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Merge pull request #17345 from gogoend/zh_doc

Zh doc: Translations for some new contents; Fixes; Sync with the En doc to 2019-8-21.
Mr.doob 6 år sedan
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6563449b3f

+ 3 - 0
docs/api/zh/audio/Audio.html

@@ -90,6 +90,9 @@
 		<h3>[property:Number offset]</h3>
 		<p>音频开始播放的偏移时间. 和[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start]()的*offset*参数一样. 默认为 *0*.</p>
 
+		<h3>[property:Number duration]</h3>
+		<p>覆盖音频的持续时间。与[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start]()中的*duration*属性相同。默认为*undefined*,以用于播放整个buffer。</p>
+
 		<h3>[property:String source]</h3>
 		<p>使用 [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createBufferSource AudioContext.createBufferSource]()创建的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode].</p>
 

+ 9 - 1
docs/api/zh/core/Raycaster.html

@@ -103,9 +103,17 @@
 			这个值不应当为负,并且应当比near属性小。
 		</p>
 
+		<h3>[property:Camera camera]</h3>
+		<p>
+		The camera to use when raycasting against view-dependent objects such as billboarded objects like [page:Sprites]. This field
+		can be set manually or is set when calling "setFromCamera".
+
+		Defaults to null.
+		</p>
+
 		<h3>[property:Object params]</h3>
 		<p>
-			具有以下属性的物体:<code>
+			具有以下属性的对象:<code>
 {
 	Mesh: {},
 	Line: {},

+ 2 - 2
docs/api/zh/loaders/CompressedTextureLoader.html

@@ -36,10 +36,10 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>See the base [page:Loader] class for common properties.</p>
+		<p>共有属性请参见其基类[page:Loader]。</p>
 
 		<h2>方法</h2>
-		<p>See the base [page:Loader] class for common methods.</p>
+		<p>共有属性请参见其基类[page:Loader]。</p>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>

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

@@ -51,7 +51,7 @@
 
 				这意味着
 		<code>
-var m = new Matrix4();
+var m = new THREE.Matrix4();
 
 m.set( 11, 12, 13, 14,
        21, 22, 23, 24,

+ 1 - 1
docs/api/zh/math/Vector4.html

@@ -32,7 +32,7 @@
 		</ul>
 
 		<p>
-		其他的一些事物也可以使用维向量进行表示,但以上这些是它在three.js中的常用用途。
+		其他的一些事物也可以使用维向量进行表示,但以上这些是它在three.js中的常用用途。
 		</p>
 
 

+ 1 - 3
docs/api/zh/scenes/FogExp2.html

@@ -10,9 +10,7 @@
 	<body>
 		<h1>雾-指数([name])</h1>
 
-		<p class="desc">
-			这个类中的参数定义了指数雾。也就是说,雾的密度是随着距离指数增大的。</p>
-
+		<p class="desc">该类所包含的参数定义了指数雾,它可以在相机附近提供清晰的视野,且距离相机越远,雾的浓度随着指数增长越快。</p>
 
 		<h2>构造器</h2>
 

+ 1 - 1
docs/examples/en/loaders/MMDLoader.html

@@ -84,7 +84,7 @@
 		<h3>[method:null loadAnimation]( [param:String url], [param:Object3D object], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
 		[page:String url] — A string or an array of string containing the path/URL of the <em>.vmd</em> file(s).If two or more files are specified, they'll be merged.<br />
-		[page:Object3D object] — [page:SkinnedMesh] or [page:Camera]. Clip and its tacks will be fitting to this object.<br />
+		[page:Object3D object] — [page:SkinnedMesh] or [page:Camera]. Clip and its tracks will be fitting to this object.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
 		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />

+ 59 - 60
docs/examples/zh/controls/OrbitControls.html

@@ -8,18 +8,18 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>轨道控制器([name]</h1>
 
 		<p class="desc">
-		Orbit controls allow the camera to orbit around a target.<br>
+		Orbit controls(轨道控制器)可以使得相机围绕目标进行轨道运动。<br>
 
-		To use this, as with all files in the /examples directory, you will have to
-		include the file seperately in your HTML.
+		要使用这一功能,就像在/examples(示例)目录中的所有文件一样,
+		您必须在HTML中包含这个文件。
 
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<p>[example:misc_controls_orbit misc / controls / orbit ]</p>
 
@@ -54,10 +54,10 @@ function animate() {
 
 		<h3>[name]( [param:Camera object], [param:HTMLDOMElement domElement] )</h3>
 		<p>
-			[page:Camera object]: (required) The camera to be controlled. The camera must not be a child of another object, unless that object is the scene itself.<br><br>
+			[page:Camera object]: (必须)将要被控制的相机。该相机不允许是其他任何对象的子级,除非该对象是场景自身。<br><br>
 
-			[page:HTMLDOMElement domElement]: (optional) The HTML element used for event listeners. By default this is the whole document,
-			however if you only want the controls to work over a specific element (e.g. the canvas) you can specify that here.
+			[page:HTMLDOMElement domElement]: (可选)用于事件监听的HTML元素,其默认值为整个文档,
+			但是如果你只希望在特定的元素上(例如Canvas上)进行控制,在这里进行指定即可。
 		</p>
 
 
@@ -65,72 +65,71 @@ function animate() {
 
 		<h3>[property:Boolean autoRotate]</h3>
 		<p>
-			Set to true to automatically rotate around the target.<br> Note that if this is enabled, you must call [page:.update]
-			() in your animation loop.
+			将其设为true,以自动围绕目标旋转。<br>
+			请注意,如果它被启用,你必须在你的动画循环里调用[page:.update]()。
 		</p>
 
 		<h3>[property:Float autoRotateSpeed]</h3>
 		<p>
-			How fast to rotate around the target if [property:Boolean autoRotate] is true. Default is 2.0, which equates to 30 seconds
-			per rotation at 60fps.<br> Note that if [property:Boolean autoRotate] is enabled, you must call [page:.update]
-			() in your animation loop.
+			当[property:Boolean autoRotate]为true时,围绕目标旋转的速度将有多快,默认值为2.0,相当于在60fps时每旋转一次需要30秒。<br>
+			请注意,如果[property:Boolean autoRotate]被启用,你必须在你的动画循环里调用[page:.update]()。
 		</p>
 
