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Merge branch 'dev' into translation-zh

nicholas-yangding пре 6 година
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694764d57c
100 измењених фајлова са 2505 додато и 2355 уклоњено
  1. 1 1
      .github/ISSUE_TEMPLATE.md
  2. 1 1
      .travis.yml
  3. 1 1
      README.md
  4. 10 3
      build/three.js
  5. 357 351
      build/three.min.js
  6. 10 3
      build/three.module.js
  7. 10 7
      docs/api/en/core/BufferAttribute.html
  8. 1 1
      docs/api/en/core/Face3.html
  9. 1 1
      docs/api/en/core/InstancedBufferAttribute.html
  10. 5 0
      docs/api/en/core/Layers.html
  11. 2 2
      docs/api/en/core/Raycaster.html
  12. 1 1
      docs/api/en/core/Uniform.html
  13. 14 4
      docs/api/en/lights/PointLight.html
  14. 14 4
      docs/api/en/lights/SpotLight.html
  15. 8 0
      docs/api/en/loaders/AnimationLoader.html
  16. 8 0
      docs/api/en/loaders/AudioLoader.html
  17. 8 0
      docs/api/en/loaders/BufferGeometryLoader.html
  18. 8 0
      docs/api/en/loaders/DataTextureLoader.html
  19. 12 8
      docs/api/en/loaders/JSONLoader.html
  20. 9 3
      docs/api/en/loaders/MaterialLoader.html
  21. 8 5
      docs/api/en/loaders/ObjectLoader.html
  22. 0 11
      docs/api/en/renderers/WebGLRenderer.html
  23. 1 1
      docs/api/en/textures/Texture.html
  24. 7 6
      docs/api/zh/cameras/ArrayCamera.html
  25. 28 17
      docs/api/zh/cameras/Camera.html
  26. 24 16
      docs/api/zh/cameras/CubeCamera.html
  27. 54 44
      docs/api/zh/cameras/OrthographicCamera.html
  28. 60 54
      docs/api/zh/cameras/PerspectiveCamera.html
  29. 12 14
      docs/api/zh/cameras/StereoCamera.html
  30. 5 5
      docs/api/zh/constants/Animation.html
  31. 5 5
      docs/api/zh/constants/Core.html
  32. 9 9
      docs/api/zh/constants/CustomBlendingEquations.html
  33. 17 19
      docs/api/zh/constants/DrawModes.html
  34. 33 32
      docs/api/zh/constants/Materials.html
  35. 22 22
      docs/api/zh/constants/Renderer.html
  36. 151 157
      docs/api/zh/constants/Textures.html
  37. 362 365
      docs/api/zh/core/Object3D.html
  38. 49 44
      docs/api/zh/core/Raycaster.html
  39. 196 209
      docs/api/zh/deprecated/DeprecatedList.html
  40. 20 19
      docs/api/zh/geometries/BoxBufferGeometry.html
  41. 17 16
      docs/api/zh/geometries/BoxGeometry.html
  42. 12 12
      docs/api/zh/geometries/CircleBufferGeometry.html
  43. 13 12
      docs/api/zh/geometries/CircleGeometry.html
  44. 15 15
      docs/api/zh/geometries/ConeBufferGeometry.html
  45. 14 14
      docs/api/zh/geometries/ConeGeometry.html
  46. 14 14
      docs/api/zh/geometries/CylinderBufferGeometry.html
  47. 15 15
      docs/api/zh/geometries/CylinderGeometry.html
  48. 8 8
      docs/api/zh/geometries/DodecahedronBufferGeometry.html
  49. 37 34
      docs/api/zh/geometries/DodecahedronGeometry.html
  50. 9 9
      docs/api/zh/geometries/EdgesGeometry.html
  51. 21 22
      docs/api/zh/geometries/ExtrudeBufferGeometry.html
  52. 24 26
      docs/api/zh/geometries/ExtrudeGeometry.html
  53. 8 8
      docs/api/zh/geometries/IcosahedronBufferGeometry.html
  54. 9 9
      docs/api/zh/geometries/IcosahedronGeometry.html
  55. 13 13
      docs/api/zh/geometries/LatheBufferGeometry.html
  56. 13 13
      docs/api/zh/geometries/LatheGeometry.html
  57. 9 9
      docs/api/zh/geometries/OctahedronBufferGeometry.html
  58. 37 34
      docs/api/zh/geometries/OctahedronGeometry.html
  59. 9 9
      docs/api/zh/geometries/PlaneBufferGeometry.html
  60. 11 11
      docs/api/zh/geometries/PlaneGeometry.html
  61. 16 17
      docs/api/zh/geometries/PolyhedronBufferGeometry.html
  62. 12 13
      docs/api/zh/geometries/PolyhedronGeometry.html
  63. 13 13
      docs/api/zh/geometries/RingBufferGeometry.html
  64. 13 13
      docs/api/zh/geometries/RingGeometry.html
  65. 10 9
      docs/api/zh/geometries/ShapeBufferGeometry.html
  66. 10 9
      docs/api/zh/geometries/ShapeGeometry.html
  67. 17 15
      docs/api/zh/geometries/SphereBufferGeometry.html
  68. 17 15
      docs/api/zh/geometries/SphereGeometry.html
  69. 8 8
      docs/api/zh/geometries/TetrahedronBufferGeometry.html
  70. 9 9
      docs/api/zh/geometries/TetrahedronGeometry.html
  71. 31 31
      docs/api/zh/geometries/TextBufferGeometry.html
  72. 26 26
      docs/api/zh/geometries/TextGeometry.html
  73. 13 13
      docs/api/zh/geometries/TorusBufferGeometry.html
  74. 12 12
      docs/api/zh/geometries/TorusGeometry.html
  75. 12 12
      docs/api/zh/geometries/TorusKnotBufferGeometry.html
  76. 15 14
      docs/api/zh/geometries/TorusKnotGeometry.html
  77. 17 17
      docs/api/zh/geometries/TubeBufferGeometry.html
  78. 16 16
      docs/api/zh/geometries/TubeGeometry.html
  79. 6 6
      docs/api/zh/geometries/WireframeGeometry.html
  80. 14 15
      docs/api/zh/objects/Bone.html
  81. 10 11
      docs/api/zh/objects/Group.html
  82. 27 33
      docs/api/zh/objects/LOD.html
  83. 25 26
      docs/api/zh/objects/Line.html
  84. 17 19
      docs/api/zh/objects/LineLoop.html
  85. 15 18
      docs/api/zh/objects/LineSegments.html
  86. 30 35
      docs/api/zh/objects/Mesh.html
  87. 53 56
      docs/api/zh/objects/Points.html
  88. 24 26
      docs/api/zh/objects/Skeleton.html
  89. 30 36
      docs/api/zh/objects/SkinnedMesh.html
  90. 21 25
      docs/api/zh/objects/Sprite.html
  91. 13 12
      docs/api/zh/scenes/Fog.html
  92. 11 10
      docs/api/zh/scenes/FogExp2.html
  93. 14 11
      docs/api/zh/scenes/Scene.html
  94. 5 1
      docs/examples/SpriteCanvasMaterial.html
  95. 8 0
      docs/examples/loaders/BabylonLoader.html
  96. 34 1
      docs/examples/loaders/GLTFLoader.html
  97. 5 4
      docs/examples/loaders/MTLLoader.html
  98. 8 0
      docs/examples/loaders/PCDLoader.html
  99. 8 0
      docs/examples/loaders/PDBLoader.html
  100. 8 0
      docs/examples/loaders/PRWMLoader.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
 ##### Three.js version
 
 
 - [ ] Dev
 - [ ] Dev
-- [ ] r95
+- [ ] r97
 - [ ] ...
 - [ ] ...
 
 
 ##### Browser
 ##### Browser

+ 1 - 1
.travis.yml

@@ -1,5 +1,5 @@
 language: node_js
 language: node_js
 node_js:
 node_js:
-  - "8.9.4"
+  - node
 script:
 script:
   - npm run travis
   - npm run travis

+ 1 - 1
README.md

@@ -74,7 +74,7 @@ If everything went well you should see [this](https://jsfiddle.net/f2Lommf5/).
 
 
 ### Change log ###
 ### Change log ###
 
 
-[releases](https://github.com/mrdoob/three.js/releases)
+[Releases](https://github.com/mrdoob/three.js/releases)
 
 
 
 
 [npm-badge]: https://img.shields.io/npm/v/three.svg
 [npm-badge]: https://img.shields.io/npm/v/three.svg

Разлика између датотеке није приказан због своје велике величине
+ 10 - 3
build/three.js


Разлика између датотеке није приказан због своје велике величине
+ 357 - 351
build/three.min.js


Разлика између датотеке није приказан због своје велике величине
+ 10 - 3
build/three.module.js


+ 10 - 7
docs/api/en/core/BufferAttribute.html

@@ -35,12 +35,12 @@
 		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
 		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
 		<br /><br />
 		<br /><br />
 
 
-		[page:Boolean normalized] -- (optional) Indicates how the underlying data in the buffer maps
-		to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance of
-		UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
+		[page:Boolean normalized] -- (optional) Applies to integer data only. Indicates how the underlying data
+		in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance
+		of UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
 		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
 		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
 		 from -32767 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
 		 from -32767 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
-		 will be converted to floats which contain the exact value, i.e. 32767 becomes 32767.0f.
+		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
@@ -99,12 +99,12 @@
 
 
 		<h3>[property:Function onUploadCallback]</h3>
 		<h3>[property:Function onUploadCallback]</h3>
 		<p>
 		<p>
-		A callback function that is executed after the Renderer has transfered the attribute array data to the GPU.
+		A callback function that is executed after the Renderer has transferred the attribute array data to the GPU.
 		</p>
 		</p>
 
 
 		<h3>[property:Object updateRange]</h3>
 		<h3>[property:Object updateRange]</h3>
 		<p>Object containing:<br />
 		<p>Object containing:<br />
-			[page:Integer offset]: Default is *0*. Position at whcih to start update.<br />
+			[page:Integer offset]: Default is *0*. Position at which to start update.<br />
 			[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
 			[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
 
 
 			This can be used to only update some components of stored vectors (for example, just the component
 			This can be used to only update some components of stored vectors (for example, just the component
@@ -120,6 +120,9 @@
 		<h3>[method:BufferAttribute clone]() </h3>
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>Return a copy of this bufferAttribute.</p>
 		<p>Return a copy of this bufferAttribute.</p>
 
 
+		<h3>[method:BufferAttribute copy]( [param:BufferAttribute bufferAttribute] )</h3>
+		<p>Copies another BufferAttribute to this BufferAttribute.</p>
+
 		<h3>[method:BufferAttribute copyArray]( array ) </h3>
 		<h3>[method:BufferAttribute copyArray]( array ) </h3>
 		<p>Copy the array given here (which can be a normal array or TypedArray) into
 		<p>Copy the array given here (which can be a normal array or TypedArray) into
 			[page:BufferAttribute.array array].<br /><br />
 			[page:BufferAttribute.array array].<br /><br />
@@ -160,7 +163,7 @@
 		Sets the value of the onUploadCallback property.<br /><br />
 		Sets the value of the onUploadCallback property.<br /><br />
 
 
 		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
 		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
-		after the buffer has been	transfered to the GPU.
+		after the buffer has been	transferred to the GPU.
 		</p>
 		</p>
 
 
 		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>

+ 1 - 1
docs/api/en/core/Face3.html

@@ -124,7 +124,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
 		<p>Creates a new clone of the Face3 object.</p>
 		<p>Creates a new clone of the Face3 object.</p>
 
 
 		<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
 		<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
-		<p>Copy the paramaters of another Face3 into this.</p>
+		<p>Copy the parameters of another Face3 into this.</p>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

@@ -17,7 +17,7 @@
 		</p>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
-		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
+		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized], [param:Number meshPerAttribute] )</h3>
 		<p>
 		<p>
 		</p>
 		</p>
 
 

+ 5 - 0
docs/api/en/core/Layers.html

@@ -21,6 +21,11 @@
 			All classes that inherit from [page:Object3D] have an [page:Object3D.layers] property which is an instance of this class.
 			All classes that inherit from [page:Object3D] have an [page:Object3D.layers] property which is an instance of this class.
 		</p>
 		</p>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_layers WebGL / layers]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 2 - 2
docs/api/en/core/Raycaster.html

@@ -147,7 +147,7 @@
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
 		<p>
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.<br />
+		[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is false.<br />
 		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
 		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
 		</p>
 		</p>
 		<p>
 		<p>
@@ -174,7 +174,7 @@
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
 		<p>
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.<br />
+		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersection with the objects. Default is false.<br />
 		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
 		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
 		</p>
 		</p>
 		<p>
 		<p>

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

@@ -201,7 +201,7 @@
 		<h3>[method:Uniform clone]()</h3>
 		<h3>[method:Uniform clone]()</h3>
 		<p>
 		<p>
 		Returns a clone of this uniform.<br />
 		Returns a clone of this uniform.<br />
-		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assigment.
+		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
 		Array values are shared between cloned [page:Uniform]s.<br /><br />
 		Array values are shared between cloned [page:Uniform]s.<br /><br />
 		See [example:webgldeferred_animation WebGL deferred animation] for an example of this method in use.
 		See [example:webgldeferred_animation WebGL deferred animation] for an example of this method in use.
 		</p>
 		</p>

+ 14 - 4
docs/api/en/lights/PointLight.html

@@ -45,8 +45,7 @@ scene.add( light );
 		<p>
 		<p>
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
-			[page:Number distance] - The distance from the light where the intensity is 0.
-			When set to 0, then the light never stops. Default is 0.<br />
+			[page:Number distance] - Maximum range of the light. Default is 0 (no limit).<br />
 			[page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
 			[page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
 			For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
 			For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
 
 
@@ -67,8 +66,19 @@ scene.add( light );
 
 
 		<h3>[property:Float distance]</h3>
 		<h3>[property:Float distance]</h3>
 		<p>
 		<p>
-			If non-zero, light will attenuate linearly from maximum intensity at the light's
-			position down to zero at this distance from the light. Default is *0.0*.
+			<em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
+			non-zero, light will attenuate linearly from maximum intensity at the light's position down to
+			zero at this distance from the light.
+		</p>
+		<p>
+			<em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
+			is zero, light will attenuate according to inverse-square law to infinite distance. When
+			distance is non-zero, light will attenuate according to inverse-square law until near the
+			distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
+			are not physically correct.
+		</p>
+		<p>
+			Default is *0.0*.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isPointLight]</h3>
 		<h3>[property:Boolean isPointLight]</h3>

+ 14 - 4
docs/api/en/lights/SpotLight.html

@@ -71,8 +71,7 @@
 		<p>
 		<p>
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
-			[page:Float distance] - Maximum distance from origin where light will shine whose intensity
-			is attenuated linearly based on distance from origin. <br />
+			[page:Float distance] - Maximum range of the light. Default is 0 (no limit).<br />
 			[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
 			[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
 			bound is Math.PI/2.<br />
 			bound is Math.PI/2.<br />
 			[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
 			[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
@@ -109,8 +108,19 @@
 
 
 		<h3>[property:Float distance]</h3>
 		<h3>[property:Float distance]</h3>
 		<p>
 		<p>
-			If non-zero, light will attenuate linearly from maximum intensity at the light's
-			position down to zero at this distance from the light. Default is *0.0*.
+			<em>Default mode</em> — When distance is zero, light does not attenuate. When distance is
+			non-zero, light will attenuate linearly from maximum intensity at the light's position down to
+			zero at this distance from the light.
+		</p>
+		<p>
+			<em>[page:WebGLRenderer.physicallyCorrectLights Physically correct] mode</em> — When distance
+			is zero, light will attenuate according to inverse-square law to infinite distance. When
+			distance is non-zero, light will attenuate according to inverse-square law until near the
+			distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs
+			are not physically correct.
+		</p>
+		<p>
+			Default is *0.0*.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isSpotLight]</h3>
 		<h3>[property:Boolean isSpotLight]</h3>

+ 8 - 0
docs/api/en/loaders/AnimationLoader.html

@@ -81,6 +81,14 @@
 		be parsed with [page:AnimationClip.parse].
 		be parsed with [page:AnimationClip.parse].
 		</p>
 		</p>
 
 
+		<h3>[method:AnimationLoader setPath]( [param:String path] )</h3>
+		<p>
+			[page:String path] — Base path of the file to load.<br /><br />
+
+			Sets the base path or URL from which to load files. This can be useful if
+			you are loading many animations from the same directory.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 8 - 0
docs/api/en/loaders/AudioLoader.html

@@ -92,6 +92,14 @@
 		Begin loading from url and pass the loaded [page:String AudioBuffer] to onLoad.
 		Begin loading from url and pass the loaded [page:String AudioBuffer] to onLoad.
 		</p>
 		</p>
 
 
+		<h3>[method:AudioLoader setPath]( [param:String path] )</h3>
+		<p>
+			[page:String path] — Base path of the file to load.<br /><br />
+			
+			Sets the base path or URL from which to load files. This can be useful if
+			you are loading many audios from the same directory.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 8 - 0
docs/api/en/loaders/BufferGeometryLoader.html

@@ -85,6 +85,14 @@
 		Parse a <em>JSON</em> structure and return a [page:BufferGeometry].
 		Parse a <em>JSON</em> structure and return a [page:BufferGeometry].
 		</p>
 		</p>
 
 
+		<h3>[method:BufferGeometryLoader setPath]( [param:String path] )</h3>
+		<p>
+			[page:String path] — Base path of the file to load.<br /><br />
+
+			Sets the base path or URL from which to load files. This can be useful if
+			you are loading many geometries from the same directory.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 8 - 0
docs/api/en/loaders/DataTextureLoader.html

@@ -56,6 +56,14 @@
 		Begin loading from url and pass the loaded texture to onLoad.
 		Begin loading from url and pass the loaded texture to onLoad.
 		</p>
 		</p>
 
 
+		<h3>[method:DataTextureLoader setPath]( [param:String path] )</h3>
+		<p>
+			[page:String path] — Base path of the file to load.<br /><br />
+
+			Sets the base path or URL from which to load files. This can be useful if
+			you are loading many data textures from the same directory.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 12 - 8
docs/api/en/loaders/JSONLoader.html

@@ -93,23 +93,27 @@
 		Begin loading from url and pass the <em>JSON</em> to onLoad.
 		Begin loading from url and pass the <em>JSON</em> to onLoad.
 		</p>
 		</p>
 
 
+		<h3>[method:Object3D parse]( [param:Object json], [param:String path] )</h3>
+		<p>
+		[page:String json] — JSON object to parse.<br />
+		[page:String path] — Base path for resources if no resource path is defined.<br /><br />
+
+		Parse a <em>JSON</em> structure and return an [page:object] containing the parsed [page:Geometry geometry] and [page:Array materials].
+		</p>
+
 		<h3>[method:JSONLoader setCrossOrigin]( [param:String value] )</h3>
 		<h3>[method:JSONLoader setCrossOrigin]( [param:String value] )</h3>
 		<p>
 		<p>
 			Set the [page:.crossOrigin] attribute.
 			Set the [page:.crossOrigin] attribute.
 		</p>
 		</p>
 
 
-		<h3>[method:JSONLoader setTexturePath]( [param:String texturePath] )</h3>
+		<h3>[method:JSONLoader setPath]( [param:String value] )</h3>
 		<p>
 		<p>
-			Set the base path or URL from which to load files. This can be useful if
-			you are loading many files from the same directory.
+			Set the base path for the original file.
 		</p>
 		</p>
 
 
-		<h3>[method:Object3D parse]( [param:Object json], [param:String texturePath] )</h3>
+		<h3>[method:JSONLoader setResourcePath]( [param:String value] )</h3>
 		<p>
 		<p>
-		[page:String json] — JSON object to parse.<br />
-		[page:String texturePath] — Base path for textures.<br /><br />
-
-		Parse a <em>JSON</em> structure and return an [page:object] containing the parsed [page:Geometry geometry] and [page:Array materials].
+			Set the base path for dependent resources like textures.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 9 - 3
docs/api/en/loaders/MaterialLoader.html

@@ -84,12 +84,18 @@
 		Parse a <em>JSON</em> structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
 		Parse a <em>JSON</em> structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
 		</p>
 		</p>
 
 
-		<h3>[method:null setTextures]( [param:Object textures] )</h3>
+		<h3>[method:MaterialLoader setPath]( [param:String path] )</h3>
 		<p>
 		<p>
-		[page:Object textures] — object containing any textures used by the material.
-		</p>
+			[page:String path] — Base path of the file to load.<br /><br />
 
 
+			Sets the base path or URL from which to load files. This can be useful if
+			you are loading many materials from the same directory.
+		</p>
 
 
+		<h3>[method:MaterialLoader setTextures]( [param:Object textures] )</h3>
+		<p>
+		[page:Object textures] — object containing any textures used by the material.
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 8 - 5
docs/api/en/loaders/ObjectLoader.html

@@ -85,9 +85,9 @@
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
 		</p>
 		</p>
 
 
-		<h3>[property:String texturePath]</h3>
+		<h3>[property:String resourcePath]</h3>
 		<p>
 		<p>
-			The base path or URL from which textures will be loaded. See [page:.setTexturePath].
+			The base path or URL from which additional resources like textuures will be loaded. See [page:.setResourcePath].
 			Default is the empty string.
 			Default is the empty string.
 		</p>
 		</p>
 
 
@@ -217,11 +217,14 @@
 		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</p>
 		</p>
 
 
-		<h3>[method:ObjectLoader setTexturePath]( [param:String value] )</h3>
+		<h3>[method:ObjectLoader setPath]( [param:String value] )</h3>
 		<p>
 		<p>
-		[page:String value] — The base path or URL from which textures will be loaded.<br /><br />
-
+			Set the base path for the original file.
+		</p>
 
 
+		<h3>[method:ObjectLoader setResourcePath]( [param:String value] )</h3>
+		<p>
+			Set the base path for dependent resources like textures.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 0 - 11
docs/api/en/renderers/WebGLRenderer.html

@@ -302,17 +302,6 @@
 		<h3>[method:null clearStencil]( )</h3>
 		<h3>[method:null clearStencil]( )</h3>
 		<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 		<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 
 
-		<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
-		<p>
-		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
-		color -- If set, then the color gets cleared. <br />
-		depth -- If set, then the depth gets cleared. <br />
-		stencil -- If set, then the stencil gets cleared.
-		</p>
-		<p>
-		This method clears a rendertarget. To do this, it activates the rendertarget.
-		</p>
-
 		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
 		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
 		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
 		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
 
 

+ 1 - 1
docs/api/en/textures/Texture.html

@@ -149,7 +149,7 @@
 
 
 		<h3>[property:number rotation]</h3>
 		<h3>[property:number rotation]</h3>
 		<p>
 		<p>
-		How much the texture is rotated around the center point, in radians. Postive values are counter-clockwise. Default is *0*.
+		How much the texture is rotated around the center point, in radians. Positive values are counter-clockwise. Default is *0*.
 		</p>
 		</p>
 
 
 		<h3>[property:Vector2 center]</h3>
 		<h3>[property:Vector2 center]</h3>

+ 7 - 6
docs/api/zh/cameras/ArrayCamera.html

@@ -10,22 +10,23 @@
 	<body>
 	<body>
 		[page:PerspectiveCamera] &rarr;
 		[page:PerspectiveCamera] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>阵列摄像机([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			可以使用[name]以使用预定义的一组摄像机有效地渲染场景。这是渲染VR场景的重要性能方面。<br />
-			[name]的实例总是有一组子摄像机。必须为每个子摄像机定义bounds属性,该属性确定使用此摄像机渲染的视口部分。
+
+			[name] 可以被用来更加高效地用一组已经预定义好的摄像机来渲染一个场景。 这对于VR场景的渲染来说,是非常重要的一个性能体现。<br />
+			一个 [name] 的实例中总是包含着一组子摄像机,应当为每一个子摄像机定义*bound*(边界)这个属性,该属性决定了由该子摄像机所渲染的视口区域的大小。
 		</p>
 		</p>
 
 
-		<h2>例</h2>
+		<h2>例</h2>
 
 
 		<p>[example:webgl_camera_array camera / array ]</p>
 		<p>[example:webgl_camera_array camera / array ]</p>
 
 
-		<h2>构造函数</h2>
+		<h2>构造</h2>
 
 
 		<h3>[name]( [param:Array array] )</h3>
 		<h3>[name]( [param:Array array] )</h3>
 		<p>
 		<p>
-			摄像机组。
+			一个包含多个摄像机的数组。
 		</p>
 		</p>
 
 
 
 

+ 28 - 17
docs/api/zh/cameras/Camera.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>摄像机([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
 			摄像机的抽象基类。在构建新摄像机时,应始终继承此类。
 			摄像机的抽象基类。在构建新摄像机时,应始终继承此类。
@@ -20,61 +20,72 @@
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 
 
+
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-			创建一个新的[name]。请注意,此类不应直接调用;
-			你可能需要一个[page:PerspectiveCamera]或者[page:OrthographicCamera]。
+
+			创建一个新的[name](摄像机)。注意:这个类并不是被直接调用的;你所想要的或许是一个 [page:PerspectiveCamera](透视摄像机)或者 [page:OrthographicCamera](正交摄像机)。
+
 		</p>
 		</p>
 
 
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
-		<p>请参阅基类[page:Object3D]的公共属性。</p>
+
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 
 		<h3>[property:Boolean isCamera]</h3>
 		<h3>[property:Boolean isCamera]</h3>
 		<p>
 		<p>
-			用于检查此类或派生类是否为摄像机。默认为true。<br /><br />
+			用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
+			<br /><br />
+
+			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
 
 
-			你不应该更改此内容,因为渲染器在内部使用它进行优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
-		摄像机所属的[page:Layers layers]。 这是[page:Object3D]的继承属性。<br /><br />
 
 
-		在渲染摄像机的视点时,对象必须与摄像机共享至少一个层。
+		摄像机是一个[page:Layers layers]的成员. 这是一个从[page:Object3D]继承而来的属性。<br /><br />
+			 当摄像机的视点被渲染的时候,物体必须和当前被看到的摄像机共享至少一个层。
+
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<p>
 		<p>
-			这是matrixWorld的逆矩阵。MatrixWorld包含摄像机的世界变换矩阵。
+
+			这是matrixWorld矩阵的逆矩阵。 MatrixWorld包含了相机的世界变换矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 projectionMatrix]</h3>
 		<h3>[property:Matrix4 projectionMatrix]</h3>
-		<p>这是包含投影的矩阵。</p>
+		<p>这是投影变换矩阵。</p>
 
 
 		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
 		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
-		<p>projectionMatrix的逆矩阵</p>
+		<p>这是投影变换矩阵的逆矩阵。</p>
 
 
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>请参阅基类[page:Object3D]的公共方法。</p>
+		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
 
 
 		<h3>[method:Camera clone]( )</h3>
 		<h3>[method:Camera clone]( )</h3>
 		<p>
 		<p>
-			返回具有与此相同属性的新摄像机。
+			 返回一个具有和当前相机的属性一样的新的相机。
+
 		</p>
 		</p>
 
 
 		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
 		<p>
-		将源摄像机中的属性复制到此摄像机中。
+
+		将源摄像机的属性复制到新摄像机中。
+
 		</p>
 		</p>
 
 
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<p>
 		<p>
-		[page:Vector3 target] — 结果将被复制到此Vector3中。 <br /><br />
 
 
-		返回表示摄像机正在查看的世界空间方向的[page:Vector3]。
-		(注意:摄像机向下看其局部的负z轴)。<br /><br />
+		[page:Vector3 target] — 调用该函数的结果将复制给该Vector3对象。<br /><br />
+
+		返回一个能够表示当前摄像机所正视的世界空间方向的[page:Vector3]对象。
+		(注意:摄像机俯视时,其Z轴坐标为负。)<br /><br />
 		</p>
 		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>

+ 24 - 16
docs/api/zh/cameras/CubeCamera.html

@@ -10,11 +10,12 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>立方相机([name]</h1>
 
 
-		<p class="desc">创建6个渲染到[page:WebGLRenderTargetCube]的摄像机</p>
 
 
-		<h2>例子</h2>
+		<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLRenderTargetCube]上。</p>
+
+		<h2>示例</h2>
 
 
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
@@ -40,45 +41,52 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>构造函数</h2>
+
+		<h2>构造器</h2>
+
 
 
 
 
 		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
 		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
 		<p>
 		<p>
-		near -- 近剪裁面距离<br />
-		far -- 远剪裁面距离<br />
-		cubeResolution -- 设置立方体边缘的长度。
+
+		near -- 远剪切面的距离<br />
+		far -- 近剪切面的距离<br />
+		cubeResolution -- 设置立方体边缘的长度
 		</p>
 		</p>
 		<p>
 		<p>
-		构造一个包含6个[page:PerspectiveCamera PerspectiveCameras]的CubeCamera,渲染到[page:WebGLRenderTargetCube]。
+			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLRenderTargetCube]上。
+
 		</p>
 		</p>
 
 
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
-		<p>参阅基类[page:Object3D]的公共属性。</p>
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<p>
 		<p>
-		生成的立方体纹理。
+			生成的立方体纹理<br>
+			(译注:生成的立方体纹理保存在其中的.texture对象中,可作为贴图赋值给其他材质)
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>参阅基类[page:Object3D]的公共方法。</p>
+		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
+
 
 
 
 
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
 		<p>
-		renderer -- 当前WebGL渲染器 <br />
-		scene -- 当前场景
+		renderer -- 当前WebGL渲染器<br />
+		scene -- 当前场景
 		</p>
 		</p>
 		<p>
 		<p>
-		调用它来更新[page:CubeCamera.renderTarget renderTarget]。
+			这个方法用来更新[page:CubeCamera.renderTarget renderTarget](渲染目标对象)
 		</p>
 		</p>
 
 
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
 		<p>
-		调用此方法以清除[page:CubeCamera.renderTarget renderTarget] 颜色,深度,和/或者模板缓冲区。
-		颜色缓冲区设置为渲染器的当前清除颜色。默认参数为*true*。
+			这个方法用来来清除[page:CubeCamera.renderTarget renderTarget]的颜色、深度和/或模板缓冲区。
+			颜色缓冲区设置为渲染器当前的“清除”色。参数默认值均为*true*。
+
 		</p>
 		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>

+ 54 - 44
docs/api/zh/cameras/OrthographicCamera.html

@@ -10,18 +10,20 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>正交相机([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			使用[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection]的摄像机。<br /><br />
+			这一摄像机使用[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection](正交投影)来进行投影。<br /><br />
 
 
-			在此投影模式下,无论距离摄像机的距离如何,渲染图像中的对象大小都保持不变。<br /><br />
+			在这种投影模式下,无论物体距离相机距离远或者近,在最终渲染的图片中物体的大小都保持不变。
+			<br /><br />
 
 
-			这对于渲染2D场景和UI元素等非常有用。
+
+			这对于渲染2D场景或者UI元素是非常有用的。
 		</p>
 		</p>
 
 
 
 
-		<h2>例</h2>
+		<h2>例</h2>
 
 
 		<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
 		<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
 		<p>[example:webgl_camera camera ]</p>
 		<p>[example:webgl_camera camera ]</p>
@@ -39,98 +41,106 @@
 scene.add( camera );</code>
 scene.add( camera );</code>
 
 
 
 
-		<h2>构造函数</h2>
+
+		<h2>构造器</h2>
+
 
 
 
