transforms this sphere with the provided [page:Matrix4].
+			使用所传入的[page:Matrix4]矩阵来对球进行变换。
 		</p>
 
 		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 point] - [page:Vector3] 将要夹取的点。<br />
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。<br /><br />
 
-		Clamps a point within the sphere. If the point is is outside the sphere, it will clamp it to the
-		closets point on the edge of the sphere. Points already inside the sphere will not be affected.
+		从球中夹取一个点。若这一点位于球外,则将会夹取到该点球边缘最近的点。已位于球中的点将不会受到影响。
 		</p>
 
 		<h3>[method:Sphere clone]()</h3>
-		<p>Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.</p>
+		<p>返回一个新的球,新的球与这个球具有相同的[page:.center center]和[page:.radius radius]。</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
 		[page:Vector3 point] - the [page:Vector3] to be checked<br /><br />
 
-		Checks to see if the sphere contains the provided [page:Vector3 point] inclusive of the
-		surface of the sphere.
+		检查球体中是否包含所传入的[page:Vector3 point]点,包括球的表面。
 		</p>
 
 		<h3>[method:Sphere copy]( [param:Sphere sphere] )</h3>
 		<p>
-		Copies the values of the passed sphere's [page:.center center] and [page:.radius radius]
-		properties to this sphere.
+		复制所传入的球的[page:.center center]和[page:.radius radius]到这个球上。
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		Returns the closest distance from the boundary of the sphere to the [page:Vector3 point]. If the sphere contains the point,
-		the distance will be negative.
+		返回球的边界到所传入的[page:Vector3 point]点的最近距离。
+		若这个点,则距离将为负值。
 		</p>
 
 		<h3>[method:Boolean empty]()</h3>
-		<p>Checks to see if the sphere is empty (the radius set to 0).</p>
+		<p>检查球是否为空(其半径设为了0).</p>
 
 		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
 		<p>
-		Checks to see if the two spheres' centers and radii are equal.
+		检查这两个球的球心与半径是否相等。
 		</p>
 
 		<h3>[method:Box3 getBoundingBox]( [param:Box3 target] )</h3>
 		<p>
-		[page:Box3 target] — the result will be copied into this Box3.<br /><br />
+		[page:Box3 target] — 结果将被复制到这个Box3中。<br /><br />
 
-		Returns a[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box] for the sphere.
+		返回这个球的[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box](最小包围盒)。
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - [page:Box3] to check for intersection against.<br /><br />
+		[page:Box3 box] - 将被用于测试是否与这个球有交集的[page:Box3]。<br /><br />
 
-		Determines whether or not this sphere intersects a given [page:Box3 box].
+		检测这个球与所传入的[page:Box3 box]是否有交集。
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - Plane to check for intersection against.<br /><br />
+		[page:Plane plane] - 将被用于测试是否与这个球有交集的Plane。<br /><br />
 
-		Determines whether or not this sphere intersects a given [page:Plane plane].
+		检测这个球与所传入的[page:Plane plane]是否有交集。
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - Sphere to check for intersection against.<br /><br />
+		[page:Sphere sphere] - 将被用于测试是否与这个球有交集的Sphere。<br /><br />
 
-		Checks to see if two spheres intersect.
+		检测两球之间是否有交集。
 		</p>
 
 		<h3>[method:Sphere set]( [param:Vector3 center], [param:Float radius] )</h3>
 		<p>
-			[page:Vector3 center] - center of the sphere.<br />
-			[page:Float radius] - radius of the sphere.<br /><br />
+			[page:Vector3 center] - 球心位置。<br />
+			[page:Float radius] - 球的半径。<br /><br />
 
-		Sets the [page:.center center] and [page:.radius radius] properties of this sphere.
+		设置球的[page:.center center]和[page:.radius radius]属性。
 		</p>
 
 		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
 		<p>
-		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
-		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
+		[page:Array points] - 一个包含有[page:Vector3]位置的[page:Array]。<br />
+		[page:Vector3 optionalCenter] - 可选, [page:Vector3] 球心位置。<br /><br />
 