 		<h3>
 			[property:Float dampingFactor]</h3>
 		<p>
-			The damping inertia used if [property:Boolean enableDamping] is set to true.<br> Note that for this to work, you must
-			call [page:.update] () in your animation loop.
+			当[property:Boolean enableDamping]设置为true的时候,阻尼惯性有多大。<br>
+			请注意,要使得这一值生效,你必须在你的动画循环里调用[page:.update]()。
 		</p>
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
-			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
-			not set up new event listeners. Default is the whole document.
+			用于监听鼠标事件或触摸事件的HTMLDOMElement(DOM元素)。该值必须在构造函数中进行传入;
+			在此更改它将不会设置新的事件监听器。默认值是整个文档。
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Whether or not the controls are enabled.
+			控制器是否被启用。
 		</p>
 
 		<h3>[property:Boolean enableDamping]</h3>
 		<p>
-			Set to true to enable damping (inertia), which can be used to give a sense of weight to the controls. Default is false.<br>
-			Note that if this is enabled, you must call [page:.update] () in your animation loop.
+			将其设置为true以启用阻尼(惯性),这将给控制器带来重量感。默认值为false。<br>
+			请注意,如果该值被启用,你将必须在你的动画循环里调用[page:.update]()。
 		</p>
 
 		<h3>[property:Boolean enableKeys]</h3>
 		<p>
-			Enable or disable the use of keyboard controls.
+			启用或禁用键盘控制。
 		</p>
 
 		<h3>[property:Boolean enablePan]</h3>
 		<p>
-			Enable or disable camera panning. Default is true.
+			启用或禁用摄像机平移,默认为true。
 		</p>
 
 		<h3>[property:Boolean enableRotate]</h3>
 		<p>
-			Enable or disable horizontal and vertical rotation of the camera. Default is true.<br>
-			Note that it is possible to disable a single axis by setting the min and max of the
-			[page:.minPolarAngle polar angle] or [page:.minAzimuthAngle azimuth angle] to the same value,
-			which will cause the vertical or horizontal rotation to be fixed at that value.
+			启用或禁用摄像机水平或垂直旋转。默认值为true。<br>
+			请注意,可以通过将[page:.minPolarAngle polar angle]或者[page:.minAzimuthAngle azimuth angle]
+			的min和max设置为相同的值来禁用单个轴,
+			这将使得水平旋转或垂直旋转固定为所设置的值。
 		</p>
 
 		<h3>[property:Boolean enableZoom]</h3>
 		<p>
-			Enable or disable zooming (dollying) of the camera.
+			启用或禁用摄像机的缩放。
 		</p>
 
 		<h3>[property:Float keyPanSpeed]</h3>
 		<p>
-			How fast to pan the camera when the keyboard is used. Default is 7.0 pixels per keypress.
+			当使用键盘按键的时候,相机平移的速度有多快。默认值为每次按下按键时平移7像素。
 		</p>
 
 		<h3>[property:Object keys]</h3>
 		<p>
-			This object contains references to the keycodes for controlling camera panning. Default is the 4 arrow keys.
+			这一对象包含了用于控制相机平移的按键代码的引用。默认值为4个箭头(方向)键。
 			<code>
 controls.keys = {
 	LEFT: 37, //left arrow
@@ -138,56 +137,55 @@ controls.keys = {
 	RIGHT: 39, // right arrow
 	BOTTOM: 40 // down arrow
 }
-			 </code> See [link:https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode this page] for a full
-			list of keycodes.
+			 </code>请参阅[link:https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode this page]来查看所有按键的代码列表。
 		</p>
 
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<p>
-			How far you can orbit horizontally, upper limit. Range is - Math.PI to Math.PI ( or Infinity for no limit ) and default is
-			Infinity;
+			你能够水平旋转的角度的上限,范围是-Math.PI到Math.PI(或Infinity无限制),
+			其默认值为Infinity。
 		</p>
 
 		<h3>[property:Float maxDistance]</h3>
 		<p>
-			How far you can dolly out ( [page:PerspectiveCamera] only ). Default is Infinity.
+			你能够将相机向外移动多少(仅适用于[page:PerspectiveCamera]),其默认值为Infinity。
 		</p>
 
 		<h3>[property:Float maxPolarAngle]</h3>
 		<p>
-			How far you can orbit vertically, upper limit. Range is 0 to Math.PI radians, and default is Math.PI.
+			你能够垂直旋转的角度的上限,范围是0到Math.PI,其默认值为Math.PI。
 		</p>
 
 		<h3>[property:Float maxZoom]</h3>
 		<p>
-			How far you can zoom out ( [page:OrthographicCamera] only ). Default is Infinity.
+			你能够将相机缩小多少( 仅适用于[page:OrthographicCamera] only ),其默认值为Infinity。
 		</p>
 
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<p>
-			How far you can orbit horizontally, lower limit. Range is - Math.PI to Math.PI ( or - Infinity for no limit ) and default
-			is - Infinity;
+			你能够水平旋转的角度的下限,范围是-Math.PI到Math.PI(或-Infinity无限制),
+			其默认值为-Infinity。
 		</p>
 
 		<h3>[property:Float minDistance]</h3>
 		<p>
-			 How far you can dolly in ( [page:PerspectiveCamera] only ). Default is 0.
+			你能够将相机向内移动多少(仅适用于[page:PerspectiveCamera]),其默认值为0。
 		</p>
 
 		<h3>[property:Float minPolarAngle]</h3>
 		<p>
-			How far you can orbit vertically, lower limit. Range is 0 to Math.PI radians, and default is 0.
+			你能够垂直旋转的角度的下限,范围是0到Math.PI,其默认值为0。
 		</p>
 
 		<h3>[property:Float minZoom]</h3>
 		<p>
-			How far you can zoom in ( [page:OrthographicCamera] only ). Default is 0.
+			你能够将相机放大多少( 仅适用于[page:OrthographicCamera] ),其默认值为0。
 		</p>
 
 		<h3>
 			[property:Object mouseButtons]</h3>
 		<p>
-			This object contains references to the mouse actions used by the controls.
+			这一对象包含了对用于控制的鼠标按钮的引用。
 			<code>
 controls.mouseButtons = {
 	LEFT: THREE.MOUSE.ROTATE,
@@ -199,39 +197,39 @@ controls.mouseButtons = {
 
 		<h3>[property:Camera object]</h3>
 		<p>
-			The camera being controlled.
+			正被控制的摄像机。
 		</p>
 
 		<h3>[property:Float panSpeed]</h3>
 		<p>
-			Speed of panning. Default is 1.
+			位移的速度,其默认值为1。
 		</p>
 
 		<h3>[property:Vector3 position0]</h3>
 		<p>
-			Used internally by the [method:saveState] and [method:reset] methods.
+			由[method:saveState]和[method:reset]方法在内部使用。
 		</p>
 
 		<h3>[property:Float rotateSpeed]</h3>
 		<p>
-			Speed of rotation. Default is 1.
+			旋转的速度,其默认值为1.
 		</p>
 