 
 		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<p>
 		<p>
-		left — 摄像机视锥体左平面。<br />
-		right — 摄像机视锥体右平面。<br />
-		top — 摄像机视锥体顶部平面。<br />
-		bottom — 摄像机视锥体底部平面。<br />
-		near — 摄像机视锥体近平面。<br />
-		far — 摄像机视锥体远平面。<br /><br />
-
-		这些一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]。
+
+		left — 摄像机视锥体左侧面。<br />
+		right — 摄像机视锥体右侧面。<br />
+		top — 摄像机视锥体上侧面。<br />
+		bottom — 摄像机视锥体下侧面。<br />
+		near — 摄像机视锥体近端面。<br />
+		far — 摄像机视锥体远端面。<br /><br />
+
+		这些参数一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)。
+
 		</p>
 		</p>
 
 
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>
 		<p>
-			参阅基类[page:Camera]的公共属性。<br>
- 			请注意,在对大多数这些属性进行更改后,必须调用 [page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]才能使更改生效。
+			请参阅其基类[page:Camera]来查看其共有属性。
+			<br>
+			请注意,在大多数属性发生改变之后,你将需要调用[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
 		</p>
 
 
 		<h3>[property:Float bottom]</h3>
 		<h3>[property:Float bottom]</h3>
-		<p>摄像机视锥体底部平面。</p>
+		<p>摄像机视锥体下侧面。</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
 		<p>
 		<p>
-		摄像机视锥体远平面。 默认值是*2000*。<br /><br />
+			摄像机视锥体远端面,其默认值为*2000*。<br /><br />
+			其值的有效范围介于[page:.near near](摄像机视锥体近端面)和无穷大之间。
 
 
-		有效范围介于[page:.near]平面的当前值和无穷远之间。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isOrthographicCamera]</h3>
 		<h3>[property:Boolean isOrthographicCamera]</h3>
 		<p>
 		<p>
-			用于测试此类或派生类是否为正交摄像机。 默认值为*true*。<br /><br />
-
-			这不应该更改,因为渲染器在内部使用它进行优化。
+			用于测试这个类或者派生类是否为OrthographicCameras,默认为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Float left]</h3>
 		<h3>[property:Float left]</h3>
-		<p>摄像机视锥体左面。</p>
+		<p>摄像机视锥体左面。</p>
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>
-			摄像机视锥体近平面。默认值为*0.1*。<br /><br />
+			摄像机视锥体近端面。其默认值为*0.1*.<br /><br />
+
+			其值的有效范围介于0和[page:.far far](摄像机视锥体远端面)之间。
+			<br>
+			请注意,和[page:PerspectiveCamera]不同,*0*对于OrthographicCamera的近端面来说是一个有效值。
 
 
-			有效范围介于0和[page:.far]平面的当前值之间。
-			请注意,与[page:PerspectiveCamera]不同,*0*是正交摄像机近平面的有效值。
 		</p>
 		</p>
 
 
 		<h3>[property:Float right]</h3>
 		<h3>[property:Float right]</h3>
-		<p>摄像机视锥体右面。</p>
+		<p>摄像机视锥体右面。</p>
 
 
 		<h3>[property:Float top]</h3>
 		<h3>[property:Float top]</h3>
-		<p>摄像机视锥体顶部平面。</p>
+		<p>摄像机视锥体上侧面。</p>
 
 
 		<h3>[property:Object view]</h3>
 		<h3>[property:Object view]</h3>
-		<p>由[page:OrthographicCamera.setViewOffset setViewOffset]设置。默认值为*null*。</p>
+		<p>这个值是由[page:OrthographicCamera.setViewOffset setViewOffset]来设置的,其默认值为*null*。</p>
 
 
 		<h3>[property:number zoom]</h3>
 		<h3>[property:number zoom]</h3>
-		<p>获取和设置摄像机的缩放系数。默认值为*1*。</p>
+		<p>
+			获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>参阅基类[page:Camera]的公共方法。</p>
+		<p>请参阅其基类[page:Camera]来查看其共有方法。</p>
 
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
 		<p>
-		fullWidth — 多视图设置的全宽度<br />
-		fullHeight — 多视图设置的全高度<br />
-		x — 摄像机的水平偏移<br />
-		y — 子摄像机的竖直偏移<br />
-		width — 子摄像机宽度<br />
-		height — 子摄像机高度<br /><br />
-
-			在较大的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]中设置偏移。
-			这对于多窗口或多显示器/多机器设置很有用
-			有关如何使用它的示例,请参阅[page:PerspectiveCamera.setViewOffset PerspectiveCamera]。
+		fullWidth — 多视图的全宽设置<br />
+		fullHeight — 多视图的全高设置<br />
+		x — 摄像机的水平偏移<br />
+		y — 副摄像机的垂直偏移<br />
+		width — 副摄像机的宽度<br />
+		height — 副摄像机的高度<br /><br />
+
+			在较大的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)中设置偏移量,对于多窗口或者多显示器的设置是很有用的
+			对于如何使用它,请查看[page:PerspectiveCamera.setViewOffset PerspectiveCamera]中的示例
+
 		</p>
 		</p>
 
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<h3>[method:null clearViewOffset]()</h3>
 		<p>
 		<p>
-		删除[page:PerspectiveCamera.setViewOffset .setViewOffset] 方法设置的任何偏移量。
+			清除任何由.setViewOffset设置的偏移量。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
 		<p>
-		更新摄像机的投影矩阵。必须在更改参数后调用。
+			更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
+
 		</p>
 		</p>
 
 
 		<h3>[method:JSON toJSON]()</h3>
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
 		<p>
-		以JSON格式返回摄像机的数据。
+		使用JSON格式来返回摄像机数据。
 		</p>
 		</p>
 
 
 
 

+ 60 - 54
docs/api/zh/cameras/PerspectiveCamera.html

@@ -10,16 +10,17 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>透视相机([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		使用[link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection]的摄像机。<br /><br />
+			这一摄像机使用[link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection](透视投影)来进行投影。<br /><br />
+
+			这一投影模式被用来模拟人眼所看到的景象,它是3D场景的渲染中使用得最普遍的投影模式。
 
 
-		这种投影模式旨在模仿人眼看到的方式。它是用于渲染3D场景的最常见投影模式。
 		</p>
 		</p>
 
 
 
 
-		<h2>例</h2>
+		<h2>例</h2>
 
 
 		<p>[example:canvas_geometry_birds geometry / birds ]</p>
 		<p>[example:canvas_geometry_birds geometry / birds ]</p>
 		<p>[example:canvas_geometry_cube geometry / cube ]</p>
 		<p>[example:canvas_geometry_cube geometry / cube ]</p>
@@ -33,119 +34,123 @@
 scene.add( camera );</code>
 scene.add( camera );</code>
 
 
 
 
-		<h2>构造函数</h2>
+		<h2>构造</h2>
 
 
 		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<p>
 		<p>
-		fov — 摄像机视锥体垂直视野<br />
-		aspect — 摄像机视锥体宽<br />
-		near — 摄像机视锥体近平面。<br />
-		far — 摄像机视锥体远平面。<br /><br />
+		fov — 摄像机视锥体垂直视野角度<br />
+		aspect — 摄像机视锥体宽比<br />
+		near — 摄像机视锥体近端面<br />
+		far — 摄像机视锥体远端面<br /><br />
 
 
-		这些一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]。
+		这些参数一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum](视锥体)
 		</p>
 		</p>
 
 
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>
 		<p>
-			参阅基类[page:Camera]的公共属性。<br>
-			请注意,在对大多数这些属性进行更改后,必须调用[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix]才能使更改生效。.
+			请参阅其基类 [page:Camera] 来查看共有属性。<br>
+			请注意,在大多数属性发生改变之后,你将需要调用[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
 		</p>
 
 
 		<h3>[property:Float aspect]</h3>
 		<h3>[property:Float aspect]</h3>
-		<p>摄像机视锥体宽高比。默认是画布宽度/画布高度。默认值为*1*(方形画布)。</p>
+		<p>摄像机视锥体的长宽比,通常是使用画布的宽/画布的高。默认值是*1*(正方形画布)。</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
 		<p>
 		<p>
-		摄像机视锥体远平面。 默认值为*2000*。<br /><br />
-
-		有效范围介于[page:.near]平面的当前值和无穷远之间。
+			摄像机的远端面,默认值是*2000*。
+			<br /><br />
+			其有效值范围是在当前摄像机[page:.near near] plane(近端面)的值到无穷远之间。
 		</p>
 		</p>
 
 
 		<h3>[property:Float filmGauge]</h3>
 		<h3>[property:Float filmGauge]</h3>
-		<p>用于较大轴的胶片尺寸。默认值为35 (毫米)。 除非.filmOffset设置为非零值,否则此参数不会影响投影矩阵。</p>
+		<p>胶片尺寸,其默认值为35(毫米)。
+			这个参数不会影响摄像机的投影矩阵,除非.filmOffset被设置为了一个非零的值。</p>
 
 
 		<h3>[property:Float filmOffset]</h3>
 		<h3>[property:Float filmOffset]</h3>
-		<p>与.filmGauge相同单位的水平偏中心偏移。默认值为0。</p>
+		<p>水平偏离中心偏移量,和.filmGauge单位相同。默认值为*0*。</p>
 
 
 		<h3>[property:Float focus]</h3>
 		<h3>[property:Float focus]</h3>
-		<p>用于立体视觉和景深效果的物距。
-			除非使用[page:StereoCamera],否则此参数不会影响投影矩阵。默认值为*10*。
+		<p>用于立体视觉和景深效果的物体的距离。
+		   这个参数不会影响摄像机的投影矩阵,除非使用了[page:StereoCamera]。
+			默认值是*10*。
 		</p>
 		</p>
 
 
 		<h3>[property:Float fov]</h3>
 		<h3>[property:Float fov]</h3>
-		<p>摄像机视锥体垂直视野,从底部到顶部,以度为单位。默认值为*50*。</p>
+		<p>摄像机视锥体垂直视野角度,从视图的底部到顶部,以角度来表示。默认值是*50*。</p>
 
 
 		<h3>[property:Boolean isPerspectiveCamera]</h3>
 		<h3>[property:Boolean isPerspectiveCamera]</h3>
 		<p>
 		<p>
-		用于测试此类或派生类是否为透视摄像机。默认为*true*。<br /><br />
 
 
-		这不应该更改,因为渲染器在内部使用它进行优化。
+			用于测试这个类或者派生类是否为PerspectiveCameras,默认为true。
+			<br /><br />
+
+			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>
-		摄像机视锥体的近平面,默认值为*0.1*。<br /><br />
-
-		有效范围大于0且小于远平面的当前值。需要注意的是,与正交摄像机不同,对于透视摄像机的近平面,0不是一个有效值。
+			摄像机的近端面,默认值是*0.1*。<br /><br />
+			其有效值范围是0到当前摄像机[page:.far far] plane(远端面)的值之间。
+			请注意,和[page:OrthographicCamera]不同,*0*对于PerspectiveCamera的近端面来说<em>不是</em>一个有效值。
 		</p>
 		</p>
 
 
 		<h3>[property:Object view]</h3>
 		<h3>[property:Object view]</h3>
 		<p>
 		<p>
-			视锥体窗口规范或null。这是使用[page:PerspectiveCamera.setViewOffset .setViewOffset]方法设置,
-			使用[page:PerspectiveCamera.clearViewOffset .clearViewOffset]清除。
+			Frustum window specification or null.
+			这个值使用[page:PerspectiveCamera.setViewOffset .setViewOffset]方法来进行设置,使用[page:PerspectiveCamera.clearViewOffset .clearViewOffset]方法来进行清除。
 		</p>
 		</p>
 
 
 		<h3>[property:number zoom]</h3>
 		<h3>[property:number zoom]</h3>
-		<p>获取或设置摄像机的缩放系数。默认值为*1*。</p>
+		<p>获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
 
 
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>参阅基类[page:Camera]的公共方法。</p>
+		<p>请参阅其基类[page:Camera]来查看共有属性。</p>
 
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<h3>[method:null clearViewOffset]()</h3>
-		<p>删除[page:PerspectiveCamera.setViewOffset .setViewOffset]方法设置的任何偏移量。</p>
+		<p>清除任何由[page:PerspectiveCamera.setViewOffset .setViewOffset]设置的偏移量。</p>
 
 
 		<h3>[method:Float getEffectiveFOV]()</h3>
 		<h3>[method:Float getEffectiveFOV]()</h3>
-		<p>考虑.zoom,返回当前垂直视角范围(以度为单位)。</p>
+		<p>结合.zoom(缩放倍数),以角度返回当前垂直视野角度。</p>
 
 
 		<h3>[method:Float getFilmHeight]()</h3>
 		<h3>[method:Float getFilmHeight]()</h3>
 		<p>
 		<p>
-		返回胶片上图像的高度。如果.aspect小于或等于1(纵向格式),则结果等于.filmGauge。
+			返回当前胶片上图像的高,如果.aspect小于或等于1(肖像格式、纵向构图),则结果等于.filmGauge。
+
 		</p>
 		</p>
 
 
 		<h3>[method:Float getFilmWidth]()</h3>
 		<h3>[method:Float getFilmWidth]()</h3>
 		<p>
 		<p>
-		返回胶片上图像的宽度。如果.aspect大于或等于1(横向格式),则结果等于.filmGauge。
+			返回当前胶片上图像的宽,如果.aspect大于或等于1(景观格式、横向构图),则结果等于.filmGauge。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getFocalLength]()</h3>
 		<h3>[method:Float getFocalLength]()</h3>
-		<p>返回.filmGauge当前.fov的焦距。</p>
+		<p>返回当前.fov(视野角度)相对于.filmGauge(胶片尺寸)的焦距。
 
 
 		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<p>
 		<p>
-		根据当前[page:PerspectiveCamera.filmGauge .filmGauge]的焦距设置FOV。<br /><br />
-		默认情况下,焦距是为35mm(全画幅)摄像机指定的。
-		</p>
+			通过相对于当前[page:PerspectiveCamera.filmGauge .filmGauge]的焦距设置FOV。
+		<br /><br />
+			默认情况下,焦距是为35mm(全画幅)摄像机而指定的。</p>
 
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
 		<p>
-			fullWidth — 多视图设置的全宽度<br />
-			fullHeight — 多视图设置的全高度<br />
-			x — 子摄像机的水平偏移<br />
-			y — 子摄像机的竖直偏移<br />
-			width — 子摄像机宽度<br />
-			height — 子摄像机高度
+		fullWidth — 多视图的全宽设置<br />
+		fullHeight — 多视图的全高设置<br />
+		x — 副摄像机的水平偏移<br />
+		y — 副摄像机的垂直偏移<br />
+		width — 副摄像机的宽度<br />
+		height — 副摄像机的高度
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		在较大的视锥体中设置偏移。
-		这对于多窗口或多显示器/多机器设置很有用。
+				在较大的viewing frustum(视锥体)中设置偏移量,对于多窗口或者多显示器的设置是很有用的。
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		例如,如果你有3x2显示器,每个显示器是1920x1080,显示器是这样的网格:<br />
+			例如,如果你有一个3x2的显示器阵列,每个显示器分辨率都是1920x1080,且这些显示器排列成像这样的网格:<br />
 
 
 		<pre>
 		<pre>
 +---+---+---+
 +---+---+---+
@@ -154,8 +159,7 @@ scene.add( camera );</code>
 | D | E | F |
 | D | E | F |
 +---+---+---+
 +---+---+---+
 		</pre>
 		</pre>
-
-		然后对于每个监视器,你会这样调用它: <br />
+		那对于每个显示器,你可以这样来设置、调用:<br />
 
 
 		<code>var w = 1920;
 		<code>var w = 1920;
 var h = 1080;
 var h = 1080;
@@ -175,19 +179,21 @@ camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 // F
 // F
 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 </code>
 </code>
-
-		注意监视器没有理由必须是相同的大小或在一个网格中。
+		请注意,显示器的不必具有相同的大小,或者不必在网格中。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
 		<p>
-		更新摄像机的投影矩阵。必须在更改参数后调用。
+
+		更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
+
 		</p>
 		</p>
 
 
 		<h3>[method:JSON toJSON]()</h3>
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
 		<p>
-		以JSON格式返回摄像机的数据。
-		</p>
+
+				使用JSON格式来返回摄像机数据。
+			</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 

+ 12 - 14
docs/api/zh/cameras/StereoCamera.html

@@ -9,53 +9,51 @@
 	</head>
 	</head>
 	<body>
 	<body>
 
 
-		<h1>[name]</h1>
+		<h1>立体相机([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		双[page:PerspectiveCamera PerspectiveCamera](透视摄像机)用于
-		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph](立体影像)or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier](视差屏障)等效果。
+			双透视摄像机(立体相机)常被用于创建[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph](3D立体影像)或者[link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier](视差效果)。
+
 		</p>
 		</p>
 
 
 
 
-		<h2>例</h2>
+		<h2>例</h2>
 
 
 		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
 		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
 		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
 		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>
 
 
 		<p>
 		<p>
-		这个类在内部使用的文件<br /><br />
+			这些类在以上示例中的文件内部使用:<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
-		在上面的例子中使用。
 		</p>
 		</p>
 
 
 
 
-		<h2>构造函数</h2>
+		<h2>构造</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Float aspect]</h3>
 		<h3>[property:Float aspect]</h3>
-		<p>默认值为*1*。</p>
+		<p>默认值是*1*.</p>
 
 
 		<h3>[property:Float eyeSep]</h3>
 		<h3>[property:Float eyeSep]</h3>
-		<p>默认值为*0.064*。</p>
+		<p>默认值是*0.064*.</p>
 
 
 		<h3>[property:PerspectiveCamera cameraL]</h3>
 		<h3>[property:PerspectiveCamera cameraL]</h3>
-		<p>左摄像机。这将添加到[page:Layers layer 1] - 要被左摄像机渲染的对象也必须添加到此层。</p>
+		<p>左摄像机,它被加入到了[page:Layers layer 1]中 —— 需要被左摄像机渲染的物体也应当要加入到这一层中。</p>
 
 
 		<h3>[property:PerspectiveCamera cameraR]</h3>
 		<h3>[property:PerspectiveCamera cameraR]</h3>
-		<p>右摄像机。这被添加到[page:Layers layer 2] - 要被右摄像机渲染的对象也必须添加到该层。</p>
-
+		<p>右摄像机,它被加入到了[page:Layers layer 2]中 —— 需要被右摄像机渲染的物体也应当要加入到这一层中。</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:null update]( [param:PerspectiveCamera camera] )</h3>
 		<h3>[method:null update]( [param:PerspectiveCamera camera] )</h3>
 		<p>
 		<p>
-		根据传入的摄像机更新立体摄像机。
+			基于摄像机通过场景,更新立体摄像机。
 		</p>
 		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>

+ 5 - 5
docs/api/zh/constants/Animation.html

@@ -8,9 +8,9 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>Animation Constants</h1>
+		<h1>动画常量(Animation Constants</h1>
 
 
-		<h2>Loop Modes</h2>
+		<h2>循环模式</h2>
     
     
 		<code>
 		<code>
 THREE.LoopOnce
 THREE.LoopOnce
@@ -18,21 +18,21 @@ THREE.LoopRepeat
 THREE.LoopPingPong
 THREE.LoopPingPong
 		</code>
 		</code>
 
 
-    <h2>Interpolation Modes</h2>
+    <h2>插值模式</h2>
     <code>
     <code>
 THREE.InterpolateDiscrete
 THREE.InterpolateDiscrete
 THREE.InterpolateLinear
 THREE.InterpolateLinear
 THREE.InterpolateSmooth
 THREE.InterpolateSmooth
     </code>
     </code>
 
 
-    <h2>Ending Modes</h2>
+    <h2>结束模式</h2>
     <code>
     <code>
 THREE.ZeroCurvatureEnding
 THREE.ZeroCurvatureEnding
 THREE.ZeroSlopeEnding
 THREE.ZeroSlopeEnding
 THREE.WrapAroundEnding
 THREE.WrapAroundEnding
     </code>
     </code>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 	</body>

+ 5 - 5
docs/api/zh/constants/Core.html

@@ -8,26 +8,26 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>Core Constants</h1>
+		<h1>核心常量(Core Constants</h1>
 
 
-		<h2>Revision Number</h2>
+		<h2>修订版本号</h2>
 
 
 		<code>
 		<code>
 		THREE.REV
 		THREE.REV
 		</code>
 		</code>
 
 
 		<div id="rev">
 		<div id="rev">
-			The current three.js [link:https://github.com/mrdoob/three.js/releases revision number].
+			当前three.js的修订版本号( [link:https://github.com/mrdoob/three.js/releases revision number])。
 		</div>
 		</div>
 
 
-    <h2>Mouse Buttons</h2>
+    <h2>鼠标按钮</h2>
     <code>
     <code>
 		THREE.MOUSE.LEFT
 		THREE.MOUSE.LEFT
 		THREE.MOUSE.MIDDLE
 		THREE.MOUSE.MIDDLE
 		THREE.MOUSE.RIGHT
 		THREE.MOUSE.RIGHT
     </code>
     </code>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 
 

+ 9 - 9
docs/api/zh/constants/CustomBlendingEquations.html

@@ -8,15 +8,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>Custom Blending Equation Constants</h1>
+		<h1>自定义混合方程常量(Custom Blending Equation Constants</h1>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
 		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
 
 
-		<h2>Usage</h2>
+		<h2>用法</h2>
 		<p>
 		<p>
-			These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
+			这个常量可以用于所有的材质类型。首先将材质的混合模式设置为THREE.CustomBlending,然后设置所需要的混合方程、源因子和目标因子。
 		</p>
 		</p>
 
 
 		<code>
 		<code>
@@ -27,7 +27,7 @@
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		</code>
 		</code>
 
 
-		<h2>Blending Equations</h2>
+		<h2>混合方程</h2>
 		<code>
 		<code>
 		THREE.AddEquation
 		THREE.AddEquation
 		THREE.SubtractEquation
 		THREE.SubtractEquation
@@ -36,7 +36,7 @@
 		THREE.MaxEquation
 		THREE.MaxEquation
 		</code>
 		</code>
 
 
-		<h2>Source Factors</h2>
+		<h2>源因子</h2>
 		<code>
 		<code>
 		THREE.ZeroFactor
 		THREE.ZeroFactor
 		THREE.OneFactor
 		THREE.OneFactor
@@ -51,12 +51,12 @@
 		THREE.SrcAlphaSaturateFactor
 		THREE.SrcAlphaSaturateFactor
 		</code>
 		</code>
 
 
-		<h2>Destination Factors</h2>
+		<h2>目标因子</h2>
 		<p>
 		<p>
-			All of the Source Factors are valid as Destination Factors, except for <code>THREE.SrcAlphaSaturateFactor</code>
+			所有的源因子的值,在目标因子中都是有效的。除了:<code>THREE.SrcAlphaSaturateFactor</code>
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 	</body>

+ 17 - 19
docs/api/zh/constants/DrawModes.html

@@ -8,52 +8,50 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>Draw Mode Constants</h1>
+		<h1>绘图模式常量(Draw Mode Constants</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.<br /><br />
-
-			Note that these only work when [page:Mesh.geometry] is a [page:BufferGeometry]. Changing this
-			when [page:Mesh.geometry] is a [page:Geometry] will have no effect.<br /><br />
+			这些是[page:Mesh.drawMode]的有效值,控制着顶点列表一旦被发送到GPU中将如何被解释。
+			请注意,只有当[page:Mesh.geometry]是一个[page:BufferGeometry]的时候,这些值才会生效。当[page:Mesh.geometry]是一个
+			[page:Geometry]的时候,改变这个值不会有任何效果。
+<br /><br />
 
 
 
 
 
 
 		</p>
 		</p>
 
 
-		<h2>Draw Modes</h2>
+
+		<h2>绘图模式</h2>
 
 
 		<code>
 		<code>
 			THREE.TrianglesDrawMode
 			THREE.TrianglesDrawMode
 		</code>
 		</code>
 		<p>
 		<p>
-			This is the default, and results in every three consecutive vertices (v0, v1, v2), (v2, v3, v5), ...
-			being interpreted as a separate triangle. <br />
-			If the number of vertices is not a multiple of 3, excess vertices are ignored.
+			这是默认值,这将使得每三个连续顶点(v0, v1, v2),(v2, v3, v5),……被解释为一个单独的三角形。
+			<br />
+			如果顶点的数量不是3的倍数,那么将会忽略多余的顶点。
 		</p>
 		</p>
 
 
 		<code>
 		<code>
 			THREE.TriangleStripDrawMode
 			THREE.TriangleStripDrawMode
 		</code>
 		</code>
 		<p>
 		<p>
-			This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ...
-			so that every subsequent triangle shares two vertices with the previous triangle.
+			这将使得一系列的三角形(由(v0, v1, v2),(v2, v1, v3),(v2, v3, v4),……给定)一个一个地连在一起,每一个连续的三角形将和前一个三角形共享两个顶点。
 		</p>
 		</p>
 
 
 		<code>
 		<code>
 			THREE.TriangleFanDrawMode
 			THREE.TriangleFanDrawMode
 		</code>
 		</code>
 		<p>
 		<p>
-			This will result in a series of triangles each sharing the first vertex (like a fan),
-			given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ... <br /><br />
+这将会使得一个序列中的每一个三角形(由(v0, v1, v2),(v0, v2, v3),(v0, v3, v4),……给定)共享它们的第一个顶点(就像风扇一样)。<br /><br />
 
 
-			<em>Note:</em> As of [link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10], this mode is not supported. As Chrome and Firefox
-			render WebGL using [link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE] on Windows,
-			internally this mode will be converted to a supported mode, which will likely lead to lowered
-			performance on those browsers.
+			<em>注意:</em>截至[link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10]这个模式还没有被支持。
+			由于Chorme和Firefox在Windows上是使用[link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE]来渲染WebGL的,所以这种模式将会在内部转换为受支持的模式,
+			但可能会导致这些浏览器在性能上降低一些。
 		</p>
 		</p>
 
 
 
 
-		<h2>Usage</h2>
+		<h2>用法</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.Geometry();
 		var geometry = new THREE.Geometry();
@@ -76,7 +74,7 @@
 
 
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 	</body>

+ 33 - 32
docs/api/zh/constants/Materials.html

@@ -8,40 +8,40 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>Material Constants</h1>
+		<h1>材质常量(Material Constants</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		These constants define properties common to all material types,
-		with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
+			由这些常量定义的属性对所有的材质类型都生效,除了Texture Combine Operations只应用于
+			[page:MeshBasicMaterial.combine MeshBasicMaterial],[page:MeshLambertMaterial.combine MeshLambertMaterial]和[page:MeshPhongMaterial.combine MeshPhongMaterial]。<br />
 		</p>
 		</p>
 
 
 
 
-		<h2>Side</h2>
+		<h2></h2>
 		<code>
 		<code>
 		THREE.FrontSide
 		THREE.FrontSide
 		THREE.BackSide
 		THREE.BackSide
 		THREE.DoubleSide
 		THREE.DoubleSide
 		</code>
 		</code>
 		<p>
 		<p>
-		Defines which side of faces will be rendered - front, back or both.
-		Default is [page:Constant FrontSide].
+			定义了哪一边的面将会被渲染 —— 正面,或是反面,还是两个面都渲染。
+			默认值是[page:Constant FrontSide](只渲染正面)。
 		</p>
 		</p>
 
 
 
 
-		<h2>Colors</h2>
+		<h2>颜色</h2>
 		<code>
 		<code>
 		THREE.NoColors
 		THREE.NoColors
 		THREE.FaceColors
 		THREE.FaceColors
 		THREE.VertexColors
 		THREE.VertexColors
 		</code>
 		</code>
 		<p>
 		<p>
-		[page:Constant NoColors] is the default and applies the material's color to all faces.<br />
-		[page:Constant FaceColors] colors faces according to each [page:Face3 Face3] [page:Color Color] value.<br />
-		[page:Constant VertexColors] colors faces according to each [page:Face3 Face3] vertexColors value. This is an array of three [page:Color Color]s, one for each vertex in the face.<br />
-		See the [example:webgl_geometry_colors geometry / colors] example.
+		[page:Constant NoColors] 是默认值,且会将材质的颜色应用到所有面。<br />
+		[page:Constant FaceColors] 根据每个[page:Face3 Face3]的[page:Color Color]值来对面进行着色。<br />
+		[page:Constant VertexColors] 根据每个 [page:Face3 Face3]的vertexColors(顶点颜色)值来对面进行着色。 这是一个包含有三个[page:Color Color]的数组,数组中每一项都对应着面中的每一个顶点。<br />
+		请查看示例:[example:webgl_geometry_colors geometry / colors]。
 		</p>
 		</p>
 
 
-		<h2>Blending Mode</h2>
+		<h2>混合模式</h2>
 		<code>
 		<code>
 		THREE.NoBlending
 		THREE.NoBlending
 		THREE.NormalBlending
 		THREE.NormalBlending
@@ -53,13 +53,13 @@
 
 
 
 
 		<p>
 		<p>
-		These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
-		[page:Constant NormalBlending] is the default.<br />
-		Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
-		See the [example:webgl_materials_blending materials / blending] example.<br />
+			这些值控制着源和目标材质中,被发送到WebGLRenderer,来给WebGL使用的包含有RGB和Alpha数据的混合方程。<br />
+			默认值是[page:Constant NormalBlending]。<br />
+			请注意,[page:Constant CustomBlending]必须被设置为自定义混合方程([page:CustomBlendingEquation Custom Blending Equations])常量中的值。<br />
+			请查看示例:[example:webgl_materials_blending materials / blending]。<br />
 		</p>
 		</p>
 
 
-		<h2>Depth Mode</h2>
+		<h2>深度模式</h2>
 		<code>
 		<code>
 		THREE.NeverDepth
 		THREE.NeverDepth
 		THREE.AlwaysDepth
 		THREE.AlwaysDepth
@@ -70,31 +70,32 @@
 		THREE.NotEqualDepth
 		THREE.NotEqualDepth
 		</code>
 		</code>
 		<p>
 		<p>
-		Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
-		[page:Materials NeverDepth] will never return true.<br />
-		[page:Materials AlwaysDepth] will always return true.<br />
-		[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
-		[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
-		[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.<br />
+			材质使用这些深度函数来比较输入像素和缓冲器中Z-depth的值。
+			如果比较的结果为true,则将绘制像素。<br />
+		[page:Materials NeverDepth] 永远不返回true。<br />
+		[page:Materials AlwaysDepth] 总是返回true。<br />
+		[page:Materials LessDepth] 当输入像素Z-depth小于当前缓冲器Z-depth时,返回true。<br />
+		[page:Materials LessEqualDepth] 为默认值,当输入像素Z-depth小于或等于当前缓冲器Z-depth时,返回true。<br />
+		[page:Materials GreaterEqualDepth] 当输入像素Z-depth大于或等于当前缓冲器Z-depth时,返回true。 <br />
+		[page:Materials GreaterDepth] 当输入像素Z-depth大于当前缓冲器Z-depth时,返回true。<br />
+		[page:Materials NotEqualDepth] 当输入像素Z-depth不等于当前缓冲器Z-depth时,返回true。<br />
 		</p>
 		</p>
 
 
-		<h2>Texture Combine Operations</h2>
+		<h2>纹理结合操作</h2>
 		<code>
 		<code>
 		THREE.MultiplyOperation
 		THREE.MultiplyOperation
 		THREE.MixOperation
 		THREE.MixOperation
 		THREE.AddOperation
 		THREE.AddOperation
 		</code>
 		</code>
 		<p>
 		<p>
-		These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
-		[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
-		[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
-		[page:Constant AddOperation] adds the two colors.
-		</p>
+			这些常量定义了物体表面颜色与环境贴图(如果存在的话)相结合的结果,
+			用在[page:MeshBasicMaterial.combine MeshBasicMaterial]、[page:MeshLambertMaterial.combine MeshLambertMaterial]和[page:MeshPhongMaterial.combine MeshPhongMaterial]当中。<br />
+		[page:Constant MultiplyOperation] 是默认值,它将环境贴图和物体表面颜色进行相乘。<br />
+		[page:Constant MixOperation] 使用反射率来混和两种颜色。uses reflectivity to blend between the two colors.<br />
+		[page:Constant AddOperation] 用于对两种颜色进行相加。</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 	</body>