-		Computes the minimum bounding sphere for an array of [page:Array points]. If  [page:Vector3 optionalCenter]is given,
-		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
-		[page:Array points] is calculated.
+		计算一个[page:Array points]数组(中的点)的最小边界球。如果给定了[page:Vector3 optionalCenter],则它将被用作该球的球心;
+		否则,环绕[page:Array points]的包围盒的轴心将通过计算来得到。
 		</p>
 
 		<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
 		<p>
-		Translate the sphere's center by the provided offset [page:Vector3].
+		使用所给定[page:Vector3] offset(偏移量)平移球心。
 		</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>

+ 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>

+ 38 - 41
docs/api/zh/math/Triangle.html

@@ -8,135 +8,132 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>三角形([name]</h1>
 
 		<p class="desc">
-			A geometric triangle as defined by three [page:Vector3 Vector3s] representing its
-			three corners.
+			一个三角形由三个表示其三个角的[page:Vector3 Vector3]所定义。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
 		<p>
-		[page:Vector3 a] - the first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br />
-		[page:Vector3 b] - the second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br />
-		[page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br /><br />
+		[page:Vector3 a] - 三角形的第一个角,默认值是一个在(0, 0, 0)处的[page:Vector3]。<br />
+		[page:Vector3 b] - 三角形的第二个角,默认值是一个在(0, 0, 0)处的[page:Vector3]。<br />
+		[page:Vector3 c] - 三角形的第三个角(最后一个角),默认值是一个在(0, 0, 0)处的[page:Vector3]。<br /><br />
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Vector3 a]</h3>
 		<p>
-			The first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
+			三角形的第一个角,默认值是一个在(0, 0, 0)处的[page:Vector3]。
 		</p>
 
 		<h3>[property:Vector3 b]</h3>
 		<p>
-			The second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
+			三角形的第二个角,默认值是一个在(0, 0, 0)处的[page:Vector3]。
 		</p>
 
 		<h3>[property:Vector3 c]</h3>
 		<p>
-		the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0)
+			三角形的第三个角(最后一个角),默认值是一个在(0, 0, 0)处的[page:Vector3]。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Triangle clone]()</h3>
 		<p>
-			Returns a new triangle with the same [page:.a a], [page:.b b] and  [page:.c c] properties as this one.
+			返回一个和该三角形具有相同[page:.a a]、[page:.b b]和[page:.c c]属性的新三角形。
 		</p>
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<p>
 		[page:Vector3 point] - [page:Vector3] <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 结果将被拷贝到这一Vector3中。<br /><br />
 
-		Returns the closest point on the triangle to [page:Vector3 point].
+		返回三角形上最靠近所给定的[page:Vector3 point]的点。
 		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to check.<br /><br />
+		[page:Vector3 point] - 将被检测的[page:Vector3]。<br /><br />
 
-		Returns true if the passed point, when projected onto the plane of the triangle, lies within the triangle.
+		如果传入的点投影到三角形的平面内,则返回true。
 		</p>
 
 		<h3>[method:Triangle copy]( [param:Triangle triangle] )</h3>
 		<p>
-			Copies the values of the passed triangles's [page:.a a], [page:.b b] and [page:.c c]
-			properties to this triangle.
+			将传入的三角形的[page:.a a]、[page:.b b]和[page:.c c]属性复制给这一三角形。
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Triangle triangle] )</h3>
 		<p>
-		Returns true if the two triangles have identical [page:.a a], [page:.b b] and [page:.c c] properties.
+			若这两个三角形具有相同的[page:.a a]、[page:.b b]和[page:.c c]属性,则返回true。
 		</p>
 
 		<h3>[method:Float getArea]()</h3>
-		<p>Return the area of the triangle.</p>
+		<p>返回三角形的面积。</p>
 