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<p>
-		Defines how the camera's position is translated when panning. If true, the camera pans in screen space.
-		Otherwise, the camera pans in the plane orthogonal to the camera's up direction. Default is false.
+			定义当平移的时候摄像机的位置将如何移动。如果为true,摄像机将在屏幕空间内平移。
+			否则,摄像机将在与摄像机向上方向垂直的平面中平移。其默认值为false。
 		</p>
 
 		<h3>[property:Vector3 target0]</h3>
 		<p>
-			Used internally by the [method:saveState] and [method:reset] methods.
+			由[method:saveState]和[method:reset]方法在内部使用。
 		</p>
 
 		<h3>[property:Vector3 target]</h3>
 		<p>
-			The focus point of the controls, the [page:.object] orbits around this. It can be updated manually at any point to change
-			the focus of the controls.
+			控制器的焦点,[page:.object]的轨道围绕它运行。
+			它可以在任何时候被手动更新,以更改控制器的焦点。
 		</p>
 
 		<h3>[property:Object touches]</h3>
@@ -247,11 +245,12 @@ controls.touches = {
 
 		<h3>[property:Float zoom0]</h3>
 		<p>
-			Used internally by the [method:saveState] and [method:reset] methods.
+			由[method:saveState]和[method:reset]方法在内部使用。
 		</p>
 
 		<h3>[property:Float zoomSpeed]</h3>
 		<p>
+			摄像机缩放的速度,其默认值为1。
 			Speed of zooming / dollying. Default is 1.
 		</p>
 
@@ -261,36 +260,36 @@ controls.touches = {
 
 		<h3>[method:null dispose] ()</h3>
 		<p>
-			Remove all the event listeners.
+			移除所有的事件监听。
 		</p>
 
 		<h3>[method:radians getAzimuthalAngle] ()</h3>
 		<p>
-			Get the current horizontal rotation, in radians.
+			获得当前的水平旋转,单位为弧度。
 		</p>
 
 		<h3>[method:radians getPolarAngle] ()</h3>
 		<p>
-			Get the current vertical rotation, in radians.
+			获得当前的垂直旋转,单位为弧度。
 		</p>
 
 		<h3>[method:null reset] ()</h3>
 		<p>
-			Reset the controls to their state from either the last time the [page:.saveState] was called, or the initial state.
+			将控制器重置为上次调用[page:.saveState]时的状态,或者初始状态。
 		</p>
 
 		<h3>[method:null saveState] ()</h3>
 		<p>
-			Save the current state of the controls. This can later be recovered with [page:.reset].
+			保存当前控制器的状态。这一状态可在之后由[page:.reset]所恢复。
 		</p>
 
 		<h3>[method:Boolean update] ()</h3>
 		<p>
-			Update the controls. Must be called after any manual changes to the camera's transform,
-			or in the update loop if [page:.autoRotate] or [page:.enableDamping] are set.
+			更新控制器。必须在摄像机的变换发生任何手动改变后调用,
+			或如果[page:.autoRotate]或[page:.enableDamping]被设置时,在update循环里调用。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/controls/OrbitControls.js examples/js/controls/OrbitControls.js]

+ 37 - 37
docs/examples/zh/loaders/MMDLoader.html

@@ -9,15 +9,15 @@
 	</head>
 	<body>
 		[page:Loader] &rarr;
-		<h1>[name]</h1>
+		<h1>MMD加载器([name]</h1>
 
-		<p class="desc"> A loader for <a href="http://www.geocities.jp/higuchuu4/index_e.htm"><em>MMD</em></a> resources. <br /><br />
-		[name] creates Three.js Objects from MMD resources as PMD, PMX, VMD, and VPD files.
-		See [page:MMDAnimationHelper] for MMD animation handling as IK, Grant, and Physics.<br /><br />
+ 		<p class="desc">一个用于加载<a href="http://www.geocities.jp/higuchuu4/index_e.htm"><em>MMD</em></a>资源的加载器。<br /><br />
+		[name]从MMD资源(例如PMD、PMX、VMD和VPD文件)中创建Three.js物体(对象)。
+		请参阅[page:MMDAnimationHelper]来了解MMD动画的处理,例如IK、Grant和Physics。<br /><br />
 
-		If you want raw content of MMD resources, use .loadPMD/PMX/VMD/VPD methods.
+ 		如果你想要MMD资源的原始内容,请使用.loadPMD/PMX/VMD/VPD方法。
 
-		<h2>Example</h2>
+ 		<h2>示例</h2>
 
 		<code>
 		// Instantiate a loader
@@ -55,86 +55,86 @@
 		<br />
 		<hr>
 
-		<h2>Constructor</h2>
+ 		<h2>构造函数</h2>
 
-		<h3>[name]( [param:LoadingManager manager] )</h3>
+ 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<p>
-		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		[page:LoadingManager manager] — 加载器使用的[page:LoadingManager loadingManager](加载管理器),默认值是[page:LoadingManager THREE.DefaultLoadingManager]。
 		</p>
 		<p>
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 
-		<h2>Properties</h2>
+ 		<h2>属性</h2>
 
 
-		<h2>Methods</h2>
+ 		<h2>方法</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
-		[page:String url] — A string containing the path/URL of the <em>.pmd</em> or <em>.pmx</em> file.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
+		[page:String url] — 一个包含有<em>.pmd</em>或<em>.pmx</em>文件的路径或URL的字符串。<br />
+		[page:Function onLoad] — 当加载过程成功完成以后将被调用的函数。<br />
+		[page:Function onProgress] — (可选)加载过程正在进行的时候被调用的函数。其参数是一个XMLHttpRequest实例,其包含了[page:Integer total] bytes(总的字节数)和[page:Integer loaded] bytes(已经载入的字节数)。<br />
+		[page:Function onError] — (可选) 加载过程中若发生了错误将被调用的函数。这一函数接收错误作为参数。<br />
 		</p>
 		<p>
-		Begin loading PMD/PMX model file from url and fire the callback function with the parsed [page:SkinnedMesh] containing [page:BufferGeometry] and an array of [page:MeshToonMaterial].
+		开始从URL中加载PMD/PMX模型文件,并使用包含有已被解析的[page:SkinnedMesh]和[page:MeshToonMaterial]数组的[page:BufferGeometry]对象来触发回调函数。
 		</p>
 