+ 22 - 22
docs/api/zh/constants/Renderer.html

@@ -8,9 +8,9 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>WebGLRenderer Constants</h1>
+		<h1>WebGL渲染器常量(WebGLRenderer Constants</h1>
 
 
-		<h2>Cull Face Modes</h2>
+		<h2>面剔除模式</h2>
 		<code>
 		<code>
 		THREE.CullFaceNone
 		THREE.CullFaceNone
 		THREE.CullFaceBack
 		THREE.CullFaceBack
@@ -18,37 +18,37 @@
 		THREE.CullFaceFrontBack
 		THREE.CullFaceFrontBack
 		</code>
 		</code>
 		<p>
 		<p>
-		[page:constant CullFaceNone] disables face culling.<br />
-		[page:constant CullFaceBack] culls back faces (default).<br />
-		[page:constant CullFaceFront] culls front faces.<br />
-		[page:constant CullFaceFrontBack] culls both front and back faces.
+		[page:constant CullFaceNone] 禁用面剔除。<br />
+		[page:constant CullFaceBack] 为默认值,剔除背面。<br />
+		[page:constant CullFaceFront] 剔除正面。<br />
+		[page:constant CullFaceFrontBack] 剔除正面和背面。
 		</p>
 		</p>
 
 
-		<h2>Front Face Direction</h2>
+		<h2>正面方向</h2>
 		<code>
 		<code>
 		THREE.FrontFaceDirectionCW
 		THREE.FrontFaceDirectionCW
 		THREE.FrontFaceDirectionCCW
 		THREE.FrontFaceDirectionCCW
 		</code>
 		</code>
 		<p>
 		<p>
-		[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.<br />
-		[page:constant FrontFaceDirectionCCW] sets the winding order for polygons to counter-clockwise (default).
+		[page:constant FrontFaceDirectionCW] 将多边形的缠绕顺序设置为顺时针方向。 <br />
+		[page:constant FrontFaceDirectionCCW] 为默认值,将多边形的缠绕顺序设置为逆时针方向。
 		</p>
 		</p>
 
 
-		<h2>Shadow Types</h2>
+		<h2>阴影类型</h2>
 		<code>
 		<code>
 		THREE.BasicShadowMap
 		THREE.BasicShadowMap
 		THREE.PCFShadowMap
 		THREE.PCFShadowMap
 		THREE.PCFSoftShadowMap
 		THREE.PCFSoftShadowMap
 		</code>
 		</code>
 		<p>
 		<p>
-		These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
+			这些常量定义了WebGLRenderer中[page:WebGLRenderer.shadowMap.type shadowMap.type]的属性。<br /><br />
 
 
-		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
-		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
-		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
+		[page:constant BasicShadowMap] 能够给出没有经过过滤的阴影映射 —— 速度最快,但质量最差。<br />
+		[page:constant PCFShadowMap] 为默认值,使用Percentage-Closer Filtering (PCF)算法来过滤阴影映射。<br />
+		[page:constant PCFSoftShadowMap] 使用Percentage-Closer Soft Shadows (PCSS) 算法来过滤阴影映射。
 		</p>
 		</p>
 
 
-		<h2>Tone Mapping</h2>
+		<h2>色调映射</h2>
 		<code>
 		<code>
 		THREE.NoToneMapping
 		THREE.NoToneMapping
 		THREE.LinearToneMapping
 		THREE.LinearToneMapping
@@ -57,19 +57,19 @@
 		THREE.CineonToneMapping
 		THREE.CineonToneMapping
 		</code>
 		</code>
 		<p>
 		<p>
-		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
-		This is used to approximate the appearance of high dynamic range (HDR) on the
-		low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
+				这些常量定义了WebGLRenderer中[page:WebGLRenderer.toneMapping toneMapping]的属性。
 
 
-		[page:constant NoToneMapping] disables tone mapping.<br />
-		[page:constant LinearToneMapping] is the default.<br /><br />
+				这个属性用于在普通计算机显示器或者移动设备屏幕等低动态范围介质上,模拟、逼近高动态范围(HDR)效果。<br /><br />
 
 
-		See the [example:webgl_tonemapping WebGL / tonemapping] example.
+		[page:constant NoToneMapping] 禁用色调映射。<br />
+		[page:constant LinearToneMapping] 为默认值,线性色调映射。<br /><br />
+
+		请查看示例:[example:webgl_tonemapping WebGL / tonemapping]。
 
 
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 	</body>
 	</body>

+ 151 - 157
docs/api/zh/constants/Textures.html

@@ -1,17 +1,19 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <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>Texture Constants</h1>
-
-		<h2>Mapping Modes</h2>
-		<code>
+
+<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>材质常量(Texture Constants)</h1>
+
+	<h2>映射模式</h2>
+	<code>
 		THREE.UVMapping
 		THREE.UVMapping
 		THREE.CubeReflectionMapping
 		THREE.CubeReflectionMapping
 		THREE.CubeRefractionMapping
 		THREE.CubeRefractionMapping
@@ -22,70 +24,65 @@
 		THREE.CubeUVRefractionMapping
 		THREE.CubeUVRefractionMapping
 		</code>
 		</code>
 
 
-		<p>
-		These define the texture's mapping mode.<br />
-		[page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
+	<p>
+		这些常量定义了纹理贴图的映射模式。<br />
+		[page:Constant UVMapping]是默认值,纹理使用网格的坐标来进行映射。<br /><br />
+		其它的值定义了环境映射的类型。<br /><br />
 
 
-		The rest define environment mapping types.<br /><br />
+		[page:Constant CubeReflectionMapping] 和 [page:Constant CubeRefractionMapping] 用于 [page:CubeTexture CubeTexture] ——
+		由6个纹理组合而成,每个纹理都是立方体的一个面。
 
 
-		[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
-		use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.
-		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
+		对于[page:CubeTexture CubeTexture]来说,[page:Constant CubeReflectionMapping]是其默认值。<br /><br />
 
 
-		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
-		are for use with an equirectangular environment map.  Also called a lat-long map, an equirectangular
-		texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
-		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
-		of a mapped sphere.<br /><br />
+		[page:Constant EquirectangularReflectionMapping] 和 [page:Constant EquirectangularRefractionMapping]
+		用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
+		<br /><br />
 
 
-		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained
-		by cropping a photograph of a mirrored ball.  Sphere maps will be rendered "facing" the camera, irrespective
-		of the position of the camera relative to the cubemapped object or surface.<br /><br />
+		[page:Constant SphericalReflectionMapping] 用球形反射贴图,例如它可以通过剪裁镜面球的照片来获得。
+		无论摄像机相对于立方贴图对象或者表面的位置时怎样的,球形贴图被渲染时将会“面朝”摄像机。<br /><br />
 
 
-		See the [example:webgl_materials_envmaps materials / envmaps] example.
-		</p>
+		请查看示例:[example:webgl_materials_envmaps materials / envmaps] 。
+	</p>
 
 
 
 
-		<h2>Wrapping Modes</h2>
-		<code>
+	<h2>包裹模式</h2>
+	<code>
 		THREE.RepeatWrapping
 		THREE.RepeatWrapping
 		THREE.ClampToEdgeWrapping
 		THREE.ClampToEdgeWrapping
 		THREE.MirroredRepeatWrapping
 		THREE.MirroredRepeatWrapping
 		</code>
 		</code>
-		<p>
-		These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
-		which define horizontal and vertical texture wrapping.<br /><br />
+	<p>
+		这些常量定义了纹理贴图的 [page:Texture.wrapS wrapS] 和 [page:Texture.wrapT wrapT] 属性,定义了水平和垂直方向上纹理的包裹方式。
+		<br /><br />
 
 
+		使用[page:constant RepeatWrapping],纹理将简单地重复到无穷大。
 		With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
 		With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
 
 
-		[page:constant ClampToEdgeWrapping] is the default.
-		The last pixel of the texture stretches to the edge of the mesh.<br /><br />
+		[page:constant ClampToEdgeWrapping]是默认值,纹理中的最后一个像素将延伸到网格的边缘。<br /><br />
 
 
-		With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.
-		</p>
+		使用[page:constant MirroredRepeatWrapping], 纹理将重复到无穷大,在每次重复时将进行镜像。
+	</p>
 
 
-		<h2>Magnification Filters</h2>
-		<code>
+	<h2>Magnification Filters
+		放大滤镜
+	</h2>
+	<code>
 		THREE.NearestFilter
 		THREE.NearestFilter
 		THREE.LinearFilter
 		THREE.LinearFilter
 		</code>
 		</code>
 
 
-		<p>
-		For use with a texture's [page:Texture.magFilter magFilter]	property,
-		these define the texture magnification function to be used when the pixel being textured maps to an
-		area less than or equal to one texture element (texel).<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.magFilter magFilter]属性,它们定义了当被纹理化的像素映射到小于或者等于1纹理元素(texel)的区域时,将要使用的纹理放大函数。<br /><br />
 
 
-		[page:constant NearestFilter] returns the value of the texture element that is nearest
-		(in Manhattan distance) to the specified texture coordinates.<br /><br />
+		[page:constant NearestFilter]返回与指定纹理坐标(在曼哈顿距离之内)最接近的纹理元素的值。<br /><br />
+		[page:constant LinearFilter]是默认值,返回距离指定的纹理坐标最近的四个纹理元素的加权平均值,
+		并且可以包含纹理的其他部分中,被包裹或者被重复的项目,具体取决于 [page:Texture.wrapS wrapS] 和 [page:Texture.wrapT wrapT] 的值,and on the exact mapping。
 
 
-		[page:constant LinearFilter] is the default and returns the weighted average
-		of the four texture elements that are closest to the specified texture coordinates,
-		and can include items wrapped or repeated from other parts of a texture,
-		depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
-		</p>
+	</p>
 
 
-		<h2>Minification Filters</h2>
-		<code>
+	<h2>缩小滤镜
+		Minification Filters</h2>
+	<code>
 		THREE.NearestFilter
 		THREE.NearestFilter
 		THREE.NearestMipMapNearestFilter
 		THREE.NearestMipMapNearestFilter
 		THREE.NearestMipMapLinearFilter
 		THREE.NearestMipMapLinearFilter
@@ -94,37 +91,32 @@
 		THREE.LinearMipMapLinearFilter
 		THREE.LinearMipMapLinearFilter
 		</code>
 		</code>
 
 
-		<p>
-		For use with a texture's [page:Texture.minFilter minFilter]	property, these define
-		the texture minifying function that is used whenever the pixel being textured maps
-		to an area greater than one texture element (texel).<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.minFilter minFilter]属性,它们定义了当被纹理化的像素映射到大于1纹理元素(texel)的区域时,将要使用的纹理缩小函数。<br /><br />
 
 
-		In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
-		the following four functions can be used for minification:<br /><br />
+		除了[page:constant NearestFilter] 和 [page:constant LinearFilter],
+		下面的四个函数也可以用于缩小:<br /><br />
 
 
-		[page:constant NearestMipMapNearestFilter] chooses the mipmap that most closely
-		matches the size of the pixel being textured
-		and uses the [page:constant NearestFilter] criterion (the texel nearest to the
-		center of the pixel) to produce a texture value.<br /><br />
+		[page:constant NearestMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
+		<br /><br />
 
 
-		[page:constant NearestMipMapLinearFilter] chooses the two mipmaps that most closely
-		match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
-		a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
+		[page:constant NearestMipMapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
+		<br /><br />
 
 
-		[page:constant LinearMipMapNearestFilter] chooses the mipmap that most closely matches
-		the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		(a weighted average of the four texels that are closest to the center of the pixel)
-		to produce a texture value.<br /><br />
+		[page:constant LinearMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
+		<br /><br />
 
 
-		[page:constant LinearMipMapLinearFilter] is the default and chooses the two mipmaps
-		that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
+		[page:constant LinearMipMapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />
 
 
-		See the [example:webgl_materials_texture_filters materials / texture / filters] example.
-		</p>
+		请查看示例:[example:webgl_materials_texture_filters materials / texture / filters]。
+	</p>
 
 
-		<h2>Types</h2>
-		<code>
+	<h2>类型</h2>
+	<code>
 		THREE.UnsignedByteType
 		THREE.UnsignedByteType
 		THREE.ByteType
 		THREE.ByteType
 		THREE.ShortType
 		THREE.ShortType
@@ -138,14 +130,14 @@
 		THREE.UnsignedShort565Type
 		THREE.UnsignedShort565Type
 		THREE.UnsignedInt248Type
 		THREE.UnsignedInt248Type
 		</code>
 		</code>
-		<p>
-		For use with a texture's [page:Texture.type type]	property, which must correspond to the correct format. See below for details.<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.type type]属性,这些属性必须与正确的格式相对应。详情请查看下方。<br /><br />
 
 
-		[page:constant UnsignedByteType] is the default.
-		</p>
+		[page:constant UnsignedByteType] 是默认值。
+	</p>
 
 
-		<h2>Formats</h2>
-		<code>
+	<h2>格式</h2>
+	<code>
 		THREE.AlphaFormat
 		THREE.AlphaFormat
 		THREE.RGBFormat
 		THREE.RGBFormat
 		THREE.RGBAFormat
 		THREE.RGBAFormat
@@ -155,91 +147,93 @@
 		THREE.DepthFormat
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
 		THREE.DepthStencilFormat
 		</code>
 		</code>
-		<p>
-		For use with a texture's [page:Texture.format format]	property, these define
-		how elements of a 2d texture, or *texels*, are read by shaders.<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.format format]属性,它们定义了shader(着色器)将如何读取的2D纹理或者*texels*(纹理元素)的元素。.<br /><br />
 
 
-		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
+		[page:constant AlphaFormat] 丢弃红、绿、蓝分量,仅读取Alpha分量。<br /><br />
 
 
-		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
+		[page:constant RGBFormat] 丢弃Alpha分量,仅读取红、绿、蓝分量。<br /><br />
 
 
-		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
+		[page:constant RGBAFormat] 是默认值,它将读取红、绿、蓝和Alpha分量。<br /><br />
 
 
-		[page:constant LuminanceFormat] reads each element as a single luminance component.
-		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
-		 into an RGBA element by placing the luminance value in the red, green and blue channels,
-		 and attaching 1.0 to the alpha channel.<br /><br />
 
 
-		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
-		The same process occurs as for the [page:constant LuminanceFormat], except that the
-		alpha channel may have values other than *1.0*.<br /><br />
+		[page:constant LuminanceFormat] 将每个元素作为单独的亮度分量来读取。
+		将其转换为范围限制在[0,1]区间的浮点数,然后通过将亮度值放入红、绿、蓝通道,并将1.0赋给Alpha通道,来组装成一个RGBA元素。<br /><br />
 
 
-		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
 
 
-		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
-		This is the default for [page:DepthTexture DepthTexture].<br /><br />
+		[page:constant LuminanceAlphaFormat] 将每个元素同时作为亮度分量和Alpha分量来读取。
+		和上面[page:constant LuminanceFormat]的处理过程是一致的,除了Alpha分量具有除了*1.0*以外的值。<br /><br />
 
 
-		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
-		The depth component of the pair is interpreted as in [page:constant DepthFormat].
-		The stencil component is interpreted based on the depth + stencil internal format.
-		<br /><br />
+		[page:constant RGBEFormat] 与 [page:constant RGBAFormat] 是相同的。<br /><br />
+
+		[page:constant DepthFormat]将每个元素作为单独的深度值来读取,将其转换为范围限制在[0,1]区间的浮点数。
+		它是[page:DepthTexture DepthTexture]的默认值。<br /><br />
 
 
-		Note that the texture must have the correct [page:Texture.type type] set, as described above.
-		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
-		</p>
+		[page:constant DepthStencilFormat]将每个元素同时作为一对深度值和模板值来读取。
+		其中的深度分量解释为[page:constant DepthFormat]。
+		模板分量基于深度+模板的内部格式来进行解释。
+
+		<br /><br />
+		请注意,纹理必须具有正确的[page:Texture.type type]设置,正如上一节所描述的那样。
+		请参阅[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D
+		WebGLRenderingContext.texImage2D]来获得有关详细信息。
+	</p>
 
 
-		<h2>DDS / ST3C Compressed Texture Formats</h2>
-		<code>
+	<h2>DDS / ST3C 压缩纹理格式</h2>
+	<code>
 		THREE.RGB_S3TC_DXT1_Format
 		THREE.RGB_S3TC_DXT1_Format
 		THREE.RGBA_S3TC_DXT1_Format
 		THREE.RGBA_S3TC_DXT1_Format
 		THREE.RGBA_S3TC_DXT3_Format
 		THREE.RGBA_S3TC_DXT3_Format
 		THREE.RGBA_S3TC_DXT5_Format
 		THREE.RGBA_S3TC_DXT5_Format
 		</code>
 		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the
-		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
-		extension. <br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
-		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
-		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
-		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
-		[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.<br />
-		</p>
-
-		<h2>PVRTC Compressed Texture Formats</h2>
-		<code>
+	<p>
+		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format
+		format]属性,需要获得[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
+		WEBGL_compressed_texture_s3tc]扩展的支持。<br /><br />
+
+		通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC]格式将可以使用:<br />
+
+		[page:constant RGB_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像。
+		[page:constant RGBA_S3TC_DXT1_Format]:RGB图像格式的DXT1压缩图像,Alpha仅具有是/否透明两个值。<br />
+		[page:constant RGBA_S3TC_DXT3_Format]:RGBA图像格式的DXT3压缩图像,和32位RGBA纹理贴图相比,它提供了4:1的压缩比。<br />
+		[page:constant RGBA_S3TC_DXT5_Format]:RGBA图像格式的DXT5压缩图像,它也提供了4:1的压缩比,但与DX3格式的不同之处在于其Alpha是如何被压缩的。<br />
+	</p>
+
+	<h2>PVRTC 压缩纹理格式
+		PVRTC Compressed Texture Formats</h2>
+	<code>
 		THREE.RGB_PVRTC_4BPPV1_Format
 		THREE.RGB_PVRTC_4BPPV1_Format
 		THREE.RGB_PVRTC_2BPPV1_Format
 		THREE.RGB_PVRTC_2BPPV1_Format
 		THREE.RGBA_PVRTC_4BPPV1_Format
 		THREE.RGBA_PVRTC_4BPPV1_Format
 		THREE.RGBA_PVRTC_2BPPV1_Format
 		THREE.RGBA_PVRTC_2BPPV1_Format
 		</code>
 		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
-		extension. <br />
-		PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.<br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:<br />
-		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		</p>
-
-		<h2>ETC Compressed Texture Format</h2>
-		<code>
+	<p>
+		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
+		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
+		WEBGL_compressed_texture_pvrtc]扩展的支持。<br />
+		PVRTC通常只在具有PowerVR芯片的移动设备上可用,这些设备主要是苹果设备。<br /><br />
+
+
+		通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/PVRTC PVRTC]格式将可以使用:<br />
+
+		[page:constant RGB_PVRTC_4BPPV1_Format]:4位模式下的RGB压缩,每4x4像素一个块。<br />
+		[page:constant RGB_PVRTC_2BPPV1_Format]:2位模式下的RGB压缩,每8x4像素一个块。<br />
+		[page:constant RGBA_PVRTC_4BPPV1_Format]: 4位模式下的RGBA压缩,每4x4像素一个块。<br />
+		[page:constant RGBA_PVRTC_2BPPV1_Format]: 2位模式下的RGB压缩,每8x4像素一个块。<br />
+	</p>
+
+	<h2>ETC 压缩纹理格式</h2>
+	<code>
 		THREE.RGB_ETC1_Format
 		THREE.RGB_ETC1_Format
 		</code>
 		</code>
-		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		extension. <br /><br />
-		</p>
-
-		<h2>Encoding</h2>
-		<code>
+	<p>
+		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
+		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
+		WEBGL_compressed_texture_etc1]扩展的支持。<br /><br />
+	</p>
+
+	<h2>编码</h2>
+	<code>
 		THREE.LinearEncoding
 		THREE.LinearEncoding
 		THREE.sRGBEncoding
 		THREE.sRGBEncoding
 		THREE.GammaEncoding
 		THREE.GammaEncoding
@@ -251,18 +245,18 @@
 		THREE.BasicDepthPacking
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		THREE.RGBADepthPacking
 		</code>
 		</code>
-		<p>
-		For use with a Texture's [page:Texture.encoding encoding]	property.<br /><br />
+	<p>
+		这些常量用于纹理的[page:Texture.encoding encoding]属性。<br /><br />
 
 
-		If the encoding type is changed after the texture has already been used by a material,
-		you will need to set [page:Material.needsUpdate Material.needsUpdate] to *true* to make the material recompile.<br /><br />
+		如果编码类型在纹理已被一个材质使用之后发生了改变,
+		你需要来设置[page:Material.needsUpdate Material.needsUpdate]为*true*来使得材质重新编译。<br /><br />
 
 
-		[page:constant LinearEncoding] is the default.
-		Values other than this are only valid for a material's map, envMap and emissiveMap.
-		</p>
+		[page:constant LinearEncoding]是默认值。
+		除此之外的其他值仅在材质的贴图、envMap和emissiveMap中有效。
+	</p>
 
 
-		<h2>Source</h2>
+	<h2>源代码</h2>
+	[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-	</body>
-</html>
+</html>

+ 362 - 365
docs/api/zh/core/Object3D.html

@@ -1,417 +1,414 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <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">
-			该类是 three.js 中大多数对象的基类。它提供了一组属性和方法用于在 3D 空间下对对象进行操作。<br /><br />
+<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>
 
 
-			注意,通过 [page:.add]( object ) 方法,该类可以被应用于成组的对象。然而更好的方式是使用 [page:Group]。
-		</p>
+<body>
+	<h1>三维物体([name])</h1>
 
 
+	<p class="desc">
+		这是Three.js中大部分对象的基类,提供了一系列的属性和方法来对三维空间中的物体进行操纵。<br /><br />
 
 
-		<h2>构造函数</h2>
+		请注意,可以通过[page:.add]( object )方法来将对象进行组合,该方法将对象添加为子对象,但为此最好使用[page:Group](来作为父对象)。
+	</p>
 
 
 
 
-		<h3>[name]()</h3>
-		<p>
-		构造函数没有任何参数。
-		</p>
+	<h2>构造器</h2>
 
 
 
 
-		<h2>属性</h2>
+	<h3>[name]()</h3>
+	<p>
+		构造器中不带有参数。
+	</p>
 
 
-		<h3>[property:Boolean castShadow]</h3>
-		<p> 当前物体是否需要在阴影图 (shadow map)中被渲染,默认值为 *false*。</p>
 
 
-		<h3>[property:Object3D children]</h3>
-		<p> 子物体的队列。将对象成组的方法详见 [page:Group]。</p>
+	<h2>属性</h2>
 
 
-		<h3>[property:Boolean frustumCulled]</h3>
-		<p>
-			当该值被设置时,在每帧渲染该物体前,都会检查物体是否在视锥内。
-			否则,物体在每帧时都会被渲染,即使物体不可见。默认值为 *true*。
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>只读 – 当前物体唯一标识符。</p>
+	<h3>[property:Boolean castShadow]</h3>
+	<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
 
 
-		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			用于判断当前类或其派生类是 Object3D 对象。默认值为 *true*。<br /><br />
-
-			该值被用于内部优化,不应该被更改。
-		</p>
-
-		<h3>[property:Layers layers]</h3>
-		<p>
-			当前物体所属图层信息。只有当该物体与摄像机至少共享一个图层时,该物体才可见。
-		</p>
-
-		<h3>[property:Matrix4 matrix]</h3>
-		<p> 局部空间下的转移矩阵。</p>
-
-		<h3>[property:Boolean matrixAutoUpdate]</h3>
-		<p>
-			当设置该值时,对象会重新计算 matrixWorld 属性值,计算位置矩阵、旋转矩阵,并且在每帧都进行缩放。
-			默认值 [page:Object3D.DefaultMatrixAutoUpdate] 为 true。
-		</p>
-
-		<h3>[property:Matrix4 matrixWorld]</h3>
-		<p>
-			对象的全局变换矩阵。如果 Object3D 没有父对象,则该矩阵与局部变换矩阵 [page:.matrix] 相同。
-		</p>
-
-		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
-		<p>
-			当该值设置时,对象会在这帧重新计算 matrixWorld,且将该值设置为 false。默认值为 *false*。
-		</p>
-
-		<h3>[property:Matrix4 modelViewMatrix]</h3>
-		<p>
-			该值被传递给着色器,用于计算对象的坐标。
-		</p>
-
-		<h3>[property:String name]</h3>
-		<p> 对象的可选别名(无需全局唯一)。默认值为空字符串。</p>
-
-		<h3>[property:Matrix3 normalMatrix]</h3>
-		<p>
-			该值传递给着色器用于计算对向的光照。该矩阵等价于 modelViewMatrix 的左上 3x3 子矩阵的逆矩阵的转置。
-
-			需要该矩阵的原因如下,如果单纯使用 modelViewMatrix 会导致法向量在对象缩放时长度未归一化或方向不垂直。<br /><br />
-			This is passed to the shader and used to calculate lighting for the object.<br /><br />
-			另外 modelViewMatrix 中的位移信息在法向量计算时并不相关。因而,normalMatrix 使用 Matrix3 矩阵足矣。
-		</p>
-
-		<h3>[property:function onAfterRender]</h3>
-		<p>
-			可选的回调函数,在每次 Object3D 对象渲染后会被立刻调用。
-			该函数参数列表如下:renderer, scene, camera, geometry, material, group。
-		</p>
-
-		<h3>[property:function onBeforeRender]</h3>
-		<p>
-			可选的回调函数,在每次 Object3D 对象渲染前会被调用。
-			该函数参数列表如下:renderer, scene, camera, geometry, material, group。
-		</p>
+	<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:Object3D parent]</h3>
-		<p> 对象的父对象 [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]。每个对象最多可以有一个父对象。</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。
+		否则,即使该物体不可见,它也将在每一帧中被渲染,默认值为*true*。
+	</p>
 
 
-		<h3>[property:Vector3 position]</h3>
-		<p> [page:Vector3] 向量,用于表示对象的局部坐标系下的位置。默认值为 (0, 0, 0)。</p>
+	<h3>[property:Integer id]</h3>
+	<p>只读 —— 表示该对象实例ID的唯一数字。</p>
+
+	<h3>[property:Boolean isObject3D]</h3>
+	<p>
+
+		用于测试这个类或者派生类是否为Object3D,默认为*true*。<br /><br />
+		你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
+	</p>
+
+	<h3>[property:Layers layers]</h3>
+	<p>
+		物体的层级关系。
+		物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。
+	</p>
 
 
-		<h3>[property:Quaternion quaternion]</h3>
-		<p> 对象的本地旋转四元组 [page:Quaternion Quaternion]。</p>
+	<h3>[property:Matrix4 matrix]</h3>
+	<p>局部变换矩阵。</p>
 
 
-		<h3>[property:Boolean receiveShadow]</h3>
-		<p> 判断当前材质是否接收阴影。默认值是 *false*。</p>
+	<h3>[property:Boolean matrixAutoUpdate]</h3>
+	<p>
+		当这个属性设置了之后,它将计算每一帧的位移、旋转(四元变换)和缩放矩阵,并重新计算matrixWorld属性。默认值是[page:Object3D.DefaultMatrixAutoUpdate] (true)。
+	</p>
 
 
-		<h3>[property:Number renderOrder]</h3>
-		<p>
-			该值允许对象的默认渲染顺序 [link:https://en.wikipedia.org/wiki/Scene_graph scene graph] 被修改。
-			但不透明和透明物体依然分开进行渲染排序。渲染顺序的排序是从最低到最高。renderOrder 的默认值为 *0*。
-		</p>
-
-		<h3>[property:Euler rotation]</h3>
-		<p>
-			物体本地坐标系下的旋转信息 (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]),度量单位为弧度。
-		</p>
-
-		<h3>[property:Vector3 scale]</h3>
-		<p>
-			物体本地坐标系下的缩放信息。默认值是 [page:Vector3]( 1, 1, 1 )。
-		</p>
-
-		<h3>[property:Vector3 up]</h3>
-		<p>
-			该值被用于 [page:.lookAt lookAt] 方法。例如,用于判断对象朝向。<br />
-			默认值 [page:Object3D.DefaultUp] 为 ( 0, 1, 0 )。
-		</p>
-
-		<h3>[property:object userData]</h3>
-		<p>
-			用于存储 Object3D 的定制化数据的对象。该对象不应该保存任何函数的引用,这些值在对象被克隆时不会被拷贝。
-		</p>
-
-		<h3>[property:String uuid]</h3>
-		<p>
-			当前对象实例的 [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。
-			该值会被自动赋值。不应该被修改。
-		</p>
-
-		<h3>[property:Boolean visible]</h3>
-		<p> 如果该值为 *true*,则对象会被显示。默认值为 *true*。</p>
-
-		<h2>静态属性</h2>
-		<p>
-			不同于非静态属性和方法是按照对象定义的,静态属性和方法是按类定义的,即同一个类的不同实例间是共享静态属性及方法的。
-			这意味着改变 [page:Object3D.DefaultUp] 或 [page:Object3D.DefaultMatrixAutoUpdate],将会改变在这之后创建的
-			<em>每个</em> Object3D 实例(或其派生类的示例)的 [page:.up up] 和 [page:.matrixAutoUpdate matrixAutoUpdate]
-			的值。已经被创建的 Object3D 实例不受影响。
-		</p>
-
-		<h3>[property:Vector3 DefaultUp]</h3>
-		<p>
-			当前对象的默认的 [page:.up up] 方向,同样被用于 [page:DirectionalLight]、[page:HemisphereLight]、和
-			[page:Spotlight](光线方向从上至下) 的默认空间位置。<br />
-			默认值为 ( 0, 1, 0 ) 。
-		</p>
-
-		<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
-		<p>
-			新创建的 Object3D 的 [page:.matrixAutoUpdate matrixAutoUpdate] 的默认值。<br />
-		</p>
-
-		<h2>方法</h2>
+	<h3>[property:Matrix4 matrixWorld]</h3>
+	<p>
+		物体的世界变换。若这个Object3D没有父级,则它将和local transform [page:.matrix](局部变换矩阵)相同。
+	</p>
 
 
-		<h3>[page:EventDispatcher EventDispatcher] 可用于此类的方法。</h3>
-
-		<h3>[method:null add]( [param:Object3D object], ... )</h3>
-		<p>
-			将参数指定的 *object* 添加到当前对象。参数指定的对象会被添加一个随机数。由于每个对象只能有一个父对象,
-			在被设置新的父对象后,参数对象的原父对象将会被移除,并有当前对象替代。<br /><br />
-
-			手动将对象成组详情见 [page:Group]。
-		</p>
-
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
-		<p> 将参数指定的矩阵应用于对象,并且依据矩阵对对象进行位移、旋转和缩放。</p>
+	<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
+	<p>
+		当这个属性设置了之后,它将计算在那一帧中的matrixWorld,并将这个值重置为false。默认值为*false*。
+	</p>
 