 		<h3>[method:Vector3 getBarycoord]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<p>
 		[page:Vector3 point] - [page:Vector3] <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 结果将会被拷贝到这一Vector3中。<br /><br />
 
-		Return a [link:https://en.wikipedia.org/wiki/Barycentric_coordinate_system barycentric coordinate]
-		 from the given vector. <br/><br/>
+		从给定的向量中返回一个[link:https://en.wikipedia.org/wiki/Barycentric_coordinate_system barycentric coordinate](重心坐标)。<br/><br/>
 
-		[link:http://commons.wikimedia.org/wiki/File:Barycentric_coordinates_1.png Picture of barycentric coordinates]
+		请参阅关于这一概念的相关图片:[link:http://commons.wikimedia.org/wiki/File:Barycentric_coordinates_1.png Picture of barycentric coordinates]
 		</p>
 
 		<h3>[method:Vector3 getMidpoint]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 结果将会被拷贝到这一Vector3中。<br /><br />
 
-		Calculate the midpoint of the triangle.
+		计算三角形的中点。
 		</p>
 
 		<h3>[method:Vector3 getNormal]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 结果将会被拷贝到这一Vector3中。<br /><br />
 
-		Calculate the [link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector] of the triangle.
+		计算三角形的法向量([link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector])。
 		</p>
 
 		<h3>[method:Plane getPlane]( [param:Plane target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Plane.<br /><br />
+		[page:Vector3 target] — 结果将会被拷贝到这一Plane中。<br /><br />
 
-		Calculate a [page:Plane plane] based on the triangle. .
+		基于三角形计算出一个平面([page:Plane plane])。
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to check for intersection against.<br /><br />
+		[page:Box3 box] - 将被用于检测是否与三角形有交集的box。<br /><br />
 
-		Determines whether or not this triangle intersects [page:Box3 box].
+		判定三角形与传入的[page:Box3 box]是否相交。
 		</p>
 
 		<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<p>
-		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:vector3 vector3s].
+			将三角形的[page:.a a]、[page:.b b]和[page:.c c]属性设置为所传入的[page:vector3 vector3]。
 		</p>
 
 		<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
 		<p>
-		points - [page:Array] of [page:Vector3]s <br />
-		i0 - [page:Integer] index <br />
-		i1 - [page:Integer] index <br />
-		i2 - [page:Integer] index<br /><br />
+		points - [page:Vector3]数组([page:Array]) <br />
+		i0 - 整数([page:Integer])索引 <br />
+		i1 - 整数([page:Integer])索引 <br />
+		i2 - 整数([page:Integer])索引<br /><br />
 
-		Sets the triangle's vectors to the vectors in the array.
+		设置三角形的向量为数组中的向量。
 		</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>

+ 118 - 116
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 );
@@ -49,298 +47,302 @@
 		</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>
-</html>
+</html>

+ 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>

+ 46 - 0
docs/api/zh/renderers/WebGLMultisampleRenderTarget.html

@@ -0,0 +1,46 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			TODO
+		</p>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
+
+		<p>
+		[page:Float width] - TODO <br />
+		[page:Float height] - TODO<br />
+		[page:Object options] - TODO
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Number samples]</h3>
+		<p>
+		TODO
+		</p>
+
+		<p>[page:WebGLRenderTarget WebGLRenderTarget] TODO</p>
+
+		<h2>Methods</h2>
+
+		<p>[page:WebGLRenderTarget WebGLRenderTarget] TODO</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 5 - 0
docs/api/zh/scenes/Scene.html

@@ -54,6 +54,11 @@
 			使用JSON格式返回场景数据。
 		</p>
 
+		<h3>[method:null dispose]()</h3>
+		<p>
+			清除[page:WebGLRenderer]内部所缓存的场景相关的数据。
+		</p>
+
 		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 13 - 0
docs/examples/exporters/GLTFExporter.html

@@ -21,6 +21,19 @@
 		textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
 		</p>
 