 		<h3>[method:null loadAnimation]( [param:String url], [param:Object3D object], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
-		[page:String url] — A string or an array of string containing the path/URL of the <em>.vmd</em> file(s).If two or more files are specified, they'll be merged.<br />
-		[page:Object3D object] — [page:SkinnedMesh] or [page:Camera]. Clip and its tacks will be fitting to this object.<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
+		[page:String url] — 一个包含有<em>.vmd</em>文件的路径或URL的字符串或字符串数组。如果两个及以上文件被指定,它们将会合并。<br />
+		[page:Object3D object] — [page:SkinnedMesh] 或 [page:Camera]。 剪辑及其轨道将会适应到该对象。<br />
+		[page:Function onLoad] — 成功加载完成后被调用的函数。<br />
+		[page:Function onProgress] — (可选)当加载正在进行时被调用的函数,参数将是XMLHttpRequest实例,其包含了 .[page:Integer total] (总的)和 .[page:Integer loaded] (已加载的)字节数。<br />
+		[page:Function onError] — (可选)如果加载过程中发生错误时被调用的函数,该函数接受一个错误来作为参数。<br />
 		</p>
 		<p>
-		Begin loading VMD motion file(s) from url(s) and fire the callback function with the parsed [page:AnimatioinClip].
+		开始从url(s)加载VMD动画文件(可能有多个文件),并使用已解析的[page:AnimatioinClip]触发回调函数。
 		</p>
 
 		<h3>[method:null loadWithAnimation]( [param:String modelUrl], [param:String vmdUrl], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<p>
-		[page:String modelUrl] — A string containing the path/URL of the <em>.pmd</em> or <em>.pmx</em> file.<br />
-		[page:String vmdUrl] — A string or an array of string containing the path/URL of the <em>.vmd</em> file(s).<br />
-		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
-		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
+		[page:String modelUrl] — 一个包含有<em>.pmd</em>或<em>.pmx</em>文件的路径或URL的字符串。<br />
+		[page:String vmdUrl] — 一个包含有<em>.vmd</em>文件的路径或URL的字符串或字符串数组。<br />
+		[page:Function onLoad] — 成功加载完成后被调用的函数。<br />
+		[page:Function onProgress] — (可选)当加载正在进行时被调用的函数,参数将是XMLHttpRequest实例,其包含了 .[page:Integer total] (总的)和 .[page:Integer loaded] (已加载的)字节数。<br />
+		[page:Function onError] — (可选)如果加载过程中发生错误时被调用的函数,该函数接受一个错误来作为参数。<br />
 		</p>
 		<p>
-		Begin loading PMD/PMX model file and VMD motion file(s) from urls and fire the callback function with an [page:Object] containing parsed [page:SkinnedMesh] and [page:AnimationClip] fitting to the [page:SkinnedMesh].
+		开始从URL中加载PMD/PMX模型文件和VMD动画文件(可能有多个文件),并使用一个[page:Object] —— 包含有已解析的[page:SkinnedMesh]和适应[page:SkinnedMesh]的[page:AnimationClip],来触发回调函数。 
 		</p>
 
 		<h3>[method:MMDLoader setCrossOrigin]( [param:String crossOrigin] )</h3>
 		<p>
-		[page:String crossOrigin] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		[page:String crossOrigin] — crossOrigin字符串,用于实现CORS,以便从一个允许CORS的其它域加载url。
 		</p>
 
 		<h3>[method:MMDLoader setAnimationPath]( [param:String animationPath] )</h3>
 		<p>
-		[page:String animationPath] — Base path for loading animation data (VMD/VPD files).
+		[page:String animationPath] — 用于加载动画数据(VMD/VPD 文件)的基础路径。 Base path for loading animation data (VMD/VPD files).
 		</p>
 		<p>
-		Set the base path for additional resources like textures.
+		设置额外资源(例如贴图)的基础路径。
 		</p>
 
 		<h3>[method:MMDLoader setPath]( [param:String path] )</h3>
 		<p>
-		[page:String path] — Base path.
+		[page:String path] — 基础路径。
 		</p>
 		<p>
-		Sets the base path or URL from which to load files.
+		设置用于加载文件的基础路径或URL。
 		</p>
 
 		<h3>[method:MMDLoader setResourcePath]( [param:String resourcePath] )</h3>
 		<p>
-		[page:String resourcePath] — Base path for loading additional resources e.g. textures.
+		[page:String resourcePath] — 用于加载额外资源(例如贴图)的基础路径。
 		</p>
 		<p>
-		Set the base path for additional resources like textures.
+		设置额外资源(例如贴图)的基础路径。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/MMDLoader.js examples/js/loaders/MMDLoader.js]

+ 12 - 12
docs/examples/zh/objects/Lensflare.html

@@ -10,13 +10,13 @@
 	<body>
 		[page:Mesh] &rarr;
 
-		<h1>[name]</h1>
+		<h1>镜头光晕([name]</h1>
 
 		<p class="desc">
-			Creates a simulated lens flare that tracks a light.<br /><br />
+			创建一个模拟追踪着灯光的镜头光晕。<br /><br />
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:webgl_lensflares lensflares]
@@ -46,24 +46,24 @@ light.add( lensflare );
 
 		<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
 		<p>
-		[page:Texture texture] - THREE.Texture to use for the flare. <br />
-		[page:Float size] - (optional) size in pixels <br />
-		[page:Float distance] - (optional) (0-1) from light source (0 = at light source) <br />
-		[page:Color color] - (optional) the [page:Color] of the lens flare
+		[page:Texture texture] - 用于光晕的THREE.Texture(贴图)<br />
+		[page:Float size] - (可选)光晕尺寸(单位为像素)<br />
+		[page:Float distance] - (可选)和光源的距离值在0到1之间(值为0时在光源的位置)<br />
+		[page:Color color] - (可选)光晕的([page:Color])颜色
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Mesh] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Mesh]来了解共有属性。</p>
 
 		<h3>[property:Boolean isLensflare]</h3>
 		<p>
-			Used to check whether this or derived classes are lensflares. Default is *true*.<br /><br />
+			用于检查这个类或者派生类是否为lensflares,默认为*true*。<br /><br />
 
-			You should not change this, as it 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>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js examples/js/objects/Lensflare.js]