 
-		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
-		<p> 将参数指定的四元数应用于对象,并对对象进行旋转。</p>
+	<h3>[property:Matrix4 modelViewMatrix]</h3>
+	<p>这个值传递给着色器,用于计算物体的位置。</p>
 
 
-		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
-		<p>
-			recursive -- 如果为 true, 连同子对象一起克隆。默认值为 true.<br /><br />
+	<h3>[property:String name]</h3>
+	<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
 
 
-			返回该对象的克隆,并且依据参数可能同时返回子对象的克隆。
-		</p>
+	<h3>[property:Matrix3 normalMatrix]</h3>
+	<p>
+		这个值传递给着色器,用于计算物体的光照。
+		它是物体的modelViewMatrix矩阵中,左上角3x3子矩阵的逆的转置矩阵。
+		<br /><br />
+		使用这个特殊矩阵的原因,是只需使用modelViewMatrix就可以得出一个法线(缩放时)的非单位长度或者非垂直的方向(不规则缩放时)。
+		<br /><br />
+		另一方面,modelViewMatrix矩阵中的位移部分和法线的计算无关,因此Matrix3就已经足够了。
+	</p>
 
 
-		<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
-		<p>
-			recursive -- 如果为 true, 参数指定的对象连同子对象一起被复制。默认值为 true.<br /><br />
+	<h3>[property:function onAfterRender]</h3>
+	<p>
+		一个可选的回调函数,在Object3D渲染之后直接执行。
+		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
+	</p>
 
 
-			将指定对象拷贝到当前对象。
-		</p>
+	<h3>[property:function onBeforeRender]</h3>
+	<p>
+			一个可选的回调函数,在Object3D渲染之前直接执行。
+			使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
+	</p>
 
 
-		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
-		<p>
-			id -- 对象实例的唯一数字标识符。<br /><br />
+	<h3>[property:Object3D parent]</h3>
+	<p>在[link:https://en.wikipedia.org/wiki/Scene_graph scene graph](场景图)中,一个对象的父级对象。
+		一个对象最多仅能有一个父级对象。</p>
 
 
-			搜索对象的所有子对象,并返回第一个 id 与参数匹配的对象。<br />
-			注意,对象的 id 按照时间顺序依次生生成:1,2,3,...每有一个新物体被创建则 id 增加 1。
-		</p>
+	<h3>[property:Vector3 position]</h3>
+	<p>表示对象局部位置的[page:Vector3]。默认值为(0, 0, 0)。</p>
 
 
-		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
-		<p>
-			name -- 匹配子对象 Object3D.name 属性的字符串。 <br /><br />
+	<h3>[property:Quaternion quaternion]</h3>
+	<p>表示对象局部旋转的[page:Quaternion Quaternion](四元数)。</p>
 
 
-			搜索对象的所有子对象,并返回第一个 Object3D.name 属性与参数匹配的对象。<br />
-			注意,对于大多数对象来说对象名称保持默认值,是一个空的字符串。需要你手动设置才会有意义。
-		</p>
+	<h3>[property:Boolean receiveShadow]</h3>
+	<p>材质是否接收阴影。默认值为*false*。</p>
 
 
-		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
-		<p>
-			name -- 要检索的属性的名称。 <br />
-			value -- 要匹配的属性的值。 <br /><br />
+	<h3>[property:Number renderOrder]</h3>
+	<p>
+		这个值将使得[link:https://en.wikipedia.org/wiki/Scene_graph scene graph](场景图)中默认的的渲染顺序被覆盖,
+		即使不透明对象和透明对象保持独立顺序。
+		渲染顺序是由低到高来排序的,默认值为*0*。
+	</p>
 
 
-			搜索对象的子对象返回第一个属性名和属性值都匹配的对象。
-		</p>
+	<h3>[property:Euler rotation]</h3>
+	<p>
+		物体的局部旋转,以弧度来表示。(请参阅[link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]-欧拉角)
+	</p>
+
+	<h3>[property:Vector3 scale]</h3>
+	<p>
+		物体的局部缩放。默认值是[page:Vector3]( 1, 1, 1 )。
+	</p>
+
+	<h3>[property:Vector3 up]</h3>
+	<p>
+		这个属性由[page:.lookAt lookAt]方法所使用,例如,来决定结果的朝向。
+		默认值是[page:Object3D.DefaultUp],即( 0, 1, 0 )。
+	</p>
+
+	<h3>[property:object userData]</h3>
+	<p>
+		一个用于存储Object3D自定义数据的对象。
+		它不应当包含对函数的引用,因为这些函数将不会被克隆。
+	</p>
+
+	<h3>[property:String uuid]</h3>
+	<p>
+		该对象实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。
+		这是一个自动生成的值,不应当对其进行修改。
+	</p>
+
+	<h3>[property:Boolean visible]</h3>
+	<p>可见性。这个值为*true*时,物体将被渲染。默认值为*true*。</p>
+
+
+
+
+	<h2>静态属性</h2>
+	<p>
+		静态属性和方法由每个类所定义,并非由每个类的实例所定义。
+		也就是说,改变[page:Object3D.DefaultUp]或[page:Object3D.DefaultMatrixAutoUpdate]的值,
+		将改变<b>每个在此之后</b>由Object3D类(或派生类)创建的实例中的[page:.up up]和[page:.matrixAutoUpdate matrixAutoUpdate]的值。(已经创建好的Object3D不会受到影响)。
+	</p>
+
+	<h3>[property:Vector3 DefaultUp]</h3>
+	<p>
+		默认的物体的[page:.up up]方向,同时也作为[page:DirectionalLight]、[page:HemisphereLight]和[page:Spotlight](自顶向下创建的灯光)的默认方向。
+		默认设为( 0, 1, 0 )。
+	</p>
+
+	<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
+	<p>
+			[page:.matrixAutoUpdate matrixAutoUpdate]的默认设置,用于新创建的Object3D。<br />
+
+	</p>
+
+
+	<h2>方法</h2>
+
+	<h3>[page:EventDispatcher EventDispatcher] 方法在这个类上是可用的。</h3>
+
+	<h3>[method:null add]( [param:Object3D object], ... )</h3>
+	<p>
+		添加<b>对象</b>到这个对象的子级,可以添加任意数量的对象。
+		当前传入的对象中的父级将在这里被移除,因为一个对象仅能有一个父级。<br /><br />
+		请参阅[page:Group]来查看手动编组对象的相关信息。
+	</p>
+
+	<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+	<p>对当前物体应用这个变换矩阵,并更新物体的位置、旋转和缩放。</p>
+
+	<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
+	<p>对当前物体应用由四元数所表示的变换。</p>
+
+	<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
+	<p>
+		recursive —— 如果值为true,则该物体的后代也会被克隆。默认值为true。<br /><br />
+
+		返回对象前物体的克隆(以及可选的所有后代)。
+	</p>
+
+	<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
+	<p>
+		recursive —— 如果值为true,则该物体的后代也会被复制。默认值为true。<br /><br />
+		复制给定的对象到这个对象中。
+	</p>
+
+	<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
+	<p>
+		id —— 标识该对象实例的唯一数字。<br /><br />
+
+		搜索该对象的子级,返回第一个带有匹配id的子对象。<br />
+		请注意,id是按照时间顺序来分配的:1、2、3、……,每增加一个新的对象就自增1。
+	</p>
+
+	<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
+	<p>
+		name —— 用于来匹配子物体中Object3D.name属性的字符串。<br /><br />
+
+		搜索该对象的子级,返回第一个带有匹配name的子对象。<br />
+		请注意,大多数的对象中name默认是一个空字符串,要使用这个方法,你将需要手动地设置name属性。
+	</p>
+
+	<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
+	<p>
+		name —— 将要用于查找的属性的名称。<br />
+		value —— 给定的属性的值。 <br /><br />
+		搜索该对象的子级,返回第一个给定的属性中包含有匹配的值的子对象。
+	</p>
+
+	<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
+	<p>
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。<br /><br />
+		返回一个表示该物体在世界空间中位置的矢量。
+	</p>
 
 
-		<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — 结果将被复制到这个三维矢量中。 <br /><br />
+	<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
+	<p>
+		[page:Quaternion target] — 结果将被复制到这个Quaternion中。<br /><br />
+		返回一个表示该物体在世界空间中旋转的四元数。
+	</p>
 
 
-		返回一个代表对象全局坐标的三维矢量。
-		</p>
+	<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
+	<p>
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。<br /><br />
+		返回一个包含着该物体在世界空间中各个轴向上所应用的缩放因数的矢量。
+	</p>
 
 
-		<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
-		<p>
-		[page:Quaternion target] — 结果将被复制到这个四元数中. <br /><br />
+	<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
+	<p>
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。 <br /><br />
+		返回一个表示该物体在世界空间中Z轴正方向的矢量。
+	</p>
 
 
-		返回代表对象全局旋转的四元数。
-		</p>
 
 
-		<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — 结果将被复制到这个三维矢量中。 <br /><br />
-
-		返回代表对象每个轴向的全局缩放参数的三维矢量。
-		</p>
-
-		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — 结果将被复制到这个三维矢量中。 <br /><br />
-
-		返回代表对象全局坐标系下 z 轴朝向的三维矢量。
-		</p>
-
-		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - 代表本地(局部)坐标位置的三维矢量。<br /><br />
-
-		将参数指定的本地坐标矢量转换为全局坐标。
-		</p>
-
-		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+	<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
+	<p>
+		vector - 一个表示局部(物体)空间中位置的向量。 <br /><br />
+		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>
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		vector - 代表全局坐标位置的三维矢量。<br /><br />
-		另外, 参数可以由全局坐标的第一维 ([page:.x x]), 第二维([page:.y y]) 和 第三维([page:.z z])组成的参数列表代替。<br /><br />
-
-		旋转物体使得其朝向参数指定的全局坐标。<br /><br />
-
-			该方法旋转仅旋转对象及子对象,不会影响父对象的旋转或位移。
-		</p>
-
-		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<p>
-			抽象(空)方法,用于获取射线与对象的碰撞信息。
-			为使用射线检测,[page:Mesh], [page:Line], [page:Points] 子类实现了该方法。
-		</p>
-
-		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
-		<p>
-			将当前对象下,参数指定的子对象进行删除。该方法可能删除任意多个对象。
-		</p>
-
-		<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- 局部坐标系下的归一化向量。 <br />
-		angle -- 以弧度代表的角度信息。<br /><br />
-
-		在局部坐标系下按照参数给定向量对物体进行旋转。参数 axis 为归一化的向量。
-		</p>
-
-		<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-			axis -- 全局坐标系下的归一化向量。 <br />
-			angle -- 以弧度代表的角度信息。<br /><br />
-
-			在全局坐标系下按照参数给定向量对物体进行旋转。参数 axis 为归一化的向量。
-			该方法不会影响父对象旋转。
-		</p>
-
-		<h3>[method:this rotateX]( [param:Float rad] )</h3>
-		<p>
-			rad - 以弧度代表的旋转角度信息。<br /><br />
-			在局部坐标系下根据参数,绕 x 轴旋转物体。
-		</p>
-
-		<h3>[method:this rotateY]( [param:Float rad] )</h3>
-		<p>
-			rad - 以弧度代表的旋转角度信息。<br /><br />
-			在局部坐标系下根据参数,绕 x 轴旋转物体。
-		</p>
-
-		<h3>[method:this rotateZ]( [param:Float rad] )</h3>
-		<p>
-			rad - 以弧度代表的旋转角度信息。<br /><br />
-			在局部坐标系下根据参数,绕 x 轴旋转物体。
-		</p>
-
-		<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-			axis -- 局部坐标系下的归一化向量。 <br />
-			angle -- 以弧度代表的角度信息。<br /><br />
-
-			该方法将会在 [page:.quaternion] 中,调用
-			[page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )。
-		</p>
-
-		<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
-		<p>
-			euler -- 以欧拉角代表的旋转角度信息。<br />
-
-			该方法将会在 [page:.quaternion] 中,调用
-			[page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])。
-		</p>
-
-		<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
-		<p>
-			m -- 按照参数给定矩阵旋转对象四元数。<br />
-
-			该方法将会在 [page:.quaternion] 中,调用
-			[page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])。<br /><br />
-
-			注意,该方法假设参数 m 矩阵的左上 3x3 表示非缩放的旋转信息。
-		</p>
-
-		<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
-		<p>
-			q -- 归一化的四元数。<br /><br />
-
-			将参数指定四元数拷贝到 [page:.quaternion]。
-		</p>
-
-		<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
-		<p>
-			将对象转化为 JSON 格式。
-		</p>
-
-		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
-		<p>
-		axis -- 局部坐标系下的归一化向量。<br />
-		distance -- 需要被位移的距离。<br /><br />
-
-		将物体沿参数给定方向移动指定距离。假设方向向量已经被归一化。
-		</p>
-
-		<h3>[method:this translateX]( [param:Float distance] )</h3>
-		<p> 将对象沿 X 轴移动参数 *distance* 指定距离。</p>
+	<p>
+		vector - 一个表示世界空间中位置的向量。<br /><br />
+		也可以使用世界空间中[page:.x x]、[page:.y y]和[page:.z z]的位置分量。<br /><br />
+		旋转物体使其在世界空间中面朝一个点。<br /><br />
+		这一方法不支持其父级被旋转过或者被位移过的物体。
+	</p>
+
+	<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
+	<p>抽象(空方法),在一条被投射出的射线与这个物体之间获得交点。
+		在一些子类,例如[page:Mesh], [page:Line], and [page:Points]实现了这个方法,以用于光线投射。
+	</p>
+
+	<h3>[method:null remove]( [param:Object3D object], ... )</h3>
+	<p>
+		从当前对象的子级中移除<b>对象</b>。可以移除任意数量的对象。
+	</p>
+
+	<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
+	<p>
+		axis —— 一个在局部空间中的标准化向量。<br />
+		angle —— 角度,以弧度来表示。<br /><br />
+		在局部空间中绕着该物体的轴来旋转一个物体,假设这个轴已被标准化。
+	</p>
+
+	<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
+	<p>
+		axis -- 一个在世界空间中的标准化向量。<br />
+		angle -- 角度,以弧度来表示。<br /><br />
+
+		在世界空间中绕着该物体的轴来旋转一个物体,假设这个轴已被标准化。
+		方法假设该物体没有旋转过的父级。
+	</p>
+
+	<h3>[method:this rotateX]( [param:Float rad] )</h3>
+	<p>
+		rad - 将要旋转的角度(以弧度来表示)。<br /><br />
+		绕局部空间的X轴旋转这个物体。
+	</p>
+
+	<h3>[method:this rotateY]( [param:Float rad] )</h3>
+	<p>
+		rad - 将要旋转的角度(以弧度来表示)。<br /><br />
+		绕局部空间的Y轴旋转这个物体。
+	</p>
+
+	<h3>[method:this rotateZ]( [param:Float rad] )</h3>
+	<p>
+		rad - 将要旋转的角度(以弧度来表示)。<br /><br />
+		绕局部空间的Z轴旋转这个物体。
+	</p>
+
+	<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
+	<p>
+		axis -- 一个在局部空间中的标准化向量。<br />
+		angle -- 角度(以弧度来表示)。<br /><br />
+
+		调用[page:.quaternion]中的[page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )。
+	</p>
+
+	<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
+	<p>
+		euler -- 指定了旋转量的欧拉角。<br />
+
+		调用[page:.quaternion]中的[page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])。
+
+	</p>
+
+	<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 />
+
+		请注意,这里假设m上的3x3矩阵是一个纯旋转矩阵(即未缩放的矩阵)。
+	</p>
+
+	<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
+	<p>
+		q -- 标准化的四元数。<br /><br />
+
+将所给的四元数复制到[page:.quaternion]中。
+	</p>
+
+	<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
+	<p>
+		将这个对象转换为JSON格式。
+	</p>
+
+	<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
+	<p>
+		axis -- 一个在局部空间中的标准化向量。<br />
+		distance -- 将要平移的距离。<br /><br />
+		在局部空间中沿着一条轴来平移物体,假设轴已被标准化。
+	</p>
+
+	<h3>[method:this translateX]( [param:Float distance] )</h3>
+	<p>沿着X轴将平移*distance*个单位。</p>
+
+	<h3>[method:this translateY]( [param:Float distance] )</h3>
+	<p>沿着Y轴将平移*distance*个单位。</p>
 
 
-		<h3>[method:this translateY]( [param:Float distance] )</h3>
-		<p> 将对象沿 Y 轴移动参数 *distance* 指定距离。</p>
+	<h3>[method:this translateZ]( [param:Float distance] )</h3>
+	<p>沿着Z轴将平移*distance*个单位。</p>
 
 
-		<h3>[method:this translateZ]( [param:Float distance] )</h3>
-		<p> 将对象沿 Z 轴移动参数 *distance* 指定距离。</p>
+	<h3>[method:null traverse]( [param:Function callback] )</h3>
+	<p>
 
 
-		<h3>[method:null traverse]( [param:Function callback] )</h3>
-		<p>
-		callback - 回调函数,第一个参数为 Object3D 对象。<br /><br />
+		callback - 以一个object3D对象作为第一个参数的函数。
+		<br /><br />
 
 
-		在该对象及所有子对象上执行该函数。
-		</p>
+		在对象以及后代中执行的回调函数。
+	</p>
 
 
-		<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
-		<p>
-		callback - 回调函数,第一个参数为 Object3D 对象。<br /><br />
+	<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
+	<p>
+			callback - 以一个object3D对象作为第一个参数的函数。
+			<br /><br />
 
 
-			如同 traverse 函数,该函数只会在可见的对象及子对象上被调用
-		</p>
+		类似traverse函数,但在这里,回调函数仅对可见的对象执行,不可见对象的后代将不遍历
+	</p>
 
 
-		<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
-		<p>
-		callback - 回调函数,第一个参数为 Object3D 对象。<br /><br />
+	<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
+	<p>
+		callback - 以一个object3D对象作为第一个参数的函数。<br /><br />
 
 
-		在父对象及所有祖先上被调用
-		</p>
+		在所有的祖先中执行回调函数
+	</p>
 
 
-		<h3>[method:null updateMatrix]()</h3>
-		<p>更新局部变换矩阵。</p>
+	<h3>[method:null updateMatrix]()</h3>
+	<p>更新局部变换。</p>
 
 
-		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
-		<p>更新当前对象及子对象的全局变换信息。</p>
+	<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
+	<p>更新物体及其子级的全局变换。</p>
 
 
 
 
-		<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - 全局坐标向量。<br /><br />
+	<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
+	<p>
+		vector - 一个世界向量.<br /><br />
+		将世界空间中的向量转换为局部空间向量。
+	</p>
 
 
-		将参数给定坐标从全局坐标转换为局部坐标。
-		</p>
+	<h2>源代码</h2>
 
 
-		<h2>资源</h2>
+	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+</html>

+ 49 - 44
docs/api/zh/core/Raycaster.html

@@ -8,12 +8,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>光线投射[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			该类被设计为 [link:https://en.wikipedia.org/wiki/Ray_casting raycasting] 类的帮助类。射线检测用于帮助判断用户鼠标
-			在3D空间内选择的物体具体是哪个。(通过检测从摄像机到视锥近平面上鼠标点连线发出的射线,位于3D空间内哪个物体上,从而判断当前
-			用户的选择)。
+			这个类用于进行[link:https://en.wikipedia.org/wiki/Ray_casting raycasting](光线投射)。
+			光线投射用于进行鼠标拾取(在三维空间中计算出鼠标移过了什么物体)。
 		</p>
 		</p>
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>
@@ -54,7 +53,7 @@
 
 
 		</code>
 		</code>
 		<div>
 		<div>
-			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+			其它示例:<br>[example:webgl_interactive_cubes Raycasting to a Mesh]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
@@ -70,17 +69,17 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>构造函数</h2>
+		<h2>构造</h2>
 
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<p>
 		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
-		[page:Float near] — All results returned are further away than near. Near can't be negative. Default value is 0.<br />
-		[page:Float far] — All results returned are closer than far. Far can't be lower than near. Default value is Infinity.
-		</p>
+		[page:Vector3 origin] —— 光线投射的原点向量。<br />
+		[page:Vector3 direction] —— 向射线提供方向的方向向量,应当被标准化。<br />
+		[page:Float near] —— 返回的所有结果比near远。near不能为负值,其默认值为0。<br />
+		[page:Float far] —— 返回的所有结果都比far近。far不能小于near,其默认值为Infinity(正无穷。)</p>
 		<p>
 		<p>
-			该方法构造一个新的射线对象。<br />
+			这将创建一个新的raycaster对象。<br />
+
 		</p>
 		</p>
 
 
 
 
@@ -88,26 +87,26 @@
 
 
 		<h3>[property:float far]</h3>
 		<h3>[property:float far]</h3>
 		<p>
 		<p>
-			射线的 far 参数。该参数决定射线最远可达范围,超过 far 的物体在检测时可以忽略
-			该值不能为负,且应该大于 near 参数
+			raycaster的远距离因数(投射远点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃
+			这个值不应当为负,并且应当比near属性大
 		</p>
 		</p>
 
 
 		<h3>[property:float linePrecision]</h3>
 		<h3>[property:float linePrecision]</h3>
 		<p>
 		<p>
-			当与物体焦时,射线当精确度。
+
+			raycaster与[page:Line](线)物体相交时的精度因数。
+
 		</p>
 		</p>
 
 
 		<h3>[property:float near]</h3>
 		<h3>[property:float near]</h3>
 		<p>
 		<p>
-			射线的 near 参数。该参数决定射线的最近距离,近于 near 的物体在检测时可以忽略
-			该值不能为负,且应该小于 far 参数
+			raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃
+			这个值不应当为负,并且应当比near属性小
 		</p>
 		</p>
 
 
 		<h3>[property:Object params]</h3>
 		<h3>[property:Object params]</h3>
 		<p>
 		<p>
-			该对象拥有如下属性:
-
-			<code>
+			具有以下属性的物体:<code>
 {
 {
 	Mesh: {},
 	Mesh: {},
 	Line: {},
 	Line: {},
@@ -120,67 +119,73 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Ray ray]</h3>
 		<h3>[property:Ray ray]</h3>
-		<p> 射线检测时用到的 [Page:Ray]。</p>
+		<p>用于进行光线投射的[Page:Ray](射线)。</p>
 
 
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
 		<p>
-		[page:Vector3 origin] — 射线的起点坐标。<br />
-		[page:Vector3 direction] — 射线的方向向量,该向量需要被归一化
+		[page:Vector3 origin] —— 光线投射的原点向量。<br />
+		[page:Vector3 direction] —— 为光线提供方向的标准化方向向量
 		</p>
 		</p>
 		<p>
 		<p>
-			用参数规定的原点和方向更新射线数据
+			使用一个新的原点和方向来更新射线
 		</p>
 		</p>
 
 
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
 		<p>
-		[page:Vector2 coords] — 鼠标的被归一化的 2D 坐标(Normalized Device Coordinate)。X 和 Y 的值都应该components should be between -1 and 1。<br />
-		[page:Camera camera] — 射线应该以哪个摄像机作为原点。
+		[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>
 		<p>
 		<p>
-			用参数规定的新原点和方向更新射线数据
+			使用一个新的原点和方向来更新射线
 		</p>
 		</p>
 
 
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
 		<p>
-		[page:Object3D object] — 用于检测与射线焦的物体。<br />
-		[page:Boolean recursive] — 如果设置为 true, 该方法同样检测所有的子对象与射线的相焦情况。否则,值检测参数指定的物体。默认值为 false。<br />
-		[page:Array optionalTarget] — (可选) 结果存储到指定对象。否则,一个新的队列 [page:Array] 将会被实例化。如果设置了该值, 在调用该函数前,需要清空队列(例如, array.length = 0;)
+		[page:Object3D object] —— 检查与射线相交的物体。<br />
+		[page:Boolean recursive] —— 若为true,则同时也会检查所有的后代。否则将只会检查对象本身。默认值为false。<br />
+		[page:Array optionalTarget] — (可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)
 		</p>
 		</p>
 		<p>
 		<p>
-			检查对象和射线的所有焦点,如果 recursive 设置为 true,同样检查子对象。焦点结果被保存在队列中,按照焦点的距离排序,最近结果最先返回。
+			检测所有在射线与物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个)。<br>
+			该方法返回一个包含有交叉部分的数组:
 		</p>
 		</p>
 		<code>
 		<code>
 				[ { distance, point, face, faceIndex, object }, ... ]
 				[ { distance, point, face, faceIndex, object }, ... ]
 		</code>
 		</code>
 		<p>
 		<p>
-			[page:Float distance] – 射线原点到焦点的距离<br />
-			[page:Vector3 point] – 世界坐标下的焦点位置<br />
-			[page:Face3 face] – 与射线相交的位置<br />
-			[page:Integer faceIndex] – 与射线相交的面的索引<br />
-			[page:Object3D object] – 与射线相交的对象<br />
-			[page:Vector2 uv] - 与射线相交点的物体的 U,V 坐标
+			[page:Float distance] —— 射线投射原点和相交部分之间的距离。<br />
+			[page:Vector3 point] —— 相交部分的点(世界坐标)<br />
+			[page:Face3 face] —— 相交的面<br />
+			[page:Integer faceIndex] —— 相交的面的索引<br />
+			[page:Object3D object] —— 相交的物体<br />
+			[page:Vector2 uv] —— 相交部分的点的UV坐标。
 		</p>
 		</p>
 		<p>
 		<p>
-		*Raycaster* 当计算射线是否与对象相交时,会代理到对象的 [page:Object3D.raycast raycast] 方法。该方法允许 [page:Mesh meshes] 对射线检测的响应与 [page:Line lines] 和 [page:Points pointclouds] 不同。
+			当计算这条射线是否和物体相交的时候,*Raycaster*将传入的对象委托给[page:Object3D.raycast raycast]方法。
+			这将可以让[page:Mesh mesh]对于光线投射的响应不同于[page:Line lines]和[page:Points pointclouds]。
 		</p>
 		</p>
 		<p>
 		<p>
-		*Note* 对于被检测的 mesh 的面,其必须朝向 检测射线 [page:.ray ray] 的原点, 否则该面会被忽略。如果想要射线检测到 mesh 中朝向原点和背向原点的面,你需要设置 [page:Mesh.material material] 的 [page:Material.side side] 属性为 *THREE.DoubleSide*。
+			<strong>请注意</strong>:对于网格来说,面必须朝向射线的原点,以便其能够被检测到。
+			用于交互的射线穿过面的背侧时,将不会被检测到。如果需要对物体中面的两侧进行光线投射,
+			你需要将[page:Mesh.material material]中的[page:Material.side side]属性设置为*THREE.DoubleSide*。
 		</p>
 		</p>
 
 
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
 		<p>
-		[page:Array objects] — 需要被检测是否与射线碰撞的物体的队列<br />
-		[page:Boolean recursive] — 如果为 true, 检测时除指定对象外,也会递归检测所有子对象。 默认值为 false。<br />
-		[page:Array optionalTarget] — (可选)结果存储到指定对象。否则,一个新的队列 [page:Array] 将会被实例化。如果设置了该值, 在调用该函数前,需要清空队列(例如, array.length = 0;)
+		[page:Array objects] —— 检测和射线相交的一组物体。<br />
+		[page:Boolean recursive] —— 若为true,则同时也会检测所有物体的后代。否则将只会检测对象本身的相交部分。默认值为false。<br />
+		[page:Array optionalTarget] —— (可选)(可选)设置结果的目标数组。如果不设置这个值,则一个新的[page:Array]会被实例化;如果设置了这个值,则在每次调用之前必须清空这个数组(例如:array.length = 0;)
 		</p>
 		</p>
 		<p>
 		<p>
-			检查参数队列中的所有对象和当前射线的所有焦点,如果 recursive 设置为 true,同样检查子对象。焦点结果被保存在队列中,按照焦点的距离排序,最近结果最先返回
+			检测所有在射线与这些物体之间,包括或不包括后代的相交部分。返回结果时,相交部分将按距离进行排序,最近的位于第一个),相交部分和[page:.intersectObject]所返回的格式是相同的
 		</p>
 		</p>
 
 
-		<h2>资源</h2>
+
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 196 - 209
docs/api/zh/deprecated/DeprecatedList.html

@@ -8,81 +8,68 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>Deprecated API List</h1>
+		<h1>已被弃用API列表(Deprecated API List</h1>
 
 
 		<p>
 		<p>
-			As three.js has a rapidly evolving interface, you may come across examples that
-			suggest the use of API elements that are no longer part of the core.<br /><br />
-
-			Below is a list of such elements, along with info regarding their replacements.
+			由于three.js具有一个快速发展的接口,你可能会遇上类似“提示你当前所调用的API元素不再是Three.js核心的一部分”的提示。<br /><br />
+			下面就列举出了这些API元素,以及一些关于他们的替代信息。
 		</p>
 		</p>
 
 
-
-
-
-
-
-
-
-
-
-		<h2>Audio</h2>
+		
+		
+		
+		
+		<h2>音频(Audio)</h2>
 
 
 		<h3>[page:Audio]</h3>
 		<h3>[page:Audio]</h3>
-		<p>Audio.load has been deprecated. Use [page:AudioLoader] instead.</p>
+		<p>Audio.load 已被弃用。 请使用 [page:AudioLoader]。</p>
 
 
 		<h3>[page:AudioAnalyser]</h3>
 		<h3>[page:AudioAnalyser]</h3>
-		<p>AudioAnalyser.getData() has been renamed to [page:AudioAnalyser.getFrequencyData]().</p>
+		<p>AudioAnalyser.getData() 已被重命名为 [page:AudioAnalyser.getFrequencyData]()。</p>
 
 
 		<h3>[page:BinaryTextureLoader]</h3>
 		<h3>[page:BinaryTextureLoader]</h3>
-		<p>BinaryTextureLoader has been renamed to [page:DataTextureLoader].</p>
-
-
-
-
-
-
-
-
-
+		<p>BinaryTextureLoader 已被重命名为 [page:DataTextureLoader]。</p>
 
 
 
 
-		<h2>Buffers</h2>
+		
+		
+		
+		<h2>缓冲器(Buffers)</h2>
 
 
 		<h3>[page:BufferAttribute]</h3>
 		<h3>[page:BufferAttribute]</h3>
-		<p>BufferAttribute.length has been renamed to [page:BufferAttribute.count].</p>
-		<p>BufferAttribute.copyIndicesArray() has been removed.</p>
+		<p>BufferAttribute.length 已被重命名为 [page:BufferAttribute.count]。</p>
+		<p>BufferAttribute.copyIndicesArray() 已被删除。</p>
 
 
 
 
 		<h3>[page:DynamicBufferAttribute]</h3>
 		<h3>[page:DynamicBufferAttribute]</h3>
-		<p>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setDynamic]( true ) instead.</p>
+		<p>DynamicBufferAttribute 已被删除。 请使用[page:BufferAttribute.setDynamic]( true )。</p>
 
 
 		<h3>[page:Int8Attribute]</h3>
 		<h3>[page:Int8Attribute]</h3>
-		<p>Int8Attribute has been removed. Use [page:BufferAttributeTypes Int8BufferAttribute] instead.</p>
+		<p>Int8Attribute 已被删除。 请使用[page:BufferAttributeTypes Int8BufferAttribute]。</p>
 
 
 		<h3>[page:Uint8Attribute]</h3>
 		<h3>[page:Uint8Attribute]</h3>
-		<p>Uint8Attribute has been removed. Use [page:BufferAttributeTypes Uint8BufferAttribute] instead.</p>
+		<p>Uint8Attribute 已被删除。 请使用[page:BufferAttributeTypes Uint8BufferAttribute]。</p>
 