+		<h2>Extensions</h2>
+
+		<p>
+			GLTFExporter supports the following
+			[link:https://github.com/KhronosGroup/glTF/tree/master/extensions/ glTF 2.0 extensions]:
+		</p>
+
+		<ul>
+			<li>KHR_lights_punctual</li>
+			<li>KHR_materials_unlit</li>
+			<li>KHR_texture_transform</li>
+		</ul>
+
 		<h2>Example</h2>
 
 		<code>

+ 6 - 3
docs/examples/loaders/GLTFLoader.html

@@ -31,13 +31,16 @@
 			<li>KHR_draco_mesh_compression</li>
 			<li>KHR_materials_pbrSpecularGlossiness</li>
 			<li>KHR_materials_unlit</li>
-			<li>KHR_lights_punctual</li>
-			<li>KHR_texture_transform<sup>*</sup></li>
+			<li>KHR_lights_punctual<sup>1</sup></li>
+			<li>KHR_texture_transform<sup>2</sup></li>
 			<li>MSFT_texture_dds</li>
 		</ul>
 
 		<p><i>
-			<sup>*</sup>UV transforms are supported, with several key limitations. Transforms applied to
+			<sup>1</sup>Requires [link:https://threejs.org/docs/#api/en/renderers/WebGLRenderer.physicallyCorrectLights physicallyCorrectLights] to be enabled.
+		</i></p>
+		<p><i>
+			<sup>2</sup>UV transforms are supported, with several key limitations. Transforms applied to
 			a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
 			transform, or no transfor at all. The aoMap and lightMap textures cannot be transformed. No
 			more than one transform may be used per material. Each use of a texture with a unique

+ 28 - 0
docs/examples/utils/BufferGeometryUtils.html

@@ -45,6 +45,34 @@
 
     </p>
 
+    <h3>[method:InterleavedBufferAttribute interleaveAttributes]( [param:Array attributes] )</h3>
+    <p>
+    attributes -- Array of [page:BufferAttribute BufferAttribute] instances.<br /><br />
+
+    Interleaves a set of attributes and returns a new array of corresponding attributes that share
+    a single InterleavedBuffer instance. All attributes must have compatible types. If merge does not
+    succeed, the method returns null.
+
+    </p>
+
+    <h3>[method:Number estimateBytesUsed]( [param:BufferGeometry geometry] )</h3>
+    <p>
+    geometry -- Instance of [page:BufferGeometry BufferGeometry] to estimate the memory use of.<br /><br />
+
+    Returns the amount of bytes used by all attributes to represent the geometry.
+
+    </p>
+
+    <h3>[method:BufferGeometry mergeVertices]( [param:BufferGeometry geometry], [param:Number tolerance] )</h3>
+    <p>
+    geometry -- Instance of [page:BufferGeometry BufferGeometry] to merge the vertices of.<br />
+    tolerance -- The maximum allowable difference between vertex attributes to merge. Defaults to 1e-4.<br /><br />
+
+    Returns a new [page:BufferGeometry BufferGeometry] with vertices for which all similar vertex attributes
+    (within tolerance) are merged.
+
+    </p>
+
     <h2>Source</h2>
 
     [link:https://github.com/mrdoob/three.js/blob/master/examples/js/utils/BufferGeometryUtils.js examples/js/utils/BufferGeometryUtils.js]

+ 15 - 0
docs/index.html

@@ -69,6 +69,8 @@
 
 				language = value;
 				createNavigation();
+				updateFilter();
+				autoChangeUrlLanguage( language );
 
 			}
 
@@ -226,6 +228,19 @@
 
 			}
 
+			// Auto change language url. If a reader open a document in English, when he click "zh", the document he read will auto change into Chinese version
+
+			function autoChangeUrlLanguage( language ) {
+
+				var hash = location.hash;
+				if ( hash === '' ) return;
+				var docType = hash.substr( 0, hash.indexOf( '/' ) + 1 );
+				var docLink = hash.substr( hash.indexOf( '/' ) + 1 );
+				docLink = docLink.substr( docLink.indexOf( '/' ) );
+				location.href = docType + language + docLink;
+
+			}
+
 