+ 36 - 33
docs/examples/zh/postprocessing/EffectComposer.html

@@ -9,13 +9,14 @@
 	</head>
 	<body>
 
-		<h1>[name]</h1>
+		<h1>效果合成器([name]</h1>
 
 		<p class="desc">
-			TODO
+			用于在three.js中实现后期处理效果。该类管理了产生最终视觉效果的后期处理过程链。
+			后期处理过程根据它们添加/插入的顺序来执行,最后一个过程会被自动渲染到屏幕上。
 		</p>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:webgl_postprocessing postprocessing]<br />
@@ -43,68 +44,68 @@
 			[example:webgl_postprocessing_unreal_bloom_selective postprocessing unreal bloom selective]<br />
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:WebGLRenderer renderer], [param:WebGLRenderTarget renderTarget] )</h3>
 		<p>
-		[page:WebGLRenderer renderer] -- The renderer used to render the scene. <br />
-		[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name].
+		[page:WebGLRenderer renderer] -- 用于渲染场景的渲染器。<br />
+		[page:WebGLRenderTarget renderTarget] -- (可选)一个预先配置的渲染目标,内部由 [name] 使用。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean passes]</h3>
 		<p>
-			An array representing the (ordered) chain of post-processing passes.
+			一个用于表示后期处理过程链(包含顺序)的数组。
 		</p>
 
 		<h3>[property:WebGLRendererTarget readBuffer]</h3>
 		<p>
-			A reference to the internal read buffer. Passes usually read the previous render result from this buffer.
+			内部读缓冲区的引用。过程一般从该缓冲区读取先前的渲染结果。
 		</p>
 
 		<h3>[property:WebGLRenderer renderer]</h3>
 		<p>
-			A reference to the internal renderer.
+			内部渲染器的引用。
 		</p>
 
 		<h3>[property:Boolean renderToScreen]</h3>
 		<p>
-			Whether the final pass is rendered to the screen (default framebuffer) or not.
+			最终过程是否被渲染到屏幕(默认帧缓冲区)。
 		</p>
 
 		<h3>[property:WebGLRendererTarget writeBuffer]</h3>
 		<p>
-			A reference to the internal write buffer. Passes usually write their result into this buffer.
+			内部写缓冲区的引用。过程常将它们的渲染结果写入该缓冲区。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:void addPass]( [param:Pass pass] )</h3>
 
 		<p>
-			pass -- The pass to add to the pass chain.<br /><br />
+			pass -- 将被添加到过程链的过程<br /><br />
 
-			Adds the given pass to the pass chain.
+			将传入的过程添加到过程链。
 		</p>
 
 		<h3>[method:void insertPass]( [param:Pass pass], [param:Integer index] )</h3>
 
 		<p>
-			pass -- The pass to insert into the pass chain.<br />
-			index -- Defines the position in the pass chain where the pass should be inserted.<br /><br />
+			pass -- 将被插入到过程链的过程。<br />
+			index -- 定义过程链中过程应插入的位置。<br /><br />
 
-			Inserts the given pass into the pass chain at the given index.
+			将传入的过程插入到过程链中所给定的索引处。
 		</p>
 
 		<h3>[method:boolean isLastEnabledPass]( [param:Integer passIndex] )</h3>
 
 		<p>
-			passIndex -- The pass to check.<br /><br />
+			passIndex -- 被用于检查的过程<br /><br />
 
-			Returns true if the pass for the given index is the last enabled pass in the pass chain.
-			Used by [name] to determine when a pass should be rendered to screen.
+			如果给定索引的过程在过程链中是最后一个启用的过程,则返回true。
+			由[name]所使用,来决定哪一个过程应当被渲染到屏幕上。
 		</p>
 
 		<h3>[method:void render]( [param:Float deltaTime] )</h3>
@@ -112,41 +113,43 @@
 		<p>
 			deltaTime -- The delta time value.<br /><br />
 
-			Executes all enabled post-processing passes in order to produce the final frame.
+			执行所有启用的后期处理过程,来产生最终的帧,
 		</p>
 
 		<h3>[method:void reset]( [param:WebGLRenderTarget renderTarget] )</h3>
 
 		<p>
-			[page:WebGLRenderTarget renderTarget] -- (optional) A preconfigured render target internally used by [name]..<br /><br />
+			[page:WebGLRenderTarget renderTarget] -- (可选)一个预先配置的渲染目标,内部由 [name] 使用。<br /><br />
 
-			Resets the internal state of the [name].
+			重置所有[name]的内部状态。
 		</p>
 
 		<h3>[method:void setPixelRatio]( [param:Float pixelRatio] )</h3>
 
 		<p>
-			pixelRatio -- The device pixel ratio.<br /><br />
+			pixelRatio -- 设备像素比<br /><br />
+
+			设置设备的像素比。该值通常被用于HiDPI设备,以阻止模糊的输出。
+			因此,该方法语义类似于[page:WebGLRenderer.setPixelRatio]()。
 
-			Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output.
-				Thus, the semantic of the method is similar to [page:WebGLRenderer.setPixelRatio]().
 		</p>
 
 		<h3>[method:void setSize]( [param:Integer width], [param:Integer height] )</h3>
 
 		<p>
-			width -- The width of the [name].<br />
-			height -- The height of the [name].<br /><br />
+			width -- [name]的宽度。<br />
+			height -- [name]的高度。<br /><br />
+
+			考虑设备像素比,重新设置内部渲染缓冲和过程的大小为(width, height)。
+			因此,该方法语义类似于[page:WebGLRenderer.setSize]()。
 
-				Resizes the internal render buffers and passes to (width, height) with device pixel ratio taken into account.
-				Thus, the semantic of the method is similar to [page:WebGLRenderer.setSize]().
 		</p>
 
 		<h3>[method:void swapBuffers]()</h3>
 
-		<p>Swaps the internal read/write buffers.</p>
+		<p>交换内部的读/写缓冲。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js examples/js/postprocessing/EffectComposer.js]

+ 10 - 10
docs/examples/zh/renderers/CSS2DRenderer.html

@@ -8,10 +8,10 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>CSS 2D渲染器([name]</h1>
 
-		<p class="desc">[name] is a simplified version of [page:CSS3DRenderer]. The only transformation that is supported is translation.<br /><br />
-			The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too, the respective DOM elements are wrapped into an instance of *CSS2DObject* and added to the scene graph.<br />
+		<p class="desc">[name]是[page:CSS3DRenderer](CSS 3D渲染器)的简化版本,唯一支持的变换是位移。<br /><br />
+			如果你希望将三维物体和基于HTML的标签相结合,则这一渲染器将十分有用。在这里,各个DOM元素也被包含到一个*CSS2DObject*实例中,并被添加到场景图中。<br />
 		</p>
 
 		<script>
@@ -30,35 +30,35 @@
 
 		</script>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:css2d_label]<br>
 			[example:webgl_loader_pdb molecules]
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]()</h3>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Object getSize]()</h3>
 		<p>
-			Returns an object containing the width and height of the renderer.
+			返回一个包含有渲染器宽和高的对象。
 		</p>
 
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<p>
-			Renders a [page:Scene scene] using a [page:Camera camera].<br />
+			使用[page:Camera camera]渲染[page:Scene scene]。<br />
 		</p>
 