 
 		<h3>[page:Uint8ClampedAttribute]</h3>
 		<h3>[page:Uint8ClampedAttribute]</h3>
-		<p>Uint8ClampedAttribute has been removed. Use [page:BufferAttributeTypes Uint8ClampedBufferAttribute] instead.</p>
+		<p>Uint8ClampedAttribute 已被删除。 请使用[page:BufferAttributeTypes Uint8ClampedBufferAttribute]。</p>
 
 
 		<h3>[page:Int16Attribute]</h3>
 		<h3>[page:Int16Attribute]</h3>
-		<p>Int16Attribute has been removed. Use [page:BufferAttributeTypes Int16BufferAttribute] instead.</p>
+		<p>Int16Attribute 已被删除。 请使用[page:BufferAttributeTypes Int16BufferAttribute]。</p>
 
 
 		<h3>[page:Uint16Attribute]</h3>
 		<h3>[page:Uint16Attribute]</h3>
-		<p>Uint16Attribute has been removed. Use [page:BufferAttributeTypes Uint16BufferAttribute] instead.</p>
+		<p>Uint16Attribute 已被删除。 请使用[page:BufferAttributeTypes Uint16BufferAttribute]。</p>
 
 
 		<h3>[page:Int32Attribute]</h3>
 		<h3>[page:Int32Attribute]</h3>
-		<p>Int32Attribute has been removed. Use [page:BufferAttributeTypes Int32BufferAttribute] instead.</p>
+		<p>Int32Attribute 已被删除。 请使用[page:BufferAttributeTypes Int32BufferAttribute]。</p>
 
 
 		<h3>[page:Uint32Attribute]</h3>
 		<h3>[page:Uint32Attribute]</h3>
-		<p>Uint32Attribute has been removed. Use [page:BufferAttributeTypes Uint32BufferAttribute] instead.</p>
+		<p>Uint32Attribute 已被删除。 请使用[page:BufferAttributeTypes Uint32BufferAttribute]。</p>
 
 
 		<h3>[page:Float32Attribute]</h3>
 		<h3>[page:Float32Attribute]</h3>
-		<p>Float32Attribute has been removed. Use [page:BufferAttributeTypes Float32BufferAttribute] instead.</p>
+		<p>Float32Attribute 已被删除。 请使用[page:BufferAttributeTypes Float32BufferAttribute]。</p>
 
 
 		<h3>[page:Float64Attribute]</h3>
 		<h3>[page:Float64Attribute]</h3>
-		<p>Float64Attribute has been removed. Use [page:BufferAttributeTypes Float64BufferAttribute] instead.</p>
+		<p>Float64Attribute 已被删除。 请使用[page:BufferAttributeTypes Float64BufferAttribute]。</p>
 
 
 
 
 
 
@@ -90,12 +77,12 @@
 
 
 
 
 
 
-		<h2>Cameras</h2>
+		<h2>摄像机(Cameras</h2>
 
 
 		<h3>[page:PerspectiveCamera]</h3>
 		<h3>[page:PerspectiveCamera]</h3>
 		<p>
 		<p>
-		PerspectiveCamera.setLens() is deprecated. Use [page:PerspectiveCamera.setFocalLength]()
-		 and [page:PerspectiveCamera.filmGauge]() for a photographic setup.
+		PerspectiveCamera.setLens() 已被弃用。 请使用[page:PerspectiveCamera.setFocalLength]()
+		 和 [page:PerspectiveCamera.filmGauge]() 来对摄像机拍摄进行设置。
 		</p>
 		</p>
 
 
 
 
@@ -104,33 +91,33 @@
 
 
 
 
 
 
-		<h2>Constants</h2>
+		<h2>常量(Constants</h2>
 
 
 		<h3>[page:LineStrip]</h3>
 		<h3>[page:LineStrip]</h3>
 
 
 		<h3>[page:LinePieces]</h3>
 		<h3>[page:LinePieces]</h3>
 		<p>
 		<p>
-		LinePieces mode is no longer supported for [page:Line]s. Create a [page:LineSegments] instead.
+		LinePieces mode 已经不再对 [page:Line]s 进行支持。 请创建一个 [page:LineSegments] 。
 		</p>
 		</p>
 
 
 
 
 
 
 
 
 
 
-		<h2>Core</h2>
+		<h2>核心(Core</h2>
 
 
 		<h3>[page:EventDispatcher]</h3>
 		<h3>[page:EventDispatcher]</h3>
-		<p>EventDispatcher.apply has been removed. Inherit or Object.assign the prototype to mix-in instead.</p>
+		<p>EventDispatcher.apply 已被删除。 请继承或者Object.assign其原型来“混合”。Inherit or Object.assign the prototype to mix-in。</p>
 
 
 		<h3>[page:Raycaster]</h3>
 		<h3>[page:Raycaster]</h3>
-		<p>Raycaster.params.PointCloud has been renamed to [page:Raycaster.params.Points].</p>
+		<p>Raycaster.params.PointCloud 已被重命名为 [page:Raycaster.params.Points]。</p>
 
 
 
 
 		<h3>[page:Uniform]</h3>
 		<h3>[page:Uniform]</h3>
 		<p>
 		<p>
-			Uniform.dynamic has been removed. Use object.onBeforeRender() instead.<br /><br />
+			Uniform.dynamic 已被删除。 请使用object.onBeforeRender()。<br /><br />
 
 
-			Uniform.onUpdate has been removed. Use object.onBeforeRender() instead.
+			Uniform.onUpdate 已被删除。 请使用object.onBeforeRender() 。
 		</p>
 		</p>
 
 
 
 
@@ -138,13 +125,13 @@
 
 
 
 
 
 
-		<h2>Extras</h2>
+		<h2>附件(Extras</h2>
 
 
 		<h3>[page:ClosedSplineCurve3]</h3>
 		<h3>[page:ClosedSplineCurve3]</h3>
-		<p>ClosedSplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</p>
+		<p>ClosedSplineCurve3 已被弃用。 请使用[page:CatmullRomCurve3]。</p>
 
 
 		<h3>[page:SplineCurve3]</h3>
 		<h3>[page:SplineCurve3]</h3>
-		<p>SplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</p>
+		<p>SplineCurve3 已被弃用。 请使用[page:CatmullRomCurve3]。</p>
 
 
 
 
 
 
@@ -152,48 +139,48 @@
 
 
 
 
 
 
-		<h2>Geometry</h2>
+		<h2>几何体(Geometry</h2>
 
 
 		<p>
 		<p>
-			Geometry.computeTangents() has been removed.<br /><br />
+			Geometry.computeTangents() 已被删除。<br /><br />
 
 
-			Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
+			Geometry.computeLineDistances() 已被删除。 请使用[page:Line.computeLineDistances]。<br /><br />
 		</p>
 		</p>
 
 
 		<h3>[page:BufferGeometry]</h3>
 		<h3>[page:BufferGeometry]</h3>
 		<p>
 		<p>
-			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
+			BufferGeometry.addIndex 已被重命名为 [page:BufferGeometry.setIndex]。<br /><br />
 
 
-			BufferGeometry.addDrawCall is now [page:BufferGeometry.addGroup].<br /><br />
+			BufferGeometry.addDrawCall 现在是 [page:BufferGeometry.addGroup]。<br /><br />
 
 
-			BufferGeometry.clearDrawCalls is now [page:BufferGeometry.clearGroups].<br /><br />
+			BufferGeometry.clearDrawCalls 现在是 [page:BufferGeometry.clearGroups]。<br /><br />
 
 
-			BufferGeometry.computeTangents has been removed.<br /><br />
+			BufferGeometry.computeTangents 已被删除。<br /><br />
 
 
-			BufferGeometry.computeOffsets has been removed.<br /><br />
+			BufferGeometry.computeOffsets 已被删除。<br /><br />
 
 
-			BufferGeometry.drawcalls has been renamed to [page:BufferGeometry.groups].<br /><br />
+			BufferGeometry.drawcalls 已被重命名为 [page:BufferGeometry.groups]。<br /><br />
 
 
-			BufferGeometry.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
+			BufferGeometry.offsets 已被重命名为 [page:BufferGeometry.groups]。<br /><br />
 
 
 		</p>
 		</p>
 
 
 		<h3>[page:CubeGeometry]</h3>
 		<h3>[page:CubeGeometry]</h3>
-		<p>CubeGeometry has been renamed to [page:BoxGeometry].</p>
+		<p>CubeGeometry 已被重命名为 [page:BoxGeometry]。</p>
 
 
 		<h3>[page:Geometry]</h3>
 		<h3>[page:Geometry]</h3>
-		<p>Geometry.computeTangents() has been removed.</p>
+		<p>Geometry.computeTangents() 已被删除。</p>
 
 
 		<h3>[page:GeometryUtils]</h3>
 		<h3>[page:GeometryUtils]</h3>
 		<p>
 		<p>
-			GeometryUtils.merge has been moved to [page:Geometry]. Use [page:Geometry.merge]( geometry2, matrix, materialIndexOffset ) instead.<br /><br />
+			GeometryUtils.merge 已被移动到了 [page:Geometry],请使用[page:Geometry.merge]( geometry2, matrix, materialIndexOffset )。<br /><br />
 
 
-			GeometryUtils.center has been moved to [page:Geometry]. Use [page:Geometry.center]( ) instead.
+			GeometryUtils.center 已被移动到了 [page:Geometry],请使用[page:Geometry.center]( ) 。
 		</p>
 		</p>
 
 
 		<h3>[page:Plane]</h3>
 		<h3>[page:Plane]</h3>
 		<p>
 		<p>
-			Plane.isIntersectionLine() has been renamed to	[page:Plane.intersectsLine]().
+			Plane.isIntersectionLine() 已被重命名为	[page:Plane.intersectsLine]()。
 		</p>
 		</p>
 
 
 
 
@@ -203,46 +190,46 @@
 
 
 
 
 
 
-		<h2>Helpers</h2>
+		<h2>辅助工具(Helpers</h2>
 
 
 		<h3>[page:BoundingBoxHelper]</h3>
 		<h3>[page:BoundingBoxHelper]</h3>
-		<p>BoundingBoxHelper has been deprecated. Use [page:BoxHelper] instead.</p>
+		<p>BoundingBoxHelper 已被弃用。 请使用[page:BoxHelper]。</p>
 
 
 		<h3>[page:EdgesHelper]</h3>
 		<h3>[page:EdgesHelper]</h3>
-		<p>EdgesHelper has been removed. Use [page:EdgesGeometry] instead.</p>
+		<p>EdgesHelper 已被删除。 请使用[page:EdgesGeometry]。</p>
 
 
 		<h3>[page:GridHelper]</h3>
 		<h3>[page:GridHelper]</h3>
-		<p>GridHelper.setColors() has been deprecated, pass them in the constructor instead.</p>
+		<p>GridHelper.setColors() 已被弃用,请在构造器中传递它们。</p>
 
 
 		<h3>[page:WireframeHelper WireframeHelper]</h3>
 		<h3>[page:WireframeHelper WireframeHelper]</h3>
-		<p>WireframeHelper has been removed. Use [page:WireframeGeometry] instead.</p>
+		<p>WireframeHelper 已被删除。 请使用[page:WireframeGeometry]。</p>
 
 
 
 
 
 
 
 
-		<h2>Lights</h2>
+		<h2>灯光(Lights</h2>
 
 
 		<h3>[page:Light]</h3>
 		<h3>[page:Light]</h3>
 		<p>
 		<p>
-			Light.onlyShadow has been removed.<br /><br />
+			Light.onlyShadow 已被删除。<br /><br />
 
 
-			Light.shadowCameraLeft is now [page:Light.shadow.camera.left].<br /><br />
+			Light.shadowCameraLeft 现在是 [page:Light.shadow.camera.left]。<br /><br />
 
 
-			Light.shadowCameraRight is now [page:Light.shadow.camera.right].<br /><br />
+			Light.shadowCameraRight 现在是 [page:Light.shadow.camera.right]。<br /><br />
 
 
-			Light.shadowCameraTop is now [page:Light.shadow.camera.top].<br /><br />
+			Light.shadowCameraTop 现在是 [page:Light.shadow.camera.top]。<br /><br />
 
 
-			Light.shadowCameraBottom is now [page:Light.shadow.camera.bottom].<br /><br />
+			Light.shadowCameraBottom 现在是 [page:Light.shadow.camera.bottom]。<br /><br />
 
 
-			Light.shadowCameraNear is now [page:Light.shadow.camera.near].<br /><br />
+			Light.shadowCameraNear 现在是 [page:Light.shadow.camera.near]。<br /><br />
 
 
-			Light.shadowCameraFar is now [page:Light.shadow.camera.far].<br /><br />
+			Light.shadowCameraFar 现在是 [page:Light.shadow.camera.far]。<br /><br />
 
 
-			Light.shadowCameraVisible has been removed. Use [page:CameraHelper] ( light.shadow.camera ) instead.<br /><br />
+			Light.shadowCameraVisible 已被删除。 请使用[page:CameraHelper] ( light.shadow.camera )。<br /><br />
 
 
-			Light.shadowMapWidth is now [page:Light.shadow.mapSize.width].<br /><br />
+			Light.shadowMapWidth 现在是 [page:Light.shadow.mapSize.width]。<br /><br />
 
 
-			Light.shadowMapHeight is now [page:Light.shadow.mapSize.height].
+			Light.shadowMapHeight 现在是 [page:Light.shadow.mapSize.height]。
 		</p>
 		</p>
 
 
 
 
@@ -252,10 +239,10 @@
 
 
 
 
 
 
-		<h2>Loaders</h2>
+		<h2>加载器(Loaders</h2>
 
 
 		<h3>[page:XHRLoader]</h3>
 		<h3>[page:XHRLoader]</h3>
-		<p>XHRLoader has been renamed to [page:FileLoader].</p>
+		<p>XHRLoader 已被重命名为 [page:FileLoader]。</p>
 
 
 
 
 
 
@@ -264,146 +251,146 @@
 
 
 
 
 
 
-		<h2>Maths</h2>
+		<h2>数学(Maths</h2>
 
 
 		<h3>[page:Box2]</h3>
 		<h3>[page:Box2]</h3>
 		<p>
 		<p>
-			Box2.center has been renamed to [page:Box2.getCenter]().<br /><br />
+			Box2.center 已被重命名为 [page:Box2.getCenter]()。<br /><br />
 
 
-			Box2.empty has been renamed to [page:Box2.isEmpty]().<br /><br />
+			Box2.empty 已被重命名为 [page:Box2.isEmpty]()。<br /><br />
 
 
-			Box2.isIntersectionBox has been renamed to [page:Box2.intersectsBox]().<br /><br />
+			Box2.isIntersectionBox 已被重命名为 [page:Box2.intersectsBox]()。<br /><br />
 
 
-			Box2.size has been renamed to [page:Box2.getSize]().
+			Box2.size 已被重命名为 [page:Box2.getSize]()。
 
 
 		</p>
 		</p>
 
 
 		<h3>[page:Box3]</h3>
 		<h3>[page:Box3]</h3>
 		<p>
 		<p>
-			Box3.center has been renamed to [page:Box3.getCenter]().<br /><br />
+			Box3.center 已被重命名为 [page:Box3.getCenter]()。<br /><br />
 
 
-			Box3.empty has been renamed to [page:Box3.isEmpty]().<br /><br />
+			Box3.empty 已被重命名为 [page:Box3.isEmpty]()。<br /><br />
 
 
-			Box3.isIntersectionBox has been renamed to [page:Box3.intersectsBox]().<br /><br />
+			Box3.isIntersectionBox 已被重命名为 [page:Box3.intersectsBox]()。<br /><br />
 
 
-			Box3.isIntersectionSphere has been renamed to [page:Box3.intersectsSphere]().<br /><br />
+			Box3.isIntersectionSphere 已被重命名为 [page:Box3.intersectsSphere]()。<br /><br />
 
 
-			Box3.size has been renamed to [page:Box3.getSize]().
+			Box3.size 已被重命名为 [page:Box3.getSize]()。
 		</p>
 		</p>
 
 
 		<h3>[page:Face4]</h3>
 		<h3>[page:Face4]</h3>
-		<p>Face4 has been removed. Use [page:Face3] instead.</p>
+		<p>Face4 已被删除。 请使用[page:Face3]。</p>
 
 
 		<h3>[page:Line3]</h3>
 		<h3>[page:Line3]</h3>
-		<p>Line3.center has been renamed to [page:Line3.getCenter]().</p>
+		<p>Line3.center 已被重命名为 [page:Line3.getCenter]()。</p>
 
 
 		<h3>[page:Math]</h3>
 		<h3>[page:Math]</h3>
 		<p>
 		<p>
-			Math.random16() has been deprecated. Use Math.random() instead.
+			Math.random16() 已被弃用。 请使用Math.random() 。
 		</p>
 		</p>
 
 
 		<h3>[page:Matrix3]</h3>
 		<h3>[page:Matrix3]</h3>
 		<p>
 		<p>
-			Matrix3.flattenToArrayOffset is deprecated. Use [page:Matrix3.toArray]() instead.<br /><br />
+			Matrix3.flattenToArrayOffset 已被弃用。请使用[page:Matrix3.toArray]()。<br /><br />
 
 
-			Matrix3.multiplyVector3 has been removed. Use vector.applyMatrix3( matrix ) instead.<br /><br />
+			Matrix3.multiplyVector3 已被删除。 请使用vector.applyMatrix3( matrix )。<br /><br />
 
 
-			Matrix3.multiplyVector3Array has been renamed to [page:Matrix3.applyToVector3Array]( array ).<br /><br />
+			Matrix3.multiplyVector3Array 已被重命名为 [page:Matrix3.applyToVector3Array]( array )。<br /><br />
 
 
-			Matrix3.applyToBuffer has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.<br /><br />
+			Matrix3.applyToBuffer 已被删除。 请使用matrix.applyToBufferAttribute( attribute )。<br /><br />
 
 
-			Matrix3.applyToVector3Array has been removed.
+			Matrix3.applyToVector3Array 已被删除。
 		<p>
 		<p>
 
 
 		<h3>[page:Matrix4]</h3>
 		<h3>[page:Matrix4]</h3>
 		<p>
 		<p>
-			Matrix4.flattenToArrayOffset() is deprecated. Use [page:Matrix4.toArray]() instead.<br /><br />
+			Matrix4.flattenToArrayOffset() 已被弃用。请使用[page:Matrix4.toArray]()。<br /><br />
 
 
-			Matrix4.extractPosition() has been renamed to [page:Matrix4.copyPosition]( matrix ).<br /><br />
+			Matrix4.extractPosition() 已被重命名为 [page:Matrix4.copyPosition]( matrix )。<br /><br />
 
 
-			Matrix4.getPosition() has been removed. Use [page:Vector3.setFromMatrixPosition]( matrix ) instead.<br /><br />
+			Matrix4.getPosition() 已被删除。 请使用[page:Vector3.setFromMatrixPosition]( matrix )。<br /><br />
 
 
-			Matrix4.setRotationFromQuaternion() has been renamed to [page:Matrix4.makeRotationFromQuaternion]( quaternion ).<br /><br />
+			Matrix4.setRotationFromQuaternion() 已被重命名为 [page:Matrix4.makeRotationFromQuaternion]( quaternion )。<br /><br />
 
 
-			Matrix4.multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+			Matrix4.multiplyVector3() 已被删除。 请使用vector.applyMatrix4( matrix )。<br /><br />
 
 
-			Matrix4.multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+			Matrix4.multiplyVector4() 已被删除。 请使用vector.applyMatrix4( matrix )。<br /><br />
 
 
-			Matrix4.multiplyVector3Array() has been renamed to [page:Matrix4.applyToVector3Array] ( array ).<br /><br />
+			Matrix4.multiplyVector3Array() 已被重命名为 [page:Matrix4.applyToVector3Array] ( array )。<br /><br />
 
 
-			Matrix4.rotateAxis() has been removed. Use [page:Matrix4.transformDirection]( matrix ) instead.<br /><br />
+			Matrix4.rotateAxis() 已被删除。 请使用[page:Matrix4.transformDirection]( matrix )。<br /><br />
 
 
-			Matrix4.crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+			Matrix4.crossVector() 已被删除。 请使用vector.applyMatrix4( matrix )。<br /><br />
 
 
-			Matrix4.rotateX() has been removed.<br /><br />
+			Matrix4.rotateX() 已被删除。<br /><br />
 
 
-			Matrix4.rotateY() has been removed.<br /><br />
+			Matrix4.rotateY() 已被删除。<br /><br />
 
 
-			Matrix4.rotateZ() has been removed.<br /><br />
+			Matrix4.rotateZ() 已被删除。<br /><br />
 
 
-			Matrix4.rotateByAxis() has been removed.<br /><br />
+			Matrix4.rotateByAxis() 已被删除。<br /><br />
 
 
-			Matrix4.applyToBuffer() has been removed. Use matrix.applyToBufferAttribute() instead.<br /><br />
+			Matrix4.applyToBuffer() 已被删除。 请使用matrix.applyToBufferAttribute()。<br /><br />
 
 
-			Matrix4.applyToVector3Array() has been removed.<br /><br />
+			Matrix4.applyToVector3Array() 已被删除。<br /><br />
 
 
-			Matrix4.makeFrustum() has been removed. Use [page:Matrix4.makePerspective]( left, right, top, bottom, near, far ) instead.
+			Matrix4.makeFrustum() 已被删除。 请使用[page:Matrix4.makePerspective]( left, right, top, bottom, near, far ) 。
 		</p>
 		</p>
 
 
 
 
 		<h3>[page:Quaternion.multiplyVector3]</h3>
 		<h3>[page:Quaternion.multiplyVector3]</h3>
-		<p>Quaternion.multiplyVector3() has been removed. Use vector.applyQuaternion( quaternion ) instead.</p>
+		<p>Quaternion.multiplyVector3() 已被删除。 请使用vector.applyQuaternion( quaternion )。</p>
 
 
 		<h3>[page:Ray]</h3>
 		<h3>[page:Ray]</h3>
 		<p>
 		<p>
-			Ray.isIntersectionBox() has been renamed to [page:Ray.intersectsBox]().<br /><br />
+			Ray.isIntersectionBox() 已被重命名为 [page:Ray.intersectsBox]()。<br /><br />
 
 
-			Ray.isIntersectionPlane has been renamed to [page:Ray.intersectsPlane].<br /><br />
+			Ray.isIntersectionPlane 已被重命名为 [page:Ray.intersectsPlane]。<br /><br />
 
 
-			Ray.isIntersectionSphere has been renamed to [page:Ray.intersectsSphere].
+			Ray.isIntersectionSphere 已被重命名为 [page:Ray.intersectsSphere]。
 		</p>
 		</p>
 
 
 		<h3>[page:Triangle]</h3>
 		<h3>[page:Triangle]</h3>
 		<p>
 		<p>
-			Triangle.area() has been renamed to [page:Triangle.getArea]().<br /><br />
-			Triangle.barycoordFromPoint() has been renamed to [page:Triangle.getBarycoord]().<br /><br />
-			Triangle.midpoint() has been renamed to [page:Triangle.getMidpoint]().<br /><br />
-			Triangle.normal() has been renamed to [page:Triangle.getNormal]().<br /><br />
-			Triangle.plane() has been renamed to [page:Triangle.getPlane]().
+			Triangle.area() 已被重命名为 [page:Triangle.getArea]()。<br /><br />
+			Triangle.barycoordFromPoint() 已被重命名为 [page:Triangle.getBarycoord]()。<br /><br />
+			Triangle.midpoint() 已被重命名为 [page:Triangle.getMidpoint]()。<br /><br />
+			Triangle.normal() 已被重命名为 [page:Triangle.getNormal]()。<br /><br />
+			Triangle.plane() 已被重命名为 [page:Triangle.getPlane]()。
 		</p>
 		</p>
 
 
 		<h3>[page:Vector2]</h3>
 		<h3>[page:Vector2]</h3>
 		<p>
 		<p>
-			Vector2.fromAttribute() has been renamed to [page:Vector2.fromBufferAttribute]().
+			Vector2.fromAttribute() 已被重命名为 [page:Vector2.fromBufferAttribute]()。
 		</p>
 		</p>
 
 
 		<h3>[page:Vector3]</h3>
 		<h3>[page:Vector3]</h3>
 		<p>
 		<p>
-			Vector3.setEulerFromRotationMatrix() has been removed. Use [page:Euler.setFromRotationMatrix]() instead.<br /><br />
+			Vector3.setEulerFromRotationMatrix() 已被删除。 请使用[page:Euler.setFromRotationMatrix]()。<br /><br />
 
 
-			Vector3.setEulerFromQuaternion() has been removed. Use [page:Euler.setFromQuaternion]() instead.<br /><br />
+			Vector3.setEulerFromQuaternion() 已被删除。 请使用[page:Euler.setFromQuaternion]()。<br /><br />
 
 
-			Vector3.getPositionFromMatrix() has been renamed to [page:Vector3.setFromMatrixPosition]().<br /><br />
+			Vector3.getPositionFromMatrix() 已被重命名为 [page:Vector3.setFromMatrixPosition]()。<br /><br />
 
 
-			Vector3.getScaleFromMatrix() has been renamed to [page:Vector3.setFromMatrixScale]().<br /><br />
+			Vector3.getScaleFromMatrix() 已被重命名为 [page:Vector3.setFromMatrixScale]()。<br /><br />
 
 
-			Vector3.getColumnFromMatrix() has been renamed to [page:Vector3.setFromMatrixColumn]().<br /><br />
+			Vector3.getColumnFromMatrix() 已被重命名为 [page:Vector3.setFromMatrixColumn]()。<br /><br />
 
 
-			Vector3.applyProjection() has been removed. Use [page:Vector3.applyMatrix4]() instead.<br /><br />
+			Vector3.applyProjection() 已被删除。 请使用[page:Vector3.applyMatrix4]()。<br /><br />
 
 
-			Vector3.fromAttribute() has been renamed to [page:Vector3.fromBufferAttribute]().
+			Vector3.fromAttribute() 已被重命名为 [page:Vector3.fromBufferAttribute]()。
 		</p>
 		</p>
 
 
 		<h3>[page:Vector4]</h3>
 		<h3>[page:Vector4]</h3>
 		<p>
 		<p>
-			Vector4.fromAttribute() has been renamed to [page:Vector4.fromBufferAttribute]().
+			Vector4.fromAttribute() 已被重命名为 [page:Vector4.fromBufferAttribute]().
 		</p>
 		</p>
 
 
 		<h3>[page:Vertex]</h3>
 		<h3>[page:Vertex]</h3>
-		<p>Vertex has been removed. Use [page:Vector3] instead.</p>
+		<p>Vertex 已被删除。 请使用[page:Vector3]。</p>
 
 
 		<h3>[page:Spline]</h3>
 		<h3>[page:Spline]</h3>
-		<p>Spline has been removed. Use [page:CatmullRomCurve3] instead.</p>
+		<p>Spline 已被删除。 请使用[page:CatmullRomCurve3]。</p>
 
 
 
 
 
 
@@ -416,36 +403,36 @@
 
 
 
 
 
 
-		<h2>Materials</h2>
+		<h2>材质(Materials</h2>
 
 
 		<h3>[page:Material]</h3>
 		<h3>[page:Material]</h3>
 		<p>
 		<p>
-			Material.wrapAround has been removed.<br /><br />
+			Material.wrapAround 已被删除。<br /><br />
 
 
-			Material.wrapRGB has been removed.
+			Material.wrapRGB 已被删除。
 
 
 		</p>
 		</p>
 
 
 		<h3>[page:MeshFaceMaterial]</h3>
 		<h3>[page:MeshFaceMaterial]</h3>
-		<p>MeshFaceMaterial has been removed. Use an array of materials instead.</p>
+		<p>MeshFaceMaterial 已被删除。 请使用一个材质数组。</p>
 
 
 		<h3>[page:MultiMaterial]</h3>
 		<h3>[page:MultiMaterial]</h3>
-		<p>MultiMaterial has been removed. Use an array of materials instead.</p>
+		<p>MultiMaterial 已被删除。 请使用一个材质数组。</p>
 
 
 		<h3>[page:MeshPhongMaterial]</h3>
 		<h3>[page:MeshPhongMaterial]</h3>
-		<p>MeshPhongMaterial.metal has been removed. Use [page:MeshStandardMaterial] instead.</p>
+		<p>MeshPhongMaterial.metal 已被删除。 请使用[page:MeshStandardMaterial]。</p>
 
 
 		<h3>[page:ParticleBasicMaterial]</h3>
 		<h3>[page:ParticleBasicMaterial]</h3>
-		<p>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</p>
+		<p>ParticleBasicMaterial 已被重命名为 [page:PointsMaterial]。</p>
 
 
 		<h3>[page:ParticleSystemMaterial]</h3>
 		<h3>[page:ParticleSystemMaterial]</h3>
-		<p>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</p>
+		<p>ParticleBasicMaterial 已被重命名为 [page:PointsMaterial]。</p>
 
 
 		<h3>[page:PointCloudMaterial]</h3>
 		<h3>[page:PointCloudMaterial]</h3>
-		<p>PointCloudMaterial has been renamed to [page:PointsMaterial].</p>
+		<p>PointCloudMaterial 已被重命名为 [page:PointsMaterial]。</p>
 
 
 		<h3>[page:ShaderMaterial.derivatives]</h3>
 		<h3>[page:ShaderMaterial.derivatives]</h3>
-		<p>ShaderMaterial.derivatives has been moved to [page:ShaderMaterial.extensions.derivatives].</p>
+		<p>ShaderMaterial.derivatives 已被移动到了 [page:ShaderMaterial.extensions.derivatives]。</p>
 
 
 
 
 
 
@@ -454,44 +441,44 @@
 
 
 
 
 
 
-		<h2>Objects</h2>
+		<h2>物体(Objects</h2>
 
 
 		<h3>[page:LOD.objects]</h3>
 		<h3>[page:LOD.objects]</h3>
-		<p>LOD.objects has been renamed to [page:LOD.levels].</p>
+		<p>LOD.objects 已被重命名为 [page:LOD.levels]。</p>
 
 
 		<h3>[page:Object3D]</h3>
 		<h3>[page:Object3D]</h3>
 		<p>
 		<p>
-			Object3D.eulerOrder is now [page:Object3D.rotation.order].<br /><br />
+			Object3D.eulerOrder 现在是 [page:Object3D.rotation.order]。<br /><br />
 
 
-			Object3D.getChildByName() has been renamed to [page:Object3D.getObjectByName]().<br /><br />
+			Object3D.getChildByName() 已被重命名为 [page:Object3D.getObjectByName]()。<br /><br />
 
 
-			Object3D.renderDepth has been removed. Use [page:Object3D.renderOrder] instead.<br /><br />
+			Object3D.renderDepth 已被删除。 请使用[page:Object3D.renderOrder]。<br /><br />
 
 
-			Object3D.translate() has been removed. Use [page:Object3D.translateOnAxis]( axis, distance ) instead.<br /><br />
+			Object3D.translate() 已被删除。 请使用[page:Object3D.translateOnAxis]( axis, distance )。<br /><br />
 
 
-			Object3D.useQuaternion has been removed. The library now uses quaternions by default.
+			Object3D.useQuaternion 已被删除。 默认情况下,Three.js库是使用quaternions(四元数)的。
 		</p>
 		</p>
 
 
 		<h3>[page:LensFlare]</h3>
 		<h3>[page:LensFlare]</h3>
 		<p>
 		<p>
-			LensFlare has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js /examples/js/objects/Lensflare.js].
+			LensFlare 已被移动到了 [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js /examples/js/objects/Lensflare.js].
 		</p>
 		</p>
 