 			// Filtering
 

+ 2 - 0
docs/list.js

@@ -309,6 +309,7 @@ var list = {
 			},
 
 			"Renderers": {
+				"WebGLMultisampleRenderTarget": "api/en/renderers/WebGLMultisampleRenderTarget",
 				"WebGLRenderer": "api/en/renderers/WebGLRenderer",
 				"WebGLRenderTarget": "api/en/renderers/WebGLRenderTarget",
 				"WebGLRenderTargetCube": "api/en/renderers/WebGLRenderTargetCube"
@@ -733,6 +734,7 @@ var list = {
 			},
 
 			"渲染器": {
+				"WebGLMultisampleRenderTarget": "api/zh/renderers/WebGLMultisampleRenderTarget",
 				"WebGLRenderer": "api/zh/renderers/WebGLRenderer",
 				"WebGLRenderTarget": "api/zh/renderers/WebGLRenderTarget",
 				"WebGLRenderTargetCube": "api/zh/renderers/WebGLRenderTargetCube"

+ 2 - 2
docs/manual/en/introduction/Browser-support.html

@@ -13,7 +13,7 @@
 	<h2>Overview</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.
+			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). 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.
 		</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.
@@ -120,4 +120,4 @@
 		</ul>
 	</div>
 </body>
-</html>
+</html>

+ 2 - 0
docs/manual/en/introduction/How-to-use-WebGL2.html

@@ -101,6 +101,7 @@ var material = new THREE.ShaderMaterial( {
 
 		[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
 		[example:webgl2_materials_texture3d_volume WebGL2 / materials / texture3d / volume]<br />
+		[example:webgl2_multisampled_renderbuffers WebGL2 / multisampled renderbuffers]
 	</p>
 
 	<h2>Supported features</h2>
@@ -110,6 +111,7 @@ var material = new THREE.ShaderMaterial( {
 		overview about what's already available in the latest version of three.js.
 		<ul>
 			<li>3D Textures</li>
+			<li>Multisampled Renderbuffers</li>
 		</ul>
 
 	</p>

+ 3 - 2
docs/manual/en/introduction/Loading-3D-models.html

@@ -55,13 +55,14 @@
 	</p>
 
 	<ul>
-		<li><a href="https://github.com/KhronosGroup/glTF-Blender-Exporter" target="_blank" rel="noopener">glTF-Blender-Exporter</a> by the Khronos Group</li>
+		<li><a href="https://github.com/KhronosGroup/glTF-Blender-IO" target="_blank" rel="noopener">glTF-Blender-IO</a> by the Khronos Group</li>
 		<li><a href="https://github.com/KhronosGroup/COLLADA2GLTF" target="_blank" rel="noopener">COLLADA2GLTF</a> by the Khronos Group</li>
 		<li><a href="https://github.com/facebookincubator/FBX2glTF" target="_blank" rel="noopener">FBX2GLTF</a> by Facebook</li>
 		<li><a href="https://github.com/AnalyticalGraphicsInc/obj2gltf" target="_blank" rel="noopener">OBJ2GLTF</a> by Analytical Graphics Inc</li>
 		<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><a href="https://www.sidefx.com/products/houdini/" target="_blank" rel="noopener">Houdini</a> by SideFX</li>
 		<li>&hellip;and <a href="https://github.com/khronosgroup/gltf#gltf-tools" target="_blank" rel="noopener">many more</a></li>
 	</ul>
 
@@ -96,7 +97,7 @@
 	<p>
 		Currently three.js examples are not available as ES modules (import &hellip; from '&hellip;').
 		Several workarounds are discussed in
-		<a href="https://github.com/KhronosGroup/glTF/issues/9562" target="_blank" rel="noopener">#9562</a>.
+		<a href="https://github.com/mrdoob/three.js/issues/9562" target="_blank" rel="noopener">#9562</a>.
 	</p>
 
 	<p>

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