 		<h3>[method:null setSize]([param:Number width], [param:Number height])</h3>
 		<p>
-			Resizes the renderer to (width, height).
+			将渲染器的尺寸调整为(width, height).
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CSS2DRenderer.js examples/js/renderers/CSS2DRenderer.js]

+ 19 - 18
docs/examples/zh/renderers/CSS3DRenderer.html

@@ -8,19 +8,20 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
-
-		<p class="desc">[name] can be used to apply hierarchical 3D transformations to DOM elements
-			via the CSS3 [link:https://www.w3schools.com/cssref/css3_pr_transform.asp transform] property.
-			This renderer is particular interesting if you want to apply 3D effects to a website without
-			canvas based rendering. It can also be used in order to combine DOM elements with WebGL
-			content.<br /><br />
-			There are, however, some important limitations:
+		<h1>CSS 3D渲染器([name])</h1>
+
+		<p class="desc">
+			[name]用于通过CSS3的[link:https://www.w3schools.com/cssref/css3_pr_transform.asp transform]属性,
+			将层级的3D变换应用到DOM元素上。
+			如果你希望不借助基于canvas的渲染来在你的网站上应用3D变换,那么这一渲染器十分有趣。
+			同时,它也可以将DOM元素与WebGL的内容相结合。
+			<br /><br />
+			然而,这一渲染器也有一些十分重要的限制:
 			<ul>
-				<li>It's not possible to use the material system of *three.js*.</li>
-				<li>It's also not possible to use geometries.</li>
+				<li>它不可能使用*three.js*中的材质系统。</li>
+				<li>同时也不可能使用几何体。</li>
 			</ul>
-			So [name] is just focused on ordinary DOM elements. These elements are wrapped into special objects (*CSS3DObject* or *CSS3DSprite*) and then added to the scene graph.
+			因此,[name]仅仅关注普通的DOM元素,这些元素被包含到了特殊的对象中(*CSS3DObject*或者*CSS3DSprite*),然后被加入到场景图中。
 		</p>
 
 		<script>
@@ -39,7 +40,7 @@
 
 		</script>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:css3d_molecules molecules]<br />
@@ -49,28 +50,28 @@
 			[example:css3d_sprites sprites]<br />
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]()</h3>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:Object getSize]()</h3>
 		<p>
-			Returns an object containing the width and height of the renderer.
+			返回一个包含有渲染器宽和高的对象。
 		</p>
 
 		<h3>[method:null render]( [param:Scene scene], [param:PerspectiveCamera camera] )</h3>
 		<p>
-			Renders a [page:Scene scene] using a [page:PerspectiveCamera perspective camera].<br />
+			使用[page:PerspectiveCamera perspective camera]渲染[page:Scene scene]。<br />
 		</p>
 
 		<h3>[method:null setSize]([param:Number width], [param:Number height])</h3>
 		<p>
-			Resizes the renderer to (width, height).
+			将渲染器尺寸重新调整为(width, height)。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CSS3DRenderer.js examples/js/renderers/CSS3DRenderer.js]

+ 23 - 32
docs/examples/zh/renderers/SVGRenderer.html

@@ -8,29 +8,29 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>SVG渲染器([name]</h1>
 
 		<div class="desc">
 			<p>
-				[name] can be used to render geometric data using SVG. The produced vector graphics are particular useful in the following use cases:
+				[name]被用于使用SVG来渲染几何数据,所产生的矢量图形在以下几个方面十分有用:
 			</p>
 			<ul>
-				<li>Animated logos or icons</li>
-				<li>Interactive 2D/3D diagrams or graphs</li>
-				<li>Interactive maps</li>
-				<li>Complex or animated user interfaces</li>
+				<li>动画标志(logo)或者图标(icon)</li>
+				<li>可交互的2D或3D图表或图形</li>
+				<li>交互式地图</li>
+				<li>复杂的或包含动画的用户界面</li>
 			</ul>
 			<p>
-				[name] has various advantages. It produces crystal-clear and sharp output which is independent of the actual viewport resolution.<br />
-				SVG elements can be styled via CSS. And they have good accessibility since it's possible to add metadata like title or description (useful for search engines or screen readers).
+				[name]具有很多优势。它产生清晰并且锐利的图像输出,它和实际视口分辨率无关。<br />
+				SVG元素可以通过CSS来控制样式;并且由于它可以添加诸如标题或者描述文字之类的元数据(对于搜索引擎或者屏幕阅读器十分有用),因此它具有十分良好的可访问性。
 			</p>
 			<p>
-				There are, however, some important limitations:
+				然而,SVG也有一些十分重要的限制:
 			</p>
 			<ul>
-				<li>No advanced shading</li>
-				<li>No texture support</li>
-				<li>No shadow support</li>
+				<li>没有高级的着色器</li>
+				<li>不支持纹理</li>
+				<li>不支持阴影</li>
 			</ul>
 		</div>
 
@@ -50,60 +50,51 @@
 
 		</script>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:svg_lines lines]<br />
 			[example:svg_sandbox sandbox]
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]()</h3>
 
-		<h2>Properties</h2>
-
-		<h3>[property:Number overdraw]</h3>
-		<p>
-		Number of fractional pixels to enlarge polygons in order to prevent anti-aliasing gaps. Range is [0..1]. Default is *0.5*.
-		</p>
-
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null clear]()</h3>
 		<p>
-			Tells the renderer to clear its drawing surface.
+			告诉渲染器来清除其绘图表面。
 		</p>
 
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<p>
-			Renders a [page:Scene scene] using a [page:Camera camera].
+			使用[page:Camera camera]来渲染一个[page:Scene scene]。
 		</p>
 
 		<h3>[method:null setClearColor]( [param:Color color], [param:number alpha] )</h3>
 		<p>
-			Sets the clearColor and the clearAlpha.
+			设置clearColor(空白颜色)以及clearAlpha(空白Alpha)。
 		</p>
 
 		<h3>[method:null setPrecision]( [param:Number precision] )</h3>
 		<p>
-			Sets the precision of the data used to create a path.
+			设置用于创建路径的数据的精度。
 		</p>
 
 		<h3>[method:null setQuality]()</h3>
 		<p>
-			Sets the render quality. Possible values are *low* and *high* (default).
+			设置渲染质量。可能的值有*low*和*high*(默认值)。
 		</p>
 
 		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
 		<p>
-			Resizes the renderer to (width, height).
+			改变渲染器尺寸为(width, height)。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/SVGRenderer.js examples/js/renderers/SVGRenderer.js]
-		</p>
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/[path].js examples/js/[path].js]
 	</body>
 </html>