 
 
 
 		<h3>[page:Particle]</h3>
 		<h3>[page:Particle]</h3>
-		<p>Particle has been renamed to [page:Sprite].</p>
+		<p>Particle 已被重命名为 [page:Sprite]。</p>
 
 
 		<h3>[page:ParticleSystem]</h3>
 		<h3>[page:ParticleSystem]</h3>
-		<p>ParticleSystem has been renamed to [page:Points].</p>
+		<p>ParticleSystem 已被重命名为 [page:Points]。</p>
 
 
 		<h3>[page:PointCloud]</h3>
 		<h3>[page:PointCloud]</h3>
-		<p>PointCloud has been renamed to [page:Points].</p>
+		<p>PointCloud 已被重命名为 [page:Points]。</p>
 
 
 		<h3>[page:Shape]</h3>
 		<h3>[page:Shape]</h3>
 		<p>
 		<p>
-			Shape.extrude has been removed. Use [page:ExtrudeGeometry] instead.<br /><br />
+			Shape.extrude 已被删除。 请使用[page:ExtrudeGeometry]。<br /><br />
 
 
-			Shape.makeGeometry has been removed. Use [page:ShapeGeometry] instead.
+			Shape.makeGeometry 已被删除。 请使用[page:ShapeGeometry] 。
 		</p>
 		</p>
 
 
 
 
@@ -501,117 +488,117 @@
 
 
 
 
 
 
-		<h2>Renderer</h2>
+		<h2>渲染器(Renderer</h2>
 
 
 		<h3>[page:Projector]</h3>
 		<h3>[page:Projector]</h3>
 		<p>
 		<p>
-			CanvasRenderer has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CanvasRenderer.js /examples/js/renderers/CanvasRenderer.js].
+			CanvasRenderer 已被移动到了 [link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CanvasRenderer.js /examples/js/renderers/CanvasRenderer.js].
 		</p>
 		</p>
 
 
 		<h3>[page:Projector]</h3>
 		<h3>[page:Projector]</h3>
 		<p>
 		<p>
-			Projector has been moved to
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js 	/examples/js/renderers/Projector.js].<br /><br />
+			Projector 已被移动到了
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js 	/examples/js/renderers/Projector.js]<br /><br />
 
 
-			Projector.projectVector() is now [page:Vector.project]().<br /><br />
+			Projector.projectVector() 现在是 [page:Vector.project]()。<br /><br />
 
 
-			Projector.unprojectVector() is now [page:Vector.unproject]().<br /><br />
+			Projector.unprojectVector() 现在是 [page:Vector.unproject]()。<br /><br />
 
 
-			Projector:.pickingRay() is now [page:Raycaster.setFromCamera]().
+			Projector:.pickingRay() 现在是 [page:Raycaster.setFromCamera]()。
 		</p>
 		</p>
 
 
 		<h3>[page:WebGLProgram]</h3>
 		<h3>[page:WebGLProgram]</h3>
 		<p>
 		<p>
-			WebGLProgram.uniforms is now [page:WebGLProgram.getUniforms]().<br /><br />
+			WebGLProgram.uniforms 现在是 [page:WebGLProgram.getUniforms]()。<br /><br />
 
 
-			WebGLProgram.attributes is now [page:WebGLProgram.getAttributes]().
+			WebGLProgram.attributes 现在是 [page:WebGLProgram.getAttributes]()。
 		</p>
 		</p>
 
 
 		<h3>[page:WebGLRenderer]</h3>
 		<h3>[page:WebGLRenderer]</h3>
 		<p>
 		<p>
-			WebGLRenderer.supportsFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_float' ).<br /><br />
+			WebGLRenderer.supportsFloatTextures() 现在是 [page:WebGLRenderer.extensions.get]( 'OES_texture_float' )。<br /><br />
 
 
-			WebGLRenderer.supportsHalfFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_half_float' ).<br /><br />
+			WebGLRenderer.supportsHalfFloatTextures() 现在是 [page:WebGLRenderer.extensions.get]( 'OES_texture_half_float' )。<br /><br />
 
 
-			WebGLRenderer.supportsStandardDerivatives() is now [page:WebGLRenderer.extensions.get]( 'OES_standard_derivatives' ).<br /><br />
+			WebGLRenderer.supportsStandardDerivatives() 现在是 [page:WebGLRenderer.extensions.get]( 'OES_standard_derivatives' )。<br /><br />
 
 
-			WebGLRenderer.supportsCompressedTextureS3TC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_s3tc' ).<br /><br />
+			WebGLRenderer.supportsCompressedTextureS3TC() 现在是 [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_s3tc' )。<br /><br />
 
 
-			WebGLRenderer.supportsCompressedTexturePVRTC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_pvrtc' ).<br /><br />
+			WebGLRenderer.supportsCompressedTexturePVRTC() 现在是 [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_pvrtc' )。<br /><br />
 
 
-			WebGLRenderer.supportsBlendMinMax() is now [page:WebGLRenderer.extensions.get]( 'EXT_blend_minmax' ).<br /><br />
+			WebGLRenderer.supportsBlendMinMax() 现在是 [page:WebGLRenderer.extensions.get]( 'EXT_blend_minmax' )。<br /><br />
 
 
-			WebGLRenderer.supportsVertexTextures() is now [page:WebGLRenderer.capabilities.vertexTextures].<br /><br />
+			WebGLRenderer.supportsVertexTextures() 现在是 [page:WebGLRenderer.capabilities.vertexTextures]。<br /><br />
 
 
-			WebGLRenderer.supportsInstancedArrays() is now [page:WebGLRenderer.extensions.get]( 'ANGLE_instanced_arrays' ).<br /><br />
+			WebGLRenderer.supportsInstancedArrays() 现在是 [page:WebGLRenderer.extensions.get]( 'ANGLE_instanced_arrays' )。<br /><br />
 
 
-			WebGLRenderer.enableScissorTest() is now [page:WebGLRenderer.setScissorTest]().<br /><br />
+			WebGLRenderer.enableScissorTest() 现在是 [page:WebGLRenderer.setScissorTest]()。<br /><br />
 
 
-			WebGLRenderer.initMaterial() has been removed.<br /><br />
+			WebGLRenderer.initMaterial() 已被删除。<br /><br />
 
 
-			WebGLRenderer.addPrePlugin() has been removed.<br /><br />
+			WebGLRenderer.addPrePlugin() 已被删除。<br /><br />
 
 
-			WebGLRenderer.addPostPlugin() has been removed.<br /><br />
+			WebGLRenderer.addPostPlugin() 已被删除。<br /><br />
 
 
-			WebGLRenderer.updateShadowMap() has been removed.<br /><br />
+			WebGLRenderer.updateShadowMap() 已被删除。<br /><br />
 
 
-			WebGLRenderer.setFaceCulling() has been removed.<br /><br />
+			WebGLRenderer.setFaceCulling() 已被删除。<br /><br />
 
 
-			WebGLRenderer.setTexture is deprecated, use [page:WebGLRenderer.setTexture2D]() instead.<br /><br />
+			WebGLRenderer.setTexture is deprecated, 请使用[page:WebGLRenderer.setTexture2D]()。<br /><br />
 
 
-			WebGLRenderer.shadowMapEnabled is now [page:WebGLRenderer.shadowMap.enabled].<br /><br />
+			WebGLRenderer.shadowMapEnabled 现在是 [page:WebGLRenderer.shadowMap.enabled]。<br /><br />
 
 
-			WebGLRenderer.shadowMapType is now [page:WebGLRenderer.shadowMap.type].<br /><br />
+			WebGLRenderer.shadowMapType 现在是 [page:WebGLRenderer.shadowMap.type]。<br /><br />
 
 
-			WebGLRenderer.shadowMapCullFace has been removed. Set [page:Material.shadowSide] instead.<br /><br />
+			WebGLRenderer.shadowMapCullFace 已被删除。请设置[page:Material.shadowSide]。<br /><br />
 
 
-			WebGLRenderer.shadowMap.cullFace has been removed. Set [page:Material.shadowSide] instead.<br /><br />
+			WebGLRenderer.shadowMap.cullFace 已被删除。请设置[page:Material.shadowSide]。<br /><br />
 
 
-			WebGLRenderer.shadowMap.renderReverseSided has been removed. Set [page:Material.shadowSide] instead.<br /><br />
+			WebGLRenderer.shadowMap.renderReverseSided 已被删除。请设置[page:Material.shadowSide]。<br /><br />
 
 
-			WebGLRenderer.shadowMap.renderSingleSided has been removed. Set [page:Material.shadowSide] instead.
+			WebGLRenderer.shadowMap.renderSingleSided 已被删除。请设置[page:Material.shadowSide]。
 
 
 		</p>
 		</p>
 
 
 		<h3>[page:WebGLRenderTarget]</h3>
 		<h3>[page:WebGLRenderTarget]</h3>
 		<p>
 		<p>
-			WebGLRenderTarget.wrapS is now [page:WebGLRenderTarget.texture.wrapS].<br /><br />
+			WebGLRenderTarget.wrapS 现在是 [page:WebGLRenderTarget.texture.wrapS]。<br /><br />
 
 
-			WebGLRenderTarget.wrapT is now [page:WebGLRenderTarget.texture.wrapT].<br /><br />
+			WebGLRenderTarget.wrapT 现在是 [page:WebGLRenderTarget.texture.wrapT]。<br /><br />
 
 
-			WebGLRenderTarget.magFilter is now [page:WebGLRenderTarget.texture.magFilter].<br /><br />
+			WebGLRenderTarget.magFilter 现在是 [page:WebGLRenderTarget.texture.magFilter]。<br /><br />
 
 
-			WebGLRenderTarget.minFilter is now [page:WebGLRenderTarget.texture.minFilter].<br /><br />
+			WebGLRenderTarget.minFilter 现在是 [page:WebGLRenderTarget.texture.minFilter]。<br /><br />
 
 
-			WebGLRenderTarget.anisotropy is now [page:WebGLRenderTarget.texture.anisotropy].<br /><br />
+			WebGLRenderTarget.anisotropy 现在是 [page:WebGLRenderTarget.texture.anisotropy]。<br /><br />
 
 
-			WebGLRenderTarget.offset is now [page:WebGLRenderTarget.texture.offset].<br /><br />
+			WebGLRenderTarget.offset 现在是 [page:WebGLRenderTarget.texture.offset]。<br /><br />
 
 
-			WebGLRenderTarget.repeat is now [page:WebGLRenderTarget.texture.repeat].<br /><br />
+			WebGLRenderTarget.repeat 现在是 [page:WebGLRenderTarget.texture.repeat]。<br /><br />
 
 
-			WebGLRenderTarget.format is now [page:WebGLRenderTarget.texture.format].<br /><br />
+			WebGLRenderTarget.format 现在是 [page:WebGLRenderTarget.texture.format]。<br /><br />
 
 
-			WebGLRenderTarget.type is now [page:WebGLRenderTarget.texture.type].<br /><br />
+			WebGLRenderTarget.type 现在是 [page:WebGLRenderTarget.texture.type]。<br /><br />
 
 
-			WebGLRenderTarget.generateMipmaps is now [page:WebGLRenderTarget.texture.generateMipmaps].
+			WebGLRenderTarget.generateMipmaps 现在是 [page:WebGLRenderTarget.texture.generateMipmaps].
 		</p>
 		</p>
 
 
 
 
-		<h2>Textures</h2>
+		<h2>纹理(Textures</h2>
 
 
 		<h3>[page:ImageUtils]</h3>
 		<h3>[page:ImageUtils]</h3>
 		<p>
 		<p>
-			ImageUtils.loadTexture has been deprecated. Use [page:TextureLoader] instead.<br /><br />
+			ImageUtils.loadTexture 已被弃用。 请使用[page:TextureLoader]。<br /><br />
 
 
-			ImageUtils.loadTextureCube has been deprecated. Use [page:CubeTextureLoader] instead.<br /><br />
+			ImageUtils.loadTextureCube 已被弃用。 请使用[page:CubeTextureLoader]。<br /><br />
 
 
-			ImageUtils.loadCompressedTexture has been removed. Use [page:DDSLoader] instead.<br /><br />
+			ImageUtils.loadCompressedTexture 已被删除。 请使用[page:DDSLoader]。<br /><br />
 
 
-			ImageUtils.loadCompressedTextureCube has been removed. Use [page:DDSLoader] instead.
+			ImageUtils.loadCompressedTextureCube 已被删除。 请使用[page:DDSLoader] 。
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.Legacy.js src/Three.Legacy.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.Legacy.js src/Three.Legacy.js]
 
 

+ 20 - 19
docs/api/zh/geometries/BoxBufferGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>立方缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:BoxGeometry].</p>
+		<p class="desc">
+			这是[page:BoxGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
 
 
@@ -32,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
@@ -40,35 +41,35 @@
 		scene.add( cube );
 		scene.add( cube );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
 		<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 — X轴上面的宽度,默认值为1。<br />
+		height — Y轴上面的高度,默认值为1。<br />
+		depth — Z轴上面的深度,默认值为1。<br />
+		widthSegments — (可选)宽度的分段数,默认值是1。<br />
+		heightSegments — (可选)宽度的分段数,默认值是1。<br />
+		depthSegments — (可选)宽度的分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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>
  		<p>
  		<p>
-			Using the above example code above as our basis:
+			 使用上面的示例代码来作为基础:
 			<code>
 			<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.
+				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>
 			</code>
  		</p>
  		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
 	</body>
 	</body>

+ 17 - 16
docs/api/zh/geometries/BoxGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>立方几何体([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是四边形的原始几何类,它通常使用构造函数所提供的“width”、“height”、“depth”参数来创建立方体或者不规则四边形。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 
 
@@ -32,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
@@ -40,27 +41,27 @@
 		scene.add( cube );
 		scene.add( cube );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
 		<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 — X轴上面的宽度,默认值为1。<br />
+				height — Y轴上面的高度,默认值为1。<br />
+				depth — Z轴上面的深度,默认值为1。<br />
+				widthSegments — (可选)宽度的分段数,默认值是1。<br />
+				heightSegments — (可选)宽度的分段数,默认值是1。<br />
+				depthSegments — (可选)宽度的分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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>
  		<p>
  		<p>
-			Using the above example code above as our basis:
-			<code>
+				使用上面的示例代码来作为基础:
+				<code>
 				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
 				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
 				cube.geometry.parameters; // as above
 				cube.geometry.parameters; // as above
 				cube.geometry.parameters.width; // === 1
 				cube.geometry.parameters.width; // === 1
@@ -68,7 +69,7 @@
 			</code>
 			</code>
  		</p>
  		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 12 - 12
docs/api/zh/geometries/CircleBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆形缓冲几何体[name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CircleGeometry].</p>
+		<p class="desc">这是[page:CircleGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );
@@ -41,24 +41,24 @@
 		scene.add( circle );
 		scene.add( circle );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
+		radius — 圆形的半径,默认值为1<br />
+		segments — 分段(三角面)的数量,最小值为3,默认值为8。<br />
+		thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+		thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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/geometries/CircleGeometry.js src/geometries/CircleGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CircleGeometry.js src/geometries/CircleGeometry.js]
 	</body>
 	</body>

+ 13 - 12
docs/api/zh/geometries/CircleGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆形几何体([name]</h1>
 
 
-		<p class="desc">CircleGeometry is a simple shape of Euclidean geometry.  It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.  It is built counter-clockwise from a start angle and a given central angle.  It can also be used to create regular polygons, where the number of segments determines the number of sides.
+		<p class="desc">CircleGeometry是欧式几何的一个简单形状,它由围绕着一个中心点的三角分段的数量所构造,由给定的半径来延展。
+			同时它也可以用于创建规则多边形,其分段数量取决于该规则多边形的边数。
 		</p>
 		</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleGeometry"></iframe>
@@ -33,7 +34,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleGeometry( 5, 32 );
 		var geometry = new THREE.CircleGeometry( 5, 32 );
@@ -42,24 +43,24 @@
 		scene.add( circle );
 		scene.add( circle );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
+			radius — 圆形的半径,默认值为1<br />
+			segments — 分段(三角面)的数量,最小值为3,默认值为8。<br />
+			thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+			thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 15 - 15
docs/api/zh/geometries/ConeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:CylinderBufferGeometry] &rarr;
 		[page:CylinderBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆锥缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:ConeGeometry].</p>
+		<p class="desc">这是[page:ConeGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,27 +40,27 @@
 		scene.add( cone );
 		scene.add( cone );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the cone base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
+		radius — 圆锥底部的半径,默认值为1。<br />
+		height — 圆锥的高度,默认值为1。<br />
+		radialSegments —  圆锥侧面周围的分段数,默认为8。<br />
+		heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1。<br />
+		openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+		thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+		thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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/geometries/ConeGeometry.js src/geometries/ConeGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ConeGeometry.js src/geometries/ConeGeometry.js]
 	</body>
 	</body>

+ 14 - 14
docs/api/zh/geometries/ConeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:CylinderGeometry] &rarr;
 		[page:CylinderGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆锥几何体([name]</h1>
 
 
-		<p class="desc">A class for generating cone geometries</p>
+		<p class="desc">一个用于生成圆锥几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,25 +40,25 @@
 		scene.add( cone );
 		scene.add( cone );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the cone at the base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
+				radius — 圆锥底部的半径,默认值为1。<br />
+				height — 圆锥的高度,默认值为1。<br />
+				radialSegments — 圆锥侧面周围的分段数,默认为8。<br />
+				heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1。<br />
+				openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+				thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+				thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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>Source</h2>
 
 

+ 14 - 14
docs/api/zh/geometries/CylinderBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆柱缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CylinderGeometry].</p>
+		<p class="desc">这是[page:CylinderGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -44,24 +44,24 @@
 
 
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
+		radiusTop — 圆柱的顶部半径,默认值是1。<br />
+		radiusBottom — 圆柱的底部半径,默认值是1。<br />
+		height — 圆柱的高度,默认值是1。<br />
+		radialSegments —  圆柱侧面周围的分段数,默认为8。<br />
+		heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1。<br />
+		openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+		thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+		thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderGeometry.js src/geometries/CylinderGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderGeometry.js src/geometries/CylinderGeometry.js]
 	</body>
 	</body>

+ 15 - 15
docs/api/zh/geometries/CylinderGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆柱几何体([name]</h1>
 
 
-		<p class="desc">A class for generating cylinder geometries</p>
+		<p class="desc">一个用于生成圆柱几何体的类</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,28 +40,28 @@
 		scene.add( cylinder );
 		scene.add( cylinder );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
+				radiusTop — 圆柱的顶部半径,默认值是1。<br />
+				radiusBottom — 圆柱的底部半径,默认值是1。<br />
+				height — 圆柱的高度,默认值是1。<br />
+				radialSegments —  圆柱侧面周围的分段数,默认为8。<br />
+				heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1。<br />
+				openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+				thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+				thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 8 - 8
docs/api/zh/geometries/DodecahedronBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>十二面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a dodecahedron geometries.</p>
+		<p class="desc">一个用于创建十二面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronBufferGeometry"></iframe>
 
 
@@ -32,22 +32,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
+		radius — 十二面体的半径,默认值为1。<br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个十二面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js src/geometries/DodecahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js src/geometries/DodecahedronGeometry.js]
 	</body>
 	</body>

+ 37 - 34
docs/api/zh/geometries/DodecahedronGeometry.html

@@ -1,54 +1,57 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+<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>
 
 
-		<p class="desc">A class for generating a dodecahedron geometries.</p>
+<body>
+	[page:Geometry] &rarr;
 
 
-		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronGeometry"></iframe>
+	<h1>十二面几何体([name])</h1>
 
 
-		<script>
+	<p class="desc">A class for generating a dodecahedron geometries.</p>
+
+	<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronGeometry"></iframe>
+
+	<script>
 
 
 		// iOS iframe auto-resize workaround
 		// iOS iframe auto-resize workaround
 
 
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		if (/(iPad|iPhone|iPod)/g.test(navigator.userAgent)) {
 
 
-			var scene = document.getElementById( 'scene' );
+			var scene = document.getElementById('scene');
 
 
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
+			scene.style.width = getComputedStyle(scene).width;
+			scene.style.height = getComputedStyle(scene).height;
+			scene.setAttribute('scrolling', 'no');
 
 
 		}
 		}
 
 
-		</script>
+	</script>
+	<h2>构造器</h2>
 
 
-		<h2>Constructor</h2>
+	<h3>[name]([param:Float radius], [param:Integer detail])</h3>
+	<p>
+		radius — 十二面体的半径,默认值为1。<br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个十二面体。
+	</p>
 
 
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
-		</p>
+	<h2>属性</h2>
 
 
-		<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.
+	<h3>[property:Object parameters]</h3>
+	<p>
+			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>
 		</p>
 
 
-		<h2>Source</h2>
+	<h2>源代码</h2>
+
+	[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js
+	src/geometries/DodecahedronGeometry.js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+</html>

+ 9 - 9
docs/api/zh/geometries/EdgesGeometry.html

@@ -10,11 +10,11 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>边缘几何体([name]</h1>
 
 
-		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
+		<p class="desc">这可以作为一个辅助对象来查看[page:Geometry Geometry]的边缘。</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		[example:webgl_helpers helpers]
 		[example:webgl_helpers helpers]
 
 
@@ -25,22 +25,22 @@ var line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color:
 scene.add( line );
 scene.add( line );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<p>
 		<p>
-		geometry — Any geometry object.<br />
-		thresholdAngle — An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
+		geometry — 任何一个几何体对象。<br />
+		thresholdAngle — 仅当相邻面的法线之间的角度(单位为角度)超过这个值时,才会渲染边缘。默认值为1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 21 - 22
docs/api/zh/geometries/ExtrudeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>挤压缓冲几何体([name]</h1>
 
 
-		<p class="desc">Creates extruded BufferGeometry from a path shape.</p>
+		<p class="desc">从一个形状路径中,挤压出一个BufferGeometry。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -61,45 +61,44 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<p>
 		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
+		shapes — 形状或者一个包含形状的数组。<br />
+		options — 一个包含有下列参数的对象:
 
 
 			<ul>
 			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
+				<li>curveSegments — int,曲线上点的数量,默认值是12。</li>
+				<li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。</li>
+				<li>depth — float,挤出的形状的深度,默认值为100。</li>
+				<li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
+				<li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。</li>
+				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
+				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
+				<li>extrudePath — THREE.CurvePath对象。一条沿着被挤出形状的三维样条线。</li>
+				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>
 			</ul>
 			</ul>
 
 
 		</p>
 		</p>
 		<p>
 		<p>
-			This object extrudes a 2D shape to a 3D geometry.
+			该对象将一个二维形状挤出为一个三维几何体。
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
+			当使用这个几何体创建Mesh的时候,如果你希望分别对它的表面和它挤出的侧面使用单独的材质,你可以使用一个材质数组。
+			第一个材质将用于其表面;第二个材质则将用于其挤压出的侧面。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
 	</body>
 	</body>

+ 24 - 26
docs/api/zh/geometries/ExtrudeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>挤压几何体([name]</h1>
 
 
-		<p class="desc">Creates extruded geometry from a path shape.</p>
+		<p class="desc">从一条形状路径中,挤压出一个Geometry。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -61,45 +61,43 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
-		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
+		<p>shapes — 形状或者一个包含形状的数组。<br />
+			options — 一个包含有下列参数的对象:
 
 
 			<ul>
 			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
+				<li>curveSegments — int,曲线上点的数量,默认值是12。</li>
+				<li>steps — int,用于沿着挤出样条的深度细分的点的数量,默认值为1。
+				</li>
+				<li>depth — float,挤出的形状的深度,默认值为100。</li>
+				<li>bevelEnabled — bool,对挤出的形状应用是否斜角,默认值为true。</li>
+				<li>bevelThickness — float,设置原始形状上斜角的厚度。默认值为6。</li>
+				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
+				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
+				<li>extrudePath — THREE.CurvePath对象。一条沿着被挤出形状的三维样条线。</li>
+				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>
 			</ul>
 			</ul>
 
 
 		</p>
 		</p>
 		<p>
 		<p>
-			This object extrudes a 2D shape to a 3D geometry.
-		</p>
+				该对象将一个二维形状挤出为一个三维几何体。
+			</p>
 
 
 		<p>
 		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
+				当使用这个几何体创建Mesh的时候,如果你希望分别对它的表面和它挤出的侧面使用单独的材质,你可以使用一个材质数组。
+				第一个材质将用于其表面;第二个材质则将用于其挤压出的侧面。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Source</h2>
+			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>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 8 - 8
docs/api/zh/geometries/IcosahedronBufferGeometry.html

@@ -9,9 +9,9 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
+		<h1>二十面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating an icosahedron geometry.</p>
+		<p class="desc">一个用于生成二十面体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronBufferGeometry"></iframe>
 
 
@@ -31,22 +31,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
+		radius — 二十面体的半径,默认为1。 <br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个二十面体。当这个值大于1的时候,实际上它将变成一个球体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/IcosahedronGeometry.js src/geometries/IcosahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/IcosahedronGeometry.js src/geometries/IcosahedronGeometry.js]
 	</body>
 	</body>

+ 9 - 9
docs/api/zh/geometries/IcosahedronGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>二十面几何体([name]</h1>
 
 
-		<p class="desc">A class for generating an icosahedron geometry.</p>
+		<p class="desc">一个用于生成二十面体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronGeometry"></iframe>
 
 
@@ -32,22 +32,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
+			radius — 二十面体的半径,默认为1。 <br />
+			detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个二十面体。当这个值大于1的时候,实际上它将变成一个球体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/LatheBufferGeometry.html

@@ -12,7 +12,7 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:LatheGeometry].</p>
+		<p class="desc">这是[page:LatheGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];
@@ -45,27 +45,27 @@
 		scene.add( lathe );
 		scene.add( lathe );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<p>
 		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
+		points — 一个Vector2对象数组。每个点的X坐标必须大于0。<br />
+		segments — 要生成的车削几何体圆周分段的数量,默认值是12。<br />
+		phiStart — 以弧度表示的起始角度,默认值为0。<br />
+		phiLength — 车削部分的弧度(0-2PI)范围,2PI将是一个完全闭合的、完整的车削几何体,小于2PI是部分的车削。默认值是2PI。
 		</p>
 		</p>
 		<p>
 		<p>
-		This creates a LatheBufferGeometry based on the parameters.
-		</p>
+				基于参数创建一个LatheGeometry。
+			</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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/geometries/LatheGeometry.js src/geometries/LatheGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/LatheGeometry.js src/geometries/LatheGeometry.js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/LatheGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>车削几何体([name]</h1>
 
 
-		<p class="desc">Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.</p>
+		<p class="desc">创建具有轴对称性的网格,比如花瓶。车削绕着Y轴来进行旋转。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];
@@ -45,27 +45,27 @@
 		scene.add( lathe );
 		scene.add( lathe );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<p>
 		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
+		points — 一个Vector2对象数组。每个点的X坐标必须大于0。<br />
+		segments — 要生成的车削几何体圆周分段的数量,默认值是12。<br />
+		phiStart — 以弧度表示的起始角度,默认值为0。<br />
+		phiLength — 车削部分的弧度(0-2PI)范围,2PI将是一个完全闭合的、完整的车削几何体,小于2PI是部分车削。默认值是2PI。
 		</p>
 		</p>
 		<p>
 		<p>
-		This creates a LatheGeometry based on the parameters.
+		基于参数创建一个LatheGeometry。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+		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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 9 - 9
docs/api/zh/geometries/OctahedronBufferGeometry.html

@@ -9,9 +9,9 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
+		<h1>八面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating an octahedron geometry.</p>
+		<p class="desc">一个用于创建八面体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronBufferGeometry"></iframe>
 
 
@@ -31,22 +31,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
+		radius — 八面体的半径,默认值为1。<br />
+		detail — 默认值为0,将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个八面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
 
 
-		<h2>Source</h2>
+			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>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/OctahedronGeometry.js src/geometries/OctahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/OctahedronGeometry.js src/geometries/OctahedronGeometry.js]
 	</body>
 	</body>

+ 37 - 34
docs/api/zh/geometries/OctahedronGeometry.html

@@ -1,54 +1,57 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+<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>
 
 
-		<p class="desc">A class for generating an octahedron geometry.</p>
+<body>
+	[page:Geometry] &rarr;
 
 
-		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronGeometry"></iframe>
+	<h1>八面几何体([name])</h1>
 
 
-		<script>
+	<p class="desc">一个用于创建八面体的类。</p>
+
+	<iframe id="scene" src="scenes/geometry-browser.html#OctahedronGeometry"></iframe>
+
+	<script>
 
 
 		// iOS iframe auto-resize workaround
 		// iOS iframe auto-resize workaround
 
 
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		if (/(iPad|iPhone|iPod)/g.test(navigator.userAgent)) {
 
 
-			var scene = document.getElementById( 'scene' );
+			var scene = document.getElementById('scene');
 
 
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
+			scene.style.width = getComputedStyle(scene).width;
+			scene.style.height = getComputedStyle(scene).height;
+			scene.setAttribute('scrolling', 'no');
 
 
 		}
 		}
 
 
-		</script>
+	</script>
+
+	<h2>构造器</h2>
+
+	<h3>[name]([param:Float radius], [param:Integer detail])</h3>
+	<p>
+		radius — 八面体的半径,默认值为1。<br />
+		detail — 默认值为0,将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个八面体。
+	</p>
 
 
-		<h2>Constructor</h2>
+	<h2>属性</h2>
 
 
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
-		</p>
+	<h3>[property:Object parameters]</h3>
+	<p>
 
 
-		<h2>Properties</h2>
+		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>
 
 
-		<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>
+	<h2>源代码</h2>
 
 
-		<h2>Source</h2>
+	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+</html>

+ 9 - 9
docs/api/zh/geometries/PlaneBufferGeometry.html

@@ -12,7 +12,7 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:PlaneGeometry].</p>
+		<p class="desc">这是[page:PlaneGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
@@ -40,21 +40,21 @@
 		scene.add( plane );
 		scene.add( plane );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<p>
 		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
+			width — 平面沿着X轴的宽度。默认值是1。<br />
+			height — 平面沿着Y轴的高度。默认值是1。<br />
+			widthSegments — (可选)平面的宽度分段数,默认值是1。<br />
+			heightSegments — (可选)平面的高度分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 11 - 11
docs/api/zh/geometries/PlaneGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>平面几何体([name]</h1>
 
 
-		<p class="desc">A class for generating plane geometries</p>
+		<p class="desc">一个用于生成平面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
@@ -40,24 +40,24 @@
 		scene.add( plane );
 		scene.add( plane );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<p>
 		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
+		width — 平面沿着X轴的宽度。默认值是1。<br />
+		height — 平面沿着Y轴的高度。默认值是1。<br />
+		widthSegments — (可选)平面的宽度分段数,默认值是1。<br />
+		heightSegments — (可选)平面的高度分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 16 - 17
docs/api/zh/geometries/PolyhedronBufferGeometry.html

@@ -10,16 +10,15 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>多面缓冲几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
-			by [page:DodecahedronBufferGeometry], [page:IcosahedronBufferGeometry], [page:OctahedronBufferGeometry],
-			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
+				多面体在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
+				这个类由[page:DodecahedronBufferGeometry]、[page:IcosahedronBufferGeometry]、[page:OctahedronBufferGeometry]和[page:TetrahedronBufferGeometry]
+				所使用,以生成它们各自的几何结构。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
@@ -38,27 +37,27 @@ var indicesOfFaces = [
 var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 </code>
 </code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
+		vertices — 一个顶点[page:Array](数组):[1,1,1, -1,-1,-1, ... ]。 <br />
+		indices — 一个构成面的索引[page:Array](数组), [0,1,2, 2,3,0, ... ]。<br />
+		radius — [page:Float] - 最终形状的半径。<br />
+		detail — [page:Integer] - 将对这个几何体细分多少个级别。细节越多,形状就越平滑。
 		</p>
 		</p>
-
-		<h2>Properties</h2>
+		
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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/geometries/PolyhedronGeometry.js src/geometries/PolyhedronGeometry.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 12 - 13
docs/api/zh/geometries/PolyhedronGeometry.html