+ 1 - 1
docs/list.js

@@ -459,7 +459,7 @@ var list = {
 				"如何更新场景": "manual/zh/introduction/How-to-update-things",
 				"如何废置对象": "manual/zh/introduction/How-to-dispose-of-objects",
 				"如何创建VR内容": "manual/zh/introduction/How-to-create-VR-content",
-				"How to use post-processing": "manual/zh/introduction/How-to-use-post-processing",
+				"如何使用后期处理": "manual/zh/introduction/How-to-use-post-processing",
 				"矩阵变换": "manual/zh/introduction/Matrix-transformations",
 				"动画系统": "manual/zh/introduction/Animation-system"
 			},

+ 1 - 1
docs/manual/zh/introduction/Creating-a-scene.html

@@ -119,7 +119,7 @@
 		<h2>结果</h2>
 		<p>祝贺你!你现在已经成功完成了你的第一个Three.js应用程序。虽然它很简单,但现在你已经有了一个入门的起点。</p>
 
-		<p>下面是完整的代码,运行或者修改代码从而有助于你更好的理解它是如何工作的。</p>
+		<p>下面是完整的代码,可在[link:https://jsfiddle.net/mkba0ecu/ live example]运行、编辑;运行或者修改代码有助于你更好的理解它是如何工作的。</p>
 
 		<code>
 		&lt;html&gt;

+ 6 - 0
docs/manual/zh/introduction/How-to-run-things-locally.html

@@ -116,6 +116,12 @@ ruby -r webrick -e "s = WEBrick::HTTPServer.new(:Port => 8000, :DocumentRoot =>
 					</li>
 				</ol>
 			</div>
+			<h3>IIS</h3>
+			<div>
+				<p>如果你正在使用Microsoft IIS来作为网站服务器,在服务器载入之前,请为.fbx扩展名增加MIME类型。</p>
+				<code>File name externsion: fbx        MIME Type: text/plain</code>
+				<p>在默认情况下,IIS阻止 .fbx、 .obj 文件的下载,因此你必须对IIS进行配置,使得这些类型的文件可以被下载。</p>
+			</div>
 
 			<p>
                 其它简单的替代方案你可以在Stack Overflow上找到:[link:http://stackoverflow.com/q/12905426/24874 click here]。

+ 6 - 1
docs/manual/zh/introduction/How-to-use-WebGL2.html

@@ -46,9 +46,14 @@ if ( WEBGL.isWebGL2Available() === false ) {
 		最终,three.js将在内部使用所给定的绘图环境来渲染,并自动将内置的材质的着色器代码转化为GLSL ES 3.00。
 	</p>
 
+	<p>
+		由于你是手动创建WebGL 2渲染上下文,因此还必须传入所有必需的上下文属性。
+		请注意:在上下文被创建后,将无法修改这些属性,因此将它们传递给WebGLRenderer将不会产生任何影响。
+	</p>
+
 	<code>
 var canvas = document.createElement( 'canvas' );
-var context = canvas.getContext( 'webgl2' );
+var context = canvas.getContext( 'webgl2', { alpha: false } );
 var renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
 	</code>
 

+ 28 - 29
docs/manual/zh/introduction/How-to-use-post-processing.html

@@ -8,24 +8,24 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>How to use post-processing</h1>
+		<h1>如何使用后期处理(How to use post-processing</h1>
 
 		<p>
-			Many three.js applications render their 3D objects directly to the screen. Sometimes, however, you want to apply one or more graphical
-			effects like Depth-Of-Field, Bloom, Film Grain or various types of Anti-aliasing. Post-processing is a widely used approach
-			to implement such effects. First, the scene is rendered to a render target which represents a buffer in the video card's memory.
-			In the next step one ore more post-processing passes apply filters and effects to the image buffer before it is eventually rendered to
-			the screen.
+			很多three.js应用程序是直接将三维物体渲染到屏幕上的。
+			有时,你或许希望应用一个或多个图形效果,例如景深、发光、胶片微粒或是各种类型的抗锯齿。
+			后期处理是一种被广泛使用、用于来实现这些效果的方式。
+			首先,场景被渲染到一个渲染目标上,渲染目标表示的是一块在显存中的缓冲区。
+			接下来,在图像最终被渲染到屏幕之前,一个或多个后期处理过程将滤镜和效果应用到图像缓冲区。
 		</p>
 		<p>
-			three.js provides a complete post-processing solution via [page:EffectComposer] to implement such a workflow.
+			three.js通过[page:EffectComposer](效果合成器),提供了一个完整的后期处理解决方案来实现这样的工作流程。
 		</p>
 
-		<h2>Workflow</h2>
+		<h2>工作流程</h2>
 
 		<p>
-			The first step in the process is to import all necessary files from the examples directory. The guide assumes your are using the official
-			[link:https://www.npmjs.com/package/three npm package] of three.js. For our basic demo in this guide we need the following files.
+			首先,我们要做的是从示例(examples)文件夹导入所有必需的文件。本指南假设你正在使用three.js官方npm包([link:https://www.npmjs.com/package/three npm package])。
+			在本指南的基础示例中,我们需要下列文件。
 		</p>
 
 		<code>
@@ -35,7 +35,7 @@
 		</code>
 
 		<p>
-			After all files are successfully imported, we can create our composer by passing in an instance of [page:WebGLRenderer].
+			当这些文件被成功导入后,我们便可以通过传入一个[page:WebGLRenderer]的实例,来创建我们的合成器了。
 		</p>
 
 		<code>
@@ -43,8 +43,8 @@
 		</code>
 
 		<p>
-			When using a composer, it's necessary to change the application's animation loop. Instead of calling the render method of
-			[page:WebGLRenderer], we now use the respective counterpart of [page:EffectComposer].
+			在使用合成器时,我们需要对应用程序的动画循环进行更改。
+			现在我们不再调用[page:WebGLRenderer]的render方法,而是使用[page:EffectComposer]中对应的render方法。
 		</p>
 
 		<code>
@@ -58,10 +58,10 @@
 		</code>
 
 		<p>
-			Our composer is now ready so it's possible to configure the chain of post-processing passes. These passes are responsible for creating
-			the final visual output of the application. They are processed in order of their addition/insertion. In our example, the instance of *RenderPass*
-			is executed first and then the instance of *GlitchPass*. The last enabled pass in the chain is automatically rendered to the screen. The setup
-			of the passes looks like so:
+			我们的合成器已经准备好了,现在我们就可以来配置后期处理过程链了。
+			这些过程负责创建应用程序的最终视觉输出,它们按照添加/插入的顺序来进行处理。
+			在我们的示例中,首先执行的是*RenderPass*实例,然后是*GlitchPass*。在链中的最后一个过程将自动被渲染到屏幕上。
+			这些过程的设置类似这样:
 		</p>
 