@@ -10,14 +10,13 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>多面几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail.
+			多面体在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
@@ -36,26 +35,26 @@ var indicesOfFaces = [
 var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 </code>
 </code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
+		vertices — 一个顶点[page:Array](数组):[1,1,1, -1,-1,-1, ... ]。 <br />
+		indices — 一个构成面的索引[page:Array](数组), [0,1,2, 2,3,0, ... ]。<br />
+		radius — [page:Float] - 最终形状的半径。<br />
+		detail — [page:Integer] - 将对这个几何体细分多少个级别。细节越多,形状就越平滑。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/RingBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[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:RingGeometry].</p>
+		<p class="desc">这是[page:RingGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
@@ -40,28 +40,28 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 1.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
+			innerRadius — 内部半径,默认值为0.5。 <br />
+			outerRadius — 外部半径,默认值为1。<br />
+			thetaSegments — 圆环的分段数。这个值越大,圆环就越圆。最小值为3,默认值为8。<br />
+			phiSegments — 最小值为1,默认值为8。<br />
+			thetaStart — 起始角度,默认值为0。<br />
+			thetaLength — 圆心角,默认值为Math.PI * 2。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/RingGeometry.js src/geometries/RingGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/RingGeometry.js src/geometries/RingGeometry.js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/RingGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a two-dimensional ring geometry.</p>
+		<p class="desc">一个用于生成二维圆环几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#RingGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#RingGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
@@ -40,27 +40,27 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 8.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
+		innerRadius — 内部半径,默认值为0.5。 <br />
+		outerRadius — 外部半径,默认值为1。<br />
+		thetaSegments — 圆环的分段数。这个值越大,圆环就越圆。最小值为3,默认值为8。<br />
+		phiSegments — 最小值为1,默认值为8。<br />
+		thetaStart — 起始角度,默认值为0。<br />
+		thetaLength — 圆心角,默认值为Math.PI * 2。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 		
 		
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 10 - 9
docs/api/zh/geometries/ShapeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>形状缓冲几何体([name]</h1>
 
 
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
+		<p class="desc">从一个或多个路径形状中创建一个单面多边形几何体。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeBufferGeometry"></iframe>
 
 
@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -55,23 +55,24 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<p>
 		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
+		shapes — 一个单独的[page:Shape shape],或者一个包含形状的[page:Array]。<br />
+		curveSegments - [page:Integer] - 每一个形状的分段数,默认值为12。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ShapeGeometry.js src/geometries/ShapeGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ShapeGeometry.js src/geometries/ShapeGeometry.js]
 	</body>
 	</body>

+ 10 - 9
docs/api/zh/geometries/ShapeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>形状几何体([name]</h1>
 
 
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
+		<p class="desc">从一个或多个路径形状中创建一个单面多边形几何体。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeGeometry"></iframe>
 
 
@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -55,24 +55,25 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<p>
 		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
+		shapes — 一个单独的[page:Shape shape],或者一个包含形状的[page:Array]。<br />
+		curveSegments - [page:Integer] - 每一个形状的分段数,默认值为12。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 17 - 15
docs/api/zh/geometries/SphereBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>球缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:SphereGeometry].</p>
+		<p class="desc">这是[page:SphereGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,32 +40,34 @@
 		scene.add( sphere );
 		scene.add( sphere );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 
 
 		<p>
 		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
+			radius — 球体半径,默认为1。<br />
+			widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为8。<br />
+			heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为6。<br />
+			phiStart — 指定水平(经线)起始角度,默认值为0。。<br />
+			phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2。<br />
+			thetaStart — 指定垂直(纬线)起始角度,默认值为0。<br />
+			thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI。<br />
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
+			该几何体是通过扫描并计算围绕着Y轴(水平扫描)和X轴(垂直扫描)的顶点来创建的。
+			因此,不完整的球体(类似<em>球形切片</em>)可以通过为phiStart,phiLength,thetaStart和thetaLength设置不同的值来创建,
+			以定义我们开始(或结束)计算这些顶点的起点(或终点)。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/SphereGeometry.js src/geometries/SphereGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/SphereGeometry.js src/geometries/SphereGeometry.js]
 	</body>
 	</body>

+ 17 - 15
docs/api/zh/geometries/SphereGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>球几何体[name]</h1>
 
 
-		<p class="desc">A class for generating sphere geometries</p>
+		<p class="desc">一个用于生成球体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,32 +40,34 @@
 		scene.add( sphere );
 		scene.add( sphere );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 
 
 		<p>
 		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
+		radius — 球体半径,默认为1。<br />
+		widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为8。<br />
+		heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为6。<br />
+		phiStart — 指定水平(经线)起始角度,默认值为0。。<br />
+		phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2。<br />
+		thetaStart — 指定垂直(纬线)起始角度,默认值为0。<br />
+		thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI。<br />
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
+			该几何体是通过扫描并计算围绕着Y轴(水平扫描)和X轴(垂直扫描)的顶点来创建的。
+			因此,不完整的球体(类似<em>球形切片</em>)可以通过为phiStart,phiLength,thetaStart和thetaLength设置不同的值来创建,
+			以定义我们开始(或结束)计算这些顶点的起点(或终点)。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 8 - 8
docs/api/zh/geometries/TetrahedronBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>四面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
+		<p class="desc">一个用于生成四面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronBufferGeometry"></iframe>
 
 
@@ -32,24 +32,24 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
+				radius — 四面体的半径,默认值为1。<br />
+				detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个四面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TetrahedronGeometry.js src/geometries/TetrahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TetrahedronGeometry.js src/geometries/TetrahedronGeometry.js]
 	</body>
 	</body>

+ 9 - 9
docs/api/zh/geometries/TetrahedronGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>四面几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
+		<p class="desc">一个用于生成四面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronGeometry"></iframe>
 
 
@@ -32,22 +32,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
+		radius — 四面体的半径,默认值为1。<br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个四面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 31 - 31
docs/api/zh/geometries/TextBufferGeometry.html

@@ -10,13 +10,13 @@
 	<body>
 	<body>
 		[page:ExtrudeBufferGeometry] &rarr;
 		[page:ExtrudeBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>文本缓冲几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeBufferGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
-		</p>
+				一个用于将文本生成为单一的几何体的类。
+				它是由一串给定的文本,以及由加载的[page:Font](字体)和该几何体[page:ExtrudeGeometry]父类中的设置所组成的参数来构造的。
+				请参阅[page:Font]、[page:FontLoader]和[page:Creating_Text]页面来查看更多详细信息。
+			</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TextBufferGeometry"></iframe>
 
 
@@ -36,7 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 
 		<p>
 		<p>
 		[example:webgl_geometry_text geometry / text ]
 		[example:webgl_geometry_text geometry / text ]
@@ -60,37 +60,37 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<p>
 		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
+		text — 将要显示的文本。<br />
+		parameters — 包含有下列参数的对象:
 		<ul>
 		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
+			<li>font — THREE.Font的实例。</li>
+			<li>size — Float。字体大小,默认值为100。</li>
+			<li>height — Float。挤出文本的厚度。默认值为50。</li>
+			<li>curveSegments — Integer。(表示文本的)曲线上点的数量。默认值为12。</li>
+			<li>bevelEnabled — Boolean。是否开启斜角,默认为false。</li>
+			<li>bevelThickness — Float。文本上斜角的深度,默认值为20。</li>
+			<li>bevelSize — Float。斜角与原始文本轮廓之间的延伸距离。默认值为8。</li>
+			<li>bevelSegments — Integer。斜角的分段数。默认值为3。</li>
 		</ul>
 		</ul>
 		</p>
 		</p>
 
 
-		<h2>Available Fonts</h2>
+		<h2>可用的字体</h2>
 
 
 		<p>
 		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
-		</p>
+				文本几何体使用 <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a>所生成的字体。
+				一些已有的字体可以在<b>/examples/fonts</b>中找到,且必须在页面中引入。
+			</p>
 		<table>
 		<table>
-			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
-			</tr>
+				<tr>
+						<th>字体</th>
+						<th>字重</th>
+						<th>风格</th>
+						<th>文件路径</th>
+					</tr>
 			<tr>
 			<tr>
 				<td>helvetiker</td>
 				<td>helvetiker</td>
 				<td>normal</td>
 				<td>normal</td>
@@ -153,15 +153,15 @@
 			</tr>
 			</tr>
 		</table>
 		</table>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TextGeometry.js src/geometries/TextGeometry.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 26 - 26
docs/api/zh/geometries/TextGeometry.html

@@ -10,12 +10,12 @@
 	<body>
 	<body>
 		[page:ExtrudeGeometry] &rarr;
 		[page:ExtrudeGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>文本几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
+			一个用于将文本生成为单一的几何体的类。
+			它是由一串给定的文本,以及由加载的[page:Font](字体)和该几何体[page:ExtrudeGeometry]父类中的设置所组成的参数来构造的。
+			请参阅[page:Font]、[page:FontLoader]和[page:Creating_Text]页面来查看更多详细信息。
 		</p>
 		</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>
@@ -36,7 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 
 		<p>
 		<p>
 		[example:webgl_geometry_text geometry / text ]
 		[example:webgl_geometry_text geometry / text ]
@@ -60,36 +60,36 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<p>
 		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
+		text — 将要显示的文本。<br />
+		parameters — 包含有下列参数的对象:
 		<ul>
 		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
+			<li>font — THREE.Font的实例。</li>
+			<li>size — Float。字体大小,默认值为100。</li>
+			<li>height — Float。挤出文本的厚度。默认值为50。</li>
+			<li>curveSegments — Integer。(表示文本的)曲线上点的数量。默认值为12。</li>
+			<li>bevelEnabled — Boolean。是否开启斜角,默认为false。</li>
+			<li>bevelThickness — Float。文本上斜角的深度,默认值为20。</li>
+			<li>bevelSize — Float。斜角与原始文本轮廓之间的延伸距离。默认值为8。</li>
+			<li>bevelSegments — Integer。斜角的分段数。默认值为3。</li>
 		</ul>
 		</ul>
 		</p>
 		</p>
 
 
-		<h2>Available Fonts</h2>
+		<h2>可用的字体</h2>
 
 
 		<p>
 		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
+			文本几何体使用 <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a>所生成的字体。
+			一些已有的字体可以在<b>/examples/fonts</b>中找到,且必须在页面中引入。
 		</p>
 		</p>
 		<table>
 		<table>
 			<tr>
 			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
+				<th>字体</th>
+				<th>字重</th>
+				<th>风格</th>
+				<th>文件路径</th>
 			</tr>
 			</tr>
 			<tr>
 			<tr>
 				<td>helvetiker</td>
 				<td>helvetiker</td>
@@ -153,14 +153,14 @@
 			</tr>
 			</tr>
 		</table>
 		</table>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/TorusBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[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:TorusGeometry].</p>
+		<p class="desc">这是[page:TorusGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,25 +40,25 @@
 		scene.add( torus );
 		scene.add( torus );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<p>
 		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
-		</p>
+				radius - 圆环的半径,从圆环的中心到管道(横截面)的中心。默认值是1。<br />
+				tube — 管道的半径,默认值为0.4。<br />
+				radialSegments — 圆环的分段数,默认值为8。<br />
+				tubularSegments — 管道的分段数,默认值为6。<br />
+				arc — 圆环的圆心角(单位是弧度),默认值为Math.PI * 2。
+				</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusGeometry.js src/geometries/TorusGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusGeometry.js src/geometries/TorusGeometry.js]
 	</body>
 	</body>

+ 12 - 12
docs/api/zh/geometries/TorusGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环几何体[name]</h1>
 
 
-		<p class="desc">A class for generating torus geometries</p>
+		<p class="desc">一个用于生成圆环几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,25 +40,25 @@
 		scene.add( torus );
 		scene.add( torus );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<p>
 		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
+		radius - 圆环的半径,从圆环的中心到管道(横截面)的中心。默认值是1。<br />
+		tube — 管道的半径,默认值为0.4。<br />
+		radialSegments — 圆环的分段数,默认值为8。<br />
+		tubularSegments — 管道的分段数,默认值为6。<br />
+		arc — 圆环的中心角(单位是弧度),默认值为Math.PI * 2。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 12 - 12
docs/api/zh/geometries/TorusKnotBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,28 +40,28 @@
 		scene.add( torusKnot );
 		scene.add( torusKnot );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<p>
 		<p>
 			<ul>
 			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
+					<li>radius - 圆环的半径,默认值为1。</li>
+					<li>tube — 管道的半径,默认值为0.4。</li>
+					<li>tubularSegments — 管道的分段数量,默认值为64。</li>
+					<li>radialSegments — 横截面分段数量,默认值为8。</li>
+					<li>p — 这个值决定了几何体将绕着其旋转对称轴旋转多少次,默认值是2。</li>
+					<li>q — 这个值决定了几何体将绕着其内部圆环旋转多少次,默认值是3。</li>
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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/geometries/TorusKnotGeometry.js src/geometries/TorusKnotGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusKnotGeometry.js src/geometries/TorusKnotGeometry.js]
 	</body>
 	</body>

+ 15 - 14
docs/api/zh/geometries/TorusKnotGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环扭结几何体([name]</h1>
 
 
-		<p class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q.  If p and q are not coprime, the result will be a torus link.</p>
+		<p class="desc">
+			创建一个圆环扭结,其特殊形状由一对互质的整数,p和q所定义。如果p和q不互质,创建出来的几何体将是一个环面链接。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
 
 
@@ -32,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,28 +41,28 @@
 		scene.add( torusKnot );
 		scene.add( torusKnot );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<p>
 		<p>
 			<ul>
 			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
+				<li>radius - 圆环的半径,默认值为1。</li>
+				<li>tube — 管道的半径,默认值为0.4。</li>
+				<li>tubularSegments — 管道的分段数量,默认值为64。</li>
+				<li>radialSegments — 横截面分段数量,默认值为8。</li>
+				<li>p — 这个值决定了几何体将绕着其旋转对称轴旋转多少次,默认值是2。</li>
+				<li>q — 这个值决定了几何体将绕着其内部圆环旋转多少次,默认值是3。</li>
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 17 - 17
docs/api/zh/geometries/TubeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>管道缓冲几何体([name]</h1>
 
 
-		<p class="desc">Creates a tube that extrudes along a 3d curve.</p>
+		<p class="desc">创建一个沿着三维曲线延伸的管道。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {
@@ -63,43 +63,43 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<p>
 		<p>
-		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
-		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
-		radius — [page:Float] - The radius of the tube, default is 1<br />
-		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
-		closed — [page:Boolean] Is the tube open or closed, default is false <br />
+				path — [page:Curve] - 一个由基类[page:Curve]继承而来的路径。<br />
+				tubularSegments — [page:Integer] - 组成这一管道的分段数,默认值为64。<br />
+				radius — [page:Float] - 管道的半径,默认值为1。<br />
+				radialSegments — [page:Integer] - 管道横截面的分段数目,默认值为8。<br />
+				closed — [page:Boolean] 管道的两端是否闭合,默认值为false。<br />
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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>
 
 
 		<h3>[property:Array tangents]</h3>
 		<h3>[property:Array tangents]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] tangents
+			一个[page:Vector3]切线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array normals]</h3>
 		<h3>[property:Array normals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] normals
+			一个[page:Vector3]法线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array binormals]</h3>
 		<h3>[property:Array binormals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] binormals
+			一个[page:Vector3]次法线数组。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TubeGeometry.js src/geometries/TubeGeometry.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 16 - 16
docs/api/zh/geometries/TubeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>管道几何体([name]</h1>
 
 
-		<p class="desc">Creates a tube that extrudes along a 3d curve.</p>
+		<p class="desc">创建一个沿着三维曲线延伸的管道。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {
@@ -63,42 +63,42 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<p>
 		<p>
-		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
-		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
-		radius — [page:Float] - The radius of the tube, default is 1<br />
-		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
-		closed — [page:Boolean] Is the tube open or closed, default is false <br />
+		path — [page:Curve] - 一个由基类[page:Curve]继承而来的路径。<br />
+		tubularSegments — [page:Integer] - 组成这一管道的分段数,默认值为64。<br />
+		radius — [page:Float] - 管道的半径,默认值为1。<br />
+		radialSegments — [page:Integer] - 管道横截面的分段数目,默认值为8。<br />
+		closed — [page:Boolean] 管道的两端是否闭合,默认值为false。<br />
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+				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>
 
 
 		<h3>[property:Array tangents]</h3>
 		<h3>[property:Array tangents]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] tangents
+			一个[page:Vector3]切线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array normals]</h3>
 		<h3>[property:Array normals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] normals
+			一个[page:Vector3]法线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array binormals]</h3>
 		<h3>[property:Array binormals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] binormals
+			一个[page:Vector3]次法线数组。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 6 - 6
docs/api/zh/geometries/WireframeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>网格几何体([name]</h1>
 
 
-		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
+		<p class="desc">这个类可以被用作一个辅助物体,来对一个[page:Geometry Geometry]以线框的形式进行查看。</p>
 
 
 		<!-- <iframe id="scene" src="scenes/geometry-browser.html#EdgeGeometry"></iframe>
 		<!-- <iframe id="scene" src="scenes/geometry-browser.html#EdgeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script> -->
 		</script> -->
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		[example:webgl_helpers helpers]
 		[example:webgl_helpers helpers]
 
 
@@ -49,14 +49,14 @@ line.material.transparent = true;
 scene.add( line );
 scene.add( line );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<p>
 		<p>
-		geometry — any geometry object.
+		geometry — 任意几何体对象。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 14 - 15
docs/api/zh/objects/Bone.html

@@ -10,14 +10,14 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>骨骼([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		A bone which is part of a [page:Skeleton]. The skeleton in turn is used by the [page:SkinnedMesh].
-		Bones are almost identical to a blank [page:Object3D].
+			骨骼是[page:Skeleton](骨架)的一部分。骨架是由[page:SkinnedMesh](蒙皮网格)依次来使用的。
+			骨骼几乎和空白[page:Object3D]相同。
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>示例</h3>
 
 
 		<code>
 		<code>
 		var root = new THREE.Bone();
 		var root = new THREE.Bone();
@@ -27,32 +27,31 @@
 		child.position.y = 5;
 		child.position.y = 5;
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 		<p>
 		<p>
-		Creates a new [name].
+		创建一个新的[name].
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 
 		<h3>[property:Boolean isBone]</h3>
 		<h3>[property:Boolean isBone]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are bones. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或其派生类是否为骨骼。默认值为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:String type]</h3>
 		<h3>[property:String type]</h3>
-		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>
+		<p>设置为“Bone”,这可以用于在一个场景中找到所有的Bones。</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 10 - 11
docs/api/zh/objects/Group.html

@@ -10,15 +10,14 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>组([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			This is almost identical to an [page:Object3D Object3D]. Its purpose is to make working
-			with groups of objects syntactically clearer.
+			它几乎和[page:Object3D Object3D]是相同的,其目的是使得组中对象在语法上的结构更加清晰。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
@@ -40,20 +39,20 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看公共属性。</p>
 
 
 		<h3>[property:String type]</h3>
 		<h3>[property:String type]</h3>
-		<p>A string 'Group'. This should not be changed.</p>
+		<p>一个字符串:“Group”。这个属性不应当被改变。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看其公共方法。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 27 - 33
docs/api/zh/objects/LOD.html

@@ -10,17 +10,15 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>多细节层次([name],Levels of Detail)</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Level of Detail - show meshes with more or less geometry based on distance from the camera.<br /><br />
-
-		  Every level is associated with an object, and rendering can be switched between them at the distances
-			specified. Typically you would create, say, three meshes, one for far away (low detail), one for mid range (medium detail)
-			and one for close up (high detail).
+			多细节层次 —— 在显示网格时,根据摄像机距离物体的距离,来使用更多或者更少的几何体来对其进行显示。<br /><br />
+			每一个级别都和一个几何体相关联,且在渲染时,可以根据给定的距离,来在这些级别对应的几何体之间进行切换。
+			通常情况下,你会创建多个几何体,比如说三个,一个距离很远(低细节),一个距离适中(中等细节),还有一个距离非常近(高质量)。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		
 		
 		<p>
 		<p>
 			[example:webgl_lod webgl / lod ]
 			[example:webgl_lod webgl / lod ]
@@ -44,76 +42,72 @@ scene.add( lod );
 		</code>
 		</code>
 
 
 		<p>
 		<p>
-		Note that for the LOD to switch between the different detail levels, you will
-		have to call [page:.update update]( camera ) in your render loop. See the source code
-		for this example for details:
+			请注意,要使得LOD在各不同细节层次之间进行切换,你将需要在你的渲染循环中调用[page:.update update]( camera )。
+			详情请查看这个示例中的源代码:
 		[example:webgl_lod WebGL / LOD]
 		[example:webgl_lod WebGL / LOD]
 		</div>
 		</div>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 		<p>
 		<p>
-			Creates a new [name].
+			创建一个新的 [name].
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看公共属性。</p>
 
 
 		<h3>[property:array levels]</h3>
 		<h3>[property:array levels]</h3>
 		<p>
 		<p>
-		An array of [page:object level] objects<br /><br />
+			一个包含有[page:object level] objects(各层次物体)的数组。<br /><br />
 
 
-		Each level is an object with two properties:<br />
-		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
-		[page:Float distance] - The distance at which to display this level of detail.
+			每一个层级都是一个对象,具有以下两个属性:
+			[page:Object3D object] —— 在这个层次中将要显示的[page:Object3D]。<br />
+			[page:Float distance] —— 将显示这一细节层次的距离。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有方法。</p>
 
 
 		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
 		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
 		<p>
 		<p>
-		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
-		[page:Float distance] - The distance at which to display this level of detail.<br /><br />
+		[page:Object3D object] —— 在这个层次中将要显示的[page:Object3D]。<br />
+		[page:Float distance] —— 将显示这一细节层次的距离。<br /><br />
 
 
-		Adds a mesh that will display at a certain distance and greater. Typically the further away the distance,
-		the lower the detail on the mesh.
+		添加在一定距离和更大范围内显示的网格。通常来说,距离越远,网格中的细节就越少。
 		</p>
 		</p>
 
 
 		<h3>[method:LOD clone]()</h3>
 		<h3>[method:LOD clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this LOD object and its associated distance specific objects.
+			返回一个LOD对象及其所关联的在特定距离中的物体。
 		</p>
 		</p>
 
 
 
 
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<p>
 		<p>
-		Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
+			获得第一个比[page:Float distance]大的[page:Object3D](网格)的引用。
 		</p>
 		</p>
 
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<p>
-		Get intersections between a casted [page:Ray] and this LOD.
-		[page:Raycaster.intersectObject] will call this method.
+			在一条投射出去的[page:Ray](射线)和这个LOD之间获得交互。
+			[page:Raycaster.intersectObject]将会调用这个方法。
 		</p>
 		</p>
 
 
 
 
 
 
 		<h3>[method:null toJSON]( meta )</h3>
 		<h3>[method:null toJSON]( meta )</h3>
 		<p>
 		<p>
-		Create a JSON structure with details of this LOD object.
+			使用这个方法,为LOD对象中的每个细节层次创建一个JSON结构。
 		</p>
 		</p>
 
 
 		<h3>[method:null update]( [param:Camera camera] )</h3>
 		<h3>[method:null update]( [param:Camera camera] )</h3>
 		<p>
 		<p>
-			Set the visibility of each [page:levels level]'s [page:Object3D object] based on
-			distance from the [page:Camera camera]. This needs to be called in the render loop
-			for levels of detail to be updated dynamically.
+			基于每个[page:levels level]中的[page:Object3D object]和[page:Camera camera](摄像机)之间的距离,来设置其可见性。
+			为了使得多细节层次能够被自动地更新,这个方法需要在渲染循环中被调用。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
-
+		<h2>源代码</h2>
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 25 - 26
docs/api/zh/objects/Line.html

@@ -10,20 +10,17 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>线([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A continuous line.<br /><br />
-
-			This is nearly the same
-			as [page:LineSegments]; the only difference is that it is rendered using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP]
-			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
+			一条连续的线。<br /><br />
 
 
+			它几乎和[page:LineSegments]是一样的,唯一的区别是它在渲染时使用的是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP],
+			而不是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var material = new THREE.LineBasicMaterial({
 		<code>var material = new THREE.LineBasicMaterial({
 			color: 0x0000ff
 			color: 0x0000ff
@@ -41,57 +38,59 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 
 
 		<p>
 		<p>
-		[page:Geometry geometry] — vertices representing the line segment(s). Default is a new [page:BufferGeometry].<br />
-		[page:Material material] — material for the line. Default is a new [page:LineBasicMaterial] with random color.<br />
+		[page:Geometry geometry] —— 表示线段的顶点,默认值是一个新的[page:BufferGeometry]。<br />
+		[page:Material material] —— 线的材质,默认值是一个新的具有随机颜色的[page:LineBasicMaterial]。<br />
 		</p>
 		</p>
 
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
+		<p>如果没有指定材质,一个随机颜色的线的材质将会被创建,并应用到该物体上。</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类 [page:Object3D] 来查看共有属性。</p>
 
 
 		<h3>[property:Boolean isLine]</h3>
 		<h3>[property:Boolean isLine]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are lines. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或者其派生类是否为线,默认值为*true*。
+			
+			<br /><br />
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:Geometry geometry]</h3>
 		<h3>[property:Geometry geometry]</h3>
-		<p>Vertices representing the line segment(s).</p>
+		<p>表示线段的顶点。</p>
 
 
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
-		<p>Material for the line.</p>
+		<p>线的材质。</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类 [page:Object3D] 来查看共有方法。</p>
 
 
 		<h3>[method:Line computeLineDistances]()</h3>
 		<h3>[method:Line computeLineDistances]()</h3>
 		<p>
 		<p>
-		Computes an array of distance values which are necessary for [page:LineDashedMaterial]. For each vertex in the geometry, the method calculates the cumulative length from the current point to the very beginning of the line.
+			计算[page:LineDashedMaterial]所需的距离的值的数组。
+			对于几何体中的每一个顶点,这个方法计算出了当前点到线的起始点的累积长度。
 		</p>
 		</p>
 
 
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<p>
-		Get intersections between a casted [page:Ray] and this Line.
-		[page:Raycaster.intersectObject] will call this method.
+			在一条投射出去的[page:Ray](射线)和这条线之间产生交互。
+			[page:Raycaster.intersectObject]将会调用这个方法。
 		</p>
 		</p>
 
 
 		<h3>[method:Line clone]()</h3>
 		<h3>[method:Line clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this Line object and its descendants.
+			返回这条线及其子集的一个克隆对象。
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 17 - 19
docs/api/zh/objects/LineLoop.html

@@ -10,45 +10,43 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
 		[page:Object3D] &rarr; [page:Line] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>环线([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A continuous line that connects back to the start.<br /><br />
-
-			This is nearly the same	as [page:Line]; the only difference is that it is rendered using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_LOOP]
-			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP],
-			which draws a straight line to the next vertex, and connects the last vertex back to the first.
+			一条头尾相接的连续的线。<br /><br />
+			它几乎和[page:Line]是相同的,唯一的区别是它在渲染时使用的是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_LOOP],
+			而不是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP],
+			它绘制一条直线到下一个顶点,并将最后一个顶点连回第一个顶点。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 
 
 		<p>
 		<p>
-		[page:Geometry geometry] — List of vertices representing points on the line loop.<br />
-		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
+		[page:Geometry geometry] —— 表示环线上的点的顶点列表。<br />
+		[page:Material material] —— 线的材质,默认值是[page:LineBasicMaterial LineBasicMaterial]。
 		</p>
 		</p>
 
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
+		<p>如果没有指定材质,一个随机颜色的线的材质将会被创建,并应用到该物体上。</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Line] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类 [page:Line] 来查看共有属性。</p>
 
 
 		<h3>[property:Boolean isLineLoop]</h3>
 		<h3>[property:Boolean isLineLoop]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are line loops. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或者其派生类是否为环线,默认值为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Line] class for common methods.</p>
+		<h2>方法</h2>
+		<p>
+			请查看其基类[page:Line]来查看共有方法。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 15 - 18
docs/api/zh/objects/LineSegments.html

@@ -10,44 +10,41 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
 		[page:Object3D] &rarr; [page:Line] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>线段([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A series of lines drawn between pairs of vertices.<br /><br />
-
-			This is nearly the same	as [page:Line]; the only difference is that it is rendered using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
-			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP].
+			在若干对的顶点之间绘制的一系列的线。<br /><br />
+			它和[page:Line]几乎是相同的,唯一的区别是它在渲染时使用的是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES],
+			而不是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 
 
 		<p>
 		<p>
-		[page:Geometry geometry] — Pair(s) of vertices representing each line segment(s).<br />
-		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
+		[page:Geometry geometry] —— 表示每条线段的两个顶点。<br />
+		[page:Material material] —— 线的材质,默认值是[page:LineBasicMaterial LineBasicMaterial]。
 		</p>
 		</p>
 
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
+		<p>如果没有指定材质,一个随机颜色的线的材质将会被创建,并应用到该物体上。</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Line] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Line]来查看共有属性。</p>
 
 
 		<h3>[property:Boolean isLineSegments]</h3>
 		<h3>[property:Boolean isLineSegments]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are line segments. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或者其派生类是否为线段,默认值为*true*。
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Line] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Line]来查看共有属性。</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 30 - 35
docs/api/zh/objects/Mesh.html

@@ -10,15 +10,15 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>网格([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Class representing triangular [link:https://en.wikipedia.org/wiki/Polygon_mesh polygon mesh] based objects.
-		  Also serves as a base for other classes such as [page:SkinnedMesh].
+			表示基于以三角形为[link:https://en.wikipedia.org/wiki/Polygon_mesh polygon mesh](多边形网格)的物体的类。
+		  	同时也作为其他类的基类,例如[page:SkinnedMesh]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
@@ -28,85 +28,80 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<p>
 		<p>
-		[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
-		  Default is a new [page:BufferGeometry].<br />
-		[page:Material material] — (optional) a single or an array of [page:Material]. Default is a new [page:MeshBasicMaterial]
+		[page:Geometry geometry] —— (可选)[page:Geometry]或者[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。<br />
+		[page:Material material] —— (可选)一个[page:Material],或是一个包含有[page:Material]的数组,默认是一个新的[page:MeshBasicMaterial]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 
 		<h3>[property:Integer drawMode]</h3>
 		<h3>[property:Integer drawMode]</h3>
 		<p>
 		<p>
-		Determines how the mesh triangles are constructed from the vertices.
-		See the draw mode [page:DrawModes constants] for all possible values.
-		Default is [page:DrawModes TrianglesDrawMode].
+			决定了网格中的三角形将如何从顶点来构造。
+			请参阅draw mode [page:DrawModes constants](绘图模式常量)来查看其所有可能的值。
+			其默认值是[page:DrawModes TrianglesDrawMode]。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:Boolean isMesh]</h3>
 		<h3>[property:Boolean isMesh]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are meshes. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
+			用于检查这个类或者其派生类是否为网格,默认值为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Geometry geometry]</h3>
 		<h3>[property:Geometry geometry]</h3>
 		<p>
 		<p>
-			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
-			defining the object's structure.<br /><br />
+			[page:Geometry] 或 [page:BufferGeometry] 的实例或者派生类,定义了物体的结构。<br /><br />
 