 		<code>
@@ -73,23 +73,23 @@
 		</code>
 
 		<p>
-			*RenderPass* is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case,
-			*GlitchPass* is going to use these image data to apply a wild glitch effect. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example]
-			to see it in action.
+			*RenderPass*通常位于过程链的开始,以便将渲染好的场景作为输入来提供给下一个后期处理步骤。
+			在我们的示例中,*GlitchPass*将会使用这些图像数据,来应用一个疯狂的故障效果。参见这个示例:
+			[link:https://threejs.org/examples/webgl_postprocessing_glitch live example]来看一看它的实际效果。
 		</p>
 
-		<h2>Built-in Passes</h2>
+		<h2>内置过程</h2>
 
 		<p>
-			You can use a wide range of pre-defined post-processing passes provided by the engine. They are located in the
-			[link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm/postprocessing postprocessing] directory.
+			你可以使用由本引擎提供的各种预定义好的后期处理过程,
+			它们位于[link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm/postprocessing postprocessing]目录中。
 		</p>
 
-		<h2>Custom Passes</h2>
+		<h2>自定义过程</h2>
 
 		<p>
-			Sometimes you want to write a custom post-processing shader and include it into the chain of post-processing passes. For this scenario,
-			you can utilize *ShaderPass*. After importing the file and your custom shader, you can use the following code to setup the pass.
+			有时你或许想要自己写一个自定义后期处理着色器,并将其包含到后期处理过程链中。
+			对于这个需求,你可以使用*ShaderPass*。在引入该文件以及你的自定义着色期后,可以使用下列代码来设置该过程:
 		</p>
 
 		<code>
@@ -103,9 +103,8 @@
 		</code>
 
 		<p>
-			The repository provides a file called [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/shaders/CopyShader.js CopyShader] which is a
-			good starting code for your own custom shader. *CopyShader* just copies the image contents of the [page:EffectComposer]'s read buffer
-			to its write buffer without applying any effects.
+			本仓库中提供了一个名为[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/shaders/CopyShader.js CopyShader]的文件,
+			这是你自定义自己的着色器的一个很好的起始代码。*CopyShader*仅仅是拷贝了读缓冲区中的图像内容到写缓冲区,不会应用任何效果。
 		</p>
 
 	</body>

+ 7 - 8
docs/manual/zh/introduction/Import-via-modules.html

@@ -62,20 +62,19 @@
 		...
 		</code>
 
-		<h2>Importable Examples</h2>
+		<h2>可引入的示例</h2>
 		<p>
-			The core of three.js is focused on the most important components of a 3D engine. Many other components like loaders or controls are part of the
-			examples directory. three.js ensures that these files are kept in sync with the core but users have to import them separately if they are required
-			for a project. You can find in the [link:https://github.com/mrdoob/three.js/tree/master/examples/jsm examples/jsm] directory an ES6
-			module version for almost all example files. If you install three.js via npm, you can import them like so:
+			three.js的核心专注于实现3D引擎中最为重要的组件。其他诸如加载器和控制器等组件,是示例文件夹中的一部分。
+			three.js确保这些文件能够与核心保持同步,但如果在一个项目中这些组件是必要的,用户将必须分别地引入它们。
+			你可以在[link:https://github.com/mrdoob/three.js/tree/master/examples/jsm examples/jsm]文件夹中找到所有示例文件的ES6版本。
+			如果你是通过npm来安装three.js的,那么你可以使用类似下面的代码来引入它们:
 		</p>
 		<code>
 		import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
 		</code>
 		<p>
-			Note: When using code from the examples directory, it's important that all files match the version of
-			your three.js main file. For example, it's not acceptable to use *GLTFLoader* and *OrbitControls* from R96 together
-			with three.js R103.
+			请注意:当你在使用来自示例(examples)文件夹中的代码时,其中的所有文件和你的three.js主文件版本相匹配是很重要的。
+			比如说,three.js的R103版本不能够接受和来自R96版本的*GLTFLoader*和*OrbitControls*一起使用。
 		</p>
 	</body>
 </html>

+ 2 - 2
docs/manual/zh/introduction/Matrix-transformations.html

@@ -36,7 +36,7 @@ object.updateMatrix();
 				</code>
 			</li>
 			<li>
-				直接修改对象的矩阵。 [pageMatrix4]类有各种修改矩阵的方法:
+				直接修改对象的矩阵。 [page:Matrix4]类有各种修改矩阵的方法:
 				<code>
 object.matrix.setRotationFromQuaternion( quaternion );
 object.matrix.setPosition( start_position );
@@ -57,7 +57,7 @@ object.matrixAutoUpdate = false;
 
 		<h2>旋转和四元数(Rotation and Quaternion)</h2>
 		<p>
-		Three.js提供了两种表示3D旋转的方式:[page:Euler Euler angles](欧拉角)和[pageQuaternion Quaternions](四元数),以及两者之间的转换方法。 欧拉角有称为“万向节锁定”的问题,其中某些配置可能失去一定程度的自由度(防止物体绕一个轴旋转)。 因此,对象旋转<em> 始终 </em>存储在对象的[page:Object3D.quaternion quaternion]中。
+		Three.js提供了两种表示3D旋转的方式:[page:Euler Euler angles](欧拉角)和[page:Quaternion Quaternions](四元数),以及两者之间的转换方法。 欧拉角有称为“万向节锁定”的问题,其中某些配置可能失去一定程度的自由度(防止物体绕一个轴旋转)。 因此,对象旋转<em> 始终 </em>存储在对象的[page:Object3D.quaternion quaternion]中。
 		</p>
 		<p>
 		该库的早期版本包含*useQuaternion*属性,当设置为false时,将导致对象的[page:Object3D.matrix matrix]从欧拉角计算。这种做法已被弃用 - 作为代替,您应该使用[page:Object3D.setRotationFromEuler setRotationFromEuler]方法,该方法将更新四元数。

+ 1 - 1
docs/manual/zh/introduction/Useful-links.html

@@ -132,7 +132,7 @@
 
 	 <h2>较旧的链接</h2>
 	 <p>
-		 这些链接是出于历史目的而保留的,你或许可以发现它们仍然很有用,但是它们可能含有和three.js非常老旧的版本有关的信息。
+		 这些链接是出于历史目的而保留的,你或许可以发现它们仍然很有用,它们可能含有和three.js较为早前版本的有关的信息。
 	 </p>
 
 	 <ul>