 
-			It's recommended to always use a [page:BufferGeometry] if possible for best performance.
+			如有可能,推荐总是使用[page:BufferGeometry]来获得最好的表现。
 		</p>
 		</p>
 
 
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>
 		<p>
-			An instance of material derived from the [page:Material] base class or an array of materials, defining the
-			object's appearance. Default is a [page:MeshBasicMaterial] with a random color.
+			由[page:Material]基类或者一个包含材质的数组派生而来的材质实例,定义了物体的外观。默认值是一个具有随机颜色的[page:MeshBasicMaterial]。
 		</p>
 		</p>
 
 
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<p>
 		<p>
-		An array of weights typically from 0-1 that specify how much of the morph is applied.
-		Undefined by default, but reset to a blank array by [page:Mesh.updateMorphTargets updateMorphTargets].
+			一个包含有权重(值一般在0-1范围内)的数组,指定应用了多少变形。
+			默认情况下是未定义的,但是会被[page:Mesh.updateMorphTargets updateMorphTargets]重置为一个空数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Object morphTargetDictionary]</h3>
 		<h3>[property:Object morphTargetDictionary]</h3>
 		<p>
 		<p>
-		A dictionary of morphTargets based on the morphTarget.name property.
-		Undefined by default, but rebuilt [page:Mesh.updateMorphTargets updateMorphTargets].
+			基于morphTarget.name属性的morphTargets字典。
+			默认情况下是未定义的,但是会被[page:Mesh.updateMorphTargets updateMorphTargets]重建。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有方法。</p>
 
 
 		<h3>[method:null setDrawMode]( [param:Integer value] )</h3>
 		<h3>[method:null setDrawMode]( [param:Integer value] )</h3>
-		<p>Set the value of [page:.drawMode drawMode].</p>
+		<p>设置[page:.drawMode drawMode]的值。</p>
 
 
 		<h3>[method:Mesh clone]()</h3>
 		<h3>[method:Mesh clone]()</h3>
-		<p>Returns a clone of this [name] object and its descendants.</p>
+		<p>返回这个[name]对象及其子级的克隆。</p>
 
 
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<p>
-		Get intersections between a casted ray and this mesh.
-		[page:Raycaster.intersectObject] will call this method.
+			在一条投射出去的[page:Ray](射线)和这个网格之间产生交互。
+			[page:Raycaster.intersectObject]将会调用这个方法。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateMorphTargets]()</h3>
 		<h3>[method:null updateMorphTargets]()</h3>
 		<p>
 		<p>
-		Updates the morphTargets to have no influence on the object. Resets the
-		[page:Mesh.morphTargetInfluences morphTargetInfluences] and
-		[page:Mesh.morphTargetDictionary morphTargetDictionary] properties.
+			更新morphTargets,使其不对对象产生影响,重置[page:Mesh.morphTargetInfluences morphTargetInfluences] and
+			[page:Mesh.morphTargetDictionary morphTargetDictionary]属性。
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 53 - 56
docs/api/zh/objects/Points.html

@@ -1,78 +1,75 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+<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>
 
 
-		<p class="desc">
-			A class for displaying points.
-			The points are rendered by the [page:WebGLRenderer] using
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.POINTS].
-		</p>
+<body>
+	[page:Object3D] &rarr;
 
 
+	<h1>点([name])</h1>
 
 
-		<h2>Constructor</h2>
+	<p class="desc">
+		一个用于显示点的类。
+		由[page:WebGLRenderer]渲染的点使用
+		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.POINTS]。
+	</p>
 
 
-		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
-		<p>
-			[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
-				Default is a new [page:BufferGeometry].<br />
-			[page:Material material] — (optional) a [page:Material]. Default is a new [page:PointsMaterial]
-				with a random color.
-		</p>
 
 
+	<h2>构造器</h2>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+	<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
+	<p>
+		[page:Geometry geometry] —— (可选)是一个[page:Geometry]或者[page:BufferGeometry]的实例,默认值是一个新的[page:BufferGeometry]。
+		<br />
+		[page:Material material] —— (可选) 是一个对象,默认值是一个具有随机颜色的新的[page:PointsMaterial]。
+	</p>
 
 
-		<h3>[property:Geometry geometry]</h3>
-		<p>
-			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
-			defining the object's structure.<br /><br />
 
 
-			Its recommended to always use a [page:BufferGeometry] if possible for best performance.
-		</p>
+	<h2>属性</h2>
+	<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 
-		<h3>[property:Boolean isPoints]</h3>
-		<p>
-			Used to check whether this or derived classes are points. Default is *true*.<br /><br />
+	<h3>[property:Geometry geometry]</h3>
+	<p>
+		一个[page:Geometry]或[page:BufferGeometry]的实例(或者派生类),定义了物体的结构。<br /><br />
+		如有可能,推荐总是使用[page:BufferGeometry]来获得最佳表现。
+	</p>
 
 
-			You should not change this, as it used internally for optimisation.
-		</p>
+	<h3>[property:Boolean isPoints]</h3>
+	<p>用于检查这个类或者其派生类是否为点,默认值为*true*。<br /><br />
+		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:Material material]</h3>
-		<p>
-			An instance of [page:Material], defining the object's appearance.
-			Default is a [page:PointsMaterial] with a random color.
-		</p>
+	<h3>[property:Material material]</h3>
+	<p>
+		[page:Material]的实例。定义了物体的外观。默认值是一个具有随机颜色的[page:PointsMaterial]。
+	</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+	<h2>方法</h2>
+	<p>请参阅其基类[page:Object3D]来查看共有方法。</p>
 
 
-		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<p>
-		Get intersections between a casted ray and this Points.
-		[page:Raycaster.intersectObject] will call this method.
-		</p>
+	<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
+	<p>
+		在一条投射出去的[page:Ray](射线)和点之间产生交互。
+		[page:Raycaster.intersectObject]将会调用这个方法。
+	</p>
 
 
-		<h3>[method:Points clone]()</h3>
-		<p>
-		Returns a clone of this Points object and its descendants.
-		</p>
+	<h3>[method:Points clone]()</h3>
+	<p>
+		返回这个点及其子集的一个克隆对象。
+	</p>
 
 
 
 
-		<h2>Source</h2>
+	<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 
 
-	</body>
-</html>
+</body>
+
+</html>

+ 24 - 26
docs/api/zh/objects/Skeleton.html

@@ -9,14 +9,13 @@
 	</head>
 	</head>
 	<body>
 	<body>
 
 
-		<h1>[name]</h1>
+		<h1>骨架([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		Use an array of [page:Bone bones] to create a skeleton that can be used by a
-		[page:SkinnedMesh].
+			使用一个[page:Bone bones]数组来创建一个可以由[page:SkinnedMesh]使用的骨架。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>实例</h2>
 <code>
 <code>
 // Create a simple "arm"
 // Create a simple "arm"
 
 
@@ -40,76 +39,75 @@ hand.position.y = 5;
 var armSkeleton = new THREE.Skeleton( bones );
 var armSkeleton = new THREE.Skeleton( bones );
 </code>
 </code>
 		<p>
 		<p>
-			See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry].
+			请查看[page:SkinnedMesh]页面,来查看其在标准的[page:BufferGeometry]中使用的示例。
  		</p>
  		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
 		<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
 		<p>
 		<p>
-		[page:Array bones] - The array of [page:Bone bones]. Default is an empty array.<br/>
-		[page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br />
+		[page:Array bones] —— 包含有一组[page:Bone bone]的数组,默认值是一个空数组。<br/>
+		[page:Array boneInverses] —— (可选) 包含[page:Matrix4 Matrix4]的数组。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name].
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Array bones]</h3>
 		<h3>[property:Array bones]</h3>
 		<p>
 		<p>
-		The array of [page:bone bones]. Note this is a copy of the original array, not a reference,
-		so you can modify the original array without effecting this one.
+		包含有一组[page:Bone bone]的数组。请注意,这是一份原始数组的拷贝,不是引用,所以你可以在不对当前数组造成影响的情况下,修改原始数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array boneInverses]</h3>
 		<h3>[property:Array boneInverses]</h3>
 		<p>
 		<p>
-		An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld]
-		of the individual bones.
+		包含有一组[page:Matrix4 Matrix4],表示每个独立骨骼[page:Matrix4 matrixWorld]矩阵的逆矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Float32Array boneMatrices]</h3>
 		<h3>[property:Float32Array boneMatrices]</h3>
 		<p>
 		<p>
-		The array buffer holding the bone data when using a vertex texture.
+		当使用顶点纹理时,数组缓冲区保存着骨骼数据。
 		</p>
 		</p>
 
 
 		<h3>[property:DataTexture boneTexture]</h3>
 		<h3>[property:DataTexture boneTexture]</h3>
 		<p>
 		<p>
-		The [page:DataTexture] holding the bone data when using a vertex texture.
+		当使用顶点纹理时,[page:DataTexture]保存着骨骼数据。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Skeleton clone]()</h3>
 		<h3>[method:Skeleton clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this Skeleton object.
+			返回一个当前Skeleton对象的克隆。
 		</p>
 		</p>
 
 
 
 
 		<h3>[method:null calculateInverses]()</h3>
 		<h3>[method:null calculateInverses]()</h3>
-		<p>Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.</p>
+		<p>如果没有在构造器中提供,生成[page:.boneInverses boneInverses]数组。
+		</p>
 
 
 
 
 		<h3>[method:null pose]()</h3>
 		<h3>[method:null pose]()</h3>
-		<p>Returns the skeleton to the base pose.</p>
+		<p>返回骨架的基础姿势。</p>
 
 
 
 
 		<h3>[method:null update]()</h3>
 		<h3>[method:null update]()</h3>
 		<p>
 		<p>
-		Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
-		This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
+			在改变骨骼后,更新[page:Float32Array boneMatrices] 和 [page:DataTexture boneTexture]的值。
+			如果骨架被用于[page:SkinnedMesh],则它将会被[page:WebGLRenderer]自动调用。
 		</p>
 		</p>
 
 
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
 		<p>
 		<p>
-		name -- String to match to the Bone's .name property. <br /><br />
-
-		Searches through the skeleton's bone array and returns the first with a matching name.<br />
+			
+		name —— 匹配Bone对象中.name属性的字符串。<br /><br />
+		在骨架中的骨骼数组中遍览,并返回第一个能够和name匹配上的骨骼对象。<br />
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 30 - 36
docs/api/zh/objects/SkinnedMesh.html

@@ -10,11 +10,11 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Mesh] &rarr;
 		[page:Object3D] &rarr; [page:Mesh] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>蒙皮网格([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
-			The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
+			具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。
+			其材质必须支持蒙皮,并且已经启用了蒙皮 —— 请阅读[page:MeshStandardMaterial.skinning]。
 		</p>
 		</p>
 
 
 		<iframe id="scene" src="scenes/bones-browser.html"></iframe>
 		<iframe id="scene" src="scenes/bones-browser.html"></iframe>
@@ -35,7 +35,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
 		var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
@@ -68,94 +68,88 @@
 		armSkeleton.bones[ 1 ].rotation.x = 0.2;
 		armSkeleton.bones[ 1 ].rotation.x = 0.2;
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<p>
 		<p>
-    [page:Geometry geometry] - an instance of [page:Geometry] or [page:BufferGeometry] (recommended).
-		[page:Geometry.skinIndices skinIndices] and [page:Geometry.skinWeights skinWeights] should be set to true on the geometry.<br />
-    [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
+    [page:Geometry geometry] —— 一个[page:Geometry]或者[page:BufferGeometry](推荐)的实例。
+	[page:Geometry.skinIndices skinIndices] 和 [page:Geometry.skinWeights skinWeights] 在几何体上应当被设置为true。<br />
+    [page:Material material] —— (可选)一个[page:Material]的实例,默认值是一个新的[page:MeshBasicMaterial]。
 		</p>
 		</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]来查看共有属性。</p>
 
 
 		<h3>[property:string bindMode]</h3>
 		<h3>[property:string bindMode]</h3>
 		<p>
 		<p>
-		Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
-		property for the base transform	matrix of the bones. "detached" uses the
-		[page:SkinnedMesh.bindMatrix]. Default is "attached".
+			“attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld]
+			属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。
+			默认值是“attached”。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<p>
 		<p>
-		The base matrix that is used for the bound bone transforms.
+		用于绑定的骨骼变换的基础矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<p>
 		<p>
-		The base matrix that is used for resetting the bound bone transforms.
+		用于重置绑定的骨骼变换的基础矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isSkinnedMesh]</h3>
 		<h3>[property:Boolean isSkinnedMesh]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或者其派生类是否为蒙皮网格,默认值为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		<p>
-		[page:Skeleton] created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
-		constructor.
+			[page:Skeleton]是由从构造函数中传入的[page:Geometry]中的[page:Geometry.bones bones]来创建的。
 		</p>
 		</p>
 
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Mesh] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Mesh]来查看共有方法。</p>
 
 
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<p>
 		<p>
-		[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
-		[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
-
-		Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property
-		and the .bindMatrixInverse gets calculated. This is called automatically in the constructor, and the skeleton
-		is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
-		constructor.
+		[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 />
+		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。
+		它在构造函数中会被自动调用,其骨架是由传入到构造函数的[page:Geometry]中的[page:Geometry.bones bones]来创建的。
 		</p>
 		</p>
 
 
 		<h3>[method:SkinnedMesh clone]()</h3>
 		<h3>[method:SkinnedMesh clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this SkinnedMesh object and any descendants.
+		返回当前SkinnedMesh对象的一个克隆及其任何后代。
 		</p>
 		</p>
 
 
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<p>
 		<p>
-		Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
+		规范化[page:Geometry.skinWeights]矢量。不会对[page:BufferGeometry]产生影响。
 		</p>
 		</p>
 
 
 		<h3>[method:null pose]()</h3>
 		<h3>[method:null pose]()</h3>
 		<p>
 		<p>
-		This method sets the skinned mesh in the rest pose (resets the pose).
+		这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<p>
 		<p>
-		Updates the [page:Matrix4 MatrixWorld].
+		更新[page:Matrix4 MatrixWorld]矩阵。
 		</p>
 		</p>
 
 
 		<h3>[method:null initBones]()</h3>
 		<h3>[method:null initBones]()</h3>
 		<p>
 		<p>
-		Creates an array of hierarchical [page:Bone bones] objects from the internal geometry.
+		从内部几何体中创建一个分层[page:Bone bones]对象的数组。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
-
+		<h2>源代码</h2>
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 21 - 25
docs/api/zh/objects/Sprite.html

@@ -10,16 +10,14 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>精灵([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A sprite is a plane that always faces towards the camera, generally with a
-			partially transparent texture applied.<br /><br />
-
-			Sprites do not cast shadows, setting <code>castShadow = true</code> will have no effect.
+			精灵是一个总是面朝着摄像机的平面,通常含有使用一个半透明的纹理。<br /><br />
+			精灵不会投射任何阴影,即使设置了<code>castShadow = true</code>也将不会有任何效果。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( "sprite.png" );
 var spriteMap = new THREE.TextureLoader().load( "sprite.png" );
@@ -29,61 +27,59 @@ scene.add( sprite );
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Material material] )</h3>
 		<h3>[name]( [param:Material material] )</h3>
 		<p>
 		<p>
-    [page:Material material] - (optional) an instance of [page:SpriteMaterial]. Default is a white [page:SpriteMaterial].<br /><br />
+    	[page:Material material] - (可选值)是[page:SpriteMaterial]的一个实例。 默认值是一个白色的[page:SpriteMaterial]。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
 
 
 		<h3>[property:Boolean isSprite]</h3>
 		<h3>[property:Boolean isSprite]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are sprites. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或者其派生类是否为精灵,默认值为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:SpriteMaterial material]</h3>
 		<h3>[property:SpriteMaterial material]</h3>
 		<p>
 		<p>
-		An instance of [page:SpriteMaterial], defining the object's appearance.
-		Default is a white [page:SpriteMaterial].
+		[page:SpriteMaterial]的一个实例,定义了这个对象的外观。默认值是一个白色的[page:SpriteMaterial]。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:Vector2 center]</h3>
 		<h3>[property:Vector2 center]</h3>
 		<p>
 		<p>
-		The sprite's anchor point, and the point around which the sprite rotates. A value of (0.5, 0.5) corresponds to the midpoint of the sprite.
-		A value of (0, 0) corresponds to the lower left corner of the sprite. The default is (0.5, 0.5).
+			这个精灵的锚点,也就是精灵旋转时,围绕着旋转的点。当值为(0.5,0.5)时,对应着这个精灵的中心点;当值为(0,0)时,对应着这个精灵左下角的点。<br>
+			其默认值是(0.5,0.5)。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Object3D]来查看共有方法。</p>
 
 
 		<h3>[method:Sprite clone]()</h3>
 		<h3>[method:Sprite clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this Sprite object and any descendants.
+			返回当前Sprite对象的一个克隆及其任何后代。
 		</p>
 		</p>
 
 
 		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
 		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
 		<p>
 		<p>
-		Copies the properties of the passed sprite to this one.
+			将前一个Sprite对象的属性复制给当前的这个对象。
 		</p>
 		</p>
 
 
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<p>
-		Get intersections between a casted ray and this sprite.
-		[page:Raycaster.intersectObject] will call this method.
+			在投射的光线和精灵之前产生交互。
+			[page:Raycaster.intersectObject]将会调用这个方法。
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 13 - 12
docs/api/zh/scenes/Fog.html

@@ -8,42 +8,43 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>雾([name]</h1>
 
 
-		<p class="desc">此类包含定义线性雾化的参数,即雾的浓度会随着距离线性增长</p>
+		<p class="desc">这个类中的参数定义了线性雾。也就是说,雾的密度是随着距离线性增大的。</p>
 
 
 
 
 		<h2>构造器</h2>
 		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
-		<p>颜色参数会传入[page:Color]构造器以设置颜色属性. 颜色可以是十六进制的或者CSS风格的字符串</p>
+		<p>颜色参数传入[page:Color]构造函数中,来设置颜色属性。颜色可以是一个十六进制的整型数,或者是CSS风格的字符串。</p>
+
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<p>对象的可选名称(不需要唯一)。 默认是一个空串</p>
+		<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<p>雾的颜色。  例如:如果是黑色, 远处的对象将会被渲染为黑色</p>
+		<p>雾的颜色。比如说,如果将其设置为黑色,远处的物体将被渲染成黑色。</p>
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
-		<p>雾化开始运用的最小距离。到相机的距离小于'near'个单位的对象将不受雾化影响</p>
-		<p>默认是1</p>
+		<p>开始应用雾的最小距离。距离小于活动摄像机“near”个单位的物体将不会被雾所影响。</p>
+		<p>默认是1</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
-		<p>停止计算和应用雾化的最大距离。到相机的距离大于'far'个单位的对象将不受雾化影响</p>
-		<p>默认是1000</p>
+		<p>结束计算、应用雾的最大距离,距离大于活动摄像机“far”个单位的物体将不会被雾所影响。</p>
+		<p>默认是1000</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:Fog clone]()</h3>
 		<h3>[method:Fog clone]()</h3>
-		<p>返回一个新的雾化实例,它有着和传入雾化实例一样的参数</p>
+		<p>返回一个具有和当前雾参数相同的新的Fog实例。</p>
 
 
 		<h3>[method:Fog toJSON]()</h3>
 		<h3>[method:Fog toJSON]()</h3>
-		<p>返回JSON格式的雾化</p>
+		<p>以JSON格式返回Fog的数据。</p>
 
 
-		<h2>源码</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 11 - 10
docs/api/zh/scenes/FogExp2.html

@@ -8,9 +8,10 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>雾-指数([name]</h1>
 
 
-		<p class="desc">此类包含定义指数雾化的参数,即雾的浓度会随着距离指数增长</p>
+		<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>
 
 
 
 
 		<h2>构造器</h2>
 		<h2>构造器</h2>
@@ -18,28 +19,28 @@
 
 
 		<h3>[name]( [param:Integer color], [param:Float density] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float density] )</h3>
 
 
-		<p>颜色参数会传入[page:Color]构造器以设置颜色属性. 颜色可以是十六进制的或者CSS风格的字符串</p>
+		<p>颜色参数传入[page:Color]构造函数中,来设置颜色属性。颜色可以是一个十六进制的整型数,或者是CSS风格的字符串。</p>
 		<h2>属性</h2>
 		<h2>属性</h2>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<p>对象的可选名称(不需要唯一)。 默认是一个空串</p>
+		<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<p>雾的颜色。例如:如果是黑色, 远处的对象将会被渲染为黑色</p>
+		<p>雾的颜色。比如说,如果将其设置为黑色,远处的物体将被渲染成黑色。</p>
 
 
 		<h3>[property:Float density]</h3>
 		<h3>[property:Float density]</h3>
-		<p>定义雾的浓度增长多快</p>
-		<p>默认是0.00025.</p>
+		<p>定义雾的密度将会增长多块。</p>
+		<p>默认是0.00025.</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:FogExp2 clone]()</h3>
 		<h3>[method:FogExp2 clone]()</h3>
-		<p>返回一个新的FogExp2实例,他拥有和传入实例一样的参数</p>
+		<p>返回一个具有和当前雾参数相同的新的FogExp2实例。</p>
 
 
 		<h3>[method:FogExp2 toJSON]()</h3>
 		<h3>[method:FogExp2 toJSON]()</h3>
-		<p>返回JSON格式的指数雾化数据</p>
+		<p>以JSON格式返回FogExp2的数据。</p>
 
 
-		<h2>源码</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 14 - 11
docs/api/zh/scenes/Scene.html

@@ -9,9 +9,10 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
-		<h1>[name]</h1>
+		<h1>场景([name]</h1>
 
 
-		<p class="desc">场景允许你设置threejs在哪里渲染什么内容。场景就是你放置对象、灯光和相机的地方</p>
+		<p class="desc">
+			场景允许你在什么地方、摆放什么东西来交给three.js来渲染,这是你放置物体、灯光和摄像机的地方。</p>
 
 
 
 
 		<h2>构造器</h2>
 		<h2>构造器</h2>
@@ -19,39 +20,41 @@
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-		创建一个新的场景对象
-		</p>
+创建一个新的场景对象
+</p>
 
 
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 
 
 		<h3>[property:Fog fog]</h3>
 		<h3>[property:Fog fog]</h3>
 
 
-		<p>一个[page:Fog fog]的实例,定义了一种影响场景中渲染出来的所有东西的雾。默认值是null.</p>
+		<p>一个[page:Fog fog]实例定义了影响场景中的每个物体的雾的类型。默认值为null。
+		</p>
 
 
 		<h3>[property:Material overrideMaterial]</h3>
 		<h3>[property:Material overrideMaterial]</h3>
 
 
-		<p>如果不为null, 它会强制场景中的所有东西都用改材质渲染。 默认值是null</p>
+		<p>如果不为空,它将强制场景中的每个物体使用这里的材质来渲染。默认值为null。</p>
 
 
 		<h3>[property:boolean autoUpdate]</h3>
 		<h3>[property:boolean autoUpdate]</h3>
 		<p>
 		<p>
-		默认是true。如果设置,那么渲染器会检查检查每一帧确定场景及其中的对象是否需要矩阵更新
-		否则,你必须自己维护场景中的所有矩阵。
+			默认值为true,若设置了这个值,则渲染器会检查每一帧是否需要更新场景及其中物体的矩阵
+			当设为false时,你必须亲自手动维护场景中的矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Object background]</h3>
 		<h3>[property:Object background]</h3>
 		<p>
 		<p>
-		如果不为null, 在渲染场景时设置下所用背景,它将总是最先被渲染. 可以被设置为[page:Color](它设置了清除颜色), 一个覆盖了canvas的 [page:Texture], 或者一个[page:CubeTexture]。默认是null
+            若不为空,在渲染场景的时候将设置背景,且背景总是首先被渲染的。
+            可以设置一个用于的“clear”的[page:Color](颜色)、一个覆盖canvas的[page:Texture](纹理),或是一个[page:CubeTexture]。默认值为null。
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:JSON toJSON]</h3>
 		<h3>[method:JSON toJSON]</h3>
 		<p>
 		<p>
-        返回JSON格式的场景数据
+			使用JSON格式返回场景数据。
 		</p>
 		</p>
 
 
-		<h2>源码</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 5 - 1
docs/examples/SpriteCanvasMaterial.html

@@ -23,6 +23,7 @@
 		parameters is an object that can be used to set up the default properties
 		parameters is an object that can be used to set up the default properties
 		</p>
 		</p>
 		<p>
 		<p>
+		rotation - the rotation of the sprite<br/>
 		color - the color of the sprite<br/>
 		color - the color of the sprite<br/>
 		program - the program used to draw the sprite
 		program - the program used to draw the sprite
 		</p>
 		</p>
@@ -30,7 +31,10 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-
+		<h3>[property:Radians rotation]</h3>
+		<p>
+		The rotation of the sprite in radians. Default is 0.
+		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>
 		<p>

+ 8 - 0
docs/examples/loaders/BabylonLoader.html

@@ -84,6 +84,14 @@
 		Lights are parsed accordingly.
 		Lights are parsed accordingly.
 		</p>
 		</p>
 
 
+		<h3>[method:BabylonLoader setPath]( [param:String path] )</h3>
+		<p>
+		[page:String path] — Base path.
+		</p>
+		<p>
+		Set the base path for the file.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BabylonLoader.js examples/js/loaders/BabylonLoader.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BabylonLoader.js examples/js/loaders/BabylonLoader.js]

+ 34 - 1
docs/examples/loaders/GLTFLoader.html

@@ -84,6 +84,31 @@
 		[link:https://github.com/stefanpenner/es6-promise include a polyfill]
 		[link:https://github.com/stefanpenner/es6-promise include a polyfill]
 		providing a Promise replacement.</p>
 		providing a Promise replacement.</p>
 
 
+		<h2>Textures</h2>
+		
+		<p>Textures containing color information (.map, .emissiveMap, and .specularMap) always use sRGB colorspace in
+		glTF, while vertex colors and material properties (.color, .emissive, .specular) use linear colorspace. In a
+		typical rendering workflow, textures are converted to linear colorspace by the renderer, lighting calculations
+		are made, then final output is converted back to sRGB and displayed on screen. Unless you need post-processing
+		in linear colorspace, always configure [page:WebGLRenderer] as follows when using glTF:</p>
+			
+		<code>
+		renderer.gammaOutput = true;
+		renderer.gammaFactor = 2.2;
+		</code>
+		
+		<p>GLTFLoader will automatically configure textures referenced from a .gltf or .glb file correctly, with the
+		assumption that the renderer is set up as shown above. When loading textures externally (e.g., using
+		[page:TextureLoader]) and applying them to a glTF model, colorspace and orientation must be given:</p>
+		
+		<code>
+		// If texture is used for color information, set colorspace.
+		texture.encoding = THREE.sRGBEncoding;
+
+		// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
+		texture.flipY = false;
+		</code>		
+		
 		<h2>Custom extensions</h2>
 		<h2>Custom extensions</h2>
 
 
 		<p>
 		<p>
@@ -135,7 +160,15 @@
 		Begin loading from url and call the callback function with the parsed response content.
 		Begin loading from url and call the callback function with the parsed response content.
 		</p>
 		</p>
 
 
-		<h3>[method:null setPath]( [param:String path] )</h3>
+		<h3>[method:GLTFLoader setPath]( [param:String path] )</h3>
+		<p>
+		[page:String path] — Base path.
+		</p>
+		<p>
+		Set the base path for the .gltf/.glb file.
+		</p>
+
+		<h3>[method:GLTFLoader setResourcePath]( [param:String path] )</h3>
 		<p>
 		<p>
 		[page:String path] — Base path for loading additional resources e.g. textures and .bin data.
 		[page:String path] — Base path for loading additional resources e.g. textures and .bin data.
 		</p>
 		</p>

+ 5 - 4
docs/examples/loaders/MTLLoader.html

@@ -49,16 +49,16 @@
 			[page:String path] — required<br />
 			[page:String path] — required<br />
 		</p>
 		</p>
 		<p>
 		<p>
-			 Set base path for resolving references. If set this path will be prepended to each loaded and found reference.
+			 Set base path for MTL file.
 		</p>
 		</p>
 
 
 
 
-		<h3>[method:MTLLoader setTexturePath]( [param:String path] )</h3>
+		<h3>[method:MTLLoader setResourcePath]( [param:String path] )</h3>
 		<p>
 		<p>
 			[page:String path] — required<br />
 			[page:String path] — required<br />
 		</p>
 		</p>
 		<p>
 		<p>
-			Set base path for resolving texture references. If set this path will be prepended found texture reference. If not set and setPath is, it will be used as texture base path.
+			Set base path for additional resources like textures. If set, this path will be used as the base path.
 		</p>
 		</p>
 
 
 
 
@@ -88,9 +88,10 @@
 		</p>
 		</p>
 
 
 
 
-		<h3>[method:MTLLoaderMaterialCreator parse]( [param:String text] )</h3>
+		<h3>[method:MTLLoaderMaterialCreator parse]( [param:String text, param:String path] )</h3>
 		<p>
 		<p>
 			[page:String text] — The textual <em>mtl</em> structure to parse.
 			[page:String text] — The textual <em>mtl</em> structure to parse.
+			[page:String path] — The path to the MTL file.
 		</p>
 		</p>
 		<p>
 		<p>
 			Parse a <em>mtl</em> text structure and return a [page:MTLLoaderMaterialCreator] instance.<br />
 			Parse a <em>mtl</em> text structure and return a [page:MTLLoaderMaterialCreator] instance.<br />

+ 8 - 0
docs/examples/loaders/PCDLoader.html

@@ -93,6 +93,14 @@
 		The object is converted to [page:Points] with a [page:BufferGeometry] and a [page:PointsMaterial].
 		The object is converted to [page:Points] with a [page:BufferGeometry] and a [page:PointsMaterial].
 		</p>
 		</p>
 
 
+		<h3>[method:PCDLoader setPath]( [param:String path] )</h3>
+		<p>
+		[page:String path] — Base path.
+		</p>
+		<p>
+		Set the base path for the file.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PCDLoader.js examples/js/loaders/PCDLoader.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PCDLoader.js examples/js/loaders/PCDLoader.js]

+ 8 - 0
docs/examples/loaders/PDBLoader.html

@@ -87,6 +87,14 @@
 		Parse a <em>pdb</em> text and return a <em>JSON</em> structure.<br />
 		Parse a <em>pdb</em> text and return a <em>JSON</em> structure.<br />
 		</p>
 		</p>
 
 
+		<h3>[method:PDBLoader setPath]( [param:String path] )</h3>
+		<p>
+		[page:String path] — Base path.
+		</p>
+		<p>
+		Set the base path for the file.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PDBLoader.js examples/js/loaders/PDBLoader.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PDBLoader.js examples/js/loaders/PDBLoader.js]

+ 8 - 0
docs/examples/loaders/PRWMLoader.html

@@ -94,6 +94,14 @@
 		Return true if the endianness of the platform is Big Endian, false otherwise.
 		Return true if the endianness of the platform is Big Endian, false otherwise.
 		</p>
 		</p>
 
 
+		<h3>[method:PRWMLoader setPath]( [param:String path] )</h3>
+		<p>
+		[page:String path] — Base path.
+		</p>
+		<p>
+		Set the base path for the file.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PRWMLoader.js examples/js/loaders/PRWMLoader.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PRWMLoader.js examples/js/loaders/PRWMLoader.js]